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  • 2 weeks later...
On 28/7/2016 at 3:02 AM, jcsnider said:

Password recovery/reset system. (Give server SMTP info, server sends 6 digit code, client types in the code and can reset password)

 

If you do this, could you give us the option of sending that code by default when registering so we can avoid fake-email accounts?

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3 hours ago, jcsnider said:

Might be able to convince @panda to do it.  I personally don't think it's worth the extra coding effort given how easy it is to use a fake email address regardless (http://www.fakemailgenerator.com)

 Well, if that stops a 11 years old multiaccount troll... I think it's worth. But well, is just my opinion.

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29 minutes ago, Khaikaa said:

 Well, if that stops a 11 years old multiaccount troll... I think it's worth. But well, is just my opinion.

 

Even with that, if i would want to troll a game with multiaccount i would create real one to be able to troll. Don't underestimate the time they can unnecessarily waste.

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4 hours ago, Khaikaa said:

 

If you do this, could you give us the option of sending that code by default when registering so we can avoid fake-email accounts?

 

4 hours ago, jcsnider said:

Might be able to convince @panda to do it.  I personally don't think it's worth the extra coding effort given how easy it is to use a fake email address regardless (http://www.fakemailgenerator.com)

 

42 minutes ago, Gibier said:

 

Even with that, if i would want to troll a game with multiaccount i would create real one to be able to troll. Don't underestimate the time they can unnecessarily waste.

 

For the reason Gibby provided doing this for this specific reason is pretty pointless.

 

That being said there is a good reason to do this: email verification, so that a user can make sure their account was created with the correct email address so that if they ever forget their password they know they can recover their account. This would be the reason I would add this.

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3 hours ago, Gibier said:

 

Even with that, if i would want to troll a game with multiaccount i would create real one to be able to troll. Don't underestimate the time they can unnecessarily waste.

 

I can create a little script that generates 1 new account & character per ~5secs. I can also run as many scripts as open clients at the same time. If you don't realize I'm doing that(for example, because you are sleeping) you'll find out that you have thousands of accounts wasting memory on the db. You can ban my IP, I don't care about that, know how to fake it. I can't do this if I need to verificate every email I use.

 

I think this is a basic security necesity.

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4 minutes ago, Khaikaa said:

 

I can create a little script that generates 1 new account & character per ~5secs. I can also run as many scripts as open clients at the same time. If you don't realize I'm doing that(for example, because you are sleeping) you'll find out that you have thousands of accounts wasting memory on the db. You can ban my IP, I don't care about that, know how to fake it. I can't do this if I need to verificate every email I use.

 

I think this is a basic security necesity.

I can easily bypass this verification restriction with an automated script too.

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1 minute ago, panda said:

I can easily bypass this verification restriction with an automated script too.

 teach me ( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)

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1 minute ago, Khaikaa said:

 teach me ( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)

Requires owning a domain, but the point is that the "security" necessities you are referring to aren't solved by your proposed solutions, they just add a day max to writing a bot to automate this.

 

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1 minute ago, panda said:

Requires owning a domain, but the point is that the "security" necessities you are referring to aren't solved by your proposed solutions, they just add a day max to writing a bot to automate this.

 

 

Ok, in that case I have nothing else to say about this, obviously I have less knownledge about all of this than you. I will simply trust in your decisions as I do with all the other features.

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  • 3 months later...

All of these bugs have been fixed for Beta 4.9 in the past 36 hours. Between those, random bugs I've fixed along the way, and bugs that @Kibbelz has fixed I'm estimating that 4.9 will contain between 25 and 40 bug fixes!

Spoiler

-- Fixed Bugs --
https://www.ascensiongamedev.com/bug_tracker/intersect/weird-error-r1262/
https://www.ascensiongamedev.com/bug_tracker/intersect/client-error-r1261/
https://www.ascensiongamedev.com/bug_tracker/intersect/not-sure-r1256/
Random ass bug I found :)
https://www.ascensiongamedev.com/bug_tracker/intersect/critical-hit-text-r1254/ (Spent 5 minutes tops)
https://www.ascensiongamedev.com/bug_tracker/intersect/close-button-attributes-nor-working-r1252/ (Dont think this is a bug
https://www.ascensiongamedev.com/bug_tracker/intersect/negative-hpmp-cost-bug-r1246/
https://www.ascensiongamedev.com/bug_tracker/intersect/eraser-tool-not-erase-but-draw-r1243/
https://www.ascensiongamedev.com/bug_tracker/intersect/time-not-displaying-r1235/
https://www.ascensiongamedev.com/bug_tracker/intersect/snapshot-worldmap-r1242/
https://www.ascensiongamedev.com/bug_tracker/intersect/error-when-attacking-npc-r1227/
https://www.ascensiongamedev.com/bug_tracker/intersect/sounds-crash-client-r1219/
https://www.ascensiongamedev.com/bug_tracker/intersect/editor-crashes-when-saving-map-r1194/
https://www.ascensiongamedev.com/bug_tracker/intersect/editor-crashes-while-creating-new-linked-map-r1191/
https://www.ascensiongamedev.com/bug_tracker/intersect/grid-map-link-maps-r1205/
https://www.ascensiongamedev.com/bug_tracker/intersect/intersect-editor-crash-while-editing-event-command-r1182/
https://www.ascensiongamedev.com/bug_tracker/intersect/abilities-sometimes-cancel-out-projectiles-r1208/
https://www.ascensiongamedev.com/bug_tracker/intersect/black-screen-after-login-in-the-client-r1211/
https://www.ascensiongamedev.com/bug_tracker/intersect/server-randomly-crashes-r1258/  (Spend 5 minutes tops)
https://www.ascensiongamedev.com/bug_tracker/intersect/bank-places-items-back-to-first-slot-in-player-inventory-and-duplication-exploit-r1248/
https://www.ascensiongamedev.com/bug_tracker/intersect/bank-eats-stackables-r1253/
https://www.ascensiongamedev.com/bug_tracker/intersect/bank-bug-item-transformation-r1244/
https://www.ascensiongamedev.com/bug_tracker/intersect/fix-target-b5-cast-animation-orientation-for-spells-r427/

 

The bug fixes going into 4.9 include fixes so combat won't crash the server, checks so vitals cannot exceed 100%, bank fixes, and the ability to disable animation rotations!

08ca285f8e3b987fa2fd2bc2f2144808.png

 

85f11b929ce09c3a11bf6298cd6e915e.gif

 

I am in contact with 3 other members about some harder to find bugs I would like to attempt fixing. I'm hoping 4.9 will be really stable and safe to use whilst we continue working on Beta 5 and go through the first couple Beta 5 releases which will be really really buggy.  Thanks for bearing with us and I'll get this out asap!

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5 hours ago, BugSICK said:

really? emoticons? wow, really big wow.. amazing jc

I believe i made a tutorial on how to make /command emotes :p. Basically get a common event, assign it a /command trigger and play an animation on the user :)

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So awhile back I read a suggestion by @Haath... it made it very clear that we implemented the crafting system incorrectly.  Until now I always wanted to go back and fix it up but never did because pushing out the latest and greatest versions of Intersect were more important than small quality of life improvements.

 

Now that we're reworking the database in Beta 5 I ran into a little trouble with the existing crafting system's data layout.  So with multiple reasons to proceed I split our crafting editor into two.. where you define various items to craft and then for each table you define which crafts are accessible! These will make creating your crafting tables faster, especially if different tables can craft the same items! Pics below!

 

6166ddd84dac4cb2847e10f374b26c1f.png  0d9d8098f36c99db491f8cb0327c7e9a.png

 

 

 

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