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Messages - Kukanani

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1
Yes, but the only way to have the server control position like that is to have it run the hitbeam check, right?

2
Well, if you could decipher the maps, you could do a lot more than just removing walls, you could actually add/change stuff too, like a path that crosses a canyon or that makes it possible to walk thru walls without falling into eternity  :lol:

But yeah, great discussion, and great to know how you guys do it.  Anyone know how big-time commercial MMOs (i.e. WoW) do their maps?

3
Quote
Stop and think about it: what's the reward for map hacking in PS?

Walking through walls? Dodging guards/monsters?

4
So maps are stored in some sort of special binary format so as to be more un-hackable, right?  Since they're packaged with the client, map hacking has to be a major issue.

5
It makes sense not to have the entire map come over from the server (i.e., the location of every mesh on the map), but it does make sense to run at least the physics simulation on the server to avoid cheating.

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Development Deliberation / Question about maps - client/server side?
« on: June 02, 2010, 06:10:30 am »
Hi,

First off let me say you have a cool game, and the music is great =)

I'm a lurker on these boards, and I also do a fair bit of C++ programming, so naturally I felt the need to take a peek at your code =)

I was looking around and frankly I'm having a hard time figuring out how maps are loaded.  There's common/bgloader/parser.cpp, which loads a map, but is that client or server side?

Basically what I'm trying to figure out is this: are maps loaded on the server and then transferred to the client, or does the client do all the loading itself?  If the latter, then it seems easily hackable, but I can't find any code that suggests server-side map loading.

Thanks,
Kukanani

7
General Discussion / Re: The Great Screenshot Collection
« on: December 18, 2009, 10:03:51 pm »
Ah, the peace that is Hydlaa.  Looking up at the...two-tone sky.



Also thought this one was a little ironic...



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