General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826964 views, last view: 12/09/2021 06:37 |
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for questions, announcements etc.
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#5365: Re: .. |
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by Passa
on 03/09/2006 05:51, refers to #5364
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how can you set up a client so you cant die?
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#5366: .. |
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by IsPeter
on 03/09/2006 09:12
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Cheating.
Well, it's *considered* cheating, really the only advantage is that I don't have to be in edit mode all the time.
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#5367: Re: .. |
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by Passa
on 03/09/2006 09:33, refers to #5366
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well I only realised today that modified clients function alongside normal ones... I tried connecting to a server with my beserk weapons mod.. it shocked me when I connected. in what header file is the protocol version stored so I can prevent this?
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#5368: .. |
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by IsPeter
on 03/09/2006 11:11
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src/fpsgame/game.h:
#define PROTOCOL_VERSION 246
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#5369: Re: .. |
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by Passa
on 03/09/2006 11:38, refers to #5368
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cool thanks
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#5370: .. |
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by Superdreadnought
on 03/09/2006 16:19
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u "simply" have to make sauerbraten use a config file u can configure if the 1st guy who joins will become master and if it is possible to become a master by entering a password ... in my mind this would be the best solution.
it would also be important to check if the client uses an unmodified client binary (md5) to avoid cheating (just setting teh checksums u need to join in a config file would even make it possible to allow modifications of the original sauerbraten versions.
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#5371: Re: .. |
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by Aardappel_
on 03/09/2006 19:55, refers to #5370
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and how do you suggest the server checks if a modified client isn't just sending it the md5 of an unmodified client?
seriously people, if you are going to make security suggestions, spend a little longer thinking about them. Think, if this system were in place, how would I go about defeating it? usually you can think of something real quick.
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#5372: Re: .. |
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by Passa
on 03/09/2006 21:07, refers to #5371
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How about a system where before the client can join the server, it sends critical values of things such as health, weapon damage, weapon speed, starting ammo etc. The server would then cross check these numbers with its own values (so mods can still have servers). If any non-matching numbers are detected then the server does not let the client join.
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#5373: Re: .. |
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by Aardappel_
on 03/09/2006 21:48, refers to #5372
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so what if a cheat client sends the right values, but then still uses other ones?
Like I said, THINK before posting.
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#5374: feature |
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by yxcyxc
on 03/10/2006 00:57
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music on/off
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#5375: .. |
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by StillPeter
on 03/10/2006 01:01
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/musicvol 0
You can either do that as a command, or put it in autoexec.cfg
If you do it as a command in Linux you'll have to wait until the current track finishes, you restart it, or you do a /playasong
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#5376: Re: .. |
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by Passa
on 03/10/2006 06:27, refers to #5373
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Unfortunately it is a rather complex problem and i'm thinking that there will not be one solution to it, but many that all together will stop most cheaters in their tracks.
one of which would be to reintroduce the protection cube had and keep the mastermode system which also helps.
"so what if a cheat client sends the right values, but then still uses other ones?"
Punkbuster and other cheat protection programs all work the same, they scan your computer for hacks.. the same could be implemented for sauerbraten.. the server could scan the .exe for any differences between it and the normal server .exe. this would include file size etc and would stop most hackers from using modified .exe files as they would be different file sizes. I know that if I compile with no changes whatsoever to sauerbraten using VS2005 then the file size shoots up from 150kb to 500kb.
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#5377: Re: .. |
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by metlslime
on 03/10/2006 08:11, refers to #5360
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"Ok but this solution to the problem has a weakness, they could simply stay on the server, turn their monitor off and walk away.."
We thought of this as soon as the mode was originally designed. The current argument is that cube generally has a lot of empty servers, more servers than players in fact. So there's always another empty server somewhere.
There could also be a DoS-type attack where someone connects to all servers and locks people out. However, anyone this sophisticated could also do that to any game server, simply by filling all empty player slots with dummy clients. So it's not a weakness inherent to the Mastermode idea.
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#5378: Re: .. |
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by SleepwalkR
on 03/10/2006 08:17, refers to #5376
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You obviously don't understand that there is NO way to make sure that the client isn't sending bogus data. The client just cannot be trusted. Period.
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#5379: feasibility |
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by Sparr
on 03/10/2006 10:58
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one method of cheat avoidance is to have other clients vote on the likelihood that the behavior of each client is legal. this is of course referring to active cheating. passive cheating cant be stopped :(
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#5380: cube coding / map generation? |
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by linc
on 03/10/2006 13:53
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Hello all,
I know im a little bit lazy but as all you coders know, analising other peoples code is quite stressfull (so many files to trace ;o).
I want to develop a network application based on the Cube 3d engine.
Has anybody ever bothered to explain how the game is strutured (regarding the source) (what links to what...[and yes, i know i have the source to read from])?
I also tryed looking for some kind of software to generate the maps but was unable to find one? Is there any simple way to generate maps?
In short: is there any map creation tutorial / cube engine tutorial? (no flames please).
Best,
linc
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#5381: Cube 1on1 instagib Cup tonite |
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by SoiA|lokirulez
on 03/10/2006 16:02
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Hi folks,
I\'m hosting a Cube 1on1 instagib Cup for 16 players tonite.
Begin: 1st round at 1800 CET.
Mappool: aard3, douze, gib, hellsgate, inkedskin
Tournament mode: Single-elimination
Round mode: Best-Of-Three
You can get further infos on http://www.lokirulez.de/cube/cups/duel/. Please feel free to join #lokirulez on irc.quakenet.org and signup for the cup.
Everyone is invited to join, we got player from all over Europe (maybe Amercia, too? :p).
Thanks for your patience and have fun,
//lokirulez
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#5382: weapon switching patch |
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by noir.pl
on 03/12/2006 00:42
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I have just uploaded small patch that fixes weapon switching. Details at:
http://sourceforge.net/tracker/index.php?func=detail&aid=1448070&group_id=102911&atid=633200
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#5383: Re: Cube 1on1 instagib Cup tonite |
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by pushplay
on 03/12/2006 02:43, refers to #5381
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I love the idea of holding a tournament across one night. Unfortunately timezones make that an impossible time for me to be on. Otherwise I'd give some lucky person the opportunity to hand it to me. :)
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#5384: Re: weapon switching patch |
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by Aardappel_
on 03/12/2006 02:43, refers to #5382
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"fixed" ? The original behaviour was intended that way. It means you need very few keys to quickly get to the weapon you want.
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