DQ

Gurluas

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now that tothie can compile i was thinking,
why not reenable gmcmd 1
but...

doing so only forexample Thothie's steamid can use the command
this way we can have dev quests again
 

Thothie

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Again, the only way I'm willing to stick DQ back in, is in a way where you can vote for a dungeon master, he gets the powers, and the benefits you can reap in the real game are limited (and/or only of use in DQ mode.)

I've been going out of my way to avoid having any special developer powers or weapons in any public release of the game, even to the degree where it slows down testing a bit. Dun think we need anything along those lines.
 

Gurluas

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Why?
would be interesting to have devquests
and to let developers test stuff using dev commands
and using the steam id method makes sure nobody can use thoose dev commands unless they hijack the devs account
 

Thothie

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1. Abuse

2. H4x

n'uff said
 

J-M v2.5.5

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Gurluas said:
Why?
would be interesting to have devquests
and to let developers test stuff using dev commands
and using the steam id method makes sure nobody can use thoose dev commands unless they hijack the devs account
This suggestion is just god damn stupid. Seriously, why even risk putting developer commands into a public build?
 

Netrogor

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I'm with you on that J-M; people who are good with disassembling programs could find a way to edit that to give them Dev Powers -_-
And surely, adding them would lure people like Asdas back once more... he was a kiddie scripter for the most part, but he was an ass; and we don't want asses to come back to MSC.
 

The Man In Black

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Yes, we don't want asses here >_>
 

PBarnum

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seen commercials. as far as I will go with that show.
 

Gurluas

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You mean that someone abused or hacked the donation features in sven coop?
 

PBarnum

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... what are you talking about?
 

The Man In Black

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Squirrel has a key bound to dropping electric crowbars. I'd give that a Yes.
 

evilsquirrel

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aye, but thats only possible because of entmod - which would let you spawn nearly any entity in the game...plus, that electric crowbar is way underpowered D:
 

Lanethan

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Devcommands in any sort of release = bad idea.

Take it from me. I was there. It blew.



...but I love Dynamic Quests.
 

Netrogor

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I miss the days when there was dev armor... if the devs had simply made the armor & weapons steamID consistent (as somebody has mentioned the steamID attachment thing) and added that as hard-coding in the game... could've fixed a lot of things and allowed devs to actively play in-game....

I guess MSC may never become like WoW or one of those MMO's where the admins/devs are Gods when compared to the simple players.
 

Thothie

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You mean that someone abused or hacked the donation features in sven coop?

/me raises hand

I donated under Won, but since it took six months for me to get Steam working, I didn't have a dependable SteamID ready for the Svencoop 3.0 release, so I lost my golden uzi and electric crowbar. So I hacked them back in. I won't say how I did that, but it wasn't hard.

I don't want the developers to have anymore powers than anyone else in game. It's bad enough I know where everything is - and the only thing I can do about that, is not tell.

If ya want a dungeon master to setup a story, able to dynamically spawn/become monsters and create special items that don't impact the game too badly outside of his driven adventure, that I'd be more willing to do, but suffice to say, not easy. Although recent break throughs have made it more viable...
 

Gurluas

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Oooh tell me how to h4x...
now seriously...

well then id go for dungeon master
 

Thothie

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Yeah, I suspect that'd have priority over DQ - but I dunno if I'll be able to get to that this month either.
 

Orochi

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Actually, now that we have Fuznet, couldn't we stop those who hack the Dev commands? It isn't client-side anymore, so those who have access to FN can pull the plug on any wannabe hackers. Don't get me wrong, I think dev commands is a terrible idea, I'm just saying that it might be possible to secure things like that.
 
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