Originally Posted by
James
Basically it was my beta approach at fixing wallhacks. I saw that putting caulk sandwiched between brushes basically prevented wallhacking.
Let me correct you, James
It was the hint texture, caulk is just an invisible texture with no side effects on visibility
This is the video of that test map (uploaded on Aug 20, 2007)
Mohaa Anti Cheat - Spread The Word
Mohaa Patch 1.12
Credit Goes To Eletrickrypt And m0d hippY
This is the README that comes along with that test map
Code:
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INTRO:
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When writting this, I ASSUME YOU HAVE SOME KNOWLEDGE WITH Q3MAPPING!
This is one method m0d hippY and I (electrickrypt) found to prevent cheat
skins and other wallhacks in Medal of Honor: Allied Assault to be seen through
walls.
Included in this demo is the map source to the ANTI WALLHACK demo video viewed
here:
http://www.fYCcreationZ.com/files/vid/xnull_anticham.wmv
along with a compiled version.
Also included:
MOH TOOLS [FULL PACKAGE]
Moh Radiant Map Editor
MBuilder
MoHAA Stock Maps
Pakscape
Please include us in the credits if you use this to pursue any work to release
any Anti-Cheats.
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How its done:
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Done by placing multiple (small, but tall, equivalent size to a player)
"hint" brushes (textures/common/hint) around stock maps filling ALL possible
spaces where a player can occupy. You do this with the MoHAA map editor
MOH Radiant.
The Allied Assault q3 engine will allow you to add hints to stock maps
(without modifying anything else!), compile with MBuilder, host, and allow
clients to connect without the new redone stock map version. Therefor, being a
server side mod.
During the map compiling process, these hints break up the map in multiple
vis areas(visportals). The compiler will ask each hint which other hints it
can see without being blocked by STRUCTURAL brushes. The only way the hint
would not be able to see another hint, is if it is blind sighted by a structural
brush. Structural brushes are needed in order to blind it from other hints.
These structural brushes also help to break up the map in different vis areas.
The other kind of brush is a DETAIL brush. These brushes are ignored by the
compiler making them useless in this demo.
***[See Additional Info below]
Imagine one player (PLAYER 1) is standing inside a hint brush (HINT-A),
and a second player (PLAYER 2) is standing in another hint brush (HINT-B).
If HINT-A cannot see HINT-B, PLAYER 1 will not be rendered on PLAYER 2's
screen and vice versa. If either player is using cheat skins (or any wallhack),
the wallwack will not be rendered, preventing the wallhack.
However, there are problems.
There is a visportal limit just above 2 million units.
This limit is capped in the q3map.exe.
(*LoadPortals: NumVisBytes XXXXXXX exceeds 2097152)
m0d hippY managed to bypass the cap but resulted with side effects that
jepordized the whole map and made it unplayable.
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Additional Info:
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VIS FOR DUMMIES!
http://web.telia.com/~u26123488/vis/visfordummies.htm
http://modsonline.com/Tutorials-read-135.html
***Some maps do not use structural brushes (ie. The Hunt).
Without structural brushes, the hint's are useless.
This is where you would use vis_leafgroups. Yet, I have not confirmed if the
vis_leafgroups work properly via server side. But I don't see why not and have
not had the time to try.
VIS LEAF GROUPS!
http://map.planetmedalofhonor.gamespy.com/mohaa/t.php?id=80
sorry for the off-topicness