I think they could do even more, but in the end the impact on servers on
cpu (anti wallhack for instance) might be that high and since its still
single threaded....

On Fri, 26 Aug 2011 12:32:29 +0200, "AnAkIn ." <anakin...@gmail.com> wrote:
> Valve could block wallhacks and speedhacks with some server side code if
> they wanted to.
> 
> 2011/8/26 Kigen <theki...@gmail.com>
> 
>> There isn't just that.  But I mentioned it since it was what was being
>> discussed.
>>
>> A lot of things get broken in cheats when you use this plugin.
>>
>> But it does cause some other issues (small, but noticeable).
>>
>> On Thu, Aug 25, 2011 at 9:05 PM, J M <invaderam...@gmail.com> wrote:
>> > The client doesn't decide it, but it knows when it's going to happen
at
>> the
>> > same time the server does. This is so that client side prediction can
>> work
>> > effectively with crits. Whether an attack is a crit is decided by both
>> the
>> > server and the client at the same time. They used to allow clients to
>> decide
>> > it, and crit hacks used to be much more useful. Nowadays, crit hacks
>> simply
>> > shoot every time there is going to be a crit, instead of forcing crits
>> every
>> > time you shoot.
>> >
>> > On Thu, Aug 25, 2011 at 9:55 PM, Necavi <nec...@0xf.org> wrote:
>> >
>> >> 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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>> >>
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>> >>
>> >>
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>> >>
>> > _______________________________________________
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>> >
>>
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