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Re: Using deep fly to cut dummy maps
Posted: Mon Aug 31, 2015 6:33 am
by Novo
Deen said few weeks ago smth to me why this dont work all the time but if i remember right then it was cause the dummy is like a 2nd client and sometimes the 2nd client (dummy) lose some packets and the first client not and this causes the asynchronicity
Re: Using deep fly to cut dummy maps
Posted: Mon Aug 31, 2015 7:49 am
by BannZay
Novo wrote:Deen said few weeks ago smth to me why this dont work all the time but if i remember right then it was cause the dummy is like a 2nd client and sometimes the 2nd client (dummy) lose some packets and the first client not and this causes the asynchronicity
Why not improve supporting dummy copy moves by server/client then? Just got/send packets from 1 of tees, but return for both while u connecting ddnet server.
Have no idea is this easy to do, just an idea...
Re: Using deep fly to cut dummy maps
Posted: Mon Aug 31, 2015 12:55 pm
by Fifi
Horst wrote:i think it should be generally removed out of all maps which werent specifically designed for its usage.
I also think that we shouldn't remove it completely, because it might be useful somehow and maybe we can create some parts with this. We should just disable it by default (so it wouldn't be available on older maps and on new maps designed without taking this into account - as some mappers might forget about this and leave their maps vulnerable to cheats). I'm not sure about disabling it if there are ranks done with this bug (maybe except the obviously short times) and about cuts done only in 1-2 parts (maybe the creative skips are ok, as long as they are not ruining the way map should be done). But obvious whole-map cuts should of course be fixed and ranks removed I guess... We have to keep in mind that creating a situation, where there is a rank which is unbeatable after fixing the cheat, is not a good practice... :c
To be honest it's a hard problem and I don't really see any perfect solution (maybe except for recording serverside demos of all top ranks or all finishes... which would probably be too much resource consuming and probably useless, as checking all of the demos for cheats seems impossible). The fact that this cheat was done using legal client and legal movements doesn't really help either - of course it should be reported as soon as it was discovered, but it's a kind of useful trick in it's own way. Just like, for example, the freezejump (or hooking back the thrown tee to boost jump) - maybe it could be used to cheat some older maps* (should we check all ranks cause of this? D:), who knows. :c And we already have maps designed using it. Of course, it's a faaaar analogy - I just wanted to point out that the problem is even bigger, because the people who used deepfly didn't hacked anything, they just noticed an unknown phenomena (which, of course, should be reported anyway, as I said).
* It's possible that when some of the Oldschool maps were created people didn't know about this yet - and maybe some mappers still have no idea of it? It affects both freezejump and throw-jump, as well as deepfly... and maybe some other tricks too?
Re: Using deep fly to cut dummy maps
Posted: Mon Aug 31, 2015 2:09 pm
by hi_leute_gll
Imo the problem is still that the dummys got too much functions, it allows cheats, many people play solo and so.
I think there isn't any solution wich is fair for all, some cause unbreakable records, some mean for players that they don't have a chance to compete and some are rather destroying the maps. So if we want a solution we would need to think about what our point is and where we want this game to go.
Re: Using deep fly to cut dummy maps
Posted: Tue Sep 01, 2015 5:20 pm
by Novo
hi_leute_gll wrote:Imo the problem is still that the dummys got too much functions, it allows cheats, many people play solo and so.
I think there isn't any solution wich is fair for all, some cause unbreakable records, some mean for players that they don't have a chance to compete and some are rather destroying the maps. So if we want a solution we would need to think about what our point is and where we want this game to go.
Hahha lol.
So u want to say remove dummy hammer ? :DD
Then u can delet the dummy
Edit: or deen delet multiple bind in tthe client
Re: Using deep fly to cut dummy maps
Posted: Tue Sep 01, 2015 5:31 pm
by BannZay
Novo wrote:Edit: or deen delet multiple bind in tthe client
xD
But people have old/another(not ddnet) versions of client or another soft at least to do this. Somehow change server configuration - probably. But its not rly nice idea
Re: Using deep fly to cut dummy maps
Posted: Wed Sep 02, 2015 9:14 am
by Ñı©Ø
kamillentee is right it depends from the bug. It's nice see videos on youtube of cool and pro cuts but... they should be cuts they mustn't be like "i flyed whole map"... so it depends from the bug...
Re: Using deep fly to cut dummy maps
Posted: Wed Sep 02, 2015 4:14 pm
by teini94
deen wrote:The ping in scoreboard is accurate +- 20 ms. f1 ping is just weird, see no use for it at all. Server list menu ping is your actual ping. ctrl-shift-d pred value is the actually important value, because it shows you how much delayed you see all the other tees. (ping + some buffer)
how much delay you have normally? milk?
bannzay?
I have 70
Re: Using deep fly to cut dummy maps
Posted: Wed Sep 02, 2015 4:23 pm
by Ñı©Ø
I see this thing as an aim... i mean if we remove it from client there will be other client that do this... like aimers... so i think it should remain like this... so every aimer is a cheater?
Re: Using deep fly to cut dummy maps
Posted: Wed Sep 02, 2015 4:32 pm
by Soreu
It has nothing to do with client, but maps. And we're still trying to figure out best solution (for main topic)