Elvith Ma'for

Former Reddfugee, found a new home on feddit.de. Server errors made me switch to discuss.tchncs.de. Now finally @ home on feddit.org.

Likes music, tech, programming, board games and video games. Oh… and coffee, lots of coffee!

I � Unicode!

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Joined 1 year ago
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Cake day: June 21st, 2024

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  • In case you’re dual booting - Windows also has a memory diagnostic tool. This did identify my RAM as broken almost immediately, while Memtest reported everything after a full scan of several hours. As I only knew Memtest back then it took me weeks to find why my PC was constantly randomly crashing, until I learned of that.

    But that was about 2 years ago, so maybe Memtest did improve since then? (Or maybe I had some very weird behaving RAM and finding it with other tools was just pure luck…)







  • Elvith Ma'for@feddit.orgtoLinux Gaming@lemmy.worlddont do this.
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    8 days ago

    Yes, but in my experience: Save games are synced to steam cloud and thus are available on Linux and Windows respectively. Settings aren’t migrated usually (but sometimes?!), but as long as you didn’t tweak them too much, that’s not a big deal.

    More interestingly: Games that won’t start on Linux in this scenario aren’t necessarily installed on your windows disk. It’s any disk with a NTFS/FAT/exFAT filesystem that seems to cause this. At least that’s what my results were, when I tried to set up a shared library between windows and Linux when I used dual boot to facilitate the switch.


  • That’s basically any modern network. There is no more trivial “inside our network” vs. “outside on the internet”. Networks are segmented on a need-to-know principle. You can access some information from the public internet. Some other things can be accessed from the internet, but only on corporate devices, if your user AND device is whitelisted. And then you have one or more VPNs on top of that for more sensitive stuff. Also those VPNs may be “dynamic” in the sense that it may also be dependent on the user, device and authentication method what is currently accessible over that VPN connection.










  • Some things are harder, but for starters a few ideas:

    • Either check that the reported positions of players, their movement speed, etc are consistent to what the game would allow you to do (don’t fly, don’t go faster, don’t go through walls,…) or only accept player input, process it server side and then send positions etc back to the client. (You can do some local interpolation, but the server wins, when there’s a miss match). That should get rid of flying, no clip, teleportation, evasion of projectiles, … You can also analyze the inputs for abnormal behavior like the precision with which you aim for the (center of) the head, aiming through walls, etc.

    • Do all hitscan and projectiles etc. server side. Never let clients report that they’re hitting other players. This is calculated on the server.

    • Do only report other player positions when they’re on screen or almost on screen. If the client doesn’t know where the enemies are, wallhacks are impossible or harder (note that some information may be transferred to the client for the sake of spatial audio etc!)

    And so on. Do not, never ever, rely on client side data or validation. If a cheat program can alter the client, it can alter the data it sends. How do you ensure, that the client is actually official and “your code”, when it can tell you anything it wants to tell you? You can only make it harder for others to impersonate your client, but never impossible. Especially on PC, when you can execute just about any code you want?