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Go Back   The Unreal Admins Page > Forums > Hosted Forums > UTPure > UTPure - Client Side Hack Protection > General Anti-Cheat Discussion

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  #41  
Unread 5th April, 2012, 01:18 PM
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try to found here

RedirectServers[0]=uz.ut-files.com/
RedirectServers[1]=unrealmafia.com/redirects/um
RedirectServers[2]=uz.clanzenkai.net/uz
RedirectServers[3]=utdownloads.online.no/redirect
RedirectServers[4]=arago5.tn.utwente.nl/unreal/Compressed
RedirectServers[5]=ucc.sobservers.net
RedirectServers[6]=www.icequake.net/ut/redirect
RedirectServers[7]=www.utctf.jolt.co.uk/downloads/redirect
RedirectServers[8]=www.cpti.org/uz
RedirectServers[9]=fragged.yerbox.org/UTfiles
RedirectServers[10]=dma.no-ip.org/ut
RedirectServers[11]=www.belgames.com/servers/utpackages
RedirectServers[12]=www.i4games.net/download/ut/redirect
RedirectServers[13]=www.organized-evolution.com/ucc
RedirectServers[14]=66.28.180.9


use http://archive.org/index.php for dead links
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Files for UT99 utfiles All new releases and updates are listed here All news
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Last edited by admin : 5th April, 2012 at 01:23 PM.
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  #42  
Unread 5th April, 2012, 01:54 PM
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None of those seemed to have it.
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  #43  
Unread 5th April, 2012, 02:18 PM
CPanoplyd CPanoplyd is offline
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I got a 545byte file downloaded but got this when trying the decompress:
Code:
D:\Games\CodingUT\System>ucc decompress UTPurePV2E.u.uz
Assertion failed: Signature==1234||Signature==5678 [File:C:\UTDev\IpDrv\Src\UCom
pressCommandlet.cpp] [Line: 100]

History: UDecompressCommandlet::Main

Exiting due to error
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  #44  
Unread 5th April, 2012, 02:30 PM
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Same with acorp UTGM v3 ?
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  #45  
Unread 5th April, 2012, 03:34 PM
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Quote:
Originally Posted by CPanoplyd View Post
I got a 545byte file downloaded but got this when trying the decompress:
Code:
D:\Games\CodingUT\System>ucc decompress UTPurePV2E.u.uz
Assertion failed: Signature==1234||Signature==5678 [File:C:\UTDev\IpDrv\Src\UCom
pressCommandlet.cpp] [Line: 100]

History: UDecompressCommandlet::Main

Exiting due to error
I bet you just downloaded the .html error file
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  #46  
Unread 5th April, 2012, 03:40 PM
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Lest I point and laugh at them, I did the same thing
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  #47  
Unread 5th April, 2012, 03:44 PM
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I've tried that first as well
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  #48  
Unread 5th April, 2012, 04:26 PM
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enterthegame still exists? I thought anime users took that over years ago. #MLUT irc.utchat.com USA community

Last edited by chicken- : 5th April, 2012 at 04:28 PM.
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  #49  
Unread 5th April, 2012, 08:22 PM
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Wow, this is one elusive package. No redirects seem to have it and the waybackmachine does not seem to keep files. Is there anyone who has access to the FTP here? It might be the last hope...
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  #50  
Unread 5th April, 2012, 11:45 PM
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Quote:
Originally Posted by tosk! View Post
Wow, this is one elusive package.
"PV" means Private Version. You probably played a pickup game. The files are small enough to not require a redirect, so there is no point looking for a .uz file.
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  #51  
Unread 6th April, 2012, 03:07 AM
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Quote:
Originally Posted by PizzaMan View Post
"PV" means Private Version. You probably played a pickup game. The files are small enough to not require a redirect, so there is no point looking for a .uz file.
This version was used in a major tournament so it is needed to view the demos for that tournament. I'm not sure I understand what you mean about the file size -- I would happily take the .u or .uz file but neither seem to exist on the internet except maybe the unrealadmin FTP.
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  #52  
Unread 6th April, 2012, 08:27 PM
2399Skillz 2399Skillz is offline
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IIRC, UA didn't host any of the UZ files on their redirection service. It simply pointed to other servers that did the hosting. Therefore the file you are clicking was probably hosted at the old GameServers.net redirect that went down a few years ago. I was able to grab most of the files from that server before it went down, but not all.
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  #53  
Unread 7th April, 2012, 04:00 PM
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To get this back on track...

Another admin and I recompiled Unlagged (with a couple of edits) and added it to a running server for testing.
No errors either server or client, and the mod performs most excellently.

Thank you very much T, this was a real gift for those of us tired of the ZP dance. It worked very, very well and plans are underway to build a nice server mod around it.
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  #54  
Unread 7th April, 2012, 08:00 PM
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Great to hear. I personally meant Unlagged was the better way to go, but communities are hard to direct, and even harder to create.
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  #55  
Unread 7th April, 2012, 11:26 PM
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hof community is always looking for other directions to take UT99. I'm the other admin UTrusted is talking about TNSe. Thanks for the source code and allowing us to build on it.

We currently use ZP2.22 cause it seems to register damage to our RX6 mutator which personally is gonna undergo a huge facelift very soon. But as UTrusted mentioned no matter what ping compensation mod we use won't really work well since RX6 is based off redeemer code. I figure UTrusted can explain this much better than I can since my coding skills and knowledge are still quite green.
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  #56  
Unread 8th April, 2012, 01:27 AM
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Well I tried this on my Instagib servers....and well people weren't thrilled about it. They complained a lot saying normal "hits" weren't hitting and hits that weren't hits were hitting :s

Everyone's just used to ZP I guess.
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  #57  
Unread 8th April, 2012, 02:09 AM
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Thing about ZP is that when you see your beam hits, you hit. Unlagged is more like normal play there, but the beam is still rendered like ZP, but the hit effect is rendered where it actually hits. It IS confusing for sure. Also Unlagged is not as good as ZP when the player has unstable net (pingspikes).
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  #58  
Unread 8th April, 2012, 09:42 AM
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Quote:
Originally Posted by SC]-[LO]\[G_{HoF} View Post
But as UTrusted mentioned no matter what ping compensation mod we use won't really work well since RX6 is based off redeemer code.
after some testing (ZP2.22+SLV+ping 3XX server), i can't agree with u.
even if rocket location is being predicted/simulated in client, ZP2.22 can hit it as long as client aim accurately on rocket.
why sometimes it misses is that the actual collision size is smaller than / doesn't match its visual size.
in Strangelove there is a "bug" which the SLV can go through small openings while in shooter mode (after pressing crouch).
it is in fact an intended feature, by reducing collision size of SLV, to help prevent pilot from blowing himself up easily (eg. shooting someone underneath SLV). however this makes the SLV extremely hard to hit by others. more surprisingly, if pilot jumps off SLV from shooter mode, the SLV collision size is not reset.
( it only reset when pilot switch back to "pilot mode" )
this could have led to illusion of "ZP not hitting", if you didn't take collision size into account. since RocketX is based on SLV, i believe my arguments make sense.
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  #59  
Unread 8th April, 2012, 05:27 PM
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Quote:
Originally Posted by player View Post
after some testing (ZP2.22+SLV+ping 3XX server), i can't agree with u.
even if rocket location is being predicted/simulated in client, ZP2.22 can hit it as long as client aim accurately on rocket.
why sometimes it misses is that the actual collision size is smaller than / doesn't match its visual size.
in Strangelove there is a "bug" which the SLV can go through small openings while in shooter mode (after pressing crouch).
it is in fact an intended feature, by reducing collision size of SLV, to help prevent pilot from blowing himself up easily (eg. shooting someone underneath SLV). however this makes the SLV extremely hard to hit by others. more surprisingly, if pilot jumps off SLV from shooter mode, the SLV collision size is not reset.
( it only reset when pilot switch back to "pilot mode" )
this could have led to illusion of "ZP not hitting", if you didn't take collision size into account. since RocketX is based on SLV, i believe my arguments make sense.
been saying this to them forever but been told im full of shit finally some backup!
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  #60  
Unread 9th April, 2012, 01:49 AM
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Quote:
Originally Posted by player View Post
even if rocket location is being predicted/simulated in client, ZP2.22 can hit it as long as client aim accurately on rocket.
That's the main problem right there. Unless you have a very low ping the true position of an RX (the worst case scenario) is very often wrong on the client because of the shitty updating code built into the redeemer. That's why you perceive other players running around smoothly but when you see an RX/deemer/SLV flying it looks herky-jerky up close (on server). The positional updates sent out to the clients creates small times of incorrectness between what you see and what actually is. Up close it's not a big deal but try hitting an RX dead on with ZP from medium distance on out without leading at all and the RX at a 45 degree or greater vector. You'll consistently miss with anything less than very low ping because the difference between true and perceived location is greater than the RX collision size.

Not to worry though. From what I understand the RX is going to get an overhaul and this is one thing that ought to be addressed.
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