The Truth about Cheating in ET


(mouse) #21

thanx for the explenation (it 4 sure is clear now ;)), this should be in the post indeed, under -> things that arent a cheat but look like one :slight_smile: Also things like:
He could never knew I was there! --> teamchat / voicecomms / hitsounds / leaning / movement noise.

Cant come up with other examples atm.


(Sauron|EFG) #22

Correction: you don’t need sv_cheats 1 to be able to use r_shownormals while watching a demo.


(DarkangelUK) #23

another slight correction… because cheats are automaticaly enabled when viewing demos.


(Lekdevil.NL) #24

You can find out if a server is pure by connecting to it, opening the console by pressing ~ and then typing:

\sv_pure

For some reason, known only to the code jockeys, the client-side sv_pure cvar matches the value of the server-side one. So:

“sv_pure” is:“1” means pure server
“sv_pure” is:“0” means unpure server

Another indicator is the list of pk3 files that’s shown in the console when connecting to a server. You’ll see the results of the purity checks for every file when connecting to a pure server, but you don’t get that when connecting to an unpure server:

HTH.


(Rain) #25

Nice, Kendle. Five bananas.
:banana::banana::banana::banana::banana:

FWIW (and I don’t know if you’ll want to incorporate any of this or not), aside from certain server commands (like ‘team’, ‘say’, etc.), this is all the client sends to the server:[ul][li]Current client time
[/li][li]Buttons held (+attack, ‘talking’, ‘use item’ (not used in ET), ‘gesture’ (not used in ET), +speed, +sprint, and +activate)
[/li][li]‘Wolf’ buttons held (‘attack 2’ (not used in ET), +zoom, +reload, +leanleft, +leanright, ‘drop (weapon)’ (not used in ET), +prone)
[/li][li]Selected weapon
[/li][li]Flags (only signals whether in the limbo menu in ET)
[/li][li]Current angle (pitch, yaw, and roll)
[/li][li]Desired forward movement speed (-128 to 127, game only uses -127 to 127; normally, keys like +forward/+back set the max of 127 or -127, respectively.)
[/li][li]Desired rightward movement speed (ditto)
[/li][li]Desired upward movement speed (ditto)
[/li][li]Double-tapped key, if any (for e.g. double-tap prone)
[/li][li]Number of the entity currently being looked at (for crosshair health display)[/ul]
[/li]The programmatically inclined can look at usercmd_t in q_shared.h for the nitty-gritty details.
BTW, if I can round up a few people, I can make a nice aimbot demo for you… I don’t think you’re going to come off with a screenshot that shows one very well, though. :smiley:


(Tabasco(+)) #26

Ultimate Overview, should be posted on all RTCW & ET Sites :clap: ,

:banana: :banana: :banana: :banana: :banana: :banana: :banana: :banana: :banana: ,mmmmmmmmmmmmmmmmmm :banana:


(Jimbo99) #27

Might want to include the various categories of cheating.

Procedural cheats (exploits). Where someone takes advantage of a known defect in the game to their advantage, such as hiding behind someone that is newly revived, behind certain terrain artifacts (shooting through things like boxes (not walls)), or behind things such as dynamite, using /playdead (as in the goldrush map).

Hacks (programmatic alterations): Where someone is using a 3rd party program to alter the way the game operates, wall hacks, aim bots, etc. Server admins with access to the code who are able to alter it to set specific benefits in their favor such as altering the repeat rate, changing the formula for determining hit, damage, or avoidance.

I was auto-revived by an admin over and over on one map (or was revived somehow and the message indicated that I had revived myself (even though, I don’t believe) I was not a medic). This was on a live public server. Admins claimed they didn’t know anything about it but since the server and source code is available even to the likes of children (as well as children masquerading as adults), it is probable that they will alter the code and run it to their advantage.

I’ve seen myself shoot a guy 10 times in the back of the head and he turned around and killed me. I’ve tested with various guns shooting players at various angles on a test server I setup (default, no hacks, nothing but the pure game), and always killed them with 3 shots to the head no matter which gun I used.

Cheating does occur, just that I’ve seen little of it, which is a good thing, but as the game gets older, as more ppl use the server for testing and as they realize they can alter the code because they have access to it, you’ll see much more complaining, etc.


(Rain) #28

rcon revive playername with cheats enabled; this is in etmain.
I think shrub also has !revive or something ridiculous like that.


(DarkangelUK) #29

I’d be happy to put it on my gaming website… can you maybe link a txt file that can be copied/pasted onto the site with all the links codes in there etc?


(Rain) #30

Mash the ‘quote’ button. :smiley:
You’ll still need to convert bbcode to html, but that’s not hard.


(DarkangelUK) #31

arf nvm, im tired… oops. It’ll be going as sticky on the ET forum section so no need to change the vb code

Thats it posted… ill edit it as Kendle edits it on here

http://fpsheaven.com/forums/showthread.php?s=&threadid=1513


(Kendle) #32

Not cheats, just good tactics, and playdead is Shrub which I personally wouldn’t touch with a barge pole. Exploiting map or game bugs may or may not be lame, but it’s not cheating within the context of this thread.

Covered.

These would constitute server mods, so as long as you stay on ETMain / ETPro (or Shrub if you have to) you’ll be OK.

As has already been explained, lag or you missed. It’s technically impossible to make client-side hacks that influence server-side damage calculations.

Again, stay off wacky modded servers and stick to the main ones and you won’t have a problem.


(SCDS_reyalP) #33
  • cvars are technically ‘console variables’, not ‘client variables’. They exist on both client and server.
  • On most punkbuster enabled servers, you can find the value of server cvars using pb_cvarval <nameofcvar> So for example
    /pb_cvarval sv_pure

Some cvars are synchonized with the client, but in general, if you just look at the value of a g_ or sv_ cvar when you are playing, it shows you your local value which has nothing to do with what the server is using.

  • punkbuster kicks for any non violation in general do not indicate a cheat. These include:
  • losing key packets
  • game integrity (this one says violation, but often is not)
  • authentication failed.
  • cvar out of range.
  • server running old version.
    Except for the last two, these usually indicate the player crashed or is having network problems.
  • punkbuster screenshots can come up blank or garbled even without a blocker. So while a screenshot can confirm a cheat, a malformed one does not.

sv_pure (which is not connected to punkbuster in any way) can also report “impure files detected” (or something like that) when the user is having problems. It does usually indicate an attempt to cheat.


(Rain) #34

s/can/often/ :frowning:
Back when I ran an RTCW server that regularly had players, I had the highest success rate when I had PB grab a screenshot immediately after a player joined a team. Although I can’t find any older logs, the logs I have from a quick test run in May 2003 indicate a 38% fail rate this way from my client alone (on a stable client and (broadband) connection.) You’ll be hard pressed to get a higher success rate, since nothing had changed last time I played with it much. (I’ll admit that it’s been a while since that time, though, since my server’s always empty, and I don’t always run PB on it.)

I’ve whinged at evenbalance about it before, but all for naught.


(Doc) #35

If there is no jump “cheat”, why have I heard a number of times that /com_maxfps 43 will maximise your jump? How does that work, and is it even significant? Curious…

BTW, great post Kendle!


(Kendle) #36

More amendments made (thanks Reyal).

Darkangel here’s the latest version in a text file, containing all the bbcode, if you want to copy / paste elsewhere > cheats.txt

Doc, certain frame-rates maximise the “rounding error” in the Quake3 engine that calculates the effect of gravity. Capping your frame-rate at one of these numbers, 43, 76, 125 being the most popular, allows you to jump slightly further and higher than normal, but it is only slight. I don’t consider this a cheat as it’s not like using an artificial aid to improve performance, you’re just using knowledge of the game. Whether taking advantage of “exploits” is lame or not is neither here nor there as far as this thread is concerned, they’re not cheats.


(0rangeboy) #37

Here’s one;

http://ddclan.1.forumer.com/index.php?showtopic=245&st=0

Demos are here;

http://ddclan.1.forumer.com/index.php?act=Attach&type=post&id=6083
http://ddclan.1.forumer.com/index.php?act=Attach&type=post&id=6084

Major laughs when I get callvote/kicked for calling him out.

Oh, and big up to Torchy representing. And you [K]now it.


(Kendle) #38

Thanks orangeboy, I’ll upload them when I get a chance.


(ouroboro) #39

Only play on “kosher” Mods

There are several “mods” available for ET, which can alter the gameplay somewhat. Using a game browser like All Seeing Eye you can find servers running specific mods, or filter out those you don’t want to play on. In general stick to the “kosher” mods ETMain (“normal” ET), ETPro (a competition mod) or Shrub ( a “fun” mod). With the ET source code now available it’s possible, in theory, for anyone to write their own mod, in which case you’ve no guarantee what you’re letting yourself in for if you play on servers running unknown mods. At this present time I don’t know of any mods that you should specifically avoid, but sticking to the “big 3” would be good advice for the uninitiated.

good advice, but i believe there is a possibility for shady server admins to cheat anyway. please correct me if i’m wrong but, since the source is available, wouldn’t it be possible for a server admin to do something like halve the weapon spread for players connected as a referee, for example? i’ve poked around the code a little and it would seem possible to somehow allow for such things. i don’t know if that would mean that clients would have to download those .dll files from the server as well, but if so, big deal? who really pays attention to files they download from a server anymore? every server you join has a custom campaign file or some nonsense, so sneaking hacks through wouldn’t be a problem at all.

anyway like i said i dunno if this is possible, and i’m not a coder but i do have basic knowledge enough to alter code and compile it and have done silly little test mods like changing rate of fire or whatever just to see if i could do it. so maybe i’ll see if i can manage a “server admin cheat” some time.


(Kendle) #40

Maybe, I don’t know enough about mod-making to say.

At the very least I guess someone would have to make a mod and host it somewhere for that to happen. You’re not going to join a “real” ETMain, ETPro or Shrub server and run the risk of falling victim to an “Admin cheat” just because the Admin of that server has the source code. (bearing in mind he might have the source for ETMain but he won’t have the source for ETPro or Shrub).

What’s more, I set my ASE filters to only show me ETPro servers. I guess ASE finds them by looking at fs_game, mod_version or whatever reported by the server. If someone had made a mod, called it etpro, hosted a server a running it, and I connected to it thinking it was a legit ETPro server, I guess the ETPro client on my PC would complain about it (besides which I’d soon know it wasn’t when I started playing).

Whether that also applies to server-side only mods I don’t know. Perhaps a SD / mod dev could answer that point?