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

2010-12-17 Thread Michael Krasnow
along with hats

On Fri, Dec 17, 2010 at 9:43 PM, DarthNinja darthni...@darthninja.comwrote:

 It's a valve trademark

 On Fri, Dec 17, 2010 at 9:41 PM, Lob (UK) lobukfunserv...@googlemail.com
 wrote:

  Yeah Windows dead here too.
 
  Great idea to release a huge untested update on a Friday night just
 before
  the busy weekend i must say.
 
  Its 2:40am in the UK and im totally not impressed.
 
  On Sat, Dec 18, 2010 at 2:37 AM, unrealized unrealize...@gmail.com
  wrote:
 
   Confirmed here as well, ALL windows servers down, but linux working
 fine.
  
   On Fri, Dec 17, 2010 at 6:31 PM, Bengt Rosenberger 
   bengt.rosenber...@gmx.de
wrote:
  
Windows server dead here, too. All plugins removed, even Metamod.
   
Am 18.12.2010 03:28, schrieb ??? _:
   
 Linux Servers working, windows server nop. great my server is dead
   
   
   
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Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread Michael Krasnow
now thats just ironic

On Fri, Dec 17, 2010 at 9:43 PM, Stephen Yates syate...@cfl.rr.com wrote:

 Windows dead here too... ffs.  At least our BETA is still up. Lol.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Lob (UK)
 Sent: Friday, December 17, 2010 9:41 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

 Yeah Windows dead here too.

 Great idea to release a huge untested update on a Friday night just before
 the busy weekend i must say.

 Its 2:40am in the UK and im totally not impressed.

 On Sat, Dec 18, 2010 at 2:37 AM, unrealized unrealize...@gmail.com
 wrote:

  Confirmed here as well, ALL windows servers down, but linux working fine.
 
  On Fri, Dec 17, 2010 at 6:31 PM, Bengt Rosenberger 
  bengt.rosenber...@gmx.de
   wrote:
 
   Windows server dead here, too. All plugins removed, even Metamod.
  
   Am 18.12.2010 03:28, schrieb フゴ☆ _:
  
Linux Servers working, windows server nop. great my server is dead
  
  
  
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Re: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

2010-12-13 Thread Michael Krasnow
hes saying AJ isn't from tripwire

On Mon, Dec 13, 2010 at 9:24 PM, Alinay Gomez alin...@gmail.com wrote:

 j...@tripwireinteractive.com What?

 On Mon, Dec 13, 2010 at 9:18 PM, Shane Arnold clontar...@iinet.net.au
 wrote:

  Hey, your email address doesn't say tripwire, you sneaky tripwire
  representatives...
 
 
  On 14/12/2010 10:14 AM, AJ Collins wrote:
 
  I'm going to say yes. I don't think it would be possible to get that
  amount
  of concurrent players unless there was a price drop or a free weekend.
 
  On Mon, Dec 13, 2010 at 9:04 PM, Violent Crimes
  violentsmob...@convictgaming.com  wrote:
 
   Are you going to drop the price of killing floor for the event
 
  -Original Message-
  From: John Gibsonj...@tripwireinteractive.com
  Sent: Monday, December 13, 2010 8:01 PM
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  Subject: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up
 
  To all server admins,
 
 
 
  For those of you that don't know Tripwire Interactive are running a
  special
  event starting tomorrow (December 14th) called the Killing Floor
 Twisted
  Christmas - http://www.killingfloorthegame.com/xmas/. This event
  replaces
  all of the monsters in game with Christmas themed monsters, adds an all
  new
  level - Santa's Evil Lair, has a bunch of new achievements including
 some
  specifically for the Twisted Christmas event, and features a tie-in
 with
  TF2
  where TF2/KF owners/purchases get the Pyro as a playable character in
 KF
  and
  a special KF themed item in TF2.
 
 
 
  With all of the buzz and interest surrounding this time limited event (
  December 14th - January 4th )  we expect a massive influx of both
  returning
  Killing Floor players that wish to experience the special event, as
 well
  as
  new players wishing to experience the game for the first time. As such
 I
  have a couple of requests for the server admin community:
 
 
 
  1)   If anyone is willing to put up some extra servers for the
  duration
  of this event that would be extremely helpful. There are currently
 about
  1100 Killing Floor servers, which will support about 6600 concurrent
  players
  ( 6 players is the max on standard KF servers). We expect the peak
  concurrent players to be in the 10,000-20,000 range, which means it
 will
  take another 1000-2000 servers to handle this demand. On the bright
 side,
  we
  expect a lot of these players will stick around after the event, which
 is
  potential customers for you GSP's :-)
 
  2)   With the massive influx of new players, I would request that
  anyone
  adminning a group of KF servers to please set 35-50% of them to the
  Normal
  difficulty. This will help ensure that the new players will have a
 place
  to
  try the game where they won't get their face eaten off.
 
  3)   Please make sure the new Santa's Evil Lair map is in your map
  rotation, as this is the map EVERYONE will be dieing to try.
 
 
 
  Additionally, we will be trying to make the server files available
  through
  HLDS a couple of hours prior to the start of the event (both Windows
 and
  Linux). Thanks to everyone in advance for their help and cooperation. I
  always say, you admins are the cornerstone that any multiplayer game
  community is built on!
 
 
 
  Thanks,
 
 
 
  John Gibson
 
  President
 
  Tripwire Interactive LLC
 
 
 
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[hlds] TF2 Update...?

2010-12-11 Thread Michael Krasnow
Updates to Team Fortress 2 have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:
Team Fortress 2
Updated some files, for no reason whatsoever


Wut...
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Re: [hlds] Help.

2010-12-07 Thread Michael Krasnow
didn't steam switch from IE to Webkit?

On Tue, Dec 7, 2010 at 4:08 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 Actually nvm, somebody else told me it does work. I'm not sure if
 Adsense changed or the move away from the IE browser changed or what.

 However, good luck getting anybody to click on them, much less getting
 rich quick with it. Nobody reads the MOTD for the rules, there's no way
 they're going to click on some ad.


 On Tue, 2010-12-07 at 16:01 -0500, msleeper wrote:
  Most ad services don't work with the in-game browser. I know that
  Adsense doesn't, a few of the other bigger ones don't.
 
 
 
  On Tue, 2010-12-07 at 20:54 +, Steven Polley wrote:
   Ads on motd = profit?  :O
   http://www.wdzclan.com
  
   -Original Message-
   From: Alec Sanger eclyp...@hotmail.com
   Sender: hlds-boun...@list.valvesoftware.com
   Date: Tue, 7 Dec 2010 15:49:51
   To: hlds@list.valvesoftware.com
   Reply-To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Subject: Re: [hlds] Help.
  
  
   You're in the wrong business if you're looking to make a profit off
 running game servers. Some of us take donations to keep the servers afloat -
 these funds come from regulars who play on the servers and want to see them
 continue to operate. We all do this because we want to give something to the
 gaming community, we don't do it to make anything.
  
  
  
From: alisaleem...@hotmail.com
To: hlds@list.valvesoftware.com
Date: Wed, 8 Dec 2010 01:44:44 +0500
Subject: Re: [hlds] Help.
   
   
Thanks a lot to everyone, Actually i was not expecting such healthy
 replies :p thats why i just write it casually ignoring spells :) @ Twilite
 :pAnyways Special thanks to Anon because i would have gone crazy searching
 google :dConcluded:Buy a good and Expensive Game Server, Then also buy a
 domain, make a website, start publishing and earn some money to manage it
 :p..But then the question arise, can you earn money from a Game Server? if
 yes. Then how?
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Re: [hlds] What does the USERS information retrieved from rcon stats show?

2010-11-15 Thread Michael Krasnow
every time a client joins the number goes up by one

On Mon, Nov 15, 2010 at 7:45 AM, Katherine Nour fr4nka...@googlemail.comwrote:

 Hey,

 just a simple question. When I type rcon stats in the servers' console it
 shows me USERS and a number as high as 3212. What is this information as it
 definately is not the info about how many users there are on my server.

 Cheers
 Kathy
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Re: [hlds] New Heavy Exploit Incoming

2010-11-14 Thread Michael Krasnow
here's the fix: http://forums.alliedmods.net/showthread.php?t=143104

On Sun, Nov 14, 2010 at 4:18 PM, Adam Hastings a...@sonic.net wrote:

 On 11/14/2010 1:14 PM, Nephyrin Zey wrote:

 Step 1 : have fists equiped, minigun spinning

 Step 2 : HOLD RIGHT CLICK and press M

 Step 3 : Equip GRU

 Step 4 : Close equip menu (STILL HOLD RIGHT CLICK)

 Step 5 : RUN! RUN, I'M COMING FOR YOU! (run at full heavy speed shooting
 minigun, just keep holding right click)

 Step 6 : Profit

  From:
 http://www.reddit.com/r/tf2/comments/e5uqu/heavy_gru_glitch/

 Just a heads up.

 - Neph
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  Holy shit. Running Heavy is back?

 I thought I'd seen the last of that little bugger way back before the Open
 Beta ended.

 Thanks for the heads up.


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Re: [hlds] Team Fortress 2 Update Released

2010-11-01 Thread Michael Krasnow
what she said :)

On Mon, Nov 1, 2010 at 7:43 PM, Jonah Hirsch crazydog...@gmail.com wrote:

 No more details on what this minor issue is? I can't think it's much
 since
 the update is optional, but I'm curious.
 ---
 Jonah Hirsch



 On Mon, Nov 1, 2010 at 4:27 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  An optional update for Team Fortress 2 is now available.  The specific
  changes include:
 
  - Fixed a minor issue with the Horseless Headless Horsemann
 
  Jason
 
 
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Re: [hlds] Problem with updating after last night

2010-10-29 Thread Michael Krasnow
i kept getting winsock errors, and for some reason, on one of my servers, i
have sv_password 
and it says its pass protected, but you can stick anything in the password
box to get in... i don't want it to be pass protected .

On Fri, Oct 29, 2010 at 1:21 PM, clad iron cladi...@gmail.com wrote:

 i was updating a windows server last nite also, and got the same error.
 i thought it was a windows issue and restarted the box. due to another
 issue
 on the box, it did not come back up.
 i assumed the issue was windows related till i seen this.

 On Fri, Oct 29, 2010 at 12:29 PM, Don Williams d...@precdata.com wrote:

  This is for the hldsupdatetool not the actual game server.
 
  Sent from my iPhone
 
  On Oct 29, 2010, at 11:58 AM, Ronny Schedel i...@ronny-schedel.de
  wrote:
 
   Remove any plugins.
  
   I keep getting an application has requested the Runtime to terminate
 it
  in
   an unusual way. Please contact the application's support team for more
   information.
  
  
  
   I've tried deleting the blob files got a new copy of the update tool
 and
   none of these are working.
  
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Re: [hlds] Source packet flood exploit

2010-10-23 Thread Michael Krasnow
use something like querycache,

On Sat, Oct 23, 2010 at 9:19 PM, goatscaper Goatso goatsca...@gmail.comwrote:

 Malicious users can continuously spam the TSource Engine Query USP packet
 to
 any given server, causing the server to crash under the pressure.

 I've been subject to this spam and I believe Valve should do something in
 order to prevent this packet from being spammed. If I block the packet then
 legitimate users cannot see my game, if I let it go, my game is unplayable.
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Re: [hlds] Source packet flood exploit

2010-10-23 Thread Michael Krasnow
dude, http://forums.alliedmods.net/showthread.php?t=135543

On Sat, Oct 23, 2010 at 9:37 PM, goatscaper Goatso goatsca...@gmail.comwrote:

 The issue is TSource Engine Query is what Steam uses in order to retrieve
 server data, this isn't unique to my server, your server could be attacked
 in the same way.

 Imagine it like 1,000 people rapidly clicking the refresh button on the
 server information window.

 On Sun, Oct 24, 2010 at 2:23 AM, Michael Krasnow mnk...@gmail.com wrote:

  use something like querycache,
 
  On Sat, Oct 23, 2010 at 9:19 PM, goatscaper Goatso goatsca...@gmail.com
  wrote:
 
   Malicious users can continuously spam the TSource Engine Query USP
 packet
   to
   any given server, causing the server to crash under the pressure.
  
   I've been subject to this spam and I believe Valve should do something
 in
   order to prevent this packet from being spammed. If I block the packet
  then
   legitimate users cannot see my game, if I let it go, my game is
  unplayable.
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Re: [hlds] Team Fortress 2 Update Available

2010-10-09 Thread Michael Krasnow
 or maybe a cvar *gasp* that valve can build in... or.. suppress the
messages



On Saturday, October 9, 2010 at 9:01 PM, clad iron wrote:


Get yourself an AFK manager plugin that moves them to spec.


This does not stop the trading in game.
It does however keep them grouped while trading (aka spec mode).
So it could be helpful for keeping teams balanced, but then again you will
still have those people basically afk while trading taking up a slot.
Lets say you get 2 people trading, then get moved to spec. then 2 more start
trading, and they get moved to spec. (lets be realilistic about this also.
it's normally more than 4 people trading at 1 time anyway)
Lets say we have 6 people trading at 1 time. They get moved to spec for
being afk.
So now you have almost a 1/4 of the players in spec trading.
Out of the other 3/4 of the players some of them will leave (lets say 4
players) due to so many going or getting moved to spec to trade.
So now we 1/2 a server playing. some of them will leave due to the o thers
that have left, and some will leave due to the amount going to spec, and
even so... some will leave due the amount of chat spam hey anyone want to
trade?

Simple solution is do not allow trading while in a server, and keep it in a
PM / trading post built with in steam.
This would allow everyone to chat about trading without effecting everyone
else in a server.



On Sat, Oct 9, 2010 at 2:31 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

Valve should either buy Tony's tf2items.com site and integrate it into the
game or include a trading post to flag items to be traded for one or more
items.

On Sat, Oct 9, 2010 at 10:18 AM, [MP] Oh Noes! 
ohn...@maxpowergaming.xfactorservers.com wrote:

 Get yourself an AFK manager plugin that moves them to spec. That being
br  said,
 I think you should be able to trade through the steam browser, outside
the
 game.

 - Oh Noes!
 MAX POWER Gaming Community


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
On Behalf Of clad iron
 Sent: Saturday, October 09, 2010 2:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 wow i thought i was the only 1 that noticed the increase of ppl standing
 around.
 I think trading should be limited to off server trading.

 Watching ppl spamming chat and the mic about wanting to trade gets old.

 Actually allowing them to stand around trading makes as much since as the
 SG's not have ANY limit on range when firing manually.



 On Sat, Oct 9, 2010 at 2:12 AM, Ronny Schedel
 wrote:

  It would be nice to have a server side CVar, which prevents trading,
  crafting and buying on the server. This would stop the cases where one
 team
  is idling the whole game.
 
 
 
  A required update for Team Fortress 2 is now available. The specific
  changes include:
 
  - Fixed an exploit that allowed people to bypass the Gloves of Rushing
  Urgently's damage taking penalty.
  - Made the following items nameable: Mildly Disturbing Halloween Mask,
  Ghastly Gibus, Soldier's Medal, Honest Halo, Golden Wrench, Mann Co.
 Cap,
  Polycount Pin.
  - Fixed a c ase where some clients where timing out while accessing the
  store.
 
  Jason
 
 
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Re: [hlds] Left 4 Dead 2 / Left 4 Dead updates released

2010-10-05 Thread Michael Krasnow
hes right, we got those a while back

On Tue, Oct 5, 2010 at 6:12 PM, Jonah Hirsch crazydog...@gmail.com wrote:

 Those are 360 patches. If you notice, we got those a while ago.
 ---
 Jonah Hirsch



 On Tue, Oct 5, 2010 at 3:08 PM, Nicholas Hastings nshasti...@gmail.com
 wrote:

   You missed a bit...
 
  - Game Play
  • Bullets that first pass through an infected character before striking a
  Survivor are now ignored as friendly fire.
  • Fix for survivors speaking The Passing Finale lines in other campaigns.
  • Added a setup timer to Versus Survival
  • Fixed bug in Versus-Survival where a team could get 5 survivors
  • Removed Defibs and First Aid Kits in Realism Versus. Survivors start
 with
  a First Aid Kit, but all world spawns are disabled.
  - UI
  • Added vote option to enable All Talk in Versus.
  • Added vote option to Restart Chapter in Versus.
  • Added the ability in the lobby for all players to vote on starting the
  game.
  - Versus
  • Charger now receives 300 points for any Survivor that is insta-killed.
  • Charger now receives 100 points for any Survivor that is insta-incapped
  by a charge.
  • Any infected that causes a Survivor to stumble into a ledge hang
  situation will receive 50 points.
  • Tanks go into a stasis when they spawn and leave stasis when the human
  player takes over.
  • Tanks in stasis are invisible but still show a glow to the infected
 team.
  • Tanks do not attack when they are in stasis.
  • Tanks in stasis cannot be set on fire or damaged.
 
 
  On 10/5/2010 6:04 PM, Jonah Hirsch wrote:
 
  Patch notes:
  L4D PC:
  - Fixed a few third person camera cheats.
  - Added VPK audio cache support.
  - Added The Sacrifice content.
  - Added Versus Multi-Map Scoreboard
  - Added the L4D2 Mounted .50 Cal
  L4D2 PC/OS X:
  - Game is fully playable on the Mac platform.
  - Fixed a few third person camera cheats.
  - Added The Sacrifice content.
  - Added No Mercy content.
  - Versus: Infected players will get a respawn time reduction against
 teams
  that rush.
  - Removed need for Left 4 Dead 2 Add-on Support for Community Campaigns
  ---
  Jonah Hirsch
 
 
 
  On Tue, Oct 5, 2010 at 2:16 PM, icsi...@ics-base.net  wrote:
 
I posted hlds_linux about L4D servers not starting while ago too. I
  guess
  it affects both windows and linux servers then.
 
  -ics
 
  6.10.2010 0:11, Robert Whelan kirjoitti:
 
   Thx Jonah, but... after the update:
 
  1. Upon execution, l4d does nothing... doesnt even attempt to load.
  2. Upon execution, l4d attempts to load though crashes right off the
  bat.
 
  It reports: Unable to load the manifest file
  'scripts/surfaceproperties_manifest.txt'
 
  This is on win2k3 servers, I have no dumps to provide :)
 
 
 
 
 
  
  From: Jonah Hirschcrazydog...@gmail.com
  To: Half-Life dedicated Linux server mailing list
  hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
  mailing
  listhlds@list.valvesoftware.com
  Sent: Tue, October 5, 2010 12:54:45 PM
  Subject: [hlds] Left 4 Dead 2 / Left 4 Dead updates released
 
  FYI, The Sacrifice updates have been released for both L4D and L4D2.
  Content
  servers are grinding to a halt, so good luck getting your servers
  updated
  right now. :P
  ---
  Jonah Hirsch
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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 Michael Krasnow
3 Trading

On Thu, Sep 30, 2010 at 2:35 PM, Shizzle Nizzle infl...@gmail.com wrote:

 woo big update lol :) ty

 On Thu, Sep 30, 2010 at 1:27 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  Required updates for TF2, CSS, DODS and HL2:DM are now available.  The
  specific changes are:
 
  TF2
  ---
  Added the Mann-conomy.
   - Added 65 new items (hats, weapons, tools, minigames, gifts, crates).
   - Added the Mann Co. Store  Catalog.
   - Added Trading.
   - Added Item customization.
 
  Additional TF2 features:
   - Added new auto-team-scramble system:
 Set mp_scrambleteams_auto to 1 (default) to automatically scramble
  the teams if the criteria is met
 Set mp_scrambleteams_auto_windifference to set the number of round
  wins a team must lead by in order to trigger an auto scramble (default is
 2)
   - Updated how Spy disguise targets are selected to more randomly
  distribute the selections
   - Fixed the FreezePanel background not using the correct color if you
 were
  killed by a player or building on your own team
   - Server browser tweaks:
 It will now encourage you to add servers to Favorites or
 Blacklists
  after you have a good/bad experience on them.
 The Server Browser now automatically closes after successfully
  connecting to a server (opt-out via the Options-Multiplayer-Advanced
  dialog)
 
  Achievement tuning:
   - Demoman achievement The Stickening changed to 3 from 5.
   - Heavy achievement Krazy Ivan changed to 50 from 100.
   - Medic achievement Consultation changed to 3 from 5.
   - Medic achievement Peer Review changed to 10 from 50.
   - Medic achievement Placebo Effect changed to 2 from from 5.
   - Medic achievement FYI I am A Medic changed to 1 from 5.
   - Medic achievement Family Practice changed to 5 from 10.
   - Soldier achievement Geneva Contravention changed to 3 from 5.
   - Scout achievement Strike Zone now counts assists.
   - Scout achievements Fall Classic and Foul Territory are fixed.
 
 
  Engine changes (CS:S, DoD:S, HL2:DM, and TF2)
  ---
   - Added sv_alltalk to the list of convars that are checked for the
 sv_tags
  list.
   - Fixed a model instance crash.
   - Removed engine ConVar r_ForceRestore.
 
 
  Other Games
  ---
  Half-Life 2: Deathmatch
   - Updated to run on the Orange Box engine with CS:S, DoD:S, and TF2.
 
 
  Jason
 
 
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Re: [hlds] SRCDS Protect Tips

2010-09-11 Thread Michael Krasnow
yes

On Sat, Sep 11, 2010 at 10:29 AM, Mohammed Abdela maroll...@gmail.comwrote:

 Sorry but could you elaborate on this? I don't fully understand. Do you
 mean
 setting the rcon in the command line like +rcon xxx and not in
 server.cfg?


 2010/9/10 Codeseer codes...@gmail.com

  You add the password to the startup parameters for RCON and that replaces
  the 'rcon locker' without any of the side effects that the 'rcon locker'
  has.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alon Gubkin
  Sent: Friday, September 10, 2010 6:45 AM
  To: Half-Life dedicated Linux server mailing list;
  hlds@list.valvesoftware.com
  Subject: [hlds] SRCDS Protect Tips
 
  I'm going to open 4 CS:S servers soon, and I need your help in blocking
  cheaters, crashers, etc.
 
  Currently, I am:
 
- Blocking TCP port (no RCON)
- Setting file permissions carefully, running SRCDS under a limited
 user
- Installing the following plugins:
   - Kigen's Anti Cheat http://kigenac.com
   - DBlocker http://dblocker.didrole.com/
   - http://dblocker.didrole.com/Denial of Service
  Protecthttps://forums.alliedmods.net/showthread.php?t=95312
   -
  https://forums.alliedmods.net/showthread.php?t=95312D-FENS
  https://forums.
  alliedmods.net/showthread.php?t=109453
   - https://forums.alliedmods.net/showthread.php?t=109453Rcon
 locker
  /
   exploit fix https://forums.alliedmods.net/showthread.php?t=93934
 
  I took this list mainly from
  herehttp://wiki.alliedmods.net/SRCDS_Hardening,
  but it's seems to be a little outdated now. There are many new defense
  plugins (like Query Cache), and I don't know what *should* I install and
  what's just unnecessary.
 
  What plugins aren't necessary anymore from this list? What plugins should
 I
  add? What else would you suggest to protect my servers?
 
  Thanks.
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Re: [hlds] SRCDS Protect Tips

2010-09-11 Thread Michael Krasnow
but who needs an rcon_password, sm_rcon anyone?

On Sat, Sep 11, 2010 at 10:00 PM, ics i...@ics-base.net wrote:

  As if rcon passwords matter that much ;)

 If we talk generally about passwords, then you are correct.

 -ics

 12.9.2010 3:41, Codeseer kirjoitti:

  Any hacker or cryptologist will disagree with this. As you go up in length
 for passwords they are less secure using just letters and numbers, than
 using symbols in addition. A case insensitive compilation of a-z, A-Z, and
 0-9 contains 62 symbol counts, while all of the American standard code for
 information interchange characters result in a symbol count of 94. An
 attacker has to generate approximately 50% of the possible combinations to
 achieve success; if the possible combinations (enhanced by symbol counts)
 are increased, it will take the attacker longer and be more difficult for
 them to crack the password.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Saturday, September 11, 2010 5:29 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] SRCDS Protect Tips

   Any password such as S5Df2lf5F0skj4On or Fs3Kl89Gh57kLG was secure as
 it can be, without any extra marks like @,%,  etc. Also it does not help
 to have a good password if that is leaking from the server itself all
 the time to the hostile attackers so first of all, keep the server
 secured and run plugins to prevent malicious exploits. Just keep that in
 mind.

 -ics

 11.9.2010 23:24, Mark Gunnett kirjoitti:

 Just an FYI, the server does not like some of the passwords with

 characters

 when set in the commandline. Even with quotes... Well from TF2 in my
 experience. Specifically the @ symbol.

 -Original Message-

 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 hyp...@arcor.de
 Sent: Saturday, September 11, 2010 3:51 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] SRCDS Protect Tips

 Use a password generator for strong passwords.

 Search for PC Tools Password Utilities in your favorite search website
 for
 example-

 I'm using passwords with puncation, mixed case. non-repeating chars,
 numbers
 with 8 to 32
 chars.

 If you can't memorise the passwords, youse the old method, biro/pencil a
 sheet of paper! ;)


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Re: [hlds] TF2 server crashing issue

2010-09-06 Thread Michael Krasnow
server rep is by ip:port

On Mon, Sep 6, 2010 at 6:50 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Every server has a steamid, that's how server reputation is handled.

 On Monday, September 6, 2010, ics i...@ics-base.net wrote:
   Every server seems to have that same SteamID, atleast all my servers
 have it too. There has been discussion where every server will be assigned
 it's own ID for several reasons but i don't think the system is fully
 implemented yet or ever will be.
 
  -ics
 
  6.9.2010 5:16, Shizzle Nizzle kirjoitti:
 
  not sure how that is a clue :P doesn't really make much sense to me since
 a
  server doesn't have a steamid :P
 
  On Sun, Sep 5, 2010 at 6:54 PM, Shane Arnoldclontar...@iinet.net.au
 wrote:
 
 
 
  SetSteamID( [A:1:0:0] )
 
  It's a clue! :)
 
 
 
  On 6/09/2010 6:12 AM, MeZelf wrote:
 
 
  SetSteamID( [A:1:0:0] )
 
 
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 Thanks,
  - Saul.

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Re: [hlds] HL2 Master Server move

2010-08-31 Thread Michael Krasnow
i have to wonder why... wern't they moved a while back

On Tue, Aug 31, 2010 at 3:03 PM, Zoid Kirsch z...@valvesoftware.com wrote:

 The HL2MasterServer at 216.207.205.99:27011 has been moved to
 63.234.149.83:27011.  You may need to restart your servers to retrieve the
 new IP address of the master.  If you are setting the addresses manually,
 please update your configuration.

 We will be moving the other masters later in the week.


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Re: [hlds] status command broken

2010-08-24 Thread Michael Krasnow
check your email :/ it was about commands not doing anything if entered more
than once

On Tue, Aug 24, 2010 at 8:13 PM, raydan rayda...@gmail.com wrote:

 where?

 2010/8/25 Bajdechi Nightbox Alexandru alexandrualexa...@gmail.com:
  there is already a thread :D
 
  2010/8/24 raydan rayda...@gmail.com
 
  in CSS windows server, i type status 3 times in server console,  the
  result only show once.
 
  my another css servers, status command completely broken (server
  console  client), i must restart the server to fix it.
 
  hlstats completely broken, status no longer work.
 
  GIVE ME BACK status server command, WTF
 
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Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-20 Thread Michael Krasnow
the customers they arn't yours, they are VALVe's customers, you are just
running some servers that wouldn't exist without VALVe.



On Fri, Aug 20, 2010 at 10:00 PM, M33CROB ad...@phoenixrisingtf2.comwrote:

 Thanks for the cvar, although the sarcasm was un-needed. This may not be a
 big issue for others, but I personally don't like people touching my stuff
 and changing the product that I am providing to my customers. And, I am not
 opposed to balloons or presents, however, listening to the clapping,
 cheering, and poppers for any extended amount of time is annoying to say
 the
 least.


 On Fri, Aug 20, 2010 at 3:39 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:

  When you're done taking TF2 so seriously that balloons and presents ruin
  the game for you, try using this cvar to disable it:
 
  tf_force_holidays_off 1
 
  Or just take your server offline. I'm sure everyone else would benefit
  from that.
 
 
  On Fri, 2010-08-20 at 15:33 -0700, M33CROB wrote:
   Hello Valve,
  
 Would you please consider allowing admins to disable this feature?
 It's
   fun and all for you to do this once a year, but I for one cannot stand
  party
   mode and would rather take my servers offline than to subject my player
  base
   this.
  
  
   On Thu, Aug 19, 2010 at 10:17 PM, Harry Strongburg 
 harry.h...@harry.lu
  wrote:
  
] rcon tf_birthday
 tf_birthday = 0
 game notify replicated
   
Ok, it's set at 0, the default. I have no party-mode plugins
 installed.
So why are all the gibs on my server being turned into balloons and
unicycles?! No one is wearing a birthday-hat like the wiki page says
they should be.
   
Client-side, I have:
] tf_birthday
tf_birthday = 0
 game notify replicated
   
So why is everyone turning into balloons and it's playing stupid
 party
noises? It's happening to me on every server, even servers without
 any
mods installed.
   
I am cross-posting this to both hlds and hlds_linux lists (even
 though
  I
know you dislike this), as it happens on both Linux and Windows
  servers.
   
If anyone else has this problem or knows a fix, please reply. Thanks.
   
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Re: [hlds] CSS Server Problem!?

2010-08-12 Thread Michael Krasnow
thats the INSTALLER, go to where the INSTALLER installed the files and run
the update command on that

On Thu, Aug 12, 2010 at 2:01 PM, Lars Behnke larsbeh...@yahoo.de wrote:

 Hello,



 I have the following problem with my CSS Dedicated Server and I hope that I
 can get any help here.



 So my Server runs since 1 year, but now since the Counter Strike Source
 Update was released by Valve, he doesn't work anymore. He says that I sould
 update the Server. But as I read on sites, I used the HLDS Update Tool to
 update my Server via the update command.

 Then a new window opened, the setup for HLDS Update Tool. I clicked me
 throug that setup and when I finished, nothing really happened. So I run
 CMD
 Console again with the Update Command. But then only the Setup window came
 up again. From this point I had no idea what to do and so I'm writing you
 here with the hope that someone can help me?



 Greets, Lars Behnke



 Lars Behnke



 Brooklande 13i

 23863 Bargfeld-Stegen

 Germany



 E-Mail:  mailto:larsbeh...@yahoo.de larsbeh...@yahoo.de

 MSN:mailto:lars.beh...@live.com lars.beh...@live.com

 Facebook: http://www.facebook.com/profile.php?id=1170931
 http://www.facebook.com/profile.php?id=1170931



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Re: [hlds] Blocking Packets

2010-08-10 Thread Michael Krasnow
there are a few extensions that do that for you on the sourcemod forums

On Tue, Aug 10, 2010 at 5:57 PM, adam chance
adam.chanc...@btinternet.comwrote:

 How do I block packets that begin with \xFF\xFF\xFF\xFF\x6C? It apparently
 stops
 the A2C_PRINT Spam?
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[hlds] Alien Swarm Update Released

2010-08-05 Thread Michael Krasnow
Updates to Alien Swarm have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Alien Swarm*

   - Fixed Assault Jets using up more than one charge when you have high
   ping
   - Fixed HLMV material loading when running a mod
   - Fixed a Steam cloud bug in the SDK source code
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update / -threads results part 1

2010-07-26 Thread Michael Krasnow
work fine for me

On Mon, Jul 26, 2010 at 11:13 AM, Mike Stiehm mikesti...@gmail.com wrote:

 I think your links are broken. (Maybe it's just me)

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
 Sent: Monday, July 26, 2010 9:23 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
 / -threads results part 1

 The results for Windows are in and using both -threads 1 and -threads 3
 has produced a definite improvement see the following graphs:-
 http://www.multiplaygameservers.com/dropzone/13295_week-threads1.png
 http://www.multiplaygameservers.com/dropzone/12609_week-thread3.png

 I've now switched one of our popular 2fort servers to -threads 3 from
 -threads 2 so we can verify which is better threads 1 or threads 3 as
 comparing two different maps cant confirm that.

 Our Linux results unfortunately have been invalidated by a change in
 measurement method, so can't comment there :(

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 misdirection, the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.

 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
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Re: [hlds] NS2 Alpha Release Tonight

2010-07-26 Thread Michael Krasnow
nope,

On Mon, Jul 26, 2010 at 7:39 PM, Don Williams d...@precdata.com wrote:

 Have any of you guys heard how they are going to distribute the server
 files?  Steam update, etc?



 Don Williams

 Precision Data Solutions, Inc.

  mailto:d...@precdata.com d...@precdata.com

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Re: [hlds] Alien Swarm Update Released

2010-07-26 Thread Michael Krasnow
coolio

On Mon, Jul 26, 2010 at 11:11 PM, AJ Collins gamerzwo...@gmail.com wrote:

 Updates to Alien Swarm have been released. The major changes include:

 *Alien Swarm*

   - Fixed performance issues on SynTek Residential
   - Added Dedicated Server Browser to the main menu
   - Cheat protected marine skill values.


 http://store.steampowered.com/news/4123/
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Re: [hlds] Counter-Strike: Source Update Available

2010-07-23 Thread Michael Krasnow
GENTLEMEN

On Fri, Jul 23, 2010 at 8:38 PM, mike fanoni michael.fan...@gmail.comwrote:

 THE WORM HAS TURNED

 On Jul 23, 2010 5:36 PM, Matt Hoffman lord.matt.hoff...@gmail.com
 wrote:

 Consider the flip side of the coin; It reduces server load on Steam when
 not
 everyone tries to update at once.


 On Fri, Jul 23, 2010 at 5:30 PM, Mike Vail mike_v...@boomgaming.net
 wrote:

  Jason, Thanks so mu...
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Michael Krasnow
iv seen the spinning on normal as well, cool ammo bug ;)

On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:


 i have experienced this as well, i think its either lagor intentional as
 you did just get smacked by a creeper.
 Dunno, seeing as its only Clients (and not host) makes me think its lag.

  Date: Wed, 21 Jul 2010 01:00:08 -0400
  From: darthni...@darthninja.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Alien Swarm is now available
 
  Just wanted to report a very annoying bug to you guys:
 
  Bug:
  Player's camera spins out of control
 
  Steps:
  Load up the parasite level on hard (seems to show up every time on hard,
 not
  sure about other settings).
  Play as a client (this does not happen to the game's host).
  At some points when attacked, your camera will spin out of control, also
  preventing you from shooting.
 
  Notes:
  I've been seeing this on listen servers, I have not played on a dedicated
  one yet.
 
  Thanks!
 
  --
  ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
  http://www.DarthNinja.com
  http://www.GoRClan.com
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Michael Krasnow
update just came out?

On Wed, Jul 21, 2010 at 3:10 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 Just be incredibly alert and carry the tesla coil as point.

 On Wed, Jul 21, 2010 at 11:54 AM, DarthNinja darthni...@darthninja.com
 wrote:

  Yeah, I tried using asw_camera_shake 0 last night and none of my
 players
  had the camera lag, so yay for that.
  The facehugger level still needs some balancing imo.  It's almost
  impossible
  to get through on hard, so I'm not sure impossible is even, err,
 possible.
 
  On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com
  wrote:
 
   This will help you.
   http://forums.steampowered.com/forums/showthread.php?t=1371124
  
   On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com
  wrote:
  
iv seen the spinning on normal as well, cool ammo bug ;)
   
On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:
   

 i have experienced this as well, i think its either lagor
 intentional
   as
 you did just get smacked by a creeper.
 Dunno, seeing as its only Clients (and not host) makes me think its
   lag.

  Date: Wed, 21 Jul 2010 01:00:08 -0400
  From: darthni...@darthninja.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Alien Swarm is now available
 
  Just wanted to report a very annoying bug to you guys:
 
  Bug:
  Player's camera spins out of control
 
  Steps:
  Load up the parasite level on hard (seems to show up every time
 on
hard,
 not
  sure about other settings).
  Play as a client (this does not happen to the game's host).
  At some points when attacked, your camera will spin out of
 control,
also
  preventing you from shooting.
 
  Notes:
  I've been seeing this on listen servers, I have not played on a
dedicated
  one yet.
 
  Thanks!
 
  --
  ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
  http://www.DarthNinja.com
  http://www.GoRClan.com
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Michael Krasnow
Updates to Alien Swarm have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Alien Swarm*

   - Fixed weapon switch key in the 360 controller config
   - XP and level are stored in the Steam Cloud
   - Fixed duplicate rows in the Find Public Games screen
   - Reduced screen shake when you have high ping
   - Fixed dedicated server always starting in LAN mode
   - Fixed custom item button binds not displaying properly on HUD
   - Fixed full network updates causing duplicate client ragdolls to spawn
   - Added console commands to change game access on the fly
   (make_game_public and make_game_friends_only)
   - Fixed welding icon sometimes getting stuck above player's head
   - Fixed HUD elements being cut off in ultra wide resolutions
   - Removed cheat flag from a number of cosmetic console commands
   - Now firing, meleeing, or reloading while welding will break you out of
   the weld
   - Fixed spectators earning achievements
   - Fixed infinite ammo exploit
   - Fixed XP exploit


On Wed, Jul 21, 2010 at 3:16 PM, Michael Krasnow mnk...@gmail.com wrote:

 update just came out?


 On Wed, Jul 21, 2010 at 3:10 PM, Matt Hoffman lord.matt.hoff...@gmail.com
  wrote:

 Just be incredibly alert and carry the tesla coil as point.

 On Wed, Jul 21, 2010 at 11:54 AM, DarthNinja darthni...@darthninja.com
 wrote:

  Yeah, I tried using asw_camera_shake 0 last night and none of my
 players
  had the camera lag, so yay for that.
  The facehugger level still needs some balancing imo.  It's almost
  impossible
  to get through on hard, so I'm not sure impossible is even, err,
 possible.
 
  On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com
  wrote:
 
   This will help you.
   http://forums.steampowered.com/forums/showthread.php?t=1371124
  
   On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com
  wrote:
  
iv seen the spinning on normal as well, cool ammo bug ;)
   
On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:
   

 i have experienced this as well, i think its either lagor
 intentional
   as
 you did just get smacked by a creeper.
 Dunno, seeing as its only Clients (and not host) makes me think
 its
   lag.

  Date: Wed, 21 Jul 2010 01:00:08 -0400
  From: darthni...@darthninja.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Alien Swarm is now available
 
  Just wanted to report a very annoying bug to you guys:
 
  Bug:
  Player's camera spins out of control
 
  Steps:
  Load up the parasite level on hard (seems to show up every time
 on
hard,
 not
  sure about other settings).
  Play as a client (this does not happen to the game's host).
  At some points when attacked, your camera will spin out of
 control,
also
  preventing you from shooting.
 
  Notes:
  I've been seeing this on listen servers, I have not played on a
dedicated
  one yet.
 
  Thanks!
 
  --
  ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
  http://www.DarthNinja.com
  http://www.GoRClan.com
  ___
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 please visit:
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Michael Krasnow
Update just came out

Updates to Alien Swarm have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Alien Swarm*

   - Fixed crash to desktop on certain graphics cards
   - Fixed matchmaking sending you to the wrong mission
   - Fixed not being able to earn the “Ammo Technician” achievement
   - Fixed not being able to open particle systems in the editor


On Wed, Jul 21, 2010 at 3:22 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 NOT RELATED TO SERVER ADMINISTRATION (for msleeper)

  - Now firing, meleeing, or reloading while welding will break you out of
  the weld

 :(
 Kyle.

 On Wed, Jul 21, 2010 at 12:17 PM, Michael Krasnow mnk...@gmail.com
 wrote:
- Now firing, meleeing, or reloading while welding will break you out
 of
the weld

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Re: [hlds] alien swarm released

2010-07-19 Thread Michael Krasnow
your my new favorite person :)

but... STEAM is apparently too busy to handle my request

On Mon, Jul 19, 2010 at 4:40 PM, Dominic Marciano
lambda1_...@hotmail.comwrote:


 Was waiting for this

  From: kyle.l...@gmail.com
  Date: Mon, 19 Jul 2010 13:36:53 -0700
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] alien swarm released
 
  I love you.
 
  Thanks,
  Kyle.
 
  On Mon, Jul 19, 2010 at 1:30 PM, Claudio Beretta
  beretta.clau...@gmail.com wrote:
   since no announcement mail was made...
  
   http://store.steampowered.com/app/630/
  
   HldsUpdateTool.exe -command update -game alienswarm -dir .
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Re: [hlds] alien swarm released

2010-07-19 Thread Michael Krasnow
:'( need moar bandwidth whats your location? anything is faster than
0kb/s :P

On Mon, Jul 19, 2010 at 4:52 PM, Dominic Marciano
lambda1_...@hotmail.comwrote:


 I'm downloading.. at 150kbps...D:

  Date: Mon, 19 Jul 2010 16:50:28 -0400
  From: mnk...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] alien swarm released
 
  your my new favorite person :)
 
  but... STEAM is apparently too busy to handle my request
 
  On Mon, Jul 19, 2010 at 4:40 PM, Dominic Marciano
  lambda1_...@hotmail.comwrote:
 
  
   Was waiting for this
  
From: kyle.l...@gmail.com
Date: Mon, 19 Jul 2010 13:36:53 -0700
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] alien swarm released
   
I love you.
   
Thanks,
Kyle.
   
On Mon, Jul 19, 2010 at 1:30 PM, Claudio Beretta
beretta.clau...@gmail.com wrote:
 since no announcement mail was made...

 http://store.steampowered.com/app/630/

 HldsUpdateTool.exe -command update -game alienswarm -dir .
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Re: [hlds] alien swarm released

2010-07-19 Thread Michael Krasnow
wow finally got it goin at 1mb/s! from washington DC, go capital!

On Mon, Jul 19, 2010 at 4:57 PM, Michael Krasnow mnk...@gmail.com wrote:

 :'( need moar bandwidth whats your location? anything is faster than
 0kb/s :P


 On Mon, Jul 19, 2010 at 4:52 PM, Dominic Marciano lambda1_...@hotmail.com
  wrote:


 I'm downloading.. at 150kbps...D:

  Date: Mon, 19 Jul 2010 16:50:28 -0400
  From: mnk...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] alien swarm released
 
  your my new favorite person :)
 
  but... STEAM is apparently too busy to handle my request
 
  On Mon, Jul 19, 2010 at 4:40 PM, Dominic Marciano
  lambda1_...@hotmail.comwrote:
 
  
   Was waiting for this
  
From: kyle.l...@gmail.com
Date: Mon, 19 Jul 2010 13:36:53 -0700
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] alien swarm released
   
I love you.
   
Thanks,
Kyle.
   
On Mon, Jul 19, 2010 at 1:30 PM, Claudio Beretta
beretta.clau...@gmail.com wrote:
 since no announcement mail was made...

 http://store.steampowered.com/app/630/

 HldsUpdateTool.exe -command update -game alienswarm -dir .
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Re: [hlds] Alien Swarm is now available

2010-07-19 Thread Michael Krasnow
little late there ;)

On Mon, Jul 19, 2010 at 5:13 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 Alien Swarm is now freely available on Steam.  The dedicated server is
 available via the hldsupdatetool as well, using the game name of
 'alienswarm'.

 Jason

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Re: [hlds] Team Fortress 2 Update Available

2010-07-19 Thread Michael Krasnow
.  The specific
changes include:
   
Team Fortress 2
 - Added a Parasite hat to celebrate the release of Alien Swarm (
http://www.alienswarm.com/)
 - Fixed a client crash when opening the backpack while running in a
language other than English.
 - Fixed not being able to pick-up buildings in Arena mode.
 - Fixed an exploit that allowed team kills with Wrangled sentries.
 - Fixed a bug where teleporters could be given more than their
 normal
amount of health.
 - Fixed old demos with different data tables thinking the SourceTV
   player
entity was burning.
 - TF Bot Changes
- Improved performance of bot computations that are done when a
  point
is captured, a round starts, or a checkpoint reached.
- Fixed Engineer bot infinite build-destroy behavior loop
  regression
- Fixed Medic bots losing their charge if they touch a resupply
   cabinet
- Fixed a crash due to having multiple types of bot systems
 running
in-game simultaneously
- Fixed bot behavior issue resulting in bot pile-ups near level 3
teleporter entrances
- Bots no longer consider sapped sentries a dangerous threat
- Bots will not try to navigate through enemy spawn rooms (unless
   they
have won the round)
- Bot Engineers will avoid building teleporters on steep slopes
  which
can hinder teammate movement
- Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro
 bots
always reflect projectiles, regardless of difficulty level.
   
Jason
   
   
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Re: [hlds] Team Fortress 2 Update Available

2010-07-19 Thread Michael Krasnow
but you get a free hat if you get an achieve! :D and in this day and age its
all about hats!

On Mon, Jul 19, 2010 at 9:15 PM, Violent Crimes 
violentcri...@convictgaming.com wrote:

 Worse Idea ever. Same day as a free game release not like the servers are
 already overloaded.


 On 7/19/2010 8:34 PM, Jason Ruymen wrote:

 A required update for Team Fortress 2 is now available.  The specific
 changes include:

 Team Fortress 2
  - Added a Parasite hat to celebrate the release of Alien Swarm (
 http://www.alienswarm.com/)
  - Fixed a client crash when opening the backpack while running in a
 language other than English.
  - Fixed not being able to pick-up buildings in Arena mode.
  - Fixed an exploit that allowed team kills with Wrangled sentries.
  - Fixed a bug where teleporters could be given more than their normal
 amount of health.
  - Fixed old demos with different data tables thinking the SourceTV player
 entity was burning.
  - TF Bot Changes
 - Improved performance of bot computations that are done when a point
 is captured, a round starts, or a checkpoint reached.
 - Fixed Engineer bot infinite build-destroy behavior loop regression
 - Fixed Medic bots losing their charge if they touch a resupply
 cabinet
 - Fixed a crash due to having multiple types of bot systems running
 in-game simultaneously
 - Fixed bot behavior issue resulting in bot pile-ups near level 3
 teleporter entrances
 - Bots no longer consider sapped sentries a dangerous threat
 - Bots will not try to navigate through enemy spawn rooms (unless they
 have won the round)
 - Bot Engineers will avoid building teleporters on steep slopes which
 can hinder teammate movement
 - Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots
 always reflect projectiles, regardless of difficulty level.

 Jason


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Re: [hlds] Team Fortress 2 Update Available

2010-07-09 Thread Michael Krasnow
so... patching for the win? anyone wanna make an sm plugin?

On Fri, Jul 9, 2010 at 11:44 PM, DarthNinja darthni...@darthninja.comwrote:

 People can still build level 2/3 mini-sentries apparently.
 Just saw a couple on my server 2 minutes ago.

 On Fri, Jul 9, 2010 at 10:29 PM, Josh Bost dislexs...@dislexsick.com
 wrote:

  Much appreciated :) 3
 
  On Sat, Jul 10, 2010 at 10:42 AM, Lane Eckley l...@hypernia.com wrote:
   Server Update:
  
 
 http://fortress01.chicago.gamerslifeline.com/first-person-shooters/team-fort
   ress-2/server/Team-Fortress-2-Windows-Server-160-Update-Only.zip
  
   16.36MB
  
   -Lane
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Joshua
   'Dislexsick' Bost
   Sent: Friday, July 09, 2010 9:02 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   Just server. Client files will be downloaded then the community will
 take
   care of distributing them among themselves.
  
   Sent from my iPhone
  
   On 10/07/2010, at 10:19 AM, Lane Eckley l...@hypernia.com wrote:
  
   Are you needing the client or server?
  
   Assuming server?
  
   -Lane
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Joshua
   'Dislexsick' Bost
   Sent: Friday, July 09, 2010 8:49 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   Is anybody able to tell me how big the files are and\or provide a zip
 of
   them.  Currently away from a LAN party with 500 people sitting on a
  single
   8mb connection trying to update tf2 and I have 6 servers running :S
  
   Sent from my iPhone
  
   On 10/07/2010, at 10:14 AM, DontWannaName! ad...@topnotchclan.com
   wrote:
  
   I got all the files but it simply didnt list them. I double checked
  with
   verify all too.
  
   On Fri, Jul 9, 2010 at 5:39 PM, Lane Eckley l...@hypernia.com
 wrote:
  
   Yeh, I ran the update 4 times, got new files on the first three - in
   case
   anyone else sees this.
  
   -Lane
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
  DontWannaName!
   Sent: Friday, July 09, 2010 8:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   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 

Re: [hlds] TF2 Steam Cloud Issues

2010-07-08 Thread Michael Krasnow
on the blog valve said some were disabled because of the golden wrenches

On Wed, Jul 7, 2010 at 9:27 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 Anyone else can't craft/equip unlockables for TF2 servers?
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Re: [hlds] TF2 Update Anytime?

2010-07-08 Thread Michael Krasnow
i concur ;) can't wait to smash some heads with my guitar XD

On Thu, Jul 8, 2010 at 7:59 PM, Justin Shumate halflife...@gmail.comwrote:

 Any chance on knowing if the TF2 update is coming anytime soon? Any
 indication help so that the servers can be updated as quickly as possible.
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Re: [hlds] TF2 Update Anytime?

2010-07-08 Thread Michael Krasnow
just got the notification for the update

On Thu, Jul 8, 2010 at 8:06 PM, PSI Defense Up Ω psidefens...@gmail.comwrote:

 It'd be nice to get a heads-up, but we may only get the patch notes.

 On Thu, Jul 8, 2010 at 7:03 PM, Michael Krasnow mnk...@gmail.com wrote:

  i concur ;) can't wait to smash some heads with my guitar XD
 
  On Thu, Jul 8, 2010 at 7:59 PM, Justin Shumate halflife...@gmail.com
  wrote:
 
   Any chance on knowing if the TF2 update is coming anytime soon? Any
   indication help so that the servers can be updated as quickly as
  possible.
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Re: [hlds] TF2 Update Anytime?

2010-07-08 Thread Michael Krasnow
95 kb/s :'(

On Thu, Jul 8, 2010 at 8:09 PM, PSI Defense Up Ω psidefens...@gmail.comwrote:

 We just got the blog post. It's up today.

 On Thu, Jul 8, 2010 at 7:07 PM, Martin Arcand martinarca...@hotmail.com
 wrote:

 
  Might not be this thursday ;)  We weren't shown the moving sentry stuff
 :D
  _
 
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Re: [hlds] Team Fortress 2 Update Available

2010-07-01 Thread Michael Krasnow
cool, an actual documented api ;) that wiki page needs a bit more info
though

On Thu, Jul 1, 2010 at 9:08 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Download was pain free. :) I downloaded before I could start my client, it
 said the servers were too busy. :P

 On Thu, Jul 1, 2010 at 5:53 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

  /me passes cookie
 
  On Friday, July 2, 2010, Allan Button abut...@netaccess.ca wrote:
   Hmm. Looks like the Linux build and the windows build was
   different Cookie please.
  
   Sent from my mobile.
  
   On Jul 1, 2010, at 8:31 PM, Jason Ruymen jas...@valvesoftware.com
   wrote:
  
   A required update for Team Fortress 2 is now available.  This is
   also an optional update for Counter-Strike: Source, since it fixes a
   bullet penetration problem on Linux servers.  The specific changes
   are:
  
   Server Browser
   - Server browser now starts centered onscreen when it opens up.
   - Filter panel now starts expanded, instead of hidden.
   - Added a warning dialog that pops up to warn players joining games
   with more than the recommended number of players.
   - Added a max player count filter setting.
   - Renamed quick list checkbox from Show Map List to Simplified
   List.
  - Mouseover the checkbox now explains the simplified list in the
   status bar.
   - Quicklist now shows the number of other servers running each map.
   - Fixed a couple of bugs related to toggling the quick list, which
   were resulting in you needing to refresh again.
  
   Team Fortress 2
   - Added missing earbud particles for DX8 players.
   - Added new ConVar mp_windifference_min to be used with
   mp_windifference.
   - Added Engineer to the list of classes that can equip Max's Pistol.
   - Rebuilt sound cache files that were out of date.
   - Source TV:
   - Fixed unlockable items not being visible.
   - Stopped player is carrying X messages looping forever.
   - Fixed overhealed particle effect being visible on your current
   view target when in first-person spectator mode.
   - Changed in-game button colors to be less eyepoppingly bright.
   - Improved Steam Web APIs for TF2 items (see
  http://www.teamfortress.com/
   )
  
   Engine
   - Fixed some graphical issues when alt-tabbing during a game.
   - Fixed bullet penetration problems with Linux dedicated server.
   - Removed an exploit that allowed people to change their names to
   something other than their Steam profile name.
  
   Jason
  
  
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  --
 
  Thanks,
   - Saul.
 
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Re: [hlds] Required Killing Floor Update Released

2010-06-29 Thread Michael Krasnow
*facepalm*

On Tue, Jun 29, 2010 at 11:42 PM, Jake Eisenman h...@oneskylitnight.orgwrote:

 Valve didn't send that, the KF developers did.

 On 6/29/2010 11:36 PM, Allan Button wrote:
  Wow,
 
  A third party update. This is a shock considering Valve does not even
 send updates for L4D2 anymore.
 
  Allan
 
  
  From: hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson [
 j...@tripwireinteractive.com]
  Sent: June 29, 2010 7:14 PM
  To: Half-Life dedicated Win32 server mailing list;
 hlds_linux-boun...@list.valvesoftware.com
  Subject: [hlds] Required Killing Floor Update Released
 
  A required update for Killing Floor has been released. All servers will
 need
  to be updated to maintain compatibility with clients and to appear in the
  server browser. This is a bug fix update only, and is not the planned
 free
  content pack that we are working on and will be releasing in the not too
  distance future.
 
 
 
  Killing Floor Update Changelog
 
 
 
  - Fixed clients hanging during map change
 
  - Fixed an exploit found in the Perks system
 
  - Fixed a glitch and memory leak in the Audio system
 
  - Fixed downloaded files in the Cache folder causing Perks to disable
 
 
 
  Mac Specific Fixes:
 
 
 
  - Audio effects should be more correct (footsteps should be audible,
 
  player's own gunshots should be louder, etc).
 
  - Fixed MP7 Shoot sound not working properly
 
  - Dedicated server should work now.
 
  - Motion blur, windowed mode, and crossbow scope should work on all ATI
 
  GPUs, now.
 
  - No longer forces crossbow scope to Textured mode at startup.
 
  - Other minor fixes.
 
 
 
  Cheers,
 
 
 
  John Gibson
 
  President
 
  Tripwire Interactive LLC
 
 
 
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Re: [hlds] The Grind

2010-06-25 Thread Michael Krasnow
really, this should not be here

On Fri, Jun 25, 2010 at 8:27 AM, Mike O'Laughlen molaugh...@gmail.comwrote:

 achievement_all_v4:

 http://www.youtube.com/watch?v=JM1Ay85de3U
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Re: [hlds] Counter-Strike Source: Tickrate change: Set to 66, -tickrate removed

2010-06-23 Thread Michael Krasnow
wow that was fast :P

On Wed, Jun 23, 2010 at 9:21 PM, Bajdechi Nightbox Alexandru 
alexandrualexa...@gmail.com wrote:

 http://didrole.com/tickrate_enabler/

 2010/6/24 AnAkIn . anakin...@gmail.com

  I was able to bunnyhop on 66tick servers, but not on 33tick servers.
 
  2010/6/24 Mark Gunnett mgunnett4...@gmail.com
 
   OrangeBox is source with a bunch of tweaks right? I know I can't Bhop
 in
   TeamFortress 2, so I was kind of expecting Bhoping, surfing, and all
  those
   other types of physics exploits to vanish in the move anyways. Is there
   anyone on this list that can confirm that they were able to Bhop in the
   CS:S
   Beta? Cause if not... Then the move to 66 tick really shouldn't matter
  for
   the physics anyways. It'll be more of a problem for people with
 bandwidth
   restrictions (i.e. they liked running 33 tick to reduce the amount of
   network data because they only have so much bandwidth per month).
  
   --
   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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  --
  Best regards,
  AnAkIn,
  -
  ESL EU TF2 Admin
  http://www.esl.eu/eu/tf2
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Re: [hlds] Team Fortress 2 Update Released

2010-06-15 Thread Michael Krasnow
All this fun has made me join this conversation by saying that I
really like pie

On Tue, Jun 15, 2010 at 7:40 PM, Mike Kurfis mkur...@gmail.com wrote:

 msleeper should be here any minute to complain.

 On Tue, Jun 15, 2010 at 4:13 PM, HL-SDK Synths syntron...@gmail.com
 wrote:

  I lol'd at the signature
 
  wtb meme
 
  On Mon, Jun 14, 2010 at 9:11 PM, Allan Button abut...@netaccess.ca
  wrote:
 
   Thanks for clearing that up.
  
   Allan Button
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:
   hlds-boun...@list.valvesoftware.com] On Behalf Of Willy Cordeiro
   Sent: Monday, June 14, 2010 8:20 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Released
  
   They're all one engine so Valve patches all of them at once.
  
   -Wellington Willy Cordeiro
  
  
   On Mon, Jun 14, 2010 at 5:22 PM, Nathan D. nathan...@cox.net wrote:
  
It looks update CS:S-Beta, HL2 and DOD:S were updated as well. Any
   details?
   
On 6/14/2010 7:10 PM, Jason Ruymen wrote:
 An optional update for Team Fortress 2 is now available.   The
 major
changes include:

 - Fixed client crash when rendering model panels
 - Fixed client crash when rendering text strings
 - Fixed client crash in the main menu
 - Fixed server crash related to bots and health kits

 Jason


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Re: [hlds] Black Listed / De-listed Servers‏

2010-06-14 Thread Michael Krasnow
server specs?

On Mon, Jun 14, 2010 at 10:40 AM, Qlimax Povar ount...@gmail.com wrote:

 This problem was here before, but developerers ignored it. It is HLDS
 Counter-Strike 1.6 using latest version.

 2010/6/14 Saint K. sai...@specialattack.net

  1) Create your own topic
  2) You might want to specify what games, what did you test to rule out
 3rd
  party plugins etc etc etc.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of Qlimax Povar
  Sent: Monday, June 14, 2010 3:06 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Black Listed / De-listed Servers‏
 
  I dont know where to post it, so I will post it here, I think we all have
 a
  problem with the server hang problem. Whenever there is 32/32 players and
  the server changes the map, the server just HANGS, after 5min the server
  starts responding. ANY FIXES COMING?
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  No virus found in this incoming message.
  Checked by AVG - www.avg.com
  Version: 9.0.829 / Virus Database: 271.1.1/2934 - Release Date: 06/13/10
  21:45:00
 
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Re: [hlds] Black Listed / De-listed Servers‏

2010-06-14 Thread Michael Krasnow
iv only had that happpen on crappy servers (1gb ram crappy cpu crappry read
write)

On Mon, Jun 14, 2010 at 3:33 PM, Qlimax Povar ount...@gmail.com wrote:

 I only get in console is when server changes the map he writes mp_chattime
 10 and freezes :)

 On Mon, Jun 14, 2010 at 7:44 PM, voo...@voogru.com wrote:

  No, the map loads and the game starts. About 60 seconds into the map,
  freezes.
  Sent via BlackBerry by ATT
 
  -Original Message-
  From: Allan Button abut...@netaccess.ca
  Date: Mon, 14 Jun 2010 11:59:41
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] Black Listed / De-listed Servers‏
 
  I've seen this problem only on servers that have slow hard drive
 re/write.
 
  Run a tool to benchmark your HDD speed. If you had linux, I'd say just do
 a
  hdparm -t /dev/(s/h)da
 
  There might be a similar utility for windows.
 
  Allan
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru'
  MacDonald
  Sent: Monday, June 14, 2010 11:21 AM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Black Listed / De-listed Servers‏
 
  I've experienced this several times and I run a completely different
 setup.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Qlimax Povar
  Sent: Monday, June 14, 2010 9:06 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Black Listed / De-listed Servers‏
 
  I dont know where to post it, so I will post it here, I think we all have
 a
  problem with the server hang problem. Whenever there is 32/32 players and
  the server changes the map, the server just HANGS, after 5min the server
  starts responding. ANY FIXES COMING?
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Re: [hlds] Left 4 Dead 2 Update Released

2010-06-10 Thread Michael Krasnow
i think he might mean us... not sure tho :)

On Thu, Jun 10, 2010 at 1:15 PM, Alec Sanger eclyp...@hotmail.com wrote:


 What do you mean you people...



  From: lambda1_...@hotmail.com
  To: hlds@list.valvesoftware.com
  Date: Fri, 11 Jun 2010 01:08:00 +0800
  Subject: Re: [hlds] Left 4 Dead 2 Update Released
 
 
  STOP SPAMMING.
  honestly you people.
 
   Date: Thu, 10 Jun 2010 10:03:37 -0700
   From: mrrjwhe...@yahoo.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Left 4 Dead 2 Update Released
  
   You'd be so lucky to get a reply...
  
  
  
  
   
   From: Jonah Hirsch crazydog...@gmail.com
   To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing
 list hlds_li...@list.valvesoftware.com
   Sent: Wed, June 9, 2010 7:57:27 PM
   Subject: [hlds] Left 4 Dead 2 Update Released
  
   -Changed Survivorbot item hunting behavior
   -SurvivorBots now stay closer to human players in all game modes
   -Fixed Survivorbot navigation issue in The Passing: Riverbank
   -Fixed bug where a SurvivorBot could become catatonic when attempting
 to
   save another Survivor from a Smoker
   -Fixed condition where SurvivorBots would not enter the saferoom
   -Increased self-inflicted friendly fire damage from the Grenade
 Launcher
   -Fixed bug where the M60 would reset its ammo if dropped in certain
   situations
   -Car Alarms will now trigger anytime a Special Infected
 pushes/pulls/rams a
   Survivor into an alarm car. This change only affects game modes with
   human-controlled Zombies
  
  
   PS: This one isn't even a mutation update, and there wasn't an official
   email...did Jason just stop sending L4D2 emails? :P
   Jonah Hirsch
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Re: [hlds] Weekly L4D2 update released...

2010-06-04 Thread Michael Krasnow
:D 3 VALVe

/offtopic i have 1337 unread emails! :D

On Fri, Jun 4, 2010 at 3:00 PM, D4rKr0W dark...@dpi-clan.org wrote:

 Il 04/06/2010 20:52, Jonah Hirsch ha scritto:
  - Exposed client console variable cl_viewmodelfovsurvivor to let
 players
  adjust their viewmodel FOV
  - To use this type cl_viewmodelfovsurvivor ## in the console. ## can
 be
  any number from 0-128 the default is 51

 THANK YOU !

 :D

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Re: [hlds] Team Fortress 2, Day of Defeat: Source and Counter-Strike: Source Beta Updates Released

2010-05-27 Thread Michael Krasnow
client  than server because the clients pay them we don't

On Thu, May 27, 2010 at 7:38 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Its the script, if I downloaded the files as a client faster than the
 server when they are the same files then something is wrong with the
 tool or the way the network handles the tool. :/

 On Thu, May 27, 2010 at 4:32 PM, Derek Denholm de...@xfactorservers.com
 wrote:
  Not enough content servers ?
 
  Sigh.. emailed them last week yet to get a response. Guess they don't
 want free servers.
 
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
  Sent: May-27-10 7:24 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2, Day of Defeat: Source and
 Counter-Strike: Source Beta Updates Released
 
  Been trying to update for the past 20 minutes. My client server files
  downloaded about 15 minutes ago. What is wrong with the update tool?
  :(
 
  On Thu, May 27, 2010 at 4:17 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
  Required updates for Team Fortress 2, Day of Defeat: Source and
 Counter-Strike: Source Beta are now available.  Please run hldsupdatetool to
 receive the update.  The specific changes include:
 
  GameUI
  - Fixed the desktop resolution not appearing in the list of valid
 resolutions when using windowed-mode.
 
  Server Browser
  - Fixed a crash caused by leaving the server browser open while playing.
 
  Engine
  - Added client/server version check on client connect.
  - Fixed a crash caused by hitting ctrl-alt-del while playing.
 
  Counter-Strike: Source Beta
  - Added sv_disablefreezecam cvar to turn off the freezecam on a server.
  - Added sv_nonemesis cvar to turn off domination/revenge on a server.
  - Added sv_nomvp cvar to turn off MVP stars on a server.
  - Added sv_nostats cvar to turn off stats on a server.
  - Added avatar images to the scoreboards.
  - Added stats report to scoreboard to show whether a server has stats
 enabled or not.
  - Fixed achievement tab so it now updates at the time you earn an
 achievement.
  - Fixed bug causing achievements to be listed as earned in July 2009.
  - Fixed issue where you couldn't chat during intermission.
  - Fixed player stutter while moving in water.
  - Fixed player stutter when running into other players.
  - Fixed issue that caused footsteps to play when walking.
  - Fixed miscellaneous consistency, spelling and grammatical errors in
 the string tables.
  - Fixed grenade velocity problems.
  - Updated a few audio effects.
  - Updated scoreboard
- Changed layout to make it more readable.
- Changed scoreboard opacity to make the action behind it more
 readable.
- Supports Unicode and lowercase letters.
- Grayed out the names of dead players.
 
  Team Fortress 2
  - Added community submitted deathnotice icons for the community
 submitted weapons.
  - Changed the deathnotice text color to use black instead of white when
 the local player is involved.
  - Fixed domination/revenge messages not using team colors for the player
 names.
  - Fixed an issue where sequences with an activity weight of 0 never get
 selected.
  - Updated Koth_Nucleus:
- Changed side spawn exits to prevent sniping from inside the spawn
 door.
- Fixed graphical glitch on platform floor.
- Fixed blue-colored models in RED area.
  - Updated Tc_Hydro:
- Added respawn time advantages when a team begins to cap any point.
 - Resets when the cap progress resets.
- Fixed various nobuild and playerclip issues reported by the
 community.
- Removed logic that reduced spawn times based on roundtime.
 
  Jason
 
 
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Re: [hlds] Team Fortress 2 Update Available

2010-05-20 Thread Michael Krasnow
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 update. (I did run the update twice, but I didn't think
 it
  woudl have a caused a problem...)
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Michael Krasnow
they should have the core engine (physics and engine code) and then
the separate game code so that tf2 updates don't screw with DODS thats gonna
happen and like they will add a new hat to tf2 and then everyone in CSS has
a hat for no reason

On Tue, May 11, 2010 at 8:52 PM, 1nsane 1nsane...@gmail.com wrote:

 They wanted to get all their popular MP games working on Mac. And it would
 have been idiotic to have several different multiplayer engine versions.
 They would have also had to make sure that those versions work on all
 platforms.

 Easier to just have one for all their crossplatform MP games (LFD1/2
 excluded). Then all generic engine updates/bugfixes to one game get added
 to
 the rest of the games.

 On Tue, May 11, 2010 at 8:32 PM, k k...@old.school.nz wrote:

  They've obviously been spending quite some time getting this beta
 organised
  etc.
 
  I expect the resource they had tied up in that will now be able to be
  focused on the bugs in the OrangeBox engine since most of the games are
 now
  on that :)
 
  On Wed, May 12, 2010 at 12:18 PM, Mike Vail mike_v...@boomgaming.net
  wrote:
 
   I don't know why you guys are saying this will give you a break from
   cheating. There are still plenty of OB hacks out there and some of the
  beta
   testers in our community are already reportedly seeing them in servers.
   True
   there are plenty of CSS Hackers out there, but the vast majority of
 them
   can
   be dealt with using server plugins.
  
   ... I guess time will tell ...
  
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Re: [hlds] (no subject)

2010-05-03 Thread Michael Krasnow
lol

On Mon, May 3, 2010 at 11:01 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:


 Wait what?

 ...

 Oh.

  From: voo...@voogru.com
  To: hlds@list.valvesoftware.com
  Date: Mon, 3 May 2010 09:30:42 -0400
  Subject: Re: [hlds] (no subject)
 
  BBQ!!
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
 Marciano
  Sent: Monday, May 03, 2010 8:31 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] (no subject)
 
 
  HOLY SHIT.
 
   Date: Mon, 3 May 2010 07:25:02 -0400
   From: mysteriousjus...@gmail.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] (no subject)
  
   OMFG
  
   On Mon, May 3, 2010 at 6:36 AM, David Britton
   sugardaddy323...@hotmail.comwrote:
  
http://www.plantemosparaelplaneta.com/oTwcnSe81c.html
   
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Re: [hlds] Team Fortress 2 Update Available

2010-05-01 Thread Michael Krasnow
^ done :D

On Sat, May 1, 2010 at 4:15 PM, Justin mysteriousjus...@gmail.com wrote:

 https://secure.voogru.com/petition/index.php
 On Sat, May 1, 2010 at 9:07 AM, Justin Fortin fortinj1...@gmail.com
 wrote:

  Any word on a fix for this yet?
 
  Sent from my iPod
 
  On Apr 30, 2010, at 11:41 PM, Msilbys12 msilby...@righttorule.com
  wrote:
 
   Sounds like a client problem
  
   Sent from the best phone ever
  
   On Apr 30, 2010, at 9:24 PM, Matt Hoffman
   lord.matt.hoff...@gmail.com wrote:
  
   Yep, crashing on every server I connect to. (As a client obviously)
  
   On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin
   fortinj1...@gmail.com wrote:
   So you got everything serverwide working, but it seems like anyone
   Jo
   has updated the client will crash when they try to connect.
  
   Sent from my iPod
  
   On Apr 30, 2010, at 10:04 PM, Noel phre...@gmail.com wrote:
  
   My Windows servers are both up and running and joinable now.
   Updates seemed
   to take a minute or so longer than usual, but no problems with MM/
   SM
   running.
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Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Michael Krasnow
... is this the last update for the next 2 weeks?

On Fri, Apr 30, 2010 at 8:54 PM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 - Added further PropHunt mode support:
- Added a SetCustomModelRotates input, which will enable/disable
 whether the custom model should rotate yaw (enabled by default)
- Added a SetCustomModelVisibletoSelf input, which will set
 whether or not the local player should see his own custom model
 - Fixed the Engineer being able to build more than 1 of each type of
 building
 - Fixed old Engineer build keybinds not working with the new system
 - Fixed a client crash on shutdown
 - Fixed the Gunboats not properly applying the damage reduction when
 Spectators are nearby
 - Fixed post-processing bug which could cause tone mapping to become stuck
 at highest setting

 Jason


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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Coming

2010-04-28 Thread Michael Krasnow
im torn between oh crap and oh yay

On Wed, Apr 28, 2010 at 7:47 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Thanks for the notice, steam could is having huge issues at the moment.
 Players are lagging when they get disconnected from steam cloud or perhaps
 trying to reconnect. I was waiting for an update announcement. :P

 On Wed, Apr 28, 2010 at 4:40 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  Required updates for Team Fortress 2 and Day of Defeat: Source are on the
  way.  They should be available in about an hour.
 
  Jason
 
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Re: [hlds] Master Server Move

2010-04-13 Thread Michael Krasnow
it doesn't matter, its still more accurate,

On Tue, Apr 13, 2010 at 9:05 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 What about ISPs and IP providers whose GeoIP data are not even in the
 same area? Most GeoIP lookups are based on whois data of the IPs in
 question, so if your IPs are owned by a company on the west coast, but
 the datacenter you are in is in the east coast, then you're going to be
 getting some pissed off west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's still
 far
  better than the octets of the IP which is what they do right now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers have
 the
  correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
 ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master servers
 to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower latency
 and
 better
  connections.
 
  Dedicated server operators will generally have to restart their
dedicated
  servers after this move to ensure they will correctly pick up the
  new
  addresses of the these Masters.  The server browser in the Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to the
 new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
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Re: [hlds] Master Server Move

2010-04-13 Thread Michael Krasnow
different geoIP services may show different locations it really depends on
the ISP

On Tue, Apr 13, 2010 at 9:28 PM, Alkaline alkal...@cableone.net wrote:

 206.123.95.51
 My Dallas server but geoip shows it in New York, a bit off imo.
 Seems whois is showing a dallas address.

 - Original Message -
 From: Michael Krasnow mnk...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 13, 2010 8:20 PM
 Subject: Re: [hlds] Master Server Move


  it doesn't matter, its still more accurate,
 
  On Tue, Apr 13, 2010 at 9:05 PM, msleeper
  mslee...@ismsleeperwrong.comwrote:
 
  What about ISPs and IP providers whose GeoIP data are not even in the
  same area? Most GeoIP lookups are based on whois data of the IPs in
  question, so if your IPs are owned by a company on the west coast, but
  the datacenter you are in is in the east coast, then you're going to be
  getting some pissed off west coasters with high ping.
 
 
  On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
   GeoIP has been accurate enough. Even if it's off by 500 miles it's
   still
  far
   better than the octets of the IP which is what they do right now.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
   Sent: Tuesday, April 13, 2010 8:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Master Server Move
  
   I hope all your IP addresses of both your clients and your servers
 have
  the
   correct geo IP data.
  
   On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
  
I think I love you Zoid,
   
Kyle.
   
On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
  ad...@topnotchclan.com
wrote:
   
 That was broken anyways in TF2 I believe...

 On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com
 wrote:

  So it will no longer sort by ip similarity? Thank the dragons!
 
  On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
  z...@valvesoftware.com
  wrote:
 
   On Wednesday April 14th we will be moving the HL2Master
 servers
  to a
 new
   set of IP addresses.  One of the major new features is the new
Masters
   should return dedicated servers ordered by their geographical
distance
  from
   the player requesting the server list, making for lower
 latency
  and
  better
   connections.
  
   Dedicated server operators will generally have to restart
 their
 dedicated
   servers after this move to ensure they will correctly pick up
   the
   new
   addresses of the these Masters.  The server browser in the
   Steam
client
  and
   in games such as Team Fortress 2 will automatically move to
 the
  new
  Masters.
  
   Server operators that manually set their master servers (we
   recommend
   against this practice however) please use 
hl2master.steampowered.com
  to
   refer to them instead of the IPs directly. This name returns
   all
Master
   addresses.
  
   We will update once the move is complete.
  
   --
   /// Zoid.
  
  
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Re: [hlds] Master Server Move

2010-04-13 Thread Michael Krasnow
it doesn't matter its still better than 5000 miles! the current way is that
the master servers think that if the client's ip address is 123.456.789.1
and the server's address is 123.456.789.2 that they are next to each other
but in fact they could be on the other side of the world! this is still a
lot better and probably the most accurate way we have.

On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail mike_v...@boomgaming.net wrote:

 Msleeper brings up a good very good point. His is iisue si very real. Fo r
 instance, my dedicated box is in San Jose, Ca. but it shows on Google maps
 as being in Dallas, Tx. If the list uses the Geo info, it could cripple us
 and show our server several 1000's of miles away. We are near the top of
 the
 list now on the west coast. Yikes! Ziod, have you taken this into account
 and are there work-arounds in place. I believe a lot of servers will be
 affected by this.

 Regards
 Lt. Maverick
 BOOM! Gaming Community

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, April 13, 2010 6:06 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move

 What about ISPs and IP providers whose GeoIP data are not even in the same
 area? Most GeoIP lookups are based on whois data of the IPs in question, so
 if your IPs are owned by a company on the west coast, but the datacenter
 you
 are in is in the east coast, then you're going to be getting some pissed
 off
 west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's
  still far better than the octets of the IP which is what they do right
 now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers
  have the correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!
   ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master
  servers to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower
  latency and
 better
  connections.
 
  Dedicated server operators will generally have to restart
  their
dedicated
  servers after this move to ensure they will correctly pick up
  the
  new
  addresses of the these Masters.  The server browser in the
  Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to
  the new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns
  all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Michael Krasnow
I think a restricted VSP interface would be good, but if that can't be done
then i would remove it

Sent by my imaginary iPad

On Mon, Apr 12, 2010 at 5:49 PM, Kigen theki...@gmail.com wrote:

 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.
  
  
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Re: [hlds] [TF2] Is it possible to replace sound files?

2010-04-08 Thread Michael Krasnow
or you can hex edit the server.dll to new paths, actually taunts might be
done throught the ctx files

On Thu, Apr 8, 2010 at 11:02 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Yeah this should do the trick:
 http://docs.sourcemod.net/api/index.php?fastload=showid=787;

 Thanks,
 - Saul.


 On 8 April 2010 15:09, 1nsane 1nsane...@gmail.com wrote:

  Sourcemod has sound hooks.
  http://docs.sourcemod.net/api/
 
  That might be helpful.
 
  On Thu, Apr 8, 2010 at 6:04 AM, Saul Rennison saul.renni...@gmail.com
  wrote:
 
   Block specific SVC_PlaySound's and then send out custom ones; would be
   pretty easy.
  
   On Thursday, April 8, 2010, Scott Highland tgnwe...@gmail.com wrote:
You'd have to change the game to reference a new sound file that your
clients download as a resource, I'm not quite sure how you'd do that
   though.
   
??? wrote:
I've seen servers with replaced sound clips even for taunt and stuff
   like
that, but I have no idea how it's done.
   
   
   
   
2010/4/8 Dr.Stinglock ad...@hellrazor.net.au
   
   
Unfortunately nobody will download the new sound files as they
  already
   have
it on their client.
I'm sure it could be achieved with sourcemod ,I just had a quick
  search
   and
couldn't find anything other than endround and killstreak sounds
 but
something like that is probably be what you're after.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of In Hyuk
  Seo
Sent: Thursday, 8 April 2010 2:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] [TF2] Is it possible to replace sound files?
   
Is it possible to replace sound files on the server so everyone
 hears
   the
same replaced clip?
I'd like to replace various sound files like pyro taunt, medic's
ubercharge,
etc. with my own clips and I am not sure if it's possible.
I am sorry if this is sourcemod related, I don't even know if this
   requires
a plugin to be honest.
I'd appreciate any help. Thank you.
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   signature database 5008 (20100407) __
   
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http://www.eset.com
   
   
   
   
   
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 archives,
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   --
  
   Thanks,
- Saul.
  
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Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Michael Krasnow
What about GCFscape thats how people install SM and others on their listen
servers, thats like the only thing valve uses, is GCF

On Tue, Mar 30, 2010 at 8:31 PM, Arg! chillic...@gmail.com wrote:

 Im certainly no expert on how the libraries are being used here, but
 shouldnt the code explicitly state that certain cvars are to only come from
 the replicated source, eg the game server? Sure there might be ways around
 this with injection as mentioned but shouldnt the listen server (to cover
 the lan side) be using a seperate copy of the engine binaries which are
 affected here so when plugins are run in that context, they do not override
 the cvars being replicated from the actual gameserver the client is
 connected to?

 I was under the impression this problem existed because the client was
 sharing binaries with another server running on the local machine, so
 seperating the binaries being used would fix this surely.

 On Wed, Mar 31, 2010 at 10:12 AM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  Also, I don't think that removing the plugin functionality is going to
 fix
  anything. There are other ways to inject a DLL into a running process.
 What
  really needs to happen is for VAC to be updated to detect the cheater
  plugins.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Craig H
  Sent: Tuesday, March 30, 2010 3:35 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Sadly this would remove the ability for people to run a server with
 plugins
  through their client. I've done this in the past to host a LAN game using
 a
  few plugins to play some of the gametypes people have created. While I
  agree
  something must be done, I don't really want to see that functionality
 going
  away.
 
  On Tue, Mar 30, 2010 at 3:55 AM, ics i...@ics-base.net wrote:
 
   Clients should never need any addons loaded. They can do just fine
   without them too. Having any plugins installed on client can do huge
   damage to servers so ability to run those on clients should be blocked.
   Players game shouldnt even start if there are something within addons
   folder on the pc or something else. Something that cannot be bypassed
   within 1 second. If clients need plugins, they should be separate from
   addons, like client-addons in which they could be used and not at all
 on
   a server.
  
   The current way is ridiculous that a CLIENT can have same plugin as
   SERVER and have free wallhack among other things. I seriously hope they
   are working for a fix for this and for the several other exploits that
   currently exist within the older CSS engine and the newer ones too.
  
   -ics
  
   28.3.2010 22:50, Charles Mabbott kirjoitti:
In a general sense, there are a couple of client side plug-ins that
 do
  in
fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and
 a
couple of others. At this point I am definitely for simply locking
 out
plug-ins on the client side, but I would rather not lose some of the
functionality these have.
   
And on another note, the client plugin to intercept CVAR responses to
  the
server has existed for quite a while now.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
   Marciano
Sent: Sunday, March 28, 2010 11:14 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
   
it takes someone to fall to their death before they put safety rails.
   
   
From: saul.renni...@gmail.com
Date: Sun, 28 Mar 2010 14:56:39 +0100
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
How about just allowing plugins for dedicated servers?
   
Just as a heads up, I'm gonna try to make a client plugin which
 hooks
SVC_GetCvarValue, and just always responds with the default CVar
  value.
   
This
   
renders any server-side cheat detection (like KAC) completely
 useless.
Hopefully releasing it as a POC will force VALVe to do something
 (why
   does
it always have to come to this?)
   
Thanks,
- Saul.
   
   
On 28 March 2010 14:49, AnAkIn .anakin...@gmail.com  wrote:
   
   
I don't think that's a good idea. Someone will just code a client
  side
plugin to report false informations to the server.
   
2010/3/28 Keeperhl2li...@afksoftware.com
   
   
I have e-mailed somebody at valve, and simply asked them if the
  server
operators can see a list of plugins on the client ( like
  plugin_print
   
).
   
This would give the operator the ability to kick if plugins are
  loaded
   
on
   
the client.  But I think also looking at the GameBin will allow
 the
   
server
   
to see if they are loading 

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Michael Krasnow
im saying even if the binaries are separated people will still use gcfscape
to modify them

On Tue, Mar 30, 2010 at 9:12 PM, mfan michael.fan...@gmail.com wrote:

 what

 Michael Krasnow wrote:
  What about GCFscape thats how people install SM and others on their
 listen
  servers, thats like the only thing valve uses, is GCF
 
  On Tue, Mar 30, 2010 at 8:31 PM, Arg! chillic...@gmail.com wrote:
 
 
  Im certainly no expert on how the libraries are being used here, but
  shouldnt the code explicitly state that certain cvars are to only come
 from
  the replicated source, eg the game server? Sure there might be ways
 around
  this with injection as mentioned but shouldnt the listen server (to
 cover
  the lan side) be using a seperate copy of the engine binaries which are
  affected here so when plugins are run in that context, they do not
 override
  the cvars being replicated from the actual gameserver the client is
  connected to?
 
  I was under the impression this problem existed because the client was
  sharing binaries with another server running on the local machine, so
  seperating the binaries being used would fix this surely.
 
  On Wed, Mar 31, 2010 at 10:12 AM, Tony Paloma drunkenf...@hotmail.com
 
  wrote:
 
  Also, I don't think that removing the plugin functionality is going to
 
  fix
 
  anything. There are other ways to inject a DLL into a running process.
 
  What
 
  really needs to happen is for VAC to be updated to detect the cheater
  plugins.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Craig H
  Sent: Tuesday, March 30, 2010 3:35 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Sadly this would remove the ability for people to run a server with
 
  plugins
 
  through their client. I've done this in the past to host a LAN game
 using
 
  a
 
  few plugins to play some of the gametypes people have created. While I
  agree
  something must be done, I don't really want to see that functionality
 
  going
 
  away.
 
  On Tue, Mar 30, 2010 at 3:55 AM, ics i...@ics-base.net wrote:
 
 
  Clients should never need any addons loaded. They can do just fine
  without them too. Having any plugins installed on client can do huge
  damage to servers so ability to run those on clients should be
 blocked.
  Players game shouldnt even start if there are something within addons
  folder on the pc or something else. Something that cannot be bypassed
  within 1 second. If clients need plugins, they should be separate from
  addons, like client-addons in which they could be used and not at all
 
  on
 
  a server.
 
  The current way is ridiculous that a CLIENT can have same plugin as
  SERVER and have free wallhack among other things. I seriously hope
 they
  are working for a fix for this and for the several other exploits that
  currently exist within the older CSS engine and the newer ones too.
 
  -ics
 
  28.3.2010 22:50, Charles Mabbott kirjoitti:
 
  In a general sense, there are a couple of client side plug-ins that
 
  do
 
  in
 
  fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and
 
  a
 
  couple of others. At this point I am definitely for simply locking
 
  out
 
  plug-ins on the client side, but I would rather not lose some of the
  functionality these have.
 
  And on another note, the client plugin to intercept CVAR responses to
 
  the
 
  server has existed for quite a while now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
 
  Marciano
 
  Sent: Sunday, March 28, 2010 11:14 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
 
  it takes someone to fall to their death before they put safety rails.
 
 
 
  From: saul.renni...@gmail.com
  Date: Sun, 28 Mar 2010 14:56:39 +0100
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  How about just allowing plugins for dedicated servers?
 
  Just as a heads up, I'm gonna try to make a client plugin which
 
  hooks
 
  SVC_GetCvarValue, and just always responds with the default CVar
 
  value.
 
  This
 
 
  renders any server-side cheat detection (like KAC) completely
 
  useless.
 
  Hopefully releasing it as a POC will force VALVe to do something
 
  (why
 
  does
 
  it always have to come to this?)
 
  Thanks,
  - Saul.
 
 
  On 28 March 2010 14:49, AnAkIn .anakin...@gmail.com  wrote:
 
 
 
  I don't think that's a good idea. Someone will just code a client
 
  side
 
  plugin to report false informations to the server.
 
  2010/3/28 Keeperhl2li...@afksoftware.com
 
 
 
  I have e-mailed somebody at valve, and simply asked them if the
 
  server
 
  operators can see a list of plugins on the client ( like
 
  plugin_print
 
  ).
 
 
  This would

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Michael Krasnow
doesn't VAC check the memory? but +1 to the option for server admins, but
somehow someone would find a way to change that or spoof it, idk, its weird

On Tue, Mar 30, 2010 at 9:26 PM, Keeper hl2li...@afksoftware.com wrote:

 Once code is loaded into memory, it's open game.  It doesn't matter what
 the
 server/client relationship is.  If I have a binary/application that hunts
 for that code in memory, then I can change any value I want.

 I have written some code in my plugin that locks down certain values that I
 know people are using to alter game play, but to figure out all of the
 holes
 people are trying to exploit would be fruitless.  Then you have 5 different
 games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way to
 handle that reasonably.

 If VALVe gave the server operators the choice to keep clients that have
 plugins running, that would cut some of them out.  But even as COD6 has
 proved, you definitely don't need a client side plugin to cheat.

 Keeper

 -Original Message-
 From: Arg! [mailto:chillic...@gmail.com]
 Sent: Tuesday, March 30, 2010 8:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 Im certainly no expert on how the libraries are being used here, but
 shouldnt the code explicitly state that certain cvars are to only come from
 the replicated source, eg the game server? Sure there might be ways around
 this with injection as mentioned but shouldnt the listen server (to cover
 the lan side) be using a seperate copy of the engine binaries which are
 affected here so when plugins are run in that context, they do not override
 the cvars being replicated from the actual gameserver the client is
 connected to?

 I was under the impression this problem existed because the client was
 sharing binaries with another server running on the local machine, so
 seperating the binaries being used would fix this surely.


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Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-29 Thread Michael Krasnow
im missing the same vgui material

On Mon, Mar 29, 2010 at 12:11 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:


 Pov-Record 1.4.1 loadedRecording only curstomnamed demos--- Missing Vgui
 material vgui/..\vgui\icon_con_highYour  version  is  1.4.1Current version
 is 1.4.2. Updating is recommended.Please go to orangad.com.ua for releases
 and info.

  From: saul.renni...@gmail.com
  Date: Sun, 28 Mar 2010 22:33:21 +0100
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Where can this plugin be located, and is there source code?
 
  Thanks,
  - Saul.
 
 
  On 28 March 2010 20:50, Charles Mabbott cmabb...@verizon.net wrote:
 
   In a general sense, there are a couple of client side plug-ins that do
 in
   fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
   couple of others. At this point I am definitely for simply locking out
   plug-ins on the client side, but I would rather not lose some of the
   functionality these have.
  
   And on another note, the client plugin to intercept CVAR responses to
 the
   server has existed for quite a while now.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
 Marciano
   Sent: Sunday, March 28, 2010 11:14 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
  
  
   it takes someone to fall to their death before they put safety rails.
  
From: saul.renni...@gmail.com
Date: Sun, 28 Mar 2010 14:56:39 +0100
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
   
How about just allowing plugins for dedicated servers?
   
Just as a heads up, I'm gonna try to make a client plugin which hooks
SVC_GetCvarValue, and just always responds with the default CVar
 value.
   This
renders any server-side cheat detection (like KAC) completely
 useless.
Hopefully releasing it as a POC will force VALVe to do something (why
   does
it always have to come to this?)
   
Thanks,
- Saul.
   
   
On 28 March 2010 14:49, AnAkIn . anakin...@gmail.com wrote:
   
 I don't think that's a good idea. Someone will just code a client
 side
 plugin to report false informations to the server.

 2010/3/28 Keeper hl2li...@afksoftware.com

  I have e-mailed somebody at valve, and simply asked them if the
   server
  operators can see a list of plugins on the client ( like
 plugin_print
   ).
  This would give the operator the ability to kick if plugins are
   loaded
   on
  the client.  But I think also looking at the GameBin will allow
 the
 server
  to see if they are loading anything outside of the standard VSP
 interface.
 
  I don't think stopping it will be completely possible on the
 client,
   but
  giving the server operator the choice would be a nice thing.
 
  But they did respond that they are working on it.
 
  Keeper
 
  -Original Message-
  From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
  Sent: Saturday, March 27, 2010 8:33 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life
   dedicated
  Win32
  server mailing list
  Subject: [hlds] Plugin Loading on clients, enough is enough.
 
  Since forever, players have been able to load plugins on their
   clients
  letting them get around cheat sensitive variables such as
 sv_cheats,
   allowing them to use r_drawothermodels, mat_wireframe, etc. We
 as
   server
  admins have had the option to install various anti cheat addons
   (Kigen
 Anti
  Cheat, VBAC, and than some rather lame ones for EventScripts) in
   order
   to
  get around these quite severe downfalls in the engine. However
 now,
   there
  is
  a LUA scripting interface http://www.3rdera.com/ that has been
 written,
  and is now fully supporting engine exploits in order to cause
 trouble
   for
  server admins and for other players. No one can justify it's use,
   every
  single script written has been made to get around server settings
 and
  protections put in place to keep order, and to keep the game
 fluently
  moving
  along. Right now, players cannot be VAC banned for using this,
 it's
   also
  going against every single reason why VAC was created. Instead of
 battling
  these antics with these scripters, I'm begging you Valve to
 please
   remove
  this function from clients as there's absolutely no reason for
 them
   to
 have
  it. I've sent two emails to a couple employees which were left
 unanswered,
  I
  know others have done the same.
 
  Here's a forum full of countless exploits:
  http://www.3rdera.com/forum/viewforum.php?f=5
 
  If you don't want to read the wall of text explaining why players

Re: [hlds] Windows or linux why

2010-03-27 Thread Michael Krasnow
Windows, more plugins work with it

On Sat, Mar 27, 2010 at 10:27 AM, Jake Eisenman ad...@oneskylitnight.orgwrote:

 Just curious. Personally I use Linux because I know how to setup
 everything quickly from ssh

 Sent from my iPod

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Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-27 Thread Michael Krasnow
valve really needs to beef up the exploit blocking, look how many exploits
are still out there, http://wiki.alliedmods.net/SRCDS_Hardening

On Sat, Mar 27, 2010 at 8:57 PM, David Kellaway 
david.kella...@member.fsf.org wrote:

 With regards to the LUA scripting plugin, the next version of KAC will
 treat it as a cheat. I completely agree that it's absurd the community
 has to write its own anticheat plugins to plug holes left by Valve's
 approach, though.

 ---
 Dave Kellaway
 david.kella...@member.fsf.org


 On 28 March 2010 00:33, Kyle Sanderson kyle.l...@gmail.com wrote:
  Since forever, players have been able to load plugins on their clients
  letting them get around cheat sensitive variables such as sv_cheats,
   allowing them to use r_drawothermodels, mat_wireframe, etc. We as server
  admins have had the option to install various anti cheat addons (Kigen
 Anti
  Cheat, VBAC, and than some rather lame ones for EventScripts) in order to
  get around these quite severe downfalls in the engine. However now, there
 is
  a LUA scripting interface http://www.3rdera.com/ that has been
 written,
  and is now fully supporting engine exploits in order to cause trouble for
  server admins and for other players. No one can justify it's use, every
  single script written has been made to get around server settings and
  protections put in place to keep order, and to keep the game fluently
 moving
  along. Right now, players cannot be VAC banned for using this, it's also
  going against every single reason why VAC was created. Instead of
 battling
  these antics with these scripters, I'm begging you Valve to please remove
  this function from clients as there's absolutely no reason for them to
 have
  it. I've sent two emails to a couple employees which were left
 unanswered, I
  know others have done the same.
 
  Here's a forum full of countless exploits:
  http://www.3rdera.com/forum/viewforum.php?f=5
 
  If you don't want to read the wall of text explaining why players should
 not
  be allowed to load plugins, I'm sure your common sense on the issue will
 be
  more than sufficient to respond.
  Kyle Sanderson.
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Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-27 Thread Michael Krasnow
one day we will see this in a changelog:

- Removed all commands so that people stop emailing us about fixing
exploits.
- All movements decreased by 100%.
- Increased gravity to 9.
- Removed chat features.

Just wait for it, you will all see :)

On Sat, Mar 27, 2010 at 9:08 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 David this was already rectified by the LSS developers, openscript is no
 longer the command as it can be easily renamed to anything. I've been
 getting hit numerous times by some new exploit which crashes clients /
 disconnects everyone ingame. From what I've been told, it's the new
 disconnect message feature in LSS which can clean out your entire server
 when they leave.

 This needs to be fixed as soon as possible,
 Kyle.

 On Sat, Mar 27, 2010 at 5:57 PM, David Kellaway 
 david.kella...@member.fsf.org wrote:

  With regards to the LUA scripting plugin, the next version of KAC will
  treat it as a cheat. I completely agree that it's absurd the community
  has to write its own anticheat plugins to plug holes left by Valve's
  approach, though.
 
  ---
  Dave Kellaway
  david.kella...@member.fsf.org
 
 
  On 28 March 2010 00:33, Kyle Sanderson kyle.l...@gmail.com wrote:
   Since forever, players have been able to load plugins on their clients
   letting them get around cheat sensitive variables such as sv_cheats,
allowing them to use r_drawothermodels, mat_wireframe, etc. We as
 server
   admins have had the option to install various anti cheat addons (Kigen
  Anti
   Cheat, VBAC, and than some rather lame ones for EventScripts) in order
 to
   get around these quite severe downfalls in the engine. However now,
 there
  is
   a LUA scripting interface http://www.3rdera.com/ that has been
  written,
   and is now fully supporting engine exploits in order to cause trouble
 for
   server admins and for other players. No one can justify it's use, every
   single script written has been made to get around server settings and
   protections put in place to keep order, and to keep the game fluently
  moving
   along. Right now, players cannot be VAC banned for using this, it's
 also
   going against every single reason why VAC was created. Instead of
  battling
   these antics with these scripters, I'm begging you Valve to please
 remove
   this function from clients as there's absolutely no reason for them to
  have
   it. I've sent two emails to a couple employees which were left
  unanswered, I
   know others have done the same.
  
   Here's a forum full of countless exploits:
   http://www.3rdera.com/forum/viewforum.php?f=5
  
   If you don't want to read the wall of text explaining why players
 should
  not
   be allowed to load plugins, I'm sure your common sense on the issue
 will
  be
   more than sufficient to respond.
   Kyle Sanderson.
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Re: [hlds] Problem with Item Drops

2010-03-22 Thread Michael Krasnow
iv found that if respawn times are too short it can cause problems

On Mon, Mar 22, 2010 at 7:34 PM, Rory King rory_k...@hotmail.co.uk wrote:


 Hey,

 I run a popular chain of servers in the UK, Recently some community members
 have reported that they are not receiving items as often they should, or not
 getting them at all while on our servers(All our servers run of the same
 IP).  To do a very crude test I setup a Private idle server for a night and
 invited 10 people to sit in it overnight, after the night was over I asked
 every player if they had received anything, none of them had. - This idle
 server was setup in the exact same way as all our other servers using the
 same global config. (Servers run off a Forked TF2 installation)

 So, my question is: Is there anything that can reduce the drop rate on
 servers or completely stop drops?

 For anyone curious the IP is 81.19.212.48

 Cheers in advance,

 Geit

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Re: [hlds] Team Fortress 2 Update Available

2010-03-18 Thread Michael Krasnow
yep just saw that XD also all the kill icons are skulls

On Thu, Mar 18, 2010 at 9:11 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Everything works fine, the taunt for the pain train needs to be fixed
 though. It just uses the bottle taunt.

 On Thu, Mar 18, 2010 at 5:24 PM, k e mfnt...@gmail.com wrote:

  and I have my first ghost. Excellent
 
  On Thu, Mar 18, 2010 at 8:17 PM, Mike Kurfis mkur...@gmail.com wrote:
 
   No crashes here, either.
  
   On Thu, Mar 18, 2010 at 5:13 PM, Radu Suciu radusu...@gmail.com
 wrote:
  
Not getting any crashes here.
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Re: [hlds] configuring pure_server_whitelist.txt

2010-03-09 Thread Michael Krasnow
Dontwannaname they can change the particle effects for example on the spy so
that even when he is invisible he has that smoke around him

On Tue, Mar 9, 2010 at 5:04 PM, DontWannaName! ad...@topnotchclan.comwrote:

 I just rewrote my servers custom whitelist. It allows view models but not
 world models and blocks most everything. I allow custom sounds except for
 player sounds, sprays, the community HUD(resource files), and custom view
 models. I allow particles because im not quite sure how they can be
 abused...

 http://pastebin.com/zmynrpCF

 On Tue, Mar 9, 2010 at 12:16 PM, Arg! chillic...@gmail.com wrote:

  I wrote this little tool a while ago to help generate sv_pure whitelist -
  http://forums.alliedmods.net/showthread.php?t=100504
 
 
 
 
  On Wed, Mar 10, 2010 at 6:30 AM, w4rezz w4r...@gmail.com wrote:
 
   Nightbox is just posting engine bug what is Valve ignoring, btw you
   dont need sv_cheats set to 1 on client when you are changing cheat
   protected cvars like r_drawothermodels 2
  
   plugin loading should be enabled only when server is running
   (local/dedicated)
  
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Re: [hlds] configuring pure_server_whitelist.txt

2010-03-09 Thread Michael Krasnow
correct because of the spy expoit (smoke around invisible and disguised
spys)

On Tue, Mar 9, 2010 at 6:14 PM, Arg! chillic...@gmail.com wrote:

 i seem to recall that particles werent included in the pure filtering
 originally, then valve patched it later?

 On Wed, Mar 10, 2010 at 9:51 AM, DontWannaName! ad...@topnotchclan.com
 wrote:

  ah I copied the block wall hacks part from one that someone posted on the
  list a long time ago. Strange that it had particles whitelisted in the
  materials folder and didnt block that and the particles folder.
 
  On Tue, Mar 9, 2010 at 2:31 PM, Michael Krasnow mnk...@gmail.com
 wrote:
 
   Dontwannaname they can change the particle effects for example on the
 spy
   so
   that even when he is invisible he has that smoke around him
  
   On Tue, Mar 9, 2010 at 5:04 PM, DontWannaName! ad...@topnotchclan.com
   wrote:
  
I just rewrote my servers custom whitelist. It allows view models but
  not
world models and blocks most everything. I allow custom sounds except
  for
player sounds, sprays, the community HUD(resource files), and custom
  view
models. I allow particles because im not quite sure how they can be
abused...
   
http://pastebin.com/zmynrpCF
   
On Tue, Mar 9, 2010 at 12:16 PM, Arg! chillic...@gmail.com wrote:
   
 I wrote this little tool a while ago to help generate sv_pure
  whitelist
   -
 http://forums.alliedmods.net/showthread.php?t=100504




 On Wed, Mar 10, 2010 at 6:30 AM, w4rezz w4r...@gmail.com wrote:

  Nightbox is just posting engine bug what is Valve ignoring, btw
 you
  dont need sv_cheats set to 1 on client when you are changing
 cheat
  protected cvars like r_drawothermodels 2
 
  plugin loading should be enabled only when server is running
  (local/dedicated)
 
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Re: [hlds] TF2 33 Players ??

2010-03-05 Thread Michael Krasnow
i believe that TF2 servers can hold up to 34 slots with a bit of hacking,
then you can use the visible slots commands then ip connect

On Fri, Mar 5, 2010 at 2:05 PM, Dog gecla...@gmail.com wrote:

 Also affecting DoDS where we have had to roll back the
 engine.dll/engine_i486.so files because of another TF2 update that borks
 DoDS

 --Dog
 TheVille.Org

 -
 Sent from my Atari 2600
 -
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Re: [hlds] Orangebox (mods) engine update

2010-03-01 Thread Michael Krasnow
yea i can't find anything on it, all i can find is this on portal:
http://store.steampowered.com/news/3533/

little offtopic but from the portal update: Changed radio transmission
frequency to comply with federal and state spectrum management regulations

wtf? radio?


On Mon, Mar 1, 2010 at 6:00 PM, Nicholas Hastings nshasti...@gmail.comwrote:

 It's been about 15 minutes with no news posted to the list for it, so
 for those who don't know, there was an engine update for OB mods (aoc,
 zps, pvkii, etc.) released about 15 minutes ago. No clue if it's
 required or not since there's no news posted anywhere.

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Re: [hlds] Team Fortress 2 Update Released

2010-02-24 Thread Michael Krasnow
do you guys think that setting up a cron to send the heartbeat command to
the server would work?

On Wed, Feb 24, 2010 at 11:16 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Are you sure that IP is a master server?

 On Wednesday, February 24, 2010, Kaspars kasp...@micro.lv wrote:
  There seems to be some kinda bug with the master server communication
 after
  the last update, because I'm seeing a lot of failures like this:
 
  A2C_PRINT from 69.28.140.246:27011 :
  No challenge for your address.
 
  Doing a 'setmaster remove xxx.xxx.xxx.xxx' on every master server and
 then
  adding them back with 'setmaster add' + heartbeat solves the problem
  temporary. Server restart does the same thing too, however after a while
 the
  same 'no challenge' pops up...
 do
  This seems to affect only TF2 servers.
 
 
  2010/2/24 Claudio Beretta beretta.clau...@gmail.com
 
  Another problem introduced with this update: some servers are appearing
  without the map name
  http://i47.tinypic.com/309kjkm.png
  I believe it is related to bots
  Claudio
 
 
  On Tue, Feb 23, 2010 at 11:23 PM, Jason Ruymen 
 jas...@valvesoftware.com
  wrote:
 
   A required update for Team Fortress 2 is now available.  The specific
   changes include:
  
   Engine:
   - Fixed servers being inappropriately delisted from the master server
  
   Team Fortress 2:
   - Updated CTF_Doublecross
   - Improved clipping to prevent players from getting to unintended
 places
   - Updated CTF_2Fort
   - Fixed Blue players being able to block the Blue spawn room doors to
  lock
   in teammates
   - Moved the Blue team Sniper wall down to match the Red team Sniper
 wall
   - Updated Russian localization strings
   - Fixed the Pyro not being able to deflect enemy flares
   - Fixed pipebombs not being removed if they explode in a
 func_nogrenades
   zone
  
   Jason
  
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 Thanks,
  - Saul.

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Re: [hlds] Team Fortress 2 Update Released

2010-02-23 Thread Michael Krasnow
wasn't deflecting flares deliberately removed?

On Tue, Feb 23, 2010 at 5:33 PM, DontWannaName! ad...@topnotchclan.comwrote:

 No more delisting to get your servers full, I hope they empty and die.

 On Tue, Feb 23, 2010 at 2:23 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is now available.  The specific
  changes include:
 
  Engine:
  - Fixed servers being inappropriately delisted from the master server
 
  Team Fortress 2:
  - Updated CTF_Doublecross
  - Improved clipping to prevent players from getting to unintended places
  - Updated CTF_2Fort
  - Fixed Blue players being able to block the Blue spawn room doors to
 lock
  in teammates
  - Moved the Blue team Sniper wall down to match the Red team Sniper wall
  - Updated Russian localization strings
  - Fixed the Pyro not being able to deflect enemy flares
  - Fixed pipebombs not being removed if they explode in a func_nogrenades
  zone
 
  Jason
 
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Re: [hlds] Mani site down / DNS problem

2010-02-22 Thread Michael Krasnow
what matt said is correct there is a vulnerability that allows rcon access.

and kyle what do you mean?

Mike

On Mon, Feb 22, 2010 at 2:17 PM, Matthew Gottlieb 
matthew.j.gottl...@gmail.com wrote:

 The problem with Mani, as I've been told, is the security issues.

 ~Matt

 On Mon, Feb 22, 2010 at 12:50 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
  My only issue with SourceMod is the fact that the menu's don't exactly
 fit
  to the number of options (There can be tons of white space which makes
 the
  mod look not that professional in my opinion.
 
 
  Besides that, ditch Mani entirely (His site is back up now).
  Kyle.
 
  On Mon, Feb 22, 2010 at 5:24 AM, Keeper hl2li...@afksoftware.com
 wrote:
 
  XFactorServers was doing some website moving.  We are back up and
 running.
 
  As far as noobish, well to each their own.  Mani did a great job for a
  long time keeping his plugin going with little or no contributions.
  SourceMod has a great team of developers behind them, so of course their
  stuff is of course up to date and more diverse.  We now have a team in
  place
  and are moving forward on the next MAP.  Will it be better than some
  options
  of SourceMod?  Dunno.  But it will give people a choice, and in the end
  that's best IMO.
 
  Keeper
 
 
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Re: [hlds] Left 4 Dead 2 Update Released

2010-02-19 Thread Michael Krasnow
or making them read only

On Fri, Feb 19, 2010 at 7:42 PM, Aaron A. Maricic pennsta...@gmail.comwrote:

 Hello,

 You can correct that issue by creating separate host.txt and motd.txt
 files, and then placing two lines in your server.cfg file pointing to
 those alternate file names (whatever they may be).

 hostfile host_custom.txt
 motdfile motd_custom.txt

 Hope this helps!

 Joeri van der Velden wrote:
  I notice that every L4D2 update, it overwrites the host.txt and motd.txt
 in
  the left4dead2 folder. It's a minor issue but it's pretty annoying that I
  have to replace every time again.
 
  2010/2/20 AJ King pcmaster...@hotmail.com
 
 
  Nice one.
 
  Thanks,
 
  Alex King
 
 
 
 
 
 
  From: jas...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 
  hlds_annou...@list.valvesoftware.com
 
  Date: Fri, 19 Feb 2010 14:55:12 -0800
  Subject: [hlds] Left 4 Dead 2 Update Released
 
  A required update for Left 4 Dead 2 is now available.  Please run
 
  hldsupdatetool to receive the update.  The specific changes include:
 
  - Fixed all bot teams not leaving the starting area if sb_all_bot_team
 1
 
  was set
 
  - Fixed a case where survivor bots would fail to rescue a friend from
 
  charger attacks
 
  - Updated Thai translations
  - Fixed an issue where servers wouldn't relist after the master server
 
  was bounced
 
  - Fixed Charger jumping exploit
  - Fixed Spitter bug where spit could emit from a location several
 inches
 
  from the head, causing the spit to unexpectedly strike nearby objects
 and
  fall
 
  Jason
 
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Re: [hlds] Good bye, farewell, thanks for the help, and go to hell

2010-02-17 Thread Michael Krasnow
GO GMAIL it has email threading! all these emails=1 gmail email

Lets Troll!

On Wed, Feb 17, 2010 at 9:01 PM, Joshua 'Dislexsick' Bost 
dislexs...@dislexsick.com wrote:

 I just looked at my phone and saw 16 new emails.  I didn't find that
 annoying. it is not hard to manage them on the iPhone...

 Sent from my iPhone

 On 18/02/2010, at 11:26 AM, Scott scottish2c...@gmail.com wrote:

  Can you guys just shut the heck up and only post if you need help
  with an
  issue about the topic at hand (Valve servers). No more I’m leaving
   emails
  please, nobody cares, just keep this list reserved for server news
  and help.
  I have been on this list for 6 years and have only made a few posts
  because
  I know it’s annoying to get your inbox spammed (its terribly annoyin
  g on my
  iphone inbox) with useless replies. This list has and keeps being
  incredibly
  useful though. Lets please just stay on topic from here on out.
  -Scott S.
 
  On Wed, Feb 17, 2010 at 1:57 PM, Shawn P. Zipay
  digitalz...@gmail.comwrote:
 
  Whoa, Munra.  Let's not get crazy here.
 
 
  Shawn P. Zipay
  Community Manager
 
  MyInternetServices -- http://www.myinternetservices.com
  CS-Nation -- http://www.csnation.net
  Total Gaming Network -- http://www.totalgamingnetwork.com
 
 
  On Wed, Feb 17, 2010 at 9:44 AM, Munra mu...@anbservers.net wrote:
 
 
  List of 12 year olds
 
  And you really list FTP as one if your technical skills?  And then
  it's
  not
  even mark as *Good Working knowledge.  I think I'll take Msleeper
  advice
  over yours.
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick
  Shelley
  Sent: Wednesday, February 17, 2010 7:52 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Good bye, farewell, thanks for the help, and
  go to
  hell
 
  it's so beautiful to see how despised you still are sleeper -
  after a
  year
  away from this list, i'm crying with happiness.
 
  --
  Regards,
 
  Patrick Shelley
 
  www.SideSteal.com http://www.sidesteal.com/
 
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Re: [hlds] steam:// protocol commands

2010-02-11 Thread Michael Krasnow
and then they remove the feature

On Thu, Feb 11, 2010 at 11:46 AM, 1nsane 1nsane...@gmail.com wrote:

 And then there is another support request lodged (more work for Valve).

 On Thu, Feb 11, 2010 at 11:36 AM, Dominic Marciano
 lambda1_...@hotmail.comwrote:

 
  And then there is one less Stupid person on steam.
 
   Date: Thu, 11 Feb 2010 10:31:42 -0600
   From: cc2isc...@gmail.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] steam:// protocol commands
  
   Except people turn it off and then fall for it anyway.
  
   :)
  
   On Thu, Feb 11, 2010 at 10:11 AM, Jonah Hirsch crazydog...@gmail.com
  wrote:
  
That's how it works when you click a link in a chat window, so
it's feasible.
   
Jonah Hirsch
---
   
   
On Thu, Feb 11, 2010 at 8:43 AM, Allan Button abut...@netaccess.ca
wrote:
   
 Maybe give a popup when a url is launched.

 You are being redirected to a website that is not controlled or
monitored
 by steam or valve. Do not enter any personal information on this
  website,
 and be sure to use the report phishing button in the web browser if
  you
 think the website is suspect.   [ Continue ]   [ Cancel ]

 This is how Outlook Web Access handles it, and maybe other services
  that
 allow external links.

 Allan

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of f0rkz
 Sent: Thursday, February 11, 2010 7:01 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] steam:// protocol commands

 Or we can use a url... I see major potential in this.  If someone
 is
stupid
 enough to fall for a spoof inside the overlay browser, maybe they
  deserve
 it?

 -f0rkz

 On Wed, 2010-02-10 at 18:07 -0500, Allan Button wrote:
  Why not have steam://overlay/community/# as a page then?
 
  Then the worst you can do is force them to your community page.
  Don't
 give direct access to web pages out of steams control.
 
  Allan
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
  Sent: Wednesday, February 10, 2010 5:50 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] steam:// protocol commands
 
  The point of the overlay is that it is connected with community
 so
users
 can join groups right from the server without using a bunch of work
arounds
 and abusing the invite system.
 
  On Wed, Feb 10, 2010 at 12:33 PM, Cc2iscooL cc2isc...@gmail.com
 
wrote:
 
   They could already do that in the MOTD if they really wanted
 to.
  
   On Wed, Feb 10, 2010 at 2:29 PM, Rick Payton 
  r...@mai-hawaii.com
 wrote:
  
ooo man just imagine the phishing possibilities by
 rogue
server admins if that functionality was implemented. Playing
 a
game, and then an official looking login screen pops up
prompting you to re-authenticate with the Steam cloud or be
kicked from the server in 30 seconds - Steam support would
 be
 working overtime helping users get their accounts back.
   
I imagine some of you here could come up with some really
 cool
stuff too, stuff that could greatly benefit their community.
 Oh
well :(
   
--mauirixxx
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah
 Hirsch
Sent: Wednesday, February 10, 2010 9:40 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] steam:// protocol commands
   
I'd have to assume that more people would fall for phishing
 in
  the
overlay than in the motd.
   
On Wednesday, February 10, 2010, f0rkz h...@f0rkznet.net
  wrote:
 I don't see how it could be abused further than the motd
  allows.

 Hopefully this isn't the case, but you are probably right.

 On Wed, 2010-02-10 at 10:18 -0800, DontWannaName! wrote:
 I think they are scared it would be abused. :P

 On Wed, Feb 10, 2010 at 10:14 AM, f0rkz 
 h...@f0rkznet.net
 wrote:

  I would really love to see this feature added.  Gives a
  little bit
more
  to the MOTD.  The ability to open a site in the overlay
  browser
   would
  help out a lot!
 
  -f0rkz
 
  On Wed, 2010-02-10 at 09:57 -0800, DontWannaName! wrote:
   I requested that a long long time ago. They have added
   support for
it
  with
   the ingame button on the menu to take you to the blog
  but
  

Re: [hlds] watch out lua script cheat available in CSS, may be all source game soon

2010-02-08 Thread Michael Krasnow
i had no lag with KAC only problem was that i kept getting kicked for
spamming sm_admin :P

On Mon, Feb 8, 2010 at 4:59 PM, Mike Stiehm mikesti...@gmail.com wrote:

 Ya I wish it didn't lag out our servers or we would also use that.  (Insane
 lag every time we tested it and no one seemed to care of the KAC/sourcemod
 forums) just a quick side note.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 08, 2010 3:54 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] watch out lua script cheat available in CSS, may be all
 source game soon

 I belive Kigen anti cheat can detect and handle the client side sourcemod
 hax.

 On Tue, Feb 9, 2010 at 7:24 AM, w4rezz w4r...@gmail.com wrote:

  No, its plugin, all plugins for server can be used on client, you can
  use Sourcemod ON client in clanwars etc, you can remove cheat flags
  from cvars etc..
  Plugin is loaded when you start game, not when you start a listenserver.
 
  Its nothing new and valve dont care, so why you think they will care
 about
  lua.
 
  2010/2/8 Olly Ginger oli...@gmail.com:
   Sourcemod is a server plugin, you probobly tested it by running a
   listenserver
  
   Sent from my iPhone
  
   On 8 Feb 2010, at 13:36, w4rezz w4r...@gmail.com wrote:
  
   Who cares? You can use Sourcemod or eventscripts and code your own
   aimbot or wallhack with that.
  
   For example you can install sourcemod to your client and use sm_cvar
   r_Drawothermodels 2 and bOom..you have VAC undetected wallhack.
  
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Re: [hlds] couldn't allocate any server IP port when specifying my public IP address

2010-02-08 Thread Michael Krasnow
+ and - are the samething in this case and yes you can only use the ip
commandline for your lan ip unless you have no router (i have stuff like
hamachi installed so i have to specify +ip 192.168.1.107)

Mike

On Mon, Feb 8, 2010 at 7:29 PM, Matthew Gottlieb 
matthew.j.gottl...@gmail.com wrote:

 It's -ip not +ip.
 Have you forwarded your ports? You can only set the IP to an IP the
 computer actually has (in this case only your Local IP).

 On Mon, Feb 8, 2010 at 6:12 PM, Saul Rennison saul.renni...@gmail.com
 wrote:
  You can't bind NAT machines to public IPs. You need to forward Steam
  and srcds ports on your router. +ip is for users with multiple IP
  addresses available and want to host numerous instances of SRCDS, all
  on different IPs.
 
  On Tuesday, February 9, 2010, Rich Allen r...@ricosweb.net wrote:
  Help!
 
  I'm trying to run a dedicated TF2 server from my home server.  It's a
  dedicated server, hosting my domains and my weather station.  The only
  difference between this machine and a for-pay host is that it's sittin
  ghere in my house, behind my router, just like the rest of my computers.
 
  I have the TF2 server set to run off of port 27016, and I have that port
  and 27020 both being forwarded to the server's IP using TCP and UDP.
 
  When I run srcds without the +ip option, the server starts up fine but
  it isn't visible on the server list (I have a buddy check for it from
  his house).
  When I run srcds with the +ip option, specifying my external IP address,
  I get the couldn't allocate any server IP port error message and the
  server won't start.
 
  What am I missing?
 
  Rich Allen
 
 
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 please visit:
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  --
 
  Thanks,
   - Saul.
 
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Re: [hlds] couldn't allocate any server IP port when specifying my public IP address

2010-02-08 Thread Michael Krasnow
Yep matt is right

On Mon, Feb 8, 2010 at 8:18 PM, Matthew Gottlieb 
matthew.j.gottl...@gmail.com wrote:

 That's not true.  The master server recognizes the external IP, even
 if the server is bound to a local IP.  As long as nothing is blocking
 the heart beat, the server should show up.

 ~ Matt
 srcds.com

 On Mon, Feb 8, 2010 at 7:02 PM, Jerod Bennett je...@bennett.gg wrote:
  I think the real problem here is lack of the server showing up in the
 server list.
 
  Because the server binds to a non-routeable IP like 192.168.1.100, when
 it tells the master server it's IP the master server goes non-routeable,
 ignore.
 
  Has anyone on the list come up with a solution to get around this
 problem?
 
  -Jerry
 
  On Feb 8, 2010, at 4:47 PM, Michael Krasnow wrote:
 
  + and - are the samething in this case and yes you can only use the ip
  commandline for your lan ip unless you have no router (i have stuff like
  hamachi installed so i have to specify +ip 192.168.1.107)
 
  Mike
 
  On Mon, Feb 8, 2010 at 7:29 PM, Matthew Gottlieb 
  matthew.j.gottl...@gmail.com wrote:
 
  It's -ip not +ip.
  Have you forwarded your ports? You can only set the IP to an IP the
  computer actually has (in this case only your Local IP).
 
  On Mon, Feb 8, 2010 at 6:12 PM, Saul Rennison saul.renni...@gmail.com
 
  wrote:
  You can't bind NAT machines to public IPs. You need to forward Steam
  and srcds ports on your router. +ip is for users with multiple IP
  addresses available and want to host numerous instances of SRCDS, all
  on different IPs.
 
  On Tuesday, February 9, 2010, Rich Allen r...@ricosweb.net wrote:
  Help!
 
  I'm trying to run a dedicated TF2 server from my home server.  It's a
  dedicated server, hosting my domains and my weather station.  The
 only
  difference between this machine and a for-pay host is that it's
 sittin
  ghere in my house, behind my router, just like the rest of my
 computers.
 
  I have the TF2 server set to run off of port 27016, and I have that
 port
  and 27020 both being forwarded to the server's IP using TCP and UDP.
 
  When I run srcds without the +ip option, the server starts up fine
 but
  it isn't visible on the server list (I have a buddy check for it from
  his house).
  When I run srcds with the +ip option, specifying my external IP
 address,
  I get the couldn't allocate any server IP port error message and
 the
  server won't start.
 
  What am I missing?
 
  Rich Allen
 
 
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 archives,
  please visit:
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  --
 
  Thanks,
  - Saul.
 
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Re: [hlds] Team Fortress 2 Update

2010-02-05 Thread Michael Krasnow
yea im seeing this also

On Fri, Feb 5, 2010 at 9:50 AM, k e mfnt...@gmail.com wrote:

 Can you please fix the lag when you get killed that has suddenly appeared?
 Thanks

 On Thu, Feb 4, 2010 at 6:24 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  Team Fortress 2 has been updated.  This is an optional update, as it just
  contains client fixes.  The specific changes are:
 
  - Fixed a client crash during the localization of item names
  - Fixed a client crash caused by selecting Random in the class menu and
  then clicking on Edit Loadout
 
  Jason
 
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Re: [hlds] Counter-Strike: Source Update Available

2010-02-01 Thread Michael Krasnow
aww, they can still download .sp files :( back to D_FENS you should have a
configurable file on which directories to not allow downloads from (addons,
scripts etc)

On Mon, Feb 1, 2010 at 6:07 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 Updates to Counter-Strike: Source are now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - SMX, GCF, and SYS files cannot be downloaded
 - Files whose extensions contain whitespace are not allowed to be
 downloaded
 - Filenames that begin with path separators are not allowed to be
 downloaded

 Jason


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Re: [hlds] Team Fortress 2 Update Available

2010-01-14 Thread Michael Krasnow
what does
- Fixed the naming of non-unique quality unique items (Community
Kritzkriegs, etc)

mean?

On Wed, Jan 13, 2010 at 8:54 PM, DontWannaName! ad...@topnotchclan.comwrote:

 I lied, it was the new DoS SM extension caching the old version.

 On Wed, Jan 13, 2010 at 5:47 PM, Dog gecla...@gmail.com wrote:

  1.0.8.0?
 
 
  -eVaDog
  TheVille.Org
 
  -
  Sent from my Sinclair ZX80
  -
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Re: [hlds] Steam Cloud / Item Loadout Disconnections

2010-01-08 Thread Michael Krasnow
same here, but it seems that if the people reconnect it fixes it, its just
that every person has to

On Fri, Jan 8, 2010 at 7:52 PM, JäKë Rawr can_kic...@hotmail.com wrote:


 I've also had this issue on my servers and it's a huge pain in the ass.
 Having to do a full restart on a server thats full is not a good option,
 half the time 90% of people dont' rejoin after you restartit even when
 you give a good 5 minute notice.
 Please fix this with the next update.


  From: mslee...@ismsleeperwrong.com
  To: hlds@list.valvesoftware.com
  Date: Fri, 8 Jan 2010 19:39:33 -0500
  Subject: [hlds] Steam Cloud / Item Loadout Disconnections
 
  My server has been experiencing an issue where it will disconnect from
  the Steam Cloud and make unlocked items unavailable, and will never
  automatically reconnect itself. The server always requires a full
  restart to regain the Cloud connection. This has been happening since
  the week before New Year's, usually around mid-evening.
 
  The past few updates have said there were changes to improve this
  connection. Is this still a known ongoing issue?
 
 
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Re: [hlds] [TF2] Server always crashes when update comes out

2010-01-07 Thread Michael Krasnow
yea my clients got a No Steam Logon again, tends to happen when an update
comes out, the server stays up, also my server was not displaying the your
server is out fo date message which i found interesting

On Thu, Jan 7, 2010 at 1:14 PM, Alec Sanger eclyp...@hotmail.com wrote:


 My servers are crashing fairly frequently. A lot of clients are getting
 random disconnects as well.

 Thank you,
 Alec Sanger



  Date: Wed, 6 Jan 2010 17:47:57 -0500
  From: roadhous...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: [hlds] [TF2] Server always crashes when update comes out
 
  Our server always crashes when steam releases a new update.
  I checked the log files and I do not see any error messages.
  These are the server logs right before the crash... Does anyone know why
  server would crash?
  Any help would be greatly appreciated. Thank you.
 
  L 01/06/2010 - 16:42:41: Team Red final score 1 with 15 players
  L 01/06/2010 - 16:42:41: Team Blue final score 3 with 15 players
  L 01/06/2010 - 16:42:44: Icee230STEAM_0:0:16775752Red
 disconnected
  (reason Disconnect by user.)
  L 01/06/2010 - 16:42:45: [META] Loaded 0 plugins (1 already loaded)
  L 01/06/2010 - 16:42:45: [META] Loaded 0 plugins (1 already loaded)
  L 01/06/2010 - 16:42:45: [META] Loaded 0 plugins (1 already loaded)
  L 01/06/2010 - 16:42:45: Helpless Puppy211STEAM_0:1:25903839
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: pancho244STEAM_0:1:16373728 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Dekapon207STEAM_0:1:19774363
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Jellybones243STEAM_0:1:9458271
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: gibson5413242STEAM_0:1:5378837
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: sykprime226STEAM_0:1:19945111
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: RooFY DreW239STEAM_0:0:9736030
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Blasty200STEAM_0:0:17548011 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: tru_GUN-GINEER199STEAM_0:0:14097181
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45:
 {.[:].|ŊǾǾߣΣŦ|.[:].}224STEAM_0:0:14824592
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Blasty Blasta202STEAM_0:0:17440614
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: ponchon237STEAM_0:0:16411718
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: an_idiot2249STEAM_0:1:29249066
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: |TerrorBears|
  johny.blazin220STEAM_0:0:19145898 disconnected (reason Server
  shutting down)
  L 01/06/2010 - 16:42:45: Demisol186STEAM_0:1:21164732
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Burt Reynolds245STEAM_0:1:5062826
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: thiagofx248STEAM_0:1:27461195
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Gentle Domestic
 Duck219STEAM_0:0:26363098
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: North Korea is Best
  Korea215STEAM_0:1:16404200 disconnected (reason Server shutting
  down)
  L 01/06/2010 - 16:42:45: =Hl2Mx=BAXTER DNR221STEAM_0:1:23262967
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: eti.critokill235STEAM_0:1:27315613
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: [SKC]RealWolf234STEAM_0:0:6076147
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Beghty192STEAM_0:1:18610624 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Moe-jave  Moe-havy233STEAM_0:1:3030497
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: Mister Bear246STEAM_0:0:12380007
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: bobby joy (AO)240STEAM_0:1:25171155
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: [EA]XEdgarxl228STEAM_0:1:21905403
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: (GZ) LemonLizzard247STEAM_0:0:25778236
  disconnected (reason Server shutting down)
  L 01/06/2010 - 16:42:45: atf.140227STEAM_0:1:25088079
 disconnected
  (reason Server shutting down)
  L 01/06/2010 - 16:42:45: server_message: quit
  L 01/06/2010 - 16:42:45: Log file closed
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Re: [hlds] Ban IP Ranges

2010-01-05 Thread Michael Krasnow
this is all i can find
http://steamcommunity.com/groups/103582791430171627/memberslistxml/?xml=1

On Tue, Jan 5, 2010 at 9:34 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 Anybody know how to get a list of members from an administratively
 disabled group?

 http://steamcommunity.com/groups/103582791430171627


 On Tue, 2010-01-05 at 18:29 -0800, P. Bhandal wrote:
  Ban list for j3rk:
 
  http://pastie.org/768339.txt
 
  On Tue, Jan 5, 2010 at 6:27 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
 
   Might wanna Group Ban this:
  
   http://steamcommunity.com/groups/j3rk
  
  
   On Wed, 2010-01-06 at 03:17 +0100, Donnie Newlove wrote:
About persistent cheaters, JIRX is active again. Pretty funny videos
 I
have to admit, as long as they're on another server of course.
http://www.youtube.com/jirxin
   
Btw, are those prices per month? It does not say.
   
On Tue, Jan 5, 2010 at 10:48 PM, Jake Eisenman 
 ad...@oneskylitnight.org
   wrote:
 Is this possible by adding like 12.34.*.* to banned_ip.cfg? Or is
 there
 some external plugin for this? The reason I ask is because a hacker
 keeps getting in from a certain IP range and we have no regulars
 from
 that IP range so we can afford to ban it.

 Thanks.

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Re: [hlds] TF2 map specific cfgs stopped working. please help

2010-01-04 Thread Michael Krasnow
it just goes in the /tf/cfg folder

On Mon, Jan 4, 2010 at 11:35 AM, In Hyuk Seo roadhous...@gmail.com wrote:

 I put mp_maxrounds in map.cfg in tf/maps/ctf directory for every map. (like
 cp_dustbowl.cfg)

 The server stopped using the map specific cfgs all of a sudden and is using
 the mp_maxrounds
 in server.cfg. I have no idea how this happened or how to fix this... Any
 help would be appreciated.
 Thank you.
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Re: [hlds] [TF2] No Steam Logon

2009-12-30 Thread Michael Krasnow
at the time on one of them i was actually on the server and yes it told me i
had no Steam Logon, but i was clearly logged in...

On Wed, Dec 30, 2009 at 12:57 AM, Saint K. sai...@specialattack.net wrote:

 We had a few fishy l4d2 games yesterday were after the first map the entire
 server got kicked for no connection to steam.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Wednesday, December 30, 2009 6:56 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [TF2] No Steam Logon

 well im using a .bat file for server restarting, so it doesn't check the
 status of the game server (like if it is frozen) only checks the proccess,
 it becomes toatally unresponsive. tools like Server Checker auto restart
 the
 server when this happens (as to everyone it seems offline).

 Mike

 On Wed, Dec 30, 2009 at 12:43 AM, Alexander King pcmaster...@hotmail.com
 wrote:

  Hasn't happened to me
 
  Sent Using My IPhone :)
 
 
  On 30 Dec 2009, at 04:24, Michael Krasnow mnk...@gmail.com wrote:
 
   Just a question, has anyone's server been locking up, untill you hit
   a key
   in the console (not via rcon)
  
   and then the console spammed with name (No Steam Logon) for every
   player on
   the server?
  
   and then end up with an empty server?
  
   It has happened to me several times with the last update, not before
   it.
  
   Thanks!
  
   Mike
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 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 9.0.722 / Virus Database: 270.14.123/2592 - Release Date: 12/29/09
 08:47:00

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[hlds] [TF2] No Steam Logon

2009-12-29 Thread Michael Krasnow
Just a question, has anyone's server been locking up, untill you hit a key
in the console (not via rcon)

and then the console spammed with name (No Steam Logon) for every player on
the server?

and then end up with an empty server?

It has happened to me several times with the last update, not before it.

Thanks!

Mike
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Re: [hlds] [TF2] No Steam Logon

2009-12-29 Thread Michael Krasnow
well im using a .bat file for server restarting, so it doesn't check the
status of the game server (like if it is frozen) only checks the proccess,
it becomes toatally unresponsive. tools like Server Checker auto restart the
server when this happens (as to everyone it seems offline).

Mike

On Wed, Dec 30, 2009 at 12:43 AM, Alexander King pcmaster...@hotmail.comwrote:

 Hasn't happened to me

 Sent Using My IPhone :)


 On 30 Dec 2009, at 04:24, Michael Krasnow mnk...@gmail.com wrote:

  Just a question, has anyone's server been locking up, untill you hit
  a key
  in the console (not via rcon)
 
  and then the console spammed with name (No Steam Logon) for every
  player on
  the server?
 
  and then end up with an empty server?
 
  It has happened to me several times with the last update, not before
  it.
 
  Thanks!
 
  Mike
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Re: [hlds] Spam Connecting Crashing Server

2009-12-28 Thread Michael Krasnow
its not new, its just bad programming on valves part as they did not build
in flood control for commands

On Mon, Dec 28, 2009 at 9:36 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 *Joins the club*
 L 12/29/2009 - 01:59:44:  S e r v e r D o w n i n 3
 157STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:44:  S e r v e r D o w n i n 3
 157STEAM_ID_PENDING disconnected (reason Connection closing)
 L 12/29/2009 - 01:59:44:  S e r v e r D o w n i n 3
 158STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:44:  S e r v e r D o w n i n 3
 158STEAM_ID_PENDING disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:44:  S e r v e r D o w n i n 3
 159STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 3
 159STEAM_ID_PENDINGits disconnected (reason Connection closing)
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 2
 160STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 2
 160STEAM_ID_PENDING disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 2
 161STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 2
 161STEAM_ID_PENDING disconnected (reason Connection closing)
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 2
 162STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 2
 162STEAM_ID_PENDING disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 1
 163STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 1
 163STEAM_ID_PENDING disconnected (reason Connection closing)
 L 12/29/2009 - 01:59:45:  S e r v e r D o w n i n 1
 164STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:46:  S e r v e r D o w n i n 1
 164STEAM_ID_PENDING disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:46:  S e r v e r D o w n i n 1
 165STEAM_ID_PENDING connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:46:  S e r v e r D o w n i n 1
 165STEAM_ID_PENDING disconnected (reason Connection closing)
 L 12/29/2009 - 01:59:46:  S e r v e r D o w n ! 166STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:46:  S e r v e r D o w n ! 166STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:46:  S e r v e r D o w n ! 167STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:46:  S e r v e r D o w n ! 167STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:46:  S e r v e r D o w n ! 168STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:47:  S e r v e r D o w n ! 168STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:47:  S e r v e r D o w n ! 169STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:47:  S e r v e r D o w n ! 169STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:47:  S e r v e r D o w n ! 170STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:47:  S e r v e r D o w n ! 170STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:47:  S e r v e r D o w n ! 171STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:47:  S e r v e r D o w n ! 171STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:48:  S e r v e r D o w n ! 172STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:48:  S e r v e r D o w n ! 172STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:48:  S e r v e r D o w n ! 173STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:48:  S e r v e r D o w n ! 173STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:48:  S e r v e r D o w n ! 174STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:48:  S e r v e r D o w n ! 174STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:49:  S e r v e r D o w n ! 175STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:49:  S e r v e r D o w n ! 175STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:49:  S e r v e r D o w n ! 176STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:49:  S e r v e r D o w n ! 176STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:49:  S e r v e r D o w n ! 177STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 01:59:49:  S e r v e r D o w n ! 177STEAM_ID_PENDING
 disconnected (reason Disconnect by user.)
 L 12/29/2009 - 01:59:49:  S e r v e r D o w n ! 178STEAM_ID_PENDING
 connected, address 69.29.20.21:27005
 L 12/29/2009 - 

Re: [hlds] L4D2 VS instant respawn exploit?

2009-12-25 Thread Michael Krasnow
it could be a glitch with one of your plugins...

On Fri, Dec 25, 2009 at 10:52 AM, Mark P tf2ma...@gmail.com wrote:

 2009/12/25 Matt Stanton inflatablesoulm...@brothersofchaos.com

  Is there some sort of exploit or cheat that allows people on the
  Infected team to instantly respawn after being killed?  We were getting
  absolutely raped in a versus game on our own server by at least two
  instant respawners (I was watching the rcon logs in HLSW).  If there is
  such a cheat, is it something that could be handled by KAC or any other
  anti-cheat plugin?
 
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 super hackers
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Re: [hlds] TF2 update issue

2009-12-24 Thread Michael Krasnow
i had to stop using KAC as i hept getting kick for spamming the sm_admin
command :)

On Thu, Dec 24, 2009 at 7:29 AM, k e mfnt...@gmail.com wrote:

 Since the latest update, the following patches do not work on our pub
 servers:
 *• Gunboats don't reduce self damage from wall jumps etc.
 • SR can't detonate stickies at your feet for stickyjumping*
 *
 *
 *If we test them on our private server, they work as they're supposed to.
 If
 a member creates a listen server, they work. The only difference is our pub
 servers run beetlesmod and sourcemod. For plugins, we have a stats plugin,
 KAC anti cheat and a rcon lock, along w/ the normal ones. Anyone else
 having
 this issue? Thanks*
 *
 *
 *
 *
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Re: [hlds] TF2 update issue

2009-12-24 Thread Michael Krasnow
My windows servers updated fine i have 2 but my tf2 crashes are a lot more
frequent,

On Thu, Dec 24, 2009 at 11:05 AM, k e mfnt...@gmail.com wrote:

 I plan on that. My question was if anyone else is having issues. And don't
 answer me if you're going to be an asshole. Learn to read.

 On Thu, Dec 24, 2009 at 10:35 AM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

  How about removing the plug-ins and testing, then manually adding
 plug-ins
  one by one until they stop working.
 
  This isn't rocket science.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
 Krasnow
  Sent: Thursday, December 24, 2009 9:41 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 update issue
 
  i had to stop using KAC as i hept getting kick for spamming the sm_admin
  command :)
 
  On Thu, Dec 24, 2009 at 7:29 AM, k e mfnt...@gmail.com wrote:
 
   Since the latest update, the following patches do not work on our pub
   servers:
   *. Gunboats don't reduce self damage from wall jumps etc.
   . SR can't detonate stickies at your feet for stickyjumping*
   *
   *
   *If we test them on our private server, they work as they're supposed
 to.
   If
   a member creates a listen server, they work. The only difference is our
  pub
   servers run beetlesmod and sourcemod. For plugins, we have a stats
  plugin,
   KAC anti cheat and a rcon lock, along w/ the normal ones. Anyone else
   having
   this issue? Thanks*
   *
   *
   *
   *
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Re: [hlds] Merry Christmas to everyone!

2009-12-24 Thread Michael Krasnow
Yay for Gift Day! (im jewish)

On Thu, Dec 24, 2009 at 6:28 PM, Richard Green rikgr...@ntlworld.comwrote:

 Ohh dear! A little Xmas spirit and still someone complains, now I
 understand
 what Valve are up against.


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