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Password Bug


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#1 AlphaOmega

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Posted 11 June 2005 - 10:49 PM

I can't seem to get a password to stick on the ERP Member server. We always, obviously, could put on one with ERPG, so I think this is an RPG-X bug. Has anyone else been having problems?
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#2 James Young

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Posted 12 June 2005 - 03:32 AM

is the password written into the server script?
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#3 GSIO01

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Posted 23 February 2006 - 11:03 PM

After a destruction of a really got plot today by noobs, NE-RP has come to the decision to ask you to release 1.2 or make a little fix. Just to tell you what happened, it was 3 or 4 people joining the RP and starting to noob right away.

So we asked you to at least make a fix, re-enabling the server password if possible or implementing a better ban function. I do not know why the password was removed anyway.

Releasing a small patch is the only solution we see at the moment, if nothing happens this might be very bad for the EF role-playing community as it seems that the number of noobs is increasing more and more.

NE-RP thanks you for your great mod and your attention.

The German Members of NE-RP

#4 Nazar

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Posted 23 February 2006 - 11:50 PM

Wait, the password was removed?

If so... that's a SERIOUS bug. That wasn't taken out on purpose.

Nope, just tested it. The password stuff still works.

g_password "mypasswordhere"
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#5 Marc Tucker

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Posted 24 February 2006 - 09:08 AM

hm no it did not works. i have testet it. i have set on our server an password with this cvar but i can connect on our server without entering a password.
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#6 Anthony

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Posted 24 February 2006 - 11:49 AM

Then your server is not configured properly. Otherwise it would work.

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#7 Chibakka

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Posted 24 February 2006 - 12:55 PM

i'd hate to be an ass... but the ERP member server has a password set if you look at it through pathfinder. You can however just connect to it without having to enter a pw. So it is indeed not working properly .

#8 GSIO01

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Posted 24 February 2006 - 02:08 PM

yeah, i tested it as well with g_password set, and g_needpass 1 in commandline and it did not work, the only way to protect a server from people joining that should not is sv_privateclients set to the same as sv_maxclients and then setting sv_privatedpassword ...

#9 TiM

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Posted 24 February 2006 - 02:10 PM

:(

Really?

*checks older version of code*

:)

Ah... found it.

Yeah, the password validation code is being circumvented by a glitch in someone else's code.

I won't say who wrote it here, but I'll say my opinion in their programming ability just got lowered due to the n00bness of this particular code-block. :)

Rest assured, this particular piece of code was already removed in 1.2 so it won't happen in there. :)

I'd like to release sooner, however due to the extenisve changes I've made to the code based around this new model system alone, it would require even more effort.

Asside from that, there were quite a few glitches fixed in this edition and if we tried recoding from a previous revision of the code, there's a chance we may miss a few.

I'm going to point out that next time we should make a list of all the code changes we make lol... :) We'll chock that one down as experience.

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#10 GSIO01

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Posted 24 February 2006 - 02:13 PM

anyway it's quite a thing nobody reported this bug, lol

#11 Nazar

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Posted 24 February 2006 - 06:02 PM

Originally posted by Sharky@Feb 23 2006, 11:50 PM
Wait, the password was removed?

If so... that's a SERIOUS bug. That wasn't taken out on purpose.

Nope, just tested it. The password stuff still works.

g_password "mypasswordhere"

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I was testing with the next version so this is why it worked.

Edit: Grumble, we could release that 1.2 patch which would fix this and that other bug with the granade launcher, but 2.0 is pretty close, so I'm not sure what to do.

I know that passwords are critical, but 2.0 is close, so I don't know.
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#12 William

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Posted 24 February 2006 - 06:32 PM

its taken almost a year to notice the bug, i think it can wait a while longer

#13 Scooter

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Posted 24 February 2006 - 06:51 PM

And considering there is the privateClients workaround, I agree it can wait a little bit longer.

#14 Chibakka

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Posted 24 February 2006 - 09:56 PM

Just relax and finish work on the second version. I'm sure it's well worth waiting for. And besides what's ef rpg without the change to annoy some n00bs with the n00b class? :)

#15 GSIO01

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Posted 25 February 2006 - 02:06 PM

the n00b class is a good thing, but it's bad when it does not help at all :)

#16 TiM

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Posted 26 February 2006 - 12:36 PM

Is it not possible to lock them in n00b class and then beam them to the brig? That should take care of things... :)

Anyway, a new ban system is being implemented, so that should help. :blink:

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