Re: [hlds_linux] Client crashing

2012-09-10 Thread Erik-jan Riemers
I've seen them too, sometimes i hear more people at once exiting at the
same time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: maandag 10 september 2012 7:08
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Client crashing

It's not just your servers. I've had more client crashes during past 1,5
months than in the last 2 years before that. It's the same thing for
players that i am contact with and my admins get crashes too. It's
something within the game that causes it, not your server.

-ics

10.9.2012 5:11, Frank kirjoitti:
 I've got clients complaining about crashing to desktop or HL2.exe
 crash in the heat of battle so to speak on my servers - anyone else
 see this? Is this an issue that has come back from the dead that
 happened frequently several months ago?

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Re: [hlds_linux] Client crashing

2012-09-10 Thread Cameron Munroe

Reports here, and with buffer overflow.

On 9/9/2012 11:41 PM, Erik-jan Riemers wrote:

I've seen them too, sometimes i hear more people at once exiting at the
same time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: maandag 10 september 2012 7:08
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Client crashing

It's not just your servers. I've had more client crashes during past 1,5
months than in the last 2 years before that. It's the same thing for
players that i am contact with and my admins get crashes too. It's
something within the game that causes it, not your server.

-ics

10.9.2012 5:11, Frank kirjoitti:

I've got clients complaining about crashing to desktop or HL2.exe
crash in the heat of battle so to speak on my servers - anyone else
see this? Is this an issue that has come back from the dead that
happened frequently several months ago?

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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread Rudy Bleeker
Personally I use this: http://www.reece-eu.net/drekrates.php

On Mon, Sep 10, 2012 at 2:50 AM, Weasel wea...@weaselslair.com wrote:
 Just doing some optimizing of my TF2 servers.  I was wondering if anybody on 
 here had any recommended settings for sv_minrate and sv_maxrate - 
 specifically as it might apply to TF2 servers running greater than the 
 Valve-default-limit of 24-players?  I allow 32, and I do see a little bit of 
 lag when the server loads-up with players.  While that's going-on, network 
 connectivity is fine (true network pings between 30ms and 100ms).

 Until recently, having more than 24 players on my server was rare.  So, I 
 never really noticed that increased lag.  But, now it's fairly packed a 
 couple of nights a week.  Not sure if there's really anything to be done with 
 it, but maybe some sv_minrate/sv_maxrate tweaking might help a little?

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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread O!KAK

More slots - more entities, more processing power and bandwidth.
I think it engine limitation. That`s why 32 slots TF2 servers is ugly.
But you can lower rates (somthing like 40) and watch result.

And oh, disable replay bot.

P.S. http://store.steampowered.com/news/8674/
Updated client rate value to default to 3 to improve network 
performance for most players


This can be one of the reasons to performance hit.
Try to lower rate cvar to 2 first (sv_maxrate 2/ sv_minrate 2).


- Original Message - 
From: Weasel wea...@weaselslair.com

To: hlds_linux@list.valvesoftware.com
Sent: Monday, September 10, 2012 4:50 AM
Subject: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 
32-player TF2 server?



Just doing some optimizing of my TF2 servers.  I was wondering if anybody 
on here had any recommended settings for sv_minrate and sv_maxrate - 
specifically as it might apply to TF2 servers running greater than the 
Valve-default-limit of 24-players?  I allow 32, and I do see a little bit 
of lag when the server loads-up with players.  While that's going-on, 
network connectivity is fine (true network pings between 30ms and 
100ms).


Until recently, having more than 24 players on my server was rare.  So, I 
never really noticed that increased lag.  But, now it's fairly packed a 
couple of nights a week.  Not sure if there's really anything to be done 
with it, but maybe some sv_minrate/sv_maxrate tweaking might help a 
little?


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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread edman747
I never use this, it fails.
Personally I use this: http://www.reece-eu.net/drekrates.php

sv_maxrate 0
sv_minrate 0


On 9/10/12, O!KAK ga...@starlink.ru wrote:
 More slots - more entities, more processing power and bandwidth.
 I think it engine limitation. That`s why 32 slots TF2 servers is ugly.
 But you can lower rates (somthing like 40) and watch result.

 And oh, disable replay bot.

 P.S. http://store.steampowered.com/news/8674/
 Updated client rate value to default to 3 to improve network
 performance for most players

 This can be one of the reasons to performance hit.
 Try to lower rate cvar to 2 first (sv_maxrate 2/ sv_minrate 2).


 - Original Message -
 From: Weasel wea...@weaselslair.com
 To: hlds_linux@list.valvesoftware.com
 Sent: Monday, September 10, 2012 4:50 AM
 Subject: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for
 32-player TF2 server?


 Just doing some optimizing of my TF2 servers.  I was wondering if anybody

 on here had any recommended settings for sv_minrate and sv_maxrate -
 specifically as it might apply to TF2 servers running greater than the
 Valve-default-limit of 24-players?  I allow 32, and I do see a little bit

 of lag when the server loads-up with players.  While that's going-on,
 network connectivity is fine (true network pings between 30ms and
 100ms).

 Until recently, having more than 24 players on my server was rare.  So, I

 never really noticed that increased lag.  But, now it's fairly packed a
 couple of nights a week.  Not sure if there's really anything to be done
 with it, but maybe some sv_minrate/sv_maxrate tweaking might help a
 little?

 ___
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 please visit:
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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread Drogen Viech
Just set sv_minrate to something high enough so those stupid guys with
their rate set to 3 won't start lagging, don't care about the
other cmdrate/updaterate/interp bullshit - that's how i do it and it
works fine for everyone.

2012/9/10 edman747 edman...@gmail.com:
 I never use this, it fails.
 Personally I use this: http://www.reece-eu.net/drekrates.php

 sv_maxrate 0
 sv_minrate 0


 On 9/10/12, O!KAK ga...@starlink.ru wrote:
 More slots - more entities, more processing power and bandwidth.
 I think it engine limitation. That`s why 32 slots TF2 servers is ugly.
 But you can lower rates (somthing like 40) and watch result.

 And oh, disable replay bot.

 P.S. http://store.steampowered.com/news/8674/
 Updated client rate value to default to 3 to improve network
 performance for most players

 This can be one of the reasons to performance hit.
 Try to lower rate cvar to 2 first (sv_maxrate 2/ sv_minrate 2).


 - Original Message -
 From: Weasel wea...@weaselslair.com
 To: hlds_linux@list.valvesoftware.com
 Sent: Monday, September 10, 2012 4:50 AM
 Subject: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for
 32-player TF2 server?


 Just doing some optimizing of my TF2 servers.  I was wondering if anybody

 on here had any recommended settings for sv_minrate and sv_maxrate -
 specifically as it might apply to TF2 servers running greater than the
 Valve-default-limit of 24-players?  I allow 32, and I do see a little bit

 of lag when the server loads-up with players.  While that's going-on,
 network connectivity is fine (true network pings between 30ms and
 100ms).

 Until recently, having more than 24 players on my server was rare.  So, I

 never really noticed that increased lag.  But, now it's fairly packed a
 couple of nights a week.  Not sure if there's really anything to be done
 with it, but maybe some sv_minrate/sv_maxrate tweaking might help a
 little?

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux




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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
What the hell? Servers can tell the client to take screenshots *and*
tell them to upload them to the server? Whatever happened about
privacy?

2012/9/8 lwf l...@rocketblast.com:
 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

 This is absolutely brilliant, great job! Now just imagine having
 something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but please,
 at least consider releasing a stable version with that doesn't open
 connection (no auto-update or reports to you or anywhere else, no
 offense) and has no undocumented features (now or later). I'd really
 like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:
 Hi,

 As Valve is too lazy to do anything about hacks, I started working
 back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t understand, the
 detection is kind of “heuristic” (I won’t explain in detail, if I do
 then the cheat coders will bypass it in no time), so it’s not because
 someone got detected that he is surely cheating. It’s just a tool to
 help you find people that can potentially cheat and you can just check
 the STV demos then to confirm that they cheat or not.

 The most detections for a single person in the less timespan you will
 find in the log, the more likely he is using a triggerbot.

 Prediction hacks:
 I guess this is what will interest most people on this list, it
 detects the crit hacks that does 100% crits all the time which is an
 engine exploit which has been added into many hacks lately. It's also
 used for various no spread/low spread hacks.

 The detections get printed to a log called TriggerBotDetections.log in
 tf/ (and are also sent to me) on EVERY MAP change or when all players
 have disconnected from the server. It’s important to note this
 otherwise you could loose all the detections (especially if your
 server automatically restarts every night). There is a simple reason
 for this: writing in a file while you play can cause lags, especially
 if someone is getting detected a lot.

 Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

 --
 Best regards,
 AnAkIn

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Ross Bemrose
Not only that, but it sounds like there's a way for servers to force 
clients to execute commands not marked FCVAR_SERVER_CAN_EXECUTE, which 
would be a security hole.


On 9/10/2012 9:47 AM, Drogen Viech wrote:

What the hell? Servers can tell the client to take screenshots *and*
tell them to upload them to the server? Whatever happened about
privacy?

2012/9/8 lwf l...@rocketblast.com:

http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

This is absolutely brilliant, great job! Now just imagine having
something like Greenlight to go through those...

I'm not even going to bother asking you to open source it but please,
at least consider releasing a stable version with that doesn't open
connection (no auto-update or reports to you or anywhere else, no
offense) and has no undocumented features (now or later). I'd really
like to use this, we should have had this long ago.

On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

Hi,

As Valve is too lazy to do anything about hacks, I started working
back in January on a plugin that can detect:
- POTENTIAL triggerbotters
- Prediction hacks (crit hacks/no spread hacks)
- An anti-speedhack bypass exploit

Triggerbots:
To make it clear as some people I gave it to didn’t understand, the
detection is kind of “heuristic” (I won’t explain in detail, if I do
then the cheat coders will bypass it in no time), so it’s not because
someone got detected that he is surely cheating. It’s just a tool to
help you find people that can potentially cheat and you can just check
the STV demos then to confirm that they cheat or not.

The most detections for a single person in the less timespan you will
find in the log, the more likely he is using a triggerbot.

Prediction hacks:
I guess this is what will interest most people on this list, it
detects the crit hacks that does 100% crits all the time which is an
engine exploit which has been added into many hacks lately. It's also
used for various no spread/low spread hacks.

The detections get printed to a log called TriggerBotDetections.log in
tf/ (and are also sent to me) on EVERY MAP change or when all players
have disconnected from the server. It’s important to note this
otherwise you could loose all the detections (especially if your
server automatically restarts every night). There is a simple reason
for this: writing in a file while you play can cause lags, especially
if someone is getting detected a lot.

Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

--
Best regards,
AnAkIn

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread ics
Presumably it's all there in the SDK and i have to say it's an awesome 
feature. If i would have to guess, Valve propably uses same thing on VAC 
as extra proof of cheating.


No one wouldn't even be alarmed if they didn't know such feature exists 
on this plugin or on the server they play on. I tested this yesterday 
and already got 1 cheater caught. Besides, it only takes screenshots. No 
desktop shots, just ingame footage.


-ics

10.9.2012 16:47, Drogen Viech kirjoitti:

What the hell? Servers can tell the client to take screenshots *and*
tell them to upload them to the server? Whatever happened about
privacy?

2012/9/8 lwf l...@rocketblast.com:

http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

This is absolutely brilliant, great job! Now just imagine having
something like Greenlight to go through those...

I'm not even going to bother asking you to open source it but please,
at least consider releasing a stable version with that doesn't open
connection (no auto-update or reports to you or anywhere else, no
offense) and has no undocumented features (now or later). I'd really
like to use this, we should have had this long ago.

On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

Hi,

As Valve is too lazy to do anything about hacks, I started working
back in January on a plugin that can detect:
- POTENTIAL triggerbotters
- Prediction hacks (crit hacks/no spread hacks)
- An anti-speedhack bypass exploit

Triggerbots:
To make it clear as some people I gave it to didn’t understand, the
detection is kind of “heuristic” (I won’t explain in detail, if I do
then the cheat coders will bypass it in no time), so it’s not because
someone got detected that he is surely cheating. It’s just a tool to
help you find people that can potentially cheat and you can just check
the STV demos then to confirm that they cheat or not.

The most detections for a single person in the less timespan you will
find in the log, the more likely he is using a triggerbot.

Prediction hacks:
I guess this is what will interest most people on this list, it
detects the crit hacks that does 100% crits all the time which is an
engine exploit which has been added into many hacks lately. It's also
used for various no spread/low spread hacks.

The detections get printed to a log called TriggerBotDetections.log in
tf/ (and are also sent to me) on EVERY MAP change or when all players
have disconnected from the server. It’s important to note this
otherwise you could loose all the detections (especially if your
server automatically restarts every night). There is a simple reason
for this: writing in a file while you play can cause lags, especially
if someone is getting detected a lot.

Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

--
Best regards,
AnAkIn

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Asher Baker
On Mon, Sep 10, 2012 at 3:35 PM, ics i...@ics-base.net wrote:
 Presumably it's all there in the SDK and i have to say it's an awesome
 feature.

The file transfer stuff is, the plugin is using an (likely now very
short lived, I'd be surprised if it made the end of the week) exploit
to take the actual screenshot.

On Mon, Sep 10, 2012 at 3:35 PM, ics i...@ics-base.net wrote:
 Presumably it's all there in the SDK and i have to say it's an awesome
 feature. If i would have to guess, Valve propably uses same thing on VAC as
 extra proof of cheating.

 No one wouldn't even be alarmed if they didn't know such feature exists on
 this plugin or on the server they play on. I tested this yesterday and
 already got 1 cheater caught. Besides, it only takes screenshots. No desktop
 shots, just ingame footage.

 -ics

 10.9.2012 16:47, Drogen Viech kirjoitti:

 What the hell? Servers can tell the client to take screenshots *and*
 tell them to upload them to the server? Whatever happened about
 privacy?

 2012/9/8 lwf l...@rocketblast.com:


 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

 This is absolutely brilliant, great job! Now just imagine having
 something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but please,
 at least consider releasing a stable version with that doesn't open
 connection (no auto-update or reports to you or anywhere else, no
 offense) and has no undocumented features (now or later). I'd really
 like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

 Hi,

 As Valve is too lazy to do anything about hacks, I started working
 back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t understand, the
 detection is kind of “heuristic” (I won’t explain in detail, if I do
 then the cheat coders will bypass it in no time), so it’s not because
 someone got detected that he is surely cheating. It’s just a tool to
 help you find people that can potentially cheat and you can just check
 the STV demos then to confirm that they cheat or not.

 The most detections for a single person in the less timespan you will
 find in the log, the more likely he is using a triggerbot.

 Prediction hacks:
 I guess this is what will interest most people on this list, it
 detects the crit hacks that does 100% crits all the time which is an
 engine exploit which has been added into many hacks lately. It's also
 used for various no spread/low spread hacks.

 The detections get printed to a log called TriggerBotDetections.log in
 tf/ (and are also sent to me) on EVERY MAP change or when all players
 have disconnected from the server. It’s important to note this
 otherwise you could loose all the detections (especially if your
 server automatically restarts every night). There is a simple reason
 for this: writing in a file while you play can cause lags, especially
 if someone is getting detected a lot.

 Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

 --
 Best regards,
 AnAkIn

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Ross Bemrose
(I added hlds to the To list as well, since this affects both Windows 
and Linux servers)


The problem is that it appears to be running client commands that the 
server isn't supposed to have access to.  AND uploading files from a 
client's machine back to the server.  AND sending them to the author of 
the plugin; you did catch that part, right?


The plugin's author won't even send the source code to the admins of 
ETF2L, let alone anyone else.  Which means, unless you decompile it, you 
have no idea what it's doing.  Heck, even if you DO decompile it, you 
may have no idea what it's doing... decompilation isn't exactly the 
easiest thing to read.


So... you have Security by Obscurity that is itself bypassing the game 
client's security.


On 9/10/2012 10:35 AM, ics wrote:
Presumably it's all there in the SDK and i have to say it's an awesome 
feature. If i would have to guess, Valve propably uses same thing on 
VAC as extra proof of cheating.


No one wouldn't even be alarmed if they didn't know such feature 
exists on this plugin or on the server they play on. I tested this 
yesterday and already got 1 cheater caught. Besides, it only takes 
screenshots. No desktop shots, just ingame footage.


-ics

10.9.2012 16:47, Drogen Viech kirjoitti:

What the hell? Servers can tell the client to take screenshots *and*
tell them to upload them to the server? Whatever happened about
privacy?

2012/9/8 lwf l...@rocketblast.com:
http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387 



This is absolutely brilliant, great job! Now just imagine having
something like Greenlight to go through those...

I'm not even going to bother asking you to open source it but please,
at least consider releasing a stable version with that doesn't open
connection (no auto-update or reports to you or anywhere else, no
offense) and has no undocumented features (now or later). I'd really
like to use this, we should have had this long ago.

On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

Hi,

As Valve is too lazy to do anything about hacks, I started working
back in January on a plugin that can detect:
- POTENTIAL triggerbotters
- Prediction hacks (crit hacks/no spread hacks)
- An anti-speedhack bypass exploit

Triggerbots:
To make it clear as some people I gave it to didn’t understand, the
detection is kind of “heuristic” (I won’t explain in detail, if I do
then the cheat coders will bypass it in no time), so it’s not because
someone got detected that he is surely cheating. It’s just a tool to
help you find people that can potentially cheat and you can just check
the STV demos then to confirm that they cheat or not.

The most detections for a single person in the less timespan you will
find in the log, the more likely he is using a triggerbot.

Prediction hacks:
I guess this is what will interest most people on this list, it
detects the crit hacks that does 100% crits all the time which is an
engine exploit which has been added into many hacks lately. It's also
used for various no spread/low spread hacks.

The detections get printed to a log called TriggerBotDetections.log in
tf/ (and are also sent to me) on EVERY MAP change or when all players
have disconnected from the server. It’s important to note this
otherwise you could loose all the detections (especially if your
server automatically restarts every night). There is a simple reason
for this: writing in a file while you play can cause lags, especially
if someone is getting detected a lot.

Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

--
Best regards,
AnAkIn

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread TOM -

how can i install this plugin ?

  
  
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread ics
I know what it does and i'm fine with it. Open Source isn't always best 
solution especially on anticheat systems as cheat developers can see 
what it does and do countermeasures. I'm also pretty sure Valve will do 
something that kills the screenshot feature as they did long ago to 
server plugins that were able to execute commands on clients.


-ics

10.9.2012 17:40, Ross Bemrose kirjoitti:
(I added hlds to the To list as well, since this affects both Windows 
and Linux servers)


The problem is that it appears to be running client commands that the 
server isn't supposed to have access to.  AND uploading files from a 
client's machine back to the server.  AND sending them to the author 
of the plugin; you did catch that part, right?


The plugin's author won't even send the source code to the admins of 
ETF2L, let alone anyone else.  Which means, unless you decompile it, 
you have no idea what it's doing.  Heck, even if you DO decompile it, 
you may have no idea what it's doing... decompilation isn't exactly 
the easiest thing to read.


So... you have Security by Obscurity that is itself bypassing the game 
client's security.


On 9/10/2012 10:35 AM, ics wrote:
Presumably it's all there in the SDK and i have to say it's an 
awesome feature. If i would have to guess, Valve propably uses same 
thing on VAC as extra proof of cheating.


No one wouldn't even be alarmed if they didn't know such feature 
exists on this plugin or on the server they play on. I tested this 
yesterday and already got 1 cheater caught. Besides, it only takes 
screenshots. No desktop shots, just ingame footage.


-ics

10.9.2012 16:47, Drogen Viech kirjoitti:

What the hell? Servers can tell the client to take screenshots *and*
tell them to upload them to the server? Whatever happened about
privacy?

2012/9/8 lwf l...@rocketblast.com:
http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387 



This is absolutely brilliant, great job! Now just imagine having
something like Greenlight to go through those...

I'm not even going to bother asking you to open source it but please,
at least consider releasing a stable version with that doesn't open
connection (no auto-update or reports to you or anywhere else, no
offense) and has no undocumented features (now or later). I'd really
like to use this, we should have had this long ago.

On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

Hi,

As Valve is too lazy to do anything about hacks, I started working
back in January on a plugin that can detect:
- POTENTIAL triggerbotters
- Prediction hacks (crit hacks/no spread hacks)
- An anti-speedhack bypass exploit

Triggerbots:
To make it clear as some people I gave it to didn’t understand, the
detection is kind of “heuristic” (I won’t explain in detail, if I do
then the cheat coders will bypass it in no time), so it’s not because
someone got detected that he is surely cheating. It’s just a tool to
help you find people that can potentially cheat and you can just 
check

the STV demos then to confirm that they cheat or not.

The most detections for a single person in the less timespan you will
find in the log, the more likely he is using a triggerbot.

Prediction hacks:
I guess this is what will interest most people on this list, it
detects the crit hacks that does 100% crits all the time which is an
engine exploit which has been added into many hacks lately. It's also
used for various no spread/low spread hacks.

The detections get printed to a log called 
TriggerBotDetections.log in

tf/ (and are also sent to me) on EVERY MAP change or when all players
have disconnected from the server. It’s important to note this
otherwise you could loose all the detections (especially if your
server automatically restarts every night). There is a simple reason
for this: writing in a file while you play can cause lags, especially
if someone is getting detected a lot.

Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

--
Best regards,
AnAkIn

___
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
The difference is that it's common knowledge that punkbuster takes
screenshots, whereas it is done in some obscure and hidden way in
anakins plugin, i really hope these exploits are going to be fixed

2012/9/10 ics i...@ics-base.net:
 I know what it does and i'm fine with it. Open Source isn't always best
 solution especially on anticheat systems as cheat developers can see what it
 does and do countermeasures. I'm also pretty sure Valve will do something
 that kills the screenshot feature as they did long ago to server plugins
 that were able to execute commands on clients.

 -ics

 10.9.2012 17:40, Ross Bemrose kirjoitti:

 (I added hlds to the To list as well, since this affects both Windows and
 Linux servers)

 The problem is that it appears to be running client commands that the
 server isn't supposed to have access to.  AND uploading files from a
 client's machine back to the server.  AND sending them to the author of the
 plugin; you did catch that part, right?

 The plugin's author won't even send the source code to the admins of
 ETF2L, let alone anyone else.  Which means, unless you decompile it, you
 have no idea what it's doing.  Heck, even if you DO decompile it, you may
 have no idea what it's doing... decompilation isn't exactly the easiest
 thing to read.

 So... you have Security by Obscurity that is itself bypassing the game
 client's security.

 On 9/10/2012 10:35 AM, ics wrote:

 Presumably it's all there in the SDK and i have to say it's an awesome
 feature. If i would have to guess, Valve propably uses same thing on VAC as
 extra proof of cheating.

 No one wouldn't even be alarmed if they didn't know such feature exists
 on this plugin or on the server they play on. I tested this yesterday and
 already got 1 cheater caught. Besides, it only takes screenshots. No desktop
 shots, just ingame footage.

 -ics

 10.9.2012 16:47, Drogen Viech kirjoitti:

 What the hell? Servers can tell the client to take screenshots *and*
 tell them to upload them to the server? Whatever happened about
 privacy?

 2012/9/8 lwf l...@rocketblast.com:


 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

 This is absolutely brilliant, great job! Now just imagine having
 something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but please,
 at least consider releasing a stable version with that doesn't open
 connection (no auto-update or reports to you or anywhere else, no
 offense) and has no undocumented features (now or later). I'd really
 like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

 Hi,

 As Valve is too lazy to do anything about hacks, I started working
 back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t understand, the
 detection is kind of “heuristic” (I won’t explain in detail, if I do
 then the cheat coders will bypass it in no time), so it’s not because
 someone got detected that he is surely cheating. It’s just a tool to
 help you find people that can potentially cheat and you can just check
 the STV demos then to confirm that they cheat or not.

 The most detections for a single person in the less timespan you will
 find in the log, the more likely he is using a triggerbot.

 Prediction hacks:
 I guess this is what will interest most people on this list, it
 detects the crit hacks that does 100% crits all the time which is an
 engine exploit which has been added into many hacks lately. It's also
 used for various no spread/low spread hacks.

 The detections get printed to a log called TriggerBotDetections.log in
 tf/ (and are also sent to me) on EVERY MAP change or when all players
 have disconnected from the server. It’s important to note this
 otherwise you could loose all the detections (especially if your
 server automatically restarts every night). There is a simple reason
 for this: writing in a file while you play can cause lags, especially
 if someone is getting detected a lot.

 Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

 --
 Best regards,
 AnAkIn

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
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 please visit:
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread ics
Like i said you wouldn't even care if you didn't know about such feature 
existed on this plugin. Anakin isn't some mojo from backalley who tries 
to exploit everyone. Plugin takes screenshots that reveal cheaters. 
Nothing else. Granted, you don't know that for sure as it isn't open 
source but that's what it does.


I¨'m all in for extra tools to get cheaters out as we ban more cheaters 
than VAC catches (if we look back 2 months after ban was issued by us, 
VAC doesn't get nearly all of them). I'm even helping with reporting 
every single cheater through Steamcommunity because i know it also helps.


-ics

10.9.2012 17:54, Drogen Viech kirjoitti:

The difference is that it's common knowledge that punkbuster takes
screenshots, whereas it is done in some obscure and hidden way in
anakins plugin, i really hope these exploits are going to be fixed

2012/9/10 ics i...@ics-base.net:

I know what it does and i'm fine with it. Open Source isn't always best
solution especially on anticheat systems as cheat developers can see what it
does and do countermeasures. I'm also pretty sure Valve will do something
that kills the screenshot feature as they did long ago to server plugins
that were able to execute commands on clients.

-ics

10.9.2012 17:40, Ross Bemrose kirjoitti:


(I added hlds to the To list as well, since this affects both Windows and
Linux servers)

The problem is that it appears to be running client commands that the
server isn't supposed to have access to.  AND uploading files from a
client's machine back to the server.  AND sending them to the author of the
plugin; you did catch that part, right?

The plugin's author won't even send the source code to the admins of
ETF2L, let alone anyone else.  Which means, unless you decompile it, you
have no idea what it's doing.  Heck, even if you DO decompile it, you may
have no idea what it's doing... decompilation isn't exactly the easiest
thing to read.

So... you have Security by Obscurity that is itself bypassing the game
client's security.

On 9/10/2012 10:35 AM, ics wrote:

Presumably it's all there in the SDK and i have to say it's an awesome
feature. If i would have to guess, Valve propably uses same thing on VAC as
extra proof of cheating.

No one wouldn't even be alarmed if they didn't know such feature exists
on this plugin or on the server they play on. I tested this yesterday and
already got 1 cheater caught. Besides, it only takes screenshots. No desktop
shots, just ingame footage.

-ics

10.9.2012 16:47, Drogen Viech kirjoitti:

What the hell? Servers can tell the client to take screenshots *and*
tell them to upload them to the server? Whatever happened about
privacy?

2012/9/8 lwf l...@rocketblast.com:


http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

This is absolutely brilliant, great job! Now just imagine having
something like Greenlight to go through those...

I'm not even going to bother asking you to open source it but please,
at least consider releasing a stable version with that doesn't open
connection (no auto-update or reports to you or anywhere else, no
offense) and has no undocumented features (now or later). I'd really
like to use this, we should have had this long ago.

On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

Hi,

As Valve is too lazy to do anything about hacks, I started working
back in January on a plugin that can detect:
- POTENTIAL triggerbotters
- Prediction hacks (crit hacks/no spread hacks)
- An anti-speedhack bypass exploit

Triggerbots:
To make it clear as some people I gave it to didn’t understand, the
detection is kind of “heuristic” (I won’t explain in detail, if I do
then the cheat coders will bypass it in no time), so it’s not because
someone got detected that he is surely cheating. It’s just a tool to
help you find people that can potentially cheat and you can just check
the STV demos then to confirm that they cheat or not.

The most detections for a single person in the less timespan you will
find in the log, the more likely he is using a triggerbot.

Prediction hacks:
I guess this is what will interest most people on this list, it
detects the crit hacks that does 100% crits all the time which is an
engine exploit which has been added into many hacks lately. It's also
used for various no spread/low spread hacks.

The detections get printed to a log called TriggerBotDetections.log in
tf/ (and are also sent to me) on EVERY MAP change or when all players
have disconnected from the server. It’s important to note this
otherwise you could loose all the detections (especially if your
server automatically restarts every night). There is a simple reason
for this: writing in a file while you play can cause lags, especially
if someone is getting detected a lot.

Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

--
Best regards,
AnAkIn

___
To unsubscribe, edit your list preferences, or view the list 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
He should atleast force a tag into sv_tags when this plugin is
installed so i can avoid all those servers

2012/9/10 ics i...@ics-base.net:
 Like i said you wouldn't even care if you didn't know about such feature
 existed on this plugin. Anakin isn't some mojo from backalley who tries to
 exploit everyone. Plugin takes screenshots that reveal cheaters. Nothing
 else. Granted, you don't know that for sure as it isn't open source but
 that's what it does.

 I¨'m all in for extra tools to get cheaters out as we ban more cheaters than
 VAC catches (if we look back 2 months after ban was issued by us, VAC
 doesn't get nearly all of them). I'm even helping with reporting every
 single cheater through Steamcommunity because i know it also helps.

 -ics

 10.9.2012 17:54, Drogen Viech kirjoitti:

 The difference is that it's common knowledge that punkbuster takes
 screenshots, whereas it is done in some obscure and hidden way in
 anakins plugin, i really hope these exploits are going to be fixed

 2012/9/10 ics i...@ics-base.net:

 I know what it does and i'm fine with it. Open Source isn't always best
 solution especially on anticheat systems as cheat developers can see what
 it
 does and do countermeasures. I'm also pretty sure Valve will do something
 that kills the screenshot feature as they did long ago to server plugins
 that were able to execute commands on clients.

 -ics

 10.9.2012 17:40, Ross Bemrose kirjoitti:

 (I added hlds to the To list as well, since this affects both Windows
 and
 Linux servers)

 The problem is that it appears to be running client commands that the
 server isn't supposed to have access to.  AND uploading files from a
 client's machine back to the server.  AND sending them to the author of
 the
 plugin; you did catch that part, right?

 The plugin's author won't even send the source code to the admins of
 ETF2L, let alone anyone else.  Which means, unless you decompile it, you
 have no idea what it's doing.  Heck, even if you DO decompile it, you
 may
 have no idea what it's doing... decompilation isn't exactly the easiest
 thing to read.

 So... you have Security by Obscurity that is itself bypassing the game
 client's security.

 On 9/10/2012 10:35 AM, ics wrote:

 Presumably it's all there in the SDK and i have to say it's an awesome
 feature. If i would have to guess, Valve propably uses same thing on
 VAC as
 extra proof of cheating.

 No one wouldn't even be alarmed if they didn't know such feature exists
 on this plugin or on the server they play on. I tested this yesterday
 and
 already got 1 cheater caught. Besides, it only takes screenshots. No
 desktop
 shots, just ingame footage.

 -ics

 10.9.2012 16:47, Drogen Viech kirjoitti:

 What the hell? Servers can tell the client to take screenshots *and*
 tell them to upload them to the server? Whatever happened about
 privacy?

 2012/9/8 lwf l...@rocketblast.com:



 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

 This is absolutely brilliant, great job! Now just imagine having
 something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but please,
 at least consider releasing a stable version with that doesn't open
 connection (no auto-update or reports to you or anywhere else, no
 offense) and has no undocumented features (now or later). I'd really
 like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com
 wrote:

 Hi,

 As Valve is too lazy to do anything about hacks, I started working
 back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t understand, the
 detection is kind of “heuristic” (I won’t explain in detail, if I do
 then the cheat coders will bypass it in no time), so it’s not
 because
 someone got detected that he is surely cheating. It’s just a tool to
 help you find people that can potentially cheat and you can just
 check
 the STV demos then to confirm that they cheat or not.

 The most detections for a single person in the less timespan you
 will
 find in the log, the more likely he is using a triggerbot.

 Prediction hacks:
 I guess this is what will interest most people on this list, it
 detects the crit hacks that does 100% crits all the time which is an
 engine exploit which has been added into many hacks lately. It's
 also
 used for various no spread/low spread hacks.

 The detections get printed to a log called TriggerBotDetections.log
 in
 tf/ (and are also sent to me) on EVERY MAP change or when all
 players
 have disconnected from the server. It’s important to note this
 otherwise you could loose all the detections (especially if your
 server automatically restarts every night). There is a simple reason
 for this: writing in a file while you play can cause lags,
 especially
 if someone is 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
Will alias jpeg and alias screenshot prevent this from taking screenshots?

2012/9/10 Drogen Viech drogenvi...@googlemail.com:
 He should atleast force a tag into sv_tags when this plugin is
 installed so i can avoid all those servers

 2012/9/10 ics i...@ics-base.net:
 Like i said you wouldn't even care if you didn't know about such feature
 existed on this plugin. Anakin isn't some mojo from backalley who tries to
 exploit everyone. Plugin takes screenshots that reveal cheaters. Nothing
 else. Granted, you don't know that for sure as it isn't open source but
 that's what it does.

 I¨'m all in for extra tools to get cheaters out as we ban more cheaters than
 VAC catches (if we look back 2 months after ban was issued by us, VAC
 doesn't get nearly all of them). I'm even helping with reporting every
 single cheater through Steamcommunity because i know it also helps.

 -ics

 10.9.2012 17:54, Drogen Viech kirjoitti:

 The difference is that it's common knowledge that punkbuster takes
 screenshots, whereas it is done in some obscure and hidden way in
 anakins plugin, i really hope these exploits are going to be fixed

 2012/9/10 ics i...@ics-base.net:

 I know what it does and i'm fine with it. Open Source isn't always best
 solution especially on anticheat systems as cheat developers can see what
 it
 does and do countermeasures. I'm also pretty sure Valve will do something
 that kills the screenshot feature as they did long ago to server plugins
 that were able to execute commands on clients.

 -ics

 10.9.2012 17:40, Ross Bemrose kirjoitti:

 (I added hlds to the To list as well, since this affects both Windows
 and
 Linux servers)

 The problem is that it appears to be running client commands that the
 server isn't supposed to have access to.  AND uploading files from a
 client's machine back to the server.  AND sending them to the author of
 the
 plugin; you did catch that part, right?

 The plugin's author won't even send the source code to the admins of
 ETF2L, let alone anyone else.  Which means, unless you decompile it, you
 have no idea what it's doing.  Heck, even if you DO decompile it, you
 may
 have no idea what it's doing... decompilation isn't exactly the easiest
 thing to read.

 So... you have Security by Obscurity that is itself bypassing the game
 client's security.

 On 9/10/2012 10:35 AM, ics wrote:

 Presumably it's all there in the SDK and i have to say it's an awesome
 feature. If i would have to guess, Valve propably uses same thing on
 VAC as
 extra proof of cheating.

 No one wouldn't even be alarmed if they didn't know such feature exists
 on this plugin or on the server they play on. I tested this yesterday
 and
 already got 1 cheater caught. Besides, it only takes screenshots. No
 desktop
 shots, just ingame footage.

 -ics

 10.9.2012 16:47, Drogen Viech kirjoitti:

 What the hell? Servers can tell the client to take screenshots *and*
 tell them to upload them to the server? Whatever happened about
 privacy?

 2012/9/8 lwf l...@rocketblast.com:



 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

 This is absolutely brilliant, great job! Now just imagine having
 something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but please,
 at least consider releasing a stable version with that doesn't open
 connection (no auto-update or reports to you or anywhere else, no
 offense) and has no undocumented features (now or later). I'd really
 like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com
 wrote:

 Hi,

 As Valve is too lazy to do anything about hacks, I started working
 back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t understand, the
 detection is kind of “heuristic” (I won’t explain in detail, if I do
 then the cheat coders will bypass it in no time), so it’s not
 because
 someone got detected that he is surely cheating. It’s just a tool to
 help you find people that can potentially cheat and you can just
 check
 the STV demos then to confirm that they cheat or not.

 The most detections for a single person in the less timespan you
 will
 find in the log, the more likely he is using a triggerbot.

 Prediction hacks:
 I guess this is what will interest most people on this list, it
 detects the crit hacks that does 100% crits all the time which is an
 engine exploit which has been added into many hacks lately. It's
 also
 used for various no spread/low spread hacks.

 The detections get printed to a log called TriggerBotDetections.log
 in
 tf/ (and are also sent to me) on EVERY MAP change or when all
 players
 have disconnected from the server. It’s important to note this
 otherwise you could loose all the detections (especially if your
 server automatically 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Steve Tomaszewski
Why are you so worried about it taking screenshots? They said it can only
take shots of game footage.

I think this is a great idea and should not be patched. It's probably the
most indefinite proof that someone is cheating. And having their steam id
and everything would get them out of a community that would be better
without any cheaters. If you want to use hacks, stand up your own server and
pay for it then see how many people stay there.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech
Sent: Monday, September 10, 2012 11:19 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
detection plugin

Will alias jpeg and alias screenshot prevent this from taking
screenshots?

2012/9/10 Drogen Viech drogenvi...@googlemail.com:
 He should atleast force a tag into sv_tags when this plugin is 
 installed so i can avoid all those servers

 2012/9/10 ics i...@ics-base.net:
 Like i said you wouldn't even care if you didn't know about such 
 feature existed on this plugin. Anakin isn't some mojo from backalley 
 who tries to exploit everyone. Plugin takes screenshots that reveal 
 cheaters. Nothing else. Granted, you don't know that for sure as it 
 isn't open source but that's what it does.

 I¨'m all in for extra tools to get cheaters out as we ban more 
 cheaters than VAC catches (if we look back 2 months after ban was 
 issued by us, VAC doesn't get nearly all of them). I'm even helping 
 with reporting every single cheater through Steamcommunity because i know
it also helps.

 -ics

 10.9.2012 17:54, Drogen Viech kirjoitti:

 The difference is that it's common knowledge that punkbuster takes 
 screenshots, whereas it is done in some obscure and hidden way in 
 anakins plugin, i really hope these exploits are going to be fixed

 2012/9/10 ics i...@ics-base.net:

 I know what it does and i'm fine with it. Open Source isn't always 
 best solution especially on anticheat systems as cheat developers 
 can see what it does and do countermeasures. I'm also pretty sure 
 Valve will do something that kills the screenshot feature as they 
 did long ago to server plugins that were able to execute commands 
 on clients.

 -ics

 10.9.2012 17:40, Ross Bemrose kirjoitti:

 (I added hlds to the To list as well, since this affects both 
 Windows and Linux servers)

 The problem is that it appears to be running client commands that 
 the server isn't supposed to have access to.  AND uploading files 
 from a client's machine back to the server.  AND sending them to 
 the author of the plugin; you did catch that part, right?

 The plugin's author won't even send the source code to the admins 
 of ETF2L, let alone anyone else.  Which means, unless you 
 decompile it, you have no idea what it's doing.  Heck, even if you 
 DO decompile it, you may have no idea what it's doing... 
 decompilation isn't exactly the easiest thing to read.

 So... you have Security by Obscurity that is itself bypassing the 
 game client's security.

 On 9/10/2012 10:35 AM, ics wrote:

 Presumably it's all there in the SDK and i have to say it's an 
 awesome feature. If i would have to guess, Valve propably uses 
 same thing on VAC as extra proof of cheating.

 No one wouldn't even be alarmed if they didn't know such feature 
 exists on this plugin or on the server they play on. I tested 
 this yesterday and already got 1 cheater caught. Besides, it only 
 takes screenshots. No desktop shots, just ingame footage.

 -ics

 10.9.2012 16:47, Drogen Viech kirjoitti:

 What the hell? Servers can tell the client to take screenshots 
 *and* tell them to upload them to the server? Whatever happened 
 about privacy?

 2012/9/8 lwf l...@rocketblast.com:



 http://etf2l.org/forum/general/topic-21038/page-24/?recent=4067
 17#post-406387

 This is absolutely brilliant, great job! Now just imagine 
 having something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but 
 please, at least consider releasing a stable version with 
 that doesn't open connection (no auto-update or reports to you 
 or anywhere else, no
 offense) and has no undocumented features (now or later). I'd 
 really like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com
 wrote:

 Hi,

 As Valve is too lazy to do anything about hacks, I started 
 working back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t 
 understand, the detection is kind of “heuristic” (I won’t 
 explain in detail, if I do then the cheat coders will bypass 
 it in no time), so it’s not because someone got detected that 
 he is surely cheating. It’s just a tool to help you find 
 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Erik-jan Riemers
You mean all the cheaters can avoid that server?

2012/9/10 Drogen Viech drogenvi...@googlemail.com

 He should atleast force a tag into sv_tags when this plugin is
 installed so i can avoid all those servers

 2012/9/10 ics i...@ics-base.net:
  Like i said you wouldn't even care if you didn't know about such feature
  existed on this plugin. Anakin isn't some mojo from backalley who tries
 to
  exploit everyone. Plugin takes screenshots that reveal cheaters. Nothing
  else. Granted, you don't know that for sure as it isn't open source but
  that's what it does.
 
  I¨'m all in for extra tools to get cheaters out as we ban more cheaters
 than
  VAC catches (if we look back 2 months after ban was issued by us, VAC
  doesn't get nearly all of them). I'm even helping with reporting every
  single cheater through Steamcommunity because i know it also helps.
 
  -ics
 
  10.9.2012 17:54, Drogen Viech kirjoitti:
 
  The difference is that it's common knowledge that punkbuster takes
  screenshots, whereas it is done in some obscure and hidden way in
  anakins plugin, i really hope these exploits are going to be fixed
 
  2012/9/10 ics i...@ics-base.net:
 
  I know what it does and i'm fine with it. Open Source isn't always best
  solution especially on anticheat systems as cheat developers can see
 what
  it
  does and do countermeasures. I'm also pretty sure Valve will do
 something
  that kills the screenshot feature as they did long ago to server
 plugins
  that were able to execute commands on clients.
 
  -ics
 
  10.9.2012 17:40, Ross Bemrose kirjoitti:
 
  (I added hlds to the To list as well, since this affects both Windows
  and
  Linux servers)
 
  The problem is that it appears to be running client commands that the
  server isn't supposed to have access to.  AND uploading files from a
  client's machine back to the server.  AND sending them to the author
 of
  the
  plugin; you did catch that part, right?
 
  The plugin's author won't even send the source code to the admins of
  ETF2L, let alone anyone else.  Which means, unless you decompile it,
 you
  have no idea what it's doing.  Heck, even if you DO decompile it, you
  may
  have no idea what it's doing... decompilation isn't exactly the
 easiest
  thing to read.
 
  So... you have Security by Obscurity that is itself bypassing the game
  client's security.
 
  On 9/10/2012 10:35 AM, ics wrote:
 
  Presumably it's all there in the SDK and i have to say it's an
 awesome
  feature. If i would have to guess, Valve propably uses same thing on
  VAC as
  extra proof of cheating.
 
  No one wouldn't even be alarmed if they didn't know such feature
 exists
  on this plugin or on the server they play on. I tested this yesterday
  and
  already got 1 cheater caught. Besides, it only takes screenshots. No
  desktop
  shots, just ingame footage.
 
  -ics
 
  10.9.2012 16:47, Drogen Viech kirjoitti:
 
  What the hell? Servers can tell the client to take screenshots *and*
  tell them to upload them to the server? Whatever happened about
  privacy?
 
  2012/9/8 lwf l...@rocketblast.com:
 
 
 
 
 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387
 
  This is absolutely brilliant, great job! Now just imagine having
  something like Greenlight to go through those...
 
  I'm not even going to bother asking you to open source it but
 please,
  at least consider releasing a stable version with that doesn't
 open
  connection (no auto-update or reports to you or anywhere else, no
  offense) and has no undocumented features (now or later). I'd
 really
  like to use this, we should have had this long ago.
 
  On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com
  wrote:
 
  Hi,
 
  As Valve is too lazy to do anything about hacks, I started working
  back in January on a plugin that can detect:
  - POTENTIAL triggerbotters
  - Prediction hacks (crit hacks/no spread hacks)
  - An anti-speedhack bypass exploit
 
  Triggerbots:
  To make it clear as some people I gave it to didn’t understand,
 the
  detection is kind of “heuristic” (I won’t explain in detail, if I
 do
  then the cheat coders will bypass it in no time), so it’s not
  because
  someone got detected that he is surely cheating. It’s just a tool
 to
  help you find people that can potentially cheat and you can just
  check
  the STV demos then to confirm that they cheat or not.
 
  The most detections for a single person in the less timespan you
  will
  find in the log, the more likely he is using a triggerbot.
 
  Prediction hacks:
  I guess this is what will interest most people on this list, it
  detects the crit hacks that does 100% crits all the time which is
 an
  engine exploit which has been added into many hacks lately. It's
  also
  used for various no spread/low spread hacks.
 
  The detections get printed to a log called
 TriggerBotDetections.log
  in
  tf/ (and are also sent to me) on EVERY MAP change or when all
  players
  have disconnected from the server. 

Re: [hlds_linux] [hlds] matchmaking algorythm doesn't seem to work

2012-09-10 Thread Fletcher Dunn
We fixed a pretty big bug in the ping estimation code just this past Friday.

I've been in contact with several customers from different continents to debug 
and spot check the results, and it seems to have made a dramatic improvement.

The big fixes applied to boot camp servers, too, so it should affect you as 
server operators, too.  (Hopefully no more players with 200 pings on your 
servers.)

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Sunday, September 09, 2012 3:29 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] matchmaking algorythm doesn't seem to work

I just feel like i have to correct myself and thank Valve even though this is a 
bit offtopic to this list.

After seeing 30-40 MvM servers in the East- and Westcoast of US, to my surprise 
i'm seeing now servers in Europe too. In Luxembourg and even in Sweden! So now 
instead of 200ms pings, i'm now seeing 55ms (lux) and even 23ms (swe). Thanks 
for adding european servers to mvm pool!

-ics

26.8.2012 19:03, ics kirjoitti:
 I can safely say that either Valve thinks that 200+ ms is a acceptable 
 ping to play on or the system is seriously messed up by lack of proper 
 servers in certain areas or some other bug that prevents players to be 
 assigned servers near them.

 Today I (well, me and some friends) tested Mann-up for the first time. 
 We tried to find a good server but all we got was 4 Valve servers in 
 Seattle. It was painfully laggy to even try to play on

 hostname: Valve Team Fortress 2 Server #20 (srcds121.sea-1.valve.net)
 hostname: Valve Team Fortress 2 Server #4 (srcds125.sea-1.valve.net)
 hostname: Valve Team Fortress 2 Server #5 (srcds130.sea-1.valve.net)
 hostname: Valve Team Fortress 2 Server #9 (srcds137.sea-1.valve.net)

 It should be noteworthy that everyone in our 6 member team were from 
 Finland. I think that Mann up needs a lot more servers in Europe than 
 there currently is or allow communities to run mann up servers for the 
 game for our own members and friends. I cannot describe how much 
 better feel i would get to play on an actual server that works and has 
 no lag in-game.  I already have bootcamp servers for our community and 
 friends so why not mann up for trusted communities or something. There 
 is that chance for cheating but you can VAC ban my account if i would 
 run a server for mann up and mess it up.

 -ics


 26.8.2012 18:30, T Marler kirjoitti:
 I can only assume so much since I don't know how it actually works, 
 but one thing I am certain of is it isn't working as good as it could.

 1) Most of the time (more than 50%) people are matched to my servers 
 and their ping exceeds 200ms. Considering the matchmaking system is 
 trying to find best suited servers based on ping, this happens way 
 too frequently.

 2) There seems to always be more than enough available servers to 
 handle the number of players in queue. Why exactly are people having 
 to wait upwards of 30 minutes? Yesterday alone I spent over 1hour in 
 the queue, and appeared to be re-queued several times. Going between 
 ? times, and 20 min waits, going down to 4 mins, back up to 30, etc.

 A good example of an effective queue mechanism is World of Tanks, 
 which pit 15 players against 15 other players, furthermore there are
 10 different tiers of tanks, and 5 classes of tanks which all need to 
 be matched up evenly. You can't have tier 2 tanks matching with tier 
 9's for example. You also can't have too many artillery pieces 
 either. Yet they manage to have the fastest matchmaking I've ever 
 seen. I spend no more than 2 seconds in the queue before I jump into 
 a game. Why is this possible, and the tf2 matchmaking so lame by 
 comparisson?

 I hope VALVe is doing something about this.

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Peter Svensson
I suppose it takes screenshots of steamchats, that is not ok.

2012/9/10 Erik-jan Riemers riem...@binkey.nl

 You mean all the cheaters can avoid that server?

 2012/9/10 Drogen Viech drogenvi...@googlemail.com

  He should atleast force a tag into sv_tags when this plugin is
  installed so i can avoid all those servers
 
  2012/9/10 ics i...@ics-base.net:
   Like i said you wouldn't even care if you didn't know about such
 feature
   existed on this plugin. Anakin isn't some mojo from backalley who tries
  to
   exploit everyone. Plugin takes screenshots that reveal cheaters.
 Nothing
   else. Granted, you don't know that for sure as it isn't open source but
   that's what it does.
  
   I¨'m all in for extra tools to get cheaters out as we ban more cheaters
  than
   VAC catches (if we look back 2 months after ban was issued by us, VAC
   doesn't get nearly all of them). I'm even helping with reporting every
   single cheater through Steamcommunity because i know it also helps.
  
   -ics
  
   10.9.2012 17:54, Drogen Viech kirjoitti:
  
   The difference is that it's common knowledge that punkbuster takes
   screenshots, whereas it is done in some obscure and hidden way in
   anakins plugin, i really hope these exploits are going to be fixed
  
   2012/9/10 ics i...@ics-base.net:
  
   I know what it does and i'm fine with it. Open Source isn't always
 best
   solution especially on anticheat systems as cheat developers can see
  what
   it
   does and do countermeasures. I'm also pretty sure Valve will do
  something
   that kills the screenshot feature as they did long ago to server
  plugins
   that were able to execute commands on clients.
  
   -ics
  
   10.9.2012 17:40, Ross Bemrose kirjoitti:
  
   (I added hlds to the To list as well, since this affects both
 Windows
   and
   Linux servers)
  
   The problem is that it appears to be running client commands that
 the
   server isn't supposed to have access to.  AND uploading files from a
   client's machine back to the server.  AND sending them to the author
  of
   the
   plugin; you did catch that part, right?
  
   The plugin's author won't even send the source code to the admins of
   ETF2L, let alone anyone else.  Which means, unless you decompile it,
  you
   have no idea what it's doing.  Heck, even if you DO decompile it,
 you
   may
   have no idea what it's doing... decompilation isn't exactly the
  easiest
   thing to read.
  
   So... you have Security by Obscurity that is itself bypassing the
 game
   client's security.
  
   On 9/10/2012 10:35 AM, ics wrote:
  
   Presumably it's all there in the SDK and i have to say it's an
  awesome
   feature. If i would have to guess, Valve propably uses same thing
 on
   VAC as
   extra proof of cheating.
  
   No one wouldn't even be alarmed if they didn't know such feature
  exists
   on this plugin or on the server they play on. I tested this
 yesterday
   and
   already got 1 cheater caught. Besides, it only takes screenshots.
 No
   desktop
   shots, just ingame footage.
  
   -ics
  
   10.9.2012 16:47, Drogen Viech kirjoitti:
  
   What the hell? Servers can tell the client to take screenshots
 *and*
   tell them to upload them to the server? Whatever happened about
   privacy?
  
   2012/9/8 lwf l...@rocketblast.com:
  
  
  
  
 
 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387
  
   This is absolutely brilliant, great job! Now just imagine having
   something like Greenlight to go through those...
  
   I'm not even going to bother asking you to open source it but
  please,
   at least consider releasing a stable version with that doesn't
  open
   connection (no auto-update or reports to you or anywhere else, no
   offense) and has no undocumented features (now or later). I'd
  really
   like to use this, we should have had this long ago.
  
   On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com
   wrote:
  
   Hi,
  
   As Valve is too lazy to do anything about hacks, I started
 working
   back in January on a plugin that can detect:
   - POTENTIAL triggerbotters
   - Prediction hacks (crit hacks/no spread hacks)
   - An anti-speedhack bypass exploit
  
   Triggerbots:
   To make it clear as some people I gave it to didn’t understand,
  the
   detection is kind of “heuristic” (I won’t explain in detail, if
 I
  do
   then the cheat coders will bypass it in no time), so it’s not
   because
   someone got detected that he is surely cheating. It’s just a
 tool
  to
   help you find people that can potentially cheat and you can just
   check
   the STV demos then to confirm that they cheat or not.
  
   The most detections for a single person in the less timespan you
   will
   find in the log, the more likely he is using a triggerbot.
  
   Prediction hacks:
   I guess this is what will interest most people on this list, it
   detects the crit hacks that does 100% crits all the time which
 is
  an
   engine exploit which has been added into 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Steve Tomaszewski
Steamchat is a separate program run over top the game. If your executing a
Screenshot on hl2.exe for example, it cannot interfere with
steamoverlay.exe. The two cannot communicate.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Svensson
Sent: Monday, September 10, 2012 11:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
detection plugin

I suppose it takes screenshots of steamchats, that is not ok.

2012/9/10 Erik-jan Riemers riem...@binkey.nl

 You mean all the cheaters can avoid that server?

 2012/9/10 Drogen Viech drogenvi...@googlemail.com

  He should atleast force a tag into sv_tags when this plugin is 
  installed so i can avoid all those servers
 
  2012/9/10 ics i...@ics-base.net:
   Like i said you wouldn't even care if you didn't know about such
 feature
   existed on this plugin. Anakin isn't some mojo from backalley who 
   tries
  to
   exploit everyone. Plugin takes screenshots that reveal cheaters.
 Nothing
   else. Granted, you don't know that for sure as it isn't open 
   source but that's what it does.
  
   I¨'m all in for extra tools to get cheaters out as we ban more 
   cheaters
  than
   VAC catches (if we look back 2 months after ban was issued by us, 
   VAC doesn't get nearly all of them). I'm even helping with 
   reporting every single cheater through Steamcommunity because i know
it also helps.
  
   -ics
  
   10.9.2012 17:54, Drogen Viech kirjoitti:
  
   The difference is that it's common knowledge that punkbuster 
   takes screenshots, whereas it is done in some obscure and hidden 
   way in anakins plugin, i really hope these exploits are going to 
   be fixed
  
   2012/9/10 ics i...@ics-base.net:
  
   I know what it does and i'm fine with it. Open Source isn't 
   always
 best
   solution especially on anticheat systems as cheat developers can 
   see
  what
   it
   does and do countermeasures. I'm also pretty sure Valve will do
  something
   that kills the screenshot feature as they did long ago to server
  plugins
   that were able to execute commands on clients.
  
   -ics
  
   10.9.2012 17:40, Ross Bemrose kirjoitti:
  
   (I added hlds to the To list as well, since this affects both
 Windows
   and
   Linux servers)
  
   The problem is that it appears to be running client commands 
   that
 the
   server isn't supposed to have access to.  AND uploading files 
   from a client's machine back to the server.  AND sending them 
   to the author
  of
   the
   plugin; you did catch that part, right?
  
   The plugin's author won't even send the source code to the 
   admins of ETF2L, let alone anyone else.  Which means, unless 
   you decompile it,
  you
   have no idea what it's doing.  Heck, even if you DO decompile 
   it,
 you
   may
   have no idea what it's doing... decompilation isn't exactly the
  easiest
   thing to read.
  
   So... you have Security by Obscurity that is itself bypassing 
   the
 game
   client's security.
  
   On 9/10/2012 10:35 AM, ics wrote:
  
   Presumably it's all there in the SDK and i have to say it's an
  awesome
   feature. If i would have to guess, Valve propably uses same 
   thing
 on
   VAC as
   extra proof of cheating.
  
   No one wouldn't even be alarmed if they didn't know such 
   feature
  exists
   on this plugin or on the server they play on. I tested this
 yesterday
   and
   already got 1 cheater caught. Besides, it only takes screenshots.
 No
   desktop
   shots, just ingame footage.
  
   -ics
  
   10.9.2012 16:47, Drogen Viech kirjoitti:
  
   What the hell? Servers can tell the client to take 
   screenshots
 *and*
   tell them to upload them to the server? Whatever happened 
   about privacy?
  
   2012/9/8 lwf l...@rocketblast.com:
  
  
  
  
 
 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post
 -406387
  
   This is absolutely brilliant, great job! Now just imagine 
   having something like Greenlight to go through those...
  
   I'm not even going to bother asking you to open source it 
   but
  please,
   at least consider releasing a stable version with that 
   doesn't
  open
   connection (no auto-update or reports to you or anywhere 
   else, no
   offense) and has no undocumented features (now or later). 
   I'd
  really
   like to use this, we should have had this long ago.
  
   On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . 
   anakin...@gmail.com
   wrote:
  
   Hi,
  
   As Valve is too lazy to do anything about hacks, I started
 working
   back in January on a plugin that can detect:
   - POTENTIAL triggerbotters
   - Prediction hacks (crit hacks/no spread hacks)
   - An anti-speedhack bypass exploit
  
   Triggerbots:
   To make it clear as some people I gave it to didn’t 
   understand,
  the
   detection is kind of “heuristic” (I won’t explain in 
   detail, if
 I
  do
   then the cheat coders 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Cameron Munroe

So how does this work?

It takes a snapshot every X minutes and then you have to go through them?

It takes a snapshot when someone is cheating?

It slows down the cheaters computer by making them take 
10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
It takes a screenshot randomly, only anakin knows when (he said every
10 or so minutes)
He's using some really fucked up kind of exploit - not even the
following config will prevent it from taking screenshots:

http://pastebin.com/raw.php?i=Xr39hrys

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 So how does this work?

 It takes a snapshot every X minutes and then you have to go through them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
I think you can prevent this plugin from working if you disallow your
user account to write to the tf2 folder though

2012/9/10 Drogen Viech drogenvi...@googlemail.com:
 It takes a screenshot randomly, only anakin knows when (he said every
 10 or so minutes)
 He's using some really fucked up kind of exploit - not even the
 following config will prevent it from taking screenshots:

 http://pastebin.com/raw.php?i=Xr39hrys

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 So how does this work?

 It takes a snapshot every X minutes and then you have to go through them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Cameron Munroe

No, I mean how would you use this to detect if someone is cheating?

On 9/10/2012 9:23 AM, Drogen Viech wrote:

It takes a screenshot randomly, only anakin knows when (he said every
10 or so minutes)
He's using some really fucked up kind of exploit - not even the
following config will prevent it from taking screenshots:

http://pastebin.com/raw.php?i=Xr39hrys

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

So how does this work?

It takes a snapshot every X minutes and then you have to go through them?

It takes a snapshot when someone is cheating?

It slows down the cheaters computer by making them take
10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
I assume you have to go through all of them on your server, the no
spread and trigger bot detection is fully automatic, other heuristic
detections are printed to your console

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 No, I mean how would you use this to detect if someone is cheating?


 On 9/10/2012 9:23 AM, Drogen Viech wrote:

 It takes a screenshot randomly, only anakin knows when (he said every
 10 or so minutes)
 He's using some really fucked up kind of exploit - not even the
 following config will prevent it from taking screenshots:

 http://pastebin.com/raw.php?i=Xr39hrys

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 So how does this work?

 It takes a snapshot every X minutes and then you have to go through them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
I totally forgot about cl_allowupload, derp.

2012/9/10 Drogen Viech drogenvi...@googlemail.com:
 I assume you have to go through all of them on your server, the no
 spread and trigger bot detection is fully automatic, other heuristic
 detections are printed to your console

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 No, I mean how would you use this to detect if someone is cheating?


 On 9/10/2012 9:23 AM, Drogen Viech wrote:

 It takes a screenshot randomly, only anakin knows when (he said every
 10 or so minutes)
 He's using some really fucked up kind of exploit - not even the
 following config will prevent it from taking screenshots:

 http://pastebin.com/raw.php?i=Xr39hrys

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 So how does this work?

 It takes a snapshot every X minutes and then you have to go through them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Cameron Munroe

Asher? Can you give us an example, or some info on the subject.

On 9/10/2012 9:31 AM, Drogen Viech wrote:

I assume you have to go through all of them on your server, the no
spread and trigger bot detection is fully automatic, other heuristic
detections are printed to your console

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

No, I mean how would you use this to detect if someone is cheating?


On 9/10/2012 9:23 AM, Drogen Viech wrote:

It takes a screenshot randomly, only anakin knows when (he said every
10 or so minutes)
He's using some really fucked up kind of exploit - not even the
following config will prevent it from taking screenshots:

http://pastebin.com/raw.php?i=Xr39hrys

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

So how does this work?

It takes a snapshot every X minutes and then you have to go through them?

It takes a snapshot when someone is cheating?

It slows down the cheaters computer by making them take
10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread ics
You need to check the screenshots yourself that it picks. Makes one once 
in an hour.


PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is 
simply awesome tool for every server owner that wants to catch 
wallhackers and such.


-ics

10.9.2012 19:46, Cameron Munroe kirjoitti:

Asher? Can you give us an example, or some info on the subject.

On 9/10/2012 9:31 AM, Drogen Viech wrote:

I assume you have to go through all of them on your server, the no
spread and trigger bot detection is fully automatic, other heuristic
detections are printed to your console

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

No, I mean how would you use this to detect if someone is cheating?


On 9/10/2012 9:23 AM, Drogen Viech wrote:

It takes a screenshot randomly, only anakin knows when (he said every
10 or so minutes)
He's using some really fucked up kind of exploit - not even the
following config will prevent it from taking screenshots:

http://pastebin.com/raw.php?i=Xr39hrys

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

So how does this work?

It takes a snapshot every X minutes and then you have to go 
through them?


It takes a snapshot when someone is cheating?

It slows down the cheaters computer by making them take
10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Cameron Munroe
So really it just takes a screen shot of whats on their screen and then 
uploads it to the game server / FTP? and then at a later time you look 
through them and see if someone had a wall hack on. Is there anything 
else that it can detect as really a screen shot isn't useful in most 
other hacks.


On 9/10/2012 9:49 AM, ics wrote:
You need to check the screenshots yourself that it picks. Makes one 
once in an hour.


PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is 
simply awesome tool for every server owner that wants to catch 
wallhackers and such.


-ics

10.9.2012 19:46, Cameron Munroe kirjoitti:

Asher? Can you give us an example, or some info on the subject.

On 9/10/2012 9:31 AM, Drogen Viech wrote:

I assume you have to go through all of them on your server, the no
spread and trigger bot detection is fully automatic, other heuristic
detections are printed to your console

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

No, I mean how would you use this to detect if someone is cheating?


On 9/10/2012 9:23 AM, Drogen Viech wrote:

It takes a screenshot randomly, only anakin knows when (he said every
10 or so minutes)
He's using some really fucked up kind of exploit - not even the
following config will prevent it from taking screenshots:

http://pastebin.com/raw.php?i=Xr39hrys

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

So how does this work?

It takes a snapshot every X minutes and then you have to go 
through them?


It takes a snapshot when someone is cheating?

It slows down the cheaters computer by making them take
10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
If that is the case valve should get their shit together with their
uploading/downloading policies, it's getting ridiculous

2012/9/10 ics i...@ics-base.net:
 You need to check the screenshots yourself that it picks. Makes one once in
 an hour.

 PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is simply
 awesome tool for every server owner that wants to catch wallhackers and
 such.

 -ics

 10.9.2012 19:46, Cameron Munroe kirjoitti:

 Asher? Can you give us an example, or some info on the subject.

 On 9/10/2012 9:31 AM, Drogen Viech wrote:

 I assume you have to go through all of them on your server, the no
 spread and trigger bot detection is fully automatic, other heuristic
 detections are printed to your console

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 No, I mean how would you use this to detect if someone is cheating?


 On 9/10/2012 9:23 AM, Drogen Viech wrote:

 It takes a screenshot randomly, only anakin knows when (he said every
 10 or so minutes)
 He's using some really fucked up kind of exploit - not even the
 following config will prevent it from taking screenshots:

 http://pastebin.com/raw.php?i=Xr39hrys

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 So how does this work?

 It takes a snapshot every X minutes and then you have to go through
 them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread ics

http://tftrue.redline-utilities.net/anakinac.html

-ics

10.9.2012 19:52, Cameron Munroe kirjoitti:
So really it just takes a screen shot of whats on their screen and 
then uploads it to the game server / FTP? and then at a later time you 
look through them and see if someone had a wall hack on. Is there 
anything else that it can detect as really a screen shot isn't useful 
in most other hacks.


On 9/10/2012 9:49 AM, ics wrote:
You need to check the screenshots yourself that it picks. Makes one 
once in an hour.


PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is 
simply awesome tool for every server owner that wants to catch 
wallhackers and such.


-ics

10.9.2012 19:46, Cameron Munroe kirjoitti:

Asher? Can you give us an example, or some info on the subject.

On 9/10/2012 9:31 AM, Drogen Viech wrote:

I assume you have to go through all of them on your server, the no
spread and trigger bot detection is fully automatic, other heuristic
detections are printed to your console

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

No, I mean how would you use this to detect if someone is cheating?


On 9/10/2012 9:23 AM, Drogen Viech wrote:
It takes a screenshot randomly, only anakin knows when (he said 
every

10 or so minutes)
He's using some really fucked up kind of exploit - not even the
following config will prevent it from taking screenshots:

http://pastebin.com/raw.php?i=Xr39hrys

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

So how does this work?

It takes a snapshot every X minutes and then you have to go 
through them?


It takes a snapshot when someone is cheating?

It slows down the cheaters computer by making them take
10 snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Chris Oryschak
When you review a screenshot looking like this... it speaks for itself:

http://i.imgur.com/B9UjE.jpg



On Mon, Sep 10, 2012 at 12:29 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

 No, I mean how would you use this to detect if someone is cheating?


 On 9/10/2012 9:23 AM, Drogen Viech wrote:

 It takes a screenshot randomly, only anakin knows when (he said every
 10 or so minutes)
 He's using some really fucked up kind of exploit - not even the
 following config will prevent it from taking screenshots:

 http://pastebin.com/raw.php?i=**Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 So how does this work?

 It takes a snapshot every X minutes and then you have to go through them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10** snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Ryan Stecker
There's clearly a lack of understanding in this thread.

The plugin simply executes 'jpeg' or 'screenshot' on the client (which is
the exploit everyone is talking about), and uses the client's INetChannel
(an interface in the source engine) to have the server request the file
from the client.

It can't take a screenshot of your desktop, or steam chats, or anything
else other than the game's screen. The jpeg command has only ever taken
screenshots of your game.

Really there's two sides of the coin on the issue of making clients execute
commands.

On one side, malicious server operators could do bad things, and on the
other, it made it possible for an anticheat to get client screenshots.

I would have loved it if this plugin could have survived longer, but it
seems like the command execution method is being fixed. I'd kill to get a
proper anticheat in source, and not the flawed disaster that is VAC.

On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:

 http://tftrue.redline-**utilities.net/anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html

 -ics

 10.9.2012 19:52, Cameron Munroe kirjoitti:

  So really it just takes a screen shot of whats on their screen and then
 uploads it to the game server / FTP? and then at a later time you look
 through them and see if someone had a wall hack on. Is there anything else
 that it can detect as really a screen shot isn't useful in most other hacks.

 On 9/10/2012 9:49 AM, ics wrote:

 You need to check the screenshots yourself that it picks. Makes one once
 in an hour.

 PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is
 simply awesome tool for every server owner that wants to catch wallhackers
 and such.

 -ics

 10.9.2012 19:46, Cameron Munroe kirjoitti:

 Asher? Can you give us an example, or some info on the subject.

 On 9/10/2012 9:31 AM, Drogen Viech wrote:

 I assume you have to go through all of them on your server, the no
 spread and trigger bot detection is fully automatic, other heuristic
 detections are printed to your console

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 No, I mean how would you use this to detect if someone is cheating?


 On 9/10/2012 9:23 AM, Drogen Viech wrote:

 It takes a screenshot randomly, only anakin knows when (he said every
 10 or so minutes)
 He's using some really fucked up kind of exploit - not even the
 following config will prevent it from taking screenshots:

 http://pastebin.com/raw.php?i=**Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 So how does this work?

 It takes a snapshot every X minutes and then you have to go through
 them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10** snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread EHG
Would be nice if valve added a legitimate way for server admins to grab 
screenshots if they are going to patch this exploit. Considering the 
screenshots only take an in-game image the only people to have reasons 
against it are hackers themselves.


--EHG

On 9/10/2012 1:04 PM, Ryan Stecker wrote:

There's clearly a lack of understanding in this thread.

The plugin simply executes 'jpeg' or 'screenshot' on the client (which is
the exploit everyone is talking about), and uses the client's INetChannel
(an interface in the source engine) to have the server request the file
from the client.

It can't take a screenshot of your desktop, or steam chats, or anything
else other than the game's screen. The jpeg command has only ever taken
screenshots of your game.

Really there's two sides of the coin on the issue of making clients execute
commands.

On one side, malicious server operators could do bad things, and on the
other, it made it possible for an anticheat to get client screenshots.

I would have loved it if this plugin could have survived longer, but it
seems like the command execution method is being fixed. I'd kill to get a
proper anticheat in source, and not the flawed disaster that is VAC.

On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:


http://tftrue.redline-**utilities.net/anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html

-ics

10.9.2012 19:52, Cameron Munroe kirjoitti:

  So really it just takes a screen shot of whats on their screen and then

uploads it to the game server / FTP? and then at a later time you look
through them and see if someone had a wall hack on. Is there anything else
that it can detect as really a screen shot isn't useful in most other hacks.

On 9/10/2012 9:49 AM, ics wrote:


You need to check the screenshots yourself that it picks. Makes one once
in an hour.

PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is
simply awesome tool for every server owner that wants to catch wallhackers
and such.

-ics

10.9.2012 19:46, Cameron Munroe kirjoitti:


Asher? Can you give us an example, or some info on the subject.

On 9/10/2012 9:31 AM, Drogen Viech wrote:


I assume you have to go through all of them on your server, the no
spread and trigger bot detection is fully automatic, other heuristic
detections are printed to your console

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:


No, I mean how would you use this to detect if someone is cheating?


On 9/10/2012 9:23 AM, Drogen Viech wrote:


It takes a screenshot randomly, only anakin knows when (he said every
10 or so minutes)
He's using some really fucked up kind of exploit - not even the
following config will prevent it from taking screenshots:

http://pastebin.com/raw.php?i=**Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys

2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:


So how does this work?

It takes a snapshot every X minutes and then you have to go through
them?

It takes a snapshot when someone is cheating?

It slows down the cheaters computer by making them take
10** snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Ejziponken -

lol need this for CS 1.6 and CSGO.. :P

 Date: Mon, 10 Sep 2012 13:19:42 -0400
 From: epichat...@litewin.net
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) 
 detection plugin
 
 Would be nice if valve added a legitimate way for server admins to grab 
 screenshots if they are going to patch this exploit. Considering the 
 screenshots only take an in-game image the only people to have reasons 
 against it are hackers themselves.
 
 --EHG
 
 On 9/10/2012 1:04 PM, Ryan Stecker wrote:
  There's clearly a lack of understanding in this thread.
 
  The plugin simply executes 'jpeg' or 'screenshot' on the client (which is
  the exploit everyone is talking about), and uses the client's INetChannel
  (an interface in the source engine) to have the server request the file
  from the client.
 
  It can't take a screenshot of your desktop, or steam chats, or anything
  else other than the game's screen. The jpeg command has only ever taken
  screenshots of your game.
 
  Really there's two sides of the coin on the issue of making clients execute
  commands.
 
  On one side, malicious server operators could do bad things, and on the
  other, it made it possible for an anticheat to get client screenshots.
 
  I would have loved it if this plugin could have survived longer, but it
  seems like the command execution method is being fixed. I'd kill to get a
  proper anticheat in source, and not the flawed disaster that is VAC.
 
  On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:
 
  http://tftrue.redline-**utilities.net/anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html
 
  -ics
 
  10.9.2012 19:52, Cameron Munroe kirjoitti:
 
So really it just takes a screen shot of whats on their screen and then
  uploads it to the game server / FTP? and then at a later time you look
  through them and see if someone had a wall hack on. Is there anything else
  that it can detect as really a screen shot isn't useful in most other 
  hacks.
 
  On 9/10/2012 9:49 AM, ics wrote:
 
  You need to check the screenshots yourself that it picks. Makes one once
  in an hour.
 
  PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is
  simply awesome tool for every server owner that wants to catch 
  wallhackers
  and such.
 
  -ics
 
  10.9.2012 19:46, Cameron Munroe kirjoitti:
 
  Asher? Can you give us an example, or some info on the subject.
 
  On 9/10/2012 9:31 AM, Drogen Viech wrote:
 
  I assume you have to go through all of them on your server, the no
  spread and trigger bot detection is fully automatic, other heuristic
  detections are printed to your console
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  No, I mean how would you use this to detect if someone is cheating?
 
 
  On 9/10/2012 9:23 AM, Drogen Viech wrote:
 
  It takes a screenshot randomly, only anakin knows when (he said every
  10 or so minutes)
  He's using some really fucked up kind of exploit - not even the
  following config will prevent it from taking screenshots:
 
  http://pastebin.com/raw.php?i=**Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  So how does this work?
 
  It takes a snapshot every X minutes and then you have to go through
  them?
 
  It takes a snapshot when someone is cheating?
 
  It slows down the cheaters computer by making them take
  10** snapshots a sec?
 
 
 
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Thomas K

In what folder the screenshots are uploaded to the server?

-Ursprüngliche Nachricht- 
From: Ejziponken -

Sent: Monday, September 10, 2012 7:35 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) 
detection plugin



lol need this for CS 1.6 and CSGO.. :P


Date: Mon, 10 Sep 2012 13:19:42 -0400
From: epichat...@litewin.net
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) 
detection plugin


Would be nice if valve added a legitimate way for server admins to grab
screenshots if they are going to patch this exploit. Considering the
screenshots only take an in-game image the only people to have reasons
against it are hackers themselves.

--EHG

On 9/10/2012 1:04 PM, Ryan Stecker wrote:
 There's clearly a lack of understanding in this thread.

 The plugin simply executes 'jpeg' or 'screenshot' on the client (which 
 is
 the exploit everyone is talking about), and uses the client's 
 INetChannel

 (an interface in the source engine) to have the server request the file
 from the client.

 It can't take a screenshot of your desktop, or steam chats, or anything
 else other than the game's screen. The jpeg command has only ever taken
 screenshots of your game.

 Really there's two sides of the coin on the issue of making clients 
 execute

 commands.

 On one side, malicious server operators could do bad things, and on the
 other, it made it possible for an anticheat to get client screenshots.

 I would have loved it if this plugin could have survived longer, but it
 seems like the command execution method is being fixed. I'd kill to get 
 a

 proper anticheat in source, and not the flawed disaster that is VAC.

 On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:

 
http://tftrue.redline-**utilities.net/anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html

 -ics

 10.9.2012 19:52, Cameron Munroe kirjoitti:

   So really it just takes a screen shot of whats on their screen and 
 then

 uploads it to the game server / FTP? and then at a later time you look
 through them and see if someone had a wall hack on. Is there anything 
 else
 that it can detect as really a screen shot isn't useful in most other 
 hacks.


 On 9/10/2012 9:49 AM, ics wrote:

 You need to check the screenshots yourself that it picks. Makes one 
 once

 in an hour.

 PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is
 simply awesome tool for every server owner that wants to catch 
 wallhackers

 and such.

 -ics

 10.9.2012 19:46, Cameron Munroe kirjoitti:

 Asher? Can you give us an example, or some info on the subject.

 On 9/10/2012 9:31 AM, Drogen Viech wrote:

 I assume you have to go through all of them on your server, the no
 spread and trigger bot detection is fully automatic, other 
 heuristic

 detections are printed to your console

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 No, I mean how would you use this to detect if someone is 
 cheating?



 On 9/10/2012 9:23 AM, Drogen Viech wrote:

 It takes a screenshot randomly, only anakin knows when (he said 
 every

 10 or so minutes)
 He's using some really fucked up kind of exploit - not even the
 following config will prevent it from taking screenshots:

 
http://pastebin.com/raw.php?i=**Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 So how does this work?

 It takes a snapshot every X minutes and then you have to go 
 through

 them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10** snapshots a sec?



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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Herover
2012/9/10 Ryan Stecker voidedwea...@gmail.com:
 There's clearly a lack of understanding in this thread.

 The plugin simply executes 'jpeg' or 'screenshot' on the client (which is
 the exploit everyone is talking about), and uses the client's INetChannel
 (an interface in the source engine) to have the server request the file
 from the client.

Additionally, it have a autoupdating feature which the author did not
advertise before someone reverse engeneerd it, which doesn't make
anything bether since the operator can't disable it.

You are right, and its but it's really anoying that a better
alternative to VAC have to be malicius in this way -- and personally I
won't use it because I don't like someone to have an option to push
code into my server and I don't like someone to take screencaps of my
players (or me) and distributing them like this.

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread ics
Screenshots are saved to tf/resource and also the player will have the 
shots taken from his/her screen on the same location on his/her pc.


-ics

10.9.2012 21:09, Thomas K kirjoitti:

In what folder the screenshots are uploaded to the server?

-Ursprüngliche Nachricht- From: Ejziponken -
Sent: Monday, September 10, 2012 7:35 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No 
spread) detection plugin



lol need this for CS 1.6 and CSGO.. :P


Date: Mon, 10 Sep 2012 13:19:42 -0400
From: epichat...@litewin.net
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No 
spread) detection plugin


Would be nice if valve added a legitimate way for server admins to grab
screenshots if they are going to patch this exploit. Considering the
screenshots only take an in-game image the only people to have reasons
against it are hackers themselves.

--EHG

On 9/10/2012 1:04 PM, Ryan Stecker wrote:
 There's clearly a lack of understanding in this thread.

 The plugin simply executes 'jpeg' or 'screenshot' on the client 
(which  is
 the exploit everyone is talking about), and uses the client's  
INetChannel
 (an interface in the source engine) to have the server request the 
file

 from the client.

 It can't take a screenshot of your desktop, or steam chats, or 
anything
 else other than the game's screen. The jpeg command has only ever 
taken

 screenshots of your game.

 Really there's two sides of the coin on the issue of making clients 
 execute

 commands.

 On one side, malicious server operators could do bad things, and on 
the

 other, it made it possible for an anticheat to get client screenshots.

 I would have loved it if this plugin could have survived longer, 
but it
 seems like the command execution method is being fixed. I'd kill to 
get  a

 proper anticheat in source, and not the flawed disaster that is VAC.

 On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:

 
http://tftrue.redline-**utilities.net/anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html


 -ics

 10.9.2012 19:52, Cameron Munroe kirjoitti:

   So really it just takes a screen shot of whats on their screen 
and  then
 uploads it to the game server / FTP? and then at a later time you 
look
 through them and see if someone had a wall hack on. Is there 
anything  else
 that it can detect as really a screen shot isn't useful in most 
other  hacks.


 On 9/10/2012 9:49 AM, ics wrote:

 You need to check the screenshots yourself that it picks. Makes 
one  once

 in an hour.

 PS: cl_allowupload 0 doesn't block uploading the shot. This 
plugin is
 simply awesome tool for every server owner that wants to catch 
 wallhackers

 and such.

 -ics

 10.9.2012 19:46, Cameron Munroe kirjoitti:

 Asher? Can you give us an example, or some info on the subject.

 On 9/10/2012 9:31 AM, Drogen Viech wrote:

 I assume you have to go through all of them on your server, 
the no
 spread and trigger bot detection is fully automatic, other 
 heuristic

 detections are printed to your console

 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 No, I mean how would you use this to detect if someone is 
 cheating?



 On 9/10/2012 9:23 AM, Drogen Viech wrote:

 It takes a screenshot randomly, only anakin knows when (he 
said  every

 10 or so minutes)
 He's using some really fucked up kind of exploit - not even the
 following config will prevent it from taking screenshots:

 
http://pastebin.com/raw.php?i=**Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys


 2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:

 So how does this work?

 It takes a snapshot every X minutes and then you have to go 
 through

 them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10** snapshots a sec?



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 please visit:
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[hlds_linux] Is there a problem hldsupdatetool?

2012-09-10 Thread feugatos
 

The subject speaks for itself. At some point today I restarted my
TF2 and ZPS servers but the servers where stuck trying to update the
gameserver files. I had to remove -autoupdate from srcds_run in order to
get them running. Is any central server down? 

-Dimitrios 
 
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Bruno Garcia
This is obviously not using the screenshot command, rather the screenshot
client function call.
As well as the INetChannel SendFile function to upload the file.

I wouldn't expect VALVe to update this function, this also used to upload
spray tags to the server, and it has a very secure extension block that
won't let you upload almost anything (Except for screenshots in this case)

@Anakin: If I were you, I would find a way to get the stack of loaded DLLs
to Hl2.exe and print them on a txt on the client, and then upload that to a
server, that way you could have a handful of cheat's DLLs and block em by
default if they are detected on the client. Anything if possible, of course.

Take care.

On Mon, Sep 10, 2012 at 3:29 PM, ics i...@ics-base.net wrote:

 Screenshots are saved to tf/resource and also the player will have the
 shots taken from his/her screen on the same location on his/her pc.

 -ics

 10.9.2012 21:09, Thomas K kirjoitti:

  In what folder the screenshots are uploaded to the server?

 -Ursprüngliche Nachricht- From: Ejziponken -
 Sent: Monday, September 10, 2012 7:35 PM
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
 detection plugin


 lol need this for CS 1.6 and CSGO.. :P

  Date: Mon, 10 Sep 2012 13:19:42 -0400
 From: epichat...@litewin.net
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
 spread) detection plugin

 Would be nice if valve added a legitimate way for server admins to grab
 screenshots if they are going to patch this exploit. Considering the
 screenshots only take an in-game image the only people to have reasons
 against it are hackers themselves.

 --EHG

 On 9/10/2012 1:04 PM, Ryan Stecker wrote:
  There's clearly a lack of understanding in this thread.
 
  The plugin simply executes 'jpeg' or 'screenshot' on the client (which
  is
  the exploit everyone is talking about), and uses the client's 
 INetChannel
  (an interface in the source engine) to have the server request the file
  from the client.
 
  It can't take a screenshot of your desktop, or steam chats, or anything
  else other than the game's screen. The jpeg command has only ever taken
  screenshots of your game.
 
  Really there's two sides of the coin on the issue of making clients 
 execute
  commands.
 
  On one side, malicious server operators could do bad things, and on the
  other, it made it possible for an anticheat to get client screenshots.
 
  I would have loved it if this plugin could have survived longer, but it
  seems like the command execution method is being fixed. I'd kill to
 get  a
  proper anticheat in source, and not the flawed disaster that is VAC.
 
  On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:
 
  http://tftrue.redline-**utilit**ies.net/anakinac.htmlhttp://utilities.net/anakinac.html
 http://**tftrue.redline-utilities.net/**anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html
 
 
  -ics
 
  10.9.2012 19:52, Cameron Munroe kirjoitti:
 
So really it just takes a screen shot of whats on their screen and
  then
  uploads it to the game server / FTP? and then at a later time you
 look
  through them and see if someone had a wall hack on. Is there
 anything  else
  that it can detect as really a screen shot isn't useful in most
 other  hacks.
 
  On 9/10/2012 9:49 AM, ics wrote:
 
  You need to check the screenshots yourself that it picks. Makes one
  once
  in an hour.
 
  PS: cl_allowupload 0 doesn't block uploading the shot. This plugin
 is
  simply awesome tool for every server owner that wants to catch 
 wallhackers
  and such.
 
  -ics
 
  10.9.2012 19:46, Cameron Munroe kirjoitti:
 
  Asher? Can you give us an example, or some info on the subject.
 
  On 9/10/2012 9:31 AM, Drogen Viech wrote:
 
  I assume you have to go through all of them on your server, the no
  spread and trigger bot detection is fully automatic, other 
 heuristic
  detections are printed to your console
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  No, I mean how would you use this to detect if someone is
  cheating?
 
 
  On 9/10/2012 9:23 AM, Drogen Viech wrote:
 
  It takes a screenshot randomly, only anakin knows when (he said
  every
  10 or so minutes)
  He's using some really fucked up kind of exploit - not even the
  following config will prevent it from taking screenshots:
 
  http://pastebin.com/raw.php?i=Xr39hryshttp://pastebin.com/raw.php?i=**Xr39hrys
 http://pastebin.**com/raw.php?i=Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys
 
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  So how does this work?
 
  It takes a snapshot every X minutes and then you have to go
  through
  them?
 
  It takes a snapshot when someone is cheating?
 
  It slows down the cheaters computer by making them take
  10 snapshots a 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Asher Baker
It's a server plugin, not a client plugin.
It's using ClientCommand + an exploit to execute jpeg, then
INetChannel::RequestFile to upload it.

On Mon, Sep 10, 2012 at 8:08 PM, Bruno Garcia garcia.bru...@gmail.com wrote:
 This is obviously not using the screenshot command, rather the screenshot
 client function call.
 As well as the INetChannel SendFile function to upload the file.

 I wouldn't expect VALVe to update this function, this also used to upload
 spray tags to the server, and it has a very secure extension block that
 won't let you upload almost anything (Except for screenshots in this case)

 @Anakin: If I were you, I would find a way to get the stack of loaded DLLs
 to Hl2.exe and print them on a txt on the client, and then upload that to a
 server, that way you could have a handful of cheat's DLLs and block em by
 default if they are detected on the client. Anything if possible, of course.

 Take care.

 On Mon, Sep 10, 2012 at 3:29 PM, ics i...@ics-base.net wrote:

 Screenshots are saved to tf/resource and also the player will have the
 shots taken from his/her screen on the same location on his/her pc.

 -ics

 10.9.2012 21:09, Thomas K kirjoitti:

  In what folder the screenshots are uploaded to the server?

 -Ursprüngliche Nachricht- From: Ejziponken -
 Sent: Monday, September 10, 2012 7:35 PM
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
 detection plugin


 lol need this for CS 1.6 and CSGO.. :P

  Date: Mon, 10 Sep 2012 13:19:42 -0400
 From: epichat...@litewin.net
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
 spread) detection plugin

 Would be nice if valve added a legitimate way for server admins to grab
 screenshots if they are going to patch this exploit. Considering the
 screenshots only take an in-game image the only people to have reasons
 against it are hackers themselves.

 --EHG

 On 9/10/2012 1:04 PM, Ryan Stecker wrote:
  There's clearly a lack of understanding in this thread.
 
  The plugin simply executes 'jpeg' or 'screenshot' on the client (which
  is
  the exploit everyone is talking about), and uses the client's 
 INetChannel
  (an interface in the source engine) to have the server request the file
  from the client.
 
  It can't take a screenshot of your desktop, or steam chats, or anything
  else other than the game's screen. The jpeg command has only ever taken
  screenshots of your game.
 
  Really there's two sides of the coin on the issue of making clients 
 execute
  commands.
 
  On one side, malicious server operators could do bad things, and on the
  other, it made it possible for an anticheat to get client screenshots.
 
  I would have loved it if this plugin could have survived longer, but it
  seems like the command execution method is being fixed. I'd kill to
 get  a
  proper anticheat in source, and not the flawed disaster that is VAC.
 
  On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:
 
  http://tftrue.redline-**utilit**ies.net/anakinac.htmlhttp://utilities.net/anakinac.html
 http://**tftrue.redline-utilities.net/**anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html
 
 
  -ics
 
  10.9.2012 19:52, Cameron Munroe kirjoitti:
 
So really it just takes a screen shot of whats on their screen and
  then
  uploads it to the game server / FTP? and then at a later time you
 look
  through them and see if someone had a wall hack on. Is there
 anything  else
  that it can detect as really a screen shot isn't useful in most
 other  hacks.
 
  On 9/10/2012 9:49 AM, ics wrote:
 
  You need to check the screenshots yourself that it picks. Makes one
  once
  in an hour.
 
  PS: cl_allowupload 0 doesn't block uploading the shot. This plugin
 is
  simply awesome tool for every server owner that wants to catch 
 wallhackers
  and such.
 
  -ics
 
  10.9.2012 19:46, Cameron Munroe kirjoitti:
 
  Asher? Can you give us an example, or some info on the subject.
 
  On 9/10/2012 9:31 AM, Drogen Viech wrote:
 
  I assume you have to go through all of them on your server, the no
  spread and trigger bot detection is fully automatic, other 
 heuristic
  detections are printed to your console
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  No, I mean how would you use this to detect if someone is
  cheating?
 
 
  On 9/10/2012 9:23 AM, Drogen Viech wrote:
 
  It takes a screenshot randomly, only anakin knows when (he said
  every
  10 or so minutes)
  He's using some really fucked up kind of exploit - not even the
  following config will prevent it from taking screenshots:
 
  http://pastebin.com/raw.php?i=Xr39hryshttp://pastebin.com/raw.php?i=**Xr39hrys
 http://pastebin.**com/raw.php?i=Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys
 
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  So how does this work?
 
  It takes a 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Drogen Viech
Then why won't alias jpeg prevent it from taking screenshots huh?

2012/9/10 Asher Baker asher...@gmail.com:
 It's a server plugin, not a client plugin.
 It's using ClientCommand + an exploit to execute jpeg, then
 INetChannel::RequestFile to upload it.

 On Mon, Sep 10, 2012 at 8:08 PM, Bruno Garcia garcia.bru...@gmail.com wrote:
 This is obviously not using the screenshot command, rather the screenshot
 client function call.
 As well as the INetChannel SendFile function to upload the file.

 I wouldn't expect VALVe to update this function, this also used to upload
 spray tags to the server, and it has a very secure extension block that
 won't let you upload almost anything (Except for screenshots in this case)

 @Anakin: If I were you, I would find a way to get the stack of loaded DLLs
 to Hl2.exe and print them on a txt on the client, and then upload that to a
 server, that way you could have a handful of cheat's DLLs and block em by
 default if they are detected on the client. Anything if possible, of course.

 Take care.

 On Mon, Sep 10, 2012 at 3:29 PM, ics i...@ics-base.net wrote:

 Screenshots are saved to tf/resource and also the player will have the
 shots taken from his/her screen on the same location on his/her pc.

 -ics

 10.9.2012 21:09, Thomas K kirjoitti:

  In what folder the screenshots are uploaded to the server?

 -Ursprüngliche Nachricht- From: Ejziponken -
 Sent: Monday, September 10, 2012 7:35 PM
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
 detection plugin


 lol need this for CS 1.6 and CSGO.. :P

  Date: Mon, 10 Sep 2012 13:19:42 -0400
 From: epichat...@litewin.net
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
 spread) detection plugin

 Would be nice if valve added a legitimate way for server admins to grab
 screenshots if they are going to patch this exploit. Considering the
 screenshots only take an in-game image the only people to have reasons
 against it are hackers themselves.

 --EHG

 On 9/10/2012 1:04 PM, Ryan Stecker wrote:
  There's clearly a lack of understanding in this thread.
 
  The plugin simply executes 'jpeg' or 'screenshot' on the client (which
  is
  the exploit everyone is talking about), and uses the client's 
 INetChannel
  (an interface in the source engine) to have the server request the file
  from the client.
 
  It can't take a screenshot of your desktop, or steam chats, or anything
  else other than the game's screen. The jpeg command has only ever taken
  screenshots of your game.
 
  Really there's two sides of the coin on the issue of making clients 
 execute
  commands.
 
  On one side, malicious server operators could do bad things, and on the
  other, it made it possible for an anticheat to get client screenshots.
 
  I would have loved it if this plugin could have survived longer, but it
  seems like the command execution method is being fixed. I'd kill to
 get  a
  proper anticheat in source, and not the flawed disaster that is VAC.
 
  On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:
 
  http://tftrue.redline-**utilit**ies.net/anakinac.htmlhttp://utilities.net/anakinac.html
 http://**tftrue.redline-utilities.net/**anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html
 
 
  -ics
 
  10.9.2012 19:52, Cameron Munroe kirjoitti:
 
So really it just takes a screen shot of whats on their screen and
  then
  uploads it to the game server / FTP? and then at a later time you
 look
  through them and see if someone had a wall hack on. Is there
 anything  else
  that it can detect as really a screen shot isn't useful in most
 other  hacks.
 
  On 9/10/2012 9:49 AM, ics wrote:
 
  You need to check the screenshots yourself that it picks. Makes one
  once
  in an hour.
 
  PS: cl_allowupload 0 doesn't block uploading the shot. This plugin
 is
  simply awesome tool for every server owner that wants to catch 
 wallhackers
  and such.
 
  -ics
 
  10.9.2012 19:46, Cameron Munroe kirjoitti:
 
  Asher? Can you give us an example, or some info on the subject.
 
  On 9/10/2012 9:31 AM, Drogen Viech wrote:
 
  I assume you have to go through all of them on your server, the no
  spread and trigger bot detection is fully automatic, other 
 heuristic
  detections are printed to your console
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  No, I mean how would you use this to detect if someone is
  cheating?
 
 
  On 9/10/2012 9:23 AM, Drogen Viech wrote:
 
  It takes a screenshot randomly, only anakin knows when (he said
  every
  10 or so minutes)
  He's using some really fucked up kind of exploit - not even the
  following config will prevent it from taking screenshots:
 
  http://pastebin.com/raw.php?i=Xr39hryshttp://pastebin.com/raw.php?i=**Xr39hrys
 

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Ryan Stecker
The 'jpeg' command is an assumption. There are a few commands that take
screenshots that could be used. Which command being used is irrelevant
though, as the method *is* executing a command on the client.

On Mon, Sep 10, 2012 at 3:37 PM, Drogen Viech drogenvi...@googlemail.comwrote:

 Then why won't alias jpeg prevent it from taking screenshots huh?

 2012/9/10 Asher Baker asher...@gmail.com:
  It's a server plugin, not a client plugin.
  It's using ClientCommand + an exploit to execute jpeg, then
  INetChannel::RequestFile to upload it.
 
  On Mon, Sep 10, 2012 at 8:08 PM, Bruno Garcia garcia.bru...@gmail.com
 wrote:
  This is obviously not using the screenshot command, rather the
 screenshot
  client function call.
  As well as the INetChannel SendFile function to upload the file.
 
  I wouldn't expect VALVe to update this function, this also used to
 upload
  spray tags to the server, and it has a very secure extension block that
  won't let you upload almost anything (Except for screenshots in this
 case)
 
  @Anakin: If I were you, I would find a way to get the stack of loaded
 DLLs
  to Hl2.exe and print them on a txt on the client, and then upload that
 to a
  server, that way you could have a handful of cheat's DLLs and block em
 by
  default if they are detected on the client. Anything if possible, of
 course.
 
  Take care.
 
  On Mon, Sep 10, 2012 at 3:29 PM, ics i...@ics-base.net wrote:
 
  Screenshots are saved to tf/resource and also the player will have the
  shots taken from his/her screen on the same location on his/her pc.
 
  -ics
 
  10.9.2012 21:09, Thomas K kirjoitti:
 
   In what folder the screenshots are uploaded to the server?
 
  -Ursprüngliche Nachricht- From: Ejziponken -
  Sent: Monday, September 10, 2012 7:35 PM
  To: hlds_linux@list.valvesoftware.**com
 hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
 spread)
  detection plugin
 
 
  lol need this for CS 1.6 and CSGO.. :P
 
   Date: Mon, 10 Sep 2012 13:19:42 -0400
  From: epichat...@litewin.net
  To: hlds_linux@list.valvesoftware.**com
 hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
  spread) detection plugin
 
  Would be nice if valve added a legitimate way for server admins to
 grab
  screenshots if they are going to patch this exploit. Considering the
  screenshots only take an in-game image the only people to have
 reasons
  against it are hackers themselves.
 
  --EHG
 
  On 9/10/2012 1:04 PM, Ryan Stecker wrote:
   There's clearly a lack of understanding in this thread.
  
   The plugin simply executes 'jpeg' or 'screenshot' on the client
 (which
   is
   the exploit everyone is talking about), and uses the client's 
  INetChannel
   (an interface in the source engine) to have the server request the
 file
   from the client.
  
   It can't take a screenshot of your desktop, or steam chats, or
 anything
   else other than the game's screen. The jpeg command has only ever
 taken
   screenshots of your game.
  
   Really there's two sides of the coin on the issue of making
 clients 
  execute
   commands.
  
   On one side, malicious server operators could do bad things, and
 on the
   other, it made it possible for an anticheat to get client
 screenshots.
  
   I would have loved it if this plugin could have survived longer,
 but it
   seems like the command execution method is being fixed. I'd kill to
  get  a
   proper anticheat in source, and not the flawed disaster that is
 VAC.
  
   On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:
  
   http://tftrue.redline-**utilit**ies.net/anakinac.html
 http://utilities.net/anakinac.html
  http://**tftrue.redline-utilities.net/**anakinac.html
 http://tftrue.redline-utilities.net/anakinac.html
  
  
   -ics
  
   10.9.2012 19:52, Cameron Munroe kirjoitti:
  
 So really it just takes a screen shot of whats on their screen
 and
   then
   uploads it to the game server / FTP? and then at a later time you
  look
   through them and see if someone had a wall hack on. Is there
  anything  else
   that it can detect as really a screen shot isn't useful in most
  other  hacks.
  
   On 9/10/2012 9:49 AM, ics wrote:
  
   You need to check the screenshots yourself that it picks. Makes
 one
   once
   in an hour.
  
   PS: cl_allowupload 0 doesn't block uploading the shot. This
 plugin
  is
   simply awesome tool for every server owner that wants to catch
 
  wallhackers
   and such.
  
   -ics
  
   10.9.2012 19:46, Cameron Munroe kirjoitti:
  
   Asher? Can you give us an example, or some info on the subject.
  
   On 9/10/2012 9:31 AM, Drogen Viech wrote:
  
   I assume you have to go through all of them on your server,
 the no
   spread and trigger bot detection is fully automatic, other
 
  heuristic
   detections are printed to your console
  
   2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
  
   No, I mean how would you use this to detect 

Re: [hlds_linux] [hlds] Counter-Strike: Source Update Released

2012-09-10 Thread Kyle Sanderson
Hello.

Apparently this is still disabled in CS:S (for good reason). The
ConVar (sv_noroundstats) was removed from CS:GO, and we're seeing the
same problem there as well. Can we please have the ConVar
(sv_noroundstats) added back to the CS:GO
CCSGameStats::UploadRoundStats function?

Here's the same hack for CS:GO (Thanks to Drifter):
https://forums.alliedmods.net/showthread.php?p=1796226

Thanks,
Kyle.

On Sat, Sep 17, 2011 at 4:18 PM, Jason Ruymen jas...@valvesoftware.com wrote:
 A required update for Counter-Strike: Source is now available.  The specific 
 changes include:

 - Disabled stats reporting on both the client and the server by default until 
 the reporting problems are solved

 Jason


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[hlds_linux] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Eric Smith
We've released updates for TF2, DoD:S, and HL2:DM. These updates aren't 
directed at dedicated servers, but they will receive updated binaries if the 
update tool is run. Clients will get the updates automatically the next time 
they restart the game.

The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug that allowed malicious servers to execute restricted console 
commands on players
- Fixed a bug that allowed malicious servers to prevent players from executing 
console commands




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Re: [hlds_linux] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Frank
Nothing on the multiple item wearing bug or will this be patched later? When
you have stackable high effects from an Unusual you tend to have issues.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Monday, September 10, 2012 6:16 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Optional updates released for TF2, DoD:S, and HL2:DM

We've released updates for TF2, DoD:S, and HL2:DM. These updates aren't
directed at dedicated servers, but they will receive updated binaries if the
update tool is run. Clients will get the updates automatically the next time
they restart the game.

The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug that allowed malicious servers to execute restricted console
commands on players
- Fixed a bug that allowed malicious servers to prevent players from
executing console commands




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Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Ross Bemrose
I'm not seeing any updated binaries on either of my Linux servers, 
despite the update saying there should be updated binaries.


On 9/10/2012 6:15 PM, Eric Smith wrote:

We've released updates for TF2, DoD:S, and HL2:DM. These updates aren't 
directed at dedicated servers, but they will receive updated binaries if the 
update tool is run. Clients will get the updates automatically the next time 
they restart the game.

The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug that allowed malicious servers to execute restricted console 
commands on players
- Fixed a bug that allowed malicious servers to prevent players from executing 
console commands




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Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Bruno Garcia
Well, if Anakin updates his anti-cheat to call jpeg on the client will it
still work? :/

On Mon, Sep 10, 2012 at 7:29 PM, Ross Bemrose rbemr...@gmail.com wrote:

 I'm not seeing any updated binaries on either of my Linux servers, despite
 the update saying there should be updated binaries.


 On 9/10/2012 6:15 PM, Eric Smith wrote:

 We've released updates for TF2, DoD:S, and HL2:DM. These updates aren't
 directed at dedicated servers, but they will receive updated binaries if
 the update tool is run. Clients will get the updates automatically the next
 time they restart the game.

 The notes for the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug that allowed malicious servers to execute restricted
 console commands on players
 - Fixed a bug that allowed malicious servers to prevent players from
 executing console commands




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Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Ross Bemrose

Likely no, since clients will be patched as soon as they launch.

On 9/10/2012 6:34 PM, Bruno Garcia wrote:

Well, if Anakin updates his anti-cheat to call jpeg on the client will it
still work? :/

On Mon, Sep 10, 2012 at 7:29 PM, Ross Bemrose rbemr...@gmail.com wrote:


I'm not seeing any updated binaries on either of my Linux servers, despite
the update saying there should be updated binaries.


On 9/10/2012 6:15 PM, Eric Smith wrote:


We've released updates for TF2, DoD:S, and HL2:DM. These updates aren't
directed at dedicated servers, but they will receive updated binaries if
the update tool is run. Clients will get the updates automatically the next
time they restart the game.

The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug that allowed malicious servers to execute restricted
console commands on players
- Fixed a bug that allowed malicious servers to prevent players from
executing console commands




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Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Frank
I've launched twice and nothing has patched yet.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Monday, September 10, 2012 6:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds_announce] Optional updates released for TF2,
DoD:S, and HL2:DM

Likely no, since clients will be patched as soon as they launch.



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Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Ross Bemrose

Oh hey, you're right.

Did Eric (or someone else) forget to push the update? :O

On 9/10/2012 6:41 PM, Frank wrote:

I've launched twice and nothing has patched yet.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Monday, September 10, 2012 6:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds_announce] Optional updates released for TF2,
DoD:S, and HL2:DM

Likely no, since clients will be patched as soon as they launch.



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Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Rudy Bleeker
Actually it's coming in right this moment for me :-)

On Tue, Sep 11, 2012 at 12:43 AM, Ross Bemrose rbemr...@gmail.com wrote:
 Oh hey, you're right.

 Did Eric (or someone else) forget to push the update? :O


 On 9/10/2012 6:41 PM, Frank wrote:

 I've launched twice and nothing has patched yet.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross
 Bemrose
 Sent: Monday, September 10, 2012 6:40 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Optional updates released for
 TF2,
 DoD:S, and HL2:DM

 Likely no, since clients will be patched as soon as they launch.



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Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Eric Smith
The updated binaries are available now.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Monday, September 10, 2012 3:29 PM
To: Eric Smith
Cc: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, 
DoD:S, and HL2:DM

I'm not seeing any updated binaries on either of my Linux servers, despite the 
update saying there should be updated binaries.

On 9/10/2012 6:15 PM, Eric Smith wrote:
 We've released updates for TF2, DoD:S, and HL2:DM. These updates aren't 
 directed at dedicated servers, but they will receive updated binaries if the 
 update tool is run. Clients will get the updates automatically the next time 
 they restart the game.

 The notes for the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug that allowed malicious servers to execute restricted 
 console commands on players
 - Fixed a bug that allowed malicious servers to prevent players from 
 executing console commands




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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread Mart-Jan Reeuwijk
I use:

sv_minrate 35000
sv_maxrate 76000
sv_minupdaterate 33
sv_maxupdaterate 67
sv_mincmdrate 33
sv_maxcmdrate 67
sv_client_min_interp_ratio 1.0
sv_client_max_interp_ratio 2.0

and throw off ppl who set their rate to much above 100k.



 From: Drogen Viech drogenvi...@googlemail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Monday, 10 September 2012, 15:38
Subject: Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 
32-player TF2 server?
 
Just set sv_minrate to something high enough so those stupid guys with
their rate set to 3 won't start lagging, don't care about the
other cmdrate/updaterate/interp bullshit - that's how i do it and it
works fine for everyone.

2012/9/10 edman747 edman...@gmail.com:
 I never use this, it fails.
 Personally I use this: http://www.reece-eu.net/drekrates.php

 sv_maxrate 0
 sv_minrate 0


 On 9/10/12, O!KAK ga...@starlink.ru wrote:
 More slots - more entities, more processing power and bandwidth.
 I think it engine limitation. That`s why 32 slots TF2 servers is ugly.
 But you can lower rates (somthing like 40) and watch result.

 And oh, disable replay bot.

 P.S. http://store.steampowered.com/news/8674/
 Updated client rate value to default to 3 to improve network
 performance for most players

 This can be one of the reasons to performance hit.
 Try to lower rate cvar to 2 first (sv_maxrate 2/ sv_minrate 2).


 - Original Message -
 From: Weasel wea...@weaselslair.com
 To: hlds_linux@list.valvesoftware.com
 Sent: Monday, September 10, 2012 4:50 AM
 Subject: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for
 32-player TF2 server?


 Just doing some optimizing of my TF2 servers.  I was wondering if anybody

 on here had any recommended settings for sv_minrate and sv_maxrate -
 specifically as it might apply to TF2 servers running greater than the
 Valve-default-limit of 24-players?  I allow 32, and I do see a little bit

 of lag when the server loads-up with players.  While that's going-on,
 network connectivity is fine (true network pings between 30ms and
 100ms).

 Until recently, having more than 24 players on my server was rare.  So, I

 never really noticed that increased lag.  But, now it's fairly packed a
 couple of nights a week.  Not sure if there's really anything to be done
 with it, but maybe some sv_minrate/sv_maxrate tweaking might help a
 little?

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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux




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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread Saul Rennison
Why would you throw anybody off the server whose rate is too high? It's a *
limit*, not a guaranteed throughput.

If I could set my rate to 1,000,000 it's the same as having it at 50,000 if
the bandwidth is 40,000. I set my rate to the highest value possible to
prevent choke (and hence lag and stuttering), why would you kick people who
do this? You have no proper grounds on which to do it (you can do whatever
you like with your server, I'm not telling you you *can't* do this of
course, just informing). This may be discouraging certain players from
joining your server with such practices.

Just my 2 cents.


Kind regards,
Saul Rennison


On 11 September 2012 00:11, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

 I use:

 sv_minrate 35000
 sv_maxrate 76000
 sv_minupdaterate 33
 sv_maxupdaterate 67
 sv_mincmdrate 33
 sv_maxcmdrate 67
 sv_client_min_interp_ratio 1.0
 sv_client_max_interp_ratio 2.0

 and throw off ppl who set their rate to much above 100k.


 
  From: Drogen Viech drogenvi...@googlemail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, 10 September 2012, 15:38
 Subject: Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate
 for 32-player TF2 server?
 
 Just set sv_minrate to something high enough so those stupid guys with
 their rate set to 3 won't start lagging, don't care about the
 other cmdrate/updaterate/interp bullshit - that's how i do it and it
 works fine for everyone.
 
 2012/9/10 edman747 edman...@gmail.com:
  I never use this, it fails.
  Personally I use this: http://www.reece-eu.net/drekrates.php
 
  sv_maxrate 0
  sv_minrate 0
 
 
  On 9/10/12, O!KAK ga...@starlink.ru wrote:
  More slots - more entities, more processing power and bandwidth.
  I think it engine limitation. That`s why 32 slots TF2 servers is ugly.
  But you can lower rates (somthing like 40) and watch result.
 
  And oh, disable replay bot.
 
  P.S. http://store.steampowered.com/news/8674/
  Updated client rate value to default to 3 to improve network
  performance for most players
 
  This can be one of the reasons to performance hit.
  Try to lower rate cvar to 2 first (sv_maxrate 2/ sv_minrate
 2).
 
 
  - Original Message -
  From: Weasel wea...@weaselslair.com
  To: hlds_linux@list.valvesoftware.com
  Sent: Monday, September 10, 2012 4:50 AM
  Subject: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for
  32-player TF2 server?
 
 
  Just doing some optimizing of my TF2 servers.  I was wondering if
 anybody
 
  on here had any recommended settings for sv_minrate and
 sv_maxrate -
  specifically as it might apply to TF2 servers running greater than the
  Valve-default-limit of 24-players?  I allow 32, and I do see a little
 bit
 
  of lag when the server loads-up with players.  While that's going-on,
  network connectivity is fine (true network pings between 30ms and
  100ms).
 
  Until recently, having more than 24 players on my server was rare.
 So, I
 
  never really noticed that increased lag.  But, now it's fairly packed
 a
  couple of nights a week.  Not sure if there's really anything to be
 done
  with it, but maybe some sv_minrate/sv_maxrate tweaking might help a
  little?
 
  ___
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  please visit:
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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread Invalid Protocol
Because he thinks that a higher rate means smaller packets, so a huge rate
means very small packets :))

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul
Rennison
Sent: Tuesday, September 11, 2012 2:14 AM
To: Mart-Jan Reeuwijk; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for
32-player TF2 server?

Why would you throw anybody off the server whose rate is too high? It's a *
limit*, not a guaranteed throughput.

If I could set my rate to 1,000,000 it's the same as having it at 50,000 if
the bandwidth is 40,000. I set my rate to the highest value possible to
prevent choke (and hence lag and stuttering), why would you kick people who
do this? You have no proper grounds on which to do it (you can do whatever
you like with your server, I'm not telling you you *can't* do this of
course, just informing). This may be discouraging certain players from
joining your server with such practices.

Just my 2 cents.


Kind regards,
Saul Rennison


On 11 September 2012 00:11, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

 I use:

 sv_minrate 35000
 sv_maxrate 76000
 sv_minupdaterate 33
 sv_maxupdaterate 67
 sv_mincmdrate 33
 sv_maxcmdrate 67
 sv_client_min_interp_ratio 1.0
 sv_client_max_interp_ratio 2.0

 and throw off ppl who set their rate to much above 100k.


 
  From: Drogen Viech drogenvi...@googlemail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, 10 September 2012, 15:38
 Subject: Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate
 for 32-player TF2 server?
 
 Just set sv_minrate to something high enough so those stupid guys with
 their rate set to 3 won't start lagging, don't care about the
 other cmdrate/updaterate/interp bullshit - that's how i do it and it
 works fine for everyone.
 
 2012/9/10 edman747 edman...@gmail.com:
  I never use this, it fails.
  Personally I use this: http://www.reece-eu.net/drekrates.php
 
  sv_maxrate 0
  sv_minrate 0
 
 
  On 9/10/12, O!KAK ga...@starlink.ru wrote:
  More slots - more entities, more processing power and bandwidth.
  I think it engine limitation. That`s why 32 slots TF2 servers is ugly.
  But you can lower rates (somthing like 40) and watch result.
 
  And oh, disable replay bot.
 
  P.S. http://store.steampowered.com/news/8674/
  Updated client rate value to default to 3 to improve network
  performance for most players
 
  This can be one of the reasons to performance hit.
  Try to lower rate cvar to 2 first (sv_maxrate 2/ sv_minrate
 2).
 
 
  - Original Message -
  From: Weasel wea...@weaselslair.com
  To: hlds_linux@list.valvesoftware.com
  Sent: Monday, September 10, 2012 4:50 AM
  Subject: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate
for
  32-player TF2 server?
 
 
  Just doing some optimizing of my TF2 servers.  I was wondering if
 anybody
 
  on here had any recommended settings for sv_minrate and
 sv_maxrate -
  specifically as it might apply to TF2 servers running greater than
the
  Valve-default-limit of 24-players?  I allow 32, and I do see a little
 bit
 
  of lag when the server loads-up with players.  While that's going-on,
  network connectivity is fine (true network pings between 30ms and
  100ms).
 
  Until recently, having more than 24 players on my server was rare.
 So, I
 
  never really noticed that increased lag.  But, now it's fairly packed
 a
  couple of nights a week.  Not sure if there's really anything to be
 done
  with it, but maybe some sv_minrate/sv_maxrate tweaking might help a
  little?
 
  ___
  To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
 
 
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  please visit:
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 To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread Jesse Molina


Yes, you could certainly make things worse by messing around with your 
rates.


You need to justify why the defaults are insufficient and why altering 
them will improve your situation.


I fiddled around with all kinds of rate settings over a month or two on 
a 24-player TF2 server a year or so ago and here is what I concluded:


The defaults are usually best.

Increasing the packet generation rate can have a significantly negative 
impact on CPU usage, and has virtually no benefit to anyone except for 
players with low latency (20ms).


For players with latencies above 80ms, raising the packet rates can have 
a negative impact on game play because the source engine appears (this 
is pure conjecture based on observation) to have some kind of buffer, 
very similar to your TCP window buffers, which limits the number of 
update messages in transit.




Finally you did not say anything about your current CPU usage.  If you 
are already maxing out there, increasing your rates is guaranteed to 
make things worse.


Note that my comments here only relate to TF2.




Weasel wrote:

Just doing some optimizing of my TF2 servers.  I was wondering if anybody on here had any recommended 
settings for sv_minrate and sv_maxrate - specifically as it might apply to TF2 
servers running greater than the Valve-default-limit of 24-players?  I allow 32, and I do see a little bit of 
lag when the server loads-up with players.  While that's going-on, network connectivity is fine (true network 
pings between 30ms and 100ms).

Until recently, having more than 24 players on my server was rare.  So, I never 
really noticed that increased lag.  But, now it's fairly packed a couple of 
nights a week.  Not sure if there's really anything to be done with it, but 
maybe some sv_minrate/sv_maxrate tweaking might help a little?

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# Mail = je...@opendreams.net
# Cell = 1-602-323-7608



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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread Jesse Molina


Also, there may be something wrong with your mail server:


 wea...@weaselslair.com:
 hosted.weaselslair.com [209.54.58.74]:
  STARTTLS
  500 couriertls: connect: error:14077410:SSL 
routines:SSL23_GET_SERVER_HELLO:sslv3 alert handshake failure



Then again, I use Courier MTA, which is pretty non-tolerant of goofy stuff.



Jesse Molina wrote:


Yes, you could certainly make things worse by messing around with your
rates.

You need to justify why the defaults are insufficient and why altering
them will improve your situation.

I fiddled around with all kinds of rate settings over a month or two on
a 24-player TF2 server a year or so ago and here is what I concluded:

The defaults are usually best.

Increasing the packet generation rate can have a significantly negative
impact on CPU usage, and has virtually no benefit to anyone except for
players with low latency (20ms).

For players with latencies above 80ms, raising the packet rates can have
a negative impact on game play because the source engine appears (this
is pure conjecture based on observation) to have some kind of buffer,
very similar to your TCP window buffers, which limits the number of
update messages in transit.



Finally you did not say anything about your current CPU usage.  If you
are already maxing out there, increasing your rates is guaranteed to
make things worse.

Note that my comments here only relate to TF2.




Weasel wrote:

Just doing some optimizing of my TF2 servers.  I was wondering if
anybody on here had any recommended settings for sv_minrate and
sv_maxrate - specifically as it might apply to TF2 servers running
greater than the Valve-default-limit of 24-players?  I allow 32, and I
do see a little bit of lag when the server loads-up with players.
While that's going-on, network connectivity is fine (true network
pings between 30ms and 100ms).

Until recently, having more than 24 players on my server was rare.
So, I never really noticed that increased lag.  But, now it's fairly
packed a couple of nights a week.  Not sure if there's really anything
to be done with it, but maybe some sv_minrate/sv_maxrate tweaking
might help a little?

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# Mail = je...@opendreams.net
# Cell = 1-602-323-7608



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[hlds_linux] server crash on map change / missing MOTD?

2012-09-10 Thread Steven Haigh

Hi all,

Since the last couple of updates, I've noticed that if the map is 
changed by a vote, or an 'rcon map blah' command, the server will crash.


Also, when the server loads, it doesn't show the MOTD. I used to see 
this a couple of times, but now its been blank for at least 2-3 days.


Is this something others are seeing? ETA on a fix? Its stupid that map 
changes crash the server :(


--
Steven Haigh

Email: net...@crc.id.au
Web: http://www.crc.id.au
Phone: (03) 9001 6090 - 0412 935 897
Fax: (03) 8338 0299

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Re: [hlds_linux] server crash on map change / missing MOTD?

2012-09-10 Thread Cameron Munroe

Do you have pinion?

On 9/10/2012 7:09 PM, Steven Haigh wrote:

Hi all,

Since the last couple of updates, I've noticed that if the map is 
changed by a vote, or an 'rcon map blah' command, the server will crash.


Also, when the server loads, it doesn't show the MOTD. I used to see 
this a couple of times, but now its been blank for at least 2-3 days.


Is this something others are seeing? ETA on a fix? Its stupid that map 
changes crash the server :(





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Re: [hlds_linux] server crash on map change / missing MOTD?

2012-09-10 Thread Steven Haigh

On 11/09/2012 12:13 PM, Cameron Munroe wrote:

Do you have pinion?



As I had to google what pinion is, and I assume you mean this: 
http://www.pinion.gg/


I'd have to say no.

--
Steven Haigh

Email: net...@crc.id.au
Web: http://www.crc.id.au
Phone: (03) 9001 6090 - 0412 935 897
Fax: (03) 8338 0299

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Re: [hlds_linux] server crash on map change / missing MOTD?

2012-09-10 Thread Ross Bemrose

It'd help if you mention which game.

Also, use rcon changelevel, not rcon map.  There IS a difference.

On 9/10/2012 10:09 PM, Steven Haigh wrote:

Hi all,

Since the last couple of updates, I've noticed that if the map is 
changed by a vote, or an 'rcon map blah' command, the server will crash.


Also, when the server loads, it doesn't show the MOTD. I used to see 
this a couple of times, but now its been blank for at least 2-3 days.


Is this something others are seeing? ETA on a fix? Its stupid that map 
changes crash the server :(





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Re: [hlds_linux] server crash on map change / missing MOTD?

2012-09-10 Thread Steven Haigh

On 11/09/2012 12:23 PM, Ross Bemrose wrote:

It'd help if you mention which game.


You're right - that would help! Both servers are TF2 - currently running 
mvm maps.



Also, use rcon changelevel, not rcon map.  There IS a difference.


Strange. I'll have to try this. It doesn't explain the crash on using 
the built in MVM voting though...


--
Steven Haigh

Email: net...@crc.id.au
Web: http://www.crc.id.au
Phone: (03) 9001 6090 - 0412 935 897
Fax: (03) 8338 0299

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Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread dan

On 10/09/2012 01:50, Weasel wrote:

Until recently, having more than 24 players on my server was rare.  So, I never 
really noticed that increased lag.  But, now it's fairly packed a couple of 
nights a week.  Not sure if there's really anything to be done with it, but 
maybe some sv_minrate/sv_maxrate tweaking might help a little?


The recommendation for 32 player servers is 'Don't. Stick to 24' :)

But if you insist :-

TF2 definitely suffers with rate = 3 (A problem really because the 
default steam sets rate to if you say you have 10m connection is 3 
and it's too low. Steam also has a nasty habit of resetting it every so 
often too)


It works fine with rate = 6

That's with cl_cmdrate 66 and cl_updaterate 66 and cl_interp 0

I've not found any reason to change anything else.

So, the optimum rate is somewhere between 30k and 60k. Where? I've no 
idea - I just set it to 60k.
Most of the servers I play on where the above client settings work fine 
don't have min or max rates set.


The few servers I've played on that do have rates set nearly all set it 
less than 3 - and you can usually tell straight away.

The question you have to ask is why? I can only imagine it's one of

(a) Their server is underpowered, they've noticed this (or had 
complaints) and they hope restricting the rate will magically fix the 
problem (it doesn't)

or
(b) They got their config by googling 'how to install a TF2 server and 
have no idea what settings it has or what they do.

or
(c) They think 25000 works.

Either one, it's best to simply blacklist and find another. (You 
definitely won't have a useful or sane conversation with an admin about 
fixing the config on their server. You'll just get the kind of reaction 
as if you were telling him his doodle's too small :) and as you can see, 
if it's (a) They need a better machine / network connection, if it's (b) 
they have no clue what you're talking about and if it's (c) he'll tell 
you it's your computer because his server is fine etc etc. Smile and 
back away slowly


I just wish Valve would put decent defaults for the client and let us 
filter on sv_maxrate just like we can on ping (because both matter to 
have a decent game and currently you have to join a server before you 
can see how badly it's configured)


--
Dan

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Re: [hlds_linux] server crash on map change / missing MOTD?

2012-09-10 Thread ics
There could be a bug when using the ingame voting. I've seen MvM 
servers, the Mann Up ones that Valve runs to crash 2 times when map was 
restarted with the voting in-game.


-ics

11.9.2012 5:27, Steven Haigh kirjoitti:

On 11/09/2012 12:23 PM, Ross Bemrose wrote:

It'd help if you mention which game.


You're right - that would help! Both servers are TF2 - currently 
running mvm maps.



Also, use rcon changelevel, not rcon map. There IS a difference.


Strange. I'll have to try this. It doesn't explain the crash on using 
the built in MVM voting though...





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