Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread AnAkIn
It's simple. The old SteamID was STEAM_0:X:Y. Just do Y*2+X and you have
the new one.
e.g. STEAM_0:1:1337 = 1337*2+1= 2675 = [U:1:2675]



2014-08-22 0:42 GMT+02:00 Chris Oryschak ch...@oryschak.com:

 And is there a way to convert old steamid to new steamid?  If not that
 means every ban every placed on a player is useless..


 On Thu, Aug 21, 2014 at 6:40 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yeah - this borks everything from admin tools to Ban databases. Please
 revert this back, guys!


 On Thu, Aug 21, 2014 at 6:39 PM, Chris Oryschak ch...@oryschak.com
 wrote:

 wow !
 and the new format doesn't even match up with the previous steamID.
  Everyone now has a new id#

 Thanks for the heads up !


 On Thu, Aug 21, 2014 at 6:35 PM, big john brewskii...@gmail.com wrote:

 Wait what they changed the steam id format
 On Aug 21, 2014 6:31 PM, A Fearts joewatshis...@gmail.com wrote:

 Why after all these years would you change the SteamID format? Why
 wouldn't you at least give people a warning before you made such a drastic
 change?


 On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless 
 mloveless1...@gmail.com wrote:

 All 3 of my accounts/computers are all now launching in insecure mode
 after update. This has happened at least once a month for the past 3 or 4
 months. It requires me to reinstall Steam in every instance to fix it. 
 Why
 does this happen?


 On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update
 are below. The new version number is 2369699.

 -Eric

 -

 - Fixed rockets colliding with other projectiles and getting stuck
 in the world
 - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
 Power Up Canteen
 - Fixed the Demoman not being able to equip The Grandmaster
 - Fixed a bug where Professional Killstreak items were being
 displayed as Specialized
 - Market Listings for Specialized Killstreak kits for the following
 items have been removed and will need to be relisted
 - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
 Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
 - Fixed character audio being cut short when characters clap during
 the Conga taunt
 - Unusual taunts that are tradable can now be listed on the Steam
 Community Market
 - The Classic can now accept Enemies Gibbed strange parts
 - The Manmelter can now accept Allies Extinguished strange parts
 - Added mp_spectators_restricted server convar
 - Prevents players on Red/Blue from joining team
 Spectator if it would exceed mp_teams_unbalance_limit
 - Updated the HTML display in the MOTD to use shared Steam browser
 control
 - Updated the materials for The Dalokohs Bar
 - Updated the equip_region for the Soldier's Stash, Exquisite Rack,
 The Pencil Pusher, and Antlers
 - Updated the localization files
 - Updated pl_cactuscanyon
 -Stage 1
 - Reworked the geometry of the back
 stairwell route leading to the final cap
 -Stage 3
 - New design of back yard underpass
 area
 - Added new building and route near
 the underpass
 - New geometry for Red battlements
 and spawn exit by the first cap
 - Added new exit from Red spawn
 leading to the raised middle rock outcrop by the barn
 - Reworked Red spawn exit by capture
 point 2
 - Removed rocks and added a new
 structure by the final cart push
 - Cart now takes longer to pass
 through the building at the end of
 - Adjusted spawn times
 - Adjusted Health and ammo packs

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Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread AnAkIn
No, U:1 pretty means much what STEAM_0 was, it's Public universe AFAIK.
It'll always be U:1. The X and Y values are only part of the latest number.


2014-08-22 1:38 GMT+02:00 Chris Oryschak ch...@oryschak.com:

 Thanks Anakin.

 Is it the same for STEAM_0:0: ... will their steam3 id be:[U:1: or [U:0:

 Does the 0 transfer over for the X value ?




 On Thu, Aug 21, 2014 at 6:45 PM, AnAkIn anakin...@gmail.com wrote:

 It's simple. The old SteamID was STEAM_0:X:Y. Just do Y*2+X and you have
 the new one.
 e.g. STEAM_0:1:1337 = 1337*2+1= 2675 = [U:1:2675]



 2014-08-22 0:42 GMT+02:00 Chris Oryschak ch...@oryschak.com:

 And is there a way to convert old steamid to new steamid?  If not that
 means every ban every placed on a player is useless..


 On Thu, Aug 21, 2014 at 6:40 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yeah - this borks everything from admin tools to Ban databases. Please
 revert this back, guys!


 On Thu, Aug 21, 2014 at 6:39 PM, Chris Oryschak ch...@oryschak.com
 wrote:

 wow !
 and the new format doesn't even match up with the previous steamID.
  Everyone now has a new id#

 Thanks for the heads up !


 On Thu, Aug 21, 2014 at 6:35 PM, big john brewskii...@gmail.com
 wrote:

 Wait what they changed the steam id format
 On Aug 21, 2014 6:31 PM, A Fearts joewatshis...@gmail.com wrote:

 Why after all these years would you change the SteamID format? Why
 wouldn't you at least give people a warning before you made such a 
 drastic
 change?


 On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless 
 mloveless1...@gmail.com wrote:

 All 3 of my accounts/computers are all now launching in insecure
 mode after update. This has happened at least once a month for the 
 past 3
 or 4 months. It requires me to reinstall Steam in every instance to 
 fix it.
 Why does this happen?


 On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
 er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the
 update are below. The new version number is 2369699.

 -Eric

 -

 - Fixed rockets colliding with other projectiles and getting stuck
 in the world
 - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and
 the Power Up Canteen
 - Fixed the Demoman not being able to equip The Grandmaster
 - Fixed a bug where Professional Killstreak items were being
 displayed as Specialized
 - Market Listings for Specialized Killstreak kits for the
 following items have been removed and will need to be relisted
 - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
 Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
 - Fixed character audio being cut short when characters clap
 during the Conga taunt
 - Unusual taunts that are tradable can now be listed on the Steam
 Community Market
 - The Classic can now accept Enemies Gibbed strange parts
 - The Manmelter can now accept Allies Extinguished strange parts
 - Added mp_spectators_restricted server convar
 - Prevents players on Red/Blue from joining team
 Spectator if it would exceed mp_teams_unbalance_limit
 - Updated the HTML display in the MOTD to use shared Steam browser
 control
 - Updated the materials for The Dalokohs Bar
 - Updated the equip_region for the Soldier's Stash, Exquisite
 Rack, The Pencil Pusher, and Antlers
 - Updated the localization files
 - Updated pl_cactuscanyon
 -Stage 1
 - Reworked the geometry of the
 back stairwell route leading to the final cap
 -Stage 3
 - New design of back yard
 underpass area
 - Added new building and route
 near the underpass
 - New geometry for Red battlements
 and spawn exit by the first cap
 - Added new exit from Red spawn
 leading to the raised middle rock outcrop by the barn
 - Reworked Red spawn exit by
 capture point 2
 - Removed rocks and added a new
 structure by the final cart push
 - Cart now takes longer to pass
 through the building at the end of
 - Adjusted spawn times
 - Adjusted Health and ammo packs

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Re: [hlds] [hlds_linux]Engine update breaking mod Natural-Selection

2014-02-26 Thread AnAkIn
There's still the possibility to fix it yourself in the NS source code, if
you know where the bug is.
https://github.com/unknownworlds/NS


2014-02-26 14:32 GMT+01:00 Korrey Moore ajac...@gmail.com:

 I've been pulling my hair out for weeks trying to solve a problem on my
 HLDS server where the mod Natural Selection 3.2 refuses to load.

 It all started when the Steampipe update to Half-Life was released, which
 caused the game to start exhibiting glitches related to player movement and
 some game logic failing to work properly. But then there was one update
 that was a game breaker, HLDS would no longer load the Natural Selection
 mod without outputting garbage to the console and crashing. All of the
 official Valve mods worked fine so I know that it was something that Valve
 changed in the engine that caused it to break.

 This is what happens when I try and launch the server:

 ./hlds_run -game ns
 Auto-restarting the server on crash

 Console initialized.
 Using breakpad crash handler
 Setting breakpad minidump AppID = 70
 Forcing breakpad minidump interfaces to load
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit
 Protocol version 48
 Exe version 1.1.2.2/Stdio (valve)
 Exe build: 09:01:31 Aug  8 2013 (6132)
 STEAM Auth Server
 Server logging data to file logs/L0226001.log
 L 02/26/2014 - 07:11:43: Log file started (file logs/L0226001.log) (game
 ns) (version 48/1.1.2.2/Stdio/6132)
 L 02/26/2014 - 07:11:43: Server cvar sv_maxrate = 8192
 Server IP address
 LoadLibrary failed on � ��p��S �F� �� H ��'�: � ��p��S �F� �� H
 ��'�: cannot open shared object file: No such file or directory
 Host_Error: Couldn't get DLL API from � ��p��S �F� �� H ��'�!
 L 02/26/2014 - 07:11:43: FATAL ERROR (shutting down): Host_Error: Couldn't
 get DLL API from � ��p��S �F� �� H ��'�!

 FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from �
 ��p��S �F� �� H ��'�!


 The weird garbage output is exactly what it looks like in the console, and
 the garbage output changes every time the server is relaunched. In my
 search for solutions, I tried several different Linux distros to see if the
 results were predictable, and they were. Every Linux distro I tried all
 resulted in the same crashing with garbage console output, except one: Arch
 Linux i686. Arch actually gave a legible error to give some indication of
 what was wrong:

 HOST_ERROR: Couldn't get GiveFnptrsToDll()

 Which according to one of my programming buddies means that some function
 in the HL engine that NS is expecting is missing.

 I recently found an old backup of my NS server running HL dedicated server
 version 70 (instead of 90) and I loaded it up to see if it still worked
 (which it did) and the HL engine build according to the console is:

 Protocol version 48
 Exe version 1.1.2.1/Stdio (valve)
 Exe build: 11:30:00 Aug 28 2012 (5787)

 So somewhere between engine build 5787 and 6132, Valve changed something
 that caused Natural Selection to stop working. I would love it if someone
 from Valve could rectify this problem because running an outdated server is
 not an option due to the fact that clients can't connect to it properly and
 the console spam of OUTDATED SERVER, PLEASE UPDATE.

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Re: [hlds] [HL2DM] Client Sound Loop

2014-02-22 Thread AnAkIn
Please stop spamming the SERVER mailing list. This has nothing to do here.


2014-02-22 4:50 GMT+01:00 Jordan Olling jordanoll...@gmail.com:

 I'm just an average player and even I know about snd_restart.
 http://wiki.teamfortress.com/wiki/List_of_useful_console_commands

 On 2/21/14, Austin Freeman chick...@gmail.com wrote:
  Have you tried doing snd_restart?
 
 
  On Fri, Feb 21, 2014 at 5:37 AM, Kirill Fokin
  zanydazanydn...@yahoo.comwrote:
 
  Game: Half-Life 2: Deathmatch
  Game client: Source Engine 24 (build 1913431)
  Information about bug on
  github.comhttps://github.com/ValveSoftware/Source-1-Games/issues/1257
  Bug occurs on: Linux/Windows servers
  My Operation System: Windows 7
 
  Sound loop 1
  This is when, after getting killed by an explosion, the high pitched
  whine
  that one hears does not go away, one cannot hear any sounds except for
  that
  deaf whine. Solutions to this problem include rejoining the server and
  alt-tabbing to windows, and then back into the game. This is seemingly
  random.
 
  Sound loop 2
  Occasionally after firing the RPG, the firing sound will loop and
  continue to play until you rejoin the server or the map changes. This is
  seemingly random.
 
  Sound loop 3
  This is when, after getting killed by an explosion, the silence effect
  that is experienced, where noise is almost silent, does not go away.
  Solutions to this problem include rejoining the server and alt-tabbing
 to
  windows, and then back into the game. This is seemingly random.
 
  Sound loop 4
  This one occurs after a barrel has been set on fire. Occasionally the
  burning sound will be present, similar to the other sound bug's, this
 can
  only be solved by rejoining the server.
 
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  please visit:
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  --
  HOW DO YOU EXPECT TO OUTRUN ME
 

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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2014-02-08 Thread AnAkIn
Any news on fixing sv_pure ?


2014-02-08 13:45 GMT+01:00 ics i...@ics-base.net:

 If you run linux, it's a problem known. Set -steamport x to command
 line to fix it for now. This was mentioned by Fletcher earlier. But if you
 are running windows, i have no idea.

 -ics

 davidaap1...@gmail.com kirjoitti:

  My Servers are losing connections to steam randomly since the last
 update, and not regaining them until i reboot them..

 anyone else having the same problem?

 -- Original Message --
 From: Eric Smith er...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list (hlds_linux@list.
 valvesoftware.com) hlds_li...@list.valvesoftware.com; Half-Life
 dedicated Win32 server mailing list (hlds@list.valvesoftware.com) 
 hlds@list.valvesoftware.com; 'hlds_annou...@list.valvesoftware.com' (
 hlds_annou...@list.valvesoftware.com) hlds_announce@list.
 valvesoftware.com
 Sent: 7-2-2014 19:29:58
 Subject: [hlds_announce] Mandatory TF2 update released

  We've released a mandatory TF2 update. The notes for the update are
 below. The new version is 2108330.

 -Eric

 --

 Weapon Updates
 - The Shortstop
  - Reduced extra knockback penalty from 80% to 40%
 - The Short Circuit
  - Added Penalty - No longer gain metal from dispensers when active
 - The Cleaner's Carbine
  - Changed OnKill effect from gain crits for 3 seconds to gain
 mini-crits for 8 seconds
 - Natascha
  - Added Positive Attribute +50% extra ammo
 - The Reserve Shooter
  - Increased clip size from 3 to 4
  - Time to mini-crit airborne targets changed from 3 to 5
 - The Beggar's Bazooka
  - Changed penalty No primary ammo from dispensers to no primary
 ammo from dispensers when active
 - The Quick Fix
  - Fixed the Medic not gaining the proper speed boost when a Demoman
 uses the Chargin' Targe or Splendid Screen

 Weapon Fixes
 - Fixed deflected projectiles not affecting Strange and Killstreak counts
 - Fixed the Mini-Sentry range-sphere not accurately displaying the range
 for the sentry when it is being placed
 - Fixed the Spy's revolver using the incorrect reload sound
 - Fixed third-person Medi Gun beams appearing jittery
 - Fixed the Heavy not playing his response rules lines after eating a
 Sandvich, Buffalo Steak Sandvich, etc.
 - Fixed The Half-Zatoichi using the wrong animations for the Loadout
 screen and the HUD 3D Character

 Community Updates
 - Added the Strongbox Key to the Mann Co. Store
 - Added 43 community-contributed items to the Strongbox Crate
 - Added the Tumblr Vs Reddit Participation Medal

 Mann vs. Machine
 - Added Killstreak Fabricators for the following weapons to the Two
 Cities Tour reward list:
  - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan,
 The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The
 Mantreads
 - Fixed an exploit that allowed players to purchase/sell the Canteen
 Specialist upgrade to get more money than they originally spent
 - Fixed an exploit where players could stand on a robot's head to block
 their movement for an easy kill
 - Fixed players not being able to earn the Frags to Riches achievement
 if there is money in the world when the mission is completed
 - Fixed a bug that caused players to not receive an Upgrade Refund
 Credit when they should have
 - Fixed the UI not updating properly if an Upgrade Refund Credit is
 earned after the wave has ended

 Quickplay
 - Added advanced options page, which allows you to search for a few
 commonly-requested non-vanilla options: 32-player servers, nocrits, and
 instant/modified respawn times
 - Added Show Servers button to quickplay. This will run the normal
 quickplay search, but instead of joining the best server, it will present
 a list of about 20 servers and let you pick.

 Other Changes
 - Improved loading of item information panels to prevent hitches when
 cycling through backpack pages.
  - Use the convar tf_time_loading_item_panels to control how much
 time is spent per frame loading item panel data.
 - Fixed Australium items not using the correct images in the Steam
 Community Market
 - Added missing payload audio for the Medic, Soldier, Demoman, and Spy
 - Added the server command sv_setsteamaccount for logging in with a
 persistent game server account using a login token. Login tokens may be
 acquired via the IGameServersService/CreateAccount web API. Using a
 login token is not required to run a game server, but allows Steam users to
 continue to access your game server from their favorites list if your game
 server changes IP in the future.
 - Added the game server's SteamID to the output of the status command
 - Fixed the Killstreak counts not being accurately portrayed in the
 scoreboard
 - Fixed seeing the incorrect LOD settings for models when they are being
 previewed during submission to the Steam Workshop
 - Fixed a UV/skinning problem on the level 1 sentry
 - Fixed a problem where activate virtual reality 

Re: [hlds] [hlds_announce] Mandatory TF2 update released

2014-02-08 Thread AnAkIn
No. Yes, you can change its value, but the filechecking is not done
correctly (or not done at all?) since the SteamPipe update.
https://github.com/ValveSoftware/Source-1-Games/issues/887


2014-02-08 18:00 GMT+01:00 Rudy Bleeker rblee...@gmail.com:

 sv_pure works fine if you start your server with +sv_pure 1 on the
 command line. From there you can switch to sv_pure 0 or sv_pure 2 at
 any time. However if you don't start with +sv_pure 1 on the command
 line you're stuck with a server running sv_pure 0. So correct me if
 I'm wrong but isn't this just a simple case of changing the default?

 On Sat, Feb 8, 2014 at 5:49 PM, AnAkIn anakin...@gmail.com wrote:
  Any news on fixing sv_pure ?
 
 
  2014-02-08 13:45 GMT+01:00 ics i...@ics-base.net:
 
  If you run linux, it's a problem known. Set -steamport x to command
  line to fix it for now. This was mentioned by Fletcher earlier. But if
 you
  are running windows, i have no idea.
 
  -ics
 
  davidaap1...@gmail.com kirjoitti:
 
  My Servers are losing connections to steam randomly since the last
  update, and not regaining them until i reboot them..
 
  anyone else having the same problem?
 
  -- Original Message --
  From: Eric Smith er...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.com) 
 hlds_li...@list.valvesoftware.com;
  Half-Life dedicated Win32 server mailing list
  (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com;
  'hlds_annou...@list.valvesoftware.com'
  (hlds_annou...@list.valvesoftware.com)
  hlds_annou...@list.valvesoftware.com
  Sent: 7-2-2014 19:29:58
  Subject: [hlds_announce] Mandatory TF2 update released
 
  We've released a mandatory TF2 update. The notes for the update are
  below. The new version is 2108330.
 
  -Eric
 
  --
 
  Weapon Updates
  - The Shortstop
   - Reduced extra knockback penalty from 80% to 40%
  - The Short Circuit
   - Added Penalty - No longer gain metal from dispensers when
 active
  - The Cleaner's Carbine
   - Changed OnKill effect from gain crits for 3 seconds to gain
  mini-crits for 8 seconds
  - Natascha
   - Added Positive Attribute +50% extra ammo
  - The Reserve Shooter
   - Increased clip size from 3 to 4
   - Time to mini-crit airborne targets changed from 3 to 5
  - The Beggar's Bazooka
   - Changed penalty No primary ammo from dispensers to no primary
  ammo from dispensers when active
  - The Quick Fix
   - Fixed the Medic not gaining the proper speed boost when a
 Demoman
  uses the Chargin' Targe or Splendid Screen
 
  Weapon Fixes
  - Fixed deflected projectiles not affecting Strange and Killstreak
  counts
  - Fixed the Mini-Sentry range-sphere not accurately displaying the
 range
  for the sentry when it is being placed
  - Fixed the Spy's revolver using the incorrect reload sound
  - Fixed third-person Medi Gun beams appearing jittery
  - Fixed the Heavy not playing his response rules lines after eating a
  Sandvich, Buffalo Steak Sandvich, etc.
  - Fixed The Half-Zatoichi using the wrong animations for the Loadout
  screen and the HUD 3D Character
 
  Community Updates
  - Added the Strongbox Key to the Mann Co. Store
  - Added 43 community-contributed items to the Strongbox Crate
  - Added the Tumblr Vs Reddit Participation Medal
 
  Mann vs. Machine
  - Added Killstreak Fabricators for the following weapons to the Two
  Cities Tour reward list:
   - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan,
  The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and
 The
  Mantreads
  - Fixed an exploit that allowed players to purchase/sell the Canteen
  Specialist upgrade to get more money than they originally spent
  - Fixed an exploit where players could stand on a robot's head to
 block
  their movement for an easy kill
  - Fixed players not being able to earn the Frags to Riches achievement
  if there is money in the world when the mission is completed
  - Fixed a bug that caused players to not receive an Upgrade Refund
  Credit when they should have
  - Fixed the UI not updating properly if an Upgrade Refund Credit is
  earned after the wave has ended
 
  Quickplay
  - Added advanced options page, which allows you to search for a few
  commonly-requested non-vanilla options: 32-player servers, nocrits,
 and
  instant/modified respawn times
  - Added Show Servers button to quickplay. This will run the normal
  quickplay search, but instead of joining the best server, it will
 present
  a list of about 20 servers and let you pick.
 
  Other Changes
  - Improved loading of item information panels to prevent hitches when
  cycling through backpack pages.
   - Use the convar tf_time_loading_item_panels to control how much
  time is spent per frame loading item panel data.
  - Fixed Australium items not using the correct images in the Steam
  Community Market
  - Added missing payload audio for the Medic, Soldier, Demoman, and Spy

Re: [hlds] My Tf2 servers ar nearly empty

2014-01-25 Thread AnAkIn
I guess we didn't have enough threads about this...


2014-01-25 Mtvnoob mtvn...@gmail.com

 No.


 On Sat, Jan 25, 2014 at 11:35 AM, ericvanhen...@zonnet.nl wrote:

 Hello Valve,

 I run about 6 Tf2 servers with a Vanilla Taste. Sadly to say i notiched
 that 2 servers ar dead atm.

 Normally full atleast for a couple of hours in the evening. Atm 3 or 4
 people ar playing.

 Can we please change this back again and change the rules for Quickplay.
 No Premium Mods and shit like that.?

 Becos personlly i think this will destroy more then it will do good.

 Eric.

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Re: [hlds] SteamPipe/SteamCMD conversion status for TFC and DMC?

2013-11-12 Thread AnAkIn
All games have already been moved to SteamPipe and should be available
through steamcmd.


2013/11/13 Ross Bemrose rbemr...@gmail.com

 Word on the street is that hldsupdatetool no longer works on any game
 (servers just time out) and that SteamCMD is now required for everything.

 Which makes me wonder what happened with the Valve servers we never got
 appids for, such as Left 4 Dead and what's going on with third-party
 servers like Zombie Panic Source.


 On 11/12/2013 7:24 PM, Weasel's Lair wrote:

 Just wondering if I missed a release for the SteamPipe/SteamCMD
 conversions for TFC and DMC.

 The last I remember, there was only a beta available for both - with
 the current production client's not being compatible (unless opted
 into the beta for each).

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Re: [hlds] Petition

2013-11-09 Thread AnAkIn
Let's make a petition to keep it the way it is as well.


2013/11/9 ElitePowered . elitepowe...@gmail.com

 Instead of arguing with each other... Why not make a petition in regards
 to your stance on MOTD HTML. Post a link on the mailing list and urge
 people to get involved. If it gets enough attention, Valve would have to
 respond. I'm sure that will accomplish much more than what seems to be
 going on in the mailing list. gg

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Re: [hlds] [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2013-08-05 Thread AnAkIn
For the few still using it on this mailing list, just letting you know I
released the update.
Changelog:
- Fixed crash when trying to reload the plugin after it has been auto
updated
- Added a banlist system. Cheaters using prediction hacks and
anti-speedhack bypass hacks will be automatically banned if
aac_prediction_ban and aac_speedhackbypass_ban are set to 1 (default).
aac_banmethod 0 uses the local banlist, aac_banmethod 1 uses SourceBans.
For the local banlist, the banned cheaters can be seen with aac_showbans,
or by opening the aac_banned.txt file in the tf directory.
You can also remove a ban with the aac_removeban command.
- Improved autoshoot detections, they should now be more precise
- Added invalid viewangles detections (still experimental, will only log
for now)
- Added aac_logname to change the logfile’s name, useful when running
multiple servers from a same directory.


2013/7/24 AnAkIn anakin...@gmail.com

 I guess it's just a matter of calling the sm_ban command? I could add
 that, wouldn't take long :)


 2013/7/24 ics i...@ics-base.net

 Got plans to do SourceBans integration instead of plain file? Would help
 sharing the lists between multiple servers.

 -ics

 AnAkIn kirjoitti:

  Viewangles detections are common in a lot of anti-cheats. And no, some of
 my detections are done differently than SMAC ones. The problem with SMAC
 is
 that many hacks can detect if SMAC is running on the server and just
 disable the detected features, many cheaters don't get banned and keep
 cheating.


 2013/7/24 Weasel wea...@weaselslair.com

  Doesn't SMAC (SourceMod Anti-Cheat) already take cover this stuff?
 I seem to recall view-angles stuff in there.

 https://forums.alliedmods.net/**forumdisplay.php?f=133https://forums.alliedmods.net/forumdisplay.php?f=133
 https://bitbucket.org/**psychonic/smac/wiki/Homehttps://bitbucket.org/psychonic/smac/wiki/Home

 __**__**
 


 Re: [hlds] [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
 detection plugin
 AnAkIn Wed, 24 Jul 2013 11:55:39 -0700

 If anyone on this list still uses it, I’ll release an update soon and
 I’m
 looking for some beta testers. Let me know with a private email if
 you’re
 interested.

 Changelog:
 - Fixed crash when trying to reload the plugin after it has been auto
 updated
 - Added a banlist system. Cheaters using prediction hacks and
 anti-speedhack bypass hacks will be automatically banned if
 aac_prediction_ban and aac_speedhackbypass_ban are set to 1 (default).
 The banned cheaters can be seen with aac_showbans, or by opening the
 aac_banned.txt file in the tf directory.
 You can also remove a ban with the aac_removeban command.
 - Improved triggerbot detection, it should now be more precise
 - Added invalid viewangles detection (beta though, needs testing)

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Re: [hlds] [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2013-07-24 Thread AnAkIn
If anyone on this list still uses it, I’ll release an update soon and I’m
looking for some beta testers. Let me know with a private email if you’re
interested.

Changelog:
- Fixed crash when trying to reload the plugin after it has been auto
updated
- Added a banlist system. Cheaters using prediction hacks and
anti-speedhack bypass hacks will be automatically banned if
aac_prediction_ban and aac_speedhackbypass_ban are set to 1 (default).
The banned cheaters can be seen with aac_showbans, or by opening the
aac_banned.txt file in the tf directory.
You can also remove a ban with the aac_removeban command.
- Improved triggerbot detection, it should now be more precise
- Added invalid viewangles detection (beta though, needs testing)



2012/10/27 AnAkIn anakin...@gmail.com

 Update
 - Compatibility with the new TF2 update

 If you have a Linux server, you might need to redownload:
 http://tftrue.redline-utilities.net/TriggerBotDetector.zip

 2012/9/12 doc drga...@gmail.com

 From what I gathered the name protection is one of those things that is
 nice to have because it's easy to implement, but it usually won't happen
 anymore; mostly because 'name' doesn't work in orangebox games.

 On Wed, Sep 12, 2012 at 12:54 AM, AnAkIn anakin...@gmail.com wrote:

  You can't change your in-game name with name in Orange Box engine
 games.
 
  2012/9/12 Herover leon.l.a.niel...@gmail.com
 
   2012/9/12 Rudy Bleeker rblee...@gmail.com:
On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn anakin...@gmail.com
 wrote:
- Detect name hacks (different name in-game than on Steam)
   
What is the problem with this? I assume it's done by using the
 name
console command from your game client. I fail to see why this is a
hack or cheat or whatever...
  
   As a alternative, it could be done by querying the steam community
   with a steam id, which is completely legal.
  
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  --
  Best regards,
  AnAkIn
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Re: [hlds] Mandatory TF2 update released

2013-06-14 Thread AnAkIn
Still no fix for the broken sv_pure...
https://github.com/ValveSoftware/Source-1-Games/issues/887


2013/6/14 D Bauhmz sc2p...@gmail.com

 Uh, because network settings aren't a one size fits all sort of thing.


 On Fri, Jun 14, 2013 at 6:03 AM, Drogen Viech 
 drogenvi...@googlemail.comwrote:

 How is allowing people to fck with their network settings a fix? I
 don't get it, why won't valve finally review some of their
 network-stuff so the end user doesn't need to care about opening the
 *developer* console to fix network settings?

 2013/6/13 Brian br...@doublejump.eu:
  Hi Eric,
 
  Great to see Valve listening to feedback on even such esoteric things as
  network cvars :)
 
  B
 
 
  On Tue, Jun 11, 2013 at 12:41 AM, Eric Smith er...@valvesoftware.com
  wrote:
 
  We've released a mandatory update for TF2. The notes for the update are
  below. The new version is 1793626.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Added a new promo item
  - Unusual hats that are tradable can now be listed on the Steam
 Community
  Market
  - Updated the network interpolation and update convars so they can be
  changed immediately after changing class and respawning. This allows
 the
  automatically executed [classname].cfg files to update the values.
  - Fixed a bug that would cause some players who used an Upgrade to
  Premium item to be unable to thank another player after upgrading.
 Accounts
  that were affected by this bug have been retroactively fixed and will
 have
  the option to thank a helpful player automatically next time they log
 in.
  - The ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPI interfaces
 are
  now deprecated and will eventually be removed. External tools can call
  IEconItems/GetPlayerItems and IEconItems/GetSchema for current data.
 
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Re: [hlds] Linux TF2 Beta + Steampipe issue

2013-05-12 Thread AnAkIn
TF2 Beta is supposed to be disabled. It's a bug that it still appears in
the game list.


2013/5/12 Alexander von Gluck IV kallis...@unixzen.com

 After the recent Steam pipe transition, the Linux TF2 Beta client is no
 longer working.

 After starting TF2 Beta, the user is greeted with a intro menu which is
 unclickable
 I was shoveled into the TF2 Beta early on in the Linux trials and have
 200+ hours logged :o

 There are several people mentioning issues here:
 https://github.com/**ValveSoftware/Source-1-Games/**issues/289https://github.com/ValveSoftware/Source-1-Games/issues/289
 http://steamcommunity.com/app/**520/discussions/0/**828938532524288695/http://steamcommunity.com/app/520/discussions/0/828938532524288695/
 http://steamcommunity.com/app/**520/discussions/0/**828936718636251055/http://steamcommunity.com/app/520/discussions/0/828936718636251055/

 Thoughts?  I tested the normal TF2 and it is working as expected. It
 wouldn't be a big deal
 except for the fact that I can't transfer my 200+ hours of items in Beta
 over :)


  -- Alex

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Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread AnAkIn
Is the SDK source code getting updated as well?


2013/5/3 Fletcher Dunn fletch...@valvesoftware.com

  That’s Monday or Tuesday **OF** next week

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
 *Sent:* Friday, May 03, 2013 9:01 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] ETA on the fix for hammer?

  ** **

 We should have a beta build ready on Monday or Tuesday or next week.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Kyle Sanderson
 *Sent:* Friday, May 03, 2013 6:28 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] ETA on the fix for hammer?

 ** **

 fletcherdvalve https://github.com/fletcherdvalve commented
 https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-1661247815
 days 
 agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 

 Hi all. Just to confirm: we *are* going to fix the SDK. Just give us a
 couple of days.

 ** **

 Hope this helps,

 Kyle.

 ** **

 On Fri, May 3, 2013 at 5:15 AM, scott biszmaier sc...@aol.jp wrote:

 i second this request. ive personally heard a couple different rumors so
 if someone
 knew the answer to this id love to know.

 ** **

 ** **
   --

 scott biszmaier

 ** **

 ** **

 -Original Message-
 From: The Mighty Gerbil themightyger...@agapegraphics.com
 To: hlds hlds@list.valvesoftware.com
 Sent: Thu, May 2, 2013 10:49 pm
 Subject: [hlds] ETA on the fix for hammer?

 Hi I tried the mapping mailing list first but didn't get a response so I 

 was wondered if you guys know. Is if there an ETA on the fix for hammer

 and the SDK tools after Steampipe broke them? I just want to know so I 

 can decide if I should go through

 the trouble of hunting for a workaround which may or may not exist or 

 just wait a few days for the official fix. Thank you.

 ** **

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Re: [hlds] CSS|Cant Close the Bug Reporter

2013-04-27 Thread AnAkIn
These errors have always been here, and this is a server mailing list.


2013/4/27 Christian Scholler c.schol...@web.de

 Hello Guys,

 there is a little bug in css, if you open the bug reporter and close it
 with the same button that exist in the gamemenu.res file it comes this
 error:

 Unable to determine where to set default bug parameter '360', ignoring...
 Unable to determine where to set default bug parameter 'triage',
 ignoring...
 Unable to determine where to set default bug parameter '360', ignoring...
 Unable to determine where to set default bug parameter 'triage',
 ignoring...
 Unable to determine where to set default bug parameter '360', ignoring...

 when you click it several times the game will crash...

 Greetz
 Chris



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Re: [hlds] More sv_pure oddness

2013-04-27 Thread AnAkIn
It's known and still not fixed, unfortunately:
https://github.com/ValveSoftware/Source-1-Games/issues/259
https://github.com/ValveSoftware/Source-1-Games/issues/341


2013/4/28 Peter Jerde peter-h...@jerde.net

 Steampipe client (os x), steampipe server (windows)...

 If sv_pure is 0, no problems.

 With sv_pure 1 or 2, the first time I connect to my server, no problem.

 But the _second_ time I connect either via map-change or by leaving and
 rejoining, I get a bunch of missing textures, and this is spewed in the
 client's console:

  Team Fortress
  Map: ctf_2fort
  Players: 24 / 26
  Build: 5280
  Server Number: 1
 
  The server is using sv_pure 2.  (Fully pure)
 
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c-1123_-1968_171.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c-15_2168_-83.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c-185_2369_9.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c-345_1535_128.tf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c-594_3198_-143.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c-816_-3090_-130.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c-955_-4118_-135.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c0_-625_73.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c0_-720_-67.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c0_-9_89.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c0_720_-70.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c1032_1988_146.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c14_1450_304.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c15_-2168_-83.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c1838_2087_286.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c185_-2369_9.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c27_-1445_328.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c375_-1546_136.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c456_1488_135.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c500_1490_329.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c575_-981_328.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c816_3090_-130.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c928_3752_-155.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/c9_593_69.vtf
   # CTexture::LoadTextureBitsFromFile couldn't find
 materials/maps/ctf_2fort/cubemapdefault.vtf
 

 Same thing happens on my steampipe client when I connect to our hldsupdate
 sv_pure servers.

 Quitting and restarting the client clears it right up... for one map round.

  - Peter


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Re: [hlds] tf2 beta dedicated server: corrupted double-linked list: 0x1377c7a0

2013-03-21 Thread AnAkIn
You are getting the same crash I reported here:
https://github.com/ValveSoftware/Source-1-Games/issues/232


2013/3/21 Kevin Adler adler_...@yahoo.com

 So I decided to play around with the SteamPipe beta tonight to be ready
 for the eventual update. Installing the game went smoothly and I eventually
 figured out the autoupdate stuff, which isn't documented. Anyway, the
 problem I'm having is that the server keeps getting an error on startup.
 I'm not sure what the problem is and all the hits on google are pretty old
 and seem to deal with mods, but this is a vanilla server. Note that I have
 a normal TF2 server and L4D2 server already running, thus the port
 messages. Also, initially I was running as mvm mode, but I saw some forum
 post about issues with bots could be causing the problem so I switched to
 2fort, which didn't help. I also removed the server.cfg to see if something
 in there could be causing the problem, but again that didn't help. Any
 clues?

 Once it gets to the corrupted linked list issue, it just sits there. I
 eventually kill it with ctrl-c.

 zeke@adama:/opt/tf2 ./srcds_run -game tf +map ctf_2fort -autoupdate
 -steam_dir /opt/steamcmd -steamcmd_script $PWD/update.txt
 Auto detecting CPU
 Using default binary: ./srcds_linux
 Server will auto-restart if there is a crash.
 Updating server using Steam.
 
 Redirecting stderr to '/home/zeke/Steam/logs/stderr.txt'
 [  0%] Checking for available updates...
 [  0%] Download complete.
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam3...OK.
 Loading Steam2...OK.
 login anonymous

 Connecting anonymously to Steam Public...Success.
 force_install_dir /opt/tf2
 app_update 229830
 Success! App '229830' already up to date.
 
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Loaded 3257 VPK file hashes from /opt/tf2/tf/tf2_textures.vpk for pure
 server operation.
 Loaded 3257 VPK file hashes from /opt/tf2/tf/tf2_textures.vpk for pure
 server operation.
 Loaded 961 VPK file hashes from /opt/tf2/tf/tf2_sound_vo_english.vpk for
 pure server operation.
 Loaded 961 VPK file hashes from /opt/tf2/tf/tf2_sound_vo_english.vpk for
 pure server operation.
 Loaded 802 VPK file hashes from /opt/tf2/tf/tf2_sound_misc.vpk for pure
 server operation.
 Loaded 802 VPK file hashes from /opt/tf2/tf/tf2_sound_misc.vpk for pure
 server operation.
 Loaded 971 VPK file hashes from /opt/tf2/tf/tf2_misc.vpk for pure server
 operation.
 Loaded 971 VPK file hashes from /opt/tf2/tf/tf2_misc.vpk for pure server
 operation.
 Loaded 1213 VPK file hashes from /opt/tf2/hl2/hl2_textures.vpk for pure
 server operation.
 Loaded 574 VPK file hashes from /opt/tf2/hl2/hl2_sound_vo_english.vpk for
 pure server operation.
 Loaded 381 VPK file hashes from /opt/tf2/hl2/hl2_sound_misc.vpk for pure
 server operation.
 Loaded 432 VPK file hashes from /opt/tf2/hl2/hl2_misc.vpk for pure server
 operation.
 Loaded 5 VPK file hashes from /opt/tf2/platform/platform_misc.vpk for pure
 server operation.
 Game_srv.so loaded for Team Fortress
 Setting breakpad minidump AppID = 520
 Forcing breakpad minidump interfaces to load
 dlopen failed trying to load:
 /home/zeke/.steam/sdk32/steamclient.so
 with error:
 /home/zeke/.steam/sdk32/steamclient.so: cannot open shared object file: No
 such file or directory
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit
 maxplayers set to 24
 No '-replayserverdir' parameter found - using default replay folder.
 Replay: Creating thread pool...succeeded.
 Replay: Starting thread pool with 4 threads...succeeded.
 Cleaning files from temp dir, /opt/tf2/tf/replay/server/tmp/ ...no files
 removed.
 Unknown command r_decal_cullsize
 Unknown command startupmenu
 WARNING: Port 27015 was unavailable - bound to port 27017 instead
 WARNING: Port 27005 was unavailable - bound to port 27006 instead
 WARNING: Port 27020 was unavailable - bound to port 27021 instead
 Network: IP 10.0.0.10, mode MP, dedicated Yes, ports 27017 SV / 27006 CL
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file server.cfg
 Initializing Steam libraries for secure Internet server
 [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
 dlopen failed trying to load:
 /home/zeke/.steam/sdk32/steamclient.so
 with error:
 /home/zeke/.steam/sdk32/steamclient.so: cannot open shared object file: No
 such file or directory
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit
 Logging into anonymous gameserver account.
 'server.cfg' not present; not executing.
 'ctf_2fort.cfg' not present; not executing.
 Sending CMsgGameServerMatchmakingStatus
 (state=ServerMatchmakingState_NOT_PARTICIPATING)
 Connection to Steam servers successful.
Public IP is 96.42.210.150.
 Assigned anonymous gameserver Steam ID [A-1:66523137(3324)].
 VAC 

Re: [hlds] Optional updates to Source engine betas released

2013-03-20 Thread AnAkIn
It's not specific to the latest beta update, but since one of the latest,
my TF2 Beta server crash every time after it makes a GC connection.
Backtrace:
(gdb) bt
#0  0xf74836bc in ThreadInterlockedCompareExchangePointer () from
bin/libtier0_srv.so
#1  0xeec97919 in
GCSDK::CProtoBufMsgMemoryPoolCMsgSOCacheSubscriptionCheck::Free(CMsgSOCacheSubscriptionCheck*)
()
   from /home/user/Documents/steamcmd/tf2beta/tf/bin/server_srv.so
#2  0xeec9d044 in
GCSDK::CGCSOCacheSubscriptionCheck::BYieldingRunGCJob(GCSDK::IMsgNetPacket*)
()
   from /home/user/Documents/steamcmd/tf2beta/tf/bin/server_srv.so
#3  0xeeca0f02 in GCSDK::CJob::BRunProxy(void*) () from
/home/user/Documents/steamcmd/tf2beta/tf/bin/server_srv.so
#4  0xf7389d0a in Coroutine_Launch(CCoroutine) () from
bin/libvstdlib_srv.so
#5  0xf738a48f in Internal_Coroutine_Continue(int, char const*, char
const*) () from bin/libvstdlib_srv.so
#6  0xf738a7b0 in Coroutine_Continue () from bin/libvstdlib_srv.so
#7  0xeeca15b3 in GCSDK::CJob::Continue() () from
/home/user/Documents/steamcmd/tf2beta/tf/bin/server_srv.so
#8  0xeeca53a4 in GCSDK::CJobMgr::BLaunchJobFromNetworkMsg(void*,
GCSDK::JobMsgInfo_t const, GCSDK::IMsgNetPacket*) ()
   from /home/user/Documents/steamcmd/tf2beta/tf/bin/server_srv.so
#9  0xeeca6e71 in GCSDK::CJobMgr::BRouteMsgToJob(void*,
GCSDK::IMsgNetPacket*, GCSDK::JobMsgInfo_t const) ()
   from /home/user/Documents/steamcmd/tf2beta/tf/bin/server_srv.so
#10 0xeec939ef in
GCSDK::CGCClient::OnGCMessageAvailable(GCMessageAvailable_t*) () from
/home/user/Documents/steamcmd/tf2beta/tf/bin/server_srv.so
#11 0xf77b5daa in ?? () from bin/libsteam_api.so
#12 0xf77b65ba in ?? () from bin/libsteam_api.so
#13 0xf77b86eb in Steam_RunCallbacks () from bin/libsteam_api.so
#14 0xf77baa47 in SteamGameServer_RunCallbacks () from bin/libsteam_api.so
#15 0xf64230d2 in SV_Frame(bool) () from
/home/user/Documents/steamcmd/tf2beta/bin/engine_srv.so
#16 0xf63a48f7 in _Host_RunFrame_Server(bool) () from
/home/user/Documents/steamcmd/tf2beta/bin/engine_srv.so
#17 0xf63a5596 in _Host_RunFrame(float) () from
/home/user/Documents/steamcmd/tf2beta/bin/engine_srv.so
#18 0xf63a6018 in Host_RunFrame(float) () from
/home/user/Documents/steamcmd/tf2beta/bin/engine_srv.so
#19 0xf63afb9d in CHostState::State_Run(float) () from
/home/user/Documents/steamcmd/tf2beta/bin/engine_srv.so
#20 0xf63afdba in CHostState::FrameUpdate(float) () from
/home/user/Documents/steamcmd/tf2beta/bin/engine_srv.so
#21 0xf63afeb9 in HostState_Frame(float) () from
/home/user/Documents/steamcmd/tf2beta/bin/engine_srv.so



2013/3/20 Ross Bemrose rbemr...@gmail.com

 I'd install this on my test server, but right now steamcmd can't seem
 to connect to Steam and is throwing all sorts of interesting errors,
 such as:

 Connecting anonymously to Steam Public...Login Failure: No Connection

 Connecting anonymously to Steam Public...Login Failure: Try another CM

 Connecting anonymously to Steam Public...Failed to receive license info.

 (Note that these are from different update attempts)

 On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
  Betas for TF2, CS:S, DoD:S, and HL2:DM:
 
  * Linux client: Fixed crash trying to connect to server with any setting
  other than sv_pure -1.
 
  * Linux client: VPK tool now supports signature functionality
 
  * Client and dedicated server: fixed sv_pure command not showing current
  pure status
 
 
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  please visit:
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 --
 Ross Bemrose

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Re: [hlds] hlds Digest, Vol 24, Issue 7

2013-03-03 Thread AnAkIn
I'm pretty sure none cares on this mailing list. Please stop spamming.


2013/3/4 A M elitepowe...@gmail.com

 Let's get the facts straight.
 -Yes, I do have a program the can fake clients. Do I personally use it,
 no. I populate my servers with events using community groups.
 -Did i steal money? No. I have gotten sparks of interest from a few people
 but none have gave me money. So it's sad to even bring scam into this
 topic. (chat log in last post confirms this)
 -Is this program out into the open? No, it is not. I intend to keep it
 this way. I am not aware of any rule that says i can't make something if i
 want to. The only trouble i would be in is IF i had used this to populate
 servers. If Valve requests to see the source code, i will give it to them
 to better their security system. It's original intent was to allow players
 to level up strange weapons. Not saying it didn't have any other uses.
 -Those who sparked interest are PBFortress and GameLiberty. PB wanted to
 use it to farm stranges. GameLiberty wanted it to use it for the same
 reason but i had a feeling he would try to use it to populate servers. It
 didn't feel right to me so i backed out of the deal. Then all of a sudden
 my servers went down. Dedicated server hacked. Server files deleted. He/she
 failed since i had the servers back up in about 2 days. Then he/she goes to
 my groups and makes accusations. That failed. Seriously, how do people have
 time to do this? hahah
 -Have any of these guys paid me money? Nope *chat log in previous post can
 confirm*
 -I assure you that each of the plugins i use on my servers are ones that
 do not violate any valve rules. If you are suspicious, please feel free to
 go to any of my servers.
 -I know the consequences of using fake clients to fill servers. I would
 never use it for that intention. If one chooses to purchase something to
 allow people to farm stranges, it's upto them.
 Adios amigos.
 Yours truly,
 Ab

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Re: [hlds] [hlds_linux] Mandatory TF beta updated released

2013-03-01 Thread AnAkIn
You've also changed sv_pure 2 behaviour, please consider changing it back
to how it currently work (block everything) as this is useful for
competitive players who don't want to have to mess with a whitelist. See
https://github.com/ValveSoftware/Source-1-Games/issues/190


2013/2/28 Fletcher Dunn fletch...@valvesoftware.com

  Welp.

 ** **

 Thanks.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
 *Sent:* Thursday, February 28, 2013 8:04 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mandatory TF beta updated released

 ** **

 sv_pure still doesn't work, I've tried again. Posted here:

 https://github.com/ValveSoftware/Source-1-Games/issues/174

 ** **

 2013/2/28 Fletcher Dunn fletch...@valvesoftware.com

 Thanks for that report.  No sv_pure related changes in today’s update.  It
 **should** have worked before, I think.  If you can reproduce it again
 with a client and server that you know are in sync, please post the
 relevant server logs.

  

 (But again, much of the sv_pure system will change before this stuff
 ships.)

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
 *Sent:* Wednesday, February 27, 2013 2:58 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mandatory TF beta updated released

  

 My client and server were in sync, and I didn't have any custom VPKs.
 sv_pure still didn't work, it would kick me for invalid files every time.
 Or was that fixed with today update?

  

 2013/2/27 Fletcher Dunn fletch...@valvesoftware.com

 The VPK header file (xxx_dir.vpk) is still included in the server
 distribution.  In fact the file still 'exists in the engine's filesystem,
 but any attempts to actually read the file contents will fail.  This gives
 the server everything it might need in order to enforce consistency.

 As a reminder, sv_pure is not fully functioning right now.  It currently
 should work if the client and server are in sync, but it won't work with
 optimal updates, and also won't work if the client has custom VPKs mounted.
 


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Wednesday, February 27, 2013 2:52 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF beta updated released

 My guess is hashes. I was thinking about how custom content will work, do
 we edit a file or something? How do we transfer the files?

 Thanks,
 Kyle
 On 27 Feb 2013 14:50, AnAkIn anakin...@gmail.com wrote:

  How will sv_pure work if it doesn't have the sounds/textures?
 
 
  2013/2/27 Lambda lambdace...@gmail.com
 
   Dedicated server: removed textures and sounds from dedicated server
   distribution.  Installation size reduced by approx 7.5GB
  
   This is awesome, thanks!
  
  
   2013/2/27 Fletcher Dunn fletch...@valvesoftware.com
  
Team Fortress 2 Beta:
* Fix custom audio sometimes using data from wrong sound cache.
* Sound cache for official shipping content now updated with the
game, clients no longer need to compute it
* Misc audio system optimizations
* VPK structure changes.  Deleted models and materials, added
textures.
* Reordered files in VPK's to optimize load times by limiting disk
   seeking.
* Dedicated server: removed textures and sounds from dedicated
server distribution.  Installation size reduced by approx 7.5GB
* Synced with TF release
   
Please note that, as a result of the VPK reordering, this update
will
  be
   a
large download.  The server download is approximately 500MB.  The
  client
download is approx 2GB.
   
Thank you for testing!
   
___
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archives, please visit:
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Re: [hlds] [hlds_linux] Mandatory TF beta updated released

2013-03-01 Thread AnAkIn
The problem is that the server admin can still modify that base whitelist?


2013/3/1 Fletcher Dunn fletch...@valvesoftware.com

  same as what sv_pure used to do.

 same as what sv_pure *2* used to do.

 ** **

 *From:* Fletcher Dunn
 *Sent:* Friday, March 01, 2013 9:51 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* RE: [hlds] [hlds_linux] Mandatory TF beta updated released

  ** **

 The intention is that sv_pure with no user whitelist (using only the base
 whitelist) is the same as what sv_pure used to do.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *AnAkIn
 *Sent:* Friday, March 01, 2013 3:38 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mandatory TF beta updated released

 ** **

 You've also changed sv_pure 2 behaviour, please consider changing it back
 to how it currently work (block everything) as this is useful for
 competitive players who don't want to have to mess with a whitelist. See
 https://github.com/ValveSoftware/Source-1-Games/issues/190

 ** **

 2013/2/28 Fletcher Dunn fletch...@valvesoftware.com

 Welp.

  

 Thanks.

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
 *Sent:* Thursday, February 28, 2013 8:04 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mandatory TF beta updated released

  

 sv_pure still doesn't work, I've tried again. Posted here:

 https://github.com/ValveSoftware/Source-1-Games/issues/174

  

 2013/2/28 Fletcher Dunn fletch...@valvesoftware.com

 Thanks for that report.  No sv_pure related changes in today’s update.  It
 **should** have worked before, I think.  If you can reproduce it again
 with a client and server that you know are in sync, please post the
 relevant server logs.

  

 (But again, much of the sv_pure system will change before this stuff
 ships.)

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
 *Sent:* Wednesday, February 27, 2013 2:58 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mandatory TF beta updated released

  

 My client and server were in sync, and I didn't have any custom VPKs.
 sv_pure still didn't work, it would kick me for invalid files every time.
 Or was that fixed with today update?

  

 2013/2/27 Fletcher Dunn fletch...@valvesoftware.com

 The VPK header file (xxx_dir.vpk) is still included in the server
 distribution.  In fact the file still 'exists in the engine's filesystem,
 but any attempts to actually read the file contents will fail.  This gives
 the server everything it might need in order to enforce consistency.

 As a reminder, sv_pure is not fully functioning right now.  It currently
 should work if the client and server are in sync, but it won't work with
 optimal updates, and also won't work if the client has custom VPKs mounted.
 


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Wednesday, February 27, 2013 2:52 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF beta updated released

 My guess is hashes. I was thinking about how custom content will work, do
 we edit a file or something? How do we transfer the files?

 Thanks,
 Kyle
 On 27 Feb 2013 14:50, AnAkIn anakin...@gmail.com wrote:

  How will sv_pure work if it doesn't have the sounds/textures?
 
 
  2013/2/27 Lambda lambdace...@gmail.com
 
   Dedicated server: removed textures and sounds from dedicated server
   distribution.  Installation size reduced by approx 7.5GB
  
   This is awesome, thanks!
  
  
   2013/2/27 Fletcher Dunn fletch...@valvesoftware.com
  
Team Fortress 2 Beta:
* Fix custom audio sometimes using data from wrong sound cache.
* Sound cache for official shipping content now updated with the
game, clients no longer need to compute it
* Misc audio system optimizations
* VPK structure changes.  Deleted models and materials, added
textures.
* Reordered files in VPK's to optimize load times by limiting disk
   seeking.
* Dedicated server: removed textures and sounds from dedicated
server distribution.  Installation size reduced by approx 7.5GB
* Synced with TF release
   
Please note that, as a result of the VPK reordering, this update
will
  be
   a
large download.  The server download is approximately 500MB.  The
  client
download is approx 2GB.
   
Thank you for testing!
   
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archives

Re: [hlds] [hlds_linux] Mandatory TF beta updated released

2013-03-01 Thread AnAkIn
Yes it does change. sv_pure 2 was aimed at competitive players. The
whitelist was supposed to be forced, so the away team (as alfred calls
it) don't have to check if the sv_pure whitelist is correct when joining
the server of their opponent. The players could be sure that the server is
ready for the match by just checking if sv_pure is set to 2.


2013/3/2 Rudy Bleeker rblee...@gmail.com

 On Fri, Mar 1, 2013 at 6:58 PM, AnAkIn anakin...@gmail.com wrote:
  The problem is that the server admin can still modify that base
 whitelist?

 Why is that a problem?

 the new sv_pure 1 without any further modifications is the same as the
 old sv_pure 2
 the new sv_pure 1 with a modified whitelist behaves the same as
 sv_pure 1 has always done

 server admins have always been able to modify the whitelist and the
 settting of sv_pure, so nothing has changed really.

 --
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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Re: [hlds] [hlds_linux] Mandatory TF beta updated released

2013-02-28 Thread AnAkIn
sv_pure still doesn't work, I've tried again. Posted here:
https://github.com/ValveSoftware/Source-1-Games/issues/174


2013/2/28 Fletcher Dunn fletch...@valvesoftware.com

  Thanks for that report.  No sv_pure related changes in today’s update.
 It **should** have worked before, I think.  If you can reproduce it again
 with a client and server that you know are in sync, please post the
 relevant server logs.

 ** **

 (But again, much of the sv_pure system will change before this stuff
 ships.)

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
 *Sent:* Wednesday, February 27, 2013 2:58 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mandatory TF beta updated released

 ** **

 My client and server were in sync, and I didn't have any custom VPKs.
 sv_pure still didn't work, it would kick me for invalid files every time.
 Or was that fixed with today update?

 ** **

 2013/2/27 Fletcher Dunn fletch...@valvesoftware.com

 The VPK header file (xxx_dir.vpk) is still included in the server
 distribution.  In fact the file still 'exists in the engine's filesystem,
 but any attempts to actually read the file contents will fail.  This gives
 the server everything it might need in order to enforce consistency.

 As a reminder, sv_pure is not fully functioning right now.  It currently
 should work if the client and server are in sync, but it won't work with
 optimal updates, and also won't work if the client has custom VPKs mounted.
 


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Wednesday, February 27, 2013 2:52 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF beta updated released

 My guess is hashes. I was thinking about how custom content will work, do
 we edit a file or something? How do we transfer the files?

 Thanks,
 Kyle
 On 27 Feb 2013 14:50, AnAkIn anakin...@gmail.com wrote:

  How will sv_pure work if it doesn't have the sounds/textures?
 
 
  2013/2/27 Lambda lambdace...@gmail.com
 
   Dedicated server: removed textures and sounds from dedicated server
   distribution.  Installation size reduced by approx 7.5GB
  
   This is awesome, thanks!
  
  
   2013/2/27 Fletcher Dunn fletch...@valvesoftware.com
  
Team Fortress 2 Beta:
* Fix custom audio sometimes using data from wrong sound cache.
* Sound cache for official shipping content now updated with the
game, clients no longer need to compute it
* Misc audio system optimizations
* VPK structure changes.  Deleted models and materials, added
textures.
* Reordered files in VPK's to optimize load times by limiting disk
   seeking.
* Dedicated server: removed textures and sounds from dedicated
server distribution.  Installation size reduced by approx 7.5GB
* Synced with TF release
   
Please note that, as a result of the VPK reordering, this update
will
  be
   a
large download.  The server download is approximately 500MB.  The
  client
download is approx 2GB.
   
Thank you for testing!
   
___
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 ** **

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Re: [hlds] [hlds_linux] Mandatory TF beta updated released

2013-02-27 Thread AnAkIn
My client and server were in sync, and I didn't have any custom VPKs.
sv_pure still didn't work, it would kick me for invalid files every time.
Or was that fixed with today update?


2013/2/27 Fletcher Dunn fletch...@valvesoftware.com

 The VPK header file (xxx_dir.vpk) is still included in the server
 distribution.  In fact the file still 'exists in the engine's filesystem,
 but any attempts to actually read the file contents will fail.  This gives
 the server everything it might need in order to enforce consistency.

 As a reminder, sv_pure is not fully functioning right now.  It currently
 should work if the client and server are in sync, but it won't work with
 optimal updates, and also won't work if the client has custom VPKs mounted.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Wednesday, February 27, 2013 2:52 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF beta updated released

 My guess is hashes. I was thinking about how custom content will work, do
 we edit a file or something? How do we transfer the files?

 Thanks,
 Kyle
 On 27 Feb 2013 14:50, AnAkIn anakin...@gmail.com wrote:

  How will sv_pure work if it doesn't have the sounds/textures?
 
 
  2013/2/27 Lambda lambdace...@gmail.com
 
   Dedicated server: removed textures and sounds from dedicated server
   distribution.  Installation size reduced by approx 7.5GB
  
   This is awesome, thanks!
  
  
   2013/2/27 Fletcher Dunn fletch...@valvesoftware.com
  
Team Fortress 2 Beta:
* Fix custom audio sometimes using data from wrong sound cache.
* Sound cache for official shipping content now updated with the
game, clients no longer need to compute it
* Misc audio system optimizations
* VPK structure changes.  Deleted models and materials, added
textures.
* Reordered files in VPK's to optimize load times by limiting disk
   seeking.
* Dedicated server: removed textures and sounds from dedicated
server distribution.  Installation size reduced by approx 7.5GB
* Synced with TF release
   
Please note that, as a result of the VPK reordering, this update
will
  be
   a
large download.  The server download is approximately 500MB.  The
  client
download is approx 2GB.
   
Thank you for testing!
   
___
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archives, please visit:
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-23 Thread AnAkIn
How are we supposed to test sv_pure? There are no default whitelists files
with the game, and the whitelist settings must have changed.
https://github.com/ValveSoftware/Source-1-Games/issues/170




2013/2/22 Fletcher Dunn fletch...@valvesoftware.com

  There’s no auto-conversion.  If you install into an existing folder, it
 will basically just drop down a new install on top of the old one.  You’ll
 basically duplicate the entire install, because all the loose files that
 were moved into VPK will stick around.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Valentin G.
 *Sent:* Friday, February 22, 2013 12:49 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] SteamPipe is coming. Download the TF beta

 ** **

 Yup. I just did that for 1.6 aswell. Moving to SteamPipe even keeps old
 binaries around so a fresh install might be recommended.

 ** **

 On Fri, Feb 22, 2013 at 9:43 AM, Denis Eliseev lisee...@yandex.ru wrote:
 

 Fresh install required, if you don't want to keep gigabytes of old files
 that moved into .vpk's

 22.02.2013, 11:14, 1nsane 1nsane...@gmail.com:

  Will the servers be able to convert as well? I did this in the beta and
 it seems to work fine (I first renamed tf2beta folder to tf).
 
  Or is a fresh install required to prevent problems with things like
 consistency checks?
 
  On Thu, Feb 21, 2013 at 10:18 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:
  If the current sv_pure implementation stays, yes it would still work.
  What we'd do is ship the xxx_dir.vpk files to the server, which has the
 MD5's in it.  We'd just omit the chunks.  The server doesn't need the data,
 it just needs the MD5's.
 
  We're still working through the details of exactly how sv_pure will
 work.  Should know more in a week or so.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Netshroud
  Sent: Thursday, February 21, 2013 7:04 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Would the servers still be able to do sv_pure checks without the
 content?
 
  On 22/02/2013, at 2:00 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
  Thanks, I'll look into this.
 
  The division of the assets by type is actually in anticipation of
 shipping a more culled set of files to the dedicated server.  It just
 hasn't been optimized yet.
 
  The audio data is in the same category.  (Except perhaps the header
  data.)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
  Friedrichs
  Sent: Thursday, February 21, 2013 6:57 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Good catch - I havent looked into the VPK's yet... since the server
 doesnt need the VTF's, it would be advisable for Valve to move all the
 VMT's into a seperate VPK.
 
  On 2013/02/22 03:31, Peter Jerde wrote:
  I see that, too.
 
  Fresh TF2 install: 6,108,442,805 bytes in 58,470 separate files.
 
  Fresh Beta install: 11,997,742,391 bytes in 1,841 separate files.
 
  It looks like the beta ships with both .vmt AND .vtf files, while the
 normal tf2 has only .vmt.
 
  Those .vtf files add up to the difference in sizes.
 
  On Feb 21, 2013, at 19:29 PM, Dominik Friedrichsd...@forlix.org
  wrote:
 
  I just installed the TF beta dedicated server. How come the total
 size is around 11 GB, while the old TF via Hldsupdatetool totals at less
 than 6 GB? I get the feeling that now that everythings inside the VPK's,
 the server has more stuff than it actually has to have.
 
  Would be nice if someone at Valve could check for possibly duplicate
 content:
 
  The old install has a materials folder thats not even 50 MB in size.
  The new one has 3 GB of materials VPKs in the tf2 folder.
  The hl2 VPKs of the new install also occupy 2 GB more memory than
 the loose files of that directory in the old install. So there's the 5 GB
 difference.
 
  On 2013/02/20 03:36, Fletcher Dunn wrote:
  The orangebox engine games (Team Fortress 2, Counter Strike:Source,
  Day of Defeat:Source, HL2:Deathmatch) are being upgraded to
 SteamPipe.
  Steam's new-and-improved content delivery system. SteamPipe is
  currently used by most games on Steam.
 
  This change will impact server operators in at least two
 significant ways:
 
  *You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  *The conversion will entail significant changes to the way the
  files appear in the local filesystem on the server and client. The
  client no longer uses GCF files. Instead, most assets are packed up
  into VPK, and those VPKs are the same on the server and the client.
  The server no longer uses 1000's of loose files.
 
  

Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-23 Thread AnAkIn
Oops, gmail created a new thread for some reason. Continuing in this one:

How are we supposed to test sv_pure? There are no default whitelists files
with the game, and the whitelist settings must have changed.
https://github.com/ValveSoftware/Source-1-Games/issues/170


2013/2/22 Fletcher Dunn fletch...@valvesoftware.com

  There’s no auto-conversion.  If you install into an existing folder, it
 will basically just drop down a new install on top of the old one.  You’ll
 basically duplicate the entire install, because all the loose files that
 were moved into VPK will stick around.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Valentin G.
 *Sent:* Friday, February 22, 2013 12:49 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] SteamPipe is coming. Download the TF beta

 ** **

 Yup. I just did that for 1.6 aswell. Moving to SteamPipe even keeps old
 binaries around so a fresh install might be recommended.

 ** **

 On Fri, Feb 22, 2013 at 9:43 AM, Denis Eliseev lisee...@yandex.ru wrote:
 

 Fresh install required, if you don't want to keep gigabytes of old files
 that moved into .vpk's

 22.02.2013, 11:14, 1nsane 1nsane...@gmail.com:

  Will the servers be able to convert as well? I did this in the beta and
 it seems to work fine (I first renamed tf2beta folder to tf).
 
  Or is a fresh install required to prevent problems with things like
 consistency checks?
 
  On Thu, Feb 21, 2013 at 10:18 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:
  If the current sv_pure implementation stays, yes it would still work.
  What we'd do is ship the xxx_dir.vpk files to the server, which has the
 MD5's in it.  We'd just omit the chunks.  The server doesn't need the data,
 it just needs the MD5's.
 
  We're still working through the details of exactly how sv_pure will
 work.  Should know more in a week or so.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Netshroud
  Sent: Thursday, February 21, 2013 7:04 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Would the servers still be able to do sv_pure checks without the
 content?
 
  On 22/02/2013, at 2:00 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
  Thanks, I'll look into this.
 
  The division of the assets by type is actually in anticipation of
 shipping a more culled set of files to the dedicated server.  It just
 hasn't been optimized yet.
 
  The audio data is in the same category.  (Except perhaps the header
  data.)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
  Friedrichs
  Sent: Thursday, February 21, 2013 6:57 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Good catch - I havent looked into the VPK's yet... since the server
 doesnt need the VTF's, it would be advisable for Valve to move all the
 VMT's into a seperate VPK.
 
  On 2013/02/22 03:31, Peter Jerde wrote:
  I see that, too.
 
  Fresh TF2 install: 6,108,442,805 bytes in 58,470 separate files.
 
  Fresh Beta install: 11,997,742,391 bytes in 1,841 separate files.
 
  It looks like the beta ships with both .vmt AND .vtf files, while the
 normal tf2 has only .vmt.
 
  Those .vtf files add up to the difference in sizes.
 
  On Feb 21, 2013, at 19:29 PM, Dominik Friedrichsd...@forlix.org
  wrote:
 
  I just installed the TF beta dedicated server. How come the total
 size is around 11 GB, while the old TF via Hldsupdatetool totals at less
 than 6 GB? I get the feeling that now that everythings inside the VPK's,
 the server has more stuff than it actually has to have.
 
  Would be nice if someone at Valve could check for possibly duplicate
 content:
 
  The old install has a materials folder thats not even 50 MB in size.
  The new one has 3 GB of materials VPKs in the tf2 folder.
  The hl2 VPKs of the new install also occupy 2 GB more memory than
 the loose files of that directory in the old install. So there's the 5 GB
 difference.
 
  On 2013/02/20 03:36, Fletcher Dunn wrote:
  The orangebox engine games (Team Fortress 2, Counter Strike:Source,
  Day of Defeat:Source, HL2:Deathmatch) are being upgraded to
 SteamPipe.
  Steam's new-and-improved content delivery system. SteamPipe is
  currently used by most games on Steam.
 
  This change will impact server operators in at least two
 significant ways:
 
  *You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  *The conversion will entail significant changes to the way the
  files appear in the local filesystem on the server and client. The
  client no longer uses GCF files. Instead, most assets are packed up
  into VPK, and those VPKs are the same on the 

Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-23 Thread AnAkIn
Sorry, happened again. Looks like something is wrong with gmail...


2013/2/23 AnAkIn anakin...@gmail.com

 Oops, gmail created a new thread for some reason. Continuing in this one:

 How are we supposed to test sv_pure? There are no default whitelists files
 with the game, and the whitelist settings must have changed.
 https://github.com/ValveSoftware/Source-1-Games/issues/170


 2013/2/22 Fletcher Dunn fletch...@valvesoftware.com

  There’s no auto-conversion.  If you install into an existing folder, it
 will basically just drop down a new install on top of the old one.  You’ll
 basically duplicate the entire install, because all the loose files that
 were moved into VPK will stick around.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Valentin G.
 *Sent:* Friday, February 22, 2013 12:49 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] SteamPipe is coming. Download the TF beta

 ** **

 Yup. I just did that for 1.6 aswell. Moving to SteamPipe even keeps old
 binaries around so a fresh install might be recommended.

 ** **

 On Fri, Feb 22, 2013 at 9:43 AM, Denis Eliseev lisee...@yandex.ru
 wrote:

 Fresh install required, if you don't want to keep gigabytes of old files
 that moved into .vpk's

 22.02.2013, 11:14, 1nsane 1nsane...@gmail.com:

  Will the servers be able to convert as well? I did this in the beta and
 it seems to work fine (I first renamed tf2beta folder to tf).
 
  Or is a fresh install required to prevent problems with things like
 consistency checks?
 
  On Thu, Feb 21, 2013 at 10:18 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:
  If the current sv_pure implementation stays, yes it would still work.
  What we'd do is ship the xxx_dir.vpk files to the server, which has the
 MD5's in it.  We'd just omit the chunks.  The server doesn't need the data,
 it just needs the MD5's.
 
  We're still working through the details of exactly how sv_pure will
 work.  Should know more in a week or so.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Netshroud
  Sent: Thursday, February 21, 2013 7:04 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Would the servers still be able to do sv_pure checks without the
 content?
 
  On 22/02/2013, at 2:00 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
  Thanks, I'll look into this.
 
  The division of the assets by type is actually in anticipation of
 shipping a more culled set of files to the dedicated server.  It just
 hasn't been optimized yet.
 
  The audio data is in the same category.  (Except perhaps the header
  data.)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
  Friedrichs
  Sent: Thursday, February 21, 2013 6:57 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Good catch - I havent looked into the VPK's yet... since the server
 doesnt need the VTF's, it would be advisable for Valve to move all the
 VMT's into a seperate VPK.
 
  On 2013/02/22 03:31, Peter Jerde wrote:
  I see that, too.
 
  Fresh TF2 install: 6,108,442,805 bytes in 58,470 separate files.
 
  Fresh Beta install: 11,997,742,391 bytes in 1,841 separate files.
 
  It looks like the beta ships with both .vmt AND .vtf files, while
 the normal tf2 has only .vmt.
 
  Those .vtf files add up to the difference in sizes.
 
  On Feb 21, 2013, at 19:29 PM, Dominik Friedrichsd...@forlix.org
  wrote:
 
  I just installed the TF beta dedicated server. How come the total
 size is around 11 GB, while the old TF via Hldsupdatetool totals at less
 than 6 GB? I get the feeling that now that everythings inside the VPK's,
 the server has more stuff than it actually has to have.
 
  Would be nice if someone at Valve could check for possibly
 duplicate content:
 
  The old install has a materials folder thats not even 50 MB in size.
  The new one has 3 GB of materials VPKs in the tf2 folder.
  The hl2 VPKs of the new install also occupy 2 GB more memory than
 the loose files of that directory in the old install. So there's the 5 GB
 difference.
 
  On 2013/02/20 03:36, Fletcher Dunn wrote:
  The orangebox engine games (Team Fortress 2, Counter Strike:Source,
  Day of Defeat:Source, HL2:Deathmatch) are being upgraded to
 SteamPipe.
  Steam's new-and-improved content delivery system. SteamPipe is
  currently used by most games on Steam.
 
  This change will impact server operators in at least two
 significant ways:
 
  *You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  *The conversion will entail significant changes to the way the
  files appear in the local filesystem on the server and client. The
  client

Re: [hlds] [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-08 Thread AnAkIn
1) Quit Steam
2) Go to the SteamApps folder, delete appmanifest_10.acf and
appmanifest_70.acf
3) Restart Steam
4) Make sure you are opted in the beta, and try to install CS again


2013/2/8 Vincent H. hv.cont...@gmail.com

 That's why I'm asking here, because I'm already on the steampipe beta and
 it's a headache to get some update.

 Tried again to opted to non-beta, restarting steam, when I launch CS, I
 get the mss32;dll error but in the console version command gives me well
 the old version ( 4554).
 Tried again to opted to beta, restarting steam, nothing happens, forcing
 to validate, it finds one file to update (450ko), and when I launch CS, I
 get the error and I'm still on 4554.

 At this point, I guess it would better if I would do a complete
 reinstallation of CS, or do you have some magic way to cleaning up easily
 and updating properly CS ?


 2013/2/8 Alfred Reynolds alf...@valvesoftware.com

  The current client version is Feb 7th, 5950, make sure you are opted
 into the beta (via the games property page). You can also restart steam to
 force it to re-check, or use the validate button.

 ** **

 Yes, please report windows client bugs on the github, as well as server
 bugs for all platforms. Feature requests (that are reasonable) are also
 welcome.

 ** **

 - Alfred

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Vincent H.
 *Sent:* Friday, February 08, 2013 7:50 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Counter-Strike 1.6 beta server update*
 ***

 ** **

 Alfred, how to be sure I'm using the latest client version, or how to
 force an update ? Because I've the mss32.dll error and It's supposed to be
 fixed. I've tried to restart steam and running cache integrity check, and
 all seems up-to-date. In the console, if I type version, the date is : Exe
 build: 12:35:53 Feb  1 2013 (5944). 

 ** **

 Another question, is it fine to report problem under windows on github? *
 ***

 ** **

 2013/2/8 Alfred Reynolds alf...@valvesoftware.com

 Not a problem, we have never provided a director binary, you should just
 ignore that spew.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emanuel Caceres
 | Gmail
 Sent: Thursday, February 07, 2013 3:52 PM
 To: Half-Life dedicated Linux server mailing list;
 hlds@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update

 thats next problem..


 Error:/usr/local/games/beta/server/cstrike/dlls/director.so: cannot open
 shared object file: No such file or directory

 - Original Message -
 From: Alfred Reynolds alf...@valvesoftware.com
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Sent: 07 February, 2013 20:36
 Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update


 I figured if one update in a day is good, 2 are better! I've updated CS
 1.6
 again, this update fixes several server crashes due to bogus player
 pointers around connect/disconnect.
 
  - Alfred
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred
 Reynolds
  Sent: Thursday, February 07, 2013 10:41 AM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.com); hlds@list.valvesoftware.com;
  hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds] Counter-Strike 1.6 beta server update
 
  We have another update, changes are:
  - fixed hltv failing to launch
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred
  Reynolds
  Sent: Friday, February 01, 2013 2:07 PM
  To: hlds@list.valvesoftware.com; Half-Life dedicated Linux server
 mailing
  list (hlds_li...@list.valvesoftware.com);
  hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update
 
  We have released an update to this beta. This update includes 1.6 server
  changes so you should update.
 
  Fixes include:
  - Fixed failing to launch on old OS distributions (I am looking at you
  FreeBSD emu layer)
  - Fixed flashbang causing mp_fadetoblack to be ignored
 
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred
 Reynolds
  Sent: Thursday, January 31, 2013 1:39 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.com); hlds@list.valvesoftware.com;
  hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds] Counter-Strike 1.6 beta server update
 
  We have released an update to this beta. This update includes some good
 CS
  1.6 server changes so you should update.
 
  Fixes 

Re: [hlds] Half-Life 1 dedicated server update released

2013-01-25 Thread AnAkIn
I wanted to test the CS 1.6 SteamPipe Beta today. Unfortunately, the server
browser is still spammed with thousand of fake servers, which seem all to
be from very similar IPs. Only the port is different for most of them. They
report being almost full, and there are only bots in those servers (which
seem to stay spectator).


2012/8/10 Tuga aka mabaclu maba...@gmail.com

 Not a good idea... It would be easy to de-list a rival server.
 I still think using F3 to accept a redirect would be the best option.

 2012/8/10 Mart-Jan Reeuwijk mreeu...@yahoo.com:
  how about a update that:
  - makes players accept redirects if they get them.
  - client records the redirect, and if rejected, its send to valve.
  - valve de-list it with x (say 5) occurrences for 3 months, and if
  continuing its for 12 months after that.
 
  Community cleans itself. Valid redirects by server plugin options don't
 get
  punished.
 
 
  
  From: ics i...@ics-base.net
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Friday, 10 August 2012, 4:32
  Subject: Re: [hlds] Half-Life 1 dedicated server update released
 
  Fake servers were fixed in CS Source some years ago and it didn't kill
 it.
  It requires user to press a key now to join forward if they connect to a
  fake server. No auto redirect.
 
  -ics
 
  10.8.2012 0:11, RSS List User kirjoitti:
 
  That's what I thought as well, but from another hand, if people can't do
  that, they might rage quit and the game might die. Its a 2 edged sword.
 
  On 8/9/2012 4:57 PM, AnAkIn wrote:
 
  Fixing the redirect exploit would make them stop making fake servers.
 
  2012/8/9 Dominik Friedrichs d...@forlix.org
 
  On 2012/08/09 20:25, Invalid Protocol wrote:
 
  A HL1 server can force the players to execute the connect command or
 even
  you can reply with a redirect packet when they connect. So any kid can
  host 10 fake servers (usually using the names of other servers), all
 being
  almost full, and redirect the players to a real server. Some real servers
  have even hundreds of fake servers behind them, hosted by regular
 players,
  because this is a condition for getting administrative rights. Also some
  companies hosting game servers provide a service or support for hosting
 such
  fake servers. For example they provide the kits so the players can
 download
  and run the fake servers with only 2 clicks, or even they can host for
 free
  some fake servers if you buy a real server.
 
 
  What a disgusting community... Thanks for the insight!
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
 
  --
  Best regards,
  AnAkIn
 
 
 
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  please visit:
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  please visit:
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  please visit:
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  please visit:
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Re: [hlds] TF2 stock weapons only

2012-12-10 Thread AnAkIn
TFTrue - http://tftrue.redline-utilities.net/


2012/12/10 Nomaan Ahmad n0man@gmail.com

 Thanks guys!


 On 10 December 2012 14:58, Bjorn Wielens uniac...@yahoo.ca wrote:

 There is a sourcemod plugin called tNoUnlockPls that does exactly this.

 It's a bit buggy when it comes to the red tape recorder, and wrenches
 though - for example, if you have a non-stock wrench equipped, any time you
 touch a supply cabinet your buildings will explode from the 'fix' for the
 Level3 minisentry bug.

 That said, I've played it on vaultf4's no-unlock server and it is a lot
 of fun to go all stock.


   --
 *From:* Rudy Bleeker rblee...@gmail.com

 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Monday, December 10, 2012 10:51:08 AM

 *Subject:* Re: [hlds] TF2 stock weapons only

 On Mon, Dec 10, 2012 at 3:44 PM, Rudy Bleeker rblee...@gmail.com wrote:
  Nomaan, there should be an item_whitelist_example.txt file in your
  /orangebox/tf folder, look there for more information.
 
  Also there's nothing wrong with setting a server in tournament mode
  with mp_tournament, MvM does this for you automatically anywqay. As
  long as you leave the tf_tournament_classlimit_class here cvars set
  to their default value of -1 so you don't accidentally enforce class
  limits.

 Oops, after looking up some more information on this I found out that
 setting tournament mode to 1 will force everyone to press F4 to be
 ready, which is probably not something you want to enable on a public
 TF2 server. Maybe someone knows a way around this?

 --
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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 please visit:
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-- 
Best regards,
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Re: [hlds] [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-10-26 Thread AnAkIn
Update
- Compatibility with the new TF2 update

If you have a Linux server, you might need to redownload:
http://tftrue.redline-utilities.net/TriggerBotDetector.zip

2012/9/12 doc drga...@gmail.com

 From what I gathered the name protection is one of those things that is
 nice to have because it's easy to implement, but it usually won't happen
 anymore; mostly because 'name' doesn't work in orangebox games.

 On Wed, Sep 12, 2012 at 12:54 AM, AnAkIn anakin...@gmail.com wrote:

  You can't change your in-game name with name in Orange Box engine
 games.
 
  2012/9/12 Herover leon.l.a.niel...@gmail.com
 
   2012/9/12 Rudy Bleeker rblee...@gmail.com:
On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn anakin...@gmail.com wrote:
- Detect name hacks (different name in-game than on Steam)
   
What is the problem with this? I assume it's done by using the name
console command from your game client. I fail to see why this is a
hack or cheat or whatever...
  
   As a alternative, it could be done by querying the steam community
   with a steam id, which is completely legal.
  
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[hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread AnAkIn
Hi,

Today, I found out that my servers were running at 100 FPS/tickrate. After
checking, I found out that -tickrate has been added back with the latest
TF2 update. I thought the plan was to have all servers run at a tickrate of
66. Why has the command line option been added back?

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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread AnAkIn
CS:GO do have the -tickrate option and the max is 128? At least that's how
it was last time I checked, or maybe that was changed recently.

2012/8/16 1nsane 1nsane...@gmail.com

 Perhaps in order to allow running lower tickrate servers for MvM (to
 reduce CPU usage).

 It seems they are going back on the plan to have all servers run at 66
 now. Look at DODS and CS:GO.

 On Thu, Aug 16, 2012 at 9:58 AM, AnAkIn anakin...@gmail.com wrote:

 Hi,

 Today, I found out that my servers were running at 100 FPS/tickrate.
 After checking, I found out that -tickrate has been added back with the
 latest TF2 update. I thought the plan was to have all servers run at a
 tickrate of 66. Why has the command line option been added back?

 --
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 AnAkIn


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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread AnAkIn
Because my GSP never removed it. Doesn't change the fact that it wasn't
supposed to come back.

2012/8/16 Dominik Friedrichs d...@forlix.org

 Better question: Why do you still have it in your commandline ages after
 its abolition?


 On 2012/08/16 15:58, AnAkIn wrote:

 Hi,

 Today, I found out that my servers were running at 100 FPS/tickrate.
 After checking, I found out that -tickrate has been added back with the
 latest TF2 update. I thought the plan was to have all servers run at a
 tickrate of 66. Why has the command line option been added back?

 --
 Best regards,
 AnAkIn



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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread AnAkIn
Tick rate for gold source is set with sys_ticrate and it's the same as the
server FPS. There is no command line option.

2012/8/16 Dmitriy Bobrovskiy supp...@isotonic.ru

 Hello!

 ** **

 I know there is a so called tickrate which means how frequently server
 calculates game world. That should not be confused with sys_ticrate which
 means how frequently server checks arrived client data. Am I right?

 The problem is: I don’t know how to properly set tickrate. What should I
 use as the command option: -ticrate or -tickrate?

 And is there a way to check current ticrate of running server?

 ** **

 ** **

 *Best Wishes!*
 *Dmitriy Bobrovskiy*
 *Systems Administrator*
 *+7 926 520 1026*
 *Moscow, Russia*
 *supp...@isotonic.ru* supp...@isotonic.ru
 *http://isotonic.ru/* http://isotonic.ru/

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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-08-16 Thread AnAkIn
There seem to be a problem since latest TF2 update, the prediction hack
(crit hack/no spread) detection has many false positives. This may only
happen on MvM, I wasn't able to reproduce the issue yet.

2012/8/10 Kyle Sanderson kyle.l...@gmail.com

 He actually replied to the existing thread :O

  Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

 Looking inside of the Readme.txt file inside the archive, it describes
 those new features, so I think it's the same name.

 Thanks,
 Kyle.

 On Thu, Aug 9, 2012 at 4:07 PM, Leon Hunter l...@ozzyfurocity.net wrote:
  AnAkIn,
 
 
 
  When posting change logs for ‘fix’ modifications, its always best to
 include
  a download link so new users on the mailing list can download it.
 
 
 
  (And in this case, I have the old link but you have indicated it was
  renamed, so I don’t know if it’s the old version or not)
 
 
 
  -Leon
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
  Sent: Friday, 10 August 2012 7:32 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread)
  detection plugin
 
 
 
  Update v1.8:
  - The plugin has been renamed to AnAkIn’s Anti-Cheat as it got more than
 the
  triggerbot detection
  - The detections were not working for some servers running Sourcemod,
 this
  has now been fixed
  - New detection, name hacks, it detects if someone is using a different
 name
  in game than on Steam. This detection requires the server to be
 connected to
  a Steam account, otherwise it isn’t able to query the player name.
  You can create an empty Steam account and set the aac_accountname and
  aac_password cvars to the account information.
  You can check if the account has correctly connected to Steam with the
  aac_accountstatus command.
  DO NOT use the same account for more than one server. You can’t connect
 in a
  Steam account from more than one place!
 
  Note: the name hack detection SHOULD work without any issues, it has been
  tested on some servers and I think I fixed any issues it might have so
 far.
  I can’t say there won’t be any bug with it for now, as I’ve had some
  problems with the way Steam sends the name for some people and had to
 make a
  workaround, which is not perfect, but it can work. If it turns out to
 not be
  working, I will find a different solution.
 
 
 
  2012/7/21 AnAkIn anakin...@gmail.com
 
  No, they told me back in April that they had a fix, but they never
 released
  it.
 
  2012/7/21 Essay Tew Phaun sc2p...@gmail.com
 
  Has Valve fixed the crit exploit yet?
 
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  AnAkIn
 
 
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread AnAkIn
-bin/mailman/listinfo/hlds




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Re: [hlds] Half-Life 1 dedicated server update released

2012-08-09 Thread AnAkIn
Nice, there is no longer a thousand of fake servers with gametype clasic.
There are still many non steam/cracked servers in the list though.

2012/8/8 Dominik Friedrichs d...@forlix.org

 On 2012/08/08 21:14, jainil shah wrote:

 Quick question. In past whenever, if my hlds server didn't appear in
 server browser, I would add few set mast,er ips and then that would
 appear in browser. Now with this update, is there anything we can do if
 our servers don't appear in browser


 Restart the servers \o/



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Re: [hlds] Half-Life 1 dedicated server update released

2012-08-09 Thread AnAkIn
Fixing the redirect exploit would make them stop making fake servers.

2012/8/9 Dominik Friedrichs d...@forlix.org

 On 2012/08/09 20:25, Invalid Protocol wrote:

 A HL1 server can force the players to execute the connect command or
 even
 you can reply with a redirect packet when they connect. So any kid can
 host 10 fake servers (usually using the names of other servers), all being
 almost full, and redirect the players to a real server. Some real servers
 have even hundreds of fake servers behind them, hosted by regular players,
 because this is a condition for getting administrative rights. Also some
 companies hosting game servers provide a service or support for hosting
 such
 fake servers. For example they provide the kits so the players can
 download
 and run the fake servers with only 2 clicks, or even they can host for
 free
 some fake servers if you buy a real server.


 What a disgusting community... Thanks for the insight!



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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-08-09 Thread AnAkIn
Update v1.8:
- The plugin has been renamed to AnAkIn’s Anti-Cheat as it got more than
the triggerbot detection
- The detections were not working for some servers running Sourcemod, this
has now been fixed
- New detection, name hacks, it detects if someone is using a different
name in game than on Steam. This detection requires the server to be
connected to a Steam account, otherwise it isn’t able to query the player
name.
You can create an empty Steam account and set the aac_accountname and
aac_password cvars to the account information.
You can check if the account has correctly connected to Steam with the
aac_accountstatus command.
DO NOT use the same account for more than one server. You can’t connect in
a Steam account from more than one place!

Note: the name hack detection SHOULD work without any issues, it has been
tested on some servers and I think I fixed any issues it might have so far.
I can’t say there won’t be any bug with it for now, as I’ve had some
problems with the way Steam sends the name for some people and had to make
a workaround, which is not perfect, but it can work. If it turns out to not
be working, I will find a different solution.


2012/7/21 AnAkIn anakin...@gmail.com

 No, they told me back in April that they had a fix, but they never
 released it.

 2012/7/21 Essay Tew Phaun sc2p...@gmail.com

 Has Valve fixed the crit exploit yet?


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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-08-09 Thread AnAkIn
I thought the original post was included in, but just found out it wasn't.
The link it still the same:
http://tftrue.redline-utilities.net/TriggerBotDetector.zip

and the plugin auto updates.

2012/8/10 Leon Hunter l...@ozzyfurocity.net

 AnAkIn,

 ** **

 When posting change logs for ‘fix’ modifications, its always best to
 include a download link so new users on the mailing list can download it.*
 ***

 ** **

 (And in this case, I have the old link but you have indicated it was
 renamed, so I don’t know if it’s the old version or not)

 * *

 *-Leon*

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
 *Sent:* Friday, 10 August 2012 7:32 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread)
 detection plugin

 ** **

 Update v1.8:
 - The plugin has been renamed to AnAkIn’s Anti-Cheat as it got more than
 the triggerbot detection
 - The detections were not working for some servers running Sourcemod, this
 has now been fixed
 - New detection, name hacks, it detects if someone is using a different
 name in game than on Steam. This detection requires the server to be
 connected to a Steam account, otherwise it isn’t able to query the player
 name.
 You can create an empty Steam account and set the aac_accountname and
 aac_password cvars to the account information.
 You can check if the account has correctly connected to Steam with the
 aac_accountstatus command.
 DO NOT use the same account for more than one server. You can’t connect in
 a Steam account from more than one place!

 Note: the name hack detection SHOULD work without any issues, it has been
 tested on some servers and I think I fixed any issues it might have so far.
 I can’t say there won’t be any bug with it for now, as I’ve had some
 problems with the way Steam sends the name for some people and had to make
 a workaround, which is not perfect, but it can work. If it turns out to not
 be working, I will find a different solution.

 ** **

 2012/7/21 AnAkIn anakin...@gmail.com

 No, they told me back in April that they had a fix, but they never
 released it.

 2012/7/21 Essay Tew Phaun sc2p...@gmail.com

 Has Valve fixed the crit exploit yet?

 

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 AnAkIn




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 AnAkIn

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Re: [hlds] Fake player flood

2012-07-26 Thread AnAkIn
Is it actually supposed to be a problem on an HLDS or SRCDS server? In the
first mail you're showing a screenshot of a HLDS fake player flood program,
and now you're saying that you use SMAC.

2012/7/27 Cameron Munroe cmun...@cameronmunroe.com

  I think this one might work, but im unsure how the attack is occurring.

 *https://forums.alliedmods.net/showpost.php?p=1578210postcount=8*


 On 7/26/2012 4:23 PM, Cameron Munroe wrote:

 No but i think that one of the addons for it can block such attacks,
 though im unsure with this attack.

 On 7/26/2012 4:22 PM, Khalid Oqal wrote:

  Actually, yes, I have it installed.
 Does it have anything to do with the exploit?


  --
 Date: Thu, 26 Jul 2012 16:20:53 -0700
 From: cmun...@cameronmunroe.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Fake player flood

 Do you have smac installed?


 On 7/26/2012 4:19 PM, wickedplayer494 . wrote:

 Alternatively, you could range block if the IPs are similar.

 On Thu, Jul 26, 2012 at 6:19 PM, Khalid Oqal k_o...@live.com wrote:


 So I will just stay in-front of my screen and ban the IP all day?
  --
 Date: Thu, 26 Jul 2012 16:17:48 -0700
 From: cmun...@cameronmunroe.com

 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Fake player flood

 Ban the new ip.

 On 7/26/2012 4:16 PM, Khalid Oqal wrote:


 What if his IP has changed?
 What should I do then?
  --
 From: kmahajani...@gmail.com
 Date: Wed, 25 Jul 2012 16:08:55 -0700
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Fake player flood

 Can't you just IP ban them?

 On Wed, Jul 25, 2012 at 4:05 PM, Khalid Oqal k_o...@live.com wrote:

  Someone keeps flooding my server with fake players, which keeps
 connecting\disconnecting from the server.

  I managed to get a picture from the net:

 http://makeserver.ru/uploads/posts/2012-04/1334075710_1331584088_828c612b53f8.jpg

  It's really annoying to get some fps drops and lags.
 Hopefully you would release a fix.

 Regards,
 Khalid.

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 Kush Mahajani


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Re: [hlds] Fake player flood

2012-07-25 Thread AnAkIn
There might be different versions of this app, but the only one I could
find had a trojan.

2012/7/26 Kush Mahajani kmahajani...@gmail.com

 Can't you just IP ban them?

 On Wed, Jul 25, 2012 at 4:05 PM, Khalid Oqal k_o...@live.com wrote:

  Someone keeps flooding my server with fake players, which keeps
 connecting\disconnecting from the server.

 I managed to get a picture from the net:

 http://makeserver.ru/uploads/posts/2012-04/1334075710_1331584088_828c612b53f8.jpg

 It's really annoying to get some fps drops and lags.
 Hopefully you would release a fix.

 Regards,
 Khalid.

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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-24 Thread AnAkIn

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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-07-21 Thread AnAkIn
I just found out that the plugin was broken since an update about two weeks
ago (it was not detecting anything anymore). I've fixed it and it should
now be more resistant to future updates.

2012/4/14 AnAkIn anakin...@gmail.com

 I updated it, it should now be fully compatible with CSS  DoD S.

 Le 12 avril 2012 18:55, AnAkIn anakin...@gmail.com a écrit :
  I forgot to mention there is an auto updater included. It'll download
  the new version automatically from the link you posted.
 
  Le 12 avril 2012 18:53, Stefan Giroux syntron...@gmail.com a écrit :
  There is no need to obfuscate your strings. From what it looks like,
 this
  program downloads code from
  http://tftrue.redline-utilities.net/TriggerBotDetector.dll
  At least make it clear that your plugin goes out to the web to download
 code
  if it does. If it doesn't, there is no need for curl.
 
 
  On Thu, Apr 12, 2012 at 9:40 AM, Crazed Gunman 
 bsr.crazedgun...@gmail.com
  wrote:
 
  I don't think he's given anyone a reason not to trust him. I'd give it
 a
  shot on his word.
 
  On 4/11/2012 5:17 PM, Asher Baker wrote:
 
  On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerseademe...@gmail.com
   wrote:
 
  Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
  Names 2 things that are fully open source.
 
  But, joking aside, AnAkIn is pretty trustworthy.
 
  On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerseademe...@gmail.com
   wrote:
 
  Anakin has been around on the list for a very long time, and has
  provided
  nothing but good advice, fixes, and insight.  If his plugin is
 anything
  malicious, which I doubt, I have full backups, and it's easy enough
 to
  fix.
 
  Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
 
 
  On Wed, Apr 11, 2012 at 1:58 PM, Sebastian Iskraseabas...@gmail.com
 
  wrote:
 
  Atleast I made a valid point Mr. Marbury.
 
  On Wed, Apr 11, 2012 at 12:55 PM, John Marbury
 barreltr...@gmail.com
  wrote:
 
  Said the random sea-bass.
 
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 --
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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-07-21 Thread AnAkIn
No, they told me back in April that they had a fix, but they never released
it.

2012/7/21 Essay Tew Phaun sc2p...@gmail.com

 Has Valve fixed the crit exploit yet?


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Re: [hlds] Critical glitch on Doomsday

2012-07-05 Thread AnAkIn
This only seem to work on your own server.

2012/7/5 Carlos Bello cbello...@me.com

 Sorry about that, I forgot to move it into the public folder before I
 linked it.
 http://dl.dropbox.com/u/18757478/demos/swag.dem


 On Jul 05, 2012, at 10:51 AM, Douglas Gardner doug...@chippy.ch wrote:

 That link appears broken.

 On Thu, Jul 5, 2012 at 3:22 PM, Carlos Bello cbello...@me.com wrote:
  I have a .dem of me performing the exploit available (warning: 10MB):
  https://www.dropbox.com/s/z0ac8qd4mhvrrlg/swag.dem
 
 
  On Jul 05, 2012, at 09:42 AM, Carlos Bello cbello...@me.com wrote:
 
  It has come to my attention that due to errors with clipping on the
 raised
  part of the map which holds the rocket, Engineers can place buildings
 inside
  of it, including sentries, and the sentries can shoot through the walls.
  Hopefully a fix will be out before this is widespread. Thanks in advance.
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 doug...@chippy.ch

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Re: [hlds] Critical glitch on Doomsday

2012-07-05 Thread AnAkIn
Your server is most likely missing the model:
models/props_doomsday/rocket_vents_doomsday.mdl

2012/7/5 AnAkIn anakin...@gmail.com

 This only seem to work on your own server.


 2012/7/5 Carlos Bello cbello...@me.com

 Sorry about that, I forgot to move it into the public folder before I
 linked it.
 http://dl.dropbox.com/u/18757478/demos/swag.dem


 On Jul 05, 2012, at 10:51 AM, Douglas Gardner doug...@chippy.ch wrote:

 That link appears broken.

 On Thu, Jul 5, 2012 at 3:22 PM, Carlos Bello cbello...@me.com wrote:
  I have a .dem of me performing the exploit available (warning: 10MB):
  https://www.dropbox.com/s/z0ac8qd4mhvrrlg/swag.dem
 
 
  On Jul 05, 2012, at 09:42 AM, Carlos Bello cbello...@me.com wrote:
 
  It has come to my attention that due to errors with clipping on the
 raised
  part of the map which holds the rocket, Engineers can place buildings
 inside
  of it, including sentries, and the sentries can shoot through the walls.
  Hopefully a fix will be out before this is widespread. Thanks in
 advance.
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 Douglas Gardner

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 Hythe
 Southampton
 Hampshire
 UNITED KINGDOM

 +44 (0) 23 8084 5224
 doug...@chippy.ch

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Re: [hlds] Critical glitch on Doomsday

2012-07-05 Thread AnAkIn
As I said, this happens if the model is missing on the server.

2012/7/5 ics i...@ics-base.net

  Looks like the sentry on is related on bad clipping. I cannot reproduce
 it and the thread says that too. I wonder if the update files are in sync
 on some servers.

 -ics

 5.7.2012 19:49, ics kirjoitti:

 This should still work. It allows to build sentry under the rocket.
 http://forums.steampowered.com/forums/showthread.php?t=2784746highlight=exploit

 Also the one works where you instantly kill yourself with the australium
 on your back and the lift goes up, stays there and opens the rocket top.
 Any team can then cap the rocket.

 -ics

 5.7.2012 18:30, AnAkIn kirjoitti:

 Your server is most likely missing the model:
 models/props_doomsday/rocket_vents_doomsday.mdl

 2012/7/5 AnAkIn anakin...@gmail.com

 This only seem to work on your own server.


 2012/7/5 Carlos Bello cbello...@me.com

  Sorry about that, I forgot to move it into the public folder before I
 linked it.
 http://dl.dropbox.com/u/18757478/demos/swag.dem


 On Jul 05, 2012, at 10:51 AM, Douglas Gardner doug...@chippy.ch wrote:

 That link appears broken.

 On Thu, Jul 5, 2012 at 3:22 PM, Carlos Bello cbello...@me.com wrote:
  I have a .dem of me performing the exploit available (warning: 10MB):
  https://www.dropbox.com/s/z0ac8qd4mhvrrlg/swag.dem
 
 
  On Jul 05, 2012, at 09:42 AM, Carlos Bello cbello...@me.com wrote:
 
  It has come to my attention that due to errors with clipping on the
 raised
  part of the map which holds the rocket, Engineers can place buildings
 inside
  of it, including sentries, and the sentries can shoot through the
 walls.
  Hopefully a fix will be out before this is widespread. Thanks in
 advance.
  ___
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  please visit:
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 Regards,

 Douglas Gardner

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 Hythe
 Southampton
 Hampshire
 UNITED KINGDOM

 +44 (0) 23 8084 5224
 doug...@chippy.ch

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Re: [hlds] [hlds_linux] Half-Life 1 dedicated server update released

2012-06-29 Thread AnAkIn
The server browser is still broken.

2012/6/29 Ronny Schedel i...@ronny-schedel.de:
 Hltv is broken again in Linux release, same like last time, the binary is for 
 Mac.

 Alfred Reynolds alf...@valvesoftware.com schrieb:

 We have released an update to Half-Life 1 dedicated servers. This update 
 fixes a potential file download exploit, run the hldsupdatetool to grab it.

 Thanks to Daniil for alerting us to this issue.

 - Alfred


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Re: [hlds] sv_pure bug

2012-06-12 Thread AnAkIn
sv_pure doesn't work either in CS GO.

2012/6/12 lwf l...@rocketblast.com:
 Not to mention some of the brilliant reasons it kicks for, even when
 specifically whitelisting \cfg\. And why can't it unload those files
 itself if it thinks they cause problems anyway?

 http://paste2.org/p/2051387

 I'm more worried about what could happen to TF2 when it moves to the
 new distribution method, and I assume away from GCFs and sv_pure, if
 not updated or replaced. While buggy and abandoned it still beats
 chaos. As far as I know the issue was completely ignored and still is
 for the L4D series, how's the situation in CS:GO?

 On Mon, Jun 11, 2012 at 4:08 PM, Claudio Beretta
 beretta.clau...@gmail.com wrote:
 I guess he is referring to this:
 1) join a server with sv_pure 1 or 2
 2) join another server with custom models and sv_pure 0 (or sv_pure 1 and a
 proper whitelist)
 3) enjoy seeing ERROR models everywhere
 Only workaround is restarting CSS/TF2


 On Mon, Jun 11, 2012 at 3:56 PM, Jethro Seabridge jet2the...@gmail.com
 wrote:

 What is the bug?

 On Mon, Jun 11, 2012 at 2:33 PM, Nomaan Ahmad n0man@gmail.com wrote:

 This is a very old bug and has not yet been fixed. There have been many
 topics posted here but Valve has yet to acknowledge this issue.
 Has anyone found a solution to this?

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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-14 Thread AnAkIn
I updated it, it should now be fully compatible with CSS  DoD S.

Le 12 avril 2012 18:55, AnAkIn anakin...@gmail.com a écrit :
 I forgot to mention there is an auto updater included. It'll download
 the new version automatically from the link you posted.

 Le 12 avril 2012 18:53, Stefan Giroux syntron...@gmail.com a écrit :
 There is no need to obfuscate your strings. From what it looks like, this
 program downloads code from
 http://tftrue.redline-utilities.net/TriggerBotDetector.dll
 At least make it clear that your plugin goes out to the web to download code
 if it does. If it doesn't, there is no need for curl.


 On Thu, Apr 12, 2012 at 9:40 AM, Crazed Gunman bsr.crazedgun...@gmail.com
 wrote:

 I don't think he's given anyone a reason not to trust him. I'd give it a
 shot on his word.

 On 4/11/2012 5:17 PM, Asher Baker wrote:

 On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerseademe...@gmail.com
  wrote:

 Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
 Names 2 things that are fully open source.

 But, joking aside, AnAkIn is pretty trustworthy.

 On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerseademe...@gmail.com
  wrote:

 Anakin has been around on the list for a very long time, and has
 provided
 nothing but good advice, fixes, and insight.  If his plugin is anything
 malicious, which I doubt, I have full backups, and it's easy enough to
 fix.

 Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.


 On Wed, Apr 11, 2012 at 1:58 PM, Sebastian Iskraseabas...@gmail.com
 wrote:

 Atleast I made a valid point Mr. Marbury.

 On Wed, Apr 11, 2012 at 12:55 PM, John Marburybarreltr...@gmail.com
 wrote:

 Said the random sea-bass.

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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-12 Thread AnAkIn
I forgot to mention there is an auto updater included. It'll download
the new version automatically from the link you posted.

Le 12 avril 2012 18:53, Stefan Giroux syntron...@gmail.com a écrit :
 There is no need to obfuscate your strings. From what it looks like, this
 program downloads code from
 http://tftrue.redline-utilities.net/TriggerBotDetector.dll
 At least make it clear that your plugin goes out to the web to download code
 if it does. If it doesn't, there is no need for curl.


 On Thu, Apr 12, 2012 at 9:40 AM, Crazed Gunman bsr.crazedgun...@gmail.com
 wrote:

 I don't think he's given anyone a reason not to trust him. I'd give it a
 shot on his word.

 On 4/11/2012 5:17 PM, Asher Baker wrote:

 On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerseademe...@gmail.com
  wrote:

 Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
 Names 2 things that are fully open source.

 But, joking aside, AnAkIn is pretty trustworthy.

 On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerseademe...@gmail.com
  wrote:

 Anakin has been around on the list for a very long time, and has
 provided
 nothing but good advice, fixes, and insight.  If his plugin is anything
 malicious, which I doubt, I have full backups, and it's easy enough to
 fix.

 Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.


 On Wed, Apr 11, 2012 at 1:58 PM, Sebastian Iskraseabas...@gmail.com
 wrote:

 Atleast I made a valid point Mr. Marbury.

 On Wed, Apr 11, 2012 at 12:55 PM, John Marburybarreltr...@gmail.com
 wrote:

 Said the random sea-bass.

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[hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-11 Thread AnAkIn .
Hi,

As Valve is too lazy to do anything about hacks, I started working
back in January on a plugin that can detect:
- POTENTIAL triggerbotters
- Prediction hacks (crit hacks/no spread hacks)
- An anti-speedhack bypass exploit

Triggerbots:
To make it clear as some people I gave it to didn’t understand, the
detection is kind of “heuristic” (I won’t explain in detail, if I do
then the cheat coders will bypass it in no time), so it’s not because
someone got detected that he is surely cheating. It’s just a tool to
help you find people that can potentially cheat and you can just check
the STV demos then to confirm that they cheat or not.

The most detections for a single person in the less timespan you will
find in the log, the more likely he is using a triggerbot.

Prediction hacks:
I guess this is what will interest most people on this list, it
detects the crit hacks that does 100% crits all the time which is an
engine exploit which has been added into many hacks lately. It's also
used for various no spread/low spread hacks.

The detections get printed to a log called TriggerBotDetections.log in
tf/ (and are also sent to me) on EVERY MAP change or when all players
have disconnected from the server. It’s important to note this
otherwise you could loose all the detections (especially if your
server automatically restarts every night). There is a simple reason
for this: writing in a file while you play can cause lags, especially
if someone is getting detected a lot.

Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-11 Thread AnAkIn .
Nice, I don't care. As long as it helps some server admins, it's fine with me.

Le 11 avril 2012 19:53, Sebastian Iskra seabas...@gmail.com a écrit :
 I'm not about to download something that a random person posts in this
 mailing list.

 On Wed, Apr 11, 2012 at 12:35 PM, Brodie brodie7...@gmail.com wrote:
 Anakin,
 Have you posted this to Allied Mods or similar, by chance?

 On Apr 11, 2012 11:23 AM, AnAkIn . anakin...@gmail.com wrote:

 Hi,

 As Valve is too lazy to do anything about hacks, I started working
 back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t understand, the
 detection is kind of “heuristic” (I won’t explain in detail, if I do
 then the cheat coders will bypass it in no time), so it’s not because
 someone got detected that he is surely cheating. It’s just a tool to
 help you find people that can potentially cheat and you can just check
 the STV demos then to confirm that they cheat or not.

 The most detections for a single person in the less timespan you will
 find in the log, the more likely he is using a triggerbot.

 Prediction hacks:
 I guess this is what will interest most people on this list, it
 detects the crit hacks that does 100% crits all the time which is an
 engine exploit which has been added into many hacks lately. It's also
 used for various no spread/low spread hacks.

 The detections get printed to a log called TriggerBotDetections.log in
 tf/ (and are also sent to me) on EVERY MAP change or when all players
 have disconnected from the server. It’s important to note this
 otherwise you could loose all the detections (especially if your
 server automatically restarts every night). There is a simple reason
 for this: writing in a file while you play can cause lags, especially
 if someone is getting detected a lot.

 Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

 --
 Best regards,
 AnAkIn

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Re: [hlds] Why cheating isn't helping...

2012-04-08 Thread AnAkIn .


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Re: [hlds] Why cheating isn't helping...

2012-04-08 Thread AnAkIn .
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Re: [hlds] Server often hangs

2012-04-07 Thread AnAkIn .
I've had a server hanging issue for more than one year now, happens on
all of my servers with no plugins. I know someone else who has the
same issue and it only seem to happens when there are bots.

2012/4/7 hlds h...@gmx.com:
 Windows binaries are harder to debug, so do this under Linux.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
 Sent: Saturday, April 07, 2012 8:26 AM


 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Server often hangs



 Does disabling the threading options prevent these issues on TF2 servers
 (that are hosted on a Windows server 2008 R2 box)? If so, how do I go about
 doing it.

 The problem actually seems to be getting a bit worse lately - I've had the
 same (formerly stable) server hang 3 times today - each time when 6-8+
 players all left at the same time at the end of a round.

 ...and again, that's the only common symptom I can find with the server
 hangs. They all seem to happen when half a dozen or more players all leave
 at once. If anyone know a tool I can use on a Windows server to help
 diagnose exactly what's going on when that happens, I'd love to try it.

 On Fri, Apr 6, 2012 at 10:17 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Mind you this is with CS:S.

 http://pastie.org/private/e378ukshcgolkszu2jwifw

 I have a core file, if anyone is interested in fixing this. If you're
 looking for a stable production environment, I'd highly suggest disabling
 the threading options that were made default a while ago.
 Kyle.



 On Fri, Apr 6, 2012 at 4:17 PM, hlds h...@gmx.com wrote:

 Attach a debugger and see where the server hangs and if all servers hangs in
 same place. For Linux:



 a)  cd path to server/orangebox

 b)  gdb --pid server’s pid

 c)   bt



 Note that is better to execute bt, c, ctrl+c, bt, c, ctrl+c  etc… few times
 for same server, to see if the backtrace is the same (because sometimes a
 server does not hang in one place, instead is a  loop that involves multiple
 functions).



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
 Sent: Friday, April 06, 2012 11:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Server often hangs



 That's a problem we've been complaining about for months. It happens on both
 Linux and Windows boxes, with Sourcemod and without, etc. The only thing
 I've personally seen that triggers it myself is when a lot of people (8-10)
 leave a server at once, it will sometimes cause it to hang.

 Out of 22 servers, I get 2-3 server hangs per day. It's a real PITA, but as
 far as I know, although numerous people have brought the problem up, no one
 on the TF2 team has acknowledged the issue.

 On Fri, Apr 6, 2012 at 4:23 PM, Grognak grognak@gmail.com wrote:

 Good day everyone,

 Is anyone else experiencing issues with their server hanging? As in, it
 doesn't crash outright, but it will stop accepting input and will drop all
 players until it's restarted. I have a feeling it has to do with the
 TF2Items Soucemod extension, but I'd like to see if anybody can confirm they
 have the same problem.

 Thanks.

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Re: [hlds] Crit hacking + VAC?

2012-03-26 Thread AnAkIn .
VAC needs to be reworked for all games, not just TF2. There are so
much hacks that it fails to detect which are detected by other
anticheats.

2012/3/26 Alexander Z spacebur...@gmail.com:
 Which is exactly why VAC needs to be reworked for TF2's needs.


 On 26 March 2012 08:21, Cc2iscooL cc2isc...@gmail.com wrote:

 Cheaters will always find ways to get around the system. The only way you
 can make sure you will never get any cheaters is to block all external
 connections to your server.

 Unfortunately it is the simple reality of gaming. If people can cheat to
 win, or to get a rise out of others, they will cheat to win.

 VAC is decently effective in a world where people need to purchase the
 game when their account gets banned. People think twice about using hack
 programs when they're faced with having to pay real money if they get caught
 to get back in. While it is not 100% (people that have enough money to not
 care) the delay factor was a scare factor for many cheaters, I remember
 talking to people that had loaded up a cheat once and joined a non-vac
 server being scared that they would be VAC banned for weeks before they
 finally calmed down. It also keeps the cheat programmers guessing if they're
 actually getting around the detection or not.

 But now TF2 is free-to-play. People can create however many accounts
 they'd like and cheat all the same, and it might be weeks before their
 account is banned. They don't have to buy any games, sure plugins like f2p
 kickers and whatnot may work on this, but what about legitimate people not
 wanting to use steam for purchases? Unfortunately due to the game going f2p
 many servers have decided to oust f2p players completely due to these
 reasons. A delayed banning system does not work well in a F2P environment.
 Make a new email and account which takes all of 3-5 minutes, and you've got
 a brand new hacking account for the next few weeks.


 On Mon, Mar 26, 2012 at 1:27 AM, Cameron Munroe
 cmun...@cameronmunroe.com wrote:

 If there is a will, there is a way.


 On 03/25/2012 10:22 PM, AnAkIn . wrote:

 There are some things you just can't find a way around. The game is just
 badly protected.

 Le 26 mars 2012 07:15, Cameron Munroe cmun...@cameronmunroe.com a
 écrit :

 Part of the reason for the success of SMAC and other anti-cheats is that
 it isn't on all servers. If it was these cheat producers would just find a
 way around it and all of us would be stuck.

 On 03/25/2012 09:58 PM, Team BOOM! wrote:

 How sweet would it be to have Kigen and the authors of SMAC work directly
 with Valve to integrate their anticheat features into VAC? If SMAC and
 Kigen’s AC can do it effectively, why not? I’ve been told that Valve is
 already working with the Gungame authors for CS:GO, and  in my opinion,
 dealing with cheaters is the single most frustrating and time-consuming part
 of being a Community Leader, Server Admin and for all the legit players who
 truly want to just play the game. Imagine a world where the minute you
 toggled a cheat, you lost your Steam account forever and the Admin never had
 to lift a finger to make it happen!



 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com ] On Behalf Of ics
 Sent: Sunday, March 25, 2012 12:40 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Crit hacking + VAC?



 That 1-3 is an average. Some days there are 2-3 alone, some weeks only 1
 idiot.  There has been 7 this week that have gotten caught automatically,
 8  by admin on TF2 and CSS together.

 I'd really like to get to see some improvement to VAC also to detect
 these cheaters. Not even half are banned after a month of getting caught.

 -ics

 25.3.2012 20:25, hlds kirjoitti:

 Only 1-3 per week? I would say an average of 2-3 cheaters per day per
 server. This being the ones detected by SMAC or admins, because the real
 number is probably higher. It is incredible how many players have sv_cheats
 set to 1…



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Saturday, March 24, 2012 9:38 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Crit hacking + VAC?



 I've also noticed an definite increase on cheaters. Where before f2p i
 used to see 10 cheats for duration of 2 years, now there's 1-3 per week.

 You could try SourceMod Anti-Cheat (SMAC). It has automatic functions,
 such as aimbot detection that seems to catch about half of these cheaters
 automatically.

 -ics

 24.3.2012 21:05, Rowedahelicon kirjoitti:

 Any word on the possible increase of Vac effectivity to wean off f2p
 players? It's not a problem to me, just curious.
 Also, is there a way or source mod anti cheat that stops crit hooking?
 Hack

 --
 *Matthew (Rowedahelicon) Robinson*
 Web Designer / Artist / Writer
 Website - http://www.rowedahelicon.com/





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  To unsubscribe, edit your list

Re: [hlds] Crit hacking + VAC?

2012-03-26 Thread AnAkIn .
But you can't bypass an Anti Speedhack or an Anti Wallhack if it's
done correctly.

2012/3/26 Saul Rennison saul.renni...@gmail.com:
 It would be very, very easy to bypass SMAC's sv_cheats checks, and any
 ConVar checks for that matter. Just make your cheat return default ConVar
 values for CVar queries.


 Kind regards,
 Saul Rennison



 On 26 March 2012 06:22, AnAkIn . anakin...@gmail.com wrote:

 There are some things you just can't find a way around. The game is just
 badly protected.

 Le 26 mars 2012 07:15, Cameron Munroe cmun...@cameronmunroe.com a
 écrit :

 Part of the reason for the success of SMAC and other anti-cheats is that
 it isn't on all servers. If it was these cheat producers would just find a
 way around it and all of us would be stuck.

 On 03/25/2012 09:58 PM, Team BOOM! wrote:

 How sweet would it be to have Kigen and the authors of SMAC work directly
 with Valve to integrate their anticheat features into VAC? If SMAC and
 Kigen’s AC can do it effectively, why not? I’ve been told that Valve is
 already working with the Gungame authors for CS:GO, and  in my opinion,
 dealing with cheaters is the single most frustrating and time-consuming part
 of being a Community Leader, Server Admin and for all the legit players who
 truly want to just play the game. Imagine a world where the minute you
 toggled a cheat, you lost your Steam account forever and the Admin never had
 to lift a finger to make it happen!



 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com ] On Behalf Of ics
 Sent: Sunday, March 25, 2012 12:40 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Crit hacking + VAC?



 That 1-3 is an average. Some days there are 2-3 alone, some weeks only 1
 idiot.  There has been 7 this week that have gotten caught automatically,
 8  by admin on TF2 and CSS together.

 I'd really like to get to see some improvement to VAC also to detect
 these cheaters. Not even half are banned after a month of getting caught.

 -ics

 25.3.2012 20:25, hlds kirjoitti:

 Only 1-3 per week? I would say an average of 2-3 cheaters per day per
 server. This being the ones detected by SMAC or admins, because the real
 number is probably higher. It is incredible how many players have sv_cheats
 set to 1…



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Saturday, March 24, 2012 9:38 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Crit hacking + VAC?



 I've also noticed an definite increase on cheaters. Where before f2p i
 used to see 10 cheats for duration of 2 years, now there's 1-3 per week.

 You could try SourceMod Anti-Cheat (SMAC). It has automatic functions,
 such as aimbot detection that seems to catch about half of these cheaters
 automatically.

 -ics

 24.3.2012 21:05, Rowedahelicon kirjoitti:

 Any word on the possible increase of Vac effectivity to wean off f2p
 players? It's not a problem to me, just curious.
 Also, is there a way or source mod anti cheat that stops crit hooking?
 Hack

 --
 *Matthew (Rowedahelicon) Robinson*
 Web Designer / Artist / Writer
 Website - http://www.rowedahelicon.com/





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Re: [hlds] Crit hacking + VAC?

2012-03-26 Thread AnAkIn .
Some public cheats are not even detected.

2012/3/26 ics i...@ics-base.net:
 Code is streamed, so those cheat builders can get a fragment of the VAC code
 but not all of it. Problem is that once their cheat is detected by VAC and
 they know it, all they need to do is alter some bits of it to make it
 undetectable again, untill the new signature of the cheat is added to VAC
 database again.

 Delayed system like VAC doesn't work in Free 2 Play case very well and the
 saying have active admins is so 2011. It doesn't fix the problem. Right
 now the delay between cheater detected on our servers and getting banned is
 1,5-2 weeks since the guy got caught - if a VAC ban is issued at all. Seems
 that the most newest accounts created are using some sort of publicly
 available cheat so and are banned within 2 weeks so why not tighten that
 time. I think everyone knows that VAC can detect the most public cheats out
 there. Well almost, except the idiots that use them. Still, they can cause
 havoc  so many hours on so many servers  at that time before getting banned.
 Just for laughs.

 -ics

 26.3.2012 12:55, Emil Larsson kirjoitti:

 Thing is that Valve does not exactly announce when they rework or improve
 VAC, to add to it's mysterious nature. In a way the hackers notices the
 updates to VAC before the general public.

 On Mon, Mar 26, 2012 at 10:33 AM, AnAkIn . anakin...@gmail.com wrote:

 VAC needs to be reworked for all games, not just TF2. There are so
 much hacks that it fails to detect which are detected by other
 anticheats.

 2012/3/26 Alexander Z spacebur...@gmail.com:
  Which is exactly why VAC needs to be reworked for TF2's needs.
 
 
  On 26 March 2012 08:21, Cc2iscooL cc2isc...@gmail.com wrote:
 
  Cheaters will always find ways to get around the system. The only way
  you
  can make sure you will never get any cheaters is to block all external
  connections to your server.
 
  Unfortunately it is the simple reality of gaming. If people can cheat
  to
  win, or to get a rise out of others, they will cheat to win.
 
  VAC is decently effective in a world where people need to purchase the
  game when their account gets banned. People think twice about using
  hack
  programs when they're faced with having to pay real money if they get
  caught
  to get back in. While it is not 100% (people that have enough money to
  not
  care) the delay factor was a scare factor for many cheaters, I remember
  talking to people that had loaded up a cheat once and joined a non-vac
  server being scared that they would be VAC banned for weeks before they
  finally calmed down. It also keeps the cheat programmers guessing if
  they're
  actually getting around the detection or not.
 
  But now TF2 is free-to-play. People can create however many accounts
  they'd like and cheat all the same, and it might be weeks before their
  account is banned. They don't have to buy any games, sure plugins like
  f2p
  kickers and whatnot may work on this, but what about legitimate people
  not
  wanting to use steam for purchases? Unfortunately due to the game going
  f2p
  many servers have decided to oust f2p players completely due to these
  reasons. A delayed banning system does not work well in a F2P
  environment.
  Make a new email and account which takes all of 3-5 minutes, and you've
  got
  a brand new hacking account for the next few weeks.
 
 
  On Mon, Mar 26, 2012 at 1:27 AM, Cameron Munroe
  cmun...@cameronmunroe.com wrote:
 
  If there is a will, there is a way.
 
 
  On 03/25/2012 10:22 PM, AnAkIn . wrote:
 
  There are some things you just can't find a way around. The game is
  just
  badly protected.
 
  Le 26 mars 2012 07:15, Cameron Munroe cmun...@cameronmunroe.com a
  écrit :
 
  Part of the reason for the success of SMAC and other anti-cheats is
  that
  it isn't on all servers. If it was these cheat producers would just
  find a
  way around it and all of us would be stuck.
 
  On 03/25/2012 09:58 PM, Team BOOM! wrote:
 
  How sweet would it be to have Kigen and the authors of SMAC work
  directly
  with Valve to integrate their anticheat features into VAC? If SMAC and
  Kigen’s AC can do it effectively, why not? I’ve been told that Valve
  is
  already working with the Gungame authors for CS:GO, and  in my
  opinion,
  dealing with cheaters is the single most frustrating and
  time-consuming part
  of being a Community Leader, Server Admin and for all the legit
  players who
  truly want to just play the game. Imagine a world where the minute you
  toggled a cheat, you lost your Steam account forever and the Admin
  never had
  to lift a finger to make it happen!
 
 
 
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com ] On Behalf Of ics
  Sent: Sunday, March 25, 2012 12:40 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Crit hacking + VAC?
 
 
 
  That 1-3 is an average. Some days there are 2-3 alone, some weeks only
  1
  idiot

Re: [hlds] Crit hacking + VAC?

2012-03-26 Thread AnAkIn .
Turning criticals off do fix crit hacking.

2012/3/26 Emil Larsson ail...@gmail.com:
 The missing nocrit tag is a unintentional oversight by the plugin author.
 It's meant for other plugins hooking into the crit function, not for server
 admins to get around the quickplay requirements.

 Personally I think quickplay need some options added so players can join
 nocrit servers through it if they so actively wish.

 On Mon, Mar 26, 2012 at 1:29 PM, admin ad...@wonkagaming.com wrote:

 http://forums.alliedmods.net/showthread.php?p=1672809


 This mod allows you to have Weapons crit OFF and still be on valves quick
 play KEEP IN MIND this is against the policy of truth so it is
 not  recommended  you use it.. but it is a TEMP solution

 Anything that hides server flags to public is against the policy if I
 recall.. So it might not be worth the risk...

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Re: [hlds] Crit hacking + VAC?

2012-03-25 Thread AnAkIn .
There are some things you just can't find a way around. The game is just
badly protected.
Le 26 mars 2012 07:15, Cameron Munroe cmun...@cameronmunroe.com a
écrit :

  Part of the reason for the success of SMAC and other anti-cheats is that
 it isn't on all servers. If it was these cheat producers would just find a
 way around it and all of us would be stuck.

 On 03/25/2012 09:58 PM, Team BOOM! wrote:

  How sweet would it be to have Kigen and the authors of SMAC work
 directly with Valve to integrate their anticheat features into VAC? If SMAC
 and Kigen’s AC can do it effectively, why not? I’ve been told that Valve is
 already working with the Gungame authors for CS:GO, and  in my opinion,
 dealing with cheaters is the single most frustrating and time-consuming
 part of being a Community Leader, Server Admin and for all the legit
 players who truly want to just play the game. Imagine a world where the
 minute you toggled a cheat, you lost your Steam account forever and the
 Admin never had to lift a finger to make it happen!



 * From: * hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com ] *On Behalf Of *ics
 *Sent:* Sunday, March 25, 2012 12:40 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Crit hacking + VAC?



 That 1-3 is an average. Some days there are 2-3 alone, some weeks only 1
 idiot.  There has been 7 this week that have gotten caught automatically,
 8  by admin on TF2 and CSS together.

 I'd really like to get to see some improvement to VAC also to detect these
 cheaters. Not even half are banned after a month of getting caught.

 -ics

 25.3.2012 20:25, hlds kirjoitti:

 Only 1-3 per week? I would say an average of 2-3 cheaters per day per
 server. This being the ones detected by SMAC or admins, because the real
 number is probably higher. It is incredible how many players have sv_cheats
 set to 1…



 * From: * hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *ics
 *Sent:* Saturday, March 24, 2012 9:38 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Crit hacking + VAC?



 I've also noticed an definite increase on cheaters. Where before f2p i
 used to see 10 cheats for duration of 2 years, now there's 1-3 per week.

 You could try SourceMod Anti-Cheat (SMAC). It has automatic functions,
 such as aimbot detection that seems to catch about half of these cheaters
 automatically.

 -ics

 24.3.2012 21:05, Rowedahelicon kirjoitti:

 Any word on the possible increase of Vac effectivity to wean off f2p
 players? It's not a problem to me, just curious.
 Also, is there a way or source mod anti cheat that stops crit hooking?
 Hack

 --
 *Matthew (Rowedahelicon) Robinson*
 Web Designer / Artist / Writer
 Website - http://www.rowedahelicon.com/





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 please visit:

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Re: [hlds] Crit hacking + VAC?

2012-03-24 Thread AnAkIn .
No, as long as noobs think that VAC works, there is no reason to update it.
tf_weapon_criticals 0 stops crit hacking.

2012/3/24 Rowedahelicon theoneando...@rowedahelicon.com:
 Any word on the possible increase of Vac effectivity to wean off f2p
 players? It's not a problem to me, just curious.
 Also, is there a way or source mod anti cheat that stops crit hooking?
 Hack

 --
 *Matthew (Rowedahelicon) Robinson*
 Web Designer / Artist / Writer
 Website - http://www.rowedahelicon.com/


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Re: [hlds] CS GO BETA KEY

2012-03-19 Thread AnAkIn .
The tickrate is 102,4 on cs go
Le 20 mars 2012 00:00, Saul Rennison saul.renni...@gmail.com a écrit :

 I would imagine either the same, or less, load as a TF2 server.

 On Monday, March 19, 2012, hlds h...@kirby420.com wrote:
  I find it offensive you consider anything on SPUF to be a 'discussion' 3
 
 
  On topic: I wonder if anyone at Valve could comment on what the server
 performance requirements for CS:GO dedi's will be versus srcds, or is this
 just going to be another instance of hacking new 'features' into the
 existing srcds tree and filling it with performance degrading bugs that
 won't get fi nevermind.
 
 
  But yeah, is this going to put a comparable load on the server for say a
 CS:GO 24 slot vs TF2 24 slot?
 
 
 
  On 3/19/2012 9:06 AM, Ivan wrote:
 
  I hope I am doing this right, this is my first time actually posting
 here. Anyway, SPUF forums are usually clustered by a bunch of script
 kiddies and isn't the best place for a constructive discussion, at least
 from my experience. This mailing list allows for direct communication
 between server admins and Valve, while SPUF are more focused on a
 discussion between gamers. :)
 
  On Mon, 19 Mar 2012 13:58:28 +0100, 
 hlds-requ...@list.valvesoftware.com wrote:
 
  Date: Mon, 19 Mar 2012 12:58:17 +
  From: Yuki d...@dazzozo.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] CS GO BETA KEY
  Message-ID: cfb51c19-ba60-41b5-b8a4-da8d6a6db...@email.android.com
  Content-Type: text/plain; charset=utf-8
 
  I often question why the mailing list exists. I mean SPUF does the
 same job right?
 
  -snip-
 
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Re: [hlds] New feature in TF2 Beta dedicated server update

2012-03-16 Thread AnAkIn .
Is this supposed to be the solution to the increase of cheaters on TF2?
That'd be a pretty shit solution. Where are the hardware bans?
Le 16 mars 2012 08:43, Ronny Schedel i...@ronny-schedel.de a écrit :

 I don't get it. Is this a feature or a new bug?

 I mean, who is interested in to give ordinary people kicking power?


  We have added support for Steam community blocking in the dedicated
  server. This functionality is in testing and is controlled by convar (
 off
  by default ). If the convar is enabled, every new player at connect time
 (
  once authenticated ) will be tested against the block list of every
 player
  already authenticated on the server. If any of the players on the server
  have blocked this player, the dedicated server is notified, and that new
  player may be kicked from the server depending on the convar settings.
  It is assumed that the most popular setting will take advantage of steam
  groups. To do this, use the new  sv_steamgroup convar to set the group
  that your server belongs to, and set sv_steamblockingcheck to 2. With
  this setting only members of the group that owns the server may deny
  other players access to the server. If a group has been selected and
  sv_steamblockingcheck is set to 1, the console text will distinguish a
  new player that is blocked by a clan member vs a non-clan member.
 
  Here are the details of the options:
 
  sv_steamblockingcheck
  1 = print results to console only
  2 = kick the new player from the server if anyone already on the server
  who is a member of the associated clan has blocked the new player
  3 = kick the new player from the server if anyone already on the server
  has blocked the new player
  4 = kick the new player from the server if anyone already on the server
  has blocked the new player or the new player has blocked any existing
  player on the server
 
  sv_steamgroup
  Set this convar to the group ID of the group that this server belongs to.
  You can find your group's ID on the admin profile page in the steam
  community.
 
  Please send feedback about blocking in dedicated servers directly to me.
 
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Re: [hlds] New feature in TF2 Beta dedicated server update

2012-03-16 Thread AnAkIn .
TF2 is free. You can just create a new account if you got blocked.

2012/3/16 Rich Kaethler r...@valvesoftware.com:
 I think there is some confusion about how this works.



 First off, there is no “kicking power”. The check is only made on initial
 connection to the server. Once on the server it does not give anyone power
 to kick anyone else.

 If while on the server, you discover people you never wish to play with
 again: you block them, then you are free to leave the server right then or
 endure them until you leave and find another server that does not contain
 people you have blocked.



 If the server sets sv_steamblockingcheck = 2 then only members of the clan
 that “owns” the server may prevent people from playing on that server.

 Yes this is currently limited to checking the block lists of clan members
 who are on that server, we will look at improving that in the future.

 Clearly it is best to use this feature with a non-public group, using it
 with a public group would be silly.

 This can be improved by ignoring a blocking relationship between two members
 of the group.



 If the server sets sv_steamblockingcheck = 4 then that stops a new player
 from joining a server if one of the people already on that server is blocked
 by the new player.

 The players already on that server will be totally unaffected. This is to
 prevent a new player from ever being matchmade onto a server with people
 they have blocked – in case of a race condition in the matchmaking.



 Lastly, this is primarily intended to be used on servers that have minimal
 administration / running no admin mods. Servers that are heavily
 administered already may not need to use this system at all.

 The sv_steamblockingcheck = 1 functionality is provided so that it can be
 used in conjunction with existing mods for servers that want to allow the
 general population to coexist with the servers preferred clients. If your
 server has some list of preferred clients, you can make them immune from
 blocking and still allow the general population to block each other – and
 allow your preferred clients to block who they like.



 Please feel free to continue sending constructive feedback.





 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rich Kaethler
 Sent: Thursday, March 15, 2012 5:19 PM
 To: 'hlds@list.valvesoftware.com'
 Subject: [hlds] New feature in TF2 Beta dedicated server update



 We have added support for Steam community blocking in the dedicated server.
 This functionality is in testing and is controlled by convar ( off by
 default ). If the convar is enabled, every new player at connect time ( once
 authenticated ) will be tested against the block list of every player
 already authenticated on the server. If any of the players on the server
 have blocked this player, the dedicated server is notified, and that new
 player may be kicked from the server depending on the convar settings.

 It is assumed that the most popular setting will take advantage of steam
 groups. To do this, use the new  “sv_steamgroup” convar to set the group
 that your server belongs to, and set “sv_steamblockingcheck” to 2. With this
 setting only members of the group that “owns” the server may deny other
 players access to the server. If a group has been selected and
 “sv_steamblockingcheck” is set to 1, the console text will distinguish a new
 player that is blocked by a clan member vs a non-clan member.



 Here are the details of the options:



 sv_steamblockingcheck

 1 = print results to console only

 2 = kick the new player from the server if anyone already on the server who
 is a member of the associated clan has blocked the new player

 3 = kick the new player from the server if anyone already on the server has
 blocked the new player

 4 = kick the new player from the server if anyone already on the server has
 blocked the new player or the new player has blocked any existing player on
 the server



 sv_steamgroup

 Set this convar to the group ID of the group that this server belongs to.
 You can find your group’s ID on the admin profile page in the steam
 community.



 Please send feedback about blocking in dedicated servers directly to me.




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Re: [hlds] Hackers on the rise

2012-03-04 Thread AnAkIn .
Speedhacks and wallhacks could be blocked with server side code if
Valve wanted to.

2012/3/4 Frank T. O'Connor fr...@oconnors.org:
 The whole reason game hacking works to begin with is you have to trust the 
 client. Everything you just listed can easily be intercepted at runtime, and 
 dynamic spoofed values given. Also, you aren't allowed to use MS product keys 
 for anything. They can't legally be used to track or identify people.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Saturday, March 03, 2012 5:29 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise

 Maybe they could use the hardware information that the Steam client already 
 send them every time you log in?
 - Network cards
 - CD/DVD/Hard drives and others
 (MediaType/Index/DeviceID/SerialNumber/Manufacturer)
 - OS (Version, CD Key)
 + more stuff

 2012/3/3 Cameron Munroe cmun...@cameronmunroe.com:
 Really, how would you track this? Ip ~ no. So what? The fact is NAT is
 so extensive now that tracking via IP is ineffective at best.


 On 3/3/2012 1:43 AM, AnAkIn . wrote:

 As if Valve never thought of doing that. Back when F2P got released
 they said they would do something against people creating multiple
 accounts, and they never done anything.

 2012/3/3 Rob Liurobl...@gmail.com:

 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to
 play accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
 voo...@voogru.com  wrote:

 That doesn't do much good for things like aimbots.



 I personally don't like the idea of preventing them from joining,
 but simply taking away things that they might be able to abuse. My
 dodgeball servers for example doesn't allow f2p to use, or hear
 anyone on voice comm.
 Too many unbannables just spewing mic spam all day.



 - Spencer.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: Friday, March 02, 2012 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise



 That is like saying I will not sell my product to greens. It is
 not effective and can do way more harm then good. You might just
 want to beef up your security with sourcemod and some plugins.

 On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

 One options is to just not allow f2p accounts. Or make them a lot
 more vulnerable to votekicks/votebans. I'm considering making it so
 it only takes half as many votes against f2p to take action.

 On Mar 2, 2012 6:34 PM, Russell Smithve...@tinylittlerobots.us
  wrote:

 If you can put up with the excessive memory leaks then you can use
 SourceTV on autorecord.  Then just reference the time of the ban
 with the time of the recorded demo and you have yourself a demo of
 the supposed cheater.



 On 3/2/2012 3:32 PM, Cameron Munroe wrote:

 Now if it only would start a demo and then ban them...

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Re: [hlds] Hackers on the rise

2012-03-04 Thread AnAkIn .
Actually the server should not send the positions of the players who
are not visible at all, this is what Anti Wallhack plugins do.

2012/3/4 hlds h...@kirby420.com:
 This. It's well within Valve's ability to put in server code that's as
 simple as;

 if (($playerone can't legally see $playertwo)  ($playerone killed
 $Playertwo)) then ban

 if ($player ismovingwaytoofuckingfast == $true) then ban

 I do not care how trusted the client must be, these are things than can and
 are not blocked by Valve on the server's side.




 On 3/4/2012 5:18 AM, AnAkIn . wrote:

 Speedhacks and wallhacks could be blocked with server side code if
 Valve wanted to.

 2012/3/4 Frank T. O'Connorfr...@oconnors.org:

 The whole reason game hacking works to begin with is you have to trust
 the client. Everything you just listed can easily be intercepted at runtime,
 and dynamic spoofed values given. Also, you aren't allowed to use MS product
 keys for anything. They can't legally be used to track or identify people.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Saturday, March 03, 2012 5:29 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise

 Maybe they could use the hardware information that the Steam client
 already send them every time you log in?
 - Network cards
 - CD/DVD/Hard drives and others
 (MediaType/Index/DeviceID/SerialNumber/Manufacturer)
 - OS (Version, CD Key)
 + more stuff

 2012/3/3 Cameron Munroecmun...@cameronmunroe.com:

 Really, how would you track this? Ip ~ no. So what? The fact is NAT is
 so extensive now that tracking via IP is ineffective at best.


 On 3/3/2012 1:43 AM, AnAkIn . wrote:

 As if Valve never thought of doing that. Back when F2P got released
 they said they would do something against people creating multiple
 accounts, and they never done anything.

 2012/3/3 Rob Liurobl...@gmail.com:

 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to
 play accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
 voo...@voogru.com    wrote:

 That doesn't do much good for things like aimbots.



 I personally don't like the idea of preventing them from joining,
 but simply taking away things that they might be able to abuse. My
 dodgeball servers for example doesn't allow f2p to use, or hear
 anyone on voice comm.
 Too many unbannables just spewing mic spam all day.



 - Spencer.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: Friday, March 02, 2012 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise



 That is like saying I will not sell my product to greens. It is
 not effective and can do way more harm then good. You might just
 want to beef up your security with sourcemod and some plugins.

 On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

 One options is to just not allow f2p accounts. Or make them a lot
 more vulnerable to votekicks/votebans. I'm considering making it so
 it only takes half as many votes against f2p to take action.

 On Mar 2, 2012 6:34 PM, Russell Smithve...@tinylittlerobots.us
  wrote:

 If you can put up with the excessive memory leaks then you can use
 SourceTV on autorecord.  Then just reference the time of the ban
 with the time of the recorded demo and you have yourself a demo of
 the supposed cheater.



 On 3/2/2012 3:32 PM, Cameron Munroe wrote:

 Now if it only would start a demo and then ban them...

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Re: [hlds] Hackers on the rise

2012-03-04 Thread AnAkIn .
The 'is player visible' checks are expensive, yes, but Valve can
probably optimize that and make it work better than it does with the
current plugins. They already use some multi threading code at some
places in the SRCDS code, it could be used for the anti wallhack code
as well. It it really causes some performance issues it could be a
CVar so people can decide if they want to enable it or not.

2012/3/4 ics i...@ics-base.net:
 Game actually draws the corner what player sees and also the area behind it
 (this prevents those sudden popups of players) , unless there is areaportal
 or hint/skip brush set to cut corner. TF2 on the other hand somehow does
 this differently. For example in harvest, if you snipe at the next house
 roof of your spawn and take a look fast enough over the top to the other
 side, sometimes some players draw out late. This could be due to the dynamic
 model loading system. Especially the sniper camping on the roof at the small
 barn at left sometimes is the late to appear. You also might see scout
 coming around corner but too late as there was hickup in packets or
 something and it teleports forward from the way it came from.

 -ics

 4.3.2012 18:31, Drogen Viech kirjoitti:

 The problem is that all the 'is player visible' checks are really
 expensive - what if an arm is sticking out somewhere behind cover?
 You'd need to test alot of corner-cases taking this into account - i
 agree that valve should put in more sever side protection though -
 speedhacks can't be that hard to detect on the server side

 2012/3/4 AnAkIn .anakin...@gmail.com:

 Actually the server should not send the positions of the players who
 are not visible at all, this is what Anti Wallhack plugins do.

 2012/3/4 hldsh...@kirby420.com:

 This. It's well within Valve's ability to put in server code that's as
 simple as;

 if (($playerone can't legally see $playertwo)  ($playerone killed

 $Playertwo)) then ban

 if ($player ismovingwaytoofuckingfast == $true) then ban

 I do not care how trusted the client must be, these are things than can
 and
 are not blocked by Valve on the server's side.




 On 3/4/2012 5:18 AM, AnAkIn . wrote:

 Speedhacks and wallhacks could be blocked with server side code if
 Valve wanted to.

 2012/3/4 Frank T. O'Connorfr...@oconnors.org:

 The whole reason game hacking works to begin with is you have to trust
 the client. Everything you just listed can easily be intercepted at
 runtime,
 and dynamic spoofed values given. Also, you aren't allowed to use MS
 product
 keys for anything. They can't legally be used to track or identify
 people.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Saturday, March 03, 2012 5:29 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise

 Maybe they could use the hardware information that the Steam client
 already send them every time you log in?
 - Network cards
 - CD/DVD/Hard drives and others
 (MediaType/Index/DeviceID/SerialNumber/Manufacturer)
 - OS (Version, CD Key)
 + more stuff

 2012/3/3 Cameron Munroecmun...@cameronmunroe.com:

 Really, how would you track this? Ip ~ no. So what? The fact is NAT
 is
 so extensive now that tracking via IP is ineffective at best.


 On 3/3/2012 1:43 AM, AnAkIn . wrote:

 As if Valve never thought of doing that. Back when F2P got released
 they said they would do something against people creating multiple
 accounts, and they never done anything.

 2012/3/3 Rob Liurobl...@gmail.com:

 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to
 play accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
 voo...@voogru.com      wrote:

 That doesn't do much good for things like aimbots.



 I personally don't like the idea of preventing them from joining,
 but simply taking away things that they might be able to abuse. My
 dodgeball servers for example doesn't allow f2p to use, or hear
 anyone on voice comm.
 Too many unbannables just spewing mic spam all day.



 - Spencer.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: Friday, March 02, 2012 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise



 That is like saying I will not sell my product to greens. It is
 not effective and can do way more harm then good. You might just
 want to beef up your security with sourcemod and some plugins.

 On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

 One options is to just not allow f2p accounts. Or make them a lot
 more vulnerable to votekicks/votebans. I'm considering making it
 so
 it only takes half as many votes against f2p to take action.

 On Mar 2, 2012 6:34 PM, Russell Smithve...@tinylittlerobots.us
  wrote:

 If you can put up with the excessive memory leaks then you can

Re: [hlds] Hackers on the rise

2012-03-03 Thread AnAkIn .
As if Valve never thought of doing that. Back when F2P got released
they said they would do something against people creating multiple
accounts, and they never done anything.

2012/3/3 Rob Liu robl...@gmail.com:
 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to play
 accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
 voo...@voogru.com wrote:

 That doesn’t do much good for things like aimbots.



 I personally don’t like the idea of preventing them from joining, but
 simply taking away things that they might be able to abuse. My dodgeball
 servers for example doesn’t allow f2p to use, or hear anyone on voice comm.
 Too many unbannables just spewing mic spam all day.



 - Spencer.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
 Sent: Friday, March 02, 2012 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise



 That is like saying I will not sell my product to greens. It is not
 effective and can do way more harm then good. You might just want to beef up
 your security with sourcemod and some plugins.

 On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

 One options is to just not allow f2p accounts. Or make them a lot more
 vulnerable to votekicks/votebans. I'm considering making it so it only takes
 half as many votes against f2p to take action.

 On Mar 2, 2012 6:34 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 If you can put up with the excessive memory leaks then you can use
 SourceTV on autorecord.  Then just reference the time of the ban with the
 time of the recorded demo and you have yourself a demo of the supposed
 cheater.



 On 3/2/2012 3:32 PM, Cameron Munroe wrote:
 
  Now if it only would start a demo and then ban them...

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 please visit:
 https://list.v...




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AnAkIn

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Re: [hlds] Hackers on the rise

2012-03-03 Thread AnAkIn .
Maybe they could use the hardware information that the Steam client
already send them every time you log in?
- Network cards
- CD/DVD/Hard drives and others
(MediaType/Index/DeviceID/SerialNumber/Manufacturer)
- OS (Version, CD Key)
+ more stuff

2012/3/3 Cameron Munroe cmun...@cameronmunroe.com:
 Really, how would you track this? Ip ~ no. So what? The fact is NAT is so
 extensive now that tracking via IP is ineffective at best.


 On 3/3/2012 1:43 AM, AnAkIn . wrote:

 As if Valve never thought of doing that. Back when F2P got released
 they said they would do something against people creating multiple
 accounts, and they never done anything.

 2012/3/3 Rob Liurobl...@gmail.com:

 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to play
 accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
 voo...@voogru.com  wrote:

 That doesn’t do much good for things like aimbots.



 I personally don’t like the idea of preventing them from joining, but
 simply taking away things that they might be able to abuse. My dodgeball
 servers for example doesn’t allow f2p to use, or hear anyone on voice
 comm.
 Too many unbannables just spewing mic spam all day.



 - Spencer.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
 Sent: Friday, March 02, 2012 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise



 That is like saying I will not sell my product to greens. It is not
 effective and can do way more harm then good. You might just want to
 beef up
 your security with sourcemod and some plugins.

 On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

 One options is to just not allow f2p accounts. Or make them a lot more
 vulnerable to votekicks/votebans. I'm considering making it so it only
 takes
 half as many votes against f2p to take action.

 On Mar 2, 2012 6:34 PM, Russell Smithve...@tinylittlerobots.us
  wrote:

 If you can put up with the excessive memory leaks then you can use
 SourceTV on autorecord.  Then just reference the time of the ban with
 the
 time of the recorded demo and you have yourself a demo of the supposed
 cheater.



 On 3/2/2012 3:32 PM, Cameron Munroe wrote:

 Now if it only would start a demo and then ban them...

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 https://list.v...




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Re: [hlds] Hackers on the rise

2012-03-03 Thread AnAkIn .
ics, I know a few people that have been cheating for months, some got
VAC banned (doesn't seem to happen often, though) and every time they
create a new account and just keep cheating.

2012/3/3 AnAkIn . anakin...@gmail.com:
 Maybe they could use the hardware information that the Steam client
 already send them every time you log in?
 - Network cards
 - CD/DVD/Hard drives and others
 (MediaType/Index/DeviceID/SerialNumber/Manufacturer)
 - OS (Version, CD Key)
 + more stuff

 2012/3/3 Cameron Munroe cmun...@cameronmunroe.com:
 Really, how would you track this? Ip ~ no. So what? The fact is NAT is so
 extensive now that tracking via IP is ineffective at best.


 On 3/3/2012 1:43 AM, AnAkIn . wrote:

 As if Valve never thought of doing that. Back when F2P got released
 they said they would do something against people creating multiple
 accounts, and they never done anything.

 2012/3/3 Rob Liurobl...@gmail.com:

 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to play
 accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
 voo...@voogru.com  wrote:

 That doesn’t do much good for things like aimbots.



 I personally don’t like the idea of preventing them from joining, but
 simply taking away things that they might be able to abuse. My dodgeball
 servers for example doesn’t allow f2p to use, or hear anyone on voice
 comm.
 Too many unbannables just spewing mic spam all day.



 - Spencer.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
 Sent: Friday, March 02, 2012 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise



 That is like saying I will not sell my product to greens. It is not
 effective and can do way more harm then good. You might just want to
 beef up
 your security with sourcemod and some plugins.

 On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

 One options is to just not allow f2p accounts. Or make them a lot more
 vulnerable to votekicks/votebans. I'm considering making it so it only
 takes
 half as many votes against f2p to take action.

 On Mar 2, 2012 6:34 PM, Russell Smithve...@tinylittlerobots.us
  wrote:

 If you can put up with the excessive memory leaks then you can use
 SourceTV on autorecord.  Then just reference the time of the ban with
 the
 time of the recorded demo and you have yourself a demo of the supposed
 cheater.



 On 3/2/2012 3:32 PM, Cameron Munroe wrote:

 Now if it only would start a demo and then ban them...

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Re: [hlds] Hackers on the rise

2012-03-03 Thread AnAkIn .
It's still not easy to change the drive specific hardware ID for most
people. And do you really think cheaters are going to play in a VM
then?

2012/3/3 Cameron Munroe cmun...@cameronmunroe.com:
 I built my pc, so there is no real SN/Manu. The drives are just drive info,
 Pretty much all of this is useless except maybe MAC addresses and even then
 all I have to do is create a VM and boom I am set and can make as many
 accounts as I want.

 On 3/3/2012 2:29 AM, AnAkIn . wrote:

 Maybe they could use the hardware information that the Steam client
 already send them every time you log in?
 - Network cards
 - CD/DVD/Hard drives and others
 (MediaType/Index/DeviceID/SerialNumber/Manufacturer)
 - OS (Version, CD Key)
 + more stuff

 2012/3/3 Cameron Munroecmun...@cameronmunroe.com:

 Really, how would you track this? Ip ~ no. So what? The fact is NAT is so
 extensive now that tracking via IP is ineffective at best.


 On 3/3/2012 1:43 AM, AnAkIn . wrote:

 As if Valve never thought of doing that. Back when F2P got released
 they said they would do something against people creating multiple
 accounts, and they never done anything.

 2012/3/3 Rob Liurobl...@gmail.com:

 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to play
 accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
 voo...@voogru.com    wrote:

 That doesn’t do much good for things like aimbots.



 I personally don’t like the idea of preventing them from joining, but
 simply taking away things that they might be able to abuse. My
 dodgeball
 servers for example doesn’t allow f2p to use, or hear anyone on voice
 comm.
 Too many unbannables just spewing mic spam all day.



 - Spencer.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: Friday, March 02, 2012 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise



 That is like saying I will not sell my product to greens. It is not
 effective and can do way more harm then good. You might just want to
 beef up
 your security with sourcemod and some plugins.

 On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

 One options is to just not allow f2p accounts. Or make them a lot more
 vulnerable to votekicks/votebans. I'm considering making it so it only
 takes
 half as many votes against f2p to take action.

 On Mar 2, 2012 6:34 PM, Russell Smithve...@tinylittlerobots.us
  wrote:

 If you can put up with the excessive memory leaks then you can use
 SourceTV on autorecord.  Then just reference the time of the ban with
 the
 time of the recorded demo and you have yourself a demo of the supposed
 cheater.



 On 3/2/2012 3:32 PM, Cameron Munroe wrote:

 Now if it only would start a demo and then ban them...

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Re: [hlds] Hackers on the rise

2012-03-02 Thread AnAkIn .
Nothing new. Valve doesn't care.

2012/3/2 Aerolite Gaming ad...@aerolitegaming.co.uk:
 The amount of hackers is rising bigtime, ones with name change scripts and
 ones that stop the status command from working, basically making banning
 them complicated. Since it's gone F2P people can just make a new account,
 i've noticed this because they Haven't set up their steam profile yet.
 Speedhackers + Aimbotters etc coming in every day.

 Anyone else faced with this?

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Re: [hlds] Hackers on the rise

2012-03-02 Thread AnAkIn .
It wouldn't change the fact that VAC sucks and it can take them like 6
months to add them one of the most known public cheats.

2012/3/2 Alexander Z spacebur...@gmail.com:
 Yep.
 IP bans don't do shit in most cases either because they have dynamic IPs.
 IMO the VAC system should be adjusted to TF2 so that it dispenses bans
 instantly upon detecting cheating, not after a few months.

 On 2 March 2012 23:52, Aerolite Gaming ad...@aerolitegaming.co.uk wrote:

 The amount of hackers is rising bigtime, ones with name change scripts and
 ones that stop the status command from working, basically making banning
 them complicated. Since it's gone F2P people can just make a new account,
 i've noticed this because they Haven't set up their steam profile yet.
 Speedhackers + Aimbotters etc coming in every day.

 Anyone else faced with this?

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Re: [hlds] Hackers on the rise

2012-03-02 Thread AnAkIn .
SMAC and other plugins won't detect all cheaters. Many cheat coders
are testing their cheats against SMAC and change their code to remain
undetectable.

2012/3/2 Russell Smith ve...@tinylittlerobots.us:
 Oh?  Good to know.  Thanks.


 On 3/2/2012 2:56 PM, Ross Bemrose wrote:

 SMAC has its own version of the fast name change kicker, so you shouldn't
 need mine as well.


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Re: [hlds] Hackers on the rise

2012-03-02 Thread AnAkIn .
DBlocker can actually detect some hacks that VAC  SMAC can't detect.

http://dblocker.didrole.com/

2012/3/3 Russell Smith ve...@tinylittlerobots.us:
 True.  Nothing is 100%, but it's better than only relying on VAC.


 On 3/2/2012 2:59 PM, AnAkIn . wrote:

 SMAC and other plugins won't detect all cheaters. Many cheat coders
 are testing their cheats against SMAC and change their code to remain
 undetectable.


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Re: [hlds] Source Multiplayer Dedicated Server tool... again.

2012-02-23 Thread AnAkIn .
It has done that for the past 6 months.

2012/2/23 Alexander Z spacebur...@gmail.com:
 I mean the dedicated server tool on Steam. It rejects all connections it
 receives.


 On 23 February 2012 23:51, 1nsane 1nsane...@gmail.com wrote:

 New version is:
 version 1.2.0.0 (tf)

 On Thu, Feb 23, 2012 at 5:45 PM, Ross Bemrose rbemr...@vgmusic.com
 wrote:

 If you mean it not updating TF2, it was mentioned on the hlds_linux list
 that the Steam API is returning that 1.1.9.9 is the latest version... which
 was the version from the last mandatory update:

 http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=440version=1.1.9.9format=xml

 I wonder if it's because the new version would be 1.1.9.10 and the API
 doesn't like that.


 On 2/23/2012 5:34 PM, Alexander Z wrote:

 Any hope for the issue causing it not to work to be fixed within this
 solar sweep?


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Re: [hlds] Source Multiplayer Dedicated Server tool... again.

2012-02-23 Thread AnAkIn .
Items fixes are top priority, you know :)

2012/2/24 Alexander Z spacebur...@gmail.com:
 I know that. That's why I'm asking here, to hopefully attract the attention
 of a Valve employee.


 On 23 February 2012 23:58, AnAkIn . anakin...@gmail.com wrote:

 It has done that for the past 6 months.

 2012/2/23 Alexander Z spacebur...@gmail.com:
  I mean the dedicated server tool on Steam. It rejects all connections it
  receives.
 
 
  On 23 February 2012 23:51, 1nsane 1nsane...@gmail.com wrote:
 
  New version is:
  version 1.2.0.0 (tf)
 
  On Thu, Feb 23, 2012 at 5:45 PM, Ross Bemrose rbemr...@vgmusic.com
  wrote:
 
  If you mean it not updating TF2, it was mentioned on the hlds_linux
  list
  that the Steam API is returning that 1.1.9.9 is the latest version...
  which
  was the version from the last mandatory update:
 
 
  http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=440version=1.1.9.9format=xml
 
  I wonder if it's because the new version would be 1.1.9.10 and the API
  doesn't like that.
 
 
  On 2/23/2012 5:34 PM, Alexander Z wrote:
 
  Any hope for the issue causing it not to work to be fixed within this
  solar sweep?
 
 
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Re: [hlds] Disconnect: Pure server: client has loaded extra file [GAME]\bin\client.dll. File must be removed to play on this server..

2012-02-21 Thread AnAkIn .
No.

2012/2/21 Brian br...@doublejump.eu:
 Is there anything that can be done on client-side besides restarting tf2?


 On Mon, Feb 20, 2012 at 11:14 PM, AnAkIn . anakin...@gmail.com wrote:

 Known sv_pure whitelist bug which has never been fixed.

 2012/2/21 Brian br...@doublejump.eu:
  Can anyone explain this? Being kicked upon joining servers.
 
  Thanks,
  Brian
 
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Re: [hlds] Disconnect: Pure server: client has loaded extra file [GAME]\bin\client.dll. File must be removed to play on this server..

2012-02-20 Thread AnAkIn .
Known sv_pure whitelist bug which has never been fixed.

2012/2/21 Brian br...@doublejump.eu:
 Can anyone explain this? Being kicked upon joining servers.

 Thanks,
 Brian

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Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread AnAkIn .
Documented changes: insert fix for hats, weapons + new hats, weapons

2012/2/2 Jethro Seabridge jet2the...@gmail.com

 Undocumented changes: insert entirety of patch notes here


 On Thu, Feb 2, 2012 at 9:50 PM, Eric Smith er...@valvesoftware.comwrote:

 We're working on releasing a mandatory TF2 update. We should have it
 ready soon.

 -Eric

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
- Added DamagedPlayer animation event for the HUD, fired when the local
player damages other players

Anyone knows what's the use of that? Unless you're coding hacks, it seems
to be pointless.

2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit :

  We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log instead
 of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward spawn
 alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing on
 the catwalk behind it
 
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
Unless I am missing something, they seem to be talking about adding a game
event here, not anything new to the HUD?

2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and 'sticky'
 outgoing damage numbers to the HUD. I'd imagine it's something along those
 lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it seems
 to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit :

  We've released a mandatory update to Team Fortress 2. The notes for
 the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward spawn
 alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing on
 the catwalk behind it
 
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
I don't think you understood the events I am talking of.

https://developer.valvesoftware.com/wiki/IGameEventManager
https://developer.valvesoftware.com/wiki/Networking_Events_%26_Messages

2012/2/2 Andrew DeMerse ademe...@gmail.com

 You even quoted it! Haha

 - Added DamagedPlayer animation event for the HUD, fired when the local
 player damages other players

 On Thu, Feb 2, 2012 at 5:30 PM, AnAkIn . anakin...@gmail.com wrote:

 Unless I am missing something, they seem to be talking about adding a
 game event here, not anything new to the HUD?


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and 'sticky'
 outgoing damage numbers to the HUD. I'd imagine it's something along those
 lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it
 seems to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit
 :

  We've released a mandatory update to Team Fortress 2. The notes for
 the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the
 Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate
 exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward
 spawn alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing
 on the catwalk behind it
 
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
I just found that out, I didn't know there were HUD events in
HudAnimations_tf.txt.

2012/2/2 Andrew DeMerse ademe...@gmail.com

 The HUD animations file changed, and the patch note says it's an event
 related to HUDs. The animation file changes added the following lines.

 +
 + //===
 +
 + event DamagedPlayer
 + {
 + // empty
 + }


 On Thu, Feb 2, 2012 at 5:43 PM, AnAkIn . anakin...@gmail.com wrote:

 I don't think you understood the events I am talking of.

 https://developer.valvesoftware.com/wiki/IGameEventManager
 https://developer.valvesoftware.com/wiki/Networking_Events_%26_Messages


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You even quoted it! Haha

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 On Thu, Feb 2, 2012 at 5:30 PM, AnAkIn . anakin...@gmail.com wrote:

 Unless I am missing something, they seem to be talking about adding a
 game event here, not anything new to the HUD?


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and
 'sticky' outgoing damage numbers to the HUD. I'd imagine it's something
 along those lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it
 seems to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a
 écrit :

  We've released a mandatory update to Team Fortress 2. The notes
 for the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to
 Steam authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when
 the local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the
 Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate
 exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward
 spawn alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing
 on the catwalk behind it
 
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Re: [hlds] Dealing with persistent cheaters

2012-01-30 Thread AnAkIn .
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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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Re: [hlds] Dealing with persistent cheaters

2012-01-30 Thread AnAkIn .
Try it and see.

2012/1/30 Jeff Sugar jeffsu...@gmail.com

 Is it safe/okay to use dblocker along with smac? Or is it like antivirus
 applications in that having more than one can result in undesirable
 complications?
 On Jan 30, 2012 4:13 AM, Drogen Viech drogenvi...@googlemail.com
 wrote:

 Can both be used together without problems? I would disable automatic
 banning in one of them of course.

 2012/1/30 AnAkIn . anakin...@gmail.com:
  DBlocker can detect more cheats than SMAC. One of the most used public
  cheats is detected by DBlocker.
 
 
  2012/1/30 Cc2iscooL cc2isc...@gmail.com
 
  I was reading the Kigen forums and a lot of people are banned for
  sv_consistency errors, which could be as simple as just having a
 skin on a
  server that doesn't allow them.
 
  Hilarious.
 
 
  On Sun, Jan 29, 2012 at 11:13 PM, Admin essential...@bigpond.com
 wrote:
 
  LMFAO Kigen's anticheat is obsolete and Kiegen forces you to use his
  server
  with his conditions. There is no leeway or allowances for independent
  control over banning and you are forced to kigens global banning
 system.
  There is no decent support less being dictated too. I highly recommend
  that
  one avoids this system entirely
 
  SMAC is far more superior and has no restrictions or limitations. It
 is
  constantly updated and when an issue is found it is mostly corrected
  immediately upon the team reading the issues
 
  SMAC can be found at allied modders
  http://forums.alliedmods.net/showthread.php?t=156872
 
  I have tried both cheat systems and found KAC to be lacking and
 missed 8
  out
  of ten simulated cheats. SMAC prevented 10 out of ten and allows you
 to
  freely configure its uses without being forced to use a global system.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike @
 BOOM!
  Sent: Monday, 30 January 2012 12:56 PM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Dealing with persistent cheaters
 
  I was like you when it came to dealing with cheaters. I was so sick of
  them
  I almost stopped hosting.
 
  The came SourceBans and Kigen's AC. For the past 2+ years we have used
  SourceBans: www.sourcebans.net to handle our Admin management and
 bans
  list
  on a global community level. Banned in one server means banned in all
 our
  servers when using SourceBans. We also use the Steambans SBSRC Plugin
 at:
  www.steambans.com, which is another global ban list with 1000's of
 banned
  cheater SteamIDs in it. Finally and most importantly, there are two
 cheat
  detection plugins that block and ban a ton of cheaters for us. The
  original
  Kigen's Anticheat: http://www.kigenac.com/ SourceMod plugin
  (wonderful!!!)
  and the newer SourceMod Anticheat (SMAC), spun off of Kigen's
 platform.
  Both
  Kigen's and SMAC integrate seamlessly with Sourcebans to perma-ban
  suspect
  cheaters without an Admin being in the server. I can't say enough
 about
  Kigen and his wonderful work. It really has saved our asses and it's
 very
  cool to see players being banned when they cheat when Admins are in
 the
  server. It's like having an Admin who is spectating every player on
 every
  server 24/7!
 
  By running a global ban management system like SourceBans and having
  real-time cheat detection of the likes of Kigen's AC or SMAC, we have
  virtually eliminated the need for Admins most of the time. Sure and
  occasional player is missed when using some cheat we can't T detect,
 but
  this is so rare we don't worry that much about it. You can even
 download
  the
  banlists from other communities who make them available on their
  Sourcebans
  site so you don't have to start from scratch.
 
  Check out the links and let me know if you have any questions.
  Mike
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu
  Sent: Sunday, January 29, 2012 5:45 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Dealing with persistent cheaters
 
  Price of the game going free to play.  Servers get more traffic, but
 no
  other way to deal with persistent cheaters and griefers.  Ban has lost
  its
  meaning.  There is nothing we can do as server owners.
 
  Valve really need to figure something out.
 
  On 1/30/12, hlds h...@gmx.com wrote:
   I had once a problem with a guy that had many F2P accounts and as
   provider one of the biggest from my country (dynamic IPs and
   impossible to ban), but I was lucky to find out that he also had a
 web
   server hosted on his computer. I did a script to check every 5
 minutes
   the IP for that site and to update a firewall rule, but usually you
   can't do nothing, except to have some nice words for Valve and as
 many
  admins as possible.
  
  
  
   I don't understand why this is not a top priority thing for Valve,
   because a cheater with speedhack can empty

Re: [hlds] Dealing with persistent cheaters

2012-01-30 Thread AnAkIn .
Releasing DBlocker source code would be pretty stupid since it would let
all cheat coders know how their cheats are being detected and they'd
quickly get around it.

2012/1/30 Emil Larsson ail...@gmail.com

 You should find out pretty fast if they conflict with each other if you
 try (though it does increase the total cpu usage obviously), although
 personally I think it's reduant.

 We're using SMAC as that's actively developed (being a fork of KAC as far
 I understand and all?). KAC itself hadn't been updated in awhile and the
 KAC forums seems very stagnated but who knows what pops up in the future. I
 personally find myself a little suspicious of dblock though due to the lack
 of source code available.

 On Mon, Jan 30, 2012 at 3:52 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 Er, the primary reason I asked was to avoid the try and see approach,
 which could lead to a multitude of undesirable and/or unnoticeable results
 :( For example, the server may crash the very next time a hacker enters the
 server, whether that be tomorrow or a month from now. It's also entirely
 possible that, rather than crashing, it could stop either system from
 properly detecting and dealing with a detection.

 There are plenty of others, but those are the first two that popped into
 my head. I'm not saying it shouldn't be tested, but I have a feeling
 there's at least one person out there who has already done so in order to
 save others the trouble of just blindly trying it.



 On Mon, Jan 30, 2012 at 6:38 AM, AnAkIn . anakin...@gmail.com wrote:

 Try it and see.


 2012/1/30 Jeff Sugar jeffsu...@gmail.com

 Is it safe/okay to use dblocker along with smac? Or is it like
 antivirus applications in that having more than one can result in
 undesirable complications?
 On Jan 30, 2012 4:13 AM, Drogen Viech drogenvi...@googlemail.com
 wrote:

 Can both be used together without problems? I would disable automatic
 banning in one of them of course.

 2012/1/30 AnAkIn . anakin...@gmail.com:
  DBlocker can detect more cheats than SMAC. One of the most used
 public
  cheats is detected by DBlocker.
 
 
  2012/1/30 Cc2iscooL cc2isc...@gmail.com
 
  I was reading the Kigen forums and a lot of people are banned for
  sv_consistency errors, which could be as simple as just having a
 skin on a
  server that doesn't allow them.
 
  Hilarious.
 
 
  On Sun, Jan 29, 2012 at 11:13 PM, Admin essential...@bigpond.com
 wrote:
 
  LMFAO Kigen's anticheat is obsolete and Kiegen forces you to use
 his
  server
  with his conditions. There is no leeway or allowances for
 independent
  control over banning and you are forced to kigens global banning
 system.
  There is no decent support less being dictated too. I highly
 recommend
  that
  one avoids this system entirely
 
  SMAC is far more superior and has no restrictions or limitations.
 It is
  constantly updated and when an issue is found it is mostly
 corrected
  immediately upon the team reading the issues
 
  SMAC can be found at allied modders
  http://forums.alliedmods.net/showthread.php?t=http://forums.alliedmods.net/showthread.php?t=156872
 36
 384
 http://www.indiedb.com/games/noxious

 Hey reddit gaming here is a ga http://www.indiedb.com/games/noxious
 156872 http://forums.alliedmods.net/showthread.php?t=156872
 
  I have tried both cheat systems and found KAC to be lacking and
 missed 8
  out
  of ten simulated cheats. SMAC prevented 10 out of ten and allows
 you to
  freely configure its uses without being forced to use a global
 system.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike @
 BOOM!
  Sent: Monday, 30 January 2012 12:56 PM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Dealing with persistent cheaters
 index http://www.kigenac.com/index.php
  I was like you when it came to dealing with cheaters. I was so
 sick of
  them
  I almost stopped hosting.
 
  The came SourceBans and Kigen's AC. For the past 2+ years we have
 used
  SourceBans: www.sourcebans.net to handle our Admin management and
 bans
  list
  on a global community level. Banned in one server means banned in
 all our
  servers when using SourceBans. We also use the Steambans SBSRC
 Plugin at:
  www.steambans.com, which is another global ban list with 1000's
 of banned
  cheater SteamIDs in it. Finally and most importantly, there are
 two cheat
  detection plugins that block and ban a ton of cheaters for us. The
  original
  Kigen's Anticheat: http://www.kigenac.com/ SourceMod plugin
  (wonderful!!!)
  and the newer SourceMod Anticheat (SMAC), spun off of Kigen's
 platform.
  Both
  Kigen's and SMAC integrate seamlessly with Sourcebans to perma-ban
  suspect
  cheaters without an Admin being in the server. I can't say enough
 about
  Kigen and his wonderful work. It really has saved our asses and
 it's very
  cool to see players being banned when they cheat when Admins are
 in the
  server. It's

Re: [hlds] 2012 and what is coming...

2012-01-01 Thread AnAkIn .
 playing on my servers by any female
  21 or older rule, get rid of all male admins.
 
  Happy new years everyone. I hope all have a prosperous and healthy year.
  It's the end of the world as we know it...
 
 
  __**_
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 --
 -- Ron / CrazeD




 --

 Message: 4
 Date: Sun, 1 Jan 2012 18:10:49 +
 From: Damien Delay damien.delay1...@gmail.com
 To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com
 Subject: [hlds] No weapon spread(TF2)
 Message-ID: 
 6BD94BCF-4FBF-40F1-B243-**b6e29c727...@gmail.com6bd94bcf-4fbf-40f1-b243-b6e29c727...@gmail.com
 
 Content-Type: text/plain;   charset=us-ascii

 Hello all,

 I would like to enquiry about where no weapon spread would stand on a
 quick play server. No weapon spread does not add a tag so would not
 disqualify the server but what would valves opinion on this be ?

 Thank
 Damien Delay

 Sent from my iPhone


 --

 Message: 5
 Date: Sun, 1 Jan 2012 12:27:05 -0600
 From: zach isaac drgnz...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Subject: Re: [hlds] No weapon spread(TF2)
 Message-ID:
CAKmcpeEw8QHwJ0FWYnG20d+**RtGtDQ0jS68oQyxRkPc+tzSfLHw@**
 mail.gmail.comcakmcpeew8qhwj0fwyng20d%2brtgtdq0js68oqyxrkpc%2btzsf...@mail.gmail.com
 
 Content-Type: text/plain; charset=iso-8859-1

 Well, I think it would be okay. What would disqualify you is if you
 modified your server to not show tags when it would normally. Also, No
 weapon spread would be insane. Long range SMG anyone? You should probably
 try no RANDOM weapon spread instead.

 On Sun, Jan 1, 2012 at 12:10 PM, Damien Delay damien.delay1...@gmail.com
 **wrote:

  Hello all,
 
  I would like to enquiry about where no weapon spread would stand on a
  quick play server. No weapon spread does not add a tag so would not
  disqualify the server but what would valves opinion on this be ?
 
  Thank
  Damien Delay
 
  Sent from my iPhone
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 *



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Re: [hlds] Cheat Engine Report

2011-12-25 Thread AnAkIn .
F2P or not, the players are not even getting VAC banned for known public
cheats, so it doesn't really matter.

2011/12/25 Mart-Jan Reeuwijk mreeu...@yahoo.com

 I'd agree that I'm a nutter, but not on this case. the female in
 question was the spouse of one of the admins and we review all our bans
 anyways.

   --
 *From:* hasser css hasserva...@gmail.com

 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Saturday, 24 December 2011, 23:47

 *Subject:* Re: [hlds] Cheat Engine  Report

 24/12/2011 Mart-Jan Reeuwijk sagt:
  Another approach can be to give those female players miniadmin rights,
 so
  they can ban someone for a short time. Had to deal with about the same
 kind
  of stuff, where 1 player made it bad by cajoling up the others, this
 lasted
  some time, and went out of hand. We banned the guy, but the rest kept at
 it.
  We decided to give her admin,  and  then she could ban any herself, which
  ended the situation fast, because then as soon as it happened, she banned
  them.

 Giving special rights to people on your server just because they are a
 female and can't ignore people herself? You're a bloody nutter! Please
 post your server name so I may add it to my blacklist and never have
 the misfortune of joining it.

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Re: [hlds] Server Rates Guide Needed

2011-10-23 Thread AnAkIn .
FYI it has never been possible to change the tickrate on TF2 since the game
release.

2011/10/23 kelly joe whitenoi...@ntlworld.com

 Interesting, ok. Wont change anything then.


 On 23 October 2011 12:15, kelly joe whitenoi...@ntlworld.com wrote:

 Ok, thanks guys, just for the record, what settings would you reccommend
 most, 4 for maxrate fast?


 On 23 October 2011 12:09, Jeff Sugar jeffsu...@gmail.com wrote:

 For the record, even if you an, you do NOT want to change
  On Oct 23, 2011 4:01 AM, kelly joe whitenoi...@ntlworld.com wrote:
 
  Thanks, so update rate and cmd rate to 66tick, got it. What command am
 I altering to suit 4?
 
 
  On 23 October 2011 11:30, Drogen Viech drogenvi...@googlemail.com
 wrote:
 
  Leave everything at the default settings, seriously.
  The only thing that MAYBE improves anything would be increasing
  updaterate and cmdrate to match the server tickrate (66)
  And for the love of god, don't just set rate to something low as
  2, use atleast 4 for the sake of not giving everyone
  network-choke.
 
  2011/10/23 Joe Powell j...@joepowell.co.uk:
   Fyi just because you bought the game on the old engine, it auto
 updates to
   the latest release.
  
   Joe
  
   On Oct 23, 2011 10:35 AM, kelly joe whitenoi...@ntlworld.com
 wrote:
  
   Hi, I run a dedicated server, and it's only my second time of doing
 so.
  
   I've done a bit of research, and someone on here told me that TF2
 is
   locked at 66tick.
  
   However, I read somewhere that if you have the earlier orange box
 engine
   for the game (and I think i do because i bought tf2  with orange
 box), then
   TF2 isn't locked, You can raise it higher.
  
   I was wondering if someone could explain to me the different types
 of
   rates, the commands involved, optimum rates etc, as I really dont
 understand
   how to use them well, and also what the ideal rates would be for my
 server.
  
   I'm running Windows Vista 32 Bit with 2.20ghz dual core processor
 if that
   helps.
  
   Thanks
  
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Re: [hlds] Half-Life 1 Dedicated server update released

2011-10-23 Thread AnAkIn .
Any news about the CS 1.6 changes? The changes are still not in the official
release.

2011/10/5 Dmitriy Bobrovskiy supp...@isotonic.ru

 Thank you! I will try solve the problem that way.

 --

 Now I have another question. I create new HLDS installation using
 hldsupdatetool without 3-d party plugins, start the server and get the
 following console message: ‘Setmaster:  Unknown command enable’

 If  I use setmaster command I get:

 ] setmaster

 Usage:

 Setmaster add | remove | enable | disable IP:port

 Current:

   0:  69.28.158.131:27010

   1:  209.197.20.34:27010

 It looks fine. But why I get the error ‘Unknown command enable’? Is it
 normal?

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mart-Jan Reeuwijk
 *Sent:* Tuesday, October 04, 2011 7:11 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Half-Life 1 Dedicated server update released

 ** **

 they actually mean real gameplay make-over mods, where a different gameplay
 is achieved, ie: dodgeball, MGE, prophunt, etc. And not plugins like AMX
 mod, SM:MM with some scripts, those are negligible vs that.


 you most probably have plugins that bite eachother, and therefore crash
 the server.
 Solution?
 - either remove all plugins and start afresh with absolute minimum, adding
 every other day one of the plugins, and keep notes on it so you can find
 what change coused the crashes.
 - start removing each plugin, one by one, and test...  Dont be surprised
 tho if its multiple plugins that can cause this (ie: a combination of 2-3 or
 even 4 plugins that aren't happy with the company they are in)


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Re: [hlds] Max FPS

2011-10-22 Thread AnAkIn .
Increasing FPS won't make the gameplay smoother.

2011/10/22 kelly joe whitenoi...@ntlworld.com

 So, does this mean that all servers are gonna run at the same rate?

 Cos' mines locked at 66-68fps, and it's slower than it was since the
 update. How can we increase the fps? Just to make gameplay smoother, with
 less lag?

 Thanks

 On 18 October 2011 10:37, Crazed Gunman bsr.crazedgun...@gmail.comwrote:

  I can confirm it, happened for me too.


 On 10/17/2011 6:37 PM, m33crob wrote:

 I have not had a chance to test this yet, but I've been informed via the
 Steam Forums that this crash happens when one of the participants
 disconnects from the server during the high five.


 On Oct 17, 2011 4:01 PM, Ryan Stecker voidedwea...@gmail.com wrote:

 That has nothing to do with the actual root of the problem, which are the
 client crashes.

 I was just trying to clear up some confusion in case people thought No
 Steam Logon had something to do with the crashes.

 The cause and effect relationship is that the client crashes, and the
 Steam backend tells the server that the client isn't on the server anymore
 (because it crashed).



 On Mon, Oct 17, 2011 at 5:54 PM, Saul Rennison saul.renni...@gmail.com
 wrote:
 
  Precisely. Try...

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Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-11 Thread AnAkIn .
Can anyone from Valve comment about host_timer_spin_ms?

This seem to make the FPS more consistent when enabled, it always stay at
66. When it's disabled, it's mostly between 60-70.

2011/10/11 Brian Simon bluebriansi...@gmail.com

 Yes, I am very relieved that this Major Update is not one of Valve's
 infamous Friday Updates.


 On Tue, Oct 11, 2011 at 12:07 AM, Rob Liu robl...@gmail.com wrote:

 Well, at least they're doing a major update on Wednesday instead on Friday


 On Tue, Oct 11, 2011 at 4:53 PM, Wander wander...@gmail.com wrote:

 thanks for the heads up

 Im guessing we'll need to change this on our prophunt servers, or does
 anyone know if the ph mod takes care of it?

 On Tue, Oct 11, 2011 at 05:50, Jake Haldeman jake.halde...@neumont.edu
 wrote:
  I'm guessing the default is that it will show the icons.  But if your
 server.cfg has the tf_show_voice_icons after the update it will no longer
 work because they changed it...
  
  From: hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu [
 robl...@gmail.com]
  Sent: Monday, October 10, 2011 9:48 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mandatory TF2 update coming Wednesday
 
  Hi there,
 
  What if I don't have mp_show_voice_icons in my server.cfg ?
 
  On Tue, Oct 11, 2011 at 2:32 PM, Tony Paloma to...@valvesoftware.com
 mailto:to...@valvesoftware.com wrote:
  We’re going to have a mandatory TF2 update coming Wednesday
 afternoon/evening. This is just a heads-up that it’s coming so that you can
 be prepared.
 
  There is one change that might require a change to server configs:
  tf_show_voice_icons has been renamed to mp_show_voice_icons so that
 it’s more generic.
 
  Thanks,
  Tony
 
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Re: [hlds] hlds Digest, Vol 7, Issue 9

2011-10-08 Thread AnAkIn .
It's pretty obvious that this protection is client side, isn't it? And it's
not been released yet into the client.

2011/10/5 Glib Tsyrklyevych russian...@gmail.com

 - prevented several client redirection exploits when connecting to a
 server

 Could you please elaborate on how do you prevent redirection on optional
 updates, or do you want the code to be tested before it's released?

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Re: [hlds] Servers are absent in Server Browser

2011-10-02 Thread AnAkIn .
I hope Valve will ban your servers anyway, if they haven't already done it.

2011/10/2 Dominik Friedrichs d...@forlix.org

 On 2011/10/02 03:22, Dmitriy Bobrovskiy wrote:

 I opened server browser, connected to various servers and then pressed
 Shift+TAB to open Steam Community in-game. After that I navigated to
 Players-Current game and saw 'No Steam users reported by game server' every
 time!


 Does this feature even work for HL1 games? I've never tried it there.
 Anyway, it does seem to be broken rather often in HL2 based games as well,
 but not all of the time.

 This is pure speculation, but the server losing connection to the Steam
 network (or the IP range being blocked by Valve on purpose due to excessive
 illegal activity) might be the cause for this as well.



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Re: [hlds] Servers are absent in Server Browser

2011-09-29 Thread AnAkIn .
Ook, as you don't know what Non Steam servers are, this may help you:
http://lmgtfy.com/?q=non+steam+servers

2011/9/29 Claudio Beretta beretta.clau...@gmail.com

 they are cracked servers.


 On Thu, Sep 29, 2011 at 5:53 PM, Ook ooksser...@zootal.com wrote:

  How are these non steam servers???


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Re: [hlds] Servers are absent in Server Browser

2011-09-28 Thread AnAkIn .
We don't support Non Steam servers on this list.

2011/9/29 Dmitriy Bobrovskiy supp...@isotonic.ru

 Hi everyone!

 We have a few HLDS servers running on Windows. They have correct set of
 Steam master servers. They are identical (of course they use different ports
 and mapcycles). But only about half of them is seen in Steam Server Browser.
 I would like to solve that problem. Any help will be much appreciated.

 Here the servers list:
 HL TDM 1: hl.aimaster.ru:27014  absent
 HL TDM 2: hl.aimaster.ru:27016  absent
 HL TDM 4: hl.aimaster.ru:27027  present
 HL DM 1 : hl.aimaster.ru:27010  absent
 HL DM 2 : hl.aimaster.ru:27012  absent
 HL DM 3 : hl.aimaster.ru:27017  present


 Best Wishes!
 Dmitriy Bobrovskiy
 Systems Administrator
 Moscow, Russia
 supp...@isotonic.ru
 http://isotonic.ru/


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