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.