Rune Central

The Official Rune Quake Message Board
It is currently Sun Dec 22, 2024 7:54 pm

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: dm.quaketx.com CRMOD variant discussion!
PostPosted: Thu Jan 08, 2015 7:22 pm 
Offline

Joined: Tue Jul 28, 2009 10:39 am
Posts: 113
Quad Glow / Pent Glow works at dm.quaketx.com , but apparently does not work at quake.crmod.com

I am in the understanding that this has something to do with sv_cullentities being enabled,which is good as it stops wallhacking.

I have pointed Tremor/Gdr to this post for further discussion and eventual implementation,so that every CRMOD has this feature.



Thanks guys,
Chris/Mindz


Top
 Profile  
Reply with quote  
 Post subject: Re: dm.quaketx.com CRMOD variant discussion!
PostPosted: Thu Jan 08, 2015 7:52 pm 
Offline

Joined: Thu Jan 08, 2015 7:48 pm
Posts: 1
I will implement this on a couple servers.
Tremor -the servers are already running - Centos 1GB links -waiting on further instructions from you.


Top
 Profile  
Reply with quote  
 Post subject: Re: dm.quaketx.com CRMOD variant discussion!
PostPosted: Sat Jan 24, 2015 1:44 am 
Offline
zop.runequake.com
User avatar

Joined: Fri May 02, 2003 8:46 am
Posts: 343
Location: Palm Desert, CA
Man, so many posts here since my last visit! Feels like it's 2005 all over again.

Anyway, I think there's contrary desires here. Basically, either you can see an enemy around the corner (enemy's location is given to you so that the client can draw the glow) or not. There are sorta-fixes such as broadcasting a player's location only when wearing quad/pent (wallhacks are now usable on such a player). One slightly better might be having the server figure out how many walls are between a quad holder and others (and perhaps consider thicknesses and corners), but the levels are too different... perhaps even within one level is too different within itself to get reliable results.

Was the fix ever explained?

_________________
a random mod server: zop.runequake.com


Top
 Profile  
Reply with quote  
 Post subject: Re: dm.quaketx.com CRMOD variant discussion!
PostPosted: Sat Jan 24, 2015 1:53 am 
Offline

Joined: Tue Jul 28, 2009 10:39 am
Posts: 113
Zop wrote:
Man, so many posts here since my last visit! Feels like it's 2005 all over again.

Anyway, I think there's contrary desires here. Basically, either you can see an enemy around the corner (enemy's location is given to you so that the client can draw the glow) or not. There are sorta-fixes such as broadcasting a player's location only when wearing quad/pent (wallhacks are now usable on such a player). One slightly better might be having the server figure out how many walls are between a quad holder and others (and perhaps consider thicknesses and corners), but the levels are too different... perhaps even within one level is too different within itself to get reliable results.

Was the fix ever explained?


only 3 maps matter, ultrav,ztndm3 and dm3. the rest aren't played


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: Google [Bot] and 18 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group