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  #1  
Old 06-02-2008, 04:35 PM
[email protected] sid.gottlieb@googlemail.com is offline
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Duping

its now fixed. also, you can remove the drop confirmation, it's in the options tab under general
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  #2  
Old 06-02-2008, 04:52 PM
cbk1994 cbk1994 is offline
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Now once Era resets again, we can find more glitches and Era will reset again. Yay!
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  #3  
Old 06-02-2008, 08:48 PM
[email protected] sid.gottlieb@googlemail.com is offline
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yay !!!
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  #4  
Old 06-03-2008, 01:47 AM
Tigairius Tigairius is offline
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It's about time this were properly fixed.
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  #5  
Old 06-03-2008, 01:52 AM
DustyPorViva DustyPorViva is offline
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Fixing isn't enough. Like all bugs, they are nearly always oblivious to the creator, so almost always go unnoticed.
There could be other duping bugs hidden away, and you'll never know until it's too late and it's time to reset again. Avoid this and making an economy log. Track every single transaction of items and money.
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  #6  
Old 06-03-2008, 02:54 PM
Crow Crow is offline
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Originally Posted by Tigairius View Post
It's about time this were properly fixed.
If it was. Nice attempt, but doesn't look all too promising.

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Originally Posted by DustyPorViva View Post
Track every single transaction of items and money.
We do already.
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  #7  
Old 06-03-2008, 03:23 PM
xAzerothx xAzerothx is offline
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I don't understand... You track every single transaction but you're resetting the server?
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  #8  
Old 06-03-2008, 03:27 PM
Darklux Darklux is offline
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Originally Posted by xAzerothx View Post
I don't understand... You track every single transaction but you're resetting the server?
Probaply too much to redo every transaction.. 30-50 players trading items the whole day can make a nice sum of transactions.
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  #9  
Old 06-03-2008, 03:39 PM
Crow Crow is offline
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Originally Posted by Darklux View Post
Probaply too much to redo every transaction.. 30-50 players trading items the whole day can make a nice sum of transactions.
Exactly that. There was once a case of a duped Sten switching owners 8 or 9 times in 1 or 2 days. Have fun tracking that down.
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  #10  
Old 06-03-2008, 03:59 PM
DustyPorViva DustyPorViva is offline
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Hire someone to specifically keep an eye on economy logs. I find it quite useless for you to waste the server's resources to track stuff if you're just going to say 'too much work' and 'have fun trying to actually do anything about it'.

I'm sure there must be some way for you to tell if an item 'appears' out of no where, which you should log immediately in a separate log. I don't know if it's possible, but I'm sure something could be figured out.

Really though, if you're going to claim the system is there, it should be used and the logs should be checked over every few hours a day. It might not be fun but at least you'll be able to catch this stuff and avoid resets.
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  #11  
Old 06-03-2008, 04:32 PM
Darklux Darklux is offline
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Quote:
Originally Posted by Crow View Post
Exactly that. There was once a case of a duped Sten switching owners 8 or 9 times in 1 or 2 days. Have fun tracking that down.
Cant you script a system which auto bans or detects the first owner/duper?
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  #12  
Old 06-03-2008, 05:19 PM
cbk1994 cbk1994 is offline
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The way my mud lib system works, it's nearly impossible to duplicate (tight security). However, if a bug were found which allowed you to (I think there aren't any ...) I can check the logs for that certain ID and see where/when/who created it, everywhere it went, etc. Basically, if you duplicated something, it would have the same ID ... and therefor the item is placed under a lock.

Might be possible to assign each item an ID like this so you can track it? I don't know how well this would work without some major rescripting though.
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  #13  
Old 06-03-2008, 06:34 PM
Crow Crow is offline
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Quote:
Originally Posted by cbk1994 View Post
The way my mud lib system works, it's nearly impossible to duplicate (tight security). However, if a bug were found which allowed you to (I think there aren't any ...) I can check the logs for that certain ID and see where/when/who created it, everywhere it went, etc. Basically, if you duplicated something, it would have the same ID ... and therefor the item is placed under a lock.

Might be possible to assign each item an ID like this so you can track it? I don't know how well this would work without some major rescripting though.
I might do that, I'm not sure yet though. I wanted to rescript the whole item system anyway, to fix duping. Because the way it is now, it is just friggin unsecure. The fix Andy added is pretty hackish.
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  #14  
Old 06-03-2008, 06:51 PM
[email protected] sid.gottlieb@googlemail.com is offline
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Quote:
Originally Posted by Crow View Post
I might do that, I'm not sure yet though. I wanted to rescript the whole item system anyway, to fix duping. Because the way it is now, it is just friggin unsecure. The fix Andy added is pretty hackish.
hmm no its not? lol
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  #15  
Old 06-03-2008, 07:24 PM
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Quote:
Originally Posted by [email protected] View Post
hmm no its not? lol
It is. You left the main problems open. The actual functions handling items are in a class joined to the player, and items are stored in clientr.vars. You cannot say this isnt insecure.

Last edited by TSAdmin; 06-05-2008 at 01:46 AM.. Reason: Fixed the spelling, now people can stay on topic!
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