The same way taking the entire 225 person company to Hawaii is profitable.
:P

On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
<[email protected]>wrote:

> I'm sure Valve will fix it immediately... once you show them how fixing the
> HLDS is profitable and worth the man-hours at $50-$60/man-hour.
>
> $0.02
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Michael Krasnow
> Sent: Tuesday, March 30, 2010 9:31 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
>
> 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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