Quote from: Nullum on April 04, 2012, 09:30 PM
- I know what these cheating does - 
01. wkShopperDoubleSpace.dll = Doublespace used in TTRR
02. Silkworm = Doublespace with timing
03. UWT = Doublespace
04. xSpeed = Tool to speed up or speed down
05. Tool Assisted = You can controled every steps on worms
06. Autohotkey = Macro scripts
- But does anyone what these new cheating thing is? - 
07. wkAutoKeys.dll = ?
08. wkCheatPack.dll = ?
09. wkKawooshKickNoMsg.dll = ?
10. wkLobbyCheating31.dll = ?
Here are many reasons I don't play TUS because of these cheating stuff. I bet here will be 75% cheaters on TUS. I hope CS would fix those stuff and disable it in next update, before I want start to play TUS again.

There's a lot of misinformation in this thread.
Firstly, Komodo, you should know by now that when a player injects an informative-only WormKit module which doesn't affect the underlying game state, there is no way for the opponent to know it's running, whether they ran WA via WormKit or not. WormKit is only a means of loading WA.exe with any dll files named wk*.dll in the same directory. It doesn't do anything beyond that. Its source code is extremely small.
If someone is using a module which allows them to see the contents of crates dropped, there is no way for the opponent to know. The only fix for this is to eliminate the logical loophole which enables the game to know the contents of crates. I thought this loophole had been closed, but apparently a different loophole still exists to be exploited. If anyone knows exactly what the loophole is, what the program does, or can send the program to CyberShadow or Deadcode to reverse-engineer, doing so would go a long way in helping them fix it.
Edit: I was just informed that this loophole allows people to see the other players' inventories, not crate contents. I misunderstood. It goes to show just how much misinformation and miscommunication we have surrounding these cheats. If we work hard on communicating with each other well, we can better handle cheaters and put them to justice.
Secondly, the special tool-assist builds used to make those replays (such as the tool-assisted mission records
here) generate encrypted replays which can not be played back by any public build of WA, and they can also not be used online since they have all their network code removed. The replays on the WKB there have been personally decrypted by either Deadcode or CyberShadow specifically to be played back by public builds of WA, with the information that the replay is tool-assisted, so it belongs in its own category of competition, separate from unassisted replays. It is not possible for anyone with a tool-assist build of WA to cheat in any competition without explicit permission and decryption by Deadcode or CyberShadow; something that will never happen.
Tool-assisted speed-running is not a form of cheating. It is a separate competition between other players with tool-assistance and serves as a demonstration of the limits of the game's mechanics. It's also meant as a form of entertainment.
As long as a replay is labelled as "tool-assisted", you can be sure that it was not played with the standard build of WA and can disregard it. There will never be any tool-assisted replays which are not labelled as "tool-assisted".
If someone edits a replay, there will be many checksum mismatches, which you can see in the chat window during playback. Editing a replay submitted to an unassisted competition is a form of cheating, and if you see checksum mismatches during playback, be aware that it was very likely to be edited.
Thirdly, there's the exploit to start the game without the light bulbs being lit. We thought that loophole was closed, but there seems to be another way to do it. CyberShadow and Deadcode both know about it, but don't necessarily know how it works exactly. If anyone knows exactly what the loophole is, what the program does, or can send the program to CyberShadow or Deadcode to reverse-engineer, doing so would go a long way in helping them fix it. Until it's fixed, I guess my only advice is to team in quickly and/or not play with people who use it. It's pretty stupid anyway. It doesn't really help anyone cheat; just makes the game start when people aren't ready, which can cause them to quit or have to rehost.
Fourthly, xSpeed (or other similar speed hacks) can be detected. During online play, watch out for consistently-spaced periodic lag during most of the player's turn, as this is sometimes indicative of a speed hack. If you suspect
anyone of using a speed hack and you have
their replay (can't be detected from your replay if you played with them online), send their replay to someone in
#worms on the GameSurge IRC network or in a PM here to MonkeyIsland, KRD, CyberShadow, or me. We have found cheaters using speed hacks before and we will continue to do so. Everyone who isn't a cheater agrees that hardcore cheating like this is not okay.
Fifthly, KawooshKick simply disconnects people from the host and can only be used by the host. It's not something that can be prevented. If you get disconnected by the host seemingly without reason when you were doing well against someone who acts immature, you might be right to suspect foul play. If you never want it to happen again, avoid playing with that player. Also, tell other people that happened to you. If it happens to multiple people, it can probably be decided that the person was cheating. Anyone can do what KawooshKick does with a little bit of networking experience, without the module.
If you find cheat files,
please send them to CyberShadow. He is an excellent reverser and is able to determine what they do so he can fix their loopholes. Both CyberShadow and Deadcode only want what's best for the WA community. WormKit and wkMagic (which inspired wkRubberWorm and wkProjectX) were created to enhance the game with fun features, but unfortunately there are people out there who want to get an undeserved edge. We can fight back if we communicate and work together.