Protobufs
VAC
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Protobufs | VAC | |
---|---|---|
6 | 8 | |
330 | 675 | |
3.6% | - | |
9.2 | 0.0 | |
3 days ago | almost 4 years ago | |
Shell | C | |
The Unlicense | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Protobufs
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Ticks and Subticks
The subtick architecture gives you more opportunities to provide the server with input. In the case of your game running at 300fps, the game will divide the framerate by the tickrate (64) which is 300 / 64 = 4,6. Rounding the number down gives you now 4 slots for input. The actual logic is a bit more complex and takes into account the last time input was sent, but we can ignore that here. Now you can send up to 4 inputs (for example, shooting) to the server that is handling the current tick. In addition, and this is the important part, every history entry also contains timing information at which fraction of the tick your input happened (it also contains information about your shooting position, fps and interp - see: https://github.com/SteamDatabase/Protobufs/blob/master/csgo/cs_usercmd.proto - but it is unclear how much of that information is going to stay for subtick and how much is for debugging purposes).
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Maxim updates his analysis to conclude that cs2 subtick system is more closer to 64tick
Take a look at the protobufs. https://github.com/SteamDatabase/Protobufs/blob/master/csgo/cs\_usercmd.proto https://github.com/SteamDatabase/Protobufs/blob/master/csgo/usercmd.proto
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CS2 - Sub-Tick Analyzed (better than 64 / 128 tick?)
We are still going to need another packet regardless, assuming these packets are usercmds as seen in here, every packet only holds a single view angle.
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I left Dota 3 years ago. Recently came back and really have fun, but how is it possible that there is still no "obvious" feeding detection? In this case wasting 60+ hours of 4 other peoples life....
They removed them from the public facing stuff in 2020 when a bunch of other report changes went in, but chances are they still have the information behind the scenes.
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My net worth caused an integer overflow (2111 more than short int can handle 2^16 = 65 536)
If you want to dig into it, there's a github that tracks the protobufs that dota (and other valve games) use to communicate and you can learn more about protobufs from google's docs (it's a google protocol for serializing data efficiently)
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[Help] How to GET a user's comments on their profile
Here is the source for the messages https://github.com/SteamDatabase/Protobufs/blob/dcc77c38203d8edb11db067919e4bca1e44762f9/webui/service_community.proto. You have to compile these yourself as they aren't in the latest version of anything. Then when sending the actual UM you can just send this info steamid=owner.id64, comment_thread_type=10, # I'm not sure where this number is from, but it works count=1000 # the number of comments to return Go wild (if applicable).
VAC
- VAC banned for using cheat engine on singleplayer?
- Repair hacked account
- I need help.
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solution to anti cheat problem, why not make it FOSS instead (Survey)
Yeah i agree on server side. But on client side, proprietary doesn't make it better. There are already a case someone writing a dummy that report correct thing to the server\1]). And someone already disassembled entire anti cheat back to C code\2]).
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Zelda 64 has been fully decompiled
Similar projects:
* DevilutionX: decompiled and modern version of Diablo for the PC - https://github.com/diasurgical/devilutionX
* pokered: decompiled version of Pokemon Red for the Gamboy - https://github.com/pret/pokered
* zelda1: decompiled version of Zelda for the NES - https://github.com/aldonunez/zelda1-disassembly
* supermetroid: decompiled version of Super Metroid for the SNES - https://github.com/strager/supermetroid
* VAC: decompiled version of Valve Anti Cheat (VAC) for PC - https://github.com/danielkrupinski/VAC
- Cheating in other games
- VAC vs Vanguard.
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Detections
I reccomend daniel's VAC repository for partial reverses and good info: https://github.com/danielkrupinski/VAC/tree/master/VAC
What are some alternatives?
GameTracking-Dota2 - 📥 Game Tracker: Dota 2
VAC-Bypass-Loader - Loader for VAC Bypass written in C.
SteamKit - SteamKit2 is a .NET library designed to interoperate with Valve's Steam network. It aims to provide a simple, yet extensible, interface to perform various actions on the network.
VAC-Bypass - Valve Anti-Cheat bypass written in C.
fake-stattrak - Apply kills to your stattrak and strange weapons in CSGO and TF2 without doing anything
Kali - Open Source Linux Cheat For CSGO.
GameTracking-TF2 - 📥 Game Tracker: Team Fortress 2
jak-project - Reviving the language that brought us the Jak & Daxter Series
GameTracking-Artifact - 📥 Game Tracker: Artifact
GameTracking-CS2 - 📥 Game Tracker: Counter-Strike 2
Little-Anti-Cheat - Anti-Cheat for Source Games