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andersson

Force, block and accept addons?

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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.

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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?

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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.

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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.

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