2014-10-22

Rules

Players have to meet the following criteria to participate in the Defrag World Cup 2014. Also, the demos you submit have to be recorded while ANTICHEAT SOFTWARE was installed and active (How to install the ANTICHEAT SOFTWARE)

1. Client

  • The only allowed DeFRaG version is DeFRaG 1.91.23
    There is a q3-config file (dfwc-rules.cfg) that you can download and use to setup the rules within the game engine.
  • The only allowed Quake III and DeFRaG clients are:
    • The original Quake III client from id Software (quake3 1.32c)
    • The client from the ioquake3 project (ioquake3)
    • The latest version of the official DeFRaG client from cgg (dfengine 1.08)
    • The port of dfengine to ioquake3 by Nt.Run (iodfe v3)
    • The modified dfengine from q3a (dfengine108m)

2. General

  • In order to participate you have to be registered here.
  • It's not allowed to give your account's login data to other people
  • You are not allowed to play using another players account.

3. Demos

  • Only demos that are submitted before the round's deadline are accepted into the competition.
  • The filenames of the submitted demos have to match the following pattern:

    map[df.physics]time(nick.nationality).dm_68
  • Demos have to start with player's (re)spawn and end after defrag reports map completion in the console (see demo recording cvars below). Demos without start or end are not accepted.
  • It is good practice to send more than one successful demo. This ensures that you won't be eliminated if your fastest demo is rejected for some reason (e.g. forgot to switch on g_sync, recorded a broken demo, etc.).
  • Only offline demos on localhost servers are allowed. The players net ping has to be 0. Do not play on a dedicated server (no multiplayer demos).
  • It is not allowed to use external means to time player actions (jumping, shooting, view direction change).
    The player has to time actions himself. (no auto jumping, no replaying)

4. CVars

  • The following Cvars have to be set and cannot change during the run:
    	"df_name" must be set to the player name
    	"df_country" must be set to the country the player is from
    	"timescale" must be set to "1"
    	"sv_cheats" must be set to "0"
    	"handicap" must be set to "100"
    
    	"pmove_fixed" must be set to "0" (optional, if g_synchronousClients is set to "1")
    	"pmove_msec" must be set to "8" (optional, if g_synchronousClients is set to "1")
    	"sv_fps" must be set to "125"
    	"com_maxfps" must be set to "125"
    	"g_speed" must be set to "320"
    	"g_gravity" must be set to "800"
    	"g_knockback" must be set to "1000"
    
    	"g_synchronousClients" must be set to "1"
    	"df_autorecord" must be set to "1"
    	"df_ar_stopdelay" must be set to a value between "1000" and "10000"

5. Cheating

  • It is not allowed to modify the memory used by defrag or it's client with external programs during runtime of the game.
  • It is not allowed to use external means to time player actions (jumping, shooting, view direction change). The player has to time actions himself or with help of the allowed internal quake3/defrag features e.g. cg_drawTimer 1.
  • It is not allowed to modify the pk3 files of any of the rounds - neither replace bsp files, nor textures, sounds or any other files. The demo must not contain bsp checksum mismatch warning ("Bsp crc: checksum failed").
  • It is not allowed to modify the demo by external software at any time.
  • Yawspeeding: It is not allowed to change your view angles (direction the player is facing) with other means than moving the mouse. This means the usage of commands +left, +right, +lookup, +lookdown is not allowed.
  • Botting / Replaying / Scripting: It is not allowed to record and reproduce player's input data using neither special software, or special hardware to record a valid demo. It is not allowed to execute sequence of commands (triggered by software or hardware) that affect physical player behavior using predefined timing and order. Basically any kind of automatization is forbidden, all times have to be set by hand.
  • Timescaling: It is not allowed to manipulate the rate of time defrag works or perceives, neither using special software or hardware tweaks.

6. Map exploits

  • Walllingering / Wallbugs: It is not allowed to build up large amounts of speed without moving.
  • Killbugs: Players have to make sure they don't retain any game states of prior attempts to set a time into the current attempt. It is not allowed to exploit behaviour that only occurs when a player restarts the map or kills himself.

7. Gameplay

  • Mousewheel: It is not allowed to bind any actions that alter the movement of a player to your mouse wheel.
  • Random OBs: It's not allowed to take advantage of certain overbounces:
    • Overbounces which cannot be reproduced consistently are forbidden (random OBs). OBs resulting from unpredictable or inaccurate processes, or that require manually unachievable preconditions, must not be used. A common example of this is any OB created through sudden and unpredictable contact with a sloped surface.
    • If a player gets a random OB while performing a groundboost, the demo will NOT be rejected.
    • It is allowed to set df_ob_KillObs to "1", to help avoid random OBs.


Keep in mind: Demo validators have the right to reject demos with engine/physics expoits not listed in these rules, if they violate the common sense of fair play. However, this is only a precautional measure and very unlikely to happen. In any case, the player as well as the community would be allowed to appeal to this before the final decision is made.

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