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America's Army => General Chat => Topic started by: Possessed on Friday, May 10, 2013, 03:04:14 AM

Title: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 03:04:14 AM
I did some updated to antipoke mostly regarding logging, they should be detailed for us now.

I also Added some stuff into your screen  :shock:

to disable them type in console:
ShowVersion      //Enable/Disable  25Assist7.22 message
ShowPing          //Enable/Disable  Displays you own ping on screen.
ShowBleed       //Enable/Disable  Show your current health + bleeding status.

If you get kicks or errors after the update report it here.
AntiPoke Version mismatch error: wait till the server update it self / re open Assist again.


Title: Re: AntiPoke Update
Post by: Rob_LD on Friday, May 10, 2013, 03:28:24 AM
I appreciate your work, but it doesn't make a lot of sense to me.


ShowVersion:
Why do we need the Assist-version displayed in game?
It is displayed at startup and as far as I believe won't change during an active session.


ShowVersion:
F11 and "stat net" are doing a great job, don't they?


ShowBleed:
Well, that is a feature a "Tactical shooter" really needs.
May we have a count down displayed if you pull the frag's pin as well?
 :shock:



Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 04:09:58 AM
just fashion stuff, you can turn em off :)
any bug or anything else?
Title: Re: AntiPoke Update
Post by: Rob_LD on Friday, May 10, 2013, 04:18:04 AM
As far as I concerned, this "fashion stuff" may disturb those new players who don't know how to deactivate it as well.
Disabled by default would be a good choice.


Howsoever, no bugs seen yet.

Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 04:25:45 AM
till tomorrow is enough to get as much log entries I need, so will change those features to false by default.
command 'DramaticLight' make guns a bit bright when passing by a light source, but only your own gun, try it, its been there since months, nothing really cool, but well :D
Title: Re: AntiPoke Update
Post by: Bart! on Friday, May 10, 2013, 04:30:10 AM
What is your motivation to put current health in it?

Sorry, I just can't understand the reasoning behind it, so please elaborate.
Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 04:33:52 AM
None, just added the code while I was chaning things, looks so simple but took too much time to work as I wanted O.o
it was an experiment :)
Title: Re: AntiPoke Update
Post by: Rob_LD on Friday, May 10, 2013, 04:45:21 AM
"DramaticLight" seems to be bugged.
At least on border the gun appears dark outside and gets lightened if you enter a house.

Title: Re: AntiPoke Update
Post by: Bart! on Friday, May 10, 2013, 04:58:13 AM
I see :)

I would suggest keeping the health meter out though, it can change a lot in tactical situations (matches etc) if someone knows exactly how long he has to live, I think the uncertainty adds an extra dimension to the game.
Title: Re: AntiPoke Update
Post by: Petrol on Friday, May 10, 2013, 05:07:17 AM
Bart, you are right.
Possesed functionalities like that in AntiPoke are MISTAKE.
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 07:27:55 AM
deleted by owner
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 07:42:09 AM
deleted by owner

but a idiot you are Possessed  :down:
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 07:53:14 AM
deleted by owner
Title: Re: AntiPoke Update
Post by: Rob_LD on Friday, May 10, 2013, 08:42:52 AM
Take a deep breath...

Do we have to think about calling 911, attempt of suicide?
 :P
Title: Re: AntiPoke Update
Post by: Petrol on Friday, May 10, 2013, 08:47:06 AM
Rather attempt of murder...
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 09:04:24 AM
Take a deep breath...

Do we have to think about calling 911, attempt of suicide?
 :P

no, not suicide, but killing him ..
Title: Re: AntiPoke Update
Post by: Vanoke on Friday, May 10, 2013, 09:12:16 AM
don t know if this hase to do whit update but now if i shot summone whit pso i see AK47 ???that killed him .
greating all
Title: Re: AntiPoke Update
Post by: insidiae on Friday, May 10, 2013, 09:20:39 AM
I appreciate the work I just don't really see the point, I think showing how much health you have left takes away a big part of the needed gamesense whilst playing the game.
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 09:21:19 AM
we have some players that now not can join the game at all. can you fix this now?
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 09:38:15 AM
deleted by owner
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 09:57:32 AM
if you have trouble with running aa25assist, connecting to a server, download antipoke.u from this site:

