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Re: Online multiplayer is now working.

Posted: Sun May 31, 2009 5:37 pm
by Greekgifted
Looks you've got something that has python support: http://vegastrike.sourceforge.net/cgi-bin/register.py

If this represents the most recent network code, can it just be told where MC707's server will be?

If not, maybe we can just replace it with the updated http/account server.

I think we could just do one of those 2 things and be online in a snap!

Re: Online multiplayer is now working.

Posted: Sun May 31, 2009 7:28 pm
by www2
@Greekgifted

All network code are current in the alpha state.
But the problem that we heft current in sf.net account server is that the setting that select with encryption use is not set.

Re: Online multiplayer is now working.

Posted: Mon Jun 01, 2009 6:45 pm
by Greekgifted
Do you mean encryption for the player's passwords or for something else? And is it something that can be fixed?

Re: Online multiplayer is now working.

Posted: Mon Jun 01, 2009 8:04 pm
by www2
yes i mean the encryption for the player's passwords.
that can be easy fix.
But the older problem is that the that the script use phpbb2 accounts tabel.

Re: Online multiplayer is now working.

Posted: Mon Jun 01, 2009 9:15 pm
by MC707
www2 wrote:But the older problem is that the that the script use phpbb2 accounts tabel.
How will that be fixed?

Re: Online multiplayer is now working.

Posted: Tue Jun 02, 2009 5:51 pm
by Greekgifted
In an extreme case, we can just start completely over, with fresh scripts and everything. Alternatively, we could either try to get it to use the current forum database, OR we can just set "dbconfig" in settings.py to "file_dbconfig" give it a path to the place to save everything and we'll be up and running. Although the problem with the latter is that it can get unwieldy, all the saved passwords and save game files go to the same directory...

Re: Online multiplayer is now working.

Posted: Tue Jun 02, 2009 5:56 pm
by MC707
Greekgifted wrote:In an extreme case, we can just start completely over, with fresh scripts and everything. Alternatively, we could either try to get it to use the current forum database, OR we can just set "dbconfig" in settings.py to "file_dbconfig" give it a path to the place to save everything and we'll be up and running. Although the problem with the latter is that it can get unwieldy, all the saved passwords and save game files go to the same directory...
Who would do this? I would help, but I don't know coding (yet :wink: )

Re: Online multiplayer is now working.

Posted: Tue Jun 02, 2009 6:14 pm
by Greekgifted
IF I had direct access to the server, this would probably be done already :wink: All that dbconfig stuff was just a bunch variables in a settings file. Kinda like editing vegastrike.config except it's not XML.

And really the only people that CAN do this are those who have their "permissions" set to access the server. So I guess we just have to wait if we want to use the Vegastrike website to host it.

Re: Online multiplayer is now working.

Posted: Wed Jun 03, 2009 4:03 am
by MC707
so you are kinda saying this is a problem with permissions regarding the website? I mean, could it be done [hosted I guess] in another website or something?

Re: Online multiplayer is now working.

Posted: Wed Jun 03, 2009 6:31 am
by Greekgifted
The permissions thing I mentioned was just in response to your question, "Who would do this?" I don't doubt that www2 can do what is needed to set the server up for us, its just a matter of having direct access to whatever it is is hosting the website. So what I meant was the www2 is probably one of the few people that can change the settings to redirect it to your server.

However, if you were impatient :P it would be possible and probably not very hard to set up an independent website - separate from the VS website - and have that run the account server. I just thought it would be nice to use the main VS website to run it because then it might be viewed as more *official* and it would be one less website to keep track of.

Point is, someone like me can't do anything about where the accountserver directs to or what it's settings are. This is good though, because that means someone like me can't get in, change stuff around, steal passwords, etc. :D

Re: Online multiplayer is now working.

Posted: Wed Jun 03, 2009 8:03 am
by loki1950
Actually it's ace123 who has primary access to the sourceforge server's control panel.

Enjoy the Choice :)

Re: Online multiplayer is now working.

Posted: Wed Jun 03, 2009 3:13 pm
by MC707
loki1950 wrote:Actually it's ace123 who has primary access to the sourceforge server's control panel.
Thats what I meant. correct me if I am wrong, but ace is not too active atm, so you might get impatient rather than me :P

Online multiplayer

Posted: Sat Nov 28, 2009 10:20 pm
by fhalo
HI
Is the multiplayer server online?

Re: Online multiplayer is now working.

Posted: Wed Jun 23, 2010 11:53 pm
by JarnellGondor
OK so I'm running VS on a MAC and I tried to get into the multiplayer and got an error message telling me to go to http://tharin.ath.cx. I put that in as the server address and it keeps kicking me out is this a glitch in the server system or an error in mine? I'm a rook at this kinda thing so this is why I ask...

Re: Online multiplayer is now working.

Posted: Thu Jun 24, 2010 4:46 am
by Gungnir
JarnellGondor wrote:OK so I'm running VS on a MAC and I tried to get into the multiplayer and got an error message telling me to go to http://tharin.ath.cx. I put that in as the server address and it keeps kicking me out is this a glitch in the server system or an error in mine? I'm a rook at this kinda thing so this is why I ask...
The official server is down, so it redirects you to the Tharin one, but I think that one is down too...

Re: Online multiplayer is now working.

Posted: Thu Jun 24, 2010 3:16 pm
by JarnellGondor
But that does not explain why im getting kicked outta vs all together the whole program shuts down...... *sniff*

Re: Online multiplayer is now working.

Posted: Fri Jun 25, 2010 5:46 am
by Mets
JarnellGondor wrote:But that does not explain why im getting kicked outta vs all together the whole program shuts down...... *sniff*
I had no idea the game was redirecting people to my server, that's awesome! The address, however, is http://tharin.uni.cc, which is quite alive and well, currently hosting 92 accounts.

Multiplayer is still quite beta, so it's not surprising that it can cause crashes. As long as you don't try anything ridiculous in game, you'll be fine.

Re: Online multiplayer is now working.

Posted: Mon Jun 28, 2010 5:35 pm
by JarnellGondor
I'll give it another shot but it will start the log in then kick the program i don't even make it into the server but thanks for the info

Re: Online multiplayer is now working.

Posted: Wed Oct 13, 2010 1:54 am
by Mets
When one of the devs / mods gets a chance, please update the message from the main multiplayer server. The Tharin Server is located at http://www.tharin.uni.cc, not the address currently showing.

Thanks,
Mets

Re: Online multiplayer is now working.

Posted: Wed Oct 13, 2010 4:12 am
by ace123
Mets wrote:When one of the devs / mods gets a chance, please update the message from the main multiplayer server. The Tharin Server is located at http://www.tharin.uni.cc, not the address currently showing.

Thanks,
Mets
Okay, I updated the message to point there. :-)

Re: Online multiplayer is now working.

Posted: Sat Oct 16, 2010 5:34 am
by Mets
ace, or anybody else, is there a way to make news stories that show up at the stations? Or any ways to customize the universe?

Re: Online multiplayer is now working.

Posted: Mon Oct 18, 2010 6:02 am
by ace123
Everything you can do in the universe can be customized from the .py files in "data/modules".

You should be aware that a lot of these files haven't been touched in some time, but a lot of the logic should be easy to figure out and change if you are even just a little familiar with python.

The news stories are handled, I think, in news.py, dynamic_news.py, and dynamic_news_content.py are what you want.
We actually have two different news systems--news.py does completely random events like scripted stories or it create surpluses or shortages (we don't have a real economy). Dynamic_news and dynamic_news_content does things based on the actual dynamic universe simulations. For example if there's a border system that may change hands, it simulates large battles and creates news events depending on the outcome.

There are a lot of other random python code:
creating missions,
simulating dynamic universe,
random encounters in each system,
music,
code to run each mission (in the "missions" subfolder),
content for bases and computers (in "data/bases", not in modules),
campaigns/quests,
etc.

There are also some multiplayer-specific python code at "computer.py" which do things like display a menu if you go to the top corner of bars where news items may be, and "server_lib.py" which handles the commands that you type at the "]" prompt in-flight.

Re: Online multiplayer is now working.

Posted: Tue Nov 30, 2010 12:12 am
by Mets
ace, is there any way to have AI ships in a multiplayer game?

Re: Online multiplayer is now working.

Posted: Tue Nov 30, 2010 5:17 am
by ace123
First of all, it should support missions, which often spawn ai ships, so there's always that. But the missions so far aren't multiplayer-aware, so they give credits only to the person who accepted the mission even if someone else actually defeated the enemies.

Missions aside, "server_lib.py" offers the ability to hit "]" to open up a prompt and type various commands.

For launching ships, "/launchme ..." will launch ai ships near yourself, and also /launchtarg will launch ai ships near your target. You can do "/help launchme" for a description. It has a faction selection. I generally do "privateer" for friendly ships and "aera" for enemies.

Unfortunately the authentication mechanism is a bit of a hack, but you can only run some commands like "/launch*" if you're an admin. Basically, anybody connecting to "127.0.0.1" (localhost) is automatically an admin, and an admin can use "/setadmin <somebody> 1" to make that other person also an admin. The admin status is saved in the savegame data, so you only need to do this once.

If you don't care for the authentication nonsense, you can go to server_lib.py, processMessage() and add "auth = 1" to allow anybody to reload python modules and launch ships. Also, if you want to hack on python scripts, there's a handy command "/reload" which reloads a script without restarting the whole server.

Watch out for large numbers of AI ships. If they all fire at once, there's a bug where the AI ships will spam fire messages every frame, and eventually cause a backlog in the client or the server.

Re: Online multiplayer is now working.

Posted: Tue Nov 30, 2010 5:53 pm
by Mets
Interesting, I can't wait to try. Can you restrict admin permissions to only certain users, instead of anybody who types the command?

EDIT
I guess I'm not quite following you now that I re-read it...does any user who connects to the server automatically have admin permissions, or is there somewhere else you need to connect to? I was assuming you would type in /setadmin in game, not on your box where you're running vegaserver, but perhaps I'm wrong?