Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Ian mu
Quite simple I would have thought, do you use that in Linux? Oops,  or
the in game interface in Linux...do you actually remotely admin the
server in Linux at all? At some stage it will click, but I don't
expect it to be fast so don't worry. Ah yeah, you have a server in
linux you remote via windows perchance? ;). If not use a linux gui to
remote in I'll wager. So you need your windows, I'm amazed ;), so why
not make it even easier?

> Of course we use VAC, it may be useless if the cheater has a brain, but
> if they don't, as is the case 60% of the time, it'll still stop them.

Yup pretty much as I would expect. Just personally 60% is a tad too
low, I would aimt for at least something around > 95%. Unfortunately
most cheaters do have a brain. Noskill (no pun intended with ogc), but
most have some ability, to disregard is pretty slack.

We are getting somewhere at last in terms of usage and expectations.
Sorry if it feels like I'm having a dig at you, just I'd say you are
typical of most admins and at least honest, will use a commandline
within a gui lol, and have low expections of cheats pretty much close
to irrelevant.

Doesn't that seem just a tad slack. I'd expect a damn lot more from
any other game, why don't others expect the same with the most popular
game out there?


On Mon, 29 Nov 2004 15:59:35 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:
> Erm, hlsw if I really have to, or the in-game interface?  What's that
> got to do with the price of eggs on a sunday?
>
> Of course we use VAC, it may be useless if the cheater has a brain, but
> if they don't, as is the case 60% of the time, it'll still stop them.
>
>
>
> - Bruce "Bahamut" Andrews
>
> Ian mu wrote:
>
> >I asked a simple question..why not answer the simple answer, how do
> >you enter the rcon commands? What application do you use? The game or
> >some other interfacewhat do you type your rcon commands into,
> >pretty simple question?
> >
> >
> >
> >>>There's no way to prevebnt cheats properly on Hlaf-Life servers.
> >>>
> >>>
> >YES thank you. Screw vac, its useless, or are you saying you only use
> >vac, as u certainly dont seem to use CD.
> >
> >
> >On Mon, 29 Nov 2004 14:41:18 +1000, Bruce Bahamut Andrews
> ><[EMAIL PROTECTED]> wrote:
> >
> >
> >>Maybe you should read a bit more.  Generally Linux guys say the
> >>commandline is so much faster and more efficient then a GUI interface,
> >>yet here you are trying to say that a web interface is the "new" way to
> >>do things.  No idea where you pulled the rest of the linux crap from,
> >>should read into things a little more =)
> >>There's no way to prevent cheats properly on Half-Life servers, whether
> >>on Hl1 or Hl2, without any VAC updates it becomes impossible (unless you
> >>use cheating-death, and we sooo won't go into that).
> >>
> >>I'd like to see VALVe add the ability for STEAM based games to send a
> >>small plugin to the clients that can add various things to gameplay
> >>without having to download a mod, similar to the Unreal mutators system,
> >>only compiled c++ - that'd help for a whole range of administration
> >>functionality =)
> >>
> >>
> >>
> >>- Bruce "Bahamut" Andrews
> >>
> >>Ian mu wrote:
> >>
> >>
> >>
> >>>Please read the post again and think a little first as showing your
> >>>ignorance. Firstly where are you (and 90% of server admins) entering
> >>>your rcon commands, which interface...are you SSH'ed in doing it ?
> >>>Interested in what you typically use, which rcon interface do you use,
> >>>how do you log on to it, and what commands do you use? Is Linux a
> >>>factor, if so why? Why does an operating system have anything to do
> >>>with rcon? And yes I would say our servers are probably 80% linux rest
> >>>windows. So you can only admin Linux servers? Somehow I thought not.
> >>>
> >>>Secondly, why have I developed an interface so that every command I
> >>>type in or pull down from a menu (can be autocompleted) have a similar
> >>>effect to a man command, select the correct command and before filling
> >>>in the rest in another area it shows information of the usage of the
> >>>command in another window, but in a gui environment...whats required
> >>>for this...Linux? Nope. Figure out what rcon stands for.
> >>>
> >>>Thirdly, whats wrong with a gui? You seem to be under some illusion
> >>>that the gui should be on the server, far from it, is the gui I use
> >>>
> >>>
> >>>from the server? Assumptions?
> >>
> >>
> >>>Next, what has that actually anything to do with cheat protection,
> >>>what actually has a game that has rcon + web interface + better chear
> >>>protection have to do with the issue. Are you saying you would take
> >>>simple auto completion over a web interface? Again, why not actually
> >>>have all? Have rcon, autocompletion on commands (it takes hardly any
> >>>time to code trust me as have done it), and a web interface and more
> >>>importantly as the last decent post said, have resources relative to
> >>>whats needed?
> >>>
> >>>Wi

[hlds_linux] How long does it take?

2004-11-28 Thread Nathan Marcus
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Does anyone have an answer about how long it takes for a server to be listed in 
gametiger, or dare i say, the steam list?  I know they're one in the same 
master list, but I've heard gametiger is faster, so I have my server up and 
can't see it.  The ip SHOULD BE 66.93.60.213:27015 and the name IS 
Buddybuddha.net Counterstrike , yet they are not found.  Anyone can direct 
connect, but nobody can find it in the list.  I have read a good post at 
http://server.counter-strike.net/forums/showthread.php?s=&threadid=32243 , so 
that configuration issues are not a likely factor here .
--


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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Erm, hlsw if I really have to, or the in-game interface?  What's that
got to do with the price of eggs on a sunday?
Of course we use VAC, it may be useless if the cheater has a brain, but
if they don't, as is the case 60% of the time, it'll still stop them.
- Bruce "Bahamut" Andrews

Ian mu wrote:
I asked a simple question..why not answer the simple answer, how do
you enter the rcon commands? What application do you use? The game or
some other interfacewhat do you type your rcon commands into,
pretty simple question?

There's no way to prevebnt cheats properly on Hlaf-Life servers.

YES thank you. Screw vac, its useless, or are you saying you only use
vac, as u certainly dont seem to use CD.
On Mon, 29 Nov 2004 14:41:18 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:

Maybe you should read a bit more.  Generally Linux guys say the
commandline is so much faster and more efficient then a GUI interface,
yet here you are trying to say that a web interface is the "new" way to
do things.  No idea where you pulled the rest of the linux crap from,
should read into things a little more =)
There's no way to prevent cheats properly on Half-Life servers, whether
on Hl1 or Hl2, without any VAC updates it becomes impossible (unless you
use cheating-death, and we sooo won't go into that).
I'd like to see VALVe add the ability for STEAM based games to send a
small plugin to the clients that can add various things to gameplay
without having to download a mod, similar to the Unreal mutators system,
only compiled c++ - that'd help for a whole range of administration
functionality =)

- Bruce "Bahamut" Andrews
Ian mu wrote:

Please read the post again and think a little first as showing your
ignorance. Firstly where are you (and 90% of server admins) entering
your rcon commands, which interface...are you SSH'ed in doing it ?
Interested in what you typically use, which rcon interface do you use,
how do you log on to it, and what commands do you use? Is Linux a
factor, if so why? Why does an operating system have anything to do
with rcon? And yes I would say our servers are probably 80% linux rest
windows. So you can only admin Linux servers? Somehow I thought not.
Secondly, why have I developed an interface so that every command I
type in or pull down from a menu (can be autocompleted) have a similar
effect to a man command, select the correct command and before filling
in the rest in another area it shows information of the usage of the
command in another window, but in a gui environment...whats required
for this...Linux? Nope. Figure out what rcon stands for.
Thirdly, whats wrong with a gui? You seem to be under some illusion
that the gui should be on the server, far from it, is the gui I use
from the server? Assumptions?

Next, what has that actually anything to do with cheat protection,
what actually has a game that has rcon + web interface + better chear
protection have to do with the issue. Are you saying you would take
simple auto completion over a web interface? Again, why not actually
have all? Have rcon, autocompletion on commands (it takes hardly any
time to code trust me as have done it), and a web interface and more
importantly as the last decent post said, have resources relative to
whats needed?
Will be interested in your answers. How do you admin your servers, and
how do you prevent the cheats on them?
On Mon, 29 Nov 2004 10:20:26 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:


lol.  Sorry, I just find it funny that you're saying using the
commandline is living in the past and we all should have a GUI.  Really
funny for a linux mailing list =D

- Bruce "Bahamut" Andrews
Ian mu wrote:


I think that you completely missed the main point, every change in UT



requires a restart of the server.  In HL1, you could change a lot without
requiring a restart.
No it doesn't. And to the post before, how many I admin is irrelevant,
but its over 100 comprising of most games out there, the fact is
webadmins can be an "addition", I use rcon all the time, but for some
stuff and if you have some admins that are less skilled then
webinterfaces are the way to go, or if you just want people to be able
to ban only for example, but not change fundamental settings. Simply
put the best solution is both (and what we've implemented ourselves
for all games that have rcon only our own rcon webadmin that we've
sorted the protocol which is about 90% of them). Point is both is the
best solution, there's no need to choose. Thats why I think its living
in the past to just rely on an old set of cvars via rcon and think
thats the only way to go (sure leave rcon in, but add to it).
Regarding exploits, I'd say rcon leaves as many holes, in other words
any system as as secure as the programming for it and the system its
put on. Neither is more or less secure on its own.



You have a pretty rock solid set of commands that are



useful.



Like every other game out there.



Another thing that many other games haven't provided

Re: [hlds_linux] Map downloading

2004-11-28 Thread James Gurney
On 11/28/2004 6:48 PM, Bruce "Bahamut" Andrews wrote:
http://hlds101.com/hlds101/ressourcedownloading.htm
Thanks Bruce. Sadly:
Unknown command "sv_downloadurl"
Looks like this is another thing the source version of the server
doesn't support. Bummer.
James
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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Ian mu
I asked a simple question..why not answer the simple answer, how do
you enter the rcon commands? What application do you use? The game or
some other interfacewhat do you type your rcon commands into,
pretty simple question?

>> There's no way to prevebnt cheats properly on Hlaf-Life servers.
YES thank you. Screw vac, its useless, or are you saying you only use
vac, as u certainly dont seem to use CD.


On Mon, 29 Nov 2004 14:41:18 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:
> Maybe you should read a bit more.  Generally Linux guys say the
> commandline is so much faster and more efficient then a GUI interface,
> yet here you are trying to say that a web interface is the "new" way to
> do things.  No idea where you pulled the rest of the linux crap from,
> should read into things a little more =)
> There's no way to prevent cheats properly on Half-Life servers, whether
> on Hl1 or Hl2, without any VAC updates it becomes impossible (unless you
> use cheating-death, and we sooo won't go into that).
>
> I'd like to see VALVe add the ability for STEAM based games to send a
> small plugin to the clients that can add various things to gameplay
> without having to download a mod, similar to the Unreal mutators system,
> only compiled c++ - that'd help for a whole range of administration
> functionality =)
>
>
>
> - Bruce "Bahamut" Andrews
>
> Ian mu wrote:
>
> >Please read the post again and think a little first as showing your
> >ignorance. Firstly where are you (and 90% of server admins) entering
> >your rcon commands, which interface...are you SSH'ed in doing it ?
> >Interested in what you typically use, which rcon interface do you use,
> >how do you log on to it, and what commands do you use? Is Linux a
> >factor, if so why? Why does an operating system have anything to do
> >with rcon? And yes I would say our servers are probably 80% linux rest
> >windows. So you can only admin Linux servers? Somehow I thought not.
> >
> >Secondly, why have I developed an interface so that every command I
> >type in or pull down from a menu (can be autocompleted) have a similar
> >effect to a man command, select the correct command and before filling
> >in the rest in another area it shows information of the usage of the
> >command in another window, but in a gui environment...whats required
> >for this...Linux? Nope. Figure out what rcon stands for.
> >
> >Thirdly, whats wrong with a gui? You seem to be under some illusion
> >that the gui should be on the server, far from it, is the gui I use
> >from the server? Assumptions?
> >
> >Next, what has that actually anything to do with cheat protection,
> >what actually has a game that has rcon + web interface + better chear
> >protection have to do with the issue. Are you saying you would take
> >simple auto completion over a web interface? Again, why not actually
> >have all? Have rcon, autocompletion on commands (it takes hardly any
> >time to code trust me as have done it), and a web interface and more
> >importantly as the last decent post said, have resources relative to
> >whats needed?
> >
> >Will be interested in your answers. How do you admin your servers, and
> >how do you prevent the cheats on them?
> >
> >
> >On Mon, 29 Nov 2004 10:20:26 +1000, Bruce Bahamut Andrews
> ><[EMAIL PROTECTED]> wrote:
> >
> >
> >>lol.  Sorry, I just find it funny that you're saying using the
> >>commandline is living in the past and we all should have a GUI.  Really
> >>funny for a linux mailing list =D
> >>
> >>
> >>
> >>- Bruce "Bahamut" Andrews
> >>
> >>Ian mu wrote:
> >>
> >>
> >>
> >I think that you completely missed the main point, every change in UT
> >
> >
> >
> >
> >>>requires a restart of the server.  In HL1, you could change a lot without
> >>>requiring a restart.
> >>>
> >>>No it doesn't. And to the post before, how many I admin is irrelevant,
> >>>but its over 100 comprising of most games out there, the fact is
> >>>webadmins can be an "addition", I use rcon all the time, but for some
> >>>stuff and if you have some admins that are less skilled then
> >>>webinterfaces are the way to go, or if you just want people to be able
> >>>to ban only for example, but not change fundamental settings. Simply
> >>>put the best solution is both (and what we've implemented ourselves
> >>>for all games that have rcon only our own rcon webadmin that we've
> >>>sorted the protocol which is about 90% of them). Point is both is the
> >>>best solution, there's no need to choose. Thats why I think its living
> >>>in the past to just rely on an old set of cvars via rcon and think
> >>>thats the only way to go (sure leave rcon in, but add to it).
> >>>Regarding exploits, I'd say rcon leaves as many holes, in other words
> >>>any system as as secure as the programming for it and the system its
> >>>put on. Neither is more or less secure on its own.
> >>>
> >>>
> >>>
> >>>
> >>>
> >You have a pretty rock solid set of commands that are
> >
> >
> >
> >>>

Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam Server Browser.

2004-11-28 Thread Kevin T. Chau
Thats what i allways have to do.
- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 28, 2004 7:12 PM
Subject: Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam
Server Browser.


> Just tell them the IP:port and they can still connect fine - it's just not
> visible in the serverbrowser.
>
> - Original Message -
> From: Kevin T. Chau
> To: [EMAIL PROTECTED]
> Sent: Sunday, November 28, 2004 6:25 PM
> Subject: Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the
Steam
> Server Browser.
>
>
> Sniff.. my team's fans cant see the hltv, so they are sad :( Tear tear. (
> ; - ; )
> - Original Message -
> From: "Bruce "Bahamut" Andrews" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, November 28, 2004 7:14 PM
> Subject: Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the
Steam
> Server Browser.
>
>
> > It became broken with a STEAM update, they're working on it.
> >
> > - Bruce "Bahamut" Andrews
> >
> >
> >
> > Kevin T. Chau wrote:
> >
> > >I dont know what happened recently, but a few months ago I was able to
> see
> > >my hltv running in the steam server browser with how many players, its
> host
> > >name etc etc. Does anyone know how to fix this? Or is everyone having
the
> > >same problem.
> > >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>


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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Maybe you should read a bit more.  Generally Linux guys say the
commandline is so much faster and more efficient then a GUI interface,
yet here you are trying to say that a web interface is the "new" way to
do things.  No idea where you pulled the rest of the linux crap from,
should read into things a little more =)
There's no way to prevent cheats properly on Half-Life servers, whether
on Hl1 or Hl2, without any VAC updates it becomes impossible (unless you
use cheating-death, and we sooo won't go into that).
I'd like to see VALVe add the ability for STEAM based games to send a
small plugin to the clients that can add various things to gameplay
without having to download a mod, similar to the Unreal mutators system,
only compiled c++ - that'd help for a whole range of administration
functionality =)
- Bruce "Bahamut" Andrews

Ian mu wrote:
Please read the post again and think a little first as showing your
ignorance. Firstly where are you (and 90% of server admins) entering
your rcon commands, which interface...are you SSH'ed in doing it ?
Interested in what you typically use, which rcon interface do you use,
how do you log on to it, and what commands do you use? Is Linux a
factor, if so why? Why does an operating system have anything to do
with rcon? And yes I would say our servers are probably 80% linux rest
windows. So you can only admin Linux servers? Somehow I thought not.
Secondly, why have I developed an interface so that every command I
type in or pull down from a menu (can be autocompleted) have a similar
effect to a man command, select the correct command and before filling
in the rest in another area it shows information of the usage of the
command in another window, but in a gui environment...whats required
for this...Linux? Nope. Figure out what rcon stands for.
Thirdly, whats wrong with a gui? You seem to be under some illusion
that the gui should be on the server, far from it, is the gui I use
from the server? Assumptions?
Next, what has that actually anything to do with cheat protection,
what actually has a game that has rcon + web interface + better chear
protection have to do with the issue. Are you saying you would take
simple auto completion over a web interface? Again, why not actually
have all? Have rcon, autocompletion on commands (it takes hardly any
time to code trust me as have done it), and a web interface and more
importantly as the last decent post said, have resources relative to
whats needed?
Will be interested in your answers. How do you admin your servers, and
how do you prevent the cheats on them?
On Mon, 29 Nov 2004 10:20:26 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:

lol.  Sorry, I just find it funny that you're saying using the
commandline is living in the past and we all should have a GUI.  Really
funny for a linux mailing list =D

- Bruce "Bahamut" Andrews
Ian mu wrote:

I think that you completely missed the main point, every change in UT


requires a restart of the server.  In HL1, you could change a lot without
requiring a restart.
No it doesn't. And to the post before, how many I admin is irrelevant,
but its over 100 comprising of most games out there, the fact is
webadmins can be an "addition", I use rcon all the time, but for some
stuff and if you have some admins that are less skilled then
webinterfaces are the way to go, or if you just want people to be able
to ban only for example, but not change fundamental settings. Simply
put the best solution is both (and what we've implemented ourselves
for all games that have rcon only our own rcon webadmin that we've
sorted the protocol which is about 90% of them). Point is both is the
best solution, there's no need to choose. Thats why I think its living
in the past to just rely on an old set of cvars via rcon and think
thats the only way to go (sure leave rcon in, but add to it).
Regarding exploits, I'd say rcon leaves as many holes, in other words
any system as as secure as the programming for it and the system its
put on. Neither is more or less secure on its own.


You have a pretty rock solid set of commands that are


useful.


Like every other game out there.


Another thing that many other games haven't provided in years, that Valve


has, was a unique ID assigned to players, that follows them wherever they
go.  At first it was the WON ID, and now the Steam ID.


Yes PB has this, and its fundamental in any cheating prevention, thats
not an argument against it.


Regardless of your recent arguments, PB is not a solution.


Why isn't it a solution, no one has so far come up with one reason as
to why it isn't a solution, when its out there and working already
better than anything else. Is VAC out there and working satisfactory
for CS? If it is then there's a decent argument, I'd like to hear from
those who think VAC is effective in CS. So why is VAC better than PB?
Again I'm only supporting PB because no one has yet suggested any
alternative that is actually better and has better features, not
becau

Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam Server Browser.

2004-11-28 Thread Kevin Ottalini
Just tell them the IP:port and they can still connect fine - it's just not
visible in the serverbrowser.

- Original Message -
From: Kevin T. Chau
To: [EMAIL PROTECTED]
Sent: Sunday, November 28, 2004 6:25 PM
Subject: Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam
Server Browser.


Sniff.. my team's fans cant see the hltv, so they are sad :( Tear tear. (
; - ; )
- Original Message -
From: "Bruce "Bahamut" Andrews" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 28, 2004 7:14 PM
Subject: Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam
Server Browser.


> It became broken with a STEAM update, they're working on it.
>
> - Bruce "Bahamut" Andrews
>
>
>
> Kevin T. Chau wrote:
>
> >I dont know what happened recently, but a few months ago I was able to
see
> >my hltv running in the steam server browser with how many players, its
host
> >name etc etc. Does anyone know how to fix this? Or is everyone having the
> >same problem.
> >


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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Ian mu
Please read the post again and think a little first as showing your
ignorance. Firstly where are you (and 90% of server admins) entering
your rcon commands, which interface...are you SSH'ed in doing it ?
Interested in what you typically use, which rcon interface do you use,
how do you log on to it, and what commands do you use? Is Linux a
factor, if so why? Why does an operating system have anything to do
with rcon? And yes I would say our servers are probably 80% linux rest
windows. So you can only admin Linux servers? Somehow I thought not.

Secondly, why have I developed an interface so that every command I
type in or pull down from a menu (can be autocompleted) have a similar
effect to a man command, select the correct command and before filling
in the rest in another area it shows information of the usage of the
command in another window, but in a gui environment...whats required
for this...Linux? Nope. Figure out what rcon stands for.

Thirdly, whats wrong with a gui? You seem to be under some illusion
that the gui should be on the server, far from it, is the gui I use
from the server? Assumptions?

Next, what has that actually anything to do with cheat protection,
what actually has a game that has rcon + web interface + better chear
protection have to do with the issue. Are you saying you would take
simple auto completion over a web interface? Again, why not actually
have all? Have rcon, autocompletion on commands (it takes hardly any
time to code trust me as have done it), and a web interface and more
importantly as the last decent post said, have resources relative to
whats needed?

Will be interested in your answers. How do you admin your servers, and
how do you prevent the cheats on them?


On Mon, 29 Nov 2004 10:20:26 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:
> lol.  Sorry, I just find it funny that you're saying using the
> commandline is living in the past and we all should have a GUI.  Really
> funny for a linux mailing list =D
>
>
>
> - Bruce "Bahamut" Andrews
>
> Ian mu wrote:
>
> >>>I think that you completely missed the main point, every change in UT
> >>>
> >>>
> >requires a restart of the server.  In HL1, you could change a lot without
> >requiring a restart.
> >
> >No it doesn't. And to the post before, how many I admin is irrelevant,
> >but its over 100 comprising of most games out there, the fact is
> >webadmins can be an "addition", I use rcon all the time, but for some
> >stuff and if you have some admins that are less skilled then
> >webinterfaces are the way to go, or if you just want people to be able
> >to ban only for example, but not change fundamental settings. Simply
> >put the best solution is both (and what we've implemented ourselves
> >for all games that have rcon only our own rcon webadmin that we've
> >sorted the protocol which is about 90% of them). Point is both is the
> >best solution, there's no need to choose. Thats why I think its living
> >in the past to just rely on an old set of cvars via rcon and think
> >thats the only way to go (sure leave rcon in, but add to it).
> >Regarding exploits, I'd say rcon leaves as many holes, in other words
> >any system as as secure as the programming for it and the system its
> >put on. Neither is more or less secure on its own.
> >
> >
> >
> >>>You have a pretty rock solid set of commands that are
> >>>
> >>>
> >>useful.
> >>
> >>
> >
> >Like every other game out there.
> >
> >
> >
> >>>Another thing that many other games haven't provided in years, that Valve
> >>>
> >>>
> >>has, was a unique ID assigned to players, that follows them wherever they
> >>go.  At first it was the WON ID, and now the Steam ID.
> >>
> >>
> >
> >Yes PB has this, and its fundamental in any cheating prevention, thats
> >not an argument against it.
> >
> >
> >
> >>>Regardless of your recent arguments, PB is not a solution.
> >>>
> >>>
> >
> >Why isn't it a solution, no one has so far come up with one reason as
> >to why it isn't a solution, when its out there and working already
> >better than anything else. Is VAC out there and working satisfactory
> >for CS? If it is then there's a decent argument, I'd like to hear from
> >those who think VAC is effective in CS. So why is VAC better than PB?
> >
> >Again I'm only supporting PB because no one has yet suggested any
> >alternative that is actually better and has better features, not
> >because its some miracle system, but give me a choice of PB with
> >screenshot facilities, webinterface, extended rcon powers (and ability
> >to restrict), global ban accross all servers everwhere or VAC, check
> >any players cvars. I know which I would go for, just interested still
> >why others wouldn't.
> >
> >
> >On Sun, 28 Nov 2004 06:47:42 -0800, HoundDawg <[EMAIL PROTECTED]> wrote:
> >
> >
> >>>Your argument seems to be that you have autocompletion on commands oO.
> >>>Go that leap further where you don't even need to know the commands or
> >>>what the letter the command starts with.
> >>>
> >>>Seem

Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam Server Browser.

2004-11-28 Thread Kevin T. Chau
Sniff.. my team's fans cant see the hltv, so they are sad :( Tear tear. (
; - ; )
- Original Message -
From: "Bruce "Bahamut" Andrews" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 28, 2004 7:14 PM
Subject: Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam
Server Browser.


> It became broken with a STEAM update, they're working on it.
>
> - Bruce "Bahamut" Andrews
>
>
>
> Kevin T. Chau wrote:
>
> >I dont know what happened recently, but a few months ago I was able to
see
> >my hltv running in the steam server browser with how many players, its
host
> >name etc etc. Does anyone know how to fix this? Or is everyone having the
> >same problem.
> >
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
>
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Re: [hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam Server Browser.

2004-11-28 Thread Bruce \"Bahamut\" Andrews
It became broken with a STEAM update, they're working on it.
- Bruce "Bahamut" Andrews

Kevin T. Chau wrote:
I dont know what happened recently, but a few months ago I was able to see
my hltv running in the steam server browser with how many players, its host
name etc etc. Does anyone know how to fix this? Or is everyone having the
same problem.
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[hlds_linux] [HLTV] Cannnot see the HLTV server using the Steam Server Browser.

2004-11-28 Thread Kevin T. Chau
I dont know what happened recently, but a few months ago I was able to see
my hltv running in the steam server browser with how many players, its host
name etc etc. Does anyone know how to fix this? Or is everyone having the
same problem.


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Re: [hlds_linux] Map downloading

2004-11-28 Thread Bruce \"Bahamut\" Andrews
http://hlds101.com/hlds101/ressourcedownloading.htm
- Bruce "Bahamut" Andrews

James Gurney wrote:
In an effort to start at least one even vaguely on topic thread on this
list today, here's a question which should hopefully be very easy to
answer.
Back in the day when I ran CS servers, the in game maps downloaded very
slowly through (I believe) the game protocol. I thought I read somewhere
that the more recent versions of the server have the ability to specify
a download URL so the files can be retrieved much faster. Unfortunately,
I don't know what the commands are for this (which makes it very hard to
Google). Is there documentation on this somewhere? Or did I maybe hear
wrong?
Cheers,
James
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RE: [hlds_linux] Map downloading

2004-11-28 Thread Tim McLennan
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of James Gurney
> Sent: November 28, 2004 8:33 PM
> To: [EMAIL PROTECTED]
> Subject: [hlds_linux] Map downloading
>
> In an effort to start at least one even vaguely on topic thread on this
> list today, here's a question which should hopefully be very easy to answer.
>
> Back in the day when I ran CS servers, the in game maps downloaded very
> slowly through (I believe) the game protocol. I thought I read somewhere
> that the more recent versions of the server have the ability to specify
> a download URL so the files can be retrieved much faster. Unfortunately,
> I don't know what the commands are for this (which makes it very hard to
> Google). Is there documentation on this somewhere? Or did I maybe hear
> wrong?
>
> Cheers,
>
> James

sv_downloadurl "http://path/to";

you've got to follow the server's folder system, so it'd be something like
site.dom/download/valve/maps/yourmap.bsp

Regards,
  Tim


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[hlds_linux] Hltv network is full

2004-11-28 Thread Tim
What does this error mean,

"HLTV network is full"

Upon connecting to an HLTV proxy.

Thanks!


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[hlds_linux] Map downloading

2004-11-28 Thread James Gurney
In an effort to start at least one even vaguely on topic thread on this
list today, here's a question which should hopefully be very easy to answer.
Back in the day when I ran CS servers, the in game maps downloaded very
slowly through (I believe) the game protocol. I thought I read somewhere
that the more recent versions of the server have the ability to specify
a download URL so the files can be retrieved much faster. Unfortunately,
I don't know what the commands are for this (which makes it very hard to
Google). Is there documentation on this somewhere? Or did I maybe hear
wrong?
Cheers,
James
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RE: [hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Chris Adams
Trop cher I think! $147.61 damn. There was me thinking that my £15 -
£20 keyboard was a bit much. :-)

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nelson
Marques
Sent: 28 November 2004 23:29
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] [OT] System Admins: Which one of you use an
IBM Model M Keyboard?

http://www.costcentral.com/proddetail/IBM_SpaceSaver_II/28L3644/698850/

Kevin T. Chau wrote:

>Who here uses an IBM Model M Keyboard that was made around '84? Just
>wondering and all, pretty much a admin forum here, just checking who
uses
>one. What do you think about the keyboard if you use one?
>
>
>___
>To unsubscribe, edit your list preferences, or view the list archives,
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>
>
>


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Re: [hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Kevin T. Chau
Nice... Is it a clicky?
- Original Message -
From: "Nelson Marques" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 28, 2004 3:26 PM
Subject: Re: [hlds_linux] [OT] System Admins: Which one of you use an IBM
Model M Keyboard?


> I use a IBM Space Saver II in stealth black. They came in for a rack
> with IBM RS4500/6000. Since then has been my election keyboard at all
> the places...
>
> http://park16.wakwak.com/~ex4/kb/kb/ibm_spacesaver2jp_2.jpg
>
>
>   MFG Part #: 28L3644
>
>
>
> Kevin T. Chau wrote:
>
> >Who here uses an IBM Model M Keyboard that was made around '84? Just
> >wondering and all, pretty much a admin forum here, just checking who uses
> >one. What do you think about the keyboard if you use one?
> >
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
> >
>
>
> ___
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RE: [hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Chris Adams
Great (if it's the same one! :-D). I suppose you can't really do much
more with it but it puts fun into typing... or something like that :-).

The only thing is though that as I said the keyboard is big. When you
come to type on other keyboards you might find it hard to touch-type as
all the keys are squashed up / shortened on some :-). Also you might
need to re-enforce your desk as they weight a tonne!

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin T.
Chau
Sent: 28 November 2004 23:18
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] [OT] System Admins: Which one of you use an
IBM Model M Keyboard?

Well, thats great news, my dad bought me one for my 14th birthday thats
coming up in 3 or 4 more days. Ive done massive programming and essay
writing on this cheep plastic keyboard, any suggestions on what i should
do
with this keyboard?

- Original Message -
From: "Chris Adams" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 28, 2004 3:10 PM
Subject: RE: [hlds_linux] [OT] System Admins: Which one of you use an
IBM
Model M Keyboard?


> Hmmm mine is an IBM 1988... Not sure on the model though. It has
> old-style detachable keys with springs etc etc and it has 102 keys? I
> think all of the old IBM keyboards are great; there's a really
definite
> loud click when you hit a key and also the layouts are pretty
widespread
> which makes typing easier I think. However I think the old ATs with
the
> function keys on the left would drive me crazy.
>
> Mine must have had some serious hammer in its life if it's been used
> since '88 and I've been using it for heavy essay-writing and
programming
> for the last 5 years yet it definitely isn't showing any signs. If I
> were to take the keys off and clean it all up it could only be dated
by
> the sticker on the back :)
>
> ---
> Chris Adams
> Fragzzhost
>
> T (07005) 964 855
> F (07005) 964 857
> www.fragzzhost.com
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kevin T.
> Chau
> Sent: 28 November 2004 23:01
> To: [EMAIL PROTECTED]
> Subject: [hlds_linux] [OT] System Admins: Which one of you use an IBM
> Model M Keyboard?
>
> Who here uses an IBM Model M Keyboard that was made around '84? Just
> wondering and all, pretty much a admin forum here, just checking who
> uses
> one. What do you think about the keyboard if you use one?
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Nelson Marques
http://www.costcentral.com/proddetail/IBM_SpaceSaver_II/28L3644/698850/
Kevin T. Chau wrote:
Who here uses an IBM Model M Keyboard that was made around '84? Just
wondering and all, pretty much a admin forum here, just checking who uses
one. What do you think about the keyboard if you use one?
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Re: [hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Nelson Marques
I use a IBM Space Saver II in stealth black. They came in for a rack
with IBM RS4500/6000. Since then has been my election keyboard at all
the places...
http://park16.wakwak.com/~ex4/kb/kb/ibm_spacesaver2jp_2.jpg
 MFG Part #: 28L3644

Kevin T. Chau wrote:
Who here uses an IBM Model M Keyboard that was made around '84? Just
wondering and all, pretty much a admin forum here, just checking who uses
one. What do you think about the keyboard if you use one?
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Re: [hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Kevin T. Chau
Well, thats great news, my dad bought me one for my 14th birthday thats
coming up in 3 or 4 more days. Ive done massive programming and essay
writing on this cheep plastic keyboard, any suggestions on what i should do
with this keyboard?

- Original Message -
From: "Chris Adams" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 28, 2004 3:10 PM
Subject: RE: [hlds_linux] [OT] System Admins: Which one of you use an IBM
Model M Keyboard?


> Hmmm mine is an IBM 1988... Not sure on the model though. It has
> old-style detachable keys with springs etc etc and it has 102 keys? I
> think all of the old IBM keyboards are great; there's a really definite
> loud click when you hit a key and also the layouts are pretty widespread
> which makes typing easier I think. However I think the old ATs with the
> function keys on the left would drive me crazy.
>
> Mine must have had some serious hammer in its life if it's been used
> since '88 and I've been using it for heavy essay-writing and programming
> for the last 5 years yet it definitely isn't showing any signs. If I
> were to take the keys off and clean it all up it could only be dated by
> the sticker on the back :)
>
> ---
> Chris Adams
> Fragzzhost
>
> T (07005) 964 855
> F (07005) 964 857
> www.fragzzhost.com
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kevin T.
> Chau
> Sent: 28 November 2004 23:01
> To: [EMAIL PROTECTED]
> Subject: [hlds_linux] [OT] System Admins: Which one of you use an IBM
> Model M Keyboard?
>
> Who here uses an IBM Model M Keyboard that was made around '84? Just
> wondering and all, pretty much a admin forum here, just checking who
> uses
> one. What do you think about the keyboard if you use one?
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>
>
>
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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Bruce \"Bahamut\" Andrews
lol.  Sorry, I just find it funny that you're saying using the
commandline is living in the past and we all should have a GUI.  Really
funny for a linux mailing list =D
- Bruce "Bahamut" Andrews

Ian mu wrote:
I think that you completely missed the main point, every change in UT

requires a restart of the server.  In HL1, you could change a lot without
requiring a restart.
No it doesn't. And to the post before, how many I admin is irrelevant,
but its over 100 comprising of most games out there, the fact is
webadmins can be an "addition", I use rcon all the time, but for some
stuff and if you have some admins that are less skilled then
webinterfaces are the way to go, or if you just want people to be able
to ban only for example, but not change fundamental settings. Simply
put the best solution is both (and what we've implemented ourselves
for all games that have rcon only our own rcon webadmin that we've
sorted the protocol which is about 90% of them). Point is both is the
best solution, there's no need to choose. Thats why I think its living
in the past to just rely on an old set of cvars via rcon and think
thats the only way to go (sure leave rcon in, but add to it).
Regarding exploits, I'd say rcon leaves as many holes, in other words
any system as as secure as the programming for it and the system its
put on. Neither is more or less secure on its own.

You have a pretty rock solid set of commands that are

useful.

Like every other game out there.

Another thing that many other games haven't provided in years, that Valve

has, was a unique ID assigned to players, that follows them wherever they
go.  At first it was the WON ID, and now the Steam ID.

Yes PB has this, and its fundamental in any cheating prevention, thats
not an argument against it.

Regardless of your recent arguments, PB is not a solution.

Why isn't it a solution, no one has so far come up with one reason as
to why it isn't a solution, when its out there and working already
better than anything else. Is VAC out there and working satisfactory
for CS? If it is then there's a decent argument, I'd like to hear from
those who think VAC is effective in CS. So why is VAC better than PB?
Again I'm only supporting PB because no one has yet suggested any
alternative that is actually better and has better features, not
because its some miracle system, but give me a choice of PB with
screenshot facilities, webinterface, extended rcon powers (and ability
to restrict), global ban accross all servers everwhere or VAC, check
any players cvars. I know which I would go for, just interested still
why others wouldn't.
On Sun, 28 Nov 2004 06:47:42 -0800, HoundDawg <[EMAIL PROTECTED]> wrote:

Your argument seems to be that you have autocompletion on commands oO.
Go that leap further where you don't even need to know the commands or
what the letter the command starts with.
Seems like you should be arguing the opposite, why live in the past
when you can have things improved?

I think that you completely missed the main point, every change in UT
requires a restart of the server.  In HL1, you could change a lot without
requiring a restart.  Heck, you could update the entire server.cfg and it'll
reconfigure the server on map change.
Limited Commands?  Sure, Valve provides a good base (better ones than I've
found in any other game) in HL1 and then add in the ones that each MOD
provides (like CS).  After that, add the enhanced commands that 3rd party
plugins provide.  You have a pretty rock solid set of commands that are
useful.
Another thing that many other games haven't provided in years, that Valve
has, was a unique ID assigned to players, that follows them wherever they
go.  At first it was the WON ID, and now the Steam ID.  This allows for a
lot more flexibility to addon developers that can capture that ID and
provide a good solution for it.  PB has had to add this functionality to
games.
Not only that, resource usage is a great deal more in other game servers,
especially those that provide an internal web server just for a web
interface. This is something that can be provided by a 3rd party, imo.
Regardless of your recent arguments, PB is not a solution.  If they can get
the job done with the released SDK, great, you can pay them the $1 and use
their system.  Otherwise, I'm sure that you'll see the Return of the VAC
soon.
- HoundDawg
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RE: [hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Chris Adams
Aha

http://cgi.ebay.co.uk/ws/eBayISAPI.dll?ViewItem&category=33964&item=5142
198836&rd=1

Usually they seem to go for about £15 on eBay ($27). This is mine anyway
if it's the one you're talking about :)

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin T.
Chau
Sent: 28 November 2004 23:01
To: [EMAIL PROTECTED]
Subject: [hlds_linux] [OT] System Admins: Which one of you use an IBM
Model M Keyboard?

Who here uses an IBM Model M Keyboard that was made around '84? Just
wondering and all, pretty much a admin forum here, just checking who
uses
one. What do you think about the keyboard if you use one?


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RE: [hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Chris Adams
Hmmm mine is an IBM 1988... Not sure on the model though. It has
old-style detachable keys with springs etc etc and it has 102 keys? I
think all of the old IBM keyboards are great; there's a really definite
loud click when you hit a key and also the layouts are pretty widespread
which makes typing easier I think. However I think the old ATs with the
function keys on the left would drive me crazy.

Mine must have had some serious hammer in its life if it's been used
since '88 and I've been using it for heavy essay-writing and programming
for the last 5 years yet it definitely isn't showing any signs. If I
were to take the keys off and clean it all up it could only be dated by
the sticker on the back :)

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin T.
Chau
Sent: 28 November 2004 23:01
To: [EMAIL PROTECTED]
Subject: [hlds_linux] [OT] System Admins: Which one of you use an IBM
Model M Keyboard?

Who here uses an IBM Model M Keyboard that was made around '84? Just
wondering and all, pretty much a admin forum here, just checking who
uses
one. What do you think about the keyboard if you use one?


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[hlds_linux] [OT] System Admins: Which one of you use an IBM Model M Keyboard?

2004-11-28 Thread Kevin T. Chau
Who here uses an IBM Model M Keyboard that was made around '84? Just
wondering and all, pretty much a admin forum here, just checking who uses
one. What do you think about the keyboard if you use one?


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[hlds_linux] [OT] CVAR shader-details Source-Engine?

2004-11-28 Thread [EMAIL PROTECTED]
Hi y'all!
I have a little question to you.
I need the cvar  to set my shader-details in a config. Does anyone know
this cvar and can tell me, which cvar that is?
regards
-robert
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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Ian mu
Wholeheartedly agree with that last one.


On Sun, 28 Nov 2004 18:59:26 -, Peter Holcroft <[EMAIL PROTECTED]> wrote:
> More likely there is nobody who has the job full time. Nick? Probably gets
> pulled away to work on other things like HL2 crunch time. It comes down to
> how much money are you willing to spend on tackling cheats? Valve must think
> it's not worth spending enough to do the best job they can. Which could be
> fair enough, it's hard to see a direct return on the investment.
>
> The annoying thing is that there are people willing to do the best job they
> can, for free. But VAC pushed them out of the running and made itself the
> only solution. Unfortunately it's not a very good solution, which is really
> a kick in the balls to the community. If you're going to wipe out all the
> competition then it's your duty to do the best job you can.
>
>
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > [EMAIL PROTECTED] On Behalf Of Tom
> > Sent: 28 November 2004 16:48
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlds_linux] Mass Bann by Valve
> >
> > It is clear that maintaining and updating the Valve Anti Cheat, to keep it
> > efficient, is a full time job.
> >
> > Someone at Valve seems to be on vacation too long or isn't taking her/his
> > job serious.
> >
> >
> > Tom
> >
> > - Original Message -
> > From: "Ian mu" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Sunday, November 28, 2004 8:10 AM
> > Subject: Re: [hlds_linux] Mass Bann by Valve
> >
> >
> > >>>I think that you completely missed the main point, every change in UT
> > > requires a restart of the server.  In HL1, you could change a lot
> > without
> > > requiring a restart.
> > >
> > > No it doesn't. And to the post before, how many I admin is irrelevant,
> > > but its over 100 comprising of most games out there, the fact is
> > > webadmins can be an "addition", I use rcon all the time, but for some
> > > stuff and if you have some admins that are less skilled then
> > > webinterfaces are the way to go, or if you just want people to be able
> > > to ban only for example, but not change fundamental settings. Simply
> > > put the best solution is both (and what we've implemented ourselves
> > > for all games that have rcon only our own rcon webadmin that we've
> > > sorted the protocol which is about 90% of them). Point is both is the
> > > best solution, there's no need to choose. Thats why I think its living
> > > in the past to just rely on an old set of cvars via rcon and think
> > > thats the only way to go (sure leave rcon in, but add to it).
> > > Regarding exploits, I'd say rcon leaves as many holes, in other words
> > > any system as as secure as the programming for it and the system its
> > > put on. Neither is more or less secure on its own.
> > >
> > >>>You have a pretty rock solid set of commands that are
> > >> useful.
> > >
> > > Like every other game out there.
> > >
> > >>>Another thing that many other games haven't provided in years, that
> > Valve
> > >> has, was a unique ID assigned to players, that follows them wherever
> > they
> > >> go.  At first it was the WON ID, and now the Steam ID.
> > >
> > > Yes PB has this, and its fundamental in any cheating prevention, thats
> > > not an argument against it.
> > >
> > >>>Regardless of your recent arguments, PB is not a solution.
> > >
> > > Why isn't it a solution, no one has so far come up with one reason as
> > > to why it isn't a solution, when its out there and working already
> > > better than anything else. Is VAC out there and working satisfactory
> > > for CS? If it is then there's a decent argument, I'd like to hear from
> > > those who think VAC is effective in CS. So why is VAC better than PB?
> > >
> > > Again I'm only supporting PB because no one has yet suggested any
> > > alternative that is actually better and has better features, not
> > > because its some miracle system, but give me a choice of PB with
> > > screenshot facilities, webinterface, extended rcon powers (and ability
> > > to restrict), global ban accross all servers everwhere or VAC, check
> > > any players cvars. I know which I would go for, just interested still
> > > why others wouldn't.
> > >
> > >
> > > On Sun, 28 Nov 2004 06:47:42 -0800, HoundDawg <[EMAIL PROTECTED]>
> > > wrote:
> > >> > Your argument seems to be that you have autocompletion on commands
> > oO.
> > >> > Go that leap further where you don't even need to know the commands
> > or
> > >> > what the letter the command starts with.
> > >> >
> > >> > Seems like you should be arguing the opposite, why live in the past
> > >> > when you can have things improved?
> > >>
> > >> I think that you completely missed the main point, every change in UT
> > >> requires a restart of the server.  In HL1, you could change a lot
> > without
> > >> requiring a restart.  Heck, you could update the entire server.cfg and
> > >> it'll
> > >> reconfigure the server on map change.
> > >>
> 

RE: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Peter Holcroft
More likely there is nobody who has the job full time. Nick? Probably gets
pulled away to work on other things like HL2 crunch time. It comes down to
how much money are you willing to spend on tackling cheats? Valve must think
it's not worth spending enough to do the best job they can. Which could be
fair enough, it's hard to see a direct return on the investment.

The annoying thing is that there are people willing to do the best job they
can, for free. But VAC pushed them out of the running and made itself the
only solution. Unfortunately it's not a very good solution, which is really
a kick in the balls to the community. If you're going to wipe out all the
competition then it's your duty to do the best job you can.



> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of Tom
> Sent: 28 November 2004 16:48
> To: [EMAIL PROTECTED]
> Subject: Re: [hlds_linux] Mass Bann by Valve
>
> It is clear that maintaining and updating the Valve Anti Cheat, to keep it
> efficient, is a full time job.
>
> Someone at Valve seems to be on vacation too long or isn't taking her/his
> job serious.
>
>
> Tom
>
> - Original Message -
> From: "Ian mu" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, November 28, 2004 8:10 AM
> Subject: Re: [hlds_linux] Mass Bann by Valve
>
>
> >>>I think that you completely missed the main point, every change in UT
> > requires a restart of the server.  In HL1, you could change a lot
> without
> > requiring a restart.
> >
> > No it doesn't. And to the post before, how many I admin is irrelevant,
> > but its over 100 comprising of most games out there, the fact is
> > webadmins can be an "addition", I use rcon all the time, but for some
> > stuff and if you have some admins that are less skilled then
> > webinterfaces are the way to go, or if you just want people to be able
> > to ban only for example, but not change fundamental settings. Simply
> > put the best solution is both (and what we've implemented ourselves
> > for all games that have rcon only our own rcon webadmin that we've
> > sorted the protocol which is about 90% of them). Point is both is the
> > best solution, there's no need to choose. Thats why I think its living
> > in the past to just rely on an old set of cvars via rcon and think
> > thats the only way to go (sure leave rcon in, but add to it).
> > Regarding exploits, I'd say rcon leaves as many holes, in other words
> > any system as as secure as the programming for it and the system its
> > put on. Neither is more or less secure on its own.
> >
> >>>You have a pretty rock solid set of commands that are
> >> useful.
> >
> > Like every other game out there.
> >
> >>>Another thing that many other games haven't provided in years, that
> Valve
> >> has, was a unique ID assigned to players, that follows them wherever
> they
> >> go.  At first it was the WON ID, and now the Steam ID.
> >
> > Yes PB has this, and its fundamental in any cheating prevention, thats
> > not an argument against it.
> >
> >>>Regardless of your recent arguments, PB is not a solution.
> >
> > Why isn't it a solution, no one has so far come up with one reason as
> > to why it isn't a solution, when its out there and working already
> > better than anything else. Is VAC out there and working satisfactory
> > for CS? If it is then there's a decent argument, I'd like to hear from
> > those who think VAC is effective in CS. So why is VAC better than PB?
> >
> > Again I'm only supporting PB because no one has yet suggested any
> > alternative that is actually better and has better features, not
> > because its some miracle system, but give me a choice of PB with
> > screenshot facilities, webinterface, extended rcon powers (and ability
> > to restrict), global ban accross all servers everwhere or VAC, check
> > any players cvars. I know which I would go for, just interested still
> > why others wouldn't.
> >
> >
> > On Sun, 28 Nov 2004 06:47:42 -0800, HoundDawg <[EMAIL PROTECTED]>
> > wrote:
> >> > Your argument seems to be that you have autocompletion on commands
> oO.
> >> > Go that leap further where you don't even need to know the commands
> or
> >> > what the letter the command starts with.
> >> >
> >> > Seems like you should be arguing the opposite, why live in the past
> >> > when you can have things improved?
> >>
> >> I think that you completely missed the main point, every change in UT
> >> requires a restart of the server.  In HL1, you could change a lot
> without
> >> requiring a restart.  Heck, you could update the entire server.cfg and
> >> it'll
> >> reconfigure the server on map change.
> >>
> >> Limited Commands?  Sure, Valve provides a good base (better ones than
> >> I've
> >> found in any other game) in HL1 and then add in the ones that each MOD
> >> provides (like CS).  After that, add the enhanced commands that 3rd
> party
> >> plugins provide.  You have a pretty rock solid set of commands that are
> >> useful.
> >

Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Tom
It is clear that maintaining and updating the Valve Anti Cheat, to keep it
efficient, is a full time job.
Someone at Valve seems to be on vacation too long or isn't taking her/his
job serious.
Tom
- Original Message -
From: "Ian mu" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 28, 2004 8:10 AM
Subject: Re: [hlds_linux] Mass Bann by Valve

I think that you completely missed the main point, every change in UT
requires a restart of the server.  In HL1, you could change a lot without
requiring a restart.
No it doesn't. And to the post before, how many I admin is irrelevant,
but its over 100 comprising of most games out there, the fact is
webadmins can be an "addition", I use rcon all the time, but for some
stuff and if you have some admins that are less skilled then
webinterfaces are the way to go, or if you just want people to be able
to ban only for example, but not change fundamental settings. Simply
put the best solution is both (and what we've implemented ourselves
for all games that have rcon only our own rcon webadmin that we've
sorted the protocol which is about 90% of them). Point is both is the
best solution, there's no need to choose. Thats why I think its living
in the past to just rely on an old set of cvars via rcon and think
thats the only way to go (sure leave rcon in, but add to it).
Regarding exploits, I'd say rcon leaves as many holes, in other words
any system as as secure as the programming for it and the system its
put on. Neither is more or less secure on its own.
You have a pretty rock solid set of commands that are
useful.
Like every other game out there.
Another thing that many other games haven't provided in years, that Valve
has, was a unique ID assigned to players, that follows them wherever they
go.  At first it was the WON ID, and now the Steam ID.
Yes PB has this, and its fundamental in any cheating prevention, thats
not an argument against it.
Regardless of your recent arguments, PB is not a solution.
Why isn't it a solution, no one has so far come up with one reason as
to why it isn't a solution, when its out there and working already
better than anything else. Is VAC out there and working satisfactory
for CS? If it is then there's a decent argument, I'd like to hear from
those who think VAC is effective in CS. So why is VAC better than PB?
Again I'm only supporting PB because no one has yet suggested any
alternative that is actually better and has better features, not
because its some miracle system, but give me a choice of PB with
screenshot facilities, webinterface, extended rcon powers (and ability
to restrict), global ban accross all servers everwhere or VAC, check
any players cvars. I know which I would go for, just interested still
why others wouldn't.
On Sun, 28 Nov 2004 06:47:42 -0800, HoundDawg <[EMAIL PROTECTED]>
wrote:
> Your argument seems to be that you have autocompletion on commands oO.
> Go that leap further where you don't even need to know the commands or
> what the letter the command starts with.
>
> Seems like you should be arguing the opposite, why live in the past
> when you can have things improved?
I think that you completely missed the main point, every change in UT
requires a restart of the server.  In HL1, you could change a lot without
requiring a restart.  Heck, you could update the entire server.cfg and
it'll
reconfigure the server on map change.
Limited Commands?  Sure, Valve provides a good base (better ones than
I've
found in any other game) in HL1 and then add in the ones that each MOD
provides (like CS).  After that, add the enhanced commands that 3rd party
plugins provide.  You have a pretty rock solid set of commands that are
useful.
Another thing that many other games haven't provided in years, that Valve
has, was a unique ID assigned to players, that follows them wherever they
go.  At first it was the WON ID, and now the Steam ID.  This allows for a
lot more flexibility to addon developers that can capture that ID and
provide a good solution for it.  PB has had to add this functionality to
games.
Not only that, resource usage is a great deal more in other game servers,
especially those that provide an internal web server just for a web
interface. This is something that can be provided by a 3rd party, imo.
Regardless of your recent arguments, PB is not a solution.  If they can
get
the job done with the released SDK, great, you can pay them the $1 and
use
their system.  Otherwise, I'm sure that you'll see the Return of the VAC
soon.
- HoundDawg
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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Ian mu
>>I think that you completely missed the main point, every change in UT
requires a restart of the server.  In HL1, you could change a lot without
requiring a restart.

No it doesn't. And to the post before, how many I admin is irrelevant,
but its over 100 comprising of most games out there, the fact is
webadmins can be an "addition", I use rcon all the time, but for some
stuff and if you have some admins that are less skilled then
webinterfaces are the way to go, or if you just want people to be able
to ban only for example, but not change fundamental settings. Simply
put the best solution is both (and what we've implemented ourselves
for all games that have rcon only our own rcon webadmin that we've
sorted the protocol which is about 90% of them). Point is both is the
best solution, there's no need to choose. Thats why I think its living
in the past to just rely on an old set of cvars via rcon and think
thats the only way to go (sure leave rcon in, but add to it).
Regarding exploits, I'd say rcon leaves as many holes, in other words
any system as as secure as the programming for it and the system its
put on. Neither is more or less secure on its own.

>>You have a pretty rock solid set of commands that are
> useful.

Like every other game out there.

>>Another thing that many other games haven't provided in years, that Valve
> has, was a unique ID assigned to players, that follows them wherever they
> go.  At first it was the WON ID, and now the Steam ID.

Yes PB has this, and its fundamental in any cheating prevention, thats
not an argument against it.

>>Regardless of your recent arguments, PB is not a solution.

Why isn't it a solution, no one has so far come up with one reason as
to why it isn't a solution, when its out there and working already
better than anything else. Is VAC out there and working satisfactory
for CS? If it is then there's a decent argument, I'd like to hear from
those who think VAC is effective in CS. So why is VAC better than PB?

Again I'm only supporting PB because no one has yet suggested any
alternative that is actually better and has better features, not
because its some miracle system, but give me a choice of PB with
screenshot facilities, webinterface, extended rcon powers (and ability
to restrict), global ban accross all servers everwhere or VAC, check
any players cvars. I know which I would go for, just interested still
why others wouldn't.


On Sun, 28 Nov 2004 06:47:42 -0800, HoundDawg <[EMAIL PROTECTED]> wrote:
> > Your argument seems to be that you have autocompletion on commands oO.
> > Go that leap further where you don't even need to know the commands or
> > what the letter the command starts with.
> >
> > Seems like you should be arguing the opposite, why live in the past
> > when you can have things improved?
>
> I think that you completely missed the main point, every change in UT
> requires a restart of the server.  In HL1, you could change a lot without
> requiring a restart.  Heck, you could update the entire server.cfg and it'll
> reconfigure the server on map change.
>
> Limited Commands?  Sure, Valve provides a good base (better ones than I've
> found in any other game) in HL1 and then add in the ones that each MOD
> provides (like CS).  After that, add the enhanced commands that 3rd party
> plugins provide.  You have a pretty rock solid set of commands that are
> useful.
>
> Another thing that many other games haven't provided in years, that Valve
> has, was a unique ID assigned to players, that follows them wherever they
> go.  At first it was the WON ID, and now the Steam ID.  This allows for a
> lot more flexibility to addon developers that can capture that ID and
> provide a good solution for it.  PB has had to add this functionality to
> games.
>
> Not only that, resource usage is a great deal more in other game servers,
> especially those that provide an internal web server just for a web
> interface. This is something that can be provided by a 3rd party, imo.
>
> Regardless of your recent arguments, PB is not a solution.  If they can get
> the job done with the released SDK, great, you can pay them the $1 and use
> their system.  Otherwise, I'm sure that you'll see the Return of the VAC
> soon.
>
> - HoundDawg
>
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>
>
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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RE: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread HoundDawg
> Your argument seems to be that you have autocompletion on commands oO.
> Go that leap further where you don't even need to know the commands or
> what the letter the command starts with.
>
> Seems like you should be arguing the opposite, why live in the past
> when you can have things improved?

I think that you completely missed the main point, every change in UT
requires a restart of the server.  In HL1, you could change a lot without
requiring a restart.  Heck, you could update the entire server.cfg and it'll
reconfigure the server on map change.

Limited Commands?  Sure, Valve provides a good base (better ones than I've
found in any other game) in HL1 and then add in the ones that each MOD
provides (like CS).  After that, add the enhanced commands that 3rd party
plugins provide.  You have a pretty rock solid set of commands that are
useful.

Another thing that many other games haven't provided in years, that Valve
has, was a unique ID assigned to players, that follows them wherever they
go.  At first it was the WON ID, and now the Steam ID.  This allows for a
lot more flexibility to addon developers that can capture that ID and
provide a good solution for it.  PB has had to add this functionality to
games.

Not only that, resource usage is a great deal more in other game servers,
especially those that provide an internal web server just for a web
interface. This is something that can be provided by a 3rd party, imo.

Regardless of your recent arguments, PB is not a solution.  If they can get
the job done with the released SDK, great, you can pay them the $1 and use
their system.  Otherwise, I'm sure that you'll see the Return of the VAC
soon.

- HoundDawg


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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Yeah that's okay, you won't understand no matter how hard I try, you
don't appear to be someone that runs more then three servers.  They're
all fine and dandy with their 'pretty' web interfaces and limited
functionality, but when you really want to get down to it with fully
automated systems and 20+ CS Servers you generally don't want to go
through each one by hand through a web interface.  Not to mention the
added security risk posed by leaving a web interface made by a
gamedeveloper open =)
Off topic anyway, lets end this holy-war here =)
- Bruce "Bahamut" Andrews

Ian mu wrote:
Don't get you, most commands being stored in one file isn't really an
issue. Unreal Tournament and following series have nice webadmin
interfaces, just set most things from there, sure you do if update it
by hand, but most people are using a webinterface, which one is the
way to go? Remembering every command, or having it as a webpage where
you can even explain things if wanted? Set map rotations from there,
most standard server settings, ban people etc, change mods, mutators,
all from the web (how do you change mods from cs?). Which is easier?
Regarding rcon, pretty much most games do, and I'd say have more
options than CS, Every Id based game (which is pretty much most of
them as hl/cs was based on the Q1 engine has them, in fact its only a
very few that I can think of that don't have rcon if not a webadmin
interface. And which game has decent documentation for all of its
cvars (I don't mean a third party documentation), where's the valve
one for its games, where's the one for cs:source? Even punkbuster has
a webinterface so you can ban people from it etc.
Your argument seems to be that you have autocompletion on commands oO.
Go that leap further where you don't even need to know the commands or
what the letter the command starts with.
Seems like you should be arguing the opposite, why live in the past
when you can have things improved?
On Mon, 29 Nov 2004 00:18:40 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:

Try the Unreal engine.  Absolutely everything is stored in the one
file.  Period.  As far as I'm aware (trust me, there's NO DOCUMENTATION
whatsoever) you need to restart the server every time you update the
configuration file, that means if you have a system that adds bans to
all servers, you'll have to restart them all to update that.
The Battlefield engine.  Admin.enableremoteadmin  < I mean
really, that's just one command, who wants to type an essay at their
console to ban someone?
And I fail to see any other 'popular' game that gives you the
interactive console that steam has, or the auto-completion of commands,
even the cvarlist/cmdlist isn't implemented in a lot of newer games.
They're far beyond a lot of developers (don't get me started on EA's
choice of developers)

- Bruce "Bahamut" Andrews
Ian mu wrote:

p.s not sure what you mean by the rcon/variables part can you give
some exampls of which ones you mean? Pretty much every game on the
market has them, and some games have a lot better intuitive web
interface for it all with a console through that, but ability to do
map lists, bans, admin groups, all that stuff all inbuilt into the
game, so I'd say if anything Valves is lagging really and leaving more
up to third partys to resolve (as to most games, not pointing that one
solely at Valve).
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RE: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread HoundDawg

> I would even go as far as to say that what CSGuard used as a file
> checking feature was a security flaw in HL1, which Valve fixed after
> getting kicked for it from within the community. And while they did it
> without advance warning they sure didn't without saying so.
>
> Florian

Yeah, but they didn't mention it until after UA had complained about HLGuard
failing.  Then, they mentioned something about that fix that they threw in
during the very last minutes before the patch release.  It wasn't on the
initial changelog.

I'm not disagreeing that it shouldn't have been fixed.  But, it was
something that should have been fixed at least a year earlier... timing it
just when HLG was in it's prime and right before VAC was a bit discouraging
for the HLG team.  That's all.

- HoundDawg


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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Ian mu
Don't get you, most commands being stored in one file isn't really an
issue. Unreal Tournament and following series have nice webadmin
interfaces, just set most things from there, sure you do if update it
by hand, but most people are using a webinterface, which one is the
way to go? Remembering every command, or having it as a webpage where
you can even explain things if wanted? Set map rotations from there,
most standard server settings, ban people etc, change mods, mutators,
all from the web (how do you change mods from cs?). Which is easier?
Regarding rcon, pretty much most games do, and I'd say have more
options than CS, Every Id based game (which is pretty much most of
them as hl/cs was based on the Q1 engine has them, in fact its only a
very few that I can think of that don't have rcon if not a webadmin
interface. And which game has decent documentation for all of its
cvars (I don't mean a third party documentation), where's the valve
one for its games, where's the one for cs:source? Even punkbuster has
a webinterface so you can ban people from it etc.

Your argument seems to be that you have autocompletion on commands oO.
Go that leap further where you don't even need to know the commands or
what the letter the command starts with.

Seems like you should be arguing the opposite, why live in the past
when you can have things improved?


On Mon, 29 Nov 2004 00:18:40 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:
> Try the Unreal engine.  Absolutely everything is stored in the one
> file.  Period.  As far as I'm aware (trust me, there's NO DOCUMENTATION
> whatsoever) you need to restart the server every time you update the
> configuration file, that means if you have a system that adds bans to
> all servers, you'll have to restart them all to update that.
> The Battlefield engine.  Admin.enableremoteadmin  < I mean
> really, that's just one command, who wants to type an essay at their
> console to ban someone?
>
> And I fail to see any other 'popular' game that gives you the
> interactive console that steam has, or the auto-completion of commands,
> even the cvarlist/cmdlist isn't implemented in a lot of newer games.
> They're far beyond a lot of developers (don't get me started on EA's
> choice of developers)
>
>
>
> - Bruce "Bahamut" Andrews
>
> Ian mu wrote:
>
> >p.s not sure what you mean by the rcon/variables part can you give
> >some exampls of which ones you mean? Pretty much every game on the
> >market has them, and some games have a lot better intuitive web
> >interface for it all with a console through that, but ability to do
> >map lists, bans, admin groups, all that stuff all inbuilt into the
> >game, so I'd say if anything Valves is lagging really and leaving more
> >up to third partys to resolve (as to most games, not pointing that one
> >solely at Valve).
> >
> >___
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>
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> >please visit:
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> >
> >
> >
>
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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Try the Unreal engine.  Absolutely everything is stored in the one
file.  Period.  As far as I'm aware (trust me, there's NO DOCUMENTATION
whatsoever) you need to restart the server every time you update the
configuration file, that means if you have a system that adds bans to
all servers, you'll have to restart them all to update that.
The Battlefield engine.  Admin.enableremoteadmin  < I mean
really, that's just one command, who wants to type an essay at their
console to ban someone?
And I fail to see any other 'popular' game that gives you the
interactive console that steam has, or the auto-completion of commands,
even the cvarlist/cmdlist isn't implemented in a lot of newer games.
They're far beyond a lot of developers (don't get me started on EA's
choice of developers)
- Bruce "Bahamut" Andrews

Ian mu wrote:
p.s not sure what you mean by the rcon/variables part can you give
some exampls of which ones you mean? Pretty much every game on the
market has them, and some games have a lot better intuitive web
interface for it all with a console through that, but ability to do
map lists, bans, admin groups, all that stuff all inbuilt into the
game, so I'd say if anything Valves is lagging really and leaving more
up to third partys to resolve (as to most games, not pointing that one
solely at Valve).
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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Ian mu
p.s not sure what you mean by the rcon/variables part can you give
some exampls of which ones you mean? Pretty much every game on the
market has them, and some games have a lot better intuitive web
interface for it all with a console through that, but ability to do
map lists, bans, admin groups, all that stuff all inbuilt into the
game, so I'd say if anything Valves is lagging really and leaving more
up to third partys to resolve (as to most games, not pointing that one
solely at Valve).

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Re: [hlds_linux] Mass Bann by Valve

2004-11-28 Thread Ian mu
I agree working on pure numbers is silly, hence only really a reply to
the person who introduced it earlier saying the opposite. It's no test
at all, just I disagree with the numbers quoted, I'm not using that
for any basis other than the opposing the earlier statement.

The Microsoft analogy is irrelevant apart from the size of response
needed, every piece of software has its holes. Its how you combat
those holes when exploited irrespective of the size (fine in respect
to the numbers calculation that should be ignored). The only
difference is the size of the task is so much larger, thats why it
effectively needs a larger team of dedicated anti-cheat people (I'm
not necessary referring to evenbalance, but the scope is so large for
cs, that it really must be a full time job for not just one person or
something). People criticize PB (as entitled to do, I'd certanly say
its not perfect!), however I don't actually hear any viable working
alternatives raised. Easy to criticize, but what alternatives.

So what are the alternatives? Who are the dedicated team of anti-cheat
techs who are going solve the ongoing battle in CS? I'm not nec so
much pro PB, more pro the fact that I see a rather large absence which
needs filling.

R.e PB itself, yes screenshots aren't perfect and no reliance, however
they do catch some which would otherwise not be caught. It's like
saying it doesn't catch everyone so lets scrap it (I know you aren't
coming from that angle, but I don't know any admins who use that as a
main method of catching cheats, but they do go through them quickly
every so often or in disputes). The point is its an extra tool at an
admins disposal that otherwise would not be there. The more tools and
the more direct cheat prevention the better, the easier the admins job
is. I used to have so many queries in the past whether player x was
cheating, at least that is one more avenue for conclusive proof that
he is, not proof that he isn't. Sure, the odd cheat has skipped past
that (or don't even change the screen), and then its down to the other
methods. Its not like it relies on screenshots alone, its an addition
tool for admins which I'd rather have.

R.e bans, you can configure them to be as long as you want, normally
permanent for detected cheats or screenshot cheats, temp bans like 1-5
mins tend to be set for people who don't have a working PB install for
example so you remove them from the server until they do (as may be a
genuine problem, just you don't want them on server until they do have
it working), or you can link in with the permanent PB master ban list
so bans are permanent and global for everyone else who uses it (these
cannot be added manually to ban people who may not have cheated or you
don't like ;) and only works for certified know exploits/cheats, so no
abuse possible, admins can't add these themselves).

All in all, I don'y see PB as perfect, however for me the approach is
the right one. I can't see any other way to do it really, a dedicated
team of people working to prevent cheats and thats their expertise.
Even better if its a mature setup, where nearly all the initial
glitches ironed out like when PB first came out.


On Sun, 28 Nov 2004 18:26:28 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:
> He has a point ya'know.  No one bothers searching for security holes in
> Mac's, because lets face it, who cares if all the Macs spontaneously
> combust, as long as the PC's are working still...
>
> Interestingly enough, I've noticed PunkBuster only gives something like
> a 1 hours ban for hacks?  Maybe that's something that is configurable,
> wouldn't have thought so though.
>
> The only anti-cheat support that's ever going to get anywhere is one
> that updates on the client and server automatically, and at the moment
> VALVe are the only ones capable of doing this, so no matter what we
> think, they're just going to keep on doing whatever it is they're doing
> with VAC.
>
> Isn't punkbuster supposed to be a nightmare to admin?  Or was that
> PunkBuster when combined with Battlefield? :/  Certainly have a lot of
> respect for whoever designed the rcon / variables part of VALVe's games,
> s much better then any game on the market, yet it's been that way
> for seven years.  You'd think the game developers would've picked up on
> it by now... :/
>
> - Bruce "Bahamut" Andrews
>
>
>
>
> Eric (Deacon) wrote:
>
> > In a bold display of creativity, Ian mu wrote:
> >
> >> Add up all the games supporting PB and you'll find there's nowhere
> >> near as much cheaters not sure what crack people are smoking if they
> >> think there's more. No comparison at all. Also there's the other
> >> features like screenshot grabbing etc which can catch many of those
> >> that get through as not detected yet, plus the global master ban list
> >> means its pretty effective.
> >
> >
> > I'd like to point out that gaping security holes aren't the ONLY reason
> > there are more viruses for Microsoft products.  It's also

RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread scripted_sequence

what i did:
i copied the cs16 voice_speex.dll to the folder where the
vaudio_miles.dll is.
i renamed voice_speex.dll to vaudio_speex.dll.
then i went to my server and changed "sv_voicecodec" from "vaudio_miles"
to "vaudio_speex".
i did that with and w/o rcon.
i restartet the map.
and this is what i got:


Unable to load voice codec 'vaudio_speex'. Voice disabled.
Unable to load voice codec 'vaudio_speex'. Voice disabled.
Unable to load voice codec 'vaudio_speex'. Voice disabled.
Unable to load voice codec 'vaudio_speex'. Voice disabled.

:(

come on valve... miles is soo lowest-low-low-low-quality..

when i first switched to speex on 1.6 i was like WHOAA !! :D


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: Sonntag, 28. November 2004 13:14
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar


Yeah I just tired it out, and it didn't do anything.  Since the default
for sv_voicecodec is "vaudio_miles" and I'm yet to see a vaudio file we
can use, we'll just have to wait :/

- Bruce "Bahamut" Andrews





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RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread scripted_sequence

i was just looking at my linux hlds.
there are zero voice dlls/so
not even miles or sumthin. and there are no gcf on linux-ds
so i think the voice stuff is entirely handled by the clients.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: Sonntag, 28. November 2004 13:14
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar


Yeah I just tired it out, and it didn't do anything.  Since the default
for sv_voicecodec is "vaudio_miles" and I'm yet to see a vaudio file we
can use, we'll just have to wait :/

- Bruce "Bahamut" Andrews



[EMAIL PROTECTED] wrote:

>but take a closer look with gcfscape in the source-engine.gcf and there

>in the bin folder: mss32.dll
>mssmp3.asi
>mssvoice.asi looks alot like "miles sound system voice.asi" to me
>
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
>"Bahamut" Andrews
>Sent: Sonntag, 28. November 2004 12:52
>To: [EMAIL PROTECTED]
>Subject: Re: [hlds_linux] sv_voicequality cvar
>
>
>Considering I can't actually find any traces of a miles.dll or even
>"miles" on a windows server installation, I doubt it works exactly the
>same way as it's documented :/
>
>- Bruce "Bahamut" Andrews
>
>
>
>
>
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>
>

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Re: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Hehe, just downloaded gcf scape, there's a vaudio_miles.dll in the bin
folder of the Source Engine.gcf file.  Looks like we have to wait =)
- Bruce "Bahamut" Andrews

[EMAIL PROTECTED] wrote:
not to forget: vaudio_miles.dll  --_--
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Sonntag, 28. November 2004 12:00
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] sv_voicequality cvar

but take a closer look with gcfscape in the source-engine.gcf and there
in the bin folder: mss32.dll mssmp3.asi mssvoice.asi looks alot like
"miles sound system voice.asi" to me
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: Sonntag, 28. November 2004 12:52
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar
Considering I can't actually find any traces of a miles.dll or even
"miles" on a windows server installation, I doubt it works exactly the
same way as it's documented :/
- Bruce "Bahamut" Andrews


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Re: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Yeah I just tired it out, and it didn't do anything.  Since the default
for sv_voicecodec is "vaudio_miles" and I'm yet to see a vaudio file we
can use, we'll just have to wait :/
- Bruce "Bahamut" Andrews

[EMAIL PROTECTED] wrote:
but take a closer look with gcfscape in the source-engine.gcf
and there in the bin folder:
mss32.dll
mssmp3.asi
mssvoice.asi looks alot like "miles sound system voice.asi" to me
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: Sonntag, 28. November 2004 12:52
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar
Considering I can't actually find any traces of a miles.dll or even
"miles" on a windows server installation, I doubt it works exactly the
same way as it's documented :/
- Bruce "Bahamut" Andrews


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RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread scripted_sequence
not to forget: vaudio_miles.dll  --_--

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Sonntag, 28. November 2004 12:00
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] sv_voicequality cvar



but take a closer look with gcfscape in the source-engine.gcf and there
in the bin folder: mss32.dll mssmp3.asi mssvoice.asi looks alot like
"miles sound system voice.asi" to me


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: Sonntag, 28. November 2004 12:52
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar


Considering I can't actually find any traces of a miles.dll or even
"miles" on a windows server installation, I doubt it works exactly the
same way as it's documented :/

- Bruce "Bahamut" Andrews





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RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread scripted_sequence

but take a closer look with gcfscape in the source-engine.gcf
and there in the bin folder:
mss32.dll
mssmp3.asi
mssvoice.asi looks alot like "miles sound system voice.asi" to me


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: Sonntag, 28. November 2004 12:52
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar


Considering I can't actually find any traces of a miles.dll or even
"miles" on a windows server installation, I doubt it works exactly the
same way as it's documented :/

- Bruce "Bahamut" Andrews





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RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread scripted_sequence

on cs16 its here:

D:\Steam\SteamApps\\counter-strike\voice_speex.dll

but nada in there:
D:\Steam\SteamApps\\counter-strike source\*

;(

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: Sonntag, 28. November 2004 12:52
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar


Considering I can't actually find any traces of a miles.dll or even
"miles" on a windows server installation, I doubt it works exactly the
same way as it's documented :/

- Bruce "Bahamut" Andrews



[EMAIL PROTECTED] wrote:

>the speex and miles codecs are both dlls,
>maybe it will work if we copy the cs16 speex dll to
>the css directory on both client and server side.
>
>
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of James
>Gurney
>Sent: Sonntag, 28. November 2004 11:17
>To: [EMAIL PROTECTED]
>Subject: Re: [hlds_linux] sv_voicequality cvar
>
>
>On 11/28/2004 3:00 AM, Bruce "Bahamut" Andrews wrote:
>
>
>>Only the Miles codec is included with Counter-Strike:Source, Speex is
>>yet to be implemented.  Miles did not (and most likely will not)
>>support the sv_voicequality setting.
>>
>>
>
>That would explain it then. That's a shame. The Miles codec is, not to
>put too fine a point on it.. terrible.
>
>James
>
>
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>
>
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Re: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Considering I can't actually find any traces of a miles.dll or even
"miles" on a windows server installation, I doubt it works exactly the
same way as it's documented :/
- Bruce "Bahamut" Andrews

[EMAIL PROTECTED] wrote:
the speex and miles codecs are both dlls,
maybe it will work if we copy the cs16 speex dll to
the css directory on both client and server side.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Gurney
Sent: Sonntag, 28. November 2004 11:17
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar
On 11/28/2004 3:00 AM, Bruce "Bahamut" Andrews wrote:

Only the Miles codec is included with Counter-Strike:Source, Speex is
yet to be implemented.  Miles did not (and most likely will not)
support the sv_voicequality setting.

That would explain it then. That's a shame. The Miles codec is, not to
put too fine a point on it.. terrible.
James
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RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread scripted_sequence


the speex and miles codecs are both dlls,
maybe it will work if we copy the cs16 speex dll to
the css directory on both client and server side.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Gurney
Sent: Sonntag, 28. November 2004 11:17
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar


On 11/28/2004 3:00 AM, Bruce "Bahamut" Andrews wrote:
> Only the Miles codec is included with Counter-Strike:Source, Speex is
> yet to be implemented.  Miles did not (and most likely will not)
> support the sv_voicequality setting.

That would explain it then. That's a shame. The Miles codec is, not to
put too fine a point on it.. terrible.

James


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Re: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread James Gurney
On 11/28/2004 3:00 AM, Bruce "Bahamut" Andrews wrote:
Only the Miles codec is included with Counter-Strike:Source, Speex is
yet to be implemented.  Miles did not (and most likely will not) support
the sv_voicequality setting.
That would explain it then. That's a shame. The Miles codec is, not to
put too fine a point on it.. terrible.
James
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RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread scripted_sequence

you crack me up, lil' fella!

:D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: Sonntag, 28. November 2004 12:10
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] sv_voicequality cvar


Codecs have sexuality now?  Wow, there's technological advancement for
you!

- Bruce "Bahamut" Andrews



[EMAIL PROTECTED] wrote:

>in cs 16 i used the speex voicecodec.. its quality was 1000 times
>better than this gay miles codec..
>
>unfortunately it looks like speex doesnt work with css.
>
>valve, please help :D



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Re: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Note the :S part indicating ":Source"
- Bruce "Bahamut" Andrews

Peter Holcroft wrote:
You should notice a massive improvement by doing the following:
sv_voicecodec voice_speex
sv_voicequality 5 //15,200 bits/sec
The fact that you haven't noticed a difference tends to suggests you might
have made a mistake somehow. I suggest you check your cvars.

-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds_linux-
[EMAIL PROTECTED] On Behalf Of James Gurney
Sent: 28 November 2004 09:48
To: [EMAIL PROTECTED]
Subject: [hlds_linux] sv_voicequality cvar
So.. sv_voicequality doesn't appear to work with the CS:S server.. is
there an alternative? sv_voicecodec appears to work ok, at least..
although I can't say I notice a great deal of difference in the sound..
hence the need to experiment with the quality setting..
Cheers,
James
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Re: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Codecs have sexuality now?  Wow, there's technological advancement for you!
- Bruce "Bahamut" Andrews

[EMAIL PROTECTED] wrote:
in cs 16 i used the speex voicecodec.. its quality was 1000 times better
than this gay miles codec..
unfortunately it looks like speex doesnt work with css.
valve, please help :D
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Gurney
Sent: Sonntag, 28. November 2004 10:48
To: [EMAIL PROTECTED]
Subject: [hlds_linux] sv_voicequality cvar
So.. sv_voicequality doesn't appear to work with the CS:S server.. is
there an alternative? sv_voicecodec appears to work ok, at least..
although I can't say I notice a great deal of difference in the sound..
hence the need to experiment with the quality setting..
Cheers,
James
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RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread scripted_sequence

in cs 16 i used the speex voicecodec.. its quality was 1000 times better
than this gay miles codec..

unfortunately it looks like speex doesnt work with css.

valve, please help :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Gurney
Sent: Sonntag, 28. November 2004 10:48
To: [EMAIL PROTECTED]
Subject: [hlds_linux] sv_voicequality cvar


So.. sv_voicequality doesn't appear to work with the CS:S server.. is
there an alternative? sv_voicecodec appears to work ok, at least..
although I can't say I notice a great deal of difference in the sound..
hence the need to experiment with the quality setting..

Cheers,

James


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Re: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread Bruce \"Bahamut\" Andrews
Only the Miles codec is included with Counter-Strike:Source, Speex is
yet to be implemented.  Miles did not (and most likely will not) support
the sv_voicequality setting.
Speex is the "new" voice codec implemented in Half-Life 1 since it's
migration to STEAM.  Miles is the original codec.
- Bruce "Bahamut" Andrews

James Gurney wrote:
So.. sv_voicequality doesn't appear to work with the CS:S server.. is
there an alternative? sv_voicecodec appears to work ok, at least..
although I can't say I notice a great deal of difference in the sound..
hence the need to experiment with the quality setting..
Cheers,
James
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RE: [hlds_linux] sv_voicequality cvar

2004-11-28 Thread Peter Holcroft
You should notice a massive improvement by doing the following:

sv_voicecodec voice_speex
sv_voicequality 5 //15,200 bits/sec

The fact that you haven't noticed a difference tends to suggests you might
have made a mistake somehow. I suggest you check your cvars.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of James Gurney
> Sent: 28 November 2004 09:48
> To: [EMAIL PROTECTED]
> Subject: [hlds_linux] sv_voicequality cvar
>
> So.. sv_voicequality doesn't appear to work with the CS:S server.. is
> there an alternative? sv_voicecodec appears to work ok, at least..
> although I can't say I notice a great deal of difference in the sound..
> hence the need to experiment with the quality setting..
>
> Cheers,
>
> James
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux



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[hlds_linux] sv_voicequality cvar

2004-11-28 Thread James Gurney
So.. sv_voicequality doesn't appear to work with the CS:S server.. is
there an alternative? sv_voicecodec appears to work ok, at least..
although I can't say I notice a great deal of difference in the sound..
hence the need to experiment with the quality setting..
Cheers,
James
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