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Server Help | ASSS Wiki (0) | Shanky.com
How Do I Disable Wall Passing?

 
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PostPosted: Fri Jul 16, 2004 7:45 pm    Post subject: How Do I Disable Wall Passing? Reply to topic Reply with quote

How do I disable wall passing?

Misc:DisableBallThroughWalls = 1

does nothing!!

(yes that's the ASSS setting)
... the only thing I can think of is the offset is wrong... where did you get the offsets for the settings grel?
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Dr Brain
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PostPosted: Sat Jul 17, 2004 10:11 am    Post subject: Reply to topic Reply with quote

I've had similar troubles with some of the other new Cont settings.
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PostPosted: Sat Jul 17, 2004 10:26 am    Post subject: Reply to topic Reply with quote

I believe it only works in the newest Continuum releases. As to which one, I'd try with 0.39 pr3 and work your way back.
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PostPosted: Sat Jul 17, 2004 12:48 pm    Post subject: Reply to topic Reply with quote

What happened to grel, he hasn't been here responding to the issues that ASSS is having.. :/
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Dr Brain
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PostPosted: Sat Jul 17, 2004 3:11 pm    Post subject: Reply to topic Reply with quote

He said to me about 5 weeks ago that he would be away for 2 weeks. Haven't seen him since.
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PostPosted: Sat Jul 17, 2004 3:21 pm    Post subject: Reply to topic Reply with quote

Found it. After playing with the settings and a mervbot to tell me what the packet it's getting says, the offset is off by one. It gets off at MaxTimerDrift, so either there's an unknown setting after that or MaxTimerDrift is a 4 bit setting. This offset difference also explains why you couldn't disable ball killing dr brian. A fix is to change, in clientsett.h in the ClientSettings structure:

Code: Show/Hide
struct /* 4 bytes */
   {
      u32 type : 8; /* 0x0F */
      u32 ExactDamage : 1;
      u32 HideFlags : 1;
      u32 NoXRadar : 1;
      u32 SlowFrameRate : 3;
      u32 DisableScreenshot : 1;
      u32 MaxTimerDrift : 3;
      u32 DisableBallThroughWalls : 1;
      u32 DisableBallKilling : 1;
      u32 _padding : 12;
   } bit_set;


to this:

Code: Show/Hide
struct /* 4 bytes */
   {
      u32 type : 8; /* 0x0F */
      u32 ExactDamage : 1;
      u32 HideFlags : 1;
      u32 NoXRadar : 1;
      u32 SlowFrameRate : 3;
      u32 DisableScreenshot : 1;
      u32 MaxTimerDrift : 3;
      u32 _unknown: 1;
      u32 DisableBallThroughWalls : 1;
      u32 DisableBallKilling : 1;
      u32 _padding : 11;
   } bit_set;


and make sure you're using the asss setting: Misc:DisableBallKilling

Another interesting thing I found is that slow framerate can be 0-34 but it's 3 bits. What he does is uses the number in the bits * 5, so that's the best resolution you'll get for slowFrameRate. So even if I put 9 it'll only set the bits to 1, and 1*5 = 5 so that's the framerate it'll start speccing people at. Unless the actual number is stored somewhere else icon_smile.gif. The documentation also says 0-35... so if some idiot put 35 as their min framerate, weird stuff would happen in the settings.
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PostPosted: Sat Jul 17, 2004 4:29 pm    Post subject: Reply to topic Reply with quote

And for your no anti dr brian, just put this in game.c in function Pppkt after all the checks to make sure the packet is valid:

Code: Show/Hide
if ((pos->status & STATUS_ANTIWARP) && mapdata->InRegion(p->arena,"NoAnti",p->position.x / 16,p->position.y / 16))
   { // player has anti on in NoAnti
      pos->status = pos->status & (STATUS_ANTIWARP ^ 0xFF);
   }


A more elegant solution would be to filter who receives the anti packet and who doesn't, so people outside of NoAnti can't antiwarp people inside it.
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Dr Brain
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PostPosted: Sat Jul 17, 2004 5:22 pm    Post subject: Reply to topic Reply with quote

There are better no anti solutions.

Only thing holding me back is my lack of ability to make .rgn files. And I'll write myself a BMP/PNG->RGN java app sometime.
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PostPosted: Sun Jul 18, 2004 5:46 pm    Post subject: Reply to topic Reply with quote

Mine GO BOOM wrote:
I believe it only works in the newest Continuum releases. As to which one, I'd try with 0.39 pr3 and work your way back.
Have you got a link for that?
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PostPosted: Sun Jul 18, 2004 10:42 pm    Post subject: Reply to topic Reply with quote

there is a pr3?! wtf.
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PostPosted: Mon Jul 19, 2004 12:17 am    Post subject: Reply to topic Reply with quote

Bah, I talked about this a while ago...
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