[hlds] Re: [hlds_linux] Mandatory CS:S, DoD:S, HL2:DM, and HLDM:S updates released

2021-07-03 Thread Kyle Sanderson
Thanks team. There were a lot more changes than what's documented. Only
(currently-known) fallout I had was the Steam3 change from 2017 that
finally came into the games. Overall it sounds good from my playerbase, one
guy was a little annoyed at the weekend breakage scavenger hunt but it was
just stepping through gdb with them.

For reference if anyone else is running Connect.ext, here's the patch (from
4~ years ago):
https://github.com/asherkin/connect/commit/f557476d6bc0dca7f4c94a3718ec63d4ab15b5db

Kyle.

On Fri, 2 Jul 2021, 13:43 Eric Smith - erics at valvesoftware.com (via
hlds_linux list),  wrote:

> We've released mandatory updates for Counter-Strike: Source, Day of
> Defeat: Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source.
> The new version number for each game is 6630498. The notes for the updates
> are below.
>
> Thanks.
>
> -Eric
>
> 
>
> - Numerous security and stability improvements
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Kyle Sanderson
>"Removed the disconnect REASON from the message when players leave the server"
> Why on earth would you do that?

Ancient ancient ancient ancient issue where they (the game) pass this
through a format function and can crash through arbitrary memory
reading. The string was localized too to the client disconnecting
which was even more neat. It's beyond well documented how this has
been abused for well over a decade.

> Numerous security and stability improvements

Can we for the love of god please get a CS:S sync. There's so much bad
stuff out there now and keeping all the other games vulnerable doesn't
help anyone. I'm happy to spend an hour reviewing the changeset or
whatever it takes to help this stuff land.

Kyle.

On Tue, Jun 22, 2021 at 12:44 PM Mecha Weasel  wrote:
>
> "Removed the disconnect REASON from the message when players leave the server"
>
> Why on earth would you do that?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] am I unsubscribed? Source 1 patching schedule.

2021-04-18 Thread Kyle Sanderson
Hi Team,

I'm totally unclear. There's been RCE issues for decades - a few decal
issues were papered over in TF2, but not shipped in any other Source1
game. Is there a timeline to try and improve the situation in any of
these other games/templates/engines. There's still invalid packets
that can be relayed from the server to disconnect clients which is
pretty crazy in 2021 (we're 18~+ years into this). Can I help(?).

Kyle.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
Yeah let us know please - I'm sure my goldsrc peers are subscribed to
the list but this sounds like something we should try to address. I do
want to confirm you're not running retail MM though and you're running
MM from AM. Not saying it's the magic bullet but Alfred changed the
toolchain (GCC 2.4~ to 4.4~ or something) long ago on HL and that's
why we took the fork up beyond AMX.

Let us know my friend,
Kyle.

On Mon, Nov 16, 2020 at 6:13 PM Ook  wrote:
>
> I'll set it up and post the error - it causes the linux server to crash
> on startup. I vaguely recall the windows server does not crash, but
> neither does metamod work. I have liblist.gam set correctly, but no
> metamod functions work. I'll get back to you with more details...
>
> When I initially tested this, it was with a working config that I had
> not touched for years. All I did was update the hlds server binaries and
> libs. After the update, none of my servers would start, they all crashed
> in the exact same manner. Playing with liblist.gam did not help except
> when I removed metamod - that was the only way to get the server to start.
>
> On 11/16/20 7:09 PM, Kyle Sanderson wrote:
> >> Metamod appears to not work with the latest update, not sure if there will 
> >> be any metamod updates for the new server binary or not.
> > Can you describe this in more detail? are you running metamod-am? If
> > you can give me STR I can try to help further.
> >
> > Kyle.
> >
> > On Mon, Nov 16, 2020 at 6:04 PM Ook  wrote:
> >> It works well enough running the windows version with wine on a linux
> >> box, I've not been highly motivated to look into it further. Metamod
> >> appears to not work with the latest update, not sure if there will be
> >> any metamod updates for the new server binary or not. And there is no
> >> steam installed on the server.
> >>
> >> I wonder if they updated the steam client in the windows version, but
> >> not the Linux version? I'll revisit this when I have a chance, see what
> >> I can find. Maybe find out what IP(s) it is trying to hit. I remember
> >> many years ago I had to do something with the steam IPs in the config to
> >> get it on the steam list, but dang that was a long time ago and I have
> >> no idea what I did...
> >>
> >> On 11/16/20 5:03 PM, Kyle Sanderson wrote:
> >>> Sorry I haven't looked at this list in a while (hopefully you already
> >>> found the answer!)... Windows uses the steamclient that's installed,
> >>> whereas on Linux it uses the steamclient that's shipped with the game
> >>> (Windows does too - if Steam is not installed). So if the game has an
> >>> old version of steamclient, you'll get stuck with situations like
> >>> this. The Ship for instance had the Steam Masters (Mains? in 2020)
> >>> hard coded into the binary and were eventually orphaned like this. I
> >>> know years ago Qwest was trying to take back their address space from
> >>> Valve and Aldred flipped addresses on us which broke a shit ton of
> >>> games - if there's a hard coded address against this it's possible you
> >>> were impacted when they made a trivial (to them) move.
> >>>
> >>> Were you able to resolve it natively? I might not be able to help, but
> >>> CC me so it lands in my inbox and I can try to.
> >>>
> >>> Best,
> >>> Kyle.
> >>>
> >>> On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
> >>>> Well, as stupid as it sounds, I am able to get this to work by running
> >>>> the Windows version of hlds with wine on Linux. I am stumped as to why,
> >>>> with identical configs. the linux version gives the message "Could not
> >>>> establish connection to Steam servers.", while the Winbloze version
> >>>> running with wine works perfectly?
> >>>>
> >>>> On 10/4/20 10:41 PM, Ook wrote:
> >>>>> I've been running my OP4 servers for years. Bloody years. And for the
> >>>>> last few days, my players are messaging me, saying the my servers are
> >>>>> no longer on the server list. I look at console, and when I start
> >>>>> server I get:
> >>>>>
> >>>>> Could not establish connection to Steam servers.
> >>>>>
> >>>>> I've changed nothing. This has been working for many years. My ports
> >>>>> are unchanged. My ISP is not blocking anything (that I know of).
&

[hlds] Re: [hlds_linux] Thanks for everything

2020-11-16 Thread Kyle Sanderson
Ah buddy - I shouldn't have scanned back further than I did on the
list. Your HL2 models have been running on my (our - per how I run it)
server for well over a decade. Thank you very much for the
entertainment / fun over all this time. Spectre (I think this is yours
- otherwise there's another where the T is in all black clothing) was
always a fan favourite, Kim (I think that's what the model name was -
but I may have brain rot) helped normalize HL2 models and standardize
Half-Life in Source for Counter-Strike across the ecosystem.

Thanks for hanging around my friend - all the best.
Kyle.

On Thu, Apr 30, 2020 at 8:47 AM ics  wrote:
>
> First of all, please do not reply to this message, to reduce spam on the
> list.
>
> I just want to say this and thank everyone who has been here on this
> list, talking, helping and giving help, to issues i've had over the
> years and interacted with me regarding replies, bug reports, test
> builds, questions and whatever there ever was.
>
> I am shutting my game servers down at the end of June '20. 16 years was
> a long time but awesome as well. This doesnt stop or affect my other
> interests like playing games though.
>
> So long story short thank you and shouts to some of the Valve people
> i've had pleasure of interacting with: Fletcher, Jon and especially
> Eric, for posting the TF2 update notes for so long. Long after CSGO and
> L4D2 folks stopped.
>
> Thanks!
>
> -ics
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
> Metamod appears to not work with the latest update, not sure if there will be 
> any metamod updates for the new server binary or not.

Can you describe this in more detail? are you running metamod-am? If
you can give me STR I can try to help further.

Kyle.

On Mon, Nov 16, 2020 at 6:04 PM Ook  wrote:
>
> It works well enough running the windows version with wine on a linux
> box, I've not been highly motivated to look into it further. Metamod
> appears to not work with the latest update, not sure if there will be
> any metamod updates for the new server binary or not. And there is no
> steam installed on the server.
>
> I wonder if they updated the steam client in the windows version, but
> not the Linux version? I'll revisit this when I have a chance, see what
> I can find. Maybe find out what IP(s) it is trying to hit. I remember
> many years ago I had to do something with the steam IPs in the config to
> get it on the steam list, but dang that was a long time ago and I have
> no idea what I did...
>
> On 11/16/20 5:03 PM, Kyle Sanderson wrote:
> > Sorry I haven't looked at this list in a while (hopefully you already
> > found the answer!)... Windows uses the steamclient that's installed,
> > whereas on Linux it uses the steamclient that's shipped with the game
> > (Windows does too - if Steam is not installed). So if the game has an
> > old version of steamclient, you'll get stuck with situations like
> > this. The Ship for instance had the Steam Masters (Mains? in 2020)
> > hard coded into the binary and were eventually orphaned like this. I
> > know years ago Qwest was trying to take back their address space from
> > Valve and Aldred flipped addresses on us which broke a shit ton of
> > games - if there's a hard coded address against this it's possible you
> > were impacted when they made a trivial (to them) move.
> >
> > Were you able to resolve it natively? I might not be able to help, but
> > CC me so it lands in my inbox and I can try to.
> >
> > Best,
> > Kyle.
> >
> > On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
> >> Well, as stupid as it sounds, I am able to get this to work by running
> >> the Windows version of hlds with wine on Linux. I am stumped as to why,
> >> with identical configs. the linux version gives the message "Could not
> >> establish connection to Steam servers.", while the Winbloze version
> >> running with wine works perfectly?
> >>
> >> On 10/4/20 10:41 PM, Ook wrote:
> >>> I've been running my OP4 servers for years. Bloody years. And for the
> >>> last few days, my players are messaging me, saying the my servers are
> >>> no longer on the server list. I look at console, and when I start
> >>> server I get:
> >>>
> >>> Could not establish connection to Steam servers.
> >>>
> >>> I've changed nothing. This has been working for many years. My ports
> >>> are unchanged. My ISP is not blocking anything (that I know of).
> >>>
> >>> I used steamcmd to get a fresh copy of hlds and op4, and it looks like
> >>> some of the core server files had updated, so I applied the update,
> >>> but it changes nothing.
> >>>
> >>> Did Valve update hlds recently, or update something on their end? This
> >>> is hlds on linux if that makes any difference.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
Sorry I haven't looked at this list in a while (hopefully you already
found the answer!)... Windows uses the steamclient that's installed,
whereas on Linux it uses the steamclient that's shipped with the game
(Windows does too - if Steam is not installed). So if the game has an
old version of steamclient, you'll get stuck with situations like
this. The Ship for instance had the Steam Masters (Mains? in 2020)
hard coded into the binary and were eventually orphaned like this. I
know years ago Qwest was trying to take back their address space from
Valve and Aldred flipped addresses on us which broke a shit ton of
games - if there's a hard coded address against this it's possible you
were impacted when they made a trivial (to them) move.

Were you able to resolve it natively? I might not be able to help, but
CC me so it lands in my inbox and I can try to.

Best,
Kyle.

On Thu, Oct 8, 2020 at 4:43 PM Ook  wrote:
>
> Well, as stupid as it sounds, I am able to get this to work by running
> the Windows version of hlds with wine on Linux. I am stumped as to why,
> with identical configs. the linux version gives the message "Could not
> establish connection to Steam servers.", while the Winbloze version
> running with wine works perfectly?
>
> On 10/4/20 10:41 PM, Ook wrote:
> > I've been running my OP4 servers for years. Bloody years. And for the
> > last few days, my players are messaging me, saying the my servers are
> > no longer on the server list. I look at console, and when I start
> > server I get:
> >
> > Could not establish connection to Steam servers.
> >
> > I've changed nothing. This has been working for many years. My ports
> > are unchanged. My ISP is not blocking anything (that I know of).
> >
> > I used steamcmd to get a fresh copy of hlds and op4, and it looks like
> > some of the core server files had updated, so I applied the update,
> > but it changes nothing.
> >
> > Did Valve update hlds recently, or update something on their end? This
> > is hlds on linux if that makes any difference.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


Re: [hlds] Putting it out here

2020-11-16 Thread Kyle Sanderson
> I'm sure some of you are going to hate me for wasting my time on this

Little foolish - sure :P no one's going to hate you for it. It's
pretty clear they have MPD and are seeking attention. I'm a little
surprised no one's dropped their mail like last time.

Think you can help us out Milton with who the current mail-admin is?
There's like 150 email that's just attention-seeking about not
shipping amd64 binaries for the steam client, which is ridiculous to
begin with as GCFs are long gone and it's raw disk-thrashing files.

Best,
Kyle.

On Mon, Nov 16, 2020 at 1:55 PM Triple X  wrote:
>
> Hi folks,
>
> I'm sure some of you are going to hate me for wasting my time on this,
> but I've done a little minor bit of legal digging using tools available
> to everyone, and...
> As everyone already figured, "Stephanie" and Stealthmode are the same
> person. The two e-mail accounts share the same phone number (Number
> ending in 45) and have the same linked devices (Samsung Galaxy A01,
> UNIMAX UMX U683CL).
>
> At this point, all you'll be doing is feeding the troll. Best just
> ignore everything they post, add their e-mail addresses into a
> blocklist, and move on.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-27 Thread Kyle Sanderson
Do you have any update on the network exploits presently working
against every other Source1 game. We're also seeing an uptick in
ancient spray/rce attacks against players as well (which doesn't
impact the server beyond distribution).

Kyle.

On Mon, Apr 27, 2020 at 5:23 PM Eric Smith - erics at
valvesoftware.com (via hlds_linux list)
 wrote:
>
> We've released a mandatory update for TF2. The update notes are below. The 
> new version number is 5830736.
>
> -Eric
>
> -
>
> - Fixed Heavy exploit related to infinite overheal
> - Updated localization files
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-15 Thread Kyle Sanderson
Does this exploit not work on any other Source engine game? There's a
published write-up here
https://gist.github.com/BenCat07/c861b5436d82e05fab43dc74aaf4b585 so
I'm quite curious why other games (CS:S) have not been patched.

Kyle.

On Tue, Apr 7, 2020 at 6:24 PM John Schoenick - johns at
valvesoftware.com (via hlds_linux list)
 wrote:
>
> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 5799494.
>
> - John
>
> 
>
> - Fixed a server crash exploit
> - Updated localization files
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: CEF broken in Valve games

2019-02-13 Thread Kyle Sanderson
Any update on this team? I'm unclear on if I should start emailing hl3team
and similar so let me know how we can resolve this simple regression. I
think some users have already mailed song requests in but I haven't heard
back on those either.

Kyle.

On Mon, 7 Jan 2019, 19:21 Kyle Sanderson  New year same bug :-(.
>
> Team,
>
> Any luck with resolving this one-liner?
>
> Kyle.
>
> On Fri, Dec 21, 2018 at 10:01 PM Kyle Sanderson 
> wrote:
> >
> > Still broken team 2 months later :( As a result I have horrible UX now
> > as users need to click into a visible window for audio to
> > automatically kick on and then disappear... every single map change...
> > making the commands not as helpful as they were.
> >
> > This is looking like a simple one-liner,
> > `command_line->AppendSwitchWithValue("autoplay-policy",
> > "no-user-gesture-required");`. More than happy to commit this myself;
> > alternatively please let me know when someone internally can resolve
> > this easy issue :-).
> >
> > Kyle.
> >
> > On Fri, Nov 9, 2018 at 6:30 PM Kyle Sanderson 
> wrote:
> > >
> > > Any update on this team?
> > > On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson 
> wrote:
> > > >
> > > > Any update on this team?
> > > >
> > > > Kyle.
> > > > On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson 
> wrote:
> > > > >
> > > > > Long time no mail.
> > > > >
> > > > > As industry leaders like Google uniformly destroy the web as per
> > > > >
> https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > > > > , this has impacted MOTD audio playback in Valve games. I (used to
> > > > > before travelling so much now) play music regularly over Icecast2.
> > > > > Players now join the stream, but are prevented from hearing any
> audio
> > > > > because the DOM object is blocked. The usage of the radio is driven
> > > > > through plugin usage to adjust volume, opt-out, view title,
> requests,
> > > > > etc.
> > > > >
> > > > > Other industry leaders like http://www.sharkswithwheels.com/ are
> > > > > presently broken while https://areweponyyet.com/ added a
> click-through
> > > > > last night.
> > > > >
> > > > > Can we please toggle the preference off to restore this
> functionality?
> > > > > The last thing I want to do is pop-up a window that people have to
> > > > > click in-to which would disrupt their game.
> > > > >
> > > > > Kyle.
>
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

[hlds] Re: CEF broken in Valve games

2019-01-07 Thread Kyle Sanderson
New year same bug :-(.

Team,

Any luck with resolving this one-liner?

Kyle.

On Fri, Dec 21, 2018 at 10:01 PM Kyle Sanderson  wrote:
>
> Still broken team 2 months later :( As a result I have horrible UX now
> as users need to click into a visible window for audio to
> automatically kick on and then disappear... every single map change...
> making the commands not as helpful as they were.
>
> This is looking like a simple one-liner,
> `command_line->AppendSwitchWithValue("autoplay-policy",
> "no-user-gesture-required");`. More than happy to commit this myself;
> alternatively please let me know when someone internally can resolve
> this easy issue :-).
>
> Kyle.
>
> On Fri, Nov 9, 2018 at 6:30 PM Kyle Sanderson  wrote:
> >
> > Any update on this team?
> > On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson  wrote:
> > >
> > > Any update on this team?
> > >
> > > Kyle.
> > > On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson  
> > > wrote:
> > > >
> > > > Long time no mail.
> > > >
> > > > As industry leaders like Google uniformly destroy the web as per
> > > > https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > > > , this has impacted MOTD audio playback in Valve games. I (used to
> > > > before travelling so much now) play music regularly over Icecast2.
> > > > Players now join the stream, but are prevented from hearing any audio
> > > > because the DOM object is blocked. The usage of the radio is driven
> > > > through plugin usage to adjust volume, opt-out, view title, requests,
> > > > etc.
> > > >
> > > > Other industry leaders like http://www.sharkswithwheels.com/ are
> > > > presently broken while https://areweponyyet.com/ added a click-through
> > > > last night.
> > > >
> > > > Can we please toggle the preference off to restore this functionality?
> > > > The last thing I want to do is pop-up a window that people have to
> > > > click in-to which would disrupt their game.
> > > >
> > > > Kyle.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: CEF broken in Valve games

2018-12-21 Thread Kyle Sanderson
Still broken team 2 months later :( As a result I have horrible UX now
as users need to click into a visible window for audio to
automatically kick on and then disappear... every single map change...
making the commands not as helpful as they were.

This is looking like a simple one-liner,
`command_line->AppendSwitchWithValue("autoplay-policy",
"no-user-gesture-required");`. More than happy to commit this myself;
alternatively please let me know when someone internally can resolve
this easy issue :-).

Kyle.

On Fri, Nov 9, 2018 at 6:30 PM Kyle Sanderson  wrote:
>
> Any update on this team?
> On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson  wrote:
> >
> > Any update on this team?
> >
> > Kyle.
> > On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson  wrote:
> > >
> > > Long time no mail.
> > >
> > > As industry leaders like Google uniformly destroy the web as per
> > > https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > > , this has impacted MOTD audio playback in Valve games. I (used to
> > > before travelling so much now) play music regularly over Icecast2.
> > > Players now join the stream, but are prevented from hearing any audio
> > > because the DOM object is blocked. The usage of the radio is driven
> > > through plugin usage to adjust volume, opt-out, view title, requests,
> > > etc.
> > >
> > > Other industry leaders like http://www.sharkswithwheels.com/ are
> > > presently broken while https://areweponyyet.com/ added a click-through
> > > last night.
> > >
> > > Can we please toggle the preference off to restore this functionality?
> > > The last thing I want to do is pop-up a window that people have to
> > > click in-to which would disrupt their game.
> > >
> > > Kyle.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: CEF broken in Valve games

2018-11-09 Thread Kyle Sanderson
Any update on this team?
On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson  wrote:
>
> Any update on this team?
>
> Kyle.
> On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson  wrote:
> >
> > Long time no mail.
> >
> > As industry leaders like Google uniformly destroy the web as per
> > https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> > , this has impacted MOTD audio playback in Valve games. I (used to
> > before travelling so much now) play music regularly over Icecast2.
> > Players now join the stream, but are prevented from hearing any audio
> > because the DOM object is blocked. The usage of the radio is driven
> > through plugin usage to adjust volume, opt-out, view title, requests,
> > etc.
> >
> > Other industry leaders like http://www.sharkswithwheels.com/ are
> > presently broken while https://areweponyyet.com/ added a click-through
> > last night.
> >
> > Can we please toggle the preference off to restore this functionality?
> > The last thing I want to do is pop-up a window that people have to
> > click in-to which would disrupt their game.
> >
> > Kyle.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: CEF broken in Valve games

2018-10-31 Thread Kyle Sanderson
Any update on this team?

Kyle.
On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson  wrote:
>
> Long time no mail.
>
> As industry leaders like Google uniformly destroy the web as per
> https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
> , this has impacted MOTD audio playback in Valve games. I (used to
> before travelling so much now) play music regularly over Icecast2.
> Players now join the stream, but are prevented from hearing any audio
> because the DOM object is blocked. The usage of the radio is driven
> through plugin usage to adjust volume, opt-out, view title, requests,
> etc.
>
> Other industry leaders like http://www.sharkswithwheels.com/ are
> presently broken while https://areweponyyet.com/ added a click-through
> last night.
>
> Can we please toggle the preference off to restore this functionality?
> The last thing I want to do is pop-up a window that people have to
> click in-to which would disrupt their game.
>
> Kyle.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] CEF broken in Valve games

2018-10-25 Thread Kyle Sanderson
Long time no mail.

As industry leaders like Google uniformly destroy the web as per
https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
, this has impacted MOTD audio playback in Valve games. I (used to
before travelling so much now) play music regularly over Icecast2.
Players now join the stream, but are prevented from hearing any audio
because the DOM object is blocked. The usage of the radio is driven
through plugin usage to adjust volume, opt-out, view title, requests,
etc.

Other industry leaders like http://www.sharkswithwheels.com/ are
presently broken while https://areweponyyet.com/ added a click-through
last night.

Can we please toggle the preference off to restore this functionality?
The last thing I want to do is pop-up a window that people have to
click in-to which would disrupt their game.

