And you know this how?
Why are you claiming things without proof/Garry's admittance?
And you know this how?
Why are you claiming things without proof/Garry's admittance?
The list that was originally shipped was shipped accidently - it included some ID's that were on the watchlist but that shouldn't be banned - yet.
The updated list (check in your gcf) has a lot less ID's.
Weird how you know so much about a system I haven't talked about and only released 2 days ago.
Just curious, will it still detect you on a VAC disabled server?
Yes, it's not VAC.
Good lad.
It's not hard to compare "your" list to lists released here ages ago by server owners and people who took the liberty of going on popular communities' ban-lists. And if you made the anticheat yourself and it was used globally throughout Garry's Mod, it would detect all SethHack users, not just 30%.
I still think an option to disable this on your OWN server should be added.
Like I said, I shall be activating it on all my servers but forcing this to activate isn't a great idea.
A list of customer's STEAM IDs was leaked from the sethhack's website, I believe this is what he has started with, and now the list will get bigger.
There was even a thread about it too (last year), but that has been purged. :(
Reasons why this is a bad idea?
1. Enter cfg folder
2. Delete cheaters.cfg
3. Profit??
(User was banned for this post ("meme reply" - postal))
Hopefully this Anti-cheat is better than yours.![]()
Where did you get the updated code at? The one in my steam directory has more steam ID's then that
I should hope so, considering atm we don't use one.
You're confusing my 'list' with a 'list' that I accidentally left in there while I was 'testing' something 'else'. You don't know shit all about what I'm doing - so maybe keep quiet about it.
So after reading Garry's blog post
This means it's going to detect Lua cheats that run on clients, when servers don't have scriptenforcer for example?
So is this list updated every GMod update, or does it contact a central server for that?
The less we know, the less cheaters know, the better it is for everyone. Why not just trust Garry actually knows what the fuck he's doing and move on?
What happens if someone includes hack code in a Workshop addon? Will everyone who uses it get banned? We can't check the code because .gm can't (officially) be extracted.
What about single player?
What about sandbox servers which don't use Scriptenforcer? I was once an admin of a (now dead) community where the sandbox server didn't use scriptenforcer, and I used a radar and x-ray addon to help me administrate. Would I get banned for that if I did the same thing today?
What about addons which have functionality similar to common hacks? For example, a TTT server I currently help administrate has a detective item which allows the detective to see through walls and see what the players are holding. Would that cause all our players to be banned?
Do people only get banned if they hack on scriptenforcer servers (aka bypass scriptenforcer)? Eg as long as you're not able to use the hack on the server, you're okay?
In addition to banning people, why not remove pixelrender? Why not improve scriptenforcer (it sometimes doesn't block scripts until the map is changed)? Why not remove menu plugins? I know some of these have been done in Gmod 13, but it has been in beta for some 6 months. If you're willing to ship your banning feature, why not ship these other changes to help prevent hacking?
Don't get me wrong - I have no problem banning users who are hacking in multiplayer. But if using any addon risks the user getting banned from all servers, nobody is going to trust using addons, nobody is going to risk coding something with similar functions to hacking tools (eg smartsnap snapping to props, similiar to aimbot), and people who aren't hackers will get banned.
Well, have any of the bans been false-positives so far? If not, I think it's pretty clear the system works as intended.
Exactly.
It targets and detects specific cheats, not generic function calls from Lua.
I doubt this anti-cheat reacts on anything lua based.
I suspect that it might detect certain function calls that shouldn't appear, or detecting detours.
Will it also be activated on servers that don't run ScriptEnforcer?
I run a Deathmatch-based Sandbox gamemode server *without* ScriptEnforcer, because i allow wallhacks/ESP's. Will this new system start banning people for using simple lua wallhacks & ESPs? (eg Falco's)
EDIT: And I've written my own anti-cheat system that takes care of the rest.
Well it obviously doesn't detect the cheat when it injects, so I assume that's a yes.
If the wallhacks/ESPs are written in lua, it probably won't trigger garrys system.
My guess is something like VAC, where it detects the signatures of DLLs hooked into the game? At least that's how some people claimed that VAC worked.
So does this system have a name?
GAC?
Great name I suggest you use it +1
I think this is really funny, I am in a community called TDRP, and some guy no body likes logged on the first day this happened, and he had seth hack. He turned on his speedhack then got banned from every server in gmod. We all laughed because no body liked him and he was raging on our fourms.
It's totally fair that you want to ban cheaters, However hiding the location at which you obtained the information and being so generally vague about this worries me, How can we be sure only cheaters are being banned ? How can we trust this system ?
You say it detects cheats, I'm interested in how (what it actually detects) and if it's ANYTHING any addon MAY use Then I suggest publishing a list to addon devs to make sure they don't accidentally gun doof and end up with all their users banned, irreversably .
Just worried ....
A friend asked me to add this :
I can just imagine
Someone making a admin wallhack for a sandbox server and taking the wallhack code from a lua cheat
Then getting every admin banned from everything on MP
What disturbs me is that there's really only two ways this can work
1: Taking "known cheater lists" which are incomplete and inaccurate
2: Using a self-made system to detect lua cheats that might ban similar/same code as the cheats(even when it's not one)
PS . I'm totally for the ban of hackers and cheaters, It's a pain in the ass, If this system is legit, and it works then I support it totally.
You've got to trust me to make the right decisions. That's all you can do. The system has to be ambiguous or it won't work.
Maybe he was paying the SH maker shitload of money to give him a list of people who bought it.
This makes no sense at all what ever I'm a Blob.
Server admins should be able to opt-out of the system for their own servers, and/or it shouldn't ban if ScriptEnforcer is off. So by turning SE off the server owner is allowing everything, and it's up to them to decide what's a cheat and what isn't.
Delete cheaters.cfg, done.
That's not the point, they can still be detected and banned from every other GMod server if ScriptEnforcer or VAC is on or not.
I don't understand why you want to allow the cheaters.. Why shouldn't we be able to detect them, you've got the choice to remove it from your servers and it's up to others to remove it from theirs if they so wish.
The people who cheat shouldn't be allowed to play. Garry can't tell anyone how it works because then it stops working.
It's like a security guard who works at the bank just telling you the door codes and how to get into the vault and out without being caught.
Personally I think Garry made this game and if you can't trust him with making a simple anti cheat and ban list how can you even play the game?
If you really need to run a hack or cheat to test some anti cheat or to administrate your server then make a new gmod account for $9.99 and use that. Seriously guys it's 10 dollars for gmod and if you're doing something like making anti cheat or you're an admin then you have to have test accounts.