Souvarine said, > Player A is playing with a hacked client, it compute a damage of 1000 HP > instead of 10 HP as it should be, a good way to cheat. > Player B and C are playing on good client. Those clients compute that the > damage should be 10 HP, when they get a result of 1000 HP from client A they > both know that something is wrong. Then client B and C report client A as a > cheater to the server, the server ban client A. > > A mutual anti cheat system so to speak :)
not a bad idea.. what are the arguments against using a simple key exchange with the game-server to authenticate a client, an md5sum for multi-player gaming if you like? both client and server could be free-software, yet the client could not be modified without breaking sign-in with that particular game-server. i know this has probably been discussed many times over. if so, it would seem i'm not clear on where this theory falls down. cheers, julian -- http://julianoliver.com http://selectparks.net emails containing HTML will not be read. _______________________________________________ Soya-user mailing list Soya-user@gna.org https://mail.gna.org/listinfo/soya-user