Re: [hlds] Mandatory TF2 update released

2013-06-14 Thread Drogen Viech
How is allowing people to fck with their network settings a fix? I
don't get it, why won't valve finally review some of their
network-stuff so the end user doesn't need to care about opening the
*developer* console to fix network settings?

2013/6/13 Brian br...@doublejump.eu:
 Hi Eric,

 Great to see Valve listening to feedback on even such esoteric things as
 network cvars :)

 B


 On Tue, Jun 11, 2013 at 12:41 AM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 1793626.

 -Eric

 --

 Team Fortress 2
 - Added a new promo item
 - Unusual hats that are tradable can now be listed on the Steam Community
 Market
 - Updated the network interpolation and update convars so they can be
 changed immediately after changing class and respawning. This allows the
 automatically executed [classname].cfg files to update the values.
 - Fixed a bug that would cause some players who used an Upgrade to
 Premium item to be unable to thank another player after upgrading. Accounts
 that were affected by this bug have been retroactively fixed and will have
 the option to thank a helpful player automatically next time they log in.
 - The ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPI interfaces are
 now deprecated and will eventually be removed. External tools can call
 IEconItems/GetPlayerItems and IEconItems/GetSchema for current data.

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Re: [hlds] Digest format seems to be broken?

2012-09-01 Thread Drogen Viech
The mailing list kind of serves as an entry barrier against 13 year
old omg my server dont work plz halp!-kids imo

2012/9/1 Chris Cable chrisca...@gmail.com:
 Why is there a mailing list anyways? Wouldn't it be more efferent to use the
 Forums? Then people could search easily for previous issues.


 On Sat, Sep 1, 2012 at 8:51 AM, Chad Hedstrom chad.hedst...@gmail.com
 wrote:

 I'll admit, the MvM update is pushing a lot of traffic on this list
 right now, but a year ago digest format meant 4-10 emails in a single
 digest email, regardless of traffic.

 Two weeks ago I started getting 3 emails in a single digest email.

 Today I am getting a SINGLE (1) email in a digest email. I might as
 well just turn off digest mode entirely.

 Until the boys at Valve get this fixed, do you guys mind not including
 the last nine replies in the body of your email? Obviously we can go
 back and read the previous relevant responses if we need to.

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Re: [hlds] Day of Defeat: Source low textures + cl_ragdoll_physics_enable bug

2012-04-30 Thread Drogen Viech
No offense but alot of people seem to forget that regular players
aren't supposed to set set cl_ragdoll_physics_enable to 0 - else valve
would've added a 'Disable dead bodies' option to their menus, right? I
know i sound kind of angry - sorry for that, i'm just trying to get a
point across really :(

2012/4/29 spendenanmich spendenanm...@web.de:
 Bullet holes are red on wooden textures if using low textures.

 Also there is a bug if using cl_ragdoll_physics_enable 0. Dead bodies will
 spawn in random position then.

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Re: [hlds] Game hosting (Secv74)

2012-04-30 Thread Drogen Viech
Cracked clients can't even connect to insecure servers as far as i
know, they get kicked off with the usual This account does not own
this game, please login to the right account message.

2012/4/30 G. Hutchinson hu...@halsplayground.com:
 UFO's aside, If I am not mistaking, and I may be... Do not VAC enabled
 servers take measure to prevent pirated clients from playing? Thus, if a
 server is VAC enabled it is slightly protected from unwanted connects?

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Re: [hlds] Why cheating isn't helping...

2012-04-08 Thread Drogen Viech
That's because 12 year old don't care _how_ they win

2012/4/8 Andrew de Jong k.r.o.n@hotmail.com:
 In vol 12 of this mailing forum was it mostly about hacking and cheating but 
 what I don't get is why you want to cheat?
 I mean I know you want to win but cheating and hacking isn't good for your 
 skills so thats why i don't get cheating.
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Re: [hlds] Crit hacking + VAC?

2012-03-26 Thread Drogen Viech
Speedhacks should be made impossible by default, in the engine or something
I wonder how long until hack deverlopers catch up and notice that they
just need to clamp their view angles to get around SMACs eye angle
detection

2012/3/26 Emil Larsson ail...@gmail.com:
 Thing is that Valve does not exactly announce when they rework or improve
 VAC, to add to it's mysterious nature. In a way the hackers notices the
 updates to VAC before the general public.


 On Mon, Mar 26, 2012 at 10:33 AM, AnAkIn . anakin...@gmail.com wrote:

 VAC needs to be reworked for all games, not just TF2. There are so
 much hacks that it fails to detect which are detected by other
 anticheats.

 2012/3/26 Alexander Z spacebur...@gmail.com:
  Which is exactly why VAC needs to be reworked for TF2's needs.
 
 
  On 26 March 2012 08:21, Cc2iscooL cc2isc...@gmail.com wrote:
 
  Cheaters will always find ways to get around the system. The only way
  you
  can make sure you will never get any cheaters is to block all external
  connections to your server.
 
  Unfortunately it is the simple reality of gaming. If people can cheat
  to
  win, or to get a rise out of others, they will cheat to win.
 
  VAC is decently effective in a world where people need to purchase the
  game when their account gets banned. People think twice about using
  hack
  programs when they're faced with having to pay real money if they get
  caught
  to get back in. While it is not 100% (people that have enough money to
  not
  care) the delay factor was a scare factor for many cheaters, I remember
  talking to people that had loaded up a cheat once and joined a non-vac
  server being scared that they would be VAC banned for weeks before they
  finally calmed down. It also keeps the cheat programmers guessing if
  they're
  actually getting around the detection or not.
 
  But now TF2 is free-to-play. People can create however many accounts
  they'd like and cheat all the same, and it might be weeks before their
  account is banned. They don't have to buy any games, sure plugins like
  f2p
  kickers and whatnot may work on this, but what about legitimate people
  not
  wanting to use steam for purchases? Unfortunately due to the game going
  f2p
  many servers have decided to oust f2p players completely due to these
  reasons. A delayed banning system does not work well in a F2P
  environment.
  Make a new email and account which takes all of 3-5 minutes, and you've
  got
  a brand new hacking account for the next few weeks.
 
 
  On Mon, Mar 26, 2012 at 1:27 AM, Cameron Munroe
  cmun...@cameronmunroe.com wrote:
 
  If there is a will, there is a way.
 
 
  On 03/25/2012 10:22 PM, AnAkIn . wrote:
 
  There are some things you just can't find a way around. The game is
  just
  badly protected.
 
  Le 26 mars 2012 07:15, Cameron Munroe cmun...@cameronmunroe.com a
  écrit :
 
  Part of the reason for the success of SMAC and other anti-cheats is
  that
  it isn't on all servers. If it was these cheat producers would just
  find a
  way around it and all of us would be stuck.
 
  On 03/25/2012 09:58 PM, Team BOOM! wrote:
 
  How sweet would it be to have Kigen and the authors of SMAC work
  directly
  with Valve to integrate their anticheat features into VAC? If SMAC and
  Kigen’s AC can do it effectively, why not? I’ve been told that Valve
  is
  already working with the Gungame authors for CS:GO, and  in my
  opinion,
  dealing with cheaters is the single most frustrating and
  time-consuming part
  of being a Community Leader, Server Admin and for all the legit
  players who
  truly want to just play the game. Imagine a world where the minute you
  toggled a cheat, you lost your Steam account forever and the Admin
  never had
  to lift a finger to make it happen!
 
 
 
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com ] On Behalf Of ics
  Sent: Sunday, March 25, 2012 12:40 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Crit hacking + VAC?
 
 
 
  That 1-3 is an average. Some days there are 2-3 alone, some weeks only
  1
  idiot.  There has been 7 this week that have gotten caught
  automatically,
  8  by admin on TF2 and CSS together.
 
  I'd really like to get to see some improvement to VAC also to detect
  these cheaters. Not even half are banned after a month of getting
  caught.
 
  -ics
 
  25.3.2012 20:25, hlds kirjoitti:
 
  Only 1-3 per week? I would say an average of 2-3 cheaters per day per
  server. This being the ones detected by SMAC or admins, because the
  real
  number is probably higher. It is incredible how many players have
  sv_cheats
  set to 1…
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: Saturday, March 24, 2012 9:38 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Crit hacking + VAC?
 
 
 
  I've also noticed an definite increase on cheaters. Where before f2p i
  used 

Re: [hlds] Hackers on the rise

2012-03-04 Thread Drogen Viech
The problem is that all the 'is player visible' checks are really
expensive - what if an arm is sticking out somewhere behind cover?
You'd need to test alot of corner-cases taking this into account - i
agree that valve should put in more sever side protection though -
speedhacks can't be that hard to detect on the server side

2012/3/4 AnAkIn . anakin...@gmail.com:
 Actually the server should not send the positions of the players who
 are not visible at all, this is what Anti Wallhack plugins do.

