just had a peek at the ogc hack, it does load by the way I pointed out (or atleast the ver I just downloaded did)
----- Original Message ----- From: "Oskar 'Zoot' Lindgren" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, January 02, 2002 5:58 PM Subject: Re: [hlcoders] ogc required to play?? > "If you wanted to be really evil, you could generate new keys at the end of > every level." > > Then the hook only need to listen on the network and it will get the key... > > ----- Original Message ----- > From: "Matthew Lewis" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, January 02, 2002 5:34 PM > Subject: [hlcoders] ogc required to play?? > > > > I'm curious how these DLL hacks work. Any one like to give a brief > synopsis? > > If I know what they're doing, then I have a fighting change to stop it. > > > > But if I understand the process, the DLL hack inserts itself between the > > engine hooks and the mod DLL using the callback tables. (At least for > > aimbots anyway. The graphic and model hacks are another story.) I'm not > how > > they do that, but I'll assume that's the case. If so, then we have what we > > call in networking a man-in-the-middle attack in which a hacker can eaves > > drop on both sides of the conversation. A possible solution to this is to > > encrypt the player movement packets using a public key algorithm using > > randomly generated keys on both ends. (Only the client movements being > sent > > to the server would need encryption.) Since RSA's patent has expired, it > > would be a good choice. The catch to this is that both the server and the > > client need to incorporate this for it to work. The key wouldn't need to > be > > very large. Just large enough to make hacking a key an unreasonable > option. > > If you wanted to be really evil, you could generate new keys at the end of > > every level. > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders