Re: [hlds] team fortress 2 updates heads-up

2010-05-21 Thread MONDO
Agreed.  Total control is a very tight app, and well worth the $$ for server
admins.

On Fri, May 21, 2010 at 7:26 PM, Allan Button abut...@netaccess.ca wrote:

 total control. For iPhone has been amazing. Worth the ~3 bucks.

 Sent from my mobile.

 On May 21, 2010, at 7:24 PM, D4rKr0W dark...@dpi-clan.org wrote:

  I love you!
 
  - Reply message -
  From: Noel phre...@gmail.com
  Date: Fri, May 21, 2010 23:24
  Subject: [hlds] team fortress 2 updates heads-up
  To: hlds@list.valvesoftware.com
 
  If you have an Android device, enter the market and search for Source
  Server Manager  -  it's a free application by a Mr. Matthew
  Livingstone
  that gives you the ability to remotely issue commands to Source
  servers.
 
  Between using email apps to watch for the update emails Jason sends
  to this
  list and using the Source Manager app to send commands remotely, you
  never
  have to worry about being near a computer in case of updates.
 
  (Of course, depending on where your server is hosted, you can also
  just use
  a smart device browser to access web management tools.  I know the
  Android
  2.1 browser allows me full access to the NFO control panel, for
  example.)
 
  -brambles
 
  On May 21, 2010 12:06 PM, hlds-requ...@list.valvesoftware.com wrote:
 
  Send hlds mailing list submissions to
hlds@list.valvesoftware.com
 
  To subscribe or unsubscribe via the World Wide Web, visit
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  When replying, please edit your Subject line so it is more specific
  than Re: Contents of hlds digest...
 
 
  Today's Topics:
 
   1. Re: Team Fortress 2 Update Available (Don Williams)
   2. Re: Team Fortress 2 Update Available (Michael Krasnow)
   3. Re: Team Fortress 2 Update Available (Don Williams)
   4. Re: Team Fortress 2 Update Available (Allan Button)
   5. Re: Team Fortress 2 Update Available (Don Williams)
   6. Re: Team Fortress 2 Update Available (ENF)
   7. Re: (no subject) (jimbomcb)
 
 
  --
 
  Message: 1
  Date: Thu, 20 May 2010 22:52:15 -0400
  From: Don Williams d...@precdata.com
  Subject: Re: [hlds] Team Fortress 2 Update Available
  To: 'Half-Life dedicated Win32 server mailing list'
hlds@list.valvesoftware.com
  Message-ID: mailman.2.1274468401.24737.h...@list.valvesoftware.com
  Content-Type: text/plain;   charset=us-ascii
 
  How would you actually prepare?  Update comes do it.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Kurfis
  Sent: Thursday, May 20, 2010 10:03 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  What happened to the heads-up e-mails we used to get that gave us
  some time
  to prepare for an upcoming update? Kinda miss those.
 
  On Thu, May 20, 2010 at 6:44 PM, ENF ethernetfr...@planetether.net
  wrote:
 
  Thanks All, I'll run the -verify_all and see what happens.
  Everything was
  fine before this update. (I did run the update twice, but I didn't
  think
  it
  woudl have a caused a problem...)
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  --
 
  Message: 2
  Date: Thu, 20 May 2010 23:12:25 -0400
  From: Michael Krasnow mnk...@gmail.com
  Subject: Re: [hlds] Team Fortress 2 Update Available
  To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
  Message-ID:
aanlktinwab6x5ji3en1cd4b0tligo6uvgnfoxf5ol...@mail.gmail.com
  Content-Type: text/plain; charset=ISO-8859-1
 
  i  would make my tin foil hat, duh
 
  ;)
 
  On Thu, May 20, 2010 at 10:52 PM, Don Williams d...@precdata.com
  wrote:
 
  How would you actually prepare?  Update comes do it.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Kurfis
  Sent: Thursday, May 20, 2010 10:03 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  What happened to the heads-up e-mails we used to get that gave us
  some
  time
  to prepare for an upcoming update? Kinda miss those.
 
  On Thu, May 20, 2010 at 6:44 PM, ENF ethernetfr...@planetether.net
  wrote:
 
  Thanks All, I'll run the -verify_all and see what happens.
  Everything
  was
  fine before this 

[hlds] Server crashes related to a buff banner glitch

2009-12-21 Thread MONDO
We've found that some folks are crashing our servers (actually crashing all
clients in game) by performing a glitch related to the buff banner.  Has
anyone else been able to confirm this?  Does anyone know how to block it
yet?
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Re: [hlds] Team Fortress 2 and Left 4 Dead 2 Updates Coming

2009-12-18 Thread MONDO
Please be patient guys... every time they give s the heads up folks ask
whats changing and they never get an answer.  This was just to let us know
the prepare our communities and get our folks lined up.  Full details will
come with the update, and its only an hour ( or so )  :P

On Fri, Dec 18, 2009 at 8:42 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Ya same here.

 On Fri, Dec 18, 2009 at 5:37 PM, Aj Collins gamerzwo...@gmail.com wrote:

  ...or not. Both L4D2 and TF2 updated just now yet I can still join every
  server. :S
 
  On Fri, Dec 18, 2009 at 8:36 PM, Aj Collins gamerzwo...@gmail.com
 wrote:
 
   Update is out now.
  
  
   On Fri, Dec 18, 2009 at 8:20 PM, Josh Bost dislexs...@dislexsick.com
  wrote:
  
   Any hints on content?  I will assume bugfixes for TF2s latest major
  update
   (Personally, spy dispenser is win, it could be balanced by
  perma-removing
   sapper :P).
  
   I also noticed L4D auth. tools updated just before, L4D2 update has
   something to do with the SDK??!? (Please let it be the SDK!)
  
  
   Cheers,
  
   Joshua Bost
  
   On Sat, Dec 19, 2009 at 11:39 AM, Jason Ruymen 
  jas...@valvesoftware.com
   wrote:
  
Required update for Team Fortress 2 and Left 4 Dead 2 are on the
 way.
They
should be available in less than an hour.
   
Jason
   
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Re: [hlds] L4D2 Demo

2009-10-23 Thread MONDO
Agreed.  We'd like to get things running so our communities have a place to
play as soon as the demo opens up.

On Fri, Oct 23, 2009 at 8:20 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 So here we are, a week or two out from the L4D2 demo release. I wonder
 if we can get any sort of heads up on what to expect for this.

 The big question I think most of us have is - Are the servers going to
 be backwards compatible with L4D1, or will we have to run L4D1 and/or
 L4D2 servers? As someone mentioned a while ago, a new tag showed up in
 sv_tags which seems to indicate that we may only have 1 server running
 for both games, but some confirmation or denial on this would be great.

 I am going to guess that we are going to get the server files a bit in
 advance like we did the last go around. Are forked servers still in
 play? I would hope so, they are awesome.

 Are there any new cvars we should know about before hand, stuff like the
 Steamgroups?


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Re: [hlds] How do you launch your server?

2009-09-15 Thread MONDO
If you're serious about hosting multiple servers, I would suggest TCADMIN.
We're used it since we started leasing our own dedicated box, and it will
simplify many aspects of hosting...
- MONDO
www.teaminterrobang.com

On Tue, Sep 15, 2009 at 1:43 PM, TheNob HLDS h...@thenob.de wrote:

 Hi,

 if you run a dedicated server on windows as a service you start it as
 console anyway (-console).
 With the help of Fire Daemon Pro (I use it too) the console is hidden and
 you can redirect error messages to the windows logs.
 FDP keeps the server process under surveillance and you can configure what
 happens if the process does crash. Normally it gets automatically
 restarted.

 And perhaps I got it wrong but as far as I know HLDS (Half-Life Dedicated
 Server) and SRCDS (Source Dedicated Server) is the same  :). The server is
 a
 executable named srcds.exe.

 Greetings
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Re: [hlds] [TF2] Valve using their special weapons

2009-09-09 Thread MONDO
Same here... we;re running the equipment manager plugin by Damizean to allow
all hats (even halos, you dirty idlers) one one of our servers now for
testing, so no more drama.  I'm sure we'll be running the plugin on all 7 of
our servers soon.  Whats the rewards for getting a hat at random?  May as
well give them to eveyone.
-[!?]MONDO /  http://www.teaminterrobang.com


On Wed, Sep 9, 2009 at 5:43 AM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 I solved the hat problem too, I just coded my own entity that applies hats
 to me.

 Sure, I can only use them on my own servers, but it's not like I play
 anywhere else anyway.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of tgnwells
 Sent: Wednesday, September 09, 2009 12:35 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [TF2] Valve using their special weapons

 i just want a hat :(

 On 9/8/2009 8:13 PM, Matthew Gottlieb wrote:
  ople are so pissed off about this.
  It's their game, let them have th

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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread MONDO
6 of our 7 servers are updated and working fine.  Be sure that you let your
clients know they have to update as well!

On Tue, Jun 23, 2009 at 6:53 PM, David Ulbrich david_ulbr...@hotmail.comwrote:

 Well I got my server updated and now I can't start it at all anymore.
  Won't
 even do a basic start without all the additional information.  Anyone else
 having this problem?

 -Dave


 On Tue, Jun 23, 2009 at 3:23 PM, Jason Ruymen
 jas...@valvesoftware.comwrote:

  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  General
  - Added an option to the advanced multiplayer menu to select left or
 right
  handed view models
  - Fixed a bug where a spectator's wearable items could be seen floating
  around the player they were spectating
  - Fixed a bug where a fake Spy hand would appear on the screen of other
  players
  - Custom death animations now only play 25% of the time
  - Fixed teleporters not being build-able in some places where they should
  be (such as within the pit at the end of Badwater Basin)
  - Fixed rare client crash on connection and level change
  - Removed refract from water ripples caused by bullet impacts for
  performance reasons
  - Added log entries for player extinguished events using the medigun,
  jarate, flamethrower and dispenser
  - Started tracking localization settings to help make decisions regarding
  localization in the future
  - Fixed the blank progress bar in the upper-left of the screen when the
  client scheme is reloaded
 
  Mapmaker requests
  - Added spawn flag to func_respawnroomvisualizer that allows it be
  non-solid to players
  - Added SetSolid input to func_respawnroomvisualizer to change solidity
 to
  players dynamically
  - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
 
  Sniper
  - Fixed a bad detection case in the Friendship is Golden achievement
  - Changed the description of the Triple Prey achievement so it better
  describes how to get it
  - Critical arrows now have a trail and correctly deal enhanced damage
  - The Huntsman now defaults to be right handed
  - Friendly arrows will no longer trigger the near miss sound on you
  - Fixed several sources of floating arrows
 
  Spy
  - Fixed disguised Spies occasionally looking like they have
  invulnerability, instead of the correct fake Spy mask
  - Disguised spies will no longer lose their disguise weapon when they
  interact with a weapon locker
  - Fixed a bug where the spy's watch would randomly change models during
  play
  - Fixed uncloaked spies flickering in and out of the cloak effect when
  taking damage
  - The Cloak and Dagger now always regenerates at its intended rate.
  Previously it only regenerated at the correct rate when the spy was
 cloaked
  - Increased the Cloak and Dagger regeneration rate slightly
  - Capped the rate of energy loss from moving faster than run speed
 (falling
  / air toss) while cloaked with the Cloak and Dagger
  - The Dead Ringer's cloak consume rate has been slightly reduced, giving
  about an extra second of cloak time on a full meter
  - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
  meter instead of 100%. This drain only happens if the meter is at least
 60%
  full
  - The Dead Ringer's cloak meter can now be regenerated from ammo sources
  - The Ambassador now only crits when fully accurate and no longer
  penetrates enemies
  - The Spy can no longer change weapons from the knife while shocked by
 the
  Razorback
  - Force-A-Nature  Flamethrower air blast knockback effects no longer
 work
  on disguised spies
  - Fixed disguised Spies showing the wrong teleporter effects when using
 an
  enemy teleporter
 
  Jason
 
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Re: [hlds] Recent cheaters

2009-05-07 Thread MONDO
If you're having FPS issues with FRAPS, you should try Growler Gun Cam (
http://www.growlersoftware.com/) http://www.growlersoftware.com/
Its a FRAPS-style program with much better performance and a few more
options (such as movie maker, encoding to xvid, signature maker from video,
animated gifs...), not a bad deal for $20.  (As a bonus, it can also be used
to record desktop, etc.)
On Thu, May 7, 2009 at 9:09 AM, Philip Bembridge
philipbembri...@gmail.comwrote:

 I use wegame (http://www.wegame.com/) but I have a quad core beast running
 crossfire that can handle it :-)

 Phil
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Re: [hlds] Dos Attack Fix Plugin should works as it blocks non-printable characters

2009-05-04 Thread MONDO
No thanks... I'll wait for Valve to provide such a change in the engine.dll


On Mon, May 4, 2009 at 10:34 AM, Saul Rennison saul.renni...@gmail.comwrote:

 I was speaking to him yesterday on IRC, if you really want I will post a
 screenshot of the patcher I will post one. All it does is modify a byte in
 the *engine.dll*. To be specific, the 'l' (the value of A2C_PRINT) is
 changed to a \0.

 2009/5/4 Bengt Rosenberger bengt.rosenber...@gmx.de

  Posting for the first time, talking about using exploits and then
  offering a patch.exe... Yeah, I will totally install it - NOT.
 
  The plugin posted here works and is safe.
 
  Lauri Koivunen schrieb:
(first time with mailing lists so if this goes somewhere where it
  shouldn't
   then just disregard this post)
  
   It seems that action was the best technique.
   My apologies goes towards the 10 servers that I brought down for ~30
  seconds
   to make something happen. I hope I didn't cause any major damage.
  
   As Unknownzd stated they wouldn't listen to us and now if it doesn't
  get
   fixed I don't know what to do.
   I thought it would be better to just bring down 10 servers instead of
   releasing the exploit to public. Congratulations for revealing it
 here...
  A
   lot of servers are much safer now.
  
   I was rather shocked that my small DoS got so much attention. I
 wouldn't
   even have noticed 30 seconds freeze on my own servers at all.
   Sorry again to everyone who I harmed, at least now something happened
   instead of the exploit report staying on some valve employee's mailbox
  doing
   nothing.
  
   Here's a small patch as a temporary fix I was offering for the people
 who
   joined the irc channel:
   easy-share.com/1905012260/patch.exe
   For all those suspicious people (
   http://www.virustotal.com/analisis/6422efb688fb2321362045b27c9e687d )
  the
   file is just a patcher.
   It just patches one byte in the hex editor which you could easily do in
 a
   hex editor. This is just for the desperate server owners like me
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 --
 Thanks,
 - Saul.
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Re: [hlds] TF2 - Concurrent Connections from one public IP blocked

2009-05-04 Thread MONDO
Using a different port on the player side should resolve this.  The default
port is 27005, so simply have the 2nd PC use port 27006 and you should have
no further problems.

On Mon, May 4, 2009 at 11:31 AM, turb0z tur...@undergamer.com wrote:

 I also just confirmed with this person that if they click cancel on the
 retrying connection box before the timeout occurs, they were able to
 successfully join the server.  Seems pretty bass ackwards, but that was his
 workaround yesterday.  He confirmed this on four systems (two on one public
 IP) working off of Time Warner Residential and Business class.

 Seems like it's definitely an issue since he confirmed it on different
 systems and it wasn't linked to one game server.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Steve Colebourne
 Sent: Monday, May 04, 2009 10:27 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 - Concurrent Connections from one public IP blocked

 Not checked since the update, but used to get this a lot a while back.

 We now run each client behind the same ip on a different client port and
 get no problems - but as I said, haven't been on tf2 with two machines
 since said update.

 Don't know if the above will help or not!

 turb0z wrote:
  Since the last Valve update for TF2, I’ve been getting reports from my
  community members that if two people try to join a TF2 server from the
 same
  public IP address, the second person gets a “connection failed after 3
  attempts” message.  This has been confirmed on any TF2 server, not a
  specific one.  This was not the case up until the last update released (I
  believe Friday).
 
 
 
  Anyone else seeing this issue?
 
 
 
  -turb0z
 
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Re: [hlds] TF2 Build Blocking Addon/plugin

2009-04-14 Thread MONDO
This would do it - all I've done is changed MaxObjects to 0.  You can also
try to change the cost for a sentry to 300, which is more than an Engineer
can have.  (I've done both here, but only one is necessary.  I've pasted the
entire objects.txt below.  I would suggest renaming yours so you can easily
restore it in the future.
--

objects
{
// Engineer Objects

OBJ_SENTRYGUN
{
ClassName obj_sentrygun
StatusName #TF_Object_Sentry
BuildTime 10
MaxObjects 0
Cost 300
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName Sentry Gun
BuilderPlacementString Place on ground
SelectionSlot 3
SelectionPosition 0
SapperAttachTime 0.0
IconActive obj_sentrygun
IconInactive obj_sentrygun
Viewmodel models/weapons/v_models/v_toolbox_engineer.mdl
Playermodel models/weapons/w_models/w_toolbox.mdl
DisplayPriority 4
HudStatusIcon obj_status_sentrygun_1
VisibleInWeaponSelection 0
ExplodeSound Building_Sentry.Explode
ExplodeEffect ExplosionCore_buildings
MetalToDropInGibs 60
UpgradeSound Building_Sentrygun.Built
}
 OBJ_DISPENSER
{
ClassName obj_dispenser
StatusName #TF_Object_Dispenser
BuildTime 20
MaxObjects 1
Cost 100
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName Dispenser
BuilderPlacementString Place on ground
SelectionSlot 3
SelectionPosition 1
SapperAttachTime 0.0
IconActive obj_dispenser
IconInactive obj_dispenser
Viewmodel models/weapons/v_models/v_toolbox_engineer.mdl
Playermodel models/weapons/w_models/w_toolbox.mdl
DisplayPriority 3
HudStatusIcon obj_status_dispenser
VisibleInWeaponSelection 0
ExplodeSound Building_Dispenser.Explode
ExplodeEffect ExplosionCore_buildings
MetalToDropInGibs 50
UpgradeSound Building_Sentrygun.Built
}
 OBJ_TELEPORTER_ENTRANCE
{
ClassName obj_teleporter_entrance
StatusName #TF_Object_Tele_Entrance
BuildTime 20
MaxObjects 1
Cost 125
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName Teleporter Entrance
BuilderPlacementString Place on ground
SelectionSlot 3
SelectionPosition 2
SapperAttachTime 0.0
IconActive obj_teleporter_entrance
IconInactive obj_teleporter_entrance
SolidToPlayerMovement 1
Viewmodel models/weapons/v_models/v_toolbox_engineer.mdl
Playermodel models/weapons/w_models/w_toolbox.mdl
DisplayPriority 2
HudStatusIcon obj_status_tele_entrance
VisibleInWeaponSelection 0
ExplodeSound Building_Teleporter.Explode
ExplodeEffect ExplosionCore_buildings
MetalToDropInGibs 60
UpgradeSound Building_Sentrygun.Built
}
 OBJ_TELEPORTER_EXIT
{
ClassName obj_teleporter_exit
StatusName #TF_Object_Tele_Exit
BuildTime 20
MaxObjects 1
Cost 125
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName Teleporter Exit
BuilderPlacementString Place on ground
SelectionSlot 3
SelectionPosition 3
SapperAttachTime 0.0
IconActive obj_teleporter_exit
IconInactive obj_teleporter_exit
SolidToPlayerMovement 1
Viewmodel models/weapons/v_models/v_toolbox_engineer.mdl
Playermodel models/weapons/w_models/w_toolbox.mdl
DisplayPriority 1
HudStatusIcon obj_status_tele_exit
VisibleInWeaponSelection 0
ExplodeSound Building_Teleporter.Explode
ExplodeEffect ExplosionCore_buildings
MetalToDropInGibs 60
UpgradeSound Building_Sentrygun.Built
}
 OBJ_ATTACHMENT_SAPPER
{
ClassName obj_attachment_sapper
StatusName Object Sapper
BuildTime 0.1
MaxObjects -1
Cost 0
CostMultiplier 1
UpgradeCost 0
UpgradeDuration 0
MaxUpgradeLevel 0
BuilderWeaponName Object Sapper
BuilderPlacementString Place on object
SelectionSlot 1
SelectionPosition 0
SapperAttachTime 0.0
IconActive obj_attachment_sapper
IconInactive obj_attachment_sapper
Viewmodel models/weapons/v_models/v_sapper_spy.mdl
Playermodel models/weapons/w_models/w_sapper.mdl
DisplayPriority 1
HudStatusIcon obj_status_sapper
VisibleInWeaponSelection 1
autoswitchto 1
ExplodeSound Weapon_Sapper.Removed
ExplodeEffect ExplosionCore_sapperdestroyed
MetalToDropInGibs 10
UpgradeSound Building_Sentrygun.Built
}
}

On Tue, Apr 14, 2009 at 5:40 PM, CLAN RCR clan...@gmail.com wrote:

 Hmm, Is there any way I could get an example of what I would write in
 objects.txt to allow all but Sentries?

 Thanks for the help guys, I appreciate it.

 -Matt

 On Tue, Apr 14, 2009 at 3:45 PM, Matthew Gottlieb 
 matthew.j.gottl...@gmail.com wrote:

  You can ban the weapon via a SM plugin.
 
  On Tue, Apr 14, 2009 at 3:17 PM, Robert Whelan mrrjwhe...@yahoo.com
  wrote:
   I used beetlesmod in the past and it enabled you to restrict sentry
  building during sudden death or remove sentry's altogether. Also, it had
 a
  setting for melee only and would do this automatically.
  
   Have at it...
  
  
  
  
   
   From: CLAN RCR clan...@gmail.com
   To: hlds@list.valvesoftware.com
   Sent: Tuesday, April 14, 2009 2:54:11 PM
   Subject: [hlds] TF2 Build Blocking Addon/plugin
  
   Has anyone come across an addon/plugin that blocks specifically the
 build
   commands from engineers? I'd like to set it so engineers can 

Re: [hlds] blocking the server's PLAYERNAME has joined the game message

2009-03-18 Thread MONDO
Actually, even with bans, we found that we would see the PLAYERNAME has
joined the game as they must attempt to connect for the bans to process.
 The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
when ANYONE joins the game, but it stopped the vulgar names from spamming
our screens constantly, and that was the goal.
Thanks again all.

On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 You guys know they haven't allocated IP addresses by class since the 90's,
 right? The guy's IP block could be /anything.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
 Sent: Wednesday, March 18, 2009 9:01 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] blocking the server's PLAYERNAME has joined the game
 message

 A few class C's should work, if that. If you honestly think that it will
 have a huge effect on your playerbase, you've got some issues. The
 likelihood of multiple people playing on such a limited IP range is so
 small, you'd have a better chance of playing the lottery. Plus it only
 really needs to be in effect for a few hours or days. After they can't
 get the server to respond, most people stop trying.

 Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
 billion IP's out there (including RFC 1918 addresses), it's a drop in
 the bucket.

 Matt Stanton wrote:
  Ban a whole class b network block.  That fixes most cable/dsl
  customers... or small countries.
 
  Anthal wrote:
 
  Ban by subnet, solves all problems!
 
 
 
 
 
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[hlds] blocking the server's PLAYERNAME has joined the game message

2009-03-17 Thread MONDO
One of our servers has recently fallen victim to a few griefers that
repeatedly try to join our server with offensive names.  We've banned by
STEAM_ID and by IP address, but we still see the offensive names when he
attempts to join.  Is there any way to stop the server from displaying these
messages when someone tries to join?  Unfortunately, banning him by STEAM_ID
( STEAM_0:0:18656375) doesn't help.  If TF2 server doesn't allow this, is
there a Sourcemod plugin?
Any help is appreciated.
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Re: [hlds] blocking the server's PLAYERNAME has joined the game message

2009-03-17 Thread MONDO
BINGO.  Thanks guys, I new I would get an answer fast here.
As always - your help is appreciated.

On Tue, Mar 17, 2009 at 11:34 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 This can do what you need:
 http://forums.alliedmods.net/showthread.php?t=80794 (SuppressMessages)


 On Tue, Mar 17, 2009 at 8:21 PM, MONDO mondo...@gmail.com wrote:

  One of our servers has recently fallen victim to a few griefers that
  repeatedly try to join our server with offensive names.  We've banned by
  STEAM_ID and by IP address, but we still see the offensive names when he
  attempts to join.  Is there any way to stop the server from displaying
  these
  messages when someone tries to join?  Unfortunately, banning him by
  STEAM_ID
  ( STEAM_0:0:18656375) doesn't help.  If TF2 server doesn't allow this, is
  there a Sourcemod plugin?
  Any help is appreciated.
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Re: [hlds] 2003 or 2008

2009-03-01 Thread MONDO
Server 2003 will do you fine - tried and true my friend... tried and true.
Also - depending on how many gameservers you will be running from this box,
you'll want much more RAM, at least 4096MB I would say.

Good luck!

On Sun, Mar 1, 2009 at 6:51 PM, mu...@anbservers.net wrote:


 Sorry Forget to add I would be running l4d/TF2 servers

 Quoting mu...@anbservers.net:

  If you were choosing an os for a new server would it be 2003 or 2008
 
  Box specs are
 
  Core2Duo E6600 (2 x 2.4Ghz)
  2048MB DDR2 RAM
  250GB 7200RPM SATA2 HD
 
  I like 2008 but I would like to hear what the experts have to say.
 
  P.S.
 
  msleeper take it easy on a noob
 
  
  This message was sent using IMP, the Internet Messaging Program.
 
 
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 This message was sent using IMP, the Internet Messaging Program.


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Re: [hlds] Achievement Farmer Honeypot

2009-02-25 Thread MONDO
What you're saying is you'll ban anyone who gets an achievement.  So many of
the achievements are obtained by simply paying the game.. right?  I have a
better solution... just turn your server off!  Problem fixed!  I understand
about farming, but banning anyone who gets an achievement is about the most
foolish thing I've heard.  It saddens me that you used your talent at
scripting to write such silliness.

On Wed, Feb 25, 2009 at 4:04 PM, Blood Letter bw_bloodlet...@hotmail.comwrote:


 Why farm when you can just use the unlocker?

  Date: Wed, 25 Feb 2009 22:01:52 +0100
  From: bengt.rosenber...@gmx.de
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Achievement Farmer Honeypot
 
  Great, I gonna install that on my 24/7 achievement farming server... Or
  wait... No, I won't.
  Have fun with an empty server.
 
  Stuff like this encourages me to open up another farming server...
 
  msleeper schrieb:
   I have written a honeypot plugin for SourceMod that will autoban anyone
   who earns an achievement in the server. If there is any other admins
 out
   there who think that complacency towards farming needs to end, this is
   step one.
  
   I have been running this since the moment the Scout update came out
 last
   night and, at time of writing this, 1890 farmers have been caught and
   stopped.
  
   The plugin is here:
 http://forums.alliedmods.net/showthread.php?t=86402
   My publicly available list of farmers is here:
   http://www.msleeper.com/tf2-achievement-farmers.html
  
   I'm really not interested in mucking up the list with personal opinions
   about whether or not farming is right, or honeypotting farmers is
 wrong,
   but if you want to discuss you can always join IRC.
  
  
   Sent from my honeypot
  
  
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Re: [hlds] Achievement Farmer Honeypot

2009-02-25 Thread MONDO
lol... so you're drawing them in, just to ban them?  that sounds a lot like
griefing now that I see it.  You sound like one of those misled vigilantes
that smoke drugs with a drug dealer to catch him with drugs...we prefer
to prevent farming by running normal servers that are full of folks that
want to play, rather than hosting achievement maps.
Good luck to you, by the end of the week no one will want to visit your
server!

On Wed, Feb 25, 2009 at 4:19 PM, msleeper mslee...@cyberwurx.com wrote:

 This plugin is not designed to be used in a normal 24/7 2fort server or
 any normal server at all. It is designed to be used as a honeypot - a
 server that looks like a normal achievement grinding server. My server
 is running achievement_scout, and the only reason to join a server
 running that map is to farm achievements.

 If you didn't have the intention of cheating and farming achievements,
 you wouldn't be there in the first place.


 Sent from my name is Chris Hansen with Dateline NBC


 On Wed, 2009-02-25 at 16:14 -0500, MONDO wrote:
  What you're saying is you'll ban anyone who gets an achievement.  So many
 of
  the achievements are obtained by simply paying the game.. right?  I have
 a
  better solution... just turn your server off!  Problem fixed!  I
 understand
  about farming, but banning anyone who gets an achievement is about the
 most
  foolish thing I've heard.  It saddens me that you used your talent at
  scripting to write such silliness.
 
  On Wed, Feb 25, 2009 at 4:04 PM, Blood Letter 
 bw_bloodlet...@hotmail.comwrote:
 
  
   Why farm when you can just use the unlocker?
  
Date: Wed, 25 Feb 2009 22:01:52 +0100
From: bengt.rosenber...@gmx.de
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Achievement Farmer Honeypot
   
Great, I gonna install that on my 24/7 achievement farming server...
 Or
wait... No, I won't.
Have fun with an empty server.
   
Stuff like this encourages me to open up another farming server...
   
msleeper schrieb:
 I have written a honeypot plugin for SourceMod that will autoban
 anyone
 who earns an achievement in the server. If there is any other
 admins
   out
 there who think that complacency towards farming needs to end, this
 is
 step one.

 I have been running this since the moment the Scout update came out
   last
 night and, at time of writing this, 1890 farmers have been caught
 and
 stopped.

 The plugin is here:
   http://forums.alliedmods.net/showthread.php?t=86402
 My publicly available list of farmers is here:
 http://www.msleeper.com/tf2-achievement-farmers.html

 I'm really not interested in mucking up the list with personal
 opinions
 about whether or not farming is right, or honeypotting farmers is
   wrong,
 but if you want to discuss you can always join IRC.


 Sent from my honeypot


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Re: [hlds] Neph's Plugin

2009-02-22 Thread MONDO
NO issues with the plugin, and absolutely no server timeouts.

On Sun, Feb 22, 2009 at 2:42 PM, SakeFox sake...@kingdomsend.com wrote:

 I had a problem with it and that it's to awesome. No one man should be
 able take make plugins this awesome. I demand he be stopped =P

 Cc2iscooL wrote:
  No.
 
  On Sun, Feb 22, 2009 at 10:13 AM, Alec Sanger eclyp...@hotmail.com
 wrote:
 
 
  I'd just like to verify that nobody has experienced any negative side
  effects since installing Neph's plugin to stop the map timeouts.
 
  http://nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip
 
  Thanks,
  Alec Sanger
  www.stompfest.com
 
  _
  Windows Live™: Discover 10 secrets about the new Windows Live.
 
 
 http://windowslive.com/connect/post/jamiethomson.spaces.live.com-Blog-cns!550F681DAD532637!7540.entry?ocid=TXT_TAGLM_WL_t2_ugc_post_022009
 
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Re: [hlds] Valve accidentally the whole steam - Random stuttering?

2009-02-20 Thread MONDO
Always good for STEAM to go down on the busiest gaming night of the week...

On Sat, Feb 21, 2009 at 1:20 AM, Arg! chillic...@gmail.com wrote:

 oh thank god i thought it was just me. Watching hlsw the graph has multi
 second drops every few minutes. But no complaints of timeout messages.



 On Sat, Feb 21, 2009 at 5:14 PM, DogGunn dogg...@bigpond.com wrote:

  Yes, the Steam network is very much down. I'm also getting random
  suttering. It's happening to every sean=rver.
  It is imossible to join a GMod server, as you instantly get dropped
  with the error Invalid Steam key size., which spawns in console.
 
 
  On Sat, Feb 21, 2009 at 5:09 PM, Nephyrin Zey nephy...@doublezen.net
  wrote:
  
   Everything is down!
  
   Okay, it happens, but what i'm concerned about is:
   Every client on every one of my servers, including myself, is freezing
   (video freeze, not network freeze) every few seconds. Everyone's
   bailing.
  
   This hasn't happened before when steam's down. Whatever it is, it's
   emptying my servers and pissing off lots of players. Is this happening
   to every server?
  
   - Neph
  
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