GTAMP.com

Grand Theft Auto Media Press
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PostPosted: Sun Mar 15, 2015 7:48 am 
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Looking nice. :)

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PostPosted: Fri Apr 17, 2015 7:32 am 
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Boss
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Location: GTAMP.com
elypter wrote:
the only thing thats missing now is a gh update with this location added for autodownload if you have time right now ;)


I added support for the direct links but I forgot to change the URL accessed when trying to join a game, so GH still tries download from gtamp.com/maps/mmpfilename (no extension) and I still have to manually update the .htaccess file.

You could update your script to generate the gtamp.com/maps/.htaccess file or I can fix it in the next GH update.


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PostPosted: Fri Apr 17, 2015 10:45 am 
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i will have a look at it

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PostPosted: Tue Dec 22, 2015 12:08 am 
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This map list really needs cleaning. There are too many categories and most of the gtamp "secret" maps should be removed since they were just test scripts.

A permission system is needed, every uploaded file should have owners and only be able to be overwritten/deleted by those those users and admins.

It would be better if newly uploaded maps were added to database automatically. Building packs takes a long time and it and isn't something every uploader should be able to control.

During pack building, the script tries to connect to http://192.154.111.164/gta2/minimapwrapper/index.php but that server is down. Can you run the minimapwrapper on gtamp or a working server or just disable it?

If someone uploads a 7z with no files in root folder or no map files then it should be rejected immediately after upload and the reason displayed. There are other security checks that could be done. One crazy idea was to check if there are memory writing commands in the .scr files, if there are many of them then send the file to purgatory to be manually checked. Other ideas would be to just make sure only GTA2 file format files are uploaded.

If Elypter is busy, anyone else want to work on a map uploader? T.M. maybe? I can dream.

############################################
final operations
############################################

%%% generating lists
executing: ./7z l output/back_pakx.7z >output/back_pakx.7z.txt
executing: ./7z l output/online_pakx.7z >output/online_pakx.7z.txt
executing: ./7z l output/multiplayer_pakx.7z >output/multiplayer_pakx.7z.txt
executing: ./7z l output/media_pakx.7z >output/media_pakx.7z.txt
executing: ./7z l output/elypter_pakx.7z >output/elypter_pakx.7z.txt
executing: ./7z l output/resource_pakx.7z >output/resource_pakx.7z.txt
executing: ./7z l output/singleplayer_pakx.7z >output/singleplayer_pakx.7z.txt
executing: ./7z l output/image_pakx.7z >output/image_pakx.7z.txt
executing: ./7z l output/game_pakx.7z >output/game_pakx.7z.txt
executing: ./7z l output/jed_pakx.7z >output/jed_pakx.7z.txt
%%% generating installer
executing: cat 7zS_gta2.sfx config.txt output/online_pakx.7z >output/online_pakx.7z.exe.tmp
%%% generating installer de
executing: cat 7zS_gta2.sfx config_de.txt output/online_pakx.7z >output/online_pakx_de.7z.exe.tmp

%%% job done in 26 minutes and 57 seconds


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PostPosted: Wed Mar 29, 2017 12:57 am 
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i hope i still remember everything correctly

Sektor wrote:
This map list really needs cleaning. There are too many categories and most of the gtamp "secret" maps should be removed since they were just test scripts.


i used these categories to organize the archive files i collected. its sorted by where i got them from and whether i modified them so they work correctly(folder structure in the archive, conflicting filenames, singleplayer files...). they weren originally meant as browsing categories. it would be better to use the "all maps" pseudo category which is just an empty search and use that as base and add links for tags and other filters. unfortunately the search function doesnt work perfectly, so it sometimes misses a map or fails for other reasons. thats why i kept this.

the "secret" category is really just a stupid name for the collection of the test scripts in the folder listing i found on the site. not really multiplayer maps but there are other maps as well that can be played in singleplayer and maybe even very few that only work as singleplayer but i dont remember correctly. i thought people might still be interested in some of those scripts like the ufo test and that people can install it like all other maps if they dont know where to extract the archive. might be better to make this optional as long as you are ok with releasing them at all.

Sektor wrote:
A permission system is needed, every uploaded file should have owners and only be able to be overwritten/deleted by those those users and admins.


i added a permission system of some sort and it kinda worked at one point but i dont know if it was still switched on or whether it created problems when i stoped working on it. i think it gave the uploader the permission to delete files with the same checksum and disallowed overwriting files. something like that. maybe even admin permissions but its been quite a while...

Sektor wrote:
It would be better if newly uploaded maps were added to database automatically. Building packs takes a long time and it and isn't something every uploader should be able to control.


the problem with building the packs is that a lot of it is archiving time. this cannot be reduced since those are solid archives which makes them much smaller. it also adds complexity since you would have to handle overwirtes and delete files by checking if they are no longer there and i dont know if that would fragment the archive over time. i have included measures to reduce the whole process by caching the analysing process of maps and image creation+resizing. i know its far from perfect but it would also require a lot of redesign. uploaders can start this process but they dont have control over the content and if everything should be up to date all the time it somehow has to start shortly after uploading anyway. i gave control to the uploader so he look at the preview first before starting the whole process so it has not to be done twice if he finds a minor mistake. but i see that showing all the folder structures and what the script does is not really neccessary if everything runs perfectly but all this verbosity helps a lot if something goes wrong which happened quite often with archives not being extractable or preview images failing.

Sektor wrote:
During pack building, the script tries to connect to http://192.154.111.164/gta2/minimapwrapper/index.php but that server is down. Can you run the minimapwrapper on gtamp or a working server or just disable it?


that was my vps but they closed it down. i used it because it was the only server that ran TMs minimap generator. i would have to look for an alternative.

Sektor wrote:
If someone uploads a 7z with no files in root folder or no map files then it should be rejected immediately after upload and the reason displayed. There are other security checks that could be done. One crazy idea was to check if there are memory writing commands in the .scr files, if there are many of them then send the file to purgatory to be manually checked. Other ideas would be to just make sure only GTA2 file format files are uploaded.


after uploading the site tries to render a preview of the map information. and as far as i remember also a warning if it failed. but it could happen that if failed but the map was ok so i didnt exclude those maps automatically. i wrote some text about user responsibility and the system is only open for people in the modders group. i didnt ban specific filetypes because i thought that there might be a use of including some tools to modify a map (there was a map that was saved as a diff file from one of the stock .sty files and it included) since maps are not only shared for playing but also for modding. it might not really be the best thing security wise so a check for executable like you proposed might make sense.

Sektor wrote:
If Elypter is busy, anyone else want to work on a map uploader? T.M. maybe? I can dream.


i probably wont find to fix those things in the near future since the pc i have all my development data on is not in operation. but i hope this at least clears up a few things.

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PostPosted: Thu May 18, 2017 7:55 pm 
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Sektor wrote:
If someone uploads a 7z with no files in root folder or no map files then it should be rejected immediately after upload and the reason displayed. There are other security checks that could be done. One crazy idea was to check if there are memory writing commands in the .scr files, if there are many of them then send the file to purgatory to be manually checked. Other ideas would be to just make sure only GTA2 file format files are uploaded.

If Elypter is busy, anyone else want to work on a map uploader? T.M. maybe? I can dream.

Damn where the time goes... that was posted 1.5 years ago and now i noticed.

Is it really possible to hack computer by SCR memory writing commands? That is bad, very bad. Also makes me want to do the SCR2.0... which would allow only whitelisted memory writing commands. Even though, it wouldnt prevent hacking but at least it would give a foundation for allowed hacks, and thus anything else in SCR file could be marked as malicious.

Currently i am moving towards making music, so doing that and working at same time really eats up my time, but i still miss these lonely nights coding in the darkness at 3 o'clock...

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