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the_enemy

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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.

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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).

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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.

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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?

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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.

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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........

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