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Re: Blackhand Ladder [message #441505 is a reply to message #441503] |
Wed, 15 December 2010 00:22 |
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Dethdeath wrote on Wed, 15 December 2010 14:56 | The wrong maps are being reported too, I'm not sure if that's caused by the server sending the map that's being loaded instead of the one that was just played or because of renladders interpretation of it.
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There is an actual bug in renegade related to this. I believe Sir_Kane has a fix that will go into scripts 4.0.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Blackhand Ladder [message #441506 is a reply to message #441502] |
Wed, 15 December 2010 01:03 |
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Crimson
Messages: 7429 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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liquidv2 wrote on Tue, 14 December 2010 22:51 |
Crimson wrote on Tue, 14 December 2010 23:28 | If the server crashes, the results are never sent to the ladder server. In the event of a tie, GDI wins.
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that is racist
it was on Jelly Marathon, and the player got somewhere around 4,200 ladder points for the win that didn't transfer over to the blackhand ladder page
thanks for the quick reply
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OK, I need the player's name, too... it's a big database.
I'm the bawss.
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Re: Blackhand Ladder [message #441509 is a reply to message #441497] |
Wed, 15 December 2010 02:33 |
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Crimson
Messages: 7429 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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There are no error messages in the log files. If the results.txt file can be sent to me, I can manually enter the data into the ladder. Otherwise, there's nothing I can do.
I'm the bawss.
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Re: Blackhand Ladder [message #441516 is a reply to message #441497] |
Wed, 15 December 2010 12:34 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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the map reported is actually the map afterward (or it might be before, one or the other)
this happened on the clan ladder too
as for GDI winning a tie, that's not necessarily true. GDI wins a scoreless tie, but if both teams have say 45976 points at the end, it's overwhelmingly likely one team will have more than the other after the decimal point (e.g. GDI might have 45976.2, nod has 45976.5 - nod would get the win even though it looks like both team's scores are equal)
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: Blackhand Ladder [message #443254 is a reply to message #441497] |
Tue, 25 January 2011 22:16 |
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Crimson
Messages: 7429 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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Looks like another server banned from the ladder. They running RR?
I'm the bawss.
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Re: Blackhand Ladder [message #443288 is a reply to message #441497] |
Wed, 26 January 2011 22:51 |
Pyr0man1c
Messages: 186 Registered: April 2009
Karma: 0
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Recruit |
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Yes, V1.1.2 (latest version)
"Sapere Aude- Dare to be wise"
AmunRa | and its all this "drama" that will one day end renegade...
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Quotesv00d00 | A question regarding RenGuard. Because it's a client/server application, what will stop the legions of people who cheat, and can crack apps, from reverse engineering it down to it's core protocol / encryption (which I'll assume it has), and duplicating it, so that they have their own client which responds to the server with all the correct info for an unpatched Renegade, but in fact is patched.
Personally, I think you should write a server-side only anti-cheat, which hooks the networking routines in Renegade. From there, using either the help of your staff who worked on creating Renegade, or from knowledge aquired while working with the network code in Renegade, create a system to monitor hit locations (did they REALLY hit, based on calculations by the anti-cheat (stopping BH)), how much damage are they claiming, vs how much damage their currently selected weapon really does, etc.
Then, add rate-of-fire checking, complete w/ lag tolerance (since lagged client will of course, upon delag, seem to fire faster, etc), and option to simply "edit" the incoming packets, to filter out the cheat (reduce damage, stop bullets, etc), or kick-ban the cheater (admins decision, based on anti cheat config).
Is it just me, or does that make more sense?
The flaw to Renegade of course, which is the core to the cheats, is that unlike most other games, Renegade lets the CLIENT decide hit locations, damage, RoF, etc. Vs others which say, "ok, the client fired their pistol along this trajectory. Did they hit something? How much damage did they do to that target if so. Report findings to clients".
My only concern, is that there will be alot more teams of people ripping apart the hard work of your small team, and undoing what you have done. Can you keep up writing fixes / completely rewriting the protocol to counter them once they have created their OWN complete anti-RenGuard client? If not, consider the server-side only method, and solve it once and for all, with the only version changes being to fix bugs, and not complete rewrites which will really piss admins off (if it takes this long for the initial, how long after the cheaters create their own client to counter it will your rewrite take to do?).
- v00d00
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ELiT3FLyR | ill say this again to all the TT people actually working on the patch. all you have to do is fix the bugs in the game. This is your role. dont get involved in a pointfix debate that you can never win (spoony has never managed to win one and hes a decent player) nor bother suggesting solutions for the faults in pointfix. just fix the damn bugs and you will all be remmebered as renegade heroes.
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[Updated on: Wed, 26 January 2011 23:15] Report message to a moderator
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