Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Guillaume Parent
What's happening is that players will use melee, then press their Last 
Weapon Used binding, then melee again. It reduces the delay 
significantly, and players have successfully created scripts to do it 
automatically.
> On 01/06/2009 11:44 AM, David A. Parker wrote:
>   
>> I haven't tried in versus mode, but I know that in single player or 
>> co-op, I can survive just about any horde more or less unscathed by 
>> backing into a wall or corner and repeatedly swinging with the melee 
>> attack.  In fact, that's my usual tactic for getting through most 
>> hordes: 90% melee and 10% gunfire.  That's on a stock install without 
>> any adjustment to the melee timing.
>> 
>
> I've seen this in VS as well. If that's the case, then it seems like the 
> melee attack is just way too powerful (ie, if it's to the point where 
> it's unbalancing the game significantly in favour of the survivors).
>
> James
>
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Patrick Shelley
Getting fatigued after X amount of tie meleeing... ace idea! could have a
meter to show melee strength

On 1/6/09, Tom Richardson  wrote:
>
> The sv_cheats_0 issue was patched a while back, there shouldn't be any
> melee
> slowdown in versus games now. Although personally I thought it was a good
> thing.
>
>
>
> 2009/1/6 Mark - hlds list 
>
>
> > Are you setting it explicitly in a config file or on command line?  If
> > you just start a server, it's at sv_cheats 0 by default, but if you were
> > extra-cautious and added a line to your config file or command line,
> > that's when the strangeness showed up.  Heck, it may be patched now, I
> > don't know... I removed sv_cheats from my configs a long time ago to get
> > rid of the issue.
> >
> >
> > James Gurney wrote:
> > > Hm, my server is running with sv_cheats 0, and I haven't seen melee
> > > being too slow (quite the opposite, as mentioned), or any sort of
> server
> > > lag..
> > >
> > > On 01/06/2009 02:09 PM, ICS Staff wrote:
> > >
> > >> Problem with setting sv_cheats 0 into server.cfg is that it doesn't
> > >> only make melee slower but it makes it _too slow_ under heavy zombie
> > >> attack. Its more like 2 times slower than normal so its definitely not
> > >> a viable fix. This setting also caused some irritating server lagging
> > >> for some reason, if defined in config.
> > >>
> > >> -ics
> > >>
> > >> James Gurney wrote:
> > >>
> >  On 01/06/2009 11:44 AM, David A. Parker wrote:
> > 
> > 
> > >> I haven't tried in versus mode, but I know that in single player
> > >>
> >  or >> co-op, I can survive just about any horde more or less
> >  unscathed by >> backing into a wall or corner and repeatedly
> >  swinging with the melee >> attack.  In fact, that's my usual tactic
> >  for getting through most >> hordes: 90% melee and 10% gunfire.
> >  That's on a stock install without >> any adjustment to the melee
> >  timing.
> >  I've seen this in VS as well. If that's the case, then it seems
> > 
> > >>> like the > melee attack is just way too powerful (ie, if it's to the
> > >>> point where > it's unbalancing the game significantly in favour of
> > >>> the survivors).
> > >>>
> >  James
> > 
> > 
> > >> [I sent from an unsubscribed account, sorry if this posts twice (it
> > >> shouldn't, though)]
> > >>
> > >> Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator
> button
> > >> and then all four survivors jump into the corner behind the hospital
> > >> bed, you can just casually stand there and right-click.  Heck, tape
> down
> > >> your right mouse button and go make a sandwich.  None of you will take
> > >> any damage whatsoever, and there's nothing any horde rush or infected
> > >> player can do about it.  Boomers don't matter because of the melee
> spam,
> > >> smokers can't pull you because you're immediately meleed by a
> teammate,
> > >> hunters just get meleed away repeatedly until they die.
> > >>
> > >> I know for a while there was talk about how explicitly setting
> sv_cheats
> > >> 0 in a config file was causing melee to slow down, as though the
> players
> > >> grew fatigued.  This would be a great, great thing in the game.  The
> > >> only problem is that it also caused the smoker's tongue regen to be
> > >> extremely slow, even when he missed, which ruined him.  Seems there
> was
> > >> another side effect, but I forget... ah well.
> > >>
> > >> Mark
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >
> > >
> > > ___
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> > please visit:
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> > >
> >
> >
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> > please visit:
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> >
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Tom Richardson
The sv_cheats_0 issue was patched a while back, there shouldn't be any melee
slowdown in versus games now. Although personally I thought it was a good
thing.


2009/1/6 Mark - hlds list 

> Are you setting it explicitly in a config file or on command line?  If
> you just start a server, it's at sv_cheats 0 by default, but if you were
> extra-cautious and added a line to your config file or command line,
> that's when the strangeness showed up.  Heck, it may be patched now, I
> don't know... I removed sv_cheats from my configs a long time ago to get
> rid of the issue.
>
>
> James Gurney wrote:
> > Hm, my server is running with sv_cheats 0, and I haven't seen melee
> > being too slow (quite the opposite, as mentioned), or any sort of server
> > lag..
> >
> > On 01/06/2009 02:09 PM, ICS Staff wrote:
> >
> >> Problem with setting sv_cheats 0 into server.cfg is that it doesn't
> >> only make melee slower but it makes it _too slow_ under heavy zombie
> >> attack. Its more like 2 times slower than normal so its definitely not
> >> a viable fix. This setting also caused some irritating server lagging
> >> for some reason, if defined in config.
> >>
> >> -ics
> >>
> >> James Gurney wrote:
> >>
>  On 01/06/2009 11:44 AM, David A. Parker wrote:
> 
> 
> >> I haven't tried in versus mode, but I know that in single player
> >>
>  or >> co-op, I can survive just about any horde more or less
>  unscathed by >> backing into a wall or corner and repeatedly
>  swinging with the melee >> attack.  In fact, that's my usual tactic
>  for getting through most >> hordes: 90% melee and 10% gunfire.
>  That's on a stock install without >> any adjustment to the melee
>  timing.
>  I've seen this in VS as well. If that's the case, then it seems
> 
> >>> like the > melee attack is just way too powerful (ie, if it's to the
> >>> point where > it's unbalancing the game significantly in favour of
> >>> the survivors).
> >>>
>  James
> 
> 
> >> [I sent from an unsubscribed account, sorry if this posts twice (it
> >> shouldn't, though)]
> >>
> >> Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button
> >> and then all four survivors jump into the corner behind the hospital
> >> bed, you can just casually stand there and right-click.  Heck, tape down
> >> your right mouse button and go make a sandwich.  None of you will take
> >> any damage whatsoever, and there's nothing any horde rush or infected
> >> player can do about it.  Boomers don't matter because of the melee spam,
> >> smokers can't pull you because you're immediately meleed by a teammate,
> >> hunters just get meleed away repeatedly until they die.
> >>
> >> I know for a while there was talk about how explicitly setting sv_cheats
> >> 0 in a config file was causing melee to slow down, as though the players
> >> grew fatigued.  This would be a great, great thing in the game.  The
> >> only problem is that it also caused the smoker's tongue regen to be
> >> extremely slow, even when he missed, which ruined him.  Seems there was
> >> another side effect, but I forget... ah well.
> >>
> >> Mark
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> >
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> >
>
>
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Are you setting it explicitly in a config file or on command line?  If 
you just start a server, it's at sv_cheats 0 by default, but if you were 
extra-cautious and added a line to your config file or command line, 
that's when the strangeness showed up.  Heck, it may be patched now, I 
don't know... I removed sv_cheats from my configs a long time ago to get 
rid of the issue.


James Gurney wrote:
> Hm, my server is running with sv_cheats 0, and I haven't seen melee 
> being too slow (quite the opposite, as mentioned), or any sort of server 
> lag..
>
> On 01/06/2009 02:09 PM, ICS Staff wrote:
>   
>> Problem with setting sv_cheats 0 into server.cfg is that it doesn't  
>> only make melee slower but it makes it _too slow_ under heavy zombie  
>> attack. Its more like 2 times slower than normal so its definitely not  
>> a viable fix. This setting also caused some irritating server lagging  
>> for some reason, if defined in config.
>>
>> -ics
>>
>> James Gurney wrote:
>> 
 On 01/06/2009 11:44 AM, David A. Parker wrote:

 
>> I haven't tried in versus mode, but I know that in single player  
>> 
 or >> co-op, I can survive just about any horde more or less  
 unscathed by >> backing into a wall or corner and repeatedly  
 swinging with the melee >> attack.  In fact, that's my usual tactic  
 for getting through most >> hordes: 90% melee and 10% gunfire.   
 That's on a stock install without >> any adjustment to the melee  
 timing.
 I've seen this in VS as well. If that's the case, then it seems  
 
>>> like the > melee attack is just way too powerful (ie, if it's to the  
>>> point where > it's unbalancing the game significantly in favour of  
>>> the survivors).
>>>   
 James

 
>> [I sent from an unsubscribed account, sorry if this posts twice (it
>> shouldn't, though)]
>>
>> Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button
>> and then all four survivors jump into the corner behind the hospital
>> bed, you can just casually stand there and right-click.  Heck, tape down
>> your right mouse button and go make a sandwich.  None of you will take
>> any damage whatsoever, and there's nothing any horde rush or infected
>> player can do about it.  Boomers don't matter because of the melee spam,
>> smokers can't pull you because you're immediately meleed by a teammate,
>> hunters just get meleed away repeatedly until they die.
>>
>> I know for a while there was talk about how explicitly setting sv_cheats
>> 0 in a config file was causing melee to slow down, as though the players
>> grew fatigued.  This would be a great, great thing in the game.  The
>> only problem is that it also caused the smoker's tongue regen to be
>> extremely slow, even when he missed, which ruined him.  Seems there was
>> another side effect, but I forget... ah well.
>>
>> Mark
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> 
>
>
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread David Kellaway
I wouldn't mind melee being slower than normal. Right now it's a more viable 
weapon than any of the guns in the game under most circumstances.

On Tue, 06 Jan 2009 22:09:30 -, ICS Staff  wrote:

>
> Problem with setting sv_cheats 0 into server.cfg is that it doesn't
> only make melee slower but it makes it _too slow_ under heavy zombie
> attack. Its more like 2 times slower than normal so its definitely not
> a viable fix. This setting also caused some irritating server lagging
> for some reason, if defined in config.
>
> -ics
>
> James Gurney wrote:
>> > On 01/06/2009 11:44 AM, David A. Parker wrote:
>> >
>>> >> I haven't tried in versus mode, but I know that in single player
>>> or >> co-op, I can survive just about any horde more or less
>>> unscathed by >> backing into a wall or corner and repeatedly
>>> swinging with the melee >> attack.  In fact, that's my usual tactic
>>> for getting through most >> hordes: 90% melee and 10% gunfire.
>>> That's on a stock install without >> any adjustment to the melee
>>> timing.
>>> >>
>> >
>> > I've seen this in VS as well. If that's the case, then it seems
>> like the > melee attack is just way too powerful (ie, if it's to the
>> point where > it's unbalancing the game significantly in favour of
>> the survivors).
>> >
>> > James
>> >
> [I sent from an unsubscribed account, sorry if this posts twice (it
> shouldn't, though)]
>
> Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button
> and then all four survivors jump into the corner behind the hospital
> bed, you can just casually stand there and right-click.  Heck, tape down
> your right mouse button and go make a sandwich.  None of you will take
> any damage whatsoever, and there's nothing any horde rush or infected
> player can do about it.  Boomers don't matter because of the melee spam,
> smokers can't pull you because you're immediately meleed by a teammate,
> hunters just get meleed away repeatedly until they die.
>
> I know for a while there was talk about how explicitly setting sv_cheats
> 0 in a config file was causing melee to slow down, as though the players
> grew fatigued.  This would be a great, great thing in the game.  The
> only problem is that it also caused the smoker's tongue regen to be
> extremely slow, even when he missed, which ruined him.  Seems there was
> another side effect, but I forget... ah well.
>
> Mark
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,  
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux



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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread James Gurney
Hm, my server is running with sv_cheats 0, and I haven't seen melee 
being too slow (quite the opposite, as mentioned), or any sort of server 
lag..

On 01/06/2009 02:09 PM, ICS Staff wrote:
> Problem with setting sv_cheats 0 into server.cfg is that it doesn't  
> only make melee slower but it makes it _too slow_ under heavy zombie  
> attack. Its more like 2 times slower than normal so its definitely not  
> a viable fix. This setting also caused some irritating server lagging  
> for some reason, if defined in config.
> 
> -ics
> 
> James Gurney wrote:
>>> On 01/06/2009 11:44 AM, David A. Parker wrote:
>>>
> I haven't tried in versus mode, but I know that in single player  
>>> or >> co-op, I can survive just about any horde more or less  
>>> unscathed by >> backing into a wall or corner and repeatedly  
>>> swinging with the melee >> attack.  In fact, that's my usual tactic  
>>> for getting through most >> hordes: 90% melee and 10% gunfire.   
>>> That's on a stock install without >> any adjustment to the melee  
>>> timing.
>>> I've seen this in VS as well. If that's the case, then it seems  
>> like the > melee attack is just way too powerful (ie, if it's to the  
>> point where > it's unbalancing the game significantly in favour of  
>> the survivors).
>>> James
>>>
> [I sent from an unsubscribed account, sorry if this posts twice (it
> shouldn't, though)]
> 
> Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button
> and then all four survivors jump into the corner behind the hospital
> bed, you can just casually stand there and right-click.  Heck, tape down
> your right mouse button and go make a sandwich.  None of you will take
> any damage whatsoever, and there's nothing any horde rush or infected
> player can do about it.  Boomers don't matter because of the melee spam,
> smokers can't pull you because you're immediately meleed by a teammate,
> hunters just get meleed away repeatedly until they die.
> 
> I know for a while there was talk about how explicitly setting sv_cheats
> 0 in a config file was causing melee to slow down, as though the players
> grew fatigued.  This would be a great, great thing in the game.  The
> only problem is that it also caused the smoker's tongue regen to be
> extremely slow, even when he missed, which ruined him.  Seems there was
> another side effect, but I forget... ah well.
> 
> Mark
> 
> 
> ___
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> visit:
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread ICS Staff

Problem with setting sv_cheats 0 into server.cfg is that it doesn't  
only make melee slower but it makes it _too slow_ under heavy zombie  
attack. Its more like 2 times slower than normal so its definitely not  
a viable fix. This setting also caused some irritating server lagging  
for some reason, if defined in config.

-ics

James Gurney wrote:
> > On 01/06/2009 11:44 AM, David A. Parker wrote:
> >
>> >> I haven't tried in versus mode, but I know that in single player  
>> or >> co-op, I can survive just about any horde more or less  
>> unscathed by >> backing into a wall or corner and repeatedly  
>> swinging with the melee >> attack.  In fact, that's my usual tactic  
>> for getting through most >> hordes: 90% melee and 10% gunfire.   
>> That's on a stock install without >> any adjustment to the melee  
>> timing.
>> >>
> >
> > I've seen this in VS as well. If that's the case, then it seems  
> like the > melee attack is just way too powerful (ie, if it's to the  
> point where > it's unbalancing the game significantly in favour of  
> the survivors).
> >
> > James
> >
[I sent from an unsubscribed account, sorry if this posts twice (it
shouldn't, though)]

Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button
and then all four survivors jump into the corner behind the hospital
bed, you can just casually stand there and right-click.  Heck, tape down
your right mouse button and go make a sandwich.  None of you will take
any damage whatsoever, and there's nothing any horde rush or infected
player can do about it.  Boomers don't matter because of the melee spam,
smokers can't pull you because you're immediately meleed by a teammate,
hunters just get meleed away repeatedly until they die.

I know for a while there was talk about how explicitly setting sv_cheats
0 in a config file was causing melee to slow down, as though the players
grew fatigued.  This would be a great, great thing in the game.  The
only problem is that it also caused the smoker's tongue regen to be
extremely slow, even when he missed, which ruined him.  Seems there was
another side effect, but I forget... ah well.

Mark


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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
James Gurney wrote:
> On 01/06/2009 11:44 AM, David A. Parker wrote:
>   
>> I haven't tried in versus mode, but I know that in single player or 
>> co-op, I can survive just about any horde more or less unscathed by 
>> backing into a wall or corner and repeatedly swinging with the melee 
>> attack.  In fact, that's my usual tactic for getting through most 
>> hordes: 90% melee and 10% gunfire.  That's on a stock install without 
>> any adjustment to the melee timing.
>> 
>
> I've seen this in VS as well. If that's the case, then it seems like the 
> melee attack is just way too powerful (ie, if it's to the point where 
> it's unbalancing the game significantly in favour of the survivors).
>
> James
>   
[I sent from an unsubscribed account, sorry if this posts twice (it 
shouldn't, though)]

Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button 
and then all four survivors jump into the corner behind the hospital 
bed, you can just casually stand there and right-click.  Heck, tape down 
your right mouse button and go make a sandwich.  None of you will take 
any damage whatsoever, and there's nothing any horde rush or infected 
player can do about it.  Boomers don't matter because of the melee spam, 
smokers can't pull you because you're immediately meleed by a teammate, 
hunters just get meleed away repeatedly until they die.

I know for a while there was talk about how explicitly setting sv_cheats 
0 in a config file was causing melee to slow down, as though the players 
grew fatigued.  This would be a great, great thing in the game.  The 
only problem is that it also caused the smoker's tongue regen to be 
extremely slow, even when he missed, which ruined him.  Seems there was 
another side effect, but I forget... ah well.

Mark

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Kevin J. Anderson
On no mercy finale, you can also get under the ramp from heli pad and 
more or less survive everything as well... no horde, can't be pounced, 
its easy to knock off the smoker, and tank can't really get in there either.

Kev

ICS Staff wrote:
> Yeah the melee is scriptable. The animation can be cancelled and  
> another melee can be triggered right after first hit. This ruins the  
> game especially in versus. Let me fill some up some more bugs for you  
> since we got started here. Maybe Valve will fix these sooner.
> 
> -Elevator on No Mercy can be skipped by breaking up that door there  
> which can be opened only from 1 side.
> -You can stay behind the no mercy finale building ledge and not  
> getting any damage. If staying on 1 certain spot, not even tank can  
> get you.
> - No mercy finale, you can also load up the machinegun and get back on  
> the building with ladders up. Thats no challenge after that.
>   -On death toll, you can use the mounted machine gun as a cannon to  
> skip the fight event OR climb up next to lift over the obstacle  
> (harder).
> -Death toll finale has 3 rocks where zombies wont practically go and  
> tanks fade away.
> -Dead air crane part is skippable by jumping over the fence to the other side.
> -Right after crane you can skip the office building by going left and  
> walk down to a tree (no jumping) and then just run to the saferoom.
> -Dead air has also skippable gas can zombie fight part. You can jump  
> on the railing and after that left over the electrical thing, then  
> over the exploding obstacle.
> -Dead air you can jump on the plane with the mounted machinegun. Its  
> like standing there and only watching over for smokers. None of the  
> other enemies are  a problem.
> 
> Summary: 3/4 finales are easy peasy, no need to even "fight" your way  
> through. Multiple zombie fights are skippable. Thats it. I may have  
> forgotten some but oh well. ALL these are out there open and widely  
> used. Kinda ruins the game for some people and makes it easy to get  
> certain achievements.
> 
> 
> -ics
> 
> Daniel Worley kirjoitti:
>> Is Valve ever going to patch this?  I think there were 5 updates during the
>> demo period alone and hardly any since release.  List of exploits/problems
>> I've seen so far:
>>
>>- Infected cloning (what's being mentioned in these messages)
>>- Survivors meleeing their way through the garage door on NM3
>>- Hunters waking up witches by pouncing them a number of times
>>- Meleeing the gun turret will for some reason turn it into a catapult
>>- Melee timings can apparently be altered in the console, so survivors
>>can basically have a "wall of melee" against any attackers
>>- Rare event where hunter spectates upons pounce will leave survivor in a
>>pounced state but hunter will disappear, other survivors are not able to
>>help the incapped
>>- Various server issues ranging from timeouts on mapchange, the
>>"autobalancing" bug, difficulty being locked to a specific state
>>- Throwing any object at another survivor in the elevator on NM4 will
>>cause the survivor to fall through the elevator floor.  Objects include
>>molotovs, pipe bombs, gas tanks, propane tanks, oxygen tanks.
>>- Occasionally infected are in a somewhat invincible state if they make
>>it into the elevator on NM4
>>
>> I'm sure I'm forgetting some, these are just a few I can think of off the
>> top of my head.
>>
>> On Tue, Jan 6, 2009 at 1:58 PM, StevoTVR  wrote:
>>
>>> This is the one I use: http://forums.alliedmods.net/showthread.php?t=82903
>>> It kills the bots left behind when someone spectates, which I think is
>>> better than blocking spectator completely.
>>>
>>> Richard Eid wrote:
 This is a temporary fix:

 http://forums.alliedmods.net/showthread.php?t=82883

 -Richard Eid


 On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley >>> wrote:


> On the subject of hunter explooits - im gonna release this one into the
> wild
> (but without the explanation of how its done) as i havent seen any
>>> evidence
> of this particular one on the net.
>
> With the hunter, u can go thru closed doors, walls, even closed safe
>>> room
> doors.
>
> I do this all the time on my server and other pub ones (i know i
>>> shouldnt,
> but i cant help myself)
>
> As long as the wall or door is connecting to another room or area (ie.
>>> not
> the void) u can enter thru any cloased door or wall.
>
> I can do a video if really needed.
>
> Its really pissing my regulars off - but i just cant help myself !
>
> We discovered it by accident.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>

Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Eric-Jan Riemers
Dont know if it's a bug..

- blood harvest, the tunnel. Once you open the door and the zombies come,
just walk out straight till the end. You almost get 0 zombies (since there
all running to the other spot) and it wont spawn new ones since there is a
bunch walking behind you (I think) anyway its dead easy that way.

-Oorspronkelijk bericht-
Van: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Namens ICS Staff
Verzonden: dinsdag 6 januari 2009 20:54
Aan: Half-Life dedicated Linux server mailing list
Onderwerp: Re: [hlds_linux] L4D: Is there a hunter exploit out there?

Yeah the melee is scriptable. The animation can be cancelled and  
another melee can be triggered right after first hit. This ruins the  
game especially in versus. Let me fill some up some more bugs for you  
since we got started here. Maybe Valve will fix these sooner.

-Elevator on No Mercy can be skipped by breaking up that door there  
which can be opened only from 1 side.
-You can stay behind the no mercy finale building ledge and not  
getting any damage. If staying on 1 certain spot, not even tank can  
get you.
- No mercy finale, you can also load up the machinegun and get back on  
the building with ladders up. Thats no challenge after that.
  -On death toll, you can use the mounted machine gun as a cannon to  
skip the fight event OR climb up next to lift over the obstacle  
(harder).
-Death toll finale has 3 rocks where zombies wont practically go and  
tanks fade away.
-Dead air crane part is skippable by jumping over the fence to the other
side.
-Right after crane you can skip the office building by going left and  
walk down to a tree (no jumping) and then just run to the saferoom.
-Dead air has also skippable gas can zombie fight part. You can jump  
on the railing and after that left over the electrical thing, then  
over the exploding obstacle.
-Dead air you can jump on the plane with the mounted machinegun. Its  
like standing there and only watching over for smokers. None of the  
other enemies are  a problem.

Summary: 3/4 finales are easy peasy, no need to even "fight" your way  
through. Multiple zombie fights are skippable. Thats it. I may have  
forgotten some but oh well. ALL these are out there open and widely  
used. Kinda ruins the game for some people and makes it easy to get  
certain achievements.


-ics

Daniel Worley kirjoitti:
> Is Valve ever going to patch this?  I think there were 5 updates during
the
> demo period alone and hardly any since release.  List of exploits/problems
> I've seen so far:
>
>- Infected cloning (what's being mentioned in these messages)
>- Survivors meleeing their way through the garage door on NM3
>- Hunters waking up witches by pouncing them a number of times
>- Meleeing the gun turret will for some reason turn it into a catapult
>- Melee timings can apparently be altered in the console, so survivors
>can basically have a "wall of melee" against any attackers
>- Rare event where hunter spectates upons pounce will leave survivor in
a
>pounced state but hunter will disappear, other survivors are not able
to
>help the incapped
>- Various server issues ranging from timeouts on mapchange, the
>"autobalancing" bug, difficulty being locked to a specific state
>- Throwing any object at another survivor in the elevator on NM4 will
>cause the survivor to fall through the elevator floor.  Objects include
>molotovs, pipe bombs, gas tanks, propane tanks, oxygen tanks.
>- Occasionally infected are in a somewhat invincible state if they make
>it into the elevator on NM4
>
> I'm sure I'm forgetting some, these are just a few I can think of off the
> top of my head.
>
> On Tue, Jan 6, 2009 at 1:58 PM, StevoTVR  wrote:
>
>> This is the one I use:
http://forums.alliedmods.net/showthread.php?t=82903
>> It kills the bots left behind when someone spectates, which I think is
>> better than blocking spectator completely.
>>
>> Richard Eid wrote:
>>> This is a temporary fix:
>>>
>>> http://forums.alliedmods.net/showthread.php?t=82883
>>>
>>> -Richard Eid
>>>
>>>
>>> On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley >> wrote:
>>>
>>>
>>>> On the subject of hunter explooits - im gonna release this one into the
>>>> wild
>>>> (but without the explanation of how its done) as i havent seen any
>> evidence
>>>> of this particular one on the net.
>>>>
>>>> With the hunter, u can go thru closed doors, walls, even closed safe
>> room
>>>> doors.
>>>>
>>>> I do this al

Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread David A. Parker
James Gurney wrote:
> On 01/06/2009 11:44 AM, David A. Parker wrote:
>> I haven't tried in versus mode, but I know that in single player or 
>> co-op, I can survive just about any horde more or less unscathed by 
>> backing into a wall or corner and repeatedly swinging with the melee 
>> attack.  In fact, that's my usual tactic for getting through most 
>> hordes: 90% melee and 10% gunfire.  That's on a stock install without 
>> any adjustment to the melee timing.
> 
> I've seen this in VS as well. If that's the case, then it seems like the 
> melee attack is just way too powerful (ie, if it's to the point where 
> it's unbalancing the game significantly in favour of the survivors).
> 
> James
> 

The tactic works because most zombies seem to die after two or three 
melee hits, regardless of the game difficulty.  Since you can hit 
several at once, it's entirely possible to wipe out large numbers of 
them by swinging the melee attack repeatedly while they come at you.  I 
guess one option would be to make human player zombies less affected by 
melee hits.  They could probably make the melee hits much less powerful 
in higher difficulty levels, too.

 - Dave

-- 

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread David A. Parker
One other thing which is handy as a survivor but wholly unbelievable is 
the fact that you can reload your weapon while simultaneously using the 
melee attack.  For example, if you have the shotgun and you hit R and 
then start right-clicking, you will swing the gun around like crazy and 
still reload it at the same time.  It's great if you need to reload 
during a horde attack, but at the same time there's something a little 
odd about being able to reload a weapon at the same time that you're 
smacking people with it.

Not that I'm looking for a lot of realism in a zombie shooter.  :-)

 - Dave

ICS Staff wrote:
> Yeah the melee is scriptable. The animation can be cancelled and  
> another melee can be triggered right after first hit. This ruins the  
> game especially in versus. Let me fill some up some more bugs for you  
> since we got started here. Maybe Valve will fix these sooner.
> 
> -Elevator on No Mercy can be skipped by breaking up that door there  
> which can be opened only from 1 side.
> -You can stay behind the no mercy finale building ledge and not  
> getting any damage. If staying on 1 certain spot, not even tank can  
> get you.
> - No mercy finale, you can also load up the machinegun and get back on  
> the building with ladders up. Thats no challenge after that.
>   -On death toll, you can use the mounted machine gun as a cannon to  
> skip the fight event OR climb up next to lift over the obstacle  
> (harder).
> -Death toll finale has 3 rocks where zombies wont practically go and  
> tanks fade away.
> -Dead air crane part is skippable by jumping over the fence to the other side.
> -Right after crane you can skip the office building by going left and  
> walk down to a tree (no jumping) and then just run to the saferoom.
> -Dead air has also skippable gas can zombie fight part. You can jump  
> on the railing and after that left over the electrical thing, then  
> over the exploding obstacle.
> -Dead air you can jump on the plane with the mounted machinegun. Its  
> like standing there and only watching over for smokers. None of the  
> other enemies are  a problem.
> 
> Summary: 3/4 finales are easy peasy, no need to even "fight" your way  
> through. Multiple zombie fights are skippable. Thats it. I may have  
> forgotten some but oh well. ALL these are out there open and widely  
> used. Kinda ruins the game for some people and makes it easy to get  
> certain achievements.
> 
> 
> -ics
> 
> Daniel Worley kirjoitti:
>> Is Valve ever going to patch this?  I think there were 5 updates during the
>> demo period alone and hardly any since release.  List of exploits/problems
>> I've seen so far:
>>
>>- Infected cloning (what's being mentioned in these messages)
>>- Survivors meleeing their way through the garage door on NM3
>>- Hunters waking up witches by pouncing them a number of times
>>- Meleeing the gun turret will for some reason turn it into a catapult
>>- Melee timings can apparently be altered in the console, so survivors
>>can basically have a "wall of melee" against any attackers
>>- Rare event where hunter spectates upons pounce will leave survivor in a
>>pounced state but hunter will disappear, other survivors are not able to
>>help the incapped
>>- Various server issues ranging from timeouts on mapchange, the
>>"autobalancing" bug, difficulty being locked to a specific state
>>- Throwing any object at another survivor in the elevator on NM4 will
>>cause the survivor to fall through the elevator floor.  Objects include
>>molotovs, pipe bombs, gas tanks, propane tanks, oxygen tanks.
>>- Occasionally infected are in a somewhat invincible state if they make
>>it into the elevator on NM4
>>
>> I'm sure I'm forgetting some, these are just a few I can think of off the
>> top of my head.
>>
>> On Tue, Jan 6, 2009 at 1:58 PM, StevoTVR  wrote:
>>
>>> This is the one I use: http://forums.alliedmods.net/showthread.php?t=82903
>>> It kills the bots left behind when someone spectates, which I think is
>>> better than blocking spectator completely.
>>>
>>> Richard Eid wrote:
 This is a temporary fix:

 http://forums.alliedmods.net/showthread.php?t=82883

 -Richard Eid


 On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley >>> wrote:


> On the subject of hunter explooits - im gonna release this one into the
> wild
> (but without the explanation of how its done) as i havent seen any
>>> evidence
> of this particular one on the net.
>
> With the hunter, u can go thru closed doors, walls, even closed safe
>>> room
> doors.
>
> I do this all the time on my server and other pub ones (i know i
>>> shouldnt,
> but i cant help myself)
>
> As long as the wall or door is connecting to another room or area (ie.
>>> not
> the void) u can enter thru any cloased door or wall.
>
> I can

Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread James Gurney
On 01/06/2009 11:44 AM, David A. Parker wrote:
> I haven't tried in versus mode, but I know that in single player or 
> co-op, I can survive just about any horde more or less unscathed by 
> backing into a wall or corner and repeatedly swinging with the melee 
> attack.  In fact, that's my usual tactic for getting through most 
> hordes: 90% melee and 10% gunfire.  That's on a stock install without 
> any adjustment to the melee timing.

I've seen this in VS as well. If that's the case, then it seems like the 
melee attack is just way too powerful (ie, if it's to the point where 
it's unbalancing the game significantly in favour of the survivors).

James

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread ICS Staff
Yeah the melee is scriptable. The animation can be cancelled and  
another melee can be triggered right after first hit. This ruins the  
game especially in versus. Let me fill some up some more bugs for you  
since we got started here. Maybe Valve will fix these sooner.

-Elevator on No Mercy can be skipped by breaking up that door there  
which can be opened only from 1 side.
-You can stay behind the no mercy finale building ledge and not  
getting any damage. If staying on 1 certain spot, not even tank can  
get you.
- No mercy finale, you can also load up the machinegun and get back on  
the building with ladders up. Thats no challenge after that.
  -On death toll, you can use the mounted machine gun as a cannon to  
skip the fight event OR climb up next to lift over the obstacle  
(harder).
-Death toll finale has 3 rocks where zombies wont practically go and  
tanks fade away.
-Dead air crane part is skippable by jumping over the fence to the other side.
-Right after crane you can skip the office building by going left and  
walk down to a tree (no jumping) and then just run to the saferoom.
-Dead air has also skippable gas can zombie fight part. You can jump  
on the railing and after that left over the electrical thing, then  
over the exploding obstacle.
-Dead air you can jump on the plane with the mounted machinegun. Its  
like standing there and only watching over for smokers. None of the  
other enemies are  a problem.

Summary: 3/4 finales are easy peasy, no need to even "fight" your way  
through. Multiple zombie fights are skippable. Thats it. I may have  
forgotten some but oh well. ALL these are out there open and widely  
used. Kinda ruins the game for some people and makes it easy to get  
certain achievements.


-ics

Daniel Worley kirjoitti:
> Is Valve ever going to patch this?  I think there were 5 updates during the
> demo period alone and hardly any since release.  List of exploits/problems
> I've seen so far:
>
>- Infected cloning (what's being mentioned in these messages)
>- Survivors meleeing their way through the garage door on NM3
>- Hunters waking up witches by pouncing them a number of times
>- Meleeing the gun turret will for some reason turn it into a catapult
>- Melee timings can apparently be altered in the console, so survivors
>can basically have a "wall of melee" against any attackers
>- Rare event where hunter spectates upons pounce will leave survivor in a
>pounced state but hunter will disappear, other survivors are not able to
>help the incapped
>- Various server issues ranging from timeouts on mapchange, the
>"autobalancing" bug, difficulty being locked to a specific state
>- Throwing any object at another survivor in the elevator on NM4 will
>cause the survivor to fall through the elevator floor.  Objects include
>molotovs, pipe bombs, gas tanks, propane tanks, oxygen tanks.
>- Occasionally infected are in a somewhat invincible state if they make
>it into the elevator on NM4
>
> I'm sure I'm forgetting some, these are just a few I can think of off the
> top of my head.
>
> On Tue, Jan 6, 2009 at 1:58 PM, StevoTVR  wrote:
>
>> This is the one I use: http://forums.alliedmods.net/showthread.php?t=82903
>> It kills the bots left behind when someone spectates, which I think is
>> better than blocking spectator completely.
>>
>> Richard Eid wrote:
>>> This is a temporary fix:
>>>
>>> http://forums.alliedmods.net/showthread.php?t=82883
>>>
>>> -Richard Eid
>>>
>>>
>>> On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley >> wrote:
>>>
>>>
 On the subject of hunter explooits - im gonna release this one into the
 wild
 (but without the explanation of how its done) as i havent seen any
>> evidence
 of this particular one on the net.

 With the hunter, u can go thru closed doors, walls, even closed safe
>> room
 doors.

 I do this all the time on my server and other pub ones (i know i
>> shouldnt,
 but i cant help myself)

 As long as the wall or door is connecting to another room or area (ie.
>> not
 the void) u can enter thru any cloased door or wall.

 I can do a video if really needed.

 Its really pissing my regulars off - but i just cant help myself !

 We discovered it by accident.
 ___
 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
>>>
>>>
>> --
>> Stevo.TVR
>> www.theville.org
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> pl

Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread David A. Parker
James Gurney wrote:
> On 01/06/2009 11:28 AM, Daniel Worley wrote:
>>- Melee timings can apparently be altered in the console, so survivors
>>can basically have a "wall of melee" against any attackers
> 
> Oh really? I played a game the other night where something like this 
> seemed to be happening. The 4 survivors stood in a corner continually 
> meleeing and appeared to be able to defeat an unlimited number of 
> infected. It was hugely frustrating, so it's good to know that it's not 
> a gameplay flaw so much as it's someone exploiting the game.
> 
> James
> 

I haven't tried in versus mode, but I know that in single player or 
co-op, I can survive just about any horde more or less unscathed by 
backing into a wall or corner and repeatedly swinging with the melee 
attack.  In fact, that's my usual tactic for getting through most 
hordes: 90% melee and 10% gunfire.  That's on a stock install without 
any adjustment to the melee timing.

 - Dave

-- 

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread James Gurney
On 01/06/2009 11:28 AM, Daniel Worley wrote:
>- Melee timings can apparently be altered in the console, so survivors
>can basically have a "wall of melee" against any attackers

Oh really? I played a game the other night where something like this 
seemed to be happening. The 4 survivors stood in a corner continually 
meleeing and appeared to be able to defeat an unlimited number of 
infected. It was hugely frustrating, so it's good to know that it's not 
a gameplay flaw so much as it's someone exploiting the game.

James

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Daniel Worley
Is Valve ever going to patch this?  I think there were 5 updates during the
demo period alone and hardly any since release.  List of exploits/problems
I've seen so far:

   - Infected cloning (what's being mentioned in these messages)
   - Survivors meleeing their way through the garage door on NM3
   - Hunters waking up witches by pouncing them a number of times
   - Meleeing the gun turret will for some reason turn it into a catapult
   - Melee timings can apparently be altered in the console, so survivors
   can basically have a "wall of melee" against any attackers
   - Rare event where hunter spectates upons pounce will leave survivor in a
   pounced state but hunter will disappear, other survivors are not able to
   help the incapped
   - Various server issues ranging from timeouts on mapchange, the
   "autobalancing" bug, difficulty being locked to a specific state
   - Throwing any object at another survivor in the elevator on NM4 will
   cause the survivor to fall through the elevator floor.  Objects include
   molotovs, pipe bombs, gas tanks, propane tanks, oxygen tanks.
   - Occasionally infected are in a somewhat invincible state if they make
   it into the elevator on NM4

I'm sure I'm forgetting some, these are just a few I can think of off the
top of my head.

On Tue, Jan 6, 2009 at 1:58 PM, StevoTVR  wrote:

> This is the one I use: http://forums.alliedmods.net/showthread.php?t=82903
> It kills the bots left behind when someone spectates, which I think is
> better than blocking spectator completely.
>
> Richard Eid wrote:
> > This is a temporary fix:
> >
> > http://forums.alliedmods.net/showthread.php?t=82883
> >
> > -Richard Eid
> >
> >
> > On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley  >wrote:
> >
> >
> >> On the subject of hunter explooits - im gonna release this one into the
> >> wild
> >> (but without the explanation of how its done) as i havent seen any
> evidence
> >> of this particular one on the net.
> >>
> >> With the hunter, u can go thru closed doors, walls, even closed safe
> room
> >> doors.
> >>
> >> I do this all the time on my server and other pub ones (i know i
> shouldnt,
> >> but i cant help myself)
> >>
> >> As long as the wall or door is connecting to another room or area (ie.
> not
> >> the void) u can enter thru any cloased door or wall.
> >>
> >> I can do a video if really needed.
> >>
> >> Its really pissing my regulars off - but i just cant help myself !
> >>
> >> We discovered it by accident.
> >> ___
> >> 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
> >
> >
>
> --
> Stevo.TVR
> www.theville.org
>
>
> ___
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> please visit:
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>
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread StevoTVR
This is the one I use: http://forums.alliedmods.net/showthread.php?t=82903
It kills the bots left behind when someone spectates, which I think is 
better than blocking spectator completely.

Richard Eid wrote:
> This is a temporary fix:
>
> http://forums.alliedmods.net/showthread.php?t=82883
>
> -Richard Eid
>
>
> On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley wrote:
>
>   
>> On the subject of hunter explooits - im gonna release this one into the
>> wild
>> (but without the explanation of how its done) as i havent seen any evidence
>> of this particular one on the net.
>>
>> With the hunter, u can go thru closed doors, walls, even closed safe room
>> doors.
>>
>> I do this all the time on my server and other pub ones (i know i shouldnt,
>> but i cant help myself)
>>
>> As long as the wall or door is connecting to another room or area (ie. not
>> the void) u can enter thru any cloased door or wall.
>>
>> I can do a video if really needed.
>>
>> Its really pissing my regulars off - but i just cant help myself !
>>
>> We discovered it by accident.
>> ___
>> 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:
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>
>   

-- 
Stevo.TVR
www.theville.org


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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Patrick Shelley
*Steam Client*
Added support for automatically launching a game after a retail install
completes
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Ferenc Kovacs
On Tue, Jan 6, 2009 at 5:41 PM, David Kellaway  wrote:

> I wrote a similar plugin with a couple added features (you can define the
> max
> number of times a client can use 'spectate' to allow for people changing
> teams
> when they get scrambled, and you can choose to either block the command or
> kick
> the client who used it).
>
> It's here: http://knifeback.co.uk/scrubs/dave/KmL4DSpecExploit.zip
>
> There's two cvars, km_l4dse_maxspecswitch (number of times a client can
> spectate,
> default 2) and km_l4dse_kickexploiters (should exploiting clients be
> kicked,
> default 0). There's a precompiled version built against the latest
> sourcemod
> 1.2 release, and the source .sp file.
>
> -Dave
>
> On Tue, 06 Jan 2009 16:26:16 -, Richard Eid 
> wrote:
>
> > This is a temporary fix:
> >
> > http://forums.alliedmods.net/showthread.php?t=82883
> >
> > -Richard Eid
> >
> >
> > On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley
> > wrote:
> >
> >> On the subject of hunter explooits - im gonna release this one into the
> >> wild
> >> (but without the explanation of how its done) as i havent seen any
> >> evidence
> >> of this particular one on the net.
> >>
> >> With the hunter, u can go thru closed doors, walls, even closed safe
> >> room
> >> doors.
> >>
> >> I do this all the time on my server and other pub ones (i know i
> >> shouldnt,
> >> but i cant help myself)
> >>
> >> As long as the wall or door is connecting to another room or area (ie.
> >> not
> >> the void) u can enter thru any cloased door or wall.
> >>
> >> I can do a video if really needed.
> >>
> >> Its really pissing my regulars off - but i just cant help myself !
> >>
> >> We discovered it by accident.
> >> ___
> >> 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
>
>
>
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about the silent update:my steam client started updating when I get home,
and turned my PC on.

Tyrael
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread David Kellaway
I wrote a similar plugin with a couple added features (you can define the max
number of times a client can use 'spectate' to allow for people changing teams
when they get scrambled, and you can choose to either block the command or kick
the client who used it).

It's here: http://knifeback.co.uk/scrubs/dave/KmL4DSpecExploit.zip

There's two cvars, km_l4dse_maxspecswitch (number of times a client can 
spectate,
default 2) and km_l4dse_kickexploiters (should exploiting clients be kicked,
default 0). There's a precompiled version built against the latest sourcemod
1.2 release, and the source .sp file.

-Dave

On Tue, 06 Jan 2009 16:26:16 -, Richard Eid  wrote:

> This is a temporary fix:
>
> http://forums.alliedmods.net/showthread.php?t=82883
>
> -Richard Eid
>
>
> On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley  
> wrote:
>
>> On the subject of hunter explooits - im gonna release this one into the
>> wild
>> (but without the explanation of how its done) as i havent seen any  
>> evidence
>> of this particular one on the net.
>>
>> With the hunter, u can go thru closed doors, walls, even closed safe  
>> room
>> doors.
>>
>> I do this all the time on my server and other pub ones (i know i  
>> shouldnt,
>> but i cant help myself)
>>
>> As long as the wall or door is connecting to another room or area (ie.  
>> not
>> the void) u can enter thru any cloased door or wall.
>>
>> I can do a video if really needed.
>>
>> Its really pissing my regulars off - but i just cant help myself !
>>
>> We discovered it by accident.
>> ___
>> 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:
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Patrick Shelley
sorry - i kinda hijacked the thread with my hunter exploit  -

richards link is the fix for the posters original problem

On 1/6/09, Richard Eid  wrote:
>
> This is a temporary fix:
>
> http://forums.alliedmods.net/showthread.php?t=82883
>
> -Richard Eid
>
>
> On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley  >wrote:
>
>
> > On the subject of hunter explooits - im gonna release this one into the
> > wild
> > (but without the explanation of how its done) as i havent seen any
> evidence
> > of this particular one on the net.
> >
> > With the hunter, u can go thru closed doors, walls, even closed safe room
> > doors.
> >
> > I do this all the time on my server and other pub ones (i know i
> shouldnt,
> > but i cant help myself)
> >
> > As long as the wall or door is connecting to another room or area (ie.
> not
> > the void) u can enter thru any cloased door or wall.
> >
> > I can do a video if really needed.
> >
> > Its really pissing my regulars off - but i just cant help myself !
> >
> > We discovered it by accident.
>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Patrick Shelley
I do apologise - there is a video of it - but the guy doing it is fluking it
cos he dont know the 2 pre-requisites (speeling?)

On 1/6/09, Tom Richardson  wrote:
>
> Oh, you big tease.
>
> 2009/1/6 Patrick Shelley 
>
>
> > On the subject of hunter explooits - im gonna release this one into the
> > wild
> > (but without the explanation of how its done) as i havent seen any
> evidence
> > of this particular one on the net.
> >
> > With the hunter, u can go thru closed doors, walls, even closed safe room
> > doors.
> >
> > I do this all the time on my server and other pub ones (i know i
> shouldnt,
> > but i cant help myself)
> >
> > As long as the wall or door is connecting to another room or area (ie.
> not
> > the void) u can enter thru any cloased door or wall.
> >
> > I can do a video if really needed.
> >
> > Its really pissing my regulars off - but i just cant help myself !
> >
> > We discovered it by accident.
>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Richard Eid
This is a temporary fix:

http://forums.alliedmods.net/showthread.php?t=82883

-Richard Eid


On Tue, Jan 6, 2009 at 11:12 AM, Patrick Shelley wrote:

> On the subject of hunter explooits - im gonna release this one into the
> wild
> (but without the explanation of how its done) as i havent seen any evidence
> of this particular one on the net.
>
> With the hunter, u can go thru closed doors, walls, even closed safe room
> doors.
>
> I do this all the time on my server and other pub ones (i know i shouldnt,
> but i cant help myself)
>
> As long as the wall or door is connecting to another room or area (ie. not
> the void) u can enter thru any cloased door or wall.
>
> I can do a video if really needed.
>
> Its really pissing my regulars off - but i just cant help myself !
>
> We discovered it by accident.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Tom Richardson
Oh, you big tease.

2009/1/6 Patrick Shelley 

> On the subject of hunter explooits - im gonna release this one into the
> wild
> (but without the explanation of how its done) as i havent seen any evidence
> of this particular one on the net.
>
> With the hunter, u can go thru closed doors, walls, even closed safe room
> doors.
>
> I do this all the time on my server and other pub ones (i know i shouldnt,
> but i cant help myself)
>
> As long as the wall or door is connecting to another room or area (ie. not
> the void) u can enter thru any cloased door or wall.
>
> I can do a video if really needed.
>
> Its really pissing my regulars off - but i just cant help myself !
>
> We discovered it by accident.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Patrick Shelley
On the subject of hunter explooits - im gonna release this one into the wild
(but without the explanation of how its done) as i havent seen any evidence
of this particular one on the net.

With the hunter, u can go thru closed doors, walls, even closed safe room
doors.

I do this all the time on my server and other pub ones (i know i shouldnt,
but i cant help myself)

As long as the wall or door is connecting to another room or area (ie. not
the void) u can enter thru any cloased door or wall.

I can do a video if really needed.

Its really pissing my regulars off - but i just cant help myself !

We discovered it by accident.
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Tom Richardson wrote:
> Hi Mark
> 
> The exploit is basically this: 
... snip ...

Thanks for the reply... yeah, I found a video on youtube shortly after 
my first message that made it clear to me.  This kind of sucks, but I'm 
sure it will be patched.

  There are some
> people on the Steam forums claiming that in the last hour or so the 
> spectate command has stopped working leading to speculation that Valve 
> have stealthily patched it out to stop the exploit, although others 
> refute this and say it's still working. I hope they haven't removed 
> spectate as it would mean no way of fixing teams when they get shuffled.

I'd rather have the hunter glitch left in and the "randomly shuffle 
teams in the middle of the game" bug fixed, honestly (though fixing both 
would be best).  It's very frustrating to have a game going with good 
teams and suddenly one or more of your buddies gets moved, so everyone 
has to stop what they're doing and try to get moved around.  Ugh.

Regards,
Mark

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Tom Richardson
Hi Mark

The exploit is basically this: If you are playing as Infected and type
"spectate" in the console, it leaves a bot-controlled infected behind. Then
if you switch back to Infected you can spawn in again as a new Special
infected.  If you keep doing this, you can build up an army of AI controlled
special infected. I think it works with boomer and smokers too but people
have mostly been using it to get lots and lots of hunters in a level.

(My description of how to do this may not be bang on, I haven't tried it,
but that's roughly it.)

Unfortunately doing this also bugs the level meaning a tank can't appear,
and therefore the finale can't be completed. There are some people on the
Steam forums claiming that in the last hour or so the spectate command has
stopped working leading to speculation that Valve have stealthily patched it
out to stop the exploit, although others refute this and say it's still
working. I hope they haven't removed spectate as it would mean no way of
fixing teams when they get shuffled.

2009/1/6 Mark - hlds list 

> Playing some VS mode last night with random public players (on my own
> group server, so I know nothing funny was going on at the server level).
>
> On the first map of No Mercy (I only mention map because I have no idea
> how this is pulled off or if it's map specific), we had just come in
> from the street and into the room where the medicine cabinet is.  Had a
> panic event from the director, then got boomed just as it was
> subsiding... point is, we were in that room for a bit.  All during the
> panic and the rush after being boomed, I found myself and my teammates
> being hit very frequently by hunter pounces and attacks.  I wasn't
> thinking too much of it other than, "The two guys playing those hunters
> are doing really well at hitting all of us, and haven't we killed them
> already?"... generally just thinking, without having suspicions of
> anything amiss, that it was almost like there was a steady stream of
> hunters spawning outside and coming into the room to jump us.  A couple
> of my teammates started to catch on to something, saying, "Shame on you
> guys using the hunter exploit" and such, and the other team kind of had
> a laugh about it and said they'd stop.  I asked my teammates what they
> meant by hunter exploit, and was told there's apparently some way to
> respawn immediately/almost immediately, or spawn hunters, I wasn't clear
> on it...  I then asked if they new exactly how to do it, or if there was
> a way I could block it at the server level, but nobody really knew.  I
> asked the other team in chat and basically got a "LOL, yeah right, so
> you guys can use it on us now..." and "It's going to be gone with the
> next patch anyhow".  They had stopped doing it, and the game was going
> well other than that bit of weirdness, so I just made a mental note to
> inquire here and continued playing.
>
> So, has anyone seen/heard of this, and know details?  Is it something
> that can be prevented currently?  The only possible clue I got out of
> asking if it was something that could be blocked at the server level
> was, "maybe if you can disable spectator".
>
> Thanks,
> Mark
>
>
>
>
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread David Kellaway
It's an exploit involving spectator mode. There's plenty of videos of it around.

I've written a Sourcemod plugin which prevents it from working, which I'll post 
for download if anyone's interested.

-Dave

On Tue, 06 Jan 2009 15:38:31 -, Mark - hlds list  wrote:

> Playing some VS mode last night with random public players (on my own
> group server, so I know nothing funny was going on at the server level).
>
> On the first map of No Mercy (I only mention map because I have no idea
> how this is pulled off or if it's map specific), we had just come in
> from the street and into the room where the medicine cabinet is.  Had a
> panic event from the director, then got boomed just as it was
> subsiding... point is, we were in that room for a bit.  All during the
> panic and the rush after being boomed, I found myself and my teammates
> being hit very frequently by hunter pounces and attacks.  I wasn't
> thinking too much of it other than, "The two guys playing those hunters
> are doing really well at hitting all of us, and haven't we killed them
> already?"... generally just thinking, without having suspicions of
> anything amiss, that it was almost like there was a steady stream of
> hunters spawning outside and coming into the room to jump us.  A couple
> of my teammates started to catch on to something, saying, "Shame on you
> guys using the hunter exploit" and such, and the other team kind of had
> a laugh about it and said they'd stop.  I asked my teammates what they
> meant by hunter exploit, and was told there's apparently some way to
> respawn immediately/almost immediately, or spawn hunters, I wasn't clear
> on it...  I then asked if they new exactly how to do it, or if there was
> a way I could block it at the server level, but nobody really knew.  I
> asked the other team in chat and basically got a "LOL, yeah right, so
> you guys can use it on us now..." and "It's going to be gone with the
> next patch anyhow".  They had stopped doing it, and the game was going
> well other than that bit of weirdness, so I just made a mental note to
> inquire here and continued playing.
>
> So, has anyone seen/heard of this, and know details?  Is it something
> that can be prevented currently?  The only possible clue I got out of
> asking if it was something that could be blocked at the server level
> was, "maybe if you can disable spectator".
>
> Thanks,
> Mark
>
>
>
>
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> please visit:
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Ah, sorry, I guess this is old news...  You can spawn unlimited hunters 
in VS mode by adding a key binding to jump to spec mode and back 
rapidly.  There's even a youtube video showing it in action:   
http://www.youtube.com/watch?v=pZ2HQoHU3-E


Mark - hlds list wrote:
> Playing some VS mode last night with random public players (on my own 
> group server, so I know nothing funny was going on at the server level).
> On the first map of No Mercy (I only mention map because I have no 
> idea how this is pulled off or if it's map specific), we had just come 
> in from the street and into the room where the medicine cabinet is.  
> Had a panic event from the director, then got boomed just as it was 
> subsiding... point is, we were in that room for a bit.  All during the 
> panic and the rush after being boomed, I found myself and my teammates 
> being hit very frequently by hunter pounces and attacks.  I wasn't 
> thinking too much of it other than, "The two guys playing those 
> hunters are doing really well at hitting all of us, and haven't we 
> killed them already?"... generally just thinking, without having 
> suspicions of anything amiss, that it was almost like there was a 
> steady stream of hunters spawning outside and coming into the room to 
> jump us.  A couple of my teammates started to catch on to something, 
> saying, "Shame on you guys using the hunter exploit" and such, and the 
> other team kind of had a laugh about it and said they'd stop.  I asked 
> my teammates what they meant by hunter exploit, and was told there's 
> apparently some way to respawn immediately/almost immediately, or 
> spawn hunters, I wasn't clear on it...  I then asked if they new 
> exactly how to do it, or if there was a way I could block it at the 
> server level, but nobody really knew.  I asked the other team in chat 
> and basically got a "LOL, yeah right, so you guys can use it on us 
> now..." and "It's going to be gone with the next patch anyhow".  They 
> had stopped doing it, and the game was going well other than that bit 
> of weirdness, so I just made a mental note to inquire here and 
> continued playing.
>
> So, has anyone seen/heard of this, and know details?  Is it something 
> that can be prevented currently?  The only possible clue I got out of 
> asking if it was something that could be blocked at the server level 
> was, "maybe if you can disable spectator".
>
> Thanks,
> Mark
>
>
>


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