2009/5/7 AnAkIn . <[email protected]>:
> AFAIK, the public memory cheats can be detected very easily by VAC and most
> of them are detected. But of course, the privates ones, VAC rarely detect
> any of them, same for public ring 0 cheats, which are increasing those last
> years.
> I've seen many people getting banned for this. One of the most known memory
> cheat which work on many games and allow you to "freeze" any cvar value on
> HL1/HL2 is Cheat Engine, and you'll surely get banned for it (I used it to
> test things a few years ago on a HL1 account and got banned).

Nope, still exist "proof of code" to modify client cvar to bypass
sv_pure, allow wireflame wallhack etc, what isnt detected by VAC, i
have no idea if is this code public, but if servers sv_pure is 1 and
clients is 0, and VAC dont take care.. something is wrong here..


> Then, maybe VALVe could add some sort of code for the detection of memory
> hacks to be automatic, like it would check for the server value, and if the
> client value is different or forced to an other value, you would get kicked
> from the server? (not VAC banned since people could probably use some sort
> of plugin to trigger the detection)

Yes, there are many plugins to check players cvars, like sv_pure, but
it doesnt works well.. specialy for memory cheats, r_Drawothermodels
is 2 on client (wireflame wh), but client console and server say its 1
(default) .. you can use eventscripts or sourcemod to check variables
on client, as you can see with "xray anticheat" (what make screenshots
on clients), many cheaters use just this type of wireflame wh, becouse
public memory cheats are not checked/detected by VAC.. i have no idea
why..


> The main problem in L4D is the VPKs files not being checked for
> modifications by Steam, like it does for GCF. Of course modders would then
> cry because they can't modify the VPKs, and ATM that's what they're doing to
> use custom skins. This could be fixed by allowing files to be loaded outside
> of the VPKs. Then, we could just use sv_pure 2 and it would load content
> from the VPK, exactly like it does on other source games for GCF (or use the
> from_steam parameter with sv_pure 1).
>
> And of course, disallow $ignoreZ to be used on any player models at least. I
> don't understand why this hasn't been done yet.

Becouse valve released sv_pure, and they think it can do everything,
but its not true!

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