Jump to content

The Hitpoint Cheaters Are Back


16 replies to this topic

#1 eLCi

    Member

  • Pip
  • The Partisan
  • The Partisan
  • 18 posts
  • LocationAustria

Posted 09 December 2012 - 02:56 PM

In the last version some guys already hacked the pak files and created a hit point cheat
it also was possible to create heat cheats
http://mwomercs.com/...rmal-hitpoints/

in the actual version it seemed these pak files were enciphered
so we played for a week without the cheater guys

but my loved developers it dont helps to encipher these files
because the dishonorable always find a posibilty to decipher

so the cheaters are back, now

here is the only working solution:

the only way to stop hitpoint and heat cheating is to check the client information at server side:
if there comes a raven and says: "hi, iam a raven and my center torso has 500 hitpoints"
the server should say: "this is not possible my dear, you get a center torso with 50 hitpoints"

and furhtermore not the client but the server should decide when someone is dead
as soon as our raven has lost his 50 ct hitpoints and his reactor explodes after aditional 15 hitpoints
the server should tell all clients
"hey, that raven is dead!"

Edited by eLCi, 09 December 2012 - 03:05 PM.


#2 Lightfoot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,614 posts
  • LocationOlympus Mons

Posted 09 December 2012 - 03:12 PM

As I recall MechWarrior 4 solved this problem with a version checker of a main file that contained all the mech related files. If the size or date of that file didn't match, that player was booted before the match started. And I am not aware of any cheats/hacks that got into gameplay in MW4. I am going to guess that MWO will do something similar soon.

#3 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 10 December 2012 - 12:46 AM

View PostLightfoot, on 09 December 2012 - 03:12 PM, said:

As I recall MechWarrior 4 solved this problem with a version checker of a main file that contained all the mech related files. If the size or date of that file didn't match, that player was booted before the match started. And I am not aware of any cheats/hacks that got into gameplay in MW4. I am going to guess that MWO will do something similar soon.

I believe you are correct :)

#4 EvilCow

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,243 posts

Posted 10 December 2012 - 12:52 AM

MW4 included a runtime scanner that compared critical parts of the code with the equivalent code on the server thus making memory patching much more difficult. Pointers to critical data structures were scrambled and the game mw4 archives were checked too.

The MW4 devs made a pretty good job in protecting the game, those technical solutions should be taken as an example.

#5 eLCi

    Member

  • Pip
  • The Partisan
  • The Partisan
  • 18 posts
  • LocationAustria

Posted 11 December 2012 - 03:27 PM

in world of tanks for example it is impossible to create a hitpoint cheat
the hp information is on server
the russians made good work
in our case hp and heat information have to be on the server

aimbots and wallhacks are difficult to avoid
pro hackers maybe hack in virtual pcs (vmware)

Edited by eLCi, 11 December 2012 - 03:36 PM.


#6 Snib

    Member

  • PipPipPipPipPipPipPip
  • 689 posts

Posted 11 December 2012 - 03:43 PM

View PosteLCi, on 11 December 2012 - 03:27 PM, said:

pro hackers maybe hack in virtual pcs (vmware)

View PosteLCi, on 11 December 2012 - 03:27 PM, said:

pro hackers maybe hack in virtual pcs (vmware)

View PosteLCi, on 11 December 2012 - 03:27 PM, said:

pro hackers maybe hack in virtual pcs (vmware)

View PosteLCi, on 11 December 2012 - 03:27 PM, said:

pro hackers maybe hack in virtual pcs (vmware)


#7 Tex Arcana

    Member

  • PipPipPipPipPip
  • 150 posts
  • LocationStark Industries: Sector 16.

Posted 11 December 2012 - 03:49 PM

View PosteLCi, on 11 December 2012 - 03:27 PM, said:

in world of tanks for example it is impossible to create a hitpoint cheat
the hp information is on server
the russians made good work

It is one of the areas where I have respect for what the WoT Devs did over there: The level of hacking and cheating are next to non-existent.

#8 Acid Phreak

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,727 posts
  • Twitch: Link
  • LocationNiedersachsen

Posted 11 December 2012 - 03:52 PM

WoT doesn´t need hacking...iz Pay 2 Win!

#9 Thomas Dziegielewski

    Member

  • PipPipPipPipPipPip
  • 279 posts
  • LocationInner Sphere - St.Ives - CERES METALS, AAlcadis Revised Underground Complex, B5

Posted 11 December 2012 - 04:06 PM

Thank you for your concern.

