I'm getting strange problems with l4d2 servers..
First of all I've to say that the demo was working perfectly...
Today I tried the official version... this is the start command line I'm
trying:
./srcds_run -console -game left4dead2 -secure +map c5m1_waterfront +ip
xx.xx.xx.xx +port 20084 +hostpo
ops... it's working without password :D
how does private servers works? :D
On Tue, Nov 17, 2009 at 7:10 PM, Ronny Schedel wrote:
>
> Remove the server password in sv_password. It's not used this way.
>
>
> > I'm getting strange problems with l4d2 servers..
> >
> > First of all I've to say that t
ok, realised only now that I might need to use sv_search_key :D
sorry for the troubles, should have searched more :D
On Tue, Nov 17, 2009 at 7:19 PM, Marco Padovan wrote:
> ops... it's working without password :D
>
> how does private servers works? :D
>
>
> On Tue,
had this same problem...
how can we check if users set sv_search_key?
Or should we now start selling all the l4d2 servers at full price (public)?
On Nov 17, 2009, at 4:40 PM, Ronny Schedel wrote:
>
> >
> > No, only sv_password is causing this, you can set sv_steamgroup to
> > whatever
> > you wa
I too had to disable -autoupdate on all my servers :(
On Wed, Dec 30, 2009 at 4:36 PM, Andy Wallace wrote:
> Try running the update on the server manually.
> I have this error message sometimes and it's because the -autoupdate part
> of the startup script can't do the update for some reason. To
ESL CS:S plugin making the server crash, right?
Il 22/08/2012 22:48, Eric Smith ha scritto:
> We've released a mandatory update to CS:S. The notes for the update are below.
>
> -Eric
>
> --
>
> Counter-Strike: Source
> - Fixed a client crash on exit (after connecting to
but I haven't had time to track down
> the offender. Please post back if you are crashing when execing these
> scripts even after removing the ESL plugin. It would be nice to know I'm
> not the only one!
>
> Chris
>
> On 23 August
RHEL / centos giving issues too?
I didn't hear any complaint from the users... tho I never play css so
can't comment on that (we run only RHEL based systems, nothing else)
Il 16/09/2012 06:29, Roberto Omezzolli ha scritto:
> well i allready updated Debian to the latest stable version so i tried
Hi,
on centos5 and centos6 we are seeing srcds_linux that automatically
increase his own priority when creating the game threads
I just start tf2 using srcds_run with the usual commands line, but it
automatically tries to push his own priority higher as soon as it
creates the threads...
Is that
u describe. I also don't see anything in the srcds_run
> script that looks like it's trying to increase process priority.
>
> On Sat, Sep 29, 2012 at 5:26 PM, Marco Padovan wrote:
>> Hi,
>>
>> on centos5 and centos6 we are seeing srcds_linux that automatically
&
what happens when running as root :)
Il 29/09/2012 18:35, Ulrich Block ha scritto:
> Am 29.09.2012 18:30, schrieb Marco Padovan:
>> Hi, thanks for your reply.
>>
>> In my case it is not srcds_run doing that, it's srcds_linux that does
>> something.
>>
>&g
you were right ... if you run it as root it make use of the realtime
scheduler and set itself to -3 as priority...
is this normal?
"ZOMG running az r00t makes it quicker and faster, 10fps here I come" :D
Il 29/09/2012 19:03, Marco Padovan ha scritto:
> Hi,
>
> thank
oes :)
Il 29/09/2012 19:20, Andre Müller ha scritto:
> Next step: Run the srcds_linux in kernel mode:
> http://web.yl.is.s.u-tokyo.ac.jp/~tosh/kml/
>
> 2012/9/29 Marco Padovan :
>> you were right ... if you run it as root it make use of the realtime
>> scheduler and set
is changed to SCHED_RR ... why that happens? how
can I stop that from happening?
Il 29/09/2012 22:01, Russell Smith ha scritto:
> SCHED_RR is round robin scheduling, not real time.
