26

Re: making a game

speed hack doesnt work. the server keeps track of how fast youre moving, if you move too fast youll freeze up.
the server controls everything, client only controls character movement and actions.
but since you mention it..
how about you just point out a few things to me tongue

Last edited by JuZa (May 18th, 2007 10:35 PM)

7.4.

27

Re: making a game

If you dont let Aaron play there will be no cheats. Biggest Cheater EVER.. He cheated on my heart a many of times *sniffle*

I don't question my sexuality, my sexuality questions me.
Self Gratification is God's greatest gift to man.

28

Re: making a game

In Faldon the server controls movement too, if you move too fast you hit a glass wall but people can still exploit it.  The server also controls AR, but if you cheat and increase your AR, your character on screen hits super fast but not on the server... great, except the client keeps sending hits even after you've started to move away.. so long as the server sees you as "close enough" to the person you're hitting, it registers the hits.  Mean while, you're running around healing by now.  But wait, you say, "I'll just make it so it only counts if you're within 1 tile of the person!"  Sounds good, except now, because of lag, you've made warriors completely useless. :\  So, it's kind of a tradeoff... how much you want to make server side versus how much bandwidth per connection and how much you can account for lag.  Honestly, and as much as I dislike the system, the best way to avoid exploits such as those I mention is to make PvP and PvM like Runescape was (or maybe still is, I've not looked at that game in probably 5 years) as well as a number of other games: when you want to attack something, it's a turn-based exchange of attacks.  For example:

You attack a skeleton-
"What attack do you want to use?" and you select.. uhhh.. melee:
You swing your short sword and miss the skeleton.
Skeleton bites with his snaggletooth and hits you for 10.
*you select exorcism*
You successfully cast exorcism on skeleton and do 145 damage. 
You have killed skeleton.

*back in text-based RPG land when I came from, it would now say "you find 5 gold and a snaggletooth", in graphical RPG land you can just make those appear on the ground... or in a corpse container or however you want to handle it.
While that might not be the most fun and action-packed way to do it, it eliminates most of the PvP and PvM exploits in Faldon.  You can no longer AR Hack, speed hack, run hack, damage hack, etc.

Get Faldon Utilities:
ARHopkins.com

29

Re: making a game

Oh then the new client should be text based! that would solve all problems tongue

Dont look down here, my message is up there.

30

Re: making a game

lmao. the only problem is attacks are fixed by a player's "speed" so theoretically the same thing could work, as in the being away from the player, as soon as you move too fast the server boots and bans your character and announces it to the server and the rest of the people playing, for instance:

'This is within the player timer code:
If UserList(UserIndex).Counters.Movements > 0 Then
                UserList(UserIndex).Counters.MovementCounter = UserList(UserIndex).Counters.MovementCounter + 1
                
                If UserList(UserIndex).Counters.Movements > 1 Then
                    AddtoTextBox frmMain.txtMsgs, "CHEATER: " & UserList(UserIndex).Name & " was banned for speed hacking."
                    SendData ToAll, 0, "@" & UserList(UserIndex).Name & " was banned for speed hacking." & FONTTYPE_WARNING
                    Ban_Char UserIndex, 0
                End If
                
                If UserList(UserIndex).Counters.MovementCounter = 6 Then
                    UserList(UserIndex).Counters.MovementCounter = 0
                    UserList(UserIndex).Counters.Movements = 0
                End If
End If

that is the exact rate of movement, givin a 1 second extra, it should take no longer than 5 of that counter to complete 1 move, but i gave it an extra tick for when there are more than 1 person on, seeing as how more people the longer the counter will take, not by much though; and i doubt my game will have more players than faldon neutral
as far as turn based attacking goes, I could set it up exactly like runescape, where you have to target a monster or PK and hit the attack button, then the player timer and player's speed stat controls how fast he attacks that monster/player...
my ranged attack works like runescapes, you target something, then attack, you have to wait a little while because the server times the hit based on your speed and weapon, (the AK47 automatically shoots)but you have to take into account that archers and mages have targeted attacks and can attack from a distance, whereas warriors would have to actually approach their target.
I am not im going to keep it banning players, but i made it so that your character actually just freezes and you cant move until the server lets you again, when the time is appropriate.

7.4.

31

Re: making a game

this is the actual one its using:

If UserList(UserIndex).Counters.Movements > 0 Then
                UserList(UserIndex).Counters.MovementCounter = UserList(UserIndex).Counters.MovementCounter + 1
                
                If UserList(UserIndex).Counters.Movements > 1 Then
                    Call AddtoTextBox(frmMain.txtMsgs, "CHEATER: " & UserList(UserIndex).Name & " was speed hacking.")
                    UserList(UserIndex).Counters.Speeding = 1
                End If
                
                If UserList(UserIndex).Counters.MovementCounter = 6 Then
                    UserList(UserIndex).Counters.MovementCounter = 0
                    UserList(UserIndex).Counters.Movements = 0
                    UserList(UserIndex).Counters.Speeding = 0
                End If
            End If
7.4.

32

Re: making a game

now theres a speeding counter as well so you dont have to log off if you are attempting to speed hack, itll just lag you back to the spot as soon as theres a significant burst of  speed, that handles that, now to look into the case of the unfairness of classes attack methods.

7.4.

33

Re: making a game

quite nice done smile

Evil Devil - Prometherion

34

Re: making a game

Juza, how are you going with that game now, as it has been around 7 months since the last post?

35

Re: making a game

irewrote it to dx8 but now even thats outdated lol.. but its alot better than the other one seeing as how theres lighting and a particle system, just gotta make new graphics and such, which is a pain in the ass. hopefully i get some progress if i have time this winter.

7.4.

36

Re: making a game

I can't wait to get into the actual game. Hopefully the beta comes sometime soon. . .

As long as I am internet capable Juza, you'll have at least 1 player! big_smile

"We are a mass of seething fury, elected as your judge and jury. You stand accused of murder, vanity, and evil crimes against humanity."-Andy Martin

37

Re: making a game

heh once u guys get a glimpse at what im going to do to make this game really different, i think ill have more than one player tongue
i completely steered away from the whole warrior mage archer type rpg :\
Im designing a game that shows how life was for me growing up.
So expect to see guns, gangs, drugs, money, murder, pimping and cops harassing the shit out of you smile
Almost like a saints row (an XBox 360 title for those who dont know)... but an online rpg
there will be 3 gangs, the first lucky players will get to be the leaders, although the position may not be permenant (wont explain anymore than that) where you will have to put in work (kill people in other gangs, sell drugs;weapons;pussy) to gain rank within the gang and try to dominate the cities; there will be timed missions, crack/dope houses that can be controlled or taken over, drug addicts calling you up for drugs and hoes selling their bodies (like fireborn!) just for you; and gang specific territories with housing available for purchase
i've been working on it with my uncle this past month, been busy lately, my daughter was just born so i dont have too much time on my hands
but this has been very fun working on; i have alot more enthusiasm for this.. stay tuned within the next few months i may have made player art by then;

7.4.

38

Re: making a game

Sounds awesome!

Can't wait to see it.

"We are a mass of seething fury, elected as your judge and jury. You stand accused of murder, vanity, and evil crimes against humanity."-Andy Martin

39

Re: making a game

i been working on CoM again, im prolly just gunna use the dx7 engine because i still have a shit load left on the dx8 code to go as well as art, so im just gunna work on the older one, seeing as how i never openly released that, all though i did test it with a few people.
Im redoing art and fixing up code now, maybe soon we will have something to play with lol

7.4.

40

Re: making a game

I got as far as planning to release an alpha, wen that will happen is beyond my power because i need a better place to host it at, my internet is terrible.

7.4.