Game Development Community

scripts & server questions

by David Massey · in Torque Game Engine · 08/13/2001 (3:09 pm) · 5 replies

Can the scripts be made so that they can NOT be modified by the clients? ie: Suppose you do NOT want anyone to be able to make mods for your game, is it still safe to use the scripting features?

Also, can the networking features be seperated so that you have one app that is a client/server (or just a server) and another that is only a client?

#1
08/13/2001 (3:31 pm)
You could store CRCs of the scripts (search the net for CRC code) on the server and make the client report the script files' checksums. If someone modded the scripts, he won't be able to connect to the server.
#2
08/13/2001 (5:52 pm)
If you don't want it moddable you can probably build everything directly into the engine code for ultimate security. Just it will take a while. Another possibility is encrypting the scripts and programming the engine to decrypt them before running them.

Owen
#3
08/13/2001 (6:05 pm)
Or I think you can just distribute .dso files instead....

They might be able to decompiled, but that would take alot of effort.
#4
08/13/2001 (9:42 pm)
On the networking side... Most of the sim objects always run in client/server mode, even when running a single player game. If you absolutely didn't want clients to run servers you could disable part of the net server connection code, or conditionally compile it out, for the clients.
#5
08/14/2001 (4:22 pm)
Allrighty then.. thanks for the info... I'll look into some of those options...