Re: [hlds] Master Server Move

2010-04-13 Thread Octo
I know one of my ip blocks (which goes to LA) shows as being in India, so I'm 
sure
my server located there will be a lot less popular after this change.

Maybe they'll give us a method to suggest server location.  It'd be nice if we 
could supply a zip code.

-octo

On Tue, Apr 13, 2010 at 07:35:59PM -0500, Cc2iscooL wrote:
 I hope all your IP addresses of both your clients and your servers have the
 correct geo IP data.
 
 On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 
  I think I love you Zoid,
 
  Kyle.
 
  On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   That was broken anyways in TF2 I believe...
  
   On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
  
So it will no longer sort by ip similarity? Thank the dragons!
   
On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com
wrote:
   
 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] Its the law!

2009-11-16 Thread Octo
On Mon, Nov 16, 2009 at 07:44:58PM -0800, SmOoThEm wrote:
 These people downloaded everyone's server configs, and my rcon password was
 unhackable due to the complexity of it. Only one of my servers were
 affected. If you look in your cfg folder and you see a server.cfg.   .ztmp
 then you have been hacked too. I have a feeling there is a major exploit in
 the wild that will soon hit more than fakeclient servers.

Are those spaces or a tab trailing the .cfg?
 
 And for the record we run fake clients for one reason, so our server shows
 up on the list when you refresh. By default empty servers will not show up
 in the master list, no one will ever see the empty server to populate it. We
 only have 1 client running because we know how much the community hates
 them.

So why not lobby for that setting to be changed, or maybe sit on your server
like other admins do trying to get them going?  As an admin who does take the
time to try to get his servers going and rewards users who take the time to
make the servers visible I'm glad to see that your community believes that the
best way of achieving the same result is dishonesty.  

-octo

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Re: [hlds] Its the law!

2009-11-16 Thread Octo
On Mon, Nov 16, 2009 at 09:35:14PM -0800, SmOoThEm wrote:
 The spaces were in the file name, that is an exact copy and paste of the
 file name. And to reply about admins trying to get their servers started
 if you have been doing this for as long as I have you find it gets really
 old populating servers every day for years on end, especially when you have
 20+.

Oh I know, I have had between 2 and 10 servers since tf2 beta (currently
8) but I still don't think that having a bunch of servers makes it ok to
trick users or try to gain an advantage by faking information about your
servers.  Since people do cheat the system, that forces all the honest
server operators to have to choose between also being dishonest or having
to work even harder to get their servers going.  This is the same garbage
excuse that people spewed when they lied about their server tags - and
it stunk then and it stinks now.  I'll keep hoping that some day there
is a blacklist, and then you can really experience empty servers. 

I like having players on my server as much as the next admin, but unless
you're doing some sort of a money grab by selling admin or have found a 
way to convert server popularity into something useful IRL I honestly
don't understand why there is such a drive to race to the bottom.

-octo
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
 Sent: Monday, November 16, 2009 9:14 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Its the law!
 
 On Mon, Nov 16, 2009 at 07:44:58PM -0800, SmOoThEm wrote:
  These people downloaded everyone's server configs, and my rcon password
 was
  unhackable due to the complexity of it. Only one of my servers were
  affected. If you look in your cfg folder and you see a server.cfg.
 .ztmp
  then you have been hacked too. I have a feeling there is a major exploit
 in
  the wild that will soon hit more than fakeclient servers.
 
 Are those spaces or a tab trailing the .cfg?
  
  And for the record we run fake clients for one reason, so our server shows
  up on the list when you refresh. By default empty servers will not show up
  in the master list, no one will ever see the empty server to populate it.
 We
  only have 1 client running because we know how much the community hates
  them.
 
 So why not lobby for that setting to be changed, or maybe sit on your server
 like other admins do trying to get them going?  As an admin who does take
 the
 time to try to get his servers going and rewards users who take the time to
 make the servers visible I'm glad to see that your community believes that
 the
 best way of achieving the same result is dishonesty.  
 
 -octo
 
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Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-27 Thread Octo
I for one am quite happy that you've known about this for a long time
but didn't let us (and presumably Valve) know so that it could be fixed or
worked around.

Since you admit to abusing this to grief servers I was going to ban you
from my servers (we long ago hit our asshole quota) but I didn't see TF2 
on your game list.  If you could send me your proper TF2 steamid or 
community page I'd appreciate it.

I found http://steamcommunity.com/profiles/76561197977227655 and
http://steamcommunity.com/profiles/76561197996285534 .  I'm not sure if the
second one is you or not.

Thanks in advance.

-octo

On Sun, Sep 27, 2009 at 10:41:41PM +0800, Shane Arnold wrote:
 OK let me rephrase.
 
 It has been around for a very, very long time. I should know, I've used 
 this flaw many many times.
 
 Regards.
 
 Ben Williams wrote:
  Nope.
  
  I've only ever heard about this exploit since the 15th.
  
  Everything that Octo linked to is POST 15th.
  
  It happend in the September 15th update.
  
  
  
  
   
  
  
  
   
  
  Date: Sun, 27 Sep 2009 22:14:58 +0800
  From: clontar...@iinet.net.au
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
 
  I think you may find it's been around a *lot* longer than the 15th.
 
  Ben Williams wrote:
  It's been a bug since the update on the 15th.
 
  I'm hoping Valve are working on it.
 
  It can be very annoying and the only way is to disable team 'Unassigned'
 
  Cheers
 
  Smashman
 
 
 
 
 
 
 
 
 
 
  From: thunderfox19...@gmail.com
  To: hlds@list.valvesoftware.com
  Date: Sun, 27 Sep 2009 14:53:31 +0100
  Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
 
  Hi,
 
  This exploit can be done with multiple classes. I have tested it with 
  clan
  mates on a private server with Soldier and pyro and it can be done with
  these classes but possibly many more.
 
  Cheers
 
  Tirrel 
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
  Sent: 27 September 2009 05:15
  To: hlds@list.valvesoftware.com
  Subject: [hlds] TF2 Demoman Pipe exploit (Teamkill)
 
  One of my users pointed me to a video on youtube of a guy
  exploiting a tf2 bug on my servers..
 
  http://www.youtube.com/watch?v=vTTemBE1gvo
 
  Discussion about it can be found at:
 
  http://forums.steampowered.com/forums/showthread.php?t=969604
 
  I was pointed to this plugin to use as a work around:
 
  http://forums.alliedmods.net/showthread.php?t=104143
 
  People I've had exploit it so far:
 
  http://steamcommunity.com/id/KhalidShahin
  STEAM_0:1:18913704
 
  http://steamcommunity.com/profiles/76561197999565993
  STEAM_0:1:19650132
 
  http://steamcommunity.com/id/explorerD/
  STEAM_0:0:18270663
 
 
  Sorry for the full disclosure, but the number of people trying to exploit
  this seems to be growing exponentially already
 
  -octo
 
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Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-27 Thread Octo
I'm very glad I asked then, I wouldn't want to get the wrong people.
You can send me the id either on list or at this email address, as you
pointed out my detective skills aren't very strong so any assistance
from you would be appreciated.

When you made your initial comment about doing it many many times I
assumed you were just a random griefer who hangs out on the mailing list
but seeing as that you are actually a Game and System admin I feel bad for 
your user base.  I hope that you're a bit more proactive about
notifying vendors about problems in their software when you're wearing
your system admin hat. 

-octo

On Sun, Sep 27, 2009 at 11:51:06PM +0800, Shane Arnold wrote:
 At the risk of taking this email thread completely off topic, I am 
 neither of those two accounts you have linked to (I'm Australian mate, 
 g'day!). It is not my responsibility to advise VALVe of flaws in the 
 game design rules of their software, as I don't work for them nor have 
 anything to do with the game mechanics and the decisions made there-in.
 
 I'm pretty sure VALVe know about this design flaw. I'm also pretty damn 
 sure they have more important bugs and changes to make before doing a 
 quick-fix (and incidentally, forcing all TF2 servers in the world to 
 update for something that is a relatively minor issue).
 
 But I do appreciate your concern regarding my use of a flaw in the game 
 Octo, and I will quite happily provide you with my STEAMID so you can 
 ban me from servers I will never play on. Ever.
 
 Kind Regards and Happy Posting!
 
   - Shane Arnold, Games/Systems Administrator of Nowhere Near the UK, Earth.
 
 (P.S awesome detective skills there Watson!)
 
 Octo wrote:
  I for one am quite happy that you've known about this for a long time
  but didn't let us (and presumably Valve) know so that it could be fixed or
  worked around.
  
  Since you admit to abusing this to grief servers I was going to ban you
  from my servers (we long ago hit our asshole quota) but I didn't see TF2 
  on your game list.  If you could send me your proper TF2 steamid or 
  community page I'd appreciate it.
  
  I found http://steamcommunity.com/profiles/76561197977227655 and
  http://steamcommunity.com/profiles/76561197996285534 .  I'm not sure if the
  second one is you or not.
  
  Thanks in advance.
  
  -octo
  
  On Sun, Sep 27, 2009 at 10:41:41PM +0800, Shane Arnold wrote:
  OK let me rephrase.
 
  It has been around for a very, very long time. I should know, I've used 
  this flaw many many times.
 
  Regards.
 
  Ben Williams wrote:
  Nope.
 
  I've only ever heard about this exploit since the 15th.
 
  Everything that Octo linked to is POST 15th.
 
  It happend in the September 15th update.
 
 
 
 
   
 
 
 
   
 
  Date: Sun, 27 Sep 2009 22:14:58 +0800
  From: clontar...@iinet.net.au
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
 
  I think you may find it's been around a *lot* longer than the 15th.
 
  Ben Williams wrote:
  It's been a bug since the update on the 15th.
 
  I'm hoping Valve are working on it.
 
  It can be very annoying and the only way is to disable team 'Unassigned'
 
  Cheers
 
  Smashman
 
 
 
 
 
 
 
 
 
 
  From: thunderfox19...@gmail.com
  To: hlds@list.valvesoftware.com
  Date: Sun, 27 Sep 2009 14:53:31 +0100
  Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
 
  Hi,
 
  This exploit can be done with multiple classes. I have tested it with 
  clan
  mates on a private server with Soldier and pyro and it can be done with
  these classes but possibly many more.
 
  Cheers
 
  Tirrel 
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
  Sent: 27 September 2009 05:15
  To: hlds@list.valvesoftware.com
  Subject: [hlds] TF2 Demoman Pipe exploit (Teamkill)
 
  One of my users pointed me to a video on youtube of a guy
  exploiting a tf2 bug on my servers..
 
  http://www.youtube.com/watch?v=vTTemBE1gvo
 
  Discussion about it can be found at:
 
  http://forums.steampowered.com/forums/showthread.php?t=969604
 
  I was pointed to this plugin to use as a work around:
 
  http://forums.alliedmods.net/showthread.php?t=104143
 
  People I've had exploit it so far:
 
  http://steamcommunity.com/id/KhalidShahin
  STEAM_0:1:18913704
 
  http://steamcommunity.com/profiles/76561197999565993
  STEAM_0:1:19650132
 
  http://steamcommunity.com/id/explorerD/
  STEAM_0:0:18270663
 
 
  Sorry for the full disclosure, but the number of people trying to 
  exploit
  this seems to be growing exponentially already
 
  -octo
 
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[hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-26 Thread Octo
One of my users pointed me to a video on youtube of a guy
exploiting a tf2 bug on my servers..

http://www.youtube.com/watch?v=vTTemBE1gvo

Discussion about it can be found at:

http://forums.steampowered.com/forums/showthread.php?t=969604

I was pointed to this plugin to use as a work around:

http://forums.alliedmods.net/showthread.php?t=104143

People I've had exploit it so far:

http://steamcommunity.com/id/KhalidShahin
STEAM_0:1:18913704

http://steamcommunity.com/profiles/76561197999565993
STEAM_0:1:19650132

http://steamcommunity.com/id/explorerD/
STEAM_0:0:18270663


Sorry for the full disclosure, but the number of people trying to exploit
this seems to be growing exponentially already

-octo

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Re: [hlds] Make the Map Quick List 100% Vanilla

2009-09-13 Thread Octo
I think if they tried to favor a certain type of server that people would
start trying to game the system (again).  Maybe the Vanilla server list
needs a bit of a refresh.  I run four 24 player vanilla servers and a 
couple other 24 player servers with light changes (nocrits / no spread)
and I'm not listed on their list at all :)

Just speaking from my perspective as a server operator if people want 
stock/vanilla servers to exist and be popular they should form groups that 
will actively go and seed those servers with players whe they are empty to 
get them going.  I find the 24 player servers harder to keep populated than 
32 player servers just because they can't absorb it when a few players drop 
due to a round ending or the map changing. 

One of the most frequent complaints I see on my servers is the respawn time :)

If you want info on my servers drop me a line on steam.  You sound interested
in payload servers, and I run a 24/7 badwater and a payload rotation server so
maybe I can help.

- octodhd

On Sun, Sep 13, 2009 at 02:40:07PM -0400, Mike O'Laughlen wrote:
 Why is it that my Valve map quick list always directs me to idle servers and
 32-player/fast-respawn drivel?  Sadly, even the traditional server list is
 composed 50% of 32-player server (with their 20 choke) and 25% fast respawn
 (breaking all payload maps).
 
 Where are all the vanilla servers on the East coast?  I can't say it's
 Valve's fault.  All of you take part in breaking a well-designed gaming
 experience.
 
 Some of you may reply filter for a vanilla server.  Sadly, the tags aren't
 truthful.  !increased_maxplayers consists of false negatives.  Lots of 32
 players still remain in the server browser.
 
 I've looked at the Vanilla steam group (http://steamcommunity.com/groups/VTU),
 but most of the servers are empty.  Am I the only gamer that wants to play
 the way the developers intended it to be played?
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Re: [hlds] Killing Floor Update Released

2009-08-20 Thread Octo
Same problem here (linux)

On Thu, Aug 20, 2009 at 02:31:54PM -0400, f7 f0rkz wrote:
 I am having an issue trying to launch the servers after the update.
 
 Is anyone having the same issues when trying to launch their server?
 
 Here is the output from launching:
 
 f7l...@sc-001:~/testing$ sh launch.sh
 Starting server...
 Missing Class Class Editor.TransBuffer
 Browse:
 KF-BioticsLab.rom?Name=KFPlayer?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Sex=M?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?multihome=69.61.74.134
 Failed to load 'KF_AK47Snd': Can't find file for package 'KF_AK47Snd'
 Failed to load 'KFMod': Can't find file for package 'KF_AK47Snd'
 Failed to load 'KF-BioticsLab.rom': Can't find file for package 'KF_AK47Snd'
 Failed to load 'Level None.MyLevel': Can't find file for package
 'KF_AK47Snd'
 Failed to enter
 KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?multihome=
 69.61.74.134: Can't find file for package 'KF_AK47Snd'
 Executing UObject::StaticShutdownAfterError
 Failed to enter
 KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?multihome=
 69.61.74.134: Can't find file for package 'KF_AK47Snd'
 
 History:
 
 Exiting due to error
 Exiting.
 FileManager: Reading 0 GByte 37 MByte 582 KByte 949 Bytes from HD took
 0.432538 seconds (0.101169 reading, 0.331369 seeking).
 FileManager: 0.00 seconds spent with misc. duties
 Name subsystem shut down
 
 

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Re: [hlds] Group Banning And You

2009-08-12 Thread Octo
http://steamcommunity.com/groups/colond

Opening paragraph:

The Colon D Clan is an unbelievably cool, private, invite-only griefing clan 
for Valve Software's Team Fortress 2, along with various other games, led by 
?n?gger :D, oreo :D, and Greaser Dan :D. Our clan was originally founded 
sometime in the late summer of 1947 by famous porn star Richard Steinmann, Rice 
Factoryman Andrew Tran, and Milkbagger Benvenuto Garisto to battle the Native 
Ugandans.




On Sat, Jul 25, 2009 at 12:27:26PM +0200, Donnie Newlove wrote:
 Can't you read? I said why I posted those when I first did it.
 
 Cracking/hacking groups, same people that spam servers using A2C_PRINT.
 
 http://steamcommunity.com/groups/csrinru
 http://steamcommunity.com/groups/dz-community
 http://steamcommunity.com/groups/warez-bb;
 
 On Fri, Jul 24, 2009 at 10:40 PM, Kyle Sandersonkyle.l...@gmail.com wrote:
  I'm in a couple community groups myself for some Torrent Sites, Should I
  leave and warn everyone in the group that some server admins are that
  ignorant? Seriously? The Myg0t groups and actual hacking groups that's a no
  brainier and you will have everyone's support here. But banning community
  groups who share a common interest that has nothing to do with games what so
  ever? Please, it is the same as banning The Teamwork Movement group from
  your server...
 
  Kyle.
 
  On Fri, Jul 24, 2009 at 12:39 PM, D4rKr0W dark...@dpi-clan.org wrote:
 
  Cc2iscooL ha scritto:
   Haxxor witch hunt.
   OH EM GEE IN HAXOR GROUP MUST BE HAXOR LOL BAN.
  
   I prefer to wait until they actually do that kind of thing, as some
  groups
   like that just do mass invites and/or people are just retarded and never
  get
   access to the cheats they're looking for.
  
   Not to mention stuff like Kyle here. Warez =/= hack users.
  
   Most of the guys that you're banning probably don't even use
   hacks. Oh well, if you want to be lazy I guess this thread is good for
  you.
  
   Like right now I
   could make a totally awesome group teh computer haxors on Steam and
   you guys would ban me even if I never used hacks and the group was
   just for the fun of it.
 
  Whether these guys actually have bad intentions or are just plain dumb,
  i don't really care, both of these are good enough excuses not to want
  them ruining my games, assuming they'll ever join the servers i take
  care of. Plus, i think we already have our hands full with buggy
  gameservers, buggy games, angry teenagers and all the lovely things that
  come out from the mix of these three things.
 
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Re: [hlds] [TF2] Jarate events not firing server-side

2009-06-14 Thread Octo
On Mon, Jun 15, 2009 at 12:25:17AM -0400, bl4nk wrote:
 It seems that the player_jarated and player_jarated_fade events 
 don't fire server-side. They fire just fine on the client (shown by 
 using net_showevents 2), but nothing on the server.
 
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I'm glad I wasn't the only one that wasn't seeing it fire on the server.



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Re: [hlds] Dead Ringer logging issue w/ HLstatsX

2009-05-29 Thread Octo
I know under linux that in the raw logs it looks how it should (line below is 
from this update):

L 05/29/2009 - 20:57:44: epdmc.A Loud Noise185STEAM_0:0:11801639Blue 
killed lostcost265STEAM_0:0:9207270Red with sniperrifle (customkill 
feign_death) (attacker_position -1143 -490 -255) (victim_position 652 555 
76)

the 'real' kill of him looked like

L 05/29/2009 - 20:58:22: Inanimate Carbon Rod262STEAM_0:0:6074203Blue 
killed lostcost265STEAM_0:0:9207270Red with shotgun_primary 
(attacker_position -1998 -1088 -255) (victim_position -1996 -970 -255)


If you're using Premium you'll have to wait until he fixes it on his end.

-octo

On Sat, May 30, 2009 at 01:20:00AM -0400, Nicholas Hastings wrote:
 There is a difference in the log lines. Feign death kills have the 
 following in the log line:
 (customkill feign_death)
 
 You could attempt to block the log line with a plugin, but if kill 
 message broadcasts are on, the attacker would know the victim was a spy 
 when they didn't see the kill message after what they thought was a kill.
 
 Since their system gives you know access, you're pretty much stuck 
 waiting for them to fix it.
 
 
 Timothy Sadleir wrote:
  It seems that there is no difference between the log lines of a Dead Ringer
  fake death and a real death.  This doesn't work well for Spy users and
  HLstatsX.  Any time you get killed for your Dead Ringer fake death
  HLstatsX subtracts points from you just as it would a normal death.  Is
  there any way to make these log lines different?  I tested this out and here
  are the two different log lines...
 
  Fake Death - *2009-05-29 23:52:39: 65.60.46.39:27015 - E008: Rambler
  P:1069,U:265,W:0:7320697,T:Red killed Tim ??
  P:25,U:295,W:1:7215241,T:Blue with natascha (location kill)*
  Real Death - *2009-05-29 23:52:54: 65.60.46.39:27015 - E008: GunGrave
  P:1049,U:234,W:0:9175303,T:Red killed Tim ??
  P:25,U:295,W:1:7215241,T:Blue with sniperrifle (location kill)*
 
  I'm really not sure, are these lines the only things HLstatsX uses?  Or is
  there more background info they take that makes this issue totally under
  their control?  I've got a Premium account with them and am not using the
  community edition.
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[hlds] TF2 - New Events / Log line quirks

2009-05-25 Thread Octo
I run a popular 3rd party stats package for TF2, after this latest update I 
was investigating adding the new weapons and events to it so that my users 
could see who got the most kills with this and that, and who hit someone 
with jarate the most, etc.  While I was investigating I found a couple small
quirks with events/logged messages that would make it easier on this third 
party stats program if they were corrected.  

FAN still logs as scattergun (when medic weapons were first released the 
unlock names matched the items they replace, this was changed in a later 
update) - if it could log with a unique name that'd be very useful.

Dead Ringer - the 'death' line looks identical to a normal death line - the 
'fake' can be detected in the player_death event by looking for 
death_flag  32 (which is great) but if a property could be add to the death 
log line that differentiated 'fake' eg: (customkill fake) or had any other 
way of distinguishing from the just the logs so that it wouldn't require a 
plugin to tell if it was a real death or not.

The events player_jarated and player_jarated_fade and player_shield_blocked 
don't seem to ever happen in game play (I couldn't get them to happen at 
least) - I don't even see them with net_showevents 1, so they don't seem to 
be client only.

player_extinguished happens when you put out a teammate with the jarate, 
but not for pyro (air blast) or medic extinguishes (medigun). The comments 
in the modevents.res say:   

player_extinguished // sent when a burning player is extinguished by a medic. 
 

Also vicim is always set to 0 in this event.  When this event does happen 
(due to jarate) it sometimes happens a couple times for the same extinguish 
this isn't that big a deal, but I thought it might be a symptom of a bigger 
problem.

-octo

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Re: [hlds] BAN Spy Scripts Anyone?

2009-05-14 Thread Octo
In tf2 this cvar is still broken.  I tested with the following:

say hey;wait 1000;explode;say hey2

I say hey, some time goes by, I explode and say hey2 (as dead)

-octo

On Thu, May 14, 2009 at 08:02:05PM -0400, msleeper wrote:
 I heard rumor that this didn't actually do anything. Can anyone confirm
 it works?
 
 
 On Thu, 2009-05-14 at 17:52 -0600, FPSB | Goerge wrote:
  i duno how any of those work, but i duno, to me autosapping sounds more like
  a hack than a script.. anyway you can ruin most scripts by blocking the wait
  command.
  sv_allow_wait_command 0
  
  On Thu, May 14, 2009 at 5:43 PM, MjrNuT mjr...@gmail.com wrote:
  
   Ok, scripts I gather are a debatable topic.  One school of thought is that
   whatever Valve allows is acceptable.  Another is school saysit's
   whatever deemed reasonable and legitimate, and this is said in the context
   of the Admin's discretion.
  
   So, I'm not looking to start a discussion on scripts in general.  I'm
   interested to know if any of you server admins that are responsible for
   banning players and such have indeed banned for any script usage for the
   Spy
   in TF2.  I ask b/c in a way, even though the spy is granted some leeway in
   attaining behind enemy lines to get kills, some scripts seem to *gurantee*
   some things with much higher confidence when compared to scripts of OTHER
   classes.
  
   Examples:
  
   1.  BS/Cloak -- where the smoke does not even show.  Not sure if that is
   consistent w/ the smoke.  However, similar to also fast decloak of almost
   no
   smoke at all.
  
   2.  Autosapping -- sap whatever you materially come into range with.
  
   3.  autosap w/ BS -- combined with above.
  
   The above are just a few examples and I'm sure some of you may be able to
   comment more.  My disclaimer is that Spy class is my least played.  I 
   don't
   and have not tried these scripts as I try for myself to understand the raw
   setup.  Look at the timing for what may be constituted as reasonable
   timing.  It's not like the Soldier RJ gurantees a kill.  Some of these
   actions by the spy I can't help but partially associate with a sniper
   aimbot.
  
   Please be kind as I'm interested again in if you other server admins have
   ever considered this, have done Bans, or w/e for Spys, thus classifying
   some
   script usage as illegal by your standards.
  
   Thanks,
  
  
   [FLASH] MjrNuT
   Arise from Flames and Ash, Behold Immortality
  
   www.flamesandash.com
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[hlds] April 30th Client Update Crash

2009-04-30 Thread Octo
I just saw a steam message that said a Team Fortress 2 Update had been 
downloaded,
now when I start the client I get:

Team Fortress 2:hl2.exe - Application Error

The exception Privileged instruction, (0xc096) occured in the application 
at location 0x00010100.

Click on OK to terminate the program

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Re: [hlds] sv_allow_wait_command does not work in tf2

2009-03-24 Thread Octo
This appears to still be broken, Is there some other setting that needs to be 
set?

On Wed, Feb 11, 2009 at 10:27:25PM -0500, Nicholas Hastings wrote:
 Not sure about other games, but setting sv_allow_wait_command to 0 does 
 not seem to actually block wait in tf2.
 
 For example, even after setting to not allow, doing  say bleh ; wait 
 1000 ; explode still has the wait time before exploding
 
 sv_allow_wait_command = 0 ( def. 1 )
  replicated
  - Allow or disallow the wait command on clients connected to this server.
 
 This is the case on Windows servers. I don't have a linux one to try at 
 the moment. Is anyone else experiencing this?
 
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Re: [hlds] sv_pure 2 - sprays working?

2009-03-12 Thread Octo
On Fri, Mar 13, 2009 at 09:03:42AM +1100, Arg! wrote:
 i havent noticed any on mine, but i have noticed that the first round after
 a server restart (TF2) that sprays work.

I speak only for the behavior of TF2 servers, I have no idea what other games 
do.

Add +sv_pure 2   to your command line if you don't want to have to switch maps 
for pure to kick
in. :)  And to answer the other question unless you have sv_pure 1 or 2 on the 
command line
the whitelist isn't loaded until after the first map change.

-octo

 On 3/13/09, Chris headad...@gmail.com wrote:
 
  I had been using sv_pure 2 to block sprays and all custom content, but
  noticed sprays are now working on my servers, and no changes to the configs
  recently. Only things that's changed is Valve updates...
 
  Is anyone else seeing sprays on their sv_pure 2 servers?
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Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-12 Thread Octo
Oh this is great news =)

As long as theres not a way to game this to force the delist of a competing
community.  I'll assume they only count a steamid's vote once for a server
in a large time frame, so that flapping clients wont cause a huge point hit.

Now if only you gave a vanilla server bonus

On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote:
 Check out http://teamfortress.com/
 
  
 
 One of the things we've been thinking about for a while now is how to
 improve the player experience around finding a server to play on
 
  
 
 .
 
  
 
 After kicking around some proposals, we came up with a simple system built
 around the theory that player time on a server is a useful metric for how
 happy the player is with that server.
 
  
 
 The very worst servers attract a large number of connections, mostly
 because they're lying in ways that make them look like a very attractive
 server at all times.
 
  
 
 Our first step in improving this part of the player experience has been to
 delist all the really bad servers. The master server will simply stop giving
 these to you when you fire up the serverbrowser. After that, we're going to
 keep improving our ability to measure this kind of problem.
 
  
 
 This sounds very cool, and I look forward to see what Valve can come up with
 in using these stats.
 
  
 
 -  Andrew
 
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Re: [hlds] Team Fortress 2 Update Available

2009-03-06 Thread Octo
Did you double check the update with -verify_all ?  I had the same problem on
one of my windows machine but that fixed it.

On Fri, Mar 06, 2009 at 05:30:41PM -, cacksteve wrote:
 updated my linux server--greatall smooth. updated my windsstart then 
 crash constantly.this is with nephs plugin...arghhh
 - Original Message - 
 From: hlds-requ...@list.valvesoftware.com
 To: hlds@list.valvesoftware.com
 Sent: Friday, March 06, 2009 1:31 PM
 Subject: hlds Digest, Vol 13, Issue 28
 
 
  Send hlds mailing list submissions to
  hlds@list.valvesoftware.com
 
  To subscribe or unsubscribe via the World Wide Web, visit
  http://list.valvesoftware.com/mailman/listinfo/hlds
  or, via email, send a message with subject or body 'help' to
  hlds-requ...@list.valvesoftware.com
 
  You can reach the person managing the list at
  hlds-ow...@list.valvesoftware.com
 
  When replying, please edit your Subject line so it is more specific
  than Re: Contents of hlds digest...
 
 
  Today's Topics:
 
1. Re: Team Fortress 2 Update Available (Kaspars)
2. Re: Team Fortress 2 Update Available (Saint K.)
3. Re: Team Fortress 2 Update Available (Arg!)
4. Re: Team Fortress 2 Update Available (Saul Rennison)
5. Re: Orangebox Dedicated Server files (Steven Hartland)
 
 
  --
 
  Message: 1
  Date: Fri, 6 Mar 2009 11:00:59 +0200
  From: Kaspars kasp...@micro.lv
  Subject: Re: [hlds] Team Fortress 2 Update Available
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Message-ID:
  24bc89cd0903060100r159dc085x3b1a2be824ea0...@mail.gmail.com
  Content-Type: text/plain; charset=ISO-8859-1
 
  i'm getting very long startup which freezes for about 30 seconds on:
 
  Console initialized.
  Game.dll loaded for Team Fortress
 
  then outputs:
  Thread failed to initialize
 
  and continues normal loading
 
 
  2009/3/6 Richard Eid richard@gmail.com
 
  That happens when updates end sometimes.  Really, as long as you see the
  100%, you're good.  I've never run into a problem afterwards, but I'll
  always run the update again to be sure and it never downloads anything
  else.  After that second run, you'll get 100% complete and the message:
 
  HLDS installation up to date
 
 -Richard Eid
 
 
  On Fri, Mar 6, 2009 at 12:23 AM, Yaakov Smith m4ngr...@gmail.com wrote:
 
   I think the HLDSUpdateTool's errorchecking it slightly off:
  
   95.79%  ./orangebox\bin\stdshader_dx7.dll
   96.31%  ./orangebox\bin\stdshader_dx8.dll
   97.00%  ./orangebox\bin\stdshader_dx9.dll
   97.66%  ./orangebox\bin\studiorender.dll
   97.99%  ./orangebox\bin\tier0.dll
   98.52%  ./orangebox\bin\vgui2.dll
   99.86%  ./orangebox\bin\vphysics.dll
   100.00% ./orangebox\bin\vstdlib.dll
  
   Connection Closed by Peer, WinSock Error 0 No error
  
   Shouldn't it just say Completed or something like that?
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert C
   Sent: Friday, 6 March 2009 2:46 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   I notice in the update it pulls down a new version of the base 
   orangebox
   package (which you announced to us the other day to use to fix obox
   mods). Since this update has come out using -game orangebox in
   hldsupdate no longer pulls down a version which works with mods.
  
   Any tips?
  
   Rob C.
  
   Jason Ruymen wrote:
A required update for Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive it.  The specific changes include:
   
Gameplay changes:
 - Added a duck timer that prevents duck spamming while running 
around
   on-ground.
 - In-air, players are only allowed to duck once before they touch
  ground
   again.
 - Fixed several bounding box issues with jumping, falling, and 
rocket
   jump air-walking. Bounding box should be much more accurate there now.
 - Increased backstab check so that Spies can side-stab again.
 - When disguising, Spies now always start showing the primary weapon
  in
   their disguise, and can then switch it with the last-disguise key.
   
TF2 Fixes:
 - Fixed flamethrower loophole that resulted in the flame effect 
being
   stuck on while the flamethrower wasn't really firing.
 - Fixed exploit that allowed players to circumvent the force-fire
   timeout
   on the pipebomb launcher.
 - Fixed a bug that caused Natasha's slow on hit effect to be 
inverted
   from 75% to 25%.
 - Restored sawmill_logs.mdl file, fixing some user maps that used 
it.
 - Fixed some localization issues with Scout achievement strings.
 - Removed the Final phrasing in the map loading screen.
   
Engine fixes:
 - Fixed a server crash on startup under Linux.
 - 

Re: [hlds] 2003 or 2008

2009-03-01 Thread Octo
My servers tend to average about 10kbyte/sec per slot out.  I never paid any 
attention to
in. :)

On Sun, Mar 01, 2009 at 08:02:46PM -0500, Frank Dragonsdoom V wrote:
 I hate to sound like a newbie and ask this here, but I can't really find a
 concise answer in layman's terms to my question.
 
 How much bandwith(in megabytes if possible) would I need for a 16-20 slot
 TF2 server and would my residential connection be able to support that sort
 of traffic.
 
 I have a cable connection that gives me about 8000 kb/s downstream and 430
 kb/s upstream, what amount of slots would I be able to run with that,
 assuming a decent computer to run the dedicated server on?
 
 Thanks for any assistance.
 
 --
 -Frank 'Dragonsdoom' V
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