Online multiplayer is now working.
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- Merchant
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Re: Online multiplayer is now working.
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!
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!
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- Venturer
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Re: Online multiplayer is now working.
@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.
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.
All Your Base Are Belong To Us
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Re: Online multiplayer is now working.
Do you mean encryption for the player's passwords or for something else? And is it something that can be fixed?
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Re: Online multiplayer is now working.
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.
that can be easy fix.
But the older problem is that the that the script use phpbb2 accounts tabel.
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Re: Online multiplayer is now working.
How will that be fixed?www2 wrote:But the older problem is that the that the script use phpbb2 accounts tabel.
My Machine: OS: Ubuntu 8.10 (intrepid) 64 bit in a 500GB Maxtor HD @ 7200 RPM, Windows Vista PsyChoses Edition 2009 32 bit in a 500GB Samsung HD @ 7200 RPM CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz GPU: nVidia GeForce 9400 GT @ 1024 MB RAM: 3891 MB
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Re: Online multiplayer is now working.
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...
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Re: Online multiplayer is now working.
Who would do this? I would help, but I don't know coding (yet )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...
My Machine: OS: Ubuntu 8.10 (intrepid) 64 bit in a 500GB Maxtor HD @ 7200 RPM, Windows Vista PsyChoses Edition 2009 32 bit in a 500GB Samsung HD @ 7200 RPM CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz GPU: nVidia GeForce 9400 GT @ 1024 MB RAM: 3891 MB
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Re: Online multiplayer is now working.
IF I had direct access to the server, this would probably be done already 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.
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.
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Re: Online multiplayer is now working.
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?
My Machine: OS: Ubuntu 8.10 (intrepid) 64 bit in a 500GB Maxtor HD @ 7200 RPM, Windows Vista PsyChoses Edition 2009 32 bit in a 500GB Samsung HD @ 7200 RPM CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz GPU: nVidia GeForce 9400 GT @ 1024 MB RAM: 3891 MB
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Re: Online multiplayer is now working.
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 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.
However, if you were impatient 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.
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- The Shepherd
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Re: Online multiplayer is now working.
Actually it's ace123 who has primary access to the sourceforge server's control panel.
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Re: Online multiplayer is now working.
Thats what I meant. correct me if I am wrong, but ace is not too active atm, so you might get impatient rather than meloki1950 wrote:Actually it's ace123 who has primary access to the sourceforge server's control panel.
My Machine: OS: Ubuntu 8.10 (intrepid) 64 bit in a 500GB Maxtor HD @ 7200 RPM, Windows Vista PsyChoses Edition 2009 32 bit in a 500GB Samsung HD @ 7200 RPM CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz GPU: nVidia GeForce 9400 GT @ 1024 MB RAM: 3891 MB
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- Explorer
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Online multiplayer
HI
Is the multiplayer server online?
Is the multiplayer server online?
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- Explorer
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Re: Online multiplayer is now working.
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...
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- Mercenary
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Re: Online multiplayer is now working.
The official server is down, so it redirects you to the Tharin one, but I think that one is down too...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...
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Rig: i5 2500k @ 5ghz, 2x OCZ Agility 3 120gb SSD boot drives, AMD Radeon HD 7950 @ 1100/1575 (Catalyst 12.1 Linux and 12.3 Windows), dual-boot Fedora 16 KDE and Windows 7 Prosegfault wrote:if I was actually in space I'd totally be throwing on autopilot and relaxing in the back during the trip, sipping space wine and listening (rlaan?) jazz.
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Re: Online multiplayer is now working.
But that does not explain why im getting kicked outta vs all together the whole program shuts down...... *sniff*
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- Mercenary
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Re: Online multiplayer is now working.
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.JarnellGondor wrote:But that does not explain why im getting kicked outta vs all together the whole program shuts down...... *sniff*
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.
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Re: Online multiplayer is now working.
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
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- Mercenary
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Re: Online multiplayer is now working.
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
Thanks,
Mets
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- Lead Network Developer
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Re: Online multiplayer is now working.
Okay, I updated the message to point there.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
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Re: Online multiplayer is now working.
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?
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Re: Online multiplayer is now working.
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.
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.
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- Mercenary
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Re: Online multiplayer is now working.
ace, is there any way to have AI ships in a multiplayer game?
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Re: Online multiplayer is now working.
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.
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.
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- Mercenary
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Re: Online multiplayer is now working.
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?
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?