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-   -   Block Wallhack v8 [CS & CZ] (https://forums.alliedmods.net/showthread.php?t=100886)

ot_207 08-18-2009 21:28

Block Wallhack v8 [CS & CZ]
 
2 Attachment(s)


Description:
This plugin blocks wallhacks (transparent walls) and soundhacks (squares, esps) including radar hacks by differently transmitting and filtering entity data.
It is advised to read everything about the plugin before asking questions! I will try to cover everything that you need to know here!
Also follow the instructions they are posted here for a reason!!!

If you ask a question that is already answered here your post will be ignored!





Features:
  • Player non visibility transfer block
    If the player does not see one of the points in the visibility plane of a player the player will not be transmitted therefore becoming invisible for transparent wall cheats.
  • Smooth engine
    The plugin adds prediction to player movement, it will make players not pop (appear out of nowhere).
  • FOV Check
    The plugins checks if the players are in front of us or not, if not the players will not be transmitted, it helps when we talk about CPU efficiency and also for cheats that show the player in 3rd person view.
  • Transparent entity detection and storage base
    It checks if we can see through an entity and it will modify it's properties so that the traces will not be influenced by it! The players will not notice anything!
  • Grenade and weapon transfer block
    The plugin will block entities like grenades and weapons when they are not seen.
  • ESP block
    The plugin will block soundhack and ESP by transmitting the sounds through different channels.
  • Footsteps generator
    The plugin will generate footsteps, if you want this remember to set mp_footsteps to 0!
  • Soundhack key
    The plugin will rename the sounds (the original sounds will not be deleted!) only if you want to this is optional! This helps when there are cheats that show the name of the sound on the screen, so that cheaters will not be able to understand what they mean.
  • Support for dynamic cameras
    The plugin will detect when a player uses a camera and will not affect the visibility.
  • New updated notifier
    The plugin will notify admins when an update is available!

Known bugs (cannot be fixed):
  • Player popping
    There is a risk that player pops out of nowhere, but the chance is small.
  • Player lag late appearance
    If the players have lag the plugin will make it even more difficult for them to play.
  • High ping sometimes [Problem seen on CSDM servers]
    Disable target check! If you are experiencing this problem!
  • Sounds sound different
    It is because of the different transmission. Don't worry about it!

Requirements:
  • Steam
  • AmxModX v1.80
  • EngineX
  • Orpheu




Installation:
  1. Download orpheu_base.zip from here, and unzip the archive in the "<target>/amxmodx" folder
  2. Unzip the file "cstrike" in the "<target>/cstrike" folder
  3. Add the plugin to plugins.ini.
  4. Enjoy!

Cvars:
  • // // TRW Block // //
  • trw_enable 1 // 1 (default/recommended) - plugin is turned on, 0 - off
  • trw_ignore_team 1 // 1 (default) if the plugin ignores teammates, 0 will check teammates and block them if not seen
  • trw_block_ents 0 // 3 block "grenade/armoury/weapon" entities with more checks, 2 block all entities but do more calculations on "grenade" entities, 1 block all entities that are not seen (no extra calculations), 0 (default) let the engine decide
  • trw_fov_check 1 // 1 (default/recommended) - do not transmit entities that are behind the player, 0 transmit everything
  • trw_target_check 1 // 1 (default) - if user shoots and hits someone that person will not be transmited, 0 disable tis check
  • trw_smooth_check 2 // 2 (default/recommended) - it will make the players not pop using vector calculations, 1 it will make players not pop using origin prediction, 0 disabled smooth check
  • trw_textureallow 1 // 1 (default/recommended) - will make the plugin ignore transparent entities, 0 disable this check
  • // // SND Block // //
  • snb_enable 1 // 1 (default/recommended) enable ESP sound blocking, 0 - disabled plugin
  • snb_footsteps 1 // 1 (default/recommended) make the plugin generate footsteps set mp_footsteps to 0!!!, 0 disabled
  • snb_shotover 1 // 1 (default/recommended) override shots, 0 disabled

Config files information:
  • wb_sndkey.cfg
    Location: <target>/cstrike/addons/amxmodx/data/
    This file only appears only if you want to use the soundhack key! The key can be imported from another file and can be managed with the server command wb_createsoundkey. If you have updated the plugin there is a chance that it will not be compatible with the last block wallhack version (depending on updates).
    If you get in the console some of these messages:
    [Block Wallhack] Soundhack key version load failure (Version read failure). Using default sounds!
    [Block Wallhack] Soundhack key version load failure (Number of sounds does not correspond). Using default sounds!
    That means you need to delete these files and folders manually in order to create a new soundkey:
    "addons/amxmodx/data/wb_sndkey.cfg"
    "sound/wallblocker/"
Soundhack key mamagement command:
amx_sndkeycfg <command> <target> -> creates the soundhack key!
This override commands will only work only if the present soundkey is loaded, if it is not loaded you will get an override error.

Here are the usage examples:
amx_sndkeycfg help - this will show you how to use the command
amx_sndkeycfg delete - this will delete the present soundkey (only if it was loaded)
amx_sndkeycfg create - this will delete the present soundkey (only if it was loaded) and create a new one
amx_sndkeycfg import <target> - this will import a soundkey from a file (will not override the present soundkey)
amx_sndkeycfg overimport <target> - this will import a soundkey from a file and delete the present one (only if it was loaded)

How to install the the same soundkey on multiple servers:
In the first server you type the command amx_sndkeycfg create in console to create a soundkey.
After you have done this go to the folder <target>/cstrike/addons/amxmodx/data and copy the file wb_sndkey.cfg.
After that paste that file in the same folder for other servers, the plugin should get the soundhack key automatically.

Movies: [Watch in high quality]
Wallblocker vs Normal Wallhack
Wallblocker vs ESP(AddToFullPack)
Wallblocker vs Soundhack Demo mp_footsteps 0 or with soundhack block!
Wallblocker vs Soundhack Demo mp_footsteps 1

Changelog:
PHP Code:

8.0 fixed crash bugfixed high cpu usage bugadded also support for ent sounds and reloadsoundExtended the functionality of trw_block_entsfixed go thru wall bugspawning players beeing transmitedadded update notifier system
7.0 Remade the cvars because they weren't so user friendly, made the plugin use spawnStaticSound, now this can fully block ESP and SoundHack
- 6.3 - soundhackkey not compatible with older soundkeys, added more sounds to block the soundhacks, extended the block to entities that would give info about the player, fixed crashing due to get_orig_retval function.
- 6.2 - added engine visibility filters, even less lag, the plugins cannot be seen on game-monitor anymore (for surprize)
- 6.1 - fixed the ping bug, the plugins are even more efficient!
- 6.0 - separated the features in separate plugins, 100% cpu usage problem improvement, fixed texture problem that crashes the server, more stable and faster, removed the orpheu module, no more shot override (unable to fix the bugs!), footsteps are done in another way, removed the distortion wave because of the sound problems
- 5.6 - Fixed the amxx crash bug when soundkey has been used
- 5.5 - Changed the way the command of creating soundkey works, added log to files, added more cvars for configuration, and miscelanous things
- 5.4 - Anti-Soundhack shot, pick-up and spawn, fixed spec bug
- 5.3 - Separated the channels from the shot mechanism (now we have the sound of the shot, the bullet particles and the weapon animation separated!)
- 5.2 - Fixed double jump/land sound, made the soundkey use less resources if the sounds that are used are default, removed PVS cvar (useless), new cvar wallblocker_footsteps
- 5.1 - PreHook fix, EmitAmbientSound function used, update key (more random and better when dealing with problems!)
- 5.0 - Added anti-soundhack based with key, made the ents follow the players much closer
- 4.8 - Less crash risk, new method of detecting transparent ents and making them transperent will not destroy ladded functionality anymore!!!
- 4.5 - texture check now isn'
t made that often (less crash risk!), added texture check autodisable cfgadded a new method to ignore entities that are transparent (100efficient), reupdated the weapon headpoint
4.2 added bitsum remember systemsmooth check is made now by FRAME_CONSTANT (1/48), changed alive/dead recognision system (less resource use!)
4.1 fixed plugin_init problem!
4.0 all bugs fixedadded texture check everything tweaked and tuned!
3.0 removed Engine module (another method), improved smooth engineremoved fixed flashing bugtarget check now works both ways (if you are seen the player will be shown!)
2.5 removed HamSandWich module (useless), improved smooth checkcorpse remove bug fixedoptimized the code a little bit.
2.4 bug fix release (weapon index out of bounds fixreconnect bug fix (with CSDM), made the ent check not so sensitive (not so many blind-spots)
2.2 bug fix release (index out of bounds weapon confusion bug)
2.1 removed a bugged feature (block_dead cvar), added smooth cvar
2.0 more customizableless cpu usage (50TESTED!), weapons grenades check addedbug fixes
1.5 removed some checksoptimized it a bitadded weapon head-point check
1.0 initial release 

Credits:
- joropito - for compiling engineX on linux
- hlstriker - for finding the way to detect semi-transparent textures!
- h010c - for tests and benchmarks, anti-soundhack tests and code samples
- joaquimandrade - for pointing out the plugin flaws, and for the Orpheu module
- Connor - some stocks
- Arkshine - for finding precise weapon head points, and for some sig files, spawnStaticSound
- Mnx Community - for letting me test this plugin on linux!
- turshija - for some small suggestions.
- .Owyn. - bug reports
- ShlumPF* - for small improvements (initial v1.0)
- eD & Niculae - for some tests

Plugin camera compatability!
Add this function after you have used attach_view() or EngFunc_SetView functions
PHP Code:

stock wb_setview(idattachent)
{
    if (!
cvar_exists("wallblocker_version") && !cvar_exists("trwb_version"))
        return 
0
 
    callfunc_begin
("fw_setview"cvar_exists("wallblocker_version") ? "block_wallhack.amxx" "trblock.amxx")
    
callfunc_push_int(id)
    
callfunc_push_int(attachent)
    
callfunc_end()
 
    return 
1



Exolent[jNr] 08-18-2009 21:33

Re: Block Wallhack
 
It seems you are only checking the 8 corners of the player's hitbox.
What about in complicated maps that the 4 corners may not be visible, but other parts are?
An example would be if a terrorist is standing on the vent ladder in cs_assault where his head is above the top and the feet are below the bottom, so all you can see is the stomach area.

ot_207 08-18-2009 21:36

Re: Block Wallhack
 
Quote:

Originally Posted by Exolent[jNr] (Post 905039)
It seems you are only checking the 8 corners of the player's hitbox.
What about in complicated maps that the 4 corners may not be visible, but other parts are?
An example would be if a terrorist is standing on the vent ladder in cs_assault where his head is above the top and the feet are below the bottom, so all you can see is the stomach area.

Not only 8 it checks the user origin, and the points between the 8 border points and origin so in total 17 points.

SchlumPF* 08-19-2009 01:07

Re: Block Wallhack
 
found two things you really should optimize :/
anyway, as long as you do not detect whether a player can see another one more accurately this plugin is worthless + did you check whether this plugin really blocks wallhacks? i doubt that it will block all hacks since there should be more than just 1 way of creating a wallhack :D

PHP Code:

// fail, pev_flags can only change during player think which makes caching this one in prethink much better that this...
// NEVER USE ADDTOFULLPACK WITHOUT CACHING AS MUCH DATA AS POSSIBLE!!!
if ( pev(entpev_flags) & FL_DUCKING )

// --------------------------

// fail again, creating a new var over and over again in your plugin? you should modify
// stocks you use since most only use variables initialized by "new", in this case you should use
// a static variable
new Float:fraction


ConnorMcLeod 08-19-2009 01:08

Re: Block Wallhack
 
You could use ExecuteHam(Ham_FVecVisible, this, const Float: origin[3]), then you wouldn't have to retrieve player eyes position.

Code:

BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin )
{
        TraceResult tr;
        Vector                vecLookerOrigin;
       
        vecLookerOrigin = EyePosition();//look through the caller's 'eyes'

        UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr);
       
        if (tr.flFraction != 1.0)
        {
                return FALSE;// Line of sight is not established
        }
        else
        {
                return TRUE;// line of sight is valid.
        }
}


joaquimandrade 08-19-2009 01:21

Re: Block Wallhack
 
I had this idea also (and I think that it has also implemented in HLGuard) and the true is: it is almost impossible to make it right without a huge amount of calculations and probably that will make it laggy with many users. One particular point where calculations are missing is in checking if the player carried weapon is visible (what is out of the player's bounding box). That will easily damage the game. And, as Exolent said particular, entities or map, designs can make it behave bad.

Edit: I have an simple idea to you. Instead of shipping it as an anti-wallhack solution, you could make it usable when you perform an action. Example: you suspect that a player is cheating, enable it on him, and check if his performance hugely differs.

One thing about the code: In traceline you should "IGNORE_GLASS".

ot_207 08-19-2009 02:58

Re: Block Wallhack
 
Quote:

Originally Posted by SchlumPF* (Post 905149)
found two things you really should optimize :/
anyway, as long as you do not detect whether a player can see another one more accurately this plugin is worthless + did you check whether this plugin really blocks wallhacks? i doubt that it will block all hacks since there should be more than just 1 way of creating a wallhack :D

PHP Code:

// fail, pev_flags can only change during player think which makes caching this one in prethink much better that this...
// NEVER USE ADDTOFULLPACK WITHOUT CACHING AS MUCH DATA AS POSSIBLE!!!
if ( pev(entpev_flags) & FL_DUCKING )

// --------------------------

// fail again, creating a new var over and over again in your plugin? you should modify
// stocks you use since most only use variables initialized by "new", in this case you should use
// a static variable
new Float:fraction


I tested it on a wallhack and it works. Even if user crouches. Will optimize these parts. I did it fast because I was tired.

Quote:

Originally Posted by ConnorMcLeod (Post 905150)
You could use ExecuteHam(Ham_FVecVisible, this, const Float: origin[3]), then you wouldn't have to retrieve player eyes position.

Code:

BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin )
{
        TraceResult tr;
        Vector                vecLookerOrigin;
       
        vecLookerOrigin = EyePosition();//look through the caller's 'eyes'

        UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr);
       
        if (tr.flFraction != 1.0)
        {
                return FALSE;// Line of sight is not established
        }
        else
        {
                return TRUE;// line of sight is valid.
        }
}


Ok, will do!

Quote:

Originally Posted by joaquimandrade (Post 905157)
I had this idea also (and I think that it has also implemented in HLGuard) and the true is: it is almost impossible to make it right without a huge amount of calculations and probably that will make it laggy with many users. One particular point where calculations are missing is in checking if the player carried weapon is visible (what is out of the player's bounding box). That will easily damage the game. And, as Exolent said particular, entities or map, designs can make it behave bad.

Edit: I have an simple idea to you. Instead of shipping it as an anti-wallhack solution, you could make it usable when you perform an action. Example: you suspect that a player is cheating, enable it on him, and check if his performance hugely differs.

One thing about the code: In traceline you should "IGNORE_GLASS".

Will see about that.

Edit: joaquimandrade thought about what you said and I won't do it unfortunately, that way it will stress up the admins too much, by leaving it the way it is it's light, and it does its job.
Made all the updates and made a small demonstration movie.
http://www.youtube.com/watch?v=jR6Nq4sj7BA

Javivi 08-19-2009 05:38

Re: Block Wallhack
 
Nice plugin :D

ot_207 08-19-2009 06:37

Re: Block Wallhack
 
Quote:

Originally Posted by Javivi (Post 905275)
Nice plugin :D

Thanks! It would be good if you can test with other wallhacks.

Jack86 08-19-2009 06:44

Re: Block Wallhack
 
How about those wallhacks that dont display models, but a small square where is player, and those that make all walls transparent, also how often are those problems stated in 1st post, once a round, once a map ?

ot_207 08-19-2009 06:47

Re: Block Wallhack
 
Quote:

Originally Posted by Jack86 (Post 905317)
How about those wallhacks that dont display models, but a small square where is player, and those that make all walls transparent, also how often are those problems stated in 1st post, once a round, once a map ?

They shouldn't work because the player entity is not transmited when not seen. So normally the game engine should say that the entities are not existent.
Make walls transparent -> will not work.
Square -> will not work.
I suggest testing it.

The wall problem is something inevitable it is because of the wall property cheat.
The player beeing unable to see players is rare, i mean the chance of happening this is 1/100000.
I will improve the calculations in later versions so that the plugin will be more acurate.

Jack86 08-19-2009 07:24

Re: Block Wallhack
 
Ok, im searching for hack now, will test with as many as i find and report results here.

joaquimandrade 08-19-2009 07:29

Re: Block Wallhack
 
Quote:

Originally Posted by ot_207 (Post 905318)
The player beeing unable to see players is rare, i mean the chance of happening this is 1/100000.

Try it with a guy hidden behind a box and with an awp visible

ot_207 08-19-2009 07:34

Re: Block Wallhack
 
Quote:

Originally Posted by joaquimandrade (Post 905349)
Try it with a guy hidden behind a box and with an awp visible

Unfortunately that is one problem, I haven't tried it but I'm sure that you are right, does the weapon have bounding box?

Quote:

Originally Posted by Jack86 (Post 905344)
Ok, im searching for hack now, will test with as many as i find and report results here.

Thanks for the contribution!

joaquimandrade 08-19-2009 07:42

Re: Block Wallhack
 
Quote:

Originally Posted by ot_207 (Post 905351)
Unfortunately that is one problem, I haven't tried it but I'm sure that you are right, does the weapon have bounding box? If yes then Those points will be added in the check....



Thanks for the contribution!

Look, as I told you before, I thought about this and if I didn't made it is because it is not possible in acceptable conditions.

The problem is:

What you need is to detect when the user is viewing a model. A model is not strictly related to the box of the player. So, many calculations have to be made and still it wouldn't be perfect. And let's not even talk about custom weapon/player models. I don't think you will make it in a pleasant way. Still, if you want to continue, you might want to add bone positions to the calculations.

ot_207 08-19-2009 08:10

Re: Block Wallhack
 
Quote:

Originally Posted by joaquimandrade (Post 905364)
What you need is to detect when the user is viewing a model. A model is not strictly related to the box of the player. So, many calculations have to be made and still it wouldn't be perfect. And let's not even talk about custom weapon/player models. I don't think you will make it in a pleasant way. Still, if you want to continue, you might want to add bone positions to the calculations.

I know what you say. I will carefully improve it. Next version next year :P.
I will add those bone positions.

turshija 08-19-2009 12:15

Re: Block Wallhack
 
I encourage you to keep developing this plugin ...
I tested it about 30 minutes with some ESP wallhack and it works almost perfectly ...
has few bugs though ...
For example, when I'm T on dd2, and go for A site (long), camp before the tunnel I can see CTs through right wall (with wallhack)...
Even if the wall is so thick and there are no holes or something... :)
And about the weapon thingy ...
you can add one more box you are checking that is flying in front of every players face at a distance that is same as weapon's length ...
roughly shown on this picture:
http://slike.milf-cs.info/images/1250698517.jpg


and 1 question:
what happens through glass ?
I'm too lazy to test that, but if someone on de_nuke planted C4 down and hid behind the door with glass, will he see other people through it ?
same with vent before you break it ...

Javivi 08-19-2009 13:17

Re: Block Wallhack
 
Quote:

Originally Posted by ot_207 (Post 905312)
Thanks! It would be good if you can test with other wallhacks.

I'm sorry but temporally i'm without my pc, so I cant cheat :grrr: :crab: :crab: :crab:

KadiR 08-19-2009 13:48

Re: Block Wallhack
 
on all wh or glass map, u won't see the enemy..

shine771 08-19-2009 14:20

Re: Block Wallhack
 
What about disabling sending data for all players? Then you could make an entity for every player and in addtofullpack setting entities origin, sequence and frame depending on player origin, seq and frame. Add players current weapon as attachment(movetype_follow and pev_aiment). That would completely block wallhackers and wouldn't make any unwanted bugs.

Jack86 08-19-2009 14:23

Re: Block Wallhack
 
I've tested it with about 20 hacks, half of them couldnt even start or crashed my CS, the other half had mixed results, 3 of them were able to work without problem, rest of them didnt work. Most of the hacks (or maybe all of them) from those that didnt worked with this plugin had some method described as XQZ and OGL in readme. These 3 that did work didnt have a described method but they dont display models, or make anything transparent or glowy, all 3 of them draw squares. Im not gonna post their names so cheaters know which ones work with this plugin.
Here are few screens:
http://i31.tinypic.com/2qu89bb.jpg
http://i31.tinypic.com/1zzsw34.jpg
http://i29.tinypic.com/2wf4fgz.jpg
http://i27.tinypic.com/70al8g.jpg


Still, its nice plugin, it does reduces number of cheats some jerk can use.
I would like a guess on how much CPU this plugin uses, is it more demanding than peepingtom or atac ?

meigyoku 08-19-2009 14:35

Re: Block Wallhack
 
I do not understand why plugin not work for me (CS 1.6)

KadiR 08-19-2009 14:44

Re: Block Wallhack
 
nonsteam? :)

Alka 08-19-2009 15:06

Re: Block Wallhack
 
Quote:

Originally Posted by Jack86 (Post 905735)
I've tested it with about 20 hacks, half of them couldnt even start or crashed my CS, the other half had mixed results, 3 of them were able to work without problem, rest of them didnt work. Most of the hacks (or maybe all of them) from those that didnt worked with this plugin had some method described as XQZ and OGL in readme. These 3 that did work didnt have a described method but they dont display models, or make anything transparent or glowy, all 3 of them draw squares. Im not gonna post their names so cheaters know which ones work with this plugin.
Here are few screens:
http://i31.tinypic.com/2qu89bb.jpg
http://i31.tinypic.com/1zzsw34.jpg
http://i29.tinypic.com/2wf4fgz.jpg
http://i27.tinypic.com/70al8g.jpg


Still, its nice plugin, it does reduces number of cheats some jerk can use.
I would like a guess on how much CPU this plugin uses, is it more demanding than peepingtom or atac ?

That was pretty obvious, because Player Ent still exists, it would not be drawed but still can be detected with ESP, as Jack posted.

joaquimandrade 08-19-2009 15:13

Re: Block Wallhack
 
Quote:

Originally Posted by Alka (Post 905779)
That was pretty obvious, because Player Ent still exists, it would not be drawed but still can be detected with ESP, as Jack posted.

Is not that obvious because what the plugin does is blocking data being sent not blocking an entity being drawed. And, in fact I'm curious to know if those squares are correctly placed because as far as I know the cheater shouldn't have at that point the information of the origin of those ents.

joaquimandrade 08-19-2009 15:52

Re: Block Wallhack
 
For those who are unaware of what this plugin is or does (at the time of this writing):

Each player has a surrounding virtual parallelepiped that identifies a place as pertaining to that player and is used to calculate collisions with other entities. ot2007 took that parallelepiped and using points in lines perpendicular or parallels to its edges is deciding if a player is or isn't visible to the other (When none of those points is visible to a player, he will not receive the information about that player)

[IMG]http://img12.**************/img12/4176/snap1igm.jpg[/IMG]

The problem is that it isn't accurate because you can't have situations like:

[IMG]http://img37.**************/img37/5181/snap5bui.jpg[/IMG]

(Where it will decide that it is invisible and will not show it)

or:

[IMG]http://img37.**************/img37/6762/snap3e.jpg[/IMG]

Because the weapon is outside of that parallelepiped.

So the problem is: it will be always imperfect, it can mess with the gameplay and the better it is the worst it will perform.

Still (and this is a thing that I haven't thought of) maybe for some kind of servers (like fun servers where people don't really care with the competition) it can be used without many hassles

How much expensive it is? It depends on the size of the server and how many persons it has playing. And its cost doesn't grows proportionally. It grows like (n^2 - n). Because, if you have 2 players (x and y) there are two calculations. From x to y and from y to x. If there are 3 players (x, y, z) there the calculations x to y, y to x, x to z, z to x, y to z, z to y.

SchlumPF* 08-19-2009 16:14

Re: Block Wallhack
 
if you really want to have wallhackers have a harder time, cancel AddToFullPack always and create one ent per player which moves as the player does. by this way you dont have the unfixable problems joachim posted.
btw those squares are called "box esp"

Jack86 08-19-2009 16:25

Re: Block Wallhack
 
Will the method shine771 posted disable that other kind of wallhacks ?
Can these problems with gun and grid be fixed ?

@joaquim
As far as i know box were placed correctly, players showed up right were the boxes are when they became visible, i'll send u that cheat in PM if u want it.
I understand about calculations but i dont understand how much those calculations use CPU, can u please compare it with some other plugin, 'cause i've tested my server and i know how much demanding plugins it can take before it starts to lag.

ConnorMcLeod 08-19-2009 16:27

Re: Block Wallhack
 
He meant that the more you would improve the calculation, the more the plugin would use cpu.

joaquimandrade 08-19-2009 16:33

Re: Block Wallhack
 
Jack86 send me those drugs please.

About the method that shine and schlumpf are talking about, I don't believe in it. It would fuck up any kind of traceline, the radar, and some types of wallhack work by models so it would happen the same.

About the expensiveness as it is now it should not provoke lag but, in a 32 slot full server with more checks it should make it lag. But this is just me speculating. You will know when you try it.

Jack86 08-19-2009 17:04

Re: Block Wallhack
 
Ok, i send u PM.
I did some testing about lag now, 25/26 slots full server and it lags for some players, but i have 50 plugins enabled, some of them pretty CPU demanding so im guessing that with 15-20 lighter plugins it would work ok. Also i tested its behavior on some vents in de_nuke and similar passages like small window on de_inferno, and players are visible form one side but arent from other side, for ex on inferno CTs can see Ts on stairs but Ts cant see CTs.

ot_207 08-19-2009 17:29

Re: Block Wallhack
 
Quote:

Originally Posted by Jack86 (Post 905901)
Ok, i send u PM.
I did some testing about lag now, 25/26 slots full server and it lags for some players, but i have 50 plugins enabled, some of them pretty CPU demanding so im guessing that with 15-20 lighter plugins it would work ok. Also i tested its behavior on some vents in de_nuke and similar passages like small window on de_inferno, and players are visible form one side but arent from other side, for ex on inferno CTs can see Ts on stairs but Ts cant see CTs.

Ok, good to know and for the suqares wallhack as joaq said you must be sure that those are real!!!

Quote:

Originally Posted by joaquimandrade (Post 905860)
Jack86 send me those drugs please.

About the method that shine and schlumpf are talking about, I don't believe in it. It would fuck up any kind of traceline, the radar, and some types of wallhack work by models so it would happen the same.

About the expensiveness as it is now it should not provoke lag but, in a 32 slot full server with more checks it should make it lag. But this is just me speculating. You will know when you try it.

I am thinking of a method that will make almost everything work ok, this plugin is a first release so you must be patient for newer versions.

Quote:

Originally Posted by turshija (Post 905532)
I encourage you to keep developing this plugin ...
I tested it about 30 minutes with some ESP wallhack and it works almost perfectly ...
has few bugs though ...
For example, when I'm T on dd2, and go for A site (long), camp before the tunnel I can see CTs through right wall (with wallhack)...
Even if the wall is so thick and there are no holes or something... :)
And about the weapon thingy ...
you can add one more box you are checking that is flying in front of every players face at a distance that is same as weapon's length ...
roughly shown on this picture:
http://slike.milf-cs.info/images/1250698517.jpg


and 1 question:
what happens through glass ?
I'm too lazy to test that, but if someone on de_nuke planted C4 down and hid behind the door with glass, will he see other people through it ?
same with vent before you break it ...

It works through glass and will add support through players.
That is what I am intending to do. For now I will do some tests.

Quote:

Originally Posted by SchlumPF* (Post 905844)
if you really want to have wallhackers have a harder time, cancel AddToFullPack always and create one ent per player which moves as the player does. by this way you dont have the unfixable problems joachim posted.
btw those squares are called "box esp"

No.

Quote:

Originally Posted by shine771 (Post 905731)
What about disabling sending data for all players? Then you could make an entity for every player and in addtofullpack setting entities origin, sequence and frame depending on player origin, seq and frame. Add players current weapon as attachment(movetype_follow and pev_aiment). That would completely block wallhackers and wouldn't make any unwanted bugs.

It will not work!

Quote:

Originally Posted by Jack86 (Post 905852)
Can these problems with gun and grid be fixed ?

Yes, I will develop this plugin and find a better method with eventually more CPU demmand but less laggy!

turshija 08-19-2009 18:00

Re: Block Wallhack
 
looking forward to it ... :)
i will continue testing this plugin and report any problems regarding normal play (plugin's side effects) ...
now testing on 22 slot server ...

edit: my video demonstrating playing with wallhack on a server with this plugin http://www.youtube.com/watch?v=3FFeMjkiwBY
works pretty nice with small bugs ... :)

Racoon 08-20-2009 02:34

Re: Block Wallhack
 
Server crashes every 2-3 minutes with this plugin(((

ot_207 08-20-2009 03:23

Re: Block Wallhack
 
Quote:

Originally Posted by turshija (Post 905984)
looking forward to it ... :)
i will continue testing this plugin and report any problems regarding normal play (plugin's side effects) ...
now testing on 22 slot server ...

edit: my video demonstrating playing with wallhack on a server with this plugin http://www.youtube.com/watch?v=3FFeMjkiwBY
works pretty nice with small bugs ... :)

Nice, added in the first post.

Quote:

Originally Posted by Racoon (Post 906344)
Server crashes every 2-3 minutes with this plugin(((

Need more details. Show me the output of these commands: amxx plugins, meta list.
Question: X86 or x64? Steam or No-Steam? OS?

joaquimandrade 08-20-2009 05:13

Re: Block Wallhack
 
Make it ignore teammates' calculations.

ot_207 08-20-2009 05:23

Re: Block Wallhack
 
Quote:

Originally Posted by joaquimandrade (Post 906456)
Make it ignore teammates' calculations.

That is absolutely a great idea! Will make a cvar for it.
I have an idea that will make it work better, will create an entity for every player and make it think, in the think I am going to do the checks and save them in a double array and in addtofullpack just use the data.

Check this out ->

[IMG]http://img188.**************/img188/5199/dedust20000prb.th.jpg[/IMG]

joaquimandrade 08-20-2009 05:30

Re: Block Wallhack
 
Quote:

Originally Posted by ot_207 (Post 906460)
That is absolutely a great idea! Will make a cvar for it.
I have an idea that will make it work better, will create an entity for every player and make it think, in the think I am going to do the checks and save them in a double array and in addtofullpack just use the data.

Check this out ->

[IMG]http://img188.**************/img188/5199/dedust20000prb.th.jpg[/IMG]

Nice screen. Try also:
PHP Code:

public fw_addtofullpack(eseenthostflagsplayerset)
{
    if(
player)
    {
        if(
host == ent )
        {
            
retrieve entity data and do the calculations
        
}
        else
        {
            do 
the traces
        
}
    }    


I'm not quite sure if it will work exactly right but if it does it will be a good optimization

ot_207 08-20-2009 05:32

Re: Block Wallhack
 
Quote:

Originally Posted by joaquimandrade (Post 906462)
Nice screen. Try also:
PHP Code:

public fw_addtofullpack(eseenthostflagsplayerset)
{
    if(
player)
    {
        if(
host == ent )
        {
            
retrieve entity data and do the calculations
        
}
        else
        {
            do 
the traces
        
}
    }    


I'm not quite sure if it will work exactly right but if it does it will be a good optimization

Thanks but not needed. I will create an entity for every player that will calculate the visibility of the other players. Then the data will be stored in variables, and of course it will ignore the host himself and the teammates if set by cvar.
It will use the CPU but it will also be less laggy.

Hunter-Digital 08-20-2009 06:34

Re: Block Wallhack
 
I'm not sure about this, but does ES_Origin set the origin of that entity only viewable to the current player in addToFullPack ? If it's true, would be a good ideea to 'move' away the players using ES_Origin so that the wallhack boxes point wrong.


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