I found some nice sounds, they're probably proprietary, but I still want to use them for myself.
Are sound mods possible with the new package system?
Re: Are sound mods possible with the new package system?
Yes and no. Sound mods are possible, you would just put the files in a pk3 or pk3dir with the same path and basename as the sounds you want to replace. However, there's no way to load these packages locally when connected to a remote server that doesn't load the same packages as this can be used for cheating purposes (for example, you could make textures translucent). There are plans to remove this limit for certain resources such as HUDs but I think extending this to sounds may be complicated as they don't have a single root folder in the pk3 hierarchy. You can of course use your sound mods locally or host a server, though you'll likely infringe copyright if the server offers a proprietary sound package for download.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: Are sound mods possible with the new package system?
Viech wrote:However, there's no way to load these packages locally when connected to a remote server that doesn't load the same packages as this can be used for cheating purposes (for example, you could make textures translucent).
Do you have plans for integrating anti-cheat spyware? Or else this "protection" feature is useless, cheaters will just take the source code and make daemon-cheater-edition.exe.
Re: Are sound mods possible with the new package system?
That's why we have server-side validation of all gameplay elements and an admin system.
Re: Are sound mods possible with the new package system?
kangz wrote:That's why we have server-side validation of all gameplay elements and an admin system.
You still need something PROprietary checking the integrity of the main executable to prevent aimbot use. A cheater dedicated enough to write an aimbot will probably know how to disable package checking too. So without PROprietary anti-cheat spyware this "protection" only annoys honest users who want resource mods.
Re: Are sound mods possible with the new package system?
A cheater dedicated enough to write an aimbot will probably know how to disable package checking too. So without PROprietary anti-cheat spyware this "protection" only annoys honest users who want resource mods.
No, it's enough against average cheaters, which is the overwhelming majority.
The current system allows honest users to host mods if they want, so the current system allow honest users to host cheated games if they want.
If you are alone with your mod on a game with other players without your mod, it means someone (you) does not play the same game, which is not fairplay.
So, yes the current system does not prevent a dedicated and gifted cheater to bypass some checks, but no, the current system does not annoys honest users who want to host resource mods, you just have to put your pk3 in your homedir and to click “Create a server”.
Re: Are sound mods possible with the new package system?
We cannot prevent certain cheats on a technical level and we won't attempt to do so either. Aimbots and wallhacks need to be detected through administration, as in every other game that doesn't install spyware. However, we won't add a feature that allows cheating without even changing the source code either as this might give the impression that it's OK to give enemies glowskins and make walls translucent, not to mention that it would appeal to the mass of cheaters who can't even program.
We plan to allow certain interface and effect mods in the future by selectively loading certain pathes from local pk3s. There should be a GitHub issue for this, if not feel free to open one.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction