If you're not using C++ features maybe it's okay.
I guess the risk is that multiple copies of the
runtime might not play well with each other. Here's
two articles that talk about it:
http://www.trilithium.com/johan/2005/06/static-libstdc/http://pages.cs.wisc.edu/~psilord/blog/2.html
Valve links to libstdc++.a and libgcc_eh.a statically
in HL2. We've run into subtle linking problems with
this in the past. They're rare, but impossible to
debug as they're usually crashes deep in the runtime.
I also worry (perhaps incorrectly) about ELF's
attitude toward symbol resolution. Is it possible for
library A to statically link to the runtime, and for
library B to bind to A's implementation because the
symbols were accidentally exported?
Regards,
--
David Anderson
http://www.bailopan.net/
--- Florian Zschocke <zschocke@...> wrote:
> On Mon, Jan 5, 2009 at 1:43 AM, David Anderson
> <player220101@...> wrote:
>
> > You shouldn't link to libstdc++*.a directly.
>
> Okay, but could you explain the reason?
>
> Thanks,
> Florian
>
On Mon, Jan 5, 2009 at 1:43 AM, David Anderson <player220101@...> wrote:
> You shouldn't link to libstdc++*.a directly.
Okay, but could you explain the reason?
Thanks,
Florian
You shouldn't link to libstdc++*.a directly. One way
to get around C++ linkage errors when invoking gcc is
to reimplement a few choice functions:
http://ampaste.net/f424be4c2
You can probably just cram this into any .cpp file in
Metamod to get better compatibility against later GCC
versions.
Regards,
--
David Anderson
http://www.bailopan.net/
--- Florian Zschocke <zschocke@...> wrote:
>
> > LoadLibrary failed on ./cstrike/dlls/mymodule.so:
> Undefined symbol:
> > "__gxx_personality_v0"
>
> Yes, uhm, this might be since newer gcc/glibc
> combinations. I'm not sure
> but I think this wasn't a problem with older
> versions. So you might have
> to link with g++.
>
> > And one other thing I recognized: MetaMod does not
> have the dependency
> > "libgcc_s.so.1". Which library is that? Is this
> the C-Standard Library?
>
> No, the Standard C library, glibc, is /lib/libc.so.6
> See http://gcc.gnu.org/onlinedocs/gccint/Libgcc.html
> for libgcc.
>
> > And how can I link the libstdc++.a statically (I
> mean the link
> > parameters for linking).
>
> Just link it in explicitly. This is from the Admin
> Mod link line (only
> part of it):
>
> g++ -Wall -o admin_MM_i386.so objMM/dll.o
> objMM/AmFSNode.o
> objMM/amlibc.o objMM/amxconvert_l.o
> /usr/lib/libstdc++-libc6.2-2.a.3
> -ldl -lcrypt -lm -L../../commonlib -lamcommon
> -shared -nodefaultlibs
> -lc -lgcc
>
> This is a bit hacky, though. Agreed. But it worked
> for us. The
> distributed Makefile would link against
> libstdc++.so, of course. Only
> the locally linked and then distributed binary is
> linked statically
> against stdc++.
>
> Regards,
> Florian
>
> LoadLibrary failed on ./cstrike/dlls/mymodule.so: Undefined symbol:
> "__gxx_personality_v0"
Yes, uhm, this might be since newer gcc/glibc combinations. I'm not sure
but I think this wasn't a problem with older versions. So you might have
to link with g++.
> And one other thing I recognized: MetaMod does not have the dependency
> "libgcc_s.so.1". Which library is that? Is this the C-Standard Library?
No, the Standard C library, glibc, is /lib/libc.so.6
See http://gcc.gnu.org/onlinedocs/gccint/Libgcc.html for libgcc.
> And how can I link the libstdc++.a statically (I mean the link
> parameters for linking).
Just link it in explicitly. This is from the Admin Mod link line (only
part of it):
g++ -Wall -o admin_MM_i386.so objMM/dll.o objMM/AmFSNode.o
objMM/amlibc.o objMM/amxconvert_l.o /usr/lib/libstdc++-libc6.2-2.a.3
-ldl -lcrypt -lm -L../../commonlib -lamcommon -shared -nodefaultlibs
-lc -lgcc
This is a bit hacky, though. Agreed. But it worked for us. The
distributed Makefile would link against libstdc++.so, of course. Only
the locally linked and then distributed binary is linked statically
against stdc++.
Regards,
Florian
--- In metamod@yahoogroups.com, "Florian Zschocke" <zschocke@...> wrote:
>
> On Thu, Jan 1, 2009 at 2:41 PM, dieterpeter42 <dieterpeter42@...> wrote:
>
> Hi!
>
> > How can I link my module to not
> > have to need libstdc++.so like metamod?
>
> Metamod does not need the Standard C++ library since we use no
> constructs from it. We thus link with gcc instead of g++ which
> prevents automatic linking against libstdc++.
>
> If you do need the Standard C++ library because you are using it, you
> could try linking against it statically. This is what we do with Admin
> Mod. There we do link with g++ but with options -nodefaultlibs -lc
> -lgcc and link the static libstdc++.a archive.
>
> Note, that both have been compiled with older gcc versions so options
> might have changed meanwhile.
>
> Hope that helps and a Happy New Year!
>
> Florian
>
Hey thanks for your reply.
When I use gcc instead of g++ I get the following error
from HLDS:
LoadLibrary failed on ./cstrike/dlls/mymodule.so: Undefined symbol:
"__gxx_personality_v0"
And one other thing I recognized: MetaMod does not have the dependency
"libgcc_s.so.1". Which library is that? Is this the C-Standard Library?
And how can I link the libstdc++.a statically (I mean the link
parameters for linking).
Happy new year,
dieterpeter42
On Thu, Jan 1, 2009 at 2:41 PM, dieterpeter42 <dieterpeter42@...> wrote:
Hi!
> How can I link my module to not
> have to need libstdc++.so like metamod?
Metamod does not need the Standard C++ library since we use no
constructs from it. We thus link with gcc instead of g++ which
prevents automatic linking against libstdc++.
If you do need the Standard C++ library because you are using it, you
could try linking against it statically. This is what we do with Admin
Mod. There we do link with g++ but with options -nodefaultlibs -lc
-lgcc and link the static libstdc++.a archive.
Note, that both have been compiled with older gcc versions so options
might have changed meanwhile.
Hope that helps and a Happy New Year!
Florian
Hello everyone,
I have a question about linux and metamod.
MetaMod does not need to use libstdc++.so (metamod_i386.so executable)?
Is that right? I have made an own module, which
needs the libstdc++.so. How can I link my module to not
have to need libstdc++.so like metamod? Because when I
run my module on my server HLDS says "LoadLibrary failed:
libstdc++.so.6 : No such file or directory". But thats not the case
with metamod.
Please help me.
Regards:
dieterpeter42
abentkus wrote:
> ./cstrike/addons/metamod/dlls/metamod_i386.so: undefined symbol:
> __gxx_personality_v0
That error means that the library is not properly linked with the
standard C++ library. You should try editing the metamod/Makefile
and set GCC to g++ instead of gcc.
Hope that helps.
Florian
I'm developing on my desktop machine.
I have kubuntu x86 installed so, no, its not an x64 OS.
--- In metamod@yahoogroups.com, "Raphael J. Hettich" <raven@...> wrote:
>
> Did u compile using a 64-bit machine? What are your server specs ?
>
>
>
> Greez Raven
>
>
>
> Von: metamod@yahoogroups.com [mailto:metamod@yahoogroups.com] Im
Auftrag von
> abentkus
> Gesendet: Samstag, 28. Juni 2008 01:52
> An: metamod@yahoogroups.com
> Betreff: [metamod] Compilations complications
>
>
>
> I have downloaded the sources for metamod and i tried to compile them,
> everything compiles fine but putting it into the server addon directory
> and running the server with it wont work correctly, i get these errors:
>
> =====================================================================
> Console initialized.
> scandir failed:/home/..../cstrike/./platform/SAVE
> Protocol version 47
> Exe version 1.1.2.5/Stdio (cstrike)
> Exe build: 02:38:31 Jul 7 2004 (2738)
> STEAM Auth Server
> couldn't exec language.cfg
> Server IP address 127.0.1.1:27015
> LoadLibrary failed on ./cstrike/addons/metamod/dlls/metamod_i386.so:
> ./cstrike/addons/metamod/dlls/metamod_i386.so: undefined symbol:
> __gxx_personality_v0
> Host_Error: Couldn't get DLL API from
> ./cstrike/addons/metamod/dlls/metamod_i386.so!
> FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from
> ./cstrike/addons/metamod/dlls/metamod_i386.so!
>
> email debug.log to linux@...
> <mailto:linux%40valvesoftware.com>
> Sat Jun 28 01:42:52 CEST 2008: Server restart in 10 seconds
> =====================================================================
>
> I have created the necessary hlsdk directories and filed them with the
> content. I Compiled it in "debug" mode. Downloading it from the site and
> running it will work fine, but since i need to alter code, it is vital
> for me being able to compile it my self. Has anyone some idea's why it
> wont work?
>
Did u compile using a 64-bit machine? What are your server specs
?
Greez Raven
Von:
metamod@yahoogroups.com [mailto:metamod@yahoogroups.com] Im Auftrag von abentkus Gesendet: Samstag, 28. Juni 2008 01:52 An: metamod@yahoogroups.com Betreff: [metamod] Compilations complications
I have downloaded the sources for metamod and i
tried to compile them,
everything compiles fine but putting it into the server addon directory
and running the server with it wont work correctly, i get these errors:
=====================================================================
Console initialized.
scandir failed:/home/..../cstrike/./platform/SAVE
Protocol version 47
Exe version 1.1.2.5/Stdio (cstrike)
Exe build: 02:38:31 Jul 7 2004 (2738)
STEAM Auth Server
couldn't exec language.cfg
Server IP address 127.0.1.1:27015
LoadLibrary failed on ./cstrike/addons/metamod/dlls/metamod_i386.so:
./cstrike/addons/metamod/dlls/metamod_i386.so: undefined symbol:
__gxx_personality_v0
Host_Error: Couldn't get DLL API from
./cstrike/addons/metamod/dlls/metamod_i386.so!
FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from
./cstrike/addons/metamod/dlls/metamod_i386.so!
email debug.log to linux@...
Sat Jun 28 01:42:52 CEST 2008: Server restart in 10 seconds
=====================================================================
I have created the necessary hlsdk directories and filed them with the
content. I Compiled it in "debug" mode. Downloading it from the site
and
running it will work fine, but since i need to alter code, it is vital
for me being able to compile it my self. Has anyone some idea's why it
wont work?
I have downloaded the sources for metamod and i tried to compile them,
everything compiles fine but putting it into the server addon directory
and running the server with it wont work correctly, i get these errors:
=====================================================================
Console initialized.
scandir failed:/home/..../cstrike/./platform/SAVE
Protocol version 47
Exe version 1.1.2.5/Stdio (cstrike)
Exe build: 02:38:31 Jul 7 2004 (2738)
STEAM Auth Server
couldn't exec language.cfg
Server IP address 127.0.1.1:27015
LoadLibrary failed on ./cstrike/addons/metamod/dlls/metamod_i386.so:
./cstrike/addons/metamod/dlls/metamod_i386.so: undefined symbol:
__gxx_personality_v0
Host_Error: Couldn't get DLL API from
./cstrike/addons/metamod/dlls/metamod_i386.so!
FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from
./cstrike/addons/metamod/dlls/metamod_i386.so!
email debug.log to linux@...
Sat Jun 28 01:42:52 CEST 2008: Server restart in 10 seconds
=====================================================================
I have created the necessary hlsdk directories and filed them with the
content. I Compiled it in "debug" mode. Downloading it from the site and
running it will work fine, but since i need to alter code, it is vital
for me being able to compile it my self. Has anyone some idea's why it
wont work?
Hi!
I have checked with the current source code of Metamod and all
versions did compile flawlessly under Windows with VC6. I can't
reproduce your problems.
> I have added some needed .h header files from SDK_23 into metamod dir . but
> it show too many errors.
You should not have to copy any header files into the Metamod
directory. Just make sure you have the cleaned up SDK 2.3 (available
from metamod.org) and place it in a directory called hlsdk next to the
metamod directory.
Regards,
Florian
Hi, all I compiled it in sep, 2007. It worked , but today i download it can compile it again, it failed. I have added some needed .h header files from SDK_23 into metamod dir . but it show too many errors. something like :
error C2146: syntax error : missing ';' before identifier 'DLHANDLE' d:\down-temp\metamod-1.19-win.src\metamod-1.19\metamod\osdep.h(264) : fatal error C1004: unexpected end of file found
for the first problem. i checked here : --- #elif defined (_WIN32) typedef HINSTANCE DLHANDLE; typedef FARPROC DLFUNC;
inline DLHANDLE DLOPEN(const char *filename) { ---- it is OK, nothing wrong .
why ? before I never meet such things and everythin goes well. what happened in this version ? many thanks!!!!
Raphael J. Hettich wrote:
> Thx would be great, amd64 and the distri is debian 4.0
>
little update: i've just noticed that it gives many false positives for
close combat... the training data is to blame :)
--
I doubt, therefore I might be.
Raphael J. Hettich wrote:
> Thx would be great, amd64 and the distri is debian 4.0
>
the needed aa_cs.nn file can be found here:
http://fly.cc.fer.hr/~hrvoje/projects/antiaim/aa_cs.nn
this file should be in the cstrike/ directory.
--
I doubt, therefore I might be.
Thx would be great, amd64 and the distri is debian 4.0
Greetings to Everyone ^^
Von:
metamod@yahoogroups.com [mailto:metamod@yahoogroups.com] Im Auftrag von Hrvoje
Zeba Gesendet: Freitag, 4. Januar 2008 15:14 An: metamod@yahoogroups.com Betreff: Re: AW: [metamod] antiaim plugin...
Raphael J. Hettich wrote:
>
> I would really like to give this a try, but for some reason I couldn't
> compile it for linux, is there anyone who can do this ? and if so pls post
> the binaries somewhere :-)
>
> Greetings
>
yup... i could do it... just give me some sistem info. x86 or amd64?
linux distro?
Raphael J. Hettich wrote:
>
> I would really like to give this a try, but for some reason I couldn't
> compile it for linux, is there anyone who can do this ? and if so pls post
> the binaries somewhere :-)
>
> Greetings
>
yup... i could do it... just give me some sistem info. x86 or amd64?
linux distro?
--
I doubt, therefore I might be.
sry, i replyed to Aurelien directly...
Aurelien Derouineau wrote:
> I did actually forget another point. Perhaps that project could also
> extend the ANN idea and use such network for basic cheating in
> most/all FPS games. Right now you coded it for aimhacking. Perhaps it
> could be extended to wallhacking, speedhacking, etc...
>
all FPS games... shure. this may be useful for all the games where user
input can be explioted in such a way. this could be done allmost by same
code ;)
for wallhacking... i'm not shure what data should be taken into account.
imo, calculations for the nn's input would be very complex.
as for the speedhack, imo, nn would be an overkill as there is a maximum
speed the player can achieve (calculated from the max_speed and current
fps info) so anti_speedhack should be a matter of one 'if' statement ;)
teleporting plugins are one other thing to consider when developing such
a plugin.
--
I doubt, therefore I might be.
--
I doubt, therefore I might be.
sry, i replyed to Aurelien directly...
Aurelien Derouineau wrote:
> Just out of curiosity, how come you didn't use an already existing
> project for the network? I guess this leads to the question: do you
> think your ANN code is as well optimized as the other ANN projects out
there is only one big reason for doing this... it was a school project
;) on the other hand, i compared the code i made to the others nn's and
noticed the training process of my code is much faster and more
decisive. ie, i tried to train the other nn's to learn the xor function
or an identity function f(x)=x with minimum nodes in the hidden layer
(eg, 8x3x8) with little or no success... the training process is the
only real difference between all of them so once the training is done,
calculating nn's output is really easy.
> there? Or do you think it would be better to use such an existing
> project (if you'd like to "extend" your project to the public domain)
>
shure... use of my nn code is not mandatory. this plugin is mostly some
kind of proof of concept :)
> Also, I was wondering which would be better between:
> 1) Have the NN code written in all the plugins (all as in for all the
> games) and have the game server run the network as well as the game.
that is something i was trying to avoide... no
hacking/cracking/whatsoever on the client side.
> 2) Build some kind of public project (maybe a bit similar to
> steambans) where game servers would record game data periodically for
> x minutes, and then send that data to the project server. This data
> would then go into a queue, waiting to be analyzed by the neural
> network on that project server. This server would contain as best as
> possible the different patterns (cheating, non-cheating) for the
> different games. After primary analysis, if a player is clearly
> thought by the network as cheating, his id would go into the project
> database. If it's not clear, the data is re-sent to the queue to be
> reanalyzed. After 2-3 attempts, if it's still not clear, the data is
> put in a queue for a human to watch the demo (a demo would have to be
> recorded as well) or just throw out that data. Such project would help
> servers make sure the error rate is as low as possible, by feeding it
> more known data as more is gotten therefore "eliminating" the problem
> of out-of-date patterns.
>
this sounds very interesting but it grows out of scope for me as i don't
have the time for such a project (my graduation is very near). if anyone
whishes to pickup on the idea/code, please do... i would be very pleased
to see something like this in action :)
> I hope I haven't missed too many points and that it's not too hard to
> read and understand. I tend to express myself in complex ways :p
>
not to worry, me too :)
--
I doubt, therefore I might be.
warrior within wrote:
> Arrey I m not a coder/developer but i m going to try ur plugin
> since we play on a mass lan
shure, try it out but be careful... data used for training is not
complete so you could have some false positives.
> and some ppl i hack thr
> so i will need ur plugin and if u know ne other plugin please tell me!!
> so tht i can catch some hackers down thr.
>
sry, the best bet so far is to monitor the players as they play ;) you
could use the output from this plugin to check the specific players by
hand :)
> so i will be waiting for ur plugin. :)
>
:)
--
I doubt, therefore I might be.
I would really like to give this a try, but for some reason I couldn't
compile it for linux, is there anyone who can do this ? and if so pls post
the binaries somewhere :-)
Greetings
-----Ursprüngliche Nachricht-----
Von: metamod@yahoogroups.com [mailto:metamod@yahoogroups.com] Im Auftrag von
Hrvoje Zeba
Gesendet: Donnerstag, 3. Januar 2008 00:50
An: metamod@yahoogroups.com
Betreff: [metamod] antiaim plugin...
hi...
first, i would like to apologise if this is an OT here and i've missed
the place for posting this :)
i made a metamod plugin for detecting aim bots on the client side.
essentially, it sits on the server side and monitors/analyses client's
moves (mouse and keyboard) and makes a decision about the usage of the
aim bot on the client's side. this is done by a simple neural net which
was trained using the data generated by playing counter strike with and
without using a cheat. the plugin preforms relatively well with respect
to the time and resources which i had to generate the training data as
this was a school project. it successfuly detects FighterFX v7.2 and
HEADZOT Public v2.1 but with a little less success. output from this
plugin is a number, ranging from 0 to 1, which can be thought of as a
probability of the player using an aim bot. i'm not a pro so some pro
moves could be missinterpreted ;) inputs to the net are, roughly
speaking, the differences between two player states (aim vector,
position, ... check the source code) in two consecutive time slices.
accuracy of the net is a little over 81% but this is compensated by
averaging the net's output over 10 consecutive samples. it takes no
action based on the results, it just prints them on the server's
console. if anyone finds this plugin useful, please use it... source
code and a win32 binary can be found here:
http://fly.cc.fer.hr/~hrvoje/antiaim.tar.gzhttp://fly.cc.fer.hr/~hrvoje/antiaim_win32.zip
i'm fresh new to the hlsdk/metamod coding so this plugin can be improved
and probably has bugs in it. if someone has the time and energy, feel
free to improve/use/whatever. i haven't provided any docs for it but
it's really simple to understand. except, maybe, for the neural net
part... but the interface for it is pretty straight forward.
finally, some info on using the plugin. the plugin has two cvars:
- aa_enable - set to 1 to enable the plugin
- aa_show - set to 1 to enable the printout of every
calculation for each player
one command is implemented which has 4 subcommands. it has the following
form:
aa <command> <options>
commands:
record <file> - record the data to the specified file
stop - stop the recording
show <player_name> - show the current status of the player (the
name is case sensitive)
help - show the help screen
best regards, hrvoje zeba
--
I doubt, therefore I might be.
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Arrey I m not a coder/developer but i m going to try ur plugin since we play on a mass lan and some ppl i hack thr so i will need ur plugin and if u know ne other plugin please tell me!! so tht i can catch some hackers down thr.
so i will be waiting for ur plugin. :)
Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now.
Aurelien Derouineau wrote:
> It does look very very interesting and promising as well! Really a
> well thought-out project.
>
tnx :)
> Perhaps you could give us more details about the neural network. What
> library (project) are you using? How are you sampling the data (is it
> the aa command?) I would guess that data is then fed to the network
> through the cpp in the "train" folder...
>
the neural net uses two hidden layers with 5 and 3 nodes. bias node is
included in every layer. there are 4 input nodes and 1 output node. nn
code is home made (ann.cpp and ann.h files). it uses backpropagation
with gradient descent alg. momentum for training is also used.
data is collected through the "aa record <file>" command and it's in raw
format meaning the values are a direct outputs of the calculactions.
this data is then fed to to train/cstrike program which converts them to
something suitable for the neural net. the reason for doing so is that i
didn't know how to represent the data at first so i experimented. net's
configuration and log(x) functions are the results of this and are by no
means fixed ;) thus log() function makes sense because abs moves are
analysed and difference in numericaly big values tend to have lesser
significanse.
first value in the data set is the distance between enemy's abs head
position and the aim vector of the player (ie, lesser value = more
precise). second value is the mere distance between the player and the
enemy (not used in this instance due to the lack of training data thus
the 4 input nodes and not 5). third value repesents the distance of the
aim vector between two time slices. forth and fifth values reperesent
the distance player and the enemy traveled (differenece in positions on
the map). sixth value is the player's name so one can differentiate the
data and should be replaced with a numerical value representing an ideal
output for the given data set (ie. 0 for no cheating data, 1 for
cheating data; train/cstrike program assumes this was done).
the train/cstrike program trains the nn by loading the data from the
'data' file. it should contain both cheating and non-cheating data. it
first splits the data using 90%-10% ratio for training and for checking
the nn. it loops over the training data until the correct hit factor
(for non-cheating data output should be less then 0.5 but greater then
or equal to 0.5 otherwise) for the training data and the check data hits
95% (this is very optimistic and it's never reached). it saves the
trained nn to a 'aa_cstrikexxxx.nn' files first as correct hit factor
reaches 80%, then for 80.5%, then for 81% and so on where xxxx
represents the loop count needed to reach the specific hit factor. one
of these files can then be used by the antiaim plugin for identifying
cheating/non-cheating moves.
> Perhaps there could be a way to collect data from "professional"
> gamers during serious LAN parties or tournaments... (is it possible to
> use it with demos?)
>
yes... that was my first thought and this should be done if this project
is to see the light of the day ;) i used my brothers for this purpose.
you would have to be shure which of the players are using a cheat and
which of them are not (and when, if they turn them on/off at some
point). then enter the 'aa record some_file.dat' in the server's console
and wait :)
the basis for this project is the fact that aim bots are correcting
(more or less) the aim vector of the player to aim straight for the head
(hopefully). this makes the player's moves (in terms of aim vector
movement) more precise but jerky. the players that are not using the aim
bot tend to have less precise and softer moves so one could ultimately
tell which are which. there is no fine line between the two but this can
be made more clear when you throw some more information in the mix (like
above). ie, one would be an uber pro if he could run&jump (described by
the player's position difference) and fire several hits directly into
the moving enemy's head while finishing a can of beer ;)
this code/project can be relatively easy ported to other games. i chose
counter strike because i play it more often than any other fps :)
has anyone tried this yet? i'm really interested in the results :)
--
I doubt, therefore I might be.
It does look very very interesting and promising as well! Really a
well thought-out project.
Perhaps you could give us more details about the neural network. What
library (project) are you using? How are you sampling the data (is it
the aa command?) I would guess that data is then fed to the network
through the cpp in the "train" folder...
Perhaps there could be a way to collect data from "professional"
gamers during serious LAN parties or tournaments... (is it possible to
use it with demos?)
On Jan 3, 2008 8:37 PM, Florian Zschocke <zschocke@...> wrote:
> Hrvoje Zeba wrote:
>
> Hi!
>
> Your plugin sound intersting. You should put up a small web page
> with the description you just send in the mail, e.g. under
> http://fly.cc.fer.hr/~hrvoje and then register the plugin here:
> http://metamod.org/cgi-bin/submit_plugin
>
> Make sure to fill in valid and sensible info in the form as that
> form page is spammed a lot, so that your entry can be told from
> the spam.
>
> Regards,
> Florian
>
>
> > if anyone finds this plugin useful, please use it... source
> > code and a win32 binary can be found here:
> >
> > http://fly.cc.fer.hr/~hrvoje/antiaim.tar.gz
> > http://fly.cc.fer.hr/~hrvoje/antiaim_win32.zip
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>
hi...
first, i would like to apologise if this is an OT here and i've missed
the place for posting this :)
i made a metamod plugin for detecting aim bots on the client side.
essentially, it sits on the server side and monitors/analyses client's
moves (mouse and keyboard) and makes a decision about the usage of the
aim bot on the client's side. this is done by a simple neural net which
was trained using the data generated by playing counter strike with and
without using a cheat. the plugin preforms relatively well with respect
to the time and resources which i had to generate the training data as
this was a school project. it successfuly detects FighterFX v7.2 and
HEADZOT Public v2.1 but with a little less success. output from this
plugin is a number, ranging from 0 to 1, which can be thought of as a
probability of the player using an aim bot. i'm not a pro so some pro
moves could be missinterpreted ;) inputs to the net are, roughly
speaking, the differences between two player states (aim vector,
position, ... check the source code) in two consecutive time slices.
accuracy of the net is a little over 81% but this is compensated by
averaging the net's output over 10 consecutive samples. it takes no
action based on the results, it just prints them on the server's
console. if anyone finds this plugin useful, please use it... source
code and a win32 binary can be found here:
http://fly.cc.fer.hr/~hrvoje/antiaim.tar.gzhttp://fly.cc.fer.hr/~hrvoje/antiaim_win32.zip
i'm fresh new to the hlsdk/metamod coding so this plugin can be improved
and probably has bugs in it. if someone has the time and energy, feel
free to improve/use/whatever. i haven't provided any docs for it but
it's really simple to understand. except, maybe, for the neural net
part... but the interface for it is pretty straight forward.
finally, some info on using the plugin. the plugin has two cvars:
- aa_enable - set to 1 to enable the plugin
- aa_show - set to 1 to enable the printout of every
calculation for each player
one command is implemented which has 4 subcommands. it has the following
form:
aa <command> <options>
commands:
record <file> - record the data to the specified file
stop - stop the recording
show <player_name> - show the current status of the player (the
name is case sensitive)
help - show the help screen
best regards, hrvoje zeba
--
I doubt, therefore I might be.
HI
I've installed metamod.
i've followed all instructions from admin mod 2.50.60 help.
I can't understand how can I choose the name of my server and what is
the IP of my sever?Is the IP server that in ips.ini?and if it is, have
I to add a port?
Hello,
I'm using Metamod on a Slackware box with 2.6.22.1. I followed the
instructions to install hlds and after that I added:
gamedll_linux "addons/metamod/dlls/metamod_i386.so"
to liblist.gam. When I try to start a server with:
gh@Byron:~/hlds$ screen -A -m -d -S hlds ./hlds_run -game cstrike +ip
0.0.0.0 +port 27016 -nomaster +maxplayers 32 +map de_dust2 -debug
I get
Server IP address 0.0.0.0:27016
Metamod version 1.19 Copyright (c) 2001-2006 Will Day
<willday@...>
Metamod comes with ABSOLUTELY NO WARRANTY; for details type `meta gpl'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `meta gpl' for details.
./hlds_run: line 342: 17660 Segmentation fault (core dumped) $HL_CMD
Cannot access memory at address 0xb7fc46c4
Cannot access memory at address 0xbfc4d3f0
/home/gh/hlds/debug.cmds:3: Error in sourced command file:
Cannot access memory at address 0xb7fc46c4
email debug.log to linux@...
Tue Jul 24 17:28:15 EEST 2007: Server restart in 10 seconds
The debug log isn't very useful:
----------------------------------------------
CRASH: Tue Jul 24 17:28:28 EEST 2007
Start Line: ./hlds_i686 -game cstrike +ip 0.0.0.0 +port 27016 -nomaster
+maxplayers 32 +map de_dust2 -debug -pidfile hlds.17642.pid
Using host libthread_db library "/lib/libthread_db.so.1".
#0 0x00000000 in ?? ()
No symbol table info available.
End of crash report
----------------------------------------------
Any ideas? Thanks in advance! :)
--
Georgi Hristozov
georgi@...
Metamod is "production/stable" and I don't think we're
really looking to update it unless a serious issue
comes up or an API call is needed by a plugin. The
functionality you want already exists via the config
file portion Jussi and I both linked you to.
However, the display bug is valid and I can fix that
in CVS (Jussi could on his end, too). But neither of
us would re-release for that so you'd be on your own
for making builds.
---David "BAILOPAN" Anderson
http://www.bailopan.net/
--- sourceforager <sourceforager@...> wrote:
> Please refer to this thread:
>
http://sourceforge.net/forum/forum.php?thread_id=1714977&forum_id=459109
>
> I'm starting my server using:
> [root@wilber /hlds]# ./hlds_run -game tfc -steamerr
> +ip
> 220.233.224.217 +port 27015 +maxplayers 12 +sv_lan 0
> +sv_region 5
>
> /hlds/tfc/liblist.gam:
> gamedll_linux
> "addons/Metamodv1.19/dlls/metamod_i386.so"
>
>
> Can you just work out where you are in the
> filesystem and then just
> look for /hlds/tfc/addons/Metamodv1.19/plugins.ini
> rather than looking for just
> addons/metamod/plugins.ini ??
>
> Regards,
> sourceforager
>
>
>
>
> --- In metamod@yahoogroups.com, David Anderson
> <player220101@...> wrote:
> >
> > It's not hardcoded. Read the section about
> > config.ini:
> >
> > http://metamod.org/metamod.html
> >
> > ---David "BAILOPAN" Anderson
> > http://www.bailopan.net/
> >
>
>
>
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