Re: [hlds_linux] Anti Griefing Sm plugins

2010-01-21 Thread Nightbox
well there is a plugin for teleporter traps, i'm looking for similar plugins

2010/1/21 DrGamez drga...@gmail.com

 That doesn't help, what do you mean anti-griefing plugin? I think
 sourcemod has some anti-flood control, and there are plugins to
 disable/punish spawn campers in certain mods.

 On. Wed, Jan 20, 2010 at 1:35 PM, Nightbox alexandrualexa...@gmail.com
 wrote:
  its call prevention :)

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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread ics
It's not a cracked server. Pure just requires to be sv_pure 1 set in 
config (or 2 if you really want to drive players away on public server) 
and you must change map, once, make it twice to be sure it is really on 
but this is not why t is marked as cheat. There are currently plugins 
that list sv_pure as cheat. One of these is running under Eventscripts 
and that is called exploit and that is most likely why it is so. There 
are also many other cvars marked as cheat with that because you can do 
bad things to a server with them. Maybe they run that or some other 
plugin under Sourcemod.

-ics

DontWannaName! kirjoitti:
 For all we know it could be a cracked server that adds the cheat flag to
 pure.

 On Wed, Jan 20, 2010 at 7:15 PM, Jeff Sugar jeffsu...@gmail.com wrote:

   
 Yeah, im surprised you guys keep replying :P


 On Wed, Jan 20, 2010 at 7:04 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

 
 I just love how Chris doesn't tell us what he's running so no one can
 actually help him until he does.

 Cheers,
 Kyle.

 On Wed, Jan 20, 2010 at 4:16 PM, 1nsane 1nsane...@gmail.com wrote:

   
 Again, it's not a cheat.

 sv_pure
  - Show user data.

 Check your plugins.

 On Wed, Jan 20, 2010 at 5:59 PM, Chris yoit...@gmail.com wrote:

 
 Interesting:

 help sv_pure
 sv_pure
  cheat
  - Show user data.


 On Wed, Jan 20, 2010 at 5:03 PM, Saul Rennison 
   
 saul.renni...@gmail.com
   
 wrote:
 
 Try:
 *help sv_pure*

 Thanks,
 - Saul.


 2010/1/20 Kyle Sanderson kyle.l...@gmail.com

 
 Chris, are you running any addons? ie MetaMod, EventScripts, etc.

 Cheers,
 Kyle.
 On Wed, Jan 20, 2010 at 11:48 AM, Cc2iscooL cc2isc...@gmail.com
   
 wrote:
   
 You just have to have the proper whitelist. :)

 On Wed, Jan 20, 2010 at 1:41 PM, ics i...@ics-base.net wrote:

 
 Yes, this is also true, however, we ban anyone who uses
   
 wallhack
   
 anyways, material or exe. Pure is also just is too annoying
   
 on
 
 public
   
 server to use, if you happen to have custom content there +
   
 it
 
 stops
   
 players having their custom weapon skins and such, thus
   
 keeping
 
 them
   
 away, unless you allow custom stuff with whitelist on the
   
 server.
   
 -ics

 Cc2iscooL kirjoitti:
   
 While you are correct, it does keep the people that just
 
 use
 
 material
 
 wallhacks from using them. Theoretically the ones that use
 
 the
   
 exe
   
 will
   
 eventually be banned, while the material wallhackers will
 
 not
   
 be.
   
 On Wed, Jan 20, 2010 at 1:05 PM, ics i...@ics-base.net
 
 wrote:
   
 
 For the sv_pure talk, i just have to say this. We ran
   
 sv_pure
   
 1
 
 for
 
 a
   
 year on our servers. Wallhacks didn't decrease compared to
   
 the
   
 past
 
 year
 
 before it. They do not use the material hacks that pure
   
 would
   
 stop,
 
 but
 
 the exe ones that will draw wireframe even if pure is on.
   
 Sv_pure
   
 is
 
 pretty much useless in my opinion.

 -ics

 Ronny Schedel kirjoitti:

   
 This will not work for the first map. He has to specify
 
 it
 
 in
   
 the
   
 autoexec.cfg or on the start command line of the server.




 
 Try using it in your server.cfg file.

 On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:


   
 Simple to explain. I'm at a loss here.

 I type in console:
 sv_pure 1

 Console responds:
 Can't use cheat command sv_pure in multiplayer, unless
 
 the
   
 server
 
 has
 
 sv_cheats set to 1.

 How is that possible?
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 archives,

[hlds_linux] BZip2 compression methods

2010-01-21 Thread Philipp Reddigau
Hi,
we are using a automatic *.bz2 for our content servers (fastdownload) on
nix/lenny.
It works fine with bzip2 --compress --keep --force --best $file
But we have one Problem..we have many files to compress and one bzip2 is not
enough.
So we have tried pbzip2 after compress join on server Could not CRC
blabla.
So the game cannot decompress the file..
I there a way to get it clean with any other compress program?
(multithreaded)
Anyone knows witch exact format is required, that the games can decompress
it?
I cannot find any information about the decompression.

Thanks! :)

best regards
Philipp Reddigau (GKServer)

GKServer
Daniel Zschau 
Niederfährer Straße 38
01662 Meißen


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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Donnie Newlove
EXE ones type of hacks has a chance to be caught by VAC, material
hacks does not. Using sv_pure 0 effectively disables VAC since that
means wallhacks can be used at absolutely no risk of ever getting VAC
banned.

On Wed, Jan 20, 2010 at 8:05 PM, ics i...@ics-base.net wrote:
 For the sv_pure talk, i just have to say this. We ran sv_pure 1 for a
 year on our servers. Wallhacks didn't decrease compared to the past year
 before it. They do not use the material hacks that pure would stop, but
 the exe ones that will draw wireframe even if pure is on. Sv_pure is
 pretty much useless in my opinion.

 -ics

 Ronny Schedel kirjoitti:
 This will not work for the first map. He has to specify it in the
 autoexec.cfg or on the start command line of the server.



 Try using it in your server.cfg file.

 On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:

 Simple to explain. I'm at a loss here.

 I type in console:
 sv_pure 1

 Console responds:
 Can't use cheat command sv_pure in multiplayer, unless the server has
 sv_cheats set to 1.

 How is that possible?
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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Tom Leighton
Well no, it doesn't disable VAC at all, aimbots, speedhacks, etc, can 
still not be used since VAC will still catch these. Material wallhacks 
(the last time that I tested one out anyway) are pretty naff, and people 
show themselves up by shooting through walls when they think someone is 
in front of them (since there is effectively no distance telltale).

Donnie Newlove wrote:
 EXE ones type of hacks has a chance to be caught by VAC, material
 hacks does not. Using sv_pure 0 effectively disables VAC since that
 means wallhacks can be used at absolutely no risk of ever getting VAC
 banned.

 On Wed, Jan 20, 2010 at 8:05 PM, ics i...@ics-base.net wrote:
   
 For the sv_pure talk, i just have to say this. We ran sv_pure 1 for a
 year on our servers. Wallhacks didn't decrease compared to the past year
 before it. They do not use the material hacks that pure would stop, but
 the exe ones that will draw wireframe even if pure is on. Sv_pure is
 pretty much useless in my opinion.

 -ics

 Ronny Schedel kirjoitti:
 
 This will not work for the first map. He has to specify it in the
 autoexec.cfg or on the start command line of the server.



   
 Try using it in your server.cfg file.

 On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:

 
 Simple to explain. I'm at a loss here.

 I type in console:
 sv_pure 1

 Console responds:
 Can't use cheat command sv_pure in multiplayer, unless the server has
 sv_cheats set to 1.

 How is that possible?
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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Shane Arnold
Pure is a whitelist/blacklist system, and nothing more. It only stop 
non-whitelisted materials and file modifications from being used on a 
pure server.

VAC Security is what will get people banned.

On 21/01/2010 8:25 PM, Tom Leighton wrote:
 Well no, it doesn't disable VAC at all, aimbots, speedhacks, etc, can
 still not be used since VAC will still catch these. Material wallhacks
 (the last time that I tested one out anyway) are pretty naff, and people
 show themselves up by shooting through walls when they think someone is
 in front of them (since there is effectively no distance telltale).

 Donnie Newlove wrote:

 EXE ones type of hacks has a chance to be caught by VAC, material
 hacks does not. Using sv_pure 0 effectively disables VAC since that
 means wallhacks can be used at absolutely no risk of ever getting VAC
 banned.

 On Wed, Jan 20, 2010 at 8:05 PM, icsi...@ics-base.net  wrote:

  
 For the sv_pure talk, i just have to say this. We ran sv_pure 1 for a
 year on our servers. Wallhacks didn't decrease compared to the past year
 before it. They do not use the material hacks that pure would stop, but
 the exe ones that will draw wireframe even if pure is on. Sv_pure is
 pretty much useless in my opinion.

 -ics

 Ronny Schedel kirjoitti:


 This will not work for the first map. He has to specify it in the
 autoexec.cfg or on the start command line of the server.




  
 Try using it in your server.cfg file.

 On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:



 Simple to explain. I'm at a loss here.

 I type in console:
 sv_pure 1

 Console responds:
 Can't use cheat command sv_pure in multiplayer, unless the server has
 sv_cheats set to 1.

 How is that possible?
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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread kama


On Thu, 21 Jan 2010, Philipp Reddigau wrote:

 Hi,
 we are using a automatic *.bz2 for our content servers (fastdownload) on
 nix/lenny.
 It works fine with bzip2 --compress --keep --force --best $file
 But we have one Problem..we have many files to compress and one bzip2 is not
 enough.
 So we have tried pbzip2 after compress join on server Could not CRC
 blabla.
 So the game cannot decompress the file..
 I there a way to get it clean with any other compress program?
 (multithreaded)
 Anyone knows witch exact format is required, that the games can decompress
 it?
 I cannot find any information about the decompression.

maybe do a script that does it for you instead...

This script will keep you at max 10 instances of bzip:

-- snip--
#!/usr/local/bin/bash

max=10

for file in $*
do
 bzip2 --compress --keep --force --best $file 
 while [ `ps aux | grep bzip | awk 'END { print NR }'` -ge $max ]
 do
  sleep 1
 done
done
-- snap --

This is just an example. There are probably ways to tune it and make it
better.

/Bjorn

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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Chris
Now it's making sense. I started to type up yesterday that I was running
eventscripts and exploit, but then two things happened.

1. I unloaded exploit, but the command was still listed as a cheat, so I
ruled that out.
2. Saul mentioned trying the help sv_pure command. Upon running that
command
and getting the status of cheat I was stymied and forgot to follow up on
the other questions.

Just now, instead of unloading exploit, I actually removed it from
autoexec.cfg.
That did the trick.

ICS, your post was very informative and indicates that sv_pure could be used
as an exploit. Sounds ironic. Any idea how it can be exploited that they
added it to this plugin to disables it?

Thanks everyone else for helping out too.



On Thu, Jan 21, 2010 at 4:08 AM, ics i...@ics-base.net wrote:

 It's not a cracked server. Pure just requires to be sv_pure 1 set in
 config (or 2 if you really want to drive players away on public server)
 and you must change map, once, make it twice to be sure it is really on
 but this is not why t is marked as cheat. There are currently plugins
 that list sv_pure as cheat. One of these is running under Eventscripts
 and that is called exploit and that is most likely why it is so. There
 are also many other cvars marked as cheat with that because you can do
 bad things to a server with them. Maybe they run that or some other
 plugin under Sourcemod.

 -ics

 DontWannaName! kirjoitti:
  For all we know it could be a cracked server that adds the cheat flag to
  pure.
 
  On Wed, Jan 20, 2010 at 7:15 PM, Jeff Sugar jeffsu...@gmail.com wrote:
 
 
  Yeah, im surprised you guys keep replying :P
 
 
  On Wed, Jan 20, 2010 at 7:04 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
 
  I just love how Chris doesn't tell us what he's running so no one can
  actually help him until he does.
 
  Cheers,
  Kyle.
 
  On Wed, Jan 20, 2010 at 4:16 PM, 1nsane 1nsane...@gmail.com wrote:
 
 
  Again, it's not a cheat.
 
  sv_pure
   - Show user data.
 
  Check your plugins.
 
  On Wed, Jan 20, 2010 at 5:59 PM, Chris yoit...@gmail.com wrote:
 
 
  Interesting:
 
  help sv_pure
  sv_pure
   cheat
   - Show user data.
 
 
  On Wed, Jan 20, 2010 at 5:03 PM, Saul Rennison 
 
  saul.renni...@gmail.com
 
  wrote:
 
  Try:
  *help sv_pure*
 
  Thanks,
  - Saul.
 
 
  2010/1/20 Kyle Sanderson kyle.l...@gmail.com
 
 
  Chris, are you running any addons? ie MetaMod, EventScripts, etc.
 
  Cheers,
  Kyle.
  On Wed, Jan 20, 2010 at 11:48 AM, Cc2iscooL cc2isc...@gmail.com
 
  wrote:
 
  You just have to have the proper whitelist. :)
 
  On Wed, Jan 20, 2010 at 1:41 PM, ics i...@ics-base.net wrote:
 
 
  Yes, this is also true, however, we ban anyone who uses
 
  wallhack
 
  anyways, material or exe. Pure is also just is too annoying
 
  on
 
  public
 
  server to use, if you happen to have custom content there +
 
  it
 
  stops
 
  players having their custom weapon skins and such, thus
 
  keeping
 
  them
 
  away, unless you allow custom stuff with whitelist on the
 
  server.
 
  -ics
 
  Cc2iscooL kirjoitti:
 
  While you are correct, it does keep the people that just
 
  use
 
  material
 
  wallhacks from using them. Theoretically the ones that use
 
  the
 
  exe
 
  will
 
  eventually be banned, while the material wallhackers will
 
  not
 
  be.
 
  On Wed, Jan 20, 2010 at 1:05 PM, ics i...@ics-base.net
 
  wrote:
 
 
  For the sv_pure talk, i just have to say this. We ran
 
  sv_pure
 
  1
 
  for
 
  a
 
  year on our servers. Wallhacks didn't decrease compared to
 
  the
 
  past
 
  year
 
  before it. They do not use the material hacks that pure
 
  would
 
  stop,
 
  but
 
  the exe ones that will draw wireframe even if pure is on.
 
  Sv_pure
 
  is
 
  pretty much useless in my opinion.
 
  -ics
 
  Ronny Schedel kirjoitti:
 
 
  This will not work for the first map. He has to specify
 
  it
 
  in
 
  the
 
  autoexec.cfg or on the start command line of the server.
 
 
 
 
 
  Try using it in your server.cfg file.
 
  On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:
 
 
 
  Simple to explain. I'm at a loss here.
 
  I type in console:
  sv_pure 1
 
  Console responds:
  Can't use cheat command sv_pure in multiplayer, unless
 
  the
 
  server
 
  has
 
  sv_cheats set to 1.
 
  How is that possible?
  ___
  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
 
 
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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread Philipp Reddigau
Hi,
Thank you for the reply. 
But this will compress up to 10 files at once.
It will not compress one file on more than one core.
It would be better and much faster if one file compressed by 8 or 16 cores.

An Example: (we are do it like your skript)
5000 files:
normal method(one file at time one core):
7h 34m

like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
1h 37m

pbzip2(8 cores): !all is right, hdd usuable!
1h 43m

Take care at the number of cores.

Mit freundlichen Grüßen,
Philipp Reddigau (GKServer)

GKServer
Daniel Zschau 
Niederfährer Straße 38
01662 Meißen


-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von kama
Gesendet: Donnerstag, 21. Januar 2010 14:17
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] BZip2 compression methods



On Thu, 21 Jan 2010, Philipp Reddigau wrote:

 Hi,
 we are using a automatic *.bz2 for our content servers (fastdownload) on
 nix/lenny.
 It works fine with bzip2 --compress --keep --force --best $file
 But we have one Problem..we have many files to compress and one bzip2 is
not
 enough.
 So we have tried pbzip2 after compress join on server Could not CRC
 blabla.
 So the game cannot decompress the file..
 I there a way to get it clean with any other compress program?
 (multithreaded)
 Anyone knows witch exact format is required, that the games can decompress
 it?
 I cannot find any information about the decompression.

maybe do a script that does it for you instead...

This script will keep you at max 10 instances of bzip:

-- snip--
#!/usr/local/bin/bash

max=10

for file in $*
do
 bzip2 --compress --keep --force --best $file 
 while [ `ps aux | grep bzip | awk 'END { print NR }'` -ge $max ]
 do
  sleep 1
 done
done
-- snap --

This is just an example. There are probably ways to tune it and make it
better.

/Bjorn

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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread ics
Or he could just do bzip2 -v *.bsp etc.

-ics

kama kirjoitti:
 On Thu, 21 Jan 2010, Philipp Reddigau wrote:

   
 Hi,
 we are using a automatic *.bz2 for our content servers (fastdownload) on
 nix/lenny.
 It works fine with bzip2 --compress --keep --force --best $file
 But we have one Problem..we have many files to compress and one bzip2 is not
 enough.
 So we have tried pbzip2 after compress join on server Could not CRC
 blabla.
 So the game cannot decompress the file..
 I there a way to get it clean with any other compress program?
 (multithreaded)
 Anyone knows witch exact format is required, that the games can decompress
 it?
 I cannot find any information about the decompression.
 

 maybe do a script that does it for you instead...

 This script will keep you at max 10 instances of bzip:

 -- snip--
 #!/usr/local/bin/bash

 max=10

 for file in $*
 do
  bzip2 --compress --keep --force --best $file 
  while [ `ps aux | grep bzip | awk 'END { print NR }'` -ge $max ]
  do
   sleep 1
  done
 done
 -- snap --

 This is just an example. There are probably ways to tune it and make it
 better.

 /Bjorn

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 visit:
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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread Allan Button
I had once had a script that ran on a cron, that checked the files in the map 
folder against the FDL folder on a remote server. Anything it noticed that was 
not there, would transfer to the FDL, then compress.

Why do it on the fly and use all that CPU everytime the map changes. Do it once 
in offpeak time, and only use bandwidth going forward.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, January 21, 2010 9:13 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] BZip2 compression methods

Or he could just do bzip2 -v *.bsp etc.

-ics

kama kirjoitti:
 On Thu, 21 Jan 2010, Philipp Reddigau wrote:

   
 Hi,
 we are using a automatic *.bz2 for our content servers (fastdownload) on
 nix/lenny.
 It works fine with bzip2 --compress --keep --force --best $file
 But we have one Problem..we have many files to compress and one bzip2 is not
 enough.
 So we have tried pbzip2 after compress join on server Could not CRC
 blabla.
 So the game cannot decompress the file..
 I there a way to get it clean with any other compress program?
 (multithreaded)
 Anyone knows witch exact format is required, that the games can decompress
 it?
 I cannot find any information about the decompression.
 

 maybe do a script that does it for you instead...

 This script will keep you at max 10 instances of bzip:

 -- snip--
 #!/usr/local/bin/bash

 max=10

 for file in $*
 do
  bzip2 --compress --keep --force --best $file 
  while [ `ps aux | grep bzip | awk 'END { print NR }'` -ge $max ]
  do
   sleep 1
  done
 done
 -- snap --

 This is just an example. There are probably ways to tune it and make it
 better.

 /Bjorn

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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread kama

Hi!

I just installed pbzip2 and runned it on the same file and ended up with
the same packed file. If you run pbzip2 will the created bz2-file differ
from bzip2 on the same file? If so, you have something wrong with pbzip2.

Do you really need to compress that much files all the time?

If we look at the options you use. For me that indicates that you pack the
same files over and over again (--force). If so why not just pack the
files that have been changed? Then you would end up with packing a lot
less files.

Something like this would probably work in that case (if runned daily):
# find . -mtime -1d30m -exec bzip2 --compress --keep --force --best {} \;

/Bjorn

On Thu, 21 Jan 2010, Philipp Reddigau wrote:

 Hi,
 Thank you for the reply.
 But this will compress up to 10 files at once.
 It will not compress one file on more than one core.
 It would be better and much faster if one file compressed by 8 or 16 cores.

 An Example: (we are do it like your skript)
 5000 files:
 normal method(one file at time one core):
 7h 34m

 like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
 1h 37m

 pbzip2(8 cores): !all is right, hdd usuable!
 1h 43m

 Take care at the number of cores.

 Mit freundlichen Grüßen,
 Philipp Reddigau (GKServer)

 GKServer
 Daniel Zschau
 Niederfährer Straße 38
 01662 Meißen


 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von kama
 Gesendet: Donnerstag, 21. Januar 2010 14:17
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] BZip2 compression methods



 On Thu, 21 Jan 2010, Philipp Reddigau wrote:

  Hi,
  we are using a automatic *.bz2 for our content servers (fastdownload) on
  nix/lenny.
  It works fine with bzip2 --compress --keep --force --best $file
  But we have one Problem..we have many files to compress and one bzip2 is
 not
  enough.
  So we have tried pbzip2 after compress join on server Could not CRC
  blabla.
  So the game cannot decompress the file..
  I there a way to get it clean with any other compress program?
  (multithreaded)
  Anyone knows witch exact format is required, that the games can decompress
  it?
  I cannot find any information about the decompression.

 maybe do a script that does it for you instead...

 This script will keep you at max 10 instances of bzip:

 -- snip--
 #!/usr/local/bin/bash

 max=10

 for file in $*
 do
  bzip2 --compress --keep --force --best $file 
  while [ `ps aux | grep bzip | awk 'END { print NR }'` -ge $max ]
  do
   sleep 1
  done
 done
 -- snap --

 This is just an example. There are probably ways to tune it and make it
 better.

 /Bjorn

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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread Shane Turner
I think we need a slightly better description of the problem you're 
trying to solve.

My interpretation of your original post is that you have a large number 
of files to compress, but many cores. You tried pbzip2 (Parallel BZIP2) 
and the resulting files couldn't be decompressed.

Have you confirmed that the pbzip2 compressed files are decompressible 
by normal bzip2? The page for pbzip2 indicates that they should be 
compatible with bzip2 1.0.2 or newer.

The problem could be that the game is using a bzip2 algorithm that isn't 
compatible with bzip2 1.0.2.

Shane

On 3:59 PM, Philipp Reddigau wrote:
 Hi,
 Thank you for the reply.
 But this will compress up to 10 files at once.
 It will not compress one file on more than one core.
 It would be better and much faster if one file compressed by 8 or 16 cores.

 An Example: (we are do it like your skript)
 5000 files:
 normal method(one file at time one core):
 7h 34m

 like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
 1h 37m

 pbzip2(8 cores): !all is right, hdd usuable!
 1h 43m

 Take care at the number of cores.

