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 Post subject: Anti-Wallhack Modification
PostPosted: Mon Dec 17, 2007 6:47 pm 
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Slot, I managed to assimilate code from another engine that allows the server to not send player position information to clients if they can't see the given player.

In short, wallhacks and "pak2" are rendered irrelevant.

Download: 5 changed engine source files

Has not been tested extensively yet.


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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Thu Dec 20, 2007 8:51 pm 
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Thanks,

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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Sat Dec 22, 2007 2:39 am 
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It now has been tested in several games and works perfectly. (flanders.servegame.org in Europe runs it and bomber.quakeone.com does as well).

The above source files aren't quite right for ProQuake 3.50, but these ones are (I test compiled on Windows with 3.50 and verified everything functions):

http://www.quakeone.com/proquake/pq350- ... lusion.zip

The changes in 4 out of the 5 files are basically just 1 extra line. The changes in sv_main.c are just adding 2 cvars, and then a hunk of text that adds the functions that check if a player can see another player.

I imagine if this were implemented on a RuneQuake, I figure some situations where you can detect a player thru walls due to spawn shields, quad, electric rune and such would no longer be true.

I personally find this functionality very cool because I've seen some real dirtbag screenshots by some clan arena players using some rather heinous cheats and bragging about it, ruining the game. I think it is neat to put those dirtbags out of business, actually.

Is it a fit for RuneQuake? Well, I don't know that it is needed, but of course I'd think it'd be cool to have.

Either way, that's up to you and I hope you find the code interesting.


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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Sat Dec 22, 2007 2:38 pm 
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If it's Yugo approved, I'll give it a go.

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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Mon Dec 24, 2007 10:39 pm 
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Hey Slot, just wondering if the server happens to be running this.

Every once in a while I see a weird effect (it's not common) when a player is grappling very close to a wall on certain maps that I haven't seen before. I've seen it twice today.

Just wondering.

/Edit = Nevermind! I had something running that was using a lot of CPU.


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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Thu Dec 27, 2007 1:17 pm 
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I wonder if a public announcement of such a change is fruitful. It's almost like saying, "Hey everybody, bring your wall hack here, it won't work." Or "install one and try and see if it works here, it's OK now." And meanwhile people go out of their way to test the servers ability while keeping their changes and using it on other servers. I mean granted, it's not that a wall hack makes you into a great player, I've never been beaten by someone who I could beat regularly already who was using it.

Who did you harvest this code from? Is this talked about on inside3d? Did Frik or Yugo2Heck or even Jozef look at the code and say it would work OK and not have any side effects? I don't wanna blindly install shit on my server as I don't have time to trace the code for you to see exactly what it's doing. I would much rather hear from someone who is very familiar with the engine and knows what code to keep and not keep when assimilating other people's code.

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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Fri Dec 28, 2007 9:45 pm 
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Whaaa? Is this a homework assignment? I'm not really a graphics guy so I can't tell you what effect the patch has on rendering. It doesn't seem to have any security holes in it though.


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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Sat Dec 29, 2007 7:10 am 
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by the amount of huge whining you do on the server yugo, i hope this finally will shut u up, acting like a nice boy on the forums will not mask ur flying accusations that u are hacked by the admin which u blame is the cause of your downfall when losing. not mentioning throwing a barrage of corny accusations and comments against me and other elites when u are receiving a beating.


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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Sun Dec 30, 2007 5:08 am 
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Location: Hey look! Secret Message!!!!
Yes Yugo. This shall be the time we SMITE YOU DOWWWWWWWWWWWWWWN!!!!!! lololol seriously

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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Sun Dec 30, 2007 1:51 pm 
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Yugo2Heck wrote:
Whaaa? Is this a homework assignment? I'm not really a graphics guy so I can't tell you what effect the patch has on rendering. It doesn't seem to have any security holes in it though.


thanks admin

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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Mon Dec 31, 2007 2:51 pm 
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Ha! That is exactly what I was referring to! :lol:
Happy New Year EVERYONE!!!! WHOO-HOOO 2008!!!


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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Thu Jan 03, 2008 12:51 am 
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Where's scoffer when you need him?

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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Thu Jan 03, 2008 4:43 am 
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It's been running on the quake.shmack.net servers as of Jan 2.

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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Fri Jan 04, 2008 3:28 pm 
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Yugo2Heck wrote:
Whaaa? Is this a homework assignment? I'm not really a graphics guy so I can't tell you what effect the patch has on rendering. It doesn't seem to have any security holes in it though.


Haha :P

Slot Zero wrote:
It's been running on the quake.shmack.net servers as of Jan 2.


Cool!


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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Sun Jan 06, 2008 6:00 pm 
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Is anti-wallhack running on 26002?

I assume yes since it is running on 26000, but I wanted to double check.

/There is an argument brewing about wallhacking on DM servers and I'm pimping 26002 as a place were that is taken out of the equation.


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 Post subject: Re: Anti-Wallhack Modification
PostPosted: Sun Jan 06, 2008 10:16 pm 
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Baker wrote:
Is anti-wallhack running on 26002?


Yes.

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