andersson 285 Posted February 14, 2010 Nice one! Then I can force -mod=@mod1;@mod2;@mod_personal I dont think they will "cheat", they are just sloppy adding the 2 required mods. Verify will make sure they dont join with addons that break gameplay, server or whatever. Ty. Share this post Link to post Share on other sites
icebreakr 3159 Posted February 14, 2010 Can someone explain if a person with for example island addon Duala 1.2 can join on a server running Duala v1.31, even if we have signatures enabled? Doesn't the sigs feature a checksum of some kind? Share this post Link to post Share on other sites
Defunkt 431 Posted February 14, 2010 Signature checks are made against installed key files so if you've used the same key to sign both versions both will be allowed on the server. I assume this is why projects like ACE issue a new version/time stamped key for each release. Share this post Link to post Share on other sites
cross 1 Posted February 15, 2010 Signature checks are made against installed key files so if you've used the same key to sign both versions both will be allowed on the server. I assume this is why projects like ACE issue a new version/time stamped key for each release. Absolutely.. Unless the mod is totally client-side (like sound/effect mods), all addonmakers must sign their new versions with a new key to make sure people who have it have the same version with the server. After a bit of tweaking, it is very easy to create new signature, batch check/sign your addons is very easy with Yoma's Addonsync. Share this post Link to post Share on other sites