Server admin levels?


(ZeusBBA) #41

[QUOTE=DrFunkenstein;315273]

Which is nice, since the way it worked in Quake Wars, had it’s problems. There you could create different accounts with the same CD, and each account had it’s own guid. Bans from within the game were based on that guid and didn’t mean much if you knew how it worked. If you banned someone, he could come back immediately under a different name, and we had a lot of trouble with that.

Dr. Funkenstein[/QUOTE]

That was quite troubling and annoying, never understood why they did it that way, if an admin with the power did a perm ban, I am sure they meant permanently not until they simply changed users…

The way around that to get rid of their key for good was simply to ban them via PB.

Where are you placing the group and admin dat files in Brink?


(jaxer) #42

I understand being cordial, but this is BS. Stating that you took out useful tools for admins is just asking for trouble.

We help you guys out by buying your game, sticking with it even though so many bash it, and this is what we get?

The “only” guy, that I know of, is trying to make it easier for Admins by making an RCON tool and he can’t even do the simplest task of listing players, because SD has decided that it just wasn’t needed.

I made a few posts on the QW forums way back, about that game dying a horrible death very soon because there was no support. Guess what, I was right.

I got flamed so much, but I was right. I enjoy this game, and I fear it dying just as quick a death because of no support from the creators.

We are getting DLC, for free, but what does that matter if the game is dead in 4 months or so.

Ugh!!! I’m flustered. Pardon my rant…


(DrFunkenstein) #43

Whoops, I just noticed I spelled “Crytiqal” the wrong way in a couple of post, I used the right spelling in Steam though :slight_smile: .

@ZeusBBA: I used fs_userpath to find out where the files should be stored.

Dr. Funkenstein


(Crytiqal) #44

I store my files in the servers base folder for now, but when I want to distinguish different usergroups between different servers (comp server or public server) I have them placed as followed:

(Based on my ETQW server setup)
guidstates.dat is placed in the BRINK servers’ base folder
usergroups.dat is placed in the seperate server instances base folder

AND
guidstates.dat is also placed in the seperate server instances “mod” folder (etqwpro it was)
but I believe these are copied by the game…

Just my 2 cents :stuck_out_tongue:


(Crytiqal) #45

Just tested a bit with DrFunkenstein;

seems the added commands like admin Ban / admin banList / admin unBan are working.
I don’t know why they developed these commands if they then do not support a working admin system, but oh well.

Hopefully an admin tab will be working with the update.
Also, voting is a bit akward. You cannot seem to votekick a player from a team with less playercount :confused:


(DrFunkenstein) #46

Thanks for helping us test this, both you and Ashog!

The voting system is a bit awkward, I get the idea that one “no vote” is added automatically so you need 3 players on a team to successfully kick someone with a vote. With only 2 players on a team the vote ends up with 1 yes vote and 1 no vote, so it doesn’t pass.

I couldn’t see what happened since I was on the other team: did the kick vote pass when they tried to kick you with a vote while you were in the trusted group? You weren’t kicked obviously, but I’m not sure if that was because of the protection we gave the trusted group or because the other two on your team had trouble voting “yes” :slight_smile: .

I decided to think-out-of-the-box a bit, deleted the usergroups.dat file I’ve been using so far and tried to find out what would happen if I just relied on my guidstates.dat file to get me logged in as an admin. Bingo!

As you can see I get logged into the admin group without the use of a any usergroups.dat file at all and I can still use the admin commands to do things.

My current recommendation is to use a guidstates.dat file to assign specific players to the admin group in order to give them some control over your server. The usergroup.dat file seems to be useless, as far as I can tell the possible groups are predefined and the rights they have seem to be predefined as well.

I posted an example of a guidstates.dat file earlier in this thread. You can use that as a basis, replace the fake guid with the proper guid of the player you want to add as an admin and use copy and paste to create multiple entries. As Crytiqal noted earlier, the “user_name” can be left out, but I suggest using that anyway since it makes it easier to maintain the file if you have a bigger clan with people joining and leaving.

There’s another thing I have to say and that is that I’m disappointed in the support we get from SD in this respect. Things changed since Quake Wars, I’ll accept AO’s word for it that it hasn’t been tested, but someone definitely tinkered with this part of the game and it would be nice to see an explanation of how it’s intended to work.

That would give us a starting point. So far it’s been mostly guess work on our part, based on what works in QW and us trying to figure out if it works in Brink as well.

Dr. Funkenstein


(Lokalen) #47

I salute you DrFunk!

And cannot more than agree that at least Splash Damage should say something about what they intend to do, put some effort into fixing this or just wait untill they’ve released mod tools and let us write another tool that does exactly the same.

At this point I would be happy with a “I’ll send this to the devs and ask them what they think” typ of answer.

