Re: [hlds_linux] Anti Griefing Sm plugins
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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure...cheat?
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,
[hlds_linux] BZip2 compression methods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure...cheat?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure...cheat?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure...cheat?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure...cheat?
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 ___
Re: [hlds_linux] BZip2 compression methods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] BZip2 compression methods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] BZip2 compression methods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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 '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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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 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
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?
Try add +sv_pure 1 to server startup parameters. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure...cheat?
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
Re: [hlds_linux] BZip2 compression methods
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?
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
Re: [hlds_linux] sv_pure...cheat?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure...cheat?
] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] BZip2 compression methods
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] BZip2 compression methods
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?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure...cheat?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Rcon Hacking attempts
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] BZip2 compression methods
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) }