All about hacks

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Re: All about hacks

Postby Psychcf » Sun May 06, 2007 1:13 pm

ZyanKLee wrote:perhaps include how to switch on/off this feature


added.
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Postby Irritant » Sun May 06, 2007 1:15 pm

Probably the easiest way to add code to detect and auto-kick aimbotters is the keep stats on the weapon accuracy of beam type weapons such as the Nex. You won't be able to prevent "smarter" aimbotters, if there really *is* such a thing, but you can at least weed out the very obvious and obnoxious ones that just sit there and rack up 40 frags in two minutes and do it just to be jerks.
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Postby esteel » Sun May 06, 2007 6:33 pm

iSuck wrote:I always thought wallhacking was noclip

But still, it really doesn't matter. Wallhacking at all provides very little advantage, unlike cliphacking, which is just stupidly unfair.

A noclip cheat is basicly impossible as the server controls the player positions and it will stop you from going through walls

Depends on who you play against. If you know exactly were someone is going you can have a huge advantage. Someone got your flag and you are not sure were he is right now? Imagine you could know for sure with a wallhack.. But as mentioned already the wallhack prevention in Nexuiz (2.3) will stop such things for working.

Irritant wrote:Probably the easiest way to add code to detect and auto-kick aimbotters is the keep stats on the weapon accuracy of beam type weapons such as the Nex. You won't be able to prevent "smarter" aimbotters, if there really *is* such a thing, but you can at least weed out the very obvious and obnoxious ones that just sit there and rack up 40 frags in two minutes and do it just to be jerks.

Hard to do right. There was a fun saying 'real quakers do not use aimbots as they can aim better' and indeed there are some people that make aimbots look stale.
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Postby Blµb » Sun May 06, 2007 6:36 pm

my movements are jumpy too o.O
I'm used to not follow a player with my crosshair but jump onto him when nexing :S

I did that all my live, maybe I got an aimbot implanted into my head!?!?!?!?!?
I WAS ABDUCTED BY AIMBOT-IMPLANTING ALIENS!!!



uh i still don't understand why wallhacks and aimbots exist :S
It's not just dishonorable, but... NO FUN!?
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Postby Dokujisan » Mon May 07, 2007 9:52 pm

Very impressive post, Psych!

You also might want to add where we can get these hacks... to test them ourselves.

*ahem*

8)
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Postby John Galt » Fri Sep 21, 2007 3:54 pm

Dave recorded a demo for me of a Speedhack on my Minstagib server -- one I hadn't seen before.

Are Nex devs aware of this one? I can post up the demo if you like.
cat /dev/urandom > /dev/mem
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Postby divVerent » Fri Sep 21, 2007 8:30 pm

No, we are not aware of this. We still believe this isn't possible. First of all, were other players that fast too? Some maps have broken mapcfg files that change player speed - but for EVERYONE then (sideloop does that, for example).

If it happens again, can anyone make a packet dump using tcpdump or wireshark? That is, when using tcpdump:

tcpdump -s0 -w outfile.dump udp and host 1.2.3.4

where 1.2.3.4 is to be replaced by the IP of the alleged cheater, and keep that running for, say, 5 minutes? This file would then contain enough info to find out how the speedhack works, if there is really one. If anyone makes such a file, send it to me please in conjunction with a demo. I have seen the demo alone, but it doesn't contain useful information about the data sent from client to server.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby :) » Fri Sep 21, 2007 10:15 pm

divVerent wrote:were other players that fast too?
They were not. This also happened on Soylent Space, in the second half of the demo, so I don't think it was a map setting.
To clarify, tcpdump should be run from the server?

Another odd thing I've seen recently was a guy who would run around the map after the match had ended, during the voting. Can't say that was cheating, but he wouldn't say what he was doing either. I head-butted my dog twice for that.
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Postby John Galt » Sat Sep 22, 2007 12:35 am

I'll be ready with the tcpdump command. Catching it in the act will be harder. You said you've already seen the demo of this (even if it doesn't have useful client/server communication info, I think it should be seen)?
cat /dev/urandom > /dev/mem
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Postby divVerent » Tue Sep 25, 2007 6:10 am

Demos contain all packets from server to client, but none from client to server. If this is really a hack, the interesting info would be in the client->server data stream, though. The demo does not show how this could happen, or what the client did to get that fast. But that info would be required to prevent it. Without that network dump, the bug will probably stay in every release until the hack gets released and developers finally get a chance to look at it.

As for the other thing, the "deadwalking" at the end of the match - that's a known but absolutely harmless bug. Might stay unfixed for fun... ;)
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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