when the problem can easily be resolved by not using completely insecure storage methods that is called negligence, also in terms of privacy protection laws
also as users a) can’t tell whether or not their password is transmitted or saved securely, b) generally can’t be trusted to act in their own best interest
Not sure how anywhere we’re stating that we would be a potential attacker?
I never did? i said “safer” than plaintext password storage.
I’m more getting at the fact that attempting to brute-force lets say 58eb7f9a6cbd2435582506a3d56822bbb969d6501eb92cdca572a7e0ab2dd572
would still take a lot of time unless you know that, coincidentally, the password was mydumbpassword
In any case, changing things about it while its still unfinished isn’t even an issue
Thank the education system for vRP2, with integrated license support and integrated whitelisting you should just use vRP2 lol and not sponsored in any way I we just use vRP2.
vRP2 is far from being complete, and should only be used by servers with good developers. So not every server has the option to use it. Though i do hope it grows as expected
no clue how they currently do it but why not do one of the following things:
A) Just inject a dll into steam through manual mapping or loadlibrary, grab steamid or such, and done. [Not recommended, will get you banned for injecting to steam if you play a VAC protected game, also might get account banned]
B) Something like this, https://www.unknowncheats.me/forum/counterstrike-global-offensive/292009-getsteamid-steam-exe.html
credit to device for consulting me and recommending last option.
I understand Steam position here.
By the way they could at least provide a public API just to fetch an Id.
I don’ t get why you need an App hence an AppId for this? do you?
Currently, as a workaround, users can choose to opt out of the Steam beta.
Is that really all it takes?
If you’re using certain popular resources that block joining for a lack of Steam identifier but save on license (e.g. essentialmode), please remove the Steam blocking check from your server before Valve makes changes that will break FiveM Steam integration in its current state permanently.
So is this a client-side or server-side problem?
I was thinking of getting GTA V and there are some sales atm but I’d prefer to buy it on Steam.
Go for it, at the end of the day server owners should adapt to the changes, identifiers have a few other forms (eg; license, discord etc.). So you can still use steam…