Or allow it if it is *only* a LAN server.  Solves random internet 
asshats loading plugins on a local server while connecting to an 
internet server, but still allows local dev testing and lan party 
weirdness.  Besides, if the cheater is on the lan, you can walk straight 
up to him and sock him in the teeth.

On 3/31/2010 12:30 AM, mfan wrote:
> make it a cvar? don't just outright ban it sv_allowplugins 0
>
> AnAkIn . wrote:
>    
>> So you want to make VAC ban for Sourcemod? Nice one :)
>> BTW There is a tutorial on how to make your own client side cheat plugin on
>> some site, so a lot of people will have their own plugin which will be
>> private, so a lot of people wouldn't be banned.
>>
>> Just disallow the client side plugins, I doubt much people care about having
>> plugins on their LAN servers (I doubt much people even use LAN servers).
>>
>> 2010/3/31 Matt Hoffman<lord.matt.hoff...@gmail.com>
>>
>>
>>      
>>> The same way taking the entire 225 person company to Hawaii is profitable.
>>> :P
>>>
>>> On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
>>> <steven.croth...@gmail.com>wrote:
>>>
>>>
>>>        
>>>> I'm sure Valve will fix it immediately... once you show them how fixing
>>>>
>>>>          
>>> the
>>>
>>>        
>>>> HLDS is profitable and worth the man-hours at $50-$60/man-hour.
>>>>
>>>> $0.02
>>>>
>>>> -----Original Message-----
>>>> From: hlds-boun...@list.valvesoftware.com
>>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
>>>>
>>>>          
>>> Krasnow
>>>
>>>        
>>>> Sent: Tuesday, March 30, 2010 9:31 PM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
>>>>
>>>> doesn't VAC check the memory? but +1 to the option for server admins, but
>>>> somehow someone would find a way to change that or spoof it, idk, its
>>>>
>>>>          
>>> weird
>>>
>>>        
>>>> On Tue, Mar 30, 2010 at 9:26 PM, Keeper<hl2li...@afksoftware.com>
>>>>
>>>>          
>>> wrote:
>>>
>>>        
>>>>> Once code is loaded into memory, it's open game.  It doesn't matter
>>>>>
>>>>>            
>>> what
>>>
>>>        
>>>>> the
>>>>> server/client relationship is.  If I have a binary/application that
>>>>>
>>>>>            
>>> hunts
>>>
>>>        
>>>>> for that code in memory, then I can change any value I want.
>>>>>
>>>>> I have written some code in my plugin that locks down certain values
>>>>>
>>>>>            
>>> that
>>>
>>>        
>>>> I
>>>>
>>>>          
>>>>> know people are using to alter game play, but to figure out all of the
>>>>> holes
>>>>> people are trying to exploit would be fruitless.  Then you have 5
>>>>>
>>>>>            
>>>> different
>>>>
>>>>          
>>>>> games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way
>>>>>
>>>>>            
>>>> to
>>>>
>>>>          
>>>>> handle that reasonably.
>>>>>
>>>>> If VALVe gave the server operators the choice to keep clients that have
>>>>> plugins running, that would cut some of them out.  But even as COD6 has
>>>>> proved, you definitely don't need a client side plugin to cheat.
>>>>>
>>>>> Keeper
>>>>>
>>>>> -----Original Message-----
>>>>> From: Arg! [mailto:chillic...@gmail.com]
>>>>> Sent: Tuesday, March 30, 2010 8:31 PM
>>>>> To: Half-Life dedicated Win32 server mailing list
>>>>> Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
>>>>>
>>>>> Im certainly no expert on how the libraries are being used here, but
>>>>> shouldnt the code explicitly state that certain cvars are to only come
>>>>>
>>>>>            
>>>> from
>>>>
>>>>          
>>>>> the replicated source, eg the game server? Sure there might be ways
>>>>>
>>>>>            
>>>> around
>>>>
>>>>          
>>>>> this with injection as mentioned but shouldnt the listen server (to
>>>>>
>>>>>            
>>> cover
>>>
>>>        
>>>>> the lan side) be using a seperate copy of the engine binaries which are
>>>>> affected here so when plugins are run in that context, they do not
>>>>>
>>>>>            
>>>> override
>>>>
>>>>          
>>>>> the cvars being replicated from the actual gameserver the client is
>>>>> connected to?
>>>>>
>>>>> I was under the impression this problem existed because the client was
>>>>> sharing binaries with another server running on the local machine, so
>>>>> seperating the binaries being used would fix this surely.
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>>
>>>>>
>>>>>            
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>          
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>>        
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>>
>>      
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