Jace Hall's Dream: Blood Lives Again!

Discussion of and directed to Jace Hall's Blood vision.
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Hendricks266
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Jace Hall's Dream: Blood Lives Again!

Postby Hendricks266 » Aug 2nd, 2012, 10:11

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Daedalus
Blood is my Medium
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Re: Jace Hall's Dream: Blood Lives Again!

Postby Daedalus » Aug 2nd, 2012, 10:43

I want to believe. I am prepared to kneel and offer this man a full analysis and speech on what I think, but it is my experience that if something sounds too good to be true, it likely is. In a community with a history of liars, impersonators and the insane, I think I can be forgiven for being skeptical as to the true identity of this user. I am hopeful, but I will withhold my enthusiasm until such time as we have more substantial confirmation.

If I am wrong, I shall repent and perform self-flagellation.

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Hendricks266
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Re: Jace Hall's Dream: Blood Lives Again!

Postby Hendricks266 » Aug 2nd, 2012, 11:06

Agreed, Daedalus. We have some reason to believe. "jacehall"'s IP in IRC traced back to the Road Runner ISP, coming from Beverly Hills, CA.

I will continue with this post as I originally wrote it, assuming the best.

I wish to express my utmost thanks, Jace. It's very exciting to know that the fans have an ally.

From Jace's quotes, we can ascertain that any development of Blood will have two aspects: bringing the original game to work natively today, and extending the game to incorporate modern advancements. The second cannot happen without the first. Here is a developer's perspective: (This is a rather longwinded wall of text...)

As many of us know, if the Blood source code were to be released, it would be the third game based on the BUILD engine to have a proper source release. 3D Realms released the source code to Duke Nukem 3D and Shadow Warrior under the GNU GPLv2.


To port the original game to modern architectures, operating systems, and hardware, there is no man better suited than . His port JFDuke3D is the basis of EDuke32. When 3DR wanted to release SW's source code, they contacted JonoF before the public release because they needed help, leading to JFSW.

Assuming that a Blood source release following the pattern of Duke and SW would take place, the first component of a reborn Blood would meet and likely exceed expectations. The second component, including vastly expanded network features, brings the concern of hacking and cheating. These are valid concerns. I don't mean to fixate too much on the point of open source, but it needs to be said.

By definition, having an open source rather than closed source game removes one very large hurdle from the prospective cheater. However, the game can be both secure and open source. The community's best work can only be achieved when the source is open for everyone to contribute. The design and implementations of the cryptography schemes are open source and remain fundamentally secure. In terms of the game, hacking does happen even on closed source games (and closed systems too!). Mechanisms can be put in place to secure the game. Let me give a concrete example.

Say someone wants to cheat on a leaderboard of the fastest time to complete E1M1 on Extra Crispy. So, they modify the game source to report a time of 000001 instead of their actual time, and send that value to the server. Voilà, they just completed the level in 1 ms. That is an insecure way of recording such a value. Here is how I would implement a solution, after 15 minutes of thinking. Instead of simply reporting a value, if the client's recorded time record is less than what is recorded on the server (as an optimization; a less-optimized version would always do the following), then it sends a demo of the player's input at the exact times of the playthrough of the level, with internal aspects like pseudorandom variations accounted for, to the server, and the server plays back the input log on an unmodified copy of the game itself and uses the value it comes up with at the end as the official time record. This may not even be as resource-intensive as it sounds: If video and audio output is not utilized on the server code, the core game logic alone should not take an insurmountable amount of processing power and time. There may be better solutions, but that is mine. Two side effects are that this will require adherence to the most up-to-date version, and that the demos of said record-breaking playthroughs will be available for watching and for examination.

Furthermore, if the source remains closed, what happens if 10 years down the line, the system is closed? As technology progresses, Bloodites will again have to turn to methods such as DOSBox to play our beloved game. Or, if the new source port comes with some form of DRM as is unfortunately common today, it could stop functioning. (However, that is a worst case scenario, and not one I would take too seriously. :))

At the very least, a solution like the relationship between would be desirable if we could not have the source code both ways. However, I do think that such a thing is possible, and I myself would help if I am capable.

Thank you again, Jace, for your continual interest in the game and in the fans!
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