Re: [hlds_linux] Counter-Strike: Source Beta Update Released

2010-08-26 Thread Harry Strongburg
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?

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Re: [hlds_linux] [hlds] Counter-Strike: Source Beta Update Released

2010-08-26 Thread Saul Rennison
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?

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Thanks,
 - Saul.

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[hlds_linux] Game valve on hldsupdatetool

2010-08-26 Thread Harry Strongburg
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.

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Re: [hlds_linux] Game valve on hldsupdatetool

2010-08-26 Thread AnAkIn .
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.

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-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] ip spoofing

2010-08-26 Thread KawMAN
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.
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[hlds_linux] HLDS still have serverlist problems with BETA

2010-08-26 Thread Christopher Szabo

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
  
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[hlds_linux] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread Jason Ruymen
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

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[hlds_linux] Team Fortress 2/Counter-Strike: Source Updates Available

2010-08-26 Thread Jason Ruymen
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


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[hlds_linux] Nemrun v1.5 Released (bugfix)

2010-08-26 Thread Nephyrin Zey
 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
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[hlds_linux] Nemrun v1.5.1 Released (bugfix... again)

2010-08-26 Thread Nephyrin Zey

 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


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[hlds_linux] material hacking

2010-08-26 Thread clad iron
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 ?
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Re: [hlds_linux] material hacking

2010-08-26 Thread DontWannaName!
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 ?
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Re: [hlds_linux] material hacking

2010-08-26 Thread Hendrik Schumann
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 ?
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Re: [hlds_linux] material hacking

2010-08-26 Thread Shane Arnold
 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 ?
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Re: [hlds_linux] material hacking

2010-08-26 Thread DontWannaName!
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 ?
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Re: [hlds_linux] material hacking

2010-08-26 Thread DontWannaName!
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 ?
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