Web Based Client
Lithium last edited by
So I was thinking about this, there are times at work when I do have enough space in between calls that I could actually do something and occasionally the calls are quick enough it wouldn't actually impact my ability to RP that drastically.
So it would be nice if there was a web based client, that acted as a server to bypass port restrictions. Then I could access games on the web via ie or chrome or whatever while at work without triggering any investigations (I have pretty much unrestricted www access at work).
Anyone know of anything that can do this? It has to be pretty much just a standard webpage, that's the problem, can't download anything at all.
Coin last edited by Coin
While it's nowhere near ready, I've been considering making a version of Atlantis 2.0 also function as a sort of limited webapp.
Beyond that, a couple of games have built-in webclients; anything running Evennia (like @Apos ' Arx: After the Reckoning), or AresMUSH (like Faraday's Battlestar Galactica: Unification) will have a webapp built in to the game. (Note: Links go to the webclients, not the actual game websites.)
@Lithium I think @Cheesegrater's client might work? No clue, though, as to the technicalities. Can you install extensions to Chrome? If so, DuckClient is amazing (but again, I don't know if it meets your tech specifications at all).
I think no, Coin; what I'm getting from this is that the webclient has to actually function as just a webapp, not making the connection itself. I.e., the server serving the webclient needs to make any actual backend connection to the game.
Ia friend had done for a while was set up an ssh server on my home machine.
Then I'd just ssh to it, and use tf or any other CLI client to play. Encrypted, virtually un-investigateable as long as they don't mind you accessing the outside world at all.
Rook last edited by
One can always SSH tunnel out of their firewalled network to a trusted host, and from there to the game(s) in question. Sometimes this is needed if you are dead set on using a GUI-based MU client (SimpleMU, Potato, etc). It requires an SSH account on an external server that you can use, as well as the ability from inside your network to connect to arbitrary ports on your SSH account's server. This is not a recommended approach, it is a sledgehammer-flyswatter sort of solution, but for some it is the only solution.
- Encrypted, non-sniffable traffic, because that's what SSH tunnels are for.
- You can appear to connect from your server IP, if that matters to you for any reason.
- You have to have a server/SSH account to use.
- You have to not work in a draconian environment where the security team, for whatever reason, blocks outbound non-standard ports. This is extremely rare, but yes, I've seen it happen.
- It's a hassle to fire up PuTTY on your windows workstation for every tunnel you want to build.
- This is highly technical and can take hours to figure it out if you aren't familiar with the SSH client or concepts behind tunnelling.
- You cannot talk about it. You say that you're "tunneling" out of your work environment, and believe me, corporate security WILL come see what you're doing and shut you down.
the server serving the webclient needs to make any actual backend connection to the game.
Yeah, that's what it does.
Oh, sorry, I was thinking of DuckClient, for some reason. Coin mentioned both, and DuckClient wouldn't work.
Bobotron last edited by
Isn't that what http://chromud.whiteraventechnology.com/ does? It doesn't use my IP when I log into my own game.
Auspice last edited by
I found this once upon a time: http://www.phudbase.com/wm_client/
Thenomain last edited by
krmbm Banned last edited by
It's not perfect, but I've found it works from behind a pretty hefty corporate firewall.