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Hackers, bans and missunderstandings

In the previous days we have had several events of hacking, false positives and missunderstandings about what SEC2 does, what doesn’t do, and who should be in trouble.
First of all, from SEC2 Readme:

SEC2 is a community maintained server patch for F.E.A.R. Dedicated Server v1.08 (Win32/Linux) that offers new features and improved security.
The concept is based on the original SEC server patch (created by Sinew), but the code has been re-written entirely from scratch based on the F.E.A.R v1.08 SDK.

So, It is NOT based on the original SEC.
It doesn’t «lag» servers or players; because doesn’t add high number of processing to the stock game; It just fixes the logic errors left behind by the original developers, that are actively used by hack makers to exploit possible effects to Servers and players.

With the latest SEC2 2.0.5 Alpha 7 (Yeah, is alpha, not beta, because after beta 2 (mostly stable version), we are pushing this unstable for experimental testing), we experienced again false positives; It was somewhat expected, since we needed to test the logic used to catch some of the most exotic features of the actively on the wild hacks.

This is not new. In the past we have had experienced this. I don’t think I need to explain this, but getting a Ban doesn’t always mean someone is hacking. It can be a false positive, like now.
Also, there are some hack users (I refuse to call them hackers, because that’s not what a hacker is), that use other players names. It can be anyone’s name.

So, what I mean is some name being hacked doesn’t mean they are hack users.
Evenmore, some lag events are reported as hacks; like floating players, missing change weapon events, and some others.

So please before calling someone a hacker, please understand we are still working on the antihack features. This is bad, because we have these incidents; but, on the other hand, I think It’s great to have the possibility to work on the antihack of a 12 years old game!


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