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 Post subject: Shmack Cheat-Free Question
PostPosted: Thu May 05, 2005 7:20 am 
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Joined: Sun Mar 09, 2003 9:47 pm
Posts: 1583
Location: Ohio
Since the lag command was added and is an engine change, does this limit or preempt the ability to use ProQuake cheat-free server on one of the Shmack ports?


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 Post subject:
PostPosted: Fri May 06, 2005 4:59 am 
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Location: New Jersey, USA
No.

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 Post subject:
PostPosted: Thu May 12, 2005 8:51 pm 
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I don't think any shmack is cheat-free.

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 Post subject:
PostPosted: Wed Jul 27, 2005 9:08 am 
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I really wish CheatFree wasnt limited to the vanilla ProQuake engine's , while I would like to see Shmack:01 and Shmack:02 implement the Cheat-Free security modules , I know I would piss a lot of JoeQuake fans off in the process :)

*hides from Y#5,Baker,and HydrO*


*note, I still cant find JoeQuake as a valid option for online play, tell me im losing my mind,but I'll still insist the gameplay physic's are different in JoeQuake versus GLquake(pro3.50). It could be simply,the game looks entirely different graphically wise,and as such,there comes an mental offset...or something,not being used to it probably has a lot to do with it.

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 Post subject:
PostPosted: Wed Jul 27, 2005 10:18 am 
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Joined: Sun Mar 09, 2003 9:47 pm
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Location: Ohio
mindfieldz wrote:
I really wish CheatFree wasnt limited to the vanilla ProQuake engine's , while I would like to see Shmack:01 and Shmack:02 implement the Cheat-Free security modules , I know I would piss a lot of JoeQuake fans off in the process :)

*hides from Y#5,Baker,and HydrO*


Au contraire. I wish there was a 4 player cheat-free port with Rune Quake setup as 26002. Quake.CRMOD.com would be used more if it had a hook or if someone posted the commands you type to start a match. Tia and I went there once and even typing Commands in CRMOD, no one could figure out what we needed to do to start a match.

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*note, I still cant find JoeQuake as a valid option for online play, tell me im losing my mind,but I'll still insist the gameplay physic's are different in JoeQuake versus GLquake(pro3.50). It could be simply,the game looks entirely different graphically wise,and as such,there comes an mental offset...or something,not being used to it probably has a lot to do with it.


A while back, I spent a week and finally figured out JoeQuake settings that were simultaneously high performance (felt like using ProQuake) and great looking.

I'd offer to share those settings, but I am making this knowledge irrelevant in another thread ;) ( http://forums.runecentral.com/viewtopic.php?t=804 )

It took a ton of experimentation


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