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Re: Thank you Stormbinder!
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You mean we cant threaten people with "shhhhh before Annette hears you"? (hopefully everyone knows Im just giving my boss a hard time. Ive never heard anything but nice about the way you handle customer requests) |
Re: Thank you Stormbinder!
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And in reply to Arryn,. and as I have written (but not in this thread, alas), IW has done an amazing job. I'm very impressed, and doubly thankful for them providing a linux Version, without which I would have missed this game entirely. Expensive as the game was, it is definitely well worth it. I hope IW does make a bit of a profit of it... http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Thank you Stormbinder!
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I'm sure the boys at IW would concur with you re: my dubious 'talent' for such things. http://forum.shrapnelgames.com/image...es/redface.gif OTOH, it's so much easier to misconstrue something written on the 'Net than when the exact same words are spoken in person. Nature of the medium and lack of visual/audio cues (body language, tone, etc.). What this small event shows is just how responsive you folks at Shrapnel are. That's a good thing. (Consider that a compliment, in case I'm not being obvious enough.) http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Thank you Stormbinder!
It's been a tough week...how 'bout a group hug?
BTW...I know I should be using quotes but am the absolute Last to figure out these new forums! |
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Re: Thank you Stormbinder!
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Concerning making the program resistant to hex-editing of the turn file. Making the server execute all the commands provided by the client and performing all validations on the server is certainly an excellent plan, but when looking into it closer, it involves more work than it appears. Just a couple of examples: - We are reading turn file from the clien, the command instructs to rename commander "Kora" to "Sjhslsdsfewoias...hskdf" (... stands for 9000 of various characters). Ok, no problem for the server, one can not cheat by renaming commanders. Oops, extra 8000 bytes in the name has overwritten the players resources structures setting the gem counts to 2000 each... - The client instructs to casts Well of Misery with 2147483647 extra gems, let's check if he has enough gems: <font class="small">Code:</font><hr /><pre> int remainingGems = currentGems - baseSpellCost - extraGems; if (remainingGems < 0) cheatReport(); else currentGems = remainingGems; </pre><hr /> <font class="small">Code:</font><hr /><pre> remainingGems = 0 - 80 - 2147483647 = 2147483569 (!) </pre><hr /> Ok, how many tartarians can we summon for that? So while it is possible to make the server fail-proof against this kind of cheats, it will take quite a lot of effort and careful programming. |
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