Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread Eli Witt
John, you seem to be under the impression that we're upset that there's no
Linux binaries available for us... launching without Linux support isn't
hurting us one bit - we're all simply waiting for you to remove the bullet
from your foot with which you guys shot yourself.

To those running servers so far, what's the bandwidth usage look like? Full
server average up/down?

On Tue, Apr 21, 2015 at 4:36 PM, John Gibson j...@tripwireinteractive.com
wrote:

 I appreciate that you guys run Linux servers. Know that we are working on
 it, and we didn't take not launching with Linux servers lightly. With that
 said, those of us that worked 18 hour days to ship the game couldn't have
 worked any later or more without violating labor laws... in China, in the
 the Foxconn factory... :)

 John Gibson
 President
 Tripwire Interactive
 www.tripwireinteractive.com

 On Tue, Apr 21, 2015 at 4:30 PM, Andreas Willinger aw...@gmx.at wrote:

 Seconded, I could put up 10+ servers, but Windows is never going to be
 installed on any of my dedicated servers.

 -Ursprüngliche Nachricht-
 Von: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] Im Auftrag von ics
 Gesendet: Dienstag, 21. April 2015 21:59
 An: Half-Life dedicated Win32 server mailing list
 Betreff: Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

 I kind of recall mentioning about that Linux server earlier and there is
 nothing keeping servers from coming up except the missing linux version.

 Hate to say this but i told you so.

 -ics

 Vivien FRENOT kirjoitti:
 
  Hello,
 
  Make KF2 server working with linux, and I will start 10 of them :D
 
  Le 21 avr. 2015 20:44, John Gibson j...@tripwireinteractive.com
  mailto:j...@tripwireinteractive.com a écrit :
 
  Hello everyone,
 
  So the good news is Killing Floor 2 is selling like crazy, and
  bumped GTAIV off the Steam top sellers in about 15 minutes. The
  bad news is, 17,000 people are trying to play KF2 right now (and
  it's going up a couple thousand every few minutes) and we've got
  enough servers up to handle about 7,000 players. Success is a good
  problem to have, but wow this really blew away our expectations.
 
 
  John Gibson
  President
  Tripwire Interactive
  www.tripwireinteractive.com http://www.tripwireinteractive.com
 
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Re: [hlds] Killing Floor 2 Beta Server Hosting Open For All

2015-04-14 Thread Eli Witt
Now that the closed beta is over, any further word on required/recommended
server cahones, or were all the metrics gathered during the closed test all
on real high end machines and no real data for mid-range hardware?

On Tue, Apr 14, 2015 at 6:39 PM, John Gibson j...@tripwireinteractive.com
wrote:

 Everyone,

 We're happy to announce that server hosting for the beta of the Killing
 Floor 2 Early Access release is now opened for everyone - GSPs, clans,
 anyone with a machine and a fast enough internet connection to host a
 server.

 Our community manager will be following up with further details on how to
 install/setup a KF2 beta server.

 Regards,

 John Gibson
 President
 Tripwire Interactive
 www.tripwireinteractive.com

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Re: [hlds] Listing players and team membership on a TF2 server

2014-12-07 Thread Eli Witt
I'm fairly certain using the @red and @blue targets will work, but you
could have just tried in the console instead of posting and waiting around
for replies on a mailing list, too.

On Sun, Dec 7, 2014 at 5:43 AM, Rovanion Luckey rovanion.luc...@gmail.com
wrote:

 So neither the default TF2-server nor sourcemod provides a way to
 distinguish if a player is on the RED or the BLU team?

 2014-12-07 3:17 GMT+01:00 William Pickard lollol22...@gmail.com:

 No, you need a custom built plugin that acts like the status command but
 prints out players + team their on
 On 2014-12-06 7:19 PM, Rovanion Luckey rovanion.luc...@gmail.com
 wrote:

 I tried installing that a couple of weeks ago. Long story short I got a
 segfault because the stable version was not compatible with the TF2 server
 and manually keeping meta- and sourcemod up to date seemed like more effort
 than it was worth. I guess I've been spoilt by package managers.

 So does sourcemod provide a console command which does this. I see there
 is a concept of targets; would I write something along the lines of sm_who
 @red ?

 2014-12-07 1:00 GMT+01:00 William Pickard lollol22...@gmail.com:

 Sourcemod plugin will help

 On 2014-12-06 5:56 PM, Rovanion Luckey rovanion.luc...@gmail.com
 wrote:
 
  Hi,
  I'm running a TF2 server and want to list the players currently
 playing on the server along with the team they're on through the rcon
 console. I want to use this information to write a small program which
 moves players around in mumble to the appropriate channel for their team.
 But that's besides the point.
 
  The status command does list every player and a bunch of
 interesting information, but not which team they're in. My question is: Is
 it possible to list every player on the server along with the name of the
 team they're currently in?
 
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread Eli Witt
 No we don't have access to binaries on both ends

We as players have access to the server binaries to reverse all we want,
same with the client files, how is that not having access to both ends? I
never included the statement of having the ability to modify them both at
runtime.

My point was validated when you said the ad exploit - this is what I was
referring to and it was found by someone either reverse engineering the
client or simply finding ways to exploit it without reversing it.




On Mon, Jun 2, 2014 at 5:53 PM, Robert Paulson thepauls...@gmail.com
wrote:

 No we don't have access to binaries on both ends.We cannot get players to
 use client modifications because even if they were willing to download it,
 they would get vacced.

 The ad exploit from what I heard was a one time client bug where the big
 motd did not check the motd cvar. Removing community servers from quickplay
 was laziness and not due to any technical impossibility.

 If Valve wants a game free of community servers then they should do that
 in their newer games. Can you imagine the outrage that would happen if EA
 pulled the same stunt on Battlefield by throwing all community servers off
 the main list?


 On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt eliw...@gmail.com wrote:

 Replied to the last message, I'll post this here too.

 Well, we know from experience just how good Valve is at keeping a lid on
 things (case in point HL3) so I doubt they're going to acknowledge this in
 any way unless they see fit to, not because we're disgruntled and asking
 for information.

 And for what it's worth, everyone (who's opinion on this list is worth a
 damn) has thrown out the point that we're the ones providing the servers
 for Valve, we're the ones who give their players a place to play etc etc -
 but what I think is going unnoticed here is the fact that Valve is
 obviously taking steps (and increasingly larger ones) to nullify that
 argument in it's entirety.

 Perhaps it's time to examine the possibility that Valve is very
 purposefully forcing community run servers into the minority because
 they're straight tired of having to play code-counter-code withe people
 like the fuckjobs who programmed plugins to force ads down players throats
 and other like-minded stains.

 We've got the binaries on both ends, and Valve knows this. It's virtually
 impossible to stop people from being fuckjobs with access to both binaries,
 so let [Valve] just diminish the footprint the fuckjobs get access by about
 90% by forcing people into the servers we can afford to run now that we've
 monetized TF2.

 If I was Valve and I made this decision, I wouldn't give a piss whether
 people who run servers are upset by this or threaten to pull their servers
 offline because of this decision, because that's the direction I wanted to
 force you in anyway.

 Just a thought.


 On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Making a new thread because replies are being blocked with Message body
 is too big: 41090 bytes with a limit of 40 KB.

 Complaints here have historically gone ignored but it doesn't mean it is
 a bad idea to keep the issue in the spotlight here as well.

 Just make sure you also contact Valve directly.
 http://valvesoftware.com/email.php
 Some people say Fletcher is in charge of TF2 now so email him too.

 We're really past the point in asking Valve for an answer. The answer
 is probably the same as before: a handful of servers ruined the experience
 for a few new players and some lazy players who couldn't be bothered to
 type valve in the tags.

 So they threw in some useless features like quickpick and released
 server migrations at the same time to shut you up before you realize your
 community was also going to get screwed so there would be no huge public
 outrage.

 What needs to be done now is to get someone at Valve to realize that
 this change did more harm than good and there is evidence to prove it.

 Any other argument we bring up they will consider it biased because we
 host servers and somehow that means we don't care about players.

 Ever since the change, global TF2 player counts have steadily been
 dropping. Peaks have dipped from 82k to 71k, a 15% loss. And summer
 vacation has already started as you can see from the weekday player counts.


 http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time

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Re: [hlds] Can we have a Quickplay Status report, please?

2014-06-03 Thread Eli Witt
Well, we know from experience just how good Valve is at keeping a lid on
things (case in point HL3) so I doubt they're going to acknowledge this in
any way unless they see fit to, not because we're disgruntled and asking
for information.

And for what it's worth, everyone (who's opinion on this list is worth a
damn) has thrown out the point that we're the ones providing the servers
for Valve, we're the ones who give their players a place to play etc etc -
but what I think is going unnoticed here is the fact that Valve is
obviously taking steps (and increasingly larger ones) to nullify that
argument in it's entirety.

Perhaps it's time to examine the possibility that Valve is very
purposefully forcing community run servers into the minority because
they're straight tired of having to play code-counter-code withe people
like the fuckjobs who programmed plugins to force ads down players throats
and other like-minded stains.

We've got the binaries on both ends, and Valve knows this. It's virtually
impossible to stop people from being fuckjobs with access to both binaries,
so let [Valve] just diminish the footprint the fuckjobs get access by about
90% by forcing people into the servers we can afford to run now that we've
monetized TF2.

If I was Valve and I made this decision, I wouldn't give a piss whether
people who run servers are upset by this or threaten to pull their servers
offline because of this decision, because that's the direction I wanted to
force you in anyway.

Just a thought.


On Mon, Jun 2, 2014 at 3:31 PM, E. Olsen ceo.eol...@gmail.com wrote:

 That may have been true when quickplay was first introduced (when it was a
 minor source of traffic in general), but after Valve redesigned the user
 Interface to actively steer new players towards using Quickplay (by
 doubling the size of the button, moving it to the most prominent position
 in the UI on the upper left, AND by labeling it Play Multiplayer),
 Quickplay has become the most commonly used method by new players to
 connect to servers by a wide margin - well over HALF of all TF2 traffic at
 this point. Frankly, they simply don't know any better.

 Couple that with the fact that Valve made their servers the default
 choice (which, again, the vast majority of players never alter the default
 settings), doesn't mean that players don't give a F about our servers,
 they're simply never given the chance to find them in the first place.

 Frankly, I plan to keep discussing this at least until Valve gives us a
 clear answer. It's not too much to ask for a little communication.


  On Mon, Jun 2, 2014 at 8:32 AM, ced lo loranger...@hotmail.com wrote:

 Finally some common sense answer.

 I hear people here cry all the time about valve removing quickplay to
 community be default.

 You guys don't seem to realize that if player don't come back to your
 servers without QP, its because they don't give a F about your server.



 --
 Date: Mon, 2 Jun 2014 14:25:08 +0200
 From: spacebur...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Can we have a Quickplay Status report, please?


 Valve servers are the safest bet a player has for an normal TF2
 experience with nothing getting in the way. I'm sure there are many
 community servers offering a similar experience, but there are just as many
 of those which don't.


 On 2 June 2014 13:35, Mehtahl MetalMetal metald...@gmail.com wrote:

 I'm quite sure that the experience on many more community servers has
 given poorer experience than the number of Valve servers for any given
 region. Take Nightteam for instance, let alone any other server with
 donation perks such as immunity to auto-balance. Not that Valve
 servers don't have their share of teamstacking. It's also important to
 remember that many servers run on a 24/7 same-map rotation designed
 for players to switch to another server when they grow tired from a
 map. That's really inefficient for those with many different servers
 managed that way, as you can see many of them being empty. In fact,
 hundreds of Community servers have been empty before this quickplay
 change, but Valve servers only had a few empty during high-time.

 We could always assume that Community servers are in the vast majority
 of servers, thus also have most of the, completely subjective concept
 of 'poor quality'. We could also assume that new players want the
 actual default experience of the game instead of a very specific
 method of play. When I first started playing I had no idea which
 server to join, with the massive list of servers with different maps
 and tags. I wasn't aware that when I decided to pick a Lotusclan, that
 I would be unaware that I couldn't 'really' pick my team when
 autobalance came around, because it most definitely autobalances more
 frequently than Valve servers' system. While I do understand that's it
 intention, to prevent stacking, this feature is definitely present in
 most Community servers with 

Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-02 Thread Eli Witt
Replied to the last message, I'll post this here too.

Well, we know from experience just how good Valve is at keeping a lid on
things (case in point HL3) so I doubt they're going to acknowledge this in
any way unless they see fit to, not because we're disgruntled and asking
for information.

And for what it's worth, everyone (who's opinion on this list is worth a
damn) has thrown out the point that we're the ones providing the servers
for Valve, we're the ones who give their players a place to play etc etc -
but what I think is going unnoticed here is the fact that Valve is
obviously taking steps (and increasingly larger ones) to nullify that
argument in it's entirety.

Perhaps it's time to examine the possibility that Valve is very
purposefully forcing community run servers into the minority because
they're straight tired of having to play code-counter-code withe people
like the fuckjobs who programmed plugins to force ads down players throats
and other like-minded stains.

We've got the binaries on both ends, and Valve knows this. It's virtually
impossible to stop people from being fuckjobs with access to both binaries,
so let [Valve] just diminish the footprint the fuckjobs get access by about
90% by forcing people into the servers we can afford to run now that we've
monetized TF2.

If I was Valve and I made this decision, I wouldn't give a piss whether
people who run servers are upset by this or threaten to pull their servers
offline because of this decision, because that's the direction I wanted to
force you in anyway.

Just a thought.


On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson thepauls...@gmail.com
wrote:

 Making a new thread because replies are being blocked with Message body
 is too big: 41090 bytes with a limit of 40 KB.

 Complaints here have historically gone ignored but it doesn't mean it is a
 bad idea to keep the issue in the spotlight here as well.

 Just make sure you also contact Valve directly.
 http://valvesoftware.com/email.php
 Some people say Fletcher is in charge of TF2 now so email him too.

 We're really past the point in asking Valve for an answer. The answer is
 probably the same as before: a handful of servers ruined the experience for
 a few new players and some lazy players who couldn't be bothered to type
 valve in the tags.

 So they threw in some useless features like quickpick and released server
 migrations at the same time to shut you up before you realize your
 community was also going to get screwed so there would be no huge public
 outrage.

 What needs to be done now is to get someone at Valve to realize that this
 change did more harm than good and there is evidence to prove it.

 Any other argument we bring up they will consider it biased because we
 host servers and somehow that means we don't care about players.

 Ever since the change, global TF2 player counts have steadily been
 dropping. Peaks have dipped from 82k to 71k, a 15% loss. And summer
 vacation has already started as you can see from the weekday player counts.


 http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time

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Re: [hlds] plr_hightower_event - no free edicts

2013-10-30 Thread Eli Witt
It's almost as if the game were designed to only have 28 players


On Wed, Oct 30, 2013 at 5:03 AM, Andreas Grimm l...@gmx.net wrote:

  Dear Valve,

 ** **

 to run a 32 player slots plr_hightower_event server is dangerous ...

 ** **

 L 10/30/2013 - 09:55:53: World triggered Mini_Round_Win (winner Red)
 (round plr_round_C)

 L 10/30/2013 - 09:55:53: World triggered Mini_Round_Length (seconds
 187.32)

 L 10/30/2013 - 09:55:53: World triggered Round_Win (winner Red)

 L 10/30/2013 - 09:55:53: Team Red current score 5 with 17 players***
 *

 L 10/30/2013 - 09:55:53: Team Blue current score 4 with 16 players**
 **

 L 10/30/2013 - 09:56:01: World triggered Round_Start

 L 10/30/2013 - 09:56:01: World triggered Round_Setup_Begin

 L 10/30/2013 - 09:56:01: World triggered Mini_Round_Selected (round
 plr_round_C)

 L 10/30/2013 - 09:56:01: World triggered Mini_Round_Start

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 8 free
 edicts remaining.

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 7 free
 edicts remaining.

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 6 free
 edicts remaining.

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 5 free
 edicts remaining.

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 4 free
 edicts remaining.

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 3 free
 edicts remaining.

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 2 free
 edicts remaining.

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 1 free
 edict remaining.

 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 0 free
 edicts remaining.

 L 10/30/2013 - 09:56:01: Engine error: ED_Alloc: no free edicts

 ** **

 Maybe it's possible to decrease the entity count on that map a little bit?
 

 ** **

 - Andreas

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Re: [hlds] Failed to load the launcher DLL: (null)

2013-09-25 Thread Eli Witt
I doubt Valve would start requiring SSE2 to gain in the performance dept
and then just roll it back at a later date.

If you expect all old hardware to keep running new applications for all
time, you're going to be sorely disappointed.


On Wed, Sep 25, 2013 at 1:47 PM, Dominik Friedrichs d...@forlix.org wrote:

 I just got this error when trying to run my test servers (CS:S/TF2) which
 are installed on an old P3 machine. It seems that since one of the recent
 updates the game client as well as SrcDS are being compiled to require SSE2
 and hence no longer launch on older systems. There are discussions on SPUF
 about this issue as well.

 Valve, can you comment on this? Is this going to be permanent?


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Re: [hlds] Steam Server Ports

2013-08-31 Thread Eli Witt
It's funny that you're talking smack about Linux, while the referred
product is a port of BSD program. What, they couldn't provide the required
function natively?


Now, you can go and take your retarded fanboism off the list. No one here
cares for it, or your opinion, now that you've proven yourself to be an
ignorant asshat in under 4 posts.


On Sat, Aug 31, 2013 at 1:46 AM, Lep Racy lepracy77...@live.com wrote:

 nope.

 it's not a ready made product it's a way of configuring your networking
 in the windows environment. you're going to have to actually learn how
 networks work before you set it up to achieve the desired result(s). sorry,
 it's not going to be as easy as downloading someone else's work, installing
 and clicking a few check boxes (I know this will be a turn off to most
 Linux gurus, but someone has to actually understand how tech works).

 --
 Date: Sat, 31 Aug 2013 01:26:59 -0400
 From: l...@redspeedservers.com

 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Steam Server Ports

 Port security? I really hope you are not referring to Windows Firewall.

 On 8/31/2013 12:24 AM, Lep Racy wrote:

 it's on source forge... download source code and compile for desired
 target. or just learn how to configure port security on a windows box.

  --
 Date: Sat, 31 Aug 2013 00:22:01 -0400
 From: violentcri...@convictgaming.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Steam Server Ports

 Doesn't work on 64bit.

 On 8/31/2013 12:04 AM, Nomaan Ahmad wrote:

 http://wipfw.sourceforge.net/ ?


 On 31 August 2013 04:56, List User l...@redspeedservers.com wrote:

 If he is on Windows then that might be a bit hard/impossible. I never
 found any linux-quality firewall(/options) for Windows.


 On 8/30/2013 11:40 PM, Calvin Judy wrote:

 What exactly are you trying to do with the master servers?

 Just drop packets with an invalid size.

 - Original Message - From: Violent Crimes 
 violentcri...@convictgaming.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, August 30, 2013 11:31 PM
 Subject: Re: [hlds] Steam Server Ports


  Nope that didn't work


 On 8/30/2013 11:04 PM, List User wrote:

 Assuming you are on port 27015;

 #VAC Secure:
 Source Port(s): 27017,27018,27019,27020
 Destination Port(s): 26901
 Protocol(s): UDP

 #RCON:
 Source Port(s): 27015
 Destination Port(s): 27015
 Protocol(s): TCP

 #Client  Query
 Source Ports(s): Any
 Destination Port(s): 27015
 Protocol(s): UDP

 On 8/30/2013 10:35 PM, Violent Crimes wrote:

 Anyone know what ports for steam master servers. Keep getting attacked
 with split packet attacks.


 NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split size
 (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ]
 NET_GetLong: Split packet from 204.134.60.52:27013 with invalid split
 size (number 81/ count 81) where size 337 is out of valid range [564 - 1248
 ]
 NET_GetLong: Split packet from 156.7.115.251:27022 with invalid split
 size (number 81/ count 81) where size 337 is out of valid range [564 - 1248
 ]
 NET_GetLong: Split packet from 131.253.201.217:27018 with invalid split
 size (number 99/ count 114) where size 8293 is out of valid range [564 -
 1248 ]
 NET_GetLong: Split packet from 202.198.227.99:27038 with invalid split
 size (number 99/ count 114) where size 8293 is out of valid range [564 -
 1248 ]
 NET_GetLong: Split packet from 209.133.74.38:4380 with invalid split size
 (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ]
 NET_GetLong: Split packet from 147.69.94.143:27018 with invalid split
 size (number 81/ count 81) where size 337 is out of valid range [564 - 1248
 ]
 NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split size
 (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ]
 NET_GetLong: Split packet from 174.4.182.232:27032 with invalid split
 size (number 99/ count 114) where size 8293 is out of valid range [564 -
 1248 ]
 NET_GetLong: Split packet from 82.17.64.106:27049 with invalid split size
 (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ]
 NET_GetLong: Split packet from 171.229.12.88:27034 with invalid split
 size (number 99/ count 114) where size 8293 is out of valid range [564 -
 1248 ]
 NET_GetLong: Split packet from 199.3.107.39:27023 with invalid split size
 (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ]
 NET_GetLong: Split packet from 74.94.35.133:27012 with invalid split size
 (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ]
 NET_GetLong: Split packet from 160.105.74.195:27048 with invalid split
 size (number 81/ count 81) where size 337 is out of valid range [564 - 1248
 ]
 NET_GetLong: Split packet from 164.249.36.231:27042 with invalid split
 size (number 99/ count 114) where size 8293 is out of valid range [564 -
 1248 ]
 NET_GetLong: Split 

Re: [hlds] Idle Servers Dead

2013-07-19 Thread Eli Witt
It isn't hard at all to write a very simple Auto-It or AHK script to
screen-scan for the Item Acquired screen and hit the OK button, just as
easy to have it alt-tab thru multiple clients and do the same.

I used to use one before I knew about the text-mode client, back when I
still actively played.


On Fri, Jul 19, 2013 at 10:52 AM, Doctor McKay mc...@doctormckay.comwrote:

  But in making it more difficult and more expensive (read: power) Valve
 significantly reduces the prevalence.  Also keep in mind that a bunch of
 folks who were idling in textmode did it because it was easy and wasn't
 frowned upon -- now Valve has made their position clear so a bunch of
 casual idlers will move on.

 I'm pretty sure that's the entire purpose. They won't ever be able to kill
 idling completely, but they're able to make it so impractical that all but
 a dedicated few will quit. Plus, it's hugely impractical now for the huge
 farmers (those with 60+ accounts going at once) to continue running their
 farms, so that puts a big dent into the idling population.


 Dr. McKay
 www.doctormckay.com


 On Fri, Jul 19, 2013 at 1:47 AM, Yun Huang Yong gumby_li...@mooh.orgwrote:

 http://alexmk.hubpages.com/**hub/How-To-Idle-in-TF2-**
 Automatically-After-the-**Textmode-Disable-Updatehttp://alexmk.hubpages.com/hub/How-To-Idle-in-TF2-Automatically-After-the-Textmode-Disable-Update

 We could go back n forth til the end of time on how Valve will detect use
 of the above, and idlers will adapt.  You'll never be able to 100% stop
 anyone determined enough.

 But in making it more difficult and more expensive (read: power) Valve
 significantly reduces the prevalence.  Also keep in mind that a bunch of
 folks who were idling in textmode did it because it was easy and wasn't
 frowned upon -- now Valve has made their position clear so a bunch of
 casual idlers will move on.

 Let's cut this thread short by accepting that it will be an arms race.


 On 19/07/2013 2:48 PM, Derek Howard wrote:

 Short of utilizing some sort of exploit, none of the relevant commands
 can be executed on clients by the server.

 Hell, I don't even think the client can use his own client console to
 get rid of the Item Acquired screen. There doesn't seem to be any
 command that can trigger the OK, Resume Game button.


 On Thu, Jul 18, 2013 at 9:40 PM, ics i...@ics-base.net
 mailto:i...@ics-base.net wrote:

 I'm pretty sure someone will write a plugin that will execute
 command for that panel and run it with their server. That way
 players could get item drops. That sounds shady and propably would
 go against Valve ruling so i wouldn't recommend it. This cannot be
 done with map alone.

 -ics

 Lyrai kirjoitti:

 The change is that you have to confirm each drop manually - an
 idle server won't fully solve the problem, as you'll still need
 to come back every half hour-hour to hit okay and resume it. At
 that point, you really are better off just playing the game
 instead of trying to game the system.


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Re: [hlds] Mandatory TF2 update coming

2013-06-06 Thread Eli Witt
  My feedback is that I would prefer for the main/stable channel to
reflect the latest required (not optional) release that is compatible with
clients, with a *separate pre-release/optional release channel.*


Yes, please.

Please please please please please please please please please.
(9/3=3hl3cnfrmd)

Sorry I just couldn't help myself on that one.




On Thu, Jun 6, 2013 at 8:59 PM, John lists.va...@nuclearfallout.net wrote:

 On 6/6/2013 5:52 PM, DontWannaName! wrote:

 That's silly. One of the features of steam pipe is to let use update
 early. Just fix your script.


 I see the main benefit of SteamPipe being faster and more reliable
 downloads. A secondary benefit is the ability for mod authors to release
 updates without having Valve manually approve all of them. Another is to
 speed up file loads (well, presumably). I don't see the ability to update
 early as a benefit and didn't realize it was even a goal (are you certain
 that hldsupdatetool couldn't also be used for that?).

 Valve is experimenting with different ways of releasing the game --
 whether and how often to do optional updates, whether and how far in
 advance to offer main-branch required versions, and so on. My feedback is
 that I would prefer for the main/stable channel to reflect the latest
 required (not optional) release that is compatible with clients, with a
 separate pre-release/optional release channel.


 -John

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Re: [hlds] Fake Client Fool

2013-05-31 Thread Eli Witt
Let's not bite the hand that feeds us

We're the one providing Valve's player base with a place to play. Without
us, they would have to foot the bill for every server that's required to
handle all the various games players, which as we've seen a-la other
companies retiring games and shutting down the servers, is expensive. Tens
of thousands of dollars a month in bandwidth, electricity and colo or
managed rental overhead that we're completely negating for them.

We're the ones giving Valve free money by having a wealth of servers for
their players to play on so they stay entertained and buy more virtual
pixel hats to wear.

Valve is one of the most involved developers because it benefits their
bottom line. They're a company out to make dollars in business, do not
forget that for one second.


On Fri, May 31, 2013 at 2:09 PM, escapedturkey 
escapedtur...@escapedturkey.com wrote:

 Valve is one of the most involved developers there is. We should be
 thankful they care as much as they do about the PC gaming community.
 Let's not bite the hand that feeds us.

 On Fri, May 31, 2013 at 10:39 AM, ics i...@ics-base.net wrote:
  Plenty of others from Valve also read this list. I'm sure they saw the
  message.
 
  I also do know they prioritize things. Sometimes it takes about 2 months,
  sometimes week, sometimes it's end of the pile and nothing happens. It's
 all
  about how urgent something is or how urgent they see it. I speak from
 past
  experiences and most are positive with dealing them.
 
  -ics
 
  Ross Bemrose kirjoitti:
 
  Fletcher Dunn and Alfred Reynolds from Valve both participate on this
  mailing list all the time, so I'm not sure why you think no one from
 Valve
  does.
 
  On Fri, May 31, 2013 at 1:17 PM, Brian Simon bluebriansi...@gmail.com
  mailto:bluebriansi...@gmail.com wrote:
 
  You must think Valve cares about server operators breaking the
  rules they set forth or something. Valve has more important things
  to do such as making new hats and promo items.
 
  Here's an idea to contact Valve since they do not seem to read the
  mailing list: File a bug on their github (
  https://github.com/ValveSoftware/Source-1-Games/issues ) making
  your accusations there. Someone from Valve is sure to see it!
 
 
  On Fri, May 31, 2013 at 11:02 AM, ics i...@ics-base.net
  mailto:i...@ics-base.net wrote:
 
  What Bjorn said is my main concern. I didn't name any
  communities since i also think attacking a single community
  does not remove the problem.
 
  However, i am deeply furstrated in the matter due to the fact
  that these communities get the traffic that is off from
  legitimate servers. I know for a fact that my servers could be
  full sooner than they are now but the 3 communities next door
  are cheating off the traffic.
 
  -ics
 
  Bjorn Wielens kirjoitti:
 
  One of my observations is that people are probably getting
  frustrated with the lack of attention or comments on the
  matter. I'm sure valve knows about the issue, but not a
  lot seems to be done. I have admins on my staff that are
  getting extremely frustrated because they go to Quickplay,
  and end up in a string of servers that abuse the system
  (which they F7) and the folks running proper servers get
  the short end of the stick because it feels like these
  unscrupulous individuals are stealing traffic from the
  legitimate operators.
 
 
 
 
  
  *From:* Jason Tango jtrun...@outlook.com
  mailto:jtrun...@outlook.com
 
  *To:* Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  mailto:hlds@list.valvesoftware.com
 
  *Sent:* Friday, May 31, 2013 8:43:50 AM
  *Subject:* Re: [hlds] Fake Client Fool
 
 
 
 
  If people want to spend their time as the quickplay
  police force, that's fine by me - but I believe Valve has
  said on numerous occasions that this mailing list is not
  the place to name and shame other server operators.
  There are proper venues for reporting perceived
  violations, and this list isn't one o f them.
 
  Do I think people who aren't setting the proper tags
  should be dropped from quickplay? Absolutely.but
  pointing fingers in a public forum just leads to the more
  nefarious readers of this list into doing things (like
  attacking the servers/community in question) against
  operators that may or may not be doing anything wrong.
  It's easy to accuse people (and equally easy to falsify
  evidence) - but the only people 

Re: [hlds] (no subject)

2013-03-31 Thread Eli Witt
He couldn't even spell warden right for his throwaway email name to post
this stupid crap, just gonna point that out.

Yeah, I'm calling you stupid, whoever you are on this list. Because you're
obviously a member.


On Sat, Mar 30, 2013 at 10:27 PM, 1nsane 1nsane...@gmail.com wrote:

 As for the Valve+Pinion relationship... If Valve is in bed with pinion
 then why are they not listed on the pinion list of customers?! I know why,
 because it's an outright lie. The a-holes collecting pinion funds started
 the lie to legitimize themselves.

 Oh so clearly Pinion must have hacked valve then to do:
 1) Host official CS:GO servers alongside valve
 2) Get special status on the official steam forums:
 http://forums.steampowered.com/forums/showpost.php?p=33997052postcount=4
 http://forums.steampowered.com/forums/showpost.php?p=34167637postcount=7

  Valve must be a really incompetent company not to notice these things for
 months... right?


 On Sat, Mar 30, 2013 at 10:16 PM, Crapware Wardon 
 crapware.war...@hotmail.com wrote:

 ok, the best solution would be to leave the motd option, but, if the
 motd.txt contains anything other than the default motd.txt that ships via
 steamcmd... the server simply does not get listed in the server browser. I
 would also go as far as to say that the vac secured flag also be set to 0
 for those servers.

 As for the Valve+Pinion relationship... If Valve is in bed with pinion
 then why are they not listed on the pinion list of customers?! I know why,
 because it's an outright lie. The a-holes collecting pinion funds started
 the lie to legitimize themselves.

Ok, So all the pro-pinion hijackware guys claim valve is down with
 their program. The research indicates that this is an outright lie. No ad
 time has been purchased by Valve. I am sure there are a few Valve employees
 that are receiving kickbacks for their support of this blatantly
 unscrupulous activity. It may even shed a little light on the fact that
 good ol' Gabe did some house cleaning recently. Anyways.. down to
 business...
 If you want to defeat these dirtbags force-feeding your cpu with
 hijackware and your running a windows machine...
 1) Open your hosts file (generally: c:\windows\system32\drivers\etc\hosts
 ) with a good ol' text editor.
 2) Add the following to the end of your hosts file...
 # Pinion Server Adware
 127.0.0.1  pinion.gg
 127.0.0.1  bin.pinion.gg
 127.0.0.1  cdn.pinion.gg
 127.0.0.1  crm.pinion.gg
 127.0.0.1  delivery.pinion.gg
 127.0.0.1  docs.pinion.gg
 127.0.0.1  kermit.pinion.gg
 127.0.0.1  log.pinion.gg
 127.0.0.1  mail.pinion.gg
 127.0.0.1  motd.pinion.gg
 3) Save the file to your desktop.
 4) If your text editor added .txt to the file name remove the .txt
 (select the file on your desktop, hit F2 and remove the .txt characters).
 5) Copy the host file from your desktop into the
 'C:\windows\system32\drivers\etc' folder and let the new one overwrite the
 existing one.
 Enjoy hijackware free gaming!!

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Re: [hlds] MOTD.TXT changer for adfly

2013-01-26 Thread Eli Witt
Well, I did my part and submitted a ToS violation report to adf.ly about
wonkagaming, I hope everyone else did/does too.


On Sat, Jan 26, 2013 at 4:19 AM, Todd Pettit pettit.t...@gmail.com wrote:

   So sorry, I thought you were responding to my post not the original
 one. I am going to go to sleep now I am delirious.
   *From:* Brian Simon bluebriansi...@gmail.com
 *Sent:* Saturday, January 26, 2013 1:04 AM
 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 *Subject:* Re: [hlds] MOTD.TXT changer for adfly

 Your community is bad, and you are bad. Hush yourself.

 On Fri, Jan 25, 2013 at 6:14 PM, HLDS Digest h...@wonkagaming.com wrote:

 We have been testing the MOTD.TXT changer for ad fly add agency we will
 be releasing on wonkagamings download section once all glitches are
 down


 So far the results are remarkable for impressions pinion only pay 1.50$
 every 1000 impression  where Ad-fly pays 6.00$ every 1000 impression...
 HUGE diference in money for server owners that worked years can now finally
 get what they deserve instead of pinion short handing them for 2013. And
 people please do not complain about big community's recruiting coders it's
 just rude that is why you never see us helping little community's with
 there problems they always complain when the big fish have something to say.


 -WillyWonka

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Re: [hlds] 128 Tick

2012-12-29 Thread Eli Witt
Jesus, go the hell away.



On Sat, Dec 29, 2012 at 9:42 AM, sudsac...@gmail.com wrote:

  Hi



 Can someone tell me how to make 128 tick server in cs go



 I am using tcadmin for my servers



 Thanks

 Sachin

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Re: [hlds] Dah! No Half-Life / Valve

2012-10-14 Thread Eli Witt
Wow, there's really a website out there rehosting as popular a mailing list
as this one?

I think that's one of like, 40 that do it.

Makes searching old threads so much easier, too!

And no, you're not going to stop your e-mail address from being shown
either.

On Sun, Oct 14, 2012 at 12:18 PM, Paul Williams p...@pencoedfarm.co.ukwrote:

 BTW. Did you guys know there is a web site blogging all these messages
 INCLUDING our e-mail address ( as user at domain)?

 I have changed my settings now so that my email address should not be
 included in these messages.

 ** **

 See: http://permalink.gmane.org/gmane.games.fps.halflife.server/43034

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ook
 *Sent:* 14 October 2012 16:31

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Dah! No Half-Life / Valve

 ** **

 When you get up this morning (I finally did, how can it be so late?) be
 sure to tell us what you did to fix it, what kept it from working. This way
 future generations can benefit from your experiences. Getting a half-life
 server running can be intimidating if you have never done it, and sometimes
 it takes just one simple thing to keep it from working. Us old timers take
 all this for granted, but there are young pups out there that have never
 done this before that might want to take a shot at it.

 On 10/13/2012 10:51 PM, Paul Williams wrote:

 Thanks all. Think I finally got it working! I think I even got my web
 server to act as a fast map downloader too!

  

 Cheers again. Must sleep now…

  

 Check it out if you can spare the time.  Should show up as “BanzaiBob’s
 Half-Life Server” IP Address:  91.235.58.128:27015

  

  

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Ook
 *Sent:* 14 October 2012 03:50
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Dah! No Half-Life / Valve

  

 Have you configured your server.cfg and autoexec.cfg and mapcycle.txt? You
 have to at least specify a starting map, or no one will be able to connect.

 Seriously, don't waste your time with the gui. Just start it -console

 hlds.exe -game valve -map subtransit -port 27015



 On 10/13/2012 07:47 PM, Paul Williams wrote:

 Sorry, should have mentioned that I did try that. It ran without error,
 but could not be connected to. 

 Thanks everyone, I think I will give this up as a lost cause now. 

 Thanks for trying to help me out though.

  

 Regards,

 Paul

  

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Claudio Beretta
 *Sent:* 14 October 2012 03:41
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Dah! No Half-Life / Valve

  

 take his suggestion, and launch the server from the command line

  

 On Sat, Oct 13, 2012 at 10:17 PM, Ook ooksser...@zootal.com wrote:

 I strongly recommend using -console flag when starting the server and
 dispensing with the worthless gui.

  

 On Sat, Oct 13, 2012 at 10:36 PM, Paul Williams p...@pencoedfarm.co.uk
 wrote:

 

  

 I have done ‘HldsUpdateTool.exe -command update -game valve -dir .’ more
 than once. Valve folder exists. Think I am gonna give up soon. Doing my
 head in this.


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Re: [hlds] Mandatory TF2 update released

2012-09-19 Thread Eli Witt
Then he passes this information to the authorities, who subpoena the logs
from every site that he gets spammed from - then they find your IP address
and go to your ISP to discover who your mommy and daddy are. Then your ISP
cancels mommy and daddy's account for a breach of their Terms of Service,
and then you probably face criminal charges for criminal harassment.

There's a reason pr0n sites keep *very* good logs.



On Wed, Sep 19, 2012 at 1:40 PM, Gabriel Freitas
freitas.gabr...@gmail.comwrote:

 I'm going to register your email in all possible spam sites if  you still
 being a retard

 On Wed, Sep 19, 2012 at 2:30 PM, MDevaney devaney.mich...@gmail.comwrote:

 IM GOING TO START ADVERTISING HERE IF I DON'T GET REMOVED FROM THIS LIST


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Re: [hlds] L4D Plugins that work

2012-08-25 Thread Eli Witt
Try asking on the SourceMOD forums, not here.

On Sat, Aug 25, 2012 at 12:37 PM, Ook ooksser...@zootal.com wrote:

 So I revived my L4D server and went looking for some plugins. I found some
 of my favorites, but found that some don't work and others throw errors. It
 looks like most of them have not been updated for a year or so.

 Does anyone have any recommended plugins that still work? I'm specifically
 looking for a laser sight plugin and a fast reload plugin.

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Re: [hlds] SourceTV now ignores the tv_name variable?

2012-07-22 Thread Eli Witt
Watch the console log closely, you'll see it rename itself.

On Sat, Jul 21, 2012 at 11:43 PM, Leon Hunter l...@ozzyfurocity.net wrote:

 This is a well-known caveat, nothing new and nothing to do with the update.

 When the replay bot first joins, replay is Replay
 All subsequent joins/maps, it comes back as replay

 Source: https://dl.dropbox.com/u/9948007/replayduck.png (Nicholas
 Hastings,
 Oct 12, 2011)


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
 Sent: Sunday, 22 July 2012 7:37 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] SourceTV now ignores the tv_name variable?

 I'm running my servers on Linux.  My replay bot used to be named 'replay',
 now it is 'Replay'.

 On 7/21/2012 2:59 PM, ics wrote:
  They did? Must be windows only because i still have replay as 'replay'
  instead of 'REPLAY'
 
  -ics
 


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Re: [hlds] Two simple entities that can crash all Source server

2012-07-20 Thread Eli Witt
I can't get gas out of the pumps without putting my credit card in the
slot, can we patch this out plz?



On Fri, Jul 20, 2012 at 11:58 AM, Crazed Gunman
bsr.crazedgun...@gmail.comwrote:

  shutting off the power to my box has previously made my server
 unavailable, any plans for a bugfix for that?

 On 7/20/2012 10:55 AM, Yuki wrote:

 quit also kills the server.

 Valve please fix.

 On 20/07/2012 16:46, raydan wrote:

 using prop_physics_respawnable  trigger_hurt within some condition,
 server can crash instantly

 Proof http://www.sendspace.com/file/8x2l9h

 create trigger_hurt, set damage 1000
 create prop_physics_respawnable above the trigger_hurt, use model
 models/props_junk/wood_crate002a.mdl
 start server
 player join server
 server crash

 Tested on:
 TF2, CSS, DODS, Garrymod, HL2DM

 i think L4D happen too

 only obsidian conflict without crash


 Analyze:
 according hl2sdk,
 crash at HurtAllTouchers, touch link null pointer
 some releated functions
 -CTriggerHurt::HurtEntity
 -CPhysicsPropRespawnable::Event_Killed (PhysicsRemoveTouchedList)




 VALVE fix this shit please :D


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Re: [hlds] Is the policy of truth still going?

2012-07-14 Thread Eli Witt
All I read here is Wah, they're cheating better than me

and

I cheat the system as just like them, going against Valve's desires for
the core gameplay but I justify it by putting instant respawn in the title
that no one that uses quickplay will even see

I'm gonna laugh my ass off if they delist you for a month now after you put
it on the mailing list that you fake tags.



On Sat, Jul 14, 2012 at 7:52 PM, ics i...@ics-base.net wrote:

 They never banned or punished for using fakeclients on a server but they
 did punish for making bots look like players.

 -ics

 15.7.2012 2:50, AeroliteGaming.com kirjoitti:

  Are bot/fake player servers still being banned? I know tons that are
 running it and they have their ranks 100 on game tracker. This is all
 while I'm trying to get regulars on one of my servers to get it populated.
 All my efforts are failing so far while these are tricking quickplay into
 populating their servers whilst sitting and relaxing. I'm half tempted to
 start the packet spoofing job because everyone else is getting away with it
 and having their servers filled with people 24/7 and making money off motd
 ads to go and add more servers to con quickplay with.

 I won't lie, I'm not all good myself. I'm running instant respawn on 2 of
 my servers whilst using quickplay, but at least i'm displaying in the title
 and not conning player counts. Those 2 servers have now gained alot of
 regular players that enjoy them. This is probably because they aren't as
 common. My Vanilla settings server is suffering from this though.

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Re: [hlds] Engine Error TF2

2012-07-09 Thread Eli Witt
0 crashes and a lot of log entries from civilian exploit fixer SM plugin
over here.



On Mon, Jul 9, 2012 at 5:31 PM, Invalid Protocol 
invalidprotocolvers...@gmail.com wrote:

 And many server crashes in CEconItemView::GetPlayerDisplayModel method.***
 *

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason
 *Sent:* Tuesday, July 10, 2012 12:03 AM
 *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Engine Error TF2

 ** **

 We've been seeing this on our servers as wellno weapons, civilian
 glitching, and restarting the server resolves it.

 On Mon, Jul 9, 2012 at 4:55 PM, Dominik Friedrichs d...@forlix.org wrote:*
 ***

 On 2012/07/09 22:35, AeroliteGaming.com wrote:

 Hello guys,

 I appear to be getting an engine error quite often recently, this is a
 while past the last update. No plugins or anything edited.

 Engine Error

 539/ - tf_weapon_builder: UTIL_SetModel: not precached: D |-2r


 I've also had a strange problem regarding weapons: Found my server in a
 weird state where people would spawn without weapons and according to a
 player his game would crash when trying to change the class or loadout.
 This seemed to carry on across map changes; restarting the server fixed it.


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-16 Thread Eli Witt
Where's the Localization files?!

On Thu, Feb 16, 2012 at 8:49 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a client crash related to dynamic model loading
 - Fixed dedicated server not receiving restart requests when updates are
 released

 Team Fortress 2
 - Fixed playing incorrect sounds for The Overdose
 - Fixed a broken Engineer animation for The Pomson 6000
 - Fixed Steam inventory/trading not showing the correct item level for
 some items
 - Fixed Steam inventory/trading sort order not matching the in-game
 backpack
 - Fixed the new styles for The Brown Bomber not using team colors
 - Fixed some clipping issues with the Warrior's Spirit
 - Updated pl_hoodoo_final
- Removed door frame collision to resolve bots getting stuck in the
 cave during stage 2


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Re: [hlds] FPS ISSUE

2012-02-01 Thread Eli Witt
Getting the same issues over here, I'm getting a lot of complaints in our
TF2 server, and even getting random pubbies joining and asking right off
the bat Is this server lagging as hell too?

Personally, I'm able to hold 300FPS in any indoor area and average 210-250
in any outdoor area, but for whatever reason I'm hardly able to break 90 in
small outdoor areas like point 1 on badwater. PC runs Crysis smoother than
TF2 right now...




On Wed, Feb 1, 2012 at 12:53 PM, Jesse Porter reacherg...@gmail.com wrote:

 I've been getting consistent complaints on my TF2 servers as well in the
 past few weeks. A lot of users w/ mid to high end graphics cards say
 they'll drop mid-match from 40-60+ FPS down to 15-30. It's a regular issue
 but hard to pin down.


 On Wed, Feb 1, 2012 at 9:08 AM, ad...@crazyfreakgamers.com wrote:

 Hi,

 ** **

 My servers are facing a strange issue after last update.

 We are observing a sudden fps drop at client side. I am currently running
 css servers and its happening with all the servers.

 ** **

 Anyone facing such issue?

 ** **

 Thanks.

 Sachin Sud


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Re: [hlds] The policy of truth is still in effect

2012-01-25 Thread Eli Witt
Considering the hidden slots are provided by two console commands provided
by Valve, I'd say you're being far too anal.

On Wed, Jan 25, 2012 at 5:59 AM, Miikka Virtanen drag...@dragory.netwrote:

  Hey,

 If I have reserved slots hidden from the normal slots, is that counted as
 being against these guidelines?
 If taken literally, then yes, it is against them. Then again, it's also
 not with malicious intent (and I'm not sure how it would bother anyone), so
 I'm not sure if it's allowed.

 Sincerely,
 Miikka Virtanen

 24.1.2012 22:08, Fletcher Dunn kirjoitti:

  Yesterday the Team Fortress team took further action pursuant to the
 “policy of truth” that was announced in December of last year.  We delisted
 some servers that were reporting inaccurate information in
 server-browser-related communications.

 ** **

 Our goals are for players to be able to find the server they are looking
 for quickly and easily, and for server operators to compete solely on the
 basis of the quality of the experience they provide.  Any plugins that
 modify server browser communications (or modify the information contained
 in those packets) are counter to those goals.

 ** **

 The following guidelines are self-evident:

 · All of the data you report to clients and to Steam must be
 accurate.

 · You must use the Source engine, using the steam libraries, to
 send all server-browser-related communications.

 · Do not modify or manually send any packets to Steam.

 · Do not modify or manually send any client ping replies.  (Those
 that convey server browser info, player counts, etc.)

 · Do not to set any values that are sent in these communications
 outside the legal range.

 · The data reported to the master server and to clients must
 match.

 ** **

 If you aren’t running any plugins that do any of these sorts of things,
 you can disregard this post.  If you are, please stop.  If you feel that
 you have a real reason to make these modifications to your server, then
 communicate with us and help us understand!  We’ll try to work out a
 solution that fits everybody’s needs.

 ** **

 Thanks,

 The Team Fortress Team

 ** **


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Re: [hlds] The policy of truth is still in effect

2012-01-24 Thread Eli Witt
Keep up the good work Fletch!



On Tue, Jan 24, 2012 at 3:08 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Yesterday the Team Fortress team took further action pursuant to the
 “policy of truth” that was announced in December of last year.  We delisted
 some servers that were reporting inaccurate information in
 server-browser-related communications.

 ** **

 Our goals are for players to be able to find the server they are looking
 for quickly and easily, and for server operators to compete solely on the
 basis of the quality of the experience they provide.  Any plugins that
 modify server browser communications (or modify the information contained
 in those packets) are counter to those goals.

 ** **

 The following guidelines are self-evident:

 **· **All of the data you report to clients and to Steam must be
 accurate.

 **· **You must use the Source engine, using the steam libraries,
 to send all server-browser-related communications.

 **· **Do not modify or manually send any packets to Steam.

 **· **Do not modify or manually send any client ping replies.
 (Those that convey server browser info, player counts, etc.)

 **· **Do not to set any values that are sent in these
 communications outside the legal range.

 **· **The data reported to the master server and to clients must
 match.

 ** **

 If you aren’t running any plugins that do any of these sorts of things,
 you can disregard this post.  If you are, please stop.  If you feel that
 you have a real reason to make these modifications to your server, then
 communicate with us and help us understand!  We’ll try to work out a
 solution that fits everybody’s needs.

 ** **

 Thanks,

 The Team Fortress Team

 ** **

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Re: [hlds] Replay Download Error

2012-01-11 Thread Eli Witt
Windows server users could create a batch file to do the same on a windows
scheduled task, just as easy as us *nixers can slap a crontab line up.

There are also two SM plugins available to perform the same function.



On Wed, Jan 11, 2012 at 12:29 PM, Andrew DeMerse ademe...@gmail.com wrote:

 All you linux junkies can use crontab to clean this out every day.

 find /path/to/replays -mindepth 1 -mtime +7 -delete


 On Wed, Jan 11, 2012 at 11:36 AM, E. Olsen ceo.eol...@gmail.com wrote:

 I think you'd be surprised. We have a HUGE amount of bandwidth sucked up
 by replay every month.

 On my (windows) servers, the replay cleanup system has never worked. I
 ended up using a 3rd party system run on a regular basis using task
 scheduler to clean up the old files. I just set it to delete anything in
 the target folders over two days old every time it runs.


 On Wed, Jan 11, 2012 at 11:24 AM, Hedgehog hedge...@whatthefrag.netwrote:

 You guys made me aware i've got the same problem ;)

 With Team Fortress 2 i've decided to go the easy way, so I'll just
 disable it. Don't think (m)any of my regulars are using it anyway.

 2012/1/11 Jason pctool...@gmail.com

 Tyler, I have the *SAME* issueand all i could do was simply turn
 off replays, which made my community annoyed/sadbut, I had difficulty
 browsing the FTP folder of replays as my FTP client would crash.  I had to
 ask for my provider to delete most of them for me so I could at least
 browse the folder.

 Definitely wish it didn't leave every single replay block on the FTP
 ... that just seems silly


 On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies 
 tyler.k.dav...@gmail.com wrote:

 Hey guys, not to deviate from the subject of this thread, but I'm
 having MAJOR replay issues as well.

 It's not that it isn't working, it's that it isn't working as
 intended. I didn't check on this earlier, and I just noticed. I have
 replays being accumulated and they are NEVER deleted! I have replay blocks
 dating back to August of last year sitting in the replay directory! What
 the heck!? Aren't they supposed to be removed when the server is updated?
 There are now more than 10 GB of replay blocks in just ONE of my replay
 directories. It crashes my SCP client as soon as I even open the 
 directory.

 How can I solve this problem without deleting replays still in use by
 clients? Valve, it would be nice if the server would actually remove the
 replays when an update is pushed through just as the game client states it
 will do, and recommends for clients to save their replays if they want to
 keep them.

 Any assistance is appreciated! =]


 On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles 
 shonte.my...@gmail.comwrote:

 Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved
 my issue.


 On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog 
 hedge...@whatthefrag.netwrote:

 replay_fileserver_port 21

 Can you comment that line? Or change it to 80?

 21 is the default FTP port, download goes over HTTP

 Cheers,

 Hedgehog


 2012/1/11 Lance Waidzunas lswa...@gmail.com

 Check and make sure the FTP server isn't full.  We had that issue
 with our servers a while back, it even prevented the map from changing.

  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles 
 shonte.my...@gmail.com wrote:

  I've been experiencing an issue on my servers where replay
 downloads fail everytime. The error players get is:

 Replay error system: The session info file failed to download: No
 headers. URL:
 http://stompfesttf2web.site.nfoservers.com:21/public/replayfolderhttp://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx

 Here is my config:

 replay_enable 1
 replay_block_dump_interval 15
 replay_fileserver_protocol http
 replay_fileserver_offload_enable 1

 replay_fileserver_host stompfesttf2web.site.nfoservers.com
 replay_fileserver_port 21
 replay_fileserver_path /public/replayfolder

 // Your FTP info. This data is private and not shared with the
 client.
 replay_fileserver_offload_protocol ftp
 replay_fileserver_offload_hostname 
 stompfesttf2web.site.nfoservers.com
 replay_fileserver_offload_port 21
 replay_fileserver_offload_remotepath /public/replayfolder
 replay_fileserver_offload_login 
 replay_fileserver_offload_password 
 replay_fileserver_offload_maxuploads 16

 Any ideas?

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Re: [hlds] No weapon spread(TF2)

2012-01-01 Thread Eli Witt
Valve has already made it clear by not
including tf_use_fixed_weaponspreads in the list of disallowed cvars that
it's perfectly acceptable to run.
Why would you bother to ask about a policy that's already clearly stated on
their website?


You should learn your cvars before you advise, Zach.
tf_damage_disablespread and tf_use_fixed_weaponspreads don't mention
random anywhere in their names.



On Sun, Jan 1, 2012 at 1:27 PM, zach isaac drgnz...@gmail.com wrote:

 Well, I think it would be okay. What would disqualify you is if you
 modified your server to not show tags when it would normally. Also, No
 weapon spread would be insane. Long range SMG anyone? You should probably
 try no RANDOM weapon spread instead.


 On Sun, Jan 1, 2012 at 12:10 PM, Damien Delay 
 damien.delay1...@gmail.comwrote:

 Hello all,

 I would like to enquiry about where no weapon spread would stand on a
 quick play server. No weapon spread does not add a tag so would not
 disqualify the server but what would valves opinion on this be ?

 Thank
 Damien Delay

 Sent from my iPhone
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Re: [hlds] TF2: rcon stops working

2011-12-10 Thread Eli Witt
When you send the password initially, the server sees you as an admin and
allows rcon commands from you. Your client doesn't send the rcon password
every time you send a command, and you don't need to retype it before every
command.

Obviously the server resets it's admin list when the rcon list is reset.


On Sat, Dec 10, 2011 at 2:11 PM, Brian br...@doublejump.eu wrote:

 Thanks for the help guys, I will try what you suggest. However, I still
 don't see why this issue arises if the client still has the correct
 password stored (cf. autocompleted value). Granted, the RCON connection may
 be reset, but if the password is saved then it should be able to
 re-establish it as necessary, no?


 On Sat, Dec 10, 2011 at 5:47 PM, Saul Rennison saul.renni...@gmail.comwrote:

 So put your server's RCON password in autoexec instead, is what Sebastian
 is suggesting.

 On Saturday, December 10, 2011, Sebastian Staudt korak...@gmail.com
 wrote:
  From users of my RCON library I know that setting rcon_password in the
 server.cfg is sub-optimal. After a map change the server.cfg is reloaded
 and will – although the password is not changed – reset any RCON
 connections.
  Source uses TCP (and persistent connections) for RCON. It seems like
 rcon_password will automatically reset all connected RCON clients.
 
  Am Samstag, 10. Dezember 2011 um 16:23 schrieb Brian:
 
  When I set a the rcon_password in console to use on my server, it seems
 to stop working after the first command, or some length of time.
 
  Eg I do
 
  rcon_password password
  rcon exec etf2l
 
  then play some… then when wanting to go the next map I try
 
  rcon changelevel cp_snakewater
 
  … and it does nothing.
 
  I have to do
 
  rcon_password password
  rcon changelevel cp_snakewater
 
  to get it to work.
 
  The weird thing is, the stored value of rcon_password is still correct,
 ie it shows “rcon_password password” as the tab-complete when I start
 reentering the command.
 
  Is there like some kind of timeout as in sudo where you just have to
 enter your password again?
 
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 --


 Kind regards,
 *Saul Rennison*

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Re: [hlds] TF2 servers hanging after mapchange

2011-11-07 Thread Eli Witt
A *really* hacky method of getting around needing a mapchange is to write a
sourcemod plugin to do so for you.

Right now our servers are set up to start on badwater, and obviously need a
mapchange to go into the QP pool, so I wrote a little SM plugin named
zztop (lol) - the naming is so it's loaded last in line.

It simply exec's a config file that sets a load_lock on the plugins and
then unloads the zztop plugin, then changes the map again to badwater. Once
the load lock is in effect, the plugin won't be loaded upon the next
mapchange so it won't indefinitely loop changelevels.



On Mon, Nov 7, 2011 at 4:13 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Server hangs are a long-standing bug that (to my knowledge) has never been
 addressed. We've been discussing it on the list for months.


 On Mon, Nov 7, 2011 at 3:38 PM, Dominik Friedrichs d...@forlix.org wrote:

 Anyone else having this issue?

 Seems to happen at random right after loading a map (the last log line is
 Started map or server cvars end.
 It all started yesterday or today as far as I can tell.

 And still the _registered tags are only added after doing a changelevel,
 so a server that got automatically restarted due to a crash/hang wont be
 populated by quickplay until one manually issues a changelevel command -
 what a great joy!


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Re: [hlds] Killing Floor Halloween Event Coming Soon

2011-10-27 Thread Eli Witt
Thanks for the heads up, John.

Time to test this 3.6Ghz thing out all the way. =)

On Thu, Oct 27, 2011 at 12:20 PM, Chris Brunelle warbuck...@gmail.comwrote:

 +1.

 If you can't figure out how to set up proper filtering using a modern mail
 client, then quit using email period.

 There's more people complaining about email on this list than actual
 emails going out which aren't mailing list related.

 On Thu, Oct 27, 2011 at 10:16 AM, Nicholas Hastings 
 nshasti...@gmail.comwrote:

  Can we banish just some people to SPUF and keep the list for the rest of
 us?


 On 10/27/2011 12:12 PM, zach isaac wrote:

 Is it going out through the HLDS mailing list becuase it will incorperate
 TF2, or is there another reason for this?

 On Thu, Oct 27, 2011 at 10:51 AM, James Ives ja...@jimo.co.uk wrote:

 Exciting! When roughly will this roll out?

  On Thu, Oct 27, 2011 at 06:35, John Gibson 
 j...@tripwireinteractive.com wrote:

  Everyone,

 I wanted to give you all a heads up that we've doing a special event
 for Killing Floor for Halloween. This will be a required server update. I
 can't give out any details just yet, but expect to see lots of people
 playing and full servers :)

 Cheers,

 John

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  --
 *James Ives *
 ja...@jimo.co.uk




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Re: [hlds] SM Crash Info Related to the TF2 Patch on 10/20/11

2011-10-21 Thread Eli Witt
I updated our servers to the latest snapshot build day of the 1st patch in
this bunch, as the slay issue I picked up on immediately. I posted that
somewhere else in the list as well. Ours has been stable, crashless (save
the clients crashing out) since the first day.

On Fri, Oct 21, 2011 at 1:17 AM, DontWannaName! ad...@topnotchclan.comwrote:

 I can never quite keep up with you guys. :D


 On Thu, Oct 20, 2011 at 9:12 PM, Nicholas Hastings 
 nshasti...@gmail.comwrote:

  That's only half true as of five minutes ago.

 We've updated the updater to work with snapshots from the stable branch
 (1.3.x atm) now as well as releases.


 On 10/20/2011 11:52 PM, DontWannaName! wrote:

 The gamedata changed and when you updated SM you updated to the new
 gamedata. Gamedata updates are only automatic on release builds of SM, not
 the snapshot branches including 1.4.

 On Thu, Oct 20, 2011 at 8:44 PM, Team BOOM! teamb...@comcast.net wrote:

 Fellow Admins and Sys-ops,

 The client crashes related to player class selection that appeared with
 today's update appears to have resolved itself for our players. Hopefully
 that's behind us. I did however discover another problem you may not be
 aware of.

 We were running a 1-2 week old Snapshot of SourceMod
 (sourcemod-1.4.0-hg3412-windows) and just discovered that when slaying
 someone using my SourceMod Admin menu, my server would crash immediately.
 Perhaps this issue is also causing other SourceMod related functions to
 fail
 as well?

 I'm now running the latest versions of MM:S (1.4.0-dev) and the latest SM
 snapshot (sourcemod-1.4.0-hg3419-windows) and the problem appears to be
 resolved. You may wish to check you versions as well to see if it helps
 stabilize your servers.

 Best of luck.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Thursday, October 20, 2011 5:16 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Released

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

 - Improvements to client stability related to loading mesh content during
 gameplay
 - Fixed an engine error that mentioned CL_CallPostDataUpdates
 - Fixed Not Usable in Crafting text not appearing under certain
 conditions
 on item tooltips in the trading UI

 Thanks,
 Tony

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Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent

2011-10-20 Thread Eli Witt
I wouldn't mind email subscriptions being tied in some way to our Steam
accounts or some other method to verify members are actually running a
server at all.

At the risk of sounding elitist, I don't think non-admins have any sort of
need to post here whatsoever, (Especially considering there are forums that
have this list publicly posted for anyone to read) and some of the recent
useless threads have (obviously) struck a nerve with some people.

Personally, I have all emails from here bounced to my cellphone (Which is an
ancient 6 year old flippy) and I really don't like getting random spam from
someone talking about trading or complaining they disapprove of the CS:S
binaries folder move.



On Thu, Oct 20, 2011 at 2:00 PM, EHG epichat...@litewin.net wrote:

 It wouldn't necessarily have to be round-the-clock moderation. You could
 enforce that mailing list subscriptions be linked to your steam ID and
 simply ban repeat problem users after the fact.


 On 10/20/2011 1:56 PM, gamead...@127001.org wrote:

 Actually, archiving is the one reason I _prefer_ this list - I have a copy
 of everything ever posted, I don't have to worry about a thread derailment
 causing useful info to be possibly deleted.  That being said, moderation
 would be easier on a forum, because you can do it after the fact - a
 moderated email list requires pre-approval of every post, which basically
 means you need round-the-clock mods available.  Not practical imo

  -Original Message-
 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-
 boun...@list.valvesoftware.com**] On Behalf Of DontWannaName!
 Sent: 20 October 2011 18:47
 To: Half-Life dedicated Win32 server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Reminder: your posts are public and
 permanent

 If we all remember, the lists were going to be moved to the forums for
 archiving, readability and for easy moderation. This wasn't done
 because we all prefer the mailing list. However, we should find a
 balance with more moderation. You don't even have to run a server to be
 on this list.

 Sent from my iPhone 4

 On Oct 20, 2011, at 10:43 AM, Chad 
 Hedstromchad.hedstrom@gmail.**comchad.hedst...@gmail.com
 
 wrote:

  That's not a bad idea. In the last six months this went from a high
 quality, low traffic list to something similar in appearance to a
 tier-2 steam customer service support thread. While I definitely do
 appreciate this under-the-radar outreach to the community of server
 administrators, perhaps it is time to think about expanding to a
 moderated style mailing list.

 Thanks again for all your (Valve employees!) hard work and prompt
 replies to questions posed in this thread.

 On Thu, Oct 20, 2011 at 12:34 PM, DontWannaName!

 ad...@topnotchclan.com  wrote:

 Maybe it's time to appoint a volunteer moderator so there is less

 garbage on the list and more helpful information. It would help all of
 us! :)

 Sent from my iPhone 4

 On Oct 20, 2011, at 10:27 AM, Fletcher Dunn

 fletch...@valvesoftware.com  wrote:

 This post is a reminder to everybody that this email distribution

 list has a standard language that everybody should use.  I'm not
 talking about using Portuguese or English.  I'm talking about being
 nice instead of being a jerk.



 New people come and go all the time.  Sometimes they repeat

 questions that have already been answered before they subscribed.
 Sometimes they don't know what is on topic or off topic.  There's a way
 to let them know politely if their question is off topic, or should be
 directed elsewhere.  If is too difficult for you to use kind words,
 then of course there's also the option of just ignoring it.



 Your posts (like most things on the Internet) are both public and

 permanent.  By bearing this in mind, some people could save themselves
 embarrassment and regret by refraining from posting childishly.  Even
 better would be to act kindly and help the person get to the correct
 place where they can find the answer they are seeking.



 Please just be kind and helpful.

 Try to relax.



 Your humble servant,

 - Fletch

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 To 

Re: [hlds] CSS: changelevel2 causes server crash

2011-10-20 Thread Eli Witt
Stop using changelevel2, it's not meant for multiplayer, why would you use a
command you know crashes a server when there's a perfectly good command to
not crash the server?

Simply typing help changelevel2 into the console would have gotten you
this:


help changelevel2
changelevel2
 - Transition to the specified map in single player


No offence, but the most basic help yourself skills would have solved your
problem.



On Thu, Oct 20, 2011 at 4:11 PM, Dominik Friedrichs d...@forlix.org wrote:

 If you are triggering it via RCON or through the server console and you say
 changelevel2 crashes and changelevel works, why are you using changelevel2?


 On 2011/10/20 21:42, Dusan Tomic wrote:

 I am triggering the changelevel, please reread my first email.

 --
 Kind regards,
 Dusan Tomic
 __**__
 Od: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 u ime korisnika eugenio.motanu...@gmail.com [eugenio.motanu...@gmail.com]
 Poslato: 20. oktobar 2011 21:36
 Za: Half-Life dedicated Win32 server mailing list
 Tema: Re: [hlds] CSS: changelevel2 causes server crash

 Then the question is: what is triggering a change level?

 Some maps can cause a server to crash, due to several reasons. Such as
 reaching the limits of entities, brushes or having an I/O that is corrupted.

 Now, is the map wanting to trigger the changelevel? like players walk on
 an area, a door closes and it changes to the map2 to keep on the story. This
 is a dodgy event. It can be done but with experimentation and many tries.

 If it is the server because the timee reached 0, I can not help you, that
 is a server side issue if it happens every time with other maps.

 My reconemndation is to talk to the mapper if this issue occurs only with
 his maps.

 You could try launching some official maps to test if it is only his map
 that crashes.
 Enviado desde mi oficina móvil BlackBerry® de Telcel

 -Original Message-
 From: Dusan Tomicd...@mojsajt.co.uk
 Sender: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 Date: Thu, 20 Oct 2011 19:27:40
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.**com hlds@list.valvesoftware.com
 Reply-To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: [hlds]  CSS: changelevel2 causes server crash

 I'm not that experienced, so i can't  use fades and teleport. I'm just
 sysadmin, not  css dev :(, so my knowledge goes as far as to read from logs
 and troubleshoot OS problems.

 This is output if I wait long enough :D

 rcon from *.*.*.*:: command changelevel2 de_dust2
  Host_Changelevel 
 pipes.cpp (733) : Assertion Failed: Stalled cross-thread pipe
 pipes.cpp (733) : Fatal assert failed: ...\common\pipes.cpp, line 733.
 Application exiting.

 Assert( Fatal assert ):..\common\pipes.cpp:733


 --
 Kind regards,
 Dusan Tomic
 __**__
 Od: eugenio.motanu...@gmail.com [eugenio.motanu...@gmail.com]
 Poslato: 20. oktobar 2011 20:49
 Za: Dusan Tomic
 Tema: Re: [hlds] CSS: changelevel2 causes server crash

 Yeah, but l4d can change maps on servers, so it can be helpful to look at
 to know how they did it. You might want to read my whole email and try to
 undeerstand what I said and why. Those are options you can try. In the end,
 you have to expeeriment with entities and I/O.

 If all fails, try to make it only one map and to use fades and teleport to
 simulate map transitions
 Enviado desde mi oficina móvil BlackBerry® de Telcel

 -Original Message-
 From: Dusan Tomicd...@mojsajt.co.uk
 Date: Thu, 20 Oct 2011 18:45:05
 To: 
 eugenio.motanu...@gmail.comeu**genio.motanu...@gmail.comeugenio.motanu...@gmail.com;
 Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.**
 com hlds@list.valvesoftware.com
 Subject: [hlds] CSS: changelevel2 causes server crash

 Hint eugenio : CSS = Counter-Strike: Source, not l4d :D


 --
 Kind regards,
 Dusan Tomic
 __**__
 Od: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 u ime korisnika eugenio.motanu...@gmail.com [eugenio.motanu...@gmail.com]
 Poslato: 20. oktobar 2011 20:39
 Za: Half-Life dedicated Win32 server mailing list
 Tema: Re: [hlds] CSS: changelevel2 causes server crash

 I think your issue is that the map can change level and not everyone is in
 the area near the landmark. You might want all players on the same room
 before you trigger the change.
 Also, use trigger_changelevel and not changelevel2, as someone before me
 said.

 Look at l4ds changelevl, which trigger when the checkpoint door is closed
 when everyone is in the safe room.

 My thoughts are that it is tricky to do, but should be possible.

 If your entity count allows you, use 

Re: [hlds] (no subject)

2011-10-14 Thread Eli Witt
This did not need a mail and this isn't a message board.

http://forums.steampowered.com/forums/ is where you want to be.

On Fri, Oct 14, 2011 at 10:06 AM, Ссомов Роман romario1...@gmail.comwrote:

 The update is totally great. Thanks, Valve. Played without a single lag
 today.
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Re: [hlds] SUSPECT: RE: SUSPECT: Re: Servers are absent in Server Browser

2011-10-01 Thread Eli Witt
Guys please learn to reply to a topic instead of mailing a new one.

2011/10/1 Dusan Tomic d...@mojsajt.co.uk

  Guys please do not use Google translate, your emails do not have any
 sense. Ask some of your friends who speaks English to translate/create email
 for you.

  --
 Kind regards,
 Dusan Tomic
   --
 *Od:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] u ime korisnika Crazed Gunman [
 bsr.crazedgun...@gmail.com]
 *Poslato:* 1. oktobar 2011 3:43
 *Za:* Half-Life dedicated Win32 server mailing list
 *Tema:* SUSPECT: Re: [hlds] Servers are absent in Server Browser

  On 9/30/2011 7:49 PM, John Schoenick wrote:

 Has anyone really been far even as decided to use even go want to do look
 more like?

 On 09/30/2011 05:32 PM, Shardstride wrote:

To Mart-Jan; My personal opinion coming from someone who does buy his
 games off store shelves; And only play single player campaign games,just to
 avoid the multi-player hack’s dirty shit; I could really care less what they
 do when Fed’s finally get involved in catching the bastard’s here’s why; In
 the past 5 year’s over 100 software companies have gone out of business or
 filed bankruptsy, as a result of the little prick’s.They attack the
 custumer’s I.P.Address certificates is what there doing. I think but am not
 for shure corporate espionage,fraud,identity theft linked with malitious
 hacking caries a minimum sentence of 30 year’s in a Federal or State
 prison! Sincerely,...Shardstride; One  only!P.S!...Forward This...

  *From:* Mart-Jan Reeuwijk mreeu...@yahoo.com
 *Sent:* Friday, September 30, 2011 4:05 AM
 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 *Subject:* Re: [hlds] Servers are absent in Server Browser

   Lets hope valve delists them from the MB. Its sad already that those
 servers pollute the server list for honest players.

 To be fair, I wouldn't mind any form of registration by server owners for
 their servers. I know that in the past a steam client was needed, and
 somewhere it was dropped as a requirement. Wouldn't go as far as
 re-introducing that, but maybe simular to the matchmaking requirements? Or
 some other system to keep the rogue ones out. There where some replies in
 the past that some would be addressed, dunno if that is already done. I'd
 welcome extra measures to it, even if we as server owners have to do some
 extra for it.

   --
 *From:* Eli Witt eliw...@gmail.com eliw...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com hlds@list.valvesoftware.com
 *Sent:* Friday, 30 September 2011, 12:35
 *Subject:* Re: [hlds] Servers are absent in Server Browser

 Imagine that, the master server for people who bought the game will not
 display servers made that allow people who didn't pay for the game to play.


 Get out of the list already, everyone already dislikes you now.



 On Thu, Sep 29, 2011 at 7:45 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 We support non-cracked servers.

 Why?

 Because cracked servers typically have issues like this that are completely
 unrelated to any issue with the proper build.


 On Thu, Sep 29, 2011 at 6:43 PM, Dmitriy Bobrovskiy 
 supp...@isotonic.ruwrote:

 Ook Is he running cracked servers? How can you tell? And what exactly is
 a cracked server?
 mauirixxx It allows players who didn’t buy the game play the multiplayer
 aspect of said game.
 Saul Rennison Server-side Steam authentication is effectively disabled, so
 players who do not legally own the game with Steam can play.
 I agree. It’s fully correct definitions.

 AnAkIn We don't support Non Steam servers on this list.
 First of all I hate this situation. Most of admins have to run so-called
 cracked servers in order to have players on them. I have legal copy of the
 game 'Half-Life'. I done simple research during an hour: I opened server
 browser, connected to various servers and then pressed Shift+TAB to open
 Steam Community in-game. After that I navigated to Players-Current game and
 saw 'No Steam users reported by game server' every time! Tell me where I can
 find Steam servers? I don't know they all is cracked in Steam Server Browser
 list.

 If you don't support Non Steam servers who do you support then?
 And who 'we'?

 --
 Ook Ignore the list nazis...it looks to me that these are all HL DM
 servers, at least
 Ook the ones on the steam server browser. And the last I checked, this was
 the
 Ook HLDS list
 Ook
 Ook right now I see DM3 and TDM2, TDM3, TDM4. I can see DM2 with HLSW, but
 Ook it does not appear in steam server browser and yet there are 20
 players on it.
 Ook
 Ook I don't have a solution, but this happens to me all the time. I have
 two
 Ook OP4 servers and on HL server, on the same IP, different ports, and
 they
 Ook seem to pop on and off of the steam server browser at random - and
 it's
 Ook never the one on port 27015 - that one is always

Re: [hlds] Servers are absent in Server Browser

2011-10-01 Thread Eli Witt
Its a good thing we're discussing HLDM servers and not TF2 servers then,
isn't it?

On Sat, Oct 1, 2011 at 2:22 PM, Bubka3 bub...@gmail.com wrote:

  Team Fortress 2 is free to play now.

 Thanks,
 - Bubka3


 On 10/1/2011 2:19 PM, Dmitriy Bobrovskiy wrote:

  I don’t want to discuss cracked servers at all. I rephrase the question:
 Can Valve delist servers from Steam Server Browser list intentionally? I
 mean something like ‘ban’ them.

 And what about the ‘game that was made free to play months ago’? What is
 it?

 ** **

 And I don’t get aswers for my question about where I can find really legal
 beautiful Half-Life 1 100% Steam servers?

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Rowedahelicon
 *Sent:* Saturday, October 01, 2011 9:44 PM
 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] hlds Digest, Vol 7, Issue 2

 ** **

 Re: [hlds] SUSPECT: RE: SUSPECT: Re: Servers are absent in
Server Browser

 Why are we having an argument about cracked servers in a game that was made
 free to play months ago, why are we doing it via internet meme?


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Re: [hlds] Servers are absent in Server Browser

2011-09-30 Thread Eli Witt
Imagine that, the master server for people who bought the game will not
display servers made that allow people who didn't pay for the game to play.


Get out of the list already, everyone already dislikes you now.



On Thu, Sep 29, 2011 at 7:45 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 We support non-cracked servers.

 Why?

 Because cracked servers typically have issues like this that are completely
 unrelated to any issue with the proper build.


 On Thu, Sep 29, 2011 at 6:43 PM, Dmitriy Bobrovskiy 
 supp...@isotonic.ruwrote:

 Ook Is he running cracked servers? How can you tell? And what exactly is
 a cracked server?
 mauirixxx It allows players who didn’t buy the game play the multiplayer
 aspect of said game.
 Saul Rennison Server-side Steam authentication is effectively disabled,
 so players who do not legally own the game with Steam can play.
 I agree. It’s fully correct definitions.

 AnAkIn We don't support Non Steam servers on this list.
 First of all I hate this situation. Most of admins have to run so-called
 cracked servers in order to have players on them. I have legal copy of the
 game 'Half-Life'. I done simple research during an hour: I opened server
 browser, connected to various servers and then pressed Shift+TAB to open
 Steam Community in-game. After that I navigated to Players-Current game and
 saw 'No Steam users reported by game server' every time! Tell me where I can
 find Steam servers? I don't know they all is cracked in Steam Server Browser
 list.

 If you don't support Non Steam servers who do you support then?
 And who 'we'?

 --
 Ook Ignore the list nazis...it looks to me that these are all HL DM
 servers, at least
 Ook the ones on the steam server browser. And the last I checked, this
 was the
 Ook HLDS list
 Ook
 Ook right now I see DM3 and TDM2, TDM3, TDM4. I can see DM2 with HLSW,
 but
 Ook it does not appear in steam server browser and yet there are 20
 players on it.
 Ook
 Ook I don't have a solution, but this happens to me all the time. I have
 two
 Ook OP4 servers and on HL server, on the same IP, different ports, and
 they
 Ook seem to pop on and off of the steam server browser at random - and
 it's
 Ook never the one on port 27015 - that one is always there, it is the
 others that
 Ook come and go. And if you restart the server, it appears immediately on
 the list.
 Ook For a while...
 Ook
 Ook I've given up trying to find an answer, I just ignore it...strange
 that the one on
 Ook port 27015 is always there, where the others come and go.
 Thank you for answer! It's great help especially when there are no any
 info yet.
 Our servers don't appears on the list after restarting.
 I think the problem (poping on|off and absence) has two common reasons:
 ether servers get banned after some time (because cracked?) or servers don't
 meet list requirements for some reason. And I do want find out why.


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Re: [hlds] Buna ziua

2011-08-15 Thread Eli Witt
No, I agree with Thomas to be quite honest. I think his advice and wisdom
was spot on for the problem as it was explained to us.



On Mon, Aug 15, 2011 at 9:01 AM, Saul Rennison saul.renni...@gmail.comwrote:

 90% of Tom's message was irrelevant, please ignore it.

 Do you mind elaborating on what exactly is the problem?


 On Monday, 15 August 2011, Ssf Sandu ssfsa...@yahoo.com wrote:
  Hello
  I created a CS 1.6 server for several days and not working. Please help
 me in this regard
  Thank you
 
 

 --


 Kind regards,
 *Saul Rennison*

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Re: [hlds] Source Dedicated Server Update

2011-08-15 Thread Eli Witt
Servers went from rarely crashing to rarely running?

On Mon, Aug 15, 2011 at 6:13 PM, SakeFox sake...@kingdomsend.com wrote:

 **
 I think they fixed the rare startup crash by making it common


 On 8/15/2011 6:10 PM, João Gabriel wrote:

 Broke TF2 completely.

 2011/8/15 Jason Ruymen jas...@valvesoftware.com

 An optional update to Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch is now available.  The specific
 changes include:

 Source Dedicated server
 - Integrated latest SteamWorks API and Steam client library
 - Fixed zombie players created when banning players, causing player count
 in the server browser to be incorrect
 - Fixed bug incrementing player count when spectator joined on spectator
 port.
 - Fixed a rare startup crash

 Jason


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Re: [hlds] TF2 server memory usage - need some answers

2011-08-14 Thread Eli Witt
Look at the difference in the amount of models and textures a TF2 server has
versus a CS:S or a GM server. There's simply more to load and deal with.



On Sun, Aug 14, 2011 at 7:46 AM, Joeri van der Velden 
joerivdvel...@gmail.com wrote:

 Ever since around the replay update I've noticed a very annoying trend with
 my TF2 servers. When they start and are fully running, they take up about
 400MB of RAM. However, over several hours with lots of activity, the memory
 use steadily grows over 700MB, some even reach 900MB before I forcefully
 shut them down because they affect overal server performance. Our Garry's
 Mod and Counter-Strike: Source servers (both on the same engine, and running
 the same versions of Sourcemod) do not have this issue.

 Is this memory use a common problem for TF2 servers? Can anyone else share
 some numbers?

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Re: [hlds] Zombie player problem fixed?

2011-08-07 Thread Eli Witt
I've gotten two on our Windows server since the 4th. One was up for 19 hours
before I noticed and restarted it.

On Sun, Aug 7, 2011 at 10:44 AM, Cc2iscooL cc2isc...@gmail.com wrote:

 Nope. We had one yesterday for about 4 hours...then it disappeared on map
 change.
 On Aug 7, 2011 9:33 AM, Dominik Friedrichs d...@forlix.org wrote:
  The last zombie slot on my servers occurred on August 3rd, leading me to
  believe this issue has finally been resolved, probably by the August 4th
  update. Can anyone confirm this or is someone still seeing them?
 
  On 2011/07/25 22:26, Fletcher Dunn wrote:
  The last TF2 update should have fixed the last problems with the player
  count for replay and SourceTV. The player count, as shown on the server
  browser, will never include replay or SourceTV. As some have noted, the
  fact that replay and source TV are players is an implementation
  kludge, and this fact should not be visible outside of the server. Also,
  the maxplayers settings and visiblemaxplayers should not be incremented
  to have an extra slot for replay, they should only count regular
  players. We know that this is a change from previous behaviour, but it
  is how we want things to work going forward. In other words, you should
  use the same settings for the player counts, whether you have source TV
  and/or replay enabled. (Eventually you will be able to have the both at
  the same time.) For example, if you want to have a server with 24 human
  players, and one reserved secret slot for yourself, you will set
  maxplayers to 24 and visiblemaxplayers to 25. These values should apply
  whether replay is enabled or not.
 
  Your server will still increase the player count to make room for the
  proxies.
 
  We know the zombie player count problem still exists, but apparently it
  has decreased in frequency. We're still working on it.
 
  - Fletch
 
 
 
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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-07 Thread Eli Witt
Yeah, and people are using plugins to stop from transmitting the flags as
such. Last night I tried quickplay, landed on a 24/7 koth_nucleus server
with lowgrav and instant respawn. The system is already broken and being
exploited by lame admins.

On Sun, Aug 7, 2011 at 1:22 PM, Daron Dodd darond...@gmail.com wrote:

 Isnt crits off non vanilla?

 On Sun, Aug 7, 2011 at 4:37 AM, Neil Rajani nelion...@yahoo.co.uk wrote:

 Remember that Quick-play does not equal Valve servers (but are vanilla
 servers). It is an optional tool for server admins to run by registering
 their server for potential quick-play traffic.

 I just want some understanding why our server can have near constant
 traffic
 to be reduced to just a few people in a few days. The few regulars we have
 started asking where is everyone as they are used to seeing the servers
 full. I do not think it's a coincidence that this has happened after the
 latest TF2 update. Our server is vanilla (e.g. default crits, ff off,
 default respawn time) which should make it eligible for quick-play.


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 Checked by AVG - www.avg.com
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 07:41:00


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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-06 Thread Eli Witt
To the people asking 'where?' - in the console, its not printed to the log.
You won't see it if you rent a server.

To the people asking ''why?' - The massive spike of players that we got when
TF2 went f2p is over now. People who want to play it more still are, others
aren't playing it anymore. We have less overall players again.

On Sat, Aug 6, 2011 at 3:06 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 Where do you guys pick this info up? I've noticed a huge drop as well.
 On Aug 6, 2011 1:41 PM, Greg Jeffers hyn...@gmail.com wrote:
  I've been seeing pretty much the same result here, my server is ether
 empty,
  or has 1 or 2 people join it, and due to the lack of other players on the
  server, they leave pretty much instantly. My server used to fill up
 pretty
  quickly before around a month ago, but the server has been pretty much
 empty
  since the past few updates that made my server fairly unstable. The only
  way I can get a full server now is by being one of the first servers to
 get
  a mandatory srcds update.
 
  My server ranking also seems to switch between:
 
  Game server authentication: SUCCESS! Standing: Good. Trend: Slightly
 Upward
  and
  Game server authentication: SUCCESS! Standing: Good. Trend: Downward
 Fast.
 
  On Sat, Aug 6, 2011 at 2:21 PM, Stephen A Yates syate...@cfl.rr.com
 wrote:
 
  Out of curiosity, where are you seeing these rankings?
 
  Neil Rajani nelion...@yahoo.co.uk wrote:
 
  I have noticed a sharp drop in my servers population since the Update
  from
  4 August 2011 TF2. Our server is a quickplay registered server and our
  server has not been going for long (a couple of weeks) so we have
 greatly
  appreciated the quickplay players whilst we build our community. Our
  server
  has been constantly until Thursday.
  
  
  
  Since this update, our registered status has recently changed from:
  
  
  
  Standing : good
  Trend: upward
  
  To...
  
  Standing : good
  Trend: downward fast
  
  
  
  We have not modified any CVAR's or server side mods. I have no idea
 what
  has
  caused this but obviously I suspect the steam update may be the
 culprit. I
  don't quite understand the back-end of the quickplay system so maybe an
  official word or documentation would be greatly appreciated as the
 Steam
  support article on quickplay only describes the basics.
  
  
  
  Has any other server operators noticed a decrease in quickplay players,
 or
  indeed a downward trend?
  
  
  
  No virus found in this outgoing message.
  Checked by AVG - www.avg.com
  Version: 9.0.901 / Virus Database: 271.1.1/3815 - Release Date:
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  07:41:00
  
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Re: [hlds] Limit replay use to list of specific SteamID's?

2011-08-04 Thread Eli Witt
I run a cronjob nightly to clean out my replay dir, I keep all replay files
for 8 days because disk space is not an issue for me. I use a rotating
~2.2GB over ~60k files.

As for bandwidth, the server uses about 50GB a month for just the
/fastdl/replays directory, the server also serves as the FastDL server for
the box and averages 0.95 Mbps on 95th percentile. Serving a 24 slot server.

-
dir=/var/www/fastdl/replays/

find $dir -name *.dmx -type f -mtime 8 -delete
find $dir -name *.block -type f -mtime 8 -delete

-

On Thu, Aug 4, 2011 at 5:31 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 If you're running linux, setup a cronjob that deletes files older than
 X days once a day or something. Quick, easy and painless.

 find /path/to/your/replay/directory -type f -mtime +3 |xargs rm

 On Thu, Aug 4, 2011 at 5:28 PM, IBIS Customer Service
 ibis.serv...@gmail.com wrote:
  I have my servers set for constant demo recording. There is a sm plugin
 that
  cleans out the files automatically at a preconfigured time. I have never
 had
  issues with it. As for crashing ur ftp client try filezilla
 
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Re: [hlds] A few more TF2 quickplay answers

2011-07-11 Thread Eli Witt
Another question: could you wonderful Valve employees consider
removing tf_damage_disablespread  tf_use_fixed_weaponspreads (Not sure if
the latter is included, but couldn't hurt to throw it in there) from the
blacklisted cvars?

I can understand nocrits being on the list (Ignoring the fact of why the
hell crits are even in the game), but quite literally all disablespread and
fixed spreads do is make the game consistent, not incredibly random.

It would seem logical that new players could become frustrated quickly when
one shot does as an example, 45 damage, then the next consecutive shot does
9 and they die. I realize that TF2 isn't about realism, but some consistency
is a heck of a lot more helpful when learning a new game than some RNG.



On Mon, Jul 11, 2011 at 5:54 PM, TRISTAN MARLER bloodyi...@shaw.ca wrote:

 Hi Fletch,

 I was hoping to get some clarity. So for servers that aren't currently
 set-up for quick play (I'm not bothering till nocrits is allowed), are we
 building reputation by having people naturally play on it? Or does this
 only accrue when we are eligible and set-up for quick play?


 Thanks

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 Date: Monday, July 11, 2011 10:25 am
 Subject: [hlds] A few more TF2 quickplay answers
 To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com, 
 hlds_li...@list.valvesoftware.com hlds_li...@list.valvesoftware.com

  Just a few more answers to commonly-asked quickplay questions:
 
  All of the quickplay deal-breakers are tested on the client at
  the moment of quickplay searching.  You can flip them on
  and off and start/stop receiving quickplay traffic.
 
  The reputation system is an input to the quickplay scoring
  system, not the other way around.  Doing quickplay-illegal
  things does not affect your reputation.  If you have a
  thriving community playing custom maps, you are building your
  reputation.  If you suddenly turned the server into a
  quickplay-eligible one, you would be just as good of a quickplay
  server as a server who had been vanilla the whole time.
 
  But to repeat: the reputation system still needs some tuning,
  and is only a small part of the total quickplay score.
  It's mainly designed to help avoid sending traffic to really
  terrible servers.
 
  Quickplay, with its minimal set of options, is currently
  targeted at totally new players.  However, we know that
  some experienced players use it and have had fun playing maps
  they haven't played in a while.  (Or just beating the heck
  out of noobs.)  Sometimes it's just fun to spin the
  wheel.  We have considered a medium search mode, somewhat
  of a cross between the raw server browser and the one-click-no-
  options quickplay.  No timeline or promises, of course.
 
  We get *huge* value out of good server operators.  While we
  do want to control new players first impressions of the game,
  the goal is to have new players find all the diversity out there
  and get into a community so they can kill each other in the way
  they most enjoy.  Having a set of servers with known
  characteristics is good, to ensure that if you want to play you
  can always find a server with a good ping, etc.  But
  keeping all the traffic on generic servers that we have to
  maintain and host is not really a huge win for us.
 
  I would post these answers to the FAQ and just send a link, but
  the details are of course subject to change without notice. :)
 
  Hopefully most of the big quickplay questions are
  answered.  I'm working on a lot of game server related
  stuff, so I'll probably be on these lists again.
 
  Cheers,
  Fletch
 

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Re: [hlds] Incorrect player counts in server browser

2011-07-04 Thread Eli Witt
Frankly, I agree with Dominik. Is there any good reason why these features
are just hacked in bots and not actual backend functioning? It seems a
little ridiculous to have to patch over patch over patch just to get replays
to where they almost function properly, 3 months after it's implemented.

On Mon, Jul 4, 2011 at 3:28 PM, Dominik Friedrichs d...@forlix.org wrote:

 Instead of doing this whole mess, fiddling around with the player counts
 and manipulating them here and there based on some conditional statements,
 SourceTV, Replay and any other features like that shouldn't be implemented
 as a bot in the first place, but as a backend feature that does not take a
 player slot in any way. Make an interface to the engine to attach these
 features in a good way instead of coding them as bots.

 But fighting the symptoms is (at least at first glance) always easier than
 correcting the cause, I guess.

 I'm not using any of these features just for that reason, besides all the
 other annoying stuff that comes up when enabling replay - it wont work from
 the first map on (at least not when putting the exec replay.cfg outside of
 the starting line, into the server.cfg), it now spams the logs with loads of
 diagnostic messages on startup, the cleanup code is insufficient at best,
 and last but not least the slot issues.


 On 2011/07/04 20:54, Fletcher Dunn wrote:

 Hello all.

 This email is about the inaccurate player counts showing up in the
 server browser. There are have been three distinct problems that we know
 about.

 --

 ZERO PLAYER COUNT

 --

 First, if your server always shows a ZERO player count, the most likely
 cause is that your server is using some old Steam libraries. For
 example, on Windows you may have a steam client installed that you have
 not run in a while. The engine may be finding DLLs in that installation
 and using them. Either delete the old DLL's, or run the steam client to
 get them up-to-date. If you are confident that you are running with no
 other steam DLL's on your server, and the player count is still always
 zero, then we have a new problem.

 

 ZOMBIE SLOTS

 

 Second, we are aware of the problem with the zombie player slots. We
 believe this happens when a player authenticates, and then when they
 leave the server, their authentication record is not deleted. We had
 hoped that the July 1st update would correct these issues, but
 apparently it has not.

 Of course, if somebody actually knows a method for reliably reproducing
 the problem, then please post the precise steps, and we'll jump on it
 immediately!

 Otherwise, if you are experiencing this problem, you can help us
 understand how to reproduce it so we can fix it. I could use some very
 clear logs.

 * First, please make sure you are running the July 1st update. (I think
 that update was optional.)

 * Attach logs of a server session where the problem occurred. Please
 don't truncate or edit anything.

 * Please try to narrow down the time when the zombied slot appeared, as
 accurately as possible.

 * Please indicate the name(s) or IPs or any other identifying
 information for the players that caused the zombied slots, if possible.

 * Please tell us your offset from GMT so we can match up your logs with
 our own backend logs.

 * Ideally, send the log as soon as the you notice the first zombie slot.

 * Please post all replies this thread.

 --

 SOURCE TV AND REPLAY

 --

 Finally, there were some minor fixes to the way bots, replay, and source
 TV were reported in the July 1st update. Previously, in a few situations
 the player count would be of-by-one. If you don't have any zombied
 players, your player count **should** always be correct in the server
 browser. Neither Source TV nor replay should count as a player in the
 server browser, either in the current player count, or the max number of
 players. (They may show up as a player in the detailed player list.) For
 example, if you set your max players to 24, and Source bumps up the
 player count to 25 to make room the SourceTV, your server should show as
 having 24 max players in the server browser. If this is not the case and
 we still have issues, please post a description of the problem to this
 thread.

 Please help me understand the zombie player problem so I can fix it.

 Thanks,

 - Fletch



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