Re: [hlds] Dah! No Half-Life / Valve

2012-10-13 Thread Claudio Beretta
take his suggestion, and launch the server from the command line

On Sat, Oct 13, 2012 at 10:17 PM, Ook ooksser...@zootal.com wrote:

 I strongly recommend using -console flag when starting the server and
 dispensing with the worthless gui.



On Sat, Oct 13, 2012 at 10:36 PM, Paul Williams p...@pencoedfarm.co.ukwrote:

 

 ** **

 I have done ‘HldsUpdateTool.exe -command update -game valve -dir .’ more
 than once. Valve folder exists. Think I am gonna give up soon. Doing my
 head in this.

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Claudio Beretta
and the funniest thing about it, is that it create ghost players... again


On Fri, Aug 17, 2012 at 7:04 PM, Adam Nowacki nowa...@platinum.linux.plwrote:

 I must confirm ... this really broke the shit up:

 tf_mm_strict
 tf_mm_strict = 0
  game notify
  -0 = Show in server browser, and allow ad-hoc joins
1 = Hide from server browser and only allow joins coordinated through
 GC matchmaking
2 = Hide from server browser, but allow ad-hoc joins

 tf_mm_servermode
 tf_mm_servermode = 1 ( def. 0 )
  game notify
  - Activates / deactivates Lobby-based hosting mode.
0 = not active
1 = Put in quickplay pool (based on current map)
2 = Put in MvM pool.  (Lobby will control current map)

 ...

 This server only accepts connections negotiated through matchmaking.
 Ad-hoc connections are not allowed


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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2012-08-02 Thread Claudio Beretta
having tf_mm_servermode 1 in autoexec.cfg will make the server crash at
startup
verified on a dozen windows and linux servers


On Fri, Aug 3, 2012 at 1:35 AM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Marked mem_force_flush as a cheat to prevent client exploits
 - Fixed %n console crash in the client

 Team Fortress 2
 - Added new items:
- The Red-Tape Recorder
- The Huo Long Heatmaker
- The Flying Guillotine
- The Neon Annihilator
- The Triad Trinket
- The Champ Stamp
- The Marxman
- The Human Cannonball
 - Added new promo items
 - Fixed sappers attaching incorrectly to teleporters that are still
 building
 - Improved reliability for finding a coach
 - Fixed Engineer training shotgun and pistol images being swapped
 - Fixed GetPlayerItems web APIs not respecting inventory privacy settings
 - Quickplay beta: Fixed bug causing game servers to sometimes stop
 receiving traffic upon victory condition
 - Quickplay beta: Added more status information while in the matchmaking
 queue

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Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2012-08-02 Thread Claudio Beretta
setting it later from rcon doesn't crash


On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Thanks, we'll look into it.  Try setting it later, does it still crash for
 you?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
 Sent: Thursday, August 02, 2012 5:15 PM
 To: Eric Smith
 Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32
 server mailing list; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released

 having tf_mm_servermode 1 in autoexec.cfg will make the server crash at
 startup verified on a dozen windows and linux servers



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Re: [hlds] New TF quickplay in beta

2012-07-21 Thread Claudio Beretta
If I'm getting it right, the new system won't put players in empty servers
but now requires at least 2 players to join an empty server exclusively
with the new system, otherwise the server will be considered full.
Mindfuck?

On Sat, Jul 21, 2012 at 3:35 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  · Regular joins through through other means can coexist with
 joins through quickplay beta, with one significant shortcoming:  If the
 first person to join your server joins outside of the new matchmaking
 system, the system will treat your server is “full”.  If the first person
 to join your server comes in through the matchmaking system, your server
 will accept players from either source.  This shortcoming will be addressed
 soon.

 · Never get matched into an empty server by yourself.  A server
 will always be seeded with at least N players.  (Currently N = 2 since
 there will not be many players using the system, but we will increase that
 over time.)



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Re: [hlds] Hide the srcds console

2012-07-11 Thread Claudio Beretta
Try running the servers impersonating another user


On Wed, Jul 11, 2012 at 8:32 AM, Bruno Garcia garcia.bru...@gmail.comwrote:

 Hello,

 I'm using a tool on Windows 2003 Server called ServerChecker to leave
 auto-restart my servers, add easy command line parameters, etc...
 The only problem is , that, for each srcds server has a console of it's
 own. And it's quite annoying to have 5 or 6 srcds console on your desktop.

 Is there any way to run a server *without *a console (So only the process
 is running)

 Thanks


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Re: [hlds] Hide the srcds console

2012-07-11 Thread Claudio Beretta
I don't know if ServerChecker supports it, but it may let you specify the
username and password of the windows user account that will launch the
srcds process. Processes of other users aren't shown on your desktop.
As an alternative you can run ServerChecker as a service (with srvany.exe
or other tools)


On Wed, Jul 11, 2012 at 9:09 AM, Bruno Garcia garcia.bru...@gmail.comwrote:

 @Claudio : What do you mean by that?
 @RSS: Thanks , I'll try it out


 On Wed, Jul 11, 2012 at 3:34 AM, RSS List User 
 l...@redspeedservers.comwrote:

  You could run them with ServiceEx, where it will run as a Service and
 set interactive to false. The benefit with this is also that when the
 machine reboots, you will not need to login for the servers to start.
 http://serviceex.com/


 On 7/11/2012 2:32 AM, Bruno Garcia wrote:

 Hello,

 I'm using a tool on Windows 2003 Server called ServerChecker to leave
 auto-restart my servers, add easy command line parameters, etc...
 The only problem is , that, for each srcds server has a console of it's
 own. And it's quite annoying to have 5 or 6 srcds console on your desktop.

 Is there any way to run a server *without *a console (So only the
 process is running)

 Thanks



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Re: [hlds] Steam CMD

2012-07-06 Thread Claudio Beretta
For paid games that have dedicated servers freely available, you _already_
can login with an empty steam account (check killing floor for instance -
appid 215350 or 215360).


On Fri, Jul 6, 2012 at 7:49 PM, Bobby bobby3...@gmail.com wrote:

 “- currently steamcmd requires a steam login to perform an update, we plan
 on adding a no-login mode in the future for free to download titles.”

 ** **

 So even in the future, if it’s a PAY 19.99 game you would still need a
 log- in name?

 ** **

 That’s murder for us that have 10 games on a box. We want the customers to
 DL the updates like we do/did with the hlds tool.

 Now we have to DL the patches and mass update everyone. How is that
 progress?

 ** **

 -bobby

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Alfred Reynolds
 *Sent:* Friday, July 06, 2012 12:55 PM
 *To:* Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list (hlds_li...@list.valvesoftware.com)

 *Subject:* Re: [hlds] Steam CMD

 ** **

 There is some mis-understanding of the new steamcmd update tool happening
 here, let me just clear things up:

  

 - steamcmd is used for updating of dedicated servers using the new Steam
 Pipe content system, newly released games on Steam use this system and
 older games are being switched over.

  

 - currently steamcmd requires a steam login to perform an update, we plan
 on adding a no-login mode in the future for free to download titles.

  

 - the login you use for steamcmd just needs rights to the game you are
 updating, so for the majority of dedicated server applications you CAN use
 a free account. So you could currently make an account per machine you wish
 to run the tool on. You do NOT need to buy the full game client to update
 if the dedicated server is free.

  

 - CS:GO is a special case because it is in closed beta, access to its
 dedicated server is limited to blessed accounts which is why you need a
 special login. If you are having problems running CS:GO servers and are in
 the beta email the team and ask for access to another account for your
 dedicated servers.

  

  

 With Steam Pipe you should see an improvement in download speeds and more
 robust response during high demand. It uses HTTP as the content delivery
 method, so you could setup a local HTTP proxy to cache all steamcmd
 requests, making updates from multiple machines stay on your local network.
 

  

 - Alfred

  

  

 *From:* hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Valentin G.
 *Sent:* Friday, July 06, 2012 7:07 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Steam CMD

  

 Yeah that's my main gripe with it. If you allow all accounts into the
 system though you might aswell drop the requirement to login alltogether.

 If we need to own the games to host servers at least allow simultanous
 login to both SteamCMD and the desktop client.

 I would like to hear why this is done anyway, I can somehow get behind it
 for CS:GO as it's a closed beta right now (although restricting server file
 access is still weird) but
 why introduce this to games already released. It's just an inconvenience.

 This is not that big of an issue for F2P but buying extra $30+ games just
 to have a separate server account is not something I would want to do.
 I could afford it but then again - it is not *that* big of an
 inconvenience now, is it?

 On Fri, Jul 6, 2012 at 3:59 PM, 1nsane 1nsane...@gmail.com wrote:

 New accounts that have to own all those games...

  

 On Fri, Jul 6, 2012 at 8:03 AM, Joe Powell j...@joepowell.co.uk wrote:***
 *

 It wouldnt be so bad if for example, you could use it with any account.***
 *

  

 For CSGO, its beta, so your account has to have access to it? Or am I
 wrong, in which case, we might aswell all create new steam accounts for
 server purposes.

  

 Joe

 On 6 July 2012 13:02, Victor Voorhuis victor.silverd...@gmail.com wrote:
 

 I'm not liking it either. I can't update my servers when playing games at
 Steam. It would be nice if it didn't sign off my Steam. 

  

 2012/7/6 Saul Rennison saul.renni...@gmail.com

 I believe all games will move to it soon. It uses the HTTP content
 delivery method if I recall correctly.  



 On Friday, July 6, 2012, Vader_666 wrote:

 Natural Selection 2 use Steam CMD too I think since the last build.

 Le 6 juil. 2012 04:02, 1nsane 1nsane...@gmail.com a écrit :

 Different games get updates at the same time. Especially games with shared
 engines.

 On Thu, Jul 5, 2012 at 9:03 PM, Ryan Stecker voidedwea...@gmail.com
 wrote:

 Having to update more than one server at a time with an update tool is
 awful practice. Please do all other server operators a favor 

Re: [hlds] sv_pure bug

2012-06-11 Thread Claudio Beretta
I guess he is referring to this:
1) join a server with sv_pure 1 or 2
2) join another server with custom models and sv_pure 0 (or sv_pure 1 and a
proper whitelist)
3) enjoy seeing ERROR models everywhere
Only workaround is restarting CSS/TF2

On Mon, Jun 11, 2012 at 3:56 PM, Jethro Seabridge jet2the...@gmail.comwrote:

 What is the bug?

 On Mon, Jun 11, 2012 at 2:33 PM, Nomaan Ahmad n0man@gmail.com wrote:

 This is a very old bug and has not yet been fixed. There have been many
 topics posted here but Valve has yet to acknowledge this issue.
 Has anyone found a solution to this?

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Re: [hlds] [TWI Serveradmins] RO2 Required Update Live!

2012-06-07 Thread Claudio Beretta
both steam and steamcmd aren't downloading anything
tried with
SteamCmd +login  +force_install_dir ..\ro2 +app_update 212542 validate
+quit
and it says that it is up to date

On Thu, Jun 7, 2012 at 9:16 PM, Andrew Ladenberger 
and...@tripwireinteractive.com wrote:

 Today's Red Orchestra 2 update is now up on SteamCMD.

 Cheers,
 Andrew

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Re: [hlds] [TWI Serveradmins] RO2 Required Update Live!

2012-06-07 Thread Claudio Beretta
I confirm it is working now
first time it took so long to even acknowledge there was an update

On Thu, Jun 7, 2012 at 9:46 PM, Andrew Ladenberger 
and...@tripwireinteractive.com wrote:

 It's working here, wait a couple of minutes for steam servers to propagate
 the files and try again.

 Thanks,
 Andrew


 On Thu, Jun 7, 2012 at 3:32 PM, Claudio Beretta beretta.clau...@gmail.com
  wrote:

 both steam and steamcmd aren't downloading anything
 tried with
 SteamCmd +login  +force_install_dir ..\ro2 +app_update 212542
 validate +quit
 and it says that it is up to date

 On Thu, Jun 7, 2012 at 9:16 PM, Andrew Ladenberger 
 and...@tripwireinteractive.com wrote:

 Today's Red Orchestra 2 update is now up on SteamCMD.

 Cheers,
 Andrew

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Re: [hlds] 100 TICK SERVERS

2012-02-29 Thread Claudio Beretta
no need for tick 100 nowadays, but it is still possible
http://people.summit-servers.com/monk/2011/10/30/monk-strikes-again-unlocked-fps-on-css-for-linux/


On Wed, Feb 29, 2012 at 10:49 AM, Sachin Sud
ad...@crazyfreakgamers.comwrote:

  Hi



 Is any one able to have100 tick servers ??



 If yes then please let me know.



 Thanks

 Sachin

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Re: [hlds] [hlds_linux] Required Killing Floor Update Coming Today - Twisted Christmas 2!!!

2011-12-07 Thread Claudio Beretta
the update is live!


On Wed, Dec 7, 2011 at 6:38 PM, John Gibson j...@tripwireinteractive.comwrote:

 A required update to Killing Floor is coming later today! The Twisted
 Christmas 2 event runs from December 7-January 4th. Additionally, we'll be
 running a free weekend this weekend on Steam from December 8th-11th. So
 please server admins if you can put up some extra servers to help handle
 the load please do! Here is the info or also check out the Twisted
 Christmas 2 website (http://www.killingfloorthegame.com/xmas2011/):

 Tripwire continues its long standing tradition of massive free content
 packs with the *Twisted Christmas 2 Content Pack*. The event an features an
 all new level, Ice Cave, as well as brand new Twisted Christmas music to
 get you in the holiday spirit. But wait - there's more! Santa is bringing
 even more gifts - the Winter Weapon Pack, with seven brand new weapons
 complete with new achievements, free to everyone who owns the
 game. Returning from last year's event we have Christmas themed specimens
 replacing all of the regular baddies, Santa’s Evil Lair, Christmas themed
 achievements and the chance for those who missed unlocking the
 special Baddest Santa character last year to grab him this time around.

 New Map

   - *Ice Cave *- Evil Santa Clause has retreated underground to a
   sprawling Ice Cave tunnel system. Battle it out with all of Santa's
 Twisted
   Christmas minions in this all new level.

  New Weapons

   - *44 Magnum Revolver* - The Sharpshooter gets a shiny .44 Magnum
   revolver - good for dual-wielding for even more stopping power.
   - *M-4 Carbine* - The Commando picks up a US Army surplus M-4 Carbine,
   with a nice, new red dot sight fitted.
   - *M-4 Carbine With Grenade Launcher* - For Demolitions, we've removed
   the sight and added the under-slung M-203 single shot grenade launcher.
   Wonderful all-purpose weapon!
   - *Claymore Sword* - Berserkers can go all Scottish, with a massive
   two-handed Claymore. Perfect for the holiday season...
   - *MP5M Medic Sub Machine Gun *- Following on from Horzine's earlier
   experiments with healing darts, they have now provided the Medic with an
   MP5 machine pistol, mounting a dart-firing device.
   - *Husk Gun Fireball Launcher* - Ripped from the arm of a dead Husk the
   Firebug gets his asbestos-covered hands on the fireball launching
   Huskgun!!! Charge this baby up and watch the zeds explode in a ball of
   flames!

 The update also includes a couple of gameplay fixes including:

   - Rocket and grenades no longer collide with your teammates (falling to
   the ground and blowing you up in the process)
   - Fixed a bug where players could get stuck unable to go into ironsights
   when firing the Crossbow or M79 from the hip

 Cheers,

 John Gibson
 President
 Tripwire Interactive
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Re: [hlds] Team Fortress 2 Update Released

2011-10-28 Thread Claudio Beretta
We learned the hard way not to trust players, even for rtv/votekick/voteban.
It happened that players of other communities or some random groups, joined
the server in big groups and started votes to kick/ban everyone else or keep
changing map.
And it's incredible the amount of whiners that start complaining just for
the sake of it on the community forum after being banned for insulting
heavily other players or even for using cheats. Well administered servers
risk to be targets to this abuse report system exactly like bad servers,
only servers with no admins at all are immune from complains.

On Fri, Oct 28, 2011 at 4:48 PM, Emil Larsson ail...@gmail.com wrote:

 Actually the butthurt part is causing me concern.

 Obviously of course, an admin freezing everyone on the server while
 noclipping in the event maps is obvious abuse, but I seen butthurt players
 making up stories or exaggerate abuse when they really were punished for
 their own behavior (like insulting other players). This is probably
 especially a problem on bigger communities.

 And of course there is the unfortunate (but speculative) case of a admin
 going rogue for his own benefit. The abuse system could use some feedback.


 On Fri, Oct 28, 2011 at 4:03 PM, Jason pctool...@gmail.com wrote:

 Is there any more information on the follwing:

 - Updated in-game abuse reporting tool to include option for reporting
 abusive game servers

 Is this for people to report halloween event abuse?  Or is this for
 abuse in general?   (i.e. when someone gets butthurt that we won't allow
 their racism on our servers)

 Clarification on this would be appreciated, thank you in advance.



 On Thu, Oct 27, 2011 at 9:44 PM, Ronny Schedel i...@ronny-schedel.dewrote:

 - Updated in-game abuse reporting tool to include option for reporting
 abusive game servers

 How does it work? Do you penalize the server after xxx reports or do you
 check each reported server manually to avoid abusing this report tool?



 -Ursprüngliche Nachricht- From: Jason Ruymen
 Sent: Friday, October 28, 2011 9:23 AM
 To: 'hlds_linux@list.**valvesoftware.comhlds_li...@list.valvesoftware.com'
 ; 'Half-Life dedicated Win32 server mailing list' ; 'hlds_announce@list.
 **valvesoftware.com hlds_annou...@list.valvesoftware.com'

 Subject: [hlds] Team Fortress 2 Update Released

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

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

 Jason



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Re: [hlds] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread Claudio Beretta
i got this today
tf_server_identity_token Y5UhNs;^1hwu/a



On Fri, Oct 28, 2011 at 11:58 PM, Tony Paloma to...@valvesoftware.comwrote:

 But it’s only a single quote, right? You still surround the string with
 double quotes when putting it in your server.cfg. The token should never
 contain a double quote character.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Axl
 *Sent:* Friday, October 28, 2011 2:44 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2 registered servers: check for rogue '=' in the
 convar settings

 ** **

  

 My identity token actually starts with a quote.  Will putting quotes around
 that cause a problem?

  

 ** **

  Also,  make sure you put the identity token in quotes.

 ** **

  

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

2011-10-13 Thread Claudio Beretta
all the CSS and TF2 servers on my debian 6.0.1 box refuse to start.
What can I do to troubleshoot it?
thanks


debug.log
--
CRASH: Fri Oct 14 00:45:29 CEST 2011
Start Line: ./srcds_linux -game tf -ip 94.23.68.246 -port 27055 -maxplayers
26 -tickrate 66 +tv_port 27056 +clientport 27057 +replay_port 27058 +map
arena_granary +servercfgfile server.cfg +exec server.cfg -threads 3 -debug
-condebug
End of Source crash report
--


console window:
L 10/14/2011 - 00:45:20: sv_tags = gov,ita,italia,prophunt
L 10/14/2011 - 00:45:20: server cvars end
L 10/14/2011 - 00:45:20: Started map arena_granary (CRC
8148a7720eaff67dac9153f8368f8dfe)
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
L 10/14/2011 - 00:45:23: server_cvar: tf_gamemode_arena 1
Executing server arena config file
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
terminate called after throwing an instance of 'common::CRuntimeError'
  what():  Failed to open logfile /home/tf2_27055/Steam/steam.log
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111014004523_1.dmp
success = yes
response:  CrashID=bp-eaf14efe-1051-429a-952f-b75f02111013

cat: hlds.28655.pid: No such file or directory
email debug.log to li...@valvesoftware.com
Fri Oct 14 00:45:29 CEST 2011: Server restart in 10 seconds


console.log
Game.dll loaded for Team Fortress
Particles: Missing 'particles/error.pcf'
maxplayers set to 26
No '-replayserverdir' parameter found - using default replay folder.
Replay: Creating thread pool...succeeded.
Replay: Starting thread pool with 4 threads...succeeded.
Cleaning files from temp dir,
/home/tf2_27055/orangebox/tf/replay/server/tmp/ ...no files removed.
Unknown command r_decal_cullsize
Server logging enabled.
Server logging data to file logs/L1014032.log
L 10/14/2011 - 00:45:20: Log file started (file logs/L1014032.log) (game
/home/tf2_27055/orangebox/tf) (version 4720)
logaddress_delall:  no addresses in the list
logaddress_add:  94.23.68.246:27500
Unknown command replay_port
L 10/14/2011 - 00:45:20: server_cvar: decalfrequency 60

sv_pure value unchanged (current value is 0).

Unknown command sv_unlag
L 10/14/2011 - 00:45:20: server_cvar: sv_alltalk 1
L 10/14/2011 - 00:45:20: server_cvar: sv_tags gov,ita,italia,prophunt
L 10/14/2011 - 00:45:20: server_cvar: sv_tags gov,ita,italia,prophunt
L 10/14/2011 - 00:45:20: server_cvar: mp_respawnwavetime 1.0
L 10/14/2011 - 00:45:20: server_cvar: mp_teams_unbalance_limit 0
L 10/14/2011 - 00:45:20: server_cvar: tf_weapon_criticals 0
L 10/14/2011 - 00:45:20: server_cvar: tf_damage_disablespread 1
L 10/14/2011 - 00:45:20: server_cvar: tf_use_fixed_weaponspreads 1
L 10/14/2011 - 00:45:20: server_cvar: tv_password ***PROTECTED***
Unknown command neph_nostats
Unknown command sm_reserved_slots
Unknown command sm_hide_slots
Unknown command hlx_block_commands
Unknown command sm_unlock_block
Unknown command sm_unlock_block
Network: IP 94.23.68.246, mode MP, dedicated Yes, ports 27055 SV / 27057 CL
L 10/14/2011 - 00:45:20: Log file closed
Server logging data to file logs/L1014033.log
L 10/14/2011 - 00:45:20: Log file started (file logs/L1014033.log) (game
/home/tf2_27055/orangebox/tf) (version 4720)
L 10/14/2011 - 00:45:20: Loading map arena_granary
L 10/14/2011 - 00:45:20: server cvars start
L 10/14/2011 - 00:45:20: tf_playergib = 1
L 10/14/2011 - 00:45:20: tf_allow_player_use = 0
L 10/14/2011 - 00:45:20: mp_teamplay = 0
L 10/14/2011 - 00:45:20: mp_falldamage = 0
L 10/14/2011 - 00:45:20: mp_weaponstay = 0
L 10/14/2011 - 00:45:20: mp_forcerespawn = 1
L 10/14/2011 - 00:45:20: mp_footsteps = 1
L 10/14/2011 - 00:45:20: mp_flashlight = 0
L 10/14/2011 - 00:45:20: mp_autocrosshair = 1
L 10/14/2011 - 00:45:20: decalfrequency = 60
L 10/14/2011 - 00:45:20: mp_teamlist = hgrunt;scientist
L 10/14/2011 - 00:45:20: mp_allowNPCs = 1
L 10/14/2011 - 00:45:20: sv_alltalk = 1
L 10/14/2011 - 00:45:20: tf_weapon_criticals = 0
L 10/14/2011 - 00:45:20: tf_damage_disablespread = 1
L 10/14/2011 - 00:45:20: tf_force_holidays_off = 0
L 10/14/2011 - 00:45:20: tf_birthday = 0
L 10/14/2011 - 00:45:20: mp_tournament_stopwatch = 1
L 10/14/2011 - 00:45:20: mp_windifference = 0
L 10/14/2011 - 00:45:20: mp_windifference_min = 0
L 10/14/2011 - 00:45:20: tf_medieval = 0
L 10/14/2011 - 00:45:20: tf_medieval_autorp = 1
L 10/14/2011 - 00:45:20: tf_arena_force_class = 0
L 10/14/2011 - 00:45:20: tf_arena_change_limit = 1
L 10/14/2011 - 00:45:20: tf_arena_override_cap_enable_time = -1
L 10/14/2011 - 00:45:20: tf_arena_first_blood = 1
L 10/14/2011 - 00:45:20: tf_gamemode_arena = 0
L 10/14/2011 - 00:45:20: tf_gamemode_cp = 0
L 10/14/2011 - 00:45:20: tf_gamemode_ctf = 0
L 10/14/2011 - 00:45:20: 

Re: [hlds] Servers are absent in Server Browser

2011-09-29 Thread Claudio Beretta
they are cracked servers.

On Thu, Sep 29, 2011 at 5:53 PM, Ook ooksser...@zootal.com wrote:

  How are these non steam servers???

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Re: [hlds] Red Orchestra 2 Ranked Servers Showing Up When They Shouldn't Has Been Fixed

2011-09-16 Thread Claudio Beretta
Maybe to limit coping with malicious admins that _repeatedly_ create servers
that manipulate the ranking system?
If they give ranked status to GSPs and established clans, then it will be
much more difficult for such admins to keep opening these kind of servers.


On Fri, Sep 16, 2011 at 9:44 PM, Harry Strongburg harry.h...@harry.luwrote:

 On Fri, Sep 16, 2011 at 03:25:19PM -0400, John Gibson wrote:
  (although we are only currently rejecting servers that aren't a
  legitimate clan, gaming community, or GSP).

 A bit offtopic, but I don't really see a point to the whole ranking
 system. Do you mind explaining/giving links to why it's so exclusive/why
 this system is setup as such? I know it's for the unlock system, but
 what's so bad about giving that access to everyone? To me, it feels it's
 a slap in the face; some people who might have interest in running a
 server won't because they don't want to deal with the signup hassle. In
 result, that makes less people eager to buy the game. It's great how the
 dedicated file servers are open, but why the ranking system being
 closed? Thanks.

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Re: [hlds] Red Orchestra 2 Ranked Servers Showing Up When They Shouldn't Has Been Fixed

2011-09-16 Thread Claudio Beretta
exactly
or exploiting the system for global stats padding (such as claiming that a
player made hundreds of kills...)


On Fri, Sep 16, 2011 at 10:24 PM, Dayle Flowers 
da...@tripwireinteractive.com wrote:

 They could, for example, give everyone full rank and unlocks when they
 haven't earned it.  This is the reason for having a Ranked Server Program,
 to keep the rankings as secure as possible.

 Dayle Flowers
 Senior Programmer
 Tripwire Interactive, LLC.


 On 9/16/2011 4:21 PM, Harry Strongburg wrote:

 On Fri, Sep 16, 2011 at 09:55:17PM +0200, Claudio Beretta wrote:

 Maybe to limit coping with malicious admins that _repeatedly_ create
 servers
 that manipulate the ranking system?
 If they give ranked status to GSPs and established clans, then it will be
 much more difficult for such admins to keep opening these kind of
 servers.


 What do you mean by manipulate it? What could they do with it?

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Re: [hlds] Punkbuster Update Releease to address RO2 Beta Server Lag issues

2011-09-10 Thread Claudio Beretta
getting a lot of punkbuster kicks like this
[28728.05] Log: PunkBuster Server: Kick Command Issued (Time Out trying to
Update PB Client) for (slot#8)  .


On Sat, Sep 10, 2011 at 3:47 AM, John Gibson
j...@tripwireinteractive.comwrote:

 Everyone,

 Evenbalance has just released an update for Punkbuster that should address
 the issues with the RO2 Beta Server getting lagged out on map changes. So
 please if you have disabled Punkbuster re-enabled it on your server, then
 restart your server to help us test the fix. Note: It may take 20 minutes or
 so for Punkbuster to autoupdate and apply the update on the server. So you
 may still see some lag for the first map change or two. After that the issue
 should be resolved and you should no longer get big lag issues when maps
 changes with punkbuster installed.

 Please not you DO NOT have to update through HLDS, Punkbuster will update
 itself automatically. When the update is downloaded and auto-installed, you
 will eventually get a message in your log with the updated version numbers
 that says:
 Log: PunkBuster Server: PunkBuster Server for HOS (v1.834 | A1371 C2.275)
 Enabled

 If it says older version numbers the server is still waiting to download
 the update, so just keep checking the log. I appreciate your patience while
 we get these issues sorted out.

 Thanks,

 John Gibson
 President
 Tripwire Interactive

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Re: [hlds] Punkbuster Update Releease to address RO2 Beta Server Lag issues

2011-09-10 Thread Claudio Beretta
nope, also bad company 2 from the release date, and it had a terrible
punkbuster support (not that now is much better..)
let's see if pb_sv_updategrace is implemented :)

On Sat, Sep 10, 2011 at 5:04 PM, Harry Strongburg harry.h...@harry.luwrote:

 On Sat, Sep 10, 2011 at 04:59:22PM +0200, Claudio Beretta wrote:
  getting a lot of punkbuster kicks like this
  [28728.05] Log: PunkBuster Server: Kick Command Issued (Time Out trying
 to
  Update PB Client) for (slot#8)  .

 First time running a server using Punkbuster? :)

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Re: [hlds] sv_pure 1 whitlist repeats

2011-09-07 Thread Claudio Beretta
Another problem linked to this is that when switching to sv_pure 1 to any
other server (even with sv_pure 0), custom models won't be loaded and the
big red ERROR model will be shown.
This is a rather old bug, introduced months ago with an update


On Wed, Sep 7, 2011 at 2:21 AM, Admin administrat...@necrokillia.orgwrote:

 ** **

 I have two servers running CS:S (Windows Server) and when players switch
 between the game servers, they are forced to download sounds/models/etc that
 they have already downloaded previously. This seems to happen whenever a
 player switches between sv_pure 1 servers with different whitelists. 

 The cost on bandwidth is getting ridiculous. I will give you an example.
 65GB bandwidth shared between two 32 slot servers in one month that are
 never full (MAX 15 - 18 players). 

 Has anyone else come across this issue? I have read this on the steam
 forums also and at AlliedModders and quite a few other sites with no answers
 in sight. just frustrations

 ** **

 I apologise if this has been passed before but I am fairly new to these
 lists.

 ** **

 Thanks for any comments.

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Re: [hlds] Running a small TF2 server on an HP MicroServer

2011-09-05 Thread Claudio Beretta
I agree. Maybe it will work in an acceptable manner on simpler maps such as
duel or bball.
There's only one way to figure it out, and it's pretty quick too: download a
server, add bots and look at net_graph 4. Keep in mind that bots are more
cpu intensive than real players.


On Mon, Sep 5, 2011 at 5:43 PM, Brian Simon bluebriansi...@gmail.comwrote:

 1.3 GHz. Unlikely that it will run srcds at even 4 players at a reasonable
 performance level. You can try it, but do not expect good results on such a
 low-end machine.

 On Mon, Sep 5, 2011 at 11:24 AM, Brian br...@doublejump.eu wrote:

 Hi all,

 I just bought an HP Proliant Microserver (
 http://www.hpshop.ie/products.asp?partno=633724-421) to use as a home
 fileserver, shell server, HTPC whatever. I'm curious if it would be able to
 run a small (say 12 player) TF2 server reasonably well. The CPU is an AMD
 Athlon II Neo, model number N63L. It is a low-power 1.3 GHz dualcore. The OS
 would be Linux, distro as yet undecided.

 If anyone could shed some light on running hlds/srcds on a low-end box
 like this, that would be great.

 Regards,
 Brian

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Re: [hlds] [TWI Serveradmins] RO2 Beta Required Server Update Coming Today - September 2nd

2011-09-04 Thread Claudio Beretta
I guess most of us expected that since this update will introduce the rank
system, there would be a way already in place for (not recommended) GSPs and
clans to apply for the ranked status.


On Sun, Sep 4, 2011 at 7:56 PM, John Gibson j...@tripwireinteractive.comwrote:

 Regarding the question about ranking, that was answered on this mailing
 list already, and is also posted up on the Tripwire dedicated server forums
 here:

 http://forums.tripwireinteractive.com/showthread.php?t=57434

 Just scroll down to the section that says Hosting Ranked Servers


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Re: [hlds] [TWI Serveradmins] RO2 Beta Required Server Update Coming Today - September 2nd

2011-09-04 Thread Claudio Beretta
I was speculating why there were so many how can i have ranked status
questions in the forum and the mailing list, after announcing that the
ranked system was going live.
Thanks for giving a time frame


On Sun, Sep 4, 2011 at 10:11 PM, John Gibson
j...@tripwireinteractive.comwrote:

 We've got to stress test the system. It doesn't do us any good if a ton of
 servers are instantly ranked, only to have the entire backend system go
 down. The recommended GSP's will be first, everyone else will come in the
 the next couple of days. If we were other companies, no other admins/GSPs
 would ever get ranked servers - but we're not other companies ;)

 On Sun, Sep 4, 2011 at 4:07 PM, Claudio Beretta beretta.clau...@gmail.com
  wrote:

 I guess most of us expected that since this update will introduce the rank
 system, there would be a way already in place for (not recommended) GSPs and
 clans to apply for the ranked status.


 On Sun, Sep 4, 2011 at 7:56 PM, John Gibson j...@tripwireinteractive.com
  wrote:

 Regarding the question about ranking, that was answered on this mailing
 list already, and is also posted up on the Tripwire dedicated server forums
 here:

 http://forums.tripwireinteractive.com/showthread.php?t=57434

 Just scroll down to the section that says Hosting Ranked Servers


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Re: [hlds] Server Specs for 32 Player Server

2011-03-28 Thread Claudio Beretta

 xen VPS ...  I really want the OS to be Linux with SSH access

You should repost this question in the hlds_linux mailinglist, I've found at
my expenses that srcds has very different performances on linux and windows.

BTW, on a Xeon 3520 (server version of i7 920 @ 2.66Ghz), a 32 slots TF2
server saturates one core on linux (with fps drops), while uses up to one
core and a half on windows (with no fps drops).


On Mon, Mar 28, 2011 at 5:23 PM, Chris ch...@oryschak.com wrote:

 Question for you all, i'm currently renting a xen VPS and hosting a 32 man
 server on it, it handles 28 players no problem but when we get 32/32 the FPS
 drops below the tickrate and ingame lag becomes apparent.

 I'm considering two options:

 1. Build a box and host it.
 2. Find another provider.

 I don't mind switching providers assuming I get the control I want, I
 really want the OS to be Linux with SSH access. Anyone have any suggestions?
  I'm currently paying $60/month.

 If i were to build a server what processor spec's would you recommend to
 run a 32 man server on?  The server is nearly 32/32 all day so i want
 something powerful enough to handle that, plus be able to support any 'bad
 patches' that can put a strain on the cpu in the future.

 What CPU's is everyone running for their 32 man server(s)? Do you have any
 historical data to show CPU usage so I can get a feel for the usage and how
 much CPU is still left when full.  I'd really like to have the CPU sit at
 75%CPU when full and playing a heavy map like hoodoo.

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Re: [hlds] New update screwed SourceMod and MetaMod, how to rollback?

2010-12-18 Thread Claudio Beretta
you cannot roll back via hldsupdatetool and if you do by other means,
players won't be able to connect to your server anyway.
just upgrade MMS and SM to the latest snapshots of their stable branch

2010/12/18 Richárd Szalai whisper...@gmail.com

 I saw that Counter-Strike: Source got updated on Steam News, and
 decided to update my server also. (to version 1.0.0.57)

 After the update, I started up the server to test it, only to realize
 that SourceMod and MetaMod is screwed up because of the update.
 (metamod tells that he couldn't verify engine version)

 Is there any parameter for HLDSUpdateTool to install an older revision
 of the content? (i.e to have 1.0.0.56 again)

 Thank you for any help you can give.

 ---
 On a side note: I know I should've created backups, but to err is a
 human...

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Re: [hlds] SRCDS running as a service - How to get console output

2010-12-17 Thread Claudio Beretta
on windows 2008 and newer there's the Interactive Service Detection
or you can use the -condebug command line switch to write all console output
to gamedir\console.log


On Sat, Dec 18, 2010 at 6:46 AM, Steve -Andy- De George 
thraka_a...@hotmail.com wrote:


 Do any of you run as a service? I have mine configured with srvstart.exe
 which works great. However, since it is running as a service and under the
 system account, I have no console window. How can I get that window to
 appear or it's specific output to log to a file somewhere?

 The problem I have sometimes is with L4D2 and now tonight after the windows
 fix for TF2, sometimes the games just stop responding. The server no longer
 pings and is offline, but the srcds.exe process is still running in memory
 and I have no idea why or what it is doing.

 Thanks,
 Andy

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Re: [hlds] Counter-Strike: Source Beta Update Released

2010-12-03 Thread Claudio Beretta
forgot to update steam.inf ?


HldsUpdateTool -command update -game Counter-Strike Source -dir .
-verify_all
Checking bootstrapper version ...
Updating Installation
Updating 'Counter-Strike Source Shared Content' from version 97 to version
98

10.71%  downloading ./orangebox\cstrike\bin\server.dll
29.57%  downloading ./orangebox\cstrike\bin\server.dylib
59.18%  downloading ./orangebox\cstrike\bin\server.so
69.81%  downloading ./orangebox\cstrike\resource\cstrike_english.txt

Checking/Installing 'Base Source Shared Models' version 4


Checking/Installing 'Base Source Shared Sounds' version 4


Checking/Installing 'Base Source Shared Materials' version 8


Updating 'OB Dedicated Server' from version 71 to version 72

71.24%  downloading ./orangebox\bin\adminserver.dll
71.77%  downloading ./orangebox\bin\crashhandler.dll
72.21%  downloading ./orangebox\bin\datacache.dll
73.87%  downloading ./orangebox\bin\dedicated.dll
81.04%  downloading ./orangebox\bin\engine.dll
81.25%  downloading ./orangebox\bin\inputsystem.dll
83.08%  downloading ./orangebox\bin\materialsystem.dll
83.28%  downloading ./orangebox\bin\parsifal.dll
83.43%  downloading ./orangebox\bin\scenefilecache.dll
83.61%  downloading ./orangebox\bin\shaderapiempty.dll
83.85%  downloading ./orangebox\bin\soundemittersystem.dll
84.15%  downloading ./orangebox\bin\stdshader_dbg.dll
84.59%  downloading ./orangebox\bin\stdshader_dx6.dll
84.91%  downloading ./orangebox\bin\stdshader_dx7.dll
85.57%  downloading ./orangebox\bin\stdshader_dx8.dll
86.56%  downloading ./orangebox\bin\stdshader_dx9.dll
94.59%  downloading ./orangebox\bin\steamclient.dll
95.41%  downloading ./orangebox\bin\studiorender.dll
95.84%  downloading ./orangebox\bin\tier0.dll
96.35%  downloading ./orangebox\bin\tier0_s.dll
96.98%  downloading ./orangebox\bin\vgui2.dll
98.65%  downloading ./orangebox\bin\vphysics.dll
98.97%  downloading ./orangebox\bin\vstdlib.dll
99.76%  downloading ./orangebox\bin\vstdlib_s.dll
100.00% downloading ./orangebox\srcds.exe

HLDS installation up to date



On Sat, Dec 4, 2010 at 12:59 AM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for the Counter-Strike: Source is now available.  The
 specific changes include:

 - Made another pass on De_Inferno bug fixes

 Jason


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Re: [hlds] Team Fortress 2 Update Available

2010-11-19 Thread Claudio Beretta
you forgot to mark this update as required: in the server list are shown
both 1.1.1.5 and 1.1.1.6 servers... and old clients get kicked when trying
to join updated servers

to Shizzle:
http://www.megaupload.com/?d=AK53WQOU


On Fri, Nov 19, 2010 at 11:32 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  Please use
 hldsupdatetool to receive the update.  The specific changes include:

 Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Added support for raw mouse input. Raw input reads directly from the
 mouse, bypassing Windows control panel mouse settings. This addresses issues
 with high DPI mice, and provides for a more reliable controller experience
 at various resolutions. (Windows)
 - Improved custom mouse acceleration. (Windows)
 - Updated mouse configuration UI to support raw input and acceleration;
 added tooltips to some of the options. (Windows)
 - Fixed UI tooltips so that they display correctly on first hover.
 (Windows)

 Team Fortress 2
 - Added the Team Spirit paint can.
 - Added Telltale Games items:
- Dangeresque, Too?: Strong Bad's styling glasses (equipped by the
 Demoman)
- License to Maim: Max's Badge (equipped by all classes)
- The Iron Curtain: The Heavy's first love (equipped by the Heavy,
 obviously)
- The Enthusiast's Timepiece: Tycho's favorite timepiece (equipped by
 the Spy)
 - Updated some item capabilities:
- Employees badges can now have custom names.
- The Stickybomb Jumper can now be gift wrapped.
- The Spine-Chilling Skull and Voodoo Juju hats are now paintable.
- Improved the Spine-Chilling Skull and Voodoo Juju hat positions on the
 Sniper.
 - Added the original Ubersaw taunt to the Vita-Saw.
 - Fixed an issue that prevented the game from running on Fat32 systems.
 - Fixed a problem with the Sackston Hale achievement sometimes not being
 awarded correctly.
 - Fixed the holiday gamestartup sound files being included in the random
 startup selection after the holiday is over.
 - Fixed numerous WebAPI issues.
 - Fixed a Heavy exploit that let him run at full speed while shooting.
 - Fixed a Frontier Justice exploit that let Engineers have infinite crits
 for their current life/round.
 - Fixed the shotgun reload animations for the Soldier/Pyro/Heavy looping
 endlessly.
 - Fixed the Medigun charge percent for other players being steppy.
 - Fixed not being able to light arrows after the first arrow is fired
 unless they're drawn back.
 - Updated the localization files.

 Jason


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Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available

2010-10-06 Thread Claudio Beretta
tf2
http://www.megaupload.com/?d=7FDN8ABG

css
http://www.megaupload.com/?d=KT3Q6H70

On Thu, Oct 7, 2010 at 12:23 AM, Shizzle Nizzle infl...@gmail.com wrote:

 anyone been able to get the update that can link it? sitting here waiting
 20min on 3 different servers, just retrying every 30 seconds

 On Wed, Oct 6, 2010 at 5:18 PM, Matt Hoffman 
 lord.matt.hoff...@gmail.comwrote:

  Upset that Valve removed the penetration from the Sydney Sleeper.
  (The Sydney Sleeper no longer penetrates targets.) :(
 
  Ambassador also used to have it before they removed it, and it was a
  skill/luck based thing. I very rarely saw a double kill/hit from it
  but when you did it left you feeling quite exhilarated. Now obviously
  that's gone :(
 
  On Wed, Oct 6, 2010 at 3:12 PM, 1nsane 1nsane...@gmail.com wrote:
   Once again none of my TF2 servers are showing a Master Request Restart
   message.
  
   However my DODS server does.
  
   On Wed, Oct 6, 2010 at 6:02 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
  
   Required updates for Team Fortress 2, Counter-Strike: Source, Day of
   Defeat: Source and Half-Life 2: Deathmatch are now available.  The
  specific
   changes include:
  
   Shared changes (CS:S, DoD:S, HL2:DM, and TF2)
   * ServerBrowser now sorts by ping by default once again.
   * Fixed Mac crash on launch when running Mac OSX 10.5.8.
   * Fixed spectator bug where spectating a Sniper looking through scope
   didn't zoom fov.
  
   Team Fortress 2
   General Fixes
     * Fixed an issue that caused some old demos to crash.
     * The server browser now sorts by ping by default.
     * The Trading dialog now starts with the chat window having focus.
     * Fixed a bug that caused overheal to not work properly.
     * Fixed the Sandvich cooldown not occurring when the Heavy is hurt.
     * Fixed the Heavy's hands being invisible.
     * Soldiers no longer maintain their rage level when changing loadout.
     * Alerts now sort on top of achievement status.
     * Prevented a bad state occurring when someone tried to trade with
   themselves.
     * Fixed a dueling related crash caused by custom scoreboard UIs.
     * Fixed players not being able to set their default FOV correctly.
     * Fixed being unable to equip customized shotguns  pistols on some
   classes.
     * Improved the explanation of the item set bonus in set item
   descriptions.
     * Fixed a bug where items with particle systems would show up at the
   player's feet or pelvis.
     * Fixed the wrench number for the Golden Wrench not displaying
  properly.
     * Fixed the medal number for the Gentle Manne's Service Medal not
   displaying properly.
     * Fixed client seeing incorrect message when changing team while
   participating in a duel.
  
   Economy Changes
     * Added Remove Name and Remove Paint features.
     * Achievement items and store promotion items are now usable in
  crafting.
     * Gifted items are now craftable and tradable.
     * Attempting to craft a non tradable item will result in a warning
  that
   the items produced by the craft will also be marked as non tradable.
     * Community, Self-Made, and Valve items are not tradable or usable in
   crafting.
     * Changed Not Craftable description to Not Usable in Crafting to
   increase clarity.
  
   Item Changes
     * The TF badge on the Glengarry Bonnet is no longer team colored.
     * Restored the missing PDA2 Slot Token.
     * Restored the appearance of the Tippler's Tricorne to the version
  prior
   to the Mannconomy Update. This item is now paintable.
     * Added a new paintable hat, the 'Rimmed Raincatcher' that has a new
   Tricorne style appearance.
     * The Earbuds are now nameable.
     * Duel fixes:
          * Fixed Dueling badges using the wrong texture.
          * Fixed an issue where dueling stats did not show up on dueling
   badges above Bronze.
          * During a duel, the Dueling mini-game item used to initiate the
   duel cannot be deleted, traded or crafted.
          * The following hats now allow the paint to affect their color
  more
   (colors should not be washed out):
                  * The Pugilist's Protector, The Hard Counter, The Bombing
   Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking
  Helm,
   Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow
   Belt, Killer's Kabuto, Backbiter's Billycock
     * Dueling Mini-Game now drops with 5 uses.
  
   Weapon Changes
     * The Battalion's Backup no longer gives rage for falling damage.
     * The Shortstop is now affected by tf_use_fixed_weaponspreads.
     * The Gloves of Running Urgently now using the boxing taunt and boxing
   glove weapons are now of the type Boxing Gloves instead of Fists.
     * Your Eternal Reward no longer disguises the Spy if the victim
  survives
   the backstabbing attempt (because of Ubercharge, The Razorback, etc)
     * Your Eternal Reward no longer disguises the Spy if they are carrying
   the 

Re: [hlds] [HLDS] [TF2] SourceTV No Auto Join and No Map Info

2010-09-25 Thread Claudio Beretta
I've been using it for war servers and other servers with source tv
and they are still shown in the master server list.
But this might change in the future


On Sat, Sep 25, 2010 at 1:15 AM, clad iron cladi...@gmail.com wrote:
 doesn't sv_master_legacy_mode 1 get you de-listed from the master server
 list now ?


 On Fri, Sep 24, 2010 at 3:50 AM, Claudio Beretta
 beretta.clau...@gmail.comwrote:

 sv_master_legacy_mode 1

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Re: [hlds] [HLDS] [TF2] SourceTV No Auto Join and No Map Info

2010-09-24 Thread Claudio Beretta
STV handling has been rather glitched in the last months. You might try putting
sv_master_legacy_mode 1
in server.cfg since it still works fine.



On Fri, Sep 24, 2010 at 9:39 AM, MjrNuT mjr...@gmail.com wrote:
 Two issues encountered regarding STV.

 Auto Join Gui on Full Server

 I seem to not be able to have the auto-join prompt for my server setup for
 some reason and hope you could shed light or forward to someone that knows.

 I have a 24 slot server, with STV running, thus 25 slots total.

 commandline +maxplayers 24

 sv_visiblemaxplayers 25 (in server.cfg)

 I have to do that in order for all 24 slots to be joinable.

 No Reserve or hidden slots.

 Myself and other players, when server has 24 players, does not get prompted
 a Auto-Join Gui.

 Other servers seem to be able to have this prompt, but without STV enabled.
  My only conclusion, limited at this point, is that it has to do w/ the STV
 slot or some other configuration?

 No Map Info in Server Browser

 Seems that when the server gets to a certain threshold of players, the map
 info goes blank in the TF2 browser.  This occurred at least for me tonight
 with about 14 total players and STV enabled.  People seem to still be able
 to join by still selecting the server as the hostname still appears.

 Thanks for any input.
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Re: [hlds] Massive TF2 Server Crashing

2010-09-20 Thread Claudio Beretta
On Mon, Sep 20, 2010 at 10:56 PM, Joe Ludwig j...@valvesoftware.com wrote:
 From this point forward, if you see any more instances of many servers 
 crashing
 at once, please send me callstacks or crash dump files and I'll take a look.
This might be a bit difficult since we (most of us?) haven't seen a
single dump for a windows tf2 server in the last few months.
no dumps in X:\dumps\, orangebox\ or orangebox\dumps\
Dumps get created fine for css and mod servers, only tf2 servers crash
without a dump. Any advice?

BTW, thanks for letting us know and fixing this

Claudio

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Re: [hlds] CS:S MOTD empty

2010-08-10 Thread Claudio Beretta
had this problem a few weeks ago on tf2, it literally drove me crazy. It
either didn't show anything, or didn't understand it had to render HTML and
showed it as plain text.
Things that can go wrong with motd are:
-motdfile convar pointing to a non existent file
-motd file size greater that 1.4 KB (not sure about the exact limit, but
should be something like this. You can always use meta refresh to redirect
to a bigger page on a web server: example http://pastebin.com/C7G4yGz3 )
-wrong encoding
remember that motd is read at change map


On Tue, Aug 10, 2010 at 9:47 AM, Harry Strongburg harry.h...@harry.luwrote:

 Hello, I do not often run Windows servers, but a friend has a few CS:S
 servers running on Windows boxes. After the CS:S update a few days ago, the
 CS:S MOTD does not appear anymore. It's just a blank screen.
 motd.txt and motd_text.txt both exist in the proper directory.

 What tests should I run to see why it's doing this? I tried a vanilla setup
 and the same problem happened.

 Thanks.

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[hlds] (tf2) pl_thundermountain server crash

2010-08-04 Thread Claudio Beretta
I'm experiencing crashes only on the pl_thundermountain map
Crashes occur between rounds, and not every time the map is played. The new
round begins, clients get swapped in the other team, and then crash. The
last line in the log is always something like
nameidSTEAM_0:1:23456Red triggered medic_death
against nameidSTEAM_0:1:23456Red (healing 0) (ubercharge 0)
This is an excerpt from the log file http://pastebin.com/Sfwuipjx
Is anyone having similar problems?

A side question: the last crash dumps I have in the orangebox/bin/dumps
folder for any tf2 server I run was made on 06/24/2010.
Crash dumps for CSS, L4D and other gameservers are being generated fine. Is
there a magic command line argument to enable them again?
windows 2008

Thank you in advance
Claudio

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[hlds] Left 4 Dead 2 required update

2010-07-21 Thread Claudio Beretta
Another required update mail missing

v2.0.2.8

---
Updates to Left 4 Dead 2 have been released. The updates will be
applied automatically when your Steam client is restarted. The major
changes include:

Left 4 Dead 2
- Added additional protection for critical files
- All add-on files will be loaded when connecting to a Non-Official
server regardless of game mode
- Only approved custom maps will be loaded when connecting to an Official server
- Player's can print the contents of the consistency list with
cl_print_consistency_list. If the server has sv_consistency
disabled, the user will be notified when they attempt to print the
list
- Improvement to Hammer load times

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[hlds] alien swarm released

2010-07-19 Thread Claudio Beretta
since no announcement mail was made...

http://store.steampowered.com/app/630/

HldsUpdateTool.exe -command update -game alienswarm -dir .
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Re: [hlds] alien swarm released

2010-07-19 Thread Claudio Beretta
Just finished downloading the server (the client is still at 10%), i
was going to 7zip it and upload somewhere but there are 2GB of server
files (they included all materials and other client crap), might take
a while, not sure if it makes sense

With this nice command line you can manage to run a lan alien swarm server -.-

srcds.exe -game swarm -console +ip 194.177.97.103 -port 27315
+maxplayers 33 +tv_port 27316 +clientport 27317 +exec server.cfg +map
asijac6-sewerjunction


#Console initialized.
#Game.dll loaded for Alien Swarm: Infested
#Could not open key values file tilegen/objective_text.txt
NET_GetBindAddresses found 194.177.97.103: 'Realtek PCIe GBE Family Controller'
Network: IP 194.177.97.103, mode MP, dedicated Yes, ports 27315 SV / 27005 CL
Server is hibernating
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (sk_max_as
w_ml)
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (sk_npc_dm
g_asw_ml)
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (sk_plr_dm
g_asw_ml)
maxplayers set to 4
maxplayers set to 6
exec: couldn't exec server.cfg
Unknown command mat_grain_enable
Unknown command mat_local_contrast_enable
Unknown command mat_bloomscale
Unknown command mat_vignette_enable
Unknown command mat_dest_alpha_range
Unknown command asw_hear_height
Unknown command locator_lerp_rest
Unknown command locator_start_at_crosshair
Unknown command locator_topdown_style
Unknown command locator_background_style
Unknown command locator_target_offset_x
Unknown command locator_target_offset_y
Unknown command locator_background_border_color
Unknown command locator_background_border_thickness
Unknown command locator_background_color
Unknown command locator_background_thickness_x
Unknown command locator_icon_max_size_non_ss
Unknown command locator_icon_min_size_non_ss
Unknown command locator_text_drop_shadow
Unknown command locator_text_glow
Unknown command locator_text_glow_color
Unknown command mat_do_not_shrink_dynamic_vb
 Host_NewGame 
Host_NewGame on map asi-jac6-sewerjunction
CAlienSwarm created
Skill level changed
Unknown command scr_centertime
Script not found (scripts/vscripts/mapspawn.nut)
Level has follow hints 1
couldn't fine any, keyvalues is empty!
SetInitialGameMode to 0 (last variation = 0)

*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *

Unknown command mat_grain_enable
Unknown command mat_local_contrast_enable
Unknown command crosshair
Unknown command r_flashlight_topdown
Unknown command fx_glass_velocity_cap
Unknown command cam_idealyaw
Unknown command cam_idealpitch
Unknown command cam_idealdist
Unknown command fov_desired
Unknown command c_maxpitch
Unknown command c_maxdistance
Unknown command cl_interp_ratio
Unable to load Steam library.





On 7/19/10, Claudio Beretta beretta.clau...@gmail.com wrote:
 since no announcement mail was made...

 http://store.steampowered.com/app/630/

 HldsUpdateTool.exe -command update -game alienswarm -dir .



-- 
--
http://www.jockersoft.com
http://www.wantedgov.it

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Re: [hlds] Alien Swarm is now available

2010-07-19 Thread Claudio Beretta
just in time :)
did you guys forgot to include steam.dll or something like that?
I can't start a windows internet server


On Mon, Jul 19, 2010 at 11:13 PM, Jason Ruymen jas...@valvesoftware.com wrote:

 Alien Swarm is now freely available on Steam.  The dedicated server is 
 available via the hldsupdatetool as well, using the game name of 'alienswarm'.

 Jason

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Re: [hlds] alien swarm released

2010-07-19 Thread Claudio Beretta
http://www.toolshape.com/temp/27315ASW.7z
please don't share the link, but upload to your ftp or anywhere you want


On Mon, Jul 19, 2010 at 11:01 PM, Lane Eckley l...@hypernia.com wrote:

 The server files are coming down quite slow here, if you are able to upload
 half decently I can setup an FTP for you and then add then to one of the
 data servers here at GLL.

