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  #801  
Unread 27th January, 2013, 08:16 PM
SoNY_scarface SoNY_scarface is offline
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can you post server.log when this happens
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  #802  
Unread 27th January, 2013, 09:13 PM
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It might be migrating upwards in the port. I've had this happen before. Let it do this then try manually adding one to the join port and see if the server has moved to there. For instance if your normal port is 7777 try joining the game at 7778. If the server is alive there then we can fix that.
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  #803  
Unread 2nd February, 2013, 09:23 PM
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is this project still in development? is Anth still working on ACE , version c or d?
ACE v0.9c: Privately Released at 22/11/2011, will be made public soon
22/11/2011 that was posted or updated? well its 2013 now and still no ACE v0.9c public...
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  #804  
Unread 3rd February, 2013, 07:31 AM
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I'd say it fairly obvious where things are headed.
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  #805  
Unread 3rd February, 2013, 03:32 PM
jcantu77 jcantu77 is offline
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This is the issue I'm having on my server.

ACEDataLink CTF-Lucius-LE110.ACEDataLink0 (Function ACEv08h_S.ACEDataLink.
:0043) BindPort: already bound
ACEDataLink CTF-Lucius-LE110.ACEDataLink0 (Function ACEv08h_S.ACEDataLink.
:0043) BindPort: already bound
ACEDataLink CTF-Lucius-LE110.ACEDataLink0 (Function ACEv08h_S.ACEDataLink.
:0043) BindPort: already bound
ACEDataLink CTF-Lucius-LE110.ACEDataLink0 (Function ACEv08h_S.ACEDataLink.
:0043) BindPort: already bound
ACEDataLink CTF-Lucius-LE110.ACEDataLink0 (Function ACEv08h_S.ACEDataLink.
:0043) BindPort: already bound
ACEDataLink CTF-Lucius-LE110.ACEDataLink0 (Function ACEv08h_S.ACEDataLink.
:0043) BindPort: already bound
ACEDataLink CTF-Lucius-LE110.ACEDataLink0 (Function ACEv08h_S.ACEDataLink.
:0043) BindPort: already bound
ACEDataLink CTF-Lucius-LE110.ACEDataLink0 (Function ACEv08h_S.ACEDataLink.
:0043) BindPort: already bound
[ACEv08h]: ERROR: ACE couldn't spawn a datalink for player: {OSP}Sky
[ACEv08h]: ERROR: > Reason: Failed to bind a listenport
ACEReplicationInfo CTF-Lucius-LE110.ACEReplicationInfo0 (Function ACEv08h_C.ACEReplicationInfo.Destroyed:0014) Accessed None
Connection timed out after 15.000000 seconds (15.014251)
Close TcpipConnection1 Sun Feb 3 16:12:22 2013

Here is my .ini

[Engine.GameEngine]
CacheSizeMegs=4
UseSound=True
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900
ServerActors=UWeb.WebServer
ServerActors=UWeb.WebServer
ServerActors=NPLoader_v16b.NPLActor
ServerActors=UTPureRC7G.UTPureSA
ServerActors=PureINTLog.INTLogger
ServerActors=PurePkgLog.PackageLogger
ServerActors=ConsoleChecker15.ConsoleChecker
ServerActors=2k4Sounds.SoundsActor
ServerActors=IGHudv2b.SA
ServerActors=LogoSplashV3.SplashLogoSA
ServerActors=ACEv08h_S.ACEActor
ServerActors=ACEv08h_EH.ACEEventActor
ServerActors=SmartCTF_4E.SmartCTFServerActor
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=Botpack
ServerPackages=SmartCTF_4E
ServerPackages=FastCap
ServerPackages=Revenge2
ServerPackages=IGHudv2b
ServerPackages=ConsoleChecker15
ServerPackages=MapVoteLA13
ServerPackages=LogoSplashV3
ServerPackages=osp
ServerPackages=2k4Sounds
ServerPackages=SoundsFemale
ServerPackages=UTPureRC7G
ServerPackages=ZPPure7G
ServerPackages=BP1Handler7G
ServerPackages=BP4Handler7G
ServerPackages=NPLoader_v16b
ServerPackages=NPLoaderLLU_v16b
ServerPackages=NPLoaderLLD_v16b
ServerPackages=NPLoaderLLS_v16b
ServerPackages=IACEv08c
ServerPackages=ACEv08h_Cdll
ServerPackages=ACEv08h_C

[ACEv08h_S.ACEActor]
InitialCheckLinger=5.000000
InitialCheckTimeout=70.000000
PeriodicCheckInterval=90.000000
PeriodicCheckTimeout=120.000000
SShotTimeOut=20.000000
bSShotWhenKick=True
SShotPath=../Shots/
SShotPrefix=[ACE]
SShotQuality=85
bAutoConfig=True
AutoConfigPackage=ACEv08_AutoConfig
bAutoUpdate=True
bExternalLog=True
LogPath=../Logs/
LogPrefix=[ACE]
bExternalLogJoins=True
JoinLogPath=../Logs/
JoinLogPrefix=[ACEPLAYERS]
AdminPass=
bAllowCrosshairScaling=True
bShowLogo=True
LogoXPos=10
LogoYPos=100
ExcludedPorts=7777,7778
bAutoFindWANIp=true
bCacheWANIp=true
WANQueryServer[0]=utgl.unrealadmin.org/ip.php
ForcedWANIP=

The server crashes ONLY when the map changes after cap limit is reached or score expired. It will NOT crash if admin forces map change or mid map vote.

@Back4More I did what you suggested in previous pages of this thread about excluding ports. That did not work.

Please help. Thank you.
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  #806  
Unread 3rd February, 2013, 07:16 PM
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@UTrustedPlayer I guess it's dead then
@jcantu77 If you change your server port it will work fine. so if your port is 7777 just use 8888 instead.
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  #807  
Unread 4th February, 2013, 05:18 AM
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This one was showing alot of promise.. if only Hyp (worked with) instead of (against) then it could have been the best system ever imo.

anyway .. see what happens. I think that the 'Cheat Makers' have acquired enough information from him to be able to effectively bypass the current releases.

bummer m8.

Last edited by back4more : 4th February, 2013 at 05:19 AM. Reason: bah.
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  #808  
Unread 4th February, 2013, 03:38 PM
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Quote:
Originally Posted by back4more View Post
This one was showing alot of promise.. if only Hyp (worked with) instead of (against) then it could have been the best system ever imo.

anyway .. see what happens. I think that the 'Cheat Makers' have acquired enough information from him to be able to effectively bypass the current releases.

bummer m8.
There's only a few lonewolves out there still making cheats for the UT series. I highly doubt you encounter anything out there which is not caught by ACE
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  #809  
Unread 4th February, 2013, 05:22 PM
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Because of the ease of learning UScript and the powerful ways it can be manipulated the Unreal engine is often used to teach new cheat coders the ins-and-outs of how things are done. Spend a little time on the cheater forums and poke through the tutorials and you'll see how many cater to UT specifically. There are a lot more than just a few making private cheats.
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  #810  
Unread 4th February, 2013, 07:30 PM
dodgethis dodgethis is offline
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Quote:
Originally Posted by UTrustedPlayer View Post
Because of the ease of learning UScript and the powerful ways it can be manipulated the Unreal engine is often used to teach new cheat coders the ins-and-outs of how things are done. Spend a little time on the cheater forums and poke through the tutorials and you'll see how many cater to UT specifically. There are a lot more than just a few making private cheats.
And there are barely any who can bypass ACE/UTDC It's not that easily to bypass ACE, there are a few ways to do so but its not like theres more then 5+ people actually doing so. (Except for maybe some dickheads who bought a cheat)

I think I know the ins and outs of (private) cheats (boards) better then anyone else one this board
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  #811  
Unread 4th February, 2013, 10:49 PM
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I've got two replies for this. The first is that there have been very few 'newly detected cheats' in quite some time. You'd think that with the availability of code for anyone to try to make their own that you'd see a stream of new stuff now and again. In fact, the opposite is true. Almost nothing new is surfacing, or to put it another way, is being caught. Logic would dictate that either everyone left the building or they now share the bypass method.

Secondly, and much worse, when we developed the UTP service we had server-side code that monitored shot timing, placement, and movement before and during each shot taken by the player. Over time it was easy to develop a statistical model of "a really good shot" versus "a really hard shot". Consistently I saw certain people making really difficult shots over and over and over. I'm talking about 2-4 percentile shots and not 50/50. These people spun a high arc (greater than 70 degrees) and took headshots as they swept over the target with no lag in timing. Yeah you can do it but not 10 times a game.

Every indication is that cheating is rampant in online play.
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  #812  
Unread 5th February, 2013, 05:13 AM
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The only reason why there's not so many UT99 cheats anymore in all reality is because the-game is considered 'Dead' , and there is really no need (or profit) for the Makers of such tools to continue development of them.

If you look for such tools they are by the looks of them controlled by a client/Server type scenario whereby checks/hacks/and other wonderful things involved in order to even run these things.. (that is to say the ones that bypass all systems across 10-20 Games) ie; Helios/X22 and couple of others.. Even Liens has a few.

None of the 5 or so builders unfortunately would have been able to bypass ACE without Hyps help.. which of course you did help them and therefore again We feel 'Doubtful' as to weather these users are as good as they appear or ... Cheating.Not only that but you also helped them to bypass the HWID which was a further blow. They now also know how to spoof their MAC Hashes as well as HWID's easily.which means the same fuckwits can come back in with a change of IP address and the newer form of anticheat.even dare I say it ACE_9c has been bypassed by this method.

truth of the matter is that nothing clientside can really be done to eliminate cheating fullstop. The Server Needs to be in total control and even then to some degree even that can be compromised.

Like UTrusted Player just mentioned (albeit publicly) one effective way of capturing and/or highly likely system to invoke an educated guess as to weather someone is cheating , released or not.. is to target player activity from the server .. of course you guys know this already and have your accu-o-meters in play to throw such a system out somewhat.. however it is more then likely that the kids who purchase these tools want to leave it at between 70/100% and own up the server..

However I have an idea which maybe able to further improve on the 'is he cheating' or 'just really good' scenario...
which may just bring a little bit of balance back to the game.Combined with some Server-side concepts this could perhaps be a pretty good system for all games in general.. and not just UT99.

Hopefully Anths.. takes notice of this conversation and implements some of these new concepts into any future versions of ACE.

Cheers.

Last edited by back4more : 5th February, 2013 at 05:17 AM.
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  #813  
Unread 6th February, 2013, 02:26 PM
jcantu77 jcantu77 is offline
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@McNamara
I don't think gameservers.com will allow me to use another port
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  #814  
Unread 13th February, 2013, 11:03 PM
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Quote:
Originally Posted by UTrustedPlayer View Post
I've got two replies for this. The first is that there have been very few 'newly detected cheats' in quite some time. You'd think that with the availability of code for anyone to try to make their own that you'd see a stream of new stuff now and again. In fact, the opposite is true. Almost nothing new is surfacing, or to put it another way, is being caught. Logic would dictate that either everyone left the building or they now share the bypass method.

Secondly, and much worse, when we developed the UTP service we had server-side code that monitored shot timing, placement, and movement before and during each shot taken by the player. Over time it was easy to develop a statistical model of "a really good shot" versus "a really hard shot". Consistently I saw certain people making really difficult shots over and over and over. I'm talking about 2-4 percentile shots and not 50/50. These people spun a high arc (greater than 70 degrees) and took headshots as they swept over the target with no lag in timing. Yeah you can do it but not 10 times a game.

Every indication is that cheating is rampant in online play.
The reason you don't see very many new 'catches' is because not many who are still interested in the unreal engine can bypass the anticheat at this stage in the game. It's not as easy as modifying some uscript and laming - like the old days.

Regarding your second comment: Cheating IS rampant in online computer games - just not in Unrealtournament anymore.

Like 'dodgethis' said - only a select few have actually been successful in bypassing ACE.
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  #815  
Unread 10th March, 2013, 10:04 PM
2399Skillz 2399Skillz is offline
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How do you know if ACE is loading in NPloader?
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  #816  
Unread 11th March, 2013, 07:39 PM
SoNY_scarface SoNY_scarface is offline
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Well when you enter server it will show in your console that NPL has loaded ACE. You will also see on your server log that NPL has reported one native file (ACE)
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  #817  
Unread 11th March, 2013, 11:21 PM
2399Skillz 2399Skillz is offline
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That's what I thought, but I'm not seeing that. I was under the impression that it's all done automatically when you installed NPLoader.
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  #818  
Unread 12th March, 2013, 05:08 PM
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I had an issue with np loader. It wont auto write the files to the ut ini I had to get the ini config from another ace server then everything worked.
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  #819  
Unread 12th March, 2013, 07:16 PM
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it was auto under windows but not linux
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  #820  
Unread 12th March, 2013, 10:39 PM
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this may help Bro ..

Code:
[NPLoader_v16b.NPLActor]
bAutoInstallNewMods=True
bAutoFixInstalls=True
bUseNativeHelper=True
ModInfoClasses[0]=ACEv08h_S.ACEInfo
ModInfoClasses[1]=
ModInfoClasses[2]=
and..

add this to your ut99 .ini;

Code:
[ACEv08h_S.ACEActor]
;ExcludedPorts=7777,7778,8888,6666,6667
bAutoFindWANIp=True
bCacheWANIP=True
WANQueryServer[0]=utgl.unrealadmin.org/ip.php
WANQueryServer[1]=
WANQueryServer[2]=
WANQueryServer[3]=
WANQueryServer[4]=
WANQueryServer[5]=
WANQueryServer[6]=
WANQueryServer[7]=
WANQueryServer[8]=
WANQueryServer[9]=
ForcedWANIP=
CachedWANIP=
InitialCheckLinger=5.000000
InitialCheckTimeout=90.000000
PeriodicCheckInterval=90.000000
PeriodicCheckTimeout=120.000000
SShotTimeOut=60.000000
bSShotWhenKick=True
SShotPath=../Shots/
SShotPrefix=[SHOT]
SShotQuality=85
bAutoConfig=True
AutoConfigPackage=ACEv08_AutoConfig
bAutoUpdate=True
UPackages[0]=
UPackages[1]=
UPackages[2]=
UPackages[3]=
UPackages[4]=
UPackages[5]=
UPackages[6]=
UPackages[7]=
UPackages[8]=
UPackages[9]=
UPackages[10]=
UPackages[11]=
UPackages[12]=
UPackages[13]=
UPackages[14]=
UPackages[15]=
UPackages[16]=
UPackages[17]=
UPackages[18]=
UPackages[19]=
UPackages[20]=
UPackages[21]=
UPackages[22]=
UPackages[23]=
UPackages[24]=
UPackages[25]=
UPackages[26]=
UPackages[27]=
UPackages[28]=
UPackages[29]=
UPackages[30]=
UPackages[31]=
NativePackages[0]=
NativePackages[1]=
NativePackages[2]=
NativePackages[3]=
NativePackages[4]=
NativePackages[5]=
NativePackages[6]=
NativePackages[7]=
NativePackages[8]=
NativePackages[9]=
NativePackages[10]=
NativePackages[11]=
NativePackages[12]=
NativePackages[13]=
NativePackages[14]=
NativePackages[15]=
NativePackages[16]=
NativePackages[17]=
NativePackages[18]=
NativePackages[19]=
NativePackages[20]=
NativePackages[21]=
NativePackages[22]=
NativePackages[23]=
NativePackages[24]=
NativePackages[25]=
NativePackages[26]=
NativePackages[27]=
NativePackages[28]=
NativePackages[29]=
NativePackages[30]=
NativePackages[31]=
bExternalLog=True
logPath=../Logs/
LogPrefix=[ACE]
bExternalLogJoins=True
JoinLogPath=../Logs/
JoinLogPrefix=[JOIN]
AdminPass=whatisthepw?99
bAllowCrosshairScaling=True
bShowLogo=True
LogoXPos=300.000000
LogoYPos=50.000000
bAllowUnknownPackages=False
@Qwerty .. It has never Auto-updated any linux/windows server for me ever.

@Skillz .. add AceBanManager also ..

in console;
Code:
set input right mutate ace manager

Last edited by back4more : 12th March, 2013 at 10:44 PM.
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