Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Peter Svensson
I suppose it takes screenshots of steamchats, that is not ok.

2012/9/10 Erik-jan Riemers riem...@binkey.nl

 You mean all the cheaters can avoid that server?

 2012/9/10 Drogen Viech drogenvi...@googlemail.com

  He should atleast force a tag into sv_tags when this plugin is
  installed so i can avoid all those servers
 
  2012/9/10 ics i...@ics-base.net:
   Like i said you wouldn't even care if you didn't know about such
 feature
   existed on this plugin. Anakin isn't some mojo from backalley who tries
  to
   exploit everyone. Plugin takes screenshots that reveal cheaters.
 Nothing
   else. Granted, you don't know that for sure as it isn't open source but
   that's what it does.
  
   I¨'m all in for extra tools to get cheaters out as we ban more cheaters
  than
   VAC catches (if we look back 2 months after ban was issued by us, VAC
   doesn't get nearly all of them). I'm even helping with reporting every
   single cheater through Steamcommunity because i know it also helps.
  
   -ics
  
   10.9.2012 17:54, Drogen Viech kirjoitti:
  
   The difference is that it's common knowledge that punkbuster takes
   screenshots, whereas it is done in some obscure and hidden way in
   anakins plugin, i really hope these exploits are going to be fixed
  
   2012/9/10 ics i...@ics-base.net:
  
   I know what it does and i'm fine with it. Open Source isn't always
 best
   solution especially on anticheat systems as cheat developers can see
  what
   it
   does and do countermeasures. I'm also pretty sure Valve will do
  something
   that kills the screenshot feature as they did long ago to server
  plugins
   that were able to execute commands on clients.
  
   -ics
  
   10.9.2012 17:40, Ross Bemrose kirjoitti:
  
   (I added hlds to the To list as well, since this affects both
 Windows
   and
   Linux servers)
  
   The problem is that it appears to be running client commands that
 the
   server isn't supposed to have access to.  AND uploading files from a
   client's machine back to the server.  AND sending them to the author
  of
   the
   plugin; you did catch that part, right?
  
   The plugin's author won't even send the source code to the admins of
   ETF2L, let alone anyone else.  Which means, unless you decompile it,
  you
   have no idea what it's doing.  Heck, even if you DO decompile it,
 you
   may
   have no idea what it's doing... decompilation isn't exactly the
  easiest
   thing to read.
  
   So... you have Security by Obscurity that is itself bypassing the
 game
   client's security.
  
   On 9/10/2012 10:35 AM, ics wrote:
  
   Presumably it's all there in the SDK and i have to say it's an
  awesome
   feature. If i would have to guess, Valve propably uses same thing
 on
   VAC as
   extra proof of cheating.
  
   No one wouldn't even be alarmed if they didn't know such feature
  exists
   on this plugin or on the server they play on. I tested this
 yesterday
   and
   already got 1 cheater caught. Besides, it only takes screenshots.
 No
   desktop
   shots, just ingame footage.
  
   -ics
  
   10.9.2012 16:47, Drogen Viech kirjoitti:
  
   What the hell? Servers can tell the client to take screenshots
 *and*
   tell them to upload them to the server? Whatever happened about
   privacy?
  
   2012/9/8 lwf l...@rocketblast.com:
  
  
  
  
 
 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387
  
   This is absolutely brilliant, great job! Now just imagine having
   something like Greenlight to go through those...
  
   I'm not even going to bother asking you to open source it but
  please,
   at least consider releasing a stable version with that doesn't
  open
   connection (no auto-update or reports to you or anywhere else, no
   offense) and has no undocumented features (now or later). I'd
  really
   like to use this, we should have had this long ago.
  
   On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com
   wrote:
  
   Hi,
  
   As Valve is too lazy to do anything about hacks, I started
 working
   back in January on a plugin that can detect:
   - POTENTIAL triggerbotters
   - Prediction hacks (crit hacks/no spread hacks)
   - An anti-speedhack bypass exploit
  
   Triggerbots:
   To make it clear as some people I gave it to didn’t understand,
  the
   detection is kind of “heuristic” (I won’t explain in detail, if
 I
  do
   then the cheat coders will bypass it in no time), so it’s not
   because
   someone got detected that he is surely cheating. It’s just a
 tool
  to
   help you find people that can potentially cheat and you can just
   check
   the STV demos then to confirm that they cheat or not.
  
   The most detections for a single person in the less timespan you
   will
   find in the log, the more likely he is using a triggerbot.
  
   Prediction hacks:
   I guess this is what will interest most people on this list, it
   detects the crit hacks that does 100% crits all the time which
 is
  an
   engine exploit which has been added into 

Re: [hlds_linux] CS:GO hostname setting?

2012-08-14 Thread Peter Svensson
Could we get a answer of  Valve regarding this? It´s a pain when ever we
get a new ip and losing almost every player.

2012/1/30 lwf l...@rocketblast.com

 When adding to favorites, have the client look up the server supplied
 domain name and compare it to the current IP address of the server. If
 they they're not equal add the IP only, preventing both
 misconfigurations and forgery from ruining the users day. If they are
 equal, add the domain name as well as the IP and compare again on
 future connects.

 If they're not equal once added show an error message with both
 addresses as well as the current server title and explain to the user
 that the server may have moved, and ask the user what action to take.
 If the user complies, update the last known IP for that favorite
 entry.

 Problem solved and we can use DNS exactly what it's for. However, it
 does not deal with ports.

 On Mon, Jan 30, 2012 at 01:30, Necavi nec...@0xf.org wrote:
  If I remember correctly, the reason that valve has not done this in the
 past is to prevent server operators from basically having the power to
 redirect multiple players to the same server by abusing hostnames. They are
 able to do this by either starting up a dozen servers, each claiming the
 same hostname as their main server, meaning that if anyone favorites that
 particular server they are in fact favoriting the main server. (Note: this
 particular exploit only really works if the hostname is set by cvar, other
 exploits exist for other methods). Granted, I'm one of the server operators
 who wishes that kind of power, but for a different reason, I tend to host
 servers with RPG elements (such as War3Source) and I've always fantasized
 about having a server that controls access to all the other ones, sorting
 players out by their RPG level or something similar, doing almost exactly
 the opposite of what valve is trying to protect against (phantom servers
 redirecting to a real one, this is more similar to a single phantom server
 taking the place of several real ones).

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