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Re: Player Data



Title: RE: Player Data
 
I use Direct X, im currently using 6.0 but im gonna switch to 7.0 soon
 
Matt

not sure but i think lamothe likes M$ c/c++ 7...or borland compilers...he usually provides two versions of the code...neither of which seem to compile on vis studio 6, borland turbo c++ 3 or djgpp...which makes the books even harder to use...which really sucks because i wasted alot of money on them...does anyone here use directx? i have several questions on using dx7...

John Martinez
Management Information Systems
Direct: (619) 404-8566
Fax: (619) 404-6726





-----Original Message-----
From: Slightly Hacktic [mailto:hacktic@Hotmail.com]
Sent: Friday, October 01, 1999 10:33 AM
To: gameprogrammer@gameprogrammer.com
Subject: RE: Player Data


Hey John,

I am just starting to read the 'more + tricks of the game prog gurus' myself
in the collage library. I don't think I can help u with the asm, but maybe
you can help me. With what compiler can is the source compiled? I didn't
find it written anywhere. Can I use my djgpp 2.0, programming real-mode ? (I
think it is all real mode in the book)

-=* Mark *=-

>np...i would like to learn how they did that because it is a very powerful
>prevention method...does anyone know? also i just got three books: all by
>andrew lamothe...black art of 3d game programming, tricks of the game prog
>gurus, and more tricks of the game programming gurus...one thing i am stuck
>with is when andrew gets to the assembly part of the code...i dont have an
>assembler nor do i remember any assembly language...does anyone have this
>book and / or run into this type of problem? i would like to continue with
>the book but this seems to be important...

>
>John
>
>-----Original Message-----
>From: Matthew Kodatsky [mailto:computek@itcanada.com]
>Sent: Wednesday, September 30, 1998 1:22 PM
>To: gameprogrammer@gameprogrammer.com
>Subject: Re: Player Data
>
>

>
>Well, i have some up with some interesting techniques i think ill use that
>should prevent or atleast stall most hackers, such as ASCII codes, and
>encryption etc, should atleast confuse most of them....I do like that idea
>of taking control of the desktop though...thanks for the ideas anyways!

>Matt


>hmm well the game everquest comes to mind...they seemed to have written
>this
>game very well to prevent client side data altering by having massive
>servers that keep all user data at 989 studios...the client seems to only
>keep current zone environment information...another thing that would make
>it
>tough to hack the game was that they took control of the desktop...most
>game
>you can alt-tab or task switch out/in to...everquest doesnt allow this
>which
>would make it real tough to monitor what the game is doing...i guess you
>could leave something running, play the game, then return but that game is
>a
>real pig...i hope my babbling was of some help :)
>i do have some experience with game exploits/cracks/patches etc mostly due
>to the fact that if i like a game really dive into it and eventually when i
>get bored i start trying new things like exploits etc...they have whole
>websites devoted to game exploits...www.sploits.com was one i used to
>frequent and i hear there is one for EQ now too...but they are all over and
>it is interesting to learn the clever tricks people use

>
>John Martinez

>
> -----Original Message-----
>From: Matthew Kodatsky [mailto:computek@itcanada.com]
>Sent: Wednesday, September 30, 1998 10:21 AM
>To: gameprogrammer@gameprogrammer.com
>Subject: Re: Player Data
>
>
>

>
>I understand that you can intercept any message being sent back and forth
>on
>a TCP/IP connection, but what im saying, is my server will only accept
>packets that "appear" to come from the client / game, which is made
>specifically to work with the server....and I will make it as hard as
>possible to be able to fake a real client connection....also will be
>monitoring connections....but would you happen to have any other ideas as
>to
>how to protect hacking in this way?

>Matt


>wrong you can "listen" to what any app is doing on your pc...hence why
>people were able to cheat in UOnline...

>
>John
>

>
>-----Original Message-----
>From: Matthew Kodatsky [ mailto:computek@itcanada.com
><mailto:computek@itcanada.com> ]
>Sent: Tuesday, September 29, 1998 10:36 PM
>To: gameprogrammer@gameprogrammer.com
><mailto:gameprogrammer@gameprogrammer.com>
>Subject: Re: Player Data
>
>

>

>No, There would be no hacking as there would be no way into the server
>besides the game, and it requires special codes in order to "listen" to
>what
>a packet says the game should do...
>
>then we can hack the file and make super characters yay!! hehehe
>
>John Martinez
>
>
>
>-----Original Message-----
>From: Tightest1@aol.com <mailto:Tightest1@aol.com>  [
>mailto:Tightest1@aol.com <mailto:Tightest1@aol.com> ]
>Sent: Wednesday, September 29, 1999 2:58 PM
>To: gameprogrammer@gameprogrammer.com
><mailto:gameprogrammer@gameprogrammer.com>
>Subject: Re: Player Data
>
>
>You could have the players create a specified folder on their hard drives
>and
>have the program open the structure from their comps.  And you would only
>have to store the folder's loc.
>            James W.
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