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. > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

