[hlds] SRCDS Connection Limit?

2012-02-02 Thread Calvin Judy
Recently I've had a user launching attacks on my servers, we are on a 1000mbit 
line, and the attack is using up approximatly 15% (~150megabit/sec). However it 
seems to be enough to flood out the srcds process and deny service even though 
we have more then enough resources to continue processing requests on the 
machine. 

I've looked at many different factors, including examining the servers nic, for 
packets per second, which appears stable in these situations, I've looked at 
windows TCP/IP stack to see if I could notice any limitations. (I found threads 
on this all over google, but they were mainly for XP and were quite outdated, 
none directly helped in the situation). So I contacted our data-center to see 
if there was anything on their end that limited certain ports (eg. 27015) to a 
certain amount of packets per second, they promptly disregarded anything on 
their end managing port limits. 

So the question comes down to being, is srcds itself being overloaded by the 
connections? Anything over 110megabit/sec seems to drop the connectivity of 
srcds entirely, with the box being completely stable. If so, are there any 
tweaks I can do to allow SRCDS to use the entire line speed if needed to stay 
online? 

( The switch we're on is a Juniper EX2200, which can easily handle the packets 
per second that we're seeing. )

Thanks for any help. ___
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Re: [hlds] SRCDS Connection Limit?

2012-02-02 Thread Connor M.
Sounds like a possible (but less severe in this instance) devnull attack to
me. There was a stink about this not too long ago. In fact, it's capable of
doing attacks so severe that it caused a GMod server admin to get a $15K
bill. The thread about it on Facepunch appears to have been deleted, though.

Try getting the IP address(es) blocked. I'll let someone else cover any
srcds.exe tweaks if there are any.
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Re: [hlds] SRCDS Connection Limit?

2012-02-02 Thread Calvin Judy
I'm aware of devnull, and it is, we're getting popped everyday by nothing but 
inbound cod4 ports. I have an ACL ticket awaiting the data-center today, but 
we've had botnets hit the server multiple times, and srcds still gets dropped 
without saturating the uplink. 
  - Original Message - 
  From: Connor M. 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Thursday, February 02, 2012 9:10 AM
  Subject: Re: [hlds] SRCDS Connection Limit?


  Sounds like a possible (but less severe in this instance) devnull attack to 
me. There was a stink about this not too long ago. In fact, it's capable of 
doing attacks so severe that it caused a GMod server admin to get a $15K bill. 
The thread about it on Facepunch appears to have been deleted, though.

  Try getting the IP address(es) blocked. I'll let someone else cover any 
srcds.exe tweaks if there are any.



--


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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Mart-Jan Reeuwijk
Well, here you go:


http://www.youtube.com/watch?v=mD7Fi7xC-gg

They dont even care bout VAC anymore, for that takes couple weeks, couple weeks 
they can cheat around, and then take a new one.


And I think its more appropriate to fork the topic with its own thread about 
DDOS attacks etc. 





 From: Chad Hedstrom chad.hedst...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com 
Sent: Thursday, 2 February 2012, 0:13
Subject: Re: [hlds] Dealing with persistent cheaters
 
Note to gameserver coders: it would be great to have some sort of
rudimentary DDoS protection, i.e. gameserver level firewall that says
ignore packets from IPs X, Y, Z.

I've been dealing with a very persistent DDoS attack on my BF3 servers
recently (he has it set on a nightly timer!) and we almost had to
switch to a virtual managed server to take advantage of Windows
Server's more advanced firewall options - at $180 a month. A huge
shout out to John at NFO for helping me with this. The DDoS attacks
wouldn't crash the server, but it would cause the server to drop all
the players.

Long story short, DDoS tools are becoming more of a problem and easier
to find (LOIC anybody?) and it would be nice to have some rudimentary
protection built in, if only so that the plugin community can expand
upon it. Maybe something to think about for CS:GO and HL3DM? ;)

On Sun, Jan 29, 2012 at 3:18 PM, Connor M. wickedplayer...@gmail.com wrote:
 Just hope that they don't go deep into illegal territory and (D)DoS your
 servers. If they happen to do so, get a hold of your host/ISP (if you're
 running a server that you built/bought and are not using a host) and explain
 what happened as some programs that do such things can produce EXTREME
 amounts of bandwidth which can net you with a $15K bill (like someone on
 Facepunch experienced, didn't see the thread myself because there's too much
 traffic all the time). Then, look up the IP so that you can get a hold of
 local authorities and their ISP and tell them that they're doing illegal
 things. Hope for the best, and rest feeling good that you got rid of another
 skid.

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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Lance Waidzunas
Sorry to chime in late, and if this has already been brought up, I
apologize...

But is there anyway Valve could implement a minimum time between name
changes?  I could care less about the hackers and what not, but it's kind
of a pain in the butt when you're trying to ban someone quickly in server
and their name keeps changing.  My admins and myself are usually playing
when these idiots drop by the eXtv servers and it'd be great if there was
even like 5-10 second minimum between name changes so we have a moment to
pop a ban in and carry on w/ the game.

On Thu, Feb 2, 2012 at 10:57 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 Well, here you go:

 http://www.youtube.com/watch?v=mD7Fi7xC-gg
 They dont even care bout VAC anymore, for that takes couple weeks, couple
 weeks they can cheat around, and then take a new one.

 And I think its more appropriate to fork the topic with its own thread
 about DDOS attacks etc.

   --
 *From:* Chad Hedstrom chad.hedst...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Thursday, 2 February 2012, 0:13

 *Subject:* Re: [hlds] Dealing with persistent cheaters

 Note to gameserver coders: it would be great to have some sort of
 rudimentary DDoS protection, i.e. gameserver level firewall that says
 ignore packets from IPs X, Y, Z.

 I've been dealing with a very persistent DDoS attack on my BF3 servers
 recently (he has it set on a nightly timer!) and we almost had to
 switch to a virtual managed server to take advantage of Windows
 Server's more advanced firewall options - at $180 a month. A huge
 shout out to John at NFO for helping me with this. The DDoS attacks
 wouldn't crash the server, but it would cause the server to drop all
 the players.

 Long story short, DDoS tools are becoming more of a problem and easier
 to find (LOIC anybody?) and it would be nice to have some rudimentary
 protection built in, if only so that the plugin community can expand
 upon it. Maybe something to think about for CS:GO and HL3DM? ;)

 On Sun, Jan 29, 2012 at 3:18 PM, Connor M. wickedplayer...@gmail.com
 wrote:
  Just hope that they don't go deep into illegal territory and (D)DoS your
  servers. If they happen to do so, get a hold of your host/ISP (if you're
  running a server that you built/bought and are not using a host) and
 explain
  what happened as some programs that do such things can produce EXTREME
  amounts of bandwidth which can net you with a $15K bill (like someone on
  Facepunch experienced, didn't see the thread myself because there's too
 much
  traffic all the time). Then, look up the IP so that you can get a hold of
  local authorities and their ISP and tell them that they're doing illegal
  things. Hope for the best, and rest feeling good that you got rid of
 another
  skid.

 ___
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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Wander
Remember that sourcemod, besides stuff like @red and @blue, also has
@aim, so you can spectate someone who changes name non-stop, and then
use sm_ban @aim to ban the person you are spectating


On Thu, Feb 2, 2012 at 18:03, Lance Waidzunas lswa...@gmail.com wrote:
 Sorry to chime in late, and if this has already been brought up, I
 apologize...

 But is there anyway Valve could implement a minimum time between name
 changes?  I could care less about the hackers and what not, but it's kind of
 a pain in the butt when you're trying to ban someone quickly in server and
 their name keeps changing.  My admins and myself are usually playing when
 these idiots drop by the eXtv servers and it'd be great if there was even
 like 5-10 second minimum between name changes so we have a moment to pop a
 ban in and carry on w/ the game.


 On Thu, Feb 2, 2012 at 10:57 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:

 Well, here you go:

 http://www.youtube.com/watch?v=mD7Fi7xC-gg
 They dont even care bout VAC anymore, for that takes couple weeks, couple
 weeks they can cheat around, and then take a new one.

 And I think its more appropriate to fork the topic with its own thread
 about DDOS attacks etc.

 
 From: Chad Hedstrom chad.hedst...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, 2 February 2012, 0:13

 Subject: Re: [hlds] Dealing with persistent cheaters

 Note to gameserver coders: it would be great to have some sort of
 rudimentary DDoS protection, i.e. gameserver level firewall that says
 ignore packets from IPs X, Y, Z.

 I've been dealing with a very persistent DDoS attack on my BF3 servers
 recently (he has it set on a nightly timer!) and we almost had to
 switch to a virtual managed server to take advantage of Windows
 Server's more advanced firewall options - at $180 a month. A huge
 shout out to John at NFO for helping me with this. The DDoS attacks
 wouldn't crash the server, but it would cause the server to drop all
 the players.

 Long story short, DDoS tools are becoming more of a problem and easier
 to find (LOIC anybody?) and it would be nice to have some rudimentary
 protection built in, if only so that the plugin community can expand
 upon it. Maybe something to think about for CS:GO and HL3DM? ;)

 On Sun, Jan 29, 2012 at 3:18 PM, Connor M. wickedplayer...@gmail.com
 wrote:
  Just hope that they don't go deep into illegal territory and (D)DoS your
  servers. If they happen to do so, get a hold of your host/ISP (if you're
  running a server that you built/bought and are not using a host) and
  explain
  what happened as some programs that do such things can produce EXTREME
  amounts of bandwidth which can net you with a $15K bill (like someone on
  Facepunch experienced, didn't see the thread myself because there's too
  much
  traffic all the time). Then, look up the IP so that you can get a hold
  of
  local authorities and their ISP and tell them that they're doing illegal
  things. Hope for the best, and rest feeling good that you got rid of
  another
  skid.

 ___
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 please visit:
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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Tom Weir
One of our server admins wrote a sm plugin that counts name changes per player 
over a short period of time. If they exceed a threshold, they're kicked 
automatically.

Also, sourcemod's sm_who is very helpful for determining who to kick/ban, as it 
will give you a unique number per player, rather than trying to use their name 
to ban.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lance Waidzunas
Sent: Thursday, February 02, 2012 9:04 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Dealing with persistent cheaters

Sorry to chime in late, and if this has already been brought up, I apologize...

