For fuck sake it's not there by design. You're making it out like they've
done it on purpose. Plugins are just loaded when the engine initializes,
which happens on the client too. I'M SURE THEY'RE AWARE SO STOP POINTING OUT
STUFF WE ALREADY KNOW.

Thanks,
- Saul.


On 12 April 2010 17:57, Kigen <[email protected]> wrote:

> I've tried.  For the most part I've been ignored.
>
> On Mon, Apr 12, 2010 at 11:44 AM, Donnie Newlove
> <[email protected]> wrote:
> > You should send this to someone at Valve, we already know.
> >
> > On Mon, Apr 12, 2010 at 6:29 PM, Kigen <[email protected]> wrote:
> >> Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's
> Anti-Cheat).
> >>
> >> I would like to list a few reasons for closing the VSP interface on
> >> clients.  While it can be useful at times its harm more than outweighs
> >> any good it does.  At present it provides a way for people to exploit
> >> the engine without the risk of getting a VAC ban for injecting a
> >> cheat.  So far from what I've witnessed over time people are now
> >> flocking to using the VSP interface because VALVe doesn't stop them
> >> from doing so, nor is there the risk of getting VAC banned either.
> >> Also, developing on the VSP interface for cheat makers is how they can
> >> make production time faster.  As seen in this URL:
> >> http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
> >> The VSP interface has more usefulness to cheat developers than it does
> >> anybody else.  Using CVar detectors like KAC and zBlock won't continue
> >> to work to stop this.  At the rate of expansion of the use of VSP it
> >> will far exceed my capacity to fight it by myself.  Plus by leaving
> >> the VSP interface open wanna be cheat developers will have a easier
> >> time learning how to create cheats for Source engine games and test it
> >> with the client.  At present I cannot see a good reason to leave the
> >> VSP interface open on the client.
> >>
> >> Respecfully,
> >>  - Kigen
> >>
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