Results 1 to 10 of 524

Thread: Open Sauce Ideas thread

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #11
    Senior Member Rambo's Avatar
    Join Date
    Jun 2009
    Posts
    135

    Re: Open Sauce Ideas thread

    Did you look into the v1.04 (or possibly v1.06) patch issues that spawned as a direct result of Bungie's attempt to solve a black-hat hacker related issue of malicious code entering and crashing a server?

    If you could compare the code for the network packets from, say, a stock build of Halo CE, and that of the current build (stable 1.08), what would you find? Would you not find that the packets need to be somehow signed or at least verified as not being malevolent in nature (according to the patch requirements of that era) so that the doors and other devices would function?

    Kornman00, you're probably going to kill me for asking this, but may i please be one of the people that tests this issue? My map is extremely heavily based in syncable objecs -- BSPs, doors, lights (light fixtures), even the controls themselves that govern the syncing of these very objects that themselves must sync according to the toggle switches. I would be, not only more than hapy to, but very interested in having a stab at the DLL file so that I can report ANY issues to you that I might find.

    Would you please at least consider me, since I am working on a map that requires the least amount of bipeds for the least amount of lag? I'd be more than appreciative and grateful. Thanks.

    BTW: When you also tested the current runs of the newest DLL, did you remember to remove the line mentioned above in the User Manual quote? if not, perhaps this is why the code isn't responding client-side. Just an afterthought, that's all. And yes, I could test the build and issues locally with no need for a friend online by testing via my LAN over two different computers with the same map and same everything.

    PS: Not to stray from the bug topic at hand, but one of my ideas (if it's possible to implement) would be to allow Open Sauced game servers to host a maximum of 32 players instead of 16 on a T1/LAN connection. This would be pure pWn4g3 on a Machinima server or a MMORPG server.

    Is it possible to implement this with somewhat fair ease, Kornman00?
    Last edited by Rambo; November 5th, 2009 at 07:50 AM.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •