#25451 posted by metlslime on 2015/04/09 22:17:03
i wonder if i should close this thread for a while since this one spammer is so persistent.
There's Your Answer?
#25453 posted by ijed on 2015/04/09 22:33:57
How About Adding Certain Words To A Ban-list?
I suggest "Louis Vuitton" being in a post should prevent the post from being made at all.
#25455 posted by - on 2015/04/09 22:45:26
Maybe just make a new General Abuse, hide this one for regular view for awhile, and see if it still gets spam
#25456 posted by JneeraZ on 2015/04/09 22:49:01
Don't allow posts unless you're logged in? Seems simple enough.
#25457 posted by Spirit on 2015/04/09 23:23:16
Does it maybe have a common user agent? Otherwise maybe add a random question about quake as captcha. Please don't disable unregistered posting.
#25458 posted by Kinn on 2015/04/10 01:37:42
Otherwise maybe add a random question about quake as captcha
"What is the percentage difference between the width of the Shambler skin texture in qtest, versus the width of the Shambler skin texture in the released game"
"Well errr..."
"DIE, NON-QUAKE-PLAYING SCUM"
#25459 posted by JneeraZ on 2015/04/10 01:54:24
"Please don't disable unregistered posting."
What's the value vs the annoyance of the spam? Just curious...
#25460 posted by - on 2015/04/10 03:33:04
Unregistered posting is a hallmark of these forums (even back in the qboard and qmap days), allowing at least some semi-anonymous posting, it would be a shame to lose it.
A standard captcha for unregistered posting should be fine though. I don't like Quake questions as a spam discouragement though, it just means you have to come up with a series of seemingly simple questions that will easily be googled and the entire set memorized by our spammer, and only really discourage casual or non Quake fans from posting.
#25461 posted by Lunaran on 2015/04/10 05:47:31
lunaran.com has admitted one spam post in the last 12 years, with no accounts and no captchas. I obfuscate the shit out of the form by labeling fields with random strings hashed out of the php session id, so bots can't learn what fields to auto-populate with what data, or how to reliably submit the form. I also did some other skullduggery with faking HTTP_POST response codes or something or other so that bots don't get the right feedback if a post was successful or not.
#25462 posted by Lunaran on 2015/04/10 05:50:31
I also visited a guy's website once who said he eliminated 99% of spam with a 'captcha' that was just "what does this say?" followed by a .jpeg of the word 'orange' that never changed. spammers don't bother running the OCR captcha-guessers unless there's a real profit in the cpu time spent, ie wardialing Ticketmaster or something.
I Thought I Wrote English
#25463 posted by madfox on 2015/04/10 06:25:16
Then I remembered a website from Mike, before he signed off,
that had real shoes with fins growing out of them.
The fact they were not webbed still worries my imagination.
How can someone wear goggles without forgetting his webs
on a website?
#25465 posted by metlslime on 2015/04/10 08:59:30
we do have some of that, the form has no URL to submit to until javascript runs and completes the form, for example. I could do more, but I think most of it is human spam anyway, which means anti-bot tactics won't help.
Qonquer Bug Report
#25466 posted by Primal (not logged in) on 2015/04/10 14:20:48
I am using Quakespasm 0.90 on Linux. I've come across two issues with Qonquer.
First is very minor. If you die because of environmental effects or traps before starting the first wave, it says you survived for 0 wave and killed 0 monster. The error is that is uses the singular form, and not 0 waves and 0 monsters.
Second is that sometimes after I die, I respawn without a visible weapon. Trying to cycle weapons in that state results in program error. The report printed in the console says there is a "runaway loop error" in CycleWeaponCommand from Weapons.qc.
I can work around the second problem by shooting the shotgun once, which makes it appear normally. Selecting the weapon from the keyboard also works, but cycling (which I've bound to my mousewheel) causes the crash.
I'm not sure if the way you die affects the weapon thing after respawning. That happened to me after dying from a fall in (presumably) a trigger_hurt.
This second issue is not serious either, as it only crashes into the console and it can happen only at the beginning of a new run. You'll just have to remember not to cycle weapons the first thing.
Yeah
#25467 posted by ijed on 2015/04/10 14:23:24
I've had that one as well - I suspect that an older variant of the source was used, before cycle weapon was supported, as a base.
But I'm just guessing.
#25468 posted by JneeraZ on 2015/04/10 14:25:57
Weird, I've never seen the cycle weapon crash. Odd...
I DID manage to break it the other day (for the first and only time, ever). It said there was one monster left but I was damned if I could find it. I think it lost count ... somehow.
Warren Pew Pew
#25469 posted by DaZ on 2015/04/10 15:47:48
I've had a few testers come across this weapon swap crash :( would you have the time to hunt it down before I release the jam maybe?
#25470 posted by - on 2015/04/10 15:51:52
When you respawn, you don't have a shotgun until you fire the first time. After attacking once, you can cycle through your weapons normally
#25471 posted by - on 2015/04/10 15:57:09
"I think it lost count ... somehow."
I had that too when I had a rogue spawner spawn a monster inside a wall.
#25472 posted by JneeraZ on 2015/04/10 16:04:32
DaZ
It seems really unlikely. I've never seen that crash and wouldn't have the first clue how to fix it.
Qonquer comes with source code tho, if someone more talented than me wants to take a swing at it...
#25473 posted by JneeraZ on 2015/04/10 16:09:40
I considered adding a timer at one point. If nothing has been killed in, say, 30 seconds, end the round. As a precautionary measure...
Ok Np
#25474 posted by DaZ on 2015/04/10 16:30:03
:D
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