El Tue, 19 Aug 2003 14:40:13 +0300 (EEST)
Jussi Kivilinna <[EMAIL PROTECTED]> dijo:

> On Tue, 19 Aug 2003, Tei wrote:
>
> > I am newbie. I am surprising how flexible is HL.
> > Can be posible a zeroping mod for HL?
>
> Yes.. most mods are.
>
> >
> > A mod where hit/nothit is calculated clientside. All weapons
> > instahit.
>
> Half-life does this on serverside. Clientside is very bad idea because
> client could be hacked to 'hit anything everywhere'. (or 'everything
> from anywhere' or something)
>

You cant stop chears, True. Anyway you can "sign" with MD5/CRC a module, and
check if the module whas "hacked" (on disk).  Or you may isolated the critical
code has a module that the game autodownload everytime. Or, maybe, you
can CRC modules in memory and send the CRC to a server to recognized hacked modules.
And you may randownly ignore client data  and confirm what not unfair.
As you move some work from server to client, you can free horsepower for some
lovely features...   ...you can make some tracelines and send to clients only the
players that where not behind obstacles(*), in a similar way coronas work clientside,
you will need a timer to no "hidden/show" too fast (smoothing is needed).
As a side-effect you will save BW :D

But ..he!!... whas only a doubt because I know very littel about HL.

my english is crap :P

(*) you can hidde players to the engine setting the modelindex to not model?. I 
suspect.
Is modelindex 0 the world? what modelindex is nomodel?
Half-Life support to use BSP models for the player? can be funny to use cs_siege.bsp 
has mi model
to play counter-strike, hahahahaha....  of course, will half the framerate :__ D 
hehehehe.

Hee.. you can also cheat with paintball games in real life, but people still play :D
forget these morons cheaters :P

Still no info about netcode... Any webpage to analize the Half-Life demo files format 
or netcode?

To learn Half-Life i need something like this, but for Half-Life:
http://skuller-vidnoe.narod.ru/q3dspecs.htm






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