Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-23 Thread Invalid Protocol
plugin_load command does not work anymore.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Wednesday, April 24, 2013 1:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

 

That sounds bad.

 

On Tue, Apr 23, 2013 at 6:40 PM, Invalid Protocol
invalidprotocolvers...@gmail.com wrote:

I don't think is Metamod. Probably the server does not load the plugins
anymore, at least on Linux. I have 3 and none is loaded (including Metamod).
No errors are printed in server's console or in log files.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Wednesday, April 24, 2013 1:20 AM


To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mandatory Team Fortress 2 update released

 

Did this update break Metamod for anyone else?

 

On Tue, Apr 23, 2013 at 6:06 PM, Andrew Donshik and...@donshikfamily.com
wrote:

Aww. No ham.

-Andrew


On Apr 23, 2013, at 6:03 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for Team Fortress 2. The notes for the
update are below. The new version number for TF2 as of this release is
1734532. This is a departure from our previous version system so it can be
consistent with what Fletcher is using for the SteamPipe releases.

 -Eric

 --

 Team Fortress 2
 - Added Only allow map files to the possible selections in the download
filter option for clients
 - Fixed a client crash related to the material system
 - Fixed Diamond/Carbonado Botkiller weapons using incorrect team materials
for the arms
 - Fixed a vphysics regression where some items would travel farther than
they should
 - Improved performance and stability for the Linux version
 - Removed range restrictions from viewmodel_fov_demo
 - Updated the Ap-Sap so it can be gift-wrapped and have custom
names/descriptions applied to it

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Re: [hlds] Engine Error: Host_Error: Overflow... still present

2012-08-19 Thread Invalid Protocol
Did you try my patch? If you have so many servers, you can use one for some
tests.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Sunday, August 19, 2012 4:46 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Engine Error: Host_Error: Overflow... still present

 

most of my servers are stucked with ghost clients (nobody can connect or
hl2.exe crashes)..

...or they crash with overflows ... 

 

...at least the sun is shining here in Germany ...

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Sunday, August 19, 2012 5:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Engine Error: Host_Error: Overflow... still present

 

This is beyond a joke.

Fix this god damn problem. Servers are losing players and probably lowering
scores.

On 19/08/2012 04:06, Sampson Rogers wrote:

I'm kind of shocked this wasn't addressed today, it's killing off servers
not long after they're open. These crashes combined with the inability for
clients to connect is sure to be a great thing for our server scores. 



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Re: [hlds] Engine Error: Host_Error: Overflow... still present

2012-08-18 Thread Invalid Protocol
I said this once, but I god no reply back.

 

Set both sv_dumpstringtables and developer convars to 1. The server should log 
something like: 

 

CNetworkStringTableContainer::WriteBaselines wrote %d bytes for table %s [space 
remaining %d bytes]

 

This may help you to find the problem. See what it logs when the server is 
almost empty; see what it logs when the server has more players etc…

 

The error occurs in CNetworkStringTableContainer::WriteBaselines, which seems 
to be called only from:

 

CHLTVDemoRecorder::WriteServerInfo

CReplayDemoRecorder::WriteServerInfo

CBaseClient::SendServerInfo

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike M
Sent: Saturday, August 18, 2012 8:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Engine Error: Host_Error: Overflow... still present

 

Still happens for me as well. Any plugin that reads/enumerates large lists of 
files seems to trigger it even more often.

On Sat, Aug 18, 2012 at 1:39 PM, Petar Obradović spideyfus...@gmail.com wrote:

I can confirm this as well, the servers are constantly going down:

 

L 08/18/2012 - 10:30:22: Engine error: Host_Error: Overflow error writing 
string table baseline GameRulesCreation

On Sat, Aug 18, 2012 at 6:17 PM, Sampson Rogers kritskring...@gmail.com wrote:

Down goes another, BOOM!

 

L 08/17/2012 - 12:06:05: Engine error: Host_Error: Overflow error writing 
string table baseline GameRulesCreation

 

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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Invalid Protocol
Do you have a backtrace?

I don't have this error, but I assume is CBaseClient::SendServerInfo -
CNetworkStringTableContainer::WriteBaselines, so the overflow occurs when a
client joins. 

I see that the buffer used by CBaseClient::SendServerInfo has 96000 bytes.
The problem occurs when writing the string tables, but why? Unfortunately
the string tables are not the first written out, so it may be something else
that requires so much data.

The CNetworkStringTableContainer::WriteBaselines should log some data if
sv_dumpstringtables and developer are both non zero. See if this helps you
to gather more data. Also there are two commands regarding string tables
(dumpgamestringtable and dumpstringtables), try them on a test server.
Anyway, as I said I don't think the problem is the string tables, probably
they are only the last drop.

Note that CNetworkStringTableContainer::WriteBaselines is also called for
Replay and STV, but I assume you don't have any enabled.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 3:57 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

These two lines are present, too:
Engine error: Host_Error: Overflow error writing string table baseline
ServerPopFiles
Engine error: Host_Error: Overflow error writing string table baseline
GameRulesCreation

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 12:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're seeing crashes as well across our normal PvP servers. MvM seems to run
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; Red triggered captureblocked (cp 0) (cpname
#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in
console:

- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] Half-Life 1 dedicated server update released

2012-08-09 Thread Invalid Protocol
Wait few days. They will update the fake servers to latest engine and will
spam again the servers list. 

 

I already see 40-50 fake servers for same real server, all having 18/21 or
19/22 or 20/23 players.  Probably they can still spoof the number of
connected players because the bots appear as being players. CS 1.6 does not
have a separate column for bots and the number of bots is not subtracted
from the total number of slots.

 

Unlike in TF2, Valve can't blacklist the IPs, because these fake servers are
hosted by players and almost all have dynamic IP.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Thursday, August 09, 2012 12:32 PM
To: d...@forlix.org; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Half-Life 1 dedicated server update released

 

Nice, there is no longer a thousand of fake servers with gametype clasic.
There are still many non steam/cracked servers in the list though.

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Re: [hlds] Half-Life 1 dedicated server update released

2012-08-09 Thread Invalid Protocol
A HL1 server can force the players to execute the connect command or even
you can reply with a redirect packet when they connect. So any kid can
host 10 fake servers (usually using the names of other servers), all being
almost full, and redirect the players to a real server. Some real servers
have even hundreds of fake servers behind them, hosted by regular players,
because this is a condition for getting administrative rights. Also some
companies hosting game servers provide a service or support for hosting such
fake servers. For example they provide the kits so the players can download
and run the fake servers with only 2 clicks, or even they can host for free
some fake servers if you buy a real server.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, August 09, 2012 9:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Half-Life 1 dedicated server update released

What is the purpose of these fake servers anyway? Do they have some ads 
in the MOTDs to make money of or is it just to annoy people?

On 2012/08/09 19:50, Invalid Protocol wrote:
 Wait few days. They will update the fake servers to latest engine and
 will spam again the servers list.

 I already see 40-50 fake servers for same real server, all having 18/21
 or 19/22 or 20/23 players. Probably they can still spoof the number of
 connected players because the bots appear as being players. CS 1.6 does
 not have a separate column for bots and the number of bots is not
 subtracted from the total number of slots.

 Unlike in TF2, Valve can't blacklist the IPs, because these fake servers
 are hosted by players and almost all have dynamic IP.

 *From:*hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
 *Sent:* Thursday, August 09, 2012 12:32 PM
 *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Half-Life 1 dedicated server update released

 Nice, there is no longer a thousand of fake servers with gametype
 clasic. There are still many non steam/cracked servers in the list
though.



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Re: [hlds] Reliable Snapshot Overflow

2012-07-23 Thread Invalid Protocol
There are too many entities that require too many data that must be sent to
a new client = buffer overflow. I assume that was a custom map with too
many func_breakable entities. I'm not a map maker so I may be wrong, but
this is the first thing I would verify.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Monday, July 23, 2012 3:59 AM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] Reliable Snapshot Overflow

Hi all,

For quite some time now I've been getting reports from clients saying
they're being prevented from joining my servers. They're being kicked
with this message. 'Disconnect: ERROR! Reliable snapshot overflow..'

Here's a pastebin link with my info in hopes that it's helpful.
http://pastebin.com/hYvzC7Ng

The error is very prominent, and is preventing clients (Including
myself) from joining the server. From my understanding, and reading a
number of other threads on the list, the issue is present in TF2 as
well.

Thanks,
Kyle.

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Re: [hlds] Engine Error TF2

2012-07-09 Thread Invalid Protocol
And many server crashes in CEconItemView::GetPlayerDisplayModel method.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Tuesday, July 10, 2012 12:03 AM
To: d...@forlix.org; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Engine Error TF2

 

We've been seeing this on our servers as wellno weapons, civilian
glitching, and restarting the server resolves it.

On Mon, Jul 9, 2012 at 4:55 PM, Dominik Friedrichs d...@forlix.org wrote:

On 2012/07/09 22:35, AeroliteGaming.com wrote:

Hello guys,

I appear to be getting an engine error quite often recently, this is a
while past the last update. No plugins or anything edited.

Engine Error

539/ - tf_weapon_builder: UTIL_SetModel: not precached: D |-2r


I've also had a strange problem regarding weapons: Found my server in a
weird state where people would spawn without weapons and according to a
player his game would crash when trying to change the class or loadout. This
seemed to carry on across map changes; restarting the server fixed it.


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Re: [hlds] Servers Missing From Server List

2012-06-27 Thread Invalid Protocol
Show us the output of status command (executed from server's console) when
this happens again. But execute the status command while the server is
delisted (before you restart it). Or send me the output (off-list).

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Wednesday, June 27, 2012 12:52 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] Servers Missing From Server List

As some of you know from my previous messages here, My TF2 servers are
frequently disappearing off the master server list requiring them to be
restarted so they appear again. I'm very curious how many of you are
experiencing this problem as well.

During the past 3 days I've had to restart them more than 10 times to
address this issue and would really appreciate knowing if others are seeing
it too. If you are seeing it, what are you doing to combat the issue? I'm at
a loss as to what to do next.

This is only occurring with my TF2 servers on my Windows 2008 dedicated
server box. The CSS servers on the same box never have a problem.

Thanks in advance for your input.
Mike


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Re: [hlds] New Exploit to crash a server [Console flooding]

2012-06-19 Thread Invalid Protocol
Add this line to server's config for a fast/easy fix:

 

alias listdeaths 

 

Type the alias command to server's console too, otherwise the server will be
vulnerable until map changes.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bobby Light
Sent: Tuesday, June 19, 2012 8:41 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] New Exploit to crash a server [Console flooding]

 

Saw this via Reddit, and this can crash a server within seconds. I hope this
can be patched soon.

 

Steps: 

This is all done in the console, or it can be done in autoexec

alias crash
listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeath
s;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeat
hs;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdea
ths

then you simply

bind u crash

This will display a lot of crap in the console of all the deaths that have
occurred so far. Especially on 24/7 servers.

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Re: [hlds] New Exploit to crash a server [Console flooding]

2012-06-19 Thread Invalid Protocol
I did a test before sending the email and after the alias was created the 
listdeaths command did nothing. Is same fix suggested by 1nsane for floods 
using status command. You only need a plugin if you want to log or to ban the 
players…

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Petar Obradovic
Sent: Tuesday, June 19, 2012 9:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

I just tried the alias listdeaths  command, executed it via RCON but I was 
still able to crash my server even by entering the listdeaths command once on 
client side. It didn't seem to matter how long the server was up, it would 
still crash regardless.

 

I ended up making a small SourceMod plugin which blocks the command and logs 
the client who did it. That seemed to do the trick for me. Feel free to look at 
the source code and compile it yourself.

 

http://pastebin.com/kdYz3nuF

On Tue, Jun 19, 2012 at 7:44 PM, Jason pctool...@gmail.com wrote:

So that line in the server.cfg is all that's needed until this is patched?  If 
so, thank you very much for that.

On Tue, Jun 19, 2012 at 3:38 AM, Invalid Protocol 
invalidprotocolvers...@gmail.com wrote:

Add this line to server’s config for a fast/easy fix:

 

alias listdeaths 

 

Type the alias command to server’s console too, otherwise the server will be 
vulnerable until map changes.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bobby Light
Sent: Tuesday, June 19, 2012 8:41 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] New Exploit to crash a server [Console flooding]

 

Saw this via Reddit, and this can crash a server within seconds. I hope this 
can be patched soon.

 

Steps: 

This is all done in the console, or it can be done in autoexec

alias crash 
listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths

then you simply

bind u crash

This will display a lot of crap in the console of all the deaths that have 
occurred so far. Especially on 24/7 servers.

 

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Re: [hlds] New Exploit to crash a server [Console flooding]

2012-06-19 Thread Invalid Protocol
No, it does not work. Use a plugin.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Tuesday, June 19, 2012 8:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

So that line in the server.cfg is all that's needed until this is patched?
If so, thank you very much for that.

On Tue, Jun 19, 2012 at 3:38 AM, Invalid Protocol
invalidprotocolvers...@gmail.com wrote:

Add this line to server's config for a fast/easy fix:

 

alias listdeaths 

 

Type the alias command to server's console too, otherwise the server will be
vulnerable until map changes.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bobby Light
Sent: Tuesday, June 19, 2012 8:41 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] New Exploit to crash a server [Console flooding]

 

Saw this via Reddit, and this can crash a server within seconds. I hope this
can be patched soon.