We are server authoritative.

You can change your local files all you want.

#10 Aegis Kleais

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,003 posts

Posted 11 December 2012 - 04:19 PM

If a pak file said:

Max CT Armor = 60

You do a checksum on the file and it comes out with a unique value, let's say ABC123

Well, the moment you change a SINGLE thing about that file (even add a space) and a checksum will return a different value:

Max CT Armor = 6 0 (Checksum is ZYX321 now)

Basically all the server has to do is check the files against the approved checksums. In the event of a mismatch, the dev can be alerted to this, kick the client, etc.

The more dangerous cheat is in-memory altercations, but even then, a server-authoritative solution can check against values going across the clients and servers.

#11 Snib

    Member

  • PipPipPipPipPipPipPip
  • 689 posts

Posted 11 December 2012 - 04:22 PM

View PostAegis Kleais, on 11 December 2012 - 04:19 PM, said:

Basically all the server has to do is check the files against the approved checksums.

Nope. The server has to do nothing at all about the client because it simply does not matter what the client thinks how many HP there are. At most you'll cause a display issue in mech lab.

Edited by Snib, 11 December 2012 - 04:22 PM.


#12 GaussDragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,183 posts
  • LocationToronto

Posted 11 December 2012 - 04:27 PM

View PostThomas Dziegielewski, on 11 December 2012 - 04:06 PM, said:

Thank you for your concern.

We are server authoritative.

You can change your local files all you want.

I take it that you guys are resolute in this approach then? Out of curiosity, is it possible to completely eliminate the shot delay with this system?

#13 Aegis Kleais

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,003 posts

Posted 11 December 2012 - 04:50 PM

View PostSnib, on 11 December 2012 - 04:22 PM, said:

Nope. The server has to do nothing at all about the client because it simply does not matter what the client thinks how many HP there are. At most you'll cause a display issue in mech lab.

If a client says it's AC/20 does 500 pts of damage, that is checked by the server before it is actually applied. Thus, and in-memory change of weapons damage, rather than modifying game files, can still be caught by the server.

#14 Snib

    Member

  • PipPipPipPipPipPipPip
  • 689 posts

Posted 11 December 2012 - 04:52 PM

View PostAegis Kleais, on 11 December 2012 - 04:50 PM, said:

If a client says it's AC/20 does 500 pts of damage, that is checked by the server before it is actually applied. Thus, and in-memory change of weapons damage, rather than modifying game files, can still be caught by the server.

No, that's not how it works. The client never tells the server how much damage it does because the server already knows that. That's the whole point of server authoritative coding.

#15 Ryvucz

    Zunrith

  • PipPipPipPipPipPipPipPipPip
  • 2,839 posts
  • LocationColorado Springs, Colorado

Posted 11 December 2012 - 04:56 PM

I see arguments on how the server authenticates.

I hope the devs don't explain how the server checks.

That would be bad, m'kay?

Just leave it be guys, pretty please with Urbanmechs on top? Kind of like two Urbanmechs on top of a wedding cake? =D

'(^.^)'

#16 pesco

    Member

  • PipPipPipPipPipPipPipPip
  • 1,008 posts

Posted 11 December 2012 - 05:15 PM

View PostAegis Kleais, on 11 December 2012 - 04:19 PM, said:

You do a checksum on the file and it comes out with a unique value, let's say ABC123
Well, the moment you change a SINGLE thing about that file (even add a space) and a checksum will return a different value:
Max CT Armor = 6 0 (Checksum is ZYX321 now)
That's very interesting, however ...

Quote

Basically all the server has to do is check the files against the approved checksums.
How will it do that?

... Right.

Edited by pesco, 11 December 2012 - 05:15 PM.


#17 pesco

    Member

  • PipPipPipPipPipPipPipPip
  • 1,008 posts

Posted 11 December 2012 - 05:21 PM

View PostGaussDragon, on 11 December 2012 - 04:27 PM, said:

I take it that you guys are resolute in this approach then? Out of curiosity, is it possible to completely eliminate the shot delay with this system?

I really wish they had never set this "lag is for anti-cheat" fairy-tale into the world. Of course you run your game server-authoritative, anything else would be ridiculous. And then you apply lag compensation. And then you fight client-side cheats like wall-hacks, auto-aim, etc..





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users