hehehe. sorry man you didn't beat me, partially not fully
first of all ezteams v4 isn't just about security. It also will support stuff like client-side skin setting (where the server won't need the skin/model for clients to use it).
and darkbyte's cool admin interface.
now I'll take the liberty of rebuting some of your statements:
That would all well and good, but A) Aimbots are the least trouble-some UScript hacks. I think the Flag Tracker is the worst, followed by enhanced huds and timers. You can physically SEE an aimbot. B) mathmatical solutions are easy to spoof. I assume you're talking about tracking the view rotation independant of the actual client and looking to see if changes fall within a tolerance. Of course.. nothing stops me from creating a bot that adds random jitter to keep it outside that tolerance. I looked in to this early on and this idea is the reason I built my aimbot. I decided not to go this route because it's too easy to bypass.
flag tracker? what the hell? that some drawportal or just a vector readout? Either way it'll be pretty damn hard to know exactly where it is. Hmm, I play more RA than CTF though, so I don't care
. enhanced huds? like aimtrainer shoved in a console? uh, ok. and timers? ok. that's cool. how can you read destruction of inv items though???? oh well.
play RA, like me
Personally I like player lighting. The average person will get a 1% increase in FPH. and no, it has no tolerance stuff. What DB is doing is checking validy of the mouse inputs. simple state and location checks fix problems accociated with redeemer, teleporters, and respawing. I suppose you could fake the mouse axes, but that would be damn hard to do.
I won't answer this as it gives too much information, but you can just throw this whole notion out the window.
I said it was vulnerable right? It just will stop all but the most experienced uscript hackers.
Man thanks for the chuckle, it's been a hard day here at work. There are so many things wrong with this idea. Let's just say I don't think you really understand how things are replicated/references in UT. This won't stop anything.
Actual textures are never replicated, only references to them so nothing stops me from creating a new texture called EZTeamsFireTexutre (or whatever you call it) and let it replicate the reference to you.
Uh, duh! I've read Sweeny's docs. It's obvious as well (or you'd have connection data in the 5 meg + range). Nothing stops you? Hmm... lets add a fire texture in Ued. let's save. Oh no, now I get version mismatches! doesn't that suck? lets see, there is also no way to DIRECTLY import firetextures. You could do a package import, but then (assuming those guid's for classes actually work. I REALLY hope they do) the guid is changed for the class. Besides I'm sending the pallette too. (that's the reference, k!) I suppose you could crack it, but all I could say is that it would take forever and demonstrate that someone (the person who bypasses it) really doesn't have much of a life....
I won't need to. It took exactly 3 hours after CSHP became big before someone beat it (granted he was someone I trusted). You did it in how many hours? I don't need to break Darkbytes code. I'm fairly certain that CSHP cloaked cheats exist. Someone else will break EzTeams4.
I'm sure they will. but everyone is getting po'ed at p0s. here's some nice defense against him. Oh and seeing that I never even heard of cshp for at least 12 days after it was released, I don't think the time factor has to do with anything (and I had no motive until I was kicked and banned due to oldskool).
Unless you're doing a DLL solution, this will do nothing to stop file hacking. And if you do do a DLL solution, kiss off Linux and Mac players. At best this would help detect aimbots.
can dll's even be sent, like ut packages? no I'm not. that's why it would really be nice if epic added the checksum. It will do nothing? It will contain it for a couple of hours