• When are the bugs/exploits going to be fixed?
    14 replies, posted
Seriously, game is unplayable right now simply because of a simple code you can change in 10 secs. This has been going on for weeks, when is it going to be fixed?
Next update (hopefully). This game is in alpha stage, development on new features won't ever be stopped because of balance issues regardless of how annoying they are.
If it's so simple why don't you fix it for them. It only takes 10 secs right?
[QUOTE=Oxameter;44674690]Next update (hopefully). This game is in alpha stage, development on new features won't ever be stopped because of balance issues regardless of how annoying they are.[/QUOTE] Hopefully, I haven't played much Rust for the last 2 weeks, I understand the game is in Alpha but the exploit/bug is groundbreaking, no game should be unplayable I just hope the fix is in the next update. [QUOTE=MrTHC;44674790]If it's so simple why don't you fix it for them. It only takes 10 secs right?[/QUOTE] Rofl at this guy trying to be a smart ass, I said the exploit itself is 'simple' oh I can see through walls and see where peoples crates are by changing 1 letter of a piece of coding? What part of my original post did I state the fix itself is 'simple' whilst we're on the topic of using the word simple I'd say you're simple minded pal.
[QUOTE=Scott-Rust;44674676]because of [B]a simple code you can change in 10 secs[/B].[/QUOTE] This is the part of the OP that you said the fix was simple. Only a couple posts above... so who's simple minded? [editline]29th April 2014[/editline] Ahh okay, I think I get what you meant now. The cheat takes 10 seconds and is simple. The way it was worded was misleading.
at least you can play the damn game, some of us cant even do that...
Never, Go ahead! There has been no word about it from garry. so i suspect nothing will change. [URL="http://facepunch.com/showthread.php?t=1379604"]http://facepunch.com/showthread.php?t=1379604[/URL]
They're rewriting the entire game. Why everybody complains about the bugs without looking what is being worked on by the devs ? When they are done rewriting the game (this means exploit not working anymore, and new exploits to find) they'll start debugging
[QUOTE=Dark.Lord;44676541]at least you can play the damn game, some of us cant even do that...[/QUOTE] weren't you more preoccupied with your motorcycle now mr adult ? by you not being able to play = not being able to make the no recoil script for your mouse? Scott you have to have patience , this is by far the best alpha I've seen, check how others are/were , look at dayz for example after 1year you still fall through roofs . Leave the game for a while and come back when it's updated and see how it is after that ;) if it's still not to your liking then do that again and so on.
[QUOTE=Mezamorphis;44678168]weren't you more preoccupied with your motorcycle now mr adult ? by you not being able to play = not being able to make the no recoil script for your mouse? Scott you have to have patience , this is by far the best alpha I've seen, check how others are/were , look at dayz for example after 1year you still fall through roofs . Leave the game for a while and come back when it's updated and see how it is after that ;) if it's still not to your liking then do that again and so on.[/QUOTE] ^This. If you wanna see a game that's failing as an alpha, check out Nether. Rust is still in progress, but it's coming along nicely.
Chill ! They are doing a great job !
I have high hopes for this game, I understand Garry makes updates every week if not an actual update he lets us know what is happening. Now I'm stretching into a field I do not know but couldn't he make it so you download the building materials/items materials from a server(making them server sided) instead of the players being to able to access them from a folder? This game > all alpha games.
He could, but you're missing the point. He has more important things to worry about. Like, establishing solid code (instead of the rough prototypes that were previously thrown together in places) in the foundation of the game. If you don't start from a good permanent foundation, the chances are that you'll have to throw weeks of work away. Fun fact: Tom Hall worked at id Software during Doom's development (and left for Apogee partway). During that time, they had a huge open-world concept that was way too ambitious for the technology available at the time. However, before they decided that they couldn't do this technology, Tom went nuts building a giant map for a month. When the programmers determined that they just couldn't do it and it was best to stick with map-by-map level design, that month of work went in the trash, completely unusable by anyone or anything. Adding complicated measures to frustrate cheaters, like streaming assets in from the server on the fly, just adds tons of opportunities for bugs to jump in and slow the process down even more. Adding those complicated, bug-causing measures before you've established a solid base means that all that work may turn out to be worthless and need to be completely redone. It's just not worth it at this point, even though everyone absolutely hates what the hackers are doing. This is not to say that the devs aren't investigating options; Easy Anti Cheat is, last I heard, being prepared, but it's not active yet. VAC only works on certain things, but it does what it can. What garry could do is, have Rust do a check on vulnerable-to-hacking-changes files like the wood materials, either during startup or shortly after launching, and if the files are corrupted (i.e., modified), Rust should just shut down and force you to fix your file integrity. Now, even for a solution such as this, it's [I]not simple[/I]. Calculating checksums on files in a reliable way is not the fastest thing, and you need to actually check them during play in a server, and their versions loaded into memory. These checks aren't free, they'll lag Rust if they're not done properly. Also, if any of those files ever changes in a patch, the checksum list needs to be updated with the patch or else everyone will be booted for file corruption 100% of the time after patching. :v: Adding this countermeasure would provide a [I]fairly[/I] reliable way of forcing file integrity and keeping from exploiting material hacks, but it also adds more overhead to an unoptimized-as-it-is game and introduces an opportunity for lots of bugs. And it'll only stop one kind of exploit. And there's probably some way to bypass it. This is life in an alpha that got way, way more popular than the devs expected a year faster than they expected.
[QUOTE=elixwhitetail;44679433]He could, but you're missing the point. He has more important things to worry about. Like, establishing solid code (instead of the rough prototypes that were previously thrown together in places) in the foundation of the game. If you don't start from a good permanent foundation, the chances are that you'll have to throw weeks of work away. Fun fact: Tom Hall worked at id Software during Doom's development (and left for Apogee partway). During that time, they had a huge open-world concept that was way too ambitious for the technology available at the time. However, before they decided that they couldn't do this technology, Tom went nuts building a giant map for a month. When the programmers determined that they just couldn't do it and it was best to stick with map-by-map level design, that month of work went in the trash, completely unusable by anyone or anything. Adding complicated measures to frustrate cheaters, like streaming assets in from the server on the fly, just adds tons of opportunities for bugs to jump in and slow the process down even more. Adding those complicated, bug-causing measures before you've established a solid base means that all that work may turn out to be worthless and need to be completely redone. It's just not worth it at this point, even though everyone absolutely hates what the hackers are doing. This is not to say that the devs aren't investigating options; Easy Anti Cheat is, last I heard, being prepared, but it's not active yet. VAC only works on certain things, but it does what it can. What garry could do is, have Rust do a check on vulnerable-to-hacking-changes files like the wood materials, either during startup or shortly after launching, and if the files are corrupted (i.e., modified), Rust should just shut down and force you to fix your file integrity. Now, even for a solution such as this, it's [I]not simple[/I]. Calculating checksums on files in a reliable way is not the fastest thing, and you need to actually check them during play in a server, and their versions loaded into memory. These checks aren't free, they'll lag Rust if they're not done properly. Also, if any of those files ever changes in a patch, the checksum list needs to be updated with the patch or else everyone will be booted for file corruption 100% of the time after patching. :v: Adding this countermeasure would provide a [I]fairly[/I] reliable way of forcing file integrity and keeping from exploiting material hacks, but it also adds more overhead to an unoptimized-as-it-is game and introduces an opportunity for lots of bugs. And it'll only stop one kind of exploit. And there's probably some way to bypass it. This is life in an alpha that got way, way more popular than the devs expected a year faster than they expected.[/QUOTE] Thank you for the read, I think you've summed up everything I needed to read.
[QUOTE=Reallyguys;44676665]Never, Go ahead! There has been no word about it from garry. so i suspect nothing will change. [URL="http://facepunch.com/showthread.php?t=1379604"]http://facepunch.com/showthread.php?t=1379604[/URL][/QUOTE] Dude what the fuck stop spamming "lol Garry fucking sucks because making games is easy" on every single fucking thread
Sorry, you need to Log In to post a reply to this thread.