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Sgt Pepper

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  1. Basic auto-restart scripts for Linux JKA Dedicated. These go into a Linux server's GameData folder, and it also logs all server activity into screen.log in the same folder. The scripts depend on packages 'screen' and 'watch', use "apt install screen watch" or "yum install screen watch" if needed. jka_autorestart.sh screen -dmS jka_restarter watch -n 5 /absolute/path/to/jka_restarter.sh jka_restarter.sh if ! screen -list | grep -q "jka_server1"; then screen -dmLS jka_server1 ./jka_start.sh fi jka_start.sh - uncomment the appropriate command line depending on mod and whether using openjk #./linuxjampded +set net_port 29070 +set dedicated 2 +set fs_game base +exec server.cfg #./linuxjampded +set net_port 29070 +set dedicated 2 +set fs_game japlus +exec server.cfg #./openjkded.i386 +set net_port 29070 +set dedicated 2 +set fs_game base +exec server.cfg #./openjkded.i386 +set net_port 29070 +set dedicated 2 +set fs_game japlus +exec server.cfg Hope someone finds that helpful. Have a nice day.
  2. To modify a .bsp map on Jedi Academy like many have seen on various servers, first you copy and paste the entities section out of the near-bottom of the .bsp file you wish to mod, and you paste it into a .ent file of the same name of the .bsp you would like to recompile. You then copy both of these files over to your GTKRadiant directory (Yes you need to install it so you have q3map2), and then you create a .bat file (mine is mapmod.bat) which you can then run. Paste this into the .bat file (made by Boba Fett the UU creator): @[member='Echo'] off cls title Entity Recompiler - Wrapper made by BobaFett echo q3map2 entity recompile wrapper echo by BobaFett echo. m: cd C:\Program Files\GtkRadiant-1.4 q3map2.exe -v -game ja -onlyents %1 echo. echo Compiling finished, press any key to close this window pause>nul Some examples of some cool entities to add include but are not limited to: The misc_bsp { "classname" "misc_bsp" "origin" "16145 -7700 -25800" "bspmodel" "academy6" } The fx_runner (This one is for red flares) { "classname" "fx_runner" "fxfile" "force/kothos_recharge.efx" "origin" "497 1759 -72" } A teleporter with walk on trigger { "classname" "target_teleporter" "targetname" "duel01in" "target" "duel01destin" } { "classname" "misc_teleporter_dest" "origin" "16214 -7376 -4900" "targetname" "duel01destin" } { "classname" "fx_runner" "fxfile" "force/kothos_recharge.efx" "origin" "17552 -7030 -4848" } { "origin" "18451 -6850 -5284" "classname" "trigger_multiple" "model" "*7" "spawnflags" "0" "angles" "0 270 0" "target" "duel01out" "wait" "1" } A scriptrunner { "classname" "target_scriptrunner" "targetname" "telec" "count" "-1" "usescript" "athrun/telecard" "spawnflags" "1" } A message on the middle of your screen { "classname" "target_print" "targetname" "telecmsg" "spawnflags" "4" "message" "MESSAGE" "wait" "750" } A couple of neat tricks I picked up over the years... First, when you add a misc_bsp entity in you'll notice the skybox doesn't work. On ffa3 this can be fixed by placing a skyportal in the corner of the map { "classname" "misc_skyportal" "origin" "2736 2416 1896" "angle" "90" } The only downside to this is if you get to an area where you can look downwards at the skybox you see a double version of the ffa3, but this doesn't cause fps drop. You can also add cool server-side skins that anyone can use, and activate them as well. { "targetname" "shaders" "classname" "target_relay" "targetshadername" "models/players/jeditrainer/trainer_torso_red" "targetshadernewname" "models/players/trandoshan/tint_trandoshan_torso" } This would be the activator you place under your worldspawn entity { "classname" "trigger_always" "target" "shaders" } That targetshadername and so on can be used to edit the walls like many servers do and so on. The last thing that comes to mind is client-side map plugins, a very fun and handy trick. Normally when you load up a map on a server all the clients who connect have to have it. There's a way around this. You can rename your custom map .bsp to that of a base map and put it in the folder that the assets use for the map in your own pk3. An example would be your could take JSA Trials and toss it into the /maps/ folder of a pk3 with the name academy1.bsp Then if you use a misc_bsp to connect it to your map along with a teleporter to get there you'll be able to have fun in a custom map while those who don't have it can still connect. One thing to take note of though is if your custom map in question uses bmodels (doors and so on) in a quantity exceeding that of the base map you overwrote, those who enter into the map but do not have your client pk3 will crash to the main menu. This is because while the engine can load up a bmodel even if it isn't the one being used, it can not load a bmodel that never existed in the base version. These are just a few small things I've picked up over the duration of working on maps in my JKA career. A big shout out to Seto\Tercx who is, in my opinion, the best map modder on JKA and many of these ideas came from things he had already done. Also a big thanks to Boba Fett for supplying the .bat for recompiling and adding many juicy details to the holonet page. You can learn more about the specifics and concepts over at: http://holonet.antar...tle=Map_Modding I wrote this article just because there were a few things that weren't mentioned in there. If anything else comes to mind I will put it here. I hope that others might also like to discuss other techniques and feats they've accomplished in entity modding. Anyways good luck in your quest to improve the JKA maps and thanks for reading.
  3. Let's assume you just finished installing an operating system, and for the sake of this tutorial, that OS was Ubuntu 16.04 LTS. 1: Update repository lists and install the latest packages. sudo apt update sudo apt upgrade sudo apt dist-upgrade sudo apt autoremove sudo apt install screen vim htop watch 1½) and make sure ssh is installed sudo apt install ssh sudo apt install sshd (Optional) 2: Install webmin if you want to make some tasks easier: http://webmin.com/download.html cd ~ sudo wget http://prdownloads.sourceforge.net/webadmin/webmin_1.870_all.deb sudo dpkg -i webmin* sudo apt -f install Webmin will be at: https://yourserveriporhostname:10000 3: Create users, groups, and folders for running the server(s) sudo groupadd jka sudo useradd -G jka jka1 sudo mkdir /home/jka sudo mkdir /home/jka/jka1 Set jka1 home directory: sudo usermod -d /home/jka/jka1 jka1 4: Download WinSCP on your desktop and upload the game to /home/jka/jka1 as if that was the GameData directory: https://winscp.net/eng/download.php If you're trying to login as root and it isn't working then you'll need to make an edit to the sshd config: sudo vi /etc/ssh/sshd_config And make sure the following is set: PermitRootLogin yes Upload all the /base and server related files, you will want to upload 1.01 from this: https://jkhub.org/files/file/390-jedi-academy-dedicated-server-for-linux/ If you want to use OpenJK for security you get the latest *linux-64.tar.gz build of it from:https://builds.openjk.org/ You upload it to the GameData folder:/home/jka/jka1/ And extract the binaries:sudo tar xvzf openjk* (Optional): Upload the server mod of your choice. Ex. JA+ Server Side 2.4 Build 7: https://jkhub.org/files/file/953-ja-server-side/You could just open the zip and drag and drop everything in there into /home/jka/jka1 using WinSCP.Or you could upload the zip file and extract it.sudo apt install unzipsudo unzip japlus* 5: Once upload is finished, time to set the permissions:sudo chmod 777 /home/jkasudo chown -R jka1:jka /home/jka/jka1 Set the binaries so they can be executed:sudo chmod a+x linuxjampded openjk.i386 openjk_sp.i386 openjkded.i386 6: You could now launch a server with one of the server files and a command line:./linuxjampded +set net_port 29070 +set dedicated 2 +set fs_game base +exec server.cfg./openjkded.i386 +set net_port 29070 +set dedicated 2 +set fs_game japlus +exec server.cfg 7: Let's say you want linuxjampded and the base game, so you can make a script to start that server up. cd /home/jka/jka1sudo vi jka1_start.sh Press insert to copy into the file using right click: ./linuxjampded +set dedicated 2 +set net_port 29070 +set fs_game base +exec server.cfg Press ESC, then colon : then wq and press enter to write and quit from the file. Make it executable: sudo chmod a+x jka1_start.sh But this server will die once you close the shell, so you can use screen to keep it open: screen -dmS jka1 ./jka1_start.sh You can add a -L to the arguments if you want it to log all server activity to screen.log in the GameData folder:screen -dmLS jka1 ./jka1_start.sh You can then turn this into another script:sudo vi jka1_screen.sh screen -dmLS jka1_start ./jka1_start.sh But the server could still crash, or maybe you're using auto-restart, so you can add a couple extra scripts to keep checking if your server's screen is running and start it if it isn't. sudo vi jka1_autorestart.sh screen -dmS jka1_restarter watch -n 5 /home/jka/jka1/jka1_restarter.sh sudo vi jka1_restarter.sh if ! screen -list | grep -q "jka1_server"; then screen -dmLS jka1_server ./jka1_start.sh fi And that last one will run whatever type of server you specified at the start of (7:) in jka1_start.sh Edit the server.cfg in /base/ if you're running fs_game base or in /japlus/ or another mod folder if you're using one. Just make sure you've set some master servers because you probably want to be on some lists: seta sv_master1 "masterjk3.ravensoft.com" seta sv_master2 "master.jkhub.org"seta sv_master3 "master.qtracker.com"seta sv_master4 "master0.gamespy.com"seta sv_master5 "clanservers.net" And make sure at some point the server launches the first map or the server won't start: map mp/ffa3 As a final note I recommend running the latest OpenJK build with the latest (2.4b7) version of JA+ to get rid of the known exploits that can crash, overwrite, and delete your server, or allow someone to steal it from you. Set some good long passwords for rcon and the Linux server. You can use the htop command in terminal to monitor your JKA server process. I forgot some extra goodies I was going to post but I'll just edit it later.
  4. Basic auto-restart scripts for Linux JKA Dedicated. These go into a Linux server's GameData folder, and it also logs all server activity into screen.log in the same folder. The scripts depend on packages 'screen' and 'watch', use "apt install screen watch" or "yum install screen watch" if needed. jka_autorestart.sh screen -dmS jka_restarter watch -n 5 /absolute/path/to/jka_restarter.shjka_restarter.sh if ! screen -list | grep -q "jka_server1"; then screen -dmLS jka_server1 ./jka_start.sh fi jka_start.sh - uncomment the appropriate command line depending on mod and whether using openjk #./linuxjampded +set net_port 29070 +set dedicated 2 +set fs_game base +exec server.cfg #./linuxjampded +set net_port 29070 +set dedicated 2 +set fs_game japlus +exec server.cfg #./openjkded.i386 +set net_port 29070 +set dedicated 2 +set fs_game base +exec server.cfg #./openjkded.i386 +set net_port 29070 +set dedicated 2 +set fs_game japlus +exec server.cfg Hope someone finds that helpful. Have a nice day.
