[hlds] Number of allowed bans too small?

2004-10-18 Thread Bruce \Bahamut\ Andrews
Hey there,
We're in the process of creating a ban setup for Counter-Strike:Source
and were copying all the bans from CS1.6 over (since it works by account
rather then key, we can keep people banned if they abuse in one game)
and I came across a rather odd error:
Cbuf_AddText: buffer overflow
This seems to be linked with the number of bans allowed, as it doesn't
happen if there's only a couple of ID's being execed in the ban config,
but when there's ~600 or ~1200 it seems to have a rather large cry and
refuse to ban the people.
Is there some cvar that is restricting the number of bans, or is this a
coded-in limitation?  The same ban list works in CS 1.6 and there have
been no changes (as far as I've noticed) in ban format other then the
file which srcds writes to with writeid.
Can anyone enlighten me?  Having such a small limitation on ban numbers
doesn't seem to make a whole lot of sense :\
--
- Bruce Bahamut Andrews
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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread thrillhaus
Yeah, there's a limit on the file size. Off the top of my head, I can't
remember the limit, though.

On a somewhat-related note, when one bans someone in the console, i.e., rcon
banid 0 steamid, does that write it to a file so that it reloads? I've been
banning people tonight that have been exploiting something in-game.

Also, who do I let know about this exploit? (has to do with the hostages).
Thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
Andrews
Sent: Monday, October 18, 2004 12:01 AM
To: [EMAIL PROTECTED]
Subject: [hlds] Number of allowed bans too small?

Hey there,

We're in the process of creating a ban setup for Counter-Strike:Source
and were copying all the bans from CS1.6 over (since it works by account
rather then key, we can keep people banned if they abuse in one game)
and I came across a rather odd error:
Cbuf_AddText: buffer overflow
This seems to be linked with the number of bans allowed, as it doesn't
happen if there's only a couple of ID's being execed in the ban config,
but when there's ~600 or ~1200 it seems to have a rather large cry and
refuse to ban the people.

Is there some cvar that is restricting the number of bans, or is this a
coded-in limitation?  The same ban list works in CS 1.6 and there have
been no changes (as far as I've noticed) in ban format other then the
file which srcds writes to with writeid.

Can anyone enlighten me?  Having such a small limitation on ban numbers
doesn't seem to make a whole lot of sense :\

--

- Bruce Bahamut Andrews


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Re: [hlds] Number of allowed bans too small? (SQL ban db?)

2004-10-18 Thread List Keeper
Hmm interesting, now how about being able to store bans in an SQL database?

:)

Feel free to voice your opinion if you think I don't have a clue and why this may be a 
bad idea, because I haven't thought it through. I just like the idea. LOL

- Original Message -
From: Bruce Bahamut Andrews [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 18, 2004 02:01 AM
Subject: [hlds] Number of allowed bans too small?


 Hey there,

 We're in the process of creating a ban setup for Counter-Strike:Source
 and were copying all the bans from CS1.6 over (since it works by account
 rather then key, we can keep people banned if they abuse in one game)
 and I came across a rather odd error:
 Cbuf_AddText: buffer overflow
 This seems to be linked with the number of bans allowed, as it doesn't
 happen if there's only a couple of ID's being execed in the ban config,
 but when there's ~600 or ~1200 it seems to have a rather large cry and
 refuse to ban the people.

 Is there some cvar that is restricting the number of bans, or is this a
 coded-in limitation?  The same ban list works in CS 1.6 and there have
 been no changes (as far as I've noticed) in ban format other then the
 file which srcds writes to with writeid.

 Can anyone enlighten me?  Having such a small limitation on ban numbers
 doesn't seem to make a whole lot of sense :\

 --

 - Bruce Bahamut Andrews
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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread David Fencik
I may be entirely ignorant of that way that this thing is coded...but,
my guess is that in one of their header files they have a

#define MAXBANS 1024;

or something like that.  This type of thing cannot be set in a cvar,
(what if someone hacked your server and set it to a kajillion?)

I'm sure they could easily up it to a few thousand without any
noticeable effect on performance.

I like the idea of storing bans in an SQL database that someone had
mentioned.  AFAIK, that has already been done with a metamod plugin (an
amx plugin maybe?).

That's the kind of thing that we'll only see in plugins, though.

The size of that banlist makes me wonder...How many of those do you
think have gotten VAC banned by now?

Dave



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
Andrews
Sent: Monday, October 18, 2004 3:01 AM
To: [EMAIL PROTECTED]
Subject: [hlds] Number of allowed bans too small?

Hey there,

We're in the process of creating a ban setup for Counter-Strike:Source
and were copying all the bans from CS1.6 over (since it works by account
rather then key, we can keep people banned if they abuse in one game)
and I came across a rather odd error:
Cbuf_AddText: buffer overflow
This seems to be linked with the number of bans allowed, as it doesn't
happen if there's only a couple of ID's being execed in the ban config,
but when there's ~600 or ~1200 it seems to have a rather large cry and
refuse to ban the people.

Is there some cvar that is restricting the number of bans, or is this a
coded-in limitation?  The same ban list works in CS 1.6 and there have
been no changes (as far as I've noticed) in ban format other then the
file which srcds writes to with writeid.

Can anyone enlighten me?  Having such a small limitation on ban numbers
doesn't seem to make a whole lot of sense :\

--

- Bruce Bahamut Andrews


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Re: [hlds] Number of allowed bans too small?

2004-10-18 Thread Whisper
Add this to the 1001 things just like a FUNCTIONING GAME to the list
fo things to do! :(

On Mon, 18 Oct 2004 03:12:46 -0400, David Fencik [EMAIL PROTECTED] wrote:
 I may be entirely ignorant of that way that this thing is coded...but,
 my guess is that in one of their header files they have a

 #define MAXBANS 1024;

 or something like that.  This type of thing cannot be set in a cvar,
 (what if someone hacked your server and set it to a kajillion?)

 I'm sure they could easily up it to a few thousand without any
 noticeable effect on performance.

 I like the idea of storing bans in an SQL database that someone had
 mentioned.  AFAIK, that has already been done with a metamod plugin (an
 amx plugin maybe?).

 That's the kind of thing that we'll only see in plugins, though.

 The size of that banlist makes me wonder...How many of those do you
 think have gotten VAC banned by now?

 Dave




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
 Andrews
 Sent: Monday, October 18, 2004 3:01 AM
 To: [EMAIL PROTECTED]
 Subject: [hlds] Number of allowed bans too small?

 Hey there,

 We're in the process of creating a ban setup for Counter-Strike:Source
 and were copying all the bans from CS1.6 over (since it works by account
 rather then key, we can keep people banned if they abuse in one game)
 and I came across a rather odd error:
 Cbuf_AddText: buffer overflow
 This seems to be linked with the number of bans allowed, as it doesn't
 happen if there's only a couple of ID's being execed in the ban config,
 but when there's ~600 or ~1200 it seems to have a rather large cry and
 refuse to ban the people.

 Is there some cvar that is restricting the number of bans, or is this a
 coded-in limitation?  The same ban list works in CS 1.6 and there have
 been no changes (as far as I've noticed) in ban format other then the
 file which srcds writes to with writeid.

 Can anyone enlighten me?  Having such a small limitation on ban numbers
 doesn't seem to make a whole lot of sense :\

 --

 - Bruce Bahamut Andrews

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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread David Fencik
Right...a linked list definitely makes more sense.  What do you make of
this, though:

Cbuf_AddText: buffer overflow

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of voogru
Sent: Monday, October 18, 2004 3:38 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] Number of allowed bans too small?

Umm... They could use a linked list. (which they probably already do, or
so
I would hope).

Then you could have an unlimited amount of bans, or at least until the
server runs out of memory.

- Spencer voogru MacDonald



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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread sebastian nielsen
Bans is data too. They take space like other files. Ram memory on the
computer is requiring to have the game running , not banning people.
HL-servers aren't for banning people all the time. They are used to have an
central connection point for gamers to play to each other.
Do an ban clean each month and then your files will kept in a good size...
This is my trick I have a software that runs on thje last day in a month
, this deletes the ban file and reloads the CFG:s.
You know , to store steam IDs and names of people you dont want in your
server , this must be stored as 1:s and 0:s like other gaming data , and
they take space too. All text images and whatever takes space. Save the
resources , dont ban like an automated process that bans 1000 people per
second Be nice to players Theres a limited number of players. If you
ban all players your server will be empty.
_
Hitta rätt på nätet med MSN Sök http://search.msn.se/
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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread Kevin Gerry
Yes, bans DO take space...

However, why don't they add a feature such as -ban_cache 1024 for 1MB of ban
space and so on. (I don't know what the current actual 'space' is allowed.)

Anyhow, what of those %n users? Do you REALLY have the time to let them back
on your server at whatever time every week/month to restart your server
endlessly? That'll ALSO make your server empty if it becomes a lamer
playground.

But, think of this...

1MB of bans... on a 1GB to 2GB mem server... Is -NOTHING-. Fine, there is
some processing power that has to be done... However, that is only on
connect(); of the users. Not after. So, fine, there may be a slight spike
when a user connects. So? (It'd be VERY minor unless if your ban list was
outrageous). Heck, how about if the server just reads the bans.cfg ON every
connect();? Fine, it'd have to do a VERY slow method data reading...
However, it'd allow connects to be faster. Maybe... Have them as:
bans.(1-9).cfg being the first digit that the SteamID starts with to help
reduce some speed issues.

~

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian nielsen
Sent: Monday, October 18, 2004 1:39 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] Number of allowed bans too small?

Bans is data too. They take space like other files. Ram memory on the
computer is requiring to have the game running , not banning people.

HL-servers aren't for banning people all the time. They are used to have an
central connection point for gamers to play to each other.
Do an ban clean each month and then your files will kept in a good size...
This is my trick I have a software that runs on thje last day in a month
, this deletes the ban file and reloads the CFG:s.

You know , to store steam IDs and names of people you dont want in your
server , this must be stored as 1:s and 0:s like other gaming data , and
they take space too. All text images and whatever takes space. Save the
resources , dont ban like an automated process that bans 1000 people per
second Be nice to players Theres a limited number of players. If you
ban all players your server will be empty.


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[hlds] Banning of hacked steamid's STEAM_X:X:44XXXXXX

2004-10-18 Thread Pawel Dabrowski
Hi

After reading some of the posts regarding the hacked steamid's I now need to
take action on my servers against these users as when we ban someone they
just come back with one of these id's. Correct me if I'm wrong but all
hacked steamid's are in the following format STEAM_X:X:44XX. I want to
some how ban all those id's off my servers using a wildcard like
STEAM_0:1:44%. Is it possible to use a wild card in the banned.cfg if yes
how, if not how can this be achieved?

You help will be appreciated.

Pawel Dabrowski
HTTP://games.saix.net


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Re: [hlds] Number of allowed bans too small?

2004-10-18 Thread Bruce \Bahamut\ Andrews
Lets assume this is happening on a very very fast (dual processor)
server comp with 2gb+ of RAM, (because it is), having a lot of bans in
memory isn't a problem.  However, this is for a GSP, which has a lot of
bans that cannot be revoked because those people that are permanently
banned will return (seen it happen before).
Your advice may be good for a small server, but when you're collecting
ban data from all half-life mod servers in a database then writing them
out to all the servers to stop people from getting banned in one game
for cheating then just moving onto the next, you need to be able to have
a large number of bans in place on a server.
Though, what I don't really get is why none of the bans get written to
the server when typing exec banned.cfg (the bans are imported to that
file, not banned_users.cfg).  Cfg files get executed one line at a time
from top to bottom, right?  So shouldn't all the bans get slowly added
until it runs out of memory or whatever limitations are in place?  Just
odd that it worked for ~100 entries but not for 600 or 1200 :/
HLDS supports this many, was just curious as to why SRCDS does not.
Doesn't really help for scaleability if it is indeed limited, though the
error may not be linked to that.
- Bruce Bahamut Andrews

sebastian nielsen wrote:
Bans is data too. They take space like other files. Ram memory on the
computer is requiring to have the game running , not banning people.
HL-servers aren't for banning people all the time. They are used to
have an
central connection point for gamers to play to each other.
Do an ban clean each month and then your files will kept in a good
size...
This is my trick I have a software that runs on thje last day in a
month
, this deletes the ban file and reloads the CFG:s.
You know , to store steam IDs and names of people you dont want in your
server , this must be stored as 1:s and 0:s like other gaming data , and
they take space too. All text images and whatever takes space. Save the
resources , dont ban like an automated process that bans 1000 people per
second Be nice to players Theres a limited number of players.
If you
ban all players your server will be empty.
_
Hitta rtt p ntet med MSN Sk http://search.msn.se/
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Re: [hlds] Number of allowed bans too small?

2004-10-18 Thread Whisper
The amount of bans we have been looking at will get to the stage of
10,000 PLUS records at the rate these STEAM_ID cheats keep joining our
servers.

Do the maths on 30 servers by 24 hours, within a week if you are
banning 1 hack per hour (Its worse than this so, I am understating the
figure by a lot here) you will have 5040 STEAM_ID's banned!

The real answer is for Valve to fix VAC and their STEAM_ID system and
release VAC updates once a week!

Doing that doesn't solve the problem entirely, but the biggest
deterent to cheating is knowing that you could be caught at anytime
and that the game creator is actively finding cheats and new methods
to detect them.

To be honest I don't think anybody who cheats gives a shit anymore
whether a server is VAC enabled or not. It doesn't do a damn thing!


On Mon, 18 Oct 2004 01:55:07 -0700, Kevin Gerry [EMAIL PROTECTED] wrote:
 Yes, bans DO take space...

 However, why don't they add a feature such as -ban_cache 1024 for 1MB of ban
 space and so on. (I don't know what the current actual 'space' is allowed.)

 Anyhow, what of those %n users? Do you REALLY have the time to let them back
 on your server at whatever time every week/month to restart your server
 endlessly? That'll ALSO make your server empty if it becomes a lamer
 playground.

 But, think of this...

 1MB of bans... on a 1GB to 2GB mem server... Is -NOTHING-. Fine, there is
 some processing power that has to be done... However, that is only on
 connect(); of the users. Not after. So, fine, there may be a slight spike
 when a user connects. So? (It'd be VERY minor unless if your ban list was
 outrageous). Heck, how about if the server just reads the bans.cfg ON every
 connect();? Fine, it'd have to do a VERY slow method data reading...
 However, it'd allow connects to be faster. Maybe... Have them as:
 bans.(1-9).cfg being the first digit that the SteamID starts with to help
 reduce some speed issues.



 ~

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of sebastian nielsen
 Sent: Monday, October 18, 2004 1:39 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] Number of allowed bans too small?

 Bans is data too. They take space like other files. Ram memory on the
 computer is requiring to have the game running , not banning people.

 HL-servers aren't for banning people all the time. They are used to have an
 central connection point for gamers to play to each other.
 Do an ban clean each month and then your files will kept in a good size...
 This is my trick I have a software that runs on thje last day in a month
 , this deletes the ban file and reloads the CFG:s.

 You know , to store steam IDs and names of people you dont want in your
 server , this must be stored as 1:s and 0:s like other gaming data , and
 they take space too. All text images and whatever takes space. Save the
 resources , dont ban like an automated process that bans 1000 people per
 second Be nice to players Theres a limited number of players. If you
 ban all players your server will be empty.

 ___
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Re: [hlds] Banning of hacked steamid's STEAM_X:X:44XXXXXX

2004-10-18 Thread Whisper
nope, you are not quite correct

What we have seen is from STEAM_0:0:4xxx onwards basically

And Alfred has said that they are within the range of asssigned 
valid STEAM_ID's

So banning by wildcards while a good idea and probably something some
of us will end up doing if we can, it is going to stop legitamate
users joining your server!

Cheers
Whisper


On Mon, 18 Oct 2004 12:37:07 +0200, Pawel Dabrowski [EMAIL PROTECTED] wrote:
 Hi

 After reading some of the posts regarding the hacked steamid's I now need to
 take action on my servers against these users as when we ban someone they
 just come back with one of these id's. Correct me if I'm wrong but all
 hacked steamid's are in the following format STEAM_X:X:44XX. I want to
 some how ban all those id's off my servers using a wildcard like
 STEAM_0:1:44%. Is it possible to use a wild card in the banned.cfg if yes
 how, if not how can this be achieved?

 You help will be appreciated.

 Pawel Dabrowski
 HTTP://games.saix.net

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RE: [hlds] Banning of hacked steamid's STEAM_X:X:44XXXXXX

2004-10-18 Thread Pawel Dabrowski
Well I dont run any CS:CZ servers at the moment and I was only hoping to do this on 1.6

Pawel Dabrowski


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Bruce Bahamut
Andrews
Sent: 18 October 2004 14:05
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Banning of hacked steamid's STEAM_X:X:44XX


Not a good idea, anyone with half a brain will be getting a new steam
account for their HL2 purchase, so they don't lose their old HL / CZ
keys.  Though if you must do it you'll probably have to get someone to
code you a plugin to achieve it. :/

- Bruce Bahamut Andrews



Pawel Dabrowski wrote:

Hi

After reading some of the posts regarding the hacked steamid's I now need to
take action on my servers against these users as when we ban someone they
just come back with one of these id's. Correct me if I'm wrong but all
hacked steamid's are in the following format STEAM_X:X:44XX. I want to
some how ban all those id's off my servers using a wildcard like
STEAM_0:1:44%. Is it possible to use a wild card in the banned.cfg if yes
how, if not how can this be achieved?

You help will be appreciated.

Pawel Dabrowski
HTTP://games.saix.net


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Re: [hlds] Banning of hacked steamid's STEAM_X:X:44XXXXXX

2004-10-18 Thread codemonk
Not if you didn't think about it, like me.
At 14:05 18.10.2004, Bahamut wrote:
[...] anyone with half a brain will be getting a new steam
account for their HL2 purchase, so they don't lose their old HL / CZ
keys. [...]

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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread David Fencik
Now that I think about it...the buffer overflow problem is most likely
caused by the data in the file read buffer growing too large, not on
any restrictions placed on the list of bans.

As voogru stated, the most efficient and obvious way for the engine to
store the bans is in a linked list.  It would also be terrible if that
list weren't sorted.

I'm thinking that the engine reads the file into a buffer and then
builds the list from there.  There could either be a bug in the banlist
parser function, or maybe it is not coded intelligently enough to handle
a file larger than the buffer.

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
Andrews
Sent: Monday, October 18, 2004 7:57 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Number of allowed bans too small?

Lets assume this is happening on a very very fast (dual processor)
server comp with 2gb+ of RAM, (because it is), having a lot of bans in
memory isn't a problem.  However, this is for a GSP, which has a lot of
bans that cannot be revoked because those people that are permanently
banned will return (seen it happen before).

Your advice may be good for a small server, but when you're collecting
ban data from all half-life mod servers in a database then writing them
out to all the servers to stop people from getting banned in one game
for cheating then just moving onto the next, you need to be able to have
a large number of bans in place on a server.

Though, what I don't really get is why none of the bans get written to
the server when typing exec banned.cfg (the bans are imported to that
file, not banned_users.cfg).  Cfg files get executed one line at a time
from top to bottom, right?  So shouldn't all the bans get slowly added
until it runs out of memory or whatever limitations are in place?  Just
odd that it worked for ~100 entries but not for 600 or 1200 :/

HLDS supports this many, was just curious as to why SRCDS does not.
Doesn't really help for scaleability if it is indeed limited, though the
error may not be linked to that.

- Bruce Bahamut Andrews



sebastian nielsen wrote:

 Bans is data too. They take space like other files. Ram memory on the
 computer is requiring to have the game running , not banning people.

 HL-servers aren't for banning people all the time. They are used to
 have an
 central connection point for gamers to play to each other.
 Do an ban clean each month and then your files will kept in a good
 size...
 This is my trick I have a software that runs on thje last day in a
 month
 , this deletes the ban file and reloads the CFG:s.

 You know , to store steam IDs and names of people you dont want in
your
 server , this must be stored as 1:s and 0:s like other gaming data ,
and
 they take space too. All text images and whatever takes space. Save
the
 resources , dont ban like an automated process that bans 1000 people
per
 second Be nice to players Theres a limited number of players.
 If you
 ban all players your server will be empty.

 _
 Hitta rätt på nätet med MSN Sök http://search.msn.se/


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 please visit:
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RE: [hlds] Banning of hacked steamid's STEAM_X:X:44XXXXXX

2004-10-18 Thread David Fencik
Lol...yes, I guess I don't have half a brain either.  I think I was just
too damn excited to play.

Do HL2 keys allow you to play HL1?

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of codemonk
Sent: Monday, October 18, 2004 7:57 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Banning of hacked steamid's STEAM_X:X:44XX

Not if you didn't think about it, like me.

At 14:05 18.10.2004, Bahamut wrote:
[...] anyone with half a brain will be getting a new steam
account for their HL2 purchase, so they don't lose their old HL / CZ
keys. [...]


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Re: [hlds] Number of allowed bans too small?

2004-10-18 Thread Stephen Micheals
I think its possible to just split the cfg into multiple cfg's then
just exec them in the server.cfg.

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Re: [hlds] Number of allowed bans too small?

