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Cyron43
14 years agoNew Ace
Anavastia wrote:Cyron43 wrote:
That's just another reason why it's an absolutely stupid idea to transfer anything else than just the unique object IDs. It could only be done with byte by byte comparison, which consumes a lot of CPU power.
Hmmm but i do have a question if the file is altered does that not increase the byte of it or lower the byte of it? Could they detect file alteration like that and if it has been altered revert the file back? Another question can you explain the again how assigning an i.d. to the base game sim content prevent cc from coming through?
Ana, all these theories are pretty much overrun by reality now but you asked for it. Changes in a file MAY manifest in different file sizes but not necessarily. An alternative to byte by byte comparison (sorry I didn't think of it right away) would be the MD5 checksum which is calculated from the first to the last byte of a file. Reversing an override would imply a backup which doubles the amount of data. A better way would be preventing an override in the first place. "You already got that so here's one for the trash".
EDIT: Explanation to your last question follows but that takes some time to write. Hold on...
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