[ACE] ACEFileList.txt - Managed WhiteList

SC]-[WARTZ_{HoF}
Adept
Posts: 425
Joined: Tue Feb 21, 2012 7:29 pm

[ACE] ACEFileList.txt - Managed WhiteList

Post by SC]-[WARTZ_{HoF} » Sun Dec 17, 2017 7:02 pm

Server admins should have an up to date "ACEFileList.txt". I will be maintaining this list and add new entries for legitimate UT packages as they are identified.
I would however recommend using NotePad++ for editing your server ACEFileList which can be found here -----> https://notepad-plus-plus.org/

NOTE: If you know a package that should be whitelisted please let me know so I can confirm it's legitimacy and add it to this ACEFileList. TY.

EDIT: Do to character limits I've attached the updated "ACEFileList.txt"
ACEFileList.zip
NEW ENTRIES:
SWFMOD.DLL 307200 7E5240D151BEBE9F6FAA742441E0891A SwFModEx Audio
SWFMOD.U 10605 60D33BE752BB5412CADF2F8C5B06D0EF SwFModEx Audioo
COMMANDOSKINS.UTX 6448136 83B58DE8D252F95074D889E7BEC30288 UT v400 Official Hi-Res Skins
FCOMMANDOSKINS.UTX 7604256 0140956B7D2F71A3637B0A33C27CD9F4 UT v400 Official Hi-Res Skins
SGIRLSKINS.UTX 10789818 8EB03CA4D978C878477471D3ADA1B4F5 UT v400 Official Hi-Res Skins
SOLDIERSKINS.UTX 13048958 2EBCC0197A0DDEA874274B3C54440A54 UT v400 Official Hi-Res Skins
BOSSSKINS.UTX 2790891 972A949A4E03F7523353E7A0D79ED285 UT v400 Official Hi-Res Skins

EDIT: Added Darknovismc v1.6.1 D3D11 Renderer
D3D11DRV.DLL 138752 BFE09178EC7D34EE7EC32ED272BCCEC2 Darknovismc v16.1 D3D11 Renderer
You do not have the required permissions to view the files attached to this post.
Last edited by SC]-[WARTZ_{HoF} on Fri Aug 07, 2020 8:37 pm, edited 4 times in total.
Image
Image
Image

User avatar
anth
Adept
Posts: 251
Joined: Thu May 13, 2010 2:23 am

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by anth » Sun Jan 21, 2018 12:43 am

Thanks for starting this thread. If at all possible, please order the new entries chronologically so I can pick up your updated entries for the official list. Here's some new entries I added to the official list (in addition to those you posted):

XOPENGLDRV.DLL 345600 A2504FAF9ED4F759AE28E38EB6EB50BC OldUnreal XOpenGLDrv x1.0.0.9
XOPENGLDRV.DLL 360960 2BA4F489CC9B803B3DD35E3777CA0865 OldUnreal XOpenGLDrv v1.0.0.8
XOPENGLDRV.DLL 350208 949455C97D9F151970E199EA89F04147 OldUnreal XOpenGLDrv v1.0.0.7
XOPENGLDRV.DLL 348160 477415EA3A27D57E45D25AE4D5260DA8 OldUnreal XOpenGLDrv v1.0.0.6
XOPENGLDRV.DLL 348672 5FB2B3747340938E8D206C1E64B6D4E7 OldUnreal XOpenGLDrv v1.0.0.5
XOPENGLDRV.DLL 349696 AF782880FBD5332D92270D7526C34891 OldUnreal XOpenGLDrv v1.0.0.4
XOPENGLDRV.DLL 349696 86F8BC20573C0F7079AD993E6D7C7AB9 OldUnreal XOpenGLDrv v1.0.0.3
XOPENGLDRV.DLL 347648 A12CBB3305613A341B2A4CAB06BD35F1 OldUnreal XOpenGLDrv v1.0.0.2
XOPENGLDRV.DLL 347136 6DC2E2CADB4D843E896BB6845741B6BA OldUnreal XOpenGLDrv x1.0.0.1

RocketJedi
Inhuman
Posts: 840
Joined: Wed Mar 12, 2008 7:14 pm
Personal rank: I.T Master
Location: New York

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by RocketJedi » Sun Jan 21, 2018 1:47 am

D3D10DRV.DLL 55296 9F08D23ED908A45F34AD1C4DC5829C9A Kentie v29 D3D10 Renderer
https://www.vulpinemission.com
Image ROCKET-X8 Server
Image MONSTERHUNT w/ NALI WEAPONS 3 + RX8
Image BUNNYTRACK NY
Image SNIPER DEATHMATCH
Image InstaGib + ComboGib + Jailbreak
Image ROSEBUM ROCKET-X RB

User avatar
anth
Adept
Posts: 251
Joined: Thu May 13, 2010 2:23 am

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by anth » Sun Jan 21, 2018 1:54 am

Qwerty wrote:D3D10DRV.DLL 55296 9F08D23ED908A45F34AD1C4DC5829C9A Kentie v29 D3D10 Renderer
I had already added this one to the November 2017 version of the filelist. Everyone who opted in should have received this updated filelist via auto-update.

RocketJedi
Inhuman
Posts: 840
Joined: Wed Mar 12, 2008 7:14 pm
Personal rank: I.T Master
Location: New York

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by RocketJedi » Sun Jan 21, 2018 2:09 am

anth wrote:
Qwerty wrote:D3D10DRV.DLL 55296 9F08D23ED908A45F34AD1C4DC5829C9A Kentie v29 D3D10 Renderer
I had already added this one to the November 2017 version of the filelist. Everyone who opted in should have received this updated filelist via auto-update.
Question is there supposed to be an ace defs file? Our server doesn't get one.
https://www.vulpinemission.com
Image ROCKET-X8 Server
Image MONSTERHUNT w/ NALI WEAPONS 3 + RX8
Image BUNNYTRACK NY
Image SNIPER DEATHMATCH
Image InstaGib + ComboGib + Jailbreak
Image ROSEBUM ROCKET-X RB

SC]-[WARTZ_{HoF}
Adept
Posts: 425
Joined: Tue Feb 21, 2012 7:29 pm

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by SC]-[WARTZ_{HoF} » Sun Jan 21, 2018 3:41 am

anth wrote:Thanks for starting this thread. If at all possible, please order the new entries chronologically so I can pick up your updated entries for the official list. Here's some new entries I added to the official list (in addition to those you posted):

XOPENGLDRV.DLL 345600 A2504FAF9ED4F759AE28E38EB6EB50BC OldUnreal XOpenGLDrv x1.0.0.9
XOPENGLDRV.DLL 360960 2BA4F489CC9B803B3DD35E3777CA0865 OldUnreal XOpenGLDrv v1.0.0.8
XOPENGLDRV.DLL 350208 949455C97D9F151970E199EA89F04147 OldUnreal XOpenGLDrv v1.0.0.7
XOPENGLDRV.DLL 348160 477415EA3A27D57E45D25AE4D5260DA8 OldUnreal XOpenGLDrv v1.0.0.6
XOPENGLDRV.DLL 348672 5FB2B3747340938E8D206C1E64B6D4E7 OldUnreal XOpenGLDrv v1.0.0.5
XOPENGLDRV.DLL 349696 AF782880FBD5332D92270D7526C34891 OldUnreal XOpenGLDrv v1.0.0.4
XOPENGLDRV.DLL 349696 86F8BC20573C0F7079AD993E6D7C7AB9 OldUnreal XOpenGLDrv v1.0.0.3
XOPENGLDRV.DLL 347648 A12CBB3305613A341B2A4CAB06BD35F1 OldUnreal XOpenGLDrv v1.0.0.2
XOPENGLDRV.DLL 347136 6DC2E2CADB4D843E896BB6845741B6BA OldUnreal XOpenGLDrv x1.0.0.1
Updated and all new entries are now at the bottom of the list.
Image
Image
Image

elgg1G
Posts: 1
Joined: Wed Apr 11, 2018 6:15 pm

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by elgg1G » Thu May 17, 2018 7:09 pm

ive added the relevant file to the white list(S_SWAT.U 1101952 CB506EBF4FB7431745EB4D565BC1D751 TO 3.40) but now people get kicked for this.. anyone help me out with a fix

Code: Select all

[ACEv10f]: +------------------------------------------------------------------------------+
[ACEv10f]: |                                 Kick Reasons                                 |
[ACEv10f]: +------------------------------------------------------------------------------+
[ACEv10f]: PackageName....: s_SWAT
[ACEv10f]: PackagePath....: ../System/s_SWAT.u
[ACEv10f]: PackageSize....: 1101952 bytes
[ACEv10f]: PackageHash....: CB506EBF4FB7431745EB4D565BC1D751
[ACEv10f]: PackageVer.....: TO 3.40
[ACEv10f]: +------------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5566
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.AltFire
[ACEv10f]:   Checksum.......: 0x000000B2
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5691
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_HKSMG2.RenderOverlays
[ACEv10f]:   Checksum.......: 0x0000014E
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5694
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.PostRender
[ACEv10f]:   Checksum.......: 0x00000133
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5695
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.Tick
[ACEv10f]:   Checksum.......: 0x000000A3
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5697
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.RenderOverlays
[ACEv10f]:   Checksum.......: 0x000000E7
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5698
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M4A1.RenderOverlays
[ACEv10f]:   Checksum.......: 0x00000135
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5703
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_m60.RenderOverlays
[ACEv10f]:   Checksum.......: 0x00000113
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5708
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_RagingBull.RenderOverlays
[ACEv10f]:   Checksum.......: 0x00000038
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6102
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_FlashBang.Explosion
[ACEv10f]:   Checksum.......: 0x00001143
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6304
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeFB.GrenadeThrown
[ACEv10f]:   Checksum.......: 0x00000438
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6417
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_GrenadeSmoke.ThrowGrenade
[ACEv10f]:   Checksum.......: 0x000006C3
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6424
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_GrenadeSmoke.DropGrenade
[ACEv10f]:   Checksum.......: 0x00000755
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6426
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeFB.ThrowGrenade
[ACEv10f]:   Checksum.......: 0x000008FF
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6428
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeFB.DropGrenade
[ACEv10f]:   Checksum.......: 0x00000B03
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6432
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeConc.ThrowGrenade
[ACEv10f]:   Checksum.......: 0x00000A99
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6433
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeConc.DropGrenade
[ACEv10f]:   Checksum.......: 0x00001230
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6640
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_Concussion.Explosion
[ACEv10f]:   Checksum.......: 0x00000481
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6662
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_m60.PlayFiring
[ACEv10f]:   Checksum.......: 0x0000014D
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7393
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_RagingBull.SetExactMesh
[ACEv10f]:   Checksum.......: 0x00000124
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7432
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.SetAimError
[ACEv10f]:   Checksum.......: 0x00000059
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7434
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.BecomePickup
[ACEv10f]:   Checksum.......: 0x00000059
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7437
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.DownWeapon.BeginState
[ACEv10f]:   Checksum.......: 0x00000059
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7444
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.KillLaserDot
[ACEv10f]:   Checksum.......: 0x000000B2
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7445
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.Destroyed
[ACEv10f]:   Checksum.......: 0x00000059
[ACEv10f]:   +----------------------------------------------------------------------------+


User avatar
anth
Adept
Posts: 251
Joined: Thu May 13, 2010 2:23 am

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by anth » Sun May 27, 2018 9:31 pm

Is this reproducible or does it just happen for one person?
elgg1G wrote:ive added the relevant file to the white list(S_SWAT.U 1101952 CB506EBF4FB7431745EB4D565BC1D751 TO 3.40) but now people get kicked for this.. anyone help me out with a fix

Code: Select all

[ACEv10f]: +------------------------------------------------------------------------------+
[ACEv10f]: |                                 Kick Reasons                                 |
[ACEv10f]: +------------------------------------------------------------------------------+
[ACEv10f]: PackageName....: s_SWAT
[ACEv10f]: PackagePath....: ../System/s_SWAT.u
[ACEv10f]: PackageSize....: 1101952 bytes
[ACEv10f]: PackageHash....: CB506EBF4FB7431745EB4D565BC1D751
[ACEv10f]: PackageVer.....: TO 3.40
[ACEv10f]: +------------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5566
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.AltFire
[ACEv10f]:   Checksum.......: 0x000000B2
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5691
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_HKSMG2.RenderOverlays
[ACEv10f]:   Checksum.......: 0x0000014E
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5694
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.PostRender
[ACEv10f]:   Checksum.......: 0x00000133
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5695
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.Tick
[ACEv10f]:   Checksum.......: 0x000000A3
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5697
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.RenderOverlays
[ACEv10f]:   Checksum.......: 0x000000E7
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5698
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M4A1.RenderOverlays
[ACEv10f]:   Checksum.......: 0x00000135
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5703
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_m60.RenderOverlays
[ACEv10f]:   Checksum.......: 0x00000113
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 5708
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_RagingBull.RenderOverlays
[ACEv10f]:   Checksum.......: 0x00000038
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6102
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_FlashBang.Explosion
[ACEv10f]:   Checksum.......: 0x00001143
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6304
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeFB.GrenadeThrown
[ACEv10f]:   Checksum.......: 0x00000438
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6417
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_GrenadeSmoke.ThrowGrenade
[ACEv10f]:   Checksum.......: 0x000006C3
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6424
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_GrenadeSmoke.DropGrenade
[ACEv10f]:   Checksum.......: 0x00000755
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6426
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeFB.ThrowGrenade
[ACEv10f]:   Checksum.......: 0x000008FF
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6428
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeFB.DropGrenade
[ACEv10f]:   Checksum.......: 0x00000B03
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6432
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeConc.ThrowGrenade
[ACEv10f]:   Checksum.......: 0x00000A99
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6433
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_GrenadeConc.DropGrenade
[ACEv10f]:   Checksum.......: 0x00001230
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6640
[ACEv10f]:   EngFuncName....: Function s_SWAT.s_Concussion.Explosion
[ACEv10f]:   Checksum.......: 0x00000481
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 6662
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_m60.PlayFiring
[ACEv10f]:   Checksum.......: 0x0000014D
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7393
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_RagingBull.SetExactMesh
[ACEv10f]:   Checksum.......: 0x00000124
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7432
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.SetAimError
[ACEv10f]:   Checksum.......: 0x00000059
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7434
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.BecomePickup
[ACEv10f]:   Checksum.......: 0x00000059
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7437
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.DownWeapon.BeginState
[ACEv10f]:   Checksum.......: 0x00000059
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7444
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.KillLaserDot
[ACEv10f]:   Checksum.......: 0x000000B2
[ACEv10f]:   +----------------------------------------------------------------------------+
[ACEv10f]:   KickReason.....: Function Patch
[ACEv10f]:   ExportNum......: 7445
[ACEv10f]:   EngFuncName....: Function s_SWAT.TO_M16.Destroyed
[ACEv10f]:   Checksum.......: 0x00000059
[ACEv10f]:   +----------------------------------------------------------------------------+


User avatar
sektor2111
Godlike
Posts: 6039
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by sektor2111 » Mon Mar 18, 2019 10:57 pm

Some entertaining stuff was happening - I was asked to check if ACE would be an option in some server. First I was testing ACE in my private server where everything was moving nice... until a moment...
[attachment=0]PackageRejected_LOL.PNG[/attachment]
Let me see, Server sent a package demanding some tweaks ONLY in CLIENT, all changes are located in the package and not elsewhere but used authoritatively by client. Immediately after starting to work the mod addressing client, ACE kicked client which was just using WHAT Server has sent.
I've Added package-file in TXT WHITE-list with all info and... it does the same thing. WHY ?. I think I told that I can manage to tweak client separately from server (a valid evidence about what I said X++ times) using what server is saying and NOT custom client craps. It's stupid, seriously...
Now let me see the future ... through a mind fog ... this amazing ACE will kick me from maps where NavAdder using patch plugins will deploy client decorations because of "Misbehaving" - Server doesn't give a fart on decorations, no one can see them there anyway and it's saving iterations having less actors to process. Decals are not misbehaving - BRUT game on purpose ? Sound is not misbehaving ? What the heck is this muppets show with misbehaving ? I think ACE is misbehaving... :omfg: .

Note: In server Boxes managed a la NFOServers ACE goes disabled because cannot load PlayerManager (probably because it's not used an Administrator account)- thanks God that PlayerManager is not misbehaving... :sleep: .

And for private server a choice query: Removing ACE or all Client plugins and mutators ? Definitely ACE... I'm not going to drop out all my work since around two years... nah, won't happen... What if a dude will code some nice projectile spreading effects only for clients, huh, misbehaving... Too bad, ACE is way to sensitive and this is a valid sample of GOOFING. It's not a cheat, is a tweak demanded from server, why such things would kick poor player ? Anything else to know about ACE servers ?
You do not have the required permissions to view the files attached to this post.

Higor
Godlike
Posts: 1844
Joined: Sun Mar 04, 2012 6:47 pm

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by Higor » Tue Mar 19, 2019 6:12 am

None of the above.
ACE cannot accurately apply whitelisting to state code, rebuild the tweak to not call illegal functions rooted from state code. (Trace, Draw, etc)
ImageImage
Image unreal://23.111.157.138:7777
Image unreal://46.228.199.205:7788

User avatar
sektor2111
Godlike
Posts: 6039
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by sektor2111 » Tue Mar 19, 2019 7:06 am

Trace was operated for checking if between player and a corona light exist an obstruction in order to set bCorona=False (this is not part of actor's replication - advantage for saving bandwidth - I'm using UT bugs in my favor). It's a damn light tweak and nothing even closer to a cheat, the trace is done between a Light and Level owner.

Code: Select all

class Coron expands SpawnNotify;

var bool bSkipMe;
var PlayerPawn P;

simulated function PreBeginPlay()
{
	if ( Level.Netmode != NM_DedicatedServer )
	{
		bSkipMe = False; //Making sure about this, it won't cost money
		InitialState = 'Trackinglights';
		log (Self.Name@Client-Type Instance Started...,'Coroner');
	}
}

simulated function PostBeginPlay()
{
	if ( Level.NetMode == NM_DedicatedServer )
	{
		log (Self.Name@Authority detected...,'Coroner');
	}	//mutator works on server.
}

simulated final function DoInit()
{
	local Light L;
	local int Lt;

	Lt = 0;
	foreach Level.AllActors(class'Light',L)
	{
		if ( L.Class == class'Engine.Light' )
		{
			if ( L.bCorona )
			{
				if ( L.bStatic )
					L.bStatic = False;
				if ( L.DrawScale > 0.11 )
					L.DrawScale = 0.11;
				L.Tag = 'LTGL';
				Lt++;
			}
		}
	}
	if ( Lt == 0 ) //if map has no coronas at all, this crap it's useless - state code won't continue
	{
		bSkipMe = True;
		log (Self.Name@coronas tweaking goes disabled for this Level.);
	}
}

simulated final function GetOwner()
{
	local PlayerPawn P1;

//	log ("GetOwer");
	foreach Level.AllActors(class'PlayerPawn',P1)
	{
		if ( P1.Player != None && P1.Player.Console != None )
		{
			P = P1;
			break;
		}
	}
}

simulated final function TrackAndSetCoronas()
{
	local vector HitLocation, HitNormal;
	local actor HitActor;
	local Light Li;

	foreach Level.AllActors (class 'Light',Li,'LTGL')
	{
		HitActor = Trace( HitLocation, HitNormal, P.Location+vect(0,0,36), Li.Location, True );
		if ( HitActor == P || HitActor == None )
//		if ( Li.PlayerCanSeeMe() ) - Too close and for stock UT it's way too retarded
		{
//			log ( Li.Name@good see... );
			Li.bCorona = True;
		}
		else
		{
//			log (Li.Name@no see);
			Li.bCorona = False;
		}
		HitActor = None;
	}
}

Simulated State Trackinglights
{
Begin:
	Sleep(0.5);
	log (Self.Name@in state@GetStateName()@works...,'Coroner');
	DoInit();
	if ( bSkipMe )
		GoTo('NotNeeded');
	Sleep(0);
	GetOwner();
LoopCheck:
	Sleep(0.1); // Tracing 10 times per second...
	if ( P != None && !P.bDeleteMe )
		TrackAndSetCoronas();
	else
	{
NotNeeded:
		GoToState('');
		Sleep(0);
	}
	GoTo('LoopCheck');
}

defaultproperties
{
	RemoteRole=ROLE_SimulatedProxy
	bGameRelevant=True
	NetUpdateFrequency=2.000000
}
ACE has come saying OMG lights are different in client, the server has them stupidly bigger and client is nice having them in a decent size turning them off at random, let's kick him out...
I'm going to full read document for checking if I can do something here... but I'm afraid that solution is like the one fixing exiting error sound done by Editor...
Aside, I wrote two months ago or more (cannot recall right now) some map related stuff for such dynamic coronas addressing client which I had a joy to do, don't tell me that ACE will kick player for using the MAP which server has sent... also KingsAndServants_Rv18 uses decoration pawns only in client's skybox (added in run-time) and lights as well. WTF ? Do we need to have useless tweaks in server in order to align client at server because of ? For such a light tweak one player can have a corona, other one NOT because it's in another spot behind a statue or a Titan, how is supposed server to manage this tweak for both clients ? Let me see, logically server CANNOT do that but each client can react in a more logic manner. ACE ruins a good looking game, that simple.
Edit:
More entertaining:
[attachment=0]Plugin_As_Expected.PNG[/attachment]
Another client thing is doing what I predicted before. Okay so far, I'm going to remove ACE from my MH location. This is Dynamic Corona light which I did for client spawned by NavAdder's client plugin.
Since White-Listing is useless here and randomly client is crashing doesn't worth this version toward development.
You do not have the required permissions to view the files attached to this post.

User avatar
TheDane
Masterful
Posts: 657
Joined: Tue Feb 12, 2008 2:47 pm
Personal rank: Happy fool :-)

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by TheDane » Tue Mar 19, 2019 9:45 pm

Higor wrote:None of the above.
ACE cannot accurately apply whitelisting to state code, rebuild the tweak to not call illegal functions rooted from state code. (Trace, Draw, etc)
If it's a serverside mod that handles the tracing and changes to the light, then how can it be illegal? I see nowhere in the code, posted here, that handles players differently? ACE should not be triggered by serverside mods like this. I'm fully aware that the spawnnotify wil attach to the players, but if they come from a mod running serverside, ACE should not stop it.
Retired.

User avatar
sektor2111
Godlike
Posts: 6039
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by sektor2111 » Tue Mar 19, 2019 10:09 pm

Player handles this different because it's about Level's Owner from client assigned to that P - and that P is different - logging client name, in my client I'm the one having a "Player" and a "Console" not other player, that other it's just a replication result.

Code: Select all

simulated final function GetOwner()
{
   local PlayerPawn P1;

//   log ("GetOwer");
   foreach Level.AllActors(class'PlayerPawn',P1)
   {
      if ( P1.Player != None && P1.Player.Console != None )
      {
         P = P1;
         break;
      }
   }
}
Now you see differences ? There is only one player here with a Console - The Owner, because we are in client. Other players are replications and they do not have a Console in Owner's machine. Each client has it's own Console and that's the master difference.
Two clients cannot be in the same place - each client has another Level instance. When I wrote these I logged their activity that's why I know what they do, it's what I was able to figure and wrote without any RemoteRole for these lights. These "Dynamic Corona" are taking place in players hiding when a trace is not going directly in player - OWNER. Each player uses it's own Notifier, nothing is sent to or comes from server except the copy of notifier which will go different for each Owner, it's a true bandwidth saver which ACE takes as "misbehaving". Of course it's misbehaving in a way but what has to do this with cheating - a better view ? That's the purpose, instead of a shiny monster because coronas can be seen through pawns due to funny rendering which UT has. I wrote X plugins for NavAdder, all of them tested and I played tens of games without any issue. Latest ones are having exclusively client stuff spawned by notifier sent by server but ONLY client does that. While I could be happy about these tricks which I did, suddenly I cannot use such anti-cheats at all when is about Client-Side because these occurrences from client are not aligned to server. Why server should use Client stuff in order to not misbehaving ? Why not leaving client to have his party toward visuals because server doesn't render anything.

In PlayerReplicationInfo can you figure differences between players in code ? I assure you that each of them is different, in this case Server doesn't have a copy of what client has, this is part of EACH client joined authoritatively executed by client's machine. Variable P is not the same in each client.

Higor
Godlike
Posts: 1844
Joined: Sun Mar 04, 2012 6:47 pm

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by Higor » Wed Mar 20, 2019 4:01 am

Higor wrote:None of the above.
ACE cannot accurately apply whitelisting to state code, rebuild the tweak to not call illegal functions rooted from state code. (Trace, Draw, etc)
ImageImage
Image unreal://23.111.157.138:7777
Image unreal://46.228.199.205:7788

User avatar
TheDane
Masterful
Posts: 657
Joined: Tue Feb 12, 2008 2:47 pm
Personal rank: Happy fool :-)

Re: [ACE] ACEFileList.txt - Managed WhiteList

Post by TheDane » Wed Mar 20, 2019 5:21 am

I see, I misunderstood then. This is how most old uscript cheats works, and this behavior should ofcause not happen in a multiplayer game. I'm with ACE in this One then :tu:
Retired.