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.
> >
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> >
> >
>
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