Someone already made a good point, work on making your server secure instead of trying to prevent people from using stuff like wallhacks, its impossible to create an unbypassable anti-cheat, at least client side.
[QUOTE=ActuallyFBI;52840684]Python might be able to tho, so i dunno ill have to figure this out but so far i know that the loading screen is the best way to to do it, given that it is more than likely easily stopped by just blocking the website before joining the server but still.[/QUOTE]
Lmao you can't run python in a loading screen and JavaScript can't even detect what programs are open. You litterally can't detect c++ cheats, just get better admins
Not to mention even if you do manage to start detecting C++ cheats, the creators will always find a way to bypass your detections, that's one of the many reasons you get staff members for servers..
[QUOTE=meharryp;52841129]Lmao you can't run python in a loading screen and JavaScript can't even detect what programs are open. You litterally can't detect c++ cheats, just get better admins[/QUOTE]
Why not my loading screen uses DJango already lol.
[editline]31st October 2017[/editline]
[QUOTE=0V3RR1D3;52840761]Someone already made a good point, work on making your server secure instead of trying to prevent people from using stuff like wallhacks, its impossible to create an unbypassable anti-cheat, at least client side.[/QUOTE]
Our admins are fine but, we dont just ban off accusations if someone is suspected of hacking we have to spend time trying to find prove it which isnt easy if the hackers are good at hiding it.
just spam "sv_allowcslua 0" every frame and u should be good to go
thank me later
[QUOTE=Tupac;52842221]just spam "sv_allowcslua 0" every frame and u should be good to go
thank me later[/QUOTE]
that only fixes internal cheats and wouldnt even work.
[QUOTE=ActuallyFBI;52842243]that only fixes internal cheats and wouldnt even work.[/QUOTE]
neither would your loading screen method
[QUOTE=ActuallyFBI;52842100]Why not my loading screen uses DJango already lol.[/QUOTE]
No, the loading screen in the client is not using DJango or even Python. DJango is the backend framework that produces the client-side presentation.
[QUOTE=ActuallyFBI;52842100]Why not my loading screen uses DJango already lol.[/QUOTE]
honestly at this point im almost certain youre just trolling
[QUOTE=meharryp;52844129]honestly at this point im almost certain youre just trolling[/QUOTE]
at first i was serious but then i gave up. so my first 4 post were legit
[QUOTE=0V3RR1D3;52840761]Someone already made a good point, work on making your server secure instead of trying to prevent people from using stuff like wallhacks, its impossible to create an unbypassable anti-cheat, at least client side.[/QUOTE]
What's the main issue with cheating in TTT? (I've never actually played it)
[QUOTE=ActuallyFBI;52835201]Reverse engineering CAC right now. Thnx i had no idea.[/QUOTE]
please dont hack my fps
[QUOTE=Moat;52847258]The biggest problem is that people use cheats to know who traitors are. Other than that, cheating isn't really an issue due to the karma/auto-ban system.[/QUOTE]
So does the client need to know who the traitors are at all time?
[QUOTE=CapsAdmin;52847437]So does the client need to know who the traitors are at all time?[/QUOTE]
it basically happens every time the traitor clicks a traitor button or buys a traitor weapon otherwise it cant detect.
Even with traitor detectors it's pretty easy to find out who's cheating because if your admins are good enough to know if two people are ghosting, it's pretty much the same concept, the game is just ghosting to the player and he's slaughtering all the traitors (cause cheaters are bad at the game (they cheat for a reason) so don't expect them not to go on a traitor killing rampage constantly)
[QUOTE=Lunaversity;52847868]Even with traitor detectors it's pretty easy to find out who's cheating because if your admins are good enough to know if two people are ghosting, it's pretty much the same concept, the game is just ghosting to the player and he's slaughtering all the traitors (cause cheaters are bad at the game (they cheat for a reason) so don't expect them not to go on a traitor killing rampage constantly)[/QUOTE]
Could make a display that displays groups of people and their friends connected to the server.
Maybe also displaying similar steam-groups.
[QUOTE=Nak;52848279]Could make a display that displays groups of people and their friends connected to the server.
Maybe also displaying similar steam-groups.[/QUOTE]
I'm pretty sure I coded something like that in ServerGuard, if you'd like to switch over to that or go look. It's a paid product though.
[editline]2nd November 2017[/editline]
Also, I just fixed the TTT traitor detector as best I could. [url]https://github.com/Facepunch/garrysmod/pull/1424[/url]
There is a problem that there's one paid and one free cheat that make render.Capture ignore all overlays on hl2.exe, making it only capture the game render output. These cheats are both DLL injectibles with capabilities of all sorts of you can imagine - aimhack, wallhack, esp, et cetera. Still, there is some ways to detect people using this kind of cheats though, one is looking for people who are often lucky to find some weapons/entities on the map, or those who manage to win gunfights in shortest period of time. It's not really reliable 100% truthful method but it's better than nothing. Hell, it's even possible to automatize it to compare suspects to other players.
What needs to be done is having gmod team take a look in this problem. Soon it will be a major problem for servers.
[QUOTE=Nak;52848279]Could make a display that displays groups of people and their friends connected to the server.
Maybe also displaying similar steam-groups.[/QUOTE]
Most ulx/any other admin mod packages have friend viewers which are very helpful.
If you want advice on how to stop cheaters, anti-cheats won't help. Use an admin plugin where admins can "silently" spectate players (spectating them without their knowledge), admins spend some of their time watching players for anything fishy (locking onto other players through walls, 100% consistent bunnyhopping, you get the gist). Gives your admins something to do other than kick screaming children all day too. Don't issue out any type of warning, just permanently ban them for cheating and tell them to dispute it on your forums if it was a false ban. Unless you have retarded ban-happy admins you shouldn't have to worry about accidentally banning innocent players.
[QUOTE=*Braindawg*;52849762]If you want advice on how to stop cheaters, anti-cheats won't help. Use an admin plugin where admins can "silently" spectate players (spectating them without their knowledge), admins spend some of their time watching players for anything fishy (locking onto other players through walls, 100% consistent bunnyhopping, you get the gist). Gives your admins something to do other than kick screaming children all day too. Don't issue out any type of warning, just permanently ban them for cheating and tell them to dispute it on your forums if it was a false ban. Unless you have retarded ban-happy admins you shouldn't have to worry about accidentally banning innocent players.[/QUOTE]
Yea, but before we ban anyone i give my admins strict protocols all people are innocent until 100% wihtout a doubt proven guilty which is hard with Wall Cheaters, well some others are stupid.
[QUOTE=ActuallyFBI;52849768]Yea, but before we ban anyone i give my admins strict protocols all people are innocent until 100% wihtout a doubt proven guilty which is hard with Wall Cheaters, well some others are stupid.[/QUOTE]
like I said, if your admins aren't stupid and they're watching a specific player who's been acting fishy for a long time and has multiple reports, banning innocent players won't be a problem. and you aren't going to get 100% certainty without an AC, which is impossible in Garry's Mod, end of story. It's either let cheaters roam free and weed out the ones who are cheating blatantly or mass ban all of them and end up with minor collateral damage that won't affect your playerbase in the end. And if a regular player gets banned they can take it to the forums.
[QUOTE=Shendow;52847479]I don't think so, but you can still know who [I]may[/I] be a traitor by looking for traitor - specific SWEPs and getting their owner[/QUOTE]
You could have virtual nameless weapons (at least on client) that give you the real weapon on equip. But I'm not sure if this method would cause a noticeable delay when switching weapons. It's also kinda hacky and veers into anti cheat style code which I'm not sure should belong in the TTT code.
[editline]5th November 2017[/editline]
[QUOTE=MeepDarknessM;52848305]Also, I just fixed the TTT traitor detector as best I could. [url]https://github.com/Facepunch/garrysmod/pull/1424[/url][/QUOTE]
This looks like a better and less hacky solution than virtual weapons.
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