Recently I've had a user launching attacks on my servers, we are on a 1000mbit
line, and the attack is using up approximatly 15% (~150megabit/sec). However it
seems to be enough to flood out the srcds process and deny service even though
we have more then enough resources to continue processing
Sounds like a possible (but less severe in this instance) devnull attack to
me. There was a stink about this not too long ago. In fact, it's capable of
doing attacks so severe that it caused a GMod server admin to get a $15K
bill. The thread about it on Facepunch appears to have been deleted,
I'm aware of devnull, and it is, we're getting popped everyday by nothing but
inbound cod4 ports. I have an ACL ticket awaiting the data-center today, but
we've had botnets hit the server multiple times, and srcds still gets dropped
without saturating the uplink.
- Original Message -
Well, here you go:
http://www.youtube.com/watch?v=mD7Fi7xC-gg
They dont even care bout VAC anymore, for that takes couple weeks, couple weeks
they can cheat around, and then take a new one.
And I think its more appropriate to fork the topic with its own thread about
DDOS attacks etc.
Sorry to chime in late, and if this has already been brought up, I
apologize...
But is there anyway Valve could implement a minimum time between name
changes? I could care less about the hackers and what not, but it's kind
of a pain in the butt when you're trying to ban someone quickly in server
Remember that sourcemod, besides stuff like @red and @blue, also has
@aim, so you can spectate someone who changes name non-stop, and then
use sm_ban @aim to ban the person you are spectating
On Thu, Feb 2, 2012 at 18:03, Lance Waidzunas lswa...@gmail.com wrote:
Sorry to chime in late, and if
One of our server admins wrote a sm plugin that counts name changes per player
over a short period of time. If they exceed a threshold, they're kicked
automatically.
Also, sourcemod's sm_who is very helpful for determining who to kick/ban, as it
will give you a unique number per player, rather
Is that plugin made available to other server admins, Tom? I'd love to
install that on our servers.
On Thu, Feb 2, 2012 at 11:10 AM, Tom Weir tw...@geekwerks.ca wrote:
One of our server admins wrote a sm plugin that counts name changes per
player over a short period of time. If they exceed a
For those asking about a plugin to handle players/cheaters who change their
names so fast you can't keep track, here area couple of plugins that help
admins out:
Name Change Punisher is one -
http://forums.alliedmods.net/showthread.php?t=161320
SMAC has the name change capability as well -
Or you just ban them by ID
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Stephen Bevan
Sent: 02 February 2012 17:25
To: hlds@list.valvesoftware.com
Subject: [hlds] How to handle Name Change Offenders
For those asking about a plugin to
I tho one was on SM already.
http://forums.alliedmods.net/showthread.php?p=1504588
yeap, prolly some others as well.
From: Lance Waidzunas lswa...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Thursday, 2
If you type status in the console (client or server) it will list their
name + steam ID. Steam ID allows you to (theoretically) ban them across all
steamworks titles.
On Thu, Feb 2, 2012 at 11:26 AM, gamead...@127001.org wrote:
Or you just ban them by ID
** **
*From:*
Thanks Stephen!
Had that problem last night.
cheers
(ooh my first hlds email :O )
On 2/02/2012, at 9:24 AM, Stephen Bevan wrote:
For those asking about a plugin to handle players/cheaters who change their
names so fast you can't keep track, here area couple of plugins that help
admins
Due to some technical complications, this was delayed.
It is now released.
On 2/1/2012 2:23 PM, Nicholas Hastings wrote:
Please update your servers to receive the update. Changelog is below.
Client Changes
* Added teammate player names and class icons to commander view.
* Added player squad
Valve already has a limit but it's not very aggressive. Perhaps they
can bypass it, or it's the only reason they're not changing their name
every tick.
On Thu, Feb 2, 2012 at 18:03, Lance Waidzunas lswa...@gmail.com wrote:
Sorry to chime in late, and if this has already been brought up, I
We're working on releasing a mandatory TF2 update. We should have it ready soon.
-Eric
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Undocumented changes: insert entirety of patch notes here
On Thu, Feb 2, 2012 at 9:50 PM, Eric Smith er...@valvesoftware.com wrote:
We're working on releasing a mandatory TF2 update. We should have it ready
soon.
-Eric
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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
They don't give the patch notes until the patch is released.
On Thu, Feb 2, 2012 at 7:59 PM, Jethro Seabridge jet2the...@gmail.comwrote:
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
- Updated Localization files
- Did not update Localization files
On 03/02/2012, at 9:03 AM, João Gabriel wrote:
They don't give the patch notes until the patch is released.
On Thu, Feb 2, 2012 at 7:59 PM, Jethro Seabridge jet2the...@gmail.com wrote:
Undocumented changes: insert entirety of
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
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)
-
- 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
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
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
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
Hopefully a fix for the client FPS lag...
On Thu, Feb 2, 2012 at 10:05 PM, netshr...@gmail.com wrote:
- Updated Localization files
- Did not update Localization files
On 03/02/2012, at 9:03 AM, João Gabriel wrote:
They don't give the patch notes until the patch is released.
On Thu, Feb
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
I'm guessing it allows your crosshair to blink another colour when you
damage something, like the dot flashing red in Quake.
On Thu, Feb 2, 2012 at 10:38 PM, Andrew DeMerse ademe...@gmail.com wrote:
You even quoted it! Haha
- Added DamagedPlayer animation event for the HUD, fired when the
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 .
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.
+
+
http://etf2l.org/forum/general/topic-20212/page-1/?recent=365129#post-365127
On Thu, Feb 2, 2012 at 10:56 PM, AnAkIn . anakin...@gmail.com wrote:
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
The latest updated removed a lump file from the depot. In case the update
process doesn't delete it, please delete any files matching the following
wildcard from your server:
tf/maps/cp_foundry*.lmp
Your humble servant,
Fletch
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Any chance at a CS:S sync?
Thanks,
Kyle.
On Thu, Feb 2, 2012 at 2:12 PM, Eric Smith er...@valvesoftware.com wrote:
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)
-
I love how cheat programmers keep using the the 'debug' Draw box for
wallhacks.
Places where I've seen the debug drawbox:
* used for rendering area portals in-game with sv_cheats 1
Places where I've seen using the debug drawbox as cheats:
* too many to count
Perhaps it would helpful to check on
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