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Eye Test module


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SystematicMania
Senior Member
Join Date: Aug 2012
Old 04-11-2013 , 16:45   Re: Eye Test module
Reply With Quote #201

Quote:
Originally Posted by redf0x View Post
Any idea of what this could be? Player claims he was using a buyscript....

L 04/08/2013 - 03:29:09: [smac_eyetest.smx | 0.8.4.0] jw123 (ID: STEAM_1:1:483xxx | IP: 71.229.x.xxx) was banned for reusing old movement commands. CmdNum: 189 PrevCmdNum: 11618 | [84613:84614:84622]
Map: awp_highrated | Origin: 343 -980 -381 | Angles: 1 73 0 | Weapon: weapon_awp | Team: 3 | Latency: 58ms
He's lying.
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s.m.a.c head
Senior Member
Join Date: Apr 2012
Location: Liverpool
Old 04-22-2013 , 03:30   Re: Eye Test module
Reply With Quote #202

Quote:
Originally Posted by SystematicMania View Post
He's lying.
WorGeordie (ID: STEAM_1:1:27*** | IP: 82.39.***.*) is suspected of tampering with an old movement command (buttons). CmdNum: 1433524 | [0:1024]

what is this ? I never saw it before
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PBSGTS
Senior Member
Join Date: Nov 2011
Old 04-22-2013 , 23:17   Re: Eye Test module
Reply With Quote #203

What purpose does large view angles serve in hacks?
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SystematicMania
Senior Member
Join Date: Aug 2012
Old 04-28-2013 , 08:36   Re: Eye Test module
Reply With Quote #204

Quote:
Originally Posted by s.m.a.c head View Post
WorGeordie (ID: STEAM_1:1:27*** | IP: 82.39.***.*) is suspected of tampering with an old movement command (buttons). CmdNum: 1433524 | [0:1024]

what is this ? I never saw it before
A false positive should only occur in two circumstances: a). a game update breaks the detection. b). there is a conflict with another SourceMod plugin.

I'm not aware of any problematic changes in the recent game updates. So I'd suggest checking to make sure no plugin conflicts exist. However, plugin conflicts should be relatively uncommon, given the flags we're currently checking for.

Quote:
Originally Posted by PBSGTS View Post
What purpose does large view angles serve in hacks?
Cheats typically use large angles to more accurately reduce spread. These cheats are often easy to spot because they cause the player shake violently while shooting.
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cssBOT
Senior Member
Join Date: Apr 2009
Old 04-30-2013 , 15:03   Re: Eye Test module
Reply With Quote #205

Quote:
Originally Posted by SystematicMania View Post
Are these "Eye Angles: 180 180 180"?

That is not necessarily true.

A client is ignored for 30 seconds following a detection. Otherwise, it's possible they could have been detected over a thousand times in that timespan.

Additionally, their cheat may be configured to only activate when specific keys are pressed. Meaning, their use of the feature may be limited to dire circumstances, which could explain the irregularity of the detections.

Naturally, if they are cheating they will not intentionally trigger it. Can you PM me the questionable logs?

If there are circumstances which can be used to trigger a false positive then they must be fixed. Masking the problem with an arbitrary number of detections will not ensure the bans validity.
Hmm, ignore my comments. Studying the logs is was actually the aimbot module producing the false detections and there has been no more false positives since February 2013 so the issue must have been patched causing it. I can send you the logs if you want.

Last edited by cssBOT; 04-30-2013 at 15:04.
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Maxtasy
Member
Join Date: Oct 2010
Old 05-02-2013 , 17:02   Re: Eye Test module
Reply With Quote #206

A player on my hl2dm server got suspected today after his client timed out and he reconnected. Might be a bug in the plugin.

Code:
L 05/01/2013 - 19:39:48: [smac_eyetest.smx | 0.8.4.0] Pellem (ID: STEAM_0:0:******* | IP: 89.23.***.***) is suspected of cheating with their eye angles. Eye Angles: 0 345 0
Here is the demo, at ~1min40sec he rejoins the game and gets suspected.
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Ade
I love purple
Join Date: May 2010
Old 05-03-2013 , 03:18   Re: Eye Test module
Reply With Quote #207

lol pellem.. i would have never guessed
will watch demo out of curiosity later but i know i often spawn with my character turned in the weirdest angles and i never triggered this and sry if that's not what the demo is about

edit: hehe that is weird, since pos values are like -180 to 180..
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Last edited by Ade; 05-03-2013 at 13:57.
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step
Senior Member
Join Date: May 2010
Old 05-05-2013 , 04:07   Re: Eye Test module
Reply With Quote #208

Hi, can someone tell me if these detections are valid?

All on L4D2:
http://step.l4dnation.com/oldmovement.zip

Thanks


Edit:
I also noticed there are a lot of simple eye angle detections on custom maps, so when I check logs I just ignore those types of detections. Shouldn't I?

Last edited by step; 05-05-2013 at 04:09.
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SystematicMania
Senior Member
Join Date: Aug 2012
Old 05-05-2013 , 09:57   Re: Eye Test module
Reply With Quote #209

Quote:
Originally Posted by step View Post
Hi, can someone tell me if these detections are valid?

All on L4D2:
http://step.l4dnation.com/oldmovement.zip

Thanks
All of these detections are valid except the one on "MARTINROUAT[FR]". This false positive has been fixed for months. Update your SMAC.

Quote:
Originally Posted by step View Post
I also noticed there are a lot of simple eye angle detections on custom maps, so when I check logs I just ignore those types of detections. Shouldn't I?
That'd probably be wise. There was a false positive with miniguns on custom maps. This has also been fixed months ago.

Make sure to keep your SMAC up-to-date. I'd recommend running Updater so you don't have to worry about it.
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Last edited by SystematicMania; 05-05-2013 at 10:01.
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step
Senior Member
Join Date: May 2010
Old 05-05-2013 , 11:18   Re: Eye Test module
Reply With Quote #210

Thanks a lot.
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