So here I am some sort of a simple question(and suggestion):
I was thinking about how to prevent cheats what so ever in the past, actualyl quite alot. Well there is no 100% working tool against anticheats (well, far from that) but even in theory it all comes down to a simple check: is there everything alright? yes or no, while you can always make a tool return a yes for you, all you can do is dig in this question as much as you want to, on the cost of performance. BUT you actually DO not have this problem IF those things bots rely on are handled by the server. The more advanced idea I had back then was:
You only aim on a model, not a hitbox(which would mean that you actually aim on a picture - where the changed position of the model gets pasted into, changing what ever input you give (while you only have the ability to respond with the movement commands letting you move somewhere else and the mouse creating a new image more or less, BUT there’s still the problem with the caused data that I never got around - sending min. 30 pictures of the size of min. 800*600 px per seconds is one nightmare, well even with the right compression (well, there’d be no engine more or less, the server handling it, no clue if it would actually be able to) so you could use free resources to decompress pictures.
But since this is just an idea and would imo need alot of planning and testing and back and forth to prevent aimbots aswell as wallhacks (just having the possibility to maybe send new graphic settings once every minute to the server considering this when creating the image (just using your coordinates and FOV to create this picture).
But at least had a I think of much easier solution - no clue if it actually is that easy thats why I’m here - to prevent at least wallhacks.
Id3 and Id4 both as far as I know have the possibility to trigger how far beyond your surrounding walls you want to have your environment loaded, - assuming such exists for textures - why not also enable this for models and force it to a minimum; so that you only calculate what you are currently able to see, not loading anything that is beyond the walls that surround you, textures and terrain aswell as models that is - so that you do not get any data a bot could process to make out oponents(except a server hack channeling other player’s data maybe, but that’s a bit far fetched(no server just agreeing to reseive such code imo, so the hack would have to be hosted on the server - but thats a bit obvious being open to everyone so - voila).
This is basically addressed to the one being responsible for the coding of…well dunno, for the coders of the game itself I guess - well certainly for everyone else aswell, may it be for adding/discussing this or maybe even develop the first added idea (which only would allow for visual hacks - which imo would be quite flawed :D)
Well, good night everyone and would like to hear what you think about it.
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