But is there anyway Valve could implement a minimum time between name changes?  
I could care less about the hackers and what not, but it's kind of a pain in 
the butt when you're trying to ban someone quickly in server and their name 
keeps changing.  My admins and myself are usually playing when these idiots 
drop by the eXtv servers and it'd be great if there was even like 5-10 second 
minimum between name changes so we have a moment to pop a ban in and carry on 
w/ the game.

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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Lance Waidzunas
Is that plugin made available to other server admins, Tom?  I'd love to
install that on our servers.

On Thu, Feb 2, 2012 at 11:10 AM, Tom Weir tw...@geekwerks.ca wrote:

  One of our server admins wrote a sm plugin that counts name changes per
 player over a short period of time. If they exceed a threshold, they’re
 kicked automatically.

 ** **

 Also, sourcemod’s sm_who is very helpful for determining who to kick/ban,
 as it will give you a unique number per player, rather than trying to use
 their name to ban.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lance Waidzunas
 *Sent:* Thursday, February 02, 2012 9:04 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Dealing with persistent cheaters

 ** **

 Sorry to chime in late, and if this has already been brought up, I
 apologize...

 ** **

 But is there anyway Valve could implement a minimum time between name
 changes?  I could care less about the hackers and what not, but it's kind
 of a pain in the butt when you're trying to ban someone quickly in server
 and their name keeps changing.  My admins and myself are usually playing
 when these idiots drop by the eXtv servers and it'd be great if there was
 even like 5-10 second minimum between name changes so we have a moment to
 pop a ban in and carry on w/ the game. 

 ** **

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[hlds] How to handle Name Change Offenders

2012-02-02 Thread Stephen Bevan
For those asking about a plugin to handle players/cheaters who change their
names so fast you can't keep track, here area  couple of plugins that help
admins out:

Name Change Punisher is one -
http://forums.alliedmods.net/showthread.php?t=161320

SMAC has the name change capability as well -
http://forums.alliedmods.net/forumdisplay.php?f=133
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Re: [hlds] How to handle Name Change Offenders

2012-02-02 Thread gameadmin
Or you just ban them by ID

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Stephen Bevan
Sent: 02 February 2012 17:25
To: hlds@list.valvesoftware.com
Subject: [hlds] How to handle Name Change Offenders

 

For those asking about a plugin to handle players/cheaters who change their
names so fast you can't keep track, here area  couple of plugins that help
admins out:

 

Name Change Punisher is one -
http://forums.alliedmods.net/showthread.php?t=161320

 

SMAC has the name change capability as well -
http://forums.alliedmods.net/forumdisplay.php?f=133

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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Mart-Jan Reeuwijk
I tho one was on SM already.

http://forums.alliedmods.net/showthread.php?p=1504588

yeap, prolly some others as well.

 




 From: Lance Waidzunas lswa...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com 
Sent: Thursday, 2 February 2012, 18:12
Subject: Re: [hlds] Dealing with persistent cheaters
 

Is that plugin made available to other server admins, Tom?  I'd love to 
install that on our servers.


On Thu, Feb 2, 2012 at 11:10 AM, Tom Weir tw...@geekwerks.ca wrote:

One of our server admins wrote a sm plugin that counts name changes per player 
over a short period of time. If they exceed a threshold, they’re kicked 
automatically.
 
Also, sourcemod’s sm_who is very helpful for determining who to kick/ban, as 
it will give you a unique number per player, rather than trying to use their 
name to ban.
 
From:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lance Waidzunas
Sent: Thursday, February 02, 2012 9:04 AM

To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Dealing with persistent cheaters
 
Sorry to chime in late, and if this has already been brought up, I 
apologize...
 
But is there anyway Valve could implement a minimum time between name 
changes?  I could care less about the hackers and what not, but it's kind of 
a pain in the butt when you're trying to ban someone quickly in server and 
their name keeps changing.  My admins and myself are usually playing when 
these idiots drop by the eXtv servers and it'd be great if there was even 
like 5-10 second minimum between name changes so we have a moment to pop a 
ban in and carry on w/ the game. 
 
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Re: [hlds] How to handle Name Change Offenders

2012-02-02 Thread Chad Hedstrom
If you type status in the console (client or server) it will list their
name + steam ID. Steam ID allows you to (theoretically) ban them across all
 steamworks titles.

On Thu, Feb 2, 2012 at 11:26 AM, gamead...@127001.org wrote:

 Or you just ban them by ID

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Stephen Bevan
 *Sent:* 02 February 2012 17:25
 *To:* hlds@list.valvesoftware.com
 *Subject:* [hlds] How to handle Name Change Offenders

 ** **

 For those asking about a plugin to handle players/cheaters who change
 their names so fast you can't keep track, here area  couple of plugins that
 help admins out:

 ** **

 Name Change Punisher is one -
 http://forums.alliedmods.net/showthread.php?t=161320

 ** **

 SMAC has the name change capability as well -
 http://forums.alliedmods.net/forumdisplay.php?f=133

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Re: [hlds] How to handle Name Change Offenders

2012-02-02 Thread Flickshot Tech
Thanks Stephen!

Had that problem last night.

cheers

(ooh my first hlds email :O )


On 2/02/2012, at 9:24 AM, Stephen Bevan wrote:

 For those asking about a plugin to handle players/cheaters who change their 
 names so fast you can't keep track, here area  couple of plugins that help 
 admins out:
 
 Name Change Punisher is one -  
 http://forums.alliedmods.net/showthread.php?t=161320
 
 SMAC has the name change capability as well - 
 http://forums.alliedmods.net/forumdisplay.php?f=133
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Re: [hlds] Update 5.2 for Nuclear Dawn has been released

2012-02-02 Thread Nicholas Hastings

Due to some technical complications, this was delayed.

It is now released.

On 2/1/2012 2:23 PM, Nicholas Hastings wrote:

Please update your servers to receive the update. Changelog is below.

Client Changes
 * Added teammate player names and class icons to commander view.
 * Added player squad letter to name in both first-person and 
commander views.

 * Added backstab indicator for armknives to aiming reticle.
 * Added variable FOV slider to advanced video options (range 75 - 
100, default 90).

 * Added option to disable motion blur in advanced video options.
 * Added alternate zoom method for commanders without scroll wheel 
(hold SHIFT + mouse up/down).
 * Added ironsights toggle option in advanced keyboard settings 
(default on).

 * Added crouch toggle option in advanced keyboard settings (default off).
 * Decreased frequency of structure under attack sound
 * Updated German and Russian localizations.

Fixes
 * Fixed career overview showing incorrect unlock level for class gizmos.
 * Fixed spawn selection on minimap
 * Fixed achievements being earned in training mode.
 * Fixed Golden Targets achievement counting commanders in bunker 
instead of commanders outside of bunker.
 * Fixed Team Domination, Around the Track, and Headshot achievements 
being impossible to achieve.

 * Fixed servers not showing in Steam server browser.
 * Outdated servers no longer show on Steam server list nor in-game.
 * Fixed firstperson, thirdperson, and thirdpersonshoulder commands 
not functioning.

 * Fixed Consortium commanders not getting credit for Sonic Turret kills.
 * Increased required build area for Transport Gates to stop players 
from getting easily stuck upon spawn.

 * Fixed thermal vision in armory exploit.
 * Fixed class change for health exploit.
 * Fixed Steam UpToDate web api not recognizing ND.
 * Ported in some engine stability fixes from Left 4 Dead 2.
 * Fixed some prediction issues with the Stealth's arm knives.
 * Fixed using secondary attack button on knives not cancelling sprint.
 * Fixed plugin menus being hidden by loadout menu.
 * Fixed plugin menus ignoring input in commander view.
 * Fixed hldsupdatetool (re)downloading the large startup and tutorial 
videos.


Server Downloads
 * Fixed custom maps not downloading.
 * Fixed all custom downloads not working without sv_downloadurl set.
 * Enabled sv_allowdownload, sv_allowupload, and net_maxfilesize cvars.

Other Server Changes
 * Added Motd support (use motd.txt or file specified by motdfile cvar).
 * Server hibernation no longer enabled by default.
 * Server hibernation setting can now be altered.
 * Enhanced and cleaned up server logging.
 * Added requested event properties for modders.

Maps
Oilfield
 * Added Oilfield Beta.

Oasis
 * Redesigned Empire spawn area to make it less exposed
 * Fixed able to hit assembler with m95 from Bath house roof
 * Modified tunnel behind Empire base for deploying relay towers

--
Nicholas psychonic Hastings
Programmer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com


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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread lwf
Valve already has a limit but it's not very aggressive. Perhaps they
can bypass it, or it's the only reason they're not changing their name
every tick.

On Thu, Feb 2, 2012 at 18:03, Lance Waidzunas lswa...@gmail.com wrote:
 Sorry to chime in late, and if this has already been brought up, I
 apologize...

 But is there anyway Valve could implement a minimum time between name
 changes?  I could care less about the hackers and what not, but it's kind of
 a pain in the butt when you're trying to ban someone quickly in server and
 their name keeps changing.  My admins and myself are usually playing when
 these idiots drop by the eXtv servers and it'd be great if there was even
 like 5-10 second minimum between name changes so we have a moment to pop a
 ban in and carry on w/ the game.


 On Thu, Feb 2, 2012 at 10:57 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:

 Well, here you go:

 http://www.youtube.com/watch?v=mD7Fi7xC-gg
 They dont even care bout VAC anymore, for that takes couple weeks, couple
 weeks they can cheat around, and then take a new one.

 And I think its more appropriate to fork the topic with its own thread
 about DDOS attacks etc.

 
 From: Chad Hedstrom chad.hedst...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, 2 February 2012, 0:13

 Subject: Re: [hlds] Dealing with persistent cheaters

 Note to gameserver coders: it would be great to have some sort of
 rudimentary DDoS protection, i.e. gameserver level firewall that says
 ignore packets from IPs X, Y, Z.

 I've been dealing with a very persistent DDoS attack on my BF3 servers
 recently (he has it set on a nightly timer!) and we almost had to
 switch to a virtual managed server to take advantage of Windows
 Server's more advanced firewall options - at $180 a month. A huge
 shout out to John at NFO for helping me with this. The DDoS attacks
 wouldn't crash the server, but it would cause the server to drop all
 the players.

 Long story short, DDoS tools are becoming more of a problem and easier
 to find (LOIC anybody?) and it would be nice to have some rudimentary
 protection built in, if only so that the plugin community can expand
 upon it. Maybe something to think about for CS:GO and HL3DM? ;)

 On Sun, Jan 29, 2012 at 3:18 PM, Connor M. wickedplayer...@gmail.com
 wrote:
  Just hope that they don't go deep into illegal territory and (D)DoS your
  servers. If they happen to do so, get a hold of your host/ISP (if you're
  running a server that you built/bought and are not using a host) and
  explain
  what happened as some programs that do such things can produce EXTREME
  amounts of bandwidth which can net you with a $15K bill (like someone on
  Facepunch experienced, didn't see the thread myself because there's too
  much
  traffic all the time). Then, look up the IP so that you can get a hold
  of
  local authorities and their ISP and tell them that they're doing illegal
  things. Hope for the best, and rest feeling good that you got rid of
  another
  skid.

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[hlds] Mandatory TF2 update coming

2012-02-02 Thread Eric Smith
We're working on releasing a mandatory TF2 update. We should have it ready soon.

-Eric

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Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread Jethro Seabridge
Undocumented changes: insert entirety of patch notes here

On Thu, Feb 2, 2012 at 9:50 PM, Eric Smith er...@valvesoftware.com wrote:

 We're working on releasing a mandatory TF2 update. We should have it ready
 soon.

 -Eric

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Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread AnAkIn .
Documented changes: insert fix for hats, weapons + new hats, weapons

2012/2/2 Jethro Seabridge jet2the...@gmail.com

 Undocumented changes: insert entirety of patch notes here


 On Thu, Feb 2, 2012 at 9:50 PM, Eric Smith er...@valvesoftware.comwrote:

 We're working on releasing a mandatory TF2 update. We should have it
 ready soon.

 -Eric

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Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread João Gabriel
They don't give the patch notes until the patch is released.

On Thu, Feb 2, 2012 at 7:59 PM, Jethro Seabridge jet2the...@gmail.comwrote:

 Undocumented changes: insert entirety of patch notes here


 On Thu, Feb 2, 2012 at 9:50 PM, Eric Smith er...@valvesoftware.comwrote:

 We're working on releasing a mandatory TF2 update. We should have it
 ready soon.

 -Eric

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Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread netshroud
- Updated Localization files
- Did not update Localization files

On 03/02/2012, at 9:03 AM, João Gabriel wrote:

 They don't give the patch notes until the patch is released.
 
 On Thu, Feb 2, 2012 at 7:59 PM, Jethro Seabridge jet2the...@gmail.com wrote:
 Undocumented changes: insert entirety of patch notes here
 
 
 On Thu, Feb 2, 2012 at 9:50 PM, Eric Smith er...@valvesoftware.com wrote:
 We're working on releasing a mandatory TF2 update. We should have it ready 
 soon.
 
 -Eric
 
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[hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Eric Smith
We've released a mandatory update to Team Fortress 2. The notes for the update 
are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Adjusted error messages on servers when players drop due to Steam 
authentication failure to be more clear
- Additional important server messages now go to the server log instead of just 
the console

Team Fortress 2
- Added The Conquistador
- Added The Map Maker's Medallion
- Added new promotional items
- Added information about item origins to the WebAPI
- Added DamagedPlayer animation event for the HUD, fired when the local 
player damages other players
- Fixed The Head Warmer not displaying unusual particle effects correctly
- Fixed paint applying incorrectly on Max's Severed Head
- Fixed a server crash caused by Holiday Punch critical attacks on physics 
objects
- Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
- Updated cp_foundry:
   - Clip brush collision smoothing by the forward spawn alternate exit
   - Fixed Nobuild exploits
   - Fixed the teleporter player trap on the roof of the forward spawn 
alternate exit
   - Fixed Nodraw and texturing errors
   - Fixed clipping of barrels on final cap points
   - Fixed fade distance on props
   - Fixed lighting bugs in spytech vistas
   - Removed props hidden in geometry
   - Removed ability for players to cap the final point by standing on the 
catwalk behind it

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Nathanael Havez
Thank's Eric!

Natha

Envoyé de mon iPad

Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit :

 We've released a mandatory update to Team Fortress 2. The notes for the 
 update are below.
 
 -Eric
 
 --
 
 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Adjusted error messages on servers when players drop due to Steam 
 authentication failure to be more clear
 - Additional important server messages now go to the server log instead of 
 just the console
 
 Team Fortress 2
 - Added The Conquistador
 - Added The Map Maker's Medallion
 - Added new promotional items
 - Added information about item origins to the WebAPI
 - Added DamagedPlayer animation event for the HUD, fired when the local 
 player damages other players
 - Fixed The Head Warmer not displaying unusual particle effects correctly
 - Fixed paint applying incorrectly on Max's Severed Head
 - Fixed a server crash caused by Holiday Punch critical attacks on physics 
 objects
 - Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
 - Updated cp_foundry:
   - Clip brush collision smoothing by the forward spawn alternate exit
   - Fixed Nobuild exploits
   - Fixed the teleporter player trap on the roof of the forward spawn 
 alternate exit
   - Fixed Nodraw and texturing errors
   - Fixed clipping of barrels on final cap points
   - Fixed fade distance on props
   - Fixed lighting bugs in spytech vistas
   - Removed props hidden in geometry
   - Removed ability for players to cap the final point by standing on the 
 catwalk behind it
 
 ___
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
- Added DamagedPlayer animation event for the HUD, fired when the local
player damages other players

Anyone knows what's the use of that? Unless you're coding hacks, it seems
to be pointless.

2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit :

  We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log instead
 of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward spawn
 alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing on
 the catwalk behind it
 
  ___
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 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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AnAkIn
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Andrew DeMerse
You can already enable sounds when you've damaged players, and 'sticky'
outgoing damage numbers to the HUD. I'd imagine it's something along those
lines, except for people with hearing problems.

On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the local
 player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it seems
 to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit :

  We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log instead
 of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward spawn
 alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing on
 the catwalk behind it
 
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 please visit:
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 --
 Best regards,
 AnAkIn


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
Unless I am missing something, they seem to be talking about adding a game
event here, not anything new to the HUD?

2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and 'sticky'
 outgoing damage numbers to the HUD. I'd imagine it's something along those
 lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it seems
 to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit :

  We've released a mandatory update to Team Fortress 2. The notes for
 the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward spawn
 alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing on
 the catwalk behind it
 
  ___
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 please visit:
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 ___
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 --
 Best regards,
 AnAkIn


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Andrew DeMerse
You even quoted it! Haha

- Added DamagedPlayer animation event for the HUD, fired when the local
player damages other players

On Thu, Feb 2, 2012 at 5:30 PM, AnAkIn . anakin...@gmail.com wrote:

 Unless I am missing something, they seem to be talking about adding a game
 event here, not anything new to the HUD?


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and 'sticky'
 outgoing damage numbers to the HUD. I'd imagine it's something along those
 lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it
 seems to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit :

  We've released a mandatory update to Team Fortress 2. The notes for
 the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the
 Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward spawn
 alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing on
 the catwalk behind it
 
  ___
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 archives, please visit:
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 --
 Best regards,
 AnAkIn


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 AnAkIn


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Re: [hlds] Mandatory TF2 update coming

2012-02-02 Thread Brian
Hopefully a fix for the client FPS lag...

On Thu, Feb 2, 2012 at 10:05 PM, netshr...@gmail.com wrote:

 - Updated Localization files
 - Did not update Localization files

 On 03/02/2012, at 9:03 AM, João Gabriel wrote:

 They don't give the patch notes until the patch is released.

 On Thu, Feb 2, 2012 at 7:59 PM, Jethro Seabridge jet2the...@gmail.comwrote:

 Undocumented changes: insert entirety of patch notes here


 On Thu, Feb 2, 2012 at 9:50 PM, Eric Smith er...@valvesoftware.comwrote:

 We're working on releasing a mandatory TF2 update. We should have it
 ready soon.

 -Eric

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
I don't think you understood the events I am talking of.

https://developer.valvesoftware.com/wiki/IGameEventManager
https://developer.valvesoftware.com/wiki/Networking_Events_%26_Messages

2012/2/2 Andrew DeMerse ademe...@gmail.com

 You even quoted it! Haha

 - Added DamagedPlayer animation event for the HUD, fired when the local
 player damages other players

 On Thu, Feb 2, 2012 at 5:30 PM, AnAkIn . anakin...@gmail.com wrote:

 Unless I am missing something, they seem to be talking about adding a
 game event here, not anything new to the HUD?


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and 'sticky'
 outgoing damage numbers to the HUD. I'd imagine it's something along those
 lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it
 seems to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit
 :

  We've released a mandatory update to Team Fortress 2. The notes for
 the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the
 Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate
 exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward
 spawn alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing
 on the catwalk behind it
 
  ___
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 archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

 ___
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 --
 Best regards,
 AnAkIn


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 AnAkIn


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Brian
I'm guessing it allows your crosshair to blink another colour when you
damage something, like the dot flashing red in Quake.

On Thu, Feb 2, 2012 at 10:38 PM, Andrew DeMerse ademe...@gmail.com wrote:

 You even quoted it! Haha

 - Added DamagedPlayer animation event for the HUD, fired when the local
 player damages other players

 On Thu, Feb 2, 2012 at 5:30 PM, AnAkIn . anakin...@gmail.com wrote:

 Unless I am missing something, they seem to be talking about adding a
 game event here, not anything new to the HUD?


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and 'sticky'
 outgoing damage numbers to the HUD. I'd imagine it's something along those
 lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it
 seems to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a écrit
 :

  We've released a mandatory update to Team Fortress 2. The notes for
 the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the
 Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate
 exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward
 spawn alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing
 on the catwalk behind it
 
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 archives, please visit:
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 --
 Best regards,
 AnAkIn


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 AnAkIn


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Andrew DeMerse
The HUD animations file changed, and the patch note says it's an event
related to HUDs. The animation file changes added the following lines.

+
+ //===
+
+ event DamagedPlayer
+ {
+   // empty
+ }


On Thu, Feb 2, 2012 at 5:43 PM, AnAkIn . anakin...@gmail.com wrote:

 I don't think you understood the events I am talking of.

 https://developer.valvesoftware.com/wiki/IGameEventManager
 https://developer.valvesoftware.com/wiki/Networking_Events_%26_Messages


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You even quoted it! Haha

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 On Thu, Feb 2, 2012 at 5:30 PM, AnAkIn . anakin...@gmail.com wrote:

 Unless I am missing something, they seem to be talking about adding a
 game event here, not anything new to the HUD?


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and 'sticky'
 outgoing damage numbers to the HUD. I'd imagine it's something along those
 lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it
 seems to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a
 écrit :

  We've released a mandatory update to Team Fortress 2. The notes for
 the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the
 Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate
 exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward
 spawn alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing
 on the catwalk behind it
 
  ___
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 archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

 ___
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 --
 Best regards,
 AnAkIn


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 AnAkIn


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 AnAkIn


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread AnAkIn .
I just found that out, I didn't know there were HUD events in
HudAnimations_tf.txt.

2012/2/2 Andrew DeMerse ademe...@gmail.com

 The HUD animations file changed, and the patch note says it's an event
 related to HUDs. The animation file changes added the following lines.

 +
 + //===
 +
 + event DamagedPlayer
 + {
 + // empty
 + }


 On Thu, Feb 2, 2012 at 5:43 PM, AnAkIn . anakin...@gmail.com wrote:

 I don't think you understood the events I am talking of.

 https://developer.valvesoftware.com/wiki/IGameEventManager
 https://developer.valvesoftware.com/wiki/Networking_Events_%26_Messages


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You even quoted it! Haha

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 On Thu, Feb 2, 2012 at 5:30 PM, AnAkIn . anakin...@gmail.com wrote:

 Unless I am missing something, they seem to be talking about adding a
 game event here, not anything new to the HUD?


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and
 'sticky' outgoing damage numbers to the HUD. I'd imagine it's something
 along those lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it
 seems to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a
 écrit :

  We've released a mandatory update to Team Fortress 2. The notes
 for the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to
 Steam authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when
 the local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks on
 physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the
 Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate
 exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward
 spawn alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by standing
 on the catwalk behind it
 
  ___
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 archives, please visit:
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 ___
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 --
 Best regards,
 AnAkIn


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 AnAkIn


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-- 
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AnAkIn
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Brian
http://etf2l.org/forum/general/topic-20212/page-1/?recent=365129#post-365127

On Thu, Feb 2, 2012 at 10:56 PM, AnAkIn . anakin...@gmail.com wrote:

 I just found that out, I didn't know there were HUD events in
 HudAnimations_tf.txt.


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 The HUD animations file changed, and the patch note says it's an event
 related to HUDs. The animation file changes added the following lines.

 +
 + //===
 +
 + event DamagedPlayer
 + {
 +// empty
 + }


 On Thu, Feb 2, 2012 at 5:43 PM, AnAkIn . anakin...@gmail.com wrote:

 I don't think you understood the events I am talking of.

 https://developer.valvesoftware.com/wiki/IGameEventManager
 https://developer.valvesoftware.com/wiki/Networking_Events_%26_Messages


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You even quoted it! Haha

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 On Thu, Feb 2, 2012 at 5:30 PM, AnAkIn . anakin...@gmail.com wrote:

 Unless I am missing something, they seem to be talking about adding a
 game event here, not anything new to the HUD?


 2012/2/2 Andrew DeMerse ademe...@gmail.com

 You can already enable sounds when you've damaged players, and
 'sticky' outgoing damage numbers to the HUD. I'd imagine it's something
 along those lines, except for people with hearing problems.


 On Thu, Feb 2, 2012 at 5:17 PM, AnAkIn . anakin...@gmail.com wrote:

 - Added DamagedPlayer animation event for the HUD, fired when the
 local player damages other players

 Anyone knows what's the use of that? Unless you're coding hacks, it
 seems to be pointless.


 2012/2/2 Nathanael Havez na...@me.com

 Thank's Eric!

 Natha

 Envoyé de mon iPad

 Le 2 févr. 2012 à 23:12, Eric Smith er...@valvesoftware.com a
 écrit :

  We've released a mandatory update to Team Fortress 2. The notes
 for the update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Adjusted error messages on servers when players drop due to
 Steam authentication failure to be more clear
  - Additional important server messages now go to the server log
 instead of just the console
 
  Team Fortress 2
  - Added The Conquistador
  - Added The Map Maker's Medallion
  - Added new promotional items
  - Added information about item origins to the WebAPI
  - Added DamagedPlayer animation event for the HUD, fired when
 the local player damages other players
  - Fixed The Head Warmer not displaying unusual particle effects
 correctly
  - Fixed paint applying incorrectly on Max's Severed Head
  - Fixed a server crash caused by Holiday Punch critical attacks
 on physics objects
  - Updated the Itsy Bitsy Spyer so it can also be equipped by the
 Sniper
  - Updated cp_foundry:
- Clip brush collision smoothing by the forward spawn alternate
 exit
- Fixed Nobuild exploits
- Fixed the teleporter player trap on the roof of the forward
 spawn alternate exit
- Fixed Nodraw and texturing errors
- Fixed clipping of barrels on final cap points
- Fixed fade distance on props
- Fixed lighting bugs in spytech vistas
- Removed props hidden in geometry
- Removed ability for players to cap the final point by
 standing on the catwalk behind it
 
  ___
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 archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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 AnAkIn


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[hlds] Latest TF2 update: delete tf/maps/cp_foundry*.lmp

2012-02-02 Thread Fletcher Dunn
The latest updated removed a lump file from the depot.  In case the update 
process doesn't delete it, please delete any files matching the following 
wildcard from your server:

tf/maps/cp_foundry*.lmp

Your humble servant,
Fletch

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-02 Thread Kyle Sanderson
Any chance at a CS:S sync?

Thanks,
Kyle.

On Thu, Feb 2, 2012 at 2:12 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Adjusted error messages on servers when players drop due to Steam
 authentication failure to be more clear
 - Additional important server messages now go to the server log instead of
 just the console

 Team Fortress 2
 - Added The Conquistador
 - Added The Map Maker's Medallion
 - Added new promotional items
 - Added information about item origins to the WebAPI
 - Added DamagedPlayer animation event for the HUD, fired when the local
 player damages other players
 - Fixed The Head Warmer not displaying unusual particle effects correctly
 - Fixed paint applying incorrectly on Max's Severed Head
 - Fixed a server crash caused by Holiday Punch critical attacks on physics
 objects
 - Updated the Itsy Bitsy Spyer so it can also be equipped by the Sniper
 - Updated cp_foundry:
   - Clip brush collision smoothing by the forward spawn alternate exit
   - Fixed Nobuild exploits
   - Fixed the teleporter player trap on the roof of the forward spawn
 alternate exit
   - Fixed Nodraw and texturing errors
   - Fixed clipping of barrels on final cap points
   - Fixed fade distance on props
   - Fixed lighting bugs in spytech vistas
   - Removed props hidden in geometry
   - Removed ability for players to cap the final point by standing on the
 catwalk behind it

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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Bruno Garcia
I love how cheat programmers keep using the the 'debug' Draw box for
wallhacks.

Places where I've seen the debug drawbox:
* used for rendering area portals in-game with sv_cheats 1
Places where I've seen using the debug drawbox as cheats:
* too many to count

Perhaps it would helpful to check on the vac module if a player's is using
a render function...

On Thu, Feb 2, 2012 at 5:10 PM, lwf l...@rocketblast.com wrote:

 Valve already has a limit but it's not very aggressive. Perhaps they
 can bypass it, or it's the only reason they're not changing their name
 every tick.

 On Thu, Feb 2, 2012 at 18:03, Lance Waidzunas lswa...@gmail.com wrote:
  Sorry to chime in late, and if this has already been brought up, I
  apologize...
 
  But is there anyway Valve could implement a minimum time between name
  changes?  I could care less about the hackers and what not, but it's
 kind of
  a pain in the butt when you're trying to ban someone quickly in server
 and
  their name keeps changing.  My admins and myself are usually playing when
  these idiots drop by the eXtv servers and it'd be great if there was even
  like 5-10 second minimum between name changes so we have a moment to pop
 a
  ban in and carry on w/ the game.
 
 
  On Thu, Feb 2, 2012 at 10:57 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com
  wrote:
 
  Well, here you go:
 
  http://www.youtube.com/watch?v=mD7Fi7xC-gg
  They dont even care bout VAC anymore, for that takes couple weeks,
 couple
  weeks they can cheat around, and then take a new one.
 
  And I think its more appropriate to fork the topic with its own thread
  about DDOS attacks etc.
 
  
  From: Chad Hedstrom chad.hedst...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Thursday, 2 February 2012, 0:13
 
  Subject: Re: [hlds] Dealing with persistent cheaters
 
  Note to gameserver coders: it would be great to have some sort of
  rudimentary DDoS protection, i.e. gameserver level firewall that says
  ignore packets from IPs X, Y, Z.
 
  I've been dealing with a very persistent DDoS attack on my BF3 servers
  recently (he has it set on a nightly timer!) and we almost had to
  switch to a virtual managed server to take advantage of Windows
  Server's more advanced firewall options - at $180 a month. A huge
  shout out to John at NFO for helping me with this. The DDoS attacks
  wouldn't crash the server, but it would cause the server to drop all
  the players.
 
  Long story short, DDoS tools are becoming more of a problem and easier
  to find (LOIC anybody?) and it would be nice to have some rudimentary
  protection built in, if only so that the plugin community can expand
  upon it. Maybe something to think about for CS:GO and HL3DM? ;)
 
  On Sun, Jan 29, 2012 at 3:18 PM, Connor M. wickedplayer...@gmail.com
  wrote:
   Just hope that they don't go deep into illegal territory and (D)DoS
 your
   servers. If they happen to do so, get a hold of your host/ISP (if
 you're
   running a server that you built/bought and are not using a host) and
   explain
   what happened as some programs that do such things can produce EXTREME
   amounts of bandwidth which can net you with a $15K bill (like someone
 on
   Facepunch experienced, didn't see the thread myself because there's
 too
   much
   traffic all the time). Then, look up the IP so that you can get a hold
   of
   local authorities and their ISP and tell them that they're doing
 illegal
   things. Hope for the best, and rest feeling good that you got rid of
   another
   skid.
 
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  please visit:
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  please visit:
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