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!
>>
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