Drake Posted April 15, 2005 Share Posted April 15, 2005 for the synk problem: time how long people are on the menu and kick them off if theyre there too long -----or---- have the clients resynk every 5 mins or so hacking problem: check the locks and compare to the last loc and if theres a huge change(eg warping) kick them off ----or--- change the mem addys and have them change every server restart underneeth ground problem: like the hacking 1 check the lock and if there z position is lower then he lowest point on the map bump them up or respawn spawn killing: make it so the users are given health pickups for the first 5 seconds or so i dunno if it helps but it was just my thoughts Link to comment
Si|ent Posted April 15, 2005 Share Posted April 15, 2005 for the synk problem: time how long people are on the menu and kick them off if theyre there too long people sitting in the menu isn't related to the sync problems.have the clients resynk every 5 mins or so They are supposed to 'resync' many times per second already, and do on the whole, its just a specific bug drops some peopel out of the global sync - somethign we have been working hard to fix check the locks and compare to the last loc and if theres a huge change(eg warping) kick them off VC has several warps built into the map already, glitching can cause others so not really feasable.change the mem addys and have them change every server restart Not really possible to do so, the memory adresses just ARE they dont vary in this waylike the hacking 1 check the lock and if there z position is lower then he lowest point on the map bump them up or respawn Again, there are perfectly 'legal' ways of getting below ground.make it so the users are given health pickups for the first 5 seconds or so In 0.4 we made the player unkillable for a few seconds upon spawning. Spawn kill is adressed in the upcoming 0.5.x version. The preview images (not the testing ones) give clues to this, take a look at the news archive. Link to comment
orappa Posted April 15, 2005 Share Posted April 15, 2005 In 0.4 we made the player unkillable for a few seconds upon spawning. Spawn kill is adressed in the upcoming 0.5.x version. The preview images (not the testing ones) give clues to this, take a look at the news archive. Do you mean the ability to select a spawn location? Link to comment
Jigga Posted April 15, 2005 Share Posted April 15, 2005 In 0.4 we made the player unkillable for a few seconds upon spawning. Spawn kill is adressed in the upcoming 0.5.x version. The preview images (not the testing ones) give clues to this, take a look at the news archive. Do you mean the ability to select a spawn location? he mean the loading screen when u looked at your char but couldn't move ppl didnt liked it so they removed it Link to comment
darkdreamingdan Posted April 15, 2005 Share Posted April 15, 2005 probably random spawning, spawn choosing would still have spawnkills Link to comment
MrJax Posted April 15, 2005 Share Posted April 15, 2005 I thought that loading thing was to avoid people moving after spawning to quickly - which caused LOADS of crashes Link to comment
VCES>baby-g Posted April 15, 2005 Share Posted April 15, 2005 In 0.4 we made the player unkillable for a few seconds upon spawning. Spawn kill is adressed in the upcoming 0.5.x version. The preview images (not the testing ones) give clues to this, take a look at the news archive. Do you mean the ability to select a spawn location? he mean the loading screen when u looked at your char but couldn't move ppl didnt liked it so they removed it I liked it, because now you can get hurt before you even see your character, maybe it should still be there but for a shorter time Link to comment
Drake Posted June 22, 2005 Author Share Posted June 22, 2005 new idea stor the health and ammo on vars in the server when the client detects damage send a command to the server to retreave the new health instead of the server getting the data from the client the cliet gets it from the server now if a client changed the values it wouldnt change on the server. this could also be used against thoes who pause just because they pause doenst mean they dont get hurt. when the return they receave the new health Link to comment
Si|ent Posted June 22, 2005 Share Posted June 22, 2005 when the client detects damage send a command to the server to retreave the new healthinstead of the server getting the data from the client the cliet gets it from the server This would work if we dealt with honest players. Unfortunately when dealign with dishonest ones, cheats, they will simply edit things so they recieve no damage, therefore none would be sent by thier game/client. this could also be used against thoes who pause just because they pause doenst mean they dont get hurt. when the return they receave the new health Well no. Quite the opposite. When paused their game/client has no awareness of being hurt and would therefore take no damage. Exactly as happens now. Link to comment
[KFC]KungFu Posted June 22, 2005 Share Posted June 22, 2005 check the locks and compare to the last loc and if theres a huge change(eg warping) kick them off VC has several warps built into the map already, glitching can cause others so not really feasable. Not to meantion that you appear to warp around the screen when you are selecting your character Link to comment
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