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@  Fastlain : (21 April 2026 - 02:38 PM) Butcher can only play if he sponser hitman fragnet server
@  kansta : (19 April 2026 - 06:03 PM) https://discord.gg/GF73Qv3dc9 if you need sof2 so join my discord
@  kansta : (19 April 2026 - 06:02 PM) 8pm cest we play
@  Butcher : (18 April 2026 - 08:05 PM) I'm gona play sometime in tea, when is it going?
@  Stark.420 : (09 April 2026 - 07:42 AM) for sure its fun
@  luisu : (08 April 2026 - 09:25 PM) Need to come own some day..
@  Stark.420 : (08 April 2026 - 08:04 PM) /connect 85.144.232.228:20100 8 pm cest
@  ZioNi : (07 April 2026 - 08:17 AM) amex sucks btw
@  ZioNi : (07 April 2026 - 08:17 AM) sup ross
@  Stark.420 : (06 April 2026 - 07:56 PM) https://imgur.com/a/SaGdmwP 20 players in demo tonight, 8 pm CEST
@  Fastlain : (06 April 2026 - 04:01 PM) yo jaron is there away we can do it for you , or help you ?
@  shift : (06 April 2026 - 04:23 AM) dont have the time to maintain it unfortunately
@  kansta : (05 April 2026 - 09:23 AM) yo, can you put fairplay back? :D
@  Fastlain : (15 March 2026 - 01:37 PM) connect 85.144.232.228:20100
@  kansta : (06 March 2026 - 06:38 PM) tea time
@  kansta : (06 March 2026 - 06:38 PM) https://www.mediafir...o/DEMO.zip/file
@  Fastlain : (19 February 2026 - 07:02 PM) where my TeA games at
@  Ibrahimovic : (19 January 2026 - 07:44 PM) :ph34r:
@  XILLAX : (12 January 2026 - 11:44 AM) dAN-G_ is gay
@  shift : (05 January 2026 - 02:53 AM) db is back time to hack
@  TRUE : (20 December 2025 - 06:48 PM) candyman
@  dAN-G_ : (09 December 2025 - 06:48 AM) stfu xillax
@  Fastlain : (04 December 2025 - 01:45 PM) btw fuck full
@  Fastlain : (04 December 2025 - 01:45 PM) iOwn > all
@  XILLAX : (02 December 2025 - 11:37 PM) Also, f*ck code :-)
@  XILLAX : (02 December 2025 - 08:34 PM) AMEX
@  XILLAX : (02 December 2025 - 08:34 PM) IS
@  XILLAX : (02 December 2025 - 08:34 PM) LIFE
@  katana. : (28 November 2025 - 10:31 PM) -CODE- SHOT!! 4 LIFE!!!
@  jet/milkman/... : (07 November 2025 - 06:19 PM) cC. Forever :-)

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RPM 0.79 Development


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#161 max

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Posted 16 October 2011 - 06:20 PM

I'm not interested in preventing hacks, this is Fairplays responsibility. Sure I can include cvar checks etc, but these are obviously easily bypassed anyway. Plus, why care about 333 fps, when you can use undetectable wallhacks and aimbots anyway? What bothers is that I've contacted Jaron about several FP exploits in May (5 months ago!) and they still work.

@ Baris: the exploits I found in May, took me about 1 day to find. I found 3 different methods to enable hacks which enabled me to block fairshots, enable wallhacks, aimbots, using forbidden pk3's. I found them without previous knowledge on hacks, just by downloading some hacking tools. Everything was possible then, and is possible now. I'm surprised that only recently one hack was leaked. Try it for yourself!

Edited by max, 16 October 2011 - 06:29 PM.


#162 HiHtitmamnan

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Posted 16 October 2011 - 08:01 PM

com_maxfps and maxpackets are also somehow close to rate/snaps.
what i meant with r_subd was that fp doesn't allow r_subd 45 but allows 200 and it's not good, thats what i meant. u can see why at mp_kam2, some ppl use it as glitch, it's kinda wallhack, maybe u could prevent it... i know u are not from preventing hacks but if rpm can block hash commands, why not r_subd too?

hahaha @exploits http://www.fairplay....2274689_max.jpg this one is ownage xD lol...

i still dont get it what's about that 3kills lvl up... when i played today it was normal 3(killing spree)=> 5 => 8 (owning you all) etc

some time ago i saw in one of cheats ping updating very fast, with every frame. it was awesome. can u put it eg. under lagometer?

Edited by HiHtitmamnan, 16 October 2011 - 08:07 PM.

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^^ lol :P

#163 bing bang blaow

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Posted 16 October 2011 - 08:18 PM

com_maxfps and maxpackets are also somehow close to rate/snaps.
what i meant with r_subd was that fp doesn't allow r_subd 45 but allows 200 and it's not good, thats what i meant. u can see why at mp_kam2, some ppl use it as glitch, it's kinda wallhack, maybe u could prevent it... i know u are not from preventing hacks but if rpm can block hash commands, why not r_subd too?

hahaha @exploits http://www.fairplay....2274689_max.jpg this one is ownage xD lol...

i still dont get it what's about that 3kills lvl up... when i played today it was normal 3(killing spree)=> 5 => 8 (owning you all) etc

some time ago i saw in one of cheats ping updating very fast, with every frame. it was awesome. can u put it eg. under lagometer?

i noticed weird thing about maxpackets in 1.00, in most servers u cant go over 60..sup with that? if you gonna cap it make it atleast 63

as for subdivisions..you allow one value its gonna get rid of kam2 bugs but open up bunch of wallbugs in shop..and the other way around. since most users play shop exclusively im pretty sure it wont be changed by fairplay and u gotta have to deal with it urself somehow.
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#164 max

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Posted 16 October 2011 - 08:21 PM

com_maxfps and maxpackets are also somehow close to rate/snaps.
what i meant with r_subd was that fp doesn't allow r_subd 45 but allows 200 and it's not good, thats what i meant. u can see why at mp_kam2, some ppl use it as glitch, it's kinda wallhack, maybe u could prevent it... i know u are not from preventing hacks but if rpm can block hash commands, why not r_subd too?

hahaha @exploits http://www.fairplay....2274689_max.jpg this one is ownage xD lol...

i still dont get it what's about that 3kills lvl up... when i played today it was normal 3(killing spree)=> 5 => 8 (owning you all) etc

some time ago i saw in one of cheats ping updating very fast, with every frame. it was awesome. can u put it eg. under lagometer?


Indeed I don't want to include any anticheat since it's pointless (since I can't enforce it, it's easy to bypass). So please contact Jaron about this.

About the killing sprees, the serverside must be updated before it will work. I will update all servers eventually, for now only 2 servers run that version.

Indeed the scores can be requested every frame since the client side can request it as often as it wants (20 times per second). This is really pointless and generates extra traffic and lag, so I will not include this. Updating scores every second is sufficient, there is no real reason to update it more often. If people start using these hacks I may block them serverside.

#165 bing bang blaow

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Posted 16 October 2011 - 08:24 PM

but whats up with maxpackets capped to 60? i could go under 60 but once i typed anything bigger than that it went back to 60 no matter what? didnt only happen in rpm servers, but 1fx too.
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#166 max

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Posted 16 October 2011 - 08:33 PM

but whats up with maxpackets capped to 60? i could go under 60 but once i typed anything bigger than that it went back to 60 no matter what? didnt only happen in rpm servers, but 1fx too.


Use Google to find it out: cl_maxpackets IN 30 60. In other words, the value must be between 30 and 60. It's a client side cvar. Using a hack you can increase it, I could include this in RPM as well, but 1) I'm not sure if the serverside supports it 2) I'm not sure if FP allows it 3) I'm not sure what the benefits and downsides are 4) I'm not particularly interested in investigating this. So never mind it, let's resume RPM discussion.

Edited by max, 16 October 2011 - 08:36 PM.


#167 bing bang blaow

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Posted 16 October 2011 - 08:44 PM

huh......its between 30 and 100 in demo(and most q3 based games, mods often raise the cap from 100 to 125 even). Fairplay supports it. Benefits? you should be getting more accurate information and 'register' your shots better..downsides? with connections we have in 2011 there really shouldn't be any..everyone should be using higher than normal value anyways else it makes you look somewhat laggy to other players..unless you really play on 56k connection, but noone really does nowadays.

i think you should raise it to atleast 63 due to most people using maxfps 125..or even better, 125..
but if u dont want to..meh


http://forum.drc.su/...ned-vt1103.html

Edited by bing bang blaow, 16 October 2011 - 09:03 PM.

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#168 max

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Posted 16 October 2011 - 09:16 PM

huh......its between 30 and 100 in demo(and most q3 based games, mods often raise the cap from 100 to 125 even). Fairplay supports it. Benefits? you should be getting more accurate information and 'register' your shots better..downsides? with connections we have in 2011 there really shouldn't be any..everyone should be using higher than normal value anyways else it makes you look somewhat laggy to other players..unless you really play on 56k connection, but noone really does nowadays.

i think you should raise it to atleast 63 due to most people using maxfps 125..or even better, 125..
but if u dont want to..meh


http://forum.drc.su/...ned-vt1103.html


I read that one already since it's the first hit in Google :) Since it's 100 in demo, I'll try to raise it to 100 as well.

#169 bing bang blaow

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Posted 16 October 2011 - 10:05 PM

if you gonna raise anything do it 125 then already since 100=63 with 125fps anyways so 125 would be better to go with it

anyways, any idea when u gonan release new version?

Edited by bing bang blaow, 16 October 2011 - 10:11 PM.

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#170 max

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Posted 17 October 2011 - 05:21 AM

if you gonna raise anything do it 125 then already since 100=63 with 125fps anyways so 125 would be better to go with it

anyways, any idea when u gonan release new version?


Ok, 125 it is.

Before the release there will be at least one more beta version, possibly two. RPM 0.78 is such a great success due to the input of the players, and due to thorough testing by the players. Of course I want the same for RPM 0.79, so one or two more beta versions are required, and that way there's more time to receive suggestions.

Edited by max, 17 October 2011 - 05:21 AM.


#171 dvz

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Posted 19 October 2011 - 03:24 PM

the sound doesnt always register btw, i mean by shooting bullets 1by1 it'll probably work perfectly but i had few situations from far distance where in the #T the guy who i hit changed and there wasnt any sound

and btw max; what are the values of rate n snaps that 2k3 servers limit?

#172 max

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Posted 19 October 2011 - 03:54 PM

the sound doesnt always register btw, i mean by shooting bullets 1by1 it'll probably work perfectly but i had few situations from far distance where in the #T the guy who i hit changed and there wasnt any sound

and btw max; what are the values of rate n snaps that 2k3 servers limit?


The hit detection sound is played when the server confirms that you hit the player (except there's the knife throw bug).

Rate is unlimited, snaps is equal to sv_fps which is 20. Basically you can put both to inifinity and you'll be fine.

#173 XILLAX

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Posted 19 October 2011 - 04:37 PM

you added a hit detection sound to your mod?
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#174 heldro

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Posted 19 October 2011 - 04:59 PM

yeah, thats a big fail if u ask me. same goes for auto recording.

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#175 dvz

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Posted 19 October 2011 - 05:27 PM

The hit detection sound is played when the server confirms that you hit the player (except there's the knife throw bug).

Rate is unlimited, snaps is equal to sv_fps which is 20. Basically you can put both to inifinity and you'll be fine.


are you planning to make it work with knifes too? if its possible

so about snaps, basically no need to adjust ur snaps as you'll receive the maximum of 20 anyway?

#176 max

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Posted 19 October 2011 - 05:57 PM

you added a hit detection sound to your mod?


Correct, download the mod and see if you like it. Some players don't like it since they want the game to stay Pure (which I partially agree with), other players like it since it improves their aim. I'm not sure if it should be removed.

are you planning to make it work with knifes too? if its possible

so about snaps, basically no need to adjust ur snaps as you'll receive the maximum of 20 anyway?


Yes, I will make the hitsound work with knives in the next beta version. You're right about the snaps, the server will limit it to 20.

#177 dvz

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Posted 19 October 2011 - 06:02 PM

well after playing with it for a while it has lil advantage over pure imo, cause still somteimes u arent sure whether u hit the opponent or not between boxes etc and the sounds make it clear for u

#178 max

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Posted 19 October 2011 - 06:05 PM

well after playing with it for a while it has lil advantage over pure imo, cause still somteimes u arent sure whether u hit the opponent or not between boxes etc and the sounds make it clear for u


True it's an advantage, but not a big one. Eventually all players will play with the same mod, which would make things equal.

#179 XILLAX

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Posted 19 October 2011 - 06:51 PM

I vote that it's disabled during competition mode, it's a massive advantage and you shouldn't just ignore that because you think eventually everyone will use that mod.

Even if everyone uses it, it's still a bad idea for wars as then you know FOR SURE if you hit someone at sand bags, or anywhere in fact - as you don't always see that well when your fighting someone.


(There's a reason no competitive games have hit sounds)
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#180 max

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Posted 19 October 2011 - 07:40 PM

I vote that it's disabled during competition mode, it's a massive advantage and you shouldn't just ignore that because you think eventually everyone will use that mod.

Even if everyone uses it, it's still a bad idea for wars as then you know FOR SURE if you hit someone at sand bags, or anywhere in fact - as you don't always see that well when your fighting someone.


(There's a reason no competitive games have hit sounds)


Alright, I'll remove it completely. Keeping it for public servers only would be pretty bad imo, since the game feels much different with hitsounds. Please let me know if you disagree.

Edit: also, what you said isn't completely true: Quake 3 has hitsounds as well.

Edited by max, 19 October 2011 - 08:12 PM.



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