Oh lord what have I done D:
I actually wouldnt want a sound, just the flashing pl0x.
theTrav wrote:I figured as much, no worries, just know the offer is there
loftar wrote:The most obvious point of cheating would be, as I said, removing the light mask.
theTrav wrote:The other related big one you'd want to decide on is the resolution. If the client code becomes public, first thing I'd be likely to do is give it a flowing layout to support multiple resolutions, so you'd probably want to lock down the available tiles to what the user can actually see (unless you wanted to open that up a bit too)
loftar wrote:I must admit that I have considered making the client open source and everything. I wouldn't mind it with regards to ownership of the code.
* It could be argued that one should be able to see and interact with stuff behind other things. I do like the possibility of hiding behind trees, though.
loftar wrote:It would mean that it would be free game to do such things as removing the light mask for full visibility on even the darkest of nights; or implementing wall hacks*; or implementing auto-grind macros; or maybe something else that I can't think of right now.
But I'll keep considering it. Maybe some middle ground could be struck, like allowing access to a few trusted ones or something. I don't know. At the very least, I'd need to discuss it with Jorb.
* It could be argued that one should be able to see and interact with stuff behind other things. I do like the possibility of hiding behind trees, though.
Trafalgar wrote:On removing the light mask: Yes, that is a downside, but: people can get around that right now anyways with gamma settings and such (and I normally keep my monitor very dark, but set it to what most people consider normal during the H&H night), and someone will eventually figure out how to fake a light level command from the server anyways and someone may write a program like UOAssist that sits between the client and server and filters traffic (and could alter the packets which have light level commands).
Trafalgar wrote:On wall hacks, if you mean walking through walls, which was also a problem in UO for a while:
Rule #1 in MMOs is: Do Not Trust the Client. Anything the client is saying it wants to do MUST BE checked by the server to see if it's actually legal.
Trafalgar wrote:I like hiding behind things, but I don't like losing items (mainly buckets) behind things. I think the best thing might be to give large objects such as buildings and trees a 'shade' radius similar to their current cover, in which someone can hide from view, becoming invisible, using their stealth skill.
loftar wrote:Trafalgar wrote:On wall hacks, if you mean walking through walls, which was also a problem in UO for a while:
Rule #1 in MMOs is: Do Not Trust the Client. Anything the client is saying it wants to do MUST BE checked by the server to see if it's actually legal.
Hehe, why, yes thank you. I may not be the perfect programmer, but I don't consider myself quite that stupid, and the implication of it is almost insulting.As I mentioned above, the client is more or less just a graphical terminal; it doesn't even use bounding box information.