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csgo_bugs's Issues

sv_pure_bypass_8 works only on default CT models?

Tried using sv_pure_bypass_8 on Mirage, it did work after changing the Shader Settings to low. However, it was working only on 2 out of 5 CTs. I figured it out through other maps as well that it works only on default CT models. Is it true or is there a way around this?

Syntax Error

Hello, I followed the recent sv_pure_bypass 8 steps. When I tried to run wallhack.js, it shows an error. How to fix it?
capture1
Capture

Hitbox misalignment between client & server

Hitboxes desync between the client and server in these scenarios:

-Players appearing out of dormant state: The server does not network the player velocity or any of the animation state information when first networking a client to a player. This causes the velocity on the client to be clamped due to a 'teleport' since the server did not network the player position while they were dormant, resulting in the player's upper and lower body as well as legs to not match the server for a number of ticks. Also players appearing out of dormant state while jumping is desynced in this case as the server does not network the amount of time the player was in the air. There are also other cases where this breaks hitbox sync but they are minor.

-Players standing on conveyer belts and moving objects: The server does not network the base velocity of the surface they are standing on, resulting in the client predicting their position incorrectly resulting in major judder and teleporting when standing on conveyer belts and other custom levels involving moving objects

-Players turning around quickly: The client runs code to allow the legs to smoothly shift into place in the function called DoExtraBoneProcessing while the server does not, resulting in the leg & feet hitboxes always being desynced from the server when a player is turning around.

EXAMPLE and USER-MADE FIX for the following issue: https://www.youtube.com/watch?v=hL3gxRv_5Jk
-Players who do not have a frame rate at least as high as the server tickrate, those using cheats, or when experiencing packet loss results in complete hitbox desync up to 58 degrees away from the server hitbox in either direction: When clients do not send usercmds to the server at a constant rate (one per tick), the server will run all of the usercmds that the client sent in sequence. Each usercmd will get simulated by the movement code and then animated by the server's animation code. After all usercmds are finished running, the server will network the new player position and viewangles to other clients. Since the server only networks the newest information to other clients, they do not animate the missing data that the server did, resulting in desynced hitboxes in every single case, such as running, jumping, turning, firing, reloading, flashbang animations, crouching, and more. The hitbox is not usually desynced enough by a legitimate client to cause the hitbox to be desynced such a large amount as a cheat can, but there ARE edge cases where this can happen. The solution to this bug is to have the server only animate the final usercmd sent by clients. The server will still run movement code, but only the final one will be animated and sent to other players. The client code will still interpolate the player models resulting in a smoother appearance but the hitboxes will actually line up with the server in the vast majority of cases. There is no reason for the server to animate every usercmd as it will still appear as a laggy and teleporting player (depending on how many usercmds are being held back by the player) to other people. The server should also do a verification on all of the sent usercmd tickcounts prior to running them to filter out invalid ones so that clients cannot maliciously prevent their player from being animated.

sv_pure_bypass_2-electric_boogaloo

Hello, I'm preparing new exploits, just in case, while it turns out, I wondered what would happen if the old ones were returned besides the hit detector, since this is a console command. The question is, I change the sounds of opponents in 8 units and it works when I try to disable my steps, my csgo crashes, maybe I did not notice new updates?

wallhack.js EPERM error

I get to renaming csgo to csgo bak and then it gives me the classic EPERM -4048 error. I have the latest npm version and even cleaned npm cache with --force, I don't know what to do anymore.

sv_pure_bypass_8

can I use custom models instead of a wallhack I want to use custom skins but don't know how to modify the files please help

can't open cs:go

as soon as i try to open the game, it tells me that there is an error because the file "pak01_016.vpk" is corrupted

generateWallhack.js

Hi I get this error running the Node commands

D:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo_bak>node generateWallhack.js
D:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo_bak\generateWallhack.js:4
if (i 10) {
^^

SyntaxError: Unexpected number
←[90m at wrapSafe (node:internal/modules/cjs/loader:1018:16)←[39m
←[90m at Module._compile (node:internal/modules/cjs/loader:1066:27)←[39m
←[90m at Object.Module._extensions..js (node:internal/modules/cjs/loader:1131:10)←[39m
←[90m at Module.load (node:internal/modules/cjs/loader:967:32)←[39m
←[90m at Function.Module._load (node:internal/modules/cjs/loader:807:14)←[39m
←[90m at Function.executeUserEntryPoint [as runMain] (node:internal/modules/run_main:76:12)←[39m
←[90m at node:internal/main/run_main_module:17:47←[39m

Modify .vpk Files in CS:GO

With the new SV_Pure Bypass #6 I want to change the CS:GO files (.vpk) files. Especially the "soundmixers.txt"-file. I have the modified version of the .txt, vpk.exe and GCFScape. How do I exchange the default "soundmixers.txt" with my modified "soundmixers.txt"? How do I use vpk.exe and do you necessarily have to extract all "root"-files? Thank you for answering.

Basically I don't understand this command from the #4-Bypass: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo>..\bin\vpk.exe -M a pak01_dir.vpk scripts\file1.txt scripts\file2.txt"

how to edit vtx?

"edit checkSum of FileHeader_t for the corrosponding .vtx file "
I decompiled the map with "bspsrc"and got the vmf file
Then use gcfscape to find the corresponding mdl, vtx, vdd, phy files from the vpk and export them
But I have no way to edit the vtx file, is there any tool? The hammer doesn't seem to modify it directly
I am a beginner and have been searching for 7 hours with Google but still no answer

Fixed in latest valve csgo patch

The latest valve game patch has fixed this issue.
"– sv_pure servers will now kick clients that have loaded asset files into game memory from files not present on game server filesystem."
https://blog.counter-strike.net/index.php/category/updates/ (check 5/4/2020)
sv_pure servers now compare in game memory with default(server) memory.
Not sure if replacing the file mid game will work. Doubt so as it seems to me that the server has timed checks. Have not tried though.

TL;DR : you'll get kicked if you try to add the soundmixers.txt file in /platform , as the server checks it now.

How to reproduce

Hello kkthxbye,

im trying to reproduce this bug on the new d2 (it still have packed props..), but im in struggle to follow you steps. Maybe you can explain them a bit better?

Decompile de_cache (with the packed props). --> Decompiled de_dust2 with bspsrc

I created a map, wanted to load the model autocombine_hr_dust_stairs001_color_478.vvd but every time i get the error : Unable to load vertex data "models/props/autocombine/de_dust2/_autocombine_hr_dust_stairs001_color_478.vvd"

Maybe you can make a more detailed tutorial how to do it correct?

Greetings

I NEED HELP, AMAZING WORK

I thought the idea was incredible, but I'm Brazilian and I didn't understand, would that be to work only in league? like faceit and gamersclub, and in MM it works?

No vpk_007 directory issue

Whilst I was trying to do the sv_pure bypass 8, I got this bug after entering "node wallhack.js":

node:internal/process/promises:245 triggerUncaughtException(err, true /* fromPromise */); ^ [Error: ENOENT: no such file or directory, open 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo.exe\csgo\pak01_007.vpk'] { errno: -4058, code: 'ENOENT', syscall: 'open', path: 'C:\\Program Files (x86)\\Steam\\steamapps\\common\\Counter-Strike Global Offensive\\csgo.exe\\csgo\\pak01_007.vpk' }

bypass_7 - I'm not sure if the mirror.exe is working, read below

I followed instruction, created an empty csgo folder after renaming the existing to csgo_bak folder.

Next step is to run the command as admin

mirror.exe /r "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo_bak" /l "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo"

So, I open my cmd as admin, navigate to folder C:\Program Files\Dokan\DokanLibrary-1.4.0\sample\mirror and then run

C:\Program Files\Dokan\DokanLibrary-1.4.0\sample\mirror>mirror.exe /r "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo_bak" /l "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo"

I see that the newly created csgo folder is now a mounted volume but on the cmd prompt, I dont get any message as success or failed, how long does the mirroring take ? do we get any confirmation message on cmd prompt once the mirroring is done ?

Reason am asking is because it's still mirroring the folder so when I go to edit the pak file in the next steps, it doesnt let me save the PAK file as it's still in use with the cmd prompt.

Any help ?

image

image

Vac

I just wanted to know, does valve bans accounts for using this? Maybe already did to someone?

I used to use this node for 2-3 month but it all was legit.

I want to invest on my profile, it's already steam level 200 and I have some expensive skins. Moreover I want to buy some stuff for ≈1k$ in near future

Hitbox misalignment between client & server

Hitboxes desync between the client and server in these scenarios:

-Players appearing out of dormant state: The server does not network the player velocity or any of the animation state information when first networking a client to a player. This causes the velocity on the client to be clamped due to a 'teleport' since the server did not network the player position while they were dormant, resulting in the player's upper and lower body as well as legs to not match the server for a number of ticks. Also players appearing out of dormant state while jumping is desynced in this case as the server does not network the amount of time the player was in the air. There are also other cases where this breaks hitbox sync but they are minor.

-Players standing on conveyer belts and moving objects: The server does not network the base velocity of the surface they are standing on, resulting in the client predicting their position incorrectly resulting in major judder and teleporting when standing on conveyer belts and other custom levels involving moving objects

-Players turning around quickly: The client runs code to allow the legs to smoothly shift into place in the function called DoExtraBoneProcessing while the server does not, resulting in the leg & feet hitboxes always being desynced from the server when a player is turning around.

-Players who do not have a frame rate at least as high as the server tickrate, those using cheats, or when experiencing packet loss results in complete hitbox desync up to 58 degrees away from the server hitbox in either direction: When clients do not send usercmds to the server at a constant rate (one per tick), the server will run all of the usercmds that the client sent in sequence. Each usercmd will get simulated by the movement code and then animated by the server's animation code. After all usercmds are finished running, the server will network the new player position and viewangles to other clients. Since the server only networks the newest information to other clients, they do not animate the missing data that the server did, resulting in desynced hitboxes in every single case, such as running, jumping, turning, firing, reloading, flashbang animations, crouching, and more. The hitbox is not usually desynced enough by a legitimate client to cause the hitbox to be desynced such a large amount as a cheat can, but there ARE edge cases where this can happen. The solution to this bug is to have the server only animate the final usercmd sent by clients. The server will still run movement code, but only the final one will be animated and sent to other players. The client code will still interpolate the player models resulting in a smoother appearance but the hitboxes will actually line up with the server in the vast majority of cases. There is no reason for the server to animate every usercmd as it will still appear as a laggy and teleporting player (depending on how many usercmds are being held back by the player) to other people. The server should also do a verification on all of the sent usercmd tickcounts prior to running them to filter out invalid ones so that clients cannot maliciously prevent their player from being animated.

Link "fix date" to patch notes

As far as I can tell the fix date always corresponds to the actual date of the patch notes, which is good!

Still I think it would be benefical to this repo if we would make the fix date a clickable hyperlink to the precise patch notes for easy navigation.

If you want I could do that. You can give me limited access to the readme.

For such a trivial task I don't want any credit in any form. I just want to help out a bit since I consider this repo a very important transparency tool.

sv_pure_bypass

I can't seem to get the sv pure bypass (first one) to work, it says its not fixed yet but I still get the error. Is it patched or am I just doing something wrong?

cs2

Since now with the arrival of cs2, there are a new list of vpk files in a new folder "common\Counter-Strike Global Offensive\game\csgo".
Can these bugs still be a thing by changing the generateWallhack.js file. Since the old VMT keys got changed I think. Can you recreate a new node.js file if possible? Thank you for answering !

netcon fixed?

Reading video.txt
Updating shader settings...
Reloading VPKs...
(cs:go dropped here)
Netcon server closed.

update

i got an update and bypass 8 doesnt work on competitive

sv_pure_bypass_9 fixed

I think this bypass got fixed for player models (not brushes) today or yesterday. Edit: my bad

There could be a chance that sv_pure_bypass_8 is fixed

When I try to execute wallhack.js it doesn't recognize netcon.
My launch options: -novid -netconport 2121
This is the console output:

Tip: to revert changes simply close CS:GO. If closed already, press CTRL+C here.
Found 5 properties in pak01_000.vpk
Backup already exists. Skipping.
Found 1 properties in pak01_001.vpk
Backup already exists. Skipping.
Found 1 properties in pak01_004.vpk
Backup already exists. Skipping.
Found 17 properties in pak01_007.vpk
Backup already exists. Skipping.
Found 37 properties in pak01_008.vpk
Backup already exists. Skipping.
Found 49 properties in pak01_009.vpk
Backup already exists. Skipping.
Found 41 properties in pak01_010.vpk
Backup already exists. Skipping.
Found 16 properties in pak01_011.vpk
Backup already exists. Skipping.

Renaming csgo to csgo_bak...
Bypassing write access lock via WinFSP...

You can now launch CS:GO.
Connecting to port 2121...

//I launch csgo , connect to a server and nothing happens

//after closing csgo and pressing ctrl + c in console

Closing CS:GO.
Reverting changes.
Renaming csgo_bak back to csgo...
Done.

Appears to be fixed.

Just tested exactly as demonstrated in the instructions and the video, but the game kicks me every time, saying the game file does not match (for pak01_008.vpk).

I tried multiple times, and on different accounts, and on a clean install of CS, but no luck

need old wallhack.js

can someone share old wallhack.js for bypass 8, cuz new one from 7.2 is not working completely. i dont see t side on any map

sv pure bypass 8

I used this for several and it always worked. But for some reason, it starts to have problem with the passthrough_64.exe. everything after the message you can open csgo. it shows a new line says passthrough_64.exe exited with error code 5. I don't know what that means. it doesn't work anymore because of this.

Not a Issue, more a question

Did you tryed your luck in reaching out to Valve via https://hackerone.com/valve?type=team ?

Quote:
For games developed and published by Valve, the following components are in scope:

Game client and server binaries.
First-party, unmodified, game servers.
Game coordinators.

Please note that game bugs, glitches or gameplay exploits are not part of the bug bounty program.

--
You are basically editing game-files so youre in-scope. Try to make atleast money for they inability to fix it properly.

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