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Anti Cheat Mod?

The general place to discuss MOD''ing Freelancer!

Post Fri May 23, 2003 12:24 pm

Anti Cheat Mod?

Ok now I know Modding is good an all but I do get rather anoyed when ppl take it to an extreme just so they can overrun everyone on a public server, if u know what I mean, Well Im not the best at modding, but I have been lookin to see if there is a way to check what mods ppl are running as they are on your server, a bit like the mods used on unreal tournament, so that users using mods that are baned from a server will result in that user being baned also...
Now as yet I have found no way of implementing this idea but I have also not seen any mention of it in the forums either so i thought I would bring it to light..
If someone could please inform me on where to look and how to go about intergrating this type of mod i would b very greatfull...
Good Luck!

BBL, Ra5oR

Post Fri May 23, 2003 7:30 pm

i wish

but as you now a bit about modding do you want to help me modify my server a bit

singion

Post Fri May 23, 2003 9:16 pm

ill help u mod your server if u want but how do u want to mod it theres alot of stuff u can do like u can mod it where peopl will have to download a mod or like if u edit weps to be more powerfult heyd ont have to dl anything if u wantme to help IM my sn is SuBZeRo69069 im leavin sat and back next sat so ill be gone for a week but dont hesiate to im add me if u want or email me at [email protected]

Mess With the Best Die lIke the Rest

Post Sun May 25, 2003 3:59 am

look for a utility called fl admin or something. i believe that has a ban feature

Post Sun May 25, 2003 6:03 pm

Thanks for the last reply but that only allows u to set bans on ppl u know are cheating.. im talking about a MOD that can detect the cheats

All the same thanks again!

BBL, Ra5oR

KAB

Post Mon May 26, 2003 2:59 am

Without the game's source code, good luck.

Post Mon May 26, 2003 1:34 pm

Would we not b able to make a 3rd party MOD or EXE that runs alongside the FL SERVER and checks the INI files that are changed by cheats on joining the server..???
Im sure as the DX ports (2300-2400) are open it should b possible to use them to read files from the FL directory like the INI files..???
Then Once a cheat is detected, Alert a MOD on server or even get it to set a BAN in the BAN list of server or something..???

This Idea has already been added to games like CS i think..??

If someone can give me information on where to start I would b greatful

BBL, Ra5oR

Post Mon May 26, 2003 5:16 pm

Correct me if im wrong, but wouldent an anti-cheat mod be a cheat in itself?

...oh yeah, i dont think that would be possible without some sort of file being on the cheaters PC, a similar thing was introduced to Mech warrior 3 called the M3LX but it couldnt detect cheats on a PC that did not have M3LX instsalled, hense it was pretty useles at catching most cheaters

Edited by - link on 26-05-2003 18:19:21

Ut

Post Mon May 26, 2003 7:23 pm

Well, to impliment such a system, all that must be done is make it so that file is detected for a connection to the server to be allowed. Then the server can check to see if the required, unmodified files are there, and if they are not, alert the admins.

Post Tue May 27, 2003 1:05 am

I have had some thoughts on a similar matter. I want to make it easier for people to use mods, and for servers to run mods. There are a host of other things that become possible with the setup I envision. It would not be an anti-cheat per se, but it would raise the bar a bit making it a little more difficult. Note that memory trainers on the client end are pretty much impossible to defeat, especially without access to source code, so eliminating cheating can't really be done, you can just make it more difficult.

What I have had in mind is a launch app and launch server wrapped around, but not executing with, the Freelancer client and server. The Freelancer server would be locked to new accounts. The launch app would communicate with the launch server, verify signatures of game files with the launch server and reconcile any inconsistencies with the local profile. In the case of new characters the launch app would instruct the launch server to generate an initial save game from a template for the Freelancer server to use. Ultimately the launch app would launch the Freelancer client into a connect with the Freelancer server.

The goal is to make it easy on the users to play on modded servers, and easier for the sysops to distibute mods for their server, as well as allowing different faction starts. I'd also like to parse and rebuild save games so users would not have to create new characters for certain mod changes, and to tie in a few other things such as making certain locations "known" when they figure prominently in the in-game news, and creating a server timeline of events and a pseudo-dynamic pricing scheme. Basically, whatever the server has, the client gets with each logon, and there is potential for some other hooks into the black box that is the game.

Ultimately a modded server would run the launch server (possibly redirected to a different box or connection), and users would run the launch app. The launch app would query for the launch server, and if it didn't exist, simply launch the game. If it did exist, the negotiations and transfers of files out of sync would begin, and then the game launched.


Beomuller

Post Tue May 27, 2003 1:51 pm

Thanks again for the amount of replys,
Ok the idea of a client/server app that is used for connecting to a fl server seems a good idea, but how would we stop ppl trying to connect using the existing FL joing methond, eg. bypassing any updates or mods needed to play on the server, thus causing the server or client to crash?



BBL, Ra5oR

Post Tue May 27, 2003 3:58 pm

You should go check out DA patch server, they are doing beta testing I believe. Their patch can auto detect mod and kick the player. I don't think myself as an advanced modder but I do know what to do, I just couldnt' get around that patch.

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