Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-13 Thread David Anderson
Restricting VSP interface wouldn't help, sadly. I have no idea how VAC 
works, but there should be no untrusted native code running in the same 
process as the game. Plugins are untrusted. It's (IMO) an architectural 
flaw that listen servers leak into the client in the way they do.

A short-term fix would be stopping clients from connecting to VAC 
servers when they have plugins loading, and VAC-flagging clients who 
manage to still connect.

Valve has known about this problem for ages. It's just not an easy 
problem to fix.

-dvander

On 4/12/10 6:08 PM, Michael Krasnow wrote:
 I think a restricted VSP interface would be good, but if that can't be done
 then i would remove it

 Sent by my imaginary iPad

 On Mon, Apr 12, 2010 at 5:49 PM, Kigentheki...@gmail.com  wrote:

 Indeed, if I wanted to I could create a massive cheat with SourceMod
 and VAC wouldn't do much about it since its SourceMod that is doing it
 since the plugins are simply byte code that SourceMod executes.

 On Mon, Apr 12, 2010 at 4:36 PM, Donnie Newlove
 donnie.newl...@gmail.com  wrote:
 Even if that is true that's not the whole truth. A big problem is that
 completely legitimate tools used on the server side and which works
 even on listen servers are also active in client mode. This turns
 admin mods like SourceMod into hacks. Should VAC ban users with a
 SourceMod install? The only way to solve this in a reasonable manner
 is to turn this feature off.

 On Mon, Apr 12, 2010 at 10:10 PM, HL-SDK Synthssyntron...@gmail.com
 wrote:
 I have the hotdogs, let's now find some sticks on which to roast them.

 Hi, I am the author of the post on G-D you linked to. I appreciate what
 you
 have worked for, I truly do. It is unfortunate that more methods are not
 available to you (it seems that simple by-name querying is as far as it
 goes).

 As for bans, I'd like to clarify that using the plugin interface is no
 way
 at all ban proof. If I decide to overwrite game code, I can expect a
 ban. If
 this proofen status was the case, I would be acting like Hatter does
 on
 Assault Cube:
 http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om

 Headshotting the wntire team all at once without moving. Enough
 hyperbole.

 *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
 *The only benefit is the interface which provides load and unload. I can
 do
 all of that with an extra plugin emulating the VSP interface. You have
 done
 a good job of blocking namestealers and people who abuse sourcemod, and
 for
 that I am sure many servers are more playable.*
 *
 I have no analogies.

 On Mon, Apr 12, 2010 at 3:49 PM, 1nsane1nsane...@gmail.com  wrote:

 Bad analogy?! Perfect analogy!

 On Mon, Apr 12, 2010 at 2:53 PM, icsi...@ics-base.net  wrote:

 If you say that to an alzheimer patient, you have to say it again,
 and
 again, and again and they each time you say that, they forget it soon
 after. Ok ok, bad analogy but they aren't really paying attention or
 it
 would be fixed already, along with all the other exploits in the
 engine.


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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-13 Thread David Anderson
  modifications to this static, read-only .code section. Checking .data for
  modifications? You'll have your work cut out for you.

vtables in my MSVC go in .rdata. Even if they were in .data, you could 
take the resulting PDBs and build verification inputs.

-dvander

On 4/12/10 7:25 PM, HL-SDK Synths wrote:
 Hi, memory editing under certain circumstances is safe.

 Since you asked: http://en.wikipedia.org/wiki/Virtual_method_table
 These are used as lookup tables of functions related to an entity or
 interface of sorts. The client (client.dll) provides an interface that
 contains a function that constructs a CUserCMD to send/sync to/with the
 server. Either way, suppose I have the base of this table (mind you, this is
 in the .data section while the program is running, not .code - I believe
 that may be the point of VMTs but I am no CS major), and I have the offset
 into the table of the function I want. It is not impossible to save the
 pointer to the original function, and detour the call through my own code
 (in a separate module loaded into the game process).

 Alternatively, if I were to get the spread calculation CODE and overwrite
 that in memory with NOPs, that would get me banned rather quickly (I hope!).
 The reason for this is that it shouldn't be hard for someone to check for
 modifications to this static, read-only .code section. Checking .data for
 modifications? You'll have your work cut out for you.

 Hooking VIA MS Detours (great for winAPI redirection and semi-legit uses):
 DETECTED
 VMT Hooks: UNDETECTED

 @Keeper - that is not the case, I have created (and there exist by others)
 legitimate programs that inject into games and hook D3D functions (in order
 to draw graphics in-game).
 Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does this,
 etc.

 On Mon, Apr 12, 2010 at 5:32 PM, Saul Rennisonsaul.renni...@gmail.comwrote:

 Well what does trigger VAC then.

 Thanks,
 - Saul.


 On 12 April 2010 22:09, w4rezzw4r...@gmail.com  wrote:

 Modifying game memory will NOT trigger in VAC ban. Proof:
 http://kartoffel-hack.com/

 2010/4/12 Saul Rennisonsaul.renni...@gmail.com:
 Yes, the point is: modifying game memory (hooking functions, etc.) will
 still trigger VAC.

 Thanks,
 - Saul.


 On 12 April 2010 21:10, HL-SDK Synthssyntron...@gmail.com  wrote:

 I have the hotdogs, let's now find some sticks on which to roast them.

 Hi, I am the author of the post on G-D you linked to. I appreciate
 what
 you
 have worked for, I truly do. It is unfortunate that more methods are
 not
 available to you (it seems that simple by-name querying is as far as
 it
 goes).

 As for bans, I'd like to clarify that using the plugin interface is no
 way
 at all ban proof. If I decide to overwrite game code, I can expect a
 ban.
 If
 this proofen status was the case, I would be acting like Hatter does
 on
 Assault Cube:
 http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om

 Headshotting the wntire team all at once without moving. Enough
 hyperbole.

 *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
 *The only benefit is the interface which provides load and unload. I
 can
 do
 all of that with an extra plugin emulating the VSP interface. You have
 done
 a good job of blocking namestealers and people who abuse sourcemod,
 and
 for
 that I am sure many servers are more playable.*
 *
 I have no analogies.

 On Mon, Apr 12, 2010 at 3:49 PM, 1nsane1nsane...@gmail.com  wrote:

 Bad analogy?! Perfect analogy!

 On Mon, Apr 12, 2010 at 2:53 PM, icsi...@ics-base.net  wrote:

 If you say that to an alzheimer patient, you have to say it again,
 and
 again, and again and they each time you say that, they forget it
 soon
 after. Ok ok, bad analogy but they aren't really paying attention
 or
 it
 would be fixed already, along with all the other exploits in the
 engine.


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

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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-13 Thread HL-SDK Synths
I might have been mistaken, I don't know too much about vtables. I've heard
some people talk of having to do it the hard way (taking the object-level
vtable pointer and editing it to redirect to an entirely new table, as
defined by the cheat/application/utility). Either way, my code does
temporarily modify the memory protection on certain addresses in order to
hook and unhook these tables. But like it has been mentioned before - so do
programs that draw in-game like FRAPS. (steam overlay does not, to my
knowledge. They use the surface interface, and may even create a panel, but
I think they just use ISurface externally.)

But what do you mean by untrusted code? Anything that wasn't created by
Valve software? How would they add new modules to the whitelist, because I
have heard (I don't use them) that antiviruses inject themselves into
running processes to detect security threats.


On Tue, Apr 13, 2010 at 3:23 AM, David Anderson dvan...@alliedmods.netwrote:

   modifications to this static, read-only .code section. Checking .data
 for
   modifications? You'll have your work cut out for you.

 vtables in my MSVC go in .rdata. Even if they were in .data, you could
 take the resulting PDBs and build verification inputs.

 -dvander

 On 4/12/10 7:25 PM, HL-SDK Synths wrote:
  Hi, memory editing under certain circumstances is safe.
 
  Since you asked: http://en.wikipedia.org/wiki/Virtual_method_table
  These are used as lookup tables of functions related to an entity or
  interface of sorts. The client (client.dll) provides an interface that
  contains a function that constructs a CUserCMD to send/sync to/with the
  server. Either way, suppose I have the base of this table (mind you, this
 is
  in the .data section while the program is running, not .code - I believe
  that may be the point of VMTs but I am no CS major), and I have the
 offset
  into the table of the function I want. It is not impossible to save the
  pointer to the original function, and detour the call through my own
 code
  (in a separate module loaded into the game process).
 
  Alternatively, if I were to get the spread calculation CODE and overwrite
  that in memory with NOPs, that would get me banned rather quickly (I
 hope!).
  The reason for this is that it shouldn't be hard for someone to check for
  modifications to this static, read-only .code section. Checking .data for
  modifications? You'll have your work cut out for you.
 
  Hooking VIA MS Detours (great for winAPI redirection and semi-legit
 uses):
  DETECTED
  VMT Hooks: UNDETECTED
 
  @Keeper - that is not the case, I have created (and there exist by
 others)
  legitimate programs that inject into games and hook D3D functions (in
 order
  to draw graphics in-game).
  Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does
 this,
  etc.
 
  On Mon, Apr 12, 2010 at 5:32 PM, Saul Rennisonsaul.renni...@gmail.com
 wrote:
 
  Well what does trigger VAC then.
 
  Thanks,
  - Saul.
 
 
  On 12 April 2010 22:09, w4rezzw4r...@gmail.com  wrote:
 
  Modifying game memory will NOT trigger in VAC ban. Proof:
  http://kartoffel-hack.com/
 
  2010/4/12 Saul Rennisonsaul.renni...@gmail.com:
  Yes, the point is: modifying game memory (hooking functions, etc.)
 will
  still trigger VAC.
 
  Thanks,
  - Saul.
 
 
  On 12 April 2010 21:10, HL-SDK Synthssyntron...@gmail.com  wrote:
 
  I have the hotdogs, let's now find some sticks on which to roast
 them.
 
  Hi, I am the author of the post on G-D you linked to. I appreciate
  what
  you
  have worked for, I truly do. It is unfortunate that more methods are
  not
  available to you (it seems that simple by-name querying is as far as
  it
  goes).
 
  As for bans, I'd like to clarify that using the plugin interface is
 no
  way
  at all ban proof. If I decide to overwrite game code, I can expect a
  ban.
  If
  this proofen status was the case, I would be acting like Hatter
 does
  on
  Assault Cube:
  http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
 
  Headshotting the wntire team all at once without moving. Enough
  hyperbole.
 
  *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO
 SAFER.
  *The only benefit is the interface which provides load and unload. I
  can
  do
  all of that with an extra plugin emulating the VSP interface. You
 have
  done
  a good job of blocking namestealers and people who abuse sourcemod,
  and
  for
  that I am sure many servers are more playable.*
  *
  I have no analogies.
 
  On Mon, Apr 12, 2010 at 3:49 PM, 1nsane1nsane...@gmail.com  wrote:
 
  Bad analogy?! Perfect analogy!
 
  On Mon, Apr 12, 2010 at 2:53 PM, icsi...@ics-base.net  wrote:
 
  If you say that to an alzheimer patient, you have to say it again,
  and
  again, and again and they each time you say that, they forget it
  soon
  after. Ok ok, bad analogy but they aren't really paying attention
  or
  it
  would be fixed already, along with all the other exploits in the
  engine.
 
 
  

Re: [hlds] Master Server Maintenance

2010-04-13 Thread Ronny Schedel
As I said ... Now, one of the master servers request a server restart with 
old engine files, very nice :-(



 This means, also the few servers which uses the old engine files will not 
 be
 reachable.


 We are performing maintenance today on the Steam master servers that
 handle dedicated server listings. Throughout the day, some dedicated
 servers may not list for some users during this maintenance period.

 --
 /// Zoid.




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Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-13 Thread Saul Rennison
They can't use surface externally because when do you know how to paint? You
can only paint when VGUI is painting. Plus how would that work for
non-Source games.

Side note: does SourceHook use VTable hooks?

Thanks,
- Saul.


On 13 April 2010 14:19, HL-SDK Synths syntron...@gmail.com wrote:

 I might have been mistaken, I don't know too much about vtables. I've heard
 some people talk of having to do it the hard way (taking the object-level
 vtable pointer and editing it to redirect to an entirely new table, as
 defined by the cheat/application/utility). Either way, my code does
 temporarily modify the memory protection on certain addresses in order to
 hook and unhook these tables. But like it has been mentioned before - so do
 programs that draw in-game like FRAPS. (steam overlay does not, to my
 knowledge. They use the surface interface, and may even create a panel, but
 I think they just use ISurface externally.)

 But what do you mean by untrusted code? Anything that wasn't created by
 Valve software? How would they add new modules to the whitelist, because I
 have heard (I don't use them) that antiviruses inject themselves into
 running processes to detect security threats.


 On Tue, Apr 13, 2010 at 3:23 AM, David Anderson dvan...@alliedmods.net
 wrote:

modifications to this static, read-only .code section. Checking .data
  for
modifications? You'll have your work cut out for you.
 
  vtables in my MSVC go in .rdata. Even if they were in .data, you could
  take the resulting PDBs and build verification inputs.
 
  -dvander
 
  On 4/12/10 7:25 PM, HL-SDK Synths wrote:
   Hi, memory editing under certain circumstances is safe.
  
   Since you asked: http://en.wikipedia.org/wiki/Virtual_method_table
   These are used as lookup tables of functions related to an entity or
   interface of sorts. The client (client.dll) provides an interface that
   contains a function that constructs a CUserCMD to send/sync to/with the
   server. Either way, suppose I have the base of this table (mind you,
 this
  is
   in the .data section while the program is running, not .code - I
 believe
   that may be the point of VMTs but I am no CS major), and I have the
  offset
   into the table of the function I want. It is not impossible to save the
   pointer to the original function, and detour the call through my own
  code
   (in a separate module loaded into the game process).
  
   Alternatively, if I were to get the spread calculation CODE and
 overwrite
   that in memory with NOPs, that would get me banned rather quickly (I
  hope!).
   The reason for this is that it shouldn't be hard for someone to check
 for
   modifications to this static, read-only .code section. Checking .data
 for
   modifications? You'll have your work cut out for you.
  
   Hooking VIA MS Detours (great for winAPI redirection and semi-legit
  uses):
   DETECTED
   VMT Hooks: UNDETECTED
  
   @Keeper - that is not the case, I have created (and there exist by
  others)
   legitimate programs that inject into games and hook D3D functions (in
  order
   to draw graphics in-game).
   Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does
  this,
   etc.
  
   On Mon, Apr 12, 2010 at 5:32 PM, Saul Rennisonsaul.renni...@gmail.com
  wrote:
  
   Well what does trigger VAC then.
  
   Thanks,
   - Saul.
  
  
   On 12 April 2010 22:09, w4rezzw4r...@gmail.com  wrote:
  
   Modifying game memory will NOT trigger in VAC ban. Proof:
   http://kartoffel-hack.com/
  
   2010/4/12 Saul Rennisonsaul.renni...@gmail.com:
   Yes, the point is: modifying game memory (hooking functions, etc.)
  will
   still trigger VAC.
  
   Thanks,
   - Saul.
  
  
   On 12 April 2010 21:10, HL-SDK Synthssyntron...@gmail.com  wrote:
  
   I have the hotdogs, let's now find some sticks on which to roast
  them.
  
   Hi, I am the author of the post on G-D you linked to. I appreciate
   what
   you
   have worked for, I truly do. It is unfortunate that more methods
 are
   not
   available to you (it seems that simple by-name querying is as far
 as
   it
   goes).
  
   As for bans, I'd like to clarify that using the plugin interface is
  no
   way
   at all ban proof. If I decide to overwrite game code, I can expect
 a
   ban.
   If
   this proofen status was the case, I would be acting like Hatter
  does
   on
   Assault Cube:
   http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
  
   Headshotting the wntire team all at once without moving. Enough
   hyperbole.
  
   *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO
  SAFER.
   *The only benefit is the interface which provides load and unload.
 I
   can
   do
   all of that with an extra plugin emulating the VSP interface. You
  have
   done
   a good job of blocking namestealers and people who abuse sourcemod,
   and
   for
   that I am sure many servers are more playable.*
   *
   I have no analogies.
  
   On Mon, Apr 12, 2010 at 3:49 PM, 1nsane1nsane...@gmail.com
  wrote:
  

Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-13 Thread David Anderson
Yes, it does, at the request of plugins as a deconfliction layer.

-dvander

On 4/13/10 11:20 AM, Saul Rennison wrote:
 They can't use surface externally because when do you know how to paint? You
 can only paint when VGUI is painting. Plus how would that work for
 non-Source games.

 Side note: does SourceHook use VTable hooks?

 Thanks,
 - Saul.


 On 13 April 2010 14:19, HL-SDK Synthssyntron...@gmail.com  wrote:

 I might have been mistaken, I don't know too much about vtables. I've heard
 some people talk of having to do it the hard way (taking the object-level
 vtable pointer and editing it to redirect to an entirely new table, as
 defined by the cheat/application/utility). Either way, my code does
 temporarily modify the memory protection on certain addresses in order to
 hook and unhook these tables. But like it has been mentioned before - so do
 programs that draw in-game like FRAPS. (steam overlay does not, to my
 knowledge. They use the surface interface, and may even create a panel, but
 I think they just use ISurface externally.)

 But what do you mean by untrusted code? Anything that wasn't created by
 Valve software? How would they add new modules to the whitelist, because I
 have heard (I don't use them) that antiviruses inject themselves into
 running processes to detect security threats.


 On Tue, Apr 13, 2010 at 3:23 AM, David Andersondvan...@alliedmods.net
 wrote:

 modifications to this static, read-only .code section. Checking .data
 for
 modifications? You'll have your work cut out for you.

 vtables in my MSVC go in .rdata. Even if they were in .data, you could
 take the resulting PDBs and build verification inputs.

 -dvander

 On 4/12/10 7:25 PM, HL-SDK Synths wrote:
 Hi, memory editing under certain circumstances is safe.

 Since you asked: http://en.wikipedia.org/wiki/Virtual_method_table
 These are used as lookup tables of functions related to an entity or
 interface of sorts. The client (client.dll) provides an interface that
 contains a function that constructs a CUserCMD to send/sync to/with the
 server. Either way, suppose I have the base of this table (mind you,
 this
 is
 in the .data section while the program is running, not .code - I
 believe
 that may be the point of VMTs but I am no CS major), and I have the
 offset
 into the table of the function I want. It is not impossible to save the
 pointer to the original function, and detour the call through my own
 code
 (in a separate module loaded into the game process).

 Alternatively, if I were to get the spread calculation CODE and
 overwrite
 that in memory with NOPs, that would get me banned rather quickly (I
 hope!).
 The reason for this is that it shouldn't be hard for someone to check
 for
 modifications to this static, read-only .code section. Checking .data
 for
 modifications? You'll have your work cut out for you.

 Hooking VIA MS Detours (great for winAPI redirection and semi-legit
 uses):
 DETECTED
 VMT Hooks: UNDETECTED

 @Keeper - that is not the case, I have created (and there exist by
 others)
 legitimate programs that inject into games and hook D3D functions (in
 order
 to draw graphics in-game).
 Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does
 this,
 etc.

 On Mon, Apr 12, 2010 at 5:32 PM, Saul Rennisonsaul.renni...@gmail.com
 wrote:

 Well what does trigger VAC then.

 Thanks,
 - Saul.


 On 12 April 2010 22:09, w4rezzw4r...@gmail.com   wrote:

 Modifying game memory will NOT trigger in VAC ban. Proof:
 http://kartoffel-hack.com/

 2010/4/12 Saul Rennisonsaul.renni...@gmail.com:
 Yes, the point is: modifying game memory (hooking functions, etc.)
 will
 still trigger VAC.

 Thanks,
 - Saul.


 On 12 April 2010 21:10, HL-SDK Synthssyntron...@gmail.com   wrote:

 I have the hotdogs, let's now find some sticks on which to roast
 them.

 Hi, I am the author of the post on G-D you linked to. I appreciate
 what
 you
 have worked for, I truly do. It is unfortunate that more methods
 are
 not
 available to you (it seems that simple by-name querying is as far
 as
 it
 goes).

 As for bans, I'd like to clarify that using the plugin interface is
 no
 way
 at all ban proof. If I decide to overwrite game code, I can expect
 a
 ban.
 If
 this proofen status was the case, I would be acting like Hatter
 does
 on
 Assault Cube:
 http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om

 Headshotting the wntire team all at once without moving. Enough
 hyperbole.

 *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO
 SAFER.
 *The only benefit is the interface which provides load and unload.
 I
 can
 do
 all of that with an extra plugin emulating the VSP interface. You
 have
 done
 a good job of blocking namestealers and people who abuse sourcemod,
 and
 for
 that I am sure many servers are more playable.*
 *
 I have no analogies.

 On Mon, Apr 12, 2010 at 3:49 PM, 1nsane1nsane...@gmail.com
   wrote:

 Bad analogy?! Perfect analogy!

 On Mon, Apr 12, 2010 at 2:53 PM, 

[hlds] Master Server Move

2010-04-13 Thread Zoid Kirsch
On Wednesday April 14th we will be moving the HL2Master servers to a new set of 
IP addresses.  One of the major new features is the new Masters should return 
dedicated servers ordered by their geographical distance from the player 
requesting the server list, making for lower latency and better connections.

Dedicated server operators will generally have to restart their dedicated 
servers after this move to ensure they will correctly pick up the new addresses 
of the these Masters.  The server browser in the Steam client and in games such 
as Team Fortress 2 will automatically move to the new Masters.

Server operators that manually set their master servers (we recommend against 
this practice however) please use hl2master.steampowered.com to refer to them 
instead of the IPs directly. This name returns all Master addresses.

We will update once the move is complete.

--
/// Zoid.


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Re: [hlds] Master Server Move

2010-04-13 Thread 1nsane
So it will no longer sort by ip similarity? Thank the dragons!

On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com wrote:

 On Wednesday April 14th we will be moving the HL2Master servers to a new
 set of IP addresses.  One of the major new features is the new Masters
 should return dedicated servers ordered by their geographical distance from
 the player requesting the server list, making for lower latency and better
 connections.

 Dedicated server operators will generally have to restart their dedicated
 servers after this move to ensure they will correctly pick up the new
 addresses of the these Masters.  The server browser in the Steam client and
 in games such as Team Fortress 2 will automatically move to the new Masters.

 Server operators that manually set their master servers (we recommend
 against this practice however) please use hl2master.steampowered.com to
 refer to them instead of the IPs directly. This name returns all Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


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Re: [hlds] Master Server Move

2010-04-13 Thread msleeper
Is sv_region going to be phased out, or is that not going to be
affected?


On Tue, 2010-04-13 at 17:27 -0400, 1nsane wrote:
 So it will no longer sort by ip similarity? Thank the dragons!
 
 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com wrote:
 
  On Wednesday April 14th we will be moving the HL2Master servers to a new
  set of IP addresses.  One of the major new features is the new Masters
  should return dedicated servers ordered by their geographical distance from
  the player requesting the server list, making for lower latency and better
  connections.
 
  Dedicated server operators will generally have to restart their dedicated
  servers after this move to ensure they will correctly pick up the new
  addresses of the these Masters.  The server browser in the Steam client and
  in games such as Team Fortress 2 will automatically move to the new Masters.
 
  Server operators that manually set their master servers (we recommend
  against this practice however) please use hl2master.steampowered.com to
  refer to them instead of the IPs directly. This name returns all Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
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  please visit:
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Re: [hlds] Master Server Move

2010-04-13 Thread Ronny Schedel
Does it mean the server will only query one master server in the future 
(hl2master)? I understand that one domain can have different IP's, because 
of it's ttl, but this will only one IP for every server, which was at least 
2 in the past. Are you sure all your master servers will contain all servers 
worldwide?


 On Wednesday April 14th we will be moving the HL2Master servers to a new 
 set of IP addresses.  One of the major new features is the new Masters 
 should return dedicated servers ordered by their geographical distance 
 from the player requesting the server list, making for lower latency and 
 better connections.

 Dedicated server operators will generally have to restart their dedicated 
 servers after this move to ensure they will correctly pick up the new 
 addresses of the these Masters.  The server browser in the Steam client 
 and in games such as Team Fortress 2 will automatically move to the new 
 Masters.

 Server operators that manually set their master servers (we recommend 
 against this practice however) please use hl2master.steampowered.com to 
 refer to them instead of the IPs directly. This name returns all Master 
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
One of the major new features is the new Masters should return dedicated
servers ordered by their geographical distance from the player requesting
the server list, making for lower latency and better connections.

Holy shit! Thank you!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zoid Kirsch
Sent: Tuesday, April 13, 2010 5:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Master Server Move

On Wednesday April 14th we will be moving the HL2Master servers to a new set
of IP addresses.  One of the major new features is the new Masters should
return dedicated servers ordered by their geographical distance from the
player requesting the server list, making for lower latency and better
connections.

Dedicated server operators will generally have to restart their dedicated
servers after this move to ensure they will correctly pick up the new
addresses of the these Masters.  The server browser in the Steam client and
in games such as Team Fortress 2 will automatically move to the new Masters.

Server operators that manually set their master servers (we recommend
against this practice however) please use hl2master.steampowered.com to
refer to them instead of the IPs directly. This name returns all Master
addresses.

We will update once the move is complete.

--
/// Zoid.


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Re: [hlds] Master Server Move

2010-04-13 Thread DontWannaName!
That was broken anyways in TF2 I believe...

On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:

 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master servers to a new
  set of IP addresses.  One of the major new features is the new Masters
  should return dedicated servers ordered by their geographical distance
 from
  the player requesting the server list, making for lower latency and
 better
  connections.
 
  Dedicated server operators will generally have to restart their dedicated
  servers after this move to ensure they will correctly pick up the new
  addresses of the these Masters.  The server browser in the Steam client
 and
  in games such as Team Fortress 2 will automatically move to the new
 Masters.
 
  Server operators that manually set their master servers (we recommend
  against this practice however) please use hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns all Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
  ___
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  please visit:
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Re: [hlds] Master Server Move

2010-04-13 Thread Kyle Sanderson
I think I love you Zoid,

Kyle.

On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.comwrote:

 That was broken anyways in TF2 I believe...

 On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:

  So it will no longer sort by ip similarity? Thank the dragons!
 
  On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com
  wrote:
 
   On Wednesday April 14th we will be moving the HL2Master servers to a
 new
   set of IP addresses.  One of the major new features is the new Masters
   should return dedicated servers ordered by their geographical distance
  from
   the player requesting the server list, making for lower latency and
  better
   connections.
  
   Dedicated server operators will generally have to restart their
 dedicated
   servers after this move to ensure they will correctly pick up the new
   addresses of the these Masters.  The server browser in the Steam client
  and
   in games such as Team Fortress 2 will automatically move to the new
  Masters.
  
   Server operators that manually set their master servers (we recommend
   against this practice however) please use hl2master.steampowered.com
  to
   refer to them instead of the IPs directly. This name returns all Master
   addresses.
  
   We will update once the move is complete.
  
   --
   /// Zoid.
  
  
   ___
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   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
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Re: [hlds] Master Server Move

2010-04-13 Thread Cc2iscooL
I hope all your IP addresses of both your clients and your servers have the
correct geo IP data.

On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 I think I love you Zoid,

 Kyle.

 On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  That was broken anyways in TF2 I believe...
 
  On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
 
   So it will no longer sort by ip similarity? Thank the dragons!
  
   On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com
   wrote:
  
On Wednesday April 14th we will be moving the HL2Master servers to a
  new
set of IP addresses.  One of the major new features is the new
 Masters
should return dedicated servers ordered by their geographical
 distance
   from
the player requesting the server list, making for lower latency and
   better
connections.
   
Dedicated server operators will generally have to restart their
  dedicated
servers after this move to ensure they will correctly pick up the new
addresses of the these Masters.  The server browser in the Steam
 client
   and
in games such as Team Fortress 2 will automatically move to the new
   Masters.
   
Server operators that manually set their master servers (we recommend
against this practice however) please use 
 hl2master.steampowered.com
   to
refer to them instead of the IPs directly. This name returns all
 Master
addresses.
   
We will update once the move is complete.
   
--
/// Zoid.
   
   
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 archives,
please visit:
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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
GeoIP has been accurate enough. Even if it's off by 500 miles it's still far
better than the octets of the IP which is what they do right now.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Tuesday, April 13, 2010 8:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

I hope all your IP addresses of both your clients and your servers have the
correct geo IP data.

On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 I think I love you Zoid,

 Kyle.

 On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  That was broken anyways in TF2 I believe...
 
  On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
 
   So it will no longer sort by ip similarity? Thank the dragons!
  
   On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com
   wrote:
  
On Wednesday April 14th we will be moving the HL2Master servers to a
  new
set of IP addresses.  One of the major new features is the new
 Masters
should return dedicated servers ordered by their geographical
 distance
   from
the player requesting the server list, making for lower latency and
   better
connections.
   
Dedicated server operators will generally have to restart their
  dedicated
servers after this move to ensure they will correctly pick up the
new
addresses of the these Masters.  The server browser in the Steam
 client
   and
in games such as Team Fortress 2 will automatically move to the new
   Masters.
   
Server operators that manually set their master servers (we
recommend
against this practice however) please use 
 hl2master.steampowered.com
   to
refer to them instead of the IPs directly. This name returns all
 Master
addresses.
   
We will update once the move is complete.
   
--
/// Zoid.
   
   
___
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 archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
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Re: [hlds] Master Server Move

2010-04-13 Thread msleeper
What about ISPs and IP providers whose GeoIP data are not even in the
same area? Most GeoIP lookups are based on whois data of the IPs in
question, so if your IPs are owned by a company on the west coast, but
the datacenter you are in is in the east coast, then you're going to be
getting some pissed off west coasters with high ping.


On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
 GeoIP has been accurate enough. Even if it's off by 500 miles it's still far
 better than the octets of the IP which is what they do right now.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Tuesday, April 13, 2010 8:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move
 
 I hope all your IP addresses of both your clients and your servers have the
 correct geo IP data.
 
 On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 
  I think I love you Zoid,
 
  Kyle.
 
  On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   That was broken anyways in TF2 I believe...
  
   On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
  
So it will no longer sort by ip similarity? Thank the dragons!
   
On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com
wrote:
   
 On Wednesday April 14th we will be moving the HL2Master servers to a
   new
 set of IP addresses.  One of the major new features is the new
  Masters
 should return dedicated servers ordered by their geographical
  distance
from
 the player requesting the server list, making for lower latency and
better
 connections.

 Dedicated server operators will generally have to restart their
   dedicated
 servers after this move to ensure they will correctly pick up the
 new
 addresses of the these Masters.  The server browser in the Steam
  client
and
 in games such as Team Fortress 2 will automatically move to the new
Masters.

 Server operators that manually set their master servers (we
 recommend
 against this practice however) please use 
  hl2master.steampowered.com
to
 refer to them instead of the IPs directly. This name returns all
  Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
Every time I have ran GeoIP on a players IP, it was close enough to their
physical location.

Here's an example, take: 98.211.136.86

WHOIS Shows:

OrgName:Comcast Cable Communications  Inc. 
 OrgID:  CMCS 
 Address:1800 Bishops Gate Blvd 
 City:   Mt Laurel 
 StateProv:  NJ 
 PostalCode: 08054 
 Country:US

GeoIP shows:

98.211.136.86 US United States FL Florida Miami 33129 25.7525 -80.2030
Comcast Cable Comcast Cable 528 305

Try it yourself, http://www.maxmind.com/app/locate_demo_ip


When I run my own servers IP, WHOIS shows Chicago, but GeoIP properly shows
it in Dallas.

Even if it was only accurate to the same country, it's still better. If it's
only as accurate as east, central, and west coast, it's still better than
what we have now, which again is just the octets of the IP as a poor man's
GeoIP that is utterly inaccurate.

It's a drastic improvement and it means players will be getting better
results even if their GeoIP location is inaccurate.

http://www.maxmind.com/app/city_accuracy

It's accurate enough for this purpose.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, April 13, 2010 9:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

What about ISPs and IP providers whose GeoIP data are not even in the
same area? Most GeoIP lookups are based on whois data of the IPs in
question, so if your IPs are owned by a company on the west coast, but
the datacenter you are in is in the east coast, then you're going to be
getting some pissed off west coasters with high ping.


On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
 GeoIP has been accurate enough. Even if it's off by 500 miles it's still
far
 better than the octets of the IP which is what they do right now.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Tuesday, April 13, 2010 8:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move
 
 I hope all your IP addresses of both your clients and your servers have
the
 correct geo IP data.
 
 On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
wrote:
 
  I think I love you Zoid,
 
  Kyle.
 
  On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   That was broken anyways in TF2 I believe...
  
   On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
  
So it will no longer sort by ip similarity? Thank the dragons!
   
On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
z...@valvesoftware.com
wrote:
   
 On Wednesday April 14th we will be moving the HL2Master servers to
a
   new
 set of IP addresses.  One of the major new features is the new
  Masters
 should return dedicated servers ordered by their geographical
  distance
from
 the player requesting the server list, making for lower latency
and
better
 connections.

 Dedicated server operators will generally have to restart their
   dedicated
 servers after this move to ensure they will correctly pick up the
 new
 addresses of the these Masters.  The server browser in the Steam
  client
and
 in games such as Team Fortress 2 will automatically move to the
new
Masters.

 Server operators that manually set their master servers (we
 recommend
 against this practice however) please use 
  hl2master.steampowered.com
to
 refer to them instead of the IPs directly. This name returns all
  Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Master Server Move

2010-04-13 Thread Michael Krasnow
it doesn't matter, its still more accurate,

On Tue, Apr 13, 2010 at 9:05 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 What about ISPs and IP providers whose GeoIP data are not even in the
 same area? Most GeoIP lookups are based on whois data of the IPs in
 question, so if your IPs are owned by a company on the west coast, but
 the datacenter you are in is in the east coast, then you're going to be
 getting some pissed off west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's still
 far
  better than the octets of the IP which is what they do right now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers have
 the
  correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
 ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master servers
 to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower latency
 and
 better
  connections.
 
  Dedicated server operators will generally have to restart their
dedicated
  servers after this move to ensure they will correctly pick up the
  new
  addresses of the these Masters.  The server browser in the Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to the
 new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
   archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
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Re: [hlds] Master Server Move

2010-04-13 Thread Alkaline
206.123.95.51
My Dallas server but geoip shows it in New York, a bit off imo.
Seems whois is showing a dallas address.

- Original Message - 
From: Michael Krasnow mnk...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 13, 2010 8:20 PM
Subject: Re: [hlds] Master Server Move


 it doesn't matter, its still more accurate,

 On Tue, Apr 13, 2010 at 9:05 PM, msleeper 
 mslee...@ismsleeperwrong.comwrote:

 What about ISPs and IP providers whose GeoIP data are not even in the
 same area? Most GeoIP lookups are based on whois data of the IPs in
 question, so if your IPs are owned by a company on the west coast, but
 the datacenter you are in is in the east coast, then you're going to be
 getting some pissed off west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's 
  still
 far
  better than the octets of the IP which is what they do right now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers have
 the
  correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
 ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com 
wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master servers
 to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower latency
 and
 better
  connections.
 
  Dedicated server operators will generally have to restart their
dedicated
  servers after this move to ensure they will correctly pick up 
  the
  new
  addresses of the these Masters.  The server browser in the 
  Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to the
 new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns 
  all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
   archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
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Re: [hlds] Master Server Move

2010-04-13 Thread Michael Krasnow
different geoIP services may show different locations it really depends on
the ISP

On Tue, Apr 13, 2010 at 9:28 PM, Alkaline alkal...@cableone.net wrote:

 206.123.95.51
 My Dallas server but geoip shows it in New York, a bit off imo.
 Seems whois is showing a dallas address.

 - Original Message -
 From: Michael Krasnow mnk...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 13, 2010 8:20 PM
 Subject: Re: [hlds] Master Server Move


  it doesn't matter, its still more accurate,
 
  On Tue, Apr 13, 2010 at 9:05 PM, msleeper
  mslee...@ismsleeperwrong.comwrote:
 
  What about ISPs and IP providers whose GeoIP data are not even in the
  same area? Most GeoIP lookups are based on whois data of the IPs in
  question, so if your IPs are owned by a company on the west coast, but
  the datacenter you are in is in the east coast, then you're going to be
  getting some pissed off west coasters with high ping.
 
 
  On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
   GeoIP has been accurate enough. Even if it's off by 500 miles it's
   still
  far
   better than the octets of the IP which is what they do right now.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
   Sent: Tuesday, April 13, 2010 8:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Master Server Move
  
   I hope all your IP addresses of both your clients and your servers
 have
  the
   correct geo IP data.
  
   On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
  
I think I love you Zoid,
   
Kyle.
   
On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
  ad...@topnotchclan.com
wrote:
   
 That was broken anyways in TF2 I believe...

 On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com
 wrote:

  So it will no longer sort by ip similarity? Thank the dragons!
 
  On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
  z...@valvesoftware.com
  wrote:
 
   On Wednesday April 14th we will be moving the HL2Master
 servers
  to a
 new
   set of IP addresses.  One of the major new features is the new
Masters
   should return dedicated servers ordered by their geographical
distance
  from
   the player requesting the server list, making for lower
 latency
  and
  better
   connections.
  
   Dedicated server operators will generally have to restart
 their
 dedicated
   servers after this move to ensure they will correctly pick up
   the
   new
   addresses of the these Masters.  The server browser in the
   Steam
client
  and
   in games such as Team Fortress 2 will automatically move to
 the
  new
  Masters.
  
   Server operators that manually set their master servers (we
   recommend
   against this practice however) please use 
hl2master.steampowered.com
  to
   refer to them instead of the IPs directly. This name returns
   all
Master
   addresses.
  
   We will update once the move is complete.
  
   --
   /// Zoid.
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
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 To 

Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
Whois on 206.123.95.51 shows me:


(checked on Samspade.org)

network: Class-Name: network 
 network: Auth-Area: 206.123.64.0/19 
 network: ID: NET-143920612395024 
 network: Network-Name: 
 network: IP-Network: 206.123.95.0/24 
 network: IP-Network-Block: 206.123.95.0 - 206.123.95.255 
 network: Org-Name: Velocity Servers 
 network: Street-Address: 8185 Sheridan Drive 
 network: City: Williamsville 
 network: State: NY 
 network: Postal-Code: 14221 
 network: Country-Code: US 
 network: Tech-Contact: MAINT-143920612395024 
 network: Created: 20071206020217000 
 network: Updated: 20071206020217000 
 network: Updated-By: ab...@colo4dallas.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alkaline
Sent: Tuesday, April 13, 2010 9:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

206.123.95.51
My Dallas server but geoip shows it in New York, a bit off imo.
Seems whois is showing a dallas address.

- Original Message - 
From: Michael Krasnow mnk...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 13, 2010 8:20 PM
Subject: Re: [hlds] Master Server Move


 it doesn't matter, its still more accurate,

 On Tue, Apr 13, 2010 at 9:05 PM, msleeper 
 mslee...@ismsleeperwrong.comwrote:

 What about ISPs and IP providers whose GeoIP data are not even in the
 same area? Most GeoIP lookups are based on whois data of the IPs in
 question, so if your IPs are owned by a company on the west coast, but
 the datacenter you are in is in the east coast, then you're going to be
 getting some pissed off west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's 
  still
 far
  better than the octets of the IP which is what they do right now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers have
 the
  correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
 ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com 
wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master servers
 to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower latency
 and
 better
  connections.
 
  Dedicated server operators will generally have to restart their
dedicated
  servers after this move to ensure they will correctly pick up 
  the
  new
  addresses of the these Masters.  The server browser in the 
  Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to the
 new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns 
  all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
  ___
  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

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 archives,
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  please visit:
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Re: [hlds] Master Server Move

2010-04-13 Thread Mike Vail
Msleeper brings up a good very good point. His is iisue si very real. Fo r
instance, my dedicated box is in San Jose, Ca. but it shows on Google maps
as being in Dallas, Tx. If the list uses the Geo info, it could cripple us
and show our server several 1000's of miles away. We are near the top of the
list now on the west coast. Yikes! Ziod, have you taken this into account
and are there work-arounds in place. I believe a lot of servers will be
affected by this.

Regards
Lt. Maverick
BOOM! Gaming Community

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, April 13, 2010 6:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

What about ISPs and IP providers whose GeoIP data are not even in the same
area? Most GeoIP lookups are based on whois data of the IPs in question, so
if your IPs are owned by a company on the west coast, but the datacenter you
are in is in the east coast, then you're going to be getting some pissed off
west coasters with high ping.


On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
 GeoIP has been accurate enough. Even if it's off by 500 miles it's 
 still far better than the octets of the IP which is what they do right
now.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Tuesday, April 13, 2010 8:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move
 
 I hope all your IP addresses of both your clients and your servers 
 have the correct geo IP data.
 
 On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
wrote:
 
  I think I love you Zoid,
 
  Kyle.
 
  On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
  ad...@topnotchclan.com
  wrote:
 
   That was broken anyways in TF2 I believe...
  
   On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
  
So it will no longer sort by ip similarity? Thank the dragons!
   
On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
z...@valvesoftware.com
wrote:
   
 On Wednesday April 14th we will be moving the HL2Master 
 servers to a
   new
 set of IP addresses.  One of the major new features is the new
  Masters
 should return dedicated servers ordered by their geographical
  distance
from
 the player requesting the server list, making for lower 
 latency and
better
 connections.

 Dedicated server operators will generally have to restart 
 their
   dedicated
 servers after this move to ensure they will correctly pick up 
 the
 new
 addresses of the these Masters.  The server browser in the 
 Steam
  client
and
 in games such as Team Fortress 2 will automatically move to 
 the new
Masters.

 Server operators that manually set their master servers (we
 recommend
 against this practice however) please use 
  hl2master.steampowered.com
to
 refer to them instead of the IPs directly. This name returns 
 all
  Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
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archives, please visit:
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Re: [hlds] Master Server Move

2010-04-13 Thread Michael Krasnow
it doesn't matter its still better than 5000 miles! the current way is that
the master servers think that if the client's ip address is 123.456.789.1
and the server's address is 123.456.789.2 that they are next to each other
but in fact they could be on the other side of the world! this is still a
lot better and probably the most accurate way we have.

On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail mike_v...@boomgaming.net wrote:

 Msleeper brings up a good very good point. His is iisue si very real. Fo r
 instance, my dedicated box is in San Jose, Ca. but it shows on Google maps
 as being in Dallas, Tx. If the list uses the Geo info, it could cripple us
 and show our server several 1000's of miles away. We are near the top of
 the
 list now on the west coast. Yikes! Ziod, have you taken this into account
 and are there work-arounds in place. I believe a lot of servers will be
 affected by this.

 Regards
 Lt. Maverick
 BOOM! Gaming Community

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, April 13, 2010 6:06 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move

 What about ISPs and IP providers whose GeoIP data are not even in the same
 area? Most GeoIP lookups are based on whois data of the IPs in question, so
 if your IPs are owned by a company on the west coast, but the datacenter
 you
 are in is in the east coast, then you're going to be getting some pissed
 off
 west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's
  still far better than the octets of the IP which is what they do right
 now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers
  have the correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!
   ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master
  servers to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower
  latency and
 better
  connections.
 
  Dedicated server operators will generally have to restart
  their
dedicated
  servers after this move to ensure they will correctly pick up
  the
  new
  addresses of the these Masters.  The server browser in the
  Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to
  the new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns
  all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
  ___
  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

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   archives, please visit:
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 please visit:
  

Re: [hlds] Master Server Move

2010-04-13 Thread Steven Crothers
Please use a spellchecker next time you post to the list.

Thanks.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Vail
Sent: Tuesday, April 13, 2010 9:42 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Master Server Move

Msleeper brings up a good very good point. His is iisue si very real. Fo r
instance, my dedicated box is in San Jose, Ca. but it shows on Google maps
as being in Dallas, Tx. If the list uses the Geo info, it could cripple us
and show our server several 1000's of miles away. We are near the top of the
list now on the west coast. Yikes! Ziod, have you taken this into account
and are there work-arounds in place. I believe a lot of servers will be
affected by this.

Regards
Lt. Maverick
BOOM! Gaming Community

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, April 13, 2010 6:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

What about ISPs and IP providers whose GeoIP data are not even in the same
area? Most GeoIP lookups are based on whois data of the IPs in question, so
if your IPs are owned by a company on the west coast, but the datacenter you
are in is in the east coast, then you're going to be getting some pissed off
west coasters with high ping.


On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
 GeoIP has been accurate enough. Even if it's off by 500 miles it's 
 still far better than the octets of the IP which is what they do right
now.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Tuesday, April 13, 2010 8:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move
 
 I hope all your IP addresses of both your clients and your servers 
 have the correct geo IP data.
 
 On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
wrote:
 
  I think I love you Zoid,
 
  Kyle.
 
  On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
  ad...@topnotchclan.com
  wrote:
 
   That was broken anyways in TF2 I believe...
  
   On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
  
So it will no longer sort by ip similarity? Thank the dragons!
   
On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
z...@valvesoftware.com
wrote:
   
 On Wednesday April 14th we will be moving the HL2Master 
 servers to a
   new
 set of IP addresses.  One of the major new features is the new
  Masters
 should return dedicated servers ordered by their geographical
  distance
from
 the player requesting the server list, making for lower 
 latency and
better
 connections.

 Dedicated server operators will generally have to restart 
 their
   dedicated
 servers after this move to ensure they will correctly pick up 
 the
 new
 addresses of the these Masters.  The server browser in the 
 Steam
  client
and
 in games such as Team Fortress 2 will automatically move to 
 the new
Masters.

 Server operators that manually set their master servers (we
 recommend
 against this practice however) please use 
  hl2master.steampowered.com
to
 refer to them instead of the IPs directly. This name returns 
 all
  Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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archives, please visit:
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Re: [hlds] Master Server Move

2010-04-13 Thread Steven Crothers
They are right next to each other in that case...

It wouldn't make sense to announce /32's so your point is moot. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
Sent: Tuesday, April 13, 2010 9:47 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

it doesn't matter its still better than 5000 miles! the current way is that
the master servers think that if the client's ip address is 123.456.789.1
and the server's address is 123.456.789.2 that they are next to each other
but in fact they could be on the other side of the world! this is still a
lot better and probably the most accurate way we have.

On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail mike_v...@boomgaming.net wrote:

 Msleeper brings up a good very good point. His is iisue si very real. Fo r
 instance, my dedicated box is in San Jose, Ca. but it shows on Google maps
 as being in Dallas, Tx. If the list uses the Geo info, it could cripple us
 and show our server several 1000's of miles away. We are near the top of
 the
 list now on the west coast. Yikes! Ziod, have you taken this into account
 and are there work-arounds in place. I believe a lot of servers will be
 affected by this.

 Regards
 Lt. Maverick
 BOOM! Gaming Community

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, April 13, 2010 6:06 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move

 What about ISPs and IP providers whose GeoIP data are not even in the same
 area? Most GeoIP lookups are based on whois data of the IPs in question,
so
 if your IPs are owned by a company on the west coast, but the datacenter
 you
 are in is in the east coast, then you're going to be getting some pissed
 off
 west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's
  still far better than the octets of the IP which is what they do right
 now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers
  have the correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!
   ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master
  servers to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower
  latency and
 better
  connections.
 
  Dedicated server operators will generally have to restart
  their
dedicated
  servers after this move to ensure they will correctly pick up
  the
  new
  addresses of the these Masters.  The server browser in the
  Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to
  the new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns
  all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
  ___
  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

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   archives, please visit:
   

Re: [hlds] Master Server Move

2010-04-13 Thread Octo
I know one of my ip blocks (which goes to LA) shows as being in India, so I'm 
sure
my server located there will be a lot less popular after this change.

Maybe they'll give us a method to suggest server location.  It'd be nice if we 
could supply a zip code.

-octo

On Tue, Apr 13, 2010 at 07:35:59PM -0500, Cc2iscooL wrote:
 I hope all your IP addresses of both your clients and your servers have the
 correct geo IP data.
 
 On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 
  I think I love you Zoid,
 
  Kyle.
 
  On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   That was broken anyways in TF2 I believe...
  
   On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
  
So it will no longer sort by ip similarity? Thank the dragons!
   
On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com
wrote:
   
 On Wednesday April 14th we will be moving the HL2Master servers to a
   new
 set of IP addresses.  One of the major new features is the new
  Masters
 should return dedicated servers ordered by their geographical
  distance
from
 the player requesting the server list, making for lower latency and
better
 connections.

 Dedicated server operators will generally have to restart their
   dedicated
 servers after this move to ensure they will correctly pick up the new
 addresses of the these Masters.  The server browser in the Steam
  client
and
 in games such as Team Fortress 2 will automatically move to the new
Masters.

 Server operators that manually set their master servers (we recommend
 against this practice however) please use 
  hl2master.steampowered.com
to
 refer to them instead of the IPs directly. This name returns all
  Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


 ___
 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:
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Re: [hlds] Master Server Move

2010-04-13 Thread DontWannaName!
Perhaps there should be a way for server operators to change their location
settings like download settings in Steam. Granted, people could abuse that.
There are still regional settings, why not location. How do we know where
our servers will be listed, going on the list only approximates it.

On Tue, Apr 13, 2010 at 6:57 PM, Steven Crothers
steven.croth...@gmail.comwrote:

 They are right next to each other in that case...

 It wouldn't make sense to announce /32's so your point is moot.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Tuesday, April 13, 2010 9:47 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move

 it doesn't matter its still better than 5000 miles! the current way is that
 the master servers think that if the client's ip address is 123.456.789.1
 and the server's address is 123.456.789.2 that they are next to each other
 but in fact they could be on the other side of the world! this is still a
 lot better and probably the most accurate way we have.

 On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail mike_v...@boomgaming.net
 wrote:

  Msleeper brings up a good very good point. His is iisue si very real. Fo
 r
  instance, my dedicated box is in San Jose, Ca. but it shows on Google
 maps
  as being in Dallas, Tx. If the list uses the Geo info, it could cripple
 us
  and show our server several 1000's of miles away. We are near the top of
  the
  list now on the west coast. Yikes! Ziod, have you taken this into account
  and are there work-arounds in place. I believe a lot of servers will be
  affected by this.
 
  Regards
  Lt. Maverick
  BOOM! Gaming Community
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Tuesday, April 13, 2010 6:06 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  What about ISPs and IP providers whose GeoIP data are not even in the
 same
  area? Most GeoIP lookups are based on whois data of the IPs in question,
 so
  if your IPs are owned by a company on the west coast, but the datacenter
  you
  are in is in the east coast, then you're going to be getting some pissed
  off
  west coasters with high ping.
 
 
  On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
   GeoIP has been accurate enough. Even if it's off by 500 miles it's
   still far better than the octets of the IP which is what they do right
  now.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
   Sent: Tuesday, April 13, 2010 8:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Master Server Move
  
   I hope all your IP addresses of both your clients and your servers
   have the correct geo IP data.
  
   On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
  
I think I love you Zoid,
   
Kyle.
   
On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!
ad...@topnotchclan.com
wrote:
   
 That was broken anyways in TF2 I believe...

 On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com
 wrote:

  So it will no longer sort by ip similarity? Thank the dragons!
 
  On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
  z...@valvesoftware.com
  wrote:
 
   On Wednesday April 14th we will be moving the HL2Master
   servers to a
 new
   set of IP addresses.  One of the major new features is the new
Masters
   should return dedicated servers ordered by their geographical
distance
  from
   the player requesting the server list, making for lower
   latency and
  better
   connections.
  
   Dedicated server operators will generally have to restart
   their
 dedicated
   servers after this move to ensure they will correctly pick up
   the
   new
   addresses of the these Masters.  The server browser in the
   Steam
client
  and
   in games such as Team Fortress 2 will automatically move to
   the new
  Masters.
  
   Server operators that manually set their master servers (we
   recommend
   against this practice however) please use 
hl2master.steampowered.com
  to
   refer to them instead of the IPs directly. This name returns
   all
Master
   addresses.
  
   We will update once the move is complete.
  
   --
   /// Zoid.
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your 

Re: [hlds] Master Server Move

2010-04-13 Thread Alkaline
Just list the servers and sort by ping imo, closest should ping the lowest.

- Original Message - 
From: DontWannaName! ad...@topnotchclan.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 13, 2010 9:05 PM
Subject: Re: [hlds] Master Server Move


 Perhaps there should be a way for server operators to change their 
 location
 settings like download settings in Steam. Granted, people could abuse 
 that.
 There are still regional settings, why not location. How do we know where
 our servers will be listed, going on the list only approximates it.

 On Tue, Apr 13, 2010 at 6:57 PM, Steven Crothers
 steven.croth...@gmail.comwrote:

 They are right next to each other in that case...

 It wouldn't make sense to announce /32's so your point is moot.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Tuesday, April 13, 2010 9:47 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move

 it doesn't matter its still better than 5000 miles! the current way is 
 that
 the master servers think that if the client's ip address is 123.456.789.1
 and the server's address is 123.456.789.2 that they are next to each 
 other
 but in fact they could be on the other side of the world! this is still a
 lot better and probably the most accurate way we have.

 On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail mike_v...@boomgaming.net
 wrote:

  Msleeper brings up a good very good point. His is iisue si very real. 
  Fo
 r
  instance, my dedicated box is in San Jose, Ca. but it shows on Google
 maps
  as being in Dallas, Tx. If the list uses the Geo info, it could cripple
 us
  and show our server several 1000's of miles away. We are near the top 
  of
  the
  list now on the west coast. Yikes! Ziod, have you taken this into 
  account
  and are there work-arounds in place. I believe a lot of servers will be
  affected by this.
 
  Regards
  Lt. Maverick
  BOOM! Gaming Community
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Tuesday, April 13, 2010 6:06 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  What about ISPs and IP providers whose GeoIP data are not even in the
 same
  area? Most GeoIP lookups are based on whois data of the IPs in 
  question,
 so
  if your IPs are owned by a company on the west coast, but the 
  datacenter
  you
  are in is in the east coast, then you're going to be getting some 
  pissed
  off
  west coasters with high ping.
 
 
  On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
   GeoIP has been accurate enough. Even if it's off by 500 miles it's
   still far better than the octets of the IP which is what they do 
   right
  now.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
   Sent: Tuesday, April 13, 2010 8:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Master Server Move
  
   I hope all your IP addresses of both your clients and your servers
   have the correct geo IP data.
  
   On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
  
I think I love you Zoid,
   
Kyle.
   
On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!
ad...@topnotchclan.com
wrote:
   
 That was broken anyways in TF2 I believe...

 On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com
 wrote:

  So it will no longer sort by ip similarity? Thank the dragons!
 
  On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
  z...@valvesoftware.com
  wrote:
 
   On Wednesday April 14th we will be moving the HL2Master
   servers to a
 new
   set of IP addresses.  One of the major new features is the 
   new
Masters
   should return dedicated servers ordered by their geographical
distance
  from
   the player requesting the server list, making for lower
   latency and
  better
   connections.
  
   Dedicated server operators will generally have to restart
   their
 dedicated
   servers after this move to ensure they will correctly pick up
   the
   new
   addresses of the these Masters.  The server browser in the
   Steam
client
  and
   in games such as Team Fortress 2 will automatically move to
   the new
  Masters.
  
   Server operators that manually set their master servers (we
   recommend
   against this practice however) please use 
hl2master.steampowered.com
  to
   refer to them instead of the IPs directly. This name returns
   all
Master
   addresses.
  
   We will update once the move is complete.
  
 

Re: [hlds] Master Server Move

2010-04-13 Thread Derek Denholm
All you are doing is viewing who owns the ip and not where the server is 
located. 

Derek Denholm
Managing Director, XFactorServers Inc. 
Office: +1 (800) 764 - 8981 ext 101 
Mobile: +1 (905) 512-5176
Fax: +1 (905) 538 - 5191 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru' 
MacDonald
Sent: April-13-10 9:38 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Master Server Move

Whois on 206.123.95.51 shows me:


(checked on Samspade.org)

network: Class-Name: network 
 network: Auth-Area: 206.123.64.0/19 
 network: ID: NET-143920612395024 
 network: Network-Name: 
 network: IP-Network: 206.123.95.0/24 
 network: IP-Network-Block: 206.123.95.0 - 206.123.95.255 
 network: Org-Name: Velocity Servers 
 network: Street-Address: 8185 Sheridan Drive 
 network: City: Williamsville 
 network: State: NY 
 network: Postal-Code: 14221 
 network: Country-Code: US 
 network: Tech-Contact: MAINT-143920612395024 
 network: Created: 20071206020217000 
 network: Updated: 20071206020217000 
 network: Updated-By: ab...@colo4dallas.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alkaline
Sent: Tuesday, April 13, 2010 9:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

206.123.95.51
My Dallas server but geoip shows it in New York, a bit off imo.
Seems whois is showing a dallas address.

- Original Message - 
From: Michael Krasnow mnk...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 13, 2010 8:20 PM
Subject: Re: [hlds] Master Server Move


 it doesn't matter, its still more accurate,

 On Tue, Apr 13, 2010 at 9:05 PM, msleeper 
 mslee...@ismsleeperwrong.comwrote:

 What about ISPs and IP providers whose GeoIP data are not even in the
 same area? Most GeoIP lookups are based on whois data of the IPs in
 question, so if your IPs are owned by a company on the west coast, but
 the datacenter you are in is in the east coast, then you're going to be
 getting some pissed off west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's 
  still
 far
  better than the octets of the IP which is what they do right now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers have
 the
  correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
 ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com 
wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master servers
 to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower latency
 and
 better
  connections.
 
  Dedicated server operators will generally have to restart their
dedicated
  servers after this move to ensure they will correctly pick up 
  the
  new
  addresses of the these Masters.  The server browser in the 
  Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to the
 new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns 
  all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
  ___
  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

___
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 archives,

Re: [hlds] Master Server Move

2010-04-13 Thread Matt Lyons
If your IP address is being incorrectly listed its not Valve's fault.

Some links on how you can correct/update your GeoIP listings here:

http://nanog.cluepon.net/index.php/GeoIP


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



___
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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
Valve doesn't know the clients ping to the server. The client knows, but
valve is already sending them the server list at that point.

All this is doing is changing the order that servers get sent to clients.
The list will still have all of the servers, only servers that are deemed
further are sent later.

They already do this, except it's done via octets of IP's, which is even
more inaccurate.

This is change we can believe in.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alkaline
Sent: Tuesday, April 13, 2010 10:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

Just list the servers and sort by ping imo, closest should ping the lowest.

- Original Message - 
From: DontWannaName! ad...@topnotchclan.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 13, 2010 9:05 PM
Subject: Re: [hlds] Master Server Move


 Perhaps there should be a way for server operators to change their 
 location
 settings like download settings in Steam. Granted, people could abuse 
 that.
 There are still regional settings, why not location. How do we know where
 our servers will be listed, going on the list only approximates it.

 On Tue, Apr 13, 2010 at 6:57 PM, Steven Crothers
 steven.croth...@gmail.comwrote:

 They are right next to each other in that case...

 It wouldn't make sense to announce /32's so your point is moot.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Tuesday, April 13, 2010 9:47 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move

 it doesn't matter its still better than 5000 miles! the current way is 
 that
 the master servers think that if the client's ip address is 123.456.789.1
 and the server's address is 123.456.789.2 that they are next to each 
 other
 but in fact they could be on the other side of the world! this is still a
 lot better and probably the most accurate way we have.

 On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail mike_v...@boomgaming.net
 wrote:

  Msleeper brings up a good very good point. His is iisue si very real. 
  Fo
 r
  instance, my dedicated box is in San Jose, Ca. but it shows on Google
 maps
  as being in Dallas, Tx. If the list uses the Geo info, it could cripple
 us
  and show our server several 1000's of miles away. We are near the top 
  of
  the
  list now on the west coast. Yikes! Ziod, have you taken this into 
  account
  and are there work-arounds in place. I believe a lot of servers will be
  affected by this.
 
  Regards
  Lt. Maverick
  BOOM! Gaming Community
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Tuesday, April 13, 2010 6:06 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  What about ISPs and IP providers whose GeoIP data are not even in the
 same
  area? Most GeoIP lookups are based on whois data of the IPs in 
  question,
 so
  if your IPs are owned by a company on the west coast, but the 
  datacenter
  you
  are in is in the east coast, then you're going to be getting some 
  pissed
  off
  west coasters with high ping.
 
 
  On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
   GeoIP has been accurate enough. Even if it's off by 500 miles it's
   still far better than the octets of the IP which is what they do 
   right
  now.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
   Sent: Tuesday, April 13, 2010 8:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Master Server Move
  
   I hope all your IP addresses of both your clients and your servers
   have the correct geo IP data.
  
   On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
  
I think I love you Zoid,
   
Kyle.
   
On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!
ad...@topnotchclan.com
wrote:
   
 That was broken anyways in TF2 I believe...

 On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com
 wrote:

  So it will no longer sort by ip similarity? Thank the dragons!
 
  On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
  z...@valvesoftware.com
  wrote:
 
   On Wednesday April 14th we will be moving the HL2Master
   servers to a
 new
   set of IP addresses.  One of the major new features is the 
   new
Masters
   should return dedicated servers ordered by their geographical
distance
  from
   the player requesting the server list, making for lower
   latency and
  better
   connections.
  
   

Re: [hlds] Master Server Move

2010-04-13 Thread DontWannaName!
Can you by chance post here when you are finished so we know when to restart
our servers, perhaps a TF2/OB update should come out to force almost
everyone to restart. :D

On Tue, Apr 13, 2010 at 2:19 PM, Zoid Kirsch z...@valvesoftware.com wrote:

 On Wednesday April 14th we will be moving the HL2Master servers to a new
 set of IP addresses.  One of the major new features is the new Masters
 should return dedicated servers ordered by their geographical distance from
 the player requesting the server list, making for lower latency and better
 connections.

 Dedicated server operators will generally have to restart their dedicated
 servers after this move to ensure they will correctly pick up the new
 addresses of the these Masters.  The server browser in the Steam client and
 in games such as Team Fortress 2 will automatically move to the new Masters.

 Server operators that manually set their master servers (we recommend
 against this practice however) please use hl2master.steampowered.com to
 refer to them instead of the IPs directly. This name returns all Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


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Re: [hlds] Master Server Move

2010-04-13 Thread Matthew Gottlieb
I know that some dorm housing in Chicago sometimes shows up as Canada
depending the the GeoIP system used.

On Tue, Apr 13, 2010 at 11:10 PM, DontWannaName! ad...@topnotchclan.com wrote:
 Can you by chance post here when you are finished so we know when to restart
 our servers, perhaps a TF2/OB update should come out to force almost
 everyone to restart. :D

 On Tue, Apr 13, 2010 at 2:19 PM, Zoid Kirsch z...@valvesoftware.com wrote:

 On Wednesday April 14th we will be moving the HL2Master servers to a new
 set of IP addresses.  One of the major new features is the new Masters
 should return dedicated servers ordered by their geographical distance from
 the player requesting the server list, making for lower latency and better
 connections.

 Dedicated server operators will generally have to restart their dedicated
 servers after this move to ensure they will correctly pick up the new
 addresses of the these Masters.  The server browser in the Steam client and
 in games such as Team Fortress 2 will automatically move to the new Masters.

 Server operators that manually set their master servers (we recommend
 against this practice however) please use hl2master.steampowered.com to
 refer to them instead of the IPs directly. This name returns all Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


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 please visit:
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