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#82
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It was in a discussion either in Flying or AOPA Pilot about Jeppesen's
Skywriter system, the one that lets you download database upgrades and load them onto a datacard. As I recall the PC was infected with the virus passed it on. Sorry, I can't give you which month it was. Dave Reinhart Andrew Gideon wrote: David Reinhart wrote: It's already happened. Really? Wow. Have you a citation I could read? I'd like very much to learn more about this. - Andrew |
#83
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See the wink emoticon? That indicates the remark was not intended to be
serious. Dave Reinhart C J Campbell wrote: "David Reinhart" wrote in message ... Gives a whole new meaning to "the blue screen of death", doesn't it? ;-) You are going to die if your MX-20 fails? |
#84
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"Dylan Smith" wrote in message
... I doubt gaming will be a big area of support - all the games I play online work through my hardware firewall without the need to open any ports. If you want to run a game _server_ it will affect you, but most Internet game servers are on co-located boxes because of the bandwidth requirements. It will affect LAN parties, but since LAN parties tend to be hosted by geeks anyway, it won't really be a problem. There are very few end user applications that need to listen on a port. You obviously do not spend a lot of time playing a wide variety of computer games online. A number of games on the market today support online, peer-to-peer multiplayer gameplay. And with every single one, every time someone has a firewall or NAT router in the mix, there's trouble getting it set up. A few gamers are also network-savvy, but most are not. Just as for-example: why don't you go check the Neverwinter Nights forums at http://www.bioware.com and see whether you think there are "very few" people playing Neverwinter Nights that don't need to listen on a port or otherwise figure out their firewall configuration. It is simply not true that "most Internet game servers are on co-located boxes". Most Internet game is done peer-to-peer, which means one of the players is actually the server. To make matters worse, Gamespy (to name a popular "meeting place" game server, used by Neverwinter Nights as it happens) uses a variety of ports, and so for a person to host a game there's not even just a single port they need to configure, there's a whole slew of them (or slough, if you prefer ![]() It's hard enough getting Gamespy (and similar) to work with a NAT router hardware box, but once XP SP2 comes out, there's going to be all sorts of new "how do I do this?" questions from gamers. I'm not blaming them for catering to their audience, they could have easily done that without leaving so many services the vast majority of users don't use open and vulnerable to attack without lessening the usability of the system. Windows XP Home Edition, out of the box, is like a poorly-configured *server* and it's supposed to be a home user's OS. Again, you simply do not understand the number of operating system components that act as servers, even if the user has not intentionally decided to be a big-time Internet server. I will agree that more than 50% of users (significantly more) never use those services. But enough do, and of those, most will complain that they can't figure out how to get it working, even if all that's required is to click a checkbox to turn it on. Users are dumb and lazy, and rather than try to figure things out and RTFM, they will just make the phone call or send the email and ask someone else to fix it for them. In any case, I've run out of ways to relate this back to aviation, so you'll have to carry on the debate without me from this point on. I *will* suggest that you do a little more research (Googling is sufficient if you use the right search terms) so that you actually understand what multiplayer games require of their users to get them to work behind a firewall or NAT router (like Windows Internet Connection Sharing). It's not nearly the non-issue you claim it is. Pete |
#85
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In article , Peter Duniho wrote:
A number of games on the market today support online, peer-to-peer multiplayer gameplay. And with every single one, every time someone has a firewall or NAT router in the mix, there's trouble getting it set up. A few gamers are also network-savvy, but most are not. All recent games take into account the fact there will probably be a NAT router somewhere along the line because they are so common. *ALL* the ISPs here recommend a NAT router for their broadband connection, and when I lived in the US, NAT routers were certainly not the exception on a broadband connection even a couple of year ago. It is simply not true that "most Internet game servers are on co-located boxes". Most Internet game is done peer-to-peer, which means one of the players is actually the server. I have not played a single peer-to-peer FPS, undoubtedly one of the more popular genres of online games since FPS games stopped using IPX. I have not come across a single public gameserver or clanserver for games like UT, RTCW, Enemy Territory et al. hosted on a home server. Game companies will have to *adapt* if they want to listen to a port. Again, you simply do not understand the number of operating system components that act as servers, even if the user has not intentionally decided to be a big-time Internet server. Yes I do. They should be off by default. What's more of a problem: someone having to ask in a forum about how to forward 45835/udp, or the massive problem with spam and trojaned boxes we're stuck with now? It seems like the OS was far too usable for trojan writers, too. Again: games are not a huge problem. Especially compared with the ongoing problems with owned boxes. -- Dylan Smith, Castletown, Isle of Man Flying: http://www.dylansmith.net Frontier Elite Universe: http://www.alioth.net "Maintain thine airspeed, lest the ground come up and smite thee" |
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