Looking Into Client File Configs

Posts 112 of 12 · Page 1 of 1
Looking Into Client File Configs
I found this in BaseGame config o:
Code:
[Engine.GameInfo]
DefaultGame=Engine.GameInfo
DefaultServerGame=Engine.GameInfo
bAdminCanPause=false
MaxPlayers=16
GameDifficulty=+1.0
bChangeLevels=True
MaxSpectators=2
MaxIdleTime=+0.0
;APB - LZ+ Turn on speed hack detection
MaxTimeMargin=+2.0
TimeMarginSlack=+1.35
MinTimeMargin=-2.0
;APB - LZ-

[Engine.AccessControl]
IPPolicies="ACCEPT;*"

[Engine.GameReplicationInfo]
ServerName="Another Server"
ShortName="Server"
MessageOfTheDay=""

[DefaultPlayer]
Name=Player
team=255

[Engine.HUD]
bMessageBeep=true
HudCanvasScale=0.95
ConsoleMessageCount=4
ConsoleFontSize=5
MessageFontOffset=0
bShowHud=true
DebugDisplay=AI

[Engine.PlayerController]
bAimingHelp=false
bDynamicNetSpeed=false
InteractDistance=512
DynamicPingThreshold=+400.0
bCheckRelevancyThroughPortals=true

[Engine.Weapon]
Priority=-1.0

[Engine.WorldInfo]
DefaultGravityZ=-750.0
RBPhysicsGravityScaling=1.0
SquintModeKernelSize=128.0
EmitterPoolClassPath=Engine.EmitterPool

[Engine.UIDataStore_GameResource]
ElementProviderTypes=(ProviderTag="GameTypes",ProviderClassName="Engine.UIGameInfoSummary")


[Engine.UISafeRegionPanel]
RegionPercentages=0.9
RegionPercentages=0.8
anything special?
In APBgame
None. Most of the coders already know about this and were looking at different settings and seeing what they do. The one of most interest is one about "speed hacking" and it appears to be a function that controls the rubberbanding when the game thinks your moving to fast. (Explains why you freeze in place every now and then when trying to run foward)
Quote Originally Posted by RAWR(: View Post
None. Most of the coders already know about this and were looking at different settings and seeing what they do. The one of most interest is one about "speed hacking" and it appears to be a function that controls the rubberbanding when the game thinks your moving to fast. (Explains why you freeze in place every now and then when trying to run foward)
Ohh, I saw a gravity setting on one of the configs, can you actually edit the gravity or is it server sided?
Quote Originally Posted by Andysaur View Post
Ohh, I saw a gravity setting on one of the configs, can you actually edit the gravity or is it server sided?
It's a bit more complicated then that :P
Quote Originally Posted by RAWR(: View Post
It's a bit more complicated then that :P
Ohh... Thanks for the info!
Quote Originally Posted by Andysaur View Post
Ohh... Thanks for the info!
If you can, just play with values. Use a different account though; not your main. If you find anything interesting then come back and post about it here. If it's a pretty good find, I'll make an AutoIt script with a gui that lets you modify the proper settings quickly and efficiently, and put your name in as part of the window title and as a Credits label next to a "Commit changes" button.
Quote Originally Posted by RAWR(: View Post
If you can, just play with values. Use a different account though; not your main. If you find anything interesting then come back and post about it here. If it's a pretty good find, I'll make an AutoIt script with a gui that lets you modify the proper settings quickly and efficiently, and put your name in as part of the window title and as a Credits label next to a "Commit changes" button.
Is that just the graphical settings that improve visibility through client obstructions like particles? or actual physics & player flags that should in theory only be server controlled? If there's one for input rates somewhere, it might be possible to macro around certain refire limitations as I understand is a global glitch exploitable in the UE3 engine when certain actions are canceled in between primary inputs. (just putting that out there for anyone else who who might already be bypassing that stuff/PB)
Quote Originally Posted by camping View Post
Is that just the graphical settings that improve visibility through client obstructions like particles? or actual physics & player flags that should in theory only be server controlled? If there's one for input rates somewhere, it might be possible to macro around certain refire limitations as I understand is a global glitch exploitable in the UE3 engine when certain actions are canceled in between primary inputs. (just putting that out there for anyone else who who might already be bypassing that stuff/PB)
It's completely client sided, down to the "Minimum" supported components best ability. Whatever they have as their minimum is going to be the lowest settings you can set the game too. This prevents the graphics from becoming ridiculously simplistic and way to easy to spot targets and other objects, of course this is assumption, but it appears to be that way.

As for macros, I wouldn't know anything about it. I do know my RF macro can do some pretty "Strange" things even without changing game settings. Each weapon has a special sweet spot Down/Up value and when found, you can do some pretty weird things. I can set it up to have my HVR fire an entire clip in a second, and completely bypass the bolt action reset timer.
Editing gravity will make corpses and items fly (or stay in mid air).
No more, no less.
;APB - LZ+ Turn on speed hack detection <-------- WTF is this?
I think it's how they stop speed hackers, like when you get stopped while you're driving or something.
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