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5th October, 2004, 11:14 PM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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[Release] UTGL v10 - UTGLA v03
I know most of you don't like to read manuals so I'm going to keep this as short as possible.
1) What is UTGL?
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UTGL is a login system for Unreal Tournament. It's primary purpose is to track players, in all other games players have guid's that can be used to track them but that doesn't exist in UT, that way UT is a perfect game for cheaters. UTGL attempts to stop nicklamers and to track cheaters by making them login before they enter the server.
UTGL can off course do more than this, it's also the basis for other mods like UTGL Advanced and the upcoming version of UTStats.
2) How does it work?
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Well basicly you just install UTGL on your server and then, whenever a player attempts to join the server, this login-window will popup on his screen:
The player now has to enter his login and pass and click login. Now the server will connect to the utgl-masterserver and check if the login & pass are correct. If this is not the case, the player will get kicked from the server, else a few additional checks can be performed (both on the masterserver and on the UT Server).
If the "bUseExtras" variable is set to true in the UTGL Config (cfr. Readme) then the masterserver will check two other things:
1) Does the player have adminrights on this server (will be explained later)
2) Isn't the player banned on this server (will be explained later)
After this the UT Server will first check if there ain't any other player on the same server with the same login (to prevent people from sharing logins) and then the login procedure will be completed.
3) What's UTGLA then?
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Well UTGLA stands for UT Global Login Advanced and it's a UTGL-Addon. UTGLA will extend your server with scoreboards for all popular mods (including BunnyTrack and RocketArena), UTGLA will automaticly ban the login of players that get caught by UTDC, and next to several small details, UTGLA will also give players with adminrights the possibility to call this adminwindow:
If you want to know what this all does, then just read the readme.
4) Credits
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UTGL was developped by:
- AnthraX (Unrealscript side)
- ViRioN (PHP Side)
Many thanks go to:
- Azazel/Unrealadmin : For hosting our forum and masterserver
- Darkie : For hosting our masterserver during betatests
- Rush : For betatesting and feedback
- Ocelot : For making the UTGL Logo
5) Changes
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* UTGL:
- v1.0b:
* [Fixed] some timeout errors (which caused double/triple logins)
- v1.0: First official release
* UTGLA:
- Beta v0.3d:
* [Fixed] Netspeed didn't show correctly
* [Fixed] Some code optimisations
* [Changed] Bunnytrack board is just a custom version of the regular CTF board now
- Beta v0.3c:
* Failed attempt to fix a netspeed bug
- Beta v0.3b:
* [Fixed] Accessed none's in serverlog
* [Fixed] Some more minor stuff
- Beta v0.3: First official release
Last edited by AnthraX : 11th October, 2004 at 03:55 PM.
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6th October, 2004, 04:44 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Nice . Finally a login system similar Boomtown on a public scale.
Quote:
Originally Posted by AnthraX
UTGLA will automaticly ban the login of players that get caught by UTDC
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Don't know how you've implemented this but UTDC 1.3 is giving off some false positives. Better make sure players can contact you to fix any unnecessary bans.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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6th October, 2004, 06:53 AM
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Godlike
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Join Date: Aug 2004
Posts: 361
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Quote:
Originally Posted by Fearless
Nice . Finally a login system similar Boomtown on a public scale.
Don't know how you've implemented this but UTDC 1.3 is giving off some false positives. Better make sure players can contact you to fix any unnecessary bans.
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can you post the logs of the false positives in the utdc 1.3 thread?
nice work AnthraX!
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6th October, 2004, 01:25 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Oops, I actually posted about a timeout problem one clan member is having with the OS check even though he's using Windows (see page 4). Other users have posted some logs though. I will be adding this system shortly.
P.S: I heard that the new mvreporter that Rush is working with will interface with UTGL .
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Fearless : 6th October, 2004 at 01:27 PM.
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6th October, 2004, 01:42 PM
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Holy Shit!!
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Join Date: Jun 2004
Location: Bergen - Norway
Posts: 2,389
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I have tried to use the "old" mvreporter on a couple of servers, in both cases I ended up with XX MB log files filled with accessed none's and other crap. Im using UTReporter now, with no problems at all.
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6th October, 2004, 02:04 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Bleh, someone's already registered with the name Fearless. Just how many Fearless' play UT anyway ?
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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6th October, 2004, 03:01 PM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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just two, the other one is an instagib player who's in the midnightut crew ^^
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6th October, 2004, 03:11 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Ah, that would explain it. I'd like to meet this other Fearless . I know just another one who's been playing as long as me in NW and is apparently from Eastern Europe.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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7th October, 2004, 07:40 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 500
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i hope that names arent blocked from being used before the account is activated because i see that as a problem. also when using the \ character when trying to register, it registers as a double \ ie \\ and so the login does not work whether you use \ or \\ - very frustrating, especially seeing how it blocks the redo of emails and accounts etc. my clan tag is ~/\/OC and it does this on CB too and it puts ~/\\/OC but that can be changed in CB so perhaps you could take on board the editing of usernames, so long as the ID stays the same its fine.
why not make it so anyone can register with any name and any email, but the account is not active until the activation link is clicked, ie if i sign up with a false email it wont work and that user can ignore it. this will also fix the problem that if names are blocked from first entry, you could block a lot of names which people like.
more accounts per email could be nice perhaps, like clan tag on and clan tag off usernames. or even alternative names like in clanbase they register under many usernames but they are all linked
still lots of bugs in my opinion, and just a little too early for a public release
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7th October, 2004, 07:53 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 500
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i also think its too early when referring to admin decision making. the detection of cheats is still going crazy lately and there are many advances in anti cheats that should be made before global ban is made.
hmm i just re read it and saw its network ban, which is simply banning the player on all the servers to which you are admin. bit of a shortcut to those people who are too lazy to ban in all servers they admin in my opinion. glad its not a global ban tho.
if many people of the public have problems with downloading UTDC then why would they take the time to register to UTGL? seems to just create unnecessary problems. nicklaming is a very minor problem
its more of an admin tool to warn people - thats the only new function really isnt it?..
sorry to be negative but there are a few good things about it.
the warning system, although admins can warn people themselves if they are there to click the warn button...
Last edited by LittleHorn : 7th October, 2004 at 07:58 PM.
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7th October, 2004, 08:30 PM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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the specialchars issue will be fixed, and normally you can only activate when you click the activation link, unless virion has changed it. About your other problems:
1) Buggyness: correct, that's why UTGLA has a 0.3 version number which means beta3. I am aware of a couple of bugs in the package but they all have been fixed in 0.3b
2) Lack of functionality:
- UTGLA adds frags per hour, efficiency, netspeed, packetloss and accuracy to the scoreboard (accu even works in NW, ZP, ZPPure...).
- UTGLA contains a whois function which can be very useful
- UTGLA contains mute functions that can also be very useful
- UTGLA is the only available solution to distribute bans to all your servers (like UTAN does for 2k4)
- Most important thing: UTGL is meant to be a basepackage for other mods, a common user will never even see half of the things it can do.
3) More accounts per email was never our intention, you have to register with a loginnick, not with the nick you will use ingame. You can use any nick you want ingame.
4) The UTDC network-banning function is just a detail in UTGLA, UTGLA is not a cheatprotection but more like a server-addon.
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7th October, 2004, 09:08 PM
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Holy Shit!!
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Join Date: Apr 2003
Location: Texas
Posts: 1,157
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Littlehorn, since I've got utgl on my server I haven't encountered ANY cheater. Players who were fakenicking earlier still do this ... but at least their Login is shown. More optimism mate.
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7th October, 2004, 03:32 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 500
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still there could be named accounts under named hotmail accounts and people can still fake being someone else...
Quote:
Originally Posted by AnthraX
UTGLA adds frags per hour, efficiency, netspeed, packetloss and accuracy to the scoreboard (accu even works in NW, ZP, ZPPure...).
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^^ thats good functionality, sorry i didnt read that bit in the readme but i see it now.
Quote:
Originally Posted by AnthraX
Most important thing: UTGL is meant to be a basepackage for other mods, a common user will never even see half of the things it can do.
