Built in skins with zandronum

General discussion of the port and Doom-related chat.
Qent
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RE: Built in skins with zandronum

#81

Post by Qent » Thu Jun 21, 2012 8:10 pm

Only certain lumps are authenticated. Skins are not.

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RE: Built in skins with zandronum

#82

Post by NeuralStunner » Thu Jun 21, 2012 8:18 pm

Alien wrote:The information I refer is: deleting skins folder disables skins in all instances in the game.
No kidding? Really? You're sure? Isn't that the entire point of this discussion?

Unless you mean it disables skins from server-side, which is entirely false. (I always run my server without skins or other extraneous files, and nothing untoward happens.)
Alien wrote:If it's a client feature, let's make all the skins white, so you can't hide in dark or brownish places, so I can see where my opponent is. Everywhere. And that is a cheat.
I don't even see what you're trying to say here. (Not that I want you to elaborate. I'm sure the explanation would make just as little sense as the rest.)
Alien wrote:Even if the server requires you to download the skin package, it won't be all servers, there's always an option, at least. And it would be unfair and unethical "promoting" only a (or a group of) set of skins.
Servers should not -file load any file that isn't essential to the mod (since server browsers don't know any different). And a Skins folder on the server does exactly nothing for the client.

I have no idea what you're trying to accomplish, other than perpetuating a pointless argument. I already feel like my INT has dropped even from my limited involvement.
Last edited by NeuralStunner on Thu Jun 21, 2012 8:19 pm, edited 1 time in total.
Blzut3 wrote:Only in the Doom community does one find something so obviously broken and then claim it's a feature.

Qent
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RE: Built in skins with zandronum

#83

Post by Qent » Thu Jun 21, 2012 8:22 pm

NeuralStunner wrote:
Alien wrote:If it's a client feature, let's make all the skins white, so you can't hide in dark or brownish places, so I can see where my opponent is. Everywhere. And that is a cheat.
I don't even see what you're trying to say here. (Not that I want you to elaborate. I'm sure the explanation would make just as little sense as the rest.)
Translation: You can cheat by replacing sprites to gain an advantage.

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RE: Built in skins with zandronum

#84

Post by NeuralStunner » Thu Jun 21, 2012 8:32 pm

Qent wrote:Translation: You can cheat by replacing sprites to gain an advantage.
What does that have to do with it being a client feature or not? Nevermind that it's irrelevant to the question of including skins with the port. If someone's going to cheat, they'll cheat.
Blzut3 wrote:Only in the Doom community does one find something so obviously broken and then claim it's a feature.

Qent
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RE: Built in skins with zandronum

#85

Post by Qent » Thu Jun 21, 2012 8:36 pm

Because if only skins actually loaded by the server were allowed and those skins were authenticated, then such cheating would be a teensy bit more difficult. It would also make the question of which skins to include in the default installation more important, because those are probably the only skins you'll ever be able to use.

Not that I think it's a good idea or anything. It's not like it'd be much trouble to send a false hash to get your skins verified.
Last edited by Qent on Thu Jun 21, 2012 8:37 pm, edited 1 time in total.

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RE: Built in skins with zandronum

#86

Post by Guest » Fri Jun 22, 2012 1:18 am

Qent wrote: Translation: You can cheat by replacing sprites to gain an advantage.
This.
Qent wrote: Because if only skins actually loaded by the server were allowed and those skins were authenticated, then such cheating would be a teensy bit more difficult. It would also make the question of which skins to include in the default installation more important, because those are probably the only skins you'll ever be able to use.

Not that I think it's a good idea or anything. It's not like it'd be much trouble to send a false hash to get your skins verified.
And this. Pretty much what I was trying to say and a little more. Thanks!

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Ghastly
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RE: Built in skins with zandronum

#87

Post by Ghastly » Fri Jun 22, 2012 4:28 am

Alien wrote:
Qent wrote: Translation: You can cheat by replacing sprites to gain an advantage.
This.
Except you can't do this through skins because individual players have to have that skin selected.

(Don't you love when you post with a good point and everyone ignores it so they can keep on with their argument?)
Last edited by Ghastly on Fri Jun 22, 2012 4:28 am, edited 1 time in total.
Enough teach you'd.

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RE: Built in skins with zandronum

#88

Post by Racoon » Fri Jun 22, 2012 6:05 am

wouldn't the player who uses a skin that others don't have in their skins folder be seen as a default Base marine?

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RE: Built in skins with zandronum

#89

Post by Qent » Fri Jun 22, 2012 6:41 am

Nooooo that is not how you cheat right. You replace the base skin with white rectangles of the appropriate size or what have you. Which I think should work but I don't really want to try it.

EDIT: Wait Ghastly, I said what you said and now you're disagreeing with me WTF.
Last edited by Qent on Fri Jun 22, 2012 6:43 am, edited 1 time in total.

Catastrophe
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RE: Built in skins with zandronum

#90

Post by Catastrophe » Fri Jun 22, 2012 8:05 am

.
Last edited by Catastrophe on Fri May 11, 2018 7:30 pm, edited 2 times in total.

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Ænima
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RE: Built in skins with zandronum

#91

Post by Ænima » Fri Jun 22, 2012 8:16 am

It's really not even that much of an advantage ...
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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)
Image

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Ghastly
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RE: Built in skins with zandronum

#92

Post by Ghastly » Fri Jun 22, 2012 4:28 pm

Qent wrote: EDIT: Wait Ghastly, I said what you said and now you're disagreeing with me WTF.
Ah shoot, sorry, I thought you meant using skins to cheat like that. It was a long day and I misread your post. :redface:

But yeah, replacing sprites has nothing to do with skins because it can be easily done without skins.

@Racoon: Yep. So if you don't like a skin, don't download it, and you won't see it.
Enough teach you'd.

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EnsaladaDeTomate
 
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RE: Built in skins with zandronum

#93

Post by EnsaladaDeTomate » Tue Jun 18, 2013 1:43 am

Hope this pack has the original Crash's taunt...

here is btw:

http://www.mediafire.com/download/podce ... iginal.wav < .wav format :P

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RE: Built in skins with zandronum

#94

Post by chesse20 » Sat Jun 22, 2013 10:42 pm

Ghastly wrote:
Qent wrote: EDIT: Wait Ghastly, I said what you said and now you're disagreeing with me WTF.
Ah shoot, sorry, I thought you meant using skins to cheat like that. It was a long day and I misread your post. :redface:

But yeah, replacing sprites has nothing to do with skins because it can be easily done without skins.

@Racoon: Yep. So if you don't like a skin, don't download it, and you won't see it.
ya put in the new skin pack that everyone made

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RE: Built in skins with zandronum

#95

Post by Zedek The Plague Doctor » Sat Jun 22, 2013 11:16 pm

Medicris wrote: There was a fixed-palette Strifeguy and a few really great female marine skins. I'd really like those to be back.
Man, I always used Strifeguy. He was my favorite. I really wish he were back.

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