Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Kyle Sanderson
tmpfs with overlay and casual dumping will help on the hlds side.
Netchannel is terribly slow though: so there's going to (continue to) be
hard stalls for clients if it's on-demand decals as it traditionally
blocked prior to this update.

I haven't ripped apart any of these patches in a while - quite interested
to see if outside of CGameClient::Disconnect is called reliably now as the
other paths were a crap shoot.

Kyle.

On Thu., Sep. 16, 2021, 23:23 wickedplayer494, 
wrote:

> Client hitching looks to be related to the change to spray retention
> behavior also being triggered on game startup (as well as disconnections as
> Naleksuh mentioned). Obviously for those on slower and/or older HDDs who
> have been playing the game for a while and have accumulated quite a
> collection of sprays, prolonged startup times after downloading haven't
> been entirely unheard of out there tonight.
>
> I am in agreement though that sdr_spew_level should be brought over from
> CS:GO/Dota 2 sooner rather than later for users to suppress console spew
> from relay pinging. Even if it's default 5 like CS:GO's is, which I think
> is still way too high for ordinary users (I always set it to 3), that's
> still fine by me.
>
> On 9/16/2021 10:11 PM, Mecha Weasel wrote:
>
> "Right now whenever a player joins or leaves a server the game will hang
> for ~5 seconds"
> - Not experiencing that myself (on Debian 10 here).
>
> But, yeah noticed the extra Steam-spam in the console for sure. ;-)
>
>
>
> On Thu, Sep 16, 2021 at 8:05 PM Naleksuh  wrote:
>
>> Any progress on future updates to address the issues here? Right now
>> whenever a player joins or leaves a server the game will hang for ~5
>> seconds. And bots have profile pictures for some reason now, probably
>> related to the Steam update.
>>
>> Also, whats with the contant pinging of Steam servers in the console?
>> Will that be removed?
>>
>> On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at valvesoftware.com
>> (via hlds_linux list)  wrote:
>>
>>> We've released a mandatory update for TF2. The new version number is
>>> 6770799. The notes for the update are below.
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>> 
>>>
>>> - Fixed an exploit related to players impersonating other Steam accounts
>>> - Updated custom player sprays to be disabled for players by default
>>> -  Players can opt-in to see custom player sprays on community
>>> servers in the Advanced Options menu
>>> -  Custom player sprays and other temp files will be deleted
>>> when disconnecting from a server
>>> - Fixed an exploit related to creating unnamed Normal quality items
>>> - Removed the disconnect reason when a player leaves the server
>>> - Fixed the Fireproof Secret Diary not cloaking
>>> - Fixed the Medic's weapon not hiding during the High Five taunt
>>> - Fixed the equip_region for the Crocodile Dandy
>>> - Fixed taunt_medic_heroic.wav not playing during case openings and
>>> trade-ups
>>> - Fixed the Heavy being able to crouch and jump while stunned
>>> - Fixed overhead player icons not drawing while connected to match
>>> servers
>>> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
>>> entities
>>> - Updated the tf_generic_bomb entity to allow passing the activator in
>>> the OnDetonate output
>>> -  Toggle this feature using the Pass Activator option. Default
>>> is No.
>>> - Updated several of the Summer 2021 cosmetic items to add
>>> item_type_name descriptions
>>> - Updated the Coffin Nail warpaint for the shotgun to add the missing
>>> "has team color paintkit" attribute
>>> - Updated material for the Hazard Headgear to fix problems with painting
>>> and using minmap
>>> - Updated item schema with community fixes from Andrés S. (rabscootle)
>>> - Updated Spy invis materials with community fixes from Liam Stone (boba)
>>> - Updated description of the "Strange Part: Player Hits" item to match
>>> its name
>>> - Updated materials for the Time Out Therapy taunt
>>> - Updated the material for the RED dueling icon to match the BLU dueling
>>> icon
>>> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to
>>> fix size and centering issues
>>> - Updated the description for the Backpack Expander
>>> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
>>> fix a problem when taunting
>>> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
>>> Australium background for death notices
>>> - Updated the link for the New User Forum button in the main menu
>>> - Updated/Added some tournament medals
>>> - Updated the localization files
>>> - Updated cp_snakewater_final1
>>> -  Minor visual fixes
>>> -  Minor clipping fixes
>>> -  Slightly increased spawn time when attacking last
>>> -  Fixed some jumps being made impossible in previous update
>>> -  Made some areas like respawn doors smoother to walk past
>>> -  Nature & Wildlife preservation 

Re: [hlds_linux] Mandatory CS:S, DoD:S, HL2:DM, and HLDM:S updates released

2021-07-03 Thread Kyle Sanderson
Thanks team. There were a lot more changes than what's documented. Only
(currently-known) fallout I had was the Steam3 change from 2017 that
finally came into the games. Overall it sounds good from my playerbase, one
guy was a little annoyed at the weekend breakage scavenger hunt but it was
just stepping through gdb with them.

For reference if anyone else is running Connect.ext, here's the patch (from
4~ years ago):
https://github.com/asherkin/connect/commit/f557476d6bc0dca7f4c94a3718ec63d4ab15b5db

Kyle.

On Fri, 2 Jul 2021, 13:43 Eric Smith - erics at valvesoftware.com (via
hlds_linux list),  wrote:

> We've released mandatory updates for Counter-Strike: Source, Day of
> Defeat: Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source.
> The new version number for each game is 6630498. The notes for the updates
> are below.
>
> Thanks.
>
> -Eric
>
> 
>
> - Numerous security and stability improvements
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Kyle Sanderson
>"Removed the disconnect REASON from the message when players leave the server"
> Why on earth would you do that?

Ancient ancient ancient ancient issue where they (the game) pass this
through a format function and can crash through arbitrary memory
reading. The string was localized too to the client disconnecting
which was even more neat. It's beyond well documented how this has
been abused for well over a decade.

> Numerous security and stability improvements

Can we for the love of god please get a CS:S sync. There's so much bad
stuff out there now and keeping all the other games vulnerable doesn't
help anyone. I'm happy to spend an hour reviewing the changeset or
whatever it takes to help this stuff land.

Kyle.

On Tue, Jun 22, 2021 at 12:44 PM Mecha Weasel  wrote:
>
> "Removed the disconnect REASON from the message when players leave the server"
>
> Why on earth would you do that?
>
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[hlds_linux] am I unsubscribed? Source 1 patching schedule.

2021-04-18 Thread Kyle Sanderson
Hi Team,

I'm totally unclear. There's been RCE issues for decades - a few decal
issues were papered over in TF2, but not shipped in any other Source1
game. Is there a timeline to try and improve the situation in any of
these other games/templates/engines. There's still invalid packets
that can be relayed from the server to disconnect clients which is
pretty crazy in 2021 (we're 18~+ years into this). Can I help(?).

Kyle.
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Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
Yeah let us know please - I'm sure my goldsrc peers are subscribed to
the list but this sounds like something we should try to address. I do
want to confirm you're not running retail MM though and you're running
MM from AM. Not saying it's the magic bullet but Alfred changed the
toolchain (GCC 2.4~ to 4.4~ or something) long ago on HL and that's
why we took the fork up beyond AMX.

Let us know my friend,
Kyle.

On Mon, Nov 16, 2020 at 6:13 PM Ook  wrote:
>
> I'll set it up and post the error - it causes the linux server to crash
> on startup. I vaguely recall the windows server does not crash, but
> neither does metamod work. I have liblist.gam set correctly, but no
> metamod functions work. I'll get back to you with more details...
>
> When I initially tested this, it was with a working config that I had
> not touched for years. All I did was update the hlds server binaries and
> libs. After the update, none of my servers would start, they all crashed
> in the exact same manner. Playing with liblist.gam did not help except
> when I removed metamod - that was the only way to get the server to start.
>
> On 11/16/20 7:09 PM, Kyle Sanderson wrote:
> >> Metamod appears to not work with the latest update, not sure if there will 
> >> be any metamod updates for the new server binary or not.
> > Can you describe this in more detail? are you running metamod-am? If
> > you can give me STR I can try to help further.
> >
> > Kyle.
> >
> > On Mon, Nov 16, 2020 at 6:04 PM Ook  wrote:
> >> It works well enough running the windows version with wine on a linux
> >> box, I've not been highly motivated to look into it further. Metamod
> >> appears to not work with the latest update, not sure if there will be
> >> any metamod updates for the new server binary or not. And there is no
> >> steam installed on the server.
> >>
> >> I wonder if they updated the steam client in the windows version, but
> >> not the Linux version? I'll revisit this when I have a chance, see what
> >> I can find. Maybe find out what IP(s) it is trying to hit. I remember
> >> many years ago I had to do something with the steam IPs in the config to
> >> get it on the steam list, but dang that was a long time ago and I have
> >> no idea what I did...
> >>
> >> On 11/16/20 5:03 PM, Kyle Sanderson wrote:
> >>> Sorry I haven't looked at this list in a while (hopefully you already
> >>> found the answer!)... Windows uses the steamclient that's installed,
> >>> whereas on Linux it uses the steamclient that's shipped with the game
> >>> (Windows does too - if Steam is not installed). So if the game has an
> >>> old version of steamclient, you'll get stuck with situations like
> >>> this. The Ship for instance had the Steam Masters (Mains? in 2020)
> >>> hard coded into the binary and were eventually orphaned like this. I
> >>> know years ago Qwest was trying to take back their address space from
> >>> Valve and Aldred flipped addresses on us which broke a shit ton of
> >>> games - if there's a hard coded address against this it's possible you
> >>> were impacted when they made a trivial (to them) move.
> >>>
> >>> Were you able to resolve it natively? I might not be able to help, but
> >>> CC me so it lands in my inbox and I can try to.
> >>>
> >>> Best,
> >>> Kyle.
> >>>
> >>> On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
> >>>> Well, as stupid as it sounds, I am able to get this to work by running
> >>>> the Windows version of hlds with wine on Linux. I am stumped as to why,
> >>>> with identical configs. the linux version gives the message "Could not
> >>>> establish connection to Steam servers.", while the Winbloze version
> >>>> running with wine works perfectly?
> >>>>
> >>>> On 10/4/20 10:41 PM, Ook wrote:
> >>>>> I've been running my OP4 servers for years. Bloody years. And for the
> >>>>> last few days, my players are messaging me, saying the my servers are
> >>>>> no longer on the server list. I look at console, and when I start
> >>>>> server I get:
> >>>>>
> >>>>> Could not establish connection to Steam servers.
> >>>>>
> >>>>> I've changed nothing. This has been working for many years. My ports
> >>>>> are unchanged. My ISP is not blocking anything (that I know of).
&

Re: [hlds_linux] Thanks for everything

2020-11-16 Thread Kyle Sanderson
Ah buddy - I shouldn't have scanned back further than I did on the
list. Your HL2 models have been running on my (our - per how I run it)
server for well over a decade. Thank you very much for the
entertainment / fun over all this time. Spectre (I think this is yours
- otherwise there's another where the T is in all black clothing) was
always a fan favourite, Kim (I think that's what the model name was -
but I may have brain rot) helped normalize HL2 models and standardize
Half-Life in Source for Counter-Strike across the ecosystem.

Thanks for hanging around my friend - all the best.
Kyle.

On Thu, Apr 30, 2020 at 8:47 AM ics  wrote:
>
> First of all, please do not reply to this message, to reduce spam on the
> list.
>
> I just want to say this and thank everyone who has been here on this
> list, talking, helping and giving help, to issues i've had over the
> years and interacted with me regarding replies, bug reports, test
> builds, questions and whatever there ever was.
>
> I am shutting my game servers down at the end of June '20. 16 years was
> a long time but awesome as well. This doesnt stop or affect my other
> interests like playing games though.
>
> So long story short thank you and shouts to some of the Valve people
> i've had pleasure of interacting with: Fletcher, Jon and especially
> Eric, for posting the TF2 update notes for so long. Long after CSGO and
> L4D2 folks stopped.
>
> Thanks!
>
> -ics
>
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> please visit:
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Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
> Metamod appears to not work with the latest update, not sure if there will be 
> any metamod updates for the new server binary or not.

Can you describe this in more detail? are you running metamod-am? If
you can give me STR I can try to help further.

Kyle.

On Mon, Nov 16, 2020 at 6:04 PM Ook  wrote:
>
> It works well enough running the windows version with wine on a linux
> box, I've not been highly motivated to look into it further. Metamod
> appears to not work with the latest update, not sure if there will be
> any metamod updates for the new server binary or not. And there is no
> steam installed on the server.
>
> I wonder if they updated the steam client in the windows version, but
> not the Linux version? I'll revisit this when I have a chance, see what
> I can find. Maybe find out what IP(s) it is trying to hit. I remember
> many years ago I had to do something with the steam IPs in the config to
> get it on the steam list, but dang that was a long time ago and I have
> no idea what I did...
>
> On 11/16/20 5:03 PM, Kyle Sanderson wrote:
> > Sorry I haven't looked at this list in a while (hopefully you already
> > found the answer!)... Windows uses the steamclient that's installed,
> > whereas on Linux it uses the steamclient that's shipped with the game
> > (Windows does too - if Steam is not installed). So if the game has an
> > old version of steamclient, you'll get stuck with situations like
> > this. The Ship for instance had the Steam Masters (Mains? in 2020)
> > hard coded into the binary and were eventually orphaned like this. I
> > know years ago Qwest was trying to take back their address space from
> > Valve and Aldred flipped addresses on us which broke a shit ton of
> > games - if there's a hard coded address against this it's possible you
> > were impacted when they made a trivial (to them) move.
> >
> > Were you able to resolve it natively? I might not be able to help, but
> > CC me so it lands in my inbox and I can try to.
> >
> > Best,
> > Kyle.
> >
> > On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
> >> Well, as stupid as it sounds, I am able to get this to work by running
> >> the Windows version of hlds with wine on Linux. I am stumped as to why,
> >> with identical configs. the linux version gives the message "Could not
> >> establish connection to Steam servers.", while the Winbloze version
> >> running with wine works perfectly?
> >>
> >> On 10/4/20 10:41 PM, Ook wrote:
> >>> I've been running my OP4 servers for years. Bloody years. And for the
> >>> last few days, my players are messaging me, saying the my servers are
> >>> no longer on the server list. I look at console, and when I start
> >>> server I get:
> >>>
> >>> Could not establish connection to Steam servers.
> >>>
> >>> I've changed nothing. This has been working for many years. My ports
> >>> are unchanged. My ISP is not blocking anything (that I know of).
> >>>
> >>> I used steamcmd to get a fresh copy of hlds and op4, and it looks like
> >>> some of the core server files had updated, so I applied the update,
> >>> but it changes nothing.
> >>>
> >>> Did Valve update hlds recently, or update something on their end? This
> >>> is hlds on linux if that makes any difference.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
>
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Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
Sorry I haven't looked at this list in a while (hopefully you already
found the answer!)... Windows uses the steamclient that's installed,
whereas on Linux it uses the steamclient that's shipped with the game
(Windows does too - if Steam is not installed). So if the game has an
old version of steamclient, you'll get stuck with situations like
this. The Ship for instance had the Steam Masters (Mains? in 2020)
hard coded into the binary and were eventually orphaned like this. I
know years ago Qwest was trying to take back their address space from
Valve and Aldred flipped addresses on us which broke a shit ton of
games - if there's a hard coded address against this it's possible you
were impacted when they made a trivial (to them) move.

Were you able to resolve it natively? I might not be able to help, but
CC me so it lands in my inbox and I can try to.

Best,
Kyle.

On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
>
> Well, as stupid as it sounds, I am able to get this to work by running
> the Windows version of hlds with wine on Linux. I am stumped as to why,
> with identical configs. the linux version gives the message "Could not
> establish connection to Steam servers.", while the Winbloze version
> running with wine works perfectly?
>
> On 10/4/20 10:41 PM, Ook wrote:
> > I've been running my OP4 servers for years. Bloody years. And for the
> > last few days, my players are messaging me, saying the my servers are
> > no longer on the server list. I look at console, and when I start
> > server I get:
> >
> > Could not establish connection to Steam servers.
> >
> > I've changed nothing. This has been working for many years. My ports
> > are unchanged. My ISP is not blocking anything (that I know of).
> >
> > I used steamcmd to get a fresh copy of hlds and op4, and it looks like
> > some of the core server files had updated, so I applied the update,
> > but it changes nothing.
> >
> > Did Valve update hlds recently, or update something on their end? This
> > is hlds on linux if that makes any difference.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
>
> ___
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[hlds_linux] Re: [hlds] Putting it out here

2020-11-16 Thread Kyle Sanderson
> I'm sure some of you are going to hate me for wasting my time on this

Little foolish - sure :P no one's going to hate you for it. It's
pretty clear they have MPD and are seeking attention. I'm a little
surprised no one's dropped their mail like last time.

Think you can help us out Milton with who the current mail-admin is?
There's like 150 email that's just attention-seeking about not
shipping amd64 binaries for the steam client, which is ridiculous to
begin with as GCFs are long gone and it's raw disk-thrashing files.

Best,
Kyle.

On Mon, Nov 16, 2020 at 1:55 PM Triple X  wrote:
>
> Hi folks,
>
> I'm sure some of you are going to hate me for wasting my time on this,
> but I've done a little minor bit of legal digging using tools available
> to everyone, and...
> As everyone already figured, "Stephanie" and Stealthmode are the same
> person. The two e-mail accounts share the same phone number (Number
> ending in 45) and have the same linked devices (Samsung Galaxy A01,
> UNIMAX UMX U683CL).
>
> At this point, all you'll be doing is feeding the troll. Best just
> ignore everything they post, add their e-mail addresses into a
> blocklist, and move on.
> ___
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-27 Thread Kyle Sanderson
Do you have any update on the network exploits presently working
against every other Source1 game. We're also seeing an uptick in
ancient spray/rce attacks against players as well (which doesn't
impact the server beyond distribution).

Kyle.

On Mon, Apr 27, 2020 at 5:23 PM Eric Smith - erics at
valvesoftware.com (via hlds_linux list)
 wrote:
>
> We've released a mandatory update for TF2. The update notes are below. The 
> new version number is 5830736.
>
> -Eric
>
> -
>
> - Fixed Heavy exploit related to infinite overheal
> - Updated localization files
>
>
>
>
> ___
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> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-15 Thread Kyle Sanderson
Does this exploit not work on any other Source engine game? There's a
published write-up here
https://gist.github.com/BenCat07/c861b5436d82e05fab43dc74aaf4b585 so
I'm quite curious why other games (CS:S) have not been patched.

Kyle.

On Tue, Apr 7, 2020 at 6:24 PM John Schoenick - johns at
valvesoftware.com (via hlds_linux list)
 wrote:
>
> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 5799494.
>
> - John
>
> 
>
> - Fixed a server crash exploit
> - Updated localization files
>
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[hlds_linux] Re: [hlds] Re: CEF broken in Valve games

2019-05-27 Thread Kyle Sanderson
Any update on this team? I'm tired of using a Webkit 0day to accomplish the
previous media behavior in Valve games as it feels dirty and wrong. Feel
free to call me if I can help address any concerns in regards to playing
any kind of audio in relation to the new cef versions that have shipped
without the one-line fix.

https://cdn.discordapp.com/attachments/545128511464144897/582760932606869514/unknown.png


Kyle.

On Wed, Feb 13, 2019 at 5:55 PM Matt Haynie  wrote:

> Perhaps Valve isn’t considering this a bug/regression. Google certainly
> isn’t, and many users of Chrome probably like this feature as well. I’m
> curious, does this behavior also block autoplaying MOTD ads?
>
> Anyways, it may make more sense to modify these plugins to send music
> through the (now significantly higher quality) voice chat. It will still be
> a step down in quality, and may require more server resources, but given
> how many times you’ve pinged this mailing list without an official
> response, it probably isn’t happening.
>
>
>
> Matt
>
>
>
> *From: *Kyle Sanderson 
> *Sent: *Wednesday, February 13, 2019 5:45 PM
> *To: *Half-Life dedicated Win32 server mailing list
> ; Half-Life dedicated Linux server mailing
> list ; Eric Smith
> ; tft...@valvesoftware.com
> *Subject: *[hlds] Re: CEF broken in Valve games
>
>
>
> Any update on this team? I'm unclear on if I should start emailing hl3team
> and similar so let me know how we can resolve this simple regression. I
> think some users have already mailed song requests in but I haven't heard
> back on those either.
>
>
>
> Kyle.
>
>
>
> On Mon, 7 Jan 2019, 19:21 Kyle Sanderson 
> New year same bug :-(.
>
> Team,
>
> Any luck with resolving this one-liner?
>
> Kyle.
>
> On Fri, Dec 21, 2018 at 10:01 PM Kyle Sanderson 
> wrote:
> >
> > Still broken team 2 months later :( As a result I have horrible UX now
> > as users need to click into a visible window for audio to
> > automatically kick on and then disappear... every single map change...
> > making the commands not as helpful as they were.
> >
> > This is looking like a simple one-liner,
> > `command_line->AppendSwitchWithValue("autoplay-policy",
> > "no-user-gesture-required");`. More than happy to commit this myself;
> > alternatively please let me know when someone internally can resolve
> > this easy issue :-).
> >
> > Kyle.
> >
> > On Fri, Nov 9, 2018 at 6:30 PM Kyle Sanderson 
> wrote:
> > >
> > > Any update on this team?
> > > On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson 
> wrote:
> > > >
> > > > Any update on this team?
> > > >
> > > > Kyle.
> > > > On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson 
> wrote:
> > > > >
> > > > > Long time no mail.
> > > > >
> > > > > As industry leaders like Google uniformly destroy the web as per
> > > > >
> https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > > > > , this has impacted MOTD audio playback in Valve games. I (used to
> > > > > before travelling so much now) play music regularly over Icecast2.
> > > > > Players now join the stream, but are prevented from hearing any
> audio
> > > > > because the DOM object is blocked. The usage of the radio is driven
> > > > > through plugin usage to adjust volume, opt-out, view title,
> requests,
> > > > > etc.
> > > > >
> > > > > Other industry leaders like http://www.sharkswithwheels.com/ are
> > > > > presently broken while https://areweponyyet.com/ added a
> click-through
> > > > > last night.
> > > > >
> > > > > Can we please toggle the preference off to restore this
> functionality?
> > > > > The last thing I want to do is pop-up a window that people have to
> > > > > click in-to which would disrupt their game.
> > > > >
> > > > > Kyle.
>
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[hlds_linux] Re: CEF broken in Valve games

2019-02-13 Thread Kyle Sanderson
Any update on this team? I'm unclear on if I should start emailing hl3team
and similar so let me know how we can resolve this simple regression. I
think some users have already mailed song requests in but I haven't heard
back on those either.

