[hlds] CS 1.6 fluctuating ping times
Hello everyone. In the last few months this mail list was used only for L4D discussions as I can see. I need some help on good old Counter Strike 1.6 server. I have this problem: my friend and I have connected to the server. When we stand still the ping times are around 20 ms, which is pretty good. But when we start to run and jump around, his ping time increases to 80 or even 100 ms. When we stop fooling around and stand still, his ping time immediately decreases to 20 ms again. When the server is full (18 players) the same friends ping time gets around 300 ms and does not decrease. I think this must be the newtwork issue, because server FPS is always about 500. Maybe this could be somehow connected with settings, hlds or other. So here is specification of server I use: Server H/W: Inter Core 2 DUO E6300 4 GB of RAM Server S/W: Windows Server 2003 R2 Network Line: Download - 3 Mbps Upload - 14 Mbps server.cfg file: http://uranus.mtveurope.org/~blinky/server.cfg booster.cfg file (used by hlbooster) http://uranus.mtveurope.org/~blinky/booster.cfg Thank your for help! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CS 1.6 fluctuating ping times
On Sun, Dec 7, 2008 at 4:20 PM, BlinK_ [EMAIL PROTECTED] wrote: Hello everyone. In the last few months this mail list was used only for L4D discussions as I can see. I need some help on good old Counter Strike 1.6 server. I have this problem: my friend and I have connected to the server. When we stand still the ping times are around 20 ms, which is pretty good. But when we start to run and jump around, his ping time increases to 80 or even 100 ms. When we stop fooling around and stand still, his ping time immediately decreases to 20 ms again. When the server is full (18 players) the same friends ping time gets around 300 ms and does not decrease. I think this must be the newtwork issue, because server FPS is always about 500. Maybe this could be somehow connected with settings, hlds or other. So here is specification of server I use: Server H/W: Inter Core 2 DUO E6300 4 GB of RAM Server S/W: Windows Server 2003 R2 Network Line: Download - 3 Mbps Upload - 14 Mbps server.cfg file: http://uranus.mtveurope.org/~blinky/server.cfghttp://uranus.mtveurope.org/%7Eblinky/server.cfg booster.cfg file (used by hlbooster) http://uranus.mtveurope.org/~blinky/booster.cfghttp://uranus.mtveurope.org/%7Eblinky/booster.cfg Thank your for help! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds He should see choke/loss on hist part. Say him to try net_graph 3 (or maybe 2) and check the lagspikes, and the loss/choke numbers. Tyrael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CS 1.6 fluctuating ping times
On Sun, Dec 7, 2008 at 4:51 PM, BlinK_ [EMAIL PROTECTED] wrote: Thanks for such a great response. He has just checked the loss and choke values. Loss is always 0 and sometimes 1. But choke is always 100. What do these values mean? 2008/12/7 Martynas Mickevicius [EMAIL PROTECTED] Thanks for such a great response. He has just checked the loss and choke values. Loss is always 0 and sometimes 1. But choke is always 100. What do these values mean? 2008/12/7 Ferenc Kovacs [EMAIL PROTECTED] On Sun, Dec 7, 2008 at 4:20 PM, BlinK_ [EMAIL PROTECTED] wrote: Hello everyone. In the last few months this mail list was used only for L4D discussions as I can see. I need some help on good old Counter Strike 1.6 server. I have this problem: my friend and I have connected to the server. When we stand still the ping times are around 20 ms, which is pretty good. But when we start to run and jump around, his ping time increases to 80 or even 100 ms. When we stop fooling around and stand still, his ping time immediately decreases to 20 ms again. When the server is full (18 players) the same friends ping time gets around 300 ms and does not decrease. I think this must be the newtwork issue, because server FPS is always about 500. Maybe this could be somehow connected with settings, hlds or other. So here is specification of server I use: Server H/W: Inter Core 2 DUO E6300 4 GB of RAM Server S/W: Windows Server 2003 R2 Network Line: Download - 3 Mbps Upload - 14 Mbps server.cfg file: http://uranus.mtveurope.org/~blinky/server.cfghttp://uranus.mtveurope.org/%7Eblinky/server.cfg http://uranus.mtveurope.org/%7Eblinky/server.cfg booster.cfg file (used by hlbooster) http://uranus.mtveurope.org/~blinky/booster.cfghttp://uranus.mtveurope.org/%7Eblinky/booster.cfg http://uranus.mtveurope.org/%7Eblinky/booster.cfg Thank your for help! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds He should see choke/loss on hist part. Say him to try net_graph 3 (or maybe 2) and check the lagspikes, and the loss/choke numbers. Tyrael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds http://home.swiftdsl.com.au/~abcgi/action/articles/csrates.html Tyrael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Server Lag Caused By Possible Exploit
