the_enemy Posted January 8, 2002 Share Posted January 8, 2002 will there be open source script language for every weapon, powers and etc like in JK1?? will it be hackable? (couse this is what crewd things up in JK1 multiplayer) what anti-cheat techs will be implemented btw?? any1 knows answeres? Link to comment Share on other sites More sharing options...
digl Posted January 8, 2002 Share Posted January 8, 2002 this games uses the Q3 team arena engine, I guess that answers everything Itll probably have the pure server option Link to comment Share on other sites More sharing options...
the_enemy Posted January 8, 2002 Author Share Posted January 8, 2002 hm.. i thought jk1 was based on q1 engine, but however they coded out that gob stuff. so the q is will they make somethin equal. Link to comment Share on other sites More sharing options...
digl Posted January 8, 2002 Share Posted January 8, 2002 no JK isnt based inQ1 at all I dont know what you mean about something equal the game isnt like Q3 at all, the netcode should be basically the same tho Link to comment Share on other sites More sharing options...
the_enemy Posted January 8, 2002 Author Share Posted January 8, 2002 in jk1 all files with weapons code, force powers, kyle's params, all level's scripts were in *.gob files (*.goo for mots). the problem was that they were in plain text so soon ppl wrote progs for editing, extracting them. And in multiplayer only what is checked is checksum for charecters per line. (ex: if it was 'flex cost=50.0 local' haxor could change it to 'flex cost=0 local' and it would pass in multiplayer.) This was an implemented scriptin language, wich i guess was hard to write. This is what i mean by something equal. Link to comment Share on other sites More sharing options...
digl Posted January 8, 2002 Share Posted January 8, 2002 ok I knew about that no, It wont be something equal, because as I said before they are using the Q3 engine, that doesnt work that way Link to comment Share on other sites More sharing options...
Wilhuf Posted January 9, 2002 Share Posted January 9, 2002 The pure server system will fight against client side hacks but at the same time will allow use of hacks in multiplayer. How is this possible? Well, a pure server compares the client's PAK files with the server's PAK files. If there is a mismatch, the client cannot log in. Thus, if a server admin were running an unmodified pure server, with the most up-to-date patch, anyone else who wished to log in would also have to have an unmodified, up-to-date game. That dramatically reduces the likelihood of client side cheats based on modifying the PAK file. So, how does this still allow for hacks? Simple: the server runs a hacked or modified PAK file set. For instance, if a server loaded up a few new models and skins, or even a mod, anyone who also had that same modified PAK set could log in, play, and use those hacks. The pure server is bascially just a way of making sure that the client has the same files as the server. If the server has modified PAK files, then the clients may also use those modified PAK files online on the server. (BTW there is really nothing to prevent an unethical server admin from producing a mod that gives him an unfair advantage. Of course he would still have to get clients to download, install and use the mod. And obviously once the word got out that '1337 adminX's' server mod had unfair hacks, few would play.) The great benefit is that good game designers can code mods and share them with the rest of the online community, while still ensuring that their mods run 'pure.' Note that pure servers don't eliminate all hacks, such as those that modify aim using an external program (e.g., an aimbot). Link to comment Share on other sites More sharing options...
the_enemy Posted January 10, 2002 Author Share Posted January 10, 2002 the only right way is to server-side all paks, but this will make traffic. what bout aimbots.. the anly way is to analise the incoming aim changes for inhuman moves ... this needs mainframes to host servers . there're wallhacks also.. to get rid of them server just mustn't send any player's dislocation info if they're not in client's FOV.. That would elivate server's cpu time and drop fpss.... but also it'll minimise the traffic. Link to comment Share on other sites More sharing options...
Wilhuf Posted January 10, 2002 Share Posted January 10, 2002 mainframe Let me check at NASA Goddard to see if they have any extra supercomputing resources just lying around for game serving Looks like Return to Castle Wofenstein will be using 'Punkbuster' anti-cheat tech. Wonder whether there is any momentum to do this for Jedi Outcast as well? Link to comment Share on other sites More sharing options...
the_enemy Posted January 12, 2002 Author Share Posted January 12, 2002 Jedi knotes 4::: We have added many new features to the already complete Quake 3: Team Arena® engine, and now we're just tweaking them. These features include adding all of the single player elements to the engine (ladders/saved games etc.), light styles, a new scripting language and a new, from scratch A.I. system. I told'ya .... We're gonna die if this **** happens again. Link to comment Share on other sites More sharing options...
TrUeFoRcE Posted January 14, 2002 Share Posted January 14, 2002 any game is hackable, its just a matter of time b4 someone is motivated enough to make the hack, since the game isnt out yet we cant really say what type of hacker defense will be in it, but i just hope this game doesnt turn out like counter-strike with hackers in every server almost, its just pathetic to see that many people that have no real skills in a game that they have to hack in it and think there good........ Link to comment Share on other sites More sharing options...
StarScrap Posted January 14, 2002 Share Posted January 14, 2002 Want to see major hacking? Go play Diablo I online. Agrivating. Diablo II is almost as bad now. My most memorable game of JK online was one where a hacker came in and starte turning random spots in the map into water. Arg. Link to comment Share on other sites More sharing options...
DeathBoLT Posted January 14, 2002 Share Posted January 14, 2002 if its real bad, I'd just get together a group that I trust to play fairly and simply stick to playing with them... Link to comment Share on other sites More sharing options...
GonkH8er Posted January 14, 2002 Share Posted January 14, 2002 Gonk's-not-happy-about-hackableness.cog Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.