Oh great. Instead of finally giving us vendors that sell all the stuff so we're actually able to fully and thoroughly test ****, they throw in another toy. Sorry to rain your parade, Cryptic, but you definitely need to have a look at your priorities.
It's a cool feature, there just are more urgent matters to attend to. If you were still in school, teachers would have told you something like "sit, F, missed the subject".
Loving the tool except that I find I can easily enter any fleet's private chats.
Now my fleet as most that are serious will be using ventrillo or other client but I think you may get some angry fleets down the road.
I am supposing that these fleets are not using passwords , however I have no way of knowing if pass-worded chats channels show at this time on the room list. has anyone verified this?
Oh great. Instead of finally giving us vendors that sell all the stuff so we're actually able to fully and thoroughly test ****, they throw in another toy. Sorry to rain your parade, Cryptic, but you definitely need to have a look at your priorities.
It's a cool feature, there just are more urgent matters to attend to. If you were still in school, teachers would have told you something like "sit, F, missed the subject".
I believe it was stated that they have been using this for interoffice communication and that they were extending it to us to help test for future implementation.
You must realize that NO new MMO releases a complete game as was intended from launch these days, you get out what you can by the deadline and do the best you can with the rest that's become a norm yes? Our Devs are doing a good job, and keeping us informed. They could just take our $$$ and let the hardcore fanboys pay the bill.
Didn't mean to mini rant just thought a complaint on a feedback thread was silly trollish thing.
Ok I finally managed to understand how to "join" the MUC version of TTS and have the server (which is definitely is a self-coded implementation and not ejabberd) accept my presence for it.
While the concept is good.
Your xmpp implementation for it is totally un-standard/wrong and will cause a lot of hassles with most xmpp clients out there and since I'm kind of knowledgeable on the matter I'll explain you why:
1) In your implementation the server to accept the presence stanza required to join the MUC for the in-game channels require the Nickname supplied to be exactly equal as the In-Game handle. I dunno if this is some sort of security measure but it seems a bit useless (see below) and believe me if you don't explain that throughly you'll find yourself cluttered in support requests.
2) In-Game someone talking from the xmpp service is tagged as: "Resource-Name@Handle". Now if you made it so we are unable to change the nickname with the MUC join presence stanza. You must be aware that it's very easy to do so client wise modifying the resource name. Perhaps I don't see the point of not using the "XEP" compliant way of it ^^.
3) I'm very happy that you want to use XMPP to allow out-of-game "in-game communication" accessing, but making your self-implementation fully compliant to the standard is always the best choice.
+1 Though and hope you accept my feedback as a positive one.
Well apparently you can not enter Guild chats yet, and so far every room I attempted to join while not in game were all non pass-worded as long as there is an option to have a secure chat channel in game and this is not breaching anyone's security this could be a good thing.
1) In your implementation the server to accept the presence stanza required to join the MUC for the in-game channels require the Nickname supplied to be exactly equal as the In-Game handle. I dunno if this is some sort of security measure but it seems a bit useless (see below) and believe me if you don't explain that throughly you'll find yourself cluttered in support requests.
Unsurprising and explicitly allowed by the specification. Also supported fine by pidgin, and should work with any client that implements the optional reserved nickname features.
2) In-Game someone talking from the xmpp service is tagged as: "Resource-Name@Handle". Now if you made it so we are unable to change the nickname with the MUC join presence stanza. You must be aware that it's very easy to do so client wise modifying the resource name.
They must indeed be aware of it, seeing as how it's documented in the OP.
This isn't something covered by any specification.
Unsurprising and explicitly allowed by the specification. Also supported fine by pidgin, and should work with any client that implements the optional reserved nickname features.
They must indeed be aware of it, seeing as how it's documented in the OP.
This isn't something covered by any specification.
No compliance issues here.
EDIT: The problem is I don't get status codes back when I input a different nick from the handle, but I'll have to check throughly about the compliance, talking with a few people about it.
EDIT: Removed about the Nick reservation, even because It's what isn't happening and should happen which is why I didn't see any "sign" of it.
After some quick debugging in chat, found the issue:
After the presence list is sent, there is supposed to be a final self-presence message, which both denotes the end of the list and indicates that nickname rewriting has occurred. This message is missing. At the same time, there's a spurious copy of the user's own presence in the main presence list (formatted as if it was a different user with the same name), which needs to be removed. That's all.
Pidgin doesn't care about self-presence messages, but some other clients do, and they break waiting for it to appear.
(This is ticket #875051, please make sure it gets where it needs to go)
After some quick debugging in chat, found the issue:
After the presence list is sent, there is supposed to be a final self-presence message, which both denotes the end of the list and indicates that nickname rewriting has occurred. This message is missing. At the same time, there's a spurious copy of the user's own presence in the main presence list (formatted as if it was a different user with the same name), which needs to be removed. That's all.
Pidgin doesn't care about self-presence messages, but some other clients do, and they break waiting for it to appear.
I edited the posts accordingly :-), Sorry about the harshness.
To work around the Self-Presence bug for now with other clients aside Pidgin:
Just input your handle as "Nickname" when joining the rooms/channels (MUCs).
Just tested it and it worked perfectly. Well done.
EDIT:
I can see the chat channels and read them, but I can't post anything. It's like my message isn't sent. (works in Pidgin, but not in Miranda)
I can't read my fleet's channel and it's officer channel ("Info request error" in Miranda, "Service unavailable" in Pidgin).
I notice that all Fleets our characters are in are added as friendslist folders. Nice.
A few questions/requests:
Could we also have our Friends list grouped as its own folder by default?
Is there a way to join the Fleet channels our characters are in?
Tells I send via the external client are echoed in STO but not the other way around. Would it be possible to make it work both ways? Seems like it would be a convenient way to log RP.
I notice that all Fleets our characters are in are added as friendslist folders. Nice.
A few questions/requests:
Could we also have our Friends list grouped as its own folder by default?
They are. However this is also delt with by the client you use. For example in my pidgin my friends are all grouped then there is a fleet section for holodeck, one for tribble than my chats.
Is there a way to join the Fleet channels our characters are in?
Been discussed above and on page 1
Tells I send via the external client are echoed in STO but not the other way around. Would it be possible to make it work both ways? Seems like it would be a convenient way to log RP.
No comment on this last one as I haven't msg'd myself in game hehe.
Oh great. Instead of finally giving us vendors that sell all the stuff so we're actually able to fully and thoroughly test ****, they throw in another toy. Sorry to rain your parade, Cryptic, but you definitely need to have a look at your priorities.
It's a cool feature, there just are more urgent matters to attend to. If you were still in school, teachers would have told you something like "sit, F, missed the subject".
They are. However this is also delt with by the client you use. For example in my pidgin my friends are all grouped then there is a fleet section for holodeck, one for tribble than my chats.
Hmm. -1 to Trillian, then. It lumped the non-fleet contacts in the general population.
No comment on this last one as I haven't msg'd myself in game hehe.
While it's funny to do that, what I meant was that, if I send someone a message from Trillian while I'm logged into the game, that sent message actually shows up in STO for me too. But messages I send in-game while also logged in via Trillian don't get copied into the Trillian window. Messages I receive from another party always go to both.
Stay calm, dude! The whole chat server und mail system is down. I have the same issue and thought it might be connected to the change of my handle yesterday, but it's all down. I'm sure it will be up and running again soon.
Stay calm, dude! The whole chat server und mail system is down. I have the same issue and thought it might be connected to the change of my handle yesterday, but it's all down. I'm sure it will be up and running again soon.
im still not able to connect to my chat program; but i am now able to connect the game. .:wipes head:.
Now my pidgin says "Lost connection with server. Connection interrupted by other software on your computer."
I have the same software running as every day (TeamSpeak3 Client, FIrefox, Miranda) and never had this problem. Yesterday, the connections to the chat server (after it went back online) were pretty unstable, though.
well it seems the service terminates incoming connections on connect immediatly atm (which causes my client to hang as well ), I'd suppose they fixing stuff and it's momentarily disabled.
well it seems the service terminates incoming connections on connect immediatly atm (which causes my client to hang as well ), I'd suppose they fixing stuff and it's momentarily disabled.
Yes, I got confirmation in the thread about the chat server crash earlier:
Comments
It's a cool feature, there just are more urgent matters to attend to. If you were still in school, teachers would have told you something like "sit, F, missed the subject".
Now my fleet as most that are serious will be using ventrillo or other client but I think you may get some angry fleets down the road.
I am supposing that these fleets are not using passwords , however I have no way of knowing if pass-worded chats channels show at this time on the room list. has anyone verified this?
I believe it was stated that they have been using this for interoffice communication and that they were extending it to us to help test for future implementation.
You must realize that NO new MMO releases a complete game as was intended from launch these days, you get out what you can by the deadline and do the best you can with the rest that's become a norm yes? Our Devs are doing a good job, and keeping us informed. They could just take our $$$ and let the hardcore fanboys pay the bill.
Didn't mean to mini rant just thought a complaint on a feedback thread was silly trollish thing.
While the concept is good.
Your xmpp implementation for it is totally un-standard/wrong and will cause a lot of hassles with most xmpp clients out there and since I'm kind of knowledgeable on the matter I'll explain you why:
1) In your implementation the server to accept the presence stanza required to join the MUC for the in-game channels require the Nickname supplied to be exactly equal as the In-Game handle. I dunno if this is some sort of security measure but it seems a bit useless (see below) and believe me if you don't explain that throughly you'll find yourself cluttered in support requests.
2) In-Game someone talking from the xmpp service is tagged as: "Resource-Name@Handle". Now if you made it so we are unable to change the nickname with the MUC join presence stanza. You must be aware that it's very easy to do so client wise modifying the resource name. Perhaps I don't see the point of not using the "XEP" compliant way of it ^^.
3) I'm very happy that you want to use XMPP to allow out-of-game "in-game communication" accessing, but making your self-implementation fully compliant to the standard is always the best choice.
+1 Though and hope you accept my feedback as a positive one.
Unsurprising and explicitly allowed by the specification. Also supported fine by pidgin, and should work with any client that implements the optional reserved nickname features.
They must indeed be aware of it, seeing as how it's documented in the OP.
This isn't something covered by any specification.
No compliance issues here.
EDIT: The problem is I don't get status codes back when I input a different nick from the handle, but I'll have to check throughly about the compliance, talking with a few people about it.
EDIT: Removed about the Nick reservation, even because It's what isn't happening and should happen which is why I didn't see any "sign" of it.
After the presence list is sent, there is supposed to be a final self-presence message, which both denotes the end of the list and indicates that nickname rewriting has occurred. This message is missing. At the same time, there's a spurious copy of the user's own presence in the main presence list (formatted as if it was a different user with the same name), which needs to be removed. That's all.
Pidgin doesn't care about self-presence messages, but some other clients do, and they break waiting for it to appear.
(This is ticket #875051, please make sure it gets where it needs to go)
I edited the posts accordingly :-), Sorry about the harshness.
Just input your handle as "Nickname" when joining the rooms/channels (MUCs).
EDIT:
I can see the chat channels and read them, but I can't post anything. It's like my message isn't sent. (works in Pidgin, but not in Miranda)
I can't read my fleet's channel and it's officer channel ("Info request error" in Miranda, "Service unavailable" in Pidgin).
A few questions/requests:
Been discussed above and on page 1 No comment on this last one as I haven't msg'd myself in game hehe.
I find this to be a useful feature.
Hmm. -1 to Trillian, then. It lumped the non-fleet contacts in the general population.
Not successfully unless I missed a post. I've joined channels just fine, but not actual fleet channels.
While it's funny to do that, what I meant was that, if I send someone a message from Trillian while I'm logged into the game, that sent message actually shows up in STO for me too. But messages I send in-game while also logged in via Trillian don't get copied into the Trillian window. Messages I receive from another party always go to both.
yesterday when i was testing it out, it worked perfectly; even when i was in game too.
now i can not log into it from pidgin. it says my account is disabled. now when i try to login to the game, i can not login. whats going on cryptic?
this is from within pidgin.
Why are you posting here about it? Go and file a support ticket. It's probably a billing issue of some kind.
If you try to send a message that exceeds the character limit of CO/STO's chat line, it fails to send without any feedback.
No billing issue... im a lifetime member and it says my account is still active.
check out the stuff!
http://thearmadafleet.com/2010/05/28/i-can-not-login-to-my-account-today/
.
Stay calm, dude! The whole chat server und mail system is down. I have the same issue and thought it might be connected to the change of my handle yesterday, but it's all down. I'm sure it will be up and running again soon.
For the heavy Addicted:
use it on your Smartphone that supports XMPP.
Join the Battle whenever the fleet calls you to duty
im still not able to connect to my chat program; but i am now able to connect the game. .:wipes head:.
I have the same software running as every day (TeamSpeak3 Client, FIrefox, Miranda) and never had this problem. Yesterday, the connections to the chat server (after it went back online) were pretty unstable, though.
EDIT: Miranda doesn't work either.
Yes, I got confirmation in the thread about the chat server crash earlier:
Given some anomalies like the system thinking one of my friends is still logged in via XMPP, that might have been part of the problem.