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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826426 views, last view: 12/09/2021 04:18 |
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#4853: Quadropolis hacked? |
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by NightWind (a.k.a. mistermath)
on 09/03/2005 19:11
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Hi, I just went to Quadropolis not two minutes before posting this and all it showed was:
"SPYKIDS INSIDE Contact: spykids.br@gmail.com"
Has our beloved map archiving site been hacked?
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#4854: Re: Quadropolis hacked? |
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by kracho!
on 09/03/2005 19:57, refers to #4853
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oh noes
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#4855: .. |
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by CC_machine2
on 09/04/2005 00:01
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i found a cube bug:
Monsters can shoot through mapmodels, but players can't. (not that this will be fixed soon)
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#4856: Re: .. |
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by dcp
on 09/04/2005 00:20, refers to #4855
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it's an already known problem.
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#4857: Re: Quadropolis hacked? |
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by shadow.516
on 09/04/2005 00:39, refers to #4853
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I found the same thing, and I came here for answers. I know a couple hackers, maybe they've heard of their handle...
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#4858: Re: Quadropolis hacked? |
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by tentus
on 09/04/2005 02:43, refers to #4853
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FSCK! not Quadropolis! noooo!
and this is just a few days after my host's site got hacked too...
D*mn *t!
on a more cheerful subject, perhaps it would make sense for mapmodels (in sauer) to use the fourth variable as a yes/no for cfg files. if it's a 1 (yes) than Sauer would read the cfg, which could then lead to some extra values regarding whether the mapmodel can be shot through, if it has multiple skins, perhaps even if the mapmodel has multiple bounding boxes (though with sauer this makes little to no sense, because it's easier to add extra bounding boxes). or would it be too little gain over having the engine just check for cfgs without the variable to bother with?
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#4859: Re: Quadropolis hacked? |
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by shadow,516
on 09/04/2005 07:01, refers to #4858
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Do you have a copy of the logs, or did they delete those too?
If you have a copy, could you email them to me?
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#4860: Re: Quadropolis hacked? |
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by staffy052
on 09/04/2005 08:30, refers to #4858
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I really hope they didn't delete all of the files on Quadropolis....
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#4861: Re: Quadropolis hacked? |
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by kracho!
on 09/04/2005 09:48, refers to #4860
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Hopefully there are any backups, I wouldn't trust the compromised stuff.
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#4862: .. |
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by makkE
on 09/04/2005 12:35
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Afaik, pxtl is away, and nieb ainīt too active atm.. so it could take a while till itīs up again :(
Tentus: I am personally hoping for md3 as the format for mapmodels.. would allow just that: multiple skins.(each having itīs own cfg)
If you look at the trees, what comes to mind is, that if you had a 256 png for the transparent stuff, and a 512 for the skin, quality would be increasable, while file sizes were smaller. Would be the same with other shaders on objects.
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#4863: Re: Quadropolis hacked? |
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by nieb
on 09/04/2005 21:25, refers to #4861
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I had it fixed. Then I tryed to update it, to prevent it from happening again and that just messed it up. I've got it almost back to normal, but there are still some errors... :(
sorry makkE, i've been busy havnt had much time to use the computer.
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#4864: Re: Quadropolis hacked? |
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by nieb
on 09/04/2005 21:36, refers to #4863
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Figured it out!!
Quadropolis it back up and running. :)
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#4865: Re: Quadropolis hacked? |
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by kracho!
on 09/04/2005 21:54, refers to #4864
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Not really xD
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#4866: Re: Quadropolis hacked? |
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by nieb
on 09/04/2005 21:56, refers to #4865
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hahahaha.......
...now my account is suspended...
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#4867: Server versions |
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by olethros
on 09/05/2005 00:28
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I just downloaded the latest linux release and whenever I try and look at the server list, it tells me that the servers are all a different version [different cube protocol]. Should I get an older version?
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#4868: .. |
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by -Rick-
on 09/05/2005 00:30
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Aard just said it might be fixed tomorrow :)
If not you can use the 2004 release untill its fixed...
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#4869: Re: Quadropolis hacked? |
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by staffy052
on 09/05/2005 08:33, refers to #4866
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ew. "Please contact the billing/support department as soon as possible."
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#4870: Re: .. |
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by tentus
on 09/05/2005 20:11, refers to #4862
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you mean like having one image (perhaps a b/w image could do this) that illustrates where to put transparencies, and then a regular jpg skin? i think this was used in the some older games, and it could work well for cube.
while we're talking about md3, what modeller would you recommend, i need to do some reasearch on it. i've never worked with it, i probably should.
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#4871: .. |
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by makkE
on 09/05/2005 23:21
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Tentus, I am not sure, but since the q3 source came out, maybe they gave out some tools aswell (maybe a q3modeller?)
Though Iīm not sure..
You might try mm3d (misfit 3d) it has native support for md2, md3, ms3d and itīs own format, and itīs free. Or just milkshape, which is great for mapmodels (not so strong at organic modelling..)
For the transparency: png was already introduced to do it, so Iīm not sure if another method will apply..
The problem with the trees at the moment is, that the non transparent parts (the bark) and the transparent branches/leaves being on one map increase itīs size a lot.. (a small sized png with mostly green colours would be much smaller in filesize, while the jpg for the non transparent parts could "do the rest" at small expense..
Nieb told me, a nicely detailed 512 png-skin would easily get 1mb or more..
Thinking a little further: Mapmodels should be low poly.. whenever you get mapmodels that would noticeably "suffer" from md2-vert compression , that would mean they got too much polys anyways..
So, maybe md3 wouldnīt be really neccesairy. If multiple skins could be done with md2 aswell, I would have nothing against em. (and you and kurt could keep using your trusty q2modeller..)
So itīs up to aard, depending on whatīs easier: allow/code multiple skins/materials for md2 or introducing md3..
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#4872: Re: .. |
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by tentus
on 09/06/2005 00:50, refers to #4871
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Q2Modeller (such a trusty program, it really is, i love it to death) uses a format called AQM (Advanced Quake Model) which does not suffer from vertex position loss and has a rudimentary bone system- it sounds like an ideal middleground between md2 and md3. It wouldn't be that different from md2 but it'd solve some of it's problems. The thing i really liked about Q2Modeller was that i had complete control over every vertex, and once you learn how, complete control of all the skin faces. I don't think other modellers give that kind of power very easily.
i've had a real bad time with milkshape, it doesn't seem to like me at all... but perhaps i should give it another go. Did Aztec ever get finished?
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