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VexD

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  1. Well, don't need this any more - just made a new client instead. What a faff :3 Thanks anyways!
  2. So.. I have done an awful lot of work on my client and launcher etc, before realising I was using a pre-modified Conquer.exe which included a compose exploit modification (the one where you can use 1x minor item to compose instead of 2)... I can obviously fix the exploit server side, but the client* modification stops the players from inputting a second minor compose item into it.. So even though they can't exploit it, they also can't use it - and rather than re-do all of my work removing buttons and getting reso / gui addresses set up and whatnot, I'd really much rather just remove the compose exploit if possible..? I've searched around the StrRes.ini for strings pertaining to composition and searched for those in x32, but nothing seemed particularly affected around those addresses. Anyone know specifically how this is done and how I can remove it? Would very much appreciate it. I've searched everywhere and can't seem to find anything specifically pertaining to this particular exploit/ client mod. Thanks all~
  3. Pintinho?! Haha. Thanks, again, that's very helpful :D. I'll try some more things later and take a look at that snippet.
  4. Thanks that's really really helpful. My problem is (I think) - that because the client automatically despawns the entity when it leaves the screen, there's this very specific moment where if player A is chasing player B, if they jump at the same time, player A goes invisible to player B, but the visibilitydictionary is not updated because technically, player A can still see player B.... Therefore Player A is not considered a newObject, and therefore not spawned back into the screen of Player B when it arrives... Does that make sense? I can't figure out how to reliably capture Player A and force it to be considered a newObject at that very specific moment, so that it's respawned onto the screen of Player B... :/
  5. Thanks Konichu, I'll take a look. Appreciate it.
  6. Hi all, So I've been working on a 5065 server and I've hit a brick wall regarding the visibility of players. I've found a bug in Redux where players will sporadically go invisible when jumping onto each others screens at specific times/angles. I've found that this bug is present on an awful lot of public sources/bases (and live servers as well), and I'm having a hard time figuring out why... I tried following the wiki to the letter for screen and visibility, but I just haven't been able to nail down the cause or indeed, fix it. It also happens in the albetros source for example (so any sources based on these that people try and sell, have this bug). Has anyone come across this and or can point me in the right direction of how to fix it? Thanks I appreciate it.
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