Some of you may be aware of the recent release of a new aimbot that can beat even CSHP4a. Due to the way this bot works, it cannot be dealt with the same way CSHP has worked in the past. Ezteams can deal with its aimbot code, yet not its shieldbelt timer. A whole class of cheats exists that neither protection can catch using unrealscript.
The only way to truly defeat this cheat's timing compatibilties, as well as HUD cheats and other non-aiming related cheats is to force every client to download a DLL. A DLL cannot be downloaded through the normal UT netcode and consequently would need to be downloaded seperately from a web site. Without downloading it, you could not play on servers running this protection. At initial release, this dll will simply verify a true console. It will destroy all console based cheats.
For the record, Sin will ensure that this DLL will be ported to all other platforms, so Linux and Mac users need not worry.
Unfortunately, one day cheats may bypass this protection. How much time and if it will is unknown. Honestly, based on the apparent skill of cheat writers (the ones who RELEASE their hacks), this type of hack is a distant possibility.
But if one ever is released, the DLL would scan each client's current game and check for ANY FOREIGN OBJECTS. This is not just rogue actors. At the worse (not very likely), NO CLIENT-SIDE MOD OF ANY KIND WOULD CONTINUE TO WORK. A list follows of mods immediately broken which may or may not work on the current CSHP:
-decalstay
-nosmoke
-oldskool amp'd
-OSX background changer
-Simple items
-Spectating fix
-utamp
-UTwinamp
-Probably the most important (again assuming the worse, not likely to occur however): ANY MOD WHICH HAS ITS OWN UBROWSER TAB. It would only be caught if the browser is opened, for the record. This means hudreds of mods could get nuked. Some may be preserved, I do not honestly know. This includes so many mods (chaos, feba, dominator, Tac ops, RA, etc., etc.). The authors would probably be forced to upgrade so CSHP can verify. (I really do not have the specifics). Sin has told me he will go as far as breaking EVERYTHING EXCEPT FILES FOUND IN UT GOTY, to preserve a non-cheating enviorment. Again, I must stress this is a worse-case scenario. THIS PROBABLY AND HOPEFULLY WILL NEVER OCCUR.
With a security level this high, loading a mod's configuration window, selecting a custom player class in the player select might also count as a cheat (while in a multiplayer game that is). Clients may be effectively forced to keep a vanilla UT.
Again at the current time, mods will not be hurt. Keep that it mind. Yet one day a cheat MAY be released, which will force this to happen.
If the question is not apparent yet, I'll word it in one sentence. In the case of a powerful cheat being released, can mods be sacrificed to preserve multiplay?
Remember though what would happen if mods were not broken (and a cheat was that powerful)
You would forfeit the ability to play in a non-cheating environment. all servers you play on, youd never know if the other guy was cheating. youd never be able to trust ngstats. if you were good, people would accuse you of cheating."
The only way to truly defeat this cheat's timing compatibilties, as well as HUD cheats and other non-aiming related cheats is to force every client to download a DLL. A DLL cannot be downloaded through the normal UT netcode and consequently would need to be downloaded seperately from a web site. Without downloading it, you could not play on servers running this protection. At initial release, this dll will simply verify a true console. It will destroy all console based cheats.
For the record, Sin will ensure that this DLL will be ported to all other platforms, so Linux and Mac users need not worry.
Unfortunately, one day cheats may bypass this protection. How much time and if it will is unknown. Honestly, based on the apparent skill of cheat writers (the ones who RELEASE their hacks), this type of hack is a distant possibility.
But if one ever is released, the DLL would scan each client's current game and check for ANY FOREIGN OBJECTS. This is not just rogue actors. At the worse (not very likely), NO CLIENT-SIDE MOD OF ANY KIND WOULD CONTINUE TO WORK. A list follows of mods immediately broken which may or may not work on the current CSHP:
-decalstay
-nosmoke
-oldskool amp'd
-OSX background changer
-Simple items
-Spectating fix
-utamp
-UTwinamp
-Probably the most important (again assuming the worse, not likely to occur however): ANY MOD WHICH HAS ITS OWN UBROWSER TAB. It would only be caught if the browser is opened, for the record. This means hudreds of mods could get nuked. Some may be preserved, I do not honestly know. This includes so many mods (chaos, feba, dominator, Tac ops, RA, etc., etc.). The authors would probably be forced to upgrade so CSHP can verify. (I really do not have the specifics). Sin has told me he will go as far as breaking EVERYTHING EXCEPT FILES FOUND IN UT GOTY, to preserve a non-cheating enviorment. Again, I must stress this is a worse-case scenario. THIS PROBABLY AND HOPEFULLY WILL NEVER OCCUR.
With a security level this high, loading a mod's configuration window, selecting a custom player class in the player select might also count as a cheat (while in a multiplayer game that is). Clients may be effectively forced to keep a vanilla UT.
Again at the current time, mods will not be hurt. Keep that it mind. Yet one day a cheat MAY be released, which will force this to happen.
If the question is not apparent yet, I'll word it in one sentence. In the case of a powerful cheat being released, can mods be sacrificed to preserve multiplay?
Remember though what would happen if mods were not broken (and a cheat was that powerful)
You would forfeit the ability to play in a non-cheating environment. all servers you play on, youd never know if the other guy was cheating. youd never be able to trust ngstats. if you were good, people would accuse you of cheating."
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