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InsideQC Forums • View topic - SV_Invisible_To_Client (Anti-Wallhack)

SV_Invisible_To_Client (Anti-Wallhack)

Post tutorials on how to do certain tasks within game or engine code here.

Moderator: InsideQC Admins

Postby Team Xlink » Sun Sep 27, 2009 4:34 am

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Postby r00k » Sun Sep 27, 2009 5:34 am

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Postby LordHavoc » Sun Sep 27, 2009 7:19 am

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Postby mh » Sun Sep 27, 2009 7:03 pm

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Postby Team Xlink » Mon Sep 28, 2009 2:14 am

Alright I have noticed some odd things.

If I set sv_cullentities to 0 the FPS is really fast. If If I leave it at 1 or set it to 2 it is a lot slower.

So, is that supposed to happen?

Also one more thing.

Is it possible to edit this so it works on brush's as well?

Like in this Five Minute paint drawing.

Image
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Postby LordHavoc » Mon Sep 28, 2009 5:23 am

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Postby mh » Mon Sep 28, 2009 8:45 am

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Postby r00k » Mon Sep 28, 2009 3:51 pm

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Postby LordHavoc » Mon Sep 28, 2009 5:43 pm

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Postby r00k » Mon Sep 28, 2009 8:32 pm

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Postby Baker » Wed May 25, 2011 5:02 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby mh » Wed May 25, 2011 5:25 pm

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Postby Baker » Wed May 25, 2011 5:57 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby LordHavoc » Wed May 25, 2011 11:13 pm

I'd like to point out, as a former clan player in Quake, that flick turns require that the other entities are already networked :)

And that's in a lan environment....

Online, people can turn around 180 degrees in 200ms and still be behind their ping, if their ping is that high.

So as a rule, do not apply FOV culling on the server.
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