Re: [hlds] Forum vs. email list

2011-10-24 Thread Kigen
I would be happy with just hlds_announce list. :)

On Mon, Oct 24, 2011 at 7:34 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
I am honestly astounded by the amount of people who complain when
people ask for help on help forums or mailing lists. Not everyone
signs up and instantly reads everything, goes through all the
archives, or spends hours researching.

 I'd like to use this comment as a springboard for a discussion about the 
 format of this list.

 I hear that a few years ago the idea of migrating the email list to a forum 
 was kicked around.  However, at the time (is this still true today?) the 
 users of the list didn't like the idea.  it is my understanding that most 
 server admins prefer:

 1.) Receiving push notifications.
 2.) Viewing the list in their email client

 #1 seems like a really compelling advantage (especially for announcements), 
 while #2 seems like a personal preference, and many people have the opposite 
 preference.

 A forum has several compelling advantages:

 1.) Easier to search and find answers to previously asked questions
 2.) Easier to follow a thread of conversation.  (I personally find any email 
 distribution list to become unreadable pretty much instantly, with all the 
 's and broken line breaks that everybody's mail clients and put 
 everywhere.)
 3.) Easier to modify your post if you notice a mistake or want to clarify 
 something, rather than making a new post.
 4.) Easier to delete or move posts if they are spam, rude, inappropriate, 
 belong in the general TF2 SPUF forum, etc.
 5.) Easier to ignore an entire thread that you are not interested in.

 Could there be some sort of forum + push notification that would satisfy what 
 everybody wants?  This list exists to serve you guys, so I'm curious what 
 everything thinks.  I *believe* most of the guys would find a forum format 
 (perhaps with some push notification) more convenient.

 It would be good to get some opinions about how people prefer to consume the 
 information on this list.

 Please chime in.

 Your humble servant,
 - Fletch

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Re: [hlds] Forum vs. email list

2011-10-24 Thread Kigen
You know there is subscribe in forums now-a-days which notify you by
email what you want to know.

On Mon, Oct 24, 2011 at 7:36 PM, James Botting
bottswan...@googlemail.com wrote:
 Actually, no.
 I probably wouldn't follow it in a Web browser. As it is everything
 gets pinged straight to my phone.

 On 25 Oct 2011, at 01:34, Fletcher Dunn fletch...@valvesoftware.com wrote:

 I am honestly astounded by the amount of people who complain when
 people ask for help on help forums or mailing lists. Not everyone
 signs up and instantly reads everything, goes through all the
 archives, or spends hours researching.

 I'd like to use this comment as a springboard for a discussion about the 
 format of this list.

 I hear that a few years ago the idea of migrating the email list to a forum 
 was kicked around.  However, at the time (is this still true today?) the 
 users of the list didn't like the idea.  it is my understanding that most 
 server admins prefer:

 1.) Receiving push notifications.
 2.) Viewing the list in their email client

 #1 seems like a really compelling advantage (especially for announcements), 
 while #2 seems like a personal preference, and many people have the opposite 
 preference.

 A forum has several compelling advantages:

 1.) Easier to search and find answers to previously asked questions
 2.) Easier to follow a thread of conversation.  (I personally find any email 
 distribution list to become unreadable pretty much instantly, with all the 
 's and broken line breaks that everybody's mail clients and put 
 everywhere.)
 3.) Easier to modify your post if you notice a mistake or want to clarify 
 something, rather than making a new post.
 4.) Easier to delete or move posts if they are spam, rude, inappropriate, 
 belong in the general TF2 SPUF forum, etc.
 5.) Easier to ignore an entire thread that you are not interested in.

 Could there be some sort of forum + push notification that would satisfy 
 what everybody wants?  This list exists to serve you guys, so I'm curious 
 what everything thinks.  I *believe* most of the guys would find a forum 
 format (perhaps with some push notification) more convenient.

 It would be good to get some opinions about how people prefer to consume the 
 information on this list.

 Please chime in.

 Your humble servant,
 - Fletch

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Re: [hlds] Update today?

2011-10-13 Thread Kigen
Update change log:

http://store.steampowered.com/news/6510/

On Thu, Oct 13, 2011 at 3:39 PM, Andrew DeMerse ademe...@gmail.com wrote:
 The master servers are showing an update is available, but the files haven't
 been pushed yet. Soon!

 On Thu, Oct 13, 2011 at 4:31 PM, Nathanael Havez na...@me.com wrote:

 Tony said that the update will be released today.

 Sent from my iPad.
 Le 13 oct. 2011 à 22:26, RSS List User li...@redspeedservers.com a
 écrit :

 Did Tony say anything about the update getting pushed back today as well?
 Or are we still on plan?

 Thanks!

 On 10/13/2011 4:23 PM, Jonah Hirsch wrote:

 There has been no update released yet today.
 ---
 Jonah Hirsch



 On Thu, Oct 13, 2011 at 1:20 PM, RSS List User li...@redspeedservers.com
 wrote:

 Hello,

 Does anyone know if the update for source engine 2009 has been released?
 I believe it's the one which locks FPS.

 Thanks!

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Re: [hlds] Update released for windows dedicated server

2011-08-15 Thread Kigen
Success!  It works!

Thank you.

On Mon, Aug 15, 2011 at 9:07 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 We have released an update that contains new Steam libraries needed to run
 the dedicated server on Windows.



 Your humble servant,

 - Fletch



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Re: [hlds] Update released for windows dedicated server

2011-08-15 Thread Kigen
All OB games.

Garry's Mod is still broken for me but I expect that Garry will
probably fix it tomorrow.

On Mon, Aug 15, 2011 at 10:25 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:
 Ummm... for what game? :p

 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Monday, August 15, 2011 9:07 PM
 Subject: [hlds] Update released for windows dedicated server

 We have released an update that contains new Steam libraries needed to run
 the dedicated server on Windows.

 Your humble servant,
 - Fletch

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Re: [hlds] Team Fortress 2 Update Released

2010-10-27 Thread Kigen
Awesome, updates. :D

On Wed, Oct 27, 2010 at 7:25 PM, Jason Ruymen jas...@valvesoftware.com wrote:
 A required update for Team Fortress 2 is now available.  The specific changes 
 include:

 Engine (CS:S, DoD:S, TF2, HL2:DM)
 - Removed the rate limit for the status command when entered into the 
 server console.
 - Fixed an exploit that allowed people to send fake server messages to 
 clients.
 - Significantly improved engine vertex compression (large reduction in 
 per-model memory usage).

 Team Fortress 2
 - Added TF2Maps.net Art-pass contest winners:
   - Mountain Lab
   - Mann Manor
 - Halloween 2010 Event
   - Mann Manor is haunted by the Horseless Headless Horsemann.
   - Random gift drop in Mann Manor.
   - 4 new Halloween achievements.
   - Added new Halloween hats.
   - Added a new Halloween weapon.
 - Added Gift Wrapping of gifts to the store.
 - Added Custom Description tag to the store.
 - Added the community created Swamp Theme assets, so all maps can use it:
   - See http://swamp.tf2maps.net/ for full details.
 - Updated cp_coldfront with the latest changes from the community creator 
 (Icarus):
   - Improved visibility on last CP.
   - Moved second CP slightly closer to the attacker's side.
   - Added cover for players queuing up the health pack on the second CP.
   - Improved clipping on the zig-zag ramp to middle CP.
   - Teams that capture the middle CP are now awarded with faster spawn times.
 - Added a health penalty to the Rocket Jumper.
 - Added the Sticky Jumper for Demomen to practice jumping.
 - Fixed the Sandvich charge meter.
 - Fixed glows not drawing correctly when using antialiasing on some computers.
 - Improved the checks that trigger mp_scrambleteams_auto.
 - Added console commands to initiate trades directly 
 (cl_trade/cl_trade_steamid) to help people running trading servers.

 Jason


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

2010-10-14 Thread Kigen
I just updated my CS:S beta server.

75.126.191.58:27017

On Thu, Oct 14, 2010 at 6:46 PM, 1nsane 1nsane...@gmail.com wrote:
 I see no servers on the Server Browser and an updated server says it's out
 of date.

 On Thu, Oct 14, 2010 at 7:23 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Counter-Strike: Source Beta is now available.  Please
 run hldsupdatetool to receive the updates.  The specific changes include:

 - Fixed performance issues and memory leaks related to scoreboard display.
 - Fixed long-standing bug in which a player would see another player in a
 grenade-throwing animation when they no longer had a grenade as their active
 weapon.
 - Fixed animation problem (crab walk) caused by aborting bomb plant by
 using the drop command.
 - Fixed several ragdoll animation problems related to cl_minmodels.
 - Fixed several crashes that could be caused by user modified .res files.
 - Run sounds are no longer heard from players walking with the Scout
 equipped.
 - Player's last match stats will no longer be updated if the player did not
 actually participate in the match (e.g. only spectated).
 - Flagged bot_mimic and bot_flipout as CHEAT vars.
 - Fixed Cold War achievement so that it now requires the correct number
 of opposing players.
 - Fixed hud_showtargetid; added hud_showtargetpos for setting the on-screen
 location of the targeted.
 - Fixed bug in which the client camera would jump to another player if the
 player died when mp_fadetoblack is enabled.
 - Removed extraneous/incorrect help text for nightvision goggles.
 - Fixed bug in which the spectator UI would disappear after a mode switch
 or similar renderer change.
 - Changed the size of the bomb icon on the spectator UI

 Jason


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

2010-10-06 Thread Kigen
Yay. More updates. :D


On Wed, Oct 6, 2010 at 9:35 PM, Formologic23
formologi...@cynicalgamers.com wrote:
 Fantastic...

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Wednesday, October 06, 2010 7:25 PM
 To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
 Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Counter-Strike: Source Update Released

 A required update for Counter-Strike: Source is now available.  The specific
 changes are:

 - Fixed incorrect distance on flashbang effect.
 - Reverted changes to de_inferno and de_nuke.

 Jason


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Re: [hlds] CSS Status in console Broke.

2010-09-16 Thread Kigen
I've noticed when there is 35+ people in a server the status command
usually messes up and doesn't send anything at all.

It seems that the netcode in CS:S OB became more unreliable.  I've
noticed that when sending replies to the console through plugin
commands they will print out of order.  Sometimes a packet may be lost
and not sent again.  And in regards to the status command line returns
aren't sent or are lost.

On Thu, Sep 16, 2010 at 11:51 AM, ics i...@ics-base.net wrote:
  It usually works when server is populated but sometimes after you have
 freshly booted server up, status won't work at all. Something is still wrong
 with it.

 -ics

 16.9.2010 19:47, Travis Brown kirjoitti:

 Has anyone else noticed that typing status or even rcon status in console
 no longer works. It worked early on but hasnt seemed to for a couple weeks
 on my servers. I searched google pretty hard then searched the steam forums
 with nothing about this. Is this just me or are any of you having this issue
 as well? If your unsure could you check?
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Re: [hlds] Counter-Strike: Source Beta Updated

2010-09-10 Thread Kigen
That's quite the list of updates.  Thanks. :)  Nice to see CS:S being
worked on after so long.  Especially that invalid RCON crash being
fixed not too long ago.

On Thu, Sep 9, 2010 at 6:29 PM, Jason Ruymen jas...@valvesoftware.com wrote:
 A required update to the Counter-Strike: Source is now available.  The 
 specific changes include:

 - Fixed a bug where the player crouching/standing animations were delayed 
 until after (from the player's local viewpoint).
 - Changed the way that scope zooming works so that it is no longer affected 
 by client-server latency, and zooming begins immediately for the local 
 player. This fixes an issue that would give an advantage to lower ping 
 players and penalize higher ping players.
 - Fixed animation problem caused by aborting bomb plant by switching weapons 
 (crab walk).
 - Crosshairs now have customizable size, thickness, and color:
        - cl_crosshairsize specifies the size of the crosshair in pixels at 
 640x480 resolution
        - cl_crosshairthickness specifies the thickness of the crosshair in 
 pixels at 640x480 resolution
        - The crosshair now scales proportionately for all screen resolutions. 
 This replaces the old scaling behavior, and the cvar cl_crosshairscale is no 
 longer used. Players can revert to old crosshair behavior by setting 
 cl_legacy_crosshair_scale to 1.
        - Setting cl_crosshaircolor to 5 enables the use of custom crosshair 
 colors, specified by cvars cl_crosshaircolor_r, cl_crosshaircolor_g, and 
 cl_crosshaircolor_b.
        - The default of cl_crosshairuseapha has been changed to 1. Alpha 
 blending makes the crosshair much more visible on new HDR maps, and it is 
 recommended that existing players enable this setting manually or through the 
 options interface (Multiplayer-Crosshair appearance-Translucent).
        - Cvar cl_legacy_crosshair has been renamed to 
 cl_legacy_crosshair_recoil for consistency.
 - Fixed inverted translucency preview on crosshair configuration panel.
 - Removed the ability for players to temporarily stand on and jump from 
 thrown grenades and jumping players. Legacy behavior can be enabled by 
 setting sv_enableboost to 1.
 - Fixed issue with players stacking on ladders. Players are no longer 
 prevented from moving off a ladder when they are in contact with a player 
 beneath them.
 - Fixed UI issue causing Steam dialog boxes to be unreadable over certain 
 backgrounds.
 - Fixed a bug which allowed players to move the bomb with +use when 
 sv_turbophysics was enabled.
 - Fixed a bug that caused crosshair to expand when attempting to fire an 
 empty gun or when holding trigger on pistols.
 - Players are no longer kicked for team killing during mp_spawnprotectiontime 
 if mp_autokick is not enabled.
 - Fixed a bug which caused incorrect FoV on zoomed sniper rifles after reload.
 - Fixed FoV on wide-screen display modes.
 - Fixed a bug which caused incorrect zoom for a spectator watching a player 
 with a sniper rifle.
 - Fixed a crash that could occur if a player disconnected shortly after 
 attacking a bot.
 - Bomb icon now has priority over dominated/dominating icon on scoreboard.
 - Deathcam now allows a short period of camera movement (matching pre-OB 
 behavior) when a player dies.
 - Bots now use distinct Terrorist and Counter-Terrorist icons on the 
 scoreboard, voice indicators, end of match, and freeze panel.
 - The round clock on the spectator UI is now replaced with a bomb icon after 
 the C4 has been planted.
 - Fixed a bug which caused models to occasionally appear non-animating when 
 cl_minmodels and low violence mode were both enabled.
 - Fixed the Buy Menu not taking into account the discounted price for Kevlar 
 + Helmet if you already have Kevlar (not damaged) or a Helmet.
 - Fixed cases where flashbang was not visible but still blinded the player.
 - Reduced blindness amount when looking away from a flashbang.
 - Made smoke grenades block flashbangs.
 - Changed the way ammo purchasing works.  Details are here: 
 http://forums.steampowered.com/forums/showthread.php?t=1406537
 - Made another pass on fixing bugs and exploits in de_inferno.  Details are 
 here: http://forums.steampowered.com/forums/showthread.php?t=1428239
 - Added a checkbox to the Options-Audio dialog to control muting the audio 
 when the game window is in the background.
 - Fixed crash in custom maps using the trigger_camera entity.
 - Fixed a crash that could occur if a player disconnected shortly after 
 attacking a bot

 Jason


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[hlds] Counter-Strike 1.6 Update?

2010-07-10 Thread Kigen
-=-=-=-= Running Game Updates =-=-=-=-
--- Updating Counter-Strike 1.6
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Counter-Strike Base Content' version 35


Updating 'Win32 Server Engine' from version 43 to version 44

84.64%  downloading C:\GameInstalls\CS\steamclient.dll
91.16%  downloading C:\GameInstalls\CS\tier0_s.dll
100.00% downloading C:\GameInstalls\CS\vstdlib_s.dll

Checking/Installing 'Half-Life Base Content' version 12


HLDS installation up to date


There been a update that I missed?

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Re: [hlds] Counter-Strike 1.6 Update?

2010-07-10 Thread Kigen
Seems like it was an update to all Steam GoldSrc/Source engine games
to fix a issue with steamclient.dll and that stuff.  I guess that
connect exploit to cause the server to crash.  I only saw the beta
update thread.  But it appeared to me that you had to opt-in for that
thing.

On Sat, Jul 10, 2010 at 4:25 AM, D4rKr0W dark...@dpi-clan.org wrote:
 Il 10/07/2010 11:22, Kigen ha scritto:

 -=-=-=-= Running Game Updates =-=-=-=-
 --- Updating Counter-Strike 1.6
 Checking bootstrapper version ...
 Updating Installation
 Checking/Installing 'Counter-Strike Base Content' version 35


 Updating 'Win32 Server Engine' from version 43 to version 44

 84.64%  downloading C:\GameInstalls\CS\steamclient.dll
 91.16%  downloading C:\GameInstalls\CS\tier0_s.dll
 100.00% downloading C:\GameInstalls\CS\vstdlib_s.dll

 Checking/Installing 'Half-Life Base Content' version 12


 HLDS installation up to date


 There been a update that I missed?


 Seems like it, there's a couple of threads on this also, might wanna look
 there for the changelogs.

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Re: [hlds] Clients Loading Plugins

2010-05-20 Thread Kigen
Yay, finally. :D  The LSS community will die with all their exploits.

On Thu, May 20, 2010 at 2:55 PM, Dominic Marciano
lambda1_...@hotmail.com wrote:

 Added my Support for the Update.

 Date: Thu, 20 May 2010 15:28:05 -0400
 From: halflife...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Clients Loading Plugins

 http://forums.steampowered.com/forums/showthread.php?t=1276380

 Sorry if this is old, but apparently Valve is removing it.
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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Beta Updates Available

2010-05-20 Thread Kigen
Ya, unfortunately, I'm seeing the duck running exploit now.

On Thu, May 20, 2010 at 11:38 AM, Max S si3ila...@gmail.com wrote:
 Invisitaunting is dead. Long live invisitaunting.

 On Wed, May 19, 2010 at 5:04 PM, Nathan D. nathan...@cox.net wrote:

 It appears the CSS Beta is now available for everyone again. I just
 installed it.

 Go go go before they turn it off again! :)

 Love you Valve!

 On 5/19/2010 7:08 PM, DontWannaName! wrote:
  My DODS client also updated so... for the few dods guys, I would update
 :P
 
  On Wed, May 19, 2010 at 4:05 PM, docdrga...@gmail.com  wrote:
 
 
  I just updated and now whenever I change the map it shuts down. I'm
  running the update again and it's trying to get something. Was there
  two updates released?
 
  On Wed, May 19, 2010 at 4:00 PM, Karl Labradorkarlicio...@gmail.com
  wrote:
 
  My server has been updated already. :)
 
  2010/5/20 Tom Grantaksu...@gmail.com
 
 
  Ha! Not looking so good on my end. Seems like each update takes longer
 
  and
 
  longer to get!
 
  On Wed, May 19, 2010 at 6:53 PM, docdrga...@gmail.com  wrote:
 
 
  Let's hope I can get the update faster than last time!
 
  On Wed, May 19, 2010 at 3:48 PM, Jason Ruymen
 
  jas...@valvesoftware.com
 
  wrote:
 
  Required updates for Team Fortress 2 and Counter-Strike: Source Beta
 
  are
 
  now available.  Please run hldsupdatetool to receive the updates.
  The
  specific changes include:
 
  Engine:
  - Improved crash reporting system to enable more detailed crash
 
  reports
 
  - Fixed a client crash caused by a buffer overflow while processing
 
  temp
 
  entities
 
  Counter-Strike: Source Beta:
  - Fixed not being able to add bots to the game using the Create
 
  Server
 
  dialog
 
  - Fixed some movement ConVars to match the current Counter-Strike:
 
  Source
 
  settings for default values and flags
 
  - Fixed several rubberbanding/stuttering issues with objects and
 
  players
 
  - Fixed several ConVars (sv_accelerate, maxspeed, etc.) being hidden
  - Fixed bloom problems
  - Fixed a server crash caused by malformed client autobuy string
  - Fixed developer console output being on by default
  - Fixed Report Bug in the main menu not working
  - Fixed the missing icon for the desktop shortcut
  - Fixed the rebuy command not buying the correct items depending
 
  on
 
  the
 
  order they were purchased in
 
  - Fixed the clock image in the spectator HUD being clipped
 
  Team Fortress 2:
  - Fixed a case where the Spy could start taunting and cloak at the
 
  same
 
  time
 
  Flamethrower changes:
          - Increased base damage 10%
          - Afterburn duration increased (from 6 to 10)
          - Flares that hit a burning player at mid-to-long range will
 
  crit
 
          - Reduced Backburner damage bonus from 20% to 15%
 
  Jason
 
 
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-14 Thread Kigen
No, as Activision proved with CoD:MW2 the publisher controls the price
of the game in most situations.  They choose to sell it at the same
price because everyone else is so people are more likely to buy it.
But Activision with MW2 bumped the price up $10.00 USD when it
released for the PC.  Now some others like Ubisoft and EA might fallow
suit and start charging $60 for PC games even though in the past they
were $50 ($10 USD less than consoles).

Anyhow, on the issue of piracy of the Beta.

If VALVe did not expressly give you permission to download the beta by
their website then it constitutes theft.  Which VALVe can prosecute
you on and have you thrown in jail.  Simply because you found a loop
hole in their system that allows you to download the game does not
give you the right to use it.  Its like stealing a bike from the front
of a bike shop and saying, Well, they didn't have it locked down so
its mine now.

On Fri, May 14, 2010 at 2:28 PM, Alec Sanger eclyp...@hotmail.com wrote:

 You know why it seems to be fixed? Because it's been determined that that is 
 the price which sees the most return.

 Or maybe you're right. Maybe someone just picked an arbitrary number and made 
 it the standard for all games.

 Thank you,
 Alec Sanger



 From: cbrunel...@cogeco.ca
 To: hlds@list.valvesoftware.com
 Date: Fri, 14 May 2010 13:22:08 -0600
 Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

 Analysts? Really?  You can' be serious.  Retail prices for new games whether
 console or pc are the same no matter who the publisher/devloper is.   You
 can almost go as far as saying it's price fixing at it's best.




 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec Sanger
 Sent: Friday, May 14, 2010 1:18 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA


 Since you've put no lower bounds on your theory, are you asserting that
 valve would make more money by selling their games for $0.05 rather than
 $30? You have to realize that there are analysts hired to determine the most
 appropriate price point based on current and past trends. I would certainly
 trust their judgment over yours. While I would love valve games for as
 little money as possible, it's not always in their best interest to reduce
 the price.

 Why are we even talking about this on the HLDS mailing list?

 Thank you,
 Alec Sanger



  Date: Fri, 14 May 2010 15:09:09 -0400
  From: gizmokid2...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
 
  Just to add my quick $0.02 since most people don't understand.
 
  And if it does make a sale more likely, does giving the game out for
  less money help Valve?
 
  ABSOLUTELY! Thinking otherwise leads you to the way of Adobe with CS.
 
  You're going to get more people to buy the game at $35 than you are at
  $50. You'll easily get enough extra sales to make more money selling
  more copies than you would by selling it to less people at $50/ea.
 
  Simple economics, yet most people and business owners don't understand.
  It's not like Valve has to spend extra money for each extra copy of the
  game sold...they aren't selling physical copies, it's all digital, and
  they already have the infrastructure in place to handle the downloads.
 
  -Michael
 
  -- Original Message ---
  Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
  From: Ed Kellett e...@estc.demon.co.uk
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Date: 5/14/2010 2:51 PM EST
   Piracy is not defined by your moral outlook on the situation, the CS:S
 beta
   is copyright Valve and to download it (from their servers or otherwise)
   without their permission is illegal. Whether or not illegal downloading
   hardly hurts Valve is for Valve to decide, as is who they want to have
   access to it. The Subscriber Agreement gives them the right to ban
 anyone
   they like from Steam in any case.
  
   How can an increase in anticipation arise from more people already
 having
   the game anyway? And if it does make a sale more likely, does giving the
   game out for less money help Valve?
  
   - Original Message -
   From: Max Ssi3ila...@gmail.com
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Friday, May 14, 2010 7:11 PM
   Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
  
  
  
   If it were a paid DLC and none of the public had access, then yes, it
   would
   be piracy. You can only play on Beta servers if you've purchased a
 license
   of CS:S, thousands have already downloaded the client and posted videos
   online, and legitimate copies of the game will be updated next week. No
   core
   gameplay elements have been changed/added, and an increase in
 anticipation
   hardly hurts Valve (and increases the probability of a week(end) sale
 to
   celebrate the update).
  
   On Fri, May 14, 2010 

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread Kigen
What Kyle is trying to point out is that the problem shouldn't even
exist in the first place.  VALVe should be preventing people from
joining servers while plugins are loaded via the VSP interface.

On Wed, May 12, 2010 at 3:10 PM, Nicholas Hastings nshasti...@gmail.com wrote:
 I totally disagree. If they were using it to cheat then it doesn't
 matter in the least whether or not they were expecting to get VACbanned
 or not, nor how the ban came about. That guy even admitted he was speed
 hacking with it. One less idiot plaguing servers.

 On 5/12/2010 3:51 PM, Kyle Sanderson wrote:
 Both http://forums.alliedmods.net/showthread.php?t=126487 and
 http://www.facepunch.com/showthread.php?t=935780 are interesting
 reads.

 The player was manually VAC banned by one Al or Professor
 Farnsworth for running SourceMod as a client plugin. VAC is supposed
 to be an automatic system, and not one that can be triggered manually
 by any Valve employee. This defunctionality really needs to be removed
 from the engine, as it's getting absolutely ridiculous.

 Kyle.

 On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net  wrote:

 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:

 Apologies for the double post (I'm not sure how that works on a mailing
 list.

 This plugin doesn't change sv_cheats, it is not a cheat and deserves no
 special consideration. It will not be deleted either.

 On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com    wrote:



 Now there is a client side L4D2 plugin to change cheat cvars like fov and
 viewmodel_fov.

 http://forums.steampowered.com/forums/showthread.php?t=1242368

 For some reason it still hasn't been deleted, and it's been posted since 2
 weeks. :/

 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
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Re: [hlds] TF2_server_Disconnect_Message

2010-05-04 Thread Kigen
Are you using RCON Locker? Or any other plugins?

On Tue, May 4, 2010 at 11:30 AM, xouk xou...@gmail.com wrote:
  i have some trable on my server, my server does not show disconnect message,

 in game i see xxx left the game (), and in the server console


 L 05/04/2010 - 20:20:22: xxx1746STEAM_0:1:18761957Blue disconnec
 ted (reason )
 Dropped xxx from server (Disconnect by user.)

 this started somewhere 3 weeks ago
  i tried to disable sourcemod and metamod and still do not have the
 disconnect message, -verify_all try too

 OS :Windows 7
 Server Steam

 P.S. on css server i dont have Disconect message too
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Re: [hlds] TF2_server_Disconnect_Message

2010-05-04 Thread Kigen
The latest RCON Locker will do that.  Its because it was added as a
quick fix to the disconnect exploit.  If you want the disconnect
messages back but still have protection I suggest moving to using just
KAC and DAF.

On Tue, May 4, 2010 at 1:39 PM, xouk xou...@gmail.com wrote:
 yes, i use  RCON Locker and Daf (ddos atack fix)

 2010/5/4 xouk xou...@gmail.com

  i have some trable on my server, my server does not show disconnect
 message,
 in game i see xxx left the game (), and in the server console


 L 05/04/2010 - 20:20:22: xxx1746STEAM_0:1:18761957Blue disconnec
 ted (reason )
 Dropped xxx from server (Disconnect by user.)

 this started somewhere 3 weeks ago
  i tried to disable sourcemod and metamod and still do not have the
 disconnect message, -verify_all try too

 OS :Windows 7
 Server Steam

 P.S. on css server i dont have Disconect message too


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Re: [hlds] CSS: Long disconnect messages crashing servers?

2010-04-27 Thread Kigen
Well, the update fixed the exploit where the server could be crashed
with a super long disconnect message.  It didn't fix the issue of
breaking the event packet frame.

On Tue, Apr 27, 2010 at 12:28 AM, Matt Lyons mly...@internode.com.au wrote:
 On 27/04/2010, at 2:45 PM, dmex wrote:

 Watching that YouTube video he said he wrote a plugin for it (that he's now
 selling), yet another reason why client-side plugins should be blocked.

 Lets not start that up again. ;)

 I did read an older source update from 2009 that was supposed to fix the 
 exploit.  Its either regressed or didn't fully capture the problem.

 I've grabbed the latest kac and rolled it out, will see if that stops it.  
 Course I wont know until someone tries it again.

 --
 Matt Lyons
 Content Administrator, games.on.net
 Email: m...@games.on.net
 Web: http://games.on.net
 In theory, there is no difference between theory and practice; In practice, 
 there is.



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Re: [hlds] CSS: Long disconnect messages crashing servers?

2010-04-26 Thread Kigen
KAC 1.2.1.0 should block the disconnect exploit without interfering
with normal disconnects so you know why someone left otherwise.  All
the other fixes just replace the reason all the time with something
else.

Right now, I'm not really expecting any fix until it because pretty
normal for people to go into unprotected servers and use the exploit
to cause people to disconnect with VAC messages, pausing, and then the
simple disconnect all.

On Mon, Apr 26, 2010 at 10:06 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 http://forums.alliedmods.net/showthread.php?p=1139769
 http://forums.alliedmods.net/showthread.php?p=1139769
 http://forums.alliedmods.net/showthread.php?p=841590
  http://forums.alliedmods.net/showthread.php?p=841590
 http://forums.alliedmods.net/forumdisplay.php?f=133

 http://forums.alliedmods.net/forumdisplay.php?f=133No acknowledgement from
 Valve yet, as usual.
 Kyle

 On Mon, Apr 26, 2010 at 7:03 PM, AzuiSleet azuisl...@gmail.com wrote:

 This particular exploit is a buffer overflow in the event message
 where the client can specify a disconnect message, and the server will
 serialize an event containing that message. There is an issue with the
 function that serializes the game event that causes a buffer overflow
 in the net message, and so it has to potential to crash other clients
 or make them receive commands from another player relayed through the
 server.

 On Mon, Apr 26, 2010 at 7:57 PM, Matt Lyons mly...@internode.com.au
 wrote:
  Ok after a bit more googling its a hack:
 
  http://www.youtube.com/watch?v=xsC8GtSWuyU
 
  If you parse or stream your log files for monitoring you should probably
 add a watch/event for these long disconnect messages as they are using a 3rd
 party program to do so.
 
 
  ML.
 
 
  On 27/04/2010, at 11:16 AM, Matt Lyons wrote:
 
  Over the last few days I've had a couple of my servers experience weird
 behaviour, pausing, restarting or outright crashing.
 
  Notes:
  - Servers are using the beta update from a few days ago.
  - Servers are using latest version of SM/Meta Mod running kac and
 rcon_lock
  - rcon TCP port is blocked and rcon password is secure (32 digits of
 random letters/numbers)
  - No crash dump
  - Log file cuts out mid stream.
  - Nothing obvious in the log files except for disconnect messages like
 the following:
 
  L 04/26/2010 - 16:30:28: Player
 Name]1260STEAM_0:X:XXXTERRORIST disconnected (reason
 SS)
 
  (Player name and steam ID removed to protect the guilty.)
 
  When such a log entry appears there are lots of comments straight after
 of server weirdness.  I was just in one of my servers then when it restarted
 after the above message.
 
  Anyone else seen this?
 
  --
  Matt Lyons
  Content Administrator, games.on.net
  Email: m...@games.on.net
  Web: http://games.on.net
  In theory, there is no difference between theory and practice; In
 practice, there is.
 
 
 
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Re: [hlds] CSS: Long disconnect messages crashing servers?

2010-04-26 Thread Kigen
They all have to use LSS or some plugin they create.  Its not that
new.  Again, is anything going to happen?  Probably not.
Unfortunately, many of my attempts to contact Valve employees to help
them fix the massive amounts of exploits that the Source engine has
fallen on deft ears.

On Tue, Apr 27, 2010 at 12:15 AM, dmex dme...@gmail.com wrote:
 Watching that YouTube video he said he wrote a plugin for it (that he's now
 selling), yet another reason why client-side plugins should be blocked.


 -
 From: Kigen theki...@gmail.com
 Sent: Tuesday, April 27, 2010 11:25 AM
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] CSS: Long disconnect messages crashing servers?

 KAC 1.2.1.0 should block the disconnect exploit without interfering
 with normal disconnects so you know why someone left otherwise.  All
 the other fixes just replace the reason all the time with something
 else.

 Right now, I'm not really expecting any fix until it because pretty
 normal for people to go into unprotected servers and use the exploit
 to cause people to disconnect with VAC messages, pausing, and then the
 simple disconnect all.

 On Mon, Apr 26, 2010 at 10:06 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 http://forums.alliedmods.net/showthread.php?p=1139769
 http://forums.alliedmods.net/showthread.php?p=1139769
 http://forums.alliedmods.net/showthread.php?p=841590
  http://forums.alliedmods.net/showthread.php?p=841590
 http://forums.alliedmods.net/forumdisplay.php?f=133

 http://forums.alliedmods.net/forumdisplay.php?f=133No acknowledgement
 from
 Valve yet, as usual.
 Kyle

 On Mon, Apr 26, 2010 at 7:03 PM, AzuiSleet azuisl...@gmail.com wrote:

 This particular exploit is a buffer overflow in the event message
 where the client can specify a disconnect message, and the server will
 serialize an event containing that message. There is an issue with the
 function that serializes the game event that causes a buffer overflow
 in the net message, and so it has to potential to crash other clients
 or make them receive commands from another player relayed through the
 server.

 On Mon, Apr 26, 2010 at 7:57 PM, Matt Lyons mly...@internode.com.au
 wrote:
  Ok after a bit more googling its a hack:
 
  http://www.youtube.com/watch?v=xsC8GtSWuyU
 
  If you parse or stream your log files for monitoring you should
  probably
 add a watch/event for these long disconnect messages as they are using a
 3rd
 party program to do so.
 
 
  ML.
 
 
  On 27/04/2010, at 11:16 AM, Matt Lyons wrote:
 
  Over the last few days I've had a couple of my servers experience
  weird
 behaviour, pausing, restarting or outright crashing.
 
  Notes:
  - Servers are using the beta update from a few days ago.
  - Servers are using latest version of SM/Meta Mod running kac and
 rcon_lock
  - rcon TCP port is blocked and rcon password is secure (32 digits of
 random letters/numbers)
  - No crash dump
  - Log file cuts out mid stream.
  - Nothing obvious in the log files except for disconnect messages
  like
 the following:
 
  L 04/26/2010 - 16:30:28: Player
 Name]1260STEAM_0:X:XXXTERRORIST disconnected (reason
 SS)
 
  (Player name and steam ID removed to protect the guilty.)
 
  When such a log entry appears there are lots of comments straight
  after
 of server weirdness.  I was just in one of my servers then when it
 restarted
 after the above message.
 
  Anyone else seen this?
 
  --
  Matt Lyons
  Content Administrator, games.on.net
  Email: m...@games.on.net
  Web: http://games.on.net
  In theory, there is no difference between theory and practice; In
 practice, there is.
 
 
 
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[hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Kigen
Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's Anti-Cheat).

I would like to list a few reasons for closing the VSP interface on
clients.  While it can be useful at times its harm more than outweighs
any good it does.  At present it provides a way for people to exploit
the engine without the risk of getting a VAC ban for injecting a
cheat.  So far from what I've witnessed over time people are now
flocking to using the VSP interface because VALVe doesn't stop them
from doing so, nor is there the risk of getting VAC banned either.
Also, developing on the VSP interface for cheat makers is how they can
make production time faster.  As seen in this URL:
http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
The VSP interface has more usefulness to cheat developers than it does
anybody else.  Using CVar detectors like KAC and zBlock won't continue
to work to stop this.  At the rate of expansion of the use of VSP it
will far exceed my capacity to fight it by myself.  Plus by leaving
the VSP interface open wanna be cheat developers will have a easier
time learning how to create cheats for Source engine games and test it
with the client.  At present I cannot see a good reason to leave the
VSP interface open on the client.

Respecfully,
 - Kigen

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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Kigen
I've tried.  For the most part I've been ignored.

On Mon, Apr 12, 2010 at 11:44 AM, Donnie Newlove
donnie.newl...@gmail.com wrote:
 You should send this to someone at Valve, we already know.

 On Mon, Apr 12, 2010 at 6:29 PM, Kigen theki...@gmail.com wrote:
 Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's 
 Anti-Cheat).

 I would like to list a few reasons for closing the VSP interface on
 clients.  While it can be useful at times its harm more than outweighs
 any good it does.  At present it provides a way for people to exploit
 the engine without the risk of getting a VAC ban for injecting a
 cheat.  So far from what I've witnessed over time people are now
 flocking to using the VSP interface because VALVe doesn't stop them
 from doing so, nor is there the risk of getting VAC banned either.
 Also, developing on the VSP interface for cheat makers is how they can
 make production time faster.  As seen in this URL:
 http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
 The VSP interface has more usefulness to cheat developers than it does
 anybody else.  Using CVar detectors like KAC and zBlock won't continue
 to work to stop this.  At the rate of expansion of the use of VSP it
 will far exceed my capacity to fight it by myself.  Plus by leaving
 the VSP interface open wanna be cheat developers will have a easier
 time learning how to create cheats for Source engine games and test it
 with the client.  At present I cannot see a good reason to leave the
 VSP interface open on the client.

 Respecfully,
  - Kigen

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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Kigen
Indeed, if I wanted to I could create a massive cheat with SourceMod
and VAC wouldn't do much about it since its SourceMod that is doing it
since the plugins are simply byte code that SourceMod executes.

On Mon, Apr 12, 2010 at 4:36 PM, Donnie Newlove
donnie.newl...@gmail.com wrote:
 Even if that is true that's not the whole truth. A big problem is that
 completely legitimate tools used on the server side and which works
 even on listen servers are also active in client mode. This turns
 admin mods like SourceMod into hacks. Should VAC ban users with a
 SourceMod install? The only way to solve this in a reasonable manner
 is to turn this feature off.

 On Mon, Apr 12, 2010 at 10:10 PM, HL-SDK Synths syntron...@gmail.com wrote:
 I have the hotdogs, let's now find some sticks on which to roast them.

 Hi, I am the author of the post on G-D you linked to. I appreciate what you
 have worked for, I truly do. It is unfortunate that more methods are not
 available to you (it seems that simple by-name querying is as far as it
 goes).

 As for bans, I'd like to clarify that using the plugin interface is no way
 at all ban proof. If I decide to overwrite game code, I can expect a ban. If
 this proofen status was the case, I would be acting like Hatter does on
 Assault Cube:
 http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om

 Headshotting the wntire team all at once without moving. Enough hyperbole.

 *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
 *The only benefit is the interface which provides load and unload. I can do
 all of that with an extra plugin emulating the VSP interface. You have done
 a good job of blocking namestealers and people who abuse sourcemod, and for
 that I am sure many servers are more playable.*
 *
 I have no analogies.

 On Mon, Apr 12, 2010 at 3:49 PM, 1nsane 1nsane...@gmail.com wrote:

 Bad analogy?! Perfect analogy!

 On Mon, Apr 12, 2010 at 2:53 PM, ics i...@ics-base.net wrote:

  If you say that to an alzheimer patient, you have to say it again, and
  again, and again and they each time you say that, they forget it soon
  after. Ok ok, bad analogy but they aren't really paying attention or it
  would be fixed already, along with all the other exploits in the engine.
 
 
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