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PKG Mods [message #351946] Wed, 24 September 2008 05:28 Go to next message
zunnie is currently offline  zunnie
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The PKG modpackages often include a custom objects.ddb
Sometimes modpackages' objects.ddb is still loaded even when
you join a different server.
Suppose some pkg mod has modified the damage the autorifle does,
then wouldnt the server you joined pick it up as a cheat and ban you?
While it is actually not that you want to cheat but a objects.ddb
loaded from a pkg mod still being active by accident.


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Re: PKG Mods [message #351952 is a reply to message #351946] Wed, 24 September 2008 07:27 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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Colonel
Yeah we are aware of this problem. My way of solving the problem would be to simply make sure packages always get unloaded properly (since this will also solve the zero bug problem), but I haven't looked into it too deeply yet.

BlackIntel Administrator
Re: PKG Mods [message #351955 is a reply to message #351946] Wed, 24 September 2008 07:40 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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Nice find zunnie
Re: PKG Mods [message #352167 is a reply to message #351946] Fri, 26 September 2008 01:36 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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Sometimes custom skins don't get unloaded from PKG mods as well, including the hud_main.dds image.

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: PKG Mods [message #352566 is a reply to message #351946] Tue, 30 September 2008 05:37 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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i know it has been mentioned but i still dun understand what is the 0 bug.
Re: PKG Mods [message #352569 is a reply to message #351946] Tue, 30 September 2008 05:53 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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It's Renegade's anti cheat. It's named that because it resets your score/points to 0 when you tamper with some things. People thought it was a bug, hence they called it "0 bug". It is the not really effective anti cheat code that intentionally causes that though.

BlackIntel admin/founder/coder
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Re: PKG Mods [message #352576 is a reply to message #351946] Tue, 30 September 2008 07:42 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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Re: PKG Mods [message #352587 is a reply to message #351946] Tue, 30 September 2008 09:36 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
The 0 bug with pkg mods is related to an outdated armor.ini used by LevelEdit. I believe Jerad posted about it awhile ago.
Re: PKG Mods [message #352701 is a reply to message #352569] Tue, 30 September 2008 23:04 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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StealthEye wrote on Tue, 30 September 2008 22:53

It's Renegade's anti cheat. It's named that because it resets your score/points to 0 when you tamper with some things. People thought it was a bug, hence they called it "0 bug". It is the not really effective anti cheat code that intentionally causes that though.

It could be possible that when the engine tries to multiply a number by an unknown value (shot damage * body part multiplier * armor type multiplier) the engine outputs nil. It's pointless creating an anti-cheat that sets the player-score to zero when they damage the enemy incorrectly(because of the old armor.ini file getting loaded) when Westwood could have simply added a text-line to the server log or displayed an in-game message.


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: PKG Mods [message #352725 is a reply to message #351946] Wed, 01 October 2008 02:29 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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No, there is quite a bit of code to actually create the zero "bug". TT removed the code entirely. It's clearly intentional judging from clones of the related functions. I agree that it's rather worthless as anti cheat measure, but that doesn't change the fact that they intentionally put it in to happen when people tampered with the data files...

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/

[Updated on: Wed, 01 October 2008 02:30]

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Re: PKG Mods [message #352737 is a reply to message #352725] Wed, 01 October 2008 04:16 Go to previous messageGo to next message
jnz is currently offline  jnz
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StealthEye wrote on Wed, 01 October 2008 10:29

No, there is quite a bit of code to actually create the zero "bug". TT removed the code entirely. It's clearly intentional judging from clones of the related functions. I agree that it's rather worthless as anti cheat measure, but that doesn't change the fact that they intentionally put it in to happen when people tampered with the data files...


How does the server know that they have tempered with them? Or do you just see 0 on the client?
Re: PKG Mods [message #352793 is a reply to message #351946] Wed, 01 October 2008 13:51 Go to previous message
StealthEye is currently offline  StealthEye
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I'm not going to tell exactly how it works. Partially because I don't know the details, partially because if some part somehow does seem to be useful, then I wish not to help people to bypass it by telling them how it works. I can say that the server does know about it though.

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
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