I'm pretty sure there's an option in TCAdmin to block certain cvars
from being used... at least, it can send angry emails and shut down
servers for not having a password set for a 'private' server. You might
be able to set it up to look for something in addition to sv_password?
On
There already is an iphone app for rcon access to game servers. It's
called 'Total Control', by Innovadev. Unfortunately, they charge for
the 'full version'. I don't hink it has been updated since I bought it,
and it never listed the current number of players on the server
properly, but you
I think these emails are a type of 'cookie hack', or at least they
appear to be. I wouldn't know without looking at the source of the
pages that the links reference, and I'm just not into trying to track it
down. The short explanation would be that the linked page utilizes a
redirect to a
Yes, they would. Generally the people finally register that something
is up. A lot of people with our business email in their address book
have had the same issues (with a link to pretty much the exact same
site), and it seems like they got the hint and stopped clicking on the
links.
I think the reason they need an admin account is so that they are able
to install the software for you. I doubt they are going to let you
screw it up, and chances are that they don't have the time or people to
support you if you manage to mess something up trying to install. They
probably
Engy exploit still works, they only actually fixed the spy build
exploit. Also, crashing involving recent snapshots of SM is tied, as
far as I can tell, to a plugin's use of the ChangeClientTeam() function,
which means that the simple team balancer plugin, and likely teamswitch
and gscramble
If you delist your server from the master server, then you are no longer
able to join your server with mm_dedicated_force_servers or
sv_search_key from a lobby, and would also cause your server to not show
up as a steam group server. You would have to already have all the
people who are going
Or allow it if it is *only* a LAN server. Solves random internet
asshats loading plugins on a local server while connecting to an
internet server, but still allows local dev testing and lan party
weirdness. Besides, if the cheater is on the lan, you can walk straight
up to him and sock him
If you're renting a dedicated server from someone, generally the prices
are the same for windows and linux, so there's no obvious plus or minus
here.
If you want to be able to automate everything without having to buy
extra software and you have the ability to write simple shell scripts,
then
You could chmod 750 the executable files and chmod 640 everything else,
chown as user1:runusers, and add user2 to the runusers group... Then you
could run the server as user2 and update as user1.
I just didn't want to confuse myself. If I try to edit something while
the server is running, I
We've been having this issue on all four of our TF2 servers. We haven't
really figured out what causes it. Our first thought was that it is
related to the ctf_doublecross map, so we pulled it from our rotation on
the one server that used it. The problem started to manifest in other
servers
Yeah, I would imagine there is some sort of ipchain/iptables magic that
could be performed to do some kind of NAT-like routing from the old ip
address to the new one. This still won't really solve the issue of your
players knowing what ip to change to. It would probably be best to use
an
Is there some sort of exploit or cheat that allows people on the
Infected team to instantly respawn after being killed? We were getting
absolutely raped in a versus game on our own server by at least two
instant respawners (I was watching the rcon logs in HLSW). If there is
such a cheat, is
If you are not running HiResTimer or srcdsfpsboost, then you are not
seeing the true amount of CPU usage in task manager (assuming a windows
server). I kinda doubt that valve included any code to trip the windows
high resolution timer, but if they had, you would instantly see a huge
jump in
Haha. I'd be surprised if several of these people weren't already
banned from our servers already. We put a word filter in place that
basically permbans people for using a certain specific group of racist
words from our servers automatically. We don't ban for cursing, as our
community is
The bottom line is that there are a million ways to make any server
insecure, and a million more ways to make a windows server insecure.
ntfs will help with security if and only if your users are set up with
only the permissions they should have, and only if your server is not
able to be
One reasonable purpose to use fat32 on maybe one partition is if you
dual-boot OSes or run a VM that has access to a certain partition. I
can't think of one OS out there that can't read and write to fat32.
Chris Holman wrote:
And that's not to mention file/folder permissions, shadow copies,
The only other things I could see you wanting to do would be adding the
server to a steam group or limiting the game modes that can be played on
the server.
@ Sean Pushckor, whose message was not copied on this message I'm
replying to:
SourceMod appears to load reasonably well on the Left 4
Well, the thing is, there are two versions of harvest on the server, one
that is koth_harvest_event, which is the halloween event map, then a
koth_harvest_final, which is the version of harvest that doesn't have
all the halloween stuff in it. I see them removing koth_harvest_event,
then
Hahahah! I think you've probably got bigger problems associated with a
datacenter being in a major earthquake than whether your server fell off
the rack. Besides, wouldn't you just send them a nice 1U rack-mount server?
DontWannaName! wrote:
Sorry to go off topic, but if there was a really
It's just that people aren't configuring the respawn times for payload
and attack/defend cp maps properly. Our 24/7 goldrush server has 'fast
respawn', with the blue team respawning in 3 seconds, and red in 13.
Slightly faster than the normal map respawn values, but with enough of a
Mike O'Laughlen wrote:
At the very least I think Valve should at least provide some additional
knobs to turn when filtering the lists down. They need to set up the system
to be more granular. The respawn times should be listed as a percentage of
the default and built into the browser.
If these attacks are coming from ips that are outside of the range of
your standard users' network range, then it's possible you could filter
out requests from unallocated ip blocks and ip blocks from areas of the
internet that are gnerally too far away to have decent latency on your
server.
Still the significance of the 'Friday Update' is misplaced, here, as for
the part of the world that has advanced into Friday before the United
States, Valve works and releases updates on Saturdays.
If they release a broken update on Friday in the United States, then we
are broken all weekend.
This may be a completely stupid idea, but keep in mind I do not know the
capabilities of SQL or of the linux kernel firewall. Would it be
feasable to DENY all UDP, then add ALLOWs for each ip address in a
HLStatsX database? I know we have roughly 100,000 players logged by
HLStatsX, so it
The percentages that are sent are the percentage that is done when you
are beginning to download the file that the percentage is in front of.
Not the percentage of what is done after the file has completed
downloading. I have never seen a 100% using the update tool (though, it
may just be
I've gotten fire offa me running REEL FAST[tm] before. It also helps to
jump around in a building with oxy acetylene tanks opened full wide...
tends to help blow that fire right out.
Cc2iscooL wrote:
I certainly hope not, either that or he never passed high school.
--
Cc2iscooL
Head
Probably because everyone has to redownload all of TF2, and the steam
download servers are getting raped.
Arg! wrote:
Yeah im having real trouble with TF2 client after this update, cant even get
it to redownload the files.
On Wed, Jun 24, 2009 at 9:55 AM, Flubber flub...@gmail.com wrote:
Never really heard of them, but if you're looking for a Chicago-based
server, nuclearfallout has always done us right.
Steve Kovack Sr. wrote:
Just wondering if anyone uses or has used this provider, and their opinions
on them.
http://www.sigmaservers.com/
I have a club member who wants
And you know what's funny? They'll be ridiculously high in the server
scoring stats because people just go there to idle! We're running one
for our regulars and members on our sourcemod code test server so that
we can keep up with the joneses. I don't get enough time to farm for
weapon
That kiffer-whatever group used some sort of invite method that forced
people to join the group, even if they didn't opt-in. I never once
played on one of their servers (they're in germany), but kept getting
invites that I would always turn down, but their servers started showing
up in my L4D
That's a unique side effect of the L4D client not allowing you to
specify a server to connect to. This will be overcome, if you hadn't
noticed from the recent L4D blog post, after the SDK/DLC update.
Chad Austin wrote:
I disagree, would you be fine with me setting up 100 L4D servers and
Ok, given the way the game is played, the lobby system *does* make the
most sense. You want to be able to connect with all of your friends at
the same time. The server browser can't really give you this option
unless everyone is in a ventrilo channel relaying to each other which
server they
Actually, you just sparked in my mind another reason that the lobby
server browser would be a good idea. Private L4D servers that are
passworded. Right now, I'm not really sure how you can even connect to
a L4D server that has sv_password set. If you had the server browser
working like it
I've always been baffled by the min/max rate and fps settings a server
should be using to optimize gameplay. Right now I'm running 4 servers
on a dedicated box with what may as well be unlimited bandwidth (and CPU
never seems to creep much above 5% usage). It's rocking Win2k3, so the
max fps
35 matches
Mail list logo