I had this problem before 2 August patch, so is not the Red-Tape sapper.
I've attached a debugger to some servers and the backtrace always included
CBaseObject::AttachObjectToObject method.
The problem occurs when a sapped sentry is built or upgraded: the sapper is
re-attached forever to the se
Because he thinks that a higher rate means smaller packets, so a huge rate
means very small packets :))
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul
Rennison
Sent: Tuesday, September 11, 2012 2:14 AM
Each UDP packet has a header and a payload (the data). The header contains
the source port, the destination port, packet's length and a checksum. Linux
automatically drops the packets with invalid length ("short packet") or if
checksum validation fails ("bad checksum"), so you can't block them.
I
See jnettop (add a rule for each server). Also you can use iptables (add a
rule without any target for each server, only to count the number of
received/sent packets and their size).
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesof
You can monitor whatever you want, there's no difference between HTTP and
HTTPS.
It is silly to use HTTPS for downloading maps/sounds and other custom
resources required for a game. You don't need any extra "privacy" and does
not "protect our users". There's no advantage. You should protect your f
I had a similar problem and the solution was to add +tv_enable 1 in server's
command line. If Source TV is enabled later from server's configuration file
then some clients crash to desktop when viewing the motd or few seconds
after they join the server (when we did tests we used soldiers and scouts
See mp_match_end_at_timelimit.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of StevoTVR
Sent: Sunday, October 21, 2012 5:17 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Map time
Disable smac_kac_banlist plugin. It is the one that kicks the players with
that message.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, October 23, 2012 7:14 PM
To: Half-Life dedicated Li
Patch: http://speedy.sh/ksYwD/server-srv.so.bz2 (click file's name to
download it, there's no need to register)
Or search inside tf/bin/server_srv.so for 55 89 E5 57 56 53 83 EC 2C 8B 5D
08 89 1C 24 E8 7C E7 FF FF (using a hex editor) and replace the first byte
(55) with C3 (retn). In this way
The kernel drops the packets with invalid length ("short packet") or for
which checksum validation fails ("bad checksum"), so you don't have to add
any rules for them (I verified the source code long time ago, so I'm quite
sure about this). Also I doubt that your server is attacked, probably you
re
I assume that most community servers have few hidden slots reserved for
administrators or regular players. These slots are usually not used, except
few hours every evening. This means that a 24 public slots + 4 reserved
slots has 24 players most of the time (when is full), and only in rare cases
it
...@list.valvesoftware.com] On Behalf Of dan
Sent: Thursday, February 21, 2013 12:00 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] Reminder about server tags
On 19/02/2013 00:10, Invalid Protocol wrote:
> I assume that most community servers have few hidden sl
A "HLDS server" will still be visible in servers list until next mandatory
update?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Tuesday, April 30, 2013 10:22 PM
To: Half-Life dedicated
Let's assume that there's no quickplay rule regarding respawn times, or even
better, let's assume that there's no quickplay at all. What would you do? :)
You would still use the default respawn times or you would mod the server(s)
to have faster / instant respawn?
My opinion is that many are using
Two crashes so far, while playing cp_fastlane and cp_process_final. Both
happened inside CBaseAnimatic::SetModel probably during the setup of a
stalemate because both backtraces contain
CTFGameRules::SetupOnStalemateStart(),
CTeamplayRoundBasedRules::RespawnPlayers, CTFPlayer::GiveDefaultItems()
et
Valve changed something in the last days, because allmost all their servers
hosted in Europe have the best quickplay score. They said long time ago that
"community servers are competing with Valve servers on an equal footing for
quickplay customers", but this is bullshit :(
The results of a test c
How do you send a disconnect callback on Steam_BGetCallback?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Tuesday, May 08, 2012 10:57 PM
To: Half-Life dedicated Linux server mai
Are you sure that the command is executed by "console"? I did a simple test
and you can intercept it using SourceMod in both cases (sent by a client or
from server's console). If you're not sure then try SMAC, has a plugin for
blocking exploits like this
(http://forums.alliedmods.net/showthread.php
hat if the fix for that
removed the cooldown time for status, there would be no protection over
this command, making possible this attack.
Invalid Protocol mentionned this protection on an earlier mail.
Is it a silly idea? I've never experienced such cooldown protection,
that would explain wh
I have a TF2 server (Linux 32 bits), without metamod, sourcemod or any other
changes. Since last update a crash occurs during shutdown (for example when
quit command is used from console). Same thing happens with public servers
too. I'm the only one with this problem?
er mailing list; Invalid Protocol
Subject: Re: [hlds_linux] TF2 crash during shutdown
I am guessing you are new at this.
This has been normal for at least a year and a half, maybe two years. I
don't recall when it first started happening but it was obvious when it did.
For most people I know
See this:
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg48486.html
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Summit
Servers LLC
Sent: Wednesday, June 20, 2012 3:48 AM
To: hlds_linux@list.v
hread-2.7.so+%2B+0xacb6you
can see more of these things happening (and also when it started, same
date)
2012/6/26 Peter Reinhold
> On 19.06.2012 03:47, Invalid Protocol wrote:
>
> But I'm talking about a clean/vanilla server that runs only for few
>> seconds.
>> I know
The last mandatory update for HL1 engine was on 23 Oct 2008.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
Sent: Sunday, July 01, 2012 1:27 AM
To: Collin Howard; Half-Life dedicated Linux server m
If you only want to save same space then use symlinks for some folders. For
example $SERVER_HOME/hl2 has 1.3G, $SERVER_HOME/orangebox/tf/maps has 2.6G,
$SERVER_HOME/orangebox/tf/models has 0.5G and
$SERVER_HOME/orangebox/tf/sound has 1.3G.
Is also possible to start multiple instances using same in
Are the servers that only have fast download enabled (sv_allowdownload 0)
vulnerable to this exploit?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred
Reynolds
Sent: Monday, July 02, 2012 11:49 PM
To:
Use a firewall and deny access to RCON port.
The game server accepts an unlimited number of TCP connections (RCON) from
any IP/client. If somebody is flooding you with connections then the server
runs out of file handles and won't be able to open any file (map, model, log
file etc...). There's a p
n Tue, Jul 10, 2012 at 9:42 AM, Invalid Protocol <
invalidprotocolvers...@gmail.com> wrote:
> Use a firewall and deny access to RCON port.
>
> The game server accepts an unlimited number of TCP connections (RCON) from
> any IP/client. If somebody is flooding you with connections
>From what I see even 4 bytes are not enough these days :(
The debug code is broken because for some players it starts to log out every
packet, not only when an overflow occurs. I have two servers with a 2GB
netspike.txt file, both being filled with multiple messages about one player.
Some
Read my previous message.
The file is 2GB because it can't be bigger (don't know if the limitation is
in OS or in Source engine). If you verify (tail -n 100 netspike.txt) you'll
see that the last message is truncated. And the server writes so much data
because it may start to log ALL THE PACKETS f
This change is made to remove from server browser the fake servers? :))
And "reliable channel" means same solution implemented in TF2? If so, this
can't be true :))
-Original Message-
From: hlds_announce-boun...@list.valvesoftware.com
[mailto:hlds_announce-boun...@list.valvesoftware.com]
And what where the tags faked by that 100% crits server with "rocket SG
mod"? Let me guess, a 100% crits server should have the "nocrits" tag...
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
Sent:
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: Sunday, July 22, 2012 6:19 PM
To: hlds_linux@list.valvesoftware
A huge rate does not mean that the data "is split in very small packets
where the payload is less than 10%".
In old HL2 engine the rate was used only for computing the time when the
next update can be sent to a client. The formula was something like:
next_time = current_time + (bytes_send
I'm not 100% sure, because I don't have the source code, but:
1. If the data that must be sent to a client is smaller or equal than 1260
bytes then is sent immediately in one packet.
2. If the data has a length greater than 1260 bytes then is split in
multiple packets. First packets have 1248 byte
If you have core dumps then probably you also have a backtrace. See where
the error occurs.
Anyway, check if the server has enough file handles. Maybe you have strange
limits or something like this.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-bou
To change the difficulty set tf_mvm_popfile. The files are in
orangebox/tf/scripts/population folder.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Thursday, August 16, 2012 7:19 PM
To
I don't see any convar.
You can do this with a SM plugin, but is easy only for Linux: call the
MannVsMachineStats_GetCurrentWave function (use
@_Z33MannVsMachineStats_GetCurrentWavev as signature for SDK Tools) and will
return the index (starting from 0). I don't know if you can get a signature
fo
just use FindEntityByClassname to get the tf_objective_resource,
>> and GetEntProp to read m_nMannVsMachineWaveCount.
>>
>>
>> On 8/16/2012 2:58 PM, Invalid Protocol wrote:
>>
>>> I don't see any convar.
>>>
>>>
Do you have this error on Linux servers?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan
Riemers
Sent: Saturday, August 18, 2012 5:46 PM
To: Half-Life dedicated Linux server mailing list
Subject: R
Try this if is very important for you to find a solution, maybe it works.
1. Find engine.dll, should have 4,035,960 bytes.
2. Create a backup.
3. Use a hex editor and search for 50 68 00 1C 2F 10 E8 99 48 FC FF 83 C4
08. Replace the bytes with 5F 5E 8B E5 5D C2 04 00 90 90 90 90 90 90.
4. Pray :)
They share same IP?
On Sat, Feb 8, 2014 at 1:13 AM, Rudy Bleeker wrote:
> I'm running 2 instances on the same machine, both are as vanilla as
> can be, one is PvP and has no connection to the backend, the other is
> an MvM server which has no problems. I just played 2 MvM maps on it
> and had a
If all your servers share same IP:
1. Start only one TF2 server. See if connects and remains connected to
Steam servers.
2. Then start a second one. You'll notice that the first one disconnects
from Steam in ~30 seconds, while the second one has no issues.
3. Then start the third one. Same thing,
26901 ?
On Sat, Feb 8, 2014 at 6:17 AM, Chris Oryschak wrote:
> Whats the default -steamport so i know what to increment up from for the
> other instances?
>
>
> On Fri, Feb 7, 2014 at 10:59 PM, Fletcher Dunn
> wrote:
>
> > The latest TF Linux server has a bug that prevents multiple instances
>
Very few players use the server browser or change the default settings when
looking for playing a classic game (not prop-hunt, saxon, custom maps
etc...). Now Quickplay sends almost all players to Valve servers. I doubt
that many community servers running classic maps / gameplay will survive.
On
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