Closed onestep749 closed 4 years ago
Welcome back man, can't wait for more skids to lose their marbles! :)
he chose a great time to come back the skiddie problem is worse now more than ever
maybe all the RCE's that glua.team hides and uses privately will see some light
All I know is that more skids are gunna get their marbles lost under the couch now :)
cheats are very advanced now, now that coders have gotten better, but the few decent coders that exist constantly share whatever they find for validation this is very bad for cheat developers, things that used to be impossible to bypass back in the day are easy to bypass now such as smac angle checking for aimbots seed detection and even obvious shit like bhop it may actually be a challenge for hex this time around, but hopefully dumbass kids dont ddos him this time that was immature as hell
not to mention some cheaters finally got smart enough and started using pure C++ for their cheats to avoid lua anti-cheats.
They have been doing that since 2013. Hex has always had ways to detect those, too.
hex i have an idea what if you did occasional server side checks on players to see if they were visible to each other and toggled dormancy on them accordingly? this would break or severely nerf aimbots and ESPs
https://wiki.facepunch.com/gmod/Controlling_Entity_Transmission https://wiki.facepunch.com/gmod/Entity:SetPreventTransmit
serverside module may be required to make this work properly otherwise it will be a resource intensive task
what if you did occasional server side checks on players to see if they were visible to each other and toggled dormancy on them accordingly?
It'll create issues, Gmod already does this, & if you don't transmit around corners, what if they hit a prop? well that wouldn't get networked so that collision doesn't happen clientside. no sound plays to the clients around them, & if you accidentally don't network someone for somebody else, they'll just pop in out of nowhere
I thought about that.
It would require more extensive visible checks which would be really laggy to do in pure lua.
And yes, all source engine games do it by default. So all entities aren't transmistting at all times, that's not what i'm talking about though.
I am talking about secondary heuristic checking to not transmit something that only an aimbotter or wallhacker could possibly see.
Back in the day, a couple of popular zombie servers did this, it worked really well.
Although you could still guess the players position from their weapon, hehe
On 11/1/20, MFSiNC notifications@github.com wrote:
what if you did occasional server side checks on players to see if they were visible to each other and toggled dormancy on them accordingly?
It'll create issues, Gmod already does this, & if you don't transmit around corners, what if they hit a prop? well that wouldn't get networked so that collision doesn't happen clientside. no sound plays to the clients around them, & if you accidentally don't network someone for somebody else, they'll just pop in out of nowhere
-- You are receiving this because you modified the open/close state. Reply to this email directly or view it on GitHub: https://github.com/MFSiNC/HAC/issues/3#issuecomment-720040215
Css league servers used to do this as well, some still do.
Of course it has always been a tricky and resource intensive task, especially with a lot of players.
What if your only doing a trace array to their head and only part of it shows up? or just their arm?
It's tricky I guess but not impossible, my point is that if this was done right it would compltely disable hackers serverside and no bypass could fix it
On 11/1/20, cyrus torros sugondesenuts007@gmail.com wrote:
I thought about that.
It would require more extensive visible checks which would be really laggy to do in pure lua.
And yes, all source engine games do it by default. So all entities aren't transmistting at all times, that's not what i'm talking about though.
I am talking about secondary heuristic checking to not transmit something that only an aimbotter or wallhacker could possibly see.
Back in the day, a couple of popular zombie servers did this, it worked really well.
Although you could still guess the players position from their weapon, hehe
On 11/1/20, MFSiNC notifications@github.com wrote:
what if you did occasional server side checks on players to see if they were visible to each other and toggled dormancy on them accordingly?
It'll create issues, Gmod already does this, & if you don't transmit around corners, what if they hit a prop? well that wouldn't get networked so that collision doesn't happen clientside. no sound plays to the clients around them, & if you accidentally don't network someone for somebody else, they'll just pop in out of nowhere
-- You are receiving this because you modified the open/close state. Reply to this email directly or view it on GitHub: https://github.com/MFSiNC/HAC/issues/3#issuecomment-720040215
Looking back, I am an idiot. People could justa insta aimbot whenever someone comes in view. I guess it'd work with wallhacks thoug
You could probably do something like run the additional visibility checks on a seperate thread using something like LuaLanes or a C++ module that handles it on its own thread. Tho it might be alot of work for just trying to beat wallhacks.
That and some server hosts might not play well with the additional threads running, not so much an issue for people who run off of a VPS or Dedicated Server Box. But for shared hosting running of of something like pterodactly, it may have issues due to resources being limited per srcds running(Basically, 2 threads is very useful but not so much when you still only have 1 CPU core available to run them on).
The multiple threads via lua lanes could be useful elsewhere but thats probably something for -HeX- to decide where it would be most useful
Definitely not something random hosts who dont want to configure or edit anything should be doing.
Are there any test servers up at the moment? I have a few c++ cheat thingies and I would be willing to help get them detected, if they aren't already.
On 11/2/20, Vaas_Kahn_Grim notifications@github.com wrote:
You could probably do something like run the additional visibility checks on a seperate thread using something like LuaLanes or a C++ module that handles it on its own thread. Tho it might be alot of work for just trying to beat wallhacks.
That and some server hosts might not play well with the additional threads running, not so much an issue for people who run off of a VPS or Dedicated Server Box. But for shared hosting running of of something like pterodactly, it may have issues due to resources being limited per srcds running(Basically, 2 threads is very useful but not so much when you still only have 1 CPU core available to run them on).
The multiple threads via lua lanes could be useful elsewhere but thats probably something for -HeX- to decide where it would be most useful
-- You are receiving this because you modified the open/close state. Reply to this email directly or view it on GitHub: https://github.com/MFSiNC/HAC/issues/3#issuecomment-720853873
its not so much the hosts doing anything, its just that a server owner doing them would likely run into resource constraints despite having additional threads being used. That and for something like wallhacks and entity networking theres not enough benefit to justify it.
But assuming your on a VPS or Dedicated Server Box and your using if for something a bit more beneficial then it becomes a bit more useful. Question is however, WHAT would it be useful for anti-cheat wise.
Well. vis checks have always been expensive, if you could run a bunch without lagging anything or eating up sources then it opens up a lot of possibilities.
You could do some heuristic for aimbot detection or somthing of the likes
That is just one idea
On 11/3/20, Vaas_Kahn_Grim notifications@github.com wrote:
its not so much the hosts doing anything, its just that a server owner doing them would likely run into resource constraints despite having additional threads being used. That and for something like wallhacks and entity networking theres not enough benefit to justify it.
But assuming your on a VPS or Dedicated Server Box and your using if for something a bit more beneficial then it becomes a bit more useful. Question is however, WHAT would it be useful for anti-cheat wise.
-- You are receiving this because you modified the open/close state. Reply to this email directly or view it on GitHub: https://github.com/MFSiNC/HAC/issues/3#issuecomment-720912423
@onestep749 do you happen to have HSP, it was on https://web.archive.org/web/20140519031427/https://code.google.com/p/mfsinc/ but google decided to kill that site
nah
On 11/4/20, MFSiNC notifications@github.com wrote:
@onestep749 do you happen to have HSP, it was on https://web.archive.org/web/20140519031427/https://code.google.com/p/mfsinc/ but google decided to kill that site
-- You are receiving this because you were mentioned. Reply to this email directly or view it on GitHub: https://github.com/MFSiNC/HAC/issues/3#issuecomment-721799160
but let me know if you can find it
On 11/4/20, cyrus torros sugondesenuts007@gmail.com wrote:
nah
On 11/4/20, MFSiNC notifications@github.com wrote:
@onestep749 do you happen to have HSP, it was on https://web.archive.org/web/20140519031427/https://code.google.com/p/mfsinc/ but google decided to kill that site
-- You are receiving this because you were mentioned. Reply to this email directly or view it on GitHub: https://github.com/MFSiNC/HAC/issues/3#issuecomment-721799160
Hex, I see you are back Will you unblock me on steam?
It is sykranos, I never did you wrong so there was no reason to cut me out
https://steamcommunity.com/id/realalbaniangamer/