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

2014-06-03 Thread Lambda
Mine shows community servers as default but honestly i can't remember if i
switched it in the past.


2014-06-03 19:01 GMT+02:00 Daniel Barreiro smelly.feet.you.h...@gmail.com:

 Are you saying they fixed it?


 On Tue, Jun 3, 2014 at 12:59 PM, ics i...@ics-base.net wrote:

 Did someone at Valve did something other than changing the setting from
 official to community, after reading our messages because vs the past 3
 months, i have now 300% increase on players and if this keeps up, things go
 back to normal as they were before the change was made.

 -ics

 Robert Paulson kirjoitti:

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

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

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


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

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

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

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

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

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

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

 Just a thought.


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

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

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

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

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

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

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

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

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

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

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Re: [hlds] Master server broken - cannot see EU if in US and vice versa

2014-03-14 Thread Lambda
Same thing has been happening for a looong time on TF2 for me, so its
probably source engine-related issue.


2014-03-15 0:19 GMT+01:00 John lists.va...@nuclearfallout.net:

 On 3/14/2014 3:53 PM, William Moodhe wrote:

 This is happening for gmod, although most likely for a lot of other
 source games. If you are in the US/Canada/South America, you will not be
 able to see 99% of the servers in EU. If you are in EU then the problem is
 reversed. This problem has been going on for about 5 months now. No word
 from valve about it. It happens with both the in-game browser and the Steam
 one. Almost all server hosts I've talked to report that they have the same
 problem.

 One interesting thing to mention is that if you enable any kind of filter
 (such as has users playing or ping  100) then the list will work
 properly. Other than that you will need to have the server in your
 favorites, connect directly, or connect off of a friend.

 I'm hoping somebody at valve can acknowledge this problem.

 See here for some forum discussions over it:
 http://facepunch.com/showthread.php?t=1374457p=44221324viewfull=1#
 post44221324
 http://facepunch.com/showthread.php?t=1347215
 http://www.noxiousnet.com/forums/index.php?topic=19194.0


 Can confirm, at least for garrysmod. Importantly, it's also based on
 Valve's GeoIP impression of a server and not the server's latency,
 sv_region value, or another factor.

 -John


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Re: [hlds] TF2 - Spawnprotection vs Giving gameplay advantage to players

2014-02-08 Thread Lambda
The rules are so generic that can be interpreted in a million different
ways... some clarification about this would be gladly apreciated.


2014-02-08 17:08 GMT+01:00 Andreas Grimm l...@gmx.net:

 32 players + instant respawn creates the need for a spawn protection
 system.
 othwise a server could result in a choas ...with respawntimes it's ok.

 The bigger question is more, if its allowed to add something to the game
 which has an effect for all(!) players. is it still giving an advantage
 when each players enjoys a spawn protection?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Saturday, February 08, 2014 4:43 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 - Spawnprotection vs Giving gameplay advantage to
 players

 It's a valid tactic. There should be visible indicator or barrier,
 enough far from the enemy spawn area, so the enemy would know where not
 to go to. However, as TF2 maps are designed, it wouldn't propably work
 in the game.

 Still, while talking with Andreas over Steam, i can see why his servers
 should have that implemented, as community servers. If it's a problem on
 his servers, it's something he can do. But it doesn't mean we all should
 do that or get punished for doing that.

 Quickplay rules just got more complicated because they don't explicitly
 say what is forbidden and what is not.

 -ics

 Albert Davis kirjoitti:
  If someone comes into spawn and keeps killing people, I find that
  highly annoying and consider it camping. Yes, they should be punished.
 
 
 
  On Sat, Feb 8, 2014 at 3:42 AM, ics i...@ics-base.net
  mailto:i...@ics-base.net wrote:
 
  Spawn protection .. if the other team is playing so bad or someone
  manages to sneak to enemy spawn and squash them, do you think they
  should be punished for being clever or give overpowers to the
  defending team? No.
 
  -ics
 
  Andreas Grimm kirjoitti:
 
 
  Something like
  https://forums.alliedmods.net/showthread.php?p=1977137
 
  vs.
 
  Giving gameplay advantage to players
 
  What do you think? Still allowed to use spawn protection systems?
 
 
 
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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread Lambda
Most people dont even know that such option exists
El 07/11/2013 16:50, James Haikin jfrra...@gmail.com escribió:

 Not sure why people are kvetching about this, considering most people turn
 off HTML MOTD client-side anyway.

 -James


 On Thu, Nov 7, 2013 at 7:37 AM, 1nsane 1nsane...@gmail.com wrote:

 Valve added a server command for that sv_motd_unload_on_dismissal.
 I use it on my servers to prevent such a thing from happening.

 They could have made it a clientside option instead.


 On Thu, Nov 7, 2013 at 10:33 AM, Andreas Grimm l...@gmx.net wrote:

  Joining and leaving a gameserver with ads is not the problem ... But
 hearing audio from ads (even when I am already disconnected from the
 server) in hidden background websites without any possibility to turn them
 off (except closing my game client) would be a problem for me personally



 Most of my Quickplay connects did result in a situation, where I had to
 restart my game client before I was able to try it again - just to get rid
 of annoying ads sounds.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Doctor McKay
 *Sent:* Thursday, November 07, 2013 3:59 PM
 *To:* Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 Nobody forces you to go on servers that have ads. I fail to understand
 how the fact that some servers might use advertisements affects you
 personally when you can easily ignore them.




 Dr. McKay

 www.doctormckay.com



 On Thu, Nov 7, 2013 at 9:51 AM, Saint K. sai...@specialattack.net
 wrote:

 Anything they do to battle them ad’s gets my vote. For all I care they
 disable the HTML functionality all together.



 Back to oldskool community building where one can only survive on
 donations. Donations means your servers are appreciated.



