http://wiki.minegoboom.com/api.php?action=feedcontributions&user=CypherJF&feedformat=atomASSS Wiki - User contributions [en]2024-03-28T14:55:24ZUser contributionsMediaWiki 1.28.2http://wiki.minegoboom.com/index.php?title=User:CypherJF&diff=6228User:CypherJF2015-01-09T01:09:00Z<p>CypherJF: /* CypherJF */</p>
<hr />
<div>[[Category: People]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Securing_Subgame&diff=6226Securing Subgame2014-01-09T05:22:09Z<p>CypherJF: initial page</p>
<hr />
<div>There are several game configuration values which should be set to secure your game server. Some items below may refer to a specific game server such as [[Subgame]] or [[ASSS]] while others are more global knowledge which applies to both. This initial list was created by [[L.C.]] on a [http://forums.minegoboom.com/viewtopic.php?t=8571 server forum post].<br />
<br />
1. Generate new scrty and scrty1 files. You should do this for EACH instance of subgame2.exe/asss.exe. By generating new scrty and scrty1 files, the security checksum for your zone become unique for your zone. If all zones had the same scrty and scrty1 files, if one zone's encryption was broken, then everyone would be screwed. But if you use a unique pair of security-encryption files for your zone, you are safe from broken encryptions of other zones. <br />
<br />
To generate new scrty and scrty1 files, run "Continuum.exe Z" in the command line and Continuum will generate new files. Just overwrite your old files with these new ones. Repeat this step for each instance and installation of subgame2.exe/asss.exe. <br />
<br />
Source: http://sharvil.nanavati.net/projects/subspace/encryption.html <br />
<br />
<br />
<br />
2. Place your ss:// address at the very beginning of the zone description. If you do not know what your address is, you probably do not have one. You must have a fully qualified domain name in order to use this feature. The reason for placing this address at the beginning of the zone description is to ensure and guarantee that this feature will be used; this will also make sure that no too long of a zone description will push your ss:// address beyond the maximum character limit, rendering this feature functionless. <br />
<br />
The importance of ss:// is so that if the IP address of your server changes, players do not have to manually go and re-update their zone lists to get the new IP. Instead, Continuum will automatically check that address and update their zone lists for them -- and that way there will be no confusion about what happened to your zones as a result of an IP change. <br />
<br />
<br />
<br />
3. Set CheckMod, CheckSMod, and CheckSysop to 1 in your server.ini. This will prevent unauthorized players from being able to login with staff powers if they happen to know the correct passwords. <br />
<br />
<br />
<br />
4. Generate a random NamePassword under [Directory] in server.ini. Although unlikely, this will secure your zone's publishing in the directory server listings. You should use a unique password for each instance and installation of subgame2.exe/asss.exe. Unless someone figures out this password, nobody can hijack your zone's name in the listing. I would recommend using http://www.goodpassword.com/ to generate something that is preferably at least 13 characters and includes symbols. Then take that randomly generated password and feed it into http://gtools.org/tool/md5-hash-generator/ to get an MD5 of this password. Use this generated MD5 checksum as your NamePassword. <br />
<br />
<br />
<br />
5. Consider using the following settings under [Misc] in server.ini: <br />
Quote:<br />
AllowPrerelease=1 <br />
// 0 = People with newer Continuum clients are not allowed to enter <br />
// 1 = People with newer Continuum clients are allowed to enter and play <br />
<br />
ForceContinuumOnly=1 <br />
// 0 = The Continuum client is not required to be able to connect to the zone; old Subspace v1.35 clients will be able to connect <br />
// 1 = The Continuum client is required to be able to connect to the zone <br />
<br />
AllowVIEClients=0 <br />
// 0 = Disalllow people from playing in your zone with the old Subspace v1.35 client <br />
// 1 = Allow people to play in your zone with the old Subspace v1.35 client <br />
<br />
ForceObsceneCheck=1 <br />
// 0 = Normal or obscene checking on usernames is disabled <br />
// 1 = Obscene checking on usernames is enabled <br />
<br />
CheckWeapons=1 <br />
// 1 = Will kick players that are violating the zone security settings through invalid or impossible uses of weapons if SecurityKickoff under [Security] in server.cfg is set to 1 <br />
<br />
CheckFastBombing=1 <br />
// 1 = Will check to see if a player is invalidly firing more bombs than possible<br />
<br />
<br />
<br />
<br />
6. Consider using the following setting for ArenaMode: <br />
Quote:<br />
ArenaMode=5 <br />
// 1 = Any player can create their own subarena <br />
// 2 = Only moderators (Mod) and above can create subarenas <br />
// 3 = Only super moderators (SMod) and above can create subarenas <br />
// 4 = Only system operators (SysOp) can create subarenas <br />
// 5 = All subarenas will use spawn.cfg for settings, only system operators (SysOp) can create subarenas [Default]<br />
Be sure to make a copy of default SVS server.cfg file and rename it to spawn.cfg. By setting it to 5, you will prevent a million *.cfg files from being created in your zone's directory. However, you may need to manually create a *.cfg file for a subarena that you would like to create. I have heard that by setting this to 5, modifying the settings of any subarena (or arena that is not the public arena) will modify server.cfg/spawn.cfg. You may want to play around with this a little to figure out how to create subarenas, but overall -- you will save yourself and your system the trouble of the unnecessary creation of settings configuration files for each subarena that a player ?go's to in your zone.</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=UDP_Game_Protocol&diff=6225UDP Game Protocol2014-01-06T00:06:36Z<p>CypherJF: removed broken hyperlink</p>
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<div>This is a document outlining the UDP protocol used by game clients ([[Continuum]], [[SubSpace]], and all of the [[Bots]] in use today). This is not exhaustive but has been compiled from [[LogicBot|LogicBot++]], [[MERVBot]], and various other places. All clients also use the [[core protocol]]. '''It is, as of right now, incomplete. This guide is not complete; some packets do not have their contents filled out.''' See the [[Game Protocol FAQ]] article for additional information.<br />
<br />
A slightly more complete list compiled by SOS, Admiral Kirk and D1st0rt may be found at [http://www.twcore.org/wiki/SubspaceProtocol TWCore Subspace Protocol] page. The contents of this list should eventually be incorporated into this page.<br />
<br />
<pre><br />
Full Packet List (Consolidated Subspace and Continuum Packet List)<br />
<br />
<br />
//====================\\<br />
|| C2S ||<br />
\\====================//<br />
<br />
<br />
ID CLASS HANDLER PKT DESC<br />
- OFFSET LEN CONTENTS<br />
- [Type Meaning]<br />
<br />
----------------------------------------<br />
0x01 Game 0x40B750 Arena Login<br />
<br />
- 0 1 Type<br />
- 1 1 Ship type<br />
- 2 2 Allow audio?<br />
- 4 2 X resolution<br />
- 6 2 Y resolution<br />
- 8 2 Main arena number 0xFFFF for random pub, 0xFFFD for sub.<br />
- 10 16 Arena name (optional, if offset 8 is 0xFFFD)<br />
<br />
----------------------------------------<br />
0x02 Game 0x40B3C1 Leave arena<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x03 Game 0x409BA9 Position<br />
<br />
- 0 1 Type<br />
- 1 1 Direction<br />
- 2 4 Timestamp<br />
- 6 2 X velocity<br />
- 8 2 Y pixels<br />
- 10 1 Checksum<br />
- 11 1 Togglables<br />
- 12 2 X pixels<br />
- 14 2 Y velocity<br />
- 16 2 Bounty<br />
- 18 2 Energy<br />
- 20 2 Weapon info<br />
- 22 2 Energy (Optional)<br />
- 24 2 S2C latency (Optional)<br />
- 26 2 Timer (Optional)<br />
- 28 4 Item info (Optional)<br />
<br />
----------------------------------------<br />
0x04 Game 0x40CAA1 Packet tampering<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x05 Game 0x40A15B Death message<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x06 Chat 0x40B67C Chat<br />
<br />
- 0 1 Type<br />
- 1 1 Chat type <br />
- 0x00 Arena<br />
- 0x01 Public macro<br />
- 0x02 Public message<br />
- 0x03 Team message<br />
- 0x04 Freq<br />
- 0x05 Private message<br />
- 0x06 Moderator warning<br />
- 0x07 Remote private message<br />
- 0x09 Channel message<br />
- 2 1 Sound code<br />
- 3 2 Target player's player ID<br />
- 5 - Text<br />
<br />
----------------------------------------<br />
0x07 Game 0x40AC3B Take green<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x08 Game 0x40B26E Spectate request<br />
<br />
- 0 1 Type<br />
- 1 2 Player ID<br />
<br />
----------------------------------------<br />
0x09 Game 0x40C0E7 Password/Login<br />
<br />
- 0 1 Type<br />
- 1 1 Boolean: New user (1 = New, 0 = Not New)<br />
- 2 32 Name<br />
- 34 32 Password<br />
- 66 4 Machine ident (drive serial number - can be random for bots)<br />
- 70 1 ConnectType (0x00 is a good idea)<br />
- 71 2 Timezone bias<br />
- 73 2 Unkown<br />
- 75 2 Client version (0x24 = Ctm, 0x86 = SS)<br />
- 77 4 Unkown, memory checksum, Set to = 444<br />
- 81 4 Unkown, memory checksum, Set to = 555<br />
- 85 4 Permission ident<br />
- 89 12 Unkown<br />
<br />
----------------------------------------<br />
0x0A Game 0x40CAA1 Packet tampering<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x0B Game 0x409EA9 SSUpdate.EXE request<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x0C Game 0x409A6F Map Request<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x0D Game 0x409A9F news.txt request<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x0E Game 0x40B4D7 Voice message<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x0F Game 0x40AEF5 Frequency change<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x10 Game 0x40BF47 Attach request<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x11 Game 0x40CAA1 Packet tampering<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x12 Game 0x40CAA1 Packet tampering<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x13 Game 0x40ADDC Flag request<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x14 Game 0x40B183 Drop all attached pilots<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x15 Game 0x40B1EB Drop flags<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x16 Game 0x40B8C7 File transfer<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x17 Game 0x40B645 Registration information response<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x18 Game 0x40AF19 Set ship type<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x19 Game 0x40B41E Set personal banner<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1A Game 0x4097BA Security checksum<br />
<br />
- 0 1 Type Byte 0x1A<br />
- 1 4 Weapon Count<br />
- 5 4 Settings Checksum *2<br />
- 9 4 Subspace.EXE Checksum<br />
- 13 4 Map.LVL Checksum<br />
- 17 4 S2CSlowTotal<br />
- 21 4 S2CFastTotal<br />
- 25 2 S2CSlowCurrent<br />
- 27 2 S2CFastCurrent<br />
- 29 2 S2CRelOut (?Unsure?)<br />
- 31 2 Ping<br />
- 33 2 Ping Average<br />
- 35 2 Ping Low<br />
- 37 2 Ping High<br />
- 39 1 Slow Frame Detected (Boolean)<br />
<br />
----------------------------------------<br />
0x1B Game 0x4096C9 Security violation<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1C Game 0x409626 Drop brick<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1D Game 0x40948B ?setsettings<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1E Game KotH Timer drop<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1F Game 0x408EBD Fire a ball<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x20 Game 0x409322 Ball request<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x21 Game 0x408F95 Soccer goal scored<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x22 Game 0x4096E2 ? Task switch ?<br />
<br />
- 0 1 Type<br />
<br />
*Logged packets:<br />
22 59 B8 13 03 3A 9E 96 60 48 C9 1C 28 0E 00 00 00 00<br />
22 1D 51 DD 00 9A 58 3C 89 48 C9 1C 28 AB 00 00 00 00<br />
<br />
----------------------------------------<br />
0x23 CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x24 CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x25 CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x26 CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x27 CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x28 CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x29 CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x2A CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x2B CTMGame 0x40C0E7 Continuum login<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
<br />
<br />
<br />
<br />
//====================\\<br />
|| S2C ||<br />
\\====================//<br />
<br />
<br />
<br />
<br />
ID CLASS Handler DESC<br />
- OFFSET LEN CONTENTS<br />
- [Type Meaning]<br />
<br />
----------------------------------------<br />
0x01 Game 0x402A7E UID notification<br />
<br />
- 0 1 Type<br />
- 1 2 ID<br />
<br />
----------------------------------------<br />
0x02 Game 0x402A24 In game /* We are in the arena */<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x03 Game 0x402B43 Player Entering<br />
<br />
- 0 1 Type<br />
- 1 1 Ship type<br />
- 2 1 Accepts audio messages<br />
- 3 20 Player name (confirmed ASCIIZ)<br />
- 23 20 Squad name (confirmed ASCIIZ)<br />
- 43 4 Flag points<br />
- 47 4 Kill points<br />
- 51 2 Player ident<br />
- 53 2 Team<br />
- 55 2 Wins<br />
- 57 2 Losses<br />
- 59 2 Turretee ident<br />
- 61 2 Flags carried<br />
- 63 1 Boolean: Has KoTH<br />
<br />
----------------------------------------<br />
0x04 Game 0x402C58 Player leaving<br />
<br />
- 0 1 Type<br />
- 1 1 Player ID<br />
<br />
----------------------------------------<br />
0x05 Game 0x402D34 Player fired a weapon<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x06 Game 0x402CFC Player died<br />
<br />
- 0 1 Type<br />
- 1 1 Death green<br />
- 2 2 Killer ident<br />
- 4 2 Killed ident<br />
- 6 2 Bounty<br />
- 8 2 ? Flags<br />
<br />
----------------------------------------<br />
0x07 Chat 0x40303D Chat<br />
<br />
- 0 1 Type<br />
- 1 1 Message Type<br />
- 0x00 Arena<br />
- 0x01 Public macro<br />
- 0x02 Public message<br />
- 0x03 Team message<br />
- 0x04 Freq<br />
- 0x05 Private message<br />
- 0x06 Moderator warning<br />
- 0x07 Remote private message<br />
- 0x08 Red server errors, without a name tag (S2C only)<br />
- 0x09 Channel message<br />
- 2 1 Sound Code<br />
- 3 2 PlayerID<br />
- 5 - Message<br />
<br />
----------------------------------------<br />
0x08 Game 0x402C22 Player greened<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x09 Game 0x402C22 Player score changed<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x0A Game 0x40306F Password response<br />
<br />
- 0 1 Type byte<br />
- 1 1 Accept response meaning<br />
- 0 Login OK.<br />
- 1 Unknown user.<br />
- 2 Bad password.<br />
- 3 Full arena.<br />
- 4 Locked out.<br />
- 5 Permission only.<br />
- 6 Spectate only.<br />
- 7 Too many points.<br />
- 8 Connection too slow.<br />
- 9 Permission only arena.<br />
- 10 Server full.<br />
- 11 Invalid name.<br />
- 12 Offensive name.<br />
- 13 No biller (not saving scores).<br />
- 14 Server busy<br />
- 15 Restricted zone (insufficient usage)<br />
- 16 Demo Version <- If you get this, there's a serious problem.<br />
- 17 Too many Demo Users (Same as above applies)<br />
- 18 No Demo Players Allowed (again same as the above two)<br />
- 255 Mod Access Required (An invalid value, used only in CEBot)<br />
- 2 4 Server version<br />
- 6 4 ?<br />
- 10 4 EXE checksum<br />
- 14 4 ? unused<br />
- 18 1 ? boolean<br />
- 19 1 Boolean: Request registration form<br />
- 20 4 ? memory checksum<br />
- 24 4 News checksum (0 = no news file)<br />
- 28 4 ? time/date<br />
- 32 4 ? time/date<br />
<br />
<br />
<br />
----------------------------------------<br />
0x0B Game 0x403386 Soccer goal<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x0C Game 0x402BEF Player voice<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x0D Game 0x402C7C Set player frequency<br />
<br />
- 0 1 Type<br />
- 1 2 Player ID<br />
- 3 2 New Freq<br />
- 5 1 Unknown (0xFF)<br />
<br />
----------------------------------------<br />
0x0E Game 0x402BC6 Create turret link<br />
<br />
- 0 1 Type byte<br />
- 1 2 Turreter ident (gunner)<br />
- 3 2 Turretee ident (driver)(when -1, detaching)<br />
<br />
----------------------------------------<br />
0x0F Game 0x402A43 Arena settings<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x10 Game 0x4027CD File transfer<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x11 Game 0x4033AB No-op<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x12 Game 0x4031D4 Flag position<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x13 Game 0x403233 Flag claim<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x14 Game 0x4030D5 Flag victory<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x15 Game 0x40325C Destroy turret link<br />
<br />
- 0 1 Type byte<br />
- 1 2 Player ident<br />
<br />
----------------------------------------<br />
0x16 Game 0x403280 Drop flag<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x17 Game 0x4033AB No-op<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x18 Game 0x4030A6 Synchronization<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x19 Game 0x4028FB Request file<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1A Game 0x4032A4 Reset score(s)<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1B Game 0x4032C8 Personal ship reset<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1C Game 0x4032E4 Put player in spectator mode / change extra info flag<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1D Game 0x402CC1 Player team and ship changed<br />
<br />
- 0 1 Type byte<br />
- 1 1 Ship type<br />
- 2 2 Player ident<br />
- 4 2 Team<br />
<br />
----------------------------------------<br />
0x1E Game 0x4033AB Banner flag<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x1F Game 0x403209 Player banner changed<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x20 Game 0x402ABF Collected prize<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x21 Game 0x403302 Brick dropped<br />
<br />
- 0 1 Type<br />
repeated until the end of the message<br />
- 1 2 X1 tiles<br />
- 3 2 Y1 tiles<br />
- 5 2 X2 tiles<br />
- 7 2 Y2 tiles<br />
- 9 2 Team<br />
- 11 2 Brick ident (sent more than once)<br />
- 13 4 Timestamp<br />
<br />
----------------------------------------<br />
0x22 Game 0x40316E Turf flag update<br />
<br />
- 0 1 Type<br />
repeated until the end of the message<br />
- 1 2 Team for flag X <br />
<br />
----------------------------------------<br />
0x23 Game 0x403192 Flag reward granted<br />
<br />
- 0 1 Type<br />
repeated until the end of the message<br />
- 1 2 Team<br />
- 3 2 Points<br />
<br />
----------------------------------------<br />
0x24 Game 0x402AEA Speed zone statistics<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x25 Game 0x402B1F Toggle UFO ship<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x26 Game 0x4033AB No-op<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x27 Game 0x4033AB Keep-alive<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x28 Game 0x402EE3 Player position update<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x29 Game 0x4030FD Map information<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x2A Game 0x402867 Compressed map file<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x2B Game 0x402787 Set personal KoTH timer<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x2C Game 0x402762 KoTH game reset<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x2D Game 0x4027AA ? Some other timer change ?<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x2E Game 0x402741 Power-ball position update<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x2F Game 0x403364 Arena directory listing<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x30 Game 0x402707 Got zone banner advertisements<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x31 Game 0x4033A6 Login Finished<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x31 CTMGame You are now past the login sequence<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x32 CTMGame Change personal ship coordinates<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x33 CTMGame Custom login failure message<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x34 CTMGame Continuum version packet<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
0x35 CTMGame Object toggling<br />
<br />
- 0 1 Type<br />
<br />
----------------------------------------<br />
</pre><br />
[[Category: Protocol]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Continuum&diff=6144Continuum2010-11-18T00:33:36Z<p>CypherJF: giving continuum encryption a link (it's no longer lonely)</p>
<hr />
<div>[[Image:Continuum_Main_Menu.png|thumb|Continuum Main Menu]]Continuum is a free [[Subspace|SubSpace]] [[Client|client]] developed by [[PriitK]] and [[Mr Ekted]]. The current official version is '''0.40'''. Continuum was developed as a clone of the [[Subspace|SubSpace]] client, but now contains original features such as [[Ship Settings#SeeBombLevel|Ship Settings:SeeBombLevel]] and [[LVZ]]s. Continuum is the official client of the [[SSC|SubSpace Central]] [[Billing Server]].<br />
<br />
It was developed primarily because of the failures of SubSpace mainly in security. As the VIE encryption had been hacked, programs like [[Twister]] were available that would manipulate the network traffic into giving a player an unfair advantage over normal ones. Continuum uses a very secure protocol and effectively masks its code, disallowing the ASM rips that contributed to the downfall of SubSpace. Although a few attempts to crack the [[Continuum Encryption|Continuum encryption]] have been made, none have been very successful. In short, Continuum saved SubSpace.<br />
<br />
It is possible to run [[Running_Continuum_under_Wine|Continuum in Linux]]. Read up about how to patch Wine to allow Continuum to run.<br />
<br />
== Downloads ==<br />
<br />
[http://www.ssdownloads.com/index.php?act=file&fid=5 Continuum 0.38]<br />
<br />
[http://www.ssdownloads.com/index.php?act=file&fid=3 Continuum 0.39pr1]<br />
<br />
[http://subspacedownloads.com/?act=file&fid=1336 Continuum 0.40]<br />
<br />
[http://www.ssdownloads.com/index.php?act=file&fid=1090 Web Installer]<br />
<br />
== Links ==<br />
<br />
[http://en.wikipedia.org/wiki/Continuum_%28computer_game%29 Continuum Wikipedia Entry]<br />
<br />
[[Category: Clients]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Core_Protocol&diff=6143Core Protocol2010-11-15T04:13:28Z<p>CypherJF: added core packet addendum for reliable packet handling</p>
<hr />
<div>This protocol is UDP and bi-directional. It can be thought of as another layer within an application's network layer. [[Subgame]], [[ASSS]], [[Continuum]], VIE's [[SubSpace]] client, the [[Directory server]], and some [[Billing Server|Billing Servers]] utilize this protocol.<br />
<br />
There is support for reliable ordered packets, large packets and cluster packets.<br />
<br />
*The maximum packet size is 520 bytes<br />
*All integers are little endian<br />
*All core packets begin with the type byte 0x00<br />
*Packets can be nested (They are usually processed recursively)<br />
<br />
<pre><br />
0x01 login<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x01<br />
2 4 client key<br />
6 2 protocol version (vie = 0x01, ctm = 0x11)<br />
<br />
0x02 login response<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x02<br />
2 4 ~client key (negative)<br />
<br />
0x03 reliable header (see reliable packet addendum below)<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x03<br />
2 4 packet id (ie: ACK_ID)<br />
6 ? payload (514 bytes max)<br />
<br />
0x04 reliable acknowledge (see reliable packet addendum below)<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x04<br />
2 4 packet id (ie: ACK_ID)<br />
<br />
0x05 sync<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x05<br />
2 4 local time<br />
6 4 packets sent<br />
10 4 packets received<br />
<br />
0x06 sync response<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x06<br />
2 4 time from last received 0x05 packet<br />
6 4 server time<br />
<br />
0x07 disconnect<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x07<br />
<br />
0x08 small chunk<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x08<br />
2 ? payload (expect 472 max)<br />
keep appending payloads until 0x09 chunk tail is received<br />
<br />
0x09 chunk tail<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x09<br />
2 ? payload (expect 472 or less)<br />
append this payload then process contents as a non-core packet<br />
<br />
0x0A stream<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x0A<br />
2 4 total length of all segments<br />
6 ? payload <br />
keep appending payloads until total length is reached then process contents as<br />
a non-core packet.<br />
<br />
0x0B cancel stream request<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x0B<br />
<br />
0x0C cancel stream acknowledge<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x0C<br />
<br />
0x0E cluster<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x0E<br />
2 1 length<br />
3 ? payload with length as above<br />
packet repeats from offset 2 until end, process contents as arbitrary packet<br />
<br />
0x10 Continuum alternate encryption response (s2c)?<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x10<br />
2 10 ??<br />
<br />
0x11 Continuum alternate encryption response response (c2s)?<br />
offset size comment<br />
0 1 type 0x00<br />
1 1 type 0x11<br />
2 6 ??<br />
</pre><br />
<br />
----<br />
<br />
'''Reliable Packet Handling Addendum'''<br />
<br />
Here are some tips when implementing a reliable packet handler stack.<br />
<br />
For outgoing traffic:<br />
1. All outgoing traffic must be put into a send list until an ACKnowledgement (0x04) is received with<br />
the same ACK_ID as the traffic.<br />
2. Sometimes double-sending reliable messages is warranted, given high-bandwidth and high-packetloss.<br />
3. ACK's (0x04) should cause disconnection if you have not sent a message with that ACK_ID yet.<br />
4. ACK_ID starts at 0 for both client and server, ACK_ID is incremented by one every time.<br />
<br />
For incoming traffic:<br />
1. ACK (0x04) all incoming Reliable traffic no matter what. ACK the traffic twice if it makes you feel happy.<br />
2. All incoming traffic must be processed in the order of the ACK_ID's.<br />
3. If a packet is lost, all traffic stamped with an ACK_ID higher than the next expected ACK_ID<br />
must be placed on a backlog list of packets until the packet in sequence is finally received.<br />
4. If an incoming reliable message's ACK_ID has already been processed, ignore the packet.<br />
<br />
<h3>External Links</h3><br />
* [http://mervbot.com/files/addendum.txt Catid's Subspace Addendum]<br />
<br />
[[Category: Protocol]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Main_Page&diff=6139Main Page2010-09-11T23:25:33Z<p>CypherJF: Undo spam links (under new section related links) by cargames</p>
<hr />
<div><div style="border: 1px solid #c6c9ff; background-color: #f0f0ff; text-align: center; font-variant: small-caps;"><br />
Quicklinks:<br />
[[:Category:ASSS|ASSS Documents]] | [[:Category:FAQ|Frequently Asked Questions]] | [[:Category:Guides|Guides]] | [[:Category:Definitions|Glossary]] | [[:Category:Utilities|Utilities]] | [[Special:Categories|More...]]<br />
</div><br />
<br />
<table cellspacing=10><tr valign="top"><td><br />
<h3>What is ASSS?</h3><br />
[[ASSS]] (A Small Subspace Server) is an open source server, created by [[User:grelminar|grelminar]], that facilitates games among [[Continuum]] users. It's a replacement, not a clone, of [[Subgame]], which was the old server created by [[VIE]] and later upgraded by [[PriitK|Priit Kasesalu]], a freelance [[Subspace]] programmer who also wrote Continuum with the assistance of [[Mr Ekted]]. <br />
<br />
ASSS allows many advanced features never before offered by Subgame nor user-made [[Bots]]. Within this wiki, you'll find documents about how to use some of these advanced features, and documentation on how to create your own extensions to the server software. There is also an [[ASSS Commands Cheatsheet]] to help you get started.<br />
<br />
To start finding answers, try the quicklinks (above) or check out the [[Special:Categories|Categories]]. If you're having problems with your server, try reading the [[Server Troubleshooting]] guide. If you would like to contribute see [[ASSS_Wiki:Community Portal|Community Portal]]. For further assistance or questions, please visit the [http://forums.minegoboom.com Server Help Forums] where other users will be able to respond to your questions. <br />
<br />
<h3>External Links</h3><br />
<br />
*[http://asss.minegoboom.com/ Official ASSS Site]<br />
*[http://www.shanky.com/server/ Server Help]<br />
*[http://forums.minegoboom.com/ Server Help Forums]<br />
<br />
</td><td style="width: 30%; border: 1px solid #c6c9ff; padding: 5px"><br />
<br />
<h3>Current Events</h3><br />
<br />
ASSS version 1.4.4 has been released as of September 7, 2007. This version addresses several bug fixes, and now requires Continuum 0.40.<br />
<br />
'''Download'''<br />
*[http://asss.yi.org/files/asss-1.4.4.tar.gz Linux]<br />
*[http://asss.yi.org/files/asss-1.4.4-srconly.tar.gz Source Only]<br />
*[http://asss.yi.org/files/asss-1.4.4.zip Windows]<br />
*[http://bitbucket.org/grelminar/asss/overview/ Change Log]<br />
<br />
<br />
[[Current events|More Events...]]<br />
</tr></table><br />
<br />
[[Category: Wiki]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Main_Page&diff=6119Main Page2010-05-04T00:30:54Z<p>CypherJF: removing SPAM by Yhang143; 02:58, April 19, 2010</p>
<hr />
<div><div style="border: 1px solid #c6c9ff; background-color: #f0f0ff; text-align: center; font-variant: small-caps;"><br />
Quicklinks:<br />
[[:Category:ASSS|ASSS Documents]] | [[:Category:FAQ|Frequently Asked Questions]] | [[:Category:Guides|Guides]] | [[:Category:Definitions|Glossary]] | [[:Category:Utilities|Utilities]] | [[Special:Categories|More...]]<br />
</div><br />
<br />
<table cellspacing=10><tr valign="top"><td><br />
<h3>What is ASSS?</h3><br />
[[ASSS]] (A Small Subspace Server) is an open source server, created by [[User:grelminar|grelminar]], that facilitates games among [[Continuum]] users. It's a replacement, not a clone, of [[Subgame]], which was the old server created by [[VIE]] and later upgraded by [[PriitK|Priit Kasesalu]], a freelance [[Subspace]] programmer who also wrote Continuum with the assistance of [[Mr Ekted]]. <br />
<br />
ASSS allows many advanced features never before offered by Subgame nor user-made [[Bots]]. Within this wiki, you'll find documents about how to use some of these advanced features, and documentation on how to create your own extensions to the server software. There is also an [[ASSS Commands Cheatsheet]] to help you get started.<br />
<br />
To start finding answers, try the quicklinks (above) or check out the [[Special:Categories|Categories]]. If you're having problems with your server, try reading the [[Server Troubleshooting]] guide. If you would like to contribute see [[ASSS_Wiki:Community Portal|Community Portal]]. For further assistance or questions, please visit the [http://forums.minegoboom.com Server Help Forums] where other users will be able to respond to your questions. <br />
<br />
<h3>External Links</h3><br />
<br />
*[http://asss.minegoboom.com/ Official ASSS Site]<br />
*[http://www.shanky.com/server/ Server Help]<br />
*[http://forums.minegoboom.com/ Server Help Forums]<br />
<br />
</td><td style="width: 30%; border: 1px solid #c6c9ff; padding: 5px"><br />
<br />
<h3>Current Events</h3><br />
<br />
ASSS version 1.4.4 has been released as of September 7, 2007. This version addresses several bug fixes, and now requires Continuum 0.40.<br />
<br />
'''Download'''<br />
*[http://asss.yi.org/files/asss-1.4.4.tar.gz Linux]<br />
*[http://asss.yi.org/files/asss-1.4.4-srconly.tar.gz Source Only]<br />
*[http://asss.yi.org/files/asss-1.4.4.zip Windows]<br />
*[http://bitbucket.org/grelminar/asss/overview/ Change Log]<br />
<br />
<br />
[[Current events|More Events...]]<br />
</tr></table><br />
<br />
[[Category: Wiki]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Main_Page&diff=6118Main Page2010-05-04T00:28:44Z<p>CypherJF: Undo revision 6117 by Seanlopez (Talk)</p>
<hr />
<div><div style="border: 1px solid #c6c9ff; background-color: #f0f0ff; text-align: center; font-variant: small-caps;"><br />
Quicklinks:<br />
[[:Category:ASSS|ASSS Documents]] | [[:Category:FAQ|Frequently Asked Questions]] | [[:Category:Guides|Guides]] | [[:Category:Definitions|Glossary]] | [[:Category:Utilities|Utilities]] | [[Special:Categories|More...]]<br />
</div><br />
<br />
<table cellspacing=10><tr valign="top"><td><br />
<h3>What is ASSS?</h3><br />
[[ASSS]] (A Small Subspace Server) is an open source server, created by [[User:grelminar|grelminar]], that facilitates games among [[Continuum]] users. It's a replacement, not a clone, of [[Subgame]], which was the old server created by [[VIE]] and later upgraded by [[PriitK|Priit Kasesalu]], a freelance [[Subspace]] programmer who also wrote Continuum with the assistance of [[Mr Ekted]]. <br />
<br />
ASSS allows many advanced features never before offered by Subgame nor user-made [[Bots]]. Within this wiki, you'll find documents about how to use some of these advanced features, and documentation on how to create your own extensions to the server software. There is also an [[ASSS Commands Cheatsheet]] to help you get started.<br />
<br />
To start finding answers, try the quicklinks (above) or check out the [[Special:Categories|Categories]]. If you're having problems with your server, try reading the [[Server Troubleshooting]] guide. If you would like to contribute see [[ASSS_Wiki:Community Portal|Community Portal]]. For further assistance or questions, please visit the [http://forums.minegoboom.com Server Help Forums] where other users will be able to respond to your questions. <br />
<br />
<h3>External Links</h3><br />
<br />
*[http://asss.minegoboom.com/ Official ASSS Site]<br />
*[http://www.shanky.com/server/ Server Help]<br />
*[http://forums.minegoboom.com/ Server Help Forums]<br />
<br />
</td><td style="width: 30%; border: 1px solid #c6c9ff; padding: 5px"><br />
<br />
<h3>Current Events</h3><br />
<br />
ASSS version 1.4.4 has been released as of September 7, 2007. This version addresses several bug fixes, and now requires Continuum 0.40.<br />
<br />
'''Download'''<br />
*[http://asss.yi.org/files/asss-1.4.4.tar.gz Linux]<br />
*[http://asss.yi.org/files/asss-1.4.4-srconly.tar.gz Source Only]<br />
*[http://asss.yi.org/files/asss-1.4.4.zip Windows]<br />
*[http://bitbucket.org/grelminar/asss/overview/ Change Log]<br />
<br />
<br />
[[Current events|More Events...]]<br />
</tr></table><br />
<br />
[[Category: Wiki]]<br />
<br />
Author: Steven Jones<br />
<br />
Executive Editor Lease-a-seo.com provider of : [http://lease-a-seo.com/link-wheel-service.php '''Link Wheel Service''']</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Search_Phrases&diff=6116Search Phrases2010-04-26T02:40:26Z<p>CypherJF: Undo revision 6115 by Francis025 (Talk)</p>
<hr />
<div>Top 1000 search phrases for the year 2006. Feel free to use this list to create new pages that may target specific words, to help people find the information they need. They are sorted by search count, then by who knows what.<br />
<br />
* ASSS Wiki<br />
# asss<br />
# continuum hacks<br />
# big asss<br />
# priitk<br />
# twcore<br />
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# snrrrubspace<br />
# mervbot<br />
# asss subspace<br />
# spawn cfg<br />
# continuum hack<br />
# asss commands<br />
# wine continuum<br />
# spawn.cfg<br />
# pump that asss<br />
# winetools-0.9jo-iii.tar.gz<br />
# subspace asss<br />
# spawn.cfg download<br />
# download spawn.cfg<br />
# subspace hacks<br />
# round asss<br />
# asss traffic<br />
# smod commands<br />
# smong<br />
# sk spawn cfg<br />
# subspace continuum hacks<br />
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# asss.com<br />
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# metal gear ctf<br />
# logicbot<br />
# proxy randomizer<br />
# subspace wiki<br />
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# mervbot tutorial<br />
# a small subspace server<br />
# powerbot<br />
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# vie subspace<br />
# cebot<br />
# nip spawn cfg<br />
# sony infantry hacks<br />
# asss command<br />
# continuum asss<br />
# continuum subspace hacks<br />
# subspace continuum hack<br />
# continuum lvl file.format<br />
# catid subspace<br />
# wiki minegoboom<br />
# cfg spawn<br />
# client connection request from billing server ignored<br />
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# minegoboom<br />
# macid randomizer<br />
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# continuum wiki<br />
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# asss tutorial<br />
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# download winetools-0.9jo-iii.tar.gz<br />
# asss setup<br />
# www.asss<br />
# www.asss.com<br />
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# minegoboom.com<br />
# confess321<br />
# udp game protocol<br />
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# twcore help<br />
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# setting up a asss zone<br />
# python timers<br />
# catid cat02e@fsu.edu<br />
# twbot<br />
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# crash.cfg<br />
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# 2v2 bot asss<br />
# big asss.com<br />
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# unknown packet type 36 subbill<br />
# mgb wiki<br />
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# continuum linux wine<br />
# sage386<br />
# continuum subspace troubleshooting<br />
# continuum proxy<br />
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# subspace bans<br />
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# run winecfg<br />
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# forums.minegoboom<br />
# www.all asss.com<br />
# priit kasealu<br />
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# download spawn.cfg<br />
# asss ban command<br />
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# python unload module dll<br />
# clit continuum lvz ini tool<br />
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# venn diagram<br />
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# bm2 format<br />
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# mediawiki lost sysop password<br />
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# how to hack subspace<br />
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# how do i open a .bm2 file<br />
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# free spawn.cfg download<br />
# how to crash asss<br />
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# tinyurl infantry hacks<br />
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# clit subspace<br />
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# smod cfg file<br />
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# minegoboom linux<br />
# changing continuum machine id<br />
# asss listing<br />
# brickspan<br />
# subspace continuum player pictures<br />
# asss password<br />
# subspace continuum hack cheat editor<br />
# how to login as sysop on continuum<br />
# python profiler howto<br />
# how can i bypass a banned game server?<br />
# .bm2 what program?<br />
# ce cheat subspace<br />
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# .bm2 extension<br />
# empbomb<br />
# 2v2 settings asss<br />
# continuum level/lvz tool<br />
# subgame zone permission<br />
# continuum subspace ce hacks<br />
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# wormhole animation<br />
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# counter strike unban hack or cheat or program or crack<br />
# beginners.subspace<br />
# how to hack subspace servers<br />
# subspace continuum server asss<br />
# download sk|spawn.cfg counter strike<br />
# subspace troubleshooting<br />
# continuum wine patch<br />
# smong java chat subspace<br />
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# continuum game client about<br />
# www.asss.<br />
# continuum .38 ship rotator<br />
# subspace game<br />
# sk spawn cfg download<br />
# hpra<br />
# winecfg drives tab<br />
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[[Category: Wiki]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Main_Page&diff=6097Main Page2010-02-16T00:13:10Z<p>CypherJF: removed monotone reference; replaced with bitbucket</p>
<hr />
<div><div style="border: 1px solid #c6c9ff; background-color: #f0f0ff; text-align: center; font-variant: small-caps;"><br />
Quicklinks:<br />
[[:Category:ASSS|ASSS Documents]] | [[:Category:FAQ|Frequently Asked Questions]] | [[:Category:Guides|Guides]] | [[:Category:Definitions|Glossary]] | [[:Category:Utilities|Utilities]] | [[Special:Categories|More...]]<br />
</div><br />
<br />
<table cellspacing=10><tr valign="top"><td><br />
<h3>What is ASSS?</h3><br />
[[ASSS]] (A Small Subspace Server) is an open source server, created by [[User:grelminar|grelminar]], that facilitates games among [[Continuum]] users. It's a replacement, not a clone, of [[Subgame]], which was the old server created by [[VIE]] and later upgraded by [[PriitK|Priit Kasesalu]], a freelance [[Subspace]] programmer who also wrote Continuum with the assistance of [[Mr Ekted]]. <br />
<br />
ASSS allows many advanced features never before offered by Subgame nor user-made [[Bots]]. Within this wiki, you'll find documents about how to use some of these advanced features, and documentation on how to create your own extensions to the server software. There is also an [[ASSS Commands Cheatsheet]] to help you get started.<br />
<br />
To start finding answers, try the quicklinks (above) or check out the [[Special:Categories|Categories]]. If you're having problems with your server, try reading the [[Server Troubleshooting]] guide. If you would like to contribute see [[ASSS_Wiki:Community Portal|Community Portal]]. For further assistance or questions, please visit the [http://forums.minegoboom.com Server Help Forums] where other users will be able to respond to your questions. <br />
<br />
<h3>External Links</h3><br />
<br />
*[http://asss.minegoboom.com/ Official ASSS Site]<br />
*[http://www.shanky.com/server/ Server Help]<br />
*[http://forums.minegoboom.com/ Server Help Forums]<br />
<br />
</td><td style="width: 30%; border: 1px solid #c6c9ff; padding: 5px"><br />
<br />
<h3>Current Events</h3><br />
<br />
ASSS version 1.4.4 has been released as of September 7, 2007. This version addresses several bug fixes, and now requires Continuum 0.40.<br />
<br />
'''Download'''<br />
*[http://asss.yi.org/files/asss-1.4.4.tar.gz Linux]<br />
*[http://asss.yi.org/files/asss-1.4.4-srconly.tar.gz Source Only]<br />
*[http://asss.yi.org/files/asss-1.4.4.zip Windows]<br />
*[http://bitbucket.org/grelminar/asss/overview/ Change Log]<br />
<br />
<br />
[[Current events|More Events...]]<br />
</tr></table><br />
<br />
[[Category: Wiki]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=TCP_Billing_Protocol&diff=6096TCP Billing Protocol2010-02-15T04:24:10Z<p>CypherJF: monotone repository no longer exists; replaced with bitbucket's url</p>
<hr />
<div>The latest version can always be found at in the [http://bitbucket.org/grelminar/asss/overview/ mercurial repository]. See the [[TCP Billing FAQ]] article for additional information.<br />
<br />
<pre><br />
subspace billing server protocol proposal<br />
version 1.3.1<br />
grelminar@yahoo.com<br />
<br />
<br />
all communication goes over a single tcp socket. messages are lines,<br />
delimited by linefeed characters (ascii 10) (although servers and<br />
clients should accept CR, LF, and CRLF). fields within a message are<br />
delimited by colons (ascii 58). the first field is the type of the<br />
message. each type has a fixed number of fields to expect, so the last<br />
field can contain colons without confusing anything. integer values in<br />
fields should be in decimal. all lines will be no more than 1023<br />
characters in length (including LF). either side may discard lines<br />
longer than that length if it receives them.<br />
<br />
the game server will initiate a tcp connection to the billing server on<br />
the agreed port.<br />
<br />
(from now on, I'm going to get lazy, and call the game server "the<br />
server", and the billing server "the biller". i'll use g->b and b->g to<br />
describe the two directions.)<br />
<br />
the protocol is versioned with a three-part number (major revision,<br />
minor revision, patch). backwards compatibility is guaranteed when two<br />
version differ only by the patch number. when two versions differ by a<br />
major or minor revision number, all bets are off.<br />
<br />
the server sends the protocol version that it speaks to the biller. if<br />
the biller supports it (and everything else is ok), the biller can reply<br />
successfully and a connection is established. if the biller doesn't<br />
support the version requested (module the patch number), or if anything<br />
else is wrong with the login, it should return failure and close the<br />
connection. no further protocol version negotiation takes places.<br />
<br />
::::: server login stuff<br />
<br />
to login:<br />
g->b: "CONNECT:version:swname:zonename:hostname:password"<br />
version is the version of the protocol used. it should have three<br />
numbers separated by dots (major, minor, patch). the current version<br />
is at the top of this document.<br />
swname is something identifying the software used, like "asss 1.0.5".<br />
zonename is the name of this zone, like "A Small Warzone".<br />
hostname is where this zone is hosted, like "SSCX".<br />
password is a password to authenticate this zone.<br />
<br />
the response will either be this:<br />
b->g: "CONNECTOK:swname:billername"<br />
swname is something identifying the biller used, like "mybiller 0.29".<br />
billername is a string identifying this biller network, like "SSC".<br />
or<br />
b->g: "CONNECTBAD:swname:billername:reason"<br />
swname and billername are as above.<br />
reason is something describing why the connection was refused, like<br />
"bad password", or "wrong protocol version".<br />
<br />
the biller will most likely close the connection after sending a<br />
CONNECTBAD, but if it doesn't, the game server should.<br />
<br />
the rest can only be used after a successful connection.<br />
<br />
<br />
::::: player login stuff<br />
<br />
game sends:<br />
g->b: "PLOGIN:pid:flag:name:pw:ip:macid:contid"<br />
pid is the player id assigned to this player by the server.<br />
flag is 0 for a normal login, 1 for "i want to create a new player".<br />
name is the name that's trying to log in.<br />
pw is the password he's using.<br />
ip is the address he's connecting from (in dotted decimal).<br />
macid is the standard machine id of the player.<br />
contid is the id data from continuum players. if the player isn't<br />
using cont, it should be empty. if the player is using cont, it will<br />
be the cont id, encoded in 128 characters, using plain hex encoding<br />
with lowercase letters.<br />
<br />
biller responds with either:<br />
b->g: "POK:pid:rtext:name:squad:billerid:usage:firstused"<br />
pid is the player id that was passed in PLOGIN.<br />
rtext is additional text that can be delivered to the client. if<br />
there are no complications logging in, it should be empty.<br />
name is the name assigned by the biller (the biller can change the<br />
name of a player if desired).<br />
squad is the player's squad.<br />
billerid is an id number assigned by the billing server.<br />
usage is the number of seconds that this player has ever been<br />
connected to this biller.<br />
firstused is a string describing when this named account was<br />
created, in roughly this form: "1-2-1999 6:13:35"<br />
or<br />
b->g: "PBAD:pid:newname:rtext"<br />
pid is the player id passed in PLOGIN.<br />
newname is 1 if the requested name doesn't exist in the biller's<br />
database and is available for creation. it is 0 otherwise.<br />
rtext is some text describing the reason this login was denied.<br />
<br />
<br />
::::: player registration (optional)<br />
<br />
_before_ sending a POK, the biller can request registration information<br />
by sending:<br />
b->g: "WANTREG:pid"<br />
pid is the pid for which registration information is requested.<br />
<br />
the server may eventually respond:<br />
g->b: "REGDATA:pid:data"<br />
pid is the pid of the player whose information is being submitted.<br />
data is hex-encoded binary data containing the registration<br />
information. the format or length of this data is not specified in<br />
this document, and may be client-specific.<br />
<br />
<br />
::::: banners<br />
<br />
the biller can send this any any time, but will typically send it right<br />
after a PLOGINOK message:<br />
b->g: "BNR:pid:banner"<br />
pid is the pid of the player setting his banner.<br />
banner is a 96-byte banner, encoded using standard hex encoding with<br />
lowercase letters, so it will be 192 bytes long.<br />
<br />
when a player sets his banner, the server will update the biller with:<br />
g->b: "BNR:pid:banner"<br />
pid the the pid of the player setting his banner.<br />
banner is the new banner, encoded as above.<br />
<br />
<br />
::::: player status changes<br />
<br />
when a player enters an arena for the first time after logging in, the<br />
server sends:<br />
g->b: "PENTERARENA:pid"<br />
<br />
<br />
when a player disconnects from the server, the server sends:<br />
g->b: "PLEAVE:pid"<br />
<br />
<br />
the biller can request that the server disconnect a player by sending:<br />
b->g: "PKICK:pid:reason"<br />
pid is the pid of the player to be kicked.<br />
reason is some text describing the reason the player was kicked.<br />
<br />
<br />
::::: messaging<br />
<br />
when a player sends a ?chat message, the server sends:<br />
g->b: "CHAT:pid:channel:sound:text"<br />
pid is the sending player.<br />
channel is the name of the channel. alternatively, it can be a<br />
number signifying which of the player's channels the message is<br />
intended for.<br />
sound is a sound code, to be interpreted by the client.<br />
text is the text of the message.<br />
<br />
when a player gets a ?chat message, the server receives:<br />
b->g: "CHATTXT:channel:sender:sound:text"<br />
b->g: "CHAT:pid:number"<br />
channel is the name of the channel that this message is on.<br />
sender is the name of the player who sent the message.<br />
sound is a sound code.<br />
text is the text of the message.<br />
pid is the pid of a player who received the message.<br />
number is what channel that player should see the message as coming<br />
from.<br />
<br />
the CHATTXT message is used so that the biller can send a chat<br />
message to many players on one server without sending the full text<br />
and sender name to each of them. the contents of the CHATTXT message<br />
should be cached on the server, and the text used for any following<br />
CHAT messages, until the next CHATTXT. for example, if the server<br />
gets "CHATTXT:sscx:player:0:hello" and then "CHAT:22:3", player 22<br />
should see something like "3:player> hello".<br />
<br />
<br />
when a player sends a remote private message:<br />
g->b: "RMT:pid:destination:sound:text"<br />
pid is the pid of the sending player.<br />
destination is the player the message is being sent to.<br />
sound is a sound code.<br />
text is the text of a message.<br />
<br />
when a player receives a remove private message:<br />
b->g: "RMT:pid:sender:sound:text"<br />
pid is the pid of the player receiving the message.<br />
sender is the name of the sending player.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
when a player sends a squad message:<br />
g->b: "RMTSQD:pid:destsquad:sound:text"<br />
pid is the pid of the sender.<br />
destsquad is the name of the squad whose players should receive the<br />
message (no leading #).<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
when a player receives a squad message:<br />
b->g: "RMTSQD:destsquad:sender:sound:text"<br />
destsquad is the squad that the message is for.<br />
sender is the name of the sending player.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
<br />
when a player types a command that the server doesn't interpret, or that<br />
the server knows should go to the billing server:<br />
g->b: "CMD:pid:cmdname:args"<br />
pid is the pid of the sending player.<br />
cmdname is the name of the command.<br />
args is the arguments to the command (what was typed after the<br />
command name.<br />
<br />
<br />
when the server wants to send a player some message (usually as the<br />
result of a command):<br />
b->g: "MSG:pid:sound:text"<br />
pid is the pid of the recipient.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
<br />
when the server wants to send some of its log output to the biller,<br />
perhaps so logs document malicious activity can be gatherd and analyzed<br />
for many zones at once, it can send:<br />
g->b: "LOG:pid:logtext"<br />
if the log message refers to the activity of a specific player, the<br />
pid field will hold the pid of that player. if not, it should be<br />
empty (zero-length).<br />
logtext is the text of the log message, in whatever format the<br />
server chooses.<br />
<br />
<br />
if the biller wants to send a message to only staff members of a zone,<br />
it can send:<br />
b->g: "STAFFMSG:sender:sound:text"<br />
sender is the optional name of whoever sent this message. if it was<br />
generated by the billing server, it should be empty.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
<br />
if the biller wants to send a message to the entire zone (e.g., for<br />
scheduled downtime or other important events), it can send:<br />
b->g: "BROADCAST:sender:sound:text"<br />
sender is the optional name of whoever sent this message. if it was<br />
generated by the billing server, it should be empty.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
<br />
if the server is going down (for a shutdown or whatever), it should<br />
close the tcp socket. if the biller is going down (for any reason), it<br />
should close the tcp socket.<br />
<br />
<br />
::::: misc.<br />
<br />
either side is allowed to send ping messages which act as a keepalive to<br />
force tcp to detect when one or the other side of the connection crashes<br />
or becomes unavailable. a suggested interval between pings is 180<br />
seconds, although neither side should assume anything about the interval<br />
that the other side is using, and should send its own keepalives if it<br />
wants quick notification if the other side crashes or becomes<br />
unavailable.<br />
<br />
b->g: "PING"<br />
g->b: "PING"<br />
<br />
<br />
the biller can indicate that it's time for a scorereset by sending:<br />
b->g: "SCORERESET"<br />
<br />
<br />
# dist: public<br />
</pre><br />
<br />
[[Category: Protocol]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=UDP_Billing_Protocol&diff=6095UDP Billing Protocol2010-02-06T23:21:46Z<p>CypherJF: added an initial attempt at the user demographic packet</p>
<hr />
<div>The UDP billing protocol is the original protocol written by [[VIE]] which was implemented in [[Subbill]]. It features more capabilities then the newer [[TCP Billing Protocol]] such as the ability to remotely restart or shutdown a game server, and save scores to a central location. <br />
<br />
The protocol has never formally been documented and has been reversed engineered by individuals. However, it does utilize the same [[core protocol]] as the [[UDP Game Protocol]].<br />
<br />
An attempt at documenting the protocol has been started below by [[User:doc flabby|doc flabby]] and [[User:CypherJF|CypherJF]]. It was compiled from [[ASSS]] and [[SSBiller 2|SSB2]]'s source code.<br />
<br />
<pre><br />
<br />
Zone to Billing<br />
---------------<br />
Constants<br />
<br />
BANNER_SIZE 96<br />
<br />
Packets<br />
<br />
Ping 0x01<br />
offset size comment<br />
0 1 0x01<br />
<br />
<br />
ServerConnect 0x02<br />
offset size comment<br />
0 1 0x02<br />
1 4 ServerID<br />
5 4 GroupID<br />
9 4 ScoreID<br />
13 126 ServerName<br />
139 4 Port<br />
141 32 Password<br />
<br />
<br />
ServerDisconnect 0x03<br />
offset size comment<br />
0 1 0x03<br />
<br />
<br />
UserLogin 0x04<br />
offset size comment<br />
0 1 0x04<br />
1 1 Make New User Flag<br />
2 4 IP Address (32byte representation)<br />
6 32 Username<br />
38 32 Password<br />
70 4 ConnectionID<br />
74 4 MachineID<br />
78 4 Timezone<br />
82 1 Unused0<br />
83 1 Sysop<br />
84 2 Client Version<br />
86 256 ClientExtraData (Continuum ID)<br />
<br />
<br />
UserLogoff 0x05<br />
offset size comment<br />
0 1 0x05<br />
1 4 ConnectionID<br />
5 2 Disconnect Reason<br />
7 2 Latency<br />
9 2 Ping<br />
11 2 Packetloss S2C<br />
13 2 Packetloss C2S<br />
15 2 Kills (Player Score)<br />
17 2 Deaths (Player Score)<br />
19 2 Flags (Player Score)<br />
21 4 Score (Player Score)<br />
25 4 Flag Score (Player Score)<br />
<br />
<br />
UserPrivateChat 0x07<br />
offset size comment<br />
0 1 0x07<br />
1 4 ConnectionID<br />
5 4 GroupID<br />
9 1 SubType<br />
10 1 Sound<br />
11 250* Text (\0 terminated?)<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
UserDemographics 0x0D<br />
offset size comment<br />
0 1 0x0D<br />
1 4 ConnectionID<br />
5 765 Demographic Structure *<br />
* See below for the structure details<br />
<br />
<br />
UserBanner 0x10<br />
offset size comment<br />
0 1 0x10<br />
1 4 ConnectionID<br />
5 96 Banner (BANNER_SIZE constant) <br />
<br />
<br />
UserScore 0x11<br />
offset size comment<br />
0 1 0x11<br />
1 4 ConnectionID<br />
5 2 Kills (Player Score)<br />
7 2 Deaths (Player Score)<br />
9 2 Flags (Player Score)<br />
11 4 Score (Player Score)<br />
15 4 Flag Score (Player Score)<br />
<br />
<br />
UserCommand 0x13<br />
offset size comment<br />
0 1 0x13<br />
1 4 ConnectionID<br />
5 250* Data<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
UserChannelChat 0x14<br />
offset size comment<br />
0 1 0x14<br />
1 4 ConnectionID<br />
5 32 Channel Name<br />
37 250* Text (\0 terminated?)<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
ServerCapabilities 0x15<br />
offset size comment<br />
0 1 0x15<br />
1 4 bitfield <br />
:1 MultiCastChat<br />
:1 SupportDemographics*<br />
:30 Unused<br />
* patch by snrrrub for isometry biller support<br />
<br />
<br />
<br />
Billing to Zone<br />
---------------<br />
Constants<br />
<br />
Login_Params<br />
<br />
0 PRMEANING_ENTER // Implemented<br />
1 PRMEANING_ASK // Implemented<br />
2 PRMEANING_BADPW // Implemented<br />
3 PRMEANING_IPBLOCK // Implemented<br />
4 PRMEANING_NONEW // Implemented<br />
5 PRMEANING_BADNAME // Implemented<br />
6 PRMEANING_DEMO // Unused<br />
7 PRMEANING_BUSY // Implemented<br />
8 PRMEANING_REGFORM // Implemented<br />
<br />
Kick_Reasons<br />
0 KICK_SYSTEM // Other reason<br />
1 KICK_FLOOD // Player command-flooded<br />
2 KICK_BAN // Player was banned (Or BanID..)<br />
<br />
<br />
Packets<br />
<br />
Player Response 0x01<br />
offset size comment<br />
0 1 0x01<br />
1 1 Login_Params (see top)<br />
2 4 PlayerId<br />
6 24 PlayerName<br />
30 24 Squad Name<br />
54 96 Banner<br />
150 4 Total Seconds (Player Usage)<br />
154 2 Year (Account Creation)<br />
156 2 Month (Account Creation)<br />
158 2 Day (Account Creation)<br />
160 2 Hour (Account Creation)<br />
162 2 Minute (Account Creation)<br />
164 2 Second (Account Creation)<br />
166 4 Extra 1<br />
170 4 ScoreID<br />
174 4 Extra 2<br />
178 2 Wins *<br />
180 2 Losses *<br />
182 2 GoalCount *<br />
184 4 Points *<br />
188 4 Event Points *<br />
* only sent if Login_Params is PRMEANING_ENTER (0x00) according to asss 1.4.4 biller structure<br />
<br />
<br />
Player Private Chat (aka pm) 0x03<br />
offset size comment<br />
0 1 0x03<br />
1 4 Source Server ID<br />
5 1 0x02<br />
6 1 Sound<br />
7 varies Message Terminated with \0<br />
<br />
<br />
Zone Recycle 0x04<br />
offset size comment<br />
0 1 0x04<br />
1 1 0x00<br />
2 4 0x00000001<br />
6 4 0x00000002<br />
<br />
<br />
Kick Player 0x08<br />
offset size comment<br />
0 1 0x08<br />
1 4 Connection Id<br />
5 4 Kick_Reasons (see top)<br />
<br />
<br />
Command Message 0x09 (?blogin etc)<br />
offset size comment<br />
0 1 0x09<br />
1 4 ConnectionId<br />
5 varies Message Terminated with \0<br />
<br />
<br />
Chat Message 0x0A<br />
offset size comment<br />
0 1 0x0A<br />
1 4 ConnectionId<br />
5 1 Channel<br />
6 varies Message Terminated with \0<br />
<br />
<br />
ScoreReset 0x31<br />
offset size comment<br />
0 1 0x31<br />
1 4 ScoreId<br />
5 4 -ScoreId<br />
<br />
<br />
User Packet 0x32<br />
offset size comment<br />
0 1 0x32<br />
1 4 ConnectionId<br />
5 1024 Data<br />
<br />
<br />
Billing Identity 0x33<br />
offset size comment<br />
0 1 0x33<br />
1 256 Billing Identity<br />
<br />
<br />
User Multichannel Chat 0x34<br />
offset size comment<br />
0 1 0x34<br />
1 1 Count<br />
N 4 ConnectionId*<br />
N+4 1 ChannelNumber*<br />
M 250 Message**<br />
* This section is nested and repeats Count times<br />
** 250 max-length is based on asss 1.4.4 biller structures<br />
</pre><br />
<br />
'''Demographic Packet'''<br />
<br />
New players are prompted to provide user information when their account is new to the biller. This is an extract based on [[Catid]]'s comments in [[Mervbot]].<br />
<br />
<pre><br />
Field Length Description<br />
0 32 Real name<br />
32 64 Email<br />
96 32 City<br />
128 24 State<br />
152 1 Sex('M'/'F')<br />
153 1 Age<br />
<br />
Connecting from...<br />
154 1 Home<br />
155 1 Work<br />
156 1 School<br />
<br />
System information<br />
157 4 Processor type (586)<br />
161 2 ?<br />
163 2 ?<br />
<br />
Windows registration information (SSC RegName ban)<br />
165 40 Real name<br />
205 40 Organization<br />
<br />
Windows NT-based OS's do not send any hardware information (DreamSpec HardwareID ban)<br />
245 40 System\CurrentControlSet\Services\Class\Display\0000<br />
285 40 System\CurrentControlSet\Services\Class\Monitor\0000<br />
325 40 System\CurrentControlSet\Services\Class\Modem\0000<br />
365 40 System\CurrentControlSet\Services\Class\Modem\0001<br />
405 40 System\CurrentControlSet\Services\Class\Mouse\0000<br />
445 40 System\CurrentControlSet\Services\Class\Net\0000<br />
485 40 System\CurrentControlSet\Services\Class\Net\0001<br />
525 40 System\CurrentControlSet\Services\Class\Printer\0000<br />
565 40 System\CurrentControlSet\Services\Class\MEDIA\0000<br />
605 40 System\CurrentControlSet\Services\Class\MEDIA\0001<br />
645 40 System\CurrentControlSet\Services\Class\MEDIA\0002<br />
685 40 System\CurrentControlSet\Services\Class\MEDIA\0003<br />
725 40 System\CurrentControlSet\Services\Class\MEDIA\0004<br />
</pre><br />
<br />
[[Category: Protocol]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Powerball_(Object)&diff=6094Powerball (Object)2010-02-05T03:50:01Z<p>CypherJF: consolidated contents of Soccer into this article</p>
<hr />
<div>[[Image:Powerb.png|thumb|Continuum's powerb.bm2 graphic]][[Image:Goal.png|thumb|Continuum's goal.bm2 graphic]]In [[SubSpace]], a Powerball is a special object which is used for players to score on a goal. If you press alt, the ball appears as a blinking red dot. If someone has it, he/she appears as a large red dot when you press alt, or a large yellow dot if he/she is on your team.<br />
<br />
Several styles of game play can be configured by the server [[Soccer Settings]].<br />
<br />
[[Category:Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Soccer&diff=6093Soccer2010-02-05T03:49:59Z<p>CypherJF: changed to redirect of Soccer to Powerball_(Object)</p>
<hr />
<div>#REDIRECT [[Powerball_(Object)]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Death_Star_Battle&diff=6092Death Star Battle2010-02-05T03:43:47Z<p>CypherJF: added category Zones</p>
<hr />
<div>Death Star Battle (DSB) is a star wars themed zone of the online game Continuum (also known as SubSpace).<br />
<br />
[[Category:Zones]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Line_bombing&diff=6091Line bombing2010-02-05T03:43:10Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>Line bombing, or utilizing a bombline, is a great tactic in many zones. It is when the offensive, or defensive team shoots down a passageway, or through small holes to hit the enemies, or a wall nearby. <br />
<br />
Bomb lines are usually created by the map maker, but veteran players often find their own.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Superpower&diff=6090Superpower2010-02-05T03:42:53Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>Superpower is a prize given by greens or the ?prize command. It allows you to fire weapons without using energy for a certain amount of time. The time limit is in the arena.conf file.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Thor%27s_Hammer&diff=6089Thor's Hammer2010-02-05T03:42:39Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>Thor's Hammer is shown by a very weird purple and white symbol on the <br />
left side. Utilize it by pressing F6. This releases a moderately powerful bomb that can go through walls. <br />
However, you usually need more than one in order to kill anyone.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Staff&diff=6088Staff2010-02-05T03:42:03Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>Staff is a group that is by default composed of mods, smods, developers, and sysops (And the zone "god"). Staff players can run commands that normal players cannot. They also may control bots that have connected to the server (However, some bots have their own configuration file). The names of the staff members are in a file stored in the /conf directory. By default, the file has include statements to other files in the /conf/groupdef.dir directory. You should follow the tradition, since it allows you to add commands to one file and not worry about the rest, since all the ranks higher than one category can run all the commands in that category.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Soccer&diff=6087Soccer2010-02-05T03:41:37Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>Soccer, or [[Powerball_(Object)|Powerball]] is a game involving a little ball that appears on the map. If you press <br />
alt, the ball appears as a blinking red dot. If someone has it, he/she appears <br />
as a large red dot when you press alt, or a large yellow dot if he/she is <br />
on your team.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Shields&diff=6086Shields2010-02-05T03:39:40Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>Shields are just what their name implies. They protect you from the harm of <br />
enemy attack. When you pick them up or buy them, they start at 100% protection <br />
and quickly fall until they disappear. The symbol for the percent of <br />
protection is located near the KOTH symbol, next to a green, rotating ball.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=SheepMessage&diff=6085SheepMessage2010-02-05T03:39:14Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>The Sheep Message is a message that the ?sheep command shows. It is really just for fun and has no particular use, unless you want to add hints into it.<br />
<br />
The sheep message can be set in the arena.conf files. It is sent as a private server message to the user who uses the command ?sheep.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=King_of_the_Hill&diff=6084King of the Hill2010-02-05T03:38:55Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>This is shown by a small yellow dot next to a person's name. If the player <br />
has a yellow dot, he/she is still eligible for KOTH points. If you have KOTH, <br />
the time that you will still have it is shown on the right side in the middle, <br />
next to the symbol of a crown. You can increase this time by killing enemy <br />
players. If you kill someone with KOTH, you get your timer completely refilled, <br />
while if you kill someone without, it is partially refilled. The timer, I <br />
don't believe, can not go above its initial amount.<br />
<br />
If you are the last remaining player with KOTH status, you get the jackpot <br />
points, which depend on the number of players playing but varies from zone <br />
to zone. If only you and some of your teammates have KOTH status, you and <br />
those teammates split the jackpot evenly.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Radar&diff=6083Radar2010-02-05T03:38:38Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>The radar is a minimap of your surroundings that is displayed in the bottom right corner of the Continuum Client. You can see walls, safe zones, powerballs, your own portals, friendly ships, and enemy ships that do not have stealth (Unless you have X-Radar, then you can see stealthing enemies.) Depending on the zone settings and your current ship, you can see certain levels of bombs and mines as blinking dots. Also, if the enemy has a flag or a ball, they will appear as a bigger, red dot (Unless they have stealth and you do not have X-Radar).<br />
<br />
You can press a key (Alt by default) to expand the map to a zone-wide zoom, but you can only see walls, powerballs, and their holders.<br />
<br />
The zoom of the normal radar is controlled by the arena.conf file. It is not per-ship, but there is a module that allows it to be.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Portal&diff=6082Portal2010-02-05T03:37:55Z<p>CypherJF: added category Game Intricacies</p>
<hr />
<div>A portal is shown by a set of concentric circles on the left side. The <br />
portal is used by pressing Shift+Insert and can only be used if there is no <br />
antiwarp on you. Once you lay a portal, you can leave the portal and go <br />
anywhere on the map. The time that the portal stays in existence is on the <br />
right side, next to the concentric circles symbol. If your time hasn't expired, <br />
you can warp to where you placed the portal by pressing Insert with no loss <br />
of energy! This is useful for basing, since you can place a portal, fall back, <br />
and then warp to the portal behind enemy lines (this is why you should ALWAYS <br />
have anti-warp on in a base). In center, you can place a portal, let an enemy <br />
follow you, and then suddenly use the portal and attack them from behind.<br />
<br />
[[Category: Game Intricacies]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=ASSS_Wiki:Community_Portal&diff=6081ASSS Wiki:Community Portal2010-02-05T03:35:22Z<p>CypherJF: updated link to the Wiki markup document</p>
<hr />
<div>== Things that need to be done ==<br />
* '''Don't know WIKI talk?''' Check out this Wiki guide: [http://en.wikipedia.org/wiki/Help:Wiki_markup]<br />
*Add content to [[Special:Wantedpages|these pages]].<br />
*If there are any [[Special:Uncategorizedpages| uncategorized pages]] please try to categorize them into [[Special:Categories|existing categories]].<br />
*Find a home for the [[Special:Lonelypages|Lonely Pages]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Accede&diff=6080Accede2010-02-05T03:30:53Z<p>CypherJF: removed broken urls to external sites (cypherjf.sscentral.com no longer exists)</p>
<hr />
<div>[[Image:Accede_biller_logo1.png|thumb|The Accede Biller Logo]]Project: Accede, by [[User:CypherJF|CypherJF]], began in May 2007 was to build the first hybrid biller server. Although not complete, Accede allows a [[zone|server]] to connect with either the [[TCP Billing Protocol]] or [[UDP Billing Protocol]]. The concept of the biller was based off of [[2dragons]] noted attempt of building hybrid biller for [[1stStrike]]. This project has been put on hiatus since the release of [[Isometry]] by [[Snrrrub]].<br />
<br />
Pros:<br />
* Any zone may slip onto the biller network without intervention (no more server/group ids in config files)<br />
* Supports most end-user commands [http://cypherjf.sscentral.com/accede/commands.php?command=]<br />
* Secured storage of user accounts<br />
* Open-ended/flexible design by allowing modules to be loaded<br />
* JDBC-MySQL backend, allows for a web-interface opportunity<br />
* Written in Java, cross-platform ability<br />
* Internal send mail support for ?lostpassword communication<br />
* Custom score reset interval for each zone <br />
* Custom sound number for when score reset broadcast's are sent<br />
* Scores are archived per reset<br />
* ?message can be configured by netop to send e-mail if recipient isn't online<br />
<br />
Cons:<br />
* Receives [[This zone is not connected to the central player database]] message<br />
* No new user registration window<br />
* No staff-only chat support<br />
* No BanG support<br />
* No "group" support<br />
* No zone-owner support<br />
* Some original biller commands are no longer supported due to the nature of the TCP protocol specification<br />
** Scores are not saved for any asss connection<br />
** Server recycle, shutdown will not work<br />
** Biller connect user<br />
* Not supported by UDP protocol<br />
** Game server generated log events<br />
** Staff messages<br />
** Biller connect user (disabled for security reasons)<br />
** Scores are only saved from Subgame<br />
<br />
[[Category: Biller]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Isometry&diff=6079Isometry2010-02-05T03:30:44Z<p>CypherJF: introduction of Isometry biller</p>
<hr />
<div>Isometry is a new SubSpace billing server (biller) written by [[Snrrrub]] with a feature-set that rivals the SSC biller. It extracts as much information from Continuum clients as the SSC biller and uses all of those fields to check for aliases. Most importantly, it is designed to be a secure and open biller: any zone may connect to the biller.<br />
<br />
Snrrrub also suggested why Isometry is a better alternative to what is offered today [http://forums.minegoboom.com/viewtopic.php?p=78241#78241]:<br />
# actively developed <br />
# built on top of a relational database with transactional operations <br />
# BanG-style bans and aliases done right (i.e. alias checking on IDData) <br />
# secure against password stealing (more about this soon) <br />
# open policy towards zones <br />
# open policy towards data (looking forward to website integration) <br />
# consistent, nightly backups of database <br />
# hosted on a real server <br />
<br />
<h3>External Links</h3><br />
* [http://sharvil.nanavati.net/projects/subspace/ Snrrrub's Official Site]<br />
<br />
[[Category: Biller]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=UDP_Billing_Protocol&diff=6078UDP Billing Protocol2010-02-05T03:14:54Z<p>CypherJF: updated, added clarifications to UDP billing protocol documentation</p>
<hr />
<div>The UDP billing protocol is the original protocol written by [[VIE]] which was implemented in [[Subbill]]. It features more capabilities then the newer [[TCP Billing Protocol]] such as the ability to remotely restart or shutdown a game server, and save scores to a central location. <br />
<br />
The protocol has never formally been documented and has been reversed engineered by individuals. However, it does utilize the same [[core protocol]] as the [[UDP Game Protocol]].<br />
<br />
An attempt at documenting the protocol has been started below by [[User:doc flabby|doc flabby]] and [[User:CypherJF|CypherJF]]. It was compiled from [[ASSS]] and [[SSBiller 2|SSB2]]'s source code.<br />
<br />
<pre><br />
<br />
Zone to Billing<br />
---------------<br />
Constants<br />
<br />
BANNER_SIZE 96<br />
<br />
Packets<br />
<br />
Ping 0x01<br />
offset size comment<br />
0 1 0x01<br />
<br />
<br />
ServerConnect 0x02<br />
offset size comment<br />
0 1 0x02<br />
1 4 ServerID<br />
5 4 GroupID<br />
9 4 ScoreID<br />
13 126 ServerName<br />
139 4 Port<br />
141 32 Password<br />
<br />
<br />
ServerDisconnect 0x03<br />
offset size comment<br />
0 1 0x03<br />
<br />
<br />
UserLogin 0x04<br />
offset size comment<br />
0 1 0x04<br />
1 1 Make New User Flag<br />
2 4 IP Address (32byte representation)<br />
6 32 Username<br />
38 32 Password<br />
70 4 ConnectionID<br />
74 4 MachineID<br />
78 4 Timezone<br />
82 1 Unused0<br />
83 1 Sysop<br />
84 2 Client Version<br />
86 256 ClientExtraData (Continuum ID)<br />
<br />
<br />
UserLogoff 0x05<br />
offset size comment<br />
0 1 0x05<br />
1 4 ConnectionID<br />
5 2 Disconnect Reason<br />
7 2 Latency<br />
9 2 Ping<br />
11 2 Packetloss S2C<br />
13 2 Packetloss C2S<br />
15 2 Kills (Player Score)<br />
17 2 Deaths (Player Score)<br />
19 2 Flags (Player Score)<br />
21 4 Score (Player Score)<br />
25 4 Flag Score (Player Score)<br />
<br />
<br />
UserPrivateChat 0x07<br />
offset size comment<br />
0 1 0x07<br />
1 4 ConnectionID<br />
5 4 GroupID<br />
9 1 SubType<br />
10 1 Sound<br />
11 250* Text (\0 terminated?)<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
UserDemographics 0x0D<br />
offset size comment<br />
0 1 0x0D<br />
1 4 ConnectionID<br />
5 765 Demographic Structure<br />
<br />
<br />
UserBanner 0x10<br />
offset size comment<br />
0 1 0x10<br />
1 4 ConnectionID<br />
5 96 Banner (BANNER_SIZE constant) <br />
<br />
<br />
UserScore 0x11<br />
offset size comment<br />
0 1 0x11<br />
1 4 ConnectionID<br />
5 2 Kills (Player Score)<br />
7 2 Deaths (Player Score)<br />
9 2 Flags (Player Score)<br />
11 4 Score (Player Score)<br />
15 4 Flag Score (Player Score)<br />
<br />
<br />
UserCommand 0x13<br />
offset size comment<br />
0 1 0x13<br />
1 4 ConnectionID<br />
5 250* Data<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
UserChannelChat 0x14<br />
offset size comment<br />
0 1 0x14<br />
1 4 ConnectionID<br />
5 32 Channel Name<br />
37 250* Text (\0 terminated?)<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
ServerCapabilities 0x15<br />
offset size comment<br />
0 1 0x15<br />
1 4 bitfield <br />
:1 MultiCastChat<br />
:1 SupportDemographics*<br />
:30 Unused<br />
* patch by snrrrub for isometry biller support<br />
<br />
<br />
<br />
Billing to Zone<br />
---------------<br />
Constants<br />
<br />
Login_Params<br />
<br />
0 PRMEANING_ENTER // Implemented<br />
1 PRMEANING_ASK // Implemented<br />
2 PRMEANING_BADPW // Implemented<br />
3 PRMEANING_IPBLOCK // Implemented<br />
4 PRMEANING_NONEW // Implemented<br />
5 PRMEANING_BADNAME // Implemented<br />
6 PRMEANING_DEMO // Unused<br />
7 PRMEANING_BUSY // Implemented<br />
8 PRMEANING_REGFORM // Implemented<br />
<br />
Kick_Reasons<br />
0 KICK_SYSTEM // Other reason<br />
1 KICK_FLOOD // Player command-flooded<br />
2 KICK_BAN // Player was banned (Or BanID..)<br />
<br />
<br />
Packets<br />
<br />
Player Response 0x01<br />
offset size comment<br />
0 1 0x01<br />
1 1 Login_Params (see top)<br />
2 4 PlayerId<br />
6 24 PlayerName<br />
30 24 Squad Name<br />
54 96 Banner<br />
150 4 Total Seconds (Player Usage)<br />
154 2 Year (Account Creation)<br />
156 2 Month (Account Creation)<br />
158 2 Day (Account Creation)<br />
160 2 Hour (Account Creation)<br />
162 2 Minute (Account Creation)<br />
164 2 Second (Account Creation)<br />
166 4 Extra 1<br />
170 4 ScoreID<br />
174 4 Extra 2<br />
178 2 Wins *<br />
180 2 Losses *<br />
182 2 GoalCount *<br />
184 4 Points *<br />
188 4 Event Points *<br />
<br />
* only sent if Login_Params is PRMEANING_ENTER (0x00) according to asss 1.4.4 biller structure<br />
<br />
Player Private Chat (aka pm) 0x03<br />
offset size comment<br />
0 1 0x03<br />
1 4 Source Server ID<br />
5 1 0x02<br />
6 1 Sound<br />
7 varies Message Terminated with \0<br />
<br />
Zone Recycle 0x04<br />
offset size comment<br />
0 1 0x04<br />
1 1 0x00<br />
2 4 0x00000001<br />
6 4 0x00000002<br />
<br />
Kick Player 0x08<br />
offset size comment<br />
0 1 0x08<br />
1 4 Connection Id<br />
5 4 Kick_Reasons (see top)<br />
<br />
Command Message 0x09 (?blogin etc)<br />
offset size comment<br />
0 1 0x09<br />
1 4 ConnectionId<br />
5 varies Message Terminated with \0<br />
<br />
Chat Message 0x0A<br />
offset size comment<br />
0 1 0x0A<br />
1 4 ConnectionId<br />
5 1 Channel<br />
6 varies Message Terminated with \0<br />
<br />
ScoreReset 0x31<br />
offset size comment<br />
0 1 0x31<br />
1 4 ScoreId<br />
5 4 -ScoreId<br />
<br />
User Packet 0x32<br />
offset size comment<br />
0 1 0x32<br />
1 4 ConnectionId<br />
5 1024 Data<br />
<br />
Billing Identity 0x33<br />
offset size comment<br />
0 1 0x33<br />
1 256 Billing Identity<br />
<br />
User Multichannel Chat 0x34<br />
offset size comment<br />
0 1 0x34<br />
1 1 Count<br />
N 4 ConnectionId*<br />
N+4 1 ChannelNumber*<br />
M 250 Message**<br />
<br />
* This section is nested and repeats Count times<br />
** 250 max-length is based on asss 1.4.4 biller structures<br />
</pre><br />
<br />
[[Category: Protocol]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=User:CypherJF&diff=6077User:CypherJF2010-02-05T03:14:28Z<p>CypherJF: removed link to broken url (cypherjf.sscentral.com is no more), updated minor points</p>
<hr />
<div>== CypherJF ==<br />
<br />
'''Who am I?'''<br />
<br />
* Majored in Software Engineering and Applied Mathematics (interdisciplinary)<br />
* Graduated from a private college located in the state of Wisconsin in 2006<br />
* Currently a software development (with 3 years as a technical engineer) at a Fortune 500 company in the IS department (2006-current)<br />
* Developed for RuntimeWare.com<br />
* Can be found in SSC Hyperspace<br />
* Began playing [[SubSpace]] with my brother Splat!!!!!!! when version 1.31 was available (I was about what, 12 years old??)<br />
* Programming Experiences: eh? Started out with HTML, AOL's "CGI", then took on what I thought was "CGI" which really was the beginning of my Perl experience. Near the same time I was introduced to Visual Basic 5 (then later 6), and C++ (which I hadn't gotten very far into). I switched over to PHP after finding out how nice and easy it is to code, unlike Perl :). Having my experience with Perl, I was able to pick up and understand the two C++ courses I took while attending Penn State University. I then transfered schools and took on a year of Java. So in essence that's that. I'm now an active Java developer at the company I work for, and occasionally attend the local Java User Group.<br />
<br />
'''Other stuffs'''<br />
<br />
*Feb 2010, my personal blog was taken offline on sscentral.com which featured subspace articles and some of the plugins I've written for [[MERVBot]], simple chat client: [[JACC]], my [http://forums.minegoboom.com/viewtopic.php?t=2295 F1 Editor], and [[Accede|Project: Accede]].<br />
<br />
'''Contact Me'''<br />
<br />
*Catch me on [http://www.ssforum.net SSforum].<br />
<br />
[[Category: People]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=JACC&diff=6073JACC2010-01-13T00:27:47Z<p>CypherJF: Undo revision 6072 by JohnnyDo (Talk)</p>
<hr />
<div>This client is written by [[User:CypherJF|CypherJF]] in Visual Basic 6.0, which means it will only run under Microsoft Windows and requires a few extra libraries. It is currently closed-source, and is available on the Server Help Forums (http://forums.minegoboom.com/) under the Misc User Apps (http://forums.minegoboom.com/viewforum.php?f=14) section.<br />
<br />
The latest release can be found at http://forums.minegoboom.com/viewtopic.php?t=3664. <br />
<br />
[[Category: ChatNet Clients]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=UDP_Billing_Protocol&diff=6071UDP Billing Protocol2010-01-07T15:57:10Z<p>CypherJF: added further definition to the UDP biller protocol S->B</p>
<hr />
<div>The UDP billing protocol is the original protocol written by [[VIE]] which was implemented in [[Subbill]]. It features more capabilities then the newer [[TCP Billing Protocol]] such as the ability to remotely restart or shutdown a game server, and save scores to a central location. <br />
<br />
The protocol has never formally been documented and has been reversed engineered by individuals. However, it does utilize the same [[core protocol]] as the [[UDP Game Protocol]].<br />
<br />
An attempt at documenting the protocol has been started below by doc flabby. It was compiled from [[ASSS]] and [[SSBiller 2|SSB2]]'s source code.<br />
<br />
<pre><br />
<br />
Zone to Billing<br />
---------------<br />
Constants<br />
<br />
BANNER_SIZE 96<br />
<br />
Packets<br />
<br />
Ping 0x01<br />
offset size comment<br />
0 1 0x01<br />
<br />
<br />
ServerConnect 0x02<br />
offset size comment<br />
0 1 0x02<br />
1 4 ServerID<br />
5 4 GroupID<br />
9 4 ScoreID<br />
13 126 ServerName<br />
139 4 Port<br />
141 32 Password<br />
<br />
<br />
ServerDisconnect 0x03<br />
offset size comment<br />
0 1 0x03<br />
<br />
<br />
UserLogin 0x04<br />
offset size comment<br />
0 1 0x04<br />
1 1 Make New User Flag<br />
2 4 IP Address (32byte representation)<br />
6 32 Username<br />
38 32 Password<br />
70 4 ConnectionID<br />
74 4 MachineID<br />
78 4 Timezone<br />
82 1 Unused0<br />
83 1 Sysop<br />
84 2 Client Version<br />
86 256 ClientExtraData (Continuum ID)<br />
<br />
<br />
UserLogoff 0x05<br />
offset size comment<br />
0 1 0x05<br />
1 4 ConnectionID<br />
5 2 Disconnect Reason<br />
7 2 Latency<br />
9 2 Ping<br />
11 2 Packetloss S2C<br />
13 2 Packetloss C2S<br />
15 2 Kills (Player Score)<br />
17 2 Deaths (Player Score)<br />
19 2 Flags (Player Score)<br />
21 4 Score (Player Score)<br />
25 4 Flag Score (Player Score)<br />
<br />
<br />
UserPrivateChat 0x07<br />
offset size comment<br />
0 1 0x07<br />
1 4 ConnectionID<br />
5 4 GroupID<br />
9 1 SubType<br />
10 1 Sound<br />
11 250* Text (\0 terminated?)<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
UserDemographics 0x0D<br />
offset size comment<br />
0 1 0x0D<br />
1 4 ConnectionID<br />
5 765 Demographic Structure<br />
<br />
<br />
UserBanner 0x10<br />
offset size comment<br />
0 1 0x10<br />
1 4 ConnectionID<br />
5 96 Banner (BANNER_SIZE constant) <br />
<br />
<br />
UserScore 0x11<br />
offset size comment<br />
0 1 0x11<br />
1 4 ConnectionID<br />
5 2 Kills (Player Score)<br />
7 2 Deaths (Player Score)<br />
9 2 Flags (Player Score)<br />
11 4 Score (Player Score)<br />
15 4 Flag Score (Player Score)<br />
<br />
<br />
UserCommand 0x13<br />
offset size comment<br />
0 1 0x13<br />
1 4 ConnectionID<br />
5 250* Data<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
UserChannelChat 0x14<br />
offset size comment<br />
0 1 0x14<br />
1 4 ConnectionID<br />
5 32 Channel Name<br />
37 250* Text (\0 terminated?)<br />
* 250 max-length is based on asss 1.4.4 biller structures<br />
<br />
<br />
ServerCapabilities 0x15<br />
offset size comment<br />
0 1 0x15<br />
1 4 bitfield <br />
:1 MultiCastChat<br />
:1 SupportDemographics*<br />
:30 Unused<br />
* patch by snrrrub for isometry biller support<br />
<br />
<br />
<br />
Billing to Zone<br />
---------------<br />
Constants<br />
<br />
Login_Params<br />
<br />
0 PRMEANING_ENTER // Implemented<br />
1 PRMEANING_ASK // Implemented<br />
2 PRMEANING_BADPW // Implemented<br />
3 PRMEANING_IPBLOCK // Implemented<br />
4 PRMEANING_NONEW // Implemented<br />
5 PRMEANING_BADNAME // Implemented<br />
6 PRMEANING_DEMO // Unused<br />
7 PRMEANING_BUSY // Implemented<br />
8 PRMEANING_REGFORM // Implemented<br />
<br />
Kick_Reasons<br />
0 KICK_SYSTEM // Other reason<br />
1 KICK_FLOOD // Player command-flooded<br />
2 KICK_BAN // Player was banned (Or BanID..)<br />
<br />
<br />
Packets<br />
<br />
Player Response 0x01<br />
offset size comment<br />
0 1 0x01<br />
1 1 Login_Params (see top)<br />
2 4 PlayerId<br />
6 24 PlayerName<br />
30 24 Squad Name<br />
54 96 Banner<br />
150 4 Total Seconds<br />
154 2 Year<br />
156 2 Month<br />
158 2 Day<br />
160 2 Hour<br />
162 2 Minute<br />
164 2 Second<br />
166 4 Extra 1<br />
170 4 ScoreID<br />
174 4 Extra 2<br />
178 2 Wins<br />
180 2 Losses<br />
182 2 GoalCount<br />
184 4 Points<br />
188 4 Event Points<br />
<br />
<br />
Player Private Chat (aka pm) 0x03<br />
offset size comment<br />
0 1 0x03<br />
1 4 Source Server ID<br />
5 1 0x02<br />
6 1 Sound<br />
7 varies Message Terminated with \0<br />
<br />
<br />
Zone Recycle 0x04<br />
offset size comment<br />
0 1 0x04<br />
1 1 0x00<br />
2 4 0x00000001<br />
6 4 0x00000002<br />
<br />
Kick Player 0x08<br />
offset size comment<br />
0 1 0x08<br />
1 4 Connection Id<br />
5 4 Kick_Reasons (see top)<br />
<br />
Command Message 0x09 (?blogin etc)<br />
offset size comment<br />
0 1 0x09<br />
1 4 ConnectionId<br />
5 varies Message Terminated with \0<br />
<br />
Chat Message 0x0A<br />
offset size comment<br />
0 1 0x0A<br />
1 4 ConnectionId<br />
5 1 Channel<br />
6 varies Message Terminated with \0<br />
<br />
ScoreReset 0x31<br />
offset size comment<br />
0 1 0x31<br />
1 4 ScoreId<br />
5 4 -ScoreId<br />
</pre><br />
<br />
[[Category: Protocol]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=User:CypherJF&diff=5938User:CypherJF2008-04-05T02:40:38Z<p>CypherJF: more minor profile changes</p>
<hr />
<div>== CypherJF ==<br />
<br />
'''Who am I?'''<br />
<br />
* Majored in Software Engineering and Applied Mathematics (interdisciplinary)<br />
* Graduated from a private college located in the state of Wisconsin in 2006<br />
* Currently a technical engineer at a Fortune 500 company in the IS department (2006-current)<br />
* Developed for RuntimeWare.com<br />
* Can be found in SSC Hyperspace<br />
* Began playing [[SubSpace]] with my brother Splat!!!!!!! when version 1.31 was available (I was about what, 12 years old??)<br />
* Programming Experiences: eh? Started out with HTML, AOL's "CGI", then took on what I thought was "CGI" which really was the beginning of my Perl experience. Near the same time I was introduced to Visual Basic 5 (then later 6), and C++ (which I hadn't gotten very far into). I switched over to PHP after finding out how nice and easy it is to code, unlike Perl :). Having my experience with Perl, I was able to pick up and understand the two C++ courses I took while attending Penn State University. I then transfered schools and took on a year of Java. So in essence that's that. My current job doesn't allow for much programming anymore, but am staying on top of my java/j2ee knowledge and other logic-thinking processes.<br />
<br />
'''Other stuffs'''<br />
<br />
*http://cypherjf.sscentral.com is my personal blog, which used to feature some of the plugins I've written for [[MERVBot]], simple chat client: [[JACC]], my [http://forums.minegoboom.com/viewtopic.php?t=2295 F1 Editor], and [[Accede|Project: Accede]].<br />
<br />
<br />
'''Contact Me'''<br />
*ICQ: 9684674<br />
** Please include your SS name on authorization request, so I know who you are.<br />
*E-mail: ssCypherJF !at! yahoo (dot) com<br />
<br />
[[Category: People]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=User:CypherJF&diff=5937User:CypherJF2008-04-05T00:43:28Z<p>CypherJF: minor profile changes</p>
<hr />
<div>== CypherJF ==<br />
<br />
'''Who am I?'''<br />
<br />
* Graduated from a private college located in the state of Wisconsin (2006)<br />
* Currently a technical engineer at a Fortune 500 company in the IS department (2006-)<br />
* Developed for RuntimeWare.com<br />
* Can be found in SSC Hyperspace<br />
* Majored in Software Engineering and Applied Mathematics (interdisciplinary)<br />
* Began playing [[SubSpace]] with my brother Splat!!!!!!! when version 1.31 was available (I was about what, 12 years old??)<br />
* Programming Experiences: eh? Started out with HTML, AOL's "CGI", then took on what I thought was "CGI" which really was the beginning of my Perl experience. Near the same time I was introduced to Visual Basic 5 (then later 6), and C++ (which I hadn't gotten very far into). I switched over to PHP after finding out how nice and easy it is to code, unlike Perl :). Having my experience with Perl, I was able to pick up and understand the two C++ courses I took while attending Penn State University. I then transfered schools and took on a year of Java. So in essence that's that. My current job doesn't allow for much programming anymore, but am staying on top of my java/j2ee knowledge and other logic-thinking processes.<br />
<br />
'''Other stuffs'''<br />
<br />
*http://cypherjf.sscentral.com is my personal blog, which used to feature some of the plugins I've written for [[MERVBot]], simple chat client: [[JACC]], my [http://forums.minegoboom.com/viewtopic.php?t=2295 F1 Editor], and [[Accede|Project: Accede]].<br />
<br />
<br />
'''Contact Me'''<br />
*ICQ: 9684674<br />
** Please include your SS name on authorization request, so I know who you are.<br />
*E-mail: ssCypherJF !at! yahoo (dot) com<br />
<br />
[[Category: People]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Accede&diff=5854Accede2007-12-24T17:35:15Z<p>CypherJF: added accede logo</p>
<hr />
<div>[[Image:Accede_biller_logo1.png|thumb|The Accede Biller Logo]]Project: Accede, by [[User:CypherJF|CypherJF]], began in May 2007 was to build the first hybrid biller server. Although not complete, Accede allows a [[zone|server]] to connect with either the [[TCP Billing Protocol]] or [[UDP Billing Protocol]]. The concept of the biller was based off of [[2dragons]] noted attempt of building hybrid biller for [[1stStrike]].<br />
<br />
Pros:<br />
* Any zone may slip onto the biller network without intervention (no more server/group ids in config files)<br />
* Supports most end-user commands [http://cypherjf.sscentral.com/accede/commands.php?command=]<br />
* Secured storage of user accounts<br />
* Open-ended/flexible design by allowing modules to be loaded<br />
* JDBC-MySQL backend, allows for a web-interface opportunity<br />
* Written in Java, cross-platform ability<br />
* Internal send mail support for ?lostpassword communication<br />
* Custom score reset interval for each zone <br />
* Custom sound number for when score reset broadcast's are sent<br />
* Scores are archived per reset<br />
* ?message can be configured by netop to send e-mail if recipient isn't online<br />
<br />
Cons:<br />
* Receives [[This zone is not connected to the central player database]] message<br />
* No new user registration window<br />
* No staff-only chat support<br />
* No BanG support<br />
* No "group" support<br />
* No zone-owner support<br />
* Some original biller commands are no longer supported due to the nature of the TCP protocol specification<br />
** Scores are not saved for any asss connection<br />
** Server recycle, shutdown will not work<br />
** Biller connect user<br />
* Not supported by UDP protocol<br />
** Game server generated log events<br />
** Staff messages<br />
** Biller connect user (disabled for security reasons)<br />
** Scores are only saved from Subgame<br />
<br />
<br />
<h3>External Links</h3><br />
<br />
*[http://cypherjf.sscentral.com/accede/ Official Accede Website]<br />
*[http://cypherjf.sscentral.com/tracker/index.php?project=2&switch=1&do=index Bug Tracker]<br />
<br />
[[Category: Biller]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=File:Accede_biller_logo1.png&diff=5853File:Accede biller logo1.png2007-12-24T17:33:57Z<p>CypherJF: The Accede Biller Logo, by Sass.</p>
<hr />
<div>The Accede Biller Logo, by Sass.</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Accede&diff=5852Accede2007-12-24T17:30:55Z<p>CypherJF: changed feature set</p>
<hr />
<div>Project: Accede, by [[User:CypherJF|CypherJF]], began in May 2007 was to build the first hybrid biller server. Although not complete, Accede allows a [[zone|server]] to connect with either the [[TCP Billing Protocol]] or [[UDP Billing Protocol]]. The concept of the biller was based off of [[2dragons]] noted attempt of building hybrid biller for [[1stStrike]].<br />
<br />
Pros:<br />
* Any zone may slip onto the biller network without intervention (no more server/group ids in config files)<br />
* Supports most end-user commands [http://cypherjf.sscentral.com/accede/commands.php?command=]<br />
* Secured storage of user accounts<br />
* Open-ended/flexible design by allowing modules to be loaded<br />
* JDBC-MySQL backend, allows for a web-interface opportunity<br />
* Written in Java, cross-platform ability<br />
* Internal send mail support for ?lostpassword communication<br />
* Custom score reset interval for each zone <br />
* Custom sound number for when score reset broadcast's are sent<br />
* Scores are archived per reset<br />
* ?message can be configured by netop to send e-mail if recipient isn't online<br />
<br />
Cons:<br />
* Receives [[This zone is not connected to the central player database]] message<br />
* No new user registration window<br />
* No staff-only chat support<br />
* No BanG support<br />
* No "group" support<br />
* No zone-owner support<br />
* Some original biller commands are no longer supported due to the nature of the TCP protocol specification<br />
** Scores are not saved for any asss connection<br />
** Server recycle, shutdown will not work<br />
** Biller connect user<br />
* Not supported by UDP protocol<br />
** Game server generated log events<br />
** Staff messages<br />
** Biller connect user (disabled for security reasons)<br />
** Scores are only saved from Subgame<br />
<br />
<br />
<h3>External Links</h3><br />
<br />
*[http://cypherjf.sscentral.com/accede/ Official Accede Website]<br />
*[http://cypherjf.sscentral.com/tracker/index.php?project=2&switch=1&do=index Bug Tracker]<br />
<br />
[[Category: Biller]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Server_Troubleshooting&diff=5851Server Troubleshooting2007-12-24T00:23:48Z<p>CypherJF: changed link to SSBiller2 to point to appropriate article</p>
<hr />
<div>Here are the solutions to various problems that can occur with ASSS, Subgame, or both. If you are unfamiliar with INIs (INItialization files), please read the [[INI]] guide. Also, please use catid's [[SSBiller_2|SSBiller 2]] instead of the usual [[subbill]] as the former uses less system resources and reports errors far more clearly.<br />
<br />
See also: [http://forums.minegoboom.com/viewtopic.php?p=22619 Solutions for Server/Biller Problems].<br />
<br />
== My Zone is Red ==<br />
<br />
The first step to take when your zone is red is to make sure you can use it through a custom zone. To do this, open the Zones dialog in Continuum, and click the "Add Custom Zone..." button. In the dialog that pops up, type in your zone's name, the port from Misc:Port, and 127.0.0.1 for the IP. (This will only work if you are playing on the same computer that is running subgame.) Then click ok to both dialogs, and find the manually added zone on the zones list and try entering. If you still cannot enter the zone, post on the [http://forums.minegoboom.com/ Server Help Forums] for more specific help.<br />
<br />
If you can get into the zone with the custom zone setup, now follow the instructions [http://forums.minegoboom.com/viewtopic.php?t=2443 here].<br />
<br />
<br />
== Billing/subgame communication issues. ==<br />
The following are solutions to the common miscommunication problems between [[subgame]] and your [[Biller]]. '''It is assumed that you are hosting both the biller and subgame yourself.''' If you are not, the following advice ''may not be valid''.<br />
<br />
<br />
=== The subgame2 console says 'Client connection request from billing server ignored' ===<br />
You need to change the Billing:IP in server.ini to <tt>localhost</tt> instead of <tt>127.0.0.1</tt>.<br />
<br />
<br />
=== The subbill console says ': Unknown packet type: 36' ===<br />
You need to run the server and biller on different ports.<br />
<br />
subbill.ini:<br />
<pre><br />
[Misc]<br />
Port=900<br />
</pre><br />
server.ini:<br />
<pre><br />
[Misc]<br />
Port=382<br />
<br />
[Billing]<br />
Port=900<br />
</pre><br />
<br />
<br />
=== The Continuum window says "Not accepting new connections" ===<br />
Set subbill.ini's Misc:AllowNewUsers to <tt>1</tt>.<br />
<br />
<br />
=== The subgame2 console repeats "Attempting to..." ===<br />
You need to specify the correct IP and Port in the [Billing] section of server.ini. Make sure Billing:Port matches up with subbill.ini's Misc:Port (and both should be different from the server.ini's Misc:Port). If you are running your Biller on the same machine as subgame, set server.ini's Billing:IP to <tt>localhost</tt>.<br />
<br />
<br />
=== The biller window says something about a "Bad Password" ===<br />
Make sure server.ini's Billing:Password contains the same value as subbill.ini's Misc:Password.<br />
<br />
<br />
=== The biller window displays "Invalid Login" ===<br />
Make sure server.ini's Billing:GroupID is greater than 0. Unless you know how to setup billing GroupOps, it is recommended to leave this set to <tt>1</tt>. Also, make sure Billing:ScoreID and Billing:ServerID are set to the same value as Misc:Port.<br />
<br />
<br />
== No permission to play in zone ==<br />
If Continuum reports "You do not have permission to play in this zone." and subgame shows "Invalid login packet received", then subgame is not reading your continuum executable correctly. Make sure you have a "version1" folder in the same folder as subgame with a copy of continuum.exe ''renamed as subspace.exe'' inside.<br />
<br />
<br />
== Subgame closes almost immediately after execution ==<br />
Most likely the file specified in [[Server.ini#DefaultLevelFile|Misc:DefaultLevelFile]] in [[server.ini]] is not present in the server directory. Make sure it is spelled correctly.<br />
<br />
[[Category:Guides]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=TCP_Billing_Protocol&diff=5850TCP Billing Protocol2007-12-24T00:19:34Z<p>CypherJF: fixed monotone link; made minor spelling corrections in the proposal document</p>
<hr />
<div>The latest version can always be found at in the [http://asss.yi.org/viewmtn/viewmtn.py/branch/changes/asss.asss.main monotone repository]. See the [[TCP Billing FAQ]] article for additional information.<br />
<br />
<pre><br />
subspace billing server protocol proposal<br />
version 1.3.1<br />
grelminar@yahoo.com<br />
<br />
<br />
all communication goes over a single tcp socket. messages are lines,<br />
delimited by linefeed characters (ascii 10) (although servers and<br />
clients should accept CR, LF, and CRLF). fields within a message are<br />
delimited by colons (ascii 58). the first field is the type of the<br />
message. each type has a fixed number of fields to expect, so the last<br />
field can contain colons without confusing anything. integer values in<br />
fields should be in decimal. all lines will be no more than 1023<br />
characters in length (including LF). either side may discard lines<br />
longer than that length if it receives them.<br />
<br />
the game server will initiate a tcp connection to the billing server on<br />
the agreed port.<br />
<br />
(from now on, I'm going to get lazy, and call the game server "the<br />
server", and the billing server "the biller". i'll use g->b and b->g to<br />
describe the two directions.)<br />
<br />
the protocol is versioned with a three-part number (major revision,<br />
minor revision, patch). backwards compatibility is guaranteed when two<br />
version differ only by the patch number. when two versions differ by a<br />
major or minor revision number, all bets are off.<br />
<br />
the server sends the protocol version that it speaks to the biller. if<br />
the biller supports it (and everything else is ok), the biller can reply<br />
successfully and a connection is established. if the biller doesn't<br />
support the version requested (module the patch number), or if anything<br />
else is wrong with the login, it should return failure and close the<br />
connection. no further protocol version negotiation takes places.<br />
<br />
::::: server login stuff<br />
<br />
to login:<br />
g->b: "CONNECT:version:swname:zonename:hostname:password"<br />
version is the version of the protocol used. it should have three<br />
numbers separated by dots (major, minor, patch). the current version<br />
is at the top of this document.<br />
swname is something identifying the software used, like "asss 1.0.5".<br />
zonename is the name of this zone, like "A Small Warzone".<br />
hostname is where this zone is hosted, like "SSCX".<br />
password is a password to authenticate this zone.<br />
<br />
the response will either be this:<br />
b->g: "CONNECTOK:swname:billername"<br />
swname is something identifying the biller used, like "mybiller 0.29".<br />
billername is a string identifying this biller network, like "SSC".<br />
or<br />
b->g: "CONNECTBAD:swname:billername:reason"<br />
swname and billername are as above.<br />
reason is something describing why the connection was refused, like<br />
"bad password", or "wrong protocol version".<br />
<br />
the biller will most likely close the connection after sending a<br />
CONNECTBAD, but if it doesn't, the game server should.<br />
<br />
the rest can only be used after a successful connection.<br />
<br />
<br />
::::: player login stuff<br />
<br />
game sends:<br />
g->b: "PLOGIN:pid:flag:name:pw:ip:macid:contid"<br />
pid is the player id assigned to this player by the server.<br />
flag is 0 for a normal login, 1 for "i want to create a new player".<br />
name is the name that's trying to log in.<br />
pw is the password he's using.<br />
ip is the address he's connecting from (in dotted decimal).<br />
macid is the standard machine id of the player.<br />
contid is the id data from continuum players. if the player isn't<br />
using cont, it should be empty. if the player is using cont, it will<br />
be the cont id, encoded in 128 characters, using plain hex encoding<br />
with lowercase letters.<br />
<br />
biller responds with either:<br />
b->g: "POK:pid:rtext:name:squad:billerid:usage:firstused"<br />
pid is the player id that was passed in PLOGIN.<br />
rtext is additional text that can be delivered to the client. if<br />
there are no complications logging in, it should be empty.<br />
name is the name assigned by the biller (the biller can change the<br />
name of a player if desired).<br />
squad is the player's squad.<br />
billerid is an id number assigned by the billing server.<br />
usage is the number of seconds that this player has ever been<br />
connected to this biller.<br />
firstused is a string describing when this named account was<br />
created, in roughly this form: "1-2-1999 6:13:35"<br />
or<br />
b->g: "PBAD:pid:newname:rtext"<br />
pid is the player id passed in PLOGIN.<br />
newname is 1 if the requested name doesn't exist in the biller's<br />
database and is available for creation. it is 0 otherwise.<br />
rtext is some text describing the reason this login was denied.<br />
<br />
<br />
::::: player registration (optional)<br />
<br />
_before_ sending a POK, the biller can request registration information<br />
by sending:<br />
b->g: "WANTREG:pid"<br />
pid is the pid for which registration information is requested.<br />
<br />
the server may eventually respond:<br />
g->b: "REGDATA:pid:data"<br />
pid is the pid of the player whose information is being submitted.<br />
data is hex-encoded binary data containing the registration<br />
information. the format or length of this data is not specified in<br />
this document, and may be client-specific.<br />
<br />
<br />
::::: banners<br />
<br />
the biller can send this any any time, but will typically send it right<br />
after a PLOGINOK message:<br />
b->g: "BNR:pid:banner"<br />
pid is the pid of the player setting his banner.<br />
banner is a 96-byte banner, encoded using standard hex encoding with<br />
lowercase letters, so it will be 192 bytes long.<br />
<br />
when a player sets his banner, the server will update the biller with:<br />
g->b: "BNR:pid:banner"<br />
pid the the pid of the player setting his banner.<br />
banner is the new banner, encoded as above.<br />
<br />
<br />
::::: player status changes<br />
<br />
when a player enters an arena for the first time after logging in, the<br />
server sends:<br />
g->b: "PENTERARENA:pid"<br />
<br />
<br />
when a player disconnects from the server, the server sends:<br />
g->b: "PLEAVE:pid"<br />
<br />
<br />
the biller can request that the server disconnect a player by sending:<br />
b->g: "PKICK:pid:reason"<br />
pid is the pid of the player to be kicked.<br />
reason is some text describing the reason the player was kicked.<br />
<br />
<br />
::::: messaging<br />
<br />
when a player sends a ?chat message, the server sends:<br />
g->b: "CHAT:pid:channel:sound:text"<br />
pid is the sending player.<br />
channel is the name of the channel. alternatively, it can be a<br />
number signifying which of the player's channels the message is<br />
intended for.<br />
sound is a sound code, to be interpreted by the client.<br />
text is the text of the message.<br />
<br />
when a player gets a ?chat message, the server receives:<br />
b->g: "CHATTXT:channel:sender:sound:text"<br />
b->g: "CHAT:pid:number"<br />
channel is the name of the channel that this message is on.<br />
sender is the name of the player who sent the message.<br />
sound is a sound code.<br />
text is the text of the message.<br />
pid is the pid of a player who received the message.<br />
number is what channel that player should see the message as coming<br />
from.<br />
<br />
the CHATTXT message is used so that the biller can send a chat<br />
message to many players on one server without sending the full text<br />
and sender name to each of them. the contents of the CHATTXT message<br />
should be cached on the server, and the text used for any following<br />
CHAT messages, until the next CHATTXT. for example, if the server<br />
gets "CHATTXT:sscx:player:0:hello" and then "CHAT:22:3", player 22<br />
should see something like "3:player> hello".<br />
<br />
<br />
when a player sends a remote private message:<br />
g->b: "RMT:pid:destination:sound:text"<br />
pid is the pid of the sending player.<br />
destination is the player the message is being sent to.<br />
sound is a sound code.<br />
text is the text of a message.<br />
<br />
when a player receives a remove private message:<br />
b->g: "RMT:pid:sender:sound:text"<br />
pid is the pid of the player receiving the message.<br />
sender is the name of the sending player.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
when a player sends a squad message:<br />
g->b: "RMTSQD:pid:destsquad:sound:text"<br />
pid is the pid of the sender.<br />
destsquad is the name of the squad whose players should receive the<br />
message (no leading #).<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
when a player receives a squad message:<br />
b->g: "RMTSQD:destsquad:sender:sound:text"<br />
destsquad is the squad that the message is for.<br />
sender is the name of the sending player.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
<br />
when a player types a command that the server doesn't interpret, or that<br />
the server knows should go to the billing server:<br />
g->b: "CMD:pid:cmdname:args"<br />
pid is the pid of the sending player.<br />
cmdname is the name of the command.<br />
args is the arguments to the command (what was typed after the<br />
command name.<br />
<br />
<br />
when the server wants to send a player some message (usually as the<br />
result of a command):<br />
b->g: "MSG:pid:sound:text"<br />
pid is the pid of the recipient.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
<br />
when the server wants to send some of its log output to the biller,<br />
perhaps so logs document malicious activity can be gatherd and analyzed<br />
for many zones at once, it can send:<br />
g->b: "LOG:pid:logtext"<br />
if the log message refers to the activity of a specific player, the<br />
pid field will hold the pid of that player. if not, it should be<br />
empty (zero-length).<br />
logtext is the text of the log message, in whatever format the<br />
server chooses.<br />
<br />
<br />
if the biller wants to send a message to only staff members of a zone,<br />
it can send:<br />
b->g: "STAFFMSG:sender:sound:text"<br />
sender is the optional name of whoever sent this message. if it was<br />
generated by the billing server, it should be empty.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
<br />
if the biller wants to send a message to the entire zone (e.g., for<br />
scheduled downtime or other important events), it can send:<br />
b->g: "BROADCAST:sender:sound:text"<br />
sender is the optional name of whoever sent this message. if it was<br />
generated by the billing server, it should be empty.<br />
sound is a sound code.<br />
text is the text of the message.<br />
<br />
<br />
if the server is going down (for a shutdown or whatever), it should<br />
close the tcp socket. if the biller is going down (for any reason), it<br />
should close the tcp socket.<br />
<br />
<br />
::::: misc.<br />
<br />
either side is allowed to send ping messages which act as a keepalive to<br />
force tcp to detect when one or the other side of the connection crashes<br />
or becomes unavailable. a suggested interval between pings is 180<br />
seconds, although neither side should assume anything about the interval<br />
that the other side is using, and should send its own keepalives if it<br />
wants quick notification if the other side crashes or becomes<br />
unavailable.<br />
<br />
b->g: "PING"<br />
g->b: "PING"<br />
<br />
<br />
the biller can indicate that it's time for a scorereset by sending:<br />
b->g: "SCORERESET"<br />
<br />
<br />
# dist: public<br />
</pre><br />
<br />
[[Category: Protocol]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Accede&diff=5833Accede2007-10-26T00:18:31Z<p>CypherJF: new feature, archive of scores on reset</p>
<hr />
<div>Project: Accede, by [[User:CypherJF|CypherJF]], began in May 2007 was to build the first hybrid biller server. Although not complete, Accede allows a [[zone|server]] to connect with either the [[TCP Billing Protocol]] or [[UDP Billing Protocol]]. The concept of the biller was based off of [[2dragons]] noted attempt of building hybrid biller for [[1stStrike]].<br />
<br />
Pros:<br />
* Any zone may slip onto the biller network without intervention (no more server/group ids in config files)<br />
* Supports most end-user commands [http://cypherjf.sscentral.com/accede/commands.php?command=]<br />
* Secured storage of user accounts<br />
* Open-ended/flexible design by allowing modules to be loaded<br />
* JDBC-MySQL backend, allows for a web-interface opportunity<br />
* Written in Java, cross-platform ability<br />
* Internal send mail support for ?lostpassword communication<br />
* Custom score reset interval and sound number for when score reset broadcast's are sent<br />
* Scores are archived per reset<br />
<br />
Cons:<br />
* Receives [[This zone is not connected to the central player database]] message<br />
* No new user registration window<br />
* No staff-only chat support<br />
* No BanG support<br />
* No "group" support<br />
* No zone-owner support<br />
* No automated score reset ability<br />
* Some original biller commands are no longer supported due to the nature of the TCP protocol specification<br />
** Scores are not saved<br />
** Server recycle, shutdown will not work<br />
** Biller connect user<br />
* Not supported by UDP protocol<br />
** Game server generated log events<br />
** Staff messages<br />
** Biller connect user (disabled for security reasons)<br />
** Scores are only saved from Subgame<br />
<br />
<br />
<h3>External Links</h3><br />
<br />
*[http://cypherjf.sscentral.com/accede/ Official Accede Website]<br />
*[http://cypherjf.sscentral.com/tracker/index.php?project=2&switch=1&do=index Bug Tracker]<br />
<br />
[[Category: Biller]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Accede&diff=5832Accede2007-10-25T23:48:34Z<p>CypherJF: missing punctuation</p>
<hr />
<div>Project: Accede, by [[User:CypherJF|CypherJF]], began in May 2007 was to build the first hybrid biller server. Although not complete, Accede allows a [[zone|server]] to connect with either the [[TCP Billing Protocol]] or [[UDP Billing Protocol]]. The concept of the biller was based off of [[2dragons]] noted attempt of building hybrid biller for [[1stStrike]].<br />
<br />
Pros:<br />
* Any zone may slip onto the biller network without intervention (no more server/group ids in config files)<br />
* Supports most end-user commands [http://cypherjf.sscentral.com/accede/commands.php?command=]<br />
* Secured storage of user accounts<br />
* Open-ended/flexible design by allowing modules to be loaded<br />
* JDBC-MySQL backend, allows for a web-interface opportunity<br />
* Written in Java, cross-platform ability<br />
* Internal send mail support for ?lostpassword communication<br />
* Custom score reset interval and sound number for when score reset broadcast's are sent<br />
<br />
Cons:<br />
* Receives [[This zone is not connected to the central player database]] message<br />
* No new user registration window<br />
* No staff-only chat support<br />
* No BanG support<br />
* No "group" support<br />
* No zone-owner support<br />
* No automated score reset ability<br />
* Some original biller commands are no longer supported due to the nature of the TCP protocol specification<br />
** Scores are not saved<br />
** Server recycle, shutdown will not work<br />
** Biller connect user<br />
* Not supported by UDP protocol<br />
** Game server generated log events<br />
** Staff messages<br />
** Biller connect user (disabled for security reasons)<br />
** Scores are only saved from Subgame<br />
<br />
<br />
<h3>External Links</h3><br />
<br />
*[http://cypherjf.sscentral.com/accede/ Official Accede Website]<br />
*[http://cypherjf.sscentral.com/tracker/index.php?project=2&switch=1&do=index Bug Tracker]<br />
<br />
[[Category: Biller]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Accede&diff=5831Accede2007-10-25T23:48:17Z<p>CypherJF: project status no longer on-hold</p>
<hr />
<div>Project: Accede, by [[User:CypherJF|CypherJF]], began in May 2007 was to build the first hybrid biller server. Although not complete Accede allows a [[zone|server]] to connect with either the [[TCP Billing Protocol]] or [[UDP Billing Protocol]]. The concept of the biller was based off of [[2dragons]] noted attempt of building hybrid biller for [[1stStrike]].<br />
<br />
Pros:<br />
* Any zone may slip onto the biller network without intervention (no more server/group ids in config files)<br />
* Supports most end-user commands [http://cypherjf.sscentral.com/accede/commands.php?command=]<br />
* Secured storage of user accounts<br />
* Open-ended/flexible design by allowing modules to be loaded<br />
* JDBC-MySQL backend, allows for a web-interface opportunity<br />
* Written in Java, cross-platform ability<br />
* Internal send mail support for ?lostpassword communication<br />
* Custom score reset interval and sound number for when score reset broadcast's are sent<br />
<br />
Cons:<br />
* Receives [[This zone is not connected to the central player database]] message<br />
* No new user registration window<br />
* No staff-only chat support<br />
* No BanG support<br />
* No "group" support<br />
* No zone-owner support<br />
* No automated score reset ability<br />
* Some original biller commands are no longer supported due to the nature of the TCP protocol specification<br />
** Scores are not saved<br />
** Server recycle, shutdown will not work<br />
** Biller connect user<br />
* Not supported by UDP protocol<br />
** Game server generated log events<br />
** Staff messages<br />
** Biller connect user (disabled for security reasons)<br />
** Scores are only saved from Subgame<br />
<br />
<br />
<h3>External Links</h3><br />
<br />
*[http://cypherjf.sscentral.com/accede/ Official Accede Website]<br />
*[http://cypherjf.sscentral.com/tracker/index.php?project=2&switch=1&do=index Bug Tracker]<br />
<br />
[[Category: Biller]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Accede&diff=5830Accede2007-10-21T05:05:36Z<p>CypherJF: new feature of accede (score module)</p>
<hr />
<div>Project: Accede, by [[User:CypherJF|CypherJF]], began in May 2007 (currently on-hold until further notice) was to build the first hybrid biller server. This allows a [[zone|server]] to connect with either the [[TCP Billing Protocol]] or [[UDP Billing Protocol]]. The concept of the biller was based off of [[2dragons]] noted attempt of building hybrid biller for [[1stStrike]].<br />
<br />
Pros:<br />
* Any zone may slip onto the biller network without intervention (no more server/group ids in config files)<br />
* Supports most end-user commands [http://cypherjf.sscentral.com/accede/commands.php?command=]<br />
* Secured storage of user accounts<br />
* Open-ended/flexible design by allowing modules to be loaded<br />
* JDBC-MySQL backend, allows for a web-interface opportunity<br />
* Written in Java, cross-platform ability<br />
* Internal send mail support for ?lostpassword communication<br />
* Custom score reset interval and sound number for when score reset broadcast's are sent<br />
<br />
Cons:<br />
* Receives [[This zone is not connected to the central player database]] message<br />
* No new user registration window<br />
* No staff-only chat support<br />
* No BanG support<br />
* No "group" support<br />
* No zone-owner support<br />
* No automated score reset ability<br />
* Some original biller commands are no longer supported due to the nature of the TCP protocol specification<br />
** Scores are not saved<br />
** Server recycle, shutdown will not work<br />
** Biller connect user<br />
* Not supported by UDP protocol<br />
** Game server generated log events<br />
** Staff messages<br />
** Biller connect user (disabled for security reasons)<br />
** Scores are only saved from Subgame<br />
<br />
<br />
<h3>External Links</h3><br />
<br />
*[http://cypherjf.sscentral.com/accede/ Official Accede Website]<br />
*[http://cypherjf.sscentral.com/tracker/index.php?project=2&switch=1&do=index Bug Tracker]<br />
<br />
[[Category: Biller]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=LVL_Format&diff=5829LVL Format2007-10-20T20:56:54Z<p>CypherJF: minor punctuation change</p>
<hr />
<div>Most .lvl files in current use follow this format. Some .lvl files, however, are [[Extended LVL]] maps. The format is reverse compatible, so there's no way to tell if you have a regular or extended .lvl file from inside the game. The way you can tell the difference is:<br />
<br />
If the map does not have a tileset bitmap appended to it (first two bytes are not 'BM') and the first four bytes are 'elvl' then you have an Extended LVL file.<br />
<br />
If the map does have a tileset bitmap (first two bytes are 'BM') then check the bfReserved1 field of the BITMAPFILEHEADER. If it is 49720, and the bfSize is not 49718, you are guaranteed to either have an eLVL file, or a corrupt file. For more information see the [[ELVL Format]].<br />
<br />
This regular format is also described in http://www.rarefied.org/subspace/lvlformat.html<br />
<br />
Basically it is a bitmap with tile data appended to it.<br />
Each tile is represented in this format: (little endian)<br />
<pre><br />
struct<br />
{<br />
unsigned long x : 12;<br />
unsigned long y : 12;<br />
unsigned long tile : 8;<br />
};<br />
</pre><br />
<br />
The x and y must not exceed 1023. The maximum file size of a LVL with Continuum 38, 39, 40 will support is 1,000,000 bytes. Otherwise the player will receive a "File write error" and the client will crash.<br />
<br />
== Tileset ==<br />
This is an uncompressed bitmap image (typically 256-color) 304x160 [[Pixels | pixels]], making each [[Tiles | tile]] 16x16 pixels.<br />
<br />
[[Image:Tileset.jpg|Tileset]]<br />
<br />
When editing maps with a tileset, there are different types of tiles, outlined below:<br />
<br />
[[Image:TilesetDescription.PNG|Tileset With Descriptions]]<br />
<br />
Note that although you might have a good looking soccer goal or flag tile, it will not show up in the game. This is because there is a custom [[animation]] for these two tiles. You can find and edit these tiles by looking at Continuum\graphics\goal.bm2 and Continuum\graphics\flag.bm2. You can have other users use your custom goal or flag animation by including your new animations in an [[LVZ]] File.<br />
<br />
== Special Objects ==<br />
These are special animated objects. The most popular map editor, [[SSME]], calls these 'Special Objects' and changes the mouse pointer to a stamper.<br />
<br />
There are five objects available:<br />
*A small asteroid.<br />
*A medium asteroid (2x2 tiles).<br />
*Another small asteroid (was originally a large asteroid).<br />
*A space station (6x6 tiles).<br />
*A wormhole (5x5 tiles).<br />
<br />
== Extra Tiles ==<br />
There are some types, which are not meant to be part of typical mapmaking programs, but have been discovered and may have uses.<br />
<br />
Tile: Description<br />
*191: Invisible on screen, visible on radar, ships can go through them, items bounce off it, 'thors' go through it. (If you 'launch' an item while in it, the item will float suspended in space).<br />
*192-215: Invisible on screen, visible on radar, solid block (like any other tile).<br />
*216: A small asteroid, nothing not previously known about this.<br />
*217: A medium asteroid, nothing not previously known about this.<br />
*218: Another small asteroid, just the same as the other one, except the graphics are a little different(?)<br />
*219: A space station, nothing not previously known about this.<br />
*220: A wormhole, nothing not previously known about this.<br />
*221-240: Invisible on screen, visible on radar, solid block (like any other tile).<br />
*241: Invisible on screen, visible on radar, ship can go through it but Items disappear when they touch it.<br />
*242: Invisible on screen, invisible on radar, warps your ship on contact, items bounce off it, 'thors' disappear on contact.<br />
*243-251: Invisible on screen, invisible on radar, solid block (like any other tile).<br />
*252: Visible on screen (animated enemy brick), invisible on radar, items go through it, your ship gets warped after a random amount of time (0-2 seconds) while floating on it.<br />
*253: Visible on screen (animated team brick), invisible on radar, items go through it, so does your ship.<br />
*254: Invisible on screen, invisible on radar, items go through it, so does your ship. Possibly the internal representation of fly under tiles. You can't brick or mine while on it.<br />
*255: Visible on screen (animated prize), invisible on radar, items go through it, so does your ship. This is a prize, but it doesn't show up on radar, and no matter how many times you fly over it, you will never pick it up, ever.<br />
<br />
[[Category: Formats]]<br />
[[Category: Map]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=LVL_Format&diff=5828LVL Format2007-10-20T20:56:34Z<p>CypherJF: added max file size support for Continuum</p>
<hr />
<div>Most .lvl files in current use follow this format. Some .lvl files, however, are [[Extended LVL]] maps. The format is reverse compatible, so there's no way to tell if you have a regular or extended .lvl file from inside the game. The way you can tell the difference is:<br />
<br />
If the map does not have a tileset bitmap appended to it (first two bytes are not 'BM') and the first four bytes are 'elvl' then you have an Extended LVL file.<br />
<br />
If the map does have a tileset bitmap (first two bytes are 'BM') then check the bfReserved1 field of the BITMAPFILEHEADER. If it is 49720, and the bfSize is not 49718, you are guaranteed to either have an eLVL file, or a corrupt file. For more information see the [[ELVL Format]].<br />
<br />
This regular format is also described in http://www.rarefied.org/subspace/lvlformat.html<br />
<br />
Basically it is a bitmap with tile data appended to it.<br />
Each tile is represented in this format: (little endian)<br />
<pre><br />
struct<br />
{<br />
unsigned long x : 12;<br />
unsigned long y : 12;<br />
unsigned long tile : 8;<br />
};<br />
</pre><br />
<br />
The x and y must not exceed 1023. The maximum file size of a LVL with Continuum 38, 39, 40 will support is 1,000,000 bytes. Otherwise the player will receive a "File write error"<br />
<br />
== Tileset ==<br />
This is an uncompressed bitmap image (typically 256-color) 304x160 [[Pixels | pixels]], making each [[Tiles | tile]] 16x16 pixels.<br />
<br />
[[Image:Tileset.jpg|Tileset]]<br />
<br />
When editing maps with a tileset, there are different types of tiles, outlined below:<br />
<br />
[[Image:TilesetDescription.PNG|Tileset With Descriptions]]<br />
<br />
Note that although you might have a good looking soccer goal or flag tile, it will not show up in the game. This is because there is a custom [[animation]] for these two tiles. You can find and edit these tiles by looking at Continuum\graphics\goal.bm2 and Continuum\graphics\flag.bm2. You can have other users use your custom goal or flag animation by including your new animations in an [[LVZ]] File.<br />
<br />
== Special Objects ==<br />
These are special animated objects. The most popular map editor, [[SSME]], calls these 'Special Objects' and changes the mouse pointer to a stamper.<br />
<br />
There are five objects available:<br />
*A small asteroid.<br />
*A medium asteroid (2x2 tiles).<br />
*Another small asteroid (was originally a large asteroid).<br />
*A space station (6x6 tiles).<br />
*A wormhole (5x5 tiles).<br />
<br />
== Extra Tiles ==<br />
There are some types, which are not meant to be part of typical mapmaking programs, but have been discovered and may have uses.<br />
<br />
Tile: Description<br />
*191: Invisible on screen, visible on radar, ships can go through them, items bounce off it, 'thors' go through it. (If you 'launch' an item while in it, the item will float suspended in space).<br />
*192-215: Invisible on screen, visible on radar, solid block (like any other tile).<br />
*216: A small asteroid, nothing not previously known about this.<br />
*217: A medium asteroid, nothing not previously known about this.<br />
*218: Another small asteroid, just the same as the other one, except the graphics are a little different(?)<br />
*219: A space station, nothing not previously known about this.<br />
*220: A wormhole, nothing not previously known about this.<br />
*221-240: Invisible on screen, visible on radar, solid block (like any other tile).<br />
*241: Invisible on screen, visible on radar, ship can go through it but Items disappear when they touch it.<br />
*242: Invisible on screen, invisible on radar, warps your ship on contact, items bounce off it, 'thors' disappear on contact.<br />
*243-251: Invisible on screen, invisible on radar, solid block (like any other tile).<br />
*252: Visible on screen (animated enemy brick), invisible on radar, items go through it, your ship gets warped after a random amount of time (0-2 seconds) while floating on it.<br />
*253: Visible on screen (animated team brick), invisible on radar, items go through it, so does your ship.<br />
*254: Invisible on screen, invisible on radar, items go through it, so does your ship. Possibly the internal representation of fly under tiles. You can't brick or mine while on it.<br />
*255: Visible on screen (animated prize), invisible on radar, items go through it, so does your ship. This is a prize, but it doesn't show up on radar, and no matter how many times you fly over it, you will never pick it up, ever.<br />
<br />
[[Category: Formats]]<br />
[[Category: Map]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Commands&diff=5827Commands2007-10-20T18:32:31Z<p>CypherJF: /* BanG Options */ minor spelling change</p>
<hr />
<div>These are the [[Sysop]], [[SMod|SuperModerator]], [[Moderator]], [[BanG]], arena owner and player commands for [[subgame]] and [[subbill]]. Most commands are case-insensitive. If a command is prefixed with '/', it is made to be sent privately.<br />
<br />
== Sysop Commands ==<br />
Sysops can use all the below commands (including SMod and Mod commands).<br />
<br />
; *STAT: Displays server statistics.<br />
; *ADDWORD word: Adds specified word to the obscene list<br />
; *SHUTDOWN [exename]: Shuts down server (terminates process), optionally executes [exename]. Hosts can disable the ability to run a new executable.<br />
; *S*key: Set server.ini key. Ex *s*Misc:MaxPlayers:4<br />
; *G*key: Get server.ini key. Ex *g*Misc:MaxPlayers<br />
; *LOG: Display the server's log.<br />
; *ENERGY: Toggles viewing of other users' current energy levels. Can be sent privately to other users to toggle viewing for them.<br />
; *ADDMACHINE id: Adds Machine ID to idblock.txt ''(version 1.34.5+)''<br />
; *REMOVEMACHINE id: Removes Machine ID from idblock.txt ''(version 1.34.5+)''<br />
; *LISTMACHINE: Lists all Machine IDs from idblock.txt ''(version 1.34.5+)''<br />
''Note:'' idblock.txt still works for blocking Machine IDs.<br />
; *UFO: Toggles [[UFO]] ship. ''(version 1.34.1+)''<br />
; *SUPER: Give yourself the [[Super]] ship with every weapon/item. ''(version 1.34.1+)''<br />
; *MIRROR: Shows what everyone sees you as. No one else can see it, and will always be a spider. Useful to see how laggy you are, or to play weird turret tricks. ''(version 1.34.1+)''<br />
; *VERSION: Tells what subgame version is running ''(version 1.34.6 or higher)''<br />
; *LAG: List all players' quick lag information ''(version 1.34.8 or higher)''<br />
; /*SYSOP: Temporarily grants sysop privileges to recipient but does not allow [[bongs]]. ''Note:'' This will not work with SysOp [[validation]] enabled, but will still cancel sysop warnings.<br />
; /*SMODERATOR: Temporarily grants super moderator privileges to recipient, but does not allow [[bongs]]. ''Note:'' This will not work with SMod [[validation]] enabled, but will still cancel sysop warnings.<br />
; /*THOR level: Sets player's thor level. 0 = normal, > 1 = instant death, larger the #, the larger the proximity ''(version 1.34.1+)''<br />
; /*LOWBANDWIDTH toggle: Toggles (1=on,0=off) double-sending of packets to reduce lag. ''(version 1.34.1+)''<br />
; /*MESSAGELOGGING: Detects if a player is logging messages and at what level if a sysop. ''(version 1.34.4+)''<br />
; /*SUPER: Gives recipient [[super]] ship. ''Note:'' If user is not a Sysop/SMod, subgame will likely kick user because for incorrect settings checksum. ''(version 1.34.4+)''<br />
; /*UFO: Toggles user with [[UFO]] ship. ''(1.34.4 or higher)''<br />
; /*EINFO: Displays player's UserID, resolution, and other useful information and detects a proxy server. ''(1.34.5 or higher)''<br />
:Also displays which client they are using (VIE or Continuum) ''(1.34.9 or higher, 1.34.10 or higher has client version)''<br />
; /*BANDWIDTH #: Overrides (or displays) recipient's personal [[Latency Settings|Latency:CutbackWatermark]]. ''(version 1.34.11h+)''<br />
; /*POINTS [amount]: Will add specified points to player (can be negative). ''Note:'' Will set new total points to flag points (avg kill goes to 0). ''(version 1.34.11+)''<br />
<br />
=== File Transfer ===<br />
; *GETNEWS: Downloads news.txt to your Continuum folder. ''(versions 1.34.2-1.34.4)''<br />
; *PUTNEWS: Uploads news.txt from your Continuum folder to server. ''(versions 1.34.2-1.34.4)''<br />
; *GETSYSOPLIST: Downloads sysop.txt. ''(versions 1.34.2-1.34.4)''<br />
; *PUTSYSOPLIST: Uploads sysop.txt. ''(versions 1.34.2-1.34.4)''<br />
; *GETSMODLIST: Downloads smod.txt. ''(versions 1.34.2-1.34.4)''<br />
; *PUTSMODLIST: Uploads smod.txt. ''(versions 1.34.2-1.34.4)''<br />
; *GETOBSCENE: Downloads obscene.txt. ''(versions 1.34.2-1.34.4)''<br />
; *PUTOBSCENE: Uploads obscene.txt. ''(versions 1.34.2-1.34.4)''<br />
; *GETFILE name: Transfers specified file from server directory to Continuum directory. ''(version 1.34.5+)''<br />
; *PUTFILE name: Transfers specified file from Continuum directory to server directory. Cannot upload exe, com, dll, bat or cmd. ''(version 1.34.5+)''<br />
; *DELFILE name: Deletes file from server directory. Cannot delete exe, com, dll, bat or cmd. ''(version 1.34.5+)''<br />
<br />
=== Removed ===<br />
The following commands were available in the VIE subgame, but were removed by Priit.<br />
<br />
; *SYSTEM command: Do shell command on server. Can be sent privately to users.<br />
; *ADDIP ip: Adds the IP to ipblock.txt.<br />
; *REMOVEIP ip: Removes the IP from ipblock.txt.<br />
; *LISTIP: Lists all IPs from ipblock.txt.<br />
''Note:'' ipblock.txt still works for blocking IPs in all versions of subgame.<br />
; /*MONITOR #: Displays all commands from recipient at certain levels. 0 = Public, 1 = priv/public, 2 = priv/public/team, 3 = priv/public/team/chat, 4 = all messages<br />
; /*SAY text: Makes recipient say something without them really typing it (will allow ? and * commands through this)<br />
; /*GETFILE name: Download file from player's computer.<br />
; /*PUTFILE name: Uploads file to player's computer.<br />
<br />
== Super Moderator Commands ==<br />
<br />
Super Moderators (SMods) can use all of the following commands (including Moderator commands).<br />
<br />
; *SZONE message: Sends message to all zones with same scoreid as current zone.<br />
; *ZONE message: Sends message to all arenas in this zone.<br />
; *GETLIST: Gets list of people permitted (permit.txt).<br />
; *PUTLIST: Puts list of people permitted (permit.txt).<br />
; *GETMODLIST: Gets list of permitted moderators (moderate.txt).<br />
; *PUTMODLIST: Puts list of permitted moderators (moderate.txt).<br />
; *RECYCLE: Recycles the server, kicking everybody off in the process.<br />
; *RESTART: Restarts timed games in a speed zone.<br />
; *PRIZE [amount]: Grants all ships random prizes, optionally specifying the amount.<br />
; /*PRIZE [amount]: Grants recipient random prizes, optionally specifying the amount.<br />
; *PRIZE #id: Grants a specific [[prize]] to all players. Prepend the number with '-' to take away.<br />
; /*PRIZE #id: Grants recipient a specific prize. (See above.)<br />
; *LISTMOD: will display all players that have mod/smod/sysop curretly logged into the zone. ''(1.34.4+)''<br />
; /*INFO: Displays player's IP, MAC ID, TimeZoneBias, Freq, and a lot of less useful information.<br />
; /*WHERE: Displays location of player on map.<br />
; /*TRACE: Server tracerts (traces the route packets must travel to reach) recipient. ''NOTE:'' Server executable ''must'' be named "subgame2.exe". ''(version 1.34.1+)''<br />
; /*MODERATOR: Temporarily makes recipient a moderator for that session, but does not allow [[bongs]].<br />
<br />
== Moderator Commands ==<br />
Moderators can use the below commands.<br />
<br />
; *ARENA message: Sends message to current arena.<br />
; *PERMIT: Permits person to enter restricted zone.<br />
; *REVOKE: Revokes permission to enter restricted zone.<br />
; *BEGINLOG [text]: Begins logging game session, optionally with text at top of log.<br />
; *ENDLOG: Ends logging game session and automatically sends the generated file to you.<br />
; *SHIPRESET: Resets all ships to 0 bounty. Sent privately, resets ship of person sent to.<br />
; *SCORERESET: Resets score off all players in arena by setting all of their statistics to zero.<br />
; /*SCORERESET: Resets recipient's score. (See above.)<br />
; *FLAGRESET: Resets the flag game by removed and respawning all flags and reseting jackpot.<br />
; *TIMERESET: Resets timer on timed game.<br />
; *BANNER: Turns on your banner, overriding point requirements.<br />
; *TIMER minutes: Starts the game timer, which periodically notifies players.<br />
; /*SPEC: Toggles recipient's lock into spectator mode.<br />
; /*SETSHIP ship: Sets recipient's ship, but will not have an effect on higher level. ''(version 1.34.2+)''<br />
; /*SETFREQ freq: Sets recipient's freq (0-9999), but can't do to higher level. ''(version 1.34.2+)''<br />
; *LOCATE name: If specified player is in zone, displays which arena. ''(version 1.34.2+)''<br />
; /*WATCHGREEN: As long as recipient stays in that arena, displays every green he gets. ''(version 1.34.5+)''<br />
; /*PACKETLOSS: Displays player's packetloss. '''REMOVED in 1.34.5''' (and replaced by *lag).<br />
; /*LAG: Will show player's packetloss and ping. ''(version 1.34.5+, version 1.34.6+ shows weapons ploss also)''<br />
; /*GREENINFO: Displays greenID# and their count of getting that green since last shipreset ''(version 1.34.9+)''<br />
; *FLAGS: Displays flags' coordinates. ''(version 1.34.9+)''<br />
; /*WARN text: Sends a moderator warning, accompanied by the "moderator sound". ''Format:'' Moderator Warning: [Message] - (Mod Name) (version ''1.34.10+)''<br />
; /*WARPTO x y: Warps player to specified coordinates. For example, *warpto 512 512 = middle of map. ''(version 1.34.10+ AND Continuum client)''<br />
; *RELKILLS toggle: Sets (1=yes,0=no) whether server sends you kill packets reliables. If disabled, kills with >200 bounty will still be sent reliably. ''(version 1.34.11h+)''<br />
; /*[[Tinfo|TINFO]]: Displays player's time information. ''(version 1.34.12pr3+)''<br />
; /*WATCHDAMAGE: Toggles viewing player's damage information ''(version 1.34.12pr4+ AND Continuum .37+)''<br />
; *OBJON object: Sent privately or publicly. Turns an lvz object on. ''(version 1.34.12pr1+ AND Continuum .37+)''<br />
; *OBJOFF object: Sent privately or publicly. Turns an lvz object of. ''(version 1.34.12pr1+ AND Continuum .37+)''<br />
; *OBJSET list: Sent privately or publicly. Toggles the space-separated list of lvz objects (prepend with '+' to turn on, prepend with '-' to turn off). Example: "*objset +2 -40" Turns on #2, off #40 ''(version 1.34.12a+ AND Continuum .37+)''<br />
<br />
=== Punishments ===<br />
; /*KILL [minutes]: Kicks player off, optionally not allowing re-entry for specified amount of time.<br />
; /*SHUTUP: Prevents person from sending messages (including commands). Watch out, this works on yourself.<br />
; *LISTBAN: Will display all *kill bans and their time. ''(version 1.34.5+)''<br />
; *REMOVEBAN id: Will remove machineID *kill ban. ''(version 1.34.5+)''<br />
<br />
=== Arena Management ===<br />
; *LOCK: Toggles the arena lock, which does not allow ship changes, and puts all players in spectator mode.<br />
; *LOCKSPEC: Toggles whether the arena lock effects only spectators or everyone.<br />
; *LOCKTEAM: Locks team private messages (the " ones).<br />
; *LOCKPRIVATE: Locks both remote and local private messages.<br />
; *LOCKPUBLIC: Locks public messages. Good for no-blue matches.<br />
; *LOCKCHAT: Locks chat channel messages.<br />
; *LOCKALL: Locks all messages.<br />
; *SPECALL: Specs everyone, but does not lock them there. Will not spec staff with higher level. ''(version 1.34.3+)''<br />
<br />
== BanG Commands ==<br />
List of BanG commands. Are split up into access levels. Anyone with a lower access number can do any command that a higher number can do. Example: All L2 ops can use any L3 or L4 commands as well as L2 commands. L4 cannot use L2 commands.<br />
<br />
=== L4 Commands ===<br />
; ?blogin password: Logs into BanG. Will respond with your account's access level.<br />
; ?bpassword newpassword: Changes your current BanG password.<br />
; ?bversion: Displays current BanG version.<br />
; ?notify: Toggles if you wish to receive information about banned users logging in.<br />
; ?ban [options] name: Bans a user. See Ban Options for list of options.<br />
; ?listban [options] (x): Displays last 10 or X bans. See [[BanG#Ban Options|Ban Options]] for list of options.<br />
; ?listban [options] #id: Displays specifics about BanID #id. The # character is required.<br />
; ?changeban [options] id (name): Changes a ban. Name is option to change banned username.<br />
; ?liftban (-*) id: Removes a ban. -* means remove network ban. Cannot remove ban higher level than your access.<br />
; ?bancomment (-*) id text: Replaces ban comment for id with given text. -* means network ban id.<br />
; ?banfree (-*) (-aX_ name: Places the given name in the banfree list. -* means network banfree list, -aX is access required to lift banfree.<br />
; ?listbanfree (-*) (x): Displays last 10 or X banfrees. -* means network banfree list.<br />
; ?removebanfree (-*) name: Remove name from banfree list. -* means network banfree list.<br />
; ?bantext: Displays the message shown to banned users who attempt to log in.<br />
<br />
=== L3 Commands ===<br />
; ?addop (-*) AccessLevel name password:Adds Name as a BanG op. AccessLevel is a number, 0 through 4. Can only add access levels higher number than yours. Name and password are seperated by : not spaces (wiki format problem). -* means add as network op, not zone op.<br />
; ?listop (-*): List all zone operaters and their access level. -* means for network ops (requires network bang access).<br />
; ?removeop (-*) name: Removes username from operator status. Can only remove operates with higher number than yours. -* means for network ops (requires network bang access).<br />
<br />
=== L2 Commands ===<br />
; ?extchat: Toggles if zone receives private or chat messages from other zones. Use with caution, as will remain in effect until someone untoggles it or the zone restarts.<br />
; ?bantext text: Change the message displayed to banned users who attempt to log in.<br />
<br />
=== L1 Commands ===<br />
?bantonet id: Copies the local ban ID to a new network ban.<br />
?bantolocal id: Copies the network ban ID to a new local ban.<br />
<br />
=== BanG Options ===<br />
; -*: Applies the command to the network banlist instead of the zone list. If adding/editing/remove network bans, requires L1 or L0 access.<br />
; -eX: Number of days a ban will be active for. Default is 7 days. L4 cannot give more than 7 days, L3 cannot give more than 60 days, L2 cannot give more than 365 days, L1 and L0 can set unlimited. For network bans, L1 can only set a maximum of 5000 days while L0 can set any.<br />
; -aX: Access required for any future commands to edit/remove this ban. X must be equal to or higher than your current access level.<br />
; -d: Used on ?listban only, displays addition details about the ban, such as comments. L4 access cannot view the banned user's IP address.<br />
; -k: When using ?ban, does not immediately kick the user out of the zone.<br />
; -iIP: Changes a ban to use supplied IP address instead. L4 cannot use this option.<br />
; -mIPMask: Changes a ban to use an IP mask for larger catching. Used to ban whole ISP ranges. If no IPMask supplied, defaults to 255.255.255.0. For network bans, L1 can ban up to 255.255.255.0 mask while L0 can use any IP mask. For local bans, L4 cannot use, L3 can use up to 255.255.255.0, L2 can use upto 255.255.0.0, and L1 and L0 can use any.<br />
; -nID: Changes a ban to use supplied machine ID instead. Requires L1 or L0 access.<br />
; -c: Removes the machine ID from the ban.<br />
; -!: Will apply ban to old accounts as well as new ones. By default, bans do not effect older usernames. Requires L0, L1, or L2 access.<br />
; -zZone: Applies the ban to the other Zone instead of current one. Requires you to be logged into BanG and have access in the other zone as well.<br />
<br />
== Player Commands ==<br />
; ?usage: displays your current usage information<br />
; ?sheep: display sheep message and play sheep sound<br />
; ?buy: displays list of things which can be bought<br />
; ?buy item: buys ''item''. Example: ?buy repel. See [[Cost Settings]] for buying items on subgame.<br />
; ?userid: displays your unique user id<br />
; ?owner: displays name of arena owner (see server.cfg Owner:Name)<br />
; ?packetloss: displays your current packetloss percentages<br />
; ?arena: displays list of public arenas (private ones too if you are sysop)<br />
; ?time: displays amount of time remaining in current game (timed games)<br />
; ?crown: displays how many kills you have left/need for a crown<br />
; ?chat[=name]: set your chat channel to 'name' ex ?chat=omega<br />
; ?best: displays your personal best in timed games<br />
; ?score: show score in a soccer game<br />
; ?log [filename]: logs all messages to file specified (default name used if not). Type ?log again to stop.<br />
; ?go [name]: go to next public arena, or a private arena if 'name' specified<br />
; ?zone [zone name]: tells you which zone you are in or takes you to specified zone (RZE = Running Zone East, etc...)<br />
; ?spec: display a list of who is spectating you<br />
; ?password=pw: Change your personal password to pw<br />
; ?squadjoin=name:password: Join an existing squad<br />
; ?squadcreate=name:password: Create a new squad<br />
; ?squadleave: Leave your existing squad<br />
; ?squaddissolve: Completely get rid of squad<br />
; ?squadpassword=pw: Change squad password to pw<br />
; ?squadkick=playername: Kick playername off of squad<br />
; ?cheater (name): sends message to all online mods/smods/sysops and people logged into BanG. ''(version 1.34.3+ or BanG)''<br />
; ?getnews: downloads news.txt to your SS folder (version 1.34.2 or higher)<br />
; ?scorereset: Scoreresets yourself (version 1.34.4 or higher)<br />
; ?lag: Will display both ping and packet loss at once (version 1.34.5 or higher)<br />
; ?squadowner (squad name): tells owner of squad<br />
; ?squadgrant (player name): gives ownership to that player<br />
; ?squad (player name): tells you what squad they are currently in<br />
; ?find (player name): tells you what zone they are in or not online<br />
; ?obscene: toggles if you view obscene messages or not<br />
; ?squadlist: lists all players on your squad (squadowner only command, SSC billing only)<br />
; ?message name:message: leave a message to that player (SSC Billing only)<br />
; ?messages: read all messages sent to you (SSC Billing only)<br />
<br />
=== Arena Owner Commands ===<br />
; ?getsettings: Allows you to change settings (same as ESC-C).<br />
; ?setsettings: Uploads a modifed .set file downloaded via ?getsettings. (not recommended method...)<br />
; ?setlevel: Allows you to change the level/map<br />
; ?get X Y: get a setting in .cfg in section X, varible Y. X and Y are seperated by :, not spaces (wiki format problem)<br />
; ?set X Y Z: set a setting in .cfg in section X, varible Y, setting Z. X, Y and Z are seperated by :, not spaces (wiki format problem)<br />
; ?recycle: allows arena owner to recycle the arena<br />
; ?getfile [filename]: same as sysop's *getfile (version 1.34.5 or higher)<br />
; ?putfile [filename]: same as sysop's *putfile (version 1.34.5 or higher)<br />
<br />
=== Client-side commands ===<br />
; ?lines[=xxx]: show/set number of message lines<br />
; ?target[=x]: sets your target bounty<br />
; ?status: displays status of your ship<br />
; ?kill: causes kill messages to be logged to message area<br />
; ?ping: displays your round-trip ping time to the server<br />
; ?savemap [name.bmp]: saves a bitmap of current map to specified file (default name used if not)<br />
; ?ignore [who]: ignores ticked player or 'who' if specified<br />
; ?flags: displays who is carrying flags<br />
; ?team: displays team-mates of player ticked in stat box<br />
; ?away [message]: Sets/clears an away message<br />
; ?lines[=x]: sets number of displayed message lines<br />
; ?namelen[=x]: sets length of name portion in message area<br />
; ?music[=x]: sets music volume (0 to 10)<br />
; ?loadmacro: load message macros<br />
; ?savemacro: save message macros<br />
; ?nopubchat: toggles viewing public messages (Continuum .37)<br />
; ?logbuffer [filename]: starts a log, and will include all messages you have received since you logged into zone (Continuum)<br />
; ?sound[=x]: sets volume of sound effects (0-10) (Continuum)<br />
; ?enter: toggles player entering arena msgs in middle/chat/no where (Continuum)<br />
; ?leave: toggles player leaving arena msgs in middle/chat/no where (Continuum)<br />
<br />
[[Category:Subgame]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Biller&diff=5825Biller2007-10-19T01:32:45Z<p>CypherJF: /* Linux */</p>
<hr />
<div>== Purpose ==<br />
The Billing Server is a server that is separate from [[ASSS]] that keeps track of player's passwords and handles chat channels.<br />
<br />
One biller can be shared between many game servers. This makes chat channel and inter-zone private messaging a desirable feature of a biller. More importantly billers can contain a ban system that allow one ban to affect all zones (called a ''netban'').<br />
<br />
Today, the name Billing Server is confusing as it is just a user database. The publishers ([[VIE]]) of SubSpace probably wanted to charge players a subscription and this server would control it, hence the name biller.<br />
<br />
Excerpt from a copy of the [http://beginners.subspace.net/history/vie/subnews.html VIE website]:<br />
<br />
<blockquote>We are just concluding deals with various partners the upshot of which is that billing for Subspace will almost certainly not happen till July we are still assuming a $10 a month or $1 a day scheme and a box version that will include several months play built in.</blockquote><br />
<br />
== Billing Software ==<br />
Billers communicate using either the TCP or UDP [[Billing Protocol]].<br />
=== UDP ===<br />
The original billing protocol.<br />
==== Windows ====<br />
<br />
===== SubSpace Billing Server 2.00b by [[Confess]] =====<br />
*This is Confess' version of SSBiller2 with a bunch of new features. (C++ source)<br />
*http://www.mervbot.com/files/ssb2confess.rar<br />
<br />
===== SubSpace Billing Server 2 Release 11j by [[Catid]] =====<br />
*This is SOS' much improved version of my billing server, open-sourced as well. The BAN.DAT and BANFREE.DAT files are not compatible with the original SSBiller2. New: Fixed a large security-related bug. Download and replace your copy of SSBilling2.EXE!<br />
*Fully Featured<br />
*[[SSBiller 2|History of SSB2]]<br />
*http://www.mervbot.com/files/ssb2.zip<br />
<br />
===== Subbill 0.23 by [[PriitK]] =====<br />
*Not recommended as it uses 100% CPU<br />
*Has only basic features.<br />
*http://www.subspacedownloads.com/index.php?act=file&fid=31<br />
<br />
==== Linux ====<br />
<br />
===== Linux Port of SubSpace Billing Server 2 Release 11j by [[User:doc flabby|doc flabby]] =====<br />
** No Encryption<br />
** Issues with Compilation from source (compiler version specific)<br />
** http://forums.minegoboom.com/viewtopic.php?t=7782<br />
<br />
=== TCP ===<br />
The new billing protocol.<br />
See the [[TCP Billing FAQ]].<br />
<br />
[[Category: Definitions]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Biller&diff=5824Biller2007-10-19T01:32:14Z<p>CypherJF: /* Linux */</p>
<hr />
<div>== Purpose ==<br />
The Billing Server is a server that is separate from [[ASSS]] that keeps track of player's passwords and handles chat channels.<br />
<br />
One biller can be shared between many game servers. This makes chat channel and inter-zone private messaging a desirable feature of a biller. More importantly billers can contain a ban system that allow one ban to affect all zones (called a ''netban'').<br />
<br />
Today, the name Billing Server is confusing as it is just a user database. The publishers ([[VIE]]) of SubSpace probably wanted to charge players a subscription and this server would control it, hence the name biller.<br />
<br />
Excerpt from a copy of the [http://beginners.subspace.net/history/vie/subnews.html VIE website]:<br />
<br />
<blockquote>We are just concluding deals with various partners the upshot of which is that billing for Subspace will almost certainly not happen till July we are still assuming a $10 a month or $1 a day scheme and a box version that will include several months play built in.</blockquote><br />
<br />
== Billing Software ==<br />
Billers communicate using either the TCP or UDP [[Billing Protocol]].<br />
=== UDP ===<br />
The original billing protocol.<br />
==== Windows ====<br />
<br />
===== SubSpace Billing Server 2.00b by [[Confess]] =====<br />
*This is Confess' version of SSBiller2 with a bunch of new features. (C++ source)<br />
*http://www.mervbot.com/files/ssb2confess.rar<br />
<br />
===== SubSpace Billing Server 2 Release 11j by [[Catid]] =====<br />
*This is SOS' much improved version of my billing server, open-sourced as well. The BAN.DAT and BANFREE.DAT files are not compatible with the original SSBiller2. New: Fixed a large security-related bug. Download and replace your copy of SSBilling2.EXE!<br />
*Fully Featured<br />
*[[SSBiller 2|History of SSB2]]<br />
*http://www.mervbot.com/files/ssb2.zip<br />
<br />
===== Subbill 0.23 by [[PriitK]] =====<br />
*Not recommended as it uses 100% CPU<br />
*Has only basic features.<br />
*http://www.subspacedownloads.com/index.php?act=file&fid=31<br />
<br />
==== Linux ====<br />
<br />
*Linux Port of SubSpace Billing Server 2 Release 11j by [[User:doc flabby|doc flabby]]<br />
** No Encryption<br />
** Issues with Compilation from source (compiler version specific)<br />
** http://forums.minegoboom.com/viewtopic.php?t=7782<br />
<br />
=== TCP ===<br />
The new billing protocol.<br />
See the [[TCP Billing FAQ]].<br />
<br />
[[Category: Definitions]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=Biller&diff=5823Biller2007-10-19T01:31:11Z<p>CypherJF: /* SubSpace Billing Server 2 Release 11j by Catid */</p>
<hr />
<div>== Purpose ==<br />
The Billing Server is a server that is separate from [[ASSS]] that keeps track of player's passwords and handles chat channels.<br />
<br />
One biller can be shared between many game servers. This makes chat channel and inter-zone private messaging a desirable feature of a biller. More importantly billers can contain a ban system that allow one ban to affect all zones (called a ''netban'').<br />
<br />
Today, the name Billing Server is confusing as it is just a user database. The publishers ([[VIE]]) of SubSpace probably wanted to charge players a subscription and this server would control it, hence the name biller.<br />
<br />
Excerpt from a copy of the [http://beginners.subspace.net/history/vie/subnews.html VIE website]:<br />
<br />
<blockquote>We are just concluding deals with various partners the upshot of which is that billing for Subspace will almost certainly not happen till July we are still assuming a $10 a month or $1 a day scheme and a box version that will include several months play built in.</blockquote><br />
<br />
== Billing Software ==<br />
Billers communicate using either the TCP or UDP [[Billing Protocol]].<br />
=== UDP ===<br />
The original billing protocol.<br />
==== Windows ====<br />
<br />
===== SubSpace Billing Server 2.00b by [[Confess]] =====<br />
*This is Confess' version of SSBiller2 with a bunch of new features. (C++ source)<br />
*http://www.mervbot.com/files/ssb2confess.rar<br />
<br />
===== SubSpace Billing Server 2 Release 11j by [[Catid]] =====<br />
*This is SOS' much improved version of my billing server, open-sourced as well. The BAN.DAT and BANFREE.DAT files are not compatible with the original SSBiller2. New: Fixed a large security-related bug. Download and replace your copy of SSBilling2.EXE!<br />
*Fully Featured<br />
*[[SSBiller 2|History of SSB2]]<br />
*http://www.mervbot.com/files/ssb2.zip<br />
<br />
===== Subbill 0.23 by [[PriitK]] =====<br />
*Not recommended as it uses 100% CPU<br />
*Has only basic features.<br />
*http://www.subspacedownloads.com/index.php?act=file&fid=31<br />
<br />
==== Linux ====<br />
<br />
*Linux Port of SubSpace Billing Server 2 Release 11j by [[Doc Flabby]]<br />
** No Encryption<br />
** Issues with Compilation from source (compiler version specific)<br />
** http://forums.minegoboom.com/viewtopic.php?t=7782<br />
<br />
=== TCP ===<br />
The new billing protocol.<br />
See the [[TCP Billing FAQ]].<br />
<br />
[[Category: Definitions]]<br />
[[Category: Servers]]</div>CypherJFhttp://wiki.minegoboom.com/index.php?title=UDP_Billing_Protocol&diff=5822UDP Billing Protocol2007-10-19T01:29:37Z<p>CypherJF: replaced link with a better source</p>
<hr />
<div>The UDP billing protocol is the original protocol written by [[VIE]] which was implemented in [[Subbill]]. It features more capabilities then the newer [[TCP Billing Protocol]] such as the ability to remotely restart or shutdown a game server, and save scores to a central location. <br />
<br />
The protocol has never formally been documented and has been reversed engineered by individuals. However, it does utilize the same [[core protocol]] as the [[UDP Game Protocol]].<br />
<br />
An attempt at documenting the protocol has been started below by doc flabby. It was compiled from [[ASSS]] and [[SSBiller 2|SSB2]]'s source code.<br />
<br />
<pre><br />
<br />
Zone to Billing<br />
---------------<br />
TODO<br />
<br />
<br />
<br />
Billing to Zone<br />
---------------<br />
Constants<br />
<br />
Login_Params<br />
<br />
0 PRMEANING_ENTER // Implemented<br />
1 PRMEANING_ASK // Implemented<br />
2 PRMEANING_BADPW // Implemented<br />
3 PRMEANING_IPBLOCK // Implemented<br />
4 PRMEANING_NONEW // Implemented<br />
5 PRMEANING_BADNAME // Implemented<br />
6 PRMEANING_REGFORM // Implemented<br />
7 PRMEANING_BUSY // Implemented<br />
8 PRMEANING_DEMO // Unused<br />
<br />
Kick_Reasons<br />
0 KICK_SYSTEM // Other reason<br />
1 KICK_FLOOD // Player command-flooded<br />
2 KICK_BAN // Player was banned (Or BanID..)<br />
<br />
<br />
Packets<br />
<br />
Player Response 0x01<br />
offset size comment<br />
0 1 0x01<br />
1 1 Login_Params (see top)<br />
2 4 PlayerId<br />
6 24 PlayerName<br />
30 24 Squad Name<br />
54 96 Banner<br />
150 4 Total Seconds<br />
154 2 Year<br />
156 2 Month<br />
158 2 Day<br />
160 2 Hour<br />
162 2 Minute<br />
164 2 Second<br />
166 4 Extra 1<br />
170 4 ScoreID<br />
174 4 Extra 2<br />
178 2 Wins<br />
180 2 Losses<br />
182 2 GoalCount<br />
184 4 Points<br />
188 4 Event Points<br />
<br />
<br />
Player Private Chat (aka pm) 0x03<br />
offset size comment<br />
0 1 0x03<br />
1 4 Source Server ID<br />
5 1 0x02<br />
6 1 Sound<br />
7 varies Message Terminated with \0<br />
<br />
<br />
Zone Recycle 0x04<br />
offset size comment<br />
0 1 0x04<br />
1 1 0x00<br />
2 4 0x00000001<br />
6 4 0x00000002<br />
<br />
Kick Player 0x08<br />
offset size comment<br />
0 1 0x08<br />
1 4 Connection Id<br />
5 4 Kick_Reasons (see top)<br />
<br />
Command Message 0x09 (?blogin etc)<br />
offset size comment<br />
0 1 0x09<br />
1 4 ConnectionId<br />
5 varies Message Terminated with \0<br />
<br />
Chat Message 0x0A<br />
offset size comment<br />
0 1 0x0A<br />
1 4 ConnectionId<br />
5 1 Channel<br />
6 varies Message Terminated with \0<br />
<br />
ScoreReset 0x31<br />
offset size comment<br />
0 1 0x31<br />
1 4 ScoreId<br />
5 4 -ScoreId<br />
</pre><br />
<br />
[[Category: Protocol]]</div>CypherJF