[bf1942] Anti cheat tool
brambugmail at yahoo.com
Wed Nov 19 05:49:57 EST 2003
I really hope it will make an end to all the laming
about cheating and the sport of accusing people of
cheating even when they just have some good skills.
Is it possible to fix the pause bug on the linux
server? When putting a game on pause for 2-4 minutes
(during a clanwar with 20 people on the server) and
continuing the game, everyone suddenly get's
connection problems and the server dies (restarts).
keep up the good work!
We all still love this great game :)
--- Andreas Fredriksson <andreas.fredriksson at dice.se>
> Excluding data from the client simulation on the
> server would be a bad
> decision for BF because of our complex vehicle
> support; if the client and
> were not in sync when an enemy vehicle entered the
> client frustum it
> look the same on all connected clients, and the
> physics code would kick in
> there, much as if you come with in a certain
> distance from an AI bot (they
> Also, some vehicles are very fast compared to foot
> soldiers, and doing
> cases for these would become cumbersome and wildly
> inaccurate because we
> know how the vehicles modders put in would behave in
> these conditions.
> That said, rest assured that 1.6 will address
> cheating in a very good way.
> actually do care and we're hard at work to make sure
> 1.6 puts and end to
> all the present and future cheats.. More details in
> an upcoming EA community
> // Andreas
> > -----Original Message-----
> > From: James Gurney
> [mailto:james at globalmegacorp.org]
> > Sent: Tuesday, November 18, 2003 10:52 PM
> > To: bf1942 at icculus.org
> > Subject: Re: [bf1942] Anti cheat tool
> > Scratch Monkey wrote:
> > > --On Tuesday, November 18, 2003 11:50 AM -0800
> James Gurney
> > > <james at globalmegacorp.org> wrote:
> > >>Cheating Death did clipping calculations and
> seemed to work fine.
> > >>Although CS maps tend to be a great deal less
> complicated than BF
> > >>maps, so this may not be possible.
> > >
> > > On the server? Note this has to be done for each
> client. The reason
> > > it's normally done on the client is to allow the
> server to run with
> > > less CPU load. The client typically has a much
> beefier CPU, and a
> > > server is typically shared not only between
> clients but
> > between games.
> > Yeah, CD increased load quite a bit, but CS
> servers aren't too cpu
> > hungry in the first place, and there's only a
> maximum of 20 players
> > anyway, so it wasn't too bad. Probably not
> feasable for 64 player BF
> > servers though.
> > > Certainly no info should be sent outside of the
> radius of
> > visibility
> > > established by fog or other rules. That's an
> easy thing for
> > the server
> > > to do.
> > Yep. Not sure if this currently happens or not,
> since I haven't tried
> > any of the cheats that exist. I wonder if they
> reveal people
> > who are all
> > the way on the other side of the map?
> > James
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