• The new anti-cheating system
    26 replies, posted
  • Avatar of sabreman
  • [url=http://garry.tv/post/21903800166/cheaters-in-gmod]Read this people if you haven't yet[/url] Firstly I'd like to say that I have not been banned, nor do I plan to. Now, what does this actual mean for us? I mean, will we get banned for our huds, optimization, and other miscellaneous scripts? I honestly don't have a problem with this, but being banned from all servers for using a a hud or something on a sandbox server seems a tad excessive to me. So if you could shed some light on what exactly is not allowed garry (just saying "Oh cheats and stuff" doesn't count in this situation) so we can protect our selves from our own stupidity and curiosity, that would be great.
  • Avatar of Zombie man70
  • [QUOTE=sabreman;35752060][url=http://garry.tv/post/21903800166/cheaters-in-gmod]Read this people if you haven't yet[/url] Firstly I'd like to say that I have not been banned, nor do I plan to. Now, what does this actual mean for us? I mean, will we get banned for our huds, optimization, and other miscellaneous scripts? I honestly don't have a problem with this, but being banned from all servers for using a a hud or something on a sandbox server seems a tad excessive to me. So if you could shed some light on what exactly is not allowed garry (just saying "Oh cheats and stuff" doesn't count in this situation) so we can protect our selves from our own stupidity and curiosity, that would be great.[/QUOTE] It bans for bypassing SE2, so unless your hud does that, your fine.
  • i am starting my own server with my own gamemode soon, my question is how can we do more to prevent sethhack to enter our server. Since big community's have a Anti-sethhack script.
  • Avatar of Ruzza
  • Moronic idiot below is angry. [highlight](User was banned for this post ("Flaming" - mahalis))[/highlight]
  • [QUOTE=Ruzza;35754878] Moronic Post that doesn't deserve my quotation is here [/QUOTE] You are a fucking moron.
  • I agree with both Garry and this posers above, but to cut the probability of somone finding a way around it, we must not allow them multiple chances of seeing what gets detected, and ways around it.
  • Avatar of Ruzza
  • [QUOTE=DrJenkins;35755330]You are a fucking moron.[/QUOTE] Explain, this works for me all the time, why do you think I am a moron?
  • Avatar of Wizard of Ass
  • [QUOTE=Ruzza;35755541]Explain, this works for me all the time, why do you think I am a moron?[/QUOTE] You rely on the client to supply correct values, that's dumb since you have to assume that the client knows about your anti cheat and thus can fake the values.
  • Avatar of Ruzza
  • [QUOTE=Wizard of Ass;35755558]You rely on the client to supply correct values, that's dumb since you have to assume that the client knows about your anti cheat and thus can fake the values.[/QUOTE] Hurr [quote]A better way could be to send a usermessage to the client containing the "command" they need to respond back to, to send the _G and _R count. You can generate a random usermessage name with util.CRC( game.GetMap() ) or something along them lines.[/quote] Durr, one method that [B]STILL[/B] works.
  • [QUOTE=Wizard of Ass;35755558]You rely on the client to supply correct values, that's dumb since you have to assume that the client knows about your anti cheat and thus can fake the values.[/QUOTE] How would the client know what values to fake? The true values are stored on the server, but hey is you have a better anti cheat, I am sure we would all love to hear it :)
  • Avatar of Ruzza
  • [QUOTE=dingusnin;35755799]How would the client know what values to fake? The true values are stored on the server, but hey is you have a better anti cheat, I am sure we would all love to hear it :)[/QUOTE] I didn't realize was talking about the required _G and _R count, yeah, they're on the server, as you can see I posted SERVERSIDE before the code.
  • Avatar of Hentie
  • i dunno i just crash the client once i detect them lol no need to have the server have any say in it
  • Avatar of Divran
  • I don't know if this is possible since I don't know how exactly how this works, but what if a minge admin on a server with SE enabled sends a script to you, which makes you cheat and gets you banned? You would have to be even more careful than before of which servers you join. Luckily I'm in Single Player most of the time. And what's considered cheating? Bypassing SE?
  • Avatar of Drakehawke
  • [QUOTE=Divran;35755853]I don't know if this is possible since I don't know how exactly how this works, but what if a minge admin on a server with SE enabled sends a script to you, which makes you cheat and gets you banned? You would have to be even more careful than usual of which servers you join. Luckily I'm in Single Player most of the time.[/QUOTE] If the server sent you the file then you're not bypassing SE, thus you shouldn't be detected.
  • Avatar of Divran
  • [QUOTE=Drakehawke;35755889]If the server sent you the file then you're not bypassing SE, thus you shouldn't be detected.[/QUOTE] You can run Lua scripts on clients without sending files. Think LuaPad.
  • You are a moron for two reasons: 1) That script, is bullshit. Even if it does work. 2) You are now posting public material for Seth Hackers, to work with. To prevent detection. [B]Never post anti-Seth Hack scripts, for the obvious reason.[/B]
  • Avatar of Drakehawke
  • [QUOTE=Divran;35755906]You can run Lua scripts on clients without sending files. Think LuaPad.[/QUOTE] If ScriptEnforcer is on you can't run a file clientside without sending it serverside. Try and SendLua an include to somebody on a file that wasn't sent to the client, it blocks it. That's why gamemodes/addons can get away with including all scripts prefixed with cl_ in a modules or plugins folder without worrying about the client putting a script in that folder clientside to get around ScriptEnforcer.
  • Avatar of Divran
  • [QUOTE=Drakehawke;35756102]If ScriptEnforcer is on you can't run a file clientside without sending it serverside. Try and SendLua an include to somebody on a file that wasn't sent to the client, it blocks it. That's why gamemodes/addons can get away with including all scripts prefixed with cl_ in a modules or plugins folder without worrying about the client putting a script in that folder clientside to get around ScriptEnforcer.[/QUOTE] Again, I'm not talking about running [i]files[/i] on the client. Haven't you ever used LuaPad? It doesn't use files.
  • Avatar of Drakehawke
  • [QUOTE=Divran;35756122]Again, I'm not talking about running [I]files[/I] on the client. Haven't you ever used LuaPad? It doesn't use files.[/QUOTE] I don't know the details of how LuaPad works, but surely if LuaPad was installed on a server you could just copy a Lua hack into it and run it, so why would you have ScriptEnforcer on in the first place? Edit: oh do you mean an admin could enable scriptenforcer, install LuaPad and then force clients to run Lua not on the VFS with SE on thus trying to trick garrys system into thinking they're hacking?
  • Avatar of Divran
  • [QUOTE=Drakehawke;35756151]Edit: oh do you mean an admin could enable scriptenforcer, install LuaPad and then force clients to run Lua not on the VFS with SE on thus trying to trick garrys system into thinking they're hacking?[/QUOTE] Yes
  • Avatar of Ruzza
  • Garry's anti-cheat wouldn't have anything to do with lua, I reckon he'd be looking at the scriptenforcer C++ functions and if they're detoured and or abused.
  • Avatar of James
  • To be honest, I think this anti-cheat system should be an OPT-IN function. Sure, it removes all those annoying minges from your server, but some people might not want these people being banned ( I can't bring up an example, but imagine if a server owner's friend was banned ). How would the server owner know how to remove the ban? Ok, it is their own fault for cheating, but still.
  • Avatar of Divran
  • [QUOTE=James xX;35767889]To be honest, I think this anti-cheat system should be an OPT-IN function. Sure, it removes all those annoying minges from your server, but some people might not want these people being banned ( I can't bring up an example, but imagine if a server owner's friend was banned ). How would the server owner know how to remove the ban? Ok, it is their own fault for cheating, but still.[/QUOTE] It says on the link in the OP that they can remove the banned users file.
  • Avatar of James
  • Yes but I'm saying that it shouldn't be an opt-out thing, it should be opt-in
  • Avatar of Dave_Parker
  • Garry decided to be "harsh" so it's opt-out. And the way I understand it, there's going to be individual Steam IDs in that file, so you can just remove your friends.
  • Avatar of amkoc
  • Just a thought, if VAC is Valve Anti-Cheat, then is this GAC? [QUOTE=Drakehawke;35756151] Edit: oh do you mean an admin could enable scriptenforcer, install LuaPad and then force clients to run Lua not on the VFS with SE on thus trying to trick garrys system into thinking they're hacking?[/QUOTE] ..Time to stop joining random servers or else we'll get... urm, GAC'd.
  • Avatar of marvincmarvin
  • [QUOTE=amkoc;35826998]Just a thought, if VAC is Valve Anti-Cheat, then is this GAC? ..Time to stop joining random servers or else we'll get... urm, GAC'd.[/QUOTE] As said above the anti cheat only bans you if you're trying to bypass script enforcer.