Re: [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Sound Folder
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Sound Folder
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Sound Folder
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Coming soon: changes to TF HTML MOTD support
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Coming soon: changes to TF HTML MOTD support
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)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Family Sharing Ban Bypass.
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
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.) ** ** ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Suggestion and query regarding MOTD
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. ___ To unsubscribe, edit your list preferences, or view the
Re: [hlds] [hlds_announce] Mandatory Counter-Strike: Source update coming
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 ** ** ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Counter-Strike: Source update next week
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 ** ** ** ** ** ** ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] CSS Radar
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. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] CSS Radar
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. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Additional Info for the 10/13/11 Game Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming this afternoon
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Zombie player problem fixed?
If they actually released an update to fix it I would expect it to b in their update notes ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Zombie player problem fixed?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Zombie player problem fixed?
See last post, it occurs regardless. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Limit replay use to list of specific SteamID's?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Player counts, replay, and SourceTV
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] upcoming orange box framerate changes
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds