Re: [hlds] Forum vs. email list
I would be happy with just hlds_announce list. :) On Mon, Oct 24, 2011 at 7:34 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: I am honestly astounded by the amount of people who complain when people ask for help on help forums or mailing lists. Not everyone signs up and instantly reads everything, goes through all the archives, or spends hours researching. I'd like to use this comment as a springboard for a discussion about the format of this list. I hear that a few years ago the idea of migrating the email list to a forum was kicked around. However, at the time (is this still true today?) the users of the list didn't like the idea. it is my understanding that most server admins prefer: 1.) Receiving push notifications. 2.) Viewing the list in their email client #1 seems like a really compelling advantage (especially for announcements), while #2 seems like a personal preference, and many people have the opposite preference. A forum has several compelling advantages: 1.) Easier to search and find answers to previously asked questions 2.) Easier to follow a thread of conversation. (I personally find any email distribution list to become unreadable pretty much instantly, with all the 's and broken line breaks that everybody's mail clients and put everywhere.) 3.) Easier to modify your post if you notice a mistake or want to clarify something, rather than making a new post. 4.) Easier to delete or move posts if they are spam, rude, inappropriate, belong in the general TF2 SPUF forum, etc. 5.) Easier to ignore an entire thread that you are not interested in. Could there be some sort of forum + push notification that would satisfy what everybody wants? This list exists to serve you guys, so I'm curious what everything thinks. I *believe* most of the guys would find a forum format (perhaps with some push notification) more convenient. It would be good to get some opinions about how people prefer to consume the information on this list. Please chime in. Your humble servant, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Forum vs. email list
You know there is subscribe in forums now-a-days which notify you by email what you want to know. On Mon, Oct 24, 2011 at 7:36 PM, James Botting bottswan...@googlemail.com wrote: Actually, no. I probably wouldn't follow it in a Web browser. As it is everything gets pinged straight to my phone. On 25 Oct 2011, at 01:34, Fletcher Dunn fletch...@valvesoftware.com wrote: I am honestly astounded by the amount of people who complain when people ask for help on help forums or mailing lists. Not everyone signs up and instantly reads everything, goes through all the archives, or spends hours researching. I'd like to use this comment as a springboard for a discussion about the format of this list. I hear that a few years ago the idea of migrating the email list to a forum was kicked around. However, at the time (is this still true today?) the users of the list didn't like the idea. it is my understanding that most server admins prefer: 1.) Receiving push notifications. 2.) Viewing the list in their email client #1 seems like a really compelling advantage (especially for announcements), while #2 seems like a personal preference, and many people have the opposite preference. A forum has several compelling advantages: 1.) Easier to search and find answers to previously asked questions 2.) Easier to follow a thread of conversation. (I personally find any email distribution list to become unreadable pretty much instantly, with all the 's and broken line breaks that everybody's mail clients and put everywhere.) 3.) Easier to modify your post if you notice a mistake or want to clarify something, rather than making a new post. 4.) Easier to delete or move posts if they are spam, rude, inappropriate, belong in the general TF2 SPUF forum, etc. 5.) Easier to ignore an entire thread that you are not interested in. Could there be some sort of forum + push notification that would satisfy what everybody wants? This list exists to serve you guys, so I'm curious what everything thinks. I *believe* most of the guys would find a forum format (perhaps with some push notification) more convenient. It would be good to get some opinions about how people prefer to consume the information on this list. Please chime in. Your humble servant, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update today?
Update change log: http://store.steampowered.com/news/6510/ On Thu, Oct 13, 2011 at 3:39 PM, Andrew DeMerse ademe...@gmail.com wrote: The master servers are showing an update is available, but the files haven't been pushed yet. Soon! On Thu, Oct 13, 2011 at 4:31 PM, Nathanael Havez na...@me.com wrote: Tony said that the update will be released today. Sent from my iPad. Le 13 oct. 2011 à 22:26, RSS List User li...@redspeedservers.com a écrit : Did Tony say anything about the update getting pushed back today as well? Or are we still on plan? Thanks! On 10/13/2011 4:23 PM, Jonah Hirsch wrote: There has been no update released yet today. --- Jonah Hirsch On Thu, Oct 13, 2011 at 1:20 PM, RSS List User li...@redspeedservers.com wrote: Hello, Does anyone know if the update for source engine 2009 has been released? I believe it's the one which locks FPS. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update released for windows dedicated server
Success! It works! Thank you. On Mon, Aug 15, 2011 at 9:07 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: We have released an update that contains new Steam libraries needed to run the dedicated server on Windows. Your humble servant, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update released for windows dedicated server
All OB games. Garry's Mod is still broken for me but I expect that Garry will probably fix it tomorrow. On Mon, Aug 15, 2011 at 10:25 PM, Robert Whelan mrrjwhe...@yahoo.com wrote: Ummm... for what game? :p From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Monday, August 15, 2011 9:07 PM Subject: [hlds] Update released for windows dedicated server We have released an update that contains new Steam libraries needed to run the dedicated server on Windows. Your humble servant, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
Awesome, updates. :D On Wed, Oct 27, 2010 at 7:25 PM, Jason Ruymen jas...@valvesoftware.com wrote: A required update for Team Fortress 2 is now available. The specific changes include: Engine (CS:S, DoD:S, TF2, HL2:DM) - Removed the rate limit for the status command when entered into the server console. - Fixed an exploit that allowed people to send fake server messages to clients. - Significantly improved engine vertex compression (large reduction in per-model memory usage). Team Fortress 2 - Added TF2Maps.net Art-pass contest winners: - Mountain Lab - Mann Manor - Halloween 2010 Event - Mann Manor is haunted by the Horseless Headless Horsemann. - Random gift drop in Mann Manor. - 4 new Halloween achievements. - Added new Halloween hats. - Added a new Halloween weapon. - Added Gift Wrapping of gifts to the store. - Added Custom Description tag to the store. - Added the community created Swamp Theme assets, so all maps can use it: - See http://swamp.tf2maps.net/ for full details. - Updated cp_coldfront with the latest changes from the community creator (Icarus): - Improved visibility on last CP. - Moved second CP slightly closer to the attacker's side. - Added cover for players queuing up the health pack on the second CP. - Improved clipping on the zig-zag ramp to middle CP. - Teams that capture the middle CP are now awarded with faster spawn times. - Added a health penalty to the Rocket Jumper. - Added the Sticky Jumper for Demomen to practice jumping. - Fixed the Sandvich charge meter. - Fixed glows not drawing correctly when using antialiasing on some computers. - Improved the checks that trigger mp_scrambleteams_auto. - Added console commands to initiate trades directly (cl_trade/cl_trade_steamid) to help people running trading servers. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source Beta Update
I just updated my CS:S beta server. 75.126.191.58:27017 On Thu, Oct 14, 2010 at 6:46 PM, 1nsane 1nsane...@gmail.com wrote: I see no servers on the Server Browser and an updated server says it's out of date. On Thu, Oct 14, 2010 at 7:23 PM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Counter-Strike: Source Beta is now available. Please run hldsupdatetool to receive the updates. The specific changes include: - Fixed performance issues and memory leaks related to scoreboard display. - Fixed long-standing bug in which a player would see another player in a grenade-throwing animation when they no longer had a grenade as their active weapon. - Fixed animation problem (crab walk) caused by aborting bomb plant by using the drop command. - Fixed several ragdoll animation problems related to cl_minmodels. - Fixed several crashes that could be caused by user modified .res files. - Run sounds are no longer heard from players walking with the Scout equipped. - Player's last match stats will no longer be updated if the player did not actually participate in the match (e.g. only spectated). - Flagged bot_mimic and bot_flipout as CHEAT vars. - Fixed Cold War achievement so that it now requires the correct number of opposing players. - Fixed hud_showtargetid; added hud_showtargetpos for setting the on-screen location of the targeted. - Fixed bug in which the client camera would jump to another player if the player died when mp_fadetoblack is enabled. - Removed extraneous/incorrect help text for nightvision goggles. - Fixed bug in which the spectator UI would disappear after a mode switch or similar renderer change. - Changed the size of the bomb icon on the spectator UI Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source Update Released
Yay. More updates. :D On Wed, Oct 6, 2010 at 9:35 PM, Formologic23 formologi...@cynicalgamers.com wrote: Fantastic... -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Wednesday, October 06, 2010 7:25 PM To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Counter-Strike: Source Update Released A required update for Counter-Strike: Source is now available. The specific changes are: - Fixed incorrect distance on flashbang effect. - Reverted changes to de_inferno and de_nuke. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET NOD32 Antivirus, version of virus signature database 5510 (20101006) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CSS Status in console Broke.
I've noticed when there is 35+ people in a server the status command usually messes up and doesn't send anything at all. It seems that the netcode in CS:S OB became more unreliable. I've noticed that when sending replies to the console through plugin commands they will print out of order. Sometimes a packet may be lost and not sent again. And in regards to the status command line returns aren't sent or are lost. On Thu, Sep 16, 2010 at 11:51 AM, ics i...@ics-base.net wrote: It usually works when server is populated but sometimes after you have freshly booted server up, status won't work at all. Something is still wrong with it. -ics 16.9.2010 19:47, Travis Brown kirjoitti: 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source Beta Updated
That's quite the list of updates. Thanks. :) Nice to see CS:S being worked on after so long. Especially that invalid RCON crash being fixed not too long ago. On Thu, Sep 9, 2010 at 6:29 PM, Jason Ruymen jas...@valvesoftware.com wrote: A required update to the Counter-Strike: Source is now available. The specific changes include: - Fixed a bug where the player crouching/standing animations were delayed until after (from the player's local viewpoint). - Changed the way that scope zooming works so that it is no longer affected by client-server latency, and zooming begins immediately for the local player. This fixes an issue that would give an advantage to lower ping players and penalize higher ping players. - Fixed animation problem caused by aborting bomb plant by switching weapons (crab walk). - Crosshairs now have customizable size, thickness, and color: - cl_crosshairsize specifies the size of the crosshair in pixels at 640x480 resolution - cl_crosshairthickness specifies the thickness of the crosshair in pixels at 640x480 resolution - The crosshair now scales proportionately for all screen resolutions. This replaces the old scaling behavior, and the cvar cl_crosshairscale is no longer used. Players can revert to old crosshair behavior by setting cl_legacy_crosshair_scale to 1. - Setting cl_crosshaircolor to 5 enables the use of custom crosshair colors, specified by cvars cl_crosshaircolor_r, cl_crosshaircolor_g, and cl_crosshaircolor_b. - The default of cl_crosshairuseapha has been changed to 1. Alpha blending makes the crosshair much more visible on new HDR maps, and it is recommended that existing players enable this setting manually or through the options interface (Multiplayer-Crosshair appearance-Translucent). - Cvar cl_legacy_crosshair has been renamed to cl_legacy_crosshair_recoil for consistency. - Fixed inverted translucency preview on crosshair configuration panel. - Removed the ability for players to temporarily stand on and jump from thrown grenades and jumping players. Legacy behavior can be enabled by setting sv_enableboost to 1. - Fixed issue with players stacking on ladders. Players are no longer prevented from moving off a ladder when they are in contact with a player beneath them. - Fixed UI issue causing Steam dialog boxes to be unreadable over certain backgrounds. - Fixed a bug which allowed players to move the bomb with +use when sv_turbophysics was enabled. - Fixed a bug that caused crosshair to expand when attempting to fire an empty gun or when holding trigger on pistols. - Players are no longer kicked for team killing during mp_spawnprotectiontime if mp_autokick is not enabled. - Fixed a bug which caused incorrect FoV on zoomed sniper rifles after reload. - Fixed FoV on wide-screen display modes. - Fixed a bug which caused incorrect zoom for a spectator watching a player with a sniper rifle. - Fixed a crash that could occur if a player disconnected shortly after attacking a bot. - Bomb icon now has priority over dominated/dominating icon on scoreboard. - Deathcam now allows a short period of camera movement (matching pre-OB behavior) when a player dies. - Bots now use distinct Terrorist and Counter-Terrorist icons on the scoreboard, voice indicators, end of match, and freeze panel. - The round clock on the spectator UI is now replaced with a bomb icon after the C4 has been planted. - Fixed a bug which caused models to occasionally appear non-animating when cl_minmodels and low violence mode were both enabled. - Fixed the Buy Menu not taking into account the discounted price for Kevlar + Helmet if you already have Kevlar (not damaged) or a Helmet. - Fixed cases where flashbang was not visible but still blinded the player. - Reduced blindness amount when looking away from a flashbang. - Made smoke grenades block flashbangs. - Changed the way ammo purchasing works. Details are here: http://forums.steampowered.com/forums/showthread.php?t=1406537 - Made another pass on fixing bugs and exploits in de_inferno. Details are here: http://forums.steampowered.com/forums/showthread.php?t=1428239 - Added a checkbox to the Options-Audio dialog to control muting the audio when the game window is in the background. - Fixed crash in custom maps using the trigger_camera entity. - Fixed a crash that could occur if a player disconnected shortly after attacking a bot Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Counter-Strike 1.6 Update?
-=-=-=-= Running Game Updates =-=-=-=- --- Updating Counter-Strike 1.6 Checking bootstrapper version ... Updating Installation Checking/Installing 'Counter-Strike Base Content' version 35 Updating 'Win32 Server Engine' from version 43 to version 44 84.64% downloading C:\GameInstalls\CS\steamclient.dll 91.16% downloading C:\GameInstalls\CS\tier0_s.dll 100.00% downloading C:\GameInstalls\CS\vstdlib_s.dll Checking/Installing 'Half-Life Base Content' version 12 HLDS installation up to date There been a update that I missed? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike 1.6 Update?
Seems like it was an update to all Steam GoldSrc/Source engine games to fix a issue with steamclient.dll and that stuff. I guess that connect exploit to cause the server to crash. I only saw the beta update thread. But it appeared to me that you had to opt-in for that thing. On Sat, Jul 10, 2010 at 4:25 AM, D4rKr0W dark...@dpi-clan.org wrote: Il 10/07/2010 11:22, Kigen ha scritto: -=-=-=-= Running Game Updates =-=-=-=- --- Updating Counter-Strike 1.6 Checking bootstrapper version ... Updating Installation Checking/Installing 'Counter-Strike Base Content' version 35 Updating 'Win32 Server Engine' from version 43 to version 44 84.64% downloading C:\GameInstalls\CS\steamclient.dll 91.16% downloading C:\GameInstalls\CS\tier0_s.dll 100.00% downloading C:\GameInstalls\CS\vstdlib_s.dll Checking/Installing 'Half-Life Base Content' version 12 HLDS installation up to date There been a update that I missed? Seems like it, there's a couple of threads on this also, might wanna look there for the changelogs. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Clients Loading Plugins
Yay, finally. :D The LSS community will die with all their exploits. On Thu, May 20, 2010 at 2:55 PM, Dominic Marciano lambda1_...@hotmail.com wrote: Added my Support for the Update. Date: Thu, 20 May 2010 15:28:05 -0400 From: halflife...@gmail.com To: hlds@list.valvesoftware.com Subject: [hlds] Clients Loading Plugins http://forums.steampowered.com/forums/showthread.php?t=1276380 Sorry if this is old, but apparently Valve is removing it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ If It Exists, You'll Find it on SEEK. Australia's #1 job site http://clk.atdmt.com/NMN/go/157639755/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 and Counter-Strike: Source Beta Updates Available
Ya, unfortunately, I'm seeing the duck running exploit now. On Thu, May 20, 2010 at 11:38 AM, Max S si3ila...@gmail.com wrote: Invisitaunting is dead. Long live invisitaunting. On Wed, May 19, 2010 at 5:04 PM, Nathan D. nathan...@cox.net wrote: It appears the CSS Beta is now available for everyone again. I just installed it. Go go go before they turn it off again! :) Love you Valve! On 5/19/2010 7:08 PM, DontWannaName! wrote: My DODS client also updated so... for the few dods guys, I would update :P On Wed, May 19, 2010 at 4:05 PM, docdrga...@gmail.com wrote: I just updated and now whenever I change the map it shuts down. I'm running the update again and it's trying to get something. Was there two updates released? On Wed, May 19, 2010 at 4:00 PM, Karl Labradorkarlicio...@gmail.com wrote: My server has been updated already. :) 2010/5/20 Tom Grantaksu...@gmail.com Ha! Not looking so good on my end. Seems like each update takes longer and longer to get! On Wed, May 19, 2010 at 6:53 PM, docdrga...@gmail.com wrote: Let's hope I can get the update faster than last time! On Wed, May 19, 2010 at 3:48 PM, Jason Ruymen jas...@valvesoftware.com wrote: Required updates for Team Fortress 2 and Counter-Strike: Source Beta are now available. Please run hldsupdatetool to receive the updates. The specific changes include: Engine: - Improved crash reporting system to enable more detailed crash reports - Fixed a client crash caused by a buffer overflow while processing temp entities Counter-Strike: Source Beta: - Fixed not being able to add bots to the game using the Create Server dialog - Fixed some movement ConVars to match the current Counter-Strike: Source settings for default values and flags - Fixed several rubberbanding/stuttering issues with objects and players - Fixed several ConVars (sv_accelerate, maxspeed, etc.) being hidden - Fixed bloom problems - Fixed a server crash caused by malformed client autobuy string - Fixed developer console output being on by default - Fixed Report Bug in the main menu not working - Fixed the missing icon for the desktop shortcut - Fixed the rebuy command not buying the correct items depending on the order they were purchased in - Fixed the clock image in the spectator HUD being clipped Team Fortress 2: - Fixed a case where the Spy could start taunting and cloak at the same time Flamethrower changes: - Increased base damage 10% - Afterburn duration increased (from 6 to 10) - Flares that hit a burning player at mid-to-long range will crit - Reduced Backburner damage bonus from 20% to 15% Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] COUNTER-STRIKE: SOURCE BETA
No, as Activision proved with CoD:MW2 the publisher controls the price of the game in most situations. They choose to sell it at the same price because everyone else is so people are more likely to buy it. But Activision with MW2 bumped the price up $10.00 USD when it released for the PC. Now some others like Ubisoft and EA might fallow suit and start charging $60 for PC games even though in the past they were $50 ($10 USD less than consoles). Anyhow, on the issue of piracy of the Beta. If VALVe did not expressly give you permission to download the beta by their website then it constitutes theft. Which VALVe can prosecute you on and have you thrown in jail. Simply because you found a loop hole in their system that allows you to download the game does not give you the right to use it. Its like stealing a bike from the front of a bike shop and saying, Well, they didn't have it locked down so its mine now. On Fri, May 14, 2010 at 2:28 PM, Alec Sanger eclyp...@hotmail.com wrote: You know why it seems to be fixed? Because it's been determined that that is the price which sees the most return. Or maybe you're right. Maybe someone just picked an arbitrary number and made it the standard for all games. Thank you, Alec Sanger From: cbrunel...@cogeco.ca To: hlds@list.valvesoftware.com Date: Fri, 14 May 2010 13:22:08 -0600 Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA Analysts? Really? You can' be serious. Retail prices for new games whether console or pc are the same no matter who the publisher/devloper is. You can almost go as far as saying it's price fixing at it's best. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec Sanger Sent: Friday, May 14, 2010 1:18 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA Since you've put no lower bounds on your theory, are you asserting that valve would make more money by selling their games for $0.05 rather than $30? You have to realize that there are analysts hired to determine the most appropriate price point based on current and past trends. I would certainly trust their judgment over yours. While I would love valve games for as little money as possible, it's not always in their best interest to reduce the price. Why are we even talking about this on the HLDS mailing list? Thank you, Alec Sanger Date: Fri, 14 May 2010 15:09:09 -0400 From: gizmokid2...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA Just to add my quick $0.02 since most people don't understand. And if it does make a sale more likely, does giving the game out for less money help Valve? ABSOLUTELY! Thinking otherwise leads you to the way of Adobe with CS. You're going to get more people to buy the game at $35 than you are at $50. You'll easily get enough extra sales to make more money selling more copies than you would by selling it to less people at $50/ea. Simple economics, yet most people and business owners don't understand. It's not like Valve has to spend extra money for each extra copy of the game sold...they aren't selling physical copies, it's all digital, and they already have the infrastructure in place to handle the downloads. -Michael -- Original Message --- Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA From: Ed Kellett e...@estc.demon.co.uk To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Date: 5/14/2010 2:51 PM EST Piracy is not defined by your moral outlook on the situation, the CS:S beta is copyright Valve and to download it (from their servers or otherwise) without their permission is illegal. Whether or not illegal downloading hardly hurts Valve is for Valve to decide, as is who they want to have access to it. The Subscriber Agreement gives them the right to ban anyone they like from Steam in any case. How can an increase in anticipation arise from more people already having the game anyway? And if it does make a sale more likely, does giving the game out for less money help Valve? - Original Message - From: Max Ssi3ila...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, May 14, 2010 7:11 PM Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA If it were a paid DLC and none of the public had access, then yes, it would be piracy. You can only play on Beta servers if you've purchased a license of CS:S, thousands have already downloaded the client and posted videos online, and legitimate copies of the game will be updated next week. No core gameplay elements have been changed/added, and an increase in anticipation hardly hurts Valve (and increases the probability of a week(end) sale to celebrate the update). On Fri, May 14, 2010
Re: [hlds] Plugin Loading on clients, enough is enough.
What Kyle is trying to point out is that the problem shouldn't even exist in the first place. VALVe should be preventing people from joining servers while plugins are loaded via the VSP interface. On Wed, May 12, 2010 at 3:10 PM, Nicholas Hastings nshasti...@gmail.com wrote: I totally disagree. If they were using it to cheat then it doesn't matter in the least whether or not they were expecting to get VACbanned or not, nor how the ban came about. That guy even admitted he was speed hacking with it. One less idiot plaguing servers. On 5/12/2010 3:51 PM, Kyle Sanderson wrote: Both http://forums.alliedmods.net/showthread.php?t=126487 and http://www.facepunch.com/showthread.php?t=935780 are interesting reads. The player was manually VAC banned by one Al or Professor Farnsworth for running SourceMod as a client plugin. VAC is supposed to be an automatic system, and not one that can be triggered manually by any Valve employee. This defunctionality really needs to be removed from the engine, as it's getting absolutely ridiculous. Kyle. On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net wrote: With that logic, a sourcemod in players pc isn't a cheat but you can override your own setting r_drawothermodels 2 and you see through walls even if the cheats are off on the server. This is exactly the reason why plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by default, as those cvars are behind sv_cheats as far as i know. This plugin just bypasses it. -ics 12.5.2010 17:55, HL-SDK Synths kirjoitti: Apologies for the double post (I'm not sure how that works on a mailing list. This plugin doesn't change sv_cheats, it is not a cheat and deserves no special consideration. It will not be deleted either. On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com wrote: Now there is a client side L4D2 plugin to change cheat cvars like fov and viewmodel_fov. http://forums.steampowered.com/forums/showthread.php?t=1242368 For some reason it still hasn't been deleted, and it's been posted since 2 weeks. :/ -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2_server_Disconnect_Message
Are you using RCON Locker? Or any other plugins? On Tue, May 4, 2010 at 11:30 AM, xouk xou...@gmail.com wrote: i have some trable on my server, my server does not show disconnect message, in game i see xxx left the game (), and in the server console L 05/04/2010 - 20:20:22: xxx1746STEAM_0:1:18761957Blue disconnec ted (reason ) Dropped xxx from server (Disconnect by user.) this started somewhere 3 weeks ago i tried to disable sourcemod and metamod and still do not have the disconnect message, -verify_all try too OS :Windows 7 Server Steam P.S. on css server i dont have Disconect message too ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2_server_Disconnect_Message
The latest RCON Locker will do that. Its because it was added as a quick fix to the disconnect exploit. If you want the disconnect messages back but still have protection I suggest moving to using just KAC and DAF. On Tue, May 4, 2010 at 1:39 PM, xouk xou...@gmail.com wrote: yes, i use RCON Locker and Daf (ddos atack fix) 2010/5/4 xouk xou...@gmail.com i have some trable on my server, my server does not show disconnect message, in game i see xxx left the game (), and in the server console L 05/04/2010 - 20:20:22: xxx1746STEAM_0:1:18761957Blue disconnec ted (reason ) Dropped xxx from server (Disconnect by user.) this started somewhere 3 weeks ago i tried to disable sourcemod and metamod and still do not have the disconnect message, -verify_all try too OS :Windows 7 Server Steam P.S. on css server i dont have Disconect message too ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CSS: Long disconnect messages crashing servers?
Well, the update fixed the exploit where the server could be crashed with a super long disconnect message. It didn't fix the issue of breaking the event packet frame. On Tue, Apr 27, 2010 at 12:28 AM, Matt Lyons mly...@internode.com.au wrote: On 27/04/2010, at 2:45 PM, dmex wrote: Watching that YouTube video he said he wrote a plugin for it (that he's now selling), yet another reason why client-side plugins should be blocked. Lets not start that up again. ;) I did read an older source update from 2009 that was supposed to fix the exploit. Its either regressed or didn't fully capture the problem. I've grabbed the latest kac and rolled it out, will see if that stops it. Course I wont know until someone tries it again. -- Matt Lyons Content Administrator, games.on.net Email: m...@games.on.net Web: http://games.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CSS: Long disconnect messages crashing servers?
KAC 1.2.1.0 should block the disconnect exploit without interfering with normal disconnects so you know why someone left otherwise. All the other fixes just replace the reason all the time with something else. Right now, I'm not really expecting any fix until it because pretty normal for people to go into unprotected servers and use the exploit to cause people to disconnect with VAC messages, pausing, and then the simple disconnect all. On Mon, Apr 26, 2010 at 10:06 PM, Kyle Sanderson kyle.l...@gmail.com wrote: http://forums.alliedmods.net/showthread.php?p=1139769 http://forums.alliedmods.net/showthread.php?p=1139769 http://forums.alliedmods.net/showthread.php?p=841590 http://forums.alliedmods.net/showthread.php?p=841590 http://forums.alliedmods.net/forumdisplay.php?f=133 http://forums.alliedmods.net/forumdisplay.php?f=133No acknowledgement from Valve yet, as usual. Kyle On Mon, Apr 26, 2010 at 7:03 PM, AzuiSleet azuisl...@gmail.com wrote: This particular exploit is a buffer overflow in the event message where the client can specify a disconnect message, and the server will serialize an event containing that message. There is an issue with the function that serializes the game event that causes a buffer overflow in the net message, and so it has to potential to crash other clients or make them receive commands from another player relayed through the server. On Mon, Apr 26, 2010 at 7:57 PM, Matt Lyons mly...@internode.com.au wrote: Ok after a bit more googling its a hack: http://www.youtube.com/watch?v=xsC8GtSWuyU If you parse or stream your log files for monitoring you should probably add a watch/event for these long disconnect messages as they are using a 3rd party program to do so. ML. On 27/04/2010, at 11:16 AM, Matt Lyons wrote: Over the last few days I've had a couple of my servers experience weird behaviour, pausing, restarting or outright crashing. Notes: - Servers are using the beta update from a few days ago. - Servers are using latest version of SM/Meta Mod running kac and rcon_lock - rcon TCP port is blocked and rcon password is secure (32 digits of random letters/numbers) - No crash dump - Log file cuts out mid stream. - Nothing obvious in the log files except for disconnect messages like the following: L 04/26/2010 - 16:30:28: Player Name]1260STEAM_0:X:XXXTERRORIST disconnected (reason SS) (Player name and steam ID removed to protect the guilty.) When such a log entry appears there are lots of comments straight after of server weirdness. I was just in one of my servers then when it restarted after the above message. Anyone else seen this? -- Matt Lyons Content Administrator, games.on.net Email: m...@games.on.net Web: http://games.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CSS: Long disconnect messages crashing servers?
They all have to use LSS or some plugin they create. Its not that new. Again, is anything going to happen? Probably not. Unfortunately, many of my attempts to contact Valve employees to help them fix the massive amounts of exploits that the Source engine has fallen on deft ears. On Tue, Apr 27, 2010 at 12:15 AM, dmex dme...@gmail.com wrote: Watching that YouTube video he said he wrote a plugin for it (that he's now selling), yet another reason why client-side plugins should be blocked. - From: Kigen theki...@gmail.com Sent: Tuesday, April 27, 2010 11:25 AM To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] CSS: Long disconnect messages crashing servers? KAC 1.2.1.0 should block the disconnect exploit without interfering with normal disconnects so you know why someone left otherwise. All the other fixes just replace the reason all the time with something else. Right now, I'm not really expecting any fix until it because pretty normal for people to go into unprotected servers and use the exploit to cause people to disconnect with VAC messages, pausing, and then the simple disconnect all. On Mon, Apr 26, 2010 at 10:06 PM, Kyle Sanderson kyle.l...@gmail.com wrote: http://forums.alliedmods.net/showthread.php?p=1139769 http://forums.alliedmods.net/showthread.php?p=1139769 http://forums.alliedmods.net/showthread.php?p=841590 http://forums.alliedmods.net/showthread.php?p=841590 http://forums.alliedmods.net/forumdisplay.php?f=133 http://forums.alliedmods.net/forumdisplay.php?f=133No acknowledgement from Valve yet, as usual. Kyle On Mon, Apr 26, 2010 at 7:03 PM, AzuiSleet azuisl...@gmail.com wrote: This particular exploit is a buffer overflow in the event message where the client can specify a disconnect message, and the server will serialize an event containing that message. There is an issue with the function that serializes the game event that causes a buffer overflow in the net message, and so it has to potential to crash other clients or make them receive commands from another player relayed through the server. On Mon, Apr 26, 2010 at 7:57 PM, Matt Lyons mly...@internode.com.au wrote: Ok after a bit more googling its a hack: http://www.youtube.com/watch?v=xsC8GtSWuyU If you parse or stream your log files for monitoring you should probably add a watch/event for these long disconnect messages as they are using a 3rd party program to do so. ML. On 27/04/2010, at 11:16 AM, Matt Lyons wrote: Over the last few days I've had a couple of my servers experience weird behaviour, pausing, restarting or outright crashing. Notes: - Servers are using the beta update from a few days ago. - Servers are using latest version of SM/Meta Mod running kac and rcon_lock - rcon TCP port is blocked and rcon password is secure (32 digits of random letters/numbers) - No crash dump - Log file cuts out mid stream. - Nothing obvious in the log files except for disconnect messages like the following: L 04/26/2010 - 16:30:28: Player Name]1260STEAM_0:X:XXXTERRORIST disconnected (reason SS) (Player name and steam ID removed to protect the guilty.) When such a log entry appears there are lots of comments straight after of server weirdness. I was just in one of my servers then when it restarted after the above message. Anyone else seen this? -- Matt Lyons Content Administrator, games.on.net Email: m...@games.on.net Web: http://games.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please
[hlds] The reason for closing server plugin interface on clients.
Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's Anti-Cheat). I would like to list a few reasons for closing the VSP interface on clients. While it can be useful at times its harm more than outweighs any good it does. At present it provides a way for people to exploit the engine without the risk of getting a VAC ban for injecting a cheat. So far from what I've witnessed over time people are now flocking to using the VSP interface because VALVe doesn't stop them from doing so, nor is there the risk of getting VAC banned either. Also, developing on the VSP interface for cheat makers is how they can make production time faster. As seen in this URL: http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat The VSP interface has more usefulness to cheat developers than it does anybody else. Using CVar detectors like KAC and zBlock won't continue to work to stop this. At the rate of expansion of the use of VSP it will far exceed my capacity to fight it by myself. Plus by leaving the VSP interface open wanna be cheat developers will have a easier time learning how to create cheats for Source engine games and test it with the client. At present I cannot see a good reason to leave the VSP interface open on the client. Respecfully, - Kigen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] The reason for closing server plugin interface on clients.
I've tried. For the most part I've been ignored. On Mon, Apr 12, 2010 at 11:44 AM, Donnie Newlove donnie.newl...@gmail.com wrote: You should send this to someone at Valve, we already know. On Mon, Apr 12, 2010 at 6:29 PM, Kigen theki...@gmail.com wrote: Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's Anti-Cheat). I would like to list a few reasons for closing the VSP interface on clients. While it can be useful at times its harm more than outweighs any good it does. At present it provides a way for people to exploit the engine without the risk of getting a VAC ban for injecting a cheat. So far from what I've witnessed over time people are now flocking to using the VSP interface because VALVe doesn't stop them from doing so, nor is there the risk of getting VAC banned either. Also, developing on the VSP interface for cheat makers is how they can make production time faster. As seen in this URL: http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat The VSP interface has more usefulness to cheat developers than it does anybody else. Using CVar detectors like KAC and zBlock won't continue to work to stop this. At the rate of expansion of the use of VSP it will far exceed my capacity to fight it by myself. Plus by leaving the VSP interface open wanna be cheat developers will have a easier time learning how to create cheats for Source engine games and test it with the client. At present I cannot see a good reason to leave the VSP interface open on the client. Respecfully, - Kigen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] The reason for closing server plugin interface on clients.
Indeed, if I wanted to I could create a massive cheat with SourceMod and VAC wouldn't do much about it since its SourceMod that is doing it since the plugins are simply byte code that SourceMod executes. On Mon, Apr 12, 2010 at 4:36 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Even if that is true that's not the whole truth. A big problem is that completely legitimate tools used on the server side and which works even on listen servers are also active in client mode. This turns admin mods like SourceMod into hacks. Should VAC ban users with a SourceMod install? The only way to solve this in a reasonable manner is to turn this feature off. On Mon, Apr 12, 2010 at 10:10 PM, HL-SDK Synths syntron...@gmail.com wrote: I have the hotdogs, let's now find some sticks on which to roast them. Hi, I am the author of the post on G-D you linked to. I appreciate what you have worked for, I truly do. It is unfortunate that more methods are not available to you (it seems that simple by-name querying is as far as it goes). As for bans, I'd like to clarify that using the plugin interface is no way at all ban proof. If I decide to overwrite game code, I can expect a ban. If this proofen status was the case, I would be acting like Hatter does on Assault Cube: http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om Headshotting the wntire team all at once without moving. Enough hyperbole. *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER. *The only benefit is the interface which provides load and unload. I can do all of that with an extra plugin emulating the VSP interface. You have done a good job of blocking namestealers and people who abuse sourcemod, and for that I am sure many servers are more playable.* * I have no analogies. On Mon, Apr 12, 2010 at 3:49 PM, 1nsane 1nsane...@gmail.com wrote: Bad analogy?! Perfect analogy! On Mon, Apr 12, 2010 at 2:53 PM, ics i...@ics-base.net wrote: If you say that to an alzheimer patient, you have to say it again, and again, and again and they each time you say that, they forget it soon after. Ok ok, bad analogy but they aren't really paying attention or it would be fixed already, along with all the other exploits in the engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds