A couple of the options I named are really easy to accomplish things, if you're serious about creating an Anti-cheat, you have quite simply got to put the time in to learn, not to mention it's awesome fun to achieve ;DQuote:
Let's be honest, how many people here can obviously be capable of that?
Besides the big names around here, not many.
These are all great solutions, but the OP's question was anti-cheat methods server side.Quote:
Then send packets differently, include hashes in the footer, change some ids, change the encryption, plenty of solutions.
Server-side solutions are very complexes. Defining patterns (like jump speed and such things) is the best way to do it.Quote:
These are all great solutions, but the OP's question was anti-cheat methods server side.
All of these require client editing/hooking or creating a proxy between the client and your server.
Which is overkill for co private servers.Quote:
It depends how effective your "captcha" system is, any programmer worth his salt who is botting on your server or providing the bot, will be able to just parse your "captcha" from the NPC Dialog if it's sent in plain text. (Although I suppose most programmers aren't interested in a private server anyway)
Plus you need to find the right balance between security and just irritating your players with popups, especially whilst they are XP chaining.
Like it has been said, your very limited with a purely server-sided anti-bot, personally I'd go all out if I ever did an anti-bot again, multi-layered security with redundancies, get around one element of protection straight into another etc.
Ah yeah, apologies, I thought that was maybe what you meant.Quote:
My point is that there aren't many developers left that are playing on a CO private server, so even if you have the simplest anti bot you will prevent most of the cheating players.