Kyle.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: [hlds_linux] Mandatory Update Released for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base

2018-07-25 Thread Kyle Sanderson
Thanks John, appreciate it.

Kyle.
On Tue, Jul 24, 2018 at 3:06 PM John Schoenick  wrote:
>
> A mandatory update for Counter-Strike: Source, Day of Defeat: Source,
> Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source
> SDK 2013 Base has been made available. The patch notes are below.
>
> - John
>
> ---
>
> - Fixed physics not operating at the correct tickrate when specifying
> non-standard -tickrate options on the command line
> - Fixed viewing demos recorded at a non-standard tickrate causing the
> next listen server hosted to be at that tickrate
> - Various security and stability improvements
> - Updated localization files
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


[hlds] Re: [hlds_linux] Prerelease Update Available for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base

2018-06-27 Thread Kyle Sanderson
Fantastic news!

I hate to even propose this, but would it be possible to wait until after
the Canadian long weekend (and subsequently the 4th for you folks)? This is
historically peak for "gaming".

Something like July 10th?

Kyle.

On Wed, 27 Jun 2018, 15:45 John Schoenick,  wrote:

> A prerelease update is available for Counter-Strike: Source, Day of
> Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch,
> and the Source SDK 2013 Base. The update notes are below.
>
> Prerelease branches can be accessed in Steam via the Properties -> Betas
> tab. Dedicated servers can pass -beta prerelease to the app_update
> command in SteamCMD.
>
> If all goes well, this branch will be promoted to the current release in
> the coming days, so please let us know if you encounter any issues.
>
>  - John
>
> -
>
> - Fixed physics not operating at the correct tickrate when specifying
> non-standard -tickrate options on the command line
> - Fixed viewing demos recorded at a non-standard tickrate causing the
> next listen server hosted to be at that tickrate
> - Various security and stability improvements
> - Updated localization files
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-06 Thread Kyle Sanderson
It's nothing new, if you stop sending usercmds you can bypass one-time
triggers. If you send too many and they're not using OnTouch or
similar then you can skip over traps and other things like that.

Even if they're using OnTouch, it's still far from perfect.

Kyle.

On Sun, Nov 5, 2017 at 10:52 AM, ics  wrote:
> ics wrote:
>>
>> Yeah theres definitely few commands that can do this without cheats. Valve
>> triggers the bumper car mode differently for all at the same time, there is
>> no continuous trigger that sets it on.
>>
>> -ics
>>
>> Ryan Mollart wrote:
>>>
>>>
>>> This is related to stalling your client for a short period of time. There
>>> are a few console commands that can stall your game for a couple seconds. It
>>> appears the server tries to reset your player data when you stall your
>>> client long enough. When you are reseted, you are spawned normally without a
>>> bumper cart. Your player never receives the bumper cart condition after
>>> that.
>>>
>>>
>>>
>>> 
>>> *From:* hlds  on behalf of Josh
>>> Russell 
>>> *Sent:* Saturday, November 4, 2017 9:33 PM
>>> *To:* Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] Mandatory Team Fortress 2 update released
>>> There's another new exploit for getting out of or spawning without a
>>> bumper car on Carnival.  Had a team try to take over the entire arena with
>>> sentries and Heavies.  They still lost
>>>
>>> On Fri, Nov 3, 2017 at 8:55 PM, Tohru Adachi >> > wrote:
>>>
>>> Okay, seems as of latest update, there's been at least one new
>>> broken convar. mp_humans_must_join_team doesn't seem to do
>>> anything from my tests, and this is a bit awkward since I use this
>>> for enforcing teamplay on custom PvE maps. Can anyone else
>>> replicate this issue or is this just me?
>>>
>>>
>>> On 01/11/2017 23:37, Eric Smith wrote:
>>>
>>> We've released a mandatory update for Team Fortress 2. The new
>>> version number is 4218712. The notes for the update are below.
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed a client crash related to the Mann Co. Store
>>> - Fixed server crash related to the ConTracker
>>> - War Paints directly purchased with Blood Money in the
>>> Mercenary Park Gift Shop and the Dragon Slayer come as Factory
>>> New again
>>> - Existing War Paints and weapons affected by
>>> yesterday's change will be fixed-up in the coming days
>>> - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
>>> - Fixed the Festive Jag not drawing the lights
>>> - Fixed a bug related to the Razorback and touching a resupply
>>> closet or respawning
>>> - Fixed the Mantreads description for reduced airblast
>>> vulnerability
>>> - Fixed bots constantly respawning during Training mode
>>> - Fixed bots constantly respawning when tf_bot_force_class is set
>>> - Fixed a case where bots would constantly respawn if
>>> tf_bot_spawn_use_preset_roster was disabled
>>> - Added tf_bot_reevaluate_class_in_spawnroom convar to allow
>>> servers to disable bot reselecting their class while in spawn
>>> rooms
>>> - Fixed a bug with the Phlogistinator's attack distance so it
>>> matches the other flamethrowers
>>> - Fixed the War Paint icons in the Steam Community Market
>>> - Known issue: War Paints still show as blank and with
>>> zero quantity in search results
>>> - Fixed a bug related to the Medi Gun overheal upgrade in Mann
>>> vs. Machine
>>> - War Paints now have individual listings on the Steam
>>> Community Market
>>> - Outgoing party invites now get a notification panel
>>> - Updated cp_badlands
>>> - Disabled collision on a bunch of props (mainly
>>> lights/lamps)
>>> - Reduced attackers' spawn advantage by 1 second when
>>> working on final control point
>>> - Upgraded the small ammo pack to medium in the yard
>>> (on the porch)
>>>
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>> 
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>> 

Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Kyle Sanderson
New gamedata should be out shortly.

On Fri, Oct 20, 2017 at 3:02 PM, Emil Larsson  wrote:
> Seems like it broke sourcemod for now, though that was kinda expected.
>
> On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith 
> wrote:
>>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4192434. The notes for the update are here:
>>
>>http://www.teamfortress.com/jungleinferno/notes.php
>>
>> Thanks.
>>
>> -Eric
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>

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


Re: [hlds] Source 2006 Master Server List is down

2016-11-16 Thread Kyle Sanderson
This still doesn't resolve games that hard coded these addresses outside of
inheriting from EP1. Unless if there was some auditing done for appids
prior the masters aren't even necessarily isolated to mods as partners were
using them.

If the steps weren't the following, something's wrong:
1.) Change the A-Record.
2.) Record all traffic hitting the old hlmaster.
3.) Look at traffic reaching the old hlmaster.
4.) Contact vendors to update their games if applicable.

Without someone at Valve running the old masters for a couple months, or
even a year and watching the traffic that hits them we're all still
speculating. End result is the games are still broken...

On 16 Nov 2016 11:41 am, "Nicholas Hastings" <psycho...@alliedmods.net>
wrote:

> Unlike steamclient.dll, a local steam.dll takes precedence. You'd need to
> also remove the one that ships with the SDK Base (and authors of standalone
> mods do the same) if the one that ships with Steam is to be used.
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
> Alfred Reynolds <alf...@valvesoftware.com>
> Wednesday, November 16, 2016 1:37 PM
>
> Ahh, I see we missed updating the steam.dll in the client with the change,
> we will look into how to best solve this.
>
>
>
> *From:* hlds [mailto:hlds-boun...@list.valvesoftware.com
> <hlds-boun...@list.valvesoftware.com>] *On Behalf Of *Nicholas Hastings
> *Sent:* Wednesday, November 16, 2016 10:33 AM
> *To:* Half-Life dedicated Win32 server mailing list
> <hlds@list.valvesoftware.com> <hlds@list.valvesoftware.com>
> *Subject:* Re: [hlds] Source 2006 Master Server List is down
>
>
>
> Ep1 Mods use the steam.dll that ships with the Source SDK Base, or that
> they ship themselves if it's standalone on (Fortress Forever, NEOTOKYO).
>
> Both that steam.dll (as well as the one that ships with the Steam client)
> still have the old IPs hardcoded and being given from
> SteamFindServersIterateServer.
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Nicholas Hastings <psycho...@alliedmods.net>
> Wednesday, November 16, 2016 1:33 PM
> Ep1 Mods use the steam.dll that ships with the Source SDK Base, or that
> they ship themselves if it's standalone on (Fortress Forever, NEOTOKYO).
>
> Both that steam.dll (as well as the one that ships with the Steam client)
> still have the old IPs hardcoded and being given from
> SteamFindServersIterateServer.
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Alfred Reynolds <alf...@valvesoftware.com>
> Wednesday, November 16, 2016 1:20 PM
>
> All game clients should automatically be using the new IP addresses, the
> steam client provides them. If you have a particular mod we should look at
> please tell us.
>
>
>
> - Alfred
>
>
>
> *From:* Kyle Sanderson [mailto:kyle.l...@gmail.com <kyle.l...@gmail.com>]
> *Sent:* Wednesday, November 16, 2016 10:06 AM
> *To:* Half-Life dedicated Win32 server mailing list
> <hlds@list.valvesoftware.com> <hlds@list.valvesoftware.com>
> *Cc:* Alfred Reynolds <alf...@valvesoftware.com>
> <alf...@valvesoftware.com>; Eric Smith <er...@valvesoftware.com>
> <er...@valvesoftware.com>
> *Subject:* Re: [hlds] Source 2006 Master Server List is down
>
>
>
> The issue isn't that anyone on the list is stuck, the issue is regular
> players won't know this and will think their old game just doesn't work
> anymore. If Valve still has the network assignment can't you guys spin up a
> single VM and NAT the traffic to the new IPs? The solution doesn't have to
> scale, and is purely a legacy crutch for these old third party
> goldsrc/Source games to still function.
>
> Kyle.
>
>
>
> On 16 Nov 2016 10:05 am, "Alfred Reynolds" <alf...@valvesoftware.com>
> wrote:
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> Kyle Sanderson <kyle.l...@gmail.com>
> Wednesday, November 16, 2016 1:05 PM
>
> The issue isn't that anyone on the list is stuck, the issue is regular
> players won't know this and will think their old game just doesn't work
> anymore. If Valve still has

Re: [hlds] Source 2006 Master Server List is down

2016-11-16 Thread Kyle Sanderson
The issue isn't that anyone on the list is stuck, the issue is regular
players won't know this and will think their old game just doesn't work
anymore. If Valve still has the network assignment can't you guys spin up a
single VM and NAT the traffic to the new IPs? The solution doesn't have to
scale, and is purely a legacy crutch for these old third party
goldsrc/Source games to still function.

Kyle.

On 16 Nov 2016 10:05 am, "Alfred Reynolds"  wrote:

> The Master servers have been moved to new IP addresses, you can use the
> hl2master.steampowered.com DNS record to find where they are, if you have
> ever hard coded master server addresses you will need to update them.
>
>
>
> - Alfred
>
>
>
> *From:* hlds [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *
> cyberiatexture
> *Sent:* Wednesday, November 16, 2016 7:30 AM
> *To:* hlds@list.valvesoftware.com
> *Subject:* [hlds] Source 2006 Master Server List is down
>
>
>
> Hey there,
>
>
>
> First time posting, I'm hoping this list is remotely appropriate to
> approach Valve on a SRCDS issue.
>
>
>
> For a couple of weeks now, perhaps longer, the Valve Master Servers for
> Source 2006 games seem to have been down, and as such people have been
> unable to find any servers in Source 2006 multiplayer games.
>
>
>
> The affected servers are (that I know of):
>
> 208.64.200.39:27011
>
> 208.64.200.52:27011
>
> 208.64.200.65:27015
>
>
>
> Is there a chance we could get these back online?
>
>
>
> Thanks.
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-07-28 Thread Kyle Sanderson
Do you have any sort of time frame on this John? Are we looking at
another month? Two months? 6 months? one year?

Thanks,
Kyle.

On Tue, Jun 21, 2016 at 4:56 PM, John Schoenick  wrote:
> It is, but not in the next month or so.  We'll let you know when it is
> imminent.
>
> From: Anakkk
> Sent: Friday, June 17, 2016 6:14AM
> To: Half-life Dedicated Win32 Server Mailing List
> Subject: Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2
> and SDK2013 Dedicated Server
>
>
> Is this still planned?
>
> 2016-03-15 21:30 GMT+01:00 John Schoenick :
>>
>> Hi everyone,
>>
>> The current Linux TF2/SDK2013 dedicated server is a bit odd, shipping a
>> dedicated-only build of the source engine that targets a very old toolchain
>> for maximal compatibility.  This setup predates the Steam Runtime and the
>> widespread availability of container setups like Docker that make it trivial
>> to run apps in alternate environments.
>>
>> We're planning on obsoleting this setup, and shipping a unified build[1]
>> between clients and servers that targets the current Steam Runtime[2]
>>
>> What this means for you:
>> 1) If your distro is not binary compatible[3] with the Steam Runtime
>> (based on Ubuntu 12 LTS) you may need to update your setup to continue
>> running TF2 servers.
>>
>> There are several options for this.
>> - Switch to a Ubuntu 12 LTS based distro
>> - Create a Steam Runtime chroot or container (e.g. Docker) to run your
>> servers.
>> - Package a copy of the Steam Runtime for your servers and invoke the
>> server with a modified environment ( env LD_LIBRARY_PATH="$RUNTIME"/usr/lib/
>> "$RUNTIME"/usr/lib/ld-linux.so.2 ./srcds_linux ... )
>> - Etc
>>
>> See the Steam Runtime page[2] for more information on setup and usage.
>>
>> 2) If you have mods or scripts that are hard-coded to expect "_srv"
>> binaries, they will need to be fixed
>>
>> We plan on working with the SourceMod team to ensure their tools continue
>> to function, but server operators will likely need to update when this
>> occurs. Other tools or scripts that are hard coded to "_srv" may need
>> fixing.
>>
>> When?
>> The plan is to begin shipping builds based requiring the Steam Runtime in
>> the next few months, so we encourage server operators to begin looking into
>> their setups ASAP.
>>
>> Non-TF2 SDK2013 games will likely be switched to this setup some time
>> after TF2, as it becomes necessary to maintain compatibility with the Steam
>> SDK.
>>
>> Let me know if you have any questions or concerns
>> - John
>>
>> [1] Meaning, one client.so and server.so and associated engine, rather
>> than a separate "_srv.so" build of the entire system for dedicated servers.
>> [2] https://github.com/ValveSoftware/steam-runtime
>> [3] Binary compatibility largely meaning new-enough
>> gcc-libs/libc/libstdc++, but also some supporting libraries like ncurses.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>

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


[hlds] Constant Steam Auth Ticket has been cancelled on Level change in Day of Defeat: Source

2016-03-24 Thread Kyle Sanderson
Hello,

As of the last Day of Defeat: Source sync whenever the level changes
some clients are disconnected from the error in the topic. Whenever
the level changes INetChannelInfo::GetConnectedTime(void) is also
reset which is not present in any other Source game, which to me
points to possibly the root issue.

Please take a look at this: it's terrible.
Kyle.

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


Re: [hlds] Mandatory Team Fortress 2 update released

2016-01-15 Thread Kyle Sanderson
> I wonder how much time gets wasted in total for the majority due these 
> security measurements for trading, so a small percentage can continue to 
> happily click every link they get.
/me.

Thanks,
Kyle.

On Wed, Jan 13, 2016 at 5:00 AM, ED-E  wrote:
> Gift Wraps have been secretly pulled from the store, the ones people have do
> not work anymore (due an update before Christmas). Rumor has it, it’s
> because someone was complaining about it that a scammer robbed all his TF2
> belongings via giftwraps (which ignores the escrow thing). The funny thing
> is he was already scammed before, so he was worried that he don’t get the
> items back, since it’s his second time being scammed.
>
>
>
> I wonder how much time gets wasted in total for the majority due these
> security measurements for trading, so a small percentage can continue to
> happily click every link they get.
>
>
>
>
>
> Von: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] Im Auftrag von Fletch
> Gesendet: Mittwoch, 13. Jänner 2016 12:45
> An: Half-Life dedicated Win32 server mailing list
> Betreff: Re: [hlds] Mandatory Team Fortress 2 update released
>
>
>
> What issue sorry?
>
>
>
> On Tue, Jan 12, 2016 at 10:33 PM, ED-E  wrote:
>
> Thanks for the update, Eric. How is the "Gift Wrap" issue doing?
>
>
> - Original Message -
> From: Eric Smith 
> To: "hlds@list.valvesoftware.com" ,
> "hlds_li...@list.valvesoftware.com" ,
> "hlds_annou...@list.valvesoftware.com"
> 
> Date: Tue, 12 Jan 2016 21:52:06 +
> Subject: [hlds] Mandatory Team Fortress 2 update released
>
>> We've released a mandatory update for TF2. The update notes are below. The
>> new version is 3220766.
>>
>> -Eric
>>
>> ---
>>
>> - Added more postcards for the Tough Break contracts
>> - Fixed some of the partner taunts not properly hiding the weapons
>> - Fixed the scrollbar overlapping the ping column in the scoreboard when
>> mouse input is enabled
>> - Updated the model/materials for The Gaelic Garb and A Well Wrapped Hat
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>

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


[hlds] [DiD:S] Suicide Grenade Running

2015-12-21 Thread Kyle Sanderson
Not sure how old this exploit is, I hit q by mistake and found it.
Basically you can pull a grenade, (quick) switch weapons, then a
minute later pull the grenade out when you're near death fighting an
enemy and blow yourself and them up.

https://forums.alliedmods.net/showthread.php?t=276459

Plugin is crude, but it should do the trick...

Kyle.

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


Re: [hlds] Mandatory TF2 update released

2015-12-17 Thread Kyle Sanderson
Any idea when we'll see the Linux/Mac fixes for CS:S, HL2:DM and 300? We
still have some players on Macs, only a couple on Linux.
On 17 Dec 2015 2:30 p.m., "Eric Smith"  wrote:

> We've released a mandatory update for TF2. This is the Tough Break Update.
> The update notes are below. The new version is 3191257.
>
> -Eric
>
> 
>
> The Tough Break Update has arrived!
> - Additional information available on the website (
> http://www.teamfortress.com/toughbreak)
> - 4 new community maps: Snowycoast, Vanguard, Highpass, and Landfall
> - 26 new contracts, including contracts which issue loaner weapons
> - 4 new weapon collections
> - 2 new community taunts: Badpipes and The Bucking Bronco
> - 1 new official taunt: Mannrobics
> - New community cosmetics case with 15 items
>
> General
> - Significant weapon and class balance improvements (see section below for
> full details)
> - Smissmas 2015 has begun! Launch Team Fortress 2 to receive your Spirit
> of Giving badge, Gift-Stuffed Stocking, and Winter Holiday noise maker
> - Added Smissmas 2015 Mystery Gift. Can be found by opening a Tough Break
> Weapons Case. Have you been Naughty or Nice?
> - Added Strange Count Transfer Tool
> - Takes the Strange scores from one item and adds them on to
> another. The count for the source item is reset to zero. Strange part
> scores are only transferred and zeroed if a matching Strange part is
> found.  Can only be used between Strange items of the same base type.
> - Can be Crafted by 2 Strange parts in the crafting menu under
> Rare Items
> - Updated Case opening item drop algorithm. Going forward players are now
> less likely to get duplicate items from the same rarity tier on repeated
> Case openings.
> - Updated several weapons sounds with consistency fixes from community
> member Mateusz Grzesik
> - Updated the scoreboard
> - Re-ordered some of the columns
> -Added an image to represent player ping values instead of the
> actual ping values. Added an option in Adv. Options to use the actual ping
> values.
> - Updated several weapon descriptions to better detail their functionality
> - 'Gifted by' Tag can now be removed from items via 'Restore?' Context
> action from the Backpack view
> - Fixed a bug in Mann vs. Machine where Medic bots with unusually long
> uber effects could have the effect time-out prematurely
> - Fixed a bug where Unusual Slider was not properly saving
> - All Strange parts can now be applied to Strange cosmetics items
> - Strange parts added to the Backpack Context Menu for Strange items
> - Paints now display both Market and Mann Co. Store prices in the Backpack
> Context Menu on paintable items
> - Added case and crate opening animation in Backpack view
> - Fixed seeing the fire texture on the Captain Space Mann, A Head Full of
> Hot Air, and The Tomb Readers in DirectX 8
> - Updated the models/material for Der Wintermantel and made it paintable
> - Updated the Caped Crusader to include a team-colored style for the cape
> - Players can no longer use blast damage to move during the pre-round
> freeze period
> - Added server convar tf_preround_push_from_damage_enable for
> servers to utilize the old behavior
> - Fixed the Spy-cicle not melting properly if the Spy is burned while
> stunned
> - Added an option in Adv. Options to batch overhead combat text
>
> Performance Improvements
> - Mac and Linux improvements (Windows Direct3D 9 players have these
> already)
> - Texture streaming now enabled
> - Reduced memory consumption by ~500 megs
> - Faster map loads!
> - Players on Mac can now select 'High' texture settings
> - Eliminated many cases of hitching when using painted weapons
> - Eliminated occasional hitching caused by using mat_picmip 2 (or
> selecting low quality textures in Video Options -> Advanced)
> - Massively reduced memory consumption when using painted weapons
> - Improved particle system performance, boosting overall framerate,
> especially in particle-heavy situations.
> - Fixed two most common forms of framerate stuttering / hitching when
> using popular FPS configs
> - Added -default launch option to help players triage performance /
> stability problems.
> - When run with -default, the game will ignore most convar
> settings and run purely with default options
> - Upon exit, -default runs do not overwrite the player's
> config.cfg file. If a player wants to save the settings of a default run,
> they should execute host_writeconfig  in the console.
> - Fixed 5 second stall when opening options menu
> - VR players: You must now pass -vr to launch options to play TF using VR
> - Fixed multiple cases of FPS stutter related to the sound system
>
> Mannpower Changes
> - Flags will become poisonous (mark the carrier for death) 90 seconds
> after having been stolen
> - If both teams flags are stolen and poisonous, they will return when next
> 

Re: [hlds] [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Kyle Sanderson
All major cell carriers (when you're on a business plan) in Canada offer
you the ability to change your number within 5 minutes, an unlimited number
of times. I doubt this is an exclusive feature for Canadian Telcos. Even
going pre-paid and just burning numbers in the States would do the same
thing for a nominal fee ($5). Like any Steam binding there's no constant
heartbeat, it's the same throwaway situation.

This is doesn't solve anything besides significantly harm the dedicated
server communities when Steam has it's hourly flinch. The 90 emails back
and forth over the last few hours show this.

Kyle.
On 13 Oct 2015 9:12 p.m., "zAfLu - Dennis"  wrote:

> OK fyi:
>
> Using the same phone number on 2 accounts is not working.
> "This phone number is already associated with a different Steam account.
> Adding this phone number to your account will remove its association from
> any other Steam account"
> So i need to buy a new phone/number to get server running? that sux -.-
>
>
>
> Am 14.10.2015 um 04:17 schrieb Daniel Barreiro:
>
> A single phone number can be used on two Steam accounts last I checked.
>
> On Tue, Oct 13, 2015 at 10:16 PM, zAfLu - Dennis 
> wrote:
>
>> Is it possible to link a phone number twice? Because i have a standalone
>> server steam account (because of security reasons) but only one phone
>> number.
>>
>>
>> Am 14.10.2015 um 03:37 schrieb Ido Magal:
>>
>>> Q. What is the purpose of this update?
>>> A. We had intended to adopt Favorites migration from TF2 for some time
>>> now. Game Server Providers' complaint about the impact that the current IP
>>> banning method has on their operation has made this more urgent since with
>>> this feature we'll also be able to shield GSPs from bad actors.
>>>
>>> Q. Is this [ new method ] just to generate the token, or if this occurs
>>> will the tokens become invalid while that ban/lock is in place?
>>> A. Any such or similar infraction by the GSLT owning Steam User will
>>> result in the disabling of all of that user's GSLTs.
>>>
>>> Q. So does this mean I can't run a CS:GO server unless I own CS:GO?
>>> A. That will be correct as of Stage 3.
>>>
>>> Q. So people need to have landlines to run servers now?
>>> A. No. But there are currently restrictions on what constitutes a
>>> qualifying phone number. VOIP / burner numbers are currently non-qualifying.
>>>
>>> Q. What specifically happens if you don't log into an account after
>>> stage three?
>>> A. The result will be identical to the current IP ban: players will not
>>> be able to connect.
>>>
>>> Q. So can these tokens be used in place of the webapi_authkey ? will we
>>> need BOTH keys now to use the workshop?
>>> A. The webapi authkey was previously an intermediate step to creating a
>>> GSLT. It is no longer necessary.
>>>
>>> Q. And just to be clear, it's 50 at any one time, not 50 total lifetime,
>>> correct?
>>> A. Correct. You can delete unused GSLTs and generate new ones. We're
>>> reevaluating the 50 token limit.
>>>
>>> Q. Why don't my previously registered servers show up?
>>> A. Fixed.
>>>
>>>
>>> ___
>>> Csgo_servers mailing list
>>> csgo_serv...@list.valvesoftware.com
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>
>>
>>
>> ___
>> Csgo_servers mailing list
>> csgo_serv...@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
>
> ___
> Csgo_servers mailing 
> listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
>
>
> ___
> Csgo_servers mailing list
> csgo_serv...@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] [L4D] No security issue fixes?

2015-10-13 Thread Kyle Sanderson
There is indeed a Mac GUI bug where the menu res is terribly low. Beyond
that I don't think there's anything else?

I wouldn't wait for Security updates for L4D(2); they're forever
vulnerable. Portal 2 even to this day says Trading is coming soon, the
engine forks are dead.

Kyle.
On 11 Oct 2015 1:42 p.m., "Max Well"  wrote:

> I've been waiting since it was announced to see if you guys would even fix
> L4D and HLDMS, impressively you guys did in fact fix HLDMS' security issues
> (I mean, you guys did also proceed to break the game more...) But I have
> not seen a update roll out for L4D1, only L4D2, what is with this? L4D1
> still has an active player base you're allowing them to get infected with a
> virus! So please, patch L4D1.
>
> Thanks,
> Theuaredead
>
> PS. I believe various Source games are having major issues on Apple
> products (My iMac is far to old to fully test this) and you guys seemly
> haven't done anything about it.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Optional TF2 update released

2015-10-13 Thread Kyle Sanderson
Just so we're clear, you guys were only using this to fake player counts on
your servers? Where's the negative impact here? This sounds like a much
needed change to prevent scumbaggery.

Kyle.
On 13 Oct 2015 6:14 a.m., "N-Gon"  wrote:

> Back when I ran servers I used to use Sandboxie and a bunch of accounts in
> textmode to help populate my servers.
> It's a struggle when you don't have a well known community, I feel bad for
> the folks who've just been hurt by this change.
>
> On Tue, Oct 13, 2015 at 8:45 AM, HD  wrote:
>
>> Yea I saw it last night... this is beyond a wasteful change. I use it for
>> a
>> client so I can listen in a server without using a bunch of resources.
>> Why was this change made and what alternative do you have besides
>> launching
>> the game in full and alt tabbing now.
>>
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
>> Sent: Tuesday, October 13, 2015 3:02 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Optional TF2 update released
>>
>> From the client patch notes from October 12, 2015:
>>
>> - Running in textmode now places the client in insecure mode
>>
>> On Sun, Oct 11, 2015 at 2:50 AM, HD  wrote:
>> > Anyone else having issues now using a client into their servers using
>> > -textmode for launch options? I log in an account this way every so
>> > often to "listen" in the server while reading chat but for some reason
>> > now I get the "You are in insecure mode. You must restart before you
>> > can connect to secure servers.".
>> >
>> > I've not changed nothing - not a single thing and it just started
>> > after last nights update came out. I've reinstalled TF2 on that
>> > computer but nothing has changed.
>> > I'm convinced something got messed up from this update as I tried it
>> > on another computer and it did the exact same thing.
>> >
>> > Anyone able to explain this?
>> >
>> >
>> > -Original Message-
>> > From: hlds-boun...@list.valvesoftware.com
>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
>> > Sent: Friday, October 09, 2015 5:52 PM
>> > To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
>> > Subject: [hlds] Optional TF2 update released
>> >
>> > We've released an optional update for TF2 that updates the Invasion
>> > Community Update Coin to also count assists. This is an optional
>> > dedicated server update and is not required unless you are running any
>> > of the Invasion maps and would like to support this new feature.
>> >
>> > Thanks.
>> >
>> > -Eric
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>> --
>> Idleness is not doing nothing. Idleness is being free to do anything.
>>   - Floyd Dell
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] [hlds_linux] IPv6 - Bumped

2015-10-06 Thread Kyle Sanderson
Any update on this?

Thanks,
Kyle.

On Wed, May 4, 2011 at 11:00 AM, Milton Ngan  wrote:
> Just to let everyone know. I am currently working on deploying IPv6 network 
> infrastructure for Valve's network. This is not a promise that support is 
> coming, but rather to point out that without this infrastructure it is very 
> difficult to implement IPv6 support.
>
> Until last year, none of our network equipment would support IPv6. Our 
> network providers also don't have pervasive IPv6 support, at least not on par 
> with IPv4. So there are some technical challenges that we face with regards 
> to network resiliency, which makes it risky for us to use in a production 
> environment.
>
> Like many of you on this list, I am passionate about adopting IPv6, but it 
> isn't something that is going to happen overnight. My goal is to support IPv6 
> with the common applications (e.g mail, web, DNS) within the next 12 months. 
> However, with some of our appliances, it is clear that IPv6 support is still 
> a long way off which will make this goal a challenging target.
>
> M.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcel
> Sent: Wednesday, May 04, 2011 5:30 AM
> To: hlds_li...@list.valvesoftware.com
> Subject: Re: [hlds_linux] IPv6 - Bumped
>
> Am 04/27/2011 07:29 AM, schrieb Christoffer Pedersen:
>> Well right now i don't think that IPv6 is urgent for gameservers. All IPv4 
>> blocks has been taken but a still very low amount of users are using IPv6. 
>> The global amount of internet traffic contains absolutely almost no IPv6 
>> (1%>) so there's still a long trip to go.
>
> Okay. So your plan is to wait until the ISPs change to IPv6? And the
> ISPs won't change until there are no applications for IPv6...
>
> IPV6 is so fucking important and all the software developers seem to
> ignore that. It would be a huge step if some of be "big players" like
> VALVe would start supporting IPv6.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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


Re: [hlds] Mandatory Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch Updates Released

2015-09-16 Thread Kyle Sanderson
Flawless.

Thanks John.

Kyle.

On Wed, Sep 16, 2015 at 3:30 PM, John Schoenick  wrote:
> Updates to Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2:
> Deathmatch Updates Released have been released. The major changes are below.
>
>  - John
>
> -
>
>  - Synced the latest fixes and updates from the Orangebox engine and shared
> game code
>  - Fixed several security issues
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] [hlds_linux] Source SDK Base 2013 Multiplayer beta release

2015-09-08 Thread Kyle Sanderson
Yes, we're roughly 11 months behind. I believe all your addons will have to
be recompiled as well, as per 9? months ago.

Kyle.
On 8 Sep 2015 3:21 am, "Denis Eliseev"  wrote:

> Does that mean that we are going to the SteamID3 (U:1:X) on CSS/DoDS/HL2DM
> with that update?
>
> 08.09.2015, 05:40, "Eric Smith" :
> > We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for the
> beta branch is "beta_test". If you're running a game that depends on the
> Source SDK Base 2013 Multiplayer tool, please give the beta a try and
> report any problems. You can email me directly with any problems you find.
> >
> > * Clients can opt-in to the beta using the Betas tab of the
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
> >
> > * Dedicated servers can find information about how to use a beta
> here:
> > https://developer.valvesoftware.com/wiki/SteamCMD
> >
> > We're also working on updates for Counter-Strike: Source, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. We'll have more information about
> those soon.
> >
> > Thanks.
> >
> > -Eric
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] [hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Kyle Sanderson
Good news.

Thanks,
Kyle.

On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith  wrote:
> We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
> The updated depots include several security fixes. The name for the beta 
> branch is "beta_test". If you're running a game that depends on the Source 
> SDK Base 2013 Multiplayer tool, please give the beta a try and report any 
> problems. You can email me directly with any problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the 
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select 
> "beta_test" in the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of Defeat: 
> Source, and Half-Life 2: Deathmatch. We'll have more information about those 
> soon.
>
> Thanks.
>
> -Eric
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>

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


Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-04 Thread Kyle Sanderson
> Which games still have this exploit?

All of them, including Team Fortress. The emphasis from Valve being to
try to fix TF first and leave the others playing catch-up. This is why
in the past I was very adamant about getting at-least the OrangeBox
games (240 especially) sync'd, if not for the crash fixes (which can
be exploited themselves) but for the RCE footprint. For instance, when
CS:GO shipped, a bunch of previous OrangeBox exploits worked out of
the box. This is the code that's given to a licensee, code that's used
internally. If the Portal 2 Cabal at Valve can't figure it out, a game
such as Titan Fall wouldn't stand a chance. Left 4 Dead (2) still to
this day has almost every single exploit from TF in it. Source is a
collection of templates, it's not an engine.

While no one has done it yet, the Garrysmod worm that made players
cough can easily apply here. This specific issue related to using the
Netchannel to move files to clients impacts not only Team Fortress,
but Dota 2 (I believe they pulled the function about a year ago?) and
other games where Valve has MM. I've given up security in this regard,
but leaving it completely open is not wise.

> Well you don't have to run valves code.
http://www.valvesoftware.com/SOURCE_InfoSheet.pdf You do realize this
is actually sold as a product, right? For a time when you became a
partner you were given access to mainline TF; obviously this is no
longer a thing.

Kyle.

On Thu, Sep 3, 2015 at 7:54 PM, Weasels Lair <wea...@weaselslair.com> wrote:
> So, ok wait. Now I am more confused than when the thread started.
> Which games still have this exploit?
> - TF2? = No/fixed?
> - DoS:S = ?
> - CS:S = ?
> - HL2MP: = ?
> - Mods like FoF, etc. = ?
>
> Is that old "exploit fix" SourceMod plug-in a fix or not? (it seems old from
> 2009).
>
>
> On Thu, Sep 3, 2015 at 6:55 PM, Nicholas Hastings
> <psycho...@gameconnect.net> wrote:
>>
>> It's not just Valve games.
>>
>> They've also not disclosed any of these issues nor fixes to at least some
>> developers of third-party Source games, leaving those completely vulnerable
>> as well.
>>
>> --
>> Nicholas Hastings
>> Developer
>>
>> GameConnect
>> http://www.gameconnect.net/
>>
>> Refeek Yeglek
>> Thursday, September 3, 2015 9:43 PM
>> I shouldn't have to install 3rd party software to secure my servers from
>> problems with valve's code.
>>
>>
>> _______
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Kyle Sanderson
>> Thursday, September 3, 2015 7:32 PM
>> No, just TF has these Remote Code Execution patches. CS:S and friends are
>> still completely vulnerable for the public issues. Don't kid yourself,
>> there's definitely other vulnerable code paths. Personally, I'm disgusted
>> as this has been public knowledge for a year now, the exploits being back
>> from Quake... Sync the games that are still being sold for money.
>>
>> Valve doesn't care about your workstation, your server, anything that runs
>> their completely vulnerable code. Don't play on servers that aren't yours;
>> use SourceMod to secure your servers.
>>
>> Kyle.
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> Refeek Yeglek
>> Thursday, September 3, 2015 4:37 PM
>> Yeah. The big games have it fixed, sourcemods are at risk here.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> E. Olsen
>> Thursday, September 3, 2015 4:34 PM
>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>> correct?
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Nathaniel Theis
>> Thursday, September 3, 2015 4:32 PM
>> Actually, it looks like that only affects very old versions, (pre-2009 /
>> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>

Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Kyle Sanderson
No, just TF has these Remote Code Execution patches. CS:S and friends are
still completely vulnerable for the public issues. Don't kid yourself,
there's definitely other vulnerable code paths. Personally, I'm disgusted
as this has been public knowledge for a year now, the exploits being back
from Quake... Sync the games that are still being sold for money.

Valve doesn't care about your workstation, your server, anything that runs
their completely vulnerable code. Don't play on servers that aren't yours;
use SourceMod to secure your servers.

Kyle.
On 3 Sep 2015 2:39 pm, "Refeek Yeglek"  wrote:

> Yeah. The big games have it fixed, sourcemods are at risk here.
>
> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen  wrote:
>
>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>> correct?
>>
>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis 
>> wrote:
>>
>>> Actually, it looks like that only affects very old versions, (pre-2009 /
>>> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>>>
>>> On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek 
>>> wrote:
>>>
 I'll let the guys on my sourcemod's team who are looking into it know,
 thanks.

 On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis 
 wrote:

> Note that, depending on the engine version you're on (and even SDK
> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do
> literally nothing; on older versions, sv_allowupload just tells the client
> not to upload anything to the server. The client can ignore it and do it
> anyways.
>
> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose 
> wrote:
>
>> You'd know if that'd been done as there would be announcements on the
>> various hlds lists about updates for Counter-Strike: Source, Day of 
>> Defeat:
>> Source, and Half-Life 2: Deathmatch.
>>
>> However, what he's actually asking is that Valve update the Source
>> SDK 2013 with these fixes so that game developers can pull the changes 
>> from
>> Github and merge them into their own games' code.
>>
>>
>>
>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>> proph...@sticed.org> wrote:
>>
>>> He is basically saying that the exploits Nathaniel found and
>>> reported have only been fixed in Valve's main titles. He hasn't found or
>>> reported a new exploit.
>>> I think it has been mentioned by KyleS on one or multiple of these
>>> mailing lists that these exploit fixes should be ported onto other
>>> branches. Apparently that has not been done?
>>>
>>>
>>> On 03.09.2015 22:06, N-Gon wrote:
>>>
>>> Someone give this man an unusual Finder's Fee
>>>
>>> On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek >> > wrote:
>>>
 Hi, I'm one of the developers for Team Fortress 2 Classic, a source
 mod project. Recently, someone abused a bug present in Source SDK 2013 
 MP
 to distribute viruses to quite a few of our players and developers. 
 The way
 they did it was by abusing a spray exploit present in the SDK 2013 MP
 edition to upload a file pretending to be a spray to all players and
 executing it. The technical info on how it works from one of our other
 coders will be posted at the end of this email, but here's what you 
 need to
 know as a server owner:

 We don't know how many source games are vulnerable. The big name
 VALVe ones aren't, but any sourcemod probably is. This includes ones on
 steam like Fortress Forever, or Fistful of Frags.

 If you're running a server for a non-VALVe or bigname(Titanfall,
 GMOD, etc.) Source Engine game, then here's what you need to do:

 1. Set sv_upload to 0 on your server.

 2. If you are a TF2C server host, shut your server down and start
 scanning your server for viruses.

 3. Pester valve to fix this ASAP.

 TL;DR:
 Sprays can be exploited to run code on people's systems and break
 into accounts, we've had quite a few CS:GO and TF2 items lifted from
 accounts and moved to trade alts and disappearing after that. Disable
 sprays ASAP if you host a sourcemod multiplayer server.

 Here's the technical info for how stuff works:

 "The vulnerability is triggered by a missing check to see if a
 memory allocation succeded in the loading of VTFs. When the material is
 loaded, there is space allocated for the material. The crucial option 
 in
 the using of this exploit is the option to skip Mipmaps from the 
 material.
 If, for instance, the 

Re: [hlds] Mandatory TF2 update released

2015-08-18 Thread Kyle Sanderson
As an aside...

 - Will be awarded going forward on a case-by-case basis to those who report 
 major economy-breaking bugs or remote-code-execution bugs, and provide 
 detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel Theis

I seem to remember XMPPWocky using these exploits (he used a fuzzer to
find them...) against Community Servers in the wild. I'm also pretty
sure he's banned from AM because of this. I hate to say it, but this
is definitely not what Valve should be promoting. The Ryan's at the
very least for past contributions against Ticket Authentication (even
if there was a tool)...

There's definitely people out there who haven't been malicious about
this in the past, and it's actually kind of pathetic that this
destructive behaviour is rewarded. Reporting an issue is one thing,
exacerbating it against unprotected community servers is another.

Kyle.

On Tue, Aug 18, 2015 at 3:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 - Fixed a crash caused by a client sending malformed network data to the 
 server
 (thanks to Nathaniel Theis for this report and test case)

 There's well over half a year of this. Please sync the remaining
 OrangeBox games to fix these public remote execution exploits. I'm not
 sure what reason there is to leave these games completely vulnerable
 for this long.

 Kyle.

 On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The update notes are below. The 
 new version is 2925737.

 -Eric

 

 - Added new game mode 'PASS Time' to the TF2 Beta
 - Check out the blog post for more information 
 (http://www.teamfortress.com/post.php?id=17833)
 - Fixed a crash caused by a client sending malformed network data to the 
 server (thanks to Nathaniel Theis for this report and test case)
 - Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
 report major economy-breaking bugs or remote-code-execution bugs, and 
 provide detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel 
 Theis
 - Fixed visual bugs caused by picking up weapons with special attributes
 - Fixed the Mann vs. Machine Medigun shield not being re-created after 
 switching away from the Medigun and back while the charge is draining
 - Fixed some alignment issues in the HUD meters for the Mann vs. Machine 
 rage knockback and Medigun shield
 - Fixed left-hand view models not displaying Stat Clocks correctly
 - Fixed being able to use the tournament_readystate client command when 
 using per-player ready status mode
 - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round 
 when the map timelimit runs out
 - Fixed some missing VO sounds for the Demoman when laughing
 - Fixed being able to use the Restore action on Killsteak Kits
 - Fixed character loadout menus so they display the particle effects for all 
 equipped Unusual items
 - The Huo-Long Heater can now accept Posthumous Kills strange parts
 - Updated the Australium Grenade Launcher to fix the wood material being 
 shiny
 - Updated the backpack images for the Gun Mettle Campaign Coin
 - Updated LODs for several weapons and the sentry gun
 - Updated Mann Co. Store prices for foreign currencies to current USD 
 equivalents
 - Updated the localization files
 - Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
 easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
 teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
 opposing team member
 - Optimization improvements
 - Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the 
 map
 - Listen servers no longer cause the client to crash upon the second 
 load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
 of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
 supported, and will not go well
 - Added server command tf_workshop_map_status to view currently 
 tracked maps and their status
 - Enhanced handling of updated maps to ensure the newest

Re: [hlds] Mandatory TF2 update released

2015-08-18 Thread Kyle Sanderson
 - Fixed a crash caused by a client sending malformed network data to the 
 server
(thanks to Nathaniel Theis for this report and test case)

There's well over half a year of this. Please sync the remaining
OrangeBox games to fix these public remote execution exploits. I'm not
sure what reason there is to leave these games completely vulnerable
for this long.

Kyle.

On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The update notes are below. The 
 new version is 2925737.

 -Eric

 

 - Added new game mode 'PASS Time' to the TF2 Beta
 - Check out the blog post for more information 
 (http://www.teamfortress.com/post.php?id=17833)
 - Fixed a crash caused by a client sending malformed network data to the 
 server (thanks to Nathaniel Theis for this report and test case)
 - Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
 report major economy-breaking bugs or remote-code-execution bugs, and provide 
 detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel 
 Theis
 - Fixed visual bugs caused by picking up weapons with special attributes
 - Fixed the Mann vs. Machine Medigun shield not being re-created after 
 switching away from the Medigun and back while the charge is draining
 - Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage 
 knockback and Medigun shield
 - Fixed left-hand view models not displaying Stat Clocks correctly
 - Fixed being able to use the tournament_readystate client command when using 
 per-player ready status mode
 - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round 
 when the map timelimit runs out
 - Fixed some missing VO sounds for the Demoman when laughing
 - Fixed being able to use the Restore action on Killsteak Kits
 - Fixed character loadout menus so they display the particle effects for all 
 equipped Unusual items
 - The Huo-Long Heater can now accept Posthumous Kills strange parts
 - Updated the Australium Grenade Launcher to fix the wood material being shiny
 - Updated the backpack images for the Gun Mettle Campaign Coin
 - Updated LODs for several weapons and the sentry gun
 - Updated Mann Co. Store prices for foreign currencies to current USD 
 equivalents
 - Updated the localization files
 - Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
 easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
 teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
 opposing team member
 - Optimization improvements
 - Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the 
 map
 - Listen servers no longer cause the client to crash upon the second 
 load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
 of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
 supported, and will not go well
 - Added server command tf_workshop_map_status to view currently 
 tracked maps and their status
 - Enhanced handling of updated maps to ensure the newest available 
 version of the map is always used on level change
 - Improved handling of workshop maps in a server's map cycle
 - Workshop maps in the map cycle will be automatically fetched and 
 updated in the background
 - Workshop maps in the map cycle will have their names updated to the 
 canonical name once known
 - Map votes now work with workshop maps
 - A known issue is that the full workshop map name is currently shown 
 instead of the friendly name
 - Community request: Updated the FindMap and CanProvideLevel API for 
 server-side mods. These functions now always expose the full workshop names 
 for maps when known, even if not the map is not yet installed.

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

___
To unsubscribe, edit your list preferences, or view the 

Re: [hlds] Mandatory TF2 update released

2015-06-02 Thread Kyle Sanderson
Preventing maps from being malicious. I have an older extension that
offers more filtering then what's provided.
https://forums.alliedmods.net/showthread.php?t=184270

On Tue, Jun 2, 2015 at 3:12 PM, E. Olsen ceo.eol...@gmail.com wrote:
 Awesome news on the custom map front.

 Could you elaborate a bit on exactly what the sv_allow_point_servercommand
 cvar would be used for?

 On Tue, Jun 2, 2015 at 5:39 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 2806431.

 -Eric

 -

 - Announcing the Maps Workshop Beta!
 - Added bsp_repack command to repack a BSP file with optimal
 compression
 - Maps uploaded to the workshop are automatically compressed
 - Added tf_workshop_refresh command to recheck tracked workshop
 maps and refresh subscriptions
 - Added tf_workshop_map_sync command to immediately install a map
 from the workshop by ID
 - Added sv_allow_point_servercommand to disable
 point_servercommand entities. Defaults to official Valve maps only. Can
 also be set to disallow and always.


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



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


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


Re: [hlds] Optional TF2 update released

2015-05-18 Thread Kyle Sanderson
Now that this exploit is public knowledge, any idea when we will see
the remaining mainline Source Games updated?

Thanks,
Kyle.

On Mon, May 18, 2015 at 5:53 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released an optional update for Team Fortress 2. Dedicated servers do 
 not need to download the update but you can if you'd like. The note for the 
 update is below. The updated version is 2771145.

 Thanks.

 -Eric

 ---

 - Fixed crash when getting a malformed KeyValues buffer (thanks to Nathaniel 
 Theis for the report)



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

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


Re: [hlds] Mandatory Team Fortress 2 update released

2015-04-29 Thread Kyle Sanderson
 - Updated more sound files to use .mp3 format instead of .wav

It's great that you guys are optimizing games to use more efficient
compressed formats (it would also be nice if all of the original
sounds in wav still existed in a depot, somewhere).

However there's still a huge regression in terms of Storage that
Alfred said is totally fine. The gain between this and actually fixing
the new content distribution system is far more significant. HL2:DM
used to be a 17MB addition, now it's 100x larger at 1.7GB.

I don't understand why this is being done, and the actual shared
content between Valve games isn't being resolved? There's gigabytes of
duplicated content. It's still, to this day, faster to download via
Steam2 and do the full conversion then it is to download the games
separately. It's also really easy to resolve this as well on Steam|.

https://github.com/ValveSoftware/Source-1-Games/issues/1069

Any idea?
Kyle.

On Tue, Mar 31, 2015 at 2:33 PM, Eric Smith er...@valvesoftware.com wrote:
 We’ve released a mandatory update for TF2. The notes for the update are
 below. The new version  number is 2698188.



 -Eric



 



 - Fixed the Strange Dalokohs Bar not counting food eaten

 - Fixed a client crash related to the material system

 - Fixed a client crash related to the control point HUD

 - Fixed a server crash related to the Robot Destruction game mode

 - Fixed name changes not being applied to all panels

 - Fixed a bug with tournaments ending early if the previous round ended in a
 stalemate

 - Fixed the Australium Scattergun using the fire material

 - Fixed not seeing the particle effects for weapons and cosmetic items in
 the player model panels

 - Added Gamers Assembly 2015 medals

 - Added a no hat style for the Batter's Helmet

 - Updated more sound files to use .mp3 format instead of .wav

 - Updated nav_check_stairs to be marked as a cheat

 - Updated Mann Co. Store prices for foreign currencies to current USD
 equivalents

 - Updated the localization files

 - Mannpower update

 - Updated grapple model and player animations

 - Fixed not hearing some of the powerup sounds

 - Removed ctf_foundry from the default map cycle to focus on gathering
 information on the remaining maps

 - Knockout: reduced melee damage multiplier

 - Knockout: max health buff has been reduced for the Heavy and for the
 Demoman with a shield or decapitating sword equipped

 - Grapple: increased base damage for attaching to a player and increased
 bleed damage while attached






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


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


Re: [hlds] Mandatory TF2 update released

2015-02-02 Thread Kyle Sanderson
Any chance at an OrangeBox sync? It's about that time of the year again ;-).

Thanks,
Kyle.
On 27 Jan 2015 13:40, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2595018.

 -Eric

 -

 - Fixed a client crash related to Spies disguising as players and then
 switching their disguise weapon
 - Fixed a bug related to overhead icons disappearing (Nemesis, Dueling
 Partner, Powerups, Coach/Student)
 - Fixed wrapped Giftapult packages not having the Deliver Gift option in
 the context menu
 - Fixed some taunt sound effects that were clipping the character lines
 - Fixed a bug with Dead Ringer cloak meter being lowered to 40% after
 Super Armor duration ends when cloak was extended via pickups or the
 L'Etranger
 - Removed the promo restrictions from the Brimstone
 - Added TF2Connexion Season 14 tournament medals
 - Updated the localization files
 - Mannpower mode changes:
 - New temporary powerup - Uber. Respawns at 1/3rd the speed of
 Crit powerup
 - Fixed some bugs that would cause powerups to stop spawning
 - Fixed the Action Slot key behaving different for the grapple
 hook depending on the setting for hud_fastswitch
 - Powerup changes:
 - Vampire: Flamethrower and Minigun return 80% of damage
 back as health instead of 100%
 - Warlock: Added 25% damage resistance. 100% of sentry
 damage is now reflected back to the sentry
 - Vampire and Warlock max health buffs are now additive
 (+80hp and +100hp) instead of multiplicative (x1.4 and x1.5)
 - Haste: Sticky bomb arm time reduced
 - Precision and Haste: Sniper rifles now have quicker
 damage ramp-up and re-zoom after shooting
 - Precision: Sniper rifles now have double damage.
 Increased blast weapon clip size by 50%
 - Scoring Support
 - Capture flag: +20 points
 - Return team flag: +4 points
 - Kill an enemy who is carrying a powerup:  +1 point
 - Flag mechanics
 - Captured flags now take 12 seconds to re-emerge from the
 ground so they can't be stolen again right away

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

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


Re: [hlds] [hlds_linux] TF2 srcds CPU experiences

2014-09-23 Thread Kyle Sanderson
 virtualize out all the services

You're going to incur more then a double hit from this. The workloads
are vastly different as well.

Kyle.

On Tue, Sep 23, 2014 at 3:13 PM, Ryan Stecker voidedwea...@gmail.com wrote:
 Thanks for the info!

Is there value in running one giant box, rather than getting a second
 machine?

 For now it's just an option we're throwing around, if dual 2650v2 turn out
 to be doable. The goal would be to virtualize out all the services we run
 (web, db, srcds, etc). The other alternative is splitting across 2 machines
 with 1620/50v2s.

 Everything I'm reading and hearing about is pushing me away from 2620s for
 sure, but perhaps the 2650v2 has just enough horsepower to run srcds?



 On Mon, Sep 22, 2014 at 10:54 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:

 We run on a variety of VPS including one where the underlying host is an
 E5-2620.

 Compared to our other hosts that run 3.4Ghz CPUs we do see higher sv FPS
 variance but it's not really gameplay affecting (players don't complain).

 (I believe the 3.4Ghz cores are E3-12xx v3 but I can't be certain due to
 the virtualisation.)

 I'd guesstimate that each active 24p server chews up about 70% of one of
 those E5-2620 cores but peaking as high as 100%, whereas the same server
 would average around 30% on a 3.4Ghz core.

 We're on Linux BTW.

 Is there value in running one giant box, rather than getting a second
 machine?

 One of the reasons I chose to use VPS is for the redundancy -- we use 3
 VPS across 3 different hosts. It's a given that every host will have issues
 at various times (hello DDoS) so spreading across networks helps to keep
 most of our servers online when one is having problems. We've never been
 directly DDoSed but I regularly see network blips of 1-5 minutes on every
 gaming network. Bad neighbours.


 On 23/09/2014 12:47 PM, Ryan Stecker wrote:

 Hey all, just sending this message into the wide HLDS abyss to see if
 anyone has any experiences hosting srcds (Mostly TF2, but it can really
 be
 any game/mod that runs on that engine version) on single/dual E5-2650 v2s
 or other similarly low clocked (around the 2.5GHz range) processors and
 what kind of capacity they're getting (how many instances, slots, etc).

 Currently we've been hosting on a E3-1270 v2, and the high single core
 clock speeds have been more than enough to host 11 tf2 instances in the
 28
 player slot range, but we're now planning on moving hosts and looking to
 expand to a box with dual 2650 v2s. My concern is that while the 2650 may
 have more cores, the lower clock speeds could translate into a struggle
 to
 meet the 15ms frame time that 66 tick servers require.

 Anyone happen to be running on 2650s or similar and can share their
 thoughts?
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux




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



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


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


Re: [hlds] Missing map maps/map_name.bsp, disconnecting error

2014-07-09 Thread Kyle Sanderson
The Steam integration with CS:GO is by far one of the worst,
persistent, problem causing things I've seen to date. I'm not sure if
you're being sarcastic or not, but that would be absolutely awful in
it's present, or even a tweaked state. At the very least it needs to
be rewritten, if not entire implementation rethought.

Thanks,
Kyle.

On Wed, Jul 9, 2014 at 7:52 PM, Emil Larsson ail...@gmail.com wrote:
 The CS:GO map workshop system being tweaked and ported to other Source
 engine games (Especially TF2) would be so very awesome and handles updates
 much better than the old system we still have to work with. The main quirk I
 remember that i sorta disliked is that you had to make your own workshop
 collection for it to work if you wanted your own mapcycle and this made you
 require to have all maps you wanted to add to be in the workshop (but I
 might remember wrong about this).


 On Thu, Jul 10, 2014 at 4:42 AM, Ryan Stecker voidedwea...@gmail.com
 wrote:

 As far as I can remember, clients have had a tendency to leave unfinished
 (.ztmp?) files in their downloads directory if their downloads don't
 successfully complete. That'll leave the client unable to join any server
 running that map.

 Honestly the entire download process should be reworked now that the 2013
 engine supports the `download` directory. Servers should be able to
 overwrite what a client has already downloaded, as there are countless cases
 where mappers have released new versions of maps but never changed the file
 name. It would solve this entire problem.


 On Wed, Jul 9, 2014 at 9:26 PM, Jason pctool...@gmail.com wrote:

 I've seen this before as well, map downloads (same as what's on the
 server) and it still gives that errorended up removing those maps from
 the mapcycle had my wife test this once (made sure she didn't already
 have the map), it downloaded from our fast download server and sure enough,
 she got that error -- happened to about 50% of those who tried to connect.
 Cannot remember the map names (since I've removed them a while ago) -- but
 you may want to see about re-bzipping them and reuploading themmight be
 some sort of minor file size discrepancy maybe?  *shrugs*


 On Wed, Jul 9, 2014 at 10:17 PM, Obi obidm@gmail.com wrote:

 Your player has a different version of the map than what you have on the
 server. Have them delete or move their local copy and reconnect.

 On Jul 9, 2014 9:01 PM, Drone Marviraptor marvirap...@gmail.com wrote:
 
  I'm running a TF2 server, and every once in a while, some player
  report that they can't join the server when it's running a custom map. 
  The
  map started downloading like normal for them but when it's done they get
  disconnect and get this message Missing map maps/map_name.bsp,
  disconnecting .
  This happen for both Mac and Window player, I would be grateful for
  some help.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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



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



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


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


Re: [hlds] Frequent TF2 client crashes... any known triggers?

2014-06-25 Thread Kyle Sanderson
Are you allowing anything crazy broken like the new stock TF2 taunts?

Thanks,
Kyle.

On Wed, Jun 25, 2014 at 6:13 PM, Peter Jerde peter-h...@jerde.net wrote:
 We've been having upwards of half of our players all crash at the same time, 
 seemingly at random.

 He have some funky plugins that might be contributing to it, so I'm curious 
 if others are seeing the same thing on vanilla servers as well.

  - Peter
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] Mandatory TF2 update released

2014-06-18 Thread Kyle Sanderson
If you don't use SDKTools you should be okay until it's fixed.

Thanks,
Kyle.

On Wed, Jun 18, 2014 at 6:42 PM, Raul Vieira raulg...@gmail.com wrote:
 I'm having. The server only launches without sourcemod


 2014-06-18 22:38 GMT-03:00 Chris Oryschak ch...@oryschak.com:

 Anyone else having crashing problems with sourcemod enabled?


 On Wed, Jun 18, 2014 at 9:22 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2288628.

 -Eric

 -

 - Love  War Update
 - Added 5 new weapons, 15 new taunts, and 43 cosmetic
 items for the Love  War update
 - Partner Taunts can now be performed with the opposing
 team
 - Added a new Taunt Loadout with 8 slots so multiple
 taunts can be equipped at the same time
 - Taunts are no longer equipped in the
 Action Slot
 - Pressing the Taunt key in game now
 brings up the new Taunt Selection menu
 - Pressing the taunt key while the Taunt
 Selection menu is open performs a weapon taunt, or joins a partner taunt

 - Mann Co. Store
 - Added 15 new taunts and a taunt bundle
 - Added 5 new weapons and a weapon bundle
 - Added 44 new cosmetics and a cosmetic bundle
 - Added Taunt category into the store
 - Added Mann Co. Stockpile Crate Key
 - The Hats and Misc categories have been merged into
 Cosmetics

 - Items
 - Added the Mann Co. Stockpile Crate to the droplist
 - Each Mann Co. Stockpile Crate can be
 repeatedly shuffled to contain a set of 4 possible items
 - Added the Mann Co. Audition Reel.  Contains taunts and
 a rare chance at an unusual taunt
 - Updated Mann Co. Crates to display which Unusual Series
 they can potentially output
 - Added Bread Box Special Crafting Recipe.  This recipe
 will no longer be available after July 9th, 2014.  Items from the Bread box
 have a chance to be strange.
 - Added crafting recipes for newly added weapons
 - Added Killstreak Kits to MvM for newly added weapons
 - Added Oz Fortress season 11 tournament medals

 - Weapon changes and updates
 - With The Hitman's Heatmaker, pressing 'reload' now
 activates focus when it is full
 - The Axtinguisher now does mini-crit damage from the
 front and full crit damage from behind to burning targets
 - The Bushwacka can no longer randomly crit
 - All mini-guns now have damage and accuracy ramp up
 after they start firing.  Full accuracy and damage is reached 1 second after
 firing.
 - All Demoman stickybombs now have damage ramp up. Full
 damage is reached 2 seconds after firing.
 - Updated Loch-n-Load reload animation
 - Sentry bullets are now affected by damage falloff
 outside of sentry scan range
 - Sentry bullet damage has been changed so it calculates
 damage based on the sentry's position, not the Engineer's

 - Misc Changes
 - Updated the Halloween holiday to automatically be
 enabled when the server runs an _event map
 - Added a check to prevent achievement announcement spam
 - Converted several weapon models to use the c_models
 system
 - Updated the localization files

 - Bug Fixes
 - Fixed an exploit where charging Demoman could turn more
 than allowed
 - Fixed a bug where Halloween spellbooks were overriding
 PDAs and Disguise Kits
 - Fixed The Director's Vision taunt not playing both
 variations for the Pyro
 - Fixed the Pyro's spell audio not sounding like the rest
 of the Pyro's audio
 - Fixed a bug that would sometimes cause items to unequip
 themselves
 - Fixed a dedicated server crash related to using
 'mp_forcecamera 0' with one player on the server
 - Fixed a regression with the trigger_gravity entity not
 correctly applying its settings
 - Fixed another exploit where Engineer buildings could
 build up a large amount of health
 - Fixed a server performance issue related to the
 item_teamflag entity
 - Fixed the itemtest command
 - Fixed cosmetics shared between multiple
 classes not rendering correctly
 - Updated the cosmetic item list to sort
 by name

 - Map Fixes
 - Updated cp_granary
 - Removed collision from lights and small
 props protruding from walls
 - Fixed collision 

Re: [hlds] Mandatory updates for TF2, CS:S, DoD:S, and HL2:DM released

2014-05-19 Thread Kyle Sanderson
They're released independently.

Kyle.
On 18 May 2014 03:35, Jesse Oak wazanato...@gmail.com wrote:

 Is it right to assume this applies to sdk base 2013 multi player as well?
 On May 15, 2014 6:10 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released mandatory updates for TF2, CS:S, DoD:S, and HL2:DM. The
 notes for the updates are below. The new version for each game is 2230303.

 -Eric

 

 Source Engine Changes (CS:S, DoD:S, HL2:DM, TF2)
 - Fixed the skybox on 3rd party maps when using certain sky materials
 - In Hammer, while using the Vertex Tool, pressing CTRL+B will snap
 selected vertices to the grid
 - Allow about:blank in the MOTD
 - Marked mat_texture_list as a cheat to prevent client exploits
 - Removed the sv_voicecodec convar because it isn't necessary anymore and
 was being used as an exploit
 - Updated the con_logfile convar to checking for invalid filenames
 - Updated the network resource download path to check for invalid
 filenames
 - Updated the plugin_load command
  - Servers can only load plugins if they are not running a map
  - Clients can only load plugins if they are not connected to a server

 Team Fortress 2
 - Fixed a bug that would cause the Sentry's health to look overhealed
 when it wasn't
 - Fixed an exploit with the Red-Tape Recorder and Sentry where the Sentry
 could build up a large amount of health
 - Fixed a bug where the Spy could not place a sapper without switching
 weapons first
 - Fixed the Engineer being able to purchase the Disposable Sentry Gun
 upgrade in Mann vs. Machine, build a disposable Sentry, and then refund the
 upgrade without the Sentry being destroyed
 - Improved client-side critical attack prediction for rapid-fire weapons
 (i.e. Flamethrower, Minigun)
 - Updated the equip_region for the Pyromancer's Mask
 - Fixed the equip_region for tournament medals conflicting with other
 items
 - Added the LBTF2 Season 9 tournament medals
 - Updated the localization files



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


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


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


Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-12 Thread Kyle Sanderson
Do you have any minidumps or Accelerator/Throttle installed?

Thanks,
Kyle.

On Mon, May 12, 2014 at 12:18 AM, Mike Vail supp...@boomgaming.net wrote:
 Someone on this list said they was able to load Sourcebans with MM:S and SM
 working using the latest snapshots. I took a chance and installed MM:S and
 SM on my Windows 2008 based FOF servers. I was never able to get SM to load.
 MMS did load. Prior to doing this, not a single crash. Now all four serverd
 have crashed numerous times and wouldn't auto-restart. I'm back to vanilla
 now and not a crash for the past few hours.

 Just an FYI to you all.
 Mike


 Mike Vail supp...@boomgaming.net wrote:

 I'll throw a few up later today. Can you post a server.cfg  somewhere for us
 to grab?


 Weasels Lair wea...@weaselslair.com wrote:

 Sorry, forgot to mention the dedicated server AppID for FoF is: 295230


 On Sat, May 10, 2014 at 11:51 AM, Weasels Lair wea...@weaselslair.com
 wrote:

 Any server-operators out there looking for another Source-based game to
 play (and more importantly HOST)?

 Fistful of Frags could use your help.  FoF launched (for FREE) on Steam
 yesterday, and the response has been overwhelming.

 The down-side to that, is frankly there just are not enough dedicated
 servers to keep-up with the demand.  There are over 200 player-slots of
 dedicated servers - but that apparently just is not enough!

 FoF is basically a reboot of the older FoF sourcemod - moved over to
 Steam.  The Steam version of FoF is kind-of stripped-down right now to just
 death-match and team-based death-match.

 Even so, it is very fun to play (especially four-team DM).

 However, being a free game (put-together by unpaid volunteers), the FoF
 dev team simply can not afford to bring-up enough servers to keep up with
 demand. I have personally helped-out by hosting 8 servers instances myself
 (up from my planned 3).

 Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for
 installation/content delivery.  So, it essentially installs just like any
 SRCDS game, and is compatible with SourceMod, etc.

 Steam store page (where to get client to install):
 http://store.steampowered.com/app/265630

 Steam community hub for FoF (discussion groups, etc.):
 http://steamcommunity.com/app/265630

 Steam official group page (update history, etc.):
 http://steamcommunity.com/games/fof

 Any help appreciated!



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


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


Re: [hlds] [hlds_announce] Mandatory CS:S, DoD:S, and HL2:DM updates coming soon

2014-04-24 Thread Kyle Sanderson
I don't know why this update was required for servers.

If we can't extract maps larger then 64M, then this is indeed a significant
problem. Unfortunately a lot of ignorance is present with shipping assets,
and since the VPK system is busted by design. This definitely needs to get
backed out before the weekend. There's a great deal of CS:S maps that we,
along with many other servers, unfortunately host that are over 250M
compressed with bz2. Uncompressed they're surpassing 500M, primarily due to
the fact assets can't be shipped and mounted via versioned VPKs.

Regards,
Kyle.


On Thu, Apr 24, 2014 at 8:58 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 I reported it to Eric.  It's an issue with how they fixed the decompressed
 file size check.

 A TL;DR of the entire situation is I found an exploit that allowed you to
 zip-bomb clients over fastdl. Reported it. They fixed it by making FastDL
 listen to net_maxfilesize. Net_maxfilesize is engine-locked to 64MB, which
 means even if the map is sent over FastDL, if the uncompressed file is more
 than 64MB, it wont download it on the client.

 I sent him an email about this issue this caused, and asked if they could
 whitelist BSP files.  The zip-bomb exploit wont work with BSPs as you can
 only send a single bsp file over FastDL per connect, and the server has to
 be running the map. That would cause the exploit to not work.


 On Thu, Apr 24, 2014 at 10:53 PM, Bubka3 bub...@gmail.com wrote:

 Is anyone having issues with map downloads after this? It says the map is
 missing. I checked my FastDL web server logs and it returned HTTP 200 to
 the client.

   Eric Smith er...@valvesoftware.com
  Thursday, April 24, 2014 7:14 PM
 The updates have been released.

 -Eric


 -Original Message-
 From: hlds_announce-boun...@list.valvesoftware.com [
 mailto:hlds_announce-boun...@list.valvesoftware.comhlds_announce-boun...@list.valvesoftware.com]
 On Behalf Of Eric Smith
 Sent: Thursday, April 24, 2014 3:59 PM
 To: Half-Life dedicated Win32 server mailing list (
 hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
 list (hlds_li...@list.valvesoftware.com); '
 hlds_annou...@list.valvesoftware.com' (
 hlds_annou...@list.valvesoftware.com)
 Subject: [hlds_announce] Mandatory CS:S, DoD:S, and HL2:DM updates coming
 soon

 We're releasing mandatory updates for CS:S, DoD:S, and HL2:DM. The notes
 for the updates are below. The new version for each game will be 2198641.

 The updates should be out in about 15 minutes.

 -Eric

 ==

 - Fixed an issue where plugin_load may load a non-binary file type
 - Fixed an issue where decompressed file sizes were not being checked by
 the engine


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


 --
 Bubka3 http://www.getpostbox.com

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



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


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


Re: [hlds] Mandatory CS:S, DoD:S, and HL2:DM updates released

2014-04-20 Thread Kyle Sanderson
Uneducated knowledge...

- Added cl_connectmethod to PlayerInfo.
- Added engine interface for Account IDs. (sync'd steamclient)
- Packed more gum to check if file transfers are genuine.
- Restricted MOTDs to begin with http(s).
- HudMsg (cstrike) :-)
- Common engine crash fixes (TR from TF Halloween, for instance).
- Cstrike specific crash fixes that seemed to stem from HPE's
involvement with OB...

I think Windows may have gotten burned by the update as I don't think
Valve rolled back to the more optimized builds (presumably, non-SSE2
clients weren't functional all this time). There should be lots of
Linux client fixes all around, though.

Hope this helps, I'm sure someone else can compile a more complete
list. All in all, I'm still pretty happy with it :)
Kyle.

On Sun, Apr 20, 2014 at 1:45 PM, Dominik Friedrichs d...@forlix.org wrote:
 If anyone has a record or clue as to which patches this actually contains I
 would be grateful. I know there were a few quite nice fixes/features added
 but they were months ago. I know this site lists all of the updates:
 http://wiki.teamfortress.com/wiki/Patches
 But I really dont want to go through them to pick out the relevant non-TF2
 changes...
 Maybe someone has their own record or something?
 I doubt that even Valve themselves kept a record in this regard...


 On 2014/04/20 20:31, Ross Bemrose wrote:

 I've heard that this adds the sv_setsteamaccount command to these games.
 Is that true?

 If so, I'll remind players that I have a temp webpage for registering
 those accounts until Valve makes one... you can find it at
 http://tf2.rbemrose.com/steamreg.html

 You can also find it on my sourcemod-snippets GitHub at
 https://github.com/powerlord/sourcemod-snippets/blob/master/steamreg.html
 ,
 but the webpage is not actually useable there (clicking the Raw button
 will give you just the source which you can save and run locally).

 On 4/19/2014 8:57 PM, Tony Paloma wrote:

 We've released mandatory updates for CS:S, DoD:S, and HL2:DM. The
 notes for the updates are below. The new version for each game is
 2192040.

 - Updated Orange Box games with server, client, and engine fixes from
 Team Fortress 2

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



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




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

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


Re: [hlds] How Do I Create sv_setsteamaccount

2014-02-27 Thread Kyle Sanderson
Hi Violent Crimes,

Nephyrin posted this in IRC when the feature was first opened up.

curl -v -d 
key=__STEAM_API_KEY__appid=_APPID_NUMBER__memo=__MEMO_FOR_YOUR_USAGE__
'https://api.steampowered.com/IGameServersService/CreateAccount/v0001/'

I believe someone made a webpage as well. For TF2 your appid would be
440, CS:S 240, etc. It's the game appid, not the server appid.

To get your key, you need to go to https://steamcommunity.com/dev/apikey .

Hope this helps,
Kyle.

On Thu, Feb 27, 2014 at 4:30 PM, Violent Crimes
violentcri...@convictgaming.com wrote:
 I tried following the tutorial on steam forums on how to do it but the links
 won't work. Can someone please tell me how I do this.

 Thanks.


 http://forums.steampowered.com/forums/showthread.php?t=3222737

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

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


Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-15 Thread Kyle Sanderson
 If so, I should be able to change the IP after registering it and people 
 should find the server
 through their favorites like before even though the server won’t work with 
 quick-play right?

Propagation if I can recall correctly is designed to take a few days.
Admittedly, I tested the feature about a week and a half ago, as of
Friday (yesterday) the old address still exists. However, that was
using CS:S (albeit I only ported the test server after it officially
shipped in TF); the beta client was still in development.

You should test moving servers before trying this, being doubly hooped
is the worst.
Kyle.

On Sat, Feb 15, 2014 at 10:48 AM, Mike Vail supp...@boomgaming.net wrote:
 So this week for the first time since I started running Valve servers almost
 10 years ago, I began getting ddos attacked on one of my servers. The
 datacenter null-routed the IP, which is typical in these cases. I don’t have
 advanced firewall protection right now other than Windows 2008 Firewall so
 I’m kinda stuck. I don’t even know the nature of the attack because the
 datacenter isn’t helpful at all. Wireshark hangs and crashes every 30
 minutes so it too is useless in identifying the attack.  I also learned
 another server-op who runs a similar server is having the same attacks so
 it’s likely the same guy trying to take us both down so he can start his own
 server like ours.



 So then I started thinking about these new game server accounts. My affected
 server is by no means stock. It runs a custom map, has instant respawn and
 100% crits, which disqualifies it from Quick-play. That’s fine but here’s my
 question. As I read the recent thread about the new Game server account
 feature, by adding my server to a game server account, I can change the IP
 and players with it saved in their favorites will receive the new server IP
 address because their favorites will update after the IP change. Is this
 correct? If so, I should be able to change the IP after registering it and
 people should find the server through their favorites like before even
 though the server won’t work with quick-play right?



 Lastly, with game server accounts becoming the norm, would it not make since
 for Valve to game servers’ IP addresses from everyone in the future so the
 ability to attack them would be greatly diminished? I realize that dedicated
 attackers will always find a way to do evil, but by hiding the IP addresses
 from players, it may go a long way to reducing the frequency of attacks by
 script kiddies.



 What do you guys think?



 Happy Saturday,

 Mike


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


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


Re: [hlds] GetServersAtAddress Steam API broken

2014-01-30 Thread Kyle Sanderson
It's done by hand to prevent the message from hitting servers on optional
updates. There haven't been many, which is probably why this is forgotten.

Kyle.
On 30 Jan 2014 11:41, Andre Müller gbs.dead...@gmail.com wrote:

 The last year I had two times (could not remind exactly) issues with the
 version numbers. I think it was 5 minutes after an update and the
 UpToDateCheck said that the server was up-to-date. Is UpToDateCheck with
 every mod/server synchronized?


 2014-01-30 Fletcher Dunn fletch...@valvesoftware.com:

  The UpToDateCheck webapi is served directly by the same server that
 sends out-of-date info to the gameservers.



 Can you clarify exactly what problems you have seen?



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Andre Müller
 *Sent:* Thursday, January 30, 2014 10:20 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] GetServersAtAddress Steam API broken



 Is there also a plan to synchronize UpToDateCheck with your masterserver?
 Sometimes the version is updated a little bit late.

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



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


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


Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2014-01-13 Thread Kyle Sanderson
 Sure hope someone finally looks into this.

I played around a bit about a week ago (finally). When the Steam
queries were off by four, the Server queries were off by two. There
were 64 players connected, 4 not fully in-game (presumably
transferring). Considering how new (and prevalent the problem suddenly
became), I don't believe there's anything I can do. It looks like most
of the functions were inlined somewhere along the way (presumably to
make this more difficult; or I'm looking in the wrong places), so I've
given up for now.

Kyle.

On Mon, Jan 13, 2014 at 3:27 PM, BOOM! Support supp...@boomgaming.net wrote:
 I believe this is the same issue I reported here a few times many months ago
 on the list as “Ghost Players”  that keep appearing in a couple of my TF2
 servers. These two TF2 servers report anywhere from 1 to 4 empty player
 slots every day during a 24-hour period and the servers appear full even
 though there are only 20-24 real players in them. Neither of the servers
 have bots in them when the problem occurs.



 The issue only occurs on my servers that I run stock Valve maps on and have
 registered with Quick-play. The other servers I run with custom maps and are
 not registered never the problem. It’s almost like players are attempting to
 connect to the server via Quick-play and if the connection fails to complete
 leaving their assigned slot un-usable by anyone else but them.. I suppose
 this could be either because of a problem with the player’s TF2 client or
 they simply cancel their connection while they are getting the server info
 and the map is loading. The slot is taken and never released when they fail
 to connect completely. I did however learn that if the same player
 successful connects after retrying, they grab the empty slot that was
 originally created for them and the slot is cleared upon a graceful exit
 from the server.



 Currently, the only way to resolve it is by restarting the server and
 kicking all the players ever morning in order to clear the empty slots.



 Sure hope someone finally looks into this.

 Happy New Year…



 From: Doctor McKay [mailto:mc...@doctormckay.com]
 Sent: Thursday, December 26, 2013 5:47 PM


 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
 counts from Steam.



 Just for the record, I have not noticed any player count discrepancies in my
 TF servers, nor have any players reported any discrepancies to me.




 Dr. McKay

 www.doctormckay.com



 On Thu, Dec 26, 2013 at 8:33 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 I'd start my investigation by confirming that the raw ping from your server
 is correct and what you want it to be (using hlsw or something similar).



  Original message 
 From: Kyle Sanderson
 Date:2013/12/26 5:25 PM (GMT-08:00)
 To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list ,Half-Life
 dedicated Win32 server mailing list
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
 counts from Steam.

and your server contains bots.
 No bots (not even STV).

 totally based on the visible max.
 Ah, so I'm presuming that's the case too with the GMS (the actual
 field is ignored)?

 I'll try gaming our queries to Steam and see if that declines in user
 reports.

 Thanks,
 Kyle.



 On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
 The server browser doesn't know anything about the actual max, it is
 totally based on the visible max.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:19 PM
 To: Fletcher Dunn; Half-Life dedicated Linux server mailing list;
 Half-Life dedicated Win32 server mailing list
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
 counts from Steam.

 Is that the visible max, or the actual max? We only recently removed
 sv_visiblemaxplayers as a result from this about a week and a half ago; no
 improvement.

 Kyle.

 On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
 full should mean that the player count in the ping = the max player
 count in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
 counts from Steam.

 There may be logic missing from cstrike if being full is the case (or
 missing from the GMS, if it's implemented there). My C++ classes,
 CheckValve, and the collection of PHP querying classes from xPaw all show
 the server as being full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and
 players are thinking they shouldn't encounter it as the GMS

Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2014-01-04 Thread Kyle Sanderson
Unfortunately, I haven't had the resources to hack on this. It's still
very much a problem with players reporting they're hitting it near
daily. What seemed to temporarily halt the reports is to disconnect
them with a custom message (printing slots). That doesn't fix the
queuing regression in the slightest, though.

Kyle.

On Fri, Jan 3, 2014 at 1:50 PM, ics i...@ics-base.net wrote:
 I have to pop in here and say that this doesn't work in CSGO so does it
 really work with TF2? Right now i have a CSGO server where there are 19/24
 players and every player gets Failed to join session. Session is full .
 Not even direct connect works.

 -ics

 Fletcher Dunn kirjoitti:

 The server browser queries the server and then checks the numbers from the
 ping against authenticated player counts from Steam.  If there is a
 difference, then it performs a reconciliation according to some logic that
 is not totally brain-dead.  For example, one of the heuristics it uses is
 that if the server reports that it is full, then it will trust the server,
 no matter what Steam says.  (Because of the exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I
 think the problem is that the server is not reporting itself as full?  When
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game
 client tabs were moved to rely on data from Steam, instead of querying the
 actual server. Which is fine, this most likely hurt fake players users quite
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly
 increased. We're up to 14~ phantom slots, as the players clients are broken,
 or Steam is having trouble keeping up. This results in an actually full
 server (64/64) showing as 50/64. Client's are now unable to externally queue
 to join the server, it's actually pretty horrible. If servers are given an
 unverified leeway of 15% of their verified players, it might be enough to
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to
 take it's toll. However, if you're running a TF server with 24 slots, and 10
 of them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as
 an interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily
 fixable, as Steam's actual up time is around 80%.

 Kyle.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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



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

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


Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
There may be logic missing from cstrike if being full is the case (or
missing from the GMS, if it's implemented there). My C++ classes,
CheckValve, and the collection of PHP querying classes from xPaw all
show the server as being full from the old masters.

It may also not be staying full (just under, from our AFK Manager),
and players are thinking they shouldn't encounter it as the GMS is
returning 10+ free slots. The human element may be wrecking the full
implementation. Maybe we'd be better off faking being full if we've
passed a threshold? Client's that return true from
IsClientFullyAuthenticated should be part of the list; right?

Kyle.

On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 The server browser queries the server and then checks the numbers from the 
 ping against authenticated player counts from Steam.  If there is a 
 difference, then it performs a reconciliation according to some logic that is 
 not totally brain-dead.  For example, one of the heuristics it uses is that 
 if the server reports that it is full, then it will trust the server, no 
 matter what Steam says.  (Because of the exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game client 
 tabs were moved to rely on data from Steam, instead of querying the actual 
 server. Which is fine, this most likely hurt fake players users quite 
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are broken, 
 or Steam is having trouble keeping up. This results in an actually full 
 server (64/64) showing as 50/64. Client's are now unable to externally queue 
 to join the server, it's actually pretty horrible. If servers are given an 
 unverified leeway of 15% of their verified players, it might be enough to 
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to take 
 it's toll. However, if you're running a TF server with 24 slots, and 10 of 
 them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as an 
 interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

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


Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
Is that the visible max, or the actual max? We only recently removed
sv_visiblemaxplayers as a result from this about a week and a half
ago; no improvement.

Kyle.

On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 full should mean that the player count in the ping = the max player count 
 in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
 server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 There may be logic missing from cstrike if being full is the case (or missing 
 from the GMS, if it's implemented there). My C++ classes, CheckValve, and the 
 collection of PHP querying classes from xPaw all show the server as being 
 full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and 
 players are thinking they shouldn't encounter it as the GMS is returning 10+ 
 free slots. The human element may be wrecking the full implementation. Maybe 
 we'd be better off faking being full if we've passed a threshold? Client's 
 that return true from IsClientFullyAuthenticated should be part of the list; 
 right?

 Kyle.

 On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 The server browser queries the server and then checks the numbers from
 the ping against authenticated player counts from Steam.  If there is
 a difference, then it performs a reconciliation according to some
 logic that is not totally brain-dead.  For example, one of the
 heuristics it uses is that if the server reports that it is full, then
 it will trust the server, no matter what Steam says.  (Because of the
 exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game client 
 tabs were moved to rely on data from Steam, instead of querying the actual 
 server. Which is fine, this most likely hurt fake players users quite 
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are broken, 
 or Steam is having trouble keeping up. This results in an actually full 
 server (64/64) showing as 50/64. Client's are now unable to externally queue 
 to join the server, it's actually pretty horrible. If servers are given an 
 unverified leeway of 15% of their verified players, it might be enough to 
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to take 
 it's toll. However, if you're running a TF server with 24 slots, and 10 of 
 them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as 
 an interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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

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


Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
and your server contains bots.
No bots (not even STV).

 totally based on the visible max.
Ah, so I'm presuming that's the case too with the GMS (the actual
field is ignored)?

I'll try gaming our queries to Steam and see if that declines in user reports.

Thanks,
Kyle.



On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 The server browser doesn't know anything about the actual max, it is totally 
 based on the visible max.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:19 PM
 To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half-Life 
 dedicated Win32 server mailing list
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 Is that the visible max, or the actual max? We only recently removed 
 sv_visiblemaxplayers as a result from this about a week and a half ago; no 
 improvement.

 Kyle.

 On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 full should mean that the player count in the ping = the max player count 
 in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 There may be logic missing from cstrike if being full is the case (or 
 missing from the GMS, if it's implemented there). My C++ classes, 
 CheckValve, and the collection of PHP querying classes from xPaw all show 
 the server as being full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and 
 players are thinking they shouldn't encounter it as the GMS is returning 10+ 
 free slots. The human element may be wrecking the full implementation. Maybe 
 we'd be better off faking being full if we've passed a threshold? Client's 
 that return true from IsClientFullyAuthenticated should be part of the list; 
 right?

 Kyle.

 On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 The server browser queries the server and then checks the numbers
 from the ping against authenticated player counts from Steam.  If
 there is a difference, then it performs a reconciliation according to
 some logic that is not totally brain-dead.  For example, one of the
 heuristics it uses is that if the server reports that it is full,
 then it will trust the server, no matter what Steam says.  (Because
 of the exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life
 dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game 
 client tabs were moved to rely on data from Steam, instead of querying the 
 actual server. Which is fine, this most likely hurt fake players users 
 quite significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are 
 broken, or Steam is having trouble keeping up. This results in an actually 
 full server (64/64) showing as 50/64. Client's are now unable to externally 
 queue to join the server, it's actually pretty horrible. If servers are 
 given an unverified leeway of 15% of their verified players, it might be 
 enough to span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to 
 take it's toll. However, if you're running a TF server with 24 slots, and 
 10 of them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as 
 an interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https

Re: [hlds] [hlds_linux] Mandatory TF2 update coming

2013-12-15 Thread Kyle Sanderson
Indeed, we received a lot of regressions in the last sync. I'm not
sure if the well abused engine exploit was fixed in this (or even at
all in TF), but I wouldn't want it if the previous issues aren't
solved. Honestly, I'm kind of hoping it doesn't happen as the next one
would be February or later.

Kyle.

On Sun, Dec 15, 2013 at 10:20 AM, Peter Lindblom i...@teaterljud.se wrote:
 louloubizou skrev 2013-12-15 18:16:

 where is the sync update for CS:S, DoD:S, and HL2:DM ?

 2013/12/6 Eric Smith er...@valvesoftware.com

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 Also, we plan to release updates for CS:S, DoD:S, and HL2:DM next week to
 sync them with the most recent engine fixes.

 -Eric


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


 I belive its best to wait to push out that update until its ready and tested
 !

 We dont need another bad update that kills all servers for days..

 Peter
 Sweden



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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


Re: [hlds] Sound Folder

2013-12-09 Thread Kyle Sanderson
We've been having trouble with cstrike since the Sept 16th update.
Apparently it's client-side and something to do with caching. If you
have any more information, I'd love to hear about it. Ryan Stecker
found a temporary fix (have the client purge their
tf/sound/sound.cache file), as to a permanent solution I haven't a
clue. I don't believe servers can fix this.

Kyle.

On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis davis.alb...@gmail.com wrote:
 This is still in the root of the TF folder correct? I have some sounds that
 are in an admin_plugin folder and when I try to play them in the game, it
 says they might be missing from the repository, this started within the last
 few days, the files are in the proper folder



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


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


Re: [hlds] Mysterious text-chat gag?

2013-11-28 Thread Kyle Sanderson
Reloading basecomm when the bug occurs should determine if it's a
plugin or not (sm plugins reload basecomm).

Thanks,
Kyle.

On Thu, Nov 28, 2013 at 9:37 PM, Infamous Weasel wea...@weaselslair.com wrote:
 Anybody else seeing times where their players are effectively gagged from
 using in-game text-chat - even though that have NOT been gagged in
 SourceMod?

 Several of my players reported this symptom recently.  I thought they were
 vote-gagged or something in SourceMod - but they weren't.  Today, it
 happened to me.  The only fix was to restart the SERVER to get it to allow
 me to use in-game text-chat again.  Weird.

 Not sure if it's a SourceMod thing, or something more basic going-on with
 HLDS.

 PS: This is experienced on a TF2 server hosted under Linux (Debian 6).  Not
 sure if symptoms would also be experienced on Windows-hosted servers.



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


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


Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread Kyle Sanderson
With how it works at the moment, you can't do an online content
update. Both the client and server have to have matching content
versions. If I had to guess, - Fixed missing backpack material for
the Australium Force-a-Nature is what caused this to be required.

Regards,
Kyle.

On Tue, Nov 26, 2013 at 5:10 PM, big john brewskii...@gmail.com wrote:
 Whatever happened to those optional updates for servers?

 On Nov 26, 2013 6:35 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory TF2 update. The notes for the update are below.
 The new version is 2023964.

 -Eric

 --

 - Fixed missing backpack material for the Australium Force-a-Nature
 - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
 Splendid Screen
 - Fixed the Killstreak sheen effect not working on the Mantreads
 - Fixed the Ping column in the Scoreboard getting clipped in 4:3
 resolutions
 - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
 after a mission has been completed
 - Updated the Killstreak Fabricator's description to include the sheen and
 the Killstreaker effect for its output

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


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


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


Re: [hlds] Petition

2013-11-09 Thread Kyle Sanderson
On Sat, Nov 9, 2013 at 2:36 PM, Robert Paulson thepauls...@gmail.comwrote:

 The most popular CSS servers are zombiemod, and they all make most of
 their money selling pay-to-win perks.


Do you mean servers using the Store plugin? I suppose it's possible for
them to charge for credits, but that's present in TF as well. They're
pretty easy to avoid, sv_tags is usually set (if not overflowed). I know we
don't play games like that, so if you're in NA at least you have a low
latency alternative ;)

Kyle.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Family Sharing Ban Bypass.

2013-11-09 Thread Kyle Sanderson
Hi Guys,

I've released a SourceMod extension that exposes the newly added SteamWorks
struct members to Pawn. The Extension is very simple, and in it's infancy,
but my intention is to support every game and more callbacks. There's no
Windows build, as I don't have MSVC. However, it should be fairly easy to
compile for other platforms.

Huge thanks to the SteamWorks guys for the release on Thursday.
https://forums.alliedmods.net/showthread.php?p=2058917

Thanks,
Kyle.


On Fri, Oct 25, 2013 at 10:58 PM, IBIS Customer Service 
ibis.serv...@gmail.com wrote:

 Hopefully we get a way to pass the owner id in a way that allows for
 instant bans. Yesterday we had 20 bans in a few min from players doing
 this.

 According to the admins
 
 *Problem: *
 Five guys in gg... banned by 4 different admins, over 20 times in total
 (see the screenshot, which spreads to the next page as well)...

 AND THEY KEEP COMING BACK...

 *Explanation*:

 That, my friends, would be the first occurrence of
 exploiters/grievers/hackers that own a Steam Family Sharing beta key,
 allowing them to create multiple temporary instances of their accounts to
 play on ... and when that account is banned, they just make a new one for
 free from the original. Rince and repeat.

 See the bans from the 24th:
 http://www.ibisgaming.com/sourcebans/index.php?p=banlist

 Hopefully, this is fixed in a future build :D


 On Thu, Oct 24, 2013 at 4:20 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 In case anyone is following this, there's a WebAPI update planned for
 next week which allows for getting the owner's account from a lender id.

 There's also a Steamworks update planned for between yesterday and (?),
 which adds the owner's id to the ticket verification result
 (ValidateAuthTicketResponse_t). However, this is too late for servers to
 get the owner's id. SourceMod at the moment supports checking if they're
 verified (by not handing out admin before IsClientFullyAuthenticated
 happens). However, this happens far too late in the process (30 seconds
 typically to a couple minutes, to never if Steam is down), subsequently
 most servers (to my knowledge) have the feature disabled (or at least want
 it disabled; from the threads I've seen).

 After the Steamworks update happens, I believe we need the owner's
 accountid passed to the server at the same time as the actual rendered
 SteamID (how it is at the moment, sent from the client at connection time).
 This should allow for the same verification result as
 IsClientFullyAuthenticated, and pre-usage that most of the engine does.
 This should continue to allow for immediate usage, which is what is used
 now.

 A public engine function would be appreciated to get the owner's account
 id (or rendered SteamID, as to conform with everything else). Unless if I'm
 neglecting something major, this should resolve the exploit for everyone as
 clients are updated to support sending the supposed ownerid.

 Thanks,
 Kyle.


 On Tue, Oct 22, 2013 at 1:56 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 The Steam Family Sharing Exploit is still a vivid problem CS:S, as it
 takes roughly 90 seconds to connect to a new VPN Server, create a new Steam
 account, and rejoin. I've re-banned the same griefer about 7 times now in
 the last 19 minutes; they're pretty persistent. Please help everyone using
 your products protect ourselves against this new `feature`.

 Thanks,
 Kyle.


 On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 Today, we're seeing a ton of banned, griefing players using VPNs and
 throw-away Steam accounts to bypass server bans. The problem already seems
 to be pretty widespread in CS:S. Considering this is the first weekend
 where the beta was opened up, it's only going to get worse. I'm sure this
 isn't isolated to CS:S, or my servers. There are many others running
 community servers, some probably not even using Source that are impacted by
 this. The native Steam Exploit seems to be getting abused quite heavily.

 The theoretical is now the present,
 Kyle.


 On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.comwrote:

 Every game copy should have an ID associated with it, this way an
 admin can ban per copy of the game rather then player ID. It's bad enough
 right now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.comwrote:

 Banning by IP is useless for many countries. And if cheaters abuse
 the family sharing they will certainly go to the lengths of making a
 quick new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree
 with Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs 
 d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I

Re: [hlds] [hlds_linux] Is there a way to prevent players Bypassing SteamID and IP Bans?

2013-11-02 Thread Kyle Sanderson
There was supposed to be a SteamWorks update this (last) week, but it looks
like the target was missed. Any new information would be appreciated.

Thanks,
Kyle.


On Sat, Nov 2, 2013 at 3:48 PM, Support supp...@kinevo.eu wrote:

 There seems to be an issue resolving people being able to sneak into
 servers that they've been permanently banned on. I know theres been
 discussions revolving around it being connected to family sharing beta but
 is there a way to stop them?

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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


Re: [hlds] plr_hightower_event - no free edicts

2013-10-30 Thread Kyle Sanderson
Each player has a spawnable eye that fires a ton of rockets. The pumpkin
spell creates six mini pumpkins.

However, this bug is pretty old. Unused entities don't have free reset on
round start. There's a virtual function for it iirc, but it isn't called.
As a hack, if you run MM:S, try
https://forums.alliedmods.net/showthread.php?t=186830

It's a hack, and TF2 has problems with using already free'd edicts (lol).
However, if you don't run anything broken like TF Gungame, it should do the
trick for this specific crash.
Kyle.
I dug in and noticed that even with 24 players, the entity count is
unusually high but i guess it's due to all that the map has.

4x24 slot servers show this for me just now:

Total 1797 entities (0 empty, 1660 edicts)
Total 1788 entities (0 empty, 1652 edicts)
Total 1800 entities (0 empty, 1663 edicts)
Total 1780 entities (0 empty, 1643 edicts)

-ics

ics kirjoitti:

 That map has total of 1484 entities (0 empty, 1347 edicts) so technically
 speaking, it shouldn't be the cause of your problems. Somehow your servers
 seem to spawn 650 more on the fly.
 -ics

 Eli Witt kirjoitti:

 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 mailto:
 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


 __**_
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Mandatory TF2 update released

2013-10-30 Thread Kyle Sanderson
Were you guys able to fix the null model_t* trace-ray engine bug? I
encountered it last week in cstrike where a solid didn't have a collision
model, resulting in GetCollisionModel returning NULL. The initial generic
call in cstrike came from the unducks in movement. The dumps I've seen
(from TF pre-today update) have the same offset, so I'm largely assuming
it's the same. Presumably High Tower has/had a similar problem? It also
looks like guards are already present for a NULL vcollide_t *.

The crashes I've encountered/seen are in bool
CEngineTrace::ClipRayToVPhysics( const Ray_t , unsigned int, ICollideable
*, studiohdr_t *, trace_t * );. Other functions that deal with solids
appear to check for (and expect) a NULL model_t *.

Thanks,
Kyle.


On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith er...@valvesoftware.com wrote:

 There was a typo in the last line of the notes. There was a missed note in
 yesterday's update. We're still investigating issues as they come up, so
 please report them as you find them.

 Thanks.

 -Eric


 -Original Message-
 From: Eric Smith
 Sent: Wednesday, October 30, 2013 6:33 PM
 To: Half-Life dedicated Linux server mailing list (
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (hlds@list.valvesoftware.com); '
 hlds_annou...@list.valvesoftware.com' (
 hlds_annou...@list.valvesoftware.com)
 Subject: Mandatory TF2 update released

 We've released a mandatory TF2 update for Halloween. The notes for the
 update are below. The new version is 1979503.

 -Eric

 --

 - Added new main menu character images for Scream Fortress 2013
 - Fixed a server crash related to The High Five taunt
 - Fixed neutral pumpkin bombs exploding with blue particles
 - Fixed health on hit particle effect precache error
 - Fixed client nTextureFrame  0 warning spew in dev console
 - Updated the round restart event to remove spells after playing in hell
 - Updated plr_hightower_event to improve server stability
 - Updated The Chicken Kiev so it can't be equipped with the Cold War
 Luchador or the Large Luchador
 - Re-enabled the crafting recipes for zombie costumes

 Notes missed from Monday's update:
 - Updated the Vaccinator to use the reload key to cycle through resist
 types


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

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


Re: [hlds] Family Sharing Ban Bypass.

2013-10-25 Thread Kyle Sanderson
In case anyone is following this, there's a WebAPI update planned for next
week which allows for getting the owner's account from a lender id.

There's also a Steamworks update planned for between yesterday and (?),
which adds the owner's id to the ticket verification result
(ValidateAuthTicketResponse_t). However, this is too late for servers to
get the owner's id. SourceMod at the moment supports checking if they're
verified (by not handing out admin before IsClientFullyAuthenticated
happens). However, this happens far too late in the process (30 seconds
typically to a couple minutes, to never if Steam is down), subsequently
most servers (to my knowledge) have the feature disabled (or at least want
it disabled; from the threads I've seen).

After the Steamworks update happens, I believe we need the owner's
accountid passed to the server at the same time as the actual rendered
SteamID (how it is at the moment, sent from the client at connection time).
This should allow for the same verification result as
IsClientFullyAuthenticated, and pre-usage that most of the engine does.
This should continue to allow for immediate usage, which is what is used
now.

A public engine function would be appreciated to get the owner's account id
(or rendered SteamID, as to conform with everything else). Unless if I'm
neglecting something major, this should resolve the exploit for everyone as
clients are updated to support sending the supposed ownerid.

Thanks,
Kyle.


On Tue, Oct 22, 2013 at 1:56 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 The Steam Family Sharing Exploit is still a vivid problem CS:S, as it
 takes roughly 90 seconds to connect to a new VPN Server, create a new Steam
 account, and rejoin. I've re-banned the same griefer about 7 times now in
 the last 19 minutes; they're pretty persistent. Please help everyone using
 your products protect ourselves against this new `feature`.

 Thanks,
 Kyle.


 On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 Today, we're seeing a ton of banned, griefing players using VPNs and
 throw-away Steam accounts to bypass server bans. The problem already seems
 to be pretty widespread in CS:S. Considering this is the first weekend
 where the beta was opened up, it's only going to get worse. I'm sure this
 isn't isolated to CS:S, or my servers. There are many others running
 community servers, some probably not even using Source that are impacted by
 this. The native Steam Exploit seems to be getting abused quite heavily.

 The theoretical is now the present,
 Kyle.


 On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.com wrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.comwrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban
 the
 users by IP. Sure they can change it, but most of the trolls are
 either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection 
 with
 that same IP can be kept alive for 24 hours at maximum. Hence I would 
 never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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



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




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin

Re: [hlds] Family Sharing Ban Bypass.

2013-10-22 Thread Kyle Sanderson
The Steam Family Sharing Exploit is still a vivid problem CS:S, as it takes
roughly 90 seconds to connect to a new VPN Server, create a new Steam
account, and rejoin. I've re-banned the same griefer about 7 times now in
the last 19 minutes; they're pretty persistent. Please help everyone using
your products protect ourselves against this new `feature`.

Thanks,
Kyle.


On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Today, we're seeing a ton of banned, griefing players using VPNs and
 throw-away Steam accounts to bypass server bans. The problem already seems
 to be pretty widespread in CS:S. Considering this is the first weekend
 where the beta was opened up, it's only going to get worse. I'm sure this
 isn't isolated to CS:S, or my servers. There are many others running
 community servers, some probably not even using Source that are impacted by
 this. The native Steam Exploit seems to be getting abused quite heavily.

 The theoretical is now the present,
 Kyle.


 On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.com wrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.com wrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban
 the
 users by IP. Sure they can change it, but most of the trolls are either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection with
 that same IP can be kept alive for 24 hours at maximum. Hence I would never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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



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



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


Re: [hlds] Family Sharing Ban Bypass.

2013-10-20 Thread Kyle Sanderson
Today, we're seeing a ton of banned, griefing players using VPNs and
throw-away Steam accounts to bypass server bans. The problem already seems
to be pretty widespread in CS:S. Considering this is the first weekend
where the beta was opened up, it's only going to get worse. I'm sure this
isn't isolated to CS:S, or my servers. There are many others running
community servers, some probably not even using Source that are impacted by
this. The native Steam Exploit seems to be getting abused quite heavily.

The theoretical is now the present,
Kyle.


On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.com wrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.com wrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban the
 users by IP. Sure they can change it, but most of the trolls are either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection with
 that same IP can be kept alive for 24 hours at maximum. Hence I would never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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



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


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


[hlds] Family Sharing Ban Bypass.

2013-10-17 Thread Kyle Sanderson
Using Steam's new Family Sharing feature, Server Bans can be easily
bypassed, along with other Steam based bans. This is due to the fact that
the launched game doesn't use the owner's Account ID, rather the newly
created account id. This impacts CS:GO's banning mechanisms (blocked
friends, abandon match timeout), all Community Server based bans, and many
other community based stat tracking functions. Bypassing bans has been a
rampant problem in TF2 since the game went F2P, and hasn't been addressed
since the change.

Please add a Function to any public interface so server operators can get
the primary holder AccountID, or glue the Primary User's accountid onto
launched games. The former would be nice to preserve the idea of different
accounts, but this is a pretty significant problem for everyone going
forward...

Kyle.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread Kyle Sanderson
We used to have to fight our provider pretty hard to retain our IP
addresses. Management would say it's alright, then the rest of the company
would deny it ever occurred and would just close the ticket feigning
ignorance. The whole process would take about two days to get the addresses
transferred to the new, in limbo server. Now they just charge everyone $20
per /29 block to move. I'm sure there are other horrible providers, that
still do the former.

Thanks,
Kyle.


On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net wrote:

 upgrading hardware doesn't always mean IP change. We have retained our
 IP's for years. But i'm all in for keeping my servers in users favorite
 lists in other methods too.

 -ics

 Jason Tango kirjoitti:


 I would definitely be curious to know how many server operators have
 decided against upgrading their hardware (which would be better for the
 overall game's userbase in the long run) for this very reason.

 Is it simply the difficulty of implementation? Or is Valve so close to
 releasing Source 2 (that may already have this implemented) that they think
 it's a waste of time?

 All I DO know is that I would have to recommend against changing IP's to
 anyone that doesn't absolutely have to. It's a disaster to your traffic.


 --**--**
 

 Date: Thu, 26 Sep 2013 14:33:59 -0700
 From: thepauls...@gmail.com
 To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP
 address

 I said this a month ago and I explained why it would be much easier and
 better for Valve to implement DNS instead of tying it to the server
 registration system.

 When people upgrade you usually change hosts because the old ones have
 gone bad so you cannot keep IPs. My experience with most hosts is that they
 may let you upgrade your server, but they will not fix their network
 providers, add ddos protection, or reduce your costs so you stop paying
 $200/month because that was the standard price 4 years ago.

 I think what we need to do in order to get this implemented is to
 understand why Valve has ignored this request for so long.

 This isn't rocket science or as difficult as implementing Source3, so the
 problem must be because Valve doesn't think this will improve anything.


 On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk 
 mreeu...@yahoo.commailto:
 mreeu...@yahoo.com wrote:

 The only way to truly move is keeping the old servers for a
 while, and point those to the new servers so they can connect and
 favorite them. having a turnover time without paralel, would give
 no incentive to the players to add those IP's.

 I do agree a solution would really be nice to keep your playerbase
 of a server. I even proposed various workings for that (via steam
 group memberships to have a specific tab / option to show them in
 favs). But its been on deaf ears for years now.

 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.

 --**--**
 
 *From:* Jason Tango jtrun...@outlook.com
 mailto:jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com
 mailto:hlds@list.**valvesoftware.comhlds@list.valvesoftware.com
 
 hlds@list.valvesoftware.com
 mailto:hlds@list.**valvesoftware.comhlds@list.valvesoftware.com
 
 *Sent:* Thursday, 26 September 2013, 22:11
 *Subject:* [hlds] Problems caused by connecting server

 favorites to IP address

 Hello,

 I know this has been brought up many, many timesbut it
 would seem that with the maturity of the server registration
 system that Valve is now in a perfect position to fix this
 issue which both negatively impacts long-established servers,
 AND prevents server operators from moving to better/improved
 hardware.

 I'm talking about the way server favorites work in the server
 browser. Specifically, the fact that if  - for any reason - a
 server operator needs to change their server's IP address, it
 disappears from all the users clients who have added it to
 their favorites over the years.

 That may not seem like a big deal, but it absolutely IS. It
 takes months and years to build up a strong base of server
 regulars, and that base is virtually destroyed if you change
 that server's IP address.

 For examplewe recently had the opportunity to acquire
 hardware at a significant discount at another server provider
 that was a significant upgrade from our current hardware (from
 a Q9400 to a E3-1270v3 with a samsung Pro SSD) for the same
 price we were currently paying per month. Wanting to give our
 players the 

Re: [hlds] [hlds_linux] Recurring player clip issue on Windows TF2 servers?

2013-09-25 Thread Kyle Sanderson
I've had trouble on my non sv_pure servers in CS:S, and as a demoknight on
all sorts of servers in TF. Considering the bug in Dota 2 where your hero
will randomly move upon spawn, and the very same bug being present in CS:S,
the movement regressions crept into OrangeBox and subsequently future
engines. If the client duck hack view is reset on spawn, it should be the
fix.

The fix I'd like is proper wall/prop detection so clients will stop getting
stuck in walls. But that's a different OrangeBox bug, that wasn't present
in EP1 either.
Kyle.
On 2013-09-25 7:18 AM, Game-Over gameover.serv...@gmail.com wrote:


 This may be a red herring and apologies if it is, but out of all the
 servers I play on I only get this issue
 repeatedly on one specific server. The only differences I have noted about
 this server is that it is using sv_pure 1 or 2 (as my skins don't work
 there) and they must also be using Stripper Source as they have permanent
 community
 images/sprays on the walls. As you say crouch clears it straight away.
 I've never had the issue on any other server though, but then none of the
 others use sv_pure.

 On 24/09/2013 18:51, Eric Smith wrote:

 We've seen this issue (player view clipping into the ground) a few times
 internally but haven't been able to reproduce the problem enough to track
 it down and fix it. If you find yourself in this state, you can press the
 duck/crouch key and it will fix itself right away. If you find a way to
 reproduce the issue, please send me the steps.

 Thanks.

 -Eric


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Rudy Bleeker
 Sent: Tuesday, September 24, 2013 1:59 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] Recurring player clip issue on Windows
 TF2 servers?

 I have actually encountered this myself as a player, although it might be
 a slightly different issue. I've had it happen a few times on my own
 server, which runs on Linux (hence the crosspost) and isn't symlinked or
 runs any mods. It's a single installation, completely vanilla. I haven't
 made an effort to do a bugreport through the game client yet.

 The symptoms I'm experiencing are that when I spawn I'm clipping through
 the floor of the map, resulting in a view as if I've sunken through the
 ground to the waist. I can play normally, only the vision is screwed up.
 Other players don't notice anything unusual about my avatar. The issue
 resolves itself when I get killed and respawn, or sometimes after I've been
 alive for a long time. I couldn't say on which maps it has occured, but at
 least on pl_goldrush.

 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


[hlds] Fwd: [Csgo_servers] steamcmd update release

2013-09-23 Thread Kyle Sanderson
-- Forwarded message --
From: Taylor Sherman tayl...@valvesoftware.com
Date: Mon, Sep 23, 2013 at 5:09 PM
Subject: [Csgo_servers] steamcmd update release
To: csgo_serv...@list.valvesoftware.com 
csgo_serv...@list.valvesoftware.com


 Hi everyone,

** **

We've updated steamcmd today (as well as the regular Steam Client). The
main thing you might notice/want is there's now a way to download the game
contents cross-platform. To do that, just set @sSteamCmdForcePlatformType
to be the platform (windows, linux, or macos) before issuing the app_update
command. So, something like this:

** **

Steam @sSteamCmdForcePlatformType windows

@sSteamCmdForcePlatformType = windows

Steam app_update 10

(begins updating Counter-Strike, downloading the Windows binaries instead
of the local platform version)

** **

You must override the platform each time you run steamcmd, it is not
persisted in any way. 

** **

regards,

Taylor

** **

___
Csgo_servers mailing list
csgo_serv...@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Mandatory TF2 update released

2013-09-18 Thread Kyle Sanderson
On Wed, Sep 18, 2013 at 6:13 PM, Eric Smith er...@valvesoftware.com wrote:
 - Switched Windows clients to use SDL 2.0 for controller support which 
 enables hot-plugging controllers and configuring them through Steam Big 
 Picture settings

I've had some complaints about sporadic mouse movement issues since
the CS:S sync. It doesn't appear to be a problem on my platform, but
others seem to have jerky movement when turning right. I have two
unclean demos (provided by a user), but I don't think they'll help at
all. Is this just isolated to CS:S? or is a global fix in the works?

I can't reproduce it, but it seems related to this change...
Kyle.

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


Re: [hlds] Mandatory Counter-Strike: Source update released

2013-09-16 Thread Kyle Sanderson
Thanks for the Sync!

On Mon, Sep 16, 2013 at 4:52 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for Counter-Strike: Source. The notes for 
 the update are below. The new version is 1909615.

 -Eric

 --

 - Fixed clients not being able to load custom player/weapon models using the 
 custom folder
 - Updated with other Orange Box client/engine crash fixes

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

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


[hlds] Should we really not restore the size?

2013-09-12 Thread Kyle Sanderson
There seem to be a ton of Warning/DevWarnings still exposed to SRCDS.
One of the stranger ones I encountered today (just a raw printout of
Should we really not restore the size?) kind of spooked me, but
after looking at strings on server_srv.so, there it was. There's other
spammy messages like:
Clamping SetLocalVelocity(7519.640137,7328.723145,1651.657104) on entityflame
DataTable warning: (class player): Out-of-range value (-2148.00)
in SendPropFloat 'm_vecVelocity[2]', clamping.

etc...

Is there any chance these can be suppressed by default instead of
using a VSP to do so? I don't really see a point in them being exposed
to end users if we can't do anything about it. They're only hurting
people who try to use their server console.
Kyle.

PS: Looking at the asm, it does look like SetSize should be called...

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


Re: [hlds] TF2 server crash when hostname is 63 chars

2013-08-29 Thread Kyle Sanderson
Hostname used to overflow into another string (sv_tags), whether the
overflow was actually fixed or not is beyond me.

That plugin leaks all of its TraceRay and Menu handles. I don't
suggest running it on a production server.
Kyle.

On Thu, Aug 29, 2013 at 4:02 PM, Peter Jerde peter-h...@jerde.net wrote:

 On Aug 29, 2013, at 16:55 PM, Asher Baker asher...@gmail.com wrote:

 What plugin?


 BuildingSpawner 1.0.3
 http://forums.alliedmods.net/showthread.php?t=190908

 though I swear I've had other random crashes on the server with the too-long 
 name over the years. I had just never had something that crashed so 
 consistently on just one server.

 For completeness's sake, I'm running MM:S v1.9.3-devV, SMod v1.5.0-dev+3855. 
 (time to upgrade!)

 Again, I don't want to get too far off-topic of this list for what might be a 
 plugin issue, but I've noticed that names over 63 chars are truncated in 
 steam server lists, too, so I wondered if there might be something going on 
 under the hood.

 cheers,

  - Peter
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Kyle Sanderson
Have you tried copying the libraries in question from another server
install (Counter-Strike: Source)?

Thanks,
Kyle.

On Tue, Aug 27, 2013 at 8:41 PM, Albert Davis davis.alb...@gmail.com wrote:
 That's great for you, for everyone, we need a fix, and gloating about
 working, kind of lame.


 On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates dillbat...@gmail.com wrote:

 I'm on Linux and it works great

 Sent from my iPhone

 On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ s_akde...@hotmail.com wrote:

 Should we expect a hot fix for Linux startup fails. Eric?

  From: dillbat...@gmail.com
  Date: Tue, 27 Aug 2013 19:19:17 -0700
  To: hlds@list.valvesoftware.com
  CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com;
  hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds] Mandatory TF2 update released
 
  Update worked great for me. Thanks Eric!
 
