Out of curiosity, why should the client decide when a critical hit occurs? I 
can see some benefit to it, but mostly I see it as exploitable.

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
Sent: Thursday, August 25, 2011 17:07
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

Valve should first add some basic server side protection against some common 
hacks.

For example should be easy to block "100% crits" hacks like this one: 
http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to 
decide when a a critical hit occurs,  but the server should validate the 
decision.

Most speedhacks also should be detected by server.


  ----- Original Message -----
  From: bottige...@gmail.com
  Sent: 08/25/11 11:36 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
 
   
Is Valve really doing anything to catch people making F2P accounts to
avoid cheat bans?

Ever since we switched to IP bans, we've been able to catch many
cheaters using F2P to avoid bans. Some of them have even made up to 4
accounts in a row. Unfortunately, I've started to see some of these
people sprinkle our ban system with dynamic IPs which will inevitably
ban innocent users.

We've also recently dealt with another hacker here (Valve can confirm
they use the same IP address).

http://steamcommunity.com/profiles/76561198047123732 - primary cheating account
http://steamcommunity.com/profiles/76561198038410008

What was unusual about this is that he was using a name copy program
and the admin at that time was complaining he couldn't use the status
command. Is it possible to have the status command blocked somehow?
The cheater in question posted this youtube video on this hack forum.

http://casualhacks.net/forum/showthread.php?t=69

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