RE: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Frazer
First, my apologies for mis-posting my original message - I watch both
[hlds] (the admin listserv) and this one - and I inadvertently posted to the
wrong list.

If you have not been following the other list, then you might not be fully
aware of the dismay this update has caused, almost universally, in the admin
community.   Your point regarding the desirability of the vendor to correct
exploitable cvars (and more) rather than rely on the mod developers is well
taken.  In fact, this point of view has been long expressed by the admin
community.  On the whole, the admin community has been consistent and
persistent in its call to Valve to address many issues.  Here is a snip from
a typical posting:

Players who cannot by hit because they have manipulated their rates to make
them unhittable or refuse to use decent rates despite having 5ms pings and
broadband connections Players who refuse to get flashed Players who can see
through smoke Players who can see through transparent walls that the source
engine allows Players who hit you more than a second after you have
disappeared around the corner
33 tickrate servers being considered by Valve as the acceptable default
server setup Most default CS SRCDS setting being completely crap A Valve
approved API nobody uses because its completely useless Plugins that have to
be used because Valve considers these issues should be dealt by plugin
creators and on a per server operator basis, rather than doing anything
about it themselves Could this list of issues that are significantly more
important than server operators trying to bring some semblance of fairness
to Counter-Strike:Source go on and on forever?

You stated:  If there are exploitable client cvars that need to be
monitored by a server plugin, those exploits need to be fixed. Officially
supported fixes (not Mani-mod client cvar enforcement) carry the benefit of
games that are harder to exploit out of the box, and we don't have to worry
about malicious server admins having unwanted access to client settings.

Nothing would make the admin community happier than not to have to mess with
3rd party administrative tools, if Valve would only address the problems,
which have been clearly identified for a very long time, as you say: out of
the box.  Admins do not relish having unannounced server updates dropped on
them, then having to scramble to bring back their downed servers and watch
their traffic go down, as the cheater and hackers run rampant.

With respect to this update, it has been said, and I fully agree, that the
Player should have the right to protect the settings on their computer when
they join a server.  Someone used a java analogy, on this list, which was
quite apt.  Equally though, the GSPs and hobbyists, who run the many servers
which are foundational to the players' game experience, must be afforded the
means to ensure fair and balanced play.  If the underlying flaws in the game
engine cannot be directly addressed, then admins can only apply the tools
with which they are equipped.  If all you are given is a hammer (pardon the
pun), then all screws are nails.  If the client's ability to adjust cvars to
rate hack, see through walls, etc is fully within their control, then,
equally, a means must be provided to the server operators to deny access to
players who chose to do so.  Valve sent out an update that gave choice to
the player community - but negated efforts of the admin community to operate
fair and balanced game servers and, in fact, actually broke many servers
which were running mods.  Mods, by the way, which are developed by THIS
community.

My criticism of Valve still stands.  They have not responded to this issue
nor publicly expressed any interest in addressing the situation or even
having the courtesy to explain their rationale.  I may be wrong in my
assessment with respect to courage, on their part.  But the lack of common
courtesy and respect for one community, which keeps their products alive, is
apparent and long-standing.


Frazer




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Friday, November 17, 2006 10:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco

--
[ Picked text/plain from multipart/alternative ] I don't think
cl_restrict_server_commands is a mistake or bug. If there are exploitable
client cvars that need to be monitored by a server plugin, those exploits
need to be fixed. Officially supported fixes (not Mani-mod client cvar
enforcement) carry the benefit of games that are harder to exploit out of
the box, and we don't have to worry about malicious server admins having
unwanted access to client settings.

Think of a web-page that has the ability to change your web browser
settings. It might be nice for a web designer to stick his site in your
bookmarks or make sure you don't set your font size too large and break his
layout, but, it's your web browser and your 

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Jochen Werner
Hello,

is this new command in the engine or in the client.dll? I mean does it break
all
engine-ClientCommand( blahblah )
I do in my Mod's server.dll code without having a way to disable it in my
code?
For instance set the player model depending on what team they are on, and
that changes cl_playermodel...
And its used in Valve's own commentary system. That would be broken then,
too.

If it is the case, the client.dll can still change any clientside convar,
right? If so, I would implement a user message that will do the exact same
thing as engine-ClientCommand, and just bypass it. evil me.

And can I still do
engine-GetClientConVarValue() ?

I'm a little confused if this actually affects mod .dlls or just server
plugins.

Regards,
Octi
- Original Message -
From: Ratman2000 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 18, 2006 8:46 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco


 Hello,

 my biggest problem with the update is, that it brokes my Quake Sounds
 System... I have exect on the client the play command...
 But what can i now do???


 =]-RS-[=Ratman2000 connected
 cl_restrict_server_commands (= 1) prevented server running command: play
 /ratmod/connect_sounds/tachmusik.mp3

 Is there another way, to play the sound by the user???

 I hope anybody can helps me!

 Thanks!

 With friendly reguards from Germany

 Ratman2000

 - Original Message -
 From: David Anderson [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, November 18, 2006 8:18 AM
 Subject: Re: [hlcoders] cl_restrict_server_commands fiasco


  Yes, good point, that's unfortunate but true.  I can't say I'm a good
  person to ask which commands, as I'm not very familiar with the client
  :) But I can take a guess that anything having to do with binds/aliases
  or client-side settings (i.e. cl_*) is fair game.
 
  I just think that at the very least, things that are sent from the
  server and aren't handled by the client should be properly passed back
  to the server.  Obviously, users can use IServerPluginHelpers to
  simulate this, but I'm a big stickler for preserving backwards
  compatibility.  Especially in this case when we're not even dealing with
  binary hacks.
 
 ~dvander
 http://www.bailopan.net/
 
  Nick wrote:
  You have mentioned some good points. I am curious though which
  commands you would restrict? About it being default on, the problem is
  that users that know enough to enable cl_restrict_server_commands 1,
  are not the ones that need the command the most. The users that do not
  know how to set cl_restrict_server_commands 1 are the users that
  need it enabled the most.
 
 
 
  On 11/18/06, David Anderson [EMAIL PROTECTED] wrote:
  I think you're missing a few of the important points.  Yes, it's
  important to have this feature, but:
 
  a) It broke binary and source level backwards compatibility.  That's a
  big no-no.
  b) It restricts all commands, which is unnecessary.  A better solution
  would be to flag the commands which need to be protected, or to flag
  things registered in the client.  This would plugins continue to
  register and trigger their own commands, preserving compatibility.
  c) It defaults to on, which going back to a), breaks expected
  functionality.
  d) Going back to a) again, for an update like this, forewarning would
be
  nice.
 
  Those are the issues I have with it, at least.
 
  ~dvander
  http://www.bailopan.net/
 
  Benjamin Davison wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Yeah I love it when some 14 year old server admin fucks with my
  settings and
   sets my fire command to a suicide command.
  
   This is a good console command that was lng overdue.
  
   On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   I don't think cl_restrict_server_commands is a mistake or bug. If
  there
   are
   exploitable client cvars that need to be monitored by a server
   plugin,
   those
   exploits need to be fixed. Officially supported fixes (not Mani-mod
  client
   cvar enforcement) carry the benefit of games that are harder to
  exploit
   out
   of the box, and we don't have to worry about malicious server
admins
   having
   unwanted access to client settings.
  
   Think of a web-page that has the ability to change your web browser
   settings. It might be nice for a web designer to stick his site in
  your
   bookmarks or make sure you don't set your font size too large and
  break
   his
   layout, but, it's your web browser and your browsing preferences
  shouldn't
   have anything to do with the web-page author.
  
   I wouldn't address Valve like morons or cowards, it's impolite.
  Your point
   has some merit but the new cvar is hardly an outrage: why can't
   admins
   just
   use Mani-mod to kick/warn users who set their rate too high,
  instead of
   setting the rate for them?
  
   Regards,
  
 

RE: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Frazer
P.S.

I never called them morons.


Frazer



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frazer
Sent: Saturday, November 18, 2006 9:50 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] cl_restrict_server_commands fiasco

First, my apologies for mis-posting my original message - I watch both
[hlds] (the admin listserv) and this one - and I inadvertently posted to the
wrong list.

If you have not been following the other list, then you might not be fully
aware of the dismay this update has caused, almost universally, in the admin
community.   Your point regarding the desirability of the vendor to correct
exploitable cvars (and more) rather than rely on the mod developers is well
taken.  In fact, this point of view has been long expressed by the admin
community.  On the whole, the admin community has been consistent and
persistent in its call to Valve to address many issues.  Here is a snip from
a typical posting:

Players who cannot by hit because they have manipulated their rates to make
them unhittable or refuse to use decent rates despite having 5ms pings and
broadband connections Players who refuse to get flashed Players who can see
through smoke Players who can see through transparent walls that the source
engine allows Players who hit you more than a second after you have
disappeared around the corner
33 tickrate servers being considered by Valve as the acceptable default
server setup Most default CS SRCDS setting being completely crap A Valve
approved API nobody uses because its completely useless Plugins that have to
be used because Valve considers these issues should be dealt by plugin
creators and on a per server operator basis, rather than doing anything
about it themselves Could this list of issues that are significantly more
important than server operators trying to bring some semblance of fairness
to Counter-Strike:Source go on and on forever?

You stated:  If there are exploitable client cvars that need to be
monitored by a server plugin, those exploits need to be fixed. Officially
supported fixes (not Mani-mod client cvar enforcement) carry the benefit of
games that are harder to exploit out of the box, and we don't have to worry
about malicious server admins having unwanted access to client settings.

Nothing would make the admin community happier than not to have to mess with
3rd party administrative tools, if Valve would only address the problems,
which have been clearly identified for a very long time, as you say: out of
the box.  Admins do not relish having unannounced server updates dropped on
them, then having to scramble to bring back their downed servers and watch
their traffic go down, as the cheater and hackers run rampant.

With respect to this update, it has been said, and I fully agree, that the
Player should have the right to protect the settings on their computer when
they join a server.  Someone used a java analogy, on this list, which was
quite apt.  Equally though, the GSPs and hobbyists, who run the many servers
which are foundational to the players' game experience, must be afforded the
means to ensure fair and balanced play.  If the underlying flaws in the game
engine cannot be directly addressed, then admins can only apply the tools
with which they are equipped.  If all you are given is a hammer (pardon the
pun), then all screws are nails.  If the client's ability to adjust cvars to
rate hack, see through walls, etc is fully within their control, then,
equally, a means must be provided to the server operators to deny access to
players who chose to do so.  Valve sent out an update that gave choice to
the player community - but negated efforts of the admin community to operate
fair and balanced game servers and, in fact, actually broke many servers
which were running mods.  Mods, by the way, which are developed by THIS
community.

My criticism of Valve still stands.  They have not responded to this issue
nor publicly expressed any interest in addressing the situation or even
having the courtesy to explain their rationale.  I may be wrong in my
assessment with respect to courage, on their part.  But the lack of common
courtesy and respect for one community, which keeps their products alive, is
apparent and long-standing.


Frazer




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Friday, November 17, 2006 10:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco

--
[ Picked text/plain from multipart/alternative ] I don't think
cl_restrict_server_commands is a mistake or bug. If there are exploitable
client cvars that need to be monitored by a server plugin, those exploits
need to be fixed. Officially supported fixes (not Mani-mod client cvar
enforcement) carry the benefit of games that are harder to exploit out of
the box, and we don't have to worry about malicious server admins having
unwanted access to 

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Stephen Swires
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
The cvar is client.dll thus the cl_ prefix.

Jochen Werner wrote:

Hello,

is this new command in the engine or in the client.dll? I mean does it break
all
engine-ClientCommand( blahblah )
I do in my Mod's server.dll code without having a way to disable it in my
code?
For instance set the player model depending on what team they are on, and
that changes cl_playermodel...
And its used in Valve's own commentary system. That would be broken then,
too.

If it is the case, the client.dll can still change any clientside convar,
right? If so, I would implement a user message that will do the exact same
thing as engine-ClientCommand, and just bypass it. evil me.

And can I still do
engine-GetClientConVarValue() ?

I'm a little confused if this actually affects mod .dlls or just server
plugins.

Regards,
Octi
- Original Message -
From: Ratman2000 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 18, 2006 8:46 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco




Hello,

my biggest problem with the update is, that it brokes my Quake Sounds
System... I have exect on the client the play command...
But what can i now do???


=]-RS-[=Ratman2000 connected
cl_restrict_server_commands (= 1) prevented server running command: play
/ratmod/connect_sounds/tachmusik.mp3

Is there another way, to play the sound by the user???

I hope anybody can helps me!

Thanks!

With friendly reguards from Germany

Ratman2000

- Original Message -
From: David Anderson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 18, 2006 8:18 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco




Yes, good point, that's unfortunate but true.  I can't say I'm a good
person to ask which commands, as I'm not very familiar with the client
:) But I can take a guess that anything having to do with binds/aliases
or client-side settings (i.e. cl_*) is fair game.

I just think that at the very least, things that are sent from the
server and aren't handled by the client should be properly passed back
to the server.  Obviously, users can use IServerPluginHelpers to
simulate this, but I'm a big stickler for preserving backwards
compatibility.  Especially in this case when we're not even dealing with
binary hacks.

   ~dvander
   http://www.bailopan.net/

Nick wrote:


You have mentioned some good points. I am curious though which
commands you would restrict? About it being default on, the problem is
that users that know enough to enable cl_restrict_server_commands 1,
are not the ones that need the command the most. The users that do not
know how to set cl_restrict_server_commands 1 are the users that
need it enabled the most.



On 11/18/06, David Anderson [EMAIL PROTECTED] wrote:


I think you're missing a few of the important points.  Yes, it's
important to have this feature, but:

a) It broke binary and source level backwards compatibility.  That's a
big no-no.
b) It restricts all commands, which is unnecessary.  A better solution
would be to flag the commands which need to be protected, or to flag
things registered in the client.  This would plugins continue to
register and trigger their own commands, preserving compatibility.
c) It defaults to on, which going back to a), breaks expected
functionality.
d) Going back to a) again, for an update like this, forewarning would


be


nice.

Those are the issues I have with it, at least.

~dvander
http://www.bailopan.net/

Benjamin Davison wrote:


--
[ Picked text/plain from multipart/alternative ]
Yeah I love it when some 14 year old server admin fucks with my


settings and


sets my fire command to a suicide command.

This is a good console command that was lng overdue.

On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
I don't think cl_restrict_server_commands is a mistake or bug. If


there


are
exploitable client cvars that need to be monitored by a server
plugin,
those
exploits need to be fixed. Officially supported fixes (not Mani-mod


client


cvar enforcement) carry the benefit of games that are harder to


exploit


out
of the box, and we don't have to worry about malicious server


admins


having
unwanted access to client settings.

Think of a web-page that has the ability to change your web browser
settings. It might be nice for a web designer to stick his site in


your


bookmarks or make sure you don't set your font size too large and


break


his
layout, but, it's your web browser and your browsing preferences


shouldn't


have anything to do with the web-page author.

I wouldn't address Valve like morons or cowards, it's impolite.


Your point


has some merit but the new cvar is hardly an outrage: why can't
admins
just
use Mani-mod to kick/warn users who set their rate too high,


instead of


setting the rate for them?

Regards,

Paul


Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
(re: a) Obviously when Valve is attempting to fix a problem they are going
to have to break compatibility with plugins/mods that rely on that problem
behavior. Using this behavior as a workaround for client cvar exploits is
bad because it has the effect of hiding the exploits when they need to be
exposed and fixed.

(re: b) cvars are already (or should be) divided into client and server,
ranged to acceptable limits and in the extreme case marked FCVAR_CHEAT if
they need to be set to a certain value for fair play. Adding further
designation (like FCVAR_CLIENTPROTECT), or making lists breaks
compatibility and masks exploits.

(re: d) I agree it would be nice if Valve told us more about what's coming
up, it might even be useful to them since our discussion might bring to
light ... Nah, they're smarter than us, it's their product, and they can
make competent decisions without us.

Regards,

Paul

On 11/17/06, David Anderson [EMAIL PROTECTED] wrote:

 I think you're missing a few of the important points.  Yes, it's
 important to have this feature, but:

 a) It broke binary and source level backwards compatibility.  That's a
 big no-no.
 b) It restricts all commands, which is unnecessary.  A better solution
 would be to flag the commands which need to be protected, or to flag
 things registered in the client.  This would plugins continue to
 register and trigger their own commands, preserving compatibility.
 c) It defaults to on, which going back to a), breaks expected
 functionality.
 d) Going back to a) again, for an update like this, forewarning would be
 nice.

 Those are the issues I have with it, at least.

 ~dvander
 http://www.bailopan.net/

 Benjamin Davison wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Yeah I love it when some 14 year old server admin fucks with my settings
 and
  sets my fire command to a suicide command.
 
  This is a good console command that was lng overdue.
 
  On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I don't think cl_restrict_server_commands is a mistake or bug. If there
  are
  exploitable client cvars that need to be monitored by a server plugin,
  those
  exploits need to be fixed. Officially supported fixes (not Mani-mod
 client
  cvar enforcement) carry the benefit of games that are harder to exploit
  out
  of the box, and we don't have to worry about malicious server admins
  having
  unwanted access to client settings.
 
  Think of a web-page that has the ability to change your web browser
  settings. It might be nice for a web designer to stick his site in your
  bookmarks or make sure you don't set your font size too large and break
  his
  layout, but, it's your web browser and your browsing preferences
 shouldn't
  have anything to do with the web-page author.
 
  I wouldn't address Valve like morons or cowards, it's impolite. Your
 point
  has some merit but the new cvar is hardly an outrage: why can't admins
  just
  use Mani-mod to kick/warn users who set their rate too high, instead of
  setting the rate for them?
 
  Regards,
 
  Paul
 
  On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
  For those who may not be following other forums - check this thread
 out
  on
  the mani forum.
 
 
 
 
 http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
  03.15
 
 
  The growing consensus seems to be in favour of a mani mod update that
  kicks
  players with the default setting, which was applied for them courtesy
 of
  Valve.  Posts in this forum seem to be landing on deaf ears - but I
  suspect
  that if this little movement picks up momentum - then its really going
  to
  get ugly fast.
 
  Valve:  realize and admit the mistake and fix it.  Admins are NOT your
  enemy
  - not yet, at least.   If this auto-kicking thing takes hold, then
 your
  PAYING customers are going to feel it.
 
  And one more thing Valve - have the balls and courtesy to respond to
 the
  concerns being expressed here.
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the 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
 
 
 
 
  --
  - Benjamin Davison
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the 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


--

___
To unsubscribe, edit your list 

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Nick

Can you list which exploits which need to be fixed?


This question was asked earlier and I could not find a clear answer:
Does this update break

engine-ClientCommand( blahblah )

when done from server side dll?

On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
(re: a) Obviously when Valve is attempting to fix a problem they are going
to have to break compatibility with plugins/mods that rely on that problem
behavior. Using this behavior as a workaround for client cvar exploits is
bad because it has the effect of hiding the exploits when they need to be
exposed and fixed.

(re: b) cvars are already (or should be) divided into client and server,
ranged to acceptable limits and in the extreme case marked FCVAR_CHEAT if
they need to be set to a certain value for fair play. Adding further
designation (like FCVAR_CLIENTPROTECT), or making lists breaks
compatibility and masks exploits.

(re: d) I agree it would be nice if Valve told us more about what's coming
up, it might even be useful to them since our discussion might bring to
light ... Nah, they're smarter than us, it's their product, and they can
make competent decisions without us.

Regards,

Paul

On 11/17/06, David Anderson [EMAIL PROTECTED] wrote:

 I think you're missing a few of the important points.  Yes, it's
 important to have this feature, but:

 a) It broke binary and source level backwards compatibility.  That's a
 big no-no.
 b) It restricts all commands, which is unnecessary.  A better solution
 would be to flag the commands which need to be protected, or to flag
 things registered in the client.  This would plugins continue to
 register and trigger their own commands, preserving compatibility.
 c) It defaults to on, which going back to a), breaks expected
 functionality.
 d) Going back to a) again, for an update like this, forewarning would be
 nice.

 Those are the issues I have with it, at least.

 ~dvander
 http://www.bailopan.net/

 Benjamin Davison wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Yeah I love it when some 14 year old server admin fucks with my settings
 and
  sets my fire command to a suicide command.
 
  This is a good console command that was lng overdue.
 
  On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I don't think cl_restrict_server_commands is a mistake or bug. If there
  are
  exploitable client cvars that need to be monitored by a server plugin,
  those
  exploits need to be fixed. Officially supported fixes (not Mani-mod
 client
  cvar enforcement) carry the benefit of games that are harder to exploit
  out
  of the box, and we don't have to worry about malicious server admins
  having
  unwanted access to client settings.
 
  Think of a web-page that has the ability to change your web browser
  settings. It might be nice for a web designer to stick his site in your
  bookmarks or make sure you don't set your font size too large and break
  his
  layout, but, it's your web browser and your browsing preferences
 shouldn't
  have anything to do with the web-page author.
 
  I wouldn't address Valve like morons or cowards, it's impolite. Your
 point
  has some merit but the new cvar is hardly an outrage: why can't admins
  just
  use Mani-mod to kick/warn users who set their rate too high, instead of
  setting the rate for them?
 
  Regards,
 
  Paul
 
  On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
  For those who may not be following other forums - check this thread
 out
  on
  the mani forum.
 
 
 
 
 http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
  03.15
 
 
  The growing consensus seems to be in favour of a mani mod update that
  kicks
  players with the default setting, which was applied for them courtesy
 of
  Valve.  Posts in this forum seem to be landing on deaf ears - but I
  suspect
  that if this little movement picks up momentum - then its really going
  to
  get ugly fast.
 
  Valve:  realize and admit the mistake and fix it.  Admins are NOT your
  enemy
  - not yet, at least.   If this auto-kicking thing takes hold, then
 your
  PAYING customers are going to feel it.
 
  And one more thing Valve - have the balls and courtesy to respond to
 the
  concerns being expressed here.
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the 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
 
 
 
 
  --
  - Benjamin Davison
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 


 

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I believe that is the exact command that is blocked by this cvar (
engine-ClientCommand( blahblah ) ).

On 11/18/06, Nick [EMAIL PROTECTED] wrote:

 Can you list which exploits which need to be fixed?


 This question was asked earlier and I could not find a clear answer:
 Does this update break

 engine-ClientCommand( blahblah )

 when done from server side dll?

 On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  (re: a) Obviously when Valve is attempting to fix a problem they are
 going
  to have to break compatibility with plugins/mods that rely on that
 problem
  behavior. Using this behavior as a workaround for client cvar exploits
 is
  bad because it has the effect of hiding the exploits when they need to
 be
  exposed and fixed.
 
  (re: b) cvars are already (or should be) divided into client and server,
  ranged to acceptable limits and in the extreme case marked FCVAR_CHEAT
 if
  they need to be set to a certain value for fair play. Adding further
  designation (like FCVAR_CLIENTPROTECT), or making lists breaks
  compatibility and masks exploits.
 
  (re: d) I agree it would be nice if Valve told us more about what's
 coming
  up, it might even be useful to them since our discussion might bring to
  light ... Nah, they're smarter than us, it's their product, and they can
  make competent decisions without us.
 
  Regards,
 
  Paul
 
  On 11/17/06, David Anderson [EMAIL PROTECTED] wrote:
  
   I think you're missing a few of the important points.  Yes, it's
   important to have this feature, but:
  
   a) It broke binary and source level backwards compatibility.  That's a
   big no-no.
   b) It restricts all commands, which is unnecessary.  A better solution
   would be to flag the commands which need to be protected, or to flag
   things registered in the client.  This would plugins continue to
   register and trigger their own commands, preserving compatibility.
   c) It defaults to on, which going back to a), breaks expected
   functionality.
   d) Going back to a) again, for an update like this, forewarning would
 be
   nice.
  
   Those are the issues I have with it, at least.
  
   ~dvander
   http://www.bailopan.net/
  
   Benjamin Davison wrote:
--
[ Picked text/plain from multipart/alternative ]
Yeah I love it when some 14 year old server admin fucks with my
 settings
   and
sets my fire command to a suicide command.
   
This is a good console command that was lng overdue.
   
On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
I don't think cl_restrict_server_commands is a mistake or bug. If
 there
are
exploitable client cvars that need to be monitored by a server
 plugin,
those
exploits need to be fixed. Officially supported fixes (not Mani-mod
   client
cvar enforcement) carry the benefit of games that are harder to
 exploit
out
of the box, and we don't have to worry about malicious server
 admins
having
unwanted access to client settings.
   
Think of a web-page that has the ability to change your web browser
settings. It might be nice for a web designer to stick his site in
 your
bookmarks or make sure you don't set your font size too large and
 break
his
layout, but, it's your web browser and your browsing preferences
   shouldn't
have anything to do with the web-page author.
   
I wouldn't address Valve like morons or cowards, it's impolite.
 Your
   point
has some merit but the new cvar is hardly an outrage: why can't
 admins
just
use Mani-mod to kick/warn users who set their rate too high,
 instead of
setting the rate for them?
   
Regards,
   
Paul
   
On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
For those who may not be following other forums - check this
 thread
   out
on
the mani forum.
   
   
   
   
  
 http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
03.15
   
   
The growing consensus seems to be in favour of a mani mod update
 that
kicks
players with the default setting, which was applied for them
 courtesy
   of
Valve.  Posts in this forum seem to be landing on deaf ears - but
 I
suspect
that if this little movement picks up momentum - then its really
 going
to
get ugly fast.
   
Valve:  realize and admit the mistake and fix it.  Admins are NOT
 your
enemy
- not yet, at least.   If this auto-kicking thing takes hold, then
   your
PAYING customers are going to feel it.
   
And one more thing Valve - have the balls and courtesy to respond
 to
   the
concerns being expressed here.
   
   
   
___
To unsubscribe, edit your list preferences, or view the list
 archives,
please visit:

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Adam amckern Mckern
Why dont use just use
cvar-FindVar(convar)-SetValue(value);

I have been using it, becuase it allows you to hook
around the sv_cheat flags that would block you with a
stright engine-clientcommand.

Adam


--- LDuke [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I believe that is the exact command that is blocked
 by this cvar (
 engine-ClientCommand( blahblah ) ).

 On 11/18/06, Nick [EMAIL PROTECTED] wrote:
 
  Can you list which exploits which need to be
 fixed?
 
 
  This question was asked earlier and I could not
 find a clear answer:
  Does this update break
 
  engine-ClientCommand( blahblah )
 
  when done from server side dll?
 
  On 11/18/06, Paul Peloski [EMAIL PROTECTED]
 wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   (re: a) Obviously when Valve is attempting to
 fix a problem they are
  going
   to have to break compatibility with plugins/mods
 that rely on that
  problem
   behavior. Using this behavior as a workaround
 for client cvar exploits
  is
   bad because it has the effect of hiding the
 exploits when they need to
  be
   exposed and fixed.
  
   (re: b) cvars are already (or should be) divided
 into client and server,
   ranged to acceptable limits and in the extreme
 case marked FCVAR_CHEAT
  if
   they need to be set to a certain value for fair
 play. Adding further
   designation (like FCVAR_CLIENTPROTECT), or
 making lists breaks
   compatibility and masks exploits.
  
   (re: d) I agree it would be nice if Valve told
 us more about what's
  coming
   up, it might even be useful to them since our
 discussion might bring to
   light ... Nah, they're smarter than us, it's
 their product, and they can
   make competent decisions without us.
  
   Regards,
  
   Paul
  
   On 11/17/06, David Anderson
 [EMAIL PROTECTED] wrote:
   
I think you're missing a few of the important
 points.  Yes, it's
important to have this feature, but:
   
a) It broke binary and source level backwards
 compatibility.  That's a
big no-no.
b) It restricts all commands, which is
 unnecessary.  A better solution
would be to flag the commands which need to be
 protected, or to flag
things registered in the client.  This would
 plugins continue to
register and trigger their own commands,
 preserving compatibility.
c) It defaults to on, which going back to a),
 breaks expected
functionality.
d) Going back to a) again, for an update like
 this, forewarning would
  be
nice.
   
Those are the issues I have with it, at least.
   
~dvander
http://www.bailopan.net/
   
Benjamin Davison wrote:
 --
 [ Picked text/plain from
 multipart/alternative ]
 Yeah I love it when some 14 year old server
 admin fucks with my
  settings
and
 sets my fire command to a suicide command.

 This is a good console command that was
 lng overdue.

 On 11/18/06, Paul Peloski
 [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from
 multipart/alternative ]
 I don't think cl_restrict_server_commands
 is a mistake or bug. If
  there
 are
 exploitable client cvars that need to be
 monitored by a server
  plugin,
 those
 exploits need to be fixed. Officially
 supported fixes (not Mani-mod
client
 cvar enforcement) carry the benefit of
 games that are harder to
  exploit
 out
 of the box, and we don't have to worry
 about malicious server
  admins
 having
 unwanted access to client settings.

 Think of a web-page that has the ability to
 change your web browser
 settings. It might be nice for a web
 designer to stick his site in
  your
 bookmarks or make sure you don't set your
 font size too large and
  break
 his
 layout, but, it's your web browser and your
 browsing preferences
shouldn't
 have anything to do with the web-page
 author.

 I wouldn't address Valve like morons or
 cowards, it's impolite.
  Your
point
 has some merit but the new cvar is hardly
 an outrage: why can't
  admins
 just
 use Mani-mod to kick/warn users who set
 their rate too high,
  instead of
 setting the rate for them?

 Regards,

 Paul

 On 11/17/06, Frazer [EMAIL PROTECTED]
 wrote:
 For those who may not be following other
 forums - check this
  thread
out
 on
 the mani forum.




   
 

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
 03.15


 The growing consensus seems to be in
 favour of a mani mod update
  that
 kicks
 players with the default setting, which
 was applied for them
  courtesy
of
 Valve.  Posts in this forum seem to be
 landing on deaf ears - but
  I
 suspect
 that if this little movement picks up
 momentum - then its really
  going
 to
 get ugly fast.

 Valve:  realize and admit the mistake and
 fix it.  Admins are NOT
  your
 enemy

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread David Anderson

You might want to look at public/engine/IEngineSound.h to do it manually.

   ~dvander
   http://www.bailopan.net/

Ratman2000 wrote:

Hello,

we cant use cvar-FindVar(convar)-SetValue(value);
becouse its fully Server Side...
The Problem is, that we cant force thinks like: play
on client side to simple play an sound (mp3 file)...

When we force the play command (i cant do any critical thinks with this
command...)
you become this message on client side:


cl_restrict_server_commands (= 1) prevented server running command: play
/ratmod/connect_sounds/admins/jesus.mp3

Why you have to block this command???

So what can we do to force the client to play sounds??? We havent an
solution now...

With friendly reguards from Germany

Ratman2000

- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, November 19, 2006 4:06 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco



Why dont use just use
cvar-FindVar(convar)-SetValue(value);

I have been using it, becuase it allows you to hook
around the sv_cheat flags that would block you with a
stright engine-clientcommand.

Adam


--- LDuke [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
I believe that is the exact command that is blocked
by this cvar (
engine-ClientCommand( blahblah ) ).

On 11/18/06, Nick [EMAIL PROTECTED] wrote:

 Can you list which exploits which need to be
fixed?


 This question was asked earlier and I could not
find a clear answer:
 Does this update break

 engine-ClientCommand( blahblah )

 when done from server side dll?

 On 11/18/06, Paul Peloski [EMAIL PROTECTED]
wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  (re: a) Obviously when Valve is attempting to
fix a problem they are
 going
  to have to break compatibility with plugins/mods
that rely on that
 problem
  behavior. Using this behavior as a workaround
for client cvar exploits
 is
  bad because it has the effect of hiding the
exploits when they need to
 be
  exposed and fixed.
 
  (re: b) cvars are already (or should be) divided
into client and server,
  ranged to acceptable limits and in the extreme
case marked FCVAR_CHEAT
 if
  they need to be set to a certain value for fair
play. Adding further
  designation (like FCVAR_CLIENTPROTECT), or
making lists breaks
  compatibility and masks exploits.
 
  (re: d) I agree it would be nice if Valve told
us more about what's
 coming
  up, it might even be useful to them since our
discussion might bring to
  light ... Nah, they're smarter than us, it's
their product, and they can
  make competent decisions without us.
 
  Regards,
 
  Paul
 
  On 11/17/06, David Anderson
[EMAIL PROTECTED] wrote:
  
   I think you're missing a few of the important
points.  Yes, it's
   important to have this feature, but:
  
   a) It broke binary and source level backwards
compatibility.  That's a
   big no-no.
   b) It restricts all commands, which is
unnecessary.  A better solution
   would be to flag the commands which need to be
protected, or to flag
   things registered in the client.  This would
plugins continue to
   register and trigger their own commands,
preserving compatibility.
   c) It defaults to on, which going back to a),
breaks expected
   functionality.
   d) Going back to a) again, for an update like
this, forewarning would
 be
   nice.
  
   Those are the issues I have with it, at least.
  
   ~dvander
   http://www.bailopan.net/
  
   Benjamin Davison wrote:
--
[ Picked text/plain from
multipart/alternative ]
Yeah I love it when some 14 year old server
admin fucks with my
 settings
   and
sets my fire command to a suicide command.
   
This is a good console command that was
lng overdue.
   
On 11/18/06, Paul Peloski
[EMAIL PROTECTED] wrote:
--
[ Picked text/plain from
multipart/alternative ]
I don't think cl_restrict_server_commands
is a mistake or bug. If
 there
are
exploitable client cvars that need to be
monitored by a server
 plugin,
those
exploits need to be fixed. Officially
supported fixes (not Mani-mod
   client
cvar enforcement) carry the benefit of
games that are harder to
 exploit
out
of the box, and we don't have to worry
about malicious server
 admins
having
unwanted access to client settings.
   
Think of a web-page that has the ability to
change your web browser
settings. It might be nice for a web
designer to stick his site in
 your
bookmarks or make sure you don't set your
font size too large and
 break
his
layout, but, it's your web browser and your
browsing preferences
   shouldn't
have anything to do with the web-page
author.
   
I wouldn't address Valve like morons or
cowards, it's impolite.
 Your
   point
has some merit but the new cvar is hardly
an outrage: why can't
 admins
just
use Mani-mod to kick/warn users who set
their rate too high,
 instead of
setting the