Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread AnAkIn .
Now there is a client side L4D2 plugin to change cheat cvars like fov and
viewmodel_fov.

http://forums.steampowered.com/forums/showthread.php?t=1242368

For some reason it still hasn't been deleted, and it's been posted since 2
weeks. :/

2010/4/3 Saul Rennison saul.renni...@gmail.com

 But there is no support for client plugins. People have just exploited the
 fact that plugins are loaded early and dubbed them clientplugins. It's
 exactly the same as injecting into the engine-- it's a hack. They should be
 banned.

 Thanks,
 - Saul.


 On 3 April 2010 12:25, Nightbox alexandrualexa...@gmail.com wrote:

  This is a very big issue for source-based games.
 
  I agree that client plugins should be disabled but i also agree with the
  fact that there may be useful plugins for clients (already mentioned
 PREC)
 
  2010/4/3 Saul Rennison saul.renni...@gmail.com
 
   Please stop for a god-damn second and think about your solution.
   PLEASE tell me how the server would possibly know whether the client
   has any plugins loaded? And even if there was a way, it could probably
   be blocked with 3 lines of code in a client plugin anyway
  
   Clientplugins were never supposed to be a feature and are a side
   effect. There is nothing to do with clients in there by default, they
   are SERVERPLUGINS. The only secure way to fix this is enable plugins
   for dedicated servers only.
  
   On Saturday, April 3, 2010, Steven Crothers steven.croth...@gmail.com
 
   wrote:
Possibly the worst idea ever mentioned on this list.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan
 Button
Sent: Saturday, April 03, 2010 1:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
Make it a launch option of srcds to allow plugins on the server. Not
 a
   cvar.
And off by default.
   
Then, for people who are serious about client plugins, maybe a way to
   have
them signed by Valve. Think Apple App Store for iPhone.
   
Allan
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark
 Gunnett
Sent: Saturday, April 03, 2010 12:14 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
While you may not be removing all the cheaters by giving a cvar to
   disable
client side plugins, you will be preventing the people who are too
  stupid
   to
do some of the more complex cheats. Why make it easier to cheat?
  Learning
how to Lua script (Or script in sourcepawn) isn't all that hard,
   especially
if you have a shell to plug into that handles all the major hooking
 you
   need
to do. The fact is, there are a lot of people who know how to read
instructions and can install sourcemod into the client directory
 pretty
easy. And from the sounds of it, there are pre-written lua scripts
 that
   they
can learn from to do whatever they want with the new client lua
   interface.
However, giving servers the option to disallow clients with plugins
   loaded
just like having the option to filter out clients that have failed
 md5
checksums for their textures isn't that bad of an idea. I can see
 where
client side plugins are useful, ESEA and such aside. However, they
 have
   no
place, or legitimacy being run on regular servers. While not all
 users
  do
   it
for malicious intent (Hey look, I was at a LAN!), the fact is most
  users
that use that interface, are doing so for malicious reasons.
   
Again, it may not stop the big boys, but making it easier to cheat
 just
doesn't make sense in my book.
   
On Fri, Apr 2, 2010 at 9:43 PM, AzuiSleet azuisl...@gmail.com
 wrote:
   
So consider Valve does disable clientside plugins, what will change?
Absolutely nothing. All the cheaters will continue to use their
 cheats
that don't rely on clientside plugins. Everyone else will use a
network proxy, which can replication all the malicious exploits
 you're
worried about. With a network proxy you just send net_SetConVar to
force any cvar on the client. There's also the magic of the exploits
in the netcode that aren't fixed, like net_StringCmd before you do
 any
sign on, which is what the NULL player crash is. There's also the
client disconnect control command, which is again being exploited by
the lua clientside plugin, but is trivial to do with a network
 proxy.
   
In the end Valve needs to fix the real exploits, which are the
 source
of the issue, not disable a very useful feature.
   
On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott 
 cmabb...@verizon.net
  
wrote:

 --- Scott Highland wrote:
 Maybe you could explain why this whole list, and the company

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread HL-SDK Synths
Hello, thanks for posting this. Hopefully people realize it may be
considered a cheat since it can give them an unfair (albeit tiny) advantage.

Something to note: L4D2's sv_cheats cvar is a bit more tamper proof.

Also: The list might not want to continue discussion on this topic.
Speedhacks have been available in this game since mid december.

On Wed, May 12, 2010 at 8:42 AM, AnAkIn . anakin...@gmail.com wrote:

 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread HL-SDK Synths
Apologies for the double post (I'm not sure how that works on a mailing
list.

This plugin doesn't change sv_cheats, it is not a cheat and deserves no
special consideration. It will not be deleted either.

On Wed, May 12, 2010 at 8:42 AM, AnAkIn . anakin...@gmail.com wrote:

 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread ics
With that logic, a sourcemod in players pc isn't a cheat but you can 
override your own setting r_drawothermodels 2 and you see through walls 
even if the cheats are off on the server. This is exactly the reason why 
plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by 
default, as those cvars are behind sv_cheats as far as i know. This 
plugin just bypasses it.

-ics

12.5.2010 17:55, HL-SDK Synths kirjoitti:
 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com  wrote:


 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

  
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread Kyle Sanderson
Both http://forums.alliedmods.net/showthread.php?t=126487 and
http://www.facepunch.com/showthread.php?t=935780 are interesting
reads.

The player was manually VAC banned by one Al or Professor
Farnsworth for running SourceMod as a client plugin. VAC is supposed
to be an automatic system, and not one that can be triggered manually
by any Valve employee. This defunctionality really needs to be removed
from the engine, as it's getting absolutely ridiculous.

Kyle.

On Wed, May 12, 2010 at 8:36 AM, ics i...@ics-base.net wrote:
 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:
 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com  wrote:


 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread Nicholas Hastings
I totally disagree. If they were using it to cheat then it doesn't 
matter in the least whether or not they were expecting to get VACbanned 
or not, nor how the ban came about. That guy even admitted he was speed 
hacking with it. One less idiot plaguing servers.

On 5/12/2010 3:51 PM, Kyle Sanderson wrote:
 Both http://forums.alliedmods.net/showthread.php?t=126487 and
 http://www.facepunch.com/showthread.php?t=935780 are interesting
 reads.

 The player was manually VAC banned by one Al or Professor
 Farnsworth for running SourceMod as a client plugin. VAC is supposed
 to be an automatic system, and not one that can be triggered manually
 by any Valve employee. This defunctionality really needs to be removed
 from the engine, as it's getting absolutely ridiculous.

 Kyle.

 On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net  wrote:

 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:
  
 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.comwrote:



 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


  
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

  
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread Kigen
What Kyle is trying to point out is that the problem shouldn't even
exist in the first place.  VALVe should be preventing people from
joining servers while plugins are loaded via the VSP interface.

On Wed, May 12, 2010 at 3:10 PM, Nicholas Hastings nshasti...@gmail.com wrote:
 I totally disagree. If they were using it to cheat then it doesn't
 matter in the least whether or not they were expecting to get VACbanned
 or not, nor how the ban came about. That guy even admitted he was speed
 hacking with it. One less idiot plaguing servers.

 On 5/12/2010 3:51 PM, Kyle Sanderson wrote:
 Both http://forums.alliedmods.net/showthread.php?t=126487 and
 http://www.facepunch.com/showthread.php?t=935780 are interesting
 reads.

 The player was manually VAC banned by one Al or Professor
 Farnsworth for running SourceMod as a client plugin. VAC is supposed
 to be an automatic system, and not one that can be triggered manually
 by any Valve employee. This defunctionality really needs to be removed
 from the engine, as it's getting absolutely ridiculous.

 Kyle.

 On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net  wrote:

 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:

 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com    wrote:



 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread AnAkIn .
If they would simply prevent people from joining servers with client side
plugins loaded, people would simply code a client side plugin which bypass
this. The better way is just to remove the possibility of loading client
side plugins at all.

2010/5/12 Kigen theki...@gmail.com

 What Kyle is trying to point out is that the problem shouldn't even
 exist in the first place.  VALVe should be preventing people from
 joining servers while plugins are loaded via the VSP interface.

 On Wed, May 12, 2010 at 3:10 PM, Nicholas Hastings nshasti...@gmail.com
 wrote:
  I totally disagree. If they were using it to cheat then it doesn't
  matter in the least whether or not they were expecting to get VACbanned
  or not, nor how the ban came about. That guy even admitted he was speed
  hacking with it. One less idiot plaguing servers.
 
  On 5/12/2010 3:51 PM, Kyle Sanderson wrote:
  Both http://forums.alliedmods.net/showthread.php?t=126487 and
  http://www.facepunch.com/showthread.php?t=935780 are interesting
  reads.
 
  The player was manually VAC banned by one Al or Professor
  Farnsworth for running SourceMod as a client plugin. VAC is supposed
  to be an automatic system, and not one that can be triggered manually
  by any Valve employee. This defunctionality really needs to be removed
  from the engine, as it's getting absolutely ridiculous.
 
  Kyle.
 
  On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net  wrote:
 
  With that logic, a sourcemod in players pc isn't a cheat but you can
  override your own setting r_drawothermodels 2 and you see through walls
  even if the cheats are off on the server. This is exactly the reason
 why
  plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
  default, as those cvars are behind sv_cheats as far as i know. This
  plugin just bypasses it.
 
  -ics
 
  12.5.2010 17:55, HL-SDK Synths kirjoitti:
 
  Apologies for the double post (I'm not sure how that works on a
 mailing
  list.
 
  This plugin doesn't change sv_cheats, it is not a cheat and deserves
 no
  special consideration. It will not be deleted either.
 
  On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com
  wrote:
 
 
 
  Now there is a client side L4D2 plugin to change cheat cvars like fov
 and
  viewmodel_fov.
 
  http://forums.steampowered.com/forums/showthread.php?t=1242368
 
  For some reason it still hasn't been deleted, and it's been posted
 since 2
  weeks. :/
 
  --
  Best regards,
  AnAkIn,
  -
  ESL EU TF2 Admin
  http://www.esl.eu/eu/tf2
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread ics
Maybe this isn't the whole truth in this matter. All we know maybe VAC 
already had signature from the player (and if it wasn't a sourcemod) and 
the ban was just speeded up to be more instant.

In any case, in such clear cases as speedhacks, i don't mind if the 
jackasses get banned asap for once. However, if it was a manual ban just 
due to the guy seeing he was indeed speedhacking, it's bad policy 
because no one knows if someone gets accidentally banned and the 
innocent suffers. In this case though, there was no victims that did not 
deserve what they got.

-ics

12.5.2010 22:51, Kyle Sanderson kirjoitti:
 Both http://forums.alliedmods.net/showthread.php?t=126487 and
 http://www.facepunch.com/showthread.php?t=935780 are interesting
 reads.

 The player was manually VAC banned by one Al or Professor
 Farnsworth for running SourceMod as a client plugin. VAC is supposed
 to be an automatic system, and not one that can be triggered manually
 by any Valve employee. This defunctionality really needs to be removed
 from the engine, as it's getting absolutely ridiculous.

 Kyle.

 On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net  wrote:

 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:
  
 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.comwrote:



 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


  
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

  
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread Kyle Sanderson
I completely agree with the player being automatically banned for
cheating in a public secured server, however this was not the case.
Regardless if the player was hacking or not, there should have been
zero discussion ingame about the matter, especially from an Employee
who clearly did something to get this player banned faster/manually.

Regardless, I'm happy his account was VACed for hacking/exploiting,
however it was not handled properly, at all. As well to that,
Kigen/AnAkIn/ics seemed to have explained better what I was trying to
get at.
Kyle.

On Wed, May 12, 2010 at 1:34 PM, ics i...@ics-base.net wrote:
 Maybe this isn't the whole truth in this matter. All we know maybe VAC
 already had signature from the player (and if it wasn't a sourcemod) and
 the ban was just speeded up to be more instant.

 In any case, in such clear cases as speedhacks, i don't mind if the
 jackasses get banned asap for once. However, if it was a manual ban just
 due to the guy seeing he was indeed speedhacking, it's bad policy
 because no one knows if someone gets accidentally banned and the
 innocent suffers. In this case though, there was no victims that did not
 deserve what they got.

 -ics

 12.5.2010 22:51, Kyle Sanderson kirjoitti:
 Both http://forums.alliedmods.net/showthread.php?t=126487 and
 http://www.facepunch.com/showthread.php?t=935780 are interesting
 reads.

 The player was manually VAC banned by one Al or Professor
 Farnsworth for running SourceMod as a client plugin. VAC is supposed
 to be an automatic system, and not one that can be triggered manually
 by any Valve employee. This defunctionality really needs to be removed
 from the engine, as it's getting absolutely ridiculous.

 Kyle.

 On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net  wrote:

 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:

 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com    wrote:



 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread Rick Payton
eh, cheating is cheating, and he got caught. it don't matter how the ban was 
enacted, he got caught doing something he clearly knew he SHOULDN'T be, and got 
caught.

Good for him. Next time, don't fuck with the system, and play by the rules.

--mauirixxx

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Wednesday, May 12, 2010 11:03 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

I completely agree with the player being automatically banned for
cheating in a public secured server, however this was not the case.
Regardless if the player was hacking or not, there should have been
zero discussion ingame about the matter, especially from an Employee
who clearly did something to get this player banned faster/manually.

Regardless, I'm happy his account was VACed for hacking/exploiting,
however it was not handled properly, at all. As well to that,
Kigen/AnAkIn/ics seemed to have explained better what I was trying to
get at.
Kyle.

On Wed, May 12, 2010 at 1:34 PM, ics i...@ics-base.net wrote:
 Maybe this isn't the whole truth in this matter. All we know maybe VAC
 already had signature from the player (and if it wasn't a sourcemod) and
 the ban was just speeded up to be more instant.

 In any case, in such clear cases as speedhacks, i don't mind if the
 jackasses get banned asap for once. However, if it was a manual ban just
 due to the guy seeing he was indeed speedhacking, it's bad policy
 because no one knows if someone gets accidentally banned and the
 innocent suffers. In this case though, there was no victims that did not
 deserve what they got.

 -ics

 12.5.2010 22:51, Kyle Sanderson kirjoitti:
 Both http://forums.alliedmods.net/showthread.php?t=126487 and
 http://www.facepunch.com/showthread.php?t=935780 are interesting
 reads.

 The player was manually VAC banned by one Al or Professor
 Farnsworth for running SourceMod as a client plugin. VAC is supposed
 to be an automatic system, and not one that can be triggered manually
 by any Valve employee. This defunctionality really needs to be removed
 from the engine, as it's getting absolutely ridiculous.

 Kyle.

 On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net  wrote:

 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:

 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com    wrote:



 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread Josh Bost
As part of the Steam TOS that you agree to EVERY time you purchase a
game, you agree to letting VAC ban you if you cheat.  Really, go read
it - Given the SM does alter the game, a VAC ban is fair.  Furthermore
most of the dumb facepuncher's have no idea what they are talking
about - I think half of them are convinced it was an exploit on the
SERVER due to SM.


On Thu, May 13, 2010 at 10:53 AM, Rick Payton r...@mai-hawaii.com wrote:
 eh, cheating is cheating, and he got caught. it don't matter how the ban was 
 enacted, he got caught doing something he clearly knew he SHOULDN'T be, and 
 got caught.

 Good for him. Next time, don't fuck with the system, and play by the rules.

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Wednesday, May 12, 2010 11:03 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 I completely agree with the player being automatically banned for
 cheating in a public secured server, however this was not the case.
 Regardless if the player was hacking or not, there should have been
 zero discussion ingame about the matter, especially from an Employee
 who clearly did something to get this player banned faster/manually.

 Regardless, I'm happy his account was VACed for hacking/exploiting,
 however it was not handled properly, at all. As well to that,
 Kigen/AnAkIn/ics seemed to have explained better what I was trying to
 get at.
 Kyle.

 On Wed, May 12, 2010 at 1:34 PM, ics i...@ics-base.net wrote:
 Maybe this isn't the whole truth in this matter. All we know maybe VAC
 already had signature from the player (and if it wasn't a sourcemod) and
 the ban was just speeded up to be more instant.

 In any case, in such clear cases as speedhacks, i don't mind if the
 jackasses get banned asap for once. However, if it was a manual ban just
 due to the guy seeing he was indeed speedhacking, it's bad policy
 because no one knows if someone gets accidentally banned and the
 innocent suffers. In this case though, there was no victims that did not
 deserve what they got.

 -ics

 12.5.2010 22:51, Kyle Sanderson kirjoitti:
 Both http://forums.alliedmods.net/showthread.php?t=126487 and
 http://www.facepunch.com/showthread.php?t=935780 are interesting
 reads.

 The player was manually VAC banned by one Al or Professor
 Farnsworth for running SourceMod as a client plugin. VAC is supposed
 to be an automatic system, and not one that can be triggered manually
 by any Valve employee. This defunctionality really needs to be removed
 from the engine, as it's getting absolutely ridiculous.

 Kyle.

 On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net  wrote:

 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:

 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com    wrote:



 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 
 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-03 Thread Steven Crothers
Possibly the worst idea ever mentioned on this list.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
Sent: Saturday, April 03, 2010 1:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

Make it a launch option of srcds to allow plugins on the server. Not a cvar.
And off by default.

Then, for people who are serious about client plugins, maybe a way to have
them signed by Valve. Think Apple App Store for iPhone.

Allan

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Gunnett
Sent: Saturday, April 03, 2010 12:14 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

While you may not be removing all the cheaters by giving a cvar to disable
client side plugins, you will be preventing the people who are too stupid to
do some of the more complex cheats. Why make it easier to cheat? Learning
how to Lua script (Or script in sourcepawn) isn't all that hard, especially
if you have a shell to plug into that handles all the major hooking you need
to do. The fact is, there are a lot of people who know how to read
instructions and can install sourcemod into the client directory pretty
easy. And from the sounds of it, there are pre-written lua scripts that they
can learn from to do whatever they want with the new client lua interface.
However, giving servers the option to disallow clients with plugins loaded
just like having the option to filter out clients that have failed md5
checksums for their textures isn't that bad of an idea. I can see where
client side plugins are useful, ESEA and such aside. However, they have no
place, or legitimacy being run on regular servers. While not all users do it
for malicious intent (Hey look, I was at a LAN!), the fact is most users
that use that interface, are doing so for malicious reasons.

Again, it may not stop the big boys, but making it easier to cheat just
doesn't make sense in my book.

On Fri, Apr 2, 2010 at 9:43 PM, AzuiSleet azuisl...@gmail.com wrote:

 So consider Valve does disable clientside plugins, what will change?
 Absolutely nothing. All the cheaters will continue to use their cheats 
 that don't rely on clientside plugins. Everyone else will use a 
 network proxy, which can replication all the malicious exploits you're 
 worried about. With a network proxy you just send net_SetConVar to 
 force any cvar on the client. There's also the magic of the exploits 
 in the netcode that aren't fixed, like net_StringCmd before you do any 
 sign on, which is what the NULL player crash is. There's also the 
 client disconnect control command, which is again being exploited by 
 the lua clientside plugin, but is trivial to do with a network proxy.

 In the end Valve needs to fix the real exploits, which are the source 
 of the issue, not disable a very useful feature.

 On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott cmabb...@verizon.net
 wrote:
 
  --- Scott Highland wrote:
  Maybe you could explain why this whole list, and the company that 
  runs it should all agree to completely remove the ability to 
  incorporate modifications just because it would suit YOUR needs as 
  an anti-cheat function to thwart the .3% of TF2 players that are 
  abusing it in this fashion? That's a pretty self-centered way of 
  thinking and kind of ridiculous, it's sad so many of you don't seem to
see it this way.
  ---
 
  The only suggestion I have seen that seems appropriate is a server 
  CVAR
 that
  forcefully unloads any non-valve released client plugins. (sv_pure
 extension
  could be pretty good, but has a couple of issues). Which would allow 
  everyone a decent options. A CVAR was added to effectively disable 
  Mic
 spam,
  remove the wait command from client scripts. Of which a very small
 portion
  of the population actually used, however, it only takes one aimbot 
  to hop into a full server and empty it in a matter of minutes and 
  does a number
 to
  the games overall population. How many games that made zero efforts
 against
  cheating and other aspects do you think hold an audience? That is 
  what
 most
  of this discussion is about. A new threat is out there, all be it 
  small
 at
  the moment, but might as well get the counter measures in place now.
 
  Some client side plugins are legitimate as I pointed out, and 
  loosing
 those
  functions would be a hinderance to many players, but asking for 
  Valve to give server ops an option to disallow client plugins on 
  their servers
 isn't
  too much of a stretch since there is now a very public website and
 scripts
  that from what I read serve no purpose other than exploiting the 
  game environment. Rather than having multiple parties code 
  anti-cheat plugins,
 a
  bunch of server ops with something extra

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-03 Thread Saul Rennison
Please stop for a god-damn second and think about your solution.
PLEASE tell me how the server would possibly know whether the client
has any plugins loaded? And even if there was a way, it could probably
be blocked with 3 lines of code in a client plugin anyway

Clientplugins were never supposed to be a feature and are a side
effect. There is nothing to do with clients in there by default, they
are SERVERPLUGINS. The only secure way to fix this is enable plugins
for dedicated servers only.

On Saturday, April 3, 2010, Steven Crothers steven.croth...@gmail.com wrote:
 Possibly the worst idea ever mentioned on this list.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
 Sent: Saturday, April 03, 2010 1:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 Make it a launch option of srcds to allow plugins on the server. Not a cvar.
 And off by default.

 Then, for people who are serious about client plugins, maybe a way to have
 them signed by Valve. Think Apple App Store for iPhone.

 Allan

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Gunnett
 Sent: Saturday, April 03, 2010 12:14 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 While you may not be removing all the cheaters by giving a cvar to disable
 client side plugins, you will be preventing the people who are too stupid to
 do some of the more complex cheats. Why make it easier to cheat? Learning
 how to Lua script (Or script in sourcepawn) isn't all that hard, especially
 if you have a shell to plug into that handles all the major hooking you need
 to do. The fact is, there are a lot of people who know how to read
 instructions and can install sourcemod into the client directory pretty
 easy. And from the sounds of it, there are pre-written lua scripts that they
 can learn from to do whatever they want with the new client lua interface.
 However, giving servers the option to disallow clients with plugins loaded
 just like having the option to filter out clients that have failed md5
 checksums for their textures isn't that bad of an idea. I can see where
 client side plugins are useful, ESEA and such aside. However, they have no
 place, or legitimacy being run on regular servers. While not all users do it
 for malicious intent (Hey look, I was at a LAN!), the fact is most users
 that use that interface, are doing so for malicious reasons.

 Again, it may not stop the big boys, but making it easier to cheat just
 doesn't make sense in my book.

 On Fri, Apr 2, 2010 at 9:43 PM, AzuiSleet azuisl...@gmail.com wrote:

 So consider Valve does disable clientside plugins, what will change?
 Absolutely nothing. All the cheaters will continue to use their cheats
 that don't rely on clientside plugins. Everyone else will use a
 network proxy, which can replication all the malicious exploits you're
 worried about. With a network proxy you just send net_SetConVar to
 force any cvar on the client. There's also the magic of the exploits
 in the netcode that aren't fixed, like net_StringCmd before you do any
 sign on, which is what the NULL player crash is. There's also the
 client disconnect control command, which is again being exploited by
 the lua clientside plugin, but is trivial to do with a network proxy.

 In the end Valve needs to fix the real exploits, which are the source
 of the issue, not disable a very useful feature.

 On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott cmabb...@verizon.net
 wrote:
 
  --- Scott Highland wrote:
  Maybe you could explain why this whole list, and the company that
  runs it should all agree to completely remove the ability to
  incorporate modifications just because it would suit YOUR needs as
  an anti-cheat function to thwart the .3% of TF2 players that are
  abusing it in this fashion? That's a pretty self-centered way of
  thinking and kind of ridiculous, it's sad so many of you don't seem to
 see it this way.
  ---
 
  The only suggestion I have seen that seems appropriate is a server
  CVAR
 that
  forcefully unloads any non-valve released client plugins. (sv_pure
 extension
  could be pretty good, but has a couple of issues). Which would allow
  everyone a decent options. A CVAR was added to effectively disable
  Mic
 spam,
  remove the wait command from client scripts. Of which a very small
 portion
  of the population actually used, however, it only takes one aimbot
  to hop into a f

-- 

Thanks,
 - Saul.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-03 Thread Nightbox
This is a very big issue for source-based games.

I agree that client plugins should be disabled but i also agree with the
fact that there may be useful plugins for clients (already mentioned PREC)

2010/4/3 Saul Rennison saul.renni...@gmail.com

 Please stop for a god-damn second and think about your solution.
 PLEASE tell me how the server would possibly know whether the client
 has any plugins loaded? And even if there was a way, it could probably
 be blocked with 3 lines of code in a client plugin anyway

 Clientplugins were never supposed to be a feature and are a side
 effect. There is nothing to do with clients in there by default, they
 are SERVERPLUGINS. The only secure way to fix this is enable plugins
 for dedicated servers only.

 On Saturday, April 3, 2010, Steven Crothers steven.croth...@gmail.com
 wrote:
  Possibly the worst idea ever mentioned on this list.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
  Sent: Saturday, April 03, 2010 1:42 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Make it a launch option of srcds to allow plugins on the server. Not a
 cvar.
  And off by default.
 
  Then, for people who are serious about client plugins, maybe a way to
 have
  them signed by Valve. Think Apple App Store for iPhone.
 
  Allan
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Gunnett
  Sent: Saturday, April 03, 2010 12:14 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  While you may not be removing all the cheaters by giving a cvar to
 disable
  client side plugins, you will be preventing the people who are too stupid
 to
  do some of the more complex cheats. Why make it easier to cheat? Learning
  how to Lua script (Or script in sourcepawn) isn't all that hard,
 especially
  if you have a shell to plug into that handles all the major hooking you
 need
  to do. The fact is, there are a lot of people who know how to read
  instructions and can install sourcemod into the client directory pretty
  easy. And from the sounds of it, there are pre-written lua scripts that
 they
  can learn from to do whatever they want with the new client lua
 interface.
  However, giving servers the option to disallow clients with plugins
 loaded
  just like having the option to filter out clients that have failed md5
  checksums for their textures isn't that bad of an idea. I can see where
  client side plugins are useful, ESEA and such aside. However, they have
 no
  place, or legitimacy being run on regular servers. While not all users do
 it
  for malicious intent (Hey look, I was at a LAN!), the fact is most users
  that use that interface, are doing so for malicious reasons.
 
  Again, it may not stop the big boys, but making it easier to cheat just
  doesn't make sense in my book.
 
  On Fri, Apr 2, 2010 at 9:43 PM, AzuiSleet azuisl...@gmail.com wrote:
 
  So consider Valve does disable clientside plugins, what will change?
  Absolutely nothing. All the cheaters will continue to use their cheats
  that don't rely on clientside plugins. Everyone else will use a
  network proxy, which can replication all the malicious exploits you're
  worried about. With a network proxy you just send net_SetConVar to
  force any cvar on the client. There's also the magic of the exploits
  in the netcode that aren't fixed, like net_StringCmd before you do any
  sign on, which is what the NULL player crash is. There's also the
  client disconnect control command, which is again being exploited by
  the lua clientside plugin, but is trivial to do with a network proxy.
 
  In the end Valve needs to fix the real exploits, which are the source
  of the issue, not disable a very useful feature.
 
  On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott cmabb...@verizon.net
  wrote:
  
   --- Scott Highland wrote:
   Maybe you could explain why this whole list, and the company that
   runs it should all agree to completely remove the ability to
   incorporate modifications just because it would suit YOUR needs as
   an anti-cheat function to thwart the .3% of TF2 players that are
   abusing it in this fashion? That's a pretty self-centered way of
   thinking and kind of ridiculous, it's sad so many of you don't seem to
  see it this way.
   ---
  
   The only suggestion I have seen that seems appropriate is a server
   CVAR
  that
   forcefully unloads any non-valve released client plugins. (sv_pure
  extension
   could be pretty good, but has a couple of issues). Which would allow
   everyone a decent options. A CVAR was added to effectively disable
   Mic
  spam,
   remove the wait command from client scripts. Of which a very small
  portion
   of the population actually used, however

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-03 Thread Saul Rennison
But there is no support for client plugins. People have just exploited the
fact that plugins are loaded early and dubbed them clientplugins. It's
exactly the same as injecting into the engine-- it's a hack. They should be
banned.

Thanks,
- Saul.


On 3 April 2010 12:25, Nightbox alexandrualexa...@gmail.com wrote:

 This is a very big issue for source-based games.

 I agree that client plugins should be disabled but i also agree with the
 fact that there may be useful plugins for clients (already mentioned PREC)

 2010/4/3 Saul Rennison saul.renni...@gmail.com

  Please stop for a god-damn second and think about your solution.
  PLEASE tell me how the server would possibly know whether the client
  has any plugins loaded? And even if there was a way, it could probably
  be blocked with 3 lines of code in a client plugin anyway
 
  Clientplugins were never supposed to be a feature and are a side
  effect. There is nothing to do with clients in there by default, they
  are SERVERPLUGINS. The only secure way to fix this is enable plugins
  for dedicated servers only.
 
  On Saturday, April 3, 2010, Steven Crothers steven.croth...@gmail.com
  wrote:
   Possibly the worst idea ever mentioned on this list.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
   Sent: Saturday, April 03, 2010 1:42 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
  
   Make it a launch option of srcds to allow plugins on the server. Not a
  cvar.
   And off by default.
  
   Then, for people who are serious about client plugins, maybe a way to
  have
   them signed by Valve. Think Apple App Store for iPhone.
  
   Allan
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Gunnett
   Sent: Saturday, April 03, 2010 12:14 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
  
   While you may not be removing all the cheaters by giving a cvar to
  disable
   client side plugins, you will be preventing the people who are too
 stupid
  to
   do some of the more complex cheats. Why make it easier to cheat?
 Learning
   how to Lua script (Or script in sourcepawn) isn't all that hard,
  especially
   if you have a shell to plug into that handles all the major hooking you
  need
   to do. The fact is, there are a lot of people who know how to read
   instructions and can install sourcemod into the client directory pretty
   easy. And from the sounds of it, there are pre-written lua scripts that
  they
   can learn from to do whatever they want with the new client lua
  interface.
   However, giving servers the option to disallow clients with plugins
  loaded
   just like having the option to filter out clients that have failed md5
   checksums for their textures isn't that bad of an idea. I can see where
   client side plugins are useful, ESEA and such aside. However, they have
  no
   place, or legitimacy being run on regular servers. While not all users
 do
  it
   for malicious intent (Hey look, I was at a LAN!), the fact is most
 users
   that use that interface, are doing so for malicious reasons.
  
   Again, it may not stop the big boys, but making it easier to cheat just
   doesn't make sense in my book.
  
   On Fri, Apr 2, 2010 at 9:43 PM, AzuiSleet azuisl...@gmail.com wrote:
  
   So consider Valve does disable clientside plugins, what will change?
   Absolutely nothing. All the cheaters will continue to use their cheats
   that don't rely on clientside plugins. Everyone else will use a
   network proxy, which can replication all the malicious exploits you're
   worried about. With a network proxy you just send net_SetConVar to
   force any cvar on the client. There's also the magic of the exploits
   in the netcode that aren't fixed, like net_StringCmd before you do any
   sign on, which is what the NULL player crash is. There's also the
   client disconnect control command, which is again being exploited by
   the lua clientside plugin, but is trivial to do with a network proxy.
  
   In the end Valve needs to fix the real exploits, which are the source
   of the issue, not disable a very useful feature.
  
   On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott cmabb...@verizon.net
 
   wrote:
   
--- Scott Highland wrote:
Maybe you could explain why this whole list, and the company that
runs it should all agree to completely remove the ability to
incorporate modifications just because it would suit YOUR needs as
an anti-cheat function to thwart the .3% of TF2 players that are
abusing it in this fashion? That's a pretty self-centered way of
thinking and kind of ridiculous, it's sad so many of you don't seem
 to
   see it this way.
---
   
The only suggestion I have

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Saul Rennison
They're loaded at launch, like any other DLL. It's basically treated like
another game DLL (in terms of callbacks). If plugins are loaded when a
listen server is created, what about after that? Even if the plugin is
unloaded, the plugin could have injected anything into the engine without
VAC noticing.

Like I keep saying: the only way to prevent this is to have plugins for
dedicated servers only.

Thanks,
- Saul.


On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:

 So tell me, if I make my own hacking plugin and have it privately shared
 with trusted people, how will any server admin be able to detect it?

 The server plugins that stop client plugins are only checking PUBLICALY
 known cvars such as sm_version,if those cvars are renamed or don't exit,
 you get to load any plugin you want and be a major HAXXOR besting this
 detection.

 Also the Source engine was just fine for years before people figured out
 how
 to make/use client plugins. Disabling client side plugin loading would
 probably be the easiest way of fixing this.
 Why should the game client load a VSP (Valve SERVER Plugin) unless it's a
 listen server?


 On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland tgnwe...@gmail.com
 wrote:

  No offense, but this whole list sucks at problem solving, every single
  idea to deal with this issue suggested in this thread is just terrible,
  absolutely terrible.
 
  You can't disable clientside plugins just because a few admins are too
  lazy to want to install a plugin to block people using clientside
  plugins. People have the right to install clientside addons just as
  server administrators have the right to install whatever addons they
  want on their server. It's easy for you morons to want to impose this on
  everyone without seeing any consequences, Valve actually has to deal
  with the complaints from their customers who use legitimate uses for
  their plugins. Why don't you let professionals with their own companies
  reputation on the line deal with this intense decision making process.
  Suggesting valve should add a cvar to disable people with plugins is
  dumb, there's already plugins out there that does exactly this, go
  install it and quit complaining. Don't make Valve spent their time
  babying the few admins too stupid to know how to set up a serious
  dedicated server.
 
  This issue is basically the equivalent to the material hacks that are
  possible to use anywhere on servers that have sv_pure set to 0 still.
  It's not a big deal in the scope of things, and theres already ways of
  dealing with it. Now quit acting like this is Valve's fault and go back
  to blaming hackers and cheaters for your in-game shortcomings.
 
  Arg! wrote:
   I doubt making a cvar would work as the plugins could simply override
   it as they do now.
  
   On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison saul.renni...@gmail.com
 
  wrote:
  
   If you aren't modifying game memory (i.e. hooking functions), then VAC
  won't
   mind.
  
   Thanks,
   - Saul.
  
  
   On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:
  
  
   I don't know how VAC works, but if it's loaded via a client side
  plugin, I
   doubt VAC sees it as an external program altering the game's memory
   space.
   But not knowing how VAC works, there's no telling what they look for
 or
  how
   they are detecting it.
  
   Keeper
   -Original Message-
   From: Michael Krasnow [mailto:mnk...@gmail.com]
   Sent: Tuesday, March 30, 2010 9:31 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
  
   doesn't VAC check the memory? but +1 to the option for server admins,
  but
   somehow someone would find a way to change that or spoof it, idk, its
   weirds
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
  
   __ Information from ESET NOD32 Antivirus, version of virus
  signature database 4989 (20100331) __
  
   The message was checked by ESET NOD32 Antivirus.
  
   http://www.eset.com
  
  
  
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
  signature database 4993 (20100401) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread 1nsane
Right, having it disabled entirely would be the best.

As I said before, there's the Steam SRCDS that practically installs itself
with Source engine games/mods if you need plugins and don't want standalone
SRCDS.

On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison saul.renni...@gmail.comwrote:

 They're loaded at launch, like any other DLL. It's basically treated like
 another game DLL (in terms of callbacks). If plugins are loaded when a
 listen server is created, what about after that? Even if the plugin is
 unloaded, the plugin could have injected anything into the engine without
 VAC noticing.

 Like I keep saying: the only way to prevent this is to have plugins for
 dedicated servers only.

 Thanks,
 - Saul.


 On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:

  So tell me, if I make my own hacking plugin and have it privately shared
  with trusted people, how will any server admin be able to detect it?
 
  The server plugins that stop client plugins are only checking PUBLICALY
  known cvars such as sm_version,if those cvars are renamed or don't
 exit,
  you get to load any plugin you want and be a major HAXXOR besting this
  detection.
 
  Also the Source engine was just fine for years before people figured out
  how
  to make/use client plugins. Disabling client side plugin loading would
  probably be the easiest way of fixing this.
  Why should the game client load a VSP (Valve SERVER Plugin) unless it's a
  listen server?
 
 
  On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland tgnwe...@gmail.com
  wrote:
 
   No offense, but this whole list sucks at problem solving, every single
   idea to deal with this issue suggested in this thread is just terrible,
   absolutely terrible.
  
   You can't disable clientside plugins just because a few admins are too
   lazy to want to install a plugin to block people using clientside
   plugins. People have the right to install clientside addons just as
   server administrators have the right to install whatever addons they
   want on their server. It's easy for you morons to want to impose this
 on
   everyone without seeing any consequences, Valve actually has to deal
   with the complaints from their customers who use legitimate uses for
   their plugins. Why don't you let professionals with their own companies
   reputation on the line deal with this intense decision making process.
   Suggesting valve should add a cvar to disable people with plugins is
   dumb, there's already plugins out there that does exactly this, go
   install it and quit complaining. Don't make Valve spent their time
   babying the few admins too stupid to know how to set up a serious
   dedicated server.
  
   This issue is basically the equivalent to the material hacks that are
   possible to use anywhere on servers that have sv_pure set to 0 still.
   It's not a big deal in the scope of things, and theres already ways of
   dealing with it. Now quit acting like this is Valve's fault and go back
   to blaming hackers and cheaters for your in-game shortcomings.
  
   Arg! wrote:
I doubt making a cvar would work as the plugins could simply override
it as they do now.
   
On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison 
 saul.renni...@gmail.com
  
   wrote:
   
If you aren't modifying game memory (i.e. hooking functions), then
 VAC
   won't
mind.
   
Thanks,
- Saul.
   
   
On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:
   
   
I don't know how VAC works, but if it's loaded via a client side
   plugin, I
doubt VAC sees it as an external program altering the game's
 memory
space.
But not knowing how VAC works, there's no telling what they look
 for
  or
   how
they are detecting it.
   
Keeper
-Original Message-
From: Michael Krasnow [mailto:mnk...@gmail.com]
Sent: Tuesday, March 30, 2010 9:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
doesn't VAC check the memory? but +1 to the option for server
 admins,
   but
somehow someone would find a way to change that or spoof it, idk,
 its
weirds
   
   
___
To unsubscribe, edit your list preferences, or view the list
  archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   
___
To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   
   
___
To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   
   
__ Information from ESET NOD32 Antivirus, version of virus
   signature database 4989 (20100331) __
   
The message was checked by ESET NOD32 Antivirus

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Scott Highland
How would disabling it be best? Again, no one on the list seems to get 
it. I don't doubt that it's possible to load addons on the client, I'm 
very sure it is. You guys seem to want to make the assumption that 
anything that could be loaded into the client that can be malicious, IS 
in fact malicious. Server administrators can install malicious plugins 
that can do things 100x worse than any plugin on the client could do. Am 
I going to make the argument that the whole system that allows servers 
to load custom plugins should be removed, obviously not.
Why is it servers should be immune to this kind of 'security' (it's a 
very false sense of security, what you guys are suggesting) and the game 
client should not?

1nsane wrote:
 Right, having it disabled entirely would be the best.

 As I said before, there's the Steam SRCDS that practically installs itself
 with Source engine games/mods if you need plugins and don't want standalone
 SRCDS.

 On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison saul.renni...@gmail.comwrote:

   
 They're loaded at launch, like any other DLL. It's basically treated like
 another game DLL (in terms of callbacks). If plugins are loaded when a
 listen server is created, what about after that? Even if the plugin is
 unloaded, the plugin could have injected anything into the engine without
 VAC noticing.

 Like I keep saying: the only way to prevent this is to have plugins for
 dedicated servers only.

 Thanks,
 - Saul.


 On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:

 
 So tell me, if I make my own hacking plugin and have it privately shared
 with trusted people, how will any server admin be able to detect it?

 The server plugins that stop client plugins are only checking PUBLICALY
 known cvars such as sm_version,if those cvars are renamed or don't
   
 exit,
 
 you get to load any plugin you want and be a major HAXXOR besting this
 detection.

 Also the Source engine was just fine for years before people figured out
 how
 to make/use client plugins. Disabling client side plugin loading would
 probably be the easiest way of fixing this.
 Why should the game client load a VSP (Valve SERVER Plugin) unless it's a
 listen server?


 On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland tgnwe...@gmail.com
 wrote:

   
 No offense, but this whole list sucks at problem solving, every single
 idea to deal with this issue suggested in this thread is just terrible,
 absolutely terrible.

 You can't disable clientside plugins just because a few admins are too
 lazy to want to install a plugin to block people using clientside
 plugins. People have the right to install clientside addons just as
 server administrators have the right to install whatever addons they
 want on their server. It's easy for you morons to want to impose this
 
 on
 
 everyone without seeing any consequences, Valve actually has to deal
 with the complaints from their customers who use legitimate uses for
 their plugins. Why don't you let professionals with their own companies
 reputation on the line deal with this intense decision making process.
 Suggesting valve should add a cvar to disable people with plugins is
 dumb, there's already plugins out there that does exactly this, go
 install it and quit complaining. Don't make Valve spent their time
 babying the few admins too stupid to know how to set up a serious
 dedicated server.

 This issue is basically the equivalent to the material hacks that are
 possible to use anywhere on servers that have sv_pure set to 0 still.
 It's not a big deal in the scope of things, and theres already ways of
 dealing with it. Now quit acting like this is Valve's fault and go back
 to blaming hackers and cheaters for your in-game shortcomings.

 Arg! wrote:
 
 I doubt making a cvar would work as the plugins could simply override
 it as they do now.

 On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison 
   
 saul.renni...@gmail.com
 
 wrote:
 
 If you aren't modifying game memory (i.e. hooking functions), then
 
 VAC
 
 won't
 
 mind.

 Thanks,
 - Saul.


 On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:


 
 I don't know how VAC works, but if it's loaded via a client side
   
 plugin, I
 
 doubt VAC sees it as an external program altering the game's
   
 memory
 
 space.
 But not knowing how VAC works, there's no telling what they look
   
 for
 
 or
   
 how
 
 they are detecting it.

 Keeper
 -Original Message-
 From: Michael Krasnow [mailto:mnk...@gmail.com]
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server
   
 admins,
 
 but
 
 somehow someone would find a way to change that or spoof it, idk,
   
 its

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Saul Rennison
Please tell me what malicious things a server can do

Thanks,
- Saul.


On 2 April 2010 23:03, Scott Highland tgnwe...@gmail.com wrote:

 How would disabling it be best? Again, no one on the list seems to get
 it. I don't doubt that it's possible to load addons on the client, I'm
 very sure it is. You guys seem to want to make the assumption that
 anything that could be loaded into the client that can be malicious, IS
 in fact malicious. Server administrators can install malicious plugins
 that can do things 100x worse than any plugin on the client could do. Am
 I going to make the argument that the whole system that allows servers
 to load custom plugins should be removed, obviously not.
 Why is it servers should be immune to this kind of 'security' (it's a
 very false sense of security, what you guys are suggesting) and the game
 client should not?

 1nsane wrote:
  Right, having it disabled entirely would be the best.
 
  As I said before, there's the Steam SRCDS that practically installs
 itself
  with Source engine games/mods if you need plugins and don't want
 standalone
  SRCDS.
 
  On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison saul.renni...@gmail.com
 wrote:
 
 
  They're loaded at launch, like any other DLL. It's basically treated
 like
  another game DLL (in terms of callbacks). If plugins are loaded when a
  listen server is created, what about after that? Even if the plugin is
  unloaded, the plugin could have injected anything into the engine
 without
  VAC noticing.
 
  Like I keep saying: the only way to prevent this is to have plugins for
  dedicated servers only.
 
  Thanks,
  - Saul.
 
 
  On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:
 
 
  So tell me, if I make my own hacking plugin and have it privately
 shared
  with trusted people, how will any server admin be able to detect it?
 
  The server plugins that stop client plugins are only checking PUBLICALY
  known cvars such as sm_version,if those cvars are renamed or don't
 
  exit,
 
  you get to load any plugin you want and be a major HAXXOR besting this
  detection.
 
  Also the Source engine was just fine for years before people figured
 out
  how
  to make/use client plugins. Disabling client side plugin loading
 would
  probably be the easiest way of fixing this.
  Why should the game client load a VSP (Valve SERVER Plugin) unless it's
 a
  listen server?
 
 
  On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland tgnwe...@gmail.com
  wrote:
 
 
  No offense, but this whole list sucks at problem solving, every single
  idea to deal with this issue suggested in this thread is just
 terrible,
  absolutely terrible.
 
  You can't disable clientside plugins just because a few admins are too
  lazy to want to install a plugin to block people using clientside
  plugins. People have the right to install clientside addons just as
  server administrators have the right to install whatever addons they
  want on their server. It's easy for you morons to want to impose this
 
  on
 
  everyone without seeing any consequences, Valve actually has to deal
  with the complaints from their customers who use legitimate uses for
  their plugins. Why don't you let professionals with their own
 companies
  reputation on the line deal with this intense decision making process.
  Suggesting valve should add a cvar to disable people with plugins is
  dumb, there's already plugins out there that does exactly this, go
  install it and quit complaining. Don't make Valve spent their time
  babying the few admins too stupid to know how to set up a serious
  dedicated server.
 
  This issue is basically the equivalent to the material hacks that are
  possible to use anywhere on servers that have sv_pure set to 0 still.
  It's not a big deal in the scope of things, and theres already ways of
  dealing with it. Now quit acting like this is Valve's fault and go
 back
  to blaming hackers and cheaters for your in-game shortcomings.
 
  Arg! wrote:
 
  I doubt making a cvar would work as the plugins could simply override
  it as they do now.
 
  On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison 
 
  saul.renni...@gmail.com
 
  wrote:
 
  If you aren't modifying game memory (i.e. hooking functions), then
 
  VAC
 
  won't
 
  mind.
 
  Thanks,
  - Saul.
 
 
  On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:
 
 
 
  I don't know how VAC works, but if it's loaded via a client side
 
  plugin, I
 
  doubt VAC sees it as an external program altering the game's
 
  memory
 
  space.
  But not knowing how VAC works, there's no telling what they look
 
  for
 
  or
 
  how
 
  they are detecting it.
 
  Keeper
  -Original Message-
  From: Michael Krasnow [mailto:mnk...@gmail.com]
  Sent: Tuesday, March 30, 2010 9:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  doesn't VAC check the memory? but +1 to the option for server
 
  admins,
 
  but
 
  somehow someone would

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Cc2iscooL
 to the material hacks that are
  possible to use anywhere on servers that have sv_pure set to 0 still.
  It's not a big deal in the scope of things, and theres already ways of
  dealing with it. Now quit acting like this is Valve's fault and go
 back
  to blaming hackers and cheaters for your in-game shortcomings.
 
  Arg! wrote:
 
  I doubt making a cvar would work as the plugins could simply override
  it as they do now.
 
  On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison 
 
  saul.renni...@gmail.com
 
  wrote:
 
  If you aren't modifying game memory (i.e. hooking functions), then
 
  VAC
 
  won't
 
  mind.
 
  Thanks,
  - Saul.
 
 
  On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:
 
 
 
  I don't know how VAC works, but if it's loaded via a client side
 
  plugin, I
 
  doubt VAC sees it as an external program altering the game's
 
  memory
 
  space.
  But not knowing how VAC works, there's no telling what they look
 
  for
 
  or
 
  how
 
  they are detecting it.
 
  Keeper
  -Original Message-
  From: Michael Krasnow [mailto:mnk...@gmail.com]
  Sent: Tuesday, March 30, 2010 9:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  doesn't VAC check the memory? but +1 to the option for server
 
  admins,
 
  but
 
  somehow someone would find a way to change that or spoof it, idk,
 
  its
 
  weirds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
  archives,
 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
  archives,
 
  please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
  archives,
 
  please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
 
  signature database 4989 (20100331) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
  signature database 4993 (20100401) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4995 (20100402) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 


 __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4995 (20100402) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Steven Crothers
I honestly thought you were going to give a good reason.

I guess slapping is pretty bad in the servers you visit eh?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Friday, April 02, 2010 6:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

In the instance where a player can leave a modded server he or she likes,
it's not really that big of a deal. Now when you have people coming on to
legitimate community servers and causing problems with modded files and
plugins it's a different story, as in the first scenario, the person running
the server has malicious intent, whereas in the second scenario, the
malicious user is joining a server where plugins may give them an unfair
advantage against other players.

While I agree that server operators can load plugins that do nasty things,
the player has the option to leave, whereas if a malicious client plugin
user joins a server, the server operator has to ban that person, if they
even know they're using a plugin in the first place. I agree with the notion
that clients should not be able to load plugins. Why? Because if you really
want a lan server for 20 minutes you can run the server tool off your
computer, a VM, or something of that nature. The people who are using
plugins for legitimate reasons (such as testing) KNOW how to setup a server.

To Saul,

A server owner can run malicious programs to spam users with text, sounds,
slap the player, and just make the game unplayable to the person. It could
be subtle as well, such as making clients do differing amounts of damage
(way lower, way higher than usual, etc.)

But the client has the option to leave said server without much toil.

On Fri, Apr 2, 2010 at 5:03 PM, Scott Highland tgnwe...@gmail.com wrote:

 How would disabling it be best? Again, no one on the list seems to get
 it. I don't doubt that it's possible to load addons on the client, I'm
 very sure it is. You guys seem to want to make the assumption that
 anything that could be loaded into the client that can be malicious, IS
 in fact malicious. Server administrators can install malicious plugins
 that can do things 100x worse than any plugin on the client could do. Am
 I going to make the argument that the whole system that allows servers
 to load custom plugins should be removed, obviously not.
 Why is it servers should be immune to this kind of 'security' (it's a
 very false sense of security, what you guys are suggesting) and the game
 client should not?

 1nsane wrote:
  Right, having it disabled entirely would be the best.
 
  As I said before, there's the Steam SRCDS that practically installs
 itself
  with Source engine games/mods if you need plugins and don't want
 standalone
  SRCDS.
 
  On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison saul.renni...@gmail.com
 wrote:
 
 
  They're loaded at launch, like any other DLL. It's basically treated
 like
  another game DLL (in terms of callbacks). If plugins are loaded when a
  listen server is created, what about after that? Even if the plugin is
  unloaded, the plugin could have injected anything into the engine
 without
  VAC noticing.
 
  Like I keep saying: the only way to prevent this is to have plugins for
  dedicated servers only.
 
  Thanks,
  - Saul.
 
 
  On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:
 
 
  So tell me, if I make my own hacking plugin and have it privately
 shared
  with trusted people, how will any server admin be able to detect it?
 
  The server plugins that stop client plugins are only checking
PUBLICALY
  known cvars such as sm_version,if those cvars are renamed or don't
 
  exit,
 
  you get to load any plugin you want and be a major HAXXOR besting this
  detection.
 
  Also the Source engine was just fine for years before people figured
 out
  how
  to make/use client plugins. Disabling client side plugin loading
 would
  probably be the easiest way of fixing this.
  Why should the game client load a VSP (Valve SERVER Plugin) unless
it's
 a
  listen server?
 
 
  On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland tgnwe...@gmail.com
  wrote:
 
 
  No offense, but this whole list sucks at problem solving, every
single
  idea to deal with this issue suggested in this thread is just
 terrible,
  absolutely terrible.
 
  You can't disable clientside plugins just because a few admins are
too
  lazy to want to install a plugin to block people using clientside
  plugins. People have the right to install clientside addons just as
  server administrators have the right to install whatever addons they
  want on their server. It's easy for you morons to want to impose this
 
  on
 
  everyone without seeing any consequences, Valve actually has to deal
  with the complaints from their customers who use legitimate uses for
  their plugins. Why don't you let professionals with their own
 companies
  reputation

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Cc2iscooL
I've never run malicious plugins so I really don't know what's out there.

Here's a good website where you might find some more examples for your
reference.

http://www.google.com

On Fri, Apr 2, 2010 at 6:01 PM, Steven Crothers
steven.croth...@gmail.comwrote:

 I honestly thought you were going to give a good reason.

 I guess slapping is pretty bad in the servers you visit eh?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Friday, April 02, 2010 6:24 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 In the instance where a player can leave a modded server he or she likes,
 it's not really that big of a deal. Now when you have people coming on to
 legitimate community servers and causing problems with modded files and
 plugins it's a different story, as in the first scenario, the person
 running
 the server has malicious intent, whereas in the second scenario, the
 malicious user is joining a server where plugins may give them an unfair
 advantage against other players.

 While I agree that server operators can load plugins that do nasty things,
 the player has the option to leave, whereas if a malicious client plugin
 user joins a server, the server operator has to ban that person, if they
 even know they're using a plugin in the first place. I agree with the
 notion
 that clients should not be able to load plugins. Why? Because if you really
 want a lan server for 20 minutes you can run the server tool off your
 computer, a VM, or something of that nature. The people who are using
 plugins for legitimate reasons (such as testing) KNOW how to setup a
 server.

 To Saul,

 A server owner can run malicious programs to spam users with text, sounds,
 slap the player, and just make the game unplayable to the person. It could
 be subtle as well, such as making clients do differing amounts of damage
 (way lower, way higher than usual, etc.)

 But the client has the option to leave said server without much toil.

 On Fri, Apr 2, 2010 at 5:03 PM, Scott Highland tgnwe...@gmail.com wrote:

  How would disabling it be best? Again, no one on the list seems to get
  it. I don't doubt that it's possible to load addons on the client, I'm
  very sure it is. You guys seem to want to make the assumption that
  anything that could be loaded into the client that can be malicious, IS
  in fact malicious. Server administrators can install malicious plugins
  that can do things 100x worse than any plugin on the client could do. Am
  I going to make the argument that the whole system that allows servers
  to load custom plugins should be removed, obviously not.
  Why is it servers should be immune to this kind of 'security' (it's a
  very false sense of security, what you guys are suggesting) and the game
  client should not?
 
  1nsane wrote:
   Right, having it disabled entirely would be the best.
  
   As I said before, there's the Steam SRCDS that practically installs
  itself
   with Source engine games/mods if you need plugins and don't want
  standalone
   SRCDS.
  
   On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison 
 saul.renni...@gmail.com
  wrote:
  
  
   They're loaded at launch, like any other DLL. It's basically treated
  like
   another game DLL (in terms of callbacks). If plugins are loaded when a
   listen server is created, what about after that? Even if the plugin is
   unloaded, the plugin could have injected anything into the engine
  without
   VAC noticing.
  
   Like I keep saying: the only way to prevent this is to have plugins
 for
   dedicated servers only.
  
   Thanks,
   - Saul.
  
  
   On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:
  
  
   So tell me, if I make my own hacking plugin and have it privately
  shared
   with trusted people, how will any server admin be able to detect it?
  
   The server plugins that stop client plugins are only checking
 PUBLICALY
   known cvars such as sm_version,if those cvars are renamed or don't
  
   exit,
  
   you get to load any plugin you want and be a major HAXXOR besting
 this
   detection.
  
   Also the Source engine was just fine for years before people figured
  out
   how
   to make/use client plugins. Disabling client side plugin loading
  would
   probably be the easiest way of fixing this.
   Why should the game client load a VSP (Valve SERVER Plugin) unless
 it's
  a
   listen server?
  
  
   On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland tgnwe...@gmail.com
   wrote:
  
  
   No offense, but this whole list sucks at problem solving, every
 single
   idea to deal with this issue suggested in this thread is just
  terrible,
   absolutely terrible.
  
   You can't disable clientside plugins just because a few admins are
 too
   lazy to want to install a plugin to block people using clientside
   plugins. People have the right to install clientside addons just

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Steven Crothers
The most a plugin can do is change your name and a few other cvars. It's not
like srcds is an open window to your harddrive or anything...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Friday, April 02, 2010 7:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

I've never run malicious plugins so I really don't know what's out there.

Here's a good website where you might find some more examples for your
reference.

http://www.google.com

On Fri, Apr 2, 2010 at 6:01 PM, Steven Crothers
steven.croth...@gmail.comwrote:

 I honestly thought you were going to give a good reason.

 I guess slapping is pretty bad in the servers you visit eh?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Friday, April 02, 2010 6:24 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 In the instance where a player can leave a modded server he or she likes,
 it's not really that big of a deal. Now when you have people coming on to
 legitimate community servers and causing problems with modded files and
 plugins it's a different story, as in the first scenario, the person
 running
 the server has malicious intent, whereas in the second scenario, the
 malicious user is joining a server where plugins may give them an unfair
 advantage against other players.

 While I agree that server operators can load plugins that do nasty things,
 the player has the option to leave, whereas if a malicious client plugin
 user joins a server, the server operator has to ban that person, if they
 even know they're using a plugin in the first place. I agree with the
 notion
 that clients should not be able to load plugins. Why? Because if you
really
 want a lan server for 20 minutes you can run the server tool off your
 computer, a VM, or something of that nature. The people who are using
 plugins for legitimate reasons (such as testing) KNOW how to setup a
 server.

 To Saul,

 A server owner can run malicious programs to spam users with text, sounds,
 slap the player, and just make the game unplayable to the person. It could
 be subtle as well, such as making clients do differing amounts of damage
 (way lower, way higher than usual, etc.)

 But the client has the option to leave said server without much toil.

 On Fri, Apr 2, 2010 at 5:03 PM, Scott Highland tgnwe...@gmail.com wrote:

  How would disabling it be best? Again, no one on the list seems to get
  it. I don't doubt that it's possible to load addons on the client, I'm
  very sure it is. You guys seem to want to make the assumption that
  anything that could be loaded into the client that can be malicious, IS
  in fact malicious. Server administrators can install malicious plugins
  that can do things 100x worse than any plugin on the client could do. Am
  I going to make the argument that the whole system that allows servers
  to load custom plugins should be removed, obviously not.
  Why is it servers should be immune to this kind of 'security' (it's a
  very false sense of security, what you guys are suggesting) and the game
  client should not?
 
  1nsane wrote:
   Right, having it disabled entirely would be the best.
  
   As I said before, there's the Steam SRCDS that practically installs
  itself
   with Source engine games/mods if you need plugins and don't want
  standalone
   SRCDS.
  
   On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison 
 saul.renni...@gmail.com
  wrote:
  
  
   They're loaded at launch, like any other DLL. It's basically treated
  like
   another game DLL (in terms of callbacks). If plugins are loaded when
a
   listen server is created, what about after that? Even if the plugin
is
   unloaded, the plugin could have injected anything into the engine
  without
   VAC noticing.
  
   Like I keep saying: the only way to prevent this is to have plugins
 for
   dedicated servers only.
  
   Thanks,
   - Saul.
  
  
   On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:
  
  
   So tell me, if I make my own hacking plugin and have it privately
  shared
   with trusted people, how will any server admin be able to detect it?
  
   The server plugins that stop client plugins are only checking
 PUBLICALY
   known cvars such as sm_version,if those cvars are renamed or don't
  
   exit,
  
   you get to load any plugin you want and be a major HAXXOR besting
 this
   detection.
  
   Also the Source engine was just fine for years before people figured
  out
   how
   to make/use client plugins. Disabling client side plugin loading
  would
   probably be the easiest way of fixing this.
   Why should the game client load a VSP (Valve SERVER Plugin) unless
 it's
  a
   listen server?
  
  
   On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread msleeper
Yeah, I seriously am failing to see what a malicious plugin could
possibly be. To some people, this coming from me should be saying
something. Some people might consider some plugins to be minorly
annoying, but there really isn't any way for a game server to install
spyware on your computer or something equally retarded. As somebody
said, if you go to a server that is running malicious text ad spam or
something... then leave.


On Fri, 2010-04-02 at 19:13 -0400, Steven Crothers wrote:
 The most a plugin can do is change your name and a few other cvars. It's not
 like srcds is an open window to your harddrive or anything...
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Friday, April 02, 2010 7:09 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 I've never run malicious plugins so I really don't know what's out there.
 
 Here's a good website where you might find some more examples for your
 reference.
 
 http://www.google.com
 
 On Fri, Apr 2, 2010 at 6:01 PM, Steven Crothers
 steven.croth...@gmail.comwrote:
 
  I honestly thought you were going to give a good reason.
 
  I guess slapping is pretty bad in the servers you visit eh?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Friday, April 02, 2010 6:24 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  In the instance where a player can leave a modded server he or she likes,
  it's not really that big of a deal. Now when you have people coming on to
  legitimate community servers and causing problems with modded files and
  plugins it's a different story, as in the first scenario, the person
  running
  the server has malicious intent, whereas in the second scenario, the
  malicious user is joining a server where plugins may give them an unfair
  advantage against other players.
 
  While I agree that server operators can load plugins that do nasty things,
  the player has the option to leave, whereas if a malicious client plugin
  user joins a server, the server operator has to ban that person, if they
  even know they're using a plugin in the first place. I agree with the
  notion
  that clients should not be able to load plugins. Why? Because if you
 really
  want a lan server for 20 minutes you can run the server tool off your
  computer, a VM, or something of that nature. The people who are using
  plugins for legitimate reasons (such as testing) KNOW how to setup a
  server.
 
  To Saul,
 
  A server owner can run malicious programs to spam users with text, sounds,
  slap the player, and just make the game unplayable to the person. It could
  be subtle as well, such as making clients do differing amounts of damage
  (way lower, way higher than usual, etc.)
 
  But the client has the option to leave said server without much toil.
 
  On Fri, Apr 2, 2010 at 5:03 PM, Scott Highland tgnwe...@gmail.com wrote:
 
   How would disabling it be best? Again, no one on the list seems to get
   it. I don't doubt that it's possible to load addons on the client, I'm
   very sure it is. You guys seem to want to make the assumption that
   anything that could be loaded into the client that can be malicious, IS
   in fact malicious. Server administrators can install malicious plugins
   that can do things 100x worse than any plugin on the client could do. Am
   I going to make the argument that the whole system that allows servers
   to load custom plugins should be removed, obviously not.
   Why is it servers should be immune to this kind of 'security' (it's a
   very false sense of security, what you guys are suggesting) and the game
   client should not?
  
   1nsane wrote:
Right, having it disabled entirely would be the best.
   
As I said before, there's the Steam SRCDS that practically installs
   itself
with Source engine games/mods if you need plugins and don't want
   standalone
SRCDS.
   
On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison 
  saul.renni...@gmail.com
   wrote:
   
   
They're loaded at launch, like any other DLL. It's basically treated
   like
another game DLL (in terms of callbacks). If plugins are loaded when
 a
listen server is created, what about after that? Even if the plugin
 is
unloaded, the plugin could have injected anything into the engine
   without
VAC noticing.
   
Like I keep saying: the only way to prevent this is to have plugins
  for
dedicated servers only.
   
Thanks,
- Saul.
   
   
On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:
   
   
So tell me, if I make my own hacking plugin and have it privately
   shared
with trusted people, how will any server admin be able to detect it?
   
The server

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Scott Highland
Malicious as in using the plugin to cheat. There is ways to control 
damage dealt by bullets and projectiles, as well as controlling crit 
factor, player speed and a number of different important gameplay 
aspects using SourceMod. All you need is to know how to write a simple 
script.

And Cc that doesn't really do anything to justify the breaking of mods 
designed to be installed on the client.

You know what, this whole thread really just puzzles the pinkhearts out 
of me, I really can't be arsed to defend this position anymore, if 
theres any single person out there who believes in surviving developers 
rights then good luck.

msleeper wrote:
 Yeah, I seriously am failing to see what a malicious plugin could
 possibly be. To some people, this coming from me should be saying
 something. Some people might consider some plugins to be minorly
 annoying, but there really isn't any way for a game server to install
 spyware on your computer or something equally retarded. As somebody
 said, if you go to a server that is running malicious text ad spam or
 something... then leave.


 On Fri, 2010-04-02 at 19:13 -0400, Steven Crothers wrote:
   
 The most a plugin can do is change your name and a few other cvars. It's not
 like srcds is an open window to your harddrive or anything...

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Friday, April 02, 2010 7:09 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 I've never run malicious plugins so I really don't know what's out there.

 Here's a good website where you might find some more examples for your
 reference.

 http://www.google.com

 On Fri, Apr 2, 2010 at 6:01 PM, Steven Crothers
 steven.croth...@gmail.comwrote:

 
 I honestly thought you were going to give a good reason.

 I guess slapping is pretty bad in the servers you visit eh?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Friday, April 02, 2010 6:24 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 In the instance where a player can leave a modded server he or she likes,
 it's not really that big of a deal. Now when you have people coming on to
 legitimate community servers and causing problems with modded files and
 plugins it's a different story, as in the first scenario, the person
 running
 the server has malicious intent, whereas in the second scenario, the
 malicious user is joining a server where plugins may give them an unfair
 advantage against other players.

 While I agree that server operators can load plugins that do nasty things,
 the player has the option to leave, whereas if a malicious client plugin
 user joins a server, the server operator has to ban that person, if they
 even know they're using a plugin in the first place. I agree with the
 notion
 that clients should not be able to load plugins. Why? Because if you
   
 really
 
 want a lan server for 20 minutes you can run the server tool off your
 computer, a VM, or something of that nature. The people who are using
 plugins for legitimate reasons (such as testing) KNOW how to setup a
 server.

 To Saul,

 A server owner can run malicious programs to spam users with text, sounds,
 slap the player, and just make the game unplayable to the person. It could
 be subtle as well, such as making clients do differing amounts of damage
 (way lower, way higher than usual, etc.)

 But the client has the option to leave said server without much toil.

 On Fri, Apr 2, 2010 at 5:03 PM, Scott Highland tgnwe...@gmail.com wrote:

   
 How would disabling it be best? Again, no one on the list seems to get
 it. I don't doubt that it's possible to load addons on the client, I'm
 very sure it is. You guys seem to want to make the assumption that
 anything that could be loaded into the client that can be malicious, IS
 in fact malicious. Server administrators can install malicious plugins
 that can do things 100x worse than any plugin on the client could do. Am
 I going to make the argument that the whole system that allows servers
 to load custom plugins should be removed, obviously not.
 Why is it servers should be immune to this kind of 'security' (it's a
 very false sense of security, what you guys are suggesting) and the game
 client should not?

 1nsane wrote:
 
 Right, having it disabled entirely would be the best.

 As I said before, there's the Steam SRCDS that practically installs
   
 itself
 
 with Source engine games/mods if you need plugins and don't want
   
 standalone
 
 SRCDS.

 On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison 
   
 saul.renni...@gmail.com
   
 wrote:


   
 They're loaded at launch, like any other DLL

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread ics
 side

  
 plugin, I


 doubt VAC sees it as an external program altering the game's

  
 memory


 space.
 But not knowing how VAC works, there's no telling what they look

  
 for


 or

  
 how


 they are detecting it.

 Keeper
 -Original Message-
 From: Michael Krasnow [mailto:mnk...@gmail.com]
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server

  
 admins,


 but


 somehow someone would find a way to change that or spoof it, idk,

  
 its


 weirds


 ___
 To unsubscribe, edit your list preferences, or view the list

  
 archives,

  
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



  
 ___
 To unsubscribe, edit your list preferences, or view the list


 archives,


 please visit:


 http://list.valvesoftware.com/mailman/listinfo/hlds




 ___
 To unsubscribe, edit your list preferences, or view the list

  
 archives,


 please visit:


 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus

  
 signature database 4989 (20100331) __


 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com




  
 __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4993 (20100401) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


  
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4995 (20100402) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



  

 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4995 (20100402) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Scott Highland
, and theres already ways of
 dealing with it. Now quit acting like this is Valve's fault and go back
 to blaming hackers and cheaters for your in-game shortcomings.

 Arg! wrote:


 
 I doubt making a cvar would work as the plugins could simply override
 it as they do now.

 On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison

  
   
 saul.renni...@gmail.com


 
 wrote:


 
 If you aren't modifying game memory (i.e. hooking functions), then


 
 VAC


 
 won't


 
 mind.

 Thanks,
 - Saul.


 On 31 March 2010 16:00, Keeperhl2li...@afksoftware.com  wrote:




 
 I don't know how VAC works, but if it's loaded via a client side

  
   
 plugin, I


 
 doubt VAC sees it as an external program altering the game's

  
   
 memory


 
 space.
 But not knowing how VAC works, there's no telling what they look

  
   
 for


 
 or

  
   
 how


 
 they are detecting it.

 Keeper
 -Original Message-
 From: Michael Krasnow [mailto:mnk...@gmail.com]
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server

  
   
 admins,


 
 but


 
 somehow someone would find a way to change that or spoof it, idk,

  
   
 its


 
 weirds


 ___
 To unsubscribe, edit your list preferences, or view the list

  
   
 archives,

  
   
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



  
   
 ___
 To unsubscribe, edit your list preferences, or view the list


 
 archives,


 
 please visit:


 
 http://list.valvesoftware.com/mailman/listinfo/hlds




 
 ___
 To unsubscribe, edit your list preferences, or view the list

  
   
 archives,


 
 please visit:


 
 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus

  
   
 signature database 4989 (20100331) __


 
 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com




  
   
 __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4993 (20100401) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


  
   
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus 
 signature database 4995 (20100402) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



  
   
 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4995 (20100402) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4995 (20100402) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com


   


__ Information

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread ics
 clientside
 plugins. People have the right to install clientside addons just as
 server administrators have the right to install whatever addons they
 want on their server. It's easy for you morons to want to impose this




 on




 everyone without seeing any consequences, Valve actually has to deal
 with the complaints from their customers who use legitimate uses for
 their plugins. Why don't you let professionals with their own companies
 reputation on the line deal with this intense decision making process.
 Suggesting valve should add a cvar to disable people with plugins is
 dumb, there's already plugins out there that does exactly this, go
 install it and quit complaining. Don't make Valve spent their time
 babying the few admins too stupid to know how to set up a serious
 dedicated server.

 This issue is basically the equivalent to the material hacks that are
 possible to use anywhere on servers that have sv_pure set to 0 still.
 It's not a big deal in the scope of things, and theres already ways of
 dealing with it. Now quit acting like this is Valve's fault and go back
 to blaming hackers and cheaters for your in-game shortcomings.

 Arg! wrote:




 I doubt making a cvar would work as the plugins could simply override
 it as they do now.

 On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison



  
 saul.renni...@gmail.com




 wrote:




 If you aren't modifying game memory (i.e. hooking functions), then




 VAC




 won't




 mind.

 Thanks,
 - Saul.


 On 31 March 2010 16:00, Keeperhl2li...@afksoftware.com   wrote:






 I don't know how VAC works, but if it's loaded via a client side



  
 plugin, I




 doubt VAC sees it as an external program altering the game's



  
 memory




 space.
 But not knowing how VAC works, there's no telling what they look



  
 for




 or



  
 how




 they are detecting it.

 Keeper
 -Original Message-
 From: Michael Krasnow [mailto:mnk...@gmail.com]
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server



  
 admins,




 but




 somehow someone would find a way to change that or spoof it, idk,



  
 its




 weirds


 ___
 To unsubscribe, edit your list preferences, or view the list



  
 archives,



  
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds





  
 ___
 To unsubscribe, edit your list preferences, or view the list




 archives,




 please visit:




 http://list.valvesoftware.com/mailman/listinfo/hlds






 ___
 To unsubscribe, edit your list preferences, or view the list



  
 archives,




 please visit:




 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus



  
 signature database 4989 (20100331) __




 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com






  
 __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4993 (20100401) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds





 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




  
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds





 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus 
 signature database 4995 (20100402) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com





  
 __ Information from ESET NOD32 Antivirus, version of virus 
 signature database 4995

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread 1nsane
 on their server. It's easy for you morons to want to impose
 this
 
 
 
  on
 
 
 
  everyone without seeing any consequences, Valve actually has to deal
  with the complaints from their customers who use legitimate uses for
  their plugins. Why don't you let professionals with their own
 companies
  reputation on the line deal with this intense decision making
 process.
  Suggesting valve should add a cvar to disable people with plugins is
  dumb, there's already plugins out there that does exactly this, go
  install it and quit complaining. Don't make Valve spent their time
  babying the few admins too stupid to know how to set up a serious
  dedicated server.
 
  This issue is basically the equivalent to the material hacks that
 are
  possible to use anywhere on servers that have sv_pure set to 0
 still.
  It's not a big deal in the scope of things, and theres already ways
 of
  dealing with it. Now quit acting like this is Valve's fault and go
 back
  to blaming hackers and cheaters for your in-game shortcomings.
 
  Arg! wrote:
 
 
 
  I doubt making a cvar would work as the plugins could simply
 override
  it as they do now.
 
  On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison
 
 
 
  saul.renni...@gmail.com
 
 
 
  wrote:
 
 
 
  If you aren't modifying game memory (i.e. hooking functions), then
 
 
 
  VAC
 
 
 
  won't
 
 
 
  mind.
 
  Thanks,
  - Saul.
 
 
  On 31 March 2010 16:00, Keeperhl2li...@afksoftware.com  wrote:
 
 
 
 
 
  I don't know how VAC works, but if it's loaded via a client side
 
 
 
  plugin, I
 
 
 
  doubt VAC sees it as an external program altering the game's
 
 
 
  memory
 
 
 
  space.
  But not knowing how VAC works, there's no telling what they look
 
 
 
  for
 
 
 
  or
 
 
 
  how
 
 
 
  they are detecting it.
 
  Keeper
  -Original Message-
  From: Michael Krasnow [mailto:mnk...@gmail.com]
  Sent: Tuesday, March 30, 2010 9:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  doesn't VAC check the memory? but +1 to the option for server
 
 
 
  admins,
 
 
 
  but
 
 
 
  somehow someone would find a way to change that or spoof it, idk,
 
 
 
  its
 
 
 
  weirds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
 
 
  archives,
 
 
 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
 
 
  archives,
 
 
 
  please visit:
 
 
 
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
 
 
  archives,
 
 
 
  please visit:
 
 
 
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
 
 
 
  signature database 4989 (20100331) __
 
 
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
  signature database 4993 (20100401) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4995 (20100402) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4995 (20100402) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4995 (20100402

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Charles Mabbott

--- Scott Highland wrote:
Maybe you could explain why this whole list, and the company that runs it
should all agree to completely remove the ability to incorporate
modifications just because it would suit YOUR needs as an anti-cheat
function to thwart the .3% of TF2 players that are abusing it in this
fashion? That's a pretty self-centered way of thinking and kind of
ridiculous, it's sad so many of you don't seem to see it this way.
---

The only suggestion I have seen that seems appropriate is a server CVAR that
forcefully unloads any non-valve released client plugins. (sv_pure extension
could be pretty good, but has a couple of issues). Which would allow
everyone a decent options. A CVAR was added to effectively disable Mic spam,
remove the wait command from client scripts. Of which a very small portion
of the population actually used, however, it only takes one aimbot to hop
into a full server and empty it in a matter of minutes and does a number to
the games overall population. How many games that made zero efforts against
cheating and other aspects do you think hold an audience? That is what most
of this discussion is about. A new threat is out there, all be it small at
the moment, but might as well get the counter measures in place now.

Some client side plugins are legitimate as I pointed out, and loosing those
functions would be a hinderance to many players, but asking for Valve to
give server ops an option to disallow client plugins on their servers isn't
too much of a stretch since there is now a very public website and scripts
that from what I read serve no purpose other than exploiting the game
environment. Rather than having multiple parties code anti-cheat plugins, a
bunch of server ops with something extra to worry about, it be a nice
addition if Valve could give an option to server admins to disable non-valve
released client plugin. I don't think that is an unreasonable thing to ask
for if it's possible.

I think the blanket removing of the feature entirely is a bit over the top
myself.


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread AzuiSleet
So consider Valve does disable clientside plugins, what will change?
Absolutely nothing. All the cheaters will continue to use their cheats
that don't rely on clientside plugins. Everyone else will use a
network proxy, which can replication all the malicious exploits you're
worried about. With a network proxy you just send net_SetConVar to
force any cvar on the client. There's also the magic of the exploits
in the netcode that aren't fixed, like net_StringCmd before you do any
sign on, which is what the NULL player crash is. There's also the
client disconnect control command, which is again being exploited by
the lua clientside plugin, but is trivial to do with a network proxy.

In the end Valve needs to fix the real exploits, which are the source
of the issue, not disable a very useful feature.

On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott cmabb...@verizon.net wrote:

 --- Scott Highland wrote:
 Maybe you could explain why this whole list, and the company that runs it
 should all agree to completely remove the ability to incorporate
 modifications just because it would suit YOUR needs as an anti-cheat
 function to thwart the .3% of TF2 players that are abusing it in this
 fashion? That's a pretty self-centered way of thinking and kind of
 ridiculous, it's sad so many of you don't seem to see it this way.
 ---

 The only suggestion I have seen that seems appropriate is a server CVAR that
 forcefully unloads any non-valve released client plugins. (sv_pure extension
 could be pretty good, but has a couple of issues). Which would allow
 everyone a decent options. A CVAR was added to effectively disable Mic spam,
 remove the wait command from client scripts. Of which a very small portion
 of the population actually used, however, it only takes one aimbot to hop
 into a full server and empty it in a matter of minutes and does a number to
 the games overall population. How many games that made zero efforts against
 cheating and other aspects do you think hold an audience? That is what most
 of this discussion is about. A new threat is out there, all be it small at
 the moment, but might as well get the counter measures in place now.

 Some client side plugins are legitimate as I pointed out, and loosing those
 functions would be a hinderance to many players, but asking for Valve to
 give server ops an option to disallow client plugins on their servers isn't
 too much of a stretch since there is now a very public website and scripts
 that from what I read serve no purpose other than exploiting the game
 environment. Rather than having multiple parties code anti-cheat plugins, a
 bunch of server ops with something extra to worry about, it be a nice
 addition if Valve could give an option to server admins to disable non-valve
 released client plugin. I don't think that is an unreasonable thing to ask
 for if it's possible.

 I think the blanket removing of the feature entirely is a bit over the top
 myself.


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Mark Gunnett
While you may not be removing all the cheaters by giving a cvar to disable
client side plugins, you will be preventing the people who are too stupid to
do some of the more complex cheats. Why make it easier to cheat? Learning
how to Lua script (Or script in sourcepawn) isn't all that hard, especially
if you have a shell to plug into that handles all the major hooking you need
to do. The fact is, there are a lot of people who know how to read
instructions and can install sourcemod into the client directory pretty
easy. And from the sounds of it, there are pre-written lua scripts that they
can learn from to do whatever they want with the new client lua interface.
However, giving servers the option to disallow clients with plugins loaded
just like having the option to filter out clients that have failed md5
checksums for their textures isn't that bad of an idea. I can see where
client side plugins are useful, ESEA and such aside. However, they have no
place, or legitimacy being run on regular servers. While not all users do it
for malicious intent (Hey look, I was at a LAN!), the fact is most users
that use that interface, are doing so for malicious reasons.

Again, it may not stop the big boys, but making it easier to cheat just
doesn't make sense in my book.

On Fri, Apr 2, 2010 at 9:43 PM, AzuiSleet azuisl...@gmail.com wrote:

 So consider Valve does disable clientside plugins, what will change?
 Absolutely nothing. All the cheaters will continue to use their cheats
 that don't rely on clientside plugins. Everyone else will use a
 network proxy, which can replication all the malicious exploits you're
 worried about. With a network proxy you just send net_SetConVar to
 force any cvar on the client. There's also the magic of the exploits
 in the netcode that aren't fixed, like net_StringCmd before you do any
 sign on, which is what the NULL player crash is. There's also the
 client disconnect control command, which is again being exploited by
 the lua clientside plugin, but is trivial to do with a network proxy.

 In the end Valve needs to fix the real exploits, which are the source
 of the issue, not disable a very useful feature.

 On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott cmabb...@verizon.net
 wrote:
 
  --- Scott Highland wrote:
  Maybe you could explain why this whole list, and the company that runs it
  should all agree to completely remove the ability to incorporate
  modifications just because it would suit YOUR needs as an anti-cheat
  function to thwart the .3% of TF2 players that are abusing it in this
  fashion? That's a pretty self-centered way of thinking and kind of
  ridiculous, it's sad so many of you don't seem to see it this way.
  ---
 
  The only suggestion I have seen that seems appropriate is a server CVAR
 that
  forcefully unloads any non-valve released client plugins. (sv_pure
 extension
  could be pretty good, but has a couple of issues). Which would allow
  everyone a decent options. A CVAR was added to effectively disable Mic
 spam,
  remove the wait command from client scripts. Of which a very small
 portion
  of the population actually used, however, it only takes one aimbot to hop
  into a full server and empty it in a matter of minutes and does a number
 to
  the games overall population. How many games that made zero efforts
 against
  cheating and other aspects do you think hold an audience? That is what
 most
  of this discussion is about. A new threat is out there, all be it small
 at
  the moment, but might as well get the counter measures in place now.
 
  Some client side plugins are legitimate as I pointed out, and loosing
 those
  functions would be a hinderance to many players, but asking for Valve to
  give server ops an option to disallow client plugins on their servers
 isn't
  too much of a stretch since there is now a very public website and
 scripts
  that from what I read serve no purpose other than exploiting the game
  environment. Rather than having multiple parties code anti-cheat plugins,
 a
  bunch of server ops with something extra to worry about, it be a nice
  addition if Valve could give an option to server admins to disable
 non-valve
  released client plugin. I don't think that is an unreasonable thing to
 ask
  for if it's possible.
 
  I think the blanket removing of the feature entirely is a bit over the
 top
  myself.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




-- 
All programmers are playwrights and all computers are lousy actors.
 - Unknown

When I do good, I feel good; when I do bad, I feel bad, and that is my
religion.
 - Abraham Lincoln

Mark J. Gunnett
[EoE]SniperFodder{AL}

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Allan Button
Make it a launch option of srcds to allow plugins on the server. Not a cvar. 
And off by default.

Then, for people who are serious about client plugins, maybe a way to have them 
signed by Valve. Think Apple App Store for iPhone.

Allan

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Gunnett
Sent: Saturday, April 03, 2010 12:14 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

While you may not be removing all the cheaters by giving a cvar to disable 
client side plugins, you will be preventing the people who are too stupid to do 
some of the more complex cheats. Why make it easier to cheat? Learning how to 
Lua script (Or script in sourcepawn) isn't all that hard, especially if you 
have a shell to plug into that handles all the major hooking you need to do. 
The fact is, there are a lot of people who know how to read instructions and 
can install sourcemod into the client directory pretty easy. And from the 
sounds of it, there are pre-written lua scripts that they can learn from to do 
whatever they want with the new client lua interface.
However, giving servers the option to disallow clients with plugins loaded just 
like having the option to filter out clients that have failed md5 checksums for 
their textures isn't that bad of an idea. I can see where client side plugins 
are useful, ESEA and such aside. However, they have no place, or legitimacy 
being run on regular servers. While not all users do it for malicious intent 
(Hey look, I was at a LAN!), the fact is most users that use that interface, 
are doing so for malicious reasons.

Again, it may not stop the big boys, but making it easier to cheat just doesn't 
make sense in my book.

On Fri, Apr 2, 2010 at 9:43 PM, AzuiSleet azuisl...@gmail.com wrote:

 So consider Valve does disable clientside plugins, what will change?
 Absolutely nothing. All the cheaters will continue to use their cheats 
 that don't rely on clientside plugins. Everyone else will use a 
 network proxy, which can replication all the malicious exploits you're 
 worried about. With a network proxy you just send net_SetConVar to 
 force any cvar on the client. There's also the magic of the exploits 
 in the netcode that aren't fixed, like net_StringCmd before you do any 
 sign on, which is what the NULL player crash is. There's also the 
 client disconnect control command, which is again being exploited by 
 the lua clientside plugin, but is trivial to do with a network proxy.

 In the end Valve needs to fix the real exploits, which are the source 
 of the issue, not disable a very useful feature.

 On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott cmabb...@verizon.net
 wrote:
 
  --- Scott Highland wrote:
  Maybe you could explain why this whole list, and the company that 
  runs it should all agree to completely remove the ability to 
  incorporate modifications just because it would suit YOUR needs as 
  an anti-cheat function to thwart the .3% of TF2 players that are 
  abusing it in this fashion? That's a pretty self-centered way of 
  thinking and kind of ridiculous, it's sad so many of you don't seem to see 
  it this way.
  ---
 
  The only suggestion I have seen that seems appropriate is a server 
  CVAR
 that
  forcefully unloads any non-valve released client plugins. (sv_pure
 extension
  could be pretty good, but has a couple of issues). Which would allow 
  everyone a decent options. A CVAR was added to effectively disable 
  Mic
 spam,
  remove the wait command from client scripts. Of which a very small
 portion
  of the population actually used, however, it only takes one aimbot 
  to hop into a full server and empty it in a matter of minutes and 
  does a number
 to
  the games overall population. How many games that made zero efforts
 against
  cheating and other aspects do you think hold an audience? That is 
  what
 most
  of this discussion is about. A new threat is out there, all be it 
  small
 at
  the moment, but might as well get the counter measures in place now.
 
  Some client side plugins are legitimate as I pointed out, and 
  loosing
 those
  functions would be a hinderance to many players, but asking for 
  Valve to give server ops an option to disallow client plugins on 
  their servers
 isn't
  too much of a stretch since there is now a very public website and
 scripts
  that from what I read serve no purpose other than exploiting the 
  game environment. Rather than having multiple parties code 
  anti-cheat plugins,
 a
  bunch of server ops with something extra to worry about, it be a 
  nice addition if Valve could give an option to server admins to 
  disable
 non-valve
  released client plugin. I don't think that is an unreasonable thing 
  to
 ask
  for if it's possible.
 
  I think the blanket removing of the feature entirely is a bit over 
  the
 top
  myself

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-01 Thread Scott Highland
No offense, but this whole list sucks at problem solving, every single 
idea to deal with this issue suggested in this thread is just terrible, 
absolutely terrible.

You can't disable clientside plugins just because a few admins are too 
lazy to want to install a plugin to block people using clientside 
plugins. People have the right to install clientside addons just as 
server administrators have the right to install whatever addons they 
want on their server. It's easy for you morons to want to impose this on 
everyone without seeing any consequences, Valve actually has to deal 
with the complaints from their customers who use legitimate uses for 
their plugins. Why don't you let professionals with their own companies 
reputation on the line deal with this intense decision making process.
Suggesting valve should add a cvar to disable people with plugins is 
dumb, there's already plugins out there that does exactly this, go 
install it and quit complaining. Don't make Valve spent their time 
babying the few admins too stupid to know how to set up a serious 
dedicated server.

This issue is basically the equivalent to the material hacks that are 
possible to use anywhere on servers that have sv_pure set to 0 still. 
It's not a big deal in the scope of things, and theres already ways of 
dealing with it. Now quit acting like this is Valve's fault and go back 
to blaming hackers and cheaters for your in-game shortcomings.

Arg! wrote:
 I doubt making a cvar would work as the plugins could simply override
 it as they do now.

 On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison saul.renni...@gmail.com wrote:
   
 If you aren't modifying game memory (i.e. hooking functions), then VAC won't
 mind.

 Thanks,
 - Saul.


 On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:

 
 I don't know how VAC works, but if it's loaded via a client side plugin, I
 doubt VAC sees it as an external program altering the game's memory
 space.
 But not knowing how VAC works, there's no telling what they look for or how
 they are detecting it.

 Keeper
 -Original Message-
 From: Michael Krasnow [mailto:mnk...@gmail.com]
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server admins, but
 somehow someone would find a way to change that or spoof it, idk, its
 weirds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4989 (20100331) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com


   


__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4993 (20100401) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-01 Thread Kyle Sanderson
What are you smoking Scott? You cannot block client side plugins as this has
since been rectified by some scripting developers. If there are indeed some
legitimate plugins out there that should be running on Clients, than they
should contact VALVe like I'm sure the Xfire corporation did just to be able
to not have their customers VACed anymore (Even though Xfire is an external
application that hooks onto hl2, I'm sure that it would be the same concept
never the less.)

Now Scott, Stabbykat, Stabby Bacony Kitty, whatever you do go by. If you do
honestly have a better suggestion, say it. Since Valve is a rather slow
moving company as some of these short comings with the engine have been
released to the public for over a year, this could save them some pain and
suffering as it should be a quick fix even if some basic functionality is
removed from the clients.
Kyle.

On Thu, Apr 1, 2010 at 9:52 PM, Scott Highland tgnwe...@gmail.com wrote:

 No offense, but this whole list sucks at problem solving, every single
 idea to deal with this issue suggested in this thread is just terrible,
 absolutely terrible.

 You can't disable clientside plugins just because a few admins are too
 lazy to want to install a plugin to block people using clientside
 plugins. People have the right to install clientside addons just as
 server administrators have the right to install whatever addons they
 want on their server. It's easy for you morons to want to impose this on
 everyone without seeing any consequences, Valve actually has to deal
 with the complaints from their customers who use legitimate uses for
 their plugins. Why don't you let professionals with their own companies
 reputation on the line deal with this intense decision making process.
 Suggesting valve should add a cvar to disable people with plugins is
 dumb, there's already plugins out there that does exactly this, go
 install it and quit complaining. Don't make Valve spent their time
 babying the few admins too stupid to know how to set up a serious
 dedicated server.

 This issue is basically the equivalent to the material hacks that are
 possible to use anywhere on servers that have sv_pure set to 0 still.
 It's not a big deal in the scope of things, and theres already ways of
 dealing with it. Now quit acting like this is Valve's fault and go back
 to blaming hackers and cheaters for your in-game shortcomings.

 Arg! wrote:
  I doubt making a cvar would work as the plugins could simply override
  it as they do now.
 
  On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison saul.renni...@gmail.com
 wrote:
 
  If you aren't modifying game memory (i.e. hooking functions), then VAC
 won't
  mind.
 
  Thanks,
  - Saul.
 
 
  On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:
 
 
  I don't know how VAC works, but if it's loaded via a client side
 plugin, I
  doubt VAC sees it as an external program altering the game's memory
  space.
  But not knowing how VAC works, there's no telling what they look for or
 how
  they are detecting it.
 
  Keeper
  -Original Message-
  From: Michael Krasnow [mailto:mnk...@gmail.com]
  Sent: Tuesday, March 30, 2010 9:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  doesn't VAC check the memory? but +1 to the option for server admins,
 but
  somehow someone would find a way to change that or spoof it, idk, its
  weirds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4989 (20100331) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 


 __ Information from ESET NOD32 Antivirus, version of virus
 signature database 4993 (20100401) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-01 Thread ics
Calling us idiots is very mature. I guess you also approve all the 
exploits in the game too? I'm sure many players would like to keep their 
free wallhack with sourcemod.

Why should we have to install plugins to stop these serious holes in the 
dedicated servers that allow such tricks? Don't you think that it's 
Valves job in the end after all? I'd rather see all clients plugins 
blocked if no better solution can be reached. So far you haven't 
presented one either. There has to be a some kind of solution to running 
plugins on the client. Current way just allows free cheats with no fear 
of VAC ban.

-ics

2.4.2010 7:52, Scott Highland kirjoitti:
 No offense, but this whole list sucks at problem solving, every single
 idea to deal with this issue suggested in this thread is just terrible,
 absolutely terrible.

 You can't disable clientside plugins just because a few admins are too
 lazy to want to install a plugin to block people using clientside
 plugins. People have the right to install clientside addons just as
 server administrators have the right to install whatever addons they
 want on their server. It's easy for you morons to want to impose this on
 everyone without seeing any consequences, Valve actually has to deal
 with the complaints from their customers who use legitimate uses for
 their plugins. Why don't you let professionals with their own companies
 reputation on the line deal with this intense decision making process.
 Suggesting valve should add a cvar to disable people with plugins is
 dumb, there's already plugins out there that does exactly this, go
 install it and quit complaining. Don't make Valve spent their time
 babying the few admins too stupid to know how to set up a serious
 dedicated server.

 This issue is basically the equivalent to the material hacks that are
 possible to use anywhere on servers that have sv_pure set to 0 still.
 It's not a big deal in the scope of things, and theres already ways of
 dealing with it. Now quit acting like this is Valve's fault and go back
 to blaming hackers and cheaters for your in-game shortcomings.

 Arg! wrote:

 I doubt making a cvar would work as the plugins could simply override
 it as they do now.

 On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennisonsaul.renni...@gmail.com  
 wrote:

  
 If you aren't modifying game memory (i.e. hooking functions), then VAC won't
 mind.

 Thanks,
 - Saul.


 On 31 March 2010 16:00, Keeperhl2li...@afksoftware.com  wrote:



 I don't know how VAC works, but if it's loaded via a client side plugin, I
 doubt VAC sees it as an external program altering the game's memory
 space.
 But not knowing how VAC works, there's no telling what they look for or how
 they are detecting it.

 Keeper
 -Original Message-
 From: Michael Krasnow [mailto:mnk...@gmail.com]
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server admins, but
 somehow someone would find a way to change that or spoof it, idk, its
 weirds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


  
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4989 (20100331) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



  

 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4993 (20100401) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-31 Thread Saul Rennison
If you aren't modifying game memory (i.e. hooking functions), then VAC won't
mind.

Thanks,
- Saul.


On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:

 I don't know how VAC works, but if it's loaded via a client side plugin, I
 doubt VAC sees it as an external program altering the game's memory
 space.
 But not knowing how VAC works, there's no telling what they look for or how
 they are detecting it.

 Keeper
 -Original Message-
 From: Michael Krasnow [mailto:mnk...@gmail.com]
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server admins, but
 somehow someone would find a way to change that or spoof it, idk, its
 weirds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-31 Thread Arg!
I doubt making a cvar would work as the plugins could simply override
it as they do now.

On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison saul.renni...@gmail.com wrote:
 If you aren't modifying game memory (i.e. hooking functions), then VAC won't
 mind.

 Thanks,
 - Saul.


 On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:

 I don't know how VAC works, but if it's loaded via a client side plugin, I
 doubt VAC sees it as an external program altering the game's memory
 space.
 But not knowing how VAC works, there's no telling what they look for or how
 they are detecting it.

 Keeper
 -Original Message-
 From: Michael Krasnow [mailto:mnk...@gmail.com]
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server admins, but
 somehow someone would find a way to change that or spoof it, idk, its
 weirds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread ics
Clients should never need any addons loaded. They can do just fine 
without them too. Having any plugins installed on client can do huge 
damage to servers so ability to run those on clients should be blocked. 
Players game shouldnt even start if there are something within addons 
folder on the pc or something else. Something that cannot be bypassed 
within 1 second. If clients need plugins, they should be separate from 
addons, like client-addons in which they could be used and not at all on 
a server.

The current way is ridiculous that a CLIENT can have same plugin as 
SERVER and have free wallhack among other things. I seriously hope they 
are working for a fix for this and for the several other exploits that 
currently exist within the older CSS engine and the newer ones too.

-ics

28.3.2010 22:50, Charles Mabbott kirjoitti:
 In a general sense, there are a couple of client side plug-ins that do in
 fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
 couple of others. At this point I am definitely for simply locking out
 plug-ins on the client side, but I would rather not lose some of the
 functionality these have.

 And on another note, the client plugin to intercept CVAR responses to the
 server has existed for quite a while now.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
 Sent: Sunday, March 28, 2010 11:14 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.


 it takes someone to fall to their death before they put safety rails.


 From: saul.renni...@gmail.com
 Date: Sun, 28 Mar 2010 14:56:39 +0100
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 How about just allowing plugins for dedicated servers?

 Just as a heads up, I'm gonna try to make a client plugin which hooks
 SVC_GetCvarValue, and just always responds with the default CVar value.
  
 This

 renders any server-side cheat detection (like KAC) completely useless.
 Hopefully releasing it as a POC will force VALVe to do something (why does
 it always have to come to this?)

 Thanks,
 - Saul.


 On 28 March 2010 14:49, AnAkIn .anakin...@gmail.com  wrote:

  
 I don't think that's a good idea. Someone will just code a client side
 plugin to report false informations to the server.

 2010/3/28 Keeperhl2li...@afksoftware.com


 I have e-mailed somebody at valve, and simply asked them if the server
 operators can see a list of plugins on the client ( like plugin_print
  
 ).

 This would give the operator the ability to kick if plugins are loaded
  
 on

 the client.  But I think also looking at the GameBin will allow the
  
 server

 to see if they are loading anything outside of the standard VSP
  
 interface.

 I don't think stopping it will be completely possible on the client,
  
 but

 giving the server operator the choice would be a nice thing.

 But they did respond that they are working on it.

 Keeper

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Saturday, March 27, 2010 8:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32
 server mailing list
 Subject: [hlds] Plugin Loading on clients, enough is enough.

 Since forever, players have been able to load plugins on their clients
 letting them get around cheat sensitive variables such as sv_cheats,
   allowing them to use r_drawothermodels, mat_wireframe, etc. We as
  
 server

 admins have had the option to install various anti cheat addons (Kigen
  
 Anti

 Cheat, VBAC, and than some rather lame ones for EventScripts) in order
  
 to

 get around these quite severe downfalls in the engine. However now,
  
 there

 is
 a LUA scripting interfacehttp://www.3rdera.com/  that has been
  
 written,

 and is now fully supporting engine exploits in order to cause trouble
  
 for

 server admins and for other players. No one can justify it's use,
  
 every

 single script written has been made to get around server settings and
 protections put in place to keep order, and to keep the game fluently
 moving
 along. Right now, players cannot be VAC banned for using this, it's
  
 also

 going against every single reason why VAC was created. Instead of
  
 battling

 these antics with these scripters, I'm begging you Valve to please
  
 remove

 this function from clients as there's absolutely no reason for them to
  
 have

 it. I've sent two emails to a couple employees which were left
  
 unanswered,

 I
 know others have done the same.

 Here's a forum full of countless exploits:
 http://www.3rdera.com/forum/viewforum.php?f=5

 If you don't want

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Craig H
Sadly this would remove the ability for people to run a server with plugins
through their client. I've done this in the past to host a LAN game using a
few plugins to play some of the gametypes people have created. While I agree
something must be done, I don't really want to see that functionality going
away.

On Tue, Mar 30, 2010 at 3:55 AM, ics i...@ics-base.net wrote:

 Clients should never need any addons loaded. They can do just fine
 without them too. Having any plugins installed on client can do huge
 damage to servers so ability to run those on clients should be blocked.
 Players game shouldnt even start if there are something within addons
 folder on the pc or something else. Something that cannot be bypassed
 within 1 second. If clients need plugins, they should be separate from
 addons, like client-addons in which they could be used and not at all on
 a server.

 The current way is ridiculous that a CLIENT can have same plugin as
 SERVER and have free wallhack among other things. I seriously hope they
 are working for a fix for this and for the several other exploits that
 currently exist within the older CSS engine and the newer ones too.

 -ics

 28.3.2010 22:50, Charles Mabbott kirjoitti:
  In a general sense, there are a couple of client side plug-ins that do in
  fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
  couple of others. At this point I am definitely for simply locking out
  plug-ins on the client side, but I would rather not lose some of the
  functionality these have.
 
  And on another note, the client plugin to intercept CVAR responses to the
  server has existed for quite a while now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
 Marciano
  Sent: Sunday, March 28, 2010 11:14 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 
  it takes someone to fall to their death before they put safety rails.
 
 
  From: saul.renni...@gmail.com
  Date: Sun, 28 Mar 2010 14:56:39 +0100
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  How about just allowing plugins for dedicated servers?
 
  Just as a heads up, I'm gonna try to make a client plugin which hooks
  SVC_GetCvarValue, and just always responds with the default CVar value.
 
  This
 
  renders any server-side cheat detection (like KAC) completely useless.
  Hopefully releasing it as a POC will force VALVe to do something (why
 does
  it always have to come to this?)
 
  Thanks,
  - Saul.
 
 
  On 28 March 2010 14:49, AnAkIn .anakin...@gmail.com  wrote:
 
 
  I don't think that's a good idea. Someone will just code a client side
  plugin to report false informations to the server.
 
  2010/3/28 Keeperhl2li...@afksoftware.com
 
 
  I have e-mailed somebody at valve, and simply asked them if the server
  operators can see a list of plugins on the client ( like plugin_print
 
  ).
 
  This would give the operator the ability to kick if plugins are loaded
 
  on
 
  the client.  But I think also looking at the GameBin will allow the
 
  server
 
  to see if they are loading anything outside of the standard VSP
 
  interface.
 
  I don't think stopping it will be completely possible on the client,
 
  but
 
  giving the server operator the choice would be a nice thing.
 
  But they did respond that they are working on it.
 
  Keeper
 
  -Original Message-
  From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
  Sent: Saturday, March 27, 2010 8:33 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
  Win32
  server mailing list
  Subject: [hlds] Plugin Loading on clients, enough is enough.
 
  Since forever, players have been able to load plugins on their clients
  letting them get around cheat sensitive variables such as sv_cheats,
allowing them to use r_drawothermodels, mat_wireframe, etc. We as
 
  server
 
  admins have had the option to install various anti cheat addons (Kigen
 
  Anti
 
  Cheat, VBAC, and than some rather lame ones for EventScripts) in order
 
  to
 
  get around these quite severe downfalls in the engine. However now,
 
  there
 
  is
  a LUA scripting interfacehttp://www.3rdera.com/  that has been
 
  written,
 
  and is now fully supporting engine exploits in order to cause trouble
 
  for
 
  server admins and for other players. No one can justify it's use,
 
  every
 
  single script written has been made to get around server settings and
  protections put in place to keep order, and to keep the game fluently
  moving
  along. Right now, players cannot be VAC banned for using this, it's
 
  also
 
  going against every single reason why VAC was created. Instead of
 
  battling
 
  these antics with these scripters, I'm begging you Valve to please
 
  remove
 
  this function from clients as there's absolutely no reason for them to
 
  have

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Tony Paloma
Also, I don't think that removing the plugin functionality is going to fix
anything. There are other ways to inject a DLL into a running process. What
really needs to happen is for VAC to be updated to detect the cheater
plugins.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Craig H
Sent: Tuesday, March 30, 2010 3:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

Sadly this would remove the ability for people to run a server with plugins
through their client. I've done this in the past to host a LAN game using a
few plugins to play some of the gametypes people have created. While I agree
something must be done, I don't really want to see that functionality going
away.

On Tue, Mar 30, 2010 at 3:55 AM, ics i...@ics-base.net wrote:

 Clients should never need any addons loaded. They can do just fine
 without them too. Having any plugins installed on client can do huge
 damage to servers so ability to run those on clients should be blocked.
 Players game shouldnt even start if there are something within addons
 folder on the pc or something else. Something that cannot be bypassed
 within 1 second. If clients need plugins, they should be separate from
 addons, like client-addons in which they could be used and not at all on
 a server.

 The current way is ridiculous that a CLIENT can have same plugin as
 SERVER and have free wallhack among other things. I seriously hope they
 are working for a fix for this and for the several other exploits that
 currently exist within the older CSS engine and the newer ones too.

 -ics

 28.3.2010 22:50, Charles Mabbott kirjoitti:
  In a general sense, there are a couple of client side plug-ins that do
in
  fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
  couple of others. At this point I am definitely for simply locking out
  plug-ins on the client side, but I would rather not lose some of the
  functionality these have.
 
  And on another note, the client plugin to intercept CVAR responses to
the
  server has existed for quite a while now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
 Marciano
  Sent: Sunday, March 28, 2010 11:14 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 
  it takes someone to fall to their death before they put safety rails.
 
 
  From: saul.renni...@gmail.com
  Date: Sun, 28 Mar 2010 14:56:39 +0100
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  How about just allowing plugins for dedicated servers?
 
  Just as a heads up, I'm gonna try to make a client plugin which hooks
  SVC_GetCvarValue, and just always responds with the default CVar value.
 
  This
 
  renders any server-side cheat detection (like KAC) completely useless.
  Hopefully releasing it as a POC will force VALVe to do something (why
 does
  it always have to come to this?)
 
  Thanks,
  - Saul.
 
 
  On 28 March 2010 14:49, AnAkIn .anakin...@gmail.com  wrote:
 
 
  I don't think that's a good idea. Someone will just code a client side
  plugin to report false informations to the server.
 
  2010/3/28 Keeperhl2li...@afksoftware.com
 
 
  I have e-mailed somebody at valve, and simply asked them if the
server
  operators can see a list of plugins on the client ( like plugin_print
 
  ).
 
  This would give the operator the ability to kick if plugins are
loaded
 
  on
 
  the client.  But I think also looking at the GameBin will allow the
 
  server
 
  to see if they are loading anything outside of the standard VSP
 
  interface.
 
  I don't think stopping it will be completely possible on the client,
 
  but
 
  giving the server operator the choice would be a nice thing.
 
  But they did respond that they are working on it.
 
  Keeper
 
  -Original Message-
  From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
  Sent: Saturday, March 27, 2010 8:33 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life
dedicated
  Win32
  server mailing list
  Subject: [hlds] Plugin Loading on clients, enough is enough.
 
  Since forever, players have been able to load plugins on their
clients
  letting them get around cheat sensitive variables such as sv_cheats,
allowing them to use r_drawothermodels, mat_wireframe, etc. We as
 
  server
 
  admins have had the option to install various anti cheat addons
(Kigen
 
  Anti
 
  Cheat, VBAC, and than some rather lame ones for EventScripts) in
order
 
  to
 
  get around these quite severe downfalls in the engine. However now,
 
  there
 
  is
  a LUA scripting interfacehttp://www.3rdera.com/  that has been
 
  written,
 
  and is now fully supporting engine exploits in order to cause trouble
 
  for
 
  server admins and for other players. No one can

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Michael Krasnow
What about GCFscape thats how people install SM and others on their listen
servers, thats like the only thing valve uses, is GCF

On Tue, Mar 30, 2010 at 8:31 PM, Arg! chillic...@gmail.com wrote:

 Im certainly no expert on how the libraries are being used here, but
 shouldnt the code explicitly state that certain cvars are to only come from
 the replicated source, eg the game server? Sure there might be ways around
 this with injection as mentioned but shouldnt the listen server (to cover
 the lan side) be using a seperate copy of the engine binaries which are
 affected here so when plugins are run in that context, they do not override
 the cvars being replicated from the actual gameserver the client is
 connected to?

 I was under the impression this problem existed because the client was
 sharing binaries with another server running on the local machine, so
 seperating the binaries being used would fix this surely.

 On Wed, Mar 31, 2010 at 10:12 AM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  Also, I don't think that removing the plugin functionality is going to
 fix
  anything. There are other ways to inject a DLL into a running process.
 What
  really needs to happen is for VAC to be updated to detect the cheater
  plugins.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Craig H
  Sent: Tuesday, March 30, 2010 3:35 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Sadly this would remove the ability for people to run a server with
 plugins
  through their client. I've done this in the past to host a LAN game using
 a
  few plugins to play some of the gametypes people have created. While I
  agree
  something must be done, I don't really want to see that functionality
 going
  away.
 
  On Tue, Mar 30, 2010 at 3:55 AM, ics i...@ics-base.net wrote:
 
   Clients should never need any addons loaded. They can do just fine
   without them too. Having any plugins installed on client can do huge
   damage to servers so ability to run those on clients should be blocked.
   Players game shouldnt even start if there are something within addons
   folder on the pc or something else. Something that cannot be bypassed
   within 1 second. If clients need plugins, they should be separate from
   addons, like client-addons in which they could be used and not at all
 on
   a server.
  
   The current way is ridiculous that a CLIENT can have same plugin as
   SERVER and have free wallhack among other things. I seriously hope they
   are working for a fix for this and for the several other exploits that
   currently exist within the older CSS engine and the newer ones too.
  
   -ics
  
   28.3.2010 22:50, Charles Mabbott kirjoitti:
In a general sense, there are a couple of client side plug-ins that
 do
  in
fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and
 a
couple of others. At this point I am definitely for simply locking
 out
plug-ins on the client side, but I would rather not lose some of the
functionality these have.
   
And on another note, the client plugin to intercept CVAR responses to
  the
server has existed for quite a while now.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
   Marciano
Sent: Sunday, March 28, 2010 11:14 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
   
it takes someone to fall to their death before they put safety rails.
   
   
From: saul.renni...@gmail.com
Date: Sun, 28 Mar 2010 14:56:39 +0100
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
How about just allowing plugins for dedicated servers?
   
Just as a heads up, I'm gonna try to make a client plugin which
 hooks
SVC_GetCvarValue, and just always responds with the default CVar
  value.
   
This
   
renders any server-side cheat detection (like KAC) completely
 useless.
Hopefully releasing it as a POC will force VALVe to do something
 (why
   does
it always have to come to this?)
   
Thanks,
- Saul.
   
   
On 28 March 2010 14:49, AnAkIn .anakin...@gmail.com  wrote:
   
   
I don't think that's a good idea. Someone will just code a client
  side
plugin to report false informations to the server.
   
2010/3/28 Keeperhl2li...@afksoftware.com
   
   
I have e-mailed somebody at valve, and simply asked them if the
  server
operators can see a list of plugins on the client ( like
  plugin_print
   
).
   
This would give the operator the ability to kick if plugins are
  loaded
   
on
   
the client.  But I think also looking at the GameBin will allow
 the
   
server
   
to see if they are loading

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread mfan
what

Michael Krasnow wrote:
 What about GCFscape thats how people install SM and others on their listen
 servers, thats like the only thing valve uses, is GCF

 On Tue, Mar 30, 2010 at 8:31 PM, Arg! chillic...@gmail.com wrote:

   
 Im certainly no expert on how the libraries are being used here, but
 shouldnt the code explicitly state that certain cvars are to only come from
 the replicated source, eg the game server? Sure there might be ways around
 this with injection as mentioned but shouldnt the listen server (to cover
 the lan side) be using a seperate copy of the engine binaries which are
 affected here so when plugins are run in that context, they do not override
 the cvars being replicated from the actual gameserver the client is
 connected to?

 I was under the impression this problem existed because the client was
 sharing binaries with another server running on the local machine, so
 seperating the binaries being used would fix this surely.

 On Wed, Mar 31, 2010 at 10:12 AM, Tony Paloma drunkenf...@hotmail.com
 
 wrote:
   
 Also, I don't think that removing the plugin functionality is going to
   
 fix
 
 anything. There are other ways to inject a DLL into a running process.
   
 What
 
 really needs to happen is for VAC to be updated to detect the cheater
 plugins.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Craig H
 Sent: Tuesday, March 30, 2010 3:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 Sadly this would remove the ability for people to run a server with
   
 plugins
 
 through their client. I've done this in the past to host a LAN game using
   
 a
 
 few plugins to play some of the gametypes people have created. While I
 agree
 something must be done, I don't really want to see that functionality
   
 going
 
 away.

 On Tue, Mar 30, 2010 at 3:55 AM, ics i...@ics-base.net wrote:

   
 Clients should never need any addons loaded. They can do just fine
 without them too. Having any plugins installed on client can do huge
 damage to servers so ability to run those on clients should be blocked.
 Players game shouldnt even start if there are something within addons
 folder on the pc or something else. Something that cannot be bypassed
 within 1 second. If clients need plugins, they should be separate from
 addons, like client-addons in which they could be used and not at all
 
 on
 
 a server.

 The current way is ridiculous that a CLIENT can have same plugin as
 SERVER and have free wallhack among other things. I seriously hope they
 are working for a fix for this and for the several other exploits that
 currently exist within the older CSS engine and the newer ones too.

 -ics

 28.3.2010 22:50, Charles Mabbott kirjoitti:
 
 In a general sense, there are a couple of client side plug-ins that
   
 do
 
 in
   
 fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and
   
 a
 
 couple of others. At this point I am definitely for simply locking
   
 out
 
 plug-ins on the client side, but I would rather not lose some of the
 functionality these have.

 And on another note, the client plugin to intercept CVAR responses to
   
 the
   
 server has existed for quite a while now.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
   
 Marciano
 
 Sent: Sunday, March 28, 2010 11:14 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.


 it takes someone to fall to their death before they put safety rails.


   
 From: saul.renni...@gmail.com
 Date: Sun, 28 Mar 2010 14:56:39 +0100
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 How about just allowing plugins for dedicated servers?

 Just as a heads up, I'm gonna try to make a client plugin which
 
 hooks
 
 SVC_GetCvarValue, and just always responds with the default CVar
 
 value.
   
 This

   
 renders any server-side cheat detection (like KAC) completely
 
 useless.
 
 Hopefully releasing it as a POC will force VALVe to do something
 
 (why
 
 does
 
 it always have to come to this?)

 Thanks,
 - Saul.


 On 28 March 2010 14:49, AnAkIn .anakin...@gmail.com  wrote:


 
 I don't think that's a good idea. Someone will just code a client
   
 side
   
 plugin to report false informations to the server.

 2010/3/28 Keeperhl2li...@afksoftware.com


   
 I have e-mailed somebody at valve, and simply asked them if the
 
 server
   
 operators can see a list of plugins on the client ( like

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Michael Krasnow
im saying even if the binaries are separated people will still use gcfscape
to modify them

On Tue, Mar 30, 2010 at 9:12 PM, mfan michael.fan...@gmail.com wrote:

 what

 Michael Krasnow wrote:
  What about GCFscape thats how people install SM and others on their
 listen
  servers, thats like the only thing valve uses, is GCF
 
  On Tue, Mar 30, 2010 at 8:31 PM, Arg! chillic...@gmail.com wrote:
 
 
  Im certainly no expert on how the libraries are being used here, but
  shouldnt the code explicitly state that certain cvars are to only come
 from
  the replicated source, eg the game server? Sure there might be ways
 around
  this with injection as mentioned but shouldnt the listen server (to
 cover
  the lan side) be using a seperate copy of the engine binaries which are
  affected here so when plugins are run in that context, they do not
 override
  the cvars being replicated from the actual gameserver the client is
  connected to?
 
  I was under the impression this problem existed because the client was
  sharing binaries with another server running on the local machine, so
  seperating the binaries being used would fix this surely.
 
  On Wed, Mar 31, 2010 at 10:12 AM, Tony Paloma drunkenf...@hotmail.com
 
  wrote:
 
  Also, I don't think that removing the plugin functionality is going to
 
  fix
 
  anything. There are other ways to inject a DLL into a running process.
 
  What
 
  really needs to happen is for VAC to be updated to detect the cheater
  plugins.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Craig H
  Sent: Tuesday, March 30, 2010 3:35 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Sadly this would remove the ability for people to run a server with
 
  plugins
 
  through their client. I've done this in the past to host a LAN game
 using
 
  a
 
  few plugins to play some of the gametypes people have created. While I
  agree
  something must be done, I don't really want to see that functionality
 
  going
 
  away.
 
  On Tue, Mar 30, 2010 at 3:55 AM, ics i...@ics-base.net wrote:
 
 
  Clients should never need any addons loaded. They can do just fine
  without them too. Having any plugins installed on client can do huge
  damage to servers so ability to run those on clients should be
 blocked.
  Players game shouldnt even start if there are something within addons
  folder on the pc or something else. Something that cannot be bypassed
  within 1 second. If clients need plugins, they should be separate from
  addons, like client-addons in which they could be used and not at all
 
  on
 
  a server.
 
  The current way is ridiculous that a CLIENT can have same plugin as
  SERVER and have free wallhack among other things. I seriously hope
 they
  are working for a fix for this and for the several other exploits that
  currently exist within the older CSS engine and the newer ones too.
 
  -ics
 
  28.3.2010 22:50, Charles Mabbott kirjoitti:
 
  In a general sense, there are a couple of client side plug-ins that
 
  do
 
  in
 
  fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and
 
  a
 
  couple of others. At this point I am definitely for simply locking
 
  out
 
  plug-ins on the client side, but I would rather not lose some of the
  functionality these have.
 
  And on another note, the client plugin to intercept CVAR responses to
 
  the
 
  server has existed for quite a while now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
 
  Marciano
 
  Sent: Sunday, March 28, 2010 11:14 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 
  it takes someone to fall to their death before they put safety rails.
 
 
 
  From: saul.renni...@gmail.com
  Date: Sun, 28 Mar 2010 14:56:39 +0100
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  How about just allowing plugins for dedicated servers?
 
  Just as a heads up, I'm gonna try to make a client plugin which
 
  hooks
 
  SVC_GetCvarValue, and just always responds with the default CVar
 
  value.
 
  This
 
 
  renders any server-side cheat detection (like KAC) completely
 
  useless.
 
  Hopefully releasing it as a POC will force VALVe to do something
 
  (why
 
  does
 
  it always have to come to this?)
 
  Thanks,
  - Saul.
 
 
  On 28 March 2010 14:49, AnAkIn .anakin...@gmail.com  wrote:
 
 
 
  I don't think that's a good idea. Someone will just code a client
 
  side
 
  plugin to report false informations to the server.
 
  2010/3/28 Keeperhl2li...@afksoftware.com
 
 
 
  I have e-mailed somebody at valve, and simply asked them if the
 
  server
 
  operators can see a list of plugins on the client ( like
 
  plugin_print
 
  ).
 
 
  This would

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Keeper
Once code is loaded into memory, it's open game.  It doesn't matter what the
server/client relationship is.  If I have a binary/application that hunts
for that code in memory, then I can change any value I want.

I have written some code in my plugin that locks down certain values that I
know people are using to alter game play, but to figure out all of the holes
people are trying to exploit would be fruitless.  Then you have 5 different
games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way to
handle that reasonably.  

If VALVe gave the server operators the choice to keep clients that have
plugins running, that would cut some of them out.  But even as COD6 has
proved, you definitely don't need a client side plugin to cheat. 

Keeper

-Original Message-
From: Arg! [mailto:chillic...@gmail.com] 
Sent: Tuesday, March 30, 2010 8:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

Im certainly no expert on how the libraries are being used here, but
shouldnt the code explicitly state that certain cvars are to only come from
the replicated source, eg the game server? Sure there might be ways around
this with injection as mentioned but shouldnt the listen server (to cover
the lan side) be using a seperate copy of the engine binaries which are
affected here so when plugins are run in that context, they do not override
the cvars being replicated from the actual gameserver the client is
connected to?

I was under the impression this problem existed because the client was
sharing binaries with another server running on the local machine, so
seperating the binaries being used would fix this surely.


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Michael Krasnow
doesn't VAC check the memory? but +1 to the option for server admins, but
somehow someone would find a way to change that or spoof it, idk, its weird

On Tue, Mar 30, 2010 at 9:26 PM, Keeper hl2li...@afksoftware.com wrote:

 Once code is loaded into memory, it's open game.  It doesn't matter what
 the
 server/client relationship is.  If I have a binary/application that hunts
 for that code in memory, then I can change any value I want.

 I have written some code in my plugin that locks down certain values that I
 know people are using to alter game play, but to figure out all of the
 holes
 people are trying to exploit would be fruitless.  Then you have 5 different
 games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way to
 handle that reasonably.

 If VALVe gave the server operators the choice to keep clients that have
 plugins running, that would cut some of them out.  But even as COD6 has
 proved, you definitely don't need a client side plugin to cheat.

 Keeper

 -Original Message-
 From: Arg! [mailto:chillic...@gmail.com]
 Sent: Tuesday, March 30, 2010 8:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 Im certainly no expert on how the libraries are being used here, but
 shouldnt the code explicitly state that certain cvars are to only come from
 the replicated source, eg the game server? Sure there might be ways around
 this with injection as mentioned but shouldnt the listen server (to cover
 the lan side) be using a seperate copy of the engine binaries which are
 affected here so when plugins are run in that context, they do not override
 the cvars being replicated from the actual gameserver the client is
 connected to?

 I was under the impression this problem existed because the client was
 sharing binaries with another server running on the local machine, so
 seperating the binaries being used would fix this surely.


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Steven Crothers
I'm sure Valve will fix it immediately... once you show them how fixing the
HLDS is profitable and worth the man-hours at $50-$60/man-hour.

$0.02

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
Sent: Tuesday, March 30, 2010 9:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

doesn't VAC check the memory? but +1 to the option for server admins, but
somehow someone would find a way to change that or spoof it, idk, its weird

On Tue, Mar 30, 2010 at 9:26 PM, Keeper hl2li...@afksoftware.com wrote:

 Once code is loaded into memory, it's open game.  It doesn't matter what
 the
 server/client relationship is.  If I have a binary/application that hunts
 for that code in memory, then I can change any value I want.

 I have written some code in my plugin that locks down certain values that
I
 know people are using to alter game play, but to figure out all of the
 holes
 people are trying to exploit would be fruitless.  Then you have 5
different
 games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way to
 handle that reasonably.

 If VALVe gave the server operators the choice to keep clients that have
 plugins running, that would cut some of them out.  But even as COD6 has
 proved, you definitely don't need a client side plugin to cheat.

 Keeper

 -Original Message-
 From: Arg! [mailto:chillic...@gmail.com]
 Sent: Tuesday, March 30, 2010 8:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 Im certainly no expert on how the libraries are being used here, but
 shouldnt the code explicitly state that certain cvars are to only come
from
 the replicated source, eg the game server? Sure there might be ways around
 this with injection as mentioned but shouldnt the listen server (to cover
 the lan side) be using a seperate copy of the engine binaries which are
 affected here so when plugins are run in that context, they do not
override
 the cvars being replicated from the actual gameserver the client is
 connected to?

 I was under the impression this problem existed because the client was
 sharing binaries with another server running on the local machine, so
 seperating the binaries being used would fix this surely.


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Matt Hoffman
The same way taking the entire 225 person company to Hawaii is profitable.
:P

On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
steven.croth...@gmail.comwrote:

 I'm sure Valve will fix it immediately... once you show them how fixing the
 HLDS is profitable and worth the man-hours at $50-$60/man-hour.

 $0.02

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server admins, but
 somehow someone would find a way to change that or spoof it, idk, its weird

 On Tue, Mar 30, 2010 at 9:26 PM, Keeper hl2li...@afksoftware.com wrote:

  Once code is loaded into memory, it's open game.  It doesn't matter what
  the
  server/client relationship is.  If I have a binary/application that hunts
  for that code in memory, then I can change any value I want.
 
  I have written some code in my plugin that locks down certain values that
 I
  know people are using to alter game play, but to figure out all of the
  holes
  people are trying to exploit would be fruitless.  Then you have 5
 different
  games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way
 to
  handle that reasonably.
 
  If VALVe gave the server operators the choice to keep clients that have
  plugins running, that would cut some of them out.  But even as COD6 has
  proved, you definitely don't need a client side plugin to cheat.
 
  Keeper
 
  -Original Message-
  From: Arg! [mailto:chillic...@gmail.com]
  Sent: Tuesday, March 30, 2010 8:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Im certainly no expert on how the libraries are being used here, but
  shouldnt the code explicitly state that certain cvars are to only come
 from
  the replicated source, eg the game server? Sure there might be ways
 around
  this with injection as mentioned but shouldnt the listen server (to cover
  the lan side) be using a seperate copy of the engine binaries which are
  affected here so when plugins are run in that context, they do not
 override
  the cvars being replicated from the actual gameserver the client is
  connected to?
 
  I was under the impression this problem existed because the client was
  sharing binaries with another server running on the local machine, so
  seperating the binaries being used would fix this surely.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread AnAkIn .
So you want to make VAC ban for Sourcemod? Nice one :)
BTW There is a tutorial on how to make your own client side cheat plugin on
some site, so a lot of people will have their own plugin which will be
private, so a lot of people wouldn't be banned.

Just disallow the client side plugins, I doubt much people care about having
plugins on their LAN servers (I doubt much people even use LAN servers).

2010/3/31 Matt Hoffman lord.matt.hoff...@gmail.com

 The same way taking the entire 225 person company to Hawaii is profitable.
 :P

 On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
 steven.croth...@gmail.comwrote:

  I'm sure Valve will fix it immediately... once you show them how fixing
 the
  HLDS is profitable and worth the man-hours at $50-$60/man-hour.
 
  $0.02
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
 Krasnow
  Sent: Tuesday, March 30, 2010 9:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  doesn't VAC check the memory? but +1 to the option for server admins, but
  somehow someone would find a way to change that or spoof it, idk, its
 weird
 
  On Tue, Mar 30, 2010 at 9:26 PM, Keeper hl2li...@afksoftware.com
 wrote:
 
   Once code is loaded into memory, it's open game.  It doesn't matter
 what
   the
   server/client relationship is.  If I have a binary/application that
 hunts
   for that code in memory, then I can change any value I want.
  
   I have written some code in my plugin that locks down certain values
 that
  I
   know people are using to alter game play, but to figure out all of the
   holes
   people are trying to exploit would be fruitless.  Then you have 5
  different
   games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way
  to
   handle that reasonably.
  
   If VALVe gave the server operators the choice to keep clients that have
   plugins running, that would cut some of them out.  But even as COD6 has
   proved, you definitely don't need a client side plugin to cheat.
  
   Keeper
  
   -Original Message-
   From: Arg! [mailto:chillic...@gmail.com]
   Sent: Tuesday, March 30, 2010 8:31 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
  
   Im certainly no expert on how the libraries are being used here, but
   shouldnt the code explicitly state that certain cvars are to only come
  from
   the replicated source, eg the game server? Sure there might be ways
  around
   this with injection as mentioned but shouldnt the listen server (to
 cover
   the lan side) be using a seperate copy of the engine binaries which are
   affected here so when plugins are run in that context, they do not
  override
   the cvars being replicated from the actual gameserver the client is
   connected to?
  
   I was under the impression this problem existed because the client was
   sharing binaries with another server running on the local machine, so
   seperating the binaries being used would fix this surely.
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread mfan
make it a cvar? don't just outright ban it sv_allowplugins 0

AnAkIn . wrote:
 So you want to make VAC ban for Sourcemod? Nice one :)
 BTW There is a tutorial on how to make your own client side cheat plugin on
 some site, so a lot of people will have their own plugin which will be
 private, so a lot of people wouldn't be banned.

 Just disallow the client side plugins, I doubt much people care about having
 plugins on their LAN servers (I doubt much people even use LAN servers).

 2010/3/31 Matt Hoffman lord.matt.hoff...@gmail.com

   
 The same way taking the entire 225 person company to Hawaii is profitable.
 :P

 On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
 steven.croth...@gmail.comwrote:

 
 I'm sure Valve will fix it immediately... once you show them how fixing
   
 the
 
 HLDS is profitable and worth the man-hours at $50-$60/man-hour.

 $0.02

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
   
 Krasnow
 
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server admins, but
 somehow someone would find a way to change that or spoof it, idk, its
   
 weird
 
 On Tue, Mar 30, 2010 at 9:26 PM, Keeper hl2li...@afksoftware.com
   
 wrote:
 
 Once code is loaded into memory, it's open game.  It doesn't matter
 
 what
 
 the
 server/client relationship is.  If I have a binary/application that
 
 hunts
 
 for that code in memory, then I can change any value I want.

 I have written some code in my plugin that locks down certain values
 
 that
 
 I
   
 know people are using to alter game play, but to figure out all of the
 holes
 people are trying to exploit would be fruitless.  Then you have 5
 
 different
   
 games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way
 
 to
   
 handle that reasonably.

 If VALVe gave the server operators the choice to keep clients that have
 plugins running, that would cut some of them out.  But even as COD6 has
 proved, you definitely don't need a client side plugin to cheat.

 Keeper

 -Original Message-
 From: Arg! [mailto:chillic...@gmail.com]
 Sent: Tuesday, March 30, 2010 8:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 Im certainly no expert on how the libraries are being used here, but
 shouldnt the code explicitly state that certain cvars are to only come
 
 from
   
 the replicated source, eg the game server? Sure there might be ways
 
 around
   
 this with injection as mentioned but shouldnt the listen server (to
 
 cover
 
 the lan side) be using a seperate copy of the engine binaries which are
 affected here so when plugins are run in that context, they do not
 
 override
   
 the cvars being replicated from the actual gameserver the client is
 connected to?

 I was under the impression this problem existed because the client was
 sharing binaries with another server running on the local machine, so
 seperating the binaries being used would fix this surely.


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Matt Stanton
Or allow it if it is *only* a LAN server.  Solves random internet 
asshats loading plugins on a local server while connecting to an 
internet server, but still allows local dev testing and lan party 
weirdness.  Besides, if the cheater is on the lan, you can walk straight 
up to him and sock him in the teeth.

On 3/31/2010 12:30 AM, mfan wrote:
 make it a cvar? don't just outright ban it sv_allowplugins 0

 AnAkIn . wrote:

 So you want to make VAC ban for Sourcemod? Nice one :)
 BTW There is a tutorial on how to make your own client side cheat plugin on
 some site, so a lot of people will have their own plugin which will be
 private, so a lot of people wouldn't be banned.

 Just disallow the client side plugins, I doubt much people care about having
 plugins on their LAN servers (I doubt much people even use LAN servers).

 2010/3/31 Matt Hoffmanlord.matt.hoff...@gmail.com


  
 The same way taking the entire 225 person company to Hawaii is profitable.
 :P

 On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
 steven.croth...@gmail.comwrote:



 I'm sure Valve will fix it immediately... once you show them how fixing

  
 the


 HLDS is profitable and worth the man-hours at $50-$60/man-hour.

 $0.02

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael

  
 Krasnow


 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server admins, but
 somehow someone would find a way to change that or spoof it, idk, its

  
 weird


 On Tue, Mar 30, 2010 at 9:26 PM, Keeperhl2li...@afksoftware.com

  
 wrote:


 Once code is loaded into memory, it's open game.  It doesn't matter


 what


 the
 server/client relationship is.  If I have a binary/application that


 hunts


 for that code in memory, then I can change any value I want.

 I have written some code in my plugin that locks down certain values


 that


 I

  
 know people are using to alter game play, but to figure out all of the
 holes
 people are trying to exploit would be fruitless.  Then you have 5


 different

  
 games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way


 to

  
 handle that reasonably.

 If VALVe gave the server operators the choice to keep clients that have
 plugins running, that would cut some of them out.  But even as COD6 has
 proved, you definitely don't need a client side plugin to cheat.

 Keeper

 -Original Message-
 From: Arg! [mailto:chillic...@gmail.com]
 Sent: Tuesday, March 30, 2010 8:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 Im certainly no expert on how the libraries are being used here, but
 shouldnt the code explicitly state that certain cvars are to only come


 from

  
 the replicated source, eg the game server? Sure there might be ways


 around

  
 this with injection as mentioned but shouldnt the listen server (to


 cover


 the lan side) be using a seperate copy of the engine binaries which are
 affected here so when plugins are run in that context, they do not


 override

  
 the cvars being replicated from the actual gameserver the client is
 connected to?

 I was under the impression this problem existed because the client was
 sharing binaries with another server running on the local machine, so
 seperating the binaries being used would fix this surely.


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


  
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


  
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread 1nsane
Just block it entirely.

If it's a lan or a temp server just use the Steam Dedicated Server from the
tools tab. It practically installs itself with the games anyway.
And if the main client crashes, the server will go on. That's a bonus.

On Wed, Mar 31, 2010 at 1:37 AM, Matt Stanton 
inflatablesoulm...@brothersofchaos.com wrote:

 Or allow it if it is *only* a LAN server.  Solves random internet
 asshats loading plugins on a local server while connecting to an
 internet server, but still allows local dev testing and lan party
 weirdness.  Besides, if the cheater is on the lan, you can walk straight
 up to him and sock him in the teeth.

 On 3/31/2010 12:30 AM, mfan wrote:
  make it a cvar? don't just outright ban it sv_allowplugins 0
 
  AnAkIn . wrote:
 
  So you want to make VAC ban for Sourcemod? Nice one :)
  BTW There is a tutorial on how to make your own client side cheat plugin
 on
  some site, so a lot of people will have their own plugin which will be
  private, so a lot of people wouldn't be banned.
 
  Just disallow the client side plugins, I doubt much people care about
 having
  plugins on their LAN servers (I doubt much people even use LAN servers).
 
  2010/3/31 Matt Hoffmanlord.matt.hoff...@gmail.com
 
 
 
  The same way taking the entire 225 person company to Hawaii is
 profitable.
  :P
 
  On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
  steven.croth...@gmail.comwrote:
 
 
 
  I'm sure Valve will fix it immediately... once you show them how
 fixing
 
 
  the
 
 
  HLDS is profitable and worth the man-hours at $50-$60/man-hour.
 
  $0.02
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
 
 
  Krasnow
 
 
  Sent: Tuesday, March 30, 2010 9:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  doesn't VAC check the memory? but +1 to the option for server admins,
 but
  somehow someone would find a way to change that or spoof it, idk, its
 
 
  weird
 
 
  On Tue, Mar 30, 2010 at 9:26 PM, Keeperhl2li...@afksoftware.com
 
 
  wrote:
 
 
  Once code is loaded into memory, it's open game.  It doesn't matter
 
 
  what
 
 
  the
  server/client relationship is.  If I have a binary/application that
 
 
  hunts
 
 
  for that code in memory, then I can change any value I want.
 
  I have written some code in my plugin that locks down certain values
 
 
  that
 
 
  I
 
 
  know people are using to alter game play, but to figure out all of
 the
  holes
  people are trying to exploit would be fruitless.  Then you have 5
 
 
  different
 
 
  games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no
 way
 
 
  to
 
 
  handle that reasonably.
 
  If VALVe gave the server operators the choice to keep clients that
 have
  plugins running, that would cut some of them out.  But even as COD6
 has
  proved, you definitely don't need a client side plugin to cheat.
 
  Keeper
 
  -Original Message-
  From: Arg! [mailto:chillic...@gmail.com]
  Sent: Tuesday, March 30, 2010 8:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Im certainly no expert on how the libraries are being used here, but
  shouldnt the code explicitly state that certain cvars are to only
 come
 
 
  from
 
 
  the replicated source, eg the game server? Sure there might be ways
 
 
  around
 
 
  this with injection as mentioned but shouldnt the listen server (to
 
 
  cover
 
 
  the lan side) be using a seperate copy of the engine binaries which
 are
  affected here so when plugins are run in that context, they do not
 
 
  override
 
 
  the cvars being replicated from the actual gameserver the client is
  connected to?
 
  I was under the impression this problem existed because the client
 was
  sharing binaries with another server running on the local machine, so
  seperating the binaries being used would fix this surely.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-29 Thread Michael Krasnow
im missing the same vgui material

On Mon, Mar 29, 2010 at 12:11 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:


 Pov-Record 1.4.1 loadedRecording only curstomnamed demos--- Missing Vgui
 material vgui/..\vgui\icon_con_highYour  version  is  1.4.1Current version
 is 1.4.2. Updating is recommended.Please go to orangad.com.ua for releases
 and info.

  From: saul.renni...@gmail.com
  Date: Sun, 28 Mar 2010 22:33:21 +0100
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Where can this plugin be located, and is there source code?
 
  Thanks,
  - Saul.
 
 
  On 28 March 2010 20:50, Charles Mabbott cmabb...@verizon.net wrote:
 
   In a general sense, there are a couple of client side plug-ins that do
 in
   fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
   couple of others. At this point I am definitely for simply locking out
   plug-ins on the client side, but I would rather not lose some of the
   functionality these have.
  
   And on another note, the client plugin to intercept CVAR responses to
 the
   server has existed for quite a while now.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
 Marciano
   Sent: Sunday, March 28, 2010 11:14 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
  
  
   it takes someone to fall to their death before they put safety rails.
  
From: saul.renni...@gmail.com
Date: Sun, 28 Mar 2010 14:56:39 +0100
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
How about just allowing plugins for dedicated servers?
   
Just as a heads up, I'm gonna try to make a client plugin which hooks
SVC_GetCvarValue, and just always responds with the default CVar
 value.
   This
renders any server-side cheat detection (like KAC) completely
 useless.
Hopefully releasing it as a POC will force VALVe to do something (why
   does
it always have to come to this?)
   
Thanks,
- Saul.
   
   
On 28 March 2010 14:49, AnAkIn . anakin...@gmail.com wrote:
   
 I don't think that's a good idea. Someone will just code a client
 side
 plugin to report false informations to the server.

 2010/3/28 Keeper hl2li...@afksoftware.com

  I have e-mailed somebody at valve, and simply asked them if the
   server
  operators can see a list of plugins on the client ( like
 plugin_print
   ).
  This would give the operator the ability to kick if plugins are
   loaded
   on
  the client.  But I think also looking at the GameBin will allow
 the
 server
  to see if they are loading anything outside of the standard VSP
 interface.
 
  I don't think stopping it will be completely possible on the
 client,
   but
  giving the server operator the choice would be a nice thing.
 
  But they did respond that they are working on it.
 
  Keeper
 
  -Original Message-
  From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
  Sent: Saturday, March 27, 2010 8:33 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life
   dedicated
  Win32
  server mailing list
  Subject: [hlds] Plugin Loading on clients, enough is enough.
 
  Since forever, players have been able to load plugins on their
   clients
  letting them get around cheat sensitive variables such as
 sv_cheats,
   allowing them to use r_drawothermodels, mat_wireframe, etc. We
 as
   server
  admins have had the option to install various anti cheat addons
   (Kigen
 Anti
  Cheat, VBAC, and than some rather lame ones for EventScripts) in
   order
   to
  get around these quite severe downfalls in the engine. However
 now,
   there
  is
  a LUA scripting interface http://www.3rdera.com/ that has been
 written,
  and is now fully supporting engine exploits in order to cause
 trouble
   for
  server admins and for other players. No one can justify it's use,
   every
  single script written has been made to get around server settings
 and
  protections put in place to keep order, and to keep the game
 fluently
  moving
  along. Right now, players cannot be VAC banned for using this,
 it's
   also
  going against every single reason why VAC was created. Instead of
 battling
  these antics with these scripters, I'm begging you Valve to
 please
   remove
  this function from clients as there's absolutely no reason for
 them
   to
 have
  it. I've sent two emails to a couple employees which were left
 unanswered,
  I
  know others have done the same.
 
  Here's a forum full of countless exploits:
  http://www.3rdera.com/forum/viewforum.php?f=5
 
  If you don't want to read the wall of text explaining why players

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread AnAkIn .
I have also sent a few emails about this, no answer. It would be nice if
they finally fix it.

2010/3/28 Michael Krasnow mnk...@gmail.com

 one day we will see this in a changelog:

 - Removed all commands so that people stop emailing us about fixing
 exploits.
 - All movements decreased by 100%.
 - Increased gravity to 9.
 - Removed chat features.

 Just wait for it, you will all see :)

 On Sat, Mar 27, 2010 at 9:08 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  David this was already rectified by the LSS developers, openscript is no
  longer the command as it can be easily renamed to anything. I've been
  getting hit numerous times by some new exploit which crashes clients /
  disconnects everyone ingame. From what I've been told, it's the new
  disconnect message feature in LSS which can clean out your entire
 server
  when they leave.
 
  This needs to be fixed as soon as possible,
  Kyle.
 
  On Sat, Mar 27, 2010 at 5:57 PM, David Kellaway 
  david.kella...@member.fsf.org wrote:
 
   With regards to the LUA scripting plugin, the next version of KAC will
   treat it as a cheat. I completely agree that it's absurd the community
   has to write its own anticheat plugins to plug holes left by Valve's
   approach, though.
  
   ---
   Dave Kellaway
   david.kella...@member.fsf.org
  
  
   On 28 March 2010 00:33, Kyle Sanderson kyle.l...@gmail.com wrote:
Since forever, players have been able to load plugins on their
 clients
letting them get around cheat sensitive variables such as sv_cheats,
 allowing them to use r_drawothermodels, mat_wireframe, etc. We as
  server
admins have had the option to install various anti cheat addons
 (Kigen
   Anti
Cheat, VBAC, and than some rather lame ones for EventScripts) in
 order
  to
get around these quite severe downfalls in the engine. However now,
  there
   is
a LUA scripting interface http://www.3rdera.com/ that has been
   written,
and is now fully supporting engine exploits in order to cause trouble
  for
server admins and for other players. No one can justify it's use,
 every
single script written has been made to get around server settings and
protections put in place to keep order, and to keep the game fluently
   moving
along. Right now, players cannot be VAC banned for using this, it's
  also
going against every single reason why VAC was created. Instead of
   battling
these antics with these scripters, I'm begging you Valve to please
  remove
this function from clients as there's absolutely no reason for them
 to
   have
it. I've sent two emails to a couple employees which were left
   unanswered, I
know others have done the same.
   
Here's a forum full of countless exploits:
http://www.3rdera.com/forum/viewforum.php?f=5
   
If you don't want to read the wall of text explaining why players
  should
   not
be allowed to load plugins, I'm sure your common sense on the issue
  will
   be
more than sufficient to respond.
Kyle Sanderson.
___
To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread k e
While they're at it, maybe they'll fix the ghost player issue. Servers are
being blacklisted for fake player counts because of this, because people
don't know it's not our fault

On Sun, Mar 28, 2010 at 4:32 AM, AnAkIn . anakin...@gmail.com wrote:

 I have also sent a few emails about this, no answer. It would be nice if
 they finally fix it.

 2010/3/28 Michael Krasnow mnk...@gmail.com

  one day we will see this in a changelog:
 
  - Removed all commands so that people stop emailing us about fixing
  exploits.
  - All movements decreased by 100%.
  - Increased gravity to 9.
  - Removed chat features.
 
  Just wait for it, you will all see :)
 
  On Sat, Mar 27, 2010 at 9:08 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   David this was already rectified by the LSS developers, openscript is
 no
   longer the command as it can be easily renamed to anything. I've been
   getting hit numerous times by some new exploit which crashes clients /
   disconnects everyone ingame. From what I've been told, it's the new
   disconnect message feature in LSS which can clean out your entire
  server
   when they leave.
  
   This needs to be fixed as soon as possible,
   Kyle.
  
   On Sat, Mar 27, 2010 at 5:57 PM, David Kellaway 
   david.kella...@member.fsf.org wrote:
  
With regards to the LUA scripting plugin, the next version of KAC
 will
treat it as a cheat. I completely agree that it's absurd the
 community
has to write its own anticheat plugins to plug holes left by Valve's
approach, though.
   
---
Dave Kellaway
david.kella...@member.fsf.org
   
   
On 28 March 2010 00:33, Kyle Sanderson kyle.l...@gmail.com wrote:
 Since forever, players have been able to load plugins on their
  clients
 letting them get around cheat sensitive variables such as
 sv_cheats,
  allowing them to use r_drawothermodels, mat_wireframe, etc. We as
   server
 admins have had the option to install various anti cheat addons
  (Kigen
Anti
 Cheat, VBAC, and than some rather lame ones for EventScripts) in
  order
   to
 get around these quite severe downfalls in the engine. However now,
   there
is
 a LUA scripting interface http://www.3rdera.com/ that has been
written,
 and is now fully supporting engine exploits in order to cause
 trouble
   for
 server admins and for other players. No one can justify it's use,
  every
 single script written has been made to get around server settings
 and
 protections put in place to keep order, and to keep the game
 fluently
moving
 along. Right now, players cannot be VAC banned for using this, it's
   also
 going against every single reason why VAC was created. Instead of
battling
 these antics with these scripters, I'm begging you Valve to please
   remove
 this function from clients as there's absolutely no reason for them
  to
have
 it. I've sent two emails to a couple employees which were left
unanswered, I
 know others have done the same.

 Here's a forum full of countless exploits:
 http://www.3rdera.com/forum/viewforum.php?f=5

 If you don't want to read the wall of text explaining why players
   should
not
 be allowed to load plugins, I'm sure your common sense on the issue
   will
be
 more than sufficient to respond.
 Kyle Sanderson.
 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
___
To unsubscribe, edit your list preferences, or view the list
 archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread Keeper
I have e-mailed somebody at valve, and simply asked them if the server
operators can see a list of plugins on the client ( like plugin_print ).
This would give the operator the ability to kick if plugins are loaded on
the client.  But I think also looking at the GameBin will allow the server
to see if they are loading anything outside of the standard VSP interface.

I don't think stopping it will be completely possible on the client, but
giving the server operator the choice would be a nice thing.

But they did respond that they are working on it.

Keeper

-Original Message-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com] 
Sent: Saturday, March 27, 2010 8:33 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] Plugin Loading on clients, enough is enough.

Since forever, players have been able to load plugins on their clients
letting them get around cheat sensitive variables such as sv_cheats,
 allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
admins have had the option to install various anti cheat addons (Kigen Anti
Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
get around these quite severe downfalls in the engine. However now, there is
a LUA scripting interface http://www.3rdera.com/ that has been written,
and is now fully supporting engine exploits in order to cause trouble for
server admins and for other players. No one can justify it's use, every
single script written has been made to get around server settings and
protections put in place to keep order, and to keep the game fluently moving
along. Right now, players cannot be VAC banned for using this, it's also
going against every single reason why VAC was created. Instead of battling
these antics with these scripters, I'm begging you Valve to please remove
this function from clients as there's absolutely no reason for them to have
it. I've sent two emails to a couple employees which were left unanswered, I
know others have done the same.

Here's a forum full of countless exploits:
http://www.3rdera.com/forum/viewforum.php?f=5

If you don't want to read the wall of text explaining why players should not
be allowed to load plugins, I'm sure your common sense on the issue will be
more than sufficient to respond.
Kyle Sanderson.


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread AnAkIn .
I don't think that's a good idea. Someone will just code a client side
plugin to report false informations to the server.

2010/3/28 Keeper hl2li...@afksoftware.com

 I have e-mailed somebody at valve, and simply asked them if the server
 operators can see a list of plugins on the client ( like plugin_print ).
 This would give the operator the ability to kick if plugins are loaded on
 the client.  But I think also looking at the GameBin will allow the server
 to see if they are loading anything outside of the standard VSP interface.

 I don't think stopping it will be completely possible on the client, but
 giving the server operator the choice would be a nice thing.

 But they did respond that they are working on it.

 Keeper

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Saturday, March 27, 2010 8:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32
 server mailing list
 Subject: [hlds] Plugin Loading on clients, enough is enough.

 Since forever, players have been able to load plugins on their clients
 letting them get around cheat sensitive variables such as sv_cheats,
  allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
 admins have had the option to install various anti cheat addons (Kigen Anti
 Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
 get around these quite severe downfalls in the engine. However now, there
 is
 a LUA scripting interface http://www.3rdera.com/ that has been written,
 and is now fully supporting engine exploits in order to cause trouble for
 server admins and for other players. No one can justify it's use, every
 single script written has been made to get around server settings and
 protections put in place to keep order, and to keep the game fluently
 moving
 along. Right now, players cannot be VAC banned for using this, it's also
 going against every single reason why VAC was created. Instead of battling
 these antics with these scripters, I'm begging you Valve to please remove
 this function from clients as there's absolutely no reason for them to have
 it. I've sent two emails to a couple employees which were left unanswered,
 I
 know others have done the same.

 Here's a forum full of countless exploits:
 http://www.3rdera.com/forum/viewforum.php?f=5

 If you don't want to read the wall of text explaining why players should
 not
 be allowed to load plugins, I'm sure your common sense on the issue will be
 more than sufficient to respond.
 Kyle Sanderson.


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread Saul Rennison
How about just allowing plugins for dedicated servers?

Just as a heads up, I'm gonna try to make a client plugin which hooks
SVC_GetCvarValue, and just always responds with the default CVar value. This
renders any server-side cheat detection (like KAC) completely useless.
Hopefully releasing it as a POC will force VALVe to do something (why does
it always have to come to this?)

Thanks,
- Saul.


On 28 March 2010 14:49, AnAkIn . anakin...@gmail.com wrote:

 I don't think that's a good idea. Someone will just code a client side
 plugin to report false informations to the server.

 2010/3/28 Keeper hl2li...@afksoftware.com

  I have e-mailed somebody at valve, and simply asked them if the server
  operators can see a list of plugins on the client ( like plugin_print ).
  This would give the operator the ability to kick if plugins are loaded on
  the client.  But I think also looking at the GameBin will allow the
 server
  to see if they are loading anything outside of the standard VSP
 interface.
 
  I don't think stopping it will be completely possible on the client, but
  giving the server operator the choice would be a nice thing.
 
  But they did respond that they are working on it.
 
  Keeper
 
  -Original Message-
  From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
  Sent: Saturday, March 27, 2010 8:33 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
  Win32
  server mailing list
  Subject: [hlds] Plugin Loading on clients, enough is enough.
 
  Since forever, players have been able to load plugins on their clients
  letting them get around cheat sensitive variables such as sv_cheats,
   allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
  admins have had the option to install various anti cheat addons (Kigen
 Anti
  Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
  get around these quite severe downfalls in the engine. However now, there
  is
  a LUA scripting interface http://www.3rdera.com/ that has been
 written,
  and is now fully supporting engine exploits in order to cause trouble for
  server admins and for other players. No one can justify it's use, every
  single script written has been made to get around server settings and
  protections put in place to keep order, and to keep the game fluently
  moving
  along. Right now, players cannot be VAC banned for using this, it's also
  going against every single reason why VAC was created. Instead of
 battling
  these antics with these scripters, I'm begging you Valve to please remove
  this function from clients as there's absolutely no reason for them to
 have
  it. I've sent two emails to a couple employees which were left
 unanswered,
  I
  know others have done the same.
 
  Here's a forum full of countless exploits:
  http://www.3rdera.com/forum/viewforum.php?f=5
 
  If you don't want to read the wall of text explaining why players should
  not
  be allowed to load plugins, I'm sure your common sense on the issue will
 be
  more than sufficient to respond.
  Kyle Sanderson.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread Dominic Marciano

it takes someone to fall to their death before they put safety rails.

 From: saul.renni...@gmail.com
 Date: Sun, 28 Mar 2010 14:56:39 +0100
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 How about just allowing plugins for dedicated servers?
 
 Just as a heads up, I'm gonna try to make a client plugin which hooks
 SVC_GetCvarValue, and just always responds with the default CVar value. This
 renders any server-side cheat detection (like KAC) completely useless.
 Hopefully releasing it as a POC will force VALVe to do something (why does
 it always have to come to this?)
 
 Thanks,
 - Saul.
 
 
 On 28 March 2010 14:49, AnAkIn . anakin...@gmail.com wrote:
 
  I don't think that's a good idea. Someone will just code a client side
  plugin to report false informations to the server.
 
  2010/3/28 Keeper hl2li...@afksoftware.com
 
   I have e-mailed somebody at valve, and simply asked them if the server
   operators can see a list of plugins on the client ( like plugin_print ).
   This would give the operator the ability to kick if plugins are loaded on
   the client.  But I think also looking at the GameBin will allow the
  server
   to see if they are loading anything outside of the standard VSP
  interface.
  
   I don't think stopping it will be completely possible on the client, but
   giving the server operator the choice would be a nice thing.
  
   But they did respond that they are working on it.
  
   Keeper
  
   -Original Message-
   From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
   Sent: Saturday, March 27, 2010 8:33 PM
   To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
   Win32
   server mailing list
   Subject: [hlds] Plugin Loading on clients, enough is enough.
  
   Since forever, players have been able to load plugins on their clients
   letting them get around cheat sensitive variables such as sv_cheats,
allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
   admins have had the option to install various anti cheat addons (Kigen
  Anti
   Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
   get around these quite severe downfalls in the engine. However now, there
   is
   a LUA scripting interface http://www.3rdera.com/ that has been
  written,
   and is now fully supporting engine exploits in order to cause trouble for
   server admins and for other players. No one can justify it's use, every
   single script written has been made to get around server settings and
   protections put in place to keep order, and to keep the game fluently
   moving
   along. Right now, players cannot be VAC banned for using this, it's also
   going against every single reason why VAC was created. Instead of
  battling
   these antics with these scripters, I'm begging you Valve to please remove
   this function from clients as there's absolutely no reason for them to
  have
   it. I've sent two emails to a couple employees which were left
  unanswered,
   I
   know others have done the same.
  
   Here's a forum full of countless exploits:
   http://www.3rdera.com/forum/viewforum.php?f=5
  
   If you don't want to read the wall of text explaining why players should
   not
   be allowed to load plugins, I'm sure your common sense on the issue will
  be
   more than sufficient to respond.
   Kyle Sanderson.
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
  
_
Looking for a new home? With all the latest places, searching has never been 
easier.
http://clk.atdmt.com/NMN/go/157631292/direct/01/
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread Charles Mabbott
In a general sense, there are a couple of client side plug-ins that do in
fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
couple of others. At this point I am definitely for simply locking out
plug-ins on the client side, but I would rather not lose some of the
functionality these have.

And on another note, the client plugin to intercept CVAR responses to the
server has existed for quite a while now.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
Sent: Sunday, March 28, 2010 11:14 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.


it takes someone to fall to their death before they put safety rails.

 From: saul.renni...@gmail.com
 Date: Sun, 28 Mar 2010 14:56:39 +0100
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 How about just allowing plugins for dedicated servers?
 
 Just as a heads up, I'm gonna try to make a client plugin which hooks
 SVC_GetCvarValue, and just always responds with the default CVar value.
This
 renders any server-side cheat detection (like KAC) completely useless.
 Hopefully releasing it as a POC will force VALVe to do something (why does
 it always have to come to this?)
 
 Thanks,
 - Saul.
 
 
 On 28 March 2010 14:49, AnAkIn . anakin...@gmail.com wrote:
 
  I don't think that's a good idea. Someone will just code a client side
  plugin to report false informations to the server.
 
  2010/3/28 Keeper hl2li...@afksoftware.com
 
   I have e-mailed somebody at valve, and simply asked them if the server
   operators can see a list of plugins on the client ( like plugin_print
).
   This would give the operator the ability to kick if plugins are loaded
on
   the client.  But I think also looking at the GameBin will allow the
  server
   to see if they are loading anything outside of the standard VSP
  interface.
  
   I don't think stopping it will be completely possible on the client,
but
   giving the server operator the choice would be a nice thing.
  
   But they did respond that they are working on it.
  
   Keeper
  
   -Original Message-
   From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
   Sent: Saturday, March 27, 2010 8:33 PM
   To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
   Win32
   server mailing list
   Subject: [hlds] Plugin Loading on clients, enough is enough.
  
   Since forever, players have been able to load plugins on their clients
   letting them get around cheat sensitive variables such as sv_cheats,
allowing them to use r_drawothermodels, mat_wireframe, etc. We as
server
   admins have had the option to install various anti cheat addons (Kigen
  Anti
   Cheat, VBAC, and than some rather lame ones for EventScripts) in order
to
   get around these quite severe downfalls in the engine. However now,
there
   is
   a LUA scripting interface http://www.3rdera.com/ that has been
  written,
   and is now fully supporting engine exploits in order to cause trouble
for
   server admins and for other players. No one can justify it's use,
every
   single script written has been made to get around server settings and
   protections put in place to keep order, and to keep the game fluently
   moving
   along. Right now, players cannot be VAC banned for using this, it's
also
   going against every single reason why VAC was created. Instead of
  battling
   these antics with these scripters, I'm begging you Valve to please
remove
   this function from clients as there's absolutely no reason for them to
  have
   it. I've sent two emails to a couple employees which were left
  unanswered,
   I
   know others have done the same.
  
   Here's a forum full of countless exploits:
   http://www.3rdera.com/forum/viewforum.php?f=5
  
   If you don't want to read the wall of text explaining why players
should
   not
   be allowed to load plugins, I'm sure your common sense on the issue
will
  be
   more than sufficient to respond.
   Kyle Sanderson.
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
  
_
Looking for a new home? With all the latest places, searching has never been
easier.
http://clk.atdmt.com/NMN/go/157631292/direct/01

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread Saul Rennison
Where can this plugin be located, and is there source code?

Thanks,
- Saul.


On 28 March 2010 20:50, Charles Mabbott cmabb...@verizon.net wrote:

 In a general sense, there are a couple of client side plug-ins that do in
 fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
 couple of others. At this point I am definitely for simply locking out
 plug-ins on the client side, but I would rather not lose some of the
 functionality these have.

 And on another note, the client plugin to intercept CVAR responses to the
 server has existed for quite a while now.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
 Sent: Sunday, March 28, 2010 11:14 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.


 it takes someone to fall to their death before they put safety rails.

  From: saul.renni...@gmail.com
  Date: Sun, 28 Mar 2010 14:56:39 +0100
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  How about just allowing plugins for dedicated servers?
 
  Just as a heads up, I'm gonna try to make a client plugin which hooks
  SVC_GetCvarValue, and just always responds with the default CVar value.
 This
  renders any server-side cheat detection (like KAC) completely useless.
  Hopefully releasing it as a POC will force VALVe to do something (why
 does
  it always have to come to this?)
 
  Thanks,
  - Saul.
 
 
  On 28 March 2010 14:49, AnAkIn . anakin...@gmail.com wrote:
 
   I don't think that's a good idea. Someone will just code a client side
   plugin to report false informations to the server.
  
   2010/3/28 Keeper hl2li...@afksoftware.com
  
I have e-mailed somebody at valve, and simply asked them if the
 server
operators can see a list of plugins on the client ( like plugin_print
 ).
This would give the operator the ability to kick if plugins are
 loaded
 on
the client.  But I think also looking at the GameBin will allow the
   server
to see if they are loading anything outside of the standard VSP
   interface.
   
I don't think stopping it will be completely possible on the client,
 but
giving the server operator the choice would be a nice thing.
   
But they did respond that they are working on it.
   
Keeper
   
-Original Message-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Saturday, March 27, 2010 8:33 PM
To: Half-Life dedicated Linux server mailing list; Half-Life
 dedicated
Win32
server mailing list
Subject: [hlds] Plugin Loading on clients, enough is enough.
   
Since forever, players have been able to load plugins on their
 clients
letting them get around cheat sensitive variables such as sv_cheats,
 allowing them to use r_drawothermodels, mat_wireframe, etc. We as
 server
admins have had the option to install various anti cheat addons
 (Kigen
   Anti
Cheat, VBAC, and than some rather lame ones for EventScripts) in
 order
 to
get around these quite severe downfalls in the engine. However now,
 there
is
a LUA scripting interface http://www.3rdera.com/ that has been
   written,
and is now fully supporting engine exploits in order to cause trouble
 for
server admins and for other players. No one can justify it's use,
 every
single script written has been made to get around server settings and
protections put in place to keep order, and to keep the game fluently
moving
along. Right now, players cannot be VAC banned for using this, it's
 also
going against every single reason why VAC was created. Instead of
   battling
these antics with these scripters, I'm begging you Valve to please
 remove
this function from clients as there's absolutely no reason for them
 to
   have
it. I've sent two emails to a couple employees which were left
   unanswered,
I
know others have done the same.
   
Here's a forum full of countless exploits:
http://www.3rdera.com/forum/viewforum.php?f=5
   
If you don't want to read the wall of text explaining why players
 should
not
be allowed to load plugins, I'm sure your common sense on the issue
 will
   be
more than sufficient to respond.
Kyle Sanderson.
   
   
___
To unsubscribe, edit your list preferences, or view the list
 archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-28 Thread Dominic Marciano

Pov-Record 1.4.1 loadedRecording only curstomnamed demos--- Missing Vgui 
material vgui/..\vgui\icon_con_highYour  version  is  1.4.1Current version is 
1.4.2. Updating is recommended.Please go to orangad.com.ua for releases and 
info.

 From: saul.renni...@gmail.com
 Date: Sun, 28 Mar 2010 22:33:21 +0100
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 Where can this plugin be located, and is there source code?
 
 Thanks,
 - Saul.
 
 
 On 28 March 2010 20:50, Charles Mabbott cmabb...@verizon.net wrote:
 
  In a general sense, there are a couple of client side plug-ins that do in
  fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
  couple of others. At this point I am definitely for simply locking out
  plug-ins on the client side, but I would rather not lose some of the
  functionality these have.
 
  And on another note, the client plugin to intercept CVAR responses to the
  server has existed for quite a while now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
  Sent: Sunday, March 28, 2010 11:14 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 
  it takes someone to fall to their death before they put safety rails.
 
   From: saul.renni...@gmail.com
   Date: Sun, 28 Mar 2010 14:56:39 +0100
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
  
   How about just allowing plugins for dedicated servers?
  
   Just as a heads up, I'm gonna try to make a client plugin which hooks
   SVC_GetCvarValue, and just always responds with the default CVar value.
  This
   renders any server-side cheat detection (like KAC) completely useless.
   Hopefully releasing it as a POC will force VALVe to do something (why
  does
   it always have to come to this?)
  
   Thanks,
   - Saul.
  
  
   On 28 March 2010 14:49, AnAkIn . anakin...@gmail.com wrote:
  
I don't think that's a good idea. Someone will just code a client side
plugin to report false informations to the server.
   
2010/3/28 Keeper hl2li...@afksoftware.com
   
 I have e-mailed somebody at valve, and simply asked them if the
  server
 operators can see a list of plugins on the client ( like plugin_print
  ).
 This would give the operator the ability to kick if plugins are
  loaded
  on
 the client.  But I think also looking at the GameBin will allow the
server
 to see if they are loading anything outside of the standard VSP
interface.

 I don't think stopping it will be completely possible on the client,
  but
 giving the server operator the choice would be a nice thing.

 But they did respond that they are working on it.

 Keeper

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Saturday, March 27, 2010 8:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life
  dedicated
 Win32
 server mailing list
 Subject: [hlds] Plugin Loading on clients, enough is enough.

 Since forever, players have been able to load plugins on their
  clients
 letting them get around cheat sensitive variables such as sv_cheats,
  allowing them to use r_drawothermodels, mat_wireframe, etc. We as
  server
 admins have had the option to install various anti cheat addons
  (Kigen
Anti
 Cheat, VBAC, and than some rather lame ones for EventScripts) in
  order
  to
 get around these quite severe downfalls in the engine. However now,
  there
 is
 a LUA scripting interface http://www.3rdera.com/ that has been
written,
 and is now fully supporting engine exploits in order to cause trouble
  for
 server admins and for other players. No one can justify it's use,
  every
 single script written has been made to get around server settings and
 protections put in place to keep order, and to keep the game fluently
 moving
 along. Right now, players cannot be VAC banned for using this, it's
  also
 going against every single reason why VAC was created. Instead of
battling
 these antics with these scripters, I'm begging you Valve to please
  remove
 this function from clients as there's absolutely no reason for them
  to
have
 it. I've sent two emails to a couple employees which were left
unanswered,
 I
 know others have done the same.

 Here's a forum full of countless exploits:
 http://www.3rdera.com/forum/viewforum.php?f=5

 If you don't want to read the wall of text explaining why players
  should
 not
 be allowed to load plugins, I'm sure your common sense on the issue
  will
be
 more than sufficient to respond.
 Kyle Sanderson.


 ___
 To unsubscribe, edit your

[hlds] Plugin Loading on clients, enough is enough.

2010-03-27 Thread Kyle Sanderson
Since forever, players have been able to load plugins on their clients
letting them get around cheat sensitive variables such as sv_cheats,
 allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
admins have had the option to install various anti cheat addons (Kigen Anti
Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
get around these quite severe downfalls in the engine. However now, there is
a LUA scripting interface http://www.3rdera.com/ that has been written,
and is now fully supporting engine exploits in order to cause trouble for
server admins and for other players. No one can justify it's use, every
single script written has been made to get around server settings and
protections put in place to keep order, and to keep the game fluently moving
along. Right now, players cannot be VAC banned for using this, it's also
going against every single reason why VAC was created. Instead of battling
these antics with these scripters, I'm begging you Valve to please remove
this function from clients as there's absolutely no reason for them to have
it. I've sent two emails to a couple employees which were left unanswered, I
know others have done the same.

Here's a forum full of countless exploits:
http://www.3rdera.com/forum/viewforum.php?f=5

If you don't want to read the wall of text explaining why players should not
be allowed to load plugins, I'm sure your common sense on the issue will be
more than sufficient to respond.
Kyle Sanderson.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-27 Thread CmptrWz
Personally, I think that client side plugins should be allowed, but limited
in their possible scope.

Things like http://www.tf2newbs.com/newbs_blog/2010/03/15/console-in-plugin/
are damned useful, but don't really allow you to do anything you couldn't do
by typing into the console manually. That is the kind of client side plugin
I think should be allowed.

I use the above because keeping track of what I have bound to where to get
G-Keys to work for me is a PITA.

(Not arguing that the LUA plugin should be allowed, for the record)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Saturday, March 27, 2010 8:33 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] Plugin Loading on clients, enough is enough.

Since forever, players have been able to load plugins on their clients
letting them get around cheat sensitive variables such as sv_cheats,
 allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
admins have had the option to install various anti cheat addons (Kigen Anti
Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
get around these quite severe downfalls in the engine. However now, there is
a LUA scripting interface http://www.3rdera.com/ that has been written,
and is now fully supporting engine exploits in order to cause trouble for
server admins and for other players. No one can justify it's use, every
single script written has been made to get around server settings and
protections put in place to keep order, and to keep the game fluently moving
along. Right now, players cannot be VAC banned for using this, it's also
going against every single reason why VAC was created. Instead of battling
these antics with these scripters, I'm begging you Valve to please remove
this function from clients as there's absolutely no reason for them to have
it. I've sent two emails to a couple employees which were left unanswered, I
know others have done the same.

Here's a forum full of countless exploits:
http://www.3rdera.com/forum/viewforum.php?f=5

If you don't want to read the wall of text explaining why players should not
be allowed to load plugins, I'm sure your common sense on the issue will be
more than sufficient to respond.
Kyle Sanderson.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-27 Thread Michael Krasnow
valve really needs to beef up the exploit blocking, look how many exploits
are still out there, http://wiki.alliedmods.net/SRCDS_Hardening

On Sat, Mar 27, 2010 at 8:57 PM, David Kellaway 
david.kella...@member.fsf.org wrote:

 With regards to the LUA scripting plugin, the next version of KAC will
 treat it as a cheat. I completely agree that it's absurd the community
 has to write its own anticheat plugins to plug holes left by Valve's
 approach, though.

 ---
 Dave Kellaway
 david.kella...@member.fsf.org


 On 28 March 2010 00:33, Kyle Sanderson kyle.l...@gmail.com wrote:
  Since forever, players have been able to load plugins on their clients
  letting them get around cheat sensitive variables such as sv_cheats,
   allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
  admins have had the option to install various anti cheat addons (Kigen
 Anti
  Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
  get around these quite severe downfalls in the engine. However now, there
 is
  a LUA scripting interface http://www.3rdera.com/ that has been
 written,
  and is now fully supporting engine exploits in order to cause trouble for
  server admins and for other players. No one can justify it's use, every
  single script written has been made to get around server settings and
  protections put in place to keep order, and to keep the game fluently
 moving
  along. Right now, players cannot be VAC banned for using this, it's also
  going against every single reason why VAC was created. Instead of
 battling
  these antics with these scripters, I'm begging you Valve to please remove
  this function from clients as there's absolutely no reason for them to
 have
  it. I've sent two emails to a couple employees which were left
 unanswered, I
  know others have done the same.
 
  Here's a forum full of countless exploits:
  http://www.3rdera.com/forum/viewforum.php?f=5
 
  If you don't want to read the wall of text explaining why players should
 not
  be allowed to load plugins, I'm sure your common sense on the issue will
 be
  more than sufficient to respond.
  Kyle Sanderson.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-27 Thread Arg!
Agreed, hopefully public disclosure will help Valve get a move on fixing
this.

On Sun, Mar 28, 2010 at 12:03 PM, Michael Krasnow mnk...@gmail.com wrote:

 valve really needs to beef up the exploit blocking, look how many exploits
 are still out there, http://wiki.alliedmods.net/SRCDS_Hardening

 On Sat, Mar 27, 2010 at 8:57 PM, David Kellaway 
 david.kella...@member.fsf.org wrote:

  With regards to the LUA scripting plugin, the next version of KAC will
  treat it as a cheat. I completely agree that it's absurd the community
  has to write its own anticheat plugins to plug holes left by Valve's
  approach, though.
 
  ---
  Dave Kellaway
  david.kella...@member.fsf.org
 
 
  On 28 March 2010 00:33, Kyle Sanderson kyle.l...@gmail.com wrote:
   Since forever, players have been able to load plugins on their clients
   letting them get around cheat sensitive variables such as sv_cheats,
allowing them to use r_drawothermodels, mat_wireframe, etc. We as
 server
   admins have had the option to install various anti cheat addons (Kigen
  Anti
   Cheat, VBAC, and than some rather lame ones for EventScripts) in order
 to
   get around these quite severe downfalls in the engine. However now,
 there
  is
   a LUA scripting interface http://www.3rdera.com/ that has been
  written,
   and is now fully supporting engine exploits in order to cause trouble
 for
   server admins and for other players. No one can justify it's use, every
   single script written has been made to get around server settings and
   protections put in place to keep order, and to keep the game fluently
  moving
   along. Right now, players cannot be VAC banned for using this, it's
 also
   going against every single reason why VAC was created. Instead of
  battling
   these antics with these scripters, I'm begging you Valve to please
 remove
   this function from clients as there's absolutely no reason for them to
  have
   it. I've sent two emails to a couple employees which were left
  unanswered, I
   know others have done the same.
  
   Here's a forum full of countless exploits:
   http://www.3rdera.com/forum/viewforum.php?f=5
  
   If you don't want to read the wall of text explaining why players
 should
  not
   be allowed to load plugins, I'm sure your common sense on the issue
 will
  be
   more than sufficient to respond.
   Kyle Sanderson.
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-27 Thread Kyle Sanderson
David this was already rectified by the LSS developers, openscript is no
longer the command as it can be easily renamed to anything. I've been
getting hit numerous times by some new exploit which crashes clients /
disconnects everyone ingame. From what I've been told, it's the new
disconnect message feature in LSS which can clean out your entire server
when they leave.

This needs to be fixed as soon as possible,
Kyle.

On Sat, Mar 27, 2010 at 5:57 PM, David Kellaway 
david.kella...@member.fsf.org wrote:

 With regards to the LUA scripting plugin, the next version of KAC will
 treat it as a cheat. I completely agree that it's absurd the community
 has to write its own anticheat plugins to plug holes left by Valve's
 approach, though.

 ---
 Dave Kellaway
 david.kella...@member.fsf.org


 On 28 March 2010 00:33, Kyle Sanderson kyle.l...@gmail.com wrote:
  Since forever, players have been able to load plugins on their clients
  letting them get around cheat sensitive variables such as sv_cheats,
   allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
  admins have had the option to install various anti cheat addons (Kigen
 Anti
  Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
  get around these quite severe downfalls in the engine. However now, there
 is
  a LUA scripting interface http://www.3rdera.com/ that has been
 written,
  and is now fully supporting engine exploits in order to cause trouble for
  server admins and for other players. No one can justify it's use, every
  single script written has been made to get around server settings and
  protections put in place to keep order, and to keep the game fluently
 moving
  along. Right now, players cannot be VAC banned for using this, it's also
  going against every single reason why VAC was created. Instead of
 battling
  these antics with these scripters, I'm begging you Valve to please remove
  this function from clients as there's absolutely no reason for them to
 have
  it. I've sent two emails to a couple employees which were left
 unanswered, I
  know others have done the same.
 
  Here's a forum full of countless exploits:
  http://www.3rdera.com/forum/viewforum.php?f=5
 
  If you don't want to read the wall of text explaining why players should
 not
  be allowed to load plugins, I'm sure your common sense on the issue will
 be
  more than sufficient to respond.
  Kyle Sanderson.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-27 Thread Michael Krasnow
one day we will see this in a changelog:

- Removed all commands so that people stop emailing us about fixing
exploits.
- All movements decreased by 100%.
- Increased gravity to 9.
- Removed chat features.

Just wait for it, you will all see :)

On Sat, Mar 27, 2010 at 9:08 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 David this was already rectified by the LSS developers, openscript is no
 longer the command as it can be easily renamed to anything. I've been
 getting hit numerous times by some new exploit which crashes clients /
 disconnects everyone ingame. From what I've been told, it's the new
 disconnect message feature in LSS which can clean out your entire server
 when they leave.

 This needs to be fixed as soon as possible,
 Kyle.

 On Sat, Mar 27, 2010 at 5:57 PM, David Kellaway 
 david.kella...@member.fsf.org wrote:

  With regards to the LUA scripting plugin, the next version of KAC will
  treat it as a cheat. I completely agree that it's absurd the community
  has to write its own anticheat plugins to plug holes left by Valve's
  approach, though.
 
  ---
  Dave Kellaway
  david.kella...@member.fsf.org
 
 
  On 28 March 2010 00:33, Kyle Sanderson kyle.l...@gmail.com wrote:
   Since forever, players have been able to load plugins on their clients
   letting them get around cheat sensitive variables such as sv_cheats,
allowing them to use r_drawothermodels, mat_wireframe, etc. We as
 server
   admins have had the option to install various anti cheat addons (Kigen
  Anti
   Cheat, VBAC, and than some rather lame ones for EventScripts) in order
 to
   get around these quite severe downfalls in the engine. However now,
 there
  is
   a LUA scripting interface http://www.3rdera.com/ that has been
  written,
   and is now fully supporting engine exploits in order to cause trouble
 for
   server admins and for other players. No one can justify it's use, every
   single script written has been made to get around server settings and
   protections put in place to keep order, and to keep the game fluently
  moving
   along. Right now, players cannot be VAC banned for using this, it's
 also
   going against every single reason why VAC was created. Instead of
  battling
   these antics with these scripters, I'm begging you Valve to please
 remove
   this function from clients as there's absolutely no reason for them to
  have
   it. I've sent two emails to a couple employees which were left
  unanswered, I
   know others have done the same.
  
   Here's a forum full of countless exploits:
   http://www.3rdera.com/forum/viewforum.php?f=5
  
   If you don't want to read the wall of text explaining why players
 should
  not
   be allowed to load plugins, I'm sure your common sense on the issue
 will
  be
   more than sufficient to respond.
   Kyle Sanderson.
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds