How would a client side demo help with anti-cheat? Unless you mean a demo from the person who was cheating? If not, then a server side demo is a much better indication of if someone is cheating.
How would a client side demo help with anti-cheat? Unless you mean a demo from the person who was cheating? If not, then a server side demo is a much better indication of if someone is cheating.
I would think that the number of people actively cheating on ladders is pretty slim in a community like UTs (at least once stuff like UTAN comes out). But I do get what you mean. Still, you have to get the client side demo of the person cheating to see that they are cheating. I just meant a server side would be better than me providing a client side demo of someone else cheating. Cheat-like activity can be attributed to anything from lag to connectivity issues in a client side demo not featuring the cheater.Clientside demos are mandatory for participation in every ladder and league I know of, in every single FPS game used for competition online. They're often the crucial piece of evidence in catching and punishing cheaters.
According to anti-cheat staff, serversides don't usually work for this purpose due to problems with sync (never mind the logistical problems of accessibility and the performance hit on the server). In UT2k4, for example, some cheats discoverable through clientside demos could not be verified through serversides.
This is not trivial, since it appears that Epic has done little (if anything) for anti-cheat in UT3 and the game was already cracked open shortly after release. Without reliable clientsides, anti-cheat in UT3 is challenging...to say the least.
I would think that the number of people actively cheating on ladders is pretty slim in a community like UTs (at least once stuff like UTAN comes out). But I do get what you mean. Still, you have to get the client side demo of the person cheating to see that they are cheating. I just meant a server side would be better than me providing a client side demo of someone else cheating.
And if all fails there's always stuff like fraps or recording straight to VCR, isn't there ?
I would think that the number of people actively cheating on ladders is pretty slim in a community like UTs (at least once stuff like UTAN comes out). But I do get what you mean. Still, you have to get the client side demo of the person cheating to see that they are cheating. I just meant a server side would be better than me providing a client side demo of someone else cheating. Cheat-like activity can be attributed to anything from lag to connectivity issues in a client side demo not featuring the cheater.
Doesn't work great. Spectators have always been given less bandwidth allowance than real players, so what you're seeing isn't anything close to what a true client-side demo would show.
I know what the rules are. That isn't what I was talking about at all.Where have you been for the last 3 years? Cheating is pretty common, not on the level of CS, but still there. UTAN does not stop cheating, all it did for 2k4 at least was allow for shared BAN lists and global bans, all easily bypassed. At TWL, all client side demos had to be recorded, and if an admin found reason to check, you had to turn in your client side demo, if you failed to, you got suspended. Client side demos are most accurate depiction of what the player is seeing.
Well it worked good enough to get a lot of cheaters UTAN banned.
The spectate method works fine in pub servers, where most cheaters are either stupid or don't care to cover their tracks too carefully.
UTAN would help in ladders because it would globally ban anyone caught cheating, even on public servers.
I know cheating on public servers is fairly common, but we aren't talking about public servers.