 -Lane

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
 Sent: Monday, July 19, 2010 4:59 PM
 To: Half-Life dedicated Win32 server mailing list;
 hlds-requ...@list.valvesoftware.com
 Subject: Re: [hlds] alien swarm released

 Just finished downloading the server (the client is still at 10%), i
 was going to 7zip it and upload somewhere but there are 2GB of server
 files (they included all materials and other client crap), might take
 a while, not sure if it makes sense

 With this nice command line you can manage to run a lan alien swarm server
 -.-

 srcds.exe -game swarm -console +ip 194.177.97.103 -port 27315
 +maxplayers 33 +tv_port 27316 +clientport 27317 +exec server.cfg +map
 asijac6-sewerjunction


 #Console initialized.
 #Game.dll loaded for Alien Swarm: Infested
 #Could not open key values file tilegen/objective_text.txt
 NET_GetBindAddresses found 194.177.97.103: 'Realtek PCIe GBE Family
 Controller'
 Network: IP 194.177.97.103, mode MP, dedicated Yes, ports 27315 SV / 27005
 CL
 Server is hibernating
 For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls
 (sk_max_as
 w_ml)
 For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls
 (sk_npc_dm
 g_asw_ml)
 For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls
 (sk_plr_dm
 g_asw_ml)
 maxplayers set to 4
 maxplayers set to 6
 exec: couldn't exec server.cfg
 Unknown command mat_grain_enable
 Unknown command mat_local_contrast_enable
 Unknown command mat_bloomscale
 Unknown command mat_vignette_enable
 Unknown command mat_dest_alpha_range
 Unknown command asw_hear_height
 Unknown command locator_lerp_rest
 Unknown command locator_start_at_crosshair
 Unknown command locator_topdown_style
 Unknown command locator_background_style
 Unknown command locator_target_offset_x
 Unknown command locator_target_offset_y
 Unknown command locator_background_border_color
 Unknown command locator_background_border_thickness
 Unknown command locator_background_color
 Unknown command locator_background_thickness_x
 Unknown command locator_icon_max_size_non_ss
 Unknown command locator_icon_min_size_non_ss
 Unknown command locator_text_drop_shadow
 Unknown command locator_text_glow
 Unknown command locator_text_glow_color
 Unknown command mat_do_not_shrink_dynamic_vb
  Host_NewGame 
 Host_NewGame on map asi-jac6-sewerjunction
 CAlienSwarm created
 Skill level changed
 Unknown command scr_centertime
 Script not found (scripts/vscripts/mapspawn.nut)
 Level has follow hints 1
 couldn't fine any, keyvalues is empty!
 SetInitialGameMode to 0 (last variation = 0)
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 
 Unknown command mat_grain_enable
 Unknown command mat_local_contrast_enable
 Unknown command crosshair
 Unknown command r_flashlight_topdown
 Unknown command fx_glass_velocity_cap
 Unknown command cam_idealyaw
 Unknown command cam_idealpitch
 Unknown command cam_idealdist
 Unknown command fov_desired
 Unknown command c_maxpitch
 Unknown command c_maxdistance
 Unknown command cl_interp_ratio
 Unable to load Steam library.





 On 7/19/10, Claudio Beretta beretta.clau...@gmail.com wrote:
  since no announcement mail was made...
 
  http://store.steampowered.com/app/630/
 
  HldsUpdateTool.exe -command update -game alienswarm -dir .
 


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 http://www.wantedgov.it

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Re: [hlds] alien swarm released

2010-07-19 Thread Claudio Beretta
sorry guys, it was supposed to be private message to Lane Eckley. I need to
sleep
the link is not valid




On Mon, Jul 19, 2010 at 11:54 PM, Claudio Beretta beretta.clau...@gmail.com
 wrote:

 http://www.toolshape.com/temp/27315ASW.7z
 please don't share the link, but upload to your ftp or anywhere you want


 On Mon, Jul 19, 2010 at 11:01 PM, Lane Eckley l...@hypernia.com wrote:

 The server files are coming down quite slow here, if you are able to
 upload
 half decently I can setup an FTP for you and then add then to one of the
 data servers here at GLL.

 -Lane


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Re: [hlds] Team Fortress 2, Counter-Strike: Source and Day of Defeat: Source Updates Available

2010-07-08 Thread Claudio Beretta
engi update files
http://www.megaupload.com/?d=O5MVV5T2


On Fri, Jul 9, 2010 at 2:07 AM, Jason Ruymen jas...@valvesoftware.comwrote:

 Required update for Team Fortress 2 and Day of Defeat: Source are now
 available.  The updates to Counter-Strike: Source are optional.  The
 specific changes include:

 Engine:
  - Fixed client crash related flashlight usage.
  - Fixed several issues related to alt-tabbing (invisible players, etc).

 Team Fortress 2:
  - Added The Frontier Justice.
  - Added The Wrangler.
  - Added The Gunslinger.
  - Added The Southern Hospitality.
  - Added 35 Engineer achievements.
  - Engineers can now pickup  move their buildings.
  - Added Engineer main menu music.
  - Added 4 new maps:
- Thunder Mountain, a 3 stage Payload map.
- Hightower, a Payload Race map.
- Upward, a Payload map.
- ColdFront, a community built Capture Point map.
  - Item tuning:
- The Sandvich now uses a cooldown timer, instead of the health pack
 recharge mechanic.
- The Gunboats now reduce self-damage by 60% (was 75%)
- The Tribalman's Shiv bleed duration reduced to 6 second (was 8),
 and its damage penalty increased to 50% (was 35%).
  - Added better feedback sound for Pyros on when their flamethrower is
 doing damage.
  - Fixed blood effect on bleeding player.
  - Added a glow effect to Payload carts.
  - Added Romanian language support.

 Jason


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Re: [hlds] HLDS Problem

2010-07-06 Thread Claudio Beretta
already tried deleting the ClientRegistry.blob file?


On Tue, Jul 6, 2010 at 11:23 AM, Marcus Moo lbao...@hotmail.com wrote:


 Hi. I used to run hlds well in the past. However recently when I wanted to
 host back my server with hldsupdatetool.exe,
 I type this cmd hldsupdatetool.exe -command update -game cstrike -dir .
 However it wrote no steam content is available, please try again later.
 This problem has been persistent for few days already. Any solutions??
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Re: [hlds] Counter-Strike: Source Update Available

2010-06-23 Thread Claudio Beretta
Cool, in a few minutes there were 3 releases of the 'Counter-Strike
Source Shared Content' package: from version 74 to 76
...

On 6/23/10, Scott Highland tgnwe...@gmail.com wrote:
 Downloading the update on steam at a whopping 20kb/s average... Maybe
 you shouldve put the update on more than just one content server? :/

 Mark P wrote:
 2010/6/23 Jake Eisenman h...@oneskylitnight.org


 oooh Shiny.
 hope nothing breaks.

 Sent from my iPod

 On Jun 23, 2010, at 2:52 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:


 A required update for Counter-Strike: Source has been updated.
 Please run hldsupdatetool to receive the updates.  The major changes
 include:

 UI:
 - Added the following cvars to allow players to customize their
 scoreboards.
 - cl_scoreboard_ct_color_red
 - cl_scoreboard_ct_color_green
 - cl_scoreboard_ct_color_blue
 - cl_scoreboard_t_color_red
 - cl_scoreboard_t_color_green
 - cl_scoreboard_t_color_blue
 - cl_scoreboard_dead_color_red
 - cl_scoreboard_dead_color_green
 - cl_scoreboard_dead_color_blue
 - Changed the screen that appears when the message of the day fails
 to load to display proper error text.
 - Made the CT silhouette for the auto-select option in the Choose a
 Class screen smaller and corrected its aspect ratio.
 - Addressed a problem that occasionally caused characters to be
 colored incorrectly on the Change a Class screen.

 Gameplay:
 - Made ladders easier to climb. Added cvars sv_ladder_dampen and
 sv_ladder_angle.
 - Fixed issue that awarded three points when the bomb explodes after
 the round ends by elimination criteria instead.
 - Fixed issue in which you weren't given credit for grenade damage
 if you fired a weapon at someone then hit them with a grenade (in
 that order). Also fixed problem in which grenading a player and then
 killing them with another weapon showed as '*** in 1' on console.
 - There's now a priority order for displaying win conditions when
 multiple win conditions are set.
 - If timelimit exists and is not 0, then show timelimit.
 - If timelimit does not exist, show maxrounds if not 0.
 - If both timelimit and maxrounds are 0, show winlimit.
 - If timelimit, maxrounds, and winlimit are all 0, show nothing.
 - Added a cvar to ignore win conditions:
 mp_ignore_round_win_conditions.

 General:
 - Disallowed the use of arbitrary command strings for the message of
 the day screen. Now only a specific list of commands is allowed.
 - Addressed issue in which AWPs and Scouts sometimes did not make
 the zooming sound.
 - cvar mat_showlowresimage is now a cheat command.
 - Many development console commands which would crash the server
 removed.
 - Updated source engine addresses many issues:
 - Better flashlight effect
 - Better HDR behavior
 - Multicore rendering support
 - Added sv_disablefreezecam cvar to turn off the freezecam on a
 server.
 - Added sv_nonemesis cvar to turn off domination/revenge on a server.
 - Added sv_nomvp cvar to turn off MVP stars on a server.
 - Added sv_nostats cvar to turn off stats on a server.
 - Removed -tickrate command line option and defaulted tick rate to
 66 rather than 33. This addressed a number of issues, including:
- Tick rate affecting how fast doors open / close
- Tick rate causing players hitting the ground to stutter
- Tick rate affecting the firing mechanisms of certain guns

 Jason


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Re: [hlds] Team Fortress 2 Update Available

2010-06-17 Thread Claudio Beretta
I tried adding 8 bots by issuing the tf_bot_add 8 RCON command: the bots are
immediately added but then they automatically kicked one by one.
When the map changes they are added back by the engine. You can kick them
via RCON, but they join again.
I had to restart a full server to stop this behavior.
What's going on?


On Thu, Jun 17, 2010 at 1:59 AM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 Engine:
 - Fixed crash in SourceTV relay

 Team Fortress 2
 - Fixed blood splashes not appearing on bullet hits
 - Fixed Achievement dialog text being cut off for certain resolutions
 - TFBot Changes:
-Medics now respond when nearby humans call for Medic
- If a Medic Bot is healing you and has an ÜberCharge ready, use the
 voice commands Go go go! or Activate Charge! to force the Bot to
 activate the ÜberCharge

 Jason


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Re: [hlds] Team Fortress 2 Update Available

2010-06-17 Thread Claudio Beretta
 Mentlegen from server (Kicked by Console)
 L 06/17/2010 - 08:13:37: Chucklenuts15BOTRed disc
 d by Console)
 Dropped Chucklenuts from server (Kicked by Console)
 L 06/17/2010 - 08:13:37: CryBaby16BOTRed disconne
  Console)
 Dropped CryBaby from server (Kicked by Console)
 L 06/17/2010 - 08:13:38: WITCH17BOTRed disconnect
 onsole)
 Dropped WITCH from server (Kicked by Console)

 L 06/17/2010 - 08:13:38: server_cvar: tf_bot_count 0



 
 From: Niels Meijer nielsmei...@hotmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing
 list hlds_li...@list.valvesoftware.com
 Sent: Thu, June 17, 2010 4:42:18 AM
 Subject: Re: [hlds] Team Fortress 2 Update Available

 This isnt steam support! Use google!!!

 Niels Meijer

 Op 17 jun 2010 om 10:57 heeft Claudio Beretta
 beretta.clau...@gmail.com het volgende geschreven:\

  I tried adding 8 bots by issuing the tf_bot_add 8 RCON command: the
  bots are
  immediately added but then they automatically kicked one by one.
  When the map changes they are added back by the engine. You can kick
  them
  via RCON, but they join again.
  I had to restart a full server to stop this behavior.
  What's going on?
 
 
  On Thu, Jun 17, 2010 at 1:59 AM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
  An optional update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Engine:
  - Fixed crash in SourceTV relay
 
  Team Fortress 2
  - Fixed blood splashes not appearing on bullet hits
  - Fixed Achievement dialog text being cut off for certain resolutions
  - TFBot Changes:
       -Medics now respond when nearby humans call for Medic
       - If a Medic Bot is healing you and has an ÜberCharge ready,
   use the
  voice commands Go go go! or Activate Charge! to force the Bot to
  activate the ÜberCharge
 
  Jason
 
 
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 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-12 Thread Claudio Beretta
I believe they are updating just for releasing it on the Mac (one engine is
easier and cheaper to maintain).
css players didn't ask this kind of update, they want the same old shit: CSS
on OB won't feel right for a lot of them.
This update has very little value for existing players, and will be a
nightmare for server admins.
Most of the existing exploits are already fixed using community provided
plugins and workaround.
The fact it is free doesn't mean it is good and something we should thank
for.


On Wed, May 12, 2010 at 8:45 PM, Nathan D. nathan...@cox.net wrote:

 So, Valve shouldn't update their games because you don't want to upgrade
 your PC? You should stick with consoles then...

 I hate when people show lack of appreciation for Valve's free updates.
 We love you Valve! Please continue with your awesomeness.

 On 5/12/2010 1:33 PM, Mark Gunnett wrote:
  I honestly Don't know about this. One, I'm for it if it brings more
 exploit
  fixes to the CS:S Servers and clients. But I'm also against it in the
 fact
  that it is orangebox. It may be just TF2, but whenever a server gets full
 I
  take huge hits to FPS. I've had friends who had to quit playing TF2 cause
  all of the updates have slowly turned that game into a monster when it
 comes
  to running it. I don't want to see the same thing happen to CS:S.
 
  True, my rig may be crappy, but having to buy a new PC just to play a
 game I
  already own and runs great as it is (aside from the exploits), will not
 make
  me happy. But This is valve, and they are going to do it anyways whether
 we
  like it or not :)
 
 
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Claudio Beretta
Or it could also mean CSS broken every time TF2 gets an update, and some
server plugins to be recoded.
Valve PLEASE don't turn CSS into an update nightmare like DOD:S


On Tue, May 11, 2010 at 9:43 PM, arreo...@gmail.com wrote:

 So does this mean we are getting CSS ported to the Orange Box engine? That
 would be welcome news as it would drastically cut down on the number of
 engine and server exploits out there.
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Re: [hlds] Mirrors

2010-05-06 Thread Claudio Beretta
Wasn't DWN suggesting to run a Private Content Server?


On Thu, May 6, 2010 at 11:58 AM, k k...@old.school.nz wrote:

 I propose something else:

 Do the world a favour and run a Steam Content Server:

 https://support.steampowered.com/kb_article.php?ref=3326-TDKV-4603

 Skip all the ridiculously manual suggestions that have been talked about
 so far.


 On 6/05/2010 6:01 p.m., DontWannaName! wrote:
  I propose something completely different. We should open up a VIP
 filtered
  content server for server owners who contribute to it. Like a 5 dollar
  monthly fee. Server would be in Dallas where there are cheaper servers
 and
  BW.
 
  On Wed, May 5, 2010 at 9:21 PM, Jeff Sugarjeffsu...@gmail.com  wrote:
 
 
  Addendum: And, because the central site would distribute it to the
 mirrors,
  it would guarantee that they're the same everywhere with the same hash
  (aka:
  not an incomplete update).
 
  On Wed, May 5, 2010 at 9:20 PM, Jeff Sugarjeffsu...@gmail.com  wrote:
 
 
  Agreed. Even if you don't have hosting space, many of us other admins
 
  have
 
  hosting with plenty of bandwidth. We could have a central site (Maybe
  developed by Tony?) that could select automatically from a list of
 
  mirrors
 
  setup for this purpose, I think. I have a 100mbit server I'd be glad to
 
  use
 
  for this purpose.
 
  Thanks,
  -Jeff
 
 
 
  On Wed, May 5, 2010 at 7:58 PM, Tony Palomadrunkenf...@hotmail.com
  wrote:
 
 
  It sounded good until you said RS/MU/MF.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake
 Eisenman
  Sent: Wednesday, May 05, 2010 7:50 PM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
  Win32
  server mailing list
  Subject: [hlds] Mirrors
 
 
  With all the problems with slow updates recently, if I threw up a
  server with links to the updates on RS/MU/MF etc would you all use it?
 
  I'm merely offering a service, not trying to start a debate. So please
  don't try to shove your random opinion into the convo, thanks.
 
  -Jake
 
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Re: [hlds] Ghostplayer Issue - Any solutions?

2010-04-21 Thread Claudio Beretta
Hi,
I've found a (partial?) workaround: clean your banned_user.cfg file and
switch to SQL bans or something like that.
Ghost players are added when a banned player tries to join the server.
You can easily verify my claim: ban yourself by steamid from rcon, then try
to join the server and you will see a nice new ghost player.
Regards,
Claudio

On Sun, Apr 4, 2010 at 2:20 PM, hyp...@arcor.de wrote:

 Happy eastern! :)

 Sorry for sending this to wind and linux list, but sometimes someone has a
 solution for a
 problem in the one list for a problem in the other list.

 We running 3 DODS and 2 CSS Server's (on linux) and (yes, I know it's an
 global problem)
 we are hit by the ghostplayer issue

 Has anyone a hint or a solution to the ghostplayer problem, excluding
 restarting the server?

 A sourcemod or server plugin something that helps me...

 Thank you in advance!

 Hyphon


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Re: [hlds] Map name not showing up in browser?

2010-03-04 Thread Claudio Beretta
Yes, it's a problem related to source tv.
Steps to replicate the missing map in A2S_INFO replies:
in the command line args add +tv_enable 1
in server.cfg add tv_enable 0 or kick the TV bot.

Another problem: starting the server with -nomaster or writing setmaster
disable in rcon will entirely shut down the A2S_INFO  Co. system (the
server will work fine, you can connect via console, but will be completely
invisible).

On Wed, Mar 3, 2010 at 3:06 AM, John Wesh john.wes...@gmail.com wrote:

  I have found out that there is something wrong with sourcetv- try to
 disable it in server's startup line and then start your server - also there
 is some bug with players count (on both - windows and linux servers) - if i
 start a server with sourcetv enabled in startup line (+tv_enable 1), then
 players count is always wrong (for example 1 player on server, but in
 servers list i see that server is empty). If i disable sourcetv with
 tv_enable 0,at next map  map name disappears from servers list
 (favorites+public list). Re-enabling sourcetv by tv_enable 1 fixes this on
 next map, but then even sourcetv shows up in server's info and sometimes
 players count shows up as for example 34 (thats really strange cause i dont
 use any fake players or something and have never used them). . Anyway,
 there
 is something really wrong. Also, server randomly disappers from public list
 and only readding it to masterservers by setmaster add helps for some
 time.. Valve, please check all this and fix it as soon as possible- now
 some
 of servers lose new players and become empty only because they dont show up
 on public list.

 Quoting *DontWannaName! ad...@topnotchclan.com*:

 Im not able to see my servers in the server browser because they are being
 delisted.

 On Tue, Mar 2, 2010 at 5:23 PM, Jonah Hirsch crazydog...@gmail.com
 wrote:

  I'm not able to see the map name for my server via the server browser,
  HLSW,
  or anything. I've seen a few servers in the browser that show this too.
  Anyone know what causes that?
 
  Jonah Hirsch
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Re: [hlds] Servers lost connection to steam but it hasnt

2009-12-18 Thread Claudio Beretta
Happening here too (on windows and linux servers).
Can you please change the wording of the message that notifies the players
of the connection issues?
That message seems to suggest that it is a gameserver problem, while it
always is a problem on the Steam servers side.
I just hate having a dozens of players ask me or in the forums I CAN'T USE
MY WEAPONS!!! FIX IT :)
Thanks
Claudio
--
http://www.wantedgov.it


On Fri, Dec 18, 2009 at 7:36 PM, Petri de Wet pee...@telkomsa.net wrote:

 This is really getting on my nerves players on my servers keep saying that
 the servers have lost connection to steam but i restart the servers and the
 second they connect nothing has changed. The servers starts up and says
 that
 it connected successfully to the vac servers and some players can change
 weapons and receive the new weapons while others can't use or receive the
 new weapons or change to other weapons but they can get the achievements.
 Im
 running Linux.

 Thanks

 Peet


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Re: [hlds] How do you launch your server?

2009-09-15 Thread Claudio Beretta
you can configure FireDaemon to close it automagically for you, so
that the server can be restarted.


On Tue, Sep 15, 2009 at 5:35 PM, Nevermore neverm...@pheek.net wrote:

 And what happens if HLDS crashes with an error message box?

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Re: [hlds] How do you launch your server?

2009-09-15 Thread Claudio Beretta
is it supported by HLDS too? i heard it works only on SRCDS and only
on recent versions does its job properly.


On Tue, Sep 15, 2009 at 5:36 PM, Andreas Grimm l...@gmx.net wrote:
 Start your server with the -nocrashdialog parameter

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nevermore
 Sent: Tuesday, September 15, 2009 5:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] How do you launch your server?

 7El mar, 15-09-2009 a las 10:57 -0400, bl4nk escribió:
 On Windows I take the easy way out and just use FireDaemon Pro.

 Nevermore wrote:
  Hi list.
 
  What is the better way to launch HLDS as a service on windows?
  I am planning to host many servers in a win2003 box.
 
  Also, it will be usefull if you can give me some command line switch, or
  utility, to avoid error messages to be displayed as message boxes.
  I am using a .bat that auto-restarts the server when it closes, but
  message boxes holds the batch, and then servers dont restart when they
  crash.
 
  Thank you
 
  Nevermore
  Imperium Games
  www.imperiumgames.com.ar


 And what happens if HLDS crashes with an error message box?


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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-09 Thread Claudio Beretta
I've got a report that my tool doesn't work on multihomed machines where
there is more then one server running on the same port but on different IPs.To
fix add the -b IPAddress argument to sudppipe2

I've updated the tool description page to reflect this.
http://www.wantedgov.it/page/62-srcds-query-cache/


On Sun, Sep 6, 2009 at 5:56 PM, Claudio Beretta
beretta.clau...@gmail.comwrote:

 try with this one
 http://www.wantedgov.it/gov/SrcdsQueryCache.7z?v2.1
 in the previous version i left uninitialized a variable that tracks
 time, so that might be the cause of you not seeing any forwarding.
 This version also fixes a minor logic bug, which could prevent the
 tool to reply to some T requests.

 On Sun, Sep 6, 2009 at 5:22 PM, Shizzle Nizzleinfl...@gmail.com wrote:
  just getting a bunch of T request nothing forwarded though.
  server is actually running on port 27016
  so my commandline is
   -X xx.xx.xx.xx 27016 27015
 
 
  On Sun, Sep 6, 2009 at 10:10 AM, Claudio Beretta
  beretta.clau...@gmail.comwrote:
 
  no, the code that filters requests based on the source port is never
  executed when launching with the arguments specified on the tool page.
  The code that is executed is from line 419 ( if (len  5) ) to line
  496 ( c = check_sd(peerl, 0); ). The other if / else branches are
  executed with other launch arguments. I just left it in since I'm
  lazy.
 
  Try running it without the -q argument (quiet), you should see something
  like
  - got a T request FROM 191.83.51.210:17073 (25 bytes)
  - forwarding request to 194.177.96.192:27300 (25 bytes)
  - done (25 bytes)
  - got a I reply FROM 194.177.96.192:27300 (84 bytes)
  - got a T request FROM 31.52.173.97:48316 (25 bytes)
  - replying from cache to 31.52.173.97:48316 (84 bytes)
  - reply from cache done (84 bytes)
  - got a T request FROM 89.32.56.194:14628 (25 bytes)
  - replying from cache to 89.32.56.194:14628 (84 bytes)
  - reply from cache done (84 bytes)
  - got a T request FROM 116.108.191.75:20483 (25 bytes)
  - replying from cache to 116.108.191.75:20483 (84 bytes)
  - reply from cache done (84 bytes)
  - got a T request FROM 35.38.228.9:9249 (25 bytes)
  - replying from cache to 35.38.228.9:9249 (84 bytes)
  - reply from cache done (84 bytes)
 
  getting something different?
 
  On Sun, Sep 6, 2009 at 4:38 PM, Shizzle Nizzleinfl...@gmail.com
 wrote:
   i wasnt able to get this to work on any of my servers. if i read the
  source
   file correctly. if the src port isnt 27005/27006 it will drop them
  aswell? i
   no some people who dont seem to use that port that is legit traffic
 would
  it
   drop them too?
  
   On Sun, Sep 6, 2009 at 5:29 AM, Donnie Newlove 
 donnie.newl...@gmail.com
  wrote:
  
   I know this isn't the most elegant solution, but windows firewall
  sucks,
   ipsec doesn't seem to allow fine grained filtering and I never coded
 MMS
   plugins before. This tool should be used only during attacks (since
 new
   players might add the server running on the new port to their
  favorites).
  
   Well, you could just change the port of the server and then let the
   query cache listen on that port and it would make no difference
 except
   you would have to take the server offline for a moment, but after
 that
   it would be business as usual.
  
   On Sun, Sep 6, 2009 at 10:35 AM, Claudio
   Berettaberetta.clau...@gmail.com wrote:
here it is
http://www.wantedgov.it/page/62-srcds-query-cache/
   
more info on that page
   
   
   
On Sun, Sep 6, 2009 at 12:44 AM, Claudio
Berettaberetta.clau...@gmail.com wrote:
I'm doing it right now, should be ready tomorrow.
   
On Sun, Sep 6, 2009 at 12:32 AM, Kenny Loggins
  kenny.logg...@clanao.com
   wrote:
I'm willing to pay someone to write a windows version of a query
  proxy.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul
   Rennison
Sent: Saturday, September 05, 2009 4:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
   
This is why A2S_INFO requires a challenge :|
   
Thanks,
- Saul.
   
   
2009/9/5 Matt Stanton inflatablesoulm...@brothersofchaos.com
   
If these attacks are coming from ips that are outside of the
 range
  of
your standard users' network range, then it's possible you could
   filter
out requests from unallocated ip blocks and ip blocks from areas
 of
   the
internet that are gnerally too far away to have decent latency
 on
  your
server.  Unfortunately, this would mean building a database of
 ip
   blocks
that are allocated to networks that are within a reasonable
  distance
   of
your server's network and checking every A2S_INFO packet that
 comes
  in
against this database, which would likely eat a decent amount of
  CPU.
   
Nephyrin Zey wrote:
 The bandwidth involved in this attack is tiny. The issue is
 srcds

Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-06 Thread Claudio Beretta
here it is
http://www.wantedgov.it/page/62-srcds-query-cache/

more info on that page



On Sun, Sep 6, 2009 at 12:44 AM, Claudio
Berettaberetta.clau...@gmail.com wrote:
 I'm doing it right now, should be ready tomorrow.

 On Sun, Sep 6, 2009 at 12:32 AM, Kenny Logginskenny.logg...@clanao.com 
 wrote:
 I'm willing to pay someone to write a windows version of a query proxy.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Saturday, September 05, 2009 4:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 DDOS AS2_INFO attack

 This is why A2S_INFO requires a challenge :|

 Thanks,
 - Saul.


 2009/9/5 Matt Stanton inflatablesoulm...@brothersofchaos.com

 If these attacks are coming from ips that are outside of the range of
 your standard users' network range, then it's possible you could filter
 out requests from unallocated ip blocks and ip blocks from areas of the
 internet that are gnerally too far away to have decent latency on your
 server.  Unfortunately, this would mean building a database of ip blocks
 that are allocated to networks that are within a reasonable distance of
 your server's network and checking every A2S_INFO packet that comes in
 against this database, which would likely eat a decent amount of CPU.

 Nephyrin Zey wrote:
  The bandwidth involved in this attack is tiny. The issue is srcds chokes
  on large numbers of A2S_INFO packets, its not the traffic that's doing
  machines in. I'd reckon a single residential connection could take down
  a server this way. Once you fix the srcds issue, the problem stops. I
  have a daemon that intercepts server queries and handles them itself.
  It's currently handling this attacker hammering on two servers without
  breaking 1% CPU or making a single-pixel dent in my bandwidth graphs,
  and my tf2 servers continue to run just fine.
 
  And if you actually examine the attack, it's very obviously a single
  source with spoofed IPs. I rather doubt someone has a million-strong
  botnet containing nearly 30% unallocated IP ranges, that all happen to
  have the same exact path length.
 
  - Neph
 
  On 09/05/2009 12:50 PM, jps.sgtr...@gmail.com wrote:
 
  This... actually isn't a bad idea.  It's a pain to implement, though,
 for a
  couple of reasons.
 
  First, the assumption by most on this thread is that it's a single guy
  operating from a single (or just a handful) of computers.  They further
  assume that he's forging the source IP addresses so the requests look
 like
  they're coming from many many different machines.  If this is true,
 there's
  no way to trace or block him based upon the information included in the
  packets he's creating.  I think this assumption is wrong, as I'll
 explain
  below.
 
  Second, if this assumption is incorrect you need to find a way to
 identify
  each and every source and block them one at a time.  Netblocks are at
 best a
  crude measure which risks blocking many legitimate clients.  Such a
 process
  needs to be automated as much as possible or it's not effective.
 
  Now, why do I think that this is probably not coming from just a
 handful
 of
  sources?  Simple.  DDoS stands for Distributed Denial of Service, after
  all.  Botnets are reaching incredible proportions.  It's easy to rent
 as
  many as a quarter million compromised machines if you want to and you
 have
  the cash.
 
