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

2011-01-31 Thread Kevin b er
Well if it stays in that mode until restarting, then it IS a denial of
service attack.

On Mon, Jan 31, 2011 at 9:51 AM, Saul Rennison saul.renni...@gmail.comwrote:

 You can't help it. Tradeoff some players not being able to connect for
 your server not going down.

 On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
  Since valve tried to do this we're still having issues if we do not hide
 the servers.  Where as before the server was under attack it used to timeout
 for everyone it now, so it seems, just stops responding the the ping (still
 can be queried using status).  That's great in that is doesn't kill a game
 however one side effect is that, when the server goes into this 'mode', if
 someone should have a network problem and disconnect for any reason, they
 cannot rejoin the server, in fact no one can join the server until it's been
 restarted.
 
  This happens on both our windows and linux servers. Are other people
 experiencing the same thing?
 
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 --

 Thanks,
  - Saul.

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Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread Kevin b er
Windows servers don't start anymore, at all.  Trying to re-download a server
from scratch, but things aren't looking good.  No minidump file or
anything.  SRCDS.exe just exits with exit code -1.
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Re: [hlds] Team Fortress 2 Update Released

2010-12-14 Thread Kevin b er
FYI that message is always present in the start-up and doesn't seem to
affect if the server becomes secure near the end of the boot process.  It is
just another obtuse error-like message in a growing collection of
scary-looking console messages in the srcds startup.


On Tue, Dec 14, 2010 at 1:50 PM, Rikard Bremark
rikard.brem...@warzone.nuwrote:

 I just updated my server and when i start it know it just says  Access to
 secure servers is disabled 
 Is there any time limit on this?


 On 2010-12-14 03:55, 1nsane wrote:

 As of this post, this is not marked as required.

 Master server is listing out of date servers in the server list..

 On Mon, Dec 13, 2010 at 9:04 PM, Jason Ruymenjas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Fixed first person spectators seeing particle effects on the wearables
 of
 the person they're spectating.
 - Added the Pyro's Foster's Facade and Stockbroker's Scarf items as
 part of Tripwire's Twisted Christmas event.
  - See http://www.killingfloorthegame.com/xmas/ for full
 details.

 Jason


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Re: [hlds] Help.

2010-12-07 Thread Kevin b er
Don't get burstable RAM (burstable = shared) and ask questions about the
HD.  It really seems like all the file I/O for srcds is single threaded, so
if the file I/O stalls too long you'll get lag spikes.

On Tue, Dec 7, 2010 at 1:53 PM, John lists.va...@nuclearfallout.net wrote:

 Nomy, that's the conventional wisdom about VPSes, and the many levels of
 sharing that you're describing may be true at many VPS providers (any
 company with burstable RAM would be an example of one to avoid for a game
 server), but it's also possible to dedicate CPU cores and memory to each
 VPS. When this is combined with a high-performance virtualization platform
 such as Xen, and various tweaks are applied, such as PV-on-HVM drivers and
 the use of stubdoms, it's possible to get performance that's very close to
 bare hardware. If a game server wouldn't have problems on a regular
 dedicated server, it wouldn't have a problem on one of these well-configured
 virtual servers, either.

 The disk and network are still shared, but game servers don't actually use
 the disk much, and modern gigE network adapters have functionality built in
 that makes them perform at near line-rate for virtualized machines.

 -John


 On 12/7/2010 11:23 AM, ]HeLL[ Nomy wrote:

 There is nothing wrong with virtualisation as long as you use it for web
 servers etc... Not some busy game servers... because the CPU and the RAM
 is
 SHARED. The network connection on the parent machine is also shared across
 other VPSs. Some GSP advertise that their VPS can handle game servers very
 well. Thats just BS IMO.

 If your friend is running CSS, TF2 and Gmod servers on 1 VPS, they wont
 lag
 if empty or with few players on. Once they gain popularity, that's when
 the
 lag hits all 3 gameservers.

 If you are on a tight budget, get game server slots, works out alot
 cheaper
 than a VPS.

 On 7 December 2010 18:49,superr...@wdzclan.com  wrote:

  There's nothing wrong with virtualization, you get what you pay for.  My
 buddy is renting a vps from NFO, and he's running a tf2, gmod and css
 server.  Netgraph doesn't show any choke, and the fps's remain
 consistent.
  I honestly do believe it's advanced far enough to actually be useful in
 this manner, so why not take advantage of it if you're running on a tight
 budget?
 Sent from my BlackBerry® phone powered by Koodo Mobile®.

 -Original Message-
 From: ]HeLL[ Nomyn...@hellclan.co.uk
 Sender: hlds-boun...@list.valvesoftware.com
 Date: Tue, 7 Dec 2010 18:42:46
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Reply-To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Subject: Re: [hlds] Help.

 http://www.gtxgaming.co.uk/dedicated-servers
 Pretty good price... hosted in good datacentre...
 Don't get the VPS tho but some people like laggy servers they can get VPS
 :)

 On 7 December 2010 17:52, Graham Mgraham.mcmas...@ntlworld.com  wrote:

   Probably 1and1?


 On 07/12/2010 17:30, Drogen Viech wrote:

  A german provider?! Please tell us which one it is :O
 (Or me, in a personal e-mail, if you don't want to advertise hosting
 companies in here).

 2010/12/7 Dominik Friedrichsd...@forlix.org:

  Just as a note, I'm running a CS:S and TF2 on a VPS from a
 professional/reputable German provider, I admit there are times with

 lags

  but those are very rare. Its a great compromise for 30 Euros a month,

 as

  compared to their cheapest dedicated wich is around 80 Euros.
 But its always a little bit of a gambling when trying out new

 providers,

  thats for sure. Good thing is, some allow you to try out a VPS for a
 certain
 time for free.

 - Original Message - From: Shane Arnold
 clontar...@iinet.net.au
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, December 07, 2010 16:35
 Subject: Re: [hlds] Help.


  This isn't the case when using certain virtualization software and

 decent
 hardware, while giving dedicated resources to the servers.

 And until the day every other VPS provider follows this mindset,
 VPS's
 will always be unsuitable for the demand a high-usage game server
 will
 put
 on it. It's all well and good flogging the NFO horse, but give it a
 rest. A
 dedicated server will always outperform a VPS equivalent of the same
 spec.
 I'd recommend simply renting a server instead of the VPS or dedicated
 solution. It's a lot of investment for a game server.


 On 07/12/2010 11:27 PM, Oh Noes! wrote:

  This isn't the case when using certain virtualization software and
 decent
 hardware, while giving dedicated resources to the servers. I didn't
 believe
 it was possible to do well with a virtual server either, until I saw

 it

  done
 at nfoservers.com. We have 3 TF2 servers running without problems
 on

 a

  hyperthreaded 2 core virtual server from NFO.

 - Oh Noes!
 MAX POWER Gaming: Senior Admin
 MAX POWER - Voltage: Clan Leader

 -Original Message-
 From: 

Re: [hlds] Any chance of sv_steamgroup for CS:S / TF2?

2010-11-15 Thread Kevin b er
The steam group listing IP/ports could be if you kept the existing secret
key too.  Right now its trivial for a server to claim its in a steam group,
but the server still has to make that claim.  All that is needed is a 2nd
method for a steam group to claim a server.  If BOTH the server and the
steam group claims eachother, then the client can list it.

Can't do just a one-way check between a server and a steam group, it needs
to be both ways.


On Mon, Nov 15, 2010 at 5:10 PM, Mark Gunnett mgunnett4...@gmail.comwrote:

 I would prefer it this way as well. But yes, I'd love to specify steamgroup
 servers for my steam groups. But seeing it on the other foot I would not
 want random steamgroups adding my server either. So maybe allow a user to
 specify a keyword or something in the server.cfg that also has to exist in
 the steam group. And if you want to be able to list a server in multiple
 steam groups, allow multiple keywords.

 I would also like that tag option to be implemented in all of the games
 supported by Valve as well. It's all or nothing honestly. I'm not going to
 use the feature if I'm going to end up with double tags because I don't
 have
 the option to specify the tags in another game.

 On Mon, Nov 15, 2010 at 4:01 PM, Spencer 'Voogru' MacDonald 
 voo...@voogru.com wrote:

  I'm against this unless it's somehow secured. I would not want other
  servers using my steam group id.
 
  What I would like is the ability to list game servers on the steam groups
  page, and then the client downloads all of the servers from the groups
 they
  are in.
 
  - Voogru.
 
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 --
 All programmers are playwrights and all computers are lousy actors.
  - Unknown

 When I do good, I feel good; when I do bad, I feel bad, and that is my
 religion.
  - Abraham Lincoln

 Mark J. Gunnett
 [EoE]SniperFodder{AL}
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Re: [hlds] TF2 Engineer building exploit

2010-10-17 Thread Kevin b er
I'm guessing the valve fix for this will be to destroy all engie buildings
when you switch shotguns now.

On Sun, Oct 17, 2010 at 1:00 PM, Justin mysteriousjus...@gmail.com wrote:

  http://www.facepunch.com/showthread.php?1014883-Engi-Crabs-Part-2/

 Its already public.


 On 10/17/2010 1:56 PM, [MP] Oh Noes! wrote:

 Do you know how this exploit works? If so, please email me directly and I
 will do what I can to prevent it.

 Oh Noes!
 MAX POWER Gaming Community

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Thomas
 Sent: Sunday, October 17, 2010 1:53 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] TF2 Engineer building exploit

   Seems as a new exploit has come up that allows you to build multiple
 buildings as an engineer.
 The plugin that prevented it last time
 http://forums.alliedmods.net/showthread.php?t=125548 doesn't seem to
 help anymore.

 Does anyone else have any ideas?

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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread Kevin b er
You need gamedata updates for TF2 if you have sourcemod.

On Thu, Sep 30, 2010 at 3:40 PM, Marlon Wolterink 
munchkinbra...@hotmail.com wrote:

 Console initialized.
 Steam is not active, running in -insecure mode.
 Loading unsigned module server.dll
 Access to secure servers is disabled.

 This error happens on both tf2 and css installs after updating.
 Some servers will boot, some servers will end up in a loop of updating
 after this message.
 Any ideas?
 Sourcemod/Metamod are disabled.

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Re: [hlds] Massive TF2 Server Crashing

2010-09-14 Thread Kevin b er
Ignoring petty arguments about which mods are better...

Starting with last night with the mass crash, there's been a marked increase
in lock up crashes for us.

On Tue, Sep 14, 2010 at 8:03 PM, Keeper Keeper keeper@gmail.com wrote:

 SourceMod is not the end all for everything.  Mani is up to date and still
 relevant to server operators.  Just because you don't use it, doesn't mean
 others don't find it useful.

 On Tue, Sep 14, 2010 at 8:23 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:

  While it is unrelated to the crashing, you should stop living in 2004
  and start using SourceMod.
 
 
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Re: [hlds] Team Fortress 2 Update Released

2010-09-10 Thread Kevin b er
Quit complaining about content updates not happening.  We all know about
valve time.

On Fri, Sep 10, 2010 at 4:25 PM, Taylor Henderson 
taylorhenders...@hotmail.com wrote:


 An update that's NOT Polycount? Don't pester me with such things.

  From: jas...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Date: Fri, 10 Sep 2010 21:21:28 +
  Subject: [hlds] Team Fortress 2 Update Released
 
  A required update to Team Fortress 2 is now available. The specific
 changes include:
 
  Engine (CS:S, DoD:S, TF2):
  - Fixed clients locking up while attempting to load the game and
 re-enabled signature checking.
 
  Team Fortress 2:
  - Fixed a case where some items would display an empty string for their
 name.
 
  Jason
 
 
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Re: [hlds] Team Fortress 2 Update Released

2010-09-10 Thread Kevin b er
Master server complaining about version.  What should the patch version be?

On Fri, Sep 10, 2010 at 4:41 PM, 1nsane 1nsane...@gmail.com wrote:

 Friday updates are usually awesome. Especially when they break things that
 don't get fixed until Monday or Tuesday, I love those especially.

 On Fri, Sep 10, 2010 at 5:35 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  This update did not include changed steam.inf with correct version.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
  Sent: Friday, September 10, 2010 2:21 PM
  To: 'Half-Life dedicated Linux server mailing list';
  'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Team Fortress 2 Update Released
 
  A required update to Team Fortress 2 is now available.  The specific
  changes
  include:
 
  Engine (CS:S, DoD:S, TF2):
  - Fixed clients locking up while attempting to load the game and
 re-enabled
  signature checking.
 
  Team Fortress 2:
  - Fixed a case where some items would display an empty string for their
  name.
 
  Jason
 
 
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Re: [hlds] Dumps of Crashes/Hangs on CS:S and TF2 servers, Windows 2003

2010-08-30 Thread Kevin b er
Don't know about CSS, but on TF2 the console message about sprays is quite
common.
CreateFragmentsFromFile: 'downloads/checksum.dat' doesn't exist.



On Mon, Aug 30, 2010 at 9:41 AM, Robert Whelan mrrjwhe...@yahoo.com wrote:

 It wasn't a very good weekend, everytime I checked in on the server is was
 locked up. Can Valve even step up and comment on the issue? Anything? I'm
 also
 seeing these CreateFragmentsFromFile errors now after all the updates last
 week.

 Weekend lockups, they all seem centered around a person joining and a bot
 being
 kicked:

 CreateFragmentsFromFile: 'downloads/92cd0eea.dat' doesn't exist.
 L 08/28/2010 - 17:13:13: server_cvar: bot_quota 14
 L 08/28/2010 - 17:13:13: Waiter Hazard [Music]20STEAM_0:0:4640780
 entered the game
 L 08/28/2010 - 17:13:13: Elmer157BOTTERRORIST disconnected (reason
 Kick
 ed by Console)Dropped Elmer from server (Kicked by Console)
 workthreadpool.cpp (297) : Assertion Failed:
 CWorkThreadPool::StopWorkThreads: S
 ome threads required forcible termination.
 Assert( Assertion Failed: CWorkThreadPool::StopWorkThreads: Some threads
 require
 d forcible termination.
  ):.\workthreadpool.cpp:297
 CreateFragmentsFromFile: 'downloads/fbe13050.dat' doesn't exist.

 Dropped Dustin from server (Kicked by Console)
 CreateFragmentsFromFile: 'downloads/9bca196b.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/0266a461.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/9c15112e.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/9bca196b.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/0266a461.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/9bca196b.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/2c8ea870.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/9c15112e.dat' doesn't exist.
 L 08/29/2010 - 23:01:32: server_cvar: bot_quota 11
 L 08/29/2010 - 23:01:32: Yellow Truck108STEAM_0:1:29758927 entered
 the g
 ame
 L 08/29/2010 - 23:01:32: head$hot148STEAM_0:0:3942546Unassigned
 joined t
 eam CT
 L 08/29/2010 - 23:01:32: George180BOTCT disconnected (reason
 Kicked by
 Console)
 Dropped George from server (Kicked by Console)
 workthreadpool.cpp (297) : Assertion Failed:
 CWorkThreadPool::StopWorkThreads: S
 ome threads required forcible termination.
 Assert( Assertion Failed: CWorkThreadPool::StopWorkThreads: Some threads
 require
 d forcible termination.
  ):.\workthreadpool.cpp:297
 L 08/28/2010 - 18:45:25: Booger35STEAM_0:0:6028508TERRORIST killed
 Uri
 137BOTCT with sg550 (headshot)
 L 08/28/2010 - 18:45:26: server_cvar: bot_quota 12
 L 08/28/2010 - 18:45:26: Sublime|CrackDealer140STEAM_0:0:13224660
 entere
 d the game
 L 08/28/2010 - 18:45:26: Uri137BOTCT disconnected (reason Kicked
 by Con
 sole)
 Dropped Uri from server (Kicked by Console)
 CreateFragmentsFromFile: 'downloads/d897b483.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/d897b483.dat' doesn't exist.
 CreateFragmentsFromFile: 'downloads/d897b483.dat' doesn't exist.
 CT bot spawned outside of a buy zone (-426, -1100, 64)
 workthreadpool.cpp (297) : Assertion Failed:
 CWorkThreadPool::StopWorkThreads: S
 ome threads required forcible termination.
 Assert( Assertion Failed: CWorkThreadPool::StopWorkThreads: Some threads
 require
 d forcible termination.
  ):.\workthreadpool.cpp:297
 L 08/29/2010 - 07:35:32: server_cvar: bot_quota 15
 L 08/29/2010 - 07:35:32: [L2P]Shag794STEAM_0:0:15954605 entered the
 game
 L 08/29/2010 - 07:35:32: Josh795BOTTERRORIST disconnected (reason
 Kicke
 d by Console)
 Dropped Josh from server (Kicked by Console)
 workthreadpool.cpp (297) : Assertion Failed:
 CWorkThreadPool::StopWorkThreads: S
 ome threads required forcible termination.
 Assert( Assertion Failed: CWorkThreadPool::StopWorkThreads: Some threads
 require
 d forcible termination.
  ):.\workthreadpool.cpp:297
 L 08/29/2010 - 09:59:49: server_cvar: bot_quota 15
 L 08/29/2010 - 09:59:49: SOX_2O1O167STEAM_0:1:26781484 entered the
 game
 L 08/29/2010 - 09:59:49: Wally170BOTTERRORIST disconnected (reason
 Kick
 ed by Console)
 Dropped Wally from server (Kicked by Console)
 CreateFragmentsFromFile: 'downloads/e23d38ae.dat' doesn't exist.
 L 08/29/2010 - 09:59:53: rOOsteRbOy186STEAM_0:1:31873983 connected,
 addr
 ess 75.54.136.73:27005
 Client rOOsteRbOy connected (75.54.136.73:27005).
 L 08/29/2010 - 09:59:53: rOOsteRbOy186STEAM_0:1:31873983 STEAM
 USERID va
 lidated
 L 08/29/2010 - 09:59:53: World triggered Round_Start
 L 08/29/2010 - 09:59:54: Bill175BOTCT killed
 Wyatt173BOTTERRORIST
  with ak47 (headshot)
 L 08/29/2010 - 09:59:54: Yogi177BOTCT killed
 George180BOTTERRORIST
  with aug
 L 08/29/2010 - 09:59:54: Frasier182BOTCT killed
 Calvin176BOTTERROR
 IST with aug (headshot)
 L 08/29/2010 - 09:59:54: SOX_2O1O167STEAM_0:1:26781484Unassigned
 joined
 team TERRORIST
 L 08/29/2010 - 09:59:55: Frank174BOTTERRORIST killed
 Yuri181BOTCT
  with aug
 L 08/29/2010 - 09:59:55: Henry179BOTCT killed
 Niles183BOTTERRORIST
  with aug (headshot)
 CreateFragmentsFromFile: 

Re: [hlds] The commands vmodenable 1 and vban 0 0 0

2010-07-18 Thread Kevin b er
vmodenable is the player client telling the server it supports microphone
communication.
I think vban is used for muting.

On Sun, Jul 18, 2010 at 7:25 PM, HL-SDK Synths syntron...@gmail.com wrote:

 Too lazy to correct myself, they have to do with voice communication

 On Jul 18, 2010 8:23 PM, Spencer apos;voogruapos; MacDonald 
 voo...@voogru.com wrote:

 These are stock commands in the game, nothing to do with sourcemod.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valv...
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Re: [hlds] Team Fortress 2 Update Available

2010-07-09 Thread Kevin b er
Here's a list of the files we just got.  Sorry that the messages about the
version info aren't here.

13.61%  downloading ./orangebox\tf\bin\server.dll
35.05%  downloading ./orangebox\tf\bin\server.dylib
71.27%  downloading ./orangebox\tf\bin\server.so
91.15%  downloading ./orangebox\tf\models\player\engineer_animations.mdl
91.89%  downloading ./orangebox\tf\resource\tf_english.txt
91.89%  downloading ./orangebox\tf\scripts\tf_weapon_laser_pointer.ctx
91.90%  downloading ./orangebox\tf\scripts\tf_weapon_pistol.ctx
91.90%  downloading ./orangebox\tf\scripts\tf_weapon_shotgun_primary.ctx
91.90%  downloading ./orangebox\tf\steam.inf
91.90%  downloading ./orangebox\tf\materials\effects\sc_softglow.vmt
100.00% downloading ./orangebox\bin\engine.dll

On Fri, Jul 9, 2010 at 7:35 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Its not 2 files. It only showed 3 for me. It actually updated 20 files. :D

 On Fri, Jul 9, 2010 at 5:32 PM, Lane Eckley l...@hypernia.com wrote:

  Same here - downloaded 2 files and were dead.
 
  -Lane
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
  Sent: Friday, July 09, 2010 8:30 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  D'oh. My windows server will NOT start, even without any addons.
  Jonah Hirsch
  ---
 
 
  On Fri, Jul 9, 2010 at 5:23 PM, Jonah Hirsch crazydog...@gmail.com
  wrote:
 
   No balancing on the movable buildings? :P
  
   Nonetheless, nice fixes. Fixed a server crash in the player death
 code,
   related to building carrying. might actually fix a crash related to a
   sourcemod plugin I was experiencing!
Jonah Hirsch
   ---
  
  
  
   On Fri, Jul 9, 2010 at 5:21 PM, Craig H robolea...@gmail.com wrote:
  
   Nice, thanks.
  
   On Fri, Jul 9, 2010 at 5:16 PM, Jason Ruymen 
 jas...@valvesoftware.com
   wrote:
  
A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:
   
   
Team Fortress 2
   
 - Fixed an exploit that allowed Engineers to build level 2/3 mini
sentries.
   
 - Fixed a bug that allowed sapped buildings to be picked up by the
Engineer.
   
 - Fixed a bug where Wrangled level 3 sentryguns would still fire
   rockets
when they were out of ammo.
   
 - Fixed a bug where players would go into reference poses when
   switching
classes while carrying a building.
   
 - Fixed seeing the changeclass label in the spectator HUD when
 using
cl_hud_minmode.
   
 - The amount of revenge crits a player can have at one time is now
   capped
at 35.
   
 - The Wrangler no longer shows the shotgun's ammo count.
   
 - Engineers can no longer pick up buildings while stunned or in
 loser
state.
   
 - Fixed Engineer shotgun and piston not using team skins for the
Engineer's arms.
   
 - Fixed an issue where Wrangled sentrygun effects wouldn't be
  attached
   to
the sentrygun.
   
 - The Gunslinger 3 hit combo now only increments the combo count
 when
hitting enemy players.
   
 - Fixed a crash in the control point progress bar.
   
 - Fixed a server crash in the player death code, related to
 building
carrying.
   
 - Fixing performance spikes that occur at round start, and after
 each
point capture, when TFBots are present in the server.
   
 - Achievement fixes:
   
 - The Rio Grind achievement limit is now correctly set to 50.
   
 - Fixed a typo in Six-String Stinger achievement name.
   
 - Fixed a bug in the Death Metal achievement that caused it
 to
rapidly complete itself.
   
 - Fixed getting the Six-String Stinger achievement without
  playing
   the
guitar.
   
 - Fixed sentrygun detection code in Best Little Slaughterhouse
  in
Texas and Deputized.
   
 - Missed notes from yesterday's release:
   
 - New response rules and sounds added for some classes
   
Jason
   
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Re: [hlds] Easiest way to start server with no mods?

2010-07-04 Thread Kevin b er
Remove metamod.vdf from orangebox\tf\addons and restart the server.

No metamod --- no sourcemod.
No sourcemod -- no sourcemod extensions or plugins


On Sun, Jul 4, 2010 at 3:24 PM, Jeremy D. Pavleck jer...@pavleck.netwrote:

 Hey gang,
  We're trying to troubleshoot an issue - is there an easy to restart a
 server with no mods at all (Using MM/SM, etc) on our TF2 server, or do I
 need to go and disable them all manually?


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Re: [hlds] TF2 servers reporting players via Query when empty

2010-05-18 Thread Kevin b er
This isn't fake players, this is a bug introduced around the same time as
ghost players.

The server will continue to report a player or two after the server empties
out.  I've seen users come online, complain about fake players, when there
is no fake player utility of any kind installed, running, or otherwise, then
quit.  The server was empty before and after.  But a query shows a player or
two.

It was almost a dead ringer for fake players.  It had 1 or 2 players in the
query results who used to be playing on the server, but were no longer.  A
new player would be properly added to the query list too.  Very irritating
as it makes it look like there are fake players running!

It doesn't happen often, but when it does it really damages a server's
reputation for everyone that sees it.


On Tue, May 18, 2010 at 12:41 PM, Steven Hartland
kill...@multiplay.co.ukwrote:

 Nope cant find any, seems like they are players that had been on
 the server but have left, a restart fixed it for now.

Regards
Steve

 - Original Message -
 From: Ronny Schedel i...@ronny-schedel.de
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Tuesday, May 18, 2010 4:35 PM
 Subject: Re: [hlds] TF2 servers reporting players via Query when empty


  Check for fake player plugins.
 
 
  Seems TF2 servers are reporting players via the query protocol
  even though the console says 0 players and the server is using
  0 CPU.
 
  Like most GSP's we use the query results to monitor performance
  and perform restarts when idle so its important that this
  information is correct.
 
  So really could do with this being fixed.
 
 Regards
 Steve
 
  
  This e.mail is private and confidential between Multiplay (UK) Ltd. and
  the person or entity to whom it is addressed. In the event of
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  otherwise disseminating it or any information contained in it.
 
  In the event of misdirection, illegible or incomplete transmission
 please
  telephone +44 845 868 1337
  or return the E.mail to postmas...@multiplay.co.uk.
 
 
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Re: [hlds] Clients timing out

2010-02-17 Thread Kevin b er
Getting this too.  Client drops, ticket errors, etc.


On Wed, Feb 17, 2010 at 6:47 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 Noticing lots of players getting disconnected with Client timed out.
 Doesn't seem to affect all players, but is affecting a large set of them.
 Also found this thread on SPUF:

 http://forums.steampowered.com/forums/showthread.php?t=1150385



 Known issue? Workaround?

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Re: [hlds] ST3Gaming.com using100mbit connection to DoS rival servers

2010-01-25 Thread Kevin b er
Not really FTW.

The illegal actor is hiding behind proxy registrations.

On Mon, Jan 25, 2010 at 3:56 PM, Michael Secord gizmokid2...@gmail.comwrote:

 http://centralops.net/co FTW :)

 Address lookup
 canonical name  st3gaming.com.
 aliases
 addresses   208.113.196.53
 Domain Whois record

 Queried whois.internic.net with dom st3gaming.com...

Domain Name: ST3GAMING.COM
Registrar: NEW DREAM NETWORK, LLC
Whois Server: whois.dreamhost.com
Referral URL: http://www.dreamhost.com
Name Server: NS1.DREAMHOST.COM
Name Server: NS2.DREAMHOST.COM
Name Server: NS3.DREAMHOST.COM
Status: ok
Updated Date: 19-nov-2009
Creation Date: 18-nov-2008
Expiration Date: 18-nov-2010

   Last update of whois database: Mon, 25 Jan 2010 21:54:18 UTC 

 Queried whois.dreamhost.com with st3gaming.com...

 Legal Stuff:

 The information in DreamHost's whois database is to be used for
 informational purposes only, and to obtain information on a
 domain name registration. DreamHost does not guarantee its
 accuracy.

 You are not authorized to query or access DreamHost's whois
 database using high-volume, automated means without written
 permission from DreamHost.

 You are not authorized to query or access DreamHost's whois
 database in order to facilitate illegal activities, or to
 facilitate the use of unsolicited bulk email, telephone, or
 facsimile communications.

 You are not authorized to collect, repackage, or redistribute the
 information in DreamHost's whois database.

 DreamHost may, at its sole discretion, restrict your access to
 the whois database at any time, with or without notice. DreamHost
 may modify these Terms of Service at any time, with or without
 notice.

 +++

Domain Name: st3gaming.com

Registrant Contact:
   st3gaming.com Private Registrant
 st3gaming@proxy.dreamhost.com
   A Happy DreamHost Customer
   417 Associated Rd #324
   Brea, CA 92821
   US
   +1.2139471032

Administrative Contact:
   st3gaming.com Private Registrant
 st3gaming@proxy.dreamhost.com
   A Happy DreamHost Customer
   417 Associated Rd #324
   Brea, CA 92821
   US
   +1.2139471032

Technical Contact:
   st3gaming.com Private Registrant
 st3gaming@proxy.dreamhost.com
   A Happy DreamHost Customer
   417 Associated Rd #324
   Brea, CA 92821
   US
   +1.2139471032

Billing Contact:
   st3gaming.com Private Registrant
 st3gaming@proxy.dreamhost.com
   A Happy DreamHost Customer
   417 Associated Rd #324
   Brea, CA 92821
   US
   +1.2139471032

Record created on 2008-11-18 20:08:30.
Record expires on 2010-11-18 20:08:30.

Domain servers in listed order:

   ns1.dreamhost.com
   ns2.dreamhost.com
   ns3.dreamhost.com
 DreamHost whois server terms of service:
 http://whois.dreamhost.com/terms.html

 Get a 14-day free trial of unlimited everything from DreamHost Web Hosting.
 Includes A FREE domain registration! http://www.dreamhost.com/
 Use promotional code WHOIS for an additional $50 off any plan!


 Network Whois record

 Queried whois.arin.net with 208.113.196.53...

 OrgName:New Dream Network, LLC
 OrgID:  NDN
 Address:417 Associated Rd.
 Address:PMB #257
 City:   Brea
 StateProv:  CA
 PostalCode: 92821
 Country:US

 NetRange:   208.113.128.0 - 208.113.255.255
 CIDR:   208.113.128.0/17
 NetName:DREAMHOST-BLK6
 NetHandle:  NET-208-113-128-0-1
 Parent: NET-208-0-0-0-0
 NetType:Direct Allocation
 NameServer: NS1.DREAMHOST.COM
 NameServer: NS2.DREAMHOST.COM
 NameServer: NS3.DREAMHOST.COM
 Comment:
 RegDate:2006-04-12
 Updated:2007-11-01

 OrgAbuseHandle: DAT5-ARIN
 OrgAbuseName:   DreamHost Abuse Team
 OrgAbusePhone:  +1-714-706-4182
 OrgAbuseEmail:  ab...@dreamhost.com

 OrgNOCHandle: ZD69-ARIN
 OrgNOCName:   Network Operations
 OrgNOCPhone:  +1-714-706-4182
 OrgNOCEmail:  net...@dreamhost.com

 OrgTechHandle: MNA53-ARIN
 OrgTechName:   Nagel, Mark
 OrgTechPhone:  +1-714-706-4182
 OrgTechEmail:  mna47-a...@dreamhost.com

 # ARIN WHOIS database, last updated 2010-01-24 20:00

 DNS records
 nameclass   typedatatime to live
 st3gaming.com   IN  NS  ns1.dreamhost.com   14400s  (04:00:00)
 st3gaming.com   IN  SOA
 server: ns1.dreamhost.com
 email:  hostmaster.dreamhost.com
 serial: 2009080200
 refresh:15642
 retry:  1800
 expire: 1814400
 minimum ttl:14400
14400s  (04:00:00)
 st3gaming.com   IN  MX
 preference: 0
 exchange:   aspmx.l.google.com
14400s  (04:00:00)
 st3gaming.com   IN  A   208.113.196.53  14400s  (04:00:00)
 st3gaming.com   IN  NS  ns3.dreamhost.com   14400s  (04:00:00)
 st3gaming.com   IN  NS  ns2.dreamhost.com   14400s  (04:00:00)
 53.196.113.208.in-addr.arpa IN  PTR
 apache2-igloo.boxster.dreamhost.com 14400s  (04:00:00)

 -- end --


Re: [hlds] TF2 srcds infinite loops.

2010-01-14 Thread Kevin b er
This tends to happen on doublecross a lot.  Complete lock up and 2 cores we
associated with srcds get saturated.

On Thu, Jan 14, 2010 at 4:30 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 It loops internally.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
 Sent: Thursday, January 14, 2010 4:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 srcds infinite loops.

 Voogru,

 I am just curious, as I am using a custom script ( in php ) aswell. Do you
 run it on a crontab / windows sced, or does it loop internally?

 I am also seeing this huge time between maps. For me its about 30-45
 seconds. I thought it may have been with the tweaks ( not tf2 related ) I
 had done to my kernel, so I reverted them and it still does it.

 Allan 'MU¿D!CK' Button

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru'
 MacDonald
 Sent: Thursday, January 14, 2010 2:40 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] TF2 srcds infinite loops.

 It's a custom command line PHP (hey it works!) script I wrote that just
 queries the server on 27015. When they time out it just restarts the
 service
 associated with the IP.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
 Sent: Thursday, January 14, 2010 2:32 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 srcds infinite loops.

 I have been experiencing this for a long long time. Similar to voogru it
 has
 been occuring 2-3 times per week. Occurs on both DODS and TF2 - so I assume
 this is an OB issue. I'm on windows too. Logs show it happening immediately
 after map change, while everyone is joining the game.

 Voogru, I'd be interested in the script you are using? Serverchecker
 doesn't
 seem to restart the servers when in this situation.

 On Thu, Jan 14, 2010 at 7:05 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  None of my servers have hit an infinite loop since the war update. If
 it's
  only a long temporary freeze you guys are getting then I'm not sure. I
  haven't seen any temporary freezes, but I don't monitor 24/7.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Stanton
  Sent: Thursday, January 14, 2010 10:59 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 srcds infinite loops.
 
  We've been having this issue on all four of our TF2 servers.  We haven't
  really figured out what causes it.  Our first thought was that it is
  related to the ctf_doublecross map, so we pulled it from our rotation on
  the one server that used it.  The problem started to manifest in other
  servers that weren't running doublecross, though.  At this point, we are
  blaming it on the Equipment Manager sourcemod plugin.  Since removing
  that plugin from our servers, they haven't been freezing.  We haven't
  added doublecross back to the server it was being used on, yet, but I'm
  really hoping that it's not the cause, since that map is extremely fun
  to play.
 
  Spencer 'voogru' MacDonald wrote:
   I kind of noticed that, I have a script that restarts my server if it
  does
   not respond to a query for roughly a minute. One time last night during
 a
   map change it did nearly get to restarting it (timed out 8 times,
  restarts
   when it times out 10 times) before coming back to life.
  
   I remember looking at my HLSW at one point and saw 1 red mark (map
  change)
   then a short time later seeing a large red block and it eventually
 coming
   back. I thought it crashed but when I did status the userids were too
  high
   for it just restarting.
  
   I checked my logs and sure enough it timed out for about 40-45 seconds
 or
  so
   shortly after the map change.
  
   I run srcds as a limited user and I'm wondering if that might have
  anything
   to do with it.
  
   - voogru.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven J.
   Sumichrast
   Sent: Thursday, January 14, 2010 8:22 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] TF2 srcds infinite loops.
  
   While I am running on Linux I've noticed the same thing. I've unloaded
   all plugins and still noticed that when a mapchange occurs it hangs at
   100% for a long time. If I leave it alone it eventually will respond.
   However it's not quick enough and it always kills my server (in terms
   of players). It just recently started doing it. Combatted it by trying
   to not have the map change anymore.
  
   I had thought it was from the server flushing the logfile after being
   on a single map 

Re: [hlds] TF2 repeatable crash exploit posted to the forums

2009-10-30 Thread Kevin b er
I attempted this crash as well on a windows 2003 server and was unable to do
so.


On Fri, Oct 30, 2009 at 8:23 PM, bl4nk bl4n...@gmail.com wrote:

 What OS is your server running on? I attempted this on Linux (going to
 test on Windows soon) and was unable to recreate the crash.

 Alec Sanger wrote:
  was there ever a fix to this? It's been hitting us hard today
 
  Thank you,
  Alec Sanger
 
 
 
 
 
  Date: Fri, 30 Oct 2009 00:20:55 +0200
  From: wder...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums
 
  Yeah, correct. It was moved. Mods and Admins can still access it.
 
  On Fri, Oct 30, 2009 at 12:05 AM, Y Smith m4ngr...@gmail.com wrote:
 
 
  It wasn't deleted, it was just moved to a non-public forum. Hence:
 
  username, you do not have permission to access this page. This could
 be
  due to one of several reasons:
 
1. Your user account may not have sufficient privileges to access
 this
  page. Are you trying to edit someone else's post, access administrative
  features or some other privileged system?
2. If you are trying to post, the administrator may have disabled
 your
  account, or it may be awaiting activation.
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ketil A
  Sent: Friday, 30 October 2009 5:21 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums
 
 
  You can't access it because it got deleted
 
 
  From: saul.renni...@gmail.com
  Date: Thu, 29 Oct 2009 18:17:29 +
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums
 
  Same.
 
  Thanks,
  - Saul.
 
 
  2009/10/29 Andre Coelho andre.du...@gmail.com
 
 
  Can you please post here teh forum content?
  I'm unable to access the forum now.
 
  André Coelho
  Cel. +5521 8836.7622
  DClick Web  Mobile Solutions
 
  LinkedIn: http://www.linkedin.com/in/andrebrait
 
 
  On Thu, Oct 29, 2009 at 4:04 PM, Phillip Vector 
 
  t...@mostdeadlygame.com
 
  wrote:
 
  I tried out what the forums said and it didn't work. It dropped a
  heavy without hands, yes. But it didn't crash the server.
 
  On Thu, Oct 29, 2009 at 11:01 AM, Shawn Somers
 
  shawn.som...@gmail.com
 
  wrote:
 
  The post is (as of right now) 40 minutes old. Making sure that a
 
  VALVe
 
  employee knows about it, as well as the people that actually
 
  operate
 
  the
 
  servers, just seems like a good idea to Me.
 
  Shawn Somers
 
  Phillip Vector wrote:
 
  Thank you for bringing even MORE attention to it.
 
  On Thu, Oct 29, 2009 at 10:51 AM, Shawn Somers 
 
  shawn.som...@gmail.com
 
  wrote:
 
  This needs fixed ASAP!
 
  http://forums.steampowered.com/forums/showthread.php?t=1004137
 
  Shawn Somers
 
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  please visit:
 
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  _
  New Windows 7: Simplify what you do everyday. Find the right PC for
 you.
  http://www.microsoft.com/uk/windows/buy/
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  __ Information from ESET Smart Security, version of virus
 signature
  database 4556 (20091029) __
 
  The message was checked by ESET Smart Security.
 
  http://www.eset.com
 
 
 
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Re: [hlds] L4D Crash exploit?

2009-10-09 Thread Kevin b er
How about quti?

On Wed, Oct 7, 2009 at 2:47 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 alias quit echo
 alias exit echo
 alias _restart echo

 See if it happens even with those aliases in place. Take note the only way
 to shut down the server after doing this will be some sort of service
 control.

 - voogru.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shawn Somers
 Sent: Wednesday, October 07, 2009 3:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Crash exploit?


 If you have full access to the server, run a packet capture.

 Knowing what goes to the server to cause it goes a LONG way to fixing it.

 Shawn /OB

 Michael Krasnow wrote:
  its not just L4D it does it in tf2 also,
 
  it happens after a few people join it happened on several maps and they
 were
  abrupt terminations so no log file :(
 
  if searching around to see how its done so far nothing though
 
  Mike

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Re: [hlds] L4D Crash exploit?

2009-10-06 Thread Kevin b er
Do you use sv_cheats 1?
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Re: [hlds] Please remove me from

2009-09-03 Thread Kevin b er
Try sending an e-mail with any subject and any message to:
hlds-le...@list.valvesoftware.com

Assuming valve keeps their mailman listserv software up-to-date, this should
remove you from hlds.

On Thu, Sep 3, 2009 at 7:49 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Access denied.

 2009/9/3 mati...@interia.pl

  Please remove me from hlds@list.valvesoftware.com
 
  mati...@interia.pl
 
 
  --
  Mistrzostwa Europy w Siatkowce #8211; czy Polacy wyjda z grupy?
  Przeczytaj wiecej  http://link.interia.pl/f2327
 
 
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