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see now thats a great idea. if you could encorporate an anticheat validator in there and accompany it with a patch update to UT like the 436 which will work alongside the validator it would be perfect which is much more useful than a mute function which you can have seperately
run the servers on the UAdmin patch (v460 anybody?) and anyone who wants to have cheat protection needs that installed and any client who wants to get on to the servers needs to install that patch to get in. if you encorporate UTDC ideas into a random DLL file in the system folder or something that would eliminate a lot of hookers. you could also have an "install" button to upgrade?
this is the real solution to all the global banning etc and all the bans with excuses as such. we need a better cheat protection and something that could be released to the public. if we have an anticheat community working on the inside of the UTGL files like in this thread http://www.unrealadmin.org/forums/showthread.php?t=8188 and this where i explain my ideas a little more wordy http://www.unrealadmin.org/forums/sh...3441#post43441 then we can stop all this messing about and improve the game aswell.
a new UTstats system would be fanstastic but out main problem is anti cheats. fix that and your sorted. just do it once and if its passed by the new hook etc then it can just be updated. at least its automated and in the public and im sure we can come up with something thats fully cheat proof. once thats done we can work on functionalities more and perhaps even a UTGL league which should be taken more seriously than clan base.
its a big idea and can be taken somewhere i think... but i wont go on
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7th October, 2004, 03:34 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 500
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oh and is there a way you can fix my accounts for me then. any account with ~/\/OC~nickname is a person from my clan that i have signed up for them, some of them will have followed the activation link. for those who have could you fix the logins please so that they work?
oh and one more point. if you force people to use the logins as their nicknames then it would be great. there could be an interface similar to clan base using once email where more than one nickname could be registered and it would allow that user to alternate between only those nicks in game... doesnt i4games force the username as the playername? or is that just at the start of the match. could just have a config file it reads saying that it disallows the use of the name command unless its name RegisteredName.
Last edited by LittleHorn : 7th October, 2004 at 03:38 PM.
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7th October, 2004, 04:17 PM
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Holy Shit!!
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Join Date: Apr 2003
Location: Texas
Posts: 1,157
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Quote:
Originally Posted by LittleHorn
oh and one more point. if you force people to use the logins as their nicknames then it would be great. there could be an interface similar to clan base using once email where more than one nickname could be registered and it would allow that user to alternate between only those nicks in game... doesnt i4games force the username as the playername?
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It's not a good idea. I already had players registered as [clantag]nick willing to change their logins cause they didn't belong to that clan anymore ... It's only one example. I think the current solution is the best, regular fakenickers usually have nicks "no_skill" or "megalag", now they can play with such nicks, but still others can recognise them by login.
__________________
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7th October, 2004, 04:26 PM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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registeredname and nickname as you call them are two different things. The player always has to use his "registeredname" to login but the nickname doesn't matter. UTGLA will show the player's "registerednames" on the scoreboard anyway. If you see a player with a weird nick and you can't recognise his login you can also get more info about this player and the nicks he played with in the past by typing "mutate whois <nickname>" in your console.
As for anticheating: my primary goal at the moment is not anti-cheating but making a solid login-system that can be used by any other coder if he thinks it would be useful for his mod. The only reason why UTDC support is added to UTGL is because I got bored
UTGL has to be extremely user-friendly because login systems will scare most people away. In time there might be a way to let players register ingame but at the moment it's still impossible.
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7th October, 2004, 06:02 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 500
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i totally agree the login system will scare a lot of clients away which is why you have to make this THE ESSENTIAL file to have. sorry but i could rant on about how good this could become. im tired of all the threads about how many jerks there are in UT and its true...
think about it, if you could make it the next update to UT and secure it then that is total control. its so annoying with all the negative feedback these days and if people arent being offended by other players then its by the admins.
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7th October, 2004, 06:10 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 500
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7th October, 2004, 08:44 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Hi, just a quick post about a small glitch I encountered. I was doing a trial for someone wanting to join the clan on Wednesday night and we were all suddenly kicked off the server. When I re-entered, the login box was empty and the textures on the map at the starting points weren't visible anymore (I'm using the original OpenGl renderer). I also noticed that there was a match ID on whereas this usually displays as zero. Perhaps you were doing some testing ?
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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8th October, 2004, 05:05 AM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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Another small thing, I have the feeling that you think that UTGL is native code (or maybe I just misunderstand you). Anyway, this is not the case. UTGL is unrealscript only, thus it can be downloaded from the server. Another thing about UTGL you might not know is how UTGLConfig works. As opposite to other mods, UTGL will keep using your original configuration when you update to a more recent version.
To fearless: I was not testing anything wednesday, maybe virion was tho. Could you give me the serverlog of the game in which this situation happened?
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