Re: [hlds_linux] Update on RO2 Linux Servers

2011-08-31 Thread clickn play
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
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Re: [hlds_linux] AUG 30 CSS updates from Beta?

2011-08-31 Thread Ido Magal
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?


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[hlds_linux] Custom Downloads bug?

2011-08-31 Thread Jacob Juul

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   
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Re: [hlds_linux] Custom Downloads bug?

2011-08-31 Thread Ryan Stecker
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
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Re: [hlds_linux] Custom Downloads bug?

2011-08-31 Thread ics
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 
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Re: [hlds_linux] AUG 30 CSS updates from Beta?

2011-08-31 Thread ics
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?


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Re: [hlds_linux] Custom Downloads bug?

2011-08-31 Thread Ross Bemrose
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
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Re: [hlds_linux] Custom Downloads bug?

2011-08-31 Thread Jacob Juul

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
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread Jon Lippincott
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?

2011-08-31 Thread Ryan Stecker
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?

2011-08-31 Thread John Schoenick
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




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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread Ryan Stecker
 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



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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread AJ Palkovic
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



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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread David Schmieder
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




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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread Harry Strongburg
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.

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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread Mart-Jan Reeuwijk
+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

2011-08-31 Thread Ross Bemrose
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?

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Re: [hlds_linux] L4D2 Linux Crash - Illegal Instruction

2011-08-31 Thread Arthur Lin
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?

2011-08-31 Thread ics

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

2011-08-31 Thread Ronny Schedel
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?

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