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Cheat Protection, yo
Xgoff |
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<):|
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Put that b****** savefile in the system folder with some weird name
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Nightwing |
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GUNS - LOTS OF GUNS
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| QUOTE (Draco Icebane @ Feb 10 2005, 06:32 PM) | | What about blowfish |
Blowfish glitches up in MMF; for instance events will end up triggering, but ignoring the decryption command =/
Yes but even with obscure
And this isn't about getting to Level 7 of a fangame; this is about not having a Phantasy Star Online or Diablo level catastrophe when my game goes online, and paying customers are a little upset about the hacked items they're seeing >O
Blowfish; great idea, won't work in MMF for some reason, and no one is able to tell me why anywhere I go, this has happened on multiple machines and with different sets of events
Obscure file naming; helpful, but you can search by date the file was created or modified. Also, the values in the file are easy to look at and tell what they are
One idea I had was a serverside, inert CD-key like check. Each game program you send out has a built in code that is transferred to an FTP server or just a server proggie on a host machine. It checks the code; and if the code checks out (totally randomly generated 200 digit code if need be, no algorithm to break), it lets the person play. If the code misses or a dupe code is on... kick!
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Anther |
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Omg where's my tail?!
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| QUOTE (Tron @ Feb 10 2005, 06:52 PM) | Blowfish glitches up in MMF; for instance events will end up triggering, but ignoring the decryption command =/
Yes but even with obscure
And this isn't about getting to Level 7 of a fangame; this is about not having a Phantasy Star Online or Diablo level catastrophe when my game goes online, and paying customers are a little upset about the hacked items they're seeing >O
Blowfish; great idea, won't work in MMF for some reason, and no one is able to tell me why anywhere I go, this has happened on multiple machines and with different sets of events
Obscure file naming; helpful, but you can search by date the file was created or modified. Also, the values in the file are easy to look at and tell what they are
One idea I had was a serverside, inert CD-key like check. Each game program you send out has a built in code that is transferred to an FTP server or just a server proggie on a host machine. It checks the code; and if the code checks out (totally randomly generated 200 digit code if need be, no algorithm to break), it lets the person play. If the code misses or a dupe code is on... kick! |
The only way to stop cheating in online games is to not let users have access to or send any information that can affect the gameplay of others...
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>=O!
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Banana Head |
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<3
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| QUOTE (Tron @ Feb 10 2005, 04:52 PM) | Blowfish glitches up in MMF; for instance events will end up triggering, but ignoring the decryption command =/
Yes but even with obscure
And this isn't about getting to Level 7 of a fangame; this is about not having a Phantasy Star Online or Diablo level catastrophe when my game goes online, and paying customers are a little upset about the hacked items they're seeing >O
Blowfish; great idea, won't work in MMF for some reason, and no one is able to tell me why anywhere I go, this has happened on multiple machines and with different sets of events
Obscure file naming; helpful, but you can search by date the file was created or modified. Also, the values in the file are easy to look at and tell what they are
One idea I had was a serverside, inert CD-key like check. Each game program you send out has a built in code that is transferred to an FTP server or just a server proggie on a host machine. It checks the code; and if the code checks out (totally randomly generated 200 digit code if need be, no algorithm to break), it lets the person play. If the code misses or a dupe code is on... kick! |
CD key checks wont stop everyone, no matter how much work you put into them ;o
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