Im studying to be computer-secure-expert-guy and i got lots of guestions
Memory editors are easily blockable, an debuggers too i think, but i still dont get the idea of inject-protection, where did you learned to protect your game for it (just a little bit even)?
EDIT: Why don`t you block people using editors bu the programs icon? that will give people some more work to hack the resources o.O
Punkbuster, hackshield and gameguard are just piece of crap, all they do is load very long and ban innocent players.
I think you have made your protections very clever, you have no "punkbuster" or anything like that, the secure is in-game and not some lowsy "pay 200$/month-secure"
But in my opinion, game-makers should think their protections in other sight of view, for example speedhacks can be protected with mp_trace, so maybe, for example radar-hack could be protected by somway else, clients must get the player-location data from somewhere, so could it be possible to disable the enemy-team-location-datatransfer-thing , so opposing team get absolutely no location data from opposing team, shouldn`t that make impossible to make radar-hacks? i mean instead of making 3 years some wannabe-secure which will get bypassed in 2 days the secures could be though differently, i think the key of protecting games from hackers is in Server ---> client data-transfer and vice versa. Am I even close?
P.S What you think DC, wasn`t that a BIT stupid actually to have speedmod-command (if we dont talk about luas) vecause now players don`t know does someone speedhack or not?
Btw, i googled some forums and they expect that you will make build 1.0.0.5 very soon cuz of minebug, so the most "best hackers" are not making hacks for this build
EDIT: If i have got this right, you actually WANT that some people make hacks, so you can leran from them and make better protections?
o.O why i am such an agent
edited 1×, last 15.04.09 10:58:32 pm