I don't know what version you have, but OGC has never loaded that way.
OGC didn't come out until after that was fixed, so it couldn't exploit
it.  OGC comes with a few files including an .exe and a special loader
DLL that help load its client DLL.  Yeah, I said it's fixed.  Not sure
what version of the HL engine you are using or what exactly you may be
doing, but the method that you described does not work anymore.  All of
the current working client DLL hacks use some kind of helper loader
mechanism.


> -----Original Message-----
> From: Tom [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, January 02, 2002 11:08 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] ogc required to play?? 
> 
> 
> 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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> 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
> >
> 
> _______________________________________________
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> archives, please visit:
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> 

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