What about GCFscape thats how people install SM and others on their listen
servers, thats like the only thing valve uses, is GCF

On Tue, Mar 30, 2010 at 8:31 PM, Arg! <[email protected]> wrote:

> Im certainly no expert on how the libraries are being used here, but
> shouldnt the code explicitly state that certain cvars are to only come from
> the replicated source, eg the game server? Sure there might be ways around
> this with injection as mentioned but shouldnt the listen server (to cover
> the lan side) be using a seperate copy of the engine binaries which are
> affected here so when plugins are run in that context, they do not override
> the cvars being replicated from the actual gameserver the client is
> connected to?
>
> I was under the impression this problem existed because the client was
> sharing binaries with another server running on the local machine, so
> seperating the binaries being used would fix this surely.
>
> On Wed, Mar 31, 2010 at 10:12 AM, Tony Paloma <[email protected]
> >wrote:
>
> > Also, I don't think that removing the plugin functionality is going to
> fix
> > anything. There are other ways to inject a DLL into a running process.
> What
> > really needs to happen is for VAC to be updated to detect the cheater
> > plugins.
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of Craig H
> > Sent: Tuesday, March 30, 2010 3:35 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
> >
> > Sadly this would remove the ability for people to run a server with
> plugins
> > through their client. I've done this in the past to host a LAN game using
> a
> > few plugins to play some of the gametypes people have created. While I
> > agree
> > something must be done, I don't really want to see that functionality
> going
> > away.
> >
> > On Tue, Mar 30, 2010 at 3:55 AM, ics <[email protected]> wrote:
> >
> > > Clients should never need any addons loaded. They can do just fine
> > > without them too. Having any plugins installed on client can do huge
> > > damage to servers so ability to run those on clients should be blocked.
> > > Players game shouldnt even start if there are something within addons
> > > folder on the pc or something else. Something that cannot be bypassed
> > > within 1 second. If clients need plugins, they should be separate from
> > > addons, like client-addons in which they could be used and not at all
> on
> > > a server.
> > >
> > > The current way is ridiculous that a CLIENT can have same plugin as
> > > SERVER and have free wallhack among other things. I seriously hope they
> > > are working for a fix for this and for the several other exploits that
> > > currently exist within the older CSS engine and the newer ones too.
> > >
> > > -ics
> > >
> > > 28.3.2010 22:50, Charles Mabbott kirjoitti:
> > > > In a general sense, there are a couple of client side plug-ins that
> do
> > in
> > > > fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and
> a
> > > > couple of others. At this point I am definitely for simply locking
> out
> > > > plug-ins on the client side, but I would rather not lose some of the
> > > > functionality these have.
> > > >
> > > > And on another note, the client plugin to intercept CVAR responses to
> > the
> > > > server has existed for quite a while now.
> > > >
> > > > -----Original Message-----
> > > > From: [email protected]
> > > > [mailto:[email protected]] On Behalf Of Dominic
> > > Marciano
> > > > Sent: Sunday, March 28, 2010 11:14 AM
> > > > To: [email protected]
> > > > Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
> > > >
> > > >
> > > > it takes someone to fall to their death before they put safety rails.
> > > >
> > > >
> > > >> From: [email protected]
> > > >> Date: Sun, 28 Mar 2010 14:56:39 +0100
> > > >> To: [email protected]
> > > >> Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
> > > >>
> > > >> How about just allowing plugins for dedicated servers?
> > > >>
> > > >> Just as a heads up, I'm gonna try to make a client plugin which
> hooks
> > > >> SVC_GetCvarValue, and just always responds with the default CVar
> > value.
> > > >>
> > > > This
> > > >
> > > >> renders any server-side cheat detection (like KAC) completely
> useless.
> > > >> Hopefully releasing it as a POC will force VALVe to do something
> (why
> > > does
> > > >> it always have to come to this?)
> > > >>
> > > >> Thanks,
> > > >> - Saul.
> > > >>
> > > >>
> > > >> On 28 March 2010 14:49, AnAkIn .<[email protected]>  wrote:
> > > >>
> > > >>
> > > >>> I don't think that's a good idea. Someone will just code a client
> > side
> > > >>> plugin to report false informations to the server.
> > > >>>
> > > >>> 2010/3/28 Keeper<[email protected]>
> > > >>>
> > > >>>
> > > >>>> I have e-mailed somebody at valve, and simply asked them if the
> > server
> > > >>>> operators can see a list of plugins on the client ( like
> > plugin_print
> > > >>>>
> > > > ).
> > > >
> > > >>>> This would give the operator the ability to kick if plugins are
> > loaded
> > > >>>>
> > > > on
> > > >
> > > >>>> the client.  But I think also looking at the GameBin will allow
> the
> > > >>>>
> > > >>> server
> > > >>>
> > > >>>> to see if they are loading anything outside of the standard VSP
> > > >>>>
> > > >>> interface.
> > > >>>
> > > >>>> I don't think stopping it will be completely possible on the
> client,
> > > >>>>
> > > > but
> > > >
> > > >>>> giving the server operator the choice would be a nice thing.
> > > >>>>
> > > >>>> But they did respond that they are working on it.
> > > >>>>
> > > >>>> Keeper
> > > >>>>
> > > >>>> -----Original Message-----
> > > >>>> From: Kyle Sanderson [mailto:[email protected]]
> > > >>>> Sent: Saturday, March 27, 2010 8:33 PM
> > > >>>> To: Half-Life dedicated Linux server mailing list; Half-Life
> > dedicated
> > > >>>> Win32
> > > >>>> server mailing list
> > > >>>> Subject: [hlds] Plugin Loading on clients, enough is enough.
> > > >>>>
> > > >>>> Since forever, players have been able to load plugins on their
> > clients
> > > >>>> letting them get around cheat sensitive variables such as
> sv_cheats,
> > > >>>>   allowing them to use r_drawothermodels, mat_wireframe, etc. We
> as
> > > >>>>
> > > > server
> > > >
> > > >>>> admins have had the option to install various anti cheat addons
> > (Kigen
> > > >>>>
> > > >>> Anti
> > > >>>
> > > >>>> Cheat, VBAC, and than some rather lame ones for EventScripts) in
> > order
> > > >>>>
> > > > to
> > > >
> > > >>>> get around these quite severe downfalls in the engine. However
> now,
> > > >>>>
> > > > there
> > > >
> > > >>>> is
> > > >>>> a LUA scripting interface<http://www.3rdera.com/>  that has been
> > > >>>>
> > > >>> written,
> > > >>>
> > > >>>> and is now fully supporting engine exploits in order to cause
> > trouble
> > > >>>>
> > > > for
> > > >
> > > >>>> server admins and for other players. No one can justify it's use,
> > > >>>>
> > > > every
> > > >
> > > >>>> single script written has been made to get around server settings
> > and
> > > >>>> protections put in place to keep order, and to keep the game
> > fluently
> > > >>>> moving
> > > >>>> along. Right now, players cannot be VAC banned for using this,
> it's
> > > >>>>
> > > > also
> > > >
> > > >>>> going against every single reason why VAC was created. Instead of
> > > >>>>
> > > >>> battling
> > > >>>
> > > >>>> these antics with these scripters, I'm begging you Valve to please
> > > >>>>
> > > > remove
> > > >
> > > >>>> this function from clients as there's absolutely no reason for
> them
> > to
> > > >>>>
> > > >>> have
> > > >>>
> > > >>>> it. I've sent two emails to a couple employees which were left
> > > >>>>
> > > >>> unanswered,
> > > >>>
> > > >>>> I
> > > >>>> know others have done the same.
> > > >>>>
> > > >>>> Here's a forum full of countless exploits:
> > > >>>> http://www.3rdera.com/forum/viewforum.php?f=5
> > > >>>>
> > > >>>> If you don't want to read the wall of text explaining why players
> > > >>>>
> > > > should
> > > >
> > > >>>> not
> > > >>>> be allowed to load plugins, I'm sure your common sense on the
> issue
> > > >>>>
> > > > will
> > > >
> > > >>> be
> > > >>>
> > > >>>> more than sufficient to respond.
> > > >>>> Kyle Sanderson.
> > > >>>>
> > > >>>>
> > > >>>> _______________________________________________
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> > > >>>>
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> > > >>
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