Oh yeah, Skulltag got open-sourced.

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Kinsie
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Oh yeah, Skulltag got open-sourced.

Post by Kinsie »

I haven't seen this yet, so... Yup.

It's a slightly older version (97C2), but engine developers might be interested in poking around it, and modders might like to make stand-alone multiplayer games with it.
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Ceeb
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Re: Oh yeah, Skulltag got open-sourced.

Post by Ceeb »

Shouldn't this kinda thing be in General?
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Nash
 
 
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Re: Oh yeah, Skulltag got open-sourced.

Post by Nash »

Let the aimbot coding begin...

(Yes I know it's not the current version but I'm sure there are people smart enough to figure it out just by studying the source)
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Re: Oh yeah, Skulltag got open-sourced.

Post by wildweasel »

Nash wrote:Let the aimbot coding begin...

(Yes I know it's not the current version but I'm sure there are people smart enough to figure it out just by studying the source)
Has that ever been a serious problem (outside of the "proof of concept" one made for ZDaemon)?
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Re: Oh yeah, Skulltag got open-sourced.

Post by Dark-Assassin »

the old 97d (or 97c) aimbot doesn't work with later versions, so why should a newer one work?
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Re: Oh yeah, Skulltag got open-sourced.

Post by TheDarkArchon »

dark-slayer-201 wrote:the old 97d (or 97c) aimbot doesn't work with later versions, so why should a newer one work?
The older source could help in reverse engineering the current version.
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Re: Oh yeah, Skulltag got open-sourced.

Post by Project Shadowcat »

Pretty sad when the first comments here are aim-botting coding...
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Graf Zahl
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Re: Oh yeah, Skulltag got open-sourced.

Post by Graf Zahl »

TheDarkArchon wrote: The older source could help in reverse engineering the current version.

Good luck in reverse engineering optimized MSVC code.

This is not the 90's anymore and compilers today do far more aggressive optimization up to the point where it's often even impossible to match a chunk of assembly to the matching source. So this would require someone with extensive knowledge of both the source and internal workings of x86 assembly and lots and lots of time.

In contrast, reverse enginieering the original Strife EXE was simple because the generated code was very straightforward with only small optimizations so it could often be matched 1:1 to C source.

I don't know how much the network code has changed between these versions but if some of the protocol was altered the knowledge of the old source is not of much help at all
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Re: Oh yeah, Skulltag got open-sourced.

Post by scalliano »

Stuff aimbots, perhaps now we may actually get a version of ST with up-to-date DECORATE functionality...
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Re: Oh yeah, Skulltag got open-sourced.

Post by Gez »

scalliano wrote:Stuff aimbots, perhaps now we may actually get a version of ST with up-to-date DECORATE functionality...
You mean, a version of ZDoom with ST stuff added to it... That would definitely be easier, and less redundant, than updating the ZDoom codebase from that old Skulltag.
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Re: Oh yeah, Skulltag got open-sourced.

Post by esselfortium »

Nash wrote:Let the aimbot coding begin...

(Yes I know it's not the current version but I'm sure there are people smart enough to figure it out just by studying the source)
Oh you joker, you.
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Re: Oh yeah, Skulltag got open-sourced.

Post by scalliano »

Gez wrote:You mean, a version of ZDoom with ST stuff added to it... That would definitely be easier, and less redundant, than updating the ZDoom codebase from that old Skulltag.
Yeah, that would work for me.
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Nash
 
 
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Re: Oh yeah, Skulltag got open-sourced.

Post by Nash »

esselfortium wrote:Oh you joker, you.
I'm sorry... I just hate it when a genuinely fun multiplayer experience gets ruined by script kiddies who use aim bots. :(

I'm aware of ways around this... okay, so don't play with random kids. Just play with your friends. That's fine, but the people who I want to play with might not be available all the time. Plus there's the time zone differences and all.

Anyway, I guess I'm over reacting. It's not THAT big of a deal for me currently because I haven't had the time to sit down and play video games recently anyway...
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Re: Oh yeah, Skulltag got open-sourced.

Post by NeuralStunner »

I for one wouldn't mind the improved netplay. But then again...
It will be interesting to see what happens with this. Will a community of people all pitch it and help make Skulltag a better product? Or will other ports use this to bolster their products and erode Skulltag’s multiplayer Doom success? Time will tell!
I don't think this was meant as an acidic jab at the idea of backporting, but it could sound that way. :|

Even if the ST-specific components/features were backported, they'd still have all their speciallized game modes (as opposed to ZDoom's basic 4: SP, Co-op. DM, Team DM). Oh, and the special weapons. ZDoom users are pretty much forced to rip and rewrite those if they want 'em.

[quote="Nash"I'm sorry... I just hate it when a genuinely fun multiplayer experience gets ruined by script kiddies who use aim bots. :( [/quote]
If someone wants to "cheat" in a game by themselves, fine. Cool. That's how you want to play. But multiplayer is meant to be a competition. Rules are what defines challenge, challenge defines victory. As soon as you cheat another player, you've lost the game.

If I caught someone cheating, I wouldn't rage so much as ridicule. So 1337 they don't have to play by the rules? Please. Go pwn some bots. :x
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Re: Oh yeah, Skulltag got open-sourced.

Post by Zippy »

Nash wrote:I'm sorry... I just hate it when a genuinely fun multiplayer experience gets ruined by script kiddies who use aim bots. :(
It's such a small community I don't see it as being much of a problem anyway. Any cheat that would get any amount of notoriety could probably be quickly patched and/or traced.
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