 2012/3/4 hlds h...@kirby420.com:
 This. It's well within Valve's ability to put in server code that's as
 simple as;

 if (($playerone can't legally see $playertwo)  ($playerone killed
 $Playertwo)) then ban

 if ($player ismovingwaytoofuckingfast == $true) then ban

 I do not care how trusted the client must be, these are things than can and
 are not blocked by Valve on the server's side.




 On 3/4/2012 5:18 AM, AnAkIn . wrote:

 Speedhacks and wallhacks could be blocked with server side code if
 Valve wanted to.

 2012/3/4 Frank T. O'Connorfr...@oconnors.org:

 The whole reason game hacking works to begin with is you have to trust
 the client. Everything you just listed can easily be intercepted at 
 runtime,
 and dynamic spoofed values given. Also, you aren't allowed to use MS 
 product
 keys for anything. They can't legally be used to track or identify people.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Saturday, March 03, 2012 5:29 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise

 Maybe they could use the hardware information that the Steam client
 already send them every time you log in?
 - Network cards
 - CD/DVD/Hard drives and others
 (MediaType/Index/DeviceID/SerialNumber/Manufacturer)
 - OS (Version, CD Key)
 + more stuff

 2012/3/3 Cameron Munroecmun...@cameronmunroe.com:

 Really, how would you track this? Ip ~ no. So what? The fact is NAT is
 so extensive now that tracking via IP is ineffective at best.


 On 3/3/2012 1:43 AM, AnAkIn . wrote:

 As if Valve never thought of doing that. Back when F2P got released
 they said they would do something against people creating multiple
 accounts, and they never done anything.

 2012/3/3 Rob Liurobl...@gmail.com:

 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to
 play accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
 voo...@voogru.com    wrote:

 That doesn't do much good for things like aimbots.



 I personally don't like the idea of preventing them from joining,
 but simply taking away things that they might be able to abuse. My
 dodgeball servers for example doesn't allow f2p to use, or hear
 anyone on voice comm.
 Too many unbannables just spewing mic spam all day.



 - Spencer.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: Friday, March 02, 2012 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hackers on the rise



 That is like saying I will not sell my product to greens. It is
 not effective and can do way more harm then good. You might just
 want to beef up your security with sourcemod and some plugins.

 On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

 One options is to just not allow f2p accounts. Or make them a lot
 more vulnerable to votekicks/votebans. I'm considering making it so
 it only takes half as many votes against f2p to take action.

 On Mar 2, 2012 6:34 PM, Russell Smithve...@tinylittlerobots.us
  wrote:

 If you can put up with the excessive memory leaks then you can use
 SourceTV on autorecord.  Then just reference the time of the ban
 with the time of the recorded demo and you have yourself a demo of
 the supposed cheater.



 On 3/2/2012 3:32 PM, Cameron Munroe wrote:

 Now if it only would start a demo and then ban them...

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Re: [hlds] Dealing with persistent cheaters

2012-01-30 Thread Drogen Viech
Can both be used together without problems? I would disable automatic
banning in one of them of course.

2012/1/30 AnAkIn . anakin...@gmail.com:
 DBlocker can detect more cheats than SMAC. One of the most used public
 cheats is detected by DBlocker.


 2012/1/30 Cc2iscooL cc2isc...@gmail.com

 I was reading the Kigen forums and a lot of people are banned for
 sv_consistency errors, which could be as simple as just having a skin on a
 server that doesn't allow them.

 Hilarious.


 On Sun, Jan 29, 2012 at 11:13 PM, Admin essential...@bigpond.com wrote:

 LMFAO Kigen's anticheat is obsolete and Kiegen forces you to use his
 server
 with his conditions. There is no leeway or allowances for independent
 control over banning and you are forced to kigens global banning system.
 There is no decent support less being dictated too. I highly recommend
 that
 one avoids this system entirely

 SMAC is far more superior and has no restrictions or limitations. It is
 constantly updated and when an issue is found it is mostly corrected
 immediately upon the team reading the issues

 SMAC can be found at allied modders
 http://forums.alliedmods.net/showthread.php?t=156872

 I have tried both cheat systems and found KAC to be lacking and missed 8
 out
 of ten simulated cheats. SMAC prevented 10 out of ten and allows you to
 freely configure its uses without being forced to use a global system.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike @ BOOM!
 Sent: Monday, 30 January 2012 12:56 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Dealing with persistent cheaters

 I was like you when it came to dealing with cheaters. I was so sick of
 them
 I almost stopped hosting.

 The came SourceBans and Kigen's AC. For the past 2+ years we have used
 SourceBans: www.sourcebans.net to handle our Admin management and bans
 list
 on a global community level. Banned in one server means banned in all our
 servers when using SourceBans. We also use the Steambans SBSRC Plugin at:
 www.steambans.com, which is another global ban list with 1000's of banned
 cheater SteamIDs in it. Finally and most importantly, there are two cheat
 detection plugins that block and ban a ton of cheaters for us. The
 original
 Kigen's Anticheat: http://www.kigenac.com/ SourceMod plugin
 (wonderful!!!)
 and the newer SourceMod Anticheat (SMAC), spun off of Kigen's platform.
 Both
 Kigen's and SMAC integrate seamlessly with Sourcebans to perma-ban
 suspect
 cheaters without an Admin being in the server. I can't say enough about
 Kigen and his wonderful work. It really has saved our asses and it's very
 cool to see players being banned when they cheat when Admins are in the
 server. It's like having an Admin who is spectating every player on every
 server 24/7!

 By running a global ban management system like SourceBans and having
 real-time cheat detection of the likes of Kigen's AC or SMAC, we have
 virtually eliminated the need for Admins most of the time. Sure and
 occasional player is missed when using some cheat we can't T detect, but
 this is so rare we don't worry that much about it. You can even download
 the
 banlists from other communities who make them available on their
 Sourcebans
 site so you don't have to start from scratch.

 Check out the links and let me know if you have any questions.
 Mike

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu
 Sent: Sunday, January 29, 2012 5:45 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Dealing with persistent cheaters

 Price of the game going free to play.  Servers get more traffic, but no
 other way to deal with persistent cheaters and griefers.  Ban has lost
 its
 meaning.  There is nothing we can do as server owners.

 Valve really need to figure something out.

 On 1/30/12, hlds h...@gmx.com wrote:
  I had once a problem with a guy that had many F2P accounts and as
  provider one of the biggest from my country (dynamic IPs and
  impossible to ban), but I was lucky to find out that he also had a web
  server hosted on his computer. I did a script to check every 5 minutes
  the IP for that site and to update a firewall rule, but usually you
  can't do nothing, except to have some nice words for Valve and as many
 admins as possible.
 
 
 
  I don't understand why this is not a top priority thing for Valve,
  because a cheater with speedhack can empty a server in few minutes. At
  least we should have access to some hardware fingerprint or something
  like
 this.
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alexander Z
  Sent: Sunday, January 29, 2012 10:42 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Dealing with persistent cheaters
 
 
 
  The kind with dynamic IPs, lots of F2P accounts and time to 

Re: [hlds] Hitbox Problem.

2011-12-04 Thread Drogen Viech
Do you guys always have to mess with those fucking settings
Just try the defaults for once for fucks sake - whats the matter
between simulating everything 1000 times per second if there's nothing
happening inbetween anyways

2011/12/4, Олег Ивашкевич spin...@mail.ru:
 I use mm_timer 1.6 on my hlds. So, server's FPS usually is about 1000
 (sys_ticrate 1200). I think end FPS is 1000 too, but I'm not sure, because
 the server started in hide mode, like service.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Sunday, December 04, 2011 8:14 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Hitbox Problem.



 It'd be more helpful if you could tell us:



 * what the server-side FPS was when the server just started

 * what the server-side FPS was after an hour (when the accuracy gets better)






 Kind regards,

 Saul Rennison



 On 4 December 2011 16:13, Saul Rennison saul.renni...@gmail.com wrote:

 Wow that is extremely strange.



 Are you running any FPS boosters?






 Kind regards,

 Saul Rennison



 On 4 December 2011 16:06, Олег Ивашкевич spin...@mail.ru wrote:

 Hello, members.



 I have some problem with hlds, try to solve but can't. May be there is
 people, who saw and solved same one.

 To business: all weapons have different hitbox (spray), and glock's one is
 the least accurate. So this problem is more visible at this weapon.

 By the way, rates on the server provide players to set best rates
 (25000/101/101). Operation System of the server computer is Windows 2008.
 Hardware is good.



 So, when i just start my hlds, hitbox of glock18 (if shoot as fast as
 possible) looks like:

 http://s017.radikal.ru/i410//fe/7da3fc0af065.jpg

 But after around 1 hour glock's hitbox become awesome! See there:

 http://s017.radikal.ru/i430//93/bd05d83dac0d.jpg

 *If you don't see photo, sorry, i don't know .com photohosts, tell me and
 i'll reshare it.*



 I just want to know, why it's happening and how to fix it that hitbox of
 glock18 (so and other weapons) will be like on photo #2 always or like on
 photo #1 but permanently.



 Thanks. Imba.



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Re: [hlds] Server In rate affected by recent updates

2011-11-19 Thread Drogen Viech
Just _remove_ all those bullshit rate settings and set sv_minrate and
sv_maxrate to 6 - which will set the restriction to 60kbyte/s -
the limit you'll most likely reach on a 32 player server in action
packed situations.

2011/11/19 Team BOOM! teamb...@comcast.net:
 Fellow Admins,

 I've noticed that recently my IN rate on my client's net_graph will drop
 to 20 at certain times while playing on our 66-tick TF2 Dustbowl server.
 This appears to have started within the past month or so. Before my client's
 IN and OUT readings never fell below 63 on this or any of my other
 servers on his beast of a box we use. I haven't checked the other servers on
 the box but since they are all configured the same, I can only assume they
 are affected the same.

 I have made no changes to this or any of the other servers on this box other
 than running the usual HLDS and SourceMod updates. Has anyone else noticed
 this happing on their TF2 servers? With the recent updates to TF2, do I need
 to change the rate settings that until now always work excellent?

 Thanks in advance.
 Mike V.


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Re: [hlds] Server In rate affected by recent updates

2011-11-19 Thread Drogen Viech
Oh and don't run those fps increasers or anything - they are still
worthless, valve has improved things (not that hit registration was
ever shitty, people just don't know what interpolation and prediction
is)

2011/11/19 Drogen Viech drogenvi...@googlemail.com:
 Just _remove_ all those bullshit rate settings and set sv_minrate and
 sv_maxrate to 6 - which will set the restriction to 60kbyte/s -
 the limit you'll most likely reach on a 32 player server in action
 packed situations.

 2011/11/19 Team BOOM! teamb...@comcast.net:
 Fellow Admins,

 I've noticed that recently my IN rate on my client's net_graph will drop
 to 20 at certain times while playing on our 66-tick TF2 Dustbowl server.
 This appears to have started within the past month or so. Before my client's
 IN and OUT readings never fell below 63 on this or any of my other
 servers on his beast of a box we use. I haven't checked the other servers on
 the box but since they are all configured the same, I can only assume they
 are affected the same.

 I have made no changes to this or any of the other servers on this box other
 than running the usual HLDS and SourceMod updates. Has anyone else noticed
 this happing on their TF2 servers? With the recent updates to TF2, do I need
 to change the rate settings that until now always work excellent?

 Thanks in advance.
 Mike V.


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Re: [hlds] Mandatory Team Fortress 2 update released

2011-11-11 Thread Drogen Viech
- Added rate limiting for connections and added the following ConVars
to support that:
  - sv_max_connects_sec
  - sv_max_connects_window
  - sv_max_connects_sec_global

Bruno, yes, this should fix the reliable buffer thing - not sure when
cs:s will get this update though.

2011/11/11 Team BOOM! teamb...@comcast.net:
 Thanks for the heads up about the map issue Jeff.



 My KOTH server wouldn’t start because its start map is koth_harvest_event.
 Changed it to koth_badlands and BOOM! It started fine.



 Good call,

 Mike



 

 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
 Sent: Thursday, November 10, 2011 5:39 PM
 To: Half-Life dedicated server mailing list
 Subject: Re: [hlds] Mandatory Team Fortress 2 update released



 Anybody else getting this error when they go to cp_manor_event: 663/ -
 tf_pumpkin_bomb: UTIL_SetModel: not precached
 models/props_halloween_pumpkin_explode.mdl?

 I thought our server had an issue and was crashing on startup, but it turns
 out it is just if it goes to that map. It was fine before this update :/
 And, yes, i completely removed all addons before sending this

 Thanks,
 -Jeff

 On Thu, Nov 10, 2011 at 4:55 PM, E3pO e...@wmclan.net wrote:

 On my windows box i am getting more and more of these every update:

 material models/player/items/medic/medic_mirror has a normal map and
 $basealphae
 nvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/all_halo has a normal map and
 $basealphae
 nvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/id_badge_gold has a normal map and
 $basea
 lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/id_badge_silver has a normal map and
 $bas
 ealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/id_badge_platinum has a normal map
 and $b
 asealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/spacechem_pin has a normal map and
 $basea
 lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/weiner_gold has a normal map and
 $basealp
 haenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/weiner_silver has a normal map and
 $basea
 lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/weiner_bronze has a normal map and
 $basea
 lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/etf2l_highlander_gold has a normal
 map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/etf2l_highlander_silver has a normal
 map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/etf2l_highlander_bronze has a normal
 map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/etf2l_highlander_part has a normal
 map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/ugc_highlander_participant has a
 normal m
 ap and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular
 .

 material models/player/items/all_class/ugc_highlander_platinum_1 has a
 normal ma
 p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.


 material models/player/items/all_class/ugc_highlander_platinum_2 has a
 normal ma
 p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.


 material models/player/items/all_class/ugc_highlander_platinum_3 has a
 normal ma
 p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.


 material models/player/items/all_class/ugc_highlander_silver_1 has a normal
 map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/ugc_highlander_silver_2 has a normal
 map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/ugc_highlander_silver_3 has a normal
 map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/ugc_highlander_iron_1 has a normal
 map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/ugc_highlander_iron_2 has a normal
 map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/ugc_highlander_iron_3 has a normal
 map an
 d $basealphaenvmapmask.  Must 

[hlds] Report abusive servers from the main menu

2011-11-05 Thread Drogen Viech
The saigns.de guys banned me for whatever reason, probably for calling
their servers pay-to-win-infested bullshit - so i'd wanted to join and
report them for giving out items to players they don't have (obviously
valve didn't want this days back when purposely denying
player-attachments?)

(Also, they seem to fake alot of messages to trick people into
thinking their bots are real players - they even managed to modify the
status command output afaik)

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Re: [hlds] Server Rates Guide Needed

2011-10-23 Thread Drogen Viech
Leave everything at the default settings, seriously.
The only thing that MAYBE improves anything would be increasing
updaterate and cmdrate to match the server tickrate (66)
And for the love of god, don't just set rate to something low as
2, use atleast 4 for the sake of not giving everyone
network-choke.

2011/10/23 Joe Powell j...@joepowell.co.uk:
 Fyi just because you bought the game on the old engine, it auto updates to
 the latest release.

 Joe

 On Oct 23, 2011 10:35 AM, kelly joe whitenoi...@ntlworld.com wrote:

 Hi, I run a dedicated server, and it's only my second time of doing so.

 I've done a bit of research, and someone on here told me that TF2 is
 locked at 66tick.

 However, I read somewhere that if you have the earlier orange box engine
 for the game (and I think i do because i bought tf2  with orange box), then
 TF2 isn't locked, You can raise it higher.

 I was wondering if someone could explain to me the different types of
 rates, the commands involved, optimum rates etc, as I really dont understand
 how to use them well, and also what the ideal rates would be for my server.

 I'm running Windows Vista 32 Bit with 2.20ghz dual core processor if that
 helps.

 Thanks

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Re: [hlds] Server Rates Guide Needed

2011-10-23 Thread Drogen Viech
sv_maxrate 4
you should also set sv_minrate so clients with their rate set to
something low won't start to lag (You can't play TF2 with anything
below 0.5mbit downstream anymore anyways)

2011/10/23 kelly joe whitenoi...@ntlworld.com:
 Thanks, so update rate and cmd rate to 66tick, got it. What command am I
 altering to suit 4?

 On 23 October 2011 11:30, Drogen Viech drogenvi...@googlemail.com wrote:

 Leave everything at the default settings, seriously.
 The only thing that MAYBE improves anything would be increasing
 updaterate and cmdrate to match the server tickrate (66)
 And for the love of god, don't just set rate to something low as
 2, use atleast 4 for the sake of not giving everyone
 network-choke.

 2011/10/23 Joe Powell j...@joepowell.co.uk:
  Fyi just because you bought the game on the old engine, it auto updates
  to
  the latest release.
 
  Joe
 
  On Oct 23, 2011 10:35 AM, kelly joe whitenoi...@ntlworld.com wrote:
 
  Hi, I run a dedicated server, and it's only my second time of doing so.
 
  I've done a bit of research, and someone on here told me that TF2 is
  locked at 66tick.
 
  However, I read somewhere that if you have the earlier orange box
  engine
  for the game (and I think i do because i bought tf2  with orange box),
  then
  TF2 isn't locked, You can raise it higher.
 
  I was wondering if someone could explain to me the different types of
  rates, the commands involved, optimum rates etc, as I really dont
  understand
  how to use them well, and also what the ideal rates would be for my
  server.
 
  I'm running Windows Vista 32 Bit with 2.20ghz dual core processor if
  that
  helps.
 
  Thanks
 
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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-22 Thread Drogen Viech
You move files around randomly and expect valve to fix something?

2011/10/23 pilger pilger...@gmail.com:
 Okey, now i really got it to work. Seriously! I've tested and a friend
 joined with no difficulty.


 I just had to download it all over again AND leave it where it was. That is,
 leave it on the orangebox folder.

 Whenever i try to move it or copy it to the source 2007 dedicated server i
 get a Model models/gibs/wood_gib01e.mdl not found and models/error.mdl
 couldn't be loaded error while trying to run it through the .bat file. When
 i load it through the steam shortcut (on librarytools), it runs but people
 are unable to join, producing that Steam Validation Rejected issue i
 reported earlier.

 To test this behaviour, i wiped out the source 2007 dedicated server
 folder and copied the new, downloaded one, into it and i got the behaviour i
 described above.

 Hope this helps everybody that has this problem and, mainly, Valve to fix
 it.


 Thanks for the attention, guys!

 On 22 October 2011 16:40, Roger Smith rsirrelev...@gmail.com wrote:

 Good try though. :)

 On Sat, Oct 22, 2011 at 1:30 PM, pilger pilger...@gmail.com wrote:

 If you run it without arguments, you get the server creation dialog to
 set in the arguments. I discovered that a few moments ago. And i used to run
 with arguments, of course. I used to run it from a .bat file, by the way.

 Anyway, scratch that. It was uncorrectly set to lan during the test. The
 problem persists.

 On 22 October 2011 16:10, James Botting bottswan...@googlemail.com
 wrote:

 Wait, you were running it without command line arguments? :O

 On 22 Oct 2011, at 19:09, pilger pilger...@gmail.com wrote:

 Ha! Solved.

 Had an idea during my shower that it might be related to the commandline
 to run the server and not the files within.

 The command line

 -console -game tf -nohltv -condebug +maxplayers 12  -port 27015 +exec
 server.cfg +map cp_dustbowl

 Did the trick for me.

 Running it without a commandline would cause the game to open the
 create srcds server dialog and that seems to be the issue. I had teste
 with a .bat to run the server but the .bat should have a faulty command
 line. That one got it working good.

 Thanks for the time guys. Hope this helps someone else with the same
 issue.


 On 22 October 2011 15:52, Roger Smith rsirrelev...@gmail.com wrote:

 This issue seems to be for people running the server tool through
 steam. Other cases seem random. Wait for a fix. There's no user-possible
 solution at the moment.

 On Sat, Oct 22, 2011 at 12:41 PM, pilger pilger...@gmail.com wrote:

 Downloaded it all over again through hldsupdatetool and got the same
 error. My server is useless. Do i sit and wait for a fix? Why do some
 servers run okey and some present this error? Argh!

 On 21 October 2011 18:07, Roger Smith rsirrelev...@gmail.com wrote:

 The appid fix is not working for a lot of people since the 10/13
 update. It's a widespread issue as I said. It's not user related or 
 config
 related. We just need to await a fix.

 On Fri, Oct 21, 2011 at 2:28 PM, pilger pilger...@gmail.com wrote:

 It does, already. :\

 On 21 October 2011 17:12, James Botting bottswan...@googlemail.com
 wrote:

 This problem is normally caused with an incorrect appid number in
 steam_appid.txt
 For tf2 that file should contain 440

 On 21 Oct 2011, at 19:10, pilger pilger...@gmail.com wrote:

 I was actually using the hlsdupdatetool. The very same used on
 public and professional dedicated servers.

 I've tried the forum and everything said there and it was of no
 use.

 You think that downloading the whole deal again with hlsdupdatetool
 might do the trick!?

 On 21 October 2011 14:09, Adam Gustafson rsirrelev...@gmail.com
 wrote:

 This is an issue that is widespread when using the steam tool
 version of the dedicated server. Valve is looking into the issue. 
 There's
 more information on the user forums in the dedicated server area.

 On Fri, Oct 21, 2011 at 9:40 AM, pilger pilger...@gmail.com
 wrote:

 I'm getting that when people try to access my personal dedicated
 server. I've tried -verify_all, deleting install.blob and it didn't 
 help.

 Any ideas?


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Re: [hlds] TF2 and it's replay folders - mrd of files

2011-10-21 Thread Drogen Viech
Oh god, it's the saigns guy, creating plugins to fake status command
output, not knowing how to delete a bunch of files - you made my day,
thank you.

2011/10/21 Lambda lambdace...@gmail.com:
 Try a del *.dmx /Q from the command line inside that folder :)

 2011/10/21 Andreas Grimm l...@gmx.net

 Hi,

 I have a few million .dmx files in my /orangebox/tf/replay/server/blocks
 and /sessions folder. All collected since June 2011. Deleting that folder in
 the windows explorer costs more than 24 hours.

 Does anyone know a good and fast way to delete a folder where it doesn't
 take ages?

 Reinstallation of Windows2008 + all the gameservers seems to be faster
 then just deleting the replay data :(

 thanks
 andreas


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Re: [hlds] Max FPS

2011-10-17 Thread Drogen Viech
Just one thing - keep going valve, i really appreciate the changes you
guys are doing regarding fps and tickrate! I might even start playing
css again because of this :)
(Please don't start flaming me for spamming your inboxes, i'm just
trying to give valve a heads up instead of raging about locked server
side fps sucks :(

2011/10/17 Saint K. sai...@specialattack.net:
 Here is a good start; 
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 
 From: hlds-boun...@list.valvesoftware.com 
 [hlds-boun...@list.valvesoftware.com] On Behalf Of lwf [l...@rocketblast.com]
 Sent: 17 October 2011 16:09
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Max FPS

 What is needed is some official, easy to understand but still complete
 documentation so that server OPs and players don't rely on hearsay.

 For example, what does tickrate mean? How does client and server FPS
 affect the game other than just how often I can get a new image on my
 monitor? What are the reasons for the default cmdrate, updaterate,
 rate, interp and interp_ratio values and what do they mean? What
 happens if you increase them? What if you decrease them? Are different
 values better for different kinds of weapons or classes? Can a high
 ping give you an advantage? Can a low ping give you an advantage? If I
 copy the settings of self proclaimed CS 1.6 experts, will I get more
 headshots? Which number is the prettiest, 66, 67, 101 or 121? Is it a
 good idea to force every client to run at the highest possible
 cmd/updaterate? Should I simultaneously also force a really low rate
 while doing this?

 There is already some great stuff on the Valve dev wiki, but it's
 neither complete nor easy to understand. Better information will be
 the only way you could bury misconceptions and everyone (almost) will
 gain from it.

 On Mon, Oct 17, 2011 at 07:00, Henry Goffin hen...@valvesoftware.com wrote:
 There have been long threads about this in the past. Higher FPS had an
 unpredictable and small, but real, impact on jitter - depending on server
 OS settings and other complicated factors, a 1000 FPS server might have
 processed packets a few milliseconds sooner than the same server at 500
 FPS... Or not. The engine has been significantly reworked to eliminate this
 extremely subtle effect. Chances are that most players would not have passed
 a double-blind A/B test for guessing if a server on equivalent hardware and
 CPU load was running at 300 or 1000 FPS. But that is irrelevant because the
 engine now has less jitter at 66 than it used to at 1000 under any
 conditions.
 Let's please bury the FPS topic forever now. There are other issues worth
 focusing on, and I would hope that server admins have better things to do
 than debate irrelevant numbers over the Internet. ... Well, I can dream,
 can't I? :)

 On Oct 16, 2011, at 9:46 PM, Travis Brown tbrown7...@gmail.com wrote:

 I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
 make it work properly but they dont. even locked at 66 tick as it is now
 isnt stable at all. If it boiled down to FPS greater then tickrate then why
 is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
 kind of throws the pointless out the window.

