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Author Topic: A little melee aider thingy  (Read 4994 times)
countchocula86
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Re: A little melee aider thingy
« Reply #15 on: February 22, 2007, 08:59:23 pm »

Oooh a Druuge laser site, now that would be interesting, haha!
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Re: A little melee aider thingy
« Reply #16 on: February 22, 2007, 09:20:03 pm »

Speaking of hacks, where's the little green arrow that points out the direction of the planet that I've been asking for? Just kidding, of course. Such a thing would have no place in online melee.
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Re: A little melee aider thingy
« Reply #17 on: February 22, 2007, 09:20:48 pm »

Zeep-Eeep, now you've really hit the spot. Visible Ilwraths and laser-sight, that's usually reserved for the AI to make up for its incompetence. A little coding and you get really big advantages! Plus, no desync since they're just display changes for you only.
But I've come with a new idea. In competitive netplay, a third-party "referee" server could host and run the game, the two players being only clients. This way, the copy of UQM being on the server, no compromising info is send to the players, so your PC doesn't know where the Ilwrath is. However, it would be difficult to implement and it wouldn't prevent laser-sight.
That shows that UQM really isn't made for tournaments.
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Re: A little melee aider thingy
« Reply #18 on: February 22, 2007, 09:23:59 pm »

And Zeep-Eeep, since only you see the cannon shells green, and you see BOTH sides' shells green, the hack is really meant for playing AGAINST Druuge, especially with fast or shielding ships. Mint green is much easier to see and this speeds up your reflexes, giving you a LITTLE advantage.
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Death 999
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Re: A little melee aider thingy
« Reply #19 on: February 22, 2007, 10:09:41 pm »

Geez, just change your monitor settings a bit. Druuge shots are clear as day to me, with a generic version.
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Novus
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Re: A little melee aider thingy
« Reply #20 on: February 23, 2007, 09:32:04 am »

But I've come with a new idea. In competitive netplay, a third-party "referee" server could host and run the game, the two players being only clients.
One way of doing this is to, like early versions of XPilot, run UQM over a display-forwarding mechanism (e.g. X11, VNC or NX). All game code is then on the server, and only video (and, with some additional work, sound) is transferred to the client. Any computer assistance (visual or control) is then much harder to implement, as you have to reconstruct everything from the video stream (image recognition experts only!).

The major problem with this approach is that network performance is going to be absolutely horrible in terms of bandwidth, compared to the current solution. I strongly doubt this will work for anything else than a LAN game, in which case netplay is almost unnecessary. Transmitting object positions instead of fully rendered graphics, on the other hand, gives the cheater most of the information he needs (keeping track of the planet as it goes off-screen isn't too hard, as you know where the camera is pointing from the background starfield). Some sort of compromise may be possible, but I think it sounds unpractical.
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Re: A little melee aider thingy
« Reply #21 on: February 23, 2007, 09:47:11 am »

Got it, Novus. No way of solving this.

Death 999, no, I see the shots very well, but my brain reacts faster to something that comes more in contrast with the background.
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Death 999
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Re: A little melee aider thingy
« Reply #22 on: February 23, 2007, 07:08:25 pm »

One possible solution here would be to roll a custom version with a special verification code, and do so open source; but only allow download so close to the event that no one would have time to reverse-engineer the verification stream and fit it into a hacked version. Like, two minutes before play time.

Obviously, this is somewhat limited in terms of repeatability.
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