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Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

redbull.co.uk

21–30 of 45 posts

Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

#22
post #20

Earlier quoted context omitted.

>which is rather poor design for a competitive multiplayer game Watching that video, I would guess the environment isn't so much competitive (even single player JC2 is very no-particular-goals-in-mind-just-blow-shit-up oriented) as it is mass chaos. It looked like what would happen if /b/ bought an island. So cheating is probably only a minor concern at this point.

DayZ is also not "competitive" at its core (and Arma2 even has anti-cheat measures built in -> BattleEye)... this doesnt stop script kiddies from server-hopping and killing/teleporting every one (even though they have no benefit from it beside the "lulz")..

Totally different game. DayZ is about solo play until you encounter other people, and even without cheating 90% of encounters with another person are shoot first, ask questions later.

Additionally, Just Cause is about just grabbing the nearest car and gun, then going out and causing chaos. DayZ requires players to spend literally days acquiring equipment, finding vehicles, fixing them. Finding a vehicle in DayZ can be a super rare find. In Just Cause 2, cars are everywhere.

Basically, cheating is a problem in DayZ because of the extreme scarcity of the resources. In Just Cause 2, there is no such scarcity. Therefore, cheating in DayZ ruins the game for everyone. Cheating in Just Cause 2 would probably go unnoticed, unless the cheater decided to become invincible.

Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

#23
post #18

I used to play Multi Theft Auto a lot years ago on GTA: Vice City, which was similarly buggy but excellent fun. This just looks completely insane. Impressive work by the developers - even though they've effectively piggy-backed onto an existing game, presumably the engine etc is closed-source and therefore their efforts are worthy of admiration. I wonder if Multi Theft Auto is still going, I still have my Vice City d…

There's MTA for GTA:SA too. The increase in land space is really worthy it.

Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

#24
post #10
post #7

About that 1800 players number. Based on posts by one of the developers, their server doesn't do any sort of calculation: > Our server is basically 'dumb', it doesn't do anything in the sorts of processing bullet trajectory, player line of sight or any hit detection at all. http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html... Unlike other games which run a full simulation on the server-side, their server (…

They could verify those things on other clients, instead of on the server. I think that's typical for pure P2P multiplayer games. They could use something like - every player sending their version of 'what happened' to the server which then decides the proper outcome. Btw, is it required to simulate everything on the server side? I know it is the conventional way to prevent cheating, but how about just randomly sampl…

One major problem with this is there are plenty of legitimate communications that will originate from a single client -- namely, those client's in-game actions!

Any cheating that takes the form of something "possible" for a client to do would be undetectable under such a scheme. (eg aimbotting)

Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

#26

Impressive accomplishment, but perhaps the title should read: "How two men made an FPS mod to support 1,800+ multiplayers in their spare time".

It really irritates me when the titles get changed after a submission gets popular. Now comments like this one lose their meaning since the original title has changed to something completely different.

If it's a bad title, it's a bad title. Just leave it alone. Bad titles will be corrected in the comments (like here) or won't be upvoted in the first place. Just stop messing with them.

Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

#27
post #14
post #10

Earlier quoted context omitted.

They could verify those things on other clients, instead of on the server. I think that's typical for pure P2P multiplayer games. They could use something like - every player sending their version of 'what happened' to the server which then decides the proper outcome. Btw, is it required to simulate everything on the server side? I know it is the conventional way to prevent cheating, but how about just randomly sampl…

"They could verify those things on other clients..." But clients are not trustworthy. How do you decide which clients to trust? How long before your 'adversary' discovers your trust methods an replicates them in his client? "...server which then decides the proper outcome." This requires processing power. Random sampling is perhaps a possible solution, but if you're overwhelmed with nefarious client activity (50% per…

If 50% of your clients are cheating, are you really playing a game?

Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

#28
post #27
post #14

Earlier quoted context omitted.

"They could verify those things on other clients..." But clients are not trustworthy. How do you decide which clients to trust? How long before your 'adversary' discovers your trust methods an replicates them in his client? "...server which then decides the proper outcome." This requires processing power. Random sampling is perhaps a possible solution, but if you're overwhelmed with nefarious client activity (50% per…

If 50% of your clients are cheating, are you really playing a game?

If you can write a little C program that speaks enough of the game's wire protocol to simulate a bot, send nasty packets, and also provide a vote of confidence when other bots ask if those packets are correct--and then run 100000 of them over a few machines--then 99.999% of your clients could be "cheating" while there are still people trying to play a real game.

Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

#29
post #18

I used to play Multi Theft Auto a lot years ago on GTA: Vice City, which was similarly buggy but excellent fun. This just looks completely insane. Impressive work by the developers - even though they've effectively piggy-backed onto an existing game, presumably the engine etc is closed-source and therefore their efforts are worthy of admiration. I wonder if Multi Theft Auto is still going, I still have my Vice City d…

The funniest thing is this guy started reverse engineering by reverse engineering MTA to create bots that followed people to kill them and all sorts of other hacks.

Now look where he is. I find that an awesome progression!

Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack

#30

Earlier quoted context omitted.

>which is rather poor design for a competitive multiplayer game Watching that video, I would guess the environment isn't so much competitive (even single player JC2 is very no-particular-goals-in-mind-just-blow-shit-up oriented) as it is mass chaos. It looked like what would happen if /b/ bought an island. So cheating is probably only a minor concern at this point.

While cheating may not be a problem in a noncompetitive sandbox environment, griefing is. Consider a dumb client that fakes logging in to the game server and sends thousands of explosions to a player's screen at once, or drops hundreds of jets or explosive barrels everywhere instantaneously. There is practically no limit to sending these hand crafted packets in comparison to how fast the GPU will be able to render th…

"drops hundreds of jets or explosive barrels everywhere instantaneously"

I don't know about you but this sounds like an awesome feature to me

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