Ok worked with my virtual windows box got the hack to work with 41.3 It does work with any device not just dialup you have to click the down arrow after winpcap is installed and you have a device working.
Well the screenshot wouldn't show this up. An insteresting approach.
I guess this one could be defeated by encrypting the communciations a bit like SSH.
In the v41.2 network code, Neither i or any players on mods got random diconnects..
Now in v1.3, many players, and even i playing locally, get cut off as often as 2-3 times in as many rounds.
What did you work in that would be forgetting that connections exist. The logs and clients show no error or failure, only a sudden disconnect.
I also noticed that now in v41.3, we can no longer connect to the web-admin panel under localhost/127.0.0.1. I must connect with my address and use name/pass.
The .3 code is the same as the .2 code except for the fact each client is run in each thread. Other than that it is the same.
You get this playing locally? Can you turn on network logging and give me the output please. netoptions.xml in your scorched3d homedir.
/* EDIT /* If you could do this with the current CVS build that would be even better.
Last edited by gcamp on Wed Jan 23, 2008 6:15 pm, edited 1 time in total.
I also noticed that now in v41.3, we can no longer connect to the web-admin panel under localhost/127.0.0.1. I must connect with my address and use name/pass.
I can still, works on all my windows test machines.
Includes your change and uses the original prices of the weapons to figure out what weapons are of the same aproximate grouping (banding). Should work so long as the original prices are roughly ballanced.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Includes your change and uses the original prices of the weapons to figure out what weapons are of the same aproximate grouping (banding). Should work so long as the original prices are roughly ballanced.
i thought it looked familliar..
Yes, it's my belief that any item within limits should impact it's peers.
The 1/3 - 3x ranges are close to what you had on one half the equation,
and thing's effected would balance out by popularity. Definately still
allowing an abused item to sky-rocket, while equally lowering those
the player should have chosen instead.
And for those that are currently crying about parachutes.. your chutes
prices are in a fair middle-ground between the high and low weapons.
Almost anything they buy to kill with has a good chance of effecting
chutes in kind.
It's just sad that time is so static. Can't really test this in the public, then
go back and make them happy last year..
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
The .3 code is the same as the .2 code except for the fact each client is run in each thread. Other than that it is the same.
You get this playing locally? Can you turn on network logging and give me the output please. netoptions.xml in your scorched3d homedir.
/* EDIT /* If you could do this with the current CVS build that would be even better.
Not locally as in solo-modes, but loop-back playing on my servers
with the others. Rebuilding with the destination tweak. Next time i join
the gang, i'll capture the output.. see if it breaks with more information.
Joined: Wed Feb 16, 2005 1:26 am Posts: 1587 Location: Some Where On Earth I Think
gcamp wrote:
Irishbandit wrote:
Ok worked with my virtual windows box got the hack to work with 41.3 It does work with any device not just dialup you have to click the down arrow after winpcap is installed and you have a device working.
Well the screenshot wouldn't show this up. An insteresting approach. I guess this one could be defeated by encrypting the communciations a bit like SSH.
Thats what I was thinking.
Its interesting in that it shows the coordinates even before the map is completely shown. Does the client figure out what shots would work before the shot is taken? Or is this information sent from the server?
"Always do right. This will gratify some people and astonish the rest." Mark Twain
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
Irishbandit wrote:
Thats what I was thinking.
Its interesting in that it shows the coordinates even before the map is completely shown. Does the client figure out what shots would work before the shot is taken? Or is this information sent from the server?
it's reading the data packets, and comparing the X,Y,Z coords of every
player.. and calculating the direction and power that would strike named
player at 45degrees.
it doesn't need any visual referances or map features.. it apparently
doesn't understand about anything that would block it, nor the type of
weapon you would use.. it asumes unshielded target and standard
1xpower lobbed missile.
very unimaginative.. if you ask me. at least the older one had a
pretty line to look at. Anyone that would bother, is definately missing
out on a lot of fun in the game. When Irish tested in swars(after finding
the few 1xpower weapons left), he would often be so distracted looking
back and forth windows that he couldn't chat, or see any map hazards
till too late. often he'd miss his turn while trying to get the numbers right.
Joined: Wed Feb 16, 2005 1:26 am Posts: 1587 Location: Some Where On Earth I Think
Thrax wrote:
very unimaginative.. if you ask me. at least the older one had a pretty line to look at. Anyone that would bother, is definately missing out on a lot of fun in the game. When Irish tested in swars(after finding the few 1xpower weapons left), he would often be so distracted looking back and forth windows that he couldn't chat, or see any map hazards till too late. often he'd miss his turn while trying to get the numbers right.
Yes thats true but I was running in a window 800x600, then in another window 640x480 with every-thing turned off to get the game to run. Under regular use it would be very fast and would not cause those issues. It would take maybe 5-6 seconds to make the shot. IMHO.
Thrax wrote:
Anyone that would bother, is definately missing out on a lot of fun in the game.
And I completely agree with that.
Even on maps though where you had to change the angle and power it still gives an unfair advantage because it helps you with the direction and power, even if its not one shot one kill.
"Always do right. This will gratify some people and astonish the rest." Mark Twain
it doesn't need any visual referances or map features.. it apparently doesn't understand about anything that would block it, nor the type of weapon you would use.. it asumes unshielded target and standard 1xpower lobbed missile.
Yeah, it will take of LOT of effort to make it cope with all of this too. Far harder than editing the client.
Quote:
very unimaginative.. if you ask me. at least the older one had a
Dunno, its almost like its been writen by someone that's hacked commercial games. Or by someone that has been told how to hack commercial games. This is how you would write a hack if you couldn't alter the client or didn't have the source code for it.
Makes it kind of undetectable.
SSH encryption would put a lot of load on the client/server dunno if I want to start doing that.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
don't know if it helps.
but with the last known check-out build from the cvs, i still see kicks often.
i logged the disconnect a few min ago and got this.
Moments after buying, playing alone.
Mon Jan 28 08:49:21 2008 - Finished playing Shots 0.02 seconds Mon Jan 28 08:49:21 2008 - NetServerTCP2Destination 2: Adding a new message, 1 now waiting Mon Jan 28 08:49:21 2008 - NetServerTCP2Destination 2: Sent a message part, last Mon Jan 28 08:49:21 2008 - NetServerTCP2Destination 2: Recieved a message part, last Mon Jan 28 08:49:22 2008 - NetServerTCP2Destination 0: Recv returned an error 1622875645 Mon Jan 28 08:49:22 2008 - NetServerTCP2Destination 2: shutdown Mon Jan 28 08:49:22 2008 - TCP2 Destination 2 net stats: Mon Jan 28 08:49:22 2008 - 49 messages sent, 40 messages recieved Mon Jan 28 08:49:22 2008 - 10166 bytes in, 14511 bytes out Mon Jan 28 08:49:22 2008 - NetServerTCP2Destination 2: destroyed Mon Jan 28 08:49:22 2008 - NetServerTCP2: shutdown Mon Jan 28 08:49:22 2008 - Disconnected User
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