[MUD-Dev] Quake II has gone GPL

shren shren at io.com
Thu Feb 28 11:31:18 CET 2002


On Tue, 22 Jan 2002, Travis Nixon wrote:
> From: "Vincent Archer" <archer at frmug.org>
 
>> Those two examples show why "the character is on the server,
>> there's not much players can do" isn't exactly right. There's a
>> lot of cheating that can go in the client.
 
> Yes, but both these examples of client side cheating (trading
> items that weren't meant to be traded and moving faster than was
> intended) were because they violated the prime law of online
> games.
 
> Never trust the client.

> They took shortcuts without considering the consequences of those
> shortcuts.
 
> And thank you for the two fine examples of why "security through
> obscurity" doesn't work.  :)

You did a lot of snipping there.  Part of the text indicates why,
for the sake of constant movement, the server has to let the client
have some say over where he is.  It's not a short cut, it's a
requirement.  Otherwise, in a 3d enviornment, you can only move as
fast as the packet time.

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