• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:01
CET 23:01
KST 07:01
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !6Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ [BSL21] RO8 Bracket & Prediction Contest BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET [ASL20] Grand Finals
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1306 users

Immortal/Warp gate hack - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 Next All
Snowfield
Profile Blog Joined April 2010
1289 Posts
Last Edited: 2010-09-11 19:53:07
September 11 2010 19:51 GMT
#321
On September 11 2010 08:55 Pewt wrote:
Show nested quote +
On September 10 2010 11:41 Snowfield wrote:
On September 08 2010 23:26 shawabawa wrote:
On September 08 2010 22:53 rewsky wrote:
On September 08 2010 22:28 Stromming wrote:
On September 08 2010 22:03 Teejing wrote:
How can S2 create Hon, a game run on servers and 100% cheat/latency free while


You haven't heard of map hacks?

Also, this will surely be fixed in a matter of days.


You can't use maphacks in HoN because all of the data is server side. The server only sends what information is necessary to the client, thus preventing the hack in the first place.

This isn't feasible for SC2 though. In HoN how many new units can enter the screen at once? like 5?

What happens if you scan a 200/200 zerg army in SC2 with that system in place? Like 10 seconds of lag as all the data gets transferred.

Even stuff like zergling run-by's would cause huge lag.


lol, 200 units are barely some byte, you have no idea what you are talking about.
Yes and no.

If you are transferring the full information of units when they exit the fog (ie only storing the *existence* of units which the player can see) then you need to send a massive amount of information per unit and thus a large army would certainly lag it. If you are only transferring partial data (say, coordinates) you're right that it's relatively small (I'm guessing they use floats for position so say 8 bytes per unit, maybe 12 depending on how they handle height), but then you run into a number of problems:

1) You can still make a hack that is the equivalent of the "Units" tab, which is half the point of maphack anyways. Sure, you can't intercept their Mutalisks at every opportunity (or something similar), but you still are getting a massive amount of information about what they are doing. Even worse, this is much harder to notice in a replay, so you can think of the "better" but more obvious hacks as a means to catch cheaters, if you will.

2) This yields a lot of problems about how to calculate damage with splash. For example, let's say it's TvT and we have a setup that looks like this (m=marauder, |=cliff, v=viking, s=tank, -=ground):

mm|--------vs

The player with the tank and viking will see this:

-m|--------vs

Their tank shoots, and on their computer it damages one marauder (the other marauder's coordinates are unknown!) but on the other computer both marauders are damaged. As a result you basically have to run the entire game server-side (for this and similar issues), by which point you are once again transmitting massive amounts of data to handle large armies.

There's probably more stuff that isn't coming to mind as well.


Do You know ANYTHING about game programming or programming in general, or networking for that matter? you just theorize with your imaginary numbers.

This makes you look both extremely ignorant, and just voids all your future arguments.

I'm not even going to try to explain how it really works because you wouldn't be able to comprehend it.
Pewt
Profile Joined June 2010
Canada201 Posts
September 11 2010 21:33 GMT
#322
On September 12 2010 04:51 Snowfield wrote:
Show nested quote +
On September 11 2010 08:55 Pewt wrote:
On September 10 2010 11:41 Snowfield wrote:
On September 08 2010 23:26 shawabawa wrote:
On September 08 2010 22:53 rewsky wrote:
On September 08 2010 22:28 Stromming wrote:
On September 08 2010 22:03 Teejing wrote:
How can S2 create Hon, a game run on servers and 100% cheat/latency free while


You haven't heard of map hacks?

Also, this will surely be fixed in a matter of days.


You can't use maphacks in HoN because all of the data is server side. The server only sends what information is necessary to the client, thus preventing the hack in the first place.

This isn't feasible for SC2 though. In HoN how many new units can enter the screen at once? like 5?

What happens if you scan a 200/200 zerg army in SC2 with that system in place? Like 10 seconds of lag as all the data gets transferred.

Even stuff like zergling run-by's would cause huge lag.


lol, 200 units are barely some byte, you have no idea what you are talking about.
Yes and no.

If you are transferring the full information of units when they exit the fog (ie only storing the *existence* of units which the player can see) then you need to send a massive amount of information per unit and thus a large army would certainly lag it. If you are only transferring partial data (say, coordinates) you're right that it's relatively small (I'm guessing they use floats for position so say 8 bytes per unit, maybe 12 depending on how they handle height), but then you run into a number of problems:

1) You can still make a hack that is the equivalent of the "Units" tab, which is half the point of maphack anyways. Sure, you can't intercept their Mutalisks at every opportunity (or something similar), but you still are getting a massive amount of information about what they are doing. Even worse, this is much harder to notice in a replay, so you can think of the "better" but more obvious hacks as a means to catch cheaters, if you will.

2) This yields a lot of problems about how to calculate damage with splash. For example, let's say it's TvT and we have a setup that looks like this (m=marauder, |=cliff, v=viking, s=tank, -=ground):

mm|--------vs

The player with the tank and viking will see this:

-m|--------vs

Their tank shoots, and on their computer it damages one marauder (the other marauder's coordinates are unknown!) but on the other computer both marauders are damaged. As a result you basically have to run the entire game server-side (for this and similar issues), by which point you are once again transmitting massive amounts of data to handle large armies.

There's probably more stuff that isn't coming to mind as well.


Do You know ANYTHING about game programming or programming in general, or networking for that matter? you just theorize with your imaginary numbers.

This makes you look both extremely ignorant, and just voids all your future arguments.

I'm not even going to try to explain how it really works because you wouldn't be able to comprehend it.
Thanks for your constructive reply; you've certainly enlightened me on the flaws with my argument with your irrefutable logic.
ReighT
Profile Joined July 2010
46 Posts
September 11 2010 23:52 GMT
#323
On September 10 2010 07:43 Malminos wrote:
As an italian-american, i am very displeased with this "Wap gate" hack. Let's hope it gets fixed asap!

I suppose as an asian american, I'm even more displeased with this hack? How does race play into this?

And do those immortals really act like them? Because as someone said earlier, their shields seemed to not have that hardened sheild ability to them.
opticalza
Profile Joined May 2010
New Zealand188 Posts
September 12 2010 00:04 GMT
#324
Yes they do have their hardened shields.
JinRho
Profile Joined June 2010
United States38 Posts
September 12 2010 00:06 GMT
#325
Cool you can actually see the blue dragoon blood when the immortals die.
http://i53.tinypic.com/2n09f2r.jpg
Never noticed that XD
Snowfield
Profile Blog Joined April 2010
1289 Posts
September 12 2010 00:06 GMT
#326
On September 12 2010 06:33 Pewt wrote:
Show nested quote +
On September 12 2010 04:51 Snowfield wrote:
On September 11 2010 08:55 Pewt wrote:
On September 10 2010 11:41 Snowfield wrote:
On September 08 2010 23:26 shawabawa wrote:
On September 08 2010 22:53 rewsky wrote:
On September 08 2010 22:28 Stromming wrote:
On September 08 2010 22:03 Teejing wrote:
How can S2 create Hon, a game run on servers and 100% cheat/latency free while


You haven't heard of map hacks?

Also, this will surely be fixed in a matter of days.


You can't use maphacks in HoN because all of the data is server side. The server only sends what information is necessary to the client, thus preventing the hack in the first place.

This isn't feasible for SC2 though. In HoN how many new units can enter the screen at once? like 5?

What happens if you scan a 200/200 zerg army in SC2 with that system in place? Like 10 seconds of lag as all the data gets transferred.

Even stuff like zergling run-by's would cause huge lag.


lol, 200 units are barely some byte, you have no idea what you are talking about.
Yes and no.

If you are transferring the full information of units when they exit the fog (ie only storing the *existence* of units which the player can see) then you need to send a massive amount of information per unit and thus a large army would certainly lag it. If you are only transferring partial data (say, coordinates) you're right that it's relatively small (I'm guessing they use floats for position so say 8 bytes per unit, maybe 12 depending on how they handle height), but then you run into a number of problems:

1) You can still make a hack that is the equivalent of the "Units" tab, which is half the point of maphack anyways. Sure, you can't intercept their Mutalisks at every opportunity (or something similar), but you still are getting a massive amount of information about what they are doing. Even worse, this is much harder to notice in a replay, so you can think of the "better" but more obvious hacks as a means to catch cheaters, if you will.

2) This yields a lot of problems about how to calculate damage with splash. For example, let's say it's TvT and we have a setup that looks like this (m=marauder, |=cliff, v=viking, s=tank, -=ground):

mm|--------vs

The player with the tank and viking will see this:

-m|--------vs

Their tank shoots, and on their computer it damages one marauder (the other marauder's coordinates are unknown!) but on the other computer both marauders are damaged. As a result you basically have to run the entire game server-side (for this and similar issues), by which point you are once again transmitting massive amounts of data to handle large armies.

There's probably more stuff that isn't coming to mind as well.


Do You know ANYTHING about game programming or programming in general, or networking for that matter? you just theorize with your imaginary numbers.

This makes you look both extremely ignorant, and just voids all your future arguments.

I'm not even going to try to explain how it really works because you wouldn't be able to comprehend it.
Thanks for your constructive reply; you've certainly enlightened me on the flaws with my argument with your irrefutable logic.


Np man, next time you want to spew out random information you made up, go to battle.net.
cocosoft
Profile Joined May 2010
Sweden1068 Posts
Last Edited: 2010-09-12 00:38:00
September 12 2010 00:35 GMT
#327
On September 12 2010 09:06 Snowfield wrote:
Show nested quote +
On September 12 2010 06:33 Pewt wrote:
On September 12 2010 04:51 Snowfield wrote:
On September 11 2010 08:55 Pewt wrote:
On September 10 2010 11:41 Snowfield wrote:
On September 08 2010 23:26 shawabawa wrote:
On September 08 2010 22:53 rewsky wrote:
On September 08 2010 22:28 Stromming wrote:
On September 08 2010 22:03 Teejing wrote:
How can S2 create Hon, a game run on servers and 100% cheat/latency free while


You haven't heard of map hacks?

Also, this will surely be fixed in a matter of days.


You can't use maphacks in HoN because all of the data is server side. The server only sends what information is necessary to the client, thus preventing the hack in the first place.

This isn't feasible for SC2 though. In HoN how many new units can enter the screen at once? like 5?

What happens if you scan a 200/200 zerg army in SC2 with that system in place? Like 10 seconds of lag as all the data gets transferred.

Even stuff like zergling run-by's would cause huge lag.


lol, 200 units are barely some byte, you have no idea what you are talking about.
Yes and no.

If you are transferring the full information of units when they exit the fog (ie only storing the *existence* of units which the player can see) then you need to send a massive amount of information per unit and thus a large army would certainly lag it. If you are only transferring partial data (say, coordinates) you're right that it's relatively small (I'm guessing they use floats for position so say 8 bytes per unit, maybe 12 depending on how they handle height), but then you run into a number of problems:

1) You can still make a hack that is the equivalent of the "Units" tab, which is half the point of maphack anyways. Sure, you can't intercept their Mutalisks at every opportunity (or something similar), but you still are getting a massive amount of information about what they are doing. Even worse, this is much harder to notice in a replay, so you can think of the "better" but more obvious hacks as a means to catch cheaters, if you will.

2) This yields a lot of problems about how to calculate damage with splash. For example, let's say it's TvT and we have a setup that looks like this (m=marauder, |=cliff, v=viking, s=tank, -=ground):

mm|--------vs

The player with the tank and viking will see this:

-m|--------vs

Their tank shoots, and on their computer it damages one marauder (the other marauder's coordinates are unknown!) but on the other computer both marauders are damaged. As a result you basically have to run the entire game server-side (for this and similar issues), by which point you are once again transmitting massive amounts of data to handle large armies.

There's probably more stuff that isn't coming to mind as well.


Do You know ANYTHING about game programming or programming in general, or networking for that matter? you just theorize with your imaginary numbers.

This makes you look both extremely ignorant, and just voids all your future arguments.

I'm not even going to try to explain how it really works because you wouldn't be able to comprehend it.
Thanks for your constructive reply; you've certainly enlightened me on the flaws with my argument with your irrefutable logic.


Np man, next time you want to spew out random information you made up, go to battle.net.

I'm a programmer.

Pewt's second point is completely retarded.
I'm 99% sure that HoN and other server-sided RTS engines (uhm... if any?) is going to start sending out data about units once they are NEAR the end of fog of war, to try to limit the lag as much as possible.

Also the point is completely flawed because of the point of that if the units positions is stored.. .then the server logic would probably take handle of the units health too, even if you pointed out it wouldn't.

Hmm.. but to defend Pewt. Your (Snowfield) post is completely retarded too. The way HoN works is by dedicated servers. Battle.net does not really use that. And it would cost a ridiculous amount of money to support the 1000000 daily users on bnet servers.
¯\_(ツ)_/¯
Pewt
Profile Joined June 2010
Canada201 Posts
September 12 2010 01:45 GMT
#328
On September 12 2010 09:35 cocosoft wrote:I'm 99% sure that HoN and other server-sided RTS engines (uhm... if any?) is going to start sending out data about units once they are NEAR the end of fog of war, to try to limit the lag as much as possible.
You're absolutely right and I'm not sure why this didn't occur to me at the time; I guess I was taking the other poster's interpretations too literally. And yes, it would try to smooth out the lag, naturally, but that doesn't mean it wouldn't be transferring a ton of data in a relatively short time, and keeping any fog of war information stored keeps some sort of maphack available. I'm not saying that this lag would be the be-all and end-all of everything, but people with iffy connections can have issues even as it stands.

(You also have an issue with units like Sensor Towers, who would need special case coding (send that there is a unit there but not what it was) which might be inconvenient due to the editor's design specifically attempting to avoid special cases everywhere)

On September 12 2010 09:35 cocosoft wrote:Also the point is completely flawed because of the point of that if the units positions is stored.. .then the server logic would probably take handle of the units health too, even if you pointed out it wouldn't.
I didn't say that it would be impossible to circumvent this problem; I specifically said that it would simply require more server involvement in running the game, and as a result require the game to transfer a lot more information than just unit positions when units came in/out of "existence" relative to a player.
juw
Profile Joined August 2010
76 Posts
Last Edited: 2010-09-12 02:12:01
September 12 2010 02:08 GMT
#329
Pewt, please stop pretending you understand the slightest thing about

a) How unit objects are stored in memory and transferred across the network
b) How this scales up with more units, more players, more games

Programmers are not stupid, a lot of work goes into optimising these things possibly using techniques like hashing, indexing, message compression, rollbacks, server / client side prediction, etc.

Blizzard is just too lazy because it is much easier to reuse the warcraft 3 code base.
MythicalMage
Profile Joined May 2010
1360 Posts
September 12 2010 04:11 GMT
#330
On September 12 2010 11:08 juw wrote:
Pewt, please stop pretending you understand the slightest thing about

a) How unit objects are stored in memory and transferred across the network
b) How this scales up with more units, more players, more games

Programmers are not stupid, a lot of work goes into optimising these things possibly using techniques like hashing, indexing, message compression, rollbacks, server / client side prediction, etc.

Blizzard is just too lazy because it is much easier to reuse the warcraft 3 code base.

That's not being lazy. That's being efficient. If I had a large code base from an older game, I'd sure as hell reuse it in my new game. If they DIDN'T use it, they're wasting resources and delaying a game 12 years in the making.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 14 2010 10:13 GMT
#331
Some one used this in a game I played recently. Is this bannable? What should I do if I encounter some one who uses this?
get rich or die mining
TL+ Member
shawabawa
Profile Joined May 2010
United Kingdom417 Posts
September 14 2010 10:35 GMT
#332
On September 14 2010 19:13 Alejandrisha wrote:
Some one used this in a game I played recently. Is this bannable? What should I do if I encounter some one who uses this?

Yes it's bannable. After the game click on their name and press "Report Player". If you're really concerned you can email hacks@blizzard.com
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 14 2010 11:10 GMT
#333
On September 14 2010 19:35 shawabawa wrote:
Show nested quote +
On September 14 2010 19:13 Alejandrisha wrote:
Some one used this in a game I played recently. Is this bannable? What should I do if I encounter some one who uses this?

Yes it's bannable. After the game click on their name and press "Report Player". If you're really concerned you can email hacks@blizzard.com


Done. Thanks! xD
get rich or die mining
TL+ Member
Klumaster
Profile Joined May 2010
United Kingdom36 Posts
September 14 2010 11:52 GMT
#334
On September 12 2010 11:08 juw wrote:
Pewt, please stop pretending you understand the slightest thing about

a) How unit objects are stored in memory and transferred across the network
b) How this scales up with more units, more players, more games

Programmers are not stupid, a lot of work goes into optimising these things possibly using techniques like hashing, indexing, message compression, rollbacks, server / client side prediction, etc.

Blizzard is just too lazy because it is much easier to reuse the warcraft 3 code base.


Juw, please stop hammering some guy's technical theorycrafting based on nothing but "programmers are clever, Blizzard is lazy".

What he said pretty much holds together. If both players didn't have info on where all units are in advance, yes you'd need to pull their stats when you did a scan. Yes, that would be a pretty small amount of data, however you also want it in a very short time so relatively speaking it's quite big.

How would it scale with more units/players/games? Linearly. How else? Any cost you've got server-side for doing something for one game is going to cost roughly twice as much for two. In terms of simulation maybe you'd get some economies of scale if you ran all (X Process) for all objects all games simultaneously, but your networking stuff can't really benefit from that.

Data compression? Only goes so far. In the end you want to losslessly compress a pile of stuff in a format that will decompress fast (and probably only lose partial data if a packet goes missing).

Client-side prediction and rollbacks, client-side prediction? In an RTS? Really? Maybe I'm about to have a pile of examples dropped on my head of games that have used it beautifully, but what I'm picturing is fleets of units all suddenly snapping to some new course due to a rolled-back order, just after you dropped a storm.

But yeah, you're right, hashing and indexing everything will make everything work just swell.
The thief, Black Leaf, did not find the poison trap, and I declare her dead.
CounteR
Profile Joined August 2010
New Zealand103 Posts
September 14 2010 12:03 GMT
#335
That was so awsome .. Hopefully he doesnt end up warping in Motherships :D
GG GL HF
Msqrd
Profile Joined July 2010
Canada55 Posts
September 14 2010 12:34 GMT
#336
Based on the way replays work (a replay is quite a small file, and to get to the end of it you have to play from the beginning, you are never allowed to fast forward past your "play" point) I'd guess that both replays and Battle.net work the same way: they are using the commands issued by the players and executing the rules of the game locally.

The game is a kind of simulation. It starts at a known point and uses known rules (no randomness) to figure out what happens next. The inputs to the simulation are the player actions -- move camera, select units, click here, build a unit, etc.

I expect Battle.net is transmitting these actions synchronously to all the players and spectators. Every local simulation of the game state is in lock-step with every other (maybe there's some lag resolution smarts, but if someone lags you have to wait for them to catch up before the server lets you continue).

In this way, every player's computer knows where everything is on the map at all times. Units emerging from a fog of war don't take extra network bandwidth -- all that was transmitted was the player's click to move them out of the fog. This is why the Warden needs to be present on player's machines -- all of the game data is in memory, so if you can hack it, you can see everything on the map.

Here's a replay of Morrow vs TLO in the Cologne IEM quarter finals. Top-tier players going at 200 APM, and it's a 13 minute game. The replay is only 76 KB. Let's assume replays are compressed at 4:1. That works out to 400 bytes per second for two players. In today's internet that's absolutely tiny bandwidth.

So my totally unsubstantiated theory is that the clients transmit their gamer's actions, all clients have a full picture of what's going on, and the hack here is that one of the clients decided it was okay to build Immortals from a warpgate. The other client didn't verify that this action was "in the rules" which is why its simulation (and everyone's replayed sim) includes the Immortals warping in.

Blizz doesn't run a full server-side simulation of the game, they verify all clients respect the rules with Warden. They might add stuff to clients to check some of these basic rules over time, so someone hacking causes an automatic detection, but they might also just stick with Warden to catch known hacks and player reporting to find hackers.
noVa972
Profile Joined August 2010
Germany64 Posts
Last Edited: 2010-09-14 13:27:46
September 14 2010 13:25 GMT
#337
Try to open this with SC2gears and follow his actions to know how he could do it and post it plz. I'm at work ..
Michaelj
Profile Joined February 2008
United States186 Posts
Last Edited: 2010-09-14 14:48:34
September 14 2010 14:48 GMT
#338
On September 10 2010 07:43 Malminos wrote:
As an italian-american, i am very displeased with this "Wap gate" hack. Let's hope it gets fixed asap!


On September 12 2010 08:52 ReighT wrote:
I suppose as an asian american, I'm even more displeased with this hack? How does race play into this?

And do those immortals really act like them? Because as someone said earlier, their shields seemed to not have that hardened sheild ability to them.


<facepalm>

---
valekhz
Profile Joined April 2010
Sweden10 Posts
September 14 2010 15:32 GMT
#339
On September 14 2010 21:34 Msqrd wrote:
So my totally unsubstantiated theory is that the clients transmit their gamer's actions, all clients have a full picture of what's going on, and the hack here is that one of the clients decided it was okay to build Immortals from a warpgate. The other client didn't verify that this action was "in the rules" which is why its simulation (and everyone's replayed sim) includes the Immortals warping in.

Blizz doesn't run a full server-side simulation of the game, they verify all clients respect the rules with Warden. They might add stuff to clients to check some of these basic rules over time, so someone hacking causes an automatic detection, but they might also just stick with Warden to catch known hacks and player reporting to find hackers.

Is this normally how RTS games are designed? I only have experience coding and studying net code from other types of online games (mainly MMORPG) and letting the client verify these types of actions seems insane. However, I can imagine that it'd be impractical to verify everything because of the large amount of actions required in an RTS. If everything is verified locally, hackers must feel like they are in paradise.
tru_power22
Profile Blog Joined March 2010
Canada385 Posts
September 14 2010 23:35 GMT
#340
This is quite interesting - I think it's disappointing that these hackers are out there. I'm very interested to see how he did it.
Smoke Errday!
Prev 1 15 16 17 18 19 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 12h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 661
JuggernautJason103
CosmosSc2 4
StarCraft: Brood War
Calm 1664
EffOrt 221
actioN 105
Mini 53
Hyun 41
ggaemo 32
NaDa 11
Mong 2
Dota 2
Gorgc4802
League of Legends
JimRising 279
Counter-Strike
Foxcn119
adren_tv60
minikerr30
Heroes of the Storm
Liquid`Hasu486
Other Games
FrodaN1512
RotterdaM196
C9.Mang0151
Trikslyr47
Mew2King32
nookyyy 25
ViBE19
Organizations
Other Games
BasetradeTV33
StarCraft 2
angryscii 25
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 45
• sitaska36
• musti20045 16
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• Michael_bg 25
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV909
• masondota2571
League of Legends
• TFBlade1096
Other Games
• imaqtpie1687
• Scarra798
• Shiphtur214
Upcoming Events
WardiTV 2025
12h 59m
ByuN vs Creator
Clem vs Rogue
Scarlett vs Spirit
ShoWTimE vs Cure
OSC
15h 59m
Big Brain Bouts
18h 59m
YoungYakov vs Jumy
TriGGeR vs Spirit
CranKy Ducklings
1d 11h
WardiTV 2025
1d 12h
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
1d 14h
Ladder Legends
1d 20h
BSL 21
1d 21h
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
2 days
Ladder Legends
2 days
[ Show More ]
BSL 21
2 days
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Invitational
5 days
Replay Cast
6 days
WardiTV Invitational
6 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.