FEROCISSIMVS
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icya
- Guest
FEROCISSIMVS
Not a fan of unfairness, Captain Ron might be annoying but there are plenty other players that deserve an actual ban starting with this guy who thinks everybody that can hit a shot better than him is cheating (so ~99% of the server) and unprompted, unleashes profanities that should not be expressed even on the internet.
https://i.postimg.cc/5tjMYKHM/shot-20260620-085721.jpg
https://i.postimg.cc/9QnnSmMH/shot-20260620-085824.jpg
https://i.postimg.cc/TwrNpncv/shot-20260731-210232.jpg
https://i.postimg.cc/x8nxHqsM/shot-20260801-095634.jpg
https://i.postimg.cc/dtQNVkk4/shot-20260801-095710.jpg
Here is a demo of him intentionally ruining a game (and bragging about it at the end even if not captured in the recording). If you pull up the logs you will see he regularly does the same to many other players on a regular basis.
Demo: https://filebin.net/u5ol267orsv8v918
https://i.postimg.cc/5tjMYKHM/shot-20260620-085721.jpg
https://i.postimg.cc/9QnnSmMH/shot-20260620-085824.jpg
https://i.postimg.cc/TwrNpncv/shot-20260731-210232.jpg
https://i.postimg.cc/x8nxHqsM/shot-20260801-095634.jpg
https://i.postimg.cc/dtQNVkk4/shot-20260801-095710.jpg
Here is a demo of him intentionally ruining a game (and bragging about it at the end even if not captured in the recording). If you pull up the logs you will see he regularly does the same to many other players on a regular basis.
Demo: https://filebin.net/u5ol267orsv8v918
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not your mom
- Guest
Re: FEROCISSIMVS
This guy's ego is too fragile sometimes for real. Usually resorts to shit talking when he's drunk though
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adminless
- Site Admin

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Re: FEROCISSIMVS
that's definitively another strong candidate for a chat ban. as for a actual ban I'm not gonna ban a guy now based on some events that took place months ago.
contact: https://contact.fpsclassico.com
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Guest
- Guest
Re: FEROCISSIMVS
Not a fan of unfairness, those allymarks behind walls (and who knows whatever else) ingame are not a problem here then, I guess.
https://postimg.cc/r0ZN2y2w
https://postimg.cc/G8mxf8NX
I don't know, I just don't have these rendered through walls using adminless' (modified by myself) native cgame/ui mod, but anyway, thanks for the chatban, the game is way more relaxing to me at least, especially if I just leave the actual matches when a suspected lowlife comes along (not 99% of people here btw, but only two, including the one "I SEE YA").
As a matter of fact, even toronto's unlagged hitbox rendering codepath is missing from the mod I use, not that it took geniuses for OSP2BE morons to render them when needed). You can confirm that, as the links are in chatlog from yesterday.
https://postimg.cc/r0ZN2y2w
https://postimg.cc/G8mxf8NX
I don't know, I just don't have these rendered through walls using adminless' (modified by myself) native cgame/ui mod, but anyway, thanks for the chatban, the game is way more relaxing to me at least, especially if I just leave the actual matches when a suspected lowlife comes along (not 99% of people here btw, but only two, including the one "I SEE YA").
As a matter of fact, even toronto's unlagged hitbox rendering codepath is missing from the mod I use, not that it took geniuses for OSP2BE morons to render them when needed). You can confirm that, as the links are in chatlog from yesterday.
Online
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adminless
- Site Admin

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- Location: Spain
Re: FEROCISSIMVS
all that stuff you're complaining about has already been disabled server side and when not possible/broken straight up banned and whoever is found trying to bypass/force that will be dealt with accordingly as what it's, cheating, to the best of my ability. moreover as far as I can tell such mod does not even support/work on these servers client side anymore. I believe that by this point everyone around here can confirm you that indeed that was reasonably addressed. it's not my fault, nor of these guys, that you didn't even bother in report shit and you're totally unaware of the back story. as I read in the logs I believe that you've been around for long enough as to know/do better so that's not excuse to go around insulting/attacking people at random just like that. anyway, since it was a first time chat ban I was thinking about leaving it just as a few days as a serious warning but if you're one those guys that find the game better with the chat disabled and you are content with it I can probably leave it on so just let me know.
contact: https://contact.fpsclassico.com
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Guest
- Guest
Re: FEROCISSIMVS
Yes, keep the ban please.
Also add these to the trusted whatever hashes these mods have after confirmation, these are what I am using, as when joining those warning lines make impossible to see anything even if only for a few seconds. tinyurl com q3ferocissimvs
Also add these to the trusted whatever hashes these mods have after confirmation, these are what I am using, as when joining those warning lines make impossible to see anything even if only for a few seconds. tinyurl com q3ferocissimvs
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Guest
- Guest
Re: FEROCISSIMVS
Actually I use all of these, 2305 was modified cause I removed the qvm as I use native libs.
tinyurl com q3ferocissimvs2
tinyurl com q3ferocissimvs2
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adminless
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Re: FEROCISSIMVS
ok then I'll keep the chat ban, no problem. as for your files I just downloaded them now and I'll verify them along the week since as you can see I'm busy at the moment running more things so it will still take a few more days to be added.
contact: https://contact.fpsclassico.com
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FEROCISSIMVS
- Guest
Re: FEROCISSIMVS
Hey man,
don't waste too much time on verifying these, if you haven't already. Especially that I'm currently refactoring and found some issues with my code, so I guess I will rebuild them later and don't want to drive you crazy with new builds. I also stripped the remote player hermite interpolation experimental code that was disabled anyway, just a fun experiment and thus was PGO'd into the cold section of the shared .so anyway. After my last evening mental breakdown (blocks and unintended pushes my teammates, also being frozen for too much time, dying first, thawn last) I will take a longer break anyway, like a month or something.
Also while midair I can't hit with rg, or on the space map people flying from jumppads that has both directional movements from my pos, I can't hit them at all, like shooting at them where they are seem to be not working most of the time. Like on DM6 I and an opponent at the same exact moment started going upwards from the jumppad, my whole screen was basically a big green forced Keel model looking at me, and guess what happened? Hit wasn't registered.
Could you please shed some light on exactly what code is actually running on your servers for collision etc. with the used compiler flags, like is it compiled out from or based on the community edition, or the other 32 bit one maybe, or someting else, like idk what is authoritive? Also if you have also on the server side hardware rsqrt for physics and normalization/math stuff unlike 2305 qvm, like what is the reasoning for that (possible drifts due to amd/intel and cpu generational differences), or is it something more like the 2305 qvm code? I also use non refined hw rsqrt but only for the renderer. Like it is not that I want to get some kind of unfair advantage, I have an old but beloved computer I don't want to replace as I've become attached to it, so I just aim for a mod specifically built and trained for this machine.
don't waste too much time on verifying these, if you haven't already. Especially that I'm currently refactoring and found some issues with my code, so I guess I will rebuild them later and don't want to drive you crazy with new builds. I also stripped the remote player hermite interpolation experimental code that was disabled anyway, just a fun experiment and thus was PGO'd into the cold section of the shared .so anyway. After my last evening mental breakdown (blocks and unintended pushes my teammates, also being frozen for too much time, dying first, thawn last) I will take a longer break anyway, like a month or something.
Also while midair I can't hit with rg, or on the space map people flying from jumppads that has both directional movements from my pos, I can't hit them at all, like shooting at them where they are seem to be not working most of the time. Like on DM6 I and an opponent at the same exact moment started going upwards from the jumppad, my whole screen was basically a big green forced Keel model looking at me, and guess what happened? Hit wasn't registered.
Could you please shed some light on exactly what code is actually running on your servers for collision etc. with the used compiler flags, like is it compiled out from or based on the community edition, or the other 32 bit one maybe, or someting else, like idk what is authoritive? Also if you have also on the server side hardware rsqrt for physics and normalization/math stuff unlike 2305 qvm, like what is the reasoning for that (possible drifts due to amd/intel and cpu generational differences), or is it something more like the 2305 qvm code? I also use non refined hw rsqrt but only for the renderer. Like it is not that I want to get some kind of unfair advantage, I have an old but beloved computer I don't want to replace as I've become attached to it, so I just aim for a mod specifically built and trained for this machine.
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FEROCISSIMVS
- Guest
Re: FEROCISSIMVS
Jeez, before you misinterpret,
"After my last evening mental breakdown (blocks and unintended pushes *BY my teammates, also being frozen for too much time, dying first, thawn last)"
"After my last evening mental breakdown (blocks and unintended pushes *BY my teammates, also being frozen for too much time, dying first, thawn last)"
Online
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adminless
- Site Admin

- Posts: 6663
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Re: FEROCISSIMVS
ah yeah sorry that I got very busy with the tournament and migrating these servers and more services work and totally forgot about that. ok, it's just a small warning in the screen beside you already publicly submitted your files so it should not be a problem. as for your questions the server side code is closer to the legacy 2305 build in the 32-bit package, that's it old x87 fpu code, rather than newer simd instructions as that seemed to be the most stable and reliable (although the slower) since there was some server side glitches with newer instructions. the clients use the newer instructions since they are used for a lot more stuff than just hit detection so they a lot more efficient and they are known to work properly for that there. if you're using a old computer (and a old player) that's probably the best build for you (ioq3v6-legacy). in any case what you're reporting sound to me just like the consequence of running the unlagged client side code disabled as you reported previously rather than any potential 10^-10 math discrepancy so before going custom I'd suggest you to try the package as-is.
contact: https://contact.fpsclassico.com