Claims to be UD after disabling Auto Runtime → Instantly kicked by “Executor runtime bootstrap detected (720)”.
Next time you call someone dumb, at least make sure your “fix” actually works. XD
Claims to be UD after disabling Auto Runtime → Instantly kicked by “Executor runtime bootstrap detected (720)”.
Next time you call someone dumb, at least make sure your “fix” actually works. XD
darn you got beef with them though…
nice detector tho.
There’s no conflict! I just responded wittily to him saying I’m in the top 5 real-dumbest users, so that’s about it. His take is partly true, but it doesn’t always help avoid a kick after an in-game injection. So yeah, I don’t hold any grudges against Marko himself; his product isn’t that bad from a technical standpoint, even though it has its vulnerabilities. So don’t think I’m trying to get into a fight with him or anything. I don’t want that. I was just making fun of him when he said everything would be undetected in-game, but in reality, things are a bit different.
I appreciate that executors are fought against, but haven’t you made like 6 other posts on this topic already? I mean, I know what I’m about to read by just looking at your menu UI. What’s different in all your posts?
off topic but ur everywhere I see u in every post I click
I’ve been here since 2020 and probably will be here for a little longer. Nice to meet you
nice, i just joined devforum like a few days ago and nice meeting u too
Hello! Different between post is in THIS video I turned off auto-runtime. If you will read that marko (one of real’s developer) wrote that “To stay UD in game just turn off aut-runtime” and as you can see in video, I showing that I TURNED OFF the auto-runtime and injected the real, after that I got kicked. This is difference.
someone can still download your game and make a bypass, if i knew how hooks worked id do it but im too lazy to search
Pure GC slop detector! false flags whenever a normal user joins the game, also completely vibecoded.
Ik so don’t worry, if someone bypassed it - okay
I answered you before. Trying to obviously critic or something like that. I know that it can do RARE false positive, but when I playing like 5 hours with my friends, testers playing and only 1 guy have problem with false positive detection, In your previous message you just saying “luau heap burst detection” that can’t be detected, only gcinfo(), Somehow, this system is not good enough rn but I will optimize it and will do all to try detect most exploits and executions method. So I do my best to detect exploiters and have minimum false positive detections and it still in dev. This is not final result
the detection is fairly easily bypassable and from what i can tell it relies heavily on client side detection / reporting i actually implemented something same for my own game before eventually removing it because in my game it created more cons than pros (alot and i mean ALOT of false positives)
for example LobbySecurityClient is responsible for firing the LobbySecurityAlert RemoteEvent whenever it detects something suspicious that means the server is ultimately relying on a client side script to tell it that the client has been compromised
this is inherently fragile against an executor that literally has full control of the env, the reporting mechanism itself can be interfered with and the client side checks can potentially be modified suppressed or bypassed so even if the individual detections work correctly the overall system isnt particularly robust if the attacker has control over the environment theyre running in
i drafted a PoC bypass in a couple of minutes and was able to demonstrate that the reporting path can be interfered with, im not posting the full bypass here because the important point isnt the specific implementation its that the security model depends on code running in an environment the attacker already controls
IMO this would be much stronger if the detections were treated as supplementary telemetry rather than yk a security boundary with important gameplay / security decisions validated server side wherever possible
also BANGER MUSIC THO
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Hello! So, in lobby security system weaker than in main game. Also, I know that it can be bypassed just easy but it one of layer AC, also if you want you can decompile code in main game and check this out.
Just for sure, I also have server-side anti-cheat for moment, if exploiter bypassed ALL my client-side anti-cheat. Just try to look through my AC in main game.
However, I don’t said that my AC can’t be bypassed its just a showcase of one layer of it. And yeah, I like lobby’s soundtrack too
Hey, could I ask how Tainted Process memory detection works or what even is it?
Impressive work.
The system is very simple. Essentially, the tainted process works by starting a 30-second timer after a kick (usually long enough for a player to completely close Roblox and then reopen it). If the player simply tries to re-enter 3-4 times, they’re constantly kicked, so they THINK they need to restart Roblox. By that point, the kick timer has already expired, and that’s basically it.