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Author Topic: AntiPoke Update  (Read 10488 times)

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Offline Hackez

Re: AntiPoke Update
« Reply #45 on: Friday, May 10, 2013, 22:22:38 PM »
antipoke put the folder in the AA but I can not get into some servers

Offline Possessed

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Re: AntiPoke Update
« Reply #46 on: Saturday, May 11, 2013, 01:16:38 AM »
Theres a Chance that some Servers have Updated AntiPoke but not the Cvars causing "GAMEHACK #80023 Game File Mismatch: AntiPoke.u" kicks, or those servers somehow downloaded the Cvars from the backup Repository wich contains a new cvar file that wasn't public released yet.
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline Spanky

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Re: AntiPoke Update
« Reply #47 on: Saturday, May 11, 2013, 17:50:47 PM »
Good job Possessed. Seriously, these are features I would have voted on having. Unfortunately, you see what happens when you change something even trivial. Ragers start registering just to flame your hard work :)
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline krIz+

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Re: AntiPoke Update
« Reply #48 on: Saturday, May 11, 2013, 18:03:12 PM »
maybe it'll sound harsh but its useless, having it in the middle of your screen by default .. hit f1 for ping, bleeding lead for camping :D

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Re: AntiPoke Update
« Reply #49 on: Saturday, May 11, 2013, 18:23:36 PM »
There's already an icon that shows bleeding... If you can't decipher percentage from that then you should pay more attention in school. FPS is great since not everybody knows about FRAPS and the in-game command.
It's like shaving your pubes to make your junk look bigger.
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Offline Possessed

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Re: AntiPoke Update
« Reply #50 on: Saturday, May 11, 2013, 22:44:36 PM »
Actually it show your Ping not FPS ;D, bleeding stats I've found elsewhere,
I wanted to draw the text with the same color as the HUD, tried it my self but could not get it to work until I remembered of maap teamview wich has this feature, I already had the ping on screen when I found somewhere a function with this + different color for high/med and low ping.
Looks so simple but I spent hours figuring things out, even adding some stuff that I did not entirely wrote by my own, it was a challenge for me;
« Last Edit: Saturday, May 11, 2013, 23:29:21 PM by Possessed »
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline Spanky

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Re: AntiPoke Update
« Reply #51 on: Saturday, May 11, 2013, 23:10:59 PM »
Looks so simple but I spent hours figuring things out, even adding some stuff that I did not entirely wrote by my own, it was a challenge for me;

That's exactly what I do in coding. Best way to learn IMO. Take existing code, understand it, modify it to your needs, improve upon it.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Possessed

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Re: AntiPoke Update
« Reply #52 on: Saturday, May 11, 2013, 23:29:42 PM »
I've found how to draw FPS on screen, worked fine for me,
here fps is locked at 60 frames, MyFPS was displaying from 58.xx to 60.xx FPS
and was updating faster than 'stat fps' (slower should be better for perfomance idk)
http://forums.epicgames.com/threads/962024-Get-FPS-%28framerate%29-from-unrealscript
I'm using:
Code: [Select]
event Tick(float DeltaTime)
{
       MyFPS = 1 / DeltaTime;
}
gotta check WorldInfo.TimeDilation / DeltaTime.
« Last Edit: Saturday, May 11, 2013, 23:32:21 PM by Possessed »
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


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Re: AntiPoke Update
« Reply #53 on: Saturday, May 11, 2013, 23:32:11 PM »
You should be able to reverse-engineer the AntiPoke to type "stat fps" in the console when the game is launched.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Possessed

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Re: AntiPoke Update
« Reply #54 on: Saturday, May 11, 2013, 23:37:47 PM »
You should be able to reverse-engineer the AntiPoke to type "stat fps" in the console when the game is launched.
I can make antipoke write' stat fps' to console everytime it gets spawned.
MyController.ConsoleCommand("stat fps");
it can be put into a bool variable.
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline Spanky

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Re: AntiPoke Update
« Reply #55 on: Saturday, May 11, 2013, 23:58:55 PM »
There you go. Probably a good idea to check and see if it's active first :)
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Possessed

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Re: AntiPoke Update
« Reply #56 on: Sunday, May 12, 2013, 00:15:09 AM »
There you go. Probably a good idea to check and see if it's active first :)
should work, but there might be a problem, I can't check if "stat net" is active.
"AP" is re added at every map start/change so it can dissapear once AP writes "stat net" again.
but, it won't go in the Interaction but instead in the loader, idk if the loader class keep active
so I need to test it on 2.5 only, while using 2.8.5 require less time/effort :)

These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline Spanky

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Re: AntiPoke Update
« Reply #57 on: Sunday, May 12, 2013, 00:19:44 AM »
There's got to be a way to check if stat net is active. How does the renderer know to render that stat or not? Maybe just force the default value to enabled when AntiPoke is loaded?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Possessed

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Re: AntiPoke Update
« Reply #58 on: Sunday, May 12, 2013, 01:22:25 AM »
There's got to be a way to check if stat net is active. How does the renderer know to render that stat or not? Maybe just force the default value to enabled when AntiPoke is loaded?
that must be part of the Native Engine code, so I can't check it with uscript.
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline Petrol

Re: AntiPoke Update
« Reply #59 on: Sunday, May 12, 2013, 02:02:34 AM »
Possesed it is your last chanse. You have one week to revert changes, or separate it in other packagage. If not I'll publish my version of AntiPoke, and you would'n be happy.

 

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