[hlcoders] Plugins loaded into the client?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As a plugin developer, I quite frequently test my server plugins on a local listen server while I'm developing. When I go to play games, though, I'm reminded that the plugin is still there when the plugin's concommands are still accessible. No big deal most the time, but some of the language in the recent Steam announcements about 'cheat detection' make me worry that plugin developers might get penalized for accidentally leaving a random serverplugin_empty DLL in their cstrike/addons folder (since these will load happily into the hl2.exe process). My question: will server plugins be exempt from the detection? If not, since the client is automatically loading the plugin into the process space, is it possible that developers could be penalized for accidentally loading their plugin? Just a random thought, thanks for any input you might have, -Mattie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Plugins loaded into the client?
VAC operates via positive detections, you will only be banned if it finds a cheat. If your plugin is not a cheat (and does not enable cheat functionality) you will be fine. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Thursday, April 21, 2005 4:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugins loaded into the client? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As a plugin developer, I quite frequently test my server plugins on a local listen server while I'm developing. When I go to play games, though, I'm reminded that the plugin is still there when the plugin's concommands are still accessible. No big deal most the time, but some of the language in the recent Steam announcements about 'cheat detection' make me worry that plugin developers might get penalized for accidentally leaving a random serverplugin_empty DLL in their cstrike/addons folder (since these will load happily into the hl2.exe process). My question: will server plugins be exempt from the detection? If not, since the client is automatically loading the plugin into the process space, is it possible that developers could be penalized for accidentally loading their plugin? Just a random thought, thanks for any input you might have, -Mattie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugins loaded into the client?
What then does it consider a cheat? I mean what if I have something such as server side cheats in my server plugin, such as things offering God Mode to players, but this is only functional for the server, and doesn't modify anything client side? Will it still find it as a positive detection because it changes things associated with cheating but on the server DLL end not the client end? Thanks, Daniel Jennings - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, April 21, 2005 4:57 PM Subject: RE: [hlcoders] Plugins loaded into the client? VAC operates via positive detections, you will only be banned if it finds a cheat. If your plugin is not a cheat (and does not enable cheat functionality) you will be fine. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Thursday, April 21, 2005 4:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugins loaded into the client? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As a plugin developer, I quite frequently test my server plugins on a local listen server while I'm developing. When I go to play games, though, I'm reminded that the plugin is still there when the plugin's concommands are still accessible. No big deal most the time, but some of the language in the recent Steam announcements about 'cheat detection' make me worry that plugin developers might get penalized for accidentally leaving a random serverplugin_empty DLL in their cstrike/addons folder (since these will load happily into the hl2.exe process). My question: will server plugins be exempt from the detection? If not, since the client is automatically loading the plugin into the process space, is it possible that developers could be penalized for accidentally loading their plugin? Just a random thought, thanks for any input you might have, -Mattie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Plugins loaded into the client?
If it will give an unfair advantage to a user then it is a cheat. If you are ever in doubt that you are writing a cheat then DON'T load it on your client. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Jennings Sent: Thursday, April 21, 2005 6:53 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Plugins loaded into the client? What then does it consider a cheat? I mean what if I have something such as server side cheats in my server plugin, such as things offering God Mode to players, but this is only functional for the server, and doesn't modify anything client side? Will it still find it as a positive detection because it changes things associated with cheating but on the server DLL end not the client end? Thanks, Daniel Jennings - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, April 21, 2005 4:57 PM Subject: RE: [hlcoders] Plugins loaded into the client? VAC operates via positive detections, you will only be banned if it finds a cheat. If your plugin is not a cheat (and does not enable cheat functionality) you will be fine. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Thursday, April 21, 2005 4:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugins loaded into the client? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As a plugin developer, I quite frequently test my server plugins on a local listen server while I'm developing. When I go to play games, though, I'm reminded that the plugin is still there when the plugin's concommands are still accessible. No big deal most the time, but some of the language in the recent Steam announcements about 'cheat detection' make me worry that plugin developers might get penalized for accidentally leaving a random serverplugin_empty DLL in their cstrike/addons folder (since these will load happily into the hl2.exe process). My question: will server plugins be exempt from the detection? If not, since the client is automatically loading the plugin into the process space, is it possible that developers could be penalized for accidentally loading their plugin? Just a random thought, thanks for any input you might have, -Mattie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders