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 Post subject: Re: Open Source
PostPosted: Thu Apr 29, 2010 10:13 am 
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Hord: The ZIP file at that link doesn't seem to work, i've tried to decompress/read it with several decompressors and it always comes back with unsupported compression?

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 Post subject: Re: Open Source
PostPosted: Thu Apr 29, 2010 12:07 pm 
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it's standerd zip with lzma compression, peazip does it for sure, I've unpacked them with windows unpackers before on a fresh xp install.


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 Post subject: Re: Open Source
PostPosted: Thu Apr 29, 2010 1:06 pm 
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kool, peazip worked... doesn't work with WinRAR, Alpha-Zip or IZArc.

So how is this open-source system gonna work, i know there could be quite a few people working on this. Is it going to be 1 lead designer, in control of main download, people make changes and submit them, lead designer then changes the current release when a good amount of changes/fixes have been made?

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 Post subject: Re: Open Source
PostPosted: Thu Apr 29, 2010 1:23 pm 

Joined: Fri Dec 28, 2007 1:47 am
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hord wrote:
Here is the source with buffer overflows, and random() bugs fixed. Now all that needs done is someone set up a repository with commit system and compile all active bugs and feature requests.

Source: http://massmirror.com/c9a8a52014dc344f4 ... bbe9b.html

Just put the exe it produces from vb6 into the game directory.



Thanks hord. Anyone still around that was familiar with that last build? The last build i played with was a bit before term handed the source over to bigbob. Multi-platform would be nice... especially for me because when I'm here at work I only have linux boxes. Home is the same scenario besides my wifes vista laptop she uses for school.

I'll wait and see if a more "up-to-date" user offers their knowledge on the last build. If no one jumps in I'll get something going on source forge.

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 Post subject: Re: Open Source
PostPosted: Thu Apr 29, 2010 1:38 pm 
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Oh! I just came today, and found that this is making progress! ^^

This is awesome!

I have some problems here, so I won't be arround very much... But, if I can help on anything, please, let me know. :3

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 Post subject: Re: Open Source
PostPosted: Thu Apr 29, 2010 1:47 pm 
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Okay, seeing as this is up now.

SVN URL: http://svn.doridian.de/dso/trunk/
User: guest
Pass: guest
This is the latest BETA source of DSO.

Anyone who wants commit access, ask me.
Same for anyone who wants access to the API (Server-Side part of DSO).

//EDIT: anyone who wants to contact me, use MSN [mark(at)zoofaeth(dot)de] (or Skype [mriq91])


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 Post subject: Re: Open Source
PostPosted: Fri Apr 30, 2010 3:45 am 
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InterceptorX wrote:
hord wrote:
Here is the source with buffer overflows, and random() bugs fixed. Now all that needs done is someone set up a repository with commit system and compile all active bugs and feature requests.

Source: http://massmirror.com/c9a8a52014dc344f4 ... bbe9b.html

Just put the exe it produces from vb6 into the game directory.



Thanks hord. Anyone still around that was familiar with that last build? The last build i played with was a bit before term handed the source over to bigbob. Multi-platform would be nice... especially for me because when I'm here at work I only have linux boxes. Home is the same scenario besides my wifes vista laptop she uses for school.

I'll wait and see if a more "up-to-date" user offers their knowledge on the last build. If no one jumps in I'll get something going on source forge.


The latest build I knew of was on Bob and someone else was working on that complied with new server security. This is just the code I had.

There was never any direction IMO. First night I had it I fixed all buffer overflows and optimized on IRC method. Then started work on doing syntax highlighting and updating the editor. I probably would of done some of the feature requests and found a fix for VB runtime problems like on 2k if there was more direction and communications. I was going to suggest and new release after the editor overhaul, but never finished a suitable highlighting engine.

Also like I said in the sticky the security has to be streamed. The second a buffer is decrypted on a local system it's trivial to dump it and rebuild it, even if it's streamed. Streamed with server defined permissions is the way to go. Use calls that condition off permissions with a SID, and no mods to the client can cause any server damage or infections. Strong crypto and public key is even useless because content is plain text in a buffer at one point. It'd only take an inline patch or remote memory API to dump said buffer and see script code and even infect server file systems.


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