Re: [hlds] The reason for closing server plugin interface on clients.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] The reason for closing server plugin interface on clients.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] The reason for closing server plugin interface on clients.
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] The reason for closing server plugin interface on clients.
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.
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
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
Re: [hlds] Master Server Move
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
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Master Server Move
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Master Server Move
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. -- /// 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
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds