Cheat Detection
2011-10-03, 12:24 AM (This post was last modified: 2011-10-03, 12:30 AM by RPG.)
#11
RE: Cheat Detection
(2011-10-02, 02:11 PM)pwned Wrote: for fly, maybe calculate the time they are off the ground? like max 5 seconds off the ground (twintower) and if they exceed the time, kick?

What about falling from twin towers?

I think your cheat protection + server sided damage may cause huge cpu load, but most of AC servers are home machines. Instead server sided dmg and reload just check on the server player's look vector and shoot vector. If they are too different - skip this bullet.

And please, reduce visible nade rays or alow to disable it in menu.
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2011-10-03, 04:03 PM
#12
RE: Cheat Detection
The server takes less resources than the clients anyways. I am considering to make the shoot vector equal to the yaw/pitch (maybe not good due to lag).

I'll add an option to change the number of nade rays.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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2011-10-03, 04:15 PM
#13
RE: Cheat Detection
@RPG: it takes about 5 seconds to fall from twin tower (more or less).
so maybe consider that as the max time in the air and over that would be like flying.
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2011-10-03, 04:30 PM
#14
RE: Cheat Detection
The game used to use time in air, but it was highly inaccurate. Now it uses (maximum Z position - collision Z position).

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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2011-10-03, 09:11 PM
#15
RE: Cheat Detection
oh that's nice.
this is kinda a suggestion: can you add gui server? or make it like minecraft bukkit server where you can just type the command inside the CMD prompt.
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2011-10-08, 08:08 AM
#16
RE: Cheat Detection
Apart from the things I already said (How easy can be to spoof for a normal user? I mean, if you take the serial of the HDD for example, I guess they must change the HDD in order to play), what about improving the replay/demo system?

Something like, go back or forward, tracers view (I know it's on cube engine but I mean something like, press button Ñ and it's switch from off to on etc), spread view, glasswalls/names view, etc. Demos plays a huge role on cheat detection Smile

GGz!
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2011-10-08, 08:11 AM
#17
RE: Cheat Detection
They can change one line of code to spoof what is sent to the server.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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2011-10-10, 10:10 AM
#18
RE: Cheat Detection
Wouldn't that be voided if you request to play just with pre-packaged game?

For example, in AC you can easily see what clients are using a different package than the original one Smile
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