Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread List User
If a datacenter tells you moving your IP space is impossible, they are 
flat out lying. If that was the case, how would they assign more IPs 
when you order them?


Not a single datacenter we work with it has any issue bringing up our 
IPs anywhere on the their network.


On 9/28/2013 11:48 AM, Spencer 'Voogru' MacDonald wrote:


We used to have to fight our provider pretty hard to retain our IP 
addresses.


I had the same experiences but ultimately got to keep the IP's. It was 
a bit of a struggle, they're usually saying something along the lines 
that it's absolutely totally completely IMPOSSIBLE, which then gets 
changed to Okay fine.


I really wish they'd go by dns names, or even use the server ID 
through the server registration instead of IP's.


- Spencer.

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson

*Sent:* Friday, September 27, 2013 9:04 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Problems caused by connecting server favorites 
to IP address


We used to have to fight our provider pretty hard to retain our IP 
addresses. Management would say it's alright, then the rest of the 
company would deny it ever occurred and would just close the ticket 
feigning ignorance. The whole process would take about two days to get 
the addresses transferred to the new, in limbo server. Now they just 
charge everyone $20 per /29 block to move. I'm sure there are other 
horrible providers, that still do the former.


Thanks,

Kyle.

On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net 
mailto:i...@ics-base.net wrote:


upgrading hardware doesn't always mean IP change. We have retained our 
IP's for years. But i'm all in for keeping my servers in users 
favorite lists in other methods too.


-ics

Jason Tango kirjoitti:


I would definitely be curious to know how many server operators have 
decided against upgrading their hardware (which would be better for 
the overall game's userbase in the long run) for this very reason.


Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they 
think it's a waste of time?


All I DO know is that I would have to recommend against changing IP's 
to anyone that doesn't absolutely have to. It's a disaster to your 
traffic.





Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com mailto:thepauls...@gmail.com
To: mreeu...@yahoo.com mailto:mreeu...@yahoo.com; 
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to 
IP address


I said this a month ago and I explained why it would be much easier 
and better for Valve to implement DNS instead of tying it to the 
server registration system.


When people upgrade you usually change hosts because the old ones have 
gone bad so you cannot keep IPs. My experience with most hosts is that 
they may let you upgrade your server, but they will not fix their 
network providers, add ddos protection, or reduce your costs so you 
stop paying $200/month because that was the standard price 4 years ago.


I think what we need to do in order to get this implemented is to 
understand why Valve has ignored this request for so long.


This isn't rocket science or as difficult as implementing Source3, so 
the problem must be because Valve doesn't think this will improve 
anything.


On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com 
mailto:mreeu...@yahoo.com wrote:


The only way to truly move is keeping the old servers for a
while, and point those to the new servers so they can connect and
favorite them. having a turnover time without paralel, would give
no incentive to the players to add those IP's.

I do agree a solution would really be nice to keep your playerbase
of a server. I even proposed various workings for that (via steam
group memberships to have a specific tab / option to show them in
favs). But its been on deaf ears for years now.

Also, I never hear anybody about having a chat with the hoster /
datacenter to move the IP's to the new machines.


*From:* Jason Tango jtrun...@outlook.com 
mailto:jtrun...@outlook.com

mailto:jtrun...@outlook.com mailto:jtrun...@outlook.com
*To:* hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com

hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com

*Sent:* Thursday, 26 September 2013, 22:11
*Subject:* [hlds] Problems caused by connecting server


 

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread List User

* VPS = VDS *

In a typical VPS setup, each host is assigned a block of IPs, and you 
are issued an IP from that block. So if you wanted to move your IP, they 
would need to move the whole block, and since they have other customers 
on that block, it's not happening. You could setup your network to where 
you can bring any IP, in any block, on any server, but as far as I know 
only SoftLayer runs that type of network.


On 9/28/2013 5:57 PM, Bottiger wrote:

For small customers (not GSPs), they don't want to deal with the hassle.

For example, we''ve talked to NFO and they said they are unable to 
move IPs to a VPS because it is automated. When a server is 
provisioned their system probably automatically edits the routing 
table to point to the proper location.


This can of course be done manually, but they still decline to do it. 
This concept extends to other hosts.

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Re: [hlds] Steam Server Ports

2013-08-31 Thread List User
That's quite ironic, comparing the only OS (in server form) where you 
are going to be checking actual check boxes is Windows.


On 8/31/2013 1:46 AM, Lep Racy wrote:

nope.

it's not a ready made product it's a way of configuring your 
networking in the windows environment. you're going to have to 
actually learn how networks work before you set it up to achieve the 
desired result(s). sorry, it's not going to be as easy as downloading 
someone else's work, installing and clicking a few check boxes (I know 
this will be a turn off to most Linux gurus, but someone has to 
actually understand how tech works).



Date: Sat, 31 Aug 2013 01:26:59 -0400
From: l...@redspeedservers.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam Server Ports

Port security? I really hope you are not referring to Windows Firewall.

On 8/31/2013 12:24 AM, Lep Racy wrote:

it's on source forge... download source code and compile for
desired target. or just learn how to configure port security on a
windows box.


Date: Sat, 31 Aug 2013 00:22:01 -0400
From: violentcri...@convictgaming.com
mailto:violentcri...@convictgaming.com
To: hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam Server Ports

Doesn't work on 64bit.

On 8/31/2013 12:04 AM, Nomaan Ahmad wrote:

http://wipfw.sourceforge.net/ ?


On 31 August 2013 04:56, List User l...@redspeedservers.com
mailto:l...@redspeedservers.com wrote:

If he is on Windows then that might be a bit
hard/impossible. I never found any linux-quality
firewall(/options) for Windows.


On 8/30/2013 11:40 PM, Calvin Judy wrote:

What exactly are you trying to do with the master servers?

Just drop packets with an invalid size.

- Original Message - From: Violent Crimes
violentcri...@convictgaming.com
mailto:violentcri...@convictgaming.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
Sent: Friday, August 30, 2013 11:31 PM
Subject: Re: [hlds] Steam Server Ports


Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

Assuming you are on port 27015;

#VAC Secure:
Source Port(s): 27017,27018,27019,27020
Destination Port(s): 26901
Protocol(s): UDP

#RCON:
Source Port(s): 27015
Destination Port(s): 27015
Protocol(s): TCP

#Client  Query
Source Ports(s): Any
Destination Port(s): 27015
Protocol(s): UDP

On 8/30/2013 10:35 PM, Violent Crimes wrote:

Anyone know what ports for steam master
servers. Keep getting attacked with split
packet attacks.


NET_GetLong: Split packet from
78.95.68.48:27047
http://78.95.68.48:27047 with invalid
split size (number 99/ count 114) where
size 8293 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
204.134.60.52:27013
http://204.134.60.52:27013 with invalid
split size (number 81/ count 81) where
size 337 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
156.7.115.251:27022
http://156.7.115.251:27022 with invalid
split size (number 81/ count 81) where
size 337 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
131.253.201.217:27018
http://131.253.201.217:27018 with
invalid split size (number 99/ count 114)
where size 8293 is out of valid range [564
- 1248 ]
NET_GetLong: Split packet from
202.198.227.99:27038
http://202.198.227.99:27038 with invalid
split size (number 99/ count 114) where
size 8293 is out of valid range

Re: [hlds] Steam Server Ports

2013-08-30 Thread List User

Assuming you are on port 27015;

#VAC Secure:
Source Port(s): 27017,27018,27019,27020
Destination Port(s): 26901
Protocol(s): UDP

#RCON:
Source Port(s): 27015
Destination Port(s): 27015
Protocol(s): TCP

#Client  Query
Source Ports(s): Any
Destination Port(s): 27015
Protocol(s): UDP

On 8/30/2013 10:35 PM, Violent Crimes wrote:
Anyone know what ports for steam master servers. Keep getting attacked 
with split packet attacks.



NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 204.134.60.52:27013 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 156.7.115.251:27022 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 131.253.201.217:27018 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 202.198.227.99:27038 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 209.133.74.38:4380 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 147.69.94.143:27018 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 174.4.182.232:27032 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 82.17.64.106:27049 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 171.229.12.88:27034 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 199.3.107.39:27023 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 74.94.35.133:27012 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 160.105.74.195:27048 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 164.249.36.231:27042 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]
NET_GetLong: Split packet from 196.207.97.162:27022 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 
- 1248 ]



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Re: [hlds] Steam Server Ports

2013-08-30 Thread List User
If he is on Windows then that might be a bit hard/impossible. I never 
found any linux-quality firewall(/options) for Windows.


On 8/30/2013 11:40 PM, Calvin Judy wrote:

What exactly are you trying to do with the master servers?

Just drop packets with an invalid size.

- Original Message - From: Violent Crimes 
violentcri...@convictgaming.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com

Sent: Friday, August 30, 2013 11:31 PM
Subject: Re: [hlds] Steam Server Ports



Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

Assuming you are on port 27015;

#VAC Secure:
Source Port(s): 27017,27018,27019,27020
Destination Port(s): 26901
Protocol(s): UDP

#RCON:
Source Port(s): 27015
Destination Port(s): 27015
Protocol(s): TCP

#Client  Query
Source Ports(s): Any
Destination Port(s): 27015
Protocol(s): UDP

On 8/30/2013 10:35 PM, Violent Crimes wrote:
Anyone know what ports for steam master servers. Keep getting 
attacked with split packet attacks.



NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 204.134.60.52:27013 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 156.7.115.251:27022 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 131.253.201.217:27018 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 202.198.227.99:27038 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 209.133.74.38:4380 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 147.69.94.143:27018 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 174.4.182.232:27032 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 82.17.64.106:27049 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 171.229.12.88:27034 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 199.3.107.39:27023 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 74.94.35.133:27012 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 160.105.74.195:27048 with invalid 
split size (number 81/ count 81) where size 337 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 164.249.36.231:27042 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]
NET_GetLong: Split packet from 196.207.97.162:27022 with invalid 
split size (number 99/ count 114) where size 8293 is out of valid 
range [564 - 1248 ]



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Re: [hlds] Steam Server Ports

2013-08-30 Thread List User

Port security? I really hope you are not referring to Windows Firewall.

On 8/31/2013 12:24 AM, Lep Racy wrote:
it's on source forge... download source code and compile for desired 
target. or just learn how to configure port security on a windows box.



Date: Sat, 31 Aug 2013 00:22:01 -0400
From: violentcri...@convictgaming.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam Server Ports

Doesn't work on 64bit.

On 8/31/2013 12:04 AM, Nomaan Ahmad wrote:

http://wipfw.sourceforge.net/ ?


On 31 August 2013 04:56, List User l...@redspeedservers.com
mailto:l...@redspeedservers.com wrote:

If he is on Windows then that might be a bit hard/impossible.
I never found any linux-quality firewall(/options) for Windows.


On 8/30/2013 11:40 PM, Calvin Judy wrote:

What exactly are you trying to do with the master servers?

Just drop packets with an invalid size.

- Original Message - From: Violent Crimes
violentcri...@convictgaming.com
mailto:violentcri...@convictgaming.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
Sent: Friday, August 30, 2013 11:31 PM
Subject: Re: [hlds] Steam Server Ports


Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

Assuming you are on port 27015;

#VAC Secure:
Source Port(s): 27017,27018,27019,27020
Destination Port(s): 26901
Protocol(s): UDP

#RCON:
Source Port(s): 27015
Destination Port(s): 27015
Protocol(s): TCP

#Client  Query
Source Ports(s): Any
Destination Port(s): 27015
Protocol(s): UDP

On 8/30/2013 10:35 PM, Violent Crimes wrote:

Anyone know what ports for steam master
servers. Keep getting attacked with split
packet attacks.


NET_GetLong: Split packet from
78.95.68.48:27047 http://78.95.68.48:27047
with invalid split size (number 99/ count 114)
where size 8293 is out of valid range [564 -
1248 ]
NET_GetLong: Split packet from
204.134.60.52:27013
http://204.134.60.52:27013 with invalid
split size (number 81/ count 81) where size
337 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
156.7.115.251:27022
http://156.7.115.251:27022 with invalid
split size (number 81/ count 81) where size
337 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
131.253.201.217:27018
http://131.253.201.217:27018 with invalid
split size (number 99/ count 114) where size
8293 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
202.198.227.99:27038
http://202.198.227.99:27038 with invalid
split size (number 99/ count 114) where size
8293 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
209.133.74.38:4380 http://209.133.74.38:4380
with invalid split size (number 81/ count 81)
where size 337 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
147.69.94.143:27018
http://147.69.94.143:27018 with invalid
split size (number 81/ count 81) where size
337 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from
80.83.13.16:27016 http://80.83.13.16:27016
with invalid split size (number 99/ count 114)
where size 8293 is out of valid range [564 -
1248 ]
NET_GetLong: Split packet from
174.4.182.232:27032
http://174.4.182.232:27032 with invalid
split size (number 99/ count 114) where size
8293 is out of valid range [564 - 1248 ]
NET_GetLong: Split packet from

Re: [hlds] Steampipe and /custom directory

2013-05-10 Thread List User
Are you getting errors in console like I am? They say something along 
the lines of error serializing filename.vmt.


