Re: [hlds] [TF2] Players disconnecting before votekicked?

2015-09-21 Thread Spencer 'Voogru' MacDonald
I’m not sure why the vote kick doesn’t just save the steam id when the vote is 
started.

Then it doesn’t matter if they leave beforehand, in fact, if they leave prior 
to the vote finishing, cancel the vote and default ban them for 12 hours.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nathaniel Theis
Sent: Monday, September 21, 2015 6:55 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] Players disconnecting before votekicked?

 

The actual bug is a race condition. A votekick is a kick (a forced disconnect, 
basically, by player ID), and a ban (prevents joining, by SteamID).

 

If a player should disconnect while a vote is in progress, the kick won't go 
through (their player ID will change as they reconnect), but the ban will 
(since their SteamID never changes.) However, bans are checked early in the 
connection process. So, if the player reconnects before the vote passes, the 
ban won't prevent them from joining (because it's not applied yet when they 
join!), and they bypassed the kick because their player ID is different.

 

The solution to this is to check all connected players' SteamIDs when a ban is 
added, and kick matching players. Probably not overly difficult to do with SM. 
There are also loads of third-party votekick and ban management systems, that 
aren't vulnerable to this.

 

One trick: If somebody should bypass a votekick, when they come back, they're 
sort of in a state of limbo. If they should be kicked or disconnect, they can't 
rejoin (because the ban is now in effect); thus, kicking them a second time 
will get them off for good.

 

- Nate

 

On Sun, Sep 20, 2015 at 8:40 AM, Miika  wrote:

We recently started using Valve’s own votekick feature on few of our TF2 
servers. It seems you can prevent yourself from getting votekick banned by 
disconnecting just before the vote goes through. Seen a lot of players do this 
recently and it’s really an annoying problem.

 

Is there any way to prevent this or is there a SourceMod alternative that 
prevents this?


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Re: [hlds] Another nothing email

2015-09-11 Thread Spencer 'voogru' MacDonald
sv_annoying_emails 0
On Sep 11, 2015 7:42 PM, "Eric Smith"  wrote:

> Just working through some issues here. Sorry again.
>
>
>
> -Eric
>
>
>
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Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Spencer 'voogru' MacDonald
Well you don't have to run valves code.
On Sep 3, 2015 9:45 PM, "Refeek Yeglek"  wrote:

> I shouldn't have to install 3rd party software to secure my servers from
> problems with valve's code.
>
> On Thu, Sep 3, 2015 at 4:32 PM, Kyle Sanderson 
> wrote:
>
>> 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 <
> iamgoofb...@gmail.com> 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

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Spencer 'Voogru' MacDonald
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further.

A separate tab for valve servers. Show community servers on one tab, valve
servers on the other tab. The default tab should be 'community' tab. Since
valve was willing to hide them altogether, I think this is a reasonable
compromise.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Saturday, July 04, 2015 5:29 PM
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds] Optional TF2 update released

We've released an optional update for TF2 that fixes an exploit with players
taunting and then dying on the final control point of payload maps. You do
not need this update unless you are experiencing this problem. The update
notes are below. The new version number is 2863781.

-Eric

---

- Fixed an exploit related to taunting and then dying on the final control
point of payload maps
- Fixed a bug that was creating Specialized Killstreak Kits that could be
applied to any item
- Fixed items that are removed from the Steam Community Market having the
trade restriction removed
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Spencer 'Voogru' MacDonald
“But yeah. The default should be ... well... the default.”

The default should show everything. Let players filter them out on their own. 
If they don’t want to filter and search for a server, I think they have a 
feature for that already. I think it’s called.. quickplay.

 

I don’t know if you remember the days of the “Custom” tab. But I do. 

 

You could have a completely vanilla gameplay server, with 32 players, and get 
stuck on the “Custom” tab. If you were on the custom tab, your server saw no 
traffic, nobody went a tab over to look for ‘Custom” servers. If you pulled the 
required shenanigans to get put onto the internet tab, your server got plenty 
of traffic, and everybody that saw the server in the list, knew it was a 32 
player because they still reported as 32 players to the players.

If the players didn’t want to play there, they’d simply click on another server.

Fine. Let them click on a checkbox “Show valve official servers only.”

 

Don’t get me wrong, I see where you are coming from, you want to be able to 
quickly get onto a server without silly gameplay mods, pay-to-cheat or 
advertising nonsense going on. On the flip side, segregating custom servers by 
default, will just be the death of those servers. 

 

Don’t forget that the valve servers have problems too, most notably the fact 
that they are unmoderated. So if you have a player putting hardcore porn 
sprays, or an engineer that thinks he’s quite the comedian building teleporters 
that take you further back, or the sniper with aimbot that hasn’t been vac 
banned yet with his free steam account…you’re kind of stuck with them.

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Phillip Vector
Sent: Saturday, July 04, 2015 8:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 update released

 

I honestly find it comical that people think those servers are a good 
representation of what the game should be (or, frankly, are any fun at all).

 

and this is why I rarely post here. Because most people here are not willing to 
listen to the other side of things and meet in the middle. Insulting people who 
like the Valve servers is not the way to go if you are wanting to work with 
Valve to get some compromise going.

 

On Sat, Jul 4, 2015 at 5:22 PM, E. Olsen ceo.eol...@gmail.com wrote:

I also don't think the phrase Community and Custom are necessarily 
interchangeable. There are plenty of community servers out there with 100% 
stock settings, and I certainly wouldn't call them custom.

 

Further - I don't anyone who played TF2 before quickplay came along can say 
that Valve's servers are the way the game was meant to be played. All I've 
ever seen on a Valve server (aside from all the Mic spam, racism, general 
harassment, grieifing, hacking, and abuse of the voting tools), was an just 
about every single player ignoring the team aspect of the game -  when they 
were playing at all.

 

I honestly find it comical that people think those servers are a good 
representation of what the game should be (or, frankly, are any fun at all).

 

On Sat, Jul 4, 2015 at 8:12 PM, Cats From Above spotsfromab...@gmail.com 
wrote:

What you just said implies that every community server provides a modified 
game-play experience, which is not only a dubious claim but one that almost 
certainly stems from a distinct level of benightedness. 

There are community servers out there, many of them, which offer a vanilla 
experience in aspects of game-play. My question to you is why should those 
servers be treated as second-class citizens to Valve servers by default.

 

 

On Sun, Jul 5, 2015 at 9:33 AM, Phillip Vector t...@mostdeadlygame.com wrote:

If we're really talking about player choice, here, then you have to remove the 
 https://en.wikipedia.org/wiki/Default_effect_(psychology) default effect 
that gives one group of server preferential treatment over another to achieve 
true player choice.

 

I'm all for player choice. If I want to play in a community server, I should be 
able to. But I also feel that Valve made a game and this game was balanced (I 
know the arguments against that it's balanced, but let's say that it's balanced 
as Valve wants it balanced) for 24 people. Why shouldn't the default game be 
the default choice? When you play Skyrim, do you have mods auto loaded that you 
didn't pick because it's community created? When you play any other multiplayer 
game on a server, is the non-base game ever selected as default? 

 

If not, then why should TF2 default to Custom? 

 

I know you aren't saying it should, but others here have. They want Community 
servers to be the first thing that players see and IMHO, the default game 
should be the first thing. Once they see that, then if they want to explore, 
they can. Despite what people say that new players can't unclick a checkbox.

 

The interface being passed around looks like a 

Re: [hlds] Mandatory TF2 update coming

2015-07-02 Thread Spencer 'Voogru' MacDonald
Anyone seeing crashes at round end? Happens even without any modifications 
loaded.

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Valentin Puscoi
Sent: Thursday, July 02, 2015 5:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

 

Oh boy let the fun begin. I really hope you guys have prepared the item 
servers...

 

2015-07-02 23:58 GMT+03:00 Eric Smith er...@valvesoftware.com:

We're working on releasing the Gun Mettle update 
(http://www.teamfortress.com/gunmettle/). We should have it ready soon.

-Eric


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Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Spencer 'Voogru' MacDonald
“The constant updates breaking shit like SM”

Not valves responsibility.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis
Sent: Wednesday, December 10, 2014 9:21 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 dedicated server update released

 

It is server related since I run one, and I have played tf2 since the 
beginning. The constant updates breaking shit like SM and the like, it's 
getting rather tiresome. 

 

On Wed, Dec 10, 2014 at 8:59 AM, Anthony Duncan anth...@kinevonetwork.com 
wrote:

You could always 'not' play the game. Also not server related so you should 
probably use the community forums to vent instead.

 

On Wed, Dec 10, 2014 at 1:52 PM, Albert Davis davis.alb...@gmail.com wrote:

Can't you guys just STOP with all these updates? It's getting ridiculous. You 
are ruining the game. What's even worse, is that shit tons of people paid for 
this game originally, you then make itf F2P, and just keep killing it more week 
by week with these silly updates. Fix broken stuff, sure, but adding all these 
additional stuff, it's justugh

 

 

On Tue, Dec 9, 2014 at 8:21 PM, 1nsane 1nsane...@gmail.com wrote:

And when quickplay doesn't find any valve servers it just tells players to try 
again later. Nothing about using the server browser or community quickplay. 

 

Seems they would rather have new players not play at all than play on community 
servers.

 

Would be nice if they edited that message. Eh valve? Please? Pretty please? :D

 

On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494 wickedplayer...@gmail.com 
wrote:

If Valve wanted to do that, they'd just outright say yeah hey we're done with 
this game, see ya and/or shut off all their servers leaving only community 
ones running.



On 12/9/2014 5:09 PM, Paul wrote:

A wild theory, but erhaps Valve are intentionally wanting players to slowly 
lose interest in Team Fortress 2 for some reason?

 

On 9 December 2014 at 23:01, Robert Paulson thepauls...@gmail.com wrote:

I would argue that it is related to third party dedicated servers. 

 

The people left in charge of TF2 have been out of touch with players for a 
while and only now is it becoming more obvious. We face the brunt of these bad 
policies because we don't have a stream of new mann co store fodder from 
quickplay. A few years ago the thought of making a major patch locked behind an 
uncraftable purchase would not even have crossed their minds. 

 

Despite 3 major non-MvM patches, global player counts are again on their way to 
declining back to beginning of the year levels. With the amount of developer 
time spent on the game, TF2 should not be 1/5th the size of CS. I've seen many 
quality servers die out this year. Custom servers are also dying because new 
players aren't being exposed enough to the fact that custom servers exist.


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Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Spencer 'voogru' MacDonald
SM is usually fixed within hours. No point.
On Dec 10, 2014 10:13 AM, Albert Davis davis.alb...@gmail.com wrote:

 It may not be Valves responsibility to SM, but considering it's the
 biggest tool people use on servers, IMO, it should be worked with them to
 make sure it doesn't get broken with every other update.

 On Wed, Dec 10, 2014 at 10:09 AM, Albert Davis davis.alb...@gmail.com
 wrote:

 Updates may keep some games alive, but I know many people who have quit
 playing TF2 BECAUSE of the updates, they flat out refuse.

 On Wed, Dec 10, 2014 at 9:42 AM, Spencer 'Voogru' MacDonald 
 voo...@voogru.com wrote:

 “The constant updates breaking shit like SM”

 Not valves responsibility.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
 *Sent:* Wednesday, December 10, 2014 9:21 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Optional TF2 dedicated server update released



 It is server related since I run one, and I have played tf2 since the
 beginning. The constant updates breaking shit like SM and the like, it's
 getting rather tiresome.



 On Wed, Dec 10, 2014 at 8:59 AM, Anthony Duncan 
 anth...@kinevonetwork.com wrote:

 You could always 'not' play the game. Also not server related so you
 should probably use the community forums to vent instead.



 On Wed, Dec 10, 2014 at 1:52 PM, Albert Davis davis.alb...@gmail.com
 wrote:

 Can't you guys just STOP with all these updates? It's getting
 ridiculous. You are ruining the game. What's even worse, is that shit tons
 of people paid for this game originally, you then make itf F2P, and just
 keep killing it more week by week with these silly updates. Fix broken
 stuff, sure, but adding all these additional stuff, it's justugh





 On Tue, Dec 9, 2014 at 8:21 PM, 1nsane 1nsane...@gmail.com wrote:

 And when quickplay doesn't find any valve servers it just tells players
 to try again later. Nothing about using the server browser or community
 quickplay.



 Seems they would rather have new players not play at all than play on
 community servers.



 Would be nice if they edited that message. Eh valve? Please? Pretty
 please? :D



 On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494 
 wickedplayer...@gmail.com wrote:

 If Valve wanted to do that, they'd just outright say yeah hey we're
 done with this game, see ya and/or shut off all their servers leaving only
 community ones running.



 On 12/9/2014 5:09 PM, Paul wrote:

 A wild theory, but erhaps Valve are intentionally wanting players to
 slowly lose interest in Team Fortress 2 for some reason?



 On 9 December 2014 at 23:01, Robert Paulson thepauls...@gmail.com
 wrote:

 I would argue that it is related to third party dedicated servers.



 The people left in charge of TF2 have been out of touch with players for
 a while and only now is it becoming more obvious. We face the brunt of
 these bad policies because we don't have a stream of new mann co store
 fodder from quickplay. A few years ago the thought of making a major patch
 locked behind an uncraftable purchase would not even have crossed their
 minds.



 Despite 3 major non-MvM patches, global player counts are again on their
 way to declining back to beginning of the year levels. With the amount of
 developer time spent on the game, TF2 should not be 1/5th the size of CS.
 I've seen many quality servers die out this year. Custom servers are also
 dying because new players aren't being exposed enough to the fact that
 custom servers exist.


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Re: [hlds] New SteamID format for TF2

2014-08-21 Thread Spencer 'voogru' MacDonald
This is why I been using the raw accountid for everything since forever. =)


On Thu, Aug 21, 2014 at 8:38 PM, Nicholas Hastings psycho...@alliedmods.net
 wrote:

 To clarify, in SourceMod, our plan for the stable branch is to make the
 admin system and GetClientAuthString function behave as if the change never
 took place.

 The development branch will still as-is at the moment. Longer term, we
 plan to rework things to not be able to be hampered by format changes like
 this.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net

   davidaap1...@gmail.com
  Thursday, August 21, 2014 8:30 PM
 Stop trying to convert everything, The sourcemod devs are currently
 working on a hack to make it work again with old steam id formats.

 https://github.com/alliedmodders/sourcemod/pull/136

   Peter Jerde peter-h...@jerde.net
  Thursday, August 21, 2014 8:29 PM
 Many of us who use sourcebans can use this as a temporary fix:

 1. disable your sourcebans plugin by renaming it to
 sourcebans.smx-disabled

 2. verify that tf/addons/sourcemod/configs/admins.cfg contains all your
 current admins and reserved-slot holders etc.

 3. place the script (below) into the /tf/addons/sourcemod/configs/
 directory, name it fix.php, change to that directory on your command
 line, and execute the script with php fix.php  admins-new.cfg

 4. check that it worked... look at the admins-new.cfg and compare it to
 admins.cfg to see if the conversion worked.

 5. delete your admins.cfg and rename admins-new.cfg to admins.cfg and
 restart your server.

 That will, at least, give your admins back their powers.

 Here's the script:

 --
 ?

 $f = file_get_contents(admins.cfg);

 $f = explode('',$f);

 foreach($f as $line) {
 if(substr($line,0,6)==STEAM_) {
 $a=explode(':',substr($line,8));
 echo '[U:1:'.($a[1]*2+$a[0]).']';
 }
 else echo $line.'';
 }

 ?
 --

 Of course, this assumes you have php and can run it from the command line.
 It's what I came up with, though, and I thought I'd share it since it
 worked for us.

 cheers,

 - Peter


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Re: [hlds] Need help crashing my own server on purpose

2014-06-10 Thread Spencer 'Voogru' MacDonald
Int *p = 0;
*p = 1;

Boom.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Monday, June 09, 2014 6:12 AM
To: csgo_serv...@list.valvesoftware.com; Half-Life dedicated Linux server
mailing list; Half-Life dedicated Win32 server mailing list
Subject: [hlds] Need help crashing my own server on purpose


Hi everyone

I am testing a crash recovery system on my srcds control system, and I need
a way to purposefully and reliably seize up my server.  I don't want it to
exit; that's easy to do.  I want it to seize up, like a spinlock.

FYI, doing cast_ray on the console causes a nice segfault, 7068
Segmentation fault, exit code 139.

The killserver command is close. It is like a quit, but the server
doesn't exit. Seems like part of the engine is shutting down, but I suspect
it might be possible to start it back up again since it's still taking
commands on the console.

I can do some external stuff, like hitting memory, attaching gdb, etc, but
I'd like to know of an internal command that causes some spectacular CPU
usage.  Something that only a kill -9 is going to fix.

This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF.

Any advice would be appreciated.



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Re: [hlds] Mandatory TF2 update coming

2014-04-01 Thread Spencer 'Voogru' MacDonald
TF2 Updates.

Never a joke.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, April 01, 2014 8:28 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] Mandatory TF2 update coming

We're getting ready to release a mandatory update for TF2. It should be
ready in 10-15 minutes. This is not an April Fools' joke.

-Eric


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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Spencer 'Voogru' MacDonald
Can we get a custom, new, fancy, snazzy command to connect to a game server
by the game servers steamid? Maybe even make it part of the steam connect
command?

connectid gameserverid

 

It would be epic.

 

Thanks.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 4:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

 

It's possible that we might implement a mechanism to transfer ownership at
some point, but I wouldn't do anything that depends on that.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin
Sent: Friday, February 07, 2014 1:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

 

Thanks Ross. Have bookmarked and will get back to you if issues found (not
expecting any).

Fletcher, what are the implications of linking to a single user? Should I
register a new steam account for this? What if one of my admins creates the
connection and it links to his account then he leaves our group a year
later?
What if I use my own account but later get hacked?

John

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Re: [hlds] Test message

2013-12-23 Thread Spencer 'Voogru' MacDonald
Fletcher, you're needed in the chest chamber.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Monday, December 23, 2013 7:07 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)
Subject: [hlds] Test message

 

Test.

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

2013-09-28 Thread Spencer 'Voogru' MacDonald
“We used to have to fight our provider pretty hard to retain our IP addresses.”

I had the same experiences but ultimately got to keep the IP’s. It was a bit of 
a struggle, they’re usually saying something along the lines that it’s 
absolutely totally completely IMPOSSIBLE, which then gets changed to “Okay 
fine”.

 

I really wish they’d go by dns names, or even use the server ID through the 
server registration instead of IP’s.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, September 27, 2013 9:04 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Problems caused by connecting server favorites to IP address

 

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.com 
mailto: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.com
hlds@list.valvesoftware.com
mailto:hlds@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 

Re: [hlds] Name Tags / Description Tags

2013-01-08 Thread Spencer 'Voogru' MacDonald
They do, they just need to be leet h4x0rs.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of cls
Sent: Tuesday, January 08, 2013 2:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Name Tags / Description Tags

 

These tags are often abused by players.
It is ridiculous that server owners don't have control over what their clients 
see in game.

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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread Spencer 'Voogru' MacDonald
This can be accomplished by removing the attribute from the items as they’re 
spawning. You’ll need something exotic though like tf2items with some 
modifications.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Sunday, January 06, 2013 5:38 PM
To: cls; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Name Tags / Description Tags

 

As far as I know, this is not possible.

 

Dr. McKay

http://www.doctormckay.com

 

 

From: cls mailto:mega9900-...@yahoo.com  

Sent: Sunday, January 06, 2013 8:56 AM

To: hlds@list.valvesoftware.com 

Subject: [hlds] Name Tags / Description Tags

 

I don't want players to use items that have had their name or description 
changed on my server.
What can I do? Can we get a cvar to turn off display of items' information?

  _  

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Re: [hlds] [hlds_linux] Adding a steam friend

2012-08-30 Thread Spencer 'Voogru' MacDonald
I wish they’d just allow users to accept chats from anyone so that we don’t 
have to add people to our friends list just to chat with them.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Thursday, August 30, 2012 10:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Adding a steam friend

 

250 without facebook linked, 300 with facebook linked to your steam account.

There is some glue, sometimes at 245/295 friends you get full, sometimes only 
at x over the max.

Tip: make one or more groups, make it invite only and get them to be member. 
With up to 149 members you can directly chat with them via the groups tab in 
friendslist. At 150 this stops.


  _  


From: Gabriel Freitas freitas.gabr...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com 
Sent: Thursday, 30 August 2012, 0:39
Subject: Re: [hlds] [hlds_linux] Adding a steam friend

 

it looks like it was increased to 315

On Wed, Aug 29, 2012 at 7:21 PM, Alexander Z spacebur...@gmail.com wrote:

On a side note, you can't have more than 300 friends iirc.

 

On 30 August 2012 00:15, Benjamin Anderson benjaminanders...@gmail.com wrote:

This is the HLDS/HLDS Linux mailing list. If you want to talk about this sort 
of stuff, go to the Steam forums.

-Original Message- From: anna rack
Sent: Wednesday, August 29, 2012 6:01 PM
To: hlds_li...@list.valvesoftware.com ; hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Adding a steam friend



Hey all

Is anyone else getting an error when you try to add a friend to steam?

This is the error I'm getting:

#Profile_AddFriendYourListFull
#Profile_AddFriendYourListFullDesc

...
...
... just tried it by clicking on + ADD A FRIEND at the bottom of the Friends 
window and it just came up with this:

'Could not invite this friend. Your limit is exceeded.'

Really? Are you kidding me? I can't have anymore friends? Is this a joke?

Kind Regards

annarack aka miss popular :P
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Re: [hlds] So many empty servers

2012-08-22 Thread Spencer 'Voogru' MacDonald
My normal server has had horrible player performance since MVM.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
Sent: Wednesday, August 22, 2012 7:47 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] So many empty servers

There are way more empty servers than populated ones. The popularity and
business is why we went from 1 server to 3. Is the matchmaking more
efficient now, bugs fixed, or just that many less people playing?

It's a bit concerning.

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Re: [hlds] FakeClient + Botjoin time Youtube video

2012-05-03 Thread Spencer 'Voogru' MacDonald
I'm shaking in my gunboats.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of admin
Sent: Thursday, May 03, 2012 7:18 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] FakeClient + Botjoin time Youtube video

 

Making the video of how to install to have a huge community overnight

 

step by step youtube instruction how to compile and how to update with codex

 

COMING SOON!


 

-- 
This communication is for use by the intended recipient and contains
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Re: [hlds] Release of FakeClient spoof + Botjoin time

2012-05-03 Thread Spencer 'Voogru' MacDonald
Where did 13 year olds get the money to pay for servers?

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
Sent: Thursday, May 03, 2012 7:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Release of FakeClient spoof + Botjoin time

 

You are aware that Valve is reading those e-mails? Right?

On Fri, May 4, 2012 at 1:14 AM, admin ad...@wonkagaming.com wrote:

Will be Released soon. on multiple communitys

 

and as for your lil smart lip kid No wonder why people blacklist shut your
lil fucking mouth before I shit on your network and FBI scramble to figure
out what happened 


 

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Re: [hlds] Pyro Teamkilling Glitch

2012-04-13 Thread Spencer 'Voogru' MacDonald
Just disable spectator mode as a temp fix.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Friday, April 13, 2012 10:51 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Pyro Teamkilling Glitch

 

Last night on one of our servers, a regular found a way to teamkill his
teammate while playing pyro.  We can replicate this consistently.  Has
anyone else encountered this issue?  Who do I report this to -- without
saying exactly how it's done so it's not widely abused until it could be
potentially patched?

 

Thanks in advance.

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Re: [hlds] New feature in TF2 Beta dedicated server update

2012-03-16 Thread Spencer 'Voogru' MacDonald
“The Voogru servers are infamous for having blocked all of Something Awful 
users via their Lost Continents steam group, who, at least in the pre-hats era 
were a very large portion of the TF2 community.”

 

Perhaps they should have thought about that before sending tons of Goons to my 
servers in order to crash them and rage them. I didn’t exactly decide to ban 
thousands of people pre-emptively just for the heck of it. It also didn’t help 
that significant amounts of people previously banned from my servers were Goons 
as well.

 

“By banning anyone in the Lost Continents group, the Voogru servers were able 
to ban 2500-3500 players instantly and forever, despite a particular 
individual's actual interest or activity in the group.”

 

I don’t think people join rage and griefing groups by accident.

 

With that said, I’m no longer doing checks to ban players for groups they are 
in. And most of the automatic bans from this era have been removed for some 
time now as well (just a few special cases remaining). 

 

If you are still banned from my servers it’s not from the automatic banning for 
groups, but perhaps for something else. I am interested if you are still banned 
from my servers. If you message me your steamid I will see if this ban is in 
place, and why.

 

“To put it another way, what if three or four major server groups decided to 
ban anyone in a Reddit-related group?”



It’s their loss. It means fewer players on their servers and the goal of the 
game is to get players. If you implement massive group bans for trivial or 
stupid reasons, your player traffic will suffer and the marketplace will take 
care of you.

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Hedstrom
Sent: Friday, March 16, 2012 2:45 AM
To: Half-Life dedicated Win32 server mailing list; r...@valvesoftware.com
Subject: Re: [hlds] New feature in TF2 Beta dedicated server update

 

I would be extremely careful about how this is ultimately implemented in the 
production build. I am glad this is being introduced first in the Beta version.

 

The Voogru servers are infamous for having blocked all of Something Awful users 
via their Lost Continents steam group, who, at least in the pre-hats era were a 
very large portion of the TF2 community. By banning anyone in the Lost 
Continents group, the Voogru servers were able to ban 2500-3500 players 
instantly and forever, despite a particular individual's actual interest or 
activity in the group. The Voogru servers have also introduced a number of 
innovative mods (e.g. Dodgeball) that can only be found on their servers, 
making it difficult if not impossible to play these game modes once you've been 
blacklisted. This has caused quite a bit of grief over the last four years 
since, you need to be in the Lost Continents group to gain access to features 
on their servers, but causes you to be blacklisted by another set of servers 
entirely. Even today I can't log in to Voogru servers after three years because 
of this group ban.

 

To put it another way, what if three or four major server groups decided to ban 
anyone in a Reddit-related group? There aren't a whole lot, but there are 
enough general interest or large community groups out there that you could 
end up seeing admins adding Reddit/4chan/Something Awful/Digg etc general 
interest Steam Groups to the list, blocking huge chunks of your High Value 
playerbase simply out of spite.  What if someone decided to ban everyone in the 
Holiday Sale Community Group (1.34 million users)? The Steam Summer Camp Group 
(460,000 users)?  the Official Team Fortress 2 group (315,000 users?).

 

Maybe consider introducing a bug that causes this feature to work only with 
groups containing less than 100 or 250 users? This is a great feature that has 
long been requested, but perhaps there should be some type of limit placed on 
this feature? I am in charge of a seperate 2,700 user steam group and would 
hate to see one or two users who I don't even know get the entire group 
blacklisted from the Voogru servers or similar. Most of the users in my group, 
I've never personally spoken to, and have no way of enforcing their behavior. 
Groups with less than 100 people in them, however, probably at least once a 
year speak to each other. 

 

Anyways, food for thought. It's always interesting to debate the big picture 
results of these kinds of changes. Thanks for introducing new community 
management features, I think this is a feature we've all thought about at least 
once in the past, and it's exciting to see more community management features 
being implemented. Hopefully this line of thought will continue with your CS:GO 
series.

 

Chad

On Thu, Mar 15, 2012 at 7:18 PM, Rich Kaethler r...@valvesoftware.com wrote:

We have added support for Steam community blocking in the dedicated server. 
This functionality is in testing and is controlled by convar ( off 

Re: [hlds] Hackers on the rise

2012-03-02 Thread Spencer 'voogru' MacDonald
One options is to just not allow f2p accounts. Or make them a lot more
vulnerable to votekicks/votebans. I'm considering making it so it only
takes half as many votes against f2p to take action.

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

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



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

 Now if it only would start a demo and then ban them...
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Re: [hlds] Hackers on the rise

2012-03-02 Thread Spencer 'Voogru' MacDonald
That doesn't do much good for things like aimbots.

 

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

 

- Spencer.

 

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

 

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

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

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

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

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



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

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

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Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

2012-02-15 Thread Spencer 'Voogru' MacDonald
I’ve noticed that these client crashes are reduced (but not eliminated) if you 
prevent wearable entities from being sent to the client.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Wednesday, February 15, 2012 7:50 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

As for the crashes, meh, its getting so old that.  As it is now running so 
long, they should be able to do a graph of the average crashes of tf2 per day 
vs the updates they did, and correlate the updates vs the crashes, and which 
parts they changed with them to find the features. There is at least a year 
of data in there. Of course the deviation for other bugs that where addressed 
in that will have to be calculated in.
For the item servers, I guess steam trading in-game hammers them even more. ppl 
retrying and retrying etc. 


  _  


From: Team BOOM! teamb...@comcast.net
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com 
Sent: Thursday, 16 February 2012, 1:10
Subject: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

Players in our community are porting an significant increase in “HL2.exe” 
crashes since the last update. I’ve personally had 3 crashes  in the past 25 
minutes while playing TF2. I’ve also noticed the item servers have been down 
more. I’m not sure if the two are related. Anyone else seeing this or have any 
thoughts on the matter?

 

Thanks,

Mike


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-14 Thread Spencer 'Voogru' MacDonald
- Hcqngrq gur ybpnyvmngvba svyrf

wat

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, February 14, 2012 6:53 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Team Fortress 2 Update Released

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

-Eric

--

Team Fortress 2
- Added Something Special For Someone Special
- Added The Snapped Pupil
- Added a new promo item
- Updated the Heavy's sandvich so it will only resupply ammo if the owner
picks it up after dropping it. This means the only way to gain health from
the sandvich is by eating it.
- Fixed the Red/Blue team skins not working on the Bonk Boy with the new
styles
- Updated the in-game trading system to use the Steam trading menus
- Updated these items so they can be traded and crafted:
   - The Warsworn Helmet
   - The Bolgan
   - The Bolgan Family Crest
   - The Merc Medal
   - The Battle Bob
   - The Bushman's Boonie
- Updated cp_gravelpit
   - Fixed z-fighting on the fan in the Red spawn building
   - Fixed Red Engineers building inside their spawn room
- Hcqngrq gur ybpnyvmngvba svyrf

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

2012-01-24 Thread Spencer 'Voogru' MacDonald

Hi Fletcher,

One thing I used to do, but stopped in case it might cause problems in 
the future, was manipulate queries to players who were deemed to have 
reserved slots (by storing their IP addresses, and then modifying the 
query sent to those addresses).


What I did was simply increase the maxplayers by one, so that when they 
double click on the server in the browser they could connect to it even 
if it was full, rather than being forced to use the connect command in 
the console.


Rather than having to run a hack to do this, I was wondering if there 
could be a force connect option added, which will attempt to connect 
to the server even if it's full.


Right now if you double click on a full server, you can wait for a slot 
to open up. Simply add another button to force connect.


- Spencer.

On 1/24/2012 3:08 PM, Fletcher Dunn wrote:


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


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


The following guidelines are self-evident:

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

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


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

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


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


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

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


Thanks,

The Team Fortress Team



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

2011-11-02 Thread Spencer 'Voogru' MacDonald

This would be nice, yes.

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

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

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

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

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

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

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

Your humble servant,
Fletch


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

there is some italian group that does that.

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




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

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

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


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

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

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

a

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


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

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

prominent.

- Blacklist
- Quickplay
- Reputation

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

like

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

ones

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

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

you

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

Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread Spencer 'Voogru' MacDonald

No, it's valves responsibility to fix third party plug-ins now.

- Spencer.

On 10/27/2011 11:47 PM, Ant wrote:


That would be an issue to take up with sourcemod wouldn't it?

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

*Sent:* Friday, 28 October 2011 1:25 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Team Fortress 2 Update Released

I am getting...

L 10/27/2011 - 19:34:51: [TF2] GetHoliday detour failed
L 10/27/2011 - 19:34:51: [TF2] Sigscan for GetHoliday failed - 
Disabling detour to prevent crashes


with the new SM 1.4 Snapshot.

On Thu, Oct 27, 2011 at 7:47 PM, RSS List User 
li...@redspeedservers.com mailto:li...@redspeedservers.com wrote:


For quickplay/matchmaking, friendly fire needs to be on or off?



On 10/27/2011 10:36 PM, Andrew DeMerse wrote:

No crashes with SM off (unless you go to harvest)

On Thu, Oct 27, 2011 at 10:21 PM, msleeper 
mslee...@ismsleeperwrong.com mailto:mslee...@ismsleeperwrong.com 
wrote:


I'm getting this spew again on cp_manor_event:


DataTable warning: player: Out-of-range value (346.00) in
SendPropFloat 'm_angEyeAngles[0]', clamping.




On Thu, Oct 27, 2011 at 10:20 PM, Andrew DeMerse ademe...@gmail.com 
mailto:ademe...@gmail.com wrote:
 Yep, my servers are crashing. i just disabled all plugins to see if 
that'll

 fix it.

 On Thu, Oct 27, 2011 at 10:17 PM, formologi...@cynicalgamers.com 
mailto:formologi...@cynicalgamers.com wrote:


 My server crashed once already. I'm still investigating and have a 
backup
 server with no plugins to try to rule out that. Anyone else having 
issues?


 Sent from my Verizon Wireless BlackBerry

 -Original Message-
 From: Jason Ruymen jas...@valvesoftware.com 
mailto:jas...@valvesoftware.com
 Sender: hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com

 Date: Fri, 28 Oct 2011 01:23:47
 To:
 'hlds_li...@list.valvesoftware.com 
mailto:hlds_li...@list.valvesoftware.com'hlds_li...@list.valvesoftware.com 
mailto:hlds_li...@list.valvesoftware.com;

 'Half-Life dedicated Win32 server mailing
 list'hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com;
 'hlds_annou...@list.valvesoftware.com 
mailto:hlds_annou...@list.valvesoftware.com'hlds_annou...@list.valvesoftware.com 
mailto:hlds_annou...@list.valvesoftware.com

 Reply-To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Released

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

 - Halloween 2011 Event
   - Viaduct has been haunted and is now... Eyeaduct!
   - One full multi-piece costume set has been added for each class
   - Random gifts containing costume pieces drop in Eyeaduct on 
registered

 servers
   - 2 new Halloween 2011 achievements
   - Any unusual hats uncrated during the event will be Halloween-themed
   - New Halloween-themed items are available in the Mann Co. store, but
 only for a limited time!
 - Updated effects for The Cow Mangler 5000
 - Updated in-game abuse reporting tool to include option for reporting
 abusive game servers
 - Added mapcycle_halloween containing all Halloween event maps
 - Fixed team colors and styles not updating properly in store previews
 - Fixed bug in reputation trend status display for registered servers
 - Fixed a problem that could cause repeated stutters after joining a
 server
 - Fixed the Spine-Chilling Skull not appearing when equipped by 
soldiers
 - New Halloween-themed community-created items submitted to the 
Workshop

 are now available in the Mann Co. store!

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread Spencer 'Voogru' MacDonald
There seems to be a crash on map change if replay somehow gets turned 
off (for example, if the replay information for the server is bad). I've 
reproduced it with no plug-ins on the server.


Just thought I'd let you all know.

On 10/28/2011 12:44 AM, James Botting wrote:

Posting of messages like that IS helpful to the mailing list.
For people unaware this them tells them that there may be a FIX to a 
CRASH when using sm by updating to a new spanshot, this fixing 
crashes, yes?
Just because someone posts something dosen't mean it needs to be fixed 
by valve. We are all server operators here. Time we started treating 
others like it.


On 28 Oct 2011, at 05:37, Spencer 'Voogru' MacDonald 
voo...@voogru.com mailto:voo...@voogru.com wrote:



No, it's valves responsibility to fix third party plug-ins now.

- Spencer.

On 10/27/2011 11:47 PM, Ant wrote:


That would be an issue to take up with sourcemod wouldn't it?

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

*Sent:* Friday, 28 October 2011 1:25 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Team Fortress 2 Update Released

I am getting...

L 10/27/2011 - 19:34:51: [TF2] GetHoliday detour failed
L 10/27/2011 - 19:34:51: [TF2] Sigscan for GetHoliday failed - 
Disabling detour to prevent crashes


with the new SM 1.4 Snapshot.

On Thu, Oct 27, 2011 at 7:47 PM, RSS List User 
li...@redspeedservers.com mailto:li...@redspeedservers.com wrote:


For quickplay/matchmaking, friendly fire needs to be on or off?



On 10/27/2011 10:36 PM, Andrew DeMerse wrote:

No crashes with SM off (unless you go to harvest)

On Thu, Oct 27, 2011 at 10:21 PM, msleeper 
mslee...@ismsleeperwrong.com mailto:mslee...@ismsleeperwrong.com 
wrote:


I'm getting this spew again on cp_manor_event:


DataTable warning: player: Out-of-range value (346.00) in
SendPropFloat 'm_angEyeAngles[0]', clamping.




On Thu, Oct 27, 2011 at 10:20 PM, Andrew DeMerse ademe...@gmail.com 
mailto:ademe...@gmail.com wrote:
 Yep, my servers are crashing. i just disabled all plugins to see 
if that'll

 fix it.

 On Thu, Oct 27, 2011 at 10:17 PM, formologi...@cynicalgamers.com 
mailto:formologi...@cynicalgamers.com wrote:


 My server crashed once already. I'm still investigating and have 
a backup
 server with no plugins to try to rule out that. Anyone else 
having issues?


 Sent from my Verizon Wireless BlackBerry

 -Original Message-
 From: Jason Ruymen jas...@valvesoftware.com 
mailto:jas...@valvesoftware.com
 Sender: hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com

 Date: Fri, 28 Oct 2011 01:23:47
 To:
 'hlds_li...@list.valvesoftware.com 
mailto:hlds_li...@list.valvesoftware.com'hlds_li...@list.valvesoftware.com 
mailto:hlds_li...@list.valvesoftware.com;

 'Half-Life dedicated Win32 server mailing
 list'hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com;
 'hlds_annou...@list.valvesoftware.com 
mailto:hlds_annou...@list.valvesoftware.com'hlds_annou...@list.valvesoftware.com 
mailto:hlds_annou...@list.valvesoftware.com

 Reply-To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Released

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

 - Halloween 2011 Event
   - Viaduct has been haunted and is now... Eyeaduct!
   - One full multi-piece costume set has been added for each class
   - Random gifts containing costume pieces drop in Eyeaduct on 
registered

 servers
   - 2 new Halloween 2011 achievements
   - Any unusual hats uncrated during the event will be 
Halloween-themed
   - New Halloween-themed items are available in the Mann Co. 
store, but

 only for a limited time!
 - Updated effects for The Cow Mangler 5000
 - Updated in-game abuse reporting tool to include option for 
reporting

 abusive game servers
 - Added mapcycle_halloween containing all Halloween event maps
 - Fixed team colors and styles not updating properly in store 
previews

 - Fixed bug in reputation trend status display for registered servers
 - Fixed a problem that could cause repeated stutters after joining a
 server
 - Fixed the Spine-Chilling Skull not appearing when equipped by 
soldiers
 - New Halloween-themed community-created items submitted to the 
Workshop

 are now available in the Mann Co. store!

 Jason


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 please visit:
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Re: [hlds] Is your TF2 standing trending downward fast?

2011-10-26 Thread Spencer 'Voogru' MacDonald
Why not just report it as a number? Positive number = good, Negative 
number = bad.


The higher the number the better, the lower the number the worse.

- Spencer.

On 10/25/2011 9:51 PM, Fletcher Dunn wrote:


There has been a bug in the TF2 server reputation trend calculation.  
Previously, it would only report that the reputation was either 
slightly upward or downward fast.


It will be fixed in the next update, to properly show five different 
levels: up fast, up slow, steady, down slow, and down fast.


I'm sure that this news comes as a **complete shock** to everybody.  
none of us had the SLIGHTEST INKLING that something was amiss, since 
it seemed to make such perfect sense.


No seriously, thanks to those who reported this issue.  And I 
apologize if anybody lost sleep over their server's reputation as a 
result of this bug.


And just to be clear: the bug was not in the calculation of the 
reputation data and had no effect on quickplay, etc.  It only affects 
the reporting of the trend message.


Your humble servant,

Fletch


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Re: [hlds] Is your TF2 standing trending downward fast?

2011-10-26 Thread Spencer 'Voogru' MacDonald
Who cares if people do that? You can already do such a thing with the 
game server monitor sites.


On 10/26/2011 11:04 AM, James Botting wrote:
I think it's deliberately not shown as a number to prevent the 
inevitable 'my server is better than yours because I have a higher 
number' when this system isn't meant to be interpreted like that.


On 26 Oct 2011, at 08:05, Spencer 'Voogru' MacDonald 
voo...@voogru.com mailto:voo...@voogru.com wrote:


Why not just report it as a number? Positive number = good, Negative 
number = bad.


The higher the number the better, the lower the number the worse.

- Spencer.

On 10/25/2011 9:51 PM, Fletcher Dunn wrote:


There has been a bug in the TF2 server reputation trend 
calculation.  Previously, it would only report that the reputation 
was either slightly upward or downward fast.


It will be fixed in the next update, to properly show five different 
levels: up fast, up slow, steady, down slow, and down fast.


I'm sure that this news comes as a **complete shock** to everybody.  
none of us had the SLIGHTEST INKLING that something was amiss, since 
it seemed to make such perfect sense.


No seriously, thanks to those who reported this issue.  And I 
apologize if anybody lost sleep over their server's reputation as a 
result of this bug.


And just to be clear: the bug was not in the calculation of the 
reputation data and had no effect on quickplay, etc.  It only 
affects the reporting of the trend message.


Your humble servant,

Fletch


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Re: [hlds] Team Fortress 2 Update Released

2011-10-19 Thread Spencer 'Voogru' MacDonald

+1

On 10/19/2011 11:03 AM, Eugenio Roman wrote:
Reddit's tf2 couldn't put this simpler 
http://www.reddit.com/r/tf2/comments/lh2yu/for_enduring_all_of_these_recent_crashes_i/



On Wed, Oct 19, 2011 at 12:25 AM, pilger pilger...@gmail.com 
mailto:pilger...@gmail.com wrote:


Glad to know the update wasn't meant to address the client
crashes. At least we know you're working on it and will release as
soon as possible.

I'd just ask you to keep in mind what Jason said there. Most of
our regular players just don't bother to get the game back running
after the third crash and just go play something else. Hell, i
finally got myself playing those Fronzen Synapse Humble Bundle
games i got a month ago.

We're eager for a solution. Best of luck to you and us all.


On 19 October 2011 03:20, Jason pctool...@gmail.com
mailto:pctool...@gmail.com wrote:

Ok, good Henry, as our full server became 1/4 full due to
client crashes and it happens in groupsa few at a
time.I think it was 7 times for me in 90 minsbut, the
server was still up.


On Wed, Oct 19, 2011 at 12:39 AM, Henry Goffin
hen...@valvesoftware.com mailto:hen...@valvesoftware.com
wrote:

We are still working on another update for these crashes.
This was primarily server changes to get something stable
that clients can connect to as soon as we push another
client update.


On Oct 18, 2011, at 9:05 PM, pilger pilger...@gmail.com
mailto:pilger...@gmail.com wrote:


I, personally, crashed twice in half an hour.

On 19 October 2011 01:41, pilger pilger...@gmail.com
mailto:pilger...@gmail.com wrote:

My server seems to stay up and running now, although
the clients are still crashing quite frequently. It's
still worse than it was 2 updates ago.


On 19 October 2011 01:12, Eric Smith
er...@valvesoftware.com
mailto:er...@valvesoftware.com wrote:

An optional update for Team Fortress 2 is now
available.  Please run hldsupdatetool to receive
the updates.  The specific changes include:

- Fixed a server error about unprecached models
- Fixed a problem where the Sniper Rifle wouldn't
damage sticky bombs

-Eric


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

2011-08-22 Thread Spencer 'Voogru' MacDonald
This freeze has been happening as far as I can remember. It's always 
right after the map changes.


- Spencer.

On 8/22/2011 10:21 AM, E. Olsen wrote:
Any response from Valve regarding the server-hang issue? I've got it 
happening at least 1-2 times a dayusually during prime time. It's 
a real traffic killer.


On Mon, Aug 15, 2011 at 3:18 PM, Andreas Grimm l...@gmx.net 
mailto:l...@gmx.net wrote:


Same here, too  more server hangs than crashes at the moment

*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 *Lambda
*Sent:* Monday, August 15, 2011 9:16 PM

*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Server crashes (E. Olsen)

Same here, i have randomly server hangs on some of my servers.

2011/8/15 E. Olsen ceo.eol...@gmail.com
mailto: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.net mailto:sai...@specialattack.net wrote:

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
mailto:hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E.
Olsen [ceo.eol...@gmail.com mailto: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.com
mailto:hu...@halsplayground.commailto:hu...@halsplayground.com
mailto:hu...@halsplayground.com wrote:
Breaking your mail to the list out Olsen because this in
particular caught my interest.

E. Olsen ceo.eol...@gmail.com
mailto:ceo.eol...@gmail.commailto:ceo.eol...@gmail.com
mailto: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.
  

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

2011-08-14 Thread Spencer 'Voogru' MacDonald

I've been noticing this since TF2 was released to be honest.

It seems that as the map changes and it loads new resources, those 
resources don't get dropped when the map changes. If you only run one 
map I don't think this happens, but I could be mistaken.


I've noticed that my dodgeball servers (which are very basic maps) are 
able to run for significantly longer times before they start taking up a 
bunch of memory than my standard rotation servers.


- Spencer.

On 8/14/2011 7:46 AM, Joeri van der Velden wrote:
Ever since around the replay update I've noticed a very annoying trend 
with my TF2 servers. When they start and are fully running, they take 
up about 400MB of RAM. However, over several hours with lots of 
activity, the memory use steadily grows over 700MB, some even reach 
900MB before I forcefully shut them down because they affect overal 
server performance. Our Garry's Mod and Counter-Strike: Source servers 
(both on the same engine, and running the same versions of Sourcemod) 
do not have this issue.


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



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Re: [hlds] Regarding the server mod that kicks free TF2 players...

2011-07-04 Thread Spencer 'Voogru' MacDonald

Valve can just penalize servers that ban f2p players if they so wish to.

On 7/4/2011 3:39 AM, Victor Hawley Jr. wrote:

Hi all,

I don't want to start a debate or discussion on the mailing list, but 
I'm sure most of us have heard of the plugin that automatically kicks 
players that are detected as non-payers on TF2. Can we get an official 
word about whether Valve is planning to patch this plugin or not?  It 
has become a very heated discussion on the forums and it would be best 
for Valve to tell the community whether they are planning to patch 
this controversial mod (or if they even can).


Once again, this email is NOT A PLACE FOR DISCUSSION ABOUT THE PLUGIN. 
 I'm simply asking Valve for an official word on the topic.  They 
don't seem to be responding about this issue on the forums.


Thank you.


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

2011-06-15 Thread Spencer 'Voogru' MacDonald
Excuse me? I don't run fake clients, nor do I have attachments with 
official content.


Perhaps you should do us all a favor and go fly a kite.

- Spencer.

On 6/15/2011 2:15 PM, Kyle Sanderson wrote:

Heh. If they're offering refunds for games they should make that
public. While I still enjoy TF2, none of my friends do, thanks to
these 'updates'.

Is Robin still backing your Community with Fake Clients and
Attachments with their official content?
Kyle.

On Tue, Jun 14, 2011 at 6:05 PM, Spencer 'Voogru' MacDonald
voo...@voogru.com  wrote:

Perhaps you should ask valve to refund you all of the money you paid for the
updates. I'm sure they'll be happy to assist you.

- Spencer.

On 6/14/2011 8:50 PM, Kyle Sanderson wrote:

If a new feature is pushed that attracts players and has an entire
event based around it. You can't really ignore it. It's just stupid
that none of this was looked at before hand. The Saxxy Awards are over
now, which probably means this will never be fixed. Keep in mind now
we're just shy of 3 weeks after Jon said these issues would be
resolved. I personally appreciate the communication, but realistic
timelines should be set. It's blatantly obvious that 4/5 people of the
now TF2 team just work on Modeling. The rest are gone.

If you honestly think that we're fucktards for pointing out critical
issues with a barely working system. Whatever, good for you, the world
must be full of fucktards then.
Kyle.

On Tue, Jun 14, 2011 at 4:52 PM, AJ Palkovicaj.palko...@gmail.com
  wrote:

We might not have bug fixes, but at least we have the fucktards who
insist
on whining to the entire mailing list, every single update, with the same
damn complaints.  Get over it already.

On Tue, Jun 14, 2011 at 4:46 PM, Charliesprayp...@gmail.comwrote:

My thoughts exactly. Why fix the big problems with an update you
released
over a month ago when you can add a hat?

On 6/14/2011 4:39 PM, Kyle Sanderson wrote:

Looks like Hat Fortress 2 continues to prevail. Any update on the
Replay
fixes?!

On Tue, Jun 14, 2011 at 4:29 PM, Jason Ruymenjas...@valvesoftware.com
  wrote:

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

- Added the Spiral Knights promotional hat
- Updated The Superfan, The Essential Accessories, and The Hero's
Hachimaki so they can be painted
- Updated The Conjurer's Cowl and The Maul so they can be crafted and
traded

Jason


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

2011-06-14 Thread Spencer 'Voogru' MacDonald
Perhaps you should ask valve to refund you all of the money you paid for 
the updates. I'm sure they'll be happy to assist you.


- Spencer.

On 6/14/2011 8:50 PM, Kyle Sanderson wrote:

If a new feature is pushed that attracts players and has an entire
event based around it. You can't really ignore it. It's just stupid
that none of this was looked at before hand. The Saxxy Awards are over
now, which probably means this will never be fixed. Keep in mind now
we're just shy of 3 weeks after Jon said these issues would be
resolved. I personally appreciate the communication, but realistic
timelines should be set. It's blatantly obvious that 4/5 people of the
now TF2 team just work on Modeling. The rest are gone.

If you honestly think that we're fucktards for pointing out critical
issues with a barely working system. Whatever, good for you, the world
must be full of fucktards then.
Kyle.

On Tue, Jun 14, 2011 at 4:52 PM, AJ Palkovicaj.palko...@gmail.com  wrote:

We might not have bug fixes, but at least we have the fucktards who insist
on whining to the entire mailing list, every single update, with the same
damn complaints.  Get over it already.

On Tue, Jun 14, 2011 at 4:46 PM, Charliesprayp...@gmail.com  wrote:

My thoughts exactly. Why fix the big problems with an update you released
over a month ago when you can add a hat?

On 6/14/2011 4:39 PM, Kyle Sanderson wrote:

Looks like Hat Fortress 2 continues to prevail. Any update on the Replay
fixes?!

On Tue, Jun 14, 2011 at 4:29 PM, Jason Ruymenjas...@valvesoftware.com
  wrote:

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

- Added the Spiral Knights promotional hat
- Updated The Superfan, The Essential Accessories, and The Hero's
Hachimaki so they can be painted
- Updated The Conjurer's Cowl and The Maul so they can be crafted and
traded

Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-05-12 Thread Spencer 'Voogru' MacDonald

Is anyone getting crashes at map changes?

On 5/12/2011 8:15 PM, Jason Ruymen wrote:

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

Team Fortress 2
- Added a Show in Backpack Order setting to the loadout slot select screen
- This flag also affects the Quickswitch dialog
- Updated the Furious Fukaamigasa, the Hero's Hachimaki and the Connoisseur's 
Cap to be craftable
- Updated the localization files
- Replay
- Added a new command line parameter -replay that will increase 
maxplayers by 1 at startup and automatically execute replay.cfg for the server
- Fixed another bug that caused Mac replay renders to be blurry
- Fixed a bug where Replay FTP offloading was not using 
replay_fileserver_offload_port
- Improved detection of Replay server config problems
- Replay is automatically disabled on servers if the Replay publish test 
fails
- Saved Replay movies that were exported as TGA's/WAV will report more descriptive 
errors if YouTube(TM) upload or Export is attempted

Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-05-12 Thread Spencer 'Voogru' MacDonald

If replay_fileserver_path is empty, it crashes on map change.

On 5/12/2011 10:42 PM, Spencer 'Voogru' MacDonald wrote:

Is anyone getting crashes at map changes?

On 5/12/2011 8:15 PM, Jason Ruymen wrote:
A required update for Team Fortress 2 is now available.  The specific 
changes include:


Team Fortress 2
- Added a Show in Backpack Order setting to the loadout slot select 
screen

- This flag also affects the Quickswitch dialog
- Updated the Furious Fukaamigasa, the Hero's Hachimaki and the 
Connoisseur's Cap to be craftable

- Updated the localization files
- Replay
- Added a new command line parameter -replay that will increase 
maxplayers by 1 at startup and automatically execute replay.cfg for 
the server

- Fixed another bug that caused Mac replay renders to be blurry
- Fixed a bug where Replay FTP offloading was not using 
replay_fileserver_offload_port

- Improved detection of Replay server config problems
- Replay is automatically disabled on servers if the Replay 
publish test fails
- Saved Replay movies that were exported as TGA's/WAV will report 
more descriptive errors if YouTube(TM) upload or Export is attempted


Jason


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Re: [hlds] Mandatory updates coming later today

2011-05-05 Thread Spencer 'Voogru' MacDonald
This is just to let you know that the light of the end of the tunnel is 
actually a STEAM powered TRAIN.


- voogru.

On 5/5/2011 8:32 PM, Dominik Friedrichs wrote:
Either Valve decided to be more cooperative with the server owners 
from now on or something very evil is about to happen...


On 2011/05/06 02:26, Eric Smith wrote:

We're about 45 minutes from having it be released.

-Eric


-Original Message-
From: Eric Smith
Sent: Thursday, May 05, 2011 11:02 AM
To: 'hlds@list.valvesoftware.com'; 'hlds_li...@list.valvesoftware.com'
Subject: Mandatory updates coming later today

We're getting ready to release mandatory updates for TF2, CS:S, 
DoD:S, and HL2:DM this afternoon. This is just a heads-up that 
they're coming.


-Eric


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Re: [hlds] Massive TF2 Global Client Crashing back?

2011-04-16 Thread Spencer 'Voogru' MacDonald

I've been seeing a incredible amount of client crashes as well.

On 4/16/2011 5:25 PM, Shizzle Nizzle wrote:

Started to notice it this morning but it may have happened after last
night's update. Every couple hours every single TF2 server (not just
mine) but ever community seems to be freezing/dropping clients at the
same exact time (linux and windows servers). The most recent one being
3:55PM Central Standard Time about 30 minutes based on this post time.
 From what I gather it has occurred atleast 4 times today. This
occurred in the past as well but valve patched it up. Just thought I
would report this hopefully they/or someone can look into it further.
Thanks!

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

2011-04-14 Thread Spencer 'Voogru' MacDonald
If you are crashing before a map changes, set 
sv_vote_issue_nextlevel_choicesmode to 0


On 4/15/2011 1:27 AM, TRISTAN MARLER wrote:
Hey this new srcds is incredibly unstable. Also my client keeps 
dimming my volume similar to other VoIP apps as if people were 
talking, but people aren't talking, and it's constantly dimming my 
volume. Please say there's a fix in progress.


-BloodyIron

- Original Message -
From: Jason Ruymen jas...@valvesoftware.com
Date: Thursday, April 14, 2011 7:48 pm
Subject: [hlds] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released
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


 Updates to Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch are now
 available.  Please run hldsupdatetool to receive the
 updates.  The specific changes include:


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

 - Fixed a packet injection exploit in the client/server streams

 - Fixed UDP logging exploit

- Added a new server convar sv_logsecret which
 emits a new S2A_LOGSTRING2 UDP packet to any UDP log targets
 with the secret value pre-pended



 Team Fortress 2

 - Added new map Koth_Badlands

 - Updated CP_Well

- Spawn room by second cap for each time is now a
 one-way door

 - Updated Training

- Added 3 new training courses for the Demoman,
 Engineer, and Spy

- Added the Ready for Duty achievement for
 completing all of the training courses

 - Added a new system to associate dedicated servers with Steam
 accounts
- Use the ConCommand
 cl_gameserver_create_identity in the Team Fortress 2 client
 console to create a server account using the currently logged in
 Steam account. This will generate values for
 tf_server_identity_account_id and tf_server_identity_token

- Put the values for
 tf_server_identity_account_id and tf_server_identity_token
 into your server.cfg

- Use the ConCommand cl_gameserver_list in the
 Team Fortress 2 client console to list all of the game server
 accounts owned by the currently logged in Steam account

 - Added a new system for coaching players

 - Added a new vote system

- Server convars to control the vote system

   -
 sv_allow_votes   : Allow voting?

   -
 sv_vote_failure_timer: A vote that fails cannot 
be voted on again during this period.


   -
 sv_vote_allow_specators  : Allow spectators to vote?

   -
 sv_vote_issue_changelevel_allowed: Allow votes to change levels?

   -
 sv_vote_issue_kick_allowed   : Allow votes to kick 
players from the server?


   -
 sv_vote_issue_nextlevel_allowed  : Allow votes to set the 
next level?


   -
 sv_vote_issue_nextlevel_allowextend  : Allow votes to extend the 
current map?


   -
 sv_vote_issue_restart_game_allowed   : Allow votes to restart 
the game?


   -
 sv_vote_issue_scramble_teams_allowed :
 Allow votes to scramble the teams?

   -
 sv_vote_issue_nextlevel_choicesmode  : Present players with a 
list of maps with the lowest playtimes to choose from?


   -
 sv_vote_kick_ban_duration: How long should a kick 
vote ban someone from the server? (in minutes)


 - Added dynamic model loading to improve performance

 - Combat Text changes

   - Added a new convar
 hud_combattext_healing to display the amount of healing done
 per second

   - Added bonus points to the items
 displayed using Combat Text

   - Starting position of values is
 now affected by range to target, making it easier to see numbers
 when next to targets

 - Updated voice to use the Steam voice codec to improve quality

- Servers can toggle between the old codec and the
 new codec with the convar sv_use_steam_voice, which defaults
 to 1.

 - Fixed not being able to see the correct colors for painted
 hats when running with DX8

 - Fixed not being able to see the | character in custom names
 and descriptions

 - Fixed a couple cases where custom sprays would not import correctly

 - Duel changes

- The duel dialog has been extended to include
 class-specific duels in addition to the default duels

- Duel badges now only show the number of wins a
 player has

 - Added Payload maps to Offline Practice

 - Fixed taunt kills made with a Katana not counting towards
 honorbound kills

 - Fixed a bug where killing a Katana wielder with a Katana was
 incorrectly causing an increased crit chance

 - Fixed infinite noisemakers exploit where noisemakers could
 continue to be used after their charges had run out

 - Improved the Medic overheal effect so it's more noticeable

 - Fixed func_build entities to respect the team value and
 

Re: [hlds] Team Fortress 2 Update Available

2011-03-01 Thread Spencer 'Voogru' MacDonald

Looks like valve will take a look at it.

To be honest, it's not hard to fix since they can just make their own 
ent_fire command if they wanted too. I have my own command that 
replicates ent_fire and adds a lot more arguments and it wasn't so hard.


- Spencer.

On 3/1/2011 2:36 PM, eternal@gmail.com wrote:

Event scripts is far from trash.
Anything that gives us the opportunity to expand and utilize our 
servers as we see fit is a plus and anyone who has trouble with event 
scripts probably isn't doing it right. ;)




-Original Message- From: msleeper
Sent: Tuesday, March 01, 2011 3:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Seconding this. EventScript is garbage to begin with, anything to make
terrible addons stop working is a positive change in my book.


On Mon, 2011-02-28 at 21:47 -0500, Spencer 'Voogru' MacDonald wrote:

Valve trashed EventScripts?

THANK YOU!

- Spencer.

On 2/28/2011 7:56 PM, HooTs Administrator wrote:
 I'm just unhappy they trashed eventscripts to put a bandaid on an  
exploit that needs a hard fix. Get a real API valve. It's about time 
 seriously.


 On Feb 28, 2011, at 7:52 PM, Dominik Friedrichsd...@forlix.org  wrote:

 But its so much easier to just ignore any existing bugs and focus 
on  what matters most: Money, Money, Money!


 On 2011/03/01 01:26, Emil Larsson wrote:
 Valve, while I don't mind cosmetical items or promo items, it 
probably
 would be appreciated to ship it together with a few other 
bug-fixes at

 the same time.

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Re: [hlds] Team Fortress 2 Update Available

2011-02-28 Thread Spencer 'Voogru' MacDonald

Valve trashed EventScripts?

THANK YOU!

- Spencer.

On 2/28/2011 7:56 PM, HooTs Administrator wrote:

I'm just unhappy they trashed eventscripts to put a bandaid on an exploit that 
needs a hard fix. Get a real API valve. It's about time seriously.

On Feb 28, 2011, at 7:52 PM, Dominik Friedrichsd...@forlix.org  wrote:


But its so much easier to just ignore any existing bugs and focus on what 
matters most: Money, Money, Money!

On 2011/03/01 01:26, Emil Larsson wrote:

Valve, while I don't mind cosmetical items or promo items, it probably
would be appreciated to ship it together with a few other bug-fixes at
the same time.


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Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread Spencer 'Voogru' MacDonald
It appears you can fix windows by copying the FileSystem_Steam.dll from 
the client GCF file, then placing it in the orangebox/bin folder and 
renaming it to filesystem_stdio.dll.


The server boots up but dont know if it'll crash and burn.

Epic fail though.

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Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread Spencer 'Voogru' MacDonald

It worked for me, 4 windows servers running and packed.

No crashing and burning. Hot damn.

- Spencer.

On 12/17/2010 10:08 PM, Eric Smith wrote:

We're investigating and will have a solution soon.

-Eric


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Friday, December 17, 2010 7:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

Doesnt work

On 12/17/2010 9:44 PM, Spencer 'Voogru' MacDonald wrote:

It appears you can fix windows by copying the FileSystem_Steam.dll
from the client GCF file, then placing it in the orangebox/bin folder
and renaming it to filesystem_stdio.dll.

The server boots up but dont know if it'll crash and burn.

Epic fail though.

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Re: [hlds] TF2 Update Released but srcds.exe will not start..

2010-12-17 Thread Spencer 'Voogru' MacDonald
Would you prefer that they just release a new game every 6 months 
instead of upgrading their old games for basically free?


Relax, shit happens. It's annoying but I'd rather have this problem than 
not having free game updates. This is like food being so plentiful 
people get fat, it's a good problem.


- Spencer

On 12/17/2010 10:21 PM, Jason wrote:

Way to go ValveFriday night, NO FLIPPIN WARNING, EVENT PLANNED..and you 
kill our servers which we pay MONEY for.

Way to honor those who run servers to keep your game making money

*NOT*

Regards,
Jason
mailto:ja...@pctoolbin.com


Friday, December 17, 2010, 8:57:10 PM, you wrote:

S  TF2 Update Released but srcds.exe will not start. have even tried a clean
S  install. I believe something is  broken with this update. Can anyone
S  confirm?

S  Windows Server 2008 R2
S  Clean Install/Existing installs after update do not function.

S  -Original Message-
S  From: hlds-boun...@list.valvesoftware.com
S  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alinay Gomez
S  Sent: Friday, December 17, 2010 6:19 PM
S  To: Half-Life dedicated Win32 server mailing list
S  Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

S  Sweet, second half of the polycount update!

S  On Fri, Dec 17, 2010 at 8:55 PM, Jason Ruymen
S  jas...@valvesoftware.comwrote:


Required updates to Counter-Strike: Source, Day of Defeat: Source,
Half-Life 2: Deathmatch and Team Fortress 2 are now available.  The
specific changes include:
Engine changes (TF2/CS/DOD):
  - Improved sv_pure:
   - Materials / Models / Sounds / Animations are more
comprehensively protected.
   - Switched from CRC to MD5 hashes for stronger per-file validation.
   - Fixed some issues between custom files and server whitelists
over level changes.
  - Added HL2:MP to the list of dedicated server games when starting a
server via the Tools tab in the Library
Team Fortress 2
  - Added Medieval Mode, a game mode where players are restricted to
using olde weapons.
  - 'Your Eternal Reward' changes:
   - Spies can now change their disguise weapon via 'lastdiguise'
while using 'Your Eternal Reward'
   - Already-disguised 'Your Eternal Reward' Spies are no longer
forced to switch to displaying the melee weapon when they make a kill
   - Spies no longer play speech lines when making a kill with
'Your Eternal Reward'
   - Sentries no longer track 'Your Eternal Reward' Spies after
they backstab someone
  - 'Natascha' changes:
   - Spin-up time increased.
   - Slowdown-on-hit effect is reduced over distance.
  - Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The
Expert's Ordnance' item sets.
  - Added new weapons: 'The Claidheamohmor', 'The Back Scratcher', 'The
Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's
Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak
Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy
Cane', and 'The Jag'.
  - Added 20 new hats.
  - Added a prototype item testing map, and associated functionality,
for contributors to test their work. Further details in an upcoming blog

S  post.

  - Spies can now see TargetID's of players and objects regardless of
their own disguise status.
  - Fixed some speech lines continuing after the speaker changes class
  - The Spy 'Sap Auteur' achievement now increments in cases where the
Spy was the assister in the building destruction.
  - Fixed the arrow burning effect getting stuck on if you changed
class in a respawn room with your arrow lit.
  - Fixed a Flamethrower bug that allowed players to rapidly fake the
Pyro's airblast effect.
  - Throwing the Jarate or Milk now returns you to your previous
weapon, instead of your Primary.
  - Added leaderboard to track duel wins.
  - Added ability for players to donate money directly to the creators
of their favorite community maps.
  - Increased backpack size by 100 slots.
Jason



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S  --
S  - Naso
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S  please visit:
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Re: [hlds] Team Fortress 2 Update Available

2010-11-19 Thread Spencer 'Voogru' MacDonald

!!!
On 11/19/2010 7:18 PM, Zuko wrote:

...

2010/11/20 Jason Ruymenjas...@valvesoftware.com:

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

- Fixed Crit-a-Cola behaving like Bonk! Atomic Punch.

Jason


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Re: [hlds] Any chance of sv_steamgroup for CS:S / TF2?

2010-11-15 Thread Spencer 'Voogru' MacDonald
I'm against this unless it's somehow secured. I would not want other 
servers using my steam group id.


What I would like is the ability to list game servers on the steam 
groups page, and then the client downloads all of the servers from the 
groups they are in.


- Voogru.

On 11/15/2010 11:54 AM, ics wrote:

As long as the steamgroups work as they do with certain id number that ANYONE 
can dig up with a little work and add to their server configs, it's a pointless 
feature. Right now l4D/L4D2 players get a bunch of servers if they belong to 
official or popular groups along the real steamgroup servers because adding a 
group id into server config is so easy and some people feel no shame and are 
not afraid of abuse it.

If steamcommunity would have a tab of allowed server ip/port in steamgroup 
settings, it would work as it should. Not like this that if you know an id of 
steamgroup, it's all in and allowed.

-ics

- Alkuperäinen viesti -

Somewhat relevant: I've often wondered if there was a way to implement a
clan tag setting in TF2 and other games' config, like in CS:S in the
Multiplayer menu... that way I won't have to worry about having the clan
tag in my Steam name, and it won't show up doubled in CS:S.

On Sun, Nov 7, 2010 at 8:26 PM, Carlaidsf...@gmail.com  wrote:


Hey Valve,

Is there any chance of getting these tags for CS:S / TF2 servers?   It
would greatly help users find the servers related to the steam groups
they are in? Is there any plan to add the convar for orangebox or was
there a specific reason it was not included?

Carl

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Re: [hlds] Team Fortress 2 Update Available

2010-10-19 Thread Spencer 'Voogru' MacDonald

 On 10/19/2010 6:47 PM, Jason Ruymen wrote:

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

- Fixed another sentry gun exploit that let Engineers build multiple sentries.
- Fixed Engineers being able to build level 3 mini-sentries using The Wrangler 
for real this time

Jason


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I'm sure glad I didn't remove the fix I had for the multiple sentry gun 
exploit.


I think I'll leave it in anyway.



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Re: [hlds] The commands vmodenable 1 and vban 0 0 0

2010-07-18 Thread Spencer 'voogru' MacDonald
These are stock commands in the game, nothing to do with sourcemod.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Thomas
Sent: Sunday, July 18, 2010 5:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] The commands vmodenable 1 and vban 0 0 0

That actually makes sense. Thank you.

HL-SDK Synths wrote:
 Sourcemod voice chat details, nothing to worry about

 On Jul 18, 2010 4:05 PM, Thomas m...@fearswe.net wrote:

 After going through one of my servers Sourcemod command logs I came across
 that a number of players executes those commands.
 The log messages would look like:
 07/18/10 13:39:10: Name180STEAM_0:0:123456 executes: vmodenable 1
 07/18/10 13:39:10: Name180STEAM_0:0:123456 executes: vban 0 0 0
 Some admins and some non-admins are reported to execute those. Yet, I
can't
 find them with cvarlist neither on my client or on the server.

 It's a Counter-Strike Source server with:
 Metamod v1.8.2
 Sourcemod v1.3.4-dev
 Zombiemod:Reloaded v3.0.0-b2

 Does anyone have an idea what those commands do?

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Re: [hlds] [TF2] No Auto-Join Prompt on Server Full

2010-07-09 Thread Spencer 'voogru' MacDonald
While they are at it, please put in an option to force connect even if the
server is full. (basically just issue the connect command), lots of servers
have reserved slots and a force connect option would be awesomesauce.

If I have to send valve a case of beer and doughnuts to get it done
delivered by strippers in sexy nurse outfits, I will.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
Sent: Friday, July 09, 2010 3:08 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] [TF2] No Auto-Join Prompt on Server Full

Appears this happened again.

I hope it gets re-instituted

Auto join when slot immediately opens and the other option.
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Re: [hlds] Team Fortress 2 Update Available

2010-07-02 Thread Spencer 'voogru' MacDonald
Because the servers don't really have that many players on it. These servers
are misleading players, therefore malicious.

Their goal is to have their servers show up higher when sorted by max
players, and do no service to the players.

Sure, I'm perfectly capable of playing the same game and showing 255/255 and
being on top, but sadly I was born without the asshole gene.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shawn Somers
Sent: Friday, July 02, 2010 12:12 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Spencer 'voogru' MacDonald wrote:
 The warning would be far more useful if it warned about impossible
 servers, such as 34/36 etc servers, because those are actually somewhat
 malicious

I'm curious as to why you think this is malicious, Care to expand?

Shawn

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Re: [hlds] hlds Digest, Vol 29, Issue 8

2010-07-02 Thread Spencer 'voogru' MacDonald
Keep your friends close, and your enemies closer.

;)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Polley
Sent: Friday, July 02, 2010 7:24 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds Digest, Vol 29, Issue 8

Isn't that website the cause of pretty much every source hack in existance?

On Fri, Jul 2, 2010 at 12:22 PM, hlds-requ...@list.valvesoftware.comwrote:


 On Jul 2, 2010 2:40 AM, voo...@voogru.com wrote:

 One of my admins is the owner of game deception, another one of my admins
 used to run united admins and all that anti-cheat good stuff.

 The deck is quite stacked against aimbotters on my server. They aren't
 exactly noobie powertrip admins.
 Sent via BlackBerry by ATT



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Re: [hlds] Team Fortress 2 Update Available

2010-07-01 Thread Spencer 'voogru' MacDonald
Added a warning dialog that pops up to warn players joining games with more
than the recommended number of players.

1. The server shows the max player count next to the number of players
currently on the server.
2. The servers usually keep the increased_maxplayers tag when they have
more than 24 players on the server.

Players know how many players can be on the server when joining, they don't
need yet another warning. The only thing that this may encourage is some
malicious server ops to do the exact opposite of what they are doing now,
show their servers as 23/24 when in fact they are 32/33.

The warning would be far more useful if it warned about impossible
servers, such as 34/36 etc servers, because those are actually somewhat
malicious.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Thursday, July 01, 2010 9:27 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

They should just delist servers over 33 slots, they just run fake clients to
fill the extra 4 slots. Stupid and deceiving. Shame on those server ops.

On Thu, Jul 1, 2010 at 6:21 PM, M33CROB ad...@phoenixrisingtf2.com wrote:

 Does anyone know how the warning message works for players connecting to
 server with more than the recommended number? Is this all servers with
more
 than 24 players, or just servers with more than 32.  Is there some
 arbitrary
 number depending on the type of map?

 Thanks

 On Thu, Jul 1, 2010 at 6:08 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  Download was pain free. :) I downloaded before I could start my client,
 it
  said the servers were too busy. :P
 
  On Thu, Jul 1, 2010 at 5:53 PM, Saul Rennison saul.renni...@gmail.com
  wrote:
 
   /me passes cookie
  
   On Friday, July 2, 2010, Allan Button abut...@netaccess.ca wrote:
Hmm. Looks like the Linux build and the windows build was
different Cookie please.
   
Sent from my mobile.
   
On Jul 1, 2010, at 8:31 PM, Jason Ruymen jas...@valvesoftware.com
 
wrote:
   
A required update for Team Fortress 2 is now available.  This is
also an optional update for Counter-Strike: Source, since it fixes
a
bullet penetration problem on Linux servers.  The specific changes
are:
   
Server Browser
- Server browser now starts centered onscreen when it opens up.
- Filter panel now starts expanded, instead of hidden.
- Added a warning dialog that pops up to warn players joining games
with more than the recommended number of players.
- Added a max player count filter setting.
- Renamed quick list checkbox from Show Map List to Simplified
List.
   - Mouseover the checkbox now explains the simplified list in the
status bar.
- Quicklist now shows the number of other servers running each map.
- Fixed a couple of bugs related to toggling the quick list, which
were resulting in you needing to refresh again.
   
Team Fortress 2
- Added missing earbud particles for DX8 players.
- Added new ConVar mp_windifference_min to be used with
mp_windifference.
- Added Engineer to the list of classes that can equip Max's
Pistol.
- Rebuilt sound cache files that were out of date.
- Source TV:
- Fixed unlockable items not being visible.
- Stopped player is carrying X messages looping forever.
- Fixed overhealed particle effect being visible on your
current
view target when in first-person spectator mode.
- Changed in-game button colors to be less eyepoppingly bright.
- Improved Steam Web APIs for TF2 items (see
   http://www.teamfortress.com/
)
   
Engine
- Fixed some graphical issues when alt-tabbing during a game.
- Fixed bullet penetration problems with Linux dedicated server.
- Removed an exploit that allowed people to change their names to
something other than their Steam profile name.
   
Jason
   
   
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   --
  
   Thanks,
- Saul.
  
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Re: [hlds] Counter-Strike Source: Tickrate change: Set to 66, -tickrate removed

2010-06-24 Thread Spencer 'voogru' MacDonald
Because in Soviet SRCDS, CSS plays you!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
Sent: Thursday, June 24, 2010 6:06 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike Source: Tickrate change: Set to 66,
-tickrate removed


Why can't people let other people play how they want?

 Date: Thu, 24 Jun 2010 09:28:59 +0200
 From: anakin...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike Source: Tickrate change: Set to 66,
-tickrate removed
 
 I hope Hidden Path will make it impossible/harder to make such plugins to
 unlock the tickrate.
 
 2010/6/24 Ben B brutalgoerge...@gmail.com
 
  servers with that mod have A W F U L his registration. Oranegbox was
  designed and optnized for 66 tick. Forcing 100 totally screws it up. I
know
  ill be avoiding awful servers running that 100 tick work-around
 
  On Wed, Jun 23, 2010 at 8:10 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   Lets see how fast it gets patched, that will be the real test.
  
   On Wed, Jun 23, 2010 at 6:31 PM, Michael Krasnow mnk...@gmail.com
  wrote:
  
wow that was fast :P
   
On Wed, Jun 23, 2010 at 9:21 PM, Bajdechi Nightbox Alexandru 
alexandrualexa...@gmail.com wrote:
   
 http://didrole.com/tickrate_enabler/

 2010/6/24 AnAkIn . anakin...@gmail.com

  I was able to bunnyhop on 66tick servers, but not on 33tick
  servers.
 
  2010/6/24 Mark Gunnett mgunnett4...@gmail.com
 
   OrangeBox is source with a bunch of tweaks right? I know I
can't
   Bhop
 in
   TeamFortress 2, so I was kind of expecting Bhoping, surfing,
and
   all
  those
   other types of physics exploits to vanish in the move anyways.
Is
there
   anyone on this list that can confirm that they were able to
Bhop
  in
the
   CS:S
   Beta? Cause if not... Then the move to 66 tick really
shouldn't
matter
  for
   the physics anyways. It'll be more of a problem for people
with
 bandwidth
   restrictions (i.e. they liked running 33 tick to reduce the
  amount
   of
   network data because they only have so much bandwidth per
month).
  
   --
   All programmers are playwrights and all computers are lousy
   actors.
- Unknown
  
   When I do good, I feel good; when I do bad, I feel bad, and
that
   is
my
   religion.
- Abraham Lincoln
  
   Mark J. Gunnett
   [EoE]SniperFodder{AL}
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  --
  Best regards,
  AnAkIn,
  -
  ESL EU TF2 Admin
  http://www.esl.eu/eu/tf2
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Re: [hlds] New update broke a lot of textures on custom maps

2010-06-24 Thread Spencer 'voogru' MacDonald
I agree, they should just re-add the textures and my bet is that it's simply
an oversight.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, June 24, 2010 4:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New update broke a lot of textures on custom maps

Missing textures from maps, and servers crashing due to certain maps
IS relevant to server administration.

Thanks,
Kyle.

On Thu, Jun 24, 2010 at 1:37 PM, msleeper mslee...@ismsleeperwrong.com
wrote:
 SDK changes/removals are relevant to server administration? I thought
 not.


 On Thu, 2010-06-24 at 22:06 +0300, ics wrote:
 Got a hammer finally running so i checked the textures from some of the
 maps i could get open. They are as follows:

 EFFECTS/METALFENCE007A
 EFFECTS/METALDOOR017A
 EFFECTS/STAIRSAFRNT

 Best thing to do would be to readd them to the game so the maps wouldn't
 have checkerboard textures. Some of these are very well loved on servers
 and it would be a shame to leave them as they are. I doubt the mappers
 are around to fix all of them.

 -ics


 24.6.2010 15:34, ics kirjoitti:
  So, anyone of you who runs custom maps on their CS Source servers, be
  aware that following maps (and propably a lot more) have broken
textures
  due to the latest update. It seems that the textures have been removed
  from the game for some reason and there is a checkerboard texture now
  replacing them or just transparent wall. Textures that are mostly
  missing are stairs, doors, railings and metal related. I would put up
  some list here which ones but i can't open Source SDK after the update.
  I guess that's partly broken too.
 
  The following maps are now broken:
 
  de_phoenix (the most broken one)
  de_strata
  de_season
  de_cityfever
  de_hiekka
  de_varasto_v3
  de_tehdas
  cs/de_pariah
  de_scorch
  de_frost
  cs_muutto
  de_kunta
  as_hiekka
  as_crisis
  + many more.
 
  Just thought that it's worth mentioning.
 
  -ics
 
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Re: [hlds] Black Listed / De-listed Servers‏

2010-06-14 Thread Spencer 'voogru' MacDonald
I've experienced this several times and I run a completely different setup.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Qlimax Povar
Sent: Monday, June 14, 2010 9:06 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Black Listed / De-listed Servers‏

I dont know where to post it, so I will post it here, I think we all have a
problem with the server hang problem. Whenever there is 32/32 players and
the server changes the map, the server just HANGS, after 5min the server
starts responding. ANY FIXES COMING?
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Re: [hlds] Clients Loading Plugins

2010-05-20 Thread Spencer 'voogru' MacDonald
Sure why the hell not.

I just hope it's true.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
Sent: Thursday, May 20, 2010 3:56 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Clients Loading Plugins


Added my Support for the Update.

 Date: Thu, 20 May 2010 15:28:05 -0400
 From: halflife...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Clients Loading Plugins
 
 http://forums.steampowered.com/forums/showthread.php?t=1276380
 
 Sorry if this is old, but apparently Valve is removing it.
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Re: [hlds] TF2 servers reporting players via Query when empty

2010-05-18 Thread Spencer 'voogru' MacDonald
Better yet, cancel the accounts of servers running fake clients or
forcefully remove the plug-ins yourself.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, May 18, 2010 11:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 servers reporting players via Query when empty

Check for fake player plugins.


 Seems TF2 servers are reporting players via the query protocol
 even though the console says 0 players and the server is using
 0 CPU.

 Like most GSP's we use the query results to monitor performance
 and perform restarts when idle so its important that this
 information is correct.

 So really could do with this being fixed.

Regards
Steve

 
 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 
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Re: [hlds] Delist

2010-05-16 Thread Spencer 'voogru' MacDonald
No, a better way is to give a special tag to your server, then look for that
tag.

A delist should only happen if you are doing something really bad.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Attaul N
Sent: Sunday, May 16, 2010 4:46 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Delist


How do you know if your server has been de-listed from the master list?
  
_
MSN Dating: Find someone special. Start now.
http://go.microsoft.com/?linkid=9729707
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Re: [hlds] Delist

2010-05-16 Thread Spencer 'voogru' MacDonald
What? You mean a message malicious servers could detect and then
auto-startup a new malicious redirect server?

Nah.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: Monday, May 17, 2010 1:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Delist

I thought there was an echo on the server log warning if the server is
delisted?

On Sun, May 16, 2010 at 11:29 PM, Spencer 'voogru' MacDonald
voo...@voogru.com wrote:
 No, a better way is to give a special tag to your server, then look for
that
 tag.

 A delist should only happen if you are doing something really bad.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Attaul N
 Sent: Sunday, May 16, 2010 4:46 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Delist


 How do you know if your server has been de-listed from the master list?

 _
 MSN Dating: Find someone special. Start now.
 http://go.microsoft.com/?linkid=9729707
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Spencer 'voogru' MacDonald
Yeah, we get to enjoy CSS for a little bit of time without hackers and
morons.

:D

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: Tuesday, May 11, 2010 4:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

yyyy

no more playing with racist, cussing 2 year olds.

On 5/11/2010 3:54 PM, Matthew Gottlieb wrote:
 The system requirements for OrangeBox are MUCH higher then the old
 CSS.  All the script kiddies and their P2 boxes are going to start
 yelling and screaming that they can't play their game...

 On Tue, May 11, 2010 at 2:42 PM, Dominic Marciano
 lambda1_...@hotmail.com  wrote:

 Dear god no..
 (i expect 50+ emails when i wake up in the morning)

  
 From: eclyp...@hotmail.com
 To: hlds@list.valvesoftware.com
 Date: Tue, 11 May 2010 15:35:43 -0400
 Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA


 nh let's leave it up to the imagination...

 Hats, community weapons, taunts...

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945


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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Spencer 'voogru' MacDonald
You can always ask for your money back.

Oh, wait. It was free.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: Wednesday, May 12, 2010 12:01 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

I just don't understand who thought updating was a good idea.  CSS
players don't want fixes or changes.  They want the same old thing.  I
don't even play CSS and I knew it was a BAD idea.

On Tue, May 11, 2010 at 10:54 PM, Willy Cordeiro willy123...@gmail.com
wrote:
 God the amount of bitching in this is ridiculous. Valve is updating the
 game, completely free of charge and people feel like they're doing
something
 wrong to them. SM/MM:S breaking isn't anything those teams are very fast
and
 usually have a patch within hours of any updates that break them.
 -Wellington Willy Cordeiro


 On Tue, May 11, 2010 at 7:19 PM, raydan rayda...@gmail.com wrote:

 i don't think valve will listen any players suggestions. They release
 the beta just want to fix bug(like crash, they don't want crash at
 clan matching).
 Add new features? they won't do that, like they just removed bhopping

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Re: [hlds] (no subject)

2010-05-03 Thread Spencer 'voogru' MacDonald
BBQ!!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
Sent: Monday, May 03, 2010 8:31 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] (no subject)


HOLY SHIT.

 Date: Mon, 3 May 2010 07:25:02 -0400
 From: mysteriousjus...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] (no subject)
 
 OMFG
 
 On Mon, May 3, 2010 at 6:36 AM, David Britton
 sugardaddy323...@hotmail.comwrote:
 
  http://www.plantemosparaelplaneta.com/oTwcnSe81c.html
 
  _
  The New Busy is not the old busy. Search, chat and e-mail from your
inbox.
 
 
http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:W
L:en-US:WM_HMP:042010_3
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Re: [hlds] Team Fortress 2 Update Available

2010-05-01 Thread Spencer 'voogru' MacDonald
Are there any other mods/plugins that are effected by this other than the 2
listed on the petition.

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

There is a variety of ways this can be used for creativity and this
essentially breaks it, purposely. I usually don't ever complain when they
make changes to the game and break plug-ins, usually those are side-effects
of them making other changes, this changed was targeted and intentional.

The petition was just an alternative use of my time, either I was going to
spend time circumventing the existing restriction (which would probably get
fixed if they kept this policy), or I could spend the time asking them
nicely to reverse this policy and get the community involved.

Also, this doesn't prevent server ops from issuing overpowered weapons or
other things that drastically affect game play. All that happens is the
client doesn't render the model.

I wasn't going to post this petition to the list (prefer to do so on other
community sites), but since it's here I figured I'd explain it a little.

In the end, I hope valve reconsiders.

- voogru.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alexander Baade
Sent: Saturday, May 01, 2010 4:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Are there any other mods/plugins that are effected by this other than the 2
listed on the petition.  I personally don't care about these because a lot
of server admins will use the hat mod and charge players for them.  It
angers me to no end that I have to download a boat load of custom content
and then I cant use it unless I donate to the server.  These servers
typically go on my blacklist.  I could over look this fact but I'm not going
to because there are a lot of servers out there who have stolen custom
maps/content from my clan and heavily rely on these plugins.

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

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

  Any word on a fix for this yet?
 
  Sent from my iPod
 
  On Apr 30, 2010, at 11:41 PM, Msilbys12 msilby...@righttorule.com
  wrote:
 
   Sounds like a client problem
  
   Sent from the best phone ever
  
   On Apr 30, 2010, at 9:24 PM, Matt Hoffman
   lord.matt.hoff...@gmail.com wrote:
  
   Yep, crashing on every server I connect to. (As a client obviously)
  
   On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin
   fortinj1...@gmail.com wrote:
   So you got everything serverwide working, but it seems like anyone
   Jo
   has updated the client will crash when they try to connect.
  
   Sent from my iPod
  
   On Apr 30, 2010, at 10:04 PM, Noel phre...@gmail.com wrote:
  
   My Windows servers are both up and running and joinable now.
   Updates seemed
   to take a minute or so longer than usual, but no problems with MM/
   SM
   running.
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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
One of the major new features is the new Masters should return dedicated
servers ordered by their geographical distance from the player requesting
the server list, making for lower latency and better connections.

Holy shit! Thank you!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zoid Kirsch
Sent: Tuesday, April 13, 2010 5:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Master Server Move

On Wednesday April 14th we will be moving the HL2Master servers to a new set
of IP addresses.  One of the major new features is the new Masters should
return dedicated servers ordered by their geographical distance from the
player requesting the server list, making for lower latency and better
connections.

Dedicated server operators will generally have to restart their dedicated
servers after this move to ensure they will correctly pick up the new
addresses of the these Masters.  The server browser in the Steam client and
in games such as Team Fortress 2 will automatically move to the new Masters.

Server operators that manually set their master servers (we recommend
against this practice however) please use hl2master.steampowered.com to
refer to them instead of the IPs directly. This name returns all Master
addresses.

We will update once the move is complete.

--
/// Zoid.


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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
GeoIP has been accurate enough. Even if it's off by 500 miles it's still far
better than the octets of the IP which is what they do right now.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Tuesday, April 13, 2010 8:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

I hope all your IP addresses of both your clients and your servers have the
correct geo IP data.

On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 I think I love you Zoid,

 Kyle.

 On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  That was broken anyways in TF2 I believe...
 
  On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
 
   So it will no longer sort by ip similarity? Thank the dragons!
  
   On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com
   wrote:
  
On Wednesday April 14th we will be moving the HL2Master servers to a
  new
set of IP addresses.  One of the major new features is the new
 Masters
should return dedicated servers ordered by their geographical
 distance
   from
the player requesting the server list, making for lower latency and
   better
connections.
   
Dedicated server operators will generally have to restart their
  dedicated
servers after this move to ensure they will correctly pick up the
new
addresses of the these Masters.  The server browser in the Steam
 client
   and
in games such as Team Fortress 2 will automatically move to the new
   Masters.
   
Server operators that manually set their master servers (we
recommend
against this practice however) please use 
 hl2master.steampowered.com
   to
refer to them instead of the IPs directly. This name returns all
 Master
addresses.
   
We will update once the move is complete.
   
--
/// Zoid.
   
   
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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
Every time I have ran GeoIP on a players IP, it was close enough to their
physical location.

Here's an example, take: 98.211.136.86

WHOIS Shows:

OrgName:Comcast Cable Communications  Inc. 
 OrgID:  CMCS 
 Address:1800 Bishops Gate Blvd 
 City:   Mt Laurel 
 StateProv:  NJ 
 PostalCode: 08054 
 Country:US

GeoIP shows:

98.211.136.86 US United States FL Florida Miami 33129 25.7525 -80.2030
Comcast Cable Comcast Cable 528 305

Try it yourself, http://www.maxmind.com/app/locate_demo_ip


When I run my own servers IP, WHOIS shows Chicago, but GeoIP properly shows
it in Dallas.

Even if it was only accurate to the same country, it's still better. If it's
only as accurate as east, central, and west coast, it's still better than
what we have now, which again is just the octets of the IP as a poor man's
GeoIP that is utterly inaccurate.

It's a drastic improvement and it means players will be getting better
results even if their GeoIP location is inaccurate.

http://www.maxmind.com/app/city_accuracy

It's accurate enough for this purpose.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, April 13, 2010 9:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

What about ISPs and IP providers whose GeoIP data are not even in the
same area? Most GeoIP lookups are based on whois data of the IPs in
question, so if your IPs are owned by a company on the west coast, but
the datacenter you are in is in the east coast, then you're going to be
getting some pissed off west coasters with high ping.


On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
 GeoIP has been accurate enough. Even if it's off by 500 miles it's still
far
 better than the octets of the IP which is what they do right now.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Tuesday, April 13, 2010 8:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move
 
 I hope all your IP addresses of both your clients and your servers have
the
 correct geo IP data.
 
 On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
wrote:
 
  I think I love you Zoid,
 
  Kyle.
 
  On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   That was broken anyways in TF2 I believe...
  
   On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:
  
So it will no longer sort by ip similarity? Thank the dragons!
   
On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
z...@valvesoftware.com
wrote:
   
 On Wednesday April 14th we will be moving the HL2Master servers to
a
   new
 set of IP addresses.  One of the major new features is the new
  Masters
 should return dedicated servers ordered by their geographical
  distance
from
 the player requesting the server list, making for lower latency
and
better
 connections.

 Dedicated server operators will generally have to restart their
   dedicated
 servers after this move to ensure they will correctly pick up the
 new
 addresses of the these Masters.  The server browser in the Steam
  client
and
 in games such as Team Fortress 2 will automatically move to the
new
Masters.

 Server operators that manually set their master servers (we
 recommend
 against this practice however) please use 
  hl2master.steampowered.com
to
 refer to them instead of the IPs directly. This name returns all
  Master
 addresses.

 We will update once the move is complete.

 --
 /// Zoid.


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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
Whois on 206.123.95.51 shows me:


(checked on Samspade.org)

network: Class-Name: network 
 network: Auth-Area: 206.123.64.0/19 
 network: ID: NET-143920612395024 
 network: Network-Name: 
 network: IP-Network: 206.123.95.0/24 
 network: IP-Network-Block: 206.123.95.0 - 206.123.95.255 
 network: Org-Name: Velocity Servers 
 network: Street-Address: 8185 Sheridan Drive 
 network: City: Williamsville 
 network: State: NY 
 network: Postal-Code: 14221 
 network: Country-Code: US 
 network: Tech-Contact: MAINT-143920612395024 
 network: Created: 20071206020217000 
 network: Updated: 20071206020217000 
 network: Updated-By: ab...@colo4dallas.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alkaline
Sent: Tuesday, April 13, 2010 9:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

206.123.95.51
My Dallas server but geoip shows it in New York, a bit off imo.
Seems whois is showing a dallas address.

- Original Message - 
From: Michael Krasnow mnk...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 13, 2010 8:20 PM
Subject: Re: [hlds] Master Server Move


 it doesn't matter, its still more accurate,

 On Tue, Apr 13, 2010 at 9:05 PM, msleeper 
 mslee...@ismsleeperwrong.comwrote:

 What about ISPs and IP providers whose GeoIP data are not even in the
 same area? Most GeoIP lookups are based on whois data of the IPs in
 question, so if your IPs are owned by a company on the west coast, but
 the datacenter you are in is in the east coast, then you're going to be
 getting some pissed off west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's 
  still
 far
  better than the octets of the IP which is what they do right now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers have
 the
  correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
 ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com 
wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master servers
 to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower latency
 and
 better
  connections.
 
  Dedicated server operators will generally have to restart their
dedicated
  servers after this move to ensure they will correctly pick up 
  the
  new
  addresses of the these Masters.  The server browser in the 
  Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to the
 new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns 
  all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
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   archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer 'voogru' MacDonald
Valve doesn't know the clients ping to the server. The client knows, but
valve is already sending them the server list at that point.

All this is doing is changing the order that servers get sent to clients.
The list will still have all of the servers, only servers that are deemed
further are sent later.

They already do this, except it's done via octets of IP's, which is even
more inaccurate.

This is change we can believe in.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alkaline
Sent: Tuesday, April 13, 2010 10:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

Just list the servers and sort by ping imo, closest should ping the lowest.

- Original Message - 
From: DontWannaName! ad...@topnotchclan.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 13, 2010 9:05 PM
Subject: Re: [hlds] Master Server Move


 Perhaps there should be a way for server operators to change their 
 location
 settings like download settings in Steam. Granted, people could abuse 
 that.
 There are still regional settings, why not location. How do we know where
 our servers will be listed, going on the list only approximates it.

 On Tue, Apr 13, 2010 at 6:57 PM, Steven Crothers
 steven.croth...@gmail.comwrote:

 They are right next to each other in that case...

 It wouldn't make sense to announce /32's so your point is moot.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Tuesday, April 13, 2010 9:47 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Master Server Move

 it doesn't matter its still better than 5000 miles! the current way is 
 that
 the master servers think that if the client's ip address is 123.456.789.1
 and the server's address is 123.456.789.2 that they are next to each 
 other
 but in fact they could be on the other side of the world! this is still a
 lot better and probably the most accurate way we have.

 On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail mike_v...@boomgaming.net
 wrote:

  Msleeper brings up a good very good point. His is iisue si very real. 
  Fo
 r
  instance, my dedicated box is in San Jose, Ca. but it shows on Google
 maps
  as being in Dallas, Tx. If the list uses the Geo info, it could cripple
 us
  and show our server several 1000's of miles away. We are near the top 
  of
  the
  list now on the west coast. Yikes! Ziod, have you taken this into 
  account
  and are there work-arounds in place. I believe a lot of servers will be
  affected by this.
 
  Regards
  Lt. Maverick
  BOOM! Gaming Community
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Tuesday, April 13, 2010 6:06 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  What about ISPs and IP providers whose GeoIP data are not even in the
 same
  area? Most GeoIP lookups are based on whois data of the IPs in 
  question,
 so
  if your IPs are owned by a company on the west coast, but the 
  datacenter
  you
  are in is in the east coast, then you're going to be getting some 
  pissed
  off
  west coasters with high ping.
 
 
  On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
   GeoIP has been accurate enough. Even if it's off by 500 miles it's
   still far better than the octets of the IP which is what they do 
   right
  now.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
   Sent: Tuesday, April 13, 2010 8:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Master Server Move
  
   I hope all your IP addresses of both your clients and your servers
   have the correct geo IP data.
  
   On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
  
I think I love you Zoid,
   
Kyle.
   
On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!
ad...@topnotchclan.com
wrote:
   
 That was broken anyways in TF2 I believe...

 On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com
 wrote:

  So it will no longer sort by ip similarity? Thank the dragons!
 
  On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch
  z...@valvesoftware.com
  wrote:
 
   On Wednesday April 14th we will be moving the HL2Master
   servers to a
 new
   set of IP addresses.  One of the major new features is the 
   new
Masters
   should return dedicated servers ordered by their geographical
distance
  from
   the player requesting the server list, making for lower
   latency and
  better
   connections

Re: [hlds] Did S2A_INFO2 packet format change?

2010-04-03 Thread Spencer 'voogru' MacDonald
Yeah there is, I think they added the servers steamid to the queries.

(ya, servers have steamids)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sebastian Staudt
Sent: Saturday, April 03, 2010 4:20 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Did S2A_INFO2 packet format change?

Hi.

I'm the developer of the query library Steam Condenser (
http://koraktor.github.com/steam-condenser) and recently I got a bug report
about weird data received from CZ servers.
I did some research and found out that all servers (GoldSrc and Source)
using the new S2A_INFO2 format (see
http://developer.valvesoftware.com/wiki/Server_queries#Source_servers_2) and
returning additional data (extra data flag, EDF) have not the documented
format for the extra data. This seems to have changed recently. Does
anyone know what the new format is?

Best regards,

Sebastian
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Re: [hlds] Windows or linux why

2010-03-27 Thread Spencer 'voogru' MacDonald
I use Windows, no problems here.

Sent from my iWheel (I BEET U r JEAoLOUS)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
Sent: Saturday, March 27, 2010 10:40 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Windows or linux  why

Asking Linux or Windows is like comparing apples to oranges. Both have 
their pros and cons.

If it's just one server I'd go Windows.

On 27/03/2010 10:27 PM, Jake Eisenman wrote:
 Just curious. Personally I use Linux because I know how to setup
 everything quickly from ssh

 Sent from my iPod

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Re: [hlds] List Server Downtime, T minus 2 hours and 10 minutes(-ish)

2010-02-27 Thread Spencer 'voogru' MacDonald
when will we get there when will we get there when will we get there when
will we get there when will we get there when will we get there when will we
get there when will we get there when will we get there when will we get
there when will we get there when will we get there when will we get there

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: Saturday, February 27, 2010 4:57 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] List Server Downtime, T minus 2 hours and 10
minutes(-ish)

are we there yet?

2010/2/26 Jarno Veuger h...@mr-green.nl

 Yes.

 Op 25-Feb-10 22:36, Matt Hoffman schreef:
  Just when I need an answer :P
 
  Well thanks for the heads up anyways. Will this effect all of the
mailing
  lists? (HLDS, HLCoders, etc)
 
  On Thu, Feb 25, 2010 at 1:32 PM, Alec Sangereclyp...@hotmail.com
  wrote:
 
 
  Thanks for the heads up!
 
  Thank you,
  Alec Sanger
 
 
 
 
 
  From: b...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 
  hlcod...@list.valvesoftware.com; steamwo...@list.valvesoftware.com
 
  Date: Thu, 25 Feb 2010 13:18:40 -0800
  Subject: [hlds] List Server Downtime, T minus 2 hours and 10
 
  minutes(-ish)
 
  Hello everyone,
 
  The Valve mailing list server is going to be down for about a day
while
 
  we move it over to a new facility. This will be happening today,
 Thursday
  Feb. 25, around 3:30PM US Pacific time. The exact duration of the
outage
 is
  not certain but we're shooting for sometime Friday evening.
 
  See you all on the other side!
 
  -Bryn
 
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Re: [hlds] Mani site down / DNS problem

2010-02-23 Thread Spencer 'voogru' MacDonald
This is why some people just make their own admin tools.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, February 23, 2010 6:45 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mani site down / DNS problem

If we really go back to 2003 (or let's say 2004 when cs source and 
mani-admin came out), there was no other options back then than 
Mani-admin and BeetlesMod. Not for like over a year. There was metamod 
and some talks about rewriting it completely which i think happened 
later on and thus Sourcemod is here now.

Mani-admin was a good plugin, very user friendly (not so install 
friendly but everyone got it running who really wanted it), had multiple 
things to make game fun. Votes, punishments, weapon restrictions, you 
know what else. Maybe it's shit in some people eyes but it was there 
when there was nothing else and still is a fairly good plugin. Elitists 
seem to diss it the most. Really, it was free, you don't have to use it 
if you dislike it.. Have some respect for the work of others?

Also remember it was made by just one guy. Sourcemod has now like 50 
people behind it who make smx plugins into it so naturally it develops 
more and things get fixed quickly.

If really Sourcemod is these days the one and only and all server owners 
should move into it, maybe Sourcemod lacks something that Mani-admin 
has.No, not the exploits. 1.2T fixed those afaik. If there is one, it 
doesn't work with sv_cheats 0.

-ics

23.2.2010 5:47, msleeper kirjoitti:
 And SourceMod has been out for how long? And has done all of that and
 more from the beginning, right?

 2003 called and wants it's server administration software back. Stick
 with SM, nobody worth their salt uses Mani.


 On Mon, 2010-02-22 at 22:43 -0500, Keeper wrote:

 It's been for a while.  The next version ( 2.0 ) we are working on is
going
 to be more modular, and will be game based instead of one plugin fits
all.
 It will work for L4D2 down to HL2MP.

 Keeper

 -Original Message-
 From: Matthew Gottlieb [mailto:matthew.j.gottl...@gmail.com]
 Sent: Monday, February 22, 2010 7:07 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mani site down / DNS problem

 Since when is Mani Open Source?  My main issues with Mani has always
 been that it was closed source and was rarely updated.

 ~ Matt


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Re: [hlds] Owner of RUS Coop-16 ?

2010-02-19 Thread Spencer 'voogru' MacDonald
game pirates detected!!! weeewweeew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Roman Hatsiev
Sent: Friday, February 19, 2010 6:34 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Owner of RUS Coop-16 ?

http://forum.csmania.ru/viewtopic.php?f=28t=20749start=0
http://forum.csmania.ru/viewtopic.php?f=28t=20749start=0Here is the guy
you are looking for and he posted instructions on how to configure such
server.
Should you need help reading through that forum please feel free to email me
directly.

Regards,

Roman

On Fri, Feb 19, 2010 at 2:26 PM, Saint K. sai...@specialattack.net wrote:

 Hi,

 The gametype is left4dead2. I don't see this at that page, allthou my
 Russian is a little bit rusty lately ;)

 Could you point it out more specific were on the page these servers are
 listed? (so I can ensure I contact the correct person).

 Cheers,

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
 Sent: Friday, February 19, 2010 12:06 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Owner of RUS Coop-16 ?

 http://games.olympus.ru/support.html

 Saint K. wrote:
  Yes I've tried that but its blank on the servers.
 
  Neither can I relate it to a steamcommunity or find anything on google
 relating the servers to a clan or something.
 
  Cheers,
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Joshua 'Dislexsick' Bost
  Sent: Friday, February 19, 2010 11:54 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Owner of RUS Coop-16 ?
 
  Sv_contact
 
  Sent from my iPhone
 
  On 19/02/2010, at 9:18 PM, Saint K. sai...@specialattack.net wrote:
 
 
  Is de owner of the RUS Coop-16 servers on this list by any chance?
  Or does anyone know how to reach its owner(s) ?
 
  Cheers,
 
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Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

2010-02-04 Thread Spencer 'voogru' MacDonald
DontWannaName,

Do you run any kind of shenanigans on your server? I think it's been about a
month since valve implemented blacklisting (in fact, almost a month to the
day)

http://store.steampowered.com/news/3308/

Your servers are showing up on some blacklists, including: 

http://tf2stats.net/fake_players/

and

http://tf2app.com/blacklist/servers.php (As Top Notch Clan)

Are you sure your decline in popularity isn't because of people utilizing
these blacklists?

Perhaps it would be wise to remove the offending fake player plug-ins and
contact the managers of the blacklists for removal, and leave the offending
plug-ins off the server.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Thursday, February 04, 2010 5:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

That is completely different. This has been going on for a month now.

On Thu, Feb 4, 2010 at 2:30 PM, Craig H robolea...@gmail.com wrote:

 I almost forgot! Valve is going to be performing maintenance on Steam as a
 whole today, seeing as Valve is on the west coast, they are probably
 starting there.

 On Thu, Feb 4, 2010 at 2:25 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  I am positive, there are barely any servers on the west coast. The
  heartbeat
  is a work around but whoever is doing it, is sending the packets so fast
  that its almost impossible to combat it.
 
  On Thu, Feb 4, 2010 at 2:22 PM, Craig H robolea...@gmail.com wrote:
 
   It would take an extremely large and organized group of individuals to
   actually do what you are claiming. Are you certain that you are being
   blacklisted? You may just be having problems with your connection to
 the
   master servers.
  
   On Thu, Feb 4, 2010 at 2:13 PM, DontWannaName! ad...@topnotchclan.com
   wrote:
  
It seems that someone, not valve, is delisting most of the west
coast
making
it so our servers do not show in any list except in favorites. This
 is
severely hurting our population and forcing users to find servers
elsewhere.
Whoever is doing this doesnt want people joining servers on the west
   coast.
For whatever real reason they are doing it, in the end Valve needs
to
  fix
this. This has been going on for at least a month now and by posting
  this
   I
hope to reach more affected server owns.
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Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

2010-02-04 Thread Spencer 'voogru' MacDonald
DontWannaName,

Is 68.68.32.217:27015 is one of your servers?

nslookup 68.68.32.217
Server:  home
Address:  192.168.1.254

Name:TopNotchClan.com
Address:  68.68.32.217

I dont know why people think I run fake clients

The output of meta list on your server seems to declare otherwise. 

I included the status to show it's your server (and included a screenshot). So 
this statement you just made to the list is verifiably false.

hostname:   (-TN-) 24/7 BADWATER/GOLDRUSH [HLSTATSX]
version : 1.0.8.2/15 4105 secure  
udp/ip  :  68.68.32.217:27015
map : pl_goldrush at: 0 x, 0 y, 0 z
players : 23 (32 max)

# userid name uniqueid connected ping loss state
# 656 Mace STEAM_0:1:17067890 04:47 104 0 active
# 652 (604) EmpTy.ws STEAM_0:0:14413027 08:11 71 0 active
# 640 Emperor Norton STEAM_0:0:18677953 23:31 55 0 active
# 619 Hamburglar STEAM_0:0:24508093  1:13:16 46 0 active
# 644 (-TN-) duncan db STEAM_0:0:6646078 14:54 52 0 active
# 657 Adiuvo STEAM_0:0:24559447 04:28 52 0 active
# 621 prophet /̵͇̿/'̿-̅- STEAM_0:1:346214  1:04:04 48 0 active
# 622 Necron99 STEAM_0:0:11138643  1:02:51 69 0 active
# 630 a# - Auburn STEAM_0:0:19899268 42:10 92 0 active
# 654 Do Not Feed The Trolls STEAM_0:0:25091821 06:23 142 0 active
# 655 Graham STEAM_0:0:1264864 05:10 49 0 active
# 632 Harusame Mizukishi STEAM_0:1:27360078 39:36 78 0 active
# 633 (-TN-) the stig STEAM_0:1:10849346 37:29 67 0 active
# 642 Stig-a-holic STEAM_0:1:5511593 22:15 81 0 active
# 647 JOEx213 STEAM_0:0:15905280 13:27 58 0 active
# 658 Spicychicken STEAM_0:1:6391583 02:40 79 0 active
# 649 The Turbinator STEAM_0:1:18998315 12:25 247 0 active
# 650 spasm STEAM_0:0:27043313 12:10 87 0 active
# 651 .Monkey STEAM_0:1:20832704 11:57 175 0 active
# 659 Boni STEAM_0:0:17026514 01:47 152 0 active
# 660 pisssant STEAM_0:0:298430 00:51 73 0 active
Mace killed (604) EmpTy.ws with sniperrifle. (crit)
] meta list
  [01] FAKE CLIENTS Plugin (1.0.0.0) by AzuiSleet
  [02] D-FENS (1.1) by Spencer 'voogru' MacDonald
  [03] SourceMod (1.4.0-dev) by AlliedModders LLC
  [04] TF2 Tools (1.4.0-dev) by AlliedModders LLC
  [05] BinTools (1.4.0-dev) by AlliedModders LLC
  [06] SDK Tools (1.4.0-dev) by AlliedModders LLC

Screenshot in case the list screws this up: 
http://www.voogru.com/images/fakeclients.jpg

So yeah, I think this rules out the angry player scenario.

DontWannaName, we weren't born yesterday. So please don't insult the 
intelligence of the people on the list by lying to them when you are having 
issues. 

Lying to players (via fakeclients) is a dumb idea, lying to a bunch of 
experienced server operators is a really dumb idea.

- voogru

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Thursday, February 04, 2010 6:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

I dont know why people think I run fake clients, those black lists are all
unconfirmed and could have been added by some angry player which is why they
are flawed. Whether my server use has decreased or not, servers are not
showing on the list.

It is uncofirmed if this could be an issue with Valve's master server itself
but I have my doubts a bug would occur there.

This is a screenshot just a few seconds ago. I have selected US West as
location and not password protected.

http://i67.photobucket.com/albums/h309/DontWannaName123/bug-3.png

On Thu, Feb 4, 2010 at 3:08 PM, Don Williams d...@precdata.com wrote:

 I see 2 of my 3 servers in that list.. I've noticed too the same thing with
 my other server.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Thursday, February 04, 2010 5:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

 It wouldn't take much to delist every single West Coast server, I'm sure it
 would be more than possible to do it with a simple 10mbit box. For instance
 at one point I was able to view my server in the server browser just fine,
 now my test server is well... Unknown to the masses, than again this only
 started happening a couple weeks ago. I just checked now and I still don't
 see it. This is however most likely unrelated to your issue DWN.

 My steam server list:
 http://img39.imageshack.us/img39/5486/listf.jpg

 Kyle.

 On Thu, Feb 4, 2010 at 2:33 PM, DontWannaName!
 ad...@topnotchclan.comwrote:

  That is completely different. This has been going on for a month now.
 
  On Thu, Feb 4, 2010 at 2:30 PM, Craig H robolea...@gmail.com wrote:
 
   I almost forgot! Valve is going to be performing maintenance on Steam
 as
  a
   whole today, seeing as Valve is on the west coast, they are probably
   starting there.
  
   On Thu, Feb 4, 2010 at 2:25 PM, DontWannaName! ad...@topnotchclan.com
   wrote:
  
I am positive

Re: [hlds] Team Fortress 2 Update Available

2010-01-14 Thread Spencer 'voogru' MacDonald
Valve The Flaregun was bad grammar.

Probably shows Valve Flaregun now.

At least that's what I'm assuming.



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
Sent: Thursday, January 14, 2010 10:08 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

what does
- Fixed the naming of non-unique quality unique items (Community
Kritzkriegs, etc)

mean?

On Wed, Jan 13, 2010 at 8:54 PM, DontWannaName!
ad...@topnotchclan.comwrote:

 I lied, it was the new DoS SM extension caching the old version.

 On Wed, Jan 13, 2010 at 5:47 PM, Dog gecla...@gmail.com wrote:

  1.0.8.0?
 
 
  -eVaDog
  TheVille.Org
 
  -
  Sent from my Sinclair ZX80
  -
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Re: [hlds] TF2 srcds infinite loops.

2010-01-14 Thread Spencer 'voogru' MacDonald
I kind of noticed that, I have a script that restarts my server if it does
not respond to a query for roughly a minute. One time last night during a
map change it did nearly get to restarting it (timed out 8 times, restarts
when it times out 10 times) before coming back to life.

I remember looking at my HLSW at one point and saw 1 red mark (map change)
then a short time later seeing a large red block and it eventually coming
back. I thought it crashed but when I did status the userids were too high
for it just restarting.

I checked my logs and sure enough it timed out for about 40-45 seconds or so
shortly after the map change.

I run srcds as a limited user and I'm wondering if that might have anything
to do with it.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven J.
Sumichrast
Sent: Thursday, January 14, 2010 8:22 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 srcds infinite loops.

While I am running on Linux I've noticed the same thing. I've unloaded  
all plugins and still noticed that when a mapchange occurs it hangs at  
100% for a long time. If I leave it alone it eventually will respond.  
However it's not quick enough and it always kills my server (in terms  
of players). It just recently started doing it. Combatted it by trying  
to not have the map change anymore.

I had thought it was from the server flushing the logfile after being  
on a single map all day, but I disabled file logging and that didn't  
make a difference.

Steven J. Sumichrast

On Jan 14, 2010, at 7:08 AM, Spencer 'voogru' MacDonald voo...@voogru.com

  wrote:

 Has anyone been experiencing an issue where their server will  
 experience an
 infinite loop, since the patch yesterday these just got kicked into  
 high
 gear, I used to get them maybe 2-3 times a week and I just now got  
 them
 twice in 12 hours.

 The symptoms are very simple, the server changes map, is on the  
 changed map
 for about 1-2 minutes, and then there is an infinite loop. CPU  
 spikes to
 100%, etc etc, the only reason why my server even restarts is  
 because of an
 external process that ensures the server is alive without that my  
 server
 would be down until I manually restart it.

 I have tried to rule out any plug-ins that may be causing them by  
 unloading
 my plug-ins before the map changes with no dice.

 Server is Windows.

 - voogru.


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Re: [hlds] TF2 srcds infinite loops.

2010-01-14 Thread Spencer 'voogru' MacDonald
It loops internally.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
Sent: Thursday, January 14, 2010 4:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 srcds infinite loops.

Voogru,

I am just curious, as I am using a custom script ( in php ) aswell. Do you
run it on a crontab / windows sced, or does it loop internally?

I am also seeing this huge time between maps. For me its about 30-45
seconds. I thought it may have been with the tweaks ( not tf2 related ) I
had done to my kernel, so I reverted them and it still does it.

Allan 'MU¿D!CK' Button

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, January 14, 2010 2:40 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 srcds infinite loops.

It's a custom command line PHP (hey it works!) script I wrote that just
queries the server on 27015. When they time out it just restarts the service
associated with the IP.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
Sent: Thursday, January 14, 2010 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 srcds infinite loops.

I have been experiencing this for a long long time. Similar to voogru it has
been occuring 2-3 times per week. Occurs on both DODS and TF2 - so I assume
this is an OB issue. I'm on windows too. Logs show it happening immediately
after map change, while everyone is joining the game.

Voogru, I'd be interested in the script you are using? Serverchecker doesn't
seem to restart the servers when in this situation.

On Thu, Jan 14, 2010 at 7:05 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 None of my servers have hit an infinite loop since the war update. If it's
 only a long temporary freeze you guys are getting then I'm not sure. I
 haven't seen any temporary freezes, but I don't monitor 24/7.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Stanton
 Sent: Thursday, January 14, 2010 10:59 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 srcds infinite loops.

 We've been having this issue on all four of our TF2 servers.  We haven't
 really figured out what causes it.  Our first thought was that it is
 related to the ctf_doublecross map, so we pulled it from our rotation on
 the one server that used it.  The problem started to manifest in other
 servers that weren't running doublecross, though.  At this point, we are
 blaming it on the Equipment Manager sourcemod plugin.  Since removing
 that plugin from our servers, they haven't been freezing.  We haven't
 added doublecross back to the server it was being used on, yet, but I'm
 really hoping that it's not the cause, since that map is extremely fun
 to play.

 Spencer 'voogru' MacDonald wrote:
  I kind of noticed that, I have a script that restarts my server if it
 does
  not respond to a query for roughly a minute. One time last night during
a
  map change it did nearly get to restarting it (timed out 8 times,
 restarts
  when it times out 10 times) before coming back to life.
 
  I remember looking at my HLSW at one point and saw 1 red mark (map
 change)
  then a short time later seeing a large red block and it eventually
coming
  back. I thought it crashed but when I did status the userids were too
 high
  for it just restarting.
 
  I checked my logs and sure enough it timed out for about 40-45 seconds
or
 so
  shortly after the map change.
 
  I run srcds as a limited user and I'm wondering if that might have
 anything
  to do with it.
 
  - voogru.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven J.
  Sumichrast
  Sent: Thursday, January 14, 2010 8:22 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 srcds infinite loops.
 
  While I am running on Linux I've noticed the same thing. I've unloaded
  all plugins and still noticed that when a mapchange occurs it hangs at
  100% for a long time. If I leave it alone it eventually will respond.
  However it's not quick enough and it always kills my server (in terms
  of players). It just recently started doing it. Combatted it by trying
  to not have the map change anymore.
 
  I had thought it was from the server flushing the logfile after being
  on a single map all day, but I disabled file logging and that didn't
  make a difference.
 
  Steven J. Sumichrast
 
  On Jan 14, 2010, at 7:08 AM, Spencer 'voogru' MacDonald
 voo...@voogru.com
 
wrote:
 
 
  Has anyone been experiencing an issue where their server will
  experience an
  infinite loop, since the patch

Re: [hlds] [TF2] No Loadout.

2010-01-13 Thread Spencer 'voogru' MacDonald
Your servers are NOSTEAM anyway so why would you want to connect to Steam?

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zover Mirklo
Sent: Wednesday, January 13, 2010 4:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] No Loadout.

Yeah auto-reconnection to loadout servers is broken since
soldier/demoman update. It looks like this in connection logs:
StartAutoReconnect() will start in 3 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, UDP)
ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
StartAutoReconnect() will start in 4 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, UDP)
ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
StartAutoReconnect() will start in 4 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, UDP)
ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
StartAutoReconnect() will start in 3 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, UDP)
ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
StartAutoReconnect() will start in 5 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, TCP)
 Quoting ics : No no, this issue is Valve's doing right now. Last
night (or day where 
 ever you live) there was maintenance at Steam. Since then, our
servers 
 have losing connection to Steam by every hour and we have restarted
them 
 multiple times to fix this issue. They do not connect back to Steam
at 
 any point. Everything else (vac, steam master servers connect etc)
works 
 fine but unlockables are missing.
 -ics
 Marc Wustrack kirjoitti:
  Its seems like its working for now without this joinclass plugin.
  But my server still loses his connection after a few hours and
  doesn't reconnect on it self, always have to restart the whole
server :/
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Links:
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[1] mailto:i...@ics-base.net
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Re: [hlds] [TF2] No Loadout.

2010-01-13 Thread Spencer 'voogru' MacDonald
Zover Mirklo

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Marc Wustrack
Sent: Wednesday, January 13, 2010 6:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] No Loadout.

Whose servers are nosteam? o.o

2010/1/14 Mike Stiehm mikesti...@gmail.com

 spend the $10 and buy the game you jackass!

 DontWannaName! ad...@topnotchclan.com wrote:

 PWNT :P No steam no support...
 
 On Wed, Jan 13, 2010 at 2:12 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:
 
  Your servers are NOSTEAM anyway so why would you want to connect to
 Steam?
 
  - voogru.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zover Mirklo
  Sent: Wednesday, January 13, 2010 4:08 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] [TF2] No Loadout.
 
  Yeah auto-reconnection to loadout servers is broken since
  soldier/demoman update. It looks like this in connection logs:
  StartAutoReconnect() will start in 3 seconds
  Connect() starting connection (eNetQOSLevelMedium,
  68.142.91.34:27017, UDP)
  ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
  StartAutoReconnect() will start in 4 seconds
  Connect() starting connection (eNetQOSLevelMedium,
  68.142.91.34:27017, UDP)
  ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
  StartAutoReconnect() will start in 4 seconds
  Connect() starting connection (eNetQOSLevelMedium,
  68.142.91.34:27017, UDP)
  ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
  StartAutoReconnect() will start in 3 seconds
  Connect() starting connection (eNetQOSLevelMedium,
  68.142.91.34:27017, UDP)
  ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
  StartAutoReconnect() will start in 5 seconds
  Connect() starting connection (eNetQOSLevelMedium,
  68.142.91.34:27017, TCP)
   Quoting ics : No no, this issue is Valve's doing right now. Last
  night (or day where
   ever you live) there was maintenance at Steam. Since then, our
  servers
   have losing connection to Steam by every hour and we have restarted
  them
   multiple times to fix this issue. They do not connect back to Steam
  at
   any point. Everything else (vac, steam master servers connect etc)
  works
   fine but unlockables are missing.
   -ics
   Marc Wustrack kirjoitti:
Its seems like its working for now without this joinclass plugin.
But my server still loses his connection after a few hours and
doesn't reconnect on it self, always have to restart the whole
  server :/
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Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Spencer 'voogru' MacDonald
Yeah I saw that, but generally I support the idea of a centralized
blacklist.

But only with really malicious servers.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Wednesday, January 06, 2010 10:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Hey look Voogru, you are on that list too for running 24+ max slots lol :P
24+ max players is part of the game now so that makes little sense...

67.213.213.107voogru.com24+ Max Players

On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 There's already http://tf2app.com/blacklist/ which is an active list. I
 believe it is designed for Peer Guardian/Peer Block/etc, so I second the
 option to import IP's and not have it be formatted.


 On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

  The issue with the fake bot pings would probably have become more of
an
  issue now that bots are becoming more available. Malicious server
 operators
  could disguise the valve tf2 bots as real players.
 
  Combine that with fake players in queries and you have one more problem
 to
  deal with.
 
  I've seen some of these servers actually disable the status command so
 you
  can't see their BOT steamids as well.
 
  With the creation of blacklists hopefully some people come up with a
 decent
  blacklist. I would have liked to see the blacklist option be able to
 import
  IP's from a website (even if it's just a txt file on the website) like
  PeerGuardian, perhaps it can be in a future update.
 
 
  -voogru
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
  Sent: Wednesday, January 06, 2010 6:44 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  The update states it is people changing the word BOT in the ping column
 on
  the scoreboard...
 
  This does not address fake player counts, a far more widespread and
  malicious tactic imo.
 
  Cheers,
 
  Joshua Bost
 
  -Original Message-
  From: Andy C grossk...@flotgaming.net
  Sent: Thursday, 7 January 2010 09:37
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  The bot issue you are refering to has to do with server admins running
  fake
  clients plugins. These report more players in the server than there
  actually is. Apparently Valve has come up with bots that actually play
 the
  game, just like in L4D/L4D2.
 
  On Wed, Jan 6, 2010 at 5:18 PM, Josh Bost dislexs...@dislexsick.com
  wrote:
 
   Tuned scoreboard logic to guard against malicious server operators
   spoofing
   bot pings to hide the BOT tag.
  
   As a follower of the SPUF I have seen threads about servers with bots
  with
   simulated pings, one just yesterday, in-fact.  After reading this,
   the consensus seemed to be that although some people felt 'ripped off'
 it
   made a better experience for a few people.  After reading about it I
 was
   curious, so I done a quick google search and sure enough there was a
  single
   plugin with something like 3 replies on the alliedmods forums.
  
   I don't really understand - Clearly this was not a completely
 widespread
   issue, and calling the server owners malicious is a little bit wrong I
   think.  Personally, I wouldn't mind a server with a few bots as
hosting
 a
   server locally, even with a  fairly beefy CPU (Core2 Q9550) my game
  grinds
   to a screeching halt with 15 bots (9fps ftw).
  
   Anyway, since this is a controversial topic I realize this is not
going
  to
   change, as it is for 'the better of the community' but really, I still
   think
   people are going to find a way around; I also think Valve would have
 been
   better off spending their time fixing a *real* problem, such as fake
  client
   counts - after all bots still contribute to the game.
   (For the record I don't even host a TF2 server [I used to help run
one,
  now
   I have a L4D2 server], so my points are not coming from a bias pov)
  
   Cheers,
  
   Josh Bost
  
   On Thu, Jan 7, 2010 at 8:09 AM, Jason Ruymen jas...@valvesoftware.com
   wrote:
  
A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific change include:
   
Server Browser (for TF2 and DoD:S)
 - Added a client-side server blacklist:
 - Supports blacklisting of specific servers, all servers on an
 IP,
   and
all servers on a class C range.
 - Saves the server list to a file, and has an Import button to
  allow
easy sharing (cfg\server_blacklist.txt)
   
Balance changes:
 - Reduced the health penalty on The Sandman.
 - The Force-A-Nature knockback on target now

Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Spencer 'voogru' MacDonald
If you have a centralized blacklist that people trust, maintain it and
verify submitted servers to prevent abuse, I think it's better than not
having a blacklist at all.

This is also why I would only blacklist malicious servers, it's not too
difficult to verify malicious servers.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
Sent: Thursday, January 07, 2010 9:33 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Available

That's the damn truth.. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Powell
Sent: 2010-01-07 9:12 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

The issue with allowing people to import blocklists is that they will 
rush on Google and use the first blocklist they find. That blocklist 
will most likely be full of servers that $RANDOM_LUSER added to get back 
at $SERVER_OWNER for banning them for mic spamming.

~Peter Powell

Spencer 'voogru' MacDonald wrote:
 Yeah I saw that, but generally I support the idea of a centralized
 blacklist.

 But only with really malicious servers.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Wednesday, January 06, 2010 10:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Hey look Voogru, you are on that list too for running 24+ max slots lol :P
 24+ max players is part of the game now so that makes little sense...

 67.213.213.107voogru.com24+ Max Players

 On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

   
 There's already http://tf2app.com/blacklist/ which is an active list. I
 believe it is designed for Peer Guardian/Peer Block/etc, so I second the
 option to import IP's and not have it be formatted.


 On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 
 The issue with the fake bot pings would probably have become more of
   
 an
   
 issue now that bots are becoming more available. Malicious server
   
 operators
 
 could disguise the valve tf2 bots as real players.

 Combine that with fake players in queries and you have one more problem
   
 to
 
 deal with.

 I've seen some of these servers actually disable the status command so
   
 you
 
 can't see their BOT steamids as well.

 With the creation of blacklists hopefully some people come up with a
   
 decent
 
 blacklist. I would have liked to see the blacklist option be able to
   
 import
 
 IP's from a website (even if it's just a txt file on the website) like
 PeerGuardian, perhaps it can be in a future update.


 -voogru


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
 Sent: Wednesday, January 06, 2010 6:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 The update states it is people changing the word BOT in the ping column
   
 on
 
 the scoreboard...

 This does not address fake player counts, a far more widespread and
 malicious tactic imo.

 Cheers,

 Joshua Bost

 -Original Message-
 From: Andy C grossk...@flotgaming.net
 Sent: Thursday, 7 January 2010 09:37
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Available

 The bot issue you are refering to has to do with server admins running
 fake
 clients plugins. These report more players in the server than there
 actually is. Apparently Valve has come up with bots that actually play
   
 the
 
 game, just like in L4D/L4D2.

 On Wed, Jan 6, 2010 at 5:18 PM, Josh Bost dislexs...@dislexsick.com
 wrote:

   
 Tuned scoreboard logic to guard against malicious server operators
 spoofing
 bot pings to hide the BOT tag.

 As a follower of the SPUF I have seen threads about servers with bots
 
 with
   
 simulated pings, one just yesterday, in-fact.  After reading this,
 the consensus seemed to be that although some people felt 'ripped off'
 
 it
 
 made a better experience for a few people.  After reading about it I
 
 was
 
 curious, so I done a quick google search and sure enough there was a
 
 single
   
 plugin with something like 3 replies on the alliedmods forums.

 I don't really understand - Clearly this was not a completely
 
 widespread
 
 issue, and calling the server owners malicious is a little bit wrong I
 think.  Personally, I wouldn't mind a server with a few bots as
 
 hosting
   
 a
 
 server locally, even

Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Spencer 'voogru' MacDonald
it could be used for good, but it can also easily be used to
derail server communities and eliminate competition.

I agree.

However, the blacklist feature is there. So why not start a legitimate
centralized blacklist that has some oversight before we start seeing
malicious blacklists that just blacklist competitors.

If people trust the clowns over legitimate blacklists, then that's their
problem. 

But if the only choice they have is clowns, they might go with clowns.

I run servers too you know, so this is something I care about. 

I wouldn't want to be blacklisted just like any other server operator here.
But I think malicious servers (fake players being the primary offender)
should be blacklisted.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
Sent: Thursday, January 07, 2010 10:54 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

in reality the blacklist won't do much unless valve starts publicly
enforcing which servers are blacklisted for everyone. i doubt most veteran
players for tf2 even use the master server list to grab servers, most have
their selected servers already whether it be in their favorites or in their
history tab. its really only meant for new people to tf2 and frankly is a
year or two too late now :) but i have to agree the import feature is not
exactly the brightest idea. i really don't trust other people's banlist, let
alone giving someone else the control of what servers to remove from your
server browser. it could be used for good, but it can also easily be used to
derail server communities and eliminate competition.

On Thu, Jan 7, 2010 at 9:38 AM, Nightbox alexandrualexa...@gmail.comwrote:

 http://tf2app.com/blacklist/

 2010/1/7 Shane Arnold clontar...@iinet.net.au

  But *you* are not *everyone*. It only takes one malicious/incorrect
  entry to start screwing things up.
 
  On 7/01/2010 10:42 PM, Spencer 'voogru' MacDonald wrote:
   If you have a centralized blacklist that people trust, maintain it and
   verify submitted servers to prevent abuse, I think it's better than
not
   having a blacklist at all.
  
   This is also why I would only blacklist malicious servers, it's not
too
   difficult to verify malicious servers.
  
   - voogru.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
   Sent: Thursday, January 07, 2010 9:33 AM
   To: 'Half-Life dedicated Win32 server mailing list'
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   That's the damn truth..
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Powell
   Sent: 2010-01-07 9:12 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   The issue with allowing people to import blocklists is that they will
   rush on Google and use the first blocklist they find. That blocklist
   will most likely be full of servers that $RANDOM_LUSER added to get
 back
   at $SERVER_OWNER for banning them for mic spamming.
  
   ~Peter Powell
  
   Spencer 'voogru' MacDonald wrote:
  
   Yeah I saw that, but generally I support the idea of a centralized
   blacklist.
  
   But only with really malicious servers.
  
   - voogru.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
  DontWannaName!
   Sent: Wednesday, January 06, 2010 10:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   Hey look Voogru, you are on that list too for running 24+ max slots
 lol
  :P
   24+ max players is part of the game now so that makes little sense...
  
   67.213.213.107voogru.com24+ Max Players
  
   On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
   lord.matt.hoff...@gmail.comwrote:
  
  
  
   There's already http://tf2app.com/blacklist/ which is an active
 list.
  I
   believe it is designed for Peer Guardian/Peer Block/etc, so I second
  the
   option to import IP's and not have it be formatted.
  
  
   On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald
   voo...@voogru.com  wrote:
  
  
  
   The issue with the fake bot pings would probably have become more
 of
  
  
   an
  
  
   issue now that bots are becoming more available. Malicious server
  
  
   operators
  
  
   could disguise the valve tf2 bots as real players.
  
   Combine that with fake players in queries and you have one more
  problem
  
  
   to
  
  
   deal with.
  
   I've seen some of these servers actually disable the status command
 so
  
  
   you
  
  
   can't see their BOT steamids as well.
  
   With the creation of blacklists hopefully some people come up with
a
  
  
   decent

Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Spencer 'voogru' MacDonald
Or Valve could just check themselves and get a list of all fake clients
servers, and delist them for good. That could have been done ages ago :/

They probably have other things to do, like, you know, making games.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Thursday, January 07, 2010 11:11 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Your message to hlds awaits moderator approval
Looks like my message was not sent. Trying again:

Make the blacklist work with the server scoring thing. When someone
blacklist a servers, it looses points.

Or Valve could just check themselves and get a list of all fake clients
servers, and delist them for good. That could have been done ages ago :/
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Re: [hlds] Team Fortress 2 Update Available

2010-01-06 Thread Spencer 'voogru' MacDonald
The issue with the fake bot pings would probably have become more of an
issue now that bots are becoming more available. Malicious server operators
could disguise the valve tf2 bots as real players.

Combine that with fake players in queries and you have one more problem to
deal with.

I've seen some of these servers actually disable the status command so you
can't see their BOT steamids as well. 

With the creation of blacklists hopefully some people come up with a decent
blacklist. I would have liked to see the blacklist option be able to import
IP's from a website (even if it's just a txt file on the website) like
PeerGuardian, perhaps it can be in a future update.


-voogru


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
Sent: Wednesday, January 06, 2010 6:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

The update states it is people changing the word BOT in the ping column on
the scoreboard... 

This does not address fake player counts, a far more widespread and
malicious tactic imo.

Cheers, 

Joshua Bost 

-Original Message-
From: Andy C grossk...@flotgaming.net
Sent: Thursday, 7 January 2010 09:37
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Update Available

The bot issue you are refering to has to do with server admins running fake
clients plugins. These report more players in the server than there
actually is. Apparently Valve has come up with bots that actually play the
game, just like in L4D/L4D2.

On Wed, Jan 6, 2010 at 5:18 PM, Josh Bost dislexs...@dislexsick.com wrote:

 Tuned scoreboard logic to guard against malicious server operators
 spoofing
 bot pings to hide the BOT tag.

 As a follower of the SPUF I have seen threads about servers with bots with
 simulated pings, one just yesterday, in-fact.  After reading this,
 the consensus seemed to be that although some people felt 'ripped off' it
 made a better experience for a few people.  After reading about it I was
 curious, so I done a quick google search and sure enough there was a
single
 plugin with something like 3 replies on the alliedmods forums.

 I don't really understand - Clearly this was not a completely widespread
 issue, and calling the server owners malicious is a little bit wrong I
 think.  Personally, I wouldn't mind a server with a few bots as hosting a
 server locally, even with a  fairly beefy CPU (Core2 Q9550) my game grinds
 to a screeching halt with 15 bots (9fps ftw).

 Anyway, since this is a controversial topic I realize this is not going to
 change, as it is for 'the better of the community' but really, I still
 think
 people are going to find a way around; I also think Valve would have been
 better off spending their time fixing a *real* problem, such as fake
client
 counts - after all bots still contribute to the game.
 (For the record I don't even host a TF2 server [I used to help run one,
now
 I have a L4D2 server], so my points are not coming from a bias pov)

 Cheers,

 Josh Bost

 On Thu, Jan 7, 2010 at 8:09 AM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific change include:
 
  Server Browser (for TF2 and DoD:S)
   - Added a client-side server blacklist:
   - Supports blacklisting of specific servers, all servers on an IP,
 and
  all servers on a class C range.
   - Saves the server list to a file, and has an Import button to
allow
  easy sharing (cfg\server_blacklist.txt)
 
  Balance changes:
   - Reduced the health penalty on The Sandman.
   - The Force-A-Nature knockback on target now:
- Only applies to hits that deal more than 30 damage and are in
 close
  range.
- Factors in the firer's angle of attack when determining the
  knockback direction.
- Has less of an effect on grounded targets.
   - The Dead Ringer now:
- Reduces cloak to 40% when uncloaking early.
- Has a 35% cap on the amount of cloak it can gain from an ammo
 pack.
- Has a quieter de-cloak sound.
 
  Changes / Fixes:
   - Fixed a performance  stability issue with AMD processors.
   - Improved the stability of the game server - item backend connection
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Re: [hlds] TF2 update issue

2009-12-24 Thread Spencer 'voogru' MacDonald
How about removing the plug-ins and testing, then manually adding plug-ins
one by one until they stop working.

This isn't rocket science.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
Sent: Thursday, December 24, 2009 9:41 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 update issue

i had to stop using KAC as i hept getting kick for spamming the sm_admin
command :)

On Thu, Dec 24, 2009 at 7:29 AM, k e mfnt...@gmail.com wrote:

 Since the latest update, the following patches do not work on our pub
 servers:
 *. Gunboats don't reduce self damage from wall jumps etc.
 . SR can't detonate stickies at your feet for stickyjumping*
 *
 *
 *If we test them on our private server, they work as they're supposed to.
 If
 a member creates a listen server, they work. The only difference is our
pub
 servers run beetlesmod and sourcemod. For plugins, we have a stats plugin,
 KAC anti cheat and a rcon lock, along w/ the normal ones. Anyone else
 having
 this issue? Thanks*
 *
 *
 *
 *
 ___
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Re: [hlds] Server crashing....

2009-12-22 Thread Spencer 'voogru' MacDonald
Sometimes a plug-in can cause a crash and not have anything in the stack
trace. 

So it's not a sure thing.

But where did you get the symbols for the engine.dll?

- voogru

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Tuesday, December 22, 2009 8:43 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server crashing

For example:
http://screencast.com/t/MzRjYWViMD

Thanks,
- Saul.


2009/12/22 DontWannaName! ad...@topnotchclan.com

 If the first dll listed in the call stack shows SM then its a plugin. If
 its
 a server.dll only then its Valve. If its both then check SM and file a
bug,

 On Tue, Dec 22, 2009 at 2:35 AM, Mike Kurfis mkur...@gmail.com wrote:

  When you say 'top of the stack', do you mean the first thing in the
  'exception information'?
 
  On Mon, Dec 21, 2009 at 11:03 AM, Tony Paloma drunkenf...@hotmail.com
  wrote:
 
   If you have Visual Studio, you can open it with that and get a stack
  trace.
   You'll only see DLL names though since you don't have the debug info.
  
   If you don't have Visual Studio, you can try minidumpview:
   http://www.debuginfo.com/tools/minidumpview.html
  
   If sourcemod or something not from Valve is on the top of the stack,
 it's
   definitely a plugin problem.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Attaul N
   Sent: Monday, December 21, 2009 10:36 AM
   To: hlds@list.valvesoftware.com
   Subject: [hlds] Server crashing
  
  
   How can i read crash files that end with .mdmp? My servers are
crashing
   every 2-3 hours sometimes more and everytime they crash they generate
a
   file
   similar to  Steam__273447__2009_12_21T5_18_51C21205187.mdmp in the
   orangebox folder. I am hosting these servers on a windows box. I would
  like
   to mention that these crashes did start right after the latest update
  from
   valve. I have looked at my plugins and server logs and everything
looks
   normal, nothing sticks out that might cause a crash... Any help will
be
   appreciated
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Re: [hlds] TF2 CTF crashing

2009-12-19 Thread Spencer 'voogru' MacDonald
Ever since the TF2 update last night, I haven't had a single crash.

My servers and plug-ins are just that awesome.

;)

- voogru

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Brodin
Sent: Saturday, December 19, 2009 5:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 CTF crashing

Crashed 3 times since update.

On Sat, Dec 19, 2009 at 5:34 PM, w4rezz w4r...@gmail.com wrote:

 I has no crash since last update.

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Re: [hlds] Team Fortress 2 Update Coming

2009-12-17 Thread Spencer 'voogru' MacDonald
Update will be released at 1:30 PM VST

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of KrAzYeTy
Sent: Thursday, December 17, 2009 6:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

The suspense is palpable :)

/me is excited!

On Thu, Dec 17, 2009 at 3:44 PM, arreo...@gmail.com wrote:

 Absolutely, I like getting the listserv notifications because the blog
only
 informs us of major major updates.  I just wish they would give an
 aproximate time. Even just in the next 6 hours would be good enough.

 And my bet for a time is 8:30 CST.


 On Thu, Dec 17, 2009 at 5:39 PM, Brent Veal naslund.fan...@gmail.com
 wrote:

  Yes, but it's nice to get announcements sent to the list as well.
 
  On Thu, Dec 17, 2009 at 3:34 PM, Eric Pan mahzorim...@gmail.com wrote:
 
   We already know this a la the TF2 blog.
  
   On Thu, Dec 17, 2009 at 5:32 PM, Jason Ruymen 
 jas...@valvesoftware.com
   wrote:
  
A required update for Team Fortress 2 is coming later today.
   
Jason
   
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Re: [hlds] Team Fortress 2 Update Available

2009-12-17 Thread Spencer 'voogru' MacDonald
Whenever an update happens you should disable all plug-ins. Run the server
for an hour (no crashes), then turn plug-ins on one at a time.

When we get big updates, this is what happens. Plug-ins need updating.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Lyons
Sent: Thursday, December 17, 2009 10:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

On 18/12/2009, at 1:55 PM, Shizzle Nizzle wrote:

 yea ours seem to crash on the map changes aswell.

Same, just changed one of mine to gorge and came back to it 2mins later and
its back on its start up map dustbowl.

No dump file though.

--
Matt Lyons
Content Administrator, games.on.net
Email: m...@games.on.net
Web: http://games.on.net
In theory, there is no difference between theory and practice; In practice,
there is.



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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-08 Thread Spencer 'voogru' MacDonald
There is already a list of banned extensions that includes .dll, vdf, exe,
and yes, ini

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
Sent: Tuesday, December 08, 2009 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Quote myself from IRC:
[ Added checks to prevent transferring .smx, .gcf, and .sys files 
between client/server - does that mean i can still remotely download 
my .ini including my  SQL logins?]

I think .ini's are more importand to secure than .smx?!!

-- 
Mailing List Conversations - mail...@ml86.de - Please don´t spam :)


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source update coming

2009-12-07 Thread Spencer 'voogru' MacDonald
Probably a fancy smancy exploit fix.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Pan
Sent: Monday, December 07, 2009 8:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source update coming

Probably an engine update then? Seeing as it's for both games.

On Mon, Dec 7, 2009 at 7:35 PM, Jason Ruymen
jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 and Day of Defeat: Source is on the
 way.  It should be live in about an hour.

 Jason

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Re: [hlds] Source Engine Upload/Download POC

2009-12-02 Thread Spencer 'voogru' MacDonald
You can prevent most damage by simply locking down your addons, cfg,
scripts directories so they cannot be written into by srcds.

The plug-in basically does this, but with the added bonus of logging evil
players hack attempts.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Garry Newman
Sent: Wednesday, December 02, 2009 6:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Source Engine Upload/Download POC

Anyone had any word from Valve on this?

I'd rather not install a load of plugins to try to stop people hacking my
server.

garry
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Re: [hlds] Source Engine Upload/Download POC

2009-11-29 Thread Spencer 'voogru' MacDonald
I've upgraded my previously released patch for this exploit now too.

http://forums.alliedmods.net/showthread.php?t=109453

Basically what this plug-in does is prevents downloading or uploading
anything into sensitive directories.

All requests will be logged, bad requests will be logged as illegal and
report the players steamid and ip so you can banninate them.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Sunday, November 29, 2009 3:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Source Engine Upload/Download POC

You could upload a plugin which dumped Rcon and password data to a
certain PHP page to the server, then crash the server (several known
crashing exploits) to make the plugin auto-load. It's like a server
root-kit lol.

On Sunday, November 29, 2009, w4rezz w4r...@gmail.com wrote:
 Or you can remove rcon_password from server.cfg and use it as a server
 startup parameter +rcon_password blabla

 2009/11/29 Michael Krasnow mnk...@mnkras.com:
 wait, so this means anyone can go on a server and download a server.cfg?

 time to bury my rcon in a crap load of exec files lol

 On Sun, Nov 29, 2009 at 7:49 AM, Saul Rennison
saul.renni...@gmail.comwrote:

 Awesome. It's not really a server plugin though is it? I'll try this
 when I get home... take over some servers. 3 VALVe security.

 On Sunday, November 29, 2009, AzuiSleet azuisl...@gmail.com wrote:
  Yes well you can ignore those fools. They like to vandalize my
pastebin.
 
  On Sun, Nov 29, 2009 at 3:55 AM, cnu bsh...@broadpark.no wrote:
  On Sunday 29 November 2009 10:26:50 AzuiSleet wrote:
  Source:
  http://azu.pastebin.com/m1cd1ab0b
 
  You got some other interesting pastes here :p
  http://azu.pastebin.com/m483ef5a0
  http://azu.pastebin.com/f32ff6903
 
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 Thanks,
  - Saul.

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Thanks,
 - Saul.

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Re: [hlds] AppID of your dedicated L4D2 server

2009-11-19 Thread Spencer 'voogru' MacDonald
Well that seems a little excessive...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Thursday, November 19, 2009 9:33 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] AppID of your dedicated L4D2 server


They can play together, if a German/Australian joins the server, the melee 
weapons are restricted, the boss zombies are limited and the CS-Weapons are 
enabled.


 Thank you for your fast answer! Yes and no! :)
 Yes, the servers have no restrictions.
 No, as far as my experiences go with the demo, a censored client (running
 with appid 550/590) cannot connect to a server hosting with the appid 510
 for uncensored players.
 This shall separate gamers playing with riot cops etc from players without
 them because this cannot be merged in one session.

 I get my uncensored copy of L4D2 from Amazon tomorrow at the earliest. So 
 I
 cannot look for myself until then.

 Which AppID is entered in your steam.inf ?
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Re: [hlds] Its the law!

2009-11-17 Thread Spencer 'voogru' MacDonald
Here is a possible patch for the new found exploit. It hasn't been fully
tested yet though since I am only speculating on how this exploit is being
performed.

This plug-in will output a log event every time someone requests a file from
the server, whether it be a spray logo file or your server.cfg.

http://forums.alliedmods.net/showthread.php?p=992047

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, November 17, 2009 2:06 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Its the law!

Under which conditions?


- Original Message - 
From: 1nsane 1nsane...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, November 17, 2009 12:31 AM
Subject: Re: [hlds] Its the law!


Under certain conditions It is possible to download files from the server.
Server.cfg being a good one.

Also the reverse is true.

On Mon, Nov 16, 2009 at 5:37 PM, JäKë T can_kic...@hotmail.com wrote:


 It's just cracking rcon password, then they set it to private and change
 the name.
 So just having rcon locker and a nice password fixes it.


  From: i...@ronny-schedel.de
  To: hlds@list.valvesoftware.com
  Date: Mon, 16 Nov 2009 23:32:24 +0100
  Subject: Re: [hlds] Its the law!
 
  The big question is: how is it done? Let's hope there is backdoor in the
  fake player app and not a bug in the server code.
 
   http://img692.imageshack.us/img692/4728/71956486.jpg
   I lay money on Lotusclan getting there comeuppance!
  
  
  
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