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Because the pre-retail-1.1 game files have different damage amounts than retail-1.1 and beyond (see Hyper fusion issue), it would be awesome if Retro would verify that the game files of a client match the game files of a host, to avoid issues that arise because someone unknowingly has the older files.
This could easily be done by ensuring that the values of Weapon_info[i].strength[j] match each other when connecting. Here's how to get those values:
for(int i = 0; i < MAX_WEAPON_TYPES; i++) {
for (int j = 0; j < NDL; j++) {
con_printf(CON_NORMAL, "Type: %d - Difficulty: %d - Value: %0.3f\n", i, j, f2fl(Weapon_info[i].strength[j]));
}
}
The idea is that a client connecting to a host would send a packet containing all the data to the host, and if the data doesn't match the host's it doesn't allow the client to connect.
The text was updated successfully, but these errors were encountered:
Because the pre-retail-1.1 game files have different damage amounts than retail-1.1 and beyond (see Hyper fusion issue), it would be awesome if Retro would verify that the game files of a client match the game files of a host, to avoid issues that arise because someone unknowingly has the older files.
This could easily be done by ensuring that the values of Weapon_info[i].strength[j] match each other when connecting. Here's how to get those values:
The idea is that a client connecting to a host would send a packet containing all the data to the host, and if the data doesn't match the host's it doesn't allow the client to connect.
The text was updated successfully, but these errors were encountered: