Joined: 13 Aug 2007 21:44 Posts: 4068 Location: http://aluigi.org
from the technical description: "checks for flooding of the 'connectResponse' packet sent by the server, it will then make the Q3Fill program abort sending fake clients" which means that the -T 1 or -T 2 options in q3fill bypass the protection.
the fake players bug can be limited only with a players_per_IP limitation or a per_user_authentication (which is naturally a solution which must be adopted by the real developers during the desigining of the game), any other idea could be bypassed because there is no way to distinguish between a real and a fake player (I remember that q3fill is only a PoC)
Joined: 13 Aug 2007 21:44 Posts: 4068 Location: http://aluigi.org
I have not said that because I have not tested it (and have no interest in it or in these games in general) but reading the description provided by the author it "seems" to not accomplish is job correctly
Joined: 13 Aug 2007 21:44 Posts: 4068 Location: http://aluigi.org
not with q3fill because it's only an emulation of the handshack part of the connection, the in-game protocol is not implemented and in any case some games use different implementations (for example ET, EF and Q3 are not compatible)
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