[Combat Arms Remake] Operation Redline by DK

Good work, i have question since you guys plan to make new Map tool, gonna share it with everyone?
 
Good work, i have question since you guys plan to make new Map tool, gonna share it with everyone?


Operation Redline – Map Editor Preview


A first look at the custom map editor for Operation Redline, a modern military FPS built on the LithTech engine and inspired by Combat Arms.


The editor is written from scratch in C++ with Qt 6.10 and is part of a full custom toolchain, alongside model editors and Blender scripts.


This is just a short introduction. Feature showcases will follow in upcoming videos.


⚠️ Work in progress
 
this is looking pretty solid tbh. kinda funny how many random systems these games had that could easily be combined weird design choices happen everywhere, big and small shops alike (honestly sometimes worse at the small ones).

native dx12 is super nice, and ffmpeg as a workaround is clutch since bink is ancient. wraith anti-cheat is an interesting pick though and what's the actual reasoning there besides just "it's secure"? i don't touch frontend much, so doing everything on the backend at the protocol level still adds a bit of latency... even if it's minimal.

also, when it says 5 servers on the backend, that's just talking about logical modules, right? database should still be remote. quick side question: did y'all upgrade password hashing to argon2id or something similar? i saw bcrypt listed, which is fine and works, but feels a bit dated if we're actually trying to modernize front to back.

Looking forward to seeing more improvements as my biggest complaint with most private servers is the lack of security at the foundational level with zero threat modeling as something this nice will eventually be targeted by someone this is just a sad fact of life either for the lulz or someone already banned for stupidity but with the knowledge to do harm. eg. should be skid proof at the min.

Curious to know what has changed in this retrospect are the server modules independent of one another and hardened in case of a database breach ie encrypted passwords, names, ips, etc PII. Because i have seen a lot of talk on the front end but the back end is what i like to call home <3
 
this is looking pretty solid tbh. kinda funny how many random systems these games had that could easily be combined weird design choices happen everywhere, big and small shops alike (honestly sometimes worse at the small ones).

native dx12 is super nice, and ffmpeg as a workaround is clutch since bink is ancient. wraith anti-cheat is an interesting pick though and what's the actual reasoning there besides just "it's secure"? i don't touch frontend much, so doing everything on the backend at the protocol level still adds a bit of latency... even if it's minimal.

also, when it says 5 servers on the backend, that's just talking about logical modules, right? database should still be remote. quick side question: did y'all upgrade password hashing to argon2id or something similar? i saw bcrypt listed, which is fine and works, but feels a bit dated if we're actually trying to modernize front to back.

Looking forward to seeing more improvements as my biggest complaint with most private servers is the lack of security at the foundational level with zero threat modeling as something this nice will eventually be targeted by someone this is just a sad fact of life either for the lulz or someone already banned for stupidity but with the knowledge to do harm. eg. should be skid proof at the min.

Curious to know what has changed in this retrospect are the server modules independent of one another and hardened in case of a database breach ie encrypted passwords, names, ips, etc PII. Because i have seen a lot of talk on the front end but the back end is what i like to call home <3
Hey sorry, i was very busy last days.

Wraith Anti-cheat is created by me, 2,5 years ago. I implement that to operation redline because the base security was horrable.
I change many for more security. As example bcrypt as passwort and new cryption for client loading and many more.

here is my new dev log video:
 
Hey sorry, i was very busy last days.

Wraith Anti-cheat is created by me, 2,5 years ago. I implement that to operation redline because the base security was horrable.
I change many for more security. As example bcrypt as passwort and new cryption for client loading and many more.

here is my new dev log video:

I see that makes sense and why bcrypt for passwords when something like argon2id is more efficient and client encryption do you mean so its harder to bypass the cheat engine? If its mainly or partially client sided then this will be a problem it needs server side authentication through versioned and hashed binary protocols. This can create latency issues depending on how its done though.

Hashing could be done with sha512 is defacto but Blake3 or Sha3 is also nice for file protections and more efficient than older standards while still being modern and secure.

Loved the video everything seemed fairly clean and efficient kinda excited to play it.
 
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