There isn't a way to absolutely prevent bots on the client side. Someone can use some form of cheater Quake or, in less common cases, have a cheat running that alters game data.
There are ways that could be done on the client-side to make botting virtually impossible, in conjunction with the server ... but it would involve frequently updating the client/server ...
Any bot prevention that would really work would have to be strong enough that it could publicly be discussed.
Bot Detection Not Possible With Prediction; Fortunately NetQuake uses None
Most games have various anti-lag methods in them that lead to predictive aiming, which means those games give more trust to the client to be telling the truth.
As a result, the following ideas wouldn't apply to those games.
But fortunately for us, it would apply to NetQuake.
What makes bot aim detectable (I think)
With Quake, you shoot where the crosshair is pointing. This is where you are looking. Bots can lie to the server about where the player is looking, but in order to fire, the coordinate has to be right when firing.
It is my understanding that there are 3 types of bot aim ...
Looking at the problem ...
1. Bots suck with the rocket launcher, generally. The lightning gun is about 80% of the problem. Followed maybe by 10% of the problem being underwater fights where players are slowed and then what little of the rest exists ...
To be continued ...
There are ways that could be done on the client-side to make botting virtually impossible, in conjunction with the server ... but it would involve frequently updating the client/server ...
... to make cracking the cheat a waste of time by a would-be hackers by forcing them to continually have to do it again and for less popular game, would probably be a waste of time.
Additionally, the process the client and server use could add some extra onerousness to it to increase the time for someone to mess with it.
This is assuming that anyone is going to waste time writing cheats for Quake.
Well, right now the existing hardcore cheats work fine so it is hard to tell if anyone would bother to make updated cheats.
Hard to say, but you can't assume they won't . If you are going to make an effort to solve the problem, this has to be factored in.
Additionally, the process the client and server use could add some extra onerousness to it to increase the time for someone to mess with it.
This is assuming that anyone is going to waste time writing cheats for Quake.
Well, right now the existing hardcore cheats work fine so it is hard to tell if anyone would bother to make updated cheats.
Hard to say, but you can't assume they won't . If you are going to make an effort to solve the problem, this has to be factored in.
Any bot prevention that would really work would have to be strong enough that it could publicly be discussed.
Bot Detection Not Possible With Prediction; Fortunately NetQuake uses None
Most games have various anti-lag methods in them that lead to predictive aiming, which means those games give more trust to the client to be telling the truth.
As a result, the following ideas wouldn't apply to those games.
But fortunately for us, it would apply to NetQuake.
What makes bot aim detectable (I think)
With Quake, you shoot where the crosshair is pointing. This is where you are looking. Bots can lie to the server about where the player is looking, but in order to fire, the coordinate has to be right when firing.
It is my understanding that there are 3 types of bot aim ...
1) Tracking - the crosshair follows a target. Weakness: For a bot to do tracking, the crosshair will be constantly adjusted. A human can't perform that type of lock. I think this type of thing should be detectable.
2) Lock Upon Fire - when someone fires, the crosshair instantly locks on the player. Weakness: the crosshair skips from position A to B instantly.
3) Transition - When someone goes to fire, it transitions a little to where the crosshair should be. Weakness: It needs to transition quickly and precisely for it to be of any use.
2) Lock Upon Fire - when someone fires, the crosshair instantly locks on the player. Weakness: the crosshair skips from position A to B instantly.
3) Transition - When someone goes to fire, it transitions a little to where the crosshair should be. Weakness: It needs to transition quickly and precisely for it to be of any use.
1. Bots suck with the rocket launcher, generally. The lightning gun is about 80% of the problem. Followed maybe by 10% of the problem being underwater fights where players are slowed and then what little of the rest exists ...
..being the boomstick or long-range rocket shots or rare situations where someone can make weird grenade shots. Of course, those are about non-existent but happen every once in a while.
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