Re: [hlds_linux] Source Engine Updates Release
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux[1] _ NOD32 2514 (20070908) Információ _ Az üzenetet a NOD32 antivirus system megvizsgálta. http://www.nod32.hu[2] ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlds_linux 2. http://www.nod32.hu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] How do I turn off mouse-over player names?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reducing Cheats on Servers
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _ Check out some new online services at Windows Live Ideas—so new they haven't even been officially
Re: [hlds_linux] Source Engine/Dedicated Server Beta
-- [ 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 } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _ Vælg selv hvordan du vil kommunikere - skrift, tale, video eller billeder med MSN Messenger: http://messenger.msn.dk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine/Dedicated Server Beta
-- [ 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 } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _ Vælg selv hvordan du vil kommunikere - skrift, tale, video eller billeder med MSN Messenger: http://messenger.msn.dk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _ Find dine dokumenter lettere med MSN Toolbar med Windows-pc-søgning - hent den gratis her: http://toolbar.msn.dk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view
Re: [hlds_linux] Move a connection when a server is ful to on empty server ?
-- [ 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 _ Le blog Messenger de Michel, candidat de la Nouvelle Star : analyse, news, coulisses… A découvrir ! http://michel-nouvelle-star2007.spaces.live.com/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim
Re: [hlds_linux] Move a connection when a server is ful to on empty server ?
-- [ 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 _ Le blog Messenger de Michel, candidat de la Nouvelle Star : analyse, news, coulisses… A découvrir ! http://michel-nouvelle-star2007.spaces.live.com/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Move a connection when a server is ful to on empty server ?
-- [ 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 _ Le blog Messenger de Michel, candidat de la Nouvelle Star : analyse, news, coulisses… A découvrir ! http://michel-nouvelle-star2007.spaces.live.com/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Undetected Hacks
-- [ 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 CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list
Re: [hlds_linux] Undetected Hacks
-- [ 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 CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Undetected Hacks
-- [ 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 CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___
Re: [hlds_linux] Another Pure bug?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Released
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Beta Update
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Beta Update
-- [ 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. } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Beta Update
} 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 }} }} ___ }} To unsubscribe, edit your list preferences, or view the list } archives, }} please visit: }} http://list.valvesoftware.com/mailman/listinfo/hlds_linux }} }} }} }} }} -- }} ___ }} Wim 'TheUnknownFactor' Barelds }} [EMAIL PROTECTED] }} -- }} }} ___ }} To unsubscribe, edit your list preferences, or view the list } archives, }} please visit: }} http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } }___ }To unsubscribe, edit your list preferences, or view the list } archives, } please visit: }http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } -- } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Dedicated Server Beta Update
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Alfred I need you to make fps_max (hl2) and sys_ticrate (hl1) a command line only command Please
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] Alfred I need you to make fps_max (hl2) and sys_ticrate (hl1) a command line only command Please
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Alfred I need you to make fps_max (hl2) and sys_ticrate (hl1) a command line only command Please
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Released
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux[1] ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Released
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux[1]http://list.valvesoftware.com/mailman/listinfo/hlds_linux%5B1%5D ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Released
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux[1] http://list.valvesoftware.com/mailman/listinfo/hlds_linux%5B1%5D ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Zblock Linux
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- 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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:S - Cvarblock / Z block / anyblock
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Counter-Strike: Source Update Released
-- [ Picked text/plain from multipart/alternative ] 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. - ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Released
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Released
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- 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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] RE: 1. Weapon buying limit per user (ics)
-- [ 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Weapon buying limit per user
-- [ 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: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] valve bug-tracker mailing list
-- [ 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] RE: Feature Request/Bug Tracker
-- [ 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Feature request: sv_consistency
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Feature request: sv_consistency
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux