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InsideQC Forums • View topic - Account System for the Quake Engine

Account System for the Quake Engine

Discuss programming topics for the various GPL'd game engine sources.

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Account System for the Quake Engine

Postby Team Xlink » Tue Oct 06, 2009 9:42 pm

Solved
Last edited by Team Xlink on Tue Nov 17, 2009 2:18 am, edited 1 time in total.
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Postby Irritant » Wed Oct 07, 2009 2:36 am

http://red.planetarena.org - Alien Arena and the CRX engine
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Postby Downsider » Wed Oct 07, 2009 3:05 am

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Re: Account System for the Quake Engine

Postby jitspoe » Wed Oct 07, 2009 4:11 am


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Postby r00k » Wed Oct 07, 2009 11:10 am

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Postby Team Xlink » Wed Oct 07, 2009 8:44 pm

Well, then what if I hard coded names into the engine?

For Solitude, I want to prevent people that try to be a dev, but they aren't.

So it wouldn't be that big of a deal if they weren't changeable without a new engine release.

So, what if I skipped the whole network thing and hard coded them?
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Postby ceriux » Wed Oct 07, 2009 9:33 pm

why not just add in a dev cvar or something? and make it secretive? like idk...

imadevurnotlol 1

if its 1 developer stuff on

if its 0 developer stuff off

or are you trying to keep people who arnt devs from even accessing the game?

hmm what i'd do is through qc. like they were mentioning only id do it a little easyier id make an impulse that starts off and dont alias it while its off the player is constantly killed or cant move or do anything maybe it changemap to a black empty box? when the impulse number is put in the console they're aloud to move or it changes map to what ever you want? idk i think the not move thing would be easyier.
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Postby Spike » Wed Oct 07, 2009 9:50 pm

QuakeWorld has an rcon protocol, separate from the regular connection protocol.
For actual connections, it also has a password cvar which is sent to the server.
If its a dev thing, you hardly a log in screen.

cmd givemeauthffs

Then add the command in on the server, and leave the client as-is.
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Postby Team Xlink » Wed Oct 07, 2009 9:53 pm

Well, my goal is:

To have some way of knowing the player is a dev.

Which would give them privileges like a moderator has on a website forum they can do things others can't.

So the easy way would be to do it like if the name of the player is Team Xlink then #define DevMode else #define NormalMode

There is a problem with it tho, anyone could change there name to mine and then have the DevMode.

So the password system would help prevent that.
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Postby Spike » Wed Oct 07, 2009 10:37 pm

KRIMZON_SV_PARSECLIENTCOMMAND is your friend.
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