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Pcileech WebRadar – browser based radar cheat for CS:GO
- hombre_fatal 7y agoSo, what data is it accessing and where does that data come from? I assume it can show you players that you otherwise would have no info about in the game UI? For example, this data had to come from network packets, so if the server is oversharing data, why wouldn't you just intercept the packets? What exactly is the cheat? The file doesn't explain much.
- offmycloud 7y agoA older summary of the packet encryption is here: https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Network_Channel_Encryption https://developer.valvesoftware.com/wiki/Counter-Strike:_Glo...
- deleted 7y ago[deleted]
- devadvance 7y agoBased on the README, it looks like it's a partial fork/mod of this upstream repo [0], which is essentially set of tooling that "uses PCIe hardware devices to read and write target system memory". So if I'm reading this right, the partial fork has changes specifically to read CS:Go data directly out of device memory to another device, which in turn processes that data and renders a web-based map of all player locations. [0] https://github.com/ufrisk/pcileech https://github.com/ufrisk/pcileech
- bri3d 7y agoIt's accessing player location data after it's been decoded into structs in the game memory. The packets are encrypted, so you'd need to MiTM the key exchange to decrypt them, which takes you the same place this device goes (you either need something running in the OS, or something outside of the OS with access to host memory) - and it's a lot easier to just let the game handle that for you and slurp the data once it's available.
- ohmaigad 7y agoWhy is the game sending all this data which is essentially just hidden by the UI? What is the point of sending enemy location and health data when they aren't near/visible to the player? For a non game dev like me it sounds like wasted bandwidth and a way to enable wallhack.
- Risord 7y agoBecause knowing which data is hidden by UI from server is hard problem. To achieve real-time feeling game apply (most) your inputs immediately without having to wait relatively long time confirmation from server. So if you decide to push button and peek around corner you expect to see enemy immediately but server will know about your peek "much" later. You can for sure limit some information by locations but you always must leak more than it's actually seen by client. Also it isn't easy to solve: can any part of volume be seen from another volume inside arbitrary 3D environment. Enemy size and movement through network frame => players all possible eye positions. I think current best solutions rely on very rough (manual?) map piecing. So is it worth to invest for such thing that makes some cheats bit less powerful but cannot really prevent them.
- mrguyorama 7y agoKeep in mind that CS:GO is ALREADY built on very very old BSP maps, so knowing that some players aren't visible to others is super trivial, if not 100% accurate (ie it's a little conservative)
- imtringued 7y agoIn warthunder this results in very noticeable pop in of enemy vehicles when you are using aircraft in realistic tank battles. The rendering distance for both tanks and aircraft is the same but since aircraft are 2km above the ground their effective view distance is much shorter than that of a tank.
- lwansbrough 7y agoVALORANT (Riot’s new CSGO competitor) uses a fog of war technique which only sends data for players in a certain radius or cone I believe. It can be done, it’s just silly to expect Valve to make important and valuable changes like this to their game.
- sk0g 7y agoReadme seems out of date, seems to be detected by ESEA and FaceIt, unless the hardware ID mitigation fixes that. Shouldn't the hardware ID be randomised to start off with? Not that I plan on using this either way, though.
- bri3d 7y agoThe detection is based on hardware ID interrogation, yes. Here's an ESEA blog post about it although of course they don't go too far into their methods, besides claiming they go "beyond just hardware ID" : https://blog.esea.net/esea-hardware-cheats/ https://blog.esea.net/esea-hardware-cheats/ . My suspicion is that they interrogate "suspicious" devices in various ways (for example, seeing if the IO mechanism provided by the driver for each device installed in the system can be used in the expected way), but this is of course easily defeatable.
- sk0g 7y agoHave you tried to honeypot the ESEA client? See what digging around they do, log absolutely everything you can, and see what you can learn from it. Ugh, now I want to write my own game cheats for the sake of curiosity!
- ryanlol 7y ago> but this is of course easily defeatable. How so? Is it really common for non-cheaters to have exotic PCIe devices connected? You could certainly build the cheating functionality into a common PCIe device, but I’m not sure I’d call that easy. There may not be enough money to be made from cheating on ESEA to justify such efforts.
- moneysake 7y agothis is years old
- Karliss 7y agoThis was probably posted as related to recent discussion of Riot Games’ anti-cheat running at ring-0.
- earthtourist 7y agoThe main benefit of cloud gaming might end up being a significant reduction in cheating. The problem historically has been that game clients have access to a lot of game state that enables cheats. With a "thin client" like Google Stadia, there should be a lot less opportunity for hacks. The incoming game data is an audio/video stream, which makes many hacks hard/impossible. It would be great to play FPS games without any cheaters, they can easily spoil an otherwise amazing game. Maybe future online tournaments will be cloud gaming only.
- ianai 7y agoThat’s a great idea. Hope it happens.
- jakear 7y agoAnother solution might gaming “country clubs”. Where you pay/deposit to join the club and access servers/etc., and validated reports of cheating are bans and you lose your deposit. Not sure if something like that exists (I don’t game really)
- bri3d 7y agoThis is pretty much what subscription gaming services like the mentioned ESEA and FaceIt are and do. The problem is that validating a report of cheating is actually an extremely hard problem. Did the user have this mini-map software running, or just good game sense?
- jakear 7y agoI wonder if there’s a price point at which only people who actually want to play fair would join. If you’re cheating anyways, it doesn’t make as much sense to pay large sums of money to be on a server where people aren’t cheating. Alternatively, servers where certain categories of cheats are allowed, so if you just prefer playing with a minimap you can be with like-minded people. This is assuming the mind of a cheater is “I prefer playing in this mode”, rather than “I want to win a lot of fake internet pints”. Idk which is more accurate.
- cork 7y agoCocaine is that you? Lol pretty sure i know these guys
- metreo 7y agoIf you notice an issue please report. :D
- cyptus 7y agostill wondering if you could not get some kind of radar cheat for cs, by 3d analysing the audio outputs and rendering them on top of the game. Not as good as a full radar, but seems pretty undetectable
- SeriousM 7y agoThat would be possible, but in case of silent areas (lone corner,..) your overlay would show false information because you have no rotation clues
- ccmcarey 7y agoAlready exists - https://www.nahimic.com/gamers/ https://www.nahimic.com/gamers/ Utility is limited, since you can just .. hear the sound in the correct direction anyway.
- ezoe 7y agoThis cheat use PCIe DMA to read the memory of the target computer which is running CS:GO. No kernel/user space software on the target system is necessary and practically undetectable from the target computer. My stance on this is it's inevitable and game design shall be changed to make this cheat irrelevant, by revealing everybody the all players location, thereby the player who use this cheat has no advantage over the other. I think it doesn't change the game that much for most of the game. In case of the game which requires secret, it can be achieved by trusted authority server or by using mental poker algorithm. My guess is, you can't use this system to modify the target memory without detection. Since it's impossible to change the multiple memory location atomically, it would be pretty easy to detect from the target computer. Also the guess, but to detect this memory peak attack, you take control of all the memory bandwidth, no code but you can use all of the memory access, then consume all memory bandwidth with cache disabled so you can detect the slight bandwidth change that is either this attack, or it's DMA from the motherboard(Possibly malicious access from evil binary blob firmware such as Intel ME or AMD PSP)
- TheGoddessInari 7y agoAside from that this is a few years old, and got detected pretty quickly from only the target computer without using the network...