If there's going to be built-in mod loading functionality (a necessity if Steam Workshop support ever gets added) is the console also going to be added? (Console = developer console where you enter commands, not Xbox/PS3) I know one isn't required for the other, but it just seems like a natural...
Isn't it also a rule that you need to include the source code to (almost) prove it's not malware? Not as big of an issue with .NET programs though; I was able to decompile this one with dotPeek. It wasn't obfuscated at all, and it looks safe. Regardless, having source code can never hurt...
I don't think a competitive advantage would be a real concern here, as it's co-op only, right? (You are referring to cheating, right?) But they'd probably be able to use traditional mods for that as well.
I saw someone post on here that they had a student license for 3ds max but it expired...seriously, what? I can get why a trial would expire--otherwise, hardly anyone will buy the program (as is the case with WinRAR)--but if I've already bought the program, even if it's conditional on me being a...
For all Saints Row games? I could see for 2 and 3, but have you played 4? "The character's low maneuverability through the map, and their reliance on vehicles" is nonexistent in that game.
What I meant was the compiler-generated debugging info, which is what scanti may have been referring to. That follows a specific format, so a program would be able to identify it.
Why is there anti-debugging 'protection' in the first place? I know the EXE is encrypted, and I could see it trying to detect a debugger when you first load the game, but after that isn't it already validated as a legal copy? At that point I don't see the need to try to prevent people from using...
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