Re: [hlds] [hlds_linux] Mandatory CS:S update released

2012-08-23 Thread Ronny Schedel
This update has broken Valve API serverplugins somehow. Does anyone know the code change?From : Eric SmithTo : Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'; Subject : [hlds_linux] Mandatory CS:S update releasedWe've released a mandatory update to CS:S. The notes for the update are below.

-Eric

--

Counter-Strike: Source
- Fixed a client crash on exit (after connecting to a server using sv_pure)
- Added sv_namechange_cooldown_seconds, to throttle clients from changing their name too rapidly. (Defaults to 20 seconds)
- Added sv_netspike_on_reliable_snapshot_overflow to selectively enable the automatic dumping of netspike file if a client drops due to reliable snapshot overflow (defaults to 0, which disables the debugging)
- Added check to prevent player names from containing color codes
- setinfo console command will now reject attempts to set / change convars with any unusual characters
- Marked mem_force_flush as a cheat to prevent client exploits
- Fixed %n console crash in the client
- Updated client rate value to default to 3 to improve network performance for most players
 - Rate was previously set by Steam's Internet connection speed setting
- Updated client rate value to be stored in the config.cfg file
- Fixed a Linux dedicated server crash on exit

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Re: [hlds] [hlds_linux] Half-Life 1 dedicated server update released

2012-06-29 Thread Ronny Schedel
Hltv is broken again in Linux release, same like last time, the binary is for 
Mac.

Alfred Reynolds alf...@valvesoftware.com schrieb:

We have released an update to Half-Life 1 dedicated servers. This update fixes 
a potential file download exploit, run the hldsupdatetool to grab it.

Thanks to Daniil for alerting us to this issue.
 
- Alfred


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Re: [hlds] HLDS ddos attacks [spoofed IPs]

2012-05-18 Thread Ronny Schedel
What kind of ddos did you got? If it is a syn flood, just limit the syn ack 
answers with your firewall. A game server normally don’t need much TCP traffic, 
so you can limit it to 10/sec. 



From: Ivan Ivanov 
Sent: Friday, May 18, 2012 4:49 PM
To: hlds@list.valvesoftware.com 
Subject: [hlds] HLDS ddos attacks [spoofed IPs]

Hello,

For the last few days I've been attacked by a big(huge) number of international 
IPs [Russia, USA, Korea, China, Italy etc..]. It's obviously a ddos attacks, so 
at first I tried different protections (iptables rules, apf, csf firewalls, 
ddos deflate and none of them helped). I also asked my ISP to stop all the 
international traffic, but that didn't help either because the IPs are spoofed. 
Is there any protection from these kinds of attacks and if yes, what is it?




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Re: [hlds] New feature in TF2 Beta dedicated server update

2012-03-16 Thread Ronny Schedel
I don't get it. Is this a feature or a new bug?

I mean, who is interested in to give ordinary people kicking power?


 We have added support for Steam community blocking in the dedicated
 server. This functionality is in testing and is controlled by convar ( off
 by default ). If the convar is enabled, every new player at connect time (
 once authenticated ) will be tested against the block list of every player
 already authenticated on the server. If any of the players on the server
 have blocked this player, the dedicated server is notified, and that new
 player may be kicked from the server depending on the convar settings.
 It is assumed that the most popular setting will take advantage of steam
 groups. To do this, use the new  sv_steamgroup convar to set the group
 that your server belongs to, and set sv_steamblockingcheck to 2. With
 this setting only members of the group that owns the server may deny
 other players access to the server. If a group has been selected and
 sv_steamblockingcheck is set to 1, the console text will distinguish a
 new player that is blocked by a clan member vs a non-clan member.

 Here are the details of the options:

 sv_steamblockingcheck
 1 = print results to console only
 2 = kick the new player from the server if anyone already on the server
 who is a member of the associated clan has blocked the new player
 3 = kick the new player from the server if anyone already on the server
 has blocked the new player
 4 = kick the new player from the server if anyone already on the server
 has blocked the new player or the new player has blocked any existing
 player on the server

 sv_steamgroup
 Set this convar to the group ID of the group that this server belongs to.
 You can find your group's ID on the admin profile page in the steam
 community.

 Please send feedback about blocking in dedicated servers directly to me.

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Re: [hlds] Policy of truth

2012-01-04 Thread Ronny Schedel
I don’t think saigns is delisted. They have changed their bots according to the 
rules (read news of 10th December)

Some other servers with high gametracker scores got delisted:

http://www.gametracker.com/search/tf2/DE/?query=New+IP=GO

They have changed their IP. If I remember well, their name was something with 
Nightteam or similar.



From: Jethro Seabridge 
Sent: Wednesday, January 04, 2012 10:21 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Policy of truth

Gentlemen, this is the War on Saigns.de. 

And we are winning!


On Wed, Jan 4, 2012 at 9:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:

  Today the Team Fortress team took action to bring certain server operators 
into compliance with our previously announced honest server policy.  Examples 
of server modifications that resulted in this policy include:
  * Running bots and trying to make them appear that they were human players
  * Running bots and circumventing or modifying the usual mechanisms that the 
bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn times, 
without having the proper tags on their server designed to alert quickplay and 
automated searches about those modifications.

  We have not taken action against individual servers, but rather against an 
entire related server group.  Hopefully the necessity for this policy is clear. 
 We took two different actions, depending on the severity of modification we 
found:
  * Preventing IP addresses from logging a TF gameserver account, which 
excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and Quick 
Match system) for one month.

  Finally, we would like to say thanks to the server operators who have 
continued to run honest servers, and to those who heeded our earlier warning 
and subsequently changed their practices.  We thank you for that.  We hope that 
our actions today show that we want to help you compete for player traffic on 
the basis of providing a good environment for players.

  Thank you,
  The Team Fortress Team


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Re: [hlds] Policy of truth

2012-01-04 Thread Ronny Schedel
I have to correct myself, these servers are old saigns servers.


From: Ronny Schedel 
Sent: Wednesday, January 04, 2012 10:47 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Policy of truth

I don’t think saigns is delisted. They have changed their bots according to the 
rules (read news of 10th December)

Some other servers with high gametracker scores got delisted:

http://www.gametracker.com/search/tf2/DE/?query=New+IP=GO

They have changed their IP. If I remember well, their name was something with 
Nightteam or similar.



From: Jethro Seabridge 
Sent: Wednesday, January 04, 2012 10:21 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Policy of truth

Gentlemen, this is the War on Saigns.de. 

And we are winning!


On Wed, Jan 4, 2012 at 9:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:

  Today the Team Fortress team took action to bring certain server operators 
into compliance with our previously announced honest server policy.  Examples 
of server modifications that resulted in this policy include:
  * Running bots and trying to make them appear that they were human players
  * Running bots and circumventing or modifying the usual mechanisms that the 
bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn times, 
without having the proper tags on their server designed to alert quickplay and 
automated searches about those modifications.

  We have not taken action against individual servers, but rather against an 
entire related server group.  Hopefully the necessity for this policy is clear. 
 We took two different actions, depending on the severity of modification we 
found:
  * Preventing IP addresses from logging a TF gameserver account, which 
excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and Quick 
Match system) for one month.

  Finally, we would like to say thanks to the server operators who have 
continued to run honest servers, and to those who heeded our earlier warning 
and subsequently changed their practices.  We thank you for that.  We hope that 
our actions today show that we want to help you compete for player traffic on 
the basis of providing a good environment for players.

  Thank you,
  The Team Fortress Team


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Re: [hlds] TF2: Strange behavior of Quickplay

2011-11-21 Thread Ronny Schedel
Quickplay does not fill empty servers. You need regular players which help 
to start the server populating.



-Ursprüngliche Nachricht- 
From: Dominik Friedrichs

Sent: Monday, November 21, 2011 9:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] TF2: Strange behavior of Quickplay

About a week ago one of my 2 TF2 Quickplay enabled servers (totally
vanilla) suddenly stopped receiving traffic, while still showing up as
registered and everything.

Now I reset the identities of both my servers yesterday and of course
entered the new strings into the config, restarted the servers and
whatnot. The result is that both servers are now empty, receive close to
zero traffic and are listed trending Downward fast.

This isnt how its supposed to be right?


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Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread Ronny Schedel
- Updated in-game abuse reporting tool to include option for reporting 
abusive game servers


How does it work? Do you penalize the server after xxx reports or do you 
check each reported server manually to avoid abusing this report tool?




-Ursprüngliche Nachricht- 
From: Jason Ruymen

Sent: Friday, October 28, 2011 9:23 AM
To: 'hlds_li...@list.valvesoftware.com' ; 'Half-Life dedicated Win32 server 
mailing list' ; 'hlds_annou...@list.valvesoftware.com'

Subject: [hlds] Team Fortress 2 Update Released

Required updates for Team Fortress 2 are now available.  The specific 
changes include:


- Halloween 2011 Event
  - Viaduct has been haunted and is now... Eyeaduct!
  - One full multi-piece costume set has been added for each class
  - Random gifts containing costume pieces drop in Eyeaduct on registered 
servers

  - 2 new Halloween 2011 achievements
  - Any unusual hats uncrated during the event will be Halloween-themed
  - New Halloween-themed items are available in the Mann Co. store, but 
only for a limited time!

- Updated effects for The Cow Mangler 5000
- Updated in-game abuse reporting tool to include option for reporting 
abusive game servers

- Added mapcycle_halloween containing all Halloween event maps
- Fixed team colors and styles not updating properly in store previews
- Fixed bug in reputation trend status display for registered servers
- Fixed a problem that could cause repeated stutters after joining a server
- Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
- New Halloween-themed community-created items submitted to the Workshop are 
now available in the Mann Co. store!


Jason


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Re: [hlds] Optional TF2 update coming soon

2011-09-03 Thread Ronny Schedel
We had server hangs when replay and sourcetv were enabled. Sorry, no steps to 
reproduce it.

From: Jon Lippincott 
Sent: Saturday, September 03, 2011 2:06 AM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Optional TF2 update coming soon

If anyone can figure out a set of steps to reproduce the hang we should be able 
to get it fixed quickly.  

 

-Jon

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Friday, September 02, 2011 2:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 update coming soon

 

Any chance this is to address the server hang issue(s)?




On Fri, Sep 2, 2011 at 5:41 PM, Eric Smith er...@valvesoftware.com wrote:

We're going to release an optional (for servers) TF2 update in a little while.  
This is just a heads-up that it's coming.

-Eric


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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-08-04 Thread Ronny Schedel

TF2 is a 24 player game, so no problem to get even teams.

-Ursprüngliche Nachricht- 
From: Kyle Sanderson

Sent: Thursday, August 04, 2011 4:46 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

Course not. This just removes the functionality to have even teams
with an admin in spectator watching over the server (You now need a
plugin to do this semi-successfully).

It's always nice to not use trickery.
Kyle.

On Wed, Aug 3, 2011 at 7:41 PM, J M invaderam...@gmail.com wrote:

No longer being able to run with 33 players is a FIX. Did you really think
they intended that?

On Wed, Aug 3, 2011 at 10:23 PM, Kyle Sanderson kyle.l...@gmail.com 
wrote:



http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg63030.html

On Wed, Aug 3, 2011 at 7:17 PM, Jesse Porter reacherg...@gmail.com
wrote:
 Until he can use his words, it doesn't matter.

 On Wed, Aug 3, 2011 at 8:14 PM, Timothy Sadleir tsadl...@gmail.com
 wrote:

 Yeah, I'm unsure as to what he's talking about as well.  Is he trying
 to
 say that Replay and SourceTV don't work anymore after this update?

 On Wed, Aug 3, 2011 at 7:10 PM, gamead...@127001.org wrote:

 Any chance you can enlighten the rest of us, or is this a private
 snark
 between you and Valve?

  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
  Sent: 04 August 2011 02:18
  To: Half-Life dedicated Linux server mailing list; Half-Life
  dedicated
  Win32 server mailing list
  Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released
 
   Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   - Added a check to prevent kicking Replay and SourceTV clients
   from
  servers
 
  Thanks for breaking this in every game. I was starting to get
  worried
  that we weren't going to have any regressions for this week.
  Kyle.
 
  On Wed, Aug 3, 2011 at 4:50 PM, Jason Ruymen
  jas...@valvesoftware.com
  wrote:
   Required updates for Team Fortress 2 are now available.  The
   specific
  changes include:
  
   Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   - Added a check to prevent kicking Replay and SourceTV clients
   from
  servers
  
   Team Fortress 2
   - Added new items for upcoming promotions
   - Fixed a case where health overheal wasn't being applied when
  multiple healers were involved
   - Fixed the new Gravelpit backgrounds using the wrong filename
   - Updated the Mask of the Shaman
   - Updated the localization files
  
   Jason
  
  
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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-08-04 Thread Ronny Schedel
That poblem is not new if you reach the player limits. Get used to it, it works 
like it was intended now. You can even the teams with 30 public slots.



From: Mart-Jan Reeuwijk 
Sent: Thursday, August 04, 2011 12:02 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

Lets not get dumb bout this, everybody knows there are LOADS of pubs out there, 
which are 32 player, and they are full. Being able to have a 33rd slot on them 
allows for a bunch of stuff, like soft reserved slots (ie: not kicking 
players), having an admin in spectator with even teams etc. 

If the ppl with 24 slots servers could not get a 25th (and we all know they 
often use 26 or 27) slot for same purposes, all hell would break loose, so give 
those with 32 slot server some slack.

That valve didn't INTEND it to be 32 player, is something entirely else then 
players WANTING it. I've seen Lazytown servers, where a round lasts 5+ hours, 
32 player, and ppl stay on for hours just to try to win, or spam, or just 
slaughter. If they find that fun, why not.


--
  From: Ronny Schedel i...@ronny-schedel.de
  To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
  Sent: Thursday, 4 August 2011, 9:19
  Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

  TF2 is a 24 player game, so no problem to get even teams.

  -Ursprüngliche Nachricht- From: Kyle Sanderson
  Sent: Thursday, August 04, 2011 4:46 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

  Course not. This just removes the functionality to have even teams
  with an admin in spectator watching over the server (You now need a
  plugin to do this semi-successfully).

  It's always nice to not use trickery.
  Kyle.

  On Wed, Aug 3, 2011 at 7:41 PM, J M invaderam...@gmail.com wrote:
   No longer being able to run with 33 players is a FIX. Did you really think
   they intended that?
   
   On Wed, Aug 3, 2011 at 10:23 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
   
   
   http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg63030.html
   
   On Wed, Aug 3, 2011 at 7:17 PM, Jesse Porter reacherg...@gmail.com
   wrote:
Until he can use his words, it doesn't matter.
   
On Wed, Aug 3, 2011 at 8:14 PM, Timothy Sadleir tsadl...@gmail.com
wrote:
   
Yeah, I'm unsure as to what he's talking about as well.  Is he trying
to
say that Replay and SourceTV don't work anymore after this update?
   
On Wed, Aug 3, 2011 at 7:10 PM, gamead...@127001.org wrote:
   
Any chance you can enlighten the rest of us, or is this a private
snark
between you and Valve?
   
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: 04 August 2011 02:18
 To: Half-Life dedicated Linux server mailing list; Half-Life
 dedicated
 Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

  Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  - Added a check to prevent kicking Replay and SourceTV clients
  from
 servers

 Thanks for breaking this in every game. I was starting to get
 worried
 that we weren't going to have any regressions for this week.
 Kyle.

 On Wed, Aug 3, 2011 at 4:50 PM, Jason Ruymen
 jas...@valvesoftware.com
 wrote:
  Required updates for Team Fortress 2 are now available.  The
  specific
 changes include:
 
  Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  - Added a check to prevent kicking Replay and SourceTV clients
  from
 servers
 
  Team Fortress 2
  - Added new items for upcoming promotions
  - Fixed a case where health overheal wasn't being applied when
 multiple healers were involved
  - Fixed the new Gravelpit backgrounds using the wrong filename
  - Updated the Mask of the Shaman
  - Updated the localization files
 
  Jason
 
 
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 archives, please visit:
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Re: [hlds] Brink dedicated server update shortly

2011-05-13 Thread Ronny Schedel

Linux server files are still missing.


- Original Message - 
From: Matt 'Anti' Lowe a...@splashdamage.com

To: hlds@list.valvesoftware.com
Sent: Friday, May 13, 2011 5:46 PM
Subject: [hlds] Brink dedicated server update shortly


Hey folks,

We'll be sending out a new version of the Brink dedicated server on Steam 
within the next hour, ahead of a client patch about an hour later than that. 
This update will fix the net_ip issue that has been preventing some of you 
from hosting.


The update will increment the game version, so the servers will have to be 
updated if they are to support the newer client version that will be 
released later.


Thanks,
Matt
Matt 'Anti' Lowe | Associate Producer
[cid:image001.gif@01CC118D.464241B0]
Splash Damage Ltd | http://www.splashdamage.com
PO Box 830 | Bromley BR1 9WZ








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Re: [hlds] Source RCON Protocol

2011-03-13 Thread Ronny Schedel

You have to send the password or command in the first string.

- Original Message - 
From: Brett Powell br...@objectnova.com

To: hlds@list.valvesoftware.com
Sent: Sunday, March 13, 2011 7:21 PM
Subject: [hlds] Source RCON Protocol



The protocol listed on
http://developer.valvesoftware.com/wiki/Source_RCON_Protocol seems to be
a little bit outdated.

I am trying to replicate the protocol in a C# NET application (will run
along side srcds.exe to allow me to reroute my server's RCON for 
security).


When I reply to an Authorization request, I write the packet as

Packet Size (4 bytes - Doesn't Including itself)
Request ID (4 bytes)
Auth Response : Value is 2 (4 bytes)

then the two NULL terminated strings. I have tried both excluding and
including the Packet Size inside of the Packet Size (so I have tried
with the first value being 10 and 14) and neither works.

So is the RCON Protocol on the Wiki outdated or am I doing something 
wrong?



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Re: [hlds] Is A2A_PING officially deprecated?

2011-02-06 Thread Ronny Schedel

It's gone.


Hi.

Since the query improvement updates I've got several bug reports for Steam 
Condenser saying that ping requests (using A2A_PING) don't work any more. 
I tested and can confirm this.


Is this behavior intended or will it be fixed soon?

Best regards,
   Sebastian
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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-09 Thread Ronny Schedel
You don't want to respond to each query with a query cache. You don't want, 
because this will increase the traffic alot and will overload your network 
connection.

Analyse the network traffic and do proper filtering with iptables.
  - Original Message - 
  From: Chris 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Sunday, January 09, 2011 4:25 PM
  Subject: Re: [hlds] TF2 Server being DDoS/Exploited


  So i'm still under attack and got root access to one of my linux servers.
  I thought doing the iptables fix here 
http://www.vanillatf2.org/2011/01/fighting-dos-attacks/
  would help but no luck.
  Anyone know of a linux version of ququery cache like: 
http://www.wantedgov.it/page/62-srcds-query-cache/


  Thanks,
  Chris

  On Thu, Jan 6, 2011 at 2:21 AM, Kyle Sanderson kyle.l...@gmail.com wrote:

Just to keep this updated, he's being flooded with bad OOB packets
(Which is what ServerSecure2 helps fix).

QueryCache will not do anything in regards to this attack. To the best
of my knowledge, only ServerSecure2 will help prevent this. However,
it does have it's own downfalls such as preventing clients from
querying the server using the Server Browser if enough traffic is
going through (even legitimate traffic will cause this).

As always, sorry for my idiocy,
Kyle.


On Wed, Jan 5, 2011 at 8:49 PM, Chris Oryschak ch...@oryschak.com wrote:
 Actually I was calling it a night and was going to leave the server 
offline, decided to bring it up just to fool around about 2hrs later and it's 
working flawless.
 I think it just had to drop all the stale/flooded packets it was 
receiving. If I disable the plugin for a few minutes and bring it back online 
the latency will be in the 1000ms range again and won't recover
 Just had to take the server down for 30mins-1hr again and it resumed 
itself with normal pings.

 I have it up now, going see how it goes tomorrow morning but it looks to 
be very good.

 Thank you very much DontWannaName and Kyle for your help!
 It's much appreciated!

 Chris

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Wednesday, January 05, 2011 11:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Server being DDoS/Exploited

 ServerSecure2 is causing that, which is why I fixed QueryCache.

 Cheers,
 Kyle.

 On Wed, Jan 5, 2011 at 7:00 PM, Chris ch...@oryschak.com wrote:
 Thankyou for that Kyle,
 It helps a bit by making the server respond but with ~1300ms response 
time.

 You can see when i loaded the extension in my hlsw.

 http://img341.imageshack.us/img341/928/hlswm.jpg

 Anyone have any other ideas or am i dead in the water?



 On Wed, Jan 5, 2011 at 9:10 PM, Kyle Sanderson kyle.l...@gmail.com 
wrote:

 Dr!fter has compiled the extension for you. Hopefully it works!

 Cheers,
 Kyle.

 On Wed, Jan 5, 2011 at 12:50 PM, Chris ch...@oryschak.com wrote:
  I grabbed the one from the root of that thread since that one you
  linked wasn't compiled for windows... i see that was recently
  updated opposed to the one on page 1.
 
  I requested to see if he can compile it for windows for me...
 
  Will wait and see...
 
  On Wed, Jan 5, 2011 at 3:41 PM, DontWannaName!
  ad...@topnotchclan.com
  wrote:
 
  Did you restart the server and use the version I linked to?
 
  Sent from my iPhone 4
  On Jan 5, 2011, at 12:07 PM, Chris ch...@oryschak.com wrote:
 
  Ohh actually i'm getting this with the querycache extension.
 
  [03] FAILED file querycache.ext.dll: The specified module
  could not be found.
 
 
 
  On Wed, Jan 5, 2011 at 2:54 PM, Chris ch...@oryschak.com wrote:
 
  Just tried it, makes the server bounce online for 1-2seconds with
  a ping of 300 then goes to 1300 then goes down for about
  10seconds, does a loop.
 
  I tried DFENS which is a little more successful at bringing it
  up, but still goes down just as often.
 
 
  On Wed, Jan 5, 2011 at 2:36 PM, DontWannaName!
  ad...@topnotchclan.com
  wrote:
 
  If that doesn't work you could try this one:
 
  https://forums.alliedmods.net/showpost.php?p=1384993postcount=4
  2
 
  On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com wrote:
 
  My server is under attack from a DDoS/Exploit.
 
  The server is still online and responds to simple pings no
  problem, but any traffic going to port 27015 is shut down.
 
  I’ve been doing research and came across a plugin called
  “ServerSecure2” (URL:
  https://forums.alliedmods.net/showthread.php?t=135679
  )
 
  

Re: [hlds] Problem with updating after last night

2010-10-29 Thread Ronny Schedel

Remove any plugins.


I keep getting an application has requested the Runtime to terminate it in
an unusual way. Please contact the application's support team for more
information.



I've tried deleting the blob files got a new copy of the update tool and
none of these are working.

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Re: [hlds] Source packet flood exploit

2010-10-24 Thread Ronny Schedel

sv_max_queries_sec
sv_max_queries_sec_global
sv_max_queries_window

are your friends. If the default settings kill your server, lower the values 
until you get decent hardware.



Malicious users can continuously spam the TSource Engine Query USP packet 
to

any given server, causing the server to crash under the pressure.

I've been subject to this spam and I believe Valve should do something in
order to prevent this packet from being spammed. If I block the packet 
then
legitimate users cannot see my game, if I let it go, my game is 
unplayable.

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Re: [hlds] Alien Swarm Update Released

2010-10-12 Thread Ronny Schedel


How about Linux server files?



Updates to Alien Swarm have been released. The major changes include:

*Alien Swarm*

  - Added TTF font support
  - Fixed an engine exploit
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Re: [hlds] Team Fortress 2 Update Available

2010-10-09 Thread Ronny Schedel
It would be nice to have a server side CVar, which prevents trading, 
crafting and buying on the server. This would stop the cases where one team 
is idling the whole game.



A required update for Team Fortress 2 is now available.  The specific 
changes include:


- Fixed an exploit that allowed people to bypass the Gloves of Rushing 
Urgently's damage taking penalty.
- Made the following items nameable: Mildly Disturbing Halloween Mask, 
Ghastly Gibus, Soldier's Medal, Honest Halo, Golden Wrench, Mann Co. Cap, 
Polycount Pin.
- Fixed a case where some clients where timing out while accessing the 
store.


Jason


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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread Ronny Schedel


Do we have to change this to get the old gameplay? Or is the default setting 
the old gameplay?




Just add cfg's for pl_ maps with a higher number configured.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay Shopik

Sent: Thursday, September 30, 2010 9:07 PM
To: hlds@list.valvesoftware.com
Cc: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: 
Source/Half-Life 2: Deathmatch Updates Available


On 30.09.2010 22:27, Jason Ruymen wrote:
Set mp_scrambleteams_auto_windifference to set the number of round wins a 
team must lead by in order to trigger an auto scramble (default is 2)


I think this will be ultimately broken on pl maps, where windiff is
usually over 5.


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Re: [hlds] Map changing time.

2010-09-17 Thread Ronny Schedel


Lower the round end chat time.



I havn't seen this issue before, so I thought let's just post it here..
I noticed, that my 1000fps server needs about 1 to 2 minutes to change to 
a

different map.
All the maps on there, are from valve. And the server has a fresh install.

I don't have this issue on my other servers though.

Hardware specs: Intel Xeon X3320 with 4GB DDR2 RAM
OP: Windows Server 2008 R2

Niels Meijer.

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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Update Coming

2010-08-17 Thread Ronny Schedel

No!


http://developer.valvesoftware.com/wiki/Valve_Time


So its in 8 minutes?

2010/8/17 1nsane 1nsane...@gmail.com


Oh nice. Thanks for the warning. Now I can compile a new kernel and have
some time left over to do the update.

On Tue, Aug 17, 2010 at 12:59 PM, Jason Ruymen jas...@valvesoftware.com
wrote:

 Required updates for Team Fortress 2, Counter-Strike: Source and Day of
 Defeat: Source are on the way.  The current plan is to have them live 
 in

 about at about 11:30 AM PST.

 Jason

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Re: [hlds] Counter-Strike: Source Update Coming

2010-06-23 Thread Ronny Schedel

Beta goes live?


A required update for Counter-Strike: Source is on the way.  We're hoping 
to have it live in about 30 minutes.

 Jason


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Re: [hlds] Counter-Strike: Source Update Coming

2010-06-23 Thread Ronny Schedel
No client update? So it's not OB engine.

 Yep, and its out

 On Wed, Jun 23, 2010 at 7:08 PM, Ronny Schedel 
 i...@ronny-schedel.dewrote:


 Beta goes live?


 A required update for Counter-Strike: Source is on the way.  We're 
 hoping
 to have it live in about 30 minutes.
 
  Jason
 
 
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Re: [hlds] Counter-Strike: Source Update Coming

2010-06-23 Thread Ronny Schedel

I don't get, maybe because it was a very bad idea to update during the 
highest player peak.


 There is a client update.

 On Wed, Jun 23, 2010 at 3:22 PM, Ronny Schedel 
 i...@ronny-schedel.dewrote:

 No client update? So it's not OB engine.

  Yep, and its out
 
  On Wed, Jun 23, 2010 at 7:08 PM, Ronny Schedel
  i...@ronny-schedel.dewrote:
 
 
  Beta goes live?
 
 
  A required update for Counter-Strike: Source is on the way.  We're
  hoping
  to have it live in about 30 minutes.
  
   Jason
  
  
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Re: [hlds] TF2 servers reporting players via Query when empty

2010-05-18 Thread Ronny Schedel
Check for fake player plugins.


 Seems TF2 servers are reporting players via the query protocol
 even though the console says 0 players and the server is using
 0 CPU.

 Like most GSP's we use the query results to monitor performance
 and perform restarts when idle so its important that this
 information is correct.

 So really could do with this being fixed.

Regards
Steve

 
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Re: [hlds] Team Fortress 2 Update Available

2010-05-01 Thread Ronny Schedel
Sensless petition, if Valve really wanted to have their games changed, they 
would provide a better API. Valve didn't changed their policy, because it 
was not allowed in the first place. Hooked functions are suspected to 
change, that's not new.

 https://secure.voogru.com/petition/index.php
 On Sat, May 1, 2010 at 9:07 AM, Justin Fortin fortinj1...@gmail.com 
 wrote:

 Any word on a fix for this yet?

 Sent from my iPod

 On Apr 30, 2010, at 11:41 PM, Msilbys12 msilby...@righttorule.com
 wrote:

  Sounds like a client problem
 
  Sent from the best phone ever
 
  On Apr 30, 2010, at 9:24 PM, Matt Hoffman
  lord.matt.hoff...@gmail.com wrote:
 
  Yep, crashing on every server I connect to. (As a client obviously)
 
  On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin
  fortinj1...@gmail.com wrote:
  So you got everything serverwide working, but it seems like anyone
  Jo
  has updated the client will crash when they try to connect.
 
  Sent from my iPod
 
  On Apr 30, 2010, at 10:04 PM, Noel phre...@gmail.com wrote:
 
  My Windows servers are both up and running and joinable now.
  Updates seemed
  to take a minute or so longer than usual, but no problems with MM/
  SM
  running.
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Re: [hlds] Counter-Strike: Source/Counter-Strike 1.6 Beta Updat

2010-04-20 Thread Ronny Schedel

Will this update introduce the ghost player issue for CS:S and HLDS?


A beta update for CSS and CS 1.6 is now available.  To access the beta 
bits, use hldsupdatetool with the command -beta cs0419.  The specific 
changes for this beta include:

 - Fixes crash exploit on user connect

 Jason

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Re: [hlds] HL2 Masters Have Moved

2010-04-15 Thread Ronny Schedel
I can confirm this, same here, 10 servers nearly empty.


 We've noticed a huge drop off in traffic on our 5 * l4d2 servers since the
 master server move, checked sv_region and restarted the servers and
 confirmed new master servers address's. Our raq is located Maidenhead UK,
 anyone else suffering from this problem?

 Regards
 D3v

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: 15 April 2010 04:58
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL2 Masters Have Moved

 The old masters are no longer working for Source based games DWN, if you 
 can
 see anything you're using the new system.

 Kyle.

 On Wed, Apr 14, 2010 at 5:08 PM, DontWannaName!
 ad...@topnotchclan.comwrote:

 How do I know for sure I am using the new master servers on my client?
 Servers are getting sorted by sv_pure ingame, TF2. :( Of course Lotus
 would
 take advantage and make the first characters of sv_pure to be
 unrecognizable
 characters to appear first.

 On Wed, Apr 14, 2010 at 4:41 PM, Andrew Armstrong and...@mammoth.com.au
 wrote:

  Nice work; just queried qstat myself and immediately saw local
 Australian
  servers instead of the American one's I usually start to see :)
 
  - Andrew
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zoid Kirsch
  Sent: Thursday, 15 April 2010 6:56 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] HL2 Masters Have Moved
 
  Regions are still supported and work exactly like before.  In general
 they
  aren't widely used and now that we do IP geographical ordering they are
  less
  useful since you will get sent servers near you first.
 
  There are two current IPs for the masters.  One of the major changes 
  was
  rewriting them to be multithreaded so now a single multicore machine 
  can
  handle many more players requesting server lists.  We have two masters
 for
  redundancy and they replicate all server data to each other.
 
  --
  /// Zoid.
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: Wednesday, April 14, 2010 1:40 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] HL2 Masters Have Moved
 
  I'd say those are the only servers you get assigned to. Atleast 
  everyone
  i've talked about have only those including all our servers. Must be
  somekind of front end machines for the rest of the masters.
 
  -ics
 
  14.4.2010 23:34, Kyle Sanderson kirjoitti:
   Was assigned 216.207.205.98:27011 and 216.207.205.99:27011. Does
 anyone
  have
   the complete updated list?
   Kyle.
 
 
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Re: [hlds] Team Fortress 2 Update Available

2010-04-15 Thread Ronny Schedel

Sorry, but Sam  Max items are a must have, how can you live without it?


 Thank god this is remotely useful!

 Thanks,
 - Saul.


 On 15 April 2010 20:57, Jason Ruymen jas...@valvesoftware.com wrote:

 A required update to Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Added Sam  Max items
 - Fixed the Demoman's Fro not cloaking properly when being used by a
 disguised Spy
 - Reduced the damage bonus the Equalizer receives as the player loses
 health
- The speed boost was not changed

 Community Request:
 - Added a flag to info_particle_system to mark particle systems as
 weather effects

 Jason

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Re: [hlds] Team Fortress 2 Update Available

2010-04-15 Thread Ronny Schedel

The engine DLL was not updated, so the fix would be to use still the old 
one.


 still no ghost  fix.

 On Thu, Apr 15, 2010 at 4:17 PM, Ronny Schedel 
 i...@ronny-schedel.dewrote:


 Sorry, but Sam  Max items are a must have, how can you live without it?


  Thank god this is remotely useful!
 
  Thanks,
  - Saul.
 
 
  On 15 April 2010 20:57, Jason Ruymen jas...@valvesoftware.com wrote:
 
  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  - Added Sam  Max items
  - Fixed the Demoman's Fro not cloaking properly when being used by a
  disguised Spy
  - Reduced the damage bonus the Equalizer receives as the player loses
  health
 - The speed boost was not changed
 
  Community Request:
  - Added a flag to info_particle_system to mark particle systems as
  weather effects
 
  Jason
 
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Re: [hlds] HL2 Masters Have Moved

2010-04-14 Thread Ronny Schedel

The master server IP addresses are different for clients and servers, is 
this intended?

 The new HL2Masters are now online.  Dedicated server operators will want 
 to restart their servers to pick up the new Master IP addresses.  If you 
 have any manual setmaster configuration commands, please remove them as 
 those older addresses are no longer valid.

 We will be monitoring the transition closely today.  If you encounter any 
 issues or have questions, please feel free to email me or post here.

 --
 /// Zoid.

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Re: [hlds] HL2 Masters Have Moved

2010-04-14 Thread Ronny Schedel
Servers (hl2master.steampowered.com):
216.207.205.99, 216.207.205.98


Steam client configuration (MasterServers.vdf):

 hl2
 {
  0
  {
   addr  72.165.61.136:27015
  }
  1
  {
   addr  72.165.61.151:27015
  }
  2
  {
   addr  72.165.61.136:27013
  }
  3
  {
   addr  68.142.72.250:27011
  }
  4
  {
   addr  72.165.61.151:27014
  }
  5
  {
   addr  72.165.61.151:27011
  }
  6
  {
   addr  72.165.61.136:27011
  }
  7
  {
   addr  69.28.140.247:27011
  }
  8
  {
   addr  72.165.61.151:27013
  }
  9
  {
   addr  72.165.61.189:27011
  }
  10
  {
   addr  72.165.61.189:27012
  }
  11
  {
   addr  69.28.140.246:27011
  }
  12
  {
   addr  72.165.61.136:27012
  }
  13
  {
   addr  72.165.61.151:27012
  }
  14
  {
   addr  72.165.61.136:27009
  }
  15
  {
   addr  72.165.61.136:27014
  }
 }





 No, they should be the same.  What addresses are you seeing?

 Clients may take a few minutes to timeout talking to the old master IPs 
 and moving to the new ones.

 --
 /// Zoid.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
 Sent: Wednesday, April 14, 2010 9:19 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL2 Masters Have Moved


 The master server IP addresses are different for clients and servers, is
 this intended?

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Re: [hlds] HL2 Masters Have Moved

2010-04-14 Thread Ronny Schedel

Thanks, works like explained.


 Steam clients cache the IP addresses of the list of Masters they last 
 received.  This cached IP address list is no longer valid since the 
 Masters have moved.  The Steam client will take a few minutes to timeout 
 to talking to these old IPs since it will not receive any replies.  Once 
 its timed out a few times, it will request a new list of Master IP 
 addresses from our servers.  Once it receives this new list that contains 
 the IP addresses they moved to it will then start receiving server lists 
 again.

 The list your posted is the old Master IPs.  The Steam client does not 
 write out the MasterServers.vdf file until it exits.  Restart your Steam 
 client (once it starts successfully listing servers again) and the 
 MasterServers.vdf file will update with the new addresses.

 I hope this clarifies it up for you.

 --
 /// Zoid.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
 Sent: Wednesday, April 14, 2010 9:41 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL2 Masters Have Moved

 If they are the same then can you clarify what this was supposed to mean?
 *snip*

 will correctly pick up the new addresses of the these Masters.

 Jonah Hirsch
 ---


 On Wed, Apr 14, 2010 at 9:34 AM, Zoid Kirsch z...@valvesoftware.com 
 wrote:

 No, they should be the same.  What addresses are you seeing?

 Clients may take a few minutes to timeout talking to the old master IPs 
 and
 moving to the new ones.

 --
 /// Zoid.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
 Sent: Wednesday, April 14, 2010 9:19 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL2 Masters Have Moved


 The master server IP addresses are different for clients and servers, is
 this intended?

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Re: [hlds] HL2 Masters Have Moved

2010-04-14 Thread Ronny Schedel

So, can you remove the sv_region setting in the next update, which will fix 
also the ghost player issue?


 Regions are still supported and work exactly like before.  In general they 
 aren't widely used and now that we do IP geographical ordering they are 
 less useful since you will get sent servers near you first.

 There are two current IPs for the masters.  One of the major changes was 
 rewriting them to be multithreaded so now a single multicore machine can 
 handle many more players requesting server lists.  We have two masters for 
 redundancy and they replicate all server data to each other.

 --
 /// Zoid.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Wednesday, April 14, 2010 1:40 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL2 Masters Have Moved

 I'd say those are the only servers you get assigned to. Atleast everyone
 i've talked about have only those including all our servers. Must be
 somekind of front end machines for the rest of the masters.

 -ics

 14.4.2010 23:34, Kyle Sanderson kirjoitti:
 Was assigned 216.207.205.98:27011 and 216.207.205.99:27011. Does anyone 
 have
 the complete updated list?
 Kyle.


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Re: [hlds] HL2 Masters Have Moved

2010-04-14 Thread Ronny Schedel
How do you check this? Which database uses Valve?


 sv_region can still be used Ronny, even though it now serves little 
 purpose.
 The main difference with this is now instead of using Octets it uses GeoIP
 data to send server IPs to clients. Being able to correct the entries 
 would
 be nice however, the IPs assigned to my Box say it's in Virginia, 
 Colorado,
 and Dallas.

 Kyle.

 On Wed, Apr 14, 2010 at 2:03 PM, Ronny Schedel 
 i...@ronny-schedel.dewrote:


 So, can you remove the sv_region setting in the next update, which will 
 fix
 also the ghost player issue?


  Regions are still supported and work exactly like before.  In general
 they
  aren't widely used and now that we do IP geographical ordering they are
  less useful since you will get sent servers near you first.
 
  There are two current IPs for the masters.  One of the major changes 
  was
  rewriting them to be multithreaded so now a single multicore machine 
  can
  handle many more players requesting server lists.  We have two masters
 for
  redundancy and they replicate all server data to each other.
 
  --
  /// Zoid.
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: Wednesday, April 14, 2010 1:40 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] HL2 Masters Have Moved
 
  I'd say those are the only servers you get assigned to. Atleast 
  everyone
  i've talked about have only those including all our servers. Must be
  somekind of front end machines for the rest of the masters.
 
  -ics
 
  14.4.2010 23:34, Kyle Sanderson kirjoitti:
  Was assigned 216.207.205.98:27011 and 216.207.205.99:27011. Does 
  anyone
  have
  the complete updated list?
  Kyle.
 
 
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Re: [hlds] HL2 Masters Have Moved

2010-04-14 Thread Ronny Schedel
Does Valve really uses the maxmind database? There are several other...


I have three ranges Zoid, I had checked with *
 http://www.maxmind.com/app/locate_demo_ip* (What Voogru had sent in the
 other mail/topic).

 216.245.195.6
 216.245.221.140
 69.162.109.178

 Not entirely sure where I can correct this,
 Kyle.
 On Wed, Apr 14, 2010 at 2:22 PM, DontWannaName! 
 ad...@topnotchclan.comwrote:

 Region still has use. what happens when you click sort by name or any 
 other
 sort method. Geo location only works when you first start the game and 
 open
 the server browser without applying any filters. At least that is what I
 believe happens.

 On Wed, Apr 14, 2010 at 2:15 PM, AnAkIn . anakin...@gmail.com wrote:

  Replace the Region filter by Sv_pure, would be more useful :)
 
  2010/4/14 Kyle Sanderson kyle.l...@gmail.com
 
   sv_region can still be used Ronny, even though it now serves little
   purpose.
   The main difference with this is now instead of using Octets it uses
  GeoIP
   data to send server IPs to clients. Being able to correct the entries
  would
   be nice however, the IPs assigned to my Box say it's in Virginia,
  Colorado,
   and Dallas.
  
   Kyle.
  
   On Wed, Apr 14, 2010 at 2:03 PM, Ronny Schedel i...@ronny-schedel.de
   wrote:
  
   
So, can you remove the sv_region setting in the next update, which
 will
   fix
also the ghost player issue?
   
   
 Regions are still supported and work exactly like before.  In
 general
they
 aren't widely used and now that we do IP geographical ordering 
 they
  are
 less useful since you will get sent servers near you first.

 There are two current IPs for the masters.  One of the major
 changes
   was
 rewriting them to be multithreaded so now a single multicore
 machine
   can
 handle many more players requesting server lists.  We have two
  masters
for
 redundancy and they replicate all server data to each other.

 --
 /// Zoid.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Wednesday, April 14, 2010 1:40 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL2 Masters Have Moved

 I'd say those are the only servers you get assigned to. Atleast
   everyone
 i've talked about have only those including all our servers. Must
 be
 somekind of front end machines for the rest of the masters.

 -ics

 14.4.2010 23:34, Kyle Sanderson kirjoitti:
 Was assigned 216.207.205.98:27011 and 216.207.205.99:27011. Does
   anyone
 have
 the complete updated list?
 Kyle.


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Re: [hlds] Master Server Maintenance

2010-04-13 Thread Ronny Schedel
As I said ... Now, one of the master servers request a server restart with 
old engine files, very nice :-(



 This means, also the few servers which uses the old engine files will not 
 be
 reachable.


 We are performing maintenance today on the Steam master servers that
 handle dedicated server listings. Throughout the day, some dedicated
 servers may not list for some users during this maintenance period.

 --
 /// Zoid.




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Re: [hlds] Master Server Move

2010-04-13 Thread Ronny Schedel
Does it mean the server will only query one master server in the future 
(hl2master)? I understand that one domain can have different IP's, because 
of it's ttl, but this will only one IP for every server, which was at least 
2 in the past. Are you sure all your master servers will contain all servers 
worldwide?


 On Wednesday April 14th we will be moving the HL2Master servers to a new 
 set of IP addresses.  One of the major new features is the new Masters 
 should return dedicated servers ordered by their geographical distance 
 from the player requesting the server list, making for lower latency and 
 better connections.

 Dedicated server operators will generally have to restart their dedicated 
 servers after this move to ensure they will correctly pick up the new 
 addresses of the these Masters.  The server browser in the Steam client 
 and in games such as Team Fortress 2 will automatically move to the new 
 Masters.

 Server operators that manually set their master servers (we recommend 
 against this practice however) please use hl2master.steampowered.com to 
 refer to them instead of the IPs directly. This name returns all Master 
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


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Re: [hlds] Master Server Maintenance

2010-04-12 Thread Ronny Schedel

This means, also the few servers which uses the old engine files will not be 
reachable.


 We are performing maintenance today on the Steam master servers that 
 handle dedicated server listings. Throughout the day, some dedicated 
 servers may not list for some users during this maintenance period.

 --
 /// Zoid.




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Re: [hlds] Master Server Maintenance

2010-04-12 Thread Ronny Schedel

The old engine files for the OB games which also fixes the server info bugs 
and the ghost player issues.
The latest OB engine files prevents your server to show up in the master 
list (could affect Linux or European servers only).


 Which old engine files Ronny?

 Thanks,
 Kyle.

 On Mon, Apr 12, 2010 at 1:29 PM, Ronny Schedel 
 i...@ronny-schedel.dewrote:


 This means, also the few servers which uses the old engine files will not
 be
 reachable.


  We are performing maintenance today on the Steam master servers that
  handle dedicated server listings. Throughout the day, some dedicated
  servers may not list for some users during this maintenance period.
 
  --
  /// Zoid.
 
 
 
 
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Re: [hlds] Team Fortress 2 Update Available

2010-03-18 Thread Ronny Schedel

ROFL!!!


A required update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

 - Added items submitted to the Contribute! site by members of the 
 community.  Submit your own creations! 
 http://www.teamfortress.com/contribute/

 Jason

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Re: [hlds] TF2 33 Players ??

2010-03-06 Thread Ronny Schedel

We had 10 of 24 ghost players today, that's horrible :(


 with this ghost player issue, your server can show higher than allowed
 player limits.. I had one of mine last night showing 25/24.

 I really hope they fix this

 On Sat, Mar 6, 2010 at 3:06 PM, Tony Paloma drunkenf...@hotmail.com 
 wrote:

 Player limit remover plugin and then maxplayers set to 33.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CAIN
 Sent: Saturday, March 06, 2010 8:55 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 33 Players ??

 Anything special a server does to routinely allow 33 ??

 -- Cain




 - Original Message 
 From: Tony Paloma drunkenf...@hotmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Fri, March 5, 2010 4:14:12 PM
 Subject: Re: [hlds] TF2 33 Players ??

 No. The max is 33. It used to be 32, but then people wanted 32 + SourceTV
 and valve caved and allowed for 33.




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Re: [hlds] TF2 33 Players ??

2010-03-05 Thread Ronny Schedel

There is a bug, the server creates fake players with empty names by itself. 
We are waiting since a week for a bug fix.


 We actually had 33 players real players, 17 on one team and 16 on the 
 other, all actively participating.






 - Original Message 
 From: Alec Sanger eclyp...@hotmail.com
 To: hlds@list.valvesoftware.com
 Sent: Fri, March 5, 2010 1:19:40 PM
 Subject: Re: [hlds] TF2 33 Players ??


 the 33rd slot is usually a sourcetv slot, not playable.

 Thank you,
 Alec Sanger



 Date: Fri, 5 Mar 2010 10:15:47 -0800
 From: cai...@yahoo.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 33 Players ??

 I noticed a couple of days last week, my 32 player TF2 server actually 
 had 33 players, 17 on BLU 16 on Red.

 How do some TF2 servers host 33 players??

 My server in the browser still showed 32/32 as I recall.

 How do some TF2 players advertise 33 players or more ??

 TIA





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Re: [hlds] Steam and Valve sites down?

2010-03-02 Thread Ronny Schedel

It's working fine in Germany.


 steampowered.com
 and
 valvesoftware.com

 seems to be down:
 http://downforeveryoneorjustme.com/www.steampowered.com
 http://downforeveryoneorjustme.com/www.valvesoftware.com

 Any word from Valve?
 I'll be posting up on SRCDS.com in the news area if I find anything.

 ~ Matt

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[hlds] Smoke grenade exploit in CS1.6 by deleting a DLL file

2010-01-29 Thread Ronny Schedel
Hello,

the antivirus programs Antivir and McAfee block a DLL file in CS1.6 as false 
positive (trojan) since 26. January 2010. If you delete the DLL file, the 
smoke grenades does not function anymore. The DLL file causing this is not 
named, you can read about it here (german only):

http://www.4players.de/cs.php/dispnews/-/Aktuelle_News/1997893.html

The European league ESL confirmed this problem.