2004-10-18 Thread Bruce \Bahamut\ Andrews
that's only because of the VAC disabler, I'm sure it'd absolutely rock
if VALVe prohibited having an opengl32.dll in any of the folders =)
- Bruce Bahamut Andrews

Whisper wrote:
The amount of bans we have been looking at will get to the stage of
10,000 PLUS records at the rate these STEAM_ID cheats keep joining our
servers.
Do the maths on 30 servers by 24 hours, within a week if you are
banning 1 hack per hour (Its worse than this so, I am understating the
figure by a lot here) you will have 5040 STEAM_ID's banned!
The real answer is for Valve to fix VAC and their STEAM_ID system and
release VAC updates once a week!
Doing that doesn't solve the problem entirely, but the biggest
deterent to cheating is knowing that you could be caught at anytime
and that the game creator is actively finding cheats and new methods
to detect them.
To be honest I don't think anybody who cheats gives a shit anymore
whether a server is VAC enabled or not. It doesn't do a damn thing!
On Mon, 18 Oct 2004 01:55:07 -0700, Kevin Gerry [EMAIL PROTECTED] wrote:

Yes, bans DO take space...
However, why don't they add a feature such as -ban_cache 1024 for 1MB of ban
space and so on. (I don't know what the current actual 'space' is allowed.)
Anyhow, what of those %n users? Do you REALLY have the time to let them back
on your server at whatever time every week/month to restart your server
endlessly? That'll ALSO make your server empty if it becomes a lamer
playground.
But, think of this...
1MB of bans... on a 1GB to 2GB mem server... Is -NOTHING-. Fine, there is
some processing power that has to be done... However, that is only on
connect(); of the users. Not after. So, fine, there may be a slight spike
when a user connects. So? (It'd be VERY minor unless if your ban list was
outrageous). Heck, how about if the server just reads the bans.cfg ON every
connect();? Fine, it'd have to do a VERY slow method data reading...
However, it'd allow connects to be faster. Maybe... Have them as:
bans.(1-9).cfg being the first digit that the SteamID starts with to help
reduce some speed issues.

~
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian nielsen
Sent: Monday, October 18, 2004 1:39 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] Number of allowed bans too small?
Bans is data too. They take space like other files. Ram memory on the
computer is requiring to have the game running , not banning people.
HL-servers aren't for banning people all the time. They are used to have an
central connection point for gamers to play to each other.
Do an ban clean each month and then your files will kept in a good size...
This is my trick I have a software that runs on thje last day in a month
, this deletes the ban file and reloads the CFG:s.
You know , to store steam IDs and names of people you dont want in your
server , this must be stored as 1:s and 0:s like other gaming data , and
they take space too. All text images and whatever takes space. Save the
resources , dont ban like an automated process that bans 1000 people per
second Be nice to players Theres a limited number of players. If you
ban all players your server will be empty.
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Re: [hlds] Banning of hacked steamid's STEAM_X:X:44XXXXXX

2004-10-18 Thread Bruce \Bahamut\ Andrews
That'd be good if it was only those people, though as I said in my
response, those are the numbers for new accounts.  People buying HL2
silver will most likely be creating new accounts to use it on, and will
probably have a play with HL1 mods.  You'd be effectively banning them
as well.
Better off just to ban the guys as you find them and wait for VALVe's fix =)
- Bruce Bahamut Andrews

Whisper wrote:
nope, you are not quite correct
What we have seen is from STEAM_0:0:4xxx onwards basically
And Alfred has said that they are within the range of asssigned 
valid STEAM_ID's
So banning by wildcards while a good idea and probably something some
of us will end up doing if we can, it is going to stop legitamate
users joining your server!
Cheers
Whisper
On Mon, 18 Oct 2004 12:37:07 +0200, Pawel Dabrowski [EMAIL PROTECTED] wrote:

Hi
After reading some of the posts regarding the hacked steamid's I now need to
take action on my servers against these users as when we ban someone they
just come back with one of these id's. Correct me if I'm wrong but all
hacked steamid's are in the following format STEAM_X:X:44XX. I want to
some how ban all those id's off my servers using a wildcard like
STEAM_0:1:44%. Is it possible to use a wild card in the banned.cfg if yes
how, if not how can this be achieved?
You help will be appreciated.
Pawel Dabrowski
HTTP://games.saix.net
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Re: [hlds] Banning of hacked steamid's STEAM_X:X:44XXXXXX

2004-10-18 Thread Bruce \Bahamut\ Andrews
HL2 silver does, HL2 bronze does not.  Gold does as well.
- Bruce Bahamut Andrews

David Fencik wrote:
Lol...yes, I guess I don't have half a brain either.  I think I was just
too damn excited to play.
Do HL2 keys allow you to play HL1?
Dave
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of codemonk
Sent: Monday, October 18, 2004 7:57 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Banning of hacked steamid's STEAM_X:X:44XX
Not if you didn't think about it, like me.
At 14:05 18.10.2004, Bahamut wrote:

[...] anyone with half a brain will be getting a new steam
account for their HL2 purchase, so they don't lose their old HL / CZ
keys. [...]


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Re: [hlds] Number of allowed bans too small?

2004-10-18 Thread Bruce \Bahamut\ Andrews
That's a bit annoying to do when you're dynamically generating a new
banned.cfg to all servers every ~15 minutes and then executing it, it'd
grow pretty unmanageable fairly fast :/
Not that it's such a bad idea though.  At least we can actually do this
kind of stuff with valve software (/me glares at epic)
- Bruce Bahamut Andrews

Stephen Micheals wrote:
I think its possible to just split the cfg into multiple cfg's then
just exec them in the server.cfg.
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[hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs

2004-10-18 Thread kruszyna
Banking STEAM_X:X:44XX
So easy to me!
Rusing AMXmod
users.ini
STEAM_0:0:44* password flag ac \\kick


_
List sprawdzony skanerem poczty mks_vir ( http://www.mks.com.pl )

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Re: [hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs

2004-10-18 Thread codemonk
The thing is that we are talking about cs:s and amx doesn't work with cs:s!
At 14:58 18.10.2004, you wrote:
Banking STEAM_X:X:44XX
So easy to me!
Rusing AMXmod
users.ini
STEAM_0:0:44* password flag ac \\kick

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Re: [hlds] Number of allowed bans too small?

2004-10-18 Thread Maarten van der Zwaart
On Mon, Oct 18, 2004 at 08:02:33AM -0400, David Fencik wrote:
 Now that I think about it...the buffer overflow problem is most likely
 caused by the data in the file read buffer growing too large, not on
 any restrictions placed on the list of bans.

Agreed.

 As voogru stated, the most efficient and obvious way for the engine to
 store the bans is in a linked list.  It would also be terrible if that
 list weren't sorted.

A linked list would be very inefficient when searching a specific ID in
the list. It would be better to use a hash or tree structure. (I don't
know what Valve uses for ban lists..)

 I'm thinking that the engine reads the file into a buffer and then
 builds the list from there.  There could either be a bug in the banlist
 parser function, or maybe it is not coded intelligently enough to handle
 a file larger than the buffer.

Maarten

--
A: Because it fouls the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing on usenet and in e-mail?

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RE: [hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs

2004-10-18 Thread Napier, Kevin
yes.

-Original Message-
From: TooL [mailto:[EMAIL PROTECTED]
Sent: Monday, October 18, 2004 10:56 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs


I am fairly new to the HLDS mailing list so would banning STEAM_X:X:44XX
for CS 1.6 servers be cutting out valid players?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of codemonk
Sent: Monday, October 18, 2004 9:42 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs


The thing is that we are talking about cs:s and amx doesn't work with cs:s!

At 14:58 18.10.2004, you wrote:
Banking STEAM_X:X:44XX
So easy to me!
Rusing AMXmod
users.ini
STEAM_0:0:44* password flag ac \\kick


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Re: [hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs

2004-10-18 Thread Bruce \Bahamut\ Andrews
Yes, anyone who buys Half-Life1 or Half-Life2 Silver or above will
become banned from your CS 1.6 servers if you ban that range, until the
steamid's move on to 0:1:45X =)
- Bruce Bahamut Andrews

TooL wrote:
I am fairly new to the HLDS mailing list so would banning STEAM_X:X:44XX
for CS 1.6 servers be cutting out valid players?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of codemonk
Sent: Monday, October 18, 2004 9:42 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs
The thing is that we are talking about cs:s and amx doesn't work with cs:s!
At 14:58 18.10.2004, you wrote:

Banking STEAM_X:X:44XX
So easy to me!
Rusing AMXmod
users.ini
STEAM_0:0:44* password flag ac \\kick


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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread Frank Chew
You must be joking. When I ban people it is for good. I do not want them
coming back to my server or any server I run in the future. I would never
unban someone unless it was a mistake.
HL Servers are for following the rules. If you do not want to play by my
rules, go to another server. There needs to be a punishment associated with
being a jerk, if people know that they can come back in a week or two if
they abuse the server, they will.

Ban all the jerks and your players will love you. There are hundreds of
them.

 From: sebastian nielsen [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] Number of allowed bans too small?
 Date: Mon, 18 Oct 2004 08:39:08 +
 Reply-To: [EMAIL PROTECTED]

 Bans is data too. They take space like other files. Ram memory on the
 computer is requiring to have the game running , not banning people.

 HL-servers aren't for banning people all the time. They are used to have an
 central connection point for gamers to play to each other.
 Do an ban clean each month and then your files will kept in a good size...
 This is my trick I have a software that runs on thje last day in a mont=
 h
 , this deletes the ban file and reloads the CFG:s.

 You know , to store steam IDs and names of people you dont want in your
 server , this must be stored as 1:s and 0:s like other gaming data , and
 they take space too. All text images and whatever takes space. Save the
 resources , dont ban like an automated process that bans 1000 people per
 second Be nice to players Theres a limited number of players. If yo=
 u
 ban all players your server will be empty.



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RE: [hlds] serious cs:s vulnerability

2004-10-18 Thread K. Mike Bradley
LOL HL2 will be a great single player game but multi player (like CS) is
DEAD.
I don't even play anymore.
The hackers killed it.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
Andrews
Sent: Sunday, October 17, 2004 3:25 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

might like to ban their ID's as well.  Though it is pretty much impossible
to tell the difference between someone that got a new account for HL2 so
they didn't lose their old cd key and someone who's using the steam exploit,
it's better to keep them off the servers in any way possible.

Since these are malicious attacks against your server, you could try some
legal movements on the people if you have some spare time =)

- Bruce Bahamut Andrews



[EMAIL PROTECTED] wrote:

All you can do for now is to go thru your logs, looking for ppl who
have changed their name to %n and ban their IP address accordingly so
they cant come back and do it again. I have noticed some repeat
offenders on my servers, just got thru banning several people on my
servers.

- K2


thrillhaus [EMAIL PROTECTED] wrote:



So what can be done?? Nothing? Just happened on my server :(

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Gerry
Sent: Saturday, October 16, 2004 9:58 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] serious cs:s vulnerability

Peh, I just had this happen to myself.

What idiots .

Pretty much...
%n: Don't kill or kick me or you'll all crash  -myg0t

Then it crashed.

*sigh*

~

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, October 16, 2004 9:27 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

Yup. One of my admins was watching the console on my server and saw
exactly how it's done. Dave, did ya send the particulars to Valve
already? Hoping this gets resolved soon Valve.

- K2

David Fencik [EMAIL PROTECTED] wrote:



Here's another ip address of someone who exploited the format string
vulnerability to disconnect all clients on one of my servers:

138.88.222.21

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
Sent: Friday, October 15, 2004 8:29 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] serious cs:s vulnerability

Just for grinshere's the ip address of the offending hacker:

68.37.174.181

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, October 15, 2004 8:07 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

Yeah I just had to restart one of my servers as well. It *looks* like
the last exploit (malformed rcon command that would hang the server
and peg the CPU at
100%) however this time cpu usage doesnt skyrocket, and in the
console you can see all of the players drop via timing out, all at
the same time almost.

You seeing the same thing Dave?

- K2
http://www.hardfought.org


David Fencik [EMAIL PROTECTED] wrote:



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Some script kiddie
just crashed one of my source servers.  It amazes


me


that there could be such an easily exploitable vulnerability in such


an


obvious place.  Here's a hint to you all:  format-string


vulnerability.


Feel free to email me off list if you'd like the specifics.

Dave
--

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RE: [hlds] 32 player server maps - spawn problems?

2004-10-18 Thread Frank Chew
The fix for Valve overwriting your files is to copy them first, update then
copy them back. Create a .bat file like:

copy C:\dedicated server\czero\motd.txt C:\dedicated server\czero\motd.bu
copy C:\dedicated server\czero\server.cfg C:\dedicated
server\czero\server.bu

HldsUpdateTool.exe -command update -game czero -dir C:\dedicated server
-username user -password pass -remember_password -retry

copy C:\dedicated server\czero\motd.bu C:\dedicated server\czero\motd.txt
copy C:\dedicated server\czero\server.bu C:\dedicated
server\czero\server.cfg

Except add your maps in there.

 From: TooL [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] 32 player server maps - spawn problems?
 Date: Sun, 17 Oct 2004 04:12:16 -0400
 Reply-To: [EMAIL PROTECTED]

 I'm sick of this problem.  Valve - please make your maps support 32
 spawn points on ALL maps - old and new.  If you want me to send you working
 'classic' maps with 32 spawn points let me know - every steam update
 over-writes my edited maps - the maps edited to add more spawn points.

 -tired up uploading maps  :o



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Re: [hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs

2004-10-18 Thread Whisper
Dude we have already banned myg0t and JAPS guys up at STEAM_0:1:46
on CS 1.6 servers for cryin out loud

Try to keep up! :p

On Tue, 19 Oct 2004 02:07:54 +1000, Bruce Bahamut Andrews
[EMAIL PROTECTED] wrote:
 Yes, anyone who buys Half-Life1 or Half-Life2 Silver or above will
 become banned from your CS 1.6 servers if you ban that range, until the
 steamid's move on to 0:1:45X =)

 - Bruce Bahamut Andrews




 TooL wrote:

 I am fairly new to the HLDS mailing list so would banning STEAM_X:X:44XX
 for CS 1.6 servers be cutting out valid players?
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of codemonk
 Sent: Monday, October 18, 2004 9:42 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] RE: hlds digest, Vol 1 #3175 - 11 msgs
 
 
 The thing is that we are talking about cs:s and amx doesn't work with cs:s!
 
