Soon you'd also need something like this (or just good judgements, you're the benevolent dictator in this case anyway so it is at your discretion who gets a ban, eh):
https://docs.waldo.vision/
On the point of traffic inspection: the usual pcap sniffers enhanced for interpretation by wireshark or so?
[Release] ACE v1.2e
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Re: [Release] ACE v1.2e
waldo looks promissing we did have something simular running back in the days to assist the admin. What I wanted to know if that if there was some original information about the datatraffic published by the author of the software? I wil await @Anth if he will reply to it or if its no go.a9902957@nepwk.com wrote: ↑Mon Jul 25, 2022 5:13 pm Soon you'd also need something like this (or just good judgements, you're the benevolent dictator in this case anyway so it is at your discretion who gets a ban, eh):
https://docs.waldo.vision/
On the point of traffic inspection: the usual pcap sniffers enhanced for interpretation by wireshark or so?
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Re: [Release] ACE v1.2e
In its default configuration, ACE establishes at least two (or three if you're running ACE v1.3+) HTTP connections to unrealadmin.org:Dennis wrote: ↑Mon Jul 25, 2022 3:23 pm Sorry if this has been aksed before or mentioned somewhere I fail to search. I am hosting a few servers from my home server and they are private for the moment. Recently the majority in our group wants me to open up the servers for public players and advertise them and that brings on the subject of anticheat and that means ACE in modern gaming correct?
Now all prior versions of ACE we ran back in the days all referenced unrealadmin.org from the server doing some sort of ping or what it was. My question is if that traffic is still in ACE? And if it is is there somewhere where I as a responsible server admin can see what exactly data is in that traffic and what it is used for and who gets to see it? I am thinking GDPR here as we are a group from EU (Norway/Sweden/Denmark). I will be responsible personaly for whatever data goes in and out from my private server.
1. ACE fetches the contents of http://utgl.unrealadmin.org/ip.php to figure out the gameserver's public IP address. You can safely disable the feature if necessary. You can also set up your own "WAN query server" if you want to use a different host for this purpose. See the NAT.txt document in the ACE package for instructions
2. ACE fetches the contents of http://utgl.unrealadmin.org/ACE/latestv2.txt to see if there's an updated version of ACEFileList.txt. If there is an updated list, ACE will download it. Again, the feature can be disabled if you don't like it. See SETTINGS.txt for instructions
3. ACE v1.3+ fetches the contents of http://utgl.unrealadmin.org/ACE/latesttweaklist.txt to see if there's an updated version of ACETweakList.txt. If there is an updated list, ACE will download it. Once again, the feature can be disabled if you don't like it
ACE does not send any personally identifiable data to unrealadmin.org and unrealadmin.org does not store any information about incoming connections, except in the HTTP access logs. These access logs only contain timestamps, IP addresses for incoming connections, and the name of the file that was requested. Access logs are automatically rotated/deleted. All of this should be GDPR compliant.
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Re: [Release] ACE v1.2e
Several recent (Bunny Track) maps have made use of a file called "MovableSkyZone.u" (attached), and this seems to provoke ACE (1.2e):
I've tried adding an entry for this file to ACEFileList.txt, but I'm obviously doing something incorrectly because players are still being kicked:
Initially I did set a file-specific MD5 value, but when kicks continued, I thought I'd try the wildcard character instead, but so far without any change of behaviour. Can someone point out where I'm going wrong? Thanks in advance!
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[ACEv12e]: +------------------------------------------------------------------------------+
[ACEv12e]: | Kick Reasons |
[ACEv12e]: +------------------------------------------------------------------------------+
[ACEv12e]: KickReason.....: Illegal UFunction Call or Property Access
[ACEv12e]: Func/Prop......: Trace
[ACEv12e]: Callee_4.......: Function Engine.PlayerPawn.CalcBehindView
[ACEv12e]: Callee_3.......: Function Engine.PlayerPawn.Dying.PlayerCalcView
[ACEv12e]: Callee_2.......: Function MovableSkyZone.MovableSkyZone.UpdateLocation
[ACEv12e]: Callee_1.......: Function MovableSkyZone.MovableSkyDummy.Tick
[ACEv12e]: Callee_0.......: Function MovableSkyZone.MovableSkyDummy.Tick<<<
Code: Select all
MOVABLESKYZONE.U -1 x Moveable Sky
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Re: [Release] ACE v1.2e
It can be same story with ACE as here: viewtopic.php?p=136278#p136278
It solved by add some packages in special ACE list.
It solved by add some packages in special ACE list.
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Re: [Release] ACE v1.2e
Old story.
Higor told about my "lighning stuff" to change that "TRACE" - this one seems to use the same function which ACE is not loving and not understanding its usage context, dropping player disregarding its own lists.
This is my "ViewRotation"...
.
Higor told about my "lighning stuff" to change that "TRACE" - this one seems to use the same function which ACE is not loving and not understanding its usage context, dropping player disregarding its own lists.
This is my "ViewRotation"...
So... Trace is an illegal UFunction, perhaps you can be arrested and jailed for a few years if you touch this STOCK functionShaiHulud wrote: ↑Sun Oct 02, 2022 2:03 amCode: Select all
[ACEv12e]: +------------------------------------------------------------------------------+ [ACEv12e]: | Kick Reasons | [ACEv12e]: +------------------------------------------------------------------------------+ [ACEv12e]: KickReason.....: Illegal UFunction Call or Property Access [ACEv12e]: Func/Prop......: Trace

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Re: [Release] ACE v1.2e
Thanks everyone, I'll try out the ideas suggested.
Edit - I've added the file like this:
Because that seems to line-up with the documentation quoted by snowguy on the EatSleepUT forum. But I note that snowguy didn't use the file extensions for his ACE package configuration, so I don't know whether this needed or not. But I'll try it out and see how things go.
Edit - I've added the file like this:
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[ACEv12_AutoConfig.ACEAutoConfigActor]
UPackages[0]=MovableSkyZone.u
UPackages[1]=
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Re: [Release] ACE v1.2e
This ace will support for arm based linux? based on new patch?
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ldd -r ./ACEv12e_S.so
not a dynamic executable
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Re: [Release] ACE v1.2e
Been a while, was clearing up some dust off the old UT99 Server, and could not get Ace to stop kicking players due to timeout check. (Only while connecting through local ip I had no error).
Tried turning off firewall, antivirus, etc, no fix.
Then I just went once again through the Ace documentation (FIREWALL and NAT .txt files :p) and learned that as Ace uses GameserverPort+2.
To fix the problem I double checked my NAT configuration and added additional ports for the UT server ports being open/forwarded. (e.g I had 8888 only for ut99, I added 8888-8898 range so more ports are available), that way Ace could bind 8890 (GameserverPort+2.) and now there are no timeout kicks.
Tried turning off firewall, antivirus, etc, no fix.
Then I just went once again through the Ace documentation (FIREWALL and NAT .txt files :p) and learned that as Ace uses GameserverPort+2.

To fix the problem I double checked my NAT configuration and added additional ports for the UT server ports being open/forwarded. (e.g I had 8888 only for ut99, I added 8888-8898 range so more ports are available), that way Ace could bind 8890 (GameserverPort+2.) and now there are no timeout kicks.

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Re: [Release] ACE v1.2e
I use ACE v1.2e on 7 of my server and was just testing the latest D3D11 and Vulcan and both kicked me out, as far as know you cant whitelist DLL-files but it seems they are added if I look here ?
http://utgl.unrealadmin.org/ACE/FileListChanges.txt
[ACEv12e]: KickReason.....: Unknown Library Loaded
[ACEv12e]: LibraryHandle..: 0x5FED0000
[ACEv12e]: LibraryName....: D3D11Drv.DLL
[ACEv12e]: LibraryPath....: G:\UT-UMS\System\D3D11Drv.DLL
[ACEv12e]: LibrarySize....: 243712 bytes
[ACEv12e]: LibraryHash....: 2647664CD8A9A9C6F91831CD13FD4498
[ACEv12e]: LibraryVer.....: Unknown File
http://utgl.unrealadmin.org/ACE/FileListChanges.txt
[ACEv12e]: KickReason.....: Unknown Library Loaded
[ACEv12e]: LibraryHandle..: 0x5FED0000
[ACEv12e]: LibraryName....: D3D11Drv.DLL
[ACEv12e]: LibraryPath....: G:\UT-UMS\System\D3D11Drv.DLL
[ACEv12e]: LibrarySize....: 243712 bytes
[ACEv12e]: LibraryHash....: 2647664CD8A9A9C6F91831CD13FD4498
[ACEv12e]: LibraryVer.....: Unknown File
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Re: [Release] ACE v1.2e
It look's like cheaters find a huge hole in ACE 1.2e. That happened on my eyes on Evil's sniper deathmatch server.
Some "personage" enters the server and start using aimbot like there is no ACE at server. Later analyses by sektor2111 showed in logs this:
As sector 2111 concluded:
Some "personage" enters the server and start using aimbot like there is no ACE at server. Later analyses by sektor2111 showed in logs this:
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ScriptLog: [NPLoaderv19b] Loading failed for player: .............. (Reason: Incompatible OS)
IMHO it means it needed to be fixed ASAP! Security breach!ACE won't load here "Loading failed" and player it's no longer checked... and then... he does what he wants...
This is what I saw multiple times in main Server.Log. And Player was there - Nexgen has game data.
I received a PM about a potential cheater "obviously using an aimbot" and I went to investigate what was missed by ACE. ACE did not miss anything, it was just out of duty.