You could do this, or put +plugin_load pluginname in the command line. As
long as the plugin is loaded prior to the map command being issued, it
should work fine.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan E
Sent: Thursday, April 12, 2007 6:49 AM
and even if you do manage to shut the plugin down using
plugin_unload, my experience is that does not fully go away, bits of the
plugin features, still seems to hang around, thus making it an unviable
option.
On 4/13/07, Tony Paloma [EMAIL PROTECTED] wrote:
You could do this, or put +plugin_load
fixed, I don't know, but its not something I really want to revisit any
time soon.
On 4/13/07, Tony Paloma [EMAIL PROTECTED] wrote:
That seems strange. I load my plugin from the command line and it works
just
fine. I don't have any VDF files and the dll is placed in hl2server\bin.
Then, when
12, 2007 10:42 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Different mods in install folder (srcds)
--
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What does yr +plugin_load pluginname command line look like? Maybe it needs
be in a certain part of the startup?
On 4/13/07, Tony Paloma [EMAIL
You can get accurate per-CPU measurements in Task Manager by clicking
View-CPU History-One Graph Per CPU.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RMaioroff
Sent: Friday, April 13, 2007 5:55 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] Lag with
How did you generate these lists?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ook
Sent: Sunday, May 06, 2007 8:54 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Who plays HLDMS
Here is mine. Very interesting. If I did the math right, I had
a list like
this automatically (I'm not sure which, might be superhebbe).
- Original Message -
From: Tony Paloma
To: hlds@list.valvesoftware.com
Sent: Tuesday, May 08, 2007 8:06 PM
Subject: RE: [hlds] Who plays HLDMS
How did you generate these lists?
-Original Message-
From
If I had to guess, I would say that the bug lies within
UTIL_GetPlayerConnectionInfo. It grabs the players cmdrate when calculating
ping but makes doesn't check it against the minimum/maximum that the server
has set.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
I can confirm that this is an issue. Chat isn't working on any server that I
join.
Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.
Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.
Couldn't dispatch user message
Now chat color doesn't work. Everybody shows up normal default color no
matter what team they are on.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Kovack
Sent: Friday, June 15, 2007 8:09 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds]
PROTECTED] On Behalf Of Tony Paloma
Sent: Friday, June 15, 2007 8:19 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Half-Life 2: Deathmatch Update Released
Now chat color doesn't work. Everybody shows up normal default color no
matter what team they are on.
-Original Message-
From: [EMAIL
You could try Filemon or Procmon. They will show you file accesses, and you
can use the filter to show only the hlds ones.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munra -hlds
Sent: Saturday, June 23, 2007 7:47 PM
To: hlds@list.valvesoftware.com
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Before the most recent update, it used to be that when Rebels spoke in hl2mp
their name was colored red and when combine spoke their name was colored
blue. Now, this doesn't happen anymore and every
Hey, thanks for all these fixes! One thing though, where is the fix for
hl2mp player names not being colored in chat?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, August 07, 2007 6:47 PM
To: [EMAIL PROTECTED];
.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Tuesday, August 07, 2007 10:02 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Engine/Dedicated Server Beta
Hey, thanks for all these fixes! One thing though, where is the fix
I just updated, and chat is working on Hl2mp (Windows), but there is still
no color for the player names :( .
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, September 12, 2007 4:11 PM
To: hlds@list.valvesoftware.com
.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Wednesday, September 12, 2007 5:56 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Engine Updates Release
I just updated, and chat is working on Hl2mp (Windows), but there is still
It's still being really slow for me. It's quite annoying.
Also:
[EMAIL PROTECTED] srcds]$ ./steam -command update -game Counter-Strike
Source
Checking bootstrapper version ...
Updating Installation
No installation record found at ./
Checking/Installing 'Counter-Strike Source Shared Content'
Yes, exactly. Calm down. It's not a full release yet. Lots of files aren't
there (or at least the tf2 server dlls).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munra -hlds
Sent: Monday, September 17, 2007 9:53 PM
To: hlds@list.valvesoftware.com
Mike, man, how long have you been at work? You emailed us almost 12 hours
ago today. Do you even get paid overtime?
Anyways, good work! Thanks for the updates!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, September 17, 2007
If everybody put their replies below everyone else's like you do, my scroll
wheel would be broken. Would you please put your reply at the top of the email?
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
The-/iller
Sent: Wednesday, September 19,
Set the number of lines buffered to the same number as the height of the window.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
The-/iller
Sent: Wednesday, September 26, 2007 11:28 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Source
The game's internal timer doesn't start until at least one player has
joined. After at least one player has joined (and left, it doesn't matter)
the timer will keep going from then on. So basically, a simple fix to your
issue is to join your server and then leave. After you've done that,
This is a multipart message in MIME format.
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I made a plugin (even works with TF2) to remove the player limit. You can
download the plugin here: http://www.sourceop.com/modules.php?name=Downloads
: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: 30 September 2007 04:11
To: hlds@list.valvesoftware.com
Subject: [hlds] Player Limit Remover plugin
This is a multipart message in MIME format.
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[ Picked text/plain from multipart/alternative ]
I made a plugin (even works
, September 29, 2007 10:03 PM
To: Tony Paloma
Subject: RE: [hlds] Player Limit Remover plugin
Well it shows 40 or 32 slots but no one can connect to it.. They timeout
during sending client info.
The Server also shows timeouts using HLSW while players are connecting.
Any thoughts?
Mike ParaDOX
from multipart/alternative ]
Sorry to report, it also crashed the TF server after the 4th
player
joined
-
running Win2K3 on Core2Duo Conroe
On 9/30/07, Tony Paloma [EMAIL PROTECTED] wrote:
This is a multipart message in MIME format
on Core2Duo Conroe
On 9/30/07, Tony Paloma [EMAIL PROTECTED] wrote:
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[ Picked text/plain from multipart/alternative ]
I made a plugin (even works with TF2) to remove the player limit.
You
can
download the plugin here
Linux build is working correctly?
If yes, can you tell me the content of your vdf file, its location, and the
so location.
Cheers,
Saint K.
- Original Message -
From: Tony Paloma [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 30, 2007 5:10 AM
Subject: [hlds
Not for me
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of BeVar
Sent: Tuesday, October 09, 2007 2:19 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Spray Logo
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[ Picked text/plain from
: [hlds] Team Fortress 2 Spray Logo
I can manually import VTF/VDF files but I can not use the ingame option.
On 10/9/07, Tony Paloma [EMAIL PROTECTED] wrote:
Not for me
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of BeVar
Sent: Tuesday, October 09, 2007 2
Compile: ConVar *sv_gravity = cvar-FindVar(sv_gravity);
And you'll get back a non-null result. The CVAR is still there.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hell Phoenix
Sent: Monday, October 15, 2007 10:29 AM
To: hlds@list.valvesoftware.com
Third option: Be creative and do what the other 30-32 player servers did to
get on the list.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
Sent: Monday, October 15, 2007 10:50 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Servers
crowd then great.
The misinformation begins. Players start to lose, because they don't know
what they are getting until they have connected and it's Valves fault.
Chris.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: 15 October 2007 18
I have a Xeon 2.4GHz Dual Core processor. I run two 32 player servers and
one 26 player server. I use srcdsfpsboost. CPU usage hangs around 70-80% and
I do not have issues with lag. If I close srcdsfpsboost, I see a drastic
drop in the CPU usage but it leads to server frame rates that occasionally
Not to mention his command line lacks a map.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Thursday, October 25, 2007 12:54 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Not Served
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Is this on the client or server? I'm seeing terrible performance on the
server now after the latest update. Each of my three servers get about 20fps
now and now combine to 100% cpu usage. Before this update, I was seeing
normal FPS with just about 70% CPU usage and even less usage without
Plugins and/or dll hacks.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
Sent: Saturday, November 10, 2007 12:13 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Server List Game Type
--
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I
from
happening.
Hence the bogus
Keeper
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, November 15, 2007 11:46 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] hldsupdateatool Update Released
I got an error on my client
I got an error on my client when connecting to a server with this update.
UpdatePlayerName with bogus slot 32
Yes, it was a 32 player server but this error never happened before. Related
to the NULLNAME fix maybe?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
It should have always been .\orangebox\tf
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of MeZelf
Sent: Monday, November 19, 2007 1:06 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] TF2 out of date
Just found out after a new install why I kept
I'm getting more crashing as well. Valve, if it helps, I have uploaded my most
recent minidumps from all three of my servers to
http://server.adminop.org/tf2mdmps/ .
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Renshaw
Sent: Friday, December 21,
I had two crashes within two hours on one of my servers earlier this
morning. It's been crashing more frequently since the last couple updates.
That's why I posted a link to my mdmp files in another post in hopes that
Alfred or Mike Durand could look at them and find the problems.
Mdmps:
I agree with this. I was caught off guard when Valve released two updates in
a row (and made no statement in hlds-announce about the 2nd). I updated the
first time, but it was almost a day before I got the 2nd update. My servers
ran near capacity the whole time while being off the master server
I've had no crashes on any servers since the update. If I get them, I will
post more minidumps.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric van Beesten
Sent: Wednesday, January 02, 2008 11:16 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds]
I can answer the bandwidth question. I run two 32 player TF2 servers and a
28 player one on a Conroe 3060 and use about 2400GB of bandwidth. I'm using
the default ticrate, maxupdaterate of 85, and a maxrate of 2. From this,
I suppose you can estimate about 26 gigs per player slot. You can
It's something to do with player sprays I think. You get it once per player
connected.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Rapp
Sent: Friday, January 25, 2008 4:08 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
It doesn't show up in the log, just the console window.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
Sent: Friday, January 25, 2008 4:25 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2/Dedicated Server Updated
--
[
Do you mean something like:
+sv_maxrate 2 +alias sv_maxrate
No idea if that will work, but it might.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of EG Andrew
Sent: Thursday, January 24, 2008 12:53 PM
To: hlds@list.valvesoftware.com
Subject: [hlds]
This is a multipart message in MIME format.
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All the other maps end or switch to sudden death at the timelimit fine,
however well is running well over the limit until one team wins. Is this
normal behavior?
--
reasons not to put a plugin out there to do this I'd be
glad to listen
Of course, it would be better if Valve would just step in and fix this
one way or the other.
- Neph
Nephyrin AIM
[EMAIL PROTECTED] MSN
Feel free to message me
On Feb 11, 2008 8:26 PM, Tony Paloma [EMAIL PROTECTED] wrote:
I meant
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So,
I've been considering releasing my 32 player delist plugin for TF2 server
(works for both Windows and Linux). I thought I was convinced that I wasn't
going to release it, but then, somebody
multipart/alternative ]
Theres already one from battlerealms.cc. I say if you cut off the source you
dont get anymore 32 slot servers which I wont miss, even though I run one
lol... Its up to you but if I were you I would keep it private or even sell
it ;)
- Original Message
From: Tony Paloma
This list isn' necessary. Nephryin and I already decided to release. I will
release an updated version of Player Limit Remover (v1.3) on my website
www.sourceop.com whenever ready. This will probably happen later today.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
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The new version of PLR (1.2) will bypass the master server delists. Get it:
http://www.sourceop.com/modules.php?name=Downloads
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=4
Good idea. Don't clutter the list with nonsense. If you have any questions
for me or whatever just post in my forum or send me an email off-list.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
Sent: Tuesday, February 12, 2008 7:41 PM
To:
Fixed -- thank you.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
Sent: Tuesday, February 12, 2008 5:51 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Player Limit Remover plugin updated to bypass delisting
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I've updated PLR to work with DEP enabled. Get 1.2.1 from the website.
Remember, it only works with at most 32 players. If you try 33 or more, your
server will crash due to limitations outside of my
Hi, can we get an announcement in hlds_announce? These announcements are
automatically forwarded to my phone and if I don't get the message on my
phone, I don't find about the updates until late.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
If anybody doesn't have any success with either plugin, let me know so we can
try and see what's in common and determine a cause. I know some people were
having trouble with mine once the third player connected and others were having
no problems at all.
-Original Message-
From: [EMAIL
Don't include log on in multiple places.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Wednesday, February 27, 2008 2:26 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] A quick fix to make Source infinitely more
Run hldsupdatetool by itself first (i.e. type hldsupdatetool.exe with no
command line switches). After it downloads the new version of HLDS Update
Tool, run the command again.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bas Wijngaarden
Sent:
He wrote, at the very bottom, exit. I think he missed the little note at
the bottom of every email he gets from this list.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham M
Sent: Wednesday, February 27, 2008 3:38 PM
To: hlds@list.valvesoftware.com
Personally, I think the Internet tab should show all server and then the
Custom tab should be used for more advanced filtering. Or there should just
be one tab like there always has been with additional options in the Change
filters deally. I've already seen too many noobs asking what the
- Added protection against voice command spamming. Dramatic reduction in
teleporters needed
Am I the only one that thought that was frickin hilarious?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Thursday, February 28, 2008 4:48 PM
I got several requests to release a Linux version of the mp_teststalemate
plugin. It's on the download section of my website with the Windows version.
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=6
___
To unsubscribe, edit
PROTECTED] On Behalf Of bl4nkeh
Sent: Wednesday, March 05, 2008 12:39 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] mp_teststalemate for Linux released
Care to share what this plugin does for those who do not know?
Tony Paloma wrote:
I got several requests to release a Linux version
I agree with this. There is already a filtering mechanism on the Internet
tab. Why not just keep one tab and add the tags thing to the existing
filters? This is how I imagined the tags would be implemented when it was
first introduced and still makes the most sense to me.
-Original
Yes,
If you have something uncapping the 24 player limit (e.g. PLR), this will
happen.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, March 06, 2008 6:52 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds]
I checked real quick and it seems the Internet tab outside of the game
combines the Internet tab and Custom tab that are inside the game.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rodge Stumbaugh
Sent: Friday, March 07, 2008 12:38 PM
To:
Valve allows 32 players now with the latest update, they're just gonna throw
you on the Custom tab.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
Sent: Monday, March 10, 2008 7:31 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds]
I think it's working fine here. What's different about the new master
heartbeat?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Dussault
Sent: Thursday, March 20, 2008 5:04 PM
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Subject: [hlds] server
April fools!
Just kidding. Thanks Jason. ETA?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, April 01, 2008 1:05 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: [hlds] Upcoming Team Fortress 2/Dedicated Server
Maybe Zeitgeist is using the custom tab.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
Sent: Tuesday, April 08, 2008 9:57 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2's popularity definitely slipping fast WAS
This is exactly one of the major problems. The names of the tabs are
misleading or at least suggest something that isn't true.
Also, no matter how many servers are on the custom tab, when the majority of
players start looking for servers, a bunch of servers from the Internet tab
are going to pop
I think his message was to Keeper who didn't seem to be aware of it and
said, I believe the names will be locked down like they are in TF2.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Monday, April 14, 2008 9:21 AM
To: Half-Life
My TF2 server is currently under attack and is being brought to its knees.
The network graph shows lots of incoming data and the server is empty
running at 10.0fps. I think somebody is spamming queries or something, but
I'm not sure. Anybody know anything about this?
Thanks,
Tony Paloma
.
sv_max_queries_sec_global (default 60)
Maximum queries per second to respond to from anywhere.
Andreas
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Monday, April 21, 2008 7:12 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject
packet monitoring when I get back to see whats going on if
it happens again.
- Neph
On Sun, Apr 20, 2008 at 10:43 PM, Tony Paloma [EMAIL PROTECTED]
wrote:
The attack stopped right about when I sent that email, so I can't try
changing those. The CVARs right now and during the attack were
or something -- I have no idea.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gary Stanley
Sent: Sunday, April 20, 2008 11:20 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] New server attack/exploit?
At 01:12 AM 4/21/2008, Tony Paloma wrote:
My TF2
I'm under attack again. The people attacking are now trying to attack my FTP
server as well (so I have some IPs). I've also got some .cap files from
Microsoft Network Monitor. I'm looking for other monitor tools right now.
(003205) 4/21/2008 6:26:26 PM - (not logged in) (96.250.36.94) connected
.nycmny.fios.verizon.net:45231
ESTABLISHED
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Monday, April 21, 2008 4:29 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] Under attack again
I'm under attack again
... -Original Message- From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent:
Monday, April 21, 2008 4:29 PM To: 'Half-Life dedicated Win32 server
mailing list' Subject: [hlds] Under attack again I'm under attack again.
The people attacking are now trying to attack my
This is a bug in HLSW. HLSW fails to parse the the line if the player's name
has a double quote in it because HLSW expects that the double quote means it
is the end of the player's name. Because of this, the only information HLSW
can get is a partial player name which is why you are also missing
Well, you did have a valid question, I though. As a server administrator, it
would be useful to know when the update is going to be released so that I
can make sure that I'm available. However, now you've just gone and made an
ass out of yourself.
-Original Message-
From: [EMAIL
Somebody did this to me before. He wanted me to visit some website and
login. It was something like www.someclan.com/steamsupport/login.php. I was
able to report him to his web host as well as steam support. I don't think
anything happened to his steam account but I do know his website got shut
]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Shaffer
Sent: Monday, April 28, 2008 9:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New server exploit (not nuking)
What map is running?
Tony Paloma wrote:
Also, this is what shows up in the logs. No indication of any RCON
Well they are attacking the TCP/IP (RCON) port and not sending UDP packets. So
Valve could potentially detect this and then just deny connections from IPs
that are spamming.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Wojciech H
Sent: Monday, April
my damn iptables rule to fix your broken packethandling.
In conclusion, give me a job. (please? I'll pretend to like wow around
gabe!)
- Neph
On Mon, Apr 28, 2008 at 9:12 PM, Tony Paloma [EMAIL PROTECTED]
wrote:
Found the problem
sv_benchmark_force_start
game
- Force start the benchmark
list'
Subject: Re: [hlds] New server exploit (not nuking)
No.
Me first.
I probably found some of the coolest srcds exploits anyway (was recently
fixed :D)
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Tuesday, April 29
!)
- Neph
On Mon, Apr 28, 2008 at 9:12 PM, Tony Paloma [EMAIL PROTECTED]
wrote:
Found the problem
sv_benchmark_force_start
game
- Force start the benchmark. This is only for debugging. It's better to
set
sv_benchmark to 1 and restart the level.
Players can run this and make
Depends on what you want to do. If you just want to block IPs, I run
PeerGuardian for that. IPSec Policies can be used to do more advanced stuff
similar to Linux iptables but I can't figure them out. I'm interested to
learn though.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
You can block TCP/IP port 27015 on Windows Server using IPSec policies.
IPSeccmd.exe -W REG -p Block TCP 27015 Filter -r Block Inbound 27015
Rule -f *=0:27015:TCP -n BLOCK -x
This will of course prevent RCON connections. Allowing certain IP addresses
is probably possible but I'm unsure of how to
-x
I hope this helps someone. I've seen no adverse side effects to blocking TCP
27015 except for blocking RCON. It seems that all game data goes to UDP
27015.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Monday, April 28, 2008 10:43 PM
PROTECTED] On Behalf Of Tony
Paloma
gt; Sent: Tuesday, April 29, 2008 12:54 AM
gt; To: 'Half-Life dedicated Win32 server mailing list'
gt; Subject: Re: [hlds] New server exploit (not nuking)
gt;
gt; One srcds exploit. I helped. That reminds me, didn't valve say
they'd give
gt; us a mention
Valve is sleeping.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
Sent: Tuesday, April 29, 2008 12:04 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] sv_benchmark_force_start exploit info and *fix*
VALVe,
Any hint on
Make a plugin for that then too :P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
Sent: Tuesday, April 29, 2008 12:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] sv_benchmark_force_start exploit info and *fix*
No, not to confuse you more but we're just blocking 27015 and leaving the
server on 27015. This works fine because the block is for TCP port 27015.
All game data and server queries happen on UDP port 27015 which remains
unblocked.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
They were probably using voice chat.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James McKenna
Sent: Tuesday, April 29, 2008 3:43 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Looping racist sound loops
Normally I'd assume that my rcon was
I'm getting this as well. Same OS here. Works on my WinXP machine though.
Hmm
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Tuesday, April 29, 2008 6:26 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Goldrush
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