 At 14:58 18.10.2004, you wrote:
 
 
 Banking STEAM_X:X:44XX
 So easy to me!
 Rusing AMXmod
 users.ini
 STEAM_0:0:44* password flag ac \\kick
 
 
 
 
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 please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread sebastian nielsen
Install AMX-mod. Its better. why not then take SLAY TARGET PLAYER when
you notice that him cheats Slay dosent take data after player is
respawned. It only takes data from he is slayed until he is respawned.Slay
does a 100 HP damage to that player. A very effective function , it works on
most Invicible hacks too I think the hacks is bad coded or anything
Cheaters leave when they always get killed by SLAY. It works for me.
You must be nice to the server. Loading a 5 MB big banfile is not good for
any server's performace. The connect time rises a little millisec for every
ban. Then the server must search 5 MB of data. It much. Its 5.000.000
characters * with 8 is 40.000.000 BITS , also 1:s and 0:s.
THis is much of searcing for EVERY PLAYER THAT CONNECT! If you manange to
bigger up the buffer , every users will TIMEOUT because a banlist that is
getting T large. You know the client waits max N seconds for a accept of
connection. If searching the banlist and initalizing the socket takes MORE
time than N seconds , it will refuse connection and client will drop.
My tip is , SPARE on bans. use other functions like BURY (adminmod) ,
SLAY (AMXMODX).
And lets take a good example to get rid of a cheater.
player: !^abc^! cheats!!!
player(2): Yes!
Bomberman: Ban him! He is using wallhack!
admin: I can see what i can do
CONSOLE DOWN
admin_execclient !^abc^! connect A SERVER IP [ENTER]
CONSOLE UP
!^abc^! left the game.
Yeah , its called REDIRECT and is a very good function to get rid of a
cheater Seach up a cheater-only server and note its IP and then HAPPY
REDIRECTING
_
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Re: [hlds] Number of allowed bans too small?

2004-10-18 Thread m0gely
sebastian nielsen wrote:
Install AMX-mod.
Read what people are talking about then you will understand why AMX is
not an option.  This is for CS:S.
--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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RE: [hlds] Number of allowed bans too small?

2004-10-18 Thread David Fencik
If the list were sorted and a binary search was performed, the amount of
time in connecting a client that is used in validating a ban would
increase by an order of log(N)...which is not bad at all.

In other words, you are incorrect in saying that the connect time rises
a little millisec for every ban.  The more bans there are, the less of
a difference each additional ban makes.

The time to exec the banned.cfg file, however, will increase in the
manner you described.

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian
nielsen
Sent: Monday, October 18, 2004 2:30 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] Number of allowed bans too small?

Install AMX-mod. Its better. why not then take SLAY TARGET PLAYER
when
you notice that him cheats Slay dosent take data after player is
respawned. It only takes data from he is slayed until he is
respawned.Slay
does a 100 HP damage to that player. A very effective function , it
works on
most Invicible hacks too I think the hacks is bad coded or
anything
Cheaters leave when they always get killed by SLAY. It works for me.

You must be nice to the server. Loading a 5 MB big banfile is not good
for
any server's performace. The connect time rises a little millisec for
every
ban. Then the server must search 5 MB of data. It much. Its 5.000.000
characters * with 8 is 40.000.000 BITS , also 1:s and 0:s.
THis is much of searcing for EVERY PLAYER THAT CONNECT! If you manange
to
bigger up the buffer , every users will TIMEOUT because a banlist that
is
getting T large. You know the client waits max N seconds for a
accept of
connection. If searching the banlist and initalizing the socket takes
MORE
time than N seconds , it will refuse connection and client will drop.

My tip is , SPARE on bans. use other functions like BURY (adminmod)
,
SLAY (AMXMODX).

And lets take a good example to get rid of a cheater.

player: !^abc^! cheats!!!
player(2): Yes!
Bomberman: Ban him! He is using wallhack!
admin: I can see what i can do
CONSOLE DOWN
admin_execclient !^abc^! connect A SERVER IP [ENTER]

CONSOLE UP
!^abc^! left the game.


Yeah , its called REDIRECT and is a very good function to get rid of a
cheater Seach up a cheater-only server and note its IP and then
HAPPY
REDIRECTING

_
Hitta rätt på nätet med MSN Sök http://search.msn.se/


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[hlds] For real? HL2 a REAL release date?

2004-10-18 Thread CyberGameZone.com
--
[ Picked text/plain from multipart/alternative ]
Gamespot and Slashdot posted this info:

I know there was a leak a week or 2 ago, but now I see this:

Half-Life 2 Ship Date Confirmed

Vivendi Universal Games today announced that Half-Life 2 will ship to retail outlets 
around the world in November. The Company confirmed that Half-Life 2, developed by 
Valve Software, has gone gold with a planned retail street date of November 16, 2004. 
The countdown to the highly anticipated retail street date has begun around the world, 
as VU Games completes plans to ship localized versions of Half-Life 2 simultaneously 
in English, French, Spanish, Italian, German, Traditional and Simplified Chinese, 
Korean, Thai and Japanese.



-DOA cybergamezone.com



YIM: cybergamezone2002

Gaming Website: http://www.cybergamezone.com

My League: http://league.cybergamezone.com

Hotwheels Website: http://store.cybergamezone.com

Gaming Clan Website: http://www.cybergamezone.net













-
Do you Yahoo!?
vote.yahoo.com - Register online to vote today!
--

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Re: [hlds] For real? HL2 a REAL release date?

2004-10-18 Thread Stephen Micheals
http://www.vugames.com/news_story.do?storyId=1963


On Mon, 18 Oct 2004 13:33:45 -0700 (PDT), CyberGameZone.com
[EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Gamespot and Slashdot posted this info:

 I know there was a leak a week or 2 ago, but now I see this:

 Half-Life 2 Ship Date Confirmed

 Vivendi Universal Games today announced that Half-Life 2 will ship to retail outlets 
 around the world in November. The Company confirmed that Half-Life 2, developed by 
 Valve Software, has gone gold with a planned retail street date of November 16, 
 2004. The countdown to the highly anticipated retail street date has begun around 
 the world, as VU Games completes plans to ship localized versions of Half-Life 2 
 simultaneously in English, French, Spanish, Italian, German, Traditional and 
 Simplified Chinese, Korean, Thai and Japanese.

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RE: [hlds] serious cs:s vulnerability

2004-10-18 Thread Deadman Standing
Yes typical melodrama, to consider anything with 40,000 servers and
60,000-120,000 players dead truly puts new meaning to the word dead.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cornelius
Lipponer
Sent: Monday, October 18, 2004 4:51 PM
To: [EMAIL PROTECTED]
Subject: AW: [hlds] serious cs:s vulnerability

I have heard this crap since beta 5.2 and CS is alive still

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von K. Mike
Bradley
Gesendet: Montag, 18. Oktober 2004 18:39
An: [EMAIL PROTECTED]
Betreff: RE: [hlds] serious cs:s vulnerability

LOL HL2 will be a great single player game but multi player (like CS) is
DEAD.
I don't even play anymore.
The hackers killed it.




