JvIasterMind
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JvIasterMind last won the day on January 4 2013
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Fair enough! I will keep my eyes open to see if any of those are related, but it happens with multiple players and one of them is a server regular (so I'm pretty sure he's not downloading maps). The lua callback would be a great addition! I would also love the notification to include info on if it is a known cheat binary, because that will get the cheater off the server much faster than if the checksum needs to be read from the server logs. Still, even with this info, I still think that the lua callback should be called. Maybe add a boolean in the callback if it is a known cheat version so it can optionally be dealt with in a different way from the unknown ones.
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I have a couple feature requests that involve the checksums for unauthorized binaries (sort of on topic). -Could you guys add the checksum to the warning message that displays in admin chat for the unauthorized binary? This will allow admins to instantly ban a player if they notice a checksum that they know is malicious. Today, I had to download our server log and look through it to get the checksum and I instantly recognized it as the wallhack that I listed earlier in this thread. -Currently, the warning message shows up twice... once during warmup and once during the start of the map. Could you guys make it so it only shows up once for each map instead? It starts to get a little annoying when there is a player that isn't raising any suspicion on the server. Also, I have a bug that goes with this. Sometimes the message is not displayed and then displays the next time the message appears (so it pops up multiple times). I have even had it skip a map completely and then show four times on the next map after warmup finished. -Another feature request, (especially if you choose to not implement a config file like I suggested in my last post
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If you playdead a moment before hitting the ground, you can avoid fall damage. A few players on our server take advantage of this glitch and do it every time they jump off ledges. I believe that it behaved like this even in ETPub, so it is not really anything new. I still think it would nice if it could be fixed.
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Client side toggle for @ flag to enable/disable incognito mode
JvIasterMind replied to NoGooD's topic in Feature Request
I like this idea. We haven't been using the incognito flag because we normally want players to be able to tell if an admin is on the server in case they need to report issues. If there was a way to toggle it on when needed, I agree that it would be very useful for specing a player for hacks. You can actually accomplish what you describe most of the way by creating a custom level with incognito and setting your level to that one when you need the flag set, but I am not sure you can hide the !setlevel message from showing. The only problem with the renaming and setting incognito is that if there aren't very many players, someone could easily notice the name change and know who the player is anyways. One possiblility to overcome this would be to disconnect and then reconnect with incognito set (probably needs to be able to be set on the command line so one can make a custom shortcut or something). -
hellreturn reacted to a post in a topic: list of bans
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I like the idea of a checksum config file! However, I think it would be better to allow admins to input checksums that would instantly ban a player connecting with a known malicious binary, instead of disallowing all unknown binaries (since some have legitimate uses as described by TheSilencerPL). By the way, silEnT does allow you to auto kick any unrecognized binaries similar to how you described in NxAC (minus the config file as far as I know). As for a global banlist, I have similar thoughts to Beck and feel that different servers have different tolerances for what is considered enough proof to constitute the ban. I know of quite a few players that were wrongfully banned for hacking, when in reality, they are just good players. I feel it would be terrible if a legitimate player got banned on one server and got onto the global banlist and was unable to play anywhere. If the global banlist was only for binaries that are 100% known to be malicious, than I would be fine with that, but I would want to stay away from as much human error as possible.
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Ok, got it! Thanks for the info!
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What do you mean by this? Should we assume all unknown client binaries are safe until we see evidence proving otherwise? Or are there legitimate reasons why a players would be using an unknown client binary?
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Not to derail this thread too much, but what are the chances of the other unknown client binaries being safe? We have a few players that report the error message with other checksums that googling doesn't lead to anything with (their playing has not been too suspicious). I agree with Beck that it would be awesome having some sort of database of different checksums so we can look up players to know if they are hacking or known safe (or even ones that are not determined).
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Caught two different people using the following binary. Google searching that checksum leads to a wallhack. 30d13c5e1339f3c80ad89ab4525564ab
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I still like the idea of splitting the bans out of the shrubbot.cfg file. Right now, it seems it is not clear enough that bans are placed in there. Currently, our shrubbot.cfg file on our server is already pretty big without the bans in it (we have quite a few levels defined and also a bunch of custom commands). Actually, now that I think of it, wouldn't it be better to split all the info out of the file so we have files like levels.cfg, commands.cfg, and bans.cfg?
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Showing artillery strike area on command map
JvIasterMind replied to BECK's topic in Feature Request
I have another feature request that is related to this one. What about having an option for enemy artillery strikes that are within a covert ops' line of sight to show on the team's command map as well (but maybe red instead of green)? I feel like covert ops is the least utilized class in the game, and this would help add extra utility to the class. -
Showing artillery strike area on command map
JvIasterMind replied to BECK's topic in Feature Request
I like this idea! Do airstrikes show up on the map already (without the radius)? -
I think it would be cool if death sprees were added to the spree field of the Kills Display. Here are two methods that I think would work good if this feature was to be added... Use negative numbers for deaths in the spree field and just keep it the current color. This would be my preference because I like the contrasting colors that the counter uses currently. Have a different spree color for death sprees. Maybe make sprees just be a more dull version of the kills and deaths fields to indicate which one it is.
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Thank you very much gaoesa!!! I'm really looking forward to this addition!