The Developers of SWAT 4 were kind enough to answer some questions regarding SWAT 4 and cheating. I want to take this opportunity to thank Chris Kline Lead Developer for Irrational Games and Gregory Agius Interactive Marketing Specialist at Vivendi Universal Games. Below are the details of our conversation:
- Can the developers in general terms give us their view on cheating in SWAT 4?
Chris Kline: Cheating is for sissies. Seriously though, it's impossible to prevent cheating completely -- every game out on the market has cheaters, and no matter how often you patch, cheaters will find a way around it eventually. Despite that, we've tried to design the game in such a way as to make it harder to cheat.
- Can you tell us what anti-cheating components (in general) will be in the production release that are not in the beta?
Chris Kline: The Vengeance Engine and SWAT 4 in particular attempt to prevent cheating in a number of ways:
- System Design.
The server is always the authority on gameplay-relevant events. For example, a client might hack his version of the game to give himself perfect accuracy or infinite ammo or double-damage ammo. However, when he shoots the bullet trajectories, ammo availability checks, and damage will all be calculated using the server's settings, so his hacks will have no effect on the game. This design philosophy extends to all systems in the game (e.g. scoring, player movement, destructible objects, etc.)
- Binary content validation.
All textures, sound, code (native and script), etc are checksummed, and when a client connects to a server he will not be allowed to connect if his code or content differs from the versions that the server is using.
INI file validation.
- To facilitate easy modding, a huge amount of game configuration data is present in text-editable INI files. We have implemented a validation system for INI files that is similar to the one used for binary content; if a player tries to connect to a server and their INI files do not match, then that player will not be allowed to connect. (Note: INI file validation was not implemented in time to make it into the MP Demo, unfortunately).
- Kicking and Kickbanning of specific players.
Server admins will be able to kick players out of a game temporarily using the console command "kick PlayerName". They can also permanently block players from a particular IP address by typing "kickban PLAYERNAME". When someone is kickbanned, their IP address goes into a banned IP list in Swat4.in (or Swat4DedicatedServer.ini), in the [Engine.AccessControl] section. You can un-ban someone by removing their IP from the list in that section of the file.
- System Design.
- Are there plans for an anti-cheat program such, as PunkBuster, after the initial release of the game. Note: There is a rumor that many people are talking about that PunkBuster is being added to Tribes Vengeance.
Chris Kline: There are currently no plans to incorporate any third-party anti-cheating technology into SWAT 4. Any plans to do so would have to be initiated by VUG.
- What can the community expect from the game or the developers in the way of updates to keep the game cheat free?
Chris Kline: The decision to patch is always a publisher decision. That being said, Irrational Games and VUG both want to have a great game with minimal cheating. If problems arise after the game is on the shelves, we'll have to sit down together to examine the severity of the problem and determine how to address it.