doesn't VAC check the memory? but +1 to the option for server admins, but
somehow someone would find a way to change that or spoof it, idk, its weird

On Tue, Mar 30, 2010 at 9:26 PM, Keeper <[email protected]> wrote:

> Once code is loaded into memory, it's open game.  It doesn't matter what
> the
> server/client relationship is.  If I have a binary/application that hunts
> for that code in memory, then I can change any value I want.
>
> I have written some code in my plugin that locks down certain values that I
> know people are using to alter game play, but to figure out all of the
> holes
> people are trying to exploit would be fruitless.  Then you have 5 different
> games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way to
> handle that reasonably.
>
> If VALVe gave the server operators the choice to keep clients that have
> plugins running, that would cut some of them out.  But even as COD6 has
> proved, you definitely don't need a client side plugin to cheat.
>
> Keeper
>
> -----Original Message-----
> From: Arg! [mailto:[email protected]]
> Sent: Tuesday, March 30, 2010 8:31 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
>
> 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.
>
>
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