How "secure" is Torque?
by Jarrod Roberson · in Torque Game Engine · 05/10/2002 (11:01 pm) · 1 replies
Cheating in the HL mod community is rampant!
I see that Torque supports encryption of the network streams. But since lots of weapons code is in scripts how does Torque manage to keep people from cheating by changing things on the client?
For my game I want to eliminate "custom" models and skins and force the player to use "offical" resources only.
I have also seen that someone submitted a CRC calcuation resource so I assume that checksumming models and what not is possible also.
How hard is it to "hack" a Torque client?
How "secure" is the scripts that are associated with weapons and player behaviors?
I see that Torque supports encryption of the network streams. But since lots of weapons code is in scripts how does Torque manage to keep people from cheating by changing things on the client?
For my game I want to eliminate "custom" models and skins and force the player to use "offical" resources only.
I have also seen that someone submitted a CRC calcuation resource so I assume that checksumming models and what not is possible also.
How hard is it to "hack" a Torque client?
How "secure" is the scripts that are associated with weapons and player behaviors?
About the author
Torque Owner Harold "LabRat" Brown
As added security you do not have to release the uncompiled scripts you can release only the precompiled .dso files.
And as an added bonus, once the ZIP support is compleatly re-implemented you will be able to distribute your scripts or pre-compiled scripts inside a ZIP file that you could probably add a password to.