S4 League Chit-Chat II

01/28/2024 20:32 Pattesyte#12421
Quote:
Originally Posted by Omdi View Post
Sorry für die späte Rückmeldung, hab dich geghostet! :cool:
nicht schlimm, ich hab nur den halben monat geweint wegen dir
03/11/2024 19:34 мυzzy#12422
kann jmd bestätigen von cyberirgendwas == apfel ist?
03/14/2024 12:52 ryuchetval#12423
does anyone know if the game client is built in such a way that you cannot implement server side checks in order to prevent hacking (eg. speed hack, teleporting, going into invalid locations in the map, doing more damage than possible, etc?)

from what I looked in the released sources there doesn't seem to be any logic to check any of these things and I cannot figure out if it's possible to implement it or not
03/15/2024 00:50 Crack-wtf#12424
Quote:
Originally Posted by suiluJ. View Post
Ich habe von niemandem Nudes oder sonstiges verlangt, um von der Blacklist gelöscht zu werden. Das wäre auch kontraproduktiv gewesen, da ich nicht mit C0unt in Verbindung gebracht werden wollte.
Das ist eine Lüge.
04/27/2024 14:48 Pattesyte#12425
Haiii Leute hab mich zufällig dran erinnert, dass das hier existiert
05/03/2024 11:44 -[Daxter.#12426
man patte ich dachte jetzt würd das hier endlich ma aussterben
05/03/2024 12:53 FremdeZahnbürste#12427
:hell:
05/09/2024 18:21 Pattesyte#12428
Leute ich erwarte am 20. ganz viele Paysafecards (und einen Kuss von Omdi) als Bday Geschenk von euch
06/11/2024 13:06 -[Daxter.#12429
Quote:
Originally Posted by Pattesyte View Post
Leute ich erwarte am 20. ganz viele Paysafecards (und einen Kuss von Omdi) als Bday Geschenk von euch
eh alles gute nachträglich D:
06/11/2024 15:17 Omdi#12430
Quote:
Originally Posted by ryuchetval View Post
does anyone know if the game client is built in such a way that you cannot implement server side checks in order to prevent hacking (eg. speed hack, teleporting, going into invalid locations in the map, doing more damage than possible, etc?)

from what I looked in the released sources there doesn't seem to be any logic to check any of these things and I cannot figure out if it's possible to implement it or not
As far as I can remember most of the important networking stuff is communicated via peer-to-peer. There is no validation at all, you would need to fully rework the networking and shift from peer-to-peer to a more central server authorative communcation method. This might also introduce lags & high pings, so a well balanced system is needed.
06/15/2024 12:34 LowLvlGod#12431
Quote:
Originally Posted by ryuchetval View Post
does anyone know if the game client is built in such a way that you cannot implement server side checks in order to prevent hacking (eg. speed hack, teleporting, going into invalid locations in the map, doing more damage than possible, etc?)

from what I looked in the released sources there doesn't seem to be any logic to check any of these things and I cannot figure out if it's possible to implement it or not
Implementing a server authoritative approach with techniques such as client-side prediction, server reconciliation, and snapshot interpolation, which is often used in e-sport games such as cs/apex etc., would require heavy modifications to both client and server netcode. Also, since S4's mechanics aren't 100 % deterministic, certain gameplay aspects would need to be adjusted for a fully server-authoritative approach. While this wouldn't be impossible, it would be such a tremendous task, that I wouldn't consider it to be worth it. At this point, you would likely be better off re-implementing the client in another engine.

As a cost-effective alternative, some f2p games post-validate matches while staying client-authoritative.
Implementation would require to:
  • Record all matches on the server
  • Flag players based on heuristics such as long win streaks, fast wins, high rating etc.
  • Re-run and validate affected matches
  • Flag cheaters and ban

IMHO, in favor of server computation cost and implementation effort, I would rather go with something like this for a game like S4.
07/15/2024 17:52 Crack-wtf#12432
Quote:
Originally Posted by LowLvlGod View Post
Implementing a server authoritative approach with techniques such as client-side prediction, server reconciliation, and snapshot interpolation, which is often used in e-sport games such as cs/apex etc., would require heavy modifications to both client and server netcode. Also, since S4's mechanics aren't 100 % deterministic, certain gameplay aspects would need to be adjusted for a fully server-authoritative approach. While this wouldn't be impossible, it would be such a tremendous task, that I wouldn't consider it to be worth it. At this point, you would likely be better off re-implementing the client in another engine.

As a cost-effective alternative, some f2p games post-validate matches while staying client-authoritative.
Implementation would require to:
  • Record all matches on the server
  • Flag players based on heuristics such as long win streaks, fast wins, high rating etc.
  • Re-run and validate affected matches
  • Flag cheaters and ban

IMHO, in favor of server computation cost and implementation effort, I would rather go with something like this for a game like S4.
One could create a module that works for any game and theoretically needs no server at all.
While its not a 100% solution it certainly is better than nothing.
It requires every client to check every other player for cheating behaviour.
If most clients agree they kick/report players automatically.

This would atleast stop people from using obvious cheats such as speedhack.
If you are in a lobby full of cheaters that "protect" each other you are either way screwed.
But at that point, why not add the possibility to open "cheater" lobbies and kind of "allow" people to cheat?

Legit players could filter out those lobbies and cheaters could challenge other cheaters.
09/19/2024 13:30 Omdi#12433
Wers noch hier???
09/21/2024 19:18 schleicher00#12434
hallo
09/22/2024 04:04 Lumi#12435
Hi, gibt es S4 League eigentlich noch? :) Hätte wieder Bock.