[hlds] Undocumented auto-TK kick?

2005-05-18 Thread Andrew Armstrong
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is there some hard coded, undocumented auto TK kick system coded into CSS 
atleast?

If I TK a friendly player within the first few seconds of round start I get 
kicked by console.

This is not helpful when im trying to develop a system to handle TKs myself 
without the game doing stuff I have no control over.

Valve?

- Plasma
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Re: Re:[hlds] Most Updates a second?

2005-05-18 Thread Jim
you make reference to srcdsbooster is this an addon??? I am not familar with
this option
- Original Message -
From: [DinoBot]Sidmind [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, May 17, 2005 8:54 AM
Subject: Re:[hlds] Most Updates a second?

Whoops, I forgot, I run a tickrate of 45 on the 20
slot server and default tickrate on the 12 man.
--- [DinoBot]Sidmind [EMAIL PROTECTED] wrote:
Since we are on the topic. I would like to ask a
question for anyone willing to help.

On our server (Dual 1ghz CPU's,2.5gb ram)  I keep
two
Source servers running 1 @ 20 slot  1 @ 12 slot.
I also run the srcdsbooster and fps_max 300
sv_minrate  5000
sv_maxrate  
sv_minupdaterate 13
sv_maxupdaterate  30
Also this server is at a Dediated co-location
company
in Dallas.
But I still don't get very good results.. Things get
choppy when both servers are full.
I only recently cut back the second server to 12
slots
because it got so laggy when both servers were full
(about 30+ players)
Could someone take a look at what I posted above and
come up with a better recomendation.



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Re: [hlds] Most Updates a second?

2005-05-18 Thread Jesper Sørensen
Sounds unlikelyAt least I've never observed that on any client
computer, and I've seen a few in my time :)
You known that the figures your a looking for, are on the right hand
side (xx.x/s) ? (The left hand side is packet size)
net_maxfragments has nothing to do with it - The updates/s that are
counted by netgraph,are game updates/s not packet/s - So if a game
updates spans 100 packets, it still only counts as 1 update.
I wouldnt mock about with net_maxfragments too much. Although small
packets usually are favorites to traverse internet routers faster than
big packets.
Most packets from the Source netcode are small as it is, and the added
overhead of fragmenting packets is hardly worth it.
You only really want to change it if you are on a segmet where you
cannot send 1500 bytes packets, without some device having to fragment
them, in that case it would be prudent to set it (GRE tunnel etc).
In from left to right:
- Size of last update (received)
- Avg. bw used/s for last 30/s (not sure about the 30, but I seem to
recall something about 30 from the SDK)
- Avg game updates/s for last 30/s
Out from left to right:
- Size of last update (sent)
- Avg. bw used/s for last 30/s
- Avg game updates/s for last 30/s
/Jesper
SxRxRnR wrote:
Whisper,
I know for a fact that the cl_updaterate and  cl_cmdrate to not directly
correlate to the same values in the netgraph.  I can have both values on
default of 20 and 30 on my client and still get 70-100 for the in and out
values in the netgraph.  You can try changing net_maxfragments to see if
that changes anything (def. Max fragment bytes per packet).  Try setting
that to different values to see if anything changes.  Has anyone seen
higher
values?
SxRxRnR

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Re: [hlds] Undocumented auto-TK kick?

2005-05-18 Thread Ted Gribble
mp_spawnprotectiontime
set that to 0
Andrew Armstrong wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is there some hard coded, undocumented auto TK kick system coded into CSS 
atleast?
If I TK a friendly player within the first few seconds of round start I get 
kicked by console.
This is not helpful when im trying to develop a system to handle TKs myself 
without the game doing stuff I have no control over.
Valve?
- Plasma
--
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Re: [hlds] Undocumented auto-TK kick?

2005-05-18 Thread Andrew Armstrong
Ive set that to 0 and even -1.

Seems every second time I TK I get booted :\

- Plasma

- Original Message -
From: Ted Gribble [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 4:17 PM
Subject: Re: [hlds] Undocumented auto-TK kick?


 mp_spawnprotectiontime
 set that to 0

 Andrew Armstrong wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Is there some hard coded, undocumented auto TK kick system coded into
CSS atleast?
 
  If I TK a friendly player within the first few seconds of round start I
get kicked by console.
 
  This is not helpful when im trying to develop a system to handle TKs
myself without the game doing stuff I have no control over.
 
  Valve?
 
  - Plasma
  --
 
 
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Re: [hlds] Most Updates a second?

2005-05-18 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Ahhh I worked it out hy some of you aren't some of you aren't getting the
updates you should be getting.
 1. tickrate is a command line option so set in your startup cmd line
-tickrate 66 or -tickrate 100
 2. You must ping boost your server by changing the Windows Multimedia
timer. The most fool proof method is to start Windows Media Player with
clock.avi loaded but not playing.
 3. sv_maxupdaterate has to be higher than the tickrate for tickrates to be
reflected correctly in the net_graph 3 as per Jesper Sørensen's explanation
*AND* you must either change the sv_maxupdaterate value in your
server.cfgfile and reboot the server or change it manually and then
change the map.
Most sv_ variables can be changed via rcon but then a map change must be
done for the values to feed through. Moreover, please do an rcon
sv_maxupdaterate with no value to get the server to report back to you
exactly what it thinks it is using, rather than assume what you think it is
using.
 Thats about as much as I have worked out thus far.
 Where to go from here?
 Thanks
 On 5/18/05, Jesper Sørensen [EMAIL PROTECTED] wrote:

 Sounds unlikelyAt least I've never observed that on any client
 computer, and I've seen a few in my time :)

 You known that the figures your a looking for, are on the right hand
 side (xx.x/s) ? (The left hand side is packet size)

 net_maxfragments has nothing to do with it - The updates/s that are
 counted by netgraph,are game updates/s not packet/s - So if a game
 updates spans 100 packets, it still only counts as 1 update.

 I wouldnt mock about with net_maxfragments too much. Although small
 packets usually are favorites to traverse internet routers faster than
 big packets.
 Most packets from the Source netcode are small as it is, and the added
 overhead of fragmenting packets is hardly worth it.
 You only really want to change it if you are on a segmet where you
 cannot send 1500 bytes packets, without some device having to fragment
 them, in that case it would be prudent to set it (GRE tunnel etc).

 In from left to right:
 - Size of last update (received)
 - Avg. bw used/s for last 30/s (not sure about the 30, but I seem to
 recall something about 30 from the SDK)
 - Avg game updates/s for last 30/s

 Out from left to right:
 - Size of last update (sent)
 - Avg. bw used/s for last 30/s
 - Avg game updates/s for last 30/s

 /Jesper


 SxRxRnR wrote:

  Whisper,
  I know for a fact that the cl_updaterate and cl_cmdrate to not directly
  correlate to the same values in the netgraph. I can have both values on
  default of 20 and 30 on my client and still get 70-100 for the in and
 out
  values in the netgraph. You can try changing net_maxfragments to see if
  that changes anything (def. Max fragment bytes per packet). Try setting
  that to different values to see if anything changes. Has anyone seen
  higher
  values?
 
  SxRxRnR
 
 
 
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RE: [hlds] Undocumented auto-TK kick?

2005-05-18 Thread Alfred Reynolds
Set mp_tkpunish to 0 to disable the built in TK protection.

- Alfred


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
Sent: Wednesday, May 18, 2005 12:08 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Undocumented auto-TK kick?

Ive set that to 0 and even -1.

Seems every second time I TK I get booted :\

- Plasma

- Original Message -
From: Ted Gribble [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 4:17 PM
Subject: Re: [hlds] Undocumented auto-TK kick?


 mp_spawnprotectiontime
 set that to 0

 Andrew Armstrong wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Is there some hard
  coded, undocumented auto TK kick system coded into
CSS atleast?
 
  If I TK a friendly player within the first few seconds of round
  start I
get kicked by console.
 
  This is not helpful when im trying to develop a system to handle TKs
myself without the game doing stuff I have no control over.
 
  Valve?
 
  - Plasma
  --
 
 
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RE: [hlds] Undocumented auto-TK kick?

2005-05-18 Thread Micha Vermeer
Thank you,

I thought mp_autokick 0 and mp_tkpunish 0 would have done the trick in the
past (right?), but it stopped working?

DrBashir

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ted Gribble
Sent: Wednesday, May 18, 2005 8:17 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Undocumented auto-TK kick?

mp_spawnprotectiontime
set that to 0

Andrew Armstrong wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Is there some hard coded, undocumented auto TK kick system coded into CSS
atleast?

 If I TK a friendly player within the first few seconds of round start I
get kicked by console.

 This is not helpful when im trying to develop a system to handle TKs
myself without the game doing stuff I have no control over.

 Valve?

 - Plasma
 --


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RE: [hlds] Undocumented auto-TK kick?

2005-05-18 Thread Micha Vermeer
Whoops, that should have been mp_spawnprotectiontime 0

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Micha Vermeer
Sent: Wednesday, May 18, 2005 9:33 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Undocumented auto-TK kick?

Oh hehe, as soon as I send my email, I saw this one from Alfred...

Maybe the combination of:

Mp_autokick 0
Mp_tkpunish 0
Mp_spawnprotection 0

?? If that doesn't solve it for you... then I'm stuck still as well (I'm @
work, so not able to test my server atm)

DrBashir

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Wednesday, May 18, 2005 9:22 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Undocumented auto-TK kick?

Set mp_tkpunish to 0 to disable the built in TK protection.

- Alfred


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
Sent: Wednesday, May 18, 2005 12:08 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Undocumented auto-TK kick?

Ive set that to 0 and even -1.

Seems every second time I TK I get booted :\

- Plasma

- Original Message -
From: Ted Gribble [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 4:17 PM
Subject: Re: [hlds] Undocumented auto-TK kick?


 mp_spawnprotectiontime
 set that to 0

 Andrew Armstrong wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Is there some hard
  coded, undocumented auto TK kick system coded into
CSS atleast?
 
  If I TK a friendly player within the first few seconds of round
  start I
get kicked by console.
 
  This is not helpful when im trying to develop a system to handle TKs
myself without the game doing stuff I have no control over.
 
  Valve?
 
  - Plasma
  --
 
 
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  archives,
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Re: [hlds] Undocumented auto-TK kick?

2005-05-18 Thread Andrew Armstrong
Theres also mp_autokick that Micha pointed out saying it kicks 'TKers and
idle players'.

So, what relationship does mp_tkpunish and mp_autokick have?

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 5:21 PM
Subject: RE: [hlds] Undocumented auto-TK kick?


 Set mp_tkpunish to 0 to disable the built in TK protection.

 - Alfred


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
 Sent: Wednesday, May 18, 2005 12:08 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Undocumented auto-TK kick?

 Ive set that to 0 and even -1.

 Seems every second time I TK I get booted :\

 - Plasma

 - Original Message -
 From: Ted Gribble [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, May 18, 2005 4:17 PM
 Subject: Re: [hlds] Undocumented auto-TK kick?


  mp_spawnprotectiontime
  set that to 0
 
  Andrew Armstrong wrote:
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] Is there some hard
   coded, undocumented auto TK kick system coded into
 CSS atleast?
  
   If I TK a friendly player within the first few seconds of round
   start I
 get kicked by console.
  
   This is not helpful when im trying to develop a system to handle TKs
 myself without the game doing stuff I have no control over.
  
   Valve?
  
   - Plasma
   --
  
  
   ___
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[hlds] Re: [SPAM] Re: [SPAM] Re: [SPAM] Re: [SPAM] Re: [SPAM] Re: [SPAM] Re: [SPAM]

2005-05-18 Thread Steve Tilson
No matter what I do with the so-called anti-spam settings on this
email account it just keeps on with the [SPAM] crap.
So I am going to unsubscribe and resubscribe with an account I actually
have control over.
Sheesh!
Steve Tilson wrote:
blah blah blah
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RE: [hlds] Undocumented auto-TK kick?

2005-05-18 Thread Micha Vermeer
I think I figured it out:

mp_tkpunish

 game replicated
 - Will a TK'er be punished in the next round?  {0=no,  1=yes}

mp_autokick
 ( def. 1 )
 game replicated
 - Kick idle/team-killing players

mp_spawnprotectiontime
 ( def. 5 )
 game replicated
 - Kick players who team-kill within this many seconds of a round restart.


So mp_spawnprotectiontime [seconds/0 to disable] is going to kill anyone
within that time that is TK'ing

And mp_tkpunish [0/1] will kill the guy on the next round (on spawn)

Then, if mp_autokick [0/1] is 1, instead of 'kill' in the above 2 var's,
replace it with 'kick'...

I think it works that way... though correct me if I'm wrong!

My problem was that I didn't know about mp_spawnprotectiontime until now, it
wasn't in the config files...

DrBashir

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
Sent: Wednesday, May 18, 2005 12:13 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Undocumented auto-TK kick?

Theres also mp_autokick that Micha pointed out saying it kicks 'TKers and
idle players'.

So, what relationship does mp_tkpunish and mp_autokick have?

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 5:21 PM
Subject: RE: [hlds] Undocumented auto-TK kick?


 Set mp_tkpunish to 0 to disable the built in TK protection.

 - Alfred


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
 Sent: Wednesday, May 18, 2005 12:08 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Undocumented auto-TK kick?

 Ive set that to 0 and even -1.

 Seems every second time I TK I get booted :\

 - Plasma

 - Original Message -
 From: Ted Gribble [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, May 18, 2005 4:17 PM
 Subject: Re: [hlds] Undocumented auto-TK kick?


  mp_spawnprotectiontime
  set that to 0
 
  Andrew Armstrong wrote:
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] Is there some hard
   coded, undocumented auto TK kick system coded into
 CSS atleast?
  
   If I TK a friendly player within the first few seconds of round
   start I
 get kicked by console.
  
   This is not helpful when im trying to develop a system to handle TKs
 myself without the game doing stuff I have no control over.
  
   Valve?
  
   - Plasma
   --
  
  
   ___
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   archives,
 please visit:
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[hlds] Utility: CSRSC

2005-05-18 Thread Masher
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This is a new utility that I'm working on, currently only works with CS:S.



I'm an Unreal Tournament player and server admin.  One of the biggest
hassles I've found with managing servers is keeping the http downloads in
synch with the game server, add the option of being able to compress files
makes things even more of a pain.  In the Unreal world fastdownloads are
called redirection, so I'll refer to it as that from here on out.



In a nutshell it compares the custom files on your server to the files on
your redirect.  If a file on the game server isn't found on the redirect,
it'll compress it, and copy it to the root of your http download area, and
also create the appropriate directory structure.



This is still very Beta, I'm not as experienced with srcds as I am with the
UT world; so there is probably going to be frequent updates until it's
stable.



Read the readme.txt file for more info and how to get started.



Feel free to email me off list with comments or problems.



I'm releasing this in hopes of making things easier for the admins, and
making the experience for our players better.



http://rsc.brainless.us/rsc/csrscbeta.zip



Take care,



Masher

www.brainless.us http://www.brainless.us/

[EMAIL PROTECTED]

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[hlds] Wk3 Service Pack 1 problems with Source??

2005-05-18 Thread \[DinoBot\]Sidmind
I am getting ready to upgrade to Service Pack 1 for
Windows 2003 Server.

I just want to double check and make sure there are no
problems with SRCDS.
???




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Re: [hlds] Wk3 Service Pack 1 problems with Source??

2005-05-18 Thread Saint K.
Im running win2k3 sp1 without a problem (1 cs 1.6 and 2 cs:s servers on it)
- Original Message -
From: [DinoBot]Sidmind [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 3:31 PM
Subject: [hlds] Wk3 Service Pack 1 problems with Source??

I am getting ready to upgrade to Service Pack 1 for
Windows 2003 Server.
I just want to double check and make sure there are no
problems with SRCDS.
???

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RE: [hlds] Wk3 Service Pack 1 problems with Source??

2005-05-18 Thread Napier, Kevin
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
There was a single issue reported some weeks ago that was specific to dep and 
dell servers but beyond that I've not heard of any.




From: [EMAIL PROTECTED] on behalf of Saint K.
Sent: Wed 5/18/2005 9:53 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Wk3 Service Pack 1 problems with Source??



Im running win2k3 sp1 without a problem (1 cs 1.6 and 2 cs:s servers on it)
- Original Message -
From: [DinoBot]Sidmind [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 3:31 PM
Subject: [hlds] Wk3 Service Pack 1 problems with Source??


I am getting ready to upgrade to Service Pack 1 for
 Windows 2003 Server.

 I just want to double check and make sure there are no
 problems with SRCDS.
 ???




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Re: [SPAM] Re: Re:[hlds] Most Updates a second?

2005-05-18 Thread Jim
Thanks Steve for the info
So I noticed alot more serverare on VAC now is VAC still beta... or on a
slow roll out?
- Original Message -
From: Steve Tilson [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 4:27 AM
Subject: Re: [SPAM] Re: Re:[hlds] Most Updates a second?

The author of srcdsbooster is hanging around here somewhere...
(give me a readme for the zip dooode!)
You can download srcdsbooster and other useful utilities from the
download page http://www.noclans.com/downloads.htm
Or the direct link:
http://www.noclans.com/downloads/srcdsbooster.zip
I suspect you can download the file from counter-strike.net too.
Best method of appreciating what this little gem does:
1. If you are running it, Turn off the winblows media player clock.avi
thing,
2. note the 65fps of your srcds consoles,
3. set your server fps_max to 999 and restart your server
4. Unzip srcdsbooster.zip to any folder
5. run srcdsbooster.exe
6. Note the console fps just jumped up to around 500 (if your system
runs like mine)
Enjoy!
Jim wrote:
you make reference to srcdsbooster is this an addon??? I am not
familar with
this option


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[hlds] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
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Hey,

Im sending this to hlcoders and hlds lists.

Im curious, is it possible for hlcoders via a plugin or whatnot to track player 
positions?
What about through console messages with a cvar turned on?

Surely if you can tell a player is moving at X/units per second he is using 
speed hack and to instantly ban, no?

Or does the SDK not provide such interactivity?

- Plasma
--


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Re: [SPAM] Re: Re:[hlds] Most Updates a second?

2005-05-18 Thread Graham Robinson
I think it's more that someone posted the command line to start it on this list.

I'm sure that when it is released we will at least get a 'there will
be a source update in the next few hours' email even if it doesn't say
VAC on it.

Remember it has been stated that when VAC is released it will be on by
default so you will see as soon as you update that VAC is released if
you _haven't_ set sv_secure anywhere.

Graham

On 5/18/05, Jim [EMAIL PROTECTED] wrote:
 Thanks Steve for the info

 So I noticed alot more serverare on VAC now is VAC still beta... or on a
 slow roll out?


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[hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread \[DinoBot\]Sidmind
I was playing around with the IP's that always show up
in the console that have the bad challenge message.
I was under the impression that these were probably
people that have an old version of HLSW.
BUT
as a test, I set up a new Source server(password
protected so no one would join) using a NEW IP
address thats never been used before. This way no one
will have it in there HLSW.

Funny thing is that I still get the bad challenge
errors.
So I decided to do some more testing. I turned on
net_showudp and below is a typical output that
Constantly streams the console, Below is only a few
seconds of the copy/paste.  What I notice is that only
the UDP packet that had a port around the range of
ports used by CS got flagged.
Also after playing with this for a little while, I
basically figured out that these strange connections
are probably people on the internet that have Virus's
or spam on there computers and are broadcasting
looking for others to infect.  I am not sure if this
means anything or not to anyone, but it's probably
worth someone that is more knowledgable than I, try
the same type of test and see what they think...

note:  net_showtcp didnt return ANYTHING even after
leaving it on for several minutes.

net_showudp 1
UDP - 64.81.227.179:63392: sz=25 OOB 'T'
UDP - 64.81.227.179:63392: sz=88 OOB 'I'
UDP - 217.93.234.62:1960: sz=25 OOB 'T'
UDP - 217.93.234.62:1960: sz=88 OOB 'I'
UDP - 67.84.228.213:1699: sz=25 OOB 'T'
UDP - 67.84.228.213:1699: sz=88 OOB 'I'
UDP - 68.44.15.163:1691: sz=25 OOB 'T'
UDP - 68.44.15.163:1691: sz=88 OOB 'I'
UDP - 68.221.252.204:50576: sz=25 OOB 'T
UDP - 68.221.252.204:50576: sz=88 OOB 'I
UDP - 67.8.144.155:8128: sz=25 OOB 'T'
UDP - 67.8.144.155:8128: sz=88 OOB 'I'
UDP - 24.3.197.232:1123: sz=25 OOB 'T'
UDP - 24.3.197.232:1123: sz=88 OOB 'I'
UDP - 68.60.187.173:2936: sz=25 OOB 'T'
UDP - 68.60.187.173:2936: sz=88 OOB 'I'
UDP - 194.251.249.103:27243: sz=25 OOB '
UDP - 194.251.249.103:27243: sz=88 OOB '
UDP - 194.251.249.103:27243: sz=9 OOB 'V
Old challenge from 194.251.249.103:27243.
UDP - 194.251.249.103:27243: sz=9 OOB 'A
UDP - 194.251.249.103:27243: sz=9 OOB 'U
Bad challenge from 194.251.249.103:27243.
UDP - 194.251.249.103:27243: sz=9 OOB 'A
UDP - 68.228.152.246:3052: sz=25 OOB 'T'
UDP - 68.228.152.246:3052: sz=88 OOB 'I'
UDP - 69.247.4.250:1072: sz=25 OOB 'T'
UDP - 69.247.4.250:1072: sz=88 OOB 'I'
UDP - 68.191.165.193:61629: sz=25 OOB 'T
UDP - 68.191.165.193:61629: sz=88 OOB 'I
UDP - 80.139.93.15:2830: sz=25 OOB 'T'
UDP - 80.139.93.15:2830: sz=88 OOB 'I'
net_showudp 0



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Re: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread Steven Hartland
Its more likely people that just haven't updated their
query tools like ASE, gamespy etc. All of which will
get the server list from the master then query the servers
will the old protocol. It even looks like some of the
masters have yet to be updated ( no surprise after ASE
was purchased by Yahoo and we all know what they
are like ).
   Steve / K
- Original Message -
From: [DinoBot]Sidmind [EMAIL PROTECTED]
Also after playing with this for a little while, I
basically figured out that these strange connections
are probably people on the internet that have Virus's
or spam on there computers and are broadcasting
looking for others to infect.  I am not sure if this
means anything or not to anyone, but it's probably
worth someone that is more knowledgable than I, try
the same type of test and see what they think...


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Re: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread m0gely
Steven Hartland wrote:
Its more likely people that just haven't updated their
query tools like ASE, gamespy etc. All of which will
get the server list from the master then query the servers
will the old protocol.
So wouldn't we be able to trigger this message ourself then by using
-hl2s in qstat?  When I emailed you off list about this I noticed that
using the old protocol there did not cause the Bad Challenge/No
Challenge message to be echoed on my console.
--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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Re: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread \[DinoBot\]Sidmind
I don't believe its programs like gamespy,  I have
used nslookup on MANY MANY of the IP's,, at least 20

All of them appear to be home PC's , Below is a
nslookup on just one of the ip's I listed.

Name:pcp0011791344pcs.hamden01.ct.comcast.net
Address:  69.247.4.250

Name:c68.191.165.193.stp.wi.charter.com
Address:  68.191.165.193


I would think that SRCDS would block all UDP traffic
that is not needed by the netcode. But look at the
list I provided, there is UDP traffic from a wide
range of ports.


--- Steven Hartland [EMAIL PROTECTED] wrote:
 Its more likely people that just haven't updated
 their
 query tools like ASE, gamespy etc. All of which will
 get the server list from the master then query the
 servers
 will the old protocol. It even looks like some of
 the
 masters have yet to be updated



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Re: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread Steven Hartland
- Original Message -
From: m0gely [EMAIL PROTECTED]
So wouldn't we be able to trigger this message ourself then by using
-hl2s in qstat?  When I emailed you off list about this I noticed that
using the old protocol there did not cause the Bad Challenge/No
Challenge message to be echoed on my console.
Interesting I would have though it would but as u say it doesn't
Wonder if Alfred could let us know what triggers said message
then? Is it an old un updated client?
   Steve / K

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RE: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread Alfred Reynolds
That message is printed when a server query is received by the server
with the incorrect (or missing) challenge value in the packet. Right now
this means clients (i.e running older serverbrowser tools) querying your
server.

- Alfred


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Wednesday, May 18, 2005 4:31 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] More info on Bad Challenge/No Challenge

- Original Message -
From: m0gely [EMAIL PROTECTED]
 So wouldn't we be able to trigger this message ourself then by using
 -hl2s in qstat?  When I emailed you off list about this I noticed that

 using the old protocol there did not cause the Bad Challenge/No
 Challenge message to be echoed on my console.

Interesting I would have though it would but as u say it doesn't Wonder
if Alfred could let us know what triggers said message then? Is it an
old un updated client?

Steve / K



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
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Re: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread \[DinoBot\]Sidmind
Correction,  SOME of the packets are from ASE  If you
look at the list I provided  The bad challenge error
was port 27243

here is a yahoo search result for port 27243
http://www.wokkel.net:3000/showPortTraffic.html?port=27243

If you google  port 27243  you will see all kinds of
references for ASE ( All Seeing Eye )

But this still doesn't explain the Weird and varied
ports that are showing from net_showudp 1





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RE: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread \[DinoBot\]Sidmind
Alfred, can you explain why when I turn on net_showudp
that a wide range of ports that are obviosly NOT
serverbrowsers are turning up.
Remember I did these tests on a server that had a
brand new IP address never used for anything. so no
one would have this in there programs. Of course
ASE/gamespy would eventually pick it up from the
Master Server, but it doesn't explain all the  Home
PC's  I had a steady stream of udp traffic, below is
only about 1 seconds worth of copy/paste , and
according to nslookup these are all homepc's

UDP - 64.81.227.179:63392: sz=25 OOB 'T'
UDP - 64.81.227.179:63392: sz=88 OOB 'I'
UDP - 217.93.234.62:1960: sz=25 OOB 'T'
UDP - 217.93.234.62:1960: sz=88 OOB 'I'
UDP - 67.84.228.213:1699: sz=25 OOB 'T'
UDP - 67.84.228.213:1699: sz=88 OOB 'I'
UDP - 68.44.15.163:1691: sz=25 OOB 'T'
UDP - 68.44.15.163:1691: sz=88 OOB 'I'
UDP - 68.221.252.204:50576: sz=25 OOB 'T
UDP - 68.221.252.204:50576: sz=88 OOB 'I
UDP - 67.8.144.155:8128: sz=25 OOB 'T'
UDP - 67.8.144.155:8128: sz=88 OOB 'I'
UDP - 24.3.197.232:1123: sz=25 OOB 'T'
UDP - 24.3.197.232:1123: sz=88 OOB 'I'
UDP - 68.60.187.173:2936: sz=25 OOB 'T'


--- Alfred Reynolds [EMAIL PROTECTED] wrote:
 That message is printed when a server query is
 received by the server
 with the incorrect (or missing) challenge value in
 the packet. Right now
 this means clients (i.e running older serverbrowser
 tools) querying your
 server.

 - Alfred




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Re: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread Steven Hartland
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
That message is printed when a server query is received by the server
with the incorrect (or missing) challenge value in the packet. Right now
this means clients (i.e running older serverbrowser tools) querying your
server.
Thought as much but there also may be another issue at hand.
I've got a trace here which shows a client doing a query but not
just one two straight off and that seemed to trigger it as well.
I assume this is due to the fact that the server maintains state
on the source address and as such two well formed but interleaved
requests could trigger this message.
If you want the packet trace Alfred I can provide it.
   Steve / K

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RE: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread Alfred Reynolds
That is people running serverbrowsers at home (tools like GameSpy ping
the servers directly).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [DinoBot]Sidmind
Sent: Wednesday, May 18, 2005 4:48 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] More info on Bad Challenge/No Challenge

Alfred, can you explain why when I turn on net_showudp that a wide range
of ports that are obviosly NOT serverbrowsers are turning up.
Remember I did these tests on a server that had a brand new IP address
never used for anything. so no one would have this in there programs. Of
course ASE/gamespy would eventually pick it up from the Master Server,
but it doesn't explain all the  Home PC's  I had a steady stream of udp
traffic, below is only about 1 seconds worth of copy/paste , and
according to nslookup these are all homepc's

UDP - 64.81.227.179:63392: sz=25 OOB 'T'
UDP - 64.81.227.179:63392: sz=88 OOB 'I'
UDP - 217.93.234.62:1960: sz=25 OOB 'T'
UDP - 217.93.234.62:1960: sz=88 OOB 'I'
UDP - 67.84.228.213:1699: sz=25 OOB 'T'
UDP - 67.84.228.213:1699: sz=88 OOB 'I'
UDP - 68.44.15.163:1691: sz=25 OOB 'T'
UDP - 68.44.15.163:1691: sz=88 OOB 'I'
UDP - 68.221.252.204:50576: sz=25 OOB 'T UDP - 68.221.252.204:50576:
sz=88 OOB 'I UDP - 67.8.144.155:8128: sz=25 OOB 'T'
UDP - 67.8.144.155:8128: sz=88 OOB 'I'
UDP - 24.3.197.232:1123: sz=25 OOB 'T'
UDP - 24.3.197.232:1123: sz=88 OOB 'I'
UDP - 68.60.187.173:2936: sz=25 OOB 'T'


--- Alfred Reynolds [EMAIL PROTECTED] wrote:
 That message is printed when a server query is received by the server
 with the incorrect (or missing) challenge value in the packet. Right
 now this means clients (i.e running older serverbrowser
 tools) querying your
 server.

 - Alfred




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[hlds] Re: Speed hack detection?

2005-05-18 Thread DarK
I thought of this too... But wouldn't it also kick people that lag?
The lagging player can sometimes move very fast after lagging for 5 seconds
or so...
From: Ruiner [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Speed hack detection?
Date: Wed, 18 May 2005 13:37:50 -0400
Reply-To: hlds@list.valvesoftware.com
I'm pretty sure that would be possible. I've personally played a lot with
the engine on server-side, and was able to fix a lot of engine problems.
(mostly for TFC) - http://sparky.konspiracy.org/server - ie, fixing nail
gren exploits, kicking people who spam in front of respawn doors, etc..
you
definately know the positions of the players and could compare. it could
be
an interesting project.
- Original Message -
From: Andrew Armstrong [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 10:40 AM
Subject: [hlds] Speed hack detection?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey,
Im sending this to hlcoders and hlds lists.
Im curious, is it possible for hlcoders via a plugin or whatnot to track
player positions?
What about through console messages with a cvar turned on?
Surely if you can tell a player is moving at X/units per second he is
using speed hack and to instantly ban, no?
Or does the SDK not provide such interactivity?
- Plasma

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[hlds] AMX Mod Slot Reservation and Auto-Retry function in Steam

2005-05-18 Thread dag
Anyone know of a method to get the amx mod adminslots reservation module to
work with the auto-retry feature in steam.  Presently if my server is
full on the public slots, (I have it set to 24 player, with 4 reserved,
giving the server 28 player capacity) with 24 peeps on, the next
non-reserved person to join gets a kicked by server message.  I would
rather have it allow the player to have the steam option to auto-retry
connection to the server then just receive a you have been kicked by server 
message.
Running amx 0.9.7, CS 1.6.
TIA
---daggy
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[hlds] Re: UDP ports

2005-05-18 Thread Rafael Lopez
It's kinda lame but im just going to link to my thread at steampowered
forums since people have replied and I;ve replied back.

http://forums.steampowered.com/forums/showthread.php?s=postid=2843764#post2843764


Either reply there or here. Or both. Either is fine.

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RE: [hlds] More info on Bad Challenge/No Challenge

2005-05-18 Thread Steve Tilson
zombie bot net out of europe scanning for open ports to hack.
if you are running a win32 host and have the ftp service running then
your host is likley to come under increased probes looking for ftp so
they can get in and establish control.
if you have any ftp servers running that allow anonymous access then you
are probably already hacked.
keep an eye out in your ftp logs for strange looking strings with a lot
of plus signs.
if you find an odd set of directories that you can't delete then you are
hacked and get to format your drive.
[DinoBot]Sidmind wrote:
Alfred, can you explain why when I turn on net_showudp
that a wide range of ports that are obviosly NOT
serverbrowsers are turning up.
Remember I did these tests on a server that had a
brand new IP address never used for anything. so no
one would have this in there programs. Of course
ASE/gamespy would eventually pick it up from the
Master Server, but it doesn't explain all the  Home
PC's  I had a steady stream of udp traffic, below is
only about 1 seconds worth of copy/paste , and
according to nslookup these are all homepc's
UDP - 64.81.227.179:63392: sz=25 OOB 'T'
UDP - 64.81.227.179:63392: sz=88 OOB 'I'
UDP - 217.93.234.62:1960: sz=25 OOB 'T'
UDP - 217.93.234.62:1960: sz=88 OOB 'I'
UDP - 67.84.228.213:1699: sz=25 OOB 'T'
UDP - 67.84.228.213:1699: sz=88 OOB 'I'
UDP - 68.44.15.163:1691: sz=25 OOB 'T'
UDP - 68.44.15.163:1691: sz=88 OOB 'I'
UDP - 68.221.252.204:50576: sz=25 OOB 'T
UDP - 68.221.252.204:50576: sz=88 OOB 'I
UDP - 67.8.144.155:8128: sz=25 OOB 'T'
UDP - 67.8.144.155:8128: sz=88 OOB 'I'
UDP - 24.3.197.232:1123: sz=25 OOB 'T'
UDP - 24.3.197.232:1123: sz=88 OOB 'I'
UDP - 68.60.187.173:2936: sz=25 OOB 'T'
--- Alfred Reynolds [EMAIL PROTECTED] wrote:

That message is printed when a server query is
received by the server
with the incorrect (or missing) challenge value in
the packet. Right now
this means clients (i.e running older serverbrowser
tools) querying your
server.
- Alfred



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Re: [hlds] Re: UDP ports

2005-05-18 Thread Mebucko
Try hostport instead of port
- Original Message -
From: Rafael Lopez [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 9:14 PM
Subject: [hlds] Re: UDP ports

It's kinda lame but im just going to link to my thread at steampowered
forums since people have replied and I;ve replied back.
http://forums.steampowered.com/forums/showthread.php?s=postid=2843764#post2843764
Either reply there or here. Or both. Either is fine.
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Re: [hlds] AMX Mod Slot Reservation and Auto-Retry function in Steam

2005-05-18 Thread m0gely
[EMAIL PROTECTED] wrote:
Anyone know of a method to get the amx mod adminslots reservation module to
work with the auto-retry feature in steam.  Presently if my server is
full on the public slots, (I have it set to 24 player, with 4 reserved,
giving the server 28 player capacity) with 24 peeps on, the next
non-reserved person to join gets a kicked by server message.  I would
rather have it allow the player to have the steam option to auto-retry
connection to the server then just receive a you have been kicked by
server message.
Running amx 0.9.7, CS 1.6.
This is not AMX's fault.  The server is a 28 player server, and so the
engine will allow 28 players to connect.   AMX is just monitoring and
taking action after 24 players.  The *only* option it has is to kick.
The 'retry' feature works because the engine is telling the client there
are no more slots left to connect to.  For AMX to figure out of a player
gets a res slot or not, it has to allow them to connect first.  It's
nothing any plugin can change.
--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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Re: [hlds] AMX Mod Slot Reservation and Auto-Retry function in Steam

2005-05-18 Thread Saint K.
hello,
Look for the AMX reservation plugin wich allowes you to hide the reservated
slot.
This way people can use auto retry, and admins etc can do a console connect
(connect iphere).
This WILL allowe em to join when the server shows to be full
If u cant find the plugin let me know and ill find it for u after work
- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, May 19, 2005 3:27 AM
Subject: [hlds] AMX Mod Slot Reservation and Auto-Retry function in Steam

Anyone know of a method to get the amx mod adminslots reservation module
to
work with the auto-retry feature in steam.  Presently if my server is
full on the public slots, (I have it set to 24 player, with 4 reserved,
giving the server 28 player capacity) with 24 peeps on, the next
non-reserved person to join gets a kicked by server message.  I would
rather have it allow the player to have the steam option to auto-retry
connection to the server then just receive a you have been kicked by
server message.
Running amx 0.9.7, CS 1.6.
TIA
---daggy
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Re: [hlds] AMX Mod Slot Reservation and Auto-Retry function in Steam

2005-05-18 Thread m0gely
Saint K. wrote:
hello,
Look for the AMX reservation plugin wich allowes you to hide the reservated
slot.
This way people can use auto retry, and admins etc can do a console connect
(connect iphere).
This WILL allowe em to join when the server shows to be full
This is default functionality in 0.9.9.  It sets the
sv_visiblemaxplayers cvar.  But in my experience that cvar isn't
predictable.  I've set it and seen the server show one more slot than it
was suppose to on many occasions.
--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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