  5. To modify a .bsp map on Jedi Academy like many have seen on various servers, first you copy and paste the entities section out of the near-bottom of the .bsp file you wish to mod, and you paste it into a .ent file of the same name of the .bsp you would like to recompile. You then copy both of these files over to your GTKRadiant directory (Yes you need to install it so you have q3map2), and then you create a .bat file (mine is mapmod.bat) which you can then run. Paste this into the .bat file (made by Boba Fett the UU creator): @[member='Echo'] off cls title Entity Recompiler - Wrapper made by BobaFett echo q3map2 entity recompile wrapper echo by BobaFett echo. m: cd C:\Program Files\GtkRadiant-1.4 q3map2.exe -v -game ja -onlyents %1 echo. echo Compiling finished, press any key to close this window pause>nul Some examples of some cool entities to add include but are not limited to: The misc_bsp { "classname" "misc_bsp" "origin" "16145 -7700 -25800" "bspmodel" "academy6" } The fx_runner (This one is for red flares) { "classname" "fx_runner" "fxfile" "force/kothos_recharge.efx" "origin" "497 1759 -72" } A teleporter with walk on trigger { "classname" "target_teleporter" "targetname" "duel01in" "target" "duel01destin" } { "classname" "misc_teleporter_dest" "origin" "16214 -7376 -4900" "targetname" "duel01destin" } { "classname" "fx_runner" "fxfile" "force/kothos_recharge.efx" "origin" "17552 -7030 -4848" } { "origin" "18451 -6850 -5284" "classname" "trigger_multiple" "model" "*7" "spawnflags" "0" "angles" "0 270 0" "target" "duel01out" "wait" "1" } A scriptrunner { "classname" "target_scriptrunner" "targetname" "telec" "count" "-1" "usescript" "athrun/telecard" "spawnflags" "1" } A message on the middle of your screen { "classname" "target_print" "targetname" "telecmsg" "spawnflags" "4" "message" "MESSAGE" "wait" "750" } A couple of neat tricks I picked up over the years... First, when you add a misc_bsp entity in you'll notice the skybox doesn't work. On ffa3 this can be fixed by placing a skyportal in the corner of the map { "classname" "misc_skyportal" "origin" "2736 2416 1896" "angle" "90" } The only downside to this is if you get to an area where you can look downwards at the skybox you see a double version of the ffa3, but this doesn't cause fps drop. You can also add cool server-side skins that anyone can use, and activate them as well. { "targetname" "shaders" "classname" "target_relay" "targetshadername" "models/players/jeditrainer/trainer_torso_red" "targetshadernewname" "models/players/trandoshan/tint_trandoshan_torso" } This would be the activator you place under your worldspawn entity { "classname" "trigger_always" "target" "shaders" } That targetshadername and so on can be used to edit the walls like many servers do and so on. The last thing that comes to mind is client-side map plugins, a very fun and handy trick. Normally when you load up a map on a server all the clients who connect have to have it. There's a way around this. You can rename your custom map .bsp to that of a base map and put it in the folder that the assets use for the map in your own pk3. An example would be your could take JSA Trials and toss it into the /maps/ folder of a pk3 with the name academy1.bsp Then if you use a misc_bsp to connect it to your map along with a teleporter to get there you'll be able to have fun in a custom map while those who don't have it can still connect. One thing to take note of though is if your custom map in question uses bmodels (doors and so on) in a quantity exceeding that of the base map you overwrote, those who enter into the map but do not have your client pk3 will crash to the main menu. This is because while the engine can load up a bmodel even if it isn't the one being used, it can not load a bmodel that never existed in the base version. These are just a few small things I've picked up over the duration of working on maps in my JKA career. A big shout out to Seto\Tercx who is, in my opinion, the best map modder on JKA and many of these ideas came from things he had already done. Also a big thanks to Boba Fett for supplying the .bat for recompiling and adding many juicy details to the holonet page. You can learn more about the specifics and concepts over at: http://holonet.antar...tle=Map_Modding I wrote this article just because there were a few things that weren't mentioned in there. If anything else comes to mind I will put it here. I hope that others might also like to discuss other techniques and feats they've accomplished in entity modding. Anyways good luck in your quest to improve the JKA maps and thanks for reading.
  6. Congratulations to the winners of the tournament: Team Name: Flower Power Team Members: Soph and Chii
  7. Results of Azuma Zaibatsu Weekend Public Tournament #5: 1st: blue bird 2nd: masato 3rd: hogosha Brackets: http://azumazaibatsu.challonge.com/wpt5 Thank you to everyone who participated and we hope to see you there next time, have a great week!
  8. Azuma Zaibatsu Weekend Public Tournament #5 Just a reminder me have our public 1v1 duel tournament again today in just under 1 hour, we hope to see some of you there! Tournament stream: http://twitch.tv/theruruoni Server it will be on is: connect azumazaibatsu.gq:29070 The brackets for this week will be put up at: http://azumazaibatsu.challonge.com/wpt5 Stream will start a few minutes before or at 5PM CST. (That is in just over 1 hour) Cheers!
  9. Added a new thread for single players looking to find a partner so that they can enter the 2v2 tournament as a team. "Looking for a Partner" Thread: http://azumazaibatsu.gq/forum/viewtopic.php?tID=47
  10. Date changed from December 9th to the 16th so more people will be able to participate and take time off from their schedules if need be. Date: Friday December 16th 2016 Time: 7PM Central Standard Time
  11. Azuma Zaibatsu is hosting a 2v2 Basejka Tournament on 1.01 Date: Friday December 16th 2016 Time: 7PM Central Standard Time Server: azumazaibatsu.gq:29073 74.91.125.33:29073 Event Admins: - Sgt. Pepper Sign-ups: Please have one player on your team go to the thread below and post both names of your team, please only make one post. You are also allowed to give yourself a team name although if it is just too ridiculous we may just use your names instead. Please see the example of a signup post before posting. Sign-up Thread: http://azumazaibatsu.gq/forum/viewtopic.php?tID=44#108 Information Thread: http://azumazaibatsu.gq/forum/viewtopic.php?tID=45#109 Brackets: http://azumazaibatsu.challonge.com/2v2bt1 Check-ins: Please have at least one player online at least 30 minutes prior to the start of the tournament to verify that you'll be attending. We will try not to drop anyone from the tournament but if it gets very full and some teams are not showing up at or very close to the event start we may begin to drop teams that did not check in. Check-in at: http://azumazaibatsu.gq/forum/viewtopic.php?tID=46#110 Style: - 2v2 Team Matches - BaseJKA - Double Elimination - Fraglimit of 21 - Timelimit of 10 minutes per match Stream: http://twitch.tv/theruruoni We are looking for people to cast (commentate) on the event on the stream, this would be over a Discord voice chat, so if you're interested in doing that please reach out to one of the Event Admins. Double Elimination Rules: - It will be Double Elimination which means a team must lose two matches in order to be knocked out of the tournament. - After the first loss teams are knocked into the "loser's bracket" where all teams that have lost fight against each other until one team is left in winner's bracket and one in the loser's bracket. - The winners of both these brackets then go on to fight each other in the grand finals. The winner's bracket team must be beaten twice in order for the loser's bracket team to win, while the loser's bracket team only needs to lose one match since they lost earlier on. Prizes: If we get at least 10 signups (20 participants total) then I'll be putting some game keys from my inventory that can be activated on steam and added to your library into a prize pool. The two winners of the tournament can pick one game each, whichever they like from the list, and it will be given to them as their prize. They will also be posted as the winners on any threads that are made to do with the tournament. Additional Prizes: If you'd like to add a prize to the pool to be chosen from (look I know my own offerings aren't so great but it's all I've got) then feel free to contact me on steam, discord or whatever to have it added to the pool, it would be greatly appreciated. Prize Pool: - Dungeons 2 - Infinifactory - Legend of Grimrock 2 - TIS-100 - Volume - Blade Symphony - Serious Sam HD: The Second Encounter If you have any questions or want to help out feel free to ask in the information thread posted above, or contact one of the Event Admins through our website, Discord or Steam. Thank you.
  12. Results from Saturday Saber Showdown #4: 1st: Loxx 2nd: Starty 3rd: Water 4th: Masato Brackets: http://azumazaibatsu.challonge.com/wpt4 Thank you to everyone who participated and we hope to see you there next time, have a great week!
  13. Just a reminder me have our public 1v1 duel tournament again today in just under 1 hour, we hope to see some of you there! I will be streaming it this week on: http://twitch.tv/theruruoni The brackets for this week will be put up at: http://azumazaibatsu.challonge.com/wpt4 Stream will start a few minutes before or at 5PM CST. Cheers!
  14. Sorry for the late post I've been working alot, anyways here's the result from week 3. Final Results Supreme Champion: Amero Worthy Adversary: Masato Maybe Next Time: Vexon Bracket: http://azumazaibatsu.challonge.com/wpt3 Congratulations to the winners and we hope to see you next week!
  15. Results from Saturday Saber Showdown #2 1st: Water 2nd: Snipe 3rd: Sgt. Pepper 4th: Daedalus Bracket: http://azumazaibatsu.challonge.com/wpt2 Congratulations to the winner and we hope to see you next week!
  16. Hey everyone, so after the success of our first Saturday 1v1 tournament we discussed the event and have decided to make it a weekly tournament. Event Name: Saturday Saber Showdown Hosted by: Azuma Zaibatsu Date: Every Saturday Time: 5PM Central | 10PM GMT | 8AM Eastern Australia Server: azumazaibatsu.gq:29070 or 74.91.125.33:29070 Format: 1v1 double elimination duel tournament Rules: No holds barred Sign ups: Please be on the server at least 15 minutes before the event begins, we will start taking names for brackets around then. If we reach our limit of participants we will be able to take no further names. Matches will start as races to 3 (best of 5), quarter and semi finals will be a race to 5 (best of 9) and the grand finals will be a race to 10. A player must lose two matches to be knocked out of the tournament, the first loss will put them into the losers bracket where it is still possible to come back and win the tournament if no more matches are lost. Azuma Zaibatsu clan members are encouraged to be there and play, and since it's open to the public we hope some guests show up too, AZ members are asked to please treat all guests with respect but not to go easy on them! The winner will be announced online regardless of who wins. Hope to see you there!
  17. I couldn't care less about the technicality, you're letting your ego get the best of you. You've all but admitted to it and for the community to see one of the people who has been around DoSing servers is enough for me. So what I'm going to do now is lean back, have a nice chuckle, and move on with my life, because unlike some people, I am not pathetic enough to attack a game server to try to win an argument.
  18. I wasn't interested in legal action anyways. I find it intriguing you have no problem with attacking other servers and would actually argue it is legal. This is exactly what Caelum was talking about when he made his post on DDoS. The game would be better off if you were just to disappear, you not only don't bother denying the fact you attacked our server, but you actually try to defend it. Fascinating, quite honestly. I suggest taking the time to look around whats left of the community, and see if even a single JKA player left at this point has an opinion of you that doesn't fall in the negative. Also, something doesn't have to be illegal to get you put on to say a server black list for the foreseeable future. What you've done is a clear violation of almost every set of ToS that server providers use nowadays. I wouldn't be surprised if you found your name popping up in all sorts of spam and fraud filters in the coming years, if you continue doing what you've been doing.
  19. You bring up an interesting legal point about Denial of Service attacks. Too bad it is written into The Computer Misuse Act of 1990 and upheld with the appeals court exactly what a Denial of Service attack constitutes and its legality: In fact, this one gentleman made almost exactly the same argument you did: It has been found that while yes, sending one e-mail or several e-mails is in fact completely legal, deliberately sending so many e-mails (or other forms of packets) in order to incapacitate the server's ability to respond to legitimate traffic is in fact destruction of property. Not only were your addresses sending more getstatus requests than any other client I've ever seen, they were sending them within about 20 microseconds of each other, a feat impossible to be gotten by refreshing or re-querying the server and instead only made possible by a looped object within a program. Likely either some tiny php or c++ applet, in your case I'm going to go with the latter. There is no reason a client would be sending millions of getstatus packets within 20 microseconds of one another except as a deliberate means to incapacitate the server. Oh and just as a thank you for responding, I decided to upload another .pcap, more to come. http://www.fileswap.com/dl/s9RQEIthYl/ Cheers.
  20. While I agree this is clearly not a hacker and that usually you would not know who it was based on source IP alone, 2 of the 3 IPs being registered to an individual and the third being registered to a clan where the same person has root access tends to narrow down the search a little. And then below: Not sure why these fellas are attacking our server as we've done nothing to them, but I'll again take this opportunity to request they stop before I forward my pcap logs to their server provider.
  21. Early this morning our server was hit with a mid level DoS attack. Using tcpdump it was easy enough to log the packets, then download the log and analyze in Wireshark. Using these basic methods you can then get a long stream of packets from the attacker in the form of: 14 0.002412 192.210.133.40 69.197.137.234 UDP 60 Source port: 43429 Destination port: 29070 You can then block this by using: iptables -A INPUT -s 192.210.133.40 -j DROP We had a break of about 5 minutes before a second VPS hit us again, the same method to capture and analyze was used with the return: 765 0.132720 192.223.27.158 69.197.137.234 UDP 60 Source port: 57301 Destination port: 29070 We then repeat the drop method: iptables -A INPUT -s 192.223.27.158 -j DROP Another break of 5 minutes ensued, before the attacker used a third server: If you simply Google this IP Address it should pop up the Game Tracker page for Masterful Dojo as one of the first results: 2 0.000004 184.82.150.229 69.197.137.234 UDP 60 Source port: 46319 Destination port: 29070 Name: Masterful Dojo Game: Star Wars Jedi Knight Browse: Star Wars Jedi Knight Servers Address: 184.82.150.229 Port: 29070 Status: Alive Server Manager: binnyer (claim server) He was then once again blocked using the same method: iptables -A INPUT -s 184.82.150.229 -j DROP My question then is, what kind of a sorry excuse for a "hacker" uses such obvious methods when committing criminal acts online? Not one with very much patience, it would seem. Should anyone question the authenticity of these samples, I would be glad to provide them with large chunks of the several gigabyte dumps that were saved on our servers. I would like to take this opportunity to request as others have, that those in the community stop these destructive antics before it not only damages the community, but potentially gets someone into legal trouble as well. I am hesitant as to whether or not I am going to forward my dump logs and this information to the authorities or the ISP of the attacker. Given that the situation has been diffused I likely won't, but wish to share with the community the identity of someone who has clearly been up to no good. I would keep a watchful eye in the future my friends. Cheers. ------- Edit Aug 30 7:01AM ------- By stepping into the UDP stream on Wireshark, I can then go into more detail as to the nature of the attack: .....getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus .....statusResponse \g_jediVmerc\0\jp_highlander\0\jp_duelAlpha\10\g_debugMelee\2\g_showDuelHealths\0\g_stepSlideFix\1\g_siegeRespawn\20\g_saberWallDamageScale\0.4\g_siegeTeamSwitch\1\g_maxGameClients\0\g_forceRegenTime\0\g_forcePowerDisable\163837\g_weaponDisable\524279\bot_minplayers\6\sv_allowDownload\0\sv_floodProtect\1\sv_maxPing\0\sv_minPing\0\sv_maxRate\25000\sv_maxclients\32\sv_hostname\........................ Kansas^5Art of Combat ^7(JA+ NF Community)\sv_privateClients\0\sv_keywords\word1 word2\g_gametype\0\g_duelWeaponDisable\524278\g_forceBasedTeams\0\duel_fraglimit\10\g_maxForceRank\7\g_saberLocking\0\g_privateDuel\1\capturelimit\0\timelimit\100\fraglimit\100\dmflags\584\version\JAmp: v1.0.1.1 linux-i386 Nov 10 2003\g_maxHolocronCarry\3\g_needpass\0\protocol\26\mapname\mp/ffa3\jp_cinfo\117763\V\2.4B7\gamename\JA+ Mod v2.4 B7 2 84 "^7.^3.^0Vlad" 3 257 "^1W^7iki^1W^7arrior" 2 0 "^1|^7TS3&JKA: 69.197.137.234^1|" 2 73 "Smackers" 31 43 "^7.^5.^7Sgt Pepper^5^ " 6 46 "^3.^0.Cri^3x^0us" .....getstatus ......getstatus ......getstatus ......getstatus ......getstatus ......getstatus .....statusResponse \g_jediVmerc\0\jp_highlander\0\jp_duelAlpha\10\g_debugMelee\2\g_showDuelHealths\0\g_stepSlideFix\1\g_siegeRespawn\20\g_saberWallDamageScale\0.4\g_siegeTeamSwitch\1\g_maxGameClients\0\g_forceRegenTime\0\g_forcePowerDisable\163837\g_weaponDisable\524279\bot_minplayers\6\sv_allowDownload\0\sv_floodProtect\1\sv_maxPing\0\sv_minPing\0\sv_maxRate\25000\sv_maxclients\32\sv_hostname\........................ Kansas^5Art of Combat ^7(JA+ NF Community)\sv_privateClients\0\sv_keywords\word1 word2\g_gametype\0\g_duelWeaponDisable\524278\g_forceBasedTeams\0\duel_fraglimit\10\g_maxForceRank\7\g_saberLocking\0\g_privateDuel\1\capturelimit\0\timelimit\100\fraglimit\100\dmflags\584\version\JAmp: v1.0.1.1 linux-i386 Nov 10 2003\g_maxHolocronCarry\3\g_needpass\0\protocol\26\mapname\mp/ffa3\jp_cinfo\117763\V\2.4B7\gamename\JA+ Mod v2.4 B7 2 84 "^7.^3.^0Vlad" 3 257 "^1W^7iki^1W^7arrior" 2 0 "^1|^7TS3&JKA: 69.197.137.234^1|" 2 73 "Smackers" 31 43 "^7.^5.^7Sgt Pepper^5^ " 6 46 "^3.^0.Cri^3x^0us" It's clear even from the first portion that it was the UDP Getstatus flood, fortunately using similar rules to what Caelum posted this was already greatly mitigated. Next I filter out the scrap packets to get the pure stream so I can upload it here as proof of the attack. You can do this yourself by right clicking one of the packets, "Follow UDP Stream", it will then filter down to the stream. You then go to file -> Export Specified Packets and save to a .pcap file and you can then re-open to make sure there's no scrap left. I wasn't able to find an attach function for this post so I just threw it up on a storage site: http://www.fileswap.com/dl/tLl3NH4B2U/
  22. Just a couple things to point out, my clan having been repeatedly targeted by KoRn and his mates in many failed attempts... KoRn is not a hacker, he is what is referred to as a script kiddie. He downloads scripts that other programmers have written (almost always aluigi) and uses them on vulnerable servers. The only thing you need to be concerned about is patching up any vulnerabilities your server may have. I suggest getting the latest version of JA+, making sure your rcon and other passwords are at a minimum 10 characters and alphanumeric (so they cannot be bruteforced if you do use the rcon unlimiter patch), and then getting Lame Patcher and updating your server file (linuxjampded or jampded.exe) with the appropriate patches to the vulnerabilities. You should get all the q3 ones relating to JKA off of: http://aluigi.org/patches.htm One of KoRn's mates has bin known to rent out a botnet once or twice, if your network on the server seems to be capping out you might want to rent out hardware firewalling by the day until this subsides. They don't seem to be able to afford it for more than a day or two. Also make sure there is at least one person on the free team so that the server cannot be looped but in your case this isn't what happened. What happened to you was either you had sv_allowdownload 1 on and he used q3dirtrav or you had callvote on and he passed a vote changing the rcon. KoRn is not a hacker, that is an insult to actual programmers, just be sure to patch your server and you should have no more issues. Best of luck.
  23. We accept late entries up until the first round of preliminaries end. This can be anywhere from the first one to eight matches that take place. There is a good chance we'd be able to fit you in if you arrived at say 30 minutes after or less, we've had several cases where we've managed to put people in after that time but it all depends on the night of.
  24. Welcome, welcome. :: Grins elegantly showing thyssel stained teeth ::
  25. It's open to US\Euro\Aussie\Asian\other players. Anyone is welcome to come but the server is based on Houston, Texas in the United States. I know the pings from euro would be like 100-150 and we even have a member from Singapore who pings like 250 but that's just how it is on an American server for other continents. I can promise you a stable ping, it's a very good server that my own server company hosts but in terms of actual ping that's all gonna depend on your location. Anywho feel free just to swing by to test it out, there's no euro server but you're more then welcome to participate anyways, it's all in good fun.
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