The legacy master servers seem to be down again since some time on 7/18.

-- 
Nicholas Hastings
AlliedMods.net <http://www.alliedmods.net>



> Kyle Sanderson <mailto:[email protected]>
> Wednesday, November 16, 2016 1:54 PM
>
> This still doesn't resolve games that hard coded these addresses
> outside of inheriting from EP1. Unless if there was some auditing done
> for appids prior the masters aren't even necessarily isolated to mods
> as partners were using them.
>
> If the steps weren't the following, something's wrong:
> 1.) Change the A-Record.
> 2.) Record all traffic hitting the old hlmaster.
> 3.) Look at traffic reaching the old hlmaster.
> 4.) Contact vendors to update their games if applicable.
>
> Without someone at Valve running the old masters for a couple months,
> or even a year and watching the traffic that hits them we're all still
> speculating. End result is the games are still broken...
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Nicholas Hastings <mailto:[email protected]>
> Wednesday, November 16, 2016 1:40 PM
> Unlike steamclient.dll, a local steam.dll takes precedence. You'd need
> to also remove the one that ships with the SDK Base (and authors of
> standalone mods do the same) if the one that ships with Steam is to be
> used.
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Alfred Reynolds <mailto:[email protected]>
> Wednesday, November 16, 2016 1:37 PM
>
> Ahh, I see we missed updating the steam.dll in the client with the
> change, we will look into how to best solve this.
>
>  
>
> *From:*hlds [mailto:[email protected]] *On Behalf Of
> *Nicholas Hastings
> *Sent:* Wednesday, November 16, 2016 10:33 AM
> *To:* Half-Life dedicated Win32 server mailing list
> <[email protected]>
> *Subject:* Re: [hlds] Source 2006 Master Server List is down
>
>  
>
> Ep1 Mods use the steam.dll that ships with the Source SDK Base, or
> that they ship themselves if it's standalone on (Fortress Forever,
> NEOTOKYO).
>
> Both that steam.dll (as well as the one that ships with the Steam
> client) still have the old IPs hardcoded and being given from
> SteamFindServersIterateServer.
>
> -- 
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
>
>  
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Nicholas Hastings <mailto:[email protected]>
> Wednesday, November 16, 2016 1:33 PM
> Ep1 Mods use the steam.dll that ships with the Source SDK Base, or
> that they ship themselves if it's standalone on (Fortress Forever,
> NEOTOKYO).
>
> Both that steam.dll (as well as the one that ships with the Steam
> client) still have the old IPs hardcoded and being given from
> SteamFindServersIterateServer.
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Alfred Reynolds <mailto:[email protected]>
> Wednesday, November 16, 2016 1:20 PM
>
> All game clients should automatically be using the new IP addresses,
> the steam client provides them. If you have a particular mod we should
> look at please tell us.
>
>  
>
> - Alfred
>
>  
>
> *From:*Kyle Sanderson [mailto:[email protected]]
> *Sent:* Wednesday, November 16, 2016 10:06 AM
> *To:* Half-Life dedicated Win32 server mailing list
> <[email protected]>
> *Cc:* Alfred Reynolds <[email protected]>; Eric Smith
> <[email protected]>
> *Subject:* Re: [hlds] Source 2006 Master Server List is down
>
>  
>
> The issue isn't that anyone on the list is stuck, the issue is regular
> players won't know this and will think their old game just doesn't
> work anymore. If Valve still has the network assignment can't you guys
> spin up a single VM and NAT the traffic to the new IPs? The solution
> doesn't have to scale, and is purely a legacy crutch for these old
> third party goldsrc/Source games to still function.
>
> Kyle.
>
>  
>
> On 16 Nov 2016 10:05 am, "Alfred Reynolds" <[email protected]
> <mailto:[email protected]>> wrote:
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Reply via email to