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Messages - Cømputermix

Pages: 1 [2]
16
Drama / Re: The Complete Guide to A Blockland Hacking Clique
« on: July 15, 2013, 07:30:26 PM »
Since no one in blockland except me did any rce except these guys so it made sense to associate with them

17
Drama / Re: The Complete Guide to A Blockland Hacking Clique
« on: July 15, 2013, 06:57:51 PM »
Wow it's about time this got out. I never really liked trinick and ddc was ok but still pretty malicious.

They're more interested in hijacking things and abusing auth, but I'm only in for the fun of reversing (blhack.dll) and researching dso decompilation (my thread) for- idk, understanding the game more lol

18
Suggestions & Requests / Re: A better weapon system & suggestions
« on: July 15, 2013, 06:09:10 PM »
"Get out of here with your valid points that completely defeat my idea!"
can you even comprehend my post? I really didn't want to have the hack discussed, I even responded to his point (which is ok I guess- if people like the system of projectile spam now, no problem)

19
Suggestions & Requests / Re: A better weapon system & suggestions
« on: July 15, 2013, 05:49:00 PM »
Please don't drag the hack into this. Seriously like forget off why did you even mention it

I guess it's fine on how we use projectiles but we don't even have a class dedicated to weapons. We are simply biggybacking off of shapebaseimage and item and calling them "weapons"

20
Suggestions & Requests / Re: A better weapon system & suggestions
« on: July 15, 2013, 05:18:58 PM »
No, I'm not bad at shooting things. No, not everything works perfectly. Realize that not everyone in blockland has such a good Internet connection like you. Blockland really really needs prediction- it would make this game look so much better. Lag compensation is just an idea but the main problem I'm addressing is having a more solid weapon system, projectiles should only be used on things that you can see take time like rockets and not fast firing guns. Trust me on this!

By tracers I meant to say for ray casting weps like the t+t pistols

I'm still surprised that you people like the heavy use of projectiles. It has created many problems before especially in dogfight servers with planes that fire many bullets. Just one example.

21
General Discussion / Re: How Do Blockland Servers Work?
« on: July 15, 2013, 12:34:23 AM »
Actually the freeze hack works differently than you think... you can go read the tge SDK if you want to figure it out. A lot of you should too, it helps describe the client server process.

On the client moves are calculated and packed into a packet, and then sent to the server. The server then just "simulates" your player moving from there. There are other things too but no real need to explain

And yes damage is stored every sided

22
Suggestions & Requests / A better weapon system & suggestions
« on: July 14, 2013, 11:02:26 PM »
There are many gamemodes that are popular in blockland that include guns. Literally well over 60% of servers use guns. Over my months of playing on these servers there is one thing that irritates the living crud out of me and that's how crappy blockland's weapon system is. I'm going to describe some problems in a list format and give some solutions other game engines (such as source!) use.

1). How bad is the weapon projectile system?

Well, the entire concept of a gun is to aim, shoot and kill, right? There are other mechanisms but this is basically how it goes. A gun in real life would almost instantly hit the point where it was aiming (exceptions...), I'm going to call these hitscan weapons. The default gun in blockland fires a slow-moving projectile. I'm not even sure if it's blockland's style to "fire projectiles" instead of just hitscanning, but it's worthless! Not only are these projectiles slow and unrealistic, they are inefficient in large quantities (bear with me here). An SMG that fires quickly will make a large amount of projectiles. A server with this weapon and ~16 players firing it occasionally will create not only a large amount of projectiles, but a metric forgetton of projectiles. Eventually the game bogs down and decides to switch to ghosting just so it can catch up with all those projectiles everywhere. Doesn't anyone else experience this? If you have then you must be tired of it too. The reason why we ghost is from all those projectiles (if it wasn't clear enough)!

Even more ridiculous: to create simple effects like camera shaking or tracers, we need even MORE projectiles? Didn't think we couldn't add to the stufffest of projectiles even greater? Oh well, you're wrong- weapon sets such as blockocombat easily creates 2 or 3 projectiles per fire for effects like these. Imagine that SMG earlier x3! Don't worry add-on makers, it isn't even your fault. It's typical to have workarounds and stuffty solutions like these that don't actually make anything better.

How do other engines fix this?

I'm going to just parrot off my experience with any source engine game.

TF2 hardly creates projectiles. By projectiles, I mean objects that take time to get from point A to B. Rockets, grenades, and a few other things are well under control when it comes to a populated server. Compared to blockland, I can estimate that source games will create about maybe ~40 projectiles a minute compared to a whopping ~200 in blockland. I'm not implying that blockland uses grenades and rockets all the time, but not only that, every single gun does (including raycasting weapons). Again, rough numbers- there are very many variables to consider, but I hope you get the picture.

Ok, so it moderates its projectiles. But how do we get those nice weapon firing effects like tracers or camera shaking?