 Mit freundlichen Grüßen,
 Philipp Reddigau (GKServer)

 GKServer
 Daniel Zschau
 Niederfährer Straße 38
 01662 Meißen


 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von kama
 Gesendet: Donnerstag, 21. Januar 2010 14:17
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] BZip2 compression methods



 On Thu, 21 Jan 2010, Philipp Reddigau wrote:


 Hi,
 we are using a automatic *.bz2 for our content servers (fastdownload) on
 nix/lenny.
 It works fine with bzip2 --compress --keep --force --best $file
 But we have one Problem..we have many files to compress and one bzip2 is
  
 not

 enough.
 So we have tried pbzip2 after compress join on server Could not CRC
 blabla.
 So the game cannot decompress the file..
 I there a way to get it clean with any other compress program?
 (multithreaded)
 Anyone knows witch exact format is required, that the games can decompress
 it?
 I cannot find any information about the decompression.
  
 maybe do a script that does it for you instead...

 This script will keep you at max 10 instances of bzip:

 -- snip--
 #!/usr/local/bin/bash

 max

 for file in $*
 do
   bzip2 --compress --keep --force --best $file
   while [ `ps aux | grep bzip | awk 'END { print NR }'` -ge $max ]
   do
sleep 1
   done
 done
 -- snap --

 This is just an example. There are probably ways to tune it and make it
 better.

 /Bjorn

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 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] BZip2 compression methods

2010-01-21 Thread Philipp Reddigau
Hi,
I will try to answer all replys in one post.

First i will describe how our FDL works.
The content server(fdl) connect all 5 minutes to all boxes an check| someone
uploaded a file? 
if there are any changes against the content server the new data will be
transfered.
So in a general time of 10 Minutes all files are up to date.
But with missing *.bz2 files. 
The bz2 files are generated each night. After the first compression they are
going into several checks to be sure that the file is ok and complete.
(Example: Maybe a bsp was not uploaded complete at fdl sync time)
On each night we have about 500 to 1000 new files including. bsp, nav, mp3
and so on.
why so much?
It is possible that one Custom Map (same Version) differ from a other Server
cause client upload failures or other crap.
As an example:
We have the map $2000$.bsp in 7 versions. (But it is the same Map and they
are working all)
So we have this map 7 times as bz2 because..the engine..
Its crap if you upload any of this versions to fdl as normal bsp all players
can play with it. Now upload any version of the *.bz2 it will not work on
all players, some players can join some not.
I hope you understand what i mean. English is not my best language ;).

So now to your suggestions/questions:
@Bjorn
--force is needed for some integrity checks we are touch *.bz2
Something like that.
if [ ! -e ./bz2data_diff/bsp/$file.bz2 ]; then
touch ./bz2data_diff/bsp/$file.bz2
fi
We are packing only new files and delete/blacklist all bz2 of the same file
if we reach a file version limit of 10.

@Shane
Yes i have checked. Its compatible with bzip2. 
The output is a little bit bigger than the bzip2 compressed file, because
pbzip2 breaks the source file in little pieces and each piece is compressed
by a other core.
I think that the developers are using a really old libary to decompress.
Because of that i ask about the method that the developers are using.
concrete witch libary version are in use?
If i know that i will program a multithreaded bzip2 myself.

Have you tried to upload a compressed pbzip2 file to a fdl? 
Maybe someone can test it.


Mit freundlichen Grüßen,
Philipp Reddigau (GKServer)

GKServer
Daniel Zschau 
Niederfährer Straße 38
01662 Meißen


-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shane
Turner
Gesendet: Donnerstag, 21. Januar 2010 17:38
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] BZip2 compression methods

I think we need a slightly better description of the problem you're 
trying to solve.

My interpretation of your original post is that you have a large number 
of files to compress, but many cores. You tried pbzip2 (Parallel BZIP2) 
and the resulting files couldn't be decompressed.

Have you confirmed that the pbzip2 compressed files are decompressible 
by normal bzip2? The page for pbzip2 indicates that they should be 
compatible with bzip2 1.0.2 or newer.

The problem could be that the game is using a bzip2 algorithm that isn't 
compatible with bzip2 1.0.2.

Shane

On 3:59 PM, Philipp Reddigau wrote:
 Hi,
 Thank you for the reply.
 But this will compress up to 10 files at once.
 It will not compress one file on more than one core.
 It would be better and much faster if one file compressed by 8 or 16
cores.

 An Example: (we are do it like your skript)
 5000 files:
 normal method(one file at time one core):
 7h 34m

 like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
 1h 37m

 pbzip2(8 cores): !all is right, hdd usuable!
 1h 43m

 Take care at the number of cores.

 Mit freundlichen Grüßen,
 Philipp Reddigau (GKServer)

 GKServer
 Daniel Zschau
 Niederfährer Straße 38
 01662 Meißen


 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von kama
 Gesendet: Donnerstag, 21. Januar 2010 14:17
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] BZip2 compression methods



 On Thu, 21 Jan 2010, Philipp Reddigau wrote:


 Hi,
 we are using a automatic *.bz2 for our content servers (fastdownload) on
 nix/lenny.
 It works fine with bzip2 --compress --keep --force --best $file
 But we have one Problem..we have many files to compress and one bzip2 is
  
 not

 enough.
 So we have tried pbzip2 after compress join on server Could not CRC
 blabla.
 So the game cannot decompress the file..
 I there a way to get it clean with any other compress program?
 (multithreaded)
 Anyone knows witch exact format is required, that the games can
decompress
 it?
 I cannot find any information about the decompression.
  
 maybe do a script that does it for you instead...

 This script will keep you at max 10 instances of bzip:

 -- snip--
 #!/usr/local/bin/bash

 max

 for file in $*
 do
   bzip2 --compress --keep --force --best $file
   while [ `ps aux | grep bzip | awk 

Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread DontWannaName!
There is this tool available too.

http://www.brainless.us/downloads.aspx?cid=1

On Thu, Jan 21, 2010 at 9:48 AM, Philipp Reddigau phil...@gkserver.dewrote:

 Hi,
 I will try to answer all replys in one post.

 First i will describe how our FDL works.
 The content server(fdl) connect all 5 minutes to all boxes an check|
 someone
 uploaded a file?
 if there are any changes against the content server the new data will be
 transfered.
 So in a general time of 10 Minutes all files are up to date.
 But with missing *.bz2 files.
 The bz2 files are generated each night. After the first compression they
 are
 going into several checks to be sure that the file is ok and complete.
 (Example: Maybe a bsp was not uploaded complete at fdl sync time)
 On each night we have about 500 to 1000 new files including. bsp, nav, mp3
 and so on.
 why so much?
 It is possible that one Custom Map (same Version) differ from a other
 Server
 cause client upload failures or other crap.
 As an example:
 We have the map $2000$.bsp in 7 versions. (But it is the same Map and they
 are working all)
 So we have this map 7 times as bz2 because..the engine..
 Its crap if you upload any of this versions to fdl as normal bsp all
 players
 can play with it. Now upload any version of the *.bz2 it will not work on
 all players, some players can join some not.
 I hope you understand what i mean. English is not my best language ;).

 So now to your suggestions/questions:
 @Bjorn
 --force is needed for some integrity checks we are touch *.bz2
 Something like that.
 if [ ! -e ./bz2data_diff/bsp/$file.bz2 ]; then
touch ./bz2data_diff/bsp/$file.bz2
fi
 We are packing only new files and delete/blacklist all bz2 of the same file
 if we reach a file version limit of 10.

 @Shane
 Yes i have checked. Its compatible with bzip2.
 The output is a little bit bigger than the bzip2 compressed file, because
 pbzip2 breaks the source file in little pieces and each piece is compressed
 by a other core.
 I think that the developers are using a really old libary to decompress.
 Because of that i ask about the method that the developers are using.
 concrete witch libary version are in use?
 If i know that i will program a multithreaded bzip2 myself.

 Have you tried to upload a compressed pbzip2 file to a fdl?
 Maybe someone can test it.


 Mit freundlichen Grüßen,
 Philipp Reddigau (GKServer)

 GKServer
 Daniel Zschau
 Niederfährer Straße 38
 01662 Meißen


 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shane
 Turner
 Gesendet: Donnerstag, 21. Januar 2010 17:38
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] BZip2 compression methods

 I think we need a slightly better description of the problem you're
 trying to solve.

 My interpretation of your original post is that you have a large number
 of files to compress, but many cores. You tried pbzip2 (Parallel BZIP2)
 and the resulting files couldn't be decompressed.

 Have you confirmed that the pbzip2 compressed files are decompressible
 by normal bzip2? The page for pbzip2 indicates that they should be
 compatible with bzip2 1.0.2 or newer.

 The problem could be that the game is using a bzip2 algorithm that isn't
 compatible with bzip2 1.0.2.

 Shane

 On 3:59 PM, Philipp Reddigau wrote:
  Hi,
  Thank you for the reply.
  But this will compress up to 10 files at once.
  It will not compress one file on more than one core.
  It would be better and much faster if one file compressed by 8 or 16
 cores.
 
  An Example: (we are do it like your skript)
  5000 files:
  normal method(one file at time one core):
  7h 34m
 
  like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
  1h 37m
 
  pbzip2(8 cores): !all is right, hdd usuable!
  1h 43m
 
  Take care at the number of cores.
 
  Mit freundlichen Grüßen,
  Philipp Reddigau (GKServer)
 
  GKServer
  Daniel Zschau
  Niederfährer Straße 38
  01662 Meißen
 
 
  -Ursprüngliche Nachricht-
  Von: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von kama
  Gesendet: Donnerstag, 21. Januar 2010 14:17
  An: Half-Life dedicated Linux server mailing list
  Betreff: Re: [hlds_linux] BZip2 compression methods
 
 
 
  On Thu, 21 Jan 2010, Philipp Reddigau wrote:
 
 
  Hi,
  we are using a automatic *.bz2 for our content servers (fastdownload) on
  nix/lenny.
  It works fine with bzip2 --compress --keep --force --best $file
  But we have one Problem..we have many files to compress and one bzip2 is
 
  not
 
  enough.
  So we have tried pbzip2 after compress join on server Could not CRC
  blabla.
  So the game cannot decompress the file..
  I there a way to get it clean with any other compress program?
  (multithreaded)
  Anyone knows witch exact format is required, that the games can
 decompress
  it?
  I cannot find any information about the decompression.

Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread w4rezz
Try add +sv_pure 1 to server startup parameters.

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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread w4rezz
Btw a little OF - sv_pure is clientside cvar and its replicated, so if
server has sv_pure set to 1, client's sv_pure is also sets to 1, and
as we know its easy to change cvar values on client without any VAC
ban, memory editing of source engine is very old, good way to cheat
without VAC
( or KAC ) ban, as we know most used cheat is just r_drawothermodels 2
( http://www.xraygaming.com/index.php?pageid=gallery ) , Valve is
ruining CS:S leagues for years becouse of ignoring those facts.

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visit:
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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread Philipp Reddigau
Thank you DontWannaName...but do you read anything inside this post? :)

Mit freundlichen Grüßen,
Philipp Reddigau (GKServer)

GKServer
Daniel Zschau 
Niederfährer Straße 38
01662 Meißen


-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von
DontWannaName!
Gesendet: Donnerstag, 21. Januar 2010 21:04
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] BZip2 compression methods

There is this tool available too.

http://www.brainless.us/downloads.aspx?cid=1

On Thu, Jan 21, 2010 at 9:48 AM, Philipp Reddigau
phil...@gkserver.dewrote:

 Hi,
 I will try to answer all replys in one post.

 First i will describe how our FDL works.
 The content server(fdl) connect all 5 minutes to all boxes an check|
 someone
 uploaded a file?
 if there are any changes against the content server the new data will be
 transfered.
 So in a general time of 10 Minutes all files are up to date.
 But with missing *.bz2 files.
 The bz2 files are generated each night. After the first compression they
 are
 going into several checks to be sure that the file is ok and complete.
 (Example: Maybe a bsp was not uploaded complete at fdl sync time)
 On each night we have about 500 to 1000 new files including. bsp, nav, mp3
 and so on.
 why so much?
 It is possible that one Custom Map (same Version) differ from a other
 Server
 cause client upload failures or other crap.
 As an example:
 We have the map $2000$.bsp in 7 versions. (But it is the same Map and they
 are working all)
 So we have this map 7 times as bz2 because..the engine..
 Its crap if you upload any of this versions to fdl as normal bsp all
 players
 can play with it. Now upload any version of the *.bz2 it will not work on
 all players, some players can join some not.
 I hope you understand what i mean. English is not my best language ;).

 So now to your suggestions/questions:
 @Bjorn
 --force is needed for some integrity checks we are touch *.bz2
 Something like that.
 if [ ! -e ./bz2data_diff/bsp/$file.bz2 ]; then
touch ./bz2data_diff/bsp/$file.bz2
fi
 We are packing only new files and delete/blacklist all bz2 of the same
file
 if we reach a file version limit of 10.

 @Shane
 Yes i have checked. Its compatible with bzip2.
 The output is a little bit bigger than the bzip2 compressed file, because
 pbzip2 breaks the source file in little pieces and each piece is
compressed
 by a other core.
 I think that the developers are using a really old libary to decompress.
 Because of that i ask about the method that the developers are using.
 concrete witch libary version are in use?
 If i know that i will program a multithreaded bzip2 myself.

 Have you tried to upload a compressed pbzip2 file to a fdl?
 Maybe someone can test it.


 Mit freundlichen Grüßen,
 Philipp Reddigau (GKServer)

 GKServer
 Daniel Zschau
 Niederfährer Straße 38
 01662 Meißen


 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shane
 Turner
 Gesendet: Donnerstag, 21. Januar 2010 17:38
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] BZip2 compression methods

 I think we need a slightly better description of the problem you're
 trying to solve.

 My interpretation of your original post is that you have a large number
 of files to compress, but many cores. You tried pbzip2 (Parallel BZIP2)
 and the resulting files couldn't be decompressed.

 Have you confirmed that the pbzip2 compressed files are decompressible
 by normal bzip2? The page for pbzip2 indicates that they should be
 compatible with bzip2 1.0.2 or newer.

 The problem could be that the game is using a bzip2 algorithm that isn't
 compatible with bzip2 1.0.2.

 Shane

 On 3:59 PM, Philipp Reddigau wrote:
  Hi,
  Thank you for the reply.
  But this will compress up to 10 files at once.
  It will not compress one file on more than one core.
  It would be better and much faster if one file compressed by 8 or 16
 cores.
 
  An Example: (we are do it like your skript)
  5000 files:
  normal method(one file at time one core):
  7h 34m
 
  like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
  1h 37m
 
  pbzip2(8 cores): !all is right, hdd usuable!
  1h 43m
 
  Take care at the number of cores.
 
  Mit freundlichen Grüßen,
  Philipp Reddigau (GKServer)
 
  GKServer
  Daniel Zschau
  Niederfährer Straße 38
  01662 Meißen
 
 
  -Ursprüngliche Nachricht-
  Von: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von kama
  Gesendet: Donnerstag, 21. Januar 2010 14:17
  An: Half-Life dedicated Linux server mailing list
  Betreff: Re: [hlds_linux] BZip2 compression methods
 
 
 
  On Thu, 21 Jan 2010, Philipp Reddigau wrote:
 
 
  Hi,
  we are using a automatic *.bz2 for our content servers (fastdownload)
on
  nix/lenny.
  It 

Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Didrole
sv_pure isn't a cvar

2010/1/21 w4rezz w4r...@gmail.com

 Btw a little OF - sv_pure is clientside cvar and its replicated, so if
 server has sv_pure set to 1, client's sv_pure is also sets to 1, and
 as we know its easy to change cvar values on client without any VAC
 ban, memory editing of source engine is very old, good way to cheat
 without VAC
 ( or KAC ) ban, as we know most used cheat is just r_drawothermodels 2
 ( http://www.xraygaming.com/index.php?pageid=gallery ) , Valve is
 ruining CS:S leagues for years becouse of ignoring those facts.

 ___
 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] sv_pure...cheat?

2010-01-21 Thread Jeff Sugar
Uh, yes it is. If you're choosing to have CVAR mean Client Variable
instead of Console Variable, though, then you're right by that definition.


On Thu, Jan 21, 2010 at 2:42 PM, Didrole didr...@gmail.com wrote:

 sv_pure isn't a cvar

 2010/1/21 w4rezz w4r...@gmail.com

  Btw a little OF - sv_pure is clientside cvar and its replicated, so if
  server has sv_pure set to 1, client's sv_pure is also sets to 1, and
  as we know its easy to change cvar values on client without any VAC
  ban, memory editing of source engine is very old, good way to cheat
  without VAC
  ( or KAC ) ban, as we know most used cheat is just r_drawothermodels 2
  ( http://www.xraygaming.com/index.php?pageid=gallery ) , Valve is
  ruining CS:S leagues for years becouse of ignoring those facts.
 
  ___
  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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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Didrole
] cvarlist sv_pure
cvar list
--
sv_pure  : *cmd*  :  :
Show user data.


sv_pure is a concommand and not a cvar ( as Console Variable ) and thus its
value on the client can't be checked by a server plugin or bypassed by a
cheat that remove the replicated flag.


2010/1/22 Jeff Sugar jeffsu...@gmail.com

 Uh, yes it is. If you're choosing to have CVAR mean Client Variable
 instead of Console Variable, though, then you're right by that
 definition.


 On Thu, Jan 21, 2010 at 2:42 PM, Didrole didr...@gmail.com wrote:

  sv_pure isn't a cvar
 
  2010/1/21 w4rezz w4r...@gmail.com
 
   Btw a little OF - sv_pure is clientside cvar and its replicated, so if
   server has sv_pure set to 1, client's sv_pure is also sets to 1, and
   as we know its easy to change cvar values on client without any VAC
   ban, memory editing of source engine is very old, good way to cheat
   without VAC
   ( or KAC ) ban, as we know most used cheat is just r_drawothermodels 2
   ( http://www.xraygaming.com/index.php?pageid=gallery ) , Valve is
   ruining CS:S leagues for years becouse of ignoring those facts.
  
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   please visit:
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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread DontWannaName!
Yes and I thought that would be another option, it supports linux.

On Thu, Jan 21, 2010 at 1:08 PM, Philipp Reddigau phil...@gkserver.dewrote:

 Thank you DontWannaName...but do you read anything inside this post? :)

 Mit freundlichen Grüßen,
 Philipp Reddigau (GKServer)

 GKServer
 Daniel Zschau
 Niederfährer Straße 38
 01662 Meißen


 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von
 DontWannaName!
 Gesendet: Donnerstag, 21. Januar 2010 21:04
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] BZip2 compression methods

 There is this tool available too.

 http://www.brainless.us/downloads.aspx?cid=1

 On Thu, Jan 21, 2010 at 9:48 AM, Philipp Reddigau
 phil...@gkserver.dewrote:

  Hi,
  I will try to answer all replys in one post.
 
  First i will describe how our FDL works.
  The content server(fdl) connect all 5 minutes to all boxes an check|
  someone
  uploaded a file?
  if there are any changes against the content server the new data will be
  transfered.
  So in a general time of 10 Minutes all files are up to date.
  But with missing *.bz2 files.
  The bz2 files are generated each night. After the first compression they
  are
  going into several checks to be sure that the file is ok and complete.
  (Example: Maybe a bsp was not uploaded complete at fdl sync time)
  On each night we have about 500 to 1000 new files including. bsp, nav,
 mp3
  and so on.
  why so much?
  It is possible that one Custom Map (same Version) differ from a other
  Server
  cause client upload failures or other crap.
  As an example:
  We have the map $2000$.bsp in 7 versions. (But it is the same Map and
 they
  are working all)
  So we have this map 7 times as bz2 because..the engine..
  Its crap if you upload any of this versions to fdl as normal bsp all
  players
  can play with it. Now upload any version of the *.bz2 it will not work on
  all players, some players can join some not.
  I hope you understand what i mean. English is not my best language ;).
 
  So now to your suggestions/questions:
  @Bjorn
  --force is needed for some integrity checks we are touch *.bz2
  Something like that.
  if [ ! -e ./bz2data_diff/bsp/$file.bz2 ]; then
 touch ./bz2data_diff/bsp/$file.bz2
 fi
  We are packing only new files and delete/blacklist all bz2 of the same
 file
  if we reach a file version limit of 10.
 
  @Shane
  Yes i have checked. Its compatible with bzip2.
  The output is a little bit bigger than the bzip2 compressed file, because
  pbzip2 breaks the source file in little pieces and each piece is
 compressed
  by a other core.
  I think that the developers are using a really old libary to decompress.
  Because of that i ask about the method that the developers are using.
  concrete witch libary version are in use?
  If i know that i will program a multithreaded bzip2 myself.
 
  Have you tried to upload a compressed pbzip2 file to a fdl?
  Maybe someone can test it.
 
 
  Mit freundlichen Grüßen,
  Philipp Reddigau (GKServer)
 
  GKServer
  Daniel Zschau
  Niederfährer Straße 38
  01662 Meißen
 
 
  -Ursprüngliche Nachricht-
  Von: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shane
  Turner
  Gesendet: Donnerstag, 21. Januar 2010 17:38
  An: Half-Life dedicated Linux server mailing list
  Betreff: Re: [hlds_linux] BZip2 compression methods
 
  I think we need a slightly better description of the problem you're
  trying to solve.
 
  My interpretation of your original post is that you have a large number
  of files to compress, but many cores. You tried pbzip2 (Parallel BZIP2)
  and the resulting files couldn't be decompressed.
 
  Have you confirmed that the pbzip2 compressed files are decompressible
  by normal bzip2? The page for pbzip2 indicates that they should be
  compatible with bzip2 1.0.2 or newer.
 
  The problem could be that the game is using a bzip2 algorithm that isn't
  compatible with bzip2 1.0.2.
 
  Shane
 
  On 3:59 PM, Philipp Reddigau wrote:
   Hi,
   Thank you for the reply.
   But this will compress up to 10 files at once.
   It will not compress one file on more than one core.
   It would be better and much faster if one file compressed by 8 or 16
  cores.
  
   An Example: (we are do it like your skript)
   5000 files:
   normal method(one file at time one core):
   7h 34m
  
   like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
   1h 37m
  
   pbzip2(8 cores): !all is right, hdd usuable!
   1h 43m
  
   Take care at the number of cores.
  
   Mit freundlichen Grüßen,
   Philipp Reddigau (GKServer)
  
   GKServer
   Daniel Zschau
   Niederfährer Straße 38
   01662 Meißen
  
  
   -Ursprüngliche Nachricht-
   Von: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von kama
   Gesendet: Donnerstag, 

[hlds_linux] Rcon Hacking attempts

2010-01-21 Thread hlds
Hello,

we have an big problem on our DOD:S Gameserver. 
Someone attack our Server with rcon hacking attempts (thats in the screenlog)

rcon from 91.148.94.233:51401: Bad Password
Banning 91.148.94.233 for rcon hacking attempts
L 01/22/2010 - 03:51:02: Addip:  was banned by IP for 2000.00 
minutes by Console (IP 91.148.94.233)
Banning 91.148.94.233 for rcon hacking attempts
L 01/22/2010 - 03:51:02: Addip:  was banned by IP for 2000.00 
minutes by Console (IP 91.148.94.233)
./srcds_run: line 335: 14016 Speicherzugriffsfehler  $HL_CMD
Add -debug to the ./srcds_run command line to generate a debug.log to help 
with solving this problem
Fr 22. Jan 03:51:02 CET 2010: Server restart in 10 seconds



Know Valve that there is an exploit like that and do they something ?  ? 
Or what can we do ? 
The Ip from where the attacks come, are every time an other IP. We think they 
use the TOR Project

And no, it is NO RAM Failure... When the Server runs on an other Port, then 
there are no attacks :( 

I hope someone can help me


-- 
Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 -
sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser

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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread Guy Watkins
If I understand correctly, some people get CRC errors.  I have seen this
many times.  If someone gets the wrong file somehow, it will not re-download
the correct file, but it will check the CRC, which will be wrong.  The user
must find the file with the CRC error and delete it.

The cause for me was...
If the web server could not find the file, it gives a bogus .html file that
would give a pretty web page to a user saying file not found.  That .html
file is named as whatever file they were trying to download.  A correct web
server would just give a 404 error.  The game can handle that.  I requested
that valve change things so it will re-download a file anytime it gets a CRC
error on an existing file.  No response, if I recall.  Also would be a
problem if 2 different maps had the same name.

} -Original Message-
} From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
} boun...@list.valvesoftware.com] On Behalf Of Philipp Reddigau
} Sent: Thursday, January 21, 2010 12:48 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] BZip2 compression methods
} 
} Hi,
} I will try to answer all replys in one post.
} 
} First i will describe how our FDL works.
} The content server(fdl) connect all 5 minutes to all boxes an check|
} someone
} uploaded a file?
} if there are any changes against the content server the new data will be
} transfered.
} So in a general time of 10 Minutes all files are up to date.
} But with missing *.bz2 files.
} The bz2 files are generated each night. After the first compression they
} are
} going into several checks to be sure that the file is ok and complete.
} (Example: Maybe a bsp was not uploaded complete at fdl sync time)
} On each night we have about 500 to 1000 new files including. bsp, nav, mp3
} and so on.
} why so much?
} It is possible that one Custom Map (same Version) differ from a other
} Server
} cause client upload failures or other crap.
} As an example:
} We have the map $2000$.bsp in 7 versions. (But it is the same Map and they
} are working all)
} So we have this map 7 times as bz2 because..the engine..
} Its crap if you upload any of this versions to fdl as normal bsp all
} players
} can play with it. Now upload any version of the *.bz2 it will not work on
} all players, some players can join some not.
} I hope you understand what i mean. English is not my best language ;).
} 
} So now to your suggestions/questions:
} @Bjorn
} --force is needed for some integrity checks we are touch *.bz2
} Something like that.
} if [ ! -e ./bz2data_diff/bsp/$file.bz2 ]; then
}   touch ./bz2data_diff/bsp/$file.bz2
}   fi
} We are packing only new files and delete/blacklist all bz2 of the same
} file
} if we reach a file version limit of 10.
} 
} @Shane
} Yes i have checked. Its compatible with bzip2.
} The output is a little bit bigger than the bzip2 compressed file, because
} pbzip2 breaks the source file in little pieces and each piece is
} compressed
} by a other core.
} I think that the developers are using a really old libary to decompress.
} Because of that i ask about the method that the developers are using.
} concrete witch libary version are in use?
} If i know that i will program a multithreaded bzip2 myself.
} 
} Have you tried to upload a compressed pbzip2 file to a fdl?
} Maybe someone can test it.
} 
} 
} Mit freundlichen Grüßen,
} Philipp Reddigau (GKServer)
} 
} GKServer
} Daniel Zschau
} Niederfährer Straße 38
} 01662 Meißen
} 
} 
} -Ursprüngliche Nachricht-
} Von: hlds_linux-boun...@list.valvesoftware.com
} [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shane
} Turner
} Gesendet: Donnerstag, 21. Januar 2010 17:38
} An: Half-Life dedicated Linux server mailing list
} Betreff: Re: [hlds_linux] BZip2 compression methods
} 
} I think we need a slightly better description of the problem you're
} trying to solve.
} 
} My interpretation of your original post is that you have a large number
} of files to compress, but many cores. You tried pbzip2 (Parallel BZIP2)
} and the resulting files couldn't be decompressed.
} 
} Have you confirmed that the pbzip2 compressed files are decompressible
} by normal bzip2? The page for pbzip2 indicates that they should be
} compatible with bzip2 1.0.2 or newer.
} 
} The problem could be that the game is using a bzip2 algorithm that isn't
} compatible with bzip2 1.0.2.
} 
} Shane
} 
} On 3:59 PM, Philipp Reddigau wrote:
}  Hi,
}  Thank you for the reply.
}  But this will compress up to 10 files at once.
}  It will not compress one file on more than one core.
}  It would be better and much faster if one file compressed by 8 or 16
} cores.
} 
}  An Example: (we are do it like your skript)
}  5000 files:
}  normal method(one file at time one core):
}  7h 34m
} 
}  like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
}  1h 37m
} 
}  pbzip2(8 cores): !all is right, hdd usuable!
}  1h 43m
} 
}  Take care at the number of cores.
} 
}  Mit 

Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Guy Watkins
It shows up when using:
cvarlist sv_pure

} -Original Message-
} From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
} boun...@list.valvesoftware.com] On Behalf Of Didrole
} Sent: Thursday, January 21, 2010 5:43 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] sv_pure...cheat?
} 
} sv_pure isn't a cvar
} 
} 2010/1/21 w4rezz w4r...@gmail.com
} 
}  Btw a little OF - sv_pure is clientside cvar and its replicated, so if
}  server has sv_pure set to 1, client's sv_pure is also sets to 1, and
}  as we know its easy to change cvar values on client without any VAC
}  ban, memory editing of source engine is very old, good way to cheat
}  without VAC
}  ( or KAC ) ban, as we know most used cheat is just r_drawothermodels 2
}  ( http://www.xraygaming.com/index.php?pageid=gallery ) , Valve is
}  ruining CS:S leagues for years becouse of ignoring those facts.
} 
}  ___
}  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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Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread w4rezz
So its console command what shows server whitelist, but its also cvar
variable what can be changed with memory editing, the truth is it can
be checked by server plugin, you can ask client how are his cvars sets
to (its how are KAC, detox, zblock etc working) but if you change
value with memory editing, client will respond to server default
value, so if r_drawothermodels default value is 1, and i change it
with memory cheat to 2 ( i will has wallhack), but client response to
server i has r_drawothermodels sets to 1, not 2, if i type
r_drawothermodels i also see i have set it to 1, but i have wallhack
activated, wtf? I really dont like how is cvar system in source engine
 working and how valve dont care about that.

2010/1/22 Didrole didr...@gmail.com:
 ] cvarlist sv_pure
 cvar list
 --
 sv_pure                                  : *cmd*      :                  :
 Show user data.


 sv_pure is a concommand and not a cvar ( as Console Variable ) and thus its
 value on the client can't be checked by a server plugin or bypassed by a
 cheat that remove the replicated flag.


 2010/1/22 Jeff Sugar jeffsu...@gmail.com

 Uh, yes it is. If you're choosing to have CVAR mean Client Variable
 instead of Console Variable, though, then you're right by that
 definition.


 On Thu, Jan 21, 2010 at 2:42 PM, Didrole didr...@gmail.com wrote:

  sv_pure isn't a cvar
 
  2010/1/21 w4rezz w4r...@gmail.com
 
   Btw a little OF - sv_pure is clientside cvar and its replicated, so if
   server has sv_pure set to 1, client's sv_pure is also sets to 1, and
   as we know its easy to change cvar values on client without any VAC
   ban, memory editing of source engine is very old, good way to cheat
   without VAC
   ( or KAC ) ban, as we know most used cheat is just r_drawothermodels 2
   ( http://www.xraygaming.com/index.php?pageid=gallery ) , Valve is
   ruining CS:S leagues for years becouse of ignoring those facts.
  
   ___
   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] Rcon Hacking attempts

2010-01-21 Thread ics
There is no fix coming to this from Valve. I too had issues like this. 
Someone kept flooding the rcon with false attempts and the gameserver 
just crashed. While i could manage to do it myself for my other server 
machine, it wouldnt work on the other - at all. There must be something 
at the operation system that enables this to work at certain occasions. 
I spoke with Valve person about this long ago back and forth and they 
could not replicate the issue so there was no fix for it coming. You are 
out of luck there. All you can do is put sv_rcon_maxfailures 20 and hope 
they go away.

-ics

h...@gmx.de kirjoitti:
 Hello,

 we have an big problem on our DOD:S Gameserver. 
 Someone attack our Server with rcon hacking attempts (thats in the 
 screenlog)

 rcon from 91.148.94.233:51401: Bad Password
 Banning 91.148.94.233 for rcon hacking attempts
 L 01/22/2010 - 03:51:02: Addip:  was banned by IP for 2000.00 
 minutes by Console (IP 91.148.94.233)
 Banning 91.148.94.233 for rcon hacking attempts
 L 01/22/2010 - 03:51:02: Addip:  was banned by IP for 2000.00 
 minutes by Console (IP 91.148.94.233)
 ./srcds_run: line 335: 14016 Speicherzugriffsfehler  $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log to help 
 with solving this problem
 Fr 22. Jan 03:51:02 CET 2010: Server restart in 10 seconds



 Know Valve that there is an exploit like that and do they something ?  ? 
 Or what can we do ? 
 The Ip from where the attacks come, are every time an other IP. We think they 
 use the TOR Project

 And no, it is NO RAM Failure... When the Server runs on an other Port, then 
 there are no attacks :( 

 I hope someone can help me


   


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Re: [hlds_linux] BZip2 compression methods

2010-01-21 Thread ics
CRC errors are due to corrupted file, players PC's memory is crap or 
webserver settings are false. The latter happens with Microsofts IIS 
usually, Apache is fine by default.

There is no way for game knowing if the file is corrupted or not. This 
is why the file cannot be deleted because if it could, then every file 
could be overwritten on players PC and that would allow some serious 
holes for malicious people. Just make sure you got everything set up ok 
and you do not share bad files to players, then you are on the clear waters.

2 maps (different versions) cannot have the same name. Any mapper should 
know it and if they don't, it's your job as a server owner to boycott 
their work. There are few maps like this out there, like de_contra which 
has multiple versions upon same name for CS Source.

-ics

Guy Watkins kirjoitti:
 If I understand correctly, some people get CRC errors.  I have seen this
 many times.  If someone gets the wrong file somehow, it will not re-download
 the correct file, but it will check the CRC, which will be wrong.  The user
 must find the file with the CRC error and delete it.

 The cause for me was...
 If the web server could not find the file, it gives a bogus .html file that
 would give a pretty web page to a user saying file not found.  That .html
 file is named as whatever file they were trying to download.  A correct web
 server would just give a 404 error.  The game can handle that.  I requested
 that valve change things so it will re-download a file anytime it gets a CRC
 error on an existing file.  No response, if I recall.  Also would be a
 problem if 2 different maps had the same name.

 } -Original Message-
 } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 } boun...@list.valvesoftware.com] On Behalf Of Philipp Reddigau
 } Sent: Thursday, January 21, 2010 12:48 PM
 } To: 'Half-Life dedicated Linux server mailing list'
 } Subject: Re: [hlds_linux] BZip2 compression methods
 } 
 } Hi,
 } I will try to answer all replys in one post.
 } 
 } First i will describe how our FDL works.
 } The content server(fdl) connect all 5 minutes to all boxes an check|
 } someone
 } uploaded a file?
 } if there are any changes against the content server the new data will be
 } transfered.
 } So in a general time of 10 Minutes all files are up to date.
 } But with missing *.bz2 files.
 } The bz2 files are generated each night. After the first compression they
 } are
 } going into several checks to be sure that the file is ok and complete.
 } (Example: Maybe a bsp was not uploaded complete at fdl sync time)
 } On each night we have about 500 to 1000 new files including. bsp, nav, mp3
 } and so on.
 } why so much?
 } It is possible that one Custom Map (same Version) differ from a other
 } Server
 } cause client upload failures or other crap.
 } As an example:
 } We have the map $2000$.bsp in 7 versions. (But it is the same Map and they
 } are working all)
 } So we have this map 7 times as bz2 because..the engine..
 } Its crap if you upload any of this versions to fdl as normal bsp all
 } players
 } can play with it. Now upload any version of the *.bz2 it will not work on
 } all players, some players can join some not.
 } I hope you understand what i mean. English is not my best language ;).
 } 
 } So now to your suggestions/questions:
 } @Bjorn
 } --force is needed for some integrity checks we are touch *.bz2
 } Something like that.
 } if [ ! -e ./bz2data_diff/bsp/$file.bz2 ]; then
 } touch ./bz2data_diff/bsp/$file.bz2
 } fi
 } We are packing only new files and delete/blacklist all bz2 of the same
 } file
 } if we reach a file version limit of 10.
 } 
 } @Shane
 } Yes i have checked. Its compatible with bzip2.
 } The output is a little bit bigger than the bzip2 compressed file, because
 } pbzip2 breaks the source file in little pieces and each piece is
 } compressed
 } by a other core.
 } I think that the developers are using a really old libary to decompress.
 } Because of that i ask about the method that the developers are using.
 } concrete witch libary version are in use?
 } If i know that i will program a multithreaded bzip2 myself.
 } 
 } Have you tried to upload a compressed pbzip2 file to a fdl?
 } Maybe someone can test it.
 } 
 } 
 } Mit freundlichen Grüßen,
 } Philipp Reddigau (GKServer)
 } 
 } GKServer
 } Daniel Zschau
 } Niederfährer Straße 38
 } 01662 Meißen
 } 
 } 
 } -Ursprüngliche Nachricht-
 } Von: hlds_linux-boun...@list.valvesoftware.com
 } [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shane
 } Turner
 } Gesendet: Donnerstag, 21. Januar 2010 17:38
 } An: Half-Life dedicated Linux server mailing list
 } Betreff: Re: [hlds_linux] BZip2 compression methods
 } 
 } I think we need a slightly better description of the problem you're
 } trying to solve.
 } 
 } My interpretation of your original post is that you have a large number
 } of files to compress, but many cores. You tried pbzip2 (Parallel BZIP2)
 }