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  #1  
Old 04-11-2008, 02:17 AM
fault
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CD there were more then 5 the hedge event triggered it on my entire party of 6 as well as other full parties as posted on PEQ.

gate DID trigger it, My cleric got hit with the punishments after he gated from one end of gunthak (fort) to the beach where I forgot I bound when doing the temp quest.

Your code has good intentions, but the points I am trying to make is, It won;t take coders long to find a way to fool it and get past it, there isn't any anti-cheat that is 100% effective and safe, remember the developers of trackmania said their use of starforce would 100% prevent any pirating/cracks of it, the same day it was released there were cracks for it. This is something you will have to always be on top of, constantly checking MQ2 source sites looking for modifications that get through the detection and modify it accordingly. I am personally against botting period, I think it takes away from the hardwork developers do, and would actually welcome something that auto rejected anyone using MQ2 immediately on connection.


I apologize if you feel I am bashing you.
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  #2  
Old 04-11-2008, 02:27 AM
TheLieka
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Quote:
Originally Posted by fault View Post
gate DID trigger it, My cleric got hit with the punishments after he gated from one end of gunthak (fort) to the beach where I forgot I bound when doing the temp quest.
Gate did not trigger it. Zoning into Gunthak, a non-classic zone without source zonepoints in the database triggered it.

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  #3  
Old 04-11-2008, 02:31 PM
Seksor
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Default Yayyy

I'm glad to see this initiative moving forward. I have a suspicion that there aren't many coders out there waiting to unleash new cheats for eqemu. Meaning, if the current cheats become obsolete, there won't, for time at least, be new cheats available. From what I understand the cheats that are available are old binaries that get passed around between users. For example, pre-built MQ2 installations that include warping and zoning functionalities. My next suspicion is that if these mq builds suddenly stopped working, most "polyboxers" would lack both the resolve to code workarounds and the money pay someone else to do it for them. When I played PEQ I felt like the majority of cheaters were using these hand-me-down binaries, and I'd love to see that age pass.

I don't play eq(emu) any more, but I still read up on the community. I love you guys. Seriously. Keep up the good work.
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  #4  
Old 04-11-2008, 02:56 PM
Angelox
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I sort of knew it would come to this - I figure who ever multiboxes, also has multi forum accounts and friends that multi-box with multi forum accounts. So, you got 10 people whining over the same change, and it probably is the same guy!
You can pretty much control a game server like this too, and is why these fixes are urgent.
Something like this happened in the SOE EQ forums, where guilds would get together and bitch/bash everyone over anything they didn't like. It got so out of hand, one day I went to browse the forums, they were gone! hehe!
The forums came back, but when they did, the requirements changed, and all that crap was stopped.
It ain't gonna happen in these forums though
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  #5  
Old 04-11-2008, 03:09 PM
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cavedude
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Quote:
Originally Posted by fault View Post
CD there were more then 5 the hedge event triggered it on my entire party of 6 as well as other full parties as posted on PEQ.
I said 5 unique cases, not players. All together, about 40 players or so were effected. (including legitimate cheaters) A pair of players looked to be caught in a loop at one point, that's why I decided to pull the code. However, there was only one instance of the hedge event in the log table, and only 2 full groups were logged overall. If a third group claims they triggered the detector, they are lying. The logs don't lie.

We didn't get any log notifications for MQ2Gate, they were all MQ2Warp. But, could it be since he used Gate in his bind zone, that could have triggered the warp detector? I know Wild not too long ago changed how zoning works... does the detector take those alterations in account in this case? Perhaps it didn't realize he zoned, and so the gate registered as a false positive warp?

I do have a question, what is your code looking for exactly in zone_points? To use the example above, Gunthak does have 5 entries in zone_points, which represents the 5 zone-in points, pok, stonebrunt, dulak, and nadox x2. If you can offer suggestions, I'll have no problem updating PEQ's points to accommodate.
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  #6  
Old 04-20-2008, 03:44 AM
gernblan
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The key to something like this is not necessarily to autopunish for it, but simply to LOG it... so that the serverops can use it to decide whether they were cheating or not.

The fact is, no code like this will be perfect. Someone will figure out how to work around it--especially since it's open source. Then where would we be, artificially trusting code that is no longer doing what is intended?

I think, again, logging things that appear strange is the answer. Then ops can look for patterns and decide what, if any, actions to take that way.
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Last edited by gernblan; 04-20-2008 at 11:46 AM..
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  #7  
Old 04-20-2008, 04:01 AM
TheLieka
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That's essentially the aim on the latest submission build. By default it's disabled via the rules system, then if a ServerOp chooses to enable it, the ServerOp can choose to enable any parts of it that he wants.

Here are the new rules with it (the last 3 rules address your concerns):

Code:
insert into rule_values values (0, 'Zone:MQWarpExemptStatus', 50);
insert into rule_values values (0, 'Zone:MQZoneExemptStatus', 50);
insert into rule_values values (0, 'Zone:MQGateExemptStatus', 50);
insert into rule_values values (0, 'Zone:MQGhostExemptStatus', 50);
insert into rule_values values (0, 'Zone:EnableMQWarpDetector', 'false');
insert into rule_values values (0, 'Zone:EnableMQZoneDetector', 'false');
insert into rule_values values (0, 'Zone:EnableMQGateDetector', 'false');
insert into rule_values values (0, 'Zone:EnableMQGhostDetector', 'false');
insert into rule_values values (0, 'Zone:MQWarpSpeedLimit', 30);
insert into rule_values values (0, 'Zone:MQWarpDetectionSpellID', 757);
insert into rule_values values (0, 'Zone:MQGateDetectionSpellID', 757);
insert into rule_values values (0, 'Zone:MQZoneDetectionSpellID', 757);
insert into rule_values values (0, 'Zone:MQGhostDetectionSpellID', 757);
insert into rule_values values (0, 'Zone:MQDetectorDisablePenalties', 'false');
insert into rule_values values (0, 'Zone:MQDetectorDisableBroadcast', 'false');
insert into rule_values values (0, 'Zone:MQDetectorDisableSQLLogging', 'false');
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  #8  
Old 04-20-2008, 09:19 PM
Angelox
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I have a new problem, not sure where it's coming from; when i zone from Tox to Kerraridge, i get caught in a zoneing loop, where it repeats zoning tell I kill the client (never gets to Kerra) - Kerra to Tox works fine.
Last thing I did was add this code so I'm wondering if it might be related (all worked ok before code).
Also another question (probably a dumbass one); NPC zoners do not get affected by this code (Translocators)?
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  #9  
Old 04-20-2008, 11:03 PM
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cavedude
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It's because the coords in zone_points for that zone line are 0. About 750 zone points are like this in PEQ... The problem is this issue occurs even if the system is disabled :( TheLieka goes into more detail of this in another post.

As for your other question, I have not been able to get quest teleportation to trigger this at all, so it appears to work correctly.
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  #10  
Old 04-21-2008, 02:00 AM
TheLieka
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If you source in the zone_points that I included with the code submission (on the first page), it will fix the problem for old world zones - beyond that, we don't have a list of them yet.

Dax
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  #11  
Old 04-21-2008, 06:48 AM
Angelox
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Thanks for the help, i should have read that already.
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