Re: [hlds_linux] New Security Modules -November 4

2002-11-06 Thread m0gely
Edge100x wrote:


No, its not possible, as people would have to modify firewalls
etc...
to allow the downloading of client-side VAC modules would
obviously
require that people have the information from Valve on how to
do that.


Firewalls come into my theory how?

Do you really think the VAC is _entirely_ client side? It can't
possibly be.



Are you reading the same email as me?  He meant server side.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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Re: [hlds_linux] New Security Modules -November 4

2002-11-06 Thread Jules (aka Buddha-Pest)
i disagree completely!  the best way to thwart wallhacks is EXACTLY how
hlguard does it.  by simply not sending the information about enemies you
shouldn't see to the client.  there's nothing a client side cheat can do to
defeat that because the information simply isn't sent.  it the VAC wallhack
is client side, then all you have to do is defeat it and bang, wallhack is
back.

Barry L. Jeung [EMAIL PROTECTED] wrote in message
news:mailman.1036617843.12700.hlds_linux;list.valvesoftware.com...
And any server-side solution is going to fall short. Hence the automatic
update for VAC. They know it's gonna get hacked, but with a distibution
system in place, and the ability to change it up a little bit to foil the
bypass and unobtrusively update the system, then you have a relatively
secure environment.

-Original Message-
From: Jules (aka Buddha-Pest) [mailto:buddha;buddhapest.com]
Sent: Wednesday, November 06, 2002 12:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] New Security Modules -November 4


omg i hope you're not right.  if you are, then VAC sux :(

any client side solution can be hacked.


[A.G.D]Beton [EMAIL PROTECTED] wrote in message
news:mailman.1036614543.12189.hlds_linux;list.valvesoftware.com...
   Afaik the VAC-Whblock is not using any server-CPU time
 cause it is
   running on the Client completely. The Server is only involved in
   distributing the VAC-module.
 
  uh, i believe you're completely wrong buddy
 
  the whole POINT is for the server to NOT send data about
 players your
  client shouldn't see.

 The popmonkey speaks the truth :)

 --
 Eric (the Deacon remix)


I am sorry but I think you are completely mixing HLGuard up with VAC and
don´t seem to understand the way VAC works.

The secure module is NEVER, at no point executed at the server. The VAC
Modul is a Windows-DLL! How could it be executed at a Linux Server???

Matt writes a DLL with certain Cheat-detections and the client-side
Wallhackblock. He uploads them to Speakeasy. All  secure Game-Servers
download these DLLs and if a Client connects he downloads them from the
Gameserver. The Client then checks with Speakeasy if he got a valid
VAC-Modul (to prevent malicious hackers). If this is confirmed,the simple,
plain VAC-DLL is executed on local client.

VAC-Whblock can´t at anytime be server-side cause the modul is not starting
at the server. HLGuard is different and has server-side anti-wallhack but
Cheating-Death and VAC are client side.

Best Regards,
Beton


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Re: [hlds_linux] New Security Modules -November 4

2002-11-06 Thread James Clark
 i disagree completely!  the best way to thwart wallhacks is EXACTLY how
 hlguard does it.  by simply not sending the information about enemies you
 shouldn't see to the client.  there's nothing a client side cheat can do to
 defeat that because the information simply isn't sent.  it the VAC wallhack
 is client side, then all you have to do is defeat it and bang, wallhack is
 back.

Sort of.  But don't forget, if you don't send info about where the other
players are, to all the players where would the sound of footsteps
come from?

Hope this art work comes out OK:

Real World
If T makes noise


|  |
|   \  - sound comes from here.
|  |
|(T)   | (CT)
|  |


Halflife (CS) world
If T makes noise

|  |
|   \
|  |
|(T)   | -   (CT) sound comes from here.
|  |


I'd love it if that could be fixed.  Oh and shoting trough massive walls
sucks, but I digress.

James.
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Re: [hlds_linux] New Security Modules -November 4

2002-11-06 Thread Jules (aka Buddha-Pest)
footsteps should be sent separately!

James Clark [EMAIL PROTECTED] wrote in message
news:mailman.1036628525.14728.hlds_linux;list.valvesoftware.com...
|  i disagree completely!  the best way to thwart wallhacks is EXACTLY how
|  hlguard does it.  by simply not sending the information about enemies
you
|  shouldn't see to the client.  there's nothing a client side cheat can do
to
|  defeat that because the information simply isn't sent.  it the VAC
wallhack
|  is client side, then all you have to do is defeat it and bang, wallhack
is
|  back.
|
| Sort of.  But don't forget, if you don't send info about where the other
| players are, to all the players where would the sound of footsteps
| come from?
|
| Hope this art work comes out OK:
|
| Real World
| If T makes noise
|
| 
| |  |
| |   \  - sound comes from here.
| |  |
| |(T)   | (CT)
| |  |
| 
|
| Halflife (CS) world
| If T makes noise
| 
| |  |
| |   \
| |  |
| |(T)   | -   (CT) sound comes from here.
| |  |
| 
|
| I'd love it if that could be fixed.  Oh and shoting trough massive walls
| sucks, but I digress.
|
| James.


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Re: [hlds_linux] New Security Modules -November 4

2002-11-06 Thread Jeremy Brooking
On Thu, 2002-11-07 at 13:19, James Clark wrote:
 Sort of.  But don't forget, if you don't send info about where the other
 players are, to all the players where would the sound of footsteps
 come from?

 Hope this art work comes out OK:

 Real World
 If T makes noise

 
 |  |
 |   \  - sound comes from here.
 |  |
 |(T)   | (CT)
 |  |
 

 Halflife (CS) world
 If T makes noise
 
 |  |
 |   \
 |  |
 |(T)   | -   (CT) sound comes from here.
 |  |
 

Youre right, but one thing, the sounds, even though to the CT is coming
from the doorway, still IS being produced directly though the wall from
him. Regardless of where the sound is being heard from, the
server/client would still need to know where the sound is being produced
to accurately portray fading/direction (eg 2 doors, noise comes out both
of them). I dare say, catching the clients would be far easier than
rebuilding the sound engine, and keeping it accurate.

--

--
Jeremy B
--

--

--

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Re: [hlds_linux] New Security Modules -November 4

2002-11-06 Thread Simon Garner
James Clark [EMAIL PROTECTED] wrote:
 Oh and shoting trough massive walls sucks, but I digress.


That is something I would love to see fixed. Perhaps in CS:CZ?

It's a bit stupid how people can shoot through a 2-foot thick concrete
wall and kill you. In effect, there is very little cover available in CS
if people know where you are. A lot of people don't realise it but there
are a lot of seemingly thick walls in many maps that you can fire
straight through; I'm seeing more and more people taking to spamming
corners as they come round them, because the bullets go straight through
the (solid concrete block) wall and hit anyone waiting there -- giving
the attacker an advantage where in reality they would be vulnerable.

Moreover, shooting through wooden boxes (which *should* of course be
possible) doesn't seem to affect the bullet's trajectory or even have
any discernible impact on the amount of damage done. I've noticed people
sometimes sitting behind a wooden box (e.g. on the overbridge at
bombsite A on de_dust2), shooting at people they know are there (in the
sniper area). They can stay hidden, and kill the other guy without
actually being able to see him (no wallhack necessary, just some
smarts). Of course the other guy could shoot back and kill him through
the box, but often people don't realise that. The point though is the
first guy has an advantage he shouldn't have; shooting through the box
should screw up his shots.

As I understand it (based on the info in those old CS reports on
summerblue.net), each map is divided into a grid of cubes (the size of
which depends on the size and shape of the map). You can shoot through
up to two of these map units. While I'm sure this is the easiest way
of doing things, it doesn't work very well at all. There must be a
better way to do it.

Fixing this would eliminate a lot of the bullshit! frustration caused
when people kill you in ways which would be impossible in reality, and
should be impossible here. I'd put it *almost* in the same boat as cheat
ing (but not quite). Sorting this would actually make the game slightly
more difficult (for experienced players), as they'd have to develop
tactics to overcome such situations, instead of simply exploiting bugs.

-Simon

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Re: [hlds_linux] New Security Modules -November 4

2002-11-06 Thread James Clark
On Thu, Nov 07, 2002 at 03:19:54PM +1300, Simon Garner wrote:
 James Clark [EMAIL PROTECTED] wrote:
  Oh and shooting trough massive walls sucks, but I digress.
 

 That is something I would love to see fixed. Perhaps in CS:CZ?

 It's a bit stupid how people can shoot through a 2-foot thick concrete
 wall and kill you.

Yup.  It was (up until recently, I guess) something that happenned all
to often, wall hack + AK = painful bites with bullets.  Never killing,
only maiming, until the point you were so fuxt you'd die when the next
guy shot you.

Not to mention grenades through walls!  That sucks even harder.

James.


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RE: [hlds_linux] New Security Modules -November 4

2002-11-06 Thread Tyler \Overkill\ Schwend
Re: bullets and walls

I'm sure if it were any small undertaking, they would have fixed
it by now. Problem is, it would require classifying every texture
in the game... And I don't know how well BSP stands up to
distance calculations based on bullet impact and exits
Probably require a major overhaul. Like proper vehicles. :-)

I love getting killed through the 1.5 foot think concrete columns
on aztec. That rocks my world.

Oh yeah, and the nades...

Frag grenades dammit! Not this HE crap.

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RE: [hlds_linux] New Security Modules -November 4

2002-11-05 Thread Stan Hoeppner
Well apparently it affected your ability to cheat enough that it prompted
you to send this email.  Just wait till Valve improves it.

Soon, you and your cheating buddies will be out of business.  What will you
do then?  Attempt to mail flood every admin on this list, Karl?  Or, wait,
is Karl one of your gmx buddies?

You all look the same to me.

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From: Rob [EMAIL PROTECTED]

Stan



 -Original Message-
 From: Rob [EMAIL PROTECTED]
 Sent: Monday, November 04, 2002 7:34 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds_linux] New Security Modules -November 4


 Hello,

 I tested it with my testWH ... well, ok, only for one or 2
 seconds I can
 see the enemy ... but thats enough, if it's the second before
 he comes in my
 viewing area ... Thats the second that I have to aim ant the
 enemy not ...
 :(

 The WH blocking must be more accurate ... this fucking
 working second must
 be eleminated ...

 BR Rob

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Re: [hlds_linux] New Security Modules -November 4

2002-11-05 Thread [A.G.D]Beton
Afaik the VAC-Whblock is not using any server-CPU time cause it is
running on the Client completely. The Server is only involved in
distributing the VAC-module.

HLGuard is completely server-side so it is taking a lot of CPU time.
VAC Wallhackblock is more like Cheating Death.

The disadvantage is, that it can be worked around but it is only made to
stop OpenGL-Hacks and not client.dll hooks.

You should see no higher CPU load at all.

Best Regards,
Beton

http://www.nocheat.de



 i think it's fair to say that any sort of WH blocking
 is going to
   eat=
  a lot
 of CPU resources.  the server now has to calculate clipping
   between e=
 very
 player and every enemy so as to send only the visible stuff to
   each p=
 layer.
 that's a lot of math.
  
 it's how the HLGuard WH works (cpu usage on my server went from
   40% w=
 ithout
 WH blocking to 90% with using HLGuard, it's now hovering around
   80% w=
 ith a
 full server with the VAC WH blocker, so it's a little less
   intensive =
 than
 the HLG one)
  
  
  
 THC_Vaporizer [EMAIL PROTECTED] wrote
 in message
  
 news:mailman.1036454882.12725.hlds_linux;list.valvesoftware.com...
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I haven't had the time nor the foresight to measure
 this, but has
   any=
 one
 noticed an increase in CPU or memory usage due to the
 security module
 upgrades and their increasing capabilities.  I can't be
 sure, but
   I t=
 hink
 I'm seeing increased load from the server compared to
 yesterday.
   How=
 ever,
 this may be unrelated to the module upgrade.
  
 ~vap
 --
 Bongs 'R dUSt HLDS 24.43.236.74:27015
 http://members.rogers.com/counterstrike
  














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Re: [hlds_linux] New Security Modules -November 4

2002-11-05 Thread Rene Luckow
On Tuesday 05 November 2002 02:38, Nick McLaren wrote:
 Remember, the occluder is purposefully configured to be a bit conservative
 in what it occludes in order to prevent issues where a player is occluded
 in the non-wallhacked game when they are supposed to be visible. In other
 words, to make sure the player is visible when they are supposed to be,
 for example in situations where only part of the player is showing
 (through picket-fence entities and such). You'll notice a slight lag
 before player entities behind fences or thin walls are occluded to prevent
 this. From what I understand they will still be tweaking it though. Don't
 be too harsh as this is a very big improvement over what we had just hours
 ago. =)

 ---
 Nick McLaren, CCNA, SCSA
 BattleLAN Technical Admin
 [EMAIL PROTECTED]
 http://www.battlelan.com/
 ---

 On Tue, 5 Nov 2002, Jay Anstiss wrote:
  Rob said:
   The WH blocking must be more accurate ... this bleep working second
   must
 
  be eleminated ...
 
  And use of offensive language like that must be eliminated too! ;)
 
  I'm sure that this is the first step in Valve's attempt to get this
  working. Give them time...they've only just released it.
 
  Jay.

Om loving it already :)

BTW, what should HLG be configured to now?

does it still have a purpose?

I'm not ranting HLG here, I just want to know :)


--
Insert clever remark here
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Re: [hlds_linux] New Security Modules -November 4

2002-11-05 Thread Stan Bubrouski
Correct me if I'm wrong but it is server-side and all it
does is stop the drawing of players who are behind walls,
so wallhacks that see player models through walls no longer
function.  Things like seeing people through boxes and doors
may still work because the models are still drawn in those
cases.  So I think in essence since less models are being
drawn on the screen it would seem any CPU hit would be
leveled out by drawing less modals on screen.

-Stan

[A.G.D]Beton wrote:

Afaik the VAC-Whblock is not using any server-CPU time cause it is
running on the Client completely. The Server is only involved in
distributing the VAC-module.

HLGuard is completely server-side so it is taking a lot of CPU time.
VAC Wallhackblock is more like Cheating Death.

The disadvantage is, that it can be worked around but it is only made to
stop OpenGL-Hacks and not client.dll hooks.

You should see no higher CPU load at all.

Best Regards,
Beton

http://www.nocheat.de


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