Mapping & Anti Wallhack

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q3fun's picture
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V1979 wrote:

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just question, can you make excessiveplus ranking maps with translucent walls...

I've thought of it...

Another question is "door".
I noticed that through the door does not see any Wallhack. You can make the entire map of a material like the door?

Or only Enemy Model?

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METEORKID
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Re: Mapping & Anti Wallhack

The reason you cant see behind some doors is because of area portals that have been setup by the mappers. they effectively cull out anything on the otherside of the door when its closed (geo, textures etc). The fundamental portal/leaf node system that is generated by quake allows for this culling to happen around specifically designed corridors as well. I suggest if you want to see it in action load a map in dev mode and use r_showtris and you should be able to see culling of parts of the level happening. (warning! not all maps have this set up properly which is why the r_speeds sometimes perform badly), this is why even with wallhack you cant see everything.

EDIT:Check out this thread they seem to point to a few resources that relate to this topic.


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Re: Mapping & Anti Wallhack
METEORKID wrote:

The reason you cant see behind some doors is because of area portals that have been setup by the mappers. they effectively cull out anything on the otherside of the door when its closed (geo, textures etc). The fundamental portal/leaf node system that is generated by quake allows for this culling to happen around specifically designed corridors as well. I suggest if you want to see it in action load a map in dev mode and use r_showtris and you should be able to see culling of parts of the level happening. (warning! not all maps have this set up properly which is why the r_speeds sometimes perform badly), this is why even with wallhack you cant see everything.

EDIT:Check out this thread they seem to point to a few resources that relate to this topic.


Doors themselves are transparent?

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Re: Mapping & Anti Wallhack

Build a wall of blockers can textures - but it has long been spared - there textural WH. That make the walls transparent. Just not all WH can not see through the door - there are many who quietly solve it. There are also solutions based on video card drivers - they just make the walls hardly visible. At one time we tried it with Panda to solve mapping in - but it was the wrong decision. The problem is that he WallHack built into the code of the game from the beginning.

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METEORKID
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Re: Mapping & Anti Wallhack
/ wrote:

METEORKID wrote:
The reason you cant see behind some doors is because of area portals that have been setup by the mappers. they effectively cull out anything on the otherside of the door when its closed (geo, textures etc). The fundamental portal/leaf node system that is generated by quake allows for this culling to happen around specifically designed corridors as well. I suggest if you want to see it in action load a map in dev mode and use r_showtris and you should be able to see culling of parts of the level happening. (warning! not all maps have this set up properly which is why the r_speeds sometimes perform badly), this is why even with wallhack you cant see everything.

EDIT:Check out this thread they seem to point to a few resources that relate to this topic.


Doors themselves are transparent?

The culling is only in effect when the door is closed, think of it as
its sealing that area behind it and culling it completely. As soon as
the door opens even little bit the seal is no longer in effect. Assuming
it is actually using area portals correctly.

In newer games more accurate culling methods are used, but not in quake.


V1979
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Re: Mapping & Anti Wallhack

I want to expose some thoughts:
1. WH is a built-in feature of the game's engine.
2. Any attempts to create an anti-WH based on shading system (such as using "areaportal" texture) are useless as they can be easily bypassed with writing other shaders and putting them into latter (in alpha-numeric order) *.pk3 archive.
3. To make a true anti-WH is to upgrade the engine itself. And servers should verify the engine's version (and maybe additional pak%.pk3).
4. Another variant is to make maps with transparent walls (of glass or ice).

DR*DIABLO
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Re: Mapping & Anti Wallhack
V1979 wrote:

I want to expose some thoughts:
1. WH is a built-in feature of the game's engine.
2. Any attempts to create an anti-WH based on shading system (such as using "areaportal" texture) are useless as they can be easily bypassed with writing other shaders and putting them into latter (in alpha-numeric order) *.pk3 archive.
3. To make a true anti-WH is to upgrade the engine itself. And servers should verify the engine's version (and maybe additional pak%.pk3).
4. Another variant is to make maps with transparent walls (of glass or ice).

very interesting, about editing engine u mean baseq3 paks or e+ paks? if e+, we could making UNOFFICIAL release like e+ 2.4 and publish it, "easy" can check it for see and he can give F1 making it official...but i suppose editing the engine is somehow -deeper- , like need proper .exe too and some other shits i guess, still not impossible anyway....i think if we rly are interested we might do some good shit out of our ideas...

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Re: Mapping & Anti Wallhack

Here's what you can do with the maps.
OVERKILL_TV

http://www.neytrino.com/#/4-content-00-02

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Re: Mapping & Anti Wallhack
¯¯SFC¯¯*NEY wrote:

Here's what you can do with the maps.
OVERKILL_TV

http://www.neytrino.com/#/4-content-00-02

for me more good e+ + awh violence... sorry, but need programer for eplus if easy inactive

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Re: Mapping & Anti Wallhack

Easy isn't inactive, he's just tired of people like you


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