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Author Topic: Speedhack: newbie1720  (Read 1918 times)
payl
68 Carbine

Posts: 365

« on: May 26, 2011, 06:45:21 AM »

Server: Speed USA
Time: Right now
Name: newbie1720

http://banterous.co.uk/demo/769
obviously download using http://dplogin.com/forums/index.php?topic=22447.0

@jitspoe: Did you removed 'kicked for time disparency'? Many speedhackers can't handle that simple anticheat... Maybe add something similar?
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T3RR0R15T
Map Committee
Autococker

Posts: 2591

« Reply #1 on: May 26, 2011, 10:51:32 AM »

@jitspoe: Did you removed 'kicked for time disparency'? Many speedhackers can't handle that simple anticheat... Maybe add something similar?

I'm not jitspoe, but i know it. You can enable it with the setting sv_enforcetime. It is 0, so disabled by default. The [OTB] servers run with "sv_enforcetime 240".
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payl
68 Carbine

Posts: 365

« Reply #2 on: May 26, 2011, 12:12:20 PM »

I'm not jitspoe, but i know it. You can enable it with the setting sv_enforcetime. It is 0, so disabled by default. The [OTB] servers run with "sv_enforcetime 240".
240 seconds? Isn't this too much?
If most players just use CheatEngine to have speedhack, why don't someone (Jitspoe) just add something which will be called every second and check if time moved by more than 900ms? If it's less than 900ms, then 'something' just decreased delay value... So auto client shutdown/disconnect. Because, as far as i know, CheatEngine just decrease delay value by: original time*ratio=new time. So it's easy to detect, isn't it?
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pvtjimmy
Committee Member
Autococker

Posts: 2098

« Reply #3 on: May 26, 2011, 12:15:20 PM »

240 seconds? Isn't this too much?
If most players just use CheatEngine to have speedhack, why don't someone (Jitspoe) just add something which will be called every second and check if time moved by more than 900ms? If it's less than 900ms, then 'something' just decreased delay value... So auto client shutdown/disconnect. Because, as far as i know, CheatEngine just decrease delay value by: original time*ratio=new time. So it's easy to detect, isn't it?

again, there is a cheat detection for speedhacks. They sometimes give false positives though, so that's why Jitspoe waits for the confirmation that someone has been cheating (read: demo).
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payl
68 Carbine

Posts: 365

« Reply #4 on: May 26, 2011, 12:40:56 PM »

again, there is a cheat detection for speedhacks. They sometimes give false positives though, so that's why Jitspoe waits for the confirmation that someone has been cheating (read: demo).
Watch banlist, if we make cheating harder, less bans. And more time to development. I think good anticheat, try to catch less irritating cheaters and just tell them 'wrong way'. If someone tries to omit user side anticheat, then server anticheat goes on, and global ban incoming. Client side anticheat doesn't care about lags/internet problems. We can clearly say, that if on someone PC 1second is less than 900ms, then something is wrong, so just disconnect from server. Good anticheat tries to kick simple cheats rather than forcing Jitspoe to check demo, find IP, get global data and add ban. So he could develop more.
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jitspoe
Administrator
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Posts: 18593

« Reply #5 on: May 27, 2011, 03:40:26 PM »

Names used:
newbie3888
newbie1720
newbie

IP: 201.27.15.76 = 201-27-15-76.dsl.telesp.net.br

payl: It does seem like an automated speed cheat detection should be simple to implement, but I continue to get false positives regardless of what method I use (even detecting on the client).
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