Author Topic: Q2 Semi-WallHack Glitch  (Read 9415 times)

Offline plastik

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Q2 Semi-WallHack Glitch
« on: May 19, 2008, 03:42:28 AM »
in software mode (I don't remember if it is existent in GL, but I think it was on my old 500mhz), on different machines, I get the same type of problem.  It happens usually in large open spaces, such as my example here.  any clues to why it does this or how to fix this? (if it is even fixable)   I am able to see people, weapons, etc.  but only in certain positions/angles on maps the textures basically disappear and are replaced with a 'transparent' gray.   I have no special settings, pak files, or anything else that could be causing this.  I'm sure this has to happen for others to.

« Last Edit: May 19, 2008, 03:49:21 AM by plastik »
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Offline Whirlingdervish

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Re: Q2 Semi-WallHack Glitch
« Reply #1 on: May 19, 2008, 08:14:42 AM »
That area of the map vanishing is caused by the size of that big open area exceeding the drawdistance of the software renderer.

that happens on lots of custom maps in software mode. if there's too much to draw it'll truncate it past that point, and you'll be looking into the void.

You still see the weapons and player entities because they are drawn seperately from the world polygons that make up the map.

 :beer:
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Offline [BTF]Jehar

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Re: Q2 Semi-WallHack Glitch
« Reply #2 on: May 19, 2008, 08:32:08 AM »
I always loved that when a carmack engine did something that looked buggy, it was only because it was following it's own rules and logic... so even the "bugs" behaved and stayed consistent.
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Offline The Happy Friar

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Re: Q2 Semi-WallHack Glitch
« Reply #3 on: May 19, 2008, 10:27:10 AM »
and the bugs were cool....  not cause for "bitch sessions" by puberty-deprived teens.  :)
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Offline X'tyfe

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Re: Q2 Semi-WallHack Glitch
« Reply #4 on: May 19, 2008, 10:31:21 AM »
i should think we are way past of the point of needing the software renderer
or do you think its going to add length to your e-penis? heh
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Offline haunted

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Re: Q2 Semi-WallHack Glitch
« Reply #5 on: May 19, 2008, 01:30:40 PM »
x'tyfe is the smartest person alive
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Offline X'tyfe

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Re: Q2 Semi-WallHack Glitch
« Reply #6 on: May 19, 2008, 01:50:21 PM »
x'tyfe is the smartest person alive

haunted, your so nice :D
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Offline Whirlingdervish

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Re: Q2 Semi-WallHack Glitch
« Reply #7 on: May 19, 2008, 03:03:11 PM »
*you're

 :erhmmm:
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Offline X'tyfe

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Re: Q2 Semi-WallHack Glitch
« Reply #8 on: May 19, 2008, 03:10:21 PM »
whatever grammar nazi :)
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Online QwazyWabbit

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Re: Q2 Semi-WallHack Glitch
« Reply #9 on: May 19, 2008, 03:33:15 PM »
Whirlingdervish(Q2C) correctly described it. It's called "distance clipping" or Z-clipped. I have had it in OpenGL mode too. One map even fades to space for me leaving me totally blind in a world of sky. I can't remember the map name offhand. Really fun when it happens, not! The range of vision simply starts reducing and fades to zero range, then magically starts receding again until I get full range again. R1Q2 client, R1GL graphics.
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Offline |iR|Focalor

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Re: Q2 Semi-WallHack Glitch
« Reply #10 on: May 19, 2008, 07:24:47 PM »
*you're

 :erhmmm:

Your you're own undoing! Right, ToxicMonkey?  :bravo:
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Re: Q2 Semi-WallHack Glitch
« Reply #11 on: May 19, 2008, 11:12:36 PM »
in software mode (I don't remember if it is existent in GL, but I think it was on my old 500mhz), on different machines, I get the same type of problem.  It happens usually in large open spaces, such as my example here.  any clues to why it does this or how to fix this? (if it is even fixable)   I am able to see people, weapons, etc.  but only in certain positions/angles on maps the textures basically disappear and are replaced with a 'transparent' gray.   I have no special settings, pak files, or anything else that could be causing this.  I'm sure this has to happen for others to.



Well, it has happent to me too when
i used to have software mode.

I could see throught the walls
when i was waiting for the lower
rocket launcher on the edge.

Wallhax.

 :busted:
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Re: Q2 Semi-WallHack Glitch
« Reply #12 on: May 19, 2008, 11:14:10 PM »
Console needs to force anticheat on carmacks ip.

 :evilking:
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Offline plastik

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Re: Q2 Semi-WallHack Glitch
« Reply #13 on: May 20, 2008, 02:39:50 AM »
That area of the map vanishing is caused by the size of that big open area exceeding the drawdistance of the software renderer.

that happens on lots of custom maps in software mode. if there's too much to draw it'll truncate it past that point, and you'll be looking into the void.

You still see the weapons and player entities because they are drawn seperately from the world polygons that make up the map.

 :beer:

great answer, I figured it had something to do with draw distance but was unsure since some maps have larger distances but don't clip. 


to others, this happens in GL mode so don't hate on software mode :)
« Last Edit: May 20, 2008, 02:41:52 AM by plastik »
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Offline [BTF] Reflex

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Re: Q2 Semi-WallHack Glitch
« Reply #14 on: May 20, 2008, 05:28:45 AM »
in q1 it did that for going over the allowed number of visible polygons,  was a command to increase that for better systems...
nothing like that for q2's drawdistance?
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