@Brutus5000
That is how I thought it worked, and that is why I suggested it would be a seemless integration.
You're missing the point of my suggestion. If the server does not receive the notificaiton, that is when it flags. The only way to circumvent this is for the cheater to replicate the exact same encrypted message, which would require editing the FAF client itself and then modifying an integrated mod to incorporate they're cheated code. That is significantly harder and more effort for them to do than simply load up a local UI Mod.
@speed2 said in Cheating in SupcomFA:
Each post just confirms even more that you have no idea what you're talking about.
And unlike you, I actually know the game code in and out. I know what's possible and what's not and I've spend quite some time experimenting with it. Even fixed several real exploits.
Speed as it stands you're not actually contributing anything to this discussion, and as Brutus pointed out already my expectations of how the client works are correct.
If you actually wanted people to help you develop stuff then you instead of being condescending to everyone who makes a suggestion or who offers there help, maybe be more constructive or don't post at all. As it stands all you are doing is venting on another member of the community.
I've modded a much more limited engine than Supcom has and all limitations have workarounds. If you wanted to be constructive then point out the problems that would be faced with the implementation, and then alternatives can be thought out.
And I, like you, look for the easiest solution, because it means less work instead of more. And there is nothing more frustrating than spending 10 hours on something and completing only to subsequently learn that it could be done in 1 hour.
So the only thing we currently need to figure out is how to block out UI mods from loading and how to verify the integrity of the integrated mods. I've made a suggestion for both, you're welcome to explain why these are not possible.