[hlds] CS 1.6 fluctuating ping times

2008-12-07 Thread BlinK_
Hello everyone. In the last few months this mail list was used only for L4D
discussions as I can see.
I need some help on good old Counter Strike 1.6 server. I have this problem:
my friend and I have connected to the server. When we stand still the ping
times are around 20 ms, which is pretty good. But when we start to run and
jump around, his ping time increases to 80 or even 100 ms. When we stop
fooling around and stand still, his ping time immediately decreases to 20 ms
again.

When the server is full (18 players) the same friends ping time gets around
300 ms and does not decrease. I think this must be the newtwork issue,
because server FPS is always about 500. Maybe this could be somehow
connected with settings, hlds or other. So here is specification of server I
use:

Server H/W:
Inter Core 2 DUO E6300
4 GB of RAM

Server S/W:
Windows Server 2003 R2

Network Line:
Download - 3 Mbps
Upload - 14 Mbps

server.cfg file:
http://uranus.mtveurope.org/~blinky/server.cfg

booster.cfg file (used by hlbooster)
http://uranus.mtveurope.org/~blinky/booster.cfg

Thank your for help!
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Re: [hlds] CS 1.6 fluctuating ping times

2008-12-07 Thread Ferenc Kovacs
On Sun, Dec 7, 2008 at 4:20 PM, BlinK_ [EMAIL PROTECTED] wrote:

 Hello everyone. In the last few months this mail list was used only for L4D
 discussions as I can see.
 I need some help on good old Counter Strike 1.6 server. I have this
 problem:
 my friend and I have connected to the server. When we stand still the ping
 times are around 20 ms, which is pretty good. But when we start to run and
 jump around, his ping time increases to 80 or even 100 ms. When we stop
 fooling around and stand still, his ping time immediately decreases to 20
 ms
 again.

 When the server is full (18 players) the same friends ping time gets around
 300 ms and does not decrease. I think this must be the newtwork issue,
 because server FPS is always about 500. Maybe this could be somehow
 connected with settings, hlds or other. So here is specification of server
 I
 use:

 Server H/W:
 Inter Core 2 DUO E6300
 4 GB of RAM

 Server S/W:
 Windows Server 2003 R2

 Network Line:
 Download - 3 Mbps
 Upload - 14 Mbps

 server.cfg file:
 http://uranus.mtveurope.org/~blinky/server.cfghttp://uranus.mtveurope.org/%7Eblinky/server.cfg

 booster.cfg file (used by hlbooster)
 http://uranus.mtveurope.org/~blinky/booster.cfghttp://uranus.mtveurope.org/%7Eblinky/booster.cfg

 Thank your for help!
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He should see choke/loss on hist part.
Say him to try net_graph 3 (or maybe 2) and check the lagspikes, and the
loss/choke numbers.

Tyrael
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Re: [hlds] CS 1.6 fluctuating ping times

2008-12-07 Thread Ferenc Kovacs
On Sun, Dec 7, 2008 at 4:51 PM, BlinK_ [EMAIL PROTECTED] wrote:

 Thanks for such a great response.
 He has just checked the loss and choke values. Loss is always 0 and
 sometimes 1. But choke is always 100. What do these values mean?


 2008/12/7 Martynas Mickevicius [EMAIL PROTECTED]

  Thanks for such a great response.
  He has just checked the loss and choke values. Loss is always 0 and
  sometimes 1. But choke is always 100. What do these values mean?
 
  2008/12/7 Ferenc Kovacs [EMAIL PROTECTED]
 
  On Sun, Dec 7, 2008 at 4:20 PM, BlinK_ [EMAIL PROTECTED] wrote:
 
   Hello everyone. In the last few months this mail list was used only
 for
  L4D
   discussions as I can see.
   I need some help on good old Counter Strike 1.6 server. I have this
   problem:
   my friend and I have connected to the server. When we stand still the
  ping
   times are around 20 ms, which is pretty good. But when we start to run
  and
   jump around, his ping time increases to 80 or even 100 ms. When we
 stop
   fooling around and stand still, his ping time immediately decreases to
  20
   ms
   again.
  
   When the server is full (18 players) the same friends ping time gets
  around
   300 ms and does not decrease. I think this must be the newtwork issue,
   because server FPS is always about 500. Maybe this could be somehow
   connected with settings, hlds or other. So here is specification of
  server
   I
   use:
  
   Server H/W:
   Inter Core 2 DUO E6300
   4 GB of RAM
  
   Server S/W:
   Windows Server 2003 R2
  
   Network Line:
   Download - 3 Mbps
   Upload - 14 Mbps
  
   server.cfg file:
   http://uranus.mtveurope.org/~blinky/server.cfghttp://uranus.mtveurope.org/%7Eblinky/server.cfg
 
  http://uranus.mtveurope.org/%7Eblinky/server.cfg
  
   booster.cfg file (used by hlbooster)
   http://uranus.mtveurope.org/~blinky/booster.cfghttp://uranus.mtveurope.org/%7Eblinky/booster.cfg
 
  http://uranus.mtveurope.org/%7Eblinky/booster.cfg
  
   Thank your for help!
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   please visit:
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  He should see choke/loss on hist part.
  Say him to try net_graph 3 (or maybe 2) and check the lagspikes, and the
  loss/choke numbers.
 
  Tyrael
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  please visit:
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http://home.swiftdsl.com.au/~abcgi/action/articles/csrates.html

Tyrael
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Re: [hlds] TF2 Server Lag Caused By Possible Exploit

2008-12-07 Thread Tony Paloma
On a more serious note, I got the attacker's SteamID in case anyone would like 
to ban him.
STEAM_0:0:16496340
http://steamcommunity.com/profiles/76561197993258408

Anyone seen this before or know what he may have done? I block achievement 
command spam as well as joinclass/team spam, so it's not that. The people that 
were playing didn't notice anything strange before it crashed either. I don't 
run SourceMod, so it's not a SourceMod exploit.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Reid
Sent: Sunday, December 07, 2008 6:36 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit

Better call the feds.  The terrorist kiddies are threating national 
security again.

Tony Paloma wrote:
 A player sent a message on my server early this morning just before it 
 crashed:

 ŠŦΣǺП−ƤΘζĨČĒŊĬ� :  : /me SERVER H4CK3D BY TEAM N2o--steam police!!! MORE 
 INFO: [EMAIL PROTECTED] ENGINE SOURCE SUCK !!!

 Probably related.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of GS
 Sent: Saturday, December 06, 2008 11:12 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit

 Wel US-CERT themselves constantly say that they wish more incidents were
 reported.  We have a person here who has made a cyber threat and acted upon
 it on a distributed system hosted in the United States.  Does it matter that
 the system is used to play a game?  This person has likely conducted other
 attacks in the past, and will most likely move on to bigger things in the
 future if left unchecked.

 We're not expecting an immediate task force to suit up Team America style
 and go after this guy busting down doors or anything close to that, we're
 just reporting it to the ISPs involved, and the Gov't Agency that has
 jurisdiction.  It's the SOP for a cyber attack and should be followed by any
 organization who falls victim to one.

 In the meantime we value comments and suggestions like those from SakeFox
 and DontWannaName.  Thank you, we will be implementing those
 fixes/plugins.   If there are any other suggestions out there on how to
 tighten security for TF2 servers, please keep them coming.

 Best Regards



 On Sat, Dec 6, 2008 at 2:00 AM, Midnight [EMAIL PROTECTED] wrote:

   
 Please tell me you didn't waste US-CERT's time on this. I find that hard
 to believe and a really bad idea.  Although I bet they would get a huge
 laugh out of it.


 GS wrote:
 
 Hi all,

 I'm a member of a gaming community that runs a few dozen TF2 and L4D
 servers.  Today one of our most popular TF2 servers was and continues to
   
 be
 
 attacked by someone who holds some unknown grudge against our community.
 This person has claimed credit for the attacks through a posting on our
 message board.

 It appears that the method which this attacker or group of attackers is
 using is limited to an in game exploit.  No other server instances, or
   
 other
 
 server services are affected other than a single game server using a
   
 single
 
 core of a quad core win32 server hosted in a datacenter.  Bandwidth use
   
 is
 
 normal during attacks.

 Are there any unpatched game exploits that anyone in the HLDS list
   
 community
 
 is aware of that can cause a server to increasingly lag up to the point
   
 of
 
 unplayability?  The effects are similar to previous exploits that Valve
 patched earlier this year.

 We have contacted our ISP, the ISP of the poster who took credit for the
 attack (a whois lookup appears to lead to a proxy server in Chicago, IL),
 and the US Dept of Homeland Security (US-CERT).  However we would like to
   
 be
 
 able to prevent these attacks as the investigation by the authorities
 progresses.

 If there are any suggestions, no matter how unlikely, we would be forever
 grateful for any help with this problem.

 Best Regards,
 Jason
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Re: [hlds] Server crashing on certain custom TF2 maps?

2008-12-07 Thread Arg!
This has happened to me on duel_duel2, as an example of a map.

On Sat, Dec 6, 2008 at 10:11 AM, [EMAIL PROTECTED] wrote:

 Same here, it times out and kicks everyone for invalid steamID according to
 the logs.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Friday, 5 December 2008 6:28 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server crashing on certain custom TF2 maps?


 Been seeing this too, crashes more often than not for me when I was testing
 yesterday. Took off all mods...same thing.

 Anyone have any idea for a fix?

 --

  Message: 3
  Date: Fri, 5 Dec 2008 10:00:37 +1100
  From: Arg! [EMAIL PROTECTED]
  Subject: Re: [hlds] Server crashing on certain custom TF2 maps?
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Message-ID:
  [EMAIL PROTECTED]
  Content-Type: text/plain; charset=ISO-8859-1
 
  Ive had something like this where (sometimes) if a player suicides (or
  explodes) on a custom map it will crash the server. Happens more often
  than
  not but not always. Only on custom maps.
 
 
 



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[hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread molaughlen
I rent a server, but occasionally I have to join other servers without  
active administrators. In the past couple of days I've run across game  
degrading behavior stemming from pairs of team killers. They aren't  
autokicked nor vote kicked. Typically I just leave and find another lobby,  
but it happened twice in a gaming session and feel that it could be  
resolved fairly easily and quickly by Valve.

If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.
If a player chooses to shoot at a team player for 30 seconds (or a total of  
25 health), they should be auto-kicked.

There are probably other harsher rules, but should control some of the  
behavior in the game. It's become a more frequent problem and one that  
can't be resolved by a team that can't get a majority of the votes for a  
vote kick.
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Re: [hlds] Server crashing on certain custom TF2 maps?

2008-12-07 Thread Justin
Thanks for the tip, i made a custom map for my server and it kept crashing
after everybody died. Now since there's many maps without the observer point
do you think valve will fix it?
On Thu, Dec 4, 2008 at 5:32 PM, Brandished [EMAIL PROTECTED] wrote:

 Meant to ask this a while, but one of the server admins for the TF2maps.net
 server reoported server crashing in custom maps that have no
 info_observer_point entities (for example cp_lazytown, ctf_snowfort,
 cp_wolf, cp_snowbridge, achievementbox, cp_orange_x, cp_orange_cross2, among
 others).  The crash supposedly happens when an entire team dies in a small
 interval of time during a match, leaving them all in a waiting to respawn
 status.  I've been doubtful as to how true this is, but I haven't been able
 to recreate the crash scenario myself as I don't have the bandwidth to host
 a dedi for more then maybe 4 ~ 6 players at once.  Supposedly on a dedicated
 server, it will try to force you to spec a teammate or camera, and if there
 are neither, the server crashes.  Any other server ops seeing this?





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Re: [hlds] Server crashing on certain custom TF2 maps?

2008-12-07 Thread Gregory Matherne
Not sure how they might do that, you have to go to viewing something once
you die and if everyone is dead that is an issue with no view points.  I
think the simple fix to get map makers to always have one view point, even
if it looks into a black hole.

On Sun, Dec 7, 2008 at 6:32 PM, Justin [EMAIL PROTECTED] wrote:

 Thanks for the tip, i made a custom map for my server and it kept crashing
 after everybody died. Now since there's many maps without the observer
 point
 do you think valve will fix it?
 On Thu, Dec 4, 2008 at 5:32 PM, Brandished [EMAIL PROTECTED] wrote:

  Meant to ask this a while, but one of the server admins for the
 TF2maps.net
  server reoported server crashing in custom maps that have no
  info_observer_point entities (for example cp_lazytown, ctf_snowfort,
  cp_wolf, cp_snowbridge, achievementbox, cp_orange_x, cp_orange_cross2,
 among
  others).  The crash supposedly happens when an entire team dies in a
 small
  interval of time during a match, leaving them all in a waiting to
 respawn
  status.  I've been doubtful as to how true this is, but I haven't been
 able
  to recreate the crash scenario myself as I don't have the bandwidth to
 host
  a dedi for more then maybe 4 ~ 6 players at once.  Supposedly on a
 dedicated
  server, it will try to force you to spec a teammate or camera, and if
 there
  are neither, the server crashes.  Any other server ops seeing this?
 
 
 
 
 
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-- 
-Greg Matherne
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Eric van Beesten
You have a point that there is a lot of TA on servers. Last week I just
joined one of my server and got TA because they don't want to play with me
(I cant imagion why :) ). I don't have sourcemod installed, so I did not
kick them. Anyway.. I just left and find a server where I could play.

But to come ontopic. I really think this is something sourcemod has to do. 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
Verzonden: maandag 8 december 2008 0:24
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] L4D: TK'ing becoming more of an issue

I rent a server, but occasionally I have to join other servers without  
active administrators. In the past couple of days I've run across game  
degrading behavior stemming from pairs of team killers. They aren't  
autokicked nor vote kicked. Typically I just leave and find another lobby,  
but it happened twice in a gaming session and feel that it could be  
resolved fairly easily and quickly by Valve.

If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.
If a player chooses to shoot at a team player for 30 seconds (or a total of

25 health), they should be auto-kicked.

There are probably other harsher rules, but should control some of the  
behavior in the game. It's become a more frequent problem and one that  
can't be resolved by a team that can't get a majority of the votes for a  
vote kick.
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__ NOD32 3669 (20081207) Informatie __

Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem.
http://www.nod32.nl



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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread gameadmin
The 25 health thing could be an issue - on higher difficulties that's less
than one shotgun shot...

About the leaving spawn thing, I'm not sure.  The game will already replace
players with bots if they're completely idle, and I'm sure someone somewhere
has come up with some tactic or other for the first level of no mercy that
needs a player to stay behind on the roof (probably not a _good_ tactic, but
nevertheless...)

Though if they were to go with that, I'd say within x seconds of everyone
else and at least y distance away from the nearest player

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: 07 December 2008 23:24
 To: hlds@list.valvesoftware.com
 Subject: [hlds] L4D: TK'ing becoming more of an issue
 
 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another
 lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.
 
 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a
 total of
 25 health), they should be auto-kicked.
 
 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for
 a
 vote kick.
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Matt Lyons
http://www.destructoid.com/hey-dickheads-left-4-dead-is-not-halo-113840.phtml


-- 
Matt Lyons (Bsc CS  Soft Eng)
Content Administrator, Internode Systems
150 Grenfell St, Adelaide SA 5000
Ph: (08) 8228 2877
E-mail: [EMAIL PROTECTED]
WWW: www.internode.com.au
In theory, there is no difference between theory and practice; In 
practice, there is.

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Re: [hlds] TF2 Server Lag Caused By Possible Exploit

2008-12-07 Thread Richard Eid
It looks like he's a problem child.  Do a search on the Steam Community for:

ŠŦΣǺП−ƤΘζĨČĒ

Either he/she really likes to cheat or he/she is stealing accounts.  Judging
by the choice of name, I'd guess a phisher.

-Richard Eid


On Sun, Dec 7, 2008 at 3:24 PM, Tony Paloma [EMAIL PROTECTED] wrote:

 On a more serious note, I got the attacker's SteamID in case anyone would
 like to ban him.
 STEAM_0:0:16496340
 http://steamcommunity.com/profiles/76561197993258408

 Anyone seen this before or know what he may have done? I block achievement
 command spam as well as joinclass/team spam, so it's not that. The people
 that were playing didn't notice anything strange before it crashed either. I
 don't run SourceMod, so it's not a SourceMod exploit.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Dave Reid
 Sent: Sunday, December 07, 2008 6:36 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit

 Better call the feds.  The terrorist kiddies are threating national
 security again.

 Tony Paloma wrote:
  A player sent a message on my server early this morning just before it
 crashed:
 
  ŠŦΣǺП−ƤΘζĨČĒŊĬ� :  : /me SERVER H4CK3D BY TEAM N2o--steam police!!!
 MORE INFO: [EMAIL PROTECTED] ENGINE SOURCE SUCK !!!
 
  Probably related.
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of GS
  Sent: Saturday, December 06, 2008 11:12 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit
 
  Wel US-CERT themselves constantly say that they wish more incidents were
  reported.  We have a person here who has made a cyber threat and acted
 upon
  it on a distributed system hosted in the United States.  Does it matter
 that
  the system is used to play a game?  This person has likely conducted
 other
  attacks in the past, and will most likely move on to bigger things in
 the
  future if left unchecked.
 
  We're not expecting an immediate task force to suit up Team America style
  and go after this guy busting down doors or anything close to that, we're
  just reporting it to the ISPs involved, and the Gov't Agency that has
  jurisdiction.  It's the SOP for a cyber attack and should be followed by
 any
  organization who falls victim to one.
 
  In the meantime we value comments and suggestions like those from SakeFox
  and DontWannaName.  Thank you, we will be implementing those
  fixes/plugins.   If there are any other suggestions out there on how to
  tighten security for TF2 servers, please keep them coming.
 
  Best Regards
 
 
 
  On Sat, Dec 6, 2008 at 2:00 AM, Midnight [EMAIL PROTECTED] wrote:
 
 
  Please tell me you didn't waste US-CERT's time on this. I find that hard
  to believe and a really bad idea.  Although I bet they would get a huge
  laugh out of it.
 
 
  GS wrote:
 
  Hi all,
 
  I'm a member of a gaming community that runs a few dozen TF2 and L4D
  servers.  Today one of our most popular TF2 servers was and continues
 to
 
  be
 
  attacked by someone who holds some unknown grudge against our
 community.
  This person has claimed credit for the attacks through a posting on our
  message board.
 
  It appears that the method which this attacker or group of attackers is
  using is limited to an in game exploit.  No other server instances, or
 
  other
 
  server services are affected other than a single game server using a
 
  single
 
  core of a quad core win32 server hosted in a datacenter.  Bandwidth use
 
  is
 
  normal during attacks.
 
  Are there any unpatched game exploits that anyone in the HLDS list
 
  community
 
  is aware of that can cause a server to increasingly lag up to the point
 
  of
 
  unplayability?  The effects are similar to previous exploits that Valve
  patched earlier this year.
 
  We have contacted our ISP, the ISP of the poster who took credit for
 the
  attack (a whois lookup appears to lead to a proxy server in Chicago,
 IL),
  and the US Dept of Homeland Security (US-CERT).  However we would like
 to
 
  be
 
  able to prevent these attacks as the investigation by the authorities
  progresses.
 
  If there are any suggestions, no matter how unlikely, we would be
 forever
  grateful for any help with this problem.
 
  Best Regards,
  Jason
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 
  please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
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  please visit:
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 please visit:
  

Re: [hlds] Server crashing on certain custom TF2 maps?

2008-12-07 Thread Justin
I also meant to mention you might be able to use stripper to add the ent to
the map.

On Thu, Dec 4, 2008 at 5:32 PM, Brandished [EMAIL PROTECTED] wrote:

 Meant to ask this a while, but one of the server admins for the TF2maps.net
 server reoported server crashing in custom maps that have no
 info_observer_point entities (for example cp_lazytown, ctf_snowfort,
 cp_wolf, cp_snowbridge, achievementbox, cp_orange_x, cp_orange_cross2, among
 others).  The crash supposedly happens when an entire team dies in a small
 interval of time during a match, leaving them all in a waiting to respawn
 status.  I've been doubtful as to how true this is, but I haven't been able
 to recreate the crash scenario myself as I don't have the bandwidth to host
 a dedi for more then maybe 4 ~ 6 players at once.  Supposedly on a dedicated
 server, it will try to force you to spec a teammate or camera, and if there
 are neither, the server crashes.  Any other server ops seeing this?





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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Neal Daringer
this is exactly why i don't play console games.

Matt Lyons wrote:
 http://www.destructoid.com/hey-dickheads-left-4-dead-is-not-halo-113840.phtml


   


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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Evan Kaufman
I've never run into intentional TKing, probably because I stick to
friends-only games.  It seems like this will inevitably be an issue in any
co-op game on a public server, and really something that could only be
solved with a vote kick.  Perhaps giving admins the ability to enable
stricter TK penaltieson a per-server basis might help?

Just my $0.02
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[hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread jps . sgtrock
 45 seconds timeout before leaving the spawn?  What for?  It can take a lot
longer than that to get organized when playing with newbies or strangers.

If you mean not just the initial spawn but leaving any safe house, I'm even
less thrilled.  Some of us need our bio breaks more frequently than others.
After all, you don't buy beer, you rent it.  :)

Besides, a 45 second timer before leaving the spawn doesn't really address
the problem you wish to solve (getting rid of griefers).  Sadly, not a
single major game engine that I'm aware of provides a good way of dealing
with this issue out of the box.  The good news is that we will have
alternative methods of banning and kicking them once SourceMod has been
adapted for L4D.  Until then, we'll just have to accept that the best option
is to only play with people we know.

-


 Message: 3
 Date: Sun, 07 Dec 2008 23:24:12 +
 From: [EMAIL PROTECTED]
 Subject: [hlds] L4D: TK'ing becoming more of an issue
 To: hlds@list.valvesoftware.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed; delsp=yes

 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.

 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a total of
 25 health), they should be auto-kicked.

 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for a
 vote kick.


 --

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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Jonah Hirsch
I hear all these horror stories of people playing with others who grief, 
but in my time playing Left4Dead with people who aren't friends, it's 
been great. Never have I had someone TK repeatedly, or anything that  
could be considered griefing.

Either I'm lucky, or it doesn't happen as often as people think.

[EMAIL PROTECTED] wrote:
  45 seconds timeout before leaving the spawn?  What for?  It can take a lot
 longer than that to get organized when playing with newbies or strangers.

 If you mean not just the initial spawn but leaving any safe house, I'm even
 less thrilled.  Some of us need our bio breaks more frequently than others.
 After all, you don't buy beer, you rent it.  :)

 Besides, a 45 second timer before leaving the spawn doesn't really address
 the problem you wish to solve (getting rid of griefers).  Sadly, not a
 single major game engine that I'm aware of provides a good way of dealing
 with this issue out of the box.  The good news is that we will have
 alternative methods of banning and kicking them once SourceMod has been
 adapted for L4D.  Until then, we'll just have to accept that the best option
 is to only play with people we know.

 -

   
 Message: 3
 Date: Sun, 07 Dec 2008 23:24:12 +
 From: [EMAIL PROTECTED]
 Subject: [hlds] L4D: TK'ing becoming more of an issue
 To: hlds@list.valvesoftware.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed; delsp=yes

 I rent a server, but occasionally I have to join other servers without
 active administrators. In the past couple of days I've run across game
 degrading behavior stemming from pairs of team killers. They aren't
 autokicked nor vote kicked. Typically I just leave and find another lobby,
 but it happened twice in a gaming session and feel that it could be
 resolved fairly easily and quickly by Valve.

 If a player chooses not to leave a spawn area within 45 seconds, they
 should be auto-kicked.
 If a player chooses to shoot at a team player for 30 seconds (or a total of
 25 health), they should be auto-kicked.

 There are probably other harsher rules, but should control some of the
 behavior in the game. It's become a more frequent problem and one that
 can't be resolved by a team that can't get a majority of the votes for a
 vote kick.


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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Blood Letter

My idea has been to implement a leash.


If a person is being a jerk or running off too far ahead or straggling far 
behind, you can vote to leash them.
Get the average position of all non-leashed players, and any leashed player 
will be forced to stay within a distance x of that average position.

(It would drag/restrain the leashed person, not restrict the the rest of the 
group).

Of course, leashing a person who's acting like a one-man army and trying to be 
the hero will probably just piss them off and cause them to attack/work against 
the team.
And anyone who's already acting against the team will still be able to do so.

Just a random idea.
I'm sick of people demanding to be the center of attention and charging ahead 
like fools, and I'm sick of people straggling way in the back because they 're 
alt tabbing or just in general not really paying attention.

 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Date: Mon, 8 Dec 2008 00:52:13 +
 Subject: Re: [hlds] L4D: TK'ing becoming more of an issue
 
 The 25 health thing could be an issue - on higher difficulties that's less
 than one shotgun shot...
 
 About the leaving spawn thing, I'm not sure.  The game will already replace
 players with bots if they're completely idle, and I'm sure someone somewhere
 has come up with some tactic or other for the first level of no mercy that
 needs a player to stay behind on the roof (probably not a _good_ tactic, but
 nevertheless...)
 
 Though if they were to go with that, I'd say within x seconds of everyone
 else and at least y distance away from the nearest player
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds-
  [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
  Sent: 07 December 2008 23:24
  To: hlds@list.valvesoftware.com
  Subject: [hlds] L4D: TK'ing becoming more of an issue
  
  I rent a server, but occasionally I have to join other servers without
  active administrators. In the past couple of days I've run across game
  degrading behavior stemming from pairs of team killers. They aren't
  autokicked nor vote kicked. Typically I just leave and find another
  lobby,
  but it happened twice in a gaming session and feel that it could be
  resolved fairly easily and quickly by Valve.
  
  If a player chooses not to leave a spawn area within 45 seconds, they
  should be auto-kicked.
  If a player chooses to shoot at a team player for 30 seconds (or a
  total of
  25 health), they should be auto-kicked.
  
  There are probably other harsher rules, but should control some of the
  behavior in the game. It's become a more frequent problem and one that
  can't be resolved by a team that can't get a majority of the votes for
  a
  vote kick.
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  please visit:
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Dr.Stinglock
Sorry, I just don't see how these would work. 

*If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.

Not all people load at the same time, I have noticed people joining up to 15
seconds after we have joined from the lobby. They have a 30 second timer on
their heads now it seems.
I hope they don't need to heal, that would split their time in half (15).
Pray to god they don't have a shotgun (10 sec reload), or that would be 5
seconds left to get the grenade/pistol and run out the door.


*If a player chooses to shoot at a team player for 30 seconds (or a total of

25 health), they should be auto-kicked.

30 seconds? I assume this is based on playing lots of easy mode where it
takes about 30 seconds of firing to do considerable damage? 1 second is all
it takes in expert.

25 Health? So if someone runs infront of an autoshotgun/sniper barrage, or
into some flames, or a pipebome? Who gets kicked? The person with the weapon
trying to kill the horde? And not the Rambo that ran into the line of fire?

The kick feature works perfectly for all of the above, start a vote to kick
the idiot after warning and informing him, also talk to the other players.
If they vote against you, it's clear they are enjoying it and you should
find another match. 
If on the other hand, you find they kick the offending player then you have
found a nice match. 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, 8 December 2008 8:24 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] L4D: TK'ing becoming more of an issue

I rent a server, but occasionally I have to join other servers without  
active administrators. In the past couple of days I've run across game  
degrading behavior stemming from pairs of team killers. They aren't  
autokicked nor vote kicked. Typically I just leave and find another lobby,  
but it happened twice in a gaming session and feel that it could be  
resolved fairly easily and quickly by Valve.

If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.
If a player chooses to shoot at a team player for 30 seconds (or a total of

25 health), they should be auto-kicked.

There are probably other harsher rules, but should control some of the  
behavior in the game. It's become a more frequent problem and one that  
can't be resolved by a team that can't get a majority of the votes for a  
vote kick.
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Re: [hlds] CS 1.6 fluctuating ping times

2008-12-07 Thread BlinK_
I have another questions. Is there some reference to all CS sever and client
settings?

2008/12/7 BlinK_ [EMAIL PROTECTED]

 This was so helpful. Thank you very much. There are so much tutorials where
 people jsut say: set this to this, set that to that and thats all. No one
 even realises what each setting mean. And this, what you gave, is the Holy
 Grail. (: Thank you again!

 2008/12/7 Ferenc Kovacs [EMAIL PROTECTED]

 On Sun, Dec 7, 2008 at 4:51 PM, BlinK_ [EMAIL PROTECTED] wrote:

  Thanks for such a great response.
  He has just checked the loss and choke values. Loss is always 0 and
  sometimes 1. But choke is always 100. What do these values mean?
 
 
  2008/12/7 Martynas Mickevicius [EMAIL PROTECTED]
 
   Thanks for such a great response.
   He has just checked the loss and choke values. Loss is always 0 and
   sometimes 1. But choke is always 100. What do these values mean?
  
   2008/12/7 Ferenc Kovacs [EMAIL PROTECTED]
  
   On Sun, Dec 7, 2008 at 4:20 PM, BlinK_ [EMAIL PROTECTED] wrote:
  
Hello everyone. In the last few months this mail list was used only
  for
   L4D
discussions as I can see.
I need some help on good old Counter Strike 1.6 server. I have this
problem:
my friend and I have connected to the server. When we stand still
 the
   ping
times are around 20 ms, which is pretty good. But when we start to
 run
   and
jump around, his ping time increases to 80 or even 100 ms. When we
  stop
fooling around and stand still, his ping time immediately decreases
 to
   20
ms
again.
   
When the server is full (18 players) the same friends ping time
 gets
   around
300 ms and does not decrease. I think this must be the newtwork
 issue,
because server FPS is always about 500. Maybe this could be somehow
connected with settings, hlds or other. So here is specification of
   server
I
use:
   
Server H/W:
Inter Core 2 DUO E6300
4 GB of RAM
   
Server S/W:
Windows Server 2003 R2
   
Network Line:
Download - 3 Mbps
Upload - 14 Mbps
   
server.cfg file:
http://uranus.mtveurope.org/~blinky/server.cfg
 http://uranus.mtveurope.org/%7Eblinky/server.cfg
  
   http://uranus.mtveurope.org/%7Eblinky/server.cfg
   
booster.cfg file (used by hlbooster)
http://uranus.mtveurope.org/~blinky/booster.cfg
 http://uranus.mtveurope.org/%7Eblinky/booster.cfg
  
   http://uranus.mtveurope.org/%7Eblinky/booster.cfg
   
Thank your for help!
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   He should see choke/loss on hist part.
   Say him to try net_graph 3 (or maybe 2) and check the lagspikes, and
 the
   loss/choke numbers.
  
   Tyrael
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 http://home.swiftdsl.com.au/~abcgi/action/articles/csrates.html

 Tyrael
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Re: [hlds] Server crashing on certain custom TF2 maps?

2008-12-07 Thread Dog
You could try this:

http://forums.alliedmods.net/showthread.php?p=724109

It basically creates a random info_observer_point if the map doesn't have
one.

- Dog
TheVille.Org
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Re: [hlds] Srcds on IPv6?

2008-12-07 Thread Alex Smith
I figured out how to get it to work over IPv6, using tunnels.  Mind you, it
was IPv4 over IPv6, but it was still using IPv6 to transmit over the
Internet. It is a massive pain in the ass to set-up, and not worth it.  It
was an experiment for a project I am working on for my class.

Hopefully, Valve implements IPv6 in their software before the remaining 36
/8 prefixes are allocated.  After that, IP addresses are going to get
expensive.  And It would really suck to have to play though multiple layers
of NAT.



On Thu, Dec 4, 2008 at 1:44 AM, Mike Stiehm [EMAIL PROTECTED] wrote:

 I'm sure they will have to get with the times at some point..

 -Original Message-

 I'd be really surprised :)

 With any luck we'll see 64 bit native binaries and multithreaded support
 before ipv6...

 -Original Message-

 Is there any way to get srcds to work on IPv6?  If not, are they ever going
 to support it?
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