I will do my best to be concise.

I go by HL-SDK, I enjoy playing valve's games. They are worth every penny. I
also enjoy coding. I make cheats for source engine games, mainly team
fortress 2. plugin_load, plugin_unload, and the plugin interface to the game
really simplify development for me.

This means I can make some changes to one of my projects, compile and just
pop in the new program without exiting the game. If plugin loading were
disabled, or if plugins were not run unless a listen server was active, I
would have to:

Inject an interface application into hl2.exe
Emulate/simulate/replicate the plugin_* features (probably even keep the
serverplugin interface with firegameevent, load, unload, and the like)
use this injected program to support backwards-compatibility and on-the-fly
loading/unloading.

Really, you aren't solving any problems at all. plugin_load is (to me) a
very easy to use winject, or any other injector program.



And to who mentioned xfire getting with valve and working to cooperate and
all that shit, you must have no idea how valve's anti-cheat works.
I'm not too interested in replies, I just want to let you all know you are
pretty far off in thinking that this is a problem.

Out of the while cheat development community, I know 3 people using this
technique, myself being one of them.



The "Sourcemod exploit" is stupidly easy, and yes I agree it needs to be
resolved.
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

Reply via email to