#plugins-dev-chat
1 messages · Page 164 of 1
God I'm so smart
im using latest
i just closed down the server
and don't wanna open it up
its called LAZY
I just use compiled version
oh nvm
i'm stupid
disregard this #plugins-dev-chat message
cuz the verison on the server might not be the one you use on nuget
go work now
hmm ig i will patch the method for now
yea
there are any patches to make audiohandler for speaker toy clear server cash? im 2 lazy to do it myself
what
what are you doing (genuine question)
are you using the labapi AudioTransmitter class?
im using only labapi speaker with conditions
so uh
can you show the code
i love this patch
yo axwabo what was the way to replace Read-Only fields?
i remember you sent it one day
not sure if you can change readonly ones
why not just create a new RagdollInfo
why can't you just
SpeakerToy.Create
Reflection's SetValue will do it
bruh
for changing the role
you can simplify this a lot
SpeakerToy.Create does not return null
you mean
you load every single audio file into memory?
there 4 speakers with 4 different audio files
how long are the audio clips
can you check what happens if you play the same clip through all 4 speakers?
01:03
00:10
00:30
00:45
yeah that's reasonable
can you show the code you use the play them back
AccessTools.Field(typeof(Scp1509Hitreg), nameof(Scp1509Hitreg.LinecastMask)).SetValue(null, new CachedLayerMask(
[
"Default",
"InvisibleCollider",
"Fence",
"Door",
"Glass"
]));
This is for replacing 1509's layer check, but you should be able to reproduce it for your struct.
that like the only line of code activating them
You'll need the instance object though, since I was changing a static field
it just set to loop
yeah please show it
also show how you read the audio
@celest thorn #plugins-dev-chat message
Bro I READ IT
i checked it not found anything
then say something
right
audiofile = config settings
Btw should i resend it to the player?
how do you read the file
resend what
the info?
just set NetworkInfo
wdym not found anything
AccessTools.StructFieldRefAccess<Footprint, RoleTypeId>(ref footprint, nameof(Footprint.Role)) = RoleTypeId.Tutorial;
like this
and then
set the network info
also
copy the struct into a local variable
SetValue(null) is for static fields
using VorbisReader
show the code
so rn it should work?
set the info
wdym?
cuz structs are value types
so like this
yea
gonna pm cause long file
umm
reading a file with NVorbis is not that complicated
just send a screenshot of your read method
Ah yes, another breaking change.
Add that to the nullable serial one
Go cry about it
Its been done but since a breaking change well yeah
Man who cares
Every update breaks plugin in one way or another
It is what it is
I aint handling whats been next in labapi , i can make a pr for it its not that much, even could do it on phone
dam
Moral of the story:
Dispose of audio reader resources
Oh did you mean cache?
ye
I was at work. I couldnt have normal access for code so ye
What cache do you mean exactly
Server one. I will try your converter after 14.2.2 cause our team is waiting it

Nice
But what cache is on the server
You can call Stop to end the playback coroutine and clear all queued clips
Bruh
just enable nightvision xd
Guh how did the client sync 104
uummmm
that is a very good question
chambered ammo perhaps?
-# probably not
what
this kind of dark magic
search for 104 and 4 in your code base
Maybe you changed the number of chambers the gun has?
@unique crane isn't it possible to change the guns chambers up to like 16? I remember hearing smthn about it a while back I thought you were the one who mentioned it
MaxChambered
In the firearms wrapper
gitlab superiority
😿
Push later
ty
I'm guessing this is it
So long as it's client-synced and I believe it is?
It makes sense because it does max ammo + ammo chambered
So in this case 4 bullets are chambered on top of the 150 in the magazine
Which also explains why it's 154/104 and not 150/104, as I'm guessing a magazine of 150 bullets was the original intention
Anyways @unique crane can you sync max ammo with the client for us
You're like in charge of everything I trust
It is synced
Synce when?
i see what you did there
kút kút kút
Chicken noises
Wanted to say the same thing XD
Nos nos nos 😐
Xddd
btw fun fact in an official press conference to one of the italian regions city hall a guy said "skibidi boppi"
so the italian governement knows about skibidi toilet
why we have this
do you have a file url? i didnt found it
You can set it in the remote admin config
Look for "external"
That's for player profiles
But yeah it's related
It'll allow you to open a url with auth
ok
Authentication being the moderator's authentication method and it will allow you to open a player's profile on the web.
i think it can add a menu by plugins and the admin can just control plugins with menu
but it 'I think'
pardon the messy code (Largely just mocking up an entity to test something) but would there be any particular reason as to why the interactabletoy and texttoy are either not spawning or parenting to the primitivetoy?
var primitive = PrimitiveObjectToy.Create(position, networkSpawn:true);
primitive.Type = PrimitiveType.Cube;
primitive.Scale = new Vector3(0.6f, 0.2f, 0.6f);
primitive.Color = Color.white;
primitive.Base.gameObject.AddComponent<Rigidbody>();
var interactable = InteractableToy.Create(new Vector3(0,0,0), primitive.Base.gameObject.transform, networkSpawn:true);
interactable.Scale = primitive.Scale * 1.1f;
amountScreen = TextToy.Create(new Vector3(0, 0.25f, -0.1f), Quaternion.Euler(90, 0, 0), primitive.Base.gameObject.transform, true);
amountScreen.Scale = new Vector3(0.2f, 0.2f, 0.2f);
CoreObject = primitive.GameObject;
Interactable = interactable;
primitive.Spawn();
interactable.Spawn();
amountScreen.Spawn();
i mean theyre prob parenting cuz of you setting their parent as the primitive there
but i assume you're more curious on why theyre not spawning sometimes?
well it's more like I can't see them spawned in-game at all I guess, which is odd, cause it works when parenting to a pickup
i see
this.InteractablePickup = Pickup.Create(ItemType.KeycardJanitor, Position);
this.CoreObject = this.InteractablePickup.GameObject;
t1 = TextToy.Create(new UnityEngine.Vector3(0, 0.015f, 0), new UnityEngine.Quaternion(0.7071068f, 0, 0, 0.7071068f), InteractablePickup.Transform, false);
t2 = TextToy.Create(new UnityEngine.Vector3(0, -0.015f, 0), new UnityEngine.Quaternion(-0.7071068f, 0, 0, 0.7071068f), InteractablePickup.Transform, false);
t1.Scale = new UnityEngine.Vector3(0.1f, 0.1f, 0.1f);
t2.Scale = new UnityEngine.Vector3(0.1f, 0.1f, 0.1f);
UpdateText();
this.InteractablePickup.Spawn();
t1.Spawn();
t2.Spawn();
like this works
Is it a main game bug that the warhead doesn't kill people inside the facility?
Do you happen to use Exiled ?
No
Or PMER ?
I use project mer
Update it then
alright
Downgrade to alpha version

Kinda curious about the issue with exiled
if something like that happened how should I fix it?
For this part I don't know
If its exiled issue contact exiled and theyll probably fix it
Patching might fail if you didn't updated or something, folks at exiled know these kind of problem 
me when exiled had it so the jailbird kills yourself
Me when i throw a snowball and disconnects my client
lel
me when i move an inch and i get disconnected
probably happened tbh
true
OnMoved(Moved ev) {
ev.Player.Disconnect();
}
Le funny plugin
Try not to move challenge
hehe
OnPatching(Patching ev) {
ev.IsAllowed = false;
}
OnLeaving
ev.IsAllowed = false;
You should jailbird yourself... NOW 
What's the base transform?
You can only parent things to networked objects
The first created PrimitiveToy
Right
Its the hoob
What if hoob had boobs and was a dood!? Wouldn't that be kinda lood!? But maybe good?
Im a goob
huh
why is there no event when someone puts scp268 off grrrr
theres an effect event
Yes, I realize that. The problem with that is that I then have to add an extra check to see if the player has 268 in their inventory and is wearing it.
Create a issue and will be added to backlog
My entire economy relies on syncing that text 
Is it possible to give a player the visuals of an effect without the actual effect?
What effect are you looking to give the visuals of
Probably green juice or a similar effect that adds a surrounding hue to the player ui
Client side
Exiled has a method to fake effects
Need to fake the message for that
What he actual fuck did I just read
despair
I think that sums it up pretty well
idk i wake up read this shit
i wanna die
agre
Yeah but isn't client-side stuff typically in the Assembly-CSharp?
Some isnt
Lmfao
Can we change fire rate yet
No
Fuck
Ask nw for that
@ hubertmoszka
Mubert moszka
Based submission
Also why
Still not fixed
Maybe I'm not on the latest LabAPI or something?
Check git
Ts gonna get ignored so fast 😭
Not fixed in 1.1.4 unfortunately
Yep
I've made somewhere between probably 4 and 8 issues on LabAPI and I've only ever seen one of them come to fruition
I’ve seen 0
Of mine

Don't worry about your issues, they will be looked into ASAP
just, be patient
not everything you request will come in the next update lol
I've had a bug open for 5 months

I stopped worrying about them cause nothing happens
I started not worrying from the start
Knowing maybe in 5 years max i will see them
Two of these were closed for being duplicates, but most were closed because of
#306 is pretty atrocious because it's easily reproducible by plugins and breaks the entire server until a hard restart
Can you link it?
https://github.com/northwood-studios/LabAPI/issues/306
It can also potentially be exploited
This is something i’ve seen so much time ago
Like even before labapi
One day maybe
20 years for a fix 
I mean yeah pretty much
The game is dead but “HEY GUYS WE RELEASE THE FIX!!!!!!”
I was shocked to see my speakertoy volume idea implemented I can't lie
Lol
Actually so taken aback
that was like
a one-line change
Ahahahahhahahahaha
So are half of my other bug reports
Too hard
And ofc you know about this one
It doesn't solve the root issue though
Already requires 20 smoke breaks
I don't know why the FPMMs are getting orphaned
I just know that they are
ResetObject at least destroys it when they do
Well technically the unity object is already destroyed afaik
ResetObject just stops it from running the code in it anymore
look, i can only say what others say
management has to approve stuff, then it has to be tested properly
and somethimes the request doesn't even make it into the update
hopefully we'll get more labapi fixes into the following updates, no promise though
Shitty system lol
Lets remember
okay then go work at a game studio
you're gonna have to wait 3 weeks until you get your credentials at a real company
Most game studios don't take months to implement one line of code
Just sayin'
They have deadlines and shit
I think something potentially bricking a server is a decent priority
It could happen in game too
It's possible for it to happen in a vanilla server
if your manager says "do 1 and 2" are you gonna do task 343572342942834?
If you perfectly catch the frame
It's just a low probability
That's why it's a systemic problem
Not an individual problem
this happens at every game studio
well i do agree with that
5 months 💀
but this is the world we live in
bro atp ur flexing ur ticket has been open for 5 months, we get it.
It's a strong example I'd say
You're denying there's a problem
I think there is
im really not, i agree there is a problem
Not 20k years
we never denied the problem
just you guys are going way to OTT
I will die before it gets fixed
Then why excuse it or deflect it?
im not?
are you willing to be bet on that 
You're saying it's a matter of priorities and other game studios face the same problems
Those are deflections
we told you why stuff doesn't happen
that's it
Yes
If i die rn
Yes
I could be struck by a brick
I get that and I'm not criticizing the LabAPI maintainers (you guys) or anything about it
I just think it's a problem
I think everyone's made their point here, but it's ultimately nothing anyone in this chat has the power to solve
The only reason I'm still talking about it is because you guys keep trying to clarify the problem
yea
Yea but still useful to talk about it
aight
since when was 1984 even involved
It would become an eco chamber
weird
I'm not trying to shut down legitimate criticism
I would've left it as a simple "Haha this is dumb" if I wasn't given the insinuation that I was being impatient by talking about how I've had tickets left unresolved for months
I just don't think this conversation is going to go anywhere 
axwabo and i cant do anything about your critisisms, if you have issues, bring them up with our team lead
eco-friendly chamber
That's why I never brought it up with you
Tell me an email
mentioning them here wont help your cause tho
I know
And i will go bring that up

you will get blocked from our email service
Lovely
^
i will implement your silence
What im saying
For stuff like this
If you guys can’t do anything
I can’t do anything
It doesn’t make sense
This is a serious matter because its just too slow
that's a bold statement
you were joking with spamming an email
which is not a solution
enough talky
Im saying spamming as a sort of exaggeration
Oh man I forgot about this
drake laptop
The OnPlayerUpdatedEffect event is still bugged
Lol
In multiple ways
Why am i not surprised
https://github.com/northwood-studios/LabAPI/issues/176
https://github.com/northwood-studios/LabAPI/issues/248
OnPlayerUpdatingEffect and OnPlayerUpdatedEffect are not called when the effect duration changes, it only fires when the intensity changes. Please fix 👍
This is very similar to another bug report I made, but this is a separate bug When an effect is changed, it calls StatusEffectBase::ServerSetState which in turn does this.Intensity = intensity; thi...
Why you didn't report this as a base game bug then if it can be exploited?
Do you have any replication steps without plugins?
a list is the list itself
a list pool is a collection of already used lists you can use to prevent recreating a list every time
it saves some cpu usage sometimes
depends on your use case
but it just gives you a list
thx
yea
normally you don't really have to concern yourself with using ListPool
in high-performance scenarios, it's ideal
lmao, how tf i didnt see these
ah, it doesnt have the bug label
Is there a way to check if the player stopped pressing a hotkey using sss?
Yes, the SSS triggers event when the key is pressed and released
can someone please explain how is this possible a random ass youtube video can explain better than my professor ever could
¯_(ツ)_/¯
like a random guy named "Bro Code" in 2 hours made me understand what i couldn't of strings LIKE my question always was
"Can't i get the array lenght by knowing the sizeof?"
and the professor always said "No."
Reading docs and shit i found out its possible to understand how an array lenght can be calculated and its far easier than hoping to god it works
Bro Code is the goat
FRRR
I love this guy
he made me learn Java, C# and now helping me in Uni with C
guy needs to be an ambassador
Sizeof only works with array in the method where you declare it
to get the length
afaik
My idea was
sizeof(int) / sizeof(*field)
technically this is a way to calculate it
Just make struct List 
I cannot do that
Add the int * and size_t length
skill issue
My biggest problem rn are pointers
i swear my professor uses them everytime
i don't still understand how tf they work
because without or with them i can just work normally
so i don't understand why he uses them constantly even tho for some stuff i don't really need them
and alot of stuff are just left for you to figure it out
the homeworks are 20 times harder than what they explain to you
its just ass
Its just reference like in OOP
xd
I understood that but there are SOOO much stuff
that i never imagine
like Null checking
etc...
i will forget them
100%
ptr == NULL
I know that
the thing is
when i sit and do an exam
i like forget everything
anxiety works
rip
I have linear algebra test today lol
Bro lets not start with algebra
i want to shoot that guy
Giving up on "proof that.." question
instantly XD
Just writing definitions is fine
They dont care how we calculate it tbh
they only pretty much care if we explain how we do it
for us they do
Like
if you sum 2 numbers wrong and the answer is then wrong
but you type that
The basis is those vectors cuz they are linear independent and they generate the whole subspace
your good
the problem is i've been sick
and i didn't went to algebra classes
and even if you ask him
he just says "oh yea you need to do this"
and then make it in symbol
people don't even bother staying in his classes
because he doesn't explain with examples just symbol
and skips
its just so ass
i have so many problems in uni because i go there so late in the evening i just sleep
with my lovely 4 hours of sleep
i just hope to pass
on my programming 1 lessons and go to C++
atleast there its a bit higher level
and i have some more methods
and shit
the thing that drives me mad, i WILL not have documentation
Me having struct List
nor an IDE
with void *, lenght, capacity and size_t bytesPerItem
only to have 5 methods for adding
Cause no overload 😭
Can i ask you something
do you guys have documentation?
or an IDE available?
No i mean during exams
And man on linux
lol rip
¨Most likely
Dawg my c++ exam last semester was paper and pen
but knowing how to compile via cmd is a must
WHAT????
Obv i know that
i remember it like it is my own blood
gcc -W name.c -O pleasekillme
wtf is -p?
Extra strict compiler
We use Linux only xd
I don't wanna brick a pc i use to install linux
honestly
then wsl?
what
so wsl doesn't even work
its just a stripped down version of Windows 10
Too much space
i use this computer for school and file storage
Nah
btw im gonna ask my professor if we can use docs like devdocs
because he recommends it
and i really don't know how to use man
Rider suggestion: "Refactor sentence" 
“man” is a command line documentation on linux for basic stuff
And C library docs is in there
I knew that's what you wrote
Everyone else is stupid

Can you provide us with a random speechbubble?
Petition to add /speechbubble
im gonna send my favorite
rn
i loved using it with the clan and i loved using it with people who hate being told they are girly
its just so funny seeing them meltdown
Hi! Why's that happening when I make a ramp using quads and place it perfectly to a another quad the player gets teleported back when I try to go down
can you show your setup?
im confused
Don't use quads as floors
For the ramp or for the floor?
Because it's incredibly rare
ramp
A player would have to join and leave in the same tick
i mean with a cheat client
you can
^
hey devs of the cheating client that im not gonna nominate to not get banned take note

Cheaters could brick a server by joining and leaving in the same tick
so then nw can do something
Yeah they were made before the bug label was used
At least as far as I can tell
I don't know why else they wouldn't be labelled
added to internal stuff
I'm sure I'll hear an update in a year's time
even if i rush to make it, i still have no clue when it will be added to basegame
or in labapi
Yeah lol it's not your fault
Just the system you work under
release now, breaks instnatly
theres a story about a guy gas chambering himself to death with a gas mask on 😭
i think theres people who actually think that bio weapons are only dangerous if you inhale or ingest it
On that topic we should discuss WWII, a notoriously easy thing to talk about with no controversies associated with it whatsoever
Is there a way to get the specific bodypart that was hit? Not just the HitBoxType but for example the right arm or the left one?
yes
How?
Thanks
Don't do this @slender depot
At least
public override void OnPlayerHurting(PlayerHurtingEventArgs ev)
{
if (ev.DamageHandler is not FirearmDamageHandler handler || !CustomItemData.ContainsKey(handler.Firearm.ItemSerial)) return;
if (handler.Hitbox is HitboxType.Headshot) handler.Damage *= 10;
else handler.Damage *= 0.1f;
}
Unless you mean for a raycast specifically
I assumed you meant for a firearm
No
he wanted to know the exact hitbox
I'm making a tarkov health system
though i think the handler contains that too
It's the same
hmmm how are you rotating it
because maybe you are rotating the lattice but not the box
Ahhhhh
the lovely character controller
make the gap bigger
thats why
your hitbox on the server is a bit bigger and the CC remains stuck
So shrinking the player fixes the problem? 😄
i mean could
but idk what is your case
but if you think you can do that then do it
Just because I don't really want to fix 15-20 ramps on the map bruh
Also is there a way to make an infinite medkit? So it won't get destroyed when it's used?
I can't lie I dislike the idea of doing another raycast, are you open to harmony patches? Or do you want a LabAPI-only solution
For me, this is alright
but if you have another way
then yeah
also labapi-only
Is there a way to just prevent the server from deleting the item?
no in that case no
That would require a patch
You'd want to prevent the UseMedicalItem
But you're not using Harmony patches
So the only way is to patch?
If you want to prevent the server from deleting the item, yeah
Or actually
You want to patch the
UseMedicalItem is in charge of removing effects, not the item itself
Or you could patch out any call to ServerRemoveSelf but that's risky
The only other way I can think of is to subscribe to OnPlayerUsed and give a player a medkit anytime one is used, but that has the issue of causing the place the medkit is in the inventory to shift if there are earlier other slots available
Not sure why you don't want to Harmony patch but it's kind of essential for making more complex implements like this plan
I mean I'm sure it's possible to do without it, it's just not going to be as optimized, efficient, or clean
LabAPI is leagues better than NWAPI but NW still has a long ways to go to make things more friendly for devs and eliminating the need for Harmony
OHH so thats why it does remove ihe item before it runs the onused
I would patch ServerOnUsingCompleted
and remove the last call
He doesn't want to patch

edit the ACS dll

or you can try disallow OnUsingItem and call myItem.OnEffectsActivated()
but you need to publicize
Disallowing OnUsingItem prevents the animation from playing
*PlayerItemUsageEffectsApplyingEventArgs
Oooo true
That would also require a bit of reflection to trigger the UsableItemsController.ServerOnUsingCompleted
Also I'm not sure if this bit is important handler.Value.CurrentUsable = CurrentlyUsedItem.None;
This is why Harmony patches are goated
[HarmonyPatch(typeof(UsableItem), nameof(UsableItem.ServerRemoveSelf))]
public class PreventMedkitRemoval
{
public static bool Prefix(UsableItem __instance) => __instance is not Medkit;
}
guarded by the if check
I mean it's literally that easy if you just use a harmony patch
So?
It's the code that's supposed to run if it's allowed
I'm looking at it right now lol
I don't know if the order of those is important or not
But that also requires ev.ContinueProcess and it would change the order
If you want to simulate the medkit without the removal then you could run that but it might mess up the ServerOnUsingCompleted
Which is why I brought it up
But I mean theoretically it shouldn't?
Cause the event fires first
So you prob could get away with just doing reflection and firing the completed event, and doing ev.IsAllowed = ev.ContinueProcess = false;
Unless you don't care about the two achievements it's tied to
ev.IsAllowed = false;
ev.UsableItem.OnEffectsActivated();
and thats it,
That wouldn't fire the ServerOnUsingCompleted event
Which means
Without that event, those achievements don't proc
why does it even calling remove inside the Oncompleted
when the holding one actually removes a frame later
i gonna test this one
You don't need .gameObject
Did you use vertex snapping?
write it in the thread
Too lazy
Yeah
Same
Also made a script with AI to connect 2 quad with a third one
This can mean two different things
Either you made an AI to fix your quads or you vibe coded a fix for your quads
Either way is kind of wild
Not sure why you used them in the first place
Cubes are fire
I didn't make the map it was converted from sloc to mer
Oh well that changes a lot
Yeaaah
I don't use MER 😁
I build my own assets from scratch and it's a pain in the ass
But I'm a proud non-MER user
This is like being proud you don’t drive to work
Is there an event that gets called when the item gets destroyed by the server? not picked up, not holstered just removed by commands?
Cuz you can literally just fork PMER if you have any problems with it 😭
I'm proud I don't drive to school
Transit >>>>
hey guys
xd
blud had a heart attack
hey guys i need help
Task<T> good or bad idea to make asynchronous code for SL?
eg. Logging or executing methods like kill(player)
Do not use task based asynchronous programming in SL
What you can use the is Unity's version
Unity moment
Use Queue
Use a MainThreadDispatcher
i can send you something i use for doing TwitchAPIs Calls that are async but still work on SL and don't crash it
that a class right?
I thought you meant something else
nah
you wanna do async do a Dispatcher
that will not crash unity thread
or use Awaitable
what's the unity version?
namespace SecretChampionship.Features.Twitch.Mono;
using System;
using System.Collections.Generic;
using UnityEngine;
using Logger = LabApi.Features.Console.Logger;
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable SA1600
public class MainThreadDispatcher : MonoBehaviour
{
/// <summary>
/// Actions in queue.
/// </summary>
private static readonly Queue<Action> Actions = [];
/// <summary>
/// Gets instance of the Dispatcher.
/// </summary>
public static MainThreadDispatcher? Instance { get; private set; } = null;
public static void Initialize()
{
if (Instance != null)
{
return;
}
GameObject gameObject = new GameObject($"Twitch MainThreadDispatcher")
{
hideFlags = HideFlags.HideAndDontSave,
};
DontDestroyOnLoad(gameObject);
gameObject.AddComponent<MainThreadDispatcher>();
}
/// <summary>
/// Enqueues a new action.
/// </summary>
/// <param name="action">the action to do.</param>
public static void Enqueue(Action action)
{
lock (Actions)
{
Actions.Enqueue(action);
}
}
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
Logger.Info($"Spawned \"{gameObject.name}\"");
}
private void Update()
{
lock (Actions)
{
while (Actions.Count > 0)
{
Actions.Dequeue()?.Invoke();
}
}
}
}
Does anyone know why this Patch doesn't work?
public class MedkitUsePatch
{
public static bool Prefix(UsableItem __instance)
{
return false;
}
}```
I've been testing some stuff and thought that I'd check if I can just make everything infinitely usable, on paper it should work but it doesn't.
thank you guys you're really helpful 🌟
sub on patreon NOW
yeah you don't need any of this
just use awaitables

Already fixed it
they added a machete
thats kinda cool
thats it
Surface zone coming after 8 years of development
Depends on if you mean items or pickups
Items and pickups would be nice
Though items become pickups and vice-versa when picked up or dropped
Those are the all-encompassing events
So you'd have to filter specifically from those
Time to wait for server owners to get back online for a cheater report 🙏🏼
i think you can report
without them?
Me when @spark galleon
View above
crazy
Does no one have role access for the report command?
I could send an email to S&C but atp I'm just gonna wait

So back to my original plan
No wonder why it's "impossible to report cheaters" from that one guy, bot isn't setup 
I'm on my big ass tablet rn, give me a bit
Real
Still happening bruh, I extended everything, the ramp, the tunnel
idk what to say
That's unlucky 🙁
Did you make the ramp a cube?
Well it's a desync thing
The server doesn't register that you're able to get down there while the client does
according to him, we "made it impossible" to report cheaters, with barely any context, so I corrected him as there are methods and its not hard to do, the issue falls upon the higher ups for not having the systems set in place, he got mad at me and then brought up how its too much effort or is hard to get a users auth token
Lmao wild
damn i forgor for , and . work
3am moment
im pretty sure they were rage baiting because because 1. their responses and 2. they just didn't make any sense at times
real
But it's too much effort to open a ticket and submit a clip! 😭
why report to polaris if cheaters have spoofer
Huh?
What does this statement mean
you report them and they rejoin from other acc in 5min
Easier to just ban
its not possible to completely ban and prevent spoofing
Does NW do IP bans or do they do game bans?
hwid iirc
Well that's even better lol
all of em 
On average, cheaters are stupid
There may be a few people who are smart enough to use VPNs and spoof their HWIDs (HWID spoofing is a bit of a pain in the ass anyways), but even then a lot of servers have prevention measures for VPNs (I think it's even included in CedMod)
no the clan is still stupid
And a lot of cheaters typically don't do that cause they're dumb
don't worry
biggest cheat has spoofer built in so its not much effort to restart router and press the button
You mean HWID spoofer?
Or a proxy?
Idk then 😭
Are you using MERO?
the biggest mistake that cheaters make
restarts a router does nothing
is being on socials and Saying "HEEEYYYY IM CHEATINGG!!!!!!!"
even if you have a dynamic IP, still HWID and account banned
yea because ban is for HWID
They still get account banned
So they need to make a new account, get a new HWID
And if the servers they cheated on banned them and use CedMod, then they need a new IP too
main thing is their spoofer
It's not that it's not possible to get around the ban, but it's inconvenient and annoying
Xddddd
yea iirc cedric said even HE avoids cedmod servers
It's not possible to completely prevent cheating, but by and large most cheaters are like 15 years old
A lot of them don't know how to avoid that kind of thing effectively
they even made a module to detect if a server has cedmod
and that would disable some modules
And the few who do still have to take the time it takes to get around it
its not really hard they have all this built in
It's not about difficulty
It's about the time it takes
If yk how it works dm
You also need a new Steam account in order to get around the ban
And to get around CedMod bans you need a VPN that isn't detected by CedMod (which CedMod is pretty good about)
Your mistake is in thinking they do one button press and get around the bans instantly
It takes time
It's just tedious
parts of cedmod genuinely should be implemented in the game by default
And again, most people are not that proactive about their cheats
no
Then your argument doesn't make sense
wym
Hasn't the base-game already implemented a bunch of CedMod's anti-cheat features
Think out-of-range overwatch spoofing
-# which causes some issues but oh well
i said 5min
Some people don't have the patience for that xd
This still ignores the CedMod aspect
Also Steam has been cracking down a bit on how easy it is to make new accounts afaik
yeah but anti VPN would be nice. some servers aren't happy about getting the modded serverlist flag (actually there's a config to disable this isn't there?)
To my knowledge the days of using one macro to create a Steam account are over but I'm not entirely sure
true
Transparent flag
ip bans are double edged as hell and I don't like them
This is also true
I had to implement ASN checking for an ip ban system so we don't accidentally ban a bunch of geforce now users
I like IP bans on a server-by-server basis
yeah, there'd need to be some customization on what stuff it'll do on your server
if you have smth like medal it is much faster to report to polaris but when you have to upload stuff to youtube most of my staff prefers to just ban em
I use steelseries moments so I'd just upload the raw file in a discord ticket
For some info
It just checks if the ip asn is "NVIDIA Ltd." or "GFN"
Skill issue
OBS replay exists
Obviously their numeric identification, not their clear name
Or steam's own replay which exports directly to mp4
https://www.youtube.com/watch?v=QmpXxMto50k
When nw will make this the official ban reason for cheating?
It's not hard to make a cheater report, there's not really much reason not to
o7 cgnat users
The only con is that it takes like a few minutes of your time to make one
it is also about when some people lose fps and cant afford recording always
Also the maxmind db node lib is dumb as hell
If you asn search on an ip that doesn't have an asn it throws an error, so I have to try catch and silently ignore those errors
There is replay software that isn't very hardware intensive
Imo replay software is a basic need for any moderator on a large server
Not having it is wild
aren1t those using NVENC or AMF ?
I have a friend that plays SL on an AIO pc with an integrated gpu
They don't have the system resources to record lmao
If they can't have replay software then don't make them a mod then
But they aren't modding either no?
No clue
no they're literally staff on dr brights

So they ban people without proof?
I'd assume they have some kind of system for it
Also I need to replace the cpu in my apartment pc
I'm cpu bottlenecking a fucking RX 5600 XT
Which is a gpu from 2019
I think replay software is essentially because for a larger server you should have some shred of evidence when banning someone that isn't just word of mouth
staff on dr brights undergo a lot of scrutiny, I have to assume he somehow worked around the shitty pc thing
it all comes down to what staff have, im not talking about myself since i just clip with medal -> click upload button
unless it's a new enough intel pc to have intel vaapi support
Don't remember
But Intel's built in encode on hardware that supports it is pretty good iirc
In my experience, medal is not reliable at all. We banned using that or have to manually download the video, cause we had multiple links expire in short time
The initial point here is that cheater reports are easy to make, there's next to no reason to not make them
I remember when medal was good
If you're banning people without clips on your servers, then that's your perogative, but I wouldn't advise that for most people
Switched to steam background recording, I'd rather deal with the random "failed to play background recording" than the shit medal is now
And if you have the clips in the first place then there's almost no reason to not submit a cheater report
Honestly I might try and see how amd adrenalin's clipping fares
I use steelseries moments 
I don't even have any steelseries shit
I'm rocking 2007 hp keyboards on both my pcs
I kept having nvidia corrupt on me so I decided to go with moments and it's great
I do but it's not needed to use their clipping software
yeah I figured
I got steelseries headphones
Most of my audio gear is hyperx
Why would you do that
I got HyperX headphones on one pc (the other one has some old microsoft ones) and I carry around my hyperx quadcast with me
The quadcast with mini usb, not the new quadcast s lol
For the price you buy a hyperx at I think there are better options
My only complaint is that they're hp owned and the RGB stuff is way overpriced for what it is, so I haven't bought the RGB stuff
Unless you mean for like low-end headphones
Not that I am a huge fan of rgb lol
HyperX is one of those "gaming-oriented" companies in a bad way imo
Not the lowest end headphones but I did buy a pair that uses 3.5mm not usb
Almost all their products are overpriced for what they are
It's still a huge improvement over what I had
nvidia clip thingy is weird
I owned HyperX headphones at one point
I had a pair of headphones that actually hurt to wear for longer than 3 hours
and nvidia filters are also weird
And the audio quality was so bad

