With the new launch of the "OpenTTD Central User Management System", I was thinking that it may be useful to incorporate a way where you could authenticate in-game, and all stats as well as a user/company profile is transfered to each game you play.
I understand this would be a lot of work, but even though it may not add much now, it could lead to many future features.
Thanks for reading my suggestion, thanks even more if you can write the code for it.
OpenTTD Coders.
Multiplayer Accounts.
Moderator: OpenTTD Developers
Multiplayer Accounts.
~ Adam Malcontenti-Wilson
Re: Multiplayer Accounts.
Well, personally I think it is good now that you don't have to register to play online. Without stats, we're always free to do anything, and there are no stat wars. But this is only my opinion.
But don't forget that the multiplayer servers are not run form a central OTTD server, even you can launch one. There are some servers where you can register and keep records, others are just free to play on.
But don't forget that the multiplayer servers are not run form a central OTTD server, even you can launch one. There are some servers where you can register and keep records, others are just free to play on.
Re: Multiplayer Accounts.
Also bear in mind OTTD is open source so it would be Very easy to send corrupt data to any central server.
Re: Multiplayer Accounts.
I know that OpenTTD servers are all run separately, but I think if you could use some sort of 'signature' or md5 hash or something it might be an interesting side-project. And I'm sorry if you thought that my suggestion was to force people to sign-up, i would hate that - only just as an option so when features like avatars and other things are produced you could distinguish users more easily than the default Player #1, Player #2, etc. as currently anyone can pretend to be anybody.
However, think deeply about it now even I've gotta say that it's rather a silly idea, as time would be much better spent actually improving the game and hopefully soon getting rid of the dependence on the original Transport Tycoon files, which I doubt even half of the people who play OpenTTD actually have bought. (I've only ever bought the original Transport Tycoon, and first time playing OpenTTD I was amazed that you could have one-way tracks). =).
Anyway, it is an idea, and maybe a way to use the new OpenTTD user accounts more.
Thanks =).
However, think deeply about it now even I've gotta say that it's rather a silly idea, as time would be much better spent actually improving the game and hopefully soon getting rid of the dependence on the original Transport Tycoon files, which I doubt even half of the people who play OpenTTD actually have bought. (I've only ever bought the original Transport Tycoon, and first time playing OpenTTD I was amazed that you could have one-way tracks). =).
Anyway, it is an idea, and maybe a way to use the new OpenTTD user accounts more.
Thanks =).
~ Adam Malcontenti-Wilson
Re: Multiplayer Accounts.
What about a public/private key pair for openttd? The private key could be controlled by the master server (which is unique for each user and is password protected) and the public key (which could be used for unauthenticated games) is controlled by the user.
Each time the user logs in with username, password and public key s/he gets a new public key generated from his own private key.
Now, if you alter your own clientID, you don't get to access your nick on registered servers. Unauthenticated servers could check the nick/public key on the master server to see if somebody is who he says he is. This keeps grievers who wish to fake somebody under control. Users which aren't known on the master server needn't be rejected because they are unknown.
Lost your key for some reason? Just enter your name and password on the website and a fresh key will be mailed to you.
There are quite some other features for which this could be very useful (some more as OP mentioned).
Each time the user logs in with username, password and public key s/he gets a new public key generated from his own private key.
Now, if you alter your own clientID, you don't get to access your nick on registered servers. Unauthenticated servers could check the nick/public key on the master server to see if somebody is who he says he is. This keeps grievers who wish to fake somebody under control. Users which aren't known on the master server needn't be rejected because they are unknown.
Lost your key for some reason? Just enter your name and password on the website and a fresh key will be mailed to you.
There are quite some other features for which this could be very useful (some more as OP mentioned).
Re: Multiplayer Accounts.
The only thing I can get out of that is "Publik/privatez iz da bestz!!1!!!!!11!1one!!1!"
Please start from the beginning, and list, in order, every step that the user takes and every communication (client/server, client/master, or server/master) caused by those actions.
Then explain how those communications defeat:
1) Mass registration
2) Concealment of identity
3) Identity theft
Please start from the beginning, and list, in order, every step that the user takes and every communication (client/server, client/master, or server/master) caused by those actions.
Then explain how those communications defeat:
1) Mass registration
2) Concealment of identity
3) Identity theft
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: Multiplayer Accounts.
As someone noticed, mass registration is not a good idea. The problem brought up in this topic can be resolved by the president system that I descried in this post: http://www.tt-forums.net/viewtopic.php?p=804553#p804553
For now I'm busy with few other patches so I won't try to code this, maybe later, or maybe someone who like the idea will do.
For now I'm busy with few other patches so I won't try to code this, maybe later, or maybe someone who like the idea will do.
don't worry, be happy and checkout my patches
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