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kate

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Posts posted by kate

  1. From Teuthis

    Hi Kate. I fixed this problem already. It’s because the shooting. Once the rocket kills the tank, the second rocked is already on the way and it carries the script command “kill tank”. However, since already the 1st rocket killed the tank, the second can’t kill it again and this causes the script to get confused and then the tank disappears. I fixed it already but didn’t release the fixed map

    • Like 1
  2. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
    <html><head><title>Untitled</title>
     
    <meta name="GENERATOR" content="MAX's HTML Beauty++ 2004">
    </head>
     
    <body style="color: rgb(0, 0, 0); background-color: rgb(192, 192, 192);" alink="#ff0000" link="#0000ff" vlink="#800080">
    <font size=4>
    <center>
    <h2>Anti-Cheat Module for Ioquake3</h2h2>
    <h3>Copyright (C) 2012 Laszlo Menczel</h3>
    </center>
     
    <h3>1. Intro</h3>
     
    <p>
    This document describes the server side anti-cheat module I have
    implemented for ioquake3. The goals of the module are the following:
     
    <ul>
    <li>to prevent the use of wallhacks</li>
    <li>to detect the use of aimbots</li>
    </ul>
     
    It should be quite easy to port to any game that uses the Q3A engine.
     
    <p>
    This is an alpha release for testing, only wallhack prevention is implemented
    at this time. Also it is not yet restricted to dedicated servers, so you
    can test it with bots on a single machine w/o starting a separate server.
    I have included a simple client-side wallhack (see 2.1) to make testing
    possible.
     
    <h3>2. Wallhack prevention</h3>
     
    Wallhacks are prevented by restricting the information sent by the
    server. The positions of opponents that the player cannot actually
    see are changed so that the opponent is directly below the player.
    The distance of the player and its opponent is maintained so
    that sound scaling works correctly. A little bit of X/Y offset may
    also be added to help in estimating the direction of the sound (this is
    an option controlled by a Cvar, see below).
     
    <h4>2.1. Cvars controlling wallhack prevention</h4>
     
    <p>
    <b>wh_active</b><br />
    If you set this Cvar to "1", the wallhack prevention code is activated.
    Default is zero (inactive).
     
    <p>
    <b>wh_add_xy</b><br />
    If you set this Cvar to "1", then the modified position of invisible
    opponents will contain a bit of X/Y (direction) information. Default is
    zero (do not include X/Y info).
     
    <p>
    <b><i>Note:</i></b> This information can be used to determine the exact
    position of hidden players. I am convinced that this option must be omitted
    from the final version. I just left it in so that testers can estimate
    the subjective difference between the two cases.
     
    <p>
    <b>wh_bbox_horz</b><br />
    <b>wh_bbox_vert</b><br />
    These are the dimensions (in Quake units) of the players' bounding
    boxes used for performing line-of-sight traces. All eight corners of
    the bounding box are checked for visibility. Default values are 30
    and 60, respectively.
     
    <p>
    <b><i>Note on bounding box dimensions:</b></i>
    <br>
    The above default values are considerably larger than the normal values
    (16 and 32) used by Q3A. The reason for this is that it is better to predict
    a player as visible when he/she is not than the contrary. It may give a slight
    advantage to cheaters using wallhacks, but IMO it is not significant.
    You can change these Cvars, but if you set them to smaller values then
    it may happen that players do not become immediately visible when you go
    around corners.
     
    <p>
    <b>cg_wallhack</b><br />
    This is provided for testing the functions of the wallhack detector. If
    you set this to "1" then a simple wallhack (based on changing an OpenGL
    parameter) is activated in the client. Default value is zero (inactive).
     
    <h3>3. Aimbot detection</h3>
     
    [NOTE: NOT IMPLEMENTED YET!]
     
    <br><br>
    Aimbots will be detected by using Dynamic Bayesian Networks trained to
    distinguish the playing style of cheating and honest players.<br>
     
    <h3>4. Implementation notes</h3>
     
    <h3>4.1. Wallhack prevention</h3>
     
    The bulk of wallhack prevention code is in the source file 'sv_wallhack.c'.
    There are other small changes in some of the server modules. The client
    side wallhack code is in 'cg_local.h', 'cg_main.c' and 'cg_players.c'.
     
    <p>
    All additions and changes are flagged by the marker '_ML_' and are
    enclosed in '#if defined ANTICHEAT ... #endif'.
     
    <p>
    The details of the algorithm of wallhack prevention are the following:
     
    <p>
    1. When potentially visible entities are added to the snapshot
    sent to a client, we first check if the entity is another player. If yes,
    we check if the client can actually see the opponent or not (in this
    frame or in the next predicted one). Visibility checking is done as
    follows:
     
    <ul>
    <li>
    we check if the opponent is within the FOV of the player
    </li>
    <li>
    we check if there is a direct line-of-sight from the viewpoint of
    the player to any of the corners of the opponent's bounding box
    </li>
    <li>
    if the above tests are negative, we predict the position of the player
    and its opponent for a time point 100 msec later, and repeat the FOV
    and line-of-sight tests
    </li>
    </ul>
     
    <p>
    2. If the opponent is visible (or is predicted to be visible in the next
    frame) then its entity is added normally.
     
    <p>
    3. If the opponent is not visible, we save its position then change it
    so that it is directly below the player at the same distance as before.
    The modified opponent entity is then added to the client snapshot.
     
    <p>
    4. When the snapshot is built, each client entity is checked if its
    position has been changed by the wallhack code. If yes, it is reset to
    the original values after the entity is added to the snapshot.
     
    <p>
    The result is that a client using a wallhack cheat will always see the
    hidden players at a position directly below his/her feet (it will contain
    no X/Y info). Therefore, it is quite impossible to determine the real
    position from the data available to the client.
     
    <p>
    <b><i>Note on sound position:</i></b>
    <br>
    As a consequence of changing opponent positions, the location of generated
    sounds are not correct. You may ask if this could interfere with the
    client's ability to estimate the location and distance of the opponent
    based on the sounds he/she hears.
    <br><br>
    IMO it works because the distance of the sound source remains the
    same so the attenuation of sound is correct. The X/Y information is
    obviously lost, but I believe that it is less important. This loss may
    be an acceptable price to pay for the elimination of wallhack cheats.
     
    <h3>5. Compiling</h3>
     
    For compiling under Windows you will need the MinGW/Msys system (a port of
    the GCC compiler suite to Windows). If you are unfamiliar with this system,
    see <a href="http://linradiant.intron-trans.hu/mingw.html">this</a>
    document.
     
    <p>
    First you should adjust the variable COPYDIR in the file 'Makefile.local'.
    Set its value to the path of your Q3A game install directory.
     
    <p>
    To build the game + AC module switch to the directory 'ioquake3' and run the
    command 'make copyfiles'. This will build the game and install it to the
    directory you specified in 'Makefile.local'.
     
    <h3>6. Usage</h3>
     
    The build system is set up to create dynamic libraries (.dll or .so) instead
    of VM modules. The supplied small 'autoexec.cfg' file contains the settings
    necessary to force ioquake3 to use these libraries. It also has settings
    for activating the client side wallhack and the server side anticheat code.
    Copy the content of this file to the end of your 'autoexec.cfg'.
     
    <h3>7. Feedback</h3>
     
    If you have comments, questions or suggestions, or if you have found a bug please,
    send me an e-mail to this address: <a href="mailto:[email protected]?Subject=q3-anticheat">[email protected]</a>.
     
    </body>
    </html>
     
  3. Modern games are able to run in parallel on multiple CPU cores and offload most of the rendering work to the GPU. ET is single-threaded so it (more or less) only runs on a single CPU core at a time and barely uses the GPU.

    The FPS counter in ET is redrawn every frame based on how long it took to draw the previous frame. I'm not familiar with RivaTuner but it may be showing the average over a period of time. For example, NVIDIA settings lets you overlay your FPS onto the window but it used to only update once a second so brief stutters wouldn't show up.

    A few things you can try to eliminate potential causes/find the issue:

    - record a short demo and then play it back: if the FPS drops at the exact same time every playback it probably isn't a background process issue

    - run around in a localhost map for a few minutes: if the FPS drops you don't have a networking issue

    - open system monitor and run ET in windowed mode: watch for any processes that appear/disappear or use a high CPU percentage.

