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Hm.

I was into random-memory-access maps back when (I believe) they were first discovered; we didn't use EUD, but simple resource triggers - e.g. "For player $absurdNumber[0], increase Vespene Gas to $someWeirdValue". It probably wasn't as flexible as the bug described in the presentation, but still allowed for some fun - like runtime terrain changes, or runtime weapon changes (like gun -> nuke). AFAIR that loophole was closed within few weeks of showing up, with patch 1.13e.

Unrelated:

> StarCraft Remastered collects game telemetry (including map information, etc.)

Yes. Of course it does.

Fuck the Internet era.

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[0] - AFAIR only legitimately usable players in StarCraft were 1-8, player 12 was for "Neutral" critters & stuff; anything above 256 was beyond what the game has reserved space for, and so if you asked for the data of such high-number players, you were accessing unrelated game memory.




>> StarCraft Remastered collects game telemetry (including map information, etc.)

> Yes. Of course it does.

> Fuck the Internet era.

Well, to be honest, everything played on Battle.net is visible to Blizzard already and especially now that they support hosting games even when not reachable directly from the internet, there's even more data available (AFAIK map files were only transferred P2P in the old times, and the Battle.net servers didn't care about those at all).


> AFAIR that loophole was closed within few weeks of showing up, with patch 1.13e.

Yes, they did fix it. They made it so you could no longer write using EUDs, but you could still read from what I remember (it's been quite a while, I remember experimenting using EUDs).

> AFAIR only legitimately usable players in StarCraft were 1-8, player 12 was for "Neutral" critters & stuff; anything above 256 was beyond what the game has reserved space for, and so if you asked for the data of such high-number players, you were accessing unrelated game memory.

Yup, though you could set a colors players using a non-default map editor. Doing so would cause odd coloring of units. AFAIR after player 12, the colors weren't explicitly colored. So you got mostly black, or whatever coloring was in the users memory at the time.




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