Re: [hlds_linux] Source Engine Updates Release

2007-09-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
This isn't much of a bug, you simply need to include the materials with your
.bsp.
This
On 9/13/07, Rónai György [EMAIL PROTECTED] wrote:

 [ Converted text/html to text/plain ]
 The pure bug with custom maps is still present:
 L 09/13/2007 - 13:50:49: xyz11STEAM_0:0:000Unassigned
 disconnected
 (reason Pure server: client has loaded extra file
 [GAME]\materials/mcdonalds\mcdonaldssign.vmt. File must be removed to play
 on
 this server.)
 (mcdonalds-mds map)
 Locutus
 Jason Ruymen írta:

 Updates to the Source Engine/Dedicated Server have been released.
 Previously these were under the community beta.  Please run
 hldsupdatetool to receive them.  The specific changes include:

 - Fixed custom level sound lists under sv_pure.
 - Remove friends details from player list.
 - Fixed occasional scrunched-up columns in the serverbrowser.
 - Fixed a Linux-only crash when loading certain custom maps.
 - Memory leak fixes.
 - Fixed an hl2mp bug where a spectator could freeze a live player when
 mp_forcerespawn was 0.
 - Fixed master server queries being truncated if too many players with
 long names.
 - Fixed hl2mp bug where if you +used a weapon it would not respawn
 anymore
 - Fixed a CS:S smoke grenade exploit
 - Added a way for server plugins to ask players if they'd like to
 connect to a different server
 - Made materials handle sv_pure correctly when they've included other
 materials
 - Fixed Windows dedicated server bug slowing down Steam updates
 - Fixed IVEngineServer::FadeClientVolume
 - Fixed certain models showing up all white when sv_pure flushed them
 - Made the server print a client's steam ID and show sv_pure warnings if
 sv_pure_kick_clients is 0
 - Fixed a bug preventing sv_pure CRCs from verifying correctly on
 certain custom maps

 Jason

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Re: [hlds_linux] How do I turn off mouse-over player names?

2007-09-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
mp_playerid 2
mp_playerid
On 9/12/07, Andreas Grimm [EMAIL PROTECTED] wrote:

 Hi back from the List

 deinstall CS:S :)
 i don't know any way how to disable this and i think, it is not possible.

 Andreas

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Nolan Hurlburt
  Sent: Wednesday, September 12, 2007 10:03 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] How do I turn off mouse-over player names?
 
  --
  [ Picked text/plain from multipart/alternative ] Hi List,
 
  What's the easiest way to disable cross-hair mouse-over
  showing player names in counter-strike source?
 
  Nolan
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Re: [hlds_linux] Reducing Cheats on Servers

2007-09-07 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Somethings to say here, recently there have been 2 VAC module updates,
since then practically every notable public cheat out has been detected
under VAC.
Material hacks ofcourse are still not banned, however sv_pure takes care of
those
quite nicely.

Additionally, it appears as though the delay on VAC bans has either been
reduced
or been reducing. Which is an interesting development :)

I've personally not noticed much of any influence coming from Net cafe's,
but as
stated above, Net Cafe's should secure them from these things. When I have
friends
coming over it's still my resposibility that they don't cheat on my account.
Somethin

On 9/7/07, Nic Strix [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 ban the netcafe cheater accounts via IP - it is in the interest of the
 netcafe owner to secure their computers so that cheats cannot be installed

 nic



  From: [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED] Subject: RE: [hlds_linux] Reducing Cheats on
 Servers Date: Fri, 7 Sep 2007 00:59:03 -0400  } -Original
 Message- } From: [EMAIL PROTECTED] [mailto:
 hlds_linux- } [EMAIL PROTECTED] On Behalf Of Whisper } Sent:
 Friday, September 07, 2007 12:39 AM } To:
 hlds_linux@list.valvesoftware.com; HLDS } Subject: [hlds_linux] Reducing
 Cheats on Servers } } -- } [ Picked text/plain from multipart/alternative
 ] } The following is only our point of view, your mileage may vary. } }
 It is becoming increasingly apparent to us that the majority of the cheats
 } we see on our Counter-Strike:Source servers are coming from NetCafe }
 Accounts. } } VAC for the most part seems to be working as a deterrent to
 the majority } of } normal users. I do not have access to VAC banning
 stats, but for all I } know } it maybe banning boatloads of players. } }
 The main problem here is, VAC's delayed banning system has no effect }
 whatsoever on NetCafe Accounts, as it is a simple case for a NetCafe users
 } to log out of the STEAM account they are using at the NetCafe and then
 log } back in when they have been banned from a server by an admins and
 renter } the } server with a new STEAM_ID, and in any case, who cares
 about being VAC } banned if you effectively have unlimited access to
 STEAM_ID's that aren't } yours any how? } } Here is the thing though,
 most Netcafes are connected to the Internet via } Static IP's. } } It is
 a rather trivial task to go through the logs with a program like } HLStatsX
 and run a query that generates a list of STEAM_ID's on a per IP } basis.
 } } Then you check to see which IP's have lots of STEAM_ID's attached to
 them, } and then you add those IP addresses to your banned_ip.cfg file and
 run it } at } server start, instant mass reduction of cheats you will see
 on your } server. } } If you want to be sure, just do a traceroute to the
 IP in question just to } be sure you are not wiping a college or university
 out, but most often you } will find that these are not going to have
 Netcafe accounts associated } with } them anyhow. } } But you can be
 almost certain that if you see more than 20 STEAM_ID's } originating from
 the 1 IP address, you have found a NetCafe that is using } your servers.
 } } Now the problem for Valve, is if lots of Game Server Providers start
 IP } banning NetCafes from their servers, it instantly devalues Valves
 NetCafe } program, since the NetCafe users will find it increasingly
 difficult to } find } servers to play on the Internet. In fact it is my
 understanding that if } you } IP ban, then your servers will no longer
 even come up on that IP's server } browser, they will either not show up at
 all, or they show up as not } responding, in either case the result is the
 same. } } I do not have a simple answer to this, but whilst delayed
 banning exists, } there is no other way to stop cheats on servers who have
 effectively } unlimited access to STEAM Accounts, other than to IP ban
 them. } } Thoughts? } --  Wow, that explains something I see. When
 someone says please ban user, the user just says ban me lol. Or
 something similar. I was assuming they must have a keygen and did not care
 because they could generate a new key quickly. I would love to see someone
 post a list of IPs to ban. I would ban them at the firewall.  I really do
 wish Valve would ban cheaters instantly. The aim bots are perfect and
 really up the game for everyone else.  I guess when I see someone
 cheating I should ban the user and IP address. But as you say, the NetCafe
 would become useless over time.  Guy  
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Re: [hlds_linux] Source Engine/Dedicated Server Beta

2007-08-08 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Thomas Hjorth, that's actually the first time I ever heard anyone say that
zBlock
were to have a memory leak, and seeing as ow zBlock barely actuallyt uses
any
memory at all I can't imagine it leaking near a GB in only a few days. I'll
check it
out though.

On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:

 The memleak is there, though I though it was with zblock, since only those
 servers used way to much memory. I had 1 server using 1.1GB of memory
 within
 a few days. Restarting the server cleans up the mess, ofc.

 Regards
 Thomas Hjorth
 http://DSRack.dk

 [ Picked text/plain from multipart/alternative ]
 - Fixed a server memory leak (2-3 megs per map change)
 
 Holy mother of God. I am speechless if this is true. =o
 
 -tsuehpsyde
 SourceKills.com
 
 On 8/7/07, Guy Watkins [EMAIL PROTECTED] wrote:
  
   What was the smoke grenade exploit?  Was it the one that allowed
 someone
   to
   jump really high?
  
   Thanks,
   Guy
  
   } -Original Message-
   } From: [EMAIL PROTECTED] [mailto:hlds_linux-
   } [EMAIL PROTECTED] On Behalf Of Jason Ruymen
   } Sent: Tuesday, August 07, 2007 9:47 PM
   } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
   } Subject: [hlds_linux] Source Engine/Dedicated Server Beta
   }
   } A new Beta is available for the Source Engine and Source Dedicated
   } Server.  To participate, run hldsupdatetool with the command -beta
   } community.  The specific changes include:
   }
   } - Fixed hl2mp bug where if you +used a weapon it would not respawn
   } anymore
   } - Fixed hl2mp spectator being able to lock the player he's viewing
 by
   } typing jointeam 0
   } - Fixed a CS:S smoke grenade exploit
   } - Added a way for server plugins to ask players if they'd like to
   } connect to a different server
   } - Made materials handle sv_pure correctly when they've included
 other
   } materials
   } - Fixed Windows dedicated server bug slowing down Steam updates
   } - Fixed a server memory leak (2-3 megs per map change)
   } - Fixed IVEngineServer::FadeClientVolume
   } - Fixed certain models showing up all white when sv_pure flushed
 them
   } - Made the server print a client's steam ID and show sv_pure
 warnings
 if
   } sv_pure_kick_clients is 0
   } - Fixed a bug preventing sv_pure CRCs from verifying correctly on
   } certain custom maps
   }
   } Jason
   }
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 archives,
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Re: [hlds_linux] Source Engine/Dedicated Server Beta

2007-08-08 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Wouldn't you suppose that a nightly reboot would be a good thing either way
though?

On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:

 I only suspected zblock to be the bad guy, because i didnt notice any of
 the non-zblock running server to reach a level higher than 250-300mb of
 ram.
 But that could just as well be that they rarely change map on those
 servers,
 making in consistent with the memleak bug in the src engine.

 Regards
 Thomas Hjorth
 http://DSRack.dk

 [ Picked text/plain from multipart/alternative ]
 Thomas Hjorth, that's actually the first time I ever heard anyone say
 that
 zBlock
 were to have a memory leak, and seeing as ow zBlock barely actuallyt uses
 any
 memory at all I can't imagine it leaking near a GB in only a few days.
 I'll
 check it
 out though.
 
 On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:
  
   The memleak is there, though I though it was with zblock, since only
 those
   servers used way to much memory. I had 1 server using 1.1GB of memory
   within
   a few days. Restarting the server cleans up the mess, ofc.
  
   Regards
   Thomas Hjorth
   http://DSRack.dk
  
   [ Picked text/plain from multipart/alternative ]
   - Fixed a server memory leak (2-3 megs per map change)
   
   Holy mother of God. I am speechless if this is true. =o
   
   -tsuehpsyde
   SourceKills.com
   
   On 8/7/07, Guy Watkins [EMAIL PROTECTED] wrote:

 What was the smoke grenade exploit?  Was it the one that allowed
   someone
 to
 jump really high?

 Thanks,
 Guy

 } -Original Message-
 } From: [EMAIL PROTECTED] [mailto:
 hlds_linux-
 } [EMAIL PROTECTED] On Behalf Of Jason Ruymen
 } Sent: Tuesday, August 07, 2007 9:47 PM
 } To: hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED]
 } Subject: [hlds_linux] Source Engine/Dedicated Server Beta
 }
 } A new Beta is available for the Source Engine and Source
 Dedicated
 } Server.  To participate, run hldsupdatetool with the command
 -beta
 } community.  The specific changes include:
 }
 } - Fixed hl2mp bug where if you +used a weapon it would not
 respawn
 } anymore
 } - Fixed hl2mp spectator being able to lock the player he's
 viewing
   by
 } typing jointeam 0
 } - Fixed a CS:S smoke grenade exploit
 } - Added a way for server plugins to ask players if they'd like
 to
 } connect to a different server
 } - Made materials handle sv_pure correctly when they've included
   other
 } materials
 } - Fixed Windows dedicated server bug slowing down Steam updates
 } - Fixed a server memory leak (2-3 megs per map change)
 } - Fixed IVEngineServer::FadeClientVolume
 } - Fixed certain models showing up all white when sv_pure flushed
   them
 } - Made the server print a client's steam ID and show sv_pure
   warnings
   if
 } sv_pure_kick_clients is 0
 } - Fixed a bug preventing sv_pure CRCs from verifying correctly
 on
 } certain custom maps
 }
 } Jason
 }
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   archives,
 } please visit:
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Re: [hlds_linux] Move a connection when a server is ful to on empty server ?

2007-08-02 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Just because you're having problems filling up your second server without
having yourfirst server send it's players over, does not make the feature a
good one to have. Since you apparently don't seem to be able to fill up
more then a single server without this, you're really in no position to be
talking shit about other server admins.

On 8/2/07, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Please refer to my previous post about players who claim to have A popular
 server, but then complain about what happens to them as a player on other
 servers.

 On 8/2/07, Hell Master [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  You are right. And it is also not the start a flame war mailing list.
 
  As you can see, many people agree with me.
 
  And for the record, my server is highly rated and constantly full, so,
  nice try anyway.
 
 
  Whisper [EMAIL PROTECTED] wrote: --
  [ Picked text/plain from multipart/alternative ]
  Play on your own damn servers then
 
  sheesh
 
  This isn't the STEAM Cry about how unfairly server operators treat us
  mailing list is it?
 
  And if you have to play on other peoples servers because nobody is on
 YOUR
  servers, then maybe you ought to take a look in the mirror 1st, before
  telling others how to run their servers.
 
  It seems totally nonsensical for 1 server operator to tell another
 server
  operator how they should run THEIR servers. Especially since, if for
  whatever reason, anything a server operator does that is perceived to be
  bad will only serve to drive players away, and more likely onto your
  servers, if they are so much better than the competition.
 
  On 8/1/07, Hell Master  wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   I understand the need and have, in the past, used this method myself.
 But I have also been on the player side and have seen the potential
  for
   abuse
 and misuse. I want to connect to the server that _I_ want to connect
  to.
  
 I don't need you doing me any favors and redirecting me to one of
 your
   other servers.
  
 I am glad this feature is no longer available.
  
  
  
  
   Whisper  wrote:
 --
   [ Picked text/plain from multipart/alternative ]
   Some of us do run multiple identical servers.
  
   Dust2
   Office
   Dust2/Office
   DeathMatch
   DeathMatch War Maps
   GunGame
   Popular Maps
   Fun Maps
  
   Thats just a sample of what we do, and we are not that big compared to
   some
   other GSP's
  
   And a redirection feature would help us utilise our server resources
  more
   effectively, especially when you host servers that provide quota free
  data
   usage for clients from a specific ISP.
  
   There are a few things that are not really issues when you run a
 handful
   of
   servers, but they do become rather large issues when you start running
  50,
   100, 400 Game Servers, then you have an issue.
  
   On 8/1/07, Wim Barelds wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Could you explain how this is a problem? Unless you have identical
   servers
I
probably wouldn't want to be redirected to your 24/7 cs_office
 server
   when
connecting to your de_ map rotation server that claims to still have
   free
slots but really doesn't have any free slots at all.
   
On 8/1/07, ics wrote:

 Perhaps not. Maybe the player doesnt even know that there is
 another
 server and just goes to play to somewhere else.

 -ics

 Wim Barelds kirjoitti:
  --
  [ Picked text/plain from multipart/alternative ]
  Id say the player sees server 1 is full on the server list and
   simply
 joins
  server 2?
 
  On 8/1/07, moi eux wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
 
  Hello everybody,
  We have 3 server with CSS (2 * 34 players and 1 * 24 players)
 and
  I
 search
  the best way to move a new player when a server is full to one
 of
   our
 other
  server is free.
  Explication: if the first server 34/01 is full the new player
  going
  automatically to the 34/02 and if the 34/02 is full the player
  move
to
 the
  24/01. Do you now the best way to do this?.
  Thanks' a lot for your response.
  @+
  Hervé
 
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Re: [hlds_linux] Move a connection when a server is ful to on empty server ?

2007-08-01 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Id say the player sees server 1 is full on the server list and simply joins
server 2?

On 8/1/07, moi eux [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]

 Hello everybody,
 We have 3 server with CSS (2 * 34 players and 1 * 24 players) and I search
 the best way to move a new player when a server is full to one of our other
 server is free.
 Explication: if the first server 34/01 is full the new player going
 automatically to the 34/02 and if the 34/02 is full the player move to the
 24/01. Do you now the best way to do this?.
 Thanks' a lot for your response.
 @+
 Hervé
 _
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Re: [hlds_linux] Move a connection when a server is ful to on empty server ?

2007-08-01 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Could you explain how this is a problem? Unless you have identical servers I
probably wouldn't want to be redirected to your 24/7 cs_office server when
connecting to your de_ map rotation server that claims to still have free
slots but really doesn't have any free slots at all.

On 8/1/07, ics [EMAIL PROTECTED] wrote:

 Perhaps not. Maybe the player doesnt even know that there is another
 server and just goes to play to somewhere else.

 -ics

 Wim Barelds kirjoitti:
  --
  [ Picked text/plain from multipart/alternative ]
  Id say the player sees server 1 is full on the server list and simply
 joins
  server 2?
 
  On 8/1/07, moi eux [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
 
  Hello everybody,
  We have 3 server with CSS (2 * 34 players and 1 * 24 players) and I
 search
  the best way to move a new player when a server is full to one of our
 other
  server is free.
  Explication: if the first server 34/01 is full the new player going
  automatically to the 34/02 and if the 34/02 is full the player move to
 the
  24/01. Do you now the best way to do this?.
  Thanks' a lot for your response.
  @+
  Hervé
  _
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 news,
  coulisses… A découvrir !
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Re: [hlds_linux] Undetected Hacks

2007-07-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
There's a huge difference between VAC Proof and VAC undetected, even though
theoretically cheats right now will have a very hard time becoming VAC
proof, there
are several public cheats out there that have been public and undetected for
over a
year now.

On 7/26/07, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 It is my understanding that at this time there is no such thing as a VAC
 proof cheat

 VAC does a lot more than most people think to detect cheats, and monitor
 how
 the cheats interact with the game engine.

 The problem is with the delayed banning system, which effectively does not
 keep cheats off servers as there is no immediate affect seen by the cheats
 nor by honest players on the servers.

 You would wonder how many less cheats there might be if VAC was set up to
 almost instant ban cheats, with a very public message on the server that
 player X caught using aimbot kicked by VAC.

 It would be a very public demonstration of VAC's effectiveness and one
 wonders when all things are considered, why Valve do not have the
 confidence
 in their anti-cheat product to go down this path.

 Yes I know all the arguments regarding delayed banning of cheats, but the
 thing is, VAC is catching these so called VAC proof cheats as well,
 because
 of the way it works, which is far more advanced than people are aware of,
 it
 is simply that Valve choose to delay banning of cheats VAC may not have
 encountered, before reaching some critical mass, at which point Valve
 flicks
 a switch, and VAC gets triggered, and all those supposed VAC proof cheats
 end up getting banned, which is why the time between using a cheat and
 actually having an account VAC banned, can be rather arbitrary as well as
 the possibility that VAC doesn't ban on a single use of a cheat, but you
 have to cheat multiple times before getting VAC banned. The very last part
 about how much you have to cheat to get banned is definite speculation on
 my
 part, but the rest of it is more or less how I understand things from an
 informed source.

 Finally, the one thing VAC doesn't do, is catch people who use engine
 exploits, such as textures/models or CVAR manipulation.

 :(

 On 7/27/07, ics [EMAIL PROTECTED] wrote:
 
  This is a problem, cheats arent always detected by VAC and we all know
  why myg0ts are. Sharing those cheats to just anyone at their website
  etc. We get to ban 1 aimbotter per day these days. Pure mode isnt enough
  to stop them. Some hacks these days has auto update enabled. When valve
  makes cheat VAC detectable, they just code a new version which isnt and
  everyone gets it. Only way to be sure is to have enough good admins
  taking care of the jackasses real time. VAC is only good to keep the
  already banned off, nothing else.
 
  -ics
 
  Cc2iscooL kirjoitti:
   --
   [ Picked text/plain from multipart/alternative ]
   I also have to attest to this.
  
   I've had a couple aimbotters/wallhackers the past few days able to get
  on my
   servers, it's quite annoying. I've literally had to ban 3 people in
 the
  past
   24 hours for cheating.
  
   I just hope Valve can acquire these exploits and get them into the VAC
   system so we can (again) have enjoyable servers.
  
   On 7/26/07, Miano, Steven M. [EMAIL PROTECTED] wrote:
  
   Last night I had a couple of users log on, and let us know they are
  using
   the ecstatic cheat/hack on the serverthey continued to climb in
 the
   rankings with nearly 4 kills per death (which is no sure sign they
 are
   cheating I know), and also I received 2 demos's from moderators/game
  admins
   showing single shot head shots through walls.
  
   Is there someone that this could be forwarded to Mike or Alfred?
  
   This type of play makes people leave the servers and either try to
 find
  a
   better group of people - or a new game all together...
  
   Thanks,
  
   Steve
  
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   privileged, confidential or otherwise protected from disclosure. If
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  are
   not the intended recipient of this e-mail, please notify the sender
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  it.
  
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Re: [hlds_linux] Undetected Hacks

2007-07-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Using filecheck is currently entirely useles, sv_pure 2 takes care of it far
better then any filecheck would.

On 7/26/07, Svensk Ljud  Ljus Produktion [EMAIL PROTECTED] wrote:

 Why not try Detox ?
 Its stopping a lot of cheats, maybe not all but They are working on it ..
 its stopping wallhacks by making the server only sending the location of
 vissible people.

 check it out here http://4u.steambans.com/index.php

 We are using it on our servers, but we do have the anti-wallhack turned
 off,
 because dod have unvissible walls at spawn, and it looks strange seeing
 players popping out of nowhere.
 We have anti-speedhack and filescheck turned on.

 Peter

 - Original Message -
 From: Miano, Steven M. [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Thursday, July 26, 2007 2:52 PM
 Subject: [hlds_linux] Undetected Hacks


 Last night I had a couple of users log on, and let us know they are using
 the ecstatic cheat/hack on the serverthey continued to climb in the
 rankings with nearly 4 kills per death (which is no sure sign they are
 cheating I know), and also I received 2 demos's from moderators/game
 admins
 showing single shot head shots through walls.

 Is there someone that this could be forwarded to Mike or Alfred?

 This type of play makes people leave the servers and either try to find a
 better group of people - or a new game all together...

 Thanks,

 Steve

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Re: [hlds_linux] Undetected Hacks

2007-07-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
As I'v already said, material and texture cheats are already a resolved
problem thanks to sv_pure.

On 7/27/07, Ryan Veltidi [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Screenshots would be very useful for identifying people who are using
 texture/material hacks such as neon skins or partially transparent walls.
 Most of the time, people use just material hacks because VAC will never
 ban
 them for using such things. If a hack was designed to report back false
 screenshots, eventually VAC would detect such a thing and ban people for
 it.
 If the previously legal cheat using people don't want to get VAC banned,
 they would not use those fake screenshot tools, which would make it easier
 for server administrators to identify people using such cheats.

 Just my thought.

 On 7/26/07, Bryan [EMAIL PROTECTED] wrote:
 
  PB has that option in its cheat detection system. If you follow the
  discussions on the cheater/hackers websites, they put a lot of effort
  into either loading a premade clean screenshot or turn the hacks off as
  it takes the screen shot. Screen shots are a good option but as with all
  things, if its made by a man it can be unmade by another man.
 
  Crazy_One
 
  Tom Leighton wrote:
 
   i still think that VAC should take on a Screen Shot feature and also
   check out loaded executable modules loaded in the game... This is how
 i
   have coded a basic anticheat for Black Hawk Down (Check the loaded
   modules, if any are new or are normal but in a different location
 (Think
   d3d files), then it bans them (But maybe a reversible ban if the
 person
   can explain what it is...)
  
   The screenshot feature would just be for server admins to check and
   allow them to ban the people hacking from their servers / steambans.
  
  
  
   ics wrote:
  
   This is a problem, cheats arent always detected by VAC and we all
 know
   why myg0ts are. Sharing those cheats to just anyone at their website
   etc. We get to ban 1 aimbotter per day these days. Pure mode isnt
  enough
   to stop them. Some hacks these days has auto update enabled. When
 valve
   makes cheat VAC detectable, they just code a new version which isnt
 and
   everyone gets it. Only way to be sure is to have enough good admins
   taking care of the jackasses real time. VAC is only good to keep the
   already banned off, nothing else.
  
   -ics
  
   Cc2iscooL kirjoitti:
  
   --
   [ Picked text/plain from multipart/alternative ]
   I also have to attest to this.
  
   I've had a couple aimbotters/wallhackers the past few days able to
   get on my
   servers, it's quite annoying. I've literally had to ban 3 people in
   the past
   24 hours for cheating.
  
   I just hope Valve can acquire these exploits and get them into the
 VAC
   system so we can (again) have enjoyable servers.
  
   On 7/26/07, Miano, Steven M. [EMAIL PROTECTED] wrote:
  
   Last night I had a couple of users log on, and let us know they are
   using
   the ecstatic cheat/hack on the serverthey continued to climb in
   the
   rankings with nearly 4 kills per death (which is no sure sign they
  are
   cheating I know), and also I received 2 demos's from
 moderators/game
   admins
   showing single shot head shots through walls.
  
   Is there someone that this could be forwarded to Mike or Alfred?
  
   This type of play makes people leave the servers and either try to
   find a
   better group of people - or a new game all together...
  
   Thanks,
  
   Steve
  
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Re: [hlds_linux] Another Pure bug?

2007-07-05 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
To fix this issue, repack the map with a tool like bspzip or mapanalyser.
We've had a similar issue in CAL/CEVO/Competitions in general with
de_contra, repacking the materials into the BSP file resolved all issues.
(Yes I do understand this isn't a fully ideal approach, however it most
definitely is the best way to avoid loopholes in sv_pure).

On 7/5/07, Mike Dussault [EMAIL PROTECTED] wrote:


 sv_pure 1 or 2?

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Rónai György
 Sent: Thursday, July 05, 2007 1:13 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Another Pure bug?

 It seems, that we cant get de_egyptkm custom map to work.

 It has a materials/de_egyptkm/, and a models/de_egyptkm/ folder, both with
 a lot of files.

 None of these files pass the CRC checking, even if the user deletes the
 whole directoryes, and the server sends them new.

 I also tryed to remove these two dirs from the server, and reupload them,
 and of course on the fasthttp too.

 No go. The server is still kicking everyone, because he thinks that these
 files are different.

 This is the only map, wich doesnt work...

 Anyone else has this map on a pure server?

 Locutus

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Re: [hlds_linux] Source Engine Update Released

2007-06-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
zBlock is updated.
http://zblock.cs-resourced.net/

We didn't expect it to come out of beta this fast :D

On 6/28/07, Noah Jaehnert [EMAIL PROTECTED] wrote:

 Zblock is broken with this update on Linux as well. When issuing the
 alias command, the server will crash. I have contacted the developer.
 His response is below.

 Upon issuing the alias command, I get this message:

 [zBlock] Using ServerGameDLL006 for serverdll
 zBlock: Unable to hook server convars! (Unloading)
 Your server must be up-to-date to run this plugin
 if it is, then the plugin itself may be out-of-date
 Failed to load plugin ../cstrike/addons/zblock

 The segfault error message is: ./srcds_run: line 344: 26189
 Segmentation Fault $HL_CMD

 I contacted the developer Wim Barelds via email last night. Here was
 his response:

 Thanks for the report, we do try to make our plugin with beta's,
 however haven't gotten around to this one. We'll try have something
 ready ASAP.

 Regards,

 -Noah

 On Jun 27, 2007, at 6:19 PM, Phil W wrote:

  Can confirm this has broken zblock again. I'm running zblock on a
  windows platform. Wont load in properly
 
  Jason or any valve person, on Linux do we still need the
 
  net_queued_packet_thread 0
  net_queue_flush_interval 0
 
  Or has this update fixed the problem that required these vars in the
  first place?
 
  Many thanks
 
  Jason Ruymen wrote:
  Updates to the Source Engine have been released.  Previously these
  updates were available from the beta password src0625.  Please run
  hldsupdatetool to receive these updates.  The specific changes
  include:
 
  - Fixed VAC icon not showing up in server browser
  - Fixed the buy favorites commands not working (needed
  FCVAR_CLIENTCMD_CAN_EXECUTE on certain commands)
  - Made record and stop use FCVAR_CLIENTCMD_CAN_EXECUTE
  - Made wait FCVAR_SERVER_CAN_EXECUTE
  - Enhanced sv_pure's output
  - Fixed delay when disconnecting from a server
  - Fixed a rare Day of Defeat: Source crash
  - Made demos record screenshot/jpeg commands and added a cvar
  cl_playback_screenshots to control whether or not the screenshot/jpeg
  commands are replayed while playing back a demo
  - Fixed the add/remove/edit/import buttons in the dedicated server's
  Bans page
 
  Jason
 
 
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Re: [hlds_linux] Source Engine Beta Update

2007-06-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
- Reallowed ent_fire
Originally this was disabled due to exploitability issues, have these issues
been fixed in this reallowing the use of the concommand?

On 6/12/07, Cc2iscooL [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Make it un-write-able?

 On 6/11/07, Evaldas Žilinskas [EMAIL PROTECTED] wrote:
 
  I wonder, is there a way hldsupdatetool not to overwrite gameinfo.txt?
  :)
 
  - Original Message -
  From: Jason Ruymen [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
  Sent: Tuesday, June 12, 2007 5:45 AM
  Subject: [hlds_linux] Source Engine Beta Update
 
 
   An update to the Source Engine/Dedicated Server beta is now available.
   To update, run hldsupdatetool or Steam with the command -beta
   srcds0407. If this update goes well, we plan on releasing it within a
   few days. The specific changes include:
  
   - Fixed sv_pure 1 not protecting sounds by default
   - Fixed sv_pure 2 not allowing custom maps
   - Made sv_pure_kick_clients default to 1
   - Fixed a Linux server crash
   - Fixed a client crash
   - Reallowed ent_fire
  
   Jason
  
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   No virus found in this incoming message.
   Checked by AVG Free Edition.
   Version: 7.5.472 / Virus Database: 269.8.13/843 - Release Date:
  2007.06.10
   13:39
  
  
 
 
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Re: [hlds_linux] Source Engine Beta Update

2007-06-10 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Try:mani_mute_con_command_spam 1
It won't hide 9t when YOU trigger something, but when the server does.
(IE: rcon ma_slap user 99)

On 6/10/07, Ryan Veltidi [EMAIL PROTECTED] wrote:

 Those are just anonymous, they only remove the admin name not the
 entire line from appearing.

 On 6/9/07, Munra -hlds [EMAIL PROTECTED] wrote:
  IN the mani_server.cfg there is a section called (the Newest Version 1.2
 )
  Just Change all the 0 zeros to ones
  //
 
 *
  // Module : Admin action messages
  //
  // Desc : This section defines which admin actions will be anonymous to
  // non-admins on your server. If the option is set to 1 then the action
  // will not be shown to non-admins, if set to 0 then all players will
  // see which admin kicked/slayed/banned/etc a player.
  //
 
 *
  - Original Message -
  From: Ryan Veltidi [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com
  Sent: Saturday, June 09, 2007 8:13 PM
  Subject: Re: [hlds_linux] Source Engine Beta Update
 
 
  True, and that's what Mani says is the reason. But we do a special
  Admin Night / Map Night on Friday nights where we give tons of
  things, and change around health, slap to 1 health, etc, etc. It's the
  only night our server is 100% full at around 40-50 players, and
  everybody enjoys it. So, most people don't consider it abuse. It just
  annoys people that their chat is being obstructed by all those
  commands.
 
  And sometimes it takes too long to @rcon ma_give or rcon through
 console,
  etc.
 
 
  On 6/9/07, Guy Watkins [EMAIL PROTECTED] wrote:
   I assume because a lot of admins would abuse that.  By telling the
 players
   what evil the admins are doing they can decide it they want to stay on
   your
   server.
  
   } -Original Message-
   } From: [EMAIL PROTECTED] [mailto:hlds_linux-
   } [EMAIL PROTECTED] On Behalf Of Ryan Veltidi
   } Sent: Saturday, June 09, 2007 6:11 PM
   } To: hlds_linux@list.valvesoftware.com
   } Subject: Re: [hlds_linux] Source Engine Beta Update
   }
   } The only thing that I did not like about Mani was that it would
 always
   } tell the server whenever I used an admin command. I never understood
   } why player X has to know that I slapped/slayed player Y. If this was
   } an option (or editable source!) in SourceMod, I would certainly
 switch
   } right away.
   }
 
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Re: [hlds_linux] Source Engine Beta Update

2007-06-10 Thread Wim Barelds
   }   content running on/in it so people can actually use it. for
 example,
   }   more documentation and detailed information about cvars etc
 would
 be
   }   nice to see. Also this thread is worth a look...
   }   http://forums.steampowered.com/forums/showthread.php?t=566697
   }  
   }   There was some line on beta updates about plugin backwards
   } compatibility
   }   so maybe Valve has actually this time prevented mani-admin from
   } breaking
   }   down and they dont change core functions so it wont break. There
 could
   }   be many disappointed server owners out there of mani really goes
   } bonkers
   }   after the update is out. Even i have considered running my
 servers
 if
   } i
   }   have to give up from mani-admin. Really there isnt many good
 options
   }   available. There are infact 3. Matties Eventscripts (with tons
 of
   }   different scripts), Mani-admin's old rival Beetlesmod (less
 fuctions
   }   than mani has) and Sourcemod. Dont really know much about
 Sourcemod
   } but
   }   i guess someone can explain better than the website does.
   }  
   }   -ics
   }  
   }   Guy Watkins kirjoitti:
   }Mani has been off-line since 2006.  There is no word when/if
 he
 will
   } be
   }back.  Even if he comes back, 5+ months is too long to be
 away.
 I
   } still
   }   use
   }Mani Admin Plugin 2005 V1.1.0zi.  But I have some issues, but
   }   restrictions
   }work fine.
   }   
   }I am looking to replace Mani Admin.  Please send
 recommendations!
   }   
   }Guy
   }   
   }http://www.mani-admin-plugin.com/
   }   
   }   
   }} -Original Message-
   }} From: [EMAIL PROTECTED]
 [mailto:hlds_linux-
   }} [EMAIL PROTECTED] On Behalf Of Wim Barelds
   }} Sent: Saturday, June 09, 2007 3:38 PM
   }} To: hlds_linux@list.valvesoftware.com
   }} Subject: Re: [hlds_linux] Source Engine Beta Update
   }}
   }} --
   }} [ Picked text/plain from multipart/alternative ]
   }} I would assume Mani is working to make his plugin
 compatible.
   } After
   }   all
   }} that's part of the reason beta was asked for in the first
 place.
   }}
   }} On 6/9/07, Rónai György [EMAIL PROTECTED] wrote:
   }} 
   }}  Hi
   }} 
   }}  Can anyone confirm if ManiAdminPlugin is working or not,
 with
   } the
   }   latest
   }}  beta engine?
   }} 
   }}  Thx
   }}  Locutus
   }} 
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 list
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   }}  please visit:
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   }}
   }}
   }}
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   }} [EMAIL PROTECTED]
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   }} please visit:
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Re: [hlds_linux] Source Engine Beta Update

2007-06-09 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I would assume Mani is working to make his plugin compatible. After all
that's part of the reason beta was asked for in the first place.

On 6/9/07, Rónai György [EMAIL PROTECTED] wrote:

 Hi

 Can anyone confirm if ManiAdminPlugin is working or not, with the latest
 beta engine?

 Thx
 Locutus

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Re: [hlds_linux] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Seems to be working for me now.

On 5/15/07, Guy Watkins [EMAIL PROTECTED] wrote:

 I updated to this beta and it crashes.
 It was working just fine with the last beta.
 DeadAllTalk mode on
 Incorrect price blob version! Update your server!
 ERROR: mp_dynamicpricing set to 1 but couldn't download the price list!
 Error: Material sprites/bubble : proxy AnimatedTexture not found!
 Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
 ./srcds_run: line 344: 29001 Segmentation fault  (core dumped) $HL_CMD
 cat: hlds.28987.pid: No such file or directory
 email debug.log to [EMAIL PROTECTED]
 Mon May 14 21:58:05 EDT 2007: Server restart in 10 seconds
 Mon May 14 21:58:08 EDT 2007: Server Quit

 It still crashes with no addons directory.

 I sent details to Alfred.  Including a core file.

 Guy


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Re: [hlds_linux] Alfred I need you to make fps_max (hl2) and sys_ticrate (hl1) a command line only command Please

2007-03-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Yet you do make explicit mention of server tickrate, feel free to explain
how fps_max would be any different at all. Oh and, Yes you can use toggle
to change an aliased cvar, please don't make a fool out of yourself.

On 3/17/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 No, you don't have to lock toggles if you lock it with an alias.  It nulls
 the variable so the client can't even see the value.

 No, the company does not and should not need to explicitly state that an
 alias or other function is used to enforce the FPS.  Every company
 operates under a Terms of Service that typically includes clauses
 regarding server performance and not adjusting sys_ticrate/fps_max.

 I'm not quite sure where your mind is, but when selling a 500 FPS server a
 client should have 0 expectation of adjusting settings to receive 1000
 FPS...you seem to think they should.

 Obviously...you don't own or operate a business.




  --
  [ Picked text/plain from multipart/alternative ]
  As I already said, ofcourse you can lock it, and aslong as you make an
  explicit mention of the lock being in place before the customer pays any
  money, they it's all good (Though I'd still rather see no lock). I was
  merely pointing out that he should atleast mention it (if he didnt
  already),
  and that if you want to lock it using alias's that you'd also have to
 lock
  cvars like toggle.
 
  On 3/17/07, Cc2iscooL [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Exactly. If a customer buys a 100FPS plan from you, you wouldn't want
  him
  setting his server side FPS to 500, or 1000, when you have other
 clients
  on
  the box, it's possible that client could overload others by doing that.
  If
  they pay for 100, why let them have more? If they pay for 500, then
 good
  for
  them, they get the benefit.
 
  On 3/16/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  
   I think that when he sells a server stating XXX FPS that's pretty
   explicit.  He's telling them the FPS will not exceed that limit.  He
  may
   use whatever evil means at hand to enforce that without telling
  clients
   how it's done.  Locking things up doesn't mean you are giving a
  customer
  a
   poor server.  Ever thought that by actually enforcing your
  performance
   limitations you are providing equal service to ALL clients instead of
   letting the tinkering steal other clients performance?
  
--
[ Picked text/plain from multipart/alternative ]
rcon toggle fps_max 500
Perhaps its a good idea to just let your customers use the server
  they
rent,
and if not, atleast make an explicit mention of your locking of
  fps_max.
You
could lock fps_max, aswell as locking the toggle convar, you could
  do
   that
if you wanted to give your customers poor servers :)
   
On 3/17/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
   
Are you referring to max_framerate or fps_max?
   
Just toss an alias into the command line:
   
+fps_max XXX +alias fps_max wait XXX
   
It will force your fps value at all times and will null the
  variable
after
it's been issued one time.  You can do this with just about
  anything.
   
+max_framerate 0 +alias max_framerate wait 0
   
   
 Hello Alfred,
 As you know we have been having trouble keeping our clients from
changing
 their
 server frame rate. Is there any way possible to disallow clients
  from
 adding
 these commands via rcon
 or the configs? It would be a nice feature to have disable. Its
  very
hard
 to
 monitor them all for people changing,
 server side fps.
 That would be great!
 Thanks,
 Adam
 Cheif Executive Officer
 Next-Generation Gaming LLC
 NextGenServers.com


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Re: [hlds_linux] Alfred I need you to make fps_max (hl2) and sys_ticrate (hl1) a command line only command Please

2007-03-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
rcon toggle fps_max 500
Perhaps its a good idea to just let your customers use the server they rent,
and if not, atleast make an explicit mention of your locking of fps_max. You
could lock fps_max, aswell as locking the toggle convar, you could do that
if you wanted to give your customers poor servers :)

On 3/17/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 Are you referring to max_framerate or fps_max?

 Just toss an alias into the command line:

 +fps_max XXX +alias fps_max wait XXX

 It will force your fps value at all times and will null the variable after
 it's been issued one time.  You can do this with just about anything.

 +max_framerate 0 +alias max_framerate wait 0


  Hello Alfred,
  As you know we have been having trouble keeping our clients from
 changing
  their
  server frame rate. Is there any way possible to disallow clients from
  adding
  these commands via rcon
  or the configs? It would be a nice feature to have disable. Its very
 hard
  to
  monitor them all for people changing,
  server side fps.
  That would be great!
  Thanks,
  Adam
  Cheif Executive Officer
  Next-Generation Gaming LLC
  NextGenServers.com
 
 
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Re: [hlds_linux] Alfred I need you to make fps_max (hl2) and sys_ticrate (hl1) a command line only command Please

2007-03-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
As I already said, ofcourse you can lock it, and aslong as you make an
explicit mention of the lock being in place before the customer pays any
money, they it's all good (Though I'd still rather see no lock). I was
merely pointing out that he should atleast mention it (if he didnt already),
and that if you want to lock it using alias's that you'd also have to lock
cvars like toggle.

On 3/17/07, Cc2iscooL [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Exactly. If a customer buys a 100FPS plan from you, you wouldn't want him
 setting his server side FPS to 500, or 1000, when you have other clients
 on
 the box, it's possible that client could overload others by doing that. If
 they pay for 100, why let them have more? If they pay for 500, then good
 for
 them, they get the benefit.

 On 3/16/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
  I think that when he sells a server stating XXX FPS that's pretty
  explicit.  He's telling them the FPS will not exceed that limit.  He may
  use whatever evil means at hand to enforce that without telling clients
  how it's done.  Locking things up doesn't mean you are giving a customer
 a
  poor server.  Ever thought that by actually enforcing your performance
  limitations you are providing equal service to ALL clients instead of
  letting the tinkering steal other clients performance?
 
   --
   [ Picked text/plain from multipart/alternative ]
   rcon toggle fps_max 500
   Perhaps its a good idea to just let your customers use the server they
   rent,
   and if not, atleast make an explicit mention of your locking of
 fps_max.
   You
   could lock fps_max, aswell as locking the toggle convar, you could do
  that
   if you wanted to give your customers poor servers :)
  
   On 3/17/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  
   Are you referring to max_framerate or fps_max?
  
   Just toss an alias into the command line:
  
   +fps_max XXX +alias fps_max wait XXX
  
   It will force your fps value at all times and will null the variable
   after
   it's been issued one time.  You can do this with just about anything.
  
   +max_framerate 0 +alias max_framerate wait 0
  
  
Hello Alfred,
As you know we have been having trouble keeping our clients from
   changing
their
server frame rate. Is there any way possible to disallow clients
 from
adding
these commands via rcon
or the configs? It would be a nice feature to have disable. Its
 very
   hard
to
monitor them all for people changing,
server side fps.
That would be great!
Thanks,
Adam
Cheif Executive Officer
Next-Generation Gaming LLC
NextGenServers.com
   
   
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Re: [hlds_linux] Source Engine Update Released

2007-01-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Alfred, should cl_interp_ratio make your client not wait for packets to
interpolate upon?

On 1/17/07, Alfred Reynolds [EMAIL PROTECTED] wrote:

 We set the default range for interp ratio to between 1 and 2 to allow for
 the loss situation, if you never have loss then setting it to exactly 1
 would be appropriate.

 - Alfred

 Rónai György wrote:
  [ Converted text/html to text/plain ]
  Pls correct me if i am wrong.
  The server has 100 tick, and it produces 100 update/s (updaterate).
  Client sets cl_interp_ratio 1, this means, cl_interp will be 0.01
  (10ms).
  An update comes every 10ms (with 100 updaterate), so in the interp
  buffer 2
  updates can be stored, and interpolated from.
  If the server fails to produce 100 updaterate for a second or so, the
  cl_interp will raise because of the ratio, and even then, 2 updates
  can be
  stored in the interp puffer. (at 80 updates, there comes 1 every
  12.5ms, and
  the interp buffer will raise to 12.5ms accordingly)
  So, theoretically, there is no need to allow anything else, than
  cl_interp_ratio 1.
  Right?
  Or do we need, to allow a bigger buffer, because of lost update
  packets (loss)?
  Or, maybe a little higher, to allow compensationg a latency, in
  detecting the updaterate?
  Or something else, to calculate when we set those parameters?
  Thx
  Locutus
  Jason Ruymen írta:
 
  The Source Engine Update has now been released.  Please run
  hldsupdatetool again to make sure your game is update to date.
  Changes
  for this update include:
 
  - Cheat protected many more cvars
  - Replaced cl_interp with cl_interp_ratio. Server can limit it with
  sv_min_cl_interp_ratio and sv_max_cl_interp_ratio
  - Added sv_rcon_log to allow rcon logging to be disabled
 
  Jason
 
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Re: [hlds_linux] Source Engine Update Released

2007-01-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
My bad, can't edit it either, I meant cl_interp_ratio 0.

On 1/17/07, Wim Barelds [EMAIL PROTECTED] wrote:

 Alfred, should cl_interp_ratio make your client not wait for packets to
 interpolate upon?

 On 1/17/07, Alfred Reynolds  [EMAIL PROTECTED] wrote:
 
  We set the default range for interp ratio to between 1 and 2 to allow
  for the loss situation, if you never have loss then setting it to exactly 1
  would be appropriate.
 
  - Alfred
 
  Rónai György wrote:
   [ Converted text/html to text/plain ]
   Pls correct me if i am wrong.
   The server has 100 tick, and it produces 100 update/s (updaterate).
   Client sets cl_interp_ratio 1, this means, cl_interp will be 0.01
   (10ms).
   An update comes every 10ms (with 100 updaterate), so in the interp
   buffer 2
   updates can be stored, and interpolated from.
   If the server fails to produce 100 updaterate for a second or so, the
   cl_interp will raise because of the ratio, and even then, 2 updates
   can be
   stored in the interp puffer. (at 80 updates, there comes 1 every
   12.5ms, and
   the interp buffer will raise to 12.5ms accordingly)
   So, theoretically, there is no need to allow anything else, than
   cl_interp_ratio 1.
   Right?
   Or do we need, to allow a bigger buffer, because of lost update
   packets (loss)?
   Or, maybe a little higher, to allow compensationg a latency, in
   detecting the updaterate?
   Or something else, to calculate when we set those parameters?
   Thx
   Locutus
   Jason Ruymen írta:
  
   The Source Engine Update has now been released.  Please run
   hldsupdatetool again to make sure your game is update to date.
   Changes
   for this update include:
  
   - Cheat protected many more cvars
   - Replaced cl_interp with cl_interp_ratio. Server can limit it with
   sv_min_cl_interp_ratio and sv_max_cl_interp_ratio
   - Added sv_rcon_log to allow rcon logging to be disabled
  
   Jason
  
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Re: [hlds_linux] Source Engine Update Released

2007-01-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
It's too bad cl_interpolate 0 is (was?) still broken, and registers bullets
to the wrong server tick. Either way, I'll be doing some testing on this
again :)

On 1/17/07, Alfred Reynolds [EMAIL PROTECTED] wrote:

 Yes, a value of 0 would make your interp interval 0 (though other pieces
 of code may then force a min interp value). If you don't want interpolation
 you should still use cl_interpolate to disable it. Note that the default
 interp ratio range is 1 through 2 so setting it to 0 would be ignored by
 most servers.

 Wim Barelds wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  My bad, can't edit it either, I meant cl_interp_ratio 0.
 
  On 1/17/07, Wim Barelds [EMAIL PROTECTED] wrote:
 
  Alfred, should cl_interp_ratio make your client not wait for packets
  to interpolate upon?
 
  On 1/17/07, Alfred Reynolds  [EMAIL PROTECTED] wrote:
 
  We set the default range for interp ratio to between 1 and 2 to
  allow
  for the loss situation, if you never have loss then setting it to
  exactly 1 would be appropriate.
 
  - Alfred
 
  Rónai György wrote:
  [ Converted text/html to text/plain ]
  Pls correct me if i am wrong.
  The server has 100 tick, and it produces 100 update/s (updaterate).
  Client sets cl_interp_ratio 1, this means, cl_interp will be 0.01
  (10ms). An update comes every 10ms (with 100 updaterate), so in
  the interp buffer 2 updates can be stored, and interpolated from.
  If the server fails to produce 100 updaterate for a second or so,
  the cl_interp will raise because of the ratio, and even then, 2
  updates can be stored in the interp puffer. (at 80 updates, there
  comes 1 every
  12.5ms, and
  the interp buffer will raise to 12.5ms accordingly)
  So, theoretically, there is no need to allow anything else, than
  cl_interp_ratio 1. Right?
  Or do we need, to allow a bigger buffer, because of lost update
  packets (loss)? Or, maybe a little higher, to allow compensationg
  a latency, in detecting the updaterate? Or something else, to
  calculate when we set those parameters?
  Thx
  Locutus
  Jason Ruymen írta:
 
  The Source Engine Update has now been released.  Please run
  hldsupdatetool again to make sure your game is update to date.
  Changes for this update include:
 
  - Cheat protected many more cvars
  - Replaced cl_interp with cl_interp_ratio. Server can limit it with
  sv_min_cl_interp_ratio and sv_max_cl_interp_ratio
  - Added sv_rcon_log to allow rcon logging to be disabled
 
  Jason
 
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Re: [hlds_linux] Zblock Linux

2007-01-09 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
No that's not the official page for zBlock, the official page can be found
at:
http://zBlock.CS-Resourced.net/

TWL does not have anything to do with the development of zBlock.
Yes there will be a linux version of zBlock, however it may take a short
while.

On 1/10/07, William Warren [EMAIL PROTECTED]
wrote:


 http://www.teamwarfare.com/forums/showthread.asp?forumid=367threadid=346292
 That's the official page for zblock.  You can post in the forums and
 hopefully get an answer..:)

 Richard Fennell wrote:
  Hi Guys
  Does anyone know if there is going to be a release for Zblock for Linux
  again?
 
  If not can anyone recommend the best alternative for match play and
  public play?
 
  Thanks
 
  Richy
 
 
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 condemn. This is the heritage of the servants of the LORD, and their
 righteousness is of me, saith the LORD.

 -- carpe ductum -- Grab the tape
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Re: [hlds_linux] CS:S - Cvarblock / Z block / anyblock

2006-12-16 Thread Wim Barelds
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We're all pretty much waiting for an SDK update, however I can tell you that
cvarblock isnt looking to be updated regardles (from speaking to some of the
ESL staff).

On 12/17/06, LDuke [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 There is not currently any way to query clients cvar values. Mike Durand
 said that one will come in a forthcoming update. No word yet on when that
 might be.

 Don't expect to be able to change rates/cvars on clients. The most you
 will
 be able to do is kick clients who are using cvars you think give them an
 unfair advantage.

 Grant


 On 12/15/06, aleks [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hi group and good morning,
 
  i have a question to the developers of any of the blockers in subject as
  it
  is for Valve,
  Players in our community are asking me whole the time when the new
  blockers
  will be released.
  i see no move on Cvarblock for ESL as it is for others blockers
  any news?
  update?
 
  Like everyone is cheating / rate hacking, players cant be hit when
 playing
  wars
  and there is no control except status to see what rates players have...
 
  u see my point...
 
 
  any news / response will be warmly accepted...
 
  Des,
  Dvs2
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Re: [hlds_linux] Counter-Strike: Source Update Released

2006-12-12 Thread Wim Barelds
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LDuke, Im quite sure I recall Mani saying on the matties event script forums
that he tries to rely as much on the SDK as possible, though this could have
changed since, or I could be remembering it entirely wrong. Either way, you
can't ask VALVe to support engine hacks, you can ask from them to
further increase the functionality of the provided SDK / API, but this
again would be more towards being nice then towards obligation.


As for the supposed We won't buy VALVe products again if they don't
listen, fact is you're never really going to be happy, You're going to keep
complaining, and when there's nothing to complain about, you'll think of
something. If you won't, someone else will.

VALVe has their own marketing department, let them do their thing. You can
give suggestions, ask questions or even complain when there's a good reason,
You however are not in a position to make demands, or tell them how to do
their work.

Last I checked, server providers still make money of what VALVe provides
free of charge.

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Re: [hlds_linux] Source Engine Update Released

2006-11-30 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
Have you also looked at the things I emailed you about, Alfred? :)

On 11/30/06, W0kk3L [EMAIL PROTECTED] wrote:

 Thank you, Alfred and Jason :)

 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Thursday, November 30, 2006 7:52 PM
 Subject: RE: [hlds_linux] Source Engine Update Released


  Yup, I am looking into why it went away, next update will add it back.
 
  - Alfred
 
  W0kk3L wrote:
  Hmm, there was a second update today, and now the rcon logging
  function is
  removed again. Can it please be added again?
 
  -W0kk3L-
 
  - Original Message -
  From: W0kk3L [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com
  Sent: Thursday, November 30, 2006 6:14 AM
  Subject: Re: [hlds_linux] Source Engine Update Released
 
 
  Jason,
 
  Thank you for adding my request for IP registration of rcon
  commands! :-)
 
  -W0kk3L-
 
  - Original Message -
  From: Jason Ruymen [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com;
  hlds@list.valvesoftware.com; hlds_announce@list.valvesoftware.com
  Sent: Thursday, November 30, 2006 1:27 AM
  Subject: [hlds_linux] Source Engine Update Released
 
 
  Updates to the Source Engine have been released.  Please run
  hldsupdatetool to make sure your server is up-to-date.  Here are
  the list of changes:
 
  Source Engine:
  - Added cvars to let the server prevent clients setting unreasonable
  network settings: sv_mincmdrate, sv_maxcmdrate, sv_client_predict,
  sv_client_interpolate, sv_client_interp, and
  sv_client_cmdrate_difference
  - Added protection against servers manipulating the
  cl_restrict_server_commands cvar
  - Allow servers to execute the play command on clients
  - Added an interface to allow servers to query most cvar values on
  the clients
  - Added the IP address of the machine who executed an rcon command
  to the server logfiles
  - Fixed spectator relaying in SourceTV
  - Removed cl_cmdbackup
 
  Jason
 
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Re: [hlds_linux] Source Engine Update Released

2006-11-29 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
Awesome update, but wait for an email from me Alfred :) You missed a
few things.

On 11/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 Run the update tool again with the -verify_all flag to make sure you
 are fully updated.

 William Warren wrote:
  this update caused issues.
 
  any client that connects wether their server allow cvar is zero or not
  crashes the server.  I am running Centos 4.4 with only standard maps
and no plugins.
 
  Jason Ruymen wrote:
  Updates to the Source Engine have been released.  Please run
  hldsupdatetool to make sure your server is up-to-date.  Here are the
  list of changes:
 
  Source Engine:
  - Added cvars to let the server prevent clients setting unreasonable
  network settings: sv_mincmdrate, sv_maxcmdrate, sv_client_predict,
  sv_client_interpolate, sv_client_interp, and
  sv_client_cmdrate_difference
  - Added protection against servers manipulating the
  cl_restrict_server_commands cvar
  - Allow servers to execute the play command on clients
  - Added an interface to allow servers to query most cvar values on
  the
  clients
  - Added the IP address of the machine who executed an rcon command to
  the server logfiles
  - Fixed spectator relaying in SourceTV
  - Removed cl_cmdbackup
 
  Jason
 
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  --
  My Foundation verse:
  Isa 54:17  No weapon that is formed against thee shall prosper; and
  every tongue that shall rise against thee in judgment thou shalt
  condemn. This is the heritage of the servants of the LORD, and their
  righteousness is of me, saith the LORD.
 
  -- carpe ductum -- Grab the tape
  CDTT (Certified Duct Tape Technician)
 
  Linux user #322099
  Machines:
  206822
  256638
  276825
  http://counter.li.org/
 
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Re: [hlds_linux] RE: 1. Weapon buying limit per user (ics)

2006-11-27 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
The algorithm is horribly bugged regardless. Anyway, to the person whining
about the weapon buy limit also fixing nade spamming... Nade spamming is not
any kind of problem, if you are having a problem with people buying nade
after nade, consider lowering your buytime. The abbility to continously buy
grenades is by design, and in fact, so
is the abbility to buy hundreds of glocks. The only thing not by
design is that buying hundreds of glocks causes stabillity issues,
first with the client, and then with the server.


On 11/27/06, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 There is obviously something wrong with DWP

 I have played on DWP servers and the Desert Eagle has all but disappered
 from the server, but the price still keeps going up.

 I assumed it must have been because people were changing the mp_startmoney
 on thier servers, but Alfred assures us that the start money is locked to
 $800 on DWP servers, so this cannot be the cause, can it?

 The only other options left as far as I can tell are:

 1. Demand and purchases from non-DWP servers are leaking through to the
 calculations. This is obviously bad, since demand is not affected on
 non-DWP
 servers by the pricing changes.

 2. The algorithm or code behind DWP, is horribly bugged some how.

 Cheers

 On 11/28/06, Lefty [EMAIL PROTECTED] wrote:
 
  You want to take away the only fun we have with DWP?
 
  There is in fact no glock script issue. There is a poor designed DWP
 which
  counts non DWP servers the same as DWP servers. This is the cause why
 the
  prizes in the Weapon Market are going crazy. Glock for $38, Deagle for
  $12.000 how stupid is that?!?
 
  DWP off - issue away.
 
  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag von
  [EMAIL PROTECTED]
  Gesendet: Montag, 27. November 2006 15:48
  An: hlds_linux@list.valvesoftware.com
  Betreff: [hlds_linux] RE: 1. Weapon buying limit per user (ics)
 
  Just thinking if a global limit was set on weapons, not only would it
  solve the glock script issue but also see an end to team nade spamming
  from spawn.
 
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Re: [hlds_linux] Weapon buying limit per user

2006-11-26 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
 You could do an eventscript to monitor the amount of drops per player
 and then take away their cash stopping them from buying again, or just
 blow them up / kick / ban etc

That wouldnt be fast enough for a scripted buy, in fact, mostly any solution
not hardcoded into SrcDS would be too slow.


On 11/26/06, Graham Robinson [EMAIL PROTECTED] wrote:

 I certainly think this cannot be done with evenscripts as there is no
 way of stopping a client from dropping their gun

 (well there is you can alias the command for dropping a gun but as we
 know we admins aren't allowed to do things like that to valves paying
 clients since the last update no matter how hard they try to break our
 servrers)

 You could do an eventscript to monitor the amount of drops per player
 and then take away their cash stopping them from buying again, or just
 blow them up / kick / ban etc

 On 26/11/06, John Sheu [EMAIL PROTECTED] wrote:
  On Sunday 26 November 2006 1:25 am, milchworld wrote:
   not only 4. you should be able to buy a weapon for every of your
 teammates.
   lets say you play 7on7, and only you made frags in the first round.
 you
   should be able to buy weapons for all 7 in your team...
 
  I have no experience with server plugins, and I'm not even sure how
 plugins
  hook into the mod.  But here's my two cents:

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Re: [hlds_linux] valve bug-tracker mailing list

2006-11-24 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
I hate to say this but, it a mailing list really a method that could work
effectively in terms of bug tracking?

On 11/24/06, Erik Hollensbe [EMAIL PROTECTED] wrote:

 I have setup a mailing list with the intention of keeping the S:N
 down on these lists, and focusing directly on a bug-tracking solution
 for the community and valve to share.

 http://hollensbe.org/mailman/listinfo/valve-bugs

 Please share this with other hlds lists that might be appropriate.
 This is the last posting I will make on these lists regarding this
 matter.
 --
 Erik Hollensbe
 [EMAIL PROTECTED]

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Re: [hlds_linux] RE: Feature Request/Bug Tracker

2006-11-23 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
Well then, lets get to work on a properly managed bug tracker.

On 11/24/06, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Barelds Bump :)

 On 11/24/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  The idea is an interesting one but the value would come from effective
  implementation. As I said last time, implement it and if managed
  properly I am sure we would fine it a valuable source (we already use
  Steampowered forum threads but the signal to noise ration can be quite
  poor).
 
  - Alfred
 
  Erik Hollensbe wrote:
   About 6 months ago this was being discussed, and never came to
   fruition. A *lot* of the questions/comments here these days have less
   and less to do with supporting the system as much as requests to
   modify it in some fashion.
  
   I think it would be not only wise, but prudent for valve or a
   secondary party to implement a bug tracker or feature request system
   that would allow people to effectively petition features/bug fixes
   assigning a priority to the things that are most important to the
   guys who run the servers. Obviously, it wouldn't be that bad of an
   idea to tackle this in the client as well.
  
   The advantages for valve would be several-fold - not only would you
   have a backlog of all the things that your constituents are
   complaining about, but a petitioning system would allow valve to see
   priority based on the number of people who are interested in seeing
   this fixed. Several techniques can be used to minimize inflation of
   voting for requests, but obviously won't eliminate the problem.
  
   The advantages for users would be several-fold as well - instead of
   clogging up the list with the 400th thread that starts with, Where
   is the 64-bit VAC2 support? One email gets out, and someone replies
   with a bug number and everyone can see that the bug is marked by
   valve administrators as WON'T FIX. Not only is it clear to everyone
   that the bug is already known, it's clear to everyone that valve has
   no intention of tackling this problem anytime soon (if at all).
  
   Obviously there's a relations issue here - people are undoubtedly
   going to get bent out of shape when they see something tagged as
   WON'T FIX, but in reality that's no different than the current
   situation. The above-described situation actually lends to clearing
   up confusion, simply because the lack of responses by staff has, in
   the past, caused more problems than is really necessary.
  
   This simply doesn't work  unless Valve and the community participates
   - if one of them decides that it's not going to work, the whole point
   is lost. Undoubtedly, Valve has their own internal trackers and a way
   to ease the transition from moving to the public database to the
   private one would be a big bonus for them, I imagine.
  
   So, I'll offer again - if there is significant interest by Valve and
   the community, I'm willing to extend as much help as is attainable to
   make this happen, whether that be writing code, providing ideas, or
   administering/hosting the service.
   --
   Erik Hollensbe
   [EMAIL PROTECTED]
 
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Re: [hlds_linux] Feature request: sv_consistency

2006-11-23 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
While I'd love a pure setting, a lot could be gained from simply enforcing
the material files, and leaving the textures customisable. On top of that
the fact that plugins can enforce consistancy on files is nice, however this
implementation is sadly broken, much like sv_consistancy used to be.

On 11/24/06, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Barelds Bump :)

 On 11/24/06, Whisper [EMAIL PROTECTED] wrote:
 
  When it comes to Counter-Strike players, DENY ougth to be the default or
  requires sv_cheats 1 enabled on the server.
 
  If it can be exploited, it will be exploited and by a significant
  proportion of the community.
 
  I have asked for a pure server option that forced all content to be run
  out of the GCF files, which you could then protect with VAC.
 
  If somebody wants to use a 3rd party program to bypass the use of what
 is
  in the GCF files, once again, VAC's problem.
 
  I think Wim Barrelds could have something to say as to the extent to
 which
  you can enforce purity, I hope he chimes in.
 
  On 11/23/06, Jani Tiira [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Right now sv_consistency itself doesn't check that much. With an
 texture
   wallhack you can easily access the server. What we've done to solve
 this
   is
   use CVAR-X to check the consistency of these files. Since the new cvar
   cl_restrict_server_commands and it being set to 1 as default CVAR-X is
   harder to use. Since I know that Valve has already been informed about
   the
   cvars blocked in zBlock and about rate hacking (greets to Barrelds) it
   would
   be great that sv_consistency would also be brought up to date.
  
   What I'm suggesting that server admins could choose which files to
   check.
   The files being:
  
   sounds
   map textures (boxes, walls, doors, etc)
   player models (skins/models)
   weapon models
   Any or all above.
  
   I know there are people who love to use skins but right now we are
   blocking
   anyone using skins from our servers and we still have our servers
 full.
   So
   there are players who don't need nor wan't skins.There are also
 paranoid
   admins (like me) who wanna block custom content because they can be
 used
   to
   gain advantage over other players.
  
   Thanks..
  
   --
   Jani Tirppa Tiira
   A player and a server admin.
   --
  
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Re: [hlds_linux] Feature request: sv_consistency

2006-11-23 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I do have his contact, I'll give SSlice Alfred's email, and tell him to give
it a nudge.

On 11/24/06, Jani Tiira [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I mailed Alfred about this and he would like to hear from the developers
 of
 CVAR-X if sslice could help in this matter. Anyone got his contact?

 --

 Tirppa
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