[Freeciv-Dev] Re: Cheating
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On Fri, Apr 25, 2003 at 06:17:38PM +0200, Reinier Post wrote:
> On Fri, Apr 25, 2003 at 12:32:43AM +0200, Christian Knoke wrote:
> > On Thu, Apr 24, 2003 at 09:48:17PM +0200, Raimar Falke wrote:
> > >
> > > This link (http://catb.org/~esr/writings/quake-cheats.html) was posted
> > > to linux-kernel and is a bit related to freeciv.
> >
> > ----
> > Carmack observes that "the [cheating] clients/proxies focus on two main
> > areas -- giving the player more information than they should have, and
> > performing actions more skillfully."
> > ----
> >
> > Freeciv isn't Quake. I think it is not to hard to fix the main information
> > leak [...]
>
> But what about the other pount? This was discussed when the warclient
> patch came out. A solution was discussed that the article doesn't mention:
This is not true - the discussion of "aimbot" (whatever that is) covers it.
> let the server "humanize" player actions (on the incoming packet queue)
> before it actually tries to execute them. E.g. impose the rule that no
> two units can be moved within 0.2 seconds from each other, no matter of
> the client sends the moves quicker.
I think this can work pretty well, but of course real turn-based playing
is a much easier solution ...
> --
> Reinier
- [Freeciv-Dev] Re: Cheating, (continued)
- [Freeciv-Dev] Re: Cheating, Mark Metson, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Per I. Mathisen, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Rafal Bursig, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Mark Metson, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Per I. Mathisen, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Thomas Strub, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Per I. Mathisen, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Christian Knoke, 2003/04/25
- [Freeciv-Dev] (PR#2053) Cient can see all units in a stack, Gregory Berkolaiko, 2003/04/28
[Freeciv-Dev] Re: Cheating, Reinier Post, 2003/04/25
[Freeciv-Dev] Re: Cheating, Ross Wetmore, 2003/04/26
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