On 5/11/2013 12:06 AM, CTScrivener wrote:

I'm back yet again.
So after getting all my directories setup properly (like they were 
before) steampipe, I was able to (only be forcing it) have clients who 
connected to my server download the custom model required by our 
plugin/mod. Problem is that even though the model and all the proper 
files (like 6 total) get downloaded by the client, it seems the 
clients games aren't actually reading the texture files at all. The 
model itself comes through and shows up in game but the entire thing 
is purple and black checkerboard like the textures are missing yet 
they are in the same folder.
Is anyone else having issues with the new TF2 not reading textures? Is 
there something more to this issue? Could it be something with the way 
the model itself is coded to look for the other files? (even though 
the model structure is exactly the same as pre-steampipe directories)
Any and all help to see if this is something TF2 is causing, or if 
it's something the custom model is causing would be GREATLY appreciated.

*From:* Gamers Exile mailto:gamersex...@shaw.ca
*Sent:* Friday, May 10, 2013 12:01 PM
*To:* hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
*Subject:* Re: [hlds] Steampipe and /custom directory
It's obviously operator dependent.
For myself aside from meta and source mod all custom content on my 
servers are under the /custom/ it makes sorting the files easier and a 
bit safer no need to worry about steamcmd overwriting files (ex. 
Replay configs).


Sent Via Pigeon

*From: *Ross Bemrose
*Sent: *Friday, May 10, 2013 9:42 AM
*To: *Half-Life dedicated Win32 server mailing list
*Reply To: *Half-Life dedicated Win32 server mailing list
*Subject: *Re: [hlds] Steampipe and /custom directory

/tf/maps/ and /tf/custom/[anything]/maps/ will all point to maps/ on 
the fast download server, as the client is never told about anything 
before maps/


On Fri, May 10, 2013 at 11:29 AM, Albert Davis davis.alb...@gmail.com 
mailto:davis.alb...@gmail.com wrote:


This server side? /tf2/custom/(custom folder name)/maps ? Or fast
download? I don't have a TF2 folder on my server if that's the case.


On Thu, May 9, 2013 at 9:25 PM, Gamers Exile gamersex...@shaw.ca
mailto:gamersex...@shaw.ca wrote:

Albert,
Don't change anything on the fast download side.
Make sure all custom maps are in the /tf2/custom/(custom
folder name)/maps and they well download from the fast
download server just fine.

Sent Via Pigeon

*From: *Albert Davis
*Sent: *Thursday, May 9, 2013 7:02 PM
*To: *Half-Life dedicated Win32 server mailing list
*Reply To: *Half-Life dedicated Win32 server mailing list
*Subject: *Re: [hlds] Steampipe and /custom directory

I am apparently having trouble with people downloading maps
from fast download as well, is there something special we need
to do?


On Wed, May 8, 2013 at 3:37 PM, CScrivener .
ctscrive...@gmail.com mailto:ctscrive...@gmail.com wrote:

Alright, thanks everyone. I do believe I have gotten the
file directories correct now and the files are downloading
and functioning properly. That was my bad on not fully
comprehending that (even though EVERYONE told me to do it)
adding a folder to the base tf folder was a valid option,
I was trying to work through the folders shipped with the
server only as I thought you weren't allowed to add
additional base folders like models/sounds/etc into that
folder after the conversion. Thanks for all the help!

Still wish I didn't have to FORCE the files to download
but what can ya do. Thanks again folks!


On Wed, May 8, 2013 at 1:57 PM, Weasel
wea...@weaselslair.com mailto:wea...@weaselslair.com
wrote:

Another thing people forget is that for most games,
every client is also potentially a listen-server.
That probably dictates keeping the handling or
presence of some of the folder be the same on both
clients/listen-servers and dedicated servers.

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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-03 Thread List User

Can you run multiple betas? sdk and prerelease?

On 5/3/2013 8:21 PM, Kyle Sanderson wrote:

Thanks Fletcher!

Kyle.


On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn 
fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote:


This is not really gameserver admin related, but several people on
this list were asking, so I am posting here.

We've released some very early betas of the SDK tools that have
been broken by the SteamPipe filesystem changes.  They are now
going to go in the same folder as the game.  The separate Source
SDK app is not used for these tools.  Please see this bug in github:

https://github.com/ValveSoftware/Source-1-Games/issues/8

That bug has the instructions for how to install the tools, and
comments about what may or may not work.  (There are probably also
some problems getting hammer to figure out where the .FGD files
are.)  That bug will also serve as the location where you can give
feedback.

Thanks for your patience.


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Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-01 Thread List User
Is it just me or is everyone missing the beta tab under CSS properties 
in the steam client?



On 5/1/2013 6:11 PM, Fletcher Dunn wrote:


Updates are available for the prerelease betas of TF2, CS:S, DoD:S, 
and HL2:MP.


The update does not change the PatchVersion and will not be mandatory 
for servers.


For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2 
release.  Here are the github issues addressed by this build:


Bugs with sv_pure, especially after second map change:

https://github.com/ValveSoftware/Source-1-Games/issues/259

https://github.com/ValveSoftware/Source-1-Games/issues/341

https://github.com/ValveSoftware/Source-1-Games/issues/343

https://github.com/ValveSoftware/Source-1-Games/issues/345

User sprays not working:

https://github.com/ValveSoftware/Source-1-Games/issues/127

[HL2DM] Game keeps forcing the combine_soldier model after the 
SteamPipe update


https://github.com/ValveSoftware/Source-1-Games/issues/263

If no major problems are detected, we will release these builds as the 
official builds tomorrow.


Most of the recent changes have been client-side fixes.



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

2013-04-26 Thread List User
So will this pre-release build be updated all the time and then you will 
do a single update on let's say Monday?



On 4/26/2013 1:48 PM, Fletcher Dunn wrote:


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] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread List User
My specific question is how often would this build be updated compared 
to the official build? Should I expect multiple updates per day?


On 4/26/2013 3:07 PM, Fletcher Dunn wrote:


I'm not sure what the question is.  Does this not answer it?

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.


*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User

*Sent:* Friday, April 26, 2013 12:04 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, 
and HL2:DM


So will this pre-release build be updated all the time and then you 
will do a single update on let's say Monday?


On 4/26/2013 1:48 PM, Fletcher Dunn wrote:

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] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread List User

Was this update supposed to fix this spam on CSS?

---
ForceModelBounds no longer supported. (models/player/ct_urban.mdl)
ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl)
ForceModelBounds no longer supported. (models/player/ct_sas.mdl)
ForceModelBounds no longer supported. (models/player/ct_gign.mdl)
ForceModelBounds no longer supported. (models/player/t_phoenix.mdl)
ForceModelBounds no longer supported. (models/player/t_leet.mdl)
ForceModelBounds no longer supported. (models/player/t_arctic.mdl)
ForceModelBounds no longer supported. (models/player/t_guerilla.mdl)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_urban/ct_urban.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_urban/ct_urban_glass.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_sas/ct_sas.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_sas/ct_sas_glass.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_gsg9/ct_gsg9.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_gign/ct_gign.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_gign/ct_gign_glass.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_phoenix/t_phoenix.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_guerilla/t_guerilla.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_leet/t_leet.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_leet/t_leet_glass.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_arctic/t_arctic.vmt)


On 4/26/2013 3:17 PM, Fletcher Dunn wrote:


We're actually not sure what will end up being the best use of this 
feature.  However, I think right now our goal is for prerelease builds 
to be more like release candidates rather than nightly builds.


So ideally, we would release just one prerelease before the real 
update, and we'll send an announcement with what's changed, so you can 
decide whether to be in or out.


*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User

*Sent:* Friday, April 26, 2013 12:09 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, 
and HL2:DM


My specific question is how often would this build be updated compared 
to the official build? Should I expect multiple updates per day?


On 4/26/2013 3:07 PM, Fletcher Dunn wrote:

I'm not sure what the question is.  Does this not answer it?

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.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User
*Sent:* Friday, April 26, 2013 12:04 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Pre-release updates available for CS:S,
DoD:S, and HL2:DM

So will this pre-release build be updated all the time and then
you will do a single update on let's say Monday?


On 4/26/2013 1:48 PM, Fletcher Dunn wrote:

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

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

2013-04-26 Thread List User

I can't download the beta.

app_update 232330 -beta prerelease validate
Steam_: BugslayerUtil.DLL not found
Redirecting stderr to 'C:\Tools\steamcmd\logs\stderr.txt'
[ 0%] Checking for available updates...
[ 0%] Download complete.
[] Verifying installation...

Do you need a login for this beta or something? I'm using anonymous atm.

On 4/26/2013 3:20 PM, Ross Bemrose wrote:

According to the patch notes Fletcher posted, yes.

On Fri, Apr 26, 2013 at 3:18 PM, List User l...@redspeedservers.com 
mailto:l...@redspeedservers.com wrote:


Was this update supposed to fix this spam on CSS?

---
ForceModelBounds no longer supported. (models/player/ct_urban.mdl)
ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl)
ForceModelBounds no longer supported. (models/player/ct_sas.mdl)
ForceModelBounds no longer supported. (models/player/ct_gign.mdl)
ForceModelBounds no longer supported. (models/player/t_phoenix.mdl)
ForceModelBounds no longer supported. (models/player/t_leet.mdl)
ForceModelBounds no longer supported. (models/player/t_arctic.mdl)
ForceModelBounds no longer supported. (models/player/t_guerilla.mdl)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_urban/ct_urban.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_urban/ct_urban_glass.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_sas/ct_sas.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_sas/ct_sas_glass.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_gsg9/ct_gsg9.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_gign/ct_gign.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_gign/ct_gign_glass.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_phoenix/t_phoenix.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_guerilla/t_guerilla.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_leet/t_leet.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_leet/t_leet_glass.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_arctic/t_arctic.vmt)


On 4/26/2013 3:17 PM, Fletcher Dunn wrote:


We're actually not sure what will end up being the best use of
this feature.  However, I think right now our goal is for
prerelease builds to be more like release candidates rather
than nightly builds.

So ideally, we would release just one prerelease before the real
update, and we'll send an announcement with what's changed, so
you can decide whether to be in or out.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User
*Sent:* Friday, April 26, 2013 12:09 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Pre-release updates available for CS:S,
DoD:S, and HL2:DM

My specific question is how often would this build be updated
compared to the official build? Should I expect multiple updates
per day?

On 4/26/2013 3:07 PM, Fletcher Dunn wrote:

I'm not sure what the question is.  Does this not answer it?

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.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
*List User
*Sent:* Friday, April 26, 2013 12:04 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Pre-release updates available for CS:S,
DoD:S, and HL2:DM

So will this pre-release build be updated all the time and
then you will do a single update on let's say Monday?


On 4/26/2013 1:48 PM, Fletcher Dunn wrote:

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

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

2013-04-26 Thread List User

Gah, someone needs to update the Wiki, it's using quotes for the examples.
https://developer.valvesoftware.com/wiki/SteamCMD

On 4/26/2013 6:01 PM, Saul Rennison wrote:


Only use quotes on the command line



On Fri, Apr 26, 2013 at 8:28 PM, List User l...@redspeedservers.com 
mailto:l...@redspeedservers.com wrote:


I can't download the beta.

app_update 232330 -beta prerelease validate
Steam_: BugslayerUtil.DLL not found
Redirecting stderr to 'C:\Tools\steamcmd\logs\stderr.txt'
[ 0%] Checking for available updates...
[ 0%] Download complete.
[] Verifying installation...

Do you need a login for this beta or something? I'm using
anonymous atm.

On 4/26/2013 3:20 PM, Ross Bemrose wrote:

According to the patch notes Fletcher posted, yes.

On Fri, Apr 26, 2013 at 3:18 PM, List User
l...@redspeedservers.com mailto:l...@redspeedservers.com wrote:

Was this update supposed to fix this spam on CSS?

---
ForceModelBounds no longer supported.
(models/player/ct_urban.mdl)
ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl)
ForceModelBounds no longer supported. (models/player/ct_sas.mdl)
ForceModelBounds no longer supported. (models/player/ct_gign.mdl)
ForceModelBounds no longer supported.
(models/player/t_phoenix.mdl)
ForceModelBounds no longer supported. (models/player/t_leet.mdl)
ForceModelBounds no longer supported.
(models/player/t_arctic.mdl)
ForceModelBounds no longer supported.
(models/player/t_guerilla.mdl)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_urban/ct_urban.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_urban/ct_urban_glass.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_sas/ct_sas.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_sas/ct_sas_glass.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_gsg9/ct_gsg9.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_gign/ct_gign.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/ct_gign/ct_gign_glass.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_phoenix/t_phoenix.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_guerilla/t_guerilla.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_leet/t_leet.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_leet/t_leet_glass.vmt)
ForceSimpleMaterial no longer supported.
(materials/models/player/t_arctic/t_arctic.vmt)


On 4/26/2013 3:17 PM, Fletcher Dunn wrote:


We're actually not sure what will end up being the best use
of this feature.  However, I think right now our goal is for
prerelease builds to be more like release candidates
rather than nightly builds.

So ideally, we would release just one prerelease before the
real update, and we'll send an announcement with what's
changed, so you can decide whether to be in or out.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
*List User
*Sent:* Friday, April 26, 2013 12:09 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Pre-release updates available for
CS:S, DoD:S, and HL2:DM

My specific question is how often would this build be
updated compared to the official build? Should I expect
multiple updates per day?

On 4/26/2013 3:07 PM, Fletcher Dunn wrote:

I'm not sure what the question is.  Does this not answer it?

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.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf
Of *List User
*Sent:* Friday, April 26, 2013 12:04 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Pre-release updates available for
CS:S, DoD:S, and HL2:DM

So will this pre-release build be updated all the time
and then you will do a single update on let's say Monday?


On 4/26/2013 1:48 PM, Fletcher Dunn wrote:

We're trying out different way to release updates

[hlds] [STEAMPIPE] Condition Zero no maps?

2013-04-25 Thread List User
It seems that the steampipe server of CS Condition Zero comes with no 
maps? I don't even see a game folder...


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Re: [hlds] [STEAMPIPE] Condition Zero no maps?

2013-04-25 Thread List User
Well, I had to run SteamCmd multiple times to get the game folder. Maybe 
someone should take a look from Valve.


Used Cmd Line:
steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ 
+app_set_config 90 mod czero +app_update 90 validate +quit


On 4/25/2013 7:28 PM, List User wrote:
It seems that the steampipe server of CS Condition Zero comes with no 
maps? I don't even see a game folder...


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Re: [hlds] [STEAMPIPE] Condition Zero no maps?

2013-04-25 Thread List User

I'm on Windows and it took multiple retries to get it.

And this happens for Half-Life/Counter-Strike as well.


Seems like a steamcmd issue now...
On 4/25/2013 7:35 PM, Ross Bemrose wrote:
I can confirm on Linux that the first time you install Counter-Strike: 
Condition Zero it just installs the base valve server files and none 
of the game-specific ones.


A second update seems to install the game-specific files (or at least 
I assume it does, I'm testing it now).


On 4/25/2013 7:33 PM, List User wrote:
Well, I had to run SteamCmd multiple times to get the game folder. 
Maybe someone should take a look from Valve.


Used Cmd Line:
steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ 
+app_set_config 90 mod czero +app_update 90 validate +quit


On 4/25/2013 7:28 PM, List User wrote:
It seems that the steampipe server of CS Condition Zero comes with 
no maps? I don't even see a game folder...


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

2013-04-16 Thread List User

The steampipe server keeps spitting this out in console.

---
ForceModelBounds no longer supported. (models/player/ct_urban.mdl)
ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl)
ForceModelBounds no longer supported. (models/player/ct_sas.mdl)
ForceModelBounds no longer supported. (models/player/ct_gign.mdl)
ForceModelBounds no longer supported. (models/player/t_phoenix.mdl)
ForceModelBounds no longer supported. (models/player/t_leet.mdl)
ForceModelBounds no longer supported. (models/player/t_arctic.mdl)
ForceModelBounds no longer supported. (models/player/t_guerilla.mdl)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_urban/ct_urban.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_urban/ct_urban_glass.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_sas/ct_sas.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_sas/ct_sas_glass.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_gsg9/ct_gsg9.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_gign/ct_gign.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/ct_gign/ct_gign_glass.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_phoenix/t_phoenix.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_guerilla/t_guerilla.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_leet/t_leet.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_leet/t_leet_glass.vmt)
ForceSimpleMaterial no longer supported. 
(materials/models/player/t_arctic/t_arctic.vmt)

---

Should probably be fixed!


On 4/16/2013 9:43 PM, Doctor McKay wrote:
No. You absolutely must download the new server via SteamCMD (or 
another third-party tool). HldsUpdateTool WILL NOT work anymore.




Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com mailto:mc...@doctormckay.com


On Tue, Apr 16, 2013 at 7:06 PM, Felipe Fujihara 
felipete...@hotmail.com mailto:felipete...@hotmail.com wrote:


Well, is there a way to just update the old server?

Or I really need to update and transfer the old files like addons,
sounds, maps, etc, to the new files structure?

Trying to update the server with -verify_all it just downloads the
new files...



 Date: Wed, 17 Apr 2013 00:53:40 +0200
 From: d...@forlix.org mailto:d...@forlix.org

 To: hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike:Source has been converted to
SteamPipe

 On 2013/04/17 00:48, Felipe Fujihara wrote:
  Well, I have installed a full clean up CSS Server, and it's
using much
  more RAM than the old version... 10 slots without any plugin
is using
  180 MB.
 
  Is it correct?

 I already saw this trend with the beta.


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[hlds] SteamPipe: HL2DM Today?

2013-04-03 Thread List User
Is everything on track for today? VALVe? Let's not push this update too 
late! =)


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Re: [hlds] SteamPipe: HL2DM Today?

2013-04-03 Thread List User

Fletcher, SteamCMD is giving us issues...

---
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Logging in user 'steamcmd_rss' to Steam Public...Success.
ERROR! Failed to install app '232370' (No subscription)
CWorkThreadPool::~CWorkThreadPool: work complete queue not empty, 1 
items discarded.
CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 
items discarded.

Steam_: BugslayerUtil.DLL not found
Redirecting stderr to 'C:\TCAdmin\Monitor\Tools\steamcmd\logs\stderr.txt'
[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
---
On 4/3/2013 12:16 PM, Fletcher Dunn wrote:


The HL2:DM SteamPipe conversion has occurred.

Clients will undergo a one-time conversion process the next time they 
launch the game.


The steampipe client beta has ended; that version of the game is now 
the release version.


Any HLDSUpdateTool servers are now out of date and can be put out to 
pasture.


*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mart-Jan 
Reeuwijk

*Sent:* Wednesday, April 03, 2013 9:03 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] SteamPipe: HL2DM Today?


Give 'm a chance to arrive at their jobs in their Valve Mobile's 
(Sniper Truck), its only near 10 AM for them. Really depends on 
progress when they will put in the updates during their day.




*From:*List User l...@redspeedservers.com
mailto:l...@redspeedservers.com
*To:* hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Wednesday, 3 April 2013, 17:52
*Subject:* [hlds] SteamPipe: HL2DM Today?


Is everything on track for today? VALVe? Let's not push this
update too late! =)

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Re: [hlds] SteamPipe: HL2DM Today?

2013-04-03 Thread List User

Just a heads up to anyone using TCAdmin v2.
It does not support annoymous because it wants a password (can't leave 
it blank).

I will be contacting Luis.

On 4/3/2013 3:26 PM, Fletcher Dunn wrote:


Use anonymous logon.

https://developer.valvesoftware.com/wiki/SteamCMD

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User

*Sent:* Wednesday, April 03, 2013 12:25 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] SteamPipe: HL2DM Today?

Fletcher, SteamCMD is giving us issues...

---
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Logging in user 'steamcmd_rss' to Steam Public...Success.
ERROR! Failed to install app '232370' (No subscription)
CWorkThreadPool::~CWorkThreadPool: work complete queue not empty, 1 
items discarded.
CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 
items discarded.

Steam_: BugslayerUtil.DLL not found
Redirecting stderr to 'C:\TCAdmin\Monitor\Tools\steamcmd\logs\stderr.txt'
[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
---

On 4/3/2013 12:16 PM, Fletcher Dunn wrote:

The HL2:DM SteamPipe conversion has occurred.

Clients will undergo a one-time conversion process the next time
they launch the game.

The steampipe client beta has ended; that version of the game is
now the release version.

Any HLDSUpdateTool servers are now out of date and can be put out
to pasture.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
*Mart-Jan Reeuwijk
*Sent:* Wednesday, April 03, 2013 9:03 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] SteamPipe: HL2DM Today?


Give 'm a chance to arrive at their jobs in their Valve Mobile's
(Sniper Truck), its only near 10 AM for them. Really depends on
progress when they will put in the updates during their day.



*From:*List User l...@redspeedservers.com
mailto:l...@redspeedservers.com
*To:* hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Wednesday, 3 April 2013, 17:52
*Subject:* [hlds] SteamPipe: HL2DM Today?


Is everything on track for today? VALVe? Let's not push this
update too late! =)

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[hlds] SRCDS query pattern?

2013-03-31 Thread List User
Does anyone know what pattern steam clients use for querying the server 
on the source port?

The dest. port is 27015 of course.

Thank you.

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Re: [hlds] SRCDS query pattern?

2013-03-31 Thread List User

When a steam client queries a server it does something like:
udp: 59001 - 27015
I haven't been able to figure out the pattern for selecting the source 
port on the client...


Thank you.

On 3/31/2013 8:54 PM, Dave Rosca wrote:
You might also check out the source code for Forlix SrcDS Manager or 
SrcDS Query: http://forlix.org/ .



On Sun, Mar 31, 2013 at 5:50 PM, List User l...@redspeedservers.com 
mailto:l...@redspeedservers.com wrote:


Does anyone know what pattern steam clients use for querying the
server on the source port?
The dest. port is 27015 of course.

Thank you.

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Re: [hlds] Suggestion and query regarding MOTD

2013-03-29 Thread List User
Wasn't Pinion claiming VALVe is working with them? If so, why would a 
VAVLe employee say that they are going to drop the MOTD feature. Doesn't 
make sense.



On 3/29/2013 6:10 PM, Nomaan Ahmad wrote:
I agree with Paul. Pinion needs to be changed if someone cheats their 
system like this.


On 29 March 2013 21:52, Paul ubyu@gmail.com 
mailto:ubyu@gmail.com wrote:


If this is all true, Pinion could solve their problems by doing
more with JavaScript and possibly Flash to verify if a user is
actually viewing the ad. One great example is using JavaScript's
onmousemove event. Everyone shouldn't be restricted/punished with
a rumored MOTD change just because of Pinion's ad security being
flawed (supposedly). That's not our or Valve's problem, that's
their problem and there are ways for them to fix it if Pinion have
half decent developers on their team.


On 29 March 2013 21:45, ics i...@ics-base.net
mailto:i...@ics-base.net wrote:

It's another kick in the face for some if MOTD is being
removed. Instead, it should be re-invented. However about no
one reads motd unless they have to.

Some mods need it badly, some don't. Personally i would settle
for something like L4D series have, a banner and some text
about the server  community. There was talk back then to add
a button similiar like L4D2 has to allow people directly to
join to the steamcommunity that the server has on it's
configs. That never came to pass and it has been 2+ years.

I could care less about Pinion but it seems to be the main
cause for things like this to happen. Dammit.

-ics

Doctor McKay kirjoitti:

Rumor that Valve is considering removing the MOTD
entirely.
https://forums.alliedmods.net/showthread.php?p=1922141#post1922141

Because of this, I decided to compile a list

https://docs.google.com/document/d/14GFAlNwhtuoNq4XKqSFvPuAA7iZYmcztQiRT85FjTzU/edit?usp=sharing
of plugins that would entirely or partially break if this
change was made.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com mailto:mc...@doctormckay.com
mailto:mc...@doctormckay.com mailto:mc...@doctormckay.com



On Fri, Mar 29, 2013 at 2:27 PM, 1nsane
1nsane...@gmail.com mailto:1nsane...@gmail.com
mailto:1nsane...@gmail.com mailto:1nsane...@gmail.com
wrote:

Where did you hear this rumor from?


On Fri, Mar 29, 2013 at 2:15 PM, Paul
ubyu@gmail.com mailto:ubyu@gmail.com
mailto:ubyu@gmail.com
mailto:ubyu@gmail.com wrote:

Disabling window.open(...)'s JavaScript function
wouldn't
effect pop-up screens, however if the rumor that
I've heard is
true then that would indeed be bad for such
plugins, and could
see the community shrink on TF2 as a result.


On 29 March 2013 16:42, Mart-Jan Reeuwijk
mreeu...@yahoo.com mailto:mreeu...@yahoo.com
mailto:mreeu...@yahoo.com
mailto:mreeu...@yahoo.com wrote:


Hmm, pop-up screens for plugins like !bp and
many others
are done by users, but its the server's plugin
that pops
the requested webpage to the client. I'd hate
to see such
go, unless some can be worked out with the
steam overlay
browser, but that would cause a lot of abuse
is my guess.
(servers loading up a huge site in there
without the
player aware etc).

If it would be in the form of temporary
links (bookmark)
in the bar on top of the overlay browser, that
those only
get opened when the client clicks on them,
that would end
any form of abuse.

   


*From:* Paul ubyu@gmail.com
mailto:ubyu@gmail.com
mailto:ubyu@gmail.com
mailto:ubyu@gmail.com
*To:* Half-Life dedicated Win32 server
mailing list
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Friday, 29 March 2013, 10:15

   

Re: [hlds] Windows vs Linux

2013-03-24 Thread List User

All of these depend on the person you ask.

I prefer Windows since my orangebox car plugin crashes on Linux 
(something with the vphysics that's shipped with it).

CentOS is nice, but someone people use Debian as well.

On 3/25/2013 1:02 AM, Felipe Fujihara wrote:

Hello guys,

I have some Team Fortress 2, CSGO, CSS and CS servers running on a 
Windows 2008 R2 and I'm thinking about moving to Linux. There are many 
reasons for that, like the monthly price paid for license and usage of 
resources.


But before moving, I would like your opinion for some questions. Can 
you help me?


1) Linux servers use the same amount of CPU and Ram Memory?

2) Which one (Linux or Windows) provide the best performance for servers?

3) Which one is the best free version of Linux? I guess it's CentOS, 
right?


Thanks!


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Re: [hlds] Mandatory Counter-Strike: Source update released

2013-03-20 Thread List User

Updates went very smooth! Good work. Nothing broke. =)

Hopefully this fixed my Linux copy of the game crashing (lots of custom 
materials).


On 3/20/2013 5:26 PM, Eric Smith wrote:

We've released a mandatory update for Counter-Strike: Source. The notes for the 
update are below.

-Eric

--

Counter-Strike: Source
- Disabled Java for the in-game web browser
- Added a new ConVar sb_filter_incompatible_versions. This will default to true 
and hide servers on the Internet tab that are running incompatible versions.
- Fixed a client crash related to the audio system
- Fixed a client crash related to rendering models
- Fixed a client crash related to audio in the web browser
- Fixed servers crashing with the error message Overflow error writing string table 
baseline
- Fixed a missing material when setting mat_viewportscale to anything other 
than 1
- Fixed a missing material when changing the value of mat_color_projection
- Fixed a material system client crash for the Linux version
- Fixed windowed mode under certain window managers for the Linux version
- Updated controller support for the Linux version
- Improved performance for the Linux version

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Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread List User
Thank you Fletcher, I run a highly custom server for CSS, so it's very 
important to me.


Questions:
My mod uses a bunch of custom things (models/materials). Should those be 
in a .vpk or can I keep it as it, where client gets it from my FastDL?
How different would these SteamPipe  betas be compared to the actual 
SteamPipe release?

Is it safe to assume no more updates until SteamPipe is live?
On 3/14/2013 11:35 AM, Fletcher Dunn wrote:

A CS:S beta will be coming very soon.  We will probably not use the CS:S beta 
(the one that's a different app).  But we will release a beta, using 
SteamPipe's beta feature.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, March 13, 2013 11:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and 
client beta released

Someone from Valve said that they will be moving one game to SteamPipe first 
before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, 
hl2dm and tf2 at the same time engine wise) so they see how it goes with that 
first before doing it for larger playerbase (TF2). CSS will follow later.

Just wait but don't hold your breath too long.

-ics

Denis Eliseev kirjoitti:

^This
And how about moving CS:S Beta (260) to SteamPipe for testing?

14.03.2013, 10:07, Molnár László mlaszl...@freemail.hu:

Hy

Any news on when will be Counter-Strike Source migrated to steampipe?

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Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread List User

Is there any performance difference in keeping these custom files in:
orangebox/models/
vs
orangebox/custom/roleplay/models

If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:

My mod uses a bunch of custom things (models/materials). Should those be in a 
.vpk or can I keep it as it, where client gets it from my FastDL?

The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's are really ideal 
for client-side mods.  I think the simplest thing to do that fits in with the design of 
the new filesystem conventions is to put your mod files under the custom 
directory, loose on disk.  People have figured out how to do this on the TF beta.

It is still possible to just drop files loose on disk in the game tree, and if 
that works for you, you can keep doing it.


How different would these SteamPipe  betas be compared to the actual SteamPipe 
release?

Almost identical.


Is it safe to assume no more updates until SteamPipe is live?

No, we might need to update the non-beta versions of the game.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Thank you Fletcher, I run a highly custom server for CSS, so it's very 
important to me.

Questions:
My mod uses a bunch of custom things (models/materials). Should those be in a 
.vpk or can I keep it as it, where client gets it from my FastDL?
How different would these SteamPipe  betas be compared to the actual SteamPipe 
release?
Is it safe to assume no more updates until SteamPipe is live?
On 3/14/2013 11:35 AM, Fletcher Dunn wrote:

A CS:S beta will be coming very soon.  We will probably not use the CS:S beta 
(the one that's a different app).  But we will release a beta, using 
SteamPipe's beta feature.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, March 13, 2013 11:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and 
client beta released

Someone from Valve said that they will be moving one game to SteamPipe first 
before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, 
hl2dm and tf2 at the same time engine wise) so they see how it goes with that 
first before doing it for larger playerbase (TF2). CSS will follow later.

Just wait but don't hold your breath too long.

-ics

Denis Eliseev kirjoitti:

^This
And how about moving CS:S Beta (260) to SteamPipe for testing?

14.03.2013, 10:07, Molnár László mlaszl...@freemail.hu:

Hy

Any news on when will be Counter-Strike Source migrated to steampipe?

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Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread List User

If we do something like on the srcds server:
dod/custom/myprop/models/myprop.mdl

on the FastDL, how should we place it for client download:
dod/custom/myprop/models/myprop.mdl
or
dod/myprop/models/myprop.mdl

On 3/14/2013 1:05 PM, Fletcher Dunn wrote:

To clarify: each subfolder under custom becomes its own search path.

So this is an example of the right thing to do:

dod/custom/[customization_name]/models
dod/custom/[customization_name]/materials
dod/custom/[customization_name]/maps

Note that:
* the custom folder goes under the game folder, not the orangebox folder.  
(There is no longer an orangebox folder or any shared content or binaries.  Each game is 
totally distinct.)
* you need to make a subfolder under custom.  Putting materials or maps 
directly under custom is probably not what you want.

Read gameinfo.txt for more details on this.

The DoD:S beta just released had some old readmes in the wrong folder.  I will 
fix that shortly with a beta update today.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, March 14, 2013 10:00 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Having a ton of subfolders under custom could be a performance penalty (for 
boot / map changes).  Having a few would probably will not impact server map 
change times by any real difference.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Is there any performance difference in keeping these custom files in:
orangebox/models/
vs
orangebox/custom/roleplay/models

If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:

My mod uses a bunch of custom things (models/materials). Should those be in a 
.vpk or can I keep it as it, where client gets it from my FastDL?

The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's are really ideal 
for client-side mods.  I think the simplest thing to do that fits in with the design of 
the new filesystem conventions is to put your mod files under the custom 
directory, loose on disk.  People have figured out how to do this on the TF beta.

It is still possible to just drop files loose on disk in the game tree, and if 
that works for you, you can keep doing it.


How different would these SteamPipe  betas be compared to the actual SteamPipe 
release?

Almost identical.


Is it safe to assume no more updates until SteamPipe is live?

No, we might need to update the non-beta versions of the game.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Thank you Fletcher, I run a highly custom server for CSS, so it's very 
important to me.

Questions:
My mod uses a bunch of custom things (models/materials). Should those be in a 
.vpk or can I keep it as it, where client gets it from my FastDL?
How different would these SteamPipe  betas be compared to the actual SteamPipe 
release?
Is it safe to assume no more updates until SteamPipe is live?
On 3/14/2013 11:35 AM, Fletcher Dunn wrote:

A CS:S beta will be coming very soon.  We will probably not use the CS:S beta 
(the one that's a different app).  But we will release a beta, using 
SteamPipe's beta feature.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, March 13, 2013 11:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and 
client beta released

Someone from Valve said that they will be moving one game to SteamPipe first 
before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, 
hl2dm and tf2 at the same time engine wise) so they see how it goes with that 
first before doing it for larger playerbase (TF2). CSS will follow later.

Just wait but don't hold your breath too long.

-ics

Denis Eliseev kirjoitti:

^This
And how about moving CS:S Beta (260) to SteamPipe for testing?

14.03.2013, 10:07, Molnár László mlaszl...@freemail.hu:

Hy

Any news on when will be Counter-Strike Source migrated to steampipe?

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Re: [hlds] hl2mp migrations

2013-03-14 Thread List User
This information is based for hosts. If your not actually hosting the 
server (buying from a GSP) the only thing you need to know is you put 
your maps in

hl2mp\maps
or
hl2mp\custom\pick-a-name\maps

If your hosting, you will need to move from hldsupdatetool tool to 
steamcmd, and move from orangebox\hl2mp to just hl2mp.

On 3/14/2013 1:56 PM, Doug Simmons wrote:

I have been holding off asking about hl2mp since I am very much a
layman compared to the people on this list, and I'm trying to get
educated about the changes. But, I can't stand it any longer. If my
questions are too far out of scope, or too basic, for this forum, I
apologize.

What, if anything, is recommended that I do to prepare my servers for
a smoother migration to steampipe? Should I be uninstalling my mods
(sm:s/mm:s) and custom content (player model changer, for example) and
relocating my maps? Will the whitelist feature and fast downloads work
initially? Seems like I saw a statement somewhere that they wouldn't.
Also, the FAQ at
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
doesn't address SDK/Hammer, etc. So, what about my mapping team, how
can I prepare them for changes to SDK workflow?

Thanks in advance for any suggestions/links/epiplectic outbursts, etc.

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Re: [hlds] Half-Life 2: Deathmatch and Counter-Strike: Source SteamPipe Betas released

2013-03-14 Thread List User

If we do something like on the srcds server:
cstrike/custom/myprop/models/myprop.mdl

on the FastDL, how should we place it for client download:
cstrike/custom/myprop/models/myprop.mdl
or
cstrike/myprop/models/myprop.mdl

On 3/14/2013 10:19 PM, Fletcher Dunn wrote:


SteamPipe Betas have been released for Half-Life 2: Deathmatch and 
Counter-Strike: Source.


For each game, we have released a SteamPipe version of the dedicated 
server, which is a separate installation that should be installed 
using the SteamCMD tool, and a client beta that you can opt in to.


The regular (non-beta) dedicated server and client are not affected by 
this beta.


Further information about the SteamPipe conversion of the Source 
engine games can be found here:


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

We will keep the games in beta as long as significant bugs are being 
reported.  You can help ensure that your favorite feature works 
without any disruption by helping to test it!  In particular, the 
following features are sensitive to the filesystem changes and could 
use extra testing:


·Custom maps and server-side mods, and downloading of custom content 
from servers.


·Pure servers

Thanks for testing!



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[hlds] TF2Beta SteamPipe - Cannot Download as User

2013-03-14 Thread List User
You can't download the steampipe beta as a user? I tried to login with 
our steamcmd dedicated account and it said no subscriptions... anonymous 
worked fine tho. Is this intended?


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Re: [hlds] Wonkagamings servers blacklisted? after recent update?

2013-02-19 Thread List User

Probably getting DDoSed.

And it's not a regular blacklist, it's a wonkablacklist. =)

On 2/19/2013 7:40 PM, Doctor McKay wrote:
Have you tried turning it off and on again 
http://www.wonkagaming.com/index.php?pageid=servers?



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com mailto:mc...@doctormckay.com


On Tue, Feb 19, 2013 at 6:36 PM, HLDS Digest h...@wonkagaming.com 
mailto:h...@wonkagaming.com wrote:


after recent update I noticed a couple of my ip ranges blacklisted
with no contact from Fletcher or Eric or anyone with
@valvesoftware.com http://valvesoftware.com/ behind there
name.? *Fletcher please read email I sent* If you actually
read this gibberish about how pinion is screwing everyone over
And please guys don't troll spam and hate on WonkaGaming trying to
sort out and see what actually is going on its no fun when servers
get blacklisted from server masterlist.

-Willywonka

Your Humble SLAVE

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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-19 Thread List User

  
  
Fletcher, can you get CSS Beta moved over to steampipe as well?
Thanks!

On 2/19/2013 10:15 PM, Nicholas
  Hastings wrote:


  
  I stand corrected.
  
  The new addons filesystem mapping is treating the Metamod:Source
  binary as an override for the game's server dll.
  
  We're working on a solution.
  
  -- 
Nicholas Hastings
AlliedMods.net

  
  
  
  

  


  Nicholas Hastings

  Tuesday,
  February 19, 2013 9:48 PM
  


  
  If you read the FAQ, you'll see that it most likely will _not_
  break everything (though I'm still downloading and haven't
  tested yet).
  
  SourceMod is agnostic to the content delivery system and they
  claim to have made no further changes in the current beta.
  
  
  
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  E. Olsen

  Tuesday,
  February 19, 2013 9:46 PM
  

Hello,
  
  
  What is the time frame we have to prepare for this
change?
  
  
  I'm assuming the Sourcemod team is already aware, since
thiswillmost likely break everything - but are we going to
get a few days warning order before this drops - i.e. will
we know the exact day this change will go into effect?
  
  
  
  
  


  
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  Fletcher Dunn

  Tuesday,
  February 19, 2013 9:36 PM
  


  The orangebox engine games (Team Fortress 2, Counter
Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are
being upgraded to SteamPipe. Steam's new-and-improved
content delivery system. SteamPipe is currently used by most
games on Steam.

This change will impact server operators in at least two
significant ways:


* You will use steamcmd instead of the HLDSUpdateTool to
install/update the server.

* The conversion will entail significant changes to the way
the files appear in the local filesystem on the server and
client. The client no longer uses GCF files. Instead, most
assets are packed up into VPK, and those VPKs are the same
on the server and the client. The server no longer uses
1000's of loose files.

We're using the TF beta to test these changes and identify
the bugs, and give everybody a chance to make sure their
favorite mod or plugin will work in the new system.

Everybody is encouraged to download the TF beta!

We've prepared an FAQ that discusses the details of the
change and answers the questions we anticipate:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Please report gameserver related bugs in this mailing list.

Client bugs can be reported through this mailing list, or in
the TF beta forum.
http://forums.steampowered.com/forums/forumdisplay.php?f=1038

Thanks for your help, and happy testing!

(And remember, playtime in the beta counts towards item
drops in the release game.)

- Fletch

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[hlds] Update tool overloaded?

2013-02-18 Thread List User

Is the update tool overloaded right now? Can't get any updates...

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

2013-01-31 Thread List User

Well, thanks for the heads up. Lot's of gamedata files to update, haha!

On 1/31/2013 3:34 PM, Kyle Sanderson wrote:

Thanks for the heads up Eric!

Kyle.


On Thu, Jan 31, 2013 at 10:13 AM, Eric Smith er...@valvesoftware.com 
mailto: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] Counter-Strike 1.6 beta server

2013-01-28 Thread List User

YES YES YES YES!

On 1/28/2013 6:28 PM, Alfred Reynolds wrote:

  (and some fixes are still in progress, I am looking at you redirect 
servers)


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Re: [hlds] MOTD.TXT changer for adfly

2013-01-25 Thread List User

You just complained about spam and are already advertising something else?
Why not release it on the sourcemod forums?

On 1/25/2013 6:22 PM, Ross Bemrose wrote:
I write plugins.  Not for a living, not because I get paid, but 
because I want to.


So, when I point out (repeatedly) that the game engine has bugs that 
causes servers to crash when plugins precache over a certain number of 
models and sounds or that something in the game engine causes clients 
to crash when the server changes maps away from a certain map, it's 
not just for my own benefit.


Feel free to get off your high horse or ride it on out of here.

On 1/25/2013 6:14 PM, HLDS Digest wrote:
We have been testing the MOTD.TXT changer for ad fly add agency we 
will be releasing on wonkagamings download section once all glitches 
are down



So far the results are remarkable for impressions pinion only pay 
1.50$ every 1000 impression  where Ad-fly pays 6.00$ every 1000 
impression... HUGE diference in money for server owners that worked 
years can now finally get what they deserve instead of pinion short 
handing them for 2013. And people please do not complain about big 
community's recruiting coders it's just rude that is why you never 
see us helping little community's with there problems they always 
complain when the big fish have something to say.



-WillyWonka


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Re: [hlds] What is up with all the spam?

2013-01-25 Thread List User

His SourceBans still say SourceBans, not WonkaBans haha.
http://wonkagaming.com/sourcebans/index.php

On 1/25/2013 8:34 PM, Joseph Miller wrote:
Take anything this Willy Wonka guy says with a grain of salt. He's 
pretty much an idiot.


For one thing, all of the SourceMod plugins on his servers are renamed 
to have Wonka in the title.


SourceMod Anti-Cheat - Wonka Anti-Cheat
GameME - WonkaME

etc etc

Additionally, 
http://wonkagaming.com/showthread.php?t=251s=ac10ed304b1522300085db8281e3361f


Forums are plagued with spam 
http://www.wonkagaming.com/forum.php?s=ac10ed304b1522300085db8281e3361f.


But hey, at least his servers support Big Picture 
http://www.wonkagaming.com/showthread.php?t=164.



-Original Message-
From: wickedplayer494 .
Sent: Friday, January 25, 2013 6:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] What is up with all the spam?
This guy has already made more than enough hall of fame threads, can
we just ban him? Clearly still has no intent to contribute to the
list.
On Fri, Jan 25, 2013 at 4:57 PM, HLDS Digest h...@wonkagaming.com 
mailto:h...@wonkagaming.com wrote:
 Past 48 hours my email has been bombarded with off Half life 2 
server side
 information with this list... Please guys stop with the spamming 
Fletcher
 and Eric have emails if you are having that many problems with your 
servers

 they also even created a help webpage you can reference to..

 ALSO on another note WonkaGaming is recruiting and PAYING 
server-side coders

 for Windows SRCDS servers. We are beta testing a new program for windows
 server users to run servers in Ashersoftware version of SRCDS admin 
is out
 of date and needs to be remade but better. We are also looking for 
people
 with 2+ years exp in Source-mod scripting/coding for private mods 
for TF2

 server side

 If any of these apply to you and your looking for good work or just 
love to

 test stuff on high populated servers WONKA WANTS YOU! apply at
 wonkagaming.net http://wonkagaming.net or wonkagaming.com 
http://wonkagaming.com


 -Willywonka

 PS
 please please please stop with the spam guys

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[hlds] Web UI not working?

2013-01-24 Thread List User

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Is that timing out for everyone or am I blocked?

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Re: [hlds] Web UI not working?

2013-01-24 Thread List User

Does anyone know how I can subscribe to the cs_go mailing list without it?

On 1/24/2013 9:09 PM, wickedplayer494 . wrote:

This was due to a previously mentioned security issue:

Milton Ngan mil...@valvesoftware.com
Jan 16 (8 days ago)

to Half-Life
We had to disable it due to a security issue. We haven't had time to
fix it with the holiday load.

On Thu, Jan 24, 2013 at 8:01 PM, List User l...@redspeedservers.com wrote:

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Is that timing out for everyone or am I blocked?

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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread List User

What game are you seeing this on, TF2?

On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:
This is very, very, VERY interesting to me. We have been battling 
small lag spikes on our server and clients timing out in bunches. Just 
yesterday everyone on our server timed out all at once. I submitted a 
ticket to support who said there was absolutely nothing wrong with the 
network. Nothing on the system points to a specific problem. We have 
also had players reporting the connection loss error randomly 
appearing in the upper right. I'm not sure if this would help matters 
or not but could you provide your provider and system specs/OS?


On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com 
mailto:pilger...@gmail.com wrote:


Hey guys,


I know his has been discussed before on the thread
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
but my server has been plaged with massive lag spikes once every
hour or so. Sometimes the lag is just a prolonged freeze and
sometimes the server remains inacessible for 30 seconds.

I've monitored the server's network during the events and it shows
no problem whatsoever. I've also tried disabling metamod and
sourcemod altogether but the problem sill occours.

My host administrator told me that he hasn't noticed anything
unusual with memory or CPU usage during the events either.

The only thing associated with the problem is the solid occourence
of a log entry about auth tickets everytime the server freezes or
everybody see the red timeout timer on the upper right corner. The
auth problem looks as following:

/L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received
failure code 6
L 01/24/2013 - 20:16:15:
HunterBR88STEAM_0:0:*Red disconnected
(reason Client left game (Steam auth ticket has been canceled))

L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal
received failure code 6
L 01/24/2013 - 17:46:15: Dessa
50.cal442STEAM_0:1:*Blue disconnected
(reason Client left game (Steam auth ticket has been canceled))
L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received
failure code 6
L 01/24/2013 - 17:46:15:
Firagonaut438STEAM_0:1:*Red disconnected
(reason Client left game (Steam auth ticket has been canceled))

L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received
failure code 6
L 01/24/2013 - 23:23:33:
polar244STEAM_0:0:*Red disconnected
(reason Client left game (Steam auth ticket has been canceled))/


Since it has nothing to do with network or plugins, I can't help
but wonder the same thing people were wondering on
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
What could be causing this? Can an auth ticket issue cause massive
lag on a server? If not, what could be causing the lag and the
auth ticket problem?

Any help on this would be muchly appreciated since it has been
drawing players out of the server since the beggining of the year
already.


Thanks in advance.

_pilger


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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread List User
I checked a couple of TF2 servers we host for people and I don't see 
that, and these are pretty full servers.

It may be the network, can you provide an IP so I can lookup the network?

On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

Yep.

On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.com 
mailto:l...@redspeedservers.com wrote:


What game are you seeing this on, TF2?


On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

This is very, very, VERY interesting to me. We have been battling
small lag spikes on our server and clients timing out in bunches.
Just yesterday everyone on our server timed out all at once. I
submitted a ticket to support who said there was absolutely
nothing wrong with the network. Nothing on the system points to a
specific problem. We have also had players reporting the
connection loss error randomly appearing in the upper right. I'm
not sure if this would help matters or not but could you provide
your provider and system specs/OS?

On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com
mailto:pilger...@gmail.com wrote:

Hey guys,


I know his has been discussed before on the thread
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
but my server has been plaged with massive lag spikes once
every hour or so. Sometimes the lag is just a prolonged
freeze and sometimes the server remains inacessible for 30
seconds.

I've monitored the server's network during the events and it
shows no problem whatsoever. I've also tried disabling
metamod and sourcemod altogether but the problem sill occours.

My host administrator told me that he hasn't noticed anything
unusual with memory or CPU usage during the events either.

The only thing associated with the problem is the solid
occourence of a log entry about auth tickets everytime the
server freezes or everybody see the red timeout timer on the
upper right corner. The auth problem looks as following:

/L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR
received failure code 6
L 01/24/2013 - 20:16:15:
HunterBR88STEAM_0:0:*Red disconnected
(reason Client left game (Steam auth ticket has been
canceled))

L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal
received failure code 6
L 01/24/2013 - 17:46:15: Dessa
50.cal442STEAM_0:1:*Blue disconnected
(reason Client left game (Steam auth ticket has been
canceled))
L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut
received failure code 6
L 01/24/2013 - 17:46:15:
Firagonaut438STEAM_0:1:*Red
disconnected (reason Client left game (Steam auth ticket
has been canceled))

L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received
failure code 6
L 01/24/2013 - 23:23:33:
polar244STEAM_0:0:*Red disconnected
(reason Client left game (Steam auth ticket has been
canceled))/


Since it has nothing to do with network or plugins, I can't
help but wonder the same thing people were wondering on
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
What could be causing this? Can an auth ticket issue cause
massive lag on a server? If not, what could be causing the
lag and the auth ticket problem?

Any help on this would be muchly appreciated since it has
been drawing players out of the server since the beggining of
the year already.


Thanks in advance.

_pilger


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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread List User

Essay, Are you located in the US or elsewhere? Test IP?

Pilger, It might be the network. I've looked over the network carriers 
and the only non-Brazilian carrier is Cogent, which is known for 
terrible connections. If VALVe doesn't have any Steam servers in Steam, 
that may happen because Cogent is crap. So basically, my theory is, lost 
connection to steam for a bit = forget about other network connections 
and start dropping steam users to protect it from spoofing. Of course 
this all can be a coincidence and we will find out from Essay's setup 
whether it is providing he gives us the location of the servers and a 
test IP.


On 1/24/2013 11:20 PM, Essay Tew Phaun wrote:
We had the issue on one host and switched providers entirely. Now 
we're starting to have reports of the exact same thing as before. 
Different network entirely, brand new install and doesn't matter 
whether we're running MM:SM or not.


On Thu, Jan 24, 2013 at 10:20 PM, List User l...@redspeedservers.com 
mailto:l...@redspeedservers.com wrote:


I checked a couple of TF2 servers we host for people and I don't
see that, and these are pretty full servers.
It may be the network, can you provide an IP so I can lookup the
network?


On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

Yep.

On Thu, Jan 24, 2013 at 10:12 PM, List User
l...@redspeedservers.com mailto:l...@redspeedservers.com wrote:

What game are you seeing this on, TF2?


On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

This is very, very, VERY interesting to me. We have been
battling small lag spikes on our server and clients timing
out in bunches. Just yesterday everyone on our server timed
out all at once. I submitted a ticket to support who said
there was absolutely nothing wrong with the network. Nothing
on the system points to a specific problem. We have also had
players reporting the connection loss error randomly
appearing in the upper right. I'm not sure if this would
help matters or not but could you provide your provider and
system specs/OS?

On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com
mailto:pilger...@gmail.com wrote:

Hey guys,


I know his has been discussed before on the thread

http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
but my server has been plaged with massive lag spikes
once every hour or so. Sometimes the lag is just a
prolonged freeze and sometimes the server remains
inacessible for 30 seconds.

I've monitored the server's network during the events
and it shows no problem whatsoever. I've also tried
disabling metamod and sourcemod altogether but the
problem sill occours.

My host administrator told me that he hasn't noticed
anything unusual with memory or CPU usage during the
events either.

The only thing associated with the problem is the solid
occourence of a log entry about auth tickets everytime
the server freezes or everybody see the red timeout
timer on the upper right corner. The auth problem looks
as following:

/L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR
received failure code 6
L 01/24/2013 - 20:16:15:
HunterBR88STEAM_0:0:*Red
disconnected (reason Client left game (Steam auth
ticket has been canceled))

L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa
50.cal received failure code 6
L 01/24/2013 - 17:46:15: Dessa
50.cal442STEAM_0:1:*Blue
disconnected (reason Client left game (Steam auth
ticket has been canceled))
L 01/24/2013 - 17:46:15: STEAMAUTH: Client
Firagonaut received failure code 6
L 01/24/2013 - 17:46:15:
Firagonaut438STEAM_0:1:*Red
disconnected (reason Client left game (Steam auth
ticket has been canceled))

L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar
received failure code 6
L 01/24/2013 - 23:23:33:
polar244STEAM_0:0:*Red
disconnected (reason Client left game (Steam auth
ticket has been canceled))/


Since it has nothing to do with network or plugins, I
can't help but wonder the same thing people were
wondering on

http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
What could be causing this? Can an auth ticket issue
cause massive lag on a server? If not, what could be
causing the lag

Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread List User
Alright, that's in NY, USA, and while it uses Cogent as well, it has 
plenty of other carriers, so you can strike that off that list. I just 
need to figure out why this doesn't happen to me in TX, USA...


I know for a fact Steam has servers around the NY region.

On 1/24/2013 11:35 PM, Essay Tew Phaun wrote:

Test IP: 69.147.224.122

On Thu, Jan 24, 2013 at 11:24 PM, List User l...@redspeedservers.com 
mailto:l...@redspeedservers.com wrote:


Essay, Are you located in the US or elsewhere? Test IP?

Pilger, It might be the network. I've looked over the network
carriers and the only non-Brazilian carrier is Cogent, which is
known for terrible connections. If VALVe doesn't have any Steam
servers in Steam, that may happen because Cogent is crap. So
basically, my theory is, lost connection to steam for a bit =
forget about other network connections and start dropping steam
users to protect it from spoofing. Of course this all can be a
coincidence and we will find out from Essay's setup whether it is
providing he gives us the location of the servers and a test IP.


On 1/24/2013 11:20 PM, Essay Tew Phaun wrote:

We had the issue on one host and switched providers entirely. Now
we're starting to have reports of the exact same thing as before.
Different network entirely, brand new install and doesn't matter
whether we're running MM:SM or not.

On Thu, Jan 24, 2013 at 10:20 PM, List User
l...@redspeedservers.com mailto:l...@redspeedservers.com wrote:

I checked a couple of TF2 servers we host for people and I
don't see that, and these are pretty full servers.
It may be the network, can you provide an IP so I can lookup
the network?


On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

Yep.

On Thu, Jan 24, 2013 at 10:12 PM, List User
l...@redspeedservers.com mailto:l...@redspeedservers.com
wrote:

What game are you seeing this on, TF2?


On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

This is very, very, VERY interesting to me. We have
been battling small lag spikes on our server and
clients timing out in bunches. Just yesterday everyone
on our server timed out all at once. I submitted a
ticket to support who said there was absolutely nothing
wrong with the network. Nothing on the system points to
a specific problem. We have also had players reporting
the connection loss error randomly appearing in the
upper right. I'm not sure if this would help matters or
not but could you provide your provider and system
specs/OS?

On Thu, Jan 24, 2013 at 9:28 PM, pilger
pilger...@gmail.com mailto:pilger...@gmail.com wrote:

Hey guys,


I know his has been discussed before on the thread

http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
but my server has been plaged with massive lag
spikes once every hour or so. Sometimes the lag is
just a prolonged freeze and sometimes the server
remains inacessible for 30 seconds.

I've monitored the server's network during the
events and it shows no problem whatsoever. I've
also tried disabling metamod and sourcemod
altogether but the problem sill occours.

My host administrator told me that he hasn't
noticed anything unusual with memory or CPU usage
during the events either.

The only thing associated with the problem is the
solid occourence of a log entry about auth tickets
everytime the server freezes or everybody see the
red timeout timer on the upper right corner. The
auth problem looks as following:

/L 01/24/2013 - 20:16:15: STEAMAUTH: Client
HunterBR received failure code 6
L 01/24/2013 - 20:16:15:
HunterBR88STEAM_0:0:*Red
disconnected (reason Client left game (Steam
auth ticket has been canceled))

L 01/24/2013 - 17:46:15: STEAMAUTH: Client
Dessa 50.cal received failure code 6
L 01/24/2013 - 17:46:15: Dessa
50.cal442STEAM_0:1:*Blue
disconnected (reason Client left game (Steam
auth ticket has been canceled))
L 01/24/2013 - 17:46:15: STEAMAUTH: Client
Firagonaut received failure code 6
L 01/24/2013 - 17:46:15:
Firagonaut438STEAM_0:1:*Red
disconnected (reason Client left game (Steam

[hlds] Steam backend is having issues.

2012-10-23 Thread RSS List User
We're actively investigating a server outage that impacts 
AuthenticateUserTicket (part of the multiplayer authentication system). 
I will update this thread when we have more details or the issue is 
resolved.
This means our SourceMod does not work, since it won't accept invalid 
client by default. Just a heads up! =)


From:
http://forums.steampowered.com/forums/showthread.php?p=33169105#post33169105

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Re: [hlds] Mandatory Team Fortress 2 update released

2012-10-17 Thread RSS List User

Can we bring CSS up to date with srcds changes?

On 10/17/2012 6:26 PM, Eric Smith wrote:

We've released a mandatory update for Team Fortress 2. The notes for the update 
are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed the disconnect command regression from the previous update
- Fixed tools like vbsp working with new model format
- Fixed a con_logfile ConVar exploit


Team Fortress 2
- Fixed a common FindModel crash for replays
- Fixed the Crafty Hair not using styles for the yellow and brown hair
- Improved the Restore UI for customizing items in backpack
- Fixed floating arrows on carried objects
- Mann vs. Machine
- Added a penalty system to deter players from repeatedly abandoning Mann 
Up games
- Corrected the respawn time for the Mannslaughter mission
- Updated MissionCycle behavior.  Servers will always cycle to a mission 
listed in the MissionCycle file.

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

2012-10-14 Thread RSS List User
Add +map de_whatever  to the command and the custom map will load and 
therefore, start your mapcycle.


On 10/14/2012 12:07 PM, Paul Williams wrote:


Hi there. Yes, sorry was too tired to bother earlier. ZZzzz.

(Aside: I am still having trouble with mapcycle.txt seemingly being 
ignored, but will look into that later. I took out all the standard 
maps and have just one custom one. However it still seems to end up 
back on the standard maps!?)


Anyway, with regards to the problems you folks helped me with yesterday:

The upshot was, as suggested by many, I should NOT use the GUI!! I 
know, I was told, but I am a Windows man! The GUI told me how many 
players, CPU use etc... Sigh


What really threw me was that it (Half-Life) was just simply missing 
from the GUI options. That combined with the 'fail to start' of the 
command line server (without start-up map!) made me think that there 
was some corruption in my Valve directory somewhere.


Also being a noob, I did not realize I had to have the 'map 
whatever' entry in server.cfg. I assumed it would just automatically 
use mapcycle.txt and start at the beginning.


I am currently using a batch file to start the server. It just 
contains: S:\HLServer\hlds.exe -console -game valve. I read somewhere 
it can be run as a Windows service? I am not really keen on having an 
'oops-I-closed-it' server window that at a glance looks like a command 
window. May look into writing a Windows Service wrapper for it in VB.NET.


Once I had got the server up and running I spent an age trying to get 
'sv_downloadurl' to work, in order to have custom maps etc. download 
at a decent speed.


It turns out Microsoft IIS gives a 404 error for file types which are 
not in its known MIME type list.


In the end I just added a new MIME type with: Extension '*' - type 
'application/octet-stream'.


Took me a while to realize this issue was IIS, I just assumed I had 
done something wrong in the HLDS server config.


I think at some point I also had a missing trailing / on the url in 
the server.cfg file. This MAY have also stopped it working. Hard to 
remember with so many 'edit-try-edit-try' recursions!


Then, before I could leave it and go to bed, I just had to fiddle a 
bit more. Here is the final server.cfg I ended up with. Any comments 
welcome J


(Q. There was an RCON password setting in the GUI. Am I supposed to 
have this set in the server.cfg now instead?)


//BEGIN

sv_aim 0

sv_clienttrace 3.5

pausable 0

sv_maxspeed 320

exec listip.cfg

exec banned.cfg

maxplayers 32

ip 91.235.58.128

map ag_crossfirexM

sv_cheats 0

hostname BanzaiBob's Half-Life Server

net_maxfilesize 9

sv_allowupload 1

sv_allowdownload 1

sv_downloadurl http://www.pencoedfarm.co.uk/hlserver/valve/;

sys_ticrate 800

sv_contact banzai...@live.co.uk

sv_maxrate 0

sv_region 3

hpk_maxsize 0

sv_send_logos 1

sv_filetransfercompression 1

sv_send_resources 1

//END

Cheers folks!

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[hlds] Steam update broke HL2DM vanilla server.

2012-09-21 Thread RSS List User

** For Half-Life 2 Deathmatch **

All our servers since upgrading to the new update today will not load 
any map with this update.


To double-check, we downloaded a fresh copy from hldsupdatetool and 
tried to run it, with the console saying map started, but the map not 
loading in the green bar at the top of the window. This is for Windows.


We also have an update before copy which works fine, so anything on our 
end is out of the question. All of our hl2dm servers are not working.


Thanks,
Artie

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Re: [hlds] Steam update broke HL2DM vanilla server.

2012-09-21 Thread RSS List User
Can Valve provide a fix? I have customers breathing down my neck at this 
point.


Thanks,
Artie

On 9/21/2012 7:52 PM, Charlie wrote:
Same for DoD:S. No addons or anything loaded, DoD:S server will not 
launch. Uses 100% of the core it's on and stops there.


On Fri, Sep 21, 2012 at 4:25 PM, RSS List User 
l...@redspeedservers.com mailto:l...@redspeedservers.com wrote:


** For Half-Life 2 Deathmatch **

All our servers since upgrading to the new update today will not
load any map with this update.

To double-check, we downloaded a fresh copy from hldsupdatetool
and tried to run it, with the console saying map started, but the
map not loading in the green bar at the top of the window. This is
for Windows.

We also have an update before copy which works fine, so anything
on our end is out of the question. All of our hl2dm servers are
not working.

Thanks,
Artie

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Re: [hlds] Steam update broke HL2DM vanilla server.

2012-09-21 Thread RSS List User

This is also valid for DOD:S and GMOD (garry's problem right? =P).
Do we have any further information like if this affects a certain OS?

Thanks,
Artie

On 9/21/2012 8:01 PM, Fletcher Dunn wrote:


We're investigating the problem and will keep you posted.

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User

*Sent:* Friday, September 21, 2012 4:57 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Steam update broke HL2DM vanilla server.

Can Valve provide a fix? I have customers breathing down my neck at 
this point.


Thanks,
Artie

On 9/21/2012 7:52 PM, Charlie wrote:

Same for DoD:S. No addons or anything loaded, DoD:S server will
not launch. Uses 100% of the core it's on and stops there.

On Fri, Sep 21, 2012 at 4:25 PM, RSS List User
l...@redspeedservers.com mailto:l...@redspeedservers.com wrote:

** For Half-Life 2 Deathmatch **

All our servers since upgrading to the new update today will not
load any map with this update.

To double-check, we downloaded a fresh copy from hldsupdatetool
and tried to run it, with the console saying map started, but the
map not loading in the green bar at the top of the window. This is
for Windows.

We also have an update before copy which works fine, so anything
on our end is out of the question. All of our hl2dm servers are
not working.

Thanks,
Artie

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Re: [hlds] Steam update broke HL2DM vanilla server.

2012-09-21 Thread RSS List User

Excellent, thank you Mark. =)

I will also add that ingame grav gun for HL2DM is malfunctioning in a 
way I can't describe. I'm sure someone will describe it better on SPUF.


Thanks,
Artie

On 9/21/2012 8:15 PM, Mark Wagner wrote:

I can confirm it's the same deal with CentOS 6.3

On Fri, Sep 21, 2012 at 7:14 PM, RSS List User 
l...@redspeedservers.com mailto:l...@redspeedservers.com wrote:


This is also valid for DOD:S and GMOD (garry's problem right? =P).
Do we have any further information like if this affects a certain OS?

Thanks,
Artie


On 9/21/2012 8:01 PM, Fletcher Dunn wrote:


We're investigating the problem and will keep you posted.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS
List User
*Sent:* Friday, September 21, 2012 4:57 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Steam update broke HL2DM vanilla server.

Can Valve provide a fix? I have customers breathing down my neck
at this point.

Thanks,
Artie

On 9/21/2012 7:52 PM, Charlie wrote:

Same for DoD:S. No addons or anything loaded, DoD:S server
will not launch. Uses 100% of the core it's on and stops there.

On Fri, Sep 21, 2012 at 4:25 PM, RSS List User
l...@redspeedservers.com mailto:l...@redspeedservers.com
wrote:

** For Half-Life 2 Deathmatch **

All our servers since upgrading to the new update today will
not load any map with this update.

To double-check, we downloaded a fresh copy from
hldsupdatetool and tried to run it, with the console saying
map started, but the map not loading in the green bar at the
top of the window. This is for Windows.

We also have an update before copy which works fine, so
anything on our end is out of the question. All of our hl2dm
servers are not working.

Thanks,
Artie

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Re: [hlds] Steam update broke HL2DM vanilla server.

2012-09-21 Thread RSS List User

Our TF2 servers seen to be working fine.

Thanks,
Artie

On 9/21/2012 8:56 PM, wickedplayer494 . wrote:

I don't believe it's affecting TF2. Correct me if I'm wrong.

On Fri, Sep 21, 2012 at 7:52 PM, Cameron Munroe 
cmun...@cameronmunroe.com mailto:cmun...@cameronmunroe.com wrote:


Is this issue affecting tf2? If so Debian seems fine and running
with no issues.



On 9/21/2012 5:17 PM, RSS List User wrote:

Excellent, thank you Mark. =)

I will also add that ingame grav gun for HL2DM is malfunctioning
in a way I can't describe. I'm sure someone will describe it
better on SPUF.

Thanks,
Artie

On 9/21/2012 8:15 PM, Mark Wagner wrote:

I can confirm it's the same deal with CentOS 6.3

On Fri, Sep 21, 2012 at 7:14 PM, RSS List User
l...@redspeedservers.com mailto:l...@redspeedservers.com wrote:

This is also valid for DOD:S and GMOD (garry's problem
right? =P).
Do we have any further information like if this affects a
certain OS?

Thanks,
Artie


On 9/21/2012 8:01 PM, Fletcher Dunn wrote:


We're investigating the problem and will keep you posted.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
*RSS List User
*Sent:* Friday, September 21, 2012 4:57 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Steam update broke HL2DM vanilla server.

Can Valve provide a fix? I have customers breathing down my
neck at this point.

Thanks,
Artie

On 9/21/2012 7:52 PM, Charlie wrote:

Same for DoD:S. No addons or anything loaded, DoD:S
server will not launch. Uses 100% of the core it's on
and stops there.

On Fri, Sep 21, 2012 at 4:25 PM, RSS List User
l...@redspeedservers.com
mailto:l...@redspeedservers.com wrote:

** For Half-Life 2 Deathmatch **

All our servers since upgrading to the new update today
will not load any map with this update.

To double-check, we downloaded a fresh copy from
hldsupdatetool and tried to run it, with the console
saying map started, but the map not loading in the
green bar at the top of the window. This is for Windows.

We also have an update before copy which works fine, so
anything on our end is out of the question. All of our
hl2dm servers are not working.

Thanks,
Artie

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Re: [hlds] Steam update broke HL2DM vanilla server.

2012-09-21 Thread RSS List User
Thank you Valve, I'm getting tired of all these: ZOMG!!!111 my server is 
broken, tickets.


Thanks,
Artie

On 9/21/2012 8:59 PM, Eric Smith wrote:


It only affects DoD:S and HL2:DM.  We're getting ready to release the fix.

-Eric

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User

*Sent:* Friday, September 21, 2012 5:57 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Steam update broke HL2DM vanilla server.

Our TF2 servers seen to be working fine.

Thanks,
Artie

On 9/21/2012 8:56 PM, wickedplayer494 . wrote:

I don't believe it's affecting TF2. Correct me if I'm wrong.

On Fri, Sep 21, 2012 at 7:52 PM, Cameron Munroe
cmun...@cameronmunroe.com mailto:cmun...@cameronmunroe.com wrote:

Is this issue affecting tf2? If so Debian seems fine and running
with no issues.




On 9/21/2012 5:17 PM, RSS List User wrote:

Excellent, thank you Mark. =)

I will also add that ingame grav gun for HL2DM is
malfunctioning in a way I can't describe. I'm sure someone
will describe it better on SPUF.

Thanks,
Artie

On 9/21/2012 8:15 PM, Mark Wagner wrote:

I can confirm it's the same deal with CentOS 6.3

On Fri, Sep 21, 2012 at 7:14 PM, RSS List User
l...@redspeedservers.com
mailto:l...@redspeedservers.com wrote:

This is also valid for DOD:S and GMOD (garry's problem
right? =P).
Do we have any further information like if this affects a
certain OS?

Thanks,
Artie



On 9/21/2012 8:01 PM, Fletcher Dunn wrote:

We're investigating the problem and will keep you posted.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On
Behalf Of *RSS List User
*Sent:* Friday, September 21, 2012 4:57 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Steam update broke HL2DM vanilla
server.

Can Valve provide a fix? I have customers breathing
down my neck at this point.

Thanks,
Artie

On 9/21/2012 7:52 PM, Charlie wrote:

Same for DoD:S. No addons or anything loaded,
DoD:S server will not launch. Uses 100% of the
core it's on and stops there.

On Fri, Sep 21, 2012 at 4:25 PM, RSS List User
l...@redspeedservers.com
mailto:l...@redspeedservers.com wrote:

** For Half-Life 2 Deathmatch
**

All our servers since upgrading to the new update
today will not load any map with this update.

To double-check, we downloaded a fresh copy from
hldsupdatetool and tried to run it, with the
console saying map started, but the map not
loading in the green bar at the top of the window.
This is for Windows.

We also have an update before copy which works
fine, so anything on our end is out of the
question. All of our hl2dm servers are not working.

Thanks,
Artie

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-- 
*/// UNCLASSIFIED*



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Re: [hlds] Mandatory DoD:s and HL2:DM updates released

2012-09-21 Thread RSS List User

HL2:DM is now working, so confirmed.

Thanks,
Artie

On 9/21/2012 9:19 PM, Eric Smith wrote:

We've released mandatory updates to DoD:S and HL2:DM. The notes for the updates 
are below.

-Eric

--

- Updated with other Orange Box client/server fixes

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[hlds] write logs with crash

2012-09-15 Thread RSS List User
What was that cvar for srcds which disables the log buffer so it will 
write the logs, even if crashed?


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Re: [hlds] [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread RSS List User
I don't see how taking screenshots is a problem. Punkbuster does it and 
no one complains. It's a powerful cheater stopping tool. I'd enjoy it.


I do think that the plugin should have a option to not make any outside 
connections, especially because it's closed source.


On 9/10/2012 10:40 AM, Ross Bemrose wrote:
(I added hlds to the To list as well, since this affects both Windows 
and Linux servers)


The problem is that it appears to be running client commands that the 
server isn't supposed to have access to.  AND uploading files from a 
client's machine back to the server.  AND sending them to the author 
of the plugin; you did catch that part, right?


The plugin's author won't even send the source code to the admins of 
ETF2L, let alone anyone else.  Which means, unless you decompile it, 
you have no idea what it's doing.  Heck, even if you DO decompile it, 
you may have no idea what it's doing... decompilation isn't exactly 
the easiest thing to read.


So... you have Security by Obscurity that is itself bypassing the game 
client's security.


On 9/10/2012 10:35 AM, ics wrote:
Presumably it's all there in the SDK and i have to say it's an 
awesome feature. If i would have to guess, Valve propably uses same 
thing on VAC as extra proof of cheating.


No one wouldn't even be alarmed if they didn't know such feature 
exists on this plugin or on the server they play on. I tested this 
yesterday and already got 1 cheater caught. Besides, it only takes 
screenshots. No desktop shots, just ingame footage.


-ics

10.9.2012 16:47, Drogen Viech kirjoitti:

What the hell? Servers can tell the client to take screenshots *and*
tell them to upload them to the server? Whatever happened about
privacy?

2012/9/8 lwf l...@rocketblast.com:
http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387 



This is absolutely brilliant, great job! Now just imagine having
something like Greenlight to go through those...

I'm not even going to bother asking you to open source it but please,
at least consider releasing a stable version with that doesn't open
connection (no auto-update or reports to you or anywhere else, no
offense) and has no undocumented features (now or later). I'd really
like to use this, we should have had this long ago.

On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

Hi,

As Valve is too lazy to do anything about hacks, I started working
back in January on a plugin that can detect:
- POTENTIAL triggerbotters
- Prediction hacks (crit hacks/no spread hacks)
- An anti-speedhack bypass exploit

Triggerbots:
To make it clear as some people I gave it to didn’t understand, the
detection is kind of “heuristic” (I won’t explain in detail, if I do
then the cheat coders will bypass it in no time), so it’s not because
someone got detected that he is surely cheating. It’s just a tool to
help you find people that can potentially cheat and you can just 
check

the STV demos then to confirm that they cheat or not.

The most detections for a single person in the less timespan you will
find in the log, the more likely he is using a triggerbot.

Prediction hacks:
I guess this is what will interest most people on this list, it
detects the crit hacks that does 100% crits all the time which is an
engine exploit which has been added into many hacks lately. It's also
used for various no spread/low spread hacks.

The detections get printed to a log called 
TriggerBotDetections.log in

tf/ (and are also sent to me) on EVERY MAP change or when all players
have disconnected from the server. It’s important to note this
otherwise you could loose all the detections (especially if your
server automatically restarts every night). There is a simple reason
for this: writing in a file while you play can cause lags, especially
if someone is getting detected a lot.

Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

--
Best regards,
AnAkIn

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Re: [hlds] Mandatory TF2 update coming later TOMORROW

2012-08-21 Thread RSS List User
Haven't we screwed with client's TF2 servers enough? Cant even get a 
days worth of break time! :)


On 8/21/2012 7:22 AM, Sampson Rogers wrote:

Very doubtful.

On Mon, Aug 20, 2012 at 10:52 PM, Yuki d...@dazzozo.com 
mailto:d...@dazzozo.com wrote:


...first thing tomorrow?


On 21/08/2012 03:52, ozgamingdot...@gmail.com
mailto:ozgamingdot...@gmail.com wrote:

This is the first TF2 update I can remember that is MASSIVELY
overdue.. Server lag spikes, crashes, clients not able to
connect, ugh...

So what is the ETA of this way overdue TF2 update?


On 8/20/2012 10:21 PM, Daniel Barreiro wrote:

At least they found the bug instead of releasing it with the bug.


On Mon, Aug 20, 2012 at 10:19 PM, Fletcher Dunn
fletch...@valvesoftware.com
mailto:fletch...@valvesoftware.com wrote:

We found a problem that will prevent us from releasing this
update tonight.

We should have it ready first thing tomorrow.

My apologies.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
*Kush Mahajani
*Sent:* Monday, August 20, 2012 6:55 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Mandatory TF2 update coming later today

I doubt the update will be any later than 7PM (PST)

On Mon, Aug 20, 2012 at 6:50 PM, Lance Waidzunas
lswa...@gmail.com mailto:lswa...@gmail.com wrote:

I know it's not high priority for you guys, but in North
America the competitive TF2 season is back on and we're
trying to get matches streamed/casted tonight... so any ETA
on this update would be great.

On Mon, Aug 20, 2012 at 7:18 PM, Fletcher Dunn
fletch...@valvesoftware.com
mailto:fletch...@valvesoftware.com wrote:

We're preparing an update that addresses the most
important problems people are experiencing:

·String table overflow

·Player counts in the server browser useless /
meaningless in MvM

·Server and client crash on map change when player was
being healed by dispenser

·Matchmaking connecting players to out-of-date servers

·General improvements to matchmaking throughput and
match quality.

This will be a mandatory update.

Apologies for the late release.

- Fletch

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-- 


-

Kush Mahajani


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-14 Thread RSS List User
Great! Then people won't expect to us to let them host a 6 slot person 
28 bot server for $6 dollars. Pay for 32 and let your bots run wild!


On 8/14/2012 2:27 PM, Fletcher Dunn wrote:

The server will need to launch with -maxplayers 32 to host MvM properly.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: Tuesday, August 14, 2012 11:16 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

Pretty much its 32 players for the 26 bots that you will be up against.
So no 10 player servers wont work. The penalize is really for PvP, which I do 
understand.


On 8/14/2012 11:13 AM, slimecou...@live.com wrote:

So wait, will these servers have to be actual 32 slot servers to run MvM? 
Hasn't Valve always penalized for anything over 24 players? I just rented a few 
10 slot servers thinking this would be adequate to host some MvM matches. Is 
there no way around this?

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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread RSS List User
Is there any way VALVe can notify providers (such as us) if our IPs are 
being used for such things?


On 8/10/2012 9:04 PM, Todd Pettit wrote:

Any server who wants to squeeze 50 Ads in a MOTD window that is their 
prerogative. The window displays one time on connection.

Also if you have a problem with fake client servers. Get on the server hit F7 
and submit a damn report. If they start a new server do it again. Eventually 
they will loose.

Admins who have a server delisted have to: change IP's, alert their 
communities, register quickplay with new accounts, update sourcebans, probably 
gameme and maybe more.
The penalty is severe and if you keep getting them delisted they WILL loose 
their community and will go broke. Its not hard to follow up. Track down the 
servers and if they are using fake clients report them to
they die.

