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The Team Fortress CSQC Thread

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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Tue Apr 27, 2010 12:09 am Post subject: The Team Fortress CSQC Thread |

There's been a lot of posts about Team Fortress on here lately, and I'm hoping that means some renewed interest (especially in the coding dept). I'm here to ask you guys: what do you think we can do with CSQC to enhance the existing TF experience? I'm not talking about changing the gameplay or anything.. just ways to make it seem more "modern".
As many of you may have seen, MegaTF Coop already uses CSQC for GUI menus, reload bars, and grenade timers.
I will be putting up a new TF server shortly which has CSQC support enabled (QW clients only), which is also why I'm asking. Anyone who wants to collab on this project is more than welcome, too.

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Tue Apr 27, 2010 12:29 am Post subject: |

I think this is a great idea! I like the menus, they look nice and useful. Perhaps CSQC could be used to make a custom hud, with features such as:

Name of Class
How many Grenades you have left
Goal Score (EX not kills unless that is the goal of the game).

Along with the current needed hud features, health, ammo, etc.
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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Apr 27, 2010 2:25 am Post subject: |

Double up on the showing the team score bit. Even better if it appeared in the actual scoreboard, as distinct things at the top so you could just look at Blue or Red or Yellow or Green. Is this going to be CustomTF with CSQC, or normal TF with CSQC or MegaTF with CSQC?
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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Tue Apr 27, 2010 3:17 am Post subject: |

Technically it should support all incarnations of TF, since they all share most of the same basic code. SSQC will just need some small adjustments, but the csprogs will be exactly the same for each TF.

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Swift Joined: 26 Jan 2010 Posts: 44 |

Posted: Tue Apr 27, 2010 8:12 am Post subject: |

What is the potential of CSQC to aid cheating? Is there some CSQC.dat checksum going on between client and server?

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Tue Apr 27, 2010 8:53 am Post subject: |

No worse than a modified client executable I would imagine. All the code is client-side anyway, and the server would remain the final arbiter. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Tue Apr 27, 2010 9:00 am Post subject: |

the client engine hashes the csqc somehow (truncated md4 in fte, same as the maps) and checks that against one that the server has. you can add a cheat in csqc, sure. but you need to modify the client first. and if you're modifying the client then it may have been easier to just add the aimbot/whatever there, instead.
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue Apr 27, 2010 9:00 am Post subject: |

The potential for cheating using CSQC only starts if the server sends info to CSQC which could be abused. An SSQC coder who doesn't know what he's doing, might for example send info about positions for all players on the map, and then in CSQC decide which team they belong to, and show team indicators on those who belong to your team. A CSQC hacker could now use the unused info about the other team to create wallhacks.
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Tue Apr 27, 2010 12:10 pm Post subject: |

since it's csqc, you can make funnier hallucenations like maybe having clientside bot GHOSTS that appear and run down hallways and such, but only in your own vision! _________________

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