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#1 2017-04-22 19:37:59

Jesse
EE Admin
From: Antartica?
Joined: 2015-02-16
Posts: 70
Website

[Notice] A safety reminder concerning client modifications.

Hey, a quick heads up to everyone.

We've recently become aware of an issue concerning fraud in relation to use of widely distributed client modifications.
We have at the very least so far, received 15 separate instances of reports which undoubtedly include messages emanating from these clients.

Understandably, it's nearly impossible for us to verify in-game fraud claims on an individual basis.
We don't know who committed any actions originating from your account, whether it be your little sister, your cat, or your modified client.

As a reminder, if you are using an unofficial client, you are placing your account at risk of phishing, impersonation, and/or fraud.

As the rules clearly indicate, by allowing access to your account, you accept the risk and take full responsibility for any actions on your account.
In addition, we do not allow the spreading of malicious content, not exclusive to phishing but also to clients which enable fraud.

Thank you, and stay safe!
Everybody Edits Moderation Team


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#2 2017-04-22 20:04:28

Abelysk
Formerly Kefka
From: No
Joined: 2015-02-16
Posts: 2,438
Website

Re: [Notice] A safety reminder concerning client modifications.

Hey guys don't download his EEperfect loader u can get hacked i think :^)


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#3 2017-04-22 20:05:55

maxi123
Member
From: code 1234 plz no troll
Joined: 2015-03-01
Posts: 4,131

Re: [Notice] A safety reminder concerning client modifications.

is there actually no way to detect whether the client is modified or official?


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#4 2017-04-22 20:12:08

ninjasupeatsninja
Member
From: USA (hooray!)
Joined: 2015-04-05
Posts: 1,421
Website

Re: [Notice] A safety reminder concerning client modifications.

maxi123 wrote:

is there actually no way to detect whether the client is modified or official?

Nope.
Not easily at least.


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#5 2017-04-22 20:32:47

hummerz5
Forum Mod
From: wait I'm not a secret mod huh
Joined: 2015-08-10
Posts: 4,415

Re: [Notice] A safety reminder concerning client modifications.

ninjasupeatsninja wrote:
maxi123 wrote:

is there actually no way to detect whether the client is modified or official?

Nope.
Not easily at least.

actually there's a rather simple and somewhat reliable method for that. Get the "client" direct from EE.com. Perhaps, if you fear MITM, you can use the secure sitebox swf link*

*disclaimer: I don't know if MITM is at all affected by SSL, but that is still securer

moral of the story: if you're aware that you're going somewhere else, you're taking security in your own hands


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#6 2017-04-23 17:56:35

AnatolyEE
Banned
From: Unknown location
Joined: 2015-07-31
Posts: 2,669
Website

Re: [Notice] A safety reminder concerning client modifications.

ninjasupeatsninja wrote:
maxi123 wrote:

is there actually no way to detect whether the client is modified or official?

Nope.
Not easily at least.

We could have a password which is hardcoded in the client which is required to move. We will still be able to connect bots and we will prevent the client remakes.

EDIT: Those clients have only the power to move, so it is a good suggestion

EDIT2: OP is only 2 woots farer then 2nd post. Let's bump 2nd post with woots!

Last edited by AnatolyEE (2017-04-23 17:57:52)


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#7 2017-04-23 18:51:35

Gosha
Formerly Remmoze
From: GLORY TO ARSTOTZKA
Joined: 2015-03-15
Posts: 4,152

Re: [Notice] A safety reminder concerning client modifications.

AnatolyEE wrote:
ninjasupeatsninja wrote:
maxi123 wrote:

is there actually no way to detect whether the client is modified or official?

Nope.
Not easily at least.

We could have a password which is hardcoded in the client which is required to move. We will still be able to connect bots and we will prevent the client remakes.

EDIT: Those clients have only the power to move, so it is a good suggestion

EDIT2: OP is only 2 woots farer then 2nd post. Let's bump 2nd post with woots!

what is "power to move" i don't get it


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#8 2017-04-28 17:17:55

AnatolyEE
Banned
From: Unknown location
Joined: 2015-07-31
Posts: 2,669
Website

Re: [Notice] A safety reminder concerning client modifications.

Gosha wrote:
AnatolyEE wrote:
ninjasupeatsninja wrote:
maxi123 wrote:

is there actually no way to detect whether the client is modified or official?

Nope.
Not easily at least.

We could have a password which is hardcoded in the client which is required to move. We will still be able to connect bots and we will prevent the client remakes.

EDIT: Those clients have only the power to move, so it is a good suggestion

EDIT2: OP is only 2 woots farer then 2nd post. Let's bump 2nd post with woots!

what is "power to move" i don't get it

When we move on the clientwe use connection; "m". Remove the ability for bots to move with "m". But in the client one hardcoded password will be hidden which gives access to use "m", and with this, bots cannot move, but players on the main client can.


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#9 2017-04-28 17:24:44

HG
Guest

Re: [Notice] A safety reminder concerning client modifications.

AnatolyEE wrote:
Gosha wrote:
AnatolyEE wrote:
ninjasupeatsninja wrote:
maxi123 wrote:

is there actually no way to detect whether the client is modified or official?

Nope.
Not easily at least.

We could have a password which is hardcoded in the client which is required to move. We will still be able to connect bots and we will prevent the client remakes.

EDIT: Those clients have only the power to move, so it is a good suggestion

EDIT2: OP is only 2 woots farer then 2nd post. Let's bump 2nd post with woots!

what is "power to move" i don't get it

When we move on the clientwe use connection; "m". Remove the ability for bots to move with "m". But in the client one hardcoded password will be hidden which gives access to use "m", and with this, bots cannot move, but players on the main client can.

What if you want to create a custom client, just like the current one, or even Unity, but you can't move because thanks to your fabulous idea, your client can't send "m".

There is no solid way of detecting a bot, and trying to limit their features is just useless.

#10 2017-04-28 18:01:13

destroyer123
Member
From: England
Joined: 2016-06-03
Posts: 733

Re: [Notice] A safety reminder concerning client modifications.

AnatolyEE wrote:

When we move on the clientwe use connection; "m". Remove the ability for bots to move with "m". But in the client one hardcoded password will be hidden which gives access to use "m", and with this, bots cannot move, but players on the main client can.

1. Sometimes it is good to have bots that can move, e.g. boss bots can move to somewhere near the boss so players can see messages without needing to look at chat
2. You cant just hide a password in the client code, people will easily be able to find it, if not in the code, then by monitoring the messages that are sent / recieved be the client

Last edited by destroyer123 (2017-04-28 18:02:07)

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#11 2017-06-18 15:58:32

Notcarksss
Member
Joined: 2016-03-06
Posts: 84

Re: [Notice] A safety reminder concerning client modifications.

AnatolyEE wrote:
ninjasupeatsninja wrote:
maxi123 wrote:

is there actually no way to detect whether the client is modified or official?

Nope.
Not easily at least.

We could have a password which is hardcoded in the client which is required to move. We will still be able to connect bots and we will prevent the client remakes.

EDIT: Those clients have only the power to move, so it is a good suggestion

EDIT2: OP is only 2 woots farer then 2nd post. Let's bump 2nd post with woots!

Um Dude you do realize that this is about client modifications not bots
if you wanna talk about bots, go to bots and programming smile


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#12 2017-06-18 16:59:37

destroyer123
Member
From: England
Joined: 2016-06-03
Posts: 733

Re: [Notice] A safety reminder concerning client modifications.

Notcarksss wrote:

Um Dude you do realize that this is about client modifications not bots
if you wanna talk about bots, go to bots and programming smile

There isn't much different between modified clients, remakes and bots, just the way that they are made / used, so this sort of applies to them all. A hardcoded password isn't a good way to do it of course, but some server-side movement validation would be good.

Last edited by destroyer123 (2017-06-18 19:07:06)

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#13 2017-06-18 17:16:18

Gosha
Formerly Remmoze
From: GLORY TO ARSTOTZKA
Joined: 2015-03-15
Posts: 4,152

Re: [Notice] A safety reminder concerning client modifications.

The only difference between bots and clients is the way of handling data recieved from the server


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#14 2017-06-19 13:02:41

peace men
Member
Joined: 2015-08-10
Posts: 113

Re: [Notice] A safety reminder concerning client modifications.

destroyer123 wrote:
Notcarksss wrote:

Um Dude you do realize that this is about client modifications not bots
if you wanna talk about bots, go to bots and programming smile

There isn't much different between modified clients, remakes and bots, just the way that they are made / used, so this sort of applies to them all. A hardcoded password isn't a good way to do it of course, but some server-side movement validation would be good.

desttroyer the way movements are clientsided is so you dont see a delay, if u press arrow the m packet will then be send to the sever so other users see you move too, if normlqa movements were seversided you would have a delay between pressing a key and moving


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#15 2017-06-19 13:10:42

destroyer123
Member
From: England
Joined: 2016-06-03
Posts: 733

Re: [Notice] A safety reminder concerning client modifications.

peace men wrote:
destroyer123 wrote:
Notcarksss wrote:

Um Dude you do realize that this is about client modifications not bots
if you wanna talk about bots, go to bots and programming smile

There isn't much different between modified clients, remakes and bots, just the way that they are made / used, so this sort of applies to them all. A hardcoded password isn't a good way to do it of course, but some server-side movement validation would be good.

desttroyer the way movements are clientsided is so you dont see a delay, if u press arrow the m packet will then be send to the sever so other users see you move too, if normlqa movements were seversided you would have a delay between pressing a key and moving

I know that, but im sure there could be some way to check whether the player is where they should be, it might require some timestamps or something, but it should be possible

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