Re: [hlds] Fake servers

2010-04-12 Thread AnAkIn .
I think that only TF2 has a fix for this, it's not even in the OB Engine.
TF2 blocks the use of steam://connect/ in motd.

2010/4/12 DontWannaName! 

> Counter strike is not part of the OB engine and therefore does not have the
> 'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB, if
> it ever is, servers can continue to redirect and use fake players.
>
> On Sun, Apr 11, 2010 at 5:43 PM, Drogen Viech  >wrote:
>
> > Is there nothing we can do about them? How do they even still redirect
> > people without popping up any questions? If i'm not mistaken i saw the
> > server info window popping up once i connected to one of them.
> > Removing the 'connect' command by doing 'alias connect' prevented the
> > server from redirecting me. Seriously, look at this, they even have
> > fake players and player counts still working:
> >
> >
> http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
> >
> > ___
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Re: [hlds] Fake servers

2010-04-12 Thread John Barrett
The game stats site www.theclq.com has methods in place to detect fake 
players on servers, and it has that server in their greylist for CS2:
http://www.theclq.com/ags/servers.php?game=cstrike2&sub=3&offset=0

Might be of use.

~ John

On 12/04/2010 08:29, AnAkIn . wrote:
> I think that only TF2 has a fix for this, it's not even in the OB Engine.
> TF2 blocks the use of steam://connect/ in motd.
>
> 2010/4/12 DontWannaName!
>
>
>> Counter strike is not part of the OB engine and therefore does not have the
>> 'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB, if
>> it ever is, servers can continue to redirect and use fake players.
>>
>> On Sun, Apr 11, 2010 at 5:43 PM, Drogen Viech>  
>>> wrote:
>>>
>>  
>>> Is there nothing we can do about them? How do they even still redirect
>>> people without popping up any questions? If i'm not mistaken i saw the
>>> server info window popping up once i connected to one of them.
>>> Removing the 'connect' command by doing 'alias connect' prevented the
>>> server from redirecting me. Seriously, look at this, they even have
>>> fake players and player counts still working:
>>>
>>>
>>>
>> http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
>>  
>>> ___
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>>> please visit:
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[hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Kigen
Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's Anti-Cheat).

I would like to list a few reasons for closing the VSP interface on
clients.  While it can be useful at times its harm more than outweighs
any good it does.  At present it provides a way for people to exploit
the engine without the risk of getting a VAC ban for injecting a
cheat.  So far from what I've witnessed over time people are now
flocking to using the VSP interface because VALVe doesn't stop them
from doing so, nor is there the risk of getting VAC banned either.
Also, developing on the VSP interface for cheat makers is how they can
make production time faster.  As seen in this URL:
http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
The VSP interface has more usefulness to cheat developers than it does
anybody else.  Using CVar detectors like KAC and zBlock won't continue
to work to stop this.  At the rate of expansion of the use of VSP it
will far exceed my capacity to fight it by myself.  Plus by leaving
the VSP interface open wanna be cheat developers will have a easier
time learning how to create cheats for Source engine games and test it
with the client.  At present I cannot see a good reason to leave the
VSP interface open on the client.

Respecfully,
 - Kigen

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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Donnie Newlove
You should send this to someone at Valve, we already know.

On Mon, Apr 12, 2010 at 6:29 PM, Kigen  wrote:
> Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's 
> Anti-Cheat).
>
> I would like to list a few reasons for closing the VSP interface on
> clients.  While it can be useful at times its harm more than outweighs
> any good it does.  At present it provides a way for people to exploit
> the engine without the risk of getting a VAC ban for injecting a
> cheat.  So far from what I've witnessed over time people are now
> flocking to using the VSP interface because VALVe doesn't stop them
> from doing so, nor is there the risk of getting VAC banned either.
> Also, developing on the VSP interface for cheat makers is how they can
> make production time faster.  As seen in this URL:
> http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
> The VSP interface has more usefulness to cheat developers than it does
> anybody else.  Using CVar detectors like KAC and zBlock won't continue
> to work to stop this.  At the rate of expansion of the use of VSP it
> will far exceed my capacity to fight it by myself.  Plus by leaving
> the VSP interface open wanna be cheat developers will have a easier
> time learning how to create cheats for Source engine games and test it
> with the client.  At present I cannot see a good reason to leave the
> VSP interface open on the client.
>
> Respecfully,
>  - Kigen
>
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Re: [hlds] Fake servers

2010-04-12 Thread Matthew Gottlieb
CSS will never and should never be moved over to OB.  Enough of us
remember the bitching when DODS moved over.  The changes that OB makes
will greatly upset CSS players who WANT the same old thing.


On Sun, Apr 11, 2010 at 7:58 PM, DontWannaName!  wrote:
> Counter strike is not part of the OB engine and therefore does not have the
> 'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB, if
> it ever is, servers can continue to redirect and use fake players.
>
> On Sun, Apr 11, 2010 at 5:43 PM, Drogen Viech 
> wrote:
>
>> Is there nothing we can do about them? How do they even still redirect
>> people without popping up any questions? If i'm not mistaken i saw the
>> server info window popping up once i connected to one of them.
>> Removing the 'connect' command by doing 'alias connect' prevented the
>> server from redirecting me. Seriously, look at this, they even have
>> fake players and player counts still working:
>>
>> http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
>>
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>> please visit:
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Kigen
I've tried.  For the most part I've been ignored.

On Mon, Apr 12, 2010 at 11:44 AM, Donnie Newlove
 wrote:
> You should send this to someone at Valve, we already know.
>
> On Mon, Apr 12, 2010 at 6:29 PM, Kigen  wrote:
>> Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's 
>> Anti-Cheat).
>>
>> I would like to list a few reasons for closing the VSP interface on
>> clients.  While it can be useful at times its harm more than outweighs
>> any good it does.  At present it provides a way for people to exploit
>> the engine without the risk of getting a VAC ban for injecting a
>> cheat.  So far from what I've witnessed over time people are now
>> flocking to using the VSP interface because VALVe doesn't stop them
>> from doing so, nor is there the risk of getting VAC banned either.
>> Also, developing on the VSP interface for cheat makers is how they can
>> make production time faster.  As seen in this URL:
>> http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
>> The VSP interface has more usefulness to cheat developers than it does
>> anybody else.  Using CVar detectors like KAC and zBlock won't continue
>> to work to stop this.  At the rate of expansion of the use of VSP it
>> will far exceed my capacity to fight it by myself.  Plus by leaving
>> the VSP interface open wanna be cheat developers will have a easier
>> time learning how to create cheats for Source engine games and test it
>> with the client.  At present I cannot see a good reason to leave the
>> VSP interface open on the client.
>>
>> Respecfully,
>>  - Kigen
>>
>> ___
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>> please visit:
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>
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Saul Rennison
For fuck sake it's not there by design. You're making it out like they've
done it on purpose. Plugins are just loaded when the engine initializes,
which happens on the client too. I'M SURE THEY'RE AWARE SO STOP POINTING OUT
STUFF WE ALREADY KNOW.

Thanks,
- Saul.


On 12 April 2010 17:57, Kigen  wrote:

> I've tried.  For the most part I've been ignored.
>
> On Mon, Apr 12, 2010 at 11:44 AM, Donnie Newlove
>  wrote:
> > You should send this to someone at Valve, we already know.
> >
> > On Mon, Apr 12, 2010 at 6:29 PM, Kigen  wrote:
> >> Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's
> Anti-Cheat).
> >>
> >> I would like to list a few reasons for closing the VSP interface on
> >> clients.  While it can be useful at times its harm more than outweighs
> >> any good it does.  At present it provides a way for people to exploit
> >> the engine without the risk of getting a VAC ban for injecting a
> >> cheat.  So far from what I've witnessed over time people are now
> >> flocking to using the VSP interface because VALVe doesn't stop them
> >> from doing so, nor is there the risk of getting VAC banned either.
> >> Also, developing on the VSP interface for cheat makers is how they can
> >> make production time faster.  As seen in this URL:
> >> http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
> >> The VSP interface has more usefulness to cheat developers than it does
> >> anybody else.  Using CVar detectors like KAC and zBlock won't continue
> >> to work to stop this.  At the rate of expansion of the use of VSP it
> >> will far exceed my capacity to fight it by myself.  Plus by leaving
> >> the VSP interface open wanna be cheat developers will have a easier
> >> time learning how to create cheats for Source engine games and test it
> >> with the client.  At present I cannot see a good reason to leave the
> >> VSP interface open on the client.
> >>
> >> Respecfully,
> >>  - Kigen
> >>
> >> ___
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> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
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Re: [hlds] Fake servers

2010-04-12 Thread Saul Rennison
Players who bitch about change need to stfu and play something else. Go back
to 1.6 if you don't want updates. It's those ignorant, selfish bigots that
have made VALVe give up on CS:S. So good job.

Thanks,
- Saul.


On 12 April 2010 17:55, Matthew Gottlieb wrote:

> CSS will never and should never be moved over to OB.  Enough of us
> remember the bitching when DODS moved over.  The changes that OB makes
> will greatly upset CSS players who WANT the same old thing.
>
>
> On Sun, Apr 11, 2010 at 7:58 PM, DontWannaName! 
> wrote:
> > Counter strike is not part of the OB engine and therefore does not have
> the
> > 'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB,
> if
> > it ever is, servers can continue to redirect and use fake players.
> >
> > On Sun, Apr 11, 2010 at 5:43 PM, Drogen Viech <
> drogenvi...@googlemail.com>wrote:
> >
> >> Is there nothing we can do about them? How do they even still redirect
> >> people without popping up any questions? If i'm not mistaken i saw the
> >> server info window popping up once i connected to one of them.
> >> Removing the 'connect' command by doing 'alias connect' prevented the
> >> server from redirecting me. Seriously, look at this, they even have
> >> fake players and player counts still working:
> >>
> >>
> http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
> >>
> >> ___
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> >> please visit:
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> >>
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> please visit:
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Re: [hlds] Fake servers

2010-04-12 Thread Nicholas Hastings
CSS will be on Orangebox very soon as the ep1 engine isn't being ported 
to mac.

On 4/12/2010 12:55 PM, Matthew Gottlieb wrote:
> CSS will never and should never be moved over to OB.  Enough of us
> remember the bitching when DODS moved over.  The changes that OB makes
> will greatly upset CSS players who WANT the same old thing.
>
>
> On Sun, Apr 11, 2010 at 7:58 PM, DontWannaName!  
> wrote:
>
>> Counter strike is not part of the OB engine and therefore does not have the
>> 'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB, if
>> it ever is, servers can continue to redirect and use fake players.
>>
>> On Sun, Apr 11, 2010 at 5:43 PM, Drogen 
>> Viechwrote:
>>
>>  
>>> Is there nothing we can do about them? How do they even still redirect
>>> people without popping up any questions? If i'm not mistaken i saw the
>>> server info window popping up once i connected to one of them.
>>> Removing the 'connect' command by doing 'alias connect' prevented the
>>> server from redirecting me. Seriously, look at this, they even have
>>> fake players and player counts still working:
>>>
>>> http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread ics
If you say that to an alzheimer patient, you have to say it again, and 
again, and again and they each time you say that, they forget it soon 
after. Ok ok, bad analogy but they aren't really paying attention or it 
would be fixed already, along with all the other exploits in the engine.

Sometimes i just keep wondering if i would be better off to shut down 
the game servers i run because i'm tired of this crap when nothing 
happens while there is a clear flaw and a way to fix.

-ics

12.4.2010 21:44, Saul Rennison kirjoitti:
> For fuck sake it's not there by design. You're making it out like they've
> done it on purpose. Plugins are just loaded when the engine initializes,
> which happens on the client too. I'M SURE THEY'RE AWARE SO STOP POINTING OUT
> STUFF WE ALREADY KNOW.
>
> Thanks,
> - Saul.
>
>
> On 12 April 2010 17:57, Kigen  wrote:
>
>
>> I've tried.  For the most part I've been ignored.
>>
>> On Mon, Apr 12, 2010 at 11:44 AM, Donnie Newlove
>>   wrote:
>>  
>>> You should send this to someone at Valve, we already know.
>>>
>>> On Mon, Apr 12, 2010 at 6:29 PM, Kigen  wrote:
>>>
 Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's
  
>> Anti-Cheat).
>>  
 I would like to list a few reasons for closing the VSP interface on
 clients.  While it can be useful at times its harm more than outweighs
 any good it does.  At present it provides a way for people to exploit
 the engine without the risk of getting a VAC ban for injecting a
 cheat.  So far from what I've witnessed over time people are now
 flocking to using the VSP interface because VALVe doesn't stop them
 from doing so, nor is there the risk of getting VAC banned either.
 Also, developing on the VSP interface for cheat makers is how they can
 make production time faster.  As seen in this URL:
 http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
 The VSP interface has more usefulness to cheat developers than it does
 anybody else.  Using CVar detectors like KAC and zBlock won't continue
 to work to stop this.  At the rate of expansion of the use of VSP it
 will far exceed my capacity to fight it by myself.  Plus by leaving
 the VSP interface open wanna be cheat developers will have a easier
 time learning how to create cheats for Source engine games and test it
 with the client.  At present I cannot see a good reason to leave the
 VSP interface open on the client.

 Respecfully,
   - Kigen

 ___
 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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Re: [hlds] Fake servers

2010-04-12 Thread 1nsane
I hope so. It would have been pretty silly for Valve to maintain multiple
engine version forks for both Mac and Windows.

On Mon, Apr 12, 2010 at 2:52 PM, Nicholas Hastings wrote:

> CSS will be on Orangebox very soon as the ep1 engine isn't being ported
> to mac.
>
> On 4/12/2010 12:55 PM, Matthew Gottlieb wrote:
> > CSS will never and should never be moved over to OB.  Enough of us
> > remember the bitching when DODS moved over.  The changes that OB makes
> > will greatly upset CSS players who WANT the same old thing.
> >
> >
> > On Sun, Apr 11, 2010 at 7:58 PM, DontWannaName!
>  wrote:
> >
> >> Counter strike is not part of the OB engine and therefore does not have
> the
> >> 'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB,
> if
> >> it ever is, servers can continue to redirect and use fake players.
> >>
> >> On Sun, Apr 11, 2010 at 5:43 PM, Drogen Viech<
> drogenvi...@googlemail.com>wrote:
> >>
> >>
> >>> Is there nothing we can do about them? How do they even still redirect
> >>> people without popping up any questions? If i'm not mistaken i saw the
> >>> server info window popping up once i connected to one of them.
> >>> Removing the 'connect' command by doing 'alias connect' prevented the
> >>> server from redirecting me. Seriously, look at this, they even have
> >>> fake players and player counts still working:
> >>>
> >>>
> http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
> >>>
> >>> ___
> >>> 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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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread 1nsane
Bad analogy?! Perfect analogy!

On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:

> If you say that to an alzheimer patient, you have to say it again, and
> again, and again and they each time you say that, they forget it soon
> after. Ok ok, bad analogy but they aren't really paying attention or it
> would be fixed already, along with all the other exploits in the engine.
>
>
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Kyle Sanderson
Damn straight Kigen, as well to this I mailed Valve about it (along with a
couple exploits + a wrongful account nullification) and did not receive one
email back. That's when I mailed the list.

Kyle.

On Mon, Apr 12, 2010 at 12:49 PM, 1nsane <1nsane...@gmail.com> wrote:

> Bad analogy?! Perfect analogy!
>
> On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
>
> > If you say that to an alzheimer patient, you have to say it again, and
> > again, and again and they each time you say that, they forget it soon
> > after. Ok ok, bad analogy but they aren't really paying attention or it
> > would be fixed already, along with all the other exploits in the engine.
> >
> >
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread HL-SDK Synths
I have the hotdogs, let's now find some sticks on which to roast them.

Hi, I am the author of the post on G-D you linked to. I appreciate what you
have worked for, I truly do. It is unfortunate that more methods are not
available to you (it seems that simple by-name querying is as far as it
goes).

As for bans, I'd like to clarify that using the plugin interface is no way
at all ban proof. If I decide to overwrite game code, I can expect a ban. If
this "proofen" status was the case, I would be acting like Hatter does on
Assault Cube:
http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om

Headshotting the wntire team all at once without moving. Enough hyperbole.

*My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
*The only benefit is the interface which provides load and unload. I can do
all of that with an extra plugin emulating the VSP interface. You have done
a good job of blocking namestealers and people who abuse sourcemod, and for
that I am sure many servers are more playable.*
*
I have no analogies.

On Mon, Apr 12, 2010 at 3:49 PM, 1nsane <1nsane...@gmail.com> wrote:

> Bad analogy?! Perfect analogy!
>
> On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
>
> > If you say that to an alzheimer patient, you have to say it again, and
> > again, and again and they each time you say that, they forget it soon
> > after. Ok ok, bad analogy but they aren't really paying attention or it
> > would be fixed already, along with all the other exploits in the engine.
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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[hlds] Master Server Maintenance

2010-04-12 Thread Zoid Kirsch
We are performing maintenance today on the Steam master servers that handle 
dedicated server listings. Throughout the day, some dedicated servers may not 
list for some users during this maintenance period.

--
/// Zoid.




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Re: [hlds] Master Server Maintenance

2010-04-12 Thread Ronny Schedel

This means, also the few servers which uses the old engine files will not be 
reachable.


> We are performing maintenance today on the Steam master servers that 
> handle dedicated server listings. Throughout the day, some dedicated 
> servers may not list for some users during this maintenance period.
>
> --
> /// Zoid.
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
> 


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Re: [hlds] Master Server Maintenance

2010-04-12 Thread Kyle Sanderson
Which old engine files Ronny?

Thanks,
Kyle.

On Mon, Apr 12, 2010 at 1:29 PM, Ronny Schedel wrote:

>
> This means, also the few servers which uses the old engine files will not
> be
> reachable.
>
>
> > We are performing maintenance today on the Steam master servers that
> > handle dedicated server listings. Throughout the day, some dedicated
> > servers may not list for some users during this maintenance period.
> >
> > --
> > /// Zoid.
> >
> >
> >
> >
> > ___
> > 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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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Saul Rennison
Yes, the point is: modifying game memory (hooking functions, etc.) will
still trigger VAC.

Thanks,
- Saul.


On 12 April 2010 21:10, HL-SDK Synths  wrote:

> I have the hotdogs, let's now find some sticks on which to roast them.
>
> Hi, I am the author of the post on G-D you linked to. I appreciate what you
> have worked for, I truly do. It is unfortunate that more methods are not
> available to you (it seems that simple by-name querying is as far as it
> goes).
>
> As for bans, I'd like to clarify that using the plugin interface is no way
> at all ban proof. If I decide to overwrite game code, I can expect a ban.
> If
> this "proofen" status was the case, I would be acting like Hatter does on
> Assault Cube:
> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
>
> Headshotting the wntire team all at once without moving. Enough hyperbole.
>
> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
> *The only benefit is the interface which provides load and unload. I can do
> all of that with an extra plugin emulating the VSP interface. You have done
> a good job of blocking namestealers and people who abuse sourcemod, and for
> that I am sure many servers are more playable.*
> *
> I have no analogies.
>
> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> > Bad analogy?! Perfect analogy!
> >
> > On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
> >
> > > If you say that to an alzheimer patient, you have to say it again, and
> > > again, and again and they each time you say that, they forget it soon
> > > after. Ok ok, bad analogy but they aren't really paying attention or it
> > > would be fixed already, along with all the other exploits in the
> engine.
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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Re: [hlds] Master Server Maintenance

2010-04-12 Thread Cc2iscooL
I would assume the ones that don't have the ghost player issue that some
people are using.

On Mon, Apr 12, 2010 at 3:39 PM, Kyle Sanderson  wrote:

> Which old engine files Ronny?
>
> Thanks,
> Kyle.
>
> On Mon, Apr 12, 2010 at 1:29 PM, Ronny Schedel  >wrote:
>
> >
> > This means, also the few servers which uses the old engine files will not
> > be
> > reachable.
> >
> >
> > > We are performing maintenance today on the Steam master servers that
> > > handle dedicated server listings. Throughout the day, some dedicated
> > > servers may not list for some users during this maintenance period.
> > >
> > > --
> > > /// Zoid.
> > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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Re: [hlds] Master Server Maintenance

2010-04-12 Thread Ronny Schedel

The old engine files for the OB games which also fixes the server info bugs 
and the ghost player issues.
The latest OB engine files prevents your server to show up in the master 
list (could affect Linux or European servers only).


> Which old engine files Ronny?
>
> Thanks,
> Kyle.
>
> On Mon, Apr 12, 2010 at 1:29 PM, Ronny Schedel 
> wrote:
>
>>
>> This means, also the few servers which uses the old engine files will not
>> be
>> reachable.
>>
>>
>> > We are performing maintenance today on the Steam master servers that
>> > handle dedicated server listings. Throughout the day, some dedicated
>> > servers may not list for some users during this maintenance period.
>> >
>> > --
>> > /// Zoid.
>> >
>> >
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> >
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
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> 


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Re: [hlds] Fake servers

2010-04-12 Thread Saul Rennison
Never thought of that, I'm pretty sure the renderer DLLs are interchangable,
though.

Thanks,
- Saul.


On 12 April 2010 19:52, Nicholas Hastings  wrote:

> CSS will be on Orangebox very soon as the ep1 engine isn't being ported
> to mac.
>
> On 4/12/2010 12:55 PM, Matthew Gottlieb wrote:
> > CSS will never and should never be moved over to OB.  Enough of us
> > remember the bitching when DODS moved over.  The changes that OB makes
> > will greatly upset CSS players who WANT the same old thing.
> >
> >
> > On Sun, Apr 11, 2010 at 7:58 PM, DontWannaName!
>  wrote:
> >
> >> Counter strike is not part of the OB engine and therefore does not have
> the
> >> 'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB,
> if
> >> it ever is, servers can continue to redirect and use fake players.
> >>
> >> On Sun, Apr 11, 2010 at 5:43 PM, Drogen Viech<
> drogenvi...@googlemail.com>wrote:
> >>
> >>
> >>> Is there nothing we can do about them? How do they even still redirect
> >>> people without popping up any questions? If i'm not mistaken i saw the
> >>> server info window popping up once i connected to one of them.
> >>> Removing the 'connect' command by doing 'alias connect' prevented the
> >>> server from redirecting me. Seriously, look at this, they even have
> >>> fake players and player counts still working:
> >>>
> >>>
> http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
>
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Re: [hlds] Master Server Maintenance

2010-04-12 Thread k e
Just a thought. Fix the ghost issue and people won't use old engine files..

On Mon, Apr 12, 2010 at 4:46 PM, Ronny Schedel wrote:

>
> The old engine files for the OB games which also fixes the server info bugs
> and the ghost player issues.
> The latest OB engine files prevents your server to show up in the master
> list (could affect Linux or European servers only).
>
>
> > Which old engine files Ronny?
> >
> > Thanks,
> > Kyle.
> >
> > On Mon, Apr 12, 2010 at 1:29 PM, Ronny Schedel
> > wrote:
> >
> >>
> >> This means, also the few servers which uses the old engine files will
> not
> >> be
> >> reachable.
> >>
> >>
> >> > We are performing maintenance today on the Steam master servers that
> >> > handle dedicated server listings. Throughout the day, some dedicated
> >> > servers may not list for some users during this maintenance period.
> >> >
> >> > --
> >> > /// Zoid.
> >> >
> >> >
> >> >
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> >
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> > ___
> > 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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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread w4rezz
Modifying game memory will NOT trigger in VAC ban. Proof:
http://kartoffel-hack.com/

2010/4/12 Saul Rennison :
> Yes, the point is: modifying game memory (hooking functions, etc.) will
> still trigger VAC.
>
> Thanks,
> - Saul.
>
>
> On 12 April 2010 21:10, HL-SDK Synths  wrote:
>
>> I have the hotdogs, let's now find some sticks on which to roast them.
>>
>> Hi, I am the author of the post on G-D you linked to. I appreciate what you
>> have worked for, I truly do. It is unfortunate that more methods are not
>> available to you (it seems that simple by-name querying is as far as it
>> goes).
>>
>> As for bans, I'd like to clarify that using the plugin interface is no way
>> at all ban proof. If I decide to overwrite game code, I can expect a ban.
>> If
>> this "proofen" status was the case, I would be acting like Hatter does on
>> Assault Cube:
>> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
>>
>> Headshotting the wntire team all at once without moving. Enough hyperbole.
>>
>> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
>> *The only benefit is the interface which provides load and unload. I can do
>> all of that with an extra plugin emulating the VSP interface. You have done
>> a good job of blocking namestealers and people who abuse sourcemod, and for
>> that I am sure many servers are more playable.*
>> *
>> I have no analogies.
>>
>> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>> > Bad analogy?! Perfect analogy!
>> >
>> > On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
>> >
>> > > If you say that to an alzheimer patient, you have to say it again, and
>> > > again, and again and they each time you say that, they forget it soon
>> > > after. Ok ok, bad analogy but they aren't really paying attention or it
>> > > would be fixed already, along with all the other exploits in the
>> engine.
>> > >
>> > >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>

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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Saul Rennison
Well what does trigger VAC then.

Thanks,
- Saul.


On 12 April 2010 22:09, w4rezz  wrote:

> Modifying game memory will NOT trigger in VAC ban. Proof:
> http://kartoffel-hack.com/
>
> 2010/4/12 Saul Rennison :
> > Yes, the point is: modifying game memory (hooking functions, etc.) will
> > still trigger VAC.
> >
> > Thanks,
> > - Saul.
> >
> >
> > On 12 April 2010 21:10, HL-SDK Synths  wrote:
> >
> >> I have the hotdogs, let's now find some sticks on which to roast them.
> >>
> >> Hi, I am the author of the post on G-D you linked to. I appreciate what
> you
> >> have worked for, I truly do. It is unfortunate that more methods are not
> >> available to you (it seems that simple by-name querying is as far as it
> >> goes).
> >>
> >> As for bans, I'd like to clarify that using the plugin interface is no
> way
> >> at all ban proof. If I decide to overwrite game code, I can expect a
> ban.
> >> If
> >> this "proofen" status was the case, I would be acting like Hatter does
> on
> >> Assault Cube:
> >> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
> >>
> >> Headshotting the wntire team all at once without moving. Enough
> hyperbole.
> >>
> >> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
> >> *The only benefit is the interface which provides load and unload. I can
> do
> >> all of that with an extra plugin emulating the VSP interface. You have
> done
> >> a good job of blocking namestealers and people who abuse sourcemod, and
> for
> >> that I am sure many servers are more playable.*
> >> *
> >> I have no analogies.
> >>
> >> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane <1nsane...@gmail.com> wrote:
> >>
> >> > Bad analogy?! Perfect analogy!
> >> >
> >> > On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
> >> >
> >> > > If you say that to an alzheimer patient, you have to say it again,
> and
> >> > > again, and again and they each time you say that, they forget it
> soon
> >> > > after. Ok ok, bad analogy but they aren't really paying attention or
> it
> >> > > would be fixed already, along with all the other exploits in the
> >> engine.
> >> > >
> >> > >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> >
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> > ___
> > 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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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Donnie Newlove
Even if that is true that's not the whole truth. A big problem is that
completely legitimate tools used on the server side and which works
even on listen servers are also active in client mode. This turns
admin mods like SourceMod into hacks. Should VAC ban users with a
SourceMod install? The only way to solve this in a reasonable manner
is to turn this feature off.

On Mon, Apr 12, 2010 at 10:10 PM, HL-SDK Synths  wrote:
> I have the hotdogs, let's now find some sticks on which to roast them.
>
> Hi, I am the author of the post on G-D you linked to. I appreciate what you
> have worked for, I truly do. It is unfortunate that more methods are not
> available to you (it seems that simple by-name querying is as far as it
> goes).
>
> As for bans, I'd like to clarify that using the plugin interface is no way
> at all ban proof. If I decide to overwrite game code, I can expect a ban. If
> this "proofen" status was the case, I would be acting like Hatter does on
> Assault Cube:
> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
>
> Headshotting the wntire team all at once without moving. Enough hyperbole.
>
> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
> *The only benefit is the interface which provides load and unload. I can do
> all of that with an extra plugin emulating the VSP interface. You have done
> a good job of blocking namestealers and people who abuse sourcemod, and for
> that I am sure many servers are more playable.*
> *
> I have no analogies.
>
> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> Bad analogy?! Perfect analogy!
>>
>> On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
>>
>> > If you say that to an alzheimer patient, you have to say it again, and
>> > again, and again and they each time you say that, they forget it soon
>> > after. Ok ok, bad analogy but they aren't really paying attention or it
>> > would be fixed already, along with all the other exploits in the engine.
>> >
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Kigen
Indeed, if I wanted to I could create a massive cheat with SourceMod
and VAC wouldn't do much about it since its SourceMod that is doing it
since the plugins are simply byte code that SourceMod executes.

On Mon, Apr 12, 2010 at 4:36 PM, Donnie Newlove
 wrote:
> Even if that is true that's not the whole truth. A big problem is that
> completely legitimate tools used on the server side and which works
> even on listen servers are also active in client mode. This turns
> admin mods like SourceMod into hacks. Should VAC ban users with a
> SourceMod install? The only way to solve this in a reasonable manner
> is to turn this feature off.
>
> On Mon, Apr 12, 2010 at 10:10 PM, HL-SDK Synths  wrote:
>> I have the hotdogs, let's now find some sticks on which to roast them.
>>
>> Hi, I am the author of the post on G-D you linked to. I appreciate what you
>> have worked for, I truly do. It is unfortunate that more methods are not
>> available to you (it seems that simple by-name querying is as far as it
>> goes).
>>
>> As for bans, I'd like to clarify that using the plugin interface is no way
>> at all ban proof. If I decide to overwrite game code, I can expect a ban. If
>> this "proofen" status was the case, I would be acting like Hatter does on
>> Assault Cube:
>> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
>>
>> Headshotting the wntire team all at once without moving. Enough hyperbole.
>>
>> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
>> *The only benefit is the interface which provides load and unload. I can do
>> all of that with an extra plugin emulating the VSP interface. You have done
>> a good job of blocking namestealers and people who abuse sourcemod, and for
>> that I am sure many servers are more playable.*
>> *
>> I have no analogies.
>>
>> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>> Bad analogy?! Perfect analogy!
>>>
>>> On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
>>>
>>> > If you say that to an alzheimer patient, you have to say it again, and
>>> > again, and again and they each time you say that, they forget it soon
>>> > after. Ok ok, bad analogy but they aren't really paying attention or it
>>> > would be fixed already, along with all the other exploits in the engine.
>>> >
>>> >
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
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Re: [hlds] Master Server Maintenance

2010-04-12 Thread Kyle Sanderson
I'm assuming that's what they're rectifying now ke.

Thanks for the heads up though,
Kyle.

On Mon, Apr 12, 2010 at 1:53 PM, k e  wrote:

> Just a thought. Fix the ghost issue and people won't use old engine files..
>
> On Mon, Apr 12, 2010 at 4:46 PM, Ronny Schedel  >wrote:
>
> >
> > The old engine files for the OB games which also fixes the server info
> bugs
> > and the ghost player issues.
> > The latest OB engine files prevents your server to show up in the master
> > list (could affect Linux or European servers only).
> >
> >
> > > Which old engine files Ronny?
> > >
> > > Thanks,
> > > Kyle.
> > >
> > > On Mon, Apr 12, 2010 at 1:29 PM, Ronny Schedel
> > > wrote:
> > >
> > >>
> > >> This means, also the few servers which uses the old engine files will
> > not
> > >> be
> > >> reachable.
> > >>
> > >>
> > >> > We are performing maintenance today on the Steam master servers that
> > >> > handle dedicated server listings. Throughout the day, some dedicated
> > >> > servers may not list for some users during this maintenance period.
> > >> >
> > >> > --
> > >> > /// Zoid.
> > >> >
> > >> >
> > >> >
> > >> >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >> >
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Michael Krasnow
I think a restricted VSP interface would be good, but if that can't be done
then i would remove it

Sent by my imaginary iPad

On Mon, Apr 12, 2010 at 5:49 PM, Kigen  wrote:

> Indeed, if I wanted to I could create a massive cheat with SourceMod
> and VAC wouldn't do much about it since its SourceMod that is doing it
> since the plugins are simply byte code that SourceMod executes.
>
> On Mon, Apr 12, 2010 at 4:36 PM, Donnie Newlove
>  wrote:
> > Even if that is true that's not the whole truth. A big problem is that
> > completely legitimate tools used on the server side and which works
> > even on listen servers are also active in client mode. This turns
> > admin mods like SourceMod into hacks. Should VAC ban users with a
> > SourceMod install? The only way to solve this in a reasonable manner
> > is to turn this feature off.
> >
> > On Mon, Apr 12, 2010 at 10:10 PM, HL-SDK Synths 
> wrote:
> >> I have the hotdogs, let's now find some sticks on which to roast them.
> >>
> >> Hi, I am the author of the post on G-D you linked to. I appreciate what
> you
> >> have worked for, I truly do. It is unfortunate that more methods are not
> >> available to you (it seems that simple by-name querying is as far as it
> >> goes).
> >>
> >> As for bans, I'd like to clarify that using the plugin interface is no
> way
> >> at all ban proof. If I decide to overwrite game code, I can expect a
> ban. If
> >> this "proofen" status was the case, I would be acting like Hatter does
> on
> >> Assault Cube:
> >> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
> >>
> >> Headshotting the wntire team all at once without moving. Enough
> hyperbole.
> >>
> >> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
> >> *The only benefit is the interface which provides load and unload. I can
> do
> >> all of that with an extra plugin emulating the VSP interface. You have
> done
> >> a good job of blocking namestealers and people who abuse sourcemod, and
> for
> >> that I am sure many servers are more playable.*
> >> *
> >> I have no analogies.
> >>
> >> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane <1nsane...@gmail.com> wrote:
> >>
> >>> Bad analogy?! Perfect analogy!
> >>>
> >>> On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
> >>>
> >>> > If you say that to an alzheimer patient, you have to say it again,
> and
> >>> > again, and again and they each time you say that, they forget it soon
> >>> > after. Ok ok, bad analogy but they aren't really paying attention or
> it
> >>> > would be fixed already, along with all the other exploits in the
> engine.
> >>> >
> >>> >
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >> ___
> >> 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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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Keeper
Unfortunately, you can't restrict it.  They found that out with Server Side
plugins.

The only answer is to remove it.  There will still be other methods, but I
believe those will be VAC detectable.


-Original Message-
From: Michael Krasnow [mailto:mnk...@gmail.com] 
Sent: Monday, April 12, 2010 9:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] The reason for closing server plugin interface on
clients.

I think a restricted VSP interface would be good, but if that can't be done
then i would remove it

Sent by my imaginary iPad


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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread HL-SDK Synths
Hi, memory editing under certain circumstances is safe.

Since you asked: http://en.wikipedia.org/wiki/Virtual_method_table
These are used as lookup tables of functions related to an entity or
interface of sorts. The client (client.dll) provides an interface that
contains a function that constructs a CUserCMD to send/sync to/with the
server. Either way, suppose I have the base of this table (mind you, this is
in the .data section while the program is running, not .code - I believe
that may be the point of VMTs but I am no CS major), and I have the offset
into the table of the function I want. It is not impossible to save the
pointer to the original function, and "detour" the call through my own code
(in a separate module loaded into the game process).

Alternatively, if I were to get the spread calculation CODE and overwrite
that in memory with NOPs, that would get me banned rather quickly (I hope!).
The reason for this is that it shouldn't be hard for someone to check for
modifications to this static, read-only .code section. Checking .data for
modifications? You'll have your work cut out for you.

Hooking VIA MS Detours (great for winAPI redirection and semi-legit uses):
DETECTED
VMT Hooks: UNDETECTED

@Keeper - that is not the case, I have created (and there exist by others)
legitimate programs that inject into games and hook D3D functions (in order
to draw graphics in-game).
Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does this,
etc.

On Mon, Apr 12, 2010 at 5:32 PM, Saul Rennison wrote:

> Well what does trigger VAC then.
>
> Thanks,
> - Saul.
>
>
> On 12 April 2010 22:09, w4rezz  wrote:
>
> > Modifying game memory will NOT trigger in VAC ban. Proof:
> > http://kartoffel-hack.com/
> >
> > 2010/4/12 Saul Rennison :
> > > Yes, the point is: modifying game memory (hooking functions, etc.) will
> > > still trigger VAC.
> > >
> > > Thanks,
> > > - Saul.
> > >
> > >
> > > On 12 April 2010 21:10, HL-SDK Synths  wrote:
> > >
> > >> I have the hotdogs, let's now find some sticks on which to roast them.
> > >>
> > >> Hi, I am the author of the post on G-D you linked to. I appreciate
> what
> > you
> > >> have worked for, I truly do. It is unfortunate that more methods are
> not
> > >> available to you (it seems that simple by-name querying is as far as
> it
> > >> goes).
> > >>
> > >> As for bans, I'd like to clarify that using the plugin interface is no
> > way
> > >> at all ban proof. If I decide to overwrite game code, I can expect a
> > ban.
> > >> If
> > >> this "proofen" status was the case, I would be acting like Hatter does
> > on
> > >> Assault Cube:
> > >> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
> > >>
> > >> Headshotting the wntire team all at once without moving. Enough
> > hyperbole.
> > >>
> > >> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
> > >> *The only benefit is the interface which provides load and unload. I
> can
> > do
> > >> all of that with an extra plugin emulating the VSP interface. You have
> > done
> > >> a good job of blocking namestealers and people who abuse sourcemod,
> and
> > for
> > >> that I am sure many servers are more playable.*
> > >> *
> > >> I have no analogies.
> > >>
> > >> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane <1nsane...@gmail.com> wrote:
> > >>
> > >> > Bad analogy?! Perfect analogy!
> > >> >
> > >> > On Mon, Apr 12, 2010 at 2:53 PM, ics  wrote:
> > >> >
> > >> > > If you say that to an alzheimer patient, you have to say it again,
> > and
> > >> > > again, and again and they each time you say that, they forget it
> > soon
> > >> > > after. Ok ok, bad analogy but they aren't really paying attention
> or
> > it
> > >> > > would be fixed already, along with all the other exploits in the
> > >> engine.
> > >> > >
> > >> > >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >> >
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Keeper
Well, I'm not an expert on VAC.  Also, not sure of all the ways people hack
into games ( source and otherwise ).  But I believe what you said is dead
on.

I believe that's how they will have to resolve this.  It will take some
work, but it's not impossible.  Thanks for the clarification :) 

-Original Message-
From: HL-SDK Synths [mailto:syntron...@gmail.com] 
Sent: Monday, April 12, 2010 10:26 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] The reason for closing server plugin interface on
clients.

Hooking VIA MS Detours (great for winAPI redirection and semi-legit uses):
DETECTED
VMT Hooks: UNDETECTED

@Keeper - that is not the case, I have created (and there exist by others)
legitimate programs that inject into games and hook D3D functions (in order
to draw graphics in-game).
Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does this,
etc.



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