sv_pure discussion and possible solution
- Natus Zeldrin
- Posts: 6
- Joined: Wed Feb 18, 2009 12:13 pm
- Location: Nuke Silo, Northern Denmark
sv_pure discussion and possible solution
Being a man who uses custom content extensively, I have split feelings towards sv_pure. On one hand, I hate it because it prevents me from using my custom content (skins and sounds) and on the other hand, I love it for preventing wallhacks. Many servers either have sv_pure on or off, but hardly any use the whitelist, which is what I would like to adress here. I have taken the default whitelist from Valve's Developer Community and modified it in such a way that it allows:
- Weapon Skins
- Custom Sounds
- Item (E.G. Ammo Boxes and Medikit) skins
It is uploaded here: http://www.mediafire.com/?yjzmwmmz0zx
All you have to do to get it to work is to replace the old sv_pure_whitelist.txt on your server with this one (DON'T FORGET TO BACKUP!) and set sv_pure 1. Once that's done, people can enjoy their custom content without having to contend with wallhackers using transparent skins.
Contructive critisism and opinions from people who know what they're talking about is welcomed.
- Weapon Skins
- Custom Sounds
- Item (E.G. Ammo Boxes and Medikit) skins
It is uploaded here: http://www.mediafire.com/?yjzmwmmz0zx
All you have to do to get it to work is to replace the old sv_pure_whitelist.txt on your server with this one (DON'T FORGET TO BACKUP!) and set sv_pure 1. Once that's done, people can enjoy their custom content without having to contend with wallhackers using transparent skins.
Contructive critisism and opinions from people who know what they're talking about is welcomed.
- Natus Zeldrin
- Posts: 6
- Joined: Wed Feb 18, 2009 12:13 pm
- Location: Nuke Silo, Northern Denmark
Re: sv_pure discussion and possible solution
Thought I'd show I ain't just all talk and suggest something alternative rather than just moan. 

Re: sv_pure discussion and possible solution
As far as i can see your white list appears to be quite "broad". This seems to allow all kinds of custom sounds. For example, dubious stuff like "custom" footsteps and for example Spy cloak, disguise, failed backstab / successful backstab & decloak sounds should work.
I can only guess that your setting applies to viewmodels (the ones visible on your screen, first person) and worldmodels (those you see on other players and dropped on the ground). Personally, i would only allow viewmodels. That way people can customize their personal weapons, but not throw in a bright pink sniper rifle.
Nothing against custom content, but a proper whitelist should be very specific about which files it allows.
I suggest to be more specific and refer to single files. The syntax of the white list allows for that:materials\... from_steam
models\... from_steam
sound\... allow_from-disk
Weapon models:// Three types of file specifications:
//
// 1. directory\*.* - refers to all files under the directory
// 2. directory\... - refers to all files under the directory and all directories under that (recursively)
// 3. directory\filename - refers to a single file
I can only guess that your setting applies to viewmodels (the ones visible on your screen, first person) and worldmodels (those you see on other players and dropped on the ground). Personally, i would only allow viewmodels. That way people can customize their personal weapons, but not throw in a bright pink sniper rifle.
Nothing against custom content, but a proper whitelist should be very specific about which files it allows.
- DragoonKnight
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Re: sv_pure discussion and possible solution
hmm custom sounds, maybe some UT sounds every time our best snipers headshot us into oblivion
- Natus Zeldrin
- Posts: 6
- Joined: Wed Feb 18, 2009 12:13 pm
- Location: Nuke Silo, Northern Denmark
Re: sv_pure discussion and possible solution
Actually, you're wrong. The "HEADSHOT!" sound he's referring to originates from UT. Heck, it's even in UT3!jased10s wrote:Thats quake sounds dragoon , Nice advice on the tidying up kab.
With regards to kab's suggestions I have made a new version with some error fixes and modifed sound permissions that only allow weapon sounds, menu sounds and game start music.
As for allowing viewmodels without allowing worldmodels, it'll take the duration of a small world war to code, since you have to code it for each individual weapon. I have however made it so that sniper worldmodels cannot be changed, which fixes most of the problem.
The new file is located here: http://www.mediafire.com/?mzizknh1mnz" onclick="window.open(this.href);return false;
- DragoonKnight
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Re: sv_pure discussion and possible solution
cue sad musicjased10s wrote:Ohhh monster kill maybe.... lolz or wicked sick....
Im so old im forgetting tings

- Fester
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Re: sv_pure discussion and possible solution
we had the sounds for a bit sure.. and everyone complained that they we're "DLing" them every time when connecting to server... so we dropped them.. as for the white list i am still not sold on the idea even though he spent the best part of yesterday going on about it in steam to me.. i really dont think he should start a career in sales anyway 

Re: sv_pure discussion and possible solution
Excuse my ignorance about all of this, but if you could load up your own weapons models/skins, surely it would be very easy to create a hacck which would mean that everyone's weapon would be visible from where you are, thus letting you know where all your enemies are?Natus Zeldrin wrote:Actually, you're wrong. The "HEADSHOT!" sound he's referring to originates from UT. Heck, it's even in UT3!jased10s wrote:Thats quake sounds dragoon , Nice advice on the tidying up kab.
With regards to kab's suggestions I have made a new version with some error fixes and modifed sound permissions that only allow weapon sounds, menu sounds and game start music.
As for allowing viewmodels without allowing worldmodels, it'll take the duration of a small world war to code, since you have to code it for each individual weapon. I have however made it so that sniper worldmodels cannot be changed, which fixes most of the problem.
The new file is located here: http://www.mediafire.com/?mzizknh1mnz" onclick="window.open(this.href);return false;
Am I grasping the wrong end of the stick, or would this be possible?
If so, I'd have to be against it!
- Natus Zeldrin
- Posts: 6
- Joined: Wed Feb 18, 2009 12:13 pm
- Location: Nuke Silo, Northern Denmark
Re: sv_pure discussion and possible solution
It can be done, but as I detailed, worldmodels can also be made unmodifiable. However, this would take a long time to code. Instead, I have made the world model for the Sniper Rifle impossible to midfy, which fixes most of the problem. Besides, if you wanted to hack, you would hack the characters, not the weapons. Character mods are not disabled by default, and neither are they currently on the server, so I see no problem there, either.
Re: sv_pure discussion and possible solution
"let us not go to Camelot, for it is a silly place"
sv_pure/whitelist is somewhat broken, has been for aeons.
As an avid user of custom content, you must surely be aware of this...having to restart your client or even delete content when changing servers...or having custom content working on startup but then changing to wireframe(OMGHAX!!) or checkers on level change
worldmodels being unmodifiable would not take a long time to "code"
there is no coding involved, just add an entry for each weapon to the whitelist?!?!? ...hardly a warsworth...
how does fixing for one model fix "most of the problem" tho?
What you are suggesting is more than just a simple file swap, any changes need testing which puts a burden on admin resources, and as can be seen from the responses, may need refinement and rework.
tbh, I can't see the benefit in your suggestions, it seems like more effort than it is worth to bring very little to very few, but these be but my thoughts.
sv_pure/whitelist is somewhat broken, has been for aeons.
As an avid user of custom content, you must surely be aware of this...having to restart your client or even delete content when changing servers...or having custom content working on startup but then changing to wireframe(OMGHAX!!) or checkers on level change
worldmodels being unmodifiable would not take a long time to "code"
there is no coding involved, just add an entry for each weapon to the whitelist?!?!? ...hardly a warsworth...
how does fixing for one model fix "most of the problem" tho?
What you are suggesting is more than just a simple file swap, any changes need testing which puts a burden on admin resources, and as can be seen from the responses, may need refinement and rework.
tbh, I can't see the benefit in your suggestions, it seems like more effort than it is worth to bring very little to very few, but these be but my thoughts.