The one that came with the game itself originally. Having played q3 back when myself it was standard though to make _all_ skins be the standard blue skin. Editing a skin to have a bright pink that didn't exist in the game however is cheating. Using a black skin that's part of the game is not cheating if you ask me. I bet this is the same in most games and many many "cheaters" just aren't. In fact I still use that USB mouse today. Until someone told me there was a setting in Windows to change the scan rate, which improved accuracy and also a USB infrared mouse. Another one: I had a regular PS/2 ball mouse. So at least back then it was also a hardware thing. Someone with worse hardware would obviously call you a cheat because it was impossible. Get a new graphics card that could render at the full frame rate cap constantly and you could literally just hold the forward key in front of that obstacle and jump and you were there. If your graphics hardware could not do a certain framerate constantly it was impossible to do those jumps. Same with jumping onto things of a certain height. Then you learn about Strafe jumping and that it's just how q3 physics work (even if unintentional from the programmers perhaps) and you learn it suddenly you're called a cheater by n00bs. First time you see someone being super fast you call them a cheater. I still have ioquake on my Macs, and built a tweaked Q3A image for the RaspberryPi with OSP and our skin packs for the sheer nostalgia of it. Which is tricky when you’re doing it with unfavorable ping (was using NVIDIA’s Mac client).įun times. I’d play patsy under a generic handle, go to specific places in maps (around corners, etc.) I knew were impossible to track without wallhacks, and after getting fragged in impossible situations we’d all switch skins/handles and go to town on the cheater(s) like the ride of the Valkyries.Ī few (ok, maybe twenty) years later, though, I got kicked out of a Quake Champions match because, well, I have a knack for railgun timings and am constantly switching weapons, so it wouldn’t be unusual for me to rail someone and then finish the job with a mid-air rocket. Since we had extremely low ping when at the office (comparatively to dialup), we had a bit of fun jumping on servers to do a bit of “cleanup”. Many years ago I used to run a games service (spanning q1 to q3, plus Unreal and various mods for all engines) and often had people message me occasionally about player X or Y cheating in various ways (these were the days before PunkBuster, but it happened more or less continuously). I haven't exactly kept up with competitive FPS in years now, however it doesn't seem hard to make aimbots that work well, it seems very difficult though to make ones that consistently appear natural to a trained eye. Still, over a long enough time period the tool would eventually do something inexplicable enough by normal beahviour to give the player away. These cheat tools could apparently be tuned to give extremely subtle advantages to players. I'm aware that this doesn't prove that we caught every hacker, just that we caught many of them. Such as lack of LAN experience, no history of natural skill progression, etc. Even if skilled players couldn't tell by watching alone, other contextual factors usually gave hackers away. Even if the computer can't unequivocally identify the presence of these tools, skilled players could usually tell the difference. Despite this, cheaters generally didn't last long in competitive play before being banned. Quake Live had very limited anti-cheat functionality, so it was never relied upon for proving legitimacy. Even though QL was only a small online scene, the use aimbots, triggerbots, wallhacks, and similar tools was always very common at the competitive level. I also have friends who play more modern competitive FPS games, such as CS:GO. I played competitive level Quake 3/Quake Live for a number of years, during the height of its popularity.
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