On a more serious note, I got the attacker's SteamID in case anyone would like to ban him. STEAM_0:0:16496340 http://steamcommunity.com/profiles/76561197993258408 Anyone seen this before or know what he may have done? I block achievement command spam as well as joinclass/team spam, so it's not that. The people that were playing didn't notice anything strange before it crashed either. I don't run SourceMod, so it's not a SourceMod exploit. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Reid Sent: Sunday, December 07, 2008 6:36 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit Better call the feds. The terrorist kiddies are threating national security again. Tony Paloma wrote: A player sent a message on my server early this morning just before it crashed: ŠŦΣǺП−ƤΘζĨČĒŊĬ� : : /me SERVER H4CK3D BY TEAM N2o--steam police!!! MORE INFO: [EMAIL PROTECTED] ENGINE SOURCE SUCK !!! Probably related. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of GS Sent: Saturday, December 06, 2008 11:12 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit Wel US-CERT themselves constantly say that they wish more incidents were reported. We have a person here who has made a cyber threat and acted upon it on a distributed system hosted in the United States. Does it matter that the system is used to play a game? This person has likely conducted other attacks in the past, and will most likely move on to bigger things in the future if left unchecked. We're not expecting an immediate task force to suit up Team America style and go after this guy busting down doors or anything close to that, we're just reporting it to the ISPs involved, and the Gov't Agency that has jurisdiction. It's the SOP for a cyber attack and should be followed by any organization who falls victim to one. In the meantime we value comments and suggestions like those from SakeFox and DontWannaName. Thank you, we will be implementing those fixes/plugins. If there are any other suggestions out there on how to tighten security for TF2 servers, please keep them coming. Best Regards On Sat, Dec 6, 2008 at 2:00 AM, Midnight [EMAIL PROTECTED] wrote: Please tell me you didn't waste US-CERT's time on this. I find that hard to believe and a really bad idea. Although I bet they would get a huge laugh out of it. GS wrote: Hi all, I'm a member of a gaming community that runs a few dozen TF2 and L4D servers. Today one of our most popular TF2 servers was and continues to be attacked by someone who holds some unknown grudge against our community. This person has claimed credit for the attacks through a posting on our message board. It appears that the method which this attacker or group of attackers is using is limited to an in game exploit. No other server instances, or other server services are affected other than a single game server using a single core of a quad core win32 server hosted in a datacenter. Bandwidth use is normal during attacks. Are there any unpatched game exploits that anyone in the HLDS list community is aware of that can cause a server to increasingly lag up to the point of unplayability? The effects are similar to previous exploits that Valve patched earlier this year. We have contacted our ISP, the ISP of the poster who took credit for the attack (a whois lookup appears to lead to a proxy server in Chicago, IL), and the US Dept of Homeland Security (US-CERT). However we would like to be able to prevent these attacks as the investigation by the authorities progresses. If there are any suggestions, no matter how unlikely, we would be forever grateful for any help with this problem. Best Regards, Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Server crashing on certain custom TF2 maps?
This has happened to me on duel_duel2, as an example of a map. On Sat, Dec 6, 2008 at 10:11 AM, [EMAIL PROTECTED] wrote: Same here, it times out and kicks everyone for invalid steamID according to the logs. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, 5 December 2008 6:28 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Server crashing on certain custom TF2 maps? Been seeing this too, crashes more often than not for me when I was testing yesterday. Took off all mods...same thing. Anyone have any idea for a fix? -- Message: 3 Date: Fri, 5 Dec 2008 10:00:37 +1100 From: Arg! [EMAIL PROTECTED] Subject: Re: [hlds] Server crashing on certain custom TF2 maps? To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-1 Ive had something like this where (sometimes) if a player suicides (or explodes) on a custom map it will crash the server. Happens more often than not but not always. Only on custom maps. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] L4D: TK'ing becoming more of an issue
I rent a server, but occasionally I have to join other servers without active administrators. In the past couple of days I've run across game degrading behavior stemming from pairs of team killers. They aren't autokicked nor vote kicked. Typically I just leave and find another lobby, but it happened twice in a gaming session and feel that it could be resolved fairly easily and quickly by Valve. If a player chooses not to leave a spawn area within 45 seconds, they should be auto-kicked. If a player chooses to shoot at a team player for 30 seconds (or a total of 25 health), they should be auto-kicked. There are probably other harsher rules, but should control some of the behavior in the game. It's become a more frequent problem and one that can't be resolved by a team that can't get a majority of the votes for a vote kick. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server crashing on certain custom TF2 maps?
Thanks for the tip, i made a custom map for my server and it kept crashing after everybody died. Now since there's many maps without the observer point do you think valve will fix it? On Thu, Dec 4, 2008 at 5:32 PM, Brandished [EMAIL PROTECTED] wrote: Meant to ask this a while, but one of the server admins for the TF2maps.net server reoported server crashing in custom maps that have no info_observer_point entities (for example cp_lazytown, ctf_snowfort, cp_wolf, cp_snowbridge, achievementbox, cp_orange_x, cp_orange_cross2, among others). The crash supposedly happens when an entire team dies in a small interval of time during a match, leaving them all in a waiting to respawn status. I've been doubtful as to how true this is, but I haven't been able to recreate the crash scenario myself as I don't have the bandwidth to host a dedi for more then maybe 4 ~ 6 players at once. Supposedly on a dedicated server, it will try to force you to spec a teammate or camera, and if there are neither, the server crashes. Any other server ops seeing this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server crashing on certain custom TF2 maps?
Not sure how they might do that, you have to go to viewing something once you die and if everyone is dead that is an issue with no view points. I think the simple fix to get map makers to always have one view point, even if it looks into a black hole. On Sun, Dec 7, 2008 at 6:32 PM, Justin [EMAIL PROTECTED] wrote: Thanks for the tip, i made a custom map for my server and it kept crashing after everybody died. Now since there's many maps without the observer point do you think valve will fix it? On Thu, Dec 4, 2008 at 5:32 PM, Brandished [EMAIL PROTECTED] wrote: Meant to ask this a while, but one of the server admins for the TF2maps.net server reoported server crashing in custom maps that have no info_observer_point entities (for example cp_lazytown, ctf_snowfort, cp_wolf, cp_snowbridge, achievementbox, cp_orange_x, cp_orange_cross2, among others). The crash supposedly happens when an entire team dies in a small interval of time during a match, leaving them all in a waiting to respawn status. I've been doubtful as to how true this is, but I haven't been able to recreate the crash scenario myself as I don't have the bandwidth to host a dedi for more then maybe 4 ~ 6 players at once. Supposedly on a dedicated server, it will try to force you to spec a teammate or camera, and if there are neither, the server crashes. Any other server ops seeing this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- -Greg Matherne ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
You have a point that there is a lot of TA on servers. Last week I just joined one of my server and got TA because they don't want to play with me (I cant imagion why :) ). I don't have sourcemod installed, so I did not kick them. Anyway.. I just left and find a server where I could play. But to come ontopic. I really think this is something sourcemod has to do. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED] Verzonden: maandag 8 december 2008 0:24 Aan: hlds@list.valvesoftware.com Onderwerp: [hlds] L4D: TK'ing becoming more of an issue I rent a server, but occasionally I have to join other servers without active administrators. In the past couple of days I've run across game degrading behavior stemming from pairs of team killers. They aren't autokicked nor vote kicked. Typically I just leave and find another lobby, but it happened twice in a gaming session and feel that it could be resolved fairly easily and quickly by Valve. If a player chooses not to leave a spawn area within 45 seconds, they should be auto-kicked. If a player chooses to shoot at a team player for 30 seconds (or a total of 25 health), they should be auto-kicked. There are probably other harsher rules, but should control some of the behavior in the game. It's become a more frequent problem and one that can't be resolved by a team that can't get a majority of the votes for a vote kick. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ NOD32 3669 (20081207) Informatie __ Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem. http://www.nod32.nl ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
The 25 health thing could be an issue - on higher difficulties that's less than one shotgun shot... About the leaving spawn thing, I'm not sure. The game will already replace players with bots if they're completely idle, and I'm sure someone somewhere has come up with some tactic or other for the first level of no mercy that needs a player to stay behind on the roof (probably not a _good_ tactic, but nevertheless...) Though if they were to go with that, I'd say within x seconds of everyone else and at least y distance away from the nearest player -Original Message- From: [EMAIL PROTECTED] [mailto:hlds- [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 07 December 2008 23:24 To: hlds@list.valvesoftware.com Subject: [hlds] L4D: TK'ing becoming more of an issue I rent a server, but occasionally I have to join other servers without active administrators. In the past couple of days I've run across game degrading behavior stemming from pairs of team killers. They aren't autokicked nor vote kicked. Typically I just leave and find another lobby, but it happened twice in a gaming session and feel that it could be resolved fairly easily and quickly by Valve. If a player chooses not to leave a spawn area within 45 seconds, they should be auto-kicked. If a player chooses to shoot at a team player for 30 seconds (or a total of 25 health), they should be auto-kicked. There are probably other harsher rules, but should control some of the behavior in the game. It's become a more frequent problem and one that can't be resolved by a team that can't get a majority of the votes for a vote kick. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
http://www.destructoid.com/hey-dickheads-left-4-dead-is-not-halo-113840.phtml -- Matt Lyons (Bsc CS Soft Eng) Content Administrator, Internode Systems 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: [EMAIL PROTECTED] WWW: www.internode.com.au In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Server Lag Caused By Possible Exploit
It looks like he's a problem child. Do a search on the Steam Community for: ŠŦΣǺП−ƤΘζĨČĒ Either he/she really likes to cheat or he/she is stealing accounts. Judging by the choice of name, I'd guess a phisher. -Richard Eid On Sun, Dec 7, 2008 at 3:24 PM, Tony Paloma [EMAIL PROTECTED] wrote: On a more serious note, I got the attacker's SteamID in case anyone would like to ban him. STEAM_0:0:16496340 http://steamcommunity.com/profiles/76561197993258408 Anyone seen this before or know what he may have done? I block achievement command spam as well as joinclass/team spam, so it's not that. The people that were playing didn't notice anything strange before it crashed either. I don't run SourceMod, so it's not a SourceMod exploit. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Dave Reid Sent: Sunday, December 07, 2008 6:36 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit Better call the feds. The terrorist kiddies are threating national security again. Tony Paloma wrote: A player sent a message on my server early this morning just before it crashed: ŠŦΣǺП−ƤΘζĨČĒŊĬ� : : /me SERVER H4CK3D BY TEAM N2o--steam police!!! MORE INFO: [EMAIL PROTECTED] ENGINE SOURCE SUCK !!! Probably related. -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of GS Sent: Saturday, December 06, 2008 11:12 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit Wel US-CERT themselves constantly say that they wish more incidents were reported. We have a person here who has made a cyber threat and acted upon it on a distributed system hosted in the United States. Does it matter that the system is used to play a game? This person has likely conducted other attacks in the past, and will most likely move on to bigger things in the future if left unchecked. We're not expecting an immediate task force to suit up Team America style and go after this guy busting down doors or anything close to that, we're just reporting it to the ISPs involved, and the Gov't Agency that has jurisdiction. It's the SOP for a cyber attack and should be followed by any organization who falls victim to one. In the meantime we value comments and suggestions like those from SakeFox and DontWannaName. Thank you, we will be implementing those fixes/plugins. If there are any other suggestions out there on how to tighten security for TF2 servers, please keep them coming. Best Regards On Sat, Dec 6, 2008 at 2:00 AM, Midnight [EMAIL PROTECTED] wrote: Please tell me you didn't waste US-CERT's time on this. I find that hard to believe and a really bad idea. Although I bet they would get a huge laugh out of it. GS wrote: Hi all, I'm a member of a gaming community that runs a few dozen TF2 and L4D servers. Today one of our most popular TF2 servers was and continues to be attacked by someone who holds some unknown grudge against our community. This person has claimed credit for the attacks through a posting on our message board. It appears that the method which this attacker or group of attackers is using is limited to an in game exploit. No other server instances, or other server services are affected other than a single game server using a single core of a quad core win32 server hosted in a datacenter. Bandwidth use is normal during attacks. Are there any unpatched game exploits that anyone in the HLDS list community is aware of that can cause a server to increasingly lag up to the point of unplayability? The effects are similar to previous exploits that Valve patched earlier this year. We have contacted our ISP, the ISP of the poster who took credit for the attack (a whois lookup appears to lead to a proxy server in Chicago, IL), and the US Dept of Homeland Security (US-CERT). However we would like to be able to prevent these attacks as the investigation by the authorities progresses. If there are any suggestions, no matter how unlikely, we would be forever grateful for any help with this problem. Best Regards, Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Server crashing on certain custom TF2 maps?
I also meant to mention you might be able to use stripper to add the ent to the map. On Thu, Dec 4, 2008 at 5:32 PM, Brandished [EMAIL PROTECTED] wrote: Meant to ask this a while, but one of the server admins for the TF2maps.net server reoported server crashing in custom maps that have no info_observer_point entities (for example cp_lazytown, ctf_snowfort, cp_wolf, cp_snowbridge, achievementbox, cp_orange_x, cp_orange_cross2, among others). The crash supposedly happens when an entire team dies in a small interval of time during a match, leaving them all in a waiting to respawn status. I've been doubtful as to how true this is, but I haven't been able to recreate the crash scenario myself as I don't have the bandwidth to host a dedi for more then maybe 4 ~ 6 players at once. Supposedly on a dedicated server, it will try to force you to spec a teammate or camera, and if there are neither, the server crashes. Any other server ops seeing this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
this is exactly why i don't play console games. Matt Lyons wrote: http://www.destructoid.com/hey-dickheads-left-4-dead-is-not-halo-113840.phtml ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
I've never run into intentional TKing, probably because I stick to friends-only games. It seems like this will inevitably be an issue in any co-op game on a public server, and really something that could only be solved with a vote kick. Perhaps giving admins the ability to enable stricter TK penaltieson a per-server basis might help? Just my $0.02 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] L4D: TK'ing becoming more of an issue
45 seconds timeout before leaving the spawn? What for? It can take a lot longer than that to get organized when playing with newbies or strangers. If you mean not just the initial spawn but leaving any safe house, I'm even less thrilled. Some of us need our bio breaks more frequently than others. After all, you don't buy beer, you rent it. :) Besides, a 45 second timer before leaving the spawn doesn't really address the problem you wish to solve (getting rid of griefers). Sadly, not a single major game engine that I'm aware of provides a good way of dealing with this issue out of the box. The good news is that we will have alternative methods of banning and kicking them once SourceMod has been adapted for L4D. Until then, we'll just have to accept that the best option is to only play with people we know. - Message: 3 Date: Sun, 07 Dec 2008 23:24:12 + From: [EMAIL PROTECTED] Subject: [hlds] L4D: TK'ing becoming more of an issue To: hlds@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-1; format=flowed; delsp=yes I rent a server, but occasionally I have to join other servers without active administrators. In the past couple of days I've run across game degrading behavior stemming from pairs of team killers. They aren't autokicked nor vote kicked. Typically I just leave and find another lobby, but it happened twice in a gaming session and feel that it could be resolved fairly easily and quickly by Valve. If a player chooses not to leave a spawn area within 45 seconds, they should be auto-kicked. If a player chooses to shoot at a team player for 30 seconds (or a total of 25 health), they should be auto-kicked. There are probably other harsher rules, but should control some of the behavior in the game. It's become a more frequent problem and one that can't be resolved by a team that can't get a majority of the votes for a vote kick. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
I hear all these horror stories of people playing with others who grief, but in my time playing Left4Dead with people who aren't friends, it's been great. Never have I had someone TK repeatedly, or anything that could be considered griefing. Either I'm lucky, or it doesn't happen as often as people think. [EMAIL PROTECTED] wrote: 45 seconds timeout before leaving the spawn? What for? It can take a lot longer than that to get organized when playing with newbies or strangers. If you mean not just the initial spawn but leaving any safe house, I'm even less thrilled. Some of us need our bio breaks more frequently than others. After all, you don't buy beer, you rent it. :) Besides, a 45 second timer before leaving the spawn doesn't really address the problem you wish to solve (getting rid of griefers). Sadly, not a single major game engine that I'm aware of provides a good way of dealing with this issue out of the box. The good news is that we will have alternative methods of banning and kicking them once SourceMod has been adapted for L4D. Until then, we'll just have to accept that the best option is to only play with people we know. - Message: 3 Date: Sun, 07 Dec 2008 23:24:12 + From: [EMAIL PROTECTED] Subject: [hlds] L4D: TK'ing becoming more of an issue To: hlds@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-1; format=flowed; delsp=yes I rent a server, but occasionally I have to join other servers without active administrators. In the past couple of days I've run across game degrading behavior stemming from pairs of team killers. They aren't autokicked nor vote kicked. Typically I just leave and find another lobby, but it happened twice in a gaming session and feel that it could be resolved fairly easily and quickly by Valve. If a player chooses not to leave a spawn area within 45 seconds, they should be auto-kicked. If a player chooses to shoot at a team player for 30 seconds (or a total of 25 health), they should be auto-kicked. There are probably other harsher rules, but should control some of the behavior in the game. It's become a more frequent problem and one that can't be resolved by a team that can't get a majority of the votes for a vote kick. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
My idea has been to implement a leash. If a person is being a jerk or running off too far ahead or straggling far behind, you can vote to leash them. Get the average position of all non-leashed players, and any leashed player will be forced to stay within a distance x of that average position. (It would drag/restrain the leashed person, not restrict the the rest of the group). Of course, leashing a person who's acting like a one-man army and trying to be the hero will probably just piss them off and cause them to attack/work against the team. And anyone who's already acting against the team will still be able to do so. Just a random idea. I'm sick of people demanding to be the center of attention and charging ahead like fools, and I'm sick of people straggling way in the back because they 're alt tabbing or just in general not really paying attention. From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Mon, 8 Dec 2008 00:52:13 + Subject: Re: [hlds] L4D: TK'ing becoming more of an issue The 25 health thing could be an issue - on higher difficulties that's less than one shotgun shot... About the leaving spawn thing, I'm not sure. The game will already replace players with bots if they're completely idle, and I'm sure someone somewhere has come up with some tactic or other for the first level of no mercy that needs a player to stay behind on the roof (probably not a _good_ tactic, but nevertheless...) Though if they were to go with that, I'd say within x seconds of everyone else and at least y distance away from the nearest player -Original Message- From: [EMAIL PROTECTED] [mailto:hlds- [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 07 December 2008 23:24 To: hlds@list.valvesoftware.com Subject: [hlds] L4D: TK'ing becoming more of an issue I rent a server, but occasionally I have to join other servers without active administrators. In the past couple of days I've run across game degrading behavior stemming from pairs of team killers. They aren't autokicked nor vote kicked. Typically I just leave and find another lobby, but it happened twice in a gaming session and feel that it could be resolved fairly easily and quickly by Valve. If a player chooses not to leave a spawn area within 45 seconds, they should be auto-kicked. If a player chooses to shoot at a team player for 30 seconds (or a total of 25 health), they should be auto-kicked. There are probably other harsher rules, but should control some of the behavior in the game. It's become a more frequent problem and one that can't be resolved by a team that can't get a majority of the votes for a vote kick. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Send e-mail faster without improving your typing skills. http://windowslive.com/Explore/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_speed_122008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
Sorry, I just don't see how these would work. *If a player chooses not to leave a spawn area within 45 seconds, they should be auto-kicked. Not all people load at the same time, I have noticed people joining up to 15 seconds after we have joined from the lobby. They have a 30 second timer on their heads now it seems. I hope they don't need to heal, that would split their time in half (15). Pray to god they don't have a shotgun (10 sec reload), or that would be 5 seconds left to get the grenade/pistol and run out the door. *If a player chooses to shoot at a team player for 30 seconds (or a total of 25 health), they should be auto-kicked. 30 seconds? I assume this is based on playing lots of easy mode where it takes about 30 seconds of firing to do considerable damage? 1 second is all it takes in expert. 25 Health? So if someone runs infront of an autoshotgun/sniper barrage, or into some flames, or a pipebome? Who gets kicked? The person with the weapon trying to kill the horde? And not the Rambo that ran into the line of fire? The kick feature works perfectly for all of the above, start a vote to kick the idiot after warning and informing him, also talk to the other players. If they vote against you, it's clear they are enjoying it and you should find another match. If on the other hand, you find they kick the offending player then you have found a nice match. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, 8 December 2008 8:24 AM To: hlds@list.valvesoftware.com Subject: [hlds] L4D: TK'ing becoming more of an issue I rent a server, but occasionally I have to join other servers without active administrators. In the past couple of days I've run across game degrading behavior stemming from pairs of team killers. They aren't autokicked nor vote kicked. Typically I just leave and find another lobby, but it happened twice in a gaming session and feel that it could be resolved fairly easily and quickly by Valve. If a player chooses not to leave a spawn area within 45 seconds, they should be auto-kicked. If a player chooses to shoot at a team player for 30 seconds (or a total of 25 health), they should be auto-kicked. There are probably other harsher rules, but should control some of the behavior in the game. It's become a more frequent problem and one that can't be resolved by a team that can't get a majority of the votes for a vote kick. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CS 1.6 fluctuating ping times
I have another questions. Is there some reference to all CS sever and client settings? 2008/12/7 BlinK_ [EMAIL PROTECTED] This was so helpful. Thank you very much. There are so much tutorials where people jsut say: set this to this, set that to that and thats all. No one even realises what each setting mean. And this, what you gave, is the Holy Grail. (: Thank you again! 2008/12/7 Ferenc Kovacs [EMAIL PROTECTED] On Sun, Dec 7, 2008 at 4:51 PM, BlinK_ [EMAIL PROTECTED] wrote: Thanks for such a great response. He has just checked the loss and choke values. Loss is always 0 and sometimes 1. But choke is always 100. What do these values mean? 2008/12/7 Martynas Mickevicius [EMAIL PROTECTED] Thanks for such a great response. He has just checked the loss and choke values. Loss is always 0 and sometimes 1. But choke is always 100. What do these values mean? 2008/12/7 Ferenc Kovacs [EMAIL PROTECTED] On Sun, Dec 7, 2008 at 4:20 PM, BlinK_ [EMAIL PROTECTED] wrote: Hello everyone. In the last few months this mail list was used only for L4D discussions as I can see. I need some help on good old Counter Strike 1.6 server. I have this problem: my friend and I have connected to the server. When we stand still the ping times are around 20 ms, which is pretty good. But when we start to run and jump around, his ping time increases to 80 or even 100 ms. When we stop fooling around and stand still, his ping time immediately decreases to 20 ms again. When the server is full (18 players) the same friends ping time gets around 300 ms and does not decrease. I think this must be the newtwork issue, because server FPS is always about 500. Maybe this could be somehow connected with settings, hlds or other. So here is specification of server I use: Server H/W: Inter Core 2 DUO E6300 4 GB of RAM Server S/W: Windows Server 2003 R2 Network Line: Download - 3 Mbps Upload - 14 Mbps server.cfg file: http://uranus.mtveurope.org/~blinky/server.cfg http://uranus.mtveurope.org/%7Eblinky/server.cfg http://uranus.mtveurope.org/%7Eblinky/server.cfg booster.cfg file (used by hlbooster) http://uranus.mtveurope.org/~blinky/booster.cfg http://uranus.mtveurope.org/%7Eblinky/booster.cfg http://uranus.mtveurope.org/%7Eblinky/booster.cfg Thank your for help! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds He should see choke/loss on hist part. Say him to try net_graph 3 (or maybe 2) and check the lagspikes, and the loss/choke numbers. Tyrael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds http://home.swiftdsl.com.au/~abcgi/action/articles/csrates.html Tyrael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server crashing on certain custom TF2 maps?
You could try this: http://forums.alliedmods.net/showthread.php?p=724109 It basically creates a random info_observer_point if the map doesn't have one. - Dog TheVille.Org ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Srcds on IPv6?
I figured out how to get it to work over IPv6, using tunnels. Mind you, it was IPv4 over IPv6, but it was still using IPv6 to transmit over the Internet. It is a massive pain in the ass to set-up, and not worth it. It was an experiment for a project I am working on for my class. Hopefully, Valve implements IPv6 in their software before the remaining 36 /8 prefixes are allocated. After that, IP addresses are going to get expensive. And It would really suck to have to play though multiple layers of NAT. On Thu, Dec 4, 2008 at 1:44 AM, Mike Stiehm [EMAIL PROTECTED] wrote: I'm sure they will have to get with the times at some point.. -Original Message- I'd be really surprised :) With any luck we'll see 64 bit native binaries and multithreaded support before ipv6... -Original Message- Is there any way to get srcds to work on IPv6? If not, are they ever going to support it? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET NOD32 Antivirus, version of virus signature database 3662 (20081203) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com __ Information from ESET NOD32 Antivirus, version of virus signature database 3662 (20081203) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds