> I'm not being funny and I mean no disrespect. > But cheaters are cunts. They're cunts now, they've always been cunts. > And the only thing that's going to change is they're going to become bigger cunts. > Maybe have some more cunt kids. That statement is really shows how big of a dick you are, like come on man, it's just a game. Without learning game cheats and writing trojans and botnets since 14, although I'm kin…
We outsmarted CSGO cheaters with IdentityLogger
311–320 of 372 posts
Re: We outsmarted CSGO cheaters with IdentityLogger
#312Earlier quoted context omitted.
> easily prevent mass-scraping due to sheer processing costs. my 2018 iPad Pro does OCR on images in Safari instantly. People only think OCR is slow because Adobe Acrobat still uses the same single-threaded OCR algo it’s had for decades now; then consider how blazing a GPU-based impl would be…
It pre processes your photo library while charging
Re: We outsmarted CSGO cheaters with IdentityLogger
#313Earlier quoted context omitted.
> There's also "illegal" amx plugins and commands, which are generally frowned upon and extremely abusable, but quite useful in these situations. My favorite (which most of the "illegal plugins" are based around) is amx_exec which essentially gives admins direct access to any client's in-game console, to run any command or set any setting! Yes, we have something similar for UT2004, but only a handful of people are ev…
Isn't this a huge security vulnerability for the client?
Re: We outsmarted CSGO cheaters with IdentityLogger
#314Earlier quoted context omitted.
I disagree. Cheating in singleplayer games is fine, but you're ruining the experience of others when hacking in multiplayer games.
> but you're ruining the experience of others when hacking in multiplayer games What I meant was, cheating can be a good learning experience to programming for a lot of kids, because they get immediate feedback and rewards. At least that's what I see it as.
Re: We outsmarted CSGO cheaters with IdentityLogger
#315Earlier quoted context omitted.
I disagree. Cheating in singleplayer games is fine, but you're ruining the experience of others when hacking in multiplayer games.
> but you're ruining the experience of others when hacking in multiplayer games What I meant was, cheating can be a good learning experience to programming for a lot of kids, because they get immediate feedback and rewards. At least that's what I see it as.
Re: We outsmarted CSGO cheaters with IdentityLogger
#316Would it be worth charging for CSGO? Or Counter-Strike 2, whatever the latest is? Because being banned by Steam ID might mean something if you have to pay $10 each time for the privilege.
While the game is free, they do charge $14.99 if you want access to the ranked matchmaking called Premier. Sadly, the cost of entry is not enough to dissuade most cheaters it would seem.
Re: We outsmarted CSGO cheaters with IdentityLogger
#317Earlier quoted context omitted.
> Other games have an ID verified 3rd party system for competitive play (CSGO). Ha ha, you mean paying for the game and holding your Steam account as collateral?
Your steam account is unaffected by anti-cheat measures. Being banned (vac or otherwise) from CSGO does not prevent you from playing other games, nor from playing CSGO alone. The only trace of it is that your account profile will show that you have vac bans on record, but you don't have to show your profile.
Re: We outsmarted CSGO cheaters with IdentityLogger
#318I don't know about CS, but TF2 has the ability to disable server MOTDs - how does that affect this?
Re: We outsmarted CSGO cheaters with IdentityLogger
#319I want to share a story in a somewhat related topic: anti web-scraping techniques The most devious version I ever seen of this, I was baffled, astonished and completely helpless: This website I was trying to scrap generated a new font (as in a .woff file) on every request, the font had the position of the letters randomly moved around (for example, the 'J' would be in place of the 'F' character in the .woff and so on…
A downside is it makes the site unusable for screen readers and SEO, plus it adds backend costs (compared to a plain backend that serves static files) if it's generated dynamically, although one can pre-generate a bunch of variants and randomly pick one at runtime (which could be handled by the load balancer) to minimize the costs.
Re: We outsmarted CSGO cheaters with IdentityLogger
#320Earlier quoted context omitted.
Are there more sophisticated cheat developers though?
Cheat development these days is incredibly sophisticated. There are swathes of tutorials, old and recent examples to research, advanced inspection tools, etc. It's so much easier to make cheats today than it was, say, 10 years ago. It's also easier because more and more games are sharing common infrastructure like game engines, as compared to the past. What works in one Unreal game may save you a lot of time developi…