WaW exploits

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Pedsdude
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WaW exploits

Post by Pedsdude » June 22nd, 2009, 7:00 pm

A friend recently sent me this, thought I'd post it here for others to see (and also potentially to draw it to Treyarch's attention / ruin what is already a rubbish game).

Originally from http://www.fpsadmin.com/forum/showthread.php?p=73468
Hi All,

So last night I was changing the resolution of my game via console with /r_mode - As I typed this I saw /r_modellimit come up and with my inquisitive mind to achieve a better FPS I tried changing the value of 1024 to 0, now usually most values are blocked but to my suprise it changed to 0. A bit more info...

/r_modellimit 0 (default value : 1024)

Screenshot of before & after :-

http://www.enbclan.com/download.php?f=/ ... llimit.jpg

Removes bomb planting sites. It also removes the sky textures which does give a nice kind of sky effect but doesn`t offer any advantage. Obviously the bomb plant sites now being invisible lets people see right through them to who could be prone on the other side planting.

/r_dobjlimit 0 (default value : 512)

Screenshot of before & after :-

http://www.enbclan.com/download.php?f=/ ... jlimit.jpg

This is even worse than the above command imho. It removes any active vehicles, for example cars/trucks that can be blown up, ie. 3 massive trucks on Hangar plus any vehicles that can be blown up on other maps. It also removes any glass/window that can be broken. For example the small round window on Upheaval. This offers a clear advantage because glass that can be broken often has a frosted look which obscures the view in normal play but with this command players will have a clear view through even before the glass is broken.

--

So either way both these commands offer a huge advantage because the kinds of things we use to give us cover, cars, large trucks, glass that isnt broken, the bomb plant sites are all removed with 2 simple commands and should be turned off.

For the gaming "uneducated" you may be wondering why i`m making these commands public knowledge. To answer this its with the hope that Treyarch will block these commands from being changed in a future patch (if there will be one) and also server admins can block these commands being changed from the default values by editing their pbsvuser.cfg in the pb/ folder of their server and adding the following 2 lines :-

pb_sv_cvar r_dobjlimit IN 512
pb_sv_cvar r_modellimit IN 1024
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Soviet
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Re: WaW exploits

Post by Soviet » June 22nd, 2009, 7:11 pm

Almost makes me want to install WaW again :P

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Chaaos
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Re: WaW exploits

Post by Chaaos » June 22nd, 2009, 7:27 pm

Soviet wrote:Almost makes me want to install WaW again :P
How dare you :shock:

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BlueDamselfly
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Re: WaW exploits

Post by BlueDamselfly » June 22nd, 2009, 8:21 pm

lets hope it ll be fixed, hopefully if map pack 2 come out on pc, then at same time i suppose.
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[SoE]_Zaitsev
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Re: WaW exploits

Post by [SoE]_Zaitsev » June 22nd, 2009, 10:16 pm

I couldn't be bothered much. Although I'm looking forward to check out the new maps even though I'd never play on them apart of jumping for a bit.

Still, the CoD4 cvar was even worse.
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Re: WaW exploits

Post by JDogg » June 23rd, 2009, 7:38 am

[SoE]_Zaitsev wrote:I couldn't be bothered much. Although I'm looking forward to check out the new maps even though I'd never play on them apart of jumping for a bit.

Still, the CoD4 cvar was even worse.
Which one?.
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[SoE]_Zaitsev
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Re: WaW exploits

Post by [SoE]_Zaitsev » June 23rd, 2009, 10:42 am

Where you could turn on your radar 100% of the time like a permanent UAV.
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Re: WaW exploits

Post by JDogg » June 23rd, 2009, 11:30 am

[SoE]_Zaitsev wrote:Where you could turn on your radar 100% of the time like a permanent UAV.
Ah yeah, that was pretty bad.
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Pedsdude
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Re: WaW exploits

Post by Pedsdude » June 23rd, 2009, 3:26 pm

Apparently it's easy to ban it from PB, although non-PB servers will be having fun until the next patch :lol:
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