Cheating in Multiplayer Games
millertime3250 writes "Tom's Hardware is running an interesting article on cheating in multiplayer games. In an issues that has gained increasing notority, it is a great read for those Counter-Strike players and others alike. It defines the different types of cheats like Client Hook, OpenGL Hack, and Hard-Coded Hack, and cheating's effect on gaming."
There really isn't anything new in this article that hasn't been said before. He at least puts up a basic outline of some of the more popular games out there and the most used cheats. If you want more in depth articles covering the topic then check out the various websites affiliated with the game such as the official site, fan sites, anti-cheat sites, and various gaming sites. Good read none-the-less for those not familiar with game cheats.
Question everything.
our cs server now has an anti cheat that the admin developed. It runs locally on your machine and checks your hard drive for common cheat files, it will also take screenshots of your game running and ftp them to an ftp server. IT also checks the md5 hash as you play. It's found a lot of h4x's already
you can check it out at www.wnygames.com - it's similar to creeping death imho, but more tailored to the server we play on.
Fear Breeds Knowledge
Cheating has ruined multiplayer games for me. It's extremely frustrating to be constantly spawn killed and the likes. Before i quit playing cs i went on a hunt for cheat free servers. Even the most up to date servers with the latest anti-cheat technology was two steps behind. Even at organized tournaments people constantly cheat. The cheats may be more discreet but they're still used all the time.
On one server in particular i suspected three clanners of cheating but the admin told me that it was rock solid. I later returned with an aim-bot/wall-hack and showed him how false his sense of protection actually was. All i did was a quick search on google and downloaded the first thing that popped up.
What really confuses me is why people cheat in the first place. Those who use aimbots are really lame. Where's the fun if you don't even have to click. All you gotta do is face the cross-hairs in the general direction and it does it all for you. Wouldn't you get bored real quickly? I really don't see anything amusing about it all except that you guys like to open your mouth and talk about how 1337 you are when in fact you're nothing but a bunch of little pathetic script kiddies.
What i really hate is the fact that every game is prone to cheaters. Even when playing chess online some people resort to using computer programs to help them out. How lame is it to run gnu chess in the background?
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Go canucks, habs, and sens!
I haven't played counter-strike, but it seems like the same types of people are at it again... I don't know, they always barge in and ruin perfectly innocent games. Cheating really does take out all the fun in multiplayer and even singleplayer videogames. That's why, you play with who you trust!
The only way to do THAT is to make friends...and know them well. A third party isn't going to be able to determine if someone will be a good friend for you or not.
My problem is I could never find anyone who was as obsessed as I was with videogames (Descent II was fun over modem, I got to kick my friend's ass all the time =P)
For this kinda info is the forum at www.gamehacking.com
Actually they discourage multiplayer hacks, but otherwsise there is just about any info on the subject you may want.
This has already played out before..
Who remembers Netrek?
There were several clients to choose from to play the game. The trick? On major servers, you just had to use a blessed binary. Special permission to use RSA, and have developers responsible massivly cut down on ``borgs''.
If a developer was found to be producing clients that cheat, his key was yanked from the master server that all the game servers fed off of, and it revoked every client in the field.
Go Team Beer!
One issue, as I see it, is the architecture of the game servers themselves. Half-Life, for example, feeds information about the location of all players on the entire map to the client. You can add all the signing and checking of client side binaries that you want, but someone is going to figure out a way to creatively intercept that data if it is there. This is completely wrong. It only sends information for players located inside the "visible" portals (i.e. before culling of the true non-visible ones). Try going into the console of a singleplayer game (not lan) and typing "gl_wireframe 2" and notice how far into the map you can see. This is how much data it sends for players as well. Not the entire map by any means.
And the problem is not in the CPU (client side at least) to have players not visible on the screen at the moment not sent. If anything, it _increases_ CPU usage to have this. Latency is the issue. If you are going around a corner and you don't know anything about whats on the other side, and you peek around it, it will take say 100-200ms to get this information, resulting in a very bad experience.
Not to mention your advice seems to only help for wallhacking problems. Your client has to know what's visible on your screen, and what's on your screen can be aimed at. More perfectly with the assistance of a cheat even.
bananas like monkeys.