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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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...which, again, brings me back to the original reason for my bewilderment, namely: WTF are you talking about static OL wars because they're not static but DYNAMIC???
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#2
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I refer to Oleg's personal preference for static and scripted "historical" campaigns -- to the extreme of calling dynamic campaigns "arcade" -- because if he fails to see the fundamental value of dynamic campaigns to his customers, it *might* negatively affect the development of an immersive dynamic Online War available through the publisher for Oleg's next sim: BoB And Beyond.
If we fly in airplanes, we all hope the airplanes' designers like airplanes. ![]() |
#3
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Hey, guys, if you want to debate on-line wars and campaigns, start another thread. This has NOTHING to do with Gryphon's original post.
And yes, I would hope we could get something done in this area to secure the integrity of servers. I had hoped the hackers would leave 4.09 alone, but they seem determined to "improve" Il-2 to death.
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4H_V-man The 2nd Horseman |
#4
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Actually, this HAS something to do with Gryphon's original post.
... since an important part of the online crowd do play online wars and campaigns. And the original proposal of a "hack-free" server could solve the problem only for the dogfights servers, leaving all online coop style (including wars and campaign) online games subject to cheating. So, to solve the problem for every style of online play, the solution can't be reduced to a "hack-free" server, but should be a file check (either by a new CRT, or whatever other method) working also for player hosting (either dogs or coops). Something insuring that the host and the clients are using the same code and the same files. |
#5
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Lexx, V-man,
Rgt, not the thread for that. That said I now see what U mean Lexx - a bit of a misunderstanding here, didn't actually get your meaning until now! Still, let's hope that Oleg now gets the drift as regards dynamic OL campaigns and their implementation - w/out 3rd party help such as the OL wars we're playing nowadays, that is ![]() S! guys. Let's anyway hope for the best as regards continual OL security of the game... be that implemented one way or another. |
#6
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On that we can agree.
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4H_V-man The 2nd Horseman |
#7
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Further thoughts:
IL2 is just one game produced by 1C. 1C produces lots of games, and sells them via huge-volume distributors such as Ubisoft. If distribution costs can be reduced, the producers and distributors can make more profit, which is very important to them. Producers and distributors can make more profit if they can sell these products via download. In order to do that they have to be able to prevent the customer copying the downloaded product, either as originally downloaded, or after the customer has hacked it. For offline games, this is a big problem. For online games, it should be easier to solve; with an active internet connection required for online play, the client files could be programmed to 'phone home' (to the developer site) either periodically, or on demand. In other words, put a sort of trojan in the client executable! This opens up various ways of ensuring client file integrity. If the industry could get this right, downloading could become the norm, they would make a lot more money, and the hackers would be confined to playing offline. ![]() |
#8
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Why are here so many people that have too much money?
Sure, it is easy to delegate the problem and let it be resolved by pay2play. But while that might help it is for quite a few people too expensive. The way it is right now is much more social and i think it is better to find a solution on this base.
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
#9
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Don´t get me wrong, I have nothing to hide in My PC, not even credit records. But most people would not come close to such a game. I think That is the EASY "illegal" way Oleg refered to when adressing the issiu of CRC checks... The hard way and costlly is the program checking various values in important files such as FM and DM dlls witch is the thing they can´t do right now becouse it means rewriting the code. Last edited by Baco; 01-04-2008 at 06:21 PM. Reason: typing errors |
#10
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So how does Valve/Steam work? Whenever you are playing, your computer is talking to the Steam app and quite frequently your files are updated as a result.
I' m thinking that: 1) Your computer sending info on your game files to game developer server with your knowledge = okay 2) Your computer sending anything else to an unknown party without your knowledge = not okay I guess as long as everyone understands the difference, (1) is the way ahead |
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