Height [message #397390] |
Sun, 09 August 2009 06:38 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Does anyone happen to know the exact height from which someone falling from starts to take damage?
Most people know the exploit, but there is a glitch people can use to stop falling damage from being applied to them, and I want to stop it.
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Re: Height [message #397398 is a reply to message #397390] |
Sun, 09 August 2009 08:36 |
cnc95fan
Messages: 1261 Registered: July 2007
Karma: 0
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General (1 Star) |
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That's not helpful;
It starts from 5 meters onwards and gets worse until 20m which is death
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Re: Height [message #397469 is a reply to message #397390] |
Mon, 10 August 2009 00:07 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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It would be nice if you could fix the bug. The people from BI also fixed it by disabling the "feature" that could be abused.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: Height [message #397473 is a reply to message #397390] |
Mon, 10 August 2009 00:59 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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My plan is to detect if someone is falling, if they have fallen over 5 metres, then they should not be able to use the feature that causes this exploit.
I will most likely come under fire for the way I will detect if someone is falling or not, but it will at least work...
And in this instance, as there would be no way to evade it by looking at the source code, I could release it with no nagging fear of some ass-wipe exploiting it.
[Updated on: Mon, 10 August 2009 01:00] Report message to a moderator
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Re: Height [message #398021 is a reply to message #397390] |
Sat, 15 August 2009 21:51 |
a000clown
Messages: 363 Registered: May 2005 Location: Canada
Karma: 0
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Commander |
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I thought about removing taunts as well but figured it's not that big a deal. Nice to see a fix in progress though
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Re: Height [message #398419 is a reply to message #397473] |
Tue, 18 August 2009 12:38 |
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Prulez
Messages: 439 Registered: August 2005 Location: The Netherlands
Karma: 0
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Commander |
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reborn wrote on Mon, 10 August 2009 09:59 | My plan is to detect if someone is falling, if they have fallen over 5 metres, then they should not be able to use the feature that causes this exploit.
I will most likely come under fire for the way I will detect if someone is falling or not, but it will at least work...
And in this instance, as there would be no way to evade it by looking at the source code, I could release it with no nagging fear of some ass-wipe exploiting it.
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So if a user uses *that* when he has not fallen 5m yet, he still remains damage-less?
For example, I fall from the Cliff on Walls Fly, at 2m I press *a key* and I happily walk forward when I'm done falling.
Why not disable it during falling at all, if possible?
(Just trying to input something here, correct me if wrong! )
nikki6ixx wrote on Fri, 08 May 2009 19:47 | Every so often, I get this positive feeling that humanity can somehow, possibly attain pure awesomeness, and enlightenment, and that there is light at the end of the road for us all. However, I only need to go to the latest HUD thread at RenForums to remind me of how dumb I was for thinking such stupid things.
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Re: Height [message #398424 is a reply to message #397473] |
Tue, 18 August 2009 13:01 |
raven
Messages: 595 Registered: January 2007 Location: Toronto, Ontario
Karma: 0
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Colonel |
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reborn wrote on Mon, 10 August 2009 02:59 | I could release it with no nagging fear of some ass-wipe exploiting it.
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I like this part
-Jelly Administrator
-Exodus Administrator
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Re: Height [message #398488 is a reply to message #398419] |
Tue, 18 August 2009 22:28 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Prulez wrote on Tue, 18 August 2009 15:38 |
reborn wrote on Mon, 10 August 2009 09:59 | My plan is to detect if someone is falling, if they have fallen over 5 metres, then they should not be able to use the feature that causes this exploit.
I will most likely come under fire for the way I will detect if someone is falling or not, but it will at least work...
And in this instance, as there would be no way to evade it by looking at the source code, I could release it with no nagging fear of some ass-wipe exploiting it.
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So if a user uses *that* when he has not fallen 5m yet, he still remains damage-less?
For example, I fall from the Cliff on Walls Fly, at 2m I press *a key* and I happily walk forward when I'm done falling.
Why not disable it during falling at all, if possible?
(Just trying to input something here, correct me if wrong! )
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That's exactly what I ended up doing.
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Re: Height [message #401909 is a reply to message #397390] |
Sun, 06 September 2009 22:28 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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I got it working, albeit in a nasty kinda way. Although to release it would mean making a small modification to SSGM and releasing that. I hate doing that :-/
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Re: Height [message #401926 is a reply to message #397390] |
Mon, 07 September 2009 00:54 |
a000clown
Messages: 363 Registered: May 2005 Location: Canada
Karma: 0
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Commander |
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Maybe it can be included in the next SSGM release alongside scripts4.0 and TT then.
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Re: Height [message #401928 is a reply to message #397390] |
Mon, 07 September 2009 01:15 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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The new Game Manager will not have the limitations that SSGM 2.02 has, and will not have to use the crappy method of telling if someone is falling or not that I have utilised. The implementation is allot better, it's more an insult than anything else to even ask for the way I have done it to be included.
I will however release a small modified SSGM 2.02 version which addresses the issue for the interim period. I don't like doing it though really, SSGM isn't mine, it's WhiteDragon's/Black-cell's, plus some people have already modified there SSGM version and will not appreciate it being released in this manor. I suppose if I make the release, but in the readme explain how I did it, the people with existing modified SSGM versions can apply the changes to there own solution.
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Re: Height [message #402001 is a reply to message #397390] |
Mon, 07 September 2009 14:36 |
a000clown
Messages: 363 Registered: May 2005 Location: Canada
Karma: 0
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Commander |
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I think currently the simplest way to release the modified source would be a diff file... But then there's the problem of a lot of people having never used a diff viewer or merging tool before.
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