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Posted
I have a proposal to make. What if we make SS an opensource game? Im sure ppl will chip in and improve. Im sure something miraculous will happen out of this.
Posted

You are going to remake the game and open source it then?

Priitk sure isn't going to release it as open source.

 

Ofcourse once it's open sourced and developed it's all good and great but coming to that point is hard to say the least.

Posted
Youd basicly have to make a hole new game. The protocol is designed such that cheating would be utterly trivial if modifications can be made to the client. Ill just stop with, it aint never gonna happen, instead of re-hashing for the 100000000000 time this very topic ^^.
Posted (edited)

I can only think that the protocol therefore would just need to be redesigned and recoded, and from there would make life easy? Or am I leave out details that should also be considered? :X Of course it would take time to examine everything and probably redo some part to more optimal/logical ways. First part will be the hardest, then the second will only be less difficult.

 

Open Source and licensed under GNU would be excellent. blum.gif

Edited by L.C.
Posted

People can already cheat easily.

 

Thats not a valid reason.

 

Its more important to have server software that detects cheating and kicks them off.

 

The problem with the Twister hack was NOT the client. It was the server, there server should have realized someone was hacking (especially with twister, its very obvious) and kicked them off.

Posted
Yes, that would be a server-authoritative protocol, such as what Ragnarok uses. The only type of cheating Ragnarok suffers from are Botters, which thier are many algorithms to help detect. Basicly the entire protocol would need to be changed in order to maintain efficiency and cheat protection. It would be possible to create a stated SS server (one which knows the entire state of the current game and can validate packets) which uses the Ctm protocol, but it would be very inefficient, the protocol isnt designed for a server-authoritative setup. But thier just arnt enough serious developers interested in working on this game anymore, and the few that were, usualy ended up giving up and leaving due to the apperent lack of support from the "upper echelon". Bottom line, is it possible? Sure! Will it happen? Not likely.
Posted
It changed memory values in the client. Since the SS Protocol is entirly a client-authoritative protocol, if the client says it has full energy, then the server, and thus all other non-hacked clients, agree. If a weapons packet is sent to the client, it is up to the CLIENT to determine IF it hits, and if so, how much energy is shaved off, and then report back to the server (and thus to other clients) how much energy it now has. The subspace server is nothing more than a glorified packet router. Extremely simplistic, which is why im so incredibly surprised it took so long to be rewritten. Priit could have pounded out a brand new server app in about a 50th of the work he put into the client. But I suppose it was just easyer to hack it than to make it from scratch ^^. ASSS makes a good attempt at expanding the functionality of the server, but in regards with how it handles packet data, it too is also just a glorified packet router. If memory serves it does a few rudimentery checks, but it is not fully stated, not even partialy stated I believe.
Posted
I think the server and client are roughly equally complex, but in their own different ways. Sure you could easily make a "packet router", but ss also has a bunch of extras such as arena settings, flag game, ball game, brick management, stats/scores, staff levels, commands, file transfer management, even logging in and moving between arenas is complicated.
Posted
Complicated?? ^^.... You havnt worked on many commerical products have you.. SS, as compared to anything written in the last 10 years, is incredibly simple. Although, you may have a point in that the server is perhaps only half as complicated as the client, instead of a 10th as I was previously estimating ^^. Either way, still all a moot point.
Posted
Continuum has a few more, but ya, thats about it. The network layer, if we take that all by itself, is extremely simple. Why do you think so many n00bs are able to make network-clients (bot cores) for the game? Myself included blum.gif I made one when I was just learning to program, its very simplistic. Ragnarok, for instance, has something like 600 some odd differnt types of packets if memory serves.
Posted
lol, ever since I released that compilation thiers been like 10 differnt version floating around ^^. Actualy, it appears your using an outdated copy, albiet only slightly. http://kirk.sscentral.com/docs/PacketList.zip Thats the latest one I know of, nin made some more updates after me. I should start making a collection of all the various versions ^^, we should realy have a cetranlized place for all this good stuff so that so much work isnt duplicated. Ah well anyway, back to work ^^
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