You can get wallhacks in multiplayer by simply using WriteProcessMemory calls. [0]
[0] https://github.com/Snaacky/Diamond/blob/master/diamond.py
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You can get wallhacks in multiplayer by simply using WriteProcessMemory calls. [0]
[0] https://github.com/Snaacky/Diamond/blob/master/diamond.py
Doesn't suprise me. I was watching a video where they had devs watch a speedrun for HL:2, and they said that there are a ton of hacky fixes that never got properly fixed. They said that same code is now in HL:Alyx, and that it's funny looking through the code for a modern AAA game and seeing comments like "Quick hack to get demo stable for E3 2005. Add permanent fix after show".
"Also, if you touched the renderer, even in a simple way, and a team later encountered a rendering bug, you would be blamed and have to fix it. Even if the bug had nothing to do with your change. This taught programmers to not change anything unless absolutely necessary." I've seen this effect in code that wasn't nearly this bad, and I've even felt this way... But in the end, I've decided to do it anyhow. The end res…
I still don't get why they can't make a basic anticheat or protect the process memory like most other games (even the Faceit AC client itself for CS:GO!). Is there some explanation like keeping compatibility with very low end PCs? You can get wallhacks in multiplayer by simply using WriteProcessMemory calls. [0] [0] https://github.com/Snaacky/Diamond/blob/master/diamond.py
Doesn't suprise me. I was watching a video where they had devs watch a speedrun for HL:2, and they said that there are a ton of hacky fixes that never got properly fixed. They said that same code is now in HL:Alyx, and that it's funny looking through the code for a modern AAA game and seeing comments like "Quick hack to get demo stable for E3 2005. Add permanent fix after show".
One of the best, and first, things we did when starting our machine learning platform was to design it using a plugin architecture. There's a lot of scar tissue and horrible experience through our previous ML products we built for enterprise. Namely, it was extremely hard to onboard new developers to work on the product. They had to understand the whole thing in order to contribute. Changing something was also hard,…
One of the best, and first, things we did when starting our machine learning platform was to design it using a plugin architecture. There's a lot of scar tissue and horrible experience through our previous ML products we built for enterprise. Namely, it was extremely hard to onboard new developers to work on the product. They had to understand the whole thing in order to contribute. Changing something was also hard,…
Wasn't CS:GO developed by Hidden Path?
of course programmers will keep on complaining but in the end, it does not matter. if it works, don't fix it. doing rewrites brings nothing to the business, only to the developers. sure, the rewrite will save dev hours along the way but the rewrite itself is not free so all in all...if it works...
btw this is also why language design of composition instead of inheritance is so important for big projects. you will learn this way way too late if you do not get it already.