 Saint K.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Thursday, November 07, 2013 3:38 PM
 *To:* Paul Lewis; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 There wasn't much point to running MvM servers before. Even less so now
 it seems.

 Not like you can make a community around stock MvM.



 On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com wrote:

  I imagine many communities will close up on using TF2 Quickplay,
 whether they will successfully move to a different game or game mode is
 another question though. I'm switching from having 23 Mann vs Machine
 servers to trying Slender Fortress. If servers switch to being non-reliant
 on Quickplay then in my view that's partly good, as Quickplay from day one
 was a bad idea in my opinion. It doesn't promote or offer options to join
 servers which are run in an unofficial way (e.g. custom gamemodes or custom
 maps). In the days of Team Fortress Classic players had to use the server
 browser, and those days were better in my view. Custom run servers saw more
 players back then than they typically do in TF2 these days.



 It's impossible to use the MOTD for even simple images and links, so is
 practically impossible for a community to make links to things such as
 donation pages to help them cover costs of their servers. I'm expecting to
 see the number of Quickplay servers drop by a reasonable amount, and
 possibly more non-Quickplay servers to open (custom gamemodes and/or custom
 maps).



 On 7 November 2013 11:00, Element elem...@idle.tf wrote:

 I run a group of servers which are funded from MOTD impressions
 resulting in my small community of players being able to play on servers
 setup the way they like, for FREE.

 My servers are in the quickplay pool to help fill the empty spaces for
 my community members, generating mostly full servers consisting of around a
 50-50 mix of members and quickplay traffic.

 With my community impressions alone, server costs weren't quite being
 met each month. But when i added them to the quickplay pool, i was then
 able to use the advertising revenue to fully pay for my servers.

 But now this is not the case, thanks to valves latest and greatest
 idea


 I will NOT pay for these servers out of my own pocket, nor will i beg
 for money from my free community


 So thanks valve, you successfully killed my community, i guess my
 members will move to some other community... the Skial scum maybe?





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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-25 Thread Lambda
Let me guess, you got replays enabled with FTP offload ...


2013/1/25 List User l...@redspeedservers.com

  Alright, that's in NY, USA, and while it uses Cogent as well, it has
 plenty of other carriers, so you can strike that off that list. I just need
 to figure out why this doesn't happen to me in TX, USA...

 I know for a fact Steam has servers around the NY region.


 On 1/24/2013 11:35 PM, Essay Tew Phaun wrote:

 Test IP: 69.147.224.122

  On Thu, Jan 24, 2013 at 11:24 PM, List User l...@redspeedservers.comwrote:

  Essay, Are you located in the US or elsewhere? Test IP?

 Pilger, It might be the network. I've looked over the network carriers
 and the only non-Brazilian carrier is Cogent, which is known for terrible
 connections. If VALVe doesn't have any Steam servers in Steam, that may
 happen because Cogent is crap. So basically, my theory is, lost connection
 to steam for a bit = forget about other network connections and start
 dropping steam users to protect it from spoofing. Of course this all can be
 a coincidence and we will find out from Essay's setup whether it is
 providing he gives us the location of the servers and a test IP.


 On 1/24/2013 11:20 PM, Essay Tew Phaun wrote:

 We had the issue on one host and switched providers entirely. Now we're
 starting to have reports of the exact same thing as before. Different
 network entirely, brand new install and doesn't matter whether we're
 running MM:SM or not.

 On Thu, Jan 24, 2013 at 10:20 PM, List User l...@redspeedservers.comwrote:

  I checked a couple of TF2 servers we host for people and I don't see
 that, and these are pretty full servers.
 It may be the network, can you provide an IP so I can lookup the
 network?


 On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

 Yep.

 On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.comwrote:

  What game are you seeing this on, TF2?


 On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

 This is very, very, VERY interesting to me. We have been battling small
 lag spikes on our server and clients timing out in bunches. Just yesterday
 everyone on our server timed out all at once. I submitted a ticket to
 support who said there was absolutely nothing wrong with the network.
 Nothing on the system points to a specific problem. We have also had
 players reporting the connection loss error randomly appearing in the upper
 right. I'm not sure if this would help matters or not but could you provide
 your provider and system specs/OS?

 On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour or
 so. Sometimes the lag is just a prolonged freeze and sometimes the 
 server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows no
 problem whatsoever. I've also tried disabling metamod and sourcemod
 altogether but the problem sill occours.

 My host administrator told me that he hasn't noticed anything unusual
 with memory or CPU usage during the events either.

 The only thing associated with the problem is the solid occourence of
 a log entry about auth tickets everytime the server freezes or everybody
 see the red timeout timer on the upper right corner. The auth problem 
 looks
 as following:

 *L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure
 code 6
 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received
 failure code 6
 L 01/24/2013 - 17:46:15: Dessa
 50.cal442STEAM_0:1:*Blue disconnected (reason Client
 left game (Steam auth ticket has been canceled))
 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received
 failure code 6
 L 01/24/2013 - 17:46:15:
 Firagonaut438STEAM_0:1:*Red disconnected (reason
 Client left game (Steam auth ticket has been canceled))

 L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure
 code 6
 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))*


 Since it has nothing to do with network or plugins, I can't help but
 wonder the same thing people were wondering on
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
 What could be causing this? Can an auth ticket issue cause massive lag on 
 a
 server? If not, what could be causing the lag and the auth ticket problem?

 Any help on this would be muchly appreciated since it has been drawing
 players out of the server since the beggining of the year already.


 Thanks in advance.

 _pilger


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

2012-10-26 Thread Lambda
Sourcemod is still missing gamedata updates, my servers are running fine
(32 slots filled in less than a second, holy s***) with sourcemod disabled
(Metamod works fine as my custom plugin uses it and its giving 0 trouble).

This is on Windows.

2012/10/27 GE gamersex...@shaw.ca

 I can't get anything with sourcemod or metamod to run. Off with both


 -Original Message-
 From: Todd Pettit pettit.t...@gmail.com
 Sender: hlds-boun...@list.valvesoftware.com
 Date: Fri, 26 Oct 2012 21:38:03
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Reply-To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

 Anyone else having trouble with metamod not loading? I get this error in
 the metalog:
 Could not find path for: bin/libtier0.so

 - Original Message -
 From: T Marler bloodyi...@shaw.ca
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, October 26, 2012 8:15:43 PM
 Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

 I updated my servers (with verify all) twice, as soon ass the queueing
 system kicks in, my server blurts out:

 Invalid wave number
 Invalid Where argument 'spawnbot_scattered'
 Unknown attribute 'Where' in WaveSpawn definition.
 Invalid Where argument 'spawnbot_scattered'
 Unknown attribute 'Where' in WaveSpawn definition.


 And now my servers are not responsive.

 Wtf?

 - Original Message -
 From: Eric Smith er...@valvesoftware.com
 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
 Sent: Friday, October 26, 2012 5:16:39 PM
 Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

 We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes for
 the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Added mat_viewportupscale and mat_viewportscale to enable rendering the
 world at a reduced resolution. (mat_viewportupscale 1 and
 mat_viewportscale 0.5 will downscale world rendering by 50%.)
 - Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a
 changelevel when the server is empty
 - Fixed a bug that prevented consecutive clicks on scrollbar buttons
 - Performance and stability improvements
 - Added positional audio support for Mumble clients

 Team Fortress 2
 - Scream Fortress Event 2012
 - Fixed a bug where buildings would be invisible during their setup time
 - Mann vs. Machine
- Added the map Mvm_coaltown_event with a special Halloween mission
- Fixed a bug where players money would not be set properly when
 restoring a checkpoint
- Fixed server crash on vote to restart mission


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Re: [hlds] Drop in users

2012-09-13 Thread Lambda
We all did

http://steamgraph.net/index.php?action=graphjstime=1appid=440from=134558640to=End+Time


2012/9/13 Daniel Barreiro smelly.feet.you.h...@gmail.com

 I have.


 On Thu, Sep 13, 2012 at 4:38 AM, AeroliteGaming.com 
 ad...@aerolitegaming.co.uk wrote:

 Anyone noticed a significant drop in TF2 users recently?

 Especially through quickplay

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Re: [hlds] Mandatory TF2 update coming later today

2012-08-20 Thread Lambda
HELL YES, thanks, i was thinking that we would not get the crashes fixed
today.

2012/8/21 Daniel Barreiro smelly.feet.you.h...@gmail.com

 THANK YOU

 On Mon, Aug 20, 2012 at 8:18 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  We’re preparing an update that addresses the most important problems
 people are experiencing:

 ** **

 **· **String table overflow

 **· **Player counts in the server browser useless / meaningless
 in MvM

 **· **Server and client crash on map change when player was
 being healed by dispenser

 **· **Matchmaking connecting players to out-of-date servers

 **· **General improvements to matchmaking throughput and match
 quality.

 ** **

 This will be a mandatory update.

 ** **

 Apologies for the late release.

 ** **

 - Fletch

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Re: [hlds] Engine Error: Host_Error: Overflow... still present

2012-08-19 Thread Lambda
Same, i experience three bugs.

1.- Ghost clients (Still even after optional update, probably related with
the SetConVar bug)
2.- Stringtable crashes.
3.- net_SetConVar bug.

Sun is shining in Spain too :)

2012/8/19 Andreas Grimm l...@gmx.net

  most of my servers are stucked with ghost clients (nobody can connect or
 hl2.exe crashes)..

 ...or they crash with overflows ... 

 ** **

 ...at least the sun is shining here in Germany ...

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *AeroliteGaming.com
 *Sent:* Sunday, August 19, 2012 5:40 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Engine Error: Host_Error: Overflow... still present*
 ***

  ** **

 This is beyond a joke.


 Fix this god damn problem. Servers are losing players and probably
 lowering scores.

 On 19/08/2012 04:06, Sampson Rogers wrote:

  I'm kind of shocked this wasn't addressed today, it's killing off
 servers not long after they're open. These crashes combined with the
 inability for clients to connect is sure to be a great thing for our server
 scores.


 

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Re: [hlds] Engine Error: Host_Error: Overflow... still present

2012-08-19 Thread Lambda
Well if you try to join via the server browser the server shows as full
when there's nobody inside, and if you connect via the console you end with
the ConVar bug.

2012/8/19 T Marler bloodyi...@shaw.ca

 How are you guys determining a ghost client is there? The 3 servers I've
 been running solid (as in round the clock) since MvM came out has not seem
 to be affected by it, but I could be wrong.


 - Original Message -
 From: AeroliteGaming.com ad...@aerolitegaming.co.uk
 Date: Sunday, August 19, 2012 10:19 am
 Subject: Re: [hlds] Engine Error: Host_Error: Overflow... still present
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com

 
  Is there any way to make the engine errors ok themselves
  without manually doing it?
 
  Sun is not shining in the UK here today.
 
  On 19/08/2012 16:48, Lambda wrote:
  Same, i experience three bugs.
  
  1.- Ghost clients (Still even after optional update, probably
  related with the SetConVar bug)
  2.- Stringtable crashes.
  3.- net_SetConVar bug.
  
  Sun is shining in Spain too :)
  
  2012/8/19 Andreas Grimm l...@gmx.net mailto:l...@gmx.net

  
  most of my servers are stucked with ghost
  clients (nobody can
  connect or hl2.exe crashes)..
  
  ...or they crash with overflows ...
  
  ...at least the sun is shining here in
  Germany ...
  
