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Eye Test module


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Wolfseye
Senior Member
Join Date: Apr 2014
Location: Germany
Old 05-12-2014 , 12:31   Re: Eye Test module
Reply With Quote #321

Thanks for the reply. Unfortunately I came across a weird bug which lead me to deinstall SMAC all together. People were telling me that they couldn't, when they were dead and in spectator so to say, hear all the sounds anymore from the shooting. It sounded more like a dampened thing, like that main weapon sounds were surpressed but you could hear the bullets fall. Thats all you could hear. Since SMAC was the last thing I installed on the Servers, I removed it, and then it was fine again. Tested it myself again. After that was removed, Sounds on all my Servers went back to normal.

What SMAC has to do with Weapons sounds, I dont understand. But whatever. Its too bad.

Wolfseye
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Ade
I love purple
Join Date: May 2010
Old 05-13-2014 , 03:35   Re: Eye Test module
Reply With Quote #322

that might be the wallhack module, try disabling and see if the issue persists.
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checkster
BANNED
Join Date: Apr 2007
Location: Norway
Old 05-13-2014 , 11:50   Re: Eye Test module
Reply With Quote #323

Quote:
Originally Posted by Ade View Post
that might be the wallhack module, try disabling and see if the issue persists.
That's sadly the correct answer, it's happened to me to back when I used to run css server's.
You can also try and mess with range off the walhack module. Did the trick for me, also I upped the server rates. Like net_split_packet rate etc.
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redf0x
AlliedModders Donor
Join Date: Jan 2013
Location: NE
Old 05-25-2014 , 20:05   Re: Eye Test module
Reply With Quote #324

How about this one?

L 05/25/2014 - 1570: [smac_eyetest.smx | 0.8.5.1] Tater Tots (ID: STEAM_1:0:15703 | IP: 24.xxx.xx.8 was banned for tampering with an old movement command (tickcount). CmdNum: 133624 | [2767543:2767491:2767558]
Map: de_dust2 | Origin: -1205 2073 4 | Angles: 4 -88 0 | Weapon: weapon_m4a1 | Team: 3 | Latency: 101ms

Last edited by redf0x; 05-25-2014 at 20:05.
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ThatOneGuy
Veteran Member
Join Date: Jul 2012
Location: Oregon, USA
Old 06-26-2014 , 21:21   Re: Eye Test module
Reply With Quote #325

Quote:
Originally Posted by redf0x View Post
How about this one?

L 05/25/2014 - 1570: [smac_eyetest.smx | 0.8.5.1] Tater Tots (ID: STEAM_1:0:15703 | IP: 24.xxx.xx.8 was banned for tampering with an old movement command (tickcount). CmdNum: 133624 | [2767543:2767491:2767558]
Map: de_dust2 | Origin: -1205 2073 4 | Angles: 4 -88 0 | Weapon: weapon_m4a1 | Team: 3 | Latency: 101ms
I also just had this show up on someone. Doesnt sound like a wallhack command...maybe bhop hack or aimbot...but yea...seems weird to show up under eye test. Also wondering if it's a false positive.

Code:
06/24/2014 - 18:29:28: [smac_eyetest.smx | 0.8.5.0] PlayerName (ID: STEAM_0:1:XXXXXXX | IP: XX.XX.XX.XXX) was banned for tampering with an old movement command (tickcount). CmdNum: 251 | [81722:81722:81726]

06/24/2014 - 18:38:17: [smac_eyetest.smx | 0.8.5.0] PlayerName  (ID: STEAM_0:1:XXXXXXX | IP: XX.XX.XX.XXX) was banned for tampering with an old movement command (tickcount). CmdNum: 6839 | [116983:116983:116990]
Edit: Here is the section of code within the module that triggers it:
Spoiler

Last edited by ThatOneGuy; 06-26-2014 at 21:35.
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allienaded
AlliedModders Donor
Join Date: Feb 2013
Old 06-27-2014 , 13:06   Re: Eye Test module
Reply With Quote #326

Quote:
Originally Posted by ThatOneGuy View Post
I also just had this show up on someone. Doesnt sound like a wallhack command...maybe bhop hack or aimbot...but yea...seems weird to show up under eye test. Also wondering if it's a false positive.

