Hi All,

Wel Cara your suggestions look good to me. I tried to work it out just a 
litle further... Here goes:
- Modify the launcher so that players don't need to register their 
playernames on first run.
- Add "r, registeration information" to the launcher
- Under "registration information" you could have a sub-menu with the 
folowing:
* n, new player
* u, update player name and password
* r, register a player name
* x, exit this menu and return to the launcher
That way all problems should be fixed at once, I think. If there is anything 
I can help with in the future, compiling ino-setups, or some other things, I 
would be glad to do so... But, as cara wrote earlyer, Mathew's health is 
more important nowadays...

Happy boomstick chewing
Roland
----- Original Message ----- 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>; "AGRIP User and Developer discussion list" 
<[email protected]>
Sent: Tuesday, July 22, 2008 4:23 AM
Subject: Re: [AGRIP-discuss] LAN Parties, Mauth, Servers and Stats


   Sebby, I, myself, am  clear on all of this, it's just that it's my
personal opinion that an improvement might be a good thing.  -Thoughts?…

   I've been vocal before on this; though this all looks good on paper
as it were, it really is getting in the way.  There are quite a few
new users that I hear from whom have trouble even configuring the game
and I just think it might be a nice idea to streamline Mauth a bit.  I
like the idea of verification to a point, but right now it just seems
a little unwieldy not only for new users, but even I myself am having
trouble bringing one of my registered player names online, because the
system won't accept the (valid) user name / password combo.

   Anyway, I just think this can work a bit more intelligently so
people won't even want to worry about turning it off or feel like they
need to figure out how.  Does that make sense?…

   Like it or not, this is getting in the way for some users whom just
want to play the game.

   Now, I'm not saying this should happen at the drop of a hat, as I
firmly believe that Matthew's health is of the utmost importance,
which goes without saying, so I simply mention the above to sort of
field it for anyone's thoughts.  I'm personally more than happy to put
the time in when I have it, to do as much as I can to move this
forward both in a direction that you / Matthew approve of, while
hopefully being able to add something to the project.  As I've
mentioned to matthew, my understanding of the compilation of the
package as a whole is something I'd  need to better acquaint myself
with, before I can more actively contribute to the project again.  So
it may take a bit of time, but I'm certainly interested in walking my
talk as it were.  <smile>

   Anyway, I think this is the sort of dialogue we're after with
turning this project over to the user group as a whole, yes?…  -
Figuring out what works and what people like / don't like and why?…

   Anyway, thanks for the really concise explanation and hope you /
yours are havin' a terrific evening!…

Rock!…

Cara  :)


On Jul 21, 2008, at 2:52 PM, Sabahattin Gucukoglu wrote:

> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Hi all,
>
> I think there's some confusion about mauth (the Master Authentication
> scheme) here.  Let me explain how it works, briefly:
>
> 1.  User registers at the stats page.  The database of usernames/
> passwords
> is updated and is used by a master server running at the same site.
> To
> register with the primary AGRIP Stats system, you use the forms at
> http://stats.agrip.org.uk/reg/
>
> 2.  HTTP can be used by the launcher, if desired, to verify the
> status of
> player registrations.
>
> 3.  Servers are configured with the master server.  The server and
> master
> support mauth.  Every server that wants advertising is accumulated by
> Stats for display.
>
> 4.  Zquake, which is built with mauth support, starts a game to a
> chosen
> server.  The server checks the user against the master with mauth.
>
> 5.  If the master likes the credentials, the server accepts the
> player.
>
> 6.  Server frags are sent to the master.
>
> 7.  Fraglogs are analysed by the Stats 'n' Servers infrastructure.
> Only
> when a registered username is both the source and target of a frag
> does it
> count towards the stats against a target user.
>
> In this picture, every component is freely available: the client,
> the game
> server, the master server - and yes, even the Stats 'n' Servers
> infrastructure.  To do your own stats on your own network, you can
> use all
> of these components locally and set off the same process by using an
> internal master server, configured on internal servers.  I think the
> only
> AGRIP-specific bit is in the launcher, and you could easily change
> that.
>
> I hope this makes things clearer!
>
> Cheers,
> Sabahattin
>
> - --
> Sabahattin Gucukoglu <sebby<at>agrip<dot>org<dot>uk>
> Address harvesters, snag this: [EMAIL PROTECTED]
> Sound, QA, Misc. Development,
> AGRIP Project
> http://agrip.org.uk/
>
>
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---
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