Originally posted by Neil
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Define What You Think Is Cheating
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A lock is only to keep an honest man, honest. A dishonest man will find a lockpick. It's not really the CAx mod that can thwart the cheats as effective, as someone using a ProQuake server with cheatfree enabled. The problem lies in the fact that the actual security.dll is outdated. Cheats are easier to make than measures to counter act their exploits. WallHacking is a simple call to GL_Enable(BLEND) before drawing world textures
not very hard to code, but harder to detect. It's cheap, and most people who use such exploits arent in it for the game, but just to say "joo Suk! I know something you dont...". TMR's client has been around since ProQuake 1.04, this isnt something that just came out. I remember when the RICHMARK bot came out and about 20 quakers left the scene. But, most people today dont even know about it, and to most players, it's pretty obvious. Cheating robs the player of the experience of the game itself, and most cheaters get bored and dont play as much anyways.
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Couple points here, 1) No one has even a remote clue what they're talking about on here 2) Know what you're talking about before you type random bullshit. 3) Props to neilzilla, what up kid :d
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right
you guys have no idea about anything cheating related.
1.Proquake's cheat-free has been widely hacked either via Opengl32.dll(main stream way) or, via SND/DNS's and mine security.dll which allows anyclient including glpro9.exe(later on that in this post). Hacks such as, wallhacks, lambert(fullbright), and aimbots altho not 100% still work.
2.CAx
while it did provide opengl32.dll protection for a day or two, ANY other cheat works etc, any models in .pak's or hacked maps work, once again glpro9.exe works with limited editing for the pq 3.50 onconnect message.
So basicly your FUCKED unless rook makes his mod able to proquakes cheat-free engine, i see no end to cheats.
and for that guy who asked if a client was ever made just for cheating, heres my readme.
:Quake.exe - Source by TMR:
:Wallhack by sense:
:Remix'd By Neil, Private Zer0.exe unreleased. KEEP IT THAT FUCKING WAY BITCHES.:
:added Proquake 3.50secure
:added adminhack(ca+,crctf,ca,ctf,dm,crdm):
:added Pak loading(paks are now .pk3 not .pak{disabled for now})
:added cheat pak(loads paks on/off{toggable})
On-The-Fly Wallhack:
+visewalls - bind to key, press key, view pretty things through walls. Note that taking a ss while this is enabled will give strange results on some video cards
+wireframe - an alternative to +visewalls. instead of doing only walls, it takes all textures (wall, floor, ceiling, water, sky, etc...) and draws their border.
BOT Commands:
+aimon - bind this to a key, bot is active while the key is down, inactive when it isn't
teammode 1 (default) - enables teamplay, bot will not lock on same pants color. 0 disables
viewaim 1 (default) - will change your view to where the bot is shooting. 0 disables, and you look normally while the bot shoots whereever - note that people on the server will see where the bot is looking while +aimon is down, no matter what
weapacc .0005 (default) - accuracy variable for progation delays with rockets/nails, you shouldn't ever need to change this
maxangle 20 (default) - the maximum angle from your crosshair the bot will lock onto a target. maxangle 360 will lock onto anyone around you, and you will look like a bot
zadjust 0 (default) - can adjust the Z-axis (up and down) aiming of the bot. With the shaft, zadjust -5 will give less 'lift' to the target appearing slightly less botlike in certain situations
mheight 50 (default) - distance down from center of player for rl shooting at feet
pingadjust 0 (default) - in milliseconds, you can finetune if you find the bot isn't correctly retreiving your ping
bot_ping 0 (default) - if 0 the bot will not get your ping on non-proquake servers. the bot will always get your ping on proquake servers. done to eliminate ping printouts in demos
outputpredict - bot debug stuff
Fake Ping:
com_ping N - fake ping, + or - values work, usage example: com_ping 100
com_ping2 N - will echo "Ping +N" just like proquakes ping +N does.
Useful Console Variables:
max_fps 72 (default) - max frames per second
r_fullbright 1 - enabled for use in multiplayer
play_ambient 0 - will disable quake playing ambient sounds (wind blowing and other non-important game sounds)
fullbrightplayer 1 - makes player models fullbright
fullbrightweaps 1 - makes weapons, backpacks and grenades fullbright
con_alpha .7 default - controls console transparency. 0 is invisible, 10 is solid, 1.2 is regular glquake
pq_drawfps 2 - adds 2 numbers below the original fps number: first is the ms 'saved' by my updated network code, second is what the bot thinks your ping is
Fun Console Variables:
gl_xflip - Flip the X coordinate of your screen, left becomes right, right becomes left
shownames - when someone changes their name, it will show (previous name -> new name), useful for when someone is making it appear as if someone else is saying something
cmdlist - will output all available commands to the console
cvarlist - will output all available cvars to the console
aliaslist - will output all available aliases to the console
demolist - will list all of the demos in the current game directory
Item Timers:
item_timer 1 - toggles onscreen timing display
time_health 1 - enables timing of 15 and 25 health
time_armor 1 - enables timing of armors
time_powerup 1- enables timing of powerups
time_weapon 1- enables timing of weapons
time_100h 1- enables timing of 100h - can be slightly inaccurate because of how the 100h spawn timing works, but it's useful
Player Tracker:
A new .loc file format was created for this to allow a 'priority system' of locations. The priorities determine where on the list locations are displayed
+locations - toggles on screen display of player locations
track_status 1 - toggles +showscores display of an individuals items (Quad, Pent, Eyes, RL, LG, and GL)
sbar_location 1 - displays locations and item status in the status bar for players visible on the list
r_locator 1 - displays players in your immediate proximity
Funname Typing at the Console
charmap - Lists the character map by number
hold down alt and use the numpad and enter the number at the console.
Valid numbers are 1 to 255.
This only works if the funname characters are included in quotes
ex:
name "bôb"
obviously you can't get the ô charcter in quake, but it'll map to quake's colored character for that code.
Also, you can hold down alt and hit any key on the keyboard for the 'red' characters
Crosshair:
a QW type crosshair
crosshair 2 - enables new crosshair
crosshaircolor N - will change the color of the crosshair. Range from 0 to 255
Textureless Quake:
textureless 1 - preserves color, but does not display textures
textureless -1 - removes all color. recommended to play this with r_fullbright 0
texturelessgamma .6 (default) - when using textureless -1, this will darken or lighten the screen, range 0.0 to 1.0
Demo Playback Features:
freelook during demo playback - mouse1 to activate/deactivate
freemove during demo playback - mouse2 to activate/deactivate
keys function normally (+showscores, +locations, +etc...) during demo playback instead of bringing up the menu
Demos can now play over multiple levels
Can now record demos without disconnecting from the server. record demoname just like you normally would.
ClanArena Eyecam:
This feature does some strange stuff to demos right now
use ca_eyecam to enable the eyecam and then hit the attack button to go into the tracking mode that clanarena has.
ca_eyecam 1 - enables the eyecam
reset_eyecam - a failsafe in case the parsing code fucks up (dropped packets, resets, etc...)
type this in the console, and you'll get put back in the observer mode
Other Features:
process incoming packets as soon as they arrive instead of waiting for next frame. Can lower ping 5-10ms depending on computer speed.
firewall fix for people having to type 'ping' after 'Connection Accepted' when connecting to a server
Alt-Tab for NVidia cards now works
added tab functionality for console printing
Fixed a crash bug with newer video cards and -condebug
Allowed binding of the CAPSLOCK key.
version in the console outputs Proquake 1.04's date/time and version number
Allow pageup/pagedown autorepeats in console (Proquake have this?)
Fixed a few memory leaks
Fixed the mousewheel not working when -dinput was used
Fixed r_waterwarp for non-multitexture video cards-JPG forgot to do this
Default is now zone -512
GL_ARB_multitexture to be used if present instead of the obsolete GL_SGIS_multitexture
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Ok.. so after reading all this where different engines provide brighter colors etc what is the difference between that engine and all of its tweaks and someone using a pak file? Quake has always supported pak files from the get go. You didn't have to modify an entire engine to get brighter colors or better looking weapons. And some of those darn engines let me see through some walls. Ok well a few of the pak files did to.
Although the bugs were fixed later for those who updated their engines. Those that didn't got a little perk. I dumped the fancy engines and stayed with ProQuake. 2002 - 2003 I messed with and modified Pak files. Had to see who was doing what.
And I thought some of the skins in QuakeWorld were pretty cool so I messed with those to. I'm nosey!!! Did it give me an advantage? Yes it did. Do the Engines give you an Advantage, Yes it does. Pak files used to be all over the net and readily available. Now Engines are where textures/flash/players can be modified. Is one really better then the other? And how do you justify that?
PS.. I'm not talking about the wall hack Pak either so don't go there. :d Guess the question is... now that all the enhancements have been justified in "engines" can we assume that basic Pak files are ok now?
PSS.. and no.. I don't have them so don't ask for em. Crashed several times since 2003
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Spectate any suspected cheater and record. If they are found cheating... how can you catch them?
If the person is wallhacking watch the demo with wall hacks on..
If they are aimbotting that is hard to catch. the botaim fov can be very very low. Someone who when the ownage aim is kicking in the bot is aiming at a specific point on the player.mdl and stays on that mark. Snap aiming if you are seeing someone snap onto their target and the crosshair rides the player.mdl without wavering then they are cheating.
I failed english once in highschool.
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Well, you'd know better than meOriginally posted by R00k View Postpq_fullpitch is a SERVER variable not a MOD variable.
That's good to hear, for sure.I will add a server-side feature to CAx to disable gl_textureless and limit picmip to a max 4.
I thought that might be what you meant.Originally posted by PapaSmurf View PostI guess I wasn't clear about gl_polyblend. I said, "it wasn't in the original quake...", meaning it wasn't in dos quake or winquake, but I know it is in glquake.
I used to be big time in favor of transparent water back 4 years ago and would constantly state that GLQuake has the feature and id Software added it so it can't be a cheat. That was my mentality as a player a few years ago, if the feature is available you should be able to use it.Another thing introduced in glquake was transparent water, I remember thinking this was an advantage over winquake users, so a lot of people vis'd their maps to compensate for this. Personally, I think transparent water shouldn't be allowed (and it's not on most servers).
But when you play CTF with someone who uses wqpro or WinQuake and they can't see thru the water and everyone else can, well, I started to see the light and have viewed it as unfair for a while now.
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I guess I wasn't clear about gl_polyblend. I said, "it wasn't in the original quake...", meaning it wasn't in dos quake or winquake, but I know it is in glquake. My point was I never liked gl_polyblend because my screen wouldn't flash when I got hit if I set it to 0; however, with proquake/joequake/qrack you could still have polyblend set to 1 (turns all pallette shifting on), but turn down/off any pallette shifting you like, eg, underwater, quad, pent, bio suit, ring. I remember in dos/winquake if you had ring and went underwater, it was very difficult to see.
Another thing introduced in glquake was transparent water, I remember thinking this was an advantage over winquake users, so a lot of people vis'd their maps to compensate for this. Personally, I think transparent water shouldn't be allowed (and it's not on most servers).
Tical: for me -gamma 0.3 in command line works just fine, I have no problems with brightness in proquake. Also have you tried picmip 4?
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I've actually seen some clients, i think its FTE, with a command called ROTATE, whereas u specify the angle ie 180Originally posted by Baker View Post3. Although I've never used it, some players have used an instant 180 degree turn bind, which is particularly useful on DM6 to use 2 teleporters back-to-back without being vulnerable to being shot.
blatent 180 turn-about.
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pq_fullpitch is a SERVER variable not a MOD variable. Admins must set pq_fullpitch 1 in the autoexec.cfg on the server to enable it, otherwise its disabled by default. I dont think its much of a cheat if 99% of players use proquake compatible clients. But hey, I guess we arent talking about Q3.Originally posted by Baker View PostI had no idea cl_fullpitch wasn't disabled in CAx. It is disabled on a lot of different servers and I guess I had assumed it was disabled at Rage and other CAx servers. It has been a few years since I used cl_fullpitch 1 because most servers disabled it and I always thought of it as a cheat.
As Baker suggests, in leu of the fact that pic_mip 10 is a bug in standard quake and that modern engines have fixed this, I will add a server-side feature to CAx to disable gl_textureless and limit picmip to a max 4. In the glquake code there is not a line that has a condition if (gl_picmip.value > 4) then call the cops.. (the engine just crashes instead). Also, if its a 1024x1024 texture or its a 128x128 texture picmip 4 will have different levels of detail. The 128x128 texture will almost look flat while the 1024x1024 texture will simply be at the detail of 256x256.
Last edited by R00k; 05-25-2007, 12:12 PM.
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Since everyone is talking about all of these not necessarily commonly known things, I'll add 2 scripts I used to use as an HPB and 1 other one that exists:
1. I used to have an FOV 170 key. If I was waiting for armor to respawn or waiting for a health box to respawn in a hall way, I'd hold the key down and if I turned sideways I could more or less see any activity from either side and if I saw a player I'd let go of the key and either fight/run.
I stopped using this years ago.
2. A script that could fire a rocket behind me. I was of the mentality at the time that anything that worked was "ok" and of course it worked on cheat-free servers too. Too many players thought it was really cheap so I ditched it; I didn't need it anyway.
3. Although I've never used it, some players have used an instant 180 degree turn bind, which is particularly useful on DM6 to use 2 teleporters back-to-back without being vulnerable to being shot.
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You have a lot of good points in there, but I just wanted to point out that gl_polyblend is a GLQuake command, not something added to ProQuake or any other engine after the fact.Originally posted by PapaSmurf View PostI used d_mipcap 3 on winquake as well, and I was using winquake up until 2002. On my old 200 mhz computer d_mpicap 3 significantly helped my framerate, when I was using it on my 1400 mhz computer it wasn't necessarily a framerate issue, but I felt it made the game run smoother. Default software quake at 320x240 is very grainy, d_mipcap smooths this out, and it's a much cleaner look, albeit blocky. I always felt that that analoguos command in glquake was gl_picmip, so I have used that in the past, and recently I've gone to using gl_picmip 4. It has a similar affect that d_mipcap has: it makes the textures smoother and blockier, even at higher resolutions. I'm in a very gray areas when it comes to the gl_textureless command being a cheat. Yes, it wasn't in the original quake, but gl_polyblend wasn't either and what does gl_polyblend do, it allows you to see things more clearly (ie, underwater or with the ring powerup), and this is the same thing gl_textureless is doing, allowing the player to see things more clearly-not to see more (glowing models, seeing things in shadows), but just more clearly. Now, I never used gl_polyblend (I didn't like not being able to tell visually that I was being hit), but with proquake and the newer clients, you can now adjust the pallette shifting of each effect, eg pq_quadblend, pq_waterblend, v_quadshift, etc. The only purpose of this was to see more clearly, the same purpose of gl_texturless.
I would like to also point out that back in 1997 (maybe even in 1996), there was a modded dm3 map created that was textureless. This map was approved for official competitions involving the top clans at the time (DR, U4, etc.) I know for a fact that the DR guys used it. Now, I'm not saying this was right or wasn't a cheat, but it was used, and there wasn't too much opposition to it (possibly because of framerate issues with the current hardware of the time).
http://console.planetquake.gamespy.c...nds/quake.html
gl_polyblend
Game: GLQuake
Type: Toggle
Default: 1
Description: Toggle the use of pallet color blending and flashing effects.
Note: When this toggle is enabled the player's screen will change color when the player is hurt or when he's submersed in water. If you wish to disable the color changing effects you can disable this toggle. If you disable this toggle you might find it hard to notice when you are being hurt because your screen will not change color to the usual red to alert you.
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when i use winquake mipcap 3, but when im on gl i use picmip 3....the area looks smaller but the player is perfectly visible which is nice...
and i have one of the best gamma fixer uppers fuck the console commands...
gapa.exe msg me on aim tical909 and ill send u it.
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I used d_mipcap 3 on winquake as well, and I was using winquake up until 2002. On my old 200 mhz computer d_mpicap 3 significantly helped my framerate, when I was using it on my 1400 mhz computer it wasn't necessarily a framerate issue, but I felt it made the game run smoother. Default software quake at 320x240 is very grainy, d_mipcap smooths this out, and it's a much cleaner look, albeit blocky. I always felt that that analoguos command in glquake was gl_picmip, so I have used that in the past, and recently I've gone to using gl_picmip 4. It has a similar affect that d_mipcap has: it makes the textures smoother and blockier, even at higher resolutions. I'm in a very gray areas when it comes to the gl_textureless command being a cheat. Yes, it wasn't in the original quake, but gl_polyblend wasn't either and what does gl_polyblend do, it allows you to see things more clearly (ie, underwater or with the ring powerup), and this is the same thing gl_textureless is doing, allowing the player to see things more clearly-not to see more (glowing models, seeing things in shadows), but just more clearly. Now, I never used gl_polyblend (I didn't like not being able to tell visually that I was being hit), but with proquake and the newer clients, you can now adjust the pallette shifting of each effect, eg pq_quadblend, pq_waterblend, v_quadshift, etc. The only purpose of this was to see more clearly, the same purpose of gl_texturless.
I would like to also point out that back in 1997 (maybe even in 1996), there was a modded dm3 map created that was textureless. This map was approved for official competitions involving the top clans at the time (DR, U4, etc.) I know for a fact that the DR guys used it. Now, I'm not saying this was right or wasn't a cheat, but it was used, and there wasn't too much opposition to it (possibly because of framerate issues with the current hardware of the time).
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