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11
Game discussion / I want the cryofall's vs2017 plugin
« Last post by jsrdzhk on November 13, 2018, 02:22:50 am »
Hello!I saw the topic of this game in Noesis GUI's forum and I'm very interested in the UI design of Cryofall.Can you give me the plugin of vs2017?Just for learning from the code,not for commertial use.Thanks a lot. :D
My e-mail address:jsrdzhk@163.com
12
Game discussion / Is hacking/cheating possible in CryoFall?
« Last post by ai_enabled on November 13, 2018, 12:25:40 am »
TL;DR:
No, hacks are NOT possible in CryoFall as it uses authoritative-server model and any client-side changes are irrelevant.


And now, the longer version below:

The issue
Some players have asked us about potential hacking/cheating in CryoFall. Whether it is possible and what our approach is.


The bigger picture
Such concerns are expected nowadays - there are multitude broken online games released in the past few years. If fact, cheating is almost expected in multiplayer / online games nowadays. And even big successful games like Fortnite and PUBG are suffering from cheaters and their developers are even suing the cheaters. Mass-blocking the accounts of players suspected in cheating is something people are already used to.

Naturally, why would anyone expect a new indie project from a small team to be any different? But in reality the above mentioned problem doesn't have to be the case!


The simple reality
We're using authoritative server architecture which means that the server never trusts the client - it simply executes a limited set of allowed input commands and runs its own world simulation.

Normally this approach means that the client will have to wait for any changes to take effect but in our case the latency is concealed by using the client side prediction algorithms (basically client-side simulation for player movement and most of the actions including items management).

The server also doesn't send any information the client which it should not be receiving. For example, your visual scope is limited by server and attempting to hack the client to zoom out the camera more will provide no benefits as the server simply doesn't stream the world objects and characters outside the visual scope of your character on the server side. It means that the "map hack" (or any other hacks for that matter) not impossible.


Benefits of open source
Please also note, that all the game-related code is fully open source and its possible to see how everything is done and understand how it actually works.

It also means that any person could try to locate the places where we might have forgotten to put some necessary checks (which is quite unlikely, but could still be the case). There are dozens of remote procedures (such as "eat food") and we have multiple checks there to ensure that you met all the prerequisites to invoke such an action for the particular item in your current character's state.

As the code is available in open source it means that there will be many eyes reviewing the code and reporting any of the possible exploits - something which could never be possible with a closed source game.


Hacking attempts
Since the game has full support for client side modding it is possible to make any client-side changes. Some "hackers" may be impressed by the "results" they get with their attempts - like increasing their health points, weapon fire rate, inventory capacity or setting the technologies unlock price to zero.

But naturally, such changes could not be propagated to the server as it has its own persistent state inaccessible to players and running independent world simulation with it. There will be a discrepancy with the server and that's it - the server will not agree to the hacker's actions and they will have no actual effect what so ever.

The only one such "hacks" will fool is the hacker himself :)


Is there ANY hacks/exploits that are possible then?
This leaves us with really only one class of exploits which are still technically possible and that is bots and aimbots to assist players with the game. Yes, it's perfectly possible to write a bot that would automate certain action (e.g. gathering items) or assist in performing other actions (aiming).

Yes, these types of mods are possible and we neither could nor want to prevent this. The game is moddable to the maximum extent possible and there is no way of preventing this kind of modding without removing the modding capability altogether. But given real impact of such modifications there isn't much actual harm. Not to mention - all of these mods are available publicly and could be used by anyone. And we are even considering making some of them a part of the base game to remove the last reason to even attempt to do something like that.


Conclusion
The bottom line is, there is really no possibility for cheats in CryoFall due the authoritative server model we are using. Hopefully with this approach - CryoFall could be one of the very few games where there are no cheaters and everyone plays under the same rules! :)

Regards!
13
Modding info / Re: Events? And some other questions
« Last post by ninekorn on November 11, 2018, 04:46:52 pm »
Hi Periculi. Sorry for such a late reply. I just restarted scripting in Void Expanse recently and thought i`d have a look at this for you. Following are the actions.bind functions that I have found in the original scripts of the game:

Code: [Select]
    actions.Bind("OnCalculateInventoryCache", "CalculateInventoryCache");
    actions.Bind("OnCalculateSkillsCache", "CalculateSkillsCache");
    actions.Bind("OnCalculateBuffsCache", "CalculateBuffsCache");
    actions.Bind("OnCalculateShipParameters", "CalculateShipParameters");
    actions.Bind("OnMaximizeShipValues", "MaximizeShipValues");
    actions.Bind("OnUpdateShipParameters", "UpdateShipParams");
    actions.Bind("OnCalculateNpcLeveledCache", "CalculateNpcLeveledCache");
    actions.Bind("OnShipWarps", "OnShipWarpsHandler");
    actions.Bind("OnChatReceive", "OnChatReceive");
    actions.Bind("OnChatCommand", "OnChatCommand");
    actions.Bind("OnCollision", "OnCollisionHandler");
    actions.Bind("OnHit", "OnHitHandler");
    actions.Bind("OnRayHitProjectile", "OnRayHitProjectileHandler");
    actions.Bind("OnProjectileHitShip", "OnProjectileHitShipHandler");
    actions.Bind("OnShipDestroyed", "OnShipDestroyedHandler");
    actions.Bind("OnShipTryToEnterJumpgate", "OnShipTryToEnterJumpgateHandler");
    actions.Bind("OnShipDestroyed", "OnShipDestroyedHandler");
    actions.Bind("OnShipDestroyed", "OnCWaveEmitterDestroyedHandler");
    actions.Bind("OnPlayerEntersGame", "OnPlayerEntersGameHandler");
    actions.Bind("OnPlayerEntersSystem", "OnPlayerEntersSystemHandler");
    actions.Bind("OnStarSystemUpdate", "StarSystemUpdate");
    actions.Bind("OnEnterFrame", "EveryFrame");
    actions.Bind("OnBaseGenerateStock", "GenerateStockHandler");
    actions.Bind("OnInstancedContainerGeneration", "ContainerGenerationFunction");
    actions.Bind("OnDebrisCollided", "OnDebrisCollidedHandler");
    actions.BindToTrigger("onConsumableUsed", "onBallisticAmmoConsumableUsed",
    actions.BindToTrigger("onConsumableUsed", "onRocketAmmoConsumableUsed",
    actions.BindToTrigger("onBulletHit", "OnEMPWpnHit", { projectile_id: "weapon_emp_s1_0" });
    actions.BindToTrigger("onBulletHit", "OnAntihiveHit", {});
    actions.Bind("OnPlayerEntersSystem", "OnPlayerEntersSystemHandler");
    actions.Bind("OnShipAttacked", "OnShipAttackedHandler");
    actions.Bind("OnThankYouMessage", "ThankYouMessageHandler");
    actions.BindToTrigger("onNpcSaved", "NpcSavedHandler");
    actions.BindToTrigger("onNpcKilled", "NpcKilledHandler");
    actions.Bind("OnCargoSold", "CargoSoldHandler");
    actions.Bind("OnHackSuccess", "OnHackSuccessHandler");

But I believe you can also code your custom actions.

I don't have an answer right away for those:
Upgrade elements- i got no idea
Unused item type codes - i think i might have info on that but i gotta search my private messages.
faction-filter- never used it yet.
item durability- i got no clue but i am interested too in that.

And for initiating dialog with Npcs you use the function implemented in patch v2.1.0 here http://forums.atomictorch.com/index.php?topic=1012.0

Code: [Select]
(player scope)
void player.StartDialogue(string player_name, string npc_tag_unique_id);

That can be initiated also from an Npc script.
14
General Discussions / Are spanish people too dumb to read?!
« Last post by Warbot on November 10, 2018, 12:02:18 pm »
Sorry for sounding racist here, I am totally not, it's probably just a group of little kids but who knows...

So there even is a spanish server now, how retarded do you need to be to take your group of 15 or so spanish kids and harass the english server all day in spanish?!

Seriousy, you tell me...
15
Servers / How to configure the local server?
« Last post by RedArrow on November 10, 2018, 07:19:32 am »
How to configure the number of resources, experience and study points on the local server?
16
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« Last post by Lurler on November 09, 2018, 05:22:14 am »
=== CryoFall v0.17.3 (release) ===

Changes:
   - Rebalanced HP for storage crates
   - Expanded map (northern regions)
   - Now it's possible to build land claims with intersecting if you're in the access list of both land claims
   - Updated many in-game descriptions
   - Reduced fire rate for plasma weapons a little bit
   - Added overkill damage limit dealt to player set to 5X of the HP (primarily to prevent situations where your armor or implants are destroyed in a single hit)
   - Proper (exponential) zoom function
   - Option to scroll though the hotbar with the mouse wheel (can be changed in options)
   - Zoom in-out buttons
   - Last zoom level is now stored between sessions
   - Added context menu for the world map
   - (for server operators) Spectator mode /spectator 1 <nickname>
   
Modding:
   - Added IProtoItemWeaponRangedEnergy
   - Scroll wheel processing in scripting
   - Renamed: "Character Energy" -> Stamina, Power (for power pack) -> Energy
   
Fixed:
   - Alt+Click on a hotbar item (with closed window) to use item didn't work
   - Proper item icon scaling for items showcased in Display Case
   - Land claim safe items were destroyed during the land claim upgrade
17
Mods / Re: CNEI
« Last post by Djekke on November 07, 2018, 02:41:51 pm »
New version 0.3.0 (Please pay attention when adding mod line in "ModsConfig.xml")
Compatible with the latest version.

If you found any bugs related to this mod or have any suggestion feel free to create new issues here.
Enjoy.
18
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« Last post by ai_enabled on November 07, 2018, 12:19:29 pm »
=== CryoFall v0.17.2 (experimental/testing branch) ===

Changes:
    - Reduced time it takes to gather plants.
    - Crate containers and doors are accessible to land claim owners by default now.
    - Increased lithium & oil stations building cost.
    - ATP energy implant produces more energy now.
    - Decreased LP for hunting.
    - Now it's possible to mention and block a player via context menu on "joined/left server" service messages.
    - The game will not display "joined/left" chat messages for players you have blocked.
    - Improved character shadows.
    - Characters in creative mode can access all doors and crates now (useful for private servers).
    - Status effects refactored to expose their stats effects for modding.
    - Added stat bar names to tooltips.
    - Destroyed wall will not be spawned if the wall is deconstructed with a crowbar.
    - Destroyed crate dropped items will disappear after 24 hours (it as 5 minutes before the change).
   
Fixes:
   - The required items count in construction tooltip was displayed incorrectly (thanks @Kawasoe).
    - It was possible to enter a base through a diagonal tile if there is no corner wall but it was impossible to leave this way after that (thanks @Sky).           
    - Cannot interact with corpses and vegetation in some rare cases (thanks @Djekke).   
    - Doors have incorrect ranged and melee colliders preventing the explosion propagation to the neighbor walls (thanks @Djekke).   
19
Ideas and suggestions / Re: some 0.17 feedback
« Last post by Lurler on November 07, 2018, 03:48:23 am »
- ATP implant should give 2-3 times what it does now
Done. This will be in the patch today.

- hygroscopic granules should not make watering unnecessary, but instead multiply the duration of watering (did not test, but that's how I understood the patch notes)
Well, they cost resources to craft, so it makes sense from balancing point of view. If you don't want to water your plants you can just use these granules.

- weakened state is a bit unintuitive, getting instantly killed the moment you receive the first bit of radiation, even with full HP... no
This is necessary to prevent abuse of radtowns.

(also seems to make you actually weaker => less mining/chopping speed, which is even worse and totally unrelated)
No, it doesn't :)

...it is for dealing with naked rad town looting, but kind of misses the target, here's some more specific solution:
=> death by any source gives "weakened", which simply increases damage received by 50-100% (your choice on that number)
=> death while irradiated gives "afterglow" (or any awesome word you can come up with :D) it does this:
-> doubles (something around that) radiation damage received and
-> causes radiation to slow you, but most importantly
-> prevents you from looting stuff from rad towns, including loot from players dropped in irradiated areas, including your own loot
with that limitation, the actual damage increase from radiation is not even necessary
(make the description something like: "you're so scared of radiation now, that you do not dare to touch anything that glows in the dark" :D)
also, the "afterglow" debuff duration can be much longer than the "weakened" as it ONLY effects rad towns
=> weakened lasts 5 minutes, and 10 minutes are added if dying again while weakened for 15 minutes max total
=> afterglow lasts 10 or 20 minutes and 20 or 40 minutes are added if dying again while having afterglow and being irradiated for a total of 30 or 60 minutes
That's some creative approach :)
But we plan to use this "weakened" debuff for other purposes later, so it's more generic.
20
Ideas and suggestions / some 0.17 feedback
« Last post by Warbot on November 07, 2018, 01:43:57 am »
- ATP implant should give 2-3 times what it does now

- hygroscopic granules should not make watering unnecessary, but instead multiply the duration of watering (did not test, but that's how I understood the patch notes)

- weakened state is a bit unintuitive, getting instantly killed the moment you receive the first bit of radiation, even with full HP... no
(also seems to make you actually weaker => less mining/chopping speed, which is even worse and totally unrelated)
...it is for dealing with naked rad town looting, but kind of misses the target, here's some more specific solution:
=> death by any source gives "weakened", which simply increases damage received by 50-100% (your choice on that number)
=> death while irradiated gives "afterglow" (or any awesome word you can come up with :D) it does this:
-> doubles (something around that) radiation damage received and
-> causes radiation to slow you, but most importantly
-> prevents you from looting stuff from rad towns, including loot from players dropped in irradiated areas, including your own loot
with that limitation, the actual damage increase from radiation is not even necessary
(make the description something like: "you're so scared of radiation now, that you do not dare to touch anything that glows in the dark" :D)
also, the "afterglow" debuff duration can be much longer than the "weakened" as it ONLY effects rad towns
=> weakened lasts 5 minutes, and 10 minutes are added if dying again while weakened for 15 minutes max total
=> afterglow lasts 10 or 20 minutes and 20 or 40 minutes are added if dying again while having afterglow and being irradiated for a total of 30 or 60 minutes


Some things unrelated to 0.17:
- shouldn't it be possible to make rope from thread?
- shouldn't it be possible to burn thread and fibres like you can burn rope?
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