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elux

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  1. D1st0rt: That is what I am actually going to end up doing. However keeping in mind the encryption method you incorporate into ASSS will have to be closed source otherwise people will just write cheating software and ruin the game. I am in the process of writing my client and then intend to create the extension to ASSS. The problem here is that most of the big zones don't use ASSS, so even after getting all of the code ready there won't be any servers ready for the support. Perhaps using encryption to protect subspace from cheaters isn't the best way? maybe the server should incorporate some sort of anti-cheat bots that will check the player's properties after each kill .. to make sure no values have been modified in memory during game play (speed, bomb strength, etc. etc.) ... and if there is a discrepency to ban the user based on hard disk id... how do games like quake 3 handle cheaters? do they also use a proprietary encryption method or is it all up to punkbuster? Peter
  2. pyxlz .. good luck with the continuum encryption bud GOOD LUCK
  3. pyxlz .. SDL has cross platform thread and timer support ..
  4. I am working on my own client that I intend to finish. I have 2 other developers working with me. We are using SDL with C++ (maybe a little bit of Lua scripting) to build the game. The main purpose of our implementation is cross-platform compatibility as we intend to have it fully functional on Windows, Linux and Mac OSX... in theory the game should work on Pocket PC as well. We have a basic framework complete for sprites/collision/etc. but we are still studying the subspace network protocol for authentication, retrieving zone data (map, ship/weapon settings), and of course actual game play ... lots of work. Peter
  5. Hi, I was just wondering where development went with this game. I noticed there haven't been any posts for months on this topic. pyxlz, are you still working on this project? Peter
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