Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-26 Thread Team BOOM!

Awesome Info Fletcher! THANKS!

Will the achievements from years past also be available on the servers
running the mix? I have people asking if they will be able to receive the
Bombonicon item that they never got last year.

Please forgive me if this has already been answered. I just changed my email
for the list today and may have missed a few responses to this topic.

Thanks again!
Mike Vail


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 26, 2012 10:41 AM
To: Half-Life dedicated Linux server mailing
list(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list(hlds@list.valvesoftware.com)
Subject: [hlds] Quickplay settings for TF2 Halloween

Hello!

Here are some details for how to configure your server to receive quickplay
traffic.

First, the general requirements and scoring systems have not changed.  (Your
server must have an account and advertise the _registered tag, will be
penalized or excluded for certain rule changes, etc).  Details are here:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

This year the quickplay UI will offer players two choices for Halloween:

1.) Halloween 2012.  Servers exclusively running the new map 24/7.
2.) Halloween mix.  Servers running a mix of all the Halloween maps.

At any given time, your server can only be in one pool or the other.  Valve
will be running servers in both pools.

Your server will be placed in pool #1 if:
* You advertise the tag event247; and
* You are running the new map koth_lakeside_event.

Your server will be placed in pool #2 if:
* You advertise the tag eventmix; and
* You are running one of the four Halloween maps.

The eligible Halloween maps are:
koth_harvest_event
cp_manor_event
koth_viaduct_event
koth_lakeside_event

If you don't set one of the two tags, you won't get any quickplay traffic!

Also, I'd like to mention a new convar that has been added,
mp_mapcycle_empty_timeout_seconds, which will cause your server to cycle the
map if it has been empty for a certain period of time.

- Fletch


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[hlds] Ghost Player Issue in TF2 Since Last Update

2012-08-26 Thread Team BOOM!
All my TF2 PvP Windows servers are getting ghost players AGAIN since the
last update. One server will get as many as 4 in 24 hours. Does anyone know
how to prevent this and how to kick the ghosts without restarting a server
full of people?

Thanks in advance...


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

2012-08-19 Thread Team BOOM!
Hi guys,

 

I'm first want to say I'm terribly sorry so many of you are having trouble
with your servers. Usually it's me dealing with the stuff you guys are and
I've lost a slot of sleep and hair over the messes created from Valve Game
updates. I'm writing this to you because for some weird reason, I haven't
been seeing the issues you guys have this time at all. I don't get it.

 

I'm currently running 12 TF2 servers (5 MvM and 7 PvP) and 1 CSS Server on
my box. All the servers are basically identical except for the names and
Quickplay IDs. They all have the SourceMod snapshot 1.4.5-dev, MM 1.90 Dev
V, SourceBans (hosted on the same box as the games), gameME (on the PvP
servers only) and other misc SM plugins. The only problems I've had since
the first update was a few ghost clients in the PvP servers and one crash
each to the PvP servers in the past 3 days. Since the crashes occurred, I
used the opportunity to update the servers with the optional 2nd update and
they haven't crashed or collected any ghosts since. All the servers are
pretty much full 24/7.

 

My server box is a Dedicated Windows 2008 RC2 (with all the latest updates
installed), Dual 2.5 GHz Xeon quad-core with 16 GB of RAM, RAID 5 disk array
with 3 drives and a hot spare. I use TCAdmin 1.0 to control the servers. I
don't have steam installed on the box at all and I don't host any other
games except what is listed above. I figured I'd share this in case
something I was doing different that may help you figure out why yours is
crashing and mine aren't. 

 

Here's an excerpt of my server.cfg with the MvM settings I'm using too. They
seem to work perfectly for me. If you would like a copy of my entire
server.cfg, 

 

// Matchmaking login info Mann vs Machine Server #1

tf_server_identity_account_id xx

tf_server_identity_token 

tf_mm_servermode 2

sv_vote_issue_changelevel_allowed_mvm 1

sv_vote_issue_kick_allowed_mvm 1

tf_mm_strict 1 // ONLY accept MvM traffic

 

I'd be glad to email it directly to anyone that requests it (email:
supp...@boomgaming.net)

 

I wonder if any of the following could contribute to the crashes:

 

- Hosting different games with TF2 (Besides CSS of course)

- Server box has a Steam Client conflicting with SRCDS

- Disk I/O issues

- O/S related issues or out of date O/S files

- Other software running on the box causing conflicts

- Insufficient RAM or CPU capabilities of box or CPU affinity settings

 

Obviously some of this stuff shouldn't cause the issues we're seeing, but I
thought it might help in case you hadn't considered them. Judging by the
level of expertise here on the list, I'm sure most of you have already
thought of this stuff. 

 

Good luck and hang in there!

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Sunday, August 19, 2012 9:41 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Engine Error: Host_Error: Overflow... still present

 

-nocrashdialog as start parameter

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Sunday, August 19, 2012 6:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Engine Error: Host_Error: Overflow... still present

 


Is there any way to make the engine errors ok themselves without manually
doing it?

Sun is not shining in the UK here today.

On 19/08/2012 16:48, Lambda wrote:

Same, i experience three bugs. 

 

1.- Ghost clients (Still even after optional update, probably related with
the SetConVar bug)

2.- Stringtable crashes.

3.- net_SetConVar bug.

 

Sun is shining in Spain too :)

 

2012/8/19 Andreas Grimm l...@gmx.net

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

...or they crash with overflows ... 

 

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

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Sunday, August 19, 2012 5:40 PM


To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Engine Error: Host_Error: Overflow... still present

 

This is beyond a joke.



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

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

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

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Re: [hlds] Netchannel: failed reading message net_SetConVar

2012-08-19 Thread Team BOOM!
I haven't played MvM since it came out. I've been too busy. I did actually
try to play yesterday and found I had to wait a minimum of 12 minutes justt
o get into a server here in California. I starting to wonder if the Steam
server network is simply overwhelmed and causing all the problems for people
and their servers? 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of HLDS Digest
Sent: Sunday, August 19, 2012 4:13 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Netchannel: failed reading message net_SetConVar

 

 Attemped to precache unknown particle system bot_eye_glow_soft!

Netchannel: failed reading message net_SetConVar from 68.XXX.XXX.XX:27116

 

This is one of the most catastrophic errors I have encountered since Valve's
update on August 15th.

 

I have noticed that sometimes you can successfully connect to my servers,
but then a good deal of the time you cannot connect. I do not get it.

 

My team and I are currently looking into this matter as we speak. If anyone
could shine some light on what is causing this mess, I would appreciate
that.

 

-Willy

 

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

2012-08-16 Thread Team BOOM!
I actually wish mine would crash once in a while. At least it would keep
them from filling with ghost clients that eventually take up all 32 slots
and don't let people join after a few hours! Embrace the chaos guys. LMAO!

 

At least SourceMod is stable again with the latest snapshot. Have a good
day!

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Thursday, August 16, 2012 9:30 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

 

Confirmed here too. Windows Server 2008 R2



On 16/08/2012 17:21, E. Olsen wrote:

Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two
with Sys_Error( Host_Error: Overflow error writing string table baseline
ServerMapCycle or Engine error: Host_Error: Overflow error writing string
table baseline GameRulesCreation in the crash dumps. 

 

 

On Thu, Aug 16, 2012 at 9:41 AM, Invalid Protocol
invalidprotocolvers...@gmail.com wrote:

Do you have a backtrace?

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

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

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

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


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm

Sent: Thursday, August 16, 2012 3:57 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

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

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

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

Haven't captured an error yet.

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

Saint K.

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

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

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

Is this only when running MvM mode?

Saint K.

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

every 30-60 minutes*

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

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

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

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

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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread Team BOOM!
Can someone post the IPs of some servers using the fake clients or spoofing
bots like you speak of? I'd like to see what they look like and don't see
any in the server list under SV_REGION 255. By the amount of discussion on
the topic over the past few weeks, I just thought there would be a bunch of
them but I'm not seeing anything obvious.

Thank you.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
Sent: Friday, August 10, 2012 6:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server Delisting, does it need some changes?

Maybe you should tell Google, Facebook, NBC, ABC, CBS, CNN, TNT, BRAVO, BET,
MTV, SPIKE, HULU
All of which 100 percent of their revenue from ADs! What morons they are.

Maybe you should go right to the source and tell Coca-Cola, Pepsi,
McDonalds, Subway, Intel, ATI, Nvidia, GE, Toyota, Ford...

I hope you are about 10 years old. You have much to learn young padawan.

- Original Message -
From: DontWannaName! ad...@topnotchclan.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Friday, August 10, 2012 7:27:05 PM
Subject: Re: [hlds] Server Delisting, does it need some changes?



Pinion should tell its ad providers that no one actually watches the ad and
that a view is considered less than a second. It's a failed idea in my
opinion. 

Sent from my iPhone 4 

On Aug 10, 2012, at 4:24 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com  wrote: 





My community does this as well and it supports it 100% off of Pinion. 


Pinion is actually now starting a game hosting company that runs ads on your
MOTD, and you only pay if the ads don't make enough. Even then, you just pay
the difference. It's an ingenious idea, but it's off topic, so let's not get
into that one right now. 




On Fri, Aug 10, 2012 at 7:22 PM, Sampson Rogers  kritskring...@gmail.com 
wrote: 


Agreed fully with your second point DWN but as to the first point, that's
not true at all. We run MOTD on initial connection only (When you normally
see the MOTD) and 100% cover the server cost off of pinion alone. 
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Re: [hlds] OB Servers Don't Appear On Server List

2012-07-26 Thread Team BOOM!
I feel your pain. If I notice my Steam client is offline on my PC due to
something going on with Steam, even if it's just for a few minutes, I can
almost guarantee that many if not all of my Windows 2008 TF2 servers, along
with TF2 servers hosted by others, will stop showing on the list. I also
noticed that if my TF2 servers stop showing up, they won't show up on the
list again until they are restarted and reconnect.  This is terrible; there
should be another way to get an SRCDS server to announce itself to the
listing servers again without restarting them. Why the heartbeat feature
was removed so a server must be restarted to start report itself to the
Master server list again is beyond me. If something like that could be
corrected, that would be absolutely awesome!

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Thursday, July 26, 2012 6:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] OB Servers Dont Appear On Server List

 

The master server doesn't seem to return all servers. Perhaps it's a load
balancing thing that just cuts it of.

 

Is your server close to you?

On Thu, Jul 26, 2012 at 8:43 PM, PAL-18 pal...@zombiegamer.net wrote:

Hi Fletcher,

Did you have a chance to see why my servers aren't being sent to the client?
You said they're listed on your backend.

Thanks,


P

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[hlds] Phantom Clients in Game Servers Since Last TF2 Update

2012-07-05 Thread Team BOOM!
I was wondering if anyone is seeing phantom clients in their servers since
the last update. I see two via HLSW in my 24/7 Dustbowl server
(64.120.99.43:27015 if you wanna look) and can't kick figure out how why
they are their and how to kick them. 

One of these phantoms has the same exact connected time as another real
client in the server like it's somehow tied to that client.

If I restart the server, everything returns to normal but a couple of
phantoms eventually come back again and still till I restart again.

Another server I run had this issue too. It's like when a client
disconnects, it somehow leaves the connection open to the server and uses up
the slot they were in. 

This all started with the last update and I'm just curious if any of you are
seeing it too.

Hope you all had a good 4th of July...
Mike


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Re: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

2012-07-05 Thread Team BOOM!
My servers run very well actually, but I occasionally I ask questions here
to get help from people who care. Until today I have managed to receive that
help and avoid the trolls. The last time I checked this list was here to
help fellow server operators and perhaps learn a little along the way. If
you don't want to help, press delete instead of being rude to the very
people who one day may help you in return.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Leon Hunter
Sent: Thursday, July 05, 2012 7:00 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

 

Heh, Funny I wasn't the only one who noticed that.

 

Cheers,

Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of byteframe
Sent: Friday, 6 July 2012 11:16 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

 

TeamBoom has alot of problems with their servers, evidently.

On Thu, Jul 5, 2012 at 9:26 PM, Franco Valerio franco@hotmail.com
wrote:

Now that you mention it, I think the same thing happened here D:

-Mensaje original- From: Team BOOM!
Sent: Thursday, July 05, 2012 7:03 PM


To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

I was wondering if anyone is seeing phantom clients in their servers since
the last update. I see two via HLSW in my 24/7 Dustbowl server
(64.120.99.43:27015 if you wanna look) and can't kick figure out how why
they are their and how to kick them.

One of these phantoms has the same exact connected time as another real
client in the server like it's somehow tied to that client.

If I restart the server, everything returns to normal but a couple of
phantoms eventually come back again and still till I restart again.

Another server I run had this issue too. It's like when a client
disconnects, it somehow leaves the connection open to the server and uses up
the slot they were in.

This all started with the last update and I'm just curious if any of you are
seeing it too.

Hope you all had a good 4th of July...
Mike


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Re: [hlds] [hlds_linux] Mandatory Counter-Strike: Source UpdateReleased

2012-07-02 Thread Team BOOM!
Happens every single time if you have a Windows Server. Get in line. It will
finally eventually connect, but you could be waiting a while. I usually wait
up to 30 minutes for just one server to update successfully. I believe Linux
servers update much more quickly because they can be done automatically.

 

Sucks to be us, but you just learn to deal with it

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Brunelle
Sent: Monday, July 02, 2012 6:16 PM
To: Half-Life dedicated Linux server mailing list
Cc: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Mandatory Counter-Strike: Source
UpdateReleased

 

I'm getting a winsock error when trying to update?

 

  1:47 [68.142.73.210:27030] Connecting...

  1:50 [68.142.73.210:27030] Failed.  Failed to connect to
68.142.73.210:27030, WinSock Error 0 No error

 

 

Keeps running through a bunch of addresses, I'm assuming content servers...

 

On Mon, Jul 2, 2012 at 7:06 PM, Tony Paloma to...@valvesoftware.com wrote:

We've released a mandatory update to Counter-Strike: Source. The notes for
the update are below.



- Tony



--


Counter-Strike: Source
- Fixed a problem that allowed spoofed IP addresses to make connections to
the game server

- Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow
server admins to control the maximum RCON packet size and whether or not
users get banned for exceeding that limit. The defaults reflect the existing
behavior.

- Fixed not being able to import custom spray images on Macs

- Fixed Macs cancelling http map downloads that take longer than 30 seconds

- Updated the HTML renderer for displaying server MOTD

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-- 
Sent from my Commodore64

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Re: [hlds] Mandatory TF2 update - Map Cycle File Overwritten

2012-06-28 Thread Team BOOM!
Fell Server Admin,

Just an FYI... Check your Mapcycle files. This last update overwrote the
mapcycle files on all our servers and I had to reset them on all them all.
GRRR!

Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, June 28, 2012 4:40 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
servermailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory TF2 update coming

We're working on a mandatory update for TF2. We should have it ready soon.

-Eric


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Re: [hlds] Mandatory TF2 update - Map Cycle File Overwritten

2012-06-28 Thread Team BOOM!
Dear Lord I can't type tonight! My last should read...

 Just an FYI... Check your Mapcycle files. This last TF2 update overwrote
the mapcycle files on all our servers and I had to reset them all.


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Re: [hlds] Mandatory TF2 update - Map Cycle File Overwritten

2012-06-28 Thread Team BOOM!
Good idea Steven. Thanks!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Sumichrast
Sent: Thursday, June 28, 2012 7:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update - Map Cycle File Overwritten

+mapcyclefile custom mapcycle file here as parameter at launch for the
win.

On Thu, Jun 28, 2012 at 9:08 PM, Team BOOM! teamb...@comcast.net wrote:
 Fell Server Admin,

 Just an FYI... Check your Mapcycle files. This last update overwrote the
 mapcycle files on all our servers and I had to reset them on all them all.
 GRRR!

 Mike

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, June 28, 2012 4:40 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32
 servermailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Mandatory TF2 update coming

 We're working on a mandatory update for TF2. We should have it ready soon.

 -Eric


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[hlds] Servers Missing From Server List

2012-06-26 Thread Team BOOM!
As some of you know from my previous messages here, My TF2 servers are
frequently disappearing off the master server list requiring them to be
restarted so they appear again. I'm very curious how many of you are
experiencing this problem as well.

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

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

Thanks in advance for your input.
Mike


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[hlds] Servers Missing From Server List

2012-06-26 Thread Team BOOM!
UPDATE 6/26/12 @ 5:35 PM PST

I just refreshed my server list here on the west coast of the US. At 2:45 PM
PST today, my server list showed 4403 TF2 servers. This was with no filters
set at all. I just refreshed my list and now only see 3881 servers. I also
noticed that 2 of the 5 servers I had restarted less than 3 hours ago are
again no longer listed and need to be restarted. I suggest you all check
your servers to confirm they're listed. Somehow within the past 2 and a half
hours, 522 servers are no longer reporting to the Master List. GRRR!






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

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

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

Thanks in advance for your input.
Mike


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Re: [hlds] Servers Missing From Server List

2012-06-26 Thread Team BOOM!
Thanks Ross, unbelievable timing...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Tuesday, June 26, 2012 5:49 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Servers Missing From Server List

Valve's guys reported Steam maintenance finishing literally 3 minutes 
before you sent that.

Maybe it's related?

On 6/26/2012 8:46 PM, Team BOOM! wrote:
 UPDATE 6/26/12 @ 5:35 PM PST

 I just refreshed my server list here on the west coast of the US. At 2:45
PM
 PST today, my server list showed 4403 TF2 servers. This was with no
filters
 set at all. I just refreshed my list and now only see 3881 servers. I also
 noticed that 2 of the 5 servers I had restarted less than 3 hours ago are
 again no longer listed and need to be restarted. I suggest you all check
 your servers to confirm they're listed. Somehow within the past 2 and a
half
 hours, 522 servers are no longer reporting to the Master List. GRRR!






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

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

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

 Thanks in advance for your input.
 Mike


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

2012-06-20 Thread Team BOOM!
I believe most server exploits are bannable offenses with SMAC if it's
configured correctly, so I this probably get offenders banned if they use
this too.

 

Good stuff.

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Tuesday, June 19, 2012 11:30 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

Wonder if it detects it and can be set as a bannable offense, For when
they try one thing, they gonna try other stuff.


  _  


From: Team BOOM! teamb...@comcast.net
To: 'Half-Life dedicated Win32 server mailing list'
hlds@list.valvesoftware.com 
Sent: Tuesday, 19 June 2012, 21:41
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

Just got this update notice for SMAC. I believe it addresses this issue for
us until Valve releases their update:

 

GoD-Tony has just replied to a thread you have subscribed to entitled - SMAC
Download Thread - in the SourceMod Anti-Cheat forum of AlliedModders.

 

This thread is located at:

https://forums.alliedmods.net/showthread.php?t=169586
https://forums.alliedmods.net/showthread.php?t=169586goto=newpost
goto=newpost

 

Here is the message that has just been posted:

***

 

---Quote---

*SMAC 0.7.9.3 Patch*

 

Command Monitor (0.8.0.0)

- Added protection against server lag exploit.

---End Quote--

 


  _  


From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com ] On Behalf Of AeroliteGaming.com
Sent: Tuesday, June 19, 2012 12:18 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

Thanks Eric, when's the next update planned for?

On 19/06/2012 20:15, Eric Smith wrote:

We have a fix for this that will ship with the next update.

 

-Eric

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lambda
Sent: Tuesday, June 19, 2012 12:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

I can confirm that typing listdeaths in the console instantly crashed my
server.

2012/6/19 Peter HLDS peter-h...@jerde.net

I'm confused...

Our TF2 servers do not have a listdeaths command in their cvarlists, and
neither at the server console nor in a client does trying to execute
listdeaths do anything at all.

According to: http://wiki.teamfortress.com/wiki/October_2,_2007_Patch Valve
Removed listdeaths command that could be abused by clients

Yet some of you are confirming the exploit... so what gives?





 





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Re: [hlds] SRCDS memory leak?

2012-06-19 Thread Team BOOM!
I run 5 TF2 servers and 2 CSS servers on my Windows 2008 RC2 Box. None of
these servers ever climb higher than 450 MB each. When I saw yours were
climbing to over well twice that much I was floored! I don't blame you for
being concerned. I'd be very curious to see the reason for them climbing so
high. That's just crazy! Perhaps listing your SourceMod plugins would be
useful. Also, are you running Eventscripts? Some of the Eventscripts plugins
used to gobble up my RAM before.

 

Mike

 

 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, June 19, 2012 8:49 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SRCDS memory leak?

 

I run 4 TF2 servers. For me it seems that ~1,3 Gigs per server is something
that they go to and stay there. If i do a fresh boot to server, it slowly
eats first 350 megs, then climbs up in 2 days to over 1 gig but on the third
day, it stops to that 1,3 or so. Doesn't matter custom or regular maps,
usage is the same. Infact i think custom maps actually help to keep the
memory more free and less used.

-ics

19.6.2012 15:02, AeroliteGaming.com kirjoitti: 

Not on any of those no.

I restartedone of the empty ones and it seems to be working its way back up
to the high memory usage.

On 19/06/2012 13:00, Saul Rennison wrote:

Do you have srctv enabled?


 

 

Kind regards,

Saul Rennison



On 19 June 2012 12:46, AeroliteGaming.com mailingli...@aerolitegaming.com
wrote:

Hi,

I'm using both SM and MM too. The plugins on there are tried and tested.
I'll have a search through them to see if there's any ancient ones though.

All the maps are standard TF2 ones.  Two of the servers are 24/7 servers and
reset map after 5 hours.

I'm not doing anything retarded from what I can see though. 



On 19/06/2012 12:39, Leon Hunter wrote:

My 30 TF2 servers use around the 400Mb of RAM mark. They run SM and MM.

Using custom maps or poorly coded plugins ( This especially) will boost the
memory footprint of a server. Not changing the map for  24 hours also
results in memory usage creeping. There is something special (or retarded)
about what you're doing to cause that kind of usage and it isn't SRCDS in
itself.

Cheers,

Leon Hunter



 

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

2012-06-19 Thread Team BOOM!
Just got this update notice for SMAC. I believe it addresses this issue for
us until Valve releases their update:

 

GoD-Tony has just replied to a thread you have subscribed to entitled - SMAC
Download Thread - in the SourceMod Anti-Cheat forum of AlliedModders.

 

This thread is located at:

https://forums.alliedmods.net/showthread.php?t=169586
https://forums.alliedmods.net/showthread.php?t=169586goto=newpost
goto=newpost

 

Here is the message that has just been posted:

***

 

---Quote---

*SMAC 0.7.9.3 Patch*

 

Command Monitor (0.8.0.0)

- Added protection against server lag exploit.

---End Quote--

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Tuesday, June 19, 2012 12:18 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

Thanks Eric, when's the next update planned for?

On 19/06/2012 20:15, Eric Smith wrote:

We have a fix for this that will ship with the next update.

 

-Eric

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lambda
Sent: Tuesday, June 19, 2012 12:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Exploit to crash a server [Console flooding]

 

I can confirm that typing listdeaths in the console instantly crashed my
server.

2012/6/19 Peter HLDS peter-h...@jerde.net

I'm confused...

Our TF2 servers do not have a listdeaths command in their cvarlists, and
neither at the server console nor in a client does trying to execute
listdeaths do anything at all.

According to: http://wiki.teamfortress.com/wiki/October_2,_2007_Patch Valve
Removed listdeaths command that could be abused by clients

Yet some of you are confirming the exploit... so what gives?






 






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Re: [hlds] TF2 Servers Disappearing from Steam Servers List - AGAIN!

2012-06-19 Thread Team BOOM!
Dear Bottinger, 

Thanks for reporting this info. This explains why I had no players again. I
was also working with Fletcher Dunn on this a while ago and then he stopped
responding to my messages and it never got fixed. I hope it gets resolved
soon. A new heartbeat CVAR would be wonderful.

Thanks for confirming my suspicions. Misery loves company LOL...
Mike 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Tuesday, June 19, 2012 5:25 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Servers Disappearing from Steam Servers List -
AGAIN!

I talked to Mr. Dunn about this problem since May and haven't heard
from him since.

The problem happens every Steam outage which occurs quite frequently.
There was an outage 1 hour ago.

Even if your server manages to reconnect to the Steam master list by
luck, it will not log back into quickplay, likely killing off many
servers.

You can see from this graph here, there is about a 10-20% chance of
being affected, the number of TF2 servers dropped from 8300 to 7000.

http://games.opensteamworks.org/Chart/View/440


On Sun, Jun 17, 2012 at 1:28 PM, Herover leon.l.a.niel...@gmail.com wrote:
 My Counter-Strike Source server goes black sometimes too. I fix for me
 was to make a app which constantly checks how many players theres
 online and run a console command (stats).
 Kinda have a feeling, that when noone ask for something, it starts
 sleeping/don't tell it's there.

 2012/6/17 Team BOOM! teamb...@comcast.net:
 Thank you very much for the reply Peter…. I’ll check it out..



 Have a great weekend,

 Mike



 

 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Petar Obradovic
 Sent: Sunday, June 17, 2012 5:35 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Servers Disappearing from Steam Servers List -
 AGAIN!



 If you're familiar with SourceMod and SourcePawn I would suggest you take
a
 look at Asherkin's SteamTools extension which provides a
 native Steam_ForceHeartbeat() for other plugins to use, among others.



 SteamTools Main Thread

 http://forums.alliedmods.net/showthread.php?t=170630



 SteamTools Include File (reference)


http://hg.limetech.org/projects/steamtools/raw-file/tip/plugin/steamtools.in
c

 On Wed, Jun 13, 2012 at 12:15 AM, Team BOOM! teamb...@comcast.net
wrote:

 So here we go again.



 All, my TF2 servers are once again randomly dropping from the Steam
Master
 server list. One minute I see all my servers full of players. An hour
later
 I see them nearly empty. When I see this happen, I look at the server
list
 and the servers are not listed again!!! The only way to get them relisted
is
 to restart them. This happens at completely random times and only happens
to
 my TF2 servers on my dedicated server box, My CSS and DOD servers hosted
on
 the same box never disappear. For the love of God will someone from Valve
 address this problem? How can I keep my Community’s server popular and
fun
 with this happening?



 Also, can anyone tell me a server command I can execute like the old
 “Heartbeat” command that will force the server to report itself to the
 server list again without a restart?



 Many thanks in advance.




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Re: [hlds] TF2 Servers Disappearing from Steam Servers List - AGAIN!

2012-06-17 Thread Team BOOM!
Thank you very much for the reply Peter.. I'll check it out..

 

Have a great weekend,

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Petar Obradovic
Sent: Sunday, June 17, 2012 5:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Servers Disappearing from Steam Servers List -
AGAIN!

 

If you're familiar with SourceMod and SourcePawn I would suggest you take a
look at Asherkin's SteamTools extension which provides a native
Steam_ForceHeartbeat() for other plugins to use, among others.





SteamTools Main Thread

http://forums.alliedmods.net/showthread.php?t=170630

 

SteamTools Include File (reference)

http://hg.limetech.org/projects/steamtools/raw-file/tip/plugin/steamtools.in
c

On Wed, Jun 13, 2012 at 12:15 AM, Team BOOM! teamb...@comcast.net wrote:

So here we go again. 

 

All, my TF2 servers are once again randomly dropping from the Steam Master
server list. One minute I see all my servers full of players. An hour later
I see them nearly empty. When I see this happen, I look at the server list
and the servers are not listed again!!! The only way to get them relisted is
to restart them. This happens at completely random times and only happens to
my TF2 servers on my dedicated server box, My CSS and DOD servers hosted on
the same box never disappear. For the love of God will someone from Valve
address this problem? How can I keep my Community's server popular and fun
with this happening?

 

Also, can anyone tell me a server command I can execute like the old
Heartbeat command that will force the server to report itself to the
server list again without a restart?

 

Many thanks in advance.

 


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[hlds] TF2 Servers Disappearing from Steam Servers List - AGAIN!

2012-06-12 Thread Team BOOM!
So here we go again. 

 

All, my TF2 servers are once again randomly dropping from the Steam Master
server list. One minute I see all my servers full of players. An hour later
I see them nearly empty. When I see this happen, I look at the server list
and the servers are not listed again!!! The only way to get them relisted is
to restart them. This happens at completely random times and only happens to
my TF2 servers on my dedicated server box, My CSS and DOD servers hosted on
the same box never disappear. For the love of God will someone from Valve
address this problem? How can I keep my Community's server popular and fun
with this happening?

 

Also, can anyone tell me a server command I can execute like the old
Heartbeat command that will force the server to report itself to the
server list again without a restart?

 

Many thanks in advance.

 

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-31 Thread Team BOOM!
These updates take longer and longer and time out more and more. Here I am
an hour and a half later and still can't get my servers to update without
timing out. I thought the new update system released a couple months ago was
suppose to improve things. Instead, it's 100 times worse on the west coast
of the US tan it was before



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, May 31, 2012 5:25 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Team Fortress 2 Update Released

We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric

--

Team Fortress 2
- Added The Surgeon's Side Satchel
- Added new promotional items
- Updated The Stickybomb Jumper
   - Players with this weapon equipped cannot carry the intelligence
- Updated The Rocket Jumper
   - Attributes now match The Stickybomb Jumper
   - Players with this weapon equipped cannot carry the intelligence
   - Updated the model and material
- Updated The Enforcer
   +20% damage bonus while undisguised
   -20% firing speed
   No random criticals
- Updated The Last Breath to fix some clipping issues
- Updated the localization files

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-31 Thread Team BOOM!
Very weird. I hear just the opposite from other people. I don't get it. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Thursday, May 31, 2012 7:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released

My first server updated in about 3 minutes, and my second in about 5 
which is considerably better than it used to be.  I'm also on the west 
coast.

On 05/31/2012 07:04 PM, Team BOOM! wrote:
 These updates take longer and longer and time out more and more. Here I am
 an hour and a half later and still can't get my servers to update without
 timing out. I thought the new update system released a couple months ago
was
 suppose to improve things. Instead, it's 100 times worse on the west coast
 of the US tan it was before


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Re: [hlds] Mandatory Counter-Strike: Source Update Released

2012-05-22 Thread Team BOOM!
DM and GG broken after update. Here we go again. I sure don't miss the CSS
updates. 



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, May 22, 2012 1:31 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Counter-Strike: Source Update Released

We've released a mandatory update to Counter-Strike: Source. The notes for
the update are below.

-Eric

--

Counter-Strike: Source
- Fixed a client crash related to dynamic model loading
- Fixed dedicated server not receiving restart requests when updates are
released
- Fixed IP bans not applying to RCON access
- Fixed server crash exploit related to audio buffer overruns
- Fixed server crash caused by using changelevel2
- Updated console logging system to minimize opening and closing of files,
greatly improving performance under certain conditions
- Additional improvements for client/server stability
- Fixed a problem that allowed malicious clients to disable the ping and
status commands for other connected clients
- Fatal engine errors are now written to the server log file
- Added sv_lowedict_threshold and sv_lowedict_action which allow the engine
to take action before running out of free edicts
   - Possible values for sv_lowedict_action are: 0 - no action, 1 - warn to
log file, 2 - attempt to restart the game, if applicable, 3 - restart the
map, 4 - go to the next map in the map cycle
- Added changelevel_next server command which changes to the next map in the
map cycle
- Added mp_restartgame_immediate ConVar which has the same effect as
mp_restartgame without a delay

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Re: [hlds] Mandatory Counter-Strike: Source Update Released

2012-05-22 Thread Team BOOM!
Yes, they are always welcome. Does anyone know where to find a current list
of virtual offsets for CS:Source gamedata files? The one here is the old
version:

 

http://www.sourcemodplugins.org/index.php?page=vtableoffsets
http://www.sourcemodplugins.org/index.php?page=vtableoffsetsappid=240
appid=240

 

Thanks in advance..

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Tuesday, May 22, 2012 1:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Counter-Strike: Source Update Released

 

Server crash fixes as well as bug fixes are awesome.

 

Totally worth it.

 

On Tue, May 22, 2012 at 4:56 PM, Team BOOM! teamb...@comcast.net wrote:

DM and GG broken after update. Here we go again. I sure don't miss the CSS
updates.




-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, May 22, 2012 1:31 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Counter-Strike: Source Update Released

We've released a mandatory update to Counter-Strike: Source. The notes for
the update are below.

-Eric

--

Counter-Strike: Source
- Fixed a client crash related to dynamic model loading
- Fixed dedicated server not receiving restart requests when updates are
released
- Fixed IP bans not applying to RCON access
- Fixed server crash exploit related to audio buffer overruns
- Fixed server crash caused by using changelevel2
- Updated console logging system to minimize opening and closing of files,
greatly improving performance under certain conditions
- Additional improvements for client/server stability
- Fixed a problem that allowed malicious clients to disable the ping and
status commands for other connected clients
- Fatal engine errors are now written to the server log file
- Added sv_lowedict_threshold and sv_lowedict_action which allow the engine
to take action before running out of free edicts
  - Possible values for sv_lowedict_action are: 0 - no action, 1 - warn to
log file, 2 - attempt to restart the game, if applicable, 3 - restart the
map, 4 - go to the next map in the map cycle
- Added changelevel_next server command which changes to the next map in the
map cycle
- Added mp_restartgame_immediate ConVar which has the same effect as
mp_restartgame without a delay

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Re: [hlds] Mandatory Counter-Strike: Source Update Released

2012-05-22 Thread Team BOOM!
Thanks so much my friend!!!

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Tuesday, May 22, 2012 2:20 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Mandatory Counter-Strike: Source Update Released

 

Here is a current one: http://pfiles.saigns.de/cssoffsets.txt

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Tuesday, May 22, 2012 11:16 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Mandatory Counter-Strike: Source Update Released

 

Yes, they are always welcome. Does anyone know where to find a current list
of virtual offsets for CS:Source gamedata files? The one here is the old
version:

 

http://www.sourcemodplugins.org/index.php?page=vtableoffsets
http://www.sourcemodplugins.org/index.php?page=vtableoffsetsappid=240
appid=240

 

Thanks in advance..

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Tuesday, May 22, 2012 1:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Counter-Strike: Source Update Released

 

Server crash fixes as well as bug fixes are awesome.

 

Totally worth it.

 

On Tue, May 22, 2012 at 4:56 PM, Team BOOM! teamb...@comcast.net wrote:

DM and GG broken after update. Here we go again. I sure don't miss the CSS
updates.




-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, May 22, 2012 1:31 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Counter-Strike: Source Update Released

We've released a mandatory update to Counter-Strike: Source. The notes for
the update are below.

-Eric

--

Counter-Strike: Source
- Fixed a client crash related to dynamic model loading
- Fixed dedicated server not receiving restart requests when updates are
released
- Fixed IP bans not applying to RCON access
- Fixed server crash exploit related to audio buffer overruns
- Fixed server crash caused by using changelevel2
- Updated console logging system to minimize opening and closing of files,
greatly improving performance under certain conditions
- Additional improvements for client/server stability
- Fixed a problem that allowed malicious clients to disable the ping and
status commands for other connected clients
- Fatal engine errors are now written to the server log file
- Added sv_lowedict_threshold and sv_lowedict_action which allow the engine
to take action before running out of free edicts
  - Possible values for sv_lowedict_action are: 0 - no action, 1 - warn to
log file, 2 - attempt to restart the game, if applicable, 3 - restart the
map, 4 - go to the next map in the map cycle
- Added changelevel_next server command which changes to the next map in the
map cycle
- Added mp_restartgame_immediate ConVar which has the same effect as
mp_restartgame without a delay

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[hlds] Steam Servers Offline?

2012-05-16 Thread Team BOOM!
Anyone know what's going on with the Steam system?

Mike


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Re: [hlds] Steam Servers Offline?

2012-05-16 Thread Team BOOM!
LOL! You guys kill me! Sure would be nice if a network as big as Steam could
have a status page accessible where they would post planned outage info
other then in a general forum category we have to search for. Not very well
planned if you ask me.

 

Thanks for the info and the laughs.

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of byteframe
Sent: Wednesday, May 16, 2012 6:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam Servers Offline?

 

Maybe they're taking the whole thing down in an effort to make the seal mask
gift-wrappable.

On Wed, May 16, 2012 at 9:09 PM, wickedplayer494 .
wickedplayer...@gmail.com wrote:

+1 confirm.

 

On Wed, May 16, 2012 at 8:08 PM, byteframe bytefr...@gmail.com wrote:

Wanton debauchery.

 

On Wed, May 16, 2012 at 9:08 PM, Team BOOM! teamb...@comcast.net wrote:

Anyone know what's going on with the Steam system?

Mike


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread Team BOOM!
I sure wish the updates would run the first time I try. I'm constantly
getting messages like this and have to restart them after 10 mins of
waiting, over and over again:


Starting the Steam Update...
Don't close this window. If you close this window the update will still
be executed on the server


Stopping the game server...
Game server has been stopped.
Checking bootstrapper version ...
Updating Installation
Command aborted
Starting the game server...
Game server has been started.
The Steam update has completed. You may close this window.


I know the Content servers are busy, but this just shouldn't happen these
days. The jobs shouldn't abort. G!!!



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, May 10, 2012 3:21 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Team Fortress 2 Update Released

We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric

--

Team Fortress 2
- Added The Front Runner
- Added new promotional items
- Added the UGC Highlander Season 6 medals
- Fixed a bug that sometimes prevented servers from reconnecting to the item
server after dropping connection
- Fixed a client crash when using custom main menu .res files
- Fixed a bug that allowed buildings to be built in nobuild/respawn volumes
- Updated the localisation files
- Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity
- Added ability to add custom colors in chat messages. Use either:
  - \x07 followed by a hex code in RRGGBB format
  - \x08 followed by a hex code with alpha in RRGGBBAA format   

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread Team BOOM!
I wonder if I can do that with TCAdmin. I'll have to check that out. Thanks
for the idea.



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of shawn
Sent: Thursday, May 10, 2012 4:28 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released

and I just run a master update, diff that, and apply it to all of my 
servers. even when we were running 15 servers, i only had to do the 
download once.

Eventually, I'll see if it's faster if I just drive the 15 miles to the 
valve offices. :-)

On 5/10/2012 3:52 PM, DontWannaName! wrote:
 I just got command aborted about 10 times and about a minute ago it
 started the update. I even tried deleting the registry blob.


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[hlds] Restoring A TF2 Server's Connection to Server List Without a Restart

2012-05-09 Thread Team BOOM!
Other than without restarting and kicking people who are in the server, does
anyone know if there's a way to reconnect a TF2 server to the Steam servers
so it will show up in the server list again when it disappears? My do this
once in a while and I hate to boot the people who are in there to get it to
show up again.

 

Thanks in advance,

Mike 

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Re: [hlds] Policy of Truth??

2012-05-04 Thread Team BOOM!
Since we're all taking about Quickplay and the Policy of Truth, I wanted
to hear your guys' thoughts about getting your own server populated and how
it's our responsibility to fill our own servers. 

 

While I don't disagree with that statement, this is now more difficult for
custom server operators than ever before. Bear in mind all my servers meet
Valve's Quickplay requirements, but because of Quickplay, I haven't
considered a custom server for a while, even though I really wanted to run a
couple. Here's why.

 

If you run a relatively stock server that meets Valve's requirements for
Quickplay, you get the Quickplay traffic, simple enough. But if you alter
certain things that customize your server without cheating, like adding
some slots or lowering the re-spawn times for people who like that stuff,
then not only will you be blocked from getting Quickplay traffic, but your
server will actually be competing against Quickplay for it's share of users
who may like your custom server but will never see it in the Quickplay list.


 

Many newer players will never see your custom servers, or even know about
them unless they experiment with the server browser, so I can see how
Quickplay can hurt communities who have always run custom servers that don't
meet Valve's requirements.

 

Correct me if I'm wrong, and I very well may be, but I believe most of the
operators cheating with bots and fakes are doing it to draw Quickplay
traffic to a custom server that would otherwise miss it. So, like many
people on this list have said here before, if Quickplay just had a custom
tab with options, I bet all the people who feel they need to cheat the
system to get the Quickplay traffic for their custom servers would stop
immediately because they would get a share of the traffic naturally. 

 

Now eliminate or reduce the 636 Valve-run TF2 servers competing for our
players that are currently showing up on my server list and that would help
even more.

 

Just my 2-cents. Your thoughts?

- Mike  

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Friday, May 04, 2012 2:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Policy of Truth??

 

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

On Fri, May 4, 2012 at 5:05 PM, ics i...@ics-base.net wrote:

So what about servers that never have run fake player plugin, never have
asked donations or never had given fake hats or anykind of that sort of
stuff to players to wear. How come those servers can have them full of
players before and after if you cannot without any dirty tricks?

-ics

4.5.2012 22:29, shawn kirjoitti:

Personally, I kinda feel cheated by all of this...Valve asked us to get rid
of our fake playercount plugin (that actually kept our servers full), we
did, and now most of our servers are empty...

Before that, we raised money by asking for donations, and gave donators
access to hats on JUST our servers. Valve asked us to stop that, and we did.

Yeah, I'd like to see the `policy of truth' enforced more, but I'd also like
to win the lottery.


and to top it off, the lag issues that I've been fighting seem to get worse
with every update... (more about this in another post to come)

--Razer@FFN

On 5/4/2012 12:02 PM, 1nsane wrote:

One could argue: Now more so than ever.

By tricking quickplay you can have a full server in minutes. To add to
that, use of fakeplayers is now low considered to what it was before.
Making it even more effective.

I don't think wonkagaming will be releasing anything though. This is
just his way of attempting to elicit a personal response from valve. I
bet they stopped responding to his emails.

There were better ways of bringing this particular issue to light in
public. One that did not involve threats and offending other users.


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Re: [hlds] Policy of Truth??

2012-05-04 Thread Team BOOM!
I understand Valve servers may have no bias, but why are there so many to
compete with in the first place? They make up a huge majority of the server
list. Over 600 Valve servers? Really?

 

And I find it hard to believe that less than 20% of the connections made to
TF2 are Quickplay now-a0-days. I really do. That seems terribly low. If it
were truly that low, no one would care if they people cheated to get
Quickplay traffic. At least that's how I feel.

 

Again, just sayin',

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Friday, May 04, 2012 5:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Policy of Truth??

 

And how many are connections to idle or trade servers? :P

On Fri, May 4, 2012 at 8:26 PM, Cc2iscooL cc2isc...@gmail.com wrote:

Quoted from Fletcher on the subject of populating a server.

I do not think that this experiment is the cause of anybody's trouble
populating their server, for the following reasons: First, the experiment
has a symmetric effect on Valve servers and community servers.  Second, the
control group, which receives no bias either way, is larger than either
experimental group.  Finally, the majority of server connections these days
are still made through the server browser.  (Somewhere around 65%.)
Quickplay accounts for less than 20% of all server connections.  (The other
15-20% or so are direct connections, friends accepting invites, launching
with connect on the command line, etc.)

 

On Fri, May 4, 2012 at 8:13 PM, Team BOOM! teamb...@comcast.net wrote:

Since we're all taking about Quickplay and the Policy of Truth, I wanted
to hear your guys' thoughts about getting your own server populated and how
it's our responsibility to fill our own servers. 

 

While I don't disagree with that statement, this is now more difficult for
custom server operators than ever before. Bear in mind all my servers meet
Valve's Quickplay requirements, but because of Quickplay, I haven't
considered a custom server for a while, even though I really wanted to run a
couple. Here's why.

 

If you run a relatively stock server that meets Valve's requirements for
Quickplay, you get the Quickplay traffic, simple enough. But if you alter
certain things that customize your server without cheating, like adding
some slots or lowering the re-spawn times for people who like that stuff,
then not only will you be blocked from getting Quickplay traffic, but your
server will actually be competing against Quickplay for it's share of users
who may like your custom server but will never see it in the Quickplay list.


 

Many newer players will never see your custom servers, or even know about
them unless they experiment with the server browser, so I can see how
Quickplay can hurt communities who have always run custom servers that don't
meet Valve's requirements.

 

Correct me if I'm wrong, and I very well may be, but I believe most of the
operators cheating with bots and fakes are doing it to draw Quickplay
traffic to a custom server that would otherwise miss it. So, like many
people on this list have said here before, if Quickplay just had a custom
tab with options, I bet all the people who feel they need to cheat the
system to get the Quickplay traffic for their custom servers would stop
immediately because they would get a share of the traffic naturally. 

 

Now eliminate or reduce the 636 Valve-run TF2 servers competing for our
players that are currently showing up on my server list and that would help
even more.

 

Just my 2-cents. Your thoughts?

- Mike  

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Friday, May 04, 2012 2:59 PM


To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Policy of Truth??

 

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

On Fri, May 4, 2012 at 5:05 PM, ics i...@ics-base.net wrote:

So what about servers that never have run fake player plugin, never have
asked donations or never had given fake hats or anykind of that sort of
stuff to players to wear. How come those servers can have them full of
players before and after if you cannot without any dirty tricks?

-ics

4.5.2012 22:29, shawn kirjoitti:

Personally, I kinda feel cheated by all of this...Valve asked us to get rid
of our fake playercount plugin (that actually kept our servers full), we
did, and now most of our servers are empty...

Before that, we raised money by asking for donations, and gave donators
access to hats on JUST our servers. Valve asked us to stop that, and we did.

Yeah, I'd like to see the `policy of truth' enforced more, but I'd also like
to win the lottery.


and to top it off

Re: [hlds] Game hosting

2012-04-29 Thread Team BOOM!
My Friends,

We shouldn't even bother discussing this on the list. He's asking about
using illegal software practices. He can go elsewhere to search for this
information. This is an Official Valve server list. I can't believe you guys
are even replying to him. All he wants to know is if he will get caught or
sanctioned for being the catalyst to illegal software activity. Valve and
the rest of us legit operators suffer when people like these work their
magic. Please don't help him, it only hurts the people doing the right
thing.

Just my two cents.
Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Sunday, April 29, 2012 10:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Game hosting

That's what i think he means too. It's kind of hard to compete with 
legit version over the cheap pirated servers, especially on CS/CSS scene.

-ics

29.4.2012 20:27, Ravnox kirjoitti:
 Secv74, if you are using Google translate or some such service to 
 translate from Russian to English, it is doing a terrible job and it 
 is very hard to understand what it is exactly that you are trying to 
 achieve.

 If I understand correctly, you want to offer legit dedicated Source 
 gaming servers that players can rent. However, you are worry that 
 there is no market to offer such services because of the proliferation 
 of illegal servers that allow unregistered copies of games to connect. 
 So, you are wondering if Valve are doing anything to shutdown or 
 fine those servers operators. Is that it?

 -- 
 Ravnox


 Quoting Secv74 sec...@yandex.ru:

 Cc2iscooL cc2iscool at gmail.com writes:



 Neither Valve nor this mailing list will give you any support on  
 your pirated
 servers. Buy the game.
 On Sun, Apr 29, 2012 at 7:19 AM, Secv74 secv74 at yandex.ru 
 wrote:Hi
 We want to open your game hosting. But we are interested in one
 question. Valve monitors that provide for hosting pirated css server?
 In our region - Russia, a lot of customers pirated the game.
 Therefore, we would like to know whether or not they are prohibited.
 Many official hosting server we sell the old version of the game css
 and cssv70 and have nothing for it did not. We are ready to compete,
 but competition must be fair. Hence the question:
 1 Can a game server hosting is provided pirated css, l4d and other 
 (ks16
 with the situation clear, but now with other games - no)
 2 If allowed, what sanctions can be imposed?
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 You do not understand the meaning, or simply through an interpreter 
 went bad.
 We want to rent only to steam servers, but there are many hosting 
 services in
 our country who are quietly selling pirated css server. Therefore,  
 the question
 is how do Valvel oversees the hosting, or you can provide years of  
 pirate server
 and we do not?





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Re: [hlds] Game hosting

2012-04-29 Thread Team BOOM!
Thanks Admin, I guess you're right. If he is asking about others doing it
and if they get in trouble for it, I suppose that's a legit question. It's
been going on for years however, so the answer is pretty obvious. I just
feel like he's wondering if he can do it too and if he will get caught,
hence my reply. Sorry if my response is directed improperly. We've all seen
this stuff before, and usually these questions come from people with ill
intentions so they know if it's worth their risk.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Admin
Sent: Sunday, April 29, 2012 3:35 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Game hosting

I don't think you understood him Mike. He is asking (in my opinion) how he
is supposed to exist on a legitimate level when others are running on an
illegitimate level. You are making assumptions on very little knowladge.. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Monday, 30 April 2012 3:47 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Game hosting

My Friends,

We shouldn't even bother discussing this on the list. He's asking about
using illegal software practices. He can go elsewhere to search for this
information. This is an Official Valve server list. I can't believe you guys
are even replying to him. All he wants to know is if he will get caught or
sanctioned for being the catalyst to illegal software activity. Valve and
the rest of us legit operators suffer when people like these work their
magic. Please don't help him, it only hurts the people doing the right
thing.

Just my two cents.
Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Sunday, April 29, 2012 10:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Game hosting

That's what i think he means too. It's kind of hard to compete with legit
version over the cheap pirated servers, especially on CS/CSS scene.

-ics

29.4.2012 20:27, Ravnox kirjoitti:
 Secv74, if you are using Google translate or some such service to 
 translate from Russian to English, it is doing a terrible job and it 
 is very hard to understand what it is exactly that you are trying to 
 achieve.

 If I understand correctly, you want to offer legit dedicated Source 
 gaming servers that players can rent. However, you are worry that 
 there is no market to offer such services because of the proliferation 
 of illegal servers that allow unregistered copies of games to connect.
 So, you are wondering if Valve are doing anything to shutdown or 
 fine those servers operators. Is that it?

 --
 Ravnox


 Quoting Secv74 sec...@yandex.ru:

 Cc2iscooL cc2iscool at gmail.com writes:



 Neither Valve nor this mailing list will give you any support on 
 your pirated
 servers. Buy the game.
 On Sun, Apr 29, 2012 at 7:19 AM, Secv74 secv74 at yandex.ru 
 wrote:Hi We want to open your game hosting. But we are interested in 
 one question. Valve monitors that provide for hosting pirated css 
 server?
 In our region - Russia, a lot of customers pirated the game.
 Therefore, we would like to know whether or not they are prohibited.
 Many official hosting server we sell the old version of the game css 
 and cssv70 and have nothing for it did not. We are ready to compete, 
 but competition must be fair. Hence the question:
 1 Can a game server hosting is provided pirated css, l4d and other
 (ks16
 with the situation clear, but now with other games - no)
 2 If allowed, what sanctions can be imposed?
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 You do not understand the meaning, or simply through an interpreter 
 went bad.
 We want to rent only to steam servers, but there are many hosting 
 services in our country who are quietly selling pirated css server. 
 Therefore, the question is how do Valvel oversees the hosting, or you 
 can provide years of pirate server and we do not?





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Re: [hlds] Mandatory TF2 update coming

2012-04-18 Thread Team BOOM!
Is anyone else having trouble with the win32 hldsupdatetool hanging up and
needing to be restarted while updates.  I need to run it 3 times for it too
complete and updates can take up to 45 minutes now instead of the 10 or so
minutes it took before. Very frustrating. This started after the new update
tool was released.

 

Just curious,

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Wednesday, April 18, 2012 3:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

 

yes

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Devin Rooney
Sent: Wednesday, April 18, 2012 3:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

 

Will this include a fix for the new Kunai and Spycicle bugs?  (The former's
overheal now drains 3 times as fast, the latter only protects against fire
about 1/6 of the time, based on reports.)

On Wed, Apr 18, 2012 at 3:06 PM, byteframe bytefr...@gmail.com wrote:

Woot. The seal mask is gonna be wrappable, I'll bet!

 

On Wed, Apr 18, 2012 at 5:56 PM, Eric Smith er...@valvesoftware.com wrote:

We're working on a mandatory update for TF2. We should have it ready soon.

-Eric


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Re: [hlds] Counter Strike Dedicated server problem

2012-04-10 Thread Team BOOM!
I have found that when my servers are out of date, they won't show up in the
server list. The two problems you are having are probably tied together.
Once your update issue is resolved, the server will probably show up again.

As for it not updating, if you still haven't resolved that, try deleting the
InstallRecord.blob file from the root of your game server folder and then
runn the update again. If the update doesn't run then, you probably have
something wrong in your update script.

Keep us posted,

Mike 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sachin Sud
Sent: Tuesday, April 10, 2012 7:31 AM
To: Half-Life dedicated Win32 server mailing list; Daniel Barreiro
Subject: Re: [hlds] Counter Strike Dedicated server problem

 


Hi

 

Try to update using verify_all.

And do check logs as well.

 

sv_lan 0 won't be of much help other wise class c error would come.

 

 

  _  

From: Daniel Barreirodbarreiro1...@gmail.com
Date: 10 Apr. 2012 07:32 PM
Subject: Re: [hlds] Counter Strike Dedicated server problem

I'm not sure what the update problem is (maybe just leave it for an hour
then try and update again), but for the not showing up, is sv_lan 0 set?
Try giving them the IP and seeing if they can connect through console with
the connect command.

 

I know at one point that I would get a message saying may TF2 server was all
updated, but it wouldn't work.  I ran update again and it fixed it all up.
Apparently it didn't download the full update.  That could be your problem.

 

On Tue, Apr 10, 2012 at 7:16 AM, Debasis Rath 
mailto:debasiskanhu...@gmail.com debasiskanhu...@gmail.com wrote:

Hello
I just want to know why my dedicated server giving strange error even after
updating that Your server is out of date. Please update and restart.
Please help me if possible. Also my server is not being shown up in the
internet tab and no friends can acess me even if my ports are forwarded
properly. This is strictly a steam issue.
Awaiting your reply.

Thanks
Debasis Rath

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Re: [hlds] Someones taking my server down

2012-03-29 Thread Team BOOM!
Aerolite, how do you know it's this guy? What have you done to isolate it to
him? Just curious... 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Thursday, March 29, 2012 1:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Someones taking my server down

Some asshole:
http://steamcommunity.com/profiles/76561198041199747

Is managing to take my server down somehow, hes done it twice now 
therefore killing the server and losing players. He did it last night 
and now tonight, hes banned but is still managing to flood it or 
something, changing the port of the server seems to work but I don't 
want to do that seeing as people have it favourited and as soon as he 
finds out the new ip he'll go for that. Anyone else had this and know a 
fix? He's also been crit hacking too.

Thanks.

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Re: [hlds] Someones taking my server down

2012-03-29 Thread Team BOOM!
Yea, if he's actually the person causing it while in-game, there are options
like SourceOP's DAF plugin already mentioned that work great. He could have
multiple accounts or friends that will continue the doing it. If he's about
to do it while not in the game, that's a whole different story and will be a
nightmare for you. 

 

SourceOP Plugin Link: http://www.sourceop.com/modules.php?name=Downloads
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9
d_op=viewdownloadcid=9

 

Also install SourceMod Anticheat if you haven't already. It is available on
the AlliedModders Website. 

 

Good luck to you..

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Travis Brown
Sent: Thursday, March 29, 2012 1:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Someones taking my server down

 

Sourceop DDOS protect.

On Thu, Mar 29, 2012 at 4:23 PM, AeroliteGaming.com
ad...@aerolitegaming.co.uk wrote:

He's on everytime it goes down and lag spikes, he crit hacks, googling his
ip shows hes been banned off lots of servers and hes been racist in the
chat.




On 29/03/2012 21:21, Team BOOM! wrote:

Aerolite, how do you know it's this guy? What have you done to isolate it to
him? Just curious...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Thursday, March 29, 2012 1:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Someones taking my server down

Some asshole:
http://steamcommunity.com/profiles/76561198041199747

Is managing to take my server down somehow, hes done it twice now
therefore killing the server and losing players. He did it last night
and now tonight, hes banned but is still managing to flood it or
something, changing the port of the server seems to work but I don't
want to do that seeing as people have it favourited and as soon as he
finds out the new ip he'll go for that. Anyone else had this and know a
fix? He's also been crit hacking too.

Thanks.

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Re: [hlds] Mandatory TF2 update coming

2012-03-28 Thread Team BOOM!
Eric you're the man. These notices really, really appreciated! 

 

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org
Sent: Wednesday, March 28, 2012 11:48 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32
server mailing list; Half-Life dedicated Linux server mailing list;
'hlds_annou...@list.valvesoftware.com'
Subject: Re: [hlds] Mandatory TF2 update coming

 

Early tonight! Thanks for the heads up

Eric Smith er...@valvesoftware.com wrote:

We're working on releasing a mandatory TF2 update. We should have it ready
soon.





-Eric











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Re: [hlds] Crit hacking + VAC?

2012-03-25 Thread Team BOOM!
How sweet would it be to have Kigen and the authors of SMAC work directly
with Valve to integrate their anticheat features into VAC? If SMAC and
Kigen's AC can do it effectively, why not? I've been told that Valve is
already working with the Gungame authors for CS:GO, and  in my opinion,
dealing with cheaters is the single most frustrating and time-consuming part
of being a Community Leader, Server Admin and for all the legit players who
truly want to just play the game. Imagine a world where the minute you
toggled a cheat, you lost your Steam account forever and the Admin never had
to lift a finger to make it happen! 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Sunday, March 25, 2012 12:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Crit hacking + VAC?

 

That 1-3 is an average. Some days there are 2-3 alone, some weeks only 1
idiot.  There has been 7 this week that have gotten caught automatically,  8
by admin on TF2 and CSS together.

I'd really like to get to see some improvement to VAC also to detect these
cheaters. Not even half are banned after a month of getting caught.

-ics

25.3.2012 20:25, hlds kirjoitti: 

Only 1-3 per week? I would say an average of 2-3 cheaters per day per
server. This being the ones detected by SMAC or admins, because the real
number is probably higher. It is incredible how many players have sv_cheats
set to 1.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Saturday, March 24, 2012 9:38 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Crit hacking + VAC?

 

I've also noticed an definite increase on cheaters. Where before f2p i used
to see 10 cheats for duration of 2 years, now there's 1-3 per week.

You could try SourceMod Anti-Cheat (SMAC). It has automatic functions, such
as aimbot detection that seems to catch about half of these cheaters
automatically.

-ics

24.3.2012 21:05, Rowedahelicon kirjoitti: 

Any word on the possible increase of Vac effectivity to wean off f2p
players? It's not a problem to me, just curious.
Also, is there a way or source mod anti cheat that stops crit hooking?
Hack

-- 
*Matthew (Rowedahelicon) Robinson*
Web Designer / Artist / Writer
Website - http://www.rowedahelicon.com/







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Re: [hlds] User Has Lost Connection To Steam

2012-03-22 Thread Team BOOM!
Leandro, one of the things that causes this is by having a Steam Client on
the box that is out-of-date. If this is the case, either delete the Steam
client from the box or make sure it's up to date by starting it every so
often. Doing this fixed your issue for most people.

 

Good Luck!

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Leandro Matricardi
Sent: Thursday, March 22, 2012 11:01 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] User Has Lost Connection To Steam

 

I have also noticed this problem, my server loses connection to the master
server.  after 10 minutes turns to reconnect 
From non-steam game funny thing happens, the servers lose vac secure mode.
(all servers) 

 

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[hlds] Crash Dump File Analysis of Valve Game .dmp Files

2012-03-18 Thread Team BOOM!
Can any of you fellow server Admins recommend someone that can analyze
server crash dump files for me that one of my CSS servers has created? From
time to time I need this done and would like someone who understands Valve
games (CSS and TF2) to review the files for a possible source of the
crashes. I have never found anyone that I can go to on a regular basis for
this and feel it would be very helpful to me and others on this list.

 

Kind Regards,

Mike

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Re: [hlds] Crash Dump File Analysis of Valve Game .dmp Files

2012-03-18 Thread Team BOOM!
The gentleman from Aerolite Gaming was kind enough to review my files and
helped me determine that the Steambans SBSRC plugin is the source of the
crashes. Thanks to him, and to Jonah for his info link. Both are greatly
appreciated! Now to report the problem over at SteamBans.

 

Warm Regards,

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aerolite Gaming
Sent: Sunday, March 18, 2012 3:18 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Crash Dump File Analysis of Valve Game .dmp Files

 

Pop me an email with them and i'll take a look for you.

On 18/03/2012 22:09, Team BOOM! wrote: 

Can any of you fellow server Admins recommend someone that can analyze
server crash dump files for me that one of my CSS servers has created? From
time to time I need this done and would like someone who understands Valve
games (CSS and TF2) to review the files for a possible source of the
crashes. I have never found anyone that I can go to on a regular basis for
this and feel it would be very helpful to me and others on this list.

 

Kind Regards,

Mike






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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-18 Thread Team BOOM!
I had two hl2.exe crashes today as well. Though the crashes are less
frequent than prior to the previous update, they're is still and issue for
sure.

- Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'Voogru'
MacDonald
Sent: Saturday, February 18, 2012 8:44 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released

I am continuing to receive reports of client crashes. I've seen three in a
row over three maps.

- Spencer.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, February 16, 2012 8:49 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Team Fortress 2 Update Released

We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a client crash related to dynamic model loading
- Fixed dedicated server not receiving restart requests when updates are
released

Team Fortress 2
- Fixed playing incorrect sounds for The Overdose
- Fixed a broken Engineer animation for The Pomson 6000
- Fixed Steam inventory/trading not showing the correct item level for some
items
- Fixed Steam inventory/trading sort order not matching the in-game backpack
- Fixed the new styles for The Brown Bomber not using team colors
- Fixed some clipping issues with the Warrior's Spirit
- Updated pl_hoodoo_final
   - Removed door frame collision to resolve bots getting stuck in the cave
during stage 2


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Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

2012-02-16 Thread Team BOOM!
Thanks for sharing guys, at my suspicions are confirmed.

 

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, February 15, 2012 8:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

That's a definite, some items are causing crashes.

 

I've seen a heavy that somehow magically had 2 sandwiches equipped at once
causing people around him to crash spontaneously. That was a couple updates
ago though.

 

Also had some complaints of festive weapons causing crashes, but was unable
to confirm if it was the festive weapon on that user causing the crash or
some other item. The crash did not happen immediately which is what made it
harder to figure out what weapon or item was causing the crash.

On Wed, Feb 15, 2012 at 8:42 PM, Spencer 'Voogru' MacDonald
voo...@voogru.com wrote:

I've noticed that these client crashes are reduced (but not eliminated) if
you prevent wearable entities from being sent to the client.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Wednesday, February 15, 2012 7:50 PM


To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

As for the crashes, meh, its getting so old that.  As it is now running so
long, they should be able to do a graph of the average crashes of tf2 per
day vs the updates they did, and correlate the updates vs the crashes, and
which parts they changed with them to find the features. There is at least
a year of data in there. Of course the deviation for other bugs that where
addressed in that will have to be calculated in.
For the item servers, I guess steam trading in-game hammers them even more.
ppl retrying and retrying etc. 


  _  


From: Team BOOM! teamb...@comcast.net
To: 'Half-Life dedicated Win32 server mailing list'
hlds@list.valvesoftware.com 
Sent: Thursday, 16 February 2012, 1:10
Subject: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

Players in our community are porting an significant increase in HL2.exe
crashes since the last update. I've personally had 3 crashes  in the past 25
minutes while playing TF2. I've also noticed the item servers have been down
more. I'm not sure if the two are related. Anyone else seeing this or have
any thoughts on the matter?

 

Thanks,

Mike


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Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

2012-02-16 Thread Team BOOM!
At least my suspicions are confirmed I mean. Man, I can't type these days.
Sorry.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Thursday, February 16, 2012 1:37 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

Thanks for sharing guys, 

 

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, February 15, 2012 8:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

That's a definite, some items are causing crashes.

 

I've seen a heavy that somehow magically had 2 sandwiches equipped at once
causing people around him to crash spontaneously. That was a couple updates
ago though.

 

Also had some complaints of festive weapons causing crashes, but was unable
to confirm if it was the festive weapon on that user causing the crash or
some other item. The crash did not happen immediately which is what made it
harder to figure out what weapon or item was causing the crash.

On Wed, Feb 15, 2012 at 8:42 PM, Spencer 'Voogru' MacDonald
voo...@voogru.com wrote:

I've noticed that these client crashes are reduced (but not eliminated) if
you prevent wearable entities from being sent to the client.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Wednesday, February 15, 2012 7:50 PM


To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

As for the crashes, meh, its getting so old that.  As it is now running so
long, they should be able to do a graph of the average crashes of tf2 per
day vs the updates they did, and correlate the updates vs the crashes, and
which parts they changed with them to find the features. There is at least
a year of data in there. Of course the deviation for other bugs that where
addressed in that will have to be calculated in.
For the item servers, I guess steam trading in-game hammers them even more.
ppl retrying and retrying etc. 


  _  


From: Team BOOM! teamb...@comcast.net
To: 'Half-Life dedicated Win32 server mailing list'
hlds@list.valvesoftware.com 
Sent: Thursday, 16 February 2012, 1:10
Subject: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

Players in our community are porting an significant increase in HL2.exe
crashes since the last update. I've personally had 3 crashes  in the past 25
minutes while playing TF2. I've also noticed the item servers have been down
more. I'm not sure if the two are related. Anyone else seeing this or have
any thoughts on the matter?

 

Thanks,

Mike


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[hlds] HL2 Client Crashes in TF2 Since Last Update

2012-02-15 Thread Team BOOM!
Players in our community are porting an significant increase in HL2.exe
crashes since the last update. I've personally had 3 crashes  in the past 25
minutes while playing TF2. I've also noticed the item servers have been down
more. I'm not sure if the two are related. Anyone else seeing this or have
any thoughts on the matter?

 

Thanks,

Mike

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Re: [hlds] Item server, Steam Community, etc... down

2012-02-12 Thread Team BOOM!
Interesting, I'm not seeing any of that at all on our servers. Our server's
in Los Angeles, CA. USA  - Regional issue perhaps?

 

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of dmex
Sent: Sunday, February 12, 2012 7:49 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Item server, Steam Community, etc... down

 

We're getting mass client crashes since the downtime, almost entire servers
crashing with client.dll - 0xc005

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Monday, 13 February 2012 6:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Item server, Steam Community, etc... down

 

All 'Steam' Services have hit an all time low for uptime in the last 6+
months. Hopefully it's fixed soon.

Kyle.

On Sun, Feb 12, 2012 at 2:28 PM, ics i...@ics-base.net wrote:

Logging in through webbrowser will bring up that captcha 3rd failed attempt.
I have also previously noticed that even if the password and username is
correct, that captcha will appear regardless if i cannot log in (Steam down
at that time like it is now).

But check that downtime announcements thread for updates.

-ics

12.2.2012 23:54, Admin kirjoitti: 

everyone I know in Australia with any relation to me and steam is claiming
that their steam id and password are being rejected, my staff can converse
due to not being able to log in and apparently some kind of stupid captcha
is popping up on login causing all kinds of issues.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Monday, 13 February 2012 7:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Item server, Steam Community, etc... down

 

Oh - and suddenly all my friends came back online. Looks like things are
coming back up.


---

Jonah Hirsch

On Sun, Feb 12, 2012 at 2:49 PM, Jonah Hirsch crazydog...@gmail.com wrote:

Nothing stopping them from playing if it's in their favorites and Steam was
open before everything went down.


---

Jonah Hirsch

 

On Sun, Feb 12, 2012 at 2:07 PM, Whisperity whisper...@gmail.com wrote:

So much for being uninterruptable I guess. :)

The strange thingy, we can still play. At least the Garry's Mod server I am
an administrator on is having players. But Steam goes extremely mad on my PC
so I am not able to log in.

Let's hope the best. Good night for everyone.

 

2012/2/12 Ross Bemrose rbemr...@vgmusic.com

and just posted now:
Update: Our data center's uninterruptible power supplies experienced a
power failure. The power is back on now and we're working to get service
restored as quickly as possible. We apologize for any inconvenience this may
have caused.



On 2/12/2012 3:25 PM, ics wrote: 

We're currently experiencing unexpected downtime that started around 10:30
PST (GMT-8). We're working on getting everything running again as soon as
possible. 

Says the downtime thread now. Calm down.

-ics

12.2.2012 21:13, Whisperity kirjoitti: 

I can second and confirm this. The Steam Community being down also includes
the Friends network of the client. Steam shows NO CONNECTION and we are
offline.

2012/2/12 Ross Bemrose rbemr...@vgmusic.com

I assume someone at Valve knows about this already, but the following are
all down at the moment:
TF2 Item Server
Steam Cloud
Steam Community Site (it's currently throwing Error 503 Service Unavailable)
Steam Community Forum was down, but appears to be back up now.

The Steam Downtime Announcements thread on SPUF says nothing about a current
outage.
http://forums.steampowered.com/forums/showthread.php?t=784745


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[hlds] TF2 Servers Crashing More Since Last Valve Update

2012-01-13 Thread Team BOOM!
Has anyone else noticed their TF2 servers crashing more often since the last
update? My servers never crashed before, but with yesterday's update, all of
them are and I have no idea why. I've had at least 6 crashes since last
night, most often when the servers are full. Before I spend all my night
checking into it further and getting nowhere, I just thought I ask here and
see if anyone else has the problem and possibly a solution. I'm running MM:S
1.90, SourceMod 1.4.0, and some very basic plugins, nothing special. Like I
said, all worked fine until yesterday's update.
 
Thanks in advance,
Mike V.
 
 
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Re: [hlds] TF2 Servers Crashing More Since Last Valve Update

2012-01-13 Thread Team BOOM!
Hi Clay,
 
No dumps files are being written at all. The server just crashes in the
middle of the round without warning or writing a dump file, then restarts
under TCAdmin a few seconds later. I apologize for not saying this earlier,
I'm running on Windows Server 2008 RC2 SP1 with plenty of RAM and HD space.
I guess it will try updating SM to latest version. I'd sure like to know
what's doing it though.
 
Thanks,
Mike V.

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Clay Hansen
Sent: Friday, January 13, 2012 11:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Servers Crashing More Since Last Valve Update


I'm running MM:S 1.8.7 and SM 1.4.2-dev on Ubuntu just fine. Are you getting
any kind of special error messages or dump logs?


On Sat, Jan 14, 2012 at 2:33 AM, Team BOOM! teamb...@comcast.net wrote:



Has anyone else noticed their TF2 servers crashing more often since the last
update? My servers never crashed before, but with yesterday's update, all of
them are and I have no idea why. I've had at least 6 crashes since last
night, most often when the servers are full. Before I spend all my night
checking into it further and getting nowhere, I just thought I ask here and
see if anyone else has the problem and possibly a solution. I'm running MM:S
1.90, SourceMod 1.4.0, and some very basic plugins, nothing special. Like I
said, all worked fine until yesterday's update.
 
Thanks in advance,
Mike V.
 
 

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Re: [hlds] hldsupdatetool problem

2012-01-04 Thread Team BOOM!
Here's mine and it works fine. 
 
C:\GameInstalls\HldsUpdateTool.exe -command update -game Counter-Strike
Source -dir  C:\gameinstalls\CSS -verify_all
 
Good Luck
Mike

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of jarett ambrosat
Sent: Wednesday, January 04, 2012 6:36 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] hldsupdatetool problem


I'm trying to set up a CS:S server and i'm having trouble with the update
tool. I enter in the cmd  
 
hldsupdatetool -command update -game Counter-Strike Source -dir
C:\CSSServer.  
 
 Yes, i'm in the directory that my update tool is in. Anyway, another window
pops up, text appears, but before I can read it the window disappears and it
doesn't update. I've tried multiple times and it does the same thing every
time.
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Re: [hlds] Cheat Engine Report

2011-12-24 Thread Team BOOM!
I think is Valve should make TF2 $3.99 or something very cheap. Free is
ridiculous. Serious players would obviously still buy the game and the
free-2-play issue would be greatly reduced if not eliminated if this was
done. At least charge something, even if it's just a couple bucks. Then you
can block them via their credit card number, Paypal account ID, etc. Hell,
most of these cheap-bastard trolls would probably stop just because they're
too cheap to spend a couple bucks, and blocking mommy's credit card would
end their rein of terror.
 
Merry Christmas all,
Mike

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Saturday, December 24, 2011 1:51 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Cheat Engine  Report


If thats TF2 and him using F2P accounts, consider using the F2P kick plugin.


Another approach can be to give those female players miniadmin rights, so
they can ban someone for a short time. Had to deal with about the same kind
of stuff, where 1 player made it bad by cajoling up the others, this lasted
some time, and went out of hand. We banned the guy, but the rest kept at it.
We decided to give her admin,  and  then she could ban any herself, which
ended the situation fast, because then as soon as it happened, she banned
them.




  _  

From: E. Olsen ceo.eol...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com 
Sent: Saturday, 24 December 2011, 22:00
Subject: Re: [hlds] Cheat Engine  Report


I honestly think the major issue here is the fact that people seem to be
able to make unlimited multiple accounts without any sort of oversight
(either automated or manual). we have one particular nasty case of a player
who loves to sexually harass female players, and is able to create a new
account (with a dynamic IP address) and be back on our servers in under 4
minutes. To date, we've banned him over 20 times, but he simply creates
another account and goes right back to harassing female players (along with
the usual childish racist/homophobic stuff).

I don;t know what the answer is, but there has to be some way to prevent the
same people from opening so many accounts. Hell, I think that problem even
caused the current contest/promotion to be gamed via the humble bundle 
Steam keys, etc.

I really don't see why any more than a couple of accounts per household are
even necessary, but it would go a long way towards helping us keep our
servers clean if Valve could start preventing these people from opening
account after account. Hellit's got to be messing with their internal
stats as well - so many new accounts created by the same people has got to
throw a wrench into their internal metrics.


On Sat, Dec 24, 2011 at 3:44 PM, Cc2iscooL cc2isc...@gmail.com wrote:


Welcome to the world of unlimited free2play accounts and delayed banning.
Gotta have full time admins these days.
On Dec 24, 2011 2:20 PM, Calvin Judy rok...@fusionrp.net wrote:



VAC bans are delayed, so they won't be instantly banned for cheating, they
get flagged, and then banned like a week later so that if they used multiple
cheats, they don't know which one got them banned. 
 
In itself, it's a defense against cheat development.

- Original Message - 
From: Administrator mailto:ad...@crazyfreakgamers.com  
To: hlds@list.valvesoftware.com 
Sent: Saturday, December 24, 2011 1:31 AM
Subject: Re: [hlds] Cheat Engine  Report

I totally agree with you.
People are buying hacks and using them and vac is not able to ban them.
At times it becomes so hard for admins to judge who is using hacks and who
is not.

Fair Play is missing :(

On 12/24/2011 11:39 AM, Juliano wrote: 

VAC is banning people who use cheat engine?
What happens when a complaint is made by the cheater profile page? (Report
violation)
All complaints are checked by staff of the valve?
Many cheaters are appearing lately...

Thanks.

 

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[hlds] Huge TF2 Player Drop Issue Also? ( L4D2 Steamgroups Borked?)

2011-12-19 Thread Team BOOM!
Sorry to go slightly off-topic on an L4D2 issue, but I was thinking these
topics might be related. Our 8 TF2 servers have been running virtually empty
since the last update as well. Before they ran full nost of the day and into
the night. All the servers show registered. Has anyone else seen TF2 player
counts fall off the face of the earth as well since the update?
 
Mike

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Eid
Sent: Monday, December 19, 2011 11:39 AM
To: Robert Whelan; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D2 Steamgroups Borked?


https://twitter.com/#!/l4ddev/statuses/148477338500341760  

 -Richard Eid



On Mon, Dec 19, 2011 at 2:05 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:


Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke
the steamgroup servers feature for L4D2. It never returns any of our servers
now.
 
Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing
the new function added broke it?
 
- Added blocklist functionality to Left 4 Dead 2 

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Re: [hlds] Huge TF2 Player Drop Issue Also? ( L4D2 SteamgroupsBorked?)

2011-12-19 Thread Team BOOM!
Thank you... while researching further, I just discovered 6 of our 8 TF2
servers weren't showing up in the Valve server browser. I then found an
additional game update since the last one after re-running the
hldsupdatetool. I don't get it, somehow 6 of the 8 servers didn't have this
update, yet the other 2 did; this in spite of the fact that they were all
updated at the exact same time and all showed the correct version numbers in
HLSW. 
 
Since running the hldsupdatetool again, all the servers are now appearing in
the server browser and filling up. Bizarre. Sorry for the false alarm, but
if anyone else is having this trouble, you may consider re-running the
hldsupdate tool as well.
 
Have a good evening,
Mike

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
dave.ro...@gmail.com
Sent: Monday, December 19, 2011 5:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Huge TF2 Player Drop Issue Also? ( L4D2
SteamgroupsBorked?)


I've actually seen the opposite on my server. It was struggling a little
before the patch. We had to seed every day for a while. Now it's got players
around the clock. And this pattern has happened several times now. I
wouldn't worry too much. Just seed on your servers and stick through it and
you'll eventually get that traffic back.

On , Team BOOM! teamb...@comcast.net wrote:
 
 
 
 
 
 Sorry to go slightly off-topic on an L4D2 issue, but I was 
 thinking these topics might be related. Our 8 TF2 servers have been
running 
 virtually empty since the last update as well. Before they ran full  most
of the 
 day and into the night. All the servers show registered. Has anyone else
seen 
 TF2 player counts fall off the face of the earth as well since the 
 update?
 
  
 
 Mike
 
 
 
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard 
 Eid
 Sent: Monday, December 19, 2011 11:39 AM
 To: Robert 
 Whelan; Half-Life dedicated Win32 server mailing list
 Subject: Re: 
 [hlds] L4D2 Steamgroups Borked?
 
 
 
 
 https://twitter.com/#!/l4ddev/statuses/148477338500341760 
 
 
   
-Richard Eid
 
 
 
 On Mon, Dec 19, 2011 at 2:05 PM, Robert Whelan mrrjwhe...@yahoo.com 
 wrote:
 
 
 
 
 Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/
broke 
 the steamgroup servers feature for L4D2. It never returns any of our 
 servers now.
 
  
 
 Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing 
 the new function added broke it?
 
  
 
 - Added blocklist functionality to Left 4 Dead 2 
 
 
 
 
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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Team BOOM!
The update changed all my servers' mapcycles back to their defaults. You may
wish to check yours as well in case you didn't notice.
 
Mike

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Scott
Sent: Thursday, December 15, 2011 10:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch Updates Released


thanks!


On Fri, Dec 16, 2011 at 12:32 AM, John Moroney morone...@bigpond.com
wrote:


The fix for STV doesn't work, not for DODS anyway. It is still reporting the
game server slots in the Spectate tab. The STV bot also doesn't show until
on the server. 


On 16/12/2011 2:26 PM, Jason Ruymen wrote:


Required updates are now available for Team Fortress 2, Counter-Strike:
Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
changes include:

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always be
enabled, regardless of setting. Disabling this can improve compatibility
with third-party programs and overlays, but may also affect performance.
- Fixed SourceTV showing player counts for the game server instead of the
number of clients connected to the SourceTV server


Jason


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Re: [hlds] TF2: rcon stops working

2011-12-10 Thread Team BOOM!
I no longer use the rcon_password setting in any server-side cfg files. A
while back there was an exploit that was released where people could take
over a server when it was done this way. I'm not exactly sure how and don't
know if this is still an issue, but somehow they were able to grab the info
from the server.cfg, I believe. It happened to us once and since I changed
it, no one has successfully taken over our servers again.
 
I now only set the rcon password for my servers in their command line by
adding +rcon_password parameter. You may wish to look into this for your
servers as well. Just a thought.
 
Take care.

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
Sent: Saturday, December 10, 2011 12:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: rcon stops working


When you send the password initially, the server sees you as an admin and
allows rcon commands from you. Your client doesn't send the rcon password
every time you send a command, and you don't need to retype it before every
command. 

Obviously the server resets it's admin list when the rcon list is reset.


On Sat, Dec 10, 2011 at 2:11 PM, Brian br...@doublejump.eu wrote:


Thanks for the help guys, I will try what you suggest. However, I still
don't see why this issue arises if the client still has the correct password
stored (cf. autocompleted value). Granted, the RCON connection may be reset,
but if the password is saved then it should be able to re-establish it as
necessary, no? 


On Sat, Dec 10, 2011 at 5:47 PM, Saul Rennison saul.renni...@gmail.com
wrote:


So put your server's RCON password in autoexec instead, is what Sebastian is
suggesting. 


On Saturday, December 10, 2011, Sebastian Staudt korak...@gmail.com wrote:
 From users of my RCON library I know that setting rcon_password in the
server.cfg is sub-optimal. After a map change the server.cfg is reloaded and
will - although the password is not changed - reset any RCON connections.
 Source uses TCP (and persistent connections) for RCON. It seems like
rcon_password will automatically reset all connected RCON clients.

 Am Samstag, 10. Dezember 2011 um 16:23 schrieb Brian:

 When I set a the rcon_password in console to use on my server, it seems to
stop working after the first command, or some length of time.

 Eg I do

 rcon_password password
 rcon exec etf2l

 then play some. then when wanting to go the next map I try

 rcon changelevel cp_snakewater

 . and it does nothing.

 I have to do

 rcon_password password
 rcon changelevel cp_snakewater

 to get it to work.

 The weird thing is, the stored value of rcon_password is still correct, ie
it shows rcon_password password as the tab-complete when I start
reentering the command.

 Is there like some kind of timeout as in sudo where you just have to enter
your password again?

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-- 



Kind regards,
Saul Rennison

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[hlds] Recent Update for Alt-Tabbing in TF2

2011-12-01 Thread Team BOOM!
I just wanted to say thanks to the folks at Valve for fixing TF2 when
Alt-tabbing issues that have been going on forever! This was a freaking
nightmare until this update and now it works absoultely awesome! Alt-tabbing
from full-screen TF2 to other apps is no longer a show-stopper! THANK YOU!
THANK YOU! THANK YOU! THANK YOU!!
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[hlds] Server In rate affected by recent updates

2011-11-18 Thread Team BOOM!
Fellow Admins,

I've noticed that recently my IN rate on my client's net_graph will drop
to 20 at certain times while playing on our 66-tick TF2 Dustbowl server.
This appears to have started within the past month or so. Before my client's
IN and OUT readings never fell below 63 on this or any of my other
servers on his beast of a box we use. I haven't checked the other servers on
the box but since they are all configured the same, I can only assume they
are affected the same.

I have made no changes to this or any of the other servers on this box other
than running the usual HLDS and SourceMod updates. Has anyone else noticed
this happing on their TF2 servers? With the recent updates to TF2, do I need
to change the rate settings that until now always work excellent?

Thanks in advance.
Mike V.


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Re: [hlds] Mandatory Team Fortress 2 update released

2011-11-10 Thread Team BOOM!
Thanks for the heads up about the map issue Jeff.

 

My KOTH server wouldn't start because its start map is koth_harvest_event.
Changed it to koth_badlands and BOOM! It started fine.

 

Good call,

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
Sent: Thursday, November 10, 2011 5:39 PM
To: Half-Life dedicated server mailing list
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

 

Anybody else getting this error when they go to cp_manor_event: 663/ -
tf_pumpkin_bomb: UTIL_SetModel: not precached
models/props_halloween_pumpkin_explode.mdl?

I thought our server had an issue and was crashing on startup, but it turns
out it is just if it goes to that map. It was fine before this update :/
And, yes, i completely removed all addons before sending this



Thanks, 
-Jeff





On Thu, Nov 10, 2011 at 4:55 PM, E3pO e...@wmclan.net wrote:

On my windows box i am getting more and more of these every update:

material models/player/items/medic/medic_mirror has a normal map and
$basealphae
nvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/all_halo has a normal map and
$basealphae
nvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/id_badge_gold has a normal map and
$basea
lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/id_badge_silver has a normal map and
$bas
ealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/id_badge_platinum has a normal map
and $b
asealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/spacechem_pin has a normal map and
$basea
lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/weiner_gold has a normal map and
$basealp
haenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/weiner_silver has a normal map and
$basea
lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/weiner_bronze has a normal map and
$basea
lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/etf2l_highlander_gold has a normal
map an
d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/etf2l_highlander_silver has a normal
map
and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.

material models/player/items/all_class/etf2l_highlander_bronze has a normal
map
and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.

material models/player/items/all_class/etf2l_highlander_part has a normal
map an
d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/ugc_highlander_participant has a
normal m
ap and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular
.

material models/player/items/all_class/ugc_highlander_platinum_1 has a
normal ma
p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.


material models/player/items/all_class/ugc_highlander_platinum_2 has a
normal ma
p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.


material models/player/items/all_class/ugc_highlander_platinum_3 has a
normal ma
p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.


material models/player/items/all_class/ugc_highlander_silver_1 has a normal
map
and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.

material models/player/items/all_class/ugc_highlander_silver_2 has a normal
map
and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.

material models/player/items/all_class/ugc_highlander_silver_3 has a normal
map
and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.

material models/player/items/all_class/ugc_highlander_iron_1 has a normal
map an
d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/ugc_highlander_iron_2 has a normal
map an
d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

material models/player/items/all_class/ugc_highlander_iron_3 has a normal
map an
d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.



On Thu, Nov 10, 2011 at 7:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 When will CS:S be rebuilt containing the connection cvars?

 Thanks,
 Kyle.

 On Thu, Nov 10, 2011 at 4:42 PM, Alan Kennedy kenne...@3dgames.com.ar
 wrote:

 
  Idem here, on first try. Second try it seems it's updating...
 
  --
  3DGames Argentina
  

Re: [hlds] Server Not Registered Anymore

2011-11-09 Thread Team BOOM!
All 7 of my Windows 2008 TF2 servers are no longer registered either. I
restarted them again and no change. I'll bet this is the same thing that
happened right after Halloween  when we mysteriously lost all our players,
and then it fixed itself a few days later. Hu.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of hlds
Sent: Wednesday, November 09, 2011 3:22 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Server not registered anymore (Cannot locate
owner'ssteam account)

 

Same here (but the OS is Linux). Restarted the server and now seems to be
ok.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu
Sent: Wednesday, November 09, 2011 10:41 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Server not registered anymore (Cannot locate owner's steam
account)

 

Hi guys,

Just wondering if I can get some help regarding to this issue.  My servers
used to be registered until last night.  the _registered tag suddenly
disappeared.
I didn't do anything to the server.cfg or anything.

When I check the status now.  it says account : not logged in  (Cannot
locate owner's steam account)

Any help would be appreciated.

Cheers!

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Re: [hlds] Server Not Registered Anymore

2011-11-09 Thread Team BOOM!
I just ran the HLDSUpdate tool and received an update I wasn't aware of.
After receiving the update, my servers registered properly again. If you are
having this problem, you may want to try the update tool as well.

 

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Wednesday, November 09, 2011 8:01 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Server Not Registered Anymore

 

All 7 of my Windows 2008 TF2 servers are no longer registered either. I
restarted them again and no change. I'll bet this is the same thing that
happened right after Halloween  when we mysteriously lost all our players,
and then it fixed itself a few days later. Hu.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of hlds
Sent: Wednesday, November 09, 2011 3:22 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Server not registered anymore (Cannot locate
owner'ssteam account)

 

Same here (but the OS is Linux). Restarted the server and now seems to be
ok.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu
Sent: Wednesday, November 09, 2011 10:41 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Server not registered anymore (Cannot locate owner's steam
account)

 

Hi guys,

Just wondering if I can get some help regarding to this issue.  My servers
used to be registered until last night.  the _registered tag suddenly
disappeared.
I didn't do anything to the server.cfg or anything.

When I check the status now.  it says account : not logged in  (Cannot
locate owner's steam account)

Any help would be appreciated.

Cheers!

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Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread Team BOOM!
Well thank God it's not just me. Perhaps Fletch will see this and look into
it. I've spent a lot of time and money on my servers since quick-play was
released and sure hope I don't lose the player base I've worked so hard to
build.

 

Take care and thanks for the confirmation.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tyler Davies
Sent: Friday, November 04, 2011 9:58 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Player Count Drop After Halloween

 

I'm having the same ordeal with my servers. And I know that it's totally
unrelated to the amount of time people have been playing in it because over
10 people (almost constantly) had been connected for more than one hour on
the day of the most recent update. Everyone who connected to the three of my
servers stayed in for an avg. of 45 minutes to an hour and a half. Yet the
next day, not a single soul from quickplay to be found, only the regular
players. This all started happening after the Halloween update. This is very
bizarre because we're normally full and people stay on for an extended
amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70% of
the time. Maybe this should be looked into? I don't know. But I will say
that people play on the servers quite a bit and now quickplay is
discriminating my servers. I've seen other servers that cannot hold a single
person in for more than 45 minutes yet quickplay keeps them full all day and
night. I don't like saying there is something wrong but I think there is
something wrong.

On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! teamb...@comcast.net wrote:


I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of them
were running totally full of players until the day after Halloween. In fact
they've been running full for months. Now all but one or two usually sit
empty. It's like quickplay is not directing traffic to them anymore.
Something is weird here. I don't get it. Is anyone else seeing something
goofy like this.

Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Thursday, November 03, 2011 3:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty

So I'm not sure if this is related to quickplay or not, but I've
noticed the past 2 days that my (pure vanilla, no SM or anything)
quickplay servers have gotten next to no traffic. Which is very
strange considering at least 1 of them usually is full of players, and
since the start of the Halloween event they've been full nearly 20
hours a day. Am I just drawing the short stick getting quickplay
players, or are people just bored with the Halloween stuff already? Or
was there a change in the backend that I might be affected by?

On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 Quickplay operates based upon the same data used by the server browser. 
So
 whatever the max player count is as reported to the server player.



 Of course, the current player count is also relevant! :)



 - Fletch



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
 Sent: Thursday, November 03, 2011 1:43 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 Quickplay Server Capacity Penalty



 Does the quickplay penalty apply to servers with maxplayer set above 24,
to
 servers with sv_maxvisibleplayers above 24, or to servers whose current
 player count is above 24?

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Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread Team BOOM!
ALL 7 my servers are full again! How bizarre!

 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Friday, November 04, 2011 12:51 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Player Count Drop After Halloween

 

Followed the latest Tribes (in Dec)and then first quarter 2012 will be
CS:GO.so is this the inevitable slow and painful TF2 death?  Who
knowsbut 4 years for a popular FPS with constant updates?  I say it's
still here for a bit longer and hats off to Valve for it. 

On Fri, Nov 4, 2011 at 3:41 PM, 1nsane 1nsane...@gmail.com wrote:

Modern Warfare 3 is next. That should give us a nice drop as well.

 

On Fri, Nov 4, 2011 at 3:14 PM, Herover leon.l.a.niel...@gmail.com wrote:

I think I can confirm that as a css server operator.
I believed it was because of the new tf2 update, but I guess BF3 and
other games have some influence too.

2011/11/4 E. Olsen ceo.eol...@gmail.com:

 Actually, if you'll look at the Steam stats, it's pretty obvious that
 overall TF2 traffic has taken a downturn. Add to that all the additional
 servers that went up after F2P went live, along with a pretty cluttered
 release schedule of new PC games (BF3, etc.), and I think what most
 operators are seeing is simply a symptom of less public players overall,
and
 too many servers - not a problem with quickplay. With only 40k or so TF2
 players to go around, if you haven't built up a relatively large group of
 regulars, you're going to be struggling.

 We've seen a downturn as well (although, not in our UK-based servers, only
 in the US), but it's simply moving toward where traffic levels were prior
to
 F2P/quickplay. Personally, I think operators that have been relying solely
 on quickplay to fill their servers are going to have a tough go at keeping
 full servers from now on (unless, of course, Valve has another big update
up
 their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game -
and
 without a large group of regulars already built up, I doubt I would launch
 and TF2 servers today. Building consistent traffic takes a ton of time and
 dedication - even when a game is new. Quickplay is a crutch, and if your
 servers can't fill without it, you're already sunk.

 On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies tyler.k.dav...@gmail.com
 wrote:

 I'm having the same ordeal with my servers. And I know that it's totally
 unrelated to the amount of time people have been playing in it because
over
 10 people (almost constantly) had been connected for more than one hour
on
 the day of the most recent update. Everyone who connected to the three of
my
 servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
the
 next day, not a single soul from quickplay to be found, only the regular
 players. This all started happening after the Halloween update. This is
very
 bizarre because we're normally full and people stay on for an extended
 amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70%
of
 the time. Maybe this should be looked into? I don't know. But I will say
 that people play on the servers quite a bit and now quickplay is
 discriminating my servers. I've seen other servers that cannot hold a
single
 person in for more than 45 minutes yet quickplay keeps them full all day
and
 night. I don't like saying there is something wrong but I think there
is
 something wrong.

 On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! teamb...@comcast.net wrote:

 I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
 them
 were running totally full of players until the day after Halloween. In
 fact
 they've been running full for months. Now all but one or two usually sit
 empty. It's like quickplay is not directing traffic to them anymore.
 Something is weird here. I don't get it. Is anyone else seeing something
 goofy like this.

 Mike

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Thursday, November 03, 2011 3:09 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty

 So I'm not sure if this is related to quickplay or not, but I've
 noticed the past 2 days that my (pure vanilla, no SM or anything)
 quickplay servers have gotten next to no traffic. Which is very
 strange considering at least 1 of them usually is full of players, and
 since the start of the Halloween event they've been full nearly 20
 hours a day. Am I just drawing the short stick getting quickplay
 players, or are people just bored with the Halloween stuff already? Or
 was there a change in the backend that I might be affected by?

 On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
  Quickplay operates based upon the same data used by the server
  browser.
 So
  whatever the max player count is as reported

Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-03 Thread Team BOOM!

I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of them
were running totally full of players until the day after Halloween. In fact
they've been running full for months. Now all but one or two usually sit
empty. It's like quickplay is not directing traffic to them anymore.
Something is weird here. I don't get it. Is anyone else seeing something
goofy like this.

Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Thursday, November 03, 2011 3:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty

So I'm not sure if this is related to quickplay or not, but I've
noticed the past 2 days that my (pure vanilla, no SM or anything)
quickplay servers have gotten next to no traffic. Which is very
strange considering at least 1 of them usually is full of players, and
since the start of the Halloween event they've been full nearly 20
hours a day. Am I just drawing the short stick getting quickplay
players, or are people just bored with the Halloween stuff already? Or
was there a change in the backend that I might be affected by?

On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 Quickplay operates based upon the same data used by the server browser. 
So
 whatever the max player count is as reported to the server player.



 Of course, the current player count is also relevant! :)



 - Fletch



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
 Sent: Thursday, November 03, 2011 1:43 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 Quickplay Server Capacity Penalty



 Does the quickplay penalty apply to servers with maxplayer set above 24,
to
 servers with sv_maxvisibleplayers above 24, or to servers whose current
 player count is above 24?

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[hlds] Halloween Update Question

2011-11-02 Thread Team BOOM!
Does anyone have a web link that explains the details of the 2011 Halloween
update other than Valve's generic advertising pages? Valve did not do a good
job detailing this update for server operators or users, and people are
confused on how the update actually works.

 

One of the main questions I have is how many people must to be in a server
before drops work. I can't find anything online from Valve that clarifies
this and I have a community of people looking for the answer. I've heard
rumors it's 10, but I'd love to know this for sure because drops are no
longer since the player count fell after Halloween. I just want to make sure
something else isn't broken with the server because people are no longer
joining it since the drops no longer seem to be working. And yes, I already
restarted the server several times and it always worked fine before
Halloween. After Halloween, no more drops and almost no one is connecting.
Maybe people are just done playing now that Halloween is over?

 

Thanks in advance - Mike

 

  _  

From: Team BOOM! [mailto:teamb...@comcast.net] 
Sent: Sunday, October 30, 2011 6:15 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: RE: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

Thanks so much James, that was exactly what I was looking for. Have a great
weekend.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of James Botting
Sent: Sunday, October 30, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

What he means is an equals sign being used to assign the steamed to a cvar.
Like a variable

 

tf_server_identity_token = lallaalalalL WRONG

tf_server_identity_token lallaalalalL CORRECT

 

Hope that helps.

On 31 Oct 2011, at 00:50, Team BOOM! teamb...@comcast.net wrote:

I'm sorry fellas, I know this has been discussed already but I'm still not
clear on the convar syntax with the = sign. 

 

I have 7 registered TF2 servers. Some have an = sign inside the quoted
identity section of the convar and some do not. My problem is I don't know
where the = Fletch is talking about actually belongs within the  convar
line. Below is the convar from one of the servers I run. Note there is no
= sign anywhere in the line yet the drops are working fine using on this
server.

 

tf_server_identity_token BeH_VJ$T6sgn

 

Do I need to add an = sign somewhere to this line for some reason? If so,
can you reply with an example of what the line should look like with the =
in the line?

 

Thanks in advance and sorry for my confusion.

 

 


  _  


From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 1:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] TF2 registered servers: check for rogue '=' in the
convarsettings

 

If your server is not getting Halloween drops, check if your config file has
an '=' in the lines to set the registration convars.

 

Also,  make sure you put the identity token in quotes.

 

If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.

 

In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.

 

Your humble servant,

Fletch

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Re: [hlds] Halloween Update Question

2011-11-02 Thread Team BOOM!
Beautiful Steve! Thanks!

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steve Kovack Sr.
Sent: Wednesday, November 02, 2011 9:27 AM
To: hlds list
Subject: Re: [hlds] Halloween Update Question

 

I'd say check the TF2 wiki.  That's where I found this:

http://wiki.teamfortress.com/wiki/Eyeaduct

5th paragraph shows what you are asking about.

Hope this helps

  _  

From: teamb...@comcast.net
To: hlds@list.valvesoftware.com
Date: Wed, 2 Nov 2011 09:03:31 -0700
Subject: [hlds] Halloween Update Question

Does anyone have a web link that explains the details of the 2011 Halloween
update other than Valve's generic advertising pages? Valve did not do a good
job detailing this update for server operators or users, and people are
confused on how the update actually works.

 

One of the main questions I have is how many people must to be in a server
before drops work. I can't find anything online from Valve that clarifies
this and I have a community of people looking for the answer. I've heard
rumors it's 10, but I'd love to know this for sure because drops are no
longer since the player count fell after Halloween. I just want to make sure
something else isn't broken with the server because people are no longer
joining it since the drops no longer seem to be working. And yes, I already
restarted the server several times and it always worked fine before
Halloween. After Halloween, no more drops and almost no one is connecting.
Maybe people are just done playing now that Halloween is over?

 

Thanks in advance - Mike

 

  _  

From: Team BOOM! [mailto:teamb...@comcast.net] 
Sent: Sunday, October 30, 2011 6:15 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: RE: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

Thanks so much James, that was exactly what I was looking for. Have a great
weekend.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of James Botting
Sent: Sunday, October 30, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

What he means is an equals sign being used to assign the steamed to a cvar.
Like a variable

 

tf_server_identity_token = lallaalalalL WRONG

tf_server_identity_token lallaalalalL CORRECT

 

Hope that helps.

On 31 Oct 2011, at 00:50, Team BOOM! teamb...@comcast.net wrote:

I'm sorry fellas, I know this has been discussed already but I'm still not
clear on the convar syntax with the = sign. 

 

I have 7 registered TF2 servers. Some have an = sign inside the quoted
identity section of the convar and some do not. My problem is I don't know
where the = Fletch is talking about actually belongs within the  convar
line. Below is the convar from one of the servers I run. Note there is no
= sign anywhere in the line yet the drops are working fine using on this
server.

 

tf_server_identity_token BeH_VJ$T6sgn

 

Do I need to add an = sign somewhere to this line for some reason? If so,
can you reply with an example of what the line should look like with the =
in the line?

 

Thanks in advance and sorry for my confusion.

 

 


  _  


From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 1:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] TF2 registered servers: check for rogue '=' in the
convarsettings

 

If your server is not getting Halloween drops, check if your config file has
an '=' in the lines to set the registration convars.

 

Also,  make sure you put the identity token in quotes.

 

If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.

 

In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.

 

Your humble servant,

Fletch

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Re: [hlds] TF2 registered servers: check for rogue '=' in the convarsettings

2011-10-30 Thread Team BOOM!
I'm sorry fellas, I know this has been discussed already but I'm still not
clear on the convar syntax with the = sign. 

 

I have 7 registered TF2 servers. Some have an = sign inside the quoted
identity section of the convar and some do not. My problem is I don't know
where the = Fletch is talking about actually belongs within the  convar
line. Below is the convar from one of the servers I run. Note there is no
= sign anywhere in the line yet the drops are working fine using on this
server.

 

tf_server_identity_token BeH_VJ$T6sgn

 

Do I need to add an = sign somewhere to this line for some reason? If so,
can you reply with an example of what the line should look like with the =
in the line?

 

Thanks in advance and sorry for my confusion.

 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 1:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] TF2 registered servers: check for rogue '=' in the
convarsettings

 

If your server is not getting Halloween drops, check if your config file has
an '=' in the lines to set the registration convars.

 

Also,  make sure you put the identity token in quotes.

 

If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.

 

In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.

 

Your humble servant,

Fletch

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Re: [hlds] TF2 registered servers: check for rogue '=' in theconvarsettings

2011-10-30 Thread Team BOOM!
Thanks so much James, that was exactly what I was looking for. Have a great
weekend.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of James Botting
Sent: Sunday, October 30, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

What he means is an equals sign being used to assign the steamed to a cvar.
Like a variable

 

tf_server_identity_token = lallaalalalL WRONG

tf_server_identity_token lallaalalalL CORRECT

 

Hope that helps.

On 31 Oct 2011, at 00:50, Team BOOM! teamb...@comcast.net wrote:

I'm sorry fellas, I know this has been discussed already but I'm still not
clear on the convar syntax with the = sign. 

 

I have 7 registered TF2 servers. Some have an = sign inside the quoted
identity section of the convar and some do not. My problem is I don't know
where the = Fletch is talking about actually belongs within the  convar
line. Below is the convar from one of the servers I run. Note there is no
= sign anywhere in the line yet the drops are working fine using on this
server.

 

tf_server_identity_token BeH_VJ$T6sgn

 

Do I need to add an = sign somewhere to this line for some reason? If so,
can you reply with an example of what the line should look like with the =
in the line?

 

Thanks in advance and sorry for my confusion.

 

 


  _  


From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 1:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] TF2 registered servers: check for rogue '=' in the
convarsettings

 

If your server is not getting Halloween drops, check if your config file has
an '=' in the lines to set the registration convars.

 

Also,  make sure you put the identity token in quotes.

 

If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.

 

In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.

 

Your humble servant,

Fletch

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[hlds] SM Crash Info Related to the TF2 Patch on 10/20/11

2011-10-20 Thread Team BOOM!
Fellow Admins and Sys-ops,

The client crashes related to player class selection that appeared with
today's update appears to have resolved itself for our players. Hopefully
that's behind us. I did however discover another problem you may not be
aware of.

We were running a 1-2 week old Snapshot of SourceMod
(sourcemod-1.4.0-hg3412-windows) and just discovered that when slaying
someone using my SourceMod Admin menu, my server would crash immediately.
Perhaps this issue is also causing other SourceMod related functions to fail
as well?

I'm now running the latest versions of MM:S (1.4.0-dev) and the latest SM
snapshot (sourcemod-1.4.0-hg3419-windows) and the problem appears to be
resolved. You may wish to check you versions as well to see if it helps
stabilize your servers.

Best of luck.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Thursday, October 20, 2011 5:16 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Released

Required updates for Team Fortress 2 are now available.  The specific
changes include:

- Improvements to client stability related to loading mesh content during
gameplay
- Fixed an engine error that mentioned CL_CallPostDataUpdates
- Fixed Not Usable in Crafting text not appearing under certain conditions
on item tooltips in the trading UI

Thanks,
Tony

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Re: [hlds] SM Crash Info Related to the TF2 Patch on 10/20/11

2011-10-20 Thread Team BOOM!
Unfortunately, my update to the latest snapshot did not resolve all our
problems as first thought. Some clients are once again crashing when making
a class selection when SourceMod is enabled. Disabling it stopped the
crashes. I'm going to try the latest stable version of SM, but if someone
here has already done this, then I won't even bother.

 

Thanks

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nicholas Hastings
Sent: Thursday, October 20, 2011 9:12 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SM Crash Info Related to the TF2 Patch on 10/20/11

 

That's only half true as of five minutes ago.

We've updated the updater to work with snapshots from the stable branch
(1.3.x atm) now as well as releases.

On 10/20/2011 11:52 PM, DontWannaName! wrote: 

The gamedata changed and when you updated SM you updated to the new
gamedata. Gamedata updates are only automatic on release builds of SM, not
the snapshot branches including 1.4.

On Thu, Oct 20, 2011 at 8:44 PM, Team BOOM! teamb...@comcast.net wrote:

Fellow Admins and Sys-ops,

The client crashes related to player class selection that appeared with
today's update appears to have resolved itself for our players. Hopefully
that's behind us. I did however discover another problem you may not be
aware of.

We were running a 1-2 week old Snapshot of SourceMod
(sourcemod-1.4.0-hg3412-windows) and just discovered that when slaying
someone using my SourceMod Admin menu, my server would crash immediately.
Perhaps this issue is also causing other SourceMod related functions to fail
as well?

I'm now running the latest versions of MM:S (1.4.0-dev) and the latest SM
snapshot (sourcemod-1.4.0-hg3419-windows) and the problem appears to be
resolved. You may wish to check you versions as well to see if it helps
stabilize your servers.

Best of luck.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Thursday, October 20, 2011 5:16 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Released

Required updates for Team Fortress 2 are now available.  The specific
changes include:

- Improvements to client stability related to loading mesh content during
gameplay
- Fixed an engine error that mentioned CL_CallPostDataUpdates
- Fixed Not Usable in Crafting text not appearing under certain conditions
on item tooltips in the trading UI

Thanks,
Tony

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Re: [hlds] Team Fortress 2 Update Released

2011-10-20 Thread Team BOOM!
Additional info:

 

I re-ran the update tool on one of our servers that was experiencing the
client crashes for some clients. I just saw the following update came down
evn thought I already updated the server to the latest version

Updating 'Team Fortress 2 Content' from version 285 to version 286
Updating 'Team Fortress 2 Content' from version 285 to version 286
100.00% downloading /orangebox\tf\scripts\items\items_game.txt

 

It seems newer clients without few items were less likely to experience the
join-class crashes than ones with certain items. Since running the update
again and receiving this one file, the broken clients are now able to join a
class without crashing on our server.

 

I recommend re-running the update tool if your clients are still crashing
when joining a class on your server.

 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: Thursday, October 20, 2011 9:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

 

Crashing the same as before. Twice or once a map. That's probably once every
15 minutes.

On 21 October 2011 00:20, Eugenio Roman eugenio.motanu...@gmail.com wrote:

I also keep on crashing. Managed to get past the character selection, but
still, crash a few minutes after.

 

On Thu, Oct 20, 2011 at 8:17 PM, Rob Liu robl...@gmail.com wrote:

I'm having the same problem too.  I crashed the moment I pick a class.

 

On Fri, Oct 21, 2011 at 2:14 PM, Wander wander...@gmail.com wrote:

Since this update I crash as soon as I pick a class, and I'm not the only
one.

Any chance a fix for this will be released within 1-2 hours? Otherwise
I'm just gonna go sleep.



On Fri, Oct 21, 2011 at 02:41, Eugenio Roman
eugenio.motanu...@gmail.com wrote:
 Thanks! Will test it very soon!

 On Thu, Oct 20, 2011 at 7:16 PM, Tony Paloma to...@valvesoftware.com
 wrote:

 Required updates for Team Fortress 2 are now available.  The specific
 changes include:

 - Improvements to client stability related to loading mesh content during
 gameplay
 - Fixed an engine error that mentioned CL_CallPostDataUpdates
 - Fixed Not Usable in Crafting text not appearing under certain
 conditions on item tooltips in the trading UI

 Thanks,
 Tony

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 --
 Eugenio Motanum Roman
 https://sites.google.com/site/motanumproyect/
 eugenio.motanu...@gmail.com
 http://twitter.com/#!/MotanumR http://twitter.com/#%21/MotanumR 
 http://steamcommunity.com/id/Motanum
 http://www.youtube.com/user/motanium


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-- 
Eugenio Motanum Roman

 

https://sites.google.com/site/motanumproyect/

eugenio.motanu...@gmail.com

http://twitter.com/#!/MotanumR http://twitter.com/#%21/MotanumR 

http://steamcommunity.com/id/Motanum

http://www.youtube.com/user/motanium

 

 


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Re: [hlds] The Premature Death of Counter-Strike Source.

2011-10-18 Thread Team BOOM!
I'm sorry Kyle, I have to disagree with you one point. This is not the
premature death of CSS. Sadly, most die-hard CSS players would tell you that
CSS officially died for most of the people who loved it when it was ported
to the new engine in May 2010. Until that day, I could have never imagined
playing any other game. I stopped playing it within a few days of they
switch.

 

Since that day, the game has never played right and most of the people in
our Community no longer play it. 

 

And for Henry, I thought Valve wanted their games to run under one engine so
it was easier to manage and be consistent. This was the only thing that made
sense out of the whole concept of moving over CSS to OB? Now you're saying
Valve plans on maintaining two systems again. I agree it's nice to have
updates for one game not affect other games, but it just seems you're going
in the opposite direction from what was started a year and a half ago.
So. Why not bring back the old CSS engine and restore the game to its
glory! :-) OMG! That would be sweet! Wink..

 

 

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Henry Goffin
Sent: Tuesday, October 18, 2011 7:25 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list
Subject: Re: [hlds] The Premature Death of Counter-Strike Source.

 

I understand the concern, but it's based on an incorrect assumption. Yes,
CS:S now stores its own binaries in a different folder. However, it has not
actually branched away from the Source 2009 engine, and it still compiles
from the same source code. We have simply gained the option of updating the
binaries independently, so that for example, if an engine change is required
for a TF feature but ends up causing a bug in CS:S, we can still deploy TF2
without updating CS:S. Updates will continue to come for both games, and the
engine will be roughly in sync between the two, except for periods of
instability.

 

For example, given the problems with the very latest Team Fortress update, I
would assume that CS:S admins are quite happy to not be impacted. We will
still be updating CS:S with all the Source 2009 engine fixes, just not at
the exact same time.

 

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Tuesday, October 18, 2011 7:13 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] The Premature Death of Counter-Strike Source.

 

So, as some of you may have noticed... The last, and apparently final shared
Engine/Game update (Manniversary... don't even get me started) moved
Counter-Strike Source off of Source 2009 and into it's own engine branch.
This was a deliberate change.

What does this mean for the end user? No more shared binaries between HL2DM,
DOD:S, and TF2. If you use MM:S, SM (including extensions), ES, or any sort
of VSP, the author will now have to compile a binary built against the CSS
SDK instead of Source 2009. This is needlessly increasing work for plugin
authors. Another issue with this is after the 12th of November, 2007 until
the 23rd of June, 2010. Fixes were being backported days, weeks, or even
months after they're more then public knowledge and are exploited. A decent
example of this is sv_soundscape_printdebuginfo, after 5 months it was back
ported to Episode 1... That was really gross then, who would want it to
happen again?

Just to reiterate how serious this is. On June 25th of 2010, Valve fixed the
.dll loading exploit on Source 2009 (Which included CSS, thank god). To this
date (I just remembered this existed from looking at old patch notes for OB,
there's probably a number of exploits that were never fixed), the exploit
still functions perfectly on L4D, L4D2 (requires -insecure on the client),
and of course the older engines. The exploit allows for servers to run
arbitrary code on clients. This can include anything from infecting them via
the built in lobby system (they'd have to join a server, if it's a versus
match even better). From there, the .dll could do something as simple as
inviting friends to join them to play a match, then start downloading and
executing code on the client whenever it wants. If CS:S wasn't part of the
Source 2009 pact, I highly doubt it would have received this fix (HL2DM sure
didn't have it for three months until it was ported). Everyone knows how bad
GarrysMod 9 had gotten when GMod 10 came out, this can be L4D today and we
would be none the wiser.

What do we gain from this change? Slightly faster download speeds for HL2DM,
DODS, and TF2 as CSS is no longer part of the update package (Mind you it's
not like CSS was not the game getting the constant material/model
updates...). Sure, this is nice. However, killing Counter-Strike Source
before CS:GO comes out really can't be the goal here, right?

VoiceHook is already broken because 

[hlds] Additional Info for the 10/13/11 Game Update

2011-10-15 Thread Team BOOM!
Hello all,

I just learned a couple things about the big Valve update we just got. The
update broke the SteamBans Metamod: Source plugin. If you're running the
SteamBans plugin, comment out the SteamBans line in your metaplugins.ini
file and Metamod should work fine again. The SteamBans folks are working on
repairing the plugin.

Additionally, I was on the TCAdmin site this morning and saw that the CSS
folder change were all pulling our hair out over was perhaps a Valve
programming mistake and that it may revert back to Orangebox in a future
update. Can anyone verify this? Heavy users of TCAdmin like GSPs will have a
ton of work ahead of them to correct their TCAdmin settings for the CSS
folder change and if Valve plans to switch it back again, changing it all
twice would be a kick in the balls.

If anyone has further, please let us know

Thanks 


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Re: [hlds] Latest Update Issues

2011-10-13 Thread Team BOOM!
All,

I disabled Metamod on all my Windows 2008 TF2 Servers and they are up,
running and full. Of course SourceMod won't work, but at least you will have
running servers again if this is your problem.

Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonathan Zakay
Sent: Thursday, October 13, 2011 5:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Latest Update Issues

This could be an issue related to SM/MM (I am unable to confirm/test it at
the moment) but upon a player entering the game this is printed into the
server console and the server crashes.

http://s627.photobucket.com/albums/tt357/JonZakay/?action=viewcurrent=Sourc
eCrash.png

The server is running windows server 2008 r2.



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Re: [hlds] DOD:S Voice-chat Icon Question

2011-10-01 Thread Team BOOM!
Jake,

 

I spent a few days researching this and I believe the answer is no, there
seems to be no way to turn off this feature. I guess one option would be to
change the graphic for the icon and make it transparent, but that would most
likely require significant work for the game and a forced download to all
the clients who connect to you server. 

 

Sorry. Unless I'm missing something, it appears you're out of luck. Sounds
like a good feature request for the DOD:S Steam forum though.

Take care.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Haldeman
Sent: Monday, September 26, 2011 7:57 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] DOD:S Question

 

Is there a setting to hide the chat icon above the players head when all
talk is on?  We have a server where they love all talk, but the chat bubble
gives away their position and they don't like that for some reason..

 

Thanks for any insight.

Jake 

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Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

2011-08-23 Thread Team BOOM!
One thing I'm curious about with regard to this issue. I was wondering if
the people having problems with these lockups are using shared game server
files for multiple servers? In other words, are they using one directory of
core game files to run multiple game server instances. Just a thought...

Any opinions?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Kistner
Sent: Monday, August 22, 2011 10:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

Since at least some of the issues reported in this thread are lock
ups, one of my GMod servers is deadlocking in engine.dll frequently
(gmod shares the same engine bins). The stack trace looks something
like this:

CGameServer::SendClientMessages
CParallelProcessorCGameClient *, CFuncJobItemProcessorCGameClient *::Run
CThreadFastMutex::Lock

In a second crash dump I believe the game was trying to iterate
CFrameSnapshotManager::NextSnapshot but it never broke out of a loop.

It suggests to me that something strange is happening in
sv_parallel_sendsnapshot or perhaps with snapshots in general. I'm
going to run that server with it set to 0 in case anyone is curious
and I'll post my results.

I have a couple full memory dumps if anyone would like to contact me
off-list.

On Mon, Aug 22, 2011 at 4:11 PM, Admin administrat...@necrokillia.org
wrote:
 Allot of the errors/issues/concerns I am reading today sound as if they
are
 possibly related to 3rd party addons else I would assume that there would
be
 ample more complaints.

 Sin.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
Friedrichs
 Sent: Tuesday, 23 August 2011 8:00 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

 I also have occasional crashes on mapchange in CS:S. The log usually
 ends after a few entered the game-lines.

 On 2011/08/22 23:44, E. Olsen wrote:
 I can confirm that it happens with our without replay, and with or
 without Sourcemod. All I know for certain is that this is an issue with
 TF2/steam itself, not the maps, mods, or hardware.

 On Mon, Aug 22, 2011 at 5:29 PM, Jon Lippincott j...@valvesoftware.com
 mailto:j...@valvesoftware.com wrote:

     Can anyone verify that this is occurring with replay disabled?

     __ __

     -Jon

     __ __

     *From:*hlds-boun...@list.valvesoftware.com
     mailto:hlds-boun...@list.valvesoftware.com
     [mailto:hlds-boun...@list.valvesoftware.com
     mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jake
     Haldeman
     *Sent:* Monday, August 22, 2011 2:01 PM
     *To:* Half-Life dedicated Win32 server mailing list
     *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

     __ __

     One solution is to not go to sleep!

     __ __

     Have you tried disabling addons or anything to see if it is related
     to something else?  Also it doesn't happen at the same map rotation
     does it?

     __ __

     *From:*hlds-boun...@list.valvesoftware.com
     mailto:hlds-boun...@list.valvesoftware.com
     [mailto:hlds-boun...@list.valvesoftware.com
     mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
     *Sent:* Monday, August 22, 2011 2:57 PM
     *To:* Half-Life dedicated Win32 server mailing list
     *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

     __ __

     I agree. It does always seem to happen (mostly) right after a map
     change while people are joining the serverso it seems like some
     kind of network error that locks up the server. I just wish we had
     some way to debug it so we could give Valve better specifics about
     exactly what's happening when the server hangs occur. Regardless, it
     needs to be addressedthere's nothing worse than having a popular
     server sit empty all night because it froze after I've gone to
 bed.

     On Mon, Aug 22, 2011 at 4:49 PM, o k bigboomer...@gmail.com
     mailto:bigboomer...@gmail.com wrote:

     I have to be honest, after reading all these it seems like it may be
     an issue with the upload of stats or the connection to Valve not
     being available on map change.. It just seems to random for it to be
     a server side issue.. But hey who knows.

     On Mon, Aug 22, 2011 at 4:38 PM, G. Hutchinson
     hu...@halsplayground.com mailto:hu...@halsplayground.com
 wrote:

     Mine seem to be crashing a bit more now. I used to run stable as all
     get out and now I have to do restarts every few hours on one server
     or another. Last night, oddly I had a hiccup and 4 servers froze at
     once, while 4 stayed up. Only TF2 servers froze. CS:S and L4D2 seems
     to not freeze, though my CS:S doesn't get near the traffic. My
     crashes happen on 24/7 servers with no map changes 

Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Team BOOM!
The update won't run on any of our servers. The Hldsupdatetool just aborts
and the server restarts under the same version.. sigh...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 23, 2011 5:40 PM
To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are below.

Thanks.

Eric Smith
Valve



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at once
   -replay [config file] and +tv_enable 1 should be used to launch the
server

Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when
multiple targets are hit
- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
   - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
Diamondback, and The Machina
   - Added crit fire force for The Widowmaker and The Diamondback
   - Refined reload force for Flare Gun/Detonator
- Bot changes:
   - Fixed crash with Demoman-bots trying to detonate stickybombs that had
already been destroyed
   - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
   - Bots obey melee only mode a bit better
   - Added func_nav_avoid to allow map creators control over where bots
like to go
   - Fixed issue with Demoman bot reloading between each stickybomb he
fired, causing him to be very slow at setting traps/destroying sentries
   - Bots never taunt if carrying the flag now
   - Aiming logic for Huntsman sniper bots
   - Sniper bots prioritize enemy snipers more aggressively, as well as
enemy engineers now
   - Improved Demoman bot sentry gun sticky bombing 
   - Bots will no longer try to use health entities assigned to the enemy
team
   - Added simplistic behaviors for Chargin' Targe, and various consumables
(Bonk drink, sandvich, etc)
   - Medic-bots stay a bit closer to their patient now
   - Sniper-bots go after very nearby enemies with their melee weapon now
   - Added func_tfbot_hint entity to allow map creators to tell sniper bots
good places to lurk
   - Sniper-bots opportunistically fire on viable targets they encounter
while on the way to their desired lurking spot
   - Spy-bots are more aggressive about backstabbing an engineer before
sapping his nest now

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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Team BOOM!
Yea, Mine too. Misery loves company. LOL! Thanks guys.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Hunt
Sent: Tuesday, August 23, 2011 6:13 PM
To: hlds@list.valvesoftware.com; steve.gr...@gmail.com
Subject: Re: [hlds] Mandatory TF2 update released

 

It just now started downloading, after waiting almost 20 minutes.

 From: dm_schmie...@hotmail.com
 To: steve.gr...@gmail.com; hlds@list.valvesoftware.com
 Date: Tue, 23 Aug 2011 18:10:53 -0700
 Subject: Re: [hlds] Mandatory TF2 update released
 
 Same issue on one of my four servers.
 
 David Schmieder
 
 -Original Message- 
 From: steve grout
 Sent: Tuesday, August 23, 2011 6:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mandatory TF2 update released
 
 we just wish that they'd confirm that it's actually been pushed
 correctly to all the content servers.. kind of getting annoyed with
 having to run a -verify_all on server when we update quickly.. it may
 not be that of course it may be that the content servers can't cope..
 either way it needs fixing
 
 On 24/08/2011 02:01, Team BOOM! wrote:
  The update won't run on any of our servers. The Hldsupdatetool just
aborts
  and the server restarts under the same version.. sigh...
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
  Sent: Tuesday, August 23, 2011 5:40 PM
  To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
  'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Mandatory TF2 update released
 
  We've released a mandatory TF2 update. The notes for the update are
below.
 
  Thanks.
 
  Eric Smith
  Valve
 
  
 
  Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  - Fixed a client crash during demo playback
  - Fixed a SourceTV crash
  - Dedicated servers can now have both SourceTV and Replay enabled at
once
  -replay [config file] and +tv_enable 1 should be used to launch 
  the
  server
 
  Team Fortress 2
  - Added TF birthday replacement models for health kits and ammo packs
  - Added TF birthday Party Hat and Noisemaker
  - Fixed The Short Circuit attacking friendly projectiles
  - Fixed The Short Circuit being hidden when the Engineer taunts
  - Fixed an infinite crits exploit using The Diamondback
  - Fixed The Widowmaker not returning the correct amount of ammo when
  multiple targets are hit
  - Fixed supply closets regenerating players while they are taunting
  - Fixed the Select Style UI text overlapping the image of the model
  - Fixed the sunbeams hat effect
  - Updated the localization files
  - Updated the gamehaptics file:
  - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
  Diamondback, and The Machina
  - Added crit fire force for The Widowmaker and The Diamondback
  - Refined reload force for Flare Gun/Detonator
  - Bot changes:
  - Fixed crash with Demoman-bots trying to detonate stickybombs that 
  had
  already been destroyed
  - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
  - Bots obey melee only mode a bit better
  - Added func_nav_avoid to allow map creators control over where bots
  like to go
  - Fixed issue with Demoman bot reloading between each stickybomb he
  fired, causing him to be very slow at setting traps/destroying sentries
  - Bots never taunt if carrying the flag now
  - Aiming logic for Huntsman sniper bots
  - Sniper bots prioritize enemy snipers more aggressively, as well as
  enemy engineers now
  - Improved Demoman bot sentry gun sticky bombing
  - Bots will no longer try to use health entities assigned to the enemy
  team
  - Added simplistic behaviors for Chargin' Targe, and various 
  consumables
  (Bonk drink, sandvich, etc)
  - Medic-bots stay a bit closer to their patient now
  - Sniper-bots go after very nearby enemies with their melee weapon now
  - Added func_tfbot_hint entity to allow map creators to tell sniper 
  bots
  good places to lurk
  - Sniper-bots opportunistically fire on viable targets they encounter
  while on the way to their desired lurking spot
  - Spy-bots are more aggressive about backstabbing an engineer before
  sapping his nest now
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds 
 
 
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Re: [hlds] Latest Updated fail?

2011-08-18 Thread Team BOOM!
Jake,

Because you weren't getting emails, you missed a bunch related directly to
this problem. Bad timing LOL...

The resolution posted by the users here is as follows:

The problem appears to have only affected game servers that have an out of
date older Steam Client on them. To fix the issue, you will need to either
delete or update the out of date Steam Client software on the server box and
then restart the game server(s).

If the game server(s) still don't connect properly after you update/delete
the Steam Client program, re-run the HLDSupdate tool update on the server(s)
with - verify all in the command line to force another update on the
server(s), then try again.

Good Luck,
Mike

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Haldeman
Sent: Thursday, August 18, 2011 9:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Latest Updated fail?

Sorry - for the double post, for some reason I wasn't getting the
emails..


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Haldeman
Sent: Thursday, August 18, 2011 10:06 AM
To: 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Latest Updated fail?

After the latest updates most of my dedicated servers stopped working giving
this error:

*
*   Unable to load Steam support library.*
*   This server will operate in LAN mode only.*
*

I know many others have gotten this
(http://forums.steampowered.com/forums/showthread.php?t=2059987)  but is
there a known fix?

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Re: [hlds] Unable to load steam support library..

2011-08-17 Thread Team BOOM!
Dear Jon,

I just wanted to confirm you're using the correct syntax for the verify
option in the command line, which should be -verify_all

If that is correct and the files are still out of wack, perhaps you should
try the following:

1. Force an version check on the server by deleting the 
InstallRecord.blob file found in the game server's root folder might get
things moving?

2. If the above doesn't fix any mismatched files, then I would shutdown the
game server, rename the /orangebox/bin folder to bin.old, then run the
update again so it loads a fresh copy of the bin folder. I believe the files
you are having trouble with are all in that folder. 

You might also wish to be sure Steam is not running on the box during the
update process. There have been mixed reports that having a Steam client
running on the same box as the game servers has been causing some problems
with updates when valve makes changes to the Steam binaries within the SRCDS
software.

Please keep us posted so other may benefit if you fix it.

Good luck bud, you'll get it!
Mike




-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonathan Zakay
Sent: Wednesday, August 17, 2011 3:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Unable to load steam support library..

I am still having the issue of being unable to host a server without the
error, Unable to load steam support library - This server will operate in
LAN mode only.

From what I have read in places this error should have been fixed in a
recent update but the community I am in is still having this issue across
all three of its TF2 servers (4 including the test server). The servers have
been update multiple times and verify_all has also been in the command line
as well. The server appears to be running 'OB Dedicated server version 122'.
Two of the servers have replay enabled and they all have been running
SM/MM/DAF.

The server is on a dedicated box running Server 2008 R2, we have never had
any previous issues with updates and I have also disabled any addons running
on the server - but it still returns the error above. I do have the ability
to install a completely fresh install of TF2 if you would advise this to
help debug the issue. 


Any recommendations/advice would be appreciated,
Jon
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Re: [hlds] Unable to load steam support library..

2011-08-17 Thread Team BOOM!
Right on guys, great info for all and I'm glad you resolved it. Another one
to stuff away in the memory banks. Thanks to Fletcher for his helpful
response.

 

Mike

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonathan Zakay
Sent: Wednesday, August 17, 2011 10:34 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Unable to load steam support library..

 

Thanks for the reply and advise Mike, I have tried the suggestions you
posted bellow but the server is still having the issue. 

 

I double checked and -verify_all  did have the correct syntax in the batch
file we use to update. 

 

I did remove the InstallRecord.blob, as far as I am aware it had no affect.

 

I did double look into the bin folder and I did as you said and
re-named/re-downloaded the contents of the folder but I am still having the
same issue.

 

The box that runs the servers is not really used for much else, no steam
client was running and the only (significant) other things It has running is
Filezilla (Server/Client), ServerDoc, multiple Garry's Mod servers and also
a Terraria server. Also, to be more precise - The server is running Window's
Server 2008 R2 Datacenter-Edition, though I doubt this is the problem.

 

I have just now installed a completely fresh install of TF2, its completely
vanilla and is being launched through a basic batch file. The vanilla-fresh
installed server is still having the same issue where it is Unble to load
steam support libraries.

 

 

Thanks for the help,

Jon

 

 

On 17 Aug 2011, at 15:59, Team BOOM! wrote:





Dear Jon,

I just wanted to confirm you're using the correct syntax for the verify
option in the command line, which should be -verify_all

If that is correct and the files are still out of wack, perhaps you should
try the following:

1. Force an version check on the server by deleting the 
InstallRecord.blob file found in the game server's root folder might get
things moving?

2. If the above doesn't fix any mismatched files, then I would shutdown the
game server, rename the /orangebox/bin folder to bin.old, then run the
update again so it loads a fresh copy of the bin folder. I believe the files
you are having trouble with are all in that folder. 

You might also wish to be sure Steam is not running on the box during the
update process. There have been mixed reports that having a Steam client
running on the same box as the game servers has been causing some problems
with updates when valve makes changes to the Steam binaries within the SRCDS
software.

Please keep us posted so other may benefit if you fix it.

Good luck bud, you'll get it!
Mike



 

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Re: [hlds] TF2 server memory usage - need some answers

2011-08-15 Thread Team BOOM!
We're running seven (7) 24-slot TF2 servers and 2 CSS servers on a Windows
2008 RS SP1 dual Quad Core Xeon box with 16 GB of RAM. We use RAID 5 for
disk management with 3 drives. The TF2 servers are busy and many remain full
most of the day, the CSS ones are not so much any more.

 

On rare occasions, an instance of SRCDS for TF2 will climb to right around
500 MB of RAM, but I haven't monitored things very closely to see why one
server might have done that. Most of the time I check them, the TF2
instances are around 320 for an empty sever to about 390 - 400 MB on a full
one. The CSS instances usually hover well below 200 MB. Our servers never
hang or need a manual restart. They will run without a hitch for over as
week without a crash until I restart the box after I do an occasional
Windows update. We're running Metamod and SourceMod with a few plugins, no
Eventscripts. We also use gameMe stats and SourceBans. The SourceBans MySql
and website are both hosted on the game server box.

 

It sounds like I'm bragging but I don't mean to. I'm honestly very, very
surprised at how stable everything has been for the past few months on our
end. After nearly 7 years of running SRCDS servers, this is one of the few
times I really can't complain about their stability. With that said, I'll
continue to monitor them a little more closely and if I find something
useful that explains the occasional memory increases you are seeing, I'll
report back. Feel free to email me directly (support@ mailto:support@
vailenterprises.com) if I can provide more specifics on this issue without
driving everyone crazy on the email list.

 

Good luck,

Mike V.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Monday, August 15, 2011 9:23 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 server memory usage - need some answers

 

I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers.
No crash, no crash dump, the server just hangs and needs a manual restart.

On Mon, Aug 15, 2011 at 11:08 AM, Joeri van der Velden
joerivdvel...@gmail.com wrote:

Since I didn't mention it in my original email: our servers (one Arena, one
Payload / CP and one KotH) are running under Windows Server 2008 R2. I
usually have to restart our servers at least every day, if they don't crash
themselves. There's some really dodgy memory management going on.

2011/8/15 hlds h...@gmx.com

I have a busy server restarted 11 days ago (with more than 15835 minutes
uptime) and which uses 2060MB (1310MB RES) according to htop. The server is
a classic one, running only stock maps, with replay enabled. The OS is
Debian, 32 bits.



  - Original Message -
  From: Joeri van der Velden
  Sent: 08/14/11 02:46 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: [hlds] TF2 server memory usage - need some answers

   Ever since around the replay update I've noticed a very annoying trend
with my TF2 servers. When they start and are fully running, they take up
about 400MB of RAM. However, over several hours with lots of activity, the
memory use steadily grows over 700MB, some even reach 900MB before I
forcefully shut them down because they affect overal server performance. Our
Garry's Mod and Counter-Strike: Source servers (both on the same engine, and
running the same versions of Sourcemod) do not have this issue.

 Is this memory use a common problem for TF2 servers? Can anyone else share
some numbers?


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Re: [hlds] 2008 R2 Timer Resolution

2011-03-10 Thread Team BOOM!
Below a link to the one I use on my Windows 2008 64-bit dedicated server.

 

http://www.boomgaming.net/downloads/HiResTimer.zip

 

This timer requires the Microsoft .net 1.1 framework package be loaded on
your box first. It can be found here:
http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-F589-48
42-8157-034D1E7CF3A3
http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-F589-4
842-8157-034D1E7CF3A3displaylang=en displaylang=en

 

Once installed, the timer runs as a Windows Service so there's no need to
logon and start it each time the box is rebooted. It works perfectly for me
and has for several years.

 

Just a quick note about the Microsoft.net 1.1 framework installer. When
installing the .net package, you will likely get a warning from Windows that
the package is not designed to run under Windows 2008, but it will allow you
to ignore the warning and continue with the install. I have loaded
Microsoft.net 1.1 on at least 25 Windows 2008 dedicated server boxes and
never once had an issue with it screwing anything up.

 

Have a good one.

  

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of violentcrimes
Sent: Thursday, March 10, 2011 1:38 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] 2008 R2 Timer Resolution

 

Can I get a link to that. I can't seem to get mine to work with 2008. 

On 3/9/2011 11:08 PM, turb0z wrote: 

I'm still running srcdsfpsboost on 2k8 r2

 

Any reason why you don't want to run it?  Uses no resources and gets the job
done.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Wednesday, March 09, 2011 9:31 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] 2008 R2 Timer Resolution

 

Hey guys,

 

I have read in many places that you can run source servers with higher fps
right out of the box with 2008.  This does not seem to be the case with me,
2008 on fresh install still limits fps at 64.  

 

Any suggestions on how do this without using pingbooster/srcdsfpsboost? 

 

Box Specs

Windows 2008 R2

Dell 1950 

2x Xeon 5460 Quad Core

16 gb memory 

 

 

Thanks

 
 
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Re: [hlds] 2008 R2 Timer Resolution

2011-03-10 Thread Team BOOM!
In most cases, in order to get 1000 FPS in a Source server under Windows,
you need to have a processor and motherboard that supports High Precision
Event Timer(HPET) - http://en.wikipedia.org/wiki/High_Precision_Event_Timer
on its chipset and BIOS features, run a timer booster program and set your
server's rates accordingly (I have not tried it with just HPET enabled and
no timer software, so I cannot attest it working with HPET only).

I have successfully run 1000 FPS servers but honestly, in spite of all the
hype about 1000 FPS from some gamers, no one I personally know has ever been
able to tell the difference between 500 FPS and 1000 FPS while playing
games. 

As for what we get for FPS with booster software, as long as you set your
rates (fps_max setting) properly, a Source server should get a consistent
512 fps.

Take care...


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Thursday, March 10, 2011 4:33 AM
To: d...@forlix.org; 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

With 2003 or 2008 I have never gotten more than 64 fps without a booster.  

The file listed on whispers tikirate wiki page works fine on 2008
http://whisper.ausgamers.com/wiki/index.php/Tickrate#Instructions

I am not try to get 1000 fps because that is just useless but again I see
forum posts and other mailing list claiming they are doing it without a 3rd
party program running so I guess I was just more curious then anything,  

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, March 10, 2011 6:47 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] 2008 R2 Timer Resolution

Wow, 5 lines of code for the HiRes Timer and someone pastes them into a
project that requires .NET and builds an installer... Had he used VC6 he'd
have a single EXE file Windows-Service that'd run on Win 3.11 and up. (just
kidding)

Anyway, how much FPS do you guys actually get with this thing? Up to 512? At
least thats what I've always been getting on all my 2003 servers, without
running a booster.
I tried it once and it didnt make a difference.

On 2011/03/10 12:14, Team BOOM! wrote:
 Below a link to the one I use on my Windows 2008 64-bit dedicated server.

 http://www.boomgaming.net/downloads/HiResTimer.zip

 This timer requires the Microsoft .net 1.1 framework package be loaded 
 on your box first. It can be found here:
 http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-F
 589-4842-8157-034D1E7CF3A3displaylang=en
 http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-
 F589-4842-8157-034D1E7CF3A3displaylang=en

 Once installed, the timer runs as a Windows Service so there's no 
 need to logon and start it each time the box is rebooted. It works 
 perfectly for me and has for several years.

 Just a quick note about the Microsoft.net 1.1 framework installer. 
 When installing the .net package, you will likely get a warning from 
 Windows that the package is not designed to run under Windows 2008, 
 but it will allow you to ignore the warning and continue with the 
 install. I have loaded Microsoft.net 1.1 on at least 25 Windows 2008 
 dedicated server boxes and never once had an issue with it screwing
anything up.

 Have a good one.

 --
 --

 *From:*hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of 
 *violentcrimes
 *Sent:* Thursday, March 10, 2011 1:38 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] 2008 R2 Timer Resolution

 Can I get a link to that. I can't seem to get mine to work with 2008.

 On 3/9/2011 11:08 PM, turb0z wrote:

 I'm still running srcdsfpsboost on 2k8 r2

 Any reason why you don't want to run it? Uses no resources and gets 
 the job done.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Munra
 *Sent:* Wednesday, March 09, 2011 9:31 PM
 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* [hlds] 2008 R2 Timer Resolution

 Hey guys,

 I have read in many places that you can run source servers with higher 
 fps right out of the box with 2008. This does not seem to be the case 
 with me, 2008 on fresh install still limits fps at 64.

 Any suggestions on how do this without using pingbooster/srcdsfpsboost?

 Box Specs

 Windows 2008 R2

 Dell 1950

 2x Xeon 5460 Quad Core

 16 gb memory

 *Thanks*





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