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Re: [hlds] serious cs:s vulnerability

2004-10-18 Thread Bruce \Bahamut\ Andrews
He means we're all zombies sitting at our computers playing CS all day long.
Wouldn't have thought it'd be this hard for VALVe to release an update
though, even if they are celebrating about the gold announcement or
whatever.  Hopefully it comes soon :/
- Bruce Bahamut Andrews

Deadman Standing wrote:
Yes typical melodrama, to consider anything with 40,000 servers and
60,000-120,000 players dead truly puts new meaning to the word dead.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cornelius
Lipponer
Sent: Monday, October 18, 2004 4:51 PM
To: [EMAIL PROTECTED]
Subject: AW: [hlds] serious cs:s vulnerability
I have heard this crap since beta 5.2 and CS is alive still
-Ursprngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von K. Mike
Bradley
Gesendet: Montag, 18. Oktober 2004 18:39
An: [EMAIL PROTECTED]
Betreff: RE: [hlds] serious cs:s vulnerability
LOL HL2 will be a great single player game but multi player (like CS) is
DEAD.
I don't even play anymore.
The hackers killed it.

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[hlds] Server Locks up and cpu at 100%

2004-10-18 Thread Megatron
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I know this is a crap shoot, but here goes.

I've been running my DoD server for a few years and like most servers, it
has evolved over time.

The server has a lot of metamod plugins like Amxmod and HLGuard. Amxmod is
loaded with many plugins.

So, it's like looking for a needle in a hay stack.

Here is the deal. The server has been stable for months. There are a few
crashes now and then, but not too often. Serverdoc takes care of the
occasional crash.

It has run for weeks at a time without a single problem. Recently, I added a
couple new Amxmod plugins. Then the server started its weird lock-up with
the cpu usage at 100%. Of course, I removed the latest plugins and restored
the configuration to its previous stable condition.

Still, the server locks up at 100% cpu usage about once a day! When this
happens, the server stops responding. The logs just end in mid stream when I
manually restart it. I know I should start removing metamod plugins one at a
time to try to isolate the problem. The list of addons is too long to list
here.

Questions:

Is there a debug configuration so the logs have more information?

Anybody see this symptom before?



Thanks in advance. I know what I must now do and I'm not looking forward to
it.

I just thought some of the brains here might have a suggestion or good
intuition.



Megatron





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RE: [hlds] Server Locks up and cpu at 100%

2004-10-18 Thread David Fencik
Why don't you try doing a binary search on your problem plugin?  First
remove half of them and see if problem occurs, if not, then try half of
the other half and see what happens.  Continue this way and it's only
take a couple tries to narrow it down.

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Megatron
Sent: Monday, October 18, 2004 9:56 PM
To: [EMAIL PROTECTED]
Subject: [hlds] Server Locks up and cpu at 100%

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I know this is a crap shoot, but here goes.

I've been running my DoD server for a few years and like most servers,
it
has evolved over time.

The server has a lot of metamod plugins like Amxmod and HLGuard. Amxmod
is
loaded with many plugins.

So, it's like looking for a needle in a hay stack.

Here is the deal. The server has been stable for months. There are a few
crashes now and then, but not too often. Serverdoc takes care of the
occasional crash.

It has run for weeks at a time without a single problem. Recently, I
added a
couple new Amxmod plugins. Then the server started its weird lock-up
with
the cpu usage at 100%. Of course, I removed the latest plugins and
restored
the configuration to its previous stable condition.

Still, the server locks up at 100% cpu usage about once a day! When this
happens, the server stops responding. The logs just end in mid stream
when I
manually restart it. I know I should start removing metamod plugins one
at a
time to try to isolate the problem. The list of addons is too long to
list
here.

Questions:

Is there a debug configuration so the logs have more information?

Anybody see this symptom before?



Thanks in advance. I know what I must now do and I'm not looking forward
to
it.

I just thought some of the brains here might have a suggestion or good
intuition.



Megatron





--

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Re: [hlds] Re: [hlds_linux] OT: HalfLife2 preloading bug?

2004-10-18 Thread Ooks Server
I had the same problem. It sat there for a week at 76% or so. If I had
forked good money only to spend a week and not able to get the download to
complete, I'd be pretty steamed ;-P
I had to tell it to cancel the download, and it told me that would delete
all downloaded content. Then I told it to preload from scratch and it
worked.
- Original Message -
From: Steven Hartland [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
Sent: Sunday, October 17, 2004 5:48 AM
Subject: [hlds] Re: [hlds_linux] OT: HalfLife2 preloading bug?
Anyone got any ideas on this I've tried deleting:
1. ClientRegistry.blob
2. The config dir
Neither have any effect so Im still unable to continue downloading
the HalfLife2 preload.
   Steve / K
- Original Message -
From: Steven Hartland [EMAIL PROTECTED]
I just checked the status of my halflife2 preload and it was sat
at 69% ( waiting for the latest chunk). With the window open
I managed to mistakenly click Pause now it doesn't matter
how many times I click Continue nothing happens it still
sits with Continue and doesn't change back to Pause.
How do I get this to working again?

This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it.
In the event of misdirection, illegible or incomplete transmission please
telephone (023) 8024 3137
or return the E.mail to [EMAIL PROTECTED]
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RE: [hlds] serious cs:s vulnerability

2004-10-18 Thread K. Mike Bradley
It's alive with mostly hackers ... Everyone else left.




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cornelius Lipponer
Sent: Monday, October 18, 2004 4:51 PM
To: [EMAIL PROTECTED]
Subject: AW: [hlds] serious cs:s vulnerability

I have heard this crap since beta 5.2 and CS is alive still

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von K. Mike Bradley
Gesendet: Montag, 18. Oktober 2004 18:39
An: [EMAIL PROTECTED]
Betreff: RE: [hlds] serious cs:s vulnerability

LOL HL2 will be a great single player game but multi player (like CS) is
DEAD.
I don't even play anymore.
The hackers killed it.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
Andrews
Sent: Sunday, October 17, 2004 3:25 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

might like to ban their ID's as well.  Though it is pretty much impossible
to tell the difference between someone that got a new account for HL2 so
they didn't lose their old cd key and someone who's using the steam exploit,
it's better to keep them off the servers in any way possible.

Since these are malicious attacks against your server, you could try some
legal movements on the people if you have some spare time =)

- Bruce Bahamut Andrews



[EMAIL PROTECTED] wrote:

All you can do for now is to go thru your logs, looking for ppl who
have changed their name to %n and ban their IP address accordingly so
they cant come back and do it again. I have noticed some repeat
offenders on my servers, just got thru banning several people on my
servers.

- K2


thrillhaus [EMAIL PROTECTED] wrote:



So what can be done?? Nothing? Just happened on my server :(

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Gerry
Sent: Saturday, October 16, 2004 9:58 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] serious cs:s vulnerability

Peh, I just had this happen to myself.

What idiots .

Pretty much...
%n: Don't kill or kick me or you'll all crash  -myg0t

Then it crashed.

*sigh*

~

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, October 16, 2004 9:27 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

Yup. One of my admins was watching the console on my server and saw
exactly how it's done. Dave, did ya send the particulars to Valve
already? Hoping this gets resolved soon Valve.

- K2

David Fencik [EMAIL PROTECTED] wrote:



Here's another ip address of someone who exploited the format string
vulnerability to disconnect all clients on one of my servers:

138.88.222.21

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
Sent: Friday, October 15, 2004 8:29 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] serious cs:s vulnerability

Just for grinshere's the ip address of the offending hacker:

68.37.174.181

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, October 15, 2004 8:07 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

Yeah I just had to restart one of my servers as well. It *looks* like
the last exploit (malformed rcon command that would hang the server
and peg the CPU at
100%) however this time cpu usage doesnt skyrocket, and in the
console you can see all of the players drop via timing out, all at
the same time almost.

You seeing the same thing Dave?

- K2
http://www.hardfought.org


David Fencik [EMAIL PROTECTED] wrote:



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Some script kiddie
just crashed one of my source servers.  It amazes


me


that there could be such an easily exploitable vulnerability in such


an


obvious place.  Here's a hint to you all:  format-string


vulnerability.


Feel free to email me off list if you'd like the specifics.

Dave
--

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Re: [hlds] serious cs:s vulnerability

2004-10-18 Thread Cian Sweeney
GO CS2D!!!


On Mon, 18 Oct 2004 22:35:03 -0400, K. Mike Bradley [EMAIL PROTECTED] wrote:
 It's alive with mostly hackers ... Everyone else left.




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Cornelius Lipponer
 Sent: Monday, October 18, 2004 4:51 PM
 To: [EMAIL PROTECTED]
 Subject: AW: [hlds] serious cs:s vulnerability

 I have heard this crap since beta 5.2 and CS is alive still

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von K. Mike Bradley
 Gesendet: Montag, 18. Oktober 2004 18:39
 An: [EMAIL PROTECTED]
 Betreff: RE: [hlds] serious cs:s vulnerability

 LOL HL2 will be a great single player game but multi player (like CS) is
 DEAD.
 I don't even play anymore.
 The hackers killed it.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
 Andrews
 Sent: Sunday, October 17, 2004 3:25 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] serious cs:s vulnerability

 might like to ban their ID's as well.  Though it is pretty much impossible
 to tell the difference between someone that got a new account for HL2 so
 they didn't lose their old cd key and someone who's using the steam exploit,
 it's better to keep them off the servers in any way possible.

 Since these are malicious attacks against your server, you could try some
 legal movements on the people if you have some spare time =)

 - Bruce Bahamut Andrews

 [EMAIL PROTECTED] wrote:

 All you can do for now is to go thru your logs, looking for ppl who
 have changed their name to %n and ban their IP address accordingly so
 they cant come back and do it again. I have noticed some repeat
 offenders on my servers, just got thru banning several people on my
 servers.
 
 - K2
 
 
 thrillhaus [EMAIL PROTECTED] wrote:
 
 
 
 So what can be done?? Nothing? Just happened on my server :(
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Gerry
 Sent: Saturday, October 16, 2004 9:58 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] serious cs:s vulnerability
 
 Peh, I just had this happen to myself.
 
 What idiots .
 
 Pretty much...
 %n: Don't kill or kick me or you'll all crash  -myg0t
 
 Then it crashed.
 
 *sigh*
 
 ~
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Saturday, October 16, 2004 9:27 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] serious cs:s vulnerability
 
 Yup. One of my admins was watching the console on my server and saw
 exactly how it's done. Dave, did ya send the particulars to Valve
 already? Hoping this gets resolved soon Valve.
 
 - K2
 
 David Fencik [EMAIL PROTECTED] wrote:
 
 
 
 Here's another ip address of someone who exploited the format string
 vulnerability to disconnect all clients on one of my servers:
 
 138.88.222.21
 
 Dave
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
 Sent: Friday, October 15, 2004 8:29 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] serious cs:s vulnerability
 
 Just for grinshere's the ip address of the offending hacker:
 
 68.37.174.181
 
 Dave
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Friday, October 15, 2004 8:07 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] serious cs:s vulnerability
 
 Yeah I just had to restart one of my servers as well. It *looks* like
 the last exploit (malformed rcon command that would hang the server
 and peg the CPU at
 100%) however this time cpu usage doesnt skyrocket, and in the
 console you can see all of the players drop via timing out, all at
 the same time almost.
 
 You seeing the same thing Dave?
 
 - K2
 http://www.hardfought.org
 
 
 David Fencik [EMAIL PROTECTED] wrote:
 
 
 
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Some script kiddie
 just crashed one of my source servers.  It amazes
 
 
 me
 
 
 that there could be such an easily exploitable vulnerability in such
 
 
 an
 
 
 obvious place.  Here's a hint to you all:  format-string
 
 
 vulnerability.
 
 
 Feel free to email me off list if you'd like the specifics.
 
 Dave
 --
 
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 
 
 please
 
 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
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 archives, please visit:
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RE: [hlds] serious cs:s vulnerability

2004-10-18 Thread spartibus
In your imaginary world, I suppose it would.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley
Sent: Monday, October 18, 2004 7:35 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] serious cs:s vulnerability

It's alive with mostly hackers ... Everyone else left.




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cornelius Lipponer
Sent: Monday, October 18, 2004 4:51 PM
To: [EMAIL PROTECTED]
Subject: AW: [hlds] serious cs:s vulnerability

I have heard this crap since beta 5.2 and CS is alive still

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von K. Mike Bradley
Gesendet: Montag, 18. Oktober 2004 18:39
An: [EMAIL PROTECTED]
Betreff: RE: [hlds] serious cs:s vulnerability

LOL HL2 will be a great single player game but multi player (like CS) is
DEAD.
I don't even play anymore.
The hackers killed it.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
Andrews
Sent: Sunday, October 17, 2004 3:25 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

might like to ban their ID's as well.  Though it is pretty much impossible
to tell the difference between someone that got a new account for HL2 so
they didn't lose their old cd key and someone who's using the steam exploit,
it's better to keep them off the servers in any way possible.

Since these are malicious attacks against your server, you could try some
legal movements on the people if you have some spare time =)

- Bruce Bahamut Andrews



[EMAIL PROTECTED] wrote:

All you can do for now is to go thru your logs, looking for ppl who
have changed their name to %n and ban their IP address accordingly so
they cant come back and do it again. I have noticed some repeat
offenders on my servers, just got thru banning several people on my
servers.

- K2


thrillhaus [EMAIL PROTECTED] wrote:



So what can be done?? Nothing? Just happened on my server :(

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Gerry
Sent: Saturday, October 16, 2004 9:58 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] serious cs:s vulnerability

Peh, I just had this happen to myself.

What idiots .

Pretty much...
%n: Don't kill or kick me or you'll all crash  -myg0t

Then it crashed.

*sigh*

~

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, October 16, 2004 9:27 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

Yup. One of my admins was watching the console on my server and saw
exactly how it's done. Dave, did ya send the particulars to Valve
already? Hoping this gets resolved soon Valve.

- K2

David Fencik [EMAIL PROTECTED] wrote:



Here's another ip address of someone who exploited the format string
vulnerability to disconnect all clients on one of my servers:

138.88.222.21

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
Sent: Friday, October 15, 2004 8:29 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] serious cs:s vulnerability

Just for grinshere's the ip address of the offending hacker:

68.37.174.181

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, October 15, 2004 8:07 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] serious cs:s vulnerability

Yeah I just had to restart one of my servers as well. It *looks* like
the last exploit (malformed rcon command that would hang the server
and peg the CPU at
100%) however this time cpu usage doesnt skyrocket, and in the
console you can see all of the players drop via timing out, all at
the same time almost.

You seeing the same thing Dave?

- K2
http://www.hardfought.org


David Fencik [EMAIL PROTECTED] wrote:



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Some script kiddie
just crashed one of my source servers.  It amazes


me


that there could be such an easily exploitable vulnerability in such


an


obvious place.  Here's a hint to you all:  format-string


vulnerability.


Feel free to email me off list if you'd like the specifics.

Dave
--

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