 

Steps: 

This is all done in the console, or it can be done in autoexec

alias crash
listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeath
s;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeat
hs;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdea
ths

then you simply

bind u crash

This will display a lot of crap in the console of all the deaths that have
occurred so far. Especially on 24/7 servers.


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Re: [hlds] New Exploit to crash a server [Console flooding]

2012-06-19 Thread Invalid Protocol
Hmmm, you’re right. I did the test again and now the listdeaths command can’t 
even be executed from server’s console.

 

From: Invalid Protocol [mailto:invalidprotocolvers...@gmail.com] 
Sent: Tuesday, June 19, 2012 11:08 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: RE: [hlds] New Exploit to crash a server [Console flooding]

 

I did a test before sending the email and after the alias was created the 
listdeaths command did nothing. Is same fix suggested by 1nsane for floods 
using status command. You only need a plugin if you want to log or to ban the 
players…

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Petar Obradovic
Sent: Tuesday, June 19, 2012 9:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

I just tried the alias listdeaths  command, executed it via RCON but I was 
still able to crash my server even by entering the listdeaths command once on 
client side. It didn't seem to matter how long the server was up, it would 
still crash regardless.

 

I ended up making a small SourceMod plugin which blocks the command and logs 
the client who did it. That seemed to do the trick for me. Feel free to look at 
the source code and compile it yourself.

 

http://pastebin.com/kdYz3nuF

On Tue, Jun 19, 2012 at 7:44 PM, Jason pctool...@gmail.com wrote:

So that line in the server.cfg is all that's needed until this is patched?  If 
so, thank you very much for that.

On Tue, Jun 19, 2012 at 3:38 AM, Invalid Protocol 
invalidprotocolvers...@gmail.com wrote:

Add this line to server’s config for a fast/easy fix:

 

alias listdeaths 

 

Type the alias command to server’s console too, otherwise the server will be 
vulnerable until map changes.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bobby Light
Sent: Tuesday, June 19, 2012 8:41 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] New Exploit to crash a server [Console flooding]

 

Saw this via Reddit, and this can crash a server within seconds. I hope this 
can be patched soon.

 

Steps: 

This is all done in the console, or it can be done in autoexec

alias crash 
listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths

then you simply

bind u crash

This will display a lot of crap in the console of all the deaths that have 
occurred so far. Especially on 24/7 servers.

 

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Re: [hlds] Policy of Truth??

2012-05-04 Thread Invalid Protocol
Few months ago Valve made some changes and is not possible anymore to fake
the number of connected players. The servers can report whatever they want,
but the value displayed in Internet tab is retrieved from Valve.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of proto type
Sent: Friday, May 04, 2012 7:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Policy of Truth??

 

Feels like they penalized some servers not the others. Groups like Lotus and
ProTF2 are not only running BOTS and fakeclients but ProTF2 is also using
credit mod which i thought was against Valve's TOS. 

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Re: [hlds] Policy of Truth??

2012-05-04 Thread Invalid Protocol
As far as I know, when you donate (money or goods) you don't expect
something back. Very few communities use donations to support the servers.

 

Most of them simply sell something (access to reserved slot, immunity during
humiliation round etc.) for real money and call this a donation. Also, as
far as I know, No Heroes servers can kick a player to free a slot for a
donator (http://forums.steampowered.com/forums/showthread.php?t=1531500),
so in their case is pay to play instead pay to win.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Saturday, May 05, 2012 12:59 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Policy of Truth??

 

Yeah - let's not paint communities whose members donate to support their
servers as something negative. Community supported servers are as old as pc
gaming itself. Not all communities that are member-supported are pay to
win. We sure as hell aren't.

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Re: [hlds] [hlds_linux] Suddenly very low server population

2012-04-27 Thread Invalid Protocol
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg61635.html

 

The changelog contains Added a server console message when a player is sent
to the server via the matchmaking system, but it doesn't work. Probably the
GC does not send the CMsgTFQuickplay_PlayerJoining message to servers. The
log message should look like (Quickplay) Incoming player.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Friday, April 27, 2012 9:25 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Suddenly very low server population

 

Is there an official way to tell when a player connects from quickplay?
Because based on your stats it seems I'm logging the wrong thing. That or
the servers are just very quick play dependent which leads to different
stats and that is the problem there. 

 

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