acrashb Posted February 13, 2006 Share Posted February 13, 2006 Ok, so we have an editor that can create entire new games, let alone tweak existing scenarios to reflect differing ideas of how to get the job done. When we're playing human opponents, how do we know that the scenario hasn't been edited to the advantage of the opposition? Does each side calculate checksums and compare with 'known good' versions? There needs to be something, else we'll never know if we lost due to skill, luck or cheating. Link to comment Share on other sites More sharing options...
Hubert Cater Posted February 13, 2006 Share Posted February 13, 2006 A checksum scheme is now used to verify that the first turn you have received from your opponent (via E-Mail/Network) corresponds to a campaign on your system. If not, then a warning message is popped up. Link to comment Share on other sites More sharing options...
Mr.Dozer Posted February 13, 2006 Share Posted February 13, 2006 does that even work if you just take the basic scenario and justt add 10 tech points for germany and italy. would it show even also with the exact same name used. Link to comment Share on other sites More sharing options...
acrashb Posted February 13, 2006 Author Share Posted February 13, 2006 Brilliant Hubert, thanks for the reply. Mr. Dozer, assuming it's one of the "cryptographically secure" hashes like SHA-2, changing anything will change the "checksum", and forgeries will be inordinately difficult. Link to comment Share on other sites More sharing options...
Mr.Dozer Posted February 14, 2006 Share Posted February 14, 2006 thats good because i want to win and not get cheated a win. Link to comment Share on other sites More sharing options...
TaoJah Posted February 15, 2006 Share Posted February 15, 2006 How would this checksum work ? If someone makes -say- the existing map but with twice as many hexes, twice as many units and twice as many points, what would the checksum test give ? Link to comment Share on other sites More sharing options...
pzgndr Posted February 15, 2006 Share Posted February 15, 2006 Whenever you mod and save a campaign in SC2, it gets a unique identifier that is checked by the game. When you open a new pbem or network game started by someone else, you get a warning message if you do not have a copy of the custom campaign in your SC2 directory. You can bypass the warning and play anyway, or not play until your opponent provides you a copy which you can then inspect for changes. Once the game is in progress, the .sav files maintain configuration control. That's my understanding, but Hubert may have a couple of other nuances in there that I missed. Link to comment Share on other sites More sharing options...
acrashb Posted February 15, 2006 Author Share Posted February 15, 2006 Originally posted by TaoJah: How would this checksum work ? If someone makes -say- the existing map but with twice as many hexes, twice as many units and twice as many points, what would the checksum test give ? It would give a different number, same length, just different. For example: http://en.wikipedia.org/wiki/MD5 Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 15, 2006 Share Posted February 15, 2006 Yeah, the Legend found the PBEM reload problem in about 2-seconds. The SC-1 testers obviously weren't concerned about competitve PBEM play. Yodl found many gamey defects & used to a great advantage. If I was Hubert, I'd have Yodl testing! Link to comment Share on other sites More sharing options...
Recommended Posts