exploits in terrible need of bugfixing
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- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
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exploits in terrible need of bugfixing
Some of the exploits in this video are amazing. I can fix some of them with mapscripts, and some are more complicated. According to the movie makers, the revive-push exploit shoved players at up to 280km/hour across the map, allowing them to be 'boosted' over the walls in et_beach and supplydepot.
http://www.splashdamage.com/index.php?n ... ic&t=15119
I haven't had a chance to experiment with these new ones yet, but as I discussed with reyalp the other day, playerclips are not foolproof, especially on very thin brushes. Occasionally players can get past the clip into the null space of the map or inside objects. I have fixed a bajillion of these exploits already, but I've never seen one as severe as the goldrush 'instant wallhack' exploit shown in the video. I know from experience that you can shoot players from the null space areas without them being able to shoot you back.
http://www.splashdamage.com/index.php?n ... ic&t=15119
I haven't had a chance to experiment with these new ones yet, but as I discussed with reyalp the other day, playerclips are not foolproof, especially on very thin brushes. Occasionally players can get past the clip into the null space of the map or inside objects. I have fixed a bajillion of these exploits already, but I've never seen one as severe as the goldrush 'instant wallhack' exploit shown in the video. I know from experience that you can shoot players from the null space areas without them being able to shoot you back.
http://koti.mbnet.fi/pekoni88/WItA2_dem ... dump.dm_84
wee =D, look at the other guy jumping around in the background also.. this cannot be with sv_pure 1 , ?
wee =D, look at the other guy jumping around in the background also.. this cannot be with sv_pure 1 , ?
Unless you can tell me which version of ET Pro those were tested with, preferably with demos, I probably won't bother. A large number of them look like they're using old buggy prone physics, which has been fixed for a _VERY_ long time.
Zinx Verituse http://zinx.xmms.org/
- mortis
- Posts: 360
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Yeah, I don't know, but I'll fix those bad clips with fakebrushes and I'll have to experiment around and see what is still possible in 3.2.6, and what is not.
I was just shocked by the variety and number of the exploits. They were using some kind of etpro, because they mention that they were using b_fixedphysicsfps 125.
I was just shocked by the variety and number of the exploits. They were using some kind of etpro, because they mention that they were using b_fixedphysicsfps 125.
If the indication on the loading screen is correct it was etpro 3.2.5 (I've also asked @ SD forum).
All demos available here:
http://koti.mbnet.fi/pekoni88/WItA2_demos/
The time from the movie is in the file names, so if you have the movie it's easy to find the correct demo (otherwise maybe someone can give descriptions and direct links for relevant ones).
All demos available here:
http://koti.mbnet.fi/pekoni88/WItA2_demos/
The time from the movie is in the file names, so if you have the movie it's easy to find the correct demo (otherwise maybe someone can give descriptions and direct links for relevant ones).
- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
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Tested on 3.2.6 and 2.60b. Ignore the timelimit, I just set it high so I'd have plenty of time to figure it out. You have to encroach on the pillar with your knife out and enter via the seam. You'll know you're getting close when your knife animation gets screwed up.
behind the playerclip
inside the column
half in-half out
a grenade I tossed out of the column explodes
behind the playerclip
inside the column
half in-half out
a grenade I tossed out of the column explodes
- =FF=im2good4u
- Posts: 3821
- Joined: Wed Feb 05, 2003 7:30 am
- Location: The Netherlands, HOLLAND
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here is a suggestion r_gamma 2.0
<a href="http://bunnyherolabs.com/adopt/showpet. ... dQ=="><img src="http://petimage.bunnyherolabs.com/adopt ... Q0dQ==.png" width="80" height="100" border="0"></a>
Hurrah for screenshots with r_gamma "-2" \o/
mortis wrote:Tested on 3.2.6 and 2.60b. Ignore the timelimit, I just set it high so I'd have plenty of time to figure it out. You have to encroach on the pillar with your knife out and enter via the seam. You'll know you're getting close when your knife animation gets screwed up.
behind the playerclip
inside the column
half in-half out
a grenade I tossed out of the column explodes
- Ragnar_40k
- Posts: 394
- Joined: Thu Mar 18, 2004 5:18 pm
- Location: Berlin, birthplace of the Döner
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I've fixed the shove bug and the goldrush 'walk-through-walls'/'fall-through-map' bug. I was not able to reproduce some of the others, but the goldrush fix may have fixed them.
Zinx Verituse http://zinx.xmms.org/