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– Download, extract and run .exe file,
(If your antivirus blocking file, pause it or disable it for some time.)
– Choose destination folder
How to Use:
Open destination folder and locate file notes.txt, open it and read step by step.
Enjoy!
Don’t forget to read instructions after installation.
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One of the main problems of gaming is that the openness we PC gamers love to celebrate makes it hard to control what's going on in PC games.
Most files required to run a game are on the player's PC and out of reach of the developer.
What that means is that any player can effectively tamper with the game files to exploit bugs or flaws, automate systems that would normally require human input, or any number of other offensive actions.
The reason why there are so many cheaters (according to my research) is because how anti-cheat works.
This is something that a lot of people don't really understand, so I'll try to effectively explain it.
When you understand this, it becomes clear how cheating is impossible to get rid of.
Anti cheat works in 3 main ways:
1.Signature detection
2.Heuristic analysis
3.User reports
1. Signature detection
This is the primary method in which anti cheat functions and cheats are detected. And its the main reason why cheating is is prevalent and can't be stopped. This works very similar to anti-virus. Let me explain a typical cycle.
- Hack is developed
- Cheater is detected
- If available, the hack signature is entered into a database
- Now this signature is entered into this database and is always being checked for
This is almost exactly how anti virus works. The virus is let out into the world, its eventually detected. The rouge code is contained, analyzed and entered into a database. When this signature is detected, the anti virus software quarantines that file. The cycle continues.
But here is where things fall down for anti-cheat, specifically step #3. Lets assume a cheater is caught and banned - great, but how is it possible to stop other people from using the same cheat? Well, anti cheat needs to have the signature of the cheat (exactly how antivirus is working). But think about how incredibly difficult that information is to get, its not like they have the 'file' just sitting there.
One of the only ways to actually get the signature is from a memory dump from that users computer, good luck getting that! Even then with that dump, its incredibly challenging to sort thru and actually get a signature. You need to be qualified and know your stuff. Not only that, but even after expelling a ton of resources to fish out a signature and enter into a database, its incredibly easy to modify the code and create another variant of the cheat (junk code, function changes, etc) that masks the signature into a new one.
This is an uphill battle and frankly cannot be solved.
Okay, so lets spitball here for a bit and think of some other ways anti cheat can get signatures. Well, for one, they could just scour the web and download any public cheats they can find off sketchy Russian/Chinese sites and ban those signatures -- cool, this gets rid of bunch cheating script kiddies and other people who cant code, probably ~80-90% of cheats out there, but the real problem still exists. This is a band-aid solution.
Private cheats
This is why its impossible to ever stop cheating. Private cheats. If I create a 100% homebrew cheat (meaning all custom code, no copy-paste, not borrowed function libs or dlls), its 100% impossible for anti cheat to detect me using signature analysis alone. By creating a 100% unique signature, the cheat has effectively circumvented anti cheat's primary method of cheat detection. Methods #2 and #3 are the only other ways now, which I will get into. However, this is the primary evidence that suggests cheating is an unsolvable problem. You can cut out 80-90% of the people who aren't developers, but the remaining people exist in a sort of bubble outside any actual way of getting caught.
Careful cheaters cannot be detected and essentially exist above the rules.
2.Heuristic analysis
This stuff can get pretty complicated, but its a simple concept. This is behavioral and statistical analysis. Lets say you're the average player. You've set a baseline of your performance. Sometimes you have excellent games and spike above that baseline, great, that's normal. You can also improve as a player and over time improve your baseline, that is also normal. You can also totally suck a bunch of games in a row because you let your little cousin player and lower your baseline. That is also normal. Whats not normal is suddenly winning all your games, getting insane KDR, super long range kills, etc.
This is what, in a nutshell, heuristics analysis is. Of course this is very straight forward stat analysis, and anti-cheat is clever and actually go into some insane tracking and analysis that I cant even wrap my mind around (very advance statistics and mathematics). They also track things like how your mouse is moving (they can detect macros, such as AHK) and can determine if you're using aimlock by tracking how you're moving your mouse (example, its unnatural to move your mouse X distance in repeating increments, like a program would do it). There's a whole other plethora of things that make the system pretty insane.
The downside to this is that its waiting for a cheater to make a mistake. A careful cheater who understands this wont trigger these flags. They'll slowly raise their baseline as expected, and wont make big jumps in their game play. They make sure to lose a few games here and there, sprinkle some wins, and overall 'game' the system. People do this.
3.User reports
This is pretty straightforward and there isn't a whole lot to say about this... overall though, a careful cheater won't spark anyone's attention.
The conclusion that can be drawn (one that I came to long ago) is that cheating is here to stay. The primary means of detection can be circumvented by custom/homebrew cheats, and a careful cheater wont trigger any flags. Cheating and hacks aren't going anywhere - most likely forever there exists games to cheat on.
The truth of cheating in games.