It's been more than 1 year since L4D release and this is still not fixed.

I guess it's broken on L4D2 too, isn't it?

2009/5/22 w4rezz <[email protected]>

> 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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