[hlds] How Do I Create sv_setsteamaccount

2014-02-27 Thread Violent Crimes
I tried following the tutorial on steam forums on how to do it but the 
links won't work. Can someone please tell me how I do this.


Thanks.


http://forums.steampowered.com/forums/showthread.php?t=3222737

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Re: [hlds] How Do I Create sv_setsteamaccount

2014-02-27 Thread Violent Crimes

Can't seem to get it to work still.

On 2/27/2014 6:50 PM, Kyle Sanderson wrote:

Hi Violent Crimes,

Nephyrin posted this in IRC when the feature was first opened up.

curl -v -d 
key=__STEAM_API_KEY__appid=_APPID_NUMBER__memo=__MEMO_FOR_YOUR_USAGE__
'https://api.steampowered.com/IGameServersService/CreateAccount/v0001/'

I believe someone made a webpage as well. For TF2 your appid would be
440, CS:S 240, etc. It's the game appid, not the server appid.

To get your key, you need to go to https://steamcommunity.com/dev/apikey .

Hope this helps,
Kyle.

On Thu, Feb 27, 2014 at 4:30 PM, Violent Crimes
violentcri...@convictgaming.com wrote:

I tried following the tutorial on steam forums on how to do it but the links
won't work. Can someone please tell me how I do this.

Thanks.


http://forums.steampowered.com/forums/showthread.php?t=3222737

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Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-25 Thread Violent Crimes

Hey Mike what are you running on the server that is getting hit?

On 2/25/2014 4:16 PM, Mike Vail wrote:


I just got a Steam Client update this morning that included the 
following in the General update notes:


Add IP tracking to game server favorites. Favorites will 
automatically update to new server IP addresses if the game server is 
using a persistent account.


I'm assuming that this feature is no longer just a beta client feature 
now, which is wonderful news for anyone looking to change their IP 
addess(es).


*From:*Mike Vail [mailto:supp...@boomgaming.net]
*Sent:* Saturday, February 15, 2014 10:49 AM
*To:* 'Half-Life dedicated Win32 server mailing list'
*Subject:* [hlds] IP Changes  DDOS Attacks - Do Game Server Accounts 
Resolve These Issues Now?


So this week for the first time since I started running Valve servers 
almost 10 years ago, I began getting ddos attacked on one of my 
servers. The datacenter null-routed the IP, which is typical in these 
cases. I don't have advanced firewall protection right now other than 
Windows 2008 Firewall so I'm kinda stuck. I don't even know the nature 
of the attack because the datacenter isn't helpful at all. Wireshark 
hangs and crashes every 30 minutes so it too is useless in identifying 
the attack.  I also learned another server-op who runs a similar 
server is having the same attacks so it's likely the same guy trying 
to take us both down so he can start his own server like ours.


So then I started thinking about these new game server accounts. My 
affected server is by no means stock. It runs a custom map, has 
instant respawn and 100% crits, which disqualifies it from Quick-play. 
That's fine but here's my question. As I read the recent thread about 
the new Game server account feature, by adding my server to a game 
server account, I can change the IP and players with it saved in their 
favorites will receive the new server IP address because their 
favorites will update after the IP change. Is this correct? If so, I 
should be able to change the IP after registering it and people should 
find the server through their favorites like before even though the 
server won't work with quick-play right?


Lastly, with game server accounts becoming the norm, would it not make 
since for Valve to game servers' IP addresses from everyone in the 
future so the ability to attack them would be greatly diminished? I 
realize that dedicated attackers will always find a way to do evil, 
but by hiding the IP addresses from players, it may go a long way to 
reducing the frequency of attacks by script kiddies.


What do you guys think?

Happy Saturday,

Mike



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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2013-12-19 Thread Violent Crimes

I think their system is borked.

On 12/19/2013 11:25 PM, Peter Jerde wrote:

On Dec 19, 2013, at 22:13, Eric Smith er...@valvesoftware.com wrote:


We've released a mandatory TF2 update.

It seems to be taking an awfully long time to actually come out...


Full log here.
http://www.teamfortress.com/post.php?id=2262

That URL is to a blog post from 2009.

Color me confused. I have all my servers shut down, and players asking me why.

  - Peter
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Re: [hlds] [hlds_linux] TF2 update released during Steam maintenance?

2013-09-03 Thread Violent Crimes

Can't update either in east coast.


On 9/3/2013 8:58 PM, Albert Davis wrote:

Seeing this myself

Error! App '232250' state is 0x1 after update job


On Tue, Sep 3, 2013 at 8:49 PM, Weasel wea...@weaselslair.com 
mailto:wea...@weaselslair.com wrote:


Well, getting a little closer  according to Steam Support
Twitter account, they finished the Steam maintenance at 5:00 PM
(Pacific).  My Asia/Pacific region servers won't update yet, but
North America seems like it's trying to at least.

Asia/Pacific server is throwing a time-out.

I'll assume this is all load-related (now that Steam is back up
again, everybody trying to update) and just keep trying.

...

something-other-than-root@host2:~/steamcmd$ ./steamcmd.sh
./steamcmd.sh: line 11: ulimit: open files: cannot modify limit:
Operation not permitted
Redirecting stderr to
'/home/something-other-than-root/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Steamlogin anonymous

Connecting anonymously to Steam Public...Failed to receive license
info.
Success.

Steamforce_install_dir /home/something-other-than-root/game301

Steamapp_update 232250 validate
ERROR! AppInfo request for AppId 232250 returned error 16.

Steamapp_update 232250 validate
ERROR! AppInfo request for AppId 232250 returned error 16.

Steamapp_update 232250
ERROR! Timed out waiting for AppInfo update.



Re: [hlds_linux] TF2 update released during Steam maintenance?
ElitePowered . Tue, 03 Sep 2013 17:41:44 -0700

Servers can update.

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Re: [hlds] Steam Server Ports

2013-09-01 Thread Violent Crimes

I will start off with 100$ to whoever can fix this

On 9/1/2013 10:06 AM, Dominik Friedrichs wrote:
If you guys manage to set up the build environment for MM:S plugins 
(and know how to code in C) I'd be happy to supply my code so you can 
adapt that.
This solution does require a bit of fiddling (manual setup of an IPsec 
filter list and adapting the code to detect EXACTLY what you are 
looking for in a packet) so I would say its required for anyone 
wanting to use this solution to understand how it works and set it up 
themselves.


On 2013/08/31 22:16, Nomaan Ahmad wrote:

Hello Dominik,

Could you please write that MM:S plugin? I am interested in it. Thanks


On 31 August 2013 15:26, Dominik Friedrichs d...@forlix.org
mailto:d...@forlix.org wrote:

In such a case I would write an MM:S plugin that hooks recvfrom,
checks the packet for size and then adds an IPSec rule when the
criteria is met. I had something like this in place on my servers
for the zero length UDP flood exploit which is now resolved.


On 2013/08/31 16:02, Calvin Judy wrote:

Yes, although ipsec wouldn't work in this situation because OP
needs to
drop packets with an invalid size.



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Re: [hlds] Steam Server Ports

2013-08-31 Thread Violent Crimes

Can I bride you to make one for me?

On 8/31/2013 10:26 AM, Dominik Friedrichs wrote:
In such a case I would write an MM:S plugin that hooks recvfrom, 
checks the packet for size and then adds an IPSec rule when the 
criteria is met. I had something like this in place on my servers for 
the zero length UDP flood exploit which is now resolved.


On 2013/08/31 16:02, Calvin Judy wrote:

Yes, although ipsec wouldn't work in this situation because OP needs to
drop packets with an invalid size.



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Re: [hlds] Steam Server Ports

2013-08-30 Thread Violent Crimes

Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

Assuming you are on port 27015;

#VAC Secure:
Source Port(s): 27017,27018,27019,27020
Destination Port(s): 26901
Protocol(s): UDP

#RCON:
Source Port(s): 27015
Destination Port(s): 27015
Protocol(s): TCP

#Client  Query
Source Ports(s): Any
Destination Port(s): 27015
Protocol(s): UDP

On 8/30/2013 10:35 PM, Violent Crimes wrote:
Anyone know what ports for steam master servers. Keep getting 
attacked with split packet attacks.



NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 204.134.60.52:27013 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 156.7.115.251:27022 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 131.253.201.217:27018 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 202.198.227.99:27038 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 209.133.74.38:4380 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 147.69.94.143:27018 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 174.4.182.232:27032 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 82.17.64.106:27049 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 171.229.12.88:27034 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 199.3.107.39:27023 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 74.94.35.133:27012 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 160.105.74.195:27048 with invalid 
split size (number 81/ count 81) where size 337 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 164.249.36.231:27042 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 196.207.97.162:27022 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]



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Re: [hlds] Steam Server Ports

2013-08-30 Thread Violent Crimes

Trying to figure out away to block these attacks.


On 8/30/2013 11:40 PM, Calvin Judy wrote:

What exactly are you trying to do with the master servers?

Just drop packets with an invalid size.

- Original Message - From: Violent Crimes 
violentcri...@convictgaming.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com

Sent: Friday, August 30, 2013 11:31 PM
Subject: Re: [hlds] Steam Server Ports



Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

Assuming you are on port 27015;

#VAC Secure:
Source Port(s): 27017,27018,27019,27020
Destination Port(s): 26901
Protocol(s): UDP

#RCON:
Source Port(s): 27015
Destination Port(s): 27015
Protocol(s): TCP

#Client  Query
Source Ports(s): Any
Destination Port(s): 27015
Protocol(s): UDP

On 8/30/2013 10:35 PM, Violent Crimes wrote:
Anyone know what ports for steam master servers. Keep getting 
attacked with split packet attacks.



NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 204.134.60.52:27013 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 156.7.115.251:27022 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 131.253.201.217:27018 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 202.198.227.99:27038 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 209.133.74.38:4380 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 147.69.94.143:27018 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 174.4.182.232:27032 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 82.17.64.106:27049 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 171.229.12.88:27034 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 199.3.107.39:27023 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 74.94.35.133:27012 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 160.105.74.195:27048 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 164.249.36.231:27042 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 196.207.97.162:27022 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]



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Re: [hlds] Steam Server Ports

2013-08-30 Thread Violent Crimes

Doesn't work on 64bit.

On 8/31/2013 12:04 AM, Nomaan Ahmad wrote:

http://wipfw.sourceforge.net/ ?


On 31 August 2013 04:56, List User l...@redspeedservers.com 
mailto:l...@redspeedservers.com wrote:


If he is on Windows then that might be a bit hard/impossible. I
never found any linux-quality firewall(/options) for Windows.


On 8/30/2013 11:40 PM, Calvin Judy wrote:

What exactly are you trying to do with the master servers?

Just drop packets with an invalid size.

- Original Message - From: Violent Crimes
violentcri...@convictgaming.com
mailto:violentcri...@convictgaming.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
Sent: Friday, August 30, 2013 11:31 PM
Subject: Re: [hlds] Steam Server Ports


Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

Assuming you are on port 27015;

#VAC Secure:
Source Port(s): 27017,27018,27019,27020
Destination Port(s): 26901
Protocol(s): UDP

#RCON:
Source Port(s): 27015
Destination Port(s): 27015
Protocol(s): TCP

#Client  Query
Source Ports(s): Any
Destination Port(s): 27015
Protocol(s): UDP

On 8/30/2013 10:35 PM, Violent Crimes wrote:

Anyone know what ports for steam master servers.
Keep getting attacked with split packet attacks.


NET_GetLong: Split packet from 78.95.68.48:27047
http://78.95.68.48:27047 with invalid split size
(number 99/ count 114) where size 8293 is out of
valid range [564 - 1248 ]
NET_GetLong: Split packet from 204.134.60.52:27013
http://204.134.60.52:27013 with invalid split
size (number 81/ count 81) where size 337 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from 156.7.115.251:27022
http://156.7.115.251:27022 with invalid split
size (number 81/ count 81) where size 337 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from
131.253.201.217:27018
http://131.253.201.217:27018 with invalid split
size (number 99/ count 114) where size 8293 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from
202.198.227.99:27038 http://202.198.227.99:27038
with invalid split size (number 99/ count 114)
where size 8293 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from 209.133.74.38:4380
http://209.133.74.38:4380 with invalid split
size (number 81/ count 81) where size 337 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from 147.69.94.143:27018
http://147.69.94.143:27018 with invalid split
size (number 81/ count 81) where size 337 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from 80.83.13.16:27016
http://80.83.13.16:27016 with invalid split size
(number 99/ count 114) where size 8293 is out of
valid range [564 - 1248 ]
NET_GetLong: Split packet from 174.4.182.232:27032
http://174.4.182.232:27032 with invalid split
size (number 99/ count 114) where size 8293 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from 82.17.64.106:27049
http://82.17.64.106:27049 with invalid split
size (number 81/ count 81) where size 337 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from 171.229.12.88:27034
http://171.229.12.88:27034 with invalid split
size (number 99/ count 114) where size 8293 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from 199.3.107.39:27023
http://199.3.107.39:27023 with invalid split
size (number 99/ count 114) where size 8293 is out
of valid range [564 - 1248 ]
NET_GetLong: Split packet from 74.94.35.133:27012
http://74.94.35.133:27012 with invalid split
size (number 99/ count 114) where size 8293 is out
of valid range [564 - 1248

[hlds] Please Fix Exploit.

2013-08-24 Thread Violent Crimes
Can you please fix the exploit that allows players to attack use Split 
packet attacks to take down servers. It has been around for years it 
would be nice to have a update that included this instead of hats.


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Re: [hlds] Please Fix Exploit.

2013-08-24 Thread Violent Crimes

Which version?


On 8/24/2013 9:08 PM, byteframe wrote:

bring back cvg 24/7 ZPS biotec


On Sat, Aug 24, 2013 at 2:23 AM, Violent Crimes 
violentcri...@convictgaming.com 
mailto:violentcri...@convictgaming.com wrote:


Can you please fix the exploit that allows players to attack use
Split packet attacks to take down servers. It has been around for
years it would be nice to have a update that included this instead
of hats.

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Re: [hlds] Mandatory TF2 update released

2013-07-24 Thread Violent Crimes
My non updated tf2 servers restart with no issues, but the updated ones 
won't launch on windows 2003.


On 7/24/2013 8:41 PM, Cody Woodson wrote:

Is anyone else having issues with launching their server?  Mine won't even 
start up so I can't even see the cmd prompt.  I'm on windows 2003

Sent from my iPhone

On Jul 24, 2013, at 4:53 PM, Eric Smith er...@valvesoftware.com wrote:


We've released a mandatory update for TF2. The notes for the update are below. 
The new version is 1844935.

-Eric

--

- Ended the Mann Co. Store summer sale
- The Summer Claim check is now a rare drop
- Medics using the Quick-Fix will now take jump force from Pyros using the 
Detonator to explosive jump
- Fixed a client crash related to missing particle systems
- Fixed a server crash when entering Sudden Death mode with only melee weapons
- Fixed players sometimes being damaged by doors when they are closing
- Fixed soccer/beach balls sometimes blocking Payload carts and trains
- Fixed paint can icons not showing the Red/Blue colors correctly
- Fixed the Loch-n-Load gun sight not drawing in the correct place
- Fixed the Bonk Boy model using the incorrect normals
- Updated Cp_Badlands and Koth_Badlands
   - Opened the windows around the center point
   - Smoothed player clipping around doorways

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Re: [hlds] NEOTOKYO° mod

2013-06-13 Thread Violent Crimes

EP1 was moved over to the orangebox I believe.

On 6/13/2013 12:27 AM, Ross Bemrose wrote:
If it's Source 2006, wouldn't you just use hldsupdatetool to install 
the episode1 server?


On 6/12/2013 9:55 PM, phorce phed wrote:

Mod uses Source SDK 2006. www.neotokyohq.com

1. Since the last Steam client update no servers show up in the Steam 
client server browser (in-game server browser mostly works, however).


2. Mod is not compatible with SteamCMD install of hl2mp.  SRCDS prints:

Console initiated.
Missing shutdown function for COM_InitFilesystem( info.m_pInitialMod 
) : COM_ShutdownFileSystem()


Then closes the window.


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Re: [hlds] NEOTOKYO° mod

2013-06-12 Thread Violent Crimes

On 6/12/2013 9:55 PM, phorce phed wrote:

Mod uses Source SDK 2006.  www.neotokyohq.com

1. Since the last Steam client update no servers show up in the Steam 
client server browser (in-game server browser mostly works, however).


2. Mod is not compatible with SteamCMD install of hl2mp.  SRCDS prints:

Console initiated.
Missing shutdown function for COM_InitFilesystem( info.m_pInitialMod ) 
: COM_ShutdownFileSystem()


Then closes the window.


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Try using insurgency mod on hlds not the new one on steamcmd

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Re: [hlds] Retrieving Server Info....

2012-08-19 Thread Violent Crimes
You don't have to restart it I found changing the map works. I would 
recommend lowering down your map time as it should help.



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Re: [hlds] Retrieving Server Info....

2012-08-18 Thread Violent Crimes

I have the same issue.

On 8/18/2012 7:01 PM, ozgamingdot...@gmail.com wrote:
Since the last few updates, almost every time I attempt  to connect to 
my TF2 server It gets stuck on this -  Retrieving Server Info


But once I restart the server it goes away.

Anyone else experience this?

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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Violent Crimes

With this update is the engine going to update and break Garrysmod?

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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Violent Crimes

What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server, this is 
called Mann Up Mode. Mann Up Mode allows you to earn special item 
rewards and track your progress through various Missions. To enter Mann 
Up Mode, you must possess a Tour of Duty Ticket.




On 8/15/2012 7:29 PM, Cameron Munroe wrote:

Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:

What is this? VALVe only servers, or ones that qualify for match making?

D:


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[hlds] Servers Crashing On Map Change

2012-08-12 Thread Violent Crimes
I have 15 servers for tf2 and they all seem to crash clients out on map 
change. I have removed sourcemod and metamod and they still crash. Is 
anyone else having this issue?


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[hlds] User Has Lost Connection To Steam

2012-03-12 Thread Violent Crimes
Anyone getting players kicked because they have lost connection to 
steam. I have noticed it has been happening alot lately wondering if it 
is something on my end or not.


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Re: [hlds] Possible cause and fix for the recent group crashes

2012-03-05 Thread Violent Crimes
I use windows 2003 enterprise, Debian,  sm 1.39 and getting people 
crashing out.


On 3/5/2012 2:47 PM, E. Olsen wrote:
All of my servers are windows 2008 R2 64bit, and the problem persists 
on them, so I don't think it's an OS issue.


On Mon, Mar 5, 2012 at 2:45 PM, m33crob ad...@m33crob.com 
mailto:ad...@m33crob.com wrote:


For what it's worth, if this helps... I have noticed that my Linux
servers have this crashing issue whereas my Windows server does
not. Also, I just recently got around to updating SM from 1.4.0 to
1.4.1. Once I did this, the crashes increased by 10 fold and I was
forced to downgrade back to 1.4.0.

On Mon, Mar 5, 2012 at 10:29 AM, Ken Bateman
novadeni...@gmail.com mailto:novadeni...@gmail.com wrote:

On 3/5/2012 12:17 PM, ics wrote:

if you know the exploit, tell Fletcher about it.
fletch...@valvesoftware.com
mailto:fletch...@valvesoftware.com so they get it fixed.

I've put the details in a bug report submitted from my tf2
client, and gave them this email.  Still, if somebody from
valve emails me I'll reply to them with details.

-Ken

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[hlds] Holiday Punch

2011-12-25 Thread Violent Crimes
It seems that the item holiday punch crashes a server when you hit a 
prop with it.  It does it on both my linux and windows servers.


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Re: [hlds] Halloween 2011

2011-10-21 Thread Violent Crimes
Would setting up a 10 person private server for you and your friends to get the 
gifts and not have to deal with other people be abusing the system?




From: Jon Lippincott j...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing 
list hlds@list.valvesoftware.com
Cc: TF Team tft...@valvesoftware.com
Sent: Friday, October 21, 2011 10:32 PM
Subject: [hlds] Halloween 2011


We’re going to be launching some new Halloween content in the near future and 
wanted to give you all a quick heads-up.  There will be random gift drops, but 
this year we are requiring that participants register their servers.  If you 
choose not to register, you can still run the Halloween maps, but no gifts will 
drop on your server.  By registering, your server will also be included in 
matchmaking, which will potentially drive traffic to you.  Note that cheating 
or otherwise abusing the gift drop system will result in losing your 
registration, access to gift drops and other potential value-adds in the future.
 
You still have plenty of time, as this change won’t be going live until next 
week.  Registration is quick and simple, and is outlined here.
 
-Jon
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Re: [hlds] Team Fortress 2 Update Released

2011-06-03 Thread Violent Crimes

I updated my server and now I am getting

Missing shutdown function for COM_InitFilesystem( info.m_pInitialMod ) : 
COM_ShutdownFileSystem()


Anyone else getting this?


On 6/3/2011 6:23 PM, Jason Ruymen wrote:

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

- Added the Red Faction promo item
- The Maul
- Added upcoming promo items for Magic: The Gathering
- Added additional community submitted response rules
- Doubled the item drop rate for the next week
- Updated the Conjurer's Cowl to be paintable
- Updated the webapi output to include the names of the drop_type and 
holiday_restriction fields
- Updated the localization files

Jason


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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1382 / Virus Database: 1511/3677 - Release Date: 06/03/11





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Re: [hlds] Brink dedicated server 1.3.3 update

2011-05-23 Thread Violent Crimes


  
  
I love that you are smart enough to release the server update before
the client could you explain to valve this awesome idea they don't
seem to understand that. 

On 5/23/2011 12:11 PM, Matt 'Anti' Lowe wrote:

  
  
  
  
  
Hey,

Well be sending out a new version of the
  Brink dedicated server on Steam
within the next few hours, ahead of a client patch shortly
afterwards.

The update will increment the game version,
  so the servers will have to be updated if they are to support
  the newer client version that will be released later. Unfortunately this patch requires new
media hence the large size of the update, were aiming to
reduce the number of these going forwards.

Thanks,
Matt 
Matt Anti Lowe | Associate Producer
  
  Splash Damage Ltd | http://www.splashdamage.com
PO Box 830 | Bromley BR1 9WZ

  
  

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  No virus found in
this message.
Checked by AVG - www.avg.com
Version: 10.0.1375 / Virus Database: 1509/3655 - Release Date:
05/23/11


  

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Re: [hlds] Brink dedicated server 1.3.3 update

2011-05-23 Thread Violent Crimes


  
  
Maybe I missed something is there away to force the server to stay
at 16 person and not 8 or 4?

On 5/23/2011 5:14 PM, Matt 'Anti' Lowe wrote:

  
  
  
  
  
Hey,

The
new server should now be available. The client patch will go
out in the next hour or so.

Thanks,
Matt


  
From:
hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On
  Behalf Of Matt 'Anti' Lowe
Sent: 23 May 2011 17:11
To: 'Half-Life dedicated Win32 server mailing
list'
Subject: [hlds] Brink dedicated server 1.3.3
update
  


Hey,

Well be sending out a new version of the
  Brink dedicated server on Steam
within the next few hours, ahead of a client patch shortly
afterwards.

The update will increment the game version,
  so the servers will have to be updated if they are to support
  the newer client version that will be released later. Unfortunately this patch requires new
media hence the large size of the update, were aiming to
reduce the number of these going forwards.

Thanks,
Matt 
Matt Anti Lowe | Associate Producer
  
  Splash Damage Ltd | http://www.splashdamage.com
PO Box 830 | Bromley BR1 9WZ

  
  

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  No virus found in
this message.
Checked by AVG - www.avg.com
Version: 10.0.1375 / Virus Database: 1509/3655 - Release Date:
05/23/11


  

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

2010-12-17 Thread Violent Crimes
LOL they broke garrysmod client side and prolly server side aswell. I am 
so proud of you guys at steam I mean how many years have you been doing 
this and yet you still seem to think it is a great idea to release a 
update on Friday at 9 pm EST.


On 12/17/2010 9:41 PM, Lob (UK) wrote:

Yeah Windows dead here too.

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

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

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


Confirmed here as well, ALL windows servers down, but linux working fine.

On Fri, Dec 17, 2010 at 6:31 PM, Bengt Rosenberger
bengt.rosenber...@gmx.de

wrote:
Windows server dead here, too. All plugins removed, even Metamod.

Am 18.12.2010 03:28, schrieb フゴ☆ _:

  Linux Servers working, windows server nop. great my server is dead

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

2010-12-17 Thread Violent Crimes

Doesnt work

On 12/17/2010 9:44 PM, Spencer 'Voogru' MacDonald wrote:
It appears you can fix windows by copying the FileSystem_Steam.dll 
from the client GCF file, then placing it in the orangebox/bin folder 
and renaming it to filesystem_stdio.dll.


The server boots up but dont know if it'll crash and burn.

Epic fail though.

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

2010-12-17 Thread Violent Crimes

Link to download?

On 12/17/2010 10:10 PM, Spencer 'Voogru' MacDonald wrote:

It worked for me, 4 windows servers running and packed.

No crashing and burning. Hot damn.

- Spencer.

On 12/17/2010 10:08 PM, Eric Smith wrote:

We're investigating and will have a solution soon.

-Eric


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

Sent: Friday, December 17, 2010 7:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

Doesnt work

On 12/17/2010 9:44 PM, Spencer 'Voogru' MacDonald wrote:

It appears you can fix windows by copying the FileSystem_Steam.dll
from the client GCF file, then placing it in the orangebox/bin folder
and renaming it to filesystem_stdio.dll.

The server boots up but dont know if it'll crash and burn.

Epic fail though.

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Re: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

2010-12-13 Thread Violent Crimes
Are you going to drop the price of killing floor for the event

-Original Message-
From: John Gibson j...@tripwireinteractive.com
Sent: Monday, December 13, 2010 8:01 PM
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Subject: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

To all server admins,

 

For those of you that don't know Tripwire Interactive are running a special
event starting tomorrow (December 14th) called the Killing Floor Twisted
Christmas - http://www.killingfloorthegame.com/xmas/. This event replaces
all of the monsters in game with Christmas themed monsters, adds an all new
level - Santa's Evil Lair, has a bunch of new achievements including some
specifically for the Twisted Christmas event, and features a tie-in with TF2
where TF2/KF owners/purchases get the Pyro as a playable character in KF and
a special KF themed item in TF2. 

 

With all of the buzz and interest surrounding this time limited event (
December 14th - January 4th )  we expect a massive influx of both returning
Killing Floor players that wish to experience the special event, as well as
new players wishing to experience the game for the first time. As such I
have a couple of requests for the server admin community:

 

1)   If anyone is willing to put up some extra servers for the duration
of this event that would be extremely helpful. There are currently about
1100 Killing Floor servers, which will support about 6600 concurrent players
( 6 players is the max on standard KF servers). We expect the peak
concurrent players to be in the 10,000-20,000 range, which means it will
take another 1000-2000 servers to handle this demand. On the bright side, we
expect a lot of these players will stick around after the event, which is
potential customers for you GSP's :-)

2)   With the massive influx of new players, I would request that anyone
adminning a group of KF servers to please set 35-50% of them to the Normal
difficulty. This will help ensure that the new players will have a place to
try the game where they won't get their face eaten off. 

3)   Please make sure the new Santa's Evil Lair map is in your map
rotation, as this is the map EVERYONE will be dieing to try. 

 

Additionally, we will be trying to make the server files available through
HLDS a couple of hours prior to the start of the event (both Windows and
Linux). Thanks to everyone in advance for their help and cooperation. I
always say, you admins are the cornerstone that any multiplayer game
community is built on!

 

Thanks,

 

John Gibson

President

Tripwire Interactive LLC

 

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Re: [hlds] Team Fortress 2 Update Released

2010-12-07 Thread Violent Crimes
Anyone have a zip of the update they are willing to share

-Original Message-
From: AJ Collins gamerzwo...@gmail.com
Sent: Tuesday, December 07, 2010 9:08 PM
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Update Released

At the right hand side on the treasure hunt page.

On Tue, Dec 7, 2010 at 9:02 PM, Josh Bost dislexs...@dislexsick.com wrote:

 I'm not seeing any info about TF2 hats on the Steam Store's Great Steam
 Treasure Hunt page... care to elaborate?

 -Dislexsick :)

 On Wed, Dec 8, 2010 at 12:27 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is now available.  The specific
  changes include:
 
  - Added the hats for The Great Steam Treasure Hunt.
  - Fixed a bug that enabled players to weapon switch away from the Iron
  Curtain during spin down.
 
  Jason
 
 
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Re: [hlds] SourceOP Plugin for Orangebox

2010-10-04 Thread Violent Crimes
Will this work on mods like zps?

-Original Message-
From: Tony Paloma drunkenf...@hotmail.com
Sent: Monday, October 04, 2010 8:49 PM
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com
Subject: [hlds] SourceOP Plugin for Orangebox

Hey list,

 

When I was talking about this in the IRC channel a while ago, it seemed like
there was a bit of interest, so I thought I'd bring it up here for more
visibility.

 

This weekend I released a beta for my SourceOP plugin. SourceOP is basically
an admin mod type of plugin with features similar to Mani and SourceMod.
However, there are two distinguishing features that everyone seems to agree
are pretty sweet.

 

The first is the ability to remotely admin your server. With a separate
client program, you can connect to your server, deal with players, eavesdrop
on their chat, and also hear everything they are saying over voice chat. Not
only that, but with the 2D overview, you can see where everyone is in
real-time allowing easy access to find and deal with trouble makers without
starting the game. Here is a quick screenshot showing everything in action:

http://www.sourceop.com/randomimages/remote_admin_20100608.png

 

The second-most-awesome feature is the Lua scripting engine. It is possible
to implement commands, features, and even custom entities that maps can use
from a SourceOP script. Many of the commands and features are implemented in
Lua, so there are plenty of examples to help get you started if you wanted
to customize or write your own scripts.

 

Every feature is disableable, so if you wanted to use only the remote admin
or only the entity editing commands, that is certainly possible.

 

This is a beta release, but it's the same plugin I've been using exclusively
on my own TF2 servers for years, so it should be pretty stable. The only
thing majorly lacking right now is documentation. If you'd like to help out
with that, please shoot me an email and I will get you everything you need
to help.

 

If you're interested, you can find more information on the wiki here:

http://www.sourceop.com/wiki/Main_Page

Downloads page is here:

http://www.sourceop.com/modules.php?name=Downloads
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=1
d_op=viewdownloadcid=1

 

If you try it and run into any problems at all, please do not hesitate to
bring them forward either by email to me or on the forums.

 

Thanks,

Tony

 

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Re: [hlds] Alien Swarm is now available

2010-07-19 Thread Violent Crimes

I'm getting.


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


On 7/19/2010 6:33 PM, HL-SDK Synths wrote:

Ok team, let's start porting sonlme sourcemod!

On Jul 19, 2010 5:29 PM, Kyle Sandersonkyle.l...@gmail.com  wrote:

Very late.

Never the less, wish these came in for Mutation updates, as well.
Kyle.


On Mon, Jul 19, 2010 at 2:15 PM, Dominic Marciano
lambda1_...@hotmail.com  wrote:
   

Your late Si...
 

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.839 / Virus Database: 271.1.1/3016 - Release Date: 07/19/10 
14:36:00

   


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Re: [hlds] Team Fortress 2 Update Available

2010-07-19 Thread Violent Crimes
Worse Idea ever. Same day as a free game release not like the servers 
are already overloaded.


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

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

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

Jason


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Re: [hlds] DBlocker - Server Anti Cheat

2010-07-16 Thread Violent Crimes

Does this happen to work on Garrys Mod since it's on the same engine?

On 7/15/2010 5:24 PM, AnAkIn . wrote:

Hi,

I thought it would be interesting for some of you since Valve never fixed
loading client side plugins. Here is DBlocker, a server side AntiCheat which
can detect the current LSS version (and various other exploits).

CSS, DoD S and TF2 are currently supported.

http://dblocker.didrole.com/

Features:
- Anti Speedhack
- Anti Wallhack (experimental, disabled by default)
- Cvar detection
- Fix many files exploits which are not checked by sv_pure/sv_consistency
- Fix norecoil exploit on DoD S
- Fix some map bugs on DoD S
- LSS detection

   




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Re: [hlds] Garrysmod Servers and Invalid STEAM UserID Ticket

2010-06-19 Thread Violent Crimes
I have the same issue actually I deleted the clientblob and still have 
the issue. Updated servers restarted it. Notta.

On 6/19/2010 12:21 PM, ics wrote:
 Invalid steam userid ticket is clients fault that connects to the
 server. If the player deletes his ClientRegistry.blob from Steam folder,
 restarts steam, he is able to connect to a server anytime. Yes, it might
 be that some other server works when the player connects to it and not
 yours but the fault is in the player, not on the server you run.

 -ics

 19.6.2010 16:59, AaRoNg11 kirjoitti:

 I've had this problem on and off for the last month or so with a dedicated
 server hosted on one of my machines. It usually works fine after I reboot
 the server for some weird reason. Might be an OS issue.

 On Sat, Jun 19, 2010 at 2:02 PM, adminad...@hl2land.net   wrote:


  
 As of yesterday, all players connecting to garrysmod servers on one of my
 machines receive an invalid steam userid ticket error. Oddly enough, the
 servers connect to steam and the master servers successfully and TF2 and
 L4D2 servers appear to be unaffected. I've tried to rectify this by
 changing
 the ports and reinstalling the servers entirely but to no avail.

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Re: [hlds] Please

2010-05-03 Thread Violent Crimes
He is the MAN and he came to oppress you.

On 5/3/2010 9:23 PM, Matthew Gottlieb wrote:
 And you are?

 On Mon, May 3, 2010 at 7:51 PM, Msilbys12msilby...@righttorule.com  wrote:

 Please keep the email to problems or bugs found.

 Thx

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Re: [hlds] Team Fortress 2 Update Available

2010-04-29 Thread Violent Crimes
sourcemod-1.3.2-hg2952   No crashes.

On 4/29/2010 10:59 PM, Shizzle Nizzle wrote:
 ya servers are crashing. disabled soucemod. seemed to stop the crashing for
 now.

 On Thu, Apr 29, 2010 at 9:54 PM, Brian Simonbluebriansi...@gmail.comwrote:


 Try testing your updates first, Valve. You've screwed up far too many
 times.
 You've even made it so the server doesn't even start!

 On Thu, Apr 29, 2010 at 10:50 PM, Nathan Wongnathan.ran...@gmail.com
  
 wrote:

  
 Thank you :)

 On 30 April 2010 03:46, Jason Ruymenjas...@valvesoftware.com  wrote:

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

 - Added new items to commemorate our 119th (or so) update.
 - Fixed several issues with the Source SDK
 - Scout's Retire the Runner achievement updated to be:
 - Kill a Scout while they are under the effect of Crit-a-Cola.
 - Added a 20% damage bonus to The Backburner
 - Fixed the Flare Gun's afterburn duration being lowered by the
  
 Flamethrower's duration reduction

 - Fixed the teleporter exit using the wrong particle effect
 - Fixed HUD damage indicators not appearing
 - Fixed Teleporters not reverting to level 1 when their other side is
  
 destroyed

 - Fixed receiving damage not causing view-kicks on players
 - Fixed Engineers  Spies being able to circumvent build restrictions
 - Fixed Server Browser not saving filter settings properly
 - Fixed a client crash in the targetID on clients running custom HUDs

 Jason


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 --
 Nathan Wong

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Re: [hlds] Team Fortress 2 Update Available

2010-04-29 Thread Violent Crimes
1.8

On 4/29/2010 11:58 PM, DarthNinja wrote:
 What MM are you using Crimes?

 On Thu, Apr 29, 2010 at 11:55 PM, Violent Crimes
 violentcri...@convictgaming.com  wrote:


 sourcemod-1.3.2-hg2952   No crashes.

 On 4/29/2010 10:59 PM, Shizzle Nizzle wrote:
  
 ya servers are crashing. disabled soucemod. seemed to stop the crashing

 for
  
 now.

 On Thu, Apr 29, 2010 at 9:54 PM, Brian Simonbluebriansi...@gmail.com
 wrote:



 Try testing your updates first, Valve. You've screwed up far too many
 times.
 You've even made it so the server doesn't even start!

 On Thu, Apr 29, 2010 at 10:50 PM, Nathan Wongnathan.ran...@gmail.com

  
 wrote:


  
 Thank you :)

 On 30 April 2010 03:46, Jason Ruymenjas...@valvesoftware.com   wrote:


 A required update for Team Fortress 2 is now available.  Please run

  
 hldsupdatetool to receive the update.  The specific changes include:


 - Added new items to commemorate our 119th (or so) update.
 - Fixed several issues with the Source SDK
 - Scout's Retire the Runner achievement updated to be:
  - Kill a Scout while they are under the effect of
  
 Crit-a-Cola.
  
 - Added a 20% damage bonus to The Backburner
 - Fixed the Flare Gun's afterburn duration being lowered by the

  
 Flamethrower's duration reduction


 - Fixed the teleporter exit using the wrong particle effect
 - Fixed HUD damage indicators not appearing
 - Fixed Teleporters not reverting to level 1 when their other side is

  
 destroyed


 - Fixed receiving damage not causing view-kicks on players
 - Fixed Engineers   Spies being able to circumvent build restrictions
 - Fixed Server Browser not saving filter settings properly
 - Fixed a client crash in the targetID on clients running custom HUDs

 Jason


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

2010-04-28 Thread Violent Crimes
Anyone having issues getting this update to download?

On 4/28/2010 8:32 PM, Jason Ruymen wrote:
 Required updates to Team Fortress 2 and Day of Defeat: Source have been 
 released.  Please run hldsupdatetool to receive the updates.  The specific 
 changes include:

 Dedicated server
 - Linux optimizations.
 - Fixed Linux servers not relisting correctly after a master server restart.
 - Fixed a case where servers could have ghost players consuming player 
 slots.

 Engine
 - Marked the snd_show convar as a cheat.

 Team Fortress 2
 New content:
 - Added new community map cp_freight.
 - Added missing physics models for several items.
 - Added jiggle bones to the Sam  Max items, and The Buff Banner.
 - Added Crit-a-Cola.

 Gameplay Changes:
 - Pyro changes:
 - Flamethrower direct damage reduced 20%.
 - Burn duration reduced (10 -  6 seconds).
 - Airblast re-fire delay reduced by 25%.
 - Airblast ammo usage reduced by 20%.
 - All reflected rockets/grenades/arrows now mini-crit.
 - Airblasting enemies into environmental deaths now awards the death credit 
 to the Pyro.
 - Heavy changes:
 - Minigun spin-up/down time reduced by 25%
 - Minigun firing movement speed increased to just under half-normal (from 80 
 to 110).
 - Throwing a sandvich to a teammate now earns a full bonus point (was half a 
 point).
 - Bonk! changes:
 - Post-use movement penalty removed.
 - Now has a re-use cooldown time, like The Sandman.
 - The Chargin' Target changes:
 - Direct charge hit now does 50 damage + 10 per head (up to 5 
 heads).
 - Capped the turn rate from +left and +right while charging.
 - The Huntsman changes:
 - Removed restriction that arrows need to be aimed before they can be lit by 
 a Pyro.
 - Bow can now be lowered without losing the lit arrow.
 - Changed bow so you can start charging it while you're jumping, but you 
 can't fire until you're on the ground.
 - Fixed bug where flame effect would get stuck on if you change weapons with 
 a lit arrow.
 - Backpack changes:
 - Moved Crafting button out to the root class/backpack selection panel.
 - Dragging and dropping items in your backpack now makes appropriate sounds.
 - Bot changes:
 - Bots don't retreat to gather health as readily if they are in combat.
 - Bots no longer retreat when moving to block a point capture.
 - Bots should now equip an appropriate combat weapon and fight while moving 
 to collect health.
 - Bots who are roaming the map and hunting now chase down their victims, 
 following them around corners.
 - Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their 
 fire button for a minimum time. This was causing Soldier bots to fire rockets 
 into nearby walls as they strafed, killing themselves.
 - Soldiers bots now switch to their shotgun after firing all four rockets 
 when engaging an enemy.
 - Added a few more bot names from community suggestions.
 - Fixed a behavior loop with Engineer metal gathering.
 - The Sandman change:
  - Added a slight speed reduction to stunned players.
 - Community requests
 - Added ConVars log_verbose_enable and log_verbose_interval to report player 
 positions in the server log at regular intervals
- log_verbose_enable default: 0
- log_verbose_interval   default:  3 secs
  - Last-weapon initialization on respawn now sets itself to 
 be the melee weapon if you don't have a selectable secondary weapon (like The 
 Razorback).

 Bug Fixes:
 - Fixed an case where The Gunboats didn't apply their damage reduction 
 properly.
 - The amount count in the HUD now flashes red when you're low on ammo.
 - Extinguishing a burning teammate now earns a full bonus point (was half a 
 point).
 - Fixed a permanent overheal exploit involving dispensers.
 - Fixed a bug in spectator mode where the user aborted out of freezecam, 
 setup a spec mode (like IN_EYE), and would then have the setting stomped 
 after the freezecam timer expired.
 - Fixed bug with disguised spy sometimes seeing his own name in the disguise 
 status HUD.
 - Fixed a client crash that could result from players with arrows embedded in 
 them.
 - Fixed items that can be worn by any class having the wrong model when worn 
 by a disguised Spy.
 - Added missing map prefixes to server browser game types.
 - Killing yourself with your own sentry no longer increments the sentry's 
 kill counter.
 - Fixed dropped hats sometimes having the wrong team color.
 - Fixed crit-boosted players not getting critical hits if their weapon has 
 custom no-crit behavior.
 - Fixed the achievement dialog taking a long time to pop up, and completed 
 achievements now sort to the bottom of the list.
 - Fixed Spies disguised as Medics hearing the autocaller sound.

 Jason

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[hlds] Servers not showing up on steam server list

2010-03-05 Thread Violent Crimes
Anyone else having issues with your server not showing up on steam 
master list? It seemed to start happening 3 days ago for me. Anyone else 
notice this?

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Re: [hlds] Servers not showing up on steam server list

2010-03-05 Thread Violent Crimes
You can see it on favorites with no issues. Just sometimes you see in 
the master list sometimes you don't.

On 3/5/2010 10:52 AM, Alec Sanger wrote:
 Don't quote me on this, but I heard the latest exploit attacked servers in a 
 way that did not affect the performance but did count towards connects and 
 disconnects, so enough of these could potentially delist a server. Is it 
 happening to all of your servers or only one?

 Thank you,
 Alec Sanger





 Date: Fri, 5 Mar 2010 10:46:02 -0500
 From: violentcri...@convictgaming.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Servers not showing up on steam server list

 Anyone else having issues with your server not showing up on steam
 master list? It seemed to start happening 3 days ago for me. Anyone else
 notice this?

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Re: [hlds] Team Fortress 2 Update Released

2010-02-23 Thread Violent Crimes
Same issue had to redownload the entire tf2 server, it wouldn't seem to 
download. I think valve has finally drank the Kool-Aid.

On 2/23/2010 6:22 PM, arreo...@gmail.com wrote:
 I had an issue on one of my servers where it *said* it was fully updated
 (ran it 5 times) but the engine.dll (in orangebox\bin) was a 0 byte size
 file as opposed to a normal sized one.

 It took me a bit to find the problem so I thought I'd share in case anyone
 else is running into the issue of their server not even being able to begin
 to startup.

 Arreo

 On Tue, Feb 23, 2010 at 5:02 PM, steve groutsteve.gr...@gmail.com  wrote:


 we had the same thing happen on one of our servers.. just run the update
 again..


 Mike Stiehm wrote:
  
 This is all I have from the update:

 engine.dll
 steam.dll
 steamclient.dll
 tier0_s.dll
 vstdlib_s.dll
 installrecord.blob


 and no change in the protocol version still 1.0.8.2 for me

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
 Sent: Tuesday, February 23, 2010 4:52 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Are they lump files? (lmp)

 On Tue, Feb 23, 2010 at 2:49 PM, Mike Stiehmmikesti...@gmail.com

 wrote:
  


 Should we not see a full updated .bsp for the maps? I only have about 5
 files in my update

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Tuesday, February 23, 2010 4:23 PM
 To: 'Half-Life dedicated Linux server mailing list';
 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Team Fortress 2 Update Released

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

 Engine:
 - Fixed servers being inappropriately delisted from the master server

 Team Fortress 2:
 - Updated CTF_Doublecross
 - Improved clipping to prevent players from getting to unintended places
 - Updated CTF_2Fort
 - Fixed Blue players being able to block the Blue spawn room doors to
  
 lock
  
 in teammates
 - Moved the Blue team Sniper wall down to match the Red team Sniper wall
 - Updated Russian localization strings
 - Fixed the Pyro not being able to deflect enemy flares
 - Fixed pipebombs not being removed if they explode in a func_nogrenades
 zone

 Jason

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Re: [hlds] GSP Hosting Questions

2010-02-20 Thread Violent Crimes
*xfactorservers.com *
They were a good hosting I used them before they seem to have good tech 
support hardly any downtime. Derek one of the owners is always around 
and willing to help. He still helps me know whenever I have issues with 
something on TCAdmin and I don't even colo or rent servers with them 
anymore not because of issues with them.

*Nuclearfallout.net*
I think NFO lost all their good techs Main one started 
ultimategameserver.com as I remember an issue I had with them with a 
server I had purchased for some reason their hosting routed me to 
Washington State then back to Chicago from Michigan and they told me 
that wasn't a big deal and they weren't going to fix it.

*gameservers.com *
I have used them for 4 yrs. I use to host around 15 servers with them I 
am now down to 3 server with them. I understand why people hate them 
aswell I cannot say I haven't had days where I have wanted to hurt 
someone there if Tellz  Worm are reading this you know who just be 
kind personally I have never had issue of lag besides when the server 
box was being attacked. Their response time is slow but do you want a 
quick response or the right one. With that said I think they need to 
hire a couple more techs.

I would personally use xfactorservers.com or gameservers.com

As for the site gspreport.com they don't really guard against spamming. 
Any GS employee or owner can make up all the reviews to boost their 
ratings. To prove my point about this site 
http://gspreport.com/reviews/GameServers check out CockToe  CockToes he 
is awesome.

In closing all hosting companies have downtime and bad techs you are 
just going to have to pick one and hop they work for you.

On 2/20/2010 9:26 AM, Alec Sanger wrote:
 I've been with gameservers, artofwarcentral, and leetservers. I've
 gotta say that Bobby from leetservers is the best I've ever worked
 with. Some of my biggest issues in the past were performance, and I've
 never had a single performance issue with leet. It seems to be a small
 team working over there, but they do a great job. I've currently got 19
 servers from him, with 6 BC2 servers on the way.



 I won't say much about gameservers. They can offer you low low prices,
 but at the expense of performance. I think it's just matter of them
 overloading their boxes. Sometimes we'd get good performance, but other
 times it'd be bad.



 As for artofwarcentral... oh god... I'm going to post the book of a
 testimonial I wrote to them and posted on their forums in the
 testimonial section. Needless to say it was deleted within an hour.
 That pissed me right the fuck off, so I'm happy sharing it with
 everyone who wants to read it.





 I'd like to give my testimonial. Now this isn't a rant. I've had 2
 dedicated servers with Art of War Central for 1 year. I've taken
 everything that's happened over the last year into consideration when
 writing this. And please note, I have never actually rented a single
 game server from Aowc, only dedicated servers.








 So where do I start... ah yes, lets start with their tech support.





 When it comes to support, Aowc is absolutely lacking. What I've
 gathered is that when it comes to dedicated servers, Art Of War Central
 does not actually have any more control over things than the customer
 does. When you submit a ticket to Aowc, it appears that they then
 contact the datacenter somehow (call? submit a ticket of their own?)
 and have whoever is working at that particular datacenter fix the
 problem. What is the need for the middle man? Why am I paying Aowc?
 When there is an issue with our servers, I like to know what happened.
 Oh it's fixed now sorry doesn't cut it for me. When I ask what the
 problem was, I get a response such as I do not know, the datacenter
 fixed it they didn't give me a description. This is pretty poor
 communication. The datacenter should relay what the issue was back to
 Aowc and Aowc should be able to supply me with a cause when I request.
 To give them credit, they were able to get our first box rebuilt
 because it was giving us so many issues. Unfortunately, when we got
 that server up, we went from 6 Ips to 1 Ip, and they were trying to
 charge us to get them back. After it reached management they just gave
 them back to us. Like I mentioned before, it seems as though they lease
 their equipment, so when a customer contacts the Aowc tech support, the
 Aowc tech support has to contact the dacacenter tech support. There's a
 lot of room for error there.








 While still on the subject of poor support, lets talk about the lag
 and what kind of responses I get when bringing it up via a ticket.





 The general response from anyone except management will be Send me
 a tracert. No matter how much we stress that it's happening to
 Everyone on the server, we still get Send me a tracert. Even after we
 send tracerts, they say everything's fine you shouldn't be getting lag.
 Well, that obviously wasn't the case, because the lag 

Re: [hlds] GSP Hosting Questions

2010-02-20 Thread Violent Crimes
I might be off on the Tech leaving pretty sure it was NFO, but I am 100% 
sure about the routing issue I remember that part. Been with alot of bad 
companies I can remember why I left each one.

I agree with him though I would test out each company and see how well 
they treat you. Everyone has there opinion but the only one that matters 
is your own.

On 2/20/2010 1:11 PM, John wrote:
 Violent Crimes,


 I think NFO lost all their good techs Main one started
 ultimategameserver.com as I remember an issue I had with them with a
 server I had purchased for some reason their hosting routed me to
 Washington State then back to Chicago from Michigan and they told me
 that wasn't a big deal and they weren't going to fix it.
  
 Are you thinking of another company when you talk about NFO here? No techs
 have left us to start other companies, and all of our current employees have
 worked here for 3+ years. We take performance problems very seriously and
 would never say that a routing issue of that magnitude was not a big deal.
 Performance is our bread and butter and a guarantee even stems from it.


 As for the site gspreport.com they don't really guard against spamming.
  
 I second this. gspreport.com is clearly no longer being maintained, has had
 the same This Months Top 5 GSP's up for at least a year, and as you said,
 is extremely spammy. The numbers also don't add up on the reviews -- look at
 NFO's page and average out the numbers from the individual reviews, and you
 can see that they don't match the top at all :).

 Mark, on this list, you're going to see a lot of advertisements from GSPs
 themselves. I'd recommend making a second list and boiling it down to the
 most attractive three companies, then trying each one out for a month, if
 you can (without letting them know they're competing). Investigate the
 server performance and flexibility. Then, to see their response times and
 knowledge levels, ask all of them questions about improving your routing and
 server performance, plugin questions, and server configuration questions
 through their support system, even if you already know the answers.
 Experiment with the control panel and different services. (If a company
 offers a free trial or money-back guarantee, you could also take advantage
 of that, but a month would give you a longer view on server stability and
 uptime.)

 The three company strategy is often used for interviews with contractors,
 and it's a solid one.

 -John


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Re: [hlds] Clients timing out

2010-02-17 Thread Violent Crimes
Same here.

On 2/17/2010 7:56 PM, StevoTVR wrote:
 Yeah, we're experiencing this problem on some of our servers as well...

 On 2/17/2010 4:50 PM, Kevin b er wrote:

 Getting this too.  Client drops, ticket errors, etc.


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


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

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



 Known issue? Workaround?

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Re: [hlds] Clients timing out

2010-02-17 Thread Violent Crimes
Not this deleted mine and still having issue

On 2/17/2010 11:11 PM, Jake Eisenman wrote:
 Clientregistry.blob seems to fix everything.

 Sent from my iPod

 On Feb 17, 2010, at 10:59 PM, Matt Hoffman
 lord.matt.hoff...@gmail.com  wrote:


 I didn't have to register but whatever: Copy/Paste for you, I
 haven't read
 it.

 Some of you may have had the error *Error Verifying STEAM Ticket*
 when
 trying to join a CS: Source or TF2 server. Others are
 getting*Client Timed
 Out: Disconnected*If you have, you know how frustrating it can be.

 The problem you're having is not related to the game server or your
 software. This is a STEAM client issue related to a STEAM server
 connectivity problem. More than likely the main STEAM server you
 connected
 to when your STEAM client first logged on has gone down, is updating
 or is
 extremely busy. This often occurs when STEAM Releases Game updates.
 Basically the game server is saying that it can't confirm you're a
 legitimate CS: Source licensee because it can't talk to the STEAM
 authentication server consistently.

 There are two things you can do that will likely to fix it.

 OPTION 1: The first is try logging off and then back into STEAM
 (this is not
 the same as restarting STEAM)

 To logout and back in to STEAM, do the following:

 1. Make sure you remember you're password. (Your username should be
 saved in
 the login screen after you logoff)
 2. Right-click on the STEAM icon on the lower right corner of your
 screen
 and select Games
 3. Select File
 4. Select Change user
 5. A message will come up saying this will log you out of STEAM.
 6. Click Ok
 7. Re-enter your username and password.
 8. Log in.

 This will disconnect you from the STEAM Authentication server that
 won't
 validate your STEAM tickets and then log you into a new validation
 server.
 It usually works the first time, but if not, log out and back in
 using the
 above process and see if it will let you back in. Often times just
 waiting a
 few minutes will allow the STEAM authentication server to catch up
 and it
 will start working again without you doing anything at all.

 If this doesn't work, the next way will.

 OPTION 2: Delete and automatically re-create the ClientRegistry.blob

 To delete and automatically re-create the ClientRegistry.blob file,
 do the
 following

 1. Close STEAM down.
 2. Navigate to the following folder:
 - On Windows XP: c:\program files\steam
 - On Windows Vista and Windows 7: c:\program files(x86)\steam
 3. Delete the ClientRegistry.blob file from the above folder and
 close the
 explorer
 4. Restart STEAM. This will cause STEAM to check for an update and
 automatically create a new ClientRegistry.blob file.
 5. Go play your game.

 Good luck!
 Mav

 On Wed, Feb 17, 2010 at 7:56 PM, Allan Buttonabut...@netaccess.ca
 wrote:

  
 Can you just post the content. I am not signing up for that site.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Vail
 Sent: Wednesday, February 17, 2010 10:55 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Clients timing out

 Hello Guys,

 Try this.

 http://www.boomgaming.net/smf/index.php/topic,
 753.msg3461.html#msg3461

 It fixed my timeout problem. Hope it helps at least some of you

 Regards,
 Mike Vail
 www.boomgaming.net

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Wednesday, February 17, 2010 6:57 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Clients timing out

 It's a timeout to Steam/VAC servers, not the local server although
 they
 have the same disconnect message.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
 Krasnow
 Sent: Wednesday, February 17, 2010 6:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Clients timing out

 yea i was hosting a local server at one point (same machine) and i
 timed
 out... how the hell can i time out!!!

 iv seen it say stuff like no steam logon, connection closing, etc

 On Wed, Feb 17, 2010 at 9:22 PM, Tom Grantaksu...@gmail.com  wrote:


 Well this would explain why my shitty idle server is empty for the
 first time in a while...

 On Wed, Feb 17, 2010 at 9:16 PM, DontWannaName!
 ad...@topnotchclan.com
  
 wrote:

  
 Its 6pm, perhaps an update tomorrow but usually its just valve
 messing

 with
  
 the steam back end.

 On Wed, Feb 17, 2010 at 6:12 PM, Alexander Baade
 alx.ba...@gmail.com

 wrote:
  

 I wonder if an update is coming? This has started happening to me
  
 yesterday

 as well. At first I thought it might be my internet connection.

 On Wed, Feb 17, 2010 at 5:47 PM, Tony Paloma
 

Re: [hlds] Good bye, farewell, thanks for the help, and go to hell

2010-02-16 Thread Violent Crimes
I personally don't like Sleeper but you know what STFU and go stand in a 
corner or even better go cut your wrist emo kid. I hate logging on my 
mail box and have 100 emails about you are your website and now I am 
going to cut myself. Please do the world a favor and blow your head off.

On 2/16/2010 2:51 PM, Kitteny Berk wrote:
 So should that.

 Be gone,  shoo!

 On 16/02/2010 19:48, msleeper wrote:

 This bullshit should have been in IRC too.


 On Tue, 2010-02-16 at 10:35 -0800, Ook wrote:

  
 I know this will make some of you as happy as can be

 This list has unfortunately ceased to serve the valuable service that it
 once did. All the whine whine last night about a simple question related
 to a server and its community did bring in a few helpful responses, but
 mostly whine whine wtf omg whine whine. So, after nine years on this
 list, the time has come for me to leave. Good bye to the few helpful
 people left here, it's been a real blast. The rest of you can go to hell.

 I leave the thwack stick in the hands of whoever wants it. It doesn't
 seem to work well anymore, but it might still have some entertainment value.

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Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

2010-02-04 Thread Violent Crimes
That one burns more then it did after I had sex with that tranny 
prostitute named Joe.

On 2/4/2010 7:02 PM, Spencer 'voogru' MacDonald wrote:
 DontWannaName,

 Is 68.68.32.217:27015 is one of your servers?

 nslookup 68.68.32.217
 Server:  home
 Address:  192.168.1.254

 Name:TopNotchClan.com
 Address:  68.68.32.217

 I dont know why people think I run fake clients

 The output of meta list on your server seems to declare otherwise.

 I included the status to show it's your server (and included a screenshot). 
 So this statement you just made to the list is verifiably false.

 hostname:   (-TN-) 24/7 BADWATER/GOLDRUSH [HLSTATSX]
 version : 1.0.8.2/15 4105 secure
 udp/ip  :  68.68.32.217:27015
 map : pl_goldrush at: 0 x, 0 y, 0 z
 players : 23 (32 max)

 # userid name uniqueid connected ping loss state
 # 656 Mace STEAM_0:1:17067890 04:47 104 0 active
 # 652 (604) EmpTy.ws STEAM_0:0:14413027 08:11 71 0 active
 # 640 Emperor Norton STEAM_0:0:18677953 23:31 55 0 active
 # 619 Hamburglar STEAM_0:0:24508093  1:13:16 46 0 active
 # 644 (-TN-) duncan db STEAM_0:0:6646078 14:54 52 0 active
 # 657 Adiuvo STEAM_0:0:24559447 04:28 52 0 active
 # 621 prophet /̵͇̿/'̿-̅- STEAM_0:1:346214  1:04:04 48 0 active
 # 622 Necron99 STEAM_0:0:11138643  1:02:51 69 0 active
 # 630 a# - Auburn STEAM_0:0:19899268 42:10 92 0 active
 # 654 Do Not Feed The Trolls STEAM_0:0:25091821 06:23 142 0 active
 # 655 Graham STEAM_0:0:1264864 05:10 49 0 active
 # 632 Harusame Mizukishi STEAM_0:1:27360078 39:36 78 0 active
 # 633 (-TN-) the stig STEAM_0:1:10849346 37:29 67 0 active
 # 642 Stig-a-holic STEAM_0:1:5511593 22:15 81 0 active
 # 647 JOEx213 STEAM_0:0:15905280 13:27 58 0 active
 # 658 Spicychicken STEAM_0:1:6391583 02:40 79 0 active
 # 649 The Turbinator STEAM_0:1:18998315 12:25 247 0 active
 # 650 spasm STEAM_0:0:27043313 12:10 87 0 active
 # 651 .Monkey STEAM_0:1:20832704 11:57 175 0 active
 # 659 Boni STEAM_0:0:17026514 01:47 152 0 active
 # 660 pisssant STEAM_0:0:298430 00:51 73 0 active
 Mace killed (604) EmpTy.ws with sniperrifle. (crit)
 ] meta list
[01] FAKE CLIENTS Plugin (1.0.0.0) by AzuiSleet
[02] D-FENS (1.1) by Spencer 'voogru' MacDonald
[03] SourceMod (1.4.0-dev) by AlliedModders LLC
[04] TF2 Tools (1.4.0-dev) by AlliedModders LLC
[05] BinTools (1.4.0-dev) by AlliedModders LLC
[06] SDK Tools (1.4.0-dev) by AlliedModders LLC

 Screenshot in case the list screws this up: 
 http://www.voogru.com/images/fakeclients.jpg

 So yeah, I think this rules out the angry player scenario.

 DontWannaName, we weren't born yesterday. So please don't insult the 
 intelligence of the people on the list by lying to them when you are having 
 issues.

 Lying to players (via fakeclients) is a dumb idea, lying to a bunch of 
 experienced server operators is a really dumb idea.

 - voogru

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Thursday, February 04, 2010 6:23 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

 I dont know why people think I run fake clients, those black lists are all
 unconfirmed and could have been added by some angry player which is why they
 are flawed. Whether my server use has decreased or not, servers are not
 showing on the list.

 It is uncofirmed if this could be an issue with Valve's master server itself
 but I have my doubts a bug would occur there.

 This is a screenshot just a few seconds ago. I have selected US West as
 location and not password protected.

 http://i67.photobucket.com/albums/h309/DontWannaName123/bug-3.png

 On Thu, Feb 4, 2010 at 3:08 PM, Don Williamsd...@precdata.com  wrote:


 I see 2 of my 3 servers in that list.. I've noticed too the same thing with
 my other server.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Thursday, February 04, 2010 5:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

 It wouldn't take much to delist every single West Coast server, I'm sure it
 would be more than possible to do it with a simple 10mbit box. For instance
 at one point I was able to view my server in the server browser just fine,
 now my test server is well... Unknown to the masses, than again this only
 started happening a couple weeks ago. I just checked now and I still don't
 see it. This is however most likely unrelated to your issue DWN.

 My steam server list:
 http://img39.imageshack.us/img39/5486/listf.jpg

 Kyle.

 On Thu, Feb 4, 2010 at 2:33 PM, DontWannaName!
 ad...@topnotchclan.comwrote:

  
 That is completely different. This has been going on for a month now.

 On Thu, Feb 4, 2010 at 2:30 PM, Craig Hrobolea...@gmail.com  wrote:


 I almost forgot! Valve is going to be 

[hlds] Another Team Fortress 2 Update???

2010-01-28 Thread Violent Crimes

Was there other TF2 update today?
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[hlds] Console Log From Server Lag

2010-01-27 Thread Violent Crimes
Anyone have an idea what this person is doing to lag out servers and how 
to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in 
console logs not servers logs.
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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Violent Crimes

He was fully connected and playing.


Ronny Schedel wrote:
Could be the bug when a connecting player sends alot of say commands to the 
server but is not fully connected.



  

Anyone have an idea what this person is doing to lag out servers and how
to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in
console logs not servers logs.








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He was
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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Violent Crimes

I have same setup on 8 ZPS servers.

Ronny Schedel wrote:

Disable any server plugins to go sure its not a bug in one of your plugins.


  

He was fully connected and playing.


Ronny Schedel wrote:

Could be the bug when a connecting player sends alot of say commands to 
the

server but is not fully connected.



  

Anyone have an idea what this person is doing to lag out servers and how
to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in
console logs not servers logs.







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02:36:00



  

He was








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I ha
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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread Violent Crimes

No ctf_doublecross map never ending fix?   FAIL


Jason Ruymen wrote:

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

Added 3 new hats that can be worn by any class.
   - Towering Pillar of Hats
   - Noble Amassment of Hats
   - Modest Pile of Hat
Added Propaganda contest winners' hats for First Place, First Runner-up, and 
Second Runner-up.
Added Edit Loadout button to the class menu.
Changed the main menu background to randomly use the Red, Blue, and 
Soldier/Demo background images.
Fixed Snipers being able to shoot enemies through gates.
Fixed Linux servers not properly reconnecting to Steam when they lose their 
connection.
Fixed stickies being destructible before they're stuck to something.
Fixed the return progress bar above a dropped flag not animating if the return 
time on the flag is less than 30 seconds.
Fixed the CTF HUD not properly handling flags being disabled/enabled during the 
round.
Fixed player health panels sometimes using the wrong animations for buffed or 
low health values.
Updated the net_showevents convar to be marked as a cheat.
Updated the main menu news buttons to direct players to the most recent TF2 
update and the TF2 blog.
Updated Italian localization strings.
Updated the custom TF2 fonts with Polish characters.
Updated CP_Gorge.
   - Added more cover outside of the initial BLU spawn area.
   - Added a forward spawn for the BLU team after Cap1 is captured.
   - Added another access point to the upper level from the front of the RED 
base
   - Added more cover in the room just before Cap2.
   - Decreased RED team's respawn time while they own Cap1.
   - Fixed a few areas where players would sometimes become stuck.

Community requests:
Added new options for the Invade CTF game mode flag. Default is 1.
   - 0 : No neutral time
   - 1 : Flag goes neutral in 30 seconds (current behavior)
   - 2 : Flag goes neutral in 1/2 the return time
Added scoring choice for the Invade CTF game mode. Default is 0.
   - 0 : Increment score (current behavior)
   - 1 : Increment capture count
Added new inputs to item_teamflag
   - ForceDrop : Force the flag to be dropped if it's being carried by a player.
   - ForceReset : Force the flag to be dropped if it's being carried by a 
player, then reset the flag to its original location.
   - SetReturnTime : Set the length of time (in seconds) before a dropped flag 
returns to base.
Added new output to item_teamflag
   - OnTouchSameTeam : Sent when the flag is touched by a player on the same 
team.

Jason

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Re: [hlds] Group Banning And You

2010-01-16 Thread Violent Crimes

http://steamcommunity.com/groups/TheRowdyRectums

7 of them came in my TF2 server mic spamming and grieifing
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Re: [hlds] [HLDS Problems] Ghost Players

2010-01-02 Thread Violent Crimes
I use hlsw and type status and look at the players list and see who 
isn't actually connected and use the rcon kick to kick them.


LGS wrote:
 Map Change never fixes this problem. I always have to restart the server.

 I'm wondering if there is a setting that can fix this?





 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 hlds-requ...@list.valvesoftware.com
 Sent: Saturday, January 02, 2010 2:00 PM
 To: hlds@list.valvesoftware.com
 Subject: hlds Digest, Vol 23, Issue 2

 Send hlds mailing list submissions to
   hlds@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit
   http://list.valvesoftware.com/mailman/listinfo/hlds
 or, via email, send a message with subject or body 'help' to
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 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds digest...


 Today's Topics:

1. Re: [HLDS Problem] Ghost Players (msleeper)
2. Re: [HLDS Problem] Ghost Players (DontWannaName!)


 --

 Message: 1
 Date: Fri, 01 Jan 2010 15:55:07 -0500
 From: msleeper mslee...@ismsleeperwrong.com
 Subject: Re: [hlds] [HLDS Problem] Ghost Players
 To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
 Message-ID: 1262379307.756.2.ca...@svm.conepuppy.com.conepuppy.com
 Content-Type: text/plain

 I see this occasionally but almost never with a full server. The last
 person or 2 on a server will sometimes ghost like you are saying. When
 the server is empty and showing a couple ghost players, a map change
 will always clear it out if you don't feel like doing a total reboot.


 On Thu, 2009-12-31 at 01:36 -0600, Cc2iscooL wrote:
   
 I've noticed this issue occasionally in TF2, restarting the server seems
 
 to
   
 fix the ghost player issue. I've only had it happen once so far.
 ___
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 --

 Message: 2
 Date: Fri, 1 Jan 2010 20:37:12 -0800
 From: DontWannaName! ad...@topnotchclan.com
 Subject: Re: [hlds] [HLDS Problem] Ghost Players
 To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
 Message-ID:
   90b93ae21001012037n21cc7a24jce5ad163d5110...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 I get this too but only when there are a few players on, most easily noticed
 on my private server. I'd hate for people to mistake them as fake clients
 though. :/

 On Fri, Jan 1, 2010 at 12:55 PM, msleeper
 mslee...@ismsleeperwrong.comwrote:

   
 I see this occasionally but almost never with a full server. The last
 person or 2 on a server will sometimes ghost like you are saying. When
 the server is empty and showing a couple ghost players, a map change
 will always clear it out if you don't feel like doing a total reboot.


 On Thu, 2009-12-31 at 01:36 -0600, Cc2iscooL wrote:
 
 I've noticed this issue occasionally in TF2, restarting the server seems
   
 to
 
 fix the ghost player issue. I've only had it happen once so far.
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 End of hlds Digest, Vol 23, Issue 2
 ***


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 No virus found in this incoming message.
 Checked by AVG - www.avg.com 
 Version: 9.0.725 / Virus Database: 270.14.124/2597 - Release Date: 01/02/10 
 03:22:00

   


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Re: [hlds] [HLDS Problem] Ghost Players

2009-12-30 Thread Violent Crimes
TF2?

LGS wrote:
 I have this problem with my servers where when players leave, it still shows
 them in the server in both HLSW and on the player count of the server.

 People cannot join the server because the server thinks its full, when in
 fact its empty.

 Any help much appreciated

 Thanks
 -L

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 hlds-requ...@list.valvesoftware.com
 Sent: Wednesday, December 30, 2009 1:31 PM
 To: hlds@list.valvesoftware.com
 Subject: hlds Digest, Vol 22, Issue 91

 Send hlds mailing list submissions to
   hlds@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit
   http://list.valvesoftware.com/mailman/listinfo/hlds
 or, via email, send a message with subject or body 'help' to
   hlds-requ...@list.valvesoftware.com

 You can reach the person managing the list at
   hlds-ow...@list.valvesoftware.com

 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds digest...


 Today's Topics:

1. Re: L4D2 Worldwide rank/Players served datasource. (msleeper)
2. [TF2] No Steam Logon (Michael Krasnow)
3. Re: [TF2] No Steam Logon (Alexander King)
4. Re: [TF2] No Steam Logon (Michael Krasnow)
5. Re: [TF2] No Steam Logon (Saint K.)
6. L4D2 Addon Support for servers (Simon Humphrey)
7. A way to shorten Waiting for Players time? (In Hyuk Seo)
8. Re: A way to shorten Waiting for Players time? (Adam Smith)
9. Re: L4D2 Addon Support for servers (Brent Veal)
   10. Re: [TF2] No Steam Logon (Michael Krasnow)
   11. Re: A way to shorten Waiting for Players time? (Nephyrin Zey)


 --

 Message: 1
 Date: Tue, 29 Dec 2009 15:22:32 -0500
 From: msleeper mslee...@ismsleeperwrong.com
 Subject: Re: [hlds] L4D2 Worldwide rank/Players served datasource.
 To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
 Message-ID: 1262118152.4484.0.ca...@svm.conepuppy.com.conepuppy.com
 Content-Type: text/plain

 There is a SM plugin that gets this info for L4D, I'm sure it's not much
 different for L4D2. No idea if that plugin still works.


 On Tue, 2009-12-29 at 21:02 +1030, Josh Bost wrote:
   
 Hi all,

 Just wondering where the data for worldwide rank/players served comes
 
 from.
   
  I am aware this data is not 100% reliable, but would still like to
 
 display
   
 it on the website for my community (I can extract the data from
 
 practically
   
 any source, so that is not too much of a problem)

 Cheers,

 Joshua Bost.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 
 please visit:
   
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 --

 Message: 2
 Date: Tue, 29 Dec 2009 23:24:49 -0500
 From: Michael Krasnow mnk...@gmail.com
 Subject: [hlds] [TF2] No Steam Logon
 To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
 Message-ID:
   cbb1ee6b0912292024x1f44bd44oc20218a76fd18...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Just a question, has anyone's server been locking up, untill you hit a key
 in the console (not via rcon)

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

 and then end up with an empty server?

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

 Thanks!

 Mike


 --

 Message: 3
 Date: Wed, 30 Dec 2009 05:43:39 +
 From: Alexander King pcmaster...@hotmail.com
 Subject: Re: [hlds] [TF2] No Steam Logon
 To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
 Message-ID: blu0-smtp511e8d98e5d0f8b3a238e8f1...@phx.gbl
 Content-Type: text/plain; charset=us-ascii;   format=flowed;
 delsp=yes

 Hasn't happened to me

 Sent Using My IPhone :)


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

   
 Just a question, has anyone's server been locking up, untill you hit  
 a key
 in the console (not via rcon)

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

 and then end up with an empty server?

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

 Thanks!

 Mike
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 



 --

 Message: 4
 Date: Wed, 30 Dec 2009 00:56:01 -0500
 From: Michael Krasnow mnk...@gmail.com
 Subject: Re: [hlds] [TF2] No Steam Logon
 To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
 Message-ID:
   cbb1ee6b0912292156u75b3f785t5dc2fbe6228af...@mail.gmail.com
 

[hlds] Spam Connecting Crashing Server

2009-12-28 Thread Violent Crimes
It seems steam never fixed the spam connecting for hl2 mods. Had this 
guy causing havoc on a couple of my Zombie Panic servers.

STEAM_0:1:6368283 http://steamcommunity.com/profiles/76561197973002295

IP: 90.224.27.88

http://www.convictgaming.com/pictures/2eun6eh.jpg

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Re: [hlds] Team Fortress 2 Update Available

2009-12-17 Thread Violent Crimes
I use

 SourceMod Version Information:
 SourceMod Version: 1.3.0-dev
 SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.3.0-dev)
 SourcePawn API: v1 = 4, v2 = 3
 Compiled on: Sep  8 2009 00:38:11
 Build ID: 2798:6dd90eaa0593-dev
 http://www.sourcemod.net/

No crashes.

Mike Kurfis wrote:
 The only crashes I have seen so far on my server have happened on
 ctf_doublecross. Dunno if it's a coincidence or not.

 On Thu, Dec 17, 2009 at 10:31 PM, Don Williams d...@precdata.com wrote:

   
 Hopefully tomorrow early, well TODAY..

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Friday, December 18, 2009 1:15 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2 Update Available

 I sent a dump to robin and he said he will be able to prevent the crash. I
 assume that means we will have a fix next patch.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
 Sent: Thursday, December 17, 2009 9:52 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2 Update Available

 same here, too

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
 Sent: Friday, December 18, 2009 6:45 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 I started to notice that too.. No mods or anything on a 8v8 server on
 map changes.

 Sent from my iPhone

 On Dec 18, 2009, at 12:39 AM, Drew LaPour drew.lap...@gmail.com wrote:

 
 Doesn't seem to be entirely SM. I have verified game files and still
 am
 getting random crashed on a vanilla server. :-/

 On Thu, Dec 17, 2009 at 10:39 PM, Don Williams d...@precdata.com
 wrote:

   
 Yeah, SM just needs updating.. For now I disabled it and all is
 well..
 I'll
 check tomorrow for a new snapshot!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 DontWannaName!
 Sent: Thursday, December 17, 2009 11:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Sadly, SM is still going to crash without any plugins or
 extensions.But you
 can prologue it without running any!

 On Thu, Dec 17, 2009 at 8:31 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 
 Whenever an update happens you should disable all plug-ins. Run the
   
 server
 
 for an hour (no crashes), then turn plug-ins on one at a time.

 When we get big updates, this is what happens. Plug-ins need
 updating.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Lyons
 Sent: Thursday, December 17, 2009 10:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 On 18/12/2009, at 1:55 PM, Shizzle Nizzle wrote:

   
 yea ours seem to crash on the map changes aswell.
 
 Same, just changed one of mine to gorge and came back to it 2mins
 later
   
 and
 
 its back on its start up map dustbowl.

 No dump file though.

 --
 Matt Lyons
 Content Administrator, games.on.net
 Email: m...@games.on.net
 Web: http://games.on.net
 In theory, there is no difference between theory and practice; In
 practice,
 there is.



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[hlds] More Hacking Groups

2009-12-16 Thread Violent Crimes
http://steamcommunity.com/groups/aimb0t



http://steamcommunity.com/groups/BRUTALAIMING

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Re: [hlds] Updates/Releases today - Killing Floor Update, Defense Alliance 2 for KF mod release, Mare Nostrum RO Mod update

2009-12-11 Thread Violent Crimes
Anyone use TCAdmin who wouldn't mind sharing there config file. I will 
love you long time.

Matthew Gottlieb wrote:
 Thanks for the fast and detailed responses John!

 Are the DA2 and KF servers separate or can a DA2 server install also
 boot as a KF server?


 On Fri, Dec 11, 2009 at 1:47 PM, John Gibson
 j...@tripwireinteractive.com wrote:
   
 Rick,

 You can either install DA2 on top of an existing KF install, or you can just
 install it in a separate folder. Either way, the KF content will be
 installed, and DA2 will be installed in a subfolder under the main KF
 folder.

 And yes, the guest passes will allow players to play KF or DA2.

 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rick Payton
 Sent: Friday, December 11, 2009 2:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 holy crap that's a ton of content ... I assume for the defencealliance2
 mod, it will install into its own directory on the server - or do I need
 to run it from the same install my KF server runs out of?

 Also, with the free passes, I assume the recipient can install the DA2
 mod as well?

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Friday, December 11, 2009 5:45 AM
 To: TWI Server Admins; Half-Life dedicated Win32 server mailing list;
 hlds_linux-boun...@list.valvesoftware.com
 Subject: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 I wanted to give all the server admins a heads up that there are several
 big
 update/releases coming out today for Tripwire's games. Here is what we
 have
 coming:



 Killing Floor



 Defence Alliance 2 mod release - DA2 is the first total conversion mod
 to be
 released for Killing Floor. This futuristic team based multiplayer mod
 has
 been described as a combination of Halo/COD/TF2. Since the mod is going
 to
 be released through Steam, the server install can be acquired through
 HLDS
 like any other Steam dedicated server. The game name for HLDS is
 defencealliance2.

 Required Killing Floor Update - a required Killing Floor update will be
 released today. This update will add several of the top winning maps
 from
 the Killing Floor Grindhouse custom map making competition as official
 custom maps for Killing Floor.

 Killing Floor Guest Passes - We will be making guest passes available to
 all
 owners of Killing Floor. With these guest passes owners of KF will be
 able
 to allow their friends to play the game for free for a short time. We
 expect
 a large influx of players this weekend because of this.



 Red Orchestra



 Mare Nostrum Mod Content Update - The brilliant Mare Nostrum mod for Red
 Orchestra is receiving a major content update today. The update adds 26
 Brand New Steam Achievements, 7 New Maps including a paratrooper assault
 on
 the island of Crete and wide open desert tank warfare holding the Gazala
 Line, 10 New Vehicles including new British, German, and Italian Tanks,
 7
 New Weapons, and new playable soldiers including Polish, Italian, and
 German
 units. This is an Official RO mod released over Steam, so servers can be
 installed using HLDS with the game name marenostrum.



 We ask that any server admins looking to help support the mod community
 for
 Killing Floor or Red Orchestra please host some Defence Alliance 2 and
 Mare
 Nostrum servers. Any additional servers would be greatly appreciated.



 Thanks,



 John Gibson

 President

 Tripwire Interactive LLC

 www.tripwireinteractive.com



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 No virus found in this incoming message.
 Checked by AVG - www.avg.com 
 Version: 9.0.709 / Virus Database: 270.14.103/2558 - Release Date: 12/11/09 
 05:06:00

   


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Re: [hlds] Updates/Releases today - Killing Floor Update, Defense Alliance 2 for KF mod release, Mare Nostrum RO Mod update

2009-12-11 Thread Violent Crimes
Whats going to be the player count for the game?

John Gibson wrote:
 A DA2 server install can boot as a KF server as well, as long as you use the
 standard KF commandline to launch the server. 

 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
 Sent: Friday, December 11, 2009 2:53 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 Thanks for the fast and detailed responses John!

 Are the DA2 and KF servers separate or can a DA2 server install also
 boot as a KF server?


 On Fri, Dec 11, 2009 at 1:47 PM, John Gibson
 j...@tripwireinteractive.com wrote:
   
 Rick,

 You can either install DA2 on top of an existing KF install, or you can
 
 just
   
 install it in a separate folder. Either way, the KF content will be
 installed, and DA2 will be installed in a subfolder under the main KF
 folder.

 And yes, the guest passes will allow players to play KF or DA2.

 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rick Payton
 Sent: Friday, December 11, 2009 2:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 holy crap that's a ton of content ... I assume for the defencealliance2
 mod, it will install into its own directory on the server - or do I need
 to run it from the same install my KF server runs out of?

 Also, with the free passes, I assume the recipient can install the DA2
 mod as well?

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Friday, December 11, 2009 5:45 AM
 To: TWI Server Admins; Half-Life dedicated Win32 server mailing list;
 hlds_linux-boun...@list.valvesoftware.com
 Subject: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 I wanted to give all the server admins a heads up that there are several
 big
 update/releases coming out today for Tripwire's games. Here is what we
 have
 coming:



 Killing Floor



 Defence Alliance 2 mod release - DA2 is the first total conversion mod
 to be
 released for Killing Floor. This futuristic team based multiplayer mod
 has
 been described as a combination of Halo/COD/TF2. Since the mod is going
 to
 be released through Steam, the server install can be acquired through
 HLDS
 like any other Steam dedicated server. The game name for HLDS is
 defencealliance2.

 Required Killing Floor Update - a required Killing Floor update will be
 released today. This update will add several of the top winning maps
 from
 the Killing Floor Grindhouse custom map making competition as official
 custom maps for Killing Floor.

 Killing Floor Guest Passes - We will be making guest passes available to
 all
 owners of Killing Floor. With these guest passes owners of KF will be
 able
 to allow their friends to play the game for free for a short time. We
 expect
 a large influx of players this weekend because of this.



 Red Orchestra



 Mare Nostrum Mod Content Update - The brilliant Mare Nostrum mod for Red
 Orchestra is receiving a major content update today. The update adds 26
 Brand New Steam Achievements, 7 New Maps including a paratrooper assault
 on
 the island of Crete and wide open desert tank warfare holding the Gazala
 Line, 10 New Vehicles including new British, German, and Italian Tanks,
 7
 New Weapons, and new playable soldiers including Polish, Italian, and
 German
 units. This is an Official RO mod released over Steam, so servers can be
 installed using HLDS with the game name marenostrum.



 We ask that any server admins looking to help support the mod community
 for
 Killing Floor or Red Orchestra please host some Defence Alliance 2 and
 Mare
 Nostrum servers. Any additional servers would be greatly appreciated.



 Thanks,



 John Gibson

 President

 Tripwire Interactive LLC

 www.tripwireinteractive.com



 ___
 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:
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Re: [hlds] Updates/Releases today - Killing Floor Update, Defense Alliance 2 for KF mod release, Mare Nostrum RO Mod update

2009-12-11 Thread Violent Crimes
ETA one release? Also is there a site for this game?

John Gibson wrote:
 DA2 can handle up to 32 players I believe, but will also play well with 10+.


 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
 Sent: Friday, December 11, 2009 5:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update, Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 Whats going to be the player count for the game?

 John Gibson wrote:
   
 A DA2 server install can boot as a KF server as well, as long as you use
 
 the
   
 standard KF commandline to launch the server. 

 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
 Sent: Friday, December 11, 2009 2:53 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 Thanks for the fast and detailed responses John!

 Are the DA2 and KF servers separate or can a DA2 server install also
 boot as a KF server?


 On Fri, Dec 11, 2009 at 1:47 PM, John Gibson
 j...@tripwireinteractive.com wrote:
   
 
 Rick,

 You can either install DA2 on top of an existing KF install, or you can
 
   
 just
   
 
 install it in a separate folder. Either way, the KF content will be
 installed, and DA2 will be installed in a subfolder under the main KF
 folder.

 And yes, the guest passes will allow players to play KF or DA2.

 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rick Payton
 Sent: Friday, December 11, 2009 2:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 holy crap that's a ton of content ... I assume for the defencealliance2
 mod, it will install into its own directory on the server - or do I need
 to run it from the same install my KF server runs out of?

 Also, with the free passes, I assume the recipient can install the DA2
 mod as well?

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Friday, December 11, 2009 5:45 AM
 To: TWI Server Admins; Half-Life dedicated Win32 server mailing list;
 hlds_linux-boun...@list.valvesoftware.com
 Subject: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 I wanted to give all the server admins a heads up that there are several
 big
 update/releases coming out today for Tripwire's games. Here is what we
 have
 coming:



 Killing Floor



 Defence Alliance 2 mod release - DA2 is the first total conversion mod
 to be
 released for Killing Floor. This futuristic team based multiplayer mod
 has
 been described as a combination of Halo/COD/TF2. Since the mod is going
 to
 be released through Steam, the server install can be acquired through
 HLDS
 like any other Steam dedicated server. The game name for HLDS is
 defencealliance2.

 Required Killing Floor Update - a required Killing Floor update will be
 released today. This update will add several of the top winning maps
 from
 the Killing Floor Grindhouse custom map making competition as official
 custom maps for Killing Floor.

 Killing Floor Guest Passes - We will be making guest passes available to
 all
 owners of Killing Floor. With these guest passes owners of KF will be
 able
 to allow their friends to play the game for free for a short time. We
 expect
 a large influx of players this weekend because of this.



 Red Orchestra



 Mare Nostrum Mod Content Update - The brilliant Mare Nostrum mod for Red
 Orchestra is receiving a major content update today. The update adds 26
 Brand New Steam Achievements, 7 New Maps including a paratrooper assault
 on
 the island of Crete and wide open desert tank warfare holding the Gazala
 Line, 10 New Vehicles including new British, German, and Italian Tanks,
 7
 New Weapons, and new playable soldiers including Polish, Italian, and
 German
 units. This is an Official RO mod released over Steam, so servers can be
 installed using HLDS with the game name marenostrum.



 We ask that any server admins looking to help support the mod community
 for
 Killing Floor or Red Orchestra please host some Defence Alliance 2 and
 Mare
 Nostrum servers. Any additional servers would

Re: [hlds] Updates/Releases today - Killing Floor Update, Defense Alliance 2 for KF mod release, Mare Nostrum RO Mod update

2009-12-11 Thread Violent Crimes
Also I put a server up it seems it has bots even though.

bNoBots=True

Ideas.

Matthew Gottlieb wrote:
 THIRTY TWO!?  Holy cow...

 On Fri, Dec 11, 2009 at 4:37 PM, Violent Crimes
 violentcri...@convictgaming.com wrote:
   
 ETA one release? Also is there a site for this game?

 John Gibson wrote:
 
 DA2 can handle up to 32 players I believe, but will also play well with 10+.


 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
 Sent: Friday, December 11, 2009 5:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update, Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 Whats going to be the player count for the game?

 John Gibson wrote:

   
 A DA2 server install can boot as a KF server as well, as long as you use

 
 the

   
 standard KF commandline to launch the server.

 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
 Sent: Friday, December 11, 2009 2:53 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 Thanks for the fast and detailed responses John!

 Are the DA2 and KF servers separate or can a DA2 server install also
 boot as a KF server?


 On Fri, Dec 11, 2009 at 1:47 PM, John Gibson
 j...@tripwireinteractive.com wrote:


 
 Rick,

 You can either install DA2 on top of an existing KF install, or you can


   
 just


 
 install it in a separate folder. Either way, the KF content will be
 installed, and DA2 will be installed in a subfolder under the main KF
 folder.

 And yes, the guest passes will allow players to play KF or DA2.

 Cheers,

 John Gibson
 President
 Tripwire Interactive LLC
 www.tripwireinteractive.com

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rick Payton
 Sent: Friday, December 11, 2009 2:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 holy crap that's a ton of content ... I assume for the defencealliance2
 mod, it will install into its own directory on the server - or do I need
 to run it from the same install my KF server runs out of?

 Also, with the free passes, I assume the recipient can install the DA2
 mod as well?

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Friday, December 11, 2009 5:45 AM
 To: TWI Server Admins; Half-Life dedicated Win32 server mailing list;
 hlds_linux-boun...@list.valvesoftware.com
 Subject: [hlds] Updates/Releases today - Killing Floor Update,Defense
 Alliance 2 for KF mod release, Mare Nostrum RO Mod update

 I wanted to give all the server admins a heads up that there are several
 big
 update/releases coming out today for Tripwire's games. Here is what we
 have
 coming:



 Killing Floor



 Defence Alliance 2 mod release - DA2 is the first total conversion mod
 to be
 released for Killing Floor. This futuristic team based multiplayer mod
 has
 been described as a combination of Halo/COD/TF2. Since the mod is going
 to
 be released through Steam, the server install can be acquired through
 HLDS
 like any other Steam dedicated server. The game name for HLDS is
 defencealliance2.

 Required Killing Floor Update - a required Killing Floor update will be
 released today. This update will add several of the top winning maps
 from
 the Killing Floor Grindhouse custom map making competition as official
 custom maps for Killing Floor.

 Killing Floor Guest Passes - We will be making guest passes available to
 all
 owners of Killing Floor. With these guest passes owners of KF will be
 able
 to allow their friends to play the game for free for a short time. We
 expect
 a large influx of players this weekend because of this.



 Red Orchestra



 Mare Nostrum Mod Content Update - The brilliant Mare Nostrum mod for Red
 Orchestra is receiving a major content update today. The update adds 26
 Brand New Steam Achievements, 7 New Maps including a paratrooper assault
 on
 the island of Crete and wide open desert tank warfare holding the Gazala
 Line, 10 New Vehicles including new British, German, and Italian Tanks,
 7
 New Weapons, and new playable soldiers including Polish, Italian, and
 German
 units. This is an Official RO mod released over Steam, so servers can be
 installed using

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

2009-12-08 Thread Violent Crimes
Remove cbaseservertest.smx restart server good to go. Had same issue.

Dog wrote:
 Linux servers are fine.

 Windows servers produce the 'Bad Challenge' message

 -eVaDog
 TheVille.Org

 -
 Sent from my Sinclair ZX80
 -
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 14:34:00

   


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Re: [hlds] Its the law!

2009-11-16 Thread Violent Crimes
My server has that file in it. But the thing is I do not run Fake 
Clients nor have I ever.

Octo wrote:
 On Mon, Nov 16, 2009 at 09:35:14PM -0800, SmOoThEm wrote:
   
 The spaces were in the file name, that is an exact copy and paste of the
 file name. And to reply about admins trying to get their servers started
 if you have been doing this for as long as I have you find it gets really
 old populating servers every day for years on end, especially when you have
 20+.
 

 Oh I know, I have had between 2 and 10 servers since tf2 beta (currently
 8) but I still don't think that having a bunch of servers makes it ok to
 trick users or try to gain an advantage by faking information about your
 servers.  Since people do cheat the system, that forces all the honest
 server operators to have to choose between also being dishonest or having
 to work even harder to get their servers going.  This is the same garbage
 excuse that people spewed when they lied about their server tags - and
 it stunk then and it stinks now.  I'll keep hoping that some day there
 is a blacklist, and then you can really experience empty servers. 

 I like having players on my server as much as the next admin, but unless
 you're doing some sort of a money grab by selling admin or have found a 
 way to convert server popularity into something useful IRL I honestly
 don't understand why there is such a drive to race to the bottom.

 -octo
  
   
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
 Sent: Monday, November 16, 2009 9:14 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Its the law!

 On Mon, Nov 16, 2009 at 07:44:58PM -0800, SmOoThEm wrote:
 
 These people downloaded everyone's server configs, and my rcon password
   
 was
 
 unhackable due to the complexity of it. Only one of my servers were
 affected. If you look in your cfg folder and you see a server.cfg.
   
 .ztmp
 
 then you have been hacked too. I have a feeling there is a major exploit
   
 in
 
 the wild that will soon hit more than fakeclient servers.
   
 Are those spaces or a tab trailing the .cfg?
  
 
 And for the record we run fake clients for one reason, so our server shows
 up on the list when you refresh. By default empty servers will not show up
 in the master list, no one will ever see the empty server to populate it.
   
 We
 
 only have 1 client running because we know how much the community hates
 them.
   
 So why not lobby for that setting to be changed, or maybe sit on your server
 like other admins do trying to get them going?  As an admin who does take
 the
 time to try to get his servers going and rewards users who take the time to
 make the servers visible I'm glad to see that your community believes that
 the
 best way of achieving the same result is dishonesty.  

 -octo

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Re: [hlds] Team Fortress 2 Update Available

2009-11-03 Thread Violent Crimes
Anyway to remove this hat like the halo?

Sean Duann wrote:
 http://img338.imageshack.us/img338/6964/lookcloser.png Bill's hat

 On Mon, Nov 2, 2009 at 9:20 PM, m...@bestgn.net.au wrote:

   
 How do they plan on removing a map? Whats stopping anyone from keeping a
 copy.
 
 A Valve employee already posted on the forums that they're extending it
   
 to
 
 the 9th.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
   
 Krasnow
 
 Sent: Monday, November 02, 2009 5:25 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 your not removing the halloween event?

 On Mon, Nov 2, 2009 at 8:22 PM, Matthew Gottlieb 
 matthew.j.gottl...@gmail.com wrote:

   
 I'm confused... does steam now work with Linux?

 On Mon, Nov 2, 2009 at 7:09 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
 
 A required update for Team Fortress 2 is now available.  Please run
   
 hldsupdatetool to receive it.  The specific issues include:
 
 - Fixed client-side perf problem after changing levels on
   
 Koth_Harvest_Event.
 
 Linux:
 - Add warning if +map is not specified on the command line
 - Steam is located by searching .., . and $PATH
 - Added -steambin option to specify location steam, overrides search
 - Added -steamverify option to add -verify_all when updating with
   
 steam
 
 Jason


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Re: [hlds] File uploading exploit still possible in Garry's Mod

2009-10-30 Thread Violent Crimes
You can try Devicenull's fix 
http://forums.alliedmods.net/showthread.php?t=100958


Joeri van der Velden wrote:
 I noticed this today when someone managed to upload a Lua script to our
 autorun folder and screw our SQL database. Apparently the srcds engine.dll
 GMod uses is outdated and doesn't have the fix Valve applied to TF2. Please
 solve this quickly.
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 08:18:00

   


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Re: [hlds] Killing Floor free weekend difficulty settings

2009-10-24 Thread Violent Crimes
You know what makes sense how about give us more of a heads up when you 
give a free weekend and shouldn't be  a problem but when you don't give 
us not much of a notice meh.

Rick Payton wrote:
 ok, that's all fine and dandy, and much better stated then saying What
 are you? Infinity Ward? We all know IW (and in relation Activision
 probably) is very hated by people who wanted to host a dedicated server
 - we get that. Calling Tripwire Infinity Ward because the owner asked
 for the community to drop the difficulty is just fucked up. If you don't
 want to do it, fine - that's your community and you do as you see fit to
 make it successful. If they demand hard mode only servers, then you
 obviously need to provide only servers on hard mode. I (and probably
 We) get that.

 Other admins may or may not pick up the slack, it's obviously totally up
 to them, as it is to you.

 But name calling - and yes calling calling another company Infinity
 Ward at this point in time IS name calling :P - there's no need for
 that. Especially considering Tripwire is doing everything they can to
 support their game (see John post further down the list) - something
 Infinity Ward OBVIOUSLY isn't doing right now.

 Aloha, 

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
 Sent: Saturday, October 24, 2009 9:14 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Killing Floor free weekend difficulty settings

 My regulars won't play on the servers they help to pay for if they're 
 set too easy, and as such, the new players won't experience our unique 
 style and will almost certainly stay away from our community having had 
 no contact with our members.

 Course, new players are always welcome, usually our regulars will drag 
 them along and help them out.   But that's because we're nice people, we

 won't just call people newbs and spoil the game for the majority,  just 
 help those who are struggling.

 So, on balance, I don't consider it a win for me, my community or people

 likely to join us.


 Rick Payton wrote:
   
 that was totally unnecessary Kitteny, all the guy was asking was for
 admins to lower the difficulty settings on some servers, which
 accomplishes the following:

 Newbs DON'T get owned, and have fun, which means ... they'll most
 
 likely
   
 purchase the game, which means, more money for Tripwire to continue
 developing the game, which will keep the newbs interested, which then
 means they'll eventually want to join a community - probably yours at
 some point - and then eventually, get good enough to play on the
 
 harder
   
 difficulty.

 Basically, by dropping the difficulty, IT'S A WIN FOR EVERYONE
 
 INVOLVED.
   
 But I guess you didn't see that 

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
 Sent: Saturday, October 24, 2009 8:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Killing Floor free weekend difficulty settings

 What are you? Infinity ward?

 I'll be keeping my servers as my regulars like them, thanks all the
 same.

 John Gibson wrote:
   
 
 As many of you know we are currently running a free weekend for  
 Killing Floor. One thing I have noticed is a lot of the servers are  
 set to the hard difficulty setting, and the free weekend players are
   

   
 getting owned on hard since hard is designed for players that have  
 levelled up their perks to level 2 or 3 at least.
 
   
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 http://www.eset.com



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Re: [hlds] Left 4 Dead Update Available

2009-09-30 Thread Violent Crimes
Are updates even tested? I can't think of an update that has came out 
with no issues in it.

Steven Sumichrast wrote:
 I'm with msleeper on this -- my L4D forks have been sitting idle now
 since the updates.  I ran them vanilla and still nothing.  Not sure
 what's the deal but it's like the heartbeats/notifications to the
 steam servers aren't getting there or being reported.

 Either way it's pretty irritating because all the servers are now down
 for my steam groups.

 On Wed, Sep 30, 2009 at 8:42 PM, Mike O'Laughlen molaugh...@gmail.com wrote:
   
 use the map command with the gamemode as the second argument.

 On Wed, Sep 30, 2009 at 9:12 PM, msleeper 
 mslee...@ismsleeperwrong.comwrote:

 
 Bumping, I am not getting any lobby connections still, and as voogru
 said I am unable to change mp_gamemode without the aid of SourceMod.


 On Tue, 2009-09-29 at 18:04 -0700, Jason Ruymen wrote:
   
 A new, highly recommended Left 4 Dead update is now available.  Please
 
 run hldsupdatetool to receive the update.  The specific changes include:
   
 - Made the variable mp_gamemode available again. Note that you can also
 
 load maps directly with different game modes by specifying it in the map
 command. For example, map l4d_garage01_alleys versus will set mp_gamemode
 versus for you automatically and load the first map of Crash Course
   
 - Added mm_dedicated_force_servers to allow specification of a list of
 
 dedicated server addresses manually used for searching
 (ms_force_dedicated_server is depreciated)
   
 - Updated shared libraries and DLLs preventing dedicated servers listing
 
 correctly, appearing on Steam groups, and being found via sv_search_key
   
 Jason


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

2009-09-08 Thread Violent Crimes
Never had it happen yet. But on a side note why are you giving out your 
phone and fax number. LOL

Alec Sanger wrote:
 Anyone ever run into a Valve employee using one of their special weapons? We 
 were getting complaints of a 100% crit hacker last night. I guess the players 
 started giving them shit so they left. Upon further inspection, it was a 
 Valve employee using a special Syringe gun

 http://www.tf2items.com/profiles/76561197999842654

 Valve Syringe Gun
 (equipped)
 +15% Damage Done
 +150% Clip Size
 +15% Firing Speed
 On Hit: +15 Health
 100% Critical Hit vs Burning Players
 +50 Max Health on Wearer
 On Kill: 5 Seconds of 100% Critical Chance
 On Hit: 30% Chance to Slow Target
 Fire Retardant (1)
 Dmg Taken From Fire Reduced (0.85)
 Speed Boost When Active (1.15)


 Just wondering if anyone's ever had issues with a valve employee coming in 
 and dominating with one of their special weapons. I mean, shit, I might as 
 well just ban the Valve group if this is going to happen.

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945


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

2009-09-08 Thread Violent Crimes
Here is Valve Steam Group have at it. 
http://steamcommunity.com/groups/Valve   LOL

Nicholas Hastings wrote:
 I can see it now...
 Server: Your 'Valve Flamethrower' has been replaced with a normal 
 Flamethrower
 Valve: DELIST, DELIST, DELIST

 ^^

 Jeff Sugar wrote:
   
 Someone could write a SM plugin to make the 'Valve' weapons into the normal
 versions I guess.

 On Tue, Sep 8, 2009 at 4:55 AM, TheGeekLord li...@thegeeklord.net wrote:

   
 
 I know that it is Valves game but it seems ironic that in one hand they
 are banning people for not getting items by playing (ie: the idler) and
 on the other hand are giving themselves items in a way which is morally
 WORSE than using cheats to gain items.

 If I saw someone using these Special items on our server then I would
 probably ban them for cheating ;D

 -TheGeekLord

 Alec Sanger wrote:
 
   
 Anyone ever run into a Valve employee using one of their special weapons?
   
 
 We were getting complaints of a 100% crit hacker last night. I guess the
 players started giving them shit so they left. Upon further inspection, it
 was a Valve employee using a special Syringe gun
 
   
 http://www.tf2items.com/profiles/76561197999842654

 Valve Syringe Gun
 (equipped)
 +15% Damage Done
 +150% Clip Size
 +15% Firing Speed
 On Hit: +15 Health
 100% Critical Hit vs Burning Players
 +50 Max Health on Wearer
 On Kill: 5 Seconds of 100% Critical Chance
 On Hit: 30% Chance to Slow Target
 Fire Retardant (1)
 Dmg Taken From Fire Reduced (0.85)
 Speed Boost When Active (1.15)


 Just wondering if anyone's ever had issues with a valve employee coming
   
 
 in and dominating with one of their special weapons. I mean, shit, I might
 as well just ban the Valve group if this is going to happen.
 
   
 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945


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Re: [hlds] Team Fortress 2 Update Released

2009-09-01 Thread Violent Crimes
You are talking about HL2MP I am talking about Orangebox.

Jonah Hirsch wrote:
 But I mean it's the mod author's responsiblity to update their mod with a
 new engine.
 As I quote from the Synergy forums:
 In general the Linux version is very bugged-out right now. I'm hoping it
 will be better in the next version; I moved Synergy code changes to Valve's
 newer HL2MP source base.

 Which I take as meaning the mod author has to push their mod to a more
 recent engine. Valve updates the engine, mod authors update their mod to the
 new engine.

 Jonah Hirsch



 On Mon, Aug 31, 2009 at 7:33 PM, Violent Crimes 
 violentcri...@convictgaming.com wrote:

   
 Mod's have no access to the Engine Coding. Steam is responsible for that.

 Jonah Hirsch wrote:
 
 I'm pretty sure that's up to the mod authors.

 Jonah Hirsch


 On Mon, Aug 31, 2009 at 7:18 PM, Violent Crimes 
 violentcri...@convictgaming.com wrote:


   
 Any word on when they are going to update the Orangebox Engine for mods
 like Age of Chivarly or Zombie Panic. It still hasn't been updated for
 the upload exploit?


 Jason Ruymen wrote:

 
 A required update for Team Fortress 2 is now available.  Please run

   
 hldsupdatetool to receive the update.  The specific changes include:

 
 Team Fortress 2:
 - Added tf_allow_player_use server ConVar to control players
   
 executing
 
 +use while playing (defaults to 0)

 
 - Fixed a bug where full backpacks resulted in an item being repeatedly

   
 found each time the game is started

 
 - Fixed being able to burn players/buildings that are in the water
   
 while
 
 standing outside the water

 
 - Fixed teleporting Spies getting stuck in enemy players standing on
   
 the
 
 exit

 
 - Fixed server log not listing telefrag kills as weapon telefrag
 - Fixed the Pyro's airblast pushing Spectators in free-look mode
 - Fixed Pyro's Hadouken killing Scouts that have used Bonk! and are

   
 phasing

 
 - Fixed freezecam screenshots sometimes being saved outside the

   
 Screenshots folder

 
 - Fixed deathnotice and server log entries not using the unique item

   
 names/icons when buildings are destroyed

 
 - Fixed a case where the weapon selection menu wasn't drawing the
   
 images
 
 of non-standard items if the player was using hud_fastswitch 1 and using
 slot7-10 to view the panel

 
 - Fixed CTF HUD not centering the flag panel if there is only one
   
 active
 
 flag

 
 Community requests:
 - Added the ability to set a parent for the item_teamflag entity
 - Added OnPickUpTeam1 and OnPickUpTeam2 outputs to the item_teamflag

   
 entity

 
 - Added intro movie .mp3 files to the sound/misc folder

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2009-08-31 Thread Violent Crimes
Any word on when they are going to update the Orangebox Engine for mods 
like Age of Chivarly or Zombie Panic. It still hasn't been updated for 
the upload exploit?


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

 Team Fortress 2:
 - Added tf_allow_player_use server ConVar to control players executing +use 
 while playing (defaults to 0)
 - Fixed a bug where full backpacks resulted in an item being repeatedly found 
 each time the game is started
 - Fixed being able to burn players/buildings that are in the water while 
 standing outside the water
 - Fixed teleporting Spies getting stuck in enemy players standing on the exit
 - Fixed server log not listing telefrag kills as weapon telefrag
 - Fixed the Pyro's airblast pushing Spectators in free-look mode
 - Fixed Pyro's Hadouken killing Scouts that have used Bonk! and are phasing
 - Fixed freezecam screenshots sometimes being saved outside the Screenshots 
 folder
 - Fixed deathnotice and server log entries not using the unique item 
 names/icons when buildings are destroyed
 - Fixed a case where the weapon selection menu wasn't drawing the images of 
 non-standard items if the player was using hud_fastswitch 1 and using 
 slot7-10 to view the panel
 - Fixed CTF HUD not centering the flag panel if there is only one active flag

 Community requests:
 - Added the ability to set a parent for the item_teamflag entity
 - Added OnPickUpTeam1 and OnPickUpTeam2 outputs to the item_teamflag entity
 - Added intro movie .mp3 files to the sound/misc folder

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2009-08-31 Thread Violent Crimes
Mod's have no access to the Engine Coding. Steam is responsible for that.

Jonah Hirsch wrote:
 I'm pretty sure that's up to the mod authors.

 Jonah Hirsch


 On Mon, Aug 31, 2009 at 7:18 PM, Violent Crimes 
 violentcri...@convictgaming.com wrote:

   
 Any word on when they are going to update the Orangebox Engine for mods
 like Age of Chivarly or Zombie Panic. It still hasn't been updated for
 the upload exploit?


 Jason Ruymen wrote:
 
 A required update for Team Fortress 2 is now available.  Please run
   
 hldsupdatetool to receive the update.  The specific changes include:
 
 Team Fortress 2:
 - Added tf_allow_player_use server ConVar to control players executing
   
 +use while playing (defaults to 0)
 
 - Fixed a bug where full backpacks resulted in an item being repeatedly
   
 found each time the game is started
 
 - Fixed being able to burn players/buildings that are in the water while
   
 standing outside the water
 
 - Fixed teleporting Spies getting stuck in enemy players standing on the
   
 exit
 
 - Fixed server log not listing telefrag kills as weapon telefrag
 - Fixed the Pyro's airblast pushing Spectators in free-look mode
 - Fixed Pyro's Hadouken killing Scouts that have used Bonk! and are
   
 phasing
 
 - Fixed freezecam screenshots sometimes being saved outside the
   
 Screenshots folder
 
 - Fixed deathnotice and server log entries not using the unique item
   
 names/icons when buildings are destroyed
 
 - Fixed a case where the weapon selection menu wasn't drawing the images
   
 of non-standard items if the player was using hud_fastswitch 1 and using
 slot7-10 to view the panel
 
 - Fixed CTF HUD not centering the flag panel if there is only one active
   
 flag
 
 Community requests:
 - Added the ability to set a parent for the item_teamflag entity
 - Added OnPickUpTeam1 and OnPickUpTeam2 outputs to the item_teamflag
   
 entity
 
 - Added intro movie .mp3 files to the sound/misc folder

 Jason


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Re: [hlds] Group Banning And You

2009-08-30 Thread Violent Crimes
Hacking Community. They develop hacks for multiple games.


http://steamcommunity.com/groups/187ci

http://steamcommunity.com/actions/Search?K=187ci

P. Bhandal wrote:
 E-mailed it to you as an attachment. Let me know if you don't receive it.

 On Sun, Aug 30, 2009 at 9:09 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

   
 Sorry to bump this but can anyone mirror the
 steam_group_parser.exe
 http://69.4.224.185/steam_group_parser/steam_group_parser.exefile
 that D4rkR0w wrote? His box seems to be down.

 Kyle.

 On Fri, Aug 21, 2009 at 2:16 PM, 1nsane 1nsane...@gmail.com wrote:

 
 Wow, amazing.

 On Fri, Aug 21, 2009 at 5:10 PM, Nightbox alexandrualexa...@gmail.com
   
 wrote:
 
 I pwned him by rebooting his computer xD

 2009/8/12 Octo octodhd_h...@monkeyrings.com

 
 http://steamcommunity.com/groups/colond

 Opening paragraph:

 The Colon D Clan is an unbelievably cool, private, invite-only
   
 griefing
 
 clan for Valve Software's Team Fortress 2, along with various other
   
 games,
 
 led by «nägger :D, oreo :D, and Greaser Dan :D. Our clan was
   
 originally
 
 founded sometime in the late summer of 1947 by famous porn star
   
 Richard
 
 Steinmann, Rice Factoryman Andrew Tran, and Milkbagger Benvenuto
   
 Garisto
   
 to
 
 battle the Native Ugandans.




 On Sat, Jul 25, 2009 at 12:27:26PM +0200, Donnie Newlove wrote:
   
 Can't you read? I said why I posted those when I first did it.

 Cracking/hacking groups, same people that spam servers using
 
 A2C_PRINT.
 
 http://steamcommunity.com/groups/csrinru
 http://steamcommunity.com/groups/dz-community
 http://steamcommunity.com/groups/warez-bb;

 On Fri, Jul 24, 2009 at 10:40 PM, Kyle Sanderson
 
 kyle.l...@gmail.com
 
 wrote:
   
 I'm in a couple community groups myself for some Torrent Sites,
   
 Should
 
 I
   
 leave and warn everyone in the group that some server admins are
   
 that
   
 ignorant? Seriously? The Myg0t groups and actual hacking groups
   
 that's
 
 a no
   
 brainier and you will have everyone's support here. But banning
   
 community
   
 groups who share a common interest that has nothing to do with
   
 games
   
 what so
   
 ever? Please, it is the same as banning The Teamwork Movement
   
 group
 
 from
   
 your server...

 Kyle.

 On Fri, Jul 24, 2009 at 12:39 PM, D4rKr0W dark...@dpi-clan.org
   
 wrote:
   
 Cc2iscooL ha scritto:
 
 Haxxor witch hunt.
 OH EM GEE IN HAXOR GROUP MUST BE HAXOR LOL BAN.

 I prefer to wait until they actually do that kind of thing, as
   
 some
 
 groups
 
 like that just do mass invites and/or people are just retarded
   
 and
   
 never
   
 get
 
 access to the cheats they're looking for.

 Not to mention stuff like Kyle here. Warez =/= hack users.

 Most of the guys that you're banning probably don't even use
 hacks. Oh well, if you want to be lazy I guess this thread is
   
 good
   
 for
   
 you.
 
 Like right now I
 could make a totally awesome group teh computer haxors on
   
 Steam
 
 and
 
 you guys would ban me even if I never used hacks and the group
   
 was
   
 just for the fun of it.
   
 Whether these guys actually have bad intentions or are just
 
 plain
 
 dumb,
   
 i don't really care, both of these are good enough excuses not
 
 to
 
 want
 
 them ruining my games, assuming they'll ever join the servers i
 
 take
   
 care of. Plus, i think we already have our hands full with buggy
 gameservers, buggy games, angry teenagers and all the lovely
 
 things
   
 that
   
 come out from the mix of these three things.

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[hlds] TF2 Holding Players

2009-08-27 Thread Violent Crimes
Anyone notice since the update that you will have random players in your 
server but there time never changes. Right now I have 5 players in my 
server even though the server shows 4/32 none of them are actually in 
the server.

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Re: [hlds] TF2 Holding Players

2009-08-27 Thread Violent Crimes
Neg. Game-monitor doesn't show them as being in the server. But they do 
show up in teh server listing when you look via steam.


msleeper wrote:
 Oh is THAT what is causing that? I thought HLSW was being buggy, I know
 they've been on the update craze. I wonder if these ghost players work
 towards our server rank.


 On Thu, 2009-08-27 at 04:41 -0400, Spencer 'voogru' MacDonald wrote:
   
 Cool, built in fake players.

 Sneaky sneaky!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
 Sent: Thursday, August 27, 2009 3:19 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Holding Players

 From 13/08/09 update:
  - Added response caching for some server queries to help reduce the CPU
 load from DOS attacks.

 On Thu, Aug 27, 2009 at 8:00 AM, Violent Crimes 
 violentcri...@convictgaming.com wrote:

 
 Anyone notice since the update that you will have random players in your
 server but there time never changes. Right now I have 5 players in my
 server even though the server shows 4/32 none of them are actually in
 the server.

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Re: [hlds] TF2/L4D Updates Available

2009-08-25 Thread Violent Crimes
Anyone going to guess when they will fix this for mods and css. 3 months?

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Re: [hlds] TF2/L4D Updates Available

2009-08-25 Thread Violent Crimes
Orange Box Engine:
- Fixed an exploit that allowed files to be uploaded to the server at arbitrary 
locations in the file system.
- Fixed a server crash caused by a client packet claiming to be an HLTV client 
when HLTV is disabled on the server
- Fixed a server crash caused by spoofing a client disconnect message
- Fixed a server crash caused by sending malformed reliable subchannel data
- Fixed a server crash related to unbounded settings on some convars




Shane Arnold wrote:
 I hate people that don't include what message/quote they are talking 
 about...

 Violent Crimes wrote:
   
 Anyone going to guess when they will fix this for mods and css. 3 months?

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Re: [hlds] TF2/L4D Updates Available

2009-08-25 Thread Violent Crimes
Kyle Sanderson wrote:
 Probably 5 as the update now for CS:S causes your server to SegFault on
 startup :\
 Kyle.

 On Tue, Aug 25, 2009 at 6:10 PM, Sam Horn supersammyfl...@gmail.com wrote:

 Found old .so files. Uploaded and my server is back up.  Here is zip of .so 
 if your interested.   www.convictgaming.com/revert.zip 
 Roughly 4 days for CS:S, it would appear.

 - Sam

 2009/8/25 Violent Crimes violentcri...@convictgaming.com

 
 Anyone going to guess when they will fix this for mods and css. 3 months?

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Re: [hlds] TF2/L4D Updates Available

2009-08-21 Thread Violent Crimes
When will update for Mods on orangebox be done?

Jason Ruymen wrote:
 And I was wrong about the optional part for Team Fortress 2.  The TF 2 update 
 is required.

 Jason

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Friday, August 21, 2009 2:26 PM
 To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com'; 
 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] TF2/L4D Updates Available

 Optional updates for Team Fortress 2, Left 4 Dead and their engine binaries 
 are now available.  Please run hldsupdatetool to receive the update.  The 
 specific changes include:

 Left 4 Dead Engine:
 - Fixed an exploit that allowed files to be uploaded to the server at 
 arbitrary locations in the file system
 - Fixed a server crash caused by a client packet claiming to be an HLTV 
 client when HLTV is disabled on the server
 - Fixed a server crash caused by spoofing a client disconnect message
 - Fixed a server crash caused by sending malformed reliable subchannel data

 Left 4 Dead:
 - Novint Falcon support is now enabled by default


 Orange Box Engine:
 - Fixed an exploit that allowed files to be uploaded to the server at 
 arbitrary locations in the file system.
 - Fixed a server crash caused by a client packet claiming to be an HLTV 
 client when HLTV is disabled on the server
 - Fixed a server crash caused by spoofing a client disconnect message
 - Fixed a server crash caused by sending malformed reliable subchannel data
 - Fixed a server crash related to unbounded settings on some convars

 Team Fortress 2:
 - Bullet spread algorithm changed to fire a bullet right down the crosshair 
 under these circumstances:
  - The first bullet of a spread weapon (except for rapid fire spread weapons 
 like the minigun)
  - The first bullet of a non-spread weapon if it's been 1.25 seconds since 
 firing
 - Added a Disable HTML MOTDs option to the multiplayer-advanced dialog
  - Added motdfile_text convar to servers, which allows them to specify a 
 text file that's shown instead of the HTML MOTD to clients who've turned on 
 this option
 - Fixed radius damage not tracing out of enemies when the explosion occurs 
 within them
  - Fixes rockets  grenades doing no splash damage when fired point blank 
 into enemies
 - Added missing snowpuff particles for DX8 players (honest)
 - Restored LOD for the Demoman player model
 - Fixed being able to alt-fire with the fists while stunned as a Heavy
 - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the 
 middle of a round
 - Fixed the The Big Hurt achievement not being awarded for players who 
 already have the required count
 - Fixed sv_pure not reloading the map's custom particle file
  - Custom particle effects contained within maps must now be placed in the 
 \particles directory
 - Fixed another case where items weren't being validated properly in class 
 loadout slots

 Community requests:
 - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
 - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 
 capture
 - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and 
 func_capturezone entities
 - Fixed HUD carried image for the TF_FLAGTYPE_ATTACK_DEFEND and 
 TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
 - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong 
 skin

 Jason


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Re: [hlds] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Violent Crimes
Why would you send this out so all the newbie kiddies can find it so 
easily now?

Saul Rennison wrote:
 Luigi has found yet another exploit in Valve's up-to-date,  
 unexploitable engine :D

 http://aluigi.altervista.org/adv/sourcefraghof-adv.txt

 Thanks,
 - Saul.

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

2009-08-17 Thread Violent Crimes
Steam did another update for TF2.

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

2009-08-17 Thread Violent Crimes
I updated my server works fine now for me.

Anthal wrote:
 Clients got particles/water_dx80.pcf
 Servers did not.

 Anyone running sv_consistency 1 will need to turn it off, for now.

 Violent Crimes wrote:
   
 Steam did another update for TF2.

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Re: [hlds] Infinite deadringer cheat?

2009-07-27 Thread Violent Crimes
I have never seen that before but question Automatic temp ban for 
joinclass spam sup with that?

Tony Paloma wrote:
 One of my admins came across this today:
 http://www.sourceop.com/videos/banned_players/cheater_frostnixon_20090726.av
 i

 Has anyone seen anything like this before? I know that spectating players
 will not correctly show their cloak meter, but this guy is able to instantly
 reuse his deadringer. I've never encountered such a cheat/exploit before.
 Anyone know what might be going on?

 More information including SteamID here:
 http://www.sourceop.com/modules.php?name=SOPBanso=id_detailsid=2565

 Thanks,
 Tony
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Re: [hlds] How to prevent brute attack on server

2009-07-27 Thread Violent Crimes
Linux or Windows?

Flubber wrote:
 I tried this one yesterday, doesn't work for us, server won't start.

 2009/7/27 Violent Crimes violentcri...@convictgaming.com

   
 DDOS protection plugin   http://sourceop.com/modules.php?name=Downloads


 
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Re: [hlds] How to prevent brute attack on server

2009-07-26 Thread Violent Crimes
DDOS protection plugin   http://sourceop.com/modules.php?name=Downloads


Jake E wrote:
 I play on a server - I don't run it - and once they got DDoSed from an IP in
 Seattle (or they think so)

 On Sun, Jul 26, 2009 at 9:54 PM, DontWannaName! ad...@topnotchclan.comwrote:

   
 Why is it always the people outside the US DDOSing our US servers..

 On Sun, Jul 26, 2009 at 4:58 PM, Michael Krasnow mnk...@mnkras.com
 wrote:

 
 its probably a ddos attack google it and search on alliedmods.net

 On Sun, Jul 26, 2009 at 3:09 PM, Saul Rennison saul.renni...@gmail.com
   
 wrote:
 
 Is he flooding timeleft or nextmap?

 Thanks,
 - Saul.


 2009/7/26 Shane Arnold clontar...@iinet.net.au

 
 Do bad things to his pet dog.

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe,
   
 the
   
 horse was lost. For want of a horse, the messenger was lost. For want
   
 of
   
 a
 
 messenger, the message was not delivered. For want of an undelivered
   
 message
 
 the war was lost.



 Flubber wrote:
   
 I got currently an asshole (
 http://steamcommunity.com/profiles/76561198003544916) who makes my
 
 servers
   
 go completly laggy, not even logged on the server. The servers are
 
 not
   
 crashing but just are totally unplayable with the ping it
 
 generates.
 
 Any
 
 suggestions?
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Re: [hlds] Group Banning And You

2009-07-25 Thread Violent Crimes
This IP tried to DDOS attack me today

Here is the ip. 70.74.68.168


Traced it back to this steam id  STEAM_0:0:12865230

Link to stats page I found to trace it to him
http://stats.pingdemons.com/cs/player.php?id=194vsort=killsvorder=asc


Kyle Sanderson wrote:
 I'm in a couple community groups myself for some Torrent Sites, Should I
 leave and warn everyone in the group that some server admins are that
 ignorant? Seriously? The Myg0t groups and actual hacking groups that's a no
 brainier and you will have everyone's support here. But banning community
 groups who share a common interest that has nothing to do with games what so
 ever? Please, it is the same as banning The Teamwork Movement group from
 your server...

 Kyle.

 On Fri, Jul 24, 2009 at 12:39 PM, D4rKr0W dark...@dpi-clan.org wrote:

   
 Cc2iscooL ha scritto:
 
 Haxxor witch hunt.
 OH EM GEE IN HAXOR GROUP MUST BE HAXOR LOL BAN.

 I prefer to wait until they actually do that kind of thing, as some
   
 groups
 
 like that just do mass invites and/or people are just retarded and never
   
 get
 
 access to the cheats they're looking for.

 Not to mention stuff like Kyle here. Warez =/= hack users.

 Most of the guys that you're banning probably don't even use
 hacks. Oh well, if you want to be lazy I guess this thread is good for
   
 you.
 
 Like right now I
 could make a totally awesome group teh computer haxors on Steam and
 you guys would ban me even if I never used hacks and the group was
 just for the fun of it.
   
 Whether these guys actually have bad intentions or are just plain dumb,
 i don't really care, both of these are good enough excuses not to want
 them ruining my games, assuming they'll ever join the servers i take
 care of. Plus, i think we already have our hands full with buggy
 gameservers, buggy games, angry teenagers and all the lovely things that
 come out from the mix of these three things.

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Re: [hlds] Group Banning And You

2009-07-25 Thread Violent Crimes
Here is another one attacking servers and now me personally

Badt0uch_ .
Badt0uch_ .
Badt0uch_ .
-
Badt0uch_ is ~badtou...@adsl-99-16-7-143.dsl.hstntx.sbcglobal.net * 
Dr.Badtouch aka Feelgood
Badt0uch_ on #zombiepanic #neotokyo
Badt0uch_ using *.GameSurge.net The GameSurge IRC Network
Badt0uch_ End of /WHOIS list.
-
Violent_Crimes What do you want
Badt0uch_ I get a responce eh? Hahahaha...why are you so hostile 
towards me whenever I join your servers/vent XD?
Violent_Crimes I have nothing to say to you
Violent_Crimes What do you want
Badt0uch_ Im asking you a question, this is what I want an answer.
Violent_Crimes You know what I don't like you good day
Badt0uch_ You're servers are ddos proof my ass
Badt0uch_ We will see pin prick
Badt0uch_
Badt0uch_ byw

His IP Address:  99.16.7.143

Steam ID:   STEAM_0:0:17763564

Violent Crimes wrote:
 This IP tried to DDOS attack me today

 Here is the ip. 70.74.68.168


 Traced it back to this steam id  STEAM_0:0:12865230

 Link to stats page I found to trace it to him
 http://stats.pingdemons.com/cs/player.php?id=194vsort=killsvorder=asc


 Kyle Sanderson wrote:
   
 I'm in a couple community groups myself for some Torrent Sites, Should I
 leave and warn everyone in the group that some server admins are that
 ignorant? Seriously? The Myg0t groups and actual hacking groups that's a no
 brainier and you will have everyone's support here. But banning community
 groups who share a common interest that has nothing to do with games what so
 ever? Please, it is the same as banning The Teamwork Movement group from
 your server...

 Kyle.

 On Fri, Jul 24, 2009 at 12:39 PM, D4rKr0W dark...@dpi-clan.org wrote:

   
 
 Cc2iscooL ha scritto:
 
   
 Haxxor witch hunt.
 OH EM GEE IN HAXOR GROUP MUST BE HAXOR LOL BAN.

 I prefer to wait until they actually do that kind of thing, as some
   
 
 groups
 
   
 like that just do mass invites and/or people are just retarded and never
   
 
 get
 
   
 access to the cheats they're looking for.

 Not to mention stuff like Kyle here. Warez =/= hack users.

 Most of the guys that you're banning probably don't even use
 hacks. Oh well, if you want to be lazy I guess this thread is good for
   
 
 you.
 
   
 Like right now I
 could make a totally awesome group teh computer haxors on Steam and
 you guys would ban me even if I never used hacks and the group was
 just for the fun of it.
   
 
 Whether these guys actually have bad intentions or are just plain dumb,
 i don't really care, both of these are good enough excuses not to want
 them ruining my games, assuming they'll ever join the servers i take
 care of. Plus, i think we already have our hands full with buggy
 gameservers, buggy games, angry teenagers and all the lovely things that
 come out from the mix of these three things.

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 please visit:
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Re: [hlds] Group Banning And You

2009-07-19 Thread Violent Crimes
Just think about it this way. They are making it easier for server 
owners like us to ban them before they even have a chance to hack in our 
servers.


AJ King wrote:
 I don't think valve has much control over who makes what group.  Plus  
 they are not violating their TOS...
  
 Just sayin... 

 I DONT AGREE, VALVE IS THE CREATOR. SO THEY DO AND THEY WILL HAVE CONTROL. 
 ALSO THANKS FOR THE INFO ON THAT, MUCH APPRECIATED


 Thanks,

 Alex King





   
 From: hldsl...@taberprame.com
 To: hlds@list.valvesoftware.com
 Date: Sun, 19 Jul 2009 16:35:15 -0700
 Subject: Re: [hlds] Group Banning And You

 That's not really true. If you report the steam group to steam they will
 take it down. 
 We've done it before. There was a group dedicated to trying to crash our
 servers. We reported the group to steam and they took it down.
 They also tool the person's ability away from creating groups. 
 So just report it to steam. 

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of f0rkz
 Sent: Sunday, July 19, 2009 2:56 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Group Banning And You

 I don't think valve has much control over who makes what group.  Plus  
 they are not violating their TOS...

 Just sayin...


 On Jul 19, 2009, at 4:16 PM, shorec...@comcast.net wrote:

 
 Why does Valve allow these Steam groups to continue to exist?
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