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UrbanTerror Passport Anti-Cheat Rate Topic: ****- 7 Votes

#31 User is offline   |it| Nexu Icon

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Posted 02 July 2009 - 06:41 PM

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My only regret in this is that it took 2 years to get here. I wish it could have come much sooner, but let's move forward. I'm really looking forward to seeing this in action too.

Well i'm glad you finally picked up that project and decided to give it to the entire community rather than what you told me earlier over a year ago.

#32 User is offline   QA Crimeny Icon

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Posted 02 July 2009 - 07:05 PM

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No, it is up to the community and the server admins to be a part of the Passport system. We are not forcing anybody to use it. Servers admins who do not wish to participate in this program, though I would seriously question why, will have the ability to disable Passport. At that point, the Anti-Cheat will not run because it is reliant on the Passport infrastructure. Bottom line: it's up to you.

don: Thanks for the plug. I'm not trying to show anybody up, I've always been clear that I'm simply not going to release something that is easily defeated. It makes no sense. Now we have the system in place to protect my investment. My only regret in this is that it took 2 years to get here. I wish it could have come much sooner, but let's move forward. I'm really looking forward to seeing this in action too.


Would it be possible for the anti-cheat to still run and kick/disconnect cheaters without the option to be disabled by admins?  I'm worried that people will make false or sheepish claims that it runs poorly on their servers or causes lag or something.  PunkBuster had its flaws in the beginning, but the sheepish following of clueless admins and players still, to this day, don't run it because they're reciting the first few months' complaints of lag when it makes minimal, if not zero, impact on gameplay.  Over all these years, the telephone-game-effect has played a huge part in corruption, and there's plenty of hearsay from people that haven't necessarily played a game with PB enabled, or incorrectly claim that they have...like people that blame PB for lag when the server isn't even running it.

I'm really looking forward to a boat load of perma-banned cheaters!  =]

#33 User is offline   FS s.e.t.i. Icon

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Posted 02 July 2009 - 07:11 PM

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Well i'm glad you finally picked up that project and decided to give it to the entire community rather than what you told me earlier over a year ago.
dont remember what i told you, you dont have to be cryptic. my original goal was to build an STA Client and Anticheat. but considering the little control that can be had over an executable (on any platform) without direct integration, i shelved the project and waited for the right circumstances to present themselves.

#34 User is offline   FS s.e.t.i. Icon

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Posted 02 July 2009 - 07:22 PM

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Would it be possible for the anti-cheat to still run and kick/disconnect cheaters without the option to be disabled by admins?  I'm worried that people will make false or sheepish claims that it runs poorly on their servers or causes lag or something.  PunkBuster had its flaws in the beginning, but the sheepish following of clueless admins and players still, to this day, don't run it because they're reciting the first few months' complaints of lag when it makes minimal, if not zero, impact on gameplay.  Over all these years, the telephone-game-effect has played a huge part in corruption, and there's plenty of hearsay from people that haven't necessarily played a game with PB enabled, or incorrectly claim that they have...like people that blame PB for lag when the server isn't even running it.

I'm really looking forward to a boat load of perma-banned cheaters!  =]
I originally tested the anticheat code on an amd2400+ with 1G memory. the game ran fine and I never experienced any kind of lag like i did when i had punkbuster. i have a much faster system now, so we'll be performing stress and performance tests on older systems.

if the admin is running his server and not participating in passport then there will be no ban enforcement. there are simply too many ways to get a round a ban. passport bans are based on your passport, not your IP. what's the point of kicking a user that will just reconnect? that's about as useless as the votekick.

#35 User is offline   AO2| ThePoopsmith Icon

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Posted 02 July 2009 - 07:31 PM

I am sure this question has been answered already somewhere, somehow, so I apologize in advance.

Why couldn't somebody just cheat-> get banned-> create a new passport-> repeat?

#36 User is offline   {C9}Wolverine (old) Icon

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Posted 02 July 2009 - 07:34 PM

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I am sure this question has been answered already somewhere, somehow, so I apologize in advance.

Why couldn't somebody just cheat-> get banned-> create a new passport-> repeat?


If I recall correctly they'll have to sign up for a new passport. It will be easy to weed them out that way. After all, the average cheater doesn't want to have to jump through hoops. Otherwise he wouldn't take the easy way out by cheating anyway.

A question I have though is this. If they figure out a way to create a new cheat that isn't detected will the passport creators keep it up to date?

#37 User is offline   Qster (old) Icon

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Posted 02 July 2009 - 07:54 PM

Just a thought - If the passport project will be live at the same time of the release for 4.2 - I'd like to see in the server menu in game servers that were running passport and those that were not.

just wondering if it were possible (and ofc i appreciate this is not a passport question in total)

Kudos on the project so far guys. wd.

#38 User is offline   QA Crimeny Icon

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Posted 02 July 2009 - 09:54 PM

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I originally tested the anticheat code on an amd2400+ with 1G memory. the game ran fine and I never experienced any kind of lag like i did when i had punkbuster. i have a much faster system now, so we'll be performing stress and performance tests on older systems.

if the admin is running his server and not participating in passport then there will be no ban enforcement. there are simply too many ways to get a round a ban. passport bans are based on your passport, not your IP. what's the point of kicking a user that will just reconnect? that's about as useless as the votekick.
Sounds good.

Well, if they get kicked shortly after joining a server, or shortly after they fire up a hack mid-game, I would think they'd give up if all they can do is join for a couple of seconds and not even have an opportunity to ruin the game.  The votekick, I agree, isn't always helpful since it depends on votes first and foremost, can take 30 seconds to execute if it gets enough votes, and also relies on someone to come to the conclusion that a player is cheating.  They're effectively stopped even on servers not running passport, because they don't even have an opportunity to do anything if they get kicked by an automated system.  Not every cheater has a noticeable impact on the game and I'm sure plenty of low-scoring players get by admins, but a cheater is still a cheater even if they're an awful player.  I don't see how always having the anti-cheat enabled it could do any harm, and see much potential in hindering cheaters if they only have a few seconds to try and play before being kicked, and repeating the cycle.  I think having a game-wide anti-cheat would be very effective, because an anti-cheat doesn't hinder or stop and cheaters if it's not being used, and we can't expect everyone to use it, especially once people make false assumptions about performance, which is bound to happen--even if a placebo executable was distributed and fake feedback given that the anti-cheat was functioning, there would be admins AND players whining that their performance has sufferred.

Even passive security measures have a significant impact, like a police force in real life or admins, but an active security measure like your anti-cheat can really lay down the law, but only if it's actually used =]

#39 User is offline   FS s.e.t.i. Icon

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Posted 02 July 2009 - 11:02 PM

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If I recall correctly they'll have to sign up for a new passport. It will be easy to weed them out that way. After all, the average cheater doesn't want to have to jump through hoops. Otherwise he wouldn't take the easy way out by cheating anyway.

A question I have though is this. If they figure out a way to create a new cheat that isn't detected will the passport creators keep it up to date?
yes we will be.

#40 User is offline   Despair (old) Icon

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Posted 03 July 2009 - 12:19 AM

Nice job dev team. Also, good job to Seti for not letting us down with the anti-cheat. I will be looking forward to seeing it put into action.

#41 User is offline   prekouille (old) Icon

Posted 03 July 2009 - 12:25 AM

See if I understand.

The global ban system is going to be kept by frozen sand, and the only way to get on it is to be banned by this new anti cheat program and the uaa ban list is a totally different thing?


And since the people making the passport and anti cheat seem to have become friends with FS though being in the uaa and/or qa team, the other guy who made an anti cheat, who isn't close with the developers is now done, since this program will be added to 4.2?

#42 User is offline   Longbeachbean (old) Icon

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Posted 03 July 2009 - 01:33 AM

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Just a thought - If the passport project will be live at the same time of the release for 4.2 - I'd like to see in the server menu in game servers that were running passport and those that were not.


Yes, I do believe raefwulf will be incorporating something like this to replace the filter for the PB servers that we have right now.

#43 User is offline   Darkknight Icon

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Posted 03 July 2009 - 07:15 AM

ok what is the point of having the anti-cheat if you KNOW almost everybody will have it off? i think that defeats the purpose a little bit. why not just make it so the individual player HAS TO HAVE it on and only servers have the option to turn it off and on. so it like you as a person always has it on but the server can ether have it on or off.

#44 User is offline   FS H0i Icon

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Posted 03 July 2009 - 10:20 AM

But it's that what will happen? Just like in Enemy territory. Put the anticheat off and you can't join servers that are using it, put it on and you can.

#45 User is offline   Qster (old) Icon

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Posted 03 July 2009 - 10:30 AM

thanks for the reply LB - good to see this happening, personally i like the nice warm fuzzy feeling of joining a server running passport auth, and (hopefully) with it being nice and visable in the in game browser makes it all that bit easier.

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