[hlds] SRCDS Connection Limit?

2012-02-02 Thread Calvin Judy
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

Re: [hlds] SRCDS Connection Limit?

2012-02-02 Thread Connor M.
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,

Re: [hlds] SRCDS Connection Limit?

2012-02-02 Thread Calvin Judy
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 -

Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Mart-Jan Reeuwijk
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.

Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Lance Waidzunas
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

Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Wander
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

Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Tom Weir
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

Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Lance Waidzunas
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

[hlds] How to handle Name Change Offenders

2012-02-02 Thread Stephen Bevan
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 -

Re: [hlds] How to handle Name Change Offenders

2012-02-02 Thread gameadmin
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

Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Mart-Jan Reeuwijk
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

Re: [hlds] How to handle Name Change Offenders

2012-02-02 Thread Chad Hedstrom
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:*

Re: [hlds] How to handle Name Change Offenders

2012-02-02 Thread Flickshot Tech
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

Re: [hlds] Update 5.2 for Nuclear Dawn has been released

2012-02-02 Thread Nicholas Hastings
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

Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread lwf
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

[hlds] Mandatory TF2 update coming

2012-02-02 Thread Eric Smith
We're working on releasing a mandatory TF2 update. We should have it ready soon. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread Jethro Seabridge
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 ___ To unsubscribe, edit

Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread AnAkIn .
Documented changes: insert fix for hats, weapons + new hats, weapons 2012/2/2 Jethro Seabridge jet2the...@gmail.com Undocumented changes: insert entirety of patch notes here On Thu, Feb 2, 2012 at 9:50 PM, Eric Smith er...@valvesoftware.comwrote: We're working on releasing a mandatory TF2

Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread João Gabriel
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

Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread netshroud
- 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

[hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Eric Smith
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

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Nathanael Havez
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) -

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
- Added DamagedPlayer animation event for the HUD, fired when the local player damages other players Anyone knows what's the use of that? Unless you're coding hacks, it seems to be pointless. 2012/2/2 Nathanael Havez na...@me.com Thank's Eric! Natha Envoyé de mon iPad Le 2 févr. 2012 à

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Andrew DeMerse
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

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
Unless I am missing something, they seem to be talking about adding a game event here, not anything new to the HUD? 2012/2/2 Andrew DeMerse ademe...@gmail.com You can already enable sounds when you've damaged players, and 'sticky' outgoing damage numbers to the HUD. I'd imagine it's something

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Andrew DeMerse
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

Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread Brian
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

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
I don't think you understood the events I am talking of. https://developer.valvesoftware.com/wiki/IGameEventManager https://developer.valvesoftware.com/wiki/Networking_Events_%26_Messages 2012/2/2 Andrew DeMerse ademe...@gmail.com You even quoted it! Haha - Added DamagedPlayer animation

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Brian
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

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Andrew DeMerse
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 .

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
I just found that out, I didn't know there were HUD events in HudAnimations_tf.txt. 2012/2/2 Andrew DeMerse ademe...@gmail.com The HUD animations file changed, and the patch note says it's an event related to HUDs. The animation file changes added the following lines. + +

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Brian
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

[hlds] Latest TF2 update: delete tf/maps/cp_foundry*.lmp

2012-02-02 Thread Fletcher Dunn
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 ___ To unsubscribe,

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Kyle Sanderson
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) -

Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Bruno Garcia
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