[hlds] Halloween Update Question

2011-11-02 Thread Team BOOM!
Does anyone have a web link that explains the details of the 2011 Halloween
update other than Valve's generic advertising pages? Valve did not do a good
job detailing this update for server operators or users, and people are
confused on how the update actually works.

 

One of the main questions I have is how many people must to be in a server
before drops work. I can't find anything online from Valve that clarifies
this and I have a community of people looking for the answer. I've heard
rumors it's 10, but I'd love to know this for sure because drops are no
longer since the player count fell after Halloween. I just want to make sure
something else isn't broken with the server because people are no longer
joining it since the drops no longer seem to be working. And yes, I already
restarted the server several times and it always worked fine before
Halloween. After Halloween, no more drops and almost no one is connecting.
Maybe people are just done playing now that Halloween is over?

 

Thanks in advance - Mike

 

  _  

From: Team BOOM! [mailto:teamb...@comcast.net] 
Sent: Sunday, October 30, 2011 6:15 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: RE: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

Thanks so much James, that was exactly what I was looking for. Have a great
weekend.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of James Botting
Sent: Sunday, October 30, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

What he means is an equals sign being used to assign the steamed to a cvar.
Like a variable

 

tf_server_identity_token = lallaalalalL WRONG

tf_server_identity_token lallaalalalL CORRECT

 

Hope that helps.

On 31 Oct 2011, at 00:50, Team BOOM! teamb...@comcast.net wrote:

I'm sorry fellas, I know this has been discussed already but I'm still not
clear on the convar syntax with the = sign. 

 

I have 7 registered TF2 servers. Some have an = sign inside the quoted
identity section of the convar and some do not. My problem is I don't know
where the = Fletch is talking about actually belongs within the  convar
line. Below is the convar from one of the servers I run. Note there is no
= sign anywhere in the line yet the drops are working fine using on this
server.

 

tf_server_identity_token BeH_VJ$T6sgn

 

Do I need to add an = sign somewhere to this line for some reason? If so,
can you reply with an example of what the line should look like with the =
in the line?

 

Thanks in advance and sorry for my confusion.

 

 


  _  


From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 1:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] TF2 registered servers: check for rogue '=' in the
convarsettings

 

If your server is not getting Halloween drops, check if your config file has
an '=' in the lines to set the registration convars.

 

Also,  make sure you put the identity token in quotes.

 

If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.

 

In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.

 

Your humble servant,

Fletch

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Re: [hlds] Halloween Update Question

2011-11-02 Thread Steve Kovack Sr .

I'd say check the TF2 wiki.  That's where I found this:

http://wiki.teamfortress.com/wiki/Eyeaduct

5th paragraph shows what you are asking about.

Hope this helps
From: teamb...@comcast.net
To: hlds@list.valvesoftware.com
Date: Wed, 2 Nov 2011 09:03:31 -0700
Subject: [hlds] Halloween Update Question



















Does anyone have a web link that explains
the details of the 2011 Halloween update other than Valve’s generic
advertising pages? Valve did not do a good job detailing this update for server
operators or users, and people are confused on how the update actually works.

 

One of the main questions I have is how
many people must to be in a server before drops work. I can’t find
anything online from Valve that clarifies this and I have a community of people
looking for the answer. I’ve heard rumors it’s 10, but I’d
love to know this for sure because drops are no longer since the player count
fell after Halloween. I just want to make sure something else isn’t broken
with the server because people are no longer joining it since the drops no
longer seem to be working. And yes, I already restarted the server several
times and it always worked fine before Halloween. After Halloween, no more
drops and almost no one is connecting. Maybe people are just done playing now
that Halloween is over?

 

Thanks in advance - Mike

 









From: Team BOOM!
[mailto:teamb...@comcast.net] 

Sent: Sunday, October 30, 2011
6:15 PM

To: 'Half-Life dedicated Win32
server mailing list'

Subject: RE: [hlds] TF2 registered
servers: check for rogue '=' in theconvarsettings



 

Thanks so much James, that was exactly
what I was looking for. Have a great weekend.

 









From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On
Behalf Of James Botting

Sent: Sunday, October 30, 2011
6:01 PM

To: Half-Life dedicated Win32
server mailing list

Subject: Re: [hlds] TF2 registered
servers: check for rogue '=' in theconvarsettings



 



What
he means is an equals sign being used to assign the steamed to a cvar. Like a
variable





 





tf_server_identity_token
= lallaalalalL WRONG





tf_server_identity_token
lallaalalalL CORRECT





 





Hope that helps.



On 31 Oct 2011, at 00:50, Team BOOM! teamb...@comcast.net
wrote:







I’m sorry fellas, I know this has been discussed
already but I’m still not clear on the convar syntax with the
“=” sign. 

 

I have 7 registered TF2 servers. Some have an = sign inside
the quoted identity section of the convar and some do not. My problem is I
don’t know where the “=” Fletch is talking about actually
belongs within the  convar line. Below is the convar from one of the
servers I run. Note there is no “=” sign anywhere in the line yet
the drops are working fine using on this server.

 

tf_server_identity_token
BeH_VJ$T6sgn

 

Do I need to add an = sign somewhere to this line for some
reason? If so, can you reply with an example of what the line should look like
with the “=” in the line?

 

Thanks in advance and sorry for my confusion.

 

 









From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com]
On Behalf Of Fletcher Dunn

Sent: Friday, October 28, 2011
1:38 PM

To: Half-Life dedicated Linux
server mailing list; Half-Life dedicated Win32 server mailing list

Subject: [hlds] TF2 registered
servers: check for rogue '=' in the convarsettings



 

If
your server is not getting Halloween drops, check if your config file has an
'=' in the lines to set the registration convars.

 

Also,
 make sure you put the identity token in quotes.

 

If
you have these two problems, you probably (quite reasonably) cut and paste the
two config file lines from the client console when you registered your
server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting the
drops are also saying that they have been registered for a long time.

 

In
case that does not fix the problem, the next update will provide more verbose
logging so such errors will not go undetected for so long.

 

Your
humble servant,

Fletch









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Re: [hlds] Halloween Update Question

2011-11-02 Thread Team BOOM!
Beautiful Steve! Thanks!

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steve Kovack Sr.
Sent: Wednesday, November 02, 2011 9:27 AM
To: hlds list
Subject: Re: [hlds] Halloween Update Question

 

I'd say check the TF2 wiki.  That's where I found this:

http://wiki.teamfortress.com/wiki/Eyeaduct

5th paragraph shows what you are asking about.

Hope this helps

  _  

From: teamb...@comcast.net
To: hlds@list.valvesoftware.com
Date: Wed, 2 Nov 2011 09:03:31 -0700
Subject: [hlds] Halloween Update Question

Does anyone have a web link that explains the details of the 2011 Halloween
update other than Valve's generic advertising pages? Valve did not do a good
job detailing this update for server operators or users, and people are
confused on how the update actually works.

 

One of the main questions I have is how many people must to be in a server
before drops work. I can't find anything online from Valve that clarifies
this and I have a community of people looking for the answer. I've heard
rumors it's 10, but I'd love to know this for sure because drops are no
longer since the player count fell after Halloween. I just want to make sure
something else isn't broken with the server because people are no longer
joining it since the drops no longer seem to be working. And yes, I already
restarted the server several times and it always worked fine before
Halloween. After Halloween, no more drops and almost no one is connecting.
Maybe people are just done playing now that Halloween is over?

