I have Unreal and the addon, and due to some problems with the game in the past, I bought Unreal Gold, and I was wondering, is it worth keeping Unreal and the addon, if I have unreal gold?
Sonic_Hunter said:Who knows where 2 get unreal gold me and my friend really wanna to kick monsters a plzz tell me
Hyper said:If you want to make levels, mods or want to run a server, you are better off with Unreal 225f. Unreal 226f and Unreal Gold give compatibility problems.
Sonic_Hunter said:Who knows where 2 get unreal gold me and my friend really wanna to kick monsters a plzz tell me
I've been out of the Unreal server loop for about a year but from what I remember 225 was the lesser evil. Sure 225 wasn't 100% secure but 226 was far worse.Asgard said:That used to be the case, but 225 has security problems.. One of these days I might get around to recompiling upak so gold players can join 226 servers but dont hold your breath. Most of us would prefer to run a 225 server but it isnt worth it with all the troubles that come with it.
zynthetic said:I've been out of the Unreal server loop for about a year but from what I remember 225 was the lesser evil. Sure 225 wasn't 100% secure but 226 was far worse.
zynthetic said:I've been out of the Unreal server loop for about a year but from what I remember 225 was the lesser evil. Sure 225 wasn't 100% secure but 226 was far worse.
zynthetic said:dang, when did that start?
The only unauth "admin" I had on my server was Klingon. I made a mut that checked the players joining class and disallowed upak changing it to a unreali class. This "feature" was later added to jcoop (I think that's the name). Tested (unknowingly of course ) by that same Klingon. "What did I just dl?"
I can't remember who (Falcon?) but there was a thing I let him try about a client forcing the admin pw to change. IP Ban is about the only thing I'd be interested in, only bc it's quicker than searching and adding into the NAT.
I have been using 224 for OpenGL the past year though. I haven't heard !much about that or did 225 inherit the security flaws?
Asgard said:That used to be the case, but 225 has security problems.. One of these days I might get around to recompiling upak so gold players can join 226 servers but dont hold your breath. Most of us would prefer to run a 225 server but it isnt worth it with all the troubles that come with it.
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Nope, 225 = giving unauthorized players admin access. It doesnt get any worse than that. Not to mention theres no ip logging to ban them with.
Not quite like that. It checked the playerclass of the client durring prelogin. Only if it was a UPak class it would change it to the equaliviant UnrealI/UnrealShare class. Players trying to join as the eye or chesspiece were autokicked. If someone tried to join with another class not covered they will default to male1.Asgard said:Well yeah you can put a false upak into serverpackages etc.. But then if upak can effect 225 why couldnt any lamer make their own player classes? Hopefully youve thought of that added further security to your mutator.
Zombie{DZ} said:I've been running a v225 server for about 2 years now I have never experienced any unauthorized admin access. I of course use JCoop4 with my own personal fixed up add-on for it (Joss' missed a lot of problems ) to repair TONs of other security holes though. From my knowledge v226f or v226Gold aren't any better at all and inherite all the SAME playerpawn and gametype security flaws of the older classic versions. The only advantage of Gold is the default crash-free UPakConsole, and like to you mentioned...built in IP logging support. However, WingedUnicorn and other gametype coders have proven that IP logging can be done in classic versions crash-free and probably even more effectively with intense identification checks too. The admin security issue was probably completely related to UPak player classes granting admin-like priviledges (again tied to Gold version's UPakPlayer.Summon command). With a login mutator or gametype forcing particular player classes to be used that stuff isn't a problem. In fact, I've heard mostly that Gold was the main version completely vulnerable to grant players admin-like priveldges, which is why these newer gametypes force either the Unreali/UnrealShare player classes or their own fixed up classes anyway.
As for the v226f and Gold compatibility problems, that can't be fixed without a new Epic/UTPG game patch. The problem isn't with UPak or it loading that DLL file, because the issue is deeper and involves the networking in the patches. Legend decided to make tiny changes in the v226 patch (creating v226b gold in the proccess) wich broke it with v226f. v226f players couldn't join a Gold server even if the Gold server had NO UPak at all. All the v226f players would experience is a native game crash back to desktop if UPAK was removed from the Gold server. If the Gold server left UPak loaded than v226f players would get "missing UnrealShare.logo" and still be rejected in. It goes that other way around too. Gold players would crash trying to join a v226f server UNLESS the admin of the v226f server put up a fake UPak.u file to block them. ONLY v224/v225 players can join a Gold server IF UPak was changed or removed. Also, Gold players can ONLY join v224/v225/v226Gold...BUT still not v226f.
On top of the v226f/Gold compatibilty problems are the odd client bug issues such as poor garbage collection (getting duplicates of everything when disconnecting/reconnecting on the same map) and a broken password system requiring admins to always use the commandline to log as admin. In short, read the linke Hyper.nl gave of version problems which sums everything up too.
To me...all these v226f/Gold servers are a curse and should convert to v225. They segregate what's left of the Unreal community into pockets and create unwillingness (and DIS-interest ) to hop to the other sides. I could care less if players still loved to use Gold or v226f for client gaming...just as long as they make their servers a v225 so that the broadest amount of players can join it. The biggest disadvantage I've found of v225 was the inability to run the RTNP maps due to the UPak dependancy. That is why I've been hoping for over 2 years now that Dinwitty and you asGard would finaly wrap up the RTNP2U conversion pack.
-Zombie
zynthetic said:Not quite like that. It checked the playerclass of the client durring prelogin. Only if it was a UPak class it would change it to the equaliviant UnrealI/UnrealShare class. Players trying to join as the eye or chesspiece were autokicked. If someone tried to join with another class not covered they will default to male1.
Joss got it from the cache after connecting to my test server. AFAIK it's no differnt from the same feature found in JCoop, except my source isn't stripped
I could care less about credits now, it's far too late. Shambler did help me w/ some replacement code I could've never done myself, so shouts. I think I still have it (UnEx was the initial project name) on cd if someone wants a mut that only does the above.