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
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:
/hlds
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--- 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
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
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,
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
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