Best regards

Ronny Schedel 


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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Ronny Schedel
Could be the bug when a connecting player sends alot of say commands to the 
server but is not fully connected.


 Anyone have an idea what this person is doing to lag out servers and how
 to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in
 console logs not servers logs.






No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00






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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Ronny Schedel
Disable any server plugins to go sure its not a bug in one of your plugins.


 He was fully connected and playing.


 Ronny Schedel wrote:
 Could be the bug when a connecting player sends alot of say commands to 
 the
 server but is not fully connected.



 Anyone have an idea what this person is doing to lag out servers and how
 to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in
 console logs not servers logs.



 



 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10
 02:36:00



 



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 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
 02:36:00


 He was






No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00






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Re: [hlds] Group Banning And You

2010-01-17 Thread Ronny Schedel

Every player can mute other players, you don't need an admin online.


 That too, but there are situations where a real cable is an advantage, 
 such as Win 7, where VAC is non-functional due to code/driver signing.

 In any case, the cvar only stops HLSS or HLDJ, if they were doing it and 
 an admin was on the server I assume they would have been muted or 
 otherwise dealt with.  Based on the rest of this thread they [and the rest 
 of that group] are most likely banned.

 Cheers,
 Joshua 'Dislexsick' Bost

 -Original Message-
 From: Allan Button abut...@netaccess.ca
 Sent: Monday, 18 January 2010 07:09
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Group Banning And You

 Actually, the pros use virtual audio cable.

 But if you have an admin mod, you can just mute.

 Allan


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
 Sent: Sunday, January 17, 2010 3:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Group Banning And You

 Ineffective, any 'pro' group would just use an mp3 player hooked into mic 
 in on the computer.

 Cheers,
 Joshua 'Dislexsick' Bost

 -Original Message-
 From: Shane Arnold clontar...@iinet.net.au
 Sent: Sunday, 17 January 2010 14:22
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Group Banning And You

 Thankyou,

 Someone sees reason...

 On 17/01/2010 7:46 AM, w4rezz wrote:
 sv_allow_voice_from_file 0

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Re: [hlds] [TF2] Sudden death doesn't work

2010-01-13 Thread Ronny Schedel
This should not happen with a vanilla server.

 Not mentioning the random bug where carts get teleported to another
 stage but the players stay in previous one (or was it players get
 teleported but the carts do not) and the random crashbug it has that
 just suddenly brings the whole server down. There is also the 3rd random
 bug where round just doesn't end - at all even if the cart is pushed to
 the finale. We removed this from cycle of our servers long time ago due
 to these issues and no, we do not mess with entities or anything that
 could cause these issues by some plugins or server settings.

 -ics

 In Hyuk Seo kirjoitti:
 You are right. If time runs out on stage 2 it ends when one team wins and
 stage 3 is skipped.
 I dont like this as stage 2 is where it usually results in a stalemate 
 and
 can take forever to end... :(
 2010/1/13 Ronny Schedel i...@ronny-schedel.de


 Pipeline has 3 stages. If the time limit is reached, the game will end 
 in
 stage 3 and not immediatly.



 I have

 mp_stalemate_timelimit 240
 mp_stalemate_enable 1
 mp_match_end_at_timelimit 1

 in my server.cfg and

 mp_timelimit in the map.cfg

 Timeleft command in the game works but when the time runs out, the game
 just
 goes on forever until
 one team actually wins.
 timelimit is 30 minutes and the map is pipeline.
 Any help would be greatly appreciated. Thank you.

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Re: [hlds] [TF2] Sudden death doesn't work

2010-01-12 Thread Ronny Schedel

Pipeline has 3 stages. If the time limit is reached, the game will end in 
stage 3 and not immediatly.


I have

 mp_stalemate_timelimit 240
 mp_stalemate_enable 1
 mp_match_end_at_timelimit 1

 in my server.cfg and

 mp_timelimit in the map.cfg

 Timeleft command in the game works but when the time runs out, the game 
 just
 goes on forever until
 one team actually wins.
 timelimit is 30 minutes and the map is pipeline.
 Any help would be greatly appreciated. Thank you.
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Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Ronny Schedel

So Poor admins will include all good servers...
Which dumbass made this website?



 http://tf2app.com/blacklist/

 2010/1/7 Shane Arnold clontar...@iinet.net.au

 But *you* are not *everyone*. It only takes one malicious/incorrect
 entry to start screwing things up.

 On 7/01/2010 10:42 PM, Spencer 'voogru' MacDonald wrote:
  If you have a centralized blacklist that people trust, maintain it and
  verify submitted servers to prevent abuse, I think it's better than not
  having a blacklist at all.
 
  This is also why I would only blacklist malicious servers, it's not too
  difficult to verify malicious servers.
 
  - voogru.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
  Sent: Thursday, January 07, 2010 9:33 AM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  That's the damn truth..
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Powell
  Sent: 2010-01-07 9:12 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  The issue with allowing people to import blocklists is that they will
  rush on Google and use the first blocklist they find. That blocklist
  will most likely be full of servers that $RANDOM_LUSER added to get 
  back
  at $SERVER_OWNER for banning them for mic spamming.
 
  ~Peter Powell
 
  Spencer 'voogru' MacDonald wrote:
 
  Yeah I saw that, but generally I support the idea of a centralized
  blacklist.
 
  But only with really malicious servers.
 
  - voogru.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 DontWannaName!
  Sent: Wednesday, January 06, 2010 10:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  Hey look Voogru, you are on that list too for running 24+ max slots 
  lol
 :P
  24+ max players is part of the game now so that makes little sense...
 
  67.213.213.107voogru.com24+ Max Players
 
  On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
 
 
  There's already http://tf2app.com/blacklist/ which is an active list.
 I
  believe it is designed for Peer Guardian/Peer Block/etc, so I second
 the
  option to import IP's and not have it be formatted.
 
 
  On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald
  voo...@voogru.com  wrote:
 
 
 
  The issue with the fake bot pings would probably have become more 
  of
 
 
  an
 
 
  issue now that bots are becoming more available. Malicious server
 
 
  operators
 
 
  could disguise the valve tf2 bots as real players.
 
  Combine that with fake players in queries and you have one more
 problem
 
 
  to
 
 
  deal with.
 
  I've seen some of these servers actually disable the status command 
  so
 
 
  you
 
 
  can't see their BOT steamids as well.
 
  With the creation of blacklists hopefully some people come up with a
 
 
  decent
 
 
  blacklist. I would have liked to see the blacklist option be able to
 
 
  import
 
 
  IP's from a website (even if it's just a txt file on the website) 
  like
  PeerGuardian, perhaps it can be in a future update.
 
 
  -voogru
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
  Sent: Wednesday, January 06, 2010 6:44 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  The update states it is people changing the word BOT in the ping
 column
 
 
  on
 
 
  the scoreboard...
 
  This does not address fake player counts, a far more widespread and
  malicious tactic imo.
 
  Cheers,
 
  Joshua Bost
 
  -Original Message-
  From: Andy Cgrossk...@flotgaming.net
  Sent: Thursday, 7 January 2010 09:37
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  The bot issue you are refering to has to do with server admins 
  running
  fake
  clients plugins. These report more players in the server than there
  actually is. Apparently Valve has come up with bots that actually 
  play
 
 
  the
 
 
  game, just like in L4D/L4D2.
 
  On Wed, Jan 6, 2010 at 5:18 PM, Josh Bostdislexs...@dislexsick.com
  wrote:
 
 
 
  Tuned scoreboard logic to guard against malicious server operators
  spoofing
  bot pings to hide the BOT tag.
 
  As a follower of the SPUF I have seen threads about servers with 
  bots
 
 
  with
 
 
  simulated pings, one just yesterday, in-fact.  After reading this,
  the consensus seemed to be that although some people felt 'ripped
 off'
 
 
  it
 
 
  made a better experience for a few people.  After reading about it 
  I
 
 
  was
 
 
  

Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Ronny Schedel
How about an import function for favorite servers? That would be nice.

 in reality the blacklist won't do much unless valve starts publicly
 enforcing which servers are blacklisted for everyone. i doubt most veteran
 players for tf2 even use the master server list to grab servers, most have
 their selected servers already whether it be in their favorites or in 
 their
 history tab. its really only meant for new people to tf2 and frankly is a
 year or two too late now :) but i have to agree the import feature is not
 exactly the brightest idea. i really don't trust other people's banlist, 
 let
 alone giving someone else the control of what servers to remove from your
 server browser. it could be used for good, but it can also easily be used 
 to
 derail server communities and eliminate competition.

 On Thu, Jan 7, 2010 at 9:38 AM, Nightbox 
 alexandrualexa...@gmail.comwrote:

 http://tf2app.com/blacklist/

 2010/1/7 Shane Arnold clontar...@iinet.net.au

  But *you* are not *everyone*. It only takes one malicious/incorrect
  entry to start screwing things up.
 
  On 7/01/2010 10:42 PM, Spencer 'voogru' MacDonald wrote:
   If you have a centralized blacklist that people trust, maintain it 
   and
   verify submitted servers to prevent abuse, I think it's better than 
   not
   having a blacklist at all.
  
   This is also why I would only blacklist malicious servers, it's not 
   too
   difficult to verify malicious servers.
  
   - voogru.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don 
   Williams
   Sent: Thursday, January 07, 2010 9:33 AM
   To: 'Half-Life dedicated Win32 server mailing list'
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   That's the damn truth..
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter 
   Powell
   Sent: 2010-01-07 9:12 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   The issue with allowing people to import blocklists is that they will
   rush on Google and use the first blocklist they find. That blocklist
   will most likely be full of servers that $RANDOM_LUSER added to get
 back
   at $SERVER_OWNER for banning them for mic spamming.
  
   ~Peter Powell
  
   Spencer 'voogru' MacDonald wrote:
  
   Yeah I saw that, but generally I support the idea of a centralized
   blacklist.
  
   But only with really malicious servers.
  
   - voogru.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
  DontWannaName!
   Sent: Wednesday, January 06, 2010 10:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   Hey look Voogru, you are on that list too for running 24+ max slots
 lol
  :P
   24+ max players is part of the game now so that makes little 
   sense...
  
   67.213.213.107voogru.com24+ Max Players
  
   On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
   lord.matt.hoff...@gmail.comwrote:
  
  
  
   There's already http://tf2app.com/blacklist/ which is an active
 list.
  I
   believe it is designed for Peer Guardian/Peer Block/etc, so I 
   second
  the
   option to import IP's and not have it be formatted.
  
  
   On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald
   voo...@voogru.com  wrote:
  
  
  
   The issue with the fake bot pings would probably have become 
   more
 of
  
  
   an
  
  
   issue now that bots are becoming more available. Malicious server
  
  
   operators
  
  
   could disguise the valve tf2 bots as real players.
  
   Combine that with fake players in queries and you have one more
  problem
  
  
   to
  
  
   deal with.
  
   I've seen some of these servers actually disable the status 
   command
 so
  
  
   you
  
  
   can't see their BOT steamids as well.
  
   With the creation of blacklists hopefully some people come up with 
   a
  
  
   decent
  
  
   blacklist. I would have liked to see the blacklist option be able 
   to
  
  
   import
  
  
   IP's from a website (even if it's just a txt file on the website)
 like
   PeerGuardian, perhaps it can be in a future update.
  
  
   -voogru
  
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Dislexsick
   Sent: Wednesday, January 06, 2010 6:44 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   The update states it is people changing the word BOT in the ping
  column
  
  
   on
  
  
   the scoreboard...
  
   This does not address fake player counts, a far more widespread 
   and
   malicious tactic imo.
  
   Cheers,
  
   Joshua Bost
  
   -Original Message-
   From: Andy 

Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Ronny Schedel

Fake player server can be delisted by Valve very easily. They already know 
who is playing on which server. They just have to check each server if there 
are different players reported which actually does not exist.


 it could be used for good, but it can also easily be used to
 derail server communities and eliminate competition.

 I agree.

 However, the blacklist feature is there. So why not start a legitimate
 centralized blacklist that has some oversight before we start seeing
 malicious blacklists that just blacklist competitors.

 If people trust the clowns over legitimate blacklists, then that's their
 problem.

 But if the only choice they have is clowns, they might go with clowns.

 I run servers too you know, so this is something I care about.

 I wouldn't want to be blacklisted just like any other server operator 
 here.
 But I think malicious servers (fake players being the primary offender)
 should be blacklisted.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
 Sent: Thursday, January 07, 2010 10:54 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 in reality the blacklist won't do much unless valve starts publicly
 enforcing which servers are blacklisted for everyone. i doubt most veteran
 players for tf2 even use the master server list to grab servers, most have
 their selected servers already whether it be in their favorites or in 
 their
 history tab. its really only meant for new people to tf2 and frankly is a
 year or two too late now :) but i have to agree the import feature is not
 exactly the brightest idea. i really don't trust other people's banlist, 
 let
 alone giving someone else the control of what servers to remove from your
 server browser. it could be used for good, but it can also easily be used 
 to
 derail server communities and eliminate competition.

 On Thu, Jan 7, 2010 at 9:38 AM, Nightbox 
 alexandrualexa...@gmail.comwrote:

 http://tf2app.com/blacklist/

 2010/1/7 Shane Arnold clontar...@iinet.net.au

  But *you* are not *everyone*. It only takes one malicious/incorrect
  entry to start screwing things up.
 
  On 7/01/2010 10:42 PM, Spencer 'voogru' MacDonald wrote:
   If you have a centralized blacklist that people trust, maintain it 
   and
   verify submitted servers to prevent abuse, I think it's better than
 not
   having a blacklist at all.
  
   This is also why I would only blacklist malicious servers, it's not
 too
   difficult to verify malicious servers.
  
   - voogru.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don 
   Williams
   Sent: Thursday, January 07, 2010 9:33 AM
   To: 'Half-Life dedicated Win32 server mailing list'
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   That's the damn truth..
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter 
   Powell
   Sent: 2010-01-07 9:12 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   The issue with allowing people to import blocklists is that they will
   rush on Google and use the first blocklist they find. That blocklist
   will most likely be full of servers that $RANDOM_LUSER added to get
 back
   at $SERVER_OWNER for banning them for mic spamming.
  
   ~Peter Powell
  
   Spencer 'voogru' MacDonald wrote:
  
   Yeah I saw that, but generally I support the idea of a centralized
   blacklist.
  
   But only with really malicious servers.
  
   - voogru.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
  DontWannaName!
   Sent: Wednesday, January 06, 2010 10:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   Hey look Voogru, you are on that list too for running 24+ max slots
 lol
  :P
   24+ max players is part of the game now so that makes little 
   sense...
  
   67.213.213.107voogru.com24+ Max Players
  
   On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
   lord.matt.hoff...@gmail.comwrote:
  
  
  
   There's already http://tf2app.com/blacklist/ which is an active
 list.
  I
   believe it is designed for Peer Guardian/Peer Block/etc, so I 
   second
  the
   option to import IP's and not have it be formatted.
  
  
   On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald
   voo...@voogru.com  wrote:
  
  
  
   The issue with the fake bot pings would probably have become 
   more
 of
  
  
   an
  
  
   issue now that bots are becoming more available. Malicious server
  
  
   operators
  
  
   could disguise the valve tf2 bots as real players.
  
   Combine that with fake players in queries and you 

Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Ronny Schedel

They already tried to delist bad servers, but they did the wrong. They have 
resources to satisfy players.


 Or Valve could just check themselves and get a list of all fake clients
 servers, and delist them for good. That could have been done ages ago :/

 They probably have other things to do, like, you know, making games.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Thursday, January 07, 2010 11:11 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Your message to hlds awaits moderator approval
 Looks like my message was not sent. Trying again:

 Make the blacklist work with the server scoring thing. When someone
 blacklist a servers, it looses points.

 Or Valve could just check themselves and get a list of all fake clients
 servers, and delist them for good. That could have been done ages ago :/
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Re: [hlds] Server crashing....

2009-12-21 Thread Ronny Schedel
Run without any plugins, if it works, then you know the problem.


- Original Message - 
From: Attaul N mohsio...@hotmail.com
To: hlds@list.valvesoftware.com
Sent: Monday, December 21, 2009 7:36 PM
Subject: [hlds] Server crashing



How can i read crash files that end with .mdmp? My servers are crashing 
every 2-3 hours sometimes more and everytime they crash they generate a file 
similar to  Steam__273447__2009_12_21T5_18_51C21205187.mdmp in the 
orangebox folder. I am hosting these servers on a windows box. I would like 
to mention that these crashes did start right after the latest update from 
valve. I have looked at my plugins and server logs and everything looks 
normal, nothing sticks out that might cause a crash... Any help will be 
appreciated
_
Windows Live: Make it easier for your friends to see what you’re up to on 
Facebook.
http://go.microsoft.com/?linkid=9691816
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Re: [hlds] Servers lost connection to steam but it hasnt

2009-12-19 Thread Ronny Schedel

There are log files server side to check the connection.


 Just noticed this happening to me to. What would be really nice is a 
 command
 to force the connection to steam to retry.
 I imagine it would need some kind of cooldown which im sure some will say
 mitigates the need for it in the first place but if the command displayed
 some output about the connect sequence then we might be able to determine 
 if
 there is some other problem on the client (eg srcds server steam client)
 side preventing connectivity.

 On Sat, Dec 19, 2009 at 6:28 AM, w4rezz w4r...@gmail.com wrote:

 Now we cant use Loadout on all servers, right ?

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Re: [hlds] More Hacking Groups

2009-12-16 Thread Ronny Schedel

Do you prefer non-racist hacking groups?


 That's a nice long banlist.
 Why are so many hacking groups racist :/

 Moe wrote:
 Few nice 5 digit IDs there,

 What a waste :/ Bet they will regret joining those groups



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of P. Bhandal
 Sent: Thursday, December 17, 2009 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] More Hacking Groups


 Ban list for aimb0t: http://pastie.org/746534.txt
 Ban list for BRUTALAIMING: http://pastie.org/746535.txt

 The arguments against blanket group banning should be pretty humorous in
 this case!

 On Wed, Dec 16, 2009 at 4:41 PM, Violent Crimes 
 violentcri...@convictgaming.com wrote:


 http://steamcommunity.com/groups/aimb0t

 

 http://steamcommunity.com/groups/BRUTALAIMING

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Re: [hlds] Problems with hlds / master server / restarting servers

2009-12-09 Thread Ronny Schedel
It startet yesterday around 12pm CET:

L 12/09/2009 - 12:23:41: Your server needs to be restarted in order to 
receive the latest update.

It seems one of the master servers has a different version or does not 
accept the game at all to be listed.


 Hello,

 There seem to be some problems with servers restarting or telling it's
 not up to date:

 http://forums.steampowered.com/forums/showthread.php?t=1055504

 http://forums.steampowered.com/forums/showthread.php?t=1055641

 Disabling autoupdate works, but it keeps displaying: restart to update
 the server (while it already is up to date).

 Is this a new problem? I'm seeing this for the first time today. Anyone
 has a fix?


 -- 
 Regards,

 Rens Ariens

 Serververhuur.com
 Siertuin 2
 3994 ZK  Houten
 The Netherlands

 Kvk:08144415

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Re: [hlds] Problems with hlds / master server / restarting servers

2009-12-09 Thread Ronny Schedel

This master server is causing it:

72.165.61.189:27010

But this one is still valid as a master server for HL1 games in Steam. 
Strange.


 It startet yesterday around 12pm CET:

 L 12/09/2009 - 12:23:41: Your server needs to be restarted in order to
 receive the latest update.

 It seems one of the master servers has a different version or does not
 accept the game at all to be listed.


 Hello,

 There seem to be some problems with servers restarting or telling it's
 not up to date:

 http://forums.steampowered.com/forums/showthread.php?t=1055504

 http://forums.steampowered.com/forums/showthread.php?t=1055641

 Disabling autoupdate works, but it keeps displaying: restart to update
 the server (while it already is up to date).

 Is this a new problem? I'm seeing this for the first time today. Anyone
 has a fix?


 -- 
 Regards,

 Rens Ariens

 Serververhuur.com
 Siertuin 2
 3994 ZK  Houten
 The Netherlands

 Kvk:08144415

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Re: [hlds] AppID of your dedicated L4D2 server

2009-11-19 Thread Ronny Schedel
The servers have no restriction, the restriction is client side and depends 
on the used CD key.


 Hi,

 which AppID is configured for your dedicated L4D2 servers (steam.inf)?
 I am living in Germany and want to host L4D2 servers. But because of GeoIP
 (I think) my hldstool gets again the configured dedi files for censored
 players.

 For the demo I hosted servers for censored and uncensored clients side by
 side. My steam.inf has 550. Is the uncensored ID still 510 like for the
 demo?

 Thank you!
 Greetings
 TheNob
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Re: [hlds] AppID of your dedicated L4D2 server

2009-11-19 Thread Ronny Schedel

They can play together, if a German/Australian joins the server, the melee 
weapons are restricted, the boss zombies are limited and the CS-Weapons are 
enabled.


 Thank you for your fast answer! Yes and no! :)
 Yes, the servers have no restrictions.
 No, as far as my experiences go with the demo, a censored client (running
 with appid 550/590) cannot connect to a server hosting with the appid 510
 for uncensored players.
 This shall separate gamers playing with riot cops etc from players without
 them because this cannot be merged in one session.

 I get my uncensored copy of L4D2 from Amazon tomorrow at the earliest. So 
 I
 cannot look for myself until then.

 Which AppID is entered in your steam.inf ?
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Re: [hlds] Its the law!

2009-11-18 Thread Ronny Schedel

How does it prevent the remote file download of the server.cfg?

 Not to re-open this, but if you run your own machine, you can IPTable the
 TCP gameport to certain IP's to limit RCON.

 On Tue, Nov 17, 2009 at 1:12 PM, Ronny Schedel 
 i...@ronny-schedel.dewrote:

 Strange, because TF2 isn't even 7 years old.


 - Original Message -
 From: Charles Mabbott cmabb...@verizon.net
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 17, 2009 7:05 PM
 Subject: Re: [hlds] Its the law!


 Short answer, yes it does.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
 Sent: Tuesday, November 17, 2009 12:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Its the law!

 But does is it work today with a fully patched server?

 Google it and theres almost the same exploit from 7 years ago?

 Ronny Schedel wrote:
  But didn't they fix this file download bug some months ago?
 
 
  - Original Message -
  From: Spencer 'voogru' MacDonald voo...@voogru.com
  To: 'Half-Life dedicated Win32 server mailing list'
  hlds@list.valvesoftware.com
  Sent: Tuesday, November 17, 2009 4:14 PM
  Subject: Re: [hlds] Its the law!
 
 
  Here is a possible patch for the new found exploit. It hasn't been 
  fully
  tested yet though since I am only speculating on how this exploit is
 being
  performed.
 
  This plug-in will output a log event every time someone requests a file
  from
  the server, whether it be a spray logo file or your server.cfg.
 
  http://forums.alliedmods.net/showthread.php?p=992047
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
  Sent: Tuesday, November 17, 2009 2:06 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Its the law!
 
  Under which conditions?
 
 
  - Original Message -
  From: 1nsane 1nsane...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Tuesday, November 17, 2009 12:31 AM
  Subject: Re: [hlds] Its the law!
 
 
  Under certain conditions It is possible to download files from the
 server.
  Server.cfg being a good one.
 
  Also the reverse is true.
 
  On Mon, Nov 16, 2009 at 5:37 PM, JäKë T can_kic...@hotmail.com wrote:
 
 
  It's just cracking rcon password, then they set it to private and 
  change
  the name.
  So just having rcon locker and a nice password fixes it.
 
 
 
  From: i...@ronny-schedel.de
  To: hlds@list.valvesoftware.com
  Date: Mon, 16 Nov 2009 23:32:24 +0100
  Subject: Re: [hlds] Its the law!
 
  The big question is: how is it done? Let's hope there is backdoor in
 the
  fake player app and not a bug in the server code.
 
 
  http://img692.imageshack.us/img692/4728/71956486.jpg
  I lay money on Lotusclan getting there comeuppance!
 
 
 
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  To unsubscribe, edit your list preferences, or view the list 
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  archives,
 
  please visit:
 
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Re: [hlds] Its the law!

2009-11-17 Thread Ronny Schedel
But didn't they fix this file download bug some months ago?


- Original Message - 
From: Spencer 'voogru' MacDonald voo...@voogru.com
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Tuesday, November 17, 2009 4:14 PM
Subject: Re: [hlds] Its the law!


Here is a possible patch for the new found exploit. It hasn't been fully
tested yet though since I am only speculating on how this exploit is being
performed.

This plug-in will output a log event every time someone requests a file from
the server, whether it be a spray logo file or your server.cfg.

http://forums.alliedmods.net/showthread.php?p=992047

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, November 17, 2009 2:06 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Its the law!

Under which conditions?


- Original Message - 
From: 1nsane 1nsane...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Tuesday, November 17, 2009 12:31 AM
Subject: Re: [hlds] Its the law!


Under certain conditions It is possible to download files from the server.
Server.cfg being a good one.

Also the reverse is true.

On Mon, Nov 16, 2009 at 5:37 PM, JäKë T can_kic...@hotmail.com wrote:


 It's just cracking rcon password, then they set it to private and change
 the name.
 So just having rcon locker and a nice password fixes it.


  From: i...@ronny-schedel.de
  To: hlds@list.valvesoftware.com
  Date: Mon, 16 Nov 2009 23:32:24 +0100
  Subject: Re: [hlds] Its the law!
 
  The big question is: how is it done? Let's hope there is backdoor in the
  fake player app and not a bug in the server code.
 
   http://img692.imageshack.us/img692/4728/71956486.jpg
   I lay money on Lotusclan getting there comeuppance!
  
  
  
   ___
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   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
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Re: [hlds] Its the law!

2009-11-17 Thread Ronny Schedel
But does is it work today with a fully patched server?

Google it and theres almost the same exploit from 7 years ago?

Ronny Schedel wrote:
 But didn't they fix this file download bug some months ago?


 - Original Message - 
 From: Spencer 'voogru' MacDonald voo...@voogru.com
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 17, 2009 4:14 PM
 Subject: Re: [hlds] Its the law!


 Here is a possible patch for the new found exploit. It hasn't been fully
 tested yet though since I am only speculating on how this exploit is being
 performed.

 This plug-in will output a log event every time someone requests a file 
 from
 the server, whether it be a spray logo file or your server.cfg.

 http://forums.alliedmods.net/showthread.php?p=992047

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
 Sent: Tuesday, November 17, 2009 2:06 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Its the law!

 Under which conditions?


 - Original Message - 
 From: 1nsane 1nsane...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 17, 2009 12:31 AM
 Subject: Re: [hlds] Its the law!


 Under certain conditions It is possible to download files from the server.
 Server.cfg being a good one.

 Also the reverse is true.

 On Mon, Nov 16, 2009 at 5:37 PM, JäKë T can_kic...@hotmail.com wrote:


 It's just cracking rcon password, then they set it to private and change
 the name.
 So just having rcon locker and a nice password fixes it.



 From: i...@ronny-schedel.de
 To: hlds@list.valvesoftware.com
 Date: Mon, 16 Nov 2009 23:32:24 +0100
 Subject: Re: [hlds] Its the law!

 The big question is: how is it done? Let's hope there is backdoor in the
 fake player app and not a bug in the server code.


 http://img692.imageshack.us/img692/4728/71956486.jpg
 I lay money on Lotusclan getting there comeuppance!



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Re: [hlds] Its the law!

2009-11-17 Thread Ronny Schedel
Strange, because TF2 isn't even 7 years old.


- Original Message - 
From: Charles Mabbott cmabb...@verizon.net
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Tuesday, November 17, 2009 7:05 PM
Subject: Re: [hlds] Its the law!


Short answer, yes it does.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, November 17, 2009 12:17 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Its the law!

But does is it work today with a fully patched server?

Google it and theres almost the same exploit from 7 years ago?

Ronny Schedel wrote:
 But didn't they fix this file download bug some months ago?


 - Original Message - 
 From: Spencer 'voogru' MacDonald voo...@voogru.com
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 17, 2009 4:14 PM
 Subject: Re: [hlds] Its the law!


 Here is a possible patch for the new found exploit. It hasn't been fully
 tested yet though since I am only speculating on how this exploit is being
 performed.

 This plug-in will output a log event every time someone requests a file
 from
 the server, whether it be a spray logo file or your server.cfg.

 http://forums.alliedmods.net/showthread.php?p=992047

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
 Sent: Tuesday, November 17, 2009 2:06 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Its the law!

 Under which conditions?


 - Original Message - 
 From: 1nsane 1nsane...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 17, 2009 12:31 AM
 Subject: Re: [hlds] Its the law!


 Under certain conditions It is possible to download files from the server.
 Server.cfg being a good one.

 Also the reverse is true.

 On Mon, Nov 16, 2009 at 5:37 PM, JäKë T can_kic...@hotmail.com wrote:


 It's just cracking rcon password, then they set it to private and change
 the name.
 So just having rcon locker and a nice password fixes it.



 From: i...@ronny-schedel.de
 To: hlds@list.valvesoftware.com
 Date: Mon, 16 Nov 2009 23:32:24 +0100
 Subject: Re: [hlds] Its the law!

 The big question is: how is it done? Let's hope there is backdoor in the
 fake player app and not a bug in the server code.


 http://img692.imageshack.us/img692/4728/71956486.jpg
 I lay money on Lotusclan getting there comeuppance!



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 please visit:
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Re: [hlds] Its the law!

2009-11-16 Thread Ronny Schedel
The big question is: how is it done? Let's hope there is backdoor in the 
fake player app and not a bug in the server code.

 http://img692.imageshack.us/img692/4728/71956486.jpg
 I lay money on Lotusclan getting there comeuppance!



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Re: [hlds] Its the law!

2009-11-16 Thread Ronny Schedel
Under which conditions?


- Original Message - 
From: 1nsane 1nsane...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, November 17, 2009 12:31 AM
Subject: Re: [hlds] Its the law!


Under certain conditions It is possible to download files from the server.
Server.cfg being a good one.

Also the reverse is true.

On Mon, Nov 16, 2009 at 5:37 PM, JäKë T can_kic...@hotmail.com wrote:


 It's just cracking rcon password, then they set it to private and change
 the name.
 So just having rcon locker and a nice password fixes it.


  From: i...@ronny-schedel.de
  To: hlds@list.valvesoftware.com
  Date: Mon, 16 Nov 2009 23:32:24 +0100
  Subject: Re: [hlds] Its the law!
 
  The big question is: how is it done? Let's hope there is backdoor in the
  fake player app and not a bug in the server code.
 
   http://img692.imageshack.us/img692/4728/71956486.jpg
   I lay money on Lotusclan getting there comeuppance!
  
  
  
   ___
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   please visit:
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Re: [hlds] Left4dead 2 Dedicated Servers?

2009-11-15 Thread Ronny Schedel
http://www.l4d.com/blog/post.php?id=3115


 When will see these available? I
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Re: [hlds] L4D Server from LAN

2009-11-14 Thread Ronny Schedel
Isn't it comma seperated or are other delimiters allowed?


 Hi Lyndon,

 The latest update to L4D2 demo significantly improved the situation with 
 dedicated servers behind NAT.
 mm_dedicated_force_servers in L4D2 now allows you to specify 2 addresses 
 for the server: public and private (and usually can detect the other from 
 the server with a LAN broadcast), so in your case for L4D2 you would need 
 to just do:
 mm_dedicated_force_servers 66.67.68.69:27015|192.168.1.50:27015

 I will merge the change over to L4D too.

 Thanks,
 -Vitaliy

 
 From: hlds-boun...@list.valvesoftware.com 
 [hlds-boun...@list.valvesoftware.com] On Behalf Of Lyndon Leverington 
 [lyn...@darkerwhite.com]
 Sent: Saturday, November 14, 2009 1:04 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] L4D Server from LAN

 Hi all,



 Sorry if this has been covered somewhere.



 I have a L4D server on my LAN, which is connectable via WAN using my
 external IP address, and also by using a DNS forwarded address of
 this.domain.com. External clients can connect to it no problems via either
 the IP or domain name, and I can connect to it ONLY via my internal IP of
 192.168.1.50.


 To remedy this, I set up a Static DNS of this.domain.com to point to
 192.168.1.50 in my router. This works fine, so on my LAN I can type 
 connect
 this.domain.com from the console with no problems at all, but when I
 mm_dedicated_force_servers this.domain.com it doesn't work - It just 
 times
 out.


 Does anyone know why this is? I have a Dynalink RTA1046VW router, which
 afaik doesn't have loopback which I hear is the problem, but I read that
 setting up the Static DNS paths is a way around this. As I have seen it is
 ok for connecting to the server via console from LAN, but not for forcing
 the server.



 This is driving me insane as I'm sure there is an obvious fix to this, but 
 I
 just can't see it! I'm sure I'm not the only person with a server who 
 likes
 to be able to start a game from the lobby with friends not on the lan!



 Thanks all,



 Lyndon

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Re: [hlds] L4D Server from LAN

2009-11-14 Thread Ronny Schedel
Ahh okay, I got it, the pipe is for NAT servers, for regular servers the 
comma is used. Strange, but okay, that's the way...

 Actually, I just tested it.  A comma didn't work.  A pipe did.

-Richard Eid


 On Sat, Nov 14, 2009 at 5:00 AM, Ronny Schedel 
 i...@ronny-schedel.dewrote:

 Isn't it comma seperated or are other delimiters allowed?


  Hi Lyndon,
 
  The latest update to L4D2 demo significantly improved the situation 
  with
  dedicated servers behind NAT.
  mm_dedicated_force_servers in L4D2 now allows you to specify 2 
  addresses
  for the server: public and private (and usually can detect the other 
  from
  the server with a LAN broadcast), so in your case for L4D2 you would 
  need
  to just do:
  mm_dedicated_force_servers 66.67.68.69:27015|192.168.1.50:27015
 
  I will merge the change over to L4D too.
 
  Thanks,
  -Vitaliy
 
  
  From: hlds-boun...@list.valvesoftware.com
  [hlds-boun...@list.valvesoftware.com] On Behalf Of Lyndon Leverington
  [lyn...@darkerwhite.com]
  Sent: Saturday, November 14, 2009 1:04 AM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] L4D Server from LAN
 
  Hi all,
 
 
 
  Sorry if this has been covered somewhere.
 
 
 
  I have a L4D server on my LAN, which is connectable via WAN using my
  external IP address, and also by using a DNS forwarded address of
  this.domain.com. External clients can connect to it no problems via
 either
  the IP or domain name, and I can connect to it ONLY via my internal IP 
  of
  192.168.1.50.
 
 
  To remedy this, I set up a Static DNS of this.domain.com to point to
  192.168.1.50 in my router. This works fine, so on my LAN I can type
  connect
  this.domain.com from the console with no problems at all, but when I
  mm_dedicated_force_servers this.domain.com it doesn't work - It just
  times
  out.
 
 
  Does anyone know why this is? I have a Dynalink RTA1046VW router, which
  afaik doesn't have loopback which I hear is the problem, but I read 
  that
  setting up the Static DNS paths is a way around this. As I have seen it
 is
  ok for connecting to the server via console from LAN, but not for 
  forcing
  the server.
 
 
 
  This is driving me insane as I'm sure there is an obvious fix to this,
 but
  I
  just can't see it! I'm sure I'm not the only person with a server who
  likes
  to be able to start a game from the lobby with friends not on the lan!
 
 
 
  Thanks all,
 
 
 
  Lyndon
 
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Re: [hlds] Left 4 Dead Update Available

2009-11-11 Thread Ronny Schedel

Output of setmaster?


 D:\HLserver\L4Dhldsupdatetool -command update -game left4dead -dir .
 Checking bootstrapper version ...
 Updating Installation
 Checking/Installing 'Left 4 Dead binaries' version 38
 Checking/Installing 'Left 4 Dead base' version 34
 Checking/Installing 'left4dead win32 dedicated server' version 25
 HLDS installation up to date

 and...(drum roll...)

 Connection to Steam servers successful.
   VAC secure mode is activated.
 ?MasterRequestRestart
 Your server is out of date.  Please update and restart.
 ?MasterRequestRestart
 Your server is out of date.  Please update and restart.

 Nice one, Valve. Way to go...

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Re: [hlds] L4D Crash exploit?

2009-10-07 Thread Ronny Schedel

This is a normal behaviour. I have checked old log files from April 2009 and 
they exist too. The log files are 4 kb and shows the server starting and 
immediatly quitting.


 Is there a L4D crash exploit going around? I'm watching my server, which 
 normally runs for days without crashing, crash/restart every couple of 
 minutes. The last few lines in the log file is:

 L 10/06/2009 - 15:09:49: Preventing spawning
 L 10/06/2009 - 15:09:49: server_message: quit
 L 10/06/2009 - 15:09:49: Log file closed

 This happens every couple of minutes. I don't see anything in the console, 
 it just quits. It started doing this about 4.5 hours ago, and it's done it 
 about 40 times since then. It leaves a log file of exactly 1272 bytes.
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Re: [hlds] L4D Crash exploit?

2009-10-07 Thread Ronny Schedel

As far as I have seen and understand it, it happens on our start map. The 
next log file is with players and a different map. So, I would say, this 
happens when a lobby catched the server for gaming and it restarts the 
server with the new settings from the lobby.



I looked at my log archives going back two months, and this didn't happen
 one time. Looking at my logs, each restart appears to be associated with a
 zero byte log file, indicating a server abnormal termination (I didn't
 notice that yesterday). It started doing this at 11:02am yesterday. It did
 it about 30 times over the following two hours, and then the frequency
 slowed down until the last restart occurred at about 6:00 pm. Total
 restarts is about 100. And it hasn't done it since. At the peak it was
 every 30 seconds. After a couple hours it slowed down to a couple of times
 an hour before eventually stopping.

 In the middle of all of this, without changing anything, I closed the port
 in my router, started server. Server sat there and didn't restart. Open 
 port
 in router. Restart cycle resumes.

 Some script kiddie with a crash exploit gets my vote as most probably 
 cause.
 First runner up is cosmic rays or sunspot cycles. Idk what else to
 thinkafter this stopped, peeps joined the server and I had non-stop
 traffic the rest of the evening. At 2am the last player quits, and the
 server has been idle since - no crashes, no restarts.


 - Original Message - 
 From: Ronny Schedel i...@ronny-schedel.de
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, October 06, 2009 11:37 PM
 Subject: Re: [hlds] L4D Crash exploit?



 This is a normal behaviour. I have checked old log files from April 2009
 and
 they exist too. The log files are 4 kb and shows the server starting and
 immediatly quitting.


 Is there a L4D crash exploit going around? I'm watching my server, which
 normally runs for days without crashing, crash/restart every couple of
 minutes. The last few lines in the log file is:

 L 10/06/2009 - 15:09:49: Preventing spawning
 L 10/06/2009 - 15:09:49: server_message: quit
 L 10/06/2009 - 15:09:49: Log file closed

 This happens every couple of minutes. I don't see anything in the
 console,
 it just quits. It started doing this about 4.5 hours ago, and it's done
 it
 about 40 times since then. It leaves a log file of exactly 1272 bytes.
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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Ronny Schedel
Same here, the stats page on steampowered shows plenty of bandwidth 
available, but nothing for servers :-(

I am also not able to update my client.

- Original Message - 
From: Saint K. sai...@specialattack.net
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, September 29, 2009 8:01 PM
Subject: Re: [hlds] Left 4 Dead Update Available


 ./steam -command update -game left4dead -dir /home/l4d_fork3/
 Checking bootstrapper version ...
 Updating Installation
 Retrying in 30 seconds. . .
 Retrying in 30 seconds. . .
 Retrying in 30 seconds. . .
 Retrying in 30 seconds. . .
 Retrying in 30 seconds. . .
 Retrying in 30 seconds. . .
 HLDS installation up to date

 Pompompompom...



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Tuesday, September 29, 2009 8:00 PM
 To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com'; 
 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Left 4 Dead Update Available

 A required update for Left 4 Dead has been released.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 - A new campaign, Crash Course, is now available for play in Campaign, 
 Versus and Survival modes
 - In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs 
 and other items will now be identical for the second round of a chapter
 - Matchmaking has had several improvements to make finding and joining 
 games even faster
 - Ten all new Crash Course achievements have been added

 Jason


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 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 8.5.409 / Virus Database: 270.13.114/2402 - Release Date: 
 09/29/09 05:54:00

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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Ronny Schedel

Now, my steam ticket expired and I am not able to login to steam :-(


 That's because STEAM servers are really fake :O

 http://www.sasktel.com/about-us/news/centennial-photos/images/operator-1960-saskTel.jpg

 Women operators swap packets around with those WIRE

 Thanks,
 - Saul.


 2009/9/29 Ronny Schedel i...@ronny-schedel.de

 Same here, the stats page on steampowered shows plenty of bandwidth
 available, but nothing for servers :-(

 I am also not able to update my client.

 - Original Message -
 From: Saint K. sai...@specialattack.net
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, September 29, 2009 8:01 PM
 Subject: Re: [hlds] Left 4 Dead Update Available


  ./steam -command update -game left4dead -dir /home/l4d_fork3/
  Checking bootstrapper version ...
  Updating Installation
  Retrying in 30 seconds. . .
  Retrying in 30 seconds. . .
  Retrying in 30 seconds. . .
  Retrying in 30 seconds. . .
  Retrying in 30 seconds. . .
  Retrying in 30 seconds. . .
  HLDS installation up to date
 
  Pompompompom...
 
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
  Sent: Tuesday, September 29, 2009 8:00 PM
  To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Left 4 Dead Update Available
 
  A required update for Left 4 Dead has been released.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  - A new campaign, Crash Course, is now available for play in 
  Campaign,
  Versus and Survival modes
  - In Versus mode, all weapons, pills, health packs, molotovs, pipe 
  bombs
  and other items will now be identical for the second round of a chapter
  - Matchmaking has had several improvements to make finding and joining
  games even faster
  - Ten all new Crash Course achievements have been added
 
  Jason
 
 
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  please visit:
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  No virus found in this incoming message.
  Checked by AVG - www.avg.com
  Version: 8.5.409 / Virus Database: 270.13.114/2402 - Release Date:
  09/29/09 05:54:00
 
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Re: [hlds] crashing

2009-09-03 Thread Ronny Schedel

You should clean your downloads directory frequently.

 If he's referring to the TF2 update, no crashes here, but I am getting
 a lot of CreateFragmentsFromFile: 'downloads/.dat' doesn't
 exist. errors that seem to create lag.

 On Thu, Sep 3, 2009 at 2:23 AM, Kyle Sandersonkyle.l...@gmail.com wrote:
 OS, Which game mod are you running? Addons? Etc?

 We need information if you expect us to help you.
 Kyle.

 On Wed, Sep 2, 2009 at 7:04 PM, k e mfnt...@gmail.com wrote:

 anyone having server crashes now?
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Re: [hlds] Lagging DOD:S after last weeks update.. Anyone Else?

2009-08-20 Thread Ronny Schedel
Maybe there is the same client side lag like in TF2:

Disable the game overlay in the Steam settings, restart Steam and look if it 
solve your lag problems.



 After last weeks update many of our regular player if not all of them are 
 complaining of lag. I got on last night for a few hours and seen it also. 
 Not rewind lag, just an annoying low level lag. Twice last night I had 
 people either disappear and appear in front of me. I read release notes 
 that they lowered the bandwidth requirement. Should I adjust my server 
 rates perhaps? CPU and Memory is very low. Running on a dual quad intel 
 with 16gig memory. So I should have more than enough horespower. This 
 server has been running for several years without any noticeable lag. 
 Anyone else seeing issues? Anyone care to post there network settings?
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-15 Thread Ronny Schedel

Crashes are on all maps, we have also crashes on avalanche, kalt, argentan, 
...


- Original Message - 
From: Chris headad...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, August 15, 2009 10:40 PM
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


Same here, constant crashing. Most noticeable on colmar, and jagd...

On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote:

 my dods server is crashing again and again after these updates. no
 plugins running anymore, but still crashing randomly. os is linux.

 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 (gdb) bt
 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #3  0xf58d0888 in CBasePlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #4  0xf5b3ad8e in CDODPlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #5  0xf58e5252 in CPlayerMove::RunPostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #6  0xf58e6d9a in CPlayerMove::RunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #10 0xf586f9f9 in Physics_SimulateEntity () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #11 0xf586ff76 in Physics_RunThinkFunctions () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #13 0xf758a5f2 in CServerPlugin::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #14 0xf756e5dd in SV_Think () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #15 0xf7570360 in SV_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #16 0xf7636dc4 in _Host_RunFrame_Server () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #17 0xf7637e21 in _Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #18 0xf7638308 in Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #19 0xf7644290 in CHostState::State_Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #20 0xf7644b1a in CHostState::FrameUpdate () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #21 0xf7644bf5 in HostState_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #22 0xf76ca1db in CEngine::Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
 #25 0xf7847024 in CDedicatedExports::RunServer () from
 bin/dedicated_i486.so
 #26 0xf76c6f40 in CModAppSystemGroup::Main () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #27 0xf772e275 in CAppSystemGroup::Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
 bin/dedicated_i486.so
 #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
 #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #33 0xf7847c0b in main () from bin/dedicated_i486.so
 #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
 #35 0x0804949d in main ()

 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
  %ebx,0x4(%esp)
 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov
  0x10(%esp),%eax
 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call
 0xf54875c7 __i686.get_pc_thunk.bx
 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add
 $0x2b6524,%ebx
 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov
 %esi,0x8(%esp)
 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov
 %eax,(%esp)
 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call
 0xf5481834 

Re: [hlds] Pipeline potentially never ends

2009-07-28 Thread Ronny Schedel

Timelimits work fine.


 Besides this bug the map also doesn't seem to obay timelimits.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: dinsdag 28 juli 2009 7:15
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: [hlds] Pipeline potentially never ends

 This has been brought up before as early as two months ago, but I wanted 
 to
 bring it up again in case Valve missed it.

 It's possible that Pipeline will never end. I'm not exactly sure of the
 cause but it is either both carts finish near or exactly at the same time,
 or because one cart is barely inched into the checkpoint. Whatever the
 cause, it seems the round advances without the carts which causes the next
 round to go on forever.

 Related forum thread:
 http://forums.steampowered.com/forums/showthread.php?t=897333

 Thanks,
 Tony
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 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 8.5.392 / Virus Database: 270.13.32/2266 - Release Date: 07/27/09 
 05:58:00

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Re: [hlds] HLDSUpdateTool crashing explorer

2009-07-15 Thread Ronny Schedel

You don't need the hldsupdatetool to play online. This is only if you want 
to host a dedicated server.


 well, i bought the game about a week ago and i havent been able to play 
 online at all...


 From,
 Paul




 
 From: Saint K. sai...@specialattack.net
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, July 15, 2009 3:32:35 AM
 Subject: Re: [hlds] HLDSUpdateTool crashing explorer

 When did this problem start occurring?

 I have the same issue from this morning, on Linux thought.

 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
 Sent: woensdag 15 juli 2009 9:30
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: [hlds] HLDSUpdateTool crashing explorer

 Roughly half the time I run HLDSUpdateTool, Explorer.exe crashes.

 Is anyone else getting this problem?

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Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-27 Thread Ronny Schedel

If the browser would be official, it would be included in the main menu and 
would not require to activate the console. It would have all the server in 
the correct browser tab and it would not ask you a password when you want to 
join a server. It would also possible to filter for L4D games in the Steam 
gamebrowser itself. This would be an  official server browser.


 How is a console command not officially accessible

 Perhaps you meant not user-friendly. Left4Dead includes a
 fully-functional and official server browser which is no restricted in
 any way. As far as I know it has been there since day dot. Perhaps next
 time you say VALVe has done a shit job you should think about what it is
 you are writing about.

 Back on topic however, something such as sv_downloadurl should be
 included and work as it does in other source games. From what I can see
 most custom VPK's are between 10-30mb which isn't out of the ordinary
 for some user-made maps for other games. The problem is deciding at what
 point the user should download this. I agree with what an earlier poster
 suggested and that is to automatically start the download when the user
 joins a lobby and display the progress of that user's download (ala
 Starcraft's Battle.net).

 ___

 Shane Arnold - clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe, the 
 horse was lost. For want of a horse, the messenger was lost. For want of a 
 messenger, the message was not delivered. For want of an undelivered 
 message the war was lost.



 1nsane wrote:
  People are dealing OK without an officially accessible server browser

 Read the whole thing next time.

 On Sat, Jun 27, 2009 at 8:20 AM, Shane Arnold 
 clontar...@iinet.net.auwrote:


 1nsane wrote

   It doesn't look like Valve wants to add a server browser. LFD has
 been out for a while.

 openserverbrowser

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe, 
 the
 horse was lost. For want of a horse, the messenger was lost. For want of 
 a
 messenger, the message was not delivered. For want of an undelivered 
 message
 the war was lost.



 1nsane wrote:

 Wow wow...slow down buddy.

 Lets not scare valve into ignoring this thread. People are dealing OK
 without an officially accessible server browser but the lack of a
 nice/automatic way to download custom campaigns is a bit of a more

 immediate

 problem.

 It doesn't look like Valve wants to add a server browser. LFD has been

 out

 for a while.

 On Fri, Jun 26, 2009 at 8:08 PM, Munra mu...@anbservers.net wrote:



 Why Not allow people to choose the server that want to join in the

 lobby.

 AKA a community server or have some type or server browser. Then allow

 the

 users to download the pk Via sv_downloadurl when they connect.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Friday, June 26, 2009 4:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
 sv_downloadurl )



 2) vpk author could just link to a google search with mapname vpk


 download

 hahaha Worst idea of all time award goes to...


 On Fri, 2009-06-26 at 22:05 +0200, Adam Nowacki wrote:


 Steven Hartland wrote:


 That really is a majorly stupid way of doing it, what happens when:-
 1. In a few months when siteX that the mapper included as the source
 expires or gets shutdown?
 2. A good campaign gets popular and the people downloading it 
 overload
 the origin server?

 Why not use the tried an tested redirect system like every other 
 game?

 Seriously Valve you need to revisit this and make a workable 
 solution.


 TBH I dont see any better way ... but:
 1) let lobby host specify a different download url with a cvar,
 2) vpk author could just link to a google search with mapname vpk


 download


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Re: [hlds] Server Crashing After Update

2009-05-22 Thread Ronny Schedel
Or better, SM will use the official provided interfaces to the engine, 
otherwise it will crash on each update like it does since the beginning.


- Original Message - 
From: Jarno Veuger h...@mr-green.nl
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, May 22, 2009 11:35 AM
Subject: Re: [hlds] Server Crashing After Update


I've checked it and it crashes when using the SetEntData,
SetEntDataFloat and/or SetEntPropFloat functions in SourceMod. Here's a
link to a thread I created about this on the SourceMod forums:
http://forums.alliedmods.net/showthread.php?p=832275

I hope Valve can fix this soon :) .

Regards,
Ywa

Jarno Veuger wrote:
 We were having that issue too on our Windows Server 2003 Enterprise
 dedis. Disabling our donation features solved it. Probably has to do
 with the quick über charge stuff.

 Yours,
 Ywa

 [??R] The-/iller wrote:
 Check your plugins we were using a medic quick uber charging plugin
 that is only on at certain times, and boom when that time hit server
 crashed, other than that sm has been running great.

 CLAN RCR wrote:

 I'm using Windows 2008, and previously had absolutally no issues
 with this
 server. I am running the SourceMod 1.1.0 and am unsure what is
 causing this
 error. We have an identical server that has been solid as a rock.
 The server
 with the issue will stay up for 30 minutes .. 1hr and then just die.

 The error I'm getting is in a dialog box as follows:

 Bad entity in IndexOfEdict() index -642056 pEdict 0F5B0F70 sv.edicts
 101F0010

 If anyone has any ideas.. It would be great to hear them.

 Also, our 2fort server is crashing also, but I think it's a
 different error.
 The 2forr server will only stay up for 3 minutes before crashing.

 Thanks guys!

 -Matt
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 viruskenmerken 4095 (20090521) __

 Het bericht is gecontroleerd door  ESET NOD32 Antivirus.

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Re: [hlds] Recent cheaters

2009-05-06 Thread Ronny Schedel
ffmpeg is your best friend.


- Original Message - 
From: Tony Paloma drunkenf...@hotmail.com
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Wednesday, May 06, 2009 12:02 PM
Subject: Re: [hlds] Recent cheaters


No, that's not what it is. You'll need Xvid, DivX or a standalone player
like VLC if you want to see the video.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake E
Sent: Wednesday, May 06, 2009 2:59 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Recent cheaters

The video only has sound to me .

Do you mean when the player glitches and turns his view in a 180º in a
second?
That's common in CSS =p

On Wed, May 6, 2009 at 5:20 AM, Matt Lyons mly...@internode.com.au wrote:

 On 06/05/2009, at 5:44 PM, Philip Bembridge wrote:
  Perhaps this is an effect applied just to the heavy so that all the
  bullets
  travel in a straight line instead of spreading?


 Its not specific to TF2 or a TF2 class.  We commonly see it in CSS.

 --
 Matt Lyons (Bsc CS  Soft Eng)
 Media Group, Internode
 150 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory, there is no difference between theory and practice; In
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Re: [hlds] Crash Dumps

2009-05-04 Thread Ronny Schedel

If the crash is related to zblock, send it to the zblock developers. If the 
crash is related to srcds, remove any plugins and send the crash dump to the 
Valve guys.


 Where can I send crash dumps to get these bugs fixed?  srcds is crashing
 with only zblock 4.2 loaded.  Anyone else seeing this?
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Re: [hlds] Quick question about sv_search_key

2009-05-03 Thread Ronny Schedel

The search key does not work currently. Whatever you set, it never show up 
in sv_showtags. It's broken.

- Original Message - 
From: Aaron Rapp r...@iz3d.com
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Saturday, May 02, 2009 11:25 PM
Subject: Re: [hlds] Quick question about sv_search_key


I've been working all morning on trying to rectify our server's Search Key
problem.

I've followed everyone's advice in fixing the search key problem, but it
hasn't been fixed.

This is what I've tried so far:

- sv_search_key x and sv_steamgroup x in the server.cfg
- just sv_search_key  without steamgroup
- just sv_steamgroup  without search key
- sv_search_key  without using quotation marks
- tried the 1013,key:x and that hasn't worked either

In the game, I've tried using the lobby matchmaking sv_search_key  with
and without quotation marks.

I seriously can't get anything to work. I run 5 open servers and 1 private
servers, and the lobby won't find any of them. It'll just sit and search
forever and never stop.

If anyone can shed some light, I'd be grateful.

Thanks,

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
Sent: Tuesday, April 28, 2009 6:32 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Quick question about sv_search_key

They still havn't adressed alltalk, you'd think it would be a priority or at
least get a nod

Mar 22 14:44:30 PDT 2009 [hlds] l4d sv_alltalk convar





From: Jonah Hirsch crazydog...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Tuesday, April 28, 2009 12:08:40 AM
Subject: Re: [hlds] Quick question about sv_search_key

That was it. I installed a snapshot of SourceMod 1.2.1 without the
Sourcemod tag, and I removed sv_alltalk 0 from my server.cfg, and that
made enough room for this:

empty,grp:##i,key:1013,key:keey1013,coop,versus,survival


Roman S wrote:
 It's the issue with server tag string. When you specify both steamgroup
and
 search key, it may become too long (longer than 63 symbols) so some tags
get
 truncated - either steamgroup or key one. They have promised to fix it in
 SDK update by enabling more data to be sent to master servers (read the
 Survival DLC patch notes here). To view a list of tags, assigned to a
 running server, use sv_showtags - it only shows the working ones, so you
may
 find the missing.
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Re: [hlds] Quick question about sv_search_key

2009-04-27 Thread Ronny Schedel

True.


I know this has been answered before, but it's a bit too specific to
 read through all the sv_search_key messages for.

 True or false: When you have sv_search_key set, people who do NOT have
 it set can still connect to your server through a lobby.

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Re: [hlds] Left 4 Dead Update Released

2009-04-26 Thread Ronny Schedel

All empty :)

 45 servers on dueal Quad Xeon 2.66 16G of RAM

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Saturday, April 25, 2009 10:42 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead Update Released

 32 player TF2 on Xeon X3220 2.4GHz is using 100% CPU for me. 24 player
 servers use noticeably less.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Saturday, April 25, 2009 7:13 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Released

 You guys must still be in the pentium 4 ages.

 My 24 slot servers use 40% of a core of a core 2 quad 9650. (3.0GHz)

 On Fri, Apr 24, 2009 at 8:11 PM, Tony Paloma 
 drunkenf...@hotmail.comwrote:

 I don't want it to be multithreaded because then Valve will find a way to
 make it use 100% of 2 cores instead of just one.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of [??R]
 The-/iller
 Sent: Thursday, April 23, 2009 11:13 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Released

 TF2 desperately needs multi-threading, even at 24 players a server will
 just sit on one core losing tick, 32 players even worse. DoDS isn't as
 nasty but can get pretty cpu intensive.

 Adam Nowacki wrote:
  msleeper wrote:
 
  Are you talking about TF2? I am pretty sure L4D's server is already
  multithreaded.
 
 
  $ ps m -p 25096
 PID TTY  STAT   TIME COMMAND
  25096 pts/0-  1:06 ./srcds_i486 +map l4d_hospital01_apartment
  +hostport 27015 +clientport 27115 -fork +map l4d_hospital01_apartment
  -game left4dead
   - -Sl+0:52 -
   - -Sl+0:00 -
   - -Sl+0:09 -
 
  Sure, there are 3 threads but only one is running the simulation (see
  cpu time). Multithreaded but with no performance benefits over single
  thread.
 
 
  # mpstat -P ALL
  Linux 2.6.25.10-grsec (sc-002)  04/23/09
 
  20:09:48 CPU   %user   %nice%sys %iowait%irq   %soft
 %steal
  %idleintr/s
  20:09:48 all   25.090.002.390.180.030.75
 0.00
  71.56   1898.72
  20:09:48   0   26.490.002.480.970.050.90
 0.00
  69.11242.07
  20:09:48   1   27.040.002.390.140.030.88
 0.00
  71.20236.66
  20:09:48   2   25.880.002.460.080.030.82
 0.00
  72.17236.66
  20:09:48   3   26.030.002.350.050.030.76
 0.00
  71.79236.66
  20:09:48   4   24.630.002.450.060.030.70
 0.00
  72.82236.66
  20:09:48   5   24.580.002.340.050.020.67
 0.00
  72.81236.66
  20:09:48   6   23.810.002.440.050.020.66
 0.00
  73.39236.66
  20:09:48   7   23.790.002.350.050.020.64
 0.00
  73.51236.66
 
 
  How is that supposed to show multithreading? A single thread can be
  migrated many times a second between different cpus and many threads 
  can
  be executed serially on the same cpu. Thats also most likely not one 
  but
  many separate processes.
 
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Re: [hlds] Steam Is Down

2009-04-26 Thread Ronny Schedel
It's working fine here.


 Looks like everything is down. Perhaps the DC is having issues since all 
 of
 Valve is down :P
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Re: [hlds] Half-Life 1 Engine Update released

2009-04-16 Thread Ronny Schedel
It's not required, old clients can connect to the new binaries.


- Original Message - 
From: Maxim Shpakov ma...@osetia.org
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, April 16, 2009 8:29 AM
Subject: Re: [hlds] Half-Life 1 Engine Update released


Does client need to be updated too?

2009/4/16 Alfred Reynolds alf...@valvesoftware.com:
 The beta has been updated. Please run hldsupdatetool to receive it with 
 -beta hlds0319 on the command line.
 The specific changes include:

 Server changes:
 - Fixed HLTV staying in players list even after disconnect
 - Fixed server hang when a user connects with a specially crafted info 
 string
 - Cleaned up hlds_run script a little (Linux only)


 There is also a client piece to this beta now, so if you run your Steam 
 client with -beta hlds0319 on the command line you will get it. The 
 client piece fixes a couple exploits in the game engine.

 - Alfred


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Friday, March 20, 2009 2:58 PM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 1 Engine Update released

 The beta has been updated. . Please run hldsupdatetool to receive it
 with -beta hlds0319 on the command line.
 The specific changes include:

 Server changes:
 - Fixed hltv displaying a bogus steamid
 - Fixed mp_timeleft not updating in server rules (or any unlogged cvar
 for that matter)



  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Thursday, March 19, 2009 10:16 PM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Subject: [hlds] Half-Life 1 Engine Update released
 
  A beta update for Half-Life 1 Engine games has been released. Please
  run hldsupdatetool to receive it with -beta hlds0319 on the command
 line.
  The specific changes include:
 
  Server changes:
  - Fixed players being kicked from servers with an
 INVALID_STEAM_TICKET
  rejection
  - Added a message to the server console to show when the server has
  reconnected to Steam
  - Made map name and other variables reported by the server stay more
  current
  - Show HLTV being connected in the player count for pings
  - Fixed occasional crash under Linux on startup for SMP machines
 
  This update won't be in beta long, so don't delay your testing.
 
 
  - Alfred
 
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Re: [hlds] net_splitpacket_maxrate

2009-04-03 Thread Ronny Schedel

We don't see any difference when changing this cvar.


 I'm resurrecting this email in the case that folks are still experiencing
 lag/choke on servers (like me).  I'm hoping that Valve will continue
 improving the player experience regarding (what I assume to be
 mis-configured) servers due to the semi-recent update at the end of 
 January.

 I've tried the various settings if/when I have control over them from the
 following article, but they have no affect:

 http://developer.valvesoftware.com/wiki/TF2_Network_Graph

 Since the patch I've avoided sniping for the most part, but now that I 
 know
 the next class update involves the sniper...

 Here's Tony's post regarding choke/net_splitpacket_maxrate:

 I was experimenting with net_splitpacket_maxrate and it seems it has a 
 definite
 noticeable effect. Assuming your server's CPU can handle the extra load
 required by splitting an extra amount of large packets and compressing 
 this,
 I would recommend setting this to the same as your sv_maxrate (unless 
 your
 maxrate is zero, in which case you should set it to a real high value).



 Look at these pictures:

 http://www.sourceop.com/http://www.sourceop.com/randomimages/net_splitpacket_maxrate/
 randomimages/net_splitpacket_http://www.sourceop.com/randomimages/net_splitpacket_maxrate/
 maxrate/ http://www.sourceop.com/randomimages/net_splitpacket_maxrate/

 http://www.sourceop.com/randomimages/net_splitpacket_maxrate/

 http://www.sourceop.com/randomimages/net_splitpacket_maxrate/Because of
 the constant stream of large amounts of incoming data, every packet in 
 the
 screenshots is part of a fragmented set. The CVar limits the rate of 
 these
 packets specifically and defaults to only 15000. This is a problem 
 because
 when there is large amounts of action, it is common for update packets to 
 be
 split because of their large size. If most of the update packets need to 
 be
 split, your rate will suddenly be dropped to around 15,000.



 I see no drawback to increasing the value of this CVar other than
 the increased CPU load your server might get since it will be splitting
 and compressing more outgoing packets.



 Hope this helps,



 Tony
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Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)

2009-03-19 Thread Ronny Schedel
Nice to hear that. And if you touch the hlds binaries, please fix the bugs 
with the server info:
- HLTVs are not shown and counted as players, so people think one slot is 
free, but it is taken by HLDS
- Cvars are cached and not updated, causing wrong infos like current map, 
next map etc

This was broken with the last HLDS update.


- Original Message - 
From: John McCaskey jmccas...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, March 19, 2009 9:15 PM
Subject: Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)


Yes, we'll make sure the fix gets into HLDS as well and include the fix in 
the next HLDS update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny 
Schedel
Sent: Thursday, March 19, 2009 11:51 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Enough already (STEAM UserID ticket)


This also occurs on HLDS servers. Would be nice to see a fix too.


- Original Message -
From: John McCaskey jmccas...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, March 19, 2009 7:34 PM
Subject: Re: [hlds_linux] Enough already (STEAM UserID ticket)


Users getting disconnected with the Invalid STEAM UserID ticket error in
TF2 when Steam servers are down is a bug.  Users are only supposed to get
this type of disconnect if Steam is up and explicitly tells your server to
disconnect a user.  It should be fixed for the next TF2 update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christopher
Szabo
Sent: Wednesday, March 18, 2009 4:59 PM
To: hlds_li...@list.valvesoftware.com
Subject: [hlds_linux] Enough already (STEAM UserID ticket)


Error verifying STEAM UserID ticket...
I think everyone knows about this problem, we have all experience
it many times the last few months.

So after all the forumthreads and supportmails etc, inst it just easier
to fix the problem or at least tell us why the problem is there and why
you cant fix it? This way we maybe can cool down and don't be so angry
at STEAM all the time. How hard can it be to write us something about it?
And i dont mean some lame excuses.

All i hear is that i have to restart my server to resolve the problem.
Well i cant be up every night to restart the servers And if we do
restart the servers in the night all the players will be gone...

Best regards
Christopher

_
Dela foton på ett smidigt sätt med Windows Live(tm) Photos.
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Re: [hlds] turn of logging

2009-03-17 Thread Ronny Schedel
log off

- Original Message - 
From: BlinK_ gaj...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, March 17, 2009 9:16 AM
Subject: [hlds] turn of logging


 Hello everyone,
 I am running CS 1.6 server. I wanted to ask, how can I disable logs that
 appear in cstrike/logs/ directory.

 Thanks
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Re: [hlds] L4D update

2009-03-14 Thread Ronny Schedel

What qualifies an official server? Is it maintained by Valve or is it a 
vanilla server?


 Sounds like we got a L4D update.  It's not just a client update.  I just 
 ran
 hldsupdatetool and received a server update.
 ---
 Updates to Left 4 Dead have been released. The updates will be applied
 automatically when your Steam client is restarted. The specific changes
 include:

 Left 4 Dead

 Lobby leaders can now specify in lobby settings whether to search for an
 official dedicated server or for the best available dedicated server. If 
 the
 official dedicated search fails it will then default to the best available
 dedicated server automatically




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Re: [hlds] L4D update

2009-03-14 Thread Ronny Schedel

The problem is, the game does not find any servers to play on, even with 
sv_search_max_ping set to 250.


I would also like to know that. I don't have L4D here and can't check, but
 you could connect to one of those official servers and type status in
 console. Check what the hostname is.

 2009/3/14 Ronny Schedel i...@ronny-schedel.de


 What qualifies an official server? Is it maintained by Valve or is it a
 vanilla server?


  Sounds like we got a L4D update.  It's not just a client update.  I 
  just
  ran
  hldsupdatetool and received a server update.
  ---
  Updates to Left 4 Dead have been released. The updates will be applied
  automatically when your Steam client is restarted. The specific changes
  include:
 
  Left 4 Dead
 
  Lobby leaders can now specify in lobby settings whether to search for 
  an
  official dedicated server or for the best available dedicated server. 
  If
  the
  official dedicated search fails it will then default to the best
 available
  dedicated server automatically
 
 
 
 
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Re: [hlds] L4D update

2009-03-14 Thread Ronny Schedel
Regarding to a post of Adam Nowacki about whitelisted servers, it seems to 
be server starting with de-ffm-l4d in their hostname for Germany.
http://www.game-monitor.com/search.php?search=de-ffm-l4dgame=left4dead2

I would also like to know that. I don't have L4D here and can't check, but
 you could connect to one of those official servers and type status in
 console. Check what the hostname is.

 2009/3/14 Ronny Schedel i...@ronny-schedel.de


 What qualifies an official server? Is it maintained by Valve or is it a
 vanilla server?


  Sounds like we got a L4D update.  It's not just a client update.  I 
  just
  ran
  hldsupdatetool and received a server update.
  ---
  Updates to Left 4 Dead have been released. The updates will be applied
  automatically when your Steam client is restarted. The specific changes
  include:
 
  Left 4 Dead
 
  Lobby leaders can now specify in lobby settings whether to search for 
  an
  official dedicated server or for the best available dedicated server. 
  If
  the
  official dedicated search fails it will then default to the best
 available
  dedicated server automatically
 
 
 
 
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Re: [hlds] L4D Client Update

2009-03-14 Thread Ronny Schedel
We did not update the servers yet, because it is not required. Servers are 
all full.


- Original Message - 
From: Robert Whelan mrrjwhe...@yahoo.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, March 14, 2009 2:47 PM
Subject: Re: [hlds] L4D Client Update


Same here, The only traffic we're getting is from steam group/search key 
connects. We don't have setmaster anywhere in our configs either, this was 
only a band aid required back during the release. It seems 
sv_steamgroup_exclusive and sv_allow_lobby_connect_only are useless up to 
and including the last patch. I literally have 1000's of bad challenge 
attempts to get into our servers

Still no word from valve...





From: Admin Bob admin_...@cox.net
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, March 14, 2009 7:48:41 AM
Subject: Re: [hlds] L4D Client Update

Still empty. Still getting errors:
A2C_print from 68.142.72.250:2701
Bad challenge

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Adam Nowacki
Sent: Saturday, March 14, 2009 2:09 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Client Update

Blood Letter wrote:
 So did this update fix the empty server issue for anyone?
 Mine is still bone dry.

Maybe because people want to play on official servers? The search works
now and will actually fall back to non-official servers thanks to a
longer search timeout.

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Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-14 Thread Ronny Schedel

Valve could remove dynamic IPs from their master server list. There are some 
anti-spam lists which can be queried to check if an IP is dynamic or not.


 Delisting won't affect most redirect servers... From my experience people
 just set them up on their home connections which can change ips real easy.
 So delisted? Restart the modem... and back to tricking people :/.

 On Sat, Mar 14, 2009 at 8:42 AM, Donnie Newlove 
 donnie.newl...@gmail.comwrote:

 Pathetic. You are the one that should be ashamed.

 On Sat, Mar 14, 2009 at 3:57 AM, Clyde cide thedrunkenbraw...@gmail.com
 wrote:
  Here is what I love Msleeper
 
  http://steamcommunity.com/groups/nof7
 
  Hopefully more people will join!
  On Fri, Mar 13, 2009 at 5:07 PM, msleeper mslee...@cyberwurx.com
 wrote:
 
  Since it is such a hot topic, I'd figure I'd let you guys know that 
  1.)
  I used a throwaway IP for it, 2.) it was only up for 44 hours - it 
  went
  up right before the Scout update came out and went down 2 days later,
  and 3.) it won't be making a return until the next class update.
 
  I'm not really worried about it being delisted anyway since it's not a
  real server or real IP I use, and I'll just use another throwaway IP
  when it eventually does get delisted.
 
 
  On Fri, 2009-03-13 at 13:58 -0700, Nephyrin Zey wrote:
   That's a good point, is that server delisted yet?
  
   On Fri, Mar 13, 2009 at 1:38 PM, Bengt Rosenberger
   bengt.rosenber...@gmx.de wrote:
And mass-banning servers aka honeypot servers.
   
  
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Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-13 Thread Ronny Schedel

You don't get a penalty for removing players, the penalty is for each 
connection.

A score filter would honor 32 player servers again, because they earn more 
points. It would be better to have a normalized score depending on the max 
player count. So a 24 player server which is full all the day has the same 
score like a 32 player server which is full all the day.


I think the overall idea of this is good, but there are problems that
 absolutely must be fixed.

 1. Players connecting and reconnecting to the same server over and over to
 'attack' a server.

 2. The server changing maps, technically all players disconnect from the
 server, so when the map changes on a 32 player server, you get 32
 disconnects, and then 32 connections. 32 x 15 = -480 points for simply
 changing the map.

 If any of the players have been on for fewer than 15 minutes, you'll get
 even more of a penalty.

 3. Players getting kicked - I should not be punished for removing players
 from my server. If a player is cheating or griefing, I'd like to be able 
 to
 kick him without taking a penalty.

 4. Server scores should be visible to the server administrator, delists 
 must
 not be permanent if there is a delist mechanic in, negative server scores
 must heal over time, mainly so you don't get a situation with a server 
 being
 permanently delisted. A bad server should stay delisted, but if a bad 
 server
 stops being bad it should not remain delisted.

 5. Crash exploits? There's always a new crash exploit, now exploiters even
 have more incentive to crash servers, because now servers will be 
 penalized
 if you connect and don't remain on for at least 15 minutes.

 6. Players getting removed from the server for reasons beyond their 
 control.
 - connection lost
 - steam down (yes it happens)
 - kicked by administrator
 - vote kicked by players
 - and whatever other reason.

 The easiest way to prevent players from gaming the system against servers?
 No negative scores.

 Good servers will have very high positive scores, bad servers will have 
 low
 scores. The -15 connection penalty is not needed. You can figure out how
 popular a server is solely by the amount of hours played on that server 
 per
 player.

 Then simply allow players to sort the servers by score (and make sure this
 'score' value does not come from the server, but from the master server).

 Rather than delisting, allow players to filter the servers by score. I.e.,
 Don't show servers with less than x score.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bengt 
 Rosenberger
 Sent: Thursday, March 12, 2009 11:55 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Blog Post: Server Scoring

 They will, trust me, they do atm. Each day.
 Many, many players join servers by ping, player count and map and give a
 damn about the server name and tags.
 If they join my server, which they already do, they realize the mods and
 leave. And if I switch from a stock to a custom map, I'll lose points
 too because those who joined late, will now leave.

 This WILL affect me.

 Blood Letter schrieb:
 Those players go elsewhere, your players will still go to your server.
 I highly doubt you'd be on the de-listed end of the spectrum.

 I hope server score/rank is never made visible in any way.
 We do NOT need another e-peen measurement tool.


 Date: Fri, 13 Mar 2009 04:40:03 +0100
 From: bengt.rosenber...@gmx.de
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 Blog Post: Server Scoring

 This is utterly shit (sorry for the language).

 - Mods: I'm running a few heavily modded TF2 server with many custom
 MM:S plugins. Although its all listed in server-name AND tags, I see
 people join, realize the mods, rant in chat and leave. This is going to
 hurt me and my community

 - Custom maps: This will put an end to custom maps completely. Not only
 the majority of players avoid custom maps, many people connect, wait for
 the download bar 1-2 seconds and disconnect again. Also, when a custom
 map is played, many players disconnect at mapchange. If they connected
 on the previous map, I get minus score for that. How nice...

 - Exploiting: Some of my servers are empty at night. So a player now can
 join it, disconnect and leave again just to hurt me?

 We KNEW for a long time valve is getting up the fight against mods again
 after they reverted the sv_tags delist shit.
 It seems this is what they thought out this time to fight custom 
 servers.

 I'm paying *** money from my own pocket each month to provide
 servers for THEIR game. I help them to earn money while I spend my 
 money.
 LET MY FU* server alone goddamn.

 (And again, sorry for the language. I'm in wrath).

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Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-13 Thread Ronny Schedel

TF2 is designed to have the best game experience with 24 players. So, the 
game experience changes with more or less players.


 The maximum number of players in TF2 is 32 and it's the server admin's
 choice, how many slots he wants to have.
 If an admin starts his server with 24 slots, 20 slots, 10 slots or 2 slots
 instead of 32, he accepts, that less players can score the server up. On 
 the
 other side on 32 slot servers there are more connections which give minus
 points.

 The score is not a result of the server settings, it's a result of active
 connected players and when a server can make more people happy (in having
 the max slots available), it should get a better score than low slotted
 servers.

 I don't want to see 2 slot (or 24) TF2 servers which have the same score
 than my 32 slot server.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
 Sent: Friday, March 13, 2009 9:15 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Blog Post: Server Scoring


 You don't get a penalty for removing players, the penalty is for each
 connection.

 A score filter would honor 32 player servers again, because they earn more
 points. It would be better to have a normalized score depending on the max
 player count. So a 24 player server which is full all the day has the same
 score like a 32 player server which is full all the day.


I think the overall idea of this is good, but there are problems that
 absolutely must be fixed.

 1. Players connecting and reconnecting to the same server over and over 
 to
 'attack' a server.

 2. The server changing maps, technically all players disconnect from the
 server, so when the map changes on a 32 player server, you get 32
 disconnects, and then 32 connections. 32 x 15 = -480 points for simply
 changing the map.

 If any of the players have been on for fewer than 15 minutes, you'll get
 even more of a penalty.

 3. Players getting kicked - I should not be punished for removing players
 from my server. If a player is cheating or griefing, I'd like to be able
 to
 kick him without taking a penalty.

 4. Server scores should be visible to the server administrator, delists
 must
 not be permanent if there is a delist mechanic in, negative server scores
 must heal over time, mainly so you don't get a situation with a server
 being
 permanently delisted. A bad server should stay delisted, but if a bad
 server
 stops being bad it should not remain delisted.

 5. Crash exploits? There's always a new crash exploit, now exploiters 
 even
 have more incentive to crash servers, because now servers will be
 penalized
 if you connect and don't remain on for at least 15 minutes.

 6. Players getting removed from the server for reasons beyond their
 control.
 - connection lost
 - steam down (yes it happens)
 - kicked by administrator
 - vote kicked by players
 - and whatever other reason.

 The easiest way to prevent players from gaming the system against 
 servers?
 No negative scores.

 Good servers will have very high positive scores, bad servers will have
 low
 scores. The -15 connection penalty is not needed. You can figure out how
 popular a server is solely by the amount of hours played on that server
 per
 player.

 Then simply allow players to sort the servers by score (and make sure 
 this
 'score' value does not come from the server, but from the master server).

 Rather than delisting, allow players to filter the servers by score. 
 I.e.,
 Don't show servers with less than x score.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bengt
 Rosenberger
 Sent: Thursday, March 12, 2009 11:55 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Blog Post: Server Scoring

 They will, trust me, they do atm. Each day.
 Many, many players join servers by ping, player count and map and give a
 damn about the server name and tags.
 If they join my server, which they already do, they realize the mods and
 leave. And if I switch from a stock to a custom map, I'll lose points
 too because those who joined late, will now leave.

 This WILL affect me.

 Blood Letter schrieb:
 Those players go elsewhere, your players will still go to your server.
 I highly doubt you'd be on the de-listed end of the spectrum.

 I hope server score/rank is never made visible in any way.
 We do NOT need another e-peen measurement tool.


 Date: Fri, 13 Mar 2009 04:40:03 +0100
 From: bengt.rosenber...@gmx.de
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 Blog Post: Server Scoring

 This is utterly shit (sorry for the language).

 - Mods: I'm running a few heavily modded TF2 server with many custom
 MM:S plugins. Although its all listed in server-name AND tags, I see
 people join, realize the mods, rant in chat and leave. This is going to
 hurt me and my

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