Re: bullets and walls
I'm sure if it were any small undertaking, they would have fixed
it by now. Problem is, it would require classifying every texture
in the game... And I don't know how well BSP stands up to
distance calculations based on bullet impact and exits
Probably require a major ove
On Thu, Nov 07, 2002 at 03:19:54PM +1300, Simon Garner wrote:
> James Clark <[EMAIL PROTECTED]> wrote:
> > Oh and shooting trough massive walls sucks, but I digress.
> >
>
> That is something I would love to see fixed. Perhaps in CS:CZ?
>
> It's a bit stupid how people can shoot through a 2-foot th
James Clark <[EMAIL PROTECTED]> wrote:
> Oh and shoting trough massive walls sucks, but I digress.
>
That is something I would love to see fixed. Perhaps in CS:CZ?
It's a bit stupid how people can shoot through a 2-foot thick concrete
wall and kill you. In effect, there is very little cover avail
On Thu, 2002-11-07 at 13:19, James Clark wrote:
> Sort of. But don't forget, if you don't send info about where the other
> players are, to all the players where would the sound of footsteps
> come from?
>
> Hope this art work comes out OK:
>
> Real World
> If T makes noise
>
>
> | |
footsteps should be sent separately!
"James Clark" <[EMAIL PROTECTED]> wrote in message
news:mailman.1036628525.14728.hlds_linux@;list.valvesoftware.com...
| > i disagree completely! the best way to thwart wallhacks is EXACTLY how
| > hlguard does it. by simply not sending the information about
> i disagree completely! the best way to thwart wallhacks is EXACTLY how
> hlguard does it. by simply not sending the information about enemies you
> shouldn't see to the client. there's nothing a client side cheat can do to
> defeat that because the information simply isn't sent. it the VAC wa
les (aka Buddha-Pest) [mailto:buddha@;buddhapest.com]
Sent: Wednesday, November 06, 2002 12:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] New Security Modules -November 4
omg i hope you're not right. if you are, then VAC sux :(
any client side solution can be hacked.
"[A.G.D]Beton"
Edge100x wrote:
>No, its not possible, as people would have to modify firewalls
etc...
>to allow the downloading of client-side VAC modules would
obviously
>require that people have the information from Valve on how to
do that.
Firewalls come into my theory how?
Do you really think the VAC is
Correct me if I'm wrong but it is server-side and all it
does is stop the drawing of players who are behind walls,
so wallhacks that see player models through walls no longer
function. Things like seeing people through boxes and doors
may still work because the models are still drawn in those
case
On Tuesday 05 November 2002 02:38, Nick McLaren wrote:
> Remember, the occluder is purposefully configured to be a bit conservative
> in what it occludes in order to prevent issues where a player is occluded
> in the non-wallhacked game when they are supposed to be visible. In other
> words, to mak
Afaik the VAC-Whblock is not using any server-CPU time cause it is
running on the Client completely. The Server is only involved in
distributing the VAC-module.
HLGuard is completely server-side so it is taking a lot of CPU time.
VAC Wallhackblock is more like Cheating Death.
The disadvantage is,
ot;Rob" <[EMAIL PROTECTED]>
Stan
> -Original Message-
> From: Rob [EMAIL PROTECTED]
> Sent: Monday, November 04, 2002 7:34 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlds_linux] New Security Modules -November 4
>
>
> Hello,
>
> I tested it with m
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