HomePortalFAQSearchMemberlistUsergroupsRegisterLog in
Making threads to link to banned members content grants an automatic ban
Meet the new KITO admins & hear their plans here.
You can use google search to find threads and posts here now. Example

Share | 
 

 Mod turns MOD 0n and players do not see the RisingShard -FIXED-

View previous topic View next topic Go down 
AuthorMessage
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Sun Jan 20, 2013 10:24 am

Redeye,

When Our Mods turn on mod mode they see their Rising Shard but the players ingame do not.

~Lazyzim~



Last edited by lazyzim on Tue Jan 22, 2013 11:42 am; edited 3 times in total
Back to top Go down
RakshaWw

avatar

Game username : RakshaWw
Server : Last Moon
Female Posts : 139
Join date : 2013-01-12
Age : 23
Location : Australia

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Mon Jan 21, 2013 4:31 am

Did the players or mod restart after it was turned on?
Back to top Go down
http://www.rakshaww.deviantart.com
ShadoWolfozo

avatar

Game username : ShadoWolfozo
Server : GROWL: Spirits
Male Posts : 875
Join date : 2012-01-22
Age : 22
Location : Australia

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Mon Jan 21, 2013 9:15 am

they're not supposed to see it.
Unless you got a code from the last time you asked Redeye this that is SUPPOSED to let them see it.

In which case my comment is invalid.
Back to top Go down
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Mon Jan 21, 2013 9:22 am

ShadoWolfozo wrote:
they're not supposed to see it.
Unless you got a code from the last time you asked Redeye this that is SUPPOSED to let them see it.

In which case my comment is invalid.

Why are they not supposed to see it? I turned the particle on in the compile (I thought).
The MOD sees the aura but not the players. Therefore there is no way (other then MOD in General) to
identify the MOD. Although I suggested kicking the offending player will let them get the idea.

I could just make a mod aura and hand it as an item to the MODS but that could be easliy hacked or lost.

~Lazyzim~
Back to top Go down
Slycan



Game username : Sly
Server : KITO
Female Posts : 1198
Join date : 2011-07-25
Age : 27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Mon Jan 21, 2013 10:02 am

Love popular server admins helping each other out. (:

anyway on topic

Could suggest just making an Mod-only aura/item for the players to recognize Mods
Back to top Go down
ShadoWolfozo

avatar

Game username : ShadoWolfozo
Server : GROWL: Spirits
Male Posts : 875
Join date : 2012-01-22
Age : 22
Location : Australia

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Mon Jan 21, 2013 12:53 pm

The mod aura is only visible to the player using the command and is not visible by anyone else, including other mods/admins.
It's treated like a client-side particle where only the person using the command will see it.

However, in General chat their name will be prefixed with (MOD) anyway.

As Slycan has said, I'd suggest making a particular shard private and issue it to moderators to identify staff.
Back to top Go down
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Mon Jan 21, 2013 2:28 pm

Slycan wrote:
Love popular server admins helping each other out. (:

anyway on topic

Could suggest just making an Mod-only aura/item for the players to recognize Mods

I said that at the bottom of my previous comment.
I love sarcasm it shows a true nature.
Just would have been a cleaner way if making a MOD would give them the aura,
removing the mod would take it away. The compile clearly has the command built in but it
must be missing something as it does not work correctly. I was wondering if there was a fix available.
I have already created an aura to give out at my next update if it is not possible to get it fixed.
I have been told that SOE has a MOD aura working, since it is not an item in their items.cfg I will
ask them if it works. I am on good terms with SOE. We share information on a regular basis.

It is nice to be told I am a popular server admin, I try my hardest to make a fun game enjoyed by all with
no favoritism, racism or problems due to language barriers. But then back on topic!!!

~Lazyzim~





Back to top Go down
Slycan



Game username : Sly
Server : KITO
Female Posts : 1198
Join date : 2011-07-25
Age : 27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Mon Jan 21, 2013 7:05 pm

Quote :
I love sarcasm it shows a true nature.
Are you implying something?

And I remember IW at one point had an actual item that said "Mod" or "Admin" on it, twas what I was suggesting. It show's people being admin better than most normal aura's that looked kinda like member aura's. Not sure how you "not being a racist" had anything to do with what I posted, but what ever.