  *From:*hlds-boun...@list.valvesoftware.com
  mailto:hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com
  mailto:hlds-
  boun...@list.valvesoftware.com] *On Behalf Of
  *AeroliteGaming.com
  *Sent:* Sunday, August 19, 2012 5:40 PM
  
  
  *To:* Half-Life dedicated Win32 server
  mailing list
  *Subject:* Re: [hlds] Engine Error:
  Host_Error: Overflow... still
  present
  
  This is beyond a joke.
  
  
  
  Fix this god damn problem. Servers are
  losing players and probably
  lowering scores.
  
  On 19/08/2012 04:06, Sampson Rogers wrote:
  
  I'm kind of shocked
  this wasn't addressed today, it's killing
  off servers not long
  after they're open. These crashes
  combined with the
  inability for clients to connect is sure to
  be a great thing for
  our server scores.
  
  
  
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Re: [hlds] Retrieving Server Info....

2012-08-18 Thread Lambda
Funny thing, 1 min after reading this email i went to play some tf2 on one
of my gameservers and this exact issue happened, server stuck in Retrieving
server info, console displays this error

Netchannel: failed reading message net_SetConVar from xx.xx.xx.xx:27015


2012/8/19 Violent Crimes violentcri...@convictgaming.com

 I have the same issue.


 On 8/18/2012 7:01 PM, ozgamingdot...@gmail.com wrote:

 Since the last few updates, almost every time I attempt  to connect to my
 TF2 server It gets stuck on this -  Retrieving Server Info

 But once I restart the server it goes away.

 Anyone else experience this?

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Lambda
Im unable to directly connect to my servers, it disconnects me with the
error saying that the server can't be directly connected, however
tf_mm_strict is set to 0 and tf_mm_servermode to 1

2012/8/18 Daniel Barreiro smelly.feet.you.h...@gmail.com

 I keep getting a disconnected error and then it closes.

 On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir tsadl...@gmail.com
 wrote:
  I've never seen it before the last update.  Weird...
 
 
  On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker voidedwea...@gmail.com
  wrote:
 
  What you're seeing is completely normal during the update rush.
 
 
  On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir tsadl...@gmail.com
  wrote:
 
  Well, it did eventually connect so I guess that much is good.  :)
 
 
  On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.com
  wrote:
 
  I'm getting this again while trying to update like I did the last
  update...  Something wrong with the DS file content server?
 
 
  C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command
 update
  -game t
  f -dir c:\TF2Server -verify_all
  Checking bootstrapper version ...
  Updating Installation
  Determining which depot(s) to install/update...
  6 depot(s) will be installed/updated
0:37 Checking local files and building download list for depot 441
  'Team Fortr
  ess 2 Content' version 351
0:37 Patching from version 350; connecting to content server
0:37 [209.197.6.232:27030] Connecting...
0:40 [209.197.6.232:27030] Failed.  Failed to connect to
  209.197.6.232:270
  30, WinSock Error 0 No error
0:40 [63.145.224.22:27030] Connecting...
0:43 [63.145.224.22:27030] Failed.  Failed to connect to
  63.145.224.22:270
  30, WinSock Error 0 No error
0:43 [209.197.6.231:27030] Connecting...
0:46 [209.197.6.231:27030] Failed.  Failed to connect to
  209.197.6.231:270
  30, WinSock Error 0 No error
0:46 [65.113.32.98:27030] Connecting...
0:49 [65.113.32.98:27030] Failed.  Failed to connect to
  65.113.32.98:27030
  , WinSock Error 0 No error
0:49 [4.28.20.42:27030] Connecting...
0:52 [4.28.20.42:27030] Failed.  Failed to connect to
  4.28.20.42:27030, Wi
  nSock Error 0 No error
0:52 [4.28.151.210:27030] Connecting...
0:55 [4.28.151.210:27030] Failed.  Failed to connect to
  4.28.151.210:27030
  , WinSock Error 0 No error
0:55 [208.64.203.16:27030] Connecting...
0:58 [208.64.203.16:27030] Failed.  Failed to connect to
  208.64.203.16:270
  30, WinSock Error 0 No error
0:58 [65.115.96.238:27030] Connecting...
1:01 [65.115.96.238:27030] Failed.  Failed to connect to
  65.115.96.238:270
  30, WinSock Error 0 No error
 
 
 
  On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.com
  wrote:
 
  We've released a mandatory update to TF2. The notes for the update
 are
  below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Updated client rate value to default to 3 to improve network
  performance for most players
 - Rate was previously set by Steam's Internet connection speed
  setting
  - Updated client rate value to be stored in the config.cfg file
 
  Team Fortress 2
  - Fixed a crash caused by a string table overflow
  - Fixed a client crash related to the freeze panel
  - Fixed a client crash related to ragdolls
  - Fixed a client crash related to the Mann vs. Machine upgrade panel
  - Fixed a client crash related to Mann vs. Machine stats
  - Fixed a crash related to server plug-ins spawning a Mann vs.
 Machine
  Tank before the game is ready
  - Updated the dedicated server to exit when attempting to start a
 Mann
  vs. Machine map with less than 32 maxplayers
  - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
  properly when the defenders lose
  - Fixed the Mann vs. Machine wave loss/victory dialog buttons not
 being
  clickable sometimes
  - Fixed the Mann vs. Machine victory dialog getting stuck on the
 screen
  - Fixed the Mann vs. Machine wave summary dialog showing up at the
  beginning of the first wave
  - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade
 panel
  - Updated upgrade icons to remove numbers
  - Fixed Sentry Busters picking disposable buildings as valid targets
  - Fixed an instance of the Sentry Buster sound looping endlessly
  - Updated the backpack image for Archimedes to fix an alpha channel
  problem
  - Updated the colors for The Battery Bandolier
  - Fixed the disconnect reason not being localized properly for Mann
 vs.
  Machine mode
  - Fixed player glow colors not based on player health in some
 community
  mods outside of Mann vs. Machine mode
  - Removed console spew related to missing movement warnings
  - Updated the matchmaking ConVar tf_mm_strict
 - A value of 2 will hide the server from the server browser but
 will
  still allow direct connections
  - Updated Mvm_Mannworks
 - Adjusted clipping on left side 

Re: [hlds] tf_mm_strict is very broken

2012-08-17 Thread Lambda
I can confirm this on my servers too.

2012/8/18 Michael Tharp g...@partiallystapled.com

 This is for a pvp server, as of version 1.1.2.5:

 If tf_mm_servermode = 0, everything is fine

 If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from
 favorites are rejected with ad-hoc connections are not allowed

 If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites
 work.

 So, to workaround you can either turn off mm, or (ironically) set strict
 to 1.

 -- m. tharp

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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
I've saw this also on my gameservers.

Does valve test their updates before shipping them out? lol

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

 Hi,

 After the update my servers are showing as full on the browser yet running
 status there is only 3 users in.

 Mann Vs Machine has gone to 32/32 with nobody in it. 109.70.148.13:27012



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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
Are you guys running bots in the affected servers?

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

  Maybe they rushed it.

 Took the knackered servers offline until its fixed. Hope it's soon!



 On 18/08/2012 00:16, Lambda wrote:

 I've saw this also on my gameservers.

  Does valve test their updates before shipping them out? lol

 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

 Hi,

 After the update my servers are showing as full on the browser yet
 running status there is only 3 users in.

 Mann Vs Machine has gone to 32/32 with nobody in it. 109.70.148.13:27012
 



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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
Yes, i can say that some of my servers are affected while some others does
not.

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

  Yes however one of the servers is and isn't affected.



 On 18/08/2012 00:25, Lambda wrote:

 Are you guys running bots in the affected servers?

 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

  Maybe they rushed it.

 Took the knackered servers offline until its fixed. Hope it's soon!



 On 18/08/2012 00:16, Lambda wrote:

 I've saw this also on my gameservers.

  Does valve test their updates before shipping them out? lol

 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

 Hi,

 After the update my servers are showing as full on the browser yet
 running status there is only 3 users in.

 Mann Vs Machine has gone to 32/32 with nobody in it. 
 109.70.148.13:27012



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Re: [hlds] New Exploit to crash a server [Console flooding]

2012-06-19 Thread Lambda
I can confirm that typing listdeaths in the console instantly crashed my
server.

2012/6/19 Peter HLDS peter-h...@jerde.net

 I'm confused...

 Our TF2 servers do not have a listdeaths command in their cvarlists, and
 neither at the server console nor in a client does trying to execute
 listdeaths do anything at all.

 According to: http://wiki.teamfortress.com/wiki/October_2,_2007_PatchValve 
 Removed listdeaths command that could be abused by clients

 Yet some of you are confirming the exploit... so what gives?



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

2011-10-21 Thread Lambda
Try a del *.dmx /Q from the command line inside that folder :)

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

 Hi,

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

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

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

 thanks
 andreas


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

2011-10-13 Thread Lambda
Its basically impossible to update a server

2011/10/13 Dominik Friedrichs d...@forlix.org

 Checking bootstrapper version ...
 Updating Installation
 Command aborted

 Oh joy :D



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Re: [hlds] Server crashes (E. Olsen)

2011-08-15 Thread Lambda
Same here, i have randomly server hangs on some of my servers.

2011/8/15 E. Olsen ceo.eol...@gmail.com

 Yep...that sounds like the exact same behavior I'm seeing on Windows 2008
 R2 servers.


 On Mon, Aug 15, 2011 at 2:50 PM, Saint K. sai...@specialattack.netwrote:

 I've pulled my servers off auto restart and noticed most of them when they
 crash, they simple freeze up right after mapchange while clients are joining
 the game and selecting their teams.

 This is on Linux servers however, but we both seem to suffer the same bug.

 Saint K.
 
 From: hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen [
 ceo.eol...@gmail.com]
 Sent: 15 August 2011 20:25
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Server crashes (E. Olsen)

 Yeah...this is going to be a tough one to track down. I've been on a
 server a couple of times that it's happened, and there was no discernible
 cause, other than it seemed to happen most often right after a map change
 while players were choosing their teams. But again, there was no crash dump,
 and no error messages in the logs, so it's all but impossible to put my
 finger on the cause. It's happened on both 24  32 player servers, stock and
 custom maps, with Sourcemod and without, etc. Server specs are:

 2 x e5620 (dual quad core)
 24 GB ram
 2 x 500GB drives (both defragged daily)
 5 TF2 instances per box (and nothing else at the moment - servers stay at
 35% CPU usage or less)

 It's more an annoyance than anything elsethe servers are all very
 stable (actually, they've been more stable in the last couple of months than
 ever before), and almost never crash, with exception of this hang once or
 twice per day. Some server will go for days without it occurring, then
 they'll have 1-2 hangs on the same day.

 Perhaps if there was some kind of verbose logging/debug file we could put
 on the server(s) for a couple of weeks that would detail exactly what was
 happening during each hang, we could be a bit more helpful to Valve in
 finding the problem?



 On Mon, Aug 15, 2011 at 1:54 PM, Hutch hu...@halsplayground.commailto:
 hu...@halsplayground.com wrote:
 Breaking your mail to the list out Olsen because this in particular caught
 my interest.

 E. Olsen ceo.eol...@gmail.commailto:ceo.eol...@gmail.com Wrote:
 I'm seeing intermittent server hangs on our Windows Server 2008 R2
 servers.
 No crash, no crash dump, the server just hangs and needs a manual
 restart...

 Ditto, same OS have been seeing this for about 2 months now. Server
 instance just freezes and required manual restart. I started eliminating
 plugins and double checking SM, using latest stable, about to try latest
 snapshot though I tend to prefer to not use snapshots. Did fresh server
 installs as well just to cut any junk files that may have been left behind
 that are no longer valid for the servers that could cause conflict. Nothing
 has been revealed. Most times, again the instance just freezes. Occasionally
 it will outright close and rarely do I get an error. Rarely I am blessed
 with a dump. Seems to happen every 6 to 12 hrs on servers that have decent
 traffic.
 Looking at the dumps doesn't speak to me much.  I have seen server.dll
 error if I am not mistaking. Hardware has been thoroughly tested and
 retested and all appears well on that end.

 Dunno, but then I am not proficient with the dump files. My wife gripes at
 me cause I can't find the mustard right there in the fridge. Apparently you
 have to move stuff out of the way when looking for it.
 Hutch


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Re: [hlds] Massive TF2 Server Crashing

2010-09-20 Thread Lambda
Many thanks, this was driving me crazy.. but as Steven have pointed out, it
would be nice if in the future Valve says anything about any possible issue,
mainly to know if they're aware of it.

2010/9/20 Jake Eisenman tehz...@hushmail.com

 Thanks for the update! We appreciate it.

 TehZomB
 W: www.tehzomb.us
 E: tehz...@hushmail.com

 On 9/20/2010 4:56 PM, Joe Ludwig wrote:
  We think we have this fixed now. The gameservers were getting into a
 state where restarting part of the Steam service would cause them to crash.
 In fact, the second crash on Sunday morning (10:58am PDT) was caused by
 pushing the fix live. We restarted that part of Steam this morning at
 10:40am PDT and there were no reports of servers crashing en mass around
 that time, so we should be good.
 
  From this point forward, if you see any more instances of many servers
 crashing at once, please send me callstacks or crash dump files and I'll
 take a look.
 
 
  Joe Ludwig
  j...@valvesoftware.com
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Re: [hlds] Massive TF2 Server Crashing

2010-09-19 Thread Lambda
2 days without a single crash, i think so, in fact, my servers have been
running more stable than never before.

2010/9/19 k e mfnt...@gmail.com

 Is it just me, or does this seem fixed all of a sudden?

 On Fri, Sep 17, 2010 at 8:13 PM, Lambda lambdace...@gmail.com wrote:

  me, one of my servers have crashed.
 
  2010/9/18 formologi...@cynicalgamers.com
 
   None of my servers have crashed.
   Sent from my Verizon Wireless BlackBerry
  
   -Original Message-
   From: k e mfnt...@gmail.com
   Sender: hlds-boun...@list.valvesoftware.com
   Date: Fri, 17 Sep 2010 20:04:25
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Reply-To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
   Subject: Re: [hlds] Massive TF2 Server Crashing
  
   Anyone else just get a crash fairly recently?
  
   On Fri, Sep 17, 2010 at 9:42 AM, Lambda lambdace...@gmail.com wrote:
  
Crashed again like 4 or more servers at the same time.
   
This is starting to get abit annoying, can we get a word from any
 valve
employee?
   
2010/9/17 DarthNinja darthni...@darthninja.com
   
 I thought it was assumed to be bad item data, caused by valve not
   fixing
 the
 items with names of '' properly.
 That would explain why it causes server and client crashes anyway.


 On Fri, Sep 17, 2010 at 3:15 AM, ics i...@ics-base.net wrote:

   It's not that strange at all. They all receive bogus information
   from
  Valve and go down if there are players playing on them. Reason
 for
   this
 is
  unknown. Let the conspiracy theories appear (in your heads,
 please
  do
not
  post those into this list) !
 
  -ics
 
  17.9.2010 8:58, Lambda kirjoitti:
 
   This is strange, mine servers have been running fine (0 crashes)
  for
 near
  2
  days, then ALL of them (25 servers) have suddenly crashed and
 now
 there's
  alot of reports of crashes in the mail list.
 
  This is very strange.
 
  2010/9/17 k emfnt...@gmail.com
 
   all 4 of mine that had players crashed
 
  On Thu, Sep 16, 2010 at 8:02 PM, Tony Paloma
   drunkenf...@hotmail.com
 
  wrote:
  +1
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
  Sent: Thursday, September 16, 2010 4:44 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Massive TF2 Server Crashing
 
  Same here:
  Thursday 16th of September 2010 06:34:32 PM CT
 
  On Thu, Sep 16, 2010 at 7:41 PM, 1nsane1nsane...@gmail.com
 wrote:
 
   Crashed again! Awesome!
 
  On Wed, Sep 15, 2010 at 11:53 AM, HL-SDK Synths
syntron...@gmail.com
 
  wrote:
  Jabalpur, massive email delay
 
  On Sep 15, 2010 11:48 AM, HL-SDK Synths
  syntron...@gmail.com
 
  wrote:
 
  WELCOME TO HLDS LIST, ENJOY YOUR TIME, NEWCOMER.
 
 
   On Sep 14, 2010 8:34 PM,formologi...@cynicalgamers.com
wrote:
 
  Thx smartass. I do use sou...
 
 
   Date: Tue, 14 Sep 2010 20:23:15
 
  To: Half-Life dedicated Win32 server mailing
listh...@list.valveso.
 
  ..
 
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Re: [hlds] Massive TF2 Server Crashing

2010-09-19 Thread Lambda
Massive crash again, 25 servers crashed at the same time...

2010/9/19 Lambda lambdace...@gmail.com

 2 days without a single crash, i think so, in fact, my servers have been
 running more stable than never before.

 2010/9/19 k e mfnt...@gmail.com

 Is it just me, or does this seem fixed all of a sudden?

 On Fri, Sep 17, 2010 at 8:13 PM, Lambda lambdace...@gmail.com wrote:

  me, one of my servers have crashed.
 
  2010/9/18 formologi...@cynicalgamers.com
 
   None of my servers have crashed.
   Sent from my Verizon Wireless BlackBerry
  
   -Original Message-
   From: k e mfnt...@gmail.com
   Sender: hlds-boun...@list.valvesoftware.com
   Date: Fri, 17 Sep 2010 20:04:25
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Reply-To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
   Subject: Re: [hlds] Massive TF2 Server Crashing
  
   Anyone else just get a crash fairly recently?
  
   On Fri, Sep 17, 2010 at 9:42 AM, Lambda lambdace...@gmail.com
 wrote:
  
Crashed again like 4 or more servers at the same time.
   
This is starting to get abit annoying, can we get a word from any
 valve
employee?
   
2010/9/17 DarthNinja darthni...@darthninja.com
   
 I thought it was assumed to be bad item data, caused by valve not
   fixing
 the
 items with names of '' properly.
 That would explain why it causes server and client crashes anyway.


 On Fri, Sep 17, 2010 at 3:15 AM, ics i...@ics-base.net wrote:

   It's not that strange at all. They all receive bogus
 information
   from
  Valve and go down if there are players playing on them. Reason
 for
   this
 is
  unknown. Let the conspiracy theories appear (in your heads,
 please
  do
not
  post those into this list) !
 
  -ics
 
  17.9.2010 8:58, Lambda kirjoitti:
 
   This is strange, mine servers have been running fine (0
 crashes)
  for
 near
  2
  days, then ALL of them (25 servers) have suddenly crashed and
 now
 there's
  alot of reports of crashes in the mail list.
 
  This is very strange.
 
  2010/9/17 k emfnt...@gmail.com
 
   all 4 of mine that had players crashed
 
  On Thu, Sep 16, 2010 at 8:02 PM, Tony Paloma
   drunkenf...@hotmail.com
 
  wrote:
  +1
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
  Sent: Thursday, September 16, 2010 4:44 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Massive TF2 Server Crashing
 
  Same here:
  Thursday 16th of September 2010 06:34:32 PM CT
 
  On Thu, Sep 16, 2010 at 7:41 PM, 1nsane1nsane...@gmail.com
 wrote:
 
   Crashed again! Awesome!
 
  On Wed, Sep 15, 2010 at 11:53 AM, HL-SDK Synths
syntron...@gmail.com
 
  wrote:
  Jabalpur, massive email delay
 
  On Sep 15, 2010 11:48 AM, HL-SDK Synths
  syntron...@gmail.com
 
  wrote:
 
  WELCOME TO HLDS LIST, ENJOY YOUR TIME, NEWCOMER.
 
 
   On Sep 14, 2010 8:34 PM,formologi...@cynicalgamers.com
wrote:
 
  Thx smartass. I do use sou...
 
 
   Date: Tue, 14 Sep 2010 20:23:15
 
  To: Half-Life dedicated Win32 server mailing
listh...@list.valveso.
 
  ..
 
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Re: [hlds] Massive TF2 Server Crashing

2010-09-19 Thread Lambda
Again, i was playing and my client have crashed too.

2010/9/19 ics i...@ics-base.net

  It requires to have players on the server at the time that the thing
 occurs.

 -ics

 19.9.2010 20:17, Formologic23 kirjoitti:

  Mine has yet to crash.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Yatin Vadhia
 Sent: Sunday, September 19, 2010 9:56 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Massive TF2 Server Crashing

 I can confirm mine went down as well. Incredibly annoying. :/



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Re: [hlds] Massive TF2 Server Crashing

2010-09-19 Thread Lambda
if they know the problem they should fix it as soon as possible, this
problem is killing my server players...

PS: Servers keep crashing over and over.

2010/9/19 ics i...@ics-base.net

  Perhaps the servers crash because they get some data off from
 master/item/vac whatever server and they have no idea what to do with it.
 Obviously this is global issue and thus Valve should look into it and
 affects only if there are players on the server.

 However, i think they already know what causes the things and do not share
 this info for some reason.

 -ics

 19.9.2010 21:03, Shizzle Nizzle kirjoitti:

  not everyone seems to be generating the connectionlogs. mine basically are
 saying they weren't able to connect to the valve master/vac server or w/e
 which justifies that my server must die :P this sorta reminds me of that
 one
 crash from 6-7 months ago.. that would crash your server on mapchange due
 to
 valve's faulty data collection. but in that case a couple people were able
 to develop plugins which blocked valve data collection which stopped the
 crashes.if only we could bypass the crappy vac/master servers that seem to
 be loosing connection

 On Sun, Sep 19, 2010 at 12:56 PM, icsi...@ics-base.net  wrote:

   Yes, 2nd round. Couple of our players game at the same time as servers
 went down.

 -ics

 19.9.2010 20:53, Lambda kirjoitti:

  Again, i was playing and my client have crashed too.

 2010/9/19 icsi...@ics-base.net

   It requires to have players on the server at the time that the thing

 occurs.

 -ics

 19.9.2010 20:17, Formologic23 kirjoitti:

  Mine has yet to crash.

  -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Yatin Vadhia
 Sent: Sunday, September 19, 2010 9:56 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Massive TF2 Server Crashing

 I can confirm mine went down as well. Incredibly annoying. :/


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Re: [hlds] Massive TF2 Server Crashing

2010-09-17 Thread Lambda
Crashed again like 4 or more servers at the same time.

This is starting to get abit annoying, can we get a word from any valve
employee?

2010/9/17 DarthNinja darthni...@darthninja.com

 I thought it was assumed to be bad item data, caused by valve not fixing
 the
 items with names of '' properly.
 That would explain why it causes server and client crashes anyway.


 On Fri, Sep 17, 2010 at 3:15 AM, ics i...@ics-base.net wrote:

   It's not that strange at all. They all receive bogus information from
  Valve and go down if there are players playing on them. Reason for this
 is
  unknown. Let the conspiracy theories appear (in your heads, please do not
  post those into this list) !
 
  -ics
 
  17.9.2010 8:58, Lambda kirjoitti:
 
   This is strange, mine servers have been running fine (0 crashes) for
 near
  2
  days, then ALL of them (25 servers) have suddenly crashed and now
 there's
  alot of reports of crashes in the mail list.
 
  This is very strange.
 
  2010/9/17 k emfnt...@gmail.com
 
   all 4 of mine that had players crashed
 
  On Thu, Sep 16, 2010 at 8:02 PM, Tony Palomadrunkenf...@hotmail.com
 
  wrote:
  +1
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
  Sent: Thursday, September 16, 2010 4:44 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Massive TF2 Server Crashing
 
  Same here:
  Thursday 16th of September 2010 06:34:32 PM CT
 
  On Thu, Sep 16, 2010 at 7:41 PM, 1nsane1nsane...@gmail.com  wrote:
 
   Crashed again! Awesome!
 
  On Wed, Sep 15, 2010 at 11:53 AM, HL-SDK Synthssyntron...@gmail.com
 
  wrote:
  Jabalpur, massive email delay
 
  On Sep 15, 2010 11:48 AM, HL-SDK Synthssyntron...@gmail.com
 
  wrote:
 
  WELCOME TO HLDS LIST, ENJOY YOUR TIME, NEWCOMER.
 
 
   On Sep 14, 2010 8:34 PM,formologi...@cynicalgamers.com  wrote:
 
  Thx smartass. I do use sou...
 
 
   Date: Tue, 14 Sep 2010 20:23:15
 
  To: Half-Life dedicated Win32 server mailing listh...@list.valveso.
 
  ..
 
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Re: [hlds] Massive TF2 Server Crashing

2010-09-17 Thread Lambda
me, one of my servers have crashed.

2010/9/18 formologi...@cynicalgamers.com

 None of my servers have crashed.
 Sent from my Verizon Wireless BlackBerry

 -Original Message-
 From: k e mfnt...@gmail.com
 Sender: hlds-boun...@list.valvesoftware.com
 Date: Fri, 17 Sep 2010 20:04:25
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Reply-To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Subject: Re: [hlds] Massive TF2 Server Crashing

 Anyone else just get a crash fairly recently?

 On Fri, Sep 17, 2010 at 9:42 AM, Lambda lambdace...@gmail.com wrote:

  Crashed again like 4 or more servers at the same time.
 
  This is starting to get abit annoying, can we get a word from any valve
  employee?
 
  2010/9/17 DarthNinja darthni...@darthninja.com
 
   I thought it was assumed to be bad item data, caused by valve not
 fixing
   the
   items with names of '' properly.
   That would explain why it causes server and client crashes anyway.
  
  
   On Fri, Sep 17, 2010 at 3:15 AM, ics i...@ics-base.net wrote:
  
 It's not that strange at all. They all receive bogus information
 from
Valve and go down if there are players playing on them. Reason for
 this
   is
unknown. Let the conspiracy theories appear (in your heads, please do
  not
post those into this list) !
   
-ics
   
17.9.2010 8:58, Lambda kirjoitti:
   
 This is strange, mine servers have been running fine (0 crashes) for
   near
2
days, then ALL of them (25 servers) have suddenly crashed and now
   there's
alot of reports of crashes in the mail list.
   
This is very strange.
   
2010/9/17 k emfnt...@gmail.com
   
 all 4 of mine that had players crashed
   
On Thu, Sep 16, 2010 at 8:02 PM, Tony Paloma
 drunkenf...@hotmail.com
   
wrote:
+1
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
Sent: Thursday, September 16, 2010 4:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Massive TF2 Server Crashing
   
Same here:
Thursday 16th of September 2010 06:34:32 PM CT
   
On Thu, Sep 16, 2010 at 7:41 PM, 1nsane1nsane...@gmail.com
   wrote:
   
 Crashed again! Awesome!
   
On Wed, Sep 15, 2010 at 11:53 AM, HL-SDK Synths
  syntron...@gmail.com
   
wrote:
Jabalpur, massive email delay
   
On Sep 15, 2010 11:48 AM, HL-SDK Synthssyntron...@gmail.com
   
wrote:
   
WELCOME TO HLDS LIST, ENJOY YOUR TIME, NEWCOMER.
   
   
 On Sep 14, 2010 8:34 PM,formologi...@cynicalgamers.com
  wrote:
   
Thx smartass. I do use sou...
   
   
 Date: Tue, 14 Sep 2010 20:23:15
   
To: Half-Life dedicated Win32 server mailing
  listh...@list.valveso.
   
..
   
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Re: [hlds] Massive TF2 Server Crashing

2010-09-16 Thread Lambda
This is strange, mine servers have been running fine (0 crashes) for near 2
days, then ALL of them (25 servers) have suddenly crashed and now there's
alot of reports of crashes in the mail list.

This is very strange.

2010/9/17 k e mfnt...@gmail.com

 all 4 of mine that had players crashed

 On Thu, Sep 16, 2010 at 8:02 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  +1
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
  Sent: Thursday, September 16, 2010 4:44 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Massive TF2 Server Crashing
 
  Same here:
  Thursday 16th of September 2010 06:34:32 PM CT
 
  On Thu, Sep 16, 2010 at 7:41 PM, 1nsane 1nsane...@gmail.com wrote:
 
   Crashed again! Awesome!
  
   On Wed, Sep 15, 2010 at 11:53 AM, HL-SDK Synths syntron...@gmail.com
   wrote:
  
Jabalpur, massive email delay
   
On Sep 15, 2010 11:48 AM, HL-SDK Synths syntron...@gmail.com
  wrote:
   
WELCOME TO HLDS LIST, ENJOY YOUR TIME, NEWCOMER.
   
   

 On Sep 14, 2010 8:34 PM, formologi...@cynicalgamers.com wrote:

 Thx smartass. I do use sou...
   
   

 Date: Tue, 14 Sep 2010 20:23:15
To: Half-Life dedicated Win32 server mailing listh...@list.valveso.
 ..
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