>
> Marco Padovan wrote:Hi,
>
> thanks for your feedback, never run the server as root so I ne
RELOAD a library with fake
> sched_setscheduler.
>
> On 2012-09-29 17:26, Marco Padovan wrote:
>> Hi,
>>
>> on centos5 and centos6 we are seeing srcds_linux that automatically
>> increase his own priority when creating the game threads
>>
>> I just start tf2
Il 30/09/2012 17:35, dan ha scritto:
> On 29/09/2012 18:37, Marco Padovan wrote:
>> :D
>>
>> btw I hope someone from Valve will clarify about this behaviour so at
>> least we can understand if making servers run as root "better but more
>> expensive"
Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
> Sent: Saturday, September 29, 2012 10:38 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] srcds_linux changi
there's no reason at all to keep spending time and throwing
away resources in trying to change the scheduler and the priority as on
99.% of the systems that will fail and will result just in
losted CPU cycles
Il 01/10/2012 08:58, dan ha scritto:
> On 30/09/2012 16:52, Marco Pa
Those changes happens only when running the server as root, if you do
not run it as root those changes fails and the scheduler/priority is not
changed...
So if you do not run srcds_linux as root nothing changes... it's like
those lines where not there :S
Leaving all the benchmarks and hyphotesis
Il 03/10/2012 20:56, dan ha scritto:
> On 01/10/2012 20:35, Marco Padovan wrote:
>> Those changes happens only when running the server as root, if you do
>> not run it as root those changes fails and the scheduler/priority is not
>> changed...
>
> Well no, that's not
Sorry, I'm not much interested to discuss with you further about this
whole thing.
I'm just asking to the dev to please take out these lines of codes
making the processes "self changing" the scheduler and the priorities.
Il 03/10/2012 21:38, dan ha scritto:
> On 03/10/20
g very ineloquently about how
> it can mess up an improperly configured system.
>
>
> On Wed, Oct 3, 2012 at 3:43 PM, Marco Padovan wrote:
>
>> Sorry, I'm not much interested to discuss with you further about this
>> whole thing.
>>
>> I'm just asking
x27;ve been less active in trying to squeeze every last drop of performance out
> of a machine, and instead just overspec.
>
> -Joe
>
> On Oct 3, 2012, at 2:21 PM, Marco Padovan wrote:
>
>> On a clean centos or debian install the server will make use of a better
>>
an extreme explanation might be: it could help against tampering ...
if you have an ISP that do not wants you to play they could just corrupt
each and every fast download tries... with https istead that could be
very hard (in both detecting the typo of file being downloaded and
breaking into an ss
same thing here (rhel6 / centos6): 100% cpu...
stopping all of them for now
Il 27/10/2012 04.16, gamead...@127001.org ha scritto:
> Can't confirm the error since TF2 servers buffer redirected console output,
> so I never get to see the error.
>
> I _CAN_ confirm my MVM servers freeze on 100% CPU
I just put online 2 additional 24slots servers in europe and they were
*instantly* filled...
looks like I can keep putting them online and they keep getting filled
seconds after I get them started...
what's the situation in Europe? :O
___
To unsubscribe
So: do we need to put online moreservers or are there enough servers to
handlethe players influx? :)
Il 27/10/2012 17.26, Giovanni Harting ha scritto:
> Stable. Filled after ~ 1 minute
>
> 2012/10/27 Marco Padovan
>
>> I just put online 2 additional 24slots servers in eu
Yeah, I also moved the 4 not-working MvM to halloween ;)
Il 27/10/2012 17.32, Giovanni Harting ha scritto:
> I think europe will get another peak around the evening, i will turn my not
> working mvm server into halloween servers soon.
