这肯定是一个令人感兴趣的一个月。在每一个独立前线上都有有大的进步。
Well this certainly was an interesting month. Lots of progress on every single front.
我要从 jolt 在 beta 1.03 中找到的一个令人讨厌的BUG开始:
I'll start off with a nasty bug that j0lt found that's been around since 1.03:
修正:无声梯子的开发
FIXED: Silent Ladder Exploit
jolt写道:这是可能(非常容易)上落梯子没有蹲下的同时上/落完全无声。
j0lt wrote:It is possible (and very easy) to go up and down ladders completely silently without crouching whilst moving up/down them
要做到这样,你必需十分精准地移动上梯子。
To do this you must move up the ladder absolutely dead on straight.
你能做到这样,要用梯子旁边的墙作为参照物笔直地上,或者当你上梯子时简单地瞄准完美笔直的梯子上去。
You can do so by using the side of the ladder as a wall to guide you straight up, or by simply aiming perfectly perpendicular to the ladder as you walk up.
如果你在上梯子过程中有任何小小的斜向移动,它将发出正常的声音。
If you have any slight sideways/diagonal movement on the ladder it will make the normal sounds.
已经测试仅在 nuke 和 train 。
Tested and confimed in both nuke and train with Redstar.
经过全面重写代码,我们已经消除这一点。有点儿惭愧,直到我们真正能做到这样。
After almost a full re-write of the ladder related code, we've eliminated this. Kind of a shame since some of us got really good at doing it ![]()
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接着,我们有一个与起源引擎相关的烟雾效果BUG。我们的烟雾弹遭受来自CS:S同样的问题,站在云中过于失明。我真的不知道这一点,是 PutridBeing 和 st33l 两位向我提出这点的。
Next we have a Source Engine related bug with the rendering of smoke effects. Our smoke grenades were suffering from the same problems as CS:S in that a person standing inside the cloud is TOO blind. I actually wasn't aware of this, and PutridBeing and st33l both approached me about it.
显然这是CS:S 团队开发这,我认为这是非常无价值的。
Apparently its even to the point where CS:S teams actually exploit this in various ways, which I think is pretty crappy.
所以我们要求 amogan 请给我们的烟雾弹另一种样貌。我们亦回到 1.6 和获取50张截图观看烟雾怎样在不同的光线下工作,最重要的是双倍烟雾的环境。CS:S完全缺少这个和这部分在1.6中是一个大战术。
So we asked amogan to please give our smoke grenades another look. We also went back into 1.6 and took over 50 screenshots of exactly how the smokes behave in different lighting, environments and most importantly, what happens when you DOUBLE smoke. CS:S totally lacks this and its a large part of 1.6 strategy.
甚至有不错的色阶给它。我给你截2 张图,因为我知道你喜欢看图片:
What Ben came up with is a really close representation of a 1.6 smoke grenade. It has about 93% visibility blockage on its own, while double smoking has a compound effect that gives full blindness. It even has a nice grey hue to it. I took 2 screenshots for you guys since I know how much you like pictures:


你能推测为什么我会在截图中关闭掉HUD。
You can speculate all you want about why I disabled the HUD in those screenshots. ![]()
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另一个讨厌的CS:S BUG是非法利用小跳攻击而不被你的牺牲者看见你。简单地说,在CS:S和许多其它来源引擎的游戏有一个延迟,对于你的玩家模型来说是站立的。
Another nasty CS:S bug is the illegal use of crouching to fire without being seen by your victim. Simply, in CS:S and many source engine games there is a delay for your actual player model to standup, but your viewport does.
这里有网友示范视频:
So basically, you can peak over something, shoot and reduck before your model ever moves. Heres a video of someone doing it:
Our reaction was a room full of these:
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结果是 CSP 也同样有这个 BUG 存在,因为它是默认执行于玩家模型的动画闪避系统中。我们再次向 amongan 请求帮助我们从差劲开发的地狱中拯救出来。
Turns out CSP had this bug too because its the default implementation of player model animations in regards to the duck system. We once again turned to amogan to save us from lame exploit hell.
他想出了一个能令两个人物模型站立的办法,因而消除这种可能。据我所知,第三方服务器的模型尝试限制这样的活动,但我们不想依赖这种方式,假如我们能避免这个。
What he came up with was a workaround that causes both the players viewport and his model to stand-up simultaneously, thereby eliminating the possibility of performing this exploit in CSP. From what I understand third party server mods attempt to curb activities like this, but we don't want to have to rely on things like that if we can avoid it.
顺便说一下,小跳察看是存在和良好地在CSP中。这并不是可开发的,因为照现状看如果你在1.6中尝试射击你的瞄准是糟糕的。你同样容易受到攻击,所以这也是同样危险。
And by the way, standing and tapping crouch to duck-hop to see over tall boxes is alive and well in CSP. That's not exploitable because as it is in 1.6 your aim is screwed if you try to shoot during it. You are also vulnerable to attack so its a risk as well.
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这引出了我的下一个主题,可利用的控制台命令。Brainkiller 我们服务器常驻的朋友找到超过30个不同的控制台命令,以某种方式那是可开发的。
Which brings me to my next topic, exploitable console commands. Brainkiller our resident server crashing maniac found over 30 different console commands that were exploitable in one way or another.
我们已锁定这些命令为它们的默认值。
We have locked these commands to their default values and set them as CHEAT CVARs which only work with sv_cheats 1 obviously.
另一项重要决定,我们不得不作出放弃DirectX 7的支持。在CSP 中 mat_dxlevel 80 或者 -dxlevel 80 是现在最低的要求,原因是不固定问题与视觉故障和游戏整体安全,设置低于8的将不再有任何效果。
Another important decision we had to make was the dropping of directX 7 support. mat_dxlevel 80 or -dxlevel 80 is now a minimum requirement of CSP because of unfixable problems with visual glitches and game security overall. Setting these values any lower then 8 will no longer have any effect.
这相当于禁止对16bit色彩支持。
For all you 1.6 guys this is the equivalent of disabling 16 bit color support.
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我必须继续,更多测试要做。^^
I gotta run, more testing to do. ^^
-迈克
-Mike










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Bug 只有在被除掉的情况下,你才会喜欢它。
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