Is there a speed cheat out?

Pages : 1 2 [3] 4 5 6

BitRaiser
09-28-2004, 04:51 PM
These myg0t guys sound like perfect candidates for a little narc opp.
If you run a server and catch one of these guys cheating, get their IP from the logs and trace 'em. Report them to their ISP for server abuse. Believe it or not game servers, espcially those hosted by companies, quallify as just being servers. Almost every ISP makes you sign a EULA that includes text to the effect of "I shalt not abuse servers".
If the cheater twit already happens to have come complaints filed on him, you can get his arse unplugged!

In this particular case, you could also go to the host of their website. It sounds like they are on thin ice anyway.

Bridude
09-28-2004, 04:55 PM
Its not like you cant tell they are hacking. Just ban them and be done with it. Then again I was playing CoD for a while before beta so I guess I got used to people cheating.

FantasticDamage
09-28-2004, 05:01 PM
Its not like you cant tell they are hacking. Just ban them and be done with it. Then again I was playing CoD for a while before beta so I guess I got used to people cheating.

Yah, I wish it could be as simple as just banning IPs. Unfortunetly, many broadband ISPs use that psuedo-dial up PPPOE crap, which grants you a new IP every time you log on. Even with a static IP you can find ways around an IP ban.

BitRaiser's got the right idea.

Hurricane Harold
09-28-2004, 05:04 PM
The myg0t folks think that they're special for adapting a normal UT2k4/2k3 cheat to a new game on the same engine. Banning them and getting over it would be the way to go. Most of the time they'll just move over to another server instead of bothering argueing with the admins (depends on the people).

IPs often change (or can be made to change intentionally), and so IP bans aren't permanant. If you wanted to take it further, contacting their ISP like BitRaiser suggested might actually help. They're both violating the game's (T:V) EULA, and likely their ISP's TOS.

Bridude
09-28-2004, 05:06 PM
The myg0t folks think that they're special for adapting a normal UT2k4/2k3 cheat to a new game on the same engine. Banning them and getting over it would be the way to go. Most of the time they'll just move over to another server instead of bothering argueing with the admins (depends on the people).

IPs often change (or can be made to change intentionally), and so IP bans aren't permanant. If you wanted to take it further, contacting their ISP like BitRaiser suggested might actually help. They're both violating the game's (T:V) EULA, and likely their ISP's TOS.

how would you prove anything. Alls you have is an ip.

BitRaiser
09-28-2004, 05:09 PM
Depends on if you keep a chat log too. You can sucker 'em into saying they are cheating and use that, if you really need to.

Often just a complaint is enough to earn 'em a slap on the wrist from their provider.

Hurricane Harold
09-28-2004, 05:09 PM
how would you prove anything. Alls you have is an ip.
Sometimes ISPs will just take a complaint, and send off an email to the person that's being complained about. That could be enough to scare some of them off your server.

As for really proving it, I don't know. ISPs may be able to tell the fact that the person was connected to your server, though where that I would go I do not know.

GUID / CD Key bans sound like a rather nice idea I think. Hopefully it'll take awhile for people to break those.

FantasticDamage
09-28-2004, 05:10 PM
how would you prove anything. Alls you have is an ip.

He's got a point. Just run a DOS attack on myg0t's web server everytime you see someone cheating. Even if it isn't one of them, it'll make you feel better.

I'm gonna go play some T:V in the hopes of seeing some cheaters in action. I just wanna see what this speed hack's all about.

Bos
09-28-2004, 05:13 PM
I have two vids of the guys buzzing around like mosquitos!! Was very annoying.... however I don't know how to get them hosted or whatever needs to be done. Someone tell me how and I will put them up. Thanx!

