it says it differs because on the dedicated server, it has a different copy
of the client.dll.

and vac doesn't even take effect unless binaries are digitally signed.



On Sat, Mar 1, 2014 at 8:30 AM, Ryan Stecker <voidedwea...@gmail.com> wrote:

> VAC doesn't operate on sourcemods, you're free to do whatever you like.
>
>
> https://github.com/ValveSoftware/source-sdk-2013/issues/76#issuecomment-21562961
>
>
> On Fri, Feb 28, 2014 at 3:51 PM, Jorge Rodriguez <bs.v...@gmail.com>wrote:
>
>> Who knows what VAC does or doesn't do, I can't comment on that. Here's
>> what I can comment on:
>>
>> Valve knows that people develop custom client.dll's for their engines.
>> Changes to client.dll for custom games are intended behavior.
>>
>> VAC is an arms race that has progressed very much past modifying DLL's.
>> I've not the foggiest idea what hack creators do now, but I don't imagine
>> it has much to do with patching DLL's on the hard drive.
>>
>> Run in -debug mode and all of these worries go away.
>>
>> Long story short, don't worry too much about it.
>>
>>
>> 2014-02-28 22:40 GMT+01:00 Foo Bar <fooba...@gmail.com>:
>>
>>> Hi there,
>>>
>>> I'm doing some work on a mod.  Nothing substantial has been changed so
>>> far, but my build is different than the current production release of the
>>> client and server dlls.   Console shows
>>>
>>> Your .dll [bin\client.dll] differs from the server's.
>>>
>>> as expected.
>>>
>>> Am I running the risk of a VAC ban if I connect to servers using my
>>> modified build?
>>>
>>> Thanks
>>>
>>> foo
>>>
>>>
>>>
>>>
>>>
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>>>
>>>
>>>
>>
>>
>> --
>> Jorge "Vino" Rodríguez
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>>
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>>
>>
>>
>
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>
>


-- 
-Tony
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