http://www.2shared.com/file/ajpeMgbP/AntiPoke.html

then put it into you system folder of aa25assist.
good luck!
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 10:02:00 AM
and btw Possessed. you made another mistake.
do not just muliply the ping with 4 - on a same LAN with the server, i do not have ping 16, i still have ping 1.
lol
Title: Re: AntiPoke Update
Post by: Petrol on Friday, May 10, 2013, 11:00:16 AM
I don't need to hack this game, because there are enough saboteurs inside...
Title: Re: AntiPoke Update
Post by: Flatlander on Friday, May 10, 2013, 11:11:47 AM
Not again a friday evening wasted in the serverfolder.....plzzzzz.Hope its not as bad as it sounds atm.

Btw,dont you have a schedule for this stuff with some kind of notification before an update? I just remember these 10mb mapupdates inclusive truncated files and the following 3 hours searching for the kickreasons.

Its not funny just because someone wanna "test" stuff for fun ;)
Title: Re: AntiPoke Update
Post by: KARI-30 on Friday, May 10, 2013, 11:52:19 AM
Please dont try to "improve" the game. "Health meter" and other stuff just doesnt make it better. Please keep the game as it was and as we all love it. I know that you are just testing and trying out new stuff, but it is not needed. Maybe just focus on the anticheat section.
Title: Re: AntiPoke Update
Post by: dave13 on Friday, May 10, 2013, 12:48:02 PM
1st of all its a nice idea but its near the middle of the screen and the ping irritate me beacuse i think something moved left

at all nice idea but nobody need it and for wars its also bad +irrotates me by playing so pls remove it
Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 13:08:10 PM
Some ppl might learn to read before posting things that were already explained :)

Assist checks for a new file Version at every Assist Client/Server start.
'mismatch' issue and  how to remove the text from your screen is explained in the first post

for me the LAN ping is correct, ping isn't divided by 4.

You can move the text by using: PosX, PosX2, PosY, PosY2
each time you use this command the text moves + or - 10.
Position and Enabled stuff are store at AntiPoke.ini, if theres no lines other than
bws=true (or false) you should input one of the commands listed here so the settings can be stored in the file
before you can manually edit.


Read my early posts for more info.

"DramaticLight" seems to be bugged.
At least on border the gun appears dark outside and gets lightened if you enter a house.
that's what it does, "brighter" when you pass a light Source.

Title: Re: AntiPoke Update
Post by: Rob_LD on Friday, May 10, 2013, 13:16:01 PM
Quote
that's what it does, "brighter" when you pass a light Source.
Well, that's what it is supposed to.

But why does the gun looks like it is in the shadows outdoors (where the sun shines on it) and shines bright in a dark room?

PS:
I'm going to make a screenshot to make clear what I mean
Title: Re: AntiPoke Update
Post by: Petrol on Friday, May 10, 2013, 13:22:28 PM
Possesed, plese don't be moron, and revert your damn changes.
Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 13:24:30 PM
Possesed, plese don't be moron, and revert your damn changes.
read teh damn posts. bunch of lazy ppl.
Title: Re: AntiPoke Update
Post by: Rob_LD on Friday, May 10, 2013, 13:39:21 PM
This is what the gun looks outside:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fhome.arcor.de%2FRob_LD%2FAA%2Fout.jpg&hash=dbd76c1682b43f54e9bb552f41d7b101)



This is what it looks like if you step inside a building:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fhome.arcor.de%2FRob_LD%2FAA%2Fin.jpg&hash=fd2e317327f4f3dca00735ffe57d9f0c)


If this is volitional... strange!


BTW:
I just got kicked back to desktop for an Antipoke error..
Too much trouble for futzing...
Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 13:45:45 PM
wich error? I've found nothing on the logs.
Title: Re: AntiPoke Update
Post by: Rob_LD on Friday, May 10, 2013, 13:50:17 PM
It was an error message which appeared inside the game.
The ingame menu showed up and a popup window said something about antipoke error.

Several buttons for choice:
"Server browser" "quit" and further
Title: Re: AntiPoke Update
Post by: Flatlander on Friday, May 10, 2013, 14:03:57 PM
Same here.... as expected.Antipoke error and back to main menue of AA. Evening down.

