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8th February, 2009, 08:11 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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[Release] FastTurnDetect - Testers needed !
Hi,
I've just finished polishing off an alternative to FastSwitchDetect which uses a simpler approach.
It would be nice to have a few testers to give some feedback on bugs and suggestions for the mod so it can be improved.
( download linked removed to mod not being ready for public use )
Quote:
FastTurnDetect for Unreal Tournament 4.36
=========================================
Version: 1.0B (20090208)
[ About ]
FastTurnDetect is an alternative approach to detecting artificially-assisted aiming.
What it does is regularly check the angular speed of players and compares it to the predefined limits set in the ini file.
At it's current state, the mutator is currently beta but it's useable. It has not been tested on a public server so it may produce lag and require some optimization. The source has been included to allow programmers to adapt it to their needs.
Feel free to adapt this to other Unreal Engine games.
[ Instructions ]
The mutator is made to run as a serverside mutator on dedicated servers. As such, it will deactivate itself if it isn't on a dedicated server or if it has been added to the ServerPackages.
To use it, copy the files FastTurnDetect.u, FastTurnDetect.int and FastTurnDetect.ini to your System folder. You can then start it up by selecting it in webadmin or in the startup file using the mutator name FastTurnDetect.FastTurnDetect.
The ini settings are as follows :
[FastTurnDetect.FastTurnDetect]
bUseServerLogFile=false Use the server's log file to log abnormalities
bUseCustomLogFile=true Use the mod's log file (log file will be saved in Logs/).
maxYawLimit=5461 How many yaw units before the mod triggers
maxPitchLimit=4000 How many pitch units before the mod triggers
bKick=True Kick the player when triggered
bBan=False Ban the player when triggered
bSimulated=False Trigger but do not kick or ban
The limit values are defined in RUUs or Rotational Unreal Units. A complete circle is 65536 RUUs. To convert degrees to RUUs divide 360 by a given number of degrees and then use the resulting number to divide 65536.
A final note. There is no guarantee that there will be no false positives but I have done my best to account for special cases where a player's ViewRotation is instantly changed. The values given correspond to a game speed of 1.0 and players with reasonable mouse speeds and no mouse acceleration. It's up to server admins to test these values and adjust them accordingly.
If you aren't sure of what values to choose, run a few test games with bSimulated=true and see what results you get in the log files. Then increase the values so normal players don't trigger the mod.
[ Thanks ]
Wormbo, for helping out by answering a few questions about problems I had while making this .
[ Contact ]
If you have any suggestions or comments, send an e-mail to iamfearlessATgmailDOTcom. I can also be found at unrealadmin.org or beyondunreal.com.
James P.
February 2009.
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__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 11th April, 2009 at 02:04 AM.
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8th February, 2009, 08:29 PM
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Godlike
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Join Date: Apr 2007
Posts: 416
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You never cease to amaze me. This is so over my head it isn't even funny
__________________
Love is... something you can do
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8th February, 2009, 08:33 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Thanks for the compliment.
Here's an illustration to show what it's checking (roll/bank values pratically stay constant in UT).
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 8th February, 2009 at 08:38 PM.
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8th February, 2009, 11:41 PM
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Godlike
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Join Date: Oct 2007
Posts: 291
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Interesting.... I may try this.
Thank you for your continued work James.
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9th February, 2009, 01:12 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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If you try it out, don't hesitate to post any feedback.
If you experience any lag on your server, note how many players are on there and the specs of the host machine. To deactivate the mutator completely, all that needs doing is to remove it from the mutator list.
The next versions will include a few optimizations that should reduce processing to a minimum.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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9th February, 2009, 07:34 AM
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Holy Shit!!
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Join Date: Nov 2006
Location: France
Posts: 1,845
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Roll for the moment no problems
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9th February, 2009, 10:33 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Here's a small update. It includes an option to only check the player that is accumulating frags the fastest. This should address performance concerns and make detection more efficient.
( download linked removed to mod not being ready for public use )
The next version will have better overall design and a "learning" mode that will help choose what limit values to use. I'm up for suggestions for mutate commands.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 11th April, 2009 at 02:04 AM.
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9th February, 2009, 11:44 PM
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Holy Shit!!
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Join Date: Nov 2006
Location: France
Posts: 1,845
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logs ?
FTD: Timestamp: 2009.02.09.22.16.40
FTD: Name: ***
FTD: IP: ***
FTD: 57430 (315.472412 degrees)
FTD: 1448 (7.954102 degrees)
FTD: Timestamp: 2009.02.09.22.17.11
FTD: Name:***
FTD: IP: ***
FTD: 63154 (346.915283 degrees)
FTD: 918 (5.042725 degrees)
FTD: Timestamp: 2009.02.09.22.17.18
FTD: Name: ***
FTD: IP: ***
FTD: 60376 (331.655273 degrees)
FTD: 86 (0.472412 degrees)
FTD: Timestamp: 2009.02.09.22.17.33
FTD: Name: ***
FTD: IP: ***
FTD: 60902 (334.544678 degrees)
FTD: 636 (3.493652 degrees)
FTD: Timestamp: 2009.02.09.22.17.35
FTD: Name:***
FTD: IP: ***
FTD: 65500 (359.802246 degrees)
FTD: 0 (0.000000 degrees)
FTD: Timestamp: 2009.02.09.22.17.35
FTD: Name: ***
FTD: IP: ***
FTD: 65486 (359.725342 degrees)
FTD: 10 (0.054932 degrees)
FTD: Timestamp: 2009.02.09.22.17.48
FTD: Name: ***
FTD: IP: ***
FTD: 64812 (356.022949 degrees)
FTD: 18 (0.098877 degrees)
FTD: Timestamp: 2009.02.09.22.17.57
FTD: Name: ***
FTD: IP: ***
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10th February, 2009, 01:48 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Hmm, those yaw values look too high ( > 300°) so it's likely to be a bug. Could you explain what happened when you got those logs ? I'm guessing this happened at the start of a game. Correct ?
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 10th February, 2009 at 02:13 AM.
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10th February, 2009, 02:11 AM
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Godlike
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Join Date: Apr 2007
Posts: 416
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Although I haven't used the mutator, I can suggest a feature: only take action (kick/ban) after multiple counts of 'fast turning' have been detected. This way you can rule out false positives.
__________________
Love is... something you can do
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10th February, 2009, 02:18 AM
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Super Moderator
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Join Date: Jan 2004
Location: North Carolina
Posts: 2,245
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I wonder if you could make this compatible with UTDC, if something like that is detected make UTDC take a SS, if it contiunes, then provide a kick/ban?
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10th February, 2009, 02:23 AM
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Godlike
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Join Date: Apr 2007
Posts: 416
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Quote:
Originally Posted by 2399Skillz
I wonder if you could make this compatible with UTDC, if something like that is detected make UTDC take a SS
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That's definitely possible. Good thinking
__________________
Love is... something you can do
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10th February, 2009, 04:49 AM
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Super Moderator
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Join Date: Jan 2004
Location: North Carolina
Posts: 2,245
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I got a player who wasn't able to join the server after I install this. I looked though the log briefly and didn't see anything that stood out, I also copied the log it made (was still in tmp) and read it, nothing stood out.
Want me to email them to you?
Actually, now that I am done playing and went to looking at the logs. I see absolutely nothing. Not even where he left the game or anything. Very odd. I'm wondering if this might be related to the "join bug" you mentioned above. I'll wait for the new update.
Last edited by 2399Skillz : 10th February, 2009 at 06:38 AM.
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10th February, 2009, 06:41 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Quote:
Originally Posted by adminthis
Although I haven't used the mutator, I can suggest a feature: only take action (kick/ban) after multiple counts of 'fast turning' have been detected. This way you can rule out false positives.
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Good idea.
Quote:
Originally Posted by 2399Skillz
I wonder if you could make this compatible with UTDC, if something like that is detected make UTDC take a SS, if it contiunes, then provide a kick/ban?
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If UTDC allows other mods to call it's screenshot function, it should be doable.
Quote:
Originally Posted by 2399Skillz
I got a player who wasn't able to join the server after I install this. I looked though the log briefly and didn't see anything that stood out, I also copied the log it made (was still in tmp) and read it, nothing stood out.
Want me to email them to you?
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Sure. Check if bBan is true and set it to false for the time being. If it is, have a look in your server bans. There's still a bug that can cause the mutator to trigger at the start of a game.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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10th February, 2009, 07:05 AM
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Super Moderator
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Join Date: Jan 2004
Location: North Carolina
Posts: 2,245
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Quote:
Originally Posted by Azura
If UTDC allows other mods to call it's screenshot function, it should be doable.
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I am pretty sure there is a way. Knowing the command though is a different story. I believe AWA has a feature that allows it to call the SS function of UTDC on the web page, might be a place to start?
On second thought, decomplie the IUTDC file, I believe that is how you'll get your mutator to call UTDC for the SS.
Oh snap, just thought of something else. ASC lets you take a SS of a player using UTDC as well!
Last edited by 2399Skillz : 10th February, 2009 at 07:18 AM.
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10th February, 2009, 07:31 AM
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Holy Shit!!
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Join Date: Dec 2004
Posts: 2,382
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(I'm speaking of the most recent UTDC I know about, which is v1.8)
Rush's WebAdmin does this by having a messaging spectator issue the mutate command. ASC does this by giving the user requesting the shot admin rights for a brief instant, having them issue the mutate command, and then revoking those admin rights again.
If you go with the PlayerPawn or MessagingSpectator methods, the code you need is:
Code:
function string GetUTDCPass()
{
local Mutator zzMut;
foreach Level.AllActors(class'Mutator',zzMut)
{
if (InStr(CAPS(zzMut.Class),"UTDCMUT") != -1)
{
return zzMut.GetPropertyText("ShotPassword");
}
}
return "";
}
UTDCPass = GetUTDCPass();
Sender.bAdmin = True;
Sender.PlayerReplicationInfo.bAdmin = True;
if(UTDCPass != ""){
Sender.ConsoleCommand("mutate utdc shot"@UTDCPass@playerID);
}
else{
Sender.ConsoleCommand("mutate utdc shot"@playerID);
}
Sender.PlayerReplicationInfo.bAdmin = False;
Sender.bAdmin = False;
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10th February, 2009, 08:42 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Thanks Matthew. That code will come in handy.
The next update requires changes to avoid array out of bounds errors. This will take a while.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 10th February, 2009 at 10:43 AM.
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10th February, 2009, 12:14 PM
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Holy Shit!!
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Join Date: Nov 2006
Location: France
Posts: 1,845
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Quote:
Originally Posted by Azura
Hmm, those yaw values look too high ( > 300°) so it's likely to be a bug. Could you explain what happened when you got those logs ? I'm guessing this happened at the start of a game. Correct ?
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It happened after the first testing that I do.
I have 15 log files and almost all players are in this case.
Players are full of lags but I do not know if there is a car for me the game was fluid.
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10th February, 2009, 12:18 PM
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Holy Shit!!
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Join Date: Nov 2006
Location: France
Posts: 1,845
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Quote:
Originally Posted by adminthis
Although I haven't used the mutator, I can suggest a feature: only take action (kick/ban) after multiple counts of 'fast turning' have been detected. This way you can rule out false positives.
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A me alone I spent 100 fast turning
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10th February, 2009, 12:24 PM
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Holy Shit!!
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Join Date: Mar 2005
Posts: 691
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Euh Azura faut quand même quelques chose dans server actors non ?
__________________
Letylove49 aka Shado
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