Anyways, to DrFunk and all other people who took part in this - great job!!!


(Bettik) #48

Wow, I’m sure nothing was done maliciously by SD guys. It’s obvious that the game wasn’t developed from scratch off the id Tech engine. It is clearly the next iteration of their already modified id Tech engine that they’ve used in previous titles (ET:QW). So there are bound to be remnants of that system that they ended up not using and/or inadvertently breaking. That’s all.

While I agree that it would have been grand if they’d decided to flesh them out to work with this new game from the get go, it doesn’t mean that they still couldn’t do so. Here’s hoping!


(ZeusBBA) #49

fs_userpath found it for me, thanks and great work so far.


(DrFunkenstein) #50

[QUOTE=Lokalen;317985]I salute you DrFunk!

And cannot more than agree that at least Splash Damage should say something about what they intend to do, put some effort into fixing this or just wait untill they’ve released mod tools and let us write another tool that does exactly the same.

At this point I would be happy with a “I’ll send this to the devs and ask them what they think” typ of answer.

Anyways, to DrFunk and all other people who took part in this - great job!!![/QUOTE]

The thing that bothers me is that none of this is explained in the PDF that came with the dedicated server and the responses from SD have been minimal so far to say the least.

It is great to have something like this available, it really helps to run a server! The current implementation may not be ideal, but it gives you the ability to give people control over a server without giving them the rcon password. Just make sure they get logged into the admin group. That’s a good thing to have.

I’d like to have some explanation about the way it works and I think there should be information about this in the documentation that comes with the dedicated software as well.

Dr. Funkenstein


(EnderWiggin.DA.) #51

It comes down to priorities and time. They didn’t take out the tools, they just didn’t have time to devote to making sure they worked. Have you noticed that an entire map has sound issues when played on mp? Clearly they were pressed for time by developing all three versions (PC, xbox, PS3) in house.

Thanks to the DrFunkenstein and others for figuring this **** out!


(Thermal Ions) #52

Thanks for your work on this guys.

I can’t see anyone having posted it here, so if you aren’t yet aware, the GUID from printuserguid is actually your steamID64. In steam community it is the number at the end of your profile page URL (if you haven’t assigned a custom URL). If you have assigned one then copying the URL into your browser and adding ?xml=1 to the end of it will output an xml page that displays it.

This would enable you to add others to your guidstates.dat file without having to get them to copy their GUID down from ingame.


(Lokalen) #53

[QUOTE=Thermal Ions;329214]Thanks for your work on this guys.

I can’t see anyone having posted it here, so if you aren’t yet aware, the GUID from printuserguid is actually your steamID64. In steam community it is the number at the end of your profile page URL (if you haven’t assigned a custom URL). If you have assigned one then copying the URL into your browser and adding ?xml=1 to the end of it will output an xml page that displays it.

This would enable you to add others to your guidstates.dat file without having to get them to copy their GUID down from ingame.[/QUOTE]

Or this: http://steamidconverter.com/


(LethalInjection) #54

Here is a simple one that allows for managing multiple servers.
http://www.splashdamage.com/forums/showthread.php?t=28017


(Gaunt) #55

First of all thanks for the work you have done so far. We host 1 Brink server and would like to have the admin system enabled like the one we have on ET.
So if I understood everything correctly:
Brink atm have an admin system officially unsupported, but existent.
We have different user groups presets: default, protected, trusted, admin. With Default being the one every guest joins to when they connect to the server.
Every user group have a default command list, not editable.
To make people automatically logged in to a user group a Guidstates.dat is needed.
We can check the right place where to put this file to with fs_userpath command.
Is there a way to know the list of commands available for every user group? Something like !admintest?


(Crytiqal) #56

You cannot create custom groups, so you have to stick with the 3 existing ones (As far as I can recall).
(Default, Trusted, Admin)

When ingame, type admin <tab> and you should see a listof available commands, but again, I am not sure if this only shows the current available ones for your group, or all the commands.

Should be fairly easy to test :wink:

EDIT:
Afaik, it shows all the admin commands, regardless if they are available for your current group.


(Gaunt) #57

Thank you, Crytiqal. I’ll try it to figure out how it works.
Were you or DrFunkenstein able to successfully use the admin system on your server?


(Crytiqal) #58

Yes, it works :slight_smile:

If you use the sample files I posted (edit those passwords) then you’d automatically get logged in.

PS: There is a new command available, listClient or soemthing, but not sure if its an admin command.


(Gaunt) #59

Nice!
Sorry but i thought Usergroups.dat was not needed, as DrFunkenstein said:

“The usergroup.dat file seems to be useless, as far as I can tell the possible groups are predefined and the rights they have seem to be predefined as well.”


(Crytiqal) #60

We’ll, loggin in through a password does work when having the guidstates.dat :wink:

I thought the rest also worked.