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  • #16
    nice work baker.

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    • #17
      Wow, ProQuake is on a roll right now!
      IT LIVES! http://directq.blogspot.com/

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      • #18
        I wrote something similar to draw playernames above models for a form of ESP, if u wanna see the code I'll post it here for ya

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        • #19
          Would it be possible to add something where an AutoSS is sent directly to the admin/uploaded to a website? That might be more of a mod-side thing, but I always thought it would be better if it didn't have to be sent via the player.

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          • #20
            the libCurl that proquake uses can do this, though I for one woulnt want to host a server with people spamming BS screenshots.

            IMHO cheat = ban. Cheaters have small dicks and cant even jerk themselves off; just with their migrated hacks.

            BTW WOLV
            __________________
            I'm the forum's biggest crybaby.
            Ya know, us forum crybabies LOVE boobies!


            where's my tit biotch!!
            Last edited by R00k; 06-30-2010, 10:21 PM.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #21
              Originally posted by Wolv View Post
              Would it be possible to add something where an AutoSS is sent directly to the admin/uploaded to a website? That might be more of a mod-side thing, but I always thought it would be better if it didn't have to be sent via the player.
              It could be done.

              But I wouldn't do it without a reason and I can't think of a single way this is helpful.

              First, a screenshot isn't going to detect a bot.
              Second, with anti-wallhack most of the things someone can do with the other cheats are rather trivial or limited value.

              But the real problem ...

              Anyone that could modify ProQuake enough to add sophisticated cheats to it could easily have any on-screen telltales disabled automatically for a split second for a screenshot.

              i.e. if (screenshot_requested) goto SKIP_DRAWING_CHEATS;

              I hate cheats as much as the next guy, but I don't see how this idea would, in practice, be able to absolve someone suspected of cheating.

              Give me examples of how auto-screenshot might be helpful if you have some that I cannot think of.
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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              • #22
                Fair enough. ;p

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                • #23
                  I don't know if it will help, and not wishing to diminish the point of Baker's questions in any way whatsoever, but apparently on servers running CRMod this has been available for quite some time.
                  I've never had the need to try this on my servers so I've not seen the results but looking at the CRMod manual it says

                  Code:
                  6.1 autoss - [activation method witheld]
                  
                  The purpose of autoss is to catch cheaters in network games.  By forcing
                  players to take screenshots at unexpected times, players who use modified
                  graphics will not have a chance to change their graphics back to normal
                  or somehow hide the modification before taking a screenshot and sending
                  it in.
                  
                  autoss does slightly different things depending on the situation.  If you are
                  eyecamming a player, then it forces that player only that player to take
                  a screenshot, and it also takes a screenshot for you.  You can then compare
                  the two screenshots to see if the player is using a cheat.  If you are not
                  eyecamming a player, then it forces *all* players to take a screenshot
                  simultaneously.  During a match, this will be a single normal screenshot,
                  and it is not taken for players using GLQuake due to the length of time it
                  takes GLQuake to generate a screenshot.  If a match is not in progress, this 
                  will actually produce a pair of more extensive screenshots; one screenshot 
                  will show the graphics with the current rankings displayed, and the other 
                  screenshot will show the console with the current search path displayed 
                  (used to detect pak2.pak).
                  
                  For dm3 in match mode only, autoss will take a single screenshot for all 
                  players which places the viewpoint in the RL area and puts most of the 
                  models on the screen.  This screenshot cannot be taken during a match or
                  during the 10 second countdown; if 'autoss' is entered at one of these
                  times the then screenshot will be taken automatically upon match completion.
                  Note that although the placement of the models is deterministic, their 
                  orientation is not and should be checked for a matching screenshot.
                  
                  In all cases, the screenshots will contain the name of the player and the
                  name of the administrator who issued the command:
                  
                  Clanring screenshot by administrator
                  "name" is "player"
                  I'm not sure if how much use this feature is as I have no cheats (and please don;t send me any) with which to test it but it may be worth someone who has a hack of some kind testing it posting the results as it may help identify whether it's a worthy feature.

                  Hope this helps

                  Kind regards

                  Monty
                  Mr.Burns
                  "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                  WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                  Servers: Quake.shmack.net, damage.servequake.com

                  News: JCR's excellent ctsj_jcr map is being ported to OOT

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                  • #24
                    Well a cheating player could just remove the screenshot code from their engine.
                    Code:
                    void SCR_ScreenShot_f (void)
                    {
                    	// I am 7eh 1337 h4x0r, ph34r my 5k1LLz!
                    }
                    IT LIVES! http://directq.blogspot.com/

                    Comment


                    • #25
                      Hi MH,

                      Darn those confounded engine coders and their quakec-ing ness

                      Perhaps to expand the idea out a little, are there any other methods that an admin could use to capture what a suspected play sees or is using?

                      Kind regards

                      Monty
                      Mr.Burns
                      "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                      WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                      Servers: Quake.shmack.net, damage.servequake.com

                      News: JCR's excellent ctsj_jcr map is being ported to OOT

                      Comment


                      • #26
                        So long as the client is running on a machine that you don't have direct control over, nothing really. Ultimately a cheating client can just send back the data that a server would expect to get, and that's about it. Adding extra layers of complexity to a server to try defeat this is in the end more self-defeating than anything else. If I'm guessing right, this is likely one of the reasons why Baker removed the security module from ProQuake.
                        IT LIVES! http://directq.blogspot.com/

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                        • #27
                          Originally posted by Baker View Post
                          I don't presently have a Linux machine so there is no Linux version at this time.

                          This release is Windows only for now, with OS X and couple of other alternate "operating system" versions coming eventually.

                          I might do some updates to the Linux version via VirtualBox, but so far I haven't.
                          Hi,
                          I tried running the 430 version and am getting this error W_LoadwadFile: couldn't load gfx.wad any help would be appreciated as I am trying to load Q1 on my new cp. I have windows xp btw and its been a long time since I did a fresh install, I forgot all the tricks.
                          Thanks!

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                          • #28
                            Sounds like you have no pak files.

                            quake folder =
                            .. glpro432.exe, zlib1.dll, libcurl.dll

                            quake\id1 folder =
                            ... pak0.pak (download shareware pak)
                            ... pak1.pak
                            ... etc

                            In fact, you probably got the message "W_LoadWadFile: couldn't load gfx.wad. Game data files are required to run; usually this means you need Quake shareware or registered version."

                            I could be wrong, though.

                            Does this solve the problem?
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment


                            • #29
                              Originally posted by Baker View Post
                              Sounds like you have no pak files.

                              quake folder =
                              .. glpro432.exe, zlib1.dll, libcurl.dll

                              quake\id1 folder =
                              ... pak0.pak (download shareware pak)
                              ... pak1.pak
                              ... etc

                              In fact, you probably got the message "W_LoadWadFile: couldn't load gfx.wad. Game data files are required to run; usually this means you need Quake shareware or registered version."

                              I could be wrong, though.

                              Does this solve the problem?
                              Yes! but I could only get d3dpro400 to work but it seems to be running fine so I'll just use that.

                              Thanks Baker!

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                              • #30
                                That's odd. What kind of 3D card have you?
                                IT LIVES! http://directq.blogspot.com/

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