Quick note

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KellyD
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Quick note

Post by KellyD » Mon Aug 22, 2016 9:36 pm

I posted over at ut99 and I'll drop this here too. An admin buddy was having some issues and asked for some advice. The end result is I've made a fairly comprehensive anticheat mod. The real selling point on it is that it can be set to totally silent, log only to server mode. That allows you to build a real case against someone and not rely on just a single instance.

If you are interested you know where to find me.
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Re: Quick note

Post by EvilGrins » Tue Aug 23, 2016 7:27 pm

Hi Kelly!
Image

I may never host games again, but I am interested.

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Re: Quick note

Post by Hermskii » Tue Aug 23, 2016 9:44 pm

Ugggggh! I want anti cheat but I resist using it as everyone knows. You have more data on this somewhere? Got a link to a detailed discussion?

If i were a millionaire I'd hire you at some fantastic rate and just have you code UT stuff for me a couple hours every day.
~Peace~

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Re: Quick note

Post by Hook » Wed Aug 24, 2016 6:59 am

Hi KellyD
Yes, what Hermskii says! :D (ditto)
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Re: Quick note

Post by KellyD » Wed Aug 24, 2016 8:20 pm

The 'detailed' discussion will be three words long. Really.

-Join my test server.
-Try to cheat. I'll post an example at the end of this post.
-Nothing happens....
-You post back "Kelly, this sucks".
-I reply nothing but attach the catch log the server silently generated that showed exactly what you did. You *were* caught but the server was set to silent logging only of cheats.

For too long it's been that cheaters were caught and banned with a single incident. Now you can log many multiple incidents before confronting the person (if you so choose). It's a flexibility that I felt was always missing.

Now, a cheat example. Things like these are posted all over so it's not like I'm spreading dangerous information. In truth it's far more dangerous NOT to know as a server admin. Anyway start up a local game or join your server. It won't matter. Once ingame open your console and enter

set texture btransparent 1

You'll see that the walls become see-through and you can now see enemies close by. You can restore your game by simply changing the last one to a zero like this:
set texture btransparent 0

There's a hundred things like this and it's super easy to hotkey the walls being see-through so it works when you need it (for example). I could do things like this and wipe the floor in redeemer servers.

Would you still like to postpone thinking seriously about anticheat now? See, three words :D
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Re: Quick note

Post by Hook » Fri Aug 26, 2016 6:55 am

So far you have my attention. :D
How about its footprint, or rather how much resources does it use?
Ease of installation and use?
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Re: Quick note

Post by KellyD » Sun Aug 28, 2016 5:48 pm

Installation is one serverpackage line and one serveractor line. That's it. The server actor controls the use of what anticheat modules you want to add to the loadout. That means no mapvote lines, no changes to ActorCLP, no alteration of the server startup command line. It can't get any easier than that.

There is an ini file that you use to select your protection from. Each module is independent from the others and will run alone or in any combination. From the readme:
UseAntitweak=True <-AntiTweak, stops player tweaking local game (wallhacks, brightskins, etc)
UseAntiNetHack=True <-AntiNet, stops players from changing netspeed in game (very hard to hit, speed cheats)
UseNoMultigun=True <-MultiGun, stop players from using multigun exploit
UseAntiD3DSkinCrash=True <-D3D Skin crasher, prevents the old but still working D3D skin crasher
UseAntiMessageHacks=True <-Message hack, stops client hacking of messages (full screen messages, fake admin login, fake death messages etc)
UsePlayerLogging=True <-creates and updates a separate player log of anyone on your server
UseKeybindLogger=True <-copies a player's current keybinds and modmenu into the server log
For example you can set everything to False except UsePlayerLogging and will not do anything but log any player that joins your server. (BTW this is saved into it's own ini file so at a glance you can see who has been playing and when they were last on)

On a full loadout of all the anticheats there is a second or two on map startup where everything loads but it's over inside of the 1-2 seconds even on my ancient laptop server. There's no lag on respawns or team changes. Also the checks done on the players as the game goes on are considerably less frequent than other anticheats do. There's just no reason to do full player checks multiple times a second or even once a second. I do them every five seconds, that's plenty enough.

A couple of admins are running this and already flagging players using client side hacked larger redeemers. What this does is make the redeemer weapon and flying warshell much larger visually. It allows you to see the flying shell way better and easily see players behind walls since the redeemer weapon they hold is very large and ends up poking through the wall. Here's an example from Codex...
Image

The redeemer is in the usual pickup spot but I've tweaked it client side to display larger. Now I can see it 'through' the wall. Anyway this stuff is rampant.

I won't keep going on about this. Just thought you might be interested. I've stated the case for using it pretty much I think.
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Re: Quick note

Post by Hook » Mon Aug 29, 2016 7:00 am

I would like to give it a try.
How do I get it?
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Re: Quick note

Post by KellyD » Mon Aug 29, 2016 7:43 am

Drop me an email agutgopostal at gmail dot com. I'll send you the install package and docs. It's very simple to set up and use. If you have any questions just ask.
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Re: Quick note

Post by Hook » Mon Aug 29, 2016 3:09 pm

Email was dropped - Thanks again! :wink:
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Re: Quick note

Post by Hermskii » Mon Aug 29, 2016 4:36 pm

Looks like I'm in too! Looks like good stuff.
~Peace~

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Re: Quick note

Post by KellyD » Mon Aug 29, 2016 8:21 pm

Just emailed you guys. Let me know if you have any questions.
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Re: Quick note

Post by KellyD » Mon Sep 05, 2016 8:51 am

Hate to double post. Please don't tell papercoffee.

I'm curious how things went if you guys ran this on your redeemer servers. There's been some for sure cheat catches on one redeemer server running it. I'd be curious if you found all your players to be clean. I'm not wondering on a per-player basis, it's more a 'what's the overall health of online play'. I'd like to know the percentages of players who get flagged for something. Email me privately if you'd like, I'd enjoy a bit of feedback.
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Re: Quick note

Post by Hermskii » Mon Sep 05, 2016 1:05 pm

I have the program dead center of my desktop but i haven't had the time to install it yet. I'm no longer working in the IT field. I am strictly working for myself now and the pay decrease needs to be overcome. I do hope to get it installed very soon though. Dying to see who is doing what.
~Peace~

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Re: Quick note

Post by Hermskii » Mon Sep 05, 2016 5:16 pm

And now it is installed. I'll let you know!
~Peace~

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