Hey,
i noticed that anyone can get an unfair advantage by modding and cheating in games like mario kart.
Since i want to host some tournaments in the near future with a small prize pool, this is not acceptable.
To counter cheaters, i have created a sysmodule that can identify them and hopefully in the near future, will block their access to lan-play servers. I obviously cant go into much detail about how it works, to make it as hard as possible to defeat this mechanism but its working really well for the few days i am working on it.
Not quite pretty yet but it works. You can see a live dash here. Be aware that its filled with demo data as long as no one is playing on my lan-play-server.
Anyway, i'd like to ask anyone with mario kart and some time to help me stress-test my sysmodule.
I would also like to know what your opinion on this whole topic is.
If anyone with Rust-programming skills want to help me implement my solution into the lan-play server - please let me know. Ive asked the lan-play "owner" for help on github but i heard they are a pretty busy person and to get things faster done, its probably more easy to develop it and then do a PR. Sadly Rust is not a language i know, so thats why i ask for devs to help me.
If you are interested in playing mario kart, want to help with my sysmodule or are a rust-dev that can help me with the lan-play server, here is my discord server.
(I hope its okay to post that link ; I created the server 5 minutes ago, its not fancy.)
I hope you like this idea. I'd really like to push lan-play gaming.
Have a nice day!
PS:
before you ask,
right now its possible to identfy everyone who is cheating. by mapping their discord name to their ingame or switch username its possible to keep track of who is playing and who is not. People who are not "listed", dont use the sysmodule. What you do with those people is up to you.
This is a little tedious and thats why want a lan-play-server implementation that requires you to use the sysmodule or blocks data, aswell as blocking data once modding is detected.
PPS:
yes, obviously any kind of anti-cheat software can somehow be worked around. I dont expect to make an unexploitable anticheat that will never be beaten. But its atleast something.
PPPS:
I know a closed source sysmodule is scary to a lot of people. I plan on making it open source for some well-known devs in the scene so they can always verify the source. If you have any idea on how to make this less "scary", please let me know.
i noticed that anyone can get an unfair advantage by modding and cheating in games like mario kart.
Since i want to host some tournaments in the near future with a small prize pool, this is not acceptable.
To counter cheaters, i have created a sysmodule that can identify them and hopefully in the near future, will block their access to lan-play servers. I obviously cant go into much detail about how it works, to make it as hard as possible to defeat this mechanism but its working really well for the few days i am working on it.
Not quite pretty yet but it works. You can see a live dash here. Be aware that its filled with demo data as long as no one is playing on my lan-play-server.
Anyway, i'd like to ask anyone with mario kart and some time to help me stress-test my sysmodule.
I would also like to know what your opinion on this whole topic is.
If anyone with Rust-programming skills want to help me implement my solution into the lan-play server - please let me know. Ive asked the lan-play "owner" for help on github but i heard they are a pretty busy person and to get things faster done, its probably more easy to develop it and then do a PR. Sadly Rust is not a language i know, so thats why i ask for devs to help me.
If you are interested in playing mario kart, want to help with my sysmodule or are a rust-dev that can help me with the lan-play server, here is my discord server.
(I hope its okay to post that link ; I created the server 5 minutes ago, its not fancy.)
I hope you like this idea. I'd really like to push lan-play gaming.
Have a nice day!
PS:
before you ask,
right now its possible to identfy everyone who is cheating. by mapping their discord name to their ingame or switch username its possible to keep track of who is playing and who is not. People who are not "listed", dont use the sysmodule. What you do with those people is up to you.
This is a little tedious and thats why want a lan-play-server implementation that requires you to use the sysmodule or blocks data, aswell as blocking data once modding is detected.
PPS:
yes, obviously any kind of anti-cheat software can somehow be worked around. I dont expect to make an unexploitable anticheat that will never be beaten. But its atleast something.
PPPS:
I know a closed source sysmodule is scary to a lot of people. I plan on making it open source for some well-known devs in the scene so they can always verify the source. If you have any idea on how to make this less "scary", please let me know.
Last edited by Slluxx,