Author Topic: So what caused the stuffstorm over Iban's CityRPG mod a few years back?  (Read 990 times)

Was the backdoor in the script the only thing people disliked? Or was it poorly made in general?

The backdoor is what caused the commotion, the opinion about it being generally bad has simply developed over time of people hosting bad servers with it.

The backdoor is what caused the commotion, the opinion about it being generally bad has simply developed over time of people hosting bad servers with it.
So is the general superstition over the name over the mod's origin enough to warrant a ban of it upon upload? Or would it be alright to upload a copy of it with all traces of the backdoor removed?

So is the general superstition over the name over the mod's origin enough to warrant a ban of it upon upload? Or would it be alright to upload a copy of it with all traces of the backdoor removed?
It's been linked a number of times. The backdoor in the original one actually no longer works because Badspot added a manual overwrite to the function. This backdoor was brought up and discussed a bit in this drama: http://forum.blockland.us/index.php?topic=242583.0 (And has a link to the mod). We didn't know about the manual overwrite at the time.

Badspot blocked the backdoor within weeks of the mod being leaked and the ID that the backdoor was linked to has long since been inactive.

The reason the mod is blacklisted is because it's poorly coded to the extent there's nearly a dozen ways to crash any server running it and the way the mod is coded results in exponential CPU usage with the more players you have. Not only that but every 12 y/o with notepad has had their hands on the code and implemented at least one ass-backwards feature instead of fixing the blatant issues with the mod.

Badspot blocked the backdoor within weeks of the mod being leaked and the ID that the backdoor was linked to has long since been inactive.

The reason the mod is blacklisted is because it's poorly coded to the extent there's nearly a dozen ways to crash any server running it and the way the mod is coded results in exponential CPU usage with the more players you have. Not only that but every 12 y/o with notepad has had their hands on the code and implemented at least one ass-backwards feature instead of fixing the blatant issues with the mod.

how can code be that poorly optimised

that's mind blowing

how can code be that poorly optimised

that's mind blowing
also think of how humiliating that must be for Iban lmao

in iban's defense despite some poor code optimization, his mod had a lot of effort and work put into it and is one of the biggest mods ever to come to blockland

the amount of work you needed to put into a city rpg server was too great for most users, and iban most definitely hosted some incredible city rpg servers

how can code be that poorly optimised

that's mind blowing
Each tick creates so much lag the more bricks there are because it loops and sees if there are spawn bricks. Also, when saving profiles, it uses a script object, if that breaks everyone is forgeted with their profiles.

Each tick creates so much lag the more bricks there are because it loops and sees if there are spawn bricks. Also, when saving profiles, it uses a script object, if that breaks everyone is forgeted with their profiles.
Whenever the mod needs to retrieve data from the database for an ID it loops through all of the ScriptObjects to find the ScriptObject for that one ID.
More players = More data fetching = More data to cycle through = More lag

Whenever the mod needs to retrieve data from the database for an ID it loops through all of the ScriptObjects to find the ScriptObject for that one ID.
More players = More data fetching = More data to cycle through = More lag
it takes like four lines to fix this tho

It's best to make a new saving system.