Earlier quoted context omitted.
http://3.bp.blogspot.com/_D_Z-D2tzi14/S8TTPQCPA6I/AAAAAAAACw...
Not sure what your point is , or just trolling?
Full post here: http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better...
21–30 of 130 posts
Earlier quoted context omitted.
http://3.bp.blogspot.com/_D_Z-D2tzi14/S8TTPQCPA6I/AAAAAAAACw...
Not sure what your point is , or just trolling?
Full post here: http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better...
Earlier quoted context omitted.
http://3.bp.blogspot.com/_D_Z-D2tzi14/S8TTPQCPA6I/AAAAAAAACw...
Not sure what your point is , or just trolling?
However, image links are definitely not HN material-- and neither are grammar corrections that don't contribute, for that matter. Recommend flagging.
Earlier quoted context omitted.
I read about this when I first heard of hellbanning: http://www.codinghorror.com/blog/2011/06/suspension-ban-or-h... (There is one additional form of hellbanning that I feel compelled to mention because it is particularly cruel – when hellbanned users can see only themselves and other hellbanned users. Brrr. I'm pretty sure Dante wrote a chapter about that, somewhere.)
I have HN set to show me comments from hellbanned users. A lot of them are just trolls/spammers , however there are a number that I feel sorry for because they post relevant and sometimes long comments on threads and I imagine that they wonder why they are not getting any votes or replies. I think it's easy to get off to a bad start on an online community simply because you don't understand it's ethos rather than out…
I remember the old days of Counterstrike and the infamous "myg0t" clan who would enter CS servers and use things like wallhacks and aimbots as well as excessive deliberate teamkilling. After they had got themselves banned from just about every server out there they launched their own "anything goes" server which could be actually be a fun experience to play on. Another interesting thing I remember from the CS days wa…
For Counter Strike: Source for example the server sends the location, and way that a user is pointing to the client. With some calculations you can then draw a line from the other players to where their bullets would go if they fired. Using that knowledge you can find where your hitboxes are and simply make sure that you are never in the path of their line of sight!
That is how wallhacks work as well, the client knows where the other players are so that sound can be properly calculated (so if they are further away and they fire their gun you hear less of a shooting sound and you hear a louder sound when they are closer).
Healthpoints are generally stored server side (at least for the games I've been RE'ing for fun lately), but even then you can cheat, if you have portable med kits you can take at any time, as soon as you drop below a certain percentage you take one, now hack the client to have unlimited health kits and you are set. Keeping everything and all variables on the server is impossible, mainly due to lag the game would become unplayable, and due to having so many variables to calculate there is always something you have to trust the client with (position being the biggest one, you can't take all user input, send it to the server, and then send back where the character should now be).
The faster internet connections become the more feasible it is to have a client that just renders the result and have all of the computations done on a remote server somewhere. Kinda like RDP for games. But until the game companies then also put the servers close enough by the user and build the game experience to equalise between different ping times (something CS:S attempts to do but fails at quite well, thus allowing people with AWP's to kill people that are not even near where they were scoping due to timing delays) it is going to be a huge mess and gamers will hate it.
The article just glosses over the fact that detecting cheaters is far from easy. It just makes it sound as if it's a done-deal, "if you cheat, you're isolated away". Speaking with at least some amount of insight, I can say that cheat-detection in modern networked multiplayer action games is far from easy.
Earlier quoted context omitted.
I have HN set to show me comments from hellbanned users. A lot of them are just trolls/spammers , however there are a number that I feel sorry for because they post relevant and sometimes long comments on threads and I imagine that they wonder why they are not getting any votes or replies. I think it's easy to get off to a bad start on an online community simply because you don't understand it's ethos rather than out…
So do I. I tend to upvote the sensible (i.e. not crazy) ones, in the hopes that someday they'll make it back to positive karma.
The article just glosses over the fact that detecting cheaters is far from easy. It just makes it sound as if it's a done-deal, "if you cheat, you're isolated away". Speaking with at least some amount of insight, I can say that cheat-detection in modern networked multiplayer action games is far from easy.
The thing is, that once code is running on my machine technically the game is over and it becomes a huge cat and mouse game. I can choose what to execute and how to execute it. Sure it takes time to figure out all of the different ways that you are trying to detect it, but I have control over my machine and thus can make it do what I want.
in any case, it sounds like this could actually be a little more fun. I give it a 50/50 chance of working how they anticipate.
The article just glosses over the fact that detecting cheaters is far from easy. It just makes it sound as if it's a done-deal, "if you cheat, you're isolated away". Speaking with at least some amount of insight, I can say that cheat-detection in modern networked multiplayer action games is far from easy.
The biggest way that games attempt to catch players that are cheating is simply by scanning their memory space for changes that have been made, by seeing whether or not certain processes are running on the computer, whether extra DLL's have been imported into the application. The thing is, that once code is running on my machine technically the game is over and it becomes a huge cat and mouse game. I can choose what…
I remember the old days of Counterstrike and the infamous "myg0t" clan who would enter CS servers and use things like wallhacks and aimbots as well as excessive deliberate teamkilling. After they had got themselves banned from just about every server out there they launched their own "anything goes" server which could be actually be a fun experience to play on. Another interesting thing I remember from the CS days wa…