It's possible on the old source engine but not in orangebox or l4d to
retrieve the password. (But you still can change it)
2008/12/16 Fyren fyren...@gmail.com
On Tue, Dec 16, 2008 at 00:21, Cc2iscooL cc2isc...@gmail.com wrote:
Was your rcon password something that someone could easily
rcon_address cvar has the flag development only in l4d.
(this mean the cvar exist but is not accessible)
There is some ways to bypass this but i think it's not legal.
2009/1/15 Steven Sumichrast packh...@gmail.com
I'm in the same boat as him -- when I'm in a L4D game, I don't want to
jump out
sv_pure 1/2 doesn't check the scripts folder (even if you modify your
whitelist).
For dods i've already warns the devs a long time ago.
2009/1/31 AnAkIn . anakin...@gmail.com
I don't think it's possible to check them with sv_pure 1 either, it
probably
doesn't look for .ctx/.txt files.
These scripts can't be blocked with sv_pure.
I warned dev about this problem in august.
2009/4/25 Silent sil...@ccmail.cc
Hello there,
we've realized that some players on our servers use a mg .30cal like a
Thompson without recoil.
There is an exploit using client side scripts for the
we placed the original scripts in the scripts folder.
It works so far but it is a dirty hack.
Didrole wrote:
These scripts can't be blocked with sv_pure.
I warned dev about this problem in august.
2009/4/25 Silent sil...@ccmail.cc
Hello there,
we've realized that some players
Fix that if you really doesn't have a life, this is annoying.
2009/5/27 ad...@nrl-server.de
Thank you,
we just received your mail concerning one of the noRealLife-Servers.
It has been stored to be reviewed by an administrator.
You will be contacted soon.
*This is an automated response*
Already blacklisted since ages.
2009/12/8 Saul Rennison saul.renni...@gmail.com
What about VDF, DLL, EXE, CFG, and more?
On Tuesday, December 8, 2009, Maximilian L. mail...@ml86.de wrote:
Quote myself from IRC:
[ Added checks to prevent transferring .smx, .gcf, and .sys files
Because of the .trick used to bypass the extension filter (windows
only).
2009/12/8 Saul Rennison saul.renni...@gmail.com
How come I could download server CFGs before this update then?
On Tuesday, December 8, 2009, Didrole didr...@gmail.com wrote:
Already blacklisted since ages
sv_pure isn't a cvar
2010/1/21 w4rezz w4r...@gmail.com
Btw a little OF - sv_pure is clientside cvar and its replicated, so if
server has sv_pure set to 1, client's sv_pure is also sets to 1, and
as we know its easy to change cvar values on client without any VAC
ban, memory editing of source
that remove the replicated flag.
2010/1/22 Jeff Sugar jeffsu...@gmail.com
Uh, yes it is. If you're choosing to have CVAR mean Client Variable
instead of Console Variable, though, then you're right by that
definition.
On Thu, Jan 21, 2010 at 2:42 PM, Didrole didr...@gmail.com wrote:
sv_pure
Forging a spoofed udp packet isn't that hard.
2010/2/9 Allan Button abut...@netaccess.ca
I know i'd be interested in seeing this script just for the technical
aspects of it.
:END
Typed and sent from my mobile.
Sorry for the delayed reply an the typos.
On 2010-02-08, at 6:34 PM,
Any plugin can hook the plugin_print command and thus hide itself from the
list.
2010/4/2 Marcel hlds_li...@vermasslt.de
Hi,
as some maybe have noticed the ESL has some GSPs on their site that
should be prefered to others just because they pay money to the ESL. In
addition to this they have
@Scalar Science : The server's ip is stored in the demo header in plain
text, open it with a hexeditor or even with the notepad.
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visit:
In case someone is interested I've made a small app to get the list of
master servers with the ports.
Sample output :
eSteamValveCDKeyValidationServer
None
eSteamHalfLifeMasterServer
69.28.140.245:27010
69.28.158.131:27010
69.28.140.247:27010
sv_master_legacy_mode 1 fixes all these problems (caused by the poor
steamworks implementation) :
- Server reporting incorrect slots with replay or srctv enabled
- Some FCVAR_NOTIFY cvars not reported in A2S_RULES packets.
- Spectators on srctv takings slots on the server.
- Server infos displayed
I've reported this issue to Valve twice back in January.
This is because your server's whitelist and the one from the previous server
are different.
2011/7/14 Daniel G srcdsl...@googlemail.com
Hi,
I've noticed some problems with a TF2 server running sv_pure 1.
If I play on others server
Default GDServers (Hardcoded in the client) :
72.165.61.189:27030 ( gds1.steampowered.com )
72.165.61.190:27030 ( gds2.steampowered.com )
69.28.151.178:27038
69.28.153.82:27038
87.248.196.194:27038
68.142.72.250:27038
Additional GDServers (Grabbed from a GDServer) :
: [hlds_linux] Steam servers IP's
Sweet!
Not sure how you figured all this out, but I'm going to try it right away!
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com [
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Didrole [
didr...@gmail.com
Try +net_public_adr x.x.x.x
2011/7/27 Martin Kolb mkol...@gmail.com
Hi all,
might be a stupid question, but until now that thing worked and I couldn't
find a solution yet.
When I type status in the console of the L4D2 server I get the following:
udp/ip : 178.63.18.188:27018 [ public
Since the move to the new auth system, community will show the ip as the
server advertises it as soon as the ticket is validated.
2011/8/14 netshr...@gmail.com
Last I checked Steam Friends will show the IP of the server as you connect
to it, not as the server advertises it.
If you're behind
Try to set +ip 0.0.0.0 that should force community to use your public ip.
2011/8/14 Svensk Ljud Ljus Produktion i...@teaterljud.se
In this case the servers are hosted at a company in thiers server hall.
Nobody can use the 192.168.x.x to connect to the gameservers.
All our servers is on one
-threads 1 should do it.
2011/10/16 JackyD jac...@teamcrg.net
Is there are start command to turn off the Multi threaded support?
Since the update we are having issues with servers affecting each other on
map changes etc
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I've made an app for this purpose a while ago.
I've just updated it to support the latest protocol version.
You can find it at : http://didrole.com/Replay2Demo/
2011/11/23 Russell Smith ve...@tinylittlerobots.us
I have the replay data for the time in question. I'm just not sure how to
go
Neat tool, wish they'd included the source.
I've just published the source code (same url).
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Try to launch steam with -tcp in the command line.
2011/12/8 Bruno Garcia garcia.bru...@gmail.com
Hello,
I've been having authentication problems for almost a year now, and I
seriously cannot play Counter-Strike: Source; I have already sent an e-mail
to the mailing list, but I couldn't get
63.234.149.83:27011 and 63.234.149.90:27011 seem to be overloaded (they
fail to reply to a lot of my queries).
And 72.165.61.153:27015 is down since weeks.
2011/12/9 LouLouBizou louloubi...@gmail.com
anybody experiencing master server issue ?
i cant see any servers :/ (css, dods, etc ...)
, though slowly and it was
incomplete.
Probably related.
On Fri, Dec 9, 2011 at 3:08 PM, LouLouBizou louloubi...@gmail.com wrote:
i confirm what Didrole says...
any news fletch?
2011/12/9 Fletcher Dunn fletch...@valvesoftware.com
I'll investigate this.
The boxes appear to be up
...@list.valvesoftware.com] On Behalf Of Didrole
Sent: Friday, December 09, 2011 4:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Master server issue ?
63.234.149.90:27011 63.234.149.83:27011 are now working fine.
However 72.165.61.153:27015 is still out of service. (At least
The current hl1 master servers are :
69.28.158.131:27012
68.177.101.62:27011
69.28.158.131:27011
68.177.101.62:27010
The file MasterServer2.vdf is a cache and can contain outdated IPs.
2011/12/13 pizzahut pizzah...@gmail.com
- Steam's own server browser lists only half of all TFC servers in
Set the environment variable SteamAppId to the right value before launching
the game.
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It's due to DBlocker.
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Can someone at Valve update DOD:S and HL2:DM to take the MatSystemSurface
changes into account, so we can launch these games ?
2012/6/11 doc drga...@gmail.com
- Fixed a rare case where the offensive/defensive buff particle effects
could get stuck on players
Exciting, during waiting for
sv_turbophysics 1
2012/6/17 Freddie freddie.agric...@gmail.com
On 6/16/2012 8:08 PM, Andreas Grimm wrote:
In CS:S it should be enabled by default without a cvar to disable it.
Otherwise players couldn't defuse a bomb which would be +use for example
Ah, that clears something up and
Try to use -ip instead of +ip
2012/7/22 Saul Rennison saul.renni...@gmail.com
I'm pretty sure the reported public IP is the one that Steam sees your
packets coming from, and the other address it the one the game server is
bound to.
Can you connect to your server via the eth0 address;
Hi guys, I wasn't happy with how SteamCMD works and made an alternative
tool to it.
I think some of you might be interested by it so here is its URL:
http://didrole.com/UpdateTool/
I haven't tested it that much, so it may have bugs.
Sincerely,
Didrole
:49 PM, Didrole didr...@gmail.com wrote:
Hi guys, I wasn't happy with how SteamCMD works and made an alternative
tool to it.
I think some of you might be interested by it so here is its URL:
http://didrole.com/UpdateTool/
I haven't tested it that much, so it may have bugs
Actually the password itself isn't stored, only a cookie in the file
config.vdf
2012/8/21 Daniel . srcdsl...@gmail.com
Where is the password stored with the -remember_password flag?
2012/8/21 Didrole didr...@gmail.com
Just to inform that I found a problem with your too. When I
of
srcds_run if you symlink steam.sh to UpdateTool.sh)
2012/8/22 Fug1t1v3 f...@onlyskill.eu
Maybe You should put sourcecode on GitHub?
On 21 August 2012 19:41, Didrole didr...@gmail.com wrote:
Actually the password itself isn't stored, only a cookie in the file
config.vdf
2012/8/21
I guess you didn't receive the email I sent you in 2011.
You might be interested by this tool http://didrole.com/Replay2Demo/
Sincerely,
Didrole
2013/6/20 Peter Reinhold peter_va...@reinhold.dk
Hi all,
Back when replay was still young, I (and others) tried to use the replay
DMX files
You can't.
The tickrate is hardcoded in CS2.
Le jeu. 21 mars 2024 à 10:08, Marcel Beringer - ruffneck at geforce.nl (via
hlds_linux list) a écrit :
> Hi all,
>
> What is the correct setting to start a CS2 server with 128 tick rate? Is
> it in the start-up line and add '-tickrate 128' or do I
It is hardcoded to 64 (tick interval 0.015625).
Le jeu. 21 mars 2024 à 19:36, Marcel Beringer - ruffneck at geforce.nl (via
hlds_linux list) a écrit :
> Then, what is the hardcoded tickrate in CS2?
>
>
> On 21/03/2024 19:21, Didrole wrote:
>
> You can't.
> The tickrat
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