[CF-Devel] sounds system
Andreas Vogl
andi.vogl at gmx.net
Thu Jul 19 03:49:52 CDT 2001
Mark W. wrote:
>
> Trustworthyness is a tricky issue. There is some level of exposure
>
> of data that the client maybe should not really know, but letting the
>
> client know it doesn't expose much risk. [...]
>
>
As I said in another message, player map location IMO starts to
>
open up things much more to make clients that cheat and make play
>
much easier.
>
>
The trivial 'cheating' client would just dump out all the sound
>
sources when the player enters the map, ie something like:
>
>
torch.wav (5,10)
>
torch.wav (15,12)
>
waterfall.wav (20,3)
>
[...]
I agree that we shouldn't give away critical information to the client.
But I think it really doesn't make sense to bother about minor stuff
like map size, player- or soundsource locations.
Don't forget that all the map data for crossfire is available to anyone.
If I want to make a cheat client, I can integrate the whole CF map-bundle
in my client.
Then, I can easily create features like these:
- Whenever a player approaches a gate with magic_ear, the password gets
printed automatically.
- When a player approaches a locked gate, the exact coordinates of the
appropriate key get printed.
- When a player is fighting a monster, the monster's resistances get
listend.
etc etc...
So, considering this is possible and noone has cared about it yet - I think
map size, player- or soundsource locations are minor.
Andreas V.
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