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Client-side plugins?


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UL†RA
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Join Date: Feb 2005
Location: Ludwigsburg, Germany
Old 02-20-2005 , 06:04   Client-side plugins?
Reply With Quote #1

Hi,

is it possible to create client-side only plugins?
Of course with certain restrictions then. I would like to create something
like HLAmp but for source.
It would be great if there was an interface for such client-side plugins.
HLAamp for the old engine used ReadProcessMemory and WriteProcessMemory
to communicate with half-life. But this was a bad idea as VAC detected it as
a cheat and banned you.

Greetz,
ULTRA
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tkaway69
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Join Date: Dec 2004
Location: Millbrook Alabama
Old 02-20-2005 , 09:56  
Reply With Quote #2

I had thought about this as well. When the Sounds for Source Plugin started crashing servers, they said it was dur to server flooding. Would it be possible to have a client side Plugin announce events?
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tkaway69
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Old 02-20-2005 , 11:30  
Reply With Quote #3

Quote:
Originally Posted by tkaway69
I had thought about this as well. When the Sounds for Source Plugin started crashing servers, they said it was due to server flooding. Would it be possible to have a client side Plugin announce events?
Blah I tried to edit and it Did a quote. Nevermind i prob hit the quote button by mistake.
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BAILOPAN
Join Date: Jan 2004
Old 02-20-2005 , 12:06  
Reply With Quote #4

As I understand, this was attemped with HL1. VAC killed it off.
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UL†RA
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Old 02-20-2005 , 12:35  
Reply With Quote #5

So is it possible im HL2? If I join a multiplayer game in CS:S and try to use
the plugin_load command it doesn't say it is a "cheat cvar".

Has anyone tried it yet?
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tkaway69
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Old 02-20-2005 , 12:40  
Reply With Quote #6

Ahh I see... that would jus be another door to allow client hooking. First thing you know some ass is using to hack.
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UL†RA
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Join Date: Feb 2005
Location: Ludwigsburg, Germany
Old 02-20-2005 , 12:53  
Reply With Quote #7

So there is no interface?

Valve could have provided a restricted interface for client-side plugins.
So that you don't have access to the gameplay but to show custom menus
and so on to control your mp3-player or to view IM messages in-game, for example.

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Bad HAL 9000
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Join Date: Mar 2004
Location: Minnesota, USA
Old 02-21-2005 , 09:18  
Reply With Quote #8

HLAmp is not detected by VAC I wish people would stop going on about it. It was detected ONCE and upon finding out, VALVE removed ALL the bans relating to it. Its as if it never happend.


Yes, HL2 client hooking is possible and quite easy. But not in the way you thin k it is.
I suppose I could start writing one. It wouldnt be to hard

Here is a screenshot of my HL1 client hook. I setup a really spiffy WinAMP class to gather all sorts of fun information.
WinAMP Screenshot
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vancelorgin
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Join Date: Dec 2004
Location: san frandisco
Old 02-21-2005 , 11:24  
Reply With Quote #9

First off Valve apparently prefers conformity on the ~server~ pretty heavily, so they obviously enforce client side conformity like nazis. Abolish the cult of the individual!

Secondly if you add a client side plugin interface, it will be used for hacks. However it would probably be easier not to use it (write your own). Any modification to the client Valve considers a cheat, so why would they make a gateway for it.

P.S. http://www16.brinkster.com/flatsa/HLAmp2.htm - HLIrc lives again :s
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Bad HAL 9000
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Old 02-21-2005 , 13:05  
Reply With Quote #10

Quote:
Originally Posted by vancelorgin
First off Valve apparently prefers conformity on the ~server~ pretty heavily, so they obviously enforce client side conformity like nazis. Abolish the cult of the individual!

Secondly if you add a client side plugin interface, it will be used for hacks. However it would probably be easier not to use it (write your own). Any modification to the client Valve considers a cheat, so why would they make a gateway for it.

P.S. http://www16.brinkster.com/flatsa/HLAmp2.htm - HLIrc lives again :s
Exactly, anyone remember clmetamod?
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