Standard SV CVAR checks
Posted: Wed Apr 20, 2005 7:18 pm
Having sat down to do a .config for the GameArena competition, i'm amazed there's no fairly standard sv_cvar checks. I looked at 10 different configs from around the world and they are all different. Most with a reasonably amount of difference in them. There is obviously some variables that are cheat protected and others that can be used for exploitation. I'd like to propose we list a range of Definate Exploitable cvars so that we can make a standard "base" config (Allowing individual leagues to still play with gamma etc etc blah blah) Now, the first load I've listed below are included in most of the leauge configs I've looked at and most people would know what they do.
"sv_cvar cg_bobup IN -0.005 0.005"
"sv_cvar cg_errordecay EQ 100"
"sv_cvar cg_fov IN 90 120"
"sv_cvar cg_shadows IN 0 1"
"sv_cvar cl_freelook EQ 1"
"sv_cvar m_pitch OUT -0.015 0.015"
"sv_cvar m_yaw IN -0.022 0.022"
"sv_cvar r_clampToEdge EQ 1"
"sv_cvar r_ext_ATI_pntriangles EQ 0"
"sv_cvar r_ext_texture_filter_anisotropic EQ 0"
"sv_cvar r_flares IN 0 1"
"sv_cvar r_nv_fogdist_mode INCLUDE NV GL_EYE_RADIAL_NV"
"sv_cvar r_primitives IN 0 2"
However, things like r_depthbits and lodcurveerror can be exploited to give small advantages, so I'd propose the following be added
sv_cvar r_depthbits EQ 24
sv_cvar r_lodcurveerror EQ 250
As for cl_pitchspeed and cl_yawspeed, to assist in removing movement based scripts, GA is limiting these to 0
Please post your thoughts on what should/should not be included and an explanation of why.
And if this has been covered before, cry me a river and don't abuse me, because it's obvious that most league admins don't agree on what's exploitable and what isnt![Smile :)](./images/smilies/icon_smile.gif)
"sv_cvar cg_bobup IN -0.005 0.005"
"sv_cvar cg_errordecay EQ 100"
"sv_cvar cg_fov IN 90 120"
"sv_cvar cg_shadows IN 0 1"
"sv_cvar cl_freelook EQ 1"
"sv_cvar m_pitch OUT -0.015 0.015"
"sv_cvar m_yaw IN -0.022 0.022"
"sv_cvar r_clampToEdge EQ 1"
"sv_cvar r_ext_ATI_pntriangles EQ 0"
"sv_cvar r_ext_texture_filter_anisotropic EQ 0"
"sv_cvar r_flares IN 0 1"
"sv_cvar r_nv_fogdist_mode INCLUDE NV GL_EYE_RADIAL_NV"
"sv_cvar r_primitives IN 0 2"
However, things like r_depthbits and lodcurveerror can be exploited to give small advantages, so I'd propose the following be added
sv_cvar r_depthbits EQ 24
sv_cvar r_lodcurveerror EQ 250
As for cl_pitchspeed and cl_yawspeed, to assist in removing movement based scripts, GA is limiting these to 0
Please post your thoughts on what should/should not be included and an explanation of why.
And if this has been covered before, cry me a river and don't abuse me, because it's obvious that most league admins don't agree on what's exploitable and what isnt
![Smile :)](./images/smilies/icon_smile.gif)