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1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
41–50 of 189 posts
Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
#42> Cheating to reveal information locally was still possible, but these few leaks were relatively easy to secure in subsequent patches and revisions. I don't understand this. Running the whole simulation locally on both ends means that a modified client would have access to the whole game state, and I don't really see how you could patch that out. Anyone have any idea what they actually did? Try to detect modified cli…
In age II, it was CRC checks of game state that prevented cheating! Games would get out of sync if there was a mismatch, which could happen for various reasons. I worked at MacSoft during the Age2 and Age3 days. The ports were faithful to the windows versions, but cross platform hadn’t been solved at the time because of this problem. It also made long game play sessions longer because the calculated state kept gettin…
Which would let you know what your opponents are up to, without impacting state.
Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
#43Seeing stuff like this on here fills me with nostalgia. I basically learned to code thanks to a few helpful and extremely patient IRC members in the Spring RTS engine[1] community (some of whom I spot in these comment sections on occasion - hi!), and deterministic lockstep simulation for online play was one of the first ideas that totally blew my mind when I learned about it ("b-but that means all the "random" number…
If the randomness is deterministic doesn't that mean players could peek into the future?
However, you can't predict the other players' actions, and those actions can insert an arbitrary (and unpredictable) number of random() calls between now and when your next action executes, so practically there is no gameplay advantage you can get from that avenue (AFAIK).
Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
#44Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
#45For those who don’t want to suffer from eye-bleeds due to ads, interstitial scrolling ads, more ads, and awful formatting, Googling the title yields this PDF: https://zoo.cs.yale.edu/classes/cs538/readings/papers/terran... Maybe the link can be replaced? Also can (2001) be added to the title?
You see ads? Is your computer broken? >>sarcasm overload Install uBlock Origin yo
Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
#46For those who don’t want to suffer from eye-bleeds due to ads, interstitial scrolling ads, more ads, and awful formatting, Googling the title yields this PDF: https://zoo.cs.yale.edu/classes/cs538/readings/papers/terran... Maybe the link can be replaced? Also can (2001) be added to the title?
Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
#47Seeing stuff like this on here fills me with nostalgia. I basically learned to code thanks to a few helpful and extremely patient IRC members in the Spring RTS engine[1] community (some of whom I spot in these comment sections on occasion - hi!), and deterministic lockstep simulation for online play was one of the first ideas that totally blew my mind when I learned about it ("b-but that means all the "random" number…
If the randomness is deterministic doesn't that mean players could peek into the future?
Though maybe a cheat engine could simulate a few branches of possible inputs a few steps ahead and adjust inputs when it discovers split-second advantages?
Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
#48For those who don’t want to suffer from eye-bleeds due to ads, interstitial scrolling ads, more ads, and awful formatting, Googling the title yields this PDF: https://zoo.cs.yale.edu/classes/cs538/readings/papers/terran... Maybe the link can be replaced? Also can (2001) be added to the title?
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