02.11.2019, 21:43
Is it still worth it?
02.11.2019, 21:44
02.11.2019, 21:45
Quote:
I created a concept in my community called open-world, the idea would be to take buildings and open structures for players to enter. Some examples of what I did:
https://i.imgur.com/iKnDf9T.png https://i.imgur.com/LXvNSCO.png Going further, turning vehicles into objects and making it possible to transport motorcycles and bicycles in pickup trucks: https://i.imgur.com/f2HJrDr.png This year I released the possibility of players dynamizing some positions in their properties, for that I used 0.3.DL features to make a dummy for him to position and set the position easily. https://i.imgur.com/ODGVIEd.png Also this year we had a bear hunting event to see how the community would behave if we decided to set up a wildlife system for some side hunting job, the experiment was a success and the custom skins feature was very well used. https://i.imgur.com/3QFfk3M.png https://i.imgur.com/c5wnqnA.png |
02.11.2019, 21:49
02.11.2019, 22:50
Quote:
Hi Kalcor! I’ll ask you to introduce one small, but useful, I am sure, for many servers, function CheckPlayerCheat(playerid.
Allow this function to check for the presence of a file in the GTA SA folder with the name "d3d9.dll". And that’s all. Thanks in advance, this will save, perhaps, a quarter of cheaters. Thank! |
03.11.2019, 01:07
Quote:
And that's useless, since 70% of cheats is asi/cleo/sf/lua based software. Moreover you couldn't actually check if that player will send you fake response for such requests.
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Current anticheat implementations made and developed by the community, although not perfect, seem to be doing fine in my opinion and at the end of the day people will always find a way around the prevention methods which is why the manual approach by using server administrators and players to identify hackers and cheaters will always be the preferred way.
03.11.2019, 02:35
You've already responded on this suggestion but adding Unicode will improve not only our Georgian community, to the rest also.
03.11.2019, 07:18
Now think yourself which is better: at least some kind of struggle with cheaters or none on the part of Kalcor?
03.11.2019, 07:45
Quote:
Now think yourself which is better: at least some kind of struggle with cheaters or none on the part of Kalcor?
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It is better to do everything that is listed in this topic, there are many useful things that will help fight cheats.
03.11.2019, 08:00
Quote:
What you offer is complete nonsense, it will be bypassed a week after the release.
It is better to do everything that is listed in this topic, there are many useful things that will help fight cheats. |
03.11.2019, 08:05
03.11.2019, 08:08
03.11.2019, 08:13
03.11.2019, 08:15
03.11.2019, 09:24
Quote:
Better to give some kind of rebuff. Shuffling memory addresses and packet identifiers will also be easy to bypass in a short time. Is not it?
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Read what people are trying to tell you.
03.11.2019, 09:29
It is impossible to prevent the use of cheaters in SA-MP, Kalcor can create a function to help server developers locate cheaters in the player folder, but there will always be changes in cheaters and the increasing difficulty in identifying them. And these changes to cheaters will be faster than our ability to find their uniqueness to combat them and prevent their use on our servers.
The best way remains to combat such irregularities is manually and with human analysis, unfortunately.
Some time ago I had created an "anti-nametag" to prevent players from using nametags/wallhacks, the practice would be 80% effective, only the nametag that doesn't use SA-MP features to display the player name if showed functional. Unfortunately I could not apply the feature as it was conflicting with other systems in my gamemode, so I left it aside for now.
https://i.imgur.com/KIiFmYH.png
The best way remains to combat such irregularities is manually and with human analysis, unfortunately.
Some time ago I had created an "anti-nametag" to prevent players from using nametags/wallhacks, the practice would be 80% effective, only the nametag that doesn't use SA-MP features to display the player name if showed functional. Unfortunately I could not apply the feature as it was conflicting with other systems in my gamemode, so I left it aside for now.
https://i.imgur.com/KIiFmYH.png
03.11.2019, 09:35
Quote:
It is impossible to prevent the use of cheaters in SA-MP, Kalcor can create a function to help server developers locate cheaters in the player folder, but there will always be changes in cheaters and the increasing difficulty in identifying them. And these changes to cheaters will be faster than our ability to find their uniqueness to combat them and prevent their use on our servers.
The best way remains to combat such irregularities manually and with human analysis, unfortunately. |
03.11.2019, 10:06
What about UTF-8 support? It can be?
03.11.2019, 10:40
Then what changes do you expect in addition to changes in memory addresses and packet identifiers, cheaters have now reached such a point that they can bypass any anti-cheat. That's all. I concluded: they were, are and will be.
03.11.2019, 11:08
The best defence against cheaters is an active moderation/admin team, the size of which depends on the server and number of players. The gamemode should of course have aids to the team, such as warnings if someone is for example going too quickly, or their health is not lowering. An easy to use admin command system is helpful too, and just quality of life additions to help make their job easier. Making a cheater's life difficult is the best course of action, and a strong admin team backed up by good systems that can catch a large majority of them helps. If cheaters see an active admin team and a system that is working against them, they'll go somewhere else.
Summing up my point I will say that you will never truly stop cheaters from messing with your gamemode or system, but that's the same for security in general. You'll never be 100% un-hackable, the idea is to prevent the damage caused when it happens, as well as fixing any loopholes that arise and having as few attack vectors as possible. Changing the packets will happen should a new update be made anyway, as every major sa-mp release does this however, it won't help for long. If sa-mp had more anti cheat tools I also do not think it would help.
cessil made an awesome thread on anti-cheat tips: https://sampforum.blast.hk/showthread.php?tid=220089. It's well worth a read for those who need some pointers. I do not know how effective they are these days, the thread is over 8 years old now, but I am sure some of them are still effective tips.
Summing up my point I will say that you will never truly stop cheaters from messing with your gamemode or system, but that's the same for security in general. You'll never be 100% un-hackable, the idea is to prevent the damage caused when it happens, as well as fixing any loopholes that arise and having as few attack vectors as possible. Changing the packets will happen should a new update be made anyway, as every major sa-mp release does this however, it won't help for long. If sa-mp had more anti cheat tools I also do not think it would help.
cessil made an awesome thread on anti-cheat tips: https://sampforum.blast.hk/showthread.php?tid=220089. It's well worth a read for those who need some pointers. I do not know how effective they are these days, the thread is over 8 years old now, but I am sure some of them are still effective tips.
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