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Server Side Anti-Wallhack (Alpha)

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  • #16
    Ok, this requires some imagination!

    The setup:

    DarkPlaces without the map will show EVERYTHING. You can see every item on the whole level, just about. And players behind walls. You just can't see the map walls.

    With the new server modification, in the below test the opponent is not seen except when he is in view, instead of being seen all the time.



    /What is really needed is some way to make the walls transparent
    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


    • #17
      Just to clarify, you can't see EVERYTHING using Darkplaces without the map. You can only see so far ahead.

      Originally posted by Baker View Post
      /What is really needed is some way to make the walls transparent
      Ask LordHavoc to make you a pak2.pk3 file

      Comment


      • #18
        ProQuake 3.90 now running on the Flanders server, does not show the player listings on the main Quakeone page or on gameaholic. Just a heads up in case you didn't know.

        Comment


        • #19
          Originally posted by ORL View Post
          ProQuake 3.90 now running on the Flanders server, does not show the player listings on the main Quakeone page or on gameaholic. Just a heads up in case you didn't know.
          I'll check everything out and see that it gets fixed ...

          Thanks for point that out, ORL.
          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


          • #20
            Originally posted by Baker View Post
            /What is really needed is some way to make the walls transparent
            Fitzquake 0.80 does exactly that with r_showtris 1

            however.. it only works in single player mode.. but maybe u can extract the code and use it for testing..

            also i think making an .avi with that notorious pak2 spike model would be more convincing
            Last edited by =peg=; 12-20-2007, 02:15 AM.

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            • #21
              One only has to go on to Shmack for a few seconds to hear the kiddies ranting almost maniacally on about these alledged wall/glow/spike hacks everytime Tia or Lefty frag them. Although I have seen a bot blasting everyone to bits on Dircon some time back I've (unsurprisingly) never seen any images of what the hacker sees posted anywhere? Without revealing the source of the hack (so as not to encourage the usage of such things) it might be interesting to see what these alledged spikes, glow, and wall hacks actually look like. It would also clearly illustrate the advantages of cleaning up 'open' servers. So any images? anyone?

              BTW Much Kudos to any of the current developers who are endeavouring to try and minimalise the opportunities for such exploits to be used. These efforts and any collaboration between them should only be seen as a good thing for all players. [sound of a small round of applause]

              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


              • #22
                Originally posted by ORL View Post
                ProQuake 3.90 now running on the Flanders server, does not show the player listings on the main Quakeone page or on gameaholic. Just a heads up in case you didn't know.
                This is not fixed, but it can easily be remedied. For now, add -noipmask to the command line and this is solved.

                I implemented server side IP masking so mods don't have to depend on "QCCX hacks" to mask the ip address. Additionally, mod side IP masking is actually not bullet proof -- at least with CAx as I guess last year someone found a way to obtain addresses thru it (but engine side doesn't have this weakness, like what quake.shmack.net and RQuake use is).

                However, the CRMOD mod does have built-in IP masking, so this is redundant and adding -noipmask to the wqpo390.exe command line will turn off the engine ip masking (until I can get that fixed for queries, can't be hard).
                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


                • #23
                  Originally posted by ORL View Post
                  ProQuake 3.90 now running on the Flanders server, does not show the player listings on the main Quakeone page or on gameaholic. Just a heads up in case you didn't know.
                  This is now resolved.

                  Version 3.91 (download)

                  Source code is here

                  /Note: the exe name remains wqpro390.exe
                  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


                  • #24
                    This modification can be added to ProQuake 3.50 server fairly easily.

                    The following are the 5 changed source files to add this: download

                    One reason someone might need to do this is for Linux.
                    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


                    • #25
                      Awesome enhancements Baker! Though, one thing brought to my attention by Woods was with Flag Carriers and Quad/Pent Owners; the dynamic glow isnt emitted when out of sight. Imagine your at pent window DM3, somone takes the Quad and proceeds to the doorway towards pent-window. You wont see the quad-glow of the player until u see the player model. IMHO, gameplay is fast paced enough that your reaction will suffice, hopefully. But there are times when that glow is helpful. But for the sake of "in your face anti-hacks" i can live without the preemptive glow.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                      Comment


                      • #26
                        Hello Baker and Rook..
                        Is there any "linux-future" for this server? I kinda need that.
                        Haven't tested it yet but if it works like it's said here.. it will be very great.
                        If any help is needed give me a heads up.

                        Thanks.
                        Thanks,
                        Tryno

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                        • #27
                          Tryno, there will be a Linux version. I can't promise a time frame, though.

                          If you can compile ProQuake on Linux, I have made some simple instructions on how to add anti-wallhack into ProQuake 3.50 server. It's easy.

                          Let me know.

                          /Hopes my post translates well into Portuguese.
                          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


                          • #28
                            Hey Baker, thanks for the info.

                            I don't have Linux here in my machine so I can't compile it.
                            Noone did this already?

                            Do you have MSN or something like that?

                            / Actually, I hope my english can be understood.
                            Thanks,
                            Tryno

                            Comment


                            • #29
                              Originally posted by tryno View Post
                              I don't have Linux here in my machine so I can't compile it.
                              Noone did this already?
                              Keep checking back and I'll see what I can make happen in the next 1 to 4 days.

                              /I do have MSN but only very rarely use it; forums are easier to me to keep everything in order because I can quickly check back on a thread.
                              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


                              • #30
                                just a heads up...

                                i noticed that utilizing sv_cullentities 2 on euroquake's serverbox (amd athlon 64, linux, pq390 server) it uses up to 70% cpu..

                                sv_cullentities 1 uses up to 5-10% cpu
                                sv_cullentities 0 uses 0-1% cpu

                                so uhm.. yeah.. not sure if this is the same for other servers running sv_cullentities 2 but if it is.. maybe it could be optimized a bit more?

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