Who said you were going to have a choice? As far as I have read Valve is
going to hard lock values and the client exec. Locking the values is long
over due, it is the client exec locking that I can not understand.

YMAC


On 5/15/07 1:45 AM, "Adam Sando" <[EMAIL PROTECTED]> wrote:

> Secondly, the updates listed in the changelog below are brilliant. I am
> glad the guys at valve are gathering statistics about exploits and
> cheats, and putting methods in place to give server operators the choice
> to stop or allow these from happening.
>
> Top work valve, well done :)
>
> Regards,
> Adam.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> Sent: Tuesday, 15 May 2007 8:51 AM
> To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
> Subject: [hlds] Source Dedicated Server Beta Update
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] Updates to the Source
> Dedicated Server, Source Engine, Counter-Strike:
> Source and Half-Life 2: Deathmatch have been released as a Beta.  To
> receive these updates run Steam or the hldsupdatetool with the command
> "-beta srcds0407".  The specific changes include:
>
> - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
> and all content files must come from Steam
> - Changed ent_fire to only be useable from the host client on a listen
> server
>
> - Changed soundscape_flush to only be useable from the dedicated server
> console or the listen server host
> - Added sv_allow_wait_command. If set to 0, then clients can't use
> "wait"
> - Added sv_allow_color_correction. If set to 0, then clients can't use
> mat_colorcorrection
> - Fixed player count bugs in serverbrowser
> - Added "findflags" console command, which can list all cvars with a
> specified flag
> - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
> the client
> - Cheat protected the following commands:
>   r_TransitionSensitivity, mat_bloomamount_rate,
> mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
> mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
> mod_test_mesh_not_available, mod_test_verts_not_available,
> mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
> mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
> mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
> lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
> mat_bumpbasis, showbudget, showbudget_texture,
> showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
> r_modellodscale, m_pitch
>
> Jason




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