Headline correction: How to make the goddam game cheat free
Headline correction II: Idea TO and NOT How to make the goddam game cheat free
Well - excuse my swearing, but it comes from long time irritation and frustration (not that I strongly blame ID) from 1) cheaters and 2) the uncertainity that some was cheating or just good.
1) is obviuos, and...
2) are discussed, because it's postulated that there are few. I say, one is one to much... (well i think it's mostly wallhacks, but that's allso a strong cheat).
So I have been thinking that a good and secure method would be...
Slightly change the client code between each map, so that any external hooks (hacks) that rely on specific entry points and/or memory contents in the client code would render completely invalid.
The should be an arbitrary code-part that the client gets from the server (a few kb or so, that dl fast), at regular intervals - yes, even at every round maybe - but so that the client would not run without this internal update.
You name it, but understand the principle...
The method with Punkbuster - as far as I know - was to secure that the client code was original and unchanged (during game too - i guess). This was a more static method (program) that could be hacked..
Problem with control programs is, that thay are simply hacked themselves...
My suggestion is to constantly change the code so any attemts to interfear is impossible.
It is in essence, simply this kind of dynamics that makes is difficult to inccorporate cheats..
A simple analogy is the difficulty to track an inernet user with a dynamic IP-address.
My suggested method should then be several times stronger...
hows bout that...


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