Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread AnAkIn .
DBlocker can block speedhacks, wallhacks, detect CVars, block exploitable
files, and LSS.
http://dblocker.didrole.com/

2010/8/2 Kyle Sanderson kyle.l...@gmail.com

 There is Kigen's Anti-Cheat plugin. However, it is not as mature is
 what you're asking for. KAC just looks at susceptible CVars and
 queries them on clients from time to time (every 15? seconds or so per
 cvar). For speedhacking though, or nospread? At the moment no
 SourceMod plugin can thwart their ability to ruin the game for others.

 Cheers,
 Kyle.

 On Sun, Aug 1, 2010 at 9:45 PM, Lane Eckley l...@gamerslifeline.com
 wrote:
  Hi Guys,
 
  Does anyone have any suggestions of SoureMOD plugins or other mods that
 can
  help combat against the general cheat flying around for TF2 as of late?
 We
  are seeing an ever expanding number of speedhacks and would like to at
 least
  solve that if possible.
 
  Beyond that, I am also looking for suggestions on how to detect a hack
 for
  the bullet spread, we are seeing some heavies sniping people out across
 the
  map but have no real way to prove they are actually hacking and not just
  getting some ridiculously good shots.
 
  Thanks ahead of time for any suggestions!
 
  -Lane
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread HL-SDK Synths
What is this general cheat you're talking about? It looks like dblocker
modifies settransmit, which is a very good step.

On Aug 2, 2010 5:59 AM, AnAkIn . anakin...@gmail.com wrote:

DBlocker can block speedhacks, wallhacks, detect CVars, block exploitable
files, and LSS.
http://dblocker.didrole.com/

2010/8/2 Kyle Sanderson kyle.l...@gmail.com


 There is Kigen's Anti-Cheat plugin. However, it is not as mature is
 what you're asking for. KAC...
--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2

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[hlds] [TF2] Restarting full servers

2010-08-02 Thread Alec Sanger

For those of you who have TF2 servers that are full 24/7, do you do anything to 
keep it running smooth? I'm currently troubleshooting one of my servers that 
pretty much doesn't empty. The map changes every hour or two, depending on how 
the gamers play. I know we ran into an issue in the past with one of our 24/7 
servers that didn't have a winlimit. We ended up installing the crontab plugin 
and having the map restart once every day, which seemed to fix the gradual 
deterioration of the server. The issue we're having now is different - it's 
almost like something is taking up 100% CPU on the server for a couple seconds 
at a time every 40 - 60 minutes or so. The only other things on the box are 2 
very small TF2 servers. I've watched the CPU and I don't see any jumps in CPU 
usage.

Any ideas?

Thank you,
Alec Sanger

  
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Re: [hlds] [TF2] Restarting full servers

2010-08-02 Thread ics
I have also noticed these same spikes and i'm pretty sure the spikes are 
so small that you might have missed them and they don't show up in 
graphs due to their small time. Either that or you have a hardware 
issue. My assumption is that the spikes came along 2 updates before the 
engineer update. It is the first time i noticed them myself. Sometimes 
the CPU just peaks (even though the usual usage isn't even near 100%) 
and there is a very noticeable lagspike. Even the smaller TF2 server 
does the same thing and it's cpu is only on 60% load.


-ics

2.8.2010 15:09, Alec Sanger kirjoitti:

For those of you who have TF2 servers that are full 24/7, do you do anything to 
keep it running smooth? I'm currently troubleshooting one of my servers that 
pretty much doesn't empty. The map changes every hour or two, depending on how 
the gamers play. I know we ran into an issue in the past with one of our 24/7 
servers that didn't have a winlimit. We ended up installing the crontab plugin 
and having the map restart once every day, which seemed to fix the gradual 
deterioration of the server. The issue we're having now is different - it's 
almost like something is taking up 100% CPU on the server for a couple seconds 
at a time every 40 - 60 minutes or so. The only other things on the box are 2 
very small TF2 servers. I've watched the CPU and I don't see any jumps in CPU 
usage.

Any ideas?

Thank you,
Alec Sanger


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Re: [hlds] [TF2] Restarting full servers

2010-08-02 Thread Alec Sanger

Issue is that I'm not seeing this same behavior on all my servers. I see it 
most noticeably on 1, then something similar, but not quite as severe on 
another. The rest of my servers don't seem to suffer from it at all. It could 
be because the rest of my servers aren't full all day and night like the ones 
that are experiencing the issue.

Thank you,
Alec Sanger


 Date: Mon, 2 Aug 2010 16:24:56 +0300
 From: i...@ics-base.net
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] [TF2] Restarting full servers
 
 I have also noticed these same spikes and i'm pretty sure the spikes are 
 so small that you might have missed them and they don't show up in 
 graphs due to their small time. Either that or you have a hardware 
 issue. My assumption is that the spikes came along 2 updates before the 
 engineer update. It is the first time i noticed them myself. Sometimes 
 the CPU just peaks (even though the usual usage isn't even near 100%) 
 and there is a very noticeable lagspike. Even the smaller TF2 server 
 does the same thing and it's cpu is only on 60% load.
 
 -ics
 
 2.8.2010 15:09, Alec Sanger kirjoitti:
  For those of you who have TF2 servers that are full 24/7, do you do 
  anything to keep it running smooth? I'm currently troubleshooting one of my 
  servers that pretty much doesn't empty. The map changes every hour or two, 
  depending on how the gamers play. I know we ran into an issue in the past 
  with one of our 24/7 servers that didn't have a winlimit. We ended up 
  installing the crontab plugin and having the map restart once every day, 
  which seemed to fix the gradual deterioration of the server. The issue 
  we're having now is different - it's almost like something is taking up 
  100% CPU on the server for a couple seconds at a time every 40 - 60 minutes 
  or so. The only other things on the box are 2 very small TF2 servers. I've 
  watched the CPU and I don't see any jumps in CPU usage.
 
  Any ideas?
 
  Thank you,
  Alec Sanger
 
  
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/ -threads results part 1

2010-08-02 Thread Steven Hartland

Our results show threads 1 produces slightly lower load than threads 3
but that may be a sudo effect. The figures for those interested show:-

threads 3 cpu usage is 52% with an stdev or 15% resulting in 95th pctl of 67%
threads 1 cpu usage is 48% with an stdev of 15% resulting in 95th pctl of 62%

Both measured using over 1,700 samples at 24 players on 2fort of a L5520

   Regards
   Steve

- Original Message - 
From: M33CROB ad...@phoenixrisingtf2.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, July 29, 2010 9:17 PM
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/ 
-threads results part 1



Have you been able to complete your analysis with this Steven? I have had my
GSP add -threads 1 to the command start up line and things seem to be
weird. Since adding this I have noticed that my server fps (according to net
graph 4) is always at 30. Previous to this command my server fps would
fluctuate wildly between 64 and 512. Before this TF2 update my fps would
fluctuate between 400  512 but never ever drop below 400.

Since I dont host my own server (due to lack of upload bandwidth) I cant be
certain if this is an issue with my GSP or with the game itself. It seemed
to coincide with everyone else having issues.

On Mon, Jul 26, 2010 at 7:23 AM, Steven Hartland kill...@multiplay.co.ukwrote:


The results for Windows are in and using both -threads 1 and -threads 3
has produced a definite improvement see the following graphs:-
http://www.multiplaygameservers.com/dropzone/13295_week-threads1.png
http://www.multiplaygameservers.com/dropzone/12609_week-thread3.png

I've now switched one of our popular 2fort servers to -threads 3 from
-threads 2 so we can verify which is better threads 1 or threads 3 as
comparing two different maps cant confirm that.

Our Linux results unfortunately have been invalidated by a change in
measurement method, so can't comment there :(

  Regards
  Steve


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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread Lane Eckley
Thanks! Will check it out.

-Lane

On Mon, Aug 2, 2010 at 8:04 AM, HL-SDK Synths syntron...@gmail.com wrote:

 What is this general cheat you're talking about? It looks like dblocker
 modifies settransmit, which is a very good step.

 On Aug 2, 2010 5:59 AM, AnAkIn . anakin...@gmail.com wrote:

 DBlocker can block speedhacks, wallhacks, detect CVars, block exploitable
 files, and LSS.
 http://dblocker.didrole.com/

 2010/8/2 Kyle Sanderson kyle.l...@gmail.com


  There is Kigen's Anti-Cheat plugin. However, it is not as mature is
  what you're asking for. KAC...
 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2

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Re: [hlds] Alien Swarm Update Released

2010-08-02 Thread msleeper
I'm pretty sure they would make a little more noise if that happened.
Have patience young one.


On Sat, 2010-07-31 at 09:17 +0200, Ronny Schedel wrote:
 How about Linux dedicated server files?
 
 
 - Original Message - 
 From: AJ Collins gamerzwo...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Saturday, July 31, 2010 1:45 AM
 Subject: [hlds] Alien Swarm Update Released
 
 
 Updates to Alien Swarm have been released. The major changes include:
 
 *Alien Swarm*
 
- Fixed XP/Level transferring to a new player using an old player’s PC
- Addon VPKs get priority over base VPKs
- Added -override_vpk command line option to make loose files have
priority over VPKs
- Stopped spawners shutting down completely when an alien is blocking the
location for more than 5 ticks in a row.
 
 
 http://store.steampowered.com/news/4144/
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread Lane Eckley
Hi Guys,

Is anyone successfully using DBlocker on TF2? - I have it loaded, but once
the player joins the server they can load in, choose team, choose toon and
then it locks them. They just see a static screen of the map and the time
counts down as normal.

After a few minutes they timeout.

I am not seeing any errors in the server console or client console.

Thanks guys!

-Lane

On Mon, Aug 2, 2010 at 2:00 PM, Lane Eckley l...@gamerslifeline.com wrote:

 Thanks! Will check it out.

 -Lane


 On Mon, Aug 2, 2010 at 8:04 AM, HL-SDK Synths syntron...@gmail.comwrote:

 What is this general cheat you're talking about? It looks like dblocker
 modifies settransmit, which is a very good step.

 On Aug 2, 2010 5:59 AM, AnAkIn . anakin...@gmail.com wrote:

 DBlocker can block speedhacks, wallhacks, detect CVars, block exploitable
 files, and LSS.
 http://dblocker.didrole.com/

 2010/8/2 Kyle Sanderson kyle.l...@gmail.com


  There is Kigen's Anti-Cheat plugin. However, it is not as mature is
  what you're asking for. KAC...
 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2

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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread AnAkIn .
Strange, a lot of people are using it without any issue.

Try disabling the Anti Speedhack (db_anti_speedhack 0) and see if that
solves the issue.

2010/8/2 Lane Eckley l...@gamerslifeline.com

 Hi Guys,

 Is anyone successfully using DBlocker on TF2? - I have it loaded, but once
 the player joins the server they can load in, choose team, choose toon and
 then it locks them. They just see a static screen of the map and the time
 counts down as normal.

 After a few minutes they timeout.

 I am not seeing any errors in the server console or client console.

 Thanks guys!

 -Lane

 On Mon, Aug 2, 2010 at 2:00 PM, Lane Eckley l...@gamerslifeline.com
 wrote:

  Thanks! Will check it out.
 
  -Lane
 
 
  On Mon, Aug 2, 2010 at 8:04 AM, HL-SDK Synths syntron...@gmail.com
 wrote:
 
  What is this general cheat you're talking about? It looks like dblocker
  modifies settransmit, which is a very good step.
 
