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Anti-cheat and custom objects munitions [message #372442] Tue, 17 February 2009 02:15 Go to next message
a000clown
Messages: 363
Registered: May 2005
Location: Canada
Karma: 0
Commander
I was just reading some old threads and this caught my eye:
Goztow wrote on Thu, 26 June 2008 07:36

The anti cheat will be partially client side, included in an existing or new Renegade file, and partially server side.

Everything which is possible server side has been done. This was limited by the information that the client sends to the server. If i understood correctly, the client will now send more information to the server, so the server can check for more unusual stuff and block it.

It will be harder to bypass but as long as it's the client that calculates damage and so on, it'll never be possible to guarantee that things can't be bypassed. And calculating everything server side is nearly impossible: it causes way too much lag.

With inverse engineering, people will always be able to bypass protection. You just need to make it hard enough and update regulary to discourage bypassers.


If someone from the team could say which of the following will be possible to modify (With the TT patch and all its anti-cheat enabled) server-side that would be great.

Ammo

  • Warhead
  • Damage
  • Range
  • EffectiveRange
  • Velocity
  • RateOfFire
  • SprayAngle
  • SprayCount
  • SprayBulletCost
  • ExplosionDefID


Explosion

  • DamageRadius
  • DamageStrength
  • Warhead
  • DamageIsScaled


Weapon

  • PrimaryAmmoDefID
  • SecondaryAmmoDefID
  • ClipSize
  • MaxInventoryRounds


The other settings aren't important to me.
Also would like to know if changing what weapons infantry/vehicles use will trigger false positives.

You can check the uploaded image if you don't know what I'm talking about.
  • Attachment: munitions.gif
    (Size: 277.43KB, Downloaded 113 times)
Re: Anti-cheat and custom objects munitions [message #372446 is a reply to message #372442] Tue, 17 February 2009 04:58 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Registered: May 2006
Location: The Netherlands
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General (2 Stars)

None can be changed.

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: Anti-cheat and custom objects munitions [message #372452 is a reply to message #372442] Tue, 17 February 2009 05:49 Go to previous messageGo to next message
a000clown
Messages: 363
Registered: May 2005
Location: Canada
Karma: 0
Commander
ah, there goes one or two ideas I had lol
No biggie though, thanks for answering.
Re: Anti-cheat and custom objects munitions [message #372459 is a reply to message #372442] Tue, 17 February 2009 07:45 Go to previous message
StealthEye is currently offline  StealthEye
Messages: 2518
Registered: May 2006
Location: The Netherlands
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General (2 Stars)

Well, you can push the mod from the server side, but can't change it on the client.

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
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