[hlds] SRCDS Connection Limit?
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 (I found threads on this all over google, but they were mainly for XP and were quite outdated, none directly helped in the situation).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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] SRCDS Connection Limit?
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Dealing with persistent cheaters
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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. 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Dealing with persistent cheaters
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Dealing with persistent cheaters
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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. ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] How to handle Name Change Offenders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Dealing with persistent cheaters
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] How to handle Name Change Offenders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] How to handle Name Change Offenders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Update 5.2 for Nuclear Dawn has been released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Dealing with persistent cheaters
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Mandatory TF2 update coming
We're working on releasing a mandatory TF2 update. We should have it ready soon. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
[hlds] Latest TF2 update: delete tf/maps/cp_foundry*.lmp
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Dealing with persistent cheaters
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds