Re: [hlds] [TWI Serveradmins] Killing Floor 2 Beta Server Hosting Open For All

2015-04-17 Thread Harry Strongburg
You sure all your ports are forwarded? My Steam shows my KF2 servers just fine 
(as KFGameInfo_Survival) in the game column.  And I don't know about HLSW, 
but if you query it as RO2 it should work, at least that's the current way to 
add KF2 servers to gametracker.

On Fri, Apr 17, 2015 at 10:13:17AM +0100, Anthony Duncan wrote:
 It shouldn't be too much of a problem. It's not like it takes a while to
 set them up either if there really is a big demand. Are there any tips on
 how to query the server as neither HLSW or Steam seem to be updated to view
 the server. I've added ?Port and ?QueryPort to the command line. The only
 way I can see it's online is via the command and the web admin being active.

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Re: [hlds] [TWI Serveradmins] Killing Floor 2 Beta Server Hosting Open For All

2015-04-16 Thread Harry Strongburg
Is there perhaps plans to allow a dynamic type of server config?

There is a matchmaking sort of thing in the beta, is there any plans to be 
able to configure the server when empty to dynamically change 
difficulity/length/map based on who is searching?

Not many games do it, but I think it'd be nice to have. If the server is empty 
and someone searches for a normal game with long length, it could change to 
that and connect the user/party there?

I have capacity for lots of stable servers, but right now (same as KF1) it's a 
gamble to choose game settings and hope the server becomes useful.

On Wed, Apr 15, 2015 at 11:31:36PM -0400, rd1...@cox.net wrote:
 It does work using anonymous. The beta players want to know when you are 
 shutting it off on the 16th at midnight ? Plus a lot of the players have 
 requested the servers to set to longer waves as KF1 players they think its a 
 bit easy. You can adjust the settings using the webpanel.
 
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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-24 Thread Harry Strongburg
Not sure if this problem ever happened with normal quickplay (I don't 
usually use it), but I've gotten matchmade to offline servers quite a 
bit. I'd assume that would be pretty confusing to a new player.

Console was exactly like this (IP = 77.87.184.8:27015):
 Party created
 Lobby created
 Detected lobby in state RUN
 Connecting to IP
 Detected lobby in state RUN
 Connecting to IP
 Connecting to IP...
 Retrying IP...
 Retrying IP...
 Retrying IP...
 Connection failed after 4 retries.

 Sending request to exit matchmaking system
 Sending request to exit matchmaking system
 Sending request to exit matchmaking system
 Sending request to exit matchmaking system
 Lobby destroyed
 Sending request to exit matchmaking system
 Party destroyed

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Re: [hlds] Killing Floor client patch?

2012-06-01 Thread Harry Strongburg
On Thu, May 31, 2012 at 10:15:40PM -0500, Crazed Gunman wrote:
 A bit curious as to what this patch entails, haven't seen anything
 about it anywhere. Anyone?

http://forums.tripwireinteractive.com/showthread.php?t=79857
A required update for clients and servers will be coming out shortly. 
This patch fixes a few map issues and introduces the first female 
character Ash in preparation for the availability of the KF Gold box at 
retail.

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Re: [hlds] Source Engine remote slowhacking exploit - how can I dump a .dem file?

2012-04-13 Thread Harry Strongburg
On Fri, Apr 13, 2012 at 09:16:40PM -0300, Bruno Garcia wrote:
 First, the demo file won't record any crucial information...

What makes you think this? The client being unusable happens if you play 
back the demo, so whatever (at least the clientside breakage) is, it's 
recorded there.

 plus, these exploits aren't valve commands being messed up, it could 
 be protocols being buggy; for example sending the connection packet of 
 300 different clients...

Making everyone on the server being unable to press buttons via 
FCVAR_SERVER_CAN_EXECUTE could be a buggy protocol? It's obviously 
something on the game level. What are you getting at here?

 And secondly, this reminds me of the disconnect message exploit, that would
 *also block FVAR*, but I wouldn't worry about that exploit, it's already
 fixed!

Well then it's obviously different then if it was patched, but maybe 
related.

Anyways, I sent the demo to someone reputable offlist who (hopefully) 
knows what he's doing. Anyone with any other suggestions please say.

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[hlds] Source Engine remote slowhacking exploit - how can I dump a .dem file?

2012-04-12 Thread Harry Strongburg
Hi, just thought I'd tell you guys that there's a remote slowhacking 
exploit in the wild. Any user, who doesn't need any permissions at all 
on the server, and happens without ANY server modifications installed, 
can make all the client's on the server unresponsive. The exploit will 
even run just fine on Valve's official TF2 servers. Along with this, 
they can run seemingly any rcon command, such as say.

Any command on the player's clients will give the console error 
FCVAR_SERVER_CAN_EXECUTE prevented server running command (this 
includes toggleconsole, etc). This will make your game impossible to 
use, until you taskkill HL2 and join a new server.

In the experience I saw, this exploit doesn't work if you have SMAC 
installed: User was kicked for command spamming: say hi.

So my point of this email is if anyone here any idea on what I can do 
with a demo I was recording while the exploit was run on a server I was 
playing on. In particular, if I could see what commands the server 
forced my client to run (the slowhacking commands were recorded 
properly in the demo), it might be a bit easier for Valve to fix up 
whatever the exploit is.

Thanks for any suggestions.

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[hlds] srcds reflected DDoS

2012-03-25 Thread Harry Strongburg
I thought srcds was changed in the last few months so it'd be much 
harder to do a reflection attack using it / not even worth their time to 
do so? I just got hit by one from a lot of srcds servers. I took an IP 
dump and did a quick search, and almost all of the hosts were srcds 
servers. Some of them were COD4, but most of the traffic was coming from 
srcds servers. It was only a ~300 MB/s attack, from ~2.4k hosts, 
directed at UDP Port 80.

It was pretty trivial to block it (they didn't even direct it at my own 
srcds for some reason, I guess they wanted to take my httpd offline but 
don't realize all udp to port 80 is blocked?)... but I thought this 
issue was patched up in srcds?

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Re: [hlds] srcds reflected DDoS

2012-03-25 Thread Harry Strongburg
On Sun, Mar 25, 2012 at 12:20:37PM -0400, Joe Brown wrote:
 Are you sure it was from SRCDS servers and not just from boxes running 
 both Quake3 and SRCDS? I know Quake3 protocol (servers) allows for an 
 unlimited number of queries, so it's very easy to slam an IP with 
 several gbps of queries in a short amount of time. There really is no 
 easy way to block the reflected attack that I know of. Either get a 
 DDoS protected host or block all Quake3 based servers.

I am pretty sure they are only running srcds. I only did a quick search 
though. In either case my issue here isn't blocking it since I run Linux 
on my firewall, it's just seeing if Valve is ever going to work more to 
fix it at the source. Stricter rate limiting, required TCP handshake 
before sending any data to the connecting IP, etc. Just those are some 
quick ways I'd guess would work, but I'm not sure how practical they'd 
be.

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Re: [hlds] New feature in TF2 Beta dedicated server update

2012-03-16 Thread Harry Strongburg
On Fri, Mar 16, 2012 at 12:18:56AM +, Rich Kaethler wrote:
 If any of the players on the server have blocked this player, the 
 dedicated server is notified, and that new player may be kicked from 
 the server depending on the convar settings.

So if I add people who are currently on the server to my block list, 
then reconnect, it will kick them if it's set to 4? Or on option 2/3, 
I go add a player to my blocklist before they are fully connected to 
server, thus kicking them once they are fully connected? Sounds like an 
easy to abuse feature, unless I am completely misunderstanding it.

In my opinion it's bad for admin stuff like kicks to be applied to a 
player, other than a server group vote. Getting kicked from some 
well-meaning servers automatically because someone decided to block 
someone else for no apparent reason is just bad.

Perhaps it'd be a viable and more safe option to have the server 
automatically ignore/mute chat from a user being recieved by a user if 
they're on their blocklist? This way anyone who blocks someone for 
something such as harassment would not be able to harass them anymore, 
and they wouldn't be kicked from servers simply because someone on there 
blocked them. Basically, it'd just be a local mute so the person could 
still talk on the server, but only the one who chose to block that user 
wouldn't be able to see or hear any of it.

Please correct me if any of these interpretations are wrong. Thanks.

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Re: [hlds] Untitled

2012-02-20 Thread Harry Strongburg
On Tue, Feb 21, 2012 at 05:41:26AM +, ad...@crazyfreakgamers.com wrote:
 Does any one knows the process of getting bf3 license.

There is no such thing. Contact EA if you're a GSP. If you aren't a GSP, 
search around for a GSP to rent from.

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Re: [hlds] Dealing with persistent cheaters

2012-02-07 Thread Harry Strongburg
On Tue, Feb 07, 2012 at 06:40:49AM -0500, E. Olsen wrote:
 to be able to sexually harass some of our female players (some really vile
 stuff). He has it down to a science now, in that he can get banned, and be
 back on the server with a new account in under 5 minutes.
 
 IP bans don't work, since he has a dynamic IP, and I can't exactly shut out
 his whole geographic region by banning the whole IP range either.

Does he get a rise out of your server or something when he does it? Most 
of those people just do it for attention. If they stop getting 
attention, they don't come back.

You could make a plugin that would ban anyone from his IP range with a 
newer Steam ID. That'd make it not hurt as many people.

Or you could even get the police involved if he continues his 
harassment. If he has seriously done it as much as you say he has, 
that'd be a legitmiate complaint you should file with your local police 
department with IP+time logs, or just abuse@hisISP though you don't get 
much luck with those on residential ISPs.

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Re: [hlds] [hlds_linux] Killing Floor Update Issue - Windows Dedicated Servers

2011-10-27 Thread Harry Strongburg
On Thu, Oct 27, 2011 at 05:07:40PM -0400, John Gibson wrote:
 We've found a serious issue in the Windows dedicated server build for the
 Killing Floor Halloween update released today. We're working feverishly to
 nail down the issue. But in the meantime I would advise and request that
 anyone running a Killing Floor Windows dedicated server please take the
 server offline until we get this issue sorted. The game is essentially
 unplayable on a Windows server at this point. Linux servers appear to be
 fine, so for now players will have to connect to Linux servers.

What's the issue? People walking around as citizen, not being able to 
shoot guns and flying around? I've seen that quite a bit on a few 
different servers, I assume Windows.

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Re: [hlds] Mandatory TF2 BETA update released

2011-10-04 Thread Harry Strongburg
On Tue, Oct 04, 2011 at 03:43:39PM -0600, T Marler wrote:
 Are there any plans to fix hl2.exe crashing after quitting tf2? I 
 havn't heard anything about this and it's been around for months.

Set your game's launch options to -high -windowed -noborder. I use that 
and have not gotten a hl2 crash in months.

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Re: [hlds] Red Orchestra 2 Ranked Servers Showing Up When They Shouldn't Has Been Fixed

2011-09-16 Thread Harry Strongburg
On Fri, Sep 16, 2011 at 03:25:19PM -0400, John Gibson wrote:
 (although we are only currently rejecting servers that aren't a 
 legitimate clan, gaming community, or GSP).

A bit offtopic, but I don't really see a point to the whole ranking 
system. Do you mind explaining/giving links to why it's so exclusive/why 
this system is setup as such? I know it's for the unlock system, but 
what's so bad about giving that access to everyone? To me, it feels it's 
a slap in the face; some people who might have interest in running a 
server won't because they don't want to deal with the signup hassle. In 
result, that makes less people eager to buy the game. It's great how the 
dedicated file servers are open, but why the ranking system being 
closed? Thanks.

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Re: [hlds] Red Orchestra 2 Ranked Servers Showing Up When They Shouldn't Has Been Fixed

2011-09-16 Thread Harry Strongburg
On Fri, Sep 16, 2011 at 09:55:17PM +0200, Claudio Beretta wrote:
 Maybe to limit coping with malicious admins that _repeatedly_ create servers
 that manipulate the ranking system?
 If they give ranked status to GSPs and established clans, then it will be
 much more difficult for such admins to keep opening these kind of servers.

What do you mean by manipulate it? What could they do with it?

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Re: [hlds] Punkbuster Update Releease to address RO2 Beta Server Lag issues

2011-09-10 Thread Harry Strongburg
On Sat, Sep 10, 2011 at 04:59:22PM +0200, Claudio Beretta wrote:
 getting a lot of punkbuster kicks like this
 [28728.05] Log: PunkBuster Server: Kick Command Issued (Time Out trying to
 Update PB Client) for (slot#8)  .

First time running a server using Punkbuster? :)

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Re: [hlds] RO2 Beta Update Issues

2011-09-04 Thread Harry Strongburg
On Sun, Sep 04, 2011 at 07:30:57PM -0400, John Gibson wrote:
 - Updated servers do not show in the server browser
 Workaround (not a great one, but works), have people join from their
 favorites list, or Steam friends

Yeah, just bought this game and was like why can't I find servers?. 
Thanks for assuring me it's a bug and not something I'm doing wrong. I 
guess we're stuck using Gametracker or such to find active servers in 
the meantime.

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Re: [hlds] [hlds_linux] Team Fortress 2 Beta update

2011-08-30 Thread Harry Strongburg
On Tue, Aug 30, 2011 at 08:52:01PM +, Tony Paloma wrote:
 We've released an optional update for the Team Fortress 2 Beta.  The 
 specific changes include:

Grats on your first(?) announcement Tony, thanks for the updates.

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[hlds] What is Valve doing about the fake-client servers?

2011-08-18 Thread Harry Strongburg
See subject. It's been going on forever, servers advertising themselves 
as near full when there is no one in it. Just curious what's being done 
about this plauge that is spreading. There used to be a threat of 
masterserver delisting, but I haven't seen that happen to any of the 
large communities doing fake-clients for over 6 months now.

I don't know anything about how the Source engine is coded... but if I 
was to assume, I would say it wouldn't be that hard to add in, 
considering TF2 has a similar point system for matchmaking. Server 
owners being made aware they are being watched with some console lines 
about their masterserver status and such would also encourage fair-play.

Please?

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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-06 Thread Harry Strongburg
On Sat, Aug 06, 2011 at 09:45:07PM -0400, IBIS Customer Service wrote:
 Why does valve even need to b running servers? It just gives them incentives
 to try to push out compeating servers, so they can control the game more.

Maybe because there weren't enough good servers when the F2P launched. 
It has evened out now, but I still don't mind Valve running servers. At 
least I can be sure those joining Valve servers won't have to deal with 
dumb addons and such, having a nice vanilla gameplay (not saying all 
addons are dumb, referring more to pay us $40 per month and get the 
ability to godmode at will/other game-ruining features servers, which I 
am sure we all know what clans I am talking about).

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[hlds] Faking latency on server browser?

2011-04-07 Thread Harry Strongburg
Hi. I was looking for a CS:S server to play on, and noticed a community 
whos server was at the top of the latency chart (all of their servers 
replying 1 to 9 ms latency - which is impossible, considering it takes 
over 20ms just to leave my metropolis). But, if you view the server info 
of it by right-clicking, it shows the real latency (~90 ms - which I 
would expect, considering the server is on the other side of the 
continent from me). How are they doing this? I thought the 
server-browser latency was 100% client-side. If anyone wants to see it 
themselves, you can search [SIX] or view http://i.imgur.com/8uQAd.png 
(faked server-browser ping), vs http://i.imgur.com/QngVk.png (real game 
info ping). I find it absolutely disgusting. :(

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Re: [hlds] Faking latency on server browser?

2011-04-07 Thread Harry Strongburg
On Thu, Apr 07, 2011 at 04:03:49PM +0300, ics wrote:
 There has been discussion about this nearly a week now. I thought it
 was bogus but it could be possible after all.

I am pretty sure it isn't bogus, sadly. Only interesting plugin I saw 
them having was 'Custom Ping' (1.0) by pRED*, which I assume is doing 
this. :/

Another thing that the server does (which isn't something new -- quite 
a few servers do it) is masking the ping on the tab menu, though you 
could see everyone's pings (including ones with 260+ ms by running 
`ping' in console).

On Thu, Apr 07, 2011 at 05:39:27AM -0700, Mark Mcquay wrote:
 The weirdest thing is it only happens on my desktop but not on my 
 laptop but I play using the same steam account on both systems. It 
 never happens the first time I pull up the server list. Only if I 
 refresh the server list several times.

Sounds like your laptop is just failing to grab / process the entire 
server-list. Irrelevant to it, I think (though you could test it by 
adding the malicious servers to your favorites list on your laptop, and 
then it should appear to be low).

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Harry Strongburg
On Mon, Jan 31, 2011 at 09:20:02AM +, steve grout wrote:
 when the server goes into this 'mode', if someone should have a 
 network problem and disconnect for any reason, they cannot rejoin the 
 server

Does `connect ip:port' in the console work fine? It works fine for me. 
It just won't work via the server browser because the server browser 
attempts to grab a user-list/map/etc before attempting a connect.

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Re: [hlds] hlds Digest, Vol 33, Issue 27

2010-11-27 Thread Harry Strongburg
On Sat, Nov 27, 2010 at 05:12:48PM +1030, Josh Bost wrote:
 No need for you elitism here.

You're incorrect, I am not spouting elitism. I linked to the hlds_linux 
form for changing prefrences instead of hlds's, and I realized this 
after Micah replied to my post, so I said oh right in reply to him. It 
was not intentional to sound like I was disrespecting the hlds-win list. 
If you are referring to my discussion about replying to digested emails, 
it's just simple mailing etiquette that people should be aware of. Now 
let's stop wasting everyone's email box space and drop this thread.

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Re: [hlds] hlds Digest, Vol 33, Issue 27

2010-11-26 Thread Harry Strongburg
On Fri, Nov 26, 2010 at 08:58:56PM -0800, Micah Eulberg wrote:
 cool story bro

Oh right, forgot this was HLDS Windows, not HLDS Linux, my bad.

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Re: [hlds] Left4Dead 2 Client/Server Crash

2010-11-08 Thread Harry Strongburg
On Mon, Nov 08, 2010 at 01:21:18PM -0800, Robert Whelan wrote:
 47/ - infected: UTL_Setmodel: not precached: error.mdl  Both client and 
 servers 
 are updated with todays latest 10/29 updates. 

Are you using any custom addons? I deleted the entire addons folder and 
it worked for me.

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Re: [hlds] Source packet flood exploit

2010-10-25 Thread Harry Strongburg
On Mon, Oct 25, 2010 at 11:29:33PM -0400, HL-SDK Synths wrote:
 :-/ Just use iptables/firewall and block the attacking IP

That does not work when it is a piece of cake to spoof the IP. ;)

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Re: [hlds] Left 4 Dead 2 / Left 4 Dead updates released

2010-10-05 Thread Harry Strongburg
On Wed, Oct 06, 2010 at 08:12:32AM +1100, Andrew Armstrong wrote:
 Not sure if that's because I am in Australia and we're having to download
 from overseas

I think that Steam will find a local server automatically, so it should 
give you a closer server. I may be wrong though.

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Re: [hlds] CSS Status in console Broke.

2010-09-16 Thread Harry Strongburg
On Thu, Sep 16, 2010 at 12:47:13PM -0400, Travis Brown wrote:
 Has anyone else noticed that typing status or even rcon status in 
 console no longer works. It worked early on but hasnt seemed to for a 
 couple weeks on my servers. I searched google pretty hard then 
 searched the steam forums with nothing about this. Is this just me or 
 are any of you having this issue as well? If your unsure could you 
 check?

This has been mentioned on these lists a few times. Happens to me on OB 
games like TF2, CS:S, etc. Valve has yet to reply.

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Re: [hlds] Massive TF2 Server Crashing

2010-09-14 Thread Harry Strongburg
On Tue, Sep 14, 2010 at 08:27:01PM -0400, DarthNinja wrote:
 Crashed at:
 Tuesday 14th of September 2010 07:08:29 PM  CT

Mine around this time too (Linux).

Strangley, I got a dump this time, when I usually don't! 
http://harry.lu/files/secret/tf2dump20100915021146_1.dmp.tar

Uploading dump (in-process) [proxy ''] 
/tmp/dumps/crash_20100915021146_1.dmp
was what my TF2 screen said. Uploaded that file into a tarball above.

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Re: [hlds] Massive TF2 Server Crashing

2010-09-13 Thread Harry Strongburg
On Mon, Sep 13, 2010 at 07:33:52PM -0700, Tony Paloma wrote:
 The same crashes happened when that empty item name bug started happening.

Same thing happened to me a little while ago. What also sucks about it, 
is that it's not a true crash (at least not for me); the thread still 
runs. So it sits there forever until I ^C.

I really hope Valve can fix this soon...

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Re: [hlds] Team Fortress 2 Update Released

2010-09-10 Thread Harry Strongburg
On Fri, Sep 10, 2010 at 10:44:53PM +0100, D3vilfish - Simiancage.org wrote:
 Has it done a version change as we have updated download new so files yet
 still getting version out of date restarting on map change??

Yes, it uses the steam.inf to detect the version. The master-server is 
saying a newer version, yet the content servers have not gotten a newer 
one.

Bloody awesome. :(

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Re: [hlds] Team Fortress 2 Update Released

2010-09-10 Thread Harry Strongburg
On Fri, Sep 10, 2010 at 02:59:14PM -0700, John wrote:
  In related news, the L4D2 update released earlier today also lacked
 a new steam.inf file, despite being required.

I am pretty sure the L4D2 mutation updates are not required server-side.

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Re: [hlds] script for transferring group members?

2010-09-10 Thread Harry Strongburg
On Sat, Sep 11, 2010 at 12:51:49PM +1000, sten rulz wrote:
 How can i send group invites to everyone who is in the old steam group
 via a script? Does any one have ideas on what this code would be?
 
 I know a while ago there was a few scripts for adding players to your
 group from a txt file, etc. That involved using
 http://steamcommunity.com/actions/GroupInvite?type=groupInvite;

Are you that same guy who was asking about it in #sourcemod for the past 
two days?

The answer is that there is no public way to do it, and anyone who knows 
how is not interested in sharing. Mass group invites are annoying. Even 
if you own the old group to transfer members (pretty lame excuse in 
my opinion, groups don't break, so there's no need for it unless 
you're trying to recruit people from another group).
@psychonic Puddles: go autoinvite yourself

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[hlds] A ton of cheaters even with VAC enabled

2010-09-08 Thread Harry Strongburg
Hi, I am running a CS:S server, version : 1.0.0.52/15 4317 secure. 
Recently I have been getting a ton of obvious aimbotters. Is there any 
program I can use to help auto-ban these users? I understand VAC 
works, but its system is designed for delayed bans (so they are free 
to cheat in my server for a while). So I wonder, is there anything I can 
do server-side to auto-ban these jerks (other than recruit more 
admins)? I tried KAC and they still come.

Thanks.

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Re: [hlds] Linux physics problems

2010-08-29 Thread Harry Strongburg
On Sun, Aug 29, 2010 at 04:35:14PM +0400, Nikolay Kuznetsov wrote:
 After some time running garrysmod server on linux

This is the Win32 mailing list. Most people are signed up for both, but 
some are not. I suggest sending this to hlds_linux@ mailing list, not 
hlds@; you'll probably find more GNU/Linux users over there.

About your actual question though, sorry, I do not know.

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Re: [hlds] Delisting

2010-08-26 Thread Harry Strongburg
On Thu, Aug 26, 2010 at 07:10:59AM -0400, Justin wrote:
 So?

This mailing list doesn't allow discussions about illegal non-Steam 
servers. Please go somewhere else that allows discussions about 
non-Steam servers if you wish to talk about them.

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Re: [hlds] status command broken

2010-08-25 Thread Harry Strongburg
On Wed, Aug 25, 2010 at 08:48:01AM +0800, raydan wrote:
 my email?  nothing there

http://list.valvesoftware.com/mailman/private/hlds/2010-August/066806.html

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Re: [hlds] Team Fortress 2 Update Released

2010-08-21 Thread Harry Strongburg
On Fri, Aug 20, 2010 at 10:27:17PM -0700, Alfred Reynolds wrote:
 It is not required, but you will want to get it ASAP so birthday mode 
 goes away for now.

I would have hoped you'd add in a cvar to disable the mode even when 
it's on the forced day. NO-FUN-ALLOWED.jpg! Thanks for the fix though.

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[hlds] status command highly rate limited even for local console?

2010-08-21 Thread Harry Strongburg
If I do a remote status from in-game without rcon, it often will not 
reply anything. If I do it using rcon, same thing. If I screen -Urx tf2 
(attaching to the local TF2 screen), and do it there, the same thing 
happens. I must spam it, usually at least 10 times, to get any reply.

This happens on both srcds_win, srcds_linux, and a local Source game (in 
my testing, anyways). It happens on both modded servers, and vanilla 
ones. This also happens to me in on CS:S, and other Source games.

Does this happen to anyone else? If so, can this please be patched 
please? It is hard to get SteamIDs now when you need to send the command 
20 times just to get it to reply. Thanks.

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[hlds] Party Mode is ON when tf_birthday=0

2010-08-19 Thread Harry Strongburg
] rcon tf_birthday
 tf_birthday = 0
  game notify replicated
  
Ok, it's set at 0, the default. I have no party-mode plugins installed. 
So why are all the gibs on my server being turned into balloons and 
unicycles?! No one is wearing a birthday-hat like the wiki page says 
they should be.

Client-side, I have:
] tf_birthday
tf_birthday = 0
 game notify replicated
 
So why is everyone turning into balloons and it's playing stupid party 
noises? It's happening to me on every server, even servers without any 
mods installed.

I am cross-posting this to both hlds and hlds_linux lists (even though I 
know you dislike this), as it happens on both Linux and Windows servers.

If anyone else has this problem or knows a fix, please reply. Thanks.

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[hlds] CS:S MOTD empty

2010-08-10 Thread Harry Strongburg
Hello, I do not often run Windows servers, but a friend has a few CS:S servers 
running on Windows boxes. After the CS:S update a few days ago, the CS:S MOTD 
does not appear anymore. It's just a blank screen.
motd.txt and motd_text.txt both exist in the proper directory. 

What tests should I run to see why it's doing this? I tried a vanilla setup and 
the same problem happened.

Thanks.

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Re: [hlds] CS:S MOTD empty

2010-08-10 Thread Harry Strongburg
I am using raw HTML in it right now, and it USED to work fine prior to the 
update. Was there anything MOTD-wise changed in that update?
All related motd vars point to the correct files too. It's driving me crazy too.

On Tue, Aug 10, 2010 at 12:06:14PM +0200, Claudio Beretta wrote:
 had this problem a few weeks ago on tf2, it literally drove me crazy. It
 either didn't show anything, or didn't understand it had to render HTML and
 showed it as plain text.
 Things that can go wrong with motd are:
 -motdfile convar pointing to a non existent file
 -motd file size greater that 1.4 KB (not sure about the exact limit, but
 should be something like this. You can always use meta refresh to redirect
 to a bigger page on a web server: example http://pastebin.com/C7G4yGz3 )
 -wrong encoding
 remember that motd is read at change map
 
 
 On Tue, Aug 10, 2010 at 9:47 AM, Harry Strongburg harry.h...@harry.luwrote:
 
  Hello, I do not often run Windows servers, but a friend has a few CS:S
  servers running on Windows boxes. After the CS:S update a few days ago, the
  CS:S MOTD does not appear anymore. It's just a blank screen.
  motd.txt and motd_text.txt both exist in the proper directory.
 
  What tests should I run to see why it's doing this? I tried a vanilla setup
  and the same problem happened.
 
  Thanks.
 
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[hlds] sv_benchmark_force_start TF2 speedhack

2010-07-19 Thread Harry Strongburg
sv_benchmark_force_start can be used to behave as a speedhack.

How to reproduce:
1) Create a local TF2 server.
2) Type sv_benchmark_force_start in console.
3) Wait ~10 seconds for a few bots to spawn.
4) Disconnect.
5) Join any online server.
6) Once you go above a certain FPS (~66 in my tests), you will run very fast, 
as if you are speedhacking.

To disable this bug after you have enabled it, you must quit and re-launch the 
TF2 client.
This effects both hldslinux and hldswin (as far as I can tell though, it's a 
client-side bug, and there is no way for the server to fix it without a TF2 
client update). 
I do not know how this works, but I assume it does something weird with the 
threading (other players will be jerky, as if your connection is lagging).

I hope these are the correct lists to send this to? It is not a problem with 
the actual HLDS as far as I can see, but it would probably be fitting here...

Thanks for your time.

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