View Full Version : The Anti-Cheat Tools Discussion and Gripe Thread.
ClickBouyow
01-22-2003, 01:33 PM
Ok, I admit it. I am a n00b to MOH admin. I have tried just about every tool and I do have some concerns and some gripes. First of all, let me say you guys ROCK! The amount of time you all put into developing these tools just so we can have fun must be tremendous. I stand up and applaud you all.
Now, I will move on to the gripe session:
<onto the soapbox>
Delator (v2.X): Delator runs fine, but is slow to retrieve information from the server. Or I should say, slow to interpret and post information from the server. It misses cheats hap-hazardly (extremely frustrating!). I suspected someone of cheating two nights ago. I couldn't prove anything, but I kicked him and then checked Delator. 15 minutes after I kicked him Delator decided he had used a cheat skin. Not very effective. There are too many reports of wall hacks being missed as well.
Crowking's Autokick: Nice little program. Doesn't do much. But makes kicking players easier.
Counter Intelligence: Buggy. Has lots of problems with 32 bit OS. I have never been able to run it for any more than 2 hours without it crashing with a Runtime "13" error. Also, has a squirrelly installation. It MUST be installed on C: or it won't run at all.
ServerWatch: As far as I can tell, it doesn't do anything. It does send nice messages. But nothing else works.
Hammers goodies: Way to complicated for the novice. Just filling in all the * drives me nuts. It does work, once you get everything set right.
PJG Admin: Good tool. Works hap-hazardly. Two days ago it worked flawlessly (I ran PJG admin/Delator/PJG Realism). Yesterday, I changed the realism mod and it wouldn't work at all. A compatibility issue, I'm sure.
MOH-Monitor: nice DOS program...... I wish we still had DOS. It works in it's limited capacity.
Dogtag: good mod, works most of the time. Nice message scroll. I can't get it to work properly with Delator. I am sure it is just a check box somewhere, but I can't find it. I did uncheck the force models in moddelator, but then again, that works just slightly less than Delator.
So, there it is. I, for one, really do appreciate all your hard work. You have all done well. Now, how about a conference and pull out the best of each program and combine them all into an anti-cheat program that works?
<off the soapbox>
SNYPE
01-22-2003, 03:33 PM
Unfortunately these tools all depend on a game engine that works properly in the first place!!!!
Thats where most of the problems lie. A lot of these programs work great for Allied Assault but in Spearhead, EA messed up the code and even rcon commands from the console only work 50% of the time.
You also need to realize that as far as cheat detection goes, its an ongoing process. As soon as you detect one cheat, they write a new one.
ClickBouyow
01-22-2003, 04:31 PM
Unfortunately these tools all depend on a game engine that works properly in the first place!!!!
Thats where most of the problems lie. A lot of these programs work great for Allied Assault but in Spearhead, EA messed up the code and even rcon commands from the console only work 50% of the time.
You also need to realize that as far as cheat detection goes, its an ongoing process. As soon as you detect one cheat, they write a new one.
I do realize that. I fully understand the problem. I deal with hackers every day. Again, I applaud the guys that do all the coding for this stuff. But being a n00b at setup, it gets quite frustrating trying to make these things work.
I have noticed that most of the problems lie in the map files. The standard maps that come with MOH and Spearhead are so poorly constructed (as evidenced by the amount of hacking and clipping) that it is a wonder that anything runs. I believe, but I have to test it, that CI crashes due to MAPS, not skins or name hacks. I think there are errors, especially in Brest, that flood the processor and grap all the available memory, causing CI to fail.
Buzz_Litebeer
01-23-2003, 02:02 AM
yea PJGAdmin mod has some compatibiltiy issues, especially with my own version of realism ;-(
yea its a problem, but its because i wrote realism before PJGAdminMOd, i have a fix for the realism, but i havent got it uploaded, will soon though.
send me an e-mail
harschc@ku.edu
ill send you the fixed ver of PJGLeagueRealism that wont conflict with the mod
PJGAdminModv3.0 is probably going to be out this weekened, and it will work ... differently.
http://www.modtheater.com/forum/showthread.php?s=&threadid=5153
to get an idea of how PJGAdminMOd3.0 will work
it is written with a command line interface to make it so it works almost eevery time (ie it isnt buggy or haphazard)
since it has its own interperator, instead of using rcon as an interperator, it uses its own interperator, should work MUCH better, and its going to be even easier to make your own modifications to it, buit still working on line delimitation and syntax.
The idea for The new PJGAdminMod will be its ease of setup, should be able to extract into a directory, and run it without editing big configuration files.
though some stuff will have to be edited, the honesty enforcement specially, everything else should work just fine.
It will be just as commented, but without all the fluff stuff from the version 1.0 to 2.0 (ie lots of commands you arent supposed to touch)
it will have two threads, one thread is to handle static things, like force models, force a set of skins for all, and forceing honesty.
everyhting else is command line driven (in the next ver)
and that will make it easier.
also adding some functionality suggested by BlackBart of MOHAACI to make it harder on cheaters.
lots of new functions will be added because of the command line driven stuff. Im excited about it ;-)
buzz out.
ClickBouyow
01-23-2003, 08:42 AM
thanks Buzz, I look forward to testing it out. :-)
Ruiner
01-23-2003, 02:14 PM
Hammer's Goodies:
is it posible to just use this for forced honesty and _ham_onetime feature???
ClickBouyow
01-23-2003, 02:52 PM
Hammer's Goodies:
is it posible to just use this for forced honesty and _ham_onetime feature???
Not sure about this. I know you can for forced honesty, but not the ham_onetime. Maybe some of the more knowledgeable can answer that one.
Buzz_Litebeer
01-25-2003, 09:24 PM
MOH_AdminMOd working with MC Hammer ;-)
we (hammer and I) are almost done with a beta ver we are going to release for testing for the mOHAACI guys to take a look at, i just got done with the in-games commands, and im about to start integrating periodic force honesty, IE same as forcehonesty is done in PJG
right now its working pretty good
for example, we have it working to the point that we can type the following at console
command "client_spectator all;screenshot_scores 1 2 3;switch_axis spectator"
and it will do the following things
it will make all players go to spectator
it will then make players 1, 2, and 3 take screenshots, then it will make all spectators go to axis
pretty nifty ;-)
Hammer is working on the command queuing as we speak
I am doing the tutorials and adding compatibility with MOHAACI (ie all the functions from PJGAdminMod are being ported over)
To Do List
-- PJGAdminMod CI 2.1.1.1 compatibility - Finished
-- Mod File Registration - Finished
-- Command Line Mod Execution - Pending
-- Interval Based ForceHonesty - Pending
-- double buffered command queuing - Pending (nearly finished)
-- Tutorial on executing common scripts such as delator and dogtagz - Pending
-- Tutorial on adding your own commands -- Pending
-- Tutorial on integrating map Mods - Pending
OberstMeier
01-26-2003, 08:09 AM
It´s an Server / Client Clanwar Tool.
Buzz_Litebeer
01-26-2003, 12:09 PM
It can be, we are allowing modules and such to work with the program.
Today for example I am going to write a module to make sure a server has all its OGL vars set correctly, and im going to make a module called "playerwatch" which will make sure teams are even, and also stop the stupidity where someone in OBJ grenades their teammates and then switches teams.
I cant stop them from grenading their teammates but i can stop them from switching teams i "think" im not too sure about it, but i should be able to.
Buzz_Litebeer
01-26-2003, 11:34 PM
well the program is completed good enough for beta, and is being tested by the MOHAACI group to check out how it handles under server load, and get a working version of CI, im still working on tutorial documents now, but its working great.
SNYPE
01-27-2003, 02:21 PM
Buzz--when you get this to a point where you want to release it send me a PM with all of the details and where we can download it from so we can put it our downloads.
Buzz_Litebeer
01-27-2003, 02:53 PM
It is ready to go out the door right now, but i have to make some tutorial documents, it should be finished round the end of the night tonight, or sometimes tomorrow.
THe actual base part of it, the part that is goignt o be release as actual working code is "done" though i may want to make a couple changes to name changing algorithm.
Other than that all the stuff is working, but there is still testing going on to make sure it doesnt bog the server down.
