An idea might be that the half-life game itself (valve guy stuff) would do 
more of a "security check" on the mod being loaded. The game is provided 
the location of the .dll (or .so) to load, so why not do something like a 
CRC on the mod, compare it do a crc of the actual distributed file by the 
mod authors, and if it matches, let it load. If there is something in the 
way like  admin mod (or a hack), it wont load the game, or the client will 
report to the server that there is something in the way of the mod being 
loaded, and the server can then decide what to do. Of course I myself could 
make a list of the flaws of this idea, but its just a base of something 
that could be improved upon. Throw out some suggestions people, I know 
there are more people than myself that want to see cheating gone, or 
atleast controlled.
--
leming

At 02:33 1/5/2002 +0100, you wrote:
>Am Samstag, 5. Januar 2002 02:22 schrieben Sie:
> > Wallhack cheats wouldn't be possible if stuff on the other side of the wall
> > isnt sent to the client :P
> >
> > -av
>
>Which would immediately lead to problems if a lagged player walks around
>corners because entities don't appear immediately. You can see this effect on
>the TFC map well when you enter the flag room from the lower level of your
>base, even if your ping isn't too high.
>
>Normally, this doesn't happen because the PVS extends a bit around corners,
>but it looks like this particular place in well has good visblocking ;)
>
>cu,
>Prefect
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