Unfair player + Cheater!!!

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Postby BusterDBK » Wed Feb 21, 2007 2:02 pm

Aaaah! They'll get past that thing like everyone who's 16 does to access pr0n sites :P.

As for the tight game code, I think a server-side solution would be ok, but if too many patches appear every now and then (with no automatic download + apply) that could get quite frustrating.

Replays... It would be nice if we had a place to put all of them from everyone, say an FTP server with a different folder for each Nex server and replays with specified date and time from anyone willing to contribute. Only that in a couple of weeks that archive could grow too much, so we could delete older ones that spawned no dispute. :roll: Not that it would be very easy to do though... :?

But LordHavoc is right. Aimbots cannot be easily detected. I think it would take some hardcore technology and research to see if a player's moves are natural or machine-assisted o_O.
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Postby Bnonn » Wed Feb 21, 2007 9:13 pm

I don't really worry about aimbots. If I'm losing I tend to assume that my opponent is cheating anyway, because, you know, I'm just that good. But if I don't start winning again after a while, I just quit, because, you know, getting caned sucks.

:D
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Postby divVerent » Thu Feb 22, 2007 2:42 pm

Okay, I have good news and bad news.

First the bad news: a really evil wallhack is easy to add to DP and can be much more effective than <cheat name here, edited by esteel, inspired by SavageX> will ever be. For obvious reasons, I won't provide the patch I made.

And now the good news: we have a working patch that improves sv_cullentities_trace and solves its issues so we can enable it by default in the next version:

  • the player position is now predicted too, so a player using cl_movement usually doesn't see stuff suddenly popping up (which is limited to 200ms to prevent "looking behind a corner" by faking a high ping)
  • it uses a new tracing function which traces through partially transparent or clip surfaces, so the issue on toxic is gone
  • the new tracing function is much faster than the one used for collision detection, so the 100% CPU load on skyway issue is gone too
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 Psychcf » Thu Feb 22, 2007 6:16 pm

divVerent wrote:(which is limited to 200ms to prevent "looking behind a corner" by faking a high ping)


I seem to remember someone with a ping of 700, whenever you went near him, instant drop in FPS. That was probably someone who was cheating I suppose.
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Postby SavageX » Thu Feb 22, 2007 7:53 pm

[TSA] Psychiccyberfreak wrote:
divVerent wrote:(which is limited to 200ms to prevent "looking behind a corner" by faking a high ping)


I seem to remember someone with a ping of 700, whenever you went near him, instant drop in FPS. That was probably someone who was cheating I suppose.


There's no way a player can willingly make fps drop for players nearby beyond "hey, I want to get rendered, too".
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Postby Psychcf » Thu Feb 22, 2007 8:24 pm

SavageX wrote:
[TSA] Psychiccyberfreak wrote:
divVerent wrote:(which is limited to 200ms to prevent "looking behind a corner" by faking a high ping)


I seem to remember someone with a ping of 700, whenever you went near him, instant drop in FPS. That was probably someone who was cheating I suppose.


There's no way a player can willingly make fps drop for players nearby beyond "hey, I want to get rendered, too".

no, everyone around him was experiencing this, it wasn't just me.
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Postby esteel » Thu Feb 22, 2007 9:08 pm

There must have been some other issue.. maybe it was the map or something. But for sure that player was unable to affect your fps with more then just his presence! (Meaning his character has to be rendered)
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Postby ultimate_evil » Thu Mar 22, 2007 4:56 pm

Technical measures (vis, culling entities) is much better then .. "socio-technical" solutions. With socio-technical solutions you enter into an arms race with the cheater. It's not fun.

If there are global name servers etc, there should be a cvar for the server to opt out. (EX: I wouldn't want my server to ban anyone no matter what they did (I have the same policy on my crossfire RPG server which has been up for a few years etc)).
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Postby Psychcf » Thu Mar 22, 2007 6:55 pm

we should look for/make something like punkbuster exept under the GPL
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Postby ZyanKLee » Thu Mar 22, 2007 8:51 pm

[TSA] Psychiccyberfreak wrote:we should look for/make something like punkbuster exept under the GPL


sounds great !
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