Dev's Limit Breaking 101 Techniques
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I don’t care what you think, no answer will be allowed. I would recommend you don’t try to argue any further.
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Far distances with this dot will lag your client.
Nice notice but i agree with FF - useless. -
Considering weapon_equip.ini can be modified for cheating, then we don’t have to talk about it too… And about FreeLancer modding. Don’t be disappointed but this is strange.
If he modified any type of files, then, if he goes on a server, the flhook anticheat do the job very well, that’s really effective, tested many times with a few players. A server owner have to protect his playground against cheaters.
Why not have a try on this, the FL modding is an so vast and interesting subject
When i’m here i want to thank all the people on this topic, it helped me a lot from the past !
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FLHook anticheat cannot detect those kinds of cheats. You really don’t know what you’re talking about, and it’s a bit irritating that you jump in this when I have clearly said that no answer will be allowed
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weapon_equip.ini cheats are easy to detect
flhook, which should be running in every server meanwhile can detect themother changes are not that easy to detect and it would be very hard for server admins to observe every file for possible changes
Im not saying that it is impossible since there clearly are methods to get that done but that would require all server owners to have alot of knowledge.
Some information is restricted for good reason. Accept it.
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I’m very sure of what i’m talking about, it detects CRC of a given file and compares it with CRC in its configuration file, i’ve tested it a couple of times with a lot of file types dll, exe, ini, txt, works very well. When you modify a file it changes its CRC and the flhook anticheat will detect it (CRC cheat) and send the player with the modified file in a “prison” base.
That’s not so difficult to do, i can make a short tutorial about that. Servers admins have to know a bit. Anyway they are almost all empty.
Some information is restricted for good reason. Accept it.
And it’s very harmful for the rest of the modding community to keep these kind of knowledge. It’s like M$ who don’t want to release the FL source code.
Enough said, au revoir.
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Nobody of that generation cheaters are actually playing this 13 year old dx8-based game that has neither cockpits, neither real size planets, neither realistic physics. Time is gone.
I don’t mind against roll & shoot / 90-flip & follow professional terminators, but to look at only, I hardly fight against current npc implementation even.
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1. In order to check crcs a specific flhook version is needed. A version that is not used on all servers. FLhook development took a different path on various servers. There are servers using the latest plugin version…. there are servers which have custom hooks based on the 1.5.5. sources. Many servers simply dont have such a crc detection and for some of them switching to the newest hook version would mean to loose custom features that are unique on these servers.
2. Checking for CRCs would require to know which files have to be checked. Checking ALL files could cause performance problems and delays in client responses.
3. Its not that MS does not want to release the source code… it is known that they can not release it.
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Thank you for the explanation, I have not though of these kind of thing with flhook versions and custom features.
Sure you have to have a specific version and you have to have a client for it. Checking CRCs is to do on most important files, you can’t do it on all files because of what you said and because it really takes a lot of time to do it.
There are others existing anticheat but I never used it and can’t speak about.
I really think that is the server owner responsibility to protect against cheaters. If I go on a server and I found a lot of cheat, I don’t blame players first, but the admins who haven’t protected their playground, and by this fact I don’t want to play on it anymore. By expecting cheaters are everywere, we modders don’t have access to some kind of information, it stuck us in some ignorance. Anyway time is gone for this game to find a real importance about hundred of cheaters who can invade servers.
I had read here on TSP that source code had been lost by M$, if you speak about that, but I don’t trust it anymore, it’s more easy to say that you can’t when you don’t want, I think it’s just to stop the campaign for obtaining the sources that they said that. They have the power to change theirs rules to give the sources if they want.
It don’t prevent modding community to do some awesome work here, like on this thread.
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You don’t seem to realize that this is a hell of a lot more difficult than it appears. How do you check for that hack? Scan Freelancer.exe or whatever DLL the change is in? Nope, it’s trivial to just write a patch that works in memory and doesn’t change the file. Scan dacom.ini? You’ve just prevented people from using certain entirely valid changes like HudShift, and they can sideload through a d3d injector too.
But wait, you can just not release that information (because it has EXACTLY ZERO PURPOSE aside from cheating) and solve the problem for everyone. The Starport will not facilitate cheating, and that’s the end of it.
As for the source code, get over it. Microsoft are under no obligations to release it, they don’t have to explain why (and they haven’t, everything is just rumors or speculations) and they don’t have to talk to us about any of it. It’s not them being evil, it’s not them being selfish, it’s not greed either, it’s what 99.95% of game developers do.
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foxUnit01 wrote:
Act_PlayerEnemyClamp = 0, 999 Act_GCSClamp = false
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hi all,
Does anyone know the offsets for the min/max values of
Act_PlayerEnemyClamp = 2, 2 ```? (I guess that are them) If not, adoxa maybe you can find them? Greetz, Gold_Sear
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Hmm, that’s odd.
Well, then those values (the edited ones via scripting) must be stored somewhere else (maybe the RAM, since I cannot find them in any files), since when FL exits, they are reset to their default 2,2.I want them set to 0,999 (foxUnit01 already accomplished this in MP, but not SP) by default, because that makes the way NPCs target things more naturally.
@adoxa: you tested them in a mission, but does it make a difference when you test in freetime, when no mission script is active? Thanks for looking mate
Greetz,
Gold_SearEDIT: would you mind to give me the offsets?
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You can find the default for both values of [c]Act_PlayerEnemyClamp[/c] at content.dll 02CB44; to make that the maximum and have a 0 minimum (untested):
02CB48 89460C894610->83660C009090 02CB54 8BC65EC20400909090->8946108BC65EC20400 ```(If you're using NoCD, you may have something other than those last three 90s.) Free time must use something else, since this is only read during a mission.
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adoxa wrote:
You can find the default for both values of [c]Act_PlayerEnemyClamp[/c] at content.dll 02CB44; to make that the maximum and have a 0 minimum (untested):02CB48 89460C894610->83660C009090 02CB54 8BC65EC20400909090->8946108BC65EC20400 ```(If you're using NoCD, you may have something other than those last three 90s.) Free time must use something else, since this is only read during a mission.
Hmm, doesn’t work for me :/… PlayerEnemyClamp still 2,2, must be read somewhere…
Do you know where the freetime offsets are (if any)? And how to set them to 0,max?
Thanks for the effort mate… greetz
Gold_Sear -
adoxa, sorry to respond so late mate, my holiday has just ended…:roll:
Free time must use something else, since this is only read during a mission.
You just hit it in the head. The problem is, PlayerEnemyClamp is not stored in your saved game (is it?), so it gets reset to its default value (which is always read) every time FL launches. But it can only be edited when a mission script is active. Thus, when you load game in freetime, PlayerEnemyClamp cannot be modified.
Greetz,
Gold_SearPS: [c]common.dll 18658D “set_player_enemy_clamp”[/c]
Is this used somewhere?