Hello, can we update the anti cheat? The DECK16 all weapons server uses 13b I think that's the latest version? I have a question too how come London 2 uses different tick rate ? I try to practice on it but it feels way different than london(to me it actually feels better). If possible clone london to london 2 server to keep it consistent? and thanks for keeping this game alive.
latest anti cheat?
Same but different.
I could be wrong but I think London1 uses ZeroPing - (ZP) while London2 includes NewNet - (NN). Some people like the first, and the second - probably no one, so far.
friendofafriend Hello, can we update the anti cheat? The DECK16 all weapons server uses 13b I think that's the latest version?
As far as I'm aware 13b is a testing version. I'm not in the testing group so I don't have access to it. As soon as there is a public release I will make sure to update to it.
friendofafriend I have a question too how come London 2 uses different tick rate ? I try to practice on it but it feels way different than london(to me it actually feels better). If possible clone london to london 2 server to keep it consistent?
player_0 was right, London 2 runs FragNewNet. Newnets require a minimum tickrate of 60. The main London combo server doesn't have a fast enough CPU for that tickrate without limiting the number of players. Also, not everyone prefers the feel of London 2. Mostly, there are complaints about the grapple not feeling smooth there. These are the main reasons why they are currently different. I expect at some future date the main London combo server will also be running newnet or we will all move to London 2.
It doesn't work. The deck 16 all weapon server is full of cheaters.
There are no reliable anti cheats out there.
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drunken_fool True, there are no dependable anticheats. ACE's security by obscurity is itself indicative of how bad the design really is. I don't get why anticheat development is not open. Certainly cheat dev is.
snowguy Why don't you run london #1 with FragNewNet if I may ask?
London #1 server's CPU is too slow for newnet tickrates. I would have to reduce players to a maximum of 12 to run at a 60+ tickrate and maybe also have to reduce the spectator slots . Already, there are players trying to join and can't when the server is full at 18 so I really don't want to reduce it any further. Additionally, not everyone is happy with FragNewNet currently.
What's a normal tickrate supposed to be?
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The game default tickrate is 20. If you use a newnet it needs a minimum of 60. Most players prefer newnet and if you have a fast single core speed on your server's cpu and not tons of players newnet at 100 tickrate will be a very nice experience.
Check this out and especially the screenshots comparing tickrates:
https://wiki.unrealadmin.org/Netspeed_Tutorial_(UT)
For my test server I usually set it to 60(normally it's just vanilia with relics), did mess around with 120 tick rate when I had a better pc as it was just me messing around with bots testing stuff for node utstats.
Also stop whining about ACE being closed source every 5 posts.
snowguy
Thanks for replying.
drunken_fool
besides the anti cheat the newest ace has better crosshair support
the_cowboy
why would you open source anti cheat? wouldnt the cheaters just have a better understanding of whats going on? maybe im not following but doesnt seem like a good idea
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friendofafriend Security of the system has nothing to do with closed source nature. If your abstractions are principled enough, you don't need to hide your implementations. I am not sure how versed you really are with coding, you can take example of linux, an open source software being used on servers of google and Microsoft and one of the chief reasons is that Linux is more secure.
You are doing a great disservice to the community if you hide your software implementation under the pretext of security because guess what, even uscripts are able to bypass ace make it a laughing stock personally.
Cowboy does make a good point the cheat anti-cheat communities do seem to have it backward. If I was the ACE of ACE I'd want the number 1 server in all of UTville showcasing my mad coding skills but then again SnowGuy probably doesn't wanna run test versions on his servers anyway.
How much would it cost to run a good 100 tick rate server for a year? Maybe we can all donate for a full year?
London 2 and Atlanta combogib are already at tickrate 80. I could put either one at 100 if a few players started playing there regularly and wanted it moved up. Yesterday, there were 3 or 4 players on London 2 while the main combo was full and stuck on niven-caos
What i meant was, to put london 1 on 100 TR and most modern Newnet while keeping the 18 players max
I'm pretty sure that lots of people (Myself included) wouldn't mind donating to get something like that
London 1 is the most populated server and it would be nice to play on a modern server settings with all these people
There is no way you are getting 18 players and 100 tick rate with newnet, look at the netstats(F6) on the zp server with 18 players, then look at how much higher it is on a 100 tick rate server with newnet with 5 players.
Pug servers with 100tr have 10 players max, the public server with 12 players couldn't handle newnet 100 tick rate, had to be put down to 65 or 85.
Ooper Pug servers with 100tr have 10 players max, the public server with 12 players couldn't handle newnet 100 tick rate, had to be put down to 65 or 85.
Hmm, just wondering if native C++ code can help in this area. I mean to scale 100 TR to 20+ players.
I am complete noob in this type of calculation and one way I can improve my knowledge is to actually make native newnet type of mod given that'd indeed be useful i.e better scalable.
Ooper It doesn't really have to be 100. 65 or 85 is also fine.
Anything is better than ZP and 20 TR
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The choices that are made are usually just compromises between the various hardware and software limitations with the hope that the result will be the best for the majority of players.
The London 1 host does not offer faster CPUs in their London data center. Redirecting all players to the London 2 server would be the solution to that but I don't want to do that until more players are happy with the set up there. Additionally, I actually prefer the hosting company that provides the server for London 1. Maybe before long that host will have newer CPUs on offer that the server can be moved to.
We shouldn't get held up on the idea of a 100 tick rate anyway. Newnet at 60/65 tick rate can still offer a very good game for lots of simultaneous players. I only moved the Atlanta and London 2 servers up to 80 TR because it made the grapple feel a little less jerky on the most updated newnet available. The recommendation for newnet at a 100 tick rate was specifically for X-Cell because he operates a server with a very fast single core speed CPU for friends and family, most likely always less than 10 players.
Increasing the tick rate on zeroping might not actually improve things anyway. There is a bug with zeroping that cause some unregistered hits from time to time and increasing the tick rate may actually exacerbate that issue. The improvements in the feeling between the London 1 and London 2 servers are more likely to be the differences between newnet and zeroping than they are between the different tick rates.
There are many other considerations in all of this but it would take a long time to detail every choice that is made. Ultimately, the plan is to always improve the experience for players and one day the main combo server (wherever it ends up being) will most likely run a newnet at a higher tickrate.
Edit: London 1 is ZP at 40 TR by the way
the_cowboy
A native implementation of newnet could improve performance but without some way to profile things properly we couldn't be certain of where the best place would be for your optimization efforts. I mean the newnet code might not be the bottleneck when trying to run the game loop at 100 times per second
the_cowboy I will admit i'm not well versed at all in the matter, but the guy does seminars n stuff about cheat protection i'm sure he has a good reason to keep it closed..
have you ever tried talking to him? maybe he would let you help him out with some anti cheat stuff? when ace first came out it was awesome it did catch a bunch of notorious trigger botters.
regarding newnet vs zp i always preferred zp at least for instagib, but moving around on high ping feels awful compare to newnet.
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friendofafriend Ye I have already talked to him and he seems to be of the mindset "security by obscurity" which is not good in my books.
For instance, he claims that HwID estimated by ACE is part of security feature and therefore should be closed source.
To counter that precisely, I have written MrEHasher and have shown that electronics hashes can be obtained via code that can be made public.
P.S. I'd have loved if he had posted the video of that talk!
Just leaving this thesis here
https://liu.diva-portal.org/smash/get/diva2:1605200/FULLTEXT01.pdf
I'd be glad to discuss and debate the lag compensation and zero ping relevant stuff.
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Now we got cr37 another cheat. It's amazing lol.
Can you check if that's lolz , ! . etc... couldn't see his flag last night I was bugged.
The thing with this guys is they have no shame, they literally set their aimbot on nightmare mode. At leats sbt is little more discreet lol.
I know you're under a lot of pressure snowguy and not much you can do really.
I just wish one day all this lamers get caught. I wouldn't even banned them , I would just let them play with no hacks and let them get some pay back.
drunken_fool Now we got cr37 another cheat. It's amazing lol.
Yes, I've checked him already and you are probably right about the aliases you've named. I don't want to reveal player aliases as it allows you to almost play anonymously, if you choose or have reason to do so. I will only say that this player has been discussed here before. Hopefully, that doesn't give it away completely.
I am not sure how you can detect "assisted aimbotters" spectating doesn't show all mouse movement accurate from what it seems, I did spectate them both and they do miss shots, sbt does however have an insane reaction time to flickshot me around a corner on a pretty long range 8/10 times
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Meira Yah cause they are using radar. They are pre aimed all the time.
It's so easy to tell, their reaction time is insane especially that cr37 guy. You come around a corner and bang they got you every single time.
It's so easy to tell especially in maps like crates.
Any normal person you can't hold that level of efficency and reaction time for prolonged period of time without getting tired or messing up here and there.
We all get those insane shoots , but this guys are soo consistent with them, that just doesn't make sense.
You won't see me sit here and complain about YRGM , Jamally , and other good players. Cause you can tell they are humans and mess up from time to time.
And don't let me get started about vulvarine lol
Meira BTW they miss cause they have it set on press mode. You have to remember this are all good players. They can still aim well even without bots BUT when they need it it's there. Plus running radar 24/7 alone helps you out a lot on your aim and by knowing where players are at all times.
Best thing to do when this guys are on I just log off and play at a later time.
When I went from 144hz to 60hz with this GPU it felt like everyone was cheating , was dead before I can even see people(wasn't until a few weeks later I noticed can do 1080p 85hz over the HDMI port).
I was just speccing VR|Ron on Duku what a beast.
His movement is insane.
After watching that I'm just going to sleep lol...been up 48 hours
Ooper I play at 177 atm. I could never play at 60 anymore.
drunken_fool Yah cause they are using radar.
Where did you get this radar from?
No offense, but in this mode the radar won't help you at all, but will rather disturb you. it is displayed on your hud and you will have a piece of space obscured. Anyway, looking at the radar and crosshair every second... - I don't see it. Such a thing would probably be helpful in other modes, such as Camping or MH, but not in Combogib, where the basis is dynamics.
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player_0 radar just draws a big green square around all players. Makes it really easy to aim on them.
Especially at a distance. It enhances your target.
I'll see if I can find a Pic of it.
It's not like an rpg game radar. It just enhances enemy target and you can see the moving around.
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Plus in utt99 aimbot you can adjust the aiming angle.
I'll try and explain best I can.
You can pretty much set the aiming angle at which the bot will trigger. So if you're already a decent aim you can set a very short aiming angle, meaning your cursor will have to be real close to the target in order for it to track it. This makes it really difficult to catch them in spec mode.
If you are a complete noob then you will use a wide aiming angle and then the bot will trigger like crazy making it very obvious and you will be able to spot it .
In DM you can even set it to head shot , or feet , torso or leg shot.
So I can just have it set to leg shot and will take like 3 shots to kill you Making it less obvious.
You can even set it on headset on press mode.
So I will take a few shots and maybe miss then press the key to wich my bot is bind to and give you a headshot.
Either way it's gay and who uses this hacks is a complete idiot.
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here is a pic
those squares are the radar.
If you use it you can see me coming from all angles lol. That explain some of this guys crazy reaction times.
The closer the target gets the bigger the square gets.
here is another one from distance
Apparently multiplayer cheats is 100 Mil industry!
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drunken_fool As I said, I disagree with you about this radar.
Many times I myself reached the enemy room or near the enemy flag. Where all the enemies appear. When you're against up to three enemies, you automatically shoot the one within the shortest swipe or convenient mouse-over distance. You just wouldn't have time to look and analyze which rectangle is bigger. I can only agree that it only improves anticipation of places where an opponent can reveal himself or camp (as long as this opponent was previously invisible to others, because he was separated by, for example, a wall). But when there are enemies of different levels around you, there's no way you won't get killed by looking at the HUD which rectangle to aim at and deciding to take the shot. Is the square big or round or red or flashing etc. Maybe it will help from a distance for a while (as in the upper screen on the Face map), because soon someone will notice you and shoot you down. In my opinion, on this map a good option is the smallest possible fov. Besides, I will not dwell here on triggerbots, which are additions to radars, because there are rather no divided opinions here. Unless someone has a different opinion? I invite you to a nice conversation.