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How To Conclusively Detect/Prevent Bots?

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  • #16
    I don't think solutions to the problem (if found) should be disclosed, unfortunately. An indication found and used to determine that a player is using a bot will be changed when discovered and shared, assuming anyone is making q1 bots any more.

    I think MH is giving more credit to bot player prediction than is due... If the bot sees a player run into a room (as example, in dm3, player runs to RA room from rotunda), the bot could possibly mark that area for a few seconds, but there's no more information to predict if the target will camp, take tunnel to mound, or the path to SNG, or even come back out to rotunda. *IF* there are items, perhaps clients can tell when they are touched. I don't know if items are occluded like clients.

    I also see directions of projectiles being used to determine possible player locations, but it seems a bit weak. If a bot could somehow match a certain projectile to a sound played recently, it'd be quite easy to calculate where the player was at some time previous. Although it is more useful than nothing, it's still quite a bit less helpful than a wallhack.

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    • #17
      I dont think people are actively making hacks for Quake 1, but some are borrowing hacks from other games, like counterstrike etc, that share the same basic openGL functions. How much fun would it be to play Quake (singleplayer) in god mode, over and over and over and over again. I think most wouldn't attempt it twice. So, playing online with hacks, only cripples the player using them. I can see more new players trying to use them to gain respect, but in the end they will get bored of the "one button wonder" and move on. Games are simply to challenge our intellect. If you weaken this by using a hack, then you also dilute the challenge.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #18
        Originally posted by R00k View Post
        I dont think people are actively making hacks for Quake 1, but some are borrowing hacks from other games, like counterstrike etc, that share the same basic openGL functions. How much fun would it be to play Quake (singleplayer) in god mode, over and over and over and over again. I think most wouldn't attempt it twice. So, playing online with hacks, only cripples the player using them. I can see more new players trying to use them to gain respect, but in the end they will get bored of the "one button wonder" and move on. Games are simply to challenge our intellect. If you weaken this by using a hack, then you also dilute the challenge.
        If this is what you believe now, you have come a long way since our incident.

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        • #19
          R00k, I wish people felt that way. Some players just want a payoff (top of the frag list) without effort... or to grief other players.

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          • #20
            i really dont think that bots should even be a problem, only client bots are actually coded for quake, most OGL hacks that people download. the aimbots are vector aimbots which are made for specific models most likely Counter-Strike, ive only seen 1 or 2 OGL's that had in one way or another support for Quake, and it wasnt very good, Why not just force the server to record demo's of players and u can jus question them after the match. If the server enforces demos lets say at the begin'g of a match ends the demo at the end of the match, its not like were in 96' and got 200mb HD's anymore. anyway my 2 cents prolly useless

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            • #21
              NQ really needs server-side demo recording.. lets take QW and just reduce it to NQ, rather then take NQ and try to bring it up to QW standards..

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