Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
I would imagine that would be a huge security issue if that were possible.
If a server could force feed me a plugin, and presumably load it, it could
do all manner of evil stuff to my game or my system. That said, it would be
very cool to have a communication option available between a server plugin
and client plugin that was optional. The last patch for Enemy Territory
added the capability for a user controllable pipe between client and server
so raw data could be sent and could be process in callbacks on the client.
Similar capability would be very cool IMO, but forcing the plugin on users
is a big nono in my book. Alternately with the proper knowhow you could
probably establish a seperate connection between a server plugin and client
plugin with your own network code, if there is functionality to get the
client ip in a server plugin. I wouldn't get my hopes up about something
like this though.

J

On 11/16/06, Ratman2000 [EMAIL PROTECTED] wrote:

 Hello,

 thanks for your replay...

 I have tested it out now and have seen, that there is an block in the auto
 download system to download *.dll files...

 When i rename an dll to another format like *.wav there get the file
 downloaded but than i have the problem, that i cant rename the file on the
 client system...

 I have thinked, that i download the files on connecting and after accept
 the
 agreements the client plugin get checking for actions like make an
 screenshot
 or check for an running program like an anti cheat system...

 So there is no way to do it? Valve?

 it where nice, to add an funktion so that we can start downloading the
 client the plugin and the client get an message:

 This Server uses an Client Plugin to play on it... You like to download
 it?
 YES / NO

 So we can make thinks like an Game Server Radio station or other nice
 features... But when he have to install it manually, it dont
 give many players there do it... :(

 I hope anybody have an nice idea!!!

 Thanks for all tips!!!


 With friendly reguards from germany

 Ratman2000

 - Original Message -
 From: Adam amckern Mckern [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, November 17, 2006 7:35 AM
 Subject: Re: [hlcoders] Server Plugin  Client Plugin communication ?


  Hey rat, i think the only way to get people to
  download plugins now is to give them a weblink, i know
  many people will be truning the download content off -
  even though it has been a valid convar for a long
  while.
 
  Adam
 
  --- Ratman2000 [EMAIL PROTECTED] wrote:
 
   Hello,
  
   i like to start a new way to communicat from server
   with clients...
  
   So my idea was it, to load an server plugin and then
   by connecting an client
   plugin is forced to download...
   Now when the player puts in the server, the plugin
   where loaded by server
   command...
  
   But i have tested it, so i found out, that i dont
   can force dll`s to
   download now...
  
   Is there a way to realise an plugin with this
   funktions?
   So i need an funktion, to force the client to
   download the files there are
   needed for the client plugin (like an War screenshot
   plugin or other...)
  
   Is there a way to do it?
  
   I hope you can help me!
  
   Thanks! Sorry for my bad english :)
  
   With friendly Reguards from Germany
  
   Ratman2000
  
  
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view
   the list archives, please visit:
  
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
  
  Nigredo Studios http://www.nigredostudios.com
 
 
 
 

 
 
  Sponsored Link
 
  Mortgage rates near 39yr lows.
  $310k for $999/mo. Calculate new payment!
  www.LowerMyBills.com/lre
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Adam amckern Mckern
Ah i know what you mean now

The .res format that plugins, and plain old servers
use was intrdouced around 1.2 of Gold Source.

If i can think back to a document i read by Jay Wilber
about the format you could only allow map file
formats, wav, txt, bsp, wad, etc, to stop servers
sending unwated exe, com, and dll files that could be
harmful to the clients system.

If you can get enough clout behind the plugin like
with CheatingDeath then you could setup a
client/server hook.

But no, mani mod, and un-modded servers will not send
any 'code' files to the client.

Adam


--- Jeremy Swigart [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I would imagine that would be a huge security issue
 if that were possible.
 If a server could force feed me a plugin, and
 presumably load it, it could
 do all manner of evil stuff to my game or my system.
 That said, it would be
 very cool to have a communication option available
 between a server plugin
 and client plugin that was optional. The last patch
 for Enemy Territory
 added the capability for a user controllable pipe
 between client and server
 so raw data could be sent and could be process in
 callbacks on the client.
 Similar capability would be very cool IMO, but
 forcing the plugin on users
 is a big nono in my book. Alternately with the
 proper knowhow you could
 probably establish a seperate connection between a
 server plugin and client
 plugin with your own network code, if there is
 functionality to get the
 client ip in a server plugin. I wouldn't get my
 hopes up about something
 like this though.

 J

 On 11/16/06, Ratman2000 [EMAIL PROTECTED]
 wrote:
 
  Hello,
 
  thanks for your replay...
 
  I have tested it out now and have seen, that there
 is an block in the auto
  download system to download *.dll files...
 
  When i rename an dll to another format like *.wav
 there get the file
  downloaded but than i have the problem, that i
 cant rename the file on the
  client system...
 
  I have thinked, that i download the files on
 connecting and after accept
  the
  agreements the client plugin get checking for
 actions like make an
  screenshot
  or check for an running program like an anti cheat
 system...
 
  So there is no way to do it? Valve?
 
  it where nice, to add an funktion so that we can
 start downloading the
  client the plugin and the client get an message:
 
  This Server uses an Client Plugin to play on
 it... You like to download
  it?
  YES / NO
 
  So we can make thinks like an Game Server Radio
 station or other nice
  features... But when he have to install it
 manually, it dont
  give many players there do it... :(
 
  I hope anybody have an nice idea!!!
 
  Thanks for all tips!!!
 
 
  With friendly reguards from germany
 
  Ratman2000
 
  - Original Message -
  From: Adam amckern Mckern [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, November 17, 2006 7:35 AM
  Subject: Re: [hlcoders] Server Plugin  Client
 Plugin communication ?
 
 
   Hey rat, i think the only way to get people to
   download plugins now is to give them a weblink,
 i know
   many people will be truning the download content
 off -
   even though it has been a valid convar for a
 long
   while.
  
   Adam
  
   --- Ratman2000 [EMAIL PROTECTED] wrote:
  
Hello,
   
i like to start a new way to communicat from
 server
with clients...
   
So my idea was it, to load an server plugin
 and then
by connecting an client
plugin is forced to download...
Now when the player puts in the server, the
 plugin
where loaded by server
command...
   
But i have tested it, so i found out, that i
 dont
can force dll`s to
download now...
   
Is there a way to realise an plugin with this
funktions?
So i need an funktion, to force the client to
download the files there are
needed for the client plugin (like an War
 screenshot
plugin or other...)
   
Is there a way to do it?
   
I hope you can help me!
   
Thanks! Sorry for my bad english :)
   
With friendly Reguards from Germany
   
Ratman2000
   
   
   
   
   
   
 ___
To unsubscribe, edit your list preferences, or
 view
the list archives, please visit:
   
  

http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
  
  
   
   Nigredo Studios http://www.nigredostudios.com
  
  
  
  
 
 


  
   Sponsored Link
  
   Mortgage rates near 39yr lows.
   $310k for $999/mo. Calculate new payment!
   www.LowerMyBills.com/lre
  
   ___
   To unsubscribe, edit your list preferences, or
 view the list archives,
  please visit:
  

http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
 
  ___
  To unsubscribe, edit your list preferences, 

Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Ratman2000
Hello,

the Problem is, that i am thinking about an Anti Cheat Plugin to find
Aimbots, Wallhacks and other like Punkbuster for CS 1.4?

The problem was, that the cheater have hacked the Buster...

Where there a way to modify the Client Plugin on every server (like random
check intervalls or other)
the Cheat coder cant hack the Buster so fast... So as theory:

Client Anti Cheat Plugin Released and the client downloaded it on Server
1
Client Disconnects and connects on Server 2 but here the Plugin intervalls
and routines are changed (automatically)
He than connects on Server 3 and get an other version that changed too...

So the coder have to find out what algorythm the plugin uses to make an
safe cheat...
But in this time the plugin can find hunderts of cheaters and log it to an
global list...

So when the algorythm is hacked, we only implement an new and put the plugin
with an server plugin auto updater on
every Server without restarting it so the cheaters dont know the new
algorythm and the check find out that they cheat...
So we can catch many cheaters but when the client have to download the
client plugin all times, he dont connect to this servers

So the Plugin where useless

You know what i mean?

The Client download can put up an popup with information like:

===
=== The Server forced you to install the Plugin XXX  ===
===  You want to do it automatically?===
===YESNO
===
===

So the user can choose what to do...
So when i have an Radio Server the player can hear it when he have the
plugin...
I think this is interessting for many players... (not all)

Or an Plugin with Tutorials like an Taktik manager is an nice idea
So one admin programms Taktiks in it and the plugin on client side make the
thinks like lines to follow,
special marks to find special points or points to check before go away and
more... Thats gives the game the
old look like Defusing Bombs and rescue Hostages... And dont only get nice
stats...

But your right... the risk is verry high...
So he can format the harddrive or install trojans...
So a way where to limited the rights to only the HL2 Folders... So we can
make own Windows and other but cant do damage in the system...
You know what i meen?

I think an system like this what i have writen from are interesting many
Plugin Coders becouse the Server Side
funktions are verry verry small... So we can make own Windows on Client an
can Show it with the server side plugin and other thinks...

So, is there an example Client Plugin? (Like the Stub?)

Thanks for your informations!!!

With friendly reguards from germany

Ratman2000

- Original Message -
From: Jeremy Swigart [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, November 17, 2006 9:37 AM
Subject: Re: [hlcoders] Server Plugin  Client Plugin communication ?


 --
 [ Picked text/plain from multipart/alternative ]
 I would imagine that would be a huge security issue if that were possible.
 If a server could force feed me a plugin, and presumably load it, it could
 do all manner of evil stuff to my game or my system. That said, it would
be
 very cool to have a communication option available between a server plugin
 and client plugin that was optional. The last patch for Enemy Territory
 added the capability for a user controllable pipe between client and
server
 so raw data could be sent and could be process in callbacks on the client.
 Similar capability would be very cool IMO, but forcing the plugin on users
 is a big nono in my book. Alternately with the proper knowhow you could
 probably establish a seperate connection between a server plugin and
client
 plugin with your own network code, if there is functionality to get the
 client ip in a server plugin. I wouldn't get my hopes up about something
 like this though.

 J

 On 11/16/06, Ratman2000 [EMAIL PROTECTED] wrote:
 
  Hello,
 
  thanks for your replay...
 
  I have tested it out now and have seen, that there is an block in the
auto
  download system to download *.dll files...
 
  When i rename an dll to another format like *.wav there get the file
  downloaded but than i have the problem, that i cant rename the file on
the
  client system...
 
  I have thinked, that i download the files on connecting and after accept
  the
  agreements the client plugin get checking for actions like make an
  screenshot
  or check for an running program like an anti cheat system...
 
  So there is no way to do it? Valve?
 
  it where nice, to add an funktion so that we can start downloading the
  client the plugin and the client get an message:
 
  This Server uses an Client Plugin to play on it... You like to download
  it?
  YES / NO
 
  So we can make thinks like an Game Server Radio station or other nice
  features... But when he have to install it manually, it dont
  give many 

Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Ratman2000
Hello,

i know that no plugin send code files...
But thinkin on an Trojan... he transforms itself so that Anti Virus cant
find it... With te same shematic
we can create an Anti Cheat by using an algorithym and change it all days...
So Cheater have an hard live...
But with the currently system there is nothin what we can do... And now with
the server command block
we cant not longer check for console commands like aimbot 1

So the update brokes now the last way we can detect cheaters

What can we do now? Nothing...
Nice work... :'(

Why Valve release this updates? Like to kill al plugins? Or why he include
this functions?
With this commands we cant do anny carefull... We can close the game but
thats all...

He gives us the Helper and than put in the client an function to block it...
Nice work :P

I hope valve looks what he do...

i find the game isnt more that what it was... Its only an Cheating and
Fragging game... Nothing more :'(

In CS 1.4 we cant do annythink what we want and nobody hase done carefull
thinks... Jokes ok... but not more...

and now? We cant do anythink... The Plugin system iss verry small, we cant
do anythink with needed funktions like Bullet Count
(Becouse there is no way to count the real shoots...)
and other functions that the community need where dont included... But
functions to cut plugins

I dont understand what goes wrong here

With friendly reguards

Ratman2000

- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, November 17, 2006 10:44 AM
Subject: Re: [hlcoders] Server Plugin  Client Plugin communication ?


 Ah i know what you mean now

 The .res format that plugins, and plain old servers
 use was intrdouced around 1.2 of Gold Source.

 If i can think back to a document i read by Jay Wilber
 about the format you could only allow map file
 formats, wav, txt, bsp, wad, etc, to stop servers
 sending unwated exe, com, and dll files that could be
 harmful to the clients system.

 If you can get enough clout behind the plugin like
 with CheatingDeath then you could setup a
 client/server hook.

 But no, mani mod, and un-modded servers will not send
 any 'code' files to the client.

 Adam


 --- Jeremy Swigart [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  I would imagine that would be a huge security issue
  if that were possible.
  If a server could force feed me a plugin, and
  presumably load it, it could
  do all manner of evil stuff to my game or my system.
  That said, it would be
  very cool to have a communication option available
  between a server plugin
  and client plugin that was optional. The last patch
  for Enemy Territory
  added the capability for a user controllable pipe
  between client and server
  so raw data could be sent and could be process in
  callbacks on the client.
  Similar capability would be very cool IMO, but
  forcing the plugin on users
  is a big nono in my book. Alternately with the
  proper knowhow you could
  probably establish a seperate connection between a
  server plugin and client
  plugin with your own network code, if there is
  functionality to get the
  client ip in a server plugin. I wouldn't get my
  hopes up about something
  like this though.
 
  J
 
  On 11/16/06, Ratman2000 [EMAIL PROTECTED]
  wrote:
  
   Hello,
  
   thanks for your replay...
  
   I have tested it out now and have seen, that there
  is an block in the auto
   download system to download *.dll files...
  
   When i rename an dll to another format like *.wav
  there get the file
   downloaded but than i have the problem, that i
  cant rename the file on the
   client system...
  
   I have thinked, that i download the files on
  connecting and after accept
   the
   agreements the client plugin get checking for
  actions like make an
   screenshot
   or check for an running program like an anti cheat
  system...
  
   So there is no way to do it? Valve?
  
   it where nice, to add an funktion so that we can
  start downloading the
   client the plugin and the client get an message:
  
   This Server uses an Client Plugin to play on
  it... You like to download
   it?
   YES / NO
  
   So we can make thinks like an Game Server Radio
  station or other nice
   features... But when he have to install it
  manually, it dont
   give many players there do it... :(
  
   I hope anybody have an nice idea!!!
  
   Thanks for all tips!!!
  
  
   With friendly reguards from germany
  
   Ratman2000
  
   - Original Message -
   From: Adam amckern Mckern [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Friday, November 17, 2006 7:35 AM
   Subject: Re: [hlcoders] Server Plugin  Client
  Plugin communication ?
  
  
Hey rat, i think the only way to get people to
download plugins now is to give them a weblink,
  i know
many people will be truning the download content
  off -
even though it has been a 

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Ben Everett
Some of the beta testers are having this issue as well, we have MDMPs of the
event and it's crashing inside of HL2 with no trace-back into my code. Going
into offline mode solved the issue only temporarily before Steam won't let
them launch anymore This operation can't be completed while Steam is in
offline mode. Of course they also couldn't join any other games ;)

You can access the MDMP files at
http://obike.thecodevault.net/forsaken_hl2_crashes.rar

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Wednesday, November 15, 2006 7:28 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)

What happens if you put Steam in Offline mode and try to run the map? I
realize that not a fix for a multi-player game but maybe it would be
an interesting data point.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
Swigart
Sent: Wednesday, November 15, 2006 4:46 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

--
[ Picked text/plain from multipart/alternative ] I'm one of the people
experiencing the problem. I'm not sure what I could be running to cause
the problem. It's nothing different than what I run and play any other
map just fine. Attempting to debug it with a forced breakpoint isn't
proving very useful. It would appears to be something steam is doing,
and I can't really debug steam. We've been playtesting several maps
regularly and this is the first map that this problem has come up in.
Not sure where to go next with this. The biggest annoyance of the
problem is how it leaves the system in a jacked up state that only seems
to be resolved by a reboot.

Jeremy

On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote:

 I'm experiencing a possibly related bug.  I have experienced similar
 problems (map almost loads, then Steam goes to 99% CPU) when running
 other software.  Specifically, Stani's Python Editor (
 http://stani.be/python/spe/blog/ ) causes the problem regularly.  My
 workaround is just exiting SPE before running my mod.  Other Steam
 programs cause the same problem, I can't open Hammer when running SPE
 either.  If I'm not running SPE, though, everything's fine.

 Is it possible that other members of your team happen to be running
 other software when testing that map?

 Nate

 On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED]
wrote:
  Well, these 4-5 people can run other maps just fine.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jed
  Sent: Wednesday, November 15, 2006 08:27
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)
 
  Check what firewall software their using.
 
  Peerguardian2 with certain block lists will prevent Steam accessing
  Valve's servers. It's best to disable it while Steam loads.
 
  ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from
  connecting and even if running a local listen server it stops it
  looping back on itself and it'll make things hang. It's often hard
  to notice if you're running in fullscreen as it covers the alert.
  It's best to put it into Game Mode with Allow as the default
response.
 
  I've had similar problems experiences that came down to those two
  pieces of software.
 
  - Jed
 
  On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ] We're having an
   issue in our mod where one of the maps won't load for
  like 5
   of the mod members. Most of us can load it fine, but for about 5
  members the
   map begins to load normally, at when the loading bar fills up, the
  game
   hangs, the computer becomes very unresponsive, and steam.exe chews

   up
  99%
   cpu, while the hl2.exe sits idle. Shutting down hl2.exe through
   task
  manager
   is the only way to get out of this mess, and afterwards the system

   is screwed up, and running hl2 again won't even get to the main
   menu
  without
   doing the same thing, so we must reboot, even restarting steam
   doesn't
  fix
   this part. Seems that steam possibly gets stuck in an infinite
   loop
  doing
   something near the end of the loading process or something. As of
   yet
  we
   haven't identified any common traits among the people it happens
   to,
  but
   it's a serious problem that we can't really debug.
  
   Anyone hear of any issues like this and/or have any ideas as to
   what
  may be
   the problem?
  
   Thanks
   Jeremy
   --
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  

Re: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Yall are actually getting crashes? After how long? After 10 or so minutes of
near unresponsive computer with steam pegging at 99% I shut it down with
task manager.

J

On 11/17/06, Ben Everett [EMAIL PROTECTED] wrote:

 Some of the beta testers are having this issue as well, we have MDMPs of
 the
 event and it's crashing inside of HL2 with no trace-back into my code.
 Going
 into offline mode solved the issue only temporarily before Steam won't let
 them launch anymore This operation can't be completed while Steam is in
 offline mode. Of course they also couldn't join any other games ;)

 You can access the MDMP files at
 http://obike.thecodevault.net/forsaken_hl2_crashes.rar

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
 Sent: Wednesday, November 15, 2006 7:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)

 What happens if you put Steam in Offline mode and try to run the map? I
 realize that not a fix for a multi-player game but maybe it would be
 an interesting data point.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Swigart
 Sent: Wednesday, November 15, 2006 4:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

 --
 [ Picked text/plain from multipart/alternative ] I'm one of the people
 experiencing the problem. I'm not sure what I could be running to cause
 the problem. It's nothing different than what I run and play any other
 map just fine. Attempting to debug it with a forced breakpoint isn't
 proving very useful. It would appears to be something steam is doing,
 and I can't really debug steam. We've been playtesting several maps
 regularly and this is the first map that this problem has come up in.
 Not sure where to go next with this. The biggest annoyance of the
 problem is how it leaves the system in a jacked up state that only seems
 to be resolved by a reboot.

 Jeremy

 On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote:
 
  I'm experiencing a possibly related bug.  I have experienced similar
  problems (map almost loads, then Steam goes to 99% CPU) when running
  other software.  Specifically, Stani's Python Editor (
  http://stani.be/python/spe/blog/ ) causes the problem regularly.  My
  workaround is just exiting SPE before running my mod.  Other Steam
  programs cause the same problem, I can't open Hammer when running SPE
  either.  If I'm not running SPE, though, everything's fine.
 
  Is it possible that other members of your team happen to be running
  other software when testing that map?
 
  Nate
 
  On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED]
 wrote:
   Well, these 4-5 people can run other maps just fine.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jed
   Sent: Wednesday, November 15, 2006 08:27
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)
  
   Check what firewall software their using.
  
   Peerguardian2 with certain block lists will prevent Steam accessing
   Valve's servers. It's best to disable it while Steam loads.
  
   ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from
   connecting and even if running a local listen server it stops it
   looping back on itself and it'll make things hang. It's often hard
   to notice if you're running in fullscreen as it covers the alert.
   It's best to put it into Game Mode with Allow as the default
 response.
  
   I've had similar problems experiences that came down to those two
   pieces of software.
  
   - Jed
  
   On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ] We're having an
issue in our mod where one of the maps won't load for
   like 5
of the mod members. Most of us can load it fine, but for about 5
   members the
map begins to load normally, at when the loading bar fills up, the
   game
hangs, the computer becomes very unresponsive, and steam.exe chews

up
   99%
cpu, while the hl2.exe sits idle. Shutting down hl2.exe through
task
   manager
is the only way to get out of this mess, and afterwards the system

is screwed up, and running hl2 again won't even get to the main
menu
   without
doing the same thing, so we must reboot, even restarting steam
doesn't
   fix
this part. Seems that steam possibly gets stuck in an infinite
loop
   doing
something near the end of the loading process or something. As of
yet
   we
haven't identified any common traits among the people it happens
to,
   but
it's a serious problem that we can't really debug.
   
Anyone hear of any issues like this and/or have any ideas as to
what
   may be
the problem?
   
Thanks
   

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Alfred Reynolds
These dumps are all from the same point in the Source engine (during
initial client signon to the server), we will look into why/how this is
happening.

- Alfred

Ben Everett wrote:
 Some of the beta testers are having this issue as well, we have MDMPs
 of the
 event and it's crashing inside of HL2 with no trace-back into my
 code. Going
 into offline mode solved the issue only temporarily before Steam
 won't let
 them launch anymore This operation can't be completed while Steam is
 in
 offline mode. Of course they also couldn't join any other games ;)

 You can access the MDMP files at
 http://obike.thecodevault.net/forsaken_hl2_crashes.rar

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike
 Durand
 Sent: Wednesday, November 15, 2006 7:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)

 What happens if you put Steam in Offline mode and try to run the map?
 I
 realize that not a fix for a multi-player game but maybe it would be
 an interesting data point.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Swigart
 Sent: Wednesday, November 15, 2006 4:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

 --
 [ Picked text/plain from multipart/alternative ] I'm one of the people
 experiencing the problem. I'm not sure what I could be running to
 cause
 the problem. It's nothing different than what I run and play any other
 map just fine. Attempting to debug it with a forced breakpoint isn't
 proving very useful. It would appears to be something steam is doing,
 and I can't really debug steam. We've been playtesting several maps
 regularly and this is the first map that this problem has come up in.
 Not sure where to go next with this. The biggest annoyance of the
 problem is how it leaves the system in a jacked up state that only
 seems
 to be resolved by a reboot.

 Jeremy

 On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote:

 I'm experiencing a possibly related bug.  I have experienced similar
 problems (map almost loads, then Steam goes to 99% CPU) when running
 other software.  Specifically, Stani's Python Editor (
 http://stani.be/python/spe/blog/ ) causes the problem regularly.  My
 workaround is just exiting SPE before running my mod.  Other Steam
 programs cause the same problem, I can't open Hammer when running SPE
 either.  If I'm not running SPE, though, everything's fine.

 Is it possible that other members of your team happen to be running
 other software when testing that map?

 Nate

 On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED]
 wrote:
 Well, these 4-5 people can run other maps just fine.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jed
 Sent: Wednesday, November 15, 2006 08:27
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

 Check what firewall software their using.

 Peerguardian2 with certain block lists will prevent Steam accessing
 Valve's servers. It's best to disable it while Steam loads.

 ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from
 connecting and even if running a local listen server it stops it
 looping back on itself and it'll make things hang. It's often hard
 to notice if you're running in fullscreen as it covers the alert.
 It's best to put it into Game Mode with Allow as the default
 response.

 I've had similar problems experiences that came down to those two
 pieces of software.

