• Rust's new anti-cheat system is working - but Facepunch are "never going to be finished fighting"
    6 replies, posted
[url]http://www.pcgamesn.com/rusts-new-anti-cheat-system-working-facepunch-are-never-going-be-finished-fighting[/url]
Cue accusations that VAC bans are invalid because they were applied by garry after cheatpunch threw a false positive. Yes, I'm aware of the problems with that argument, but I bet we'll hear it in the Rust subforum 50 times anyway.
we already have
I don't play rust, but I'm a programmer so I'm interested in how it works. Does it check for dll injections and memory editing? Or does it check in game variables like velocity for speedhacking, stupid player positions(in the air when no air modifiers are applied), teleporting inside buildings, etc... EDIT: Just caught it [quote]but didn’t fancy Punkbuster’s forced-install client - nor the questionable “effectiveness [and] accuracy” of a server-side solution.[/quote]
[QUOTE=AtomiCal;43881286]I don't play rust, but I'm a programmer so I'm interested in how it works. Does it check for dll injections and memory editing? Or does it check in game variables like velocity for speedhacking, stupid player positions(in the air when no air modifiers are applied), teleporting inside buildings, etc... EDIT: Just caught it[/QUOTE] They won't detail how it works, because that would help the cheaters
Battlefield 4 uses [url=http://gameblocks.com/]FairFight[/url], a similar system could be used to rubber band speedhackers, force flying people's serverside avatar to stay on the ground and notify server admins of high probability cheaters. It adds a layer that cheaters have to work around, and it really narrows down what you can do as a cheater. But then again people can make server plugins for that.
there can be no peace amongst the banned users, for in the grim darkness of the Rust subforum there is only slaughter and the laughter of thirsting Mods
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