Edit:Note to myself,reading first,then start complaining.....restarting assist did the trick  :oops:

 :up:
Title: Re: AntiPoke Update
Post by: Rob_LD on Friday, May 10, 2013, 14:14:45 PM
Hmmm, my Assist already was restarted.


Here is an excerpt of the log:
Code: [Select]
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:0290) Accessed None 'myPawn'
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn'
05/10/13 19:34:08 ScriptLog: Attempting to close a non-existing menu page
05/10/13 19:34:08 ScriptLog: Attempting to close a non-existing menu page
05/10/13 19:34:27 ScriptLog: Console Message: Unrecognized command
05/10/13 19:34:32 ScriptLog: Console Message: Unrecognized command
05/10/13 19:35:55 Log: Enter SetRes: 1280x1024 Fullscreen 1
05/10/13 19:35:55 Log: Using back-buffer format 22(32-bit)
05/10/13 19:35:55 Log: Using depth-buffer format 75(32-bit)
05/10/13 19:35:55 Log: xD3DHelper::Init (QuadEmulation)
05/10/13 19:35:55 Log: Allocating 16384 byte dynamic index buffer.
05/10/13 19:35:55 Log: Allocating 47472 byte dynamic index buffer.
05/10/13 19:35:56 Log: Precaching: Border.LevelInfo0
05/10/13 19:35:56 Log: Allocating 190992 byte dynamic index buffer.
05/10/13 19:35:57 Log: Allocating 278664 byte dynamic index buffer.
05/10/13 19:35:57 Log: Finished precaching geometry in 0.647 seconds
05/10/13 19:35:57 Log: Finished precaching textures in 0.555 seconds
05/10/13 19:35:58 Warning: Failed to load 'Material T-Maps.Overhead.Border': Failed to find object 'Material T-Maps.Overhead.Border'
05/10/13 19:35:59 Log: appRequestExit(0)
05/10/13 19:35:59 Localization: No localization: ArmyOps.General.Exit (int)
05/10/13 19:35:59 Exit: Preparing to exit.
05/10/13 19:35:59 Log: Purging garbage
05/10/13 19:35:59 Log: Unbound to Window.dll
05/10/13 19:35:59 Log: Unbound to Core.dll
05/10/13 19:35:59 Log: Unbound to Engine.dll
05/10/13 19:35:59 Exit: Game engine shut down
05/10/13 19:35:59 Log: Unbound to WinDrv.dll
05/10/13 19:36:00 Log: UViewport::Destroy() - About to destroy Console
05/10/13 19:36:00 Log: UViewport::Destroy() - About to destroy Canvas
05/10/13 19:36:00 Log: UCanvas::Destroy entered
05/10/13 19:36:00 Exit: Windows client shut down
05/10/13 19:36:00 Log: Unbound to D3DDrv.dll
05/10/13 19:36:00 Log: Unbound to AGP.dll
05/10/13 19:36:00 Log: Unbound to IpDrv.dll
05/10/13 19:36:00 Log: Unbound to Andromeda.dll
05/10/13 19:36:00 Log: Unbound to XInterface.dll
05/10/13 19:36:00 Log: Unbound to Fire.dll
05/10/13 19:36:00 Log: Unbound to Editor.dll
05/10/13 19:36:00 Log: (Karma): Level Karma Terminated.
05/10/13 19:36:00 NetComeGo: Close TcpipConnection 85.214.120.170:1736 05/10/13 19:36:00
05/10/13 19:36:00 Exit: Socket shut down
05/10/13 19:36:00 Log: Unbound to AGP_Interface.dll
05/10/13 19:36:00 Log: Unbound to ALAudio.dll
05/10/13 19:36:00 Log: Waiting for file streaming thread to finish...
05/10/13 19:36:00 Exit: OpenAL Audio subsystem shut down.
05/10/13 19:36:00 Log: (Karma): Level Karma Terminated.
05/10/13 19:36:00 Log: Garbage: objects: 60555->0; refs: 821046
05/10/13 19:36:00 Exit: Object subsystem successfully closed.
05/10/13 19:36:00 Exit: Exiting.
05/10/13 19:36:00 Log: FileManager: Reading 0 GByte 302 MByte 94 KByte 477 Bytes from HD took 14.593166 seconds (14.500166 reading, 0.093000 seeking).
05/10/13 19:36:00 Log: FileManager: 0.102000 seconds spent with misc. duties
05/10/13 19:36:00 Uninitialized: Name subsystem shut down
05/10/13 19:36:00 Uninitialized: Memory Allocation Status
05/10/13 19:36:00 Uninitialized: Curr Memory  13.353M /  18.465M
05/10/13 19:36:00 Uninitialized: Peak Memory  255.589M /  258.367M
05/10/13 19:36:00 Uninitialized: Allocs       71446 Current /  13108832 Total
05/10/13 19:36:00 Uninitialized: Log file closed, 05/10/13 19:36:00



