Jump to content

giKoN

Members
  • Posts

    157
  • Joined

  • Last visited

Personal Information

  • Location
    EDDS

Recent Profile Visitors

1,179 profile views

giKoN's Achievements

Tracker

Tracker (5/15)

23

Reputation

  1. Summary: Collider on 3x3x1 shape lets you place yourself in the model Game Version: (A20.1 B.5) Platform: (PC ) OS/Version: (Windows ) CPU Model: 5900x System Memory: 48 GB GPU Model and VRAM: RX 6900xt Screen Resolution: (2560x1440) Video Settings: (/ / / Ultra /)) Game mode: (MP host) Did you wipe old saves? (Yes/) Did you start a new game? (Yes/) Did you validate your files? (Yes/) Are you using any mods? (No) EAC on Status: Related to report: Bug Description: With certain rotations, the shape cube_3x3x1 can be placed such that you end up inside it Detailed steps to reproduce the bug: 1) select 3x3x1 shape 2) rotate until you can place it while standing within its bounding box (Screenshot example: brickShapes) Actual result: (description of what is occurring) hidey hidey Expected result: (what you expect to occur) no placement possible
  2. The coords are local, the spam is local, it contains the own player's origin reposition. Don't see the impact on PVP. Start a new world in A20.1 - that will probably fix this issue. There's been work on the originating from 0 0 0 which might cause this spam on the client now when playing an A20 safe in 20.1. Alternatively live with 'floatingorigin off' for all clients and expect issues with the animator. Sorry I will always vouch and fight for PVP, but this has really got no business with it.
  3. Summary: Assembly mismatch between Client & Server, still printing vehicle and sleeping bag positions to all clients Game Version: (A20.1 B.5) Platform: (PC ) OS/Version: (Windows ) CPU Model: 5900x System Memory: 48 GB GPU Model and VRAM: RX 6900xt Screen Resolution: (2560x1440) Video Settings: (/ / / Ultra /)) Game mode: (MP host) Did you wipe old saves? (Yes/) Did you start a new game? (Yes/) Did you validate your files? (Yes/) Are you using any mods? (No) EAC on Status: Related to report: Bug Description: Luckily, it seems like the Dev's considered the log.out for bedrolls & vehicles, and removed the line from the assembly. However, unfortunately the line was only removed from the Dedicated Server Assembly, which now no longer prints out the bedroll positions in the server log, but no change to bedroll positions on the client. Detailed steps to reproduce the bug: 1) Join a server with multiple players 2) Check console for information where they place down vehicles or bedrolls Actual result: (description of what is occurring) Log shows crucial positioning data: E.g.: 2021-12-21T10:59:11 2903.157 INF ChangeBlocks BlockSleepingBag EOS_0002ce0189464a318dd62de46a5b481f, 573, 50, -274, addTrue 2021-12-21T10:37:24 1596.540 INF 106061 EntityVehicle PostInit [type=EntityMotorcycle, name=vehicleMotorcycle, id=165719], (-1501.5, 81.1, 1902.9) (chunk -94, 118), rbPos (-1984.0, 80.0, 1040.0) Expected result: (what you expect to occur) Only the server should log such data + at most the client placing the blocks/entity should see such data in his own log
  4. Summary: Invalid Rotation for Model Cube still possible Game Version: (A20 stable) Platform: (PC ) OS/Version: (Windows ) CPU Model: 5900x System Memory: 48 GB GPU Model and VRAM: RX 6900xt Screen Resolution: (2560x1440) Video Settings: (/ / / Ultra /)) Game mode: (MP host ) Did you wipe old saves? (Yes/) Did you start a new game? (Yes/) Did you validate your files? (Yes/) Are you using any mods? (No) EAC on Status: NEW Bug Description: As in a19, it is possible to place the model "cube" at an invalid rotation. This is particularly the case for sinks, cupboards and alike, which have no entity model. Detailed steps to reproduce the bug: 1) Craft furniture variant helper 2) rotate it at 45° 3) place it against solid walls for extra drama Actual result: (description of what is occurring) texture errors occur, making walls invisible and walkthrough Expected result: (what you expect to occur) placement not possible or textures solid
  5. Nah, he's not using that one. But all this drama about EOS hack doesnt make sense either. The hack used likely is just the same that existed in A19 which manipulates entity id's after succesful EAC bypass. It's a @%$#show to figure it out how to narrow down the manipulation to the point where nothing is left to do for servers as unfortunately, a lot of valid reasons exist for clients to send e.g. damage packages without their own entity id as source. Here's the example i posted like a year ago when trying to narrow it down and make a case for anticheat mods. Just watching zombies run into barbed wire caused my client to send damage packages to the server. In terms of what's really new in A20 i'd maybe be more worried about harmony on the client. I haven't checked in detail but in general sounds promising to not have to inject into IL.
  6. Honestly, the only reason as to why my xray- bot is just a bandaid to a broken leg is the netcode itself. If the code were implemented on the client, the issue, or at least the damage done by the issue would be fixed. There's no need to fix the clipping by itself, if you can force black screen or heavy fog (such as underwater fog) once the head is detected inside terrain or an invalid block. Allocs had access to my code so technically they should be aware of how this could be battled quite easily. Now it's a bandaid, as it relys on the netcode to fire, I can only make it run on a server which relys on the player transmitting its position, then calculating where the head is and if its clipped or not. Thus, we get things like ping and invalid positions from rubber banding which make it fire from false positives or with delay. For vehicles, the server can't detect where the actual distant view of the client player is, thus, the vehicles can't be fixed from the server side. I initially wanted to cause fog, but due to the fact that players can turn off fog and i cant trigger fog locally on one player only i went with forcing the client to run a black screen effect command. But if the pimps were to implement the solution on the client, that would seriously not be a bandaid. And if the netcode was better, even the server side controlled xray detection would be a medkit instead.
  7. There are servers supporting 50-100 players by bypassing the gateway through steam emulation, running calculations more efficiently before the game gets to do it and balance net package load more efficiently in the sense of only sharing what’s needed. However, it’s obfuscated Chinese code and the steam auth bypass is serious concern. At least for me.
  8. You’d be surprised. Why does alloc provide a dedicated server fix as third party mod since basically dedicated servers exist, if he’s part of the inner circle. i mean, why is that even necessary? Why is something that even TFP seems to consider crucial not just part of the dedicated server instance itself? Why is it even called „server fixes“? If it fixed something, why is it third party but from TFP? And why does it „fix“ the same things for years? Even if I run 8 player dedi I will need to download third party stuff to manage my server. And as I said before, the lack of love for dedi mode currently forces many Servers to actually abandon the official Pimps Gateway and instead rely on some Chinese stuff which is potentially harmful. But maybe that topic is rather something for Valve then for TFP to consider. P.S.: Merry Christmas and lovely holidays!
  9. This really shouldn't deteriorate into a discussion of PVP or not PVP, love towards PVP or not. If servers want to run PVP, there are enough possibilities to modify the settings and balance in order for 7 Days to be an OK PVP game. It's a lot of work, but for those whoo want to play it that way, it must be enough given the TFP Focus. That should be fair enough. What I think it comes down to, really is more the question as to why Dedicated Server Mode, while being officially supported and offered, does not receive any love in terms of updates. The netcode has stayed the same crucially for years (outside the netpackage encryption update), which of course will not get the game anywhere multiplayer-wise and thats the only reason as to why 8 players is supported the most. Dedicated server mode effectively is several single players talking to each other through poor interaction with each other guided by an underpowered server instance. And nothing has been done there for Alphas. So the real question for me is, are there any updates on the horizon for this?
  10. I think that for most "issues" PVP-servers have, there are decent ways to get around, modding in order to balance to your own desires etc. And big credits to the pimps to allow such a variety of modding opportunities in order to adjust the game. Some the hardcoded stuff currently is a no-no for pvp, like the position data in client logs. That's reported and we'll see if they consider it a bug or not. But if you tell me, that the pimps can't do what one china-hacker did with making the exchange of data more "efficient", due to the lack of manpower, then I don't buy that part. Currently servers are left with the option to a) go with the pimps gateway, which is secure, but runs with little efficiency or b) go with an obfuscated chinese gateway which makes your server run more efficiently but you have no clue what it does to your server or the client info. I personally considered this A20 as crucial to see if they are willing to protect their playerbase on dedicated servers or not. And don't get me wrong, I really think A20 has major improvements and is a great step (drone aside) for 7 days as a single player and p2p hosted game. And I have also personally accepted that we have different views on where the game should be going and I'm absoutely not mad about it. Disappointed and sad that I didn't get my way - yes. But thats not more important than the views of other players.
  11. Honestly, A20 puts the game in a state where I personally fear most dedicated servers are at risk of closing down. Besides the bugs that were introduced with to A20 which might corrupt worlds (let's be honest, we also had those cases before) the main issue in my consideration is the question as to why so many things have not received an update at all. Basically the only server-side update is the "EOS Future Proof". That makes it seem a bit hypocritical, as we did not even get properly working netcode for steam-to-steam communication - now we connect additional platforms. From my PoV this is the minibike all over again which wasn't remotely fixed before 5 new vehicles were already added to the game for versions ahead. What didn't update was any sort of anti-cheat itself. A19 already showed a large variety of (EAC-bypassing) hacks around - unfortunately they basically had a head-start for A20. As a modder/coder focussed on Anti-Cheat tools for servers, I personally have to say, that I have given up my hope for A20 dedicated servers as there is nothing they can do if they are not receiving help/new means from the official code. But what potentially disappoints me the most is the fact that a potentially harmful software is available which docks into the game and acts as a gateway for all clients. Steam authorization etc. gets routed through the Chinese gateway, potentially putting client data at risk, likely using steam emulation. Further, providing the gateway with valid steam auth information to potentially use to harm other servers through DDoS attacks not filtered out by DDoS filters as they appear as valid game connection attempts. Those servers support beyond 50 players as a lot of redundant net-code flow is removed or handled more efficiently before the dedicated servers even step in. Now, while this appears promising to many server owners and hosts who would want to have a massive multiplayer, it's a huge threat to the game, to servers, and to the players. When the tool was introduced during A19, it was reported to TFP for violations. As the players won't know if they connect through a Chinese gateway or the official one, I had expected the pimps would take the issue seriously and try to make sure that there is valid and secure auth for clients to the game. A19 has already shown that those servers are on top, and servers not using the software had been targeted by hackers and DDoS frequently. I expect this to continue until the chinese hackers own the dedicated server "market". Don't care about Dedi or multiplayer, alright, but if the dedi code TFP provides, opens gateways for potentially harmful software and puts client's data at risk, just might better not be providing those loopholes at all.
  12. Summary: Sensitive position data of other players printed in all client logs Game Version: (A20 B237) Platform: (PC ) OS/Version: (Windows ) CPU Model: 5900x System Memory: 48 GB GPU Model and VRAM: RX 6900xt Screen Resolution: (2560x1440) Video Settings: (/ / / Ultra /)) Game mode: (MP host ) Did you wipe old saves? (Yes/) Did you start a new game? (Yes/) Did you validate your files? (Yes/) Are you using any mods? (No) EAC on Status: NEW Bug Description: Currently, the game posts sensitive position information into all clients logs, such that Bedroll positions, Vehicle positions (potentially claims?) can be looked up. Log parsers already exist enough. I am hoping this is a debugging log out which was forgotten, however, the crucial position data of other palyers should only exist on the server log and the player who placed the bedroll / vehicle. While I understand, that for most sorts of gameplay this "bug" is not a priority, for hide and seek role play as well as pvp this is effectively breaking. Detailed steps to reproduce the bug: 1) Join a server & wait 2) Check our client output log frequently 3) know positions of vehicles placed and bedrolls placed Actual result: (description of what is occurring) Log shows crucial positioning data: E.g.: 2021-12-21T10:59:11 2903.157 INF ChangeBlocks BlockSleepingBag EOS_0002ce0189464a318dd62de46a5b481f, 573, 50, -274, addTrue 2021-12-21T10:37:24 1596.540 INF 106061 EntityVehicle PostInit [type=EntityMotorcycle, name=vehicleMotorcycle, id=165719], (-1501.5, 81.1, 1902.9) (chunk -94, 118), rbPos (-1984.0, 80.0, 1040.0) Expected result: (what you expect to occur) Only the server should log such data + at most the client placing the blocks/entity should see such data in his own log
  13. Packages have unique tokens. For some you can compare cInfo sender vs. instance.sender (instance being the package). If cInfo Sender != instance.sender, for some packages, its a clear catch. However. it starts getting ridiculous with some packages like NetPackageDamageEntity. Here's some example of me watching zombies run against barbed wire. So my client sends the server the info that those zombies took damage. That makes it nearly impossible to differentiate between valid packages of mismatch between entityIDs and invalid ones (e.g. spoofing ids). The issue with executing commands is that you can make your client execute them without the server knowing. For as long as the server is not in control but acts mostly as a distributor of info between a bunch of single player games, this wont change, and the network optimization/netcode will remain poor.
  14. Love it! Regarding the compass I'm working on something similar for a while for our HUD. I noticed your numbers jump 255 to 260 instead of 270. Just a minor detail to correct
×
×
  • Create New...