The entire intent of doing it via its own command line was so that there would be MUCH faster responce time (IE around 2 seconds for a command to execute)
its also double buffered queue, IE if you send a command while there are still commands being executed in the buffer, it will just queue up instead of breaking whats going on (unlike PJG where if you sent 2 commands within 10 seconds or so, they would block each other)
Everything but the tutorials are done, and you may ask why i am not releasing it with the tutorials (i even have the command docs finsished for the 2 default modules that come with it), its because We want this, right OUT of the gate, to be modded by people, this isnt there just for a couple coders to show people how cool they are.
I have coded a tutorial module called "OGL CHECK" to show hwo to create a module to verify server configs, and im going to make 2 patched versions of programs, one for codesecuirty and one for dmz dogtags.
Hammer is also going to release a hammers goodies add on pack for it as well, and hopefully write the tutorial on what he has done.
Upcoming addon packs will allow you to see how many times a player has died by doing a dumpuser on them, sure you can just pull it up in game, but if you have a program that keeps track outside (say codesec or something) you can kepe track of at least that statistic (possibly) i dont know if ill put that one together any time soon.
;-)
but basically the first tutorials will be to get the reader down and dirty with the util functions included, those things include finding players, and or sending an array of players to do a command on etc.
it will be great ;-0)
ClickBouyow
01-29-2003, 09:04 AM
Well fellas, I have been running CI 1.2.2.0 for two nights now and I have to admit I am IMPRESSED! Very nice. I really like the rename feature so that dumpuser works. It has not crashed even once! EXCELLENT!
Enforcer
01-29-2003, 10:44 AM
ServerWatch: As far as I can tell, it doesn't do anything. It does send nice messages. But nothing else works.
You have to give access you’re Mohaa Server log file, without it will do not that much. You can take a look in the Debug Screen and look what events are coming. Did you have tried to load the default config from my Website?
Maybe Spearhead is the Problem, now the Linux version is out and i can give it a try.
If you setup ServerWatch to log all to the LogFiles and then send them to me i should be able to tell you what the Problem is.
Enforcer
ClickBouyow
01-29-2003, 06:09 PM
It is ready to go out the door right now, but i have to make some tutorial documents, it should be finished round the end of the night tonight, or sometimes tomorrow.
Hey Buzz, any word on this? Has it been released yet?
Click
Buzz_Litebeer
01-29-2003, 06:16 PM
it is already on filefront, but we want to get it on a news page first.
Oracleman
01-30-2003, 06:46 AM
Maybe a stupid question, but is CI intended to run on the game server or on another machine ?
ClickBouyow
01-30-2003, 07:14 AM
Maybe a stupid question, but is CI intended to run on the game server or on another machine ?
I find it runs better on another machine. It has run flawlessly the last three days that way. I get runtime errors if I try to run it on the game server.
Oracleman
01-30-2003, 07:28 AM
OK, thanks. Any special hardware req's not mentioned in the manual (which btw is impressive).
ClickBouyow
01-30-2003, 08:36 AM
OK, thanks. Any special hardware req's not mentioned in the manual (which btw is impressive).
Not that I know of. I run it on a 200mhz PII. Runs fine.
Oracleman
01-30-2003, 10:53 AM
OK, that's good. I have started it on a P3 500 now and it works fine. Had to manually add some of the stock skins from Spearhead which were not there.
I haven't started the PJG scipting interface yet though as I am not sure how t use it yet. I know it will need the PK3 one the server, but am I supposed to edit the CFG file in the same directory and put even this on my server ?
Appreciates your help. Thx again...
ClickBouyow
01-30-2003, 10:57 AM
OK, that's good. I have started it on a P3 500 now and it works fine. Had to manually add some of the stock skins from Spearhead which were not there.
I haven't started the PJG scipting interface yet though as I am not sure how t use it yet. I know it will need the PK3 one the server, but am I supposed to edit the CFG file in the same directory and put even this on my server ?
Appreciates your help. Thx again...
It only needs to be on the game server. It has a WHOLE LOT of useful tools. A new version was just released, too!
http://www.mohadmin.com/nuke/modules.php?name=Forums&file=viewtopic&t=1096
Just read the instructions (they can be confusing for the novice!). It has some really nice features that will help.
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