GhostRadar v1.11 *fixed*
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- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: GhostRadar v1.11 *fixed*
it CAN be figured out by the player. unitids are readily available to anyone.
god dammit, widgets are not cheats.
god dammit, widgets are not cheats.
Re: GhostRadar v1.11 *fixed*
Readily available? How?
And the fact that they are available is a flaw in Spring.
And the fact that they are available is a flaw in Spring.
Re: GhostRadar v1.11 *fixed*
+1, nearly impossible to fix.lurker wrote:And the fact that they are available is a flaw in Spring.
Re: GhostRadar v1.11 *fixed*
Why is it nearly impossible to fix?
Precis of my post here viewtopic.php?p=297443#p297443 - Surely you just need all 'local' code to be given pseudo ids (for blips) rather than unit ids in the appriate APIs (widgets, group ais, anything else?)
Precis of my post here viewtopic.php?p=297443#p297443 - Surely you just need all 'local' code to be given pseudo ids (for blips) rather than unit ids in the appriate APIs (widgets, group ais, anything else?)
Re: GhostRadar v1.11 *fixed*
the problem is the same as with any cheating protection - few undetectable modifications of engine code would make any protection against leaking ids useless.
Re: GhostRadar v1.11 *fixed*
How ?Tribulex wrote:it CAN be figured out by the player. unitids are readily available to anyone.
god dammit, widgets are not cheats.
Re: GhostRadar v1.11 *fixed*
Well, it depends on what you mean by cheating. At the moment, the leaking unit ids is a built in feature of the luaui interface, and as such can't really be classed as a cheat in the same way as a custom-modded spring exe could.imbaczek wrote:the problem is the same as with any cheating protection - few undetectable modifications of engine code would make any protection against leaking ids useless.
Re: GhostRadar v1.11 *fixed*
Well, I would say remembering a unit id after it leaves radar range is a detrimental engine bug. As for the other people that think even displaying what a unit is after it gors from los to radar is an exploit, let me remind you that spring does this naturally with the radar dots. In some mods you may notice that after a unit goes from los to radar, its dot is no longer a blank one, but rather its minimap icon. I believe this happens for commanders in BA, and all units in CA. So showing a transparent model over that icon merely helps those not as familiar with the minimap icons.
Re: GhostRadar v1.11 *fixed*
A unit that leaves range and comes back being replaced with a ghost seems dubious to me. Everything else is fine.
Re: GhostRadar v1.11 *fixed*
By a human function called memory!Masure wrote:How ?Tribulex wrote:it CAN be figured out by the player. unitids are readily available to anyone.
god dammit, widgets are not cheats.
-I know it is a old post
I haven't been using gl. functions but when looking at the code... Doesn't it draw ghosts even if it is out of screen view? Or does the functions themself take care of that?
Unless ghosted buildings is disabled. Now here you could say that a widget is a cheat or an outlaw!--skip buildings, they get ghosted anyway
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: GhostRadar v1.11 *fixed*
You would not be able to tell units apart once they left radar range and re-enter it. I dont know a way for players to figure out the actual unitId.Pendrokar wrote:By a human function called memory!Masure wrote:How ?Tribulex wrote:it CAN be figured out by the player. unitids are readily available to anyone.
god dammit, widgets are not cheats.
-I know it is a old post
Yes (it draws outside screen) but only for the radar range. AFAIK later in the rendering pipeline geometry outside view gets culled anyway (which isnt completely free). So probably its still possible to improve the rendering by checking visibility before sending stuff into the rendering pipeline. But I dont know if you would get a noticable performance increase. Maybe some OGL-Wizards could share their opinion about this.Pendrokar wrote: I haven't been using gl. functions but when looking at the code... Doesn't it draw ghosts even if it is out of screen view? Or does the functions themself take care of that?
GroupAIs are gone now, right? So the argumentation applies for units nowadays too (since there is no RadarAI freely available anymore). It's indeed arguable.Pendrokar wrote:Unless ghosted buildings is disabled. Now here you could say that a widget is a cheat or an outlaw!--skip buildings, they get ghosted anyway
But theres no way back now, better keep it available to the public rather than trying to keep it concealed which would only hurt "newbs" who dont have it already.
An engine-side fix would be needed to really get rid of the unitID-problem I think.
Re: GhostRadar v1.11 *fixed*
culling occurs on per-face/per-vertex level, so it runs everything through the vertex shaders -> slowvery_bad_soldier wrote:Yes (it draws outside screen) but only for the radar range. AFAIK later in the rendering pipeline geometry outside view gets culled anyway (which isnt completely free). So probably its still possible to improve the rendering by checking visibility before sending stuff into the rendering pipeline. But I dont know if you would get a noticable performance increase. Maybe some OGL-Wizards could share their opinion about this.Pendrokar wrote: I haven't been using gl. functions but when looking at the code... Doesn't it draw ghosts even if it is out of screen view? Or does the functions themself take care of that?
Always do a cpu frustum test if you are interested in performance it is WAYS faster.
Re: GhostRadar v1.11 *fixed*
Please don't resurrect past masters.