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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

Posted
pyxlz, can you tell us more about the features your client has over continuum? Maybe some screenshots or perhaps another demo? I didn't know this topic existed until I was reading some of catids post and it's very interesting.
Posted
Games like Quake 3 are not made by dumb people and thus are server-authoritative which prevents most cheating. Subspace, however, was never meant to be secure in that way...
Posted

well player identifying is a joke in Continuum as it is.. MacID to start with..

I would imagine that someone with the amount expertize in inserting spyware to programs that Priitk has, he could've done whole lot better..

 

Oh and not to forget, that games like Quake 3 also cost you money to play smile.gif

Posted

That is an exceptionally meaningless statement...

 

Anyway, there's no real good way to identify players. Macid is a lot more than most other things have! Basically the only reliable way is the IP. Any other data can be freely modifier by the player. Good old Palladium would come in handy here.

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