Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-06-17 Thread AnAkkk
Is this still planned?

2016-03-15 21:30 GMT+01:00 John Schoenick :

> Hi everyone,
>
> The current Linux TF2/SDK2013 dedicated server is a bit odd, shipping a
> dedicated-only build of the source engine that targets a very old toolchain
> for maximal compatibility.  This setup predates the Steam Runtime and the
> widespread availability of container setups like Docker that make it
> trivial to run apps in alternate environments.
>
> We're planning on obsoleting this setup, and shipping a unified build[1]
> between clients and servers that targets the current Steam Runtime[2]
>
> What this means for you:
>
>
> *1) If your distro is not binary compatible[3] with the Steam Runtime
> (based on Ubuntu 12 LTS) you may need to update your setup to continue
> running TF2 servers. *There are several options for this.
> - Switch to a Ubuntu 12 LTS based distro
> - Create a Steam Runtime chroot or container (e.g. Docker) to run your
> servers.
> - Package a copy of the Steam Runtime for your servers and invoke the
> server with a modified environment ( env
> LD_LIBRARY_PATH="$RUNTIME"/usr/lib/ "$RUNTIME"/usr/lib/ld-linux.so.2
> ./srcds_linux ... )
> - Etc
>
> See the Steam Runtime page[2] for more information on setup and usage.
>
> *2) If you have mods or scripts that are hard-coded to expect "_srv"
> binaries, they will need to be fixed*
>
> We plan on working with the SourceMod team to ensure their tools continue
> to function, but server operators will likely need to update when this
> occurs. Other tools or scripts that are hard coded to "_srv" may need
> fixing.
>
> *When**?*
> The plan is to begin shipping builds based requiring the Steam Runtime in
> the next few months, so we encourage server operators to begin looking into
> their setups ASAP.
>
> Non-TF2 SDK2013 games will likely be switched to this setup some time
> after TF2, as it becomes necessary to maintain compatibility with the Steam
> SDK.
>
> Let me know if you have any questions or concerns
> - John
>
> [1] Meaning, one client.so and server.so and associated engine, rather
> than a separate "_srv.so" build of the entire system for dedicated servers.
> [2] https://github.com/ValveSoftware/steam-runtime
> [3] Binary compatibility largely meaning new-enough
> gcc-libs/libc/libstdc++, but also some supporting libraries like ncurses.
>
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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-19 Thread AnAkkk
That's pointless, someone could make a a plugin to remove the notify flag.
You should only trust servers that are hosted by leagues where no one has
the rcon_password or any access to the machine. There are many other cvars
that can be modified the same way and be used to cheat.

2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com:

 Either way, tf_backstab_detection_method should probably be flagged as
 Notify so that all players are told when its value changes.

 On Tue, May 19, 2015 at 9:13 AM, N-Gon ngongamedes...@gmail.com wrote:

  Hey, while we're on the subject of exploits I wanted to bring something
 up.
 
  tf_backstab_detection_method
 
  Currently that cvar can be changed on the fly with just rcon access.
  It's not Cheat or Notify flagged.
 
  I've had reports from 3 different UGC Plat players who are highly
  suspicious of other teams using this on a toggle to allow their spies
 easy
  facestabs when they need them.
  Adding a flag to this command will not harm anyone and it will be a load
  off the minds of the Comp players who have no way of proving this is
 being
  done in official matches.
 
  I made a plugin that, among other things, flagged this thing is a cheat.
  It's a nice start but I can't force everyone to use my plugin. But if
 Valve
  were to change this I wouldn't have to :)
 
  -Miggy
 
  On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia garcia.bru...@gmail.com
  wrote:
 
   Fixed *crash* when getting a malformed KeyValues buffer
  
   On Mon, May 18, 2015 at 10:11 PM, N-Gon ngongamedes...@gmail.com
  wrote:
  
Out of curiosity, what exactly did this do?
   
On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson kyle.l...@gmail.com
 
wrote:
   
 Now that this exploit is public knowledge, any idea when we will
 see
 the remaining mainline Source Games updated?

 Thanks,
 Kyle.

 On Mon, May 18, 2015 at 5:53 PM, Eric Smith 
 er...@valvesoftware.com
  
 wrote:
  We've released an optional update for Team Fortress 2. Dedicated
servers
 do not need to download the update but you can if you'd like. The
  note
for
 the update is below. The updated version is 2771145.
 
  Thanks.
 
  -Eric
 
  ---
 
  - Fixed crash when getting a malformed KeyValues buffer (thanks
 to
 Nathaniel Theis for the report)
 
 
 
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 --
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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-19 Thread AnAkkk
Removing a cvar flag with a plugin is only 2 lines, some people sell cheat
server plugins that got many more features than that, so it's easy for
anyone to buy one and put it on their server.
With VAC there is at least a chance (even if it's small) that the guy is
going to get banned, and there's none if he has access to the server.

2015-05-19 14:54 GMT+01:00 N-Gon ngongamedes...@gmail.com:

 But the amount of players who can readily make something like that within
 UGC is not all that high.
 People thought of me as a messiah for my simple plugin when I had only
 learned about programming in SMod 2 days prior.

 Making a plugin to continue to cheat is way more steps involved than simply
 typing an rcon command in console.

 Nothing will ever 100% stop cheaters, but it's silly not to even try to
 slow them down.
 If we're going to just toss our hands in the air and say it's pointless
 because there will always be a workaround then why even bother having a VAC
 system in place.

 On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose rbemr...@gmail.com wrote:

  Yes, that was a given.
 
  After all, server plugins can remove the cheat flag just as readily as
 the
  notify flag.
 
  On Tue, May 19, 2015 at 9:46 AM, AnAkkk anakin...@gmail.com wrote:
 
   That's pointless, someone could make a a plugin to remove the notify
  flag.
   You should only trust servers that are hosted by leagues where no one
 has
   the rcon_password or any access to the machine. There are many other
  cvars
   that can be modified the same way and be used to cheat.
  
   2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com:
  
Either way, tf_backstab_detection_method should probably be flagged
 as
Notify so that all players are told when its value changes.
   
On Tue, May 19, 2015 at 9:13 AM, N-Gon ngongamedes...@gmail.com
  wrote:
   
 Hey, while we're on the subject of exploits I wanted to bring
  something
up.

 tf_backstab_detection_method

 Currently that cvar can be changed on the fly with just rcon
 access.
 It's not Cheat or Notify flagged.

 I've had reports from 3 different UGC Plat players who are highly
 suspicious of other teams using this on a toggle to allow their
 spies
easy
 facestabs when they need them.
 Adding a flag to this command will not harm anyone and it will be a
   load
 off the minds of the Comp players who have no way of proving this
 is
being
 done in official matches.

 I made a plugin that, among other things, flagged this thing is a
   cheat.
 It's a nice start but I can't force everyone to use my plugin. But
 if
Valve
 were to change this I wouldn't have to :)

 -Miggy

 On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia 
  garcia.bru...@gmail.com
   
 wrote:

  Fixed *crash* when getting a malformed KeyValues buffer
 
  On Mon, May 18, 2015 at 10:11 PM, N-Gon 
 ngongamedes...@gmail.com
 wrote:
 
   Out of curiosity, what exactly did this do?
  
   On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson 
   kyle.l...@gmail.com

   wrote:
  
Now that this exploit is public knowledge, any idea when we
  will
see
the remaining mainline Source Games updated?
   
Thanks,
Kyle.
   
On Mon, May 18, 2015 at 5:53 PM, Eric Smith 
er...@valvesoftware.com
 
wrote:
 We've released an optional update for Team Fortress 2.
   Dedicated
   servers
do not need to download the update but you can if you'd like.
  The
 note
   for
the update is below. The updated version is 2771145.

 Thanks.

 -Eric

 ---

 - Fixed crash when getting a malformed KeyValues buffer
  (thanks
to
Nathaniel Theis for the report)



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Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

2014-10-02 Thread AnAkkk
inb4 two weeks of spam.

2014-10-02 15:06 GMT+02:00 Andreas Willinger aw...@gmx.at:

 So, I am just wondering what happened to this statement:



 At this time, we are keeping the default quickplay option to Valve
 servers.
 However, note that if a player wants to find a server with any of the
 supported modifications, then they must land on a community server, since
 Valve servers do not run with these settings.

 Posted by Fletcher Dunn on February 8, 2014.



 The option is still defaulting to Valve servers, even though it's supposed
 to be temporary and the initial cause for this measure, Pinion spamming
 servers, have long disappeared/been reduced.

 Is there any official change planned to this setting or will it be that way
 till eternity?



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Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

2014-10-02 Thread AnAkkk
Every few weeks someone open a new thread about this (check archives), and
I haven't seen any of them go anywhere for now.

2014-10-02 15:15 GMT+02:00 Frank ad...@gamerscrib.net:

 That is kinda ignorant of a response when the topic is very concerning to
 just about anyone that runs community servers.

 I agree that the quickplay changes should be done to reflect towards
 community servers now vs Valve mostly since as noted that you won't see a
 HTML MOTD when using Quickplay now anyway.

 Valve uses the community to make and create all these nice items they are
 putting out lately...letting everyone else do their work for them yet they
 won't recognize the help of the server side aspect of it and push traffic
 towards them vs leaving them on a deserted island of Valve (plain and
 bland)
 Servers.

 I'd love to see this change implemented for Halloween, hell I've been
 running the Asteroid map 24/7 and I can't even find it on the quickplay
 list
 if you go to select the map outside of Valve servers so what is the point
 of
 me testing it?

 I don't see the discussion as spam at all, just more of a wakeup call to
 Valve over a 6 year old game now supported mostly by the Community.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkkk
 Sent: Thursday, October 02, 2014 9:09 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

 inb4 two weeks of spam.

 2014-10-02 15:06 GMT+02:00 Andreas Willinger aw...@gmx.at:

  So, I am just wondering what happened to this statement:
 
 
 
  At this time, we are keeping the default quickplay option to Valve
  servers.
  However, note that if a player wants to find a server with any of the
  supported modifications, then they must land on a community server,
  since Valve servers do not run with these settings.
 
  Posted by Fletcher Dunn on February 8, 2014.
 
 
 
  The option is still defaulting to Valve servers, even though it's
  supposed to be temporary and the initial cause for this measure,
  Pinion spamming servers, have long disappeared/been reduced.
 
  Is there any official change planned to this setting or will it be
  that way till eternity?
 
 
 
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  please visit:
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