Re: [hlcoders] Anti-Cheat idea - My 5 cents

2004-05-25 Thread tei
about:
http://www.unitedadmins.com/cdeath-why.php
short response:
Yes, looks like its what C-D do. (and other similar software)
Mark Wales wrote:
Am I being stupid, or isn't that exactly what Cheating Death does 
tei wrote:
[...] A "black box" thats
do "things" and that "autoupdate" or something similar.
If another company focuses itself to this problem, the "black box" stuff
will work very well.
[...]
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Re: [hlcoders] Anti-Cheat idea - My 5 cents

2004-05-25 Thread Mark Wales
Am I being stupid, or isn't that exactly what Cheating Death does 
tei wrote:
Adam "amckern" Mckern wrote:
[...]
back 2 point - Valve are doing there best to stop
cheats, hacks, and that sorta thing - but if you make
it to hard for a hacker to break the code in I.C.E.,
then you will also make it to hard for server admins
to look after there servers, and among other things,
have a very small sdk, becuase a MODers sdk is the
game code, missing the render, and some other IP code
Good idea, though it might to be around in HL2, and
source, it might be impmented by Valve, in HL3, or by
other developers in new middle ware, and game engin's
amckern

The solution can be something standalone, separate from valve work,
something like "Punkbuster" maybe. A "black box" thats
do "things" and that "autoupdate" or something similar.
If another company focuses itself to this problem, the "black box" stuff
will work very well.
FPS history:
0) Pong (modded osciloscop machine)
1) Wizard of Wor (commodore 64),  monolitic game
2) Wolfstein3D (pc 486), separate maps, monolitic render/gameplay,
3) Quake (pc 586), separate maps and resources and gameplay, render
engine
3a) Quakeworld (pc 586), all above + GameSpy game browser
3b) Half-Life 1 (pc 586 + GPU) all above, also integrated game browser
4) Battlefield 1942, (pc 686 + GPU), all above + punkbuster
5) Half-Life 2 (pc 686 + GPU + Pixel Shaders?), ? + steam + ??
?



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Re: [hlcoders] Anti-Cheat idea - My 5 cents

2004-05-25 Thread tei
Adam "amckern" Mckern wrote:
[...]
back 2 point - Valve are doing there best to stop
cheats, hacks, and that sorta thing - but if you make
it to hard for a hacker to break the code in I.C.E.,
then you will also make it to hard for server admins
to look after there servers, and among other things,
have a very small sdk, becuase a MODers sdk is the
game code, missing the render, and some other IP code
Good idea, though it might to be around in HL2, and
source, it might be impmented by Valve, in HL3, or by
other developers in new middle ware, and game engin's
amckern
The solution can be something standalone, separate from valve work,
something like "Punkbuster" maybe. A "black box" thats
do "things" and that "autoupdate" or something similar.
If another company focuses itself to this problem, the "black box" stuff
will work very well.
FPS history:
0) Pong (modded osciloscop machine)
1) Wizard of Wor (commodore 64),  monolitic game
2) Wolfstein3D (pc 486), separate maps, monolitic render/gameplay,
3) Quake (pc 586), separate maps and resources and gameplay, render engine
3a) Quakeworld (pc 586), all above + GameSpy game browser
3b) Half-Life 1 (pc 586 + GPU) all above, also integrated game browser
4) Battlefield 1942, (pc 686 + GPU), all above + punkbuster
5) Half-Life 2 (pc 686 + GPU + Pixel Shaders?), ? + steam + ??
?



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Re: [hlcoders] Anti-Cheat idea - My 5 cents

2004-05-24 Thread Adam \"amckern\" Mckern
Developers dont support games fater they ship, in many
cases, but valve has broken the mold, and made HL a
good game

Steam, and VAC - even though they are still bugy (come
on 30 millionish players), you will end up with bugs,
even if you did test the system for 2 years, with
steam beta 1, etc

back 2 point - Valve are doing there best to stop
cheats, hacks, and that sorta thing - but if you make
it to hard for a hacker to break the code in I.C.E.,
then you will also make it to hard for server admins
to look after there servers, and among other things,
have a very small sdk, becuase a MODers sdk is the
game code, missing the render, and some other IP code

Good idea, though it might to be around in HL2, and
source, it might be impmented by Valve, in HL3, or by
other developers in new middle ware, and game engin's

amckern

--- Matt <[EMAIL PROTECTED]> wrote:
> cheats are gonna exist until pcs are nothing more
> than monitors connected to
> the internet and even then someone will find a way
> to cheat, the best way to
> stop cheats is to have a good way to report them<
> not as far as blizzard
> went =/ > but a constantly monitored system, mabey
> even by non valve
> representatives, who can deal with complaints, using
> some genious system
> whereby if any anti-cheat guy/gal is online they can
> join the game and see
> for themselves.. ill let you pay me for it =) on the
> other hand.. if the
> hardware manufacturers gave it an ounce of thought
> they would build special
> hardware modes where only individual programs could
> access the screen, and
> have a hardware device connected between the modem
> and the monitor cable to
> turn it on and off. failing that.. the death
> penalty!! hahahahahahaha!
>
>
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Re: [hlcoders] Anti-Cheat idea.