  Sent from my iPhone
 
  On Aug 27, 2013, at 5:18 PM, Eric Smith er...@valvesoftware.com wrote:
 
   We've released a mandatory update for TF2. The notes for the update
   are below. The new version is 1884404.
  
   -Eric
  
   --
  
   - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe
   items that have varying inputs and varying outputs. You can complete a
   Chemistry Set by fulfilling all of its inputs, which will then give you 
   the
   items it has listed in its outputs.
   - The in-game player status panel has been updated to show an animated
   image of your character with their current loadout
   - Can be disabled in Advanced Options
   - Added Romevision sharing: anyone playing Mann vs. Machine on the
   same server with an owner of the Hardy Laurel can now opt-in to 
   Romevision
   - Manage your Romevision preference in the Advanced Options dialog
   - Fixed a bug that would prevent Jarate and Mad Milk from applying to
   all targets within range
   - Fixed a bug that would cause the Marked For Death icon to stay in
   the world after the owning player died
   - Fixed a bug that would allow Spies to exploit the Kunai's higher
   overheal limit
   - Fixed a bug that prevented the Medigun's Share Power Ups upgrade
   from working correctly in Mann vs. Machine mode
   - Fixed a bug that would cause the last few characters of text to be
   lost when copying text from input fields
   - Fixed a client sv_cheats exploit related to the commentary dialog
   - Fixed a problem that would cause the shotgun shell model to appear
   incorrectly third-person when using the Family Business
   - Improved bot pathing behavior around ramps
   - Bots can now reflect energy-based projectiles
   - Fixed incorrect alpha in the backpack images for the Valley Forge
   and the Founding Father
   - The Foppish Physician and the Distinguished Rogue are now paintable
   and are team-colored by default
   - Added server log entries for jarate_attack and milk_attack when
   using Jarate, Mad Milk, or the Sydney Sleeper
   - Fixed using an incorrect path for downloaded custom player sounds
   - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
   - Don't allow players without admin access on the server to use the
   various entity-creating commands to create point_servercommand entities
   - Updated cp_egypt_final
   - Fixed players building inside of Blu's first spawn
   - Updated cp_manor_event
   - Fixed players building in rafters
   - Updated cp_mountainlab
   - Fixed clip brush exploit above hallway leading toward final cap
   - Fixed exploit where players could be trapped in small space near
   final cap using teleporters
   - Updated plr_hightower
   - Added nobuild to cliff bottom to prevent engineers building in the
   kill volume
   - Updated the localization files
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


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



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


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


Re: [hlds] Idle Servers Dead

2013-07-18 Thread Kyle Sanderson
Have you reviewed http://www.teamfortress.com/post.php?id=11105 ? It
looks like the only change is they don't want you using TextMode, the
rest of the stipulations aren't new and were brought forth when Tony
Paloma's idler was nuked. If I'm reading it correctly, you can still
idle, just make sure you're using your GPU.

Thanks,
Kyle.

On Thu, Jul 18, 2013 at 6:59 PM, Harsh Baid harshbai...@gmail.com wrote:
 With Valve's new policy that says people can no longer idle on a server to
 gain items, does this mean that all idle servers are gonna go down in
 traffic?

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


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


Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-12 Thread Kyle Sanderson
 are we the testers for these products or are there actual testers looking at 
 these things before they are released to the public?

What Custom, Third-Party SourceMod plugins are you running?

Thanks,
Kyle.

On Thu, Jul 11, 2013 at 9:58 PM, Valve Monkey valve.mon...@outlook.com wrote:
 same here. sourcemod appears to be the source and cause of the windows
 servers edict overflowing issues.

 are we the testers for these products or are there actual testers looking at
 these things before they are released to the public?

 
 From: steam.comman...@live.com
 To: hlds@list.valvesoftware.com
 Date: Fri, 12 Jul 2013 00:54:26 -0400

 Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update

 As soon as I removed sourcemod from my windows servers they have been stable
 and no more edict issues. I'll keep an eye on this and update the list as
 progress occurs.

 
 From: xxwoodyman123...@sbcglobal.net
 Date: Thu, 11 Jul 2013 21:48:18 -0700
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update

 Yep same behavior here.  My orange server hasn't had one issue.  I removed a
 few plugins on my 2fort that were spawning some entities, hopefully that
 helps for now.

 Sent from my iPhone

 On Jul 11, 2013, at 9:44 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yep - same behavior here. Funny thing is, my custom map servers haven't
 crashed at all today, but all the (32-player) servers running Valve maps
 have crashed several times, all with the same no free edicts error.


 On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson
 xxwoodyman123...@sbcglobal.net wrote:

 I'm having the same issue with my 2fort server.  Before the update it was
 stable with up times of 10+ days.  Now the server runs out of edicts every
 few hours.

 Sent from my iPhone

 On Jul 11, 2013, at 9:01 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Hello,

 My servers are somewhat more stable than yesterday, but I am still seeing
 Engine error: ED_Alloc: no free edicts crashes on 32 player servers (to
 include 2Fort, badwater, dustbowl, and more). I've removed any and all
 plugins that can spawn entities, yet the intermittent crashes persist - to
 include on two servers I ran today without sourcemod/metamod (as a test).

 Again, this is on Windows 2008R2 servers, all of which are underloaded (less
 than one TF2 instance per physical core).

 Prior to the update, these servers were pretty rock-solid stable, so I have
 to conclude that there is something new in this update causing the excess
 entities to spawn and not be removed from the map/server, etc.

 Anyone have any ideas, or do we need a patch from the TF2 team?

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


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


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


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

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

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


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


Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released

2013-05-20 Thread Kyle Sanderson
Is this a required or optional update?

Thanks,
Kyle.


On Mon, May 20, 2013 at 9:10 PM, Eric Smith er...@valvesoftware.com wrote:

  This error was fixed in TF2 today.  We'll release the fix for the other
 games tomorrow morning.

  -Eric


 On May 20, 2013, at 6:00 PM, Raimonds Fridrihsbergs 
 fridrihsbe...@gmail.com wrote:

   The update for cs:s today broke my hammer again. The hammer editor was
 working fine with the sdkbeta_tools beta update for CS:S, but today I
 started getting these errors when trying to compile a map after the update
 for cs:s...

  Material not found!: TOOLS/TOOLSNODRAW
 Material not found!: METAL/CITADEL_METALWALL072C
 Material not found!: SKYPPY3/METAL_FLOOR05B
 Material not found!: METAL/CITADEL_METALWALL078A
 Material not found!: METAL/CITADEL_TILEWALL005A
 Material not found!: METAL/METALHULL010B
 Material not found!: SKYPPY4/NEW/METAL_WALL04
 Material not found!: METAL/METALFLOOR003A
 Material not found!: SKYPPY4/NEW/FLOOR01
 Material not found!: CS_ASSAULT/CONCRETEFLOOR026A
 Material not found!: METAL/METALWALL030A
 Material not found!: SKYPPY4/NEW/TILE01
 Material not found!: COLOUR/METAL/METALFLOOR003A_BLACK
 Material not found!: SKYPPY3/CONCRETE_WALL01B
 Material not found!: METAL/METALWALL045A_NOBUMP
 Material not found!: HALO_TEXTURES/HALO_METAL024
 Material not found!: HALO_TEXTURES/HALO_METAL021
 Material not found!: TOOLS/TOOLSSKIP
 Material not found!: TOOLS/TOOLSHINT
 Material not found!: COLOUR/GLASS/MOSSGLASS
 Material not found!: SKYPPY4/NEW/METAL01
 Material not found!: Z3PHYR/WALLTRIM
 Material not found!: COLOUR/METAL/METALFLOOR003A_GREEN
 Material not found!: COLOUR/GLASS/GREENGLASS
 Material not found!: TOOLS/TOOLSPLAYERCLIP
 Material not found!: TOOLS/TOOLSSKYBOX
 Material not found!: TOOLS/TOOLSTRIGGER
 Material not found!: METAL/METALROOF008A
 Material not found!: HALO_TEXTURES/HALO_METAL025
 Material not found!: TOOLS/TOOLSBLOCKLIGHT

  I actually can see these texture in hammer (they are not purple and
 black) and they are located in the cstrike/materials folder (well the
 textures that aren't tools anyway).

 On Mon, May 20, 2013 at 5:02 PM, Nomaan Ahmad n0man@gmail.com wrote:

 Is it me or r_drawothermodels 2 seems busted on CSS. I used it to verify
 wallhackers on demos.


 On 20 May 2013 18:56, Fletcher Dunn fletch...@valvesoftware.com wrote:

 That's because I made the build available but forgot to force the
 out-of-date message.  Sorry.  I just did it and your servers should update
 automatically now.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
 Sent: Monday, May 20, 2013 10:53 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S
 released

 For some reason up to now none of my servers received an out of date
 message. However the update is down-loadable just fine.

 On 2013/05/20 18:48, Fletcher Dunn wrote:
  The prerelease build released last Friday has been set live as the
  official version. The PatchVersion for all the games is 1765266.
 
  Here are the change notes:
 
  Source engine:
 
  * Synced engine with latest changes from TF2.
 
  * Improved network compression to reduce impact of network spikes.
 
  * Added sv_netspike, sv_netspike_output, sv_netspike_sendtime_ms
 
  * Fixed listen server creation dialog not showing maps in custom or
  downloads folder.
 
  https://github.com/ValveSoftware/Source-1-Games/issues/252
 
  * SDK tools are now shipped by default with the client. (There is no
  need to opt into the sdktools_beta branch.)
 
  HL2:DM:
 
  * Added VR support for Oculus Rift
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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

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



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


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


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


___
To unsubscribe, edit your list 

Re: [hlds] net_splitpacket_maxrate solved my choke problems

2013-05-17 Thread Kyle Sanderson
We're been running with 75000 this whole time. Maybe we should bump it up
again.

Thanks,
Kyle.


On Fri, May 17, 2013 at 1:14 PM, Peter Jerde peter-h...@jerde.net wrote:

 So for a long time I've had occasional bits of server choke on my servers,
 even though I have my rate cranked up to 10. I never actually saw the
 receive rate in net_graph go above 30k... anything that generated more than
 that would lead to choke. This got MUCH worse with the latest update and
 having net_compresspackets 0.

 So I poked around other net_ cvars, and found:

 net_splitpacket_maxrate : Max bytes per second when queueing splitpacket
 chunks

 ...which was set to its default of 15000. Changing that to 10
 (matching our max_rate) COMPLETELY eliminated all choke for me.


 YMMV, but it made a huge difference for me. (Windows 2008 server, Mac
 client)

  - Peter
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-16 Thread Kyle Sanderson
I hacked a bit ( https://forums.alliedmods.net/showthread.php?p=1953195 )
to get effectively the same no-compression functionality for the other OB
games. Here's some new vprof dumps that I took earlier today.

http://pastie.org/private/kywlfyn5teu0lxqghgyjg
http://pastie.org/private/hei4cdkxvbdsh6llyo1gwa
http://pastie.org/private/ya17uvzlnp5gdpldpnuuw

http://pastie.org/private/pmvxerm7hy2n3mqcjktqia
http://pastie.org/private/qi981phaxbcpto8kczix4w

Hope this helps,
Kyle.




On Wed, May 15, 2013 at 6:19 AM, Aridane Manuel Ojeda Sánchez 
pcdriv...@gmail.com wrote:

 Only three active servers, with 7, 12 and 11 players, and use 100% CPU,
 with 4 cores at 100%.

 Only one of them has replay enabled, and none have HLTV.

 12690 mainip20   0  586m 368m  15m R   80  2.3  20:35.93 srcds_linux
 24850 mainip20   0  578m 369m  14m R   76  2.3   3:02.21 srcds_linux
 10097 mainip20   0  609m 404m  14m R   73  2.5 165:08.63 srcds_linux

 I also noticed that consume too much ram.
 Even I have closed the servers, I made start one after another, and only
 after starting the first when checking for the dedicated server was
 updated, and consumed much of the CPU.


 2013/5/14 Steven Hartland kill...@multiplay.co.uk

  Not sure what the current default is now but out of interest does
  adding -threads 3 to your command line help at all?
 
  - Original Message - From: martin v velt...@gmail.com
 
 
 
   I've noticed that too. HUGE spikes causing waprs/lags to clients. Yellow
  lerp and ping rising up to 200 (sometimes more) for about 1-2sec. This
  keeps happening about every 1 minute. Players are fully raged by this.
 
 
  2013/5/14 Kyle Sanderson kyle.l...@gmail.com
 
   http://pastie.org/private/**0nehujv54iw2lwtndcyopw
 http://pastie.org/private/0nehujv54iw2lwtndcyopw
  http://pastie.org/private/**hhwl7eougryhiin7n8ma
 http://pastie.org/private/hhwl7eougryhiin7n8ma
  http://pastie.org/private/**t8sdtvfxuh9aigylqdc6w
 http://pastie.org/private/t8sdtvfxuh9aigylqdc6w
  http://pastie.org/private/**d4q26os0usxa4ofvd04uaw
 http://pastie.org/private/d4q26os0usxa4ofvd04uaw
  http://pastie.org/private/**ns6sfnkp59avunqk0lkhpq
 http://pastie.org/private/ns6sfnkp59avunqk0lkhpq
 
  The spikes seem to happen every minute. If you need more vprof spikes I
  can
  now provide them. We're running with the parallel convars enabled that
  are
  known to crash. Nothing has changed besides updating to Steam|.
 
 
 
  ==**==
  This e.mail is private and confidential between Multiplay (UK) Ltd. and
  the person or entity to whom it is addressed. In the event of
 misdirection,
  the recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
  In the event of misdirection, illegible or incomplete transmission please
  telephone +44 845 868 1337
  or return the E.mail to postmas...@multiplay.co.uk.
 
 
 
  __**_
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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


Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Kyle Sanderson
Probably horrible to do, but +1 for not using Snappy... There are
definitely better/faster algorithms available.

Thanks,
Kyle.


On Wed, May 15, 2013 at 9:57 AM, Steven Hartland kill...@multiplay.co.ukwrote:

 If your considering a new compression algorithm, I would strongly suggest
 looking at lz4:-
 https://code.google.com/p/lz4/

Regards
Steve
 - Original Message - From: Fletcher Dunn 
 fletch...@valvesoftware.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, May 15, 2013 5:51 PM

 Subject: Re: [hlds] Who do we send netspike.txt log too?


 These are temporary measures to help diagnose and workaround the problem.

 Once we confirm that this is the issue, we'll switch to Snappy or some
 other fast compression library.  Our own hand-rolled LZSS compressor is
 known to be slow.

 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of D Bauhmz
 Sent: Wednesday, May 15, 2013 9:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 I forgot to ask you Fletcher.

 Will sv_compressfragments and sv_**compressstringtablebaselines serve as
 a permanent fix for this issue or is there more optimizations and a
 different fix for this on the way? Are player spawns causing a spike (Which
 I've always thought was normal, heh) something that is planned to be
 fixed/optimized as well?

 Thanks

 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
 fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com
 wrote:
 No need to send any netspike files.  We have enough good data and further
 netspike files or vprof files are not likely to help right now.  It anybody
 wants to send in more windows traces, however, feel free to do so.

 For some reason the servers are spending huge amounts of time in
 compression code.  The data from the traces and vprof is very consistent.
  Specifically, compressing string tables and fragments can sometimes take a
 very large amount of time.  The LZSS compression code has not changed in
 ages.  The contents of the string tables, as far as I can tell, did not
 change significantly in the SteamPipe update.  I am still at a loss to
 explain what changed in the SteamPipe update.

 There are also occasionally mini-spikes when a player spawns, but I don't
 think that's new.

 I have a new prerelease beta that adds two convars that can be used to
 totally disable compression:

 sv_compressfragments - defaults ON (existing behavior to try to compress
 all fragments by default)
 sv_**compressstringtablebaselines - default OFF (new beahvior to turn off
 compression by default)

 You can switch these at any time, but sv_compressfragments is sticky ---
 it takes effect on a per-client basis, at the time when a client connects.

 You might try turning both of those off and see how performance changes or
 if any problems occur.  Of course, this will increase bandwidth.  But it
 would help to confirm that this is indeed the problem.

 If anybody wants to do their own data gathering to see where the time is
 going, without the data gathering itself causing spikes that might not have
 otherwise occurred, I'd recommend the following netspike / vprof settings:

 vprof_on
 vprof_dump_spikes 20
 sv_netspike 0
 sv_netspike_sendtime_ms 2
 sv_netspike_output 2

 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 ** 
 [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 **] On Behalf Of Essay Tew Phaun

 Sent: Wednesday, May 15, 2013 12:15 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com
 I'm not sure if they're still wanting logs or not. I think they've kind of
 found where the problem is. I don't know what it would hurt though.


 On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com**
 mailto:ad...@ponyfortress2.com** wrote:
 Been catching the spikes with the new commands, should we email them to
 someone?

 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




 

Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Kyle Sanderson
Is there any chance we can get the shim too? CS:S has been on Steam| for
two weeks longer, so any test to fix the problem would be appreciated.

Thanks,
Kyle.
On 15 May 2013 13:45, DragonLight ad...@ponyfortress2.com wrote:

 Hey Fletcher,

 On my TF2 servers I did update all of them to the prerelease and used:

 sv_compressfragments 0
 sv_**compressstringtablebaselines 0

 And the SV spike issues went away, even up to 32 players its smooth as
 butter again like it was pre-steampipe. While it uses more bandwidth, its a
 small sacrifice to get gameplay smooth again.

 Very happy and so are the players :)

 -DL

 Quoting Fletcher Dunn fletch...@valvesoftware.com:

  We?ll confirm the fix in TF2.  Then release with the other games soon
 after.

 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of Jeff Sugar
 Sent: Wednesday, May 15, 2013 11:45 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?


 I'm relatively sure it is just TF2 right now.

 I'm sure it'll make its way to the other games once the fix is confirmed
 to work, but whether it's brought sooner (in its current workaround-y form
 /w these cvars) or later (once the issue itself is genuinely fixed) is
 anybody's guess.
 On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sp**
 rayp...@gmail.com sprayp...@gmail.com wrote:
 Was this prerelease just pushed for TF2 or all Steampipe converted Source
 games? Will the new compression scheme (if switched) be rolled out to all?

 On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto:
 je**ffsu...@gmail.com jeffsu...@gmail.com wrote:
 I just updated mine, and both commands are showing up fine. Try doing a
 validate on the server you updated to make sure it didn't miss anything

 Also, I'm not sure how many other people are trying out this prerelease,
 but if I find anything out from my regulars before others get some idea
 whether this works/helps or not, I'll definitely contribute the info.

 On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.com**
 mailto:ad...@ponyfortress2.com** wrote:
 Updated one of my servers to the prerelease beta version but its not
 recognizing the new sv_ commands.

 Quoting Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**
 valvesoftware.com fletch...@valvesoftware.com:
 These are temporary measures to help diagnose and workaround the problem.

 Once we confirm that this is the issue, we'll switch to Snappy or some
 other fast compression library.  Our own hand-rolled LZSS compressor is
 known to be slow.

 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 ** 
 [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 **] On Behalf Of D Bauhmz
 Sent: Wednesday, May 15, 2013 9:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 I forgot to ask you Fletcher.

 Will sv_compressfragments and sv_**compressstringtablebaselines serve as
 a permanent fix for this issue or is there more optimizations and a
 different fix for this on the way? Are player spawns causing a spike (Which
 I've always thought was normal, heh) something that is planned to be
 fixed/optimized as well?

 Thanks
 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
 fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com
 mailto:flet**ch...@valvesoftware.com fletch...@valvesoftware.com**
 mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com
 wrote:
 No need to send any netspike files.  We have enough good data and further
 netspike files or vprof files are not likely to help right now.  It anybody
 wants to send in more windows traces, however, feel free to do so.

 For some reason the servers are spending huge amounts of time in
 compression code.  The data from the traces and vprof is very consistent.
  Specifically, compressing string tables and fragments can sometimes take a
 very large amount of time.  The LZSS compression code has not changed in
 ages.  The contents of the string tables, as far as I can tell, did not
 change significantly in the SteamPipe update.  I am still at a loss to
 explain what changed in the SteamPipe update.

 There are also occasionally mini-spikes when a player spawns, but I don't
 think that's new.

 I have a new prerelease beta that adds two convars that can be used to
 totally disable compression:

 sv_compressfragments - defaults ON (existing behavior to try to compress
 all fragments by default)
 sv_**compressstringtablebaselines - default OFF (new beahvior to turn
 off compression by default)

 You can switch these at 

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
The problem with vprof is SRCDS has become very verbose with bogus data
table warnings and clients flooding server messages by running commands
without args. There's con_logfile, but once that starts, it cannot be
stopped. I had a 90MB~ log file after a couple hours, which isn't fun on an
SSD.

vprof needs to write files/dumps automatically to disk in order to become
useful for servers.

Thanks,
Kyle.
On 13 May 2013 10:09, Fletcher Dunn fletch...@valvesoftware.com wrote:

 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20   // dump a vprof report if frame rate drops
 below 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can email
 it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but alas
 that's not the case.



 
  From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance spikes



 You are only accepting traces for windows servers correct? Some of the
 people that have complained are running linux. I have the issue myself on
 two independent servers. We get this new game studder after upgrading,
 leaving everything else the same.



 On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I do have a theory about the cause of the CPU spikes.  I’ll release a
 build with the next mandatory update (which will probably be this
 afternoon) that I think could address the problem.  But since we are not
 reproducing the problem here, this is just a theory, not disciplined
 engineering.
 
 In order to conduct disciplined engineering, we need data from those who
 are able to reproduce it.  Judging by the amount of discussion this problem
 has generated and the relatively small amount of effort that is required in
 order to get the data to us,  I’m really surprised we haven’t received more
 traces.
 
 I have given out vtrace keys to every person who has asked for one.  So
 far we have received traces from exactly two (2) server operators.  One
 server operator had processor affinities set, the other was running a high
 number of instances per core, such that the average CPU utilization was
 high and there was no headroom for more than one process to spike.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
There's no clean way to capture the output from vprof at the time of this
writing. Messages flyby on a production server console. The only way you're
able to capture any sort of output from the vprof_generatereport command
(or whatever the generic name is) is to use con_logfile. However, once
con_logfile is enabled, the logging cannot be stopped until the server
dies. I tried using vprof when CS:S was moved to Steam|, and got burned
pretty quickly due to uptime. (I'm on Linux)

Thanks,
Kyle.


On Mon, May 13, 2013 at 10:16 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  I’m not understanding how vprof is related to the console problems you
 described.  Would you mind clarifying?

 ** **

 If you’re reliably able to reproduce a spike, would it not be possible to
 turn on vprof spike mode, get a report, and then turn vprof off.  If the
 spikes are really huge, then just set the threshold really low.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson
 *Sent:* Monday, May 13, 2013 10:14 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 ** **

 The problem with vprof is SRCDS has become very verbose with bogus data
 table warnings and clients flooding server messages by running commands
 without args. There's con_logfile, but once that starts, it cannot be
 stopped. I had a 90MB~ log file after a couple hours, which isn't fun on an
 SSD.

 vprof needs to write files/dumps automatically to disk in order to become
 useful for servers.

 Thanks,
 Kyle.

 On 13 May 2013 10:09, Fletcher Dunn fletch...@valvesoftware.com wrote:
 

 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20   // dump a vprof report if frame rate drops
 below 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can email
 it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but alas
 that's not the case.



 
  From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance spikes



 You are only accepting traces for windows servers correct? Some of the
 people that have complained are running linux. I have the issue myself on
 two independent servers. We get this new game studder after upgrading,
 leaving everything else the same.



 On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I do have a theory about the cause of the CPU spikes.  I’ll release a
 build with the next mandatory update (which will probably be this
 afternoon) that I think could address the problem.  But since we are not
 reproducing the problem here, this is just a theory, not disciplined
 engineering.
 
 In order to conduct disciplined engineering, we need data from those who
 are able to reproduce it.  Judging by the amount of discussion this problem
 has generated and the relatively small amount of effort that is required in
 order to get the data to us,  I’m really surprised we haven’t received more
 traces.
 
 I have given out vtrace keys to every person who has asked for one.  So
 far we have received traces from exactly two (2) server operators.  One
 server operator had processor affinities set, the other was running a high
 number of instances per core, such that the average CPU utilization was
 high and there was no headroom for more than one process to spike.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 

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

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
Did you update? for the past hour or so I've been getting complaints about
spikes, I'm thinking it's something non-threaded using the Steam API. I
noticed Avatars have been working since the change, but I'm just pulling at
straws now. vprof hasn't rendered anything useful.

Here's a vprof dump after a while (I wrote something to script most of the
captures, my goodness vprof takes a long time to print).
http://fpaste.org/11930/13684786/

Thanks,
Kyle.


On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Oh my god Valve, the spikes are 10x worse now, what have you done lol.


 On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 I will attempt to get a few vprof dumps and post them here.

   --
  *From:* Fletcher Dunn fletch...@valvesoftware.com
 *To:* hlds_li...@list.valvesoftware.com 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 *Sent:* Monday, May 13, 2013 2:09:14 PM

 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20  // dump a vprof report if frame rate drops
 below 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can
 email it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but
 alas that's not the case.



 
 From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance spikes



 You are only accepting traces for windows servers correct? Some of the
 people that have complained are running linux. I have the issue myself on
 two independent servers. We get this new game studder after upgrading,
 leaving everything else the same.



 On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I do have a theory about the cause of the CPU spikes.  I’ll release a
 build with the next mandatory update (which will probably be this
 afternoon) that I think could address the problem.  But since we are not
 reproducing the problem here, this is just a theory, not disciplined
 engineering.
 
 In order to conduct disciplined engineering, we need data from those who
 are able to reproduce it.  Judging by the amount of discussion this problem
 has generated and the relatively small amount of effort that is required in
 order to get the data to us,  I’m really surprised we haven’t received more
 traces.
 
 I have given out vtrace keys to every person who has asked for one.  So
 far we have received traces from exactly two (2) server operators.  One
 server operator had processor affinities set, the other was running a high
 number of instances per core, such that the average CPU utilization was
 high and there was no headroom for more than one process to spike.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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



 ___
 To 

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
You need to watch your console for vprof messages flying by and capture the
text some how. I think I saw one once, scrolled up to copy it, and it was
gone in a flash. You can try using screen to log the message if you're on
*nix, otherwise you can try your hand at using con_logfile, but be aware,
it kills.

Thanks,
Kyle.


On Mon, May 13, 2013 at 2:27 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 cheat protected -_-. I do know that the server dropped down into the red
 and nothing was generated. Are they stored in the vprof directory or within
 the root of the game installation?


 On Mon, May 13, 2013 at 5:19 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  You should be able to enable it at any time.

 ** **

 You can test if it’s working by executing the “spike” command, which just
 forces the server frame rate to stall for a second or so.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Essay Tew Phaun
 *Sent:* Monday, May 13, 2013 2:16 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 ** **

 Can these both be enabled at any point during the server running or must
 they be specified at startup? I've enabled both and seen 2 servers already
 dip below and nothing has been generated.

 ** **

 On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 That trace doesn’t appear to be produced as a result of
 vprof_dump_spikes.  That is a profile of average performance over about an
 hour’s worth of uptime.

  

 314391 frames sampled for 4718.71 seconds

 Average 66.63 fps, 15.01 ms per frame

 Peak 3131.67 ms frame

 99 pct of time accounted for

  

 When spike mode is active, it will clear the profile data each frame, and
 then dump it if the frame time exceeds some threshold.  (You actually
 specify the reciprocal of the threshold, in hz.)

  

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson
 *Sent:* Monday, May 13, 2013 1:59 PM


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

 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

  

 Did you update? for the past hour or so I've been getting complaints
 about spikes, I'm thinking it's something non-threaded using the Steam API.
 I noticed Avatars have been working since the change, but I'm just pulling
 at straws now. vprof hasn't rendered anything useful.

 Here's a vprof dump after a while (I wrote something to script most of
 the captures, my goodness vprof takes a long time to print).
 http://fpaste.org/11930/13684786/


 Thanks,
 Kyle.

  

 On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

 Oh my god Valve, the spikes are 10x worse now, what have you done lol.***
 *

  

 On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.ca wrote:
 

 I will attempt to get a few vprof dumps and post them here.

  
--

 *From:* Fletcher Dunn fletch...@valvesoftware.com
 *To:* hlds_li...@list.valvesoftware.com 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 *Sent:* Monday, May 13, 2013 2:09:14 PM


 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes


 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20  // dump a vprof report if frame rate drops
 below 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can
 email it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but
 alas that's not the case.



 
 From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
It's highly possible you're running on a supported game. I had a vprof1.txt
in that directory once, and it said no samples. I had thought I created
the file, but it's highly possible it does work. If it doesn't work for
you, I have a horrible, horrible SM extension available. What it does is
capture VProf output text and will write it to a file. What it isn't is
portable across platforms, good, or even not a cat killer. But if you're
after trying the vprof approach, you're welcome to try it. I can probably
fix it up (and make it a MM:S plugin, un-hardcode things) if there's any
interest, but I'm hoping Valve fixes VProf before that happens. I probably
won't compile/support a Windows version as VTrace / Telemetry is probably a
better way forward.

The files will be dumped in the directory that Peter Jerde mentioned
(vprof/). If the directory doesn't exist, you'll probably have to create it
by hand.

http://stuff.plaguefest.com/kyle/vprof.tar.xz

( tar xJvf vprof.tar.xz ) There's only TF and CS:S binaries in there. The
extension can probably be independent, but this isn't intended as a fix,
rather a stopgap. If you've never used a lone extension before, you either
need to manually load it, or create a .autoload file alongside the
extension (VProfExt.autoload).

Hope this helps,
Kyle.

PS: If your cat does die, it was this.


On Mon, May 13, 2013 at 3:54 PM, Peter Jerde peter-h...@jerde.net wrote:


 On May 13, 2013, at 12:20 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

  There's no clean way to capture the output from vprof at the time of
 this writing.

 Huh?

 I put in:

  vprof_on
  vprof_dump_spikes 20   // dump a vprof report if frame rate drops
 below 20

 ... on one of my servers, and it created /tf/vprof/vprof1.txt the first
 time it hit a long frame.

 That seems pretty clean to me.

  - Peter
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
http://pastie.org/private/0nehujv54iw2lwtndcyopw
http://pastie.org/private/hhwl7eougryhiin7n8ma
http://pastie.org/private/t8sdtvfxuh9aigylqdc6w
http://pastie.org/private/d4q26os0usxa4ofvd04uaw
http://pastie.org/private/ns6sfnkp59avunqk0lkhpq

The spikes seem to happen every minute. If you need more vprof spikes I can
now provide them. We're running with the parallel convars enabled that are
known to crash. Nothing has changed besides updating to Steam|.

Thanks,
Kyle.



On Mon, May 13, 2013 at 7:24 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 It's highly possible you're running on a supported game. I had a
 vprof1.txt in that directory once, and it said no samples. I had thought
 I created the file, but it's highly possible it does work. If it doesn't
 work for you, I have a horrible, horrible SM extension available. What it
 does is capture VProf output text and will write it to a file. What it
 isn't is portable across platforms, good, or even not a cat killer. But if
 you're after trying the vprof approach, you're welcome to try it. I can
 probably fix it up (and make it a MM:S plugin, un-hardcode things) if
 there's any interest, but I'm hoping Valve fixes VProf before that happens.
 I probably won't compile/support a Windows version as VTrace / Telemetry is
 probably a better way forward.

 The files will be dumped in the directory that Peter Jerde mentioned
 (vprof/). If the directory doesn't exist, you'll probably have to create it
 by hand.

 http://stuff.plaguefest.com/kyle/vprof.tar.xz

 ( tar xJvf vprof.tar.xz ) There's only TF and CS:S binaries in there. The
 extension can probably be independent, but this isn't intended as a fix,
 rather a stopgap. If you've never used a lone extension before, you either
 need to manually load it, or create a .autoload file alongside the
 extension (VProfExt.autoload).

 Hope this helps,
 Kyle.

 PS: If your cat does die, it was this.


 On Mon, May 13, 2013 at 3:54 PM, Peter Jerde peter-h...@jerde.net wrote:


 On May 13, 2013, at 12:20 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

  There's no clean way to capture the output from vprof at the time of
 this writing.

 Huh?

 I put in:

  vprof_on
  vprof_dump_spikes 20   // dump a vprof report if frame rate drops
 below 20

 ... on one of my servers, and it created /tf/vprof/vprof1.txt the first
 time it hit a long frame.

 That seems pretty clean to me.

  - Peter
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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


Re: [hlds] File keep downloading each map change

2013-05-12 Thread Kyle Sanderson
Do the files exist on your fast download server? Are you able to transfer
them manually?

Thanks,
Kyle.


On Sun, May 12, 2013 at 2:16 PM, Albert Davis davis.alb...@gmail.comwrote:

 I have had this problem forever, the same files, every map change keep
 downloading, I wiped my server yesterday and started new, not because of
 this but other reasons, and it STILL happens, this time it's different
 files from the previous times.

 Anyone experience this and any solution to stop this? It's quite annoying.

 Thanks,

 Albert


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


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


Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread Kyle Sanderson
fletcherdvalve https://github.com/fletcherdvalve  commented
https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 15
days 
agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478

Hi all. Just to confirm: we *are* going to fix the SDK. Just give us a
couple of days.

Hope this helps,
Kyle.


On Fri, May 3, 2013 at 5:15 AM, scott biszmaier sc...@aol.jp wrote:

 i second this request. ive personally heard a couple different rumors soif 
 someone
 knew the answer to this id love to know.


  --
 scott biszmaier


  -Original Message-
 From: The Mighty Gerbil themightyger...@agapegraphics.com
 To: hlds hlds@list.valvesoftware.com
 Sent: Thu, May 2, 2013 10:49 pm
 Subject: [hlds] ETA on the fix for hammer?

  Hi I tried the mapping mailing list first but didn't get a response so I
 was wondered if you guys know. Is if there an ETA on the fix for hammer
 and the SDK tools after Steampipe broke them? I just want to know so I
 can decide if I should go through
 the trouble of hunting for a workaround which may or may not exist or
 just wait a few days for the official fix. Thank you.

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


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


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


Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread Kyle Sanderson
That's fine and all, please don't mark the code bug as fixed when just the
Authoring Tools see an update (as the bug was combined).

Thanks,
Kyle.
On 3 May 2013 09:15, Fletcher Dunn fletch...@valvesoftware.com wrote:

  Eventually.  But more urgently we need to fix the tools.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Nicholas Hastings
 *Sent:* Friday, May 03, 2013 9:05 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] ETA on the fix for hammer?

 ** **

 good one

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net




 

 

 *AnAkIn* anakin...@gmail.com

 Friday, May 03, 2013 12:03 PM

 Is the SDK source code getting updated as well?



 

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

 

 *Fletcher Dunn* fletch...@valvesoftware.com

 Friday, May 03, 2013 12:01 PM

 That’s Monday or Tuesday **OF** next week

  

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Fletcher Dunn
 *Sent:* Friday, May 03, 2013 9:01 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] ETA on the fix for hammer?

  

 We should have a beta build ready on Monday or Tuesday or next week.

  

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Kyle Sanderson
 *Sent:* Friday, May 03, 2013 6:28 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] ETA on the fix for hammer?

  

 fletcherdvalve https://github.com/fletcherdvalve commented
 https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-1661247815
 days 
 agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 

 Hi all. Just to confirm: we *are* going to fix the SDK. Just give us a
 couple of days.

  

 Hope this helps,

 Kyle.

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

 

 *Fletcher Dunn* fletch...@valvesoftware.com

 Friday, May 03, 2013 12:01 PM

 We should have a beta build ready on Monday or Tuesday or next week.

  

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Kyle Sanderson
 *Sent:* Friday, May 03, 2013 6:28 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] ETA on the fix for hammer?

  

 fletcherdvalve https://github.com/fletcherdvalve commented
 https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-1661247815
 days 
 agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 

 Hi all. Just to confirm: we *are* going to fix the SDK. Just give us a
 couple of days.

  

 Hope this helps,

 Kyle.

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

 

 *Kyle Sanderson* kyle.l...@gmail.com

 Friday, May 03, 2013 9:27 AM

 fletcherdvalve https://github.com/fletcherdvalve commented
 https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-1661247815
 days 
 agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 

 Hi all. Just to confirm: we *are* going to fix the SDK. Just give us a
 couple of days.

 ** **

 Hope this helps,

 Kyle.



 

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

 

 *scott biszmaier* sc...@aol.jp

 Friday, May 03, 2013 8:15 AM

 i second this request. ive personally heard a couple different rumors so
 if someone
 knew the answer to this id love to know.

 ** **

 ** **
   --

 scott biszmaier

 ** **

 ** **

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

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


image001.jpg___
To unsubscribe, edit your list

Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-03 Thread Kyle Sanderson
Thanks Fletcher!

Kyle.


On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  This is not really gameserver admin related, but several people on this
 list were asking, so I am posting here.

 ** **

 We’ve released some very early betas of the SDK tools that have been
 broken by the SteamPipe filesystem changes.  They are now going to go in
 the same folder as the game.  The separate Source SDK app is not used for
 these tools.  Please see this bug in github:

 ** **

 https://github.com/ValveSoftware/Source-1-Games/issues/8

 ** **

 That bug has the instructions for how to install the tools, and comments
 about what may or may not work.  (There are probably also some problems
 getting hammer to figure out where the .FGD files are.)  That bug will also
 serve as the location where you can give feedback.

 ** **

 Thanks for your patience.

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


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


Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-01 Thread Kyle Sanderson
I think these are server only betas and the client has already shipped. The
only game with a Beta's tab is TF.

Thanks,
Kyle.


On Wed, May 1, 2013 at 3:58 PM, List User l...@redspeedservers.com wrote:

  Is it just me or is everyone missing the beta tab under CSS properties in
 the steam client?



 On 5/1/2013 6:11 PM, Fletcher Dunn wrote:

  Updates are available for the “prerelease” betas of TF2, CS:S, DoD:S,
 and HL2:MP.

 ** **

 The update does not change the PatchVersion and will not be mandatory for
 servers.

 ** **

 For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2
 release.  Here are the github issues addressed by this build:

 ** **

 Bugs with sv_pure, especially after second map change:

 https://github.com/ValveSoftware/Source-1-Games/issues/259

 https://github.com/ValveSoftware/Source-1-Games/issues/341

 https://github.com/ValveSoftware/Source-1-Games/issues/343

 https://github.com/ValveSoftware/Source-1-Games/issues/345

 ** **

 User sprays not working:

 https://github.com/ValveSoftware/Source-1-Games/issues/127

 ** **

 [HL2DM] Game keeps forcing the combine_soldier model after the SteamPipe
 update

 https://github.com/ValveSoftware/Source-1-Games/issues/263

 ** **

 If no major problems are detected, we will release these builds as the
 official builds tomorrow.

 ** **

 Most of the recent changes have been client-side fixes.


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



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


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


Re: [hlds] Server 'jitter' / studder

2013-04-26 Thread Kyle Sanderson
Is the issue present on your stock Office server as well?

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 11:05 PM, Flickshot Tech t...@flickshot.co.nzwrote:

 Whoops forgot its everything haha.

 Game is CounterStrike Source.
 Been running the servers for well on 3 years now i think.
 I run a ping booster, srcdsfpsbooster and windows media player haha.

 Nothing has changed leading up to or after the Counterstrike Source
 steampipe update. So im at a loss as to what the problem is :/

 Thanks

 On 26/04/2013, at 5:05 PM, Fletcher Dunn wrote:

  You're gonna have to tell us which game you're talking about. :)
 
  Also, if you are running Windows, we have some good performance tools we
 can get you hooked up with that will help identify the causes of those
 issues.  If you are willing to install and run some software and perform a
 reasonably disciplined investigating of the problem, email me back directly
 and I can get you hooked up.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Flickshot Tech
  Sent: Thursday, April 25, 2013 9:50 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Server 'jitter' / studder
 
  Hi All.
 
  Sorry if this topic has been covered lately. Just rejoined this mailing
 list.
 
  Wondering if any others out there have had players complaining of
 'jitter' or studder ingame.
  It's becoming a huge problem and only kicked in after the steampipe
 update.
  Weirdly though, only some players have this problem and others do not.
 Often the players that have the problem, will not have issues on any other
 servers.
 
  Has anyone else had this problem? Is there a fix?
 
  Thanks heaps!
 
  4square
  www.flickshot.co.nz
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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

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


Re: [hlds] [hlds_announce] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread Kyle Sanderson
Bdeen said it was in the tree. I was hoping for the latest, which should
include a fix for the reference counted effects, and sprays. Kind of
disappointing if they're not present.

Thanks,
Kyle.
On 26 Apr 2013 19:29, Charlie sprayp...@gmail.com wrote:

 It doesn't, but I submitted that bug report a few days and they have a fix
 for it ready.


 On Fri, Apr 26, 2013 at 7:11 PM, IBIS Customer Service 
 ibis.serv...@gmail.com wrote:

 Do we know if this update will also fix the way maps * outputs after the
 steampipe update. The change has broken the change level systems in many
 popular programs such as HLSW.


 On Fri, Apr 26, 2013 at 1:48 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  We’re trying out different way to release updates that will hopefully
 reduce disruption to your communities.

 ** **

 New builds are now available for the client and dedicated server for
 CS:S, DoD:S, and HL2:DM.  These builds have the same PatchVersion and are
 network compatible with the current build.  (It’s an “optional update” for
 servers.)  To obtain these builds, you need to opt into the prerelease beta.
 

 ** **

 To opt into the prerelease beta on the client, right click on the game
 in the game list and select Properties, select the “Betas” tab, and select
 the “prerelease” beta.  (This is a public beta and does not require a
 password.)

 ** **

 To select which branch to sync the dedicated server to using steamcmd,
 you need to pass “-beta prerelease” to the app_update command.  For
 example, if you are using a SteamCmd script file, you might have something
 like this:

 ** **

 login anonymous

 force_install_dir cstrike

 app_update 232330 -beta prerelease

 quit

 ** **

 (I am told that it is possible to pass the -beta switch on the steamcmd
 command line, through some magic combination of quoting, so you can avoid
 having to create a script file.  Hopefully some kind soul will figure out
 how to do that and share it.)

 ** **

 Switching between two steampipe branches is really fast and easy, so if
 there’s a problem, you can switch back quickly.  (Opting out of the
 “steampipe beta” was really painful because it was switching between two
 entirely different content distribution systems --- that will never apply
 again.)

 ** **

 If no big problems are detected, we’ll make these builds the official
 build on Monday.

 ** **

 Our current plan is to always keep the prerelease branch active, even if
 it is the same build as the main branch.  This way you can stay opted in.
 In other words, “prerelease” actually means “the latest available build”.
 

 ** **

 We’re not sure if every update we release needs to go out as a
 prerelease first.

 ** **

 Here are the change notes for the builds we are releasing today:

 ** **

 Source engine games:

 * mapcycle and motd files now reside in the cfg folder by default, or in
 the root as a fallback.

 * Default mapcycle and motd files are now shipped as
 cfg/xxx_default.txt, and will be used if the filename convar is at the
 default value and no custom file is found in the cfg folder or the root.
 

 * mapcycle file can contain blank lines and //-style comments

 * mapcycle file loaded from the custom folder.

 * Greatly reduced memory usage on the client and server

 * Added some hardcoded rules to the “end” of sv_pure rule list.

 * Fixed some filesystem calls not properly obeying pure server rules.***
 *

 * Fixed model bounds and simple materials consistency checking rules.
 (Fixed Counter-Strike server spew.)

 ** **

 ___
 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce



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



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


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


Re: [hlds] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Kyle Sanderson
Any chance at an optional (or required, if required) CS:S sync? We're still
having particle/spray/memory issues that have all been fixed in tip, and in
TF.

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  We’ve released optional updates to the SteamPipe beta client and
 dedicated server:

 ** **

 Source engine:

 * motd file(s) changed to work like the mapcycle file.  It goes in the cfg
 folder by default, but will fallback to the root folder if not found in the
 cfg folder.  Motd.txt and motd_text.txt files are no longer shipped.
 Instead, we ship xxx_default.txt files.

 * Greatly reduced memory usage

 * Implicitly hardcode several rules to the end of the sv_pure rule list.
 (These rules will eventually be visible by typing sv_pure, so you can see
 exactoly the effective rules that are in effect --- but there is a bug
 preventing the proper display that will be fixed soon.)

 * Fix bugs causing some file system queries to ignore pure server rules.**
 **

 * Added dummy sv_consistency convar to client to prevent auto banning by
 old versions of SMAC.  (Note: this kludge will be removed soon.  Please
 update your servers to avoid angering your players.)

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


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


  1   2   3   4   5   >