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Author Topic: Rapid make/destroy sentry spam  (Read 15117 times)

Bass

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Re: Rapid make/destroy sentry spam
« Reply #75 on: January 14, 2010, 02:32:26 pm »

But it sends more information. :z7:
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Phantom Brave

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Re: Rapid make/destroy sentry spam
« Reply #76 on: January 14, 2010, 04:18:38 pm »

Having sentry spam is like having one or three more players.
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Silent Boom

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Re: Rapid make/destroy sentry spam
« Reply #77 on: January 14, 2010, 04:58:03 pm »

Having sentry spam is like having one or three more players.
Obviously, you only saw the beginning of it. If the spam continues it will slow to a stop, thus making it unplayable.

Would something like a code-verifier work?
At least it doesn't cause lag.

Bass

  • Guest
Re: Rapid make/destroy sentry spam
« Reply #78 on: January 14, 2010, 11:31:40 pm »

But it would influence the game even when there is no sentryspammers.
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Quack

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Re: Rapid make/destroy sentry spam
« Reply #79 on: January 15, 2010, 05:01:48 am »

Let's be practical. How many people have you seen with sentry spams? How often does it happen?

If it spreads to something constantly happening, then it should be dealt with. If not, we will just have to tolerate it. Unless you guys have found a way to get no lag and no sentry spam....
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MedO

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Re: Rapid make/destroy sentry spam
« Reply #80 on: January 15, 2010, 07:06:02 am »

It's amazing how decisions are made here without actual information. Did anyone even look at the source? All that's needed to fix this hack is to add one condition to the server code that checks whether or not a sentry is allowed to build:

Code: [Select]
if(player.class == CLASS_ENGINEER
    && collision_circle(player.object.x,player.object.y,50,Sentry,false,true)<0
    && player.object.nutsNBolts == 100
    && player.sentry == -1
    && player.quickspawn != 1){ // This is the added condition
...

Now can anyone explain to me why this should cause more data to me transmitted?
The code that changed here is run once for every time someone tries to build a sentry, i.e. maybe once a second. Other code in the game is badly optimised and is executed every step for every object, i.e. 300 times a second on a server with 10 players. How does this change cause noticeable additional lag then?

Bass, care to enlighten me?
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Bass

  • Guest
Re: Rapid make/destroy sentry spam
« Reply #81 on: January 15, 2010, 06:15:29 pm »

It's amazing how decisions are made here without actual information. Did anyone even look at the source? All that's needed to fix this hack is to add one condition to the server code that checks whether or not a sentry is allowed to build:

Code: [Select]
if(player.class == CLASS_ENGINEER
    && collision_circle(player.object.x,player.object.y,50,Sentry,false,true)<0
    && player.object.nutsNBolts == 100
    && player.sentry == -1
    && player.quickspawn != 1){ // This is the added condition
...

Now can anyone explain to me why this should cause more data to me transmitted?
The code that changed here is run once for every time someone tries to build a sentry, i.e. maybe once a second. Other code in the game is badly optimised and is executed every step for every object, i.e. 300 times a second on a server with 10 players. How does this change cause noticeable additional lag then?

Bass, care to enlighten me?

Please enlighten me on what I did. I managed to build a sentry inside the spawn by disabling the

Code: [Select]
else if (global.myself.quickspawn != 1<<this right here. && global.myself.object.nutsNBolts == 100 && collision_circle(global.myself.object.x,global.myself.object.y,50,Sentry,false,true)<0)
{
    clearbuffer(global.sendBuffer);
    writebyte(BUILD_SENTRY,global.sendBuffer);
    sendmessage(global.serverSocket, 0, 0, global.sendBuffer);
}


And you know these guys. Any lag makes them more butthurt.
« Last Edit: January 15, 2010, 06:16:43 pm by BassMakesPaste »
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Saniblues

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Re: Rapid make/destroy sentry spam
« Reply #82 on: January 15, 2010, 07:09:31 pm »

If I lag, I just play another game.

Or I just remove everything Bass adds
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Bass

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Re: Rapid make/destroy sentry spam
« Reply #83 on: January 15, 2010, 07:38:07 pm »

If I lag, I just play another game.

Or I just remove everything Bass adds
It's funny because it's true.
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[KKK][GPA]IM_NEW_NEED_HELP[PPP]

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Re: Rapid make/destroy sentry spam
« Reply #84 on: January 16, 2010, 01:36:16 am »

I've only seen one person ever doing this, and his name was Player.
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Bass

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Re: Rapid make/destroy sentry spam
« Reply #85 on: January 16, 2010, 02:50:00 am »

Fuck I misunderstood what MedO said.


and yes that would fix it without adding any more lag.
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[GA] Serious Gamer

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Re: Rapid make/destroy sentry spam
« Reply #86 on: January 16, 2010, 02:39:16 pm »

Okay 2 things bass:

1This code change would not add any more lag. It would be run extremely rarely and even then it's just a small variable check. The only situation where it would run would result in it producing LESS lag than what currently happens.
2You can still build a sentry when you change the code because it's server side code. It's assumed the server operator isn't going to hack his own server to allow spam. What you have to do is make a server with the code medo posted and then make the hack alt as a separate executable and see if it works.
« Last Edit: January 16, 2010, 02:39:58 pm by [GA] Serious Gamer »
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Has anyone really been far even as decided to use even go want to do look more like?
WANT TO SPAM SENTRIES LIKE THE BIG BOYS? THEN DOWNLOAD THIS SWEET MOD AND PRESS B

NAGN

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Re: Rapid make/destroy sentry spam
« Reply #87 on: January 16, 2010, 02:46:43 pm »

It'll appear on your side and no one elses
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Bass

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Re: Rapid make/destroy sentry spam
« Reply #88 on: January 16, 2010, 04:15:36 pm »

Okay 2 things bass:

1This code change would not add any more lag. It would be run extremely rarely and even then it's just a small variable check. The only situation where it would run would result in it producing LESS lag than what currently happens.
2You can still build a sentry when you change the code because it's server side code. It's assumed the server operator isn't going to hack his own server to allow spam. What you have to do is make a server with the code medo posted and then make the hack alt as a separate executable and see if it works.
I already said that I misunderstood him. I thought he said that that tidbit was already in there.
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[GA] Serious Gamer

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Re: Rapid make/destroy sentry spam
« Reply #89 on: January 16, 2010, 05:46:03 pm »

Okay 2 things bass:

1This code change would not add any more lag. It would be run extremely rarely and even then it's just a small variable check. The only situation where it would run would result in it producing LESS lag than what currently happens.
2You can still build a sentry when you change the code because it's server side code. It's assumed the server operator isn't going to hack his own server to allow spam. What you have to do is make a server with the code medo posted and then make the hack alt as a separate executable and see if it works.
I already said that I misunderstood him. I thought he said that that tidbit was already in there.
oh okay then nevermind.

That first part still stands though.
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Has anyone really been far even as decided to use even go want to do look more like?
WANT TO SPAM SENTRIES LIKE THE BIG BOYS? THEN DOWNLOAD THIS SWEET MOD AND PRESS B
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