2004-05-24 Thread Matt
cheats are gonna exist until pcs are nothing more than monitors connected to
the internet and even then someone will find a way to cheat, the best way to
stop cheats is to have a good way to report them< not as far as blizzard
went =/ > but a constantly monitored system, mabey even by non valve
representatives, who can deal with complaints, using some genious system
whereby if any anti-cheat guy/gal is online they can join the game and see
for themselves.. ill let you pay me for it =) on the other hand.. if the
hardware manufacturers gave it an ounce of thought they would build special
hardware modes where only individual programs could access the screen, and
have a hardware device connected between the modem and the monitor cable to
turn it on and off. failing that.. the death penalty!! hahahahahahaha!


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Re: [hlcoders] Anti-Cheat idea.

2004-05-24 Thread tei
Ok, Dominic. Thanks for the insight.
Yea, I know fixing forever the cheat problem is a utopia. Or at least
looks like is something hard to achieve. I guess future technology (?)
will able smaller PVS so wallhacks will render much less usefull. Also
cheat players play diferently than normal players, other approach,
analysys statistic is posible (??)
;)
Dominic wrote:
As far as opengl hacks are concerned, the hacked game is executing exactly
the "correct" calls, plus some the game itself doesn't know about.
So even with the scenario from your "perfect idea", the game would still
execute the correct calls, and the hack would add some of it's own, like
disabling depth-testing, coloring models, drawing esp and so on.
What you would have to check is the exact call-path of every opengl
function, and compare that to what a clean machine calls. This is
unfeasible for various reasons:
- It would impose heavy overload on the client - models for example
consist of a lot of vertices, each results in a opengl call
- A hack doesn't necessarily call the opengl functions exported by
opengl32.dll, it may as well call the driver directly, so you'd have to
add trace support for every driver
- Almost all drivers use different implementations of the function calls
for different situations, like first vertex, 2nd and following vertices,
current shade model, and so on, so even if you traced every possible
driver (nvoglnt.dll, ati equivalent, wickedgl, ...), you'd also have to
consider every possible optimization. Nvidia's nvoglnt.dll calls gl
fuctions itself, for example if you issue a glColor after an glBegin (or
some other basic functions, I don't remeber the two I stumbled across some
weeks ago), probably to adjust to the new state of the opengl machine
What I want to point out: it may be (theoretically) a good idea, but it's
never going to work.
Kind regards,
Dominic
On Mon, 24 May 2004, tei wrote:

Here is pic
http://telejano.berlios.de/option/anticheat1.png
the perfect idea is to generate all opengl calls, but store and not draw.
 then send the whole data has a array to the client. the dumby client
will render the whole stuff.
the perfect idea is imposible, has you need infinite bandwidth and zero ping
the un-perfect idea is to generate the data ALSO at clientside, and send
a hash of the data from client to server, then the server will send a
auth code if the hash of the render data on server side mach
the un-perfect idea is ugly because client is fat, server is fat. the
server will need much more horsepower to GENERATE the opengl calls for
all players, but not so fat... will not need a video card, has not need
to draw anithing, only to pretend so.
its also ugly because to hash mach, is need to use the same exact
eyecandy setup on server and client. If the client active "rain", the
server will need to active rain, ..so server is need to be aware of
eyecandy options on client.
What people think about this idea?
--Tei
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Re: [hlcoders] Anti-Cheat idea.

2004-05-24 Thread Dominic
As far as opengl hacks are concerned, the hacked game is executing exactly
the "correct" calls, plus some the game itself doesn't know about.
So even with the scenario from your "perfect idea", the game would still
execute the correct calls, and the hack would add some of it's own, like
disabling depth-testing, coloring models, drawing esp and so on.

What you would have to check is the exact call-path of every opengl
function, and compare that to what a clean machine calls. This is
unfeasible for various reasons:

- It would impose heavy overload on the client - models for example
consist of a lot of vertices, each results in a opengl call

- A hack doesn't necessarily call the opengl functions exported by
opengl32.dll, it may as well call the driver directly, so you'd have to
add trace support for every driver

- Almost all drivers use different implementations of the function calls
for different situations, like first vertex, 2nd and following vertices,
current shade model, and so on, so even if you traced every possible
driver (nvoglnt.dll, ati equivalent, wickedgl, ...), you'd also have to
consider every possible optimization. Nvidia's nvoglnt.dll calls gl
fuctions itself, for example if you issue a glColor after an glBegin (or
some other basic functions, I don't remeber the two I stumbled across some
weeks ago), probably to adjust to the new state of the opengl machine

What I want to point out: it may be (theoretically) a good idea, but it's
never going to work.

Kind regards,

Dominic


On Mon, 24 May 2004, tei wrote:

>
> Here is pic
> http://telejano.berlios.de/option/anticheat1.png
>
> the perfect idea is to generate all opengl calls, but store and not draw.
>   then send the whole data has a array to the client. the dumby client
> will render the whole stuff.
>
> the perfect idea is imposible, has you need infinite bandwidth and zero ping
>
> the un-perfect idea is to generate the data ALSO at clientside, and send
> a hash of the data from client to server, then the server will send a
> auth code if the hash of the render data on server side mach
>
> the un-perfect idea is ugly because client is fat, server is fat. the
> server will need much more horsepower to GENERATE the opengl calls for
> all players, but not so fat... will not need a video card, has not need
> to draw anithing, only to pretend so.
>
> its also ugly because to hash mach, is need to use the same exact
> eyecandy setup on server and client. If the client active "rain", the
> server will need to active rain, ..so server is need to be aware of
> eyecandy options on client.
>
> What people think about this idea?
>
> --Tei
>
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