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 Post subject: dm.quaketx.com CRMOD variant discussion!
PostPosted: Thu Jan 08, 2015 7:22 pm 
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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


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 Post subject: Re: dm.quaketx.com CRMOD variant discussion!
PostPosted: Thu Jan 08, 2015 7:52 pm 
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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.


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 Post subject: Re: dm.quaketx.com CRMOD variant discussion!
PostPosted: Sat Jan 24, 2015 1:44 am 
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zop.runequake.com
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Joined: Fri May 02, 2003 8:46 am
Posts: 321
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


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 Post subject: Re: dm.quaketx.com CRMOD variant discussion!
PostPosted: Sat Jan 24, 2015 1:53 am 
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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


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