Re: [hlds_linux] Counter-Strike: Source Beta Update Released
On Wed, Aug 25, 2010 at 05:27:21PM -0700, Jason Ruymen wrote: - Changed walk speed to be 0.52x of run speed ( Counter-Strike 1.6 ) Excuse my noobness, but what was the previous walking speed? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Counter-Strike: Source Beta Update Released
Probably around 0.4 I think, it was definitely slower. On Thursday, August 26, 2010, Harry Strongburg harry.h...@harry.lu wrote: On Wed, Aug 25, 2010 at 05:27:21PM -0700, Jason Ruymen wrote: - Changed walk speed to be 0.52x of run speed ( Counter-Strike 1.6 ) Excuse my noobness, but what was the previous walking speed? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Game valve on hldsupdatetool
What does this game do? ** 'game' options for HL1 DS Install: [..] valve I tried to install it, and it just hung doing nothing. I am also wondering if/when left4dead2_demo is going to be removed off the options list. I am pretty sure no one has been able to play or even download the client files for the L4D2 demo anymore. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Game valve on hldsupdatetool
valve is HL1. 2010/8/26 Harry Strongburg harry.h...@harry.lu What does this game do? ** 'game' options for HL1 DS Install: [..] valve I tried to install it, and it just hung doing nothing. I am also wondering if/when left4dead2_demo is going to be removed off the options list. I am pretty sure no one has been able to play or even download the client files for the L4D2 demo anymore. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] ip spoofing
I Have dynamic ip and i'm using dyndns with script that checks domain and when ip changes script also change iptables rule (remove old and add new ip). You will must run special dyndns application or configure your router to use dyndns (if have that option), also it take some time to refresh domain ip after ip change. 2010/8/26 Eric Riemers riem...@binkey.nl: Or if you have a webserver running on it: http://ruckman.net/downloads.htm#RUCKMANRCONSOURCE A php interface for rcon, then you can just say connect locally and deny all requests from outside. (and still be able to manage it from outside) Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben Mendis Sent: donderdag 26 augustus 2010 0:44 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] ip spoofing An alternative to setting up a whole VPN is to use Single Packet Authentication to protect the port in question. http://cipherdyne.org/fwknop/ Works with iptables to dynamically open the port for a specific IP address only after that IP has authenticated by sending a special cryptographic packet. On Wed, Aug 25, 2010 at 6:06 PM, Allan Button abut...@netaccess.ca wrote: Easy to fix this. Get static IP at home, then blacklist tcp 27015, and pinhole only your static IP at home to that port. If that's no good, because you either can't get static at home, or you need to manage from elsewhere, install vpn server on your server, block traffic to tcp 27015, and vpn in to manage rcon, that's how I am handling it. They would need to hack my vpn to get my server. Allan -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dreamde...@dsrclan.com Sent: Wednesday, August 25, 2010 9:45 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] ip spoofing On August 25, 2010 at 5:51 AM hlds_linux-requ...@list.valvesoftware.comwrote: Message: 1 Date: Tue, 24 Aug 2010 13:18:54 -0700 From: pat w xdelar...@gmail.com Subject: [hlds_linux] IP Spoofing rcon hacker To: hlds_linux@list.valvesoftware.com Message-ID: aanlktik52rbut-ndi4t3+yocgxaxp4nkt4xaape9r...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 Hi, I've already posted my problem on the srcds forums but I thought it might get more feedback from the mailing list here. Basically what I have here is a repeat offender trying to hack my server via the console rcon. I've banned them with addip 0 210.51.45.37 as well as iptables -A INPUT -s 210.51.45.37 -j DROP However upon waking up in the morning and checking my console it appears they are still at it every day for about 15 attempts -- Banning 210.51.45.37 for rcon hacking attempts (repeated about fifteen times each day) I've not noticed any active connections to my server (players or otherwise) when I notice these reports. How is it they can attempt to hack my rcon without even being on my server at the time? Is there a way to find out who is doing this and ban them entirely, or will they just spoof their IP again? Thanks! There are a few things that you can do to protect yourself. You should check into your network controls to make sure your ip4 settings dont allow for spoofing. The other thing would be to ban more then that single address. Ban his CIDR address instead. iptables -A INPUT -s 210.51.0.0/16 -j DROP That address is from China. You can look up any ip address via www.dnsstuff.com. If it cant find the information for you, it will point you to the appropriate resource like ARIN. ___ 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
[hlds_linux] HLDS still have serverlist problems with BETA
Im sure Jason can fix it, but they seem to take all the time to update Source. Maybe they could just take a few hours to fix HLDS 1.6 -- Hey Chris, that serverlist (find server) problem is getting old and they don’t fix it. I guess they don’t care about HL1 anymore. Some people say that if you use sv_region 255 it'll show at serverlist, I tried that a while ago, worked for some gameservers but these days I don’t see them. Btw, I am using build 4617. Atenciosamente, Marlon Almeida -- Cybergames Brasil – CGBR -Mensagem original- De: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-bounces at list.valvesoftware.com] Em nome de Christopher Szabo Enviada em: terça-feira, 24 de agosto de 2010 22:45 Para: hlds_linux at list.valvesoftware.com Assunto: [hlds_linux] HLDS still have serverlist problems with BETA Okey, here I am again and I'm sorry. I wrote a few weeks ago about the serverlist (1.6). The new beta had a bug and the servers didn't show in STEAM serverbrowser. I thought it was fixed, but today i realize that its not. The bug is now that the servers do not show in the list when i tick the box has users playing. I am comparing with a old HLDS and the bug only occur in the new HLBeta (during the test i have one player on the server). The thing is that the serverlist is working like one of ten updates... So its kinda random.. Jason Im sorry that i have to bother you again with this, but its really bad for us and our publicservers so i hope you can take the time to fix this asap. The reason that i didn't see the problem before is that we are still running the old HLDS and i tried to upgrade one server today. / Christopher ___ 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
[hlds_linux] Team Fortress 2 and Counter-Strike: Source Updates Coming
Required update for Team Fortress 2 and Counter-Strike: Source are on the way. Our plan is to have them live in about 45 minutes from now. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Team Fortress 2/Counter-Strike: Source Updates Available
Required update for Team Fortress 2 and Counter-Strike: Source are now available. The specific changes include: Source Engine ( TF2, DoD:S, CS:S ) - Fixed a crash on startup with some video drivers. - Fixed a bug where the speaker config would be lost on Windows Vista / 7 - Fixed a case where alt-tab would stop rendering models. - Made the 'X' that closes the achievements screen visible by default in 1280x720 resolution. - Made disconnect messages wrap so they don't get truncated. - Made kick / disconnect messages more legible. Counter-Strike: Source - Fixed a memory leak in the dedicated server. - Fixed a problem that could cause the crosshair to expand briefly after the trigger is released. - Made crosshair scale independently of framerate, matching the old behavior at 100 fps. This does not affect actual recoil, fire rate, or spread - only the expansion of the crosshair. Added cl_legacy_crosshair, which defaults to the new behavior. - Made the crosshair for the Glock and Famas scale correctly upon firing in burst mode. - Removed ability to jump to inaccessible locations using grenades (flashboosting). Added sv_enableboost (defaulted to 0) for those who prefer to allow this behavior. - Fixed an issue with involving incorrect armor protection vs. grenade damage. Added sv_legacy_grenade_damage (defaulted to 0) to allow servers to revert to the original behavior. - Fixed an issue that sometimes caused the freezecam sound to be heard when spectating a player who dies. - Fixed an issue that could cause KeyHintText to generate junk characters. - Prevented ragdoll spasm that could occur when using the jointeam command. - Addressed a problem with the sniper rifles that prevented unzooming during auto-reload after shooting all the bullets in a clip. - Fixed an issue with the AWP and Scout that could cause their zooms to vibrate briefly after a reload. - Fixed map cycling so that the cycle now starts from the map selected by the user instead of going back to the first map. - Fixed mp_restartgame so that it resets MVPs as well as score and deaths. - Removed fun fact from achievements summary screen and associated playerblotter functionality. - Throttled warning messages for disabled achievements to no more than once every 60 seconds. - Made the silhouette that appears when you hit AUTO-SELECT on the Terrorist choose a class screen fit within its borders. - Fixed lock radar rotation option in the GUI. Setting this option now works. - Fixed a potential crash with custom huds. - Fixed a bug in walk prediction. Team Fortress 2 - Fixed a bug in the Steamworks stats reporting. - Fixed the new Worms gear not playing the correct sound during the Equalizer taunt. - Fixed map cycling so that the cycle now starts from the map selected by the user instead of going back to the first map. - Fixed a memory leak in the dedicated server. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Nemrun v1.5 Released (bugfix)
Nemrun v1.5 is now out. This fixes a argument parsing bug, and and issue with two games running on one install not updating properly. Get it here: http://nephyrin.net/tools/nemrun/ - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Nemrun v1.5.1 Released (bugfix... again)
Oh boy more spam. Its been brought to my attention that valve's master server ignores the requested port in server registration packets - instead using the source port of the packet to identify the server. This causes update daemons to register multiple fake servers on valve's list instead of just one - which isnt' the nicest thing for a script to be doing to valve's servers. So... fix'd. Get it here: http://nephyrin.net/tools/nemrun/1.5.1/ (only the srcupdatecheck script has changed since 1.5) On 08/26/2010 03:53 PM, Nephyrin Zey wrote: Nemrun v1.5 is now out. This fixes a argument parsing bug, and and issue with two games running on one install not updating properly. Get it here: http://nephyrin.net/tools/nemrun/ - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] material hacking
Someone has pointed this out to me, (i haven't tested) but think Valve may need to look into this. Here is a quote from the guy. I just took the vmt file that is the refernce for the glass wall and copied it into the proper directories and renamed it to the vmt of the mat I wanted to be glass, when it loads that vmt for the material the vmt points to the glass vtf file. boom its see thru All you really have to do is load the map in hammer and find which walls you want to be see thru then write down the name and path of the materials used then use that glass vmt for the real ones The guy and i were talking about how could someone still be hacking on our server with KAC running. Is there a fixable solution to this ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] material hacking
sv_pure is suppose to prevent that. Sent from my iPhone 4 On Aug 26, 2010, at 10:32 PM, clad iron cladi...@gmail.com wrote: Someone has pointed this out to me, (i haven't tested) but think Valve may need to look into this. Here is a quote from the guy. I just took the vmt file that is the refernce for the glass wall and copied it into the proper directories and renamed it to the vmt of the mat I wanted to be glass, when it loads that vmt for the material the vmt points to the glass vtf file. boom its see thru All you really have to do is load the map in hammer and find which walls you want to be see thru then write down the name and path of the materials used then use that glass vmt for the real ones The guy and i were talking about how could someone still be hacking on our server with KAC running. Is there a fixable solution to this ? ___ 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] material hacking
MatHacks are pretty common in Source engine games, just google TF2 Mathack. The only countermeasure would be valve implementing a check to prevent wall/player model textures from using $ignorez like the Insurgency mod team did or by using a strict sv_pure whitelist on your server, which can break custom models. On Fri, Aug 27, 2010 at 7:32 AM, clad iron cladi...@gmail.com wrote: Someone has pointed this out to me, (i haven't tested) but think Valve may need to look into this. Here is a quote from the guy. I just took the vmt file that is the refernce for the glass wall and copied it into the proper directories and renamed it to the vmt of the mat I wanted to be glass, when it loads that vmt for the material the vmt points to the glass vtf file. boom its see thru All you really have to do is load the map in hammer and find which walls you want to be see thru then write down the name and path of the materials used then use that glass vmt for the real ones The guy and i were talking about how could someone still be hacking on our server with KAC running. Is there a fixable solution to this ? ___ 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] material hacking
You should be using sv_pure 2 unless you *really* need to have custom skins. On 27/08/2010 1:41 PM, Hendrik Schumann wrote: MatHacks are pretty common in Source engine games, just google TF2 Mathack. The only countermeasure would be valve implementing a check to prevent wall/player model textures from using $ignorez like the Insurgency mod team did or by using a strict sv_pure whitelist on your server, which can break custom models. On Fri, Aug 27, 2010 at 7:32 AM, clad ironcladi...@gmail.com wrote: Someone has pointed this out to me, (i haven't tested) but think Valve may need to look into this. Here is a quote from the guy. I just took the vmt file that is the refernce for the glass wall and copied it into the proper directories and renamed it to the vmt of the mat I wanted to be glass, when it loads that vmt for the material the vmt points to the glass vtf file. boom its see thru All you really have to do is load the map in hammer and find which walls you want to be see thru then write down the name and path of the materials used then use that glass vmt for the real ones The guy and i were talking about how could someone still be hacking on our server with KAC running. Is there a fixable solution to this ? ___ 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] material hacking
Or sprays of course. Sent from my iPhone 4 On Aug 26, 2010, at 10:49 PM, Shane Arnold clontar...@iinet.net.au wrote: You should be using sv_pure 2 unless you *really* need to have custom skins. On 27/08/2010 1:41 PM, Hendrik Schumann wrote: MatHacks are pretty common in Source engine games, just google TF2 Mathack. The only countermeasure would be valve implementing a check to prevent wall/player model textures from using $ignorez like the Insurgency mod team did or by using a strict sv_pure whitelist on your server, which can break custom models. On Fri, Aug 27, 2010 at 7:32 AM, clad ironcladi...@gmail.com wrote: Someone has pointed this out to me, (i haven't tested) but think Valve may need to look into this. Here is a quote from the guy. I just took the vmt file that is the refernce for the glass wall and copied it into the proper directories and renamed it to the vmt of the mat I wanted to be glass, when it loads that vmt for the material the vmt points to the glass vtf file. boom its see thru All you really have to do is load the map in hammer and find which walls you want to be see thru then write down the name and path of the materials used then use that glass vmt for the real ones The guy and i were talking about how could someone still be hacking on our server with KAC running. Is there a fixable solution to this ? ___ 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] material hacking
Oh and sv_consistency set to one is also good. Sorry for forgetting that, I'm playing TF and typing haha Sent from my iPhone 4 On Aug 26, 2010, at 10:49 PM, Shane Arnold clontar...@iinet.net.au wrote: You should be using sv_pure 2 unless you *really* need to have custom skins. On 27/08/2010 1:41 PM, Hendrik Schumann wrote: MatHacks are pretty common in Source engine games, just google TF2 Mathack. The only countermeasure would be valve implementing a check to prevent wall/player model textures from using $ignorez like the Insurgency mod team did or by using a strict sv_pure whitelist on your server, which can break custom models. On Fri, Aug 27, 2010 at 7:32 AM, clad ironcladi...@gmail.com wrote: Someone has pointed this out to me, (i haven't tested) but think Valve may need to look into this. Here is a quote from the guy. I just took the vmt file that is the refernce for the glass wall and copied it into the proper directories and renamed it to the vmt of the mat I wanted to be glass, when it loads that vmt for the material the vmt points to the glass vtf file. boom its see thru All you really have to do is load the map in hammer and find which walls you want to be see thru then write down the name and path of the materials used then use that glass vmt for the real ones The guy and i were talking about how could someone still be hacking on our server with KAC running. Is there a fixable solution to this ? ___ 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