I cut off of hundred of lines like this:
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn



The server log just says:
"Connection lost"
Title: Re: AntiPoke Update
Post by: Flatlander on Friday, May 10, 2013, 14:21:29 PM
I restarted the server just like every evening,started my assist and got the kick.Restarted the assist and was able to join normal.No errors and the new visuals are also there.

Sry i cant tell more.I feel your pain ;)

Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 14:25:11 PM
the error you saw was AntiPoke mismatch, happens when your and the server AntiPoke package are different,
about the Accessed None's, easy fix ;)
Title: Re: AntiPoke Update
Post by: Petrol on Friday, May 10, 2013, 15:19:54 PM
Quote
05/10/13 19:34:03 Warning: SplashInteraction Package.SplashInteraction (Function antipoke.SplashInteraction.PostRender:02B2) Accessed None 'myPawn

Possessed  :up:
Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 15:22:36 PM
spamming bitch :) I'm testing teh fix
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 16:03:59 PM
shame on you, realy bullshit this was.
put that crap away, i know my ping and i do not need that idiot thing in front of my screen, realy not !!
if you like to get some attention, just go outside and but you clothes off, then you got the same effect, but not by disturbing us.
thank you very much in deed.

and next time, would be nice if you could inform before you are doing such things - with us at least :rtfm:
Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 16:20:55 PM
umadbro?
Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 16:49:15 PM
umadbro?

yes, a bit. had about 2 hours of work just because of that...
Title: Re: AntiPoke Update
Post by: Possessed on Friday, May 10, 2013, 17:14:23 PM
New version is ready:

No more 'Accessed None' log Spam, (from AntiPoke at least);
No more lag Spikes caused by log spam;
On Screen features are now Disbled by Default,
no longer read/writes to AntiPoke.ini, they can only be enabled by Console, Commands on the first Post;
Fixed a bug that was'nt allowing a function to work;
Now Logs are more datailed;
On Screen Ping is now a 'Int' value isntead of a 'float' value.

Title: Re: AntiPoke Update
Post by: [SWISS]Merlin on Friday, May 10, 2013, 17:45:35 PM
but please, please, please do not distribute that on this weekend !!!!!
Title: Re: AntiPoke Update
Post by: woopty121 on Friday, May 10, 2013, 18:00:13 PM
you know thats pretty cool that you added the update,,, but really you coulda put them down in the bottom left corner or bottom right corner. that way its not directly in the field of view. good idea over all though.
Title: Re: AntiPoke Update
Post by: Hackez on Friday, May 10, 2013, 22:22:38 PM
antipoke put the folder in the AA but I can not get into some servers
Title: Re: AntiPoke Update
Post by: Possessed 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.
Title: Re: AntiPoke Update
Post by: Spanky 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 :)
Title: Re: AntiPoke Update
Post by: krIz+ 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
Title: Re: AntiPoke Update
Post by: Spanky 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.
Title: Re: AntiPoke Update
Post by: Possessed 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;
Title: Re: AntiPoke Update
Post by: Spanky 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.
Title: Re: AntiPoke Update
Post by: Possessed 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.
Title: Re: AntiPoke Update
Post by: Spanky 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.
Title: Re: AntiPoke Update
Post by: Possessed 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.
Title: Re: AntiPoke Update
Post by: Spanky 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 :)
Title: Re: AntiPoke Update
Post by: Possessed 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 :)

Title: Re: AntiPoke Update
Post by: Spanky 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?
Title: Re: AntiPoke Update
Post by: Possessed 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.
Title: Re: AntiPoke Update
Post by: Petrol 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.
Title: Re: AntiPoke Update
Post by: Possessed on Sunday, May 12, 2013, 05:01:51 AM
@Petrol, do it. could not care less about yours. as I've never have done what I think you did.  :wanker:

(https://dl.dropboxusercontent.com/u/64317034/ap_w2s.png)
(https://dl.dropboxusercontent.com/u/64317034/ap_cl1.PNG)
(https://dl.dropboxusercontent.com/u/64317034/ap_1.png)
full SS:
https://dl.dropboxusercontent.com/u/64317034/AA285Shot00018.PNG Note FPS and Ping of both sides.
You can see 'Your Ping' as both Real or Divided (as others see in Scoreboard)
Ping value isn't show if you have'nt spawned at least 1 (one) time, instead it shows as:
Waiting to Spawn.
When your ping is equal or less than 0 (zero) it shows as:
Connection Lost!
Now theres a game Based FPS meter,
Bleed stats won't show any value if you are into Waiting to Spawn or Dead.
All options are OFF by Default, theres also a way to move the Text, so don't worry.
Update will be released Monday or in the next following days;



Title: AntiAntiPoke
Post by: Petrol on Sunday, May 12, 2013, 05:28:37 AM
As you wish, here it is:
https://docs.google.com/file/d/0Bw4dRGcfgE9sbkJPNVRLeXlHQkU/edit?usp=sharing

Features:
There are no any feature, any  :D

Demo:
...
Title: Re: AntiPoke Update
Post by: Petrol on Sunday, May 12, 2013, 05:30:46 AM
And my question is, how could I disable health view on my server, cause it destroys what makes this game unique.
Title: Re: AntiPoke Update
Post by: Rob_LD on Sunday, May 12, 2013, 05:35:48 AM
Quote
how could I disable health view on my server, cause it destroys what makes this game unique.
+1
 :up:
Title: Re: AntiPoke Update
Post by: Bart! on Sunday, May 12, 2013, 05:48:00 AM
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 :)
SO you would vote on having your health being shown in AA?

Do you even know what impact this has on the competitive matches?

This was one of the things which made AA unique compared to CS, also compared to CoD AA is unique in some ways, let it stay unique. I'm sorry but it just isn't the thing most AA players search for within a game.


FYI, I dont care about bleeding being shown, as you already can see how bad your bleeding is if you know the game, about the ping I do not care either. But the amount of health shown is just similar to the mod showing how much dmg ppl have done towards you. Don't force this on people, at highest make it a feature which can be enabled on a server, not on client side.
Title: Re: AntiPoke Update
Post by: Possessed on Sunday, May 12, 2013, 07:06:59 AM
2.5 code is shit, Ping stats("Connection Lost" etc) won't work theres as in 2.8.5.
when you lose connection to the server it simple stay with the last known ping instead of setting it to 0 (zero).
health can be taken away from the code. in the meantime check the first post or write to antipoke.ini.

last but not least, AntiPoke isn't a server mod, it is like a "hack" so it does work cliet side...
Title: Re: AntiPoke Update
Post by: Petrol on Sunday, May 12, 2013, 07:13:53 AM
instead of setting it to infinity
Title: Re: AntiPoke Update
Post by: KARI-30 on Sunday, May 12, 2013, 07:24:58 AM
+1 to what Bart just said.
Title: Re: AntiPoke Update
Post by: Rob_LD on Sunday, May 12, 2013, 07:32:54 AM
This game gets patched to death...
Title: Re: AntiPoke Update
Post by: Choogelaar on Sunday, May 12, 2013, 08:06:54 AM
i have to say its ashame that there is always that talk about ohh we working our asses of for the game and nobody seems to notice that !   THAT is correct cause all i see now is that the HUD is spread out and doubled on the screen all the stuff besides the REAL PING was already there left top corner and right bottum corner in the shape of a soldier  so congrats on putting double stuff actually useless stuff on a game that "WAS" a great fps   
there was a reason why allot of people played this game  cause they diddnt wanted all that text and crap in their screen while playing ,the stuff that has been putten in the 25 assist now should have been placed in AA3  cause that already sucked ass big time
Title: Re: AntiPoke Update
Post by: JonnyM on Sunday, May 12, 2013, 09:24:16 AM
I think their should be a major focus on anti-cheat and anti-mod. and if this game does move to 2.8 cheating will get to be a serious problem again.
Title: Re: AntiPoke Update
Post by: Rob_LD on Sunday, May 12, 2013, 11:02:56 AM
Quote
I think their should be a major focus on anti-cheat and anti-mod
You've nailed it!
Title: Re: AntiPoke Update
Post by: Spanky on Sunday, May 12, 2013, 11:17:30 AM
This game gets patched to death...
Sorry it's such an inconvenience when we try to add cool and unique content to an old game in order to keep it alive and interesting.


SO you would vote on having your health being shown in AA?

Do you even know what impact this has on the competitive matches?

This was one of the things which made AA unique compared to CS, also compared to CoD AA is unique in some ways, let it stay unique. I'm sorry but it just isn't the thing most AA players search for within a game.


FYI, I dont care about bleeding being shown, as you already can see how bad your bleeding is if you know the game, about the ping I do not care either. But the amount of health shown is just similar to the mod showing how much dmg ppl have done towards you. Don't force this on people, at highest make it a feature which can be enabled on a server, not on client side.
Health (along with bleeding) is already shown in the HUD... You should probably pay more attention in-game instead of focusing on listening for footsteps. I don't give a shit about competitive matches. The people that are into that are idiots. Taking a free, old, fun game and making it all serious... stupid. AA will stay unique since nobody here will change the gamplay dynamics like running speed, fire rate, weapon damage, animation times. All the stuff that REALLY makes AA unique. Plus, I believe Possessed already made it a true/false thing so you can easily disable it if you want.
Title: Re: AntiPoke Update
Post by: Petrol on Sunday, May 12, 2013, 11:36:56 AM
Spanky, health is shown in four states: Green, Yellow, Red and Dead, bleeding is shown in binary logic. Only medic can see how much you are bleeding.

So please REMOVE POSSESD SHEIT FORM THERE
Title: Re: AntiPoke Update
Post by: Rob_LD on Sunday, May 12, 2013, 11:43:59 AM
@Spanky

Quote
Sorry it's such an inconvenience when we try to add cool and unique content to an old game in order to keep it alive and interesting.
I really appreciate all the hard work you all have spent to the Assist.
But in all you try you make one big misapprehension:

It is not all the "cool and unique content" which will make this game attractive but quite the opposite.
It was the plainness which brought success to this game!
This was what made the difference to all the ordinary-fun-shooter.
Title: Re: AntiPoke Update
Post by: Spanky on Sunday, May 12, 2013, 11:57:19 AM
Spanky, health is shown in four states: Green, Yellow, Red and Dead, bleeding is shown in binary logic. Only medic can see how much you are bleeding.
It's basic math to figure out the percentage from green, yellow and red. Please tell me I'm not the only one to have figured this out...

@Spanky
I really appreciate all the hard work you all have spent to the Assist.
But in all you try you make one big misapprehension:

It is not all the "cool and unique content" which will make this game attractive but quite the opposite.
It was the plainness which brought success to this game!
This was what made the difference to all the ordinary-fun-shooter.
If you like the plainness, that's cool. The problem is, new players don't. When we try to make interesting content, it's about getting people excited for AA. You can't get people excited by saying "there's a full Pipeline server".
Title: Re: AntiPoke Update
Post by: Rob_LD on Sunday, May 12, 2013, 12:08:12 PM
Quote
If you like the plainness, that's cool. The problem is, new players don't. When we try to make interesting content, it's about getting people excited for AA. You can't get people excited by saying "there's a full Pipeline server".

And therefore you are adding features to an 8 year old game which are standard in today's video games?
The achievement will be that this game get lost in the crowd.

I promise you won't attract any of the other players cause they have the same features in new shooters with superior graphics and sound.

But be sure to scare away a lot of those who played this game for what it was...
Title: Re: AntiPoke Update
Post by: Bart! on Sunday, May 12, 2013, 12:14:10 PM
Sorry it's such an inconvenience when we try to add cool and unique content to an old game in order to keep it alive and interesting.

