I am pretty sure this has been discussed on numurous occasions before (internally), but I figured it might be worth getting the publics opinion on this topic as well.
A little history behind xNULL. This project has been "active" for several years. And what we've done is more than I could have ever imagined. However, there is 1 thing that bothers me a bit aout the project, and that is the fact that every one of us have put in so much time and work into building this community and creating a better MOH environment, but truth be told, I feel like we're not really getting anywhere with a 10+ year old game.
Now, granted, the AC isn't perfect. And truth be told when it comes to things like stopping wallhacks, you won't come across a system that renders clients fast enough serverside UNLESS
A. You have accesss to the SDK and can integrate it into the engine without any reverse engineering and tweaking.
B. You perform the rendering/detection clientside (could be bypassed).
Aside from this, if you look at all other things that we have done, I'd say the system is pretty damn flawless.
The issue is, as I have mentioned above, we're not getting enough "recognition" or support from the public as I think we should. And this is because "most" gamers don't care about a 10 year old game. They mostly play what new, better, faster and more realistic (Battlefield and COD series).
Now here is the issue...
I am willing to bet that regardless of which FPS game we take, when it comes to no reocil, aimbots and wallhack (the top 3 most abused MP cheats) every game suffers the exact same problem.
Furthermore, they rely on AC's like PunkBuster, which are a joke because they have prooven to fail time and time again (because they're clientside and can be bypassed).
Imagine if we can implement our system into a modern game like COD and BF.
Now here is the dilemma. Developers are cathcing on to our work. Maybe not our work specifically, but the concept/s that have been discussed.
Take a look here: http://www.gameblocks.com/
I don't know about you, but that bothers me, because this is something that we have been working on for a while. We might not be an expert team, but with everything we've done for MOHAA I don't see wwhy we couldn't try and make it work for other more modern games.
Now you might be asking yourselves, "how can we compete against a system like gameblocks?". Well, to my response, I don't think the system is as flawless as they claim to be. I';ve looked into them a bit and I have been searching for some videos to see how the AC works in game, and I would say 90% of the videos I saw just talk about how poor the quality of the AC is or how it doesn't work properly.
With that said, I still think there is a chance we can do something about it. I would say, based on what we've done for MOHAA we can certainly try and implement a similar framework for other games.
The hard part is we would really need to get the whole community involved. At the very least anyone with some kind of programming experience or understanding of engines and how "stuff" works.
Now, gameblocks is a universal framework that overlaps with several kinds of games. This tells me that the AC HAS to interface with OpenGL and DirectX.
For our system to work, we would need to rewrite a lot of our code since we reverse engineer the actual game engine. However we need to figure out how to heuristically check for things like wallhacks, aimbots and no recoil without hooking into the engine. Because once we hook into the engine, we break the system since it's dependent on specific offsets.
Now, Leyok, PurpleElephant1au and I have been working on some aimbot stuff. Currently it uses engine related functions to detect mouse interaction in game. I'm certain that this can also be done via openGL and DirectX though.
What are your all thoughts on this? Is this something that you would like to see from this community?