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MatrixZeroOne (old)

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General Support Area (4 posts)
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03-November 09
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User is offline Nov 06 2009 01:05 PM
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  1. In Topic: Generate qkey outside of UrT?

    Posted 6 Nov 2009

    Nice Work =D

    This would make things alot easier.

    I extended the app I had to now include a playername/password combination tied into a mysql backend.
    It also pulls down a pre-created qkey file matched to them during registration.
    The benifit of doing the verfication outside the client is that they can't launch the game without succefully logging in, and then only when the network login is available.

    Your tweeked xlrstats would be great as secondary level of verification preventing them from changing usernames in-game and possible altering someone elses stats.

    Thanks for the suggestions and help =D
  2. In Topic: Generate qkey outside of UrT?

    Posted 3 Nov 2009

    Some good ideas there.. Thanks

    I already have small UrT launcher to filter a list swear words from the player names before launching the game, refusing access if a wrong word is found.
    The launcher is set to overwrite the autoxec.cfg file with seta playername parameters then execute UrT.
    I'm doing it this way because the PC's have policies to restrict access (with only the autoexec.cfg fiel being the exception)

    My plan is to extend the app to include a username/password combination which would link to a mySQL backend, which would then (after verification) pull the correct qkey file down to the pc overwriting the existing file.

    Not going to be easy I know, but I like challenges and the username/password setup would allow the stats to be relative safe from cross player contamination and keep refs/admins safe from abuse.

    The roaming profile/user share idea is a good one, and would do exactly the same as above, but I'd rather not matain multiple logons/user areas instead keep the server's and pc's as clean as possible.

    Thanks for help
  3. In Topic: Generate qkey outside of UrT?

    Posted 3 Nov 2009

    Looks like I might have solved by own problem.

    Looking through the source of ioquake, the qkey is only a 2K file filled with random bytes.

    That can easily be reproduced so I can store player names next to keys in database..

    Players will have to be preregistered mind you, but that only need to really happen once every so often.

    If anyone else can think of anything, it's most welcome.

    Cheers

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