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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Fri Jul 30, 2010 11:45 pm Post subject: |
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Spike wrote: | I think quakeworld players have it right when it comes to aimbots...
Just spam 'nades/rockets at the spawn spots so the aimbotter never even gets a chance to aim.
There's more to a map than just aiming.  |
Nerfing gameplay should not be an option. See MMOs: they have to nerf all gameplay to be fair, so it doesn't matter whether or not you have an aim-bot (aiming was removed) or what your ping is (because attacking is automated). Well, that's my impression anyway, the first and last MMOs I ever played were one-week trials of Everquest and Ultima Online (which initially didn't figure this out). From what I've seen I don't think WoW had any gameplay that you controlled.
Taking out gameplay features that have anything to do with aiming (for example), or encouraging player behaviour to effectively "nerf" a type of gameplay (using non-spam hitscan weapons) is letting the communists win.
mk wrote: | Limiting the speed at which the view angles changes (let's say, setting it to a maximum of # degrees per frame) is something that could be done on the server, and would turn aimbots ineffective when the targets are too far away from the center of the view to be targeted in a single frame. |
This sort of thing always leads to false positives. If I was playing a game and got kicked because I moved the mouse really fast, or some lag spike fudged something, I would probably boycott that game in the future. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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mk

Joined: 04 Jul 2008 Posts: 94
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Posted: Fri Jul 30, 2010 11:56 pm Post subject: |
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Sajt wrote: | mk wrote: | Limiting the speed at which the view angles changes (let's say, setting it to a maximum of # degrees per frame) is something that could be done on the server, and would turn aimbots ineffective when the targets are too far away from the center of the view to be targeted in a single frame. |
This sort of thing always leads to false positives. If I was playing a game and got kicked because I moved the mouse really fast, or some lag spike fudged something, I would probably boycott that game in the future. |
It wouldn't be for banning, in my idea the turning speed would just be clamped. So, if a player sent a view angle whose difference from his previous view angle was greater than allowed, the view would only rotate by the allowed amount. _________________ Makaqu engine blog / website.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Sat Jul 31, 2010 12:12 am Post subject: |
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One problem I can see with that is teleports. You'd need to check for an origin change as well. And don't forget respawns either, or being killed (your angle changes), or someone who has special keybindings, or anything else in the mod being played that's controlled by the QC and causes rapid angle changes, or... or... or...
I don't believe that throwing technology at it is the solution. Throwing people and common-sense is. Ban known cheats, have trusted players with admin powers who can kick them when they come back, have volunteers willing to piggy-back on suspected cheats, only play on servers you trust, accept that cheating is and always will be part of the culture and just ignore them, and so on. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sat Jul 31, 2010 12:18 am Post subject: |
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Also, getting corrected by the server can be annoying, even if the corrections are smoothly blended on over time.
mh wrote: | I don't believe that throwing technology at it is the solution. Throwing people and common-sense is. Ban known cheats, have trusted players with admin powers who can kick them when they come back, have volunteers willing to piggy-back on suspected cheats, only play on servers you trust, accept that cheating is and always will be part of the culture and just ignore them, and so on. |
This is the least flawed idea you'll be able to come across. I wouldn't be surprised if there was an essay or paper on this topic by Aardappel or eihrul from Cube/Sauerbraten somewhere on the web.
It's also the most optimistic approach, since you are encouraging good behaviour rather than punishing bad behaviour. However, we all know how easily a sound ideology can be subverted by corrupt or plain idiotic bureaucrats (server admins). Also, gamers are a lot of idiots anyway, they are not inherently good like we'd like to believe. But there is still no better choice... _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sat Jul 31, 2010 9:26 am Post subject: |
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gl_textureless does a
glMultiTexCoord2f (GL_TEXTURE0_ARB, 0, 0);
glMultiTexCoord2f (GL_LIGHTMAP_TEXTURE, v[5], v[6]);
even this would suffice by making a tiny wallpaper pattern
glMultiTexCoord2f (GL_TEXTURE0_ARB, v[3]*20,v[4]*20);
glMultiTexCoord2f (GL_LIGHTMAP_TEXTURE, v[5], v[6]);
which, draws the correct color of texture0 combined with the accurate lightmap. Unlike, QW which allowed for neon user defined wall colors, overbrighting the lightmap. A blue player will stand out more in front of a white wall than a blue/grey brick. Originally i added flat textures for speed, and on the fly picmipping, yet now a days its not an issue. But more like gl_picmip 10. Which was available in PQ3.50 but is no longer supported. So, to keep up with the balance i've removed it from Qrack 2.010 |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Sat Jul 31, 2010 6:28 pm Post subject: |
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mh wrote: | One problem I can see with that is teleports. You'd need to check for an origin change as well. And don't forget respawns either, or being killed (your angle changes), or someone who has special keybindings, or anything else in the mod being played that's controlled by the QC and causes rapid angle changes, or... or... or...
I don't believe that throwing technology at it is the solution. Throwing people and common-sense is. Ban known cheats, have trusted players with admin powers who can kick them when they come back, have volunteers willing to piggy-back on suspected cheats, only play on servers you trust, accept that cheating is and always will be part of the culture and just ignore them, and so on. |
Agreeded. One of the more powerful weapons against cheating is the simple "voteban" command. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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