A consideration?
Published by Gee on
BLACKWOT › Forums › Sales, Feedback and Information › Peer to Peer Technical Support › A consideration?
- This topic has 5 replies, 3 voices, and was last updated 9 years, 3 months ago by Gee.
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11.05.2017 at 19:04 #112254GeeParticipant
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………. … … ?
11.05.2017 at 19:10 #112255BWBearMemberI agree with you
11.05.2017 at 22:33 #112256soulzaParticipantone 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.
12.05.2017 at 05:17 #112257GeeParticipantfor 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!?
12.05.2017 at 10:59 #112258soulzaParticipant5 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
12.05.2017 at 16:33 #112259GeeParticipant5 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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