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Silkroad Online
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aznshadow
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Post subject: Posted: Mon May 07, 2007 4:42 am |
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Joined: Apr 2006 Posts: 265 Location:
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ppl who make the bots will probably script the bot not to attack a certain mob... just like how bots don't attack "WOLF" or "MANGYANG" balls at all. Bot makers update alot more than JM it seems....
_________________
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IguanaRampage
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Post subject: Posted: Mon May 07, 2007 4:53 am |
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Joined: Jul 2006 Posts: 2483 Location: Changing
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aznshadow wrote: ppl who make the bots will probably script the bot not to attack a certain mob... just like how bots don't attack "WOLF" or "MANGYANG" balls at all. Bot makers update alot more than JM it seems....
too true.
_________________ McCain, he (Barack Obama) said, will soon "be accusing me of being a secret communist because I shared my toys in kindergarten."
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Silver0
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Post subject: Posted: Mon May 07, 2007 5:53 am |
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Joined: Apr 2007 Posts: 2148 Location: 5 Mins Ahead
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maybe they should make them random mobs that normal person would know not to attack but it has same model as the mobs around but its color red all around and when you click on it nothing changes the name is liek the mobs around eventually players would pick up not to attack red mobs
_________________ If the concept of us being all one consciousness's and us being one thing that lives endless through the cycle of nature the only clear emotion would be understanding . we be in a utopia
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Penguin13
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Post subject: Posted: Mon May 07, 2007 6:28 am |
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Joined: Apr 2006 Posts: 940 Location:
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I'm sure the bot would be able to pick up the "different" packet from the special mob.
_________________ <<banned from SRF for bot admittance. -SG>>
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Kaigar
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Post subject: Posted: Mon May 07, 2007 11:52 am |
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Joined: Jun 2006 Posts: 252 Location: Australia
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For these sorts of bot preventing measures, you can't rely on the bot taking a certain action for it to work, because bot programmers will quickly code the bots not to take that action. A better idea would be a system where if no action/the wrong was made by the bot then they would be booted/flagged/whatever. This way, the bot programmers not only have to code for the bot to take a new action, but to do it correctly. This would take a little longer for them to do, and if the system was regularly modified it would work best. But leaving any anti-bot strategy static for months is doomed to failure.
_________________ IGN: Kaigar - Retired
Until the day that the silkroad is all covered with lag...
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PR0METHEUS
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Post subject: Posted: Mon May 07, 2007 1:47 pm |
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Joined: Aug 2006 Posts: 4093 Location: Earth
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I still think the sro client and sro server need to use some form of public key authentication. The actual human player would not be involved, but the client and server software would each have their own private and public keys (AES keys, 256 bit maybe?). Then encrypt a small packet between the two servers, like digital signatures. The server can send an encrypted packet to the sro client, client must decrypt it, and encrypt a proper response back to the server.
The botter would have to be able to figure out both the encryption algorythm and the private keys used. Seems it should work.
Joymax could even change the keys weekly.
_________________ Missing the good times in SRO... 
SRO: 1x, STR Blader (Thebes) 54, STR blader (Venice) 0x, INT wizard (Venice) 19, INT spear (Venice) 34, STR rogue/bard (Venus) 0x, STR blader (Venus) 8x, INT bard/cleric (Gaia)
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Waisha
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Post subject: Posted: Mon May 07, 2007 3:19 pm |
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Joined: Apr 2006 Posts: 3216 Location: wat
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PR0METHEUS wrote: I still think the sro client and sro server need to use some form of public key authentication. The actual human player would not be involved, but the client and server software would each have their own private and public keys (AES keys, 256 bit maybe?). Then encrypt a small packet between the two servers, like digital signatures. The server can send an encrypted packet to the sro client, client must decrypt it, and encrypt a proper response back to the server.
The botter would have to be able to figure out both the encryption algorythm and the private keys used. Seems it should work.
Joymax could even change the keys weekly.
hmm. would be better to do that with C++. Is fast.
_________________ <<banned from SRF for rules violations. -SG>>
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PR0METHEUS
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Post subject: Posted: Mon May 07, 2007 4:01 pm |
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Joined: Aug 2006 Posts: 4093 Location: Earth
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Waisha wrote: PR0METHEUS wrote: I still think the sro client and sro server need to use some form of public key authentication. The actual human player would not be involved, but the client and server software would each have their own private and public keys (AES keys, 256 bit maybe?). Then encrypt a small packet between the two servers, like digital signatures. The server can send an encrypted packet to the sro client, client must decrypt it, and encrypt a proper response back to the server.
The botter would have to be able to figure out both the encryption algorythm and the private keys used. Seems it should work.
Joymax could even change the keys weekly. hmm. would be better to do that with C++. Is fast.
C is even faster than C++. If any feature like that was done, it would be in whatever language the SRO client and server software are written in. I suppose the "bot-block-encryption" function could be written in C (or C++) regardless of what language the rest of the software is in. Just create a DLL and call it from SRO (is SRO written in Prolog? <--sarcasm)
_________________ Missing the good times in SRO... 
SRO: 1x, STR Blader (Thebes) 54, STR blader (Venice) 0x, INT wizard (Venice) 19, INT spear (Venice) 34, STR rogue/bard (Venus) 0x, STR blader (Venus) 8x, INT bard/cleric (Gaia)
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