  Too cheap or too poor to rent someone else's network of infected PCs?
  No
  problem.  Tools exist to build new malware and they're easy to come by
 if
  you're willing to start looking in the right places.  All you have to
 do
 is
  build your bot code and figure out a way to get it loaded on 5,000,
 10,000,
  or more PCs.  After that, DDoS to your heart's content.  Script kiddies
 do
  this _all_ _the_ _time_.
 
  So, when under attack your choices are:
 
  *  Wait it out.
 
  *  Work with your vendor to figure out a way block the attack in the
 first
  place.  (Valve, obviously, in this case.)
 
  *  Automate the process of identifying sources and filtering them out.
 
  *  Cry a lot.
 
  Generally, I settle for a combination of the first and second options.
  If
  an attack gets bad enough, I work with my local ISP to implement the
 third.
  (My server is co-located in their datacenter and they're really good
 guys to
  work with.)  Generally, some combination of tcpwrapper, netfilter, and
  iptables will do the job on my Linux server.  Sometimes we find it
 easier to
  just block it at one of their routers so they don't have to deal with
 the
  traffic on their network.
 
  Every now and again, I find myself following the fourth option until I
  figure out what's going on and fall back on some combination of the
 first
  three options.  :-)
 
  HTH.
 
  =JpS=SgtRock
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 

Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-06 Thread Claudio Beretta
archive updated with source
gcc -o sudppipe2.exe sudppipe.c -lws2_32


On Sun, Sep 6, 2009 at 10:58 AM, Spencer 'voogru'
MacDonaldvoo...@voogru.com wrote:
 How about the source so we can compile it on our own?

 I don't know about you but im not into running random exe files.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
 Sent: Sunday, September 06, 2009 4:35 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 DDOS AS2_INFO attack

 here it is
 http://www.wantedgov.it/page/62-srcds-query-cache/

 more info on that page



 On Sun, Sep 6, 2009 at 12:44 AM, Claudio
 Berettaberetta.clau...@gmail.com wrote:
 I'm doing it right now, should be ready tomorrow.

 On Sun, Sep 6, 2009 at 12:32 AM, Kenny Logginskenny.logg...@clanao.com
 wrote:
 I'm willing to pay someone to write a windows version of a query proxy.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Saturday, September 05, 2009 4:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 DDOS AS2_INFO attack

 This is why A2S_INFO requires a challenge :|

 Thanks,
 - Saul.


 2009/9/5 Matt Stanton inflatablesoulm...@brothersofchaos.com

 If these attacks are coming from ips that are outside of the range of
 your standard users' network range, then it's possible you could filter
 out requests from unallocated ip blocks and ip blocks from areas of the
 internet that are gnerally too far away to have decent latency on your
 server.  Unfortunately, this would mean building a database of ip blocks
 that are allocated to networks that are within a reasonable distance of
 your server's network and checking every A2S_INFO packet that comes in
 against this database, which would likely eat a decent amount of CPU.

 Nephyrin Zey wrote:
  The bandwidth involved in this attack is tiny. The issue is srcds
 chokes
  on large numbers of A2S_INFO packets, its not the traffic that's doing
  machines in. I'd reckon a single residential connection could take
 down
  a server this way. Once you fix the srcds issue, the problem stops. I
  have a daemon that intercepts server queries and handles them itself.
  It's currently handling this attacker hammering on two servers without
  breaking 1% CPU or making a single-pixel dent in my bandwidth graphs,
  and my tf2 servers continue to run just fine.
 
  And if you actually examine the attack, it's very obviously a single
  source with spoofed IPs. I rather doubt someone has a million-strong
  botnet containing nearly 30% unallocated IP ranges, that all happen to
  have the same exact path length.
 
  - Neph
 
  On 09/05/2009 12:50 PM, jps.sgtr...@gmail.com wrote:
 
  This... actually isn't a bad idea.  It's a pain to implement, though,
 for a
  couple of reasons.
 
  First, the assumption by most on this thread is that it's a single
 guy
  operating from a single (or just a handful) of computers.  They
 further
  assume that he's forging the source IP addresses so the requests look
 like
  they're coming from many many different machines.  If this is true,
 there's
  no way to trace or block him based upon the information included in
 the
  packets he's creating.  I think this assumption is wrong, as I'll
 explain
  below.
 
  Second, if this assumption is incorrect you need to find a way to
 identify
  each and every source and block them one at a time.  Netblocks are at
 best a
  crude measure which risks blocking many legitimate clients.  Such a
 process
  needs to be automated as much as possible or it's not effective.
 
  Now, why do I think that this is probably not coming from just a
 handful
 of
  sources?  Simple.  DDoS stands for Distributed Denial of Service,
 after
  all.  Botnets are reaching incredible proportions.  It's easy to rent
 as
  many as a quarter million compromised machines if you want to and you
 have
  the cash.
 
  Too cheap or too poor to rent someone else's network of infected PCs?
  No
  problem.  Tools exist to build new malware and they're easy to come
 by
 if
  you're willing to start looking in the right places.  All you have to
 do
 is
  build your bot code and figure out a way to get it loaded on 5,000,
 10,000,
  or more PCs.  After that, DDoS to your heart's content.  Script
 kiddies
 do
  this _all_ _the_ _time_.
 
  So, when under attack your choices are:
 
  *  Wait it out.
 
  *  Work with your vendor to figure out a way block the attack in the
 first
  place.  (Valve, obviously, in this case.)
 
  *  Automate the process of identifying sources and filtering them
 out.
 
  *  Cry a lot.
 
  Generally, I settle for a combination of the first and second
 options.
  If
  an attack gets bad enough, I work with my local ISP to implement the
 third.
  (My server is co-located in their datacenter and they're really good
 guys to
  work

Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-06 Thread Claudio Beretta
no, the code that filters requests based on the source port is never
executed when launching with the arguments specified on the tool page.
The code that is executed is from line 419 ( if (len  5) ) to line
496 ( c = check_sd(peerl, 0); ). The other if / else branches are
executed with other launch arguments. I just left it in since I'm
lazy.

Try running it without the -q argument (quiet), you should see something like
- got a T request FROM 191.83.51.210:17073 (25 bytes)
- forwarding request to 194.177.96.192:27300 (25 bytes)
- done (25 bytes)
- got a I reply FROM 194.177.96.192:27300 (84 bytes)
- got a T request FROM 31.52.173.97:48316 (25 bytes)
- replying from cache to 31.52.173.97:48316 (84 bytes)
- reply from cache done (84 bytes)
- got a T request FROM 89.32.56.194:14628 (25 bytes)
- replying from cache to 89.32.56.194:14628 (84 bytes)
- reply from cache done (84 bytes)
- got a T request FROM 116.108.191.75:20483 (25 bytes)
- replying from cache to 116.108.191.75:20483 (84 bytes)
- reply from cache done (84 bytes)
- got a T request FROM 35.38.228.9:9249 (25 bytes)
- replying from cache to 35.38.228.9:9249 (84 bytes)
- reply from cache done (84 bytes)

getting something different?

On Sun, Sep 6, 2009 at 4:38 PM, Shizzle Nizzleinfl...@gmail.com wrote:
 i wasnt able to get this to work on any of my servers. if i read the source
 file correctly. if the src port isnt 27005/27006 it will drop them aswell? i
 no some people who dont seem to use that port that is legit traffic would it
 drop them too?

 On Sun, Sep 6, 2009 at 5:29 AM, Donnie Newlove 
 donnie.newl...@gmail.comwrote:

 I know this isn't the most elegant solution, but windows firewall sucks,
 ipsec doesn't seem to allow fine grained filtering and I never coded MMS
 plugins before. This tool should be used only during attacks (since new
 players might add the server running on the new port to their favorites).

 Well, you could just change the port of the server and then let the
 query cache listen on that port and it would make no difference except
 you would have to take the server offline for a moment, but after that
 it would be business as usual.

 On Sun, Sep 6, 2009 at 10:35 AM, Claudio
 Berettaberetta.clau...@gmail.com wrote:
  here it is
  http://www.wantedgov.it/page/62-srcds-query-cache/
 
  more info on that page
 
 
 
  On Sun, Sep 6, 2009 at 12:44 AM, Claudio
  Berettaberetta.clau...@gmail.com wrote:
  I'm doing it right now, should be ready tomorrow.
 
  On Sun, Sep 6, 2009 at 12:32 AM, Kenny Logginskenny.logg...@clanao.com
 wrote:
  I'm willing to pay someone to write a windows version of a query proxy.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul
 Rennison
  Sent: Saturday, September 05, 2009 4:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
 
  This is why A2S_INFO requires a challenge :|
 
  Thanks,
  - Saul.
 
 
  2009/9/5 Matt Stanton inflatablesoulm...@brothersofchaos.com
 
  If these attacks are coming from ips that are outside of the range of
  your standard users' network range, then it's possible you could
 filter
  out requests from unallocated ip blocks and ip blocks from areas of
 the
  internet that are gnerally too far away to have decent latency on your
  server.  Unfortunately, this would mean building a database of ip
 blocks
  that are allocated to networks that are within a reasonable distance
 of
  your server's network and checking every A2S_INFO packet that comes in
  against this database, which would likely eat a decent amount of CPU.
 
  Nephyrin Zey wrote:
   The bandwidth involved in this attack is tiny. The issue is srcds
 chokes
   on large numbers of A2S_INFO packets, its not the traffic that's
 doing
   machines in. I'd reckon a single residential connection could take
 down
   a server this way. Once you fix the srcds issue, the problem stops.
 I
   have a daemon that intercepts server queries and handles them
 itself.
   It's currently handling this attacker hammering on two servers
 without
   breaking 1% CPU or making a single-pixel dent in my bandwidth
 graphs,
   and my tf2 servers continue to run just fine.
  

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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-06 Thread Claudio Beretta
try with this one
http://www.wantedgov.it/gov/SrcdsQueryCache.7z?v2.1
in the previous version i left uninitialized a variable that tracks
time, so that might be the cause of you not seeing any forwarding.
This version also fixes a minor logic bug, which could prevent the
tool to reply to some T requests.

On Sun, Sep 6, 2009 at 5:22 PM, Shizzle Nizzleinfl...@gmail.com wrote:
 just getting a bunch of T request nothing forwarded though.
 server is actually running on port 27016
 so my commandline is
  -X xx.xx.xx.xx 27016 27015


 On Sun, Sep 6, 2009 at 10:10 AM, Claudio Beretta
 beretta.clau...@gmail.comwrote:

 no, the code that filters requests based on the source port is never
 executed when launching with the arguments specified on the tool page.
 The code that is executed is from line 419 ( if (len  5) ) to line
 496 ( c = check_sd(peerl, 0); ). The other if / else branches are
 executed with other launch arguments. I just left it in since I'm
 lazy.

 Try running it without the -q argument (quiet), you should see something
 like
 - got a T request FROM 191.83.51.210:17073 (25 bytes)
 - forwarding request to 194.177.96.192:27300 (25 bytes)
 - done (25 bytes)
 - got a I reply FROM 194.177.96.192:27300 (84 bytes)
 - got a T request FROM 31.52.173.97:48316 (25 bytes)
 - replying from cache to 31.52.173.97:48316 (84 bytes)
 - reply from cache done (84 bytes)
 - got a T request FROM 89.32.56.194:14628 (25 bytes)
 - replying from cache to 89.32.56.194:14628 (84 bytes)
 - reply from cache done (84 bytes)
 - got a T request FROM 116.108.191.75:20483 (25 bytes)
 - replying from cache to 116.108.191.75:20483 (84 bytes)
 - reply from cache done (84 bytes)
 - got a T request FROM 35.38.228.9:9249 (25 bytes)
 - replying from cache to 35.38.228.9:9249 (84 bytes)
 - reply from cache done (84 bytes)

 getting something different?

 On Sun, Sep 6, 2009 at 4:38 PM, Shizzle Nizzleinfl...@gmail.com wrote:
  i wasnt able to get this to work on any of my servers. if i read the
 source
  file correctly. if the src port isnt 27005/27006 it will drop them
 aswell? i
  no some people who dont seem to use that port that is legit traffic would
 it
  drop them too?
 
  On Sun, Sep 6, 2009 at 5:29 AM, Donnie Newlove donnie.newl...@gmail.com
 wrote:
 
  I know this isn't the most elegant solution, but windows firewall
 sucks,
  ipsec doesn't seem to allow fine grained filtering and I never coded MMS
  plugins before. This tool should be used only during attacks (since new
  players might add the server running on the new port to their
 favorites).
 
  Well, you could just change the port of the server and then let the
  query cache listen on that port and it would make no difference except
  you would have to take the server offline for a moment, but after that
  it would be business as usual.
 
  On Sun, Sep 6, 2009 at 10:35 AM, Claudio
  Berettaberetta.clau...@gmail.com wrote:
   here it is
   http://www.wantedgov.it/page/62-srcds-query-cache/
  
   more info on that page
  
  
  
   On Sun, Sep 6, 2009 at 12:44 AM, Claudio
   Berettaberetta.clau...@gmail.com wrote:
   I'm doing it right now, should be ready tomorrow.
  
   On Sun, Sep 6, 2009 at 12:32 AM, Kenny Loggins
 kenny.logg...@clanao.com
  wrote:
   I'm willing to pay someone to write a windows version of a query
 proxy.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul
  Rennison
   Sent: Saturday, September 05, 2009 4:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
  
   This is why A2S_INFO requires a challenge :|
  
   Thanks,
   - Saul.
  
  
   2009/9/5 Matt Stanton inflatablesoulm...@brothersofchaos.com
  
   If these attacks are coming from ips that are outside of the range
 of
   your standard users' network range, then it's possible you could
  filter
   out requests from unallocated ip blocks and ip blocks from areas of
  the
   internet that are gnerally too far away to have decent latency on
 your
   server.  Unfortunately, this would mean building a database of ip
  blocks
   that are allocated to networks that are within a reasonable
 distance
  of
   your server's network and checking every A2S_INFO packet that comes
 in
   against this database, which would likely eat a decent amount of
 CPU.
  
   Nephyrin Zey wrote:
The bandwidth involved in this attack is tiny. The issue is srcds
  chokes
on large numbers of A2S_INFO packets, its not the traffic that's
  doing
machines in. I'd reckon a single residential connection could
 take
  down
a server this way. Once you fix the srcds issue, the problem
 stops.
  I
have a daemon that intercepts server queries and handles them
  itself.
It's currently handling this attacker hammering on two servers
  without
breaking 1% CPU or making a single-pixel dent in my bandwidth
  graphs,
and my tf2 servers continue to run just fine

[hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Claudio Beretta
Hi
one of my TF2 server is under a DDOS attack. It is receiving hundreds
of requests from zombie/spoofed addresses with content TSource
Engine Query.
Blocking that query from the router will mean blocking people from
joing from the server browser. Increasing sv_max_queries_sec_global to
ridicously high values such as 9000 makes the server laggy.
Already using sourceop's DoS Attack Fixer. plugin_print confirms it is loaded.
I'm on Windows 2003 EE

What shall I do?
thanks

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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Claudio Beretta
it is already to 3, just reduced to 1, but no change.
As I already stated this is a DDOS attack, probably made from spoofed
addresses, so this cvar cannot help


On Sat, Sep 5, 2009 at 5:53 PM, Andreas Grimml...@gmx.net wrote:
 Hi,

 perhaps this cvar is your friend?

 sv_max_queries_sec = 3.0 ( def. 3.0 )
  - Maximum queries per second to respond to from a single IP address.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
 Sent: Saturday, September 05, 2009 5:45 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 DDOS AS2_INFO attack

 Hi
 one of my TF2 server is under a DDOS attack. It is receiving hundreds
 of requests from zombie/spoofed addresses with content TSource
 Engine Query.
 Blocking that query from the router will mean blocking people from
 joing from the server browser. Increasing sv_max_queries_sec_global to
 ridicously high values such as 9000 makes the server laggy.
 Already using sourceop's DoS Attack Fixer. plugin_print confirms it is loaded.
 I'm on Windows 2003 EE

 What shall I do?
 thanks

 ___
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 visit:
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 ___
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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Claudio Beretta
my v1.0.6.8 TF2 server says it isn't :)


On Sat, Sep 5, 2009 at 6:09 PM, AnAkIn .anakin...@gmail.com wrote:
 Well, from what I can read here:

 http://code.devicenull.org/index.php?title=Misc:HL2_Exploits

 This appears to be fixed..


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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Claudio Beretta
thanks. tried that, but CPU usage still skyrokets to 12% (100% of the
core) and the server remains laggy.


On Sat, Sep 5, 2009 at 6:23 PM, Saul Rennisonsaul.renni...@gmail.com wrote:
 sv_max_queries_sec_global 1?

 Will make your server appear unresponsive to the Server Browser while being
 DDoS'd but saves the lag.

 Thanks,
 - Saul.


 2009/9/5 Claudio Beretta beretta.clau...@gmail.com

 my v1.0.6.8 TF2 server says it isn't :)


 On Sat, Sep 5, 2009 at 6:09 PM, AnAkIn .anakin...@gmail.com wrote:
  Well, from what I can read here:
 
  http://code.devicenull.org/index.php?title=Misc:HL2_Exploits
 
  This appears to be fixed..
 

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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Claudio Beretta
Or someone willing to take down a server.. and taking down other
random ones just to avoid giving away his intentions.
When did this attack started on your server? On mine it started at 4PM
CEST (2PM UTC)

BTW, this guy must be using spoofed addresses, since I'm being hit by
approx 8 AS2_INFO requests every 5 minutes from unique IP
addresses.


On Sat, Sep 5, 2009 at 7:25 PM, Kenny Logginskenny.logg...@clanao.com wrote:
 Same here he's hitting one of my server also... I'm up for painting the
 wall's red with this guy when I find him... My guess is some new
 inexperienced server admin looking to take down the poplar servers so he can
 get people into his server... He'll make some good red paint!


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Garry Ilverz
 Sent: Saturday, September 05, 2009 11:30 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 DDOS AS2_INFO attack

 My server is also under this type of attack.. So Valve hasnt fixed it .. Or
 it is some new exploit. sv_max_queries_sec_global 1 doesnt help. Server's
 fps is still dropping and its lagging like hell :(

 On Sat, Sep 5, 2009 at 7:23 PM, Saul Rennison
 saul.renni...@gmail.comwrote:

 sv_max_queries_sec_global 1?

 Will make your server appear unresponsive to the Server Browser while
 being
 DDoS'd but saves the lag.

 Thanks,
 - Saul.


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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Claudio Beretta
SPOOFED addresses.
google ip spoofing


On Sat, Sep 5, 2009 at 8:33 PM, Kyle Sandersonkyle.l...@gmail.com wrote:
 If you guys have root access, why are you not using netstat to grab his IP
 and table him? I've done this in the past and it's worked out pretty well
 for me.

 Kyle.

 On Sat, Sep 5, 2009 at 11:26 AM, Kenny Loggins 
 kenny.logg...@clanao.comwrote:

 This guys ISP has to know dam well what he's doing. Its not had to see that
 packets that leave your network originate from IP's that are not even on
 your network. Maybe we need to track down the ISP and go after him..

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
 Sent: Saturday, September 05, 2009 12:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 DDOS AS2_INFO attack

 Or someone willing to take down a server.. and taking down other
 random ones just to avoid giving away his intentions.
 When did this attack started on your server? On mine it started at 4PM
 CEST (2PM UTC)

 BTW, this guy must be using spoofed addresses, since I'm being hit by
 approx 8 AS2_INFO requests every 5 minutes from unique IP
 addresses.


 On Sat, Sep 5, 2009 at 7:25 PM, Kenny Logginskenny.logg...@clanao.com
 wrote:
  Same here he's hitting one of my server also... I'm up for painting the
  wall's red with this guy when I find him... My guess is some new
  inexperienced server admin looking to take down the poplar servers so he
 can
  get people into his server... He'll make some good red paint!
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Garry Ilverz
  Sent: Saturday, September 05, 2009 11:30 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
 
  My server is also under this type of attack.. So Valve hasnt fixed it ..
 Or
  it is some new exploit. sv_max_queries_sec_global 1 doesnt help. Server's
  fps is still dropping and its lagging like hell :(
 
  On Sat, Sep 5, 2009 at 7:23 PM, Saul Rennison
  saul.renni...@gmail.comwrote:
 
  sv_max_queries_sec_global 1?
 
  Will make your server appear unresponsive to the Server Browser while
  being
  DDoS'd but saves the lag.
 
  Thanks,
  - Saul.
 

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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Claudio Beretta
I'm doing it right now, should be ready tomorrow.

On Sun, Sep 6, 2009 at 12:32 AM, Kenny Logginskenny.logg...@clanao.com wrote:
 I'm willing to pay someone to write a windows version of a query proxy.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Saturday, September 05, 2009 4:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 DDOS AS2_INFO attack

 This is why A2S_INFO requires a challenge :|

 Thanks,
 - Saul.


 2009/9/5 Matt Stanton inflatablesoulm...@brothersofchaos.com

 If these attacks are coming from ips that are outside of the range of
 your standard users' network range, then it's possible you could filter
 out requests from unallocated ip blocks and ip blocks from areas of the
 internet that are gnerally too far away to have decent latency on your
 server.  Unfortunately, this would mean building a database of ip blocks
 that are allocated to networks that are within a reasonable distance of
 your server's network and checking every A2S_INFO packet that comes in
 against this database, which would likely eat a decent amount of CPU.

 Nephyrin Zey wrote:
  The bandwidth involved in this attack is tiny. The issue is srcds chokes
  on large numbers of A2S_INFO packets, its not the traffic that's doing
  machines in. I'd reckon a single residential connection could take down
  a server this way. Once you fix the srcds issue, the problem stops. I
  have a daemon that intercepts server queries and handles them itself.
  It's currently handling this attacker hammering on two servers without
  breaking 1% CPU or making a single-pixel dent in my bandwidth graphs,
  and my tf2 servers continue to run just fine.
 
  And if you actually examine the attack, it's very obviously a single
  source with spoofed IPs. I rather doubt someone has a million-strong
  botnet containing nearly 30% unallocated IP ranges, that all happen to
  have the same exact path length.
 
  - Neph
 
  On 09/05/2009 12:50 PM, jps.sgtr...@gmail.com wrote:
 
  This... actually isn't a bad idea.  It's a pain to implement, though,
 for a
  couple of reasons.
 
  First, the assumption by most on this thread is that it's a single guy
  operating from a single (or just a handful) of computers.  They further
  assume that he's forging the source IP addresses so the requests look
 like
  they're coming from many many different machines.  If this is true,
 there's
  no way to trace or block him based upon the information included in the
  packets he's creating.  I think this assumption is wrong, as I'll
 explain
  below.
 
  Second, if this assumption is incorrect you need to find a way to
 identify
  each and every source and block them one at a time.  Netblocks are at
 best a
  crude measure which risks blocking many legitimate clients.  Such a
 process
  needs to be automated as much as possible or it's not effective.
 
  Now, why do I think that this is probably not coming from just a
 handful
 of
  sources?  Simple.  DDoS stands for Distributed Denial of Service, after
  all.  Botnets are reaching incredible proportions.  It's easy to rent
 as
  many as a quarter million compromised machines if you want to and you
 have
  the cash.
 
  Too cheap or too poor to rent someone else's network of infected PCs?
  No
  problem.  Tools exist to build new malware and they're easy to come by
 if
  you're willing to start looking in the right places.  All you have to
 do
 is
  build your bot code and figure out a way to get it loaded on 5,000,
 10,000,
  or more PCs.  After that, DDoS to your heart's content.  Script kiddies
 do
  this _all_ _the_ _time_.
 
  So, when under attack your choices are:
 
  *  Wait it out.
 
  *  Work with your vendor to figure out a way block the attack in the
 first
  place.  (Valve, obviously, in this case.)
 
  *  Automate the process of identifying sources and filtering them out.
 
  *  Cry a lot.
 
  Generally, I settle for a combination of the first and second options.
  If
  an attack gets bad enough, I work with my local ISP to implement the
 third.
  (My server is co-located in their datacenter and they're really good
 guys to
  work with.)  Generally, some combination of tcpwrapper, netfilter, and
  iptables will do the job on my Linux server.  Sometimes we find it
 easier to
  just block it at one of their routers so they don't have to deal with
 the
  traffic on their network.
 
  Every now and again, I find myself following the fourth option until I
  figure out what's going on and fall back on some combination of the
 first
  three options.  :-)
 
  HTH.
 
  =JpS=SgtRock
 
 
 
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Re: [hlds] Hat Drops

2009-05-28 Thread Claudio Beretta
Taken from the unlock logs of one of my servers:

item   num
#TF_Unique_Achievement_Bat 74
#TF_Unique_Achievement_Medigun1 74
#TF_Unique_Achievement_Syringegun1 73
#TF_Unique_Achievement_Minigun 73
#TF_Unique_Achievement_FeignWatch 72
#TF_Unique_Achievement_CloakWatch 71
#TF_Unique_Achievement_Scattergun_Double 71
#TF_Unique_Achievement_Flamethrower 71
#TF_Unique_Achievement_EnergyDrink 70
#TF_Unique_Achievement_Flaregun 66
#TF_Unique_Achievement_FireAxe1 64
#TF_Unique_Achievement_Bonesaw1 62
#TF_Unique_Achievement_Fists 61
#TF_Unique_Achievement_LunchBox 59
#TF_Unique_Achievement_Jar 59
#TF_Unique_Backstab_Shield 58
#TF_Unique_Achievement_CompoundBow 53
#TF_Unique_Achievement_Revolver 51
#TF_Pyro_Hat_1 15
#TF_Medic_Hat_1 15
TF_roflmao 13
#TF_Engineer_Hat_1 13
#TF_Heavy_Hat_1 12
#TF_Sniper_Hat_1 12
#TF_Demo_Hat_1 10
#TF_Scout_Hat_1 10
#TF_Spy_Hat_1 10
#TF_Soldier_Hat_1 8
TF_Wheelchair 1

What are TF_roflmao and TF_Wheelchair ? xD


On Mon, May 25, 2009 at 8:13 PM, Claudio Beretta
beretta.clau...@gmail.comwrote:

 Steam must have gone crazy. I got three guys (one of them i trust, so i
 know it's not a hack) that got all sorts of hats and other unlocks in a few
 minutes. The unlocks came at groups of two.
 http://img32.imageshack.us/img32/2301/hats1243275105186.png


 On Mon, May 25, 2009 at 7:52 PM, David J. Ulbrich 
 david_ulbr...@hotmail.com wrote:

 Has anyone else seen people get multiple items at 1 time.  We just had a
 guy
 in the server find 4 items at a time for 4 or 5 times in a row.  He has
 all
 but 2 of the hats and was receiving multiple hats at the same time.  He
 was
 sitting idle in the spawn the entire time too.  This has to be a hack of
 some sort.  Heck he even received multiple of the same hat a couple times.




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Re: [hlds] Hat Drops

2009-05-25 Thread Claudio Beretta
Steam must have gone crazy. I got three guys (one of them i trust, so i know
it's not a hack) that got all sorts of hats and other unlocks in a few
minutes. The unlocks came at groups of two.
http://img32.imageshack.us/img32/2301/hats1243275105186.png


On Mon, May 25, 2009 at 7:52 PM, David J. Ulbrich david_ulbr...@hotmail.com
 wrote:

 Has anyone else seen people get multiple items at 1 time.  We just had a
 guy
 in the server find 4 items at a time for 4 or 5 times in a row.  He has all
 but 2 of the hats and was receiving multiple hats at the same time.  He was
 sitting idle in the spawn the entire time too.  This has to be a hack of
 some sort.  Heck he even received multiple of the same hat a couple times.



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Re: [hlds] Hat Drops

2009-05-25 Thread Claudio Beretta
Yeah, I use that plugin too (with nice results :-)), but this is not the
case. Those items were really dropped by steam.


On Mon, May 25, 2009 at 8:11 PM, Robert Smieja robertsmi...@gmail.comwrote:

 -- Forwarded message --
 From: Stephen Micheals stephen.miche...@gmail.com
 Date: Mon, May 25, 2009 at 1:59 PM
 Subject: Re: [hlds] New bug/hack to get multiple items in a very short
 time?
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com


 theres a sourcemod plugin that allows you to hook and use the item
 found event and make it Look like a player has received items.

 very fun to use and piss the hell off of other players and also fun to
 put other items in the item found prompt.
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