Log: Possible speed hack by xxxxxx

sonic-
08-29-2004, 02:43 PM
Has anyone noticed these messages coming out in the log. I disabled the cheat protection and am wondering if these are attempts to cheat or what.

Amadeus
08-29-2004, 02:52 PM
That's UT's built-in speed hack prevention code going supernova on all the skiing, nothing to worry about as long as cheat protection's off.

enDless_Delirium
08-29-2004, 05:32 PM
I feel sorry for the cheat protection code. It is made to do a job, stop people from going too fast. Now IG has gone and made a game for people to go way too fast in, and it doesn't know what to do. Poor anti-speed hack code.

cAn
08-29-2004, 05:48 PM
ugh, if unreal was coded correctly, then speed hacking would no be a problem. For instance in t2, the SERVER tells the client how fast it should be going. It must be the other way around in TV. For instance. In tribes2 you can fool t2 into increasing the game speed on your client. this will work online but it will appear like severe packet loss on your end where you keep getting teleported to where the server says you should be. I wont tell you how it is done in t2 just incase there is a use for it. I also wont tell you how to chain silently;)

Phaseshift
08-29-2004, 06:35 PM
Has anyone noticed these messages coming out in the log. I disabled the cheat protection and am wondering if these are attempts to cheat or what.

There about three differernt ideas on what ini line actually disables the cheat protection. Check out the last IG post in the server thead sticky.

Russ']Yeah so in summary definately use EnableCheatProtection=Fal se as it is rumoured the other setting doesnt work.


---------TO PREVENT PLAYERS FROM DEAD STOPPING DUE TO ANTI SPEEDHACK CODE---------


1. Remove read-only attribute on the file /program/bin/default.ini
2. Under [Engine.GameEngine] add bcheatprotection = False
3. Also add Bcheatprotection=False

(I think #2 isn't actually the proper line, but #3 is afaik).

cAn
08-29-2004, 11:09 PM
how would [iga]russ not know? isnt he a dev?

Zephirum
08-29-2004, 11:23 PM
Yeah.. the server needs to be telling the client how fast its moving, I don't know much about how T:V's netcode works, but that just seems like the natural way any FPS should work.