Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
21–30 of 45 posts
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#22Earlier 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")..
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
#23I 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…
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#24About 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…
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
#25It takes place _inside_ the world of EVE Online (~30-50k online at a time), which is a fully persistent single-server universe.
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#26Impressive accomplishment, but perhaps the title should read: "How two men made an FPS mod to support 1,800+ multiplayers in their spare time".
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
#27Earlier 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…
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#28Earlier 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?
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#29I 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…
Now look where he is. I find that an awesome progression!
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#30Earlier 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…
I don't know about you but this sounds like an awesome feature to me