https://www.youtube.com/watch?v=lcTtOdhmkZY https://www.youtube.com/watch?v=lwBNqinOYeA Guys look, all this hacking as to be stopped. We need to get everyone on board to stop all this hacking. We all need to start recording our games because all of those hackers were in the past 3 days alone. Im currently in the works of programming a custom anti cheat to pickup kill aura and other sorts of hacks. But for now we need to really start getting on board to stopping all this. This server is being overflowed with hacks and people are losing a lot of hard-to-earn gear.
If I in-game specifically try record hackers, in 3 days I could probably get at least 40 reports done. It's impossible to stop it. It will always be a thing on every single server. Clients are becoming smarter. Every time an anti-cheat get updated, the client will update to bypass it. Good luck with what you are trying to do though. If you can manage to code an anti-cheat which will do the job, then we'll have a better server because of it.
You are absolutely correct. For ever invention, there is a circumvention. People would have to work on plug-ins 24/7 and even then its highly unlikely that they would be able to stay on top of every single hacked client out there. Just like the plug-ins, the hacked clients are ever changing and evolving.
Very true, gl with trying to figure and code all of that out, with time and effort anything is possible. Keep working buddy.
Hackers are horrible, yet like many are saying - they cannot be stopped. Clients are becoming smarter by the day, and the only REAL way we would be able to tackle this is if we got say the developer of the Wur** client in, Alexander and had him develop us an anti-cheat.
I could program one in ASM, but the only ASM i know is correct to the 65c816 assembler, which the SNES runs on, so I wouldn't be of much use. But here's some help {} = insert something LDA ($ {type of movement in memory}) BEQ (HackPrevent) ADC ($ {hexadecimal number that the LDA function took into the accumulator}) JSR ($#25) ;this is the point that the game will register a certain function dependant on a cosine register in the game's hardware BEQ (InsertTilesetRegister)(L7P) PUSHAccumulatorToFuncBelow;; t50 >c+16r16d16r16 t45 d+16r16e16r16 t60 @4 $ED $7A $E8 v180 $DE $05 $0A $60 [f+16r16c+16e16f+16r16c+16r16a16r16g+8r16f+16r16e16f+16e16f+16r16>c+16<r16f+16e16f+16r16>c+16<r16f+8a16f+16r8c+16e16f+16r16c+16r16a16r16g+16f16r16f+16f16r16f+4^2f+8r16f+16]3 f+16r16c+16e16f+16r16c+16r16a16r16g+8r16f+16r16e16f+16e16f+16r16>c+16<r16f+16e16f+16r16>c+16<r16f+8a16f+16r8c+16e16f+16r16c+16r16a16r16g+16f16r16f+16f16r16 f+4^8^16r16 f4^8^16r16 [c+8a16f+16r16a16f+16r16^8f+16r16] e16r16c+16r16 * r4 * e16r16c+16r16 c+8a16f+16r16a16f+16r16 a16r16b16r16>c16r16c+16 [r1]8 r16[c+16r8^16<a16r16a16r16>f+16r16e8r16c+16r16c+16r8c+16r16a16r8^16c+16r16a16r16<a8a16g+16r4a16r16a16r16>f+16r16<b16>r8c+16r8]c+4r2c+16c+8c+16 * ;This executes a close call variable that checks for your movement speed and breaks it to match whatever you inserted in the LDA calls RTS *END