Accounts, persistent storage and EVENT scripts

General discussion of the port and Doom-related chat.
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Frits
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RE: Accounts, persistent storage and EVENT scripts

#21

Post by Frits » Sat Jun 28, 2014 8:55 am

Well how did i read over this.
I just saw that sv_forcelogin exists. Doesn't this defeat the purpose of having an optional account system? If everyone chooses to force it, the optional part will be redundant.

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IdeIdoom
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RE: Accounts, persistent storage and EVENT scripts

#22

Post by IdeIdoom » Sat Jun 28, 2014 9:10 am

It will be probably used for private servers (PrivCTF) that rank stats and everything.
THE ROMANIAN POWERImage

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Torr Samaho
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RE: Accounts, persistent storage and EVENT scripts

#23

Post by Torr Samaho » Sat Jun 28, 2014 9:43 am

Ijon Tichy wrote: GAMEEVENT_PLAYERFRAGS seems extremely redundant - a DEATH script that uses SetActivatorToTarget can not only achieve this, but work with monster frags as well.
I have to admit that I mostly used GAMEEVENT_PLAYERFRAGS as proof of concept to see wether the EVENT approach is feasible to implement. If DEATH scripts can do everything GAMEEVENT_PLAYERFRAGS can do and more, there is no real reason to keep GAMEEVENT_PLAYERFRAGS around, but IIRC the DEATH script approach has problems with indirect frags. GAMEEVENT_PLAYERFRAGS shouldn't have those.
Ijon Tichy wrote: edit: An event that fires whenever a player deals damage, running on the actor taking damage with the player number being passed as an argument, along with the damage done, would be much more useful, and would allow for much more accurate damage tracking - perfect for all the RPG mods that crop up.

It would probably be better if the events got batched up into one call (eg. an SSG blast only sends one damage event per monster hit, rather than one per pellet), rather than every single projectile, explosion, hitscan, etc getting its own event.
We have started to discuss damage events in a tracker ticket. Let's continue the discussing about how to improve the EVENT scipts there.
Frits wrote: I just saw that sv_forcelogin exists. Doesn't this defeat the purpose of having an optional account system? If everyone chooses to force it, the optional part will be redundant.
No. One of my main principles has always been that server admins ought to have the last word on what happens on their servers. Controlling who is allowed to play on your server and who is not, is even one of the most fundamental things a server admin should be able to decide.

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Frits
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RE: Accounts, persistent storage and EVENT scripts

#24

Post by Frits » Sat Jun 28, 2014 10:18 am

Well i can't argue with that because i agree with that. Heh

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Catastrophe
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RE: Accounts, persistent storage and EVENT scripts

#25

Post by Catastrophe » Sat Jun 28, 2014 5:37 pm

Torr Samaho wrote:
Frits wrote: I just saw that sv_forcelogin exists. Doesn't this defeat the purpose of having an optional account system? If everyone chooses to force it, the optional part will be redundant.
No. One of my main principles has always been that server admins ought to have the last word on what happens on their servers. Controlling who is allowed to play on your server and who is not, is even one of the most fundamental things a server admin should be able to decide.
So are we able to create accounts yet? Because I'd love to get working on this.

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Torr Samaho
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RE: Accounts, persistent storage and EVENT scripts

#26

Post by Torr Samaho » Sun Jun 29, 2014 8:02 pm

Catastrophe wrote: So are we able to create accounts yet? Because I'd love to get working on this.
AlexMax made a lot of progress with charonauth, so if you don't mind running your own account server, you can do this once the next beta build is released (which should be soon).

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RE: Accounts, persistent storage and EVENT scripts

#27

Post by Catastrophe » Sun Jun 29, 2014 8:08 pm

Torr Samaho wrote:
Catastrophe wrote: So are we able to create accounts yet? Because I'd love to get working on this.
AlexMax made a lot of progress with charonauth, so if you don't mind running your own account server, you can do this once the next beta build is released (which should be soon).
Awesome, looking forward to it.

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