Halo 1 & 2 for PC
This topic has moved here: Subject: Oxide :: Hasher - the Roulette proof-of-concept release!
  • Subject: Oxide :: Hasher - the Roulette proof-of-concept release!
Subject: Oxide :: Hasher - the Roulette proof-of-concept release!

I've made this thread separate from Roulette so that thread won't go off topic-

Here is Oxide :: Hasher- our proof of concept for Roulette. Didn't think we could actually do it? Think again:

§§}Oxide:
This is my first server mod. It's really simple/small. All it does is patches a halo dedicated server so that it will log the hashes and names of all players who join. This information will be printed to the console and logged to file. The file log will include the time the player joined, the console will not.

There isn't a whole lot of error checking in the patcher, mainly because it's soooo boring to add. If you follow these instructions you should be fine though.
Download the below archive, it includes Patcher.exe and Halo_ServerMod.dll. Put Halo_ServerMod.dll into the folder that contains the dedicated server you're running, for example:
E:\Program Files (x86)\Microsoft Games\Halo Dedicated Server
If you don't do this, the server will crash each and every time.
Patcher.exe can go anywhere on your computer.
Drag and drop the haloded.exe file into Patcher- it will automatically set the path. Patch the file and run the server.

Before the patch is applied to the file, it will create a backup of the server you're applying the mod to. It will be called <your server name>.bak, simply rename .bak to .exe and you'll have the original back. This is the only way to "remove" the patch.


Changelog:

Version v0.11 has been released!
There is a new command that can be used via the console or ingame, it's called sv_kill. To use it simply type: rcon password sv_kill <number> where <number> corresponds to the player's number. Obviously if you're entering this directly into the server console you don't need the rcon password bit.
If someone is killed via this command, their death count will not increment out of fairness to them, the game will say "so and so died" in response to this command.

Version v0.10 has been released!
Included are two new rcon commands, "sv_banlog # T" where # is the line index number of the entry in the hash log and T is the length of the ban.

Version v0.03 has been released!
New version is out, name change for public release.

Bug Fixes:
* Profile names [%] will now be resolved to the ingame name. Same with when someone attempts to join and their name is already in use.

Changes:
iatread.dll has been made redundant.
Patcher.exe has been imporved .. A lot. There is now a check to see if the file is already patched, error checking has been added to the patched exe.

This will be the last version (from me, Church may add stuff, not sure) until I'm back, which should be about the 10th of January.

Version v0.02 has been released!
This build addresses a few issues, and adds a new feature.

Bug Fixes:
* Fixed API redirection, won't crash after a computer reboot. (was fixed in v0.01a)
* Fixed server crashing with the following symbols in its name: '/', '\', ':', '*', '?', '"', '<', '>', '|'
* Added sv_banhash (usage is below).
* Added mm/dd to the log files (was added in v0.01a)

(sv_banhash [hash] opt: ["name"] [duration] opt: [duration (#)(s,m,h,d)])
* When specifying a name, duration is the third param. W/o name it's second. *
*** Include NO SPACES in the name ***

Some examples:
sv_banhash thehash123 - Bans the hash, enters the entry under manual_add
sv_banhash thehash123 "Oxide" - Bans the hash and saves the entry under Oxide.
sv_banhash thehash123 1d - Bans the specified hash for one day.
sv_banhash thehash123 "Oxide" 1d - Bans the specified hash for one day. The entry is saved under Oxde.

What NOT to do:
sv_banhash "thehash123"
sv_banhash thehash123 "A Player"
sv_banhash thehash123 player
sv_banhash thehash123 "1d"

Note, it only supports s, m, h and d for the time bans. No weeks or years. It (like the server) can't ban past 19:14:07, January 18, 2038. When you ban someone with the hash and they're in the server, they won't be kicked. Bans are effective immediately.


DOWNLOAD HERE:
OXIDE :: HASHER

If you choose to download, please post so we can get a general census on how many servers are using it.

Updates are released in the form of new DLLs- you only have to patch the server once unless otherwise noted on the update.

[Edited on 02.20.2010 12:52 PM PST]

  • 02.20.2010 12:16 PM PDT

x Foman123 x
15.
That's the number of bans in this thread. Next time you want to derail something, go stand in front of a train.

Myself will be using it, testing it out :)

  • 02.20.2010 1:14 PM PDT

The bug should no longer be an issue.

If you guys can spread word of this around to your GSP's I'd much appreciate it. Letting them know there is a feature update available will give them time to interface it with their management systems.

[Edited on 02.20.2010 10:46 PM PST]

  • 02.20.2010 5:59 PM PDT
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Play hard or go home!

Testing...

Looking forward to server-side aimbot detection.

Is the Roulette beta trial in progress?

More progress updates please, do you have a news link for Roulette on your proboards site?

  • 03.02.2010 12:06 PM PDT
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Posted by: deadLuya
Looking forward to server-side aimbot detection.


Server side anything detection is impossible, I'm afraid.

  • 03.02.2010 12:52 PM PDT
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Play hard or go home!

Posted by: thecomputerdude
And a special addition that is not finished yet...hold your breath...yes, a server-side bot detection and removal algorithm. This hasn't been coded yet, but we know how to do it. [link to post]

Headshots per second maybe? They have a client-side app that logs kills so they can do the same on the server.

Anyway, Hasher v 0.11 crashes a patched 1.09 server running under WinXP Pro 64 bit. I did put the Halo_ServerMod.dll in the same folder as the haloded.exe.

BTW, I saw the website URL in the halo console just before the server crashed.


[Edited on 03.05.2010 8:58 PM PST]

  • 03.02.2010 6:54 PM PDT
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They think they know how to detect bots server side, but I really doubt we'll see a reliable example.

It just isn't doable.

  • 03.03.2010 6:56 AM PDT
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It is more than doable. Aimbots work by simply finding a player and tracing their movements, their Y direction doesn't change (the firing height). By checking the height of the bullet relative to the player you can identify people who fire at the same height, which is a characteristic of an aimbot.
Posted by: Btcc22
They think they know how to detect bots server side, but I really doubt we'll see a reliable example.

It just isn't doable.

  • 03.06.2010 8:51 PM PDT

The crash is a bug with the v.11 DLL. Hasher is outdated now anyway- check the Roulette thread for more info.

[Edited on 03.06.2010 9:23 PM PST]

  • 03.06.2010 9:22 PM PDT
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Posted by: HaloOxide
It is more than doable. Aimbots work by simply finding a player and tracing their movements, their Y direction doesn't change (the firing height). By checking the height of the bullet relative to the player you can identify people who fire at the same height, which is a characteristic of an aimbot.
Posted by: Btcc22
They think they know how to detect bots server side, but I really doubt we'll see a reliable example.

It just isn't doable.


Bullets don't fly in straight lines.

Additionally, you're assuming that the shooting height is going to be constant server side. It's not.

If you research into how the server works, you'll soon find why this will never work.

Even if you did come up with a reliable solution, it'd take all of five minutes to undo all of your work with a quick modification to the bot.

[Edited on 03.07.2010 6:06 AM PST]

  • 03.07.2010 6:05 AM PDT

We don't have to use the bullet as the point of reference. The server does ALL the calculations for hit/miss and point of aim. All we need to find is the aimpoint in relation to the target, and set up an algorithm to detect consistency with a small margin of error. It could be something like 85% of all shots to the same 2% of body mass, regardless of feet or head.

In it's initial programming we aren't expecting to get everything- sightjacker will probably still be a primary hack detection system.

  • 03.07.2010 9:42 AM PDT
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But that's the problem. Accuracy on the server side isn't that high. There's no way you can judge a bot accurately. Any solution will either have too many false positives or will be easily defeated.

A good solution to me would be to work on a kicking system that could make use of data from the Halo Anticheat system (which we'd be happy to provide) to prevent unverified players joining. ;)

  • 03.07.2010 2:01 PM PDT

That is a possibility we will definitely consider.

  • 03.07.2010 2:06 PM PDT