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Go Back Home > Forums > Quake Help > Servers and Coding > Server Side Anti-Wallhack (Alpha) Search Forums

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Old 01-13-2010, 11:30 PM   #41 (permalink)
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Ths method is also shared on UT3 server, antiwall hack occlusion also speeds up bandwidth for better prediction iterations.
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Old 01-14-2010, 03:14 AM   #42 (permalink)
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so did they get the source they needed then? because i remember that being there problem
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Old 01-14-2010, 05:02 AM   #43 (permalink)
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The problem with newer games, like mohaa cod cod4:mw2 is the engine uses player locations for some special items like radar and such or uav in mw2 so cnulling them in those games would require more work. But by the looks of that video the did at least get it correctly ported.
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Old 01-14-2010, 06:57 AM   #44 (permalink)
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So do you still need a linux compile of this? I could do one anytime.

And could I add those changes into the code of the proquake 3.90 server that's already modified for the Universal server? Could it break anything?
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