[QUOTE=blackops7799;16252115]Yeah, because adding a black panel across your screen fucks up your console text. :rolleyes:[/QUOTE]
Whats is the ip OH i'd love to know :)
It's just the way Rick coded TS1.
The problem here really isn't running retarded things on clients.
one example is the Clear Decals fucntion in ASSmod: A very handy plugin, and yes, could just run it from the console, but thats what ASSmod is about! simplicity. Now It's been rendered useless.
So how exactly do I go about bypassing this? Why isn't there an option to deactivate?
Funny thing with FCVAR_SERVER_CAN_EXECUTE:
setinfo name "Some other name"
[code]FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo[/code]
So garry resets playernames by the server spamming setinfo on the client. But this new "white-list-system" allows us to change names again.
[QUOTE=aVoN;16261237]Funny thing with FCVAR_SERVER_CAN_EXECUTE:
setinfo name "Some other name"
[code]FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo[/code]
So garry resets playernames by the server spamming setinfo on the client. But this new "white-list-system" allows us to change names again.[/QUOTE]
What an inelegant solution.
I seem to think garry is getting bored and doesn't know what to do with garrysmod.
This bug is really, really annoying.
[QUOTE=Noobulater;16262740]I seem to think garry is getting bored and doesn't know what to do with garrysmod.
This bug is really, really annoying.[/QUOTE]
It's not a bug
[QUOTE=SteveUK;16263185]It's not a bug[/QUOTE]
It is to me.
[QUOTE=Noobulater;16263247]It is to me.[/QUOTE]
then your code sucks then
it broke nothing of mine
it breaks the helpful things. and some of the things we do to make admin life easier.
It broke nothing of mine too. It's just a really stupid and pointless update that you can get around by setting up a usermessage or using SendLua. And no, the ConCommand and RunConCommand doesn't have any of this new restrictions bound to it. It still has the old restrictions. So whats the fucking point of the restrictions on the server? I have still yet to have that answered.
So.. I would like to thank you dumb asses that joined the fake servers and got all their binds fucked up. If you are honestly that dumb to join a 50/10 slot server, you fucking deserve to have your binds fucked up.
So yeah, lets now restrict pretty much every console command in existence, because that will help so much.
[B]Edit:[/B]
Yes, yes. I am dumb for asking a question and not getting the concept of this new command shit. How about instead of hiding behind a rating, you post what you think dipshits.
it works fine
[code]
FCVAR_SERVER_CAN_EXECUTE prevented server running command: bind
FCVAR_SERVER_CAN_EXECUTE prevented server running command: BindToggle
FCVAR_SERVER_CAN_EXECUTE prevented server running command: ent_fire
FCVAR_SERVER_CAN_EXECUTE prevented server running command: toggleconsole
[/code]
[QUOTE=ecabc;16265854]it works fine
[code]
FCVAR_SERVER_CAN_EXECUTE prevented server running command: bind
FCVAR_SERVER_CAN_EXECUTE prevented server running command: BindToggle
FCVAR_SERVER_CAN_EXECUTE prevented server running command: ent_fire
FCVAR_SERVER_CAN_EXECUTE prevented server running command: toggleconsole
[/code][/QUOTE]
I know.. It works fine when using player.ConCommand on the SERVER, but if you setup a usermessage on the server or use sendlua you can get around that and run into the old block garry originally had, allowing you to bypass the NEW block.
What I'm basically getting at is.. why not use the FCVAR_SERVER_CAN_EXECUTE on the original blocked command list?
[QUOTE=blackops7799;16265963]I know.. It works fine when using player.ConCommand on the SERVER, but if you setup a usermessage on the server or use sendlua you can get around that and run into the old block garry originally had, allowing you to bypass the NEW block.
What I'm basically getting at is.. why not use the FCVAR_SERVER_CAN_EXECUTE on the original blocked command list?[/QUOTE]
Because it isn't necessary?
[QUOTE=Skondra;16266100]Because it isn't necessary?[/QUOTE]
That's like saying I shouldn't bother using my foot to kill an ant since this rocket launcher I use takes care of everything. The rocket launcher is just a lazy solution that is total overkill.
You could use the Flag changer to Bypass that if youre tooooo lazy.
What you're forgetting is that previously, the server simply imposed it's will and the clients had no way to refuse. Now, unless you've enabled scriptenforcer, the clients have the potential to say "no fuck off" when you instruct them to run a console command.
[QUOTE=aVoN;16261237]Funny thing with FCVAR_SERVER_CAN_EXECUTE:
setinfo name "Some other name"
[code]FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo
FCVAR_SERVER_CAN_EXECUTE prevented server running command: setinfo[/code]
So garry resets playernames by the server spamming setinfo on the client. But this new "white-list-system" allows us to change names again.[/QUOTE]
That seems almost as if he did it to break Tacoscript, tbh. Why doesn't he want you to change names so bad?
Also, there's the Garry blocks. Previously, the server could run any command. Now they are restricted to exclusively running the commands that Garry sees fit to enable. Perhaps he could make a way for users to add to the clientside blacklist.
[editline]08:33PM[/editline]
ninjas stealing my automerge!
[QUOTE=Lexic;16267172]Also, there's the Garry blocks. Previously, the server could run any command. Now they are restricted to exclusively running the commands that Garry sees fit to enable. Perhaps he could make a way for users to add to the clientside blacklist.[/QUOTE]
Bad idea. This would break quite a few scripts, and limitations on players.
[QUOTE=Lexic;16267129]What you're forgetting is that previously, the server simply imposed it's will and the clients had no way to refuse. Now, unless you've enabled scriptenforcer, the clients have the potential to say "no fuck off" when you instruct them to run a console command.[/QUOTE]
Oh no you didnt get it how it works(or I didnt). Lua tells player to runa command->C++(aka Garry) checks if it has a certain flag.if yes->It sends the player the command to run and Client runs it. If no->Server blocks it! That is different. The client cant tell Fuckk off.
Why Should the client be able to do that, your playing on "Their" Server and you are supposed to obey what "Their" server wants you to do. If you don't want to obey the rules/code of the server then don't fucking join it.
Along with that, garry has also broken countless scripts, gamemodes, plugins, sweps, entities, brushes, and addons. Even though, I took the time to set up my server, make my gamemode and now I gotta go find a poitnless fix to many different parts of my hard written code for some little 10 year-old playing garrysmod.
This seems pretty pointless, asking valve for a flag for 'can command be binded' would probably be more helpful. The thing is though, you can already change the flags of engine based commands with the publicly released cvar2 module so this change is somewhat useless to hindering anyone who where to make clients bind malicious things.
[QUOTE=Jawalt;16267243]Bad idea. This would break quite a few scripts, and limitations on players.[/QUOTE]Clients deciding what commands can be executed on them by their own Lua implementaion would break scripts? How? I don't know of any scripts that require themselves to run commands on themselves in order to do things.
Other than perhaps chat bots. And if a client disables the 'say' command on themselves then tries to run a chatbot, they are clearly a morons.
[QUOTE=commander204;16267606]Oh no you didnt get it how it works(or I didnt). Lua tells player to runa command->C++(aka Garry) checks if it has a certain flag.if yes->It sends the player the command to run and Client runs it. If no->Server blocks it! That is different. The client cant tell Fuckk off.[/QUOTE]
Oh not that. The workaround for this system is to use ply:SendLua([[LocalPlayer():ConCommand("say Hi")]]). Thus an enterprising client can override the ConCommand and RunConsoleCommand functions to decide what does and doesn't get through.
I'm actually really starting to like this update. Bahahaha.
[img]http://img.imagedash.com/lWTK.jpg[/img]
[QUOTE=Lexic;16268819]Clients deciding what commands can be executed on them by their own Lua implementaion would break scripts? How? I don't know of any scripts that require themselves to run commands on themselves in order to do things.
[/QUOTE]
I can't use the stop sounds from my server, which cause many different sounds to overlay
and screws up the whole point of having long music.
Also what is with the hlss block, ever think of the mute button? Some people actually enjoy it, and the others can just mute them.
[QUOTE=Noobulater;16269155]Also what is with the hlss block, ever think of the mute button? Some people actually enjoy it, and the others can just mute them.[/QUOTE]
do "toggle voice_inputfromfile" in console.
-snip-
[QUOTE=slayer3032;16268519]This seems pretty pointless, asking valve for a flag for 'can command be binded' would probably be more helpful. The thing is though, you can already change the flags of engine based commands with the publicly released cvar2 module so this change is somewhat useless to hindering anyone who where to make clients bind malicious things.[/QUOTE]
You can't set flags for a command on the client from a server with cvar2. (Unless the client has the module)
[QUOTE=Noobulater;16269155]I can't use the stop sounds from my server, which cause many different sounds to overlay
and screws up the whole point of having long music.
Also what is with the hlss block, ever think of the mute button? Some people actually enjoy it, and the others can just mute them.[/QUOTE]
You don't appear to be replying to my point. Regardless, if a single client decides that it doesn't wish you to run `stopsounds` on it, then they can live with the noisy consequences of their actions.
Sorry, you need to Log In to post a reply to this thread.