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by incidenta5
13 Sep 2010, 04:30
Forum: Engine
Topic: Spring's Sync/Re-sync strategy?
Replies: 7
Views: 933

Re: Spring's Sync/Re-sync strategy?

Forboding Angel wrote:http://www.hiverise.com
I saw this earlier... Does it have a solution to what I mentioned above?
by incidenta5
13 Sep 2010, 01:17
Forum: Engine
Topic: Spring's Sync/Re-sync strategy?
Replies: 7
Views: 933

Spring's Sync/Re-sync strategy?

I read in another post that spring can resync a game by playing it forward again from scratch. It seems like this is a good and bad thing. Are there any technical constraints preventing the state information itself from being transmitted to all the clients by the host? E.g. If you have 2 MiB of stat...
by incidenta5
07 Sep 2010, 22:59
Forum: General Discussion
Topic: Max player limit.
Replies: 19
Views: 6155

Re: Max player limit.

Playing in shifts... now if only Spring were compatible with the Microsoft touch table. :)

What an interesting 'board game' that would be.
by incidenta5
06 Sep 2010, 21:51
Forum: General Discussion
Topic: An unethical idea to increase Spring's player base
Replies: 82
Views: 13660

Re: An unethical idea to increase Spring's player base

HeavyLancer wrote:My unethical proposal:
Image
They're actually playing BA DSD.
lmao. Off to watch that movie.

Original poster: Spring > SC2... no reason to bring down the average.
by incidenta5
06 Sep 2010, 21:48
Forum: General Discussion
Topic: Max player limit.
Replies: 19
Views: 6155

Max player limit.

What's the largest battle to date?

I just noticed on the about page that spring supports 250 players. The idea of a persistent battle spanning days with 100+ people is pretty awesome :)
by incidenta5
26 Apr 2009, 15:08
Forum: Engine
Topic: Security, Lua, and You
Replies: 41
Views: 5524

Re: Security, Lua, and You

I'm on Linux. Linux rules. [Though it might also be vulnerable.] I don't see why scripts would be denied access to the file system. The trick is to make sure that there is a proper mechanism for pre-emption. This can be accomplished by removing or modifying the traditional file access API in Lua so...
by incidenta5
14 Jun 2006, 18:53
Forum: Engine
Topic: Another Sync discussion
Replies: 5
Views: 860

Your on the right track, however I propose a slightly different idea. The server would act as a master copy of the simulation and all clients would sync to that master copy. If a de-sync occurs, you transfer every bit of the simulation to that particular client with the game paused for the duration ...
by incidenta5
12 Jun 2006, 17:36
Forum: Engine
Topic: Suggestion: Metalmap values diminishing while playing
Replies: 12
Views: 1387

I got another idea too: At start of the game, the map has no metal at all (or very little), but it will start grow while playing, and it grows faster in the areas where there is more metal. So it is like tiberian grow in C&C or ore grow in C&C RA If there is also a corresponding surface def...
by incidenta5
12 Jun 2006, 15:40
Forum: Engine
Topic: Suggestion: Metalmap values diminishing while playing
Replies: 12
Views: 1387

I like this idea :) But it should be an optional tag and not always enabled for metal maps. It reminds me of the Startrek Armada series with it's 'regular' dilithium moons and the 'infinite' moons (with the infinite moons being much less likely than the regular kind). Mabye this could be added as a ...
by incidenta5
05 Jun 2006, 06:09
Forum: Engine
Topic: Terrain Deformation
Replies: 2
Views: 591

Terrain Deformation

Has anyone noticed how the terrain can do weird things on maps like SpeedyMetal when the hardness is <100 on the map? For example, a nuke will hit a part of the map and make a very deep crater, and at the same time make the rim of the crater VERY high. Its even more noticable when a commander exploa...
by incidenta5
13 May 2006, 00:05
Forum: Engine
Topic: How far away from hitboxes are we?
Replies: 12
Views: 3346

Wouldn't moving the sweetspot around via script fix that second problem? That's if spring makes use of the sweetspot, of course. As for the first.....hitboxes would be amazing. If you're feeling really fancy, locational damage would be mind blowing >_> Locational Damage + Mech IK = Awsome Imagine a...
by incidenta5
04 May 2006, 23:08
Forum: Engine
Topic: Sproppix?
Replies: 9
Views: 1326

PauloMorfeo wrote:Problems:
- A distribution of Linux usually is made to last some time. People won't bother to download (much less install) a new version of the OS every month.
You could release diffs of the ISO. It dosen't have to be big either, knoppix can be torn down and become very small.
by incidenta5
25 Apr 2006, 02:26
Forum: Engine
Topic: Sync Errors
Replies: 36
Views: 5821

Anyone could easily intercept this by figuring out what each function is supposed to hash to, then intercepting the message when its received and sending the correct number. Building a 100% effective anticheat measure is impossible . I mean, look at what happened with Quake 3 and punkbuster thereaf...
by incidenta5
24 Apr 2006, 21:43
Forum: Engine
Topic: Sync Errors
Replies: 36
Views: 5821

In an in game situation with more than 2 players, we could just check whose machine has the changes and only resync their machine, which will probably be the cheaters machine if a cheater is present, thus any changes the cheater make have to be done over and over and dont affect the game state on t...
by incidenta5
24 Apr 2006, 17:37
Forum: Engine
Topic: Sync Errors
Replies: 36
Views: 5821

how will you check binaries on other architectures or operating systems? Or will you include a list of allowed checksums (making spoofing very easy of course) which is used by the host to allow/disallow clients? Perhaps there could be an authentication server which stores checksums of parts of the ...
by incidenta5
24 Apr 2006, 16:56
Forum: Engine
Topic: Sync Errors
Replies: 36
Views: 5821

I started to play around with some of the code that I mentioned above. It turns out that the way VC8 compiles my demo app, the following happens: void main(...) { void *p = func; _asm { call p // goes to correct function } //p != actual location of func, it points to a jmp <relative address> which t...
by incidenta5
24 Apr 2006, 15:43
Forum: Engine
Topic: Sync Errors
Replies: 36
Views: 5821

Anyone could easily intercept this by figuring out what each function is supposed to hash to, then intercepting the message when its received and sending the correct number. Building a 100% effective anticheat measure is impossible . I mean, look at what happened with Quake 3 and punkbuster thereaf...
by incidenta5
24 Apr 2006, 14:07
Forum: Engine
Topic: Sync Errors
Replies: 36
Views: 5821

as you already say, commenting out a few lines of code and recompiling would break your measures... anyone can always spoof the md5sum message after all... Submitting memory for peer-review might work better. You could scan specific functions with a runtime disassembler for obvious breaks in code. ...
by incidenta5
24 Apr 2006, 01:42
Forum: Engine
Topic: Sync Errors
Replies: 36
Views: 5821

You could at least stem the tide of most cheats by doing a checksum on the executable itself in realtime. Open a handle to the executable and feed it into an md5 hash function. The tricky part would be identifying whether or not the checksum was calculated on the executable being run, instead of one...
by incidenta5
23 Apr 2006, 19:46
Forum: Engine
Topic: Sync Errors
Replies: 36
Views: 5821

Couldn't you structure the 'synced' data in such a way that it periodically takes a checksum of certain parts of the game state? This is slightly different than what goes on at the moment. That way, clients would exchange checksums to determine who caused the game to desync. Then only that particula...

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