PS - Just incase you didn't know Shadow is admin of ROE and RaskaWw is admin of LastMoon.
Back to top Go down
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 22, 2013 12:44 am

Ok thanks Slycan.
Looks like I will have to do that then, would have prefered a compile fix.
But a fix is a fix Smile
Cheers
~Lazyzim~


Edited bit: (Off Topic)Our staff have been complimented on the fact we don't appear to be racist.
The comment goes "Russians only help Russians and Americans only help Americans."
I know this is not true about the other servers but it makes us aware and so we try and be extra fair.
~Lazyzim~

Back to top Go down
ShadoWolfozo

avatar

Game username : ShadoWolfozo
Server : GROWL: Spirits
Male Posts : 875
Join date : 2012-01-22
Age : 22
Location : Australia

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 22, 2013 9:57 am

I really, desperately need to reply to your off-topic thing.

Isn't that every servers goal? To be friendly, not-racist and be fun?


also, on-topic the thing about shards is that having the private removes the easy recognition of staff.
Admins have the spiralling admin aura but mods don't have anything if shards are made public.
Just saying.
Back to top Go down
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 22, 2013 11:48 am

Ok thanks guys, nevermind I fixed it.
I found the offending code in the compile.
Mod's will now be able to turn aura on and off with MODON comand
and it will be observed by all players as it happens without a DIM change.
See attached photo Admin on Left and MOD on Right.
~Lazyzim~

[You must be registered and logged in to see this link.]
Back to top Go down
Komaeda Nagito
Very Helpful
Very Helpful
avatar

Server : IE
Male Posts : 1320
Join date : 2011-12-25
Age : 25
Location : KY

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 22, 2013 8:17 pm

lazyzim wrote:
Ok thanks guys, nevermind I fixed it.
I found the offending code in the compile.
Mod's will now be able to turn aura on and off with MODON comand
and it will be observed by all players as it happens without a DIM change.
See attached photo Admin on Left and MOD on Right.
~Lazyzim~

[You must be registered and logged in to see this link.]

Not ganna lie out of all the server Auras I have seen that dragon one is beautiful. Please give my compliments to whoever made those.


Last edited by Ao Oni on Tue Jan 22, 2013 10:01 pm; edited 1 time in total
Back to top Go down
Catbird

avatar

Game username : Catbird
Female Posts : 243
Join date : 2011-08-10
Location : Over there-->

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 22, 2013 9:57 pm

Lazyzim,

Would you mind telling us what the offending code was, and what you changed to make it work? I'm curious, as I've had some trouble figuring out what was causing the trouble. Also, those auras are indeed beautiful.
Back to top Go down
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Wed Jan 23, 2013 12:19 am

Catbird wrote:
Lazyzim,

Would you mind telling us what the offending code was, and what you changed to make it work? I'm curious, as I've had some trouble figuring out what was causing the trouble. Also, those auras are indeed beautiful.

Hi Catbird,

I am at work at the moment so don't have the code near me.
However search the compile for MODON and you will see some code rem'd out in a couple of places.
That will put the Rising Shards on and also enable viewing by players.
If your compile fails it means you missed one of the rem's.
If you get stuck send me a PM and I will add the code into this thread.

I then replace "rising shards" with my own new aura (Obey did the beautiful textures)

Hope this helps
~Lazyzim~

Back to top Go down
Catbird

avatar

Game username : Catbird
Female Posts : 243
Join date : 2011-08-10
Location : Over there-->

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Wed Jan 23, 2013 12:25 am

Oh alright, I will definitely try that and let you know if I get it! Thank you!
Back to top Go down
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 29, 2013 1:57 am

Now that I have enabled MOD Aura, I am wondering why was it remmed out in the first place.

Can not see a reason for it.

Redeye please was there a reason?

~Lazyzim~
Back to top Go down
RedEye
Retired
avatar

Game username : -redeye-
Server : KITO
Male Posts : 2575
Join date : 2011-07-24
Age : 30

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 29, 2013 7:13 am

There's some commented code in MagixGUI.h

Code:
else if(tParam==COMMAND_MODON && mDef->isMod && !mDef->isModOn)
               {
                  mDef->isModOn = true;
                  mChatManager->message("Mod mode on");
                  //mNetworkManager->sendInfo(INFO_MODON);
                  //mUnitManager->createParticleOnUnit(mUnitManager->getPlayer(),"RisingShards",-1,true);
               }
               else if(tParam==COMMAND_MODOFF && mDef->isMod && mDef->isModOn)
               {
                  mDef->isModOn = false;
                  mChatManager->message("Mod mode off");
                  //mNetworkManager->sendInfo(INFO_MODOFF);
                  //mUnitManager->destroyParticleOnUnit(mUnitManager->getPlayer(),"RisingShards");
               }

________________________________
Retired
Back to top Go down
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 29, 2013 3:17 pm

Yes that is the code I enabled.
But was there a specific reason for it to be commented out?
~Lazyzim~
Back to top Go down
RedEye
Retired
avatar

Game username : -redeye-
Server : KITO
Male Posts : 2575
Join date : 2011-07-24
Age : 30

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 29, 2013 5:05 pm

hm, no. I don't remember any. Must have been turned off by Kovu

________________________________
Retired
Back to top Go down
Komaeda Nagito
Very Helpful
Very Helpful
avatar

Server : IE
Male Posts : 1320
Join date : 2011-12-25
Age : 25
Location : KY

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 29, 2013 5:06 pm

My guess was to reduce lag some people with really bad computer probably couldn't handle shards well so he removed it.
Back to top Go down
RedEye
Retired
avatar

Game username : -redeye-
Server : KITO
Male Posts : 2575
Join date : 2011-07-24
Age : 30

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Tue Jan 29, 2013 6:02 pm

Or to keep players away from mods

________________________________
Retired
Back to top Go down
lazyzim

™
avatar

Server : Dragon's Den
Male Posts : 740
Join date : 2011-11-27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Wed Jan 30, 2013 12:18 am

RedEye wrote:
Or to keep players away from mods

Strange, If they turn MOD-off the aura turns off.
If they are with MOD on then they can expect to be approached by players.
That is part of their function.
~Lazyzim~
Back to top Go down
Slycan



Game username : Sly
Server : KITO
Female Posts : 1198
Join date : 2011-07-25
Age : 27

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Wed Jan 30, 2013 5:03 am

I'm guessing you never played the original I.T.

When Mod-on had aura's there were annoyances and issues

1 - Some mods were under-cover in order to catch hackers and pest during time zones when known mods were offline.

2 - It's was a lion king looking game that attracted kids, alot of "new to the internet" kids , kids are attracted to shiny things like aura's, and people with (mod) in their name that are known to have power drop cool things sometimes, granted if you harass and guilt the mods enough.
Back to top Go down
Clove



Posts : 135
Join date : 2012-11-03

PostSubject: Re: Mod turns MOD 0n and players do not see the RisingShard -FIXED-   Fri Mar 08, 2013 6:28 am

RedEye wrote:
There's some commented code in MagixGUI.h

Code:
else if(tParam==COMMAND_MODON && mDef->isMod && !mDef->isModOn)
               {
                  mDef->isModOn = true;
                  mChatManager->message("Mod mode on");
                  //mNetworkManager->sendInfo(INFO_MODON);
                  //mUnitManager->createParticleOnUnit(mUnitManager->getPlayer(),"RisingShards",-1,true);
               }
               else if(tParam==COMMAND_MODOFF && mDef->isMod && mDef->isModOn)
               {
                  mDef->isModOn = false;
                  mChatManager->message("Mod mode off");
                  //mNetworkManager->sendInfo(INFO_MODOFF);
                  //mUnitManager->destroyParticleOnUnit(mUnitManager->getPlayer(),"RisingShards");
               }

Replaced that part of the compile code with what you posted but I get that

========== Build: 2 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

And the shard won't show.
Back to top Go down
 
Mod turns MOD 0n and players do not see the RisingShard -FIXED-
View previous topic View next topic Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Keeping I.T. Open :: START HERE :: KITO's IT Source Code :: Bugs & Patches-
Jump to: