Re: [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks

2014-11-06 Thread IBIS Customer Service
The cicso guard routers work really well but are like a half a million
dollars or something crazy.

On Fri, Nov 7, 2014 at 12:48 AM, Weasels Lair wea...@weaselslair.com
wrote:

 Unfortunately if  is truly a DDOS (distributed attack, rather than from a
 single source) just adding a firewall (any kind) is not really going to
 help. By the time the traffic hits any firewall local to your server its
 too late. It needs to be dealt with upstream.

 You need a hosting provider that is setup to detect and mitigate such
 attacks, and more importantly the knowledge, experience and WILLINGNESS to
 address such attacks - instead of just blocking your IP.  Maybe some folks
 on the list can make some recommendations.

 My own experience with the more common hosting providers has been much
 like your own. But, I guess that's what I get for using the cheapest
 providers I can find.
 On Nov 6, 2014 9:35 PM, Mike Vail supp...@boomgaming.net wrote:

 Hello Fellow Windows 2008 Game Server Owners,

 Today one of my TF2 servers on the dedicated server box I own and
 colocate in California got DDOS attacked by a guy who announced the attack
 via in-game chat and then attacked it. The attack got my IP auto-nulled by
 my datacenter (AGAIN), which has happened at least a dozen times in the
 past couple months. After almost 10 years of running servers and dealing
 with this bullshit, I'm at the point where I'm ready to spend the bucks to
 purchase a hardware device or some firewall software that says Fuck you! -
 Not happening this time dickhead to these people and I really need your
 advice on where to go and what to buy. There's a lot of admin and Windows
 experience here on this list so I'm hoping some of some of you can help me
 and we can have a dialog here that may help others as well.

 Your help would be GREATLY appreciated by me as well as others on this
 list I'm sure.

 Warmest regards,
 Mike Vail
 Windsor, Ca. USA

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Re: [hlds] Sound Folder

2013-12-09 Thread IBIS Customer Service
Yea the issue occurs in css to random clients with pure 0 servers. It is
not a pure issue but something else.
On Dec 9, 2013 8:22 PM, Albert Davis davis.alb...@gmail.com wrote:

 So created a file called pure_server_whitelist.txt and placed
 sound/admin_plugin and restarted but no go



 On Mon, Dec 9, 2013 at 7:57 PM, Ross Bemrose rbemr...@gmail.com wrote:

  Which would be the direct cause, because you need to add
 sound/admin_plugin to the pure_server_whitelist.txt


 On 12/9/2013 7:40 PM, Albert Davis wrote:

  The issue is the folder and all my files are there, just when I try to
 use them, it acts as if they aren't there


 Failed to load sound admin_plugin\english.wav, file probably missing
 from disk/repository


  and it's been working for well over 6 months, the only thing I can
 attribute to it, i changed to sv_pure 1 the other day but nothing else has
 changed


  On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 We've been having trouble with cstrike since the Sept 16th update.
 Apparently it's client-side and something to do with caching. If you
 have any more information, I'd love to hear about it. Ryan Stecker
 found a temporary fix (have the client purge their
 tf/sound/sound.cache file), as to a permanent solution I haven't a
 clue. I don't believe servers can fix this.

 Kyle.

 On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis davis.alb...@gmail.com
 wrote:
  This is still in the root of the TF folder correct? I have some sounds
 that
  are in an admin_plugin folder and when I try to play them in the game,
 it
  says they might be missing from the repository, this started within
 the last
  few days, the files are in the proper folder
 
 
 
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Re: [hlds] Sound Folder

2013-12-09 Thread IBIS Customer Service
Whitelist is not used with pure 0. Or does valve now require the whitelist
even if u have disabled the whitelist? B/c if that is the case than we got
a glitch if I ever seen one...
On Dec 9, 2013 10:13 PM, Ross Bemrose rbemr...@gmail.com wrote:

  You really need to copy cfg/pure_server_whitelist_example.txt to
 cfg/pure_server_whitelist.txt and then add this line somewhere before the
 closing bracket:
 sound\admin_plugin\...any

 On 12/9/2013 8:20 PM, Albert Davis wrote:

 So created a file called pure_server_whitelist.txt and placed
 sound/admin_plugin and restarted but no go



 On Mon, Dec 9, 2013 at 7:57 PM, Ross Bemrose rbemr...@gmail.com wrote:

  Which would be the direct cause, because you need to add
 sound/admin_plugin to the pure_server_whitelist.txt


 On 12/9/2013 7:40 PM, Albert Davis wrote:

  The issue is the folder and all my files are there, just when I try to
 use them, it acts as if they aren't there


 Failed to load sound admin_plugin\english.wav, file probably missing
 from disk/repository


  and it's been working for well over 6 months, the only thing I can
 attribute to it, i changed to sv_pure 1 the other day but nothing else has
 changed


  On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 We've been having trouble with cstrike since the Sept 16th update.
 Apparently it's client-side and something to do with caching. If you
 have any more information, I'd love to hear about it. Ryan Stecker
 found a temporary fix (have the client purge their
 tf/sound/sound.cache file), as to a permanent solution I haven't a
 clue. I don't believe servers can fix this.

 Kyle.

 On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis davis.alb...@gmail.com
 wrote:
  This is still in the root of the TF folder correct? I have some sounds
 that
  are in an admin_plugin folder and when I try to play them in the game,
 it
  says they might be missing from the repository, this started within
 the last
  few days, the files are in the proper folder
 
 
 
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Re: [hlds] Sound Folder

2013-12-09 Thread IBIS Customer Service
Sorry thought that was in response to my message as I have the issue on
pure 0 servers.


On Mon, Dec 9, 2013 at 10:27 PM, Ross Bemrose rbemr...@gmail.com wrote:

  ...did you miss where Albert said his only recent change was switching
 to sv_pure 1?


 On 12/9/2013 10:22 PM, IBIS Customer Service wrote:

 Whitelist is not used with pure 0. Or does valve now require the whitelist
 even if u have disabled the whitelist? B/c if that is the case than we got
 a glitch if I ever seen one...
 On Dec 9, 2013 10:13 PM, Ross Bemrose rbemr...@gmail.com wrote:

  You really need to copy cfg/pure_server_whitelist_example.txt to
 cfg/pure_server_whitelist.txt and then add this line somewhere before the
 closing bracket:
 sound\admin_plugin\...any

 On 12/9/2013 8:20 PM, Albert Davis wrote:

 So created a file called pure_server_whitelist.txt and placed
 sound/admin_plugin and restarted but no go



 On Mon, Dec 9, 2013 at 7:57 PM, Ross Bemrose rbemr...@gmail.com wrote:

  Which would be the direct cause, because you need to add
 sound/admin_plugin to the pure_server_whitelist.txt


 On 12/9/2013 7:40 PM, Albert Davis wrote:

  The issue is the folder and all my files are there, just when I try to
 use them, it acts as if they aren't there


 Failed to load sound admin_plugin\english.wav, file probably missing
 from disk/repository


  and it's been working for well over 6 months, the only thing I can
 attribute to it, i changed to sv_pure 1 the other day but nothing else has
 changed


  On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 We've been having trouble with cstrike since the Sept 16th update.
 Apparently it's client-side and something to do with caching. If you
 have any more information, I'd love to hear about it. Ryan Stecker
 found a temporary fix (have the client purge their
 tf/sound/sound.cache file), as to a permanent solution I haven't a
 clue. I don't believe servers can fix this.

 Kyle.

 On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis davis.alb...@gmail.com
 wrote:
  This is still in the root of the TF folder correct? I have some
 sounds that
  are in an admin_plugin folder and when I try to play them in the
 game, it
  says they might be missing from the repository, this started within
 the last
  few days, the files are in the proper folder
 
 
 
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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread IBIS Customer Service


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


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

The solution to that would be to have the motd close out on disconnection
which it does not for some lazy ass reason.


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

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



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



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

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



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




 Dr. McKay

 www.doctormckay.com



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

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



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



 Saint K.



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



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

 Not like you can make a community around stock MvM.



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

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



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



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

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

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

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

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


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


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





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

2013-11-07 Thread IBIS Customer Service
That is what I would have done (for quickplay clients)


On Thu, Nov 7, 2013 at 1:30 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 I will admit that there were a lot better solutions than what they did.
 Dr. McKay's solution is probably the best solution at the moment.


 On Thu, Nov 7, 2013 at 12:32 PM, Doctor McKay mc...@doctormckay.comwrote:

 In my opinion, the best course of action would be to allow a single HTML
 MOTD with Flash/HTML5 fancy features disabled, unload it when the client
 closes it, and then refuse to load any additional MOTDs (not just loading
 them in the background).


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 7, 2013 at 12:08 PM, 1nsane 1nsane...@gmail.com wrote:

 But if you can load that you can load some other ads as well. Not all
 ads need flash/video. And if it allows invisible motds again then the
 original issue comes back.


 On Thu, Nov 7, 2013 at 12:03 PM, Paul ubyu@gmail.com wrote:

 Or back to the drawing board, disallow/filter out Flash and HTML5
 audio/video elements if the person has connected via Quickplay. This would
 allow things such as Google Analytics to still work, as they don't impact
 the user's experience (e.g. doesn't make sounds). Google Analytics was
 useful in seeing who connected from where, and some other statistics for
 the curious. I'm sure there are other useful examples that would work under
 a similar restriction.


 On 7 November 2013 16:59, thesupremecommander thesupremec...@gmail.com
  wrote:

 There's also another solution that would pretty much completely fix
 every problem - allow an MOTD at initial connect, unload that MOTD, and
 then allow further MOTD windows to be opened up iff the player accepts it.

 Seriously, approval-based server redirection has been in the game a
 while and it works well for the purpose. Why couldn't we do the same for
 MOTDs?


 On Thu, Nov 7, 2013 at 11:54 AM, 1nsane 1nsane...@gmail.com wrote:

 Well there are better ways of doing it. Like for example why did they
 make it so the other MOTD windows open up invisible for quickplay players
 in the first place?
 It did nothing for ads but broke other legitimate plugins. What was
 the point of that? Seriously.

 Why not just do it right and make it so you can only open a MOTD
 window for quickplay players once and that's it?
 No more after that, visible or invisible.


 On Thu, Nov 7, 2013 at 11:50 AM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Wahh! I don't want these servers to hijack quickplay traffic to run
 ads! Valve do something!

 *update comes*

 Wahhh! Valve implemented a fix for the problem! I don't care I want
 my HTML mods back on quickplay clients!

 Seriously guys, you bitch for them to change it, and then bitch when
 they change it. Get over yourselves. If you run a good community, you
 should be able to pay via donations. If you don't get enough donations,
 just pay for it from your own pocket. If you care about your community 
 as
 much as you guys act like you do, you should be glad to pay out of your 
 own
 pocket.


 On Thu, Nov 7, 2013 at 11:35 AM, Paul ubyu@gmail.com wrote:

 I thought this recent update completely eliminated all HTML MOTD's
 from Quickplay connecting clients, not just for when you connect but 
 also
 during the game (still only plain text but hidden anyway)? Am I wrong 
 in
 that assumption?


 On 7 November 2013 16:26, ics i...@ics-base.net wrote:

 There has been servers before these adds came an issue. This
 change was not aimed against any of us, but the people who set up 
 servers
 to drain quickplay traffic do get advertisements showing. Correct me 
 if i'm
 wrong but these advertisement abusers can still open window to the
 background and display adds there  refresh.

 So, Valve doesn't want to get in the middle and not give advantage
 to the people who do this, so they disable motd adds from quickplay 
 users,
 leaving these plugins that open that crap to background in the game 
 and
 driving off some people that run servers.

 So now only servers that do not participate in quickplay can
 benefit from advertisements on the motd and servers that participate 
 in
 quickplay can benefit from that adds crap in background window. Who 
 was the
 real winner here? No one.

 -ics

 Doctor McKay kirjoitti:

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


 Dr. McKay
 www.doctormckay.com http://www.doctormckay.com



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

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

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

 Saint K.

 *From:*hlds-boun...@list.valvesoftware.com
   

Re: [hlds] Coming soon: changes to TF HTML MOTD support (Doctor McKay)

2013-11-07 Thread IBIS Customer Service
Why not just make his suggestion apply to only quick play. This way you can
still have a cool looking motd page at the start but they need to join your
server the normal way to get any motd pages after that.


On Thu, Nov 7, 2013 at 12:46 PM, 1nsane 1nsane...@gmail.com wrote:

 Like they really want to spend time working on the MOTD like that.

 If anything is changed at all they will go for the simplest and fastest
 solution. Which should not involve changing the MOTD code that much.


 On Thu, Nov 7, 2013 at 12:44 PM, Weasel's Lair wea...@weaselslair.comwrote:

 I think a better solution would be to replace the browser with BBCode-ish
 renderer.  That way the could allow formatted text, and maybe inline static
 images, while intentionally leaving-oh video embedding and stuff like
 that.

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Re: [hlds] Family Sharing Ban Bypass.

2013-10-28 Thread IBIS Customer Service
Hopefully we get a way to pass the owner id in a way that allows for
instant bans. Yesterday we had 20 bans in a few min from players doing
this.

According to the admins
*Problem:
*
Five guys in gg... banned by 4 different admins, over 20 times in total
(see the screenshot, which spreads to the next page as well)...

AND THEY KEEP COMING BACK...

*Explanation*:

That, my friends, would be the first occurrence of
exploiters/grievers/hackers that own a Steam Family Sharing beta key,
allowing them to create multiple temporary instances of their accounts to
play on ... and when that account is banned, they just make a new one for
free from the original. Rince and repeat.

See the bans from the 24th:
http://www.ibisgaming.com/sourcebans/index.php?p=banlist

Hopefully, this is fixed in a future build :D


On Thu, Oct 24, 2013 at 4:20 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 In case anyone is following this, there's a WebAPI update planned for next
 week which allows for getting the owner's account from a lender id.

 There's also a Steamworks update planned for between yesterday and (?),
 which adds the owner's id to the ticket verification result
 (ValidateAuthTicketResponse_t). However, this is too late for servers to
 get the owner's id. SourceMod at the moment supports checking if they're
 verified (by not handing out admin before IsClientFullyAuthenticated
 happens). However, this happens far too late in the process (30 seconds
 typically to a couple minutes, to never if Steam is down), subsequently
 most servers (to my knowledge) have the feature disabled (or at least want
 it disabled; from the threads I've seen).

 After the Steamworks update happens, I believe we need the owner's
 accountid passed to the server at the same time as the actual rendered
 SteamID (how it is at the moment, sent from the client at connection time).
 This should allow for the same verification result as
 IsClientFullyAuthenticated, and pre-usage that most of the engine does.
 This should continue to allow for immediate usage, which is what is used
 now.

 A public engine function would be appreciated to get the owner's account
 id (or rendered SteamID, as to conform with everything else). Unless if I'm
 neglecting something major, this should resolve the exploit for everyone as
 clients are updated to support sending the supposed ownerid.

 Thanks,
 Kyle.


 On Tue, Oct 22, 2013 at 1:56 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 The Steam Family Sharing Exploit is still a vivid problem CS:S, as it
 takes roughly 90 seconds to connect to a new VPN Server, create a new Steam
 account, and rejoin. I've re-banned the same griefer about 7 times now in
 the last 19 minutes; they're pretty persistent. Please help everyone using
 your products protect ourselves against this new `feature`.

 Thanks,
 Kyle.


 On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 Today, we're seeing a ton of banned, griefing players using VPNs and
 throw-away Steam accounts to bypass server bans. The problem already seems
 to be pretty widespread in CS:S. Considering this is the first weekend
 where the beta was opened up, it's only going to get worse. I'm sure this
 isn't isolated to CS:S, or my servers. There are many others running
 community servers, some probably not even using Source that are impacted by
 this. The native Steam Exploit seems to be getting abused quite heavily.

 The theoretical is now the present,
 Kyle.


 On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.comwrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.comwrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs 
 d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban
 the
 users by IP. Sure they can change it, but most of the trolls are
 either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but
 not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection 
 with
 that same IP can be kept alive for 24 hours at maximum. Hence I would 
 never
 bother to 

Re: [hlds] [hlds_announce] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread IBIS Customer Service
Do we know if this update will also fix the way maps * outputs after the
steampipe update. The change has broken the change level systems in many
popular programs such as HLSW.


On Fri, Apr 26, 2013 at 1:48 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  We’re trying out different way to release updates that will hopefully
 reduce disruption to your communities.

 ** **

 New builds are now available for the client and dedicated server for CS:S,
 DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network
 compatible with the current build.  (It’s an “optional update” for
 servers.)  To obtain these builds, you need to opt into the prerelease beta.
 

 ** **

 To opt into the prerelease beta on the client, right click on the game in
 the game list and select Properties, select the “Betas” tab, and select the
 “prerelease” beta.  (This is a public beta and does not require a password.)
 

 ** **

 To select which branch to sync the dedicated server to using steamcmd, you
 need to pass “-beta prerelease” to the app_update command.  For example, if
 you are using a SteamCmd script file, you might have something like this:*
 ***

 ** **

 login anonymous

 force_install_dir cstrike

 app_update 232330 -beta prerelease

 quit

 ** **

 (I am told that it is possible to pass the -beta switch on the steamcmd
 command line, through some magic combination of quoting, so you can avoid
 having to create a script file.  Hopefully some kind soul will figure out
 how to do that and share it.)

 ** **

 Switching between two steampipe branches is really fast and easy, so if
 there’s a problem, you can switch back quickly.  (Opting out of the
 “steampipe beta” was really painful because it was switching between two
 entirely different content distribution systems --- that will never apply
 again.)

 ** **

 If no big problems are detected, we’ll make these builds the official
 build on Monday.

 ** **

 Our current plan is to always keep the prerelease branch active, even if
 it is the same build as the main branch.  This way you can stay opted in.
 In other words, “prerelease” actually means “the latest available build”.*
 ***

 ** **

 We’re not sure if every update we release needs to go out as a prerelease
 first.

 ** **

 Here are the change notes for the builds we are releasing today:

 ** **

 Source engine games:

 * mapcycle and motd files now reside in the cfg folder by default, or in
 the root as a fallback.

 * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt,
 and will be used if the filename convar is at the default value and no
 custom file is found in the cfg folder or the root.

 * mapcycle file can contain blank lines and //-style comments

 * mapcycle file loaded from the custom folder.

 * Greatly reduced memory usage on the client and server

 * Added some hardcoded rules to the “end” of sv_pure rule list.

 * Fixed some filesystem calls not properly obeying pure server rules.

 * Fixed model bounds and simple materials consistency checking rules.
 (Fixed Counter-Strike server spew.)

 ** **

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Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread IBIS Customer Service
What is the app id to do a fresh install using steampipe?


On Tue, Apr 16, 2013 at 2:14 PM, Bruno Garcia garcia.bru...@gmail.comwrote:

 I get this message using steamcmd:

 SteamUpdater: Error: Download of package (steamcmd_bins_win32) failed
 after 0 by
 tes (200).
 [ 86%] Download Complete.
 SteamUpdater: Error: Steam needs to be online to update.  Please confirm
 your ne
 twork connection and try again.
 [ 86%] !!! Fatal Error: Steam needs to be online to update.  Please
 confirm your
  network connection and try again.


 Is this due to the large amount of servers updating?





 On Tue, Apr 16, 2013 at 3:10 PM, j m zooter...@gmail.com wrote:

 My expectations are shattered!
 On Apr 16, 2013 10:52 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  For anyone on this list who doesn’t know what this conversion is,
 please read this FAQ:

 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 ** **

 Clients should be rolling over to the new version now.

 ** **

 If you have been running a “beta” version of the dedicated server, that
 version is now the official version and is ready to host clients now.  No
 server update has been released.

 ** **

 The HLDSUpdate version of the server is now officially retired.

 ** **

 If you find a bug, please report it here:

 https://github.com/ValveSoftware/Source-1-Games

 ** **

 Our apologies for the shattered expectations caused by this on-time
 release.

 ** **

 Thank you!

 - Fletch

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Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update

2013-04-02 Thread IBIS Customer Service
Basically the new system no longer follows K.I.S.S. and that is the problem
people have.


On Tue, Apr 2, 2013 at 8:31 PM, Rick Payton r...@mai-hawaii.com wrote:

 I think the point, Alfred, was that on the old system the command line
 stuff was simple and to the point - you want to INSTALL this GAME to this
 DIRECTORY. We all know the new system is better, and I'm sure everyone
 appreciates it as well. It's just the arguments to get the content got more
 complicated, when they don't (seem to) need to be.

 At least, that's what *I* took from his mail.

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Tuesday, April 02, 2013 2:24 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike:
 Condition Zero and Half-Life beta server update

 Nope, you will want the 90 -beta beta bit usually, to get the beta
 goodness.
 Jesse should read https://developer.valvesoftware.com/wiki/SteamCMD so he
 can find out about the scripting options we support.

 - Alfred

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Tuesday, April 02, 2013 5:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike:
 Condition Zero and Half-Life beta server update

 It's not +app_update 90 -beta beta any more, it's just +app_update 90

 On 4/2/2013 8:20 PM, Jesse Molina wrote:
 
  Dear Valve
 
  To start off, I don't want to be a huge jerk here and think I'm just
  griefing you Valve guys.  There is plenty of nonconstructive criticism
  on this mailing lists already, and that's not the kind of community
  contribution I want to be involved in.
 
  I have no question people are doing their best, and I understand what
  it's like when someone comes out and tells your Your work is crap.
 
  However, I want to demonstrate the monster you've created,
  intentionally or not.
 
  With the old HLDSUpdateTool, this is, apparently, what you did to
  install/update czero:
 
  ./steam -command update -game czero -dir /mydir/mygame
 
 
 
  With the new SteamCMD, this is what you, apparently, have to do to get
  similar behavior:
 
  ./steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous
  +force_install_dir /mydir/mygame +app_set_config 90 mod czero
  +app_update 90 -beta beta +exit
 
 
 
 
 
  Alfred Reynolds wrote:
  You can get a dedicated install for it by using the following command
  line:
  steamcmd +logon anonymous +force_install_dir ..\hlds +app_update 90
  -beta beta +quit
 
  Note you will need to use +app_set_config 90 mod czero before the
  +app_update command if you want to update condition zero.
 


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Re: [hlds] Suggestion and query regarding MOTD

2013-03-30 Thread IBIS Customer Service
I thought players already had cl_disablehtmlmotd hence the existance of:
https://forums.alliedmods.net/showthread.php?p=1603281


On Sat, Mar 30, 2013 at 5:56 PM, 1nsane 1nsane...@gmail.com wrote:

 That be a small price to pay considering the other possibility in losing
 HTML MOTD entirely. Having to convert your website to just plain HTML so it
 works in the ingame browse would be nothing in comparison. And if you truly
 need full access you could convince valve to whitelist your website.

 I was just suggesting that as a quick alternative. But it likely won't be
 needed based on what Asher wrote earlier today about it being simply an
 idea and not a valve's plan to remove the MOTD.


 On Sat, Mar 30, 2013 at 5:48 PM, Paul ubyu@gmail.com wrote:

 Although an interesting idea, some community based websites (not Steam
 community, I mean actual server community) may use at least JavaScript,
 e.g. jQuery for a fancy design, or perhaps even to identify statistics of
 the players connecting to the server (I use Google Analytics). If Valve
 must do something, then it should be something that won't be a detriment to
 the existing ideas out there that utilise the MOTD, such as the in-game
 radio plugins. Valve could just simply block plugin access to the MOTD if
 the webpage currently loaded in the MOTD is recognised as a Pinion
 advertisement.


 On 30 March 2013 20:18, 1nsane 1nsane...@gmail.com wrote:

 Valve and Pinion have always been in contact, and IIRC they even opened
 an office in the same state as valve.

 I'm sure they could come up with some solution that can't be abused if
 there's a need.

 Such as better client integration for Pinion to prevent abuse.
 For example whitelisitng URLs on the client and only allowing
 javascript/flash to run on them.

 This way legitimate websites that need these could get approved by
 valve. Well just an idea.





 On Sat, Mar 30, 2013 at 4:11 PM, Asher Baker asher...@gmail.com wrote:

 The except posted was from a very long conversation discussing IDEAS
 not PLANS, and was intended specifically in relation to the plugin
 thread it was posted in. There was really no reason for it to explode
 this much, but I do hope the immediate backlash will avoid any changes
 at all - I think the current system is fine and that it's Quickplay
 that's flawed not the MOTD. My apologies to DF for how people have
 twisted this out of all proportion.

 On Sat, Mar 30, 2013 at 8:05 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:
 
  Asherkin would not put words into DF's mouth, thats for sure.
 
  One can question ofc if its really going to be removed, but with the
  game-changing properties of the pinion plugin, its easy to see that
 Valve
  isn't liking it:
  - 30 seconds added before able to start with the game. (after
 connecting
  etc)
  - With map restarts (and therefore round re-start) Uber build up at
 start of
  round is impossible, with 30 seconds missing of the round start time
 of 1
  minute, they cannot build up the uber charge when the ad gets shown.
 Same
  goes for Engy to build up his equipment. Essentially killing any way
 for
  those classes to be ready for a defense and offense. Thats quite
  game-changing imo.
  - loads of players complaining about it.
 
 
  As I said in another reply, a way for players to block MOTD based on
 the
  connected server (using their ID's or IP's?) would alleviate some.
 And as I
  see complaints bout this in the Quickplay, disable this feature per
 default
  when using Quickplay servers might be something.
 
  Think that would kill off the pinions and alike fast enough.
 
  There is a lot of legit ways of using the MOTD, and I really would
 not want
  to lose those.
 
  And for those that use the Digest, PLEASE, when you REPLY, rename the
  subject to the subject you reply to, and remove the 50k characters
 below,
  leaving only the message you reply to.
 
  
  From: ics i...@ics-base.net
  To: ubyu@gmail.com; Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Saturday, 30 March 2013, 19:55
  Subject: Re: [hlds] hlds Digest, Vol 24, Issue 77
 
  Pretty sure it wasn't flawed.
 
  -ics
 
  Paul kirjoitti:
  The only source was based on a rumor of a chat log on a forum thread
  showing Drunken_F00l (employee at Valve) talking to asherkin (a
  Sourcemod dev) about it. Perhaps the source was flawed information
  after all then.
 
 
  On 30 March 2013 18:34, ElitePowered . elitepowe...@gmail.com
  mailto:elitepowe...@gmail.com wrote:
 
 Valve would never remove MOTD. They partnered with Pinion to put
 ads in CS:GO servers. If MOTD was taken off, a lot of TF2 mods
 wouldn't work. Such include: SLAG, Pinion, Donation pages, Rules
 pages, and anything else that requires MOTD. I don't even know why
 anyone would think it would be removed.
 
 
 
 
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Re: [hlds] [hlds_announce] Mandatory Counter-Strike: Source update coming

2013-03-20 Thread IBIS Customer Service
Is this the steam pipe or something else?

On Wed, Mar 20, 2013 at 5:00 PM, Eric Smith er...@valvesoftware.com wrote:

  We're working on a mandatory update for Counter-Strike: Source. We
 should have it ready soon.

 ** **

 -Eric

 ** **

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Re: [hlds] [hlds_announce] Counter-Strike: Source update next week

2013-01-31 Thread IBIS Customer Service
So does this not effect us if we run windows?
On Jan 31, 2013 1:14 PM, Eric Smith er...@valvesoftware.com wrote:

  We’re working on a mandatory update for Counter-Strike: Source, and we
 should have it ready early next week. 

 ** **

 We’re giving you a heads-up so can prepare to update your servers. It will
 probably require you to update your server scripts. This update will
 include moving the Linux dedicated server to using *_srv.so files just like
 Team Fortress 2, Day of Defeat: Source, and Half-Life 2: Deathmatch did
 late last year. 

 ** **

 We’ll send more details next week when the update is ready.

 ** **

 -Eric

 ** **

 ** **

 ** **

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Re: [hlds] CSS Radar

2012-02-08 Thread IBIS Customer Service
Where is this SM fix!?

On Wed, Feb 8, 2012 at 9:59 AM, Caveman cave...@pigotts.org.uk wrote:

 Sadly I think this is likely true. I saw something on the sourcemod forums
 that purported to be a fix for the radar, but I don't run sourcemod so I
 can't say if it works or not. It may be that they aren't putting a fix as
 high priority since there is a community fix available.
 It really is very broken though, I have seen people showing as a small
 round radar icon (green circle with 1/4 brighter green), teammates showing
 as dead enemies (cross icon) along with all the normal ones.


 On 08/02/2012 13:49, Dominik Friedrichs wrote:

 Quite frankly, I dont think Valve has any manpower at all allocated to
 working on CS:S at the moment... but maybe something might happen after the
 release of CS:GO?

 On 2012/02/08 14:00, Neil Rajani wrote:

 I just want to keep this going. I’m surprised that Valve are not aware
 of this issue as I mentioned in the January digest. It is affecting
 nearly all CSS players.

 Here is the thread on the Steam forums:
 http://forums.steampowered.**com/forums/showthread.php?t=**2341103http://forums.steampowered.com/forums/showthread.php?t=2341103

 Ignoring the troll posts, but the bottom line is the radar has been
 messed up since the Christmas gifts update. Teammates can now appear as
 the enemy in radar and vice versa, there are funny objects in the radar
 appearing and most of the time , the radar does not even draw properly.



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Re: [hlds] CSS Radar

2012-02-08 Thread IBIS Customer Service
Yea I just saw, it does not appear to be a fix for this glitch. Hopefully
valve or someone who cares will fix it soon :)

On Wed, Feb 8, 2012 at 12:45 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 I think the fix you saw was for fixing the UpdateRadar overflow by
 creating multiple user messages if the message is over 254 bytes (instead
 of flooding the console). Regardless, this bug is practically destroying
 league games (Radar is pretty critical to gameplay). Imagine what would
 happen if you see a CT on your radar that's actually your teammate, or even
 just a large C4/Green Thing running around.

 Hopefully it's addressed sooner then later.
 Kyle.

 On Wed, Feb 8, 2012 at 6:59 AM, Caveman cave...@pigotts.org.uk wrote:

 Sadly I think this is likely true. I saw something on the sourcemod
 forums that purported to be a fix for the radar, but I don't run sourcemod
 so I can't say if it works or not. It may be that they aren't putting a fix
 as high priority since there is a community fix available.
 It really is very broken though, I have seen people showing as a small
 round radar icon (green circle with 1/4 brighter green), teammates showing
 as dead enemies (cross icon) along with all the normal ones.


 On 08/02/2012 13:49, Dominik Friedrichs wrote:

 Quite frankly, I dont think Valve has any manpower at all allocated to
 working on CS:S at the moment... but maybe something might happen after the
 release of CS:GO?

 On 2012/02/08 14:00, Neil Rajani wrote:

 I just want to keep this going. I’m surprised that Valve are not aware
 of this issue as I mentioned in the January digest. It is affecting
 nearly all CSS players.

 Here is the thread on the Steam forums:
 http://forums.steampowered.**com/forums/showthread.php?t=**2341103http://forums.steampowered.com/forums/showthread.php?t=2341103

 Ignoring the troll posts, but the bottom line is the radar has been
 messed up since the Christmas gifts update. Teammates can now appear as
 the enemy in radar and vice versa, there are funny objects in the radar
 appearing and most of the time , the radar does not even draw properly.



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Re: [hlds] Additional Info for the 10/13/11 Game Update

2011-10-15 Thread IBIS Customer Service
While this update came it a small bag of problems I am actually glad that
they were updating performance related code. I would rather have all the
updates be bug fixes and increased server performance than new features.
Hopefully this is a sign that they are really starting to focus on
optimizing code efficiency which will allow us to run even more system
tasking mods without eating the cpu.

Now with the recent improvements I am back to debating a 400hmz cpu upgrade
for each of the 8 cores I got or a 10,000+rpm drive to enhance server
performance. The important thing is that these recent changes are helping us
server owners offer enhanced performance and stability to our players which
is great!

On Sat, Oct 15, 2011 at 12:41 PM, Herover leon.l.a.niel...@gmail.comwrote:

 Looking at the changelog, this the changed folder is a feature...

 2011/10/15 Drogen Viech drogenvi...@googlemail.com:
 Required updates for Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch are
 now available.  Counter-Strike: Source has also been moved to use its own
 engine and dedicated server depots.
 Because of this, dedicated server files for Counter-Strike: Source will
 now be under a 'css' folder.
 
  So yea, Most likely not.
 
  2011/10/15 Team BOOM! teamb...@comcast.net:
  Hello all,
 
  I just learned a couple things about the big Valve update we just got.
 The
  update broke the SteamBans Metamod: Source plugin. If you're running the
  SteamBans plugin, comment out the SteamBans line in your metaplugins.ini
  file and Metamod should work fine again. The SteamBans folks are working
 on
  repairing the plugin.
 
  Additionally, I was on the TCAdmin site this morning and saw that the
 CSS
  folder change were all pulling our hair out over was perhaps a Valve
  programming mistake and that it may revert back to Orangebox in a future
  update. Can anyone verify this? Heavy users of TCAdmin like GSPs will
 have a
  ton of work ahead of them to correct their TCAdmin settings for the CSS
  folder change and if Valve plans to switch it back again, changing it
 all
  twice would be a kick in the balls.
 
  If anyone has further, please let us know
 
  Thanks
 
 
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Re: [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread IBIS Customer Service
Just wanted to confirm that this is tf2 only and not for cs:s or other mods
as well. In that other servers do not REQUIER an update. Is the above
correct?
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Re: [hlds] Zombie player problem fixed?

2011-08-07 Thread IBIS Customer Service
If they actually released an update to fix it I would expect it to b in
their update notes
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Re: [hlds] Zombie player problem fixed?

2011-08-07 Thread IBIS Customer Service
If they just undid what ever they did do when they created this problem it
would go away. Did it not start when they began to mess with sourcetv?
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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-07 Thread IBIS Customer Service
All the more reason that users are better off manually selecting the server
like how it was in the past. Then they actually have some idea as to where
they are going.
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Re: [hlds] Zombie player problem fixed?

2011-08-07 Thread IBIS Customer Service
See last post, it occurs regardless.
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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-06 Thread IBIS Customer Service
Why does valve even need to b running servers? It just gives them incentives
to try to push out compeating servers, so they can control the game more.
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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-06 Thread IBIS Customer Service
If players wanted a particular type of server inviroment logically the
independent server owners would launch more servers of that type to
capatilize on demand.
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Re: [hlds] Limit replay use to list of specific SteamID's?

2011-08-04 Thread IBIS Customer Service
I have my servers set for constant demo recording. There is a sm plugin that
cleans out the files automatically at a preconfigured time. I have never had
issues with it. As for crashing ur ftp client try filezilla
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Re: [hlds] Team Fortress 2 Update Released

2011-08-03 Thread IBIS Customer Service
5min is not long enough. In past css updates it has tanken 20min+. That is
on a 10gb/s tier one line. If the dl servers in ur area r bogged down you
got to scrafice your best goat to get a download to even start.
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Re: [hlds] Team Fortress 2 Update Released

2011-08-03 Thread IBIS Customer Service
Maybe valve does not like u and set it so the first servers get a bonus
delay? I thought there was an automated way. I just never use it b/c most
updates break the game requiring manual fixing anyways.
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Re: [hlds] [hlds_linux] Player counts, replay, and SourceTV

2011-07-30 Thread IBIS Customer Service
What is being done about the ghost players? It has been weeks and this
problem still if found across many servers.

On Mon, Jul 25, 2011 at 5:36 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Not a single thing has changed in any update (Ghost Player wise).
 According to the legitimate list, I still have well over 14 ghost
 clients per server.

 Is this a new feature?
 Kyle.

 On Mon, Jul 25, 2011 at 1:26 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
  We know the zombie player count problem still exists, but apparently it
 has decreased in frequency.  We're still working on it.
 
  - Fletch
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Re: [hlds] upcoming orange box framerate changes

2011-07-21 Thread IBIS Customer Service
That and it would be nice to have CPU actually mean something useful too. It
can be over 140 and there not be server side lag yet at 30 you can find it,
therefore I conclude that it is not an indicator of that. Actually I have
never seen anything that even tells me what the CPU measure means let alone
how it helps me optimize my server, other than it is some indication of
load. However, I can measure load in actual CPU usage which never gets very
high

On Thu, Jul 21, 2011 at 3:57 AM, John lists.va...@nuclearfallout.netwrote:

 On 7/21/2011 12:36 AM, Emil Larsson wrote:

 I always thought the high-FPS business was a bit shady anyway, though I
 expect complaints from server admins who don't know better. Smoother
 gameplay with less jitter sounds good though.


 I wouldn't blame players or admins too much for thinking that FPS is
 important, as it has historically been the most prominent measure of server
 performance given to us by Valve. After all, it's shown at the top of the
 Windows server window, it's included in stats output, and it was even
 added to the client's net_graph output. (Also, somewhat confusingly, in
 GoldSrc the tickrate scales with the FPS, so it means something more
 substantial there.)

 The problem has always been that the FPS just doesn't tell us as much as
 we'd like about what's going on internally. If Valve removes the FPS
 readouts and replaces them with other, more useful metrics like jitter and
 skipped ticks, users and companies will naturally migrate to optimizing
 those, instead, and this will be a positive thing.

 -John


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