Re: [hlds_linux] Update on RO2 Linux Servers
Many clan and community are linux dedicated server users, dont forgot them plz. They can offer a better server quality than some GSP. Regards Periway 2011/8/29 John Gibson j...@tripwireinteractive.com First let me get this out of the way - for all of you that e-mailed me about hosting servers for the beta/RO2 and never got a response, I apologize. I thought I would get a couple dozen requests but in reality I got hundreds of e-mails and got overwhelmed. So if you didn't get a response from me I'm sorry but we underestimated the interest from server hosts (but I am happy you guys are interested). I'm sorry to say but we've made the decision to hold off on having Linux servers for RO2, at least for the initial launch. We will be looking at the possibility of putting out a Linux server version post launch depending on what the level of demand there is for them. We appreciate the great support the Linux server admins have given Tripwire Interactive and our games over the years so thank you again. Regards, John Gibson President Tripwire Interactive ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] AUG 30 CSS updates from Beta?
We're soliciting more feedback here: http://forums.steampowered.com/forums/showthread.php?t=2090008 Thanks. -Original Message- From: Ido Magal Sent: Tuesday, August 30, 2011 3:39 PM To: hlds_linux@list.valvesoftware.com Subject: RE: [hlds_linux] AUG 30 CSS updates from Beta? We've had some concerns raised so we're going to postpone the push. Sorry for the false lead. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of molnár lászló Sent: Tuesday, August 30, 2011 3:29 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] AUG 30 CSS updates from Beta? So here we are. Can some valve memeber acknowledge that today there will be a bigger CSS update as it was said a while back on the list? Or can we go to sleep now? ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Custom Downloads bug?
Hi, don't know if i can post this kind of issue here, but yet im trying.. Tried a few downloaders for skins and so on, and all of them makes the same bug. That goes for sourcemod, mani, and evenscripts. People download skins and it works like a charm, then people join other servers with skins, sounds and so on, and then come back. Sometimes a bug appears, and then they redownload the whole thing, even if they have the files from earlier. Then sounds are not played, and skins are shown as error. Is this a bug in the engine or? If anyone had this problem I would be so happy for a reply ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Custom Downloads bug?
If a client joins a pure server and then joins a non-pure server with custom content, it won't properly load for the client. This bug has existed for quite a while. On Wed, Aug 31, 2011 at 1:25 PM, Jacob Juul dimitri6...@hotmail.com wrote: Hi, don't know if i can post this kind of issue here, but yet im trying.. Tried a few downloaders for skins and so on, and all of them makes the same bug. That goes for sourcemod, mani, and evenscripts. People download skins and it works like a charm, then people join other servers with skins, sounds and so on, and then come back. Sometimes a bug appears, and then they redownload the whole thing, even if they have the files from earlier. Then sounds are not played, and skins are shown as error. Is this a bug in the engine or? If anyone had this problem I would be so happy for a reply ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Custom Downloads bug?
I removed custom skins from our CS Source server due to increaded reports of ERROR players running around. Usually in the past before OrangeBox engine update this was like less than 1% of the players and only on the first time they joined server. After restarting the game, their ERRORs went away too. But now, it's like every damn map there is atleast 1-2 players who have ERRORs around even though the same skins, same download hosts and same server has been running flawlessly for over 3 years ! All you can do is remove the skins or advice usage of cl_minmodels 1 that forces regular skins for every player on players own screen. -ics 31.8.2011 21:25, Jacob Juul kirjoitti: Hi, don't know if i can post this kind of issue here, but yet im trying.. Tried a few downloaders for skins and so on, and all of them makes the same bug. That goes for sourcemod, mani, and evenscripts. People download skins and it works like a charm, then people join other servers with skins, sounds and so on, and then come back. Sometimes a bug appears, and then they redownload the whole thing, even if they have the files from earlier. Then sounds are not played, and skins are shown as error. Is this a bug in the engine or? If anyone had this problem I would be so happy for a reply ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] AUG 30 CSS updates from Beta?
Atleast add these 2 missing materials back to the game. They disappeared along with OB update. Under /materials: decals/decalsplash liquids/rockcliff02a Some maps are showing empty black hole in the ground due to this and some maps are having checkerboards that used to be rocky wall. Thanks. -ics 31.8.2011 21:03, Ido Magal kirjoitti: We're soliciting more feedback here: http://forums.steampowered.com/forums/showthread.php?t=2090008 Thanks. -Original Message- From: Ido Magal Sent: Tuesday, August 30, 2011 3:39 PM To: hlds_linux@list.valvesoftware.com Subject: RE: [hlds_linux] AUG 30 CSS updates from Beta? We've had some concerns raised so we're going to postpone the push. Sorry for the false lead. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of molnár lászló Sent: Tuesday, August 30, 2011 3:29 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] AUG 30 CSS updates from Beta? So here we are. Can some valve memeber acknowledge that today there will be a bigger CSS update as it was said a while back on the list? Or can we go to sleep now? ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Custom Downloads bug?
Not just pure to non-pure. If you switch from one pure 1 server to another pure 1 server with a different whitelist, the content won't load properly. Even if the client already has said files downloaded. Since every pure 1 server that runs addons is going to have a different whitelist, this is a persistent problem. On Wed, Aug 31, 2011 at 2:39 PM, Ryan Stecker voidedwea...@gmail.comwrote: If a client joins a pure server and then joins a non-pure server with custom content, it won't properly load for the client. This bug has existed for quite a while. On Wed, Aug 31, 2011 at 1:25 PM, Jacob Juul dimitri6...@hotmail.com wrote: Hi, don't know if i can post this kind of issue here, but yet im trying.. Tried a few downloaders for skins and so on, and all of them makes the same bug. That goes for sourcemod, mani, and evenscripts. People download skins and it works like a charm, then people join other servers with skins, sounds and so on, and then come back. Sometimes a bug appears, and then they redownload the whole thing, even if they have the files from earlier. Then sounds are not played, and skins are shown as error. Is this a bug in the engine or? If anyone had this problem I would be so happy for a reply ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Custom Downloads bug?
First of all, thank you so much for the fast reply. I can see the logic in what you guys are saying, makes a lot of sense.. But.. If this is a known problem, and many server administrators wishes to play with skins, why doesn't it get fixed then? maybe a stupid question, worth a shot :) Date: Wed, 31 Aug 2011 15:55:18 -0400 From: rbemr...@vgmusic.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Custom Downloads bug? Not just pure to non-pure. If you switch from one pure 1 server to another pure 1 server with a different whitelist, the content won't load properly. Even if the client already has said files downloaded. Since every pure 1 server that runs addons is going to have a different whitelist, this is a persistent problem. On Wed, Aug 31, 2011 at 2:39 PM, Ryan Stecker voidedwea...@gmail.comwrote: If a client joins a pure server and then joins a non-pure server with custom content, it won't properly load for the client. This bug has existed for quite a while. On Wed, Aug 31, 2011 at 1:25 PM, Jacob Juul dimitri6...@hotmail.com wrote: Hi, don't know if i can post this kind of issue here, but yet im trying.. Tried a few downloaders for skins and so on, and all of them makes the same bug. That goes for sourcemod, mani, and evenscripts. People download skins and it works like a charm, then people join other servers with skins, sounds and so on, and then come back. Sometimes a bug appears, and then they redownload the whole thing, even if they have the files from earlier. Then sounds are not played, and skins are shown as error. Is this a bug in the engine or? If anyone had this problem I would be so happy for a reply ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
I'd like to compile a list of the most common hacks/cheats you all are seeing and see what measures we can take on game servers to help. No guarantees about when this will happen, but it would be great to get your feedback so we can chip away at it at least. -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: Friday, August 26, 2011 4:55 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? This is already done with DBlocker and multithreaded: http://dblocker.didrole.com/ The multithreading only works on Windows though, as Valve disabled the CPU detection code on Linux, so it's just like the servers always start with -threads 1. If you got a linux server you can add the -threads command and it will work though. 2011/8/26 Saint K. sai...@specialattack.net I can recall from the hlds times that we used to have an anti-wall hack extention or plugin which was quite low on load. What it did was it simply didn't send any information about clients that were not visible from your point of view. Can't figure out what the name was though, it was one of the high used tools (hlguard or so perhaps?) Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson [ daniel.joki...@gmail.com] Sent: 26 August 2011 13:36 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Why does command like sv_cheats exist? Remove it //Daniel Eric Riemers skrev 2011-08-26 13:33: I think they could do even more, but in the end the impact on servers on cpu (anti wallhack for instance) might be that high and since its still single threaded On Fri, 26 Aug 2011 12:32:29 +0200, AnAkIn .anakin...@gmail.com wrote: Valve could block wallhacks and speedhacks with some server side code if they wanted to. 2011/8/26 Kigentheki...@gmail.com There isn't just that. But I mentioned it since it was what was being discussed. A lot of things get broken in cheats when you use this plugin. But it does cause some other issues (small, but noticeable). On Thu, Aug 25, 2011 at 9:05 PM, J Minvaderam...