Cheat Detection
2013-08-16, 09:00 AM
#11
RE: Cheat Detection
Some players can use ping hacks to bypass the speedhack detection though. It currently use interpolation, so lag shouldn't cause many problems.

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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2013-08-17, 12:30 PM
#12
RE: Cheat Detection
Best idea ever: Create our own anti-cheat! I mean a tool that creates a md5 or similar hash value of the [system]_client and appends it to the information sent to theserver. If the tool itself is written closed-source and maybe sends its own hash it might stop some of the most unskilled cheaters. I know, it would still be easy to create a client of your own that sends a faked hash value, but it would be harder.

If my idea is not too stupid (and if I manage to find the time to look at the masterserver) I could try it.

The C Programming Language: combines the flexibility of assembly language with the power of assembly language.
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2013-08-17, 06:29 PM
#13
RE: Cheat Detection
@rXn, that idea is flawed, because most aimbots are "inject a .dll", which doesn't change the hash of the client binary. Also, there are legitimate modifications to the binary too.

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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2013-08-17, 09:07 PM
#14
RE: Cheat Detection
The only real way to have effective anti-cheat is to have the server handle all the logic. Everything the client handles can be changed by a hacked client. Things like fire rate, movement speed, health, and ammo can be moved to the server to handle, but that adds load to the server that it may not be prepared to handle.
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2013-08-18, 05:38 AM
#15
RE: Cheat Detection
Just an idea.

The C Programming Language: combines the flexibility of assembly language with the power of assembly language.
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2013-08-18, 08:48 AM
#16
RE: Cheat Detection
@ruler501, fire rate, health, and ammo are server-sided in both AC and ACR. Movement speed is merely checked by ACR, as we don't have server-sided movements like Quake.

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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2013-08-18, 02:44 PM
#17
RE: Cheat Detection
I think it might be best to move movement to server side. Just have direction/jumping be decided by the client. That way we could remove the speedhack checks that tend to give false positives.
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2013-08-18, 04:44 PM
#18
RE: Cheat Detection
It has already been tweaked for 2.5.9, so the speedhack detection should be OK. Making the movement server-sided might be a bit harder though.

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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2013-08-19, 04:05 PM (This post was last modified: 2013-08-19, 04:06 PM by {KE}bluwarguy.)
#19
RE: Cheat Detection
i think we should move shooting to the client, because ive noticed that on most servers when i shoot, i hear the sound and see the recoil, but the tracers and bulletholes dont appear until half a second later

[Image: cooltext1203588761_zps9cfa0053.gif]
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2013-08-19, 06:20 PM
#20
RE: Cheat Detection
Yeah, that's lag bluwarguy. Even if you move the shooting to the client, you get the annoying "shooting at a ghost" syndrome.

This is notorious in "Delta Force: Black Hawk Down". Which is why you always need to lead your target a little bit in high ping servers

DSO
Windows 8 fanboy =D
"Not dead, can't quit"
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