Kyle.

On Mon, 7 Jan 2019, 19:21 Kyle Sanderson  New year same bug :-(.
>
> Team,
>
> Any luck with resolving this one-liner?
>
> Kyle.
>
> On Fri, Dec 21, 2018 at 10:01 PM Kyle Sanderson 
> wrote:
> >
> > Still broken team 2 months later :( As a result I have horrible UX now
> > as users need to click into a visible window for audio to
> > automatically kick on and then disappear... every single map change...
> > making the commands not as helpful as they were.
> >
> > This is looking like a simple one-liner,
> > `command_line->AppendSwitchWithValue("autoplay-policy",
> > "no-user-gesture-required");`. More than happy to commit this myself;
> > alternatively please let me know when someone internally can resolve
> > this easy issue :-).
> >
> > Kyle.
> >
> > On Fri, Nov 9, 2018 at 6:30 PM Kyle Sanderson 
> wrote:
> > >
> > > Any update on this team?
> > > On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson 
> wrote:
> > > >
> > > > Any update on this team?
> > > >
> > > > Kyle.
> > > > On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson 
> wrote:
> > > > >
> > > > > Long time no mail.
> > > > >
> > > > > As industry leaders like Google uniformly destroy the web as per
> > > > >
> https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > > > > , this has impacted MOTD audio playback in Valve games. I (used to
> > > > > before travelling so much now) play music regularly over Icecast2.
> > > > > Players now join the stream, but are prevented from hearing any
> audio
> > > > > because the DOM object is blocked. The usage of the radio is driven
> > > > > through plugin usage to adjust volume, opt-out, view title,
> requests,
> > > > > etc.
> > > > >
> > > > > Other industry leaders like http://www.sharkswithwheels.com/ are
> > > > > presently broken while https://areweponyyet.com/ added a
> click-through
> > > > > last night.
> > > > >
> > > > > Can we please toggle the preference off to restore this
> functionality?
> > > > > The last thing I want to do is pop-up a window that people have to
> > > > > click in-to which would disrupt their game.
> > > > >
> > > > > Kyle.
>
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[hlds_linux] Re: CEF broken in Valve games

2019-01-07 Thread Kyle Sanderson
New year same bug :-(.

Team,

Any luck with resolving this one-liner?

Kyle.

On Fri, Dec 21, 2018 at 10:01 PM Kyle Sanderson  wrote:
>
> Still broken team 2 months later :( As a result I have horrible UX now
> as users need to click into a visible window for audio to
> automatically kick on and then disappear... every single map change...
> making the commands not as helpful as they were.
>
> This is looking like a simple one-liner,
> `command_line->AppendSwitchWithValue("autoplay-policy",
> "no-user-gesture-required");`. More than happy to commit this myself;
> alternatively please let me know when someone internally can resolve
> this easy issue :-).
>
> Kyle.
>
> On Fri, Nov 9, 2018 at 6:30 PM Kyle Sanderson  wrote:
> >
> > Any update on this team?
> > On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson  wrote:
> > >
> > > Any update on this team?
> > >
> > > Kyle.
> > > On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson  
> > > wrote:
> > > >
> > > > Long time no mail.
> > > >
> > > > As industry leaders like Google uniformly destroy the web as per
> > > > https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > > > , this has impacted MOTD audio playback in Valve games. I (used to
> > > > before travelling so much now) play music regularly over Icecast2.
> > > > Players now join the stream, but are prevented from hearing any audio
> > > > because the DOM object is blocked. The usage of the radio is driven
> > > > through plugin usage to adjust volume, opt-out, view title, requests,
> > > > etc.
> > > >
> > > > Other industry leaders like http://www.sharkswithwheels.com/ are
> > > > presently broken while https://areweponyyet.com/ added a click-through
> > > > last night.
> > > >
> > > > Can we please toggle the preference off to restore this functionality?
> > > > The last thing I want to do is pop-up a window that people have to
> > > > click in-to which would disrupt their game.
> > > >
> > > > Kyle.
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[hlds_linux] Re: CEF broken in Valve games

2018-12-21 Thread Kyle Sanderson
Still broken team 2 months later :( As a result I have horrible UX now
as users need to click into a visible window for audio to
automatically kick on and then disappear... every single map change...
making the commands not as helpful as they were.

This is looking like a simple one-liner,
`command_line->AppendSwitchWithValue("autoplay-policy",
"no-user-gesture-required");`. More than happy to commit this myself;
alternatively please let me know when someone internally can resolve
this easy issue :-).

Kyle.

On Fri, Nov 9, 2018 at 6:30 PM Kyle Sanderson  wrote:
>
> Any update on this team?
> On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson  wrote:
> >
> > Any update on this team?
> >
> > Kyle.
> > On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson  wrote:
> > >
> > > Long time no mail.
> > >
> > > As industry leaders like Google uniformly destroy the web as per
> > > https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > > , this has impacted MOTD audio playback in Valve games. I (used to
> > > before travelling so much now) play music regularly over Icecast2.
> > > Players now join the stream, but are prevented from hearing any audio
> > > because the DOM object is blocked. The usage of the radio is driven
> > > through plugin usage to adjust volume, opt-out, view title, requests,
> > > etc.
> > >
> > > Other industry leaders like http://www.sharkswithwheels.com/ are
> > > presently broken while https://areweponyyet.com/ added a click-through
> > > last night.
> > >
> > > Can we please toggle the preference off to restore this functionality?
> > > The last thing I want to do is pop-up a window that people have to
> > > click in-to which would disrupt their game.
> > >
> > > Kyle.
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[hlds_linux] Re: CEF broken in Valve games

2018-11-09 Thread Kyle Sanderson
Any update on this team?
On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson  wrote:
>
> Any update on this team?
>
> Kyle.
> On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson  wrote:
> >
> > Long time no mail.
> >
> > As industry leaders like Google uniformly destroy the web as per
> > https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > , this has impacted MOTD audio playback in Valve games. I (used to
> > before travelling so much now) play music regularly over Icecast2.
> > Players now join the stream, but are prevented from hearing any audio
> > because the DOM object is blocked. The usage of the radio is driven
> > through plugin usage to adjust volume, opt-out, view title, requests,
> > etc.
> >
> > Other industry leaders like http://www.sharkswithwheels.com/ are
> > presently broken while https://areweponyyet.com/ added a click-through
> > last night.
> >
> > Can we please toggle the preference off to restore this functionality?
> > The last thing I want to do is pop-up a window that people have to
> > click in-to which would disrupt their game.
> >
> > Kyle.
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[hlds_linux] Re: CEF broken in Valve games

2018-10-31 Thread Kyle Sanderson
Any update on this team?

Kyle.
On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson  wrote:
>
> Long time no mail.
>
> As industry leaders like Google uniformly destroy the web as per
> https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> , this has impacted MOTD audio playback in Valve games. I (used to
> before travelling so much now) play music regularly over Icecast2.
> Players now join the stream, but are prevented from hearing any audio
> because the DOM object is blocked. The usage of the radio is driven
> through plugin usage to adjust volume, opt-out, view title, requests,
> etc.
>
> Other industry leaders like http://www.sharkswithwheels.com/ are
> presently broken while https://areweponyyet.com/ added a click-through
> last night.
>
> Can we please toggle the preference off to restore this functionality?
> The last thing I want to do is pop-up a window that people have to
> click in-to which would disrupt their game.
>
> Kyle.
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[hlds_linux] CEF broken in Valve games

2018-10-25 Thread Kyle Sanderson
Long time no mail.

As industry leaders like Google uniformly destroy the web as per
https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
, this has impacted MOTD audio playback in Valve games. I (used to
before travelling so much now) play music regularly over Icecast2.
Players now join the stream, but are prevented from hearing any audio
because the DOM object is blocked. The usage of the radio is driven
through plugin usage to adjust volume, opt-out, view title, requests,
etc.

Other industry leaders like http://www.sharkswithwheels.com/ are
presently broken while https://areweponyyet.com/ added a click-through
last night.

Can we please toggle the preference off to restore this functionality?
The last thing I want to do is pop-up a window that people have to
click in-to which would disrupt their game.

Kyle.
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Re: [hlds_linux] Mandatory Update Released for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base

2018-07-25 Thread Kyle Sanderson
Thanks John, appreciate it.

Kyle.
On Tue, Jul 24, 2018 at 3:06 PM John Schoenick  wrote:
>
> A mandatory update for Counter-Strike: Source, Day of Defeat: Source,
> Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source
> SDK 2013 Base has been made available. The patch notes are below.
>
> - John
>
> ---
>
> - Fixed physics not operating at the correct tickrate when specifying
> non-standard -tickrate options on the command line
> - Fixed viewing demos recorded at a non-standard tickrate causing the
> next listen server hosted to be at that tickrate
> - Various security and stability improvements
> - Updated localization files
>
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Re: [hlds_linux] Prerelease Update Available for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base

2018-06-27 Thread Kyle Sanderson
Fantastic news!

I hate to even propose this, but would it be possible to wait until after
the Canadian long weekend (and subsequently the 4th for you folks)? This is
historically peak for "gaming".

Something like July 10th?

Kyle.

On Wed, 27 Jun 2018, 15:45 John Schoenick,  wrote:

> A prerelease update is available for Counter-Strike: Source, Day of
> Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch,
> and the Source SDK 2013 Base. The update notes are below.
>
> Prerelease branches can be accessed in Steam via the Properties -> Betas
> tab. Dedicated servers can pass -beta prerelease to the app_update
> command in SteamCMD.
>
> If all goes well, this branch will be promoted to the current release in
> the coming days, so please let us know if you encounter any issues.
>
>  - John
>
> -
>
> - Fixed physics not operating at the correct tickrate when specifying
> non-standard -tickrate options on the command line
> - Fixed viewing demos recorded at a non-standard tickrate causing the
> next listen server hosted to be at that tickrate
> - Various security and stability improvements
> - Updated localization files
>
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Kyle Sanderson
New gamedata should be out shortly.

On Fri, Oct 20, 2017 at 3:02 PM, Emil Larsson  wrote:
> Seems like it broke sourcemod for now, though that was kinda expected.
>
> On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith 
> wrote:
>>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4192434. The notes for the update are here:
>>
>>http://www.teamfortress.com/jungleinferno/notes.php
>>
>> Thanks.
>>
>> -Eric
>>
>>
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Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-07-28 Thread Kyle Sanderson
Do you have any sort of time frame on this John? Are we looking at
another month? Two months? 6 months? one year?

Thanks,
Kyle.

On Tue, Jun 21, 2016 at 4:56 PM, John Schoenick  wrote:
> It is, but not in the next month or so.  We'll let you know when it is
> imminent.
>
> From: Anakkk
> Sent: Friday, June 17, 2016 6:14AM
> To: Half-life Dedicated Win32 Server Mailing List
> Subject: Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2
> and SDK2013 Dedicated Server
>
>
> Is this still planned?
>
> 2016-03-15 21:30 GMT+01:00 John Schoenick :
>>
>> Hi everyone,
>>
>> The current Linux TF2/SDK2013 dedicated server is a bit odd, shipping a
>> dedicated-only build of the source engine that targets a very old toolchain
>> for maximal compatibility.  This setup predates the Steam Runtime and the
>> widespread availability of container setups like Docker that make it trivial
>> to run apps in alternate environments.
>>
>> We're planning on obsoleting this setup, and shipping a unified build[1]
>> between clients and servers that targets the current Steam Runtime[2]
>>
>> What this means for you:
>> 1) If your distro is not binary compatible[3] with the Steam Runtime
>> (based on Ubuntu 12 LTS) you may need to update your setup to continue
>> running TF2 servers.
>>
>> There are several options for this.
>> - Switch to a Ubuntu 12 LTS based distro
>> - Create a Steam Runtime chroot or container (e.g. Docker) to run your
>> servers.
>> - Package a copy of the Steam Runtime for your servers and invoke the
>> server with a modified environment ( env LD_LIBRARY_PATH="$RUNTIME"/usr/lib/
>> "$RUNTIME"/usr/lib/ld-linux.so.2 ./srcds_linux ... )
>> - Etc
>>
>> See the Steam Runtime page[2] for more information on setup and usage.
>>
>> 2) If you have mods or scripts that are hard-coded to expect "_srv"
>> binaries, they will need to be fixed
>>
>> We plan on working with the SourceMod team to ensure their tools continue
>> to function, but server operators will likely need to update when this
>> occurs. Other tools or scripts that are hard coded to "_srv" may need
>> fixing.
>>
>> When?
>> The plan is to begin shipping builds based requiring the Steam Runtime in
>> the next few months, so we encourage server operators to begin looking into
>> their setups ASAP.
>>
>> Non-TF2 SDK2013 games will likely be switched to this setup some time
>> after TF2, as it becomes necessary to maintain compatibility with the Steam
>> SDK.
>>
>> Let me know if you have any questions or concerns
>> - John
>>
>> [1] Meaning, one client.so and server.so and associated engine, rather
>> than a separate "_srv.so" build of the entire system for dedicated servers.
>> [2] https://github.com/ValveSoftware/steam-runtime
>> [3] Binary compatibility largely meaning new-enough
>> gcc-libs/libc/libstdc++, but also some supporting libraries like ncurses.
>>
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>
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[hlds_linux] Constant Steam Auth Ticket has been cancelled on Level change in Day of Defeat: Source

2016-03-24 Thread Kyle Sanderson
Hello,

As of the last Day of Defeat: Source sync whenever the level changes
some clients are disconnected from the error in the topic. Whenever
the level changes INetChannelInfo::GetConnectedTime(void) is also
reset which is not present in any other Source game, which to me
points to possibly the root issue.

Please take a look at this: it's terrible.
Kyle.

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[hlds_linux] [DiD:S] Suicide Grenade Running

2015-12-21 Thread Kyle Sanderson
Not sure how old this exploit is, I hit q by mistake and found it.
Basically you can pull a grenade, (quick) switch weapons, then a
minute later pull the grenade out when you're near death fighting an
enemy and blow yourself and them up.

https://forums.alliedmods.net/showthread.php?t=276459

Plugin is crude, but it should do the trick...

Kyle.

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

2015-12-17 Thread Kyle Sanderson
Any idea when we'll see the Linux/Mac fixes for CS:S, HL2:DM and 300? We
still have some players on Macs, only a couple on Linux.
On 17 Dec 2015 2:30 p.m., "Eric Smith"  wrote:

> We've released a mandatory update for TF2. This is the Tough Break Update.
> The update notes are below. The new version is 3191257.
>
> -Eric
>
> 
>
> The Tough Break Update has arrived!
> - Additional information available on the website (
> http://www.teamfortress.com/toughbreak)
> - 4 new community maps: Snowycoast, Vanguard, Highpass, and Landfall
> - 26 new contracts, including contracts which issue loaner weapons
> - 4 new weapon collections
> - 2 new community taunts: Badpipes and The Bucking Bronco
> - 1 new official taunt: Mannrobics
> - New community cosmetics case with 15 items
>
> General
> - Significant weapon and class balance improvements (see section below for
> full details)
> - Smissmas 2015 has begun! Launch Team Fortress 2 to receive your Spirit
> of Giving badge, Gift-Stuffed Stocking, and Winter Holiday noise maker
> - Added Smissmas 2015 Mystery Gift. Can be found by opening a Tough Break
> Weapons Case. Have you been Naughty or Nice?
> - Added Strange Count Transfer Tool
> - Takes the Strange scores from one item and adds them on to
> another. The count for the source item is reset to zero. Strange part
> scores are only transferred and zeroed if a matching Strange part is
> found.  Can only be used between Strange items of the same base type.
> - Can be Crafted by 2 Strange parts in the crafting menu under
> Rare Items
> - Updated Case opening item drop algorithm. Going forward players are now
> less likely to get duplicate items from the same rarity tier on repeated
> Case openings.
> - Updated several weapons sounds with consistency fixes from community
> member Mateusz Grzesik
> - Updated the scoreboard
> - Re-ordered some of the columns
> -Added an image to represent player ping values instead of the
> actual ping values. Added an option in Adv. Options to use the actual ping
> values.
> - Updated several weapon descriptions to better detail their functionality
> - 'Gifted by' Tag can now be removed from items via 'Restore?' Context
> action from the Backpack view
> - Fixed a bug in Mann vs. Machine where Medic bots with unusually long
> uber effects could have the effect time-out prematurely
> - Fixed a bug where Unusual Slider was not properly saving
> - All Strange parts can now be applied to Strange cosmetics items
> - Strange parts added to the Backpack Context Menu for Strange items
> - Paints now display both Market and Mann Co. Store prices in the Backpack
> Context Menu on paintable items
> - Added case and crate opening animation in Backpack view
> - Fixed seeing the fire texture on the Captain Space Mann, A Head Full of
> Hot Air, and The Tomb Readers in DirectX 8
> - Updated the models/material for Der Wintermantel and made it paintable
> - Updated the Caped Crusader to include a team-colored style for the cape
> - Players can no longer use blast damage to move during the pre-round
> freeze period
> - Added server convar tf_preround_push_from_damage_enable for
> servers to utilize the old behavior
> - Fixed the Spy-cicle not melting properly if the Spy is burned while
> stunned
> - Added an option in Adv. Options to batch overhead combat text
>
> Performance Improvements
> - Mac and Linux improvements (Windows Direct3D 9 players have these
> already)
> - Texture streaming now enabled
> - Reduced memory consumption by ~500 megs
> - Faster map loads!
> - Players on Mac can now select 'High' texture settings
> - Eliminated many cases of hitching when using painted weapons
> - Eliminated occasional hitching caused by using mat_picmip 2 (or
> selecting low quality textures in Video Options -> Advanced)
> - Massively reduced memory consumption when using painted weapons
> - Improved particle system performance, boosting overall framerate,
> especially in particle-heavy situations.
> - Fixed two most common forms of framerate stuttering / hitching when
> using popular FPS configs
> - Added -default launch option to help players triage performance /
> stability problems.
> - When run with -default, the game will ignore most convar
> settings and run purely with default options
> - Upon exit, -default runs do not overwrite the player's
> config.cfg file. If a player wants to save the settings of a default run,
> they should execute host_writeconfig  in the console.
> - Fixed 5 second stall when opening options menu
> - VR players: You must now pass -vr to launch options to play TF using VR
> - Fixed multiple cases of FPS stutter related to the sound system
>
> Mannpower Changes
> - Flags will become poisonous (mark the carrier for death) 90 seconds
> after having been stolen
> - If both teams flags are stolen and poisonous, they will return when next
> 

Re: [hlds_linux] [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Kyle Sanderson
All major cell carriers (when you're on a business plan) in Canada offer
you the ability to change your number within 5 minutes, an unlimited number
of times. I doubt this is an exclusive feature for Canadian Telcos. Even
going pre-paid and just burning numbers in the States would do the same
thing for a nominal fee ($5). Like any Steam binding there's no constant
heartbeat, it's the same throwaway situation.

This is doesn't solve anything besides significantly harm the dedicated
server communities when Steam has it's hourly flinch. The 90 emails back
and forth over the last few hours show this.

Kyle.
On 13 Oct 2015 9:12 p.m., "zAfLu - Dennis"  wrote:

> OK fyi:
>
> Using the same phone number on 2 accounts is not working.
> "This phone number is already associated with a different Steam account.
> Adding this phone number to your account will remove its association from
> any other Steam account"
> So i need to buy a new phone/number to get server running? that sux -.-
>
>
>
> Am 14.10.2015 um 04:17 schrieb Daniel Barreiro:
>
> A single phone number can be used on two Steam accounts last I checked.
>
> On Tue, Oct 13, 2015 at 10:16 PM, zAfLu - Dennis 
> wrote:
>
>> Is it possible to link a phone number twice? Because i have a standalone
>> server steam account (because of security reasons) but only one phone
>> number.
>>
>>
>> Am 14.10.2015 um 03:37 schrieb Ido Magal:
>>
>>> Q. What is the purpose of this update?
>>> A. We had intended to adopt Favorites migration from TF2 for some time
>>> now. Game Server Providers' complaint about the impact that the current IP
>>> banning method has on their operation has made this more urgent since with
>>> this feature we'll also be able to shield GSPs from bad actors.
>>>
>>> Q. Is this [ new method ] just to generate the token, or if this occurs
>>> will the tokens become invalid while that ban/lock is in place?
>>> A. Any such or similar infraction by the GSLT owning Steam User will
>>> result in the disabling of all of that user's GSLTs.
>>>
>>> Q. So does this mean I can't run a CS:GO server unless I own CS:GO?
>>> A. That will be correct as of Stage 3.
>>>
>>> Q. So people need to have landlines to run servers now?
>>> A. No. But there are currently restrictions on what constitutes a
>>> qualifying phone number. VOIP / burner numbers are currently non-qualifying.
>>>
>>> Q. What specifically happens if you don't log into an account after
>>> stage three?
>>> A. The result will be identical to the current IP ban: players will not
>>> be able to connect.
>>>
>>> Q. So can these tokens be used in place of the webapi_authkey ? will we
>>> need BOTH keys now to use the workshop?
>>> A. The webapi authkey was previously an intermediate step to creating a
>>> GSLT. It is no longer necessary.
>>>
>>> Q. And just to be clear, it's 50 at any one time, not 50 total lifetime,
>>> correct?
>>> A. Correct. You can delete unused GSLTs and generate new ones. We're
>>> reevaluating the 50 token limit.
>>>
>>> Q. Why don't my previously registered servers show up?
>>> A. Fixed.
>>>
>>>
>>> ___
>>> Csgo_servers mailing list
>>> csgo_serv...@list.valvesoftware.com
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>
>>
>>
>> ___
>> Csgo_servers mailing list
>> csgo_serv...@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
>
> ___
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> listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
>
>
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Re: [hlds_linux] IPv6 - Bumped

2015-10-06 Thread Kyle Sanderson
Any update on this?

Thanks,
Kyle.

On Wed, May 4, 2011 at 11:00 AM, Milton Ngan  wrote:
> Just to let everyone know. I am currently working on deploying IPv6 network 
> infrastructure for Valve's network. This is not a promise that support is 
> coming, but rather to point out that without this infrastructure it is very 
> difficult to implement IPv6 support.
>
> Until last year, none of our network equipment would support IPv6. Our 
> network providers also don't have pervasive IPv6 support, at least not on par 
> with IPv4. So there are some technical challenges that we face with regards 
> to network resiliency, which makes it risky for us to use in a production 
> environment.
>
> Like many of you on this list, I am passionate about adopting IPv6, but it 
> isn't something that is going to happen overnight. My goal is to support IPv6 
> with the common applications (e.g mail, web, DNS) within the next 12 months. 
> However, with some of our appliances, it is clear that IPv6 support is still 
> a long way off which will make this goal a challenging target.
>
> M.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcel
> Sent: Wednesday, May 04, 2011 5:30 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] IPv6 - Bumped
>
> Am 04/27/2011 07:29 AM, schrieb Christoffer Pedersen:
>> Well right now i don't think that IPv6 is urgent for gameservers. All IPv4 
>> blocks has been taken but a still very low amount of users are using IPv6. 
>> The global amount of internet traffic contains absolutely almost no IPv6 
>> (1%>) so there's still a long trip to go.
>
> Okay. So your plan is to wait until the ISPs change to IPv6? And the
> ISPs won't change until there are no applications for IPv6...
>
> IPV6 is so fucking important and all the software developers seem to
> ignore that. It would be a huge step if some of be "big players" like
> VALVe would start supporting IPv6.
>
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Re: [hlds_linux] [hlds] Mandatory Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch Updates Released

2015-09-16 Thread Kyle Sanderson
Flawless.

Thanks John.

Kyle.

On Wed, Sep 16, 2015 at 3:30 PM, John Schoenick  wrote:
> Updates to Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2:
> Deathmatch Updates Released have been released. The major changes are below.
>
>  - John
>
> -
>
>  - Synced the latest fixes and updates from the Orangebox engine and shared
> game code
>  - Fixed several security issues
>
>
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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-08 Thread Kyle Sanderson
Yes, we're roughly 11 months behind. I believe all your addons will have to
be recompiled as well, as per 9? months ago.

Kyle.
On 8 Sep 2015 3:21 am, "Denis Eliseev"  wrote:

> Does that mean that we are going to the SteamID3 (U:1:X) on CSS/DoDS/HL2DM
> with that update?
>
> 08.09.2015, 05:40, "Eric Smith" :
> > We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for the
> beta branch is "beta_test". If you're running a game that depends on the
> Source SDK Base 2013 Multiplayer tool, please give the beta a try and
> report any problems. You can email me directly with any problems you find.
> >
> > * Clients can opt-in to the beta using the Betas tab of the
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
> >
> > * Dedicated servers can find information about how to use a beta
> here:
> > https://developer.valvesoftware.com/wiki/SteamCMD
> >
> > We're also working on updates for Counter-Strike: Source, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. We'll have more information about
> those soon.
> >
> > Thanks.
> >
> > -Eric
> >
> > ___
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> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] [hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Kyle Sanderson
Good news.

Thanks,
Kyle.

On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith  wrote:
> We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
> The updated depots include several security fixes. The name for the beta 
> branch is "beta_test". If you're running a game that depends on the Source 
> SDK Base 2013 Multiplayer tool, please give the beta a try and report any 
> problems. You can email me directly with any problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the 
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select 
> "beta_test" in the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of Defeat: 
> Source, and Half-Life 2: Deathmatch. We'll have more information about those 
> soon.
>
> Thanks.
>
> -Eric
>
>
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Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-04 Thread Kyle Sanderson
> Which games still have this exploit?

All of them, including Team Fortress. The emphasis from Valve being to
try to fix TF first and leave the others playing catch-up. This is why
in the past I was very adamant about getting at-least the OrangeBox
games (240 especially) sync'd, if not for the crash fixes (which can
be exploited themselves) but for the RCE footprint. For instance, when
CS:GO shipped, a bunch of previous OrangeBox exploits worked out of
the box. This is the code that's given to a licensee, code that's used
internally. If the Portal 2 Cabal at Valve can't figure it out, a game
such as Titan Fall wouldn't stand a chance. Left 4 Dead (2) still to
this day has almost every single exploit from TF in it. Source is a
collection of templates, it's not an engine.

While no one has done it yet, the Garrysmod worm that made players
cough can easily apply here. This specific issue related to using the
Netchannel to move files to clients impacts not only Team Fortress,
but Dota 2 (I believe they pulled the function about a year ago?) and
other games where Valve has MM. I've given up security in this regard,
but leaving it completely open is not wise.

> Well you don't have to run valves code.
http://www.valvesoftware.com/SOURCE_InfoSheet.pdf You do realize this
is actually sold as a product, right? For a time when you became a
partner you were given access to mainline TF; obviously this is no
longer a thing.

Kyle.

On Thu, Sep 3, 2015 at 7:54 PM, Weasels Lair <wea...@weaselslair.com> wrote:
> So, ok wait. Now I am more confused than when the thread started.
> Which games still have this exploit?
> - TF2? = No/fixed?
> - DoS:S = ?
> - CS:S = ?
> - HL2MP: = ?
> - Mods like FoF, etc. = ?
>
> Is that old "exploit fix" SourceMod plug-in a fix or not? (it seems old from
> 2009).
>
>
> On Thu, Sep 3, 2015 at 6:55 PM, Nicholas Hastings
> <psycho...@gameconnect.net> wrote:
>>
>> It's not just Valve games.
>>
>> They've also not disclosed any of these issues nor fixes to at least some
>> developers of third-party Source games, leaving those completely vulnerable
>> as well.
>>
>> --
>> Nicholas Hastings
>> Developer
>>
>> GameConnect
>> http://www.gameconnect.net/
>>
>> Refeek Yeglek
>> Thursday, September 3, 2015 9:43 PM
>> I shouldn't have to install 3rd party software to secure my servers from
>> problems with valve's code.
>>
>>
>> _______
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Kyle Sanderson
>> Thursday, September 3, 2015 7:32 PM
>> No, just TF has these Remote Code Execution patches. CS:S and friends are
>> still completely vulnerable for the public issues. Don't kid yourself,
>> there's definitely other vulnerable code paths. Personally, I'm disgusted
>> as this has been public knowledge for a year now, the exploits being back
>> from Quake... Sync the games that are still being sold for money.
>>
>> Valve doesn't care about your workstation, your server, anything that runs
>> their completely vulnerable code. Don't play on servers that aren't yours;
>> use SourceMod to secure your servers.
>>
>> Kyle.
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> Refeek Yeglek
>> Thursday, September 3, 2015 4:37 PM
>> Yeah. The big games have it fixed, sourcemods are at risk here.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> E. Olsen
>> Thursday, September 3, 2015 4:34 PM
>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>> correct?
>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Nathaniel Theis
>> Thursday, September 3, 2015 4:32 PM
>> Actually, it looks like that only affects very old versions, (pre-2009 /
>> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>>
>>
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>> please visit:
>

Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Kyle Sanderson
No, just TF has these Remote Code Execution patches. CS:S and friends are
still completely vulnerable for the public issues. Don't kid yourself,
there's definitely other vulnerable code paths. Personally, I'm disgusted
as this has been public knowledge for a year now, the exploits being back
from Quake... Sync the games that are still being sold for money.

Valve doesn't care about your workstation, your server, anything that runs
their completely vulnerable code. Don't play on servers that aren't yours;
use SourceMod to secure your servers.

Kyle.
On 3 Sep 2015 2:39 pm, "Refeek Yeglek"  wrote:

> Yeah. The big games have it fixed, sourcemods are at risk here.
>
> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen  wrote:
>
>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>> correct?
>>
>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis 
>> wrote:
>>
>>> Actually, it looks like that only affects very old versions, (pre-2009 /
>>> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>>>
>>> On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek 
>>> wrote:
>>>
 I'll let the guys on my sourcemod's team who are looking into it know,
 thanks.

 On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis 
 wrote:

> Note that, depending on the engine version you're on (and even SDK
> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do
> literally nothing; on older versions, sv_allowupload just tells the client
> not to upload anything to the server. The client can ignore it and do it
> anyways.
>
> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose 
> wrote:
>
>> You'd know if that'd been done as there would be announcements on the
>> various hlds lists about updates for Counter-Strike: Source, Day of 
>> Defeat:
>> Source, and Half-Life 2: Deathmatch.
>>
>> However, what he's actually asking is that Valve update the Source
>> SDK 2013 with these fixes so that game developers can pull the changes 
>> from
>> Github and merge them into their own games' code.
>>
>>
>>
>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>> proph...@sticed.org> wrote:
>>
>>> He is basically saying that the exploits Nathaniel found and
>>> reported have only been fixed in Valve's main titles. He hasn't found or
>>> reported a new exploit.
>>> I think it has been mentioned by KyleS on one or multiple of these
>>> mailing lists that these exploit fixes should be ported onto other
>>> branches. Apparently that has not been done?
>>>
>>>
>>> On 03.09.2015 22:06, N-Gon wrote:
>>>
>>> Someone give this man an unusual Finder's Fee
>>>
>>> On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek >> > wrote:
>>>
 Hi, I'm one of the developers for Team Fortress 2 Classic, a source
 mod project. Recently, someone abused a bug present in Source SDK 2013 
 MP
 to distribute viruses to quite a few of our players and developers. 
 The way
 they did it was by abusing a spray exploit present in the SDK 2013 MP
 edition to upload a file pretending to be a spray to all players and
 executing it. The technical info on how it works from one of our other
 coders will be posted at the end of this email, but here's what you 
 need to
 know as a server owner:

 We don't know how many source games are vulnerable. The big name
 VALVe ones aren't, but any sourcemod probably is. This includes ones on
 steam like Fortress Forever, or Fistful of Frags.

 If you're running a server for a non-VALVe or bigname(Titanfall,
 GMOD, etc.) Source Engine game, then here's what you need to do:

 1. Set sv_upload to 0 on your server.

 2. If you are a TF2C server host, shut your server down and start
 scanning your server for viruses.

 3. Pester valve to fix this ASAP.

 TL;DR:
 Sprays can be exploited to run code on people's systems and break
 into accounts, we've had quite a few CS:GO and TF2 items lifted from
 accounts and moved to trade alts and disappearing after that. Disable
 sprays ASAP if you host a sourcemod multiplayer server.

 Here's the technical info for how stuff works:

 "The vulnerability is triggered by a missing check to see if a
 memory allocation succeded in the loading of VTFs. When the material is
 loaded, there is space allocated for the material. The crucial option 
 in
 the using of this exploit is the option to skip Mipmaps from the 
 material.
 If, for instance, the 

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

2015-08-18 Thread Kyle Sanderson
As an aside...

 - Will be awarded going forward on a case-by-case basis to those who report 
 major economy-breaking bugs or remote-code-execution bugs, and provide 
 detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel Theis

I seem to remember XMPPWocky using these exploits (he used a fuzzer to
find them...) against Community Servers in the wild. I'm also pretty
sure he's banned from AM because of this. I hate to say it, but this
is definitely not what Valve should be promoting. The Ryan's at the
very least for past contributions against Ticket Authentication (even
if there was a tool)...

There's definitely people out there who haven't been malicious about
this in the past, and it's actually kind of pathetic that this
destructive behaviour is rewarded. Reporting an issue is one thing,
exacerbating it against unprotected community servers is another.

Kyle.

On Tue, Aug 18, 2015 at 3:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 - Fixed a crash caused by a client sending malformed network data to the 
 server
 (thanks to Nathaniel Theis for this report and test case)

 There's well over half a year of this. Please sync the remaining
 OrangeBox games to fix these public remote execution exploits. I'm not
 sure what reason there is to leave these games completely vulnerable
 for this long.

 Kyle.

 On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The update notes are below. The 
 new version is 2925737.

 -Eric

 

 - Added new game mode 'PASS Time' to the TF2 Beta
 - Check out the blog post for more information 
 (http://www.teamfortress.com/post.php?id=17833)
 - Fixed a crash caused by a client sending malformed network data to the 
 server (thanks to Nathaniel Theis for this report and test case)
 - Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
 report major economy-breaking bugs or remote-code-execution bugs, and 
 provide detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel 
 Theis
 - Fixed visual bugs caused by picking up weapons with special attributes
 - Fixed the Mann vs. Machine Medigun shield not being re-created after 
 switching away from the Medigun and back while the charge is draining
 - Fixed some alignment issues in the HUD meters for the Mann vs. Machine 
 rage knockback and Medigun shield
 - Fixed left-hand view models not displaying Stat Clocks correctly
 - Fixed being able to use the tournament_readystate client command when 
 using per-player ready status mode
 - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round 
 when the map timelimit runs out
 - Fixed some missing VO sounds for the Demoman when laughing
 - Fixed being able to use the Restore action on Killsteak Kits
 - Fixed character loadout menus so they display the particle effects for all 
 equipped Unusual items
 - The Huo-Long Heater can now accept Posthumous Kills strange parts
 - Updated the Australium Grenade Launcher to fix the wood material being 
 shiny
 - Updated the backpack images for the Gun Mettle Campaign Coin
 - Updated LODs for several weapons and the sentry gun
 - Updated Mann Co. Store prices for foreign currencies to current USD 
 equivalents
 - Updated the localization files
 - Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
 easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
 teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
 opposing team member
 - Optimization improvements
 - Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the 
 map
 - Listen servers no longer cause the client to crash upon the second 
 load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
 of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
 supported, and will not go well
 - Added server command tf_workshop_map_status to view currently 
 tracked maps and their status
 - Enhanced handling of updated maps to ensure the newest

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

2015-08-18 Thread Kyle Sanderson
 - Fixed a crash caused by a client sending malformed network data to the 
 server
(thanks to Nathaniel Theis for this report and test case)

There's well over half a year of this. Please sync the remaining
OrangeBox games to fix these public remote execution exploits. I'm not
sure what reason there is to leave these games completely vulnerable
for this long.

Kyle.

On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The update notes are below. The 
 new version is 2925737.

 -Eric

 

 - Added new game mode 'PASS Time' to the TF2 Beta
 - Check out the blog post for more information 
 (http://www.teamfortress.com/post.php?id=17833)
 - Fixed a crash caused by a client sending malformed network data to the 
 server (thanks to Nathaniel Theis for this report and test case)
 - Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
 report major economy-breaking bugs or remote-code-execution bugs, and provide 
 detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel 
 Theis
 - Fixed visual bugs caused by picking up weapons with special attributes
 - Fixed the Mann vs. Machine Medigun shield not being re-created after 
 switching away from the Medigun and back while the charge is draining
 - Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage 
 knockback and Medigun shield
 - Fixed left-hand view models not displaying Stat Clocks correctly
 - Fixed being able to use the tournament_readystate client command when using 
 per-player ready status mode
 - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round 
 when the map timelimit runs out
 - Fixed some missing VO sounds for the Demoman when laughing
 - Fixed being able to use the Restore action on Killsteak Kits
 - Fixed character loadout menus so they display the particle effects for all 
 equipped Unusual items
 - The Huo-Long Heater can now accept Posthumous Kills strange parts
 - Updated the Australium Grenade Launcher to fix the wood material being shiny
 - Updated the backpack images for the Gun Mettle Campaign Coin
 - Updated LODs for several weapons and the sentry gun
 - Updated Mann Co. Store prices for foreign currencies to current USD 
 equivalents
 - Updated the localization files
 - Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
 easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
 teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
 opposing team member
 - Optimization improvements
 - Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the 
 map
 - Listen servers no longer cause the client to crash upon the second 
 load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
 of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
 supported, and will not go well
 - Added server command tf_workshop_map_status to view currently 
 tracked maps and their status
 - Enhanced handling of updated maps to ensure the newest available 
 version of the map is always used on level change
 - Improved handling of workshop maps in a server's map cycle
 - Workshop maps in the map cycle will be automatically fetched and 
 updated in the background
 - Workshop maps in the map cycle will have their names updated to the 
 canonical name once known
 - Map votes now work with workshop maps
 - A known issue is that the full workshop map name is currently shown 
 instead of the friendly name
 - Community request: Updated the FindMap and CanProvideLevel API for 
 server-side mods. These functions now always expose the full workshop names 
 for maps when known, even if not the map is not yet installed.

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

2015-06-02 Thread Kyle Sanderson
Preventing maps from being malicious. I have an older extension that
offers more filtering then what's provided.
https://forums.alliedmods.net/showthread.php?t=184270

On Tue, Jun 2, 2015 at 3:12 PM, E. Olsen ceo.eol...@gmail.com wrote:
 Awesome news on the custom map front.

 Could you elaborate a bit on exactly what the sv_allow_point_servercommand
 cvar would be used for?

 On Tue, Jun 2, 2015 at 5:39 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 2806431.

 -Eric

 -

 - Announcing the Maps Workshop Beta!
 - Added bsp_repack command to repack a BSP file with optimal
 compression
 - Maps uploaded to the workshop are automatically compressed
 - Added tf_workshop_refresh command to recheck tracked workshop
 maps and refresh subscriptions
 - Added tf_workshop_map_sync command to immediately install a map
 from the workshop by ID
 - Added sv_allow_point_servercommand to disable
 point_servercommand entities. Defaults to official Valve maps only. Can
 also be set to disallow and always.


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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-18 Thread Kyle Sanderson
Now that this exploit is public knowledge, any idea when we will see
the remaining mainline Source Games updated?

Thanks,
Kyle.

On Mon, May 18, 2015 at 5:53 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released an optional update for Team Fortress 2. Dedicated servers do 
 not need to download the update but you can if you'd like. The note for the 
 update is below. The updated version is 2771145.

 Thanks.

 -Eric

 ---

 - Fixed crash when getting a malformed KeyValues buffer (thanks to Nathaniel 
 Theis for the report)



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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2015-04-29 Thread Kyle Sanderson
 - Updated more sound files to use .mp3 format instead of .wav

It's great that you guys are optimizing games to use more efficient
compressed formats (it would also be nice if all of the original
sounds in wav still existed in a depot, somewhere).

However there's still a huge regression in terms of Storage that
Alfred said is totally fine. The gain between this and actually fixing
the new content distribution system is far more significant. HL2:DM
used to be a 17MB addition, now it's 100x larger at 1.7GB.

I don't understand why this is being done, and the actual shared
content between Valve games isn't being resolved? There's gigabytes of
duplicated content. It's still, to this day, faster to download via
Steam2 and do the full conversion then it is to download the games
separately. It's also really easy to resolve this as well on Steam|.

https://github.com/ValveSoftware/Source-1-Games/issues/1069

Any idea?
Kyle.

On Tue, Mar 31, 2015 at 2:33 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  number is 2698188.



 -Eric



 



 - Fixed the Strange Dalokohs Bar not counting food eaten

 - Fixed a client crash related to the material system

 - Fixed a client crash related to the control point HUD

 - Fixed a server crash related to the Robot Destruction game mode

 - Fixed name changes not being applied to all panels

 - Fixed a bug with tournaments ending early if the previous round ended in a
 stalemate

 - Fixed the Australium Scattergun using the fire material

 - Fixed not seeing the particle effects for weapons and cosmetic items in
 the player model panels

 - Added Gamers Assembly 2015 medals

 - Added a no hat style for the Batter's Helmet

 - Updated more sound files to use .mp3 format instead of .wav

 - Updated nav_check_stairs to be marked as a cheat

 - Updated Mann Co. Store prices for foreign currencies to current USD
 equivalents

 - Updated the localization files

 - Mannpower update

 - Updated grapple model and player animations

 - Fixed not hearing some of the powerup sounds

 - Removed ctf_foundry from the default map cycle to focus on gathering
 information on the remaining maps

 - Knockout: reduced melee damage multiplier

 - Knockout: max health buff has been reduced for the Heavy and for the
 Demoman with a shield or decapitating sword equipped

 - Grapple: increased base damage for attaching to a player and increased
 bleed damage while attached






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

2015-02-02 Thread Kyle Sanderson
Any chance at an OrangeBox sync? It's about that time of the year again ;-).

Thanks,
Kyle.
On 27 Jan 2015 13:40, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2595018.

 -Eric

 -

 - Fixed a client crash related to Spies disguising as players and then
 switching their disguise weapon
 - Fixed a bug related to overhead icons disappearing (Nemesis, Dueling
 Partner, Powerups, Coach/Student)
 - Fixed wrapped Giftapult packages not having the Deliver Gift option in
 the context menu
 - Fixed some taunt sound effects that were clipping the character lines
 - Fixed a bug with Dead Ringer cloak meter being lowered to 40% after
 Super Armor duration ends when cloak was extended via pickups or the
 L'Etranger
 - Removed the promo restrictions from the Brimstone
 - Added TF2Connexion Season 14 tournament medals
 - Updated the localization files
 - Mannpower mode changes:
 - New temporary powerup - Uber. Respawns at 1/3rd the speed of
 Crit powerup
 - Fixed some bugs that would cause powerups to stop spawning
 - Fixed the Action Slot key behaving different for the grapple
 hook depending on the setting for hud_fastswitch
 - Powerup changes:
 - Vampire: Flamethrower and Minigun return 80% of damage
 back as health instead of 100%
 - Warlock: Added 25% damage resistance. 100% of sentry
 damage is now reflected back to the sentry
 - Vampire and Warlock max health buffs are now additive
 (+80hp and +100hp) instead of multiplicative (x1.4 and x1.5)
 - Haste: Sticky bomb arm time reduced
 - Precision and Haste: Sniper rifles now have quicker
 damage ramp-up and re-zoom after shooting
 - Precision: Sniper rifles now have double damage.
 Increased blast weapon clip size by 50%
 - Scoring Support
 - Capture flag: +20 points
 - Return team flag: +4 points
 - Kill an enemy who is carrying a powerup:  +1 point
 - Flag mechanics
 - Captured flags now take 12 seconds to re-emerge from the
 ground so they can't be stolen again right away

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Re: [hlds_linux] Anyone running OP4?

2014-10-24 Thread Kyle Sanderson
There was something with the old steamclient being horribly unstable,
CS:S used to be the same way (maybe it's this?)... Do you have any
idea what's actually causing the crash? Try attaching or launching
with gdb and grab a backtrace.

Kyle.

On Thu, Oct 23, 2014 at 11:53 AM, Ook ooksser...@zootal.com wrote:
 Server .



 On 10/23/2014 11:47 AM, Weasels Lair wrote:

 You talking about Op4 server? or client?

 On Thu, Oct 23, 2014 at 11:30 AM, Ook ooksser...@zootal.com wrote:

 Is anyone here running OP4? If so, what distro and kernel version are you
 using?

 I was running it on a 2.6.x kernel on a socket A board before valve
 enabled SSE2, thereby rendering four of my boxes useless. But it was rock
 solid back then.

 Today I'm running it on Slackware 14.1 64 bit with 3.10.17 kernel and
 multilib cause hlds afaik is only 32 bit (is there a 64 bit version
 available?). 4 out of 5 times, hlds will segfault when I start it. 1 out
 of
 5 times it starts, and once it starts without segfaulting, it will run
 for
 for many hours before the inevitable crash.

 I'm not sure what causes this, but I do know it's not the 64 bit os with
 multilib, because the 32 bit version of the same distro does the same
 thing.

 Is anyone running OP4, and if so how stable is it? And how do you handle
 restarting after crashes?

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Re: [hlds_linux] [hlds] TF2 srcds CPU experiences

2014-09-23 Thread Kyle Sanderson
 virtualize out all the services

You're going to incur more then a double hit from this. The workloads
are vastly different as well.

Kyle.

On Tue, Sep 23, 2014 at 3:13 PM, Ryan Stecker voidedwea...@gmail.com wrote:
 Thanks for the info!

Is there value in running one giant box, rather than getting a second
 machine?

 For now it's just an option we're throwing around, if dual 2650v2 turn out
 to be doable. The goal would be to virtualize out all the services we run
 (web, db, srcds, etc). The other alternative is splitting across 2 machines
 with 1620/50v2s.

 Everything I'm reading and hearing about is pushing me away from 2620s for
 sure, but perhaps the 2650v2 has just enough horsepower to run srcds?



 On Mon, Sep 22, 2014 at 10:54 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:

 We run on a variety of VPS including one where the underlying host is an
 E5-2620.

 Compared to our other hosts that run 3.4Ghz CPUs we do see higher sv FPS
 variance but it's not really gameplay affecting (players don't complain).

 (I believe the 3.4Ghz cores are E3-12xx v3 but I can't be certain due to
 the virtualisation.)

 I'd guesstimate that each active 24p server chews up about 70% of one of
 those E5-2620 cores but peaking as high as 100%, whereas the same server
 would average around 30% on a 3.4Ghz core.

 We're on Linux BTW.

 Is there value in running one giant box, rather than getting a second
 machine?

 One of the reasons I chose to use VPS is for the redundancy -- we use 3
 VPS across 3 different hosts. It's a given that every host will have issues
 at various times (hello DDoS) so spreading across networks helps to keep
 most of our servers online when one is having problems. We've never been
 directly DDoSed but I regularly see network blips of 1-5 minutes on every
 gaming network. Bad neighbours.


 On 23/09/2014 12:47 PM, Ryan Stecker wrote:

 Hey all, just sending this message into the wide HLDS abyss to see if
 anyone has any experiences hosting srcds (Mostly TF2, but it can really
 be
 any game/mod that runs on that engine version) on single/dual E5-2650 v2s
 or other similarly low clocked (around the 2.5GHz range) processors and
 what kind of capacity they're getting (how many instances, slots, etc).

 Currently we've been hosting on a E3-1270 v2, and the high single core
 clock speeds have been more than enough to host 11 tf2 instances in the
 28
 player slot range, but we're now planning on moving hosts and looking to
 expand to a box with dual 2650 v2s. My concern is that while the 2650 may
 have more cores, the lower clock speeds could translate into a struggle
 to
 meet the 15ms frame time that 66 tick servers require.

 Anyone happen to be running on 2650s or similar and can share their
 thoughts?
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Re: [hlds_linux] Mandatory TF2 update released

2014-08-27 Thread Kyle Sanderson
I seem to remember HPE testing changes to de_dust on temporary
'official' servers with a build-id appendage. It may be worth
continuing that idea in TF as the pattern continues.

Kyle.

On Wed, Aug 27, 2014 at 6:30 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 number is 2377855.

 -Eric

 -

 - Rolled back the previous changes to rd_asteroid



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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-26 Thread Kyle Sanderson
Not to be the guy to be against updating, but if there aren't any
fixes for any of the show stoppers that are out there (like the
parallel sending functions crashing all over the place / looping
forever); why update at all?

Thanks,
Kyle.

On Tue, Aug 26, 2014 at 1:28 PM, Eric Smith er...@valvesoftware.com wrote:
 We will eventually update DoD:S , CS:S, and HL2:DM with the engine changes. 
 Those updates should happen in the next couple weeks. Those are the only 
 planned updates at this time.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
 Sent: Monday, August 25, 2014 10:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds_annou...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2

 Eric -

 Is there any clarity Valve can share on which games this change will occur 
 with next? CS:S? HL2MP? HL1DM(Source)MP?

 Also, is this planned eventually for GoldSrc-based titles as well? (HL1, CS, 
 DMC, TFC, DoD, etc.)? or will it only effect Source-based titles?

 I ask because, although work-around's are now in-place/available for various 
 server-side mods (such as SourceMod and SourceBans) for Source-engine games - 
  I do not think anything has been done yet with preparing server-side mods 
 (such as AMX-Mod-X and possibly AMX-Bans) for GoldSrc-based games.

 Best wishes,

 - Weasel


 On Thu, Aug 21, 2014 at 4:41 PM, Eric Smith er...@valvesoftware.com wrote:

 We apologize for the lack of warning regarding the SteamID format
 change in today's update. It was our intent to give the community a
 heads-up before the change was released, but it was missed.

 The change was made to update TF2 to use the current SteamID format,
 which most other games on Steam and Steam itself uses. You will find
 that you can now use SteamIDs rendered by these other locations in
 your interactions with the engine. The engine will still recognize the
 old format, though, so your current server ban lists should still be valid.

 The conversion equation has already been posted by a community member,
 but here it is again:

 Old:STEAM_0:A:B
 New:[U:1:B*2+A]
 Example:STEAM_0:1:1234  ---[U:1:2469]

 We're sorry for the problems this may cause while you update your
 scripts to use the new format. It was not our intent to disrupt your servers.

 -Eric


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Re: [hlds_linux] Was the multi-ip bug ever fixed?

2014-06-24 Thread Kyle Sanderson
To my knowledge lorph, this has never been fixed. Didn't Didrole show all
they had to do was  that bit in? I seem to remember Fletcher uploading
some crippled steamclient to a webserver, but that's it.

Kyle.
On 23 Jun 2014 22:44, Rodrigo Peña yo@korrupzion.com wrote:

 The best solution would be that valve let us set the IPs being used for
 connection to different servers, and to set the public IP manually as
 well (we would like to isolate steam connection in a separate IP from
 game server public address for performance purposes, and to avoid ddos
 attack to bring down items and master server listing).

 -Rodrigo

 On 23-06-2014 23:38, Bottiger wrote:
  Did you test this or did you just not see it happen anymore?
 
  I don't remember seeing a patch note on this. There was a custom
  binary released by Fletcher Dunn here and people said a month later
  that it still wasn't released as part of an official patch.
 
  On Mon, Jun 23, 2014 at 8:27 PM, Nomaan Ahmad n0man@gmail.com
 wrote:
  As far as I'm aware, it was fixed.
 
 
  On 24 June 2014 02:42, Bottiger bottige...@gmail.com wrote:
 
  Was the multi-ip server bug was ever fixed.
 
  If you don't remember what it was, servers with multiple ips that lost
  connection to steam would try to reconnect using the first IP instead
  of using the ip it was started with.
 
  There was a work around to block outgoing tcp ports 27017-27019.
 
  But unfortunately this seems to cause steamcmd to fail randomly. Is it
  safe to remove this fix?
 
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Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and HL2:DM

2014-04-29 Thread Kyle Sanderson
Hi Eric,

Unfortunately on at least 5 systems we've confirmed CS:S still has
this broken. Today I zero'd all of my drives and reinstalled Windows
(unfortunately). On my brand-new system, this still bails out after
64M. Can we get this completely reverted?

Regards,
Kyle.

On Mon, Apr 28, 2014 at 9:17 AM, Eric Smith er...@valvesoftware.com wrote:
 This was a client-only update, so there won’t be anything for servers to 
 download.  The update was released for CS:S clients last week with the other 
 games, so they should be working.

 -Eric


 From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh Stratton
 Sent: Saturday, April 26, 2014 3:50 AM
 To: Half-Life dedicated Linux server mailing list; Eric Smith
 Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and 
 HL2:DM

 Hey Eric,
 Are you sure that this was pushed for CS:S? No client updates were pushed and 
 my servers don't have any updates available for them to download. I'm still 
 getting the same error when attempting to download compressed .bsp files.
 - Josh

 On Fri, Apr 25, 2014 at 2:45 PM, Eric Smith 
 er...@valvesoftware.commailto:er...@valvesoftware.com wrote:
 We've released client updates for TF2, CS:S, DoD:S, and HL2:DM that should 
 fix the decompression problems clients are having with large .bsp files being 
 downloaded from servers.

 -Eric


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 --
 (ノ゜ロ゜)ノJosh
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Re: [hlds_linux] Garry's Mod server admins: be alert to a Lua rcon exploit currently making the rounds

2014-04-21 Thread Kyle Sanderson
Yes, this unfortunately impacted a lot of European CS:S servers
(L4D(2) and other engines will forever be compromised). Based on the
scope, everything the server's user was running as is compromised.
However, the running guess is that people were still only after quick
wins; such as changing the server hostname and printing garbage.

Thanks,
Kyle.

On Mon, Apr 21, 2014 at 7:14 AM, Valentin G. nextra...@gmail.com wrote:
 So was this used to obtain rcon passwords in other games such as TF2?

 On Sat, Apr 19, 2014 at 9:45 PM, Tyrone parablac...@gmail.com wrote:
 The exploit works on all source based games according to Garry.


 On Fri, Apr 18, 2014 at 11:11 PM, wickedplayer494 wickedplayer...@gmail.com
 wrote:

 http://facepunch.com/showthread.php?t=1386818

 If your clients are complaining about *cough* spam or similar through
 Steam chat, this is what's causing it. It may be wise to just completely
 kill your server until the Facepunch folks release an update to fix this
 (even though it's 3 AM in the UK), as it's rumored that even if rcon/client
 uploads are disabled, it'll still work.

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Re: [hlds_linux] [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Kyle Sanderson
 second config file that I exec isn't actually executed.
Even if that's true, you can have a server specific config file that
calls down to the template :P not the other way around.

Kyle.

On Wed, Feb 26, 2014 at 9:44 AM, Rudy Bleeker rblee...@gmail.com wrote:
 On Wed, Feb 26, 2014 at 5:39 PM, Asher Baker asher...@gmail.com wrote:
 That has never been true afaik, exec to your heart's content.

 I've tried, but every time I do that the second config file that I
 exec isn't actually executed.
 I should note that I'm running my servers on Linux, so there might be
 a difference between the srcds_run bash-script and whatever you guys
 have on Windows.


 --
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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Re: [hlds_linux] DDoS Victims

2014-02-16 Thread Kyle Sanderson
OVH is usually pretty bad with support, let alone network issues...

Kyle.

On Sun, Feb 16, 2014 at 12:39 PM, Dennis @ Game-Desk.net
mailingli...@game-desk.net wrote:
 Or you could go with http://game-desk.net :)
 Our site is mainly Danish, but all our servers are hosted different places
 in France, ideally if you're from Europe.

 -Oprindelig meddelelse-
 Fra: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne af Supreet
 Sendt: 16. februar 2014 21:28
 Til: hlds_linux@list.valvesoftware.com
 Emne: [hlds_linux] DDoS Victims

 Hello,

 I have made a post earlier as well and I will make it again. If you're being
 targeted of DDoS attacks, you are pretty much screwed. I had the same issue
 with my community. These are your options:

 Go rent with NFOServers
 Go rent with SharkTech

 They both have great DDoS protection and you won't have to worry about any
 attacks less than 10 Gbit. After 10-15 Gbit, is when they start nullrouting
 the IP.

 You're welcome!
 Supreet
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Re: [hlds_linux] Mandatory TF2 update released

2014-02-11 Thread Kyle Sanderson
The only reason I can think of is they're missing the old Steam2 style
of server updating.

Kyle.

On Tue, Feb 11, 2014 at 5:35 PM, Ryan Stecker voidedwea...@gmail.com wrote:
 I do have to ask, though: why are TF2 updates released exactly during the
 Tuesday Steam prop?

 Surely they could be timed to occur long before or long after to avoid the
 confusion present in this series of email posts.


 On Tue, Feb 11, 2014 at 6:31 PM, Nomaan Ahmad n0man@gmail.com wrote:

 I think steam servers are having some problem...


 On 12 February 2014 00:28, louloubizou louloubi...@gmail.com wrote:

  we cant update in anonymous now 
 
  Redirecting stderr to '/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.
  login anonymous
  Connecting anonymously to Steam Public...Login Failure: No Connection
  Failed.
  force_install_dir servers/tf_ds
  app_update 232250 validate
  ERROR! Failed to request AppInfo update, not online or not logged in to
  Steam.
  quit
 
 
  2014-02-12 1:24 GMT+01:00 Eric Smith er...@valvesoftware.com:
 
   We've released a mandatory TF2 update. The notes for the update are
  below.
   The new version is 2112877.
  
   -Eric
  
   --
  
   - Fixed an infinite ÜberCharge exploit related to loadout presets
   - Fixed a case where players that are the target of a vote kick would
 not
   be banned from the server
   - Fixed a Quickplay crash for Linux clients
   - Fixed Linux servers getting disconnected from Steam when multiple
   servers are run from the same IP
   - Fixed taunts not previewing in the character loadout screen after
 being
   equipped
   - Fixed the High-Five! taunt not hiding the Engineer's weapon
   - Fixed some missing knobs on the level 2 dispenser
   - Fixed being able to jarate invulnerable targets with the Sydney
 Sleeper
   - Lugermorph Killstreakifier can now be applied to all Lugermorph guns
   - Updated several cosmetic items that were missing an item_type
  description
   - Updated several cosmetic items to count as assisters in Pyrovision
   - Updated the Medi-Mask to use equip_region beard instead of face
   - Quickplay: Added option to search for nodmgspread servers
   - Quickplay: Removed disabling of non-vanilla option radio buttons when
   official servers are selected
  
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Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Kyle Sanderson
If anyone's on a semi-stable game and wants in on the action:
https://github.com/KyleSanderson/SteamWorks may hold what you're
looking for.

https://forums.alliedmods.net/showthread.php?p=2096599#post2096599

Kyle.

On Thu, Feb 6, 2014 at 6:20 PM, Andrew DeMerse ademe...@gmail.com wrote:
 It looks like opting into the steam beta has broken favorites and history
 in TF2.Is anyone else experiencing this?


 On Thu, Feb 6, 2014 at 8:08 PM, 1nsane 1nsane...@gmail.com wrote:

 Awesome. Testing is good.Thanks for the heads up.


 On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We're still testing the next TF2 update, so it will not be released until
  tomorrow.
 
  -Eric
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
  Sent: Wednesday, February 05, 2014 4:01 PM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
  Linux server mailing list (hlds_linux@list.valvesoftware.com)
  Subject: Re: [hlds_linux] [hlds] Important changes to TF2 coming soon
 
  TF quickplay changes: next TF update.
  Ability to create gameserver accounts via WebAPI: Available now.
  Ability to login TF server to your account: next TF update.
  Steam client beta capable of storing favorites keyed by account and
  migrating favorites: within a week or so.
  All steam clients are capable of storing favorites keyed by account: No
  ETA.  (Probably a few weeks at most.)
 
  We are expecting the next TF update to be tomorrow.  Hopefully everybody
  who has been a TF server operator for any length of time knows that this
 is
  a hope, not a promise.
 
 
 
 
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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-23 Thread Kyle Sanderson
Sure the new quickplay stuff is opt-out, like the player slots
restriction that was added to CS:S; but it's hopefully a remembered
setting and one time thing.

This is probably a horrible time, but honestly I'm glad to see Valve
is reverting their decision to jump into bed with Pinion. I can't wait
for their ad-powered L4D and L4D2 servers to disappear. I can't really
blame any communities because it's not like they came up with the idea
on their own. Valve started promoting the usage with their `Quickplay`
servers, and it went from there into other games. Reverting it now
seems to be a half-handed action...

http://forums.steampowered.com/forums/showpost.php?p=32478884postcount=11
http://forums.steampowered.com/forums/showpost.php?p=33551508postcount=13

Hell, they even have a special user-group on SPUF.

Not to be that guy, but I think ProdigySim said it best:
http://forums.steampowered.com/forums/showpost.php?p=32997278postcount=12 .

They're still trying to recruit communities too. About 9? months ago
they (Pinion Arthur) contacted myself and a few others on Steam to add
their plugin to our servers...

Hopefully we'll see a day where Valve becomes unified and stops
officially supporting Ads in games, without cabbals inner-fighting and
sending mixed messages to everyone.

Forever waiting,
Kyle.

On Thu, Jan 23, 2014 at 8:20 PM, Doctor McKay mc...@doctormckay.com wrote:
 While I agree with what you are saying, what does cl_connectmethod have to
 do with any of this?
 On Jan 23, 2014 9:12 PM, Robert Paulson thepauls...@gmail.com wrote:

 First they came for the custom attachments, and I did not speak out.
 Because I did not use it.
 Then they came for fast respawn, and I did not speak out. Because I did not
 use it.
 Then they came for increased slots, and I did not speak out. Because I did
 not use it.
 Then they came for the MOTD, and I did not speak out. Because it would hurt
 others more than me.
 Then they came for me, and there was no one left to speak for me.

 This is a repeat of the Custom Tabs fiasco. Except Valve probably won't
 remove it this time because they can wave the evidence that a minority of
 players use quickplay, despite the fact that quickplay has a monopoly on
 new players and without them your server is dead. Your current players
 won't play TF2 forever.

 I saw this coming a mile away when Valve released the cl_connectmethod
 convar. As I have said time and time again, Valve has obligations to server
 owners as well as players. We, or at least I, bought TF2  expecting not to
 have our hosting abilities crippled so much.

 On Thu, Jan 23, 2014 at 5:11 PM, Doctor McKay mc...@doctormckay.com
 wrote:

  Why?
 
  Adding a Valve servers only checkbox (that's checked by default) is
 going
  to hurt enough (and only those communities that are playing by the rules;
  cheating communities will just steal *more* traffic from the legitimate
  communities).
 
  It's now all but impossible to try to retain a client who joined via
  Quickplay (and those are the clients we *need* to retain). We can't show
  them our website. We can't even allow them to use a menu to jump to
 another
  one of our servers anymore.
 
  Please think about what you're doing. If your intention is to harm the
 good
  communities, you're doing a fine job at it.
 
  Dr. McKay
  www.doctormckay.com
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Re: [hlds_linux] [hlds] [Regression] Horribly inaccurate player counts from Steam.

2014-01-13 Thread Kyle Sanderson
 Sure hope someone finally looks into this.

I played around a bit about a week ago (finally). When the Steam
queries were off by four, the Server queries were off by two. There
were 64 players connected, 4 not fully in-game (presumably
transferring). Considering how new (and prevalent the problem suddenly
became), I don't believe there's anything I can do. It looks like most
of the functions were inlined somewhere along the way (presumably to
make this more difficult; or I'm looking in the wrong places), so I've
given up for now.

Kyle.

On Mon, Jan 13, 2014 at 3:27 PM, BOOM! Support supp...@boomgaming.net wrote:
 I believe this is the same issue I reported here a few times many months ago
 on the list as “Ghost Players”  that keep appearing in a couple of my TF2
 servers. These two TF2 servers report anywhere from 1 to 4 empty player
 slots every day during a 24-hour period and the servers appear full even
 though there are only 20-24 real players in them. Neither of the servers
 have bots in them when the problem occurs.



 The issue only occurs on my servers that I run stock Valve maps on and have
 registered with Quick-play. The other servers I run with custom maps and are
 not registered never the problem. It’s almost like players are attempting to
 connect to the server via Quick-play and if the connection fails to complete
 leaving their assigned slot un-usable by anyone else but them.. I suppose
 this could be either because of a problem with the player’s TF2 client or
 they simply cancel their connection while they are getting the server info
 and the map is loading. The slot is taken and never released when they fail
 to connect completely. I did however learn that if the same player
 successful connects after retrying, they grab the empty slot that was
 originally created for them and the slot is cleared upon a graceful exit
 from the server.



 Currently, the only way to resolve it is by restarting the server and
 kicking all the players ever morning in order to clear the empty slots.



 Sure hope someone finally looks into this.

 Happy New Year…



 From: Doctor McKay [mailto:mc...@doctormckay.com]
 Sent: Thursday, December 26, 2013 5:47 PM


 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
 counts from Steam.



 Just for the record, I have not noticed any player count discrepancies in my
 TF servers, nor have any players reported any discrepancies to me.




 Dr. McKay

 www.doctormckay.com



 On Thu, Dec 26, 2013 at 8:33 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 I'd start my investigation by confirming that the raw ping from your server
 is correct and what you want it to be (using hlsw or something similar).



  Original message 
 From: Kyle Sanderson
 Date:2013/12/26 5:25 PM (GMT-08:00)
 To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list ,Half-Life
 dedicated Win32 server mailing list
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
 counts from Steam.

and your server contains bots.
 No bots (not even STV).

 totally based on the visible max.
 Ah, so I'm presuming that's the case too with the GMS (the actual
 field is ignored)?

 I'll try gaming our queries to Steam and see if that declines in user
 reports.

 Thanks,
 Kyle.



 On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
 The server browser doesn't know anything about the actual max, it is
 totally based on the visible max.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:19 PM
 To: Fletcher Dunn; Half-Life dedicated Linux server mailing list;
 Half-Life dedicated Win32 server mailing list
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
 counts from Steam.

 Is that the visible max, or the actual max? We only recently removed
 sv_visiblemaxplayers as a result from this about a week and a half ago; no
 improvement.

 Kyle.

 On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
 full should mean that the player count in the ping = the max player
 count in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
 counts from Steam.

 There may be logic missing from cstrike if being full is the case (or
 missing from the GMS, if it's implemented there). My C++ classes,
 CheckValve, and the collection of PHP querying classes from xPaw all show
 the server as being full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and
 players are thinking they shouldn't encounter it as the GMS

Re: [hlds_linux] Weird Engine error CSS

2014-01-13 Thread Kyle Sanderson
Do you have any steps to reproduce (a map)? Does it always happen?

Thanks,
Kyle.

On Mon, Jan 13, 2014 at 12:18 PM, Jacob Juul dimitri6...@hotmail.com wrote:
 I've never seen this error before.. and google is not quite a big help
 here...

 System is running Linux

 Engine error: Can't load lump 8, allocation of 5147293 bytes failed.

 Anyone seen this before?



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Re: [hlds_linux] [hlds] [Regression] Horribly inaccurate player counts from Steam.

2014-01-04 Thread Kyle Sanderson
Unfortunately, I haven't had the resources to hack on this. It's still
very much a problem with players reporting they're hitting it near
daily. What seemed to temporarily halt the reports is to disconnect
them with a custom message (printing slots). That doesn't fix the
queuing regression in the slightest, though.

Kyle.

On Fri, Jan 3, 2014 at 1:50 PM, ics i...@ics-base.net wrote:
 I have to pop in here and say that this doesn't work in CSGO so does it
 really work with TF2? Right now i have a CSGO server where there are 19/24
 players and every player gets Failed to join session. Session is full .
 Not even direct connect works.

 -ics

 Fletcher Dunn kirjoitti:

 The server browser queries the server and then checks the numbers from the
 ping against authenticated player counts from Steam.  If there is a
 difference, then it performs a reconciliation according to some logic that
 is not totally brain-dead.  For example, one of the heuristics it uses is
 that if the server reports that it is full, then it will trust the server,
 no matter what Steam says.  (Because of the exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I
 think the problem is that the server is not reporting itself as full?  When
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game
 client tabs were moved to rely on data from Steam, instead of querying the
 actual server. Which is fine, this most likely hurt fake players users quite
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly
 increased. We're up to 14~ phantom slots, as the players clients are broken,
 or Steam is having trouble keeping up. This results in an actually full
 server (64/64) showing as 50/64. Client's are now unable to externally queue
 to join the server, it's actually pretty horrible. If servers are given an
 unverified leeway of 15% of their verified players, it might be enough to
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to
 take it's toll. However, if you're running a TF server with 24 slots, and 10
 of them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as
 an interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily
 fixable, as Steam's actual up time is around 80%.

 Kyle.

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[hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
So a few weeks (probably months now, actually) ago all of the in-game
client tabs were moved to rely on data from Steam, instead of querying
the actual server. Which is fine, this most likely hurt fake players
users quite significantly.

However, from what started off as a few players incorrect (4~) has
greatly increased. We're up to 14~ phantom slots, as the players
clients are broken, or Steam is having trouble keeping up. This
results in an actually full server (64/64) showing as 50/64. Client's
are now unable to externally queue to join the server, it's actually
pretty horrible. If servers are given an unverified leeway of 15% of
their verified players, it might be enough to span the gap for those
broken steam clients.

We run some pretty large servers, so this doesn't impact us as much.
Well, besides an endless amount of player reports, which is starting
to take it's toll. However, if you're running a TF server with 24
slots, and 10 of them are empty... that's quite the thing.
Alternatively, if the max-player defines are increased, that would
work as an interim solution.

A revert, or fix would be much appreciated. I don't believe this is
easily fixable, as Steam's actual up time is around 80%.

Kyle.

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Re: [hlds_linux] [hlds] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
There may be logic missing from cstrike if being full is the case (or
missing from the GMS, if it's implemented there). My C++ classes,
CheckValve, and the collection of PHP querying classes from xPaw all
show the server as being full from the old masters.

It may also not be staying full (just under, from our AFK Manager),
and players are thinking they shouldn't encounter it as the GMS is
returning 10+ free slots. The human element may be wrecking the full
implementation. Maybe we'd be better off faking being full if we've
passed a threshold? Client's that return true from
IsClientFullyAuthenticated should be part of the list; right?

Kyle.

On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 The server browser queries the server and then checks the numbers from the 
 ping against authenticated player counts from Steam.  If there is a 
 difference, then it performs a reconciliation according to some logic that is 
 not totally brain-dead.  For example, one of the heuristics it uses is that 
 if the server reports that it is full, then it will trust the server, no 
 matter what Steam says.  (Because of the exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game client 
 tabs were moved to rely on data from Steam, instead of querying the actual 
 server. Which is fine, this most likely hurt fake players users quite 
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are broken, 
 or Steam is having trouble keeping up. This results in an actually full 
 server (64/64) showing as 50/64. Client's are now unable to externally queue 
 to join the server, it's actually pretty horrible. If servers are given an 
 unverified leeway of 15% of their verified players, it might be enough to 
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to take 
 it's toll. However, if you're running a TF server with 24 slots, and 10 of 
 them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as an 
 interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

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Re: [hlds_linux] [hlds] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
Is that the visible max, or the actual max? We only recently removed
sv_visiblemaxplayers as a result from this about a week and a half
ago; no improvement.

Kyle.

On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 full should mean that the player count in the ping = the max player count 
 in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
 server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 There may be logic missing from cstrike if being full is the case (or missing 
 from the GMS, if it's implemented there). My C++ classes, CheckValve, and the 
 collection of PHP querying classes from xPaw all show the server as being 
 full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and 
 players are thinking they shouldn't encounter it as the GMS is returning 10+ 
 free slots. The human element may be wrecking the full implementation. Maybe 
 we'd be better off faking being full if we've passed a threshold? Client's 
 that return true from IsClientFullyAuthenticated should be part of the list; 
 right?

 Kyle.

 On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 The server browser queries the server and then checks the numbers from
 the ping against authenticated player counts from Steam.  If there is
 a difference, then it performs a reconciliation according to some
 logic that is not totally brain-dead.  For example, one of the
 heuristics it uses is that if the server reports that it is full, then
 it will trust the server, no matter what Steam says.  (Because of the
 exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game client 
 tabs were moved to rely on data from Steam, instead of querying the actual 
 server. Which is fine, this most likely hurt fake players users quite 
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are broken, 
 or Steam is having trouble keeping up. This results in an actually full 
 server (64/64) showing as 50/64. Client's are now unable to externally queue 
 to join the server, it's actually pretty horrible. If servers are given an 
 unverified leeway of 15% of their verified players, it might be enough to 
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to take 
 it's toll. However, if you're running a TF server with 24 slots, and 10 of 
 them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as 
 an interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

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 please visit:
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Re: [hlds_linux] [hlds] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
and your server contains bots.
No bots (not even STV).

 totally based on the visible max.
Ah, so I'm presuming that's the case too with the GMS (the actual
field is ignored)?

I'll try gaming our queries to Steam and see if that declines in user reports.

Thanks,
Kyle.



On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 The server browser doesn't know anything about the actual max, it is totally 
 based on the visible max.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:19 PM
 To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half-Life 
 dedicated Win32 server mailing list
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 Is that the visible max, or the actual max? We only recently removed 
 sv_visiblemaxplayers as a result from this about a week and a half ago; no 
 improvement.

 Kyle.

 On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 full should mean that the player count in the ping = the max player count 
 in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 There may be logic missing from cstrike if being full is the case (or 
 missing from the GMS, if it's implemented there). My C++ classes, 
 CheckValve, and the collection of PHP querying classes from xPaw all show 
 the server as being full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and 
 players are thinking they shouldn't encounter it as the GMS is returning 10+ 
 free slots. The human element may be wrecking the full implementation. Maybe 
 we'd be better off faking being full if we've passed a threshold? Client's 
 that return true from IsClientFullyAuthenticated should be part of the list; 
 right?

 Kyle.

 On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 The server browser queries the server and then checks the numbers
 from the ping against authenticated player counts from Steam.  If
 there is a difference, then it performs a reconciliation according to
 some logic that is not totally brain-dead.  For example, one of the
 heuristics it uses is that if the server reports that it is full,
 then it will trust the server, no matter what Steam says.  (Because
 of the exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life
 dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game 
 client tabs were moved to rely on data from Steam, instead of querying the 
 actual server. Which is fine, this most likely hurt fake players users 
 quite significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are 
 broken, or Steam is having trouble keeping up. This results in an actually 
 full server (64/64) showing as 50/64. Client's are now unable to externally 
 queue to join the server, it's actually pretty horrible. If servers are 
 given an unverified leeway of 15% of their verified players, it might be 
 enough to span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to 
 take it's toll. However, if you're running a TF server with 24 slots, and 
 10 of them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as 
 an interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

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Re: [hlds_linux] Mandatory TF2 update coming

2013-12-15 Thread Kyle Sanderson
Indeed, we received a lot of regressions in the last sync. I'm not
sure if the well abused engine exploit was fixed in this (or even at
all in TF), but I wouldn't want it if the previous issues aren't
solved. Honestly, I'm kind of hoping it doesn't happen as the next one
would be February or later.

Kyle.

On Sun, Dec 15, 2013 at 10:20 AM, Peter Lindblom i...@teaterljud.se wrote:
 louloubizou skrev 2013-12-15 18:16:

 where is the sync update for CS:S, DoD:S, and HL2:DM ?

 2013/12/6 Eric Smith er...@valvesoftware.com

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

 Also, we plan to release updates for CS:S, DoD:S, and HL2:DM next week to
 sync them with the most recent engine fixes.

 -Eric


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 I belive its best to wait to push out that update until its ready and tested
 !

 We dont need another bad update that kills all servers for days..

 Peter
 Sweden



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Re: [hlds_linux] [hlds] Mysterious text-chat gag?

2013-11-28 Thread Kyle Sanderson
Reloading basecomm when the bug occurs should determine if it's a
plugin or not (sm plugins reload basecomm).

Thanks,
Kyle.

On Thu, Nov 28, 2013 at 9:37 PM, Infamous Weasel wea...@weaselslair.com wrote:
 Anybody else seeing times where their players are effectively gagged from
 using in-game text-chat - even though that have NOT been gagged in
 SourceMod?

 Several of my players reported this symptom recently.  I thought they were
 vote-gagged or something in SourceMod - but they weren't.  Today, it
 happened to me.  The only fix was to restart the SERVER to get it to allow
 me to use in-game text-chat again.  Weird.

 Not sure if it's a SourceMod thing, or something more basic going-on with
 HLDS.

 PS: This is experienced on a TF2 server hosted under Linux (Debian 6).  Not
 sure if symptoms would also be experienced on Windows-hosted servers.



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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Kyle Sanderson
There hasn't been an engine sync for any game but TF. There hasn't been a
Steamworks sync for any game.

Thanks,
Kyle.
On Nov 14, 2013 11:37 AM, Jonathan Price pric...@hotmail.com wrote:

 It appears that this plugin isn't detecting where players are connecting
 from on HL2:DM. Has it not been updated with this new CVAR yet? I seem to
 remember valve said that all source games would gain this ability.

 Also, very interesting to see other people's stats, thanks for posting!

 -Pricetx

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Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-11-09 Thread Kyle Sanderson
Hi Guys,

I've released a SourceMod extension that exposes the newly added SteamWorks
struct members to Pawn. The Extension is very simple, and in it's infancy,
but my intention is to support every game and more callbacks. There's no
Windows build, as I don't have MSVC. However, it should be fairly easy to
compile for other platforms.

Huge thanks to the SteamWorks guys for the release on Thursday.
https://forums.alliedmods.net/showthread.php?p=2058917

Thanks,
Kyle.


On Fri, Oct 25, 2013 at 10:58 PM, IBIS Customer Service 
ibis.serv...@gmail.com wrote:

 Hopefully we get a way to pass the owner id in a way that allows for
 instant bans. Yesterday we had 20 bans in a few min from players doing
 this.

 According to the admins
 
 *Problem: *
 Five guys in gg... banned by 4 different admins, over 20 times in total
 (see the screenshot, which spreads to the next page as well)...

 AND THEY KEEP COMING BACK...

 *Explanation*:

 That, my friends, would be the first occurrence of
 exploiters/grievers/hackers that own a Steam Family Sharing beta key,
 allowing them to create multiple temporary instances of their accounts to
 play on ... and when that account is banned, they just make a new one for
 free from the original. Rince and repeat.

 See the bans from the 24th:
 http://www.ibisgaming.com/sourcebans/index.php?p=banlist

 Hopefully, this is fixed in a future build :D


 On Thu, Oct 24, 2013 at 4:20 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 In case anyone is following this, there's a WebAPI update planned for
 next week which allows for getting the owner's account from a lender id.

 There's also a Steamworks update planned for between yesterday and (?),
 which adds the owner's id to the ticket verification result
 (ValidateAuthTicketResponse_t). However, this is too late for servers to
 get the owner's id. SourceMod at the moment supports checking if they're
 verified (by not handing out admin before IsClientFullyAuthenticated
 happens). However, this happens far too late in the process (30 seconds
 typically to a couple minutes, to never if Steam is down), subsequently
 most servers (to my knowledge) have the feature disabled (or at least want
 it disabled; from the threads I've seen).

 After the Steamworks update happens, I believe we need the owner's
 accountid passed to the server at the same time as the actual rendered
 SteamID (how it is at the moment, sent from the client at connection time).
 This should allow for the same verification result as
 IsClientFullyAuthenticated, and pre-usage that most of the engine does.
 This should continue to allow for immediate usage, which is what is used
 now.

 A public engine function would be appreciated to get the owner's account
 id (or rendered SteamID, as to conform with everything else). Unless if I'm
 neglecting something major, this should resolve the exploit for everyone as
 clients are updated to support sending the supposed ownerid.

 Thanks,
 Kyle.


 On Tue, Oct 22, 2013 at 1:56 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 The Steam Family Sharing Exploit is still a vivid problem CS:S, as it
 takes roughly 90 seconds to connect to a new VPN Server, create a new Steam
 account, and rejoin. I've re-banned the same griefer about 7 times now in
 the last 19 minutes; they're pretty persistent. Please help everyone using
 your products protect ourselves against this new `feature`.

 Thanks,
 Kyle.


 On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 Today, we're seeing a ton of banned, griefing players using VPNs and
 throw-away Steam accounts to bypass server bans. The problem already seems
 to be pretty widespread in CS:S. Considering this is the first weekend
 where the beta was opened up, it's only going to get worse. I'm sure this
 isn't isolated to CS:S, or my servers. There are many others running
 community servers, some probably not even using Source that are impacted by
 this. The native Steam Exploit seems to be getting abused quite heavily.

 The theoretical is now the present,
 Kyle.


 On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.comwrote:

 Every game copy should have an ID associated with it, this way an
 admin can ban per copy of the game rather then player ID. It's bad enough
 right now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.comwrote:

 Banning by IP is useless for many countries. And if cheaters abuse
 the family sharing they will certainly go to the lengths of making a
 quick new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree
 with Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs 
 d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I

Re: [hlds_linux] -debug or -allowdebug ?

2013-11-08 Thread Kyle Sanderson
Actually, on Linux they're quite helpful. I've patched a number of crashes
that Valve refuses (or doesn't have time) to fix. I wish Windows too was
taken seriously, but that discussion died quite dramatically over nothing.

This is what I use on Linux: -debug -nobreakpad -gdb /usr/bin/gdb

If your intention is to use the core files, you should probably set a
reasonable limit (typically using `ulimit -c`).

Assuming you're running on Linux, you should have a debug.log beside your
srcds_run if you enable debug mode. This should give you an overview of
registers, and the assembly up to the dying op code. In most cases, you
should be able to fix the problem.

Hope this helps,
Kyle.


On Fri, Nov 8, 2013 at 10:19 AM, Bruno Garcia garcia.bru...@gmail.comwrote:

 Also, just to be clear, these dumps will hardly tell you anything if you
 debug them with any tool.
 You need the internal source engine code to debug this with, which only
 devs have.


 On Fri, Nov 8, 2013 at 2:17 PM, Bruno Garcia garcia.bru...@gmail.com
 wrote:

  -debug or -allowdebug (I think one is for Windows and the other for
 Linux)
  generates dumps files in case of a crash or an assert.
 
  You can find the .dump files in your srcds mod folder (eg. cstrike/)
 
 
 
  On Fri, Nov 8, 2013 at 7:52 AM, babaj ba...@mczone.ru wrote:
 
  Hello.
 
  -debug
  -allowdebug
  Option works?
 
  If it works, what is right?
 
  And where he writes the logs?
 
  Thank you.
 
 
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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread Kyle Sanderson
Does the latter impact all Source 2k7 games?

Thanks,
Kyle.


On Wed, Nov 6, 2013 at 4:03 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 We're making two changes to TF HTML MOTD support that server operators
 should be aware of:


 1.)HTML MOTD's will no longer be shown by clients that connect via
 quickplay.  Those clients will show the plaintext message instead.  (The
 file identified by the convar motdfile_text, which defaults to
 motd_text.txt.)

 2.)When sending a URL to the info panel by name, the URL must begin
 with 'http://' or 'https://'.  Note that this change does not affect
 putting a URL in motd.txt directly, which has always required a protocol
 prefix in order for the file contents to be interpreted as a URL.

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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-11-06 Thread Kyle Sanderson
Using my experimental horrible, horrible app. There are 2243 (responsive)
servers at the moment running HellTower. From those 2243 servers, 1414 of
them are community servers. From the remaining 829, 705 of those are Valve
servers exclusively running Hell Tower. The remaining 124 Valve servers
that are running the mixture of the four, which just so happen to be on
HellTower at the moment.

Hopefully this helps,
Kyle.


On Wed, Nov 6, 2013 at 2:14 PM, Rudy Bleeker rblee...@gmail.com wrote:

 Saturation of servers, in other words: too many servers, too few
 players too fill them up.

 On Wed, Nov 6, 2013 at 9:45 PM, louloubizou louloubi...@gmail.com wrote:
  Saturation?
 
  2013/11/6 Mart-Jan Reeuwijk mreeu...@yahoo.com
 
 
  There where 20+ on each server, nobody got any for over an hour, so that
  emptied them.
 
 
 
 
 
  
   From: ics i...@ics-base.net
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Wednesday, 6 November 2013, 7:15
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
  
  
  I think it requires 12 or so players. It was 8 at the time of the manor
  event but it was raised at some point due to abuse.
  
  -ics
  
  Kyle Sanderson kirjoitti:
   I believe you need at least 8 players for drops to work, or so was
 the
  case
   many years ago. I was on one server a couple nights ago, two drops
  happened
   one after another. Then there was nothing for about a half hour; I'm
 not
   sure what happened after that.
  
   Thanks,
   Kyle.
  
  
   On Tue, Nov 5, 2013 at 5:22 PM, Mart-Jan Reeuwijk 
 mreeu...@yahoo.com
  wrote:
  
   hmm, saw more complaints of no gifts dropping anymore. Ppl asking
 if it
   was regged or not, or w/e the problem was on Valve end.
  
   Might be ppl don't go for event server if they don't get the
 personal
   gifts.
  
  
  
   
   From: Calvin Judy evo...@gmail.com
   To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.valvesoftware.com
   Sent: Tuesday, 5 November 2013, 23:04
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
  
  
   Saturation.
  
  
   - Original Message -
   From: louloubizou louloubi...@gmail.com
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   Sent: Tuesday, November 05, 2013 4:17 PM
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
  
  
   i get no more traffic since 2 days
  
   what is happening ?
  
   2013/11/3 cladiron cladi...@gmail.com
  
   Calvin, did you read 2 post above yours ?
   Does the message below mean that i'm automatically removed even
 tho
  its
   setup to be in the match making ?
  
   *Sending CMsgGameServerMatchmakingStatus
   (state=ServerMatchmakingState_NOT_PARTICIPATING)*
  
  
   On Sat, Nov 2, 2013 at 12:52 AM, Calvin Judy evo...@gmail.com
  wrote:
  
   Influx of servers = decrease in players per server.
  
   The tags aren't broken.
  
  
   - Original Message - From: cladiron 
 cladi...@gmail.com
   To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.
   valvesoftware.com
   Sent: Friday, November 01, 2013 10:52 PM
  
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
   update?
  
  
 We had a full server with matchmaking until that first update
  after
   the
   Halloween.
   It's been like this ever since, and haven't seen the first
 player.
  
  
  
   On Fri, Nov 1, 2013 at 10:44 PM, cladiron cladi...@gmail.com
   wrote:
 I think it's still broke. both tags.
   I have tried it both ways and get the same message that i'm
 not
   participating.
   I also notice that is says next map is dustbowl, even tho i
  edited
   the
   files for plr_hightower_event, and restarted the server.
  
   Sending CMsgGameServerMatchmakingStatus
   (state=ServerMatchmakingState_NOT_PARTICIPATING)
   L 11/01/2013 - 21:14:07: server_cvar: sm_nextmap
 cp_dustbowl
   Connection to Steam servers successful.
   Assigned anonymous gameserver Steam ID [A-1:776458241(3743)].
  
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 5074B955.
  
   Received auth challenge; signing into gameserver account...
   L 11/01/2013 - 21:14:08: Received auth challenge; signing into
   gameserver
   account...
   Game server authentication: SUCCESS! Standing: Good. Trend:
   Downward
   Fast
   L 11/01/2013 - 21:14:08: Game server authentication: SUCCESS!
   Standing:
   Good. Trend: Downward Fast
   L 11/01/2013 - 21:14:08: server_cvar:
 sv_registration_message
  
   L 11/01/2013 - 21:14:08: server_cvar:
  sv_registration_successful
   1
   L 11/01/2013 - 21:14:08: server_cvar: sv_tags
   _registered,event247,payload
   L 11/01/2013 - 21:14:08: server_cvar: sv_tags
   _registered,event247,payload
  
  
  
  
   On Fri, Nov 1, 2013 at 7:55 PM, louloubizou 
  louloubi

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

2013-11-06 Thread Kyle Sanderson
Do you guys have an ETA on the next SteamWorks update? Ban Evasion a pretty
big issue for communities.

Thanks,
Kyle.
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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-11-05 Thread Kyle Sanderson
I believe you need at least 8 players for drops to work, or so was the case
many years ago. I was on one server a couple nights ago, two drops happened
one after another. Then there was nothing for about a half hour; I'm not
sure what happened after that.

Thanks,
Kyle.


On Tue, Nov 5, 2013 at 5:22 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 hmm, saw more complaints of no gifts dropping anymore. Ppl asking if it
 was regged or not, or w/e the problem was on Valve end.

 Might be ppl don't go for event server if they don't get the personal
 gifts.



 
  From: Calvin Judy evo...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Tuesday, 5 November 2013, 23:04
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
 Saturation.
 
 
 - Original Message -
 From: louloubizou louloubi...@gmail.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Tuesday, November 05, 2013 4:17 PM
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
 i get no more traffic since 2 days
 
  what is happening ?
 
  2013/11/3 cladiron cladi...@gmail.com
 
  Calvin, did you read 2 post above yours ?
  Does the message below mean that i'm automatically removed even tho its
  setup to be in the match making ?
 
  *Sending CMsgGameServerMatchmakingStatus
  (state=ServerMatchmakingState_NOT_PARTICIPATING)*
 
 
  On Sat, Nov 2, 2013 at 12:52 AM, Calvin Judy evo...@gmail.com wrote:
 
   Influx of servers = decrease in players per server.
  
   The tags aren't broken.
  
  
   - Original Message - From: cladiron cladi...@gmail.com
   To: Half-Life dedicated Linux server mailing list hlds_linux@list.
   valvesoftware.com
   Sent: Friday, November 01, 2013 10:52 PM
  
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
   update?
  
  
We had a full server with matchmaking until that first update after
   the
   Halloween.
   It's been like this ever since, and haven't seen the first player.
  
  
  
   On Fri, Nov 1, 2013 at 10:44 PM, cladiron cladi...@gmail.com
 wrote:
  
I think it's still broke. both tags.
   I have tried it both ways and get the same message that i'm not
   participating.
   I also notice that is says next map is dustbowl, even tho i edited
   the
   files for plr_hightower_event, and restarted the server.
  
   Sending CMsgGameServerMatchmakingStatus
   (state=ServerMatchmakingState_NOT_PARTICIPATING)
   L 11/01/2013 - 21:14:07: server_cvar: sm_nextmap cp_dustbowl
   Connection to Steam servers successful.
   Assigned anonymous gameserver Steam ID [A-1:776458241(3743)].
  
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 5074B955.
  
   Received auth challenge; signing into gameserver account...
   L 11/01/2013 - 21:14:08: Received auth challenge; signing into
  gameserver
   account...
   Game server authentication: SUCCESS! Standing: Good. Trend:
 Downward
  Fast
   L 11/01/2013 - 21:14:08: Game server authentication: SUCCESS!
   Standing:
   Good. Trend: Downward Fast
   L 11/01/2013 - 21:14:08: server_cvar: sv_registration_message 
   L 11/01/2013 - 21:14:08: server_cvar: sv_registration_successful
   1
   L 11/01/2013 - 21:14:08: server_cvar: sv_tags
   _registered,event247,payload
   L 11/01/2013 - 21:14:08: server_cvar: sv_tags
   _registered,event247,payload
  
  
  
  
   On Fri, Nov 1, 2013 at 7:55 PM, louloubizou louloubi...@gmail.com
 
   wrote:
  
how did you see the score etc ?
  
   2013/11/2 Calvin Judy evo...@gmail.com
  
It's just saturation, my servers dropped from ~6000 new players
 to
5
the
last update, but they're all full at the moment.
   
   
- Original Message - From: louloubizou  
   louloubi...@gmail.com
   
To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.**
valvesoftware.com hlds_linux@list.valvesoftware.com
Sent: Friday, November 01, 2013 7:21 PM
Subject: Re: [hlds_linux] Is sv_tags event247 broken after
 the 
   update?
   
   
 since the last update (1h) i got no more traffic from
 matchmaking
  ...
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Re: [hlds_linux] Is there a way to prevent players Bypassing SteamID and IP Bans?

2013-11-02 Thread Kyle Sanderson
There was supposed to be a SteamWorks update this (last) week, but it looks
like the target was missed. Any new information would be appreciated.

Thanks,
Kyle.


On Sat, Nov 2, 2013 at 3:48 PM, Support supp...@kinevo.eu wrote:

 There seems to be an issue resolving people being able to sneak into
 servers that they've been permanently banned on. I know theres been
 discussions revolving around it being connected to family sharing beta but
 is there a way to stop them?

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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Kyle Sanderson
They usually don't publish their servers on the master, and are only
available through quickplay. I'd guesstimate there's a lot more, at least
2x that count. I doubt they only have four (probably less) servers running
this.

Thanks,
Kyle.


On Thu, Oct 31, 2013 at 11:38 AM, Chris Oryschak ch...@oryschak.com wrote:

 I noticed the same problem on all of my servers too.

 Looking at gametracker.com valve has 76 ACTIVE Helltower servers running
 which is only taking up 1824 players (24players*76servers) of the 64K
 playing right now...


 http://www.gametracker.com/search/tf2/?query=valve+helltowersearchipp=50sort=c_numplayersorder=DESC#search

 http://store.steampowered.com/stats/



 I guess that's what it is though.

 Chris


 On Thu, Oct 31, 2013 at 1:31 PM, Marco Padovan e...@evcz.tk wrote:

  This explains everything :D
 
 
  On Thu, Oct 31, 2013 at 6:30 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
   There were no Valve event servers running until last night.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel
 Barreiro
   Sent: Thursday, October 31, 2013 10:13 AM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
  
   Never run any bots, all of my servers were full yesterday and are
   completely dead last night until now.
   Only change was the update.
   One of the servers wasn't registered until this event (converted it
 from
  a
   custom server temporarily just to get a 24/7 helltower server for the
   week), so it was a brand new ID.
  
  
   On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:
  
None of my servers are running any sort of bots, and they all dropped
quickplay traffic completely last night.
   
Can you double check to verify this update didn't create an
 additional
issue, as it sure does look like something is wrong.
   
~6000 players in 24h to 0 in 12h, doesn't really make any sense.
   
   
- Original Message - From: Fletcher Dunn 
fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.** valvesoftware.com
hlds_linux@list.valvesoftware.com
Cc: h...@list.valvesoftware.com
Sent: Thursday, October 31, 2013 12:32 PM
   
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
   
   
 We recently fixed a bug that has been giving servers running bots an
unfair and unintended quickplay scoring advantage.  This could
 change
traffic patterns.
   
-Original Message-
From: hlds_linux-bounces@list.**valvesoftware.com
   hlds_linux-boun...@list.valvesoftware.com[mailto:
hlds_linux-bounces@**list.valvesoftware.com
 hlds_linux-bounces@list.v
alvesoftware.com]
On Behalf Of Marco Padovan
Sent: Thursday, October 31, 2013 8:52 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
   
Same here... seeing the same issue on 12servers all where full
yesterday :)
   
   
On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy 
 padraig.f...@gmail.com
wrote:
   
 Server was full last night before update..but no one has been on
since
the update.
   
Thankfully I am not the only one with this issue!
   
   
On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
thesupremec...@gmail.com wrote:
   
 Seeing problems on my end as well. A server holding at 24/24
 constant before the update has seen all of its traffic vanish
 even
 with a few players to seed QuickPlay traffic.


 On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
wrote:

  VAC secure mode is activated.
  Connection to game coordinator established.
  Current item schema is up-to-date with version 553324E3.
  Received auth challenge; signing into gameserver account...
  L 10/31/2013 - 06:01:08: Received auth challenge; signing into
gameserver
  account...
  L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
  Game server authentication: SUCCESS! Standing: Good. Trend:
  Upward Fast L 10/31/2013 - 06:01:08: Game server
 authentication:
  SUCCESS! 
 Standing:
  Good. Trend: Upward Fast
 
 
  I'm not seeing any bad ratings on mine, but quickplay traffic
  just vanished.
 
 
  - Original Message - From: Lambda
  lambdace...@gmail.com
  To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.
**
  valvesoftware.com
  hlds_linux@list.**valvesoftware.com
 hlds_linux@list.valvesoftwa
  re.com

  Sent: Thursday, October 31, 2013 11:29 AM
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after
 the
update?
 
 
 
   Same here, i checked the quickplay status and it went 

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

2013-10-30 Thread Kyle Sanderson
Were you guys able to fix the null model_t* trace-ray engine bug? I
encountered it last week in cstrike where a solid didn't have a collision
model, resulting in GetCollisionModel returning NULL. The initial generic
call in cstrike came from the unducks in movement. The dumps I've seen
(from TF pre-today update) have the same offset, so I'm largely assuming
it's the same. Presumably High Tower has/had a similar problem? It also
looks like guards are already present for a NULL vcollide_t *.

The crashes I've encountered/seen are in bool
CEngineTrace::ClipRayToVPhysics( const Ray_t , unsigned int, ICollideable
*, studiohdr_t *, trace_t * );. Other functions that deal with solids
appear to check for (and expect) a NULL model_t *.

Thanks,
Kyle.


On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith er...@valvesoftware.com wrote:

 There was a typo in the last line of the notes. There was a missed note in
 yesterday's update. We're still investigating issues as they come up, so
 please report them as you find them.

 Thanks.

 -Eric


 -Original Message-
 From: Eric Smith
 Sent: Wednesday, October 30, 2013 6:33 PM
 To: Half-Life dedicated Linux server mailing list (
 hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (h...@list.valvesoftware.com); '
 hlds_annou...@list.valvesoftware.com' (
 hlds_annou...@list.valvesoftware.com)
 Subject: Mandatory TF2 update released

 We've released a mandatory TF2 update for Halloween. The notes for the
 update are below. The new version is 1979503.

 -Eric

 --

 - Added new main menu character images for Scream Fortress 2013
 - Fixed a server crash related to The High Five taunt
 - Fixed neutral pumpkin bombs exploding with blue particles
 - Fixed health on hit particle effect precache error
 - Fixed client nTextureFrame  0 warning spew in dev console
 - Updated the round restart event to remove spells after playing in hell
 - Updated plr_hightower_event to improve server stability
 - Updated The Chicken Kiev so it can't be equipped with the Cold War
 Luchador or the Large Luchador
 - Re-enabled the crafting recipes for zombie costumes

 Notes missed from Monday's update:
 - Updated the Vaccinator to use the reload key to cycle through resist
 types


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Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-25 Thread Kyle Sanderson
In case anyone is following this, there's a WebAPI update planned for next
week which allows for getting the owner's account from a lender id.

There's also a Steamworks update planned for between yesterday and (?),
which adds the owner's id to the ticket verification result
(ValidateAuthTicketResponse_t). However, this is too late for servers to
get the owner's id. SourceMod at the moment supports checking if they're
verified (by not handing out admin before IsClientFullyAuthenticated
happens). However, this happens far too late in the process (30 seconds
typically to a couple minutes, to never if Steam is down), subsequently
most servers (to my knowledge) have the feature disabled (or at least want
it disabled; from the threads I've seen).

After the Steamworks update happens, I believe we need the owner's
accountid passed to the server at the same time as the actual rendered
SteamID (how it is at the moment, sent from the client at connection time).
This should allow for the same verification result as
IsClientFullyAuthenticated, and pre-usage that most of the engine does.
This should continue to allow for immediate usage, which is what is used
now.

A public engine function would be appreciated to get the owner's account id
(or rendered SteamID, as to conform with everything else). Unless if I'm
neglecting something major, this should resolve the exploit for everyone as
clients are updated to support sending the supposed ownerid.

Thanks,
Kyle.


On Tue, Oct 22, 2013 at 1:56 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 The Steam Family Sharing Exploit is still a vivid problem CS:S, as it
 takes roughly 90 seconds to connect to a new VPN Server, create a new Steam
 account, and rejoin. I've re-banned the same griefer about 7 times now in
 the last 19 minutes; they're pretty persistent. Please help everyone using
 your products protect ourselves against this new `feature`.

 Thanks,
 Kyle.


 On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 Today, we're seeing a ton of banned, griefing players using VPNs and
 throw-away Steam accounts to bypass server bans. The problem already seems
 to be pretty widespread in CS:S. Considering this is the first weekend
 where the beta was opened up, it's only going to get worse. I'm sure this
 isn't isolated to CS:S, or my servers. There are many others running
 community servers, some probably not even using Source that are impacted by
 this. The native Steam Exploit seems to be getting abused quite heavily.

 The theoretical is now the present,
 Kyle.


 On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.com wrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.comwrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban
 the
 users by IP. Sure they can change it, but most of the trolls are
 either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection 
 with
 that same IP can be kept alive for 24 hours at maximum. Hence I would 
 never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



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Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-22 Thread Kyle Sanderson
The Steam Family Sharing Exploit is still a vivid problem CS:S, as it takes
roughly 90 seconds to connect to a new VPN Server, create a new Steam
account, and rejoin. I've re-banned the same griefer about 7 times now in
the last 19 minutes; they're pretty persistent. Please help everyone using
your products protect ourselves against this new `feature`.

Thanks,
Kyle.


On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Today, we're seeing a ton of banned, griefing players using VPNs and
 throw-away Steam accounts to bypass server bans. The problem already seems
 to be pretty widespread in CS:S. Considering this is the first weekend
 where the beta was opened up, it's only going to get worse. I'm sure this
 isn't isolated to CS:S, or my servers. There are many others running
 community servers, some probably not even using Source that are impacted by
 this. The native Steam Exploit seems to be getting abused quite heavily.

 The theoretical is now the present,
 Kyle.


 On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.com wrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.com wrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban
 the
 users by IP. Sure they can change it, but most of the trolls are either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection with
 that same IP can be kept alive for 24 hours at maximum. Hence I would never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



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Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-20 Thread Kyle Sanderson
Unfortunately, TF2 is a pretty good measure. The predicted doom and gloom
continues to happen, whether or not people are talking about it is beyond
me. Everything I've seen so far mimics what occurs daily in TF. Both
problems are relatively easy to solve, in TF's case, passing the Steam
Guard cookie in a Steam callback would `fix` about 90% of cases (as already
proven with external ban methods). Steam doesn't rate limit account
creations at all, there's simply not enough people at Valve to look at each
individual case of multiple accounts. Allowing Server Operators to protect
their servers seems to be the only step forward.

But I digress, this is about the new globalized Family Sharing exploit, not
presently poisoned games,
Kyle.


On Sun, Oct 20, 2013 at 3:21 AM, dan needa...@ntlworld.com wrote:

 On 20/10/2013 00:23, Kyle Sanderson wrote:

 Considering this is the first weekend where the beta was opened up, it's
 only going to get worse.


 Unlikely, if TF2 is a good measure. The predicted doom and gloom didn't
 really happen.

 --
 Dan


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Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-20 Thread Kyle Sanderson
On Sun, Oct 20, 2013 at 9:07 PM, dan needa...@ntlworld.com wrote:

 Well I saw one cheater today playing sniper, in several hours of playing
 TF2.
 If others were cheating they weren't doing it well enough to actually make
 a notable difference.

 If someone's worse than me with his cheats I'm not going to notice.



Ah! Cheating is definitely manageable, although a huge pain because VAC
doesn't fundamentally work. It's the griefers, and the child predators
(seriously, there is a near alarming amount) that I'm looking to keep
banned. As one community's server is on the brink of failure, a bunch of
old troublemakers ban evaded using this to come back. Unfortunately they
sprinted ahead and hit triggers early, purposely killing their teammates,
so a few were banned. A few were given another chance, which I guess is a
positive from the regression?

Not that I'm advocating this or anything, but you can create a new account,
then join any MP server on Steam and cause as much trouble all you like.
This includes L4D2, CS:GO, and every other game that costs money which used
to raise the bar for kids. To me, this seems very broken, and unintended.
While I'm sure there's a way to filter anyone using Family Sharing, I
really don't want to go down that road as it's still going to be broken for
others.

 It's like spam, if someone has an easy fix they probably don't
understand the problem deeply enough.

In this case, it really is that easy. There's always those who can get
around it, and don't get me wrong, the implementation is equally strong as
it is weak. As to why this existing infrastructure isn't exposed to servers
is completely beyond me. Leveraging the existing Steam Guard implementation
seems to be an easy way to actually start fixing this in TF. I wish you ran
servers so you'd at least know where I'm coming from.

Idling just makes the community weaker, and the unintended consequence of
Family Sharing unfortunately has done just that,
Kyle.
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Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-19 Thread Kyle Sanderson
Today, we're seeing a ton of banned, griefing players using VPNs and
throw-away Steam accounts to bypass server bans. The problem already seems
to be pretty widespread in CS:S. Considering this is the first weekend
where the beta was opened up, it's only going to get worse. I'm sure this
isn't isolated to CS:S, or my servers. There are many others running
community servers, some probably not even using Source that are impacted by
this. The native Steam Exploit seems to be getting abused quite heavily.

The theoretical is now the present,
Kyle.


On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.com wrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.com wrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban the
 users by IP. Sure they can change it, but most of the trolls are either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection with
 that same IP can be kept alive for 24 hours at maximum. Hence I would never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



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[hlds_linux] Family Sharing Ban Bypass.

2013-10-17 Thread Kyle Sanderson
Using Steam's new Family Sharing feature, Server Bans can be easily
bypassed, along with other Steam based bans. This is due to the fact that
the launched game doesn't use the owner's Account ID, rather the newly
created account id. This impacts CS:GO's banning mechanisms (blocked
friends, abandon match timeout), all Community Server based bans, and many
other community based stat tracking functions. Bypassing bans has been a
rampant problem in TF2 since the game went F2P, and hasn't been addressed
since the change.

Please add a Function to any public interface so server operators can get
the primary holder AccountID, or glue the Primary User's accountid onto
launched games. The former would be nice to preserve the idea of different
accounts, but this is a pretty significant problem for everyone going
forward...

Kyle.
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Re: [hlds_linux] Now that halloween is coming for TF2

2013-10-10 Thread Kyle Sanderson
Not to be that guy, but the bug tracker is largely dead for already ported
games. Alfred seems to be the only one watching now. You still can't
publish a map since Steam| shipped. Cubemaps and parts of hammer are still
largely broken. Besides pirating an old version of the game, you're out of
luck for a once smooth(er) experience as a mapper.

Kyle.
On 2013-10-10 2:02 AM, Rudy Bleeker rblee...@gmail.com wrote:

 Feature requests should be done on Valve's github, where they track all
 issues and feature requests for their games. This mailinglist is for
 announcements from Valve and arguably also for discussions about the games
 for us server maintainers.

 https://github.com/ValveSoftware/Source-1-Games


 On Thu, Oct 10, 2013 at 8:15 AM, ics i...@ics-base.net wrote:

  What part of option you didn't understand? Let's not make this a forum
  thread. I just submitted a request, you didn't like it, fine. I respect
  your opinion but there is no need for further discussion about this
 issue.
 
  -ics
 
 
  Carl kirjoitti:
 
   Killing people on the enemy team is almost the entire reason to play the
  game.
 
  Even so, if during the Halloween event both sides can't work together,
  then they didn't really display the teamwork to be worthy of the
  achievement.
 
  On 10/9/2013 10:23 PM, ics wrote:
 
  Now that halloween is coming for TF2, can we please this year get a
 cvar
  option to disable killing of the enemy team on a server when boss
 appears?
  If the boss is like merasmus, it's very hard to achieve anything
 because
  there is always one, two or three wiseguys ruining others fun. If the
 boss
  is pumpkinhead, killing should be rather easy anyway so it would made
 the
  cvar obsolete.
 
  I was asked last year why can't i make it so that others wont be able
 to
  kill you while boss is on since majority of the servers where trying
 to get
  merasmus down level by level and always there was few guys making it
  impossible.
 
  Thanks for consideration.
 
  -ics
 
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Re: [hlds_linux] Now that halloween is coming for TF2

2013-10-10 Thread Kyle Sanderson
 I've seen mappers posting new maps all the time since the Steam| update...
If you can't build accurate cubemaps without significant effort, and the
Hammer editor display regressed to some strange black state. I'd hazard a
guess to say they're not well made, or they've put a significant amount of
extra time into finding hacks to glue it all back manually. Both are
likely, and completely possible. I know a few CS:S mappers have a VM that
hasn't been updated for this very reason.

I never said it wasn't possible to do it with the new tools that are full
of regressions. However, this is still the primary reason why I stopped
making my map at alpha3. Someone at Valve saved the world from an
abomination.

 Is this what you mean them being broken?
The buildcubemaps concmd hasn't functioned properly since Steam| shipped.
They're not included in the BSP, or they have the wrong name in the BSP. I
think someone attempted a fix early on as the bug changed (maybe I'm just
scrambled)? Cubemaps display fine in existing maps, which is probably why
no one at Valve cares. This is an end of product bug, not really a oh hey
let's build our cube maps now! kind of thing, which is probably why a lot
of people aren't running into it. There's still a significant chunk,
though.

Those who had the misfortune of updating now don't use a legitimate copy of
the game to map.
Kyle.


On Thu, Oct 10, 2013 at 8:29 AM, Ross Bemrose rbemr...@gmail.com wrote:

 I've seen mappers posting new maps all the time since the Steam| update...
 are you really saying they all pirated an older version of the game?


 On Thu, Oct 10, 2013 at 10:11 AM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  Not to be that guy, but the bug tracker is largely dead for already
 ported
  games. Alfred seems to be the only one watching now. You still can't
  publish a map since Steam| shipped. Cubemaps and parts of hammer are
 still
  largely broken. Besides pirating an old version of the game, you're out
 of
  luck for a once smooth(er) experience as a mapper.
 
  Kyle.
  On 2013-10-10 2:02 AM, Rudy Bleeker rblee...@gmail.com wrote:
 
   Feature requests should be done on Valve's github, where they track all
   issues and feature requests for their games. This mailinglist is for
   announcements from Valve and arguably also for discussions about the
  games
   for us server maintainers.
  
   https://github.com/ValveSoftware/Source-1-Games
  
  
   On Thu, Oct 10, 2013 at 8:15 AM, ics i...@ics-base.net wrote:
  
What part of option you didn't understand? Let's not make this a
 forum
thread. I just submitted a request, you didn't like it, fine. I
 respect
your opinion but there is no need for further discussion about this
   issue.
   
-ics
   
   
Carl kirjoitti:
   
 Killing people on the enemy team is almost the entire reason to play
  the
game.
   
Even so, if during the Halloween event both sides can't work
 together,
then they didn't really display the teamwork to be worthy of the
achievement.
   
On 10/9/2013 10:23 PM, ics wrote:
   
Now that halloween is coming for TF2, can we please this year get a
   cvar
option to disable killing of the enemy team on a server when boss
   appears?
If the boss is like merasmus, it's very hard to achieve anything
   because
there is always one, two or three wiseguys ruining others fun. If
 the
   boss
is pumpkinhead, killing should be rather easy anyway so it would
 made
   the
cvar obsolete.
   
I was asked last year why can't i make it so that others wont be
 able
   to
kill you while boss is on since majority of the servers where
 trying
   to get
merasmus down level by level and always there was few guys making
 it
impossible.
   
Thanks for consideration.
   
-ics
   
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[hlds_linux] Fwd: [Csgo_servers] steamcmd update release

2013-09-23 Thread Kyle Sanderson
-- Forwarded message --
From: Taylor Sherman tayl...@valvesoftware.com
Date: Mon, Sep 23, 2013 at 5:09 PM
Subject: [Csgo_servers] steamcmd update release
To: csgo_serv...@list.valvesoftware.com 
csgo_serv...@list.valvesoftware.com


 Hi everyone,

** **

We've updated steamcmd today (as well as the regular Steam Client). The
main thing you might notice/want is there's now a way to download the game
contents cross-platform. To do that, just set @sSteamCmdForcePlatformType
to be the platform (windows, linux, or macos) before issuing the app_update
command. So, something like this:

** **

Steam @sSteamCmdForcePlatformType windows

@sSteamCmdForcePlatformType = windows

Steam app_update 10

(begins updating Counter-Strike, downloading the Windows binaries instead
of the local platform version)

** **

You must override the platform each time you run steamcmd, it is not
persisted in any way. 

** **

regards,

Taylor

** **

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

2013-09-18 Thread Kyle Sanderson
On Wed, Sep 18, 2013 at 6:13 PM, Eric Smith er...@valvesoftware.com wrote:
 - Switched Windows clients to use SDL 2.0 for controller support which 
 enables hot-plugging controllers and configuring them through Steam Big 
 Picture settings

I've had some complaints about sporadic mouse movement issues since
the CS:S sync. It doesn't appear to be a problem on my platform, but
others seem to have jerky movement when turning right. I have two
unclean demos (provided by a user), but I don't think they'll help at
all. Is this just isolated to CS:S? or is a global fix in the works?

I can't reproduce it, but it seems related to this change...
Kyle.

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Re: [hlds_linux] [hlds] Mandatory Counter-Strike: Source update released

2013-09-16 Thread Kyle Sanderson
Thanks for the Sync!

On Mon, Sep 16, 2013 at 4:52 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for Counter-Strike: Source. The notes for 
 the update are below. The new version is 1909615.

 -Eric

 --

 - Fixed clients not being able to load custom player/weapon models using the 
 custom folder
 - Updated with other Orange Box client/engine crash fixes

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[hlds_linux] Should we really not restore the size?

2013-09-12 Thread Kyle Sanderson
There seem to be a ton of Warning/DevWarnings still exposed to SRCDS.
One of the stranger ones I encountered today (just a raw printout of
Should we really not restore the size?) kind of spooked me, but
after looking at strings on server_srv.so, there it was. There's other
spammy messages like:
Clamping SetLocalVelocity(7519.640137,7328.723145,1651.657104) on entityflame
DataTable warning: (class player): Out-of-range value (-2148.00)
in SendPropFloat 'm_vecVelocity[2]', clamping.

etc...

Is there any chance these can be suppressed by default instead of
using a VSP to do so? I don't really see a point in them being exposed
to end users if we can't do anything about it. They're only hurting
people who try to use their server console.
Kyle.

PS: Looking at the asm, it does look like SetSize should be called...

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Re: [hlds_linux] CSS dedicated server with GRE tunnel?

2013-08-05 Thread Kyle Sanderson
Are you dropping fragments? Any chance at a packet dump from your
client and server, or any information at all?

Thanks,
Kyle.

On Mon, Aug 5, 2013 at 10:13 AM, Robin empyr...@me.com wrote:
 I really need some help with this, please stop going off-topic.


 -Original Message- From: Mart-Jan Reeuwijk
 Sent: Monday, August 05, 2013 7:04 PM
 To: Half-Life dedicated Linux server mailing list

 Subject: Re: [hlds_linux] CSS dedicated server with GRE tunnel?


 yeah, the official ones are ok, its a number of others out there that do not
 obfuscate the accounts used, instead only replace the @' for  at  or
 w/e which is also automatically read (even easier to find for the crawlers,
 for its a lot more specific). the only way to really obfuscate is removing
 part of the account name and replace it by dots or remove the email
 addresses completely. Failing to do that, such should not be exposed to the
 webs.

 Thinking of this, the mail list should do this imo. I see no added benefits
 for keeping the full mail addresses in the responses send by its list
 members.

 Back to the helpdesk software, it has imo no bearing on the list, and
 shouldn't even be connected to it.
 If clients respond in mail to them, that shouldn't make it list member :S So
 I don't see how it can be accidental




 
 From: Asher Baker asher...@gmail.com
 To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Half-Life dedicated Linux
 server mailing list hlds_linux@list.valvesoftware.com
 Sent: Monday, 5 August 2013, 17:06
 Subject: Re: [hlds_linux] CSS dedicated server with GRE tunnel?


 This stuff happens when help desk software gets added to the list,
 there have been a few occasions of it over the years and it's
 generally resolved quickly. It's got nothing to do with the archives
 (of which the official one isn't fully public fwiw).

 ~
 Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


 On Mon, Aug 5, 2013 at 1:56 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:


 Why the F is this connected to the hlds_linux :S

 I got another mail from them with my registration information for their
 site...
 looked at the whois of teamspeak.com and teamspeakusa.com and these where
 different so I assume they are not the real ones.

 Its annoying enough that all the mails get on some archive(s) with all
 the email address fully public so you get spammed to death due to that.
 Should be some privacy laws broken there. I don't mind archives, but don't
 put the mail addresses public so any crawler can read them.




 
 From: TeamSpeak Piracy pir...@teamspeakusa.com
 To: mreeu...@yahoo.com
 Cc: hlds_linux@list.valvesoftware.com
 Sent: Monday, 5 August 2013, 13:23
 Subject: [#DIS-245-79266]: Re: [hlds_linux] CSS dedicated server with
 GRE tunnel?



 Mart-Jan Reeuwijk,

 Thank you for contacting us. This is an automated response confirming
 the receipt of your ticket. One of our agents will get back to you as soon
 as possible. For your records, the details of the ticket are listed below.
 When replying, please make sure that the ticket ID is kept in the subject
 line to ensure that your replies are tracked appropriately.

   Ticket ID: DIS-245-79266
   Subject: Re: [hlds_linux] CSS dedicated server with GRE tunnel?
   Department: Piracy [English]
   Type: Issue
   Status: Open

 You can check the status of or reply to this ticket online at:
 https://support.teamspeakusa.com/index.php?/Tickets/Ticket/View/DIS-245-79266

 Kind regards,

 TeamSpeak USA, Inc.

 
 TeamSpeak Piracy
 e-Mail: pir...@teamspeakusa.com
 Visit: http://www.TeamSpeak.com
 Knowledgebase: http://support.TeamSpeakUSA.com

 Hours of operation for this department are Monday - Friday, 9AM to 5PM
 Pacific Time (UTC-8). We are committed to responding to your inquiry within
 48 hours, and typically will reply within 24 hours, excluding weekends and
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Re: [hlds_linux] Question about Architectures SRCDS / SteamPipe

2013-07-16 Thread Kyle Sanderson
On Tue, Jul 16, 2013 at 2:00 AM, Saul Rennison saul.renni...@gmail.com wrote:
 but srcds should never take over 3GB
 of memory anyway.

ha..ha...ha

They tried this in the past (like 6 years ago), the binaries were
pulled (no public reason was given) and they were never shipped again.
As far as I'm aware, they're still keeping the amd64 binaries
available (and up-to-date) for HL, but they're actually a lot slower
(maybe that was specific to AMXModX?). Regardless, SourceHook only
officially supports 32bit libraries, I'm not sure how well SM/MM:S
would go.

x32 binaries would be cool (as that's now my main system), but hey,
we're all dreaming right?
Kyle.

PS: At least a year ago (probably 2-3) they started shipping i686
libs in /bin to avoid compatibility problems with certain distros. I
don't believe you need to install the i686 compatibility layer
(ia32-libs) anymore from your distro in order to run SRCDS. SourceMod
however does require certain i686 libraries for some extensions, if
you run them (MySQL - libz).

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Re: [hlds_linux] Question about Architectures SRCDS / SteamPipe

2013-07-16 Thread Kyle Sanderson
x32?

https://sites.google.com/site/x32abi/
https://en.wikipedia.org/wiki/X32_ABI

There's a few gotcha's, but it largely works well for SRCDS. If you're
a masochist like I, you'll enjoy it. If you don't like Gentoo though,
well, it's probably a bad idea. I think Debian (Ubuntu as well) just
started working on a port in the last few months, but it's probably
still a ways out. Mind you I haven't done any benchmarks, but in
comparison to amd64, I don't stand to lose anything (besides my
remaining sanity). I have a few programs compiled for amd64 as they
don't run on x32; it's not really a solution to anything.

I don't recommend it, but I'm sticking with it for the long haul
(until something better is released),
Kyle.

PS: Oh right, binaries. Without switching architectures, there are
other compilers out there besides GCC (ICC, Pathscale, llvm), maybe
this could be entertained instead?

On Tue, Jul 16, 2013 at 2:49 AM, Netshroud netshr...@gmail.com wrote:
 x32?

 On 16/07/2013, at 7:25 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 On Tue, Jul 16, 2013 at 2:00 AM, Saul Rennison saul.renni...@gmail.com 
 wrote:
 but srcds should never take over 3GB
 of memory anyway.

 ha..ha...ha

 They tried this in the past (like 6 years ago), the binaries were
 pulled (no public reason was given) and they were never shipped again.
 As far as I'm aware, they're still keeping the amd64 binaries
 available (and up-to-date) for HL, but they're actually a lot slower
 (maybe that was specific to AMXModX?). Regardless, SourceHook only
 officially supports 32bit libraries, I'm not sure how well SM/MM:S
 would go.

 x32 binaries would be cool (as that's now my main system), but hey,
 we're all dreaming right?
 Kyle.

 PS: At least a year ago (probably 2-3) they started shipping i686
 libs in /bin to avoid compatibility problems with certain distros. I
 don't believe you need to install the i686 compatibility layer
 (ia32-libs) anymore from your distro in order to run SRCDS. SourceMod
 however does require certain i686 libraries for some extensions, if
 you run them (MySQL - libz).

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Re: [hlds_linux] Mandatory TF2 update coming soon

2013-07-10 Thread Kyle Sanderson
I haven't actually tested it, but if you don't use sdktools, or
sdkhooks you should hopefully be fine. If you do use the tf2
extension, you shouldn't call TF2_RespawnPlayer.

Hope this helps,
Kyle.

On Wed, Jul 10, 2013 at 3:15 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
 Is SM and MM fine? I saw someone join my server and then it crashed, but
 I'm not in a position to test it out myself.


 On Wed, Jul 10, 2013 at 2:54 PM, Tom Grant aksu...@gmail.com wrote:

 The big boy!


 On Wed, Jul 10, 2013 at 5:53 PM, Eric Smith er...@valvesoftware.com
 wrote:

  Here are the notes for the update.
 
  -Eric
 
  --
 
  General:
 
  - Added over 60 Gold Star community-submitted Workshop items
  - Summer Claim Checks can now be redeemed for Summer Coolers
  - Summer Cooler Keys are now available in the Mann Co. Store
  - Map Stamps and Strange Filters for the new community maps cp_standin
 and
  cp_process are now available in the Mann Co. Store
 
  - Reduced intensity of Bleed and Jarate screen effects under DX8
  - Added text search functionality to the backpack and the store
  - Added tf_hud_show_servertimelimit to display the server's per-map time
  limit on the in-game HUD
  - In MvM, if all team members unready, the pre-round countdown will stop
  - In MvM, when robots are killed by sniper headshots or explosive
 headshot
  upgrade, they will drop 'red' money that will automatically be collected
  when it would otherwise dissolve
  - Fixed a bug with the Unusual Adjustment Slider that would cause changes
  not to take effect
  - Double-clicking a crate will now take you to the appropriate key in the
  store
  - By default, items with non-standard qualities (ie., strange, unusual)
  will not be selectable as craft ingredient. The ingredient selection UI
 has
  a checkbox to disable this feature and allow selection.
  - Unusuals and Stranges no longer stack in loadout equip pages
  - Fixed a bug that would sometimes cause incorrect Steam Community Market
  prices to be shown on item tooltips when using non-USD currencies
  - Fixed a bug that would cause the popular items page in the store to not
  always update correctly
  - Fixed a bug where disguised red spies spawned a blue heal particle when
  touching healthkits
  - Fixed a bug where certain projectiles and Engineer building gibs could
  cause doors to become stuck
  - Fixed a bug where crouch animations would not properly play while in
  humiliation state
  - Fixed a bug where full ÜberCharge effects would always show on the
  client if a player was killed with full ÜberCharge
  - Fixed a bug that allowed custom item names/descriptions containing HTML
  to sometimes change the appearance of items in Steam Community
  - Fixed level 3 dispensers missing geometry
  - Fixed level 2 dispensers appearing identical to level 1 dispensers at
  certain LODs
  - Fixed the Marked-For-Death effect showing over the head of disguised or
  stealthed players
  - Fixed suicide deathnotices showing the dead player's last deployed
  weapon instead of the skull and crossbones
  - Fixed characters in the loadout page sometimes appearing as if they
 were
  cloaked
  - Weapon attributes will now show in the same order in-game and in Steam
  Community
  - Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs
  have been removed
 
  Maps:
 
  - Added cp_standin and cp_process
  - Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with
  voting for challenges in MvM when on Coal Town
 
  - cp_badlands
- Fixed jumps being ruined by small rock ledge near spiral
- Fixed prop collisions
- Fixed clip smoothing
  - cp_dustbowl
- Fixed players building in Blu's first spawn
- Fixed players shooting through rocks in stage 2
- Fixed collision in tunnels in stage 2
- Fixed textures not displaying properly in Pyrovision
- Fixed lighting on cliff faces
- Fixed skybox error in stage 3.
- Fixed players getting killed through the ceiling under stage 2 cap 1
- Adjusted ceiling height in stage 3 tunnel for better clearance
- Cleaned up prop collision
  - cp_egypt
- Fixed clip brush exploits
- Players can no longer build on top of arches and high ledges
  - cp_gorge
- Players can no longer build in Blu's first spawn room
- Changed scale of water texture
  - cp_granary
- Fixed improper orientation on arrow signs
- Fixed players getting above red forward spawn
- Fixed players building on cargo containers inside spawn room
- Fixed holes in skybox geometry
- Removed collision from hanging lamp over Red spawn
- Removed collision from security cameras above Red and Blue spawns
- Mirrored fence alcove from Blu final cap arena to Red side
- Balanced collision of rocks in final capture arenas
- Re-ordered spawns in the first spawn room to be consistent between
 Red
  and Blu
  - cp_gravelpit
- Clipped roof of building 

Re: [hlds_linux] Is bzip2 compression still a thing?

2013-07-09 Thread Kyle Sanderson
 Is bzip2 still used to compress server responses to queries?

I believe it exists, but is not utilized (It may be with A2S_RULES?).

 Wasn't that LZMA compression (not BZip2) for the regular client  server 
 packets?

It was LZSS; I believe it's Snappy now (which is still pretty slow,
unfortunately).


Hopefully I too am not confused,
Kyle.

On Tue, Jul 9, 2013 at 8:00 AM, Netshroud netshr...@gmail.com wrote:
 Wasn't that LZMA compression (not BZip2) for the regular client  server 
 packets?

 On 10/07/2013, at 12:31 AM, ics i...@ics-base.net wrote:

 There was some talk about compression during mid may here on the list, 
 either this one or the windows one. It was related to lag spikes servers 
 had. Valve uses compression for the gameserver traffic so i'd figure also 
 other traffic is compressed. There was no mention of the compression though, 
 but was some talk about rewriting it or something. Check out the archive if 
 you can.

 -ics

 Sebastian Staudt kirjoitti:
 @Josh: I think you didn't read my entire mail. :)

 @Gordon: Thanks for the additional input.

 Nevertheless, I'd love to see some official resource that clarifies if
 bzip2 support is still required for querying Source servers.


 2013/7/9 Gordon Reynolds thisisgordonsem...@gmail.com

 Is bzip2 still used to compress server responses to queries?

 I do not believe so, I use SourceLib in python to do some simple querying,
 and in the source for that there is a note/comment about how there is
 support for bzip2 compressed packets - but the author (at the time of
 writing) has never found anyone using this, and so has just left it out.

 bzip2 is still used to compress maps and other resources, but as far as I
 have seen, I can't say I've heard of anyone compressing the actual packets
 - as is documented possible.


 On Mon, Jul 8, 2013 at 10:41 PM, Josh Stratton bibby101...@gmail.com
 wrote:
 bzip2 is still being used. 7zip doesn't have great comparability with
 Ruby
 to my knowledge but I've been using it for years for compressing. Open
 source and it works better than the previous programs I've used.

 On Monday, July 8, 2013, Sebastian Staudt wrote:

 Hi.

 Some of you might know that I'm the author of the Steam Condenser
 library (
 http://koraktor.de/steam-condenser) which is available for Ruby, Java
 and
 PHP.

 Currently I'm in need to find a new bzip2 compression library for Ruby,
 because the current one (bzip2-ruby) is not compatible with Ruby 2.0
 yet.
 Although I started working on an alternative implementation (rbzip2)
 myself, I have one simple question at the moment:

 Is bzip2 still used to compress server responses to queries?

 I recently tried to query random Source servers from the master server,
 but
 not a single one replied with compressed data.

 So before I put more effort into this, I'd like to now if this is still
 needed or if this feature can be deprecated safely.

 Best regards,

 Sebastian
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 --
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Re: [hlds_linux] Left 4 Dead 2 server beta available

2013-06-29 Thread Kyle Sanderson
For clients this is still a huge regression with on-disk storage. Games
that used to share GCFs no longer do so, which results in gigabytes of
duplicated data. If you install any Source 2k9 game you'll notice the
installs are no longer minimal (HL2:DM used to take 17MB~ if you had
another game installed).


On Fri, Jun 28, 2013 at 9:55 PM, Kyle Brantley k...@averageurl.com wrote:

 HUGE improvement in on-disk storage; thanks!

 SteamPipe:
 $ du -sh *
 15G l4d2

 SteamPipe beta:
 $ du -sh *
 7.7Gl4d2


 --Kyle



 On 6/28/2013 3:26 PM, Kerry Davis wrote:

 Left 4 Dead 2 has a new dedicated server build available as a beta. Add
 -beta beta to your SteamCMD command line to get the beta. This is the
 updated build that will be released to clients next week, so it is NOT
 interoperable with the current public client.

 Due to updated build scripts and a regeneration of the vpk's, this depot
 will be about 2GB smaller than the pre-SteamPipe version.

 - Kerry
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Re: [hlds_linux] Mandatory CS:S, DoD:S, and HL2:DM updates released

2013-06-26 Thread Kyle Sanderson
Thanks for the Sync!

Kyle.


On Tue, Jun 25, 2013 at 10:35 PM, Foo Bar fooba...@gmail.com wrote:

 Hello,

 I've seen some comments in the h2ldm steam group about the game being
 extremely laggy on servers that are high latent to the player.  I've just
 witnessed this myself playing on a server in Australia (I'm in Canada)
 that's normally pretty playable for me with a 200 ms ping (as reported by
 status).

 What changed?

 foo







 On Tue, Jun 25, 2013 at 4:49 PM, Eric Smith er...@valvesoftware.com
 wrote:

  Half-Life 2 should be fixed now.
 
  -Eric
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of N-Gon
  Sent: Tuesday, June 25, 2013 3:39 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Mandatory CS:S, DoD:S, and HL2:DM updates
  released
 
  How about the random Half-Life 2 update? Some folks got a 3.7gb update
  while others got a 730mb. And now all audio in our game is in Korean O.o
 
 
  On Tue, Jun 25, 2013 at 6:35 PM, Eric Smith er...@valvesoftware.com
  wrote:
 
   We've released mandatory updates for CS:S, DoD:S, and HL2:DM. The
   notes for the updates are below. The new version for each game is
  1807769.
  
   -Eric
  
   --
  
   - Added Only allow map files to the possible selections in the
   download filter option for clients
   - Network interpolation and update convars can no longer be changed
   when playing. To configure these convars, players must not be
   connected to a server or must join the spectators.
   - Fixed a client crash related to the material system
   - Fixed a client crash when downloading custom maps for the Mac
   version
   - Fixed browser cookies not persisting across game restarts
   - Fixed the in-game UI not using the Language setting from the game's
   Properties dialog in the Steam UI
   - Fixed the game failing to launch on Mac OS X 10.5
   - Fixed mat_viewportupscale using an error material for clients using
   DirectX8
   - Removed range restrictions from viewmodel_fov_demo
   - Updated the Linux version
  - Fixed triggers never registering as released on certain game
   controllers
  - Fixed clipboard issues on some window managers, most notably KDE
  - Fixed a bug where the map list would be reversed
  - Made loading custom fonts for third party HUDs work on certain
 fonts
  - Improved performance and stability
  
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Re: [hlds_linux] Mandatory TF2 update released

2013-06-20 Thread Kyle Sanderson
Fletcher just hit and ran on the games. Don't worry, its cool, I'm sure the
regressions will be addressed with the next wave in a couple years.

Kyle.
On 20 Jun 2013 04:17, AnAkIn anakin...@gmail.com wrote:

 Still no sv_pure fix.


 2013/6/20 Eric Smith er...@valvesoftware.com

  We've released a mandatory update for TF2. The notes for the update are
  below. The new version is 1803907.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Fixed a client crash when downloading custom maps for the Mac version
  - Fixed browser cookies not persisting across game restarts
  - Fixed the Festive Frontier Justice using the incorrect skin for the
 Blue
  team
  - Fixed the Virus Doctor painting the entire hat instead of just the
 bands
  - Fixed the shading for the Couvre Corner, Stout Shako, L'Inspecteur ,
 and
  Full Metal Drill Hat
  - Stopped dropping Mann Co Supply Crate #55 and added Mann Co Supply
 Crate
  #59
  - Updated the Pocket Pyro so it can get assists in Pyrovision
  - Updated the Liquidator's Lid so it can be painted
  - Updated VR mode
 - Added support for cloning your desktop display
 - Added support for running the Rift as an extension of your
  desktop at resolutions other than 1280x800
 
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2013-06-05 Thread Kyle Sanderson
On Wed, Jun 5, 2013 at 5:05 PM, Eric Smith er...@valvesoftware.com wrote:

 - Network interpolation and update convars can no longer be changed when
 playing. To configure these convars, players must not be connected to a
 server or must join the spectators



- Network interpolation and update convars can no longer be changed when
playing. To configure these convars, players must not be connected to a
server or must join the spectators

Any chance at a Source Engine sync?

Thanks,
Kyle.
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Re: [hlds_linux] Mandatory updates for CS:S, HL2:DM, and DoD:S released

2013-05-20 Thread Kyle Sanderson
Committing, progress: 434.03% (131.28 MiB / 30.25 MiB)
Up to date.

hmm.

Thanks for the sync,
Kyle.


On Mon, May 20, 2013 at 9:48 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 The prerelease build released last Friday has been set live as the
 official version.  The PatchVersion for all the games is 1765266.

 Here are the change notes:

 Source engine:
 * Synced engine with latest changes from TF2.
 * Improved network compression to reduce impact of network spikes.
 * Added sv_netspike, sv_netspike_output, sv_netspike_sendtime_ms
 * Fixed listen server creation dialog not showing maps in custom or
 downloads folder.
https://github.com/ValveSoftware/Source-1-Games/issues/252
 * SDK tools are now shipped by default with the client.  (There is no need
 to opt into the sdktools_beta branch.)

 HL2:DM:
 * Added VR support for Oculus Rift

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Re: [hlds_linux] Prerelease updates available for HL2:DM, DoD:S, and CS:S

2013-05-17 Thread Kyle Sanderson
Any idea when you guys are planning on shipping the release update?

Thanks,
Kyle.


On Fri, May 17, 2013 at 3:01 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Updates are available in the prerelease betas of HL2:DM, DoD:S, and CS:S.

 These changes bring the Source engine up-to-date date with the latest TF2
 release.  In particular, it includes the optimization to the network
 compression.

 Because of the change to the compression algorithm, the PatchVersion was
 updated (this will be a mandatory update), and the prerelease server and
 client are not compatible with the main branch server and client.

 The client also includes all the SDK tools.  (It will no longer be
 necessary to opt into the sdktools_beta branch.)

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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-16 Thread Kyle Sanderson
I hacked a bit ( https://forums.alliedmods.net/showthread.php?p=1953195 )
to get effectively the same no-compression functionality for the other OB
games. Here's some new vprof dumps that I took earlier today.

http://pastie.org/private/kywlfyn5teu0lxqghgyjg
http://pastie.org/private/hei4cdkxvbdsh6llyo1gwa
http://pastie.org/private/ya17uvzlnp5gdpldpnuuw

http://pastie.org/private/pmvxerm7hy2n3mqcjktqia
http://pastie.org/private/qi981phaxbcpto8kczix4w

Hope this helps,
Kyle.




On Wed, May 15, 2013 at 6:19 AM, Aridane Manuel Ojeda Sánchez 
pcdriv...@gmail.com wrote:

 Only three active servers, with 7, 12 and 11 players, and use 100% CPU,
 with 4 cores at 100%.

 Only one of them has replay enabled, and none have HLTV.

 12690 mainip20   0  586m 368m  15m R   80  2.3  20:35.93 srcds_linux
 24850 mainip20   0  578m 369m  14m R   76  2.3   3:02.21 srcds_linux
 10097 mainip20   0  609m 404m  14m R   73  2.5 165:08.63 srcds_linux

 I also noticed that consume too much ram.
 Even I have closed the servers, I made start one after another, and only
 after starting the first when checking for the dedicated server was
 updated, and consumed much of the CPU.


 2013/5/14 Steven Hartland kill...@multiplay.co.uk

  Not sure what the current default is now but out of interest does
  adding -threads 3 to your command line help at all?
 
  - Original Message - From: martin v velt...@gmail.com
 
 
 
   I've noticed that too. HUGE spikes causing waprs/lags to clients. Yellow
  lerp and ping rising up to 200 (sometimes more) for about 1-2sec. This
  keeps happening about every 1 minute. Players are fully raged by this.
 
 
  2013/5/14 Kyle Sanderson kyle.l...@gmail.com
 
   http://pastie.org/private/**0nehujv54iw2lwtndcyopw
 http://pastie.org/private/0nehujv54iw2lwtndcyopw
  http://pastie.org/private/**hhwl7eougryhiin7n8ma
 http://pastie.org/private/hhwl7eougryhiin7n8ma
  http://pastie.org/private/**t8sdtvfxuh9aigylqdc6w
 http://pastie.org/private/t8sdtvfxuh9aigylqdc6w
  http://pastie.org/private/**d4q26os0usxa4ofvd04uaw
 http://pastie.org/private/d4q26os0usxa4ofvd04uaw
  http://pastie.org/private/**ns6sfnkp59avunqk0lkhpq
 http://pastie.org/private/ns6sfnkp59avunqk0lkhpq
 
  The spikes seem to happen every minute. If you need more vprof spikes I
  can
  now provide them. We're running with the parallel convars enabled that
  are
  known to crash. Nothing has changed besides updating to Steam|.
 
 
 
  ==**==
  This e.mail is private and confidential between Multiplay (UK) Ltd. and
  the person or entity to whom it is addressed. In the event of
 misdirection,
  the recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
  In the event of misdirection, illegible or incomplete transmission please
  telephone +44 845 868 1337
  or return the E.mail to postmas...@multiplay.co.uk.
 
 
 
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Re: [hlds_linux] Optional update for TF2 released

2013-05-14 Thread Kyle Sanderson
 - Added server convars related to investigating server network and CPU
utilization:
   - sv_netspike
   - sv_netspike_sendtime_ms
   - sv_netspike_output

Any chance at getting a CS:S sync with this?

Thanks,
Kyle.

On Tue, May 14, 2013 at 1:30 PM, Eric Smith er...@valvesoftware.com wrote:

 - Added server convars related to investigating server network and CPU
 utilization:
- sv_netspike
- sv_netspike_sendtime_ms
- sv_netspike_output

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Re: [hlds_linux] Optional update for TF2 released

2013-05-14 Thread Kyle Sanderson
https://developer.valvesoftware.com/wiki/Steam_Application_IDs

   - 111710 Nuclear Dawn Dedicated Server
   - 229830 TF2 beta dedicated server
   - 232250 TF2 dedicated server
   - 232290 DoD:S dedicated server
   - 232330 CS:S dedicated server
   - 232370 HL2:DM dedicated server

Thanks,
Kyle.


On Tue, May 14, 2013 at 2:16 PM, Aaron Thompson rmesc...@gmail.com wrote:

 I keep updating with steamcmd and it does nothing i checked anf i have the
 correct appid but it still doesnt work. What is the correct appid for tf2?

 Sincerely,
 Aaron
 On May 14, 2013 4:01 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  The convar documentation should be self-explanatory.  But here's the
 gist:
 
  sv_netspike - same as -netspike command line argument, but you can change
  the threshold on the fly.
  sv_netspike_sendtime_ms - dumps netspike report based on server CPU time
  to prepare snapshot, instead of payload size
  sv_netspike_output - specifies where netspike reports get output
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v
  Sent: Tuesday, May 14, 2013 1:56 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Optional update for TF2 released
 
  - Fixed deflected Cow Mangler 5000 projectiles doing full critical
 damage
  instead of minicrit damage like other deflected projectiles
 
  NO :D
 
 
  But let's get serious here for a second:
 - sv_netspike
 - sv_netspike_sendtime_ms
 - sv_netspike_output
 
  Can you please explaind the usage of this cvars? How to set them to help
  you the most?
 
 
  2013/5/14 Fletcher Dunn fletch...@valvesoftware.com
 
   We'll release one sometime this week.  Hopefully after we've figure
   out the cause of the frame rate spikes.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
   Sent: Tuesday, May 14, 2013 1:41 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Optional update for TF2 released
  
- Added server convars related to investigating server network and
CPU
   utilization:
  - sv_netspike
  - sv_netspike_sendtime_ms
  - sv_netspike_output
  
   Any chance at getting a CS:S sync with this?
  
   Thanks,
   Kyle.
  
   On Tue, May 14, 2013 at 1:30 PM, Eric Smith er...@valvesoftware.com
   wrote:
  
- Added server convars related to investigating server network and
CPU
utilization:
   - sv_netspike
   - sv_netspike_sendtime_ms
   - sv_netspike_output
   
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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
It's highly possible you're running on a supported game. I had a vprof1.txt
in that directory once, and it said no samples. I had thought I created
the file, but it's highly possible it does work. If it doesn't work for
you, I have a horrible, horrible SM extension available. What it does is
capture VProf output text and will write it to a file. What it isn't is
portable across platforms, good, or even not a cat killer. But if you're
after trying the vprof approach, you're welcome to try it. I can probably
fix it up (and make it a MM:S plugin, un-hardcode things) if there's any
interest, but I'm hoping Valve fixes VProf before that happens. I probably
won't compile/support a Windows version as VTrace / Telemetry is probably a
better way forward.

The files will be dumped in the directory that Peter Jerde mentioned
(vprof/). If the directory doesn't exist, you'll probably have to create it
by hand.

http://stuff.plaguefest.com/kyle/vprof.tar.xz

( tar xJvf vprof.tar.xz ) There's only TF and CS:S binaries in there. The
extension can probably be independent, but this isn't intended as a fix,
rather a stopgap. If you've never used a lone extension before, you either
need to manually load it, or create a .autoload file alongside the
extension (VProfExt.autoload).

Hope this helps,
Kyle.

PS: If your cat does die, it was this.


On Mon, May 13, 2013 at 3:54 PM, Peter Jerde peter-h...@jerde.net wrote:


 On May 13, 2013, at 12:20 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

  There's no clean way to capture the output from vprof at the time of
 this writing.

 Huh?

 I put in:

  vprof_on
  vprof_dump_spikes 20   // dump a vprof report if frame rate drops
 below 20

 ... on one of my servers, and it created /tf/vprof/vprof1.txt the first
 time it hit a long frame.

 That seems pretty clean to me.

  - Peter
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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
http://pastie.org/private/0nehujv54iw2lwtndcyopw
http://pastie.org/private/hhwl7eougryhiin7n8ma
http://pastie.org/private/t8sdtvfxuh9aigylqdc6w
http://pastie.org/private/d4q26os0usxa4ofvd04uaw
http://pastie.org/private/ns6sfnkp59avunqk0lkhpq

The spikes seem to happen every minute. If you need more vprof spikes I can
now provide them. We're running with the parallel convars enabled that are
known to crash. Nothing has changed besides updating to Steam|.

Thanks,
Kyle.



On Mon, May 13, 2013 at 7:24 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 It's highly possible you're running on a supported game. I had a
 vprof1.txt in that directory once, and it said no samples. I had thought
 I created the file, but it's highly possible it does work. If it doesn't
 work for you, I have a horrible, horrible SM extension available. What it
 does is capture VProf output text and will write it to a file. What it
 isn't is portable across platforms, good, or even not a cat killer. But if
 you're after trying the vprof approach, you're welcome to try it. I can
 probably fix it up (and make it a MM:S plugin, un-hardcode things) if
 there's any interest, but I'm hoping Valve fixes VProf before that happens.
 I probably won't compile/support a Windows version as VTrace / Telemetry is
 probably a better way forward.

 The files will be dumped in the directory that Peter Jerde mentioned
 (vprof/). If the directory doesn't exist, you'll probably have to create it
 by hand.

 http://stuff.plaguefest.com/kyle/vprof.tar.xz

 ( tar xJvf vprof.tar.xz ) There's only TF and CS:S binaries in there. The
 extension can probably be independent, but this isn't intended as a fix,
 rather a stopgap. If you've never used a lone extension before, you either
 need to manually load it, or create a .autoload file alongside the
 extension (VProfExt.autoload).

 Hope this helps,
 Kyle.

 PS: If your cat does die, it was this.


 On Mon, May 13, 2013 at 3:54 PM, Peter Jerde peter-h...@jerde.net wrote:


 On May 13, 2013, at 12:20 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

  There's no clean way to capture the output from vprof at the time of
 this writing.

 Huh?

 I put in:

  vprof_on
  vprof_dump_spikes 20   // dump a vprof report if frame rate drops
 below 20

 ... on one of my servers, and it created /tf/vprof/vprof1.txt the first
 time it hit a long frame.

 That seems pretty clean to me.

  - Peter
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Re: [hlds_linux] [hlds] Very early betas of Source engine SDK tools released

2013-05-03 Thread Kyle Sanderson
Thanks Fletcher!

Kyle.


On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  This is not really gameserver admin related, but several people on this
 list were asking, so I am posting here.

 ** **

 We’ve released some very early betas of the SDK tools that have been
 broken by the SteamPipe filesystem changes.  They are now going to go in
 the same folder as the game.  The separate Source SDK app is not used for
 these tools.  Please see this bug in github:

 ** **

 https://github.com/ValveSoftware/Source-1-Games/issues/8

 ** **

 That bug has the instructions for how to install the tools, and comments
 about what may or may not work.  (There are probably also some problems
 getting hammer to figure out where the .FGD files are.)  That bug will also
 serve as the location where you can give feedback.

 ** **

 Thanks for your patience.

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Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread Kyle Sanderson
Just a warning to those who update. There's a good chance due to the class
changes in this update your server will not function properly with
SourceMod and other addons that utilize static offsets. Until the majority
of servers update to this (3rd) optional update, I don't believe there will
be 3rd party support as there's no way to discern versions (yet?).

Thanks,
Kyle.
On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com wrote:

 These updates have now been released in the main branch for all games.
  The prerelease beta is now the same build as the main build.

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Wednesday, May 01, 2013 3:11 PM
 To: Half-Life dedicated Linux server mailing list (
 hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (h...@list.valvesoftware.com);
 hlds_annou...@list.valvesoftware.com
 Subject: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and
 HL2:MP

 Updates are available for the prerelease betas of TF2, CS:S, DoD:S, and
 HL2:MP.

 The update does not change the PatchVersion and will not be mandatory for
 servers.

 For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2
 release.  Here are the github issues addressed by this build:

 Bugs with sv_pure, especially after second map change:
 https://github.com/ValveSoftware/Source-1-Games/issues/259
 https://github.com/ValveSoftware/Source-1-Games/issues/341
 https://github.com/ValveSoftware/Source-1-Games/issues/343
 https://github.com/ValveSoftware/Source-1-Games/issues/345

 User sprays not working:
 https://github.com/ValveSoftware/Source-1-Games/issues/127

 [HL2DM] Game keeps forcing the combine_soldier model after the SteamPipe
 update
 https://github.com/ValveSoftware/Source-1-Games/issues/263

 If no major problems are detected, we will release these builds as the
 official builds tomorrow.

 Most of the recent changes have been client-side fixes.
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Re: [hlds_linux] SteamPipe seg faults

2013-04-30 Thread Kyle Sanderson
Oh Ross. http://hg.alliedmods.net/sourcemod-central/rev/7d07b4f23cd0

Any idea which thread is crashing? (info threads)

Thanks,
Kyle.


On Tue, Apr 30, 2013 at 9:50 AM, Ross Bemrose rbemr...@gmail.com wrote:

 SourceMod hasn't released an official gamedata set yet, so you have to use
 the files here (each one has directions at the top).
 https://github.com/RavuAlHemio/sourcemod-beta-gamedata

 Note that you need to set these files as read only or disable SourceMod's
 gamedata updating.

 Or you could just wait for the SteamPipe update to be pushed later today,
 after which SourceMod's devs will push out new gamedata that actually works
 with SteamPipe.

 On Tue, Apr 30, 2013 at 12:46 PM, Russell Smith
 ve...@tinylittlerobots.uswrote:

  I've converted all 4 of my servers over to use SteamPipe.  I have them
  symlinked to a master copy of the binaries, but each instance has its own
  addons/cfg/downloads/logs and replay folders.
 
  3/4 of the servers work fine as far as I can tell, though they haven't
 got
  any peak traffic yet so hard to say for certain. However one of them is
  crashing as soon as a player joins and picks a class.
 
  In the console I see:
  Segmentation fault (core dumped)
  BFD: Warning: /home/tf2server/servers/tf2/**blu/core is truncated:
  expected core file size = 550031360, found: 1179648.
  Cannot access memory at address 0xf77b28f0
  Cannot access memory at address 0xffe2e36c
  /home/tf2server/servers/tf2/**blu/debug.cmds:4: Error in sourced command
  file:
  Cannot access memory at address 0xf77b28f0
 
  Contents of the debug log here:
  http://pastebin.com/i5QaLjwz
 
  All servers are running MM 1.9.3, SourceMod 1.4.8-hg3622.
 
  Any ideas?
 
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