I finally reached my limit in public servers as hacks became more and more evident, and more and more people seemed to be installing them because of the little police work server admins really do. The United Admins Alliance made some strides in the right direction. So many hours get put in to review submitted demos. They make a serious effort and manage a large list of banned IPs, but the amount of work that goes into this is astounding. I set out to port the C# program I had written to C/C++. I was able to port the utility but I was concerned of just how little control I would have over the executable. At this time my anticheat was an external program to ioUrt. Another problem that arose was that there was no guid tracking system. People can change their guid’s at will, and obtaining a new IP address to get around an IP ban is fairly trivial as well. I had a working anticheat but what was the use in releasing something when you could hide or even take on known identities to avoid responsibility for your actions?
In comes Passport. I was pretty excited when I heard about this project being developed almost completely by SG_Kalish and |HSO|Raider. I started talking to them a bit, and I really had ZERO clue as to how big this project really is. I was pretty unavailable for most of the winter of 2008 working hard, and trying to keep up with my and trying to keep up with my STA duties at the same time. This proved extremely difficult, as most of you know. All said and done, I became very active in the project this April/May… I’ve had little sleep since. Ask around


It’s hard to not be able to share how this works but for obvious reasons I simply can’t. I use a special test environment to verify that the anti-cheat code works. Before I ported everything to the latest ioUrbanTerror branch of ioQuake3 I did all my testing in 4.1 where all the hacks are currently. I was able to pick up all the OGC variants: monkey hook, mombot, urth, h3h3 urt, Urt Bot 4.1, to name a few. These all build on noskill’s original OGC work.
We are nearing the final stage of integration and development of the anti-cheat. The detection routines are complete. Kalish and I are now working very closely to “secure” our investment to be able to protect our work and provide you, the gaming public, with a high quality solution that you will be able to trust.
As I said it’s been a long time coming. Big thanks go out to Frozen Sand for recognizing our Passport project as playing a vital role for a successful release of 4.2. I'll post some followups here soon to keep you informed of our progress.