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DungeonMaster

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Everything posted by DungeonMaster

  1. I saw the module but I do not see a link in the Admin panel to access the results.
  2. The info from the bug tracker, where does that go? Is there a place where errors are recorded or do I rely on error logs?
  3. I wanted to come back to this thread but delayed because there were issues being complicated by the way time was being used in the scripts. Now that has been resolved I can look at this again. In the case of someone that still needs to be verified, you wanted it so that they could still access everything? If so, it acts mostly as a nag that they need to verify their email, is this the intent? Shouldn't it be that they cannot access anything until verified? More of a request, it will be nice if there are some checks done with resending or changing email otherwise they can use the server to keep sending all kinds of email to different addresses. Perhaps something like one try per day and then a message that says "You sent the verification code already" or "You changed your Email already". This way if they are really having problems they can contact Admin rather than keep sending out Emails and using that like a toy to annoy a lot of people. Although not related something like this should also be in the resend password. Update: If you click logout while the verify message is displayed it will not log you out.
  4. Works perfectly and so does the number of tries. This also resolves other issues that were being affected by time - thank you for your due diligence in making the code universal.
  5. Well as I keep saying I could edit this and I could make major changes but then if I keep editing things that I feel are basic to the system I will lose out on any future upgrades or in other words give me more and more work which I am trying to avoid. If you haven't noticed, the issues I always bring up is not about game play, it is the basic stuff like login, membership accounts, etc. I do know that it is up to me to customize the game but I expect the engine to work regardless of timezone, and so forth as these things seem to be basic elements of any script. I already have a heavy work load customizing it to how I want it but these are basic issues with login and you will face this issue with future users who do not keep the same time zone as their server. I guess most people cater for games within their time zone - I cater for the world. Therefore in general I code my own sites based on time because time for you and me are always the same based on minutes ago, hours, ago, etc.
  6. I am surprised this isn't being done with PHP timestamp because then when coding you know that 15 minutes ago is the same for you and me no matter what the time zone! The script is checking the time as though the end user has the same time as the server - not correct.
  7. Please read what I said:   This needs to work no matter the timezone the user is in. Test by changing your timezone to UTC and the server as well and I bet you will get the same problem.
  8. Is your server set to your local time zone? Server is UTC and also Mysql, also in the game registers UTC yet it adds additional hours instead of minutes. Something to note: When I purposely flood the time set in bad_trials table is the UTC time which is 4 hours ahead of me but then why will it show me 4 hours instead of the 5 minutes I set it for? Something is not correct.
  9. I can look into that but why not just use server timezone why would it check both?
  10. Also, I do not know if it is supposed to work like that but if you reload the page or try to login again it resets the counter as though the person was just locked out.
  11. No, like I said this was a bug that I'm surprised no one has found - that is what the former and new version gives. It is not based on minutes but hours that is why there are many login issues.
  12. I found the bug. Instead of stopping the User from logging X minutes it stops them for X hours. See, the recent changes was able to show what was happening.
  13. Thank you Sir, will test it and report back.
  14. I notice you like to say that around here a lot. Seeing is relative isn't it? My first post in this thread described what I went through as Admin, I can well imagine what I will put up with if I let users in. And, yes I can code this system inside and out until it does not even look like NWE anymore but the point I was trying to make was an even flow especially where updates are concerned, this goes back to this thread and why I cam to NWE in the first place Oh oh! I decided to go with NWE and.... Nevertheless my idea is shared.
  15. I know that, you know that but the end user will not and it is only through having more detailed messages can we figure out why someone cannot login. For instance, did you wait the 15 mins? Did you use up all the login tries? Do you have any cookie blocker on? Perhaps even that can be added: "It appears you might be blocking cookies from this site. Please enable cookies as they are essential for game play."
  16. Exactly. This is also very useful to help the user ascertain what is wrong with them not being able to login: was it the number of tries, was it because they still tried to login even though 15 minutes was not up yet and another aspect that some may have: cookie blocking.
  17. Well how does the script know whether your 15 minutes is up? Via IP check from bad_trials table? In this case it will just check time and show difference for that IP. Same with how many tries made, what keeps track of that, once that is known then a result can be given. When I'm more familiar with the way you have coded it I can probably give more suggestions however right off the bat with the way it is now it can send someone in circles and 'out the door'.
  18. From experience most people hate having to keep logging in, especially if they frequent a game often. if people get frustrated with login they give up and leave. I understand this may be good for security but if its too 'tight' then we are chasing people. I know it shows you have to wait 15 minutes but it does not say you have x time left like lets say the mine or work module. So what happens is someone comes back, thinks they have the 15 minutes passed and try to login but their further attempts keep increasing the 15 minutes so what is 15 minutes ends up being 30, 45, etc. The same is true with the incorrect login (bad trials) it should say you have 1 of 3 tries left, etc.
  19. I am almost done custom editing my game but there is one thing that still bothers me, I feel it is a bug: the way the system handles banning and flooding. Here is one example: I have set users to stay logged in for seven days yet each day I have to login. As Admin I got my account locked for flooding then when I waited the 15 mins (I do this purposely to see if it will unban me) I tried to login and instead of getting in it just reloads the start page. Then when I login again it tells me I logged in too many times. In the end I had to go to the bad_trials table and delete the row with my IP to get into my own game. When I am finished customizing I will test this further because I believe it can be a real annoyance to a user. I still STRONGLY believe there needs to be some kind of indication of the tries and time left for someone otherwise they will just keep trying and trying as most people do without any patience.
  20. Making anything cross platform compatible is quite a task especially when both platforms update.
  21. I have not touched those core files but yes for modules and templates but from what you are saying you sometimes issue upgrades that include changes to some of the default modules included with the full version, am I understanding that correctly? As we are on this topic. Rather than the Translate function why not have a flat file for language / text changes? I say this because many modules do not allow a lot of text to be changed via the editor so you have to go into the file and edit it there, this is also true with javascript. Also this helps with upgrades because your flat file will already have the changed text. Also doesn't having to use a function to see what text should be displayed cause a bit of drag on resources?
  22. Thanks for the progress. I've been doing a lot of edits to the modules and templates. Does applying this upgrade affect that? Which files are actually updated, there are often references to the core - which folder are considered core? While I am at it, is it possible to compare the files of a module version before upgrading it? For instance if I want to do manual changes to upgrade the module rather than just have it overwrite all my custom changes.
  23. OK thanks again for your help.
  24. Thanks much. Is there an online list with the functions for these things that can be seen at a glance?
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