Re: [hlds] [TF2] Players disconnecting before votekicked?
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, Miikawrote: 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Another nothing email
sv_annoying_emails 0 On Sep 11, 2015 7:42 PM, "Eric Smith"wrote: > Just working through some issues here. Sorry again. > > > > -Eric > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.
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
- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional TF2 update released
“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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional TF2 dedicated server update released
“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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional TF2 dedicated server update released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] New SteamID format for TF2
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Need help crashing my own server on purpose
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Test message
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Problems caused by connecting server favorites to IP address
“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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Name Tags / Description Tags
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? _ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Adding a steam friend
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] So many empty servers
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] FakeClient + Botjoin time Youtube video
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 information that may be Privileged, confidential or copyrighted under applicable law. If you are not the intended recipient, you are hereby formally notified that any use, copying or distribution of this e-mail, in whole or in part, is strictly prohibited. Please notify the sender by return e-mail and delete this e-mail from your system. Unless explicitly and conspicuously designated as E-Contract Intended, this e-mail does not constitute a contract offer, a contract amendment, or an acceptance of a contract offer. Any/All other Pricing/Quotes are governed by WonkaGaming Systems Terms Conditions. This e-mail DOES NOT constitute a consent to the use of sender's contact information for direct marketing purposes or for transfers of data to third parties. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Release of FakeClient spoof + Botjoin time
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 -- This communication is for use by the intended recipient and contains information that may be Privileged, confidential or copyrighted under applicable law. If you are not the intended recipient, you are hereby formally notified that any use, copying or distribution of this e-mail, in whole or in part, is strictly prohibited. Please notify the sender by return e-mail and delete this e-mail from your system. Unless explicitly and conspicuously designated as E-Contract Intended, this e-mail does not constitute a contract offer, a contract amendment, or an acceptance of a contract offer. Any/All other Pricing/Quotes are governed by WonkaGaming Systems Terms Conditions. This e-mail DOES NOT constitute a consent to the use of sender's contact information for direct marketing purposes or for transfers of data to third parties. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Pyro Teamkilling Glitch
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] New feature in TF2 Beta dedicated server update
“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
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... __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.v... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Hackers on the rise
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.v... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] HL2 Client Crashes in TF2 Since Last Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] The policy of truth is still in effect
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit
Re: [hlds] Is your TF2 standing trending downward fast?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Is your TF2 standing trending downward fast?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
+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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Eugenio Motanum Roman https://sites.google.com/site/motanumproyect/ eugenio.motanu...@gmail.com mailto:eugenio.motanu...@gmail.com http://twitter.com/#!/MotanumR http://twitter.com/#%21/MotanumR http://steamcommunity.com/id/Motanum http://www.youtube.com/user/motanium ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server crashes (E. Olsen)
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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Regarding the server mod that kicks free TF2 players...
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Team Fortress 2 Updates Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Team Fortress 2 Updates Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Mandatory updates coming later today
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Massive TF2 Global Client Crashing back?
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Update Released but srcds.exe will not start..
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds S -- S - Naso S ___ S To unsubscribe, edit your list preferences, or view the list archives, S please visit: S http://list.valvesoftware.com/mailman/listinfo/hlds S ___ S To unsubscribe, edit your list preferences, or view the list archives, please visit: S http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
!!! 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Any chance of sv_steamgroup for CS:S / TF2?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] The commands vmodenable 1 and vban 0 0 0
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] No Auto-Join Prompt on Server Full
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 29, Issue 8
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlds] Counter-Strike Source: Tickrate change: Set to 66, -tickrate removed
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} ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Browse profiles for FREE! Meet local singles online. http://clk.atdmt.com/NMN/go/150855801/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] New update broke a lot of textures on custom maps
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Black Listed / De-listed Servers
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Clients Loading Plugins
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ If It Exists, You'll Find it on SEEK. Australia's #1 job site http://clk.atdmt.com/NMN/go/157639755/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 servers reporting players via Query when empty
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 misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Delist
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Delist
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] COUNTER-STRIKE: SOURCE BETA
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 _ View photos of singles in your area! Looking for a hot date? http://clk.atdmt.com/NMN/go/150855801/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] COUNTER-STRIKE: SOURCE BETA
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] (no subject)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Browse profiles for FREE! Meet local singles online. http://clk.atdmt.com/NMN/go/150855801/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
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?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows or linux why
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] List Server Downtime, T minus 2 hours and 10 minutes(-ish)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Your E-mail and More On-the-Go. Get Windows Live Hotmail Free. http://clk.atdmt.com/GBL/go/201469229/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET NOD32 Antivirus, version of virus signature database 4896 (20100225) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Mani site down / DNS problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Owner of RUS Coop-16 ?
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, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.733 / Virus Database: 271.1.1/2695 - Release Date: 02/18/10 20:34:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.733 / Virus Database: 271.1.1/2695 - Release Date: 02/18/10 20:34:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted
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
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 - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 srcds infinite loops.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 srcds infinite loops.
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.
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 :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds Links: -- [1] mailto:i...@ics-base.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] No Loadout.
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 :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds Links: -- [1] mailto:i...@ics-base.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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
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
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
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 :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 update issue
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* * * * * ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server crashing....
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 _ Windows Live: Make it easier for your friends to see what you're up to on Facebook. http://go.microsoft.com/?linkid=9691816 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 CTF crashing
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 and Day of Defeat: Source update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Upload/Download POC
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Upload/Download POC
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] AppID of your dedicated L4D2 server
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 ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Its the law!
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Windows Live: Make it easier for your friends to see what youre up to on Facebook. http://go.microsoft.com/?linkid=9691816 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds