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 Post subject: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 18 May 2009 04:15 

Joined: 18 May 2009 04:13
Posts: 1
Is there a program to dos protocal 48 counter strike servers and if there is can someone release it?


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 21 May 2009 18:00 

Joined: 14 Aug 2008 14:29
Posts: 4
Don be a idiot...
No requesting software for your own use.
If you really wanna do it
then u research it!


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 23 May 2009 16:40 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
windhamwong who made you admin of this forum ? oh woops..you are not. so what the hell are you screaming at ?

protocal ?? isn't it suppouse to be protocol ?
anyways what exactly is protocol 48 ? there's nothing in wiki or google about it. all i found out is that it is only related to cs 1.6 and that theres protocol 47 too. so what does it do exactly ?

server you want to crash, is it steam or non-steam ?


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 23 May 2009 17:14 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
windhamwong has only expressed his personal opinion (which can or can't be related to the topic), and sincerely I agree with him.


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 24 May 2009 01:03 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
well ppl have requested such tools before, only that this here isn't the best way to do that.

still what is protocol 48 ?
..and if it is steam based then i doubt that there is any exploits like this. steam usually patches such things real fast.


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 24 May 2009 15:58 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
judging the section I guess he refers to the fake players bug and not to a security vulnerability.
anyway it's a lame subject and request so ignore it


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 25 May 2009 17:15 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
indeed, but i just wanted to know about protocol 48. and to me fake players doesnt seem denial of service exactly...unless it crashes the server or lags it badly. when somebody says dos attack i take it as a exploit that can crash server or make it unavailable in any other way


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 25 May 2009 17:43 

Joined: 16 Aug 2007 06:25
Posts: 367
Fake players take up legitimate players' slots, denying them "service", so it could definitely be considered a Denial of Service.


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 25 May 2009 17:53 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
exactly.
the "Denial of Service" is just an effect meaning that the service can no longer be used as usual due to big (for example a crash caused by a memory access violation) or small negative consequences.
even the loss of electrical alimentation can be defined a "Denial of Service" :)


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 25 May 2009 23:33 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
yes i know what dos/ddos is, but i still consider it more as a crash, not just fake player flooding. it does not make it unavailable. on lot of cases ppl can still join, its just annoying, but even in games where you can fill server so ppl cant join..well they still can if they keep trying. or for example in steam based games theres auto retry, so as soon as one of them times out he should be able to join.

...but can somebody tell me what that protocol 48 is then ?


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 29 Dec 2009 02:11 

Joined: 29 Dec 2009 02:06
Posts: 3
Non steam have a protocol 47 and Steam 48 .. I can't use the tool to fake players :S


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 08 Jan 2010 14:45 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
Quote:
Non steam have a protocol 47 and Steam 48

thx, very detailed and simple answer.


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 02 Sep 2010 06:59 

Joined: 02 Sep 2010 04:37
Posts: 4
hi all
I wanted to know if there is any way to stop the fake attack player
that here only tells how to make the attack and says how to stop the attack


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 02 Sep 2010 20:55 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
use Luigi's universal players limiter, look here > http://aluigi.org/patches.htm


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 02 Sep 2010 21:24 

Joined: 02 Sep 2010 04:37
Posts: 4
Excuse my ignorance
had not read in its entirety
This is for Counter-Strike or just for games (Quake 3 engine, and Honor Medalof
Battlefield 2 / 2142)?


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 03 Sep 2010 08:54 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
its universal if you did not read.


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 05 Sep 2010 02:27 

Joined: 05 Sep 2010 01:24
Posts: 4
Location: Rosario, Argentina
Sethioz wrote:
use Luigi's universal players limiter, look here > http://aluigi.org/patches.htm


Coul you -please- give me a hand to make this work? I'm having problems with the packet..

Thanks!!


Last edited by RaMMz on 11 Sep 2010 07:02, edited 1 time in total.

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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 05 Sep 2010 13:30 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
no. because it is explained in the readme that comes with it. dont post stupid things, read first.


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 05 Sep 2010 22:21 

Joined: 05 Sep 2010 01:24
Posts: 4
Location: Rosario, Argentina
Sethioz wrote:
no. because it is explained in the readme that comes with it. dont post stupid things, read first.


-- Read the other post.


Last edited by RaMMz on 11 Sep 2010 07:01, edited 1 time in total.

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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 05 Sep 2010 22:37 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
obviously you have not read anything, because ws2_32.dll is not a game file. it is proxocket file and in USAGE it clearly says to download it first and then copy it into game folder where the server.exe is. so read the file again, specially this part:

Quote:
- download proxocket:
http://aluigi.org/mytoolz.htm#proxocket

- copy the ws2_32.dll file of the proxocket package in the folder of
the game where you copied myproxocket.dll


i know that ppl are lazy and stuff, but why do you waste your own time by asking silly things, if you could get it running 100 times faster than posting here and waiting for reply.


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 05 Sep 2010 23:02 

Joined: 05 Sep 2010 01:24
Posts: 4
Location: Rosario, Argentina
Everything is working so far...Now I'm triying to find the connection packet; if anyone have the half life conneciton packet please share it :)


Last edited by RaMMz on 11 Sep 2010 07:03, edited 2 times in total.

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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 06 Sep 2010 14:38 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
you are making chaos, you dont understand anything.

proxocket is a different project, you dont put whole proxocket there doh !
you need to dump the file yourself using a packet monitoring tool
then you take beginning of the packet and put it into packet.dat

you are still not reading the file ! if you would have read the documentation which Luigi have provided, you would understand that dump is only generated using proxocket alone, not the playerslimiter. read thru the usage part and follow every step ! not what i put here, it was only one part, you need to read the original file !


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 08 Sep 2010 10:05 

Joined: 24 Jun 2010 10:04
Posts: 70
Location: aluigi not @ home
the text file in the playerlimiter project has been written to be usable to anyone because it's only the execution of some simple operations (just copies of files and dump of a packet in wireshark) but if there is something still unclear please be more specific.

at the moment I don't remember cs prot48 and I'm not on my PC so maybe try to use the quake3_packet.dat included in the zip renaming it as packet.dat and it should do the job if the connection packet is the same for both q3 and cs.
otherwise you must dump the packet using wireshark and then cutting it leaving only the first part (the one that should arrive till "connect", included)


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 22 Sep 2010 20:55 

Joined: 02 Sep 2010 04:37
Posts: 4
I have captured the packets with tcpdump and read them with wireshark, but I couldn't find what have to put in packet.dat.

the packet has this connection string (copied from wireshark):

0000 ff ff ff ff 63 6f 6e 6e 65 63 74 20 34 37 20 32 ....connect 47 2
0010 30 39 35 37 31 37 39 36 30 20 22 5c 70 72 6f 74 095717960 "\prot
0020 5c 32 5c 72 61 77 5c 31 30 32 64 66 32 37 66 66 \2\raw\102df27ff
0030 34 31 31 66 37 66 411f7f

I tried putting ....connect in packet.dat and I also tried putting ....connect 47 in packet.dat but it didn't work.

here is the full packet (copied from wireshark):

0000 00 e0 7d a4 a1 61 00 24 f9 7a f0 c1 08 00 45 00 ..}..a.$.z....E.
0010 00 7d 14 14 00 00 76 11 36 ae ba 13 2b b9 be d2 .}....v.6...+...
0020 55 0f 3b 47 69 89 00 69 3b 49 ff ff ff ff 63 6f U.;Gi..i;I....co
0030 6e 6e 65 63 74 20 34 37 20 32 30 39 35 37 31 37 nnect 47 2095717
0040 39 36 30 20 22 5c 70 72 6f 74 5c 32 5c 72 61 77 960 "\prot\2\raw
0050 5c 31 30 32 64 66 32 37 66 66 34 31 31 66 37 66 \102df27ff411f7f


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 22 Sep 2010 21:06 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
in that case you must use "quake3_packet.dat" and renaming it as "packet.dat".
it must and will work for sure, obviously if ws2_32.dll is located in the executable's folder and gets loaded correctly


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 22 Sep 2010 21:12 

Joined: 02 Sep 2010 04:37
Posts: 4
Aluigi Hello, thanks for replying
I use linux, so I can not use ws2_32.dll


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 Post subject: Re: Counter Strike 1.6 Protolcal 48 dos
PostPosted: 23 Sep 2010 20:14 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
no problem, try the method specified in the txt file of playerslimiter for Linux
anyway remember that such method could not work with some linux software or particular conditions, so if you have already tried it and didn't work I don't have other ideas


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