[hlds_linux] Regarding "Internet cafè"-accou nts

2008-05-22 Thread Eirik Nilssen

Valve:
 
We have several times the last year had notorious cheateres visiting our 
servers. 
As Norways leading anti-cheat community, our serveres are probably alluring to 
"ragers", just playing to
destroy the fun of online gaming to everybody else.
 
In most cases, the obvious cheater is booted head first out of the servers 
within minutes, thanks to
our active admin staff. But in some (though rare) cases the same cheaters keep 
reappering time after time - often 
the same day. Our last case included no less than 7 banned STEAM_ID's for the 
same person, as he kept showing 
up on our serveres - flying around up-side down and blasting HS through walls.
 
I'm convinced that these type of ragers use hacked "Internet cafè" accounts. We 
cannot do anything other then 
keep banning their STEAM_ID, but it gets tiering in the long round.
 
Is there any sort of way to report these STEAM_ID's to Valve, so they can 
deactivate the cafè-acconut from generating
more STEAM_ID's?
 
Regards
Eirik
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Re: [hlds_linux] steam ID ticket hell (2)

2008-04-22 Thread Eirik Nilssen

Deleting "Clientregistry.blob" and restarting steam normally fix this issue, 
but I agree - It's a very unecessary source of annoyance.
> From: [EMAIL PROTECTED]> To: hlds_linux@list.valvesoftware.com> Date: Tue, 22 
> Apr 2008 09:20:45 +0200> Subject: [hlds_linux] steam ID ticket hell (2)> > 
> We're still experiencing the invalide steam id ticket bug. > > Sometimes it 
> takes up to 10 times to join a server.> > Could this finally be fixed 
> sometimes???> > Saint K.> > > 
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Re: [hlds_linux] Server redirect

2008-03-23 Thread Eirik Nilssen

Hmm.. that might be an acceptable solutions yes :-)

But there is no way one could configure the server to redirect clients to 
another server?


> From: [EMAIL PROTECTED]
> To: hlds_linux@list.valvesoftware.com
> Date: Sun, 23 Mar 2008 15:43:18 +0100
> Subject: Re: [hlds_linux] Server redirect
> 
> Hi,
> 
> valve is still working on the function, that server admins can change ip
> addresses of gameservers without losing them in the steam favorites ...
> 
> my tip: change the servername and post the new ip address ... and add server
> messages, for example with mani's ad's messages, every 30 seconds, that the
> server is out of date and it has a new ip address ... 
> 
> i have done this a lot of times and it worked very well ...
> 
> in css there are possibilies to pop up a dialog to ask a player if he wants
> to connect to another server ... but im not sure how it works, never tried
> that ... but a plugin could make it: check www.sourcemod.net
> 
> good luck
> andreas
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Eirik
> Nilssen
> Sent: Sunday, March 23, 2008 3:30 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Server redirect
> 
> 
> Hi guys, hope you can help me out here.
>  
> After experiencing a lot of problems with some of our servers hosted by one
> of our communitys sponsors, we have decided to host them ourself. The
> problem is, that these servers are our most popular. Changing IP on a
> popular server is always risky business, so I wish to keep the old servers
> up a month or two, but making it redirect all traffic - with a message to
> the user about whats happening.
>  
> Have been browsing the net all day, but all links regarding "redirect"
> concerns file download.
>  
> All input would be gratly appreciated!
>  
> Best Regards
> Eirik S. Nilssen
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[hlds_linux] Server redirect

2008-03-23 Thread Eirik Nilssen

Hi guys, hope you can help me out here.
 
After experiencing a lot of problems with some of our servers hosted by one of 
our communitys sponsors, we have decided to host them ourself. The problem is, 
that these servers are our most popular. Changing IP on a popular server is 
always risky business, so I wish to keep the old servers up a month or two, but 
making it redirect all traffic - with a message to the user about whats 
happening.
 
Have been browsing the net all day, but all links regarding "redirect" concerns 
file download.
 
All input would be gratly appreciated!
 
Best Regards
Eirik S. Nilssen
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RE: [hlds_linux] official valve doorfix?

2008-03-04 Thread Eirik Nilssen
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Well, 100 tick shouldnt be "none standard", though lowering the tickrate to 66 
seems to fix the problem :o)> From: [EMAIL PROTECTED]> To: 
hlds_linux@list.valvesoftware.com> Subject: Re: [hlds_linux] official valve 
doorfix?> Date: Tue, 4 Mar 2008 05:38:13 -0800> > slow doors are typically 
caused by servers running non-standard ticrates,> try changing the server to 33 
or 66 and see if you still have this problem.> > > - Original Message 
-> From: "Timo Hilbertz"> To: > Sent: 
Tuesday, March 04, 2008 4:03 AM> Subject: [hlds_linux] official valve doorfix?> 
> > > hi valve,> >> > when will the slow doors be fixed on several standard 
maps like nuke and> > assault?> > is there any special reason why everyone at 
valve ignores this issue for> > more than a year now?> > or will you simply 
wait until css gets ported on orangebox?> >> > -timo> > > 
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[hlds_linux] STV proxy

2008-02-16 Thread Eirik Nilssen
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Hi guys, hope you can help me out here!

We are currently hosting a CSS league. So far, the teams have set up STV by 
themself via hosts like HLTV-org and like.
Unfortunately, this solution is far from ideal. Therefore, we noe have supplied 
the league with dedicated warservers, and an equal amount of servers which is 
supposed to work as STV proxys. By doing this, we hope to give the specators a 
much better experience, and the teams less hassle.

BUT! I have never done this before - and unfortunately the people who acctually 
know this is on vacation.I wish 1 STV client on the warserver, and max 255 
specators on the STV proxy-server.

On the warservers I have enabled STV, and the following settings:
tv_enable 1tv_name "Hellfragger.no Liga TV #1"tv_password 
"hfliga1tv"tv_relaypassword "hfliga1tv"tv_maxclients 1tv_autorecord 
0tv_snapshotrate 100tv_relayvoice 1tv_transmitall 1tv_dispatchmode 
1tv_chattimelimit 5tv_nochat 1tv_maxrate 0tv_port 21005

Additionally, I undersand these settings should be in the proxy-servers config?
tv_maxclients 255tv_autoretry 1tv_timeout 10tv_delay 90tv_delaymapchange 1

My questions are:
a) Are these settings correct?
b) Should all settings be in the warserver-config where the STV is, in the 
proxy servers or both?
c) Do i need to specify any special settings in the commandline on the proxy 
server besides:
-console -norestart -game cstrike -port "proxy serverPORT" +ip "proxy serverIP" 
-nocrashdialog +tv_relay "warserverIP":"tv_port"

Would apreciate any help!!!

Eirik


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RE: [hlds_linux] Random crashes with cs-maps

2008-02-12 Thread Eirik Nilssen
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Do the server have the mapname.nav files, which are requiered for cs-maps? > 
From: [EMAIL PROTECTED]> To: hlds_linux@list.valvesoftware.com> Subject: 
[hlds_linux] Random crashes with cs-maps> Date: Wed, 6 Feb 2008 22:22:14 +0200> 
> Hi,> > Anyone else got random crashes with cs-maps? I have debian 4.0 
servers> with 2.6.24 kernel and sometimes when cs-map is running, the server> 
frozes. With de-maps there is no problems. Server hardware is Q6600 with> 8GB 
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RE: [hlds_linux] How to configure the TF2 server?

2007-10-17 Thread Eirik Nilssen
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Would be nice if someone would share their server configg :-)> From: [EMAIL 
PROTECTED]> To: hlds_linux@list.valvesoftware.com> Subject: Re: [hlds_linux] 
How to configure the TF2 server?> Date: Wed, 17 Oct 2007 18:30:47 +0200> > 
Excellent, thanks a lot.> > Steve S. wrote:> > orangebox/tf/cfg/server.cfg> >> 
> (you will need to create this file)> >> > If you want to know what all the 
possible veriables> >> > In the game server console type> >> > cvarlist mp> > 
cvarlist tf> > cvarlist sv> >> >> >> >> >> Hello list,> >>> >> My question is 
simple. Where are the configuration files for the tf2> >> server?> >> And where 
is the documentation for it?> >> Any help is greatly appreciated.> >>> >> 
Thanks in advance> >>> >> Oliver> >>> >> 
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Re: [hlds_linux] [VAC] Cheats

2007-08-03 Thread Eirik Nilssen


Active and experienced admins are your best weapon against cheaters. I would
also recomend joining an anti-cheat organisation which verify and sync bans.
Here in Norway, several large communities has joined forces against cheaters
via an organisation named Radar. All members of Radar share their bans
(after radar-admins have approved the demos) - giving us a much more
efficient way of dealing with cheaters.

The most common cheats are still WH, aimbot and no-recoil. Though most are
quite easy to spot, a few "designer cheats" has emerged the last year or so,
with much more possibilites for the user to tweak. These are alot more
"sophisticated", and the usual give-aways are more subtle.

One of the most common mistakes a "skilled" cheater does, is to often
"forget" to check dangerous spots as long as there is noe real danger there
- since they of course already know this. This may be a sign for admins to
start recording a few demos of the player.

To analyze demos, I have a nice config here that might help you:

// F1 10% speed
// F2 50% speed
// F3 100% speed
// F4 500% speed
// F5 pause/resume demo
// F6 DEMOUI console
// F7 Wireframe
// F8 Wallhack
// F9 Mat_Proxy WH cycle on/off (alternative wh, press 2x)
// F10 Sound ESP (ukjent purpose)
// F11 minimodels on/off (for admin wh - used in combination with a 3. party
WH for demoanlyze)
// F12 Interpolate & impacts on/off (for aimbot detection)

echo "F1 10% hastighet";
echo "F2 50% hastighet";
echo "F3 100% hastighet";
echo "F4 500% hastighet";
echo "F5 resume/pause demo"
echo "F6 DEMOUI console"
echo "F7 Wireframe"
echo "F8 Wallhack"
echo "F9 Mat_Proxy WH cycle on/off"
echo "F10 Sound ESP"
echo "F11 minimodels on/off"
echo "F12 Interpolate on/off + impacts on (for aimbot detection)"

sv_cheats 1;

// Developer meldinger
alias "devoff" "developer -1; con_notifytime 0"
alias "devon" "con_notifytime 4; developer 1"
contimes 4

alias "interpolate" "interon";
alias "interon" "sv_cheats 1; sv_client_interpolate 0; cl_interpolate 0;
sv_showimpacts 1; devon; echo ** cl_interpolate off **; devoff; alias
interpolate interoff;";
alias "interoff" "sv_client_interpolate 1; cl_interpolate 1;
show_showimpacts 0; devon; echo ** cl_interpolate on **; devoff; alias
interpolate interon;";
bind "F12" "interpolate";

alias "minmod" "minon";
alias "minon" "cl_minmodels 1; cl_min_ct 1; cl_min_t 1; alias minmod minoff;
devon; echo ** cl_minmodels on (1) **; devoff";
alias "minoff" "cl_min_ct 2; cl_min_t 3; alias minmod minalloff; devon; echo
** cl_minmodels on (2/3) **; devoff";
alias "minalloff" "cl_minmodels 0; alias minmod minon; devon; echo **
cl_minmodels off **; devoff";
bind "F11" "minmod";

bind "F1" "demo_timescale 0.1; devon; echo ** 10% hastighet **; devoff";
bind "F2" "demo_timescale 0.5; devon; echo ** 50% hastighet **; devoff";
bind "F3" "demo_timescale 1; devon; echo ** 100% hastighet **; devoff";
bind "F4" "demo_timescale 5; devon; echo ** 500% hastighet **; devoff";

bind "F6" "demoui";

alias "demorun" "demoresume";
alias "demoresume" "demo_resume; alias demorun demopause; devon; echo **
Demo resumed **; devoff";
alias "demopause" "demo_pause; alias demorun demoresume; devon; echo ** Demo
paused **; devoff";
bind "F5" "demorun";

// mat proxy:

alias water00 "mat_proxy 2; alias waterUp water01"
alias water01 "mat_proxy 1; alias waterUp water00"
alias waterUp "water00"
bind F9 waterUp


//example sound esp:
alias sndesp00 "snd_show 1;snd_visualize 1;alias sndespUp sndesp01"
alias sndesp01 "snd_show 1;snd_visualize 1;snd_showmixer 1;alias sndespUp
sndesp02"
alias sndesp02 "snd_show 0;snd_visualize 0;snd_showmixer 0;alias sndespUp
sndesp00"
alias sndespUp "sndesp00"
bind F10 sndespUp




// example wirefame:
alias wireframe00 "mat_measurefillrate 0;mat_luxels 0;alias wireUp
wireframe09"
alias wireframe09 "mat_wireframe 0;mat_measurefillrate 1;mat_luxels 0;alias
wireUp wireframe00"
alias wireUp "wireframe00"
bind F7 wireUp


// example wallhack:
alias wall00 "mat_depthbias_normal 0;mat_luxels 0;r_drawopaquerenderables
1;mat_reversedepth 0;alias wallUp wall01"
alias wall01 "mat_depthbias_normal 1;alias wallUp wall02"
alias wall02 "mat_depthbias_normal 1;mat_luxels 1;alias wallUp wall03"
alias wall03 "wa6;mat_depthbias_normal 1;mat_reversedepth 1;mat_luxels
0;alias wallUp wall04"
alias wall04 "wa6;mat_depthbias_normal 0;mat_reversedepth 1;mat_luxels
0;alias wallUp wall05"
alias wall05 "wa6;mat_depthbias_normal 0;mat_reversedepth 1;mat_luxels
1;alias wallUp wall06"
alias wall06 "r_drawopaquerenderables 0;alias wallUp wall00"
alias wallUp "wall00"
bind F8 wallUp


From: "René Luckow" <[EMAIL PROTECTED]>
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [VAC] Cheats
Date: Fri, 3 Aug 2007 13:33:14 +0200

--
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So VAC don't update that regularly?

Is there anything new to watch for or jst the regular wallhack/aimbot
stuff?

Any website ressources to pull from?

At the 

Re: [hlds_linux] restarting rounds

2007-03-06 Thread Eirik Nilssen

Well, the "wait" commands are quite usefull, otherwise the players would
hardly be able to read the information given by the script before next
restart.

As a fairly active clanplayer myself, I find scripts without "wait" commands
implemented rather "messy" and the restarts will run way too fast.

Best regard
Eirik


ok so can we have a breakdown of this so i understand what the script is
doing.coz in all the examples given there seems, to me, to be an
excessive amount of wait commands. are they really needed?


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