I tryed that, and wallhack still works, but also try it yourself. 2009/5/22 AnAkIn . <[email protected]>: > 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! >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux >
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

