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Games Entertainment

Id Software and Activision Wolfenstein Source 146

An enthusiastic Anonymous Coward writes: "Id Software and Activision released the sources of Return to Castle Wolfenstein. Single-player and multiplayer included. Unbelievable! Another great surprise from Id Software!" Update: 04/14 15:19 GMT by T : Note: don't get your hopes up -- these are the sources for the game code, not the engine.
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Id Software and Activision Wolfenstein Source

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  • by carm$y$ ( 532675 ) on Sunday April 14, 2002 @08:48AM (#3338647) Homepage
    The license agreement (included, and clicked on in order to install), says, under "2. Prohibitions": "j. prepare or develop derivatives based on the software".

    Clear enough for correct people - and if think different, maybe the whole GPL/Open Source concept is flawed...
  • by Masem ( 1171 ) on Sunday April 14, 2002 @10:40AM (#3338850)
    Except that v 1.3 and beyond will have PunkBuster software in place. Basically, if a server admin wants to minimize the cheaters on their system, they can force this on their server; all connecting clients will have to have this enabled to play on the server. The software scans key dll and other files in the RCTW folders and other factors to try to determine if any modification has been made to those files, and if so, the client is flagged as a cheater, and typically kicked from the server.

    Last time I checked, about 50% of the 1.3 servers in GSArcade claimed to have PB on and running. And the other thing that I've noticed from playing it is the first 2 or so minutes of playing are typically a bit choppy due to the security tests, so it's not very intrusive.

  • by defile ( 1059 ) on Sunday April 14, 2002 @11:19AM (#3338937) Homepage Journal

    It always frustates me how naive people who should rightfully know better are when it comes to cheat prevention. It's great to see an anti-cheat client actually work and kick the occasional cheater off of a server, but it often gives an irrational sense of hope.

    Anti-cheat clients are a losing battle by definition. There is no way they can possibly be successful. The more effective one is, the more effort people will put forth to break it.

    As long as the client must be trusted on computers that players own (and may therefore hack accordingly), cheating will always be possible.

    The software scans key dll and other files in the RCTW folders and other factors to try to determine if any modification has been made to those files, and if so, the client is flagged as a cheater, and typically kicked from the server.

    There are dozens of ways around this on any modern OS that has basic process debugging functions. Without even getting creative:

    • You can hack the program to disable the anti-cheat client, and run your own anti-cheat client that meets the server's security requirements.
    • Detect when the anti-cheat client runs and redirect its calls to a different, legit set of data.
    • Write cheats that don't depend on modifying on-disk DLLs. When the game starts, modify in-core game data. Since the on-disk DLLs are never modified, the client says all is well.
    • Intercept game system calls to load DLLs and redirect them to a set of hacked DLLs. Take measures to ensure that the anti-cheat client is not also redirected (it probably uses different calls).
    • Impose a proxy between the client and the server that intercepts and adjusts actions accordingly.
    • Run the game under an emulator (legitimate reasons are like how I run Counter-Strike under Linux/Wine). Set up a pristine system environment in the emulator, run all of the cheats from the host OS. The anti-cheat client could never access the host OS (unless the emulator is broken) and would have a much harder time detecting cheats.

    Are there ways to write anti-cheat clients to counter all of these? Probably. But then you open up yet another round of the clever game developers vs. all clever hackers in the world. With each release, the anti-cheat client has to be more clever, more complex, more intertwined, which is only going to make it easier to defeat since there will be so many more points of attack.

    If you want to play games without cheating, play on computers that are owned by a trusted third party (like a lan gaming place). Or play with players you trust. Trusting an anti-cheat client on an untrusted computer in front of an untrusted player is hopeless.

  • by defile ( 1059 ) on Sunday April 14, 2002 @11:39AM (#3338991) Homepage Journal

    Meant to include this in the parent post.

    A less hopeless attempt at cheat prevention would be to integrate a "web of trust" system into gaming communities.

    This is all doable through cryptography, but I'll explain the protocol without the implementation details:

    Players take a vow to play cheat free. They get their friends to confirm that they play cheat free. Friends confirm other friends. The web develops. This relationship is published to a well known repository and linked to other webs of trust submitted by other groups based on common participants.

    Alice and Bob have never met before, but they can be pretty sure that niether is cheating because Alice trusts Frank, who trusts Trent, who trusts Eve, who trusts Andrew, who trusts Bob. This many levels of displacement is probaby enough to cover the population of the United States.

    When you join a server to play, the server checks your position in the web of trust to that of others on the web, and tells you their trustworthiness. By playing against people who are trusted by people you trust you can play with higher confidence. You could set policies to only allow players who meet a certain trust level.

    Someone who is actually confirmed to be cheating could damage the trustworthiness of a huge set of players, and would motivate the participants to quickly distance themselves from the cheater or be classified as cheaters themselves.

    A lot of the attacks against this model are based on the implementation, but it sounds more promising to me than pursuing ridiculous anti-cheat clients.

  • by someonehasmyname ( 465543 ) on Sunday April 14, 2002 @11:46AM (#3339016)
    umm. because sierra or another game developing company could use it. I mean, come on. I'd love to see counter-strike using that engine.
  • by Natalie's Hot Grits ( 241348 ) on Sunday April 14, 2002 @07:02PM (#3340582) Homepage
    Here are some more methods of cheating:

    - Program a standalone program to probe your frame buffer, recognise graphic patterns in the image. Automatically move the crosshair to that position using system calls.

    - more shit here

    The point of all this is that you don't understand the point. I ca think of litterally a million ways of cheating, and punkbuster is not about preventing cheating.

    Have you ever heard of antivirus software? Their goal isn't to patch holes in buggy software written by microsoft. Their goal is to detect known exploits, and disable them. With punkbuster, signatures of exploits (mainly aim bots) can be detected, even if they have NOTHING TO DO WITH THE .DLL's that the game uses to run. It is not only a client side program that authenticates.

    Everyone knows that anti-cheating is an uphill batter. But did you notice that AV software providers make assloads of money?

    Untill game developers start encrypting every packet made by the client, before it is sent off to the network, and on the OS level, the video memory can be locked out, even by the root user, aim bots will exist. and people will use them. Things like PB are the only thing we have to slow this abuse.

    If you want to play with non-cheaters, you had better be playing in a league. I can personally guarantee you that most popular public servers has a few people every now and then running aim bots. This applies to CS,Quake3,Wolf, and other popular FPS games.

  • Re:true, however... (Score:2, Interesting)

    by spd_rcr ( 537511 ) on Sunday April 14, 2002 @07:18PM (#3340650) Homepage
    source is the only data that really matters. if you're just looking for a free copy of quake, sure they don't give away the complete game, but they do give you everything you need to make your own. collect some textures, throw together your own maps, skin a couple characters, it's no more work than the average enthusiast does when the game's brand new. www.quakeworld.com
    or www.planetquake.com
    i'm just complaining 'bout RIAA, because it'd be nice if you could legally download old NiN or other tracks after the cd's have left the marketplace. what sort of fan wants to spend $30 to replace that old scratched up cd because now it needs to be special ordered in.
    ID has a good idea and it'd be nice to see other industries/companies following their lead.

He has not acquired a fortune; the fortune has acquired him. -- Bion

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