"Show It Off" thread aka "Strut your Stuff"

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Loading Colorado_V2 in 3 seconds

Unlike old and problematic fast loading solutions AFL is fully loading the game level, there is no difference in terms of performance compared to standard loading.

This is based on world caching and texture streaming, after loading the level for the first time engine will cache the necessary assets and use them in future tasks.

 
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I mean that pretty cool, but what if u have like caliwood as well or other big maps, storing all of them in the ram is not the best solution ):
as long it is just colorado or u modify ur system so that it is only caching the last joined map would be better in my opinion
 
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We are aware of the architecture limitations, there is a memory manager included inside the code.
Currently it is only caching assets from last joined map as you said.
 
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- Added spray animated:




- Added spray animated in the usable item version:







- Change aura color and transparency according to time left of the spawn protection




- Added pack of items, game points, game dollars and premium account in store, if you buy premium and already is premium, it would renew for more 30 days, counting the remaining time you already have:







- Added game points and game dollars in the usable item version (you can exchange or give to someone and the person can redeem):







- Added reputation icon and text in leaderboard:





- Added reputation icon in frontend:





- Added reputation icon in players list:





- Change map time server synchronization (map time now synchronizes with the server's real local time, if the server time is 12:00 then the maps will be 12:00)
 

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- Fixed weapon attachment in TPS mode (now can see the weapon attachment in tps mode with the real 3d object of tps and no bug with grenade and reload animation in tps)


















- Fixed bus station to be shown on the main map



- Fixed anti injection (now block all injection method)

- Added screenshot tab in game and /report command to developer take screenshots of any players in full desktop window or foreground window to review possible reports of cheats
 

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- Added target marker system to group and clans members (when you press the middle mouse button, your marking will be shown along with your name for all members of the group / clan that are present on the map)








- Added grenade icon






- Fix for the developer to be able to see the nametags of all players without having to aim.

 

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Re: "Show It Off" thread aka "Strut your Stuff"

well, honestly if you can resist cheaters that can go through any object then you can be god:junglejane:
New Video



but the problem here is with Aimbot how do you stop it and it's very hard work, it's important that Anti-Cheat catches it correctly and not wrong.:junglejane:
 
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Re: "Show It Off" thread aka "Strut your Stuff"

I'm going to make a video about aimbot, in a few cases I think that an applied logic would be messing with d3dvector and warz engine camera in ways to filter this.
 
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Re: "Show It Off" thread aka "Strut your Stuff"

for War Z / Infestation cheater there are a lot of features for this game, if you can catch and stop all the cheat methods, you will be on par with Fredaikis Anti-Cheat (FAC), I Hope you can do it and good luck.:junglejane:
I'm going to make a video about aimbot, in a few cases I think that an applied logic would be messing with d3dvector and warz engine camera in ways to filter this.
 
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yes the source code exposed to everyone makes the creation of cheaters a lot easier but if you put rules on the server it becomes a little harder for them to get around...
 
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yes the source code exposed to everyone makes the creation of cheaters a lot easier but if you put rules on the server it becomes a little harder for them to get around...

If you're immediately banning players, you're doing it wrong.

See below articles for an example of how to properly set up an anti-cheat to detect, deter, and prevent users from cheating.
If you're informing them that they're cheating immediately, they will continue trying to bypass your anticheat (whether they can connect or not) until it works and they aren't detected. This is quite possibly the worst way to action cheaters - you need to make them think they're getting away with it.

Anticheat isn't just code. It's a psychological game.


 
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I think I've done enough for them to think they're getting away with the simple fact that I don't care about injectors or CheatEngine's CTable I let them in with the hack and whatever functions they use are punished depending on the type of whatever the guy is going to do, and you're right, it's good to mess with the psyche of hackers and make them think they're on top...

if I don't ban them immediately I'm allowing it to annoy players and make them discredit the game, and that's not the goal I still intend to further increase the power of server developers with mobile warning messages an API integration from discord where all anomalies will be recorded in a room for the admins, I'm a little excited
 
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