Code:
06/24/2014 - 18:29:28: [smac_eyetest.smx | 0.8.5.0] PlayerName (ID: STEAM_0:1:XXXXXXX | IP: XX.XX.XX.XXX) was banned for tampering with an old movement command (tickcount). CmdNum: 251 | [81722:81722:81726]

06/24/2014 - 18:38:17: [smac_eyetest.smx | 0.8.5.0] PlayerName  (ID: STEAM_0:1:XXXXXXX | IP: XX.XX.XX.XXX) was banned for tampering with an old movement command (tickcount). CmdNum: 6839 | [116983:116983:116990]
Edit: Here is the section of code within the module that triggers it:
Spoiler
The eye test module mostly detects no spread/no recoil/anti-aim hacks that work by either modifying the eye angles or reusing old random data (old movement commands) to be able to counter/"disable" recoil.
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ThatOneGuy
Veteran Member
Join Date: Jul 2012
Location: Oregon, USA
Old 07-25-2014 , 01:09   Re: Eye Test module
Reply With Quote #327

Quote:
Originally Posted by allienaded View Post
Quote:
Originally Posted by ThatOneGuy View Post
I also just had this show up on someone. Doesnt sound like a wallhack command...maybe bhop hack or aimbot...but yea...seems weird to show up under eye test. Also wondering if it's a false positive.

Code:
06/24/2014 - 18:29:28: [smac_eyetest.smx | 0.8.5.0] PlayerName (ID: STEAM_0:1:XXXXXXX | IP: XX.XX.XX.XXX) was banned for tampering with an old movement command (tickcount). CmdNum: 251 | [81722:81722:81726]

06/24/2014 - 18:38:17: [smac_eyetest.smx | 0.8.5.0] PlayerName  (ID: STEAM_0:1:XXXXXXX | IP: XX.XX.XX.XXX) was banned for tampering with an old movement command (tickcount). CmdNum: 6839 | [116983:116983:116990]
Edit: Here is the section of code within the module that triggers it:
Spoiler
The eye test module mostly detects no spread/no recoil/anti-aim hacks that work by either modifying the eye angles or reusing old random data (old movement commands) to be able to counter/"disable" recoil.
I've been getting several reports of this lately. Any idea what could trigger this illegitimately? A lot of the cases are regulars, and they just get banned out of nowhere. I find it hard to believe that they all started hacking, lol.
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psychonic

BAFFLED
Join Date: May 2008
Old 07-25-2014 , 06:37   Re: Eye Test module
Reply With Quote #328

Quote:
Originally Posted by ThatOneGuy View Post
I've been getting several reports of this lately. Any idea what could trigger this illegitimately? A lot of the cases are regulars, and they just get banned out of nowhere. I find it hard to believe that they all started hacking, lol.
On what game?
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ThatOneGuy
Veteran Member
Join Date: Jul 2012
Location: Oregon, USA
Old 07-26-2014 , 12:05   Re: Eye Test module
Reply With Quote #329

Quote:
Originally Posted by psychonic View Post
On what game?
CS:S

Mostly on a minigames server. Likely reason might involve minigame maps messing with settings, or if they play in my deathrun server, I mess with a LOT of settings for players there...but they're all set back on disconnect, so I don't believe that that is it (but still a possibility). Not sure what would be triggering the tickrate command though....

At this point, I'm tempted to remove the eyetest module from that server, although it is nice to have for those maps with guns involved...
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Jargon
SourceMod Donor
Join Date: Jun 2012
Location: Sydney, Australia
Old 07-26-2014 , 19:03   Re: Eye Test module
Reply With Quote #330

Quote:
Originally Posted by ThatOneGuy View Post
CS:S

Mostly on a minigames server. Likely reason might involve minigame maps messing with settings, or if they play in my deathrun server, I mess with a LOT of settings for players there...but they're all set back on disconnect, so I don't believe that that is it (but still a possibility). Not sure what would be triggering the tickrate command though....

At this point, I'm tempted to remove the eyetest module from that server, although it is nice to have for those maps with guns involved...
You could set up map configs and change this cvar on/off for the maps that you are having issues with:
Code:
// [smac_eyetest.smx] Automatically ban players on eye test detections.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
smac_eyetest_ban "1"
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