Or giant dicks
Or giant dicks
Heh
Dicks
Not much you can do; although if you're really desperate, you can serve combined, pre-compiled .luac byte-code and have the client stream it directly into the VM with some extra effort.
Strip away Lua's lexer and normal lua files can't be executed at all (assuming that you link the library statically to prevent anyone from replacing the dll with a vanilla one).
My problem with that is that we use interchangeable Lua binaries. You can swap them at your discretion, and compiled code across different binaries varies. I also remember reading somewhere that the bytecode varies across systems as well.
Edited:
Clever idea, though.
And then someone will just inject a DLL that allows them to push their own pre-compiled Lua to the VM.
That, too. There's just too many ways to run your own stuff: using a Valve Server Plugin and sigscanning for the functions, injection, writing your own Lua module which grabs signatures at DllMain and does whatever it wants through hooking, the list goes on and on.
That's expected. I never said it'd stop someone who's determined enough, it'll just make it that much more difficult.
Someone from WAYWO would make a public exploit if the ways to sort-of-solve the problem were discussed here, methinks.
You need people playing your game to have people cheating at it. I'd worry about that first.
I think it's more a matter of practice at this point.
I see you are using XNA. How do you generate that random terrain? I have been tinkering around with that problem with no results.
Use a 2D array, use perlin noise on it, if the value is higher than a certain treshold value set it to 1, else set it to 0?
He read the guidelines for submitting pictures to Kongregate Collab, not the real rules.
Also either I'm banned or the website is crashing a lot, because I keep getting error messages and the game is unpublished and it won't let me publish it.
Why not give the server owner the 'final authority'. Clients should be "dumb" in that they receive data from the server, but do not manipulate it, and send commands to the server (which it can choose to ignore, so if they use a script with a command the server doesn't understand it can either kick them or just ignore them, or log them and then find them a week later and burn their house down.)
I'm messing around with Unity, trying to make a tower-defense like game. I want multiple creeps, so I wrote a timer function to use in spawning them. Since it uses threading, who knows what might happen. But it's crashing in unity's code, not mine. Is there anything obviously wrong with this?
public void Timer(int miliseconds, TimerCallback del,int times=1) { new Thread(() => { for (int i = 0; i < times; i++) { Thread.Sleep(miliseconds); del(); } }).Start(); }Also, crash:And a picture, because why not.Code:UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(Object) (at C:\BuildAgent\work\842f9557127e852\Runtime\ExportGenerated\Editor\UnityEngineObject.cs:56) CreepSpawner:<Start>m__0() (at Assets\CreepScripts\CreepSpawner.cs:19) <Timer>c__AnonStorey0:<>m__1() (at Assets\CreepScripts\CreepSpawner.cs:27)
Yeah, I need actual textures. I know.
Out of curiosity, what's wrong with a float set to the interval that is decremented every "Update()" by Time.deltaTime till it hits zero, firing a delegate off?
You could make it a prefab, attached to a gameObject. And use GameObject.Instanciate() to create it and GetComponent to set it up.
(This is how I've been doing it, obviously everyone designs things differently)
Nothing, I just didn't think of that. I'll try that, thanks.
Yup, works almost perfectly. There seem to be odd lags and unevenness in the timing though...
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- oops, wrong WAYWO. -
The site's down for me, so probably the latter.
Because Lua is ran on the client, not magically from the server then somehow also magically sent to the client.
Does it work any better using FixedUpdate()?
I've never used fixedupdate so you may have to look into it a bit :o
(I just stumbled across it while looking up timing for unity)
I'm guessing everything I;ve used the timer for hasn't needed to be so critical, I've never noticed the unevenness before!
Yeah, a few days ago I was basically the same, but I guess that my pissing around must have been a bit more successful
I played around with a couple of things, but knowing jack shit about perlin noise I decided to check out the standard random function in C# and build it in somehow.
The first thing was to just spatter the tiles around any-old-how, as shown in this;
How it works is that there are several 'passes' of the generator (i.e. things like mapGenLand, mapGenWater), which all have a certain chance of spawning their respective tiles. Here for example, it's more common for grass to spawn than water. A thing about this is that you can layer the terrain, so I generate the water first and then put the ground on top of it.
As you can see, it's not particularly "island-y", so I decided to play around with restricting where the tiles will spawn, and made it so that a water border would always spawn around the land. (Side note: every square is actually a chunk, which is a 4*4 collection of smaller tiles). I then made it find out what tiles were around each tile, and fill in any that had enough land around it (but for some reason it didn't do it every time, which made for some nice lakes here and there).
Eventually I had something along these lines;
There were still a lot of problems with this code, plus it wasn't quite what I wanted, so I had to move some stuff around untill it got *relatively* nice-looking. The last thing I did was to check all the chunks around each and add a dirt/sand border between land and water, like in my post that you quoted.
It's not an exact science, but I think that's just about all you can get away with without learning how to make perlin.
The hell? I'm not a super-king at backend programming, but couldn't they just create a simple API in PHP to grab data rather than connect directly?
The treshold of setting green tiles should become smaller the closer the tile is to the center, this will make it look more natural I think
And less square
This doesn't work for something like aimbots. The only way to fix them would be to use Onlive and even that could be circumvented with AIs that can analyze the video stream. Long story short: You can't do shit.
Arrragh, premake is pissing me off!
Why can't I do this:
Code:project "tsl" files { "*.h", "*.c" } configuration "*SDL" excludes { "console.h", "console.c" } configuration "*Curses" excludes { "sdlui.h", "sdlui.c" }
I'm not attacking it from a security standpoint. This is a basic state sync setup, which just helps client A know that everything on his screen is also shown the same (in terms of memory state, not actual looks) on client B's screen. Security for something like that is to just ban the ip from connecting to the server. Or use VAC
Long story short: It's not a security issue, it's a content assurance issue. (it can be a security issue, but in what I was suggesting it isn't)
Fuck you point sprites, I'm making my own fucking billboard quads with a fucking geometry shader! How do you like THEM apples?!
If I remember correctly, I've enjoyed a text-based adventure on kongregate before.
Edited:
Fucking premake.. look what you made me do?
Code:find *.c *.h | sed -e 's/\(.*\)/"\1",/' | tr -d "\n" | sed -e 's/\(.*\)/\{\1\}/'Now I need to exclude the files manually. Sigh.Code:{"ability.c","actions.c","ai.c",...}
Super Meat World is up again, they appear to have messed with the permissions this time though, I cant INSERT into featured chapters, which I expected to be able to, and I cant run UPDATE
I think they just globally blocked off INSERT AND UPDATE, let me check
Edited:
Atleast they temporarly patched it up
Edited:
Okey, they just removed everything but SELECT and USAGE
Was fun while it lasted![]()
It's still a stupid way to do this. There might be vulnerabilities in mysqld.
What? It looks like I can't specify what files are included per configuration. Bullshit.
Edited:
If they keep this up, permanent damage is inevitable.
I'm fairly sure its current state is just a temporary fix since it breaks half of the level editor
People want to play the christmas levels you know, and making a new backend takes time
(Okey fine, it takes like 3 hours, and they spent 4 fixing permissions)
Edited:
Oh dear fucking god, I just managed to execute
Without any errors, it returned NULL thoughCode:SELECT LOAD_FILE('/etc/apache2/sites-available/default')
The current user doesnt even have FILE grants, what the fuck
Edited:
I'm guessing if you dont have permissions for it it just returns empty
Perfect. Thank you!
And now... time to make it look slightly less grey. Hmm... never messed with textures in 3d before. Or any kind of asset in 3d before for that matter. Fun, fun, fun, fun...
I forgot about this entirely. Neat.
-snip-
Oh man. How did I miss that, that is damn perfect.
shit, i got an email a while back about them needing a psp network ID for them to allow me in :S
Oh man, I forgot I signed up! Thanks for reminding me to look. :buddy:
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Is that SDK for the PS3 or just the mobile sony devices?