  On Aug 2, 2010 5:59 AM, AnAkIn . anakin...@gmail.com wrote:
 
  DBlocker can block speedhacks, wallhacks, detect CVars, block
 exploitable
  files, and LSS.
  http://dblocker.didrole.com/
 
  2010/8/2 Kyle Sanderson kyle.l...@gmail.com
 
 
   There is Kigen's Anti-Cheat plugin. However, it is not as mature is
   what you're asking for. KAC...
  --
  Best regards,
  AnAkIn,
  -
  ESL EU TF2 Admin
  http://www.esl.eu/eu/tf2
 
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-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread Lane Eckley
I am still seeing the same issue even disabled.

Thanks!

-Lane

On Mon, Aug 2, 2010 at 4:28 PM, AnAkIn . anakin...@gmail.com wrote:

 Strange, a lot of people are using it without any issue.

 Try disabling the Anti Speedhack (db_anti_speedhack 0) and see if that
 solves the issue.

 2010/8/2 Lane Eckley l...@gamerslifeline.com

  Hi Guys,
 
  Is anyone successfully using DBlocker on TF2? - I have it loaded, but
 once
  the player joins the server they can load in, choose team, choose toon
 and
  then it locks them. They just see a static screen of the map and the time
  counts down as normal.
 
  After a few minutes they timeout.
 
  I am not seeing any errors in the server console or client console.
 
  Thanks guys!
 
  -Lane
 
  On Mon, Aug 2, 2010 at 2:00 PM, Lane Eckley l...@gamerslifeline.com
  wrote:
 
   Thanks! Will check it out.
  
   -Lane
  
  
   On Mon, Aug 2, 2010 at 8:04 AM, HL-SDK Synths syntron...@gmail.com
  wrote:
  
   What is this general cheat you're talking about? It looks like
 dblocker
   modifies settransmit, which is a very good step.
  
   On Aug 2, 2010 5:59 AM, AnAkIn . anakin...@gmail.com wrote:
  
   DBlocker can block speedhacks, wallhacks, detect CVars, block
  exploitable
   files, and LSS.
   http://dblocker.didrole.com/
  
   2010/8/2 Kyle Sanderson kyle.l...@gmail.com
  
  
There is Kigen's Anti-Cheat plugin. However, it is not as mature is
what you're asking for. KAC...
   --
   Best regards,
   AnAkIn,
   -
   ESL EU TF2 Admin
   http://www.esl.eu/eu/tf2
  
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 --
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 http://www.esl.eu/eu/tf2
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread k
fwiw - A friend used to get this exact problem as a client on any TF2
server, it turned out it was the intrusion detection on his router causing
the problem...

On Tue, Aug 3, 2010 at 8:40 AM, Lane Eckley l...@gamerslifeline.com wrote:

 I am still seeing the same issue even disabled.

 Thanks!

 -Lane


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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread AnAkIn .
Problem solved, he had sv_maxcmdrate 0 and sv_mincmdrate 0 in the server.cfg
(DBlocker changes sv_mincmdrate to 40, and sv_maxcmdrate only works if
sv_mincmdrate 0).

2010/8/2 k k...@old.school.nz

 fwiw - A friend used to get this exact problem as a client on any TF2
 server, it turned out it was the intrusion detection on his router causing
 the problem...

 On Tue, Aug 3, 2010 at 8:40 AM, Lane Eckley l...@gamerslifeline.com
 wrote:

  I am still seeing the same issue even disabled.
 
  Thanks!
 
  -Lane
 
 
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-
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread Donnie Newlove
Why does it do that?

On Mon, Aug 2, 2010 at 11:27 PM, AnAkIn . anakin...@gmail.com wrote:
 Problem solved, he had sv_maxcmdrate 0 and sv_mincmdrate 0 in the server.cfg
 (DBlocker changes sv_mincmdrate to 40, and sv_maxcmdrate only works if
 sv_mincmdrate 0).

 2010/8/2 k k...@old.school.nz

 fwiw - A friend used to get this exact problem as a client on any TF2
 server, it turned out it was the intrusion detection on his router causing
 the problem...

 On Tue, Aug 3, 2010 at 8:40 AM, Lane Eckley l...@gamerslifeline.com
 wrote:

  I am still seeing the same issue even disabled.
 
  Thanks!
 
  -Lane
 
 
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 --
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 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread AnAkIn .
DBlocker used to be a league anticheat for DoD S, so it forced the ESL
sv_mincmdrate/sv_minupdaterate values. I think the plugin coder will remove
that soon (or allow lower values for pub servers).

2010/8/3 Donnie Newlove donnie.newl...@gmail.com

 Why does it do that?

 On Mon, Aug 2, 2010 at 11:27 PM, AnAkIn . anakin...@gmail.com wrote:
  Problem solved, he had sv_maxcmdrate 0 and sv_mincmdrate 0 in the
 server.cfg
  (DBlocker changes sv_mincmdrate to 40, and sv_maxcmdrate only works if
  sv_mincmdrate 0).
 
  2010/8/2 k k...@old.school.nz
 
  fwiw - A friend used to get this exact problem as a client on any TF2
  server, it turned out it was the intrusion detection on his router
 causing
  the problem...
 
  On Tue, Aug 3, 2010 at 8:40 AM, Lane Eckley l...@gamerslifeline.com
  wrote:
 
   I am still seeing the same issue even disabled.
  
   Thanks!
  
   -Lane
  
  
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  --
  Best regards,
  AnAkIn,
  -
  ESL EU TF2 Admin
  http://www.esl.eu/eu/tf2
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-
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http://www.esl.eu/eu/tf2
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread HL-SDK Synths
Agreed, forced rates are foul sorcery. They deserve to be banished

On Aug 2, 2010 6:31 PM, Donnie Newlove donnie.newl...@gmail.com wrote:

Why does it do that?


On Mon, Aug 2, 2010 at 11:27 PM, AnAkIn . anakin...@gmail.com wrote:
 Problem solved, he had sv_...
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread Donnie Newlove
Good, since that thing is closed source with minimal documentation it
should really not be doing anything but what it says it does. Too bad
it doesn't really say. Of course I understand the reasons but it's a
shame the code is not open, it looks like it would have been a useful
plugin.

On Tue, Aug 3, 2010 at 12:33 AM, AnAkIn . anakin...@gmail.com wrote:
 DBlocker used to be a league anticheat for DoD S, so it forced the ESL
 sv_mincmdrate/sv_minupdaterate values. I think the plugin coder will remove
 that soon (or allow lower values for pub servers).

 2010/8/3 Donnie Newlove donnie.newl...@gmail.com

 Why does it do that?

 On Mon, Aug 2, 2010 at 11:27 PM, AnAkIn . anakin...@gmail.com wrote:
  Problem solved, he had sv_maxcmdrate 0 and sv_mincmdrate 0 in the
 server.cfg
  (DBlocker changes sv_mincmdrate to 40, and sv_maxcmdrate only works if
  sv_mincmdrate 0).
 
  2010/8/2 k k...@old.school.nz
 
  fwiw - A friend used to get this exact problem as a client on any TF2
  server, it turned out it was the intrusion detection on his router
 causing
  the problem...
 
  On Tue, Aug 3, 2010 at 8:40 AM, Lane Eckley l...@gamerslifeline.com
  wrote:
 
   I am still seeing the same issue even disabled.
  
   Thanks!
  
   -Lane
  
  
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  --
  Best regards,
  AnAkIn,
  -
  ESL EU TF2 Admin
  http://www.esl.eu/eu/tf2
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 AnAkIn,
 -
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 http://www.esl.eu/eu/tf2
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread HL-SDK Synths
Open source anticheat are ineffective

On Aug 2, 2010 6:51 PM, Donnie Newlove donnie.newl...@gmail.com wrote:

Good, since that thing is closed source with minimal documentation it
should really not be doing anything but what it says it does. Too bad
it doesn't really say. Of course I understand the reasons but it's a
shame the code is not open, it looks like it would have been a useful
plugin.


On Tue, Aug 3, 2010 at 12:33 AM, AnAkIn . anakin...@gmail.com wrote:
 DBlocker used to be a leag...
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread Donnie Newlove
Since you can download the server side binaries someone with enough
interest, experience and time could easily (?) reverse engineer the
important parts to find out what they need anyway. Someone like say a
cheat programmer. Sure, it would make it harder for the bad guys but
only for a while, after that time is over it's still going to be
closed for the good guys and which competent admin with self-respect
is going to run plugins without having access to the source? That's
when problems like these happen.

On Tue, Aug 3, 2010 at 12:53 AM, HL-SDK Synths syntron...@gmail.com wrote:
 Open source anticheat are ineffective

 On Aug 2, 2010 6:51 PM, Donnie Newlove donnie.newl...@gmail.com wrote:

 Good, since that thing is closed source with minimal documentation it
 should really not be doing anything but what it says it does. Too bad
 it doesn't really say. Of course I understand the reasons but it's a
 shame the code is not open, it looks like it would have been a useful
 plugin.


 On Tue, Aug 3, 2010 at 12:33 AM, AnAkIn . anakin...@gmail.com wrote:
 DBlocker used to be a leag...
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Re: [hlds] TF2: Anti-cheat and detection

2010-08-02 Thread HL-SDK Synths
I know how this plunging works -- I went through a disassembly. Having
source code released is unnessecary. unless of course you happen to be a
programmer.

On Aug 2, 2010 7:11 PM, Donnie Newlove donnie.newl...@gmail.com wrote:

Since you can download the server side binaries someone with enough
interest, experience and time could easily (?) reverse engineer the
important parts to find out what they need anyway. Someone like say a
cheat programmer. Sure, it would make it harder for the bad guys but
only for a while, after that time is over it's still going to be
closed for the good guys and which competent admin with self-respect
is going to run plugins without having access to the source? That's
when problems like these happen.


On Tue, Aug 3, 2010 at 12:53 AM, HL-SDK Synths syntron...@gmail.com wrote:
 Open source antichea...

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[hlds] [TF2] Kills not counting

2010-08-02 Thread Alec Sanger

S I just installed a new server with sm and mm. For some reason, kills 
are only appearing every now and then. I might see a kill notification once 
every 4 kills. Same with deaths. This inaccurate score is also reflected on the 
score board. Any idea what would cause this?

Thank you,
Alec Sanger

  
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread msleeper
1.) Post on the SourceMod forums, not here.

2.) Be sure to include what plugins you are running because that's the
first thing they'll ask for.


On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
 S I just installed a new server with sm and mm. For some reason, 
 kills are only appearing every now and then. I might see a kill notification 
 once every 4 kills. Same with deaths. This inaccurate score is also reflected 
 on the score board. Any idea what would cause this?
 
 Thank you,
 Alec Sanger
 
 
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread Alec Sanger

Relevant to server administration

Thank you,
Alec Sanger




 From: mslee...@ismsleeperwrong.com
 To: hlds@list.valvesoftware.com
 Date: Mon, 2 Aug 2010 20:56:00 -0400
 Subject: Re: [hlds] [TF2] Kills not counting
 
 1.) Post on the SourceMod forums, not here.
 
 2.) Be sure to include what plugins you are running because that's the
 first thing they'll ask for.
 
 
 On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
  S I just installed a new server with sm and mm. For some reason, 
  kills are only appearing every now and then. I might see a kill 
  notification once every 4 kills. Same with deaths. This inaccurate score is 
  also reflected on the score board. Any idea what would cause this?
  
  Thank you,
  Alec Sanger
  

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  please visit:
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread msleeper
Not really because the problem is user error and you did something wrong
installing SM.


On Mon, 2010-08-02 at 20:58 -0400, Alec Sanger wrote:
 Relevant to server administration
 
 Thank you,
 Alec Sanger
 
 
 
 
  From: mslee...@ismsleeperwrong.com
  To: hlds@list.valvesoftware.com
  Date: Mon, 2 Aug 2010 20:56:00 -0400
  Subject: Re: [hlds] [TF2] Kills not counting
  
  1.) Post on the SourceMod forums, not here.
  
  2.) Be sure to include what plugins you are running because that's the
  first thing they'll ask for.
  
  
  On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
   S I just installed a new server with sm and mm. For some reason, 
   kills are only appearing every now and then. I might see a kill 
   notification once every 4 kills. Same with deaths. This inaccurate score 
   is also reflected on the score board. Any idea what would cause this?
   
   Thank you,
   Alec Sanger
   
   
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   please visit:
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread HL-SDK Synths
This is a hlds list, we like to stay on topic. You will get better help at
the sourcemod forums.

On Aug 2, 2010 9:01 PM, Alec Sanger eclyp...@hotmail.com wrote:


Relevant to server administration

Thank you,
Alec Sanger




 From: mslee...@ismsleeperwrong.com
 To: hlds@list.valvesoftware.com
 Date: Mon, 2 Aug 2010 20:56:00 -0400
 Subject: Re: [hlds] [TF2] Kills not counting


 1.) Post on the SourceMod forums, not here.

 2.) Be sure to include what plugins you are ru...
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread Alec Sanger

Regardless of whether or not it was user error, it's still relevant to server 
administration. This mailing list is here for server administrators to talk 
amongst each other to solve issues and answer questions as a community - it's 
not just an outlet to express frustration over valve-created issues that we 
have no control over.

It happens with mm and sm disabled.

Thank you,
Alec Sanger



 From: mslee...@ismsleeperwrong.com
 To: hlds@list.valvesoftware.com
 Date: Mon, 2 Aug 2010 21:02:49 -0400
 Subject: Re: [hlds] [TF2] Kills not counting
 
 Not really because the problem is user error and you did something wrong
 installing SM.
 
 
 On Mon, 2010-08-02 at 20:58 -0400, Alec Sanger wrote:
  Relevant to server administration
  
  Thank you,
  Alec Sanger
  
  
  
  
   From: mslee...@ismsleeperwrong.com
   To: hlds@list.valvesoftware.com
   Date: Mon, 2 Aug 2010 20:56:00 -0400
   Subject: Re: [hlds] [TF2] Kills not counting
   
   1.) Post on the SourceMod forums, not here.
   
   2.) Be sure to include what plugins you are running because that's the
   first thing they'll ask for.
   
   
   On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
S I just installed a new server with sm and mm. For some 
reason, kills are only appearing every now and then. I might see a kill 
notification once every 4 kills. Same with deaths. This inaccurate 
score is also reflected on the score board. Any idea what would cause 
this?

Thank you,
Alec Sanger

  
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread msleeper
If it happens with MM/SM disabled then do a -verify_all.


On Mon, 2010-08-02 at 21:05 -0400, Alec Sanger wrote:
 Regardless of whether or not it was user error, it's still relevant to server 
 administration. This mailing list is here for server administrators to talk 
 amongst each other to solve issues and answer questions as a community - it's 
 not just an outlet to express frustration over valve-created issues that we 
 have no control over.
 
 It happens with mm and sm disabled.
 
 Thank you,
 Alec Sanger
 
 
 
  From: mslee...@ismsleeperwrong.com
  To: hlds@list.valvesoftware.com
  Date: Mon, 2 Aug 2010 21:02:49 -0400
  Subject: Re: [hlds] [TF2] Kills not counting
  
  Not really because the problem is user error and you did something wrong
  installing SM.
  
  
  On Mon, 2010-08-02 at 20:58 -0400, Alec Sanger wrote:
   Relevant to server administration
   
   Thank you,
   Alec Sanger
   
   
   
   
From: mslee...@ismsleeperwrong.com
To: hlds@list.valvesoftware.com
Date: Mon, 2 Aug 2010 20:56:00 -0400
Subject: Re: [hlds] [TF2] Kills not counting

1.) Post on the SourceMod forums, not here.

2.) Be sure to include what plugins you are running because that's the
first thing they'll ask for.


On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
 S I just installed a new server with sm and mm. For some 
 reason, kills are only appearing every now and then. I might see a 
 kill notification once every 4 kills. Same with deaths. This 
 inaccurate score is also reflected on the score board. Any idea what 
 would cause this?
 
 Thank you,
 Alec Sanger
 
 
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread Alec Sanger

Another thing I noticed, it's experiencing unusually high choke at times, 
occasionally up in the 60s. No loss, though. Could extremely high choke be 
preventing the server from distinguishing kills?

Thank you,
Alec Sanger



 From: eclyp...@hotmail.com
 To: hlds@list.valvesoftware.com
 Date: Mon, 2 Aug 2010 21:05:58 -0400
 Subject: Re: [hlds] [TF2] Kills not counting
 
 
 Regardless of whether or not it was user error, it's still relevant to server 
 administration. This mailing list is here for server administrators to talk 
 amongst each other to solve issues and answer questions as a community - it's 
 not just an outlet to express frustration over valve-created issues that we 
 have no control over.
 
 It happens with mm and sm disabled.
 
 Thank you,
 Alec Sanger
 
 
 
  From: mslee...@ismsleeperwrong.com
  To: hlds@list.valvesoftware.com
  Date: Mon, 2 Aug 2010 21:02:49 -0400
  Subject: Re: [hlds] [TF2] Kills not counting
  
  Not really because the problem is user error and you did something wrong
  installing SM.
  
  
  On Mon, 2010-08-02 at 20:58 -0400, Alec Sanger wrote:
   Relevant to server administration
   
   Thank you,
   Alec Sanger
   
   
   
   
From: mslee...@ismsleeperwrong.com
To: hlds@list.valvesoftware.com
Date: Mon, 2 Aug 2010 20:56:00 -0400
Subject: Re: [hlds] [TF2] Kills not counting

1.) Post on the SourceMod forums, not here.

2.) Be sure to include what plugins you are running because that's the
first thing they'll ask for.


On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
 S I just installed a new server with sm and mm. For some 
 reason, kills are only appearing every now and then. I might see a 
 kill notification once every 4 kills. Same with deaths. This 
 inaccurate score is also reflected on the score board. Any idea what 
 would cause this?
 
 Thank you,
 Alec Sanger
 
 
 ___
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 archives, please visit:
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread HL-SDK Synths
Probably not as long as it is still regostering the kills. Having them not
show up on client's hues is a different story. Perhaps check the server
console for kill notifications. If they do show up there, either your
connection or your clients should be checked next.

On Aug 2, 2010 9:12 PM, Alec Sanger eclyp...@hotmail.com wrote:


Another thing I noticed, it's experiencing unusually high choke at times,
occasionally up in the 60s. No loss, though. Could extremely high choke be
preventing the server from distinguishing kills?

Thank you,
Alec Sanger



 From: eclyp...@hotmail.com

 To: hlds@list.valvesoftware.com
 Date: Mon, 2 Aug 2010 21:05:58 -0400

 Subject: Re: [hlds] [TF2] Kills not counting


 Regardless of whether or not it was user erro...
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[hlds] Counter-Strike: Source Update Released

2010-08-02 Thread Jason Ruymen
A required update for Counter-Strike: Source is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

- Fixed ragdoll bug with cl_ragdoll_physics_enable 0 and cl_minmodels 1 
- Changed voice stealing of entity/channel pairs to only allow one overlapping 
delayed sound (improves CS gun sounds) 
- Fixed overlapping sounds causing a slight remaining echo on ak47 
- Fixed phantom clan tags appearing for players who didn't set one

Jason


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