It seems that VALVe did some modification on TF2 (I guess of $ignoreZ) with
the last update. I've seen some people on cheating site complains that their
material hacks no longer work :D
I guess VALVe have seen our emails. I'll do some testing later and see if
it's really fixed.

2009/5/7 w4rezz <[email protected]>

> 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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