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Eye Test module


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RU_6uK
SourceMod Donor
Join Date: May 2010
Old 01-16-2013 , 20:28   Re: Eye Test module
Reply With Quote #121

Thanks for the explanation. Yes, logs repeated every 30 seconds while this man played.
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pubhero
Veteran Member
Join Date: Aug 2012
Location: Central Europe
Old 01-17-2013 , 03:14   Re: Eye Test module
Reply With Quote #122

Quote:
Originally Posted by Mister_Magotchi View Post
I just had a longtime regular (15.5 days total connection time with no issues) get banned for the eye angle detection.

Of course it's possible that he was actually hacking, but it is the 180, 180, 180 detection as others have mentioned in this thread.

Any ideas?

Code:
(P) (ID: STEAM_0:1:28309795 | IP: 68.5.9.238) was banned for cheating with their eye angles. Eye Angles: 180 180 180
Mister_Magotchi.
If it is not too late to answer.
The 180 180 180 eye angles are happen, when a player use some aimbot in local game or on other server, but he turning off before connected to your server. Don't ask why. I got a lot of feedbacks from this bug in my server. But i do not care. Each cheater should be die.

Quote:
Originally Posted by RU_6uK View Post
Thanks for the explanation. Yes, logs repeated every 30 seconds while this man played.
Because he use aimbot.
Then set up in your cfg/sourcemod/smac.cfg:
Code:
smac_eyetest_ban "1"
Unfortunately the SMAC smac_eyetest_ban value are 0 when the SMAC create that.

Anyway. The new aimbot detector module seems working well in CSS game. For me. I use that from the beginning. Never not see false bans. Thanks for the SMAC team.

Edit:
Tony. You are sure? Are you sure that, all of these ban are real? I see in the google the banned players steam id's, and not found any sourceban, or other bans. I believe you. Just ask. Server or client lag not can do these values?
Code:
BoNd (ID: STEAM_0:0:xxxxxxx | IP: 109.207.84.77) was banned for tampering with an old movement command (tickcount). CmdNum: 2087 | [360217:360200:360219]
pera kojot "GENIJE" (ID: STEAM_0:0:xxxxxxxx | IP: 109.93.85.107) was banned for reusing old movement commands. CmdNum: 2087 PrevCmdNum: 3371 | [451184:451185:451189]
.RauL (ID: STEAM_0:0:xxxxxxxx | IP: 5.15.219.111) was banned for reusing old movement commands. CmdNum: 235 PrevCmdNum: 3623 | [38207:38186:38203]
Player (ID: STEAM_0:1:xxxxxxxx | IP: 89.28.67.145) was banned for tampering with an old movement command (tickcount). CmdNum: 2087 | [94134:94110:94131]
Csillámfaszlámaa//kácske (ID: STEAM_0:1:xxxxxxxx | IP: 94.27.206.145) was banned for tampering with an old movement command (tickcount). CmdNum: 1928 | [660514:660504:660522]

Last edited by pubhero; 01-18-2013 at 00:36.
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SystematicMania
Senior Member
Join Date: Aug 2012
Old 01-17-2013 , 10:06   Re: Eye Test module
Reply With Quote #123

I'm confident in all four of those.
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MrBen
SourceMod Donor
Join Date: Sep 2011
Old 01-17-2013 , 14:12   Re: Eye Test module
Reply With Quote #124

Tony, I'm getting a little concerned that we have now had 6 players banned by SMAC in 48 hours due to eye angle violations on our TF2 servers. 5 of the 6 were for the new "reusing or tampering with movement commands" feature and involve weapons ranging from rocket launchers, scatterguns, miniguns etc.

I want to understand how these new features are working so perhaps I can better understand the bans when they happen, but I know you can't go into detail. Are you confident though that it is performing as expected on TF2, or should I remove the auto ban for this until we know more?

Thanks as always for all your good work.

Edited to add: I can send you the logs by PM if needed.

Last edited by MrBen; 01-17-2013 at 14:21.
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SystematicMania
Senior Member
Join Date: Aug 2012
Old 01-17-2013 , 14:36   Re: Eye Test module
Reply With Quote #125

Quote:
Originally Posted by MrBen View Post
Tony, I'm getting a little concerned that we have now had 6 players banned by SMAC in 48 hours due to eye angle violations on our TF2 servers. 5 of the 6 were for the new "reusing or tampering with movement commands" feature and involve weapons ranging from rocket launchers, scatterguns, miniguns etc.
Many cheats which tamper with movement commands also tamper with eye angles. Some of these people would've been banned by the eye angle tests, however, the movement command tests are done first.

Quote:
Originally Posted by MrBen View Post
Are you confident though that it is performing as expected on TF2, or should I remove the auto ban for this until we know more?
Tests were done on various mods for an extended period of time. We're pretty confident it's stable, but there's always the possibility we've overlooked something.

Quote:
Originally Posted by MrBen View Post
I can send you the logs by PM if needed.
Send me the logs and I'll take a look.
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Last edited by SystematicMania; 01-17-2013 at 14:45.
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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 01-17-2013 , 14:51   Re: Eye Test module
Reply With Quote #126

Quote:
Originally Posted by MrBen View Post
Tony, I'm getting a little concerned that we have now had 6 players banned by SMAC in 48 hours due to eye angle violations on our TF2 servers.
Just to add on to what SystematicMania has already said: The new Eyetest detections target many of the public and private TF2 cheats. With TF2 being Free-2-Play, and with SMAC not being able to detect these previously, it shouldn't seem unusual to see a high number of bans for these cheats.

With that being said, we can look over the logs to ensure it's working as expected.
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MrBen
SourceMod Donor
Join Date: Sep 2011
Old 01-17-2013 , 15:22   Re: Eye Test module
Reply With Quote #127

Thanks guys. I've sent the logs to Tony via PM.

If you have found a new way to pick up on some of the latest cheat packages then it really is a time to celebrate. We've definately had to rely more on admins and demos recently (just like the old days) due to the latest cheat packages, which is no bad thing I guess, but we always feel better with our big bro SMAC watching our back :-)

Edited to add. We are based in the UK, but I can create a server for you guys to test on if you ever need it.

Last edited by MrBen; 01-17-2013 at 15:32.
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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 01-17-2013 , 16:19   Re: Eye Test module
Reply With Quote #128

Quote:
Originally Posted by MrBen View Post
Thanks guys. I've sent the logs to Tony via PM.
They've been reviewed and were all proper detections and bans. More details in the PM.

I'll probably update the wiki with more information on these bans when I have time.
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Impact123
Veteran Member
Join Date: Oct 2011
Location: Germany
Old 01-17-2013 , 19:51   Re: Eye Test module
Reply With Quote #129

Is it possible that plugins which modify clientbuttons (eg, infinite-jumping) can cause an false-positive for the buttons detection?

Yours sincerely
Impact
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SystematicMania
Senior Member
Join Date: Aug 2012
Old 01-17-2013 , 21:02   Re: Eye Test module
Reply With Quote #130

If a plugin tampers with buttons inside of OnPlayerRunCmd, and the loading order places it before eyetest, then yes it may cause a false positive.

Infinite-Jumping appears to modify buttons on line 793.
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