This is mostly for Rook (and maybe RocketGuy and Slot Zero):
I have adapted sv_cullplayers_trace from FTEQW into the ProQuake source (the server source).
(I was trying to do it from DarkPlaces, but it was giving me a killer headache because ... well ... I don't understand binary space partitions (BSP), although I know a little about them now! :d :d)
Source: http://www.quakeone.com/proquake/antiwallhack-src.zip
The 5 changed files in all probability can be used as-is, except in sv_main.c you will need to comment out the Con_Printfs "player visible"/"player invisible" that I used in testing.
For the casual observer, what this means:
Wallhacks and so-called "pak2 cheats" will be rendered irrelevant and meaningless on any server implementing this.
DarkPlaces server has had this feature for a while and has some better stuff as well, unfortunately most of our mods cannot run DarkPlaces server without a lot of adaptation because a lot of our mods are polluted with what is known as "QCCX hacks".
I have adapted sv_cullplayers_trace from FTEQW into the ProQuake source (the server source).
(I was trying to do it from DarkPlaces, but it was giving me a killer headache because ... well ... I don't understand binary space partitions (BSP), although I know a little about them now! :d :d)
Source: http://www.quakeone.com/proquake/antiwallhack-src.zip
The 5 changed files in all probability can be used as-is, except in sv_main.c you will need to comment out the Con_Printfs "player visible"/"player invisible" that I used in testing.
For the casual observer, what this means:
Wallhacks and so-called "pak2 cheats" will be rendered irrelevant and meaningless on any server implementing this.
DarkPlaces server has had this feature for a while and has some better stuff as well, unfortunately most of our mods cannot run DarkPlaces server without a lot of adaptation because a lot of our mods are polluted with what is known as "QCCX hacks".
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