MaHuD said:The admin ID checker could just be server side, no need to rewrite admin module.
Alene said:MaHuD said:The admin ID checker could just be server side, no need to rewrite admin module.
Oh right, that would be a lot more simple thing to script. Earlier we tried to make a system that gives admin based on ID, and that needed client side mod as well, otherwise the client did not know it had admin.
MaHuD said:Yes, that is exactly what I suggested.
Passwords are still given out, but only those that are on the ID list can actually make use of it, others will get banned.
Actually, how it works is that the game need to "make sure" the player has the right mod. Since a majority of the game's functionalities are not server-sided, but user-sided there's too many things that are not possible; like check an ID and password, as the server needs to 'hook up' with the user and if some codes and such are different, there'll be major problems (crashes, errors that makes it unusable etc), so... It means non-leaders and non-admins can use their raw Native's, just that the leaders and admins has to use the admin mod.MaHuD said:The password is to circumvent the need of a modified admin mod for players, but if you have modified it already and the ECL staff would use it, then no passwords would not be required.
However, admin mods are officially not allowed, as it is a game modification not in the list of allowed modifications.
Oliveran said:I've used Gotha's Adimi Tools, and implemented all ECS settings (classes, flags, maps) on it. Gotha has a built-in ID-based admin system; I've personally tweaked around in the code and changed access on the different admin levels (for an example, trial-admins on IGBG can only temporarily ban, kick, write in the admin chat; that's it).