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Article #385

Re: Diablo: How they COULD have stopped cheaters -- HACK THIS

#385
From: wk... Will Kim
Date: Tue, 04 Feb 1997 00:00
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In article <01bc107c$5f57a5e0$0300a8c0@lichbane>, "Michael Traun" <mtr...@pcug.org.au> Said Something About:
>> much better (and simpler idea)... when logging in, have the server
>> check the s/w to see if it's been tampered with. 
>> 
>> For example.. as my character develops, an algorithym creates an
>> encripted checksum.  When I log in, the same algorithym on the host
>>looks at my stats, etc and generates a checksum.
>>
>>If the checksums don't match.. then I'm not allowed to log in (or only
>>log into special 'cheaters' arena).
>>
>
>Nice idea, but how will this work on an IPX network?  There is no defined
>host, and the game exists only as long as someone is in there running it.
>
>I've never played on battle.net and from the sounds of the "cheater based
>posts", I'm glad I never have.  My games consist of playing with people I
>can trust and know won't cheat.

If you're on an IPX network, odds are, you'll know the person, correct? 
(Afterall, IPX is a LAN protocol, and how large could the LAN be?) Then if you 
figure out they're cheating (not that hard to find out), just go over there 
and give them some pummels to the head or something. :) 

--
Will Kim                                 MediaLight Inc.
wk...@medialight.com                      20 Queen St W, Suite 208
416.598.3200 / 1.888.999.ADSL x222       Toronto, ON  M5H 3R3  Canada
Designers Of The 1st ADSL PC Card        http://www.medialight.com

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From: wk...@NO_SPAMMERS.MediaLight.Com (Will Kim)
Subject: Re: Diablo: How they COULD have stopped cheaters -- HACK THIS
Date: 1997/02/04
Message-ID: <5d7pj6$oan$2@goblin.uunet.ca>
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