Author Topic: Warning the modders  (Read 19320 times)

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Offline tacojoe

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Re: Warning the modders
« Reply #105 on: November 23, 2010, 12:19:14 PM »
So you say it's possible now, but just a few hours ago you were saying that "you can't find mods from them." Well that's interesting :euro:. As for automatic mod detection, if you had read anything I said you would know that it is. As I've said already, it would be possible to work on a library of data that allows you to detect modding manually. Then, you could simply take this data and create a program which uses the library to scan decrypted replay files for anything which doesn't fall within the realms of possibility.
I've been saying that, "no shit it's possible to see the acceleration and change" of the coordinates, but comparing them to see if they are legit or not would be realistically impossible. In theory, it's possible with some effort (derp). This whole time though, I don't know if you caught my drift or not, I was speaking realistically. I don't bother going to deep in theory. And you're saying realms of possibility. With respect to what? The game without mods or IRL?

Offline VaNilla

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Re: Warning the modders
« Reply #106 on: November 23, 2010, 12:26:18 PM »
I've been saying that, "no shit it's possible to see the acceleration and change" of the coordinates, but comparing them to see if they are legit or not would be realistically impossible. In theory, it's possible with some effort (derp). This whole time though, I don't know if you caught my drift or not, I was speaking realistically. I don't bother going to deep in theory. And you're saying realms of possibility. With respect to what? The game without mods or IRL?

Realistically, if replays are decrypted then it would be a piece of cake for any programmer to create a detection program. Mythic touched on a good point about the WTC, but I disagree with using freeplay side angles or anything like that, I don't think you can get proof from that. The way I would go about it is using real recorded data. For example, we could check for speed modifications by measuring how fast you can travel along each axis of the game co-ordinates. You could measure the rate of travel per 10 km/h, all the way to the max speed of each vehicle, and for each vehicle create both an average rate of travel (with allowances for variations created by the game world, different FPS counts etc), and a maximum rate of travel for each vehicle. This could actually measure a number of different things, from speed to gravity and more.

You could then use this data, and manually or automatically compare it to suspect replay files and find out whether or not they're legit. I'm not a programmer so I couldn't do it, but this is why I believe it's possible.
« Last Edit: November 23, 2010, 12:31:23 PM by Shadowsniper »

Offline Mythic

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Re: Warning the modders
« Reply #107 on: November 23, 2010, 12:34:21 PM »
Mythic touched on a good point about the WTC, but I didn't really mean using freeplay side angles or anything like that.
A side view is the only way to get it graphical without using any data of San Andreas or the replays.

Offline VaNilla

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Re: Warning the modders
« Reply #108 on: November 23, 2010, 12:36:11 PM »
Well actually I'm sure someone could create a working speedometer within replays, but I didn't think you meant it like that, my mistake :P

Offline UtterGarbage

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Re: Warning the modders
« Reply #109 on: November 23, 2010, 12:42:10 PM »
I'm UtterGarbage, and i support hilarious fights such as this.

Offline tacojoe

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Re: Warning the modders
« Reply #110 on: November 23, 2010, 12:47:09 PM »
Usually, a side view would not show anything a good eye can tell. A horizontal/vertical constant rise, not resembling a parabolic arc could be told from a side view (if you mean by tracing the bike's travel path), but usually, raw footage would be enough. Though, this would be great proof if needed to be done, not disagreeing with that. What would be best is to tell us if any subtle or well hidden modding was done, which can't be told just from watching.

e// Re-read your post mythic, you're talking about speed. I guess it's possible as well, just how would you expect to extract speed from a replay as no speedometers have replay functions. Needs to be made.

In the end, the fact never changes. All we have to tell mods is what we believe, and from what we see on screen. Until someone makes a mod or proves the coordinate change theory from reps then it's useless. It's better to be realistic, no?
« Last Edit: November 23, 2010, 12:53:49 PM by tacojoe »

Offline Gryzlek

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Re: Warning the modders
« Reply #111 on: November 23, 2010, 01:08:31 PM »
tl;dr
to keep this on-topic we should start from warning/banning the obvious trolls aka modders like mxz, mike-stunt
just do it for fucks sake

Offline FIGHTER

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Re: Warning the modders
« Reply #112 on: November 23, 2010, 03:34:08 PM »
we are talking about speed......Now discuss the bumps,/weight, since every bump kinda random is, it is imposs to spot weight modification.

Offline VaNilla

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Re: Warning the modders
« Reply #113 on: November 23, 2010, 03:53:18 PM »
No bump is random, there's always a reason behind an outcome. That's why if you gain a library of data on different bumps, you'll be able to tell if something's falling way out of the boundaries of what's possible.

Offline Raskal

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Re: Warning the modders
« Reply #114 on: November 23, 2010, 09:44:35 PM »
What's this bullshit I hear about Player Model's being classified as modding? (I know it technically is)
But I would like to see proof that a player model makes stunting any different from using a tommy.dff

PS: I didn't know where else to post this?

Offline kaneda

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Re: Warning the modders
« Reply #115 on: November 23, 2010, 10:43:36 PM »
Well, if you used a model with a cape, you'd obviously fly further...

...wouldn't ya?

Offline Flat Face

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Re: Warning the modders
« Reply #116 on: November 24, 2010, 12:00:26 AM »
/thread

Offline Rusch69

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Re: Warning the modders
« Reply #117 on: November 24, 2010, 12:52:11 AM »
:lol: Bullshit.

The replay is based on informations for 25 frames per second. Each saved "frame" includes the X/Y/Z-axis amount, leaning, other traffic, weather, daytime etc. Replayed ingame it's like a running script of all those informations.

CamHack detects the axis amounts from frame to frame and compares them to display the current speed. Actually it just would've to get figured out where those replays restore the axis amounts for each frame to redo what CamHack does. The shitty part is, like half of the replay's blocks are unknown lol. I hardly doubt anything like that to get figured and created lol, also this mainly would just prevent speedhacks since speeds can be the same with different FPS amounts, the bumps are different then though.

Offline Raskal

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Re: Warning the modders
« Reply #118 on: November 24, 2010, 12:28:29 PM »
Very informant, too bad it's flying over my head like Kaneda's cape model!
I just play the game, I like to use my own player model because it's unique and different. It's too bad people are starting to say it's "modding" considering I've landed some of my best stunts with that player model.  :ffvsielj3:

Offline kaneda

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Re: Warning the modders
« Reply #119 on: November 25, 2010, 12:53:41 AM »
I think the difference (if any) of a non-default model would be minimal at best. Even if it did help, it's unintentional and plays a little into the style of particular stunters.

All said - unique or custom player models shouldn't bare the wrath of the community.

 

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