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 needa...@ntlworld.com:

 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 smelly.feet.you.h...@gmail.com:

 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 ad...@gamerscrib.net 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 er...@valvesoftware.com
  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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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 ad...@gamerscrib.net:

 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 ad...@gamerscrib.net 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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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 gbs.dead...@gmail.com

 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 idprom...@gmail.com

 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 idprom...@gmail.com 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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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 needa...@ntlworld.com

 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
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 sc2p...@gmail.com 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] 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 mreeu...@yahoo.com

 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 needa...@ntlworld.com
 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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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 anakin...@gmail.com

 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 i...@ics-base.net

 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 wea...@weaselslair.com

  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=133https://forums.alliedmods.net/forumdisplay.php?f=133
 https://bitbucket.org/**psychonic/smac/wiki/Homehttps://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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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 anakin...@gmail.com

 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 drga...@gmail.com

 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 anakin...@gmail.com wrote:

  You can't change your in-game name with name in Orange Box engine
 games.
 
  2012/9/12 Herover leon.l.a.niel...@gmail.com
 
   2012/9/12 Rudy Bleeker rblee...@gmail.com:
On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn anakin...@gmail.com
 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.
  
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  --
  Best regards,
  AnAkIn
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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 wea...@weaselslair.com

 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)

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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 i...@ics-base.net

 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 wea...@weaselslair.com

  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=133https://forums.alliedmods.net/forumdisplay.php?f=133
 https://bitbucket.org/**psychonic/smac/wiki/Homehttps://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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Re: [hlds_linux] Mandatory TF2 update coming soon

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


2013/7/11 Todd Pettit pettit.t...@gmail.com

 The newest snapshot of sourcemod fixes most of your woes.

 - Original Message -
 From: Gordon Reynolds thisisgordonsem...@gmail.com
 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 lists.va...@nuclearfallout.net
 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 miikalaak...@hotmail.com
  To: hlds linux hlds_linux@list.**valvesoftware.com
 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.
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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 er...@valvesoftware.com

 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
Max rate is 10. I don't think there is a max cl_cmdrate.


2013/5/28 Jeff Sugar jeffsu...@gmail.com

 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 gde...@ngservers.com
 
 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
 
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Re: [hlds_linux] [hlds] TF2 server performance spikes

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


2013/5/28 Mart-Jan Reeuwijk mreeu...@yahoo.com

 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 needa...@ntlworld.com
 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
 
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 please visit:
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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 anakin...@gmail.com

 http://dblocker.didrole.com/


 2013/5/28 Mart-Jan Reeuwijk mreeu...@yahoo.com

 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 needa...@ntlworld.com
 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
 
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 please visit:
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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 gde...@ngservers.com

 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 jeffsu...@gmail.com 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
  gde...@ngservers.com
  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
 
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  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 rblee...@gmail.com

 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 don...@applei.ph 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 e...@evcz.tk 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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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 alf...@valvesoftware.com

 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 fletch...@valvesoftware.com
 javascript:;
  wrote:
 
   We use new math at Valve.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com javascript:;
 [mailto:
   hlds_linux-boun...@list.valvesoftware.com javascript:;] 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
   fletch...@valvesoftware.com javascript:;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
   
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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 f...@sjchen.net

 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 my_azz...@yahoo.com 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 ngongamedes...@gmail.com
  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 garcia.bru...@gmail.com
  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...)
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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 feuga...@ceidwarfare.net

 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]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 feuga...@ceidwarfare.net

 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 feuga...@ceidwarfare.net
 
  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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 --
 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
Sorry, I meant:
If you set sys_ticrate to 1000 then the server will run at a ticrate of
1000.


2013/4/14 AnAkIn anakin...@gmail.com

 -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 feuga...@ceidwarfare.net

 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 feuga...@ceidwarfare.net
 
  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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 --
 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 my_azz...@yahoo.com

 So what are the new allowed values now for those rates?




 
  From: Valentin G. nextra...@gmail.com
 To: Collin Howard my_azz...@yahoo.com; Half-Life dedicated Linux server
 mailing list hlds_linux@list.valvesoftware.com
 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 my_azz...@yahoo.com 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) nightgunn...@llamaslayers.net

 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 synthandst...@gmail.com

 I want to know this as well.
 sorry for the bump.

 On Sat, Mar 2, 2013 at 5:30 PM, Bruno Garcia garcia.bru...@gmail.com
 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] 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 lisee...@yandex.ru

 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 thunderfox19...@gmail.com:
  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 coachcrock...@gmail.com 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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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 i...@teaterljud.se

 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.jpghttp://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.**jpghttp://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] 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 lambdace...@gmail.com

 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 fletch...@valvesoftware.com

  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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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 i...@ics-base.net

 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 - sza...@hotmail.com
 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=graphjstime=1**
 appid=10q240q730from=**134904240to=136183320http://steamgraph.net/index.php?action=graphjstime=1appid=10q240q730from=134904240to=136183320
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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 rbemr...@gmail.com

 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]3STEAM_0:0:29393893**
 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]3STEAM_0:0:29393893**
 STEAM USERID validated
 L 02/23/2013 - 17:28:08: KorDen [32RU]3STEAM_0:0:29393893**
 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]3STEAM_0:0:29393893**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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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 mlaszl...@freemail.hu

 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 sdudenhoef...@gmail.com

 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 wea...@weaselslair.com 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 alf...@valvesoftware.com
  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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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 - sza...@hotmail.com


 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 are still in
 progress, I am looking at you redirect servers). Under Linux we have
 moved forward to GCC 4.6 (from 2.95, heh) and are using a newer OS
 toolchain, so please 

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 p...@i.kiev.ua

 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 appid
  90 (and will continue to use this appid after full release).

  The changes in this version are numerous (and some fixes are still
  in progress, I am looking at you redirect 

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 alf...@valvesoftware.com

 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 gbs.dead...@gmail.com
 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.
 
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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.

-- 
Best regards,
AnAkIn
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Re: [hlds_linux] TF beta has been updated

2012-10-26 Thread AnAkIn
/listinfo/hlds_linux




-- 
Best regards,
AnAkIn
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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 anakin...@gmail.com

 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 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
 fletch...@valvesoftware.com 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 rbemr...@gmail.com
 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 ail...@gmail.com
 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
  fletch...@valvesoftware.comwrote:
 
  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?
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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 fletch...@valvesoftware.com

 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 anakin...@gmail.com

  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 anakin...@gmail.com
 
  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 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
  fletch...@valvesoftware.com 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
   rbemr...@gmail.com
  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
   ail...@gmail.com
  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
   fletch...@valvesoftware.comwrote:
  
   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?
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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 drga...@gmail.com

 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 anakin...@gmail.com wrote:

  You can't change your in-game name with name in Orange Box engine
 games.
 
  2012/9/12 Herover leon.l.a.niel...@gmail.com
 
   2012/9/12 Rudy Bleeker rblee...@gmail.com:
On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn anakin...@gmail.com 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.
  
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   please visit:
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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
You can't change your in-game name with name in Orange Box engine games.

2012/9/12 Herover leon.l.a.niel...@gmail.com

 2012/9/12 Rudy Bleeker rblee...@gmail.com:
  On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn anakin...@gmail.com 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.

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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 drga...@gmail.com

 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 anakin...@gmail.com wrote:

  You can't change your in-game name with name in Orange Box engine
 games.
 
  2012/9/12 Herover leon.l.a.niel...@gmail.com
 
   2012/9/12 Rudy Bleeker rblee...@gmail.com:
On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn anakin...@gmail.com 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.
  
   ___
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   please visit:
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  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] 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 anakin...@gmail.com

 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
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 cmun...@cameronmunroe.com

 So now how does it work?

 Sent from my android device.



 -Original Message-
 From: AnAkIn anakin...@gmail.com
 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 anakin...@gmail.com

  I updated it to disable the screenshot feature under TF2  DoD S. Still
  available on CSS.
 
  --
  Best regards,
  AnAkIn
 
 
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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

2012-08-16 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 kyle.l...@gmail.com

 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 l...@ozzyfurocity.net 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 anakin...@gmail.com
 
  No, they told me back in April that they had a fix, but they never
 released
  it.
 
  2012/7/21 Essay Tew Phaun sc2p...@gmail.com
 
  Has Valve fixed the crit exploit yet?
 
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  please visit:
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  AnAkIn
 
 
 
 
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  Best regards,
  AnAkIn
 
 
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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 ulbl...@gmx.de

 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 kyle.l...@gmail.com
 wrote:

  Any chance at DNS resolving support?http://api.**
 steampowered.com/ISteamApps/**GetServersAtAddress/v0001?**
 addr=4.2.2.1format=jsonhttp://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=4.2.2.1format=json
 

 Thanks,
 Kyle.

 On Thu, Aug 9, 2012 at 1:03 PM, Jesse Molina je...@opendreams.net
 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

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




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 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/


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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 l...@ozzyfurocity.net

 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 anakin...@gmail.com

 No, they told me back in April that they had a fix, but they never
 released it.

 2012/7/21 Essay Tew Phaun sc2p...@gmail.com

 Has Valve fixed the crit exploit yet?

 

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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 fletch...@valvesoftware.com

 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
 


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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 anakin...@gmail.com

 I updated it, it should now be fully compatible with CSS  DoD S.

 Le 12 avril 2012 18:55, AnAkIn anakin...@gmail.com 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 syntron...@gmail.com 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 DeMerseademe...@gmail.com
   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 DeMerseademe...@gmail.com
   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 Iskraseabas...@gmail.com
 
  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.
 
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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 brainki...@gmx.de

 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
 #   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 k1773r0nt3h...@hotmail.com:

 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: Console0ConsoleConsole executes: status
 Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status
 Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status
 Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status
 Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status
 Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status
 Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status
 Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status
 Sat Mar 31 14:56:34 2012: Console0ConsoleConsole 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 daniel.joki...@gmail.com:
 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
gramma...@gmail.com 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 i...@ics-base.net 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: frogf...@thehh.co.uk
 To: Half-Life dedicated Linux server mailing
 listhlds_linux@list.valvesoftware.com
 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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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 my_azz...@yahoo.com 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 i...@ics-base.net
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 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
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 h...@gmx.com 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] 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 l...@rocketblast.com 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 h...@gmx.com 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] 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 daniel.joki...@gmail.com a écrit :
 Any issues with dblocker?
 On 11 Apr 2012 19:49, AnAkIn . anakin...@gmail.com wrote:

 No, I don't think it will, I have not tested though.

 Le 11 avril 2012 19:46, Andrew DeMerse ademe...@gmail.com 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 . anakin...@gmail.com wrote:
 
  No, I just posted that on a competitive forum so far.
 
  Le 11 avril 2012 19:36, Oskar Levin os...@dataviruset.com 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 os...@dataviruset.com 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 os...@dataviruset.com 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
  
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 archives,
   please visit:
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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 tkr...@arcor.de a écrit :
 Can you make compatible with sourcebans from sourcemod?!

 Am 12.04.2012 um 10:13 schrieb AnAkIn . anakin...@gmail.com:

 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 daniel.joki...@gmail.com a écrit :
 Any issues with dblocker?
 On 11 Apr 2012 19:49, AnAkIn . anakin...@gmail.com wrote:

 No, I don't think it will, I have not tested though.

 Le 11 avril 2012 19:46, Andrew DeMerse ademe...@gmail.com 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 . anakin...@gmail.com wrote:

 No, I just posted that on a competitive forum so far.

 Le 11 avril 2012 19:36, Oskar Levin os...@dataviruset.com 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 os...@dataviruset.com 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 os...@dataviruset.com 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

[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] 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 os...@dataviruset.com 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


 ___
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-- 
Best regards,
AnAkIn

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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 os...@dataviruset.com 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 os...@dataviruset.com 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:
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 --
 Best regards,
 AnAkIn

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 ___
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-- 
Best regards,
AnAkIn

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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 os...@dataviruset.com 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 os...@dataviruset.com 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 os...@dataviruset.com 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:
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 --
 Best regards,
 AnAkIn

 ___
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 please visit:
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-- 
Best regards,
AnAkIn

___
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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 ademe...@gmail.com 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 . anakin...@gmail.com wrote:

 No, I just posted that on a competitive forum so far.

 Le 11 avril 2012 19:36, Oskar Levin os...@dataviruset.com 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 os...@dataviruset.com 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 os...@dataviruset.com 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
 
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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 e...@wmclan.net 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

2012-04-07 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 to...@valvesoftware.com 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] 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=banlistsearchText=STEAM_0%3A1%3A17281511Submit=

Le 7 avril 2012 22:02, E3pO e...@wmclan.net a écrit :
 I would love to see logs showing my steam id in it, :)

 On Sat, Apr 7, 2012 at 3:41 PM, AnAkIn . anakin...@gmail.com 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 to...@valvesoftware.com 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] 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 cmun...@cameronmunroe.com:
 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 mäntysaarisaku...@gmail.com  wrote:

 I can't watch it :(

 2012/4/3 Cameron Munroecmun...@cameronmunroe.com

 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
 butterdickjo...@gmail.com**wrote:

  Watch everyone disconnect...

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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 n0man@gmail.com:
 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 whisper...@gmail.com:
 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 t...@thirdman.de

 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 needa...@ntlworld.com:
 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 .

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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 h...@gmx.com:
 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 ad...@gamerscrib.net 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 daniel.joki...@gmail.com

 For my server there have been an increase if sv_cheats 1 and aim botters
  On 30 Dec 2011 08:32, Ross Bemrose rbemr...@vgmusic.com 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, cladironcladi...@gmail.com  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 Levinos...@dataviruset.com
  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: cladironcladi...@gmail.com
  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.
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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 dme...@gmail.com

 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 needa...@ntlworld.com 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] hlds_linux Digest, Vol 46, Issue 104

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

2011/12/25 AnAkIn . anakin...@gmail.com

 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 dme...@gmail.com

 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 needa...@ntlworld.com 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 stevenl...@knights.ucf.edu

 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 badpazzw...@gmail.com wrote:

  On Sat, Dec 24, 2011 at 13:53, dan needa...@ntlworld.com 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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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 ademe...@gmail.com

 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 michs...@live.no 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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Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems

2011-12-16 Thread AnAkIn .
 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] (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 i...@ics-base.net

 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 .anakin...@gmail.com  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 
 Dunnfletcherd@valvesoftware.**comfletch...@valvesoftware.com
 

  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.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@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 run and/or
 update our servers, that isn't what I'm talking about here.  Nemrun and
 other properly-written update scripts do not run ./steam -command
 update
 -game tf -dir . (or whatever) only once and ASSUME the update was
 successful.  We can't do that because it is fairly common to get a
 connection reset from whichever master we are pulling the update from
 before it is complete.  It has to check the return code from the steam
 binary doing the update, and if it isn't 0, you have to repeat until it

 IS

 0.

 Also, it needs to be understood by anyone at Valve investigating this
 problem that neither nemrun, nor any other script (including your own
 srcds_run with used with -autoupdate) that I'm talking about does

 anything

 more than call the steam binary with -command update.  Nemrun in
 updatedaemon mode may have its own implementation of checking in with

 steam

 to see if an update is needed, but it does comply with your protocols,

 and

 even when it does start an update, it only does it because your masters
 said a required update was available.  And it calls the same steam
 binary
 to do the actual updating that srcds_run does.

 Guess why the steam.inf file is so important?  This isn't specific to
 nemrun, by the way.  It tells the dedicated server which version to

 report

 to the steam masters.  So its contents (or existence) means everything

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 mreeu...@yahoo.com

 If I remember correctly, that launch option is obsolete, as valve made it
 default afaik.



 
  From: Didrole didr...@gmail.com
 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 garcia.bru...@gmail.com
 
  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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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 pal...@zombierevolution.org

 So SRCDS now supports hyper threading?


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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 daniel.joki...@gmail.com

 Is there any boost in performance if its enabled?
 On 11 Nov 2011 11:21, AnAkIn . anakin...@gmail.com 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 pal...@zombierevolution.org
 
   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 mreeu...@yahoo.com

 @ 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 garcia.bru...@gmail.com
 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 drga...@gmail.com wrote:
 
  The mute doesn't work on steamid? Really?
 
  On Sat, Nov 5, 2011 at 8:57 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com
  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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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 gamead...@127001.org

 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 .
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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 gamead...@127001.org

 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 cladi...@gmail.com 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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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 theki...@gmail.com

 What is your ./steam command line?

 On Mon, Oct 17, 2011 at 9:23 AM, Steven Miano mian...@gmail.com 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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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 . anakin...@gmail.com

 There is the same problem on Steam since the last TF2 update.


 2011/10/17 Kigen theki...@gmail.com

 What is your ./steam command line?

 On Mon, Oct 17, 2011 at 9:23 AM, Steven Miano mian...@gmail.com 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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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 alf...@valvesoftware.com

 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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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 michs...@live.no


 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 garcia.bru...@gmail.com

 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 wizzr...@gmail.com 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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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-26 Thread AnAkIn .
Valve could block wallhacks and speedhacks with some server side code if
they wanted to.

2011/8/26 Kigen theki...@gmail.com

 There isn't just that.  But I mentioned it since it was what was being
 discussed.

 A lot of things get broken in cheats when you use this plugin.

 But it does cause some other issues (small, but noticeable).

 On Thu, Aug 25, 2011 at 9:05 PM, J M invaderam...@gmail.com wrote:
  The client doesn't decide it, but it knows when it's going to happen at
 the
  same time the server does. This is so that client side prediction can
 work
  effectively with crits. Whether an attack is a crit is decided by both
 the
  server and the client at the same time. They used to allow clients to
 decide
  it, and crit hacks used to be much more useful. Nowadays, crit hacks
 simply
  shoot every time there is going to be a crit, instead of forcing crits
 every
  time you shoot.
 
  On Thu, Aug 25, 2011 at 9:55 PM, Necavi nec...@0xf.org wrote:
 
  Out of curiosity, why should the client decide when a critical hit
 occurs?
  I can see some benefit to it, but mostly I see it as exploitable.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
  Sent: Thursday, August 25, 2011 17:07
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
 
  Valve should first add some basic server side protection against some
  common hacks.
 
  For example should be easy to block 100% crits hacks like this one:
  http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client
  has to decide when a a critical hit occurs,  but the server should
 validate
  the decision.
 
  Most speedhacks also should be detected by server.
 
 
   - Original Message -
   From: bottige...@gmail.com
   Sent: 08/25/11 11:36 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
 
 
  Is Valve really doing anything to catch people making F2P accounts to
  avoid cheat bans?
 
  Ever since we switched to IP bans, we've been able to catch many
  cheaters using F2P to avoid bans. Some of them have even made up to 4
  accounts in a row. Unfortunately, I've started to see some of these
  people sprinkle our ban system with dynamic IPs which will inevitably
  ban innocent users.
 
  We've also recently dealt with another hacker here (Valve can confirm
  they use the same IP address).
 
  http://steamcommunity.com/profiles/76561198047123732 - primary cheating
  account
  http://steamcommunity.com/profiles/76561198038410008
 
  What was unusual about this is that he was using a name copy program
  and the admin at that time was complaining he couldn't use the status
  command. Is it possible to have the status command blocked somehow?
  The cheater in question posted this youtube video on this hack forum.
 
  http://casualhacks.net/forum/showthread.php?t=69
 
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-26 Thread AnAkIn .
This is already done with DBlocker and multithreaded:

http://dblocker.didrole.com/

The multithreading only works on Windows though, as Valve disabled the CPU
detection code on Linux, so it's just like the servers always start with
-threads 1. If you got a linux server you can add the -threads command and
it will work though.

2011/8/26 Saint K. sai...@specialattack.net

 I can recall from the hlds times that we used to have an anti-wall hack
 extention or plugin which was quite low on load. What it did was it simply
 didn't send any information about clients that were not visible from your
 point of view. Can't figure out what the name was though, it was one of the
 high used tools (hlguard or so perhaps?)

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson [
 daniel.joki...@gmail.com]
 Sent: 26 August 2011 13:36
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

 Why does command like sv_cheats exist?

 Remove it

 //Daniel

 Eric Riemers skrev 2011-08-26 13:33:
  I think they could do even more, but in the end the impact on servers on
  cpu (anti wallhack for instance) might be that high and since its still
  single threaded
 
  On Fri, 26 Aug 2011 12:32:29 +0200, AnAkIn .anakin...@gmail.com
  wrote:
  Valve could block wallhacks and speedhacks with some server side code if
  they wanted to.
 
  2011/8/26 Kigentheki...@gmail.com
 
  There isn't just that.  But I mentioned it since it was what was being
  discussed.
 
  A lot of things get broken in cheats when you use this plugin.
 
  But it does cause some other issues (small, but noticeable).
 
  On Thu, Aug 25, 2011 at 9:05 PM, J Minvaderam...@gmail.com  wrote:
  The client doesn't decide it, but it knows when it's going to happen
  at
  the
  same time the server does. This is so that client side prediction can
  work
  effectively with crits. Whether an attack is a crit is decided by both
  the
  server and the client at the same time. They used to allow clients to
  decide
  it, and crit hacks used to be much more useful. Nowadays, crit hacks
  simply
  shoot every time there is going to be a crit, instead of forcing crits
  every
  time you shoot.
 
  On Thu, Aug 25, 2011 at 9:55 PM, Necavinec...@0xf.org  wrote:
 
  Out of curiosity, why should the client decide when a critical hit
  occurs?
  I can see some benefit to it, but mostly I see it as exploitable.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
  Sent: Thursday, August 25, 2011 17:07
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status
  hack?
 
  Valve should first add some basic server side protection against some
  common hacks.
 
  For example should be easy to block 100% crits hacks like this one:
  http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the
  client
  has to decide when a a critical hit occurs,  but the server should
  validate
  the decision.
 
  Most speedhacks also should be detected by server.
 
 
- Original Message -
From: bottige...@gmail.com
Sent: 08/25/11 11:36 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
 
 
  Is Valve really doing anything to catch people making F2P accounts to
  avoid cheat bans?
 
  Ever since we switched to IP bans, we've been able to catch many
  cheaters using F2P to avoid bans. Some of them have even made up to 4
  accounts in a row. Unfortunately, I've started to see some of these
  people sprinkle our ban system with dynamic IPs which will inevitably
  ban innocent users.
 
  We've also recently dealt with another hacker here (Valve can confirm
  they use the same IP address).
 
  http://steamcommunity.com/profiles/76561198047123732 - primary
  cheating
  account
  http://steamcommunity.com/profiles/76561198038410008
 
  What was unusual about this is that he was using a name copy program
  and the admin at that time was complaining he couldn't use the status
  command. Is it possible to have the status command blocked somehow?
  The cheater in question posted this youtube video on this hack forum.
 
  http://casualhacks.net/forum/showthread.php?t=69
 
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