I was in a coop server when it happened. suddenly, my move forward and move backward keys decided to switch themselves to look up and look down. After much messing around with the 'customise controls' i asked some friends about it. They told me to check what it said in the key aliases in advanced options. I did...
the "Axis aforward Speed=+300.0" had changed itself to "Axis aLookUp Speed=+300.0" and the same for the - entiries too.
anyways, i changed em back. I havent got dodge forward and backwards working yet. Anyone know what happened to my aliases? I was just walking around the server and suddely they changed.
To shed some more light on the situation, if i restarted unreal, then landed on the floor during the flyby map, and tried using the keys, they would work. opening any map in single player also let them work. But as soon as i joined any server, they would go back to look up and down. also, if i joined a server, then reopened a single player map, they wouldnt work.
I'm not greatly bothered by this (i use 225 only for coop, and gold for DM, and gold wasnt effected, and its not like i need forward dodge for coop) but you guys might like to give me loads of hard to understand, meaningless-to-me jabber.
Strange thing happened to my controls t'other day...
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Re: Strange thing happened to my controls t'other day...
Ooohh... key binds for dodging.... keep talkin'Xavious wrote: I havent got dodge forward and backwards working yet.
ZZ
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It is possible to write mods that change client side settings without you noticing it, some even allow more devious features like "PlayerControl" giving an admin full control over your actions.
In other words, check what the server you join is running, if you spot mods that you are unfamiliar with or you KNOW can exhibit such features, you may want to disconnect immediately.
This is one of the issues that are extremely ambiguous. On the one hand, an admin may want a mod that enables him to punish a misbehaving (or cheating) player but on the other hand, it would leave the casual player basically at the mercy of an admin - and there are evil admins out there too!
Basically all serious modwriters nowadays consented, that features like playercontrol or client-side arbitrary setting-changes are an atrocity and have no right whatsoever to exist in any game. At the same time, practically all of them (me included) wrote such mods in the past but never released them - the only mod from myself that does ANYTHING to client-side settings is MUCLC, however it is well documented what precisely is being done:
1) PurgeCacheDays is set to zero - this will prevent all future cache deletions
2) Netspeed is being checked and set lower if the server requires a lower client setting (can be overriden by player again)
... and that's it! I have been asked to include punishment features or playercontrol features into UTeamFix a couple of time, but I never will. I would be a bad modwriter if I did. I don't plan on writing any other mods that exhibit these or similar features either.
===================================================
NOTE:
The above might not apply to you at all, you might just have had a case of random ini corruption
You can also protect yourself from ini changes during runtime by write-protecting your ini files. This may have side effects, though, like Score recovery to stop functioning or servers to disappear from your favorite list if you added them AFTER write protecting your ini.
In other words, check what the server you join is running, if you spot mods that you are unfamiliar with or you KNOW can exhibit such features, you may want to disconnect immediately.
This is one of the issues that are extremely ambiguous. On the one hand, an admin may want a mod that enables him to punish a misbehaving (or cheating) player but on the other hand, it would leave the casual player basically at the mercy of an admin - and there are evil admins out there too!
Basically all serious modwriters nowadays consented, that features like playercontrol or client-side arbitrary setting-changes are an atrocity and have no right whatsoever to exist in any game. At the same time, practically all of them (me included) wrote such mods in the past but never released them - the only mod from myself that does ANYTHING to client-side settings is MUCLC, however it is well documented what precisely is being done:
1) PurgeCacheDays is set to zero - this will prevent all future cache deletions
2) Netspeed is being checked and set lower if the server requires a lower client setting (can be overriden by player again)
... and that's it! I have been asked to include punishment features or playercontrol features into UTeamFix a couple of time, but I never will. I would be a bad modwriter if I did. I don't plan on writing any other mods that exhibit these or similar features either.
===================================================
NOTE:
The above might not apply to you at all, you might just have had a case of random ini corruption
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Some mods I know of will write new subclass entries (mod config'ed to write to them) into the INI files or write to unused obsolete config variables. I consider both of those acceptable practices IMO as long as none of it alters a normal-use configured client variable with the exception of PurgeCacheDays. However, anybody could also argue that some of the client ID gathering tools that I know many us have made border breaching personal privacy and security. A few of us continue to use such tools simply because unreal1 lacks registered hard-placed unique serials like 2k3/2k4 may have. As long as admins aren't designing them to spit out that information openly to public players I'm ok with it.
I would also beware of some admins that might be running INI data-miner mods. It's quite possible for a mod to be designed to read almost any stored entry from the INI files and send it back to the server.
To be on the safe side I'd always run a client config separate of a server's config and keep all sensitive information removed.
-Zombie
I would also beware of some admins that might be running INI data-miner mods. It's quite possible for a mod to be designed to read almost any stored entry from the INI files and send it back to the server.
I agree and quite true. Although some of us made such commands back when server defenses were still very primitive and barely effective. I'd NEVER even consider releasing such functionality inside a publicaly released package because it doesn't need to be poliferated any further.}TCP{Wolf wrote:Basically all serious modwriters nowadays consented, that features like playercontrol or client-side arbitrary setting-changes are an atrocity and have no right whatsoever to exist in any game. At the same time, practically all of them (me included) wrote such mods in the past but never released them
-Zombie
A few servers even run utilities that can perform unreal's crash commands. (All debug ... commands have been found)
I came across this when I searched through my cache folder. I manually 'fixed' the cache files and made a *possible* user.ini fix. It can be found at my site. (UCrashGuard) http://hypernl.thenerdnetwork.net/indexal.htm
However, I don't know where these tools come from so I can not be sure the fixes work at all times. But because nobody needs crash commands, it's safe to disable them anyways.
I came across this when I searched through my cache folder. I manually 'fixed' the cache files and made a *possible* user.ini fix. It can be found at my site. (UCrashGuard) http://hypernl.thenerdnetwork.net/indexal.htm
However, I don't know where these tools come from so I can not be sure the fixes work at all times. But because nobody needs crash commands, it's safe to disable them anyways.
probably right. ive been an admin in quite a few servers in the past so i know a fair amount about admin commands and stuff...But these are the trustworthy admin's servers i was in (note that it is only about half of the coop players giving a bad reputation to the rest of us) and im good friends with em all so i doubt it was a problem with the server mods...ah well...if it happens again i'll let y'all know.}TCP{Wolf wrote: The above might not apply to you at all, you might just have had a case of random ini corruption
youve confused me there...i meant double tapping forward and backwards to dodge...}TCP{ZzCaT wrote:
Ooohh... key binds for dodging.... keep talkin'