Flussonic Default Password Jun 2026
Always verify which version you are running and apply the appropriate security measures, starting with changing any default credentials and moving on to more robust access controls like IP whitelisting and HTTPS.
In addition to changing the default password, consider the following best practices:
Why defaults exist
Save the file and exit the editor (in Nano, press CTRL+O , Enter , then CTRL+X ). Restart the Flussonic service to apply the new changes: sudo service flussonic restart Use code with caution. Best Practices for Securing Your Flussonic Server
If the password is hashed (modern versions use bcrypt), you cannot reverse it. If it’s plaintext (discouraged), you’ll see it directly. flussonic default password
: Never use simple, easily guessable words for your edit_auth directive. Use a mix of uppercase letters, lowercase letters, numbers, and special symbols.
sudo nano /etc/flussonic/flussonic.conf
The default password for Flussonic is often set to "admin" or "flussonic" (all lowercase). However, it's crucial to note that using the default password can pose a significant security risk to your server.
In current versions of Flussonic Media Server, there is often . Instead, the system prompts you to create your own administrative credentials during the initial setup: Always verify which version you are running and
If you want to set or overwrite the credentials directly from the backend, edit the line to feature your preferred username and a strong, unique password: edit_auth admin MySuperSecurePassword123!; Use code with caution.
: These credentials, or their corresponding authentication tokens, are securely stored within the main configuration file located at /etc/flussonic/flussonic.conf . Risks of Weak or Exposed Administrative Credentials Best Practices for Securing Your Flussonic Server If

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.

Exporter Released
#5 posted by
kalango on 2020/02/18 01:52:45
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.
List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor
This is still considered an alpha release. But it should be good enough.
For info, roadmap and download you can visit
https://github.com/victorfeitosa/quake-hexen2-mdl-export-import

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.