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PunkBuster

Started by frvge, August 16, 2007, 01:18:33 AM

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LennardF1989

#30
Wheter it has or not, we can still put in our own checks... like a speedhack could be detected by checking how fast a player changes from location. A health hack could be checked at the moment a player needs to get damage (to check if the damage really affected the player). Etc... We don't need punkbuster that...

At the time of a release, we just wait to see what kind of hacks popup, and we make checks for them, easy as that.

iservealot

Quote from: LennardF1989 on August 30, 2007, 01:57:10 PM
Wheter it has or not, we can still put in our own checks... like a speedhack could be detected by checking how fast a player changes from location. A health hack could be checked at the moment a player needs to get damage (to check if the damage really affected the player). Etc... We don't need punkbuster that...

At the time of a release, we just wait to see what kind of hacks popup, and we make checks for them, easy as that.

Yes, but this would cause more network lag, as it is the server that would delegate these things. Could work, though.

Gawain

how much progamming work is doing significant checksums?

frvge

The problem is that the memory-altering cheatprograms can circumvent most things. It's just too low-level.
Checksums are only good for textures and stuff. But.. you'll always have

if (correctvalue==testedvalue)


if you hack testedvalue, it works. If you have both correctvalue (which is just another memory-cell) and testedvalue and make them the same, you can bypass it.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

iservealot

Quote from: frvge on August 30, 2007, 07:24:23 PM
The problem is that the memory-altering cheatprograms can circumvent most things. It's just too low-level.
Checksums are only good for textures and stuff. But.. you'll always have

if (correctvalue==testedvalue)


if you hack testedvalue, it works. If you have both correctvalue (which is just another memory-cell) and testedvalue and make them the same, you can bypass it.

The thing do to would be something along the line what Ubi does, simply strip the code that lets them modify values.

Or...set the values all with native code. You can't change values that are set with native code.

Spekkio

Cheating in CT is the most obvious thing in the world. I doubt you need to go nuts with anti-cheat software, especially with such a small community.

Gawain

no rank (and dm) mode should keep most morons out.
i think implementing a good replay function is a much better idea.

Succubus Dryad Of The Undying Comet

Remember what was happening in PT? I say making DM mode is good for the game. Rank should be kept out though.

LennardF1989

I really like the idea of having a ranked game based on an account, but that has to become a discussion in the far future :P Though, accounts are easy to (global) ban and check for ip's, hardware id's etc  ::).

InvisibleMan999

Quote from: Kok4f4n on August 30, 2007, 10:42:34 PM
Remember what was happening in PT? I say making DM mode is good for the game. Rank should be kept out though.

Yeah, I agree.

We "need" DM mode solely for the purpose of giving the annoying DM players a corner of their own. Otherwise, it'll be like PT where you join a story server only to hear everyone tell you that they're playing deathmatch.

God that was annoying. Lets not do that again.

Cyntrox

Quote from: frvge on August 30, 2007, 07:24:23 PM
The problem is that the memory-altering cheatprograms can circumvent most things. It's just too low-level.
Checksums are only good for textures and stuff. But.. you'll always have

if (correctvalue==testedvalue)


if you hack testedvalue, it works. If you have both correctvalue (which is just another memory-cell) and testedvalue and make them the same, you can bypass it.
Not if one of the values are located on the server...

It could be possible to turn the check on/off. If the host suspect someone is cheating, they turn it on. Otherwise it won't take any resources.

Spekkio

Quote from: LennardF1989 on August 30, 2007, 10:59:52 PM
I really like the idea of having a ranked game based on an account, but that has to become a discussion in the far future :P Though, accounts are easy to (global) ban and check for ip's, hardware id's etc  ::).
Rank could be cool if it actually worked. However, I'd much rather see a full-fledged stat system than a robust ranking system. Hell, maybe you could do both, I dunno. One of the more important things is to have bans work by Unreal 3 cd-key or something of that nature so that annoying people can't just change names and rejoin your server.

frvge

Quote from: Cyntrox on September 05, 2007, 12:16:55 PM
Quote from: frvge on August 30, 2007, 07:24:23 PM
The problem is that the memory-altering cheatprograms can circumvent most things. It's just too low-level.
Checksums are only good for textures and stuff. But.. you'll always have

if (correctvalue==testedvalue)


if you hack testedvalue, it works. If you have both correctvalue (which is just another memory-cell) and testedvalue and make them the same, you can bypass it.
Not if one of the values are located on the server...

It could be possible to turn the check on/off. If the host suspect someone is cheating, they turn it on. Otherwise it won't take any resources.

Memory hack changes testedvalue to correctvalue before sending it to the server, but in-game, another checksum is used. Could give you white spies. Or invisible spies. Or invisible mercs. Stuff like that.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

goodkebab

This is a mod of Unreal Tournament 3 guys....not a standalone game where we are free to have any feature we want.