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Server Side Anti-Wallhack (Alpha)

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  • #31
    Originally posted by =peg= View Post
    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?
    2 = all entities and Quake has a lot of entities. 1 = just players which is really enough.
    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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    • #32
      yup true.. but since the server binary on euroquake is slightly modified..i wondered how it compares to other servers running full entity culling..

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      • #33
        Originally posted by =peg= View Post
        yup true.. but since the server binary on euroquake is slightly modified..i wondered how it compares to other servers running full entity culling..
        Rage appears to have sv_cullentities 2 running (I did a test2 rage.quakeone.com) with Rook's modified ProQuake server.

        However, Rage runs CAx and CA is mostly just player entities (no ammo boxes and stuff all over the place).

        Someone would have to ask Vis what the CPU utilization is for Rage for someone to know. I used the same code as Rook for sv_cullentities 2

        The anti-wallhack code is rather CPU intensive, but for just players (sv_cullentities 1) isn't a big deal. Hard to vouch for maps with tons of entities which really increases the number of entities that have to be checked.

        Yes, there isn't an answer in there ... just information.
        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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        • #34
          hehe cheers anyway

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          • #35
            Ya even though, it's CA, I had set rage's sv_cullentities to 2 so missles/nades explosions are culled as "someone" was bragging how they hacked the antiwallhack, code cause they could see the LG shaft, and other projectiles etc.. thru walls/around corners pfft.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #36
              Originally posted by R00k View Post
              "someone" was bragging how they hacked the antiwallhack, code cause they could see the LG shaft, and other projectiles etc.. thru walls/around corners pfft.
              Must be a major hacker [/sarcasm].
              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


              • #37
                Hello!
                I saw a video on the "Server Side Anti-Wallhack".
                (Look: [ame=http://www.youtube.com/watch?v=yf24EIij0j4&feature=related]YouTube - Serverside Anti Wallhack[/ame])

                This ServerSide caught my attention..
                Where can I download it for Medal of Honor Allied Assault?

                This site is offline: http://quakeone.com/proquake/unofficial-proquake390.zip

                At the moment it would be!
                Thank you for your attention.

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                • #38
                  Ah, so they managed to make it work for MOHAA.

                  Those guys were impressed by the Anti-Wallhack we use here and ended up getting information at Inside3d Forums :: View topic - Discussion on MOHAA to try to get an idea of how to do it for MOHAA.

                  That link isn't the source code for whatever that MOHAA server is running, that's ProQuake (like Quake).

                  You might try asking Giffe at the Inside3d.com forums, I think I see him logged on every very occasionally.

                  /Baker laughs at the cheater who posted comments on that MOHAA video you posted saying he can beat the MOHAA anti-wallhack that Giffe and ModHippy ended up doing. You can't, there isn't a player to see.
                  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


                  • #39
                    Thanks Barker !
                    I will check this site and see if something can..

                    This game is in a critical situation. Many wallhack :\
                    Thanks again!

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                    • #40
                      This method s also share on UT3 server, antiwall hack occlusion also speeds up bandwidth for better prediction iterations.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • #41
                        Ths method is also shared on UT3 server, antiwall hack occlusion also speeds up bandwidth for better prediction iterations.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #42
                          so did they get the source they needed then? because i remember that being there problem

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                          • #43
                            The problem with newer games, like mohaa cod cod4:mw2 is the engine uses player locations for some special items like radar and such or uav in mw2 so cnulling them in those games would require more work. But by the looks of that video the did at least get it correctly ported.

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                            • #44
                              So do you still need a linux compile of this? I could do one anytime.

                              And could I add those changes into the code of the proquake 3.90 server that's already modified for the Universal server? Could it break anything?
                              dfsp*spirit
                              my FPS maps

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