@gmail.com wrote: The client doesn't decide it, but it knows when it's going to happen at the same time the server does. This is so that client side prediction can work effectively with crits. Whether an attack is a crit is decided by both the server and the client at the same time. They used to allow clients to decide it, and crit hacks used to be much more useful. Nowadays, crit hacks simply shoot every time there is going to be a crit, instead of forcing crits every time you shoot. On Thu, Aug 25, 2011 at 9:55 PM, Necavinec...@0xf.org wrote: Out of curiosity, why should the client decide when a critical hit occurs? I can see some benefit to it, but mostly I see it as exploitable. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds Sent: Thursday, August 25, 2011 17:07 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Valve should first add some basic server side protection against some common hacks. For example should be easy to block 100% crits hacks like this one: http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to decide when a a critical hit occurs, but the server should validate the decision. Most speedhacks also should be detected by server. - Original Message - From: bottige...@gmail.com Sent: 08/25/11 11:36 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Dealing with F2P ban evasion and status hack? Is Valve really doing anything to catch people making F2P accounts to avoid cheat bans? Ever since we switched to IP bans, we've been able to catch many cheaters using F2P to avoid bans. Some of them have even made up to 4 accounts in a row. Unfortunately, I've started to see some of these people sprinkle our ban system with dynamic IPs which will inevitably ban innocent users. We've also recently dealt with another hacker here (Valve can confirm they use the same IP address). http://steamcommunity.com/profiles/76561198047123732 - primary cheating account http://steamcommunity.com/profiles/76561198038410008 What was unusual about this is that he was using a name copy program and the admin at that time was complaining he couldn't use the status command. Is it possible to have the status command blocked somehow? The cheater in question posted this youtube video on this hack
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
The most common type of hack I see on my servers are speedhacks, although i haven't modified the sv_max_usercmd_future_ticks cvar. One would assume the default should be enough to prevent speedhacking. The other issue I'm aware of is that the $ignorez prevention sometimes doesn't work. I don't have any specific repro steps, but sometimes after map changes, playermodel textures that should be ignoring $ignorez don't work correctly, and the textures appear through walls. On top of that, there are some particle effects (such as medic overheal, and a few others) which I believe should also respect the $ignorez fixes in the future. On Wed, Aug 31, 2011 at 4:39 PM, Jon Lippincott j...@valvesoftware.com wrote: I'd like to compile a list of the most common hacks/cheats you all are seeing and see what measures we can take on game servers to help. No guarantees about when this will happen, but it would be great to get your feedback so we can chip away at it at least. -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: Friday, August 26, 2011 4:55 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? This is already done with DBlocker and multithreaded: http://dblocker.didrole.com/ The multithreading only works on Windows though, as Valve disabled the CPU detection code on Linux, so it's just like the servers always start with -threads 1. If you got a linux server you can add the -threads command and it will work though. 2011/8/26 Saint K. sai...@specialattack.net I can recall from the hlds times that we used to have an anti-wall hack extention or plugin which was quite low on load. What it did was it simply didn't send any information about clients that were not visible from your point of view. Can't figure out what the name was though, it was one of the high used tools (hlguard or so perhaps?) Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson [ daniel.joki...@gmail.com] Sent: 26 August 2011 13:36 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Why does command like sv_cheats exist? Remove it //Daniel Eric Riemers skrev 2011-08-26 13:33: I think they could do even more, but in the end the impact on servers on cpu (anti wallhack for instance) might be that high and since its still single threaded On Fri, 26 Aug 2011 12:32:29 +0200, AnAkIn .anakin...@gmail.com wrote: Valve could block wallhacks and speedhacks with some server side code if they wanted to. 2011/8/26 Kigentheki...@gmail.com There isn't just that. But I mentioned it since it was what was being discussed. A lot of things get broken in cheats when you use this plugin. But it does cause some other issues (small, but noticeable). On Thu, Aug 25, 2011 at 9:05 PM, J Minvaderam...@gmail.com wrote: The client doesn't decide it, but it knows when it's going to happen at the same time the server does. This is so that client side prediction can work effectively with crits. Whether an attack is a crit is decided by both the server and the client at the same time. They used to allow clients to decide it, and crit hacks used to be much more useful. Nowadays, crit hacks simply shoot every time there is going to be a crit, instead of forcing crits every time you shoot. On Thu, Aug 25, 2011 at 9:55 PM, Necavinec...@0xf.org wrote: Out of curiosity, why should the client decide when a critical hit occurs? I can see some benefit to it, but mostly I see it as exploitable. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds Sent: Thursday, August 25, 2011 17:07 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Valve should first add some basic server side protection against some common hacks. For example should be easy to block 100% crits hacks like this one: http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to decide when a a critical hit occurs, but the server should validate the decision. Most speedhacks also should be detected by server. - Original Message - From: bottige...@gmail.com Sent: 08/25/11 11:36 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Dealing with F2P ban evasion and status hack? Is Valve really doing anything to catch people making F2P accounts to avoid cheat bans? Ever since we switched to IP bans, we've been able to catch many cheaters using F2P to avoid bans.
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
Aimbotters and speedhackers are by far the most common, in that order. Aimbotters are rarely trying to hide what they're doing - they're often getting headshots as fast as they can fire while taunting people in chat. Speedhackers are very common too - a lot of these get detected by our anti-hack script, which has been averaging a ban per day since the F2P update. Wallhacks are hard, because there's no obvious giveaways if the player isn't being obvious, and most people who want to be obvious go the aimbot route. We get a few auto-detections of these per month from our anti-hack script, but the script is far from perfect, and I suspect there's a lot more of them than anyone realizes. I should also note that most of our hacker bans in the last months have been free accounts with no friends, seemingly created just to go troll people. It would be rather sweet justice if some sort of hardware fingerprinting were to find and VAC their real accounts. That would be one hell of a deterrent. - Neph On 08/31/2011 02:39 PM, Jon Lippincott wrote: I'd like to compile a list of the most common hacks/cheats you all are seeing and see what measures we can take on game servers to help. No guarantees about when this will happen, but it would be great to get your feedback so we can chip away at it at least. -Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
I should also note that most of our hacker bans in the last months have been free accounts with no friends, seemingly created just to go troll people. It would be rather sweet justice if some sort of hardware fingerprinting were to find and VAC their real accounts. That would be one hell of a deterrent. Steam already performs a little bit of hardware fingerprinting. The question I have is if it's being used at all, but I don't have any solid numbers on how many brand new accounts are joining my servers. I assume *someone, somewhere* is keeping track of these kinds of players and is dealing with them. On Wed, Aug 31, 2011 at 7:07 PM, John Schoenick nephy...@doublezen.net wrote: Aimbotters and speedhackers are by far the most common, in that order. Aimbotters are rarely trying to hide what they're doing - they're often getting headshots as fast as they can fire while taunting people in chat. Speedhackers are very common too - a lot of these get detected by our anti-hack script, which has been averaging a ban per day since the F2P update. Wallhacks are hard, because there's no obvious giveaways if the player isn't being obvious, and most people who want to be obvious go the aimbot route. We get a few auto-detections of these per month from our anti-hack script, but the script is far from perfect, and I suspect there's a lot more of them than anyone realizes. I should also note that most of our hacker bans in the last months have been free accounts with no friends, seemingly created just to go troll people. It would be rather sweet justice if some sort of hardware fingerprinting were to find and VAC their real accounts. That would be one hell of a deterrent. - Neph On 08/31/2011 02:39 PM, Jon Lippincott wrote: I'd like to compile a list of the most common hacks/cheats you all are seeing and see what measures we can take on game servers to help. No guarantees about when this will happen, but it would be great to get your feedback so we can chip away at it at least. -Jon ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
Another common problem is hackers who are repeatedly changing their name, making it quite difficult to determine their steamid. It would be nice to rate limit name changes if possible. For instance if someone changes their name more than 4 times in 1 minute, they are blocked from changing their name again for 10 minutes? On Wed, Aug 31, 2011 at 5:07 PM, John Schoenick nephy...@doublezen.netwrote: Aimbotters and speedhackers are by far the most common, in that order. Aimbotters are rarely trying to hide what they're doing - they're often getting headshots as fast as they can fire while taunting people in chat. Speedhackers are very common too - a lot of these get detected by our anti-hack script, which has been averaging a ban per day since the F2P update. Wallhacks are hard, because there's no obvious giveaways if the player isn't being obvious, and most people who want to be obvious go the aimbot route. We get a few auto-detections of these per month from our anti-hack script, but the script is far from perfect, and I suspect there's a lot more of them than anyone realizes. I should also note that most of our hacker bans in the last months have been free accounts with no friends, seemingly created just to go troll people. It would be rather sweet justice if some sort of hardware fingerprinting were to find and VAC their real accounts. That would be one hell of a deterrent. - Neph On 08/31/2011 02:39 PM, Jon Lippincott wrote: I'd like to compile a list of the most common hacks/cheats you all are seeing and see what measures we can take on game servers to help. No guarantees about when this will happen, but it would be great to get your feedback so we can chip away at it at least. -Jon __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
Definitely speedhackers are the most frequent with a mix of aimbotters and wallhackers thrown in for good measure. The name changers are especially annoying. -Original Message- From: AJ Palkovic Sent: Wednesday, August 31, 2011 5:10 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Another common problem is hackers who are repeatedly changing their name, making it quite difficult to determine their steamid. It would be nice to rate limit name changes if possible. For instance if someone changes their name more than 4 times in 1 minute, they are blocked from changing their name again for 10 minutes? On Wed, Aug 31, 2011 at 5:07 PM, John Schoenick nephy...@doublezen.netwrote: Aimbotters and speedhackers are by far the most common, in that order. Aimbotters are rarely trying to hide what they're doing - they're often getting headshots as fast as they can fire while taunting people in chat. Speedhackers are very common too - a lot of these get detected by our anti-hack script, which has been averaging a ban per day since the F2P update. Wallhacks are hard, because there's no obvious giveaways if the player isn't being obvious, and most people who want to be obvious go the aimbot route. We get a few auto-detections of these per month from our anti-hack script, but the script is far from perfect, and I suspect there's a lot more of them than anyone realizes. I should also note that most of our hacker bans in the last months have been free accounts with no friends, seemingly created just to go troll people. It would be rather sweet justice if some sort of hardware fingerprinting were to find and VAC their real accounts. That would be one hell of a deterrent. - Neph On 08/31/2011 02:39 PM, Jon Lippincott wrote: I'd like to compile a list of the most common hacks/cheats you all are seeing and see what measures we can take on game servers to help. No guarantees about when this will happen, but it would be great to get your feedback so we can chip away at it at least. -Jon __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
On Wed, Aug 31, 2011 at 05:10:59PM -0700, AJ Palkovic wrote: Another common problem is hackers who are repeatedly changing their name, making it quite difficult to determine their steamid. It would be nice to rate limit name changes if possible. For instance if someone changes their name more than 4 times in 1 minute, they are blocked from changing their name again for 10 minutes? No thanks. There are already plugins that you can use to block them, and that will just cause issues for normal users. sv_pure being 2 by default would stop a lot of mathackers, but Valve will never do that (waah why can't I see my golden deagle skin?), including the fact that sv_pure is pretty annoying with the autoexec.cfg changed and such errors. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
+1 on Neph I wonder if a such hardware hashed ID could be send along with a steam ID, so servers could ban on those. Too much evasions lately with F2P via proxies, imo any form of blocking proxy/vpn usage would recieve my cheers. I understand that that might hinder ppl that run steam on their work etc. Another thing that might be an idea, is to limit empty accounts in a way (ie: no games bought on them). That they only can start playing the game after x time of creation, or at least have some game bought/regged on it (above a certain price, not for a 1 digit dollar/euro game). A vac ban on those accounts would hinder them more, cos they have something that is bought on it. Or let them do some time consuming requirements (ever rotating, otherwise they automate that) before they can play on regular servers. One other thing, why not having a automatic ban feedback from the servers to Valve, esp with F2P accounts that would be interesting I guess, for valve then having a monitoring tool for F2P accounts that are being banned over and over, and they have ultimate resources to see whom those are and who are linked to it. If they have also a requirement on steamguard enabled would be a nice one to combine bans + steamguard linked emails / the ID's they bind accounts to for steamguard etc. With the right query they can make a nice linkage of alt F2P accounts. Add a requirement of entering once every day (2?) the code on a F2P empty (no bought games) account will prevent them using trow-away email addresses. And F2P game being active after X time (2 days?) of creation of the account (+ being online over 4 hours or w/e, one needs to download the game, right?).. hmmz, that would help in the previous prevention of throw away mail addresses. Simply: make them work for it. They are already too lazy to aim themselves... work sound like a very good thing to get 'm at bay. As for namechangers, a simple SM plugin should be able to deal with those, just autoban for more then x name changes per x time. Say 3 changes per 5 minutes and a 30 min ban added. I rarely encounter anybody (legit) that wants to change his name anyway when on the server. Later with a complaint of hacking a perm can be made of it. Personally I would advertize its 3 name changes per 6 minutes, but in reality its per 4, to get those that want to try it out etc. For wallhacks, I always understood its 2 possible ways, one was via hacked skins(I tho mostly solved some time ago in a update?), which can be blocked by having walls etc adjusted, the other via entities in adjecent rooms being send, with anti-cheat blockers having downsides that they show the enemy a fraction after they are actually should be seen etc. Others might be better in getting a solution on that. I can see a load of problems with any solution for it, with distance differences to the corner (one being close, the other far, like 2fort balcony sniper vs sniper). One I encounter sometimes, that so far isn't mentioned, is a so called clickbot. It's clicking the button if its crosshair on the head. Sometimes quite obvious with impossible shots. Its incredibly hard to upheld such ban, even with long demo's and impossible shots etc. Shame I cannot find the video back that shows 'm. Final thing, if the VAC detection sees an old hack, I see no point in waiting several weeks. I understand the wait on new ones, so development on them is slowed down a lot, but old ones? letting 'm play for 2-3 weeks or w/e b4 banning 'm is only annoying and does imo nothing in slowing down development of new hacks. Maybe an x hours or w/e tops. also, it should taint the other accounts too on that machine. I'm well aware that not everything can be addressed, hackers will find new ways. I hope something above was helpful in the cause ;) From: David Schmieder dm_schmie...@hotmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, 1 September 2011, 2:24 Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Definitely speedhackers are the most frequent with a mix of aimbotters and wallhackers thrown in for good measure. The name changers are especially annoying. -Original Message- From: AJ Palkovic Sent: Wednesday, August 31, 2011 5:10 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Another common problem is hackers who are repeatedly changing their name, making it quite difficult to determine their steamid. It would be nice to rate limit name changes if possible. For instance if someone changes their name more than 4 times in 1 minute, they are blocked from changing their name again for 10 minutes? On Wed, Aug 31, 2011 at 5:07 PM, John Schoenick nephy...@doublezen.netwrote: Aimbotters and speedhackers are by far the most common, in that order. Aimbotters are
[hlds_linux] TF2: tf_forced_holiday 2 and cp_manor_event crash
So, I recently changed my server to use the tf_forced_holiday 2 cvar in cfg/cp_manor_event.cfg to enable the Halloween holiday for Manor Event instead of using a SourceMod plugin. I've completely removed that plugin. Unfortunately, now my server crashes after a random amount of time on cp_manor_event. At a guess, it crashes when it tries to spawn the Horsemann. Anyone else experiencing this issue? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 Linux Crash - Illegal Instruction
Awesome news, Chris. I look forward to a possible fix coming in the next update this Friday (Sept. 2, 2011). On Fri, Aug 26, 2011 at 3:19 PM, Chris Russell chris.russ...@gatech.eduwrote: I have been in communication with someone from valve for about two weeks regarding this issue. They are supposed to only go up to SSE2 according to the gentleman I spoke to. They have been working on the issue. -Chris On Wed, Aug 24, 2011 at 2:18 PM, Arthur Lin thaigro...@gmail.com wrote: Also, did Valve ever announce their move to SSE3? I wasn't on the mailing list until recently. If there's any date when they did say so, it would make it much easier to go through the archives. On Wed, Aug 24, 2011 at 1:10 PM, Arthur Lin thaigro...@gmail.com wrote: Thanks for informing me about that! This change was fairly recent, too, because I was running fine before then since release of the game. It saddens me if this is true, but I guess I have to go find an alternative. The only strange thing is that I had 'illegal instruction' errors before but disappeared without any need to change anything in my setup, other than more updates for Ubuntu and Valve. On Wed, Aug 24, 2011 at 11:02 AM, Adam Nowacki no...@xpam.de wrote: FISTTP is a SSE3 instruction, your cpu goes only up to SSE2. On 2011-08-24 12:10, Arthur Lin wrote: This problem seems to pop up on forums at least once every year. I'm not sure if it has something to do with a routine update to Ubuntu or any update to L4D2 srcds. Everything is a fresh install without any plug-ins or cfgs since I'm troubleshooting. Simply running ./srcds_run or ./srcds_linux gives me he output Illegal instruction. I've had this problem before and it went away after a while from either an update from Valve or Canonical (Ubuntu). I would like to know if there are any workarounds or problem on my end! Included on the bottom is also my CPU info since some people suggested in the past there was a need for SSE. debug.log: --** CRASH: Wed Aug 24 04:23:55 CDT 2011 Start Line: ./srcds_linux -debug -game left4dead2 +map c1m1_hotel [New Thread 6917] Core was generated by `./srcds_linux -debug -game left4dead2 +map c1m1_hotel'. Program terminated with signal 4, Illegal instruction. #0 0x00128bd4 in __fixunsdfdi () from bin/libtier0.so #0 0x00128bd4 in __fixunsdfdi () from bin/libtier0.so #1 0x00118576 in CalculateCPUFreq() () from bin/libtier0.so #2 0x00117e10 in GetCPUInformation () from bin/libtier0.so #3 0x00118fe3 in global constructors keyed to fasttimer.cpp () from bin/libtier0.so #4 0x00128e13 in __do_global_ctors_aux () from bin/libtier0.so #5 0x001158c0 in _init () from bin/libtier0.so #6 0x00be064c in ?? () from /lib/ld-linux.so.2 #7 0x00be0769 in ?? () from /lib/ld-linux.so.2 #8 0x00be47bf in ?? () from /lib/ld-linux.so.2 #9 0x00be04d6 in ?? () from /lib/ld-linux.so.2 #10 0x00be4146 in ?? () from /lib/ld-linux.so.2 #11 0x001d0b9b in ?? () from /lib/i386-linux-gnu/libdl.so.2 #12 0x00be04d6 in ?? () from /lib/ld-linux.so.2 #13 0x001d12cc in ?? () from /lib/i386-linux-gnu/libdl.so.2 #14 0x001d0c51 in dlopen () from /lib/i386-linux-gnu/libdl.so.2 #15 0x08048805 in main () No symbol table info available. eax0xf7a0b5ed-140462611 ecx0x10c64294 edx0x10c64294 ebx0x130ff41249268 esp0xbfbdd2a00xbfbdd2a0 ebp0xbfbdd2c80xbfbdd2c8 esi0xec2e-5074 edi0x-1 eip0x128bd40x128bd4__fixunsdfdi+32 eflags 0x210202[ IF RF ID ] cs 0x73115 ss 0x7b123 ds 0x7b123 es 0x7b123 fs 0x00 gs 0x3351 FromTo Syms Read Shared Object Library 0x0061a4b0 0x00634b38 Yes (*) /lib/i386-linux-gnu/libm.so.6 0x001d0a40 0x001d1998 Yes (*) /lib/i386-linux-gnu/libdl.so.2 0x00159610 0x001659d8 Yes (*) /lib/i386-linux-gnu/** libpthread.so.0 0x002182e0 0x00289d08 Yes (*) /usr/lib/i386-linux-gnu/** libstdc++.so.6 0x002d5c10 0x003e01c4 Yes (*) /lib/i386-linux-gnu/libc.so.6 0x00bd2830 0x00be94af Yes (*) /lib/ld-linux.so.2 0x00939f50 0x00950418 Yes (*) /lib/i386-linux-gnu/libgcc_s.**so.1 0x00116440 0x00128e24 Yes (*) bin/libtier0.so (*): Shared library is missing debugging information. Dump of assembler code for function __fixunsdfdi: 0x00128bb4+0:push %ebp 0x00128bb5+1:mov%esp,%ebp 0x00128bb7+3:push %edi 0x00128bb8+4:push %esi 0x00128bb9+5:push %ebx 0x00128bba+6:sub$0x1c,%esp 0x00128bbd+9:call
Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
For TF2: Always crits + aimbot (less than 10). Couple of speedhackers too. Cheating isn't that major issue in it in my part of the world CS Source: Aimbot+wallhack (About 1-3 per week), speedhack occasionally. I've even taken the liberty of using that steamcommunity report tool for each cheater we encounter, say the game name and which cheat he used. Ask Mike Blaszczak or J Burton about the reports more if you are unfamiliar. I still don't know if it makes any difference or do they go just for statistical purposes on how many of those cheaters are being caught by VAC or are they monitoring the reported players more closely somehow through Steam. -ics 1.9.2011 0:39, Jon Lippincott kirjoitti: I'd like to compile a list of the most common hacks/cheats you all are seeing and see what measures we can take on game servers to help. No guarantees about when this will happen, but it would be great to get your feedback so we can chip away at it at least. -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: Friday, August 26, 2011 4:55 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? This is already done with DBlocker and multithreaded: http://dblocker.didrole.com/ The multithreading only works on Windows though, as Valve disabled the CPU detection code on Linux, so it's just like the servers always start with -threads 1. If you got a linux server you can add the -threads command and it will work though. 2011/8/26 Saint K.sai...@specialattack.net I can recall from the hlds times that we used to have an anti-wall hack extention or plugin which was quite low on load. What it did was it simply didn't send any information about clients that were not visible from your point of view. Can't figure out what the name was though, it was one of the high used tools (hlguard or so perhaps?) Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson [ daniel.joki...@gmail.com] Sent: 26 August 2011 13:36 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Why does command like sv_cheats exist? Remove it //Daniel Eric Riemers skrev 2011-08-26 13:33: I think they could do even more, but in the end the impact on servers on cpu (anti wallhack for instance) might be that high and since its still single threaded On Fri, 26 Aug 2011 12:32:29 +0200, AnAkIn .anakin...@gmail.com wrote: Valve could block wallhacks and speedhacks with some server side code if they wanted to. 2011/8/26 Kigentheki...@gmail.com There isn't just that. But I mentioned it since it was what was being discussed. A lot of things get broken in cheats when you use this plugin. But it does cause some other issues (small, but noticeable). On Thu, Aug 25, 2011 at 9:05 PM, J Minvaderam...@gmail.com wrote: The client doesn't decide it, but it knows when it's going to happen at the same time the server does. This is so that client side prediction can work effectively with crits. Whether an attack is a crit is decided by both the server and the client at the same time. They used to allow clients to decide it, and crit hacks used to be much more useful. Nowadays, crit hacks simply shoot every time there is going to be a crit, instead of forcing crits every time you shoot. On Thu, Aug 25, 2011 at 9:55 PM, Necavinec...@0xf.org wrote: Out of curiosity, why should the client decide when a critical hit occurs? I can see some benefit to it, but mostly I see it as exploitable. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds Sent: Thursday, August 25, 2011 17:07 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack? Valve should first add some basic server side protection against some common hacks. For example should be easy to block 100% crits hacks like this one: http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to decide when a a critical hit occurs, but the server should validate the decision. Most speedhacks also should be detected by server. - Original Message - From: bottige...@gmail.com Sent: 08/25/11 11:36 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Dealing with F2P ban evasion and status hack? Is Valve really doing anything to catch people making F2P accounts to avoid cheat bans? Ever since we switched to IP bans, we've been able to catch many cheaters using F2P to avoid bans. Some of them have even made up to 4 accounts in a row. Unfortunately, I've started to see some of these people sprinkle our ban
Re: [hlds_linux] TF2: tf_forced_holiday 2 and cp_manor_event crash
It's too late if you set the cvar in cp_manor_event.cfg. The change must be done at the end of the previous map. -Ursprüngliche Nachricht- From: Ross Bemrose Sent: Thursday, September 01, 2011 6:02 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] TF2: tf_forced_holiday 2 and cp_manor_event crash So, I recently changed my server to use the tf_forced_holiday 2 cvar in cfg/cp_manor_event.cfg to enable the Halloween holiday for Manor Event instead of using a SourceMod plugin. I've completely removed that plugin. Unfortunately, now my server crashes after a random amount of time on cp_manor_event. At a guess, it crashes when it tries to spawn the Horsemann. Anyone else experiencing this issue? ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux