Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-29 Thread AnAkIn
Dan, please stop spamming the mailing list. Thanks.


2014-08-29 17:34 GMT+02:00 dan :

> On 29/08/2014 12:58, Erik-jan Riemers wrote:
>
>> Your right i'll stop.
>>
>> Arguing with a fool only proves there are two.
>>
>
> Your moronic reply here shows that you are the fool Erik.
>
> Grow up.
>
>
> --
> Dan
>
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Re: [hlds_linux] Mandatory TF2 update released

2014-08-21 Thread AnAkIn
He said it wouldn't break the in-game ban function, of course 3rd party
plugins need to be updated to support the new format.


2014-08-22 0:50 GMT+02:00 Daniel Barreiro :

> Alfred, you said that it shouldn't break anything with admin/bans/etc but
> it appears to have.
>
>
> On Thu, Aug 21, 2014 at 6:49 PM, Frank  wrote:
>
> > This change has broken so many things that I don't even know where to
> > begin who in their right mind decided to do this without any warning
> > what so ever needs to have their head examined!!
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gordon
> > Reynolds
> > Sent: Thursday, August 21, 2014 6:44 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > Today's Team Fortress 2 update says goodbye to the good old SteamIDs
> > (STEAM_0:1:15160181) and says hello to AccountIDs ([U:1:30320363]).
> >
> > Sadly, this change breaks all things depending on SteamIDs (SourceMod,
> > custom ban systems, donator slots, rank systems, etc.)
> >
> > https://twitter.com/SteamDB/status/502586107754999810
> > https://twitter.com/SteamDB/status/502586146623619074
> >
> >
> > On Thu, Aug 21, 2014 at 2:52 PM, Eric Smith 
> > wrote:
> >
> > > We've released a mandatory update for TF2. The notes for the update
> > > are below. The new version number is 2369699.
> > >
> > > -Eric
> > >
> > > -
> > >
> > > - Fixed rockets colliding with other projectiles and getting stuck in
> > > the world
> > > - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
> > > Power Up Canteen
> > > - Fixed the Demoman not being able to equip The Grandmaster
> > > - Fixed a bug where Professional Killstreak items were being displayed
> > > as Specialized
> > > - Market Listings for Specialized Killstreak kits for the following
> > > items have been removed and will need to be relisted
> > > - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
> > > Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
> > > - Fixed character audio being cut short when characters clap during
> > > the Conga taunt
> > > - Unusual taunts that are tradable can now be listed on the Steam
> > > Community Market
> > > - The Classic can now accept Enemies Gibbed strange parts
> > > - The Manmelter can now accept Allies Extinguished strange parts
> > > - Added mp_spectators_restricted server convar
> > > - Prevents players on Red/Blue from joining team
> > > Spectator if it would exceed mp_teams_unbalance_limit
> > > - Updated the HTML display in the MOTD to use shared Steam browser
> > > control
> > > - Updated the materials for The Dalokohs Bar
> > > - Updated the equip_region for the Soldier's Stash, Exquisite Rack,
> > > The Pencil Pusher, and Antlers
> > > - Updated the localization files
> > > - Updated pl_cactuscanyon
> > > -Stage 1
> > > - Reworked the geometry of the back
> > > stairwell route leading to the final cap
> > > -Stage 3
> > > - New design of back yard underpass
> area
> > > - Added new building and route near
> > > the underpass
> > > - New geometry for Red battlements and
> > > spawn exit by the first cap
> > > - Added new exit from Red spawn
> > > leading to the raised middle rock outcrop by the barn
> > > - Reworked Red spawn exit by capture
> > > point
> > > 2
> > > - Removed rocks and added a new
> > > structure by the final cart push
> > > - Cart now takes longer to pass
> > > through the building at the end of
> > > - Adjusted spawn times
> > > - Adjusted Health and ammo packs
> > >
> > > ___
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> > > please visit:
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> > >
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Re: [hlds_linux] Mandatory TF2 update released

2014-08-07 Thread AnAkIn
You're sending your messages to the Linux mailing list, Eric posted on the
Windows one.


2014-08-07 23:40 GMT+02:00 Frank :

> I apparently never got that email - must still be issues with the mailing
> list, my bad just do keep that in mind next time.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of N-Gon
> Sent: Thursday, August 07, 2014 5:35 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> He said they're on it
>
>
> On Thu, Aug 7, 2014 at 5:30 PM, Frank  wrote:
>
> > Hello?? I'm not the only one having this problem I know, I already see
> > many posts on this over on Allied. Eric can you confirm there is a
> > problem and a fix coming soon please?
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
> > Sent: Thursday, August 07, 2014 5:23 PM
> > To: 'Half-Life dedicated Linux server mailing list'
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > Anyone else having trouble updating Windows servers going beyond
> > Validating?
> > I can't even bypass that to start the engine without it going right to
> > Validating again.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric
> > Smith
> > Sent: Thursday, August 07, 2014 4:54 PM
> > To: 'hlds_linux@list.valvesoftware.com';
> > 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
> > Subject: [hlds_linux] Mandatory TF2 update released
> >
> > We've released a mandatory update for TF2. The notes for the update
> > are below. The new version number is 2351233.
> >
> > -Eric
> >
> > -
> >
> > - Dedicated server performance/stability improvements
> > - Added a new startup music track from Expiration Date
> > - Added missing photos/thumb images for koth_badlands
> > - Fixed a client crash related to the snd_restart command for Linux
> > clients
> > - Fixed a dedicated server crash related to arrows
> > - Fixed the Bolt Boy using the wrong material for the Blu team
> > - Improved memory usage for Linux clients
> > - Updated the Restart Game and Scramble Teams votes to always have a
> > mandatory cool-down period
> > - Updated sv_memlimit to not be marked as a cheat convar
> > - Added sv_minuptimelimit and sv_maxuptimelimit to manage the
> > server restart window
> > - Updated the equip_regions for the Mustachioed Mann, Ze Ubermensch,
> > and Vive La France
> > - Updated the localization files
> > - Updated pl_cactuscanyon
> > - Removed rollback leading to the final capture point in stage 2
> > - Reworked fence position on forward spawn building in stage 2
> > - Expanded back alley near the final capture point in stage 2
> > - Expanded back pathway near the final capture point in stage 1
> > - Added small room inside building half way up the zig-zag in
> > stage
> > 1
> > - Adjusted health kits and ammo packs
> > - Adjusted spawn times in stage 1 and 2
> > - Updated rd_asteroid
> > - Widened left side spawn exit
> > - Players can no longer build inside the staircase near A robots
> > - Fixed sticky stair collision when coming out of the water
> > near B robots
> > - Changed medium health kit near the C robots to a small health
> kit
> > - Removed "alert" from voice over lines that announce your
> > team has dropped the reactor core
> > - Fixed missing patch overlay under small health near center
> > bridge
> >
> > ___
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> >
> >
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> >
> >
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Re: [hlds_linux] hldupdatetool end-of-life and left4dead1

2014-01-25 Thread AnAkIn
222860 is L4D2. Do you mean 222840 ?


2014-01-25 Andre Müller 

> Hello,
> since few days the hldsupdatetool has reached end of life.
> I get this messge after trying to update left4dead:
>
> Hello! Unfortunately this tool has reached its end-of-life. For updating
> dedicated server installs, you will now need to use SteamCMD.
> For more info on SteamCMD, see
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> I've tried updating with appid 222860 and 510 with anonymous and with an
> empty account. This doesn't work with steamcmd. >No subscription
>
> Any tips?
>
> Greetrings
> Andre Müller
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Re: [hlds_linux] Steam Crash on 32bit Linux

2013-11-01 Thread AnAkIn
glibc 2.7 was released in 2007, I guess it's normal at some point that they
stop supporting such old versions.


2013/11/2 idpromnut 

> And a quick ldd later...
>
> ./steamclient.so: /lib/libc.so.6: version `GLIBC_2.7' not found (required
> by ./steamclient.so)
> linux-gate.so.1 =>  (0x008df000)
> librt.so.1 => /lib/librt.so.1 (0x0011)
> libm.so.6 => /lib/libm.so.6 (0x00119000)
> libdl.so.2 => /lib/libdl.so.2 (0x00142000)
> libstdc++.so.6 =>
> /home/noobz/steampipe/tf_mvm_ds/bin/libstdc++.so.6 (0x00328000)
> libpthread.so.0 => /lib/libpthread.so.0 (0x001a7000)
> /lib/ld-linux.so.2 (0x00af2000)
> libc.so.6 => /lib/libc.so.6 (0x001c)
> libgcc_s.so.1 => /home/noobz/steampipe/tf_mvm_ds/bin/libgcc_s.so.1
> (0x00147000)
>
> So I'm guessing the glibc 2.7 dependency is the problem... and that will
> most likely require an upgrade of the OS. Is there any reason that
> something in steamcmd was changed this release that required this to break
> backwards compatibility?
>
> Thanks,
> Chris
>
>
> On Fri, Nov 1, 2013 at 2:31 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> > Do ldd steamclient.so and see what you are missing.
> >
> >
> >
> >
> > On Thu, Oct 31, 2013 at 11:24 PM, idpromnut  wrote:
> >
> > > Hi,
> > >
> > > I'm running a rather older version of CentOS (5.6) 32bit and have run
> > into
> > > a crash of steamcmd:
> > >
> > > [  0%] Checking for available updates...
> > > [] Verifying installation...
> > > Steam Console Client (c) Valve Corporation
> > > -- type 'quit' to exit --
> > > Loading
> > >
> > >
> >
> Steam3.../home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/steamconsole/../common/steam/client_api.cpp
> > > (298) : Assertion Failed: ClientAPI_InitGlobalInstance:
> > > InternalAPI_Init_Internal failed, most likely because you are missing a
> > > 32-bit dependency of steamclient.so (the Steam client is a 32-bit app).
> > >
> > > This started happening after this evening's update. I have tried wiping
> > the
> > > steamcmd install dir completely, re-installing it and updating but I
> get
> > > the same error.
> > >
> > > Cheers
> > > Chris
> > > ___
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> > > please visit:
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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-25 Thread AnAkIn
Funny how this has went offtopic.


2013/8/25 dan 

> On 25/08/2013 00:30, Robert Paulson wrote:
>
>> I would rather ask Valve do it the faster way since they have ignored this
>> request every year it comes up.
>>
>
> Because it's not a problem.
>
> If I play on "Fred's TF2 server" regularly by connecting to it via the
> browser,
> Fred can do what he likes to his IP address.
>
> I notice servers by name / description in the server browser that I played
> on in 2007.
>
> I couldn't tell you if the IP address is the same or not because it
> doesn't matter
> what their IP address is.
>
> Your premise seems to be that most of the people who use your server
> are too dumb to use the browser to find a server they play on regularly
> yet they use the browser. That makes no logical sense.
>
> I'm far more likely to stop playing on a server that is DDOS'd or on a
> crappy host
> simply because these are real problems that affect the gameplay.
>
> I'm pretty sure Valve have thought about it and figured admins would find
> some way to fuck
> over the player base if it were implemented.
>
> --
> Dan
>
>
>
>
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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-23 Thread AnAkIn
SMAC doesn't detect everything, and neither does others server side ACs.
Some hacks are even designed to detect that SMAC is running on the server
and disable features that are detected.


2013/8/23 Mart-Jan Reeuwijk 

> lol, that reminds me of a cheater years ago (~4-5 years), that always went
> cheating on a DODS server. Admins banned his account, 2 minutes later he
> was on the server again with another account. Every month he bought about
> 10-15 accounts to cheat ONLY on that community's server (no bans or stats
> anywhere else for those accounts). Sometimes it where brand new accounts,
> other times it where old accounts. If IP banned, he moved proxy. Kept on
> for years...
> Nobody ever found out why he did so, for he must have spend quite some
> money to do this, or w/e. Admins did play a lot on it, so those accounts
> got banned fast, but it was a annoyance for them for they had the proof
> rule that any ban must be proven disregard of rules or must be hacking etc,
> recording demo's, peer review etc.  (that comm is now defunct sadly).
>
> Shame SMAC wasn't there yet.
>
>
>
>
> >
> > From: dan 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Friday, 23 August 2013, 13:56
> >Subject: Re: [hlds_linux] Add something to the game so that server ops
> can ban HWID too.
> >
> >
> >On 23/08/2013 01:43, Scruppy Dawg wrote:
> >> Everyone knows the HWIDs are stored due to Steamguard (Or some form of
> >> HWID, anyway). Couldn't Valve simply add something so that server
> >> operators, when banning a SteamID, can also elect to ban the associated
> >> HWID? The HWID never needs to be exposed to the server admins.
> >
> >Is it difficult to change hwid though?
> >
> >I can't say I've looked at it or care about it, but if something as
> >simple as
> >changing the mac address alters it, it's not likely to improve anything.
> >
> >It sounds like one of these things that might work for a week or 2 and
> then
> >cheaters would just figure out a way of working around it.
> >
> >Auto detecting cheating and kicking / banning seems the best approach.
> >Doesn't SMAC and the alternatives work well enough to do that?
> >
> >I've got to say I don't really notice a significant problem with
> >cheaters in TF2
> >on the servers I play on.
> >
> >I can't imagine why someone would keep creating accounts and going back
> >to the same server
> >only to be kicked and banned immediately, unless it's reached the point
> >where
> >he's just doing it to wind the server owner and admins up.
> >
> >--
> >Dan
> >
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> >
> >
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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-23 Thread AnAkIn
HWIDS are not stored due to Steam Guard. It only uses a cookie that is
stored on your computer.
They do keep HWIDs to keep a list of the accounts you connected to.
Le 23 août 2013 02:45, "Scruppy Dawg"  a écrit :

> Everyone knows the HWIDs are stored due to Steamguard (Or some form of
> HWID, anyway). Couldn't Valve simply add something so that server
> operators, when banning a SteamID, can also elect to ban the associated
> HWID? The HWID never needs to be exposed to the server admins.
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2013-08-05 Thread AnAkIn
For the few still using it on this mailing list, just letting you know I
released the update.
Changelog:
- Fixed crash when trying to reload the plugin after it has been auto
updated
- Added a banlist system. Cheaters using prediction hacks and
anti-speedhack bypass hacks will be automatically banned if
aac_prediction_ban and aac_speedhackbypass_ban are set to 1 (default).
aac_banmethod 0 uses the local banlist, aac_banmethod 1 uses SourceBans.
For the local banlist, the banned cheaters can be seen with aac_showbans,
or by opening the aac_banned.txt file in the tf directory.
You can also remove a ban with the aac_removeban command.
- Improved autoshoot detections, they should now be more precise
- Added invalid viewangles detections (still experimental, will only log
for now)
- Added aac_logname to change the logfile’s name, useful when running
multiple servers from a same directory.


2013/7/24 AnAkIn 

> I guess it's just a matter of calling the sm_ban command? I could add
> that, wouldn't take long :)
>
>
> 2013/7/24 ics 
>
>> Got plans to do SourceBans integration instead of plain file? Would help
>> sharing the lists between multiple servers.
>>
>> -ics
>>
>> AnAkIn kirjoitti:
>>
>>  Viewangles detections are common in a lot of anti-cheats. And no, some of
>>> my detections are done differently than SMAC ones. The problem with SMAC
>>> is
>>> that many hacks can detect if SMAC is running on the server and just
>>> disable the detected features, many cheaters don't get banned and keep
>>> cheating.
>>>
>>>
>>> 2013/7/24 Weasel 
>>>
>>>  Doesn't SMAC (SourceMod Anti-Cheat) already take cover this stuff?
>>>> I seem to recall "view-angles" stuff in there.
>>>>
>>>> https://forums.alliedmods.net/**forumdisplay.php?f=133<https://forums.alliedmods.net/forumdisplay.php?f=133>
>>>> https://bitbucket.org/**psychonic/smac/wiki/Home<https://bitbucket.org/psychonic/smac/wiki/Home>
>>>>
>>>> __**__**
>>>> 
>>>>
>>>>
>>>> Re: [hlds] [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>>>> detection plugin
>>>> AnAkIn Wed, 24 Jul 2013 11:55:39 -0700
>>>>
>>>> If anyone on this list still uses it, I’ll release an update soon and
>>>> I’m
>>>> looking for some beta testers. Let me know with a private email if
>>>> you’re
>>>> interested.
>>>>
>>>> Changelog:
>>>> - Fixed crash when trying to reload the plugin after it has been auto
>>>> updated
>>>> - Added a banlist system. Cheaters using prediction hacks and
>>>> anti-speedhack bypass hacks will be automatically banned if
>>>> aac_prediction_ban and aac_speedhackbypass_ban are set to 1 (default).
>>>> The banned cheaters can be seen with aac_showbans, or by opening the
>>>> aac_banned.txt file in the tf directory.
>>>> You can also remove a ban with the aac_removeban command.
>>>> - Improved triggerbot detection, it should now be more precise
>>>> - Added invalid viewangles detection (beta though, needs testing)
>>>>
>>>> __**_
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>>>> please visit:
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>>>>
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>>>
>>
>>
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2013-07-24 Thread AnAkIn
I guess it's just a matter of calling the sm_ban command? I could add that,
wouldn't take long :)


2013/7/24 ics 

> Got plans to do SourceBans integration instead of plain file? Would help
> sharing the lists between multiple servers.
>
> -ics
>
> AnAkIn kirjoitti:
>
>  Viewangles detections are common in a lot of anti-cheats. And no, some of
>> my detections are done differently than SMAC ones. The problem with SMAC
>> is
>> that many hacks can detect if SMAC is running on the server and just
>> disable the detected features, many cheaters don't get banned and keep
>> cheating.
>>
>>
>> 2013/7/24 Weasel 
>>
>>  Doesn't SMAC (SourceMod Anti-Cheat) already take cover this stuff?
>>> I seem to recall "view-angles" stuff in there.
>>>
>>> https://forums.alliedmods.net/**forumdisplay.php?f=133<https://forums.alliedmods.net/forumdisplay.php?f=133>
>>> https://bitbucket.org/**psychonic/smac/wiki/Home<https://bitbucket.org/psychonic/smac/wiki/Home>
>>>
>>> ______**__**
>>> 
>>>
>>>
>>> Re: [hlds] [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>>> detection plugin
>>> AnAkIn Wed, 24 Jul 2013 11:55:39 -0700
>>>
>>> If anyone on this list still uses it, I’ll release an update soon and I’m
>>> looking for some beta testers. Let me know with a private email if you’re
>>> interested.
>>>
>>> Changelog:
>>> - Fixed crash when trying to reload the plugin after it has been auto
>>> updated
>>> - Added a banlist system. Cheaters using prediction hacks and
>>> anti-speedhack bypass hacks will be automatically banned if
>>> aac_prediction_ban and aac_speedhackbypass_ban are set to 1 (default).
>>> The banned cheaters can be seen with aac_showbans, or by opening the
>>> aac_banned.txt file in the tf directory.
>>> You can also remove a ban with the aac_removeban command.
>>> - Improved triggerbot detection, it should now be more precise
>>> - Added invalid viewangles detection (beta though, needs testing)
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>
>>>  __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<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

2013-07-24 Thread AnAkIn
Viewangles detections are common in a lot of anti-cheats. And no, some of
my detections are done differently than SMAC ones. The problem with SMAC is
that many hacks can detect if SMAC is running on the server and just
disable the detected features, many cheaters don't get banned and keep
cheating.


2013/7/24 Weasel 

> Doesn't SMAC (SourceMod Anti-Cheat) already take cover this stuff?
> I seem to recall "view-angles" stuff in there.
>
> https://forums.alliedmods.net/forumdisplay.php?f=133
> https://bitbucket.org/psychonic/smac/wiki/Home
>
> 
>
>
> Re: [hlds] [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
> detection plugin
> AnAkIn Wed, 24 Jul 2013 11:55:39 -0700
>
> If anyone on this list still uses it, I’ll release an update soon and I’m
> looking for some beta testers. Let me know with a private email if you’re
> interested.
>
> Changelog:
> - Fixed crash when trying to reload the plugin after it has been auto
> updated
> - Added a banlist system. Cheaters using prediction hacks and
> anti-speedhack bypass hacks will be automatically banned if
> aac_prediction_ban and aac_speedhackbypass_ban are set to 1 (default).
> The banned cheaters can be seen with aac_showbans, or by opening the
> aac_banned.txt file in the tf directory.
> You can also remove a ban with the aac_removeban command.
> - Improved triggerbot detection, it should now be more precise
> - Added invalid viewangles detection (beta though, needs testing)
>
> ___
> 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

2013-07-24 Thread AnAkIn
If anyone on this list still uses it, I’ll release an update soon and I’m
looking for some beta testers. Let me know with a private email if you’re
interested.

Changelog:
- Fixed crash when trying to reload the plugin after it has been auto
updated
- Added a banlist system. Cheaters using prediction hacks and
anti-speedhack bypass hacks will be automatically banned if
aac_prediction_ban and aac_speedhackbypass_ban are set to 1 (default).
The banned cheaters can be seen with aac_showbans, or by opening the
aac_banned.txt file in the tf directory.
You can also remove a ban with the aac_removeban command.
- Improved triggerbot detection, it should now be more precise
- Added invalid viewangles detection (beta though, needs testing)



2012/10/27 AnAkIn 

> Update
> - Compatibility with the new TF2 update
>
> If you have a Linux server, you might need to redownload:
> http://tftrue.redline-utilities.net/TriggerBotDetector.zip
>
> 2012/9/12 doc 
>
>> From what I gathered the "name protection" is one of those things that is
>> nice to have because it's easy to implement, but it usually won't happen
>> anymore; mostly because 'name' doesn't work in orangebox games.
>>
>> On Wed, Sep 12, 2012 at 12:54 AM, AnAkIn  wrote:
>>
>> > You can't change your in-game name with "name" in Orange Box engine
>> games.
>> >
>> > 2012/9/12 Herover 
>> >
>> > > 2012/9/12 Rudy Bleeker :
>> > > > On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn 
>> wrote:
>> > > >> - Detect name hacks (different name in-game than on Steam)
>> > > >
>> > > > What is the problem with this? I assume it's done by using the
>> "name"
>> > > > console command from your game client. I fail to see why this is a
>> > > > hack or cheat or whatever...
>> > >
>> > > As a alternative, it could be done by querying the steam community
>> > > with a steam id, which is completely legal.
>> > >
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>> > > please visit:
>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> > >
>> >
>> >
>> >
>> > --
>> > 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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>>
>
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Re: [hlds_linux] Mandatory TF2 update coming soon

2013-07-11 Thread AnAkIn
Still no sv_pure fix. Great.


2013/7/11 Todd Pettit 

> The newest snapshot of sourcemod fixes most of your woes.
>
> - Original Message -
> From: "Gordon Reynolds" 
> To: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
> Sent: Wednesday, July 10, 2013 6:52:45 PM
> Subject: Re: [hlds_linux] Mandatory TF2 update coming soon
>
> With my addons folder removed everything is working peachy-keen, save for a
> few strange uses of the term peachy-keen.
>
>
> On Wed, Jul 10, 2013 at 3:44 PM, John  >wrote:
>
> > Try disabling Sourcemod. I'm seeing these crashes when SM is enabled, but
> > turning it off stops them. I'm sure we just have to wait for new
> signatures.
> >
> > -John
> >
> >
> > On 7/10/2013 3:39 PM, Todd Pettit wrote:
> >
> >> Confirmed.
> >>
> >> - Original Message -
> >> From: "Miika" 
> >> To: "hlds linux"  hlds_linux@list.valvesoftware.com>
> >> >
> >> Sent: Wednesday, July 10, 2013 6:37:51 PM
> >> Subject: Re: [hlds_linux] Mandatory TF2 update coming soon
> >>
> >> Can confirm this.
> >>
> >> Getting the same error whenever someone joins the server. Immediately
> >> crashes.
> >> __**_
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >>
> >> __**_
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >>
> >
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >
>
>
>
> --
> - Gordon Reynolds
> ___
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> please visit:
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Re: [hlds_linux] Mandatory TF2 update released

2013-06-20 Thread AnAkIn
Still no sv_pure fix.


2013/6/20 Eric Smith 

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version is 1803907.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Fixed a client crash when downloading custom maps for the Mac version
> - Fixed browser cookies not persisting across game restarts
> - Fixed the Festive Frontier Justice using the incorrect skin for the Blue
> team
> - Fixed the Virus Doctor painting the entire hat instead of just the bands
> - Fixed the shading for the Couvre Corner, Stout Shako, L'Inspecteur , and
> Full Metal Drill Hat
> - Stopped dropping Mann Co Supply Crate #55 and added Mann Co Supply Crate
> #59
> - Updated the Pocket Pyro so it can get assists in Pyrovision
> - Updated the Liquidator's Lid so it can be painted
> - Updated VR mode
>- Added support for cloning your desktop display
>- Added support for running the Rift as an extension of your
> desktop at resolutions other than 1280x800
>
>
>
> ___
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Re: [hlds_linux] HLDS & steamcmd

2013-05-28 Thread AnAkIn
There has never been a maximum for the cvar. The limitation is in the
engine, and was previously 2 (and not 25000). It's now 10.
cl_updaterate has a max of 102 on the client.


2013/5/28 DEPRE Gaëtan - NGServers 

> Hi !
>
> Thanks for those informations !
>
> I just wanted to know if the sv_maxrate cvar had changed or if 25 000 was
> the maximum.
>
> What about sv_maxupdaterate (100 max ?)
>
> Regards
>
> Gaetan
>
> -Message d'origine-
> De : hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] De la part de Jeff Sugar
> Envoyé : mardi 28 mai 2013 13:26
> À : Half-Life dedicated Linux server mailing list
> Objet : Re: [hlds_linux] HLDS & steamcmd
>
> I just did a quicko install of CS1.6 steampipe with an entirely vanilla
> setup, and had it output the any cvar with 'rate' in it to a text file.
> Here are the results, verbatim (exactly as they were printed to the text
> file):
>
>- host_framerate  :0
>- sv_accelerate   :5, sv
>- sv_airaccelerate :   10, sv
>- sv_lan_rate :2
>- sv_maxrate  :0, sv
>- sv_maxupdaterate :   30
>- sv_minrate  :0, sv
>- sv_minupdaterate :   10
>- sv_wateraccelerate :   10, sv
>- sys_ticrate :  100
>
> If there's any other cvars that you're (a) sure exist, & (b) are not on
> this list, then they're clientside, and you'd have to check on a client. If
> you'd like to do what I did, but with a client, feel free to email me
> directly and I'll help you that way without clogging the list with a lot of
> back-and-forth messages. If your questions are all already answered,
> then...hooray! :v
>
> -Atreus
>
> On Tue, May 28, 2013 at 4:04 AM, Jeff Sugar  wrote:
>
> > Assuming you mean serverside, and that when you say HLDS you are
> > referencing GoldSrc, the answer is 'yes they have', but I don't know
> > what the new defaults are since I don't currently run any GoldSrc
> > servers. That said, you'll be able to tell the defaults if you
> > temporarily rename/remove your GoldSrc server's server.cfg (or
> > whetever file you happen to store your rates in) & then check 'em,
> > since no cfg files would be modifying them
> >
> > If you'd rather not rename/remove your cfgs, you could also just
> > comment out/remove the lines in them which set the rate values instead
> >
> > -Atreus
> >  On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers"
> > 
> > wrote:
> >
> >> Hi !
> >>
> >>
> >>
> >> I would like to know if max rates for HLDS protocol have been
> >> modified since the new command steamcmd is here or not.
> >>
> >>
> >>
> >> What are the max rates so, for its network engine ? Still 25000 ?
> >>
> >>
> >>
> >> What about cmdrate ?
> >>
> >>
> >>
> >> Regards,
> >>
> >>
> >>
> >> PAceteath
> >>
> >> ___
> >> 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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>
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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread AnAkIn
BTW, that, too:
https://github.com/ValveSoftware/Source-1-Games/issues/816


2013/5/28 AnAkIn 

> http://dblocker.didrole.com/
>
>
> 2013/5/28 Mart-Jan Reeuwijk 
>
>> On other news:
>>
>> http://forums.steampowered.com/forums/showthread.php?t=3129310
>>
>> http://www.youtube.com/watch?v=qBXQwmazf-o
>>
>> so any plugin to kill this?
>>
>>
>>
>> >
>> > From: dan 
>> >To: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>> >Sent: Tuesday, 28 May 2013, 13:56
>> >Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
>> >
>> >
>> >On 28/05/2013 02:44, D Bauhmz wrote:
>> >> I thought about making an entirely new post but we'll see how much
>> >> attention it gets in this one first.
>> >>
>> >> We've also been experiencing some other behavior that I've just
>> noticed in
>> >> the past few months. It's player warping. When you watch them after
>> you're
>> >> dead they seem to skip several flames and teleporter from one location
>> to
>> >> the next. I'd expect that this player was lagging but when checking
>> their
>> >> ping they are just fine. I know I've seen a few others report this
>> here on
>> >> the list too.
>> >
>> >If it's every player it's likely some issue with the server or its
>> >connection (or your own client & connection you're using to observe)
>> >It's just one or two players, it's more likely some issue with those
>> >players client or connection. One that perhaps ping doesn't indicate.
>> >
>> >I always assumed the odd person warping, when others are fine, was
>> >either packet loss or their client has rate set low (which
>> >now Valve have set the default to 3 for everyone is perhaps less
>> >likely to happen)
>> >
>> >Presumably you can use sv_minrate to fix it for them if you don't
>> >already do that.
>> >
>> >But, throughout the time TF2 has been released (i.e not recently, but
>> >years ago) I've had occasions when my rate was lowered somehow, without
>> >me changing it. The subsequent experience is awful until you discover
>> >the cause. I've helped a few people who have been complaining of
>> >"performance problems" with TF2 (i.e they've been trying to lower
>> >graphics settings and so on) where it has been the same issue.
>> >
>> >I'm sure a tiny %age deliberately stymie their connections too in an
>> >attempt to avoid being killed. Perhaps I'm just overly suspicious, but I
>> >see people who have a great ping and then every time they are hit, it
>> >leaps higher and then drops after. I recall a similar experience when I
>> >was healing a pyro and every time someone attacked him, he would lag and
>> >the heal would drop. Was that a lag switch or something? Perhaps a bad
>> >connection has the same symptoms, triggered by more data being sent when
>> >more things are happening. Either way, the net effect is the same he
>> >gets an edge by having a bad connection whether deliberately or not.
>> >
>> >I'm reasonably convinced that, from time to time the client can get out
>> >of synch with the server in some way. In the sense that the netcode is
>> >supposed to mean a hit on your screen is a hit when the server gets the
>> >packets from everyone, figures out where everyone was and so on.
>> >
>> >Most of the time I can reasonably accept that's the case (except for
>> >backstabs and melee). Sometimes I'm convinced nades / rockets that hit
>> >the player on your screen aren't being registered as hits whilst shots
>> >that miss, perhaps only by a bit, turn out to be hits (with nades, of
>> >course, this is more noticeable than rockets because rockets are
>> >supposed to hit when you miss - and valve's tiny red writing for how
>> >much damage you did is too small for me to read - and I can't push my
>> >nose into the screen these days)
>> >
>> >It could just be that I'm incredibly inconsistent from one round to the
>> >next, but sometimes I join a server and every nade I throw seems to
>> >miss, bar people standing still or from the secondary explosion, but
>> >switch to another server and I'm hitting everything that moves.
>> 

Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread AnAkIn
http://dblocker.didrole.com/


2013/5/28 Mart-Jan Reeuwijk 

> On other news:
>
> http://forums.steampowered.com/forums/showthread.php?t=3129310
>
> http://www.youtube.com/watch?v=qBXQwmazf-o
>
> so any plugin to kill this?
>
>
>
> >
> > From: dan 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Tuesday, 28 May 2013, 13:56
> >Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> >
> >
> >On 28/05/2013 02:44, D Bauhmz wrote:
> >> I thought about making an entirely new post but we'll see how much
> >> attention it gets in this one first.
> >>
> >> We've also been experiencing some other behavior that I've just noticed
> in
> >> the past few months. It's player warping. When you watch them after
> you're
> >> dead they seem to skip several flames and teleporter from one location
> to
> >> the next. I'd expect that this player was lagging but when checking
> their
> >> ping they are just fine. I know I've seen a few others report this here
> on
> >> the list too.
> >
> >If it's every player it's likely some issue with the server or its
> >connection (or your own client & connection you're using to observe)
> >It's just one or two players, it's more likely some issue with those
> >players client or connection. One that perhaps ping doesn't indicate.
> >
> >I always assumed the odd person warping, when others are fine, was
> >either packet loss or their client has rate set low (which
> >now Valve have set the default to 3 for everyone is perhaps less
> >likely to happen)
> >
> >Presumably you can use sv_minrate to fix it for them if you don't
> >already do that.
> >
> >But, throughout the time TF2 has been released (i.e not recently, but
> >years ago) I've had occasions when my rate was lowered somehow, without
> >me changing it. The subsequent experience is awful until you discover
> >the cause. I've helped a few people who have been complaining of
> >"performance problems" with TF2 (i.e they've been trying to lower
> >graphics settings and so on) where it has been the same issue.
> >
> >I'm sure a tiny %age deliberately stymie their connections too in an
> >attempt to avoid being killed. Perhaps I'm just overly suspicious, but I
> >see people who have a great ping and then every time they are hit, it
> >leaps higher and then drops after. I recall a similar experience when I
> >was healing a pyro and every time someone attacked him, he would lag and
> >the heal would drop. Was that a lag switch or something? Perhaps a bad
> >connection has the same symptoms, triggered by more data being sent when
> >more things are happening. Either way, the net effect is the same he
> >gets an edge by having a bad connection whether deliberately or not.
> >
> >I'm reasonably convinced that, from time to time the client can get out
> >of synch with the server in some way. In the sense that the netcode is
> >supposed to mean a hit on your screen is a hit when the server gets the
> >packets from everyone, figures out where everyone was and so on.
> >
> >Most of the time I can reasonably accept that's the case (except for
> >backstabs and melee). Sometimes I'm convinced nades / rockets that hit
> >the player on your screen aren't being registered as hits whilst shots
> >that miss, perhaps only by a bit, turn out to be hits (with nades, of
> >course, this is more noticeable than rockets because rockets are
> >supposed to hit when you miss - and valve's tiny red writing for how
> >much damage you did is too small for me to read - and I can't push my
> >nose into the screen these days)
> >
> >It could just be that I'm incredibly inconsistent from one round to the
> >next, but sometimes I join a server and every nade I throw seems to
> >miss, bar people standing still or from the secondary explosion, but
> >switch to another server and I'm hitting everything that moves.
> >
> >The other thing I note too is, often times getting hit behind the wall
> >after I've run behind cover, but with a far bigger latency than
> >"netcode" seems to make sense to explain it. e.g me and the client that
> >killed me have sub 20ms pings, but I die half a second or more after
> >going behind cover.
> >
> >Perhaps any or all of the above can just be simply explained by packets
> >getting lost and other transient connection issues?
> >
> >--
> >Dan
> >
> >___
> >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] HLDS & steamcmd

2013-05-28 Thread AnAkIn
Max rate is 10. I don't think there is a max cl_cmdrate.


2013/5/28 Jeff Sugar 

> Assuming you mean serverside, and that when you say HLDS you are
> referencing GoldSrc, the answer is 'yes they have', but I don't know what
> the new defaults are since I don't currently run any GoldSrc servers. That
> said, you'll be able to tell the defaults if you temporarily rename/remove
> your GoldSrc server's server.cfg (or whetever file you happen to store your
> rates in) & then check 'em, since no cfg files would be modifying them
>
> If you'd rather not rename/remove your cfgs, you could also just comment
> out/remove the lines in them which set the rate values instead
>
> -Atreus
>  On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers"  >
> wrote:
>
> > Hi !
> >
> >
> >
> > I would like to know if max rates for HLDS protocol have been modified
> > since
> > the new command steamcmd is here or not.
> >
> >
> >
> > What are the max rates so, for its network engine ? Still 25000 ?
> >
> >
> >
> > What about cmdrate ?
> >
> >
> >
> > Regards,
> >
> >
> >
> > PAceteath
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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Re: [hlds_linux] tf2 sv_pure

2013-05-27 Thread AnAkIn
https://github.com/ValveSoftware/Source-1-Games/issues/198
and
https://github.com/ValveSoftware/Source-1-Games/issues/216


2013/5/27 Rudy Bleeker 

> You have to start with at least sv_pure 1 at start, then you can change it
> to whatever you want at runtime.
>
> I still think sv_pure 1 should be the default at startup, it seems it's
> sv_pure 0 now. If that's changed to 1 everyone can set their pure setting
> at runtime in their config, instead of having to add another command line
> option.
>
>
> On Mon, May 27, 2013 at 9:10 PM, Dondon Tudtud  wrote:
>
> > I don't think it has changed. "You CAN change sv_pure after boot,
> provided
> > that you start with it on."
> >
> >
> > On Tue, May 28, 2013 at 2:55 AM, Marco Padovan  wrote:
> >
> > > Hi,
> > >
> > > if I understood correctly we should be still able to change sv_pure at
> > > runtime, provided we set it at command line.
> > >
> > > Is that assumption still valid or currently the only way to change it
> is
> > > from command line and no more from rcon/console?
> > > ___
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> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
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> > please visit:
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> >
>
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
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Re: [hlds_linux] [hlds_announce] Mandatory updates for CS:S, HL2:DM, and DoD:S released

2013-05-20 Thread AnAkIn
Any chance for players that don't have it to be able to change their FoV to
110 as well, or do they need really need to buy this to have an advantage
over other players? :)


2013/5/20 Alfred Reynolds 

> The Oculus is currently 1280x800, which is then split between 2 eyes, it
> makes for a fuzzy game. It would not be any fun for CS:S right now, once
> the resolution of the devices increases then maybe that changes (and they
> are promising increasing resolutions).
>
> - Alfred
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Josh Stratton
> Sent: Monday, May 20, 2013 10:11 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds_announce] Mandatory updates for CS:S,
> HL2:DM, and DoD:S released
>
> Any chance we could see VR support on CS:S? I would love to see the stats
> on how it would effect competitive gameplay.
>
> On Monday, May 20, 2013, Nomaan Ahmad wrote:
>
> > LOLZ! xD That should go on the wiki.
> >
> > On 20 May 2013 18:00, Fletcher Dunn  >
> > wrote:
> >
> > > We use new math at Valve.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com ] On Behalf Of
> > Kyle Sanderson
> > > Sent: Monday, May 20, 2013 9:55 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Mandatory updates for CS:S, HL2:DM, and DoD:S
> > > released
> > >
> > > Committing, progress: 434.03% (131.28 MiB / 30.25 MiB) Up to date.
> > >
> > > hmm.
> > >
> > > Thanks for the sync,
> > > Kyle.
> > >
> > >
> > > On Mon, May 20, 2013 at 9:48 AM, Fletcher Dunn
> > > >wrote:
> > >
> > > > The prerelease build released last Friday has been set live as the
> > > > official version.  The PatchVersion for all the games is 1765266.
> > > >
> > > > Here are the change notes:
> > > >
> > > > Source engine:
> > > > * Synced engine with latest changes from TF2.
> > > > * Improved network compression to reduce impact of network spikes.
> > > > * Added sv_netspike, sv_netspike_output, sv_netspike_sendtime_ms
> > > > * Fixed listen server creation dialog not showing maps in custom or
> > > > downloads folder.
> > > >https://github.com/ValveSoftware/Source-1-Games/issues/252
> > > > * SDK tools are now shipped by default with the client.  (There is no
> > > > need to opt into the sdktools_beta branch.)
> > > >
> > > > HL2:DM:
> > > > * Added VR support for Oculus Rift
> > > >
> > > > ___
> > > > 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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> > >
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> > > please visit:
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> > >
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Re: [hlds_linux] ESEA client - basically a virus

2013-05-01 Thread AnAkIn
http://www.cadred.org/News/Article/196533/


2013/5/1 Jon Chen 

> It doesn't matter. People who play esea competitively aren't going to care.
> I haven't seen a major dip in pugs played, so that's a pretty good
> indicator of current -actively playing- subscribers.
>
>
> On Wed, May 1, 2013 at 4:15 AM, Collin Howard  wrote:
>
> > I give this news 1 month to die down and completely disappear and all
> > those who unsubscribed will be back on it and playing. Cold harsh fact.
> >
> >
> >
> > 
> >  From: N-Gon 
> > To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Wednesday, May 1, 2013 2:32:10 AM
> > Subject: Re: [hlds_linux] ESEA client - basically a virus
> >
> >
> > Wow
> > I hope esea crash and burns
> > Why are leagues being shrouded in controversy all the sudden? UGC Moose
> and
> > his Vac Ban and now this...
> >
> >
> > On Wed, May 1, 2013 at 2:05 AM, Bruno Garcia  > >wrote:
> >
> > >
> > >
> >
> http://cp.reddit.com/r/GlobalOffensive/comments/1dgad2/esea_client_basically_a_virus/
> > >
> > > News flash: The esea client has a secret BITCOIN MINER in it.
> > > It mines bitcoins out of your gpu processing, and it has been running
> for
> > > quite a while...and they made some good cash.
> > >
> > > It's recommended to completely remove the ESEA client.
> > > (By the way ,their excuse to this is that it was an April's fool joke
> > that
> > > was forgotten to be deleted...Yeah, right...)
> > > ___
> > > 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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> > ___
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Re: [hlds_linux] [CS1.6]Help setting up dedicated server

2013-04-14 Thread AnAkIn
Sorry, I meant:
If you set sys_ticrate to 1000 then the server will run at a ticrate of
1000.


2013/4/14 AnAkIn 

> -tickrate is source only
> If you set sys_ticrate to 1000 when the server will run at a ticrate of
> 1000.
>
>
> 2013/4/14 Dimitris Zarras 
>
>> But what do I set sys_ticrate to?
>>
>> I've found tutorials that suggest I set sys_ticrate to 1000 for a 100
>> ticrate server. Is that correct or not?
>>
>>
>> On 14/04/2013 10:53 μμ, AnAkIn wrote:
>> > There is no difference between tickrate and FPS in CS 1.6, they're one
>> same
>> > thing controlled by sys_ticrate.
>> >
>> >
>> > 2013/4/14 Dimitris Zarras 
>> >
>> >> Hi guys,
>> >>
>> >> Some friend have asked me to setup a cs1.6 server. I have setup in the
>> >> past TF2 and CSGO servers but never CS1.6. So I'd like some help with
>> >> the goldsrc engine. :P
>> >>
>> >> What I want to do is setup a 100 tic/500 fps server for 28 people.
>> Rules
>> >> should be: 1st team to 9 wins or best out of 16 rounds wins (round time
>> >> 2 minutes) and teams must switch sides at the start of the 9th round.
>> >>
>> >> Part of my server.cfg is this:
>> >>
>> >> sys_ticrate 1000
>> >> fps_max 500
>> >> sv_minrate 25000
>> >> sv_maxrate 25000
>> >> sv_minupdaterate 100
>> >> sv_maxupdaterate 100
>> >> sv_mincmdrate 100
>> >> sv_maxcmdrate 100
>> >> sv_unlag 1
>> >>
>> >> mp_roundtime 2
>> >> mp_timelimit 0
>> >> mp_winlimit 9
>> >> mp_maxrounds 16
>> >>
>> >> I know that for the most part it's setup correctly but I'm not so sure
>> >> about the sys_ticrate cvar and the fps_max cvar and the rates.
>> >> Furthermore I can't find a cvar that controls halftime like in CSGO
>> >> (mp_halftime) so how do I implement this? I am missing something here?
>> >>
>> >> Thanks in advance.
>> >>
>> >> --
>> >> Dimitris Zarras (feugatos)
>> >> CEID Warfare | CS:GO, TF2 | ceidwarfare.net
>> >>
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >>
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>> --
>> Dimitris Zarras (feugatos)
>> CEID Warfare | CS:GO, TF2 | ceidwarfare.net
>>
>>
>> ___
>> 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] [CS1.6]Help setting up dedicated server

2013-04-14 Thread AnAkIn
-tickrate is source only
If you set sys_ticrate to 1000 when the server will run at a ticrate of
1000.


2013/4/14 Dimitris Zarras 

> But what do I set sys_ticrate to?
>
> I've found tutorials that suggest I set sys_ticrate to 1000 for a 100
> ticrate server. Is that correct or not?
>
>
> On 14/04/2013 10:53 μμ, AnAkIn wrote:
> > There is no difference between tickrate and FPS in CS 1.6, they're one
> same
> > thing controlled by sys_ticrate.
> >
> >
> > 2013/4/14 Dimitris Zarras 
> >
> >> Hi guys,
> >>
> >> Some friend have asked me to setup a cs1.6 server. I have setup in the
> >> past TF2 and CSGO servers but never CS1.6. So I'd like some help with
> >> the goldsrc engine. :P
> >>
> >> What I want to do is setup a 100 tic/500 fps server for 28 people. Rules
> >> should be: 1st team to 9 wins or best out of 16 rounds wins (round time
> >> 2 minutes) and teams must switch sides at the start of the 9th round.
> >>
> >> Part of my server.cfg is this:
> >>
> >> sys_ticrate 1000
> >> fps_max 500
> >> sv_minrate 25000
> >> sv_maxrate 25000
> >> sv_minupdaterate 100
> >> sv_maxupdaterate 100
> >> sv_mincmdrate 100
> >> sv_maxcmdrate 100
> >> sv_unlag 1
> >>
> >> mp_roundtime 2
> >> mp_timelimit 0
> >> mp_winlimit 9
> >> mp_maxrounds 16
> >>
> >> I know that for the most part it's setup correctly but I'm not so sure
> >> about the sys_ticrate cvar and the fps_max cvar and the rates.
> >> Furthermore I can't find a cvar that controls halftime like in CSGO
> >> (mp_halftime) so how do I implement this? I am missing something here?
> >>
> >> Thanks in advance.
> >>
> >> --
> >> Dimitris Zarras (feugatos)
> >> CEID Warfare | CS:GO, TF2 | ceidwarfare.net
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> --
> Dimitris Zarras (feugatos)
> CEID Warfare | CS:GO, TF2 | ceidwarfare.net
>
>
> ___
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Re: [hlds_linux] [CS1.6]Help setting up dedicated server

2013-04-14 Thread AnAkIn
There is no difference between tickrate and FPS in CS 1.6, they're one same
thing controlled by sys_ticrate.


2013/4/14 Dimitris Zarras 

> Hi guys,
>
> Some friend have asked me to setup a cs1.6 server. I have setup in the
> past TF2 and CSGO servers but never CS1.6. So I'd like some help with
> the goldsrc engine. :P
>
> What I want to do is setup a 100 tic/500 fps server for 28 people. Rules
> should be: 1st team to 9 wins or best out of 16 rounds wins (round time
> 2 minutes) and teams must switch sides at the start of the 9th round.
>
> Part of my server.cfg is this:
>
> sys_ticrate 1000
> fps_max 500
> sv_minrate 25000
> sv_maxrate 25000
> sv_minupdaterate 100
> sv_maxupdaterate 100
> sv_mincmdrate 100
> sv_maxcmdrate 100
> sv_unlag 1
>
> mp_roundtime 2
> mp_timelimit 0
> mp_winlimit 9
> mp_maxrounds 16
>
> I know that for the most part it's setup correctly but I'm not so sure
> about the sys_ticrate cvar and the fps_max cvar and the rates.
> Furthermore I can't find a cvar that controls halftime like in CSGO
> (mp_halftime) so how do I implement this? I am missing something here?
>
> Thanks in advance.
>
> --
> Dimitris Zarras (feugatos)
> CEID Warfare | CS:GO, TF2 | ceidwarfare.net
>
>
> ___
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Re: [hlds_linux] cs1.6 new rates

2013-04-06 Thread AnAkIn
The max rate was previously 2, and it's now 10, that's the only
change in the engine limits.


2013/4/6 Collin Howard 

> So what are the new allowed values now for those rates?
>
>
>
>
> 
>  From: Valentin G. 
> To: Collin Howard ; Half-Life dedicated Linux server
> mailing list 
> Sent: Saturday, April 6, 2013 7:09:20 AM
> Subject: Re: [hlds_linux] cs1.6 new rates
>
>
> I don't remember there being new rates to configure, just that the
> defaults are a little more sane for todays standards (so most of it has
> been corrected upwards).
>
>
>
> On Sat, Apr 6, 2013 at 8:51 AM, Collin Howard  wrote:
>
> I was trying to find some information on the new rates that were enabled
> with the new update, can i get a list of what new rate changes were made.
> referring to server side rates, such as sv_maxrate and sv_maxupdaterate etc.
> >___
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Re: [hlds_linux] glibc reports memory corruption in TF2 Beta server during initial map load

2013-03-22 Thread AnAkIn
This:
https://github.com/ValveSoftware/Source-1-Games/issues/232


2013/3/22 Ben L. (Nightgunner5) 

> glibc reports memory corruption in the TF2 Beta server during the
> initial map load. debug.log isn't particularly helpful:
>
> --
> CRASH: Fri Mar 22 14:02:07 CDT 2013
> Start Line: ./srcds_linux -debug -game tf
> End of Source crash report
> --
>
> I was wondering whether any others have encountered this crash. Full(er)
> log is below. I've already sent an email to the address in the crash
> message.
>
> Initializing Steam libraries for secure Internet server
> [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
> dlopen failed trying to load:
> /home/tf2srv/.steam/sdk32/steamclient.so
> with error:
> /home/tf2srv/.steam/sdk32/steamclient.so: cannot open shared object
> file: No such file or directory
> Looking up breakpad interfaces from steamclient
> Calling BreakpadMiniDumpSystemInit
> Logging into anonymous gameserver account.
> 'server.cfg' not present; not executing.
> 'cp_dustbowl.cfg' not present; not executing.
> Sending CMsgGameServerMatchmakingStatus
> (state=ServerMatchmakingState_NOT_PARTICIPATING)
> Connection to Steam servers successful.
>Public IP is *redacted*.
> Assigned anonymous gameserver Steam ID [A-1:1085717508(3326)].
> VAC secure mode is activated.
> Connection to game coordinator established.
> *** glibc detected *** ./srcds_linux: corrupted double-linked list:
> 0x13157f38 ***
> === Backtrace: =
> /lib/libc.so.6[0x450287b1]
> /lib/libc.so.6[0x450295c4]
> /lib/libc.so.6(__libc_malloc+0x61)[0x4502b741]
> /home/tf2srv/tf2beta/tf/bin/server_srv.so(+0xd2913b)[0xeee5813b]
> /home/tf2srv/tf2beta/tf/bin/server_srv.so(+0xd1a11a)[0xeee4911a]
> /home/tf2srv/tf2beta/tf/bin/server_srv.so(+0xd101db)[0xeee3f1db]
> /home/tf2srv/tf2beta/tf/bin/server_srv.so(+0xd0ed62)[0xeee3dd62]
> /home/tf2srv/tf2beta/tf/bin/server_srv.so(+0xcf9ac7)[0xeee28ac7]
> /home/tf2srv/tf2beta/tf/bin/server_srv.so(+0xcec983)[0xeee1b983]
> bin/libsteam_api.so(+0x4daa)[0xf6f5bdaa]
> bin/libsteam_api.so(+0x55ba)[0xf6f5c5ba]
> bin/libsteam_api.so(Steam_RunCallbacks+0x25)[0xf6f5e6eb]
> bin/libsteam_api.so(SteamGameServer_RunCallbacks+0x2c)[0xf6f60a47]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x1980f2)[0xf64c20f2]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x119907)[0xf6443907]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x11a5a6)[0xf64445a6]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x11b028)[0xf6445028]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x124bad)[0xf644ebad]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x124dca)[0xf644edca]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x124ec9)[0xf644eec9]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x1adb24)[0xf64d7b24]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x1ab1b6)[0xf64d51b6]
> bin/dedicated_srv.so(+0x99cb5)[0xf7003cb5]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x1ab2ad)[0xf64d52ad]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x1de110)[0xf6508110]
> /home/tf2srv/tf2beta/bin/engine_srv.so(+0x1ab5b7)[0xf64d55b7]
> bin/dedicated_srv.so(+0x99dc0)[0xf7003dc0]
> bin/dedicated_srv.so(+0xb2200)[0xf701c200]
> bin/dedicated_srv.so(+0xb2200)[0xf701c200]
> bin/dedicated_srv.so(+0x58a36)[0xf6fc2a36]
> ./srcds_linux[0x80486f1]
> /lib/libc.so.6(__libc_start_main+0xf5)[0x44fcc865]
> ./srcds_linux[0x804886d]
> === Memory map: 
> *snip*
>
>
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Re: [hlds_linux] .vpk on css

2013-03-03 Thread AnAkIn
Obviously they're going to be moved as the plan is to move all games to the
new content sytem.


2013/3/3 Synth andStuff 

> I want to know this as well.
> sorry for the bump.
>
> On Sat, Mar 2, 2013 at 5:30 PM, Bruno Garcia  >wrote:
>
> > Hello,
> >
> > I wanted to know if the Linux and Windows server and client binaries for
> > CSS are also going to be moved to VPK file system.
> >
> > I'm also interested in knowing if there's going to be any significant HDD
> > space reduction if VPK is used on CSS.
> >
> > Thanks.
> > ___
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Re: [hlds_linux] Q about Steampipe TF2beta

2013-03-01 Thread AnAkIn
I had the same steamclient.so error, but the server would work just fine.


2013/3/1 Svensk Ljud & Ljus Produktion 

> Hi
>
> We have set up a tf2beta server for testing so we can switch to steampipe
> version when its launched.
>
> I would like to know if the error in pic one is just bogus and should be
> ignored or not?
>
> ./steamclient.so
> with error:
> /home//steamklient.so: cannot open shared object file: No such file or
> directory
> http://url.dayofdefeat.se/**pics/steampipe-start1.jpg
>
> When the server was up again then it did print out that it was outdated.
> http://url.dayofdefeat.se/**pics/steampipe-start1-error.**jpg
>
> Then I did this:
>
> ./steamcmd.sh
>
> it downloaded a lot..
>
> login anonymous
> force_install_dir mytf2dir
> app_update 229830
>
> but the last exited with a error and I did kill the server and started it
> again with screen similar to the std tf2, but it still complain about it
> being outdated??
>
> Anyone knowing what I made wrong ? or are all outdated?
>
> Peter
> Sweden
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Re: [hlds_linux] All players experiencing Loss (Rubberband Lag)

2013-03-01 Thread AnAkIn
That Steam support page is very inaccurate and was not written by Valve.
Most of the information here has never been correct.
You should set sv_maxupdaterate and sv_maxcmdrate to 66, not 67. Not sure
that's going to sole your issue though.


2013/3/1 Denis Eliseev 

> This is very old page, with too bad config for current internet speeds and
> for current hardware. Also, on Orangebox engine FPS limited to 66, etc etc
> etc...
> sv_maxcmdrate/updaterate 13 is the best? 60 only for LAN? LOL.
>
> 01.03.2013, 13:14, "David Hurren" :
> > Try having a read of this :
> > https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162
> >
> > Some of your values are overkill!
> >
> > On 1 March 2013 08:32, Supreet  wrote:
> >
> >>  Could anyone help me with this please. I know the cause of choke and I
> have
> >>  done lots of reading on server rates etc. Can Valve actually recommend
> a
> >>  server configuration for 32 man servers. I have confirmed with my host
> that
> >>  it is not a network issue. Everything runs great. It's not a CPU issue
> >>  either. Server are running on E3-1230 3.2 GHz because it happens when
> the
> >>  server has about 20 people in it as well.
> >>
> >>  These are my current configs. Some of them are just overboard like my
> >>  minrate but I get enough bandwidth and speed to be able to get that.
> >>
> >>  sv_minrate 10
> >>  sv_maxrate 20
> >>  sv_max_queries_sec 3
> >>  sv_max_queries_sec_global 10
> >>  sv_maxupdaterate 67
> >>  sv_minupdaterate 40
> >>  sv_maxcmdrate 67
> >>  sv_mincmdrate 60
> >>  net_maxcleartime 0
> >>  net_splitpacket_maxrate 100
> >>
> >>  I was previously forcing sv_minupdaterate to 66 and sv_mincmdrate to
> 66 as
> >>  well so in and out on all clients would be synced up. So I toned the
> >>  minimum rate down to 40 and I still saw that rubberband lag on my
> >>  net_graph. It lasts for literally a split second. Happens every 10-20
> >>  minutes. The server is running on a SSD as well. Could this be a HDD
> issue?
> >>
> >>  Any help from Valve as to what suggested server rates for 32 man
> servers
> >>  would be great since the documentation hasn't really been very specific
> >>  after the forced 66 tickrate and fps update. I also have +fps_max
> 66.66 on
> >>  the command line as well - don't know if that helps
> >>  relieve unnecessary load off the CPU or not but do it anyway.
> >>
> >>  Server run GREAT. No lag at all when the servers full. No body
> complains
> >>  except when it rubberbands like that.
> >>  ___
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> >>  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] Mandatory TF beta updated released

2013-02-27 Thread AnAkIn
How will sv_pure work if it doesn't have the sounds/textures?


2013/2/27 Lambda 

> >Dedicated server: removed textures and sounds from dedicated server
> distribution.  Installation size reduced by approx 7.5GB
>
> This is awesome, thanks!
>
>
> 2013/2/27 Fletcher Dunn 
>
> > Team Fortress 2 Beta:
> > * Fix custom audio sometimes using data from wrong sound cache.
> > * Sound cache for official shipping content now updated with the game,
> > clients no longer need to compute it
> > * Misc audio system optimizations
> > * VPK structure changes.  Deleted "models" and "materials", added
> > "textures".
> > * Reordered files in VPK's to optimize load times by limiting disk
> seeking.
> > * Dedicated server: removed textures and sounds from dedicated server
> > distribution.  Installation size reduced by approx 7.5GB
> > * Synced with TF release
> >
> > Please note that, as a result of the VPK reordering, this update will be
> a
> > large download.  The server download is approximately 500MB.  The client
> > download is approx 2GB.
> >
> > Thank you for testing!
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Time to reverse all changes

2013-02-26 Thread AnAkIn
What Kyle says is true. The drop is probably due to No Steam players who
haven't updated to the new version.


2013/2/26 ics 

> Pretty sure there will be no going back at this point. While Valve offers
> long term support by migrating cs 1.6 to Steampipe and updating the game at
> that point a bit, there will not be further updates, except exploit fixes.
>
> -ics
>
> Kyle Sanderson kirjoitti:
>
>  Are you sure that's still listing all of the no-steam players? I'd suspect
>> that they're no longer using Steam after the update, which would account
>> for the loss (as well).
>>
>> Thanks,
>> Kyle.
>>
>>
>> On Tue, Feb 26, 2013 at 12:00 AM, Ejziponken - 
>> wrote:
>>
>>  I think its time to reverse all the changes (except for steampipe).
>>> Its clearly not working out verry well for the players. It went from 60k
>>> players to 40k players and the graph is still not pointing up after
>>> almost
>>> two weeks.Soon it might be to late, if not already. The new update is
>>> clearly not approved by the community.
>>> Its been two weeks soon and the fixes you released are not working out.
>>>
>>>
>>>
>>> http://steamgraph.net/index.**php?action=graph&jstime=1&**
>>> appid=10q240q730&from=**134904240&to=136183320
>>> __**_
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>>> please visit:
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>>>
>>>  __**_
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>> please visit:
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>>
>
>
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Re: [hlds_linux] Pure server: hl2_sound_misc.vpk does not match

2013-02-23 Thread AnAkIn
I already reported it here:
https://github.com/ValveSoftware/Source-1-Games/issues/174


2013/2/23 Ross Bemrose 

> I think Fletcher Dunn mentioned that sv_pure wasn't quite working on TF2
> Beta yet.
>
>
> On 2/23/2013 12:37 PM, Denis Eliseev wrote:
>
>> Hello... Today I tried to enable sv_pure on my server (Linux)..
>> At loading I see
>> ..
>> Loaded 396 VPK file hashes from /mnt/servers/tf2b-1/hl2/hl2_**models.vpk
>> for pure server operation.
>> Loaded 574 VPK file hashes from 
>> /mnt/servers/tf2b-1/hl2/hl2_**sound_vo_english.vpk
>> for pure server operation.
>> Loaded 381 VPK file hashes from /mnt/servers/tf2b-1/hl2/hl2_**sound_misc.vpk
>> for pure server operation.
>> Loaded 5 VPK file hashes from 
>> /mnt/servers/tf2b-1/platform/**platform_misc.vpk
>> for pure server operation.
>> ...
>> But if I try to connect to my server, I got an error "Disconnect: Pure
>> server: file [GAME]\hl2\hl2_sound_misc.vpk does not match the server's
>> file..
>> D"
>> Meanwile, in the server console..
>> L 02/23/2013 - 17:28:03: "KorDen [32RU]<3><**>"
>> connected, address "31.132.159.24:27005"
>> Client "KorDen [32RU]" connected (31.132.159.24:27005).
>> L 02/23/2013 - 17:28:03: "KorDen [32RU]<3><**>"
>> STEAM USERID validated
>> L 02/23/2013 - 17:28:08: "KorDen [32RU]<3><**>"
>> entered the game
>> [STEAM_0:0:29393893] Pure server: file: GAME\hl2/hl2_sound_misc.vpk ( 10
>> -1  00 ) could not open file to hash ( benign for now ) :
>> 2d05e7f9f42d8b666d576844ee3ac6**c4 :
>>
>> [STEAM_0:0:29393893] Pure server: file: GAME\hl2/hl2_sound_misc.vpk ( 10
>> -1  00 ) unrecognized vpk file : 2d05e7f9f42d8b666d576844ee3ac6
>> **c4 :
>>
>> L 02/23/2013 - 17:28:14: "KorDen [32RU]<3><**Unassigned>"
>> disconnected (reason "Pure server: file [GAME]\hl2\hl2_sound_misc.vpk does
>> not match the server's file.")
>>
>> Could not open file to hash But he already opened it at loading!
>>
>> This problem is on the Windows too
>> Client "Алиса [BND]" connected (212.232.76.83:27005).
>> [STEAM_0:0:18373752] Pure server: file: GAME\hl2\hl2_sound_misc.vpk ( 10
>> -1  00 ) could not open file to hash ( benign for now ) :
>> d05e7f9f42d8b666
>> d576844ee3ac6c4 :
>>
>> What...? Different hashes on windows/linux servers? And no one can't
>> connect to the server with sv_pure 1.
>>
>> __**_
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>> please visit:
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>>
>
>
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Re: [hlds_linux] sv_pure on new file system on CSS

2013-02-20 Thread AnAkIn
sv_pure 2 will be taken out, obviously, as this only work for GCF based
games.
CSGO sv_pure is "supposed" to work fine, and I guess they'll use this code.
If there is a way to bypass it, better say it now though so maybe they'd
fix it.


2013/2/20 Molnár László 

> So
>
> As some before me i would like to now how much will the upadte change pure
> working?
>
> If i remember correct pure is currently not working on CSGO (yes it on but
> you don't need to put much effort to bypass it) and if im correct we can
> except the same thing on CSS/TF2/DOD:S.
>
> What about pure 2 ? Will it work or taken out?
>
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Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

2013-02-14 Thread AnAkIn
Try:
STEAM_RUNTIME=0 STEAMEXE=steamcmd ./steam.sh


2013/2/14 Steve Dudenhoeffer 

> For some silly reason they still require you to execute steam.sh with
> environment variables.
>
> STEAMEXE=steamcmd ./steam.sh
>
> On Thu, Feb 14, 2013 at 1:00 AM, Weasel  wrote:
>
> > I haven't had any cause to do anything with "SteamCMD" prior to now.
> >  Since allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over
> > to it SteamCMD tomorrow, I gave it a shot this evening.  When tried to
> run
> > on hosted CentOS 5.x (32-bit) dedicated server for the first time, the
> > result was, eh  "distressing" to say the least (see below).  So much
> > for my very popular HL1 server as of tomorrow???
> >
> > [code]
> > [not-root]$ ./steam.sh
> > Running Steam on Linux 2.6.18-028stab069.6 32-bit
> > STEAM_RUNTIME is enabled automatically
> > Unpack runtime failed, error code 1
> > Error:
> > Couldn't set up the Steam Runtime. Are you running low on disk space?
> > Continuing...
> > Press enter to continue:
> > ./steam.sh: line 446: ulimit: open files: cannot modify limit: Operation
> > not permitted
> > ./steam.sh: line 473: /usr/not-root/steamcmd/ubuntu12_32/steam: No such
> > file or directory
> > Error:
> > Couldn't start bootstrap and couldn't reinstall from
> > /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz.  Please contact
> technical
> > support.
> > Press enter to continue:
> > [not-root]$
> > [/code]
> >
> > Thought it might be a permissions issue, so I re-applied (all executable,
> > etc.) - no luck.
> > I'd get my paddle out, but apparently I am up the creek without one?
> >
> >
> >
> --
> > Original message this is in reply-to below ...
> >
> >
> --
> > Subject: [hlds_announce] Mandatory Counter-Strike 1.6 and Half-Life 1
> > deathmatch update coming
> > From: Alfred Reynolds 
> > Date: Wed, 2013/02/13 05:03 PM
> > To: Half-Life dedicated Win32 server mailing list , Half-Life dedicated
> > Linux server mailing list , "'hlds_annou...@list.valvesoftware.com'"
> >
> > We're working on a mandatory update for Counter-Strike 1.6 and Half-Life
> 1
> > deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The
> > update will need to be downloaded using the steamcmd tool, documented
> here:
> > https://developer.valvesoftware.com/wiki/SteamCMD
> > Use appid 90.
> >
> > You can get the vast majority of the update right now, the beta bits will
> > be flipped to the public ones tomorrow with a tiny incremental update at
> > that time.
> >
> > - Alfred
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-12 Thread AnAkIn
sv_maxrate default is 0, which is unlimited.


2013/2/12 Ejziponken - 

>
> What is sv_maxrate defaults? If its 30k then how will 100k change that? :S
>
> > From: alf...@valvesoftware.com
> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Date: Mon, 11 Feb 2013 21:20:21 +
> > Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update
> >
> > We have another update, changes are:
> > - fixed hltv demos being corrupted
> > - fixed downloading of custom sprays from users
> > - increased max rate to 100k (sv_min/maxrate still apply and defaults
> for them are unchanged)
> > - changed timing function to call clock_gettime(), this should cause
> more stable frame rates
> >
> >
> > As a reminder the plan is to make this the public release later this
> week, and that update will be required.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> > Sent: Friday, February 08, 2013 3:03 PM
> > To: h...@list.valvesoftware.com; Half-Life dedicated Linux server
> mailing list (hlds_linux@list.valvesoftware.com);
> hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds] Counter-Strike 1.6 beta server update
> >
> > We have another update, changes are:
> > - fixed hltv being unable to record demos under Linux
> > - fixed dedicated servers listing as a listen server
> > - (partially) fixed hltv listing on the master servers (you need a
> client update plus we need to do a server update to totally fix this)
> >
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> > Sent: Thursday, February 07, 2013 10:41 AM
> > To: Half-Life dedicated Linux server mailing list (
> hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds] Counter-Strike 1.6 beta server update
> >
> > We have another update, changes are:
> > - fixed hltv failing to launch
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> > Sent: Friday, February 01, 2013 2:07 PM
> > To: h...@list.valvesoftware.com; Half-Life dedicated Linux server
> mailing list (hlds_linux@list.valvesoftware.com);
> hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update
> >
> > We have released an update to this beta. This update includes 1.6 server
> changes so you should update.
> >
> > Fixes include:
> > - Fixed failing to launch on old OS distributions (I am looking at you
> FreeBSD emu layer)
> > - Fixed flashbang causing mp_fadetoblack to be ignored
> >
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> > Sent: Thursday, January 31, 2013 1:39 PM
> > To: Half-Life dedicated Linux server mailing list (
> hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds] Counter-Strike 1.6 beta server update
> >
> > We have released an update to this beta. This update includes some good
> CS 1.6 server changes so you should update.
> >
> > Fixes include:
> > - Fixed rotating objects stopping after some period in a map
> > - Fixed potential upload exploit that let a client put a new file on
> your server (they could not touch/replace existing files)
> > - Fixed respawn bug in CS 1.6 if you died from drowning
> >
> >
> > I've got more CS 1.6 fixes planned, we are keeping track of the bugs
> over at https://github.com/ValveSoftware/steam-for-linux/issues so report
> things you want fixed (and features within reason).
> >
> > - Alfred
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> > Sent: Monday, January 28, 2013 3:29 PM
> > To: h...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com;
> Half-Life dedicated Linux server mailing list (
> hlds_linux@list.valvesoftware.com)
> > Subject: [hlds_linux] Counter-Strike 1.6 beta server
> >
> > We have begun testing of Half-Life and Counter-Strike 1.6 on OSX and
> Linux. In support of this we have updated the dedicated server and
> converted it to using the new Steampipe system. You can access the new
> version via Steampipe right now, it remains network compatible with older
> clients.
> >
> > To access the beta please follow the steamcmd instructions on our
> developer wiki, https://developer.valvesoftware.com/wiki/SteamCMD,
> Counter-Strike 1.6 dedicated server is currently available as appid 90 (and
> will continue to use this appid after full release).
> >
> > The changes in this version are numerous (and some fixes 

Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-11 Thread AnAkIn
Considering anything over 100 is pointless, why would you want this?


2013/2/11 px 

> Hello, Alfred.
>
> Taking about frame rate, in this article
> https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162
> stated:
> If  you  set sys_ticrate (HLDS) or fps_max (SRCDS) to 1000, most Intel
> CPUs  running  on  Intel  chipsets  will run the full 1000fps (plus or
> minus  a  few).  AMD  CPUs  and  Intel  CPUs  on non Intel motherboard
> chipsets may only run at 500FPS with a setting of 1000.
>
> Can this limit be removed?
>
> > We have another update, changes are:
> > - fixed hltv demos being corrupted
> > - fixed downloading of custom sprays from users
> > - increased max rate to 100k (sv_min/maxrate still apply and defaults
> for them are unchanged)
> > - changed timing function to call clock_gettime(), this should cause
> more stable frame rates
>
>
> > As a reminder the plan is to make this the public release later
> > this week, and that update will be required.
>
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred
> Reynolds
> > Sent: Friday, February 08, 2013 3:03 PM
> > To: h...@list.valvesoftware.com; Half-Life dedicated Linux server
> > mailing list (hlds_linux@list.valvesoftware.com);
> > hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds] Counter-Strike 1.6 beta server update
>
> > We have another update, changes are:
> > - fixed hltv being unable to record demos under Linux
> > - fixed dedicated servers listing as a listen server
> > - (partially) fixed hltv listing on the master servers (you need a
> > client update plus we need to do a server update to totally fix this)
>
>
>
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred
> Reynolds
> > Sent: Thursday, February 07, 2013 10:41 AM
> > To: Half-Life dedicated Linux server mailing list
> > (hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com;
> > hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds] Counter-Strike 1.6 beta server update
>
> > We have another update, changes are:
> > - fixed hltv failing to launch
>
>
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred
> Reynolds
> > Sent: Friday, February 01, 2013 2:07 PM
> > To: h...@list.valvesoftware.com; Half-Life dedicated Linux server
> > mailing list (hlds_linux@list.valvesoftware.com);
> > hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update
>
> > We have released an update to this beta. This update includes 1.6
> > server changes so you should update.
>
> > Fixes include:
> > - Fixed failing to launch on old OS distributions (I am looking at you
> FreeBSD emu layer)
> > - Fixed flashbang causing mp_fadetoblack to be ignored
>
>
>
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred
> Reynolds
> > Sent: Thursday, January 31, 2013 1:39 PM
> > To: Half-Life dedicated Linux server mailing list
> > (hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com;
> > hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds] Counter-Strike 1.6 beta server update
>
> > We have released an update to this beta. This update includes some
> > good CS 1.6 server changes so you should update.
>
> > Fixes include:
> > - Fixed rotating objects stopping after some period in a map
> > - Fixed potential upload exploit that let a client put a new file
> > on your server (they could not touch/replace existing files)
> > - Fixed respawn bug in CS 1.6 if you died from drowning
>
>
> > I've got more CS 1.6 fixes planned, we are keeping track of the
> > bugs over at https://github.com/ValveSoftware/steam-for-linux/issues
> > so report things you want fixed (and features within reason).
>
> > - Alfred
>
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred
> Reynolds
> > Sent: Monday, January 28, 2013 3:29 PM
> > To: h...@list.valvesoftware.com;
> > hlds_annou...@list.valvesoftware.com; Half-Life dedicated Linux
> > server mailing list (hlds_linux@list.valvesoftware.com)
> > Subject: [hlds_linux] Counter-Strike 1.6 beta server
>
> > We have begun testing of Half-Life and Counter-Strike 1.6 on OSX
> > and Linux. In support of this we have updated the dedicated server
> > and converted it to using the new Steampipe system. You can access
> > the new version via Steampipe right now, it remains network compatible
> with older clients.
>
> > To access the beta please follow the steamcmd instructions on our
> > developer wiki, https://developer.valvesoftware.com/wiki/SteamCMD,
> > Counter-Strike 1.6 dedicated server is currently available as 

Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-04 Thread AnAkIn
Is it planned to have a similar GCC/GLIBC update for Orange Box engine
games? It's still being built with glibc 2.3.4 or around, which is like 6
years old or moree.


2013/2/4 Alfred Reynolds 

> You will need to upgrade to GLIBC 2.11, this was a case of providing the
> greatest good. To use GCC 4.6 (and beyond) we needed to bump the min GLIBC
> up to 2.11, so you will need to update your OS/find a new distro. GLIBC
> 2.11 is over 3 years old now so hopefully your provider of choice can
> update by now.
>
> - Alfred
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steve Dudenhoeffer
> Sent: Sunday, February 03, 2013 6:50 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update
>
> engine_i486.so (and potentially the others), are linked against GLIBC 2.7,
> while all of the other games require lower versions (eg: csgo's engine.so
> seems to require 2.3).  Can anything be done to bring this more in line
> with the other games?
>
> On Sun, Feb 3, 2013 at 5:56 PM, Andre Müller 
> wrote:
>
> > It's not good to run a gameserver or other things with root privileges.
> > I hope your server is not direct connected to the internet.
> >
> > ___
> > 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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> please visit:
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[hlds_linux] CSS sync

2012-11-03 Thread AnAkIn
Hey,

Any chance we can get a CSS sync? It's quite annoying to have to support
different versions of the same plugin for TF2/DoDS and CSS.

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

2012-10-26 Thread AnAkIn
Update
- Compatibility with the new TF2 update

If you have a Linux server, you might need to redownload:
http://tftrue.redline-utilities.net/TriggerBotDetector.zip

2012/9/12 doc 

> From what I gathered the "name protection" is one of those things that is
> nice to have because it's easy to implement, but it usually won't happen
> anymore; mostly because 'name' doesn't work in orangebox games.
>
> On Wed, Sep 12, 2012 at 12:54 AM, AnAkIn  wrote:
>
> > You can't change your in-game name with "name" in Orange Box engine
> games.
> >
> > 2012/9/12 Herover 
> >
> > > 2012/9/12 Rudy Bleeker :
> > > > On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn  wrote:
> > > >> - Detect name hacks (different name in-game than on Steam)
> > > >
> > > > What is the problem with this? I assume it's done by using the "name"
> > > > console command from your game client. I fail to see why this is a
> > > > hack or cheat or whatever...
> > >
> > > As a alternative, it could be done by querying the steam community
> > > with a steam id, which is completely legal.
> > >
> > > _______
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> > --
> > 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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>
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Re: [hlds_linux] TF beta has been updated

2012-10-26 Thread AnAkIn
Any reason for that interface to still exist on Windows?

2012/10/26 Fletcher Dunn 

> The symbol disappeared not because it was hidden, but because that
> interface doesn't even exist any more.  To use the same allocator that the
> engine uses, just call malloc and friends.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
> Sent: Friday, October 26, 2012 8:01 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF beta has been updated
>
> I could fix tier1 and mathlib and got my plugin to load on TF2 Beta.
> Fixed libs:
> http://tftrue.redline-utilities.net/libs/
>
> It needs you to have -DNO_MALLOC_OVERRIDE in your Linux makefile.
> You might also need to link against libtier0_srv.so and libvstdlib_srv.so
> in your makefile.
> Make sure you remove the other libraries (choreoobjects, dmxloader,
> particles, tier2, and tier3 as they still have the g_pMemAlloc symbol, and
> shouldn't be needed for your plugin to work.
>
>
> 2012/10/26 AnAkIn 
>
> > Ok, I just tried and there are much more modifications to do to get
> > tier1_486.a to compile with NO_MALLOC_OVERRIDE.
> >
> >
> > 2012/10/26 AnAkIn 
> >
> >> That should do it:
> >> 1) Set NO_MALLOC_OVERRIDE in your project, you can remove
> >> memoverride.cpp and tier0/memdbgon.h includes
> >> 2) If you're linking against tier1_486.a, set NO_MALLOC_OVERRIDE in
> >> tier1 project and rebuild it.
> >>
> >> 2012/10/26 bottige...@gmail.com 
> >>
> >> I just checked the newest beta, and it appears to be missing the
> >>> symbol g_pMemAlloc from tier0_srv.so while it is present in tier0.so.
> >>> I believe all plugins currently rely on this and must be recompiled
> >>> to be compatible with the new changes.
> >>>
> >>> How do I get the newest SDK to recompile? Whenever I try to click
> >>> Create a Mod in Source SDK for Team Fortress 2, it says "Support for
> >>> creating total conversions are not available using this engine
> >>> versions".
> >>>
> >>> On Thu, Oct 25, 2012 at 9:03 PM, Fletcher Dunn
> >>>  wrote:
> >>> > Just to be clear...
> >>> >
> >>> > The update will be sometime tomorrow.  Hopefully in the morning.
> >>> > By
> >>> which I mean Pacific-Northwest-Valve-Time morning.  By which I mean
> >>> we hope it will be out in the morning but might not be.
> >>> >
> >>> > We will not be updating the beta again before then.  The binaries
> >>> currently in the beta have the same filenames and level of included
> >>> symbol data as the binaries that we will release tomorrow.  Putting
> >>> the symbols back in was the main reason we updated the beta.  If a
> >>> plugin works with those binaries, it is highly likely that it will
> >>> work with the real binaries tomorrow.
> >>> >
> >>> > -Original Message-
> >>> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> >>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> >>> > Sent: Thursday, October 25, 2012 8:39 PM
> >>> > To: Half-Life dedicated Linux server mailing list
> >>> > Subject: Re: [hlds_linux] TF beta has been updated
> >>> >
> >>> > Well, given Valve time, we'll probably have until mid-afternoon
> >>> Pacific tomorrow.
> >>> >
> >>> > On 10/25/2012 11:38 PM, Robert Paulson wrote:
> >>> >> How much time do we have between the unstripped beta and the
> >>> >> stable
> >>> release?
> >>> >>
> >>> >> On Thu, Oct 25, 2012 at 8:34 PM, Ross Bemrose
> >>> >> 
> >>> wrote:
> >>> >>> Like previously predicted, this server binary update will
> >>> >>> accompany the TF2 Halloween update tomorrow.
> >>> >>>
> >>> >>> Hopefully this doesn't cause other issues.
> >>> >>>
> >>> >>>
> >>> >>> On 10/25/2012 11:26 PM, doc wrote:
> >>> >>>> 12 hours from the time Fletch sent the message would put it at
> 5am.
> >>> >>>> "Morning" in the northwest is a vague time somewhere around
> >>> >>>> 11am-1pm. So about 15 hour

Re: [hlds_linux] TF beta has been updated

2012-10-26 Thread AnAkIn
I could fix tier1 and mathlib and got my plugin to load on TF2 Beta.
Fixed libs:
http://tftrue.redline-utilities.net/libs/

It needs you to have -DNO_MALLOC_OVERRIDE in your Linux makefile.
You might also need to link against libtier0_srv.so and libvstdlib_srv.so
in your makefile.
Make sure you remove the other libraries (choreoobjects, dmxloader,
particles, tier2, and tier3 as they still have the g_pMemAlloc symbol, and
shouldn't be needed for your plugin to work.


2012/10/26 AnAkIn 

> Ok, I just tried and there are much more modifications to do to get
> tier1_486.a to compile with NO_MALLOC_OVERRIDE.
>
>
> 2012/10/26 AnAkIn 
>
>> That should do it:
>> 1) Set NO_MALLOC_OVERRIDE in your project, you can remove memoverride.cpp
>> and tier0/memdbgon.h includes
>> 2) If you're linking against tier1_486.a, set NO_MALLOC_OVERRIDE in tier1
>> project and rebuild it.
>>
>> 2012/10/26 bottige...@gmail.com 
>>
>> I just checked the newest beta, and it appears to be missing the
>>> symbol g_pMemAlloc from tier0_srv.so while it is present in tier0.so.
>>> I believe all plugins currently rely on this and must be recompiled to
>>> be compatible with the new changes.
>>>
>>> How do I get the newest SDK to recompile? Whenever I try to click
>>> Create a Mod in Source SDK for Team Fortress 2, it says "Support for
>>> creating total conversions are not available using this engine
>>> versions".
>>>
>>> On Thu, Oct 25, 2012 at 9:03 PM, Fletcher Dunn
>>>  wrote:
>>> > Just to be clear...
>>> >
>>> > The update will be sometime tomorrow.  Hopefully in the morning.  By
>>> which I mean Pacific-Northwest-Valve-Time morning.  By which I mean we hope
>>> it will be out in the morning but might not be.
>>> >
>>> > We will not be updating the beta again before then.  The binaries
>>> currently in the beta have the same filenames and level of included symbol
>>> data as the binaries that we will release tomorrow.  Putting the symbols
>>> back in was the main reason we updated the beta.  If a plugin works with
>>> those binaries, it is highly likely that it will work with the real
>>> binaries tomorrow.
>>> >
>>> > -Original Message-
>>> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
>>> > Sent: Thursday, October 25, 2012 8:39 PM
>>> > To: Half-Life dedicated Linux server mailing list
>>> > Subject: Re: [hlds_linux] TF beta has been updated
>>> >
>>> > Well, given Valve time, we'll probably have until mid-afternoon
>>> Pacific tomorrow.
>>> >
>>> > On 10/25/2012 11:38 PM, Robert Paulson wrote:
>>> >> How much time do we have between the unstripped beta and the stable
>>> release?
>>> >>
>>> >> On Thu, Oct 25, 2012 at 8:34 PM, Ross Bemrose 
>>> wrote:
>>> >>> Like previously predicted, this server binary update will accompany
>>> >>> the TF2 Halloween update tomorrow.
>>> >>>
>>> >>> Hopefully this doesn't cause other issues.
>>> >>>
>>> >>>
>>> >>> On 10/25/2012 11:26 PM, doc wrote:
>>> >>>> 12 hours from the time Fletch sent the message would put it at 5am.
>>> >>>> "Morning" in the northwest is a vague time somewhere around
>>> >>>> 11am-1pm. So about 15 hours from my message.
>>> >>>>
>>> >>>> On Thu, Oct 25, 2012 at 5:58 PM, Emil Larsson 
>>> wrote:
>>> >>>>
>>> >>>>> Looking at the timezone Valve is within, I assume that would be
>>> >>>>> over at least 12 hours from now, right?
>>> >>>>>
>>> >>>>> On Fri, Oct 26, 2012 at 2:54 AM, Fletcher Dunn
>>> >>>>> wrote:
>>> >>>>>
>>> >>>>>> We are expecting to release the update Friday morning.
>>> >>>>>>
>>> >>>>>> Cheers,
>>> >>>>>> Fletch
>>> >>>>>>
>>> >>>>>> -Original Message-
>>> >>>>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>>> >>>>>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew
>>> &

Re: [hlds_linux] TF beta has been updated

2012-10-26 Thread AnAkIn
Ok, I just tried and there are much more modifications to do to get
tier1_486.a to compile with NO_MALLOC_OVERRIDE.

2012/10/26 AnAkIn 

> That should do it:
> 1) Set NO_MALLOC_OVERRIDE in your project, you can remove memoverride.cpp
> and tier0/memdbgon.h includes
> 2) If you're linking against tier1_486.a, set NO_MALLOC_OVERRIDE in tier1
> project and rebuild it.
>
> 2012/10/26 bottige...@gmail.com 
>
> I just checked the newest beta, and it appears to be missing the
>> symbol g_pMemAlloc from tier0_srv.so while it is present in tier0.so.
>> I believe all plugins currently rely on this and must be recompiled to
>> be compatible with the new changes.
>>
>> How do I get the newest SDK to recompile? Whenever I try to click
>> Create a Mod in Source SDK for Team Fortress 2, it says "Support for
>> creating total conversions are not available using this engine
>> versions".
>>
>> On Thu, Oct 25, 2012 at 9:03 PM, Fletcher Dunn
>>  wrote:
>> > Just to be clear...
>> >
>> > The update will be sometime tomorrow.  Hopefully in the morning.  By
>> which I mean Pacific-Northwest-Valve-Time morning.  By which I mean we hope
>> it will be out in the morning but might not be.
>> >
>> > We will not be updating the beta again before then.  The binaries
>> currently in the beta have the same filenames and level of included symbol
>> data as the binaries that we will release tomorrow.  Putting the symbols
>> back in was the main reason we updated the beta.  If a plugin works with
>> those binaries, it is highly likely that it will work with the real
>> binaries tomorrow.
>> >
>> > -Original Message-
>> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
>> > Sent: Thursday, October 25, 2012 8:39 PM
>> > To: Half-Life dedicated Linux server mailing list
>> > Subject: Re: [hlds_linux] TF beta has been updated
>> >
>> > Well, given Valve time, we'll probably have until mid-afternoon Pacific
>> tomorrow.
>> >
>> > On 10/25/2012 11:38 PM, Robert Paulson wrote:
>> >> How much time do we have between the unstripped beta and the stable
>> release?
>> >>
>> >> On Thu, Oct 25, 2012 at 8:34 PM, Ross Bemrose 
>> wrote:
>> >>> Like previously predicted, this server binary update will accompany
>> >>> the TF2 Halloween update tomorrow.
>> >>>
>> >>> Hopefully this doesn't cause other issues.
>> >>>
>> >>>
>> >>> On 10/25/2012 11:26 PM, doc wrote:
>> >>>> 12 hours from the time Fletch sent the message would put it at 5am.
>> >>>> "Morning" in the northwest is a vague time somewhere around
>> >>>> 11am-1pm. So about 15 hours from my message.
>> >>>>
>> >>>> On Thu, Oct 25, 2012 at 5:58 PM, Emil Larsson 
>> wrote:
>> >>>>
>> >>>>> Looking at the timezone Valve is within, I assume that would be
>> >>>>> over at least 12 hours from now, right?
>> >>>>>
>> >>>>> On Fri, Oct 26, 2012 at 2:54 AM, Fletcher Dunn
>> >>>>> wrote:
>> >>>>>
>> >>>>>> We are expecting to release the update Friday morning.
>> >>>>>>
>> >>>>>> Cheers,
>> >>>>>> Fletch
>> >>>>>>
>> >>>>>> -Original Message-
>> >>>>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> >>>>>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew
>> >>>>>> Phaun
>> >>>>>> Sent: Thursday, October 25, 2012 4:34 PM
>> >>>>>> To: Half-Life dedicated Linux server mailing list
>> >>>>>> Subject: Re: [hlds_linux] TF beta has been updated
>> >>>>>>
>> >>>>>> Not to be a derp, but by soon I assume you mean soon tonight?
>> >>>>>> ___
>> >>>>>> To unsubscribe, edit your list preferences, or view the list
>> >>>>>> archives, please visit:
>> >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >>>>>>
>> >>>&g

Re: [hlds_linux] TF beta has been updated

2012-10-26 Thread AnAkIn
t;>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list
> >>>> archives, please visit:
> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



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

2012-09-12 Thread AnAkIn
There are many hacks that change your nickname without changing it on Steam
Community.

The detection is not perfect ATM though, because there are many server side
filters which cause your name to be a little different than the Steam one.
You can still check manually and see if the name is really totally
different than the Steam one.

2012/9/12 doc 

> From what I gathered the "name protection" is one of those things that is
> nice to have because it's easy to implement, but it usually won't happen
> anymore; mostly because 'name' doesn't work in orangebox games.
>
> On Wed, Sep 12, 2012 at 12:54 AM, AnAkIn  wrote:
>
> > You can't change your in-game name with "name" in Orange Box engine
> games.
> >
> > 2012/9/12 Herover 
> >
> > > 2012/9/12 Rudy Bleeker :
> > > > On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn  wrote:
> > > >> - Detect name hacks (different name in-game than on Steam)
> > > >
> > > > What is the problem with this? I assume it's done by using the "name"
> > > > console command from your game client. I fail to see why this is a
> > > > hack or cheat or whatever...
> > >
> > > As a alternative, it could be done by querying the steam community
> > > with a steam id, which is completely legal.
> > >
> > > _______
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> > --
> > 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
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



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

2012-09-12 Thread AnAkIn
You can't change your in-game name with "name" in Orange Box engine games.

2012/9/12 Herover 

> 2012/9/12 Rudy Bleeker :
> > On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn  wrote:
> >> - Detect name hacks (different name in-game than on Steam)
> >
> > What is the problem with this? I assume it's done by using the "name"
> > console command from your game client. I fail to see why this is a
> > hack or cheat or whatever...
>
> As a alternative, it could be done by querying the steam community
> with a steam id, which is completely legal.
>
> ___
> 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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AnAkIn
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-11 Thread AnAkIn
With the same old features as before:

- Detect prediction hacks (crit hacks & no spread hacks)
- Detect an exploit to fully bypass Valve anti speedhack protection (which
do not even really work by default)
- Detect name hacks (different name in-game than on Steam)
- Detect potential triggerbots based on heuristics
- Detect potential auto zoom/auto stickybomb det/auto airblast/auto cloak
hacks based on heuristics

2012/9/11 Cameron Munroe 

> So now how does it work?
>
> Sent from my android device.
>
>
>
> -Original Message-
> From: AnAkIn 
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> Sent: Tue, 11 Sep 2012 12:00 PM
> Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
> detection plugin
>
> I updated it to totally remove the screenshot feature now.
>
> 2012/9/11 AnAkIn 
>
> > I updated it to disable the screenshot feature under TF2 & DoD S. Still
> > available on CSS.
> >
> > --
> > 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
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



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

2012-09-11 Thread AnAkIn
I updated it to totally remove the screenshot feature now.

2012/9/11 AnAkIn 

> I updated it to disable the screenshot feature under TF2 & DoD S. Still
> available on CSS.
>
> --
> Best regards,
> AnAkIn
>
>
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-11 Thread AnAkIn
I updated it to disable the screenshot feature under TF2 & DoD S. Still
available on CSS.

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

2012-08-16 Thread AnAkIn
There seem to be a problem since latest TF2 update, the prediction hack
(crit hack/no spread) detection has many false positives. This may only
happen on MvM, I wasn't able to reproduce the issue yet.

2012/8/10 Kyle Sanderson 

> He actually replied to the existing thread :O
>
> > Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip
>
> Looking inside of the Readme.txt file inside the archive, it describes
> those new features, so I think it's the same name.
>
> Thanks,
> Kyle.
>
> On Thu, Aug 9, 2012 at 4:07 PM, Leon Hunter  wrote:
> > AnAkIn,
> >
> >
> >
> > When posting change logs for ‘fix’ modifications, its always best to
> include
> > a download link so new users on the mailing list can download it.
> >
> >
> >
> > (And in this case, I have the old link but you have indicated it was
> > renamed, so I don’t know if it’s the old version or not)
> >
> >
> >
> > -Leon
> >
> >
> >
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
> > Sent: Friday, 10 August 2012 7:32 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread)
> > detection plugin
> >
> >
> >
> > Update v1.8:
> > - The plugin has been renamed to AnAkIn’s Anti-Cheat as it got more than
> the
> > triggerbot detection
> > - The detections were not working for some servers running Sourcemod,
> this
> > has now been fixed
> > - New detection, name hacks, it detects if someone is using a different
> name
> > in game than on Steam. This detection requires the server to be
> connected to
> > a Steam account, otherwise it isn’t able to query the player name.
> > You can create an empty Steam account and set the aac_accountname and
> > aac_password cvars to the account information.
> > You can check if the account has correctly connected to Steam with the
> > aac_accountstatus command.
> > DO NOT use the same account for more than one server. You can’t connect
> in a
> > Steam account from more than one place!
> >
> > Note: the name hack detection SHOULD work without any issues, it has been
> > tested on some servers and I think I fixed any issues it might have so
> far.
> > I can’t say there won’t be any bug with it for now, as I’ve had some
> > problems with the way Steam sends the name for some people and had to
> make a
> > workaround, which is not perfect, but it can work. If it turns out to
> not be
> > working, I will find a different solution.
> >
> >
> >
> > 2012/7/21 AnAkIn 
> >
> > No, they told me back in April that they had a fix, but they never
> released
> > it.
> >
> > 2012/7/21 Essay Tew Phaun 
> >
> > Has Valve fixed the crit exploit yet?
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> >
> >
> > --
> > Best regards,
> > AnAkIn
> >
> >
> >
> >
> > --
> > 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
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>



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[hlds_linux] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread AnAkIn
Hi,

Today, I found out that my servers were running at 100 FPS/tickrate. After
checking, I found out that -tickrate has been added back with the latest
TF2 update. I thought the plan was to have all servers run at a tickrate of
66. Why has the command line option been added back?

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

2012-08-09 Thread AnAkIn
I thought the original post was included in, but just found out it wasn't.
The link it still the same:
http://tftrue.redline-utilities.net/TriggerBotDetector.zip

and the plugin auto updates.

2012/8/10 Leon Hunter 

> AnAkIn,
>
> ** **
>
> When posting change logs for ‘fix’ modifications, its always best to
> include a download link so new users on the mailing list can download it.*
> ***
>
> ** **
>
> (And in this case, I have the old link but you have indicated it was
> renamed, so I don’t know if it’s the old version or not)
>
> * *
>
> *-Leon*
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
> *Sent:* Friday, 10 August 2012 7:32 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread)
> detection plugin
>
> ** **
>
> Update v1.8:
> - The plugin has been renamed to AnAkIn’s Anti-Cheat as it got more than
> the triggerbot detection
> - The detections were not working for some servers running Sourcemod, this
> has now been fixed
> - New detection, name hacks, it detects if someone is using a different
> name in game than on Steam. This detection requires the server to be
> connected to a Steam account, otherwise it isn’t able to query the player
> name.
> You can create an empty Steam account and set the aac_accountname and
> aac_password cvars to the account information.
> You can check if the account has correctly connected to Steam with the
> aac_accountstatus command.
> DO NOT use the same account for more than one server. You can’t connect in
> a Steam account from more than one place!
>
> Note: the name hack detection SHOULD work without any issues, it has been
> tested on some servers and I think I fixed any issues it might have so far.
> I can’t say there won’t be any bug with it for now, as I’ve had some
> problems with the way Steam sends the name for some people and had to make
> a workaround, which is not perfect, but it can work. If it turns out to not
> be working, I will find a different solution.
>
> ** **
>
> 2012/7/21 AnAkIn 
>
> No, they told me back in April that they had a fix, but they never
> released it.
>
> 2012/7/21 Essay Tew Phaun 
>
> Has Valve fixed the crit exploit yet?
>
> 
>
> _______
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
>
> --
> Best regards,
> AnAkIn
>
>
>
>
> --
> 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
>
>


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Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-09 Thread AnAkIn
My servers don't show up in either server browser or in that list at all,
does that mean they're banned? I thought they would show up in that list
with "reject" if they are.

2012/8/9 Ulrich Block 

> Am 09.08.2012 22:58, schrieb Jeff Sugar:
>
>  I was just about to ask that, too. I really expected inputting a domain to
>> work
>>
>> On Thu, Aug 9, 2012 at 1:14 PM, Kyle Sanderson 
>> wrote:
>>
>>  Any chance at DNS resolving support?<http://api.**
>>> steampowered.com/ISteamApps/**GetServersAtAddress/v0001?**
>>> addr=4.2.2.1&format=json<http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=4.2.2.1&format=json>
>>> >
>>>
>>> Thanks,
>>> Kyle.
>>>
>>> On Thu, Aug 9, 2012 at 1:03 PM, Jesse Molina 
>>> wrote:
>>>
>>>> Yea, the first thing I am going to do is write a Nagios/Icinga test
>>>>
>>> script
>>>
>>>> for this and start polling.  I am sure Valve expects this, or at least
>>>>
>>> they
>>>
>>>> should.
>>>>
>>>> It should be noted that you can add the port on the end of the IP in the
>>>>
>>> URI
>>>
>>>> and it resolves just fine.  This is important for people who stack
>>>>
>>> servers
>>>
>>>> on a single IP.
>>>>
>>>>
>>>>
>>>>
>>>> ics wrote:
>>>>
>>>>> Why would you need to do that? If no issues occur, servers will stay
>>>>> connected. This is just tool to help out "just incase" so you can
>>>>> eliminate the issue on Valve's end.
>>>>>
>>>>> Btw, good tools are always welcome! This propably helps some but i
>>>>> think
>>>>> it will bury on that message alone. Perhaps create a support article on
>>>>> it?
>>>>>
>>>>> -ics
>>>>>
>>>>> 9.8.2012 21:21, Herover kirjoitti:
>>>>>
>>>>>> Would it be abusive to automaticaly check status on a/multiple server
>>>>>> once a hour/once a day?
>>>>>>
>>>>>>
>>>>>>  Please note: This WebAPI is intended for troubleshooting purposes
>>>>>>>>> only.
>>>>>>>>> Automated use of this WebAPI to scrape the server list or make
>>>>>>>>> excessively frequent checks (more frequent than once every 10
>>>>>>>>> minutes or so) is considered abusive.
>>>>>>>>>
>>>>>>>>> - Fletch
>>>>>>>>>
>>>>>>>> __**_
>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>> please visit:
>>>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**
>>>>>> hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>>>>
>>>>>
>>>>>
>>>>> __**_
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>>>
>>>>
>>>> --
>>>> # Jesse Molina
>>>> # Mail = je...@opendreams.net
>>>> # Cell = 1-602-323-7608
>>>>
>>>>
>>>>
>>>>
>>>> __**_
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>
>>>  __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>
>>
> Just some example code written in PHP to check if the server is secured
> and listed:
> http://www.ulrich-block.de/**ist-mein-server-steam-secured/<http://www.ulrich-block.de/ist-mein-server-steam-secured/>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>



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Re: [hlds_linux] Half-Life 1 dedicated server update released

2012-07-28 Thread AnAkIn
Has the old reporting method been disabled yet? I still see fake servers in
the list.

2012/7/13 Fletcher Dunn 

> I am seeing your servers on that IP.  It looks like your client is still
> searching using the old master, but your server is heartbeating to the new
> one.
>
> We are working on speeding up the changover to get all servers
> heartbeating to the new master, and all clients searching it, too.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> Sent: Friday, July 13, 2012 10:40 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Half-Life 1 dedicated server update released
>
> In case this helps any...
>
> status
> hostname:  Ooks Classic OP4
> version :  48/1.1.2.1/Stdio 5447 secure  (50) tcp/ip  :  10.0.0.10:27017
> map :  3highlakes at: 0 x, 0 y, 0 z
> players :  0 active (16 max)
>
> status
> hostname:  Ooks PB - timeouts fixed - running linux version :  48/
> 1.1.2.1/Stdio 5447 secure  (50) tcp/ip  :  10.0.0.10:27015
> map :  private_beach_v2 at: 0 x, 0 y, 0 z
> players :  0 active (16 max)
>
>
> 10.0.0.10 is my internal ip - been using that for years
>
>
>
> On 07/13/2012 10:36 AM, Ook wrote:
> > Sorry, too many things happening this morning, didn't get to it yet
> > :-)
> >
> > I run two OP4 servers, and you can find them here:
> >
> > current ip: 72.160.94.10:27015 and 72.160.94.10:27017
> >
> > My ip is dynamic, I tell my players to connect to
> > ooksserver.no-ip.info, and that usually works just fine:
> >
> > OoksServer.no-ip.info:27015
> > OoksServer.no-ip.info:27017
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



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Re: [hlds_linux] [hlds] OB Servers Dont Appear On Server List

2012-07-23 Thread AnAkIn
Mods are running on a older version of the OB engine though, which still
have heartbeat and setmaster. Won't that still work on those?

2012/7/23 Fletcher Dunn 

> We shall fix the sv_region getting slammed in the next day or so!
>
> setmaster doesn't do anything anymore.  The UDP heartbeating has been
> deleted entirely.
>
> When windows servers aren't working but Linux ones are, a common problem
> is that there are Steam binaries on the windows box that are being used.
>  (A steam client that has not been updated in a while.)
>
> Can you provide some more info about the mods that aren't listing?  What
> is the gamedir?  Give me an IP or two that you think should be listed but
> isn't.  (Feel free to email me those details directly if you would rather
> not post them on the list.)
>
> - Fletch
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of PAL-18
> Sent: Sunday, July 22, 2012 10:09 PM
> To: h...@list.valvesoftware.com
> Subject: Re: [hlds] OB Servers Dont Appear On Server List
>
> Well i fixed my problem half way.  Turns out the DODS server was out of
> date, which was why it wasnt displaying on server list.  My 3rd party
> modication (Modular Combat) server still doesnt display on the server list
> though.  I installed a fresh version of orangebox and the mod, and it still
> doesnt display on the server list.
>
> The server is making a connection to the master server list, see below:
>
> Adding master server 208.64.200.52:27011 Adding master server
> 208.64.200.39:27011 Connection to Steam servers successful.
> VAC secure mode is activated.
>
> Could the IPs be blacklisted? Does valve do that for 3rd party mod servers?
>
> ___
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> please visit:
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>
> ___
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Re: [hlds_linux] [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-07-21 Thread AnAkIn
I just found out that the plugin was broken since an update about two weeks
ago (it was not detecting anything anymore). I've fixed it and it should
now be more resistant to future updates.

2012/4/14 AnAkIn 

> I updated it, it should now be fully compatible with CSS & DoD S.
>
> Le 12 avril 2012 18:55, AnAkIn  a écrit :
> > I forgot to mention there is an auto updater included. It'll download
> > the new version automatically from the link you posted.
> >
> > Le 12 avril 2012 18:53, Stefan Giroux  a écrit :
> >> There is no need to obfuscate your strings. From what it looks like,
> this
> >> program downloads code from
> >> http://tftrue.redline-utilities.net/TriggerBotDetector.dll
> >> At least make it clear that your plugin goes out to the web to download
> code
> >> if it does. If it doesn't, there is no need for curl.
> >>
> >>
> >> On Thu, Apr 12, 2012 at 9:40 AM, Crazed Gunman <
> bsr.crazedgun...@gmail.com>
> >> wrote:
> >>>
> >>> I don't think he's given anyone a reason not to trust him. I'd give it
> a
> >>> shot on his word.
> >>>
> >>> On 4/11/2012 5:17 PM, Asher Baker wrote:
> >>>>
> >>>> On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerse
> >>>>  wrote:
> >>>>>
> >>>>> Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
> >>>>> Names 2 things that are fully open source.
> >>>>
> >>>> But, joking aside, AnAkIn is pretty trustworthy.
> >>>>
> >>>> On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerse
> >>>>  wrote:
> >>>>>
> >>>>> Anakin has been around on the list for a very long time, and has
> >>>>> provided
> >>>>> nothing but good advice, fixes, and insight.  If his plugin is
> anything
> >>>>> malicious, which I doubt, I have full backups, and it's easy enough
> to
> >>>>> fix.
> >>>>>
> >>>>> Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
> >>>>>
> >>>>>
> >>>>> On Wed, Apr 11, 2012 at 1:58 PM, Sebastian Iskra >
> >>>>> wrote:
> >>>>>>
> >>>>>> Atleast I made a valid point Mr. Marbury.
> >>>>>>
> >>>>>> On Wed, Apr 11, 2012 at 12:55 PM, John Marbury<
> barreltr...@gmail.com>
> >>>>>> wrote:
> >>>>>>>
> >>>>>>> Said the random sea-bass.
> >>>>>>>
> >>>>>>> ___
> >>>>>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>>>>>> please visit:
> >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>>>>>>
> >>>>>> ___
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>>>>> please visit:
> >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>>>>
> >>>>>
> >>>>>
> >>>>> ___
> >>>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>>>> please visit:
> >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >
> >
> >
> > --
> > Best regards,
> > AnAkIn
>
>
>
> --
> Best regards,
> AnAkIn
>



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Re: [hlds_linux] Half-Life 1 dedicated server update released

2012-07-13 Thread AnAkIn
BTW, the HL1 master server seem to be less responsive than the HL2 ones, it
can take much longer before any server show up, not sure if it's related.

2012/7/13 bRAINKILLA 

> works - thx for the quick fix
>
> Am 13.07.2012 02:53, schrieb Alfred Reynolds:
> > Linux has had a small update to add a couple support files, if you had
> troubles running the previous update on Linux run the update tool again.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> > Sent: Thursday, July 12, 2012 5:04 PM
> > To: Half-Life dedicated Linux server mailing list (
> hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Subject: [hlds_linux] Half-Life 1 dedicated server update released
> >
> > We have released an update to Half-Life 1 dedicated servers. This update
> is moving the heartbeating protocol for servers to go over a more reliable
> channel and also contains some code fixes in the steam support portion of
> the server. After this update the "setmaster" command will return "none",
> this is by design, your server will still be reported.
> >
> > We expect to disable the old reporting method in the next week or so, so
> please apply this update at your earlier convenience.
> >
> > - Alfred
> >
> >
> > ___
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Re: [hlds_linux] Limit for connections from same IP-address

2012-06-30 Thread AnAkIn
  4362 "BEARTATO!"         STEAM_0:0:46847338  02:00        0    0
>>> connecting 89.238.160.234:27027
>>> #   4363 "WAKA"              STEAM_0:1:43532453 01:59        0    0
>>> connecting 89.238.160.234:27028
>>> #   4364 "NeX-_^zT"          STEAM_0:1:43066163 01:58        0    0
>>> connecting 89.238.160.234:27030
>>> #   4365 "gizzey"            STEAM_0:1:41953868 01:58        0    0
>>> connecting 89.238.160.234:27031
>>> #   4366 "«uTL»  Nikolai"  STEAM_0:1:21515596  01:57        0    0
>>> connecting 89.238.160.234:27032
>>> #   4367 "^4Tim The ToolMan Taylor" STEAM_0:1:29246768 01:55    0 0
>>> connecting 89.238.160.234:27037
>>> #   4368 "«uTA» Hawkman"   STEAM_0:1:44815454  01:54        0    0
>>> connecting 89.238.160.234:27038
>>> #   4369 "k0a- #prod1gy"     STEAM_0:0:41072180 01:54        0    0
>>> connecting 89.238.160.234:27039
>>> #   4370 "Jake"              STEAM_0:1:19311760  01:54        0    0
>>> connecting 89.238.160.234:27040
>>> #   4371 "Tenacious"         STEAM_0:1:10205817  01:53        0    0
>>> connecting 89.238.160.234:27042
>>> #   4372 "Ñhεεṡεá¹Ã¯á¹Ñα" STEAM_0:1:30440488 01:52    0    0
>>> connecting 89.238.160.234:27043
>>> #   4373 "PeaceKeeper"       STEAM_0:1:14264059  01:50        0    0
>>> connecting 89.238.160.234:27047
>>> #   4374 "Verruckt"          STEAM_0:1:41962321 01:50        0    0
>>> connecting 89.238.160.234:27048
>>> #   4375 "DaBigPanda"        STEAM_0:1:41275664 01:49        0    0
>>> connecting 89.238.160.234:27049
>>>
>>> -ics
>>>
>>>
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Re: [hlds_linux] Overflow attack to Source servers

2012-06-12 Thread AnAkIn
That was fixed.

2012/6/13 Joe Brown :
>
> This was used (and may still be) in hacks as a way to stop admins from using 
> the status command to see your STEAMID in the client console. Spamming it 
> like that blocked all clients connected to the server from being able to use 
> the status command, preventing or extending the time it takes to ban someone.
> Correct me if I'm wrong but I thought the was fixed in an update.
>
>> Date: Wed, 13 Jun 2012 01:23:23 +0200
>> From: rugnor.maj...@gmail.com
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Overflow attack to Source servers
>>
>> That's a critical detail I forgot to mention, so  sorry: RCON is port
>> closed, so every attempt to access RCON gives a "Time Out".
>>
>> I'm totally sure it's "status", here I paste an excerpt from the SMAC
>> log, made just by the same plugin you suggest:
>>
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> Sat Mar 31 14:56:34 2012: Console<0> executes: status
>> ...
>>
>> (Well an this goes on for thousands and thousands of lines, making
>> pretty ~1GB files each day XD)
>>
>> I added status as a SMAC blocked command, still no luck. (used
>> smac_addcmd as stated in the link you provided, but as you say SMAC wont
>> block commands coming from the server).
>>
>> The command can be captured and processed prom a plugin, but in every
>> teast I made I always got client 0 (console) as the triggerer, (of
>> course testing from the game, through a clean client account, not from
>> console). I think the server has never blocked me from executing status,
>> even reproducing the attack (which is just spamming status from a game's
>> client console).
>>
>> The server would block it surely if it was marked as client triggered.
>> At least where I can personally try (TF2 dedicated, Linux), it's always
>> executed as from console. Some other server owners are working with me
>> on this, and this works like this on their's too (CSS and CSGO confirmed
>> to be vulnerable to this attack too).
>>
>> Something that comes to my mind is if some "lower" addon like Metamod
>> is actually always deflecting this command through the console; I need
>> to try again on a clean install to check it.
>
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Re: [hlds_linux] rcon sv_pure issue

2012-05-20 Thread AnAkIn
It's not a bug in DBlocker. It's how it's intended to work. It will
change sv_pure 2 to sv_pure 1 and block the same stuff as sv_pure 2
does with extra stuff.

2012/5/20 daniel jokiaho :
> I removed dblocker and the server behaves normaly. But i had sv_pure both in
> server.cfg and in autoexec.cfg. Bug in dblocker?
>
>
>
> On 2012-05-19 12:32, Didrole wrote:
>>
>> It's due to DBlocker.
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Re: [hlds_linux] Players reporting our TF2 servers are running too fast.

2012-04-20 Thread AnAkIn
sv_turbophysics is automatically set to 1 on TF2 on the client and the
server by the CTFGameRules constructor.
This mean it's set to 1 on the server on level init, and on the client
when he connects to the server.
sv_turbophysics is only used in the code related to +use though, so I
can't see how that would be causing issues.

Le 20 avril 2012 20:20, timur 'grammaton' celikkesen
 a écrit :
> I had multiple forumthreads today on my community site related to this
> problem
> together with a changed mouse sensivity/feeling
>
> we just found out that sv_turbophysics is related to this
>
> sv_turbophysics 1 is the community standard in germany and by that, many
> users started to complain about this problems (gameplay faster and different
> mouse-sense-feeling)
>
> setting it to 0 seems to bring back the known gameplay "feeling"
>
> is it set to 1 on your servers?
>
> cheers gramma
>
>
> -Ursprüngliche Nachricht- From: frog
> Sent: Thursday, April 19, 2012 5:21 PM
>
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Players reporting our TF2 servers are running too
> fast.
>
> Got a bunch of 24 slot TF2 servers with a basic install of SourceMOD 1.4.2,
> running on Debian64 3.2.13 box with a Xeon W3520 2.67GHz and 24GB Ram. It's
> a new box from OVH, it's only been running for a few days.
>
> The benchmark at start up reports a RDTSC_FREQUENCY value of 2666..
>
> Following settings in server.cfg
>
> sv_minrate 3
> sv_maxrate 6
> sv_minupdaterate 33
> sv_maxupdaterate 67
> sv_mincmdrate 33
> sv_maxcmdrate 67
> sv_client_cmdrate_difference 1
> sv_client_predict 1
> sv_client_interpolate 1
> sv_client_min_interp_ratio 2
> sv_client_max_interp_ratio 1
>
> Players are reporting that the game seems to be running too fast.
>
> Any ideas?
>
>
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Re: [hlds_linux] Players reporting our TF2 servers are running too fast.

2012-04-19 Thread AnAkIn
I had a similar problem on one of my servers. Everybody would move
very fast like if host_timescale value was changed. I had to set
RDTSC_FREQUENCY to disabled to fix it.

Le 19 avril 2012 18:23, ics  a écrit :
> I also just want to say that it could be imagination, nothing more but it
> feels like playing slightly faster.
>
> -ics
>
> 19.4.2012 19:05, ics kirjoitti:
>
>> Id' say the same thing as frog said. Game is slightly, hardly noticeably
>> faster with every class. I asked around on our servers and few players
>> agreed with me. It's easily noticeable with doors that open when you
>> approach them and close behind you. You kinda "bump" into some of them, as
>> they wouldn't open fast enough now like before they did.
>>
>> -ics
>>
>> 19.4.2012 18:55, frog kirjoitti:
>>>
>>> Thanks for spotting the error, it's been corrected now.
>>>
>>> Yes, lib32gcc1 or ia32-libs have been installed.
>>>
>>>
>>> Thursday, April 19, 2012, 4:44:07 PM, you wrote:
>>>
>>>> Your max interp is lower then your min interp...
>>>> But I dont think that would be the cause.
>>>> as its a new server, did you install the couple additionals that
>>>> are required? Forgot which again...
>>>
>>>
>>>
>>>>> 
>>>>> From: frog
>>>>> To: Half-Life dedicated Linux server mailing
>>>>> list
>>>>> Sent: Thursday, 19 April 2012, 17:21
>>>>> Subject: [hlds_linux] Players reporting our TF2 servers are running too
>>>>> fast.
>>>>> Got a bunch of 24 slot TF2 servers with a basic install of SourceMOD
>>>>> 1.4.2, running on Debian64 3.2.13 box with a Xeon W3520 2.67GHz and 24GB
>>>>> Ram. It's a new box from OVH, it's only been running for a few days.
>>>>> The benchmark at start up reports a RDTSC_FREQUENCY value of 2666..
>>>>> Following settings in server.cfg
>>>>> sv_minrate 3
>>>>> sv_maxrate 6
>>>>> sv_minupdaterate 33
>>>>> sv_maxupdaterate 67
>>>>> sv_mincmdrate 33
>>>>> sv_maxcmdrate 67
>>>>> sv_client_cmdrate_difference 1
>>>>> sv_client_predict 1
>>>>> sv_client_interpolate 1
>>>>> sv_client_min_interp_ratio 2
>>>>> sv_client_max_interp_ratio 1
>>>>> Players are reporting that the game seems to be running too fast.
>>>>> Any ideas?
>>>
>>>
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>>>
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Re: [hlds_linux] Running a CS:GO Dedi Server

2012-04-16 Thread AnAkIn
How did people running 20-30 servers with fake clients on TF2 got the
CS GO dedicated server access...? :/

Le 16 avril 2012 10:57, Collin Howard  a écrit :
> Agree with ics here. I know people who received beta keys from valve and have 
> no interest in it or are not even remotely interested in playing it. The 
> better way to approach this beta testing phase is to actually give it to 
> communities that have active CS:S or 1.6 servers so we can test running 
> dedicated servers and even hand out beta keys to interested members of our 
> communities instead of valve blindly giving 2000 keys to random people. In 
> the end its communities that keep the games alive, not so much the big 
> GSP's(game server providers). They are just sellers, we are the ones who keep 
> players interested!
>
>
>
> 
>  From: ics 
> To: Half-Life dedicated Linux server mailing list 
> 
> Sent: Monday, April 16, 2012 3:41:49 AM
> Subject: Re: [hlds_linux] Running a CS:GO Dedi Server
>
> Yes, it's amazing how much they talk and reply here these days. The server 
> browser might be 3 days old but the dedicated servers that some folks have 
> access to aren't 3 days old. They are around 3 weeks old, or even more.
>
> My point was that if they need a playerbase to test on, it's rather better to 
> give an access to dedicated beta to  some community that runs css or cs 
> servers and along give 20 keys for the members to have so they can play on 
> and give feedback. Now i see bunch of servers, a lot with no players 
> whatsoever. Looks to me like testing with little effort.
>
> -ics
>
> 16.4.2012 9:51, dan kirjoitti:
>> On 16/04/2012 07:21, ics wrote:
>>> What surprises me that they aren't involving people here or even asking to 
>>> test out the beta servers.
>>
>> Really? Most of the time I'm surprised they even bother replying :)
>>
>> But, presumably, initially, they wanted people who already provide lots of 
>> CS servers - no doubt some of them /are/ here.
>>
>> This server browser update is about 3 days old isn't it? Released on Friday 
>> and we've just had the weekend?
>>
>>> The people who are running  active communities and more or less capable of 
>>> doing some testing.
>>
>> My son just got a key and then went canoeing over the weekend, so I've not 
>> seen or read much about it.
>> But from what I've seen the game looks really high quality.
>>
>> I just never got into the whole 'live for 20 seconds, sit and watch others 
>> play for 5 minutes" CS thing.
>>
>> I'm sure they'll be adding servers as the beta numbers increase.
>>
>
>
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Re: [hlds_linux] sv_max_usercmd_future_ticks

2012-04-15 Thread AnAkIn
Because ETF2L admins probably copied it from some site without knowing
what it does.

Le 16 avril 2012 00:57, lwf  a écrit :
> I don't know the reasoning but I do know ETF2L uses
> sv_max_usercmd_future_ticks 3. Did you have any problems with that?
>
> Please submit a ticket on the SMAC bugtracker.
> http://tracker.hlxce.com/projects/smac/issues/new
>
> On Sun, Apr 15, 2012 at 19:28, hlds  wrote:
>> I found out today that if sv_max_usercmd_future_ticks is set to 1 then the
>> server may "drop" some commands sent by low-ping players and in some extreme
>> cases may even ignore all of them and the player won't be able to move, to
>> change the current weapon etc.
>>
>> The description for this cvar is "Prevents clients from running usercmds too
>> far in the future. Prevents speed hacks.". By default is 8, but many servers
>> have this set to 1 to block speedhacks (from server's config or using SMAC
>> Anti-Speedhack plugin).
>>
>> A regular player complained today that he cannot move at all on a server
>> with SMAC Anti-Speedhack installed and we did some tests togheter to see
>> what is the problem. We've found that on a clean/vanilla server (no metamod,
>> no sourcemod, empty config):
>>
>> a) He cannot move if sv_max_usercmd_future_ticks is set to 1
>> b) He can move if sv_max_usercmd_future_ticks is 2, but every 2-3 seconds
>> has a small spike (like is moved backward)
>> c) Everything is ok if sv_max_usercmd_future_ticks has the default value (8)
>>
>> Then we did tests on some public servers that have SMAC Anti-Speedhack
>> installed. The result is that he cannot move at all on low ping servers
>> (<20ms), but everything was ok on high ping server (>50ms).
>>
>> Then we did the tests again on the clean/vanilla server, but this time
>> increasing the ping using net_fakelag convar:
>>
>> a) He cannot move if sv_max_usercmd_future_ticks is 1 and net_fakelag is 0
>> b) He can move if sv_max_usercmd_future_ticks is 1 and net_fakelag is set to
>> 1 (the ping was increased with ~15ms, not with 1ms as expected)
>> c) The movements seems to be smoother if net_fakelag is increased to 50 or
>> even more
>>
>> During all these tests I didn't had any problems, even if we had similar
>> ping on the test servers.
>>
>> Also since I set sv_max_usercmd_future_ticks to 1 on my public server some
>> regulars with low ping complained that from time to time they are moved
>> backward and this didn't happen before.
>>
>> In conclusion, probably there's a reason why Valve set this to 8 by default.
>>
>>
>>
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Re: [hlds_linux] sv_max_usercmd_future_ticks

2012-04-15 Thread AnAkIn
Of course, it was obvious that lowering it would cause issues.
The problem is that Valve thought that the default value of 8 would
prevent speedhacks, but it doesn't at all. Speedhacking works fine.
Setting it to 1 doesn't totally prevent speedhacks either anyway,
it'll just feel a bit more laggy.

Le 15 avril 2012 19:28, hlds  a écrit :
> I found out today that if sv_max_usercmd_future_ticks is set to 1 then the
> server may "drop" some commands sent by low-ping players and in some extreme
> cases may even ignore all of them and the player won't be able to move, to
> change the current weapon etc.
>
> The description for this cvar is "Prevents clients from running usercmds too
> far in the future. Prevents speed hacks.". By default is 8, but many servers
> have this set to 1 to block speedhacks (from server's config or using SMAC
> Anti-Speedhack plugin).
>
> A regular player complained today that he cannot move at all on a server
> with SMAC Anti-Speedhack installed and we did some tests togheter to see
> what is the problem. We've found that on a clean/vanilla server (no metamod,
> no sourcemod, empty config):
>
> a) He cannot move if sv_max_usercmd_future_ticks is set to 1
> b) He can move if sv_max_usercmd_future_ticks is 2, but every 2-3 seconds
> has a small spike (like is moved backward)
> c) Everything is ok if sv_max_usercmd_future_ticks has the default value (8)
>
> Then we did tests on some public servers that have SMAC Anti-Speedhack
> installed. The result is that he cannot move at all on low ping servers
> (<20ms), but everything was ok on high ping server (>50ms).
>
> Then we did the tests again on the clean/vanilla server, but this time
> increasing the ping using net_fakelag convar:
>
> a) He cannot move if sv_max_usercmd_future_ticks is 1 and net_fakelag is 0
> b) He can move if sv_max_usercmd_future_ticks is 1 and net_fakelag is set to
> 1 (the ping was increased with ~15ms, not with 1ms as expected)
> c) The movements seems to be smoother if net_fakelag is increased to 50 or
> even more
>
> During all these tests I didn't had any problems, even if we had similar
> ping on the test servers.
>
> Also since I set sv_max_usercmd_future_ticks to 1 on my public server some
> regulars with low ping complained that from time to time they are moved
> backward and this didn't happen before.
>
> In conclusion, probably there's a reason why Valve set this to 8 by default.
>
>
>
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-12 Thread AnAkIn .
Only the prediction hack detections and anti speedhack exploit could
be banned for. What do you mean with sourcebans compatibility? Is it
just sending a sm_ban command into the server console?

Le 12 avril 2012 10:31, Thomas K  a écrit :
> Can you make compatible with sourcebans from sourcemod?!
>
> Am 12.04.2012 um 10:13 schrieb "AnAkIn ." :
>
>> What kind of issues? There might be 1-2 small bugs that will be fixed
>> in the next update AFAIK, but the main detections work fine.
>>
>> Le 12 avril 2012 04:22, daniel jokiaho  a écrit :
>>> Any issues with dblocker?
>>> On 11 Apr 2012 19:49, "AnAkIn ."  wrote:
>>>
>>>> No, I don't think it will, I have not tested though.
>>>>
>>>> Le 11 avril 2012 19:46, Andrew DeMerse  a écrit :
>>>>> I'll check it out, and let you know if I see anything weird.
>>>>>
>>>>> I assume this shouldn't conflict with SMAC?
>>>>>
>>>>> On Wed, Apr 11, 2012 at 1:37 PM, AnAkIn .  wrote:
>>>>>
>>>>>> No, I just posted that on a competitive forum so far.
>>>>>>
>>>>>> Le 11 avril 2012 19:36, Oskar Levin  a écrit :
>>>>>>> Ah, I see! Seems like a good plugin though :)
>>>>>>>
>>>>>>> Best regards
>>>>>>> Oskar Levin
>>>>>>> os...@dataviruset.com
>>>>>>>
>>>>>>> -Ursprungligt meddelande-
>>>>>>> Från: hlds_linux-boun...@list.valvesoftware.com
>>>>>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>>>>>>> Skickat: den 11 april 2012 19:34
>>>>>>> Till: Half-Life dedicated Linux server mailing list
>>>>>>> Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>>>>>>> detection plugin
>>>>>>>
>>>>>>> It doesn't send a mail, it's sent through HTTP.
>>>>>>>
>>>>>>> Le 11 avril 2012 19:31, Oskar Levin  a écrit :
>>>>>>>> It would be nice if one could decide if it should be sent to somebody
>>>>>>>> else or at all ;) By the way, how does it send mail? Connecting
>>>>>>>> through port 25 seems a bit lazy as ISPs block that nowadays...
>>>>>>>>
>>>>>>>> Best regards
>>>>>>>> Oskar Levin
>>>>>>>> os...@dataviruset.com
>>>>>>>>
>>>>>>>> -Ursprungligt meddelande-
>>>>>>>> Från: hlds_linux-boun...@list.valvesoftware.com
>>>>>>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>>>>>>>> Skickat: den 11 april 2012 19:30
>>>>>>>> Till: Half-Life dedicated Linux server mailing list
>>>>>>>> Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
>>>> spread)
>>>>>>>> detection plugin
>>>>>>>>
>>>>>>>> Yes, it was originally made for league purposes. I could add a cvar
>>>> to
>>>>>>>> disable that though.
>>>>>>>>
>>>>>>>> Le 11 avril 2012 19:28, Oskar Levin  a écrit
>>>> :
>>>>>>>>> Wait what? Is the log file sent to you automatically?
>>>>>>>>>
>>>>>>>>> Best regards
>>>>>>>>> Oskar Levin
>>>>>>>>> os...@dataviruset.com
>>>>>>>>>
>>>>>>>>> -Ursprungligt meddelande-
>>>>>>>>> Från: hlds_linux-boun...@list.valvesoftware.com
>>>>>>>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>>>>>>>>> Skickat: den 11 april 2012 19:23
>>>>>>>>> Till: Half-Life dedicated Win32 server mailing list; Half-Life
>>>>>>>>> dedicated Linux server mailing list
>>>>>>>>> Ämne: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>>>>>>>>> detection plugin
>>>>>>>>>
>>>>>>>>> Hi,
>>>>>>>>>
>>>>>>>>> As Valve is too lazy to do anything about hacks, I started working
>>>>>>>>> back 

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

2012-04-12 Thread AnAkIn .
What kind of issues? There might be 1-2 small bugs that will be fixed
in the next update AFAIK, but the main detections work fine.

Le 12 avril 2012 04:22, daniel jokiaho  a écrit :
> Any issues with dblocker?
> On 11 Apr 2012 19:49, "AnAkIn ."  wrote:
>
>> No, I don't think it will, I have not tested though.
>>
>> Le 11 avril 2012 19:46, Andrew DeMerse  a écrit :
>> > I'll check it out, and let you know if I see anything weird.
>> >
>> > I assume this shouldn't conflict with SMAC?
>> >
>> > On Wed, Apr 11, 2012 at 1:37 PM, AnAkIn .  wrote:
>> >
>> >> No, I just posted that on a competitive forum so far.
>> >>
>> >> Le 11 avril 2012 19:36, Oskar Levin  a écrit :
>> >> > Ah, I see! Seems like a good plugin though :)
>> >> >
>> >> > Best regards
>> >> > Oskar Levin
>> >> > os...@dataviruset.com
>> >> >
>> >> > -Ursprungligt meddelande-
>> >> > Från: hlds_linux-boun...@list.valvesoftware.com
>> >> > [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>> >> > Skickat: den 11 april 2012 19:34
>> >> > Till: Half-Life dedicated Linux server mailing list
>> >> > Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>> >> > detection plugin
>> >> >
>> >> > It doesn't send a mail, it's sent through HTTP.
>> >> >
>> >> > Le 11 avril 2012 19:31, Oskar Levin  a écrit :
>> >> >> It would be nice if one could decide if it should be sent to somebody
>> >> >> else or at all ;) By the way, how does it send mail? Connecting
>> >> >> through port 25 seems a bit lazy as ISPs block that nowadays...
>> >> >>
>> >> >> Best regards
>> >> >> Oskar Levin
>> >> >> os...@dataviruset.com
>> >> >>
>> >> >> -Ursprungligt meddelande-
>> >> >> Från: hlds_linux-boun...@list.valvesoftware.com
>> >> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>> >> >> Skickat: den 11 april 2012 19:30
>> >> >> Till: Half-Life dedicated Linux server mailing list
>> >> >> Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
>> spread)
>> >> >> detection plugin
>> >> >>
>> >> >> Yes, it was originally made for league purposes. I could add a cvar
>> to
>> >> >> disable that though.
>> >> >>
>> >> >> Le 11 avril 2012 19:28, Oskar Levin  a écrit
>> :
>> >> >>> Wait what? Is the log file sent to you automatically?
>> >> >>>
>> >> >>> Best regards
>> >> >>> Oskar Levin
>> >> >>> os...@dataviruset.com
>> >> >>>
>> >> >>> -Ursprungligt meddelande-
>> >> >>> Från: hlds_linux-boun...@list.valvesoftware.com
>> >> >>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>> >> >>> Skickat: den 11 april 2012 19:23
>> >> >>> Till: Half-Life dedicated Win32 server mailing list; Half-Life
>> >> >>> dedicated Linux server mailing list
>> >> >>> Ämne: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>> >> >>> detection plugin
>> >> >>>
>> >> >>> 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 

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

2012-04-11 Thread AnAkIn .
No, I don't think it will, I have not tested though.

Le 11 avril 2012 19:46, Andrew DeMerse  a écrit :
> I'll check it out, and let you know if I see anything weird.
>
> I assume this shouldn't conflict with SMAC?
>
> On Wed, Apr 11, 2012 at 1:37 PM, AnAkIn .  wrote:
>
>> No, I just posted that on a competitive forum so far.
>>
>> Le 11 avril 2012 19:36, Oskar Levin  a écrit :
>> > Ah, I see! Seems like a good plugin though :)
>> >
>> > Best regards
>> > Oskar Levin
>> > os...@dataviruset.com
>> >
>> > -Ursprungligt meddelande-
>> > Från: hlds_linux-boun...@list.valvesoftware.com
>> > [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>> > Skickat: den 11 april 2012 19:34
>> > Till: Half-Life dedicated Linux server mailing list
>> > Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>> > detection plugin
>> >
>> > It doesn't send a mail, it's sent through HTTP.
>> >
>> > Le 11 avril 2012 19:31, Oskar Levin  a écrit :
>> >> It would be nice if one could decide if it should be sent to somebody
>> >> else or at all ;) By the way, how does it send mail? Connecting
>> >> through port 25 seems a bit lazy as ISPs block that nowadays...
>> >>
>> >> Best regards
>> >> Oskar Levin
>> >> os...@dataviruset.com
>> >>
>> >> -Ursprungligt meddelande-
>> >> Från: hlds_linux-boun...@list.valvesoftware.com
>> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>> >> Skickat: den 11 april 2012 19:30
>> >> Till: Half-Life dedicated Linux server mailing list
>> >> Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>> >> detection plugin
>> >>
>> >> Yes, it was originally made for league purposes. I could add a cvar to
>> >> disable that though.
>> >>
>> >> Le 11 avril 2012 19:28, Oskar Levin  a écrit :
>> >>> Wait what? Is the log file sent to you automatically?
>> >>>
>> >>> Best regards
>> >>> Oskar Levin
>> >>> os...@dataviruset.com
>> >>>
>> >>> -Ursprungligt meddelande-
>> >>> Från: hlds_linux-boun...@list.valvesoftware.com
>> >>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>> >>> Skickat: den 11 april 2012 19:23
>> >>> Till: Half-Life dedicated Win32 server mailing list; Half-Life
>> >>> dedicated Linux server mailing list
>> >>> Ämne: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>> >>> detection plugin
>> >>>
>> >>> 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 (espec

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

2012-04-11 Thread AnAkIn .
No, I just posted that on a competitive forum so far.

Le 11 avril 2012 19:36, Oskar Levin  a écrit :
> Ah, I see! Seems like a good plugin though :)
>
> Best regards
> Oskar Levin
> os...@dataviruset.com
>
> -Ursprungligt meddelande-
> Från: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
> Skickat: den 11 april 2012 19:34
> Till: Half-Life dedicated Linux server mailing list
> Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
> detection plugin
>
> It doesn't send a mail, it's sent through HTTP.
>
> Le 11 avril 2012 19:31, Oskar Levin  a écrit :
>> It would be nice if one could decide if it should be sent to somebody
>> else or at all ;) By the way, how does it send mail? Connecting
>> through port 25 seems a bit lazy as ISPs block that nowadays...
>>
>> Best regards
>> Oskar Levin
>> os...@dataviruset.com
>>
>> -Ursprungligt meddelande-
>> Från: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>> Skickat: den 11 april 2012 19:30
>> Till: Half-Life dedicated Linux server mailing list
>> Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>> detection plugin
>>
>> Yes, it was originally made for league purposes. I could add a cvar to
>> disable that though.
>>
>> Le 11 avril 2012 19:28, Oskar Levin  a écrit :
>>> Wait what? Is the log file sent to you automatically?
>>>
>>> Best regards
>>> Oskar Levin
>>> os...@dataviruset.com
>>>
>>> -Ursprungligt meddelande-
>>> Från: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>>> Skickat: den 11 april 2012 19:23
>>> Till: Half-Life dedicated Win32 server mailing list; Half-Life
>>> dedicated Linux server mailing list
>>> Ämne: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>>> detection plugin
>>>
>>> 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
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>>
>>
>> --
>> Best regards,
>> AnAkIn
>>
>> 

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

2012-04-11 Thread AnAkIn .
It doesn't send a mail, it's sent through HTTP.

Le 11 avril 2012 19:31, Oskar Levin  a écrit :
> It would be nice if one could decide if it should be sent to somebody else
> or at all ;)
> By the way, how does it send mail? Connecting through port 25 seems a bit
> lazy as ISPs block that nowadays...
>
> Best regards
> Oskar Levin
> os...@dataviruset.com
>
> -Ursprungligt meddelande-
> Från: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
> Skickat: den 11 april 2012 19:30
> Till: Half-Life dedicated Linux server mailing list
> Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
> detection plugin
>
> Yes, it was originally made for league purposes. I could add a cvar to
> disable that though.
>
> Le 11 avril 2012 19:28, Oskar Levin  a écrit :
>> Wait what? Is the log file sent to you automatically?
>>
>> Best regards
>> Oskar Levin
>> os...@dataviruset.com
>>
>> -Ursprungligt meddelande-
>> Från: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
>> Skickat: den 11 april 2012 19:23
>> Till: Half-Life dedicated Win32 server mailing list; Half-Life
>> dedicated Linux server mailing list
>> Ämne: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
>> detection plugin
>>
>> 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
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
>
> --
> 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
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



-- 
Best regards,
AnAkIn

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-11 Thread AnAkIn .
Yes, it was originally made for league purposes. I could add a cvar to
disable that though.

Le 11 avril 2012 19:28, Oskar Levin  a écrit :
> Wait what? Is the log file sent to you automatically?
>
> Best regards
> Oskar Levin
> os...@dataviruset.com
>
> -Ursprungligt meddelande-
> Från: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
> Skickat: den 11 april 2012 19:23
> Till: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> Linux server mailing list
> Ämne: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection
> plugin
>
> 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
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



-- 
Best regards,
AnAkIn

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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[hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-11 Thread AnAkIn .
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:
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Re: [hlds_linux] How to crash everyone on a TF2 Server the simple way

2012-04-07 Thread AnAkIn .
Next time you should think about using a different account.

http://webcache.googleusercontent.com/search?q=cache:iaa7mw97NyAJ:steamcommunity.com/id/seemster/friends%3Fl%3Dczech+&cd=1

It's quite funny how these 2 guys that are in the video are in this
cached steamcommunity profile, and the fact that these two links go to
your profiles.
You're also in the banlist from the server that you crashed in your
vid for "Multi-Hack":
http://intoxgamingbans.com/index.php?p=banlist&searchText=STEAM_0%3A1%3A17281511&Submit=

Le 7 avril 2012 22:02, E3pO  a écrit :
> I would love to see logs showing my steam id in it, :)
>
> On Sat, Apr 7, 2012 at 3:41 PM, AnAkIn .  wrote:
>> Well these accounts were not as F2P as he said...
>>
>> If you're still looking for SteamIDs, Cameron Munroe:
>>
>> BrokenCode Pro/ButterDickJones/Hydro Pump (the guy who is posting on
>> the mailing list)
>> STEAM_0:0:39228904 / http://www.steamcommunity.com/profiles/76561198038723536
>>
>> xploit3r/E3pO (the guy who made the vid)
>> STEAM_0:1:17281511 / http://www.steamcommunity.com/profiles/76561197994828751
>>
>> Le 5 avril 2012 02:25, Tony Paloma  a écrit :
>>> Yes, if anybody has details in regards to how this exploit is performed, 
>>> please reply directly to me (to...@valvesoftware.com).
>>>
>>> Thanks,
>>> Tony
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com 
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
>>> Sent: Tuesday, April 03, 2012 9:07 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] How to crash everyone on a TF2 Server the simple 
>>> way
>>>
>>> On 03/04/2012 16:58, BrokenCode Pro wrote:
>>>> sami try this vid http://youtu.be/B7Gr3kc1jwg
>>>
>>> Why do we care about this? It isn't telling us anything informative.
>>>
>>> You either post details  about the packet and bug (or send them to Valve)
>>>
>>> But I'd suggest reddit et al are probably a better places to grab views and 
>>> attention for your video.
>>>
>>> --
>>> Dan.
>>>
>>> ___
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>>> please visit:
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>>
>>
>>
>> --
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>> AnAkIn
>>
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Re: [hlds_linux] How to crash everyone on a TF2 Server the simple way

2012-04-07 Thread AnAkIn .
Well these accounts were not as F2P as he said...

If you're still looking for SteamIDs, Cameron Munroe:

BrokenCode Pro/ButterDickJones/Hydro Pump (the guy who is posting on
the mailing list)
STEAM_0:0:39228904 / http://www.steamcommunity.com/profiles/76561198038723536

xploit3r/E3pO (the guy who made the vid)
STEAM_0:1:17281511 / http://www.steamcommunity.com/profiles/76561197994828751

Le 5 avril 2012 02:25, Tony Paloma  a écrit :
> Yes, if anybody has details in regards to how this exploit is performed, 
> please reply directly to me (to...@valvesoftware.com).
>
> Thanks,
> Tony
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
> Sent: Tuesday, April 03, 2012 9:07 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] How to crash everyone on a TF2 Server the simple way
>
> On 03/04/2012 16:58, BrokenCode Pro wrote:
>> sami try this vid http://youtu.be/B7Gr3kc1jwg
>
> Why do we care about this? It isn't telling us anything informative.
>
> You either post details  about the packet and bug (or send them to Valve)
>
> But I'd suggest reddit et al are probably a better places to grab views and 
> attention for your video.
>
> --
> Dan.
>
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Re: [hlds_linux] SRCDS binding to box hostname

2012-04-07 Thread AnAkIn .
So now that you're done using your client disconnect exploit, Mr
"xploit3r" with your friend BrokenCode Pro alias ButterDickJones alias
Hydro Pump and posting the videos of your exploits on the mailing
list, you're now asking for help? :)

Le 7 avril 2012 20:12, E3pO  a écrit :
> I've been testing out some VM servers and I'm having a problem with
> srcds binding to the box's hostname for TCP but not udp.
>
> I've opened both UDP and TCP to the box and can nmap the server ip, it
> shows the port as closed. If i try "localhost" it shows as closed, but
> if i try the box hostname it shows open. Players can connect, in fact
> right now the server is 32\32 So UDP is working fine. I'm trying
> to setup sourcebans and rcon right now and I need to have access to
> the TCP connection to the server.
>
> When i do a netstat i can see the local address as
> tcp        0      0 llf-vm1:27018           *:*                     LISTEN
>
>
> if i do an nmap llf-vm -p 27018 it says that tcp is open
>
> I've tried -ip 127.0.01 and it makes localhost open but nobody can
> connect to it then. If i try ip and the public ip it can't bind to the
> address... what should I do!?
>
> Thanks in advance,
> E3pO
>
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Re: [hlds_linux] How to crash everyone on a TF2 Server the simple way

2012-04-03 Thread AnAkIn .
Did you already forget that SteamID bans are useless nowadays...?

2012/4/3 Cameron Munroe :
> Hey whats your steam ID so that we can all block you
>
>
> On 4/3/2012 8:58 AM, BrokenCode Pro wrote:
>>
>> sami try this vid http://youtu.be/B7Gr3kc1jwg
>>
>> On Tue, Apr 3, 2012 at 2:28 AM, sami mäntysaari  wrote:
>>
>>> I can't watch it :(
>>>
>>> 2012/4/3 Cameron Munroe
>>>
>>>> There is some issues with tf2 servers lately that are running mods, such
>>>> as Saxton Hale. These issue can cause the server to either crash, or
>>>> seem
>>>> like they are lagging This is all started after the recent update
>>>> and
>>>> seems to correlate with issues with steam servers them selves.
>>>>
>>>>
>>>>
>>>> On 4/2/2012 9:28 PM, doc wrote:
>>>>
>>>>> Oh, well good luck with that!
>>>>>
>>>>> On Mon, Apr 2, 2012 at 7:31 PM, ButterDick Jones
>>>>> **wrote:
>>>>>
>>>>>  Watch everyone disconnect...
>>>>>>
>>>>>>  __**_
>>>>>
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
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>>>
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>>
>>>>
>>>> __**_
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>>>> please visit:
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>>>
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
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>
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Re: [hlds_linux] Fix for server whitelist issues?

2012-04-01 Thread AnAkIn .
There are so many things that could be fixed, but too less time to fix
them as this time is spent adding stupid items.

2012/4/1 Nomaan Ahmad :
> Same here, It would be awesome if this can be fixed.
>
> This problem is so annoying that community members have created batch
> scripts to remove the skins.
>
> It happens when players from sv_pure 1/2 server joins a sv_pure 0 server.
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Re: [hlds_linux] Commands

2012-03-12 Thread AnAkIn .
This is probably the most complete CS 1.6 cvarlist you'll be able to find:
http://myweb.tiscali.co.uk/millard1/Cvar%20List/scripting.elxdraco.net/cvarlist/index.html

Most of the information to complete it came from Valve.

2012/3/12 Whisperity :
> Hello Timo,
>
> Google came up for me with this:
> http://www.counter-strike.com/commands/half_life_1/client_console_server/.
> But alternatively, you can issue 'cmdlist' in the server console. It will
> produce loads of output listing every commands. Because I think that output
> will be totally undocumented, you might have to further browse the
> internets for the answer on one specific command.
>
> -- Whisperity
>
> 2012/3/9 Timo Schrappe 
>
>> Hello together,
>>
>> is there a list of all possible and yet supportet commands for hlds,
>> particularly for cs 1.6?
>>
>> Timo
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Re: [hlds_linux] micspam DOS attack "Buffer overflow in net message"

2012-03-10 Thread AnAkIn .
sv_allow_voice_from_file is useless. The voice from file option has
been broken since Valve uses the steam voice system.

2012/3/10 dan :
> On 09/03/2012 22:55, Robert Paulson wrote:
>>
>> If multiple people micspam at the same time, it will kick people with
>> low rates set with "Buffer overflow in net message". This can be used
>> as a denial of service attack.
>>
>> Is there any way to fix this without turning off voice chat or setting
>> sv_minrate really high?
>
>
> What kinda of numbers did you have in mind when you said low and "really
> high" rates?
>
> You'll probably be doing them a favour if you set sv_minrate.
>
> A few of times on spuf someone complains about lag or stuttering and you get
> them to create screenshots with net_graph on and it turns out to be their
> rate setting is too low. A lot of the time they have no idea how or why it
> got set low.
>
> So, in some sense, playing the game is a denial of service to someone with a
> low rate.
>
> But, if setting rate to 30-60k still falls foul of this, it's not going to
> fix or workaround it - but I can't say I've ever seen the error with my
> settings
> --
> Dan
>
>
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Re: [hlds_linux] No steam servers

2012-02-29 Thread AnAkIn .
>>> underground community" run their own master servers. Generally the
>>> servers
>>> the support nonsteam clients are filled with them anyway.
>>>
>>> But I do agree that they shouldn't be on the master list.
>>> On Feb 29, 2012 9:21 AM,  wrote:
>>>
>>>> How about both of you take your little flamefest to a private email?
>>>> Because none of us care.
>>>>
>>>> Point is, a product is being stolen and someone with some intelligence
>>>> is
>>>> asking why aren't these servers de-listed so that the product's
>>>> integrity
>>>> is enforced?
>>>>
>>>>
>>>>
>>>>> Dont help against point 1.
>>>>>
>>>>> and btw go and fuck yourself
>>>>> On 28 Feb 2012 23:10, "brendan halley"  wrote:
>>>>>
>>>>>> Don't host a server then? Problem solved.
>>>>>> On Feb 29, 2012 9:07 AM, "daniel jokiaho"
>>>>>> wrote:
>>>>>>
>>>>>>> Yes i get offended. I Have bought the game because i like it. And
>>>>
>>>> now
>>>>>>
>>>>>> i
>>>>>>>
>>>>>>> have server and.
>>>>>>>
>>>>>>> 1. I get offended
>>>>>>> I have payed for the game and they should do the same
>>>>>>>
>>>>>>> 2. I canot get those players onto my server
>>>>>>> We do not compete on same level
>>>>>>>
>>>>>>> 3. Gameserver or etc. Whatever
>>>>>>> Are not ranking/filtering out those crap servers by default.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On 2012-02-28 21:35, doc wrote:
>>>>>>>
>>>>>>>> While stated a bit short this is probably a real important
>>>>
>>>> question.
>>>>>>
>>>>>> I
>>>>>>>>
>>>>>>>> "care" because it makes my server look not as impressive when
>>>>>>
>>>>>> compared
>>>>>> to
>>>>>>>>
>>>>>>>> their numbers. You (the person who originally brought the
>>>>>>
>>>>>> complain/thread)
>>>>>>>>
>>>>>>>> have to just see that you are competing on different grounds,
>>>>
>>>> there
>>>>>>>>
>>>>>>>> shouldn't be anything about their existance that undermines your
>>>>
>>>> own.
>>>>>>>>
>>>>>>>> It's a little slap-in-the-face-y to see these NOSTEAM servers
>>>>
>>>> ranked
>>>>>>
>>>>>> so
>>>>>>>>
>>>>>>>> popularly but it's not as if people are being duped or they are
>>>>>>
>>>>>> making
>>>>>>>>
>>>>>>>> money hand over fist with them. There aren't a whole ton of hacked
>>>>>>>> servers,
>>>>>>>> so I imagine the few that are there are good at keeping full.
>>>>>>>>
>>>>>>>> On Mon, Feb 27, 2012 at 9:08 PM, James Puckett<
>>>>>>>> jamesrichardpuck...@gmail.com>   wrote:
>>>>>>>>
>>>>>>>>  Why do you care.
>>>>>>>>>
>>>>>>>>> __**_
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>
>>>>>> archives,
>>>>>>>>>
>>>>>>>>> please visit:
>>>>>>>>> https://list.valvesoftware.
>>>>>>
>>>>>> **com/cgi-bin/mailman/listinfo/**hlds_linux<
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>>>>>>>
>>>>>>>>>  __**_
>>>>>>>>
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>
>>>>>> archives,
>>>>>>>>
>>>>>>>> please visit:
>>>>>>>> https://list.valvesoftware.
>>>>
>>>> **com/cgi-bin/mailman/listinfo/**hlds_linux<
>>>>>>
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>>>>>
>>>>>>>
>>>>>>> __**_
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>
>>>> archives,
>>>>>>>
>>>>>>> please visit:
>>>>>>> https://list.valvesoftware.
>>>>
>>>> **com/cgi-bin/mailman/listinfo/**hlds_linux<
>>>>>>
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>>>> ___
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>>>>
>>>> archives,
>>>>>>
>>>>>> please visit:
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>>>>>>
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>>>>> please visit:
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>>>>>
>>>>
>>>>
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-17 Thread AnAkIn .
I prefer the Steam trading system.

2012/2/17 hlds :
> We had two trading mechanism, one being fast and quite reliable (if we can
> use this word for something related to Steam/TF2), while the other allowing
> advanced trades (more than 8 items + trading games etc...), but being slow
> and failing many times. Now we have only one. I didn't know that removing a
> feature used by many players is a good thing...
>
> I understand Valve's point of view (is easier to maintain and improve one
> mechanism instead of having two), but why is this "a good thing" for others?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
> Sent: Friday, February 17, 2012 4:44 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
>
> For every complaint that gets filed I'd like to vote FOR steam
> overlay/inventory trading. I think it's a good thing and more importantly:
> haters gotta hate.
>
> On Thu, Feb 16, 2012 at 5:56 PM, Frank  wrote:
>
>> To be honest I was expecting a roll-back to at least the Option of having
>> in-game trade overlay returned.
>> Can someone at least reply if this is being looked at after all the
>> opposition and complaints its gotten?
>>
>> On another note glad to see the client crashes fixed and the server
> restart
>> requests..very much appreciated!
>>
>> Thanks
>
>
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Re: [hlds_linux] Ang.: burst of sv_cheat bans

2011-12-30 Thread AnAkIn .
DBlocker (http://dblocker.didrole.com/) can also detect a few more cheats
that SMAC/KAC don't detect.

2011/12/30 daniel jokiaho 

> For my server there have been an increase if sv_cheats 1 and aim botters
>  On 30 Dec 2011 08:32, "Ross Bemrose"  wrote:
>
> > From my understanding, it's also present in more recent builds of
> > SourceMod Anti-Cheat (SMAC) which forked from Kigen's Anti-Cheat a while
> > back.
> >
> > (Side note: I'm the author of the Name Change Punisher plugin)
> >
> > On 12/30/2011 1:08 AM, Nomaan Ahmad wrote:
> >
> >> http://forums.alliedmods.net/**showthread.php?t=161320<
> http://forums.alliedmods.net/showthread.php?t=161320>
> >>
> >> I use that plugin to keep the name changers out.
> >>
> >> On 30 December 2011 06:02, cladiron  wrote:
> >>
> >>  nah. it's not.  i had lots of pm's of players telling me they were
> >>> having a
> >>> hard time get a few steam id's due to there name changing like 20 times
> >>> in
> >>> a couple of sec's.
> >>>
> >>> On Fri, Dec 30, 2011 at 12:48 AM, Oskar Levin
> >>> wrote:
> >>>
> >>>  I have also seen this on my TF2 server.
> >>>> I really would like to know if it is false positives!
> >>>>
> >>>> Regards
> >>>> Oskar Levin
> >>>> os...@dataviruset.com
> >>>>
> >>>> - Reply message -
> >>>> Från: "cladiron"
> >>>> Till: "Half-Life dedicated Linux server mailing list"<
> >>>> hlds_linux@list.valvesoftware.**com <
> hlds_linux@list.valvesoftware.com>
> >>>> >
> >>>> Rubrik: [hlds_linux] burst of sv_cheat bans
> >>>> Datum: fre, dec 30, 2011 06:35
> >>>>
> >>>>
> >>>> Just wanted to give a heads up to any admins that may want to keep a
> >>>> look
> >>>> out.
> >>>>
> >>>> I just got back from vacation and it seems there was an abnormal
> amount
> >>>>
> >>> of
> >>>
> >>>> sv_cheat violators the past couple of weeks.
> >>>>
> >>>> We run kac and that is what caught them.
> >>>>
> >>>> 15 players ban for trying to run sv_cheats.
> >>>> __**_
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> https://list.valvesoftware.
> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >>>> __**_
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> https://list.valvesoftware.
> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >>>>
> >>>>  __**_
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.
> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >>>
> >>>  __**_
> >> To unsubscribe, edit your list preferences, or view the list archives,
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> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >>
> >
> >
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Re: [hlds_linux] hlds_linux Digest, Vol 46, Issue 104

2011-12-25 Thread AnAkIn .
I just noticed dmex already said that. Nevermind.

2011/12/25 AnAkIn . 

> Every time you log into Steam, your hardware information (Hard drive,
> CD/DVD drive, motherboard, Windows CD Key, ...) is sent to the Steam
> servers, and they've been doing that for at least 6 months-1 year before
> TF2 went F2P.
>
>
> 2011/12/25 dmex 
>
>> Valve already added support for IPT ages ago, I believe the EResult is
>> named
>> HardwareNotCapableOfIPT = 67.
>>
>> Support for VAC hardware based bans was added about a week before TF2 was
>> released as F2P, I don't know of any instances where this has occurred yet
>> but at account logon a unique hardware hash is transmitted along with your
>> credentials and this was occurring a long time before SteamGuard was
>> introduced.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Richard
>> Eid
>> Sent: Sunday, 25 December 2011 10:25 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] hlds_linux Digest, Vol 46, Issue 104
>>
>> http://ipt.intel.com/welcome.aspx
>>
>> Eventually, desktop computers will all have this sort of technology.
>>  Right
>> now there are plans to have Steam Guard make use of IPT for protecting
>> your
>> Steam account.  On the other hand, IPT can also be used to lock you out, I
>> suppose.  And I haven't looked up on it for a while now, but the last I
>> remember was that this technology hadn't been "cracked" yet and couldn't
>> be
>> bypassed.  I mean, you could build yourself onto a new platform to bypass
>> any global bans, but who would go that far that often just to keep
>> cheating?
>>
>> -Richard Eid
>>
>>
>> On Sat, Dec 24, 2011 at 6:30 PM, dan  wrote:
>>
>> > On 24/12/2011 22:12, at...@atouk.com wrote:
>> >
>> >> Hardware ban?  How would that work, serial numbered and trackable
>> >> computers?
>> >>
>> >
>> > In summary, it wouldn't.
>> >
>> >
>> >  Instead of making cheating a user/admin issue, how about making it a
>> >> developer
>> >> issue and refusing to buy games that are easily hacked.
>> >>
>> >
>> > Cheating is completely unrelated to pretty much any definition of the
>> > word hacking.
>> >
>> > --
>> > Dan
>> >
>> >
>> > __**_
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>> > please visit:
>> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>> > <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
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>
>
>
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> AnAkIn
>
>


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Re: [hlds_linux] hlds_linux Digest, Vol 46, Issue 104

2011-12-25 Thread AnAkIn .
Every time you log into Steam, your hardware information (Hard drive,
CD/DVD drive, motherboard, Windows CD Key, ...) is sent to the Steam
servers, and they've been doing that for at least 6 months-1 year before
TF2 went F2P.

2011/12/25 dmex 

> Valve already added support for IPT ages ago, I believe the EResult is
> named
> HardwareNotCapableOfIPT = 67.
>
> Support for VAC hardware based bans was added about a week before TF2 was
> released as F2P, I don't know of any instances where this has occurred yet
> but at account logon a unique hardware hash is transmitted along with your
> credentials and this was occurring a long time before SteamGuard was
> introduced.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Richard
> Eid
> Sent: Sunday, 25 December 2011 10:25 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] hlds_linux Digest, Vol 46, Issue 104
>
> http://ipt.intel.com/welcome.aspx
>
> Eventually, desktop computers will all have this sort of technology.  Right
> now there are plans to have Steam Guard make use of IPT for protecting your
> Steam account.  On the other hand, IPT can also be used to lock you out, I
> suppose.  And I haven't looked up on it for a while now, but the last I
> remember was that this technology hadn't been "cracked" yet and couldn't be
> bypassed.  I mean, you could build yourself onto a new platform to bypass
> any global bans, but who would go that far that often just to keep
> cheating?
>
> -Richard Eid
>
>
> On Sat, Dec 24, 2011 at 6:30 PM, dan  wrote:
>
> > On 24/12/2011 22:12, at...@atouk.com wrote:
> >
> >> Hardware ban?  How would that work, serial numbered and trackable
> >> computers?
> >>
> >
> > In summary, it wouldn't.
> >
> >
> >  Instead of making cheating a user/admin issue, how about making it a
> >> developer
> >> issue and refusing to buy games that are easily hacked.
> >>
> >
> > Cheating is completely unrelated to pretty much any definition of the
> > word hacking.
> >
> > --
> > Dan
> >
> >
> > __**_
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Re: [hlds_linux] Cheat Engine & Report

2011-12-24 Thread AnAkIn .
I had a friend that been using Cheat Engine for months, he has never been
VAC banned.

oldschoolhack has been undetected for months as well, seem to be the most
used TF2 public cheat.

2011/12/24 Steven Linn 

> I don't think it's fair for Valve to ban people from all Valve games
> forever, because not only does it nullify all the hard earned cash they
> used to buy the games, but it makes Valve look like a bunch of whiney
> little girls.
>
> Don't get me wrong, I am not VAC'd and I have never been VAC'd.
>
> I just think a 3month ban would suffice, with repeat offense being the only
> thing that gets you banned permanently.
>
> On Sat, Dec 24, 2011 at 8:52 AM, bp  wrote:
>
> > On Sat, Dec 24, 2011 at 13:53, dan  wrote:
> > > But, look on the bright side, if  a cheater is so obvious 20 of you
> could
> > > tell, it shouldn't really be a problem. Just ban them from your server.
> >
> > You'll understand, though, if that's not enough to ban an account from
> > all servers for all Valve games forever (and then some) with no real
> > chance of appeal.
> >
> > Think Reddit.
> >
> > --bp
> >
> > ___
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> > please visit:
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Re: [hlds_linux] Question for more experienced admins

2011-12-22 Thread AnAkIn .
There is at least 1-2 cheaters detected per day with DBlocker (
http://dblocker.didrole.com/) on my server. Unfortunately, banning them is
useless, they just create a new steam account every time.

2011/12/22 Andrew DeMerse 

> I just checked my SMAC logs, and only saw 1 false positive in the past
> month. No confirmed. Maybe you're being targeted by the same person on f2p
> accounts?
>
> On Thu, Dec 22, 2011 at 4:15 PM, Mike Johansen  wrote:
>
> > I myself haven't experienced an aimbotter for a few months, not since I
> > installed SMAC (SourceMod Anti-Cheat) and enabled aimbot protection in
> it.
> > It does give a few false positives, but it has maybe banned one innocent
> > player per 20 confirmed aimbotters. Which I find acceptable.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
> > Sent: 22. desember 2011 21:46
> > To: Half-Life dedicated Linux server mailing list
> > Subject: [hlds_linux] Question for more experienced admins
> >
> > The last week or two I have seen a sharp uptick in the number of aimbot
> > reports come in. Most often, they involve a spy using either the enforcer
> > or
> > the ambassador and a dead ringer.
> >
> > I try to take such accusations seriously, so I have spectated these
> players
> > and I have seen a few I would swear are legit complaints.
> > Usually involving: consistent shots across large map spaces, against
> scouts
> > (headshots even), while jumping themselves. Most of them do not respond
> to
> > speech or chat, so I end up simply banning them to keep the other players
> > from revolting.
> >
> > Anybody else seen this kind of trouble? Or have I simply been hit with a
> > rash of really really good spy players lately who don't like to talk.
> >
> > Thanks
> > -Andrew
> >
> >
> > --
> > Andrew (Wave Admin)
> > The Wave!
> > 24/7 CTF
> > 1/2 respawn times
> > http://thewaveserver.com
> >
> > ___
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> > 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] (ATTN: Valve) steam.inf missing and other "incomplete update" problems

2011-12-16 Thread AnAkIn .
Pure is broken in any Valve games that don't use the GCF system. That
includes ALL valve games released after TF2.
When Valve will move TF2, CSS, HL2DM and DoD S to the new content system,
pure will be broken in these games as well as it rely on the GCF system,
that these games will no longer use.

2011/12/16 ics 

> That's what he said and i can confirm it being broken atleast in L4D &
> L4D2.
>
> -ics
>
> 16.12.2011 22:09, daniel jokiaho kirjoitti:
>
>> pure is broken?
>> On 16 Dec 2011 21:03, "AnAkIn ."  wrote:
>>
>>  I hope you'll update sv_pure to work after you convert the game to the
>>> new
>>> content delivery system, not like in all Valve games using the NCF&  ACF
>>>
>>> (CS GO) system where it is broken.
>>>
>>> 2011/12/16 Fletcher 
>>> Dunn
>>> >
>>>
>>>  Sorry, I shouldn't have joined in with the shooting-from-the-hip
>>>> debugging.  I tossed out a troubleshooting suggestion, which I probably
>>>> shouldn't have done.  I was just looking for something that might be
>>>> different from this update compared to previous ones, to cause the
>>>>
>>> problem.
>>>
>>>>  Looks like everybody but the original poster and me already knew that
>>>> steam.inf just doesn't update properly and it's a longstanding problem.
>>>>
>>>> The update process...could use some improvement.  We know.  It will
>>>>
>>> happen
>>>
>>>> when we convert the entire game to the new content delivery system.
>>>>
>>>> Thanks,
>>>> - Fletch
>>>>
>>>> -Original Message-
>>>> From: 
>>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>>> hlds_linux-bounces@list.**valvesoftware.com]
>>>> On Behalf Of PharaohsPaw
>>>> Sent: Friday, December 16, 2011 9:05 AM
>>>> To: HLDS Linux
>>>> Subject: [hlds_linux] (ATTN: Valve) steam.inf missing and other
>>>> "incomplete update" problems
>>>>
>>>> Although I've said much of this already I'm making a separate post in
>>>> its
>>>> own topic in hopes that Valve will give it some serious consideration,
>>>>
>>> and
>>>
>>>> more importantly, do something about it to fix the problem.  I am
>>>>
>>> thankful
>>>
>>>> that Valve staff does pay attention to this mailing list.
>>>>
>>>> The subject of this post is a problem that has been around for a long
>>>> time.  I have been operating public gameservers off and on since 2006
>>>> and
>>>> have seen this occur with some update releases pretty much since then.
>>>>  I
>>>> am not the first person to say this happens, and I am also pretty sure
>>>>
>>> this
>>>
>>>> is not the first time I had something to say about it here.
>>>>
>>>> In short, the problem is incomplete updates.  It seems that the
>>>> (gamedir)/steam.inf file is the file most often left out of updates, but
>>>> sometimes other updated or new files are involved.  Sometimes
>>>>
>>> (apparently)
>>>
>>>> files that an "updated" server will crash without are missed.
>>>>
>>>> SCOPE OF PROBLEM
>>>> I should point out that I am specifically referring only to update
>>>> scenarios where the updater for a particular gameserver "tree" initiates
>>>>
>>> an
>>>
>>>> update, pulls in files, AND RECEIVES A SUCCESSFUL "HLDS Installation Is
>>>>
>>> Up
>>>
>>>> to Date" MESSAGE FROM THAT MASTER AND THE STEAM BINARY RESPONSIBLE FOR
>>>> UPDATING THE SERVER FILES EXITS WITH A 0 RETURN CODE when there are
>>>> actually files missing and the server cannot run properly afterwards as
>>>> a
>>>> result.
>>>>
>>>> The scenario in question also involves NOT using -verify_all among the
>>>> arguments passed to the steam binary to perform the update.
>>>>
>>>> Whether the server in question is just using srcds_run with -autoupdate
>>>> among the command line arguments, or using nemrun or any other
>>>> properly-written script isn't important.
>>>>
>>>> While it is possible to have incorrectly-written scripts to

Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other "incomplete update" problems

2011-12-16 Thread AnAkIn .
d until your
> steam.inf file has the same patch level/version that the masters think is
> the latest required version, your server will keep telling you to restart
> for the latest update.  The same is true if the file isn't there at all.
> So it's not just nemrun that needs this file.  It needs it for the same
> reasons the gameserver itself does.
>
> The nemrun scripts are out there for Valve and anybody else to look at.
> Please look at them before you say nemrun is the problem.  It isn't.
>
> So what IS going on?  As far as I'm concerned we have a couple of
> different issues here:
>
> 1. The steam binary can remove the existing steam.inf file while updating
> a server, even if it doesn't have an updated one to replace it with.
>
> 2. The steam binary will exit with a 0 return code and claim that the HLDS
> Installation is Up To Date when the server hasn't been fully updated.
>
> Anyone seeing a pattern yet?
>
> STEAM BINARY
>
> Now, let's talk about distributing updates among your masters.  Here are a
> couple questions anyone thinking about this rationally should ask:
>
> 1. Why does a master server tell you that an update is available if it
> doesn't have ALL of the updated files yet?  If it doesn't have all the
> updated files, it should not be telling you to restart your server UNTIL IT
> DOES.
>
> 2. Why does the steam binary exit with a 0 RETURN CODE (successful) AND
> EVEN TELL YOU 'HLDS Installation is Up To Date' if it doesn't have all the
> files that got updated?
>
>
> SUGGESTIONS
> I don't have visibility of the inner workings of Valve's content
> distribution system and I am not aware of whatever policies and procedures
> you may have for releasing updates.  (and I am not sure I would want to
> either, heh).  So I have to admit I am making some guesses here.  But I
> have a few suggestions that I think would be relevant.
>
> 1. Look at the "protocol" used by your masters, or maybe just policies and
> procedures for deploying updates onto them, which control when to start
> issuing Server Out of Date messages to dedicated servers, so that they will
> absolutely not under any circumstance start telling the dedicated servers
> heartbeating in that they need to restart/update UNTIL IT HAS
> *ALL* OF THE UPDATED FILES READY TO SERVE.
>
> 2. If files and directories that need to be pushed out as updated content
> have to be "flagged" by the folks preparing the updates for the masters to
> know which files it is supposed to push out to the dedicated servers for an
> update, HAVE SOMEONE QA CHECK THE FLAGGED FILES/DIRS LIST before the update
> release is approved (and the master servers start using it) to make sure
> files weren't left off the list.  ESPECIALLY THE STEAM.INF FILE.  The
> steam.inf file is ALWAYS updated for mandatory updates.  So checking the
> updated files list should ALWAYS require making sure steam.inf is marked as
> a file to push out.
>
> 3. It is possible that nemrun or other scripts like it are talking
> indirectly to a master (through an API) that isn't "in sync" with whichever
> master server the steam binary will talk to to pull in the update.  This is
> still not nemrun's fault.  The nemrun script is using SteamAPI now to see
> if an update is available.
> (https://api.steampowered.com).  If this API is telling "anyone that asks"
> that a required update is out before any (AND ALL) of the master servers
> the steam binary will actually pull the update in from has the complete set
> of update files ready to serve, then this needs to be fixed.  My suggestion
> would be that api.steampowered.com be the LAST thing you guys push to -
> ie, only after ALL of the steam masters that will be serving updated
> content have 100% of the update and are ready to serve it.  So the API host
> won't say there is an update until it's ready to be served.
>
> CONCLUSION
> Rather than just telling people "-verify_all" is the only recommended or
> supported way to update your gameserver, find and fix the problems that
> make a "./steam -command update" fail sometimes without -verify_all added
> -- even if only to help yourselves out with the load on the masters when
> updates get released.  I suspect the answer lies in one or more of the
> items noted above.
>
> People don't like to use -verify_all to get updates because it takes
> FOREVER to finish.  Doing an update without -verify_all usually only takes
> a minute or so - whether doing that gets you a complete updated server or
> not depends entirely on what the steam binary pulls in.  Nothing else.
> You can't blame nemrun or something else when the steam binary exits with
> a 0 return code and says "HLDS Installation Up To Date".
>
> Cheers.
>
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Re: [hlds_linux] Authentication problems [Cant play!]

2011-12-08 Thread AnAkIn .
They made it default only on single core CPUs IIRC.

2011/12/8 Mart-Jan Reeuwijk 

> If I remember correctly, that launch option is obsolete, as valve made it
> default afaik.
>
>
>
> >
> > From: Didrole 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Thursday, 8 December 2011, 1:03
> >Subject: Re: [hlds_linux] Authentication problems [Cant play!]
> >
> >Try to launch steam with -tcp in the command line.
> >
> >2011/12/8 Bruno Garcia 
> >
> >> Hello,
> >>
> >> I've been having authentication problems for almost a year now, and I
> >> seriously cannot play Counter-Strike: Source; I have already sent an
> e-mail
> >> to the mailing list, but I couldn't get a definite answer on how to, or
> >> when this problem will be solved.
> >>
> >> A user answered my thread couple months ago saying this:
> >>
> >> The way the old auth system used to work is that when a new client
> >> connected
> >> > to a game server, the GS would attempt to authenticate just that
> client
> >> > with
> >> > the steam backend.
> >> >
> >> > The new auth system works in a little different way. Instead of
> >> > authenticating just that single user, it will re-authenticate every
> user
> >> > already on the server in addition to the one that just joined.
> >> >
> >> > The network layout of the steam backend is a little complex, but to
> sum
> >> it
> >> > up there are seperate reverse proxy servers called CM or Connection
> >> > Masters.
> >> > There's something like 30-40 of these servers at any time, and
> everyone
> >> is
> >> > connected to one of them. These are the servers you communicate with
> when
> >> > you're connected to steam.
> >> >
> >> > The reason you see "no steam logon" for groups of clients and not the
> >> > entire
> >> > server is because one or two CMs went down, or otherwise disconnected
> the
> >> > clients that were connected to it. When the backend attempts to
> >> > reauthenticate all the clients on the server, it will drop the clients
> >> > which
> >> > lost connection to the CM with the "no steam logon" message, because
> >> that's
> >> > indeed what happened. They lost their connection to steam and aren't
> >> logged
> >> > on anymore.
> >>
> >>
> >>
> >> And here's my situation:
> >>
> >> Every time I go into Counter-Strike: Source, I go into a server and
> after
> >> playing for something like a minute or two, I get kicked for No-Steam
> >> Logon, plus, there's a bunch of logs showing on console saying it's not
> >> connected to steam.
> >>
> >> I seriously cannot play CS: S for over a year, something that I have
> paid.
> >> I have contacted support, and made threads on forums, but this is the
> only
> >> direct communication to any VALVe developer, besides I didn't get any
> >> proper answers.
> >>
> >> This is my desperate look for a solution, because on my end everything
> >> seems to be working, every test, and everything I have done has come
> >> inconclusive...
> >> Is it so hard to get a answer from a developer?
> >> ___
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> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >___
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> please visit:
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> >
> >
> >
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Re: [hlds_linux] Linux Multi-threaded server code

2011-11-11 Thread AnAkIn .
Yes, there is some of the engine code that uses the multi threading stuff.

2011/11/11 daniel jokiaho 

> Is there any boost in performance if its enabled?
> On 11 Nov 2011 11:21, "AnAkIn ."  wrote:
>
> > The support has been here since a very long time. It was just not enabled
> > by default under linux.
> >
> > 2011/11/11 PAL-18 
> >
> > > So SRCDS now supports hyper threading?
> > >
> > >
> > > __**_
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> > > please visit:
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> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> > >
> >
> >
> >
> > --
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> > AnAkIn
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Re: [hlds_linux] Linux Multi-threaded server code

2011-11-11 Thread AnAkIn .
The support has been here since a very long time. It was just not enabled
by default under linux.

2011/11/11 PAL-18 

> So SRCDS now supports hyper threading?
>
>
> __**_
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Re: [hlds_linux] Voice chat muting

2011-11-06 Thread AnAkIn .
Wrong. Client side muting is on SteamID. The SteamID is saved in a file you
can find in your tf folder (can't remember the name right now).

2011/11/6 Mart-Jan Reeuwijk 

> @ Doc, the clientside muting works on name basis indeed. If muting from
> server with SM etc then its on ID.
> @ Bruno, I would not want vote muting. Potential trolling etc is too much,
> and makes the experience of a player degrade if it wasn't justified. If
> client side muting works good, then there is no need for vote muting. Real
> abusive will be reported and muted by admins.
>
>
>
> >
> >From: Bruno Garcia 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Sunday, 6 November 2011, 14:36
> >Subject: Re: [hlds_linux] Voice chat muting
> >
> >Well, clearly muting deserves an update. Firstly for Chat Commands muting,
> >and permanent muting even if you left the server and join again, or
> >switching maps.
> >
> >And since vote kicking has been enabled within this year, maybe vote
> muting
> >would be a cool feature as well.
> >
> >I really hope some of VALVe's developers are considering this an update
> due
> >to the demand of users and lack of performance on muting players, which
> can
> >be improved by just simple updates to the muting system.
> >
> >On Sun, Nov 6, 2011 at 2:23 AM, doc  wrote:
> >
> >> The mute doesn't work on steamid? Really?
> >>
> >> On Sat, Nov 5, 2011 at 8:57 PM, Mart-Jan Reeuwijk  >> >wrote:
> >>
> >> > not even only that, but then he had the habit to change his name a bit
> >> > after the classes he played, "firy pete" "headshot pete" etc, so
> after a
> >> > while when he changed class, he renamed himself and you heard him
> AGAIN.
> >> > this was cos his name changed, and the mute works on names, not on
> steam
> >> id.
> >> >
> >> >
> >> ___
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> >> please visit:
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> >>
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Re: [hlds_linux] So Valve you fucked up the LAN play (Lo?c P?ron)

2011-10-30 Thread AnAkIn .
You should stop doing ads for a GSP that scam their clients with their
3+ FPS and tickrate 100 offers. I guess Regnam knows the FPS/tickrate
stuff as well as he seems to know everything about CSS, so he might want to
consider telling the guys he plays for. Oh wait.

Regnam has showed many times in the past that he got no idea of what he's
talking about, mainly when it comes to the source engine netcode. It's not
because he's playing in one of the best teams in Europe or in the best team
that he knows everything about the game.

2011/10/30 

> I'm afraid you don't get to dictate who can and can't post on the mailing
> list, depending on whether or not they agree with you.
>
> It's probably worth mentioning that he plays for
> http://www.team-verygames.net who pretty much win every LAN competition in
> Europe:
> http://www.team-verygames.net/fr/index.vg#palmares
>
> ...so I think he knows what he's talking about.
>
> (I don't play or care about CSS; I just had good reason to look them up
> recently)
>
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > boun...@list.valvesoftware.com] On Behalf Of molnár lászló
> > Sent: 30 October 2011 09:03
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] So Valve you fucked up the LAN play (Lo?c
> > P?ron)
> >
> > Please dont join the conversaiton if you don't know the game bugs..
> > thx.
> >
> > We are on a LAN with aprox 30 teams and, yea i got plenty of time to
> > test it out and FB buged, and with zb-z it got worser so we had to play
> > without them.
> >
> > So pleas valve take a look at them (mp_fadetoblack, and pleas give bakc
> > teh steamID-s ven szerver got sv_lan 1)
> >
> > ___
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Re: [hlds_linux] Regarding TF2 random crashes

2011-10-28 Thread AnAkIn .
 > > > > 
> > > > > > > wrote:
> > > > > > >
> > > > > > > > I'm unsure if the update tonight will address my issue or
> > > > > > > > not,
> > > > > but
> > > > > > > has
> > > > > > > > anyone else getting the random crashes still ?
> > > > > > > > This just started with in the past couple updates.
> > > > > > > > I have have 2 of our servers crash randomly, and both are in
> > > > > > > > separate
> > > > > > > > locations.
> > > > > > > > Both are on Ubuntu.
> > > > > > > >
> > > > > > > > 1 is 64bit, the other is not.
> > > > > > > >
> > > > > > > > -debug -debuglog custom_error.log
> > > > > > > >
> > > > > > > > reveals nothing, and sourcemod leaves no errors.
> > > > > > > >
> > > > > > > > What i have noticed is it's when someone randomly leaves.
> > > > > > > > ___
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> > > > > > > >
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> > > > > >
> > > > > >
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> > > > > archives,
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> > > > >
> > > > > ___
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> > > > > archives,
> > > > > please visit:
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> > > >
> > > >
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Re: [hlds_linux] Regarding TF2 random crashes

2011-10-27 Thread AnAkIn .
My 3 servers crash on koth_viaduct_event when they are full, even with all
plugins removed.

2011/10/28 

> Mine are fine, and have been rock-solid, but then I took off sourcemod
> after
> the _LAST_ update and haven't stuck it back on yet.  Uptime on our
> idle/trade server (the only one that doesn't restart daily) was 4 days
>
> By contrast, our windows server was crashing constantly until we took
> sourcemod off.
>
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > boun...@list.valvesoftware.com] On Behalf Of doc
> > Sent: 28 October 2011 02:48
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Regarding TF2 random crashes
> >
> > Mine crashes on startup before it even loads metamod or anything. Might
> > be
> > that the update didn't finish?
> >
> > On Thu, Oct 27, 2011 at 6:47 PM, clad iron  wrote:
> >
> > > I'm unsure if the update tonight will address my issue or not, but
> > has
> > > anyone else getting the random crashes still ?
> > > This just started with in the past couple updates.
> > > I have have 2 of our servers crash randomly, and both are in separate
> > > locations.
> > > Both are on Ubuntu.
> > >
> > > 1 is 64bit, the other is not.
> > >
> > > -debug -debuglog custom_error.log
> > >
> > > reveals nothing, and sourcemod leaves no errors.
> > >
> > > What i have noticed is it's when someone randomly leaves.
> > > ___
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> > archives,
> > > please visit:
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> > >
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>
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Re: [hlds_linux] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-17 Thread AnAkIn .
I meant with the Steam SRCDS, it's no longer possible to connect at all if
sv_lan is 0. The steam_appid.txt is correct.

2011/10/17 AnAkIn . 

> There is the same problem on Steam since the last TF2 update.
>
>
> 2011/10/17 Kigen 
>
>> What is your ./steam command line?
>>
>> On Mon, Oct 17, 2011 at 9:23 AM, Steven Miano  wrote:
>> > I have attempted to update my tf2 server several times, and am using
>> > -autoupdate in my command start line:
>> >
>> > /srcds_l/orangebox/srcds_run -game tf +map ctf_2fort -ip 24.129.170.3
>> -port
>> > 27075 -rcon_port 27075 -autoupdate +maxplayers 24 -tickrate 66 +fps_max
>> 1500
>> > +exec server.cfg
>> >
>> > On connect I get rejected, and in the server console I see the subject
>> line
>> > (S3: Client connected with ticket for the wrong game: UserID: 2)
>> >
>> > There are two other servers that are working perfectly, and I notice
>> that
>> > the steam_appid.txt is 440 on those, and 240 on the one that continually
>> > keeps rejecting my client.
>> >
>> > I've attempted to remove the InstallRecord.blob, and using -verify_all
>> after
>> > removing the steam_appid.txt as well. Still I can't seem to get around
>> this
>> > error.
>> >
>> > Any insight?
>> >
>> > Thanks,
>> > --
>> > Rev. Miano, Steven M.
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
>> ___
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>> please visit:
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>
>
>
> --
> Best regards,
> AnAkIn
>
>


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Re: [hlds_linux] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-17 Thread AnAkIn .
There is the same problem on Steam since the last TF2 update.

2011/10/17 Kigen 

> What is your ./steam command line?
>
> On Mon, Oct 17, 2011 at 9:23 AM, Steven Miano  wrote:
> > I have attempted to update my tf2 server several times, and am using
> > -autoupdate in my command start line:
> >
> > /srcds_l/orangebox/srcds_run -game tf +map ctf_2fort -ip 24.129.170.3
> -port
> > 27075 -rcon_port 27075 -autoupdate +maxplayers 24 -tickrate 66 +fps_max
> 1500
> > +exec server.cfg
> >
> > On connect I get rejected, and in the server console I see the subject
> line
> > (S3: Client connected with ticket for the wrong game: UserID: 2)
> >
> > There are two other servers that are working perfectly, and I notice that
> > the steam_appid.txt is 440 on those, and 240 on the one that continually
> > keeps rejecting my client.
> >
> > I've attempted to remove the InstallRecord.blob, and using -verify_all
> after
> > removing the steam_appid.txt as well. Still I can't seem to get around
> this
> > error.
> >
> > Any insight?
> >
> > Thanks,
> > --
> > Rev. Miano, Steven M.
> > ___
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> please visit:
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Re: [hlds_linux] Half-Life 1 Dedicated server update released

2011-09-26 Thread AnAkIn .
The update seem to be server side only, yet it says:

"prevented several client redirection exploits when connecting to a server"

I guess that change was not released then?

2011/9/26 Alfred Reynolds 

> Yes, the counter-strike changes we not made public, if you still want them
> (I suspect you will) keep the hlbeta command line option for now. Getting
> the Counter-Strike changes public is next on the list.
>
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > boun...@list.valvesoftware.com] On Behalf Of John
> > Sent: Monday, September 26, 2011 1:57 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update released
> >
> > Running this, I see a version decrease from the beta for CS 1.6
> > content.
> > Is that intentional?
> >
> > Checking bootstrapper version ...
> > Updating Installation
> > Updating 'Counter-Strike Base Content' from version 36 to version 35
> >
> > 43.05%  downloading hldsbase\cstrike\dlls\cs_i386.so
> > 65.15%  downloading hldsbase\cstrike\dlls\mp.dll
> > 65.15%  downloading hldsbase\steam_appid.txt
> >
> > Updating 'Win32 Server Engine' from version 54 to version 55
> >
> > 71.98%  downloading hldsbase\hlds.exe
> > 100.00% downloading hldsbase\swds.dll
> >
> > Checking/Installing 'Half-Life Base Content' version 12
> >
> >
> > HLDS installation up to date
> >
> > -John
> >
> > On 9/26/2011 1:38 PM, Alfred Reynolds wrote:
> > > Just a tiny fix for running the game from the Steam client.
> > >
> > >> -Original Message-
> > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > >> boun...@list.valvesoftware.com] On Behalf Of C Szabo
> > >> Sent: Monday, September 26, 2011 1:33 PM
> > >> To: hlds_linux@list.valvesoftware.com
> > >> Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
> > released
> > >>
> > >>
> > >> Nice, Is there anything new since last beta?
> > >>
> > >>> From: alf...@valvesoftware.com
> > >>> To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
> > >> hlds_annou...@list.valvesoftware.com
> > >>> Date: Mon, 26 Sep 2011 20:28:34 +
> > >>> Subject: [hlds_linux] Half-Life 1 Dedicated server update released
> > >>>
> > >>> An update to the Half-Life 1 dedicated server has been released.
> > This
> > >> update applies to Counter-Strike 1.6, Condition Zero, Team Fortress
> > >> Classing, Half-Life Deathmatch, Day of Defeat, Opposing Force,
> > Ricochet
> > >> and Death match classic.
> > >>> The update is optional but contains exploit fixes so it is highly
> > >> recommended.
> > >>> This release is setting public the beta we have been running
> > >> recently, the changes that have accrued since the last public
> > release
> > >> are:
> > >>> - Added sv_logsecret support
> > >>> - Added sv_filetransfermaxsize to limit the size of a file the game
> > >> server will try to send to a client
> > >>> - Added halflife.wad and xeon.wad to the not allowed to download to
> > a
> > >> client list
> > >>> - Increased max heapsize of 128mbyte for the dedicated server,
> > >> default to 40mb still
> > >>> - Added sv_allow_dlfile, if set to 1 and sv_downloadurl is set
> > still
> > >> allow local downloads
> > >>> - changed motd_write to only work if the process is running an
> > active
> > >> server and the command is from the console
> > >>> - prevented several client redirection exploits when connecting to
> > a
> > >> server
> > >>> - Changed "Non-sprite set to glow!\n" debug console output to be
> > dev
> > >> only
> > >>> - Implemented new crash reporting system, now with Linux support.
> > >>>
> > >>>
> > >>> ___
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> > >> archives, please visit:
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Re: [hlds_linux] Updates coming tomorrow

2011-09-15 Thread AnAkIn .
Are we ever going to see these framerate changes?

2011/9/15 Michael Johansen 

>
> So do I wonder about.
>
> > From: gramma...@gmail.com
> > To: hlds_linux@list.valvesoftware.com
> > Date: Thu, 15 Sep 2011 08:21:12 +0200
> > Subject: Re: [hlds_linux] Updates coming tomorrow
> >
> > Hi there,
> >
> > does this major update also include the orange box framerate changes -
> > announced in July?
> >
> >
> > cheers
> >
> > grammaton - sourcejunkies.de
> >
> >
> >
> >
> >
> >
> >
> >
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Re: [hlds_linux] Can't play No-Steam Logon for months!

2011-09-09 Thread AnAkIn .
Code 1 is supposed to be "invalid version", and code 8 is supposed to be
"incompatible anticheat".

2011/9/9 Bruno Garcia 

> Hello,
>
> Since the past 4 months i can't play Counter-Strike: Source, and i can
> barely play Team Fortress 2..
> Now that there has been an update to determinate what caused the no-steam
> logon, i have been getting this on console
>
> CClientSteamContext OnSteamServersConnected logged on = 1
> >
>
> STEAMAUTH: Client [NIN] received failure code 1
> > Dropped [NIN] from server (No Steam logon
> > )
> > Disconnect: No Steam logon
> > .
> > Disconnect: No Steam logon
> > .
> >
>
>  STEAMAUTH: Client [NIN] received failure code 8
> >
>
> I believe this is related to my directx level configuration, since a few
> weeks ago i have set directx to 9.1 and i wouldn't get kicked...After a
> while i decided to get a little more FPS, so i set it back to 8.1 thinking
> the issue has been fixed, and that's when i started getting no-steam logon
> again.
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Re: [hlds_linux] Clients drop due to loss of connection to VAC servers

2011-09-06 Thread AnAkIn .
Most of the other kick messages won't show up any more, as soon as someone
crash and his Steam client knows that he is no longer in game, he will be
kicked from the server with the No Steam logon message.

2011/9/6 1nsane <1nsane...@gmail.com>

> I see the No Steam logon message more often than this one.
>
> Certain players seem to randomly get kicked off with this message. Why does
> this even happen now that TF2 is free to play?
> Suppose if server has any control over this then a plugin could probably
> fix
> this, but would also act as a crack when used on source games other than
> TF2...
>
> On Tue, Sep 6, 2011 at 9:10 AM, Andrew Fischer  wrote:
>
> > I first saw this same behaviour 1 week ago today. Within about 15
> > seconds every player on the server dropped with the same "lost
> > connection to VAC" message.
> >
> > I contacted one of the regulars via chat and he said he thought his
> > internet had quit, since it acted the same way. He was left hangning
> > in space until disconnected. I restarted the game and haven't seen it
> > since.
> >
> > -Andrew
> >
> > --
> > Andrew Fischer
> > Lightning Toads Productions, LLC
> > www.lightningtoads.com
> >
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