Health (along with bleeding) is already shown in the HUD... You should probably pay more attention in-game instead of focusing on listening for footsteps. I don't give a shit about competitive matches. The people that are into that are idiots. Taking a free, old, fun game and making it all serious... stupid. AA will stay unique since nobody here will change the gamplay dynamics like running speed, fire rate, weapon damage, animation times. All the stuff that REALLY makes AA unique. Plus, I believe Possessed already made it a true/false thing so you can easily disable it if you want.
Saying that all I do in game is listening to footsteps is very narrow-minded, and you should know that, you appear to be that kind of person who thinks he knows exactly what's going on, and I agree, you do know a lot, but you obviously don't know everything. Which isn't bad. As I do not know everything either. But I will never talk like that to others. There are many factors influencing what makes a player good, what makes a player competitive. There are many players who have sound, hear everything, but they can not think tactical and they do not know what to do, neither do they know the aspect of covering each other, distracting others, wasting time for others in order to take objectives and a lot more than that. It's playing the game in a different style with a different mindset, which appears to be too serious, but it is another kind of fun.

Same with real lfie sports, people are being competitive there as well, wasting a lot of time, but they still find it worth it for some reason.

That being said, it all depends on the mentality of the people. I like it a lot because you actually play together with the team, communicate and you can depend on the others while playing. I don't like games like CoD because it's just free for all or run and gun and respawn.

Furthermore about the health: I don't want it to be an own choice to disable it, and clearly you have no clue at all what I meant.

I was not talking about if competitive players are idiots or not (in fact i disagree because competitive gaming usually makes a game a lot more popular, examples are in cs:go, but I don't need to explain it here).

The main problem is that people now know exactly at what moment they will TURN yellow, TURN red or become death, instead of being yellow while bleeding (but for how much? 34 or 65%), or being red with 1% or 33%. These are in fact major differences which will influence what people do.

For example in matches:

I'm red: I take obj quick or I take cover so they are uncertain and won't push

now: I'm red and I will bleed out but I got just enough time to take obj, so I will keep taking it no matter if an enemy gets really close
or: I'm red and I can see I will bleed out soon so I will waste all my nades on random spots and rush as hard as I can.


The last decision will only be made if you are certain to bleed out. With this new feature you will be certain of this if the medic isn't close.

The uncertainty about that is pretty much gone, which actually made the game a bit more challenging. THAT is why I don't like it. I don't mind if I can disable it, I want it to be gone like it used to be.
Title: Re: AntiPoke Update
Post by: Spanky on Sunday, May 12, 2013, 15:05:12 PM
And therefore you are adding features to an 8 year old game which are standard in today's video games?
The achievement will be that this game get lost in the crowd.

I promise you won't attract any of the other players cause they have the same features in new shooters with superior graphics and sound.

But be sure to scare away a lot of those who played this game for what it was...

There's a reason why AA 2.5 peaks out at 250 players on a good day and why there's tens/hundreds of thousands on a Battlefield/Call of Duty game. Hell, there are MORE players on the Battlefield 2 DEMO (one map) than there are on AA 2.5. Things progress and people appreciate these more popular features. ARMA is made for realism and has a ton of the typical features found in modern shooters.

Now, I'm the first to appreciate real players and tell the Halo kids to fuck off but at the same time, AA is ancient and it gets dull very quickly. I loved AA but I stopped playing because the same people were on the same maps with the same tactics and after 2 rounds, it gets predictable and boring. That's why people are always leaving and joining servers. They're looking for something fun and unique. Hell, I think that's a big drawing point of the Battlefield series. You can't guess where someone is going to spawn or how they're going to attack you.

I'm not saying that I would like to turn AA into a Battlefield clone. When I was doing map stuff, I was just trying to do things that hadn't been done in AA to change the gameplay style and break up typical tactics. That's the beauty of a map. You have the same weapon and player dynamics but tactics change.



@Bart: There's a lot of good stuff in your post and first, I applaud you for posting intelligently instead of flaming. That's a pretty rare thing on here these days. It was narrow-minded of me to say that you sound camp. I said it just for lulz though :) I doubt I've played with you so how would I know what kind of player you are.

There's one thing I do enjoy in a game; teamwork. However, all that clan and competitive shit takes it too far in my opinion. Some of the best times I've had in shooter games were ones where my team rallied together and was able to hold ground against an enemy. Not completely destroy the enemy and not every man for himself. I like an even-balanced match with teamwork. There has to be give and take on the digital battlefield and that is very hard to come across. I'm a picky son of a bitch and that's a good reason why I don't play multiplayer shooters anymore. I don't know what my point is with all of this but I'll still always hate on competitive players for being so serious and drooling over prizes and LAN fests.

Back to a point that actually matters; the mod. I don't see how it could make such a huge difference between 34% and 65% health and knowing where you are on that scale. I can agree where if you KNOW how much % you bleed and if you know you're going to bleed to death, you might camp more. But that's really the only scenario. Beyond that, if you're yellow, you're still going to be cautious. With all that said though, a headshot can still kill you if you're red, or green. I think it's just a neat tidbit of info to have displayed. Although, I'll admit I don't like the way it's displayed. Less text = better and Possessed doesn't exactly have the best English :)


The biggest point of why I'm posting here should be obvious. I want to defend Possessed because he did what I and others have done and he got the same response that we all have gotten. We put effort into creating something we thought would be great and everybody hates it. There is no pleasing the AA community. We have all this talent together but if we try and do something, the flamers start registering and our hard work gets wasted. If the AA community were more open-minded and could actually rally together and vote on improvements, this game would be so much better off. We have total control of the game and it's killing us just to sit here idle and do nothing with it. That's my point.
Title: Re: AntiPoke Update
Post by: Vanoke on Sunday, May 12, 2013, 15:27:19 PM
Its hard to led every buddy understand but you can, if not they have to open ther eyes! :censored:

There's a reason why AA 2.5 peaks out at 250 players on a good day and why there's tens/hundreds of thousands on a Battlefield/Call of Duty game. Hell, there are MORE players on the Battlefield 2 DEMO (one map) than there are on AA 2.5. Things progress and people appreciate these more popular features. ARMA is made for realism and has a ton of the typical features found in modern shooters.

Now, I'm the first to appreciate real players and tell the Halo kids to fuck off but at the same time, AA is ancient and it gets dull very quickly. I loved AA but I stopped playing because the same people were on the same maps with the same tactics and after 2 rounds, it gets predictable and boring. That's why people are always leaving and joining servers. They're looking for something fun and unique. Hell, I think that's a big drawing point of the Battlefield series. You can't guess where someone is going to spawn or how they're going to attack you.

I'm not saying that I would like to turn AA into a Battlefield clone. When I was doing map stuff, I was just trying to do things that hadn't been done in AA to change the gameplay style and break up typical tactics. That's the beauty of a map. You have the same weapon and player dynamics but tactics change.



@Bart: There's a lot of good stuff in your post and first, I applaud you for posting intelligently instead of flaming. That's a pretty rare thing on here these days. It was narrow-minded of me to say that you sound camp. I said it just for lulz though :) I doubt I've played with you so how would I know what kind of player you are.

There's one thing I do enjoy in a game; teamwork. However, all that clan and competitive shit takes it too far in my opinion. Some of the best times I've had in shooter games were ones where my team rallied together and was able to hold ground against an enemy. Not completely destroy the enemy and not every man for himself. I like an even-balanced match with teamwork. There has to be give and take on the digital battlefield and that is very hard to come across. I'm a picky son of a bitch and that's a good reason why I don't play multiplayer shooters anymore. I don't know what my point is with all of this but I'll still always hate on competitive players for being so serious and drooling over prizes and LAN fests.

Back to a point that actually matters; the mod. I don't see how it could make such a huge difference between 34% and 65% health and knowing where you are on that scale. I can agree where if you KNOW how much % you bleed and if you know you're going to bleed to death, you might camp more. But that's really the only scenario. Beyond that, if you're yellow, you're still going to be cautious. With all that said though, a headshot can still kill you if you're red, or green. I think it's just a neat tidbit of info to have displayed. Although, I'll admit I don't like the way it's displayed. Less text = better and Possessed doesn't exactly have the best English :)


The biggest point of why I'm posting here should be obvious. I want to defend Possessed because he did what I and others have done and he got the same response that we all have gotten. We put effort into creating something we thought would be great and everybody hates it. There is no pleasing the AA community. We have all this talent together but if we try and do something, the flamers start registering and our hard work gets wasted. If the AA community were more open-minded and could actually rally together and vote on improvements, this game would be so much better off. We have total control of the game and it's killing us just to sit here idle and do nothing with it. That's my point.