MegaGlest Forum
MegaGlest => MegaGlest => Topic started by: mictes on 21 March 2010, 10:58:41
-
I just saw it is possible to easily cheat in multiplayer:
If player1 has for example an Archmage with the standart attack power coming up with glest,
but player2 is such clever that he increased it in his xml's, both are still able to play together over the network.
The effect is that player1 ist heavily disadvantaged!
-
This should not be possible with version 3.3.1! The game would not start!
It checks both sides for the same data .
Did you test this, or do you just think it will happen? If this would be possible the game will quickly get out of sync and crash, because server and client play different games.
( please try to be a little bit more specific in your topic titles, I changed it to something useful now )
-
I experienced it by happenstance, it was 3.3.1, I didn't use the installer.
We had definitely different xml's!
-
This is possible if you have the glest.ini setting:
NetworkConsistencyChecks=false
Is that what you had? (the installer would have set it to true)
-
None of booth:
NetworkConsistencyChecks=1
-
I have tried this too and I have NetworkConsistencyChecks=1 in my glest.ini .
I get a proper error saying "Checksum error, you don't have the same data as the server"
Tested in linux32bit I rised the archmages attack-strenght on the client:
<attack-strenght value="480"/>
Can you please double verify again that NetworkConsistencyChecks=1 is set on the client and that you are both using megaglest 3.3.1 .