 

Thanks in advance - Mike

 

  _  

From: Team BOOM! [mailto:teamb...@comcast.net] 
Sent: Sunday, October 30, 2011 6:15 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: RE: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

Thanks so much James, that was exactly what I was looking for. Have a great
weekend.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of James Botting
Sent: Sunday, October 30, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in
theconvarsettings

 

What he means is an equals sign being used to assign the steamed to a cvar.
Like a variable

 

tf_server_identity_token = lallaalalalL WRONG

tf_server_identity_token lallaalalalL CORRECT

 

Hope that helps.

On 31 Oct 2011, at 00:50, Team BOOM! teamb...@comcast.net wrote:

I'm sorry fellas, I know this has been discussed already but I'm still not
clear on the convar syntax with the = sign. 

 

I have 7 registered TF2 servers. Some have an = sign inside the quoted
identity section of the convar and some do not. My problem is I don't know
where the = Fletch is talking about actually belongs within the  convar
line. Below is the convar from one of the servers I run. Note there is no
= sign anywhere in the line yet the drops are working fine using on this
server.

 

tf_server_identity_token BeH_VJ$T6sgn

 

Do I need to add an = sign somewhere to this line for some reason? If so,
can you reply with an example of what the line should look like with the =
in the line?

 

Thanks in advance and sorry for my confusion.

 

 


  _  


From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 28, 2011 1:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] TF2 registered servers: check for rogue '=' in the
convarsettings

 

If your server is not getting Halloween drops, check if your config file has
an '=' in the lines to set the registration convars.

 

Also,  make sure you put the identity token in quotes.

 

If you have these two problems, you probably (quite reasonably) cut and
paste the two config file lines from the client console when you registered
your server.  That output erroneously had the ='s in them, and did not quote
the identity token.  We fixed the output soon after we shipped the
registered server feature, which explains why a lot of people not getting
the drops are also saying that they have been registered for a long time.

 

In case that does not fix the problem, the next update will provide more
verbose logging so such errors will not go undetected for so long.

 

Your humble servant,

Fletch

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


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Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Fletcher Dunn
This is a problem we're obviously aware of.  It's definitely not that we don't 
care.  However, it is essentially an arms race that is provably unwinnable by 
Valve.  Furthermore, any change we make in the name of security will almost 
certainly cause a disruption of legitimate service, due to bugs on our part, or 
usage cases we're just not aware of.  It is a classic conflict between security 
and accessibility.

Hopefully those two reasons help explain our reluctance to address these sorts 
of problems through technology.  They will create an ongoing arms race, in 
which we can possibly limit this activity and make it harder, but probably 
never eliminate it completely.  Furthermore, this benefit comes at a cost of 
taking resources away from adding features and fixing bugs, and also disrupting 
legitimate users.

When we can do simple and safe things to make it harder to do these sorts of 
things, we will.  We have some protocol changes that will make it harder to do 
this sort of spoofing, which have been beta tested for some time now.  We'll be 
rolling those out in the next couple of months.

Crowdsourcing using the abuse reports helps us stay out of the arms race, and 
it's the safest and simplest way to deal with this problem and many others like 
it.

Your humble servant,
Fletch


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan 
Reeuwijk
Sent: Wednesday, November 02, 2011 5:39 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
player names/images

there is some italian group that does that.

they have dozens maybe even in the hundred of servers in server list, but all 
get redirected to 1 server. and those server report a variety of maps played, 
names in server lists etc. you click info, refresh, says for example dustbowl, 
and then join, get redirected to their server, with bots, and another map then 
advertized in the server info. Its damn annoying. And indeed, they change IP's 
a lot, to evade blacklisting.



From: daniel jokiaho daniel.joki...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com
Sent: Wednesday, 2 November 2011, 7:27
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
player names/images

what about servers on different ips and port that have exactly the same
players.

I join server x. U join server y. And still we play against or with each
other :-(
On 2 Nov 2011 06:53, msleeper mslee...@ismsleeperwrong.com wrote:

 Are you sure they're not just adding more servers? Changing IPs is a
 server playerbase suicide as anyone who had it bookmarked won't be
 able to find it again. I suppose they could use those servers for
 redirects, but in theory that would get those IPs blacklisted pretty
 fast if Valve's scoring/reputation system is still in effect.

 On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter reacherg...@gmail.com
 wrote:
  The problem with blacklisting these servers is that they seem to show up
 a
  few weeks later with a new batch of ip addresses. Can't blacklist them
  effectively when they do that.
  On Nov 1, 2011 7:40 PM, Robert Paulson thepauls...@gmail.com wrote:
 
  It is very rude of you to repeatedly spam the mailing list to pressure
  Valve into doing whatever you want instead of working on crashes and
  content.
 
  Valve has already put in a huge effort making these servers less
 prominent.
 
  - Blacklist
  - Quickplay
  - Reputation
 
  It isn't perfect but blacklisting takes care of the servers you don't
 like
  once you've spotted them. Quickplay and reputation filter most of the
 ones
  you haven't spotted yet. No one I know has any problems finding a server
  full of real players. Everyone I know just blacklists and move on.
 
  Server IPs do not change often since it costs money to buy new ones and
 you
  need proper ARIN justification to get more due to the IPV4 shortage. The
  fact that you are on here spamming about it as though TF2 is going to
 die
  out next week makes me think that you are struggling with your own
 server
  rather than being a concerned player.
 
  I also hate the big pay-to-win servers with fake clients, but it would
 be a
  mistake for Valve to just de-list them, wrongly assuming no one really
  wants to play there. I have a friend who wouldn't be playing TF2 if they
  didn't exist and has bought hundreds of dollars worth of Mann Co keys.
 And
  from what he tells me he isn't the only one. Yes he knows there are
 bots.
  The cloaked bots appeal to him for the same reason Valve decided not
 to
  name bots bot1, bot2, bot3 and to have them taunt randomly.
 
  These servers still exist not because of a fake player plugin but
 because,
  as much as it pains us to believe, some players actually prefer them.
 
  No one here is enthusiastic about having 

Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread msleeper
Fletcher - Is there someone we can report blatantly, aggressively
abusive servers to in an attempt to escalate the worst offenders to
human intervention? I don't think any of us here are expecting a
flawless programmatic solution to the issue of Bad Servers, nor would
we expect Valve staff to spend paid manhours joining and checking
servers instead of working on much more important tasks, but as
someone else said, the 1% worst offenders are too big to fail and
seem to be falling through the cracks in your automated systems. The
reporting tool sounds like a great solution, but my immediate concern
is that it might not pan out like you (and us server ops) are hoping
since the vast majority of players probably aren't even aware of such
problems.

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 This is a problem we're obviously aware of.  It's definitely not that we 
 don't care.  However, it is essentially an arms race that is provably 
 unwinnable by Valve.  Furthermore, any change we make in the name of security 
 will almost certainly cause a disruption of legitimate service, due to bugs 
 on our part, or usage cases we're just not aware of.  It is a classic 
 conflict between security and accessibility.

 Hopefully those two reasons help explain our reluctance to address these 
 sorts of problems through technology.  They will create an ongoing arms race, 
 in which we can possibly limit this activity and make it harder, but probably 
 never eliminate it completely.  Furthermore, this benefit comes at a cost of 
 taking resources away from adding features and fixing bugs, and also 
 disrupting legitimate users.

 When we can do simple and safe things to make it harder to do these sorts of 
 things, we will.  We have some protocol changes that will make it harder to 
 do this sort of spoofing, which have been beta tested for some time now.  
 We'll be rolling those out in the next couple of months.

 Crowdsourcing using the abuse reports helps us stay out of the arms race, and 
 it's the safest and simplest way to deal with this problem and many others 
 like it.

 Your humble servant,
 Fletch


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan 
 Reeuwijk
 Sent: Wednesday, November 02, 2011 5:39 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
 player names/images

 there is some italian group that does that.

 they have dozens maybe even in the hundred of servers in server list, but all 
 get redirected to 1 server. and those server report a variety of maps played, 
 names in server lists etc. you click info, refresh, says for example 
 dustbowl, and then join, get redirected to their server, with bots, and 
 another map then advertized in the server info. Its damn annoying. And 
 indeed, they change IP's a lot, to evade blacklisting.



From: daniel jokiaho daniel.joki...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com
Sent: Wednesday, 2 November 2011, 7:27
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
player names/images

what about servers on different ips and port that have exactly the same
players.

I join server x. U join server y. And still we play against or with each
other :-(
On 2 Nov 2011 06:53, msleeper mslee...@ismsleeperwrong.com wrote:

 Are you sure they're not just adding more servers? Changing IPs is a
 server playerbase suicide as anyone who had it bookmarked won't be
 able to find it again. I suppose they could use those servers for
 redirects, but in theory that would get those IPs blacklisted pretty
 fast if Valve's scoring/reputation system is still in effect.

 On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter reacherg...@gmail.com
 wrote:
  The problem with blacklisting these servers is that they seem to show up
 a
  few weeks later with a new batch of ip addresses. Can't blacklist them
  effectively when they do that.
  On Nov 1, 2011 7:40 PM, Robert Paulson thepauls...@gmail.com wrote:
 
  It is very rude of you to repeatedly spam the mailing list to pressure
  Valve into doing whatever you want instead of working on crashes and
  content.
 
  Valve has already put in a huge effort making these servers less
 prominent.
 
  - Blacklist
  - Quickplay
  - Reputation
 
  It isn't perfect but blacklisting takes care of the servers you don't
 like
  once you've spotted them. Quickplay and reputation filter most of the
 ones
  you haven't spotted yet. No one I know has any problems finding a server
  full of real players. Everyone I know just blacklists and move on.
 
  Server IPs do not change often since it costs money to buy new ones and
 you
  need proper ARIN justification to get more due to the IPV4 shortage. The
  fact that you are on here spamming about 

Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Spencer 'Voogru' MacDonald

This would be nice, yes.

On 11/2/2011 3:45 PM, msleeper wrote:

Fletcher - Is there someone we can report blatantly, aggressively
abusive servers to in an attempt to escalate the worst offenders to
human intervention? I don't think any of us here are expecting a
flawless programmatic solution to the issue of Bad Servers, nor would
we expect Valve staff to spend paid manhours joining and checking
servers instead of working on much more important tasks, but as
someone else said, the 1% worst offenders are too big to fail and
seem to be falling through the cracks in your automated systems. The
reporting tool sounds like a great solution, but my immediate concern
is that it might not pan out like you (and us server ops) are hoping
since the vast majority of players probably aren't even aware of such
problems.

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
fletch...@valvesoftware.com  wrote:

This is a problem we're obviously aware of.  It's definitely not that we don't 
care.  However, it is essentially an arms race that is provably unwinnable by 
Valve.  Furthermore, any change we make in the name of security will almost 
certainly cause a disruption of legitimate service, due to bugs on our part, or 
usage cases we're just not aware of.  It is a classic conflict between security 
and accessibility.

Hopefully those two reasons help explain our reluctance to address these sorts 
of problems through technology.  They will create an ongoing arms race, in 
which we can possibly limit this activity and make it harder, but probably 
never eliminate it completely.  Furthermore, this benefit comes at a cost of 
taking resources away from adding features and fixing bugs, and also disrupting 
legitimate users.

When we can do simple and safe things to make it harder to do these sorts of 
things, we will.  We have some protocol changes that will make it harder to do 
this sort of spoofing, which have been beta tested for some time now.  We'll be 
rolling those out in the next couple of months.

Crowdsourcing using the abuse reports helps us stay out of the arms race, and 
it's the safest and simplest way to deal with this problem and many others like 
it.

Your humble servant,
Fletch


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan 
Reeuwijk
Sent: Wednesday, November 02, 2011 5:39 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
player names/images

there is some italian group that does that.

they have dozens maybe even in the hundred of servers in server list, but all 
get redirected to 1 server. and those server report a variety of maps played, 
names in server lists etc. you click info, refresh, says for example dustbowl, 
and then join, get redirected to their server, with bots, and another map then 
advertized in the server info. Its damn annoying. And indeed, they change IP's 
a lot, to evade blacklisting.




From: daniel jokiahodaniel.joki...@gmail.com
To: Half-Life dedicated Linux server mailing 
listhlds_li...@list.valvesoftware.com
Sent: Wednesday, 2 November 2011, 7:27
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
player names/images

what about servers on different ips and port that have exactly the same
players.

I join server x. U join server y. And still we play against or with each
other :-(
On 2 Nov 2011 06:53, msleepermslee...@ismsleeperwrong.com  wrote:


Are you sure they're not just adding more servers? Changing IPs is a
server playerbase suicide as anyone who had it bookmarked won't be
able to find it again. I suppose they could use those servers for
redirects, but in theory that would get those IPs blacklisted pretty
fast if Valve's scoring/reputation system is still in effect.

On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porterreacherg...@gmail.com
wrote:

The problem with blacklisting these servers is that they seem to show up

a

few weeks later with a new batch of ip addresses. Can't blacklist them
effectively when they do that.
On Nov 1, 2011 7:40 PM, Robert Paulsonthepauls...@gmail.com  wrote:


It is very rude of you to repeatedly spam the mailing list to pressure
Valve into doing whatever you want instead of working on crashes and
content.

Valve has already put in a huge effort making these servers less

prominent.

- Blacklist
- Quickplay
- Reputation

It isn't perfect but blacklisting takes care of the servers you don't

like

once you've spotted them. Quickplay and reputation filter most of the

ones

you haven't spotted yet. No one I know has any problems finding a server
full of real players. Everyone I know just blacklists and move on.

Server IPs do not change often since it costs money to buy new ones and

you

need proper ARIN justification to get more due to the IPV4 shortage. The
fact that you are on here spamming about it as though 

Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Fletcher Dunn
The abuse reporting system has only been live a total of 4 days.  Give it some 
time.  There are no plans to give any (non-Valve) entity any special route to 
get their claims of abuse escalated more quickly.

There are still simple things we can do to increase player awareness of this 
functionality, and we are working on them.

Give it a couple of weeks or so.  We'll see how much data we get back from 
players, and how effective the system is at curbing these sorts of problems.

Your humble servant,
Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 12:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

Fletcher - Is there someone we can report blatantly, aggressively
abusive servers to in an attempt to escalate the worst offenders to
human intervention? I don't think any of us here are expecting a
flawless programmatic solution to the issue of Bad Servers, nor would
we expect Valve staff to spend paid manhours joining and checking
servers instead of working on much more important tasks, but as
someone else said, the 1% worst offenders are too big to fail and
seem to be falling through the cracks in your automated systems. The
reporting tool sounds like a great solution, but my immediate concern
is that it might not pan out like you (and us server ops) are hoping
since the vast majority of players probably aren't even aware of such
problems.

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 This is a problem we're obviously aware of.  It's definitely not that we 
 don't care.  However, it is essentially an arms race that is provably 
 unwinnable by Valve.  Furthermore, any change we make in the name of security 
 will almost certainly cause a disruption of legitimate service, due to bugs 
 on our part, or usage cases we're just not aware of.  It is a classic 
 conflict between security and accessibility.

 Hopefully those two reasons help explain our reluctance to address these 
 sorts of problems through technology.  They will create an ongoing arms race, 
 in which we can possibly limit this activity and make it harder, but probably 
 never eliminate it completely.  Furthermore, this benefit comes at a cost of 
 taking resources away from adding features and fixing bugs, and also 
 disrupting legitimate users.

 When we can do simple and safe things to make it harder to do these sorts of 
 things, we will.  We have some protocol changes that will make it harder to 
 do this sort of spoofing, which have been beta tested for some time now.  
 We'll be rolling those out in the next couple of months.

 Crowdsourcing using the abuse reports helps us stay out of the arms race, and 
 it's the safest and simplest way to deal with this problem and many others 
 like it.

 Your humble servant,
 Fletch


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan 
 Reeuwijk
 Sent: Wednesday, November 02, 2011 5:39 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
 player names/images

 there is some italian group that does that.

 they have dozens maybe even in the hundred of servers in server list, but all 
 get redirected to 1 server. and those server report a variety of maps played, 
 names in server lists etc. you click info, refresh, says for example 
 dustbowl, and then join, get redirected to their server, with bots, and 
 another map then advertized in the server info. Its damn annoying. And 
 indeed, they change IP's a lot, to evade blacklisting.



From: daniel jokiaho daniel.joki...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com
Sent: Wednesday, 2 November 2011, 7:27
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
player names/images

what about servers on different ips and port that have exactly the same
players.

I join server x. U join server y. And still we play against or with each
other :-(
On 2 Nov 2011 06:53, msleeper mslee...@ismsleeperwrong.com wrote:

 Are you sure they're not just adding more servers? Changing IPs is a
 server playerbase suicide as anyone who had it bookmarked won't be
 able to find it again. I suppose they could use those servers for
 redirects, but in theory that would get those IPs blacklisted pretty
 fast if Valve's scoring/reputation system is still in effect.

 On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter reacherg...@gmail.com
 wrote:
  The problem with blacklisting these servers is that they seem to show up
 a
  few weeks later with a new batch of ip addresses. Can't blacklist them
  effectively when they do that.
  

Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Rob Liu
Can anyone share some tips on identify those spoof server?  There are a
few servers I know that's doing it, but they're hiding it so well. it's
really hard to tell they're using bots.

On Thu, Nov 3, 2011 at 9:24 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 The abuse reporting system has only been live a total of 4 days.  Give it
 some time.  There are no plans to give any (non-Valve) entity any special
 route to get their claims of abuse escalated more quickly.

 There are still simple things we can do to increase player awareness of
 this functionality, and we are working on them.

 Give it a couple of weeks or so.  We'll see how much data we get back from
 players, and how effective the system is at curbing these sorts of problems.

 Your humble servant,
 Fletch

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Wednesday, November 02, 2011 12:45 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots,
 infringing usage of player names/images

 Fletcher - Is there someone we can report blatantly, aggressively
 abusive servers to in an attempt to escalate the worst offenders to
 human intervention? I don't think any of us here are expecting a
 flawless programmatic solution to the issue of Bad Servers, nor would
 we expect Valve staff to spend paid manhours joining and checking
 servers instead of working on much more important tasks, but as
 someone else said, the 1% worst offenders are too big to fail and
 seem to be falling through the cracks in your automated systems. The
 reporting tool sounds like a great solution, but my immediate concern
 is that it might not pan out like you (and us server ops) are hoping
 since the vast majority of players probably aren't even aware of such
 problems.

 On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
  This is a problem we're obviously aware of.  It's definitely not that we
 don't care.  However, it is essentially an arms race that is provably
 unwinnable by Valve.  Furthermore, any change we make in the name of
 security will almost certainly cause a disruption of legitimate service,
 due to bugs on our part, or usage cases we're just not aware of.  It is a
 classic conflict between security and accessibility.
 
  Hopefully those two reasons help explain our reluctance to address these
 sorts of problems through technology.  They will create an ongoing arms
 race, in which we can possibly limit this activity and make it harder, but
 probably never eliminate it completely.  Furthermore, this benefit comes at
 a cost of taking resources away from adding features and fixing bugs, and
 also disrupting legitimate users.
 
  When we can do simple and safe things to make it harder to do these
 sorts of things, we will.  We have some protocol changes that will make it
 harder to do this sort of spoofing, which have been beta tested for some
 time now.  We'll be rolling those out in the next couple of months.
 
  Crowdsourcing using the abuse reports helps us stay out of the arms
 race, and it's the safest and simplest way to deal with this problem and
 many others like it.
 
  Your humble servant,
  Fletch
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
  Sent: Wednesday, November 02, 2011 5:39 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
 usage of player names/images
 
  there is some italian group that does that.
 
  they have dozens maybe even in the hundred of servers in server list,
 but all get redirected to 1 server. and those server report a variety of
 maps played, names in server lists etc. you click info, refresh, says for
 example dustbowl, and then join, get redirected to their server, with bots,
 and another map then advertized in the server info. Its damn annoying. And
 indeed, they change IP's a lot, to evade blacklisting.
 
 
 
 From: daniel jokiaho daniel.joki...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Sent: Wednesday, 2 November 2011, 7:27
 Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
 usage of player names/images
 
 what about servers on different ips and port that have exactly the same
 players.
 
 I join server x. U join server y. And still we play against or with each
 other :-(
 On 2 Nov 2011 06:53, msleeper mslee...@ismsleeperwrong.com wrote:
 
  Are you sure they're not just adding more servers? Changing IPs is a
  server playerbase suicide as anyone who had it bookmarked won't be
  able to find it again. I suppose they could use those servers for
  redirects, but in theory that would get those IPs blacklisted pretty
  fast if Valve's 

Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Fletcher Dunn
That doesn't really work.  I don't want to get into the details on this public 
forum, but I can guarantee that the result of what you describe is that the 
problem would just be escalated higher, meaning more convincing bots with 
avatars, with valid steam accounts that are logged into steam, etc.  A few 
weeks (or maybe even a few days) later, we'd have the same problem, only the 
avatars would be fixed and it would be even harder for a human to recognize 
them.  This is exactly what I meant by an arms race.  We would spend all that 
time, and maybe some people decided it was too much effort for them, but likely 
many would still continue to do it.

The delusion that the problem is trivial or that there is magic bullet is only 
enabled by ignorance of what people are able to and the lengths they go to do 
this sort of thing.

- Fletch

From: John Schoenick [mailto:j...@pointysoftware.net]
Sent: Wednesday, November 02, 2011 1:48 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Rob Liu; Fletcher Dunn
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

Missing avatars is a big clue. Hit steam overlay - recent players or whatever, 
if they don't show up there, they're not actually in the server.

All steam needs to do is keep clients updated on steamIDs auth'd with a server. 
TF2 could then just label steamIDs that are being shown on the scoreboard but 
not present according to steam as bots. It could evenly passively report this 
discrepancy via the abuse system.

It's hardly unwinnable, it just requires adding some more capabilities to 
steam. Ideally, we'd just get our server lists from there and not trust servers 
to be honest.

- Neph

On 11/02/2011 01:42 PM, Rob Liu wrote:
Can anyone share some tips on identify those spoof server?  There are a few 
servers I know that's doing it, but they're hiding it so well. it's really hard 
to tell they're using bots.
On Thu, Nov 3, 2011 at 9:24 AM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
The abuse reporting system has only been live a total of 4 days.  Give it some 
time.  There are no plans to give any (non-Valve) entity any special route to 
get their claims of abuse escalated more quickly.

There are still simple things we can do to increase player awareness of this 
functionality, and we are working on them.

Give it a couple of weeks or so.  We'll see how much data we get back from 
players, and how effective the system is at curbing these sorts of problems.

Your humble servant,
Fletch

-Original Message-
From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 12:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

Fletcher - Is there someone we can report blatantly, aggressively
abusive servers to in an attempt to escalate the worst offenders to
human intervention? I don't think any of us here are expecting a
flawless programmatic solution to the issue of Bad Servers, nor would
we expect Valve staff to spend paid manhours joining and checking
servers instead of working on much more important tasks, but as
someone else said, the 1% worst offenders are too big to fail and
seem to be falling through the cracks in your automated systems. The
reporting tool sounds like a great solution, but my immediate concern
is that it might not pan out like you (and us server ops) are hoping
since the vast majority of players probably aren't even aware of such
problems.

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
 This is a problem we're obviously aware of.  It's definitely not that we 
 don't care.  However, it is essentially an arms race that is provably 
 unwinnable by Valve.  Furthermore, any change we make in the name of security 
 will almost certainly cause a disruption of legitimate service, due to bugs 
 on our part, or usage cases we're just not aware of.  It is a classic 
 conflict between security and accessibility.

 Hopefully those two reasons help explain our reluctance to address these 
 sorts of problems through technology.  They will create an ongoing arms race, 
 in which we can possibly limit this activity and make it harder, but probably 
 never eliminate it completely.  Furthermore, this benefit comes at a cost of 
 taking resources away from adding features and fixing bugs, and also 
 disrupting legitimate users.

 When we can do simple and safe things to make it harder to do these sorts of 
 things, we will.  We have some protocol changes that will make it harder to 
 do this sort of spoofing, which have been beta tested for some time now.  
 We'll be rolling those out in the next couple 

Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Fletcher Dunn
Also having the report option on the blacklist this server window that 
you get if you soon after joining disconnect from the gameserver. It 
would raise more awareness of the report fuction.

That is one of the things we have on the list to help raise awareness and make 
the feature more accessible.

Your humble servant,
Fletch

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[hlds] TF2 Request - Join Steam Group button a'la L4D2

2011-11-02 Thread msleeper
So ics just mentioned this in another thread, and we were talking
about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
I'd like to separate it into a new thread since it's not related to
the thread it was posting in:

Fletcher / Valve - I think all of us would love some sort of method
similar to L4D2 for players on the server to be able to join a set
Steam Group from within-game. I'm kind of surprised this hasn't
already been done already, but that (and the MOTD server banner) were
my 2 favorite things about running L4D / L4D2 servers. I loved that
players had instant and direct access to joining the server's steam
group, for those players who enjoyed being there and wanted to be
apart.

Blacklisting and reporting and so on are great for removing bad
servers. But it would be awesome if some tools could be added on the
other end of the scale, to allow players to add servers they enjoy
playing at. There's already the add to favorites pop-up when you
leave a server, perhaps add that option there? Or something on the
scoreboard when you're in spectator mode? Or the MOTD as well?

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Re: [hlds] [hlds_linux] TF2 Request - Join Steam Group button a'la L4D2

2011-11-02 Thread Fletcher Dunn
Sounds like a good idea.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
Sent: Wednesday, November 02, 2011 2:14 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Request - Join Steam Group button a'la L4D2

Great idea. It'd definitely help new servers more easily gain a following
and do a better job of integrating users into the communities of their
favorite servers.
On Nov 2, 2011 2:07 PM, msleeper mslee...@ismsleeperwrong.com wrote:

 So ics just mentioned this in another thread, and we were talking
 about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
 I'd like to separate it into a new thread since it's not related to
 the thread it was posting in:

 Fletcher / Valve - I think all of us would love some sort of method
 similar to L4D2 for players on the server to be able to join a set
 Steam Group from within-game. I'm kind of surprised this hasn't
 already been done already, but that (and the MOTD server banner) were
 my 2 favorite things about running L4D / L4D2 servers. I loved that
 players had instant and direct access to joining the server's steam
 group, for those players who enjoyed being there and wanted to be
 apart.

 Blacklisting and reporting and so on are great for removing bad
 servers. But it would be awesome if some tools could be added on the
 other end of the scale, to allow players to add servers they enjoy
 playing at. There's already the add to favorites pop-up when you
 leave a server, perhaps add that option there? Or something on the
 scoreboard when you're in spectator mode? Or the MOTD as well?

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread eugenio . motanum91
Some problems as a gamer are that its very hard to identify proper humans from 
bots. But there are someways to detect them which I now list.
1. If someone types on the chat in reply to what someone on mic or chat is 
saying.
2. Bots do not know how to surf or play on minigames. So if I join those kind 
of servers I can expect that I am playing with humans
3. If they show up on player list when I shift tab ti steam overlay
4. If I am playing on valve's official server. I know you guys won't lie to me 
about who is playing.

What this means is that it could be possible to use this criteria to prove 
someone is human on a server, but noone would like to be typing captchas every 
certain minutes of playing.

My gues is that having a list of official servers seperately from the community 
server could fix this issue. Having clans to properly register and to check 
them periodically for unwanted software could help this issue. Ie, servers that 
register for a valve server approval are checked. This along with the report 
tool could help to tackle this issue.

Also, the report tool is quite hidden. I haven't seen it while I am playing.

Also, a tag for valve's official servers could be created so users can find 
these servers on the server browser. it would be penalized for anyone 
unauthorized use this tag for their servers.

These are just my thoughts on the issue, and hopefully this could be of 
any help.
Enviado desde mi oficina móvil BlackBerry® de Telcel

-Original Message-
From: Fletcher Dunn fletch...@valvesoftware.com
Sender: hlds-boun...@list.valvesoftware.com
Date: Wed, 2 Nov 2011 21:03:35 
To: Half-Life dedicated Linux server mailing 
listhlds_li...@list.valvesoftware.com
Reply-To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux]   Fake clients, misreported bots,
 infringing usage of player names/images

Also having the report option on the blacklist this server window that 
you get if you soon after joining disconnect from the gameserver. It 
would raise more awareness of the report fuction.

That is one of the things we have on the list to help raise awareness and make 
the feature more accessible.

Your humble servant,
Fletch

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Re: [hlds] [hlds_linux] TF2 Request - Join Steam Group button a'la L4D2

2011-11-02 Thread Herover
Could be nice with something like the
ahref='steam://connect/...'/a thing :)

2011/11/2 Fletcher Dunn fletch...@valvesoftware.com:
 Sounds like a good idea.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
 Sent: Wednesday, November 02, 2011 2:14 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 Request - Join Steam Group button a'la L4D2

 Great idea. It'd definitely help new servers more easily gain a following
 and do a better job of integrating users into the communities of their
 favorite servers.
 On Nov 2, 2011 2:07 PM, msleeper mslee...@ismsleeperwrong.com wrote:

 So ics just mentioned this in another thread, and we were talking
 about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
 I'd like to separate it into a new thread since it's not related to
 the thread it was posting in:

 Fletcher / Valve - I think all of us would love some sort of method
 similar to L4D2 for players on the server to be able to join a set
 Steam Group from within-game. I'm kind of surprised this hasn't
 already been done already, but that (and the MOTD server banner) were
 my 2 favorite things about running L4D / L4D2 servers. I loved that
 players had instant and direct access to joining the server's steam
 group, for those players who enjoyed being there and wanted to be
 apart.

 Blacklisting and reporting and so on are great for removing bad
 servers. But it would be awesome if some tools could be added on the
 other end of the scale, to allow players to add servers they enjoy
 playing at. There's already the add to favorites pop-up when you
 leave a server, perhaps add that option there? Or something on the
 scoreboard when you're in spectator mode? Or the MOTD as well?

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

 ___
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Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread John Schoenick
I get what you're saying, but there's a difference between magic bullets 
and leaving the door unlocked. If you needed to setup 31 F2P accounts, 
get multiple IPs to avoid super-easy abuse detection, and use an 
external tool to have them all auth into your server (which is VAC 
bannable) it'd be a hell of a lot more involved than typing 'fake 
players' into a sourcemod plugin search and copying the first result 
into your server folder.


- Neph

On 11/02/2011 01:59 PM, Fletcher Dunn wrote:

That doesn't really work.  I don't want to get into the details on this public 
forum, but I can guarantee that the result of what you describe is that the 
problem would just be escalated higher, meaning more convincing bots with 
avatars, with valid steam accounts that are logged into steam, etc.  A few 
weeks (or maybe even a few days) later, we'd have the same problem, only the 
avatars would be fixed and it would be even harder for a human to recognize 
them.  This is exactly what I meant by an arms race.  We would spend all that 
time, and maybe some people decided it was too much effort for them, but likely 
many would still continue to do it.

The delusion that the problem is trivial or that there is magic bullet is only 
enabled by ignorance of what people are able to and the lengths they go to do 
this sort of thing.

- Fletch

From: John Schoenick [mailto:j...@pointysoftware.net]
Sent: Wednesday, November 02, 2011 1:48 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Rob Liu; Fletcher Dunn
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

Missing avatars is a big clue. Hit steam overlay -  recent players or 
whatever, if they don't show up there, they're not actually in the server.

All steam needs to do is keep clients updated on steamIDs auth'd with a server. 
TF2 could then just label steamIDs that are being shown on the scoreboard but 
not present according to steam as bots. It could evenly passively report this 
discrepancy via the abuse system.

It's hardly unwinnable, it just requires adding some more capabilities to 
steam. Ideally, we'd just get our server lists from there and not trust servers 
to be honest.

- Neph

On 11/02/2011 01:42 PM, Rob Liu wrote:
Can anyone share some tips on identify those spoof server?  There are a few 
servers I know that's doing it, but they're hiding it so well. it's really hard to tell 
they're using bots.
On Thu, Nov 3, 2011 at 9:24 AM, Fletcher 
Dunnfletch...@valvesoftware.commailto:fletch...@valvesoftware.com  wrote:
The abuse reporting system has only been live a total of 4 days.  Give it some 
time.  There are no plans to give any (non-Valve) entity any special route to 
get their claims of abuse escalated more quickly.

There are still simple things we can do to increase player awareness of this 
functionality, and we are working on them.

Give it a couple of weeks or so.  We'll see how much data we get back from 
players, and how effective the system is at curbing these sorts of problems.

Your humble servant,
Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 12:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

Fletcher - Is there someone we can report blatantly, aggressively
abusive servers to in an attempt to escalate the worst offenders to
human intervention? I don't think any of us here are expecting a
flawless programmatic solution to the issue of Bad Servers, nor would
we expect Valve staff to spend paid manhours joining and checking
servers instead of working on much more important tasks, but as
someone else said, the 1% worst offenders are too big to fail and
seem to be falling through the cracks in your automated systems. The
reporting tool sounds like a great solution, but my immediate concern
is that it might not pan out like you (and us server ops) are hoping
since the vast majority of players probably aren't even aware of such
problems.

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com  wrote:

This is a problem we're obviously aware of.  It's definitely not that we don't 
care.  However, it is essentially an arms race that is provably unwinnable by 
Valve.  Furthermore, any change we make in the name of security will almost 
certainly cause a disruption of legitimate service, due to bugs on our part, or 
usage cases we're just not aware of.  It is a classic conflict between security 
and accessibility.

Hopefully those two reasons help explain our reluctance to address these sorts 
of problems through technology.  They will create an ongoing arms race, in 
which we can possibly limit this activity 

Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Noel
Fletch probably doesn't have a ton of free time, if I had to guess, but if
you want to talk to him further about the details he doesn't want to go
into on this public forum, you might consider just replying to him and not
including the list.  ;)


/includes the list on this email because sux

On Wed, Nov 2, 2011 at 2:42 PM, John Schoenick nephy...@doublezen.netwrote:

 I get what you're saying, but there's a difference between magic bullets
 and leaving the door unlocked. If you needed to setup 31 F2P accounts, get
 multiple IPs to avoid super-easy abuse detection, and use an external tool
 to have them all auth into your server (which is VAC bannable) it'd be a
 hell of a lot more involved than typing 'fake players' into a sourcemod
 plugin search and copying the first result into your server folder.

 - Neph


 On 11/02/2011 01:59 PM, Fletcher Dunn wrote:

 That doesn't really work.  I don't want to get into the details on this
 public forum, but I can guarantee that the result of what you describe is
 that the problem would just be escalated higher, meaning more convincing
 bots with avatars, with valid steam accounts that are logged into steam,
 etc.  A few weeks (or maybe even a few days) later, we'd have the same
 problem, only the avatars would be fixed and it would be even harder for a
 human to recognize them.  This is exactly what I meant by an arms race.  We
 would spend all that time, and maybe some people decided it was too much
 effort for them, but likely many would still continue to do it.

 The delusion that the problem is trivial or that there is magic bullet is
 only enabled by ignorance of what people are able to and the lengths they
 go to do this sort of thing.

 - Fletch

 From: John Schoenick 
 [mailto:john@pointysoftware.**netj...@pointysoftware.net
 ]
 Sent: Wednesday, November 02, 2011 1:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Rob Liu; Fletcher Dunn
 Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots,
 infringing usage of player names/images

 Missing avatars is a big clue. Hit steam overlay -  recent players or
 whatever, if they don't show up there, they're not actually in the server.

 All steam needs to do is keep clients updated on steamIDs auth'd with a
 server. TF2 could then just label steamIDs that are being shown on the
 scoreboard but not present according to steam as bots. It could evenly
 passively report this discrepancy via the abuse system.

 It's hardly unwinnable, it just requires adding some more capabilities to
 steam. Ideally, we'd just get our server lists from there and not trust
 servers to be honest.

 - Neph

 On 11/02/2011 01:42 PM, Rob Liu wrote:
 Can anyone share some tips on identify those spoof server?  There are a
 few servers I know that's doing it, but they're hiding it so well. it's
 really hard to tell they're using bots.
 On Thu, Nov 3, 2011 at 9:24 AM, Fletcher Dunnfletcherd@valvesoftware.**
 com 
 fletch...@valvesoftware.commailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com
  wrote:

 The abuse reporting system has only been live a total of 4 days.  Give it
 some time.  There are no plans to give any (non-Valve) entity any special
 route to get their claims of abuse escalated more quickly.

 There are still simple things we can do to increase player awareness of
 this functionality, and we are working on them.

 Give it a couple of weeks or so.  We'll see how much data we get back
 from players, and how effective the system is at curbing these sorts of
 problems.

 Your humble servant,
 Fletch

 -Original Message-
 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 **  
 [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 **] On Behalf Of msleeper
 Sent: Wednesday, November 02, 2011 12:45 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots,
 infringing usage of player names/images

 Fletcher - Is there someone we can report blatantly, aggressively
 abusive servers to in an attempt to escalate the worst offenders to
 human intervention? I don't think any of us here are expecting a
 flawless programmatic solution to the issue of Bad Servers, nor would
 we expect Valve staff to spend paid manhours joining and checking
 servers instead of working on much more important tasks, but as
 someone else said, the 1% worst offenders are too big to fail and
 seem to be falling through the cracks in your automated systems. The
 reporting tool sounds like a great solution, but my immediate concern
 is that it might not pan out like you (and us server ops) are hoping
 since the vast majority of players probably aren't even aware of such
 problems.

 On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
 

[hlds] Team Fortress 2 Update Released

2011-11-02 Thread Tony Paloma
Required updates for Team Fortress 2 are now available.  The specific changes 
include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including any 
error message causing failure

- Update the '_registered' server tag based on whether registration is 
successful, not whether the registration convars are set

- All registration related messages now go to the server log in addition to the 
console

- Fix response from cl_gameserver_reset_identity command to properly format 
convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
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Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Mart-Jan Reeuwijk
one other thing I like to notice, is that IF you blacklist a server, its the 
last accessed one, not the one clicked in my previous described case. I had to 
go search again for the same server and blacklist the server in the server list 
i tried to connect to to make it effective... in other words, the normal system 
didn't blacklist the IP I tried connecting to, but instead the one I was 
redirected to...

I'm sure valve is aware, reading Fletchers response, and I appreciate their 
balance in it. but maybe the above can be addressed also somehow.

and thnx for letting us know that there is some in the pipeline for this stuff.



From: Spencer 'Voogru' MacDonald voo...@voogru.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wednesday, 2 November 2011, 20:49
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

This would be nice, yes.

On 11/2/2011 3:45 PM, msleeper wrote:
 Fletcher - Is there someone we can report blatantly, aggressively
 abusive servers to in an attempt to escalate the worst offenders to
 human intervention? I don't think any of us here are expecting a
 flawless programmatic solution to the issue of Bad Servers, nor would
 we expect Valve staff to spend paid manhours joining and checking
 servers instead of working on much more important tasks, but as
 someone else said, the 1% worst offenders are too big to fail and
 seem to be falling through the cracks in your automated systems. The
 reporting tool sounds like a great solution, but my immediate concern
 is that it might not pan out like you (and us server ops) are hoping
 since the vast majority of players probably aren't even aware of such
 problems.

 On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
 fletch...@valvesoftware.com  wrote:
 This is a problem we're obviously aware of.  It's definitely not that we 
 don't care.  However, it is essentially an arms race that is provably 
 unwinnable by Valve.  Furthermore, any change we make in the name of 
 security will almost certainly cause a disruption of legitimate service, 
 due to bugs on our part, or usage cases we're just not aware of.  It is a 
 classic conflict between security and accessibility.

 Hopefully those two reasons help explain our reluctance to address these 
 sorts of problems through technology.  They will create an ongoing arms 
 race, in which we can possibly limit this activity and make it harder, but 
 probably never eliminate it completely.  Furthermore, this benefit comes at 
 a cost of taking resources away from adding features and fixing bugs, and 
 also disrupting legitimate users.

 When we can do simple and safe things to make it harder to do these sorts 
 of things, we will.  We have some protocol changes that will make it harder 
 to do this sort of spoofing, which have been beta tested for some time 
 now.  We'll be rolling those out in the next couple of months.

 Crowdsourcing using the abuse reports helps us stay out of the arms race, 
 and it's the safest and simplest way to deal with this problem and many 
 others like it.

 Your humble servant,
 Fletch


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan 
 Reeuwijk
 Sent: Wednesday, November 02, 2011 5:39 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage 
 of player names/images

 there is some italian group that does that.

 they have dozens maybe even in the hundred of servers in server list, but 
 all get redirected to 1 server. and those server report a variety of maps 
 played, names in server lists etc. you click info, refresh, says for 
 example dustbowl, and then join, get redirected to their server, with bots, 
 and another map then advertized in the server info. Its damn annoying. And 
 indeed, they change IP's a lot, to evade blacklisting.


 
 From: daniel jokiahodaniel.joki...@gmail.com
 To: Half-Life dedicated Linux server mailing 
 listhlds_li...@list.valvesoftware.com
 Sent: Wednesday, 2 November 2011, 7:27
 Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage 
 of player names/images

 what about servers on different ips and port that have exactly the same
 players.

 I join server x. U join server y. And still we play against or with each
 other :-(
 On 2 Nov 2011 06:53, msleepermslee...@ismsleeperwrong.com  wrote:

 Are you sure they're not just adding more servers? Changing IPs is a
 server playerbase suicide as anyone who had it bookmarked won't be
 able to find it again. I suppose they could use those servers for
 redirects, but in theory that would get those IPs blacklisted pretty
 fast if Valve's scoring/reputation system is still in effect.

 On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porterreacherg...@gmail.com
 wrote:
 The 

Re: [hlds] Team Fortress 2 Update Released

2011-11-02 Thread Fletcher Dunn
Oops, that should read

- Output of status command *NOW* includes registration status, including any 
error message causing failure

I believe that it should now be abundantly clear when you are successfully 
registered, and when that state changes.  if you see any brokenness in the 
registration system, please let me know.  This event is the first of hopefully 
more privileges associated with server registration.  We want it to work 
reliably and we apologize for some flakiness this past week.

Also, if you suspect funky characters in your identity are causing 
complications, use the cl_gameserver_reset_identity command on the client to 
get a new one.  We've changed the identity generation to use a really 
restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Wednesday, November 02, 2011 3:35 PM
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Released


Required updates for Team Fortress 2 are now available.  The specific changes 
include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including any 
error message causing failure

- Update the '_registered' server tag based on whether registration is 
successful, not whether the registration convars are set

- All registration related messages now go to the server log in addition to the 
console

- Fix response from cl_gameserver_reset_identity command to properly format 
convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
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Re: [hlds] Team Fortress 2 Update Released

2011-11-02 Thread Dominik Friedrichs

Now the _registered tag is only added after the first mapchange.

On 2011/11/02 23:34, Tony Paloma wrote:

Required updates for Team Fortress 2 are now available. The specific
changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings

Team Fortress 2

- Output of status command not includes registration status, including
any error message causing failure

- Update the '_registered' server tag based on whether registration is
successful, not whether the registration convars are set

- All registration related messages now go to the server log in addition
to the console

- Fix response from cl_gameserver_reset_identity command to properly
format convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier’s melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,

Tony



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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Fletcher Dunn
You select which account to get a new identity (password) for.  The command has 
the basic context sensitive help to explain it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, November 02, 2011 3:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
 Oops, that should read

 - Output of status command *NOW* includes registration status, including any 
 error message causing failure

 I believe that it should now be abundantly clear when you are successfully 
 registered, and when that state changes.  if you see any brokenness in the 
 registration system, please let me know.  This event is the first of 
 hopefully more privileges associated with server registration.  We want it to 
 work reliably and we apologize for some flakiness this past week.

 Also, if you suspect funky characters in your identity are causing 
 complications, use the cl_gameserver_reset_identity command on the client to 
 get a new one.  We've changed the identity generation to use a really 
 restricted character set.

 A few servers will probably notice that they have been banned.

 Your humble servant,
 Fletch


 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Wednesday, November 02, 2011 3:35 PM
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Released


 Required updates for Team Fortress 2 are now available.  The specific changes 
 include:



 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Output of status command now includes public IP

 - Fixed playback for pre-Halloween demo recordings



 Team Fortress 2

 - Output of status command not includes registration status, including any 
 error message causing failure

 - Update the '_registered' server tag based on whether registration is 
 successful, not whether the registration convars are set

 - All registration related messages now go to the server log in addition to 
 the console

 - Fix response from cl_gameserver_reset_identity command to properly format 
 convar config lines

 - Added a taunt for the Tin Soldier set

 - Fixed the Soldier's melee dare response rule

 - MONOCULUS! HAS GROWN ANGRY

 - Updated the localization files

 Thanks,
 Tony
 ___
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 visit:
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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Fletcher Dunn
Sorry, you'll have to restart your server.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
bottige...@gmail.com
Sent: Wednesday, November 02, 2011 4:13 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

How do I log in again?

I reset my token after seeing this: not logged in  (Incorrect
identity token), but it hasn't reconnected by itself.

On Wed, Nov 2, 2011 at 4:07 PM, msleeper mslee...@ismsleeperwrong.com wrote:
 Would it be possible to add the trending status to the status command
 output? Or is that only calculated once when the server first starts?

 On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano mian...@gmail.com wrote:
 Is there any hope that in the future a non-premium account will be able to
 register a game server?

 Thanks!

 On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

 You select which account to get a new identity (password) for.  The
 command has the basic context sensitive help to explain it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Wednesday, November 02, 2011 3:54 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 Will that reset all identities, or can we choose which one to reset?

 On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
  Oops, that should read
 
  - Output of status command *NOW* includes registration status, including
 any error message causing failure
 
  I believe that it should now be abundantly clear when you are
 successfully registered, and when that state changes.  if you see any
 brokenness in the registration system, please let me know.  This event is
 the first of hopefully more privileges associated with server registration.
  We want it to work reliably and we apologize for some flakiness this past
 week.
 
  Also, if you suspect funky characters in your identity are causing
 complications, use the cl_gameserver_reset_identity command on the client
 to get a new one.  We've changed the identity generation to use a really
 restricted character set.
 
  A few servers will probably notice that they have been banned.
 
  Your humble servant,
  Fletch
 
 
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
  Sent: Wednesday, November 02, 2011 3:35 PM
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Subject: [hlds] Team Fortress 2 Update Released
 
 
  Required updates for Team Fortress 2 are now available.  The specific
 changes include:
 
 
 
  Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 
  - Output of status command now includes public IP
 
  - Fixed playback for pre-Halloween demo recordings
 
 
 
  Team Fortress 2
 
  - Output of status command not includes registration status, including
 any error message causing failure
 
  - Update the '_registered' server tag based on whether registration is
 successful, not whether the registration convars are set
 
  - All registration related messages now go to the server log in addition
 to the console
 
  - Fix response from cl_gameserver_reset_identity command to properly
 format convar config lines
 
  - Added a taunt for the Tin Soldier set
 
  - Fixed the Soldier's melee dare response rule
 
  - MONOCULUS! HAS GROWN ANGRY
 
  - Updated the localization files
 
  Thanks,
  Tony
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 please visit:
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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Fletcher Dunn
Right, currently it is only fetched at login time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano mian...@gmail.com wrote:
 Is there any hope that in the future a non-premium account will be able to
 register a game server?

 Thanks!

 On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

 You select which account to get a new identity (password) for.  The
 command has the basic context sensitive help to explain it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Wednesday, November 02, 2011 3:54 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 Will that reset all identities, or can we choose which one to reset?

 On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
  Oops, that should read
 
  - Output of status command *NOW* includes registration status, including
 any error message causing failure
 
  I believe that it should now be abundantly clear when you are
 successfully registered, and when that state changes.  if you see any
 brokenness in the registration system, please let me know.  This event is
 the first of hopefully more privileges associated with server registration.
  We want it to work reliably and we apologize for some flakiness this past
 week.
 
  Also, if you suspect funky characters in your identity are causing
 complications, use the cl_gameserver_reset_identity command on the client
 to get a new one.  We've changed the identity generation to use a really
 restricted character set.
 
  A few servers will probably notice that they have been banned.
 
  Your humble servant,
  Fletch
 
 
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
  Sent: Wednesday, November 02, 2011 3:35 PM
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Subject: [hlds] Team Fortress 2 Update Released
 
 
  Required updates for Team Fortress 2 are now available.  The specific
 changes include:
 
 
 
  Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 
  - Output of status command now includes public IP
 
  - Fixed playback for pre-Halloween demo recordings
 
 
 
  Team Fortress 2
 
  - Output of status command not includes registration status, including
 any error message causing failure
 
  - Update the '_registered' server tag based on whether registration is
 successful, not whether the registration convars are set
 
  - All registration related messages now go to the server log in addition
 to the console
 
  - Fix response from cl_gameserver_reset_identity command to properly
 format convar config lines
 
  - Added a taunt for the Tin Soldier set
 
  - Fixed the Soldier's melee dare response rule
 
  - MONOCULUS! HAS GROWN ANGRY
 
  - Updated the localization files
 
  Thanks,
  Tony
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 please visit:
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