Is KEYCONF a protected lump?

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Ænima
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Is KEYCONF a protected lump?

#1

Post by Ænima » Wed Sep 26, 2012 9:15 pm

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Llewellyn
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RE: Is KEYCONF a protected lump?

#2

Post by Llewellyn » Thu Sep 27, 2012 12:50 am

Keyconf is just a limited list of ConsoleCommands that are executed upon entering the game... so I would assume not, since YOU could enter these commands...
but why don't you try it?

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Torr Samaho
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RE: Is KEYCONF a protected lump?

#3

Post by Torr Samaho » Thu Sep 27, 2012 5:38 pm

No. At the moment the protected lumps are (you can see this in network.cpp) COLORMAP, PLAYPAL, HTICDEFS, HEXNDEFS, STRFDEFS, DOOMDEFS, GLDEFS, DECORATE, LOADACS, DEHACKED and GAMEMODE.

BTW: Would be nice if somebody adds this to the wiki.

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Ænima
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RE: Is KEYCONF a protected lump?

#4

Post by Ænima » Thu Sep 27, 2012 6:57 pm

So, in theory, I could make a Skins wad with useful bindings and aliases in it to distribute for other players to use?
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Torr Samaho
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RE: Is KEYCONF a protected lump?

#5

Post by Torr Samaho » Thu Sep 27, 2012 7:42 pm

In theory yes, but I don't give you any guarantees that it'll work. I'm pretty sure that the KEYCONF lump was never intended for this...

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Ænima
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RE: Is KEYCONF a protected lump?

#6

Post by Ænima » Thu Sep 27, 2012 7:58 pm

Aw. I remember that WastedYouth made some useful aliases in his "Skulltag Expansion Pack" a veeery long time ago, but i think he used autoloaded .cfg files or something and I have no idea how to do this with Zandronum.
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Llewellyn
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RE: Is KEYCONF a protected lump?

#7

Post by Llewellyn » Fri Sep 28, 2012 2:33 am

Torr Samaho wrote: In theory yes, but I don't give you any guarantees that it'll work. I'm pretty sure that the KEYCONF lump was never intended for this...
It seems to work fine, I've been using this (without realizing it was KeyCONF) for sr50 for a LONG time:

Code: Select all

addkeysection "SR50" SR50
addmenukey "Strafe Left" +left2
addmenukey "Strafe Right" +right2
addmenukey "ACTIVATE SR50" +sr

alias +left2 "+left; +moveleft"
alias -sr "turnspeeds 0; -strafe"
alias +sr "turnspeeds 65536; +strafe"
alias +right2 "+right; +moveright"
alias -right2 "-right; -moveright"
alias -left2 "-left; -moveleft"

Torr Samaho wrote: No. At the moment the protected lumps are COLORMAP, PLAYPAL
Any reason why?
I don't really see how it could be abused, what with GL allowing fullbright and UNTRANLATED PNGs...
Last edited by Llewellyn on Fri Sep 28, 2012 2:35 am, edited 1 time in total.

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Ænima
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RE: Is KEYCONF a protected lump?

#8

Post by Ænima » Fri Sep 28, 2012 2:55 am

Llewellyn wrote:
Torr Samaho wrote: No. At the moment the protected lumps are COLORMAP, PLAYPAL
Any reason why?
I don't really see how it could be abused, what with GL allowing fullbright and UNTRANLATED PNGs...
Well, you used to be able to exploit COLORMAP and PLAYPAL to make it seem as if you always had Infrared on. (by making all colors fully bright) This could give you an advantage on darker maps. There was a similar dehacked exploit floating around during the 96f days where you could make a DEH patch that gives all player states the BRIGHT property. Useful on that one CTF map "Sewers Smell Bad" where you otherwise can't see your opponents very well from a distance.
Reinforcements: midgame Survival joining/respawning
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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