Most engines are optimized to the point past stufftyness that they actually have systems where the camera shakes WITHOUT MAKING ANOTHER PROJECTILE. I don't even know why they can't just add a camShake = true; field in the states or something. It would make this sooo much better. To tell you about tracers, the source engine actually predicts it (when you click, it draws the tracers on the client instantly without server confirmation to give it a better feel). I'll get to prediction later on but the point was to tell you that it really shouldn't be necessary to create a projectile on the server for tracer effects- it's the client's job.

2). Weapon firing/reloading stutters and is unnatural feeling

If you have a ping that is above 200, it's a likely chance that your weapon (whether it uses a reloading system or not) will become really hard to fire accurately. Here's what happens: The client sets its click trigger to true, the server gets this trigger and sets your weapon state to fire mode & creates a projectile, and then the client receives the projectile and it works from there. The round trip time for your click state to be true will be delayed and the weapon will fire 200-500 ms after you actually click. This gives a bad feeling and doesn't help killing anyone since it's so delayed. There is a trick to make your weapon fire instantly on the rendering part and it's called predicting the states. Properly too, because even though badspot says they are downloaded to the client and predicted there is still that dumb delay and it makes me think that they are actually not predicted properly. Weapons with a high amount of states just gets more and more complex to manage and eventually manages to glitch up. Also, reloading- anyone else tired of the reload animation playing twice? I'm assuming its just the client trying to predict it but it has no idea since ammo is controlled on the server and that is delayed, too. Reloading and ammo is glitchy in general and it really needs a facelift.

How do other engines fix this?

The source engine does a great job at making this feel even better and I believe this system dates back to the old quake binary. It's simple: predict everything. That means when you fire, the weapon actually is drawn firing, and meanwhile it does the raytracing (on the client) and draws bulletholes and tracers- a neat way that requires NO PROJECTILES OR SERVER RESPONSE AT ALL! When the packet gets to the server, it traces for real this time and does damage accordingly. Reloading is even better, the ammo is communicated through the server and the client and has dedicated buttons that have no delay to do so. The client even predicts it's ammo so there is no malfunctions... talk about smooth! You might think about how lag may effect how the rays really hit on the server or not, but we'll get to that on the next point.

3). We need lag compensation - that is, if you follow through with all of this

A problem all games faced way back when was lag. When you fire it draws your weapon firing all nice and dandy, but when the firing "packet" gets to the server the target would have already moved and it would be a miss. Lag compensation would store an array (about 512 transforms (positions) with a spacing of 32 maybe) of every player and would be updated constantly. Then, when a player fires and the packet gets to the server, it would simulate reversing everyone's position based on the shooter's ping using that array, and then draw the raytrace for damage. Therefore it guarantees that players who you were aiming for on the screen would be hit. Cool huh?

I didn't mean to be so strict on the current weapon system but I reallllly think blockland needs this. Lots of popular games have guns and guns seem to be the typical thing that attracts people. If we fix up this weapon system and add better guns, maybe we can get more players... haha, wishful thinking. It would help big time for many tdm servers though, and make blockland look a lot better.

23
Suggestions & Requests / Re: Work out animations?
« on: July 14, 2013, 12:56:35 PM »
This is a good idea, maybe we can use that custom player animations thing

24
Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 14, 2013, 11:48:55 AM »
How is he editing posts in drama

is he a god
this was in general discussion before it was moved at around page 6

25
General Discussion / Re: Glass' Fort Wars [Opening]
« on: July 14, 2013, 04:19:58 AM »
Why am I banned again? For being a hacker? Come on man, cut me some slack :/

26
Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 14, 2013, 02:39:28 AM »
DLL injection has been around for yeeearrs. It just opens the process, finds kernal32.dll, and then finds loadlibrarya and calls it on the dll you want to "inject"

Winject is an example.

27
Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 14, 2013, 01:57:11 AM »
That's not going to stop him, have you not figured that out yet?
its not like I'm out to take down blockland lol, this is just a tiny hack.

Also I forgot to mention that yola lied about knowing about this hack months ago, he was just trying to be an attention seeker like always. "Injectors that exploit the engine" seriously wtf

28
Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 14, 2013, 01:38:12 AM »
101 easy ways to get yourself in trouble
but its like a drug! Fun and all, but you're wrecked if the police find out


29
Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 14, 2013, 01:12:36 AM »
Why did you guys bump this? Haha it's ok, I might as well seize the moment to clear stuff up.

I think it's about time to describe my relationship with dotdot. To be honest I did actually make the hack for thrill. In fact when I started this little project months ago, I didn't even know ddc existed! Reversing and hacking is my thing and I love doing it. Since blockland hadn't had a hack yet I thought it would be a nice puzzle for me since there is no SDK or documentation to go off of. Ddc came into the scene when v0.5 popped out and the only things he's done are adding an injector and a readme.txt, with a few minor changes to the actual dll. That's it. I did 95% of the work. Slicksilver was not involved at all.

It was pretty easy and I was really surprised on the end result. I don't think any of you understand how much work this really took but that's ok, you don't need to. I'm really sorry for distributing it around... how many people have it anyway? :s

Anyways the amount of people asking me for this a day is just silly and I've even got banned from some servers "just for being a hacker". I'm not complaining because I asked for it. I might even pm badspot to help patch it - for now.

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