News... as in... you want a status report from the Devs as to whether or not they have hopping straight into line to get on what you want them doing?
I think the lack of any Dev posting in this thread could be indicative of something - though perhaps not of outright rejection of the idea. Perhaps they have long since been considering how to best do such a thing, but because they know how much potential for trouble there could be with this, they are opting to carefully consider it, among all the other requests and plans they have, and so right now, they just aren't able to comment much more on it.
So.... be patient. They know this is something that people want, as are so many other things.
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Shinigami POL Core Developer
Joined: 30 Jan 2006 Posts: 292 Location: Germany, Bavaria
Posted: Sun Nov 19, 2006 4:23 pm Post subject:
Marilla wrote:
So.... be patient. They know this is something that people want, as are so many other things.
one of these "other things" is to decide to read YOUR huge postings or to not read'em. THIS posting I'm replying to is a very short post, so I read'em. but in most cases I don't have time to read tons of lines...
Shinigami
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MuadDib POL Developer
Joined: 13 Feb 2006 Posts: 830 Location: Indiana, USA
Posted: Mon Nov 20, 2006 2:06 am Post subject:
lol shini.
Anyway, don't expect something like that till we get the core close to where it really needs to be anyway.
So.... be patient. They know this is something that people want, as are so many other things.
one of these "other things" is to decide to read YOUR huge postings or to not read'em. THIS posting I'm replying to is a very short post, so I read'em. but in most cases I don't have time to read tons of lines...
Shinigami
I don't write the long ones for you guys... the long ones are written for Austin's #1's, to keep them busy, and for people asking a question.
For you guys, when I'm trying to make a point, I keep it short and sweet. Like this post.
But while I'm thinking about it, I should also mention... *gets yanked away from the keyboard*...
Would it be faster to just hook the walk packet from the client, record the time of each step, compare it against the previous time, if it's too close (too many walk packets from the client) notify a GM and/or disconnect the character or just send a deny packet?
If anyone has some "speed hack" software and a live shard, I could write a packet hook implementing the above suggestion and we could test it out. Or we could all wait until 098.
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CWO
Joined: 04 Feb 2006 Posts: 700 Location: Chicago, IL USA
Posted: Sat Dec 30, 2006 1:33 am Post subject:
I already made one and posted it in this thread. The problem is, it adds a very noticeable amount of lag to the shard and it false alarms a lot. Remember this too tek, you cant expect every packet to be evenly spaced, it comes in in bursts legitimately too. My packethook uses a basically foolproof system that makes sure you have an allowance of moves over a period of time. The problem is, the lag it causes builds up and causes it to trigger the alarm.
I saw it but you said it was laggy so I was suggesting a simpler solution. Now that I think about it though, it's going to be laggy no matter what since you're hooking such a common thing. How common is fast walking?
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CWO
Joined: 04 Feb 2006 Posts: 700 Location: Chicago, IL USA
Posted: Wed Jan 03, 2007 10:59 pm Post subject:
Actually we found, as common as loading up a 3D client. This was a problem for a while on my shard too... now I have a different solution but requires a lot of staff monitoring. I have the move packet hooked to only count up a prop #moves if they move. Then I have a script run once per second on everyone online taking that prop, subtract 5 or 10 from it (5 if on foot, 10 if on mount) and add it to an array prop. Then clear that #moves prop. My staff have a command that will bring up a list in an HTML gump with every result from the last 5 minutes (in 5 second intervals) of everyone online. The +'s (moving faster than normal) in red text, the others in black. We easily spot who is speedhacking this way. But this is the same old monitor move instead of prevention which would be great to be able to do.
Our test shows that 3D client run 5-10% faster then 2D clients. More and more players are beginning to use 3D, because 2D client above 3.X will lag if the latency between the server clients is 140+ ping. 3D does not lag for the same player, so 3D is the only choose if someone want to play on a server located on another continent (EU Vs. US).
The fact that 3D are faster then 2D, are a huge problem in PvP for obvious reasons, and we currently have no way of even out that advantage.
The only solution I can see to this problem is to hope that a core fastwalk prevention system will also limit the 3D client to the same speed as a 2D client.
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CWO
Joined: 04 Feb 2006 Posts: 700 Location: Chicago, IL USA
Posted: Thu Jan 04, 2007 7:36 am Post subject:
3D clients have been tested and have a faster running speed than 2D. up to 3 steps per second faster on a mount. I have tested this on the same comp POL is on so no lag. And my comp is fast enough to run 2D extremely smooth with POL along side it.
I have an idea. Write some external anti cheat program which would look for malicious tools inside ultima online folder. Without this tool connecting to shard wouldn't be possible. It can be done with aux scripts i think because i know one shard which is using such "gate" to verify player if they have that tool running or not.
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CWO
Joined: 04 Feb 2006 Posts: 700 Location: Chicago, IL USA
Posted: Thu Jan 04, 2007 9:30 am Post subject:
The thing is, you dont need a tool running to speedhack. The speedhack I've tested just modifies the client a little bit and thats it. It never needs to be run again.