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  1. Past hour
  2. Prevent it from being able to use multiplayer for that.
  3. Today
  4. Yes. market would signal suspicion. Still very niche scenario, FFA with 0 spec. Rare. Not a giant problem. If suspicious, watch replay after and expose cheater to rest of players(ik ofc huge hassle and no1 will care anyway prob). Obv a fix would be nice.
  5. I don't test stuff when I'm playing. I test it when I am spec. I don't have enough apm to type code and play simultaneously
  6. V02 is only a bug fix version. It should work now. It works in my one player replay and in the initial replay on which I set it up. Thanks for the report.
  7. Can confirm. Made a short replay just doing it and its not recognized. I tested the mod on a multiplayer replay where it worked. I will check whats different. It is running though and detects 30s afk for example.
  8. I just installed the mod, activated it and then I checked out a singleplayer replay where the market exploit was tested. But I couldn't see that this exploit was recognized...
  9. Yeah, the other players may also just like to test out the market glitch now (or something else). And that is annoying to the other 7 players. One could still have games where all mods are allowed and games where one can play the game without having to worry the other players are "just testing something".
  10. I mean, A26 is done. Lol I'd say allow renaming in single player
  11. It should work also in singleplayer replays. Rapid fire alarm could be triggered false in mp replay if the game lags online but not offline since the turn time is not logged. Or did you maybe work around a trigger?
  12. The topic here is not quality of code or variable names, but code obfuscation. The point in the license is Section 1 "source code". GPL authors clarify that "[...] Obfuscated “source code” is not real source code and does not count as source code. [...]". This is not sufficient to be compliant with GPL3, and not sufficient to qualify as FOSS. Obfuscated code violates Freedom #2 of Free Software as clearly explained here. But besides the "legal" part... if you are a developer who cares about free software (as autociv does), then you will also understand that distributing source code made intentionally hard to be understood is contrary to the purpose and principles of Free Software itself.
  13. It can be ruled out for all cases because it's not the host that's relaying messages. I would like to test some features for mods or even future patches in practical conditions, i.e. a 4v4 game. If mod signing prevents me from testing and editing the patch on the fly then that would be annoying. I like the most recent versions of your Oddity detector. It flags out afk players and automation users in a non-offensive way
  14. It doesn't work in singleplayer replays?
  15. Of course wrong accusations are bad. I heard some that were too wild too. On the other hand this described cheats are cheats and methods we know of. I would not rule out that e.g. players reveal the map. The oddity detector itself is also just a workaround. If we had something better, like mod signing, I'd drop it since it monitors the players. I made a trainer mod based on autociv for a26 once. It was nice for spectating and reviewing build orders but could be abused easy. That's why I dropped it. This can also lead quickly to information overload. Best method for players atm. is just to play with trusted players which is also annoying. The only cheat we can rule out is reading the enemy chat if the host is trusted (as I understand it atm.).
  16. I don't understand, what is in violation of the license? At no point did the license mention restrictions on the names of variables and quality of code By introducing waffles and misleading variable names, I'm not denying the user access to anything. I'm just presenting a more messy version of the the product. With enough patience, the user can still understand which variable is which. The source code is freely available as always.
  17. This is nice example of positive contribution to 0ad. Higly appreaciate your work.
  18. Yeah, but it's only your choice to use them or not. Not so in a MP game with cheaters. My reasoning was that, with more SP content, players will have more choice and not be affected by the cheating MP scene as much.
  19. yes but also make it available for renaming! like in rise of nations! ofc, if youre scared of misuse just bar anyone from inserting racial slurs and such
  20. I dont really think cheating in mp is the reason we need more sp content, but we would definitely profit from more sp content. That being said, there are some great minds already at work to make it happen afaik, so be patient
  21. This would be a violation of autociv's license. And for good reasons, as explained here: https://www.gnu.org/philosophy/free-sw.html
  22. Yesterday
  23. Unfortunately singleplayer is free cheat. Cheat codes are enabled by default, when you are under attack by the AI, all you need to do is gift from the gods + open developer overlay and win Possibly people are just curious / giddy with this new discovery earlier today. But by later this evening, in the TGs hosted by Chocapoca and Akentas, nobody even bothered to build a market and the thing was forgotten My plan would be to introduce some counter-intuitive names for variables and waffle a lot of irrelevant nonsense in the source code of Autociv to make it harder to pinpoint the important lines.
  24. I spectated a few games today and the market exploit was in 50% of them used. The state is quite bad imo. Maybe everyone is eager to try their new trick. I don't see how atm. besides mod signing.
  25. V01: Added detection for market exploit.
  26. This is why we need more single player content.
  27. After a large increase in cheat accusations between players and Geriatrix's monologue of claims, I think it's necessary for me to debunk the possibility of cheating in A27. I will reference the source code in every one of my statements so that you can peer review what I write and make further studies. 1. Seeing enemy chat and spec chat. This is not possible anymore because all chat messages are sent to only the intended recipients by an engine function. The Engine.SendNetworkChat() function is defined at Line 237 of https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/network/scripting/JSInterface_Network.cpp If you attempt to edit this file, the most you can do is send all of your messages to everyone, but those who use the official release will still be sending messages to the right targets, then you just make a fool of yourself. In A26 and earlier versions, the messages are sent to all players, then the GUI (defined in public mod) selectively displays these messages on the screen. Therefore someone can make a mod which removes the selection process to reveal all chat messages. 2. Revealing the map If you attempt to reveal the map by injecting commands into the console or using some kind of mod, you will get a message saying "Changing the perspective with cheats disabled is prohibited" . See lines 92-95 of https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/ps/scripting/JSInterface_Game.cpp Therefore the reveal map cheat is gone from a mod level. Theoretically, one could edit the engine code to allow this function to be called, then recompile into a different version without causing OOS. However, this is beyond the level of most players. Furthermore, even if you call this function successfully, you will be put into a different player identity and you will not be able to control your own units and buildings. The advantage of the temporary vision is diminished by the need for extra apm and being afk for a bit. Oddity detector will likely pick you up and you might also have an OOS. 3. Seeing enemy stats This may be possible by changing some code in public/gui/ to display information about your enemy in the summary screen but I am not sure about this. One could theoretically edit the Javascript code of a mod with stat panels e.g. autociv, BoonGUI, ModernGUI to reveal enemy stats. However, actually doing it is non-trivial (not a 1-liner change) and most players don't even know where to start. @Atrik could we solidify our mod code to make hacks less easy? 4. Excessive automation It has been demonstrated by ProGUI and Quickstart that automation of commands is possible. Therefore it is theoretically possible to make a mod which does all of the micro tasks for you, or completely take over your eco. The core technology is the function Engine.SendNetworkCommand() which issues a command. This function is normally called after interpreting an user input, but one can also spam call it in GUI code. This is where @ffm2's oddity detector comes in handy: if somebody sends too many commands in a short time, they are automating things. You can also inject commands in via RL interface. However, what's the point ? You play 0ad because you enjoy playing the game and the action. If you automate everything that much, you might as well just stay spec behind some pro player who is actually playing and imagine that you are him. 5. Market exploit - yes this is still going on and we might ban this building / ask spectators to monitor abuse. 6. Biased spectators - some players have a pro friend who is watching and giving advice to them in global chat or voice chat on another platform. Some might make a smurf account which joins as spec to see the game. But this is much of a social issue not a technical issue.
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