The only thing I really want to see in the next version is having the difficulties between PSO regular and PSO plus resolved. There still seems to be no way to get both versions working in harmony in v1.8.
...Allowing the server to get its IP from a web address (like gsproduc.ath.cx and such) would be a big help too :P Just little suggestions is all.
fuzziqersoftware- 05-09-2006
The only thing I really want to see in the next version is having the difficulties between PSO regular and PSO plus resolved. There still seems to be no way to get both versions working in harmony in v1.8.
...Allowing the server to get its IP from a web address (like gsproduc.ath.cx and such) would be a big help too :P Just little suggestions is all.
I didn't know there were still any problems with Plus, but then again, I don't have it, so I wouldn't know. BESIDES the connection problem (which isn't something I can fix), what issues are there?
DNSing for your own address is a really good idea that I hadn't thought about. So if I was running a server at pso.fuzziqersoftware.com, I could put something like *inet "pso.fuzziqersoftware.com" in my config file and it would do DNS to get its own address. Very clever, pink! I'll put that in v1.9 also.
pink- 05-10-2006
Hehe. Thanks :) I was just thinking of those that have IPs that switch a lot, might fix up the problem.
As for PSO Plus and regular... the problem is I only have one PC to work with here and the only way to get both versions working is to have 2 PCs. Currently the following is the only way to get both going on one server:
1. Load the server as normal on the regular PC. This will allow regular PSO users to connect to your IP.
2. Run Anti-Hack on a different PC and have PSO Plus connect there.
There's a severe flaw with this though... this makes it so people with PSO Plus that are outside your home network can't connect.
For some reason PSO Plus will connect just fine if it is bounced off of Anti-Hack at any location. Perhaps you could alter the server's programming to check which port someone is sending data on and if it is 9103 or 9003 then simulate bouncing off of Anti-Hack on the user? Just an idea.
fuzziqersoftware- 05-10-2006
Well, I would, but most people have only one network card, so it won't even work. Packets can't be virtually bounced without writing a kernel driver (which I'm NOT going to do).
pink- 05-10-2006
So basically you're saying that anyone who has friends that have both PSO regular and PSO plus are either hopeless or have to write the kernel themselves.
Is there no way to contact Schthack and ask if you could copy his Anti-Hack code to a fashion and modify it to only be applied to things coming in on port 9103?
King- 05-10-2006
Besides frequent crashing, the v1.8 is an obvious improvement over the previous ver. one of the problems i have found slightly annoying is that your password is stripped, so you can't use the link to SEGA because a password is required to go to SEGA
Lee- 05-10-2006
Hey fuzzy shouldn't the server save after recieving the welcome messege? Because it doesn't if you use the server link before entering a lobby it can mess up the saves on other servers (Ie it won't do any saves at all untill you choose to save and quit)
fuzziqersoftware- 05-10-2006
Yeah, I did think of that. I think I'll have it save before the welcome message. The problem is that if you join a lobby before you save, you either lose items, or anything you do during that session won't save. I'll change this in the next version also.
Totakeke- 05-10-2006
Using $save in the lobby deletes my unequipped items as well. I think this was already reported though.
Syphos- 05-12-2006
I think I already said that with the missing save when using
Proxy Server Ability.
fuzziqersoftware- 05-12-2006
Well, the Proxy Server prevents the client from saving at all. Using Change Server, however, shouldn't be a problem.
Lee- 05-13-2006
well using change server from the login server basically prevents saving, thats when I noticed the save was missing at the welcome screen, then if you join the ship server instead and then transfer out using change server the saves work fine
fuzziqersoftware- 05-13-2006
I only removed saving because it screws up the startup procedure (the remote server thinks the client is connecting on for the first time this session; the client thinks it's not). I'll move the save to the login server in v1.9.
For now, though, if you don't want to go to the lobby server each time you use my server as a proxy, add an Information menu entry called Save Test, and as the content, put "$P$save" (without the quotes). Now, whenever you want to use the proxy server, go to Information->Save Test first.
This works with other chat commands too; you can put any command after the $P in an Information entry and it'll be run instead of displaying the information. Be careful, though; most commands are not meant to be used on the login server.
Travisivart- 05-14-2006
I have a few bugs I would like to report which I have come across in my few days of using the psogc server.
Firstly I was playing with a friend and we were using the word select feature. I used the word chat that would have been "I need 999999 meseta!" This caused an error to appear on screen which stated that I was being kicked for a hack attempt, I then was able to log back in and go back to the game but all my items which were not equipped were missing which isn't that big of a deal. The next strange thing that happened was that when I went back into the game the entire forest area was 'reset' for me, back to its original state. My friend, however, was able to go wherever he pleased since we had almost reached the end of the forest. I was fighting the monsters we had already killed and he was just watching me fighting nothing. The games seemed to have lost track of what had already happened but they were still in sync with each other. Once I went through the forest again we were able to continue from where we had left off and beat the dragon. It was very strange though.
The second problem I have been having deals with the server itself. I start a brand new server from scratch. I login and it registers my keys. I have my friend login and it registers him. We can play together just fine. Then once he disconnects he cannot log back in. The server disconnects him on every attempt to join the server again. I have tried setting the server to not worry about hunter’s licenses but that has helped none. I am connecting to the server through the LAN so I connect to 192.168.1.100, he connects to my global ip and I have the router forward him to the server computer through ports 53 and the 9000 ones which are needed to be open. It's just really strange that he can connect just fine the first time, then every time after the first it doesn't work. I don't change any settings between connections; the server is just constantly running. I have no problem connecting on later attempts, it lets me right in. I don't quite understand why it would do this but perhaps someone may have some insight.
Thanks
fuzziqersoftware- 05-14-2006
I have a few bugs I would like to report which I have come across in my few days of using the psogc server.
Firstly I was playing with a friend and we were using the word select feature. I used the word chat that would have been "I need 999999 meseta!" This caused an error to appear on screen which stated that I was being kicked for a hack attempt, I then was able to log back in and go back to the game but all my items which were not equipped were missing which isn't that big of a deal. The next strange thing that happened was that when I went back into the game the entire forest area was 'reset' for me, back to its original state. My friend, however, was able to go wherever he pleased since we had almost reached the end of the forest. I was fighting the monsters we had already killed and he was just watching me fighting nothing. The games seemed to have lost track of what had already happened but they were still in sync with each other. Once I went through the forest again we were able to continue from where we had left off and beat the dragon. It was very strange though.
The second problem I have been having deals with the server itself. I start a brand new server from scratch. I login and it registers my keys. I have my friend login and it registers him. We can play together just fine. Then once he disconnects he cannot log back in. The server disconnects him on every attempt to join the server again. I have tried setting the server to not worry about hunter’s licenses but that has helped none. I am connecting to the server through the LAN so I connect to 192.168.1.100, he connects to my global ip and I have the router forward him to the server computer through ports 53 and the 9000 ones which are needed to be open. It's just really strange that he can connect just fine the first time, then every time after the first it doesn't work. I don't change any settings between connections; the server is just constantly running. I have no problem connecting on later attempts, it lets me right in. I don't quite understand why it would do this but perhaps someone may have some insight.
Thanks
I haven't studied Word Select in-depth; there may be a few phrases that are caught as hack attempts but are actually legitimate. I'll raise the threshold for w/s a bit in v1.9.
As for the game getting messed up, I really don't know why that happens. I've heard of it happening once before, but all those things are controlled by the clients; not by the server. You could use the $warp command to skip most of the forest, if you want.
As for not being able to reconnect to the server: some people have reported problems with wireless connections. Do you have a wireless router? If so, try running the server from a computer with a wired (Ethernet) connection, and see if it works then. I guess this is due to discrepancies in WinSock, but that's Microsoft's problem. I'll look into workarounds for it.
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