The reason this is being censored is because it could be used to cheat online. Not something that's appreciated around here. When, and only when, the 'better policing' is set up, it will be freely available.
' Wrote:Discovery Mod source is fairly well available.
The reason this is being censored is because it could be used to cheat online. Not something that's appreciated around here. When, and only when, the 'better policing' is set up, it will be freely available.
MrSNS, good to see you, where have you been?
Do you have a link to the source?
And that's unfair, because with the trainer being made rare by link removal and censorship there is no motivation to improve policing thus making the whole thing low priority which means the better policing that is required to get the trainer widely available won't ever realistically occur.
You're solving the problem in an under handed fashion using the excuse that you'll solve it again in a more legitimate way later on, but if the problem is already solved under handed or not where is the motivation to solve it again?
Security through obfuscation never works in the long term, you'd be much better off to release your own trainer for single player, to remove the market. All you're doing is driving cheat developers under ground and by reducing the availability of the one trainer you know about you're encouraging those with coding skill and a desire to cheat single player to develop their own since they now can't find the one they didn't have to write.
Some PC games tried this by way of internal official cheat menus, and these games invariably lack third party trainers because there was no motivation to write them.
It's like the drug war, you're just making bigger problems for yourself down the road.
Mod source code? The mod is essentially distributed as its source code, in the form of human-readable ini files. Plus a few extra files like models, hitboxes, textures, sound files and effects. Of these only the effects have something like a "source code", the rest are in their default state without any obfuscation. Oh, and infocards. There are freely available tools to extract those.
' Wrote:Mod source code? The mod is essentially distributed as its source code, in the form of human-readable ini files. Plus a few extra files like models, hitboxes, textures, sound files and effects. Of these only the effects have something like a "source code", the rest are in their default state without any obfuscation. Oh, and infocards. There are freely available tools to extract those.
... why do I bother anyway?
I'm not a modder I did not know that, thank you for informing me.
But the question becomes if the mod is distributed in editable format then what good is hiding the trainer? I mean if I can edit the game files couldn't I cheat that way? Or am I missing something else? Again I'm not a modder, so I'm seriously asking Not being rhetorical.
I know the save is stored server side, but if I know how the mod works can't I change something on my end to my advantage? Like say change the price of a commodity maybe or change the damage of a weapon?
It seems to me trying to totally prevent cheating is a fools errand.
Quote:I know the save is stored server side, but if I know how the mod works can't I change something on my end to my advantage? Like say change the price of a commodity maybe or change the damage of a weapon?
I'm not sure about weapons, but the commodity prices are managed server side (see for yourself, go to Battleship York in Leeds and see how much it buys MOX for on its infocard, then try to sell MOX there)
' Wrote:I'm not a modder I did not know that, thank you for informing me.
But the question becomes if the mod is distributed in editable format then what good is hiding the trainer? I mean if I can edit the game files couldn't I cheat that way? Or am I missing something else? Again I'm not a modder, so I'm seriously asking Not being rhetorical.
I know the save is stored server side, but if I know how the mod works can't I change something on my end to my advantage? Like say change the price of a commodity maybe or change the damage of a weapon?
It seems to me trying to totally prevent cheating is a fools errand.
You can't legislate morality:)
Changing the mod files is one common method of cheating, one we are currently defended against to some degree (client files are compared to those on the server). Another common cheating method would be changing certain areas in the memory ... oops, that's what this program is doing and it's quite possible that it will work in multi-player as well.
Again, there is already a measure of defense against that kind of cheating, but Cannon, as a developer behind our anti-cheating solutions needs to see the source code of this program. He's also genuinely interested in this kind of things. That's what the admins here requested, nothing under-handed is going on.