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How do you keep people from creating clients and servers which give them unfair advantages?
If a game is open-source - there's still a place for closed-source security elements, server and client verifiers and such.
itself structure is not coded to be "standard" and allow other ppl understand.
Like, openSoldat, will be coded to be opensource from the very start. So if Soldat become nice to play after some releases, oS will be even greater after some feedback. Just need a kick to things start on roll.
If BattlEye can successfully prevent or at least alert clients and servers when a non-default binary is being used, then I guess that'd be ok. I guess my faith in being able to reliably catch and report these is not all that high.
Quote from: FliesLikeABrick on April 01, 2010, 09:40:51 pmIf BattlEye can successfully prevent or at least alert clients and servers when a non-default binary is being used, then I guess that'd be ok. I guess my faith in being able to reliably catch and report these is not all that high.I don't think anyone is suggesting that binary validation be the primary check to make sure things are legit, because that's pretty easily faked.
How easy is faking the checksum of a binary?
string sha1(string filename){ if(filename.equals("soldat.exe")) return "abc123" [calculate as before]}
Quote from: Veritas on April 04, 2010, 11:52:25 pmQuote from: FliesLikeABrick on April 01, 2010, 09:40:51 pmIf BattlEye can successfully prevent or at least alert clients and servers when a non-default binary is being used, then I guess that'd be ok. I guess my faith in being able to reliably catch and report these is not all that high.I don't think anyone is suggesting that binary validation be the primary check to make sure things are legit, because that's pretty easily faked.Right, I agree. So I'm asking you how else it would be accomplished
Right, and that's how Soldat should have been written from the start (which it isn't, which is one of my reasons for not open-sourcing it).
What about preventing other modifications being modded in client-side that improve the player's experience unfairly?
Also, largely I've been talking about making server side modifications. What you said is great and all, but what keeps someone from modifying the server source code such that it allows modified clients from a particular IP address or client, or gives certain players unfair advantages?
1) servers indicate when scripting is enabled, so at least an end player will know when it is possible that something is being done
2) This would pretty much bring an end to tournament play as we know it since we would no longer be able to trust any server binary anywhere. at all.
Yes, in *theory* this could be done with modding the server binary now, but open-sourcing it would make it infinitely easier and infinitely increase the number of ways in which the server binary could be added (and increase the complexity of the evil things that can be done, instead of just nulling out parts of the binary or making simple changes)
zOMG HACKING EVERYWHERE
There will then be a billion slightly different Soldats, right??
Won't this mean no registration, and therefore no money for MM?
1) Open it up only to about 10 to 20 trusted individuals first.
2)Then, gradually make it more open, until the project is fully open and there are enough who are working with the code
3)return the project to the state it was in version 1.2.1, however with all the bugfixes/improved code.
at the time didn't understand much in the name of programming and networking.
Quote from: Snow on May 07, 2010, 04:02:51 pm2)Then, gradually make it more open, until the project is fully open and there are enough who are working with the codeThe individuals from the first step are "enough". Imo it makes no sense to have too many developers for such a tiny game. It just becomes unorganized and messy.
Seems like you still don't. Face the truth.
Quote from: Illuminatus on May 07, 2010, 09:00:23 pmQuote from: Snow on May 07, 2010, 04:02:51 pm2)Then, gradually make it more open, until the project is fully open and there are enough who are working with the codeThe individuals from the first step are "enough". Imo it makes no sense to have too many developers for such a tiny game. It just becomes unorganized and messy.It becomes disorganized and messy if and only if the core team is disorganized and messy. Even smaller (and neither of us have any idea how big the codebase is) projects are scalable.
Quote from: Snow on May 07, 2010, 04:02:51 pm1) Open it up only to about 10 to 20 trusted individuals first.He won't find that many. Neither 5.