Thanks for the info.


On Sat, Mar 1, 2014 at 12:42 AM, Tony "omega" Sergi <omegal...@gmail.com>wrote:

> 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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>>> G+ <http://www.google.com/profiles/bs.vino> | Ht<http://vinoisnotouzo.com>]
>>>
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>>>
>>>
>>
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>>
>>
>
>
> --
> -Tony
>
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