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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.22.10 
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posted some :)
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Joined: 08.05.09
Posts: 368
Location: Zagreb, Croatia
The sound problem is a known issue, it's cause they're not preloaded and the game has to dig through the HDD to find the appropriate wave sound.
I wasn't getting warping on dswp TDM before either, I've been having it frequently for the last month or so, since all the lagging started.
Simplest solution is to use Fateswarms optimized iourt exe. Which fixes a lot of issues including sound lag and lag you get when someone joins a team.

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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.22.10 
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posted some :)
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Joined: 01.24.09
Posts: 312
Location: Germany
http://www.www0.org/w/Optimized_executa ... ne_for_urt
That's what Rayne meant :)

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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.22.10 
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posted some :)
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Joined: 08.05.09
Posts: 368
Location: Zagreb, Croatia
Rylius wrote:
http://www.www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt
That's what Rayne meant :)

Oh yeah, sorry i forgot the link, thanks Rylius.

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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.22.10 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Actually, I've been thinking about my problem. I'll try sabotaging ALSA before I try playing UrT next time, since my ALSA is routed through OSS anyway. Maybe then UrT will use OSS the way it did before I "fixed" my ALSA. If that doesn't help, I'll try that optimized binary, despite
http://www.www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt wrote:
# Linux:

* 32bit: ioq3-urt.tar.bz2 (default ubuntu is this; no ikalizer (win32 lib))
* 64bit: ioq3-urt.tar.bz2 (notice it might be slower than 32bit due to further need of optimizations on ioq3 qvm compilation code)
(the 64-bit one is what I need)

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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.22.10 
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Godlike
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Joined: 10.14.08
Posts: 2006
Location: rooftops
-----tdm:  
nick: [dswp]ucf
skill: 472.479
kills: 532
deaths: 332
ratio: 1.60
64 bit linux client runs just fine for me, can't feel much of a difference compared to my 32bit system before

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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.25.10 
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Joined: 03.29.10
Posts: 1447
-----tdm:  
nick: Pirat
skill: 507.365
kills: 402
deaths: 636
ratio: 0.63
SteveMcqueen wrote:
there are also things possible like:
- itemhacks (showing dropped gear)

What exactly does the cheater see? Is the item visible
only on its way from a player's hand to the ground, or
is it still visible after it hit the ground?

And how would I detect that as a spectator? Would
the cheater behave normal when someone is behind
a wall and then all of a sudden starts sniffing the wall
and/or shoots through it?



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 02.26.11 
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Ingame Mod
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Joined: 12.19.09
Posts: 806
Location: @Gauss:
-----tdm:  
nick: [dswp]Jan
skill: 330.877
kills: 220
deaths: 210
ratio: 1.04
-----bomb:  
nick: [dswp]Jan
skill: 664.203
Steve can i translate this (the first post) and post it on our SK urt comunity??
I will give you credits (and dswp too :) )



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 05.18.11 
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DSWP Meme Artist
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Joined: 12.05.10
Posts: 1852
Location: Estonia
-----tdm:  
nick: WidespreadPanic
skill: 618.539
kills: 12260
deaths: 10971
ratio: 1.11
-----bomb:  
nick: SelfRescuingPrincess
skill: 254.796
kills: 219
deaths: 202
ratio: 1.08
One more thing I’ve noticed is that cheaters — who sort of give away their freedom of decision for skills — are afraid to lose those skills for even a moment, so they tend to rely almost exclusively on their primary (except for snipers, of course). So when a wallhacker spots an enemy in a spot that he cannot directly shoot at, he’s way more likely to run up there and shoot the guy anyway, instead of throwing a nade. Stupid things like this make it easier for us to identify them:-)

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 Post subject: Re: CHEAT DETECTING
PostPosted: 05.18.11 
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Joined: 03.29.10
Posts: 1447
-----tdm:  
nick: Pirat
skill: 507.365
kills: 402
deaths: 636
ratio: 0.63
JRandomNoob wrote:
One more thing I’ve noticed is that cheaters — who sort of give away their freedom of decision for skills — are afraid to lose those skills for even a moment, so they tend to rely almost exclusively on their primary (except for snipers, of course). So when a wallhacker spots an enemy in a spot that he cannot directly shoot at, he’s way more likely to run up there and shoot the guy anyway, instead of throwing a nade. Stupid things like this make it easier for us to identify them:-)

Hmm ... that would be valid for me, too:
  • I rely almost exclusively on my primary, too. I only choose my secondary (which I have to pick up during the game, as I don't occupy that slot initially) or sidearm in situations where I don't have time reloading or when I'm out of ammo (which doesn't happen that often, because I die too fast :-).
  • I don't use nades often, even when it would be useful, because I simply don't think of them (don't have them initially, anyways). When I stand in front of a bunch of enemies healing each other and then quickly turning around and pointing their guns towards me, THEN I think: "Hey, I should have thrown a nade!". :-}



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 05.18.11 
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Godlike
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Joined: 01.08.09
Posts: 1296
Location: Berlin, Germany
-----tdm:  
nick: Samtron
skill: 584.92
kills: 316
deaths: 269
ratio: 1.17
eXtr33m wrote:
Steve can i translate this (the first post) and post it on our SK urt comunity??
I will give you credits (and dswp too :) )

I guess he never read that. But if you name him as the author and link this page, it should be fine. :)

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