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Want to use your custom console at Zombies Dead Zone ?

 
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jackrabb!t



Joined: 21 Feb 2008
Posts: 5

PostPosted: Thu Feb 21, 2008 6:42 am    Post subject: Want to use your custom console at Zombies Dead Zone ? Reply with quote

hey, some developers and unreal researches found a new way to bypass end "console" replacement for the Dead Zone. This will work with any console (including) xConsole and can give you radar support if you are tired of waiting to find those damn "Death Tentacles"

LINK:

http://www.unrealcoop.net/ZombieIWantMyOwnStuff.zip


also, make sure you open the .txt file. It includes instructions on how to exactly make this work
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Feb 21, 2008 8:55 am    Post subject: Reply with quote

I always use the default Unreal Gold console (upak) and now the u227 default console because custom consoles are not allowed by many servers. This seems to be a modified JCoopZ client file, so it will probably stop working when JCoopZ is updated. Also, modified files on your client may cause you to be kicked on servers that verify client-side packages.

By the way: I moved this topic to projects because it is not a help request and therefore does not belong in the helpdesk.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Feb 21, 2008 9:16 am    Post subject: Reply with quote

The DZ server already allows players to use their own custom console. Also, players using a default console have the option to use the "jczcon" command to disable replacement for themselves.

The package byte hacks and efforts to bypass operations were expected by somebody eventually. Have you tested that byte hack + alias on a JCoopZ server where an administrator has PackageScan enabled? The DZ server hasn't had PackageScan enabled since the 227 test versions have been released so it isn't a reliable test base to confirm total success.


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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UnrealPcube



Joined: 21 Feb 2008
Posts: 2

PostPosted: Thu Feb 21, 2008 9:36 pm    Post subject: Reply with quote

sweet it works. Just what I was looking for Jackrabbit!!!
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jackrabb!t



Joined: 21 Feb 2008
Posts: 5

PostPosted: Fri Feb 22, 2008 5:13 am    Post subject: Reply with quote

Quote:
sweet it works. Just what I was looking for Jackrabbit!!! Cool


Hey, no problem. I noticed that the players in Dead Zone are growing exponentially better in skill. I wonder if that is a coincidence, or if people are just using xConsole radar's
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Dimension4



Joined: 22 Feb 2008
Posts: 3

PostPosted: Sat Feb 23, 2008 4:18 pm    Post subject: Reply with quote

Aliased Obj f**ks up entire unreal engine. Think about that. The worst thing is no garbage collection, seems you had not modified jcoopz good enough. Not sure does your 'obj' alias works at all tho because i think that even alised, Obj Linkers will return the value cause OBJ IS NOT A COMMAND (obj blablabla is unrecognized command, obj linkers is not). Its actually somehow parsed by ParseCmd and Parameter of it is returned by Parse() function. If it is obj *something good which actually exist* then the FExec::Exec returns 1 and it doesnt says Unrecognized Command. Otherwise its 0 (unrecognized command). I think obj is not a function and is not implemented as function anywhere. Also btw afaik Package Scan relies on Obj Linkers... heh
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Dimension4



Joined: 22 Feb 2008
Posts: 3

PostPosted: Sat Feb 23, 2008 6:33 pm    Post subject: Reply with quote

Wait, WTF, hyper you have packagescan disabled?
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Feb 24, 2008 12:03 am    Post subject: Reply with quote

I have package scan disabled to allow u227 beta clients to join my servers.

I'll enable package scan again later this year when package scan has been updated with the u227 signatures.
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