Most code is vulverable to some sort of exploit, hacking, whatever.  BUT,
well designed code is much harder to fine exploits for.

----- Original Message -----
From: "Whisper" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, November 26, 2004 4:50 AM
Subject: Re: [hlds] hacks


Never Understood why the server doesn't prevent this happening at all.


On Fri, 26 Nov 2004 03:53:11 -0500, James Nine <[EMAIL PROTECTED]> wrote:
Well valve claims that they will be able to stop hacks fuctioning for any
amount of time over a few hours.  This is because they will change to
code
dynamically. For the speedhacks, speedhacks operate on the principle that
the hack makes the computer/game think that more time has passed by than
has
actually passed by.  This is easily fixed by having the game use
something
for timing that a program/a hacker can't modify.



----- Original Message -----
From: "Bruce "Bahamut" Andrews" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, November 26, 2004 1:32 AM
Subject: Re: [hlds] hacks

> Wouldn't be too concerned yet, they aren't widespread, and there's no
> VAC for Source yet so they haven't learnt how to bypass anything =)
>
> - Bruce "Bahamut" Andrews
>
>
>
> J Marcus wrote:
>
>>Well I saw the first hacks in use today...speed hack..wallhack...guys
>>were
>>flying all over the map...very depressing..what is valve doing about
>>this?
>>
>>Will Cheating Death be available for source?
>>
>>Boy that didn't take...
>>
>>Admins add the following steam ids to you banned file...
>>
>>Steam_0:0:5001808
>>Steam_0:1:1744920
>>
>>jefe
>>
>>---
>>Outgoing mail is certified Virus Free.
>>Checked by AVG anti-virus system (http://www.grisoft.com).
>>Version: 6.0.799 / Virus Database: 543 - Release Date: 11/19/2004
>>
>>
>>
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>>
>>
>
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