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Englisch CS2D Remake - Anti-Cheat & Tick Rate

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alt CS2D Remake - Anti-Cheat & Tick Rate

dcrew
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Hello, right now the current build of the remake runs at a tick-rate of 20, like the original CS2D, and I only did that because I didn't bother messing with it while it's unimportant (while I'm testing), but I would like to ask the question now since, the open beta should be soon and while a tick rate of 20 works, I could bump it up to 60 if anybody wants to try it, it could hugely improve delays and unfair advantages with pings (even though I already implemented lag compensation with movement).

That is possible since I always ran movement, position, and angle traffic through a different server channel, it doesn't interfere with ANY other traffic (like shooting/attacking, reloading, etc).

In regards to anti-cheat, the CS:GO update to prevent ESP and WHing where players aren't synced with other players unless they're at all visible (or near visibility, for lag compensation) I could do also, and just run footsteps through another channel, what're your thoughts? Let me know!

alt Re: CS2D Remake - Anti-Cheat & Tick Rate

GeoB99
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@user xNir: Multiplayer games are barely released as open source, so no. This will prevent cheaters from exploiting the inner parts of the game.

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Maybe this is beyond your limits but a check-altered-memory-addresses procedure for the anti-cheat system would do the job. As we all know, cheating in games is achieved mostly by means of memory editor software such as Cheat Engine or software made by cheaters themselves. Just find the game memory address specific with the editor and alter it.

With this procedure you do a scan of all memory addresses of the client if they're at the right state. If they're so, the client doesn't use any cheats. Otherwise the client gets flagged and earns a permanent ban by the server.

alt Re: CS2D Remake - Anti-Cheat & Tick Rate

dcrew
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@user xNir: As @user GeoB99 said

@user Nekomata: Sure thing

@user GeoB99: That's a good idea, though cheats that edit memory are not possible anyway, everything is server sided, for example, money, if you edit to any value and try to buy/edit something, all clients do the action and ask the server at the same time, if the server declines (you didn't actually have that money) the server will send that client a request to reverse his order, along with the actual money value he needs to reset to, the server will not bother ANY other player with that client's request unless it is accepted by the server.

The same system is used across many parts of the game.

Aimbots and ESP are still workable though, ESP only reads memory (and can draw externally), and aimbots can simply just edit the mouse position, I wrote a working ESP and aimbot myself for CS2D in the first month I began making this, to test my ideas for anti-cheat, and yes, I have solid ideas to prevent both.

alt Re: CS2D Remake - Anti-Cheat & Tick Rate

dcrew
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@user StirlizZ-Fapicon: It was never used on public servers, was for my own private testing, and even if I did for some reason get banned, I don't mind as I'm not playing the current CS2D, but rather spending most of my time recreating the new one along side @user DC and the community here.

Edit: You took that out of context my friend, you ended it where I said "in the first month", where-as I said "in the first month of making this".

alt Re: CS2D Remake - Anti-Cheat & Tick Rate

Andrez
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user dcrew hat geschrieben
@user StirlizZ-Fapicon: It was never used on public servers, was for my own private testing, and even if I did for some reason get banned, I don't mind as I'm not playing the current CS2D, but rather spending most of my time recreating the new one along side @user DC and the community here.

Edit: You took that out of context my friend, you ended it where I said "in the first month", where-as I said "in the first month of making this".


Its completely okay to test it in private just aslong as you dont lie about it
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