A consideration?

Published by Gee on

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  • #112254
    Gee
    Participant

    I ask myself in the last time……

     

    WG can Ban Peoples with “illegal/prohibited” Mods.

     

    How works they Ban System?  –> We have 3 possibilities or more?

     

    1. A Code in the World of Tank Local Game Spy our mods / res_mods folder

    as example: It would be very simple

    if tfile.exists(WOTMAINDIR+’mods+scriptsclientguimodsAimbot.pyc’ or if tfile.exists(WOTMAINDIR+’mods+scriptsclientguimodsothermods.pyc’ then

    if user(BLABLA)=BanState=0 then begin

    setuser banstate=1 // SevenDay Bans

    sendemail(1);

    end;

    If user(BLABLA))BanState=1 then begin

    setuser banstate=2 //Fix BAN

    sendemail(2);

    end;

     

    2. Humans Spy us.  

    Maybe Ingame, Maybe WG “Admins”, Maybe other Player with reports, Maybe Replays and Screenshots.

     

    3. Maybe a combination of 1 and 2.  

    System report “all/most prohibited mods”. Because if !we! know wich illegal mods exists so WG know it too :) 

    But WG define witch/how many player will be banned.  Because wg will not loosse to much players and money

     

     

     

    For me the most likely option is 3.    But maybe i forgot something? Maybe someone here know a other way how it works….. thats only some thoughts from me.

     

    But the Point is: Every of this 3 Variants can detect “every” mod / modpack.

    Human Eyes see every Mods on the Screen. And a System like Variant 1 can detect every illegal mod. and when not its really simple to update the illegal mod list to detect a new Illegal mod. 

     

    Wargaming play a double Game. On one Site: wg can say we do something against “cheater / ilg. modder). On the other site: wg delete only some accounts to make a good feeling in the wg forum for vanilla players and at the same time wg scare other “cheater” with the bans. And Maybe other Peoples use this fear to their one benefit………. … … ?

     

     

     

    #112255
    BWBear
    Member

    I agree with you

    #112256
    soulza
    Participant

    one thing to consider is this , why after five years have there been a move to place mods in the MOD directory and move away from res_mods ? ask yourself why ? because the new method puts all files to do with a mod in one place therefore much easier to read and check ,res_mods method could have multi files split through several sub directories , now which is easier to detect ? lol not rocket science

    if i was looking for a naughty mod and was checking the mods directory it would take seconds to find all files that a mod uses and decide if it was ok or illegal , if i was checking a res_mods setup i would find a naughty mod but it would be harder as .pyc files can be renamed to anything to hide their real use, you would then have to track down the other files the .pyc uses and comunicates with.

    #112257
    Gee
    Participant

    for me. Make no differents to detect, .pyc files or .wotmotfiles. because you can rename all wotmodfiles too,

    And you can rename all files too, IN the .wotmods with winrar.

    the wotmodfile is only “.zip File without compression”. its only for the user that he can handle easier modfiles and the wot  client check if conflict files in different wotmodfiles. thats all.

     

    you can create from every res_mods mod. easy change to wotmodfiles. with winrar or <a href="/index.php?app=forums&module=forums&controller=topic&id=1168″ rel=””>with this tool

    and by the way. if you have right. so you can create from every wotmotfiles to normal res_mods mod. 

     

    But i can only say:

    This single code checks more then 1000 files in 1-2 seconds, so wg need really wotmodfiles to find illegal mods? no i think not.: 

    for i= 0 too al files in wotmods and res.mods.count -1 do begin

    if fileexists (blablamod) then begin with ban…..

    ….

    end;

     

    Maybe we dont like Wargaming. But Wargaming are not Idiots… Wargaming can programming a game, wargaming, create the mods/res_mods function. so for wg is really simple to detect all mods. IF WG WANT!?

     

     

     

     

    #112258
    soulza
    Participant
    5 hours ago, Gee said:

    for me. Make no differents to detect, .pyc files or .wotmotfiles. because you can rename all wotmodfiles too,

    And you can rename all files too, IN the .wotmods with winrar.

    the wotmodfile is only “.zip File without compression”. its only for the user that he can handle easier modfiles and the wot  client check if conflict files in different wotmodfiles. thats all.

    i was not aware that you could rename all files within the wotmod file ? are you sure on this ? i know you can rename .pyc files but can you also rename .swf files and the like ? i dont think you can

     

    #112259
    Gee
    Participant
    5 hours ago, soulza said:

    i was not aware that you could rename all files within the wotmod file ? are you sure on this ? i know you can rename .pyc files but can you also rename .swf files and the like ? i dont think you can

     

    ok.  thats possible. i work 95% with pyc files. so i have no experience with swf files. but include the swf files normaly only audio/picture/text files or not? or exists illegals mods only with a swf file?

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