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old Re: Gunfire Development 10.03.17 - new thread

Skeptic
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I used wireshark to discover some packets and I also used "cs2d-bot" sources they helped me a lot. But there still a lot of undiscovered packets for me and game can't run without them. I can discover them, but I don't have so much time. So if I will continue to work on project - I'll let you all know.

old Re: Gunfire Development 10.03.17 - new thread

Z3ro c00l
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The reason for projects like this to fail, is because the packet structure of cs2d is so damn hard.
Another project that struggeled with the packets was the open source custom cs2d server: https://github.com/FloooD/custom_cs2dsrv
They also had problems discovering what all the packets mean.
It would be helpful for the community if DC would be open about the packet structure, and share it with the community.
Great helpful tools could be developed, like you see in other open source games.
All of the data is verified on the server anyway, so hackers couldn't make use of this information.
I would therefor really like to see some more openness from the side of DC.

old Re: Gunfire Development 10.03.17 - new thread

Chingy
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user Geez has written
Reason why @user DC: doesn't want to share the source code of CS2D is easy: open source = easy to hack = even more brazilian and turk hackers/cheaters

This makes somehow no sense because they are already too many. So if cs2d sucks and game will be open source the game will suck even harder.

old Re: Gunfire Development 10.03.17 - new thread

DC
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I even added (simple) protections to exclude third party clients from joining original game servers. You could easily develop cheat clients with the knowledge of the packet structure and this would allow even more fine-tuned hacks. You could probably also develop clients that spam servers and make them crash.

Cheats and hacks and server crashers are already there but telling others the packet structure and the ways things are done would push everything to a completely new -and of course much worse- level. You really don't want to experience this!

I don't get why you guys don't simply write your own net protocol and continue developing the game without compatibility to the original CS2D servers (and if you do it right you can still try to add a CS2D compatible mode later).
The idea to make it compatible with CS2D is very questionable anyway.
The huge point is that people who play on Android would stand absolutely no chance when playing against PC players who actually have a real keyboard and a real mouse. Seriously, controlling a game like CS2D on Android can only be a huge pain in the ass and you can never be as fast and precise as a player who is using real physical input devices. I bet that I would easily beat everyone who plays this on Android (and I really don't play much CS2D).
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