Earlier quoted context omitted.
It pre processes your photo library while charging
The GP mentioned it working for pictures viewed in safari
We outsmarted CSGO cheaters with IdentityLogger
361–370 of 372 posts
Re: We outsmarted CSGO cheaters with IdentityLogger
#362This isn't about stopping cheaters (cheat detection). This is about stopping repeat cheaters trying to ban evade. Detecting cheats, especially nowadays with hardware cheats (DMA, etc), is an entirely different ballgame. IMHO, one of the most effective way to stop ban evaders is to actually charge money for the game.
Banning by TPM also makes ban evasion pretty expensive. At which point the cheater has to either buy a new mobo or solder a new TPM chip onto their mobo (not always possible). Though I guess at some point a sloppy vendor will leak TPM keys and it'll be spoof-able.
Re: We outsmarted CSGO cheaters with IdentityLogger
#363Earlier quoted context omitted.
Yes, we have a whitelist ability also, but it is definitely a last resort. The game is mostly dead and difficult to discover for new players. We don't want that roadblock if we can avoid it.
Do you happen to have a link for a good manual on "how does one get into the modern UT2k4 multiplayer"? I.e. must-have modlist, servers, etc.
You can find links to download the game, get a cd key, and configure for the new master servers so you can find servers online. Game tracker still lists this game, so you can check there to find the most popular servers which are still active and have players.
Re: We outsmarted CSGO cheaters with IdentityLogger
#364Earlier quoted context omitted.
Do you happen to have a link for a good manual on "how does one get into the modern UT2k4 multiplayer"? I.e. must-have modlist, servers, etc.
The unrealtournament subreddit is your best bet. You can find links to download the game, get a cd key, and configure for the new master servers so you can find servers online. Game tracker still lists this game, so you can check there to find the most popular servers which are still active and have players.
Re: We outsmarted CSGO cheaters with IdentityLogger
#365For UT2004, you can ban by player GUID (a hash of the CD key) or IP. With the game abandoned by Epic, a number of key generators have cropped up, which makes GUID bans useless. IP bans only go so far with VPNs costing $2 these days. The main solutions we have today are IP ban + VPN blocking using a database of known VPN subnets and adding them all to the firewall, and a similar fingerprinting technique which scans th…
Why ban them? Flag them as cheaters behind the scenes, and let them only join cheater-only servers. They'll stop soon enough.
It's like telling a web scraper that its IP was banned. It's stupid cause you will have nothing to gain from that strategic move. A better way is to flag a web scraper IP behind the scenes, and give them only garbage data, randomly injected/inserted into the pages. That'll teach them not to scrape your website :D
In my opinion the same goes for cheat detection. You will only lose the strategic advantage you have by banning them, because rotating IPs or CD keys or accounts is just a minor inconvenience for them.
Re: We outsmarted CSGO cheaters with IdentityLogger
#366Earlier quoted context omitted.
It's not AI enabled cheats that are the issue, it's DMA through things like PCIe devices disguised as regular hardware. Sophisticated cheats no longer run on the same computer as you're playing on. Google "pcie dma cheat" for a fun rabbit hole.
Right, but the barrier for entry for those cheats is huge - the sp605 board is $700, for example. There are cheaper ones, but you’re not going to have rampant cheating testing through games when you add hundreds in hardware to the requirements. Antiecheats work in layers and are a game of cat and mouse. They can detect these things some times, and will ban them (and do hardware bans). The cheaters will rotate and mov…
Also, spending hundreds on hardware is standard for anyone playing competitive games. For example, Escape from Tarkov's "unheard edition" costs $250 for just a single game, and people still buy it. When you factor in the cost of gaming mice, hall-effect sensor keyboards, 480Hz displays, and high-end systems, the total investment adds up quickly for improvements that will never match the capabilities of a cheat, which is how a lot of them also like to justify their cheating, it's simply the most cost effective way to dominate in a game, especially if your livelihood depends on it.
I don't disagree with the second half of your statement.
Re: We outsmarted CSGO cheaters with IdentityLogger
#367Earlier quoted context omitted.
did you even read half of the article? summary: guy found that the IP and steam ids can be rotated with low cost, so he used the in-game web browser to set a persistent cookie (on that installation of the game), so once cheaters get banned, rotate their IP/steam id, they'll be banned until they clear the app's data.
I read the whole article. Which sounds trivially easy...
Yes, I agree! for techies on here, they'll know that as well.
The target here is script kiddies —whose tech knowledge is limited to downloading a program from github and following easily laid out instructions — which it's pretty effective protection against.
Re: We outsmarted CSGO cheaters with IdentityLogger
#368Server side only anti-cheat is one of the problem domains that I'd really love to work on at some point in my career. This is the type of adversarial arms race that just seems really fun to think long and hard about.
Re: We outsmarted CSGO cheaters with IdentityLogger
#369Earlier quoted context omitted.
By breaking the agreed-upon rules you gain resources and others lose resources (energy, morale, money, w/e). That the activity impacts the cheater in other ways is beside the point if its a dick move or not.
> By breaking the agreed-upon rules you gain resources and others lose resources (energy, morale, money, w/e). Ah, isn't that something politicians and countries around the world always do? And you think game cheating is a bigger problem?
you: author is a dick
Someone else: disagree, cheating is bad
You: when cheating I learnt things
Me: cheating is still bad
You: The world has bigger problems than cheating can’t you see that?
You’re diverting and changing the topic in every post. It would be very hard to professional, or even have a social dialogue, in this way. I’m not sure what you’re after. But I would encourage you to look into how to work with people instead of going against them.
Re: We outsmarted CSGO cheaters with IdentityLogger
#370Earlier quoted context omitted.
On a counter-strike 1.6 server I help with moderating, we have the occasional cheater roll by, surprisingly often "ragehacking" with no attempt at subtlety (e.g. making noscope sniper headshots in mid air). Since the server owner insists on allowing non-steam accounts (pirated copies) to connect we can't rely on SteamID bans, similarly to GUID in Unreal. It's a bit trickier to change the spoofed ID as I assume it's b…
Changing steamid is easily doable on most nosteam cs 1.6 copies through a cfg file. I used to administrate CS 1.6 until a few years ago. I got a question concerning amx_exec. I thought cl_filterstuffcmd basically killed any usage admin slowhacking? or is it that most nosteam cs 1.6 client have it set to 0 ?
It seems like yes most of the "slowhack" methods have been patched out, but knowing the demographics of the playerbase I wouldn't be suprised if there are some semi-secret 0days.
Honestly I wasn't aware of cl_filterstuffcmd being a thing, though when set to 0 it's still possible to change the settings it protects (motd_write,cl_filterstuffcmd,bind,unbind,unbindall,connect): I expect you could just run a command to create an alias containing one of those, and then run the alias, or include a malicious .cfg in the mod content and exec it remotely.