Just block it entirely. If it's a lan or a temp server just use the Steam Dedicated Server from the tools tab. It practically installs itself with the games anyway. And if the main client crashes, the server will go on. That's a bonus.
On Wed, Mar 31, 2010 at 1:37 AM, Matt Stanton < [email protected]> wrote: > Or allow it if it is *only* a LAN server. Solves random internet > asshats loading plugins on a local server while connecting to an > internet server, but still allows local dev testing and lan party > weirdness. Besides, if the cheater is on the lan, you can walk straight > up to him and sock him in the teeth. > > On 3/31/2010 12:30 AM, mfan wrote: > > make it a cvar? don't just outright ban it sv_allowplugins 0 > > > > AnAkIn . wrote: > > > >> So you want to make VAC ban for Sourcemod? Nice one :) > >> BTW There is a tutorial on how to make your own client side cheat plugin > on > >> some site, so a lot of people will have their own plugin which will be > >> private, so a lot of people wouldn't be banned. > >> > >> Just disallow the client side plugins, I doubt much people care about > having > >> plugins on their LAN servers (I doubt much people even use LAN servers). > >> > >> 2010/3/31 Matt Hoffman<[email protected]> > >> > >> > >> > >>> 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 > >>> > >>> > >>> > >> _______________________________________________ > >> 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