BitRaiser
09-28-2004, 05:14 PM
Don't forget to time/date stamp EVERYTHING!
Even non-static IP users can be busted that way since the ISP is legally obligated to retain information on who had what IP when. I forget the duration they have to keep the info, but it's longer than a month.
(These are neato things you learn when you get involved in an RCMP sting to bust a cysberstalker ;) )

ViRGE
09-28-2004, 05:22 PM
Yah, I wish it could be as simple as just banning IPs. Unfortunetly, many broadband ISPs use that psuedo-dial up PPPOE crap, which grants you a new IP every time you log on. Even with a static IP you can find ways around an IP ban.

BitRaiser's got the right idea.Forget the IP bans, we can ban by CD-key in the full version. Unless they want to shell out $50 every time they're banned, they can't cause too much trouble.

Koko
09-28-2004, 05:22 PM
Last week while warming up for a scrim one of my team mates started warping all over the place, going like 4x normal speed. It lasted until he died. Don't know what caused or triggered it, but it was definately some kind of bug.

TheRoDent
09-28-2004, 05:24 PM
It's real.

Believe it and stop trying to deny that these things exists.
Here's a demo: http://rodent.za.net/files/speedhackdemo.dem

Drop into your TV\Program\Bin folder and play it back. That was just a "little" bit of a speedup. It can get really insane (running from one end of Emerald to the other in 2 seconds flat) if you speed things up even more.

What amazes me about all of this is the shazbottiness of an engine that allows the client to be authoritive about it's position, and movement speeds. It's ridiculous. Speedhacks will be some of the lesser evils we'll see.

Of course the "speedhack" detection that everyone's disabled on their servers is supposed to fix this, but the whole model of the the engine still remains stupid.

T1, and T2 are unaffected by this as an engine with decent netcode and client-server authority should be. I was disgusted when I saw this, and fiddled around with it. UT2004 STILL has problems with this exact issue.

[meph]DooM!
09-28-2004, 05:25 PM
http://team5150.com/~andrew/lolol.swf

BitRaiser
09-28-2004, 05:27 PM
Yikes... this could be a deal breaker for me.

I hope Irrational is looking at some anti-client position spoofing, or things don't look good for a long life cycle.

Hurricane Harold
09-28-2004, 05:34 PM
There's anti-speedhack code, most of the servers just have it disabled because it was in a buggy state in the beta and caused random sticking for players.

BitRaiser
09-28-2004, 05:36 PM
Right... forgot about that for a moment.

(frggen brain)

TheRoDent
09-28-2004, 05:38 PM
There's anti-speedhack code, most of the servers just have it disabled because it was in a buggy state in the beta and caused random sticking for players.


Doesn't mean that the whole principal of a client being able to tell the server how fast it's going, and where it is, isn't completely fvcked!

LivinDeath
09-28-2004, 05:45 PM
It shouldnt be too hard to track.. they change direction and warp around like no tribes player could..

Velocity is not the key stat to look at, acceleration or change in acceleration is. If the server notices too many abrupt changes of accelerations, the anti speedhack can then be implemented.

TheRoDent
09-28-2004, 06:11 PM
It shouldnt be too hard to track.. they change direction and warp around like no tribes player could..

Not if you only up the system speed by a little bit. It's imperceptible, but still gives you an advantage above.

Velocity is not the key stat to look at, acceleration or change in acceleration is. If the server notices too many abrupt changes of accelerations, the anti speedhack can then be implemented.

The "speed" portion of "speedhack" has got nothing to do with player velocity or speed. It's got everything to do with the client's "tick rate", and how fast the client will stuff "movements" for replication into the net-queue. Up the tickrate, and you can stuff more movement replications into the queue, per tick. More movement replications = more movement = a increase in speed.

The speedhack detection code tries to kurb this by checking the delta time elapsed between server/client updates. If it goes beyond a certain margin, the server disables movement for the player and warns about a "Possible speedhack". I've succesfully upped my tickrate to just below what the current speedhack detection code believes is "tolerable", and I get a walking movement speedup of 2km/h. Not a helluva lot, but still...