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
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