 On Mon, Oct 17, 2011 at 12:39 AM, James Botting bottswan...@googlemail.com
 wrote:

 Tf2 dosen't work properly at 100tick. That's why they disabled it.
 Valve are tying to make a more uniform experience for all players. And at
 the end of the day, they have the right to do that and you can't stop them.
 There have been so many discussions over fps and it has all boiled down to
 an fps being greater than the server tick rate being entirely pointless, so
 if you want to waste your CPU just so you can have a higher number then be
 my guest.

 On 17 Oct 2011, at 05:35, Travis Brown tbrown7...@gmail.com wrote:

 FPS wasnt a useless number. There was a difference in FPS servers quality.
 Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
 run it obviously want it and your trying to sabotage that. Why you all chose
 to lock everything down to on the worst side of the spectrum i dont know.
 Locking it to 100 tick and 500FPS would have been much better.

 On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin hen...@valvesoftware.com
 wrote:

 Bandwidth settings, etc should remain unchanged from what they were
 pre-update. FPS has always been a useless number that does not affect 
 server
 bandwidth or update rate unless you also run a binary mod that changes the
 tickrate of the game. (Some server hosts appear to be doing this now that
 FPS is locked. We will be disabling that type of mod soon, FYI.)
 In short, don't worry about it and don't change anything unless you
 really feel the need to tinker.

 On Oct 16, 2011, at 2:22 PM, Rob Liu robl...@gmail.com wrote:

 Can someone please give me a quick run down of the pro and con of server
 FPS cap at 

Re: [hlds] Additional Info for the 10/13/11 Game Update

2011-10-15 Thread Drogen Viech
Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are
now available.  Counter-Strike: Source has also been moved to use its own 
engine and dedicated server depots.
Because of this, dedicated server files for Counter-Strike: Source will now be 
under a 'css' folder.

So yea, Most likely not.

2011/10/15 Team BOOM! teamb...@comcast.net:
 Hello all,

 I just learned a couple things about the big Valve update we just got. The
 update broke the SteamBans Metamod: Source plugin. If you're running the
 SteamBans plugin, comment out the SteamBans line in your metaplugins.ini
 file and Metamod should work fine again. The SteamBans folks are working on
 repairing the plugin.

 Additionally, I was on the TCAdmin site this morning and saw that the CSS
 folder change were all pulling our hair out over was perhaps a Valve
 programming mistake and that it may revert back to Orangebox in a future
 update. Can anyone verify this? Heavy users of TCAdmin like GSPs will have a
 ton of work ahead of them to correct their TCAdmin settings for the CSS
 folder change and if Valve plans to switch it back again, changing it all
 twice would be a kick in the balls.

 If anyone has further, please let us know

 Thanks


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Re: [hlds] Latest Update Issues

2011-10-13 Thread Drogen Viech
Did valve just update ../orangebox/bin/libsteam.so? One guy in my
friendslist couldn't get his server running because of Unable to
start steam support library -- This server will operate in LAN mode,
out of curiosity i restarted my server and
100.00% downloading ../orangebox/bin/libsteam.so
??
Also, i'm constantly loosing connection to the item server

2011/10/14 Nomaan Ahmad n0man@gmail.com:
 Download server files on new a directory and work from there.

 On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com wrote:

 Did you delete the blob files in the updater directory?

 On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com wrote:

 -verify_all is not functioning..  I deleted the bin folders and
 binaries, and it is not re-downloading any of them..

 No installation record found at .
 No installation record found at ./css
 Checking/Installing 'Counter-Strike Source Shared Content' version 117


 Checking/Installing 'Base Source Shared Models' version 4


 Checking/Installing 'Base Source Shared Sounds' version 4


 Checking/Installing 'Base Source Shared Materials' version 8


 Checking/Installing 'Counter-Strike Source Linux Dedicated Server'
 version 2

 100.00% downloading ./css/bin/libsteam.so

 HLDS installation up to date
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps


 On Thu, Oct 13, 2011 at 5:36 PM, 1nsane 1nsane...@gmail.com wrote:
  Counter-Strike: Source Linux, Metamod and Sourcemod unchanged since
  last
  update and everything is running fine.
 
  On Thu, Oct 13, 2011 at 8:18 PM, Jonathan Zakay jonza...@aol.com
  wrote:
 
  Disabled MM and the servers are running fine now, I take it that MM/SM
  was
  the issue.
 
 
  On 14 Oct 2011, at 01:11, Team BOOM! wrote:
 
   All,
  
   I disabled Metamod on all my Windows 2008 TF2 Servers and they are
   up,
   running and full. Of course SourceMod won't work, but at least you
   will
   have
   running servers again if this is your problem.
  
   Mike
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonathan
   Zakay
   Sent: Thursday, October 13, 2011 5:03 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Latest Update Issues
  
   This could be an issue related to SM/MM (I am unable to confirm/test
   it
   at
   the moment) but upon a player entering the game this is printed into
   the
   server console and the server crashes.
  
  
  
   http://s627.photobucket.com/albums/tt357/JonZakay/?action=viewcurrent=Sourc
   eCrash.png
  
   The server is running windows server 2008 r2.
  
  
  
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Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-12 Thread Drogen Viech
Will fps be removed in css, too? Because i really hope so - that would
be one step closer to every server behaving the same.

2011/10/12 Richie Jones richiejonesisawes...@gmail.com:
 Thanks for telling us.

 On Wed, Oct 12, 2011 at 1:53 PM, Tony Paloma to...@valvesoftware.com
 wrote:

 We’re pushing today’s planned update back a day so we can get some extra
 testing in. Look for the update tomorrow.



 Thanks,

 Tony



 From: Tony Paloma
 Sent: Monday, October 10, 2011 6:32 PM
 To: hlds@list.valvesoftware.com
 Subject: Mandatory TF2 update coming Wednesday



 We’re going to have a mandatory TF2 update coming Wednesday
 afternoon/evening. This is just a heads-up that it’s coming so that you can
 be prepared.



 There is one change that might require a change to server configs:

 tf_show_voice_icons has been renamed to mp_show_voice_icons so that it’s
 more generic.



 Thanks,

 Tony

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Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-11 Thread Drogen Viech
Does it still do that?

2011/10/12  h...@gmx.com:
 Why the engine replies to empty packets with a full update? Is there any
 reason for this?

 http://wiki.alliedmods.net/SRCDS_Hardening#Force_fullupdate



 - Original Message -

 From: Tony Paloma

 Sent: 10/11/11 09:50 PM

 To: Half-Life dedicated Win32 server mailing list

 Subject: Re: [hlds] Mandatory TF2 update coming Wednesday

 Every frame, the engine will sleep until it’s time for the next tick.
 However, the Sleep system call may be imprecise and wake the process up
 slightly later than intended. Setting host_timer_spin_ms will reduce the
 value passed into Sleep by that many milliseconds, but will cause the
 process to busy wait for longer while it waits for the next tick and thus
 increase CPU usage. The var will not improve your framerate if you’re
 constantly below 66 (i.e. a bogged down server), but may improve consistency
 on a sub-second scale.



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

 Sent: Tuesday, October 11, 2011 2:25 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mandatory TF2 update coming Wednesday







 Can anyone from Valve comment about host_timer_spin_ms?

 This seem to make the FPS more consistent when enabled, it always stay at
 66. When it's disabled, it's mostly between 60-70.



 2011/10/11 Brian Simon bluebriansi...@gmail.com



 Yes, I am very relieved that this Major Update is not one of Valve's
 infamous Friday Updates.







 On Tue, Oct 11, 2011 at 12:07 AM, Rob Liu robl...@gmail.com wrote:



 Well, at least they're doing a major update on Wednesday instead on Friday







 On Tue, Oct 11, 2011 at 4:53 PM, Wander wander...@gmail.com wrote:



 thanks for the heads up

 Im guessing we'll need to change this on our prophunt servers, or does
 anyone know if the ph mod takes care of it?



 On Tue, Oct 11, 2011 at 05:50, Jake Haldeman jake.halde...@neumont.edu
 wrote:
 I'm guessing the default is that it will show the icons.  But if your
 server.cfg has the tf_show_voice_icons after the update it will no longer
 work because they changed it...
 
 From: hlds-boun...@list.valvesoftware.com
 [hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu
 [robl...@gmail.com]
 Sent: Monday, October 10, 2011 9:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mandatory TF2 update coming Wednesday

 Hi there,

 What if I don't have mp_show_voice_icons in my server.cfg ?

 On Tue, Oct 11, 2011 at 2:32 PM, Tony Paloma
 to...@valvesoftware.commailto:to...@valvesoftware.com wrote:
 We’re going to have a mandatory TF2 update coming Wednesday
 afternoon/evening. This is just a heads-up that it’s coming so that you can
 be prepared.

 There is one change that might require a change to server configs:
 tf_show_voice_icons has been renamed to mp_show_voice_icons so that it’s
 more generic.

 Thanks,
 Tony

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Re: [hlds] What is Valve doing about the fake-client servers?

2011-08-18 Thread Drogen Viech
Would be awesome to see valve doing something about servers giving
hats/weapons to their premium users aswell

2011/8/18 AnAkIn . anakin...@gmail.com:
 Nothing is being done it seems. The server scoring doesn't seem to solve the
 problem at all.

 2011/8/18 Harry Strongburg harry.h...@harry.lu

 See subject. It's been going on forever, servers advertising themselves
 as near full when there is no one in it. Just curious what's being done
 about this plauge that is spreading. There used to be a threat of
 masterserver delisting, but I haven't seen that happen to any of the
 large communities doing fake-clients for over 6 months now.

 I don't know anything about how the Source engine is coded... but if I
 was to assume, I would say it wouldn't be that hard to add in,
 considering TF2 has a similar point system for matchmaking. Server
 owners being made aware they are being watched with some console lines
 about their masterserver status and such would also encourage fair-play.

 Please?

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 http://www.esl.eu/eu/tf2


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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread Drogen Viech
This sounds like good news for garrysmod, too! Thanks Valve guys! :D

2011/7/28 Fletcher Dunn fletch...@valvesoftware.com:
 It was not a gcc bug, it was just gcc behaving differently (properly?) from
 VC on some very iffy code.  This caused bad damage calculations.  We believe
 that this then resulted in bad forces being calculated, and then physics
 code exploding the stack, a type of crash that is notorious for leaving
 little or misleading forensic evidence behind, and preventing all the usual
 error reporting from working.  Plus, the code worked as intended on VC.  We
 also fixed a problem at a global level to prevent NaNs or any numbers way
 out of expected range getting into the physics engine to begin with.  I am
 hopeful, but not 100% confident, that this same issue was affecting the Dr.
 G weapons.



 - Fletch



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Thursday, July 28, 2011 1:15 PM

 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 update coming this afternoon



 Good job all glad you fixed the problem.

 What was the GCC error by the way? It'd be interesting to share with us
 developers!

 On Thursday, 28 July 2011, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 We have fixed the crash related to the mantreads.  (We also found a
 problem with the damage calculation.)  The problem was gcc-specific and thus
 only affected Linux servers.  We are mostly sure (though not 100% sure) that
 a similar problem was happening with the Dr. G weapons.



 This update will probably be an optional update, since it isn't critical
 for clients.  But of course all the server operators will want to make sure
 and get it.



 Further bulletins as events warrant.



 Your humble servant,

 Fletch



 --





 Kind regards,

 Saul Rennison

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Re: [hlds] upcoming orange box framerate changes

2011-07-20 Thread Drogen Viech
Oh god, thanks valve, i thought i never would see the day.

2011/7/21 STIPE Administrator ad...@stipe.com.au:
 Hi Henry,



 Thanks for the heads up! As a GSP, at least we can educate our customers of
 this news in advance so they don't panic when the time comes. Thankfully we
 don't charge for extra FPS so it won't affect us in any major way - though
 increased fps has always been a dangerous topic to discuss with very mixed
 options. Finally we can put this to rest!



 The only impact I believe this may have is  for Surfing in CS:S where the
 server's airaccelerate is altered to allow gliding along slopes of custom
 maps and is quite popular. Many say that forcing the tickrate to 100 
  increasing the fps improves the overall feel of the game and is generally
 not playable in lower rates due to the fast paced movements (Could be just
 an opinion though - I have never been able to get the facts). Hopefully
 surfing won't be affected by the update too much. ;) I'm counting on the
 smoother gameplay and less jitter and more consistent-feeling latency to
 resolve that issue.



 Mike



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Henry Goffin
 Sent: Thursday, 21 July 2011 8:57 AM

 To: hlds_li...@list.valvesoftware.com; 'hlds@list.valvesoftware.com'
 Subject: [hlds] upcoming orange box framerate changes



 Hi all, a heads up to TF2 and CS:S server operators -



 A near-future update (not necessarily the next one) will change the way that
 framerate is handled in the dedicated server. All users, especially those
 with very low pings, should receive a smoother gameplay experience with less
 jitter and more consistent-feeling latency.



 Another effect of these changes is that all Orange Box (TF2, CS:S, etc)
 dedicated servers will run with a locked framerate, similar to L4D/L4D2. The
 fps_max convar will not have any effect on servers. (It remains as a client
 option since limiting your FPS can reduce GPU heat and overall power
 consumption.)



 Although we don't normally give notice before updates, this is a potentially
 disruptive change for the server rental market, so those who currently
 charge premiums for higher framerates should probably start considering
 their options now.



 Henry G.

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Re: [hlds] Help.

2010-12-07 Thread Drogen Viech
A german provider?! Please tell us which one it is :O
(Or me, in a personal e-mail, if you don't want to advertise hosting
companies in here).

2010/12/7 Dominik Friedrichs d...@forlix.org:
 Just as a note, I'm running a CS:S and TF2 on a VPS from a
 professional/reputable German provider, I admit there are times with lags
 but those are very rare. Its a great compromise for 30 Euros a month, as
 compared to their cheapest dedicated wich is around 80 Euros.
 But its always a little bit of a gambling when trying out new providers,
 thats for sure. Good thing is, some allow you to try out a VPS for a certain
 time for free.

 - Original Message - From: Shane Arnold clontar...@iinet.net.au
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, December 07, 2010 16:35
 Subject: Re: [hlds] Help.


 This isn't the case when using certain virtualization software and decent
 hardware, while giving dedicated resources to the servers.

 And until the day every other VPS provider follows this mindset, VPS's
 will always be unsuitable for the demand a high-usage game server will put
 on it. It's all well and good flogging the NFO horse, but give it a rest. A
 dedicated server will always outperform a VPS equivalent of the same spec.
 I'd recommend simply renting a server instead of the VPS or dedicated
 solution. It's a lot of investment for a game server.


 On 07/12/2010 11:27 PM, Oh Noes! wrote:

 This isn't the case when using certain virtualization software and decent
 hardware, while giving dedicated resources to the servers. I didn't
 believe
 it was possible to do well with a virtual server either, until I saw it
 done
 at nfoservers.com. We have 3 TF2 servers running without problems on a
 hyperthreaded 2 core virtual server from NFO.

 - Oh Noes!
 MAX POWER Gaming: Senior Admin
 MAX POWER - Voltage: Clan Leader

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ]HeLL[ Nomy
 Sent: Tuesday, December 07, 2010 10:15 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Help.

 Dont get a Virtual Server... all it will do is lag, that's why its
 cheaper
 to get one Dont believe people or websites when they say its possible
 to
 host game servers virtually... You can host it virtually a laggy server
 if
 that's what you want...

 Get a Dedicated Server with good specs and use it to host your game
 server.

 On 7 December 2010 14:51, Oh Noes!ohn...@maxpowergc.com  wrote:

 Setting up your server's IP address to appear as your domain can be done
 through your name servers of your web hosting. However, if you wish to
 run
 a
 server that doesn't use up your own resources, you will need to pay for
 an
 additional host through another type of company; called a game server
 provider. You'll have to make some decisions like anon said and then
 make
 the separate purchase for a hosted game server. I like
 http://www.nfoservers.com as well; they are pricey, but they beat every
 other provider that I've personally looked at in service, quality, and
 features.

 - Oh Noes!
 MAX POWER Gaming: Senior Admin
 MAX POWER - Voltage: Clan Leader

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Muhammad Ali
 Sent: Tuesday, December 07, 2010 6:23 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Help.


 I am using Window XP and want to host my own game server on linux, I

 rented

 a domain and it is providing me unlimited space, so i want to remotely
 run
 HLDS.exe on it so that the ip address of my hlds is the same as my
 domain
 and my window resources are not used and if i sutdown my window the
 server
 keep on running. but i don't know how to do it so please help me...

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Re: [hlds] Team Fortress 2 Update Available

2010-11-19 Thread Drogen Viech
Awesome, raw mouse input, the lower input delay may be just a placebo
but meh, it's cool :D

2010/11/20 Mohammed Abdela maroll...@gmail.com:
 Nice update.

 Not the correct place to ask I know, but could you consider adding support
 for raw mouse input in L4D/L4D2 please?
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[hlds] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-28 Thread Drogen Viech
-num_edicts does only exist in hl1, see
http://developer.valvesoftware.com/wiki/Command_Line_Options

2010/10/28 DarthNinja darthni...@darthninja.com:
 I have two 32-slot servers running the map without problems.


 On Thu, Oct 28, 2010 at 1:32 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Does -num_edicts 2047 really solve the issue?

 Thanks,
 Kyle.

 On Thu, Oct 28, 2010 at 10:12 AM, Jeff Sugar jeffsu...@gmail.com wrote:
  We're only 24 base, but we do have a few hidden reserve slots, so that'd
  explain it. Thanks
  On Oct 28, 2010 2:42 AM, ics i...@ics-base.net wrote:
  No free edicts error is caused by the map. Your servrs are fine but i
  assume they are 30 or more slots. There is a 2048 dynamic entities limit
 on
  engine and when that is reached, boom. 24 or so slots are not crashing
  because they have less dynamic entities at the same time caused by
 players,
  like flying rocket, sentry, player itself, etc.
 
  -ics
 
  - Alkuperäinen viesti -
  This issue used to occur when too many entities spawned when I was
  playing gungame51 on my dedicated CS:S server.
 
  Try: -num_edicts 2047
 
  It will remove all the excess entities before it reached the 2048
 limit.
 
  Ryan Becerra
  +via iPhone
 
  On Oct 28, 2010, at 12:17 AM, Jeff Sugar jeffsu...@gmail.com wrote:
 
   No idea - this threaded separate from the main email for me. It was
   probably something in his client. But, I figured there was no reason
   to re-thread it yet again, so I just replied :X
  
   I'm really hoping its not just us two having this issue - it'd be a
 lot
   easier if it wasn't something on our end :(
  
  
   On Wed, Oct 27, 2010 at 10:05 PM, Shane Arnold
   clontar...@iinet.net.auwrote:
  
On a side-note. What is with these names being added to the subject
lines?
   
   
On 28/10/2010 12:53 PM, Jeff Sugar wrote:
   
 I believe we just got the same thing. Two crashes so far on
 cp_manor_event.
 Anyone else?


 On Wed, Oct 27, 2010 at 7:29 PM, G.
 Hutchinsonhu...@halsplayground.com
  wrote:

 Correction, the error was:
 
  Ed_Alloc: No free edicts ... Second time on cp_mano_event
 map...
 
 
 
 
  Hutch
 
 
 
 
 
 
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Re: [hlds] Team Fortress 2 Update Available

2010-10-18 Thread Drogen Viech
Aww, no more sentry rage :( Well, it was fun as long as it lasted,
valve should make events like this on purpose :D

2010/10/19 1nsane 1nsane...@gmail.com:
 Server list is still showing old servers as of this email. Getting
 complaints of The server you are trying to connect to is running
 an older version of the game. because both updated and not servers are
 showing up.

 Been a bit slow updating the master server version lately? :/

 On Mon, Oct 18, 2010 at 8:51 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  The specific
 changes include:

 - Fixed a sentry gun exploit that let Engineers build multiple sentries.
 - Fixed Engineers being able to build level 3 mini-sentries using The
 Wrangler.
 - Fixed the Holy Mackerel hit triggering the first blood event in Arena
 mode.
 - Fixed seeing error particle systems in old demos.

 Jason


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Re: [hlds] 'Loading unsigned module server.dll'?

2010-09-09 Thread Drogen Viech
Why do you still use the gameinfo.txt-way instead of just making a vdf
file anyways? Do you still get the Unsigned-notice when starting up
the server with no plugins?

2010/9/9 HL-SDK Synths syntron...@gmail.com:
 This information would be pertinent if you were a client.

 Has the update impacted the performance of your server? If not -- no harm
 done.

 On Wed, Sep 8, 2010 at 8:12 PM, ∞ mango.smoot...@gmail.com wrote:

 I just updated my server to the new version of srcds (CS:S), and I noticed
 these entries at the very beginning of my server startup routine:

 http://imgur.com/KHVay.png

 (If you don't want to check out the random image link, it says stuff like
 'Steam is not active, running in -insecure mode.' and 'Loading unsigned
 engine module xxx.dll Access to secure servers is disabled')


 Then at the very end of the startup routine it says 'Connection to steam
 servers successful. VAC secure mode is activated', and when I look at my
 running server's info it says it is VAC secure.

 So I guess I'm just wondering if this is normal or if it may be a bug
 related to the most recent update? Everything seems to be working normally,
 but those notices made me kind of uneasy.

 Also, if it matters, my gameinfo.txt is modified so that metamod loads that
 way instead of a vdf file.
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[hlds] Team Fortress 2 Update Available

2010-05-03 Thread Drogen Viech
Is the internet even 30 years old?

2010/5/3 Scott scottish2c...@gmail.com:
 What games on the pc were you playing 30 years ago?

 Sent from my iPhone

 On May 2, 2010, at 6:30 PM, Flubber flub...@gmail.com wrote:

 Ohhh an asshole, usual iguess. You're so far away from the truth
 that's so
 funny (can't say i'm suprised anyway seeing where this list is
 going). Our
 community is 25-30 years old, i don't need anyone from the outside
 on our
 customs servers 'till it's full from morning to midnight. We got a
 hundred
 of players in slot reserved, and aroun 200 waiting for one. You see
 i don't
 give a shit about random players.I've autobanned asshole who spam
 and moroon
 with hlss. The facts is that we got talented modeler and they made
 great
 effort making our server a continuitty from the paper magazine it
 came from.
 So if your small develloped brain could see further that random
 players
 joining a random server, you may discover what is a true community.
 For now
 i can just counseil to you to stop playing full crit orange X with
 Kevin
 from Utah and go PVE les chialeuses.


 2010/5/2 mfan michael.fan...@gmail.com

 OH MAN THEY STOPPED MY SHITTY CUSTOM HATS THAT ATTRACTED AN
 ADDITIONAL
 4% OF USERS, MAINLY 13 YEAR OLD MIC SPAMMERS. SHIRLY THEY WON'T
 RECTIFY
 THIS IN ANY WAY.


 somebody make a petition.

 Flubber wrote:
 Then just give the ability to make custom hats, that's just fucking
 ridiculous to block every creative idea people got. More, Valve
 clearly
 used
 or at least inspired themselfs from existing community hats for
 almost
 all
 the first wave. Why worked for money when others do it for free
 for you.
 Valve used to be reprsentative of a quality of service towards
 community,
 now it's just EA Bis.

 2010/5/2 1nsane 1nsane...@gmail.com


 Perhaps Valve is getting ready to sell hats themselves, and as
 such they
 do
 not want people to get their hats free from servers with a hat
 plugin.

 On Sun, May 2, 2010 at 7:24 AM, Joeri van der Velden 
 joerivdvel...@gmail.com wrote:

 Why was the functionality removed anyway?

 - Clavus

 2010/5/2 Spencer 'voogru' MacDonald voo...@voogru.com


 Are there any other mods/plugins that are effected by this
 other than

 the

 2
 listed on the petition.

 It breaks anything that wants to attach a model to a player.
 Not just

 hats

 or weapons.

 There is a variety of ways this can be used for creativity and
 this
 essentially breaks it, purposely. I usually don't ever complain
 when

 they

 make changes to the game and break plug-ins, usually those are

 side-effects

 of them making other changes, this changed was targeted and

 intentional.

 The petition was just an alternative use of my time, either I was
 going

 to

 spend time circumventing the existing restriction (which would
 probably

 get

 fixed if they kept this policy), or I could spend the time
 asking them
 nicely to reverse this policy and get the community involved.

 Also, this doesn't prevent server ops from issuing overpowered
 weapons

 or

 other things that drastically affect game play. All that
 happens is
 the
 client doesn't render the model.

 I wasn't going to post this petition to the list (prefer to do
 so on

 other

 community sites), but since it's here I figured I'd explain it a

 little.

 In the end, I hope valve reconsiders.

 - voogru.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Alexander

 Baade

 Sent: Saturday, May 01, 2010 4:54 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Are there any other mods/plugins that are effected by this
 other than

 the

 2

 listed on the petition.  I personally don't care about these
 because a

 lot

 of server admins will use the hat mod and charge players for
 them.  It
 angers me to no end that I have to download a boat load of custom

 content

 and then I cant use it unless I donate to the server.  These
 servers
 typically go on my blacklist.  I could over look this fact but
 I'm not
 going
 to because there are a lot of servers out there who have stolen
 custom
 maps/content from my clan and heavily rely on these plugins.

 On Sat, May 1, 2010 at 1:15 PM, Justin mysteriousjus...@gmail.com
 

 wrote:

 https://secure.voogru.com/petition/index.php
 On Sat, May 1, 2010 at 9:07 AM, Justin Fortin fortinj1...@gmail.com

 wrote:


 Any word on a fix for this yet?

 Sent from my iPod

 On Apr 30, 2010, at 11:41 PM, Msilbys12 msilby...@righttorule.com

 wrote:


 Sounds like a client problem

 Sent from the best phone ever

 On Apr 30, 2010, at 9:24 PM, Matt Hoffman
 lord.matt.hoff...@gmail.com wrote:


 Yep, crashing on every server I connect to. (As a client

 obviously)

 On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin
 fortinj1...@gmail.com wrote:

 So you got everything serverwide working, but it seems like

 anyone

 Jo
 has updated the client will crash when they 

[hlds] Fake servers

2010-04-11 Thread Drogen Viech
Is there nothing we can do about them? How do they even still redirect
people without popping up any questions? If i'm not mistaken i saw the
server info window popping up once i connected to one of them.
Removing the 'connect' command by doing 'alias connect' prevented the
server from redirecting me. Seriously, look at this, they even have
fake players and player counts still working:
http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html

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[hlds] Console Log From Server Lag

2010-01-27 Thread Drogen Viech
A2C_PRINT looks like this on windows, dunno about linux:
A2C_PRINT from 127.0.0.1 : Message goes here.

2010/1/27 Nephyrin Zey nephy...@doublezen.net:
 It could be an exploit in one of your plugins, or he could be abusing
 A2C_PRINT, which still works. Are you on windows?

 On 01/27/2010 10:47 AM, Violent Crimes wrote:
 Anyone have an idea what this person is doing to lag out servers and
 how to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up
 in console logs not servers logs.



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 Checked by AVG - www.avg.com
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[hlds] Client interp on servers

2010-01-09 Thread Drogen Viech
cl_interp is kinda obsolete now that valve added that cl_interp_ratio stuff.
Yes, 0.1 was the default days back when they didn't had the ratio
thing - cl_interp now automatically changes based on the interp
ratios... messing with them won't get you anywhere, too many people
still think it gives you a better hit registry...

2010/1/9 Adam Spurgin adam.spur...@gmail.com:
 isn't that the default value?


 ics wrote:
 The 100 he is talking about propably is the one listed on the screen as
 shown with net_graph 1. 100ms aka 0.1 interp.

 -ics

 AnAkIn . kirjoitti:

 100? wtf?

 Read this

 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

 2010/1/9 Joel R. joelru...@gmail.com



 cl_interp is the amount of latency the client lags the models they see in
 their screen.  This is necessary to smooth the position updates client
 receives from server.  Changing it will cause no hit performance at all.
 The server will automatically compensate for this lag based on the players
 cl_interp value.  Lowering or raising it will not give you better results.
 The complaints about hit registry is because the server and client will
 always have different results, because numbers can go into infinite
 (example: pi) and we can only network a number the size of -2,147,483,648
 to
 +2,147,483,648.  So you see the predicament.


 On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote:



 So I've got a client saying that he wants to set his cl_interp to


 something


 lower than 100, but the servers prevent him from changing it. I'll be
 honest, I don't know a damn thing about this interp crap. So my questions
 are:

 Will reducing the client interp cause a hit in performance? What are the
 side-effects?
 How the hell did I limit it to 100?
 Do you limit your interp? What's yours at?

 This is for TF2, btw.

 Thank you,
 Alec Sanger



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Re: [hlds] [TF2] Server always crashes when update comes out

2010-01-06 Thread Drogen Viech
The only thing i see is the server getting shut down by someone using
the 'quit' command - it will kick all connected clients automatically
- are you sure it isn't one of your plugins doing that? Maybe it's
even intended by valve, to keep servers up to date?

2010/1/6 In Hyuk Seo roadhous...@gmail.com:
 Our server always crashes when steam releases a new update.
 I checked the log files and I do not see any error messages.
 These are the server logs right before the crash... Does anyone know why
 server would crash?
 Any help would be greatly appreciated. Thank you.

 L 01/06/2010 - 16:42:41: Team Red final score 1 with 15 players
 L 01/06/2010 - 16:42:41: Team Blue final score 3 with 15 players
 L 01/06/2010 - 16:42:44: Icee230STEAM_0:0:16775752Red disconnected
 (reason Disconnect by user.)
 L 01/06/2010 - 16:42:45: [META] Loaded 0 plugins (1 already loaded)
 L 01/06/2010 - 16:42:45: [META] Loaded 0 plugins (1 already loaded)
 L 01/06/2010 - 16:42:45: [META] Loaded 0 plugins (1 already loaded)
 L 01/06/2010 - 16:42:45: Helpless Puppy211STEAM_0:1:25903839
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: pancho244STEAM_0:1:16373728 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Dekapon207STEAM_0:1:19774363 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Jellybones243STEAM_0:1:9458271 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: gibson5413242STEAM_0:1:5378837 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: sykprime226STEAM_0:1:19945111 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: RooFY DreW239STEAM_0:0:9736030 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Blasty200STEAM_0:0:17548011 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: tru_GUN-GINEER199STEAM_0:0:14097181
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: {.[:].|ŊǾǾߣΣŦ|.[:].}224STEAM_0:0:14824592
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Blasty Blasta202STEAM_0:0:17440614
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: ponchon237STEAM_0:0:16411718 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: an_idiot2249STEAM_0:1:29249066 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: |TerrorBears|
 johny.blazin220STEAM_0:0:19145898 disconnected (reason Server
 shutting down)
 L 01/06/2010 - 16:42:45: Demisol186STEAM_0:1:21164732 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Burt Reynolds245STEAM_0:1:5062826
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: thiagofx248STEAM_0:1:27461195 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Gentle Domestic Duck219STEAM_0:0:26363098
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: North Korea is Best
 Korea215STEAM_0:1:16404200 disconnected (reason Server shutting
 down)
 L 01/06/2010 - 16:42:45: =Hl2Mx=BAXTER DNR221STEAM_0:1:23262967
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: eti.critokill235STEAM_0:1:27315613
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: [SKC]RealWolf234STEAM_0:0:6076147
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Beghty192STEAM_0:1:18610624 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Moe-jave  Moe-havy233STEAM_0:1:3030497
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: Mister Bear246STEAM_0:0:12380007
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: bobby joy (AO)240STEAM_0:1:25171155
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: [EA]XEdgarxl228STEAM_0:1:21905403
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: (GZ) LemonLizzard247STEAM_0:0:25778236
 disconnected (reason Server shutting down)
 L 01/06/2010 - 16:42:45: atf.140227STEAM_0:1:25088079 disconnected
 (reason Server shutting down)
 L 01/06/2010 - 16:42:45: server_message: quit
 L 01/06/2010 - 16:42:45: Log file closed
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Re: [hlds] Unattended server installation - possible?

2009-12-25 Thread Drogen Viech
Ever heard of Symlinks? There's something similar using NTFS on
Windows - that way you save alot of free disk-capacity, and updating
the server must be only done once.

The installer just contains the command-line tool to update/download
srcds, just take a look at srcds.com if you still didn't understand
it.

2009/12/25 Kitteny Berk b...@hairy-arse.com:
 Wait, you're not trying to manually install HLDS every time you need
 another server are you?

 On 25/12/2009 18:19, Peter Powell wrote:
 My issue is not that I can not run the tool - the problem is that the
 tool which exists on Valve's server is a _GUI_ installer and I can't
 seem to find a way to preconfigure it to run automatically without a
 user running through the installation wizard.

 I have tried using Google but I found nothing which would solve my problem.

 Thanks,

 -Peter Powell

 Chris Holman wrote:

 HLDSupdatetool.exe is still a command line thing and can be copied
 around as needed.

 Just the package Valve distributes it in is an installer. Once installed
 it's the same as the linux version (essentially).

 On 26/12/2009 12:56 AM, Shane Arnold wrote:


 Sorry I just realised it would be more difficult on Windows (being a GUI
 installer). My apologies.

 On 25/12/2009 9:48 PM, Shane Arnold wrote:



 Installation from hldsupdatetool/steam is usually just one command... so
 yes?

 Learning to create scripts in Linux and Windows is suprisingly easy.
 Google is your friend.

 On 25/12/2009 9:29 PM, Peter Powell wrote:




 Hi,

 Is there any way to run the server installer in unattended mode? I
 wish to create a script to automatically fetch the server installer from
 Valve's servers and automatically install it with the options (location,
 etc) preset.

 Thanks,

 -Peter Powell



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