Oh and sv_consistency set to one is also good. Sorry for forgetting that, I'm 
playing TF and typing haha

Sent from my iPhone 4

On Aug 26, 2010, at 10:49 PM, Shane Arnold <[email protected]> wrote:

> You should be using sv_pure 2 unless you *really* need to have custom skins.
> 
> On 27/08/2010 1:41 PM, Hendrik Schumann wrote:
>> MatHacks are pretty common in Source engine games, just google "TF2
>> Mathack".
>> The only countermeasure would be valve implementing a check to prevent
>> wall/player model textures from using $ignorez like the Insurgency mod team
>> did or by using a strict sv_pure whitelist on your server, which can break
>> custom models.
>> 
>> On Fri, Aug 27, 2010 at 7:32 AM, clad iron<[email protected]>  wrote:
>> 
>>> Someone has pointed this out to me, (i haven't tested) but think Valve may
>>> need to look into this.
>>> 
>>> Here is a quote from the guy.
>>> 
>>> I just took the vmt file that is the refernce for the glass wall and copied
>>> it into the proper directories and renamed it to the vmt of the mat I
>>> wanted
>>> to be glass, when it loads that vmt for the material the vmt points to the
>>> glass vtf file. boom its see thru
>>> All you really have to do is load the map in hammer and find which walls
>>> you
>>> want to be see thru then write down the name and path of the materials used
>>> then use that glass vmt for the real ones
>>> 
>>> 
>>> The guy and i were talking about how could someone still be hacking on our
>>> server with KAC running.
>>> 
>>> Is there a fixable solution to this ?
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