> We as players have access to the server binaries to reverse all we want, same with the client files, how is that not having access to both ends?
We do not have equal access to modify the client, so once the client is fixed, it is fixed forever and it cannot be broken by server operators. This is why no one can attach models in TF2 anymore. On Tue, Jun 3, 2014 at 1:16 PM, Eli Witt <[email protected]> wrote: > > No we don't have access to binaries on both ends > > We as players have access to the server binaries to reverse all we want, > same with the client files, how is that not having access to both ends? I > never included the statement of having the ability to modify them both at > runtime. > > My point was validated when you said the ad exploit - this is what I was > referring to and it was found by someone either reverse engineering the > client or simply finding ways to exploit it without reversing it. > > > > > On Mon, Jun 2, 2014 at 5:53 PM, Robert Paulson <[email protected]> > wrote: > >> No we don't have access to binaries on both ends.We cannot get players to >> use client modifications because even if they were willing to download it, >> they would get vacced. >> >> The ad exploit from what I heard was a one time client bug where the big >> motd did not check the motd cvar. Removing community servers from quickplay >> was laziness and not due to any technical impossibility. >> >> If Valve wants a game free of community servers then they should do that >> in their newer games. Can you imagine the outrage that would happen if EA >> pulled the same stunt on Battlefield by throwing all community servers off >> the main list? >> >> >> On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt <[email protected]> wrote: >> >>> Replied to the last message, I'll post this here too. >>> >>> Well, we know from experience just how good Valve is at keeping a lid on >>> things (case in point HL3) so I doubt they're going to acknowledge this in >>> any way unless they see fit to, not because we're disgruntled and asking >>> for information. >>> >>> And for what it's worth, everyone (who's opinion on this list is worth a >>> damn) has thrown out the point that "we're the ones providing the servers >>> for Valve, we're the ones who give their players a place to play etc etc" - >>> but what I think is going unnoticed here is the fact that Valve is >>> obviously taking steps (and increasingly larger ones) to nullify that >>> argument in it's entirety. >>> >>> Perhaps it's time to examine the possibility that Valve is very >>> purposefully forcing community run servers into the minority because >>> they're straight tired of having to play code-counter-code withe people >>> like the fuckjobs who programmed plugins to force ads down players throats >>> and other like-minded stains. >>> >>> We've got the binaries on both ends, and Valve knows this. It's >>> virtually impossible to stop people from being fuckjobs with access to both >>> binaries, so let [Valve] just diminish the footprint the fuckjobs get >>> access by about 90% by forcing people into the servers we can afford to run >>> now that we've monetized TF2. >>> >>> If I was Valve and I made this decision, I wouldn't give a piss whether >>> people who run servers are upset by this or threaten to pull their servers >>> offline because of this decision, because that's the direction I wanted to >>> force you in anyway. >>> >>> Just a thought. >>> >>> >>> On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson <[email protected]> >>> wrote: >>> >>>> Making a new thread because replies are being blocked with "Message >>>> body is too big: 41090 bytes with a limit of 40 KB". >>>> >>>> Complaints here have historically gone ignored but it doesn't mean it >>>> is a bad idea to keep the issue in the spotlight here as well. >>>> >>>> Just make sure you also contact Valve directly. >>>> http://valvesoftware.com/email.php >>>> Some people say Fletcher is in charge of TF2 now so email him too. >>>> >>>> We're really past the point in asking Valve for an "answer". The answer >>>> is probably the same as before: a handful of servers ruined the experience >>>> for a few new players and some lazy players who couldn't be bothered to >>>> type valve in the tags. >>>> >>>> So they threw in some useless features like quickpick and released >>>> server migrations at the same time to shut you up before you realize your >>>> community was also going to get screwed so there would be no huge public >>>> outrage. >>>> >>>> What needs to be done now is to get someone at Valve to realize that >>>> this change did more harm than good and there is evidence to prove it. >>>> >>>> Any other argument we bring up they will consider it biased because we >>>> host servers and somehow that means we don't care about players. >>>> >>>> Ever since the change, global TF2 player counts have steadily been >>>> dropping. Peaks have dipped from 82k to 71k, a 15% loss. And summer >>>> vacation has already started as you can see from the weekday player counts. >>>> >>>> >>>> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=1388563200000&to=End+Time >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>>> >>>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >
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