[QUOTE=Bawbag;34390235]Coldfire never loaded any, and overwrites seemed completely masked. He already has basically all the code needed to look at sethhack, why does he need the full decompiled version of both?[/QUOTE]
Does it really matter?
Looks like I can make a large list of ways to detect sethhack now. Not that I have any use, cheats are mysteriously broken on the server I play on. No, it doesn't have an anticheat
[QUOTE=Map in a box;34411587]Looks like I can make a large list of ways to detect sethhack now. Not that I have any use, cheats are mysteriously broken on the server I play on. No, it doesn't have an anticheat[/QUOTE]
Are you using ULX? Someone who doesn't know what they are doing will have problems with custom hooking systems when the server uses ULX.
[QUOTE=JustSoFaded;34423548]Are you using ULX? Someone who doesn't know what they are doing will have problems with custom hooking systems when the server uses ULX.[/QUOTE]
SethHack does have errors with ULX's hook system, however it doesn't break it, it continues to function.
so what if a bunch of servers just redefined things like the hook module except flipped the function args around and renamed Add to add or something in different ways so seth has to write a fuckton of if statements for each different combination?
more of an annoyance than a solution but it would be funny as tits to see sethhacks code after about 20 different obfuscations
[QUOTE=DylanWilson;34429843]so what if a bunch of servers just redefined things like the hook module except flipped the function args around and renamed Add to add or something in different ways so seth has to write a fuckton of if statements for each different combination?
more of an annoyance than a solution but it would be funny as tits to see sethhacks code after about 20 different obfuscations[/QUOTE]
That won't work the way you plan, he will just force the game to use his.
IMO callbacks on general functions is the best way to do this, Rewrite a hole gamemode to obey your functions and call back needs or else kick...
But i am too lazy to do so, /Scrap idea
[QUOTE=JustSoFaded;34431199]That won't work the way you plan, he will just force the game to use his.[/QUOTE]
yah, but then his will be different from mine and break all of the gamemode code
[QUOTE=DylanWilson;34433012]yah, but then his will be different from mine and break all of the gamemode code[/QUOTE]
Please stop, you have already show countless times you have no idea what you are talking about.
[QUOTE=DylanWilson;34433012]yah, but then his will be different from mine and break all of the gamemode code[/QUOTE]
Are you trolling? If not then you really should buy a hardcopy of the PIL
No? lets say I make my hook library with flipped args
in this new hook library I don't include hook.GetTable
now in order to force his hook library, he loses all the hooks I've already added since hooks are stored in a local table
since I'm overwriting his, he would also have to overwrite mine after I have code running in the game which is detectable.
and instead of using require since he can overwrite require
do hook = {} and add your new functions to the table
I don't see what makes me so stupid?
worried about metatables?
do hook = nil
hook = {}
now you have a new variable, make your own metatable and lock it
you could even make an install script to randomize the args order and function names for server owners
it would annoy Seth to no fucking end
[QUOTE=DylanWilson;34434418]No? lets say I make my hook library with flipped args
in this new hook library I don't include hook.GetTable
now in order to force his hook library, he loses all the hooks I've already added since hooks are stored in a local table
[/quote]
Whoops, now you'll have to recode every addon and gamemode that uses the old method. Not to mention IT WON'T WORK because GMod uses the normal style internally. If you remove that, you're left with a broken game.
[QUOTE=DylanWilson;34434418]
and instead of using require since he can overwrite require
do hook = {} and add your new functions to the table
I don't see what makes me so stupid?
worried about metatables?
do hook = nil
hook = {}
now you have a new variable, make your own metatable and lock it
[/quote]
I don't see how doing "hook = nil" would bypass metatables in any way. rawset( _G, "hook", {} ) could if he hasn't bypassed it yet.
[QUOTE=DylanWilson;34434418]
you could even make an install script to randomize the args order and function names for server owners
it would annoy Seth to no fucking end[/QUOTE]
That is so goddamn dumb. Also see my first point.
e: Infact, I'd say even your infinite loop on every joining player was a better idea than this. At least it only fucked up clients and not your own server.
Could somone retreeve me the pointers for the functions you guys have found with sethhack? If the injected code always gets run at the same time, points range won't change even if he recoded his entire hack... But this is in theory.
[QUOTE=dingusnin;34437604]Could somone retreeve me the pointers for the functions you guys have found with sethhack? If the injected code always gets run at the same time, points range won't change even if he recoded his entire hack... But this is in theory.[/QUOTE]
Only the offset. The location itself will change.
Did anyone propose the idea of having a global ban list?
I was thinking about making a facepunch thread that had a list up Steam ID's, and use FPAPI to grab the thread content and parse through the Steam IDs. This way, people can't just DDoS the server that contains a list of all the Steam ID's, they'd have to DDoS Facepunch and I'm pretty sure Facepunch can't be taken down as easily as other servers.
Nobody will be able to update the list except for the OP, though.
To make things more net-efficient, have the server download the list every 2 or 3 minutes and it does STEAM ID checks with it's own offline list.
[QUOTE=Hentie;34438019]Did anyone propose the idea of having a global ban list?
I was thinking about making a facepunch thread that had a list up Steam ID's, and use FPAPI to grab the thread content and parse through the Steam IDs. This way, people can't just DDoS the server that contains a list of all the Steam ID's, they'd have to DDoS Facepunch and I'm pretty sure Facepunch can't be taken down as easily as other servers.
Nobody will be able to update the list except for the OP, though.
To make things more net-efficient, have the server download the list every 2 or 3 minutes and it does STEAM ID checks with it's own offline list.[/QUOTE]
I've got a list of ~100 from that giant derailed anticheat thread that spurred the creation of this one
[QUOTE=Hentie;34438019]Did anyone propose the idea of having a global ban list?
I was thinking about making a facepunch thread that had a list up Steam ID's, and use FPAPI to grab the thread content and parse through the Steam IDs. This way, people can't just DDoS the server that contains a list of all the Steam ID's, they'd have to DDoS Facepunch and I'm pretty sure Facepunch can't be taken down as easily as other servers.
Nobody will be able to update the list except for the OP, though.
To make things more net-efficient, have the server download the list every 2 or 3 minutes and it does STEAM ID checks with it's own offline list.[/QUOTE]
Yes, a global ban system will be a mess, and your way is too complicated.
[QUOTE=DylanWilson;34434418]No? lets say I make my hook library with flipped args
in this new hook library I don't include hook.GetTable
now in order to force his hook library, he loses all the hooks I've already added since hooks are stored in a local table
since I'm overwriting his, he would also have to overwrite mine after I have code running in the game which is detectable.
and instead of using require since he can overwrite require
do hook = {} and add your new functions to the table
I don't see what makes me so stupid?
worried about metatables?
do hook = nil
hook = {}
now you have a new variable, make your own metatable and lock it
you could even make an install script to randomize the args order and function names for server owners
it would annoy Seth to no fucking end[/QUOTE]
You realize that the hook.* library is completely client side. No matter what seth can always write his own hook library and via metatabling gmod will hook everything through it.
[QUOTE=marvincmarvin;34438353]Yes, a global ban system will be a mess, and your way is too complicated.[/QUOTE]
Complicated my asshole.
We only need a couple of known server owners that we can trust to contribute to the global ban list.
The system only needs to read the facepunch thread to grab the list.
[QUOTE=Hentie;34438832]Complicated my asshole.
We only need a couple of known server owners that we can trust to contribute to the global ban list.
The system only needs to read the facepunch thread to grab the list.[/QUOTE]
Excuse me? You want to a ton of servers constantly visiting facepunch, downloading the content from a thread, and parse the info and put it in a table just to get a ban list?
Honestly, [B]if[/B] we could trust someone to manage a global ban list, the best way would to do it would be to glon.encode a table and upload it as a text document to some random server.
Wouldn't putting a ban list on facepunch put a giant "DDOS ME!" sign over it?
I think all the things you mentioned that went against the idea was addressed in my original post.
[QUOTE=Hentie;34438019]Did anyone propose the idea of having a global ban list?
I was thinking about making a facepunch thread that had a list up Steam ID's, and use FPAPI to grab the thread content and parse through the Steam IDs. This way, people can't just DDoS the server that contains a list of all the Steam ID's, they'd have to DDoS Facepunch and I'm pretty sure Facepunch can't be taken down as easily as other servers.
Nobody will be able to update the list except for the OP, though.
To make things more net-efficient, have the server download the list every 2 or 3 minutes and it does STEAM ID checks with it's own offline list.[/QUOTE]
My idea which has already been put through, it works successfully.
[url]http://puu.sh/eXaO[/url]
Not releasing it yet :)
Global ban systems are retarded. I've been trying to write out a couple paragraphs that would adequately explain why they were, but they just felt so phony.
Cheaters are people too. They're usually very young people that should have the chance to grow out of using a hack without being banned on every popular server permanently. We shouldn't get to ban someone from all of Garry's Mod because they cheated in a fucking game within a game. That's blowing things way out of proportion.
Global ban systems are vulnerable to abusive admins with access to the system. If anyone is monitoring the system to prevent this, the system is still vulnerable to the bias of those monitoring it. It is an unfair and unbalanced system. This means that it has more power to do harm to innocents than it does to cheaters. (See: Death Penalty)
Bans cause rage. Rage causes DDoS attacks. Bans of all sethhack users across most popular Garry's Mod servers? These be the end times.
The thing with these global ban systems is that there's no way to make sure if the people are really hacking or not.
It [I]might[/I] work if it were a system where ordinary players could report other players (proof required of course). But even then, it might be just too much work for the players to bother.
All these people on my ban list are joining my server or my friends server, you can search every single steam id in the list and almost 70%+ find that they've been banned for hacking.
I don't believe they should get a second chance, as this ruins fun on servers, destroys a fair setup gamemode giving an advantage to some stupid kid that used his mothers credit card to buy a stupid hack.
It's exactly like VAC, if you get caught cheating then you will not get unbanned, you've abused your privileges of not exploiting the system.
[editline]29th January 2012[/editline]
[QUOTE=wizardsbane;34442823]Global ban systems are retarded. I've been trying to write out a couple paragraphs that would adequately explain why they were, but they just felt so phony.
Cheaters are people too. They're usually very young people that should have the chance to grow out of using a hack without being banned on every popular server permanently. We shouldn't get to ban someone from all of Garry's Mod because they cheated in a fucking game within a game. That's blowing things way out of proportion.
Global ban systems are vulnerable to abusive admins with access to the system. If anyone is monitoring the system to prevent this, the system is still vulnerable to the bias of those monitoring it. It is an unfair and unbalanced system. This means that it has more power to do harm to innocents than it does to cheaters. (See: Death Penalty)
Bans cause rage. Rage causes DDoS attacks. Bans of all sethhack users across most popular Garry's Mod servers? These be the end times.[/QUOTE]
No one is getting access to add bans but me, you'll have to give evidence this person is a hacker, and of course i will take unban appeals as well if someone is banned accidentally. The ban system upon a player joining the server will check if they're in the sethhack ban list and then automatically ban them from that server as well. Who says only bans will cause DDoS attacks? 90% of the time my server got hit had nothing to do with banning a player.
[QUOTE=Ruzza;34442888][B]No one is getting access to add bans but me[/B], you'll have to give evidence this person is a hacker, and of course i will take unban appeals as well if someone is banned accidentally. The ban system upon a player joining the server will check if they're in the sethhack ban list and then automatically ban them from that server as well. Who says only bans will cause DDoS attacks? 90% of the time my server got hit had nothing to do with banning a player.[/QUOTE]
Everything that comes after that is irrelevant. You are a human being and you are already at the stage placing of placing yourself at the supreme position of power in this situation. It is you who decides ban appeals and it is you who decides bans. [B]This system is asking to be fucked in the ass by your mighty, despot dick.[/B]
[editline] oh yeah, and [/editline]
[QUOTE=Ruzza;34442888]It's exactly like VAC[/QUOTE]
In your dreams. VAC only bans to a version of the engine the game is using. With a global ban system that is easily transferred to any version of GMod, this is a life sentence.
[QUOTE=Ruzza;34442888]I don't believe they should get a second chance, as this ruins fun on servers, destroys a fair setup gamemode giving an advantage to some stupid kid that used his mothers credit card to buy a stupid hack.[/QUOTE]
Then ban them locally.
I get that cheating is annoying and all, but why are you all trying to do this with lua?
If your server is that *serious* then surely you'd have explored the option of making your own anti-cheat in something more.. reliable. I understand that people don't want to download a DLL just to play, but people do it for gm_bass.
I'd give some code examples from my own anti-cheat tests but I'm pretty sure they'd get patched pretty quickly.
Surely a binary module would be much more effective, but most people can't be bothered to download and install it.
[QUOTE=DarKSunrise;34443746]Surely a binary module would be much more effective, but most people can't be bothered to download and install it.[/QUOTE]
Binary Modules can be included in addons.
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