NTAuthority Posted April 20, 2014 Share Posted April 20, 2014 I'll probably be the first and only one to make standalone multiplayer based on R*'s netcode for V; as seen in Payne the script handling only differs in very slight ways, and so does base networking. BS_BlackScout 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
PhillBellic Posted April 20, 2014 Share Posted April 20, 2014 Given the fact that modding seemed to plague IV's multiplayer at times, when signing into GTA V:Online there could be a file verification process based on Rockstars servers. This would likely check that all files are default and unchanged. If you modded the files for personal use only you would not need to worry. Cheers. Link to comment Share on other sites More sharing options...
NTAuthority Posted April 20, 2014 Share Posted April 20, 2014 Given the fact that modding seemed to plague IV's multiplayer at times, when signing into GTA V:Online there could be a file verification process based on Rockstars servers. This would likely check that all files are default and unchanged. If you modded the files for personal use only you would not need to worry. Cheers. GTA's code is client-authoritative by definition, even multiplayer modifications that build their own netcode still don't (and probably can't) change this fact, therefore cheats will always be fairly insane and fairly possible. However, I'm certain that, both due to my past experience with 'weird methods' of anticheat and that I'd be a smaller target than R*'s own multiplayer, my future project will have less cheaters. Arrivance 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
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