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Post by =[VnB]=BM* on Oct 3, 2010 22:38:24 GMT 1
The old ''hacking'' method I guess, simply by switching the level.
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Post by Meford on Oct 4, 2010 13:51:22 GMT 1
ServerTaunt, ThrowWeapon, Suicide, SwitchLevel, SwitchCoopLevel etc, you'll have to decompile TRBulletProof3 to see.
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Post by mundas on Oct 4, 2010 15:10:23 GMT 1
instead of making 1.03 and then running anticheat on it, why not just put all anticheat features into the 1.03 patch
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Post by =[VnB]=BM* on Oct 4, 2010 15:26:12 GMT 1
instead of making 1.03 and then running anticheat on it, why not just put all anticheat features into the 1.03 patch I'm pretty sure he doesn't have the code for it. And I think this code isn't going to be handed out to everyone. The mutator should still work even if some functions are already disabled or not. It doesn't really matter if you bring out a version that doesn't have these funtions, just a smaller filesize I guess. If he's planning to make a patch and run anticheat on the server I don't really see the advantage of this new patch.
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Post by Meford on Oct 21, 2010 1:58:31 GMT 1
karigard, i would really like the anticheat revised . holla .
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Post by mundas on Nov 11, 2010 17:40:42 GMT 1
Karigard, i have a request to make. i haven't tried, but is it possible to use custom runeplayer subclasses (in mods) together with anticheat? im asking because im going to make a mod for lullabys new server.
i would like to make it anticheat compatible by subclassing the custom anticheat runeplayer you created (1001010100...). you would simply have to allow custom runeplayers that are a subclass of yours. thanks
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Post by Trouble* on Nov 16, 2010 0:30:51 GMT 1
Karigard, i have a request to make. i haven't tried, but is it possible to use custom runeplayer subclasses (in mods) together with anticheat? im asking because im going to make a mod for lullabys new server. i would like to make it anticheat compatible by subclassing the custom anticheat runeplayer you created (1001010100...). you would simply have to allow custom runeplayers that are a subclass of yours. thanks A new mod? Sounds interesting, tell me more about it please.
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Post by mundas on Nov 16, 2010 11:31:47 GMT 1
its called Zombie Mod. basically one players turns into a zombie at beginning of the match, and then has to try to infect evreyone else with the zombie virus by hitting them. target of the players is to survive the time limit without becoming a zombie.
the mod is very close to finished, it will run 24/7 on lullabys new amsterdam server.
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Post by Zyroloth on Nov 16, 2010 11:56:22 GMT 1
its called Zombie Mod. basically one players turns into a zombie at beginning of the match, and then has to try to infect evreyone else with the zombie virus by hitting them. target of the players is to survive the time limit without becoming a zombie. the mod is very close to finished, it will run 24/7 on lullabys new amsterdam server. LOL! Sounds awesome!
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Post by Karigard on Nov 16, 2010 12:11:19 GMT 1
I'm currently working on a new version. If you can wait a little longer you can make it compatible to the new version. I'll rename the runeplayer class back to something simpler. It should be possible to make a subclass of it.
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Post by mundas on Nov 16, 2010 13:09:30 GMT 1
thanks, that sounds good. i also forgot to mention that im using a custom hud and scoreboard, so please make sure youre checking for Level.HUDType instead of hardcoding RuneI.RuneHUD (and for scoreboard respectively, in case youre checking that).
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Post by Vileslayer on Nov 17, 2010 19:53:54 GMT 1
Does Chakuzas modified CoAdmin work for Rune 1.0 actually? Or am I just at some point not well informed and cheaters have found a new way to bypass them?
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Post by =[VnB]=BM* on Nov 19, 2010 19:13:22 GMT 1
Does Chakuzas modified CoAdmin work for Rune 1.0 actually? Or am I just at some point not well informed and cheaters have found a new way to bypass them? It works, but it had a few bugs from what I remember. I can't really remember what bugs, I think it was something with teamgame and non-dedicated servers.
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