Last I tried you could get a limited functionality NT ClientSide running with jk2mv. Most features of NT didn't work though.
What features from NT and VvV are you missing? Maybe jk2mv in combination with another cgame mod can achieve similar. I am pretty sure we have enough modders around here to think about alternative clients that are floating around the community.
Boothand wrote:How can a clientside be banned? Just curious. The vvv mod isn't known to do anything that resembles cheating.
Well, the old versions didn't, but there is newer versions floating around with lots of cheats the majority of people haven't seen yet or even knew were possible.
Banning a clientside usually relies on a clientside doing somethings "unique" so the server can identify them. Many clientsides send their version to the server in case the server offers special features that only work if you have that specific clientside. Or the client does something else regulary that matches the behaviour of the client one wants to block. There is many different ways you could attempt to identify specific clientsides with. And once you identified users with that clientside you can simply kick/ban them. Those filters relie on client mods somehow revealing their existence. Clientsides written with the intention of being undetectable serverside usually stay undetected. What jk2mF did back in the days was working with checksums/hashes of cgame.qvms in a closed source environment and every player needed jk2mF to play on anticheat servers. In the current open source environment, with the majority of players (at least the players I know) using jk2mV such a system is no longer possible.
It's either open source engine updates, where anyone can see what the developers are doing and use the source for own purposes or you give up all the engine updates and security and entrust some anticheat developer to not do anything bad with the clientside.