Author Topic: Task: Test "ulx maul" for defects/exploits.  (Read 6532 times)

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Offline Megiddo

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Task: Test "ulx maul" for defects/exploits.
« on: July 08, 2007, 01:46:00 PM »
Our first task for SVN users!

We need you to test "ulx maul". It was completely rewritten in this last revision.

Things to test for:
* There should be no way to kill the zombies without them coming back.
* There should be no way for a user to survive more than 40 seconds, no matter what else may happen (zombies can't reach, million hp, all the players continually killing the zombies, etc).
* Zombies should never end up in a wall.
* Players should be completely immobile (barring the zombies knocking you around and falling to the ground) during the maul, and unable to be moved using any method.
* If you kill the zombie body and the head survives (fast headcrab), the headcrab should be removed within a few seconds.

On a side note. I left the zombies at their default hp, but it seems like they way too easy to kill. Should we up their hp so it's more of a challenge to kill them? (ar2 cball always kills them no matter what, can't fix this)
« Last Edit: July 08, 2007, 01:47:49 PM by Megiddo »
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Offline JamminR

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #1 on: July 08, 2007, 09:11:57 PM »
Write in code that knocks down player health gradually if sbox_godmode = 1 or individual player has godmode on.
If it's already there, as of 3.11 SVN, unknown revision, its not working. I witnessed this on Beast_build that player didn't die until I turned off global god.
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Offline atomicspark

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #2 on: July 08, 2007, 09:50:57 PM »
I like it the way it is. You think you're winning, but when you turn around...THERE ARE MORE! D:

Offline Megiddo

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #3 on: July 08, 2007, 09:55:42 PM »
Hmm it's setting the health directly and then killing them after 40 seconds JamminR, shouldn't be affected by godmode. Will test though.
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Offline Megiddo

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #4 on: July 08, 2007, 11:06:00 PM »
Confirmed: You don't survive with godmode enabled either.

Maybe you just didn't wait JamminR? Fallback damage starts after 20 seconds, and it kills the player after 40 seconds.
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Offline JamminR

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #5 on: July 09, 2007, 05:16:33 PM »
Confirmed: You don't survive with godmode enabled either.

Maybe you just didn't wait JamminR? Fallback damage starts after 20 seconds, and it kills the player after 40 seconds.

Thats it. Didn't wait. Wow. Just hearing and seeing someone get mauled for 20 seconds can get annoying. Let alone 40.
Meg, you scare me that you like that command so much. :)
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Offline Megiddo

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #6 on: July 09, 2007, 05:52:37 PM »
:D
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Offline Banyon

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #7 on: July 13, 2007, 02:52:22 PM »
Found a bug. If you maul someone while they are standing on a prop, sometimes they fall through and the zombies stay above. Zombies can't reach them and they can't move.

Offline JamminR

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #8 on: July 13, 2007, 04:12:22 PM »
Oh, Banyon, your post reminds me;
Meg, you've probably already fixed it by now since I escaped from the zombies (though not death)
While being mauled, you can teleport away.
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Offline atomicspark

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #9 on: July 13, 2007, 04:19:03 PM »
A fast headcrab came off when a zombie was killed and attacked other players. This should not happen.

Offline Megiddo

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #10 on: July 13, 2007, 08:45:57 PM »
@banyon: Not much I can do about that without having people able to get players out of a maul be hitting them with a prop

@jamminr: I remember this happening but haven't been able to duplicate it myself. How'd you do it? :P

@spark: What was the situation? As I said, I'm specifically testing for this case and wasn't able to get this to happen in my tests.
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Offline atomicspark

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #11 on: July 13, 2007, 09:13:27 PM »
I mauled someone. He shot zombie. It few back.  Zombie died. The headcrab popped off as the zombie fell back, it ran around, and attacked me. I shot headcrab. It died. I can't get any more detailed than that. :)

Offline JamminR

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #12 on: July 13, 2007, 10:11:25 PM »
I looked. There was a space between zombie heads. I pressed the key I have bound to "ulx teleport"
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Sgt.Napalm

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #13 on: November 13, 2007, 12:24:27 PM »
I've noticed that if someone dies while being mauled from something other then the zombies, they will respawn but the zombies wont go away. after 2 or 3 times, they will just die immediantly on spawn, no time gap. the only way to fix this is for them to rejoin the server. just to let you guys know. and im sorry if this is old.

Offline Megiddo

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Re: Task: Test "ulx maul" for defects/exploits.
« Reply #14 on: November 13, 2007, 01:21:57 PM »
This "other death" being what? Some sort of stool?
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