>
> 2012/10/27 Marco Padovan
>
>>
y sense. I
> added eventmix to my sv_tags, set my mapcyclefile to
> mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering
> just fine, but I get zero traffic
>
> On 10/27/2012 11:34 AM, Marco Padovan wrote:
>> Yeah, I also moved the 4 not-working MvM to halloween ;)
>>
;-)
Il giorno 27/ott/2012 18:21, "Sazpaimon" ha scritto:
> Wow, the difference is like night and say, I started with event247 and it
> instantly filled up!
>
> On 10/27/2012 12:10 PM, Marco Padovan wrote:
>
>> that's unfortunate :(
>>
>>
>
event247 and
> it instantly filled up!
>
> On 10/27/2012 12:10 PM, Marco Padovan wrote:
>> that's unfortunate :(
>>
>>
>> just got another one up in netherlands and it got instantly filled.
>>
>>
>> please try the pool #1... that seems to get
I keep getting crashesthat results in server losing all players and
restarting I suspect that leads to "downward fast"? LOL
Il 28/10/2012 20.22, Benedict Glover ha scritto:
> What do the different trends mean? "Steady", "Downward Fast", "Upward Fast" -
> which is better, which will get more
This:
DataTable warning: player: Out-of-range value (.x) in
SendPropFloat 'm_flLastDamageTime', clamping.
is still happening :/
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To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.
t; positive value. Hopefully this means anything to anyone at Valve.
>
> It doesn't seem to affect my server in any noticable way though, so
> for now I'm just treating it as console spam that I can ignore. It's
> logged in my console.log though if anyone at Valve want
We are running some public servers with just 1 single map specified.
mp_timelimit is set to 60
mp_winlimit is set to 0
when issuing "timeleft" in console we get"this is the last round"... but
the map never changes anyway.
Is there something Imissed?
Basically I want the map to change once 60minu
Looks like it was just a matter of:
mp_match_end_at_timelimit
:)
Il 29/10/2012 17.18, Marco Padovan ha scritto:
> We are running some public servers with just 1 single map specified.
>
> mp_timelimit is set to 60
> mp_winlimit is set to 0
>
> when issuing "timeleft&quo
I'mhaving a similar issue on a server...
haning on here:
CHANGE LEVEL: mapname
L 10/30/2012 - 13:53:13: [SM] Changed map to "mapname"
Host_Changelevel
L 10/30/2012 - 13:53:14: Mapchange to mapname
ConVarRef room_type doesn't point to an existing ConVar
Executing dedica
Basically metamod+sourcemod snapshot
then just added: pinion_adverts, hlstatsx:ce sourcemod pluginand console
warning supressor ( http://forums.alliedmods.net/showthread.php?p=1825502 )
here's the full list:
http://pastebin.com/raw.php?i=iFqF3xTH
Il 30/10/2012 23.48, Kyle Sanderson ha scritto:
but I'm having issues onother servers that are not making use of
hlstatsx:ce (but have pinion, console warning supressor and a few others
more)
so I would rule out hlstatsx:ce in any case
Il 31/10/2012 09.53, Marco Padovan ha scritto:
> Basically metamod+sourcemod snapshot
>
> t
f2/orangebox/tf") (version "5101")
Il 31/10/2012 10.05, Michael Johansen ha scritto:
> Are you having the issue with the hanging on mapchange issue? Right after it
> lists all the convars? If you are, what OS?
>
>
>> Date: Wed, 31 Oct 2012 09:55:48 +0100
>>
I see you are running pinion too...
all my troubled servers have that :S
do you see the issue also on servers without pinion?
Il 31/10/2012 08.45, Michael Johansen ha scritto:
> Indeed. http://pastebin.com/pNgBVB8L
>
>> Date: Tue, 30 Oct 2012 15:48:19 -0700
>> From: kyle.l...@gmail.com
>> To: hl
I've no idea...
does is there anybody else (with vanilla servers) having crash/freeze
issues?
If it was a widespread thing (even with just sourcemod) I suppose we
would be seeing a lotmore complaints :/
Il 31/10/2012 10.32, Michael Johansen ha scritto:
> I have not tried disabling it, no, but I b
But its hard to troubleshoot too.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco
> Padovan
> Sent: woensdag 31 oktober 2012 14:12
> To: hlds_linux@list.valvesoftware.com
shemale?
Il 31/10/2012 21.32, Frank ha scritto:
> WTF!!!
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Staci Page
> Sent: Wednesday, October 31, 2012 7:45 AM
> To: Half-Life dedicated Linux server
I do not think this is the best place to discuss about that as people in
here tends to flame when you start talking about "realtime"(search for
my email on this list where I was asking why when you run the gameserver
as root it automatically "promotes" itself into the scheduler generally
used by re
This update is being harder then usual to get :|
0:21 Checking local files and building download list for depot 441 'Team
Fortress 2 Content' version 365
0:21 Patching from version 364; connecting to content server
0:22 [77.67.60.130:27030] Connecting...
0:25 [77.67.60.130:2
seeing the same on all our .eu servers ... just give it some time (up to
10minutes) and it will finally connect to some server and will start
downloading :)
Il 02/11/2012 19.51, Svensk Ljud & Ljus Produktion ha scritto:
> Im getting this on our MvM server.
>
> 4:27 [146.66.156.13:27030] Fai
Ah ok,
didn't noticed this during the last update:)
Il 02/11/2012 19.55, TIFFANY OJEDA ha scritto:
> I think its just everyone trying to access the update servers all at the
> same time, when the last update came out same thing happened
>
> From: Marco Padovan
> To
Thanks
reveriting to the older srcds_linux indeed fix the problem.
What happened is just incredible -_-'
Il 06/11/2012 03.30, Michael Tharp ha scritto:
> (crossposting because this probably only affects linux operators)
>
> On 11/05/2012 09:21 PM, Jim Fasoline wrote:
>> Matteo- yes, I'm experien
seems the issue has been fixed with an update released around 22 CEST
Il 06/11/2012 03.30, Michael Tharp ha scritto:
> (crossposting because this probably only affects linux operators)
>
> On 11/05/2012 09:21 PM, Jim Fasoline wrote:
>> Matteo- yes, I'm experiencing the error that gtxi of reddit po
reinstall from scratch then
Il 17/11/2012 23.17, babaj ha scritto:
> five did.
> how much do you want?
>
> ./steam -command update -game "tf" -dir ../tf2 -verify_all -retry
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
seeing the same here :(
Il 19/11/2012 19.41, Saint K. ha scritto:
> Up until a week ago our TF2 servers where filled every night.
>
> Now every night they sit empty.
>
> What changed? Did the reputation system reset or something?
>
> Saint K.
> ___
> To
Hi,
are you the Mike on WHT?
I was the one replying in there :D
Il 27/11/2012 13.54, Michael Johansen ha scritto:
> My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s
> traffic on UDP, where as my SYN stood for about 50k pps.
>> From: sai...@specialattack.net
>> To: hlds_l
ihih, nice :)
the most important thing while being ddosed is to report to the relevant
abuse desks so they can clean up their networks ;)
Il 27/11/2012 14.26, Michael Johansen ha scritto:
> I am indeed. Thank you for all your help :)
>> Date: Tue, 27 Nov 2012 14:25:24 +0100
>> From: e...@evcz.tk
fed.
>
> Saint K.
>
> From: hlds_linux-boun...@list.valvesoftware.com
> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
> [e...@evcz.tk]
> Sent: 27 November 2012 14:27
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Incomin
they use netflow.
that specific email is sent for imformative purpose only.
if the attack keeps going they nullroute you and disconnect your server
from the network
Il 28/11/2012 13.36, Michael Johansen ha scritto:
> IIRC Hetzner are all automated right? Would be good for them to have a
> autom
on tf2 in the past we could add to the config file:
hideserver 1
that will also disable the a2s info replies... is that working on other
games too?
Il 05/12/2012 11.36, LouLouBizou ha scritto:
> simply add -nomaster to command line
>
> 2012/12/5 Drogen Viech
>
>> You could block the
can confirm :(
Il 21/12/2012 00.21, Russell Smith ha scritto:
> SourceMod broken for anyone else with this update? MetaMod is loading
> but SM isn't even being recognized.
>
> On 20.12.2012 15:12, Eric Smith wrote:
>> Sorry, we forgot part of the notes:
>>
>> - Added three new community weapons
You need bandwidth, a lot(saw 3gbit+ attacks these days...)
Il 11/01/2013 00.47, Martin Pajenkamp ha scritto:
> It seems, like competitive matches are getting hit by DDoS attacks
> again, like in 2010. This time, it seems the attacker is using a DNS
> reflection attack. Does anyone have a tip how
; On Fri, Jan 11, 2013 at 2:22 PM, Marco Padovan wrote:
>
>> You need bandwidth, a lot(saw 3gbit+ attacks these days...)
>>
>> Il 11/01/2013 00.47, Martin Pajenkamp ha scritto:
>>> It seems, like competitive matches are getting hit by DDoS attacks
>>>
yes, the attacks is exactly that...
but those are not just "broken dns",i even saw some *well known* IT
names into the "attackers".
Il 11/01/2013 11.16, Arnim Eijkhoudt ha scritto:
> Haha,
>
> I hope you're joking. Almost none of your questions are remotely
> relevant to this type of attack. DNS
ly says "I think your approach is wrong but I'm not going to give
> any details whatsoever"
>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
>> S
m port 53 except for stuff coming from your
>>>>> hosts' DNS servers (or google's, or whoever) - that won't help if the
>>>>> bandwidth is going to overwhelm your host's core router, but it WILL
>>>>> help in cases where it's flooding o
We are getting broken .dem files from the tv autorecord, all the files
have a 489KB size.
This is what we get when trying to play from demoui2on the client
Playing demo from auto-20130114-1333-cp_badlands.dem.
Could not find table "downloadables"
Could not find table "modelprecache"
Could not fin
while doing some tests with the steamcmd thing (updating an existing
server) I saw this in the steamcmd output:
App state (0x300502) downloading, progress: 43.59 (5215170404 /
11963737484)
depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished
<= info.nNumWrites
depotreconstruct.c
As we are running multiple servers I'm trying to understand how to make
the update as smooth as possible..
currently doing the update with target directory orangebox/
can preserve the files mods/mapsbut results indirectory growning
from the old 7gb to the actuall11gb...
what can we delete? (
ed right now, I'm
> just sitting and waiting with a case of beer ready to go.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco
> Padovan
> Sent: Saturday, February 23, 2
When starting a server with:
-autoupdate -steam_dir ~/cs1.6/steam-installer/ -steamcmd_script
/home/somepath/scripts/cs1.6-autoupdate-anonymous.txt
I get:
Could not locate steam binary:steamcmd/steam.sh, ignoring.
I cannot see anywhere "steamcmd/steam.sh" being created/downloaded...
where is it l
I'm not sure if I understood you reply.
should I create a folder named steamcmd/ somewhere? why is it looking
for it? is this and expected behaviour?
Il 23/02/2013 16.40, Andre Müller ha scritto:
> Make a symlink from steamcmd.sh to steam.sh or copy the file to steam.sh.
>
>
>
ah great :|
let me try something else then :|
Il 23/02/2013 18.02, David Fountain ha scritto:
> Is the 1.6. Steam can't use the '.' In path
>
> SavSin
> On Feb 23, 2013 8:00 AM, "Marco Padovan" wrote:
>
>> I'm not sure if I understood you r
'.' In path
>
> SavSin
> On Feb 23, 2013 8:00 AM, "Marco Padovan" wrote:
>
>> I'm not sure if I understood you reply.
>>
>> should I create a folder named steamcmd/ somewhere? why is it looking
>> for it? is this and expected behaviour?
&
ate -steam_dir /home/username/steam-installer/
> -steamcmd_script cstrike-autoupdate-anonymous.txt < this goes in the
> steamcmd folder
>
> On Sat, Feb 23, 2013 at 10:42 AM, Marco Padovan wrote:
>
>> this one didn't worked either... still same error:
>>
>>
rds / S pozdravem
>>
>> Tomás( Cigán - FakaHeda.eu
>>
>>
>> Dne 24.2.2013 1:18, David Fountain napsal(a):
>>
>>> Give me a sec ill dl a copy of the game and see what happens
>>>
>>> SavSin
>>> On Feb 23, 2013 4:17 PM, "Ma
2/24/2013 1:36 PM, Marco Padovan wrote:
>> uhm... so... what shall we doto have autoupdate working properly?
>>
>> for now we are just relying on manual updates :D
>>
>>
>> Il 24/02/2013 14.18, David Fountain ha scritto:
>>> That's even the w
agree with this.
basically old update tool wasn't affecting much the performance as it
was so slow to connect and disconnect that actualcpu and disk usage were
very low..
justproperly use nice and ionice and you will be fine with steamcmd ;)
Il 27/02/2013 10.45, Jesse Molina ha scritto:
>
> Ru
Hi,
Is there any possibility to see something similar to the clients conversion
taking place for servers too?
Or at least ok for a full redownload but please have steamcmd remove old
unused files and move mods/maps/whatever was not vanilla to the right new
places?
Thank you,
Best regards
___
1.2.6.1 live now :)
Il 27/03/2013 22.50, Eric Smith ha scritto:
> We're working on a mandatory update for Team Fortress 2. We should have it
> ready soon. This is NOT the SteamPipe update.
>
> -Eric
>
>
> ___
> To unsubscribe, edit your list preferences,
thanks for the update
there will be a certain time when we will get alerted and allowed to
switch to the steampipe server version while the clients will still be
able to connect from the non steam pipe version?
currently steampipe seems to be out of sync from the non steampipe :|
Il 22/04/2013 2
Can we safely migrate to steampipe right now or are the two versions out of
sync currently and there's no guarantee that they will be kept in syn
untill the switch over?
On Thu, Apr 18, 2013 at 12:11 AM, Ross Bemrose wrote:
> Server side mods can still use those folders, or they can move their
ok thanks.
Il 23/04/2013 01.14, Fletcher Dunn ha scritto:
> I'd hold off.
>
> We're working on releasing a new beta soon.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On
So: are we ready?
When can we safely start the conversion for all the servers to be ready
to accept the clients without worring to have to go back? :)
Il 22/04/2013 21.57, Fletcher Dunn ha scritto:
> Hello all,
>
> The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the
> 30t
thout problems.
>
> On Mon, Apr 29, 2013 at 2:07 PM, Marco Padovan wrote:
>> So: are we ready?
>>
>> When can we safely start the conversion for all the servers to be ready
>> to accept the clients without worring to have to go back? :)
>>
>>
>> Il 22/04/2
sv_pure working perfectly too?
Il 29/04/2013 14.10, Erik-jan Riemers ha scritto:
> How about now? If you get a server working fully on steampipe just flip the
> switch. Since the current tf2 clients can connect to it. Tested it myself,
> works just fine.
>
>
> 2013/4/29 Marc
It's because it is missing the app id infos, create the appid file and make
sure to have that one with the correct I'd in place before starting ;-)
(tf2 = 440)
Il giorno 01/mag/2013 08:47, "David Fountain" ha
scritto:
> This happens on go for me as well as the hlds czero servers I run first
> st
l.
>
> I simply run it then kill it's screen and go again. I don't install new
> servers much. I download a template and get the base stuff in. Then copy it
> and update what's needed if needed (I keep it updated along with the
> others)
>
> SavSin
> O
Hi,
if I understood correctly we should be still able to change sv_pure at
runtime, provided we set it at command line.
Is that assumption still valid or currently the only way to change it is
from command line and no more from rcon/console?
___
To unsu
pure setting
> > at runtime in their config, instead of having to add another command line
> > option.
> >
> >
> > On Mon, May 27, 2013 at 9:10 PM, Dondon Tudtud wrote:
> >
> > > I don't think it has changed. "You CAN change sv_pure after
Hi
did anyone tried out to "reverse proxy" a gaming srcds stream?
Basically I've a server that I would like to connect and use like some
sort of "proxy".
With socat UDP query packets are going in and out fine, but gaming streams
does not go so well... I did not invest much time investigating wh
valve implemented something against this inside
> srcds to combat these annoying redirect and fake servers
>
> 2013/6/23 Marco Padovan :
> > Hi
> >
> > did anyone tried out to "reverse proxy" a gaming srcds stream?
> >
> > Basically I've a s
I'm getting
Cannot verify load for invalid steam ID [A:1:0:1]
then it dies...
00:29:09: Started map "cp_badlands" (CRC "30220c9f6f50b39c20dc913ab8dc09c8")
L 07/11/2013 - 00:29:09: Mapchange to cp_badlands
L 07/11/2013 - 00:29:09: Error log file session closed.
ConVarRef room_ty
A few weeks ago both centos and debian had a major distro issue as they
released an update that wiped the libraries and only recent ubuntus where
able to start it...
On Thu, Aug 29, 2013 at 9:00 AM, Jonathan Price wrote:
> If it's of any interest, although I don't actively run a TF2 server any
If you run a tcpdump and upload it somewhere we can see the exact content...
you can ratelimit A2S queries using hashlimit but that can affect new
players connections.
Seeing your log it looks like a spoofed attack... double check the TTL...
generally spoofed packets are easily detected due to th
I'm late and couldn't download the file.
Could you please publish it again?
You can even reach me privately
On Mon, Sep 2, 2013 at 12:57 PM, Michael Johansen wrote:
> http://replays.blackoutgaming.org/attack1.cap
>
> This is from an attack. You should be able to open it using WireShark.
> > Fr
Hi,
due to serious ddos attacks we had to put up a very strict firewall
rulesets.
Basically we permit just the incoming listening ports (client, server and
tv) and deny everything else.
With that setup everything runs smoothly except if you press M to access
the inventory and you see that error.
stening to srcds...
but it's is not related to the item server error apparently... probably the
item server connections is done in udp and outgoing, not listening
On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve wrote:
> tcpdump dst port 27015 | egrep -i "valve|steam"
>
>
ut which one allow steam
> > connexion. Don't forgot that some client will be impacted.
> >
> >
> > GL.
> >
> >
> > 2013/9/30 Bruno Garcia :
> >> Unrelated to this topic: Don't be frighten to address your ddos attack
> >> situation with
Same here... seeing the same issue on 12servers all where full
yesterday :)
On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy wrote:
> Server was full last night before update..but no one has been on since the
> update.
>
> Thankfully I am not the only one with this issue!
>
>
> On Thu, Oct 31,
been giving servers running bots an
> >> unfair and unintended quickplay scoring advantage. This could change
> >> traffic patterns.
> >>
> >> -Original Message-
> >> From: hlds_linux-bounces@list.**valvesoftware.com<
> hlds_linux-boun...@list.valve
heck to verify this update didn't create an additional
> >>> issue, as it sure does look like something is wrong.
> >>>
> >>> ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
> >>>
> >>>
> >>> - Original
This means no more pinion advertising for the users connecting with
matchmaking? :)
On Thu, Nov 7, 2013 at 12:03 AM, Fletcher Dunn
wrote:
> We're making two changes to TF HTML MOTD support that server operators
> should be aware of:
>
>
> 1.)HTML MOTD's will no longer be shown by clients tha
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