Iluvalar wrote:
That's it ! I'm a cheater ! I plan to cheat on a game that crash on my computer... make sens !
Maybe your game is crashing because you're ummm... cheating? Sounds logical to me.
Iluvalar wrote:If you were playing with me more often, you know that I added an handicaping "cheat code" to the NRS mod that reduce the power production of the player. And that I'm happily use it as soon as I feel my team have an advantage or someone in the opposite team leave. That's just the opposite of a cheater.
That's still cheating, and who's to say you or your friends are really that honorable?
Imho, and sorry but no offense to @Iluvalar, but for what ever reason the build is not working on your hardware I'm inclined to think that your just a little bit bitter. This "you can still cheat but I'm not going to tell you" stance translates to me as "You can still cheat but I'm not going to tell you unless you fix the build so it works on my computer".... when in reality, there probably is no cheat.
Well, if handicaping myself is a cheat, yes I do cheat.
Hmm, I did a test and the abuse I found in beta 10 is not valid in 3.1 . I guess there would be ways around it, but for now, I'll just say that the main cheat I found doesn't work anymore.
Sending packets
Idea: If i want to instant research something, i could send the header packet of the research completed and the
parameter of the research in hex.
I dont think that this is beeing queried, the only problem i saw since now is that you cant use
asm without 2+2=5? because it is perhaps calculated what the values are when they are used but is it calculated too what the
client receives in the rigth time?
Also I dont know why you are talking about cheats, why should someone cheat, 95% of the com plays NTW and host will exit after he saw that The only program that was used, was cheat engine and 2 features:
-Speedhack(bad speedhack, most games have a own gamespeed and you can find the float value if you are good)
-powerfreeze(using increase and decrease value - to much tutorials about that in the internet)
a Protection tool or a selfprotection with about 50 lines would be enough for this cheaters
@DEVS: anyway I really like your sync feature, saw the same in "Populous"; "out of sync"
and you couldnt see anymore what the other players did.. But they did it with a online launcher.
@Illuvalar: i hope modding will work better in the next versions, it was always funny to play with mods(that makes warzone a special game) in multiplayer, now there are always errors
I still don't get something
if the person gets the 2+2=5? icon for a player then why doesn't the game drop them since the game doesn't force that person to go back in sync?
Sometimes desyncs are temporary and get back to normal after a few seconds.
Not always.
Also, you can still chat and try to figure out what happened. For people who don't use IRC, this is much friendlier way of telling it than a "Host has kicked you because you seem to have cheated" message you can't respond to.
NoQ wrote:Sometimes desyncs are temporary and get back to normal after a few seconds.
Not always.
Also, you can still chat and try to figure out what happened. For people who don't use IRC, this is much friendlier way of telling it than a "Host has kicked you because you seem to have cheated" message you can't respond to.
I thought cyp said once it goes out of sync then they will always be playing in their own virtual world?
that means that they can never get back in sync
I don't think going back into sync will happen very often, if ever. What we could do is to save the game on the host, and allow the host to rehost the game based on the savegame. Then everyone will be back in sync (hoping that what caused the desync won't happen again).
Per wrote:I don't think going back into sync will happen very often, if ever. What we could do is to save the game on the host, and allow the host to rehost the game based on the savegame. Then everyone will be back in sync (hoping that what caused the desync won't happen again).
This sounds like it could be a working theory to a very old feature request: pausing/resumeing MP games?
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Per wrote:I don't think going back into sync will happen very often, if ever. What we could do is to save the game on the host, and allow the host to rehost the game based on the savegame. Then everyone will be back in sync (hoping that what caused the desync won't happen again).
This sounds like it could be a working theory to a very old feature request: pausing/resumeing MP games?
Yes, plz Its about time to do that, pauses & savegames for MP.
btw, Is host checking time lines for researches\build orders ? I mean well client sends "signal" > "res. completed". Is host checks time when it was started in "host's world" ?(taking into account all res. upgrades client has)
Death is the only way out...sh*t Happens !
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Per wrote:I don't think going back into sync will happen very often, if ever. What we could do is to save the game on the host, and allow the host to rehost the game based on the savegame. Then everyone will be back in sync (hoping that what caused the desync won't happen again).
then why do we not kick the person when we see the 2+2=5 icon?
from all the devs responses that the person who went out of sync can't get back in sync then why does the game not auto kick them?
they are useless as far as the game is concerned are they not?
What did you not understand in the second part of that reply?
just so you can talk to them?
problem is that the game gets unbalanced since that player can't do anything anymore so instead of pretending they are still in the game it is better to just kick them
for example they keep making units and then send those units to attack someone but since nobody else sees those units who is he attacking or helping? nobody!