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Cratylus
Wizard


Group: Members
Posts: 1,224
Joined: May 22, 2006
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#2 Posted Sep 9, 2008, 7:04 pm
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I like the client.
I'd like to try it with my mud. Is it possible to enter an ip and port somehow? I
didn't see a way of doing so.
-Crat
204.209.44.3 8000
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Kayle
Wizard


Group: Members
Posts: 979
Joined: Nov 27, 2006
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#3 Posted Sep 9, 2008, 7:06 pm
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The client is pretty nice, seems easy to get around with, I tested it out by making a character and moving around a bit. Do you have any plans to expand it and allow for aliases, triggers, etc? or is it more a starter thing, and alternative to telnet?
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......................... Owner/Coder Coder
Malevolent Whispers Star Wars: The Sith Wars
{Development Phase - Not accepting players} Open Alpha - Players Welcome - Full System Re-writes Imminent.
IMC2 Contact: Kayle@MW
FUSS Project Team Lead
SmaugMuds.Org - The Smaug MUDs Community Center
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Orrin
Sorcerer


Group: Moderators
Posts: 286
Joined: Aug 26, 2008
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#4 Posted Sep 9, 2008, 7:40 pm
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Cratylus said:I'd like to try it with my mud. Is it possible to enter an ip and port somehow? I
didn't see a way of doing so.
The idea of the MudGamers site is that each mud has its own page so the client only connects to that particular game. If you go to the submit page you can fill out the connection details and it will list your game and generate a page with the client embedded.
If you mean you want to use the client separately, then it's available from here.
Kayle said:Do you have any plans to expand it and allow for aliases, triggers, etc? or is it more a starter thing, and alternative to telnet?
There are some technical issues that make storing triggers and aliases tricky, although with Flash Player 10 it may be getting easier. It is something I will definitely keep in mind for future versions, but the client is definitely aimed at the novice or casual user rather than the power user.
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Fizban
Wizard

Group: Members
Posts: 606
Joined: Jan 8, 2007
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#5 Posted Sep 9, 2008, 7:43 pm
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I tried registering but didn't get the confirmation email.
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Orrin
Sorcerer


Group: Moderators
Posts: 286
Joined: Aug 26, 2008
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#6 Posted Sep 9, 2008, 8:19 pm
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Fizban said:I tried registering but didn't get the confirmation email.
I've registered you manually - check your PM for login details.
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The_Fury
Sorcerer


Group: Banned
Posts: 485
Joined: Jun 1, 2008
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#7 Posted Sep 9, 2008, 8:49 pm
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Cratylus said:I like the client.
I'd like to try it with my mud. Is it possible to enter an ip and port somehow? I
didn't see a way of doing so.
-Crat
204.209.44.3 8000
Thats Fmud by Matt Adcock, you can download it and install it on your website as well.
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......................... bMUD: Custom server written in Ruby.
The Oriental Dojo Mud
The_Fury: Coder and Designer.

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Orrin
Sorcerer


Group: Moderators
Posts: 286
Joined: Aug 26, 2008
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#9 Posted Sep 10, 2008, 3:49 am
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Zenn said:Hmm. See, I tried to get FMUD working on my site but wasn't able to. It might be a good alternative to just get a page on MudGamers and then link to that for the client. Mm.
I would say 99% of all reported problems people have getting FMud to work are down to wrongly configured socket policy files. You will still need a working socket policy file to use MudGamers but there is an example file, server script and instructions available here.
People on shared hosts probably need their server administrator to do this step for them. However all the host has to do is serve a master socket policy file allowing connections from mudgamers to all ports and then all their hosted games are taken care of. It's just a couple of lines of xml and a python script.
Edit:
I'm happy to write to mud hosts or help them with any questions or setup issues they may have in order to make this resource available to their clients, but the initial push is probably best coming from a paying customer.
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Last edited Sep 10, 2008, 4:06 am by Orrin
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Orrin
Sorcerer


Group: Moderators
Posts: 286
Joined: Aug 26, 2008
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#11 Posted Sep 10, 2008, 5:06 pm
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You would need to add this line to your socket policy file
Code (text): 1
2
3 | <allow-access-from domain="mudgamers.com" to-ports="*" /> |
This would allow Flash applications hosted on mudgamers.com access to all ports on your server. This should allow for any game you host to list at mudgamers. You can also specify ports individually, comma separated, or in a range.
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Conner
Wizard


Group: Members
Posts: 1,250
Joined: May 14, 2006
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#13 Posted Sep 10, 2008, 5:26 pm
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Orrin said:You would need to add this line to your socket policy file
Code (text): 1
2
3 | <allow-access-from domain="mudgamers.com" to-ports="*" /> |
This would allow Flash applications hosted on mudgamers.com access to all ports on your server. This should allow for any game you host to list at mudgamers. You can also specify ports individually, comma separated, or in a range.
Done, thanks, at least it's a simple change.. now to figure out what else is still wrong with it's configuration so you can see it from your end..
(I may have to go with that comma separated port list instead of * though, I'm not certain that I like the idea of flash being able to access ANY port at all...)
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Last edited Sep 10, 2008, 5:27 pm by Conner
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Cratylus
Wizard


Group: Members
Posts: 1,224
Joined: May 22, 2006
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#14 Posted Sep 10, 2008, 7:09 pm
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I installed Python 2.5.2 in order to try this software out.
I've been playing around with this, and I'm finding the the auth scheme problematic.
Please correct me if I'm wrong, but it looks to me like before the applet
connects to my game port, it must first connect to my auth port.
If I have the webserver on server A, and the mud on port 5050 of server A,
then when computer B (me at home) connects to the webserver of A,
I get the applet, which then runs locally on computer B.
Then this applet on computer B contacts server A on port 843 to retrieve its
policy file. Once the policy file is retrieved and the policy is accepted, then the
applet performs the connection from computer B to port 5050 of server A.
Connection is made, joy ensues.
Do I have this right?
If so, then this makes the client mostly unusable to me. Port 843 is privileged,
meaning I need to run the auth as root or do some unrecommended trickery.
That's a problem. The next problem is that I need to open a firewall port for
843 on server A. That's tricky for me.
I understand that you're constrained by Adobe's security standards, but
I'm finding this scheme to be a pretty fair obstacle to using the client. I've
got a couple of places on the internet where I could try to put this, but they
all run into the first or second roadblock. For others I suspect it would
also be not-so-great. Perhaps an indulgent mud host wouldn't mind
running a sockets script for you as root and opening that port on their
firewall for it...but I'm not sure I'd count on it.
I'm hoping I've misunderstood how this thing works.
-Crat
http://lpmuds.net
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