 - Jed

 On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ] We're having an
 issue in our mod where one of the maps won't load for like 5
 of the mod members. Most of us can load it fine, but for about 5
 members the map begins to load normally, at when the loading bar
 fills up, the game hangs, the computer becomes very unresponsive,
 and steam.exe chews

 up
 99%
 cpu, while the hl2.exe sits idle. Shutting down hl2.exe through
 task
 manager
 is the only way to get out of this mess, and afterwards the system

 is screwed up, and running hl2 again won't even get to the main
 menu
 without
 doing the same thing, so we must reboot, even restarting steam
 doesn't
 fix
 this part. Seems that steam possibly gets stuck in an infinite
 loop
 doing
 something near the end of the loading process or something. As of
 yet
 we
 haven't identified any common traits among the people it happens
 to,
 but
 it's a serious problem that we can't really debug.

 Anyone hear of any issues like this and/or have any ideas as to
 what
 may be
 the problem?

 Thanks
 Jeremy
 --

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 

[hlcoders] Engine Updates passed onto Source SDK Base?

2006-11-17 Thread Adam amckern Mckern
Hey!

I would like to know when the engine updates from last
week will be applied to the Source SDK Base, becuase
there is some stuff there - namely 'Large Packets'
that i would like to apply to my own game.

Packets range from 320KB to almost 2MB out side the
255Kb limit according to the console warnings.

Adam


Nigredo Studios http://www.nigredostudios.com




Do you Yahoo!?
Everyone is raving about the all-new Yahoo! Mail beta.
http://new.mail.yahoo.com

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Ben Everett
Sometimes it'll hang, and just mess up. Others it will crash just when
loading is finishing. And the majority of the time it'll hang, and then
it'll crash with those. Those MDMP files are from two different users.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart
Sent: Friday, November 17, 2006 5:25 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

--
[ Picked text/plain from multipart/alternative ]
Yall are actually getting crashes? After how long? After 10 or so minutes of
near unresponsive computer with steam pegging at 99% I shut it down with
task manager.

J

On 11/17/06, Ben Everett [EMAIL PROTECTED] wrote:

 Some of the beta testers are having this issue as well, we have MDMPs of
 the
 event and it's crashing inside of HL2 with no trace-back into my code.
 Going
 into offline mode solved the issue only temporarily before Steam won't let
 them launch anymore This operation can't be completed while Steam is in
 offline mode. Of course they also couldn't join any other games ;)

 You can access the MDMP files at
 http://obike.thecodevault.net/forsaken_hl2_crashes.rar

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
 Sent: Wednesday, November 15, 2006 7:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)

 What happens if you put Steam in Offline mode and try to run the map? I
 realize that not a fix for a multi-player game but maybe it would be
 an interesting data point.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Swigart
 Sent: Wednesday, November 15, 2006 4:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

 --
 [ Picked text/plain from multipart/alternative ] I'm one of the people
 experiencing the problem. I'm not sure what I could be running to cause
 the problem. It's nothing different than what I run and play any other
 map just fine. Attempting to debug it with a forced breakpoint isn't
 proving very useful. It would appears to be something steam is doing,
 and I can't really debug steam. We've been playtesting several maps
 regularly and this is the first map that this problem has come up in.
 Not sure where to go next with this. The biggest annoyance of the
 problem is how it leaves the system in a jacked up state that only seems
 to be resolved by a reboot.

 Jeremy

 On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote:
 
  I'm experiencing a possibly related bug.  I have experienced similar
  problems (map almost loads, then Steam goes to 99% CPU) when running
  other software.  Specifically, Stani's Python Editor (
  http://stani.be/python/spe/blog/ ) causes the problem regularly.  My
  workaround is just exiting SPE before running my mod.  Other Steam
  programs cause the same problem, I can't open Hammer when running SPE
  either.  If I'm not running SPE, though, everything's fine.
 
  Is it possible that other members of your team happen to be running
  other software when testing that map?
 
  Nate
 
  On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED]
 wrote:
   Well, these 4-5 people can run other maps just fine.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jed
   Sent: Wednesday, November 15, 2006 08:27
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)
  
   Check what firewall software their using.
  
   Peerguardian2 with certain block lists will prevent Steam accessing
   Valve's servers. It's best to disable it while Steam loads.
  
   ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from
   connecting and even if running a local listen server it stops it
   looping back on itself and it'll make things hang. It's often hard
   to notice if you're running in fullscreen as it covers the alert.
   It's best to put it into Game Mode with Allow as the default
 response.
  
   I've had similar problems experiences that came down to those two
   pieces of software.
  
   - Jed
  
   On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ] We're having an
issue in our mod where one of the maps won't load for
   like 5
of the mod members. Most of us can load it fine, but for about 5
   members the
map begins to load normally, at when the loading bar fills up, the
   game
hangs, the computer becomes very unresponsive, and steam.exe chews

up
   99%
cpu, while the hl2.exe sits idle. Shutting down hl2.exe through
task
   manager
is the only way to get out of this mess, and afterwards the system

is screwed up, and running hl2 again won't even get to the main
menu
   without
doing the same thing, so we must reboot, even 

[hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Frazer
For those who may not be following other forums - check this thread out on
the mani forum.

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
03.15


The growing consensus seems to be in favour of a mani mod update that kicks
players with the default setting, which was applied for them courtesy of
Valve.  Posts in this forum seem to be landing on deaf ears - but I suspect
that if this little movement picks up momentum - then its really going to
get ugly fast.

Valve:  realize and admit the mistake and fix it.  Admins are NOT your enemy
- not yet, at least.   If this auto-kicking thing takes hold, then your
PAYING customers are going to feel it.

And one more thing Valve - have the balls and courtesy to respond to the
concerns being expressed here.



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Nick

Your link is broken.

The correct link is
http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=3303.15;


On 11/17/06, Frazer [EMAIL PROTECTED] wrote:

For those who may not be following other forums - check this thread out on
the mani forum.

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
03.15


The growing consensus seems to be in favour of a mani mod update that kicks
players with the default setting, which was applied for them courtesy of
Valve.  Posts in this forum seem to be landing on deaf ears - but I suspect
that if this little movement picks up momentum - then its really going to
get ugly fast.

Valve:  realize and admit the mistake and fix it.  Admins are NOT your enemy
- not yet, at least.   If this auto-kicking thing takes hold, then your
PAYING customers are going to feel it.

And one more thing Valve - have the balls and courtesy to respond to the
concerns being expressed here.



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Adam \amckern\ Mckern
I dont understand why you sending it to the coders
mail list - if you want to talk to valve email them
directly, you can find there contact addreses on the
VDC.

Adam


--- Nick [EMAIL PROTECTED] wrote:

 Your link is broken.

 The correct link is

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=3303.15;


 On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
  For those who may not be following other forums -
 check this thread out on
  the mani forum.
 
 

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
  03.15
 
 
  The growing consensus seems to be in favour of a
 mani mod update that kicks
  players with the default setting, which was
 applied for them courtesy of
  Valve.  Posts in this forum seem to be landing on
 deaf ears - but I suspect
  that if this little movement picks up momentum -
 then its really going to
  get ugly fast.
 
  Valve:  realize and admit the mistake and fix it.
 Admins are NOT your enemy
  - not yet, at least.   If this auto-kicking thing
 takes hold, then your
  PAYING customers are going to feel it.
 
  And one more thing Valve - have the balls and
 courtesy to respond to the
  concerns being expressed here.
 
 
 
  ___
  To unsubscribe, edit your list preferences, or
 view the list archives, please visit:
 

http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 ___
 To unsubscribe, edit your list preferences, or view
 the list archives, please visit:

http://list.valvesoftware.com/mailman/listinfo/hlcoders





Nigredo Studios http://www.nigredostudios.com




Sponsored Link

Mortgage rates near 39yr lows.
$510k for $1,698/mo. Calculate new payment!
www.LowerMyBills.com/lre

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Jeffrey \botman\ Broome

Frazer wrote:

For those who may not be following other forums - check this thread out on
the mani forum.

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
03.15


For anyone who has'nt seen this, Valve have added the command :

cl_restrict_server_commands

Which makes it impossible for any plugin to carry out changes to client
variables...

This means rate hackers will now have free reign as we cannot change
their rates, we probably won't even be able to detect what they are set
to. It also means you cannot set sounds, skins or anything else which
involves client exec.

To me this seems analogous to blocking JavaScript in my web browser.  If
I don't want some server admin screwing with my settings, I should have
the ability to control what someone else does to my machine.

You, as a server operator, are free to prevent anyone from joining your
server, so assuming you have the ability to retrieve the value of this
cvar from the client, you would be able to control who plays on your server.

It sounds like Valve gave customers the ability to restrict an exploit
in their game.  I would bet there are an order of magnitude more servers
running straight vanilla CS or DoD code on them than there are servers
running plugins that modify customer's settings.  If Valve wants to
protect a customer's machine from being modified by some unknown server
that they connect to, why shouldn't that be the default option?  People
that want to connect to servers that modify the customer's settings can
be told how to disable this cvar.

--
Jeffrey botman Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
I don't think cl_restrict_server_commands is a mistake or bug. If there are
exploitable client cvars that need to be monitored by a server plugin, those
exploits need to be fixed. Officially supported fixes (not Mani-mod client
cvar enforcement) carry the benefit of games that are harder to exploit out
of the box, and we don't have to worry about malicious server admins having
unwanted access to client settings.

Think of a web-page that has the ability to change your web browser
settings. It might be nice for a web designer to stick his site in your
bookmarks or make sure you don't set your font size too large and break his
layout, but, it's your web browser and your browsing preferences shouldn't
have anything to do with the web-page author.

I wouldn't address Valve like morons or cowards, it's impolite. Your point
has some merit but the new cvar is hardly an outrage: why can't admins just
use Mani-mod to kick/warn users who set their rate too high, instead of
setting the rate for them?

Regards,

Paul

On 11/17/06, Frazer [EMAIL PROTECTED] wrote:

 For those who may not be following other forums - check this thread out on
 the mani forum.


 http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
 03.15


 The growing consensus seems to be in favour of a mani mod update that
 kicks
 players with the default setting, which was applied for them courtesy of
 Valve.  Posts in this forum seem to be landing on deaf ears - but I
 suspect
 that if this little movement picks up momentum - then its really going to
 get ugly fast.

 Valve:  realize and admit the mistake and fix it.  Admins are NOT your
 enemy
 - not yet, at least.   If this auto-kicking thing takes hold, then your
 PAYING customers are going to feel it.

 And one more thing Valve - have the balls and courtesy to respond to the
 concerns being expressed here.



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Yeah I love it when some 14 year old server admin fucks with my settings and
sets my fire command to a suicide command.

This is a good console command that was lng overdue.

On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I don't think cl_restrict_server_commands is a mistake or bug. If there
 are
 exploitable client cvars that need to be monitored by a server plugin,
 those
 exploits need to be fixed. Officially supported fixes (not Mani-mod client
 cvar enforcement) carry the benefit of games that are harder to exploit
 out
 of the box, and we don't have to worry about malicious server admins
 having
 unwanted access to client settings.

 Think of a web-page that has the ability to change your web browser
 settings. It might be nice for a web designer to stick his site in your
 bookmarks or make sure you don't set your font size too large and break
 his
 layout, but, it's your web browser and your browsing preferences shouldn't
 have anything to do with the web-page author.

 I wouldn't address Valve like morons or cowards, it's impolite. Your point
 has some merit but the new cvar is hardly an outrage: why can't admins
 just
 use Mani-mod to kick/warn users who set their rate too high, instead of
 setting the rate for them?

 Regards,

 Paul

 On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
 
  For those who may not be following other forums - check this thread out
 on
  the mani forum.
 
 
 
 http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
  03.15
 
 
  The growing consensus seems to be in favour of a mani mod update that
  kicks
  players with the default setting, which was applied for them courtesy of
  Valve.  Posts in this forum seem to be landing on deaf ears - but I
  suspect
  that if this little movement picks up momentum - then its really going
 to
  get ugly fast.
 
  Valve:  realize and admit the mistake and fix it.  Admins are NOT your
  enemy
  - not yet, at least.   If this auto-kicking thing takes hold, then your
  PAYING customers are going to feel it.
 
  And one more thing Valve - have the balls and courtesy to respond to the
  concerns being expressed here.
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
- Benjamin Davison
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread David Anderson

I think you're missing a few of the important points.  Yes, it's
important to have this feature, but:

a) It broke binary and source level backwards compatibility.  That's a
big no-no.
b) It restricts all commands, which is unnecessary.  A better solution
would be to flag the commands which need to be protected, or to flag
things registered in the client.  This would plugins continue to
register and trigger their own commands, preserving compatibility.
c) It defaults to on, which going back to a), breaks expected functionality.
d) Going back to a) again, for an update like this, forewarning would be
nice.

Those are the issues I have with it, at least.

   ~dvander
   http://www.bailopan.net/

Benjamin Davison wrote:

--
[ Picked text/plain from multipart/alternative ]
Yeah I love it when some 14 year old server admin fucks with my settings and
sets my fire command to a suicide command.

This is a good console command that was lng overdue.

On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
I don't think cl_restrict_server_commands is a mistake or bug. If there
are
exploitable client cvars that need to be monitored by a server plugin,
those
exploits need to be fixed. Officially supported fixes (not Mani-mod client
cvar enforcement) carry the benefit of games that are harder to exploit
out
of the box, and we don't have to worry about malicious server admins
having
unwanted access to client settings.

Think of a web-page that has the ability to change your web browser
settings. It might be nice for a web designer to stick his site in your
bookmarks or make sure you don't set your font size too large and break
his
layout, but, it's your web browser and your browsing preferences shouldn't
have anything to do with the web-page author.

I wouldn't address Valve like morons or cowards, it's impolite. Your point
has some merit but the new cvar is hardly an outrage: why can't admins
just
use Mani-mod to kick/warn users who set their rate too high, instead of
setting the rate for them?

Regards,

Paul

On 11/17/06, Frazer [EMAIL PROTECTED] wrote:

For those who may not be following other forums - check this thread out

on

the mani forum.




http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33

03.15


The growing consensus seems to be in favour of a mani mod update that
kicks
players with the default setting, which was applied for them courtesy of
Valve.  Posts in this forum seem to be landing on deaf ears - but I
suspect
that if this little movement picks up momentum - then its really going

to

get ugly fast.

Valve:  realize and admit the mistake and fix it.  Admins are NOT your
enemy
- not yet, at least.   If this auto-kicking thing takes hold, then your
PAYING customers are going to feel it.

And one more thing Valve - have the balls and courtesy to respond to the
concerns being expressed here.



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders





--
- Benjamin Davison
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Nick

You have mentioned some good points. I am curious though which
commands you would restrict? About it being default on, the problem is
that users that know enough to enable cl_restrict_server_commands 1,
are not the ones that need the command the most. The users that do not
know how to set cl_restrict_server_commands 1 are the users that
need it enabled the most.



On 11/18/06, David Anderson [EMAIL PROTECTED] wrote:

I think you're missing a few of the important points.  Yes, it's
important to have this feature, but:

a) It broke binary and source level backwards compatibility.  That's a
big no-no.
b) It restricts all commands, which is unnecessary.  A better solution
would be to flag the commands which need to be protected, or to flag
things registered in the client.  This would plugins continue to
register and trigger their own commands, preserving compatibility.
c) It defaults to on, which going back to a), breaks expected functionality.
d) Going back to a) again, for an update like this, forewarning would be
nice.

Those are the issues I have with it, at least.

~dvander
http://www.bailopan.net/

Benjamin Davison wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Yeah I love it when some 14 year old server admin fucks with my settings and
 sets my fire command to a suicide command.

 This is a good console command that was lng overdue.

 On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I don't think cl_restrict_server_commands is a mistake or bug. If there
 are
 exploitable client cvars that need to be monitored by a server plugin,
 those
 exploits need to be fixed. Officially supported fixes (not Mani-mod client
 cvar enforcement) carry the benefit of games that are harder to exploit
 out
 of the box, and we don't have to worry about malicious server admins
 having
 unwanted access to client settings.

 Think of a web-page that has the ability to change your web browser
 settings. It might be nice for a web designer to stick his site in your
 bookmarks or make sure you don't set your font size too large and break
 his
 layout, but, it's your web browser and your browsing preferences shouldn't
 have anything to do with the web-page author.

 I wouldn't address Valve like morons or cowards, it's impolite. Your point
 has some merit but the new cvar is hardly an outrage: why can't admins
 just
 use Mani-mod to kick/warn users who set their rate too high, instead of
 setting the rate for them?

 Regards,

 Paul

 On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
 For those who may not be following other forums - check this thread out
 on
 the mani forum.



 http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33
 03.15


 The growing consensus seems to be in favour of a mani mod update that
 kicks
 players with the default setting, which was applied for them courtesy of
 Valve.  Posts in this forum seem to be landing on deaf ears - but I
 suspect
 that if this little movement picks up momentum - then its really going
 to
 get ugly fast.

 Valve:  realize and admit the mistake and fix it.  Admins are NOT your
 enemy
 - not yet, at least.   If this auto-kicking thing takes hold, then your
 PAYING customers are going to feel it.

 And one more thing Valve - have the balls and courtesy to respond to the
 concerns being expressed here.



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Benjamin Davison
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread David Anderson

Yes, good point, that's unfortunate but true.  I can't say I'm a good
person to ask which commands, as I'm not very familiar with the client
:) But I can take a guess that anything having to do with binds/aliases
or client-side settings (i.e. cl_*) is fair game.

I just think that at the very least, things that are sent from the
server and aren't handled by the client should be properly passed back
to the server.  Obviously, users can use IServerPluginHelpers to
simulate this, but I'm a big stickler for preserving backwards
compatibility.  Especially in this case when we're not even dealing with
binary hacks.

   ~dvander
   http://www.bailopan.net/

Nick wrote:

You have mentioned some good points. I am curious though which
commands you would restrict? About it being default on, the problem is
that users that know enough to enable cl_restrict_server_commands 1,
are not the ones that need the command the most. The users that do not
know how to set cl_restrict_server_commands 1 are the users that
need it enabled the most.



On 11/18/06, David Anderson [EMAIL PROTECTED] wrote:

I think you're missing a few of the important points.  Yes, it's
important to have this feature, but:

a) It broke binary and source level backwards compatibility.  That's a
big no-no.
b) It restricts all commands, which is unnecessary.  A better solution
would be to flag the commands which need to be protected, or to flag
things registered in the client.  This would plugins continue to
register and trigger their own commands, preserving compatibility.
c) It defaults to on, which going back to a), breaks expected
functionality.
d) Going back to a) again, for an update like this, forewarning would be
nice.

Those are the issues I have with it, at least.

~dvander
http://www.bailopan.net/

Benjamin Davison wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Yeah I love it when some 14 year old server admin fucks with my
settings and
 sets my fire command to a suicide command.

 This is a good console command that was lng overdue.

 On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I don't think cl_restrict_server_commands is a mistake or bug. If
there
 are
 exploitable client cvars that need to be monitored by a server plugin,
 those
 exploits need to be fixed. Officially supported fixes (not Mani-mod
client
 cvar enforcement) carry the benefit of games that are harder to
exploit
 out
 of the box, and we don't have to worry about malicious server admins
 having
 unwanted access to client settings.

 Think of a web-page that has the ability to change your web browser
 settings. It might be nice for a web designer to stick his site in
your
 bookmarks or make sure you don't set your font size too large and
break
 his
 layout, but, it's your web browser and your browsing preferences
shouldn't
 have anything to do with the web-page author.

 I wouldn't address Valve like morons or cowards, it's impolite.
Your point
 has some merit but the new cvar is hardly an outrage: why can't admins
 just
 use Mani-mod to kick/warn users who set their rate too high,
instead of
 setting the rate for them?

 Regards,

 Paul

 On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
 For those who may not be following other forums - check this
thread out
 on
 the mani forum.




http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33

 03.15


 The growing consensus seems to be in favour of a mani mod update that
 kicks
 players with the default setting, which was applied for them
courtesy of
 Valve.  Posts in this forum seem to be landing on deaf ears - but I
 suspect
 that if this little movement picks up momentum - then its really
going
 to
 get ugly fast.

 Valve:  realize and admit the mistake and fix it.  Admins are NOT
your
 enemy
 - not yet, at least.   If this auto-kicking thing takes hold, then
your
 PAYING customers are going to feel it.

 And one more thing Valve - have the balls and courtesy to respond
to the
 concerns being expressed here.



 ___
 To unsubscribe, edit your list preferences, or view the list
archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Benjamin Davison
 --

 ___
 To unsubscribe, edit your list preferences, or view the list
archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Ratman2000

Hello,

my biggest problem with the update is, that it brokes my Quake Sounds
System... I have exect on the client the play command...
But what can i now do???


=]-RS-[=Ratman2000 connected
cl_restrict_server_commands (= 1) prevented server running command: play
/ratmod/connect_sounds/tachmusik.mp3

Is there another way, to play the sound by the user???

I hope anybody can helps me!

Thanks!

With friendly reguards from Germany

Ratman2000

- Original Message -
From: David Anderson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 18, 2006 8:18 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco



Yes, good point, that's unfortunate but true.  I can't say I'm a good
person to ask which commands, as I'm not very familiar with the client
:) But I can take a guess that anything having to do with binds/aliases
or client-side settings (i.e. cl_*) is fair game.

I just think that at the very least, things that are sent from the
server and aren't handled by the client should be properly passed back
to the server.  Obviously, users can use IServerPluginHelpers to
simulate this, but I'm a big stickler for preserving backwards
compatibility.  Especially in this case when we're not even dealing with
binary hacks.

   ~dvander
   http://www.bailopan.net/

Nick wrote:

You have mentioned some good points. I am curious though which
commands you would restrict? About it being default on, the problem is
that users that know enough to enable cl_restrict_server_commands 1,
are not the ones that need the command the most. The users that do not
know how to set cl_restrict_server_commands 1 are the users that
need it enabled the most.



On 11/18/06, David Anderson [EMAIL PROTECTED] wrote:

I think you're missing a few of the important points.  Yes, it's
important to have this feature, but:

a) It broke binary and source level backwards compatibility.  That's a
big no-no.
b) It restricts all commands, which is unnecessary.  A better solution
would be to flag the commands which need to be protected, or to flag
things registered in the client.  This would plugins continue to
register and trigger their own commands, preserving compatibility.
c) It defaults to on, which going back to a), breaks expected
functionality.
d) Going back to a) again, for an update like this, forewarning would be
nice.

Those are the issues I have with it, at least.

~dvander
http://www.bailopan.net/

Benjamin Davison wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Yeah I love it when some 14 year old server admin fucks with my
settings and
 sets my fire command to a suicide command.

 This is a good console command that was lng overdue.

 On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I don't think cl_restrict_server_commands is a mistake or bug. If
there
 are
 exploitable client cvars that need to be monitored by a server
 plugin,
 those
 exploits need to be fixed. Officially supported fixes (not Mani-mod
client
 cvar enforcement) carry the benefit of games that are harder to
exploit
 out
 of the box, and we don't have to worry about malicious server admins
 having
 unwanted access to client settings.

 Think of a web-page that has the ability to change your web browser
 settings. It might be nice for a web designer to stick his site in
your
 bookmarks or make sure you don't set your font size too large and
break
 his
 layout, but, it's your web browser and your browsing preferences
shouldn't
 have anything to do with the web-page author.

 I wouldn't address Valve like morons or cowards, it's impolite.
Your point
 has some merit but the new cvar is hardly an outrage: why can't
 admins
 just
 use Mani-mod to kick/warn users who set their rate too high,
instead of
 setting the rate for them?

 Regards,

 Paul

 On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
 For those who may not be following other forums - check this
thread out
 on
 the mani forum.




http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=33

 03.15


 The growing consensus seems to be in favour of a mani mod update
 that
 kicks
 players with the default setting, which was applied for them
courtesy of
 Valve.  Posts in this forum seem to be landing on deaf ears - but I
 suspect
 that if this little movement picks up momentum - then its really
going
 to
 get ugly fast.

 Valve:  realize and admit the mistake and fix it.  Admins are NOT
your
 enemy
 - not yet, at least.   If this auto-kicking thing takes hold, then
your
 PAYING customers are going to feel it.

 And one more thing Valve - have the balls and courtesy to respond
to the
 concerns being expressed here.



 ___
 To unsubscribe, edit your list preferences, or view the list
archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 --

 ___
 To unsubscribe, edit your