SRQFlyer
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SRQFlyerParticipant8 hours ago, WHYPHY said:
yeah that is true BUT they can watch a replays from the other team and if you happen to look at a players direction when they knock down something out of sight then it can raise their suspicions. Possibly put you higher on the radar list.
But yes you are right replays alone can’t get you banned as they can’t see what you exactly saw.
Do you know how much time it would take to watch the replays to see if one person was cheating. There are so many easier ways. You can also monitor your python log and replays and see fi they are bing read from. I watch my python log for 2 weeks and it was only written to, no reads.
SRQFlyerParticipant1 hour ago, Arkhorse said:Hi, this dos not work in WIN 10. There is no security window…..
Works in Win 10 fine. Does your account have admin persmissions?
SRQFlyerParticipant4 hours ago, soulza said:i would like to see how many got banned that use the auto repair ? i have a feeling that this is the only cheat they are able to detect (spotters version)
FYI take two accounts exact same res_mods folder , one gets banned the other does not ? this happened to me , same res_mods so same mods yet one account has been blocked ,so this sort of ties into when the game loads and they can have info sent to their servers at the time of login , these are part of the preferences file in appdata , if these were decoded i would imagine , here lies the culprits
Have you tried adding a mod or removing and seeing if the files changes?
this is a good idea
SRQFlyerParticipant3 hours ago, kurt said:ok,i dont understand that. do we talk about the game-loading time to the Login page (you must not have Connection till there) or after the Login into the Garage ?
My Problem is : how will they know who is starting the game because you can play with different accounts on the same pc. It could only be after trying to log
in the garage (i-connected and account-name is readable)
Nothing in the game happens until you are logged in.
SRQFlyerParticipantThe replay would not let them know what mods you are running.
SRQFlyerParticipant25 minutes ago, kurt said:when this is correct you can start the game direct over the .exe and connect to i-net AFTER starting at the Login.page…..
This will not work. The game has to connect to the internet, to connect to the servers, and as soon as it does, it will send what information it wants to.
SRQFlyerParticipantSRQFlyerParticipant11 hours ago, soulza said:i have a suspicion that wg are somehow capping garage screen when first entering , where is says xvm etc,and list the mods you have
But most mods dont show anything, and there would be a lot of privacy laws being violated by taking a screen cap. All they have to do is read from memory, and see what is loaded into the WoT memory space to check for mods.
SRQFlyerParticipant2 hours ago, MADOFOCS said:The best way is to create a limited user and start WoT with the limited user + make python.log read only. If you start the WoT as limited user, they wont be able to scan the whole pc + memory. I think best solution is to get the mods out of the res_mods and WoT directory and make an executable. If WoT is started with the limited user and you denied the access to the mod.exe, they wont be able to scan the memory or even get access to the file. This is working turbohud in diablo3 for the last 3 years and blizzard has Warden Anti-Cheat and is a real company not comparable to WG.
Last time last year they implemented a anti cheat routine and many player were banned, even if they play without mods and had replays from the last 6 month, WG said the routine is fine and is working as intended, but after 2 weeks research, they have to admit, that the routine is faulty and gave the banned players gold and premium time. I personally think that it wont be better this time.
How is a company to create an anti cheat engine, if they have not managed to fix bugs in 5 years?
With a limited user, you have to allow the game to run and all non exe mods are loaded by the game in the games memory allotment. If they were not, they would not run at all. As such, the game can read anything in its memory space.
SRQFlyerParticipantWhile this does prevent writing to the python log, it would be very sloppy for WG to read from a text file. The much simpler and harder to detect method would be for when WoT goes to writes to the python log from memory to also send loading modules to WG.
this would indeed be a better method for them to use but they would have to invest or invent this , the python log fetch is already available to them and does not cost anything to investigate a player to see if he is cheating or using illegal mods , they also have a hardcopy or a printed version as proof if they wished to produce it.
12.10.2016 at 15:16 in reply to: October 15th, there will be a wave of bans in the Russian Server, #110740SRQFlyerParticipantIt isn’t the python logs that will be used. Any python mod can be renamed to anything and it will work. Most likely WG will look at call that are made internally to certain API’s and if they match a certain pattern, they will trigger an event.
SRQFlyerParticipantI just need the reload.
SRQFlyerParticipant23 hours ago, scaredn00b said:If you disable “Contacts comments and groups” on modxvm this error is gone. It is a new feature of xvm, don’t know what it does though.
This feature has been around for a while just not many people using it.
SRQFlyerParticipantOn 5/29/2016 at 9:50 PM, soulza said:sorry folks it may be my bad

It may be a part of the servers that xvm uses for the new xmap stuff was offline at this time ?
on a side note i have had the new xmap and the like enabled since the patch but have yet to see anything work? anybody seen anything working yet?
Soulza the errors are known and documented on the XVM site. xmqp servers are down for development, no eta on when they will be back up.
SRQFlyerParticipant2 hours ago, soulza said:I do the same, but sometimes I just like to do a compare in Notepad++, and it makes it a lot easier. Someday I will figure it out.
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