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 Post subject: womid
PostPosted: April 7th, 2012, 9:14 pm 

Joined: August 21st, 2011, 6:31 am
Posts: 280
Location: United Kingdom
Is there a better way to implement the womid without alienating the motd for non-wom players? For example, could the cfg file be sent as the client is connecting to the main world instead of having to be placed in the motd?

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 Post subject: Re: womid
PostPosted: April 7th, 2012, 10:01 pm 
SupOP

Joined: June 24th, 2011, 10:27 pm
Posts: 314
I do not believe so.


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 Post subject: Re: womid
PostPosted: April 8th, 2012, 9:03 am 
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Joined: May 21st, 2011, 10:53 pm
Posts: 1386
Unfortunately, WoM extension protocol is extremely inflexible. There is no way for the server to identify itself without sending "&0cfg=...", and /womid does not get sent unless the server identifies itself.


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