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View Full Version : PURE...erm..NOT


Cyberdoc
02-02-2004, 09:25 PM
I noticed since 1.2 that I have not seen any unpure files msg's on our servers. I droped in abotu 20 maps and several other mods tongiht and did a test joining 8 random servers...all said they were pure. I used the server info in ASE as well as the IG filter settings.
I was able to join them all with files in my main. I initially tested this using the mod loader option...but after being able to load and remain on servers, i just dumped all the files into main....still did not get kicked.

Has anyone seen kicked for unpure files since we've patched??Anyone care to try and repeat this?

imported_IW-Inherent
02-02-2004, 09:42 PM
I don't think your supposed to be impure in that case unless your trying to replace files in the paks.

UnDead
02-02-2004, 09:50 PM
Well I haven't tested this yet on our server. But pure is supposed to prevent players from bring on additional PK3 files that aren't already on the server. If the server has them, pure is supposed to read them on the server and then allow clients that have those exact same files to join. But if the client player changes a map file or adds extra scripts to it they should not be allowed in and deemed unpure. Pure checks happen after rounds and map changes. So it is possible to get on a server if you have the loader disabling the pk3 files. But then once you enable the pk3 files pure should see them and kick you after the round or map.

Pure shouldn't only check the pak files but also any pk3 maps, crosshair, scopes, and skin pk3 files on the client. If they aren't on the server they are supposed to be kicked.

Again I haven't tested this yet, but will tonight on our server. I sure hope its working or we will not only have to worry about opengl32 hackers but Chameleon skin simple pk3 hackers as well.... fingers crossed... Anxious for PB :)

necrodoggy
02-03-2004, 12:30 AM
It seems that pure servers simply do not allow pk3's that are not on the server to function. I have a scope mod to couteract the effects of the sniper bug from the patch but they have to be in the server main to be used. If there is not the same file in the main it allows me to go on to the server it just does't allow the clients pk3 to be read.

Cyberdoc
02-03-2004, 12:47 AM
The thing is, is that pre 1.2, people would get kicked if they had maps or other pk3's in their main folder that were not on the server they would try to login to. Now it seems they can get on any server with whatever pk3 files they want to. Isnt this what pure was supposed to prevent, or am i missing something?

imported_IW-Inherent
02-03-2004, 01:17 AM
Its supposed to prevent you from say modifying models to cheat. Are you saying you can replace things while still being pure? The fix in the patch was to make it not care about files it shouldn't be caring about in the first place.

imported_Spive
02-09-2004, 09:47 AM
Personally, if I'm understanding this right, I like the change. We ran few custom maps in our 1.1 server and had problems with the Pure setting.

Being able to have custom maps in your Main folder (as a client) shouldn't disallow you from joining Pure servers - which is was the change that IW made. I like it.

Anex
02-09-2004, 02:03 PM
From my testing, essentially reaffirming something already stated, is that the patch changed sv_pure to ONLY look at modifications to the in-game files. You can load all the custom files you want but unless the server has them too, they will not function. If one of those files tried to modify a stock game file, however, then sv_pure will detect it and kick you.

While I have issues with such a method, I understand the logic behind it and it seems to function well. It stopped some of the crosshair/skin cheats out there, but like everything else, there's ways around it - looking forward to PB :!: