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Mod revisions and MP gameplay

Posted: Tue Apr 12, 2005 10:47 am
by SteveK14
How much and what changes can be made to a map and it still be playable by all on MP? For instance, if you change one thing, say the position of an object, does the client have to download the "new" files?

RE: Mod revisions and MP gameplay

Posted: Tue Apr 12, 2005 12:35 pm
by imp_strikeforce
i would think so, cause the client has to hav the same version of a map as the host, so maybe even if you moved a couple things id think that would make a difference.

Posted: Tue Apr 12, 2005 12:43 pm
by SteveK14
One of the reasons I ask that is because what happens during online play of mod maps if unscrupulous people mod their own versions of maps with things different (like your example) to have an advantage over other people? The other reason is that if I do a map and need to change a little tweak here and there, would it effect the version that people already have?

I'm not saying YOU are unscrupulous. Just used your example.

Posted: Tue Apr 12, 2005 12:47 pm
by Qdin
Well, I can see your point, and I think your right :wink: people (like me? - nahh...) COULD "cheat", by add something to THEIR maps, just like when I shoot on another player in the head with a rocket, he STILL survives... and I talk about EVERONE!!! they FLY back, and move forward, and this ONLY counts for Players... annoing... even when I play with people from GT :cry: poor me... lol

I want to be immortal too :D

Posted: Tue Apr 12, 2005 12:49 pm
by rebel_scum
hehe,Qdin

Posted: Tue Apr 12, 2005 12:53 pm
by imp_strikeforce
lol i know, far be it from me to cheat, (that was just an accident and i removed it as soon as i got out.) and if i pwn you, it'll be fair and sqaure :D

maybe it also depends on the server, cause i know like for jedi outcast/academy the servers had the option of being a "pure server" which means the client MUST have exactly the same content as the host, so if the client had a mod running, or a different version, you simply wouldnt be able to join, or, you would have to download the updated version or whatever from the host. at least that's how it worked in outcast/academy. and it prevented cheating that way.

so i guess you could take advantage of it like in my situation, but as far as havin the different/tweaked versions, i dont think that would work.

[maybe i should edit my post so nobody else gets any ideas for cheating ;) ]

Posted: Tue Apr 12, 2005 12:58 pm
by SteveK14
Well, I'm sure I'm not the only one who has thought of that. I was just thinking about the Mod Battleweek coming up and the possible potential to "gain an advantage" by other teams.

Posted: Tue Apr 12, 2005 1:05 pm
by imp_strikeforce
yeah i know. its just kinda stupid that there are lots of ppl out there who will do anything to cheat and gain an advantage, they can't pwn fair and square like we can :D and its not just here obviously, dude, i play sports, and you see it there ALL the time.

i think though this little loophole could be linked to some failure/negligence on the part of lucasarts/pandemic for not having secure or thouroughly anti-cheatable servers. so maybe the thing to do would be to let them know that maybe they need to come out with an update for the dedicated servers that makes them a pure server so none of this thing can happen.

edit: spelling :roll:

Posted: Tue Apr 12, 2005 8:08 pm
by SteveK14
Admin, should this thread be moved to the Clan forum? I still need an answer to:

How much and what changes can be made to a map and it still be playable by all on MP? For instance, if you change one thing, say the position of an object, does the client have to download the "new" file?

Steve

[GT] SS6067

Posted: Tue Apr 12, 2005 8:19 pm
by =XSL=Fds[iTa]
However atm, on the contrary for example of cs1.6, there isn't any real cheat for swb, (gamepad problem excluded, it can be solved with /noaim), so the problem is not a real problem.

However for swb2 something like a control of the client's files from the server could be usefull.