Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] I would imagine that would be a huge security issue if that were possible. If a server could force feed me a plugin, and presumably load it, it could do all manner of evil stuff to my game or my system. That said, it would be very cool to have a

Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Adam amckern Mckern
Ah i know what you mean now The .res format that plugins, and plain old servers use was intrdouced around 1.2 of Gold Source. If i can think back to a document i read by Jay Wilber about the format you could only allow map file formats, wav, txt, bsp, wad, etc, to stop servers sending unwated

Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Ratman2000
Hello, the Problem is, that i am thinking about an Anti Cheat Plugin to find Aimbots, Wallhacks and other like Punkbuster for CS 1.4? The problem was, that the cheater have hacked the Buster... Where there a way to modify the Client Plugin on every server (like random check intervalls or other)

Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Ratman2000
Hello, i know that no plugin send code files... But thinkin on an Trojan... he transforms itself so that Anti Virus cant find it... With te same shematic we can create an Anti Cheat by using an algorithym and change it all days... So Cheater have an hard live... But with the currently system

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Ben Everett
Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is

Re: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] Yall are actually getting crashes? After how long? After 10 or so minutes of near unresponsive computer with steam pegging at 99% I shut it down with task manager. J On 11/17/06, Ben Everett [EMAIL PROTECTED] wrote: Some of the beta testers

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Alfred Reynolds
These dumps are all from the same point in the Source engine (during initial client signon to the server), we will look into why/how this is happening. - Alfred Ben Everett wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of

[hlcoders] Engine Updates passed onto Source SDK Base?

2006-11-17 Thread Adam amckern Mckern
Hey! I would like to know when the engine updates from last week will be applied to the Source SDK Base, becuase there is some stuff there - namely 'Large Packets' that i would like to apply to my own game. Packets range from 320KB to almost 2MB out side the 255Kb limit according to the console

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Ben Everett
Sometimes it'll hang, and just mess up. Others it will crash just when loading is finishing. And the majority of the time it'll hang, and then it'll crash with those. Those MDMP files are from two different users. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

[hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Frazer
For those who may not be following other forums - check this thread out on the mani forum. http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33 03.15 The growing consensus seems to be in favour of a mani mod update that kicks players with the default setting, which was

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Nick
Your link is broken. The correct link is http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=3303.15; On 11/17/06, Frazer [EMAIL PROTECTED] wrote: For those who may not be following other forums - check this thread out on the mani forum.

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Adam \amckern\ Mckern
I dont understand why you sending it to the coders mail list - if you want to talk to valve email them directly, you can find there contact addreses on the VDC. Adam --- Nick [EMAIL PROTECTED] wrote: Your link is broken. The correct link is

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Jeffrey \botman\ Broome
Frazer wrote: For those who may not be following other forums - check this thread out on the mani forum. http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33 03.15 For anyone who has'nt seen this, Valve have added the command : cl_restrict_server_commands Which makes

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I don't think cl_restrict_server_commands is a mistake or bug. If there are exploitable client cvars that need to be monitored by a server plugin, those exploits need to be fixed. Officially supported fixes (not Mani-mod client cvar enforcement)

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Yeah I love it when some 14 year old server admin fucks with my settings and sets my fire command to a suicide command. This is a good console command that was lng overdue. On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread David Anderson
I think you're missing a few of the important points. Yes, it's important to have this feature, but: a) It broke binary and source level backwards compatibility. That's a big no-no. b) It restricts all commands, which is unnecessary. A better solution would be to flag the commands which need

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Nick
You have mentioned some good points. I am curious though which commands you would restrict? About it being default on, the problem is that users that know enough to enable cl_restrict_server_commands 1, are not the ones that need the command the most. The users that do not know how to set

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread David Anderson
Yes, good point, that's unfortunate but true. I can't say I'm a good person to ask which commands, as I'm not very familiar with the client :) But I can take a guess that anything having to do with binds/aliases or client-side settings (i.e. cl_*) is fair game. I just think that at the very

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Ratman2000
Hello, my biggest problem with the update is, that it brokes my Quake Sounds System... I have exect on the client the play command... But what can i now do??? =]-RS-[=Ratman2000 connected cl_restrict_server_commands (= 1) prevented server running command: play