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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Importing SP character in MP?

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Pages (6): « Previous 1 2 3 4 5 6 Next »
Importing SP character in MP?
Offline Beagle23
08-12-2009, 06:58 PM,
#11
Member
Posts: 271
Threads: 16
Joined: Jul 2008

' Wrote:I can switch to 'black speek' if yo' down with that, dogg, a'ight?

[Image: 1239810624807.jpg]
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Offline Eudaimonium
08-12-2009, 07:01 PM,
#12
Member
Posts: 23
Threads: 1
Joined: Mar 2008

OK occured to me: only an option : import from MP available when entering Singleplayer, then all changes in SP that took place during play are stored in some sort of LOG or something, and when clicking Multiplayer all those changes are applied to the carracter immediately.

Not so technicaly immposible to me (but hell, i can dissassemble computer blinfolded in 120 seconds an tell you exactly what part does what, but i can't program for sh't)

I believe simply rejecting an idea just because it need work is not like all you guys should be acting.

Think about it.
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Offline Eudaimonium
08-12-2009, 07:04 PM, (This post was last modified: 08-12-2009, 07:05 PM by Eudaimonium.)
#13
Member
Posts: 23
Threads: 1
Joined: Mar 2008

' Wrote:[Image: 1239810624807.jpg]


AS soon as i stop laughing i'll post ...

Kiddin'

No disrespecting there man, just to take notice.

Where did you find that pic?
EDIT: cr*p double post sorry
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Offline Janus
08-12-2009, 07:04 PM,
#14
Member
Posts: 287
Threads: 13
Joined: Jul 2009

' Wrote:OK occured to me: only an option : import from MP available when entering Singleplayer, then all changes in SP that took place during play are stored in some sort of LOG or something, and when clicking Multiplayer all those changes are applied to the carracter immediately.

Not so technicaly immposible to me (but hell, i can dissassemble computer blinfolded in 120 seconds an tell you exactly what part does what, but i can't program for sh't)

I believe simply rejecting an idea just because it need work is not like all you guys should be acting.

Think about it.

That's possibly the most abuseable idea ever.

Zoner whale. No ID restrictions. No pirates. No Law. Think about it.
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Guest
08-12-2009, 07:06 PM,
#15
Unregistered
 

' Wrote:That's possibly the most abuseable idea ever.

Zoner whale. No ID restrictions. No pirates. No Law. Think about it.


Ioncross

.addcash

.setcash
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Offline HoopyFrood
08-12-2009, 07:07 PM, (This post was last modified: 08-12-2009, 07:08 PM by HoopyFrood.)
#16
Member
Posts: 104
Threads: 5
Joined: Apr 2009

' Wrote:OK occured to me: only an option : import from MP available when entering Singleplayer, then all changes in SP that took place during play are stored in some sort of LOG or something, and when clicking Multiplayer all those changes are applied to the carracter immediately.

Not so technicaly immposible to me (but hell, i can dissassemble computer blinfolded in 120 seconds an tell you exactly what part does what, but i can't program for sh't)

I believe simply rejecting an idea just because it need work is not like all you guys should be acting.

Think about it.

Yes but whats to stop you setting up a macro to trade for you and then go away and sleep for a while while it makes you money? At least if you tried that on the server other players would blow you up a lot.

And as for the fact that if someone were to write an application like that at all, t would need access to the servers database which s a very bad idea as it opens quite a big security hole to be exploited by someone clever.

I could prob write something to do that quite easily depending on what type of database it is (SQL?) it would just involve pulling certain values and editing the single player save files. Easy to do from a coding point of view but from a security point its VERY hard to then make that connection secure enough for the admins to even consider it.


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Offline jimmy Patterson
08-12-2009, 07:10 PM, (This post was last modified: 08-12-2009, 07:12 PM by jimmy Patterson.)
#17
Member
Posts: 1,695
Threads: 45
Joined: Mar 2008

the idea is bad i see it going up in an atomic fireball like so [Image: Tsar-Nuclear-Explosion.jpg]

ps just calle me teh nuke whoar=p

[Image: 2emctxg.png]
kudos tommeh for sig
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Offline Beagle23
08-12-2009, 07:12 PM,
#18
Member
Posts: 271
Threads: 16
Joined: Jul 2008

Yes, to be clear, OP, the problem is not the technical aspects of setting up this system, it's the actual ramifications of having it in place.
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Offline Eudaimonium
08-12-2009, 07:17 PM,
#19
Member
Posts: 23
Threads: 1
Joined: Mar 2008

' Wrote:Yes but whats to stop you setting up a macro to trade for you and then go away and sleep for a while while it makes you money? At least if you tried that on the server other players would blow you up a lot.

And as for the fact that if someone were to write an application like that at all, t would need access to the servers database which s a very bad idea as it opens quite a big security hole to be exploited by someone clever.

I could prob write something to do that quite easily depending on what type of database it is (SQL?) it would just involve pulling certain values and editing the single player save files. Easy to do from a coding point of view but from a security point its VERY hard to then make that connection secure enough for the admins to even consider it.


Yes but since an open sp mod is implemented in Discovery itself, only tweaking it for support of Multiplayer character import is not that tough,

However i did not know about 'macros' you talk about, as far as i can tell from your statement it is some sort of algorytm that takes your ship back and fourt with goods selling and buying.

Like in sp you don't get pirate attacks. But never mind that, simple AFK detection algorytm can solve that.


And no need for your computer to modify character values on the server, server should simply read log file (written by the game, if tampered with will be considered not valid and rejected) and apply the changes.

I cannot see unovercomeable problem here, that is why i am posting this (i may not know much of programming but i do know how cerain systems work)
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Offline Cellulanus
08-12-2009, 07:22 PM,
#20
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

Worst idea ever.


No and never.
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