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 Players Names 
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Unread post Re: Players Names
T0yman wrote:
Normal tactic of his to show in game be as annoying as possible and when a sysop is forced to make a change he CBY's. Oh wait I thought he was not going to play on any servers with the new version of TWGS.... :)
He wasn't playing the game. He was just threre to mess around on Fedcomm.

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Thu Oct 20, 2011 11:19 am
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Unread post Re: Players Names
Muss wrote:
tell the truth.

you left cause you were beatin down like a red headed step ho. ;)

luckily, micro gave you an easy exit.

:lol: As always direct and to the point!

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Thu Oct 20, 2011 11:21 am
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Unread post Re: Players Names
Cruncher wrote:
Fed comm only displays the first 6 charactors of a players name. "silver" and "silver hey", both only show up as "silver" on fed com as to whom is speaking.


Ah. I can see how that would be annoying. Never trust Fedcomm, eh?

Private hails also truncate the sender's name, but they are introduced with the full name. If helpers don't pick up on this, well, their bad.

Code:
Tester 123 is hailing you!
P Tester blah blah
Tester 123 terminated the comm-link!

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Last edited by Mongoose on Thu Oct 20, 2011 11:48 am, edited 1 time in total.



Thu Oct 20, 2011 11:45 am
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Unread post Re: Players Names
-=orion=- wrote:
how can you trust a sysop that goes into t-edit mid game and changes settings . . . I knows its just the name setting ...but thats just the start...what else might u change...?


By that logic, how can you trust a player who exploits minor bugs? I know it's just names, but that's just the start. What else might you abuse?

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Thu Oct 20, 2011 11:48 am
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Unread post Re: Players Names
That issue has been around for a long time along with other spoofs. Traitor did a nice writeup on some of them. If you write scripts, you need to know how to handle spoofing. Spoofing is part of the game that you have to be aware of.

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Thu Oct 20, 2011 11:51 am
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Unread post Re: Players Names
Mongoose wrote:
-=orion=- wrote:
how can you trust a sysop that goes into t-edit mid game and changes settings . . . I knows its just the name setting ...but thats just the start...what else might u change...?


By that logic, how can you trust a player who exploits minor bugs? I know it's just names, but that's just the start. What else might you abuse?
I honestly didn't think anyone would object. No-one else is actually using an alias, they just logged in with fake handles instead.

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Thu Oct 20, 2011 12:05 pm
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Unread post Re: Players Names
Quote:
This also leads to private computer messages getting sent to the wrong player if you're not careful.
This is actually a bug, JP has/had systems in place so these types of things could not happen, but it's not functioning properly. It will be fixed.


Uh, bug vs feature? This is just an opening for mild
mischief, not serious exploitation. It should be an
option, not 'fixed.'

Much ado about nothing. I'm far more disturbed by the
fact that a sysop altered a running game in progress to
'fix things.' Having an alias is part of the game.

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Thu Oct 20, 2011 12:06 pm
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Unread post Re: Players Names
Muss wrote:
tell the truth.

you left cause you were beatin down like a red headed step ho. ;)

luckily, micro gave you an easy exit.


Knew it was you... asking for others to write you a macro to help beat us...lol...

Maybe some truth... i like being there from the start... but just excuses... i'll go back to my turn games where i belong...


Thu Oct 20, 2011 12:21 pm
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Unread post Re: Players Names
It's a simple fix code wise. do not allow names that have the same first 6 letters. Then it can't be done. You all have a tendency to over think things

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Thu Oct 20, 2011 1:26 pm
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Unread post Re: Players Names
Master Blaster wrote:
It's a simple fix code wise. do not allow names that have the same first 6 letters. Then it can't be done. You all have a tendency to over think things

In a game at ice 9...i used General Zod and there was also a General Disarray....General Dissarray created a script and sent it to me that put a GZ in front of eventhing i typed on Fed and a GD in front of everything he said... but this was a friendly building game... name selection wasnt intentional...


Thu Oct 20, 2011 1:31 pm
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Unread post Re: Players Names
Promethius wrote:
That issue has been around for a long time along with other spoofs. Traitor did a nice writeup on some of them. If you write scripts, you need to know how to handle spoofing. Spoofing is part of the game that you have to be aware of.


I think spoofing will be fixed soon.

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Thu Oct 20, 2011 1:50 pm
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Unread post Re: Players Names
Master Blaster wrote:
It's a simple fix code wise. do not allow names that have the same first 6 letters. Then it can't be done. You all have a tendency to over think things
You also have to ignore spaces in the first 6 letters.

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Thu Oct 20, 2011 2:17 pm
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Unread post Re: Players Names
Cruncher wrote:
Promethius wrote:
That issue has been around for a long time along with other spoofs. Traitor did a nice writeup on some of them. If you write scripts, you need to know how to handle spoofing. Spoofing is part of the game that you have to be aware of.


I think spoofing will be fixed soon.


It will have to include filtering out all in-game messages from Fedcomm. I've seen the "blasts off", "deployed fighters", "is powering up" spoofs tried and with some scripts they actually worked.

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Thu Oct 20, 2011 2:22 pm
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Unread post Re: Players Names
Micro wrote:
Master Blaster wrote:
It's a simple fix code wise. do not allow names that have the same first 6 letters. Then it can't be done. You all have a tendency to over think things
You also have to ignore spaces in the first 6 letters.


If you just don't allow the same in the first 6 'characters' then you won't have to do anything with the rest of the game.

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Thu Oct 20, 2011 3:10 pm
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Unread post Re: Players Names
The game has always attempted to limit players from having names that can appear to be other players on the comms. It's been a known issue going back to the earliest days of TWv3. Unfortunately, at this point it no longer works. I will fix it.

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Thu Oct 20, 2011 4:51 pm
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