In response to Tom
On 6/18/01 1:57 pm Tom wrote:
On 6/18/01 1:43 pm Leftley wrote:

Well, the hub variable wouldn't need that functionality, except that I can't seem to be able to turn listing off using the Host... button. Every time I go to edit the host options, regardless of whether it's currently listed or unlisted, the check box to list it is off. And once I have listed it, it stays listed regardless of what state the check box is in when I edit my hosting options.

Strange. I just did a simple test, and while I did see the problem with the "announce" checkbox always starting in the "off" position (will fix), whenever I edited the setting the Live! hub appeared to reflect the state correctly. For instance, I ran a test world and used "Host.." to announce it. It appeared in the hub. I then clicked "Edit..." and turned off the hosting and the listing disappeared. You are not seeing this behavior?

Odd. I just did a quick test and yes, it did get unlisted. But I'm fairly certain that I've tried to unlist it by closing the Edit... window without checking the announce box, with checking the announce box, and having checked the announce box on and then off, and in all instances it remained listed. I'll test it more rigorously the next time I run a public test.
In response to Spuzzum
On 6/16/01 9:10 pm Spuzzum wrote:
On 6/16/01 7:43 pm Foomer wrote:
I think just a short wait before newly regestered keys become available would do it.

Or a combination of that effect coupled with a client-side restriction on keys being made - wait 30 minutes between making your keys. Otherwise, someone could send in a request for around five keys, wait 20 minutes, then start disrupting the world, and 10 minutes later, have five new keys to continue his (or her, however unlikely) terrorism.

Most people only need one key anyway. Duplicate keys are for people sharing the same computer. I think you Dantom guys should make the key-creation process a little more under your control, so you can strip out a bunch of multi-account keys that are cheating the system (whenever you periodically sweep through the index).

So if you were to see

'cool_dude1'
and
'cool_dude2'

You'd know that cool_dude2 belongs to the first owner.
i think a better (but alittle harder to code... idea would be to have onely one key loged on per computer.. like if someone opens another dream seeker with a differant key then the first dream seeker closes or cannot connect to a game.. this would make multiplayers have to use more than one computer in order to play the same game.(but this cannot stop peaple from playing more then one game with the same key...)
In response to Spuzzum
On 6/16/01 10:46 pm Spuzzum wrote:
I agree with this sentiment (and have expressed it myself for sure!) -- except that developers do need multiple keys occasionally to test things.

Whoops, forgot about that.


Though I must say that if I had to sacrifice the occasional use of multiple keys so that spammers have a harder time, it's a sacrifice I can make.

Well, for one thing, it's getting easier and easier to find a temporary tester for a given game. Just announce it in the hub, and you'll get at least one connectee.

lol, i was testing my gun code for SpaceTug Reserection... and i got like 20 players to log on in less than 5 mins... spuzz i really think they want your space tug game to be hosted.. im sure youll get alot of players.. there all itching for more space tug...
In response to jobe
lol, i was testing my gun code for SpaceTug Reserection... and i got like 20 players to log on in less than 5 mins... spuzz i really think they want your space tug game to be hosted.. im sure youll get alot of players.. there all itching for more space tug...

It's a surprise. =)
In response to jobe
i think a better (but alittle harder to code... idea would be to have onely one key loged on per computer.. like if someone opens another dream seeker with a differant key then the first dream seeker closes or cannot connect to a game.. this would make multiplayers have to use more than one computer in order to play the same game.(but this cannot stop peaple from playing more then one game with the same key...)

But the issue that Ron brought up was that us developers sometimes have to test multiplayer on their own time. And the only way to do that is to have two Dream Seekers open.
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