     

    If you can't locate the cause, a few things you could do to (maybe) get around the issue in the meantime:

    - run ET at a higher priority

    - run ET on a single CPU core by setting the affinity

    - if your CPU has hyperthreading or virtual cores try turning that off in BIOS

    - set your CPU and GPU to stay in performance mode if that option is available to you

  4. 2 minutes ago, Tutox said:

    Hey guys, now i have a microphone and installed TeamSpeak, but i dont know if there is a group to speak to hahaha, also, i dont know hot to join a group if there is :P

    Will ask EA mig and  cartur if they still use it

    • Like 1
  5. prolly they will for better graphics and cross the fngers than this new ET will be soon realized

    Centri it is for rtcw the video not ?

    📋 Return to Castle Wolfenstein mod. Released 11.19.2021 for RTCW/iortcw (Windows, Mac and Linux), RealRTCW (Windows), RTCW4A (Android), RTCW-Touch (Android), vitaRTCW (PlayStation Vita) and RTCWQuest (Oculus Quest), and coming 11.30.2021 for RTCWCoop (Windows, Mac and

  6. 1 hour ago, Two Minutes Hate said:

    Can you increase the number of landmines to maybe 15 or 20?  10 is not enough

    sure we can , will do tomorrow my morning

    hope you will be around tonight to look how work the new settings  for our main server, we been somes to test my afternoon 

    so if somes need to be modified , i will do tomorrow 

    @Daniel yes i saw something from Dokky at their silent team site ( seems not active anymore ) only guys spamming with their hosting links…

     

  7. 3 hours ago, Bier said:

    Can you not post this same part of the current config?
    Then we know all actual settings...

    ours actual

    // Weapon damages and radius settings

    set g_dmgKnife 18
    set g_dmgSten 14
    set g_dmgFG42 15
    set g_dmgPistol 18
    set g_dmgSMG 18
    set g_dmgPPSh 16
    set g_dmgMG42 18
    set g_dmgMG 20
    set g_dmgFG42Scope 30
    set g_dmgInfRifle 40
    set g_dmgSniper 50
    set g_dmgFlamer 5
    set g_dmgGrenade 300
    set g_dmgGrenadeRadius 250
    set g_dmgGLauncher 250
    set g_dmgGLauncherRadius 250
    set g_dmgLandmine 250
    set g_dmgLandmineRadius 250
    set g_dmgSatchel 250
    set g_dmgSatchelRadius 250
    set g_dmgPanzer 400
    set g_dmgPanzerRadius 300
    set g_dmgMortar 400
    set g_dmgMortarRadius 400
    set g_dmgDynamite 400
    set g_dmgDynamiteRadius 400
    set g_dmgAir 400
    set g_dmgAirRadius 400
    set g_dmgArty 400
    set g_dmgArtyRadius 400
    set g_dmg 0
    set g_dmgHeadShotMin 50
    set g_dmgHeadShotRatio 2.0
    set g_dmgTMine 260
    set g_knifeThrowDamage 50

    • Like 1
  8. i have that from an older server we had in the past will have to look if they are the sames for our actual server

    // Weapon damages and radius settings

    set g_dmgKnife 10
    set g_dmgSten 14
    set g_dmgFG42 15
    set g_dmgPistol 18
    set g_dmgSMG 18
    set g_dmgPPSh 16
    set g_dmgMG42 18
    set g_dmgMG 20
    set g_dmgFG42Scope 30
    set g_dmgInfRifle 40
    set g_dmgSniper 50
    set g_dmgFlamer 5
    set g_dmgGrenade 250
    set g_dmgGrenadeRadius 250
    set g_dmgGLauncher 250
    set g_dmgGLauncherRadius 250
    set g_dmgLandmine 250
    set g_dmgLandmineRadius 250
    set g_dmgSatchel 250
    set g_dmgSatchelRadius 250
    set g_dmgPanzer 400
    set g_dmgPanzerRadius 300
    set g_dmgMortar 400
    set g_dmgMortarRadius 400
    set g_dmgDynamite 400
    set g_dmgDynamiteRadius 400
    set g_dmgAir 400
    set g_dmgAirRadius 400
    set g_dmgArty 400
    set g_dmgArtyRadius 400
    set g_dmg 0
    set g_dmgHeadShotMin 50
    set g_dmgHeadShotRatio 2.0
    set g_dmgTMine 260
    set g_knifeThrowDamage 50

    • Like 1
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