  


- Original Message -
From: Sampson Rogers kritskring...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, August 10, 2012 8:54:57 PM
Subject: Re: [hlds] Server Delisting, does it need some changes?


Todd the comment of 'plastered' was mainly aimed at servers who throw several 
advertisements in to the MOTD and not just one. Anyway, the point of this post 
isn't about advertisements.
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread RSS List User
Your right, does anyone have a list of what the codes that thing returns 
mean?


On 8/10/2012 9:13 PM, 1nsane wrote:

You can use the API fletcher posted to check your ips against at any time.

On Fri, Aug 10, 2012 at 9:11 PM, RSS List User 
l...@redspeedservers.com mailto:l...@redspeedservers.com wrote:


Is there any way VALVe can notify providers (such as us) if our
IPs are being used for such things?


On 8/10/2012 9:04 PM, Todd Pettit wrote:

Any server who wants to squeeze 50 Ads in a MOTD window that
is their prerogative. The window displays one time on connection.

Also if you have a problem with fake client servers. Get on
the server hit F7 and submit a damn report. If they start a
new server do it again. Eventually they will loose.

Admins who have a server delisted have to: change IP's, alert
their communities, register quickplay with new accounts,
update sourcebans, probably gameme and maybe more.
The penalty is severe and if you keep getting them delisted
they WILL loose their community and will go broke. Its not
hard to follow up. Track down the servers and if they are
using fake clients report them to
they die.


- Original Message -
From: Sampson Rogers kritskring...@gmail.com
mailto:kritskring...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
Sent: Friday, August 10, 2012 8:54:57 PM
Subject: Re: [hlds] Server Delisting, does it need some changes?


Todd the comment of 'plastered' was mainly aimed at servers
who throw several advertisements in to the MOTD and not just
one. Anyway, the point of this post isn't about advertisements.
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Re: [hlds] Half-Life 1 dedicated server update released

2012-08-09 Thread RSS List User
That's what I thought as well, but from another hand, if people can't do 
that, they might rage quit and the game might die. Its a 2 edged sword.


On 8/9/2012 4:57 PM, AnAkIn wrote:

Fixing the redirect exploit would make them stop making fake servers.

2012/8/9 Dominik Friedrichs d...@forlix.org mailto:d...@forlix.org

On 2012/08/09 20:25, Invalid Protocol wrote:

A HL1 server can force the players to execute the connect
command or even
you can reply with a redirect packet when they connect. So
any kid can
host 10 fake servers (usually using the names of other
servers), all being
almost full, and redirect the players to a real server. Some
real servers
have even hundreds of fake servers behind them, hosted by
regular players,
because this is a condition for getting administrative rights.
Also some
companies hosting game servers provide a service or support
for hosting such
fake servers. For example they provide the kits so the players
can download
and run the fake servers with only 2 clicks, or even they can
host for free
some fake servers if you buy a real server.


What a disgusting community... Thanks for the insight!



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--
Best regards,
AnAkIn



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Re: [hlds] TF2 Server with WordPress Sites Hacked Help

2012-07-23 Thread RSS List User
Am I missing something or why can't he just put the WordPress blog on 
WordPress.com? They host it for you. myBB recently did that and it's 
working out fine for them.


On 7/23/2012 8:38 AM, Albert Davis wrote:

In all honesty, I would run the TF2 server on it's own box or GSP.

On Mon, Jul 23, 2012 at 1:01 AM, ozgamingdot...@gmail.com 
mailto:ozgamingdot...@gmail.com ozgamingdot...@gmail.com 
mailto:ozgamingdot...@gmail.com wrote:


Recently my TF2 server was hacked. It had a few sites on it,
WordPress sites, need I say more..

Can anyone recommend an inexpensive but secure solution to install
on this TF2/WordPress server that can prevent someone from
installing Malware/JavaScripts and Re-Directs again?

Since It's a little on the time consuming side to download the
entire public_html, scan it clean and restore it. Please don't
school me on WordPress, already been there.

I appreciate any urls or suggestions anyone may have on free or
in-expensive security software for a web host/game server.

Thanks,
Oz | pc.

On 7/22/2012 11:51 PM, Cc2iscooL wrote:

Try downloading a default server, run it as default with default
configs (change name or something). See if server shows. If
server shows, issue is with plugin/configuration/installation. We
would have had a lot more complaints already on the boards if
servers weren't showing up on the listing, even on DoD:S.

On Sun, Jul 22, 2012 at 9:45 PM, PAL-18 pal...@zombiegamer.net
mailto:pal...@zombiegamer.net wrote:

I noticed something else that is odd; only my windows servers
are suffering from this.  I have 5 servers on my Linux box
and none of them have this happening.

Could a valve employee comment on this?  Maybe something is
messed up in the windows code.


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Re: [hlds] Is the policy of truth still going?

2012-07-14 Thread RSS List User
Unless VALVe runs a ranked service provider program, they will not be 
able to ban this stuff. It's too time consuming to check and ban/delist 
these servers.


On 7/14/2012 8:59 PM, Cameron Munroe wrote:
Eventually people will learn and just blacklist your server. The 
biggest thing is that valve will eventually realize that players are 
just leaving before 15 minutes and throw your server into the deep 
hole that you will never come out of, but yes I do understand where 
you are coming from.


Valve wont do anything to most of the servers that are hacking as they 
are too important to be removed, i.e. lotusclan. They run still to 
this day with the hat effects that if I tried to run would get a big 
no no from Valve.


So yeah, valve is picking favorites and I understand why as well.

On 7/14/2012 5:42 PM, Eli Witt wrote:

All I read here is Wah, they're cheating better than me

and

I cheat the system as just like them, going against Valve's desires for
the core gameplay but I justify it by putting instant respawn in the title
that no one that uses quickplay will even see

I'm gonna laugh my ass off if they delist you for a month now after you put
it on the mailing list that you fake tags.



On Sat, Jul 14, 2012 at 7:52 PM, icsi...@ics-base.net  wrote:


They never banned or punished for using fakeclients on a server but they
did punish for making bots look like players.

-ics

15.7.2012 2:50, AeroliteGaming.com kirjoitti:

  Are bot/fake player servers still being banned? I know tons that are

running it and they have their ranks 100 on game tracker. This is all
while I'm trying to get regulars on one of my servers to get it populated.
All my efforts are failing so far while these are tricking quickplay into
populating their servers whilst sitting and relaxing. I'm half tempted to
start the packet spoofing job because everyone else is getting away with it
and having their servers filled with people 24/7 and making money off motd
ads to go and add more servers to con quickplay with.

I won't lie, I'm not all good myself. I'm running instant respawn on 2 of
my servers whilst using quickplay, but at least i'm displaying in the title
and not conning player counts. Those 2 servers have now gained alot of
regular players that enjoy them. This is probably because they aren't as
common. My Vanilla settings server is suffering from this though.

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Re: [hlds] Hide the srcds console

2012-07-11 Thread RSS List User
You could run them with ServiceEx, where it will run as a Service and 
set interactive to false. The benefit with this is also that when the 
machine reboots, you will not need to login for the servers to start.

http://serviceex.com/

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

Hello,

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


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


Thanks



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Re: [hlds] Steam CMD

2012-07-06 Thread RSS List User
Where can we get this other account? I am tried of sharing my personal 
account for work.


On 7/6/2012 12:54 PM, Alfred Reynolds wrote:
- CS:GO is a special case because it is in closed beta, access to its 
dedicated server is limited to blessed accounts which is why you need 
a special login. If you are having problems running CS:GO servers and 
are in the beta email the team and ask for access to another account 
for your dedicated servers.


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[hlds] Steam CMD

2012-07-05 Thread RSS List User

Hello all,

I don't really keep up to date on steamcmd, but what games are currently 
using steamcmd?


Thanks!

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Re: [hlds] Steam CMD

2012-07-05 Thread RSS List User
If valve would let us build an update package with only files that were 
changed, it would be no problem.

On 7/5/2012 9:03 PM, Ryan Stecker wrote:
Having to update more than one server at a time with an update tool is 
awful practice. Please do all other server operators a favor and use 
rsync or similar.


On Thu, Jul 5, 2012 at 7:46 PM, Bobby bobby3...@gmail.com 
mailto:bobby3...@gmail.com wrote:


How is this progress? Seems like it going back 5 yrs. HLDS update
and done. Now we have to sign in and hope you signed out of the
game. Can't update more than one server at a time. It's the worst
idea ever!!

-bobby

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jared
*Sent:* Thursday, July 05, 2012 7:55 PM
*To:* hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
*Subject:* Re: [hlds] Steam CMD

CS:GO, Killing Floor, and Red Orchestra 2: Heroes of Stalingrad

Jared Creasy

Community Relations

Tripwire Interactive

On 7/5/2012 7:48 PM, Nomaan Ahmad wrote:

CS:GO Beta

On 6 July 2012 00:32, RSS List User l...@redspeedservers.com
mailto:l...@redspeedservers.com wrote:

Hello all,

I don't really keep up to date on steamcmd, but what games are
currently using steamcmd?

Thanks!

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Re: [hlds] hldsupdatetool problem

2012-01-04 Thread RSS List User

Try using this.

hldsupdatetool -command update -game Counter-Strike Source -dir 
C:\CSSServer


I believe Counter-Strike Source must be in quotes.

On 1/4/2012 9:36 PM, jarett ambrosat wrote:
I'm trying to set up a CS:S server and i'm having trouble with the 
update tool. I enter in the cmd hldsupdatetool -command update -game 
Counter-Strike Source -dir C:\CSSServer. Yes, i'm in the directory 
that my update tool is in. Anyway, another window pops up, text 
appears, but before I can read it the window disappears and it doesn't 
update. I've tried multiple times and it does the same thing every time.



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Re: [hlds] Merry Christmas!

2011-12-24 Thread RSS List User

  
  
Merry Christmas to you too.

And happy holidays to everyone who has other traditions! 

And if this is what we got in 2011 with the list, imagine what 2012
will be.

On 12/25/2011 12:11 AM, Ook wrote:

  
  Seriously. 
  
  Merry Christmas to all! And Happy Holidays to those that don't
  observe Christmas or otherwise don't want to hear it.
  
  Alas, what happened to the good old days when we could do
  something as simple as wishing others MC on this mailing list
  without the list nazis getting their noses pushed out of shape?
  
  
  On 12/24/2011 08:37 PM, Kyle Sanderson wrote:
  Happy Holidays.


Don't be a scrooge.
Kyle.
  
  On Sat, Dec 24, 2011 at 8:15 PM, Ant
essential...@bigpond.com
wrote:

  

  I
  can't believe this has to be said, Everyone should
  STFU about religion and politics on this thread.
  It's for Steam HLDS related issues
  
  

  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com]
  On Behalf Of Mart-Jan Reeuwijk
  Sent: Sunday, 25 December 2011 1:55 PM
  

  To: Half-Life dedicated Win32 server
  mailing list
  Subject: Re: [hlds] Merry Christmas!
  

  
  

  
  
Atheist too, but then I
still can be able to convey the message to
wish for everybody a Merry Xmass? 

Its not about christ anyway, its some pagan
ritual of like couple thousand year ago that
us "pagans" used to have, 2 weeks of
celebrations before turning to work again,
before we where mandatory converted into
christians. Oh, we had some rituals... lets
put those in some biblical context... so we
move the village tree from the outside into
our houses, let them have a small stable
with child Jesus in it and then its
sanctioned... and that 2 weeks, let cut off
every time a day or so, so it gets shortened
to a day. But Jesus was actually born
somewhere in spring if one would believe
the scientist who researched the whole
bunch, for the population count Maria was
traveling for was then, not in winter. and
oops, where off a couple years as well...
should be like 2006 right now, or 2015,
nobody knows exactly. The Apostles didn't
learn to write till 65 AD or some.

Well, back to the pagan rite, it was mostly
to celebrate the midwinter turn, as from now
the days become longer (on northern half of
the world anyway). Yeah, yeah, that was the
21st... more influence from those Christian
church. 

All of the sudden, the whole Christmas isn't
about Christ, or about pagan rites or
w/e. Its all make-believe.

The wishes? its just wishing ppl to have a
good time during those days. Thats bout it.
If you feel offended by it, one should get
some dose of humor for those ppl that in the
past couldn't seem to get it right. 

so far we got:
- Birth of christ: off by at least 3 months
- pagan winter solstice rite, off for bout 4
days. 
- ehm? whats left? getting together and
having a good time.

Now, again: Merry Christmas
 

Re: [hlds] Let's be honest

2011-12-08 Thread RSS List User
I've seen this email multiple times, but I have yet to see any policing. 
Please, what actions have you taken right now? As I still see these 
servers.


On 12/8/2011 7:39 PM, Fletcher Dunn wrote:


Date for expected compliance: right now.

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mart-Jan 
Reeuwijk

*Sent:* Thursday, December 08, 2011 4:00 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Let's be honest

Cant wait till that its enacted and in full effect. Set a date per to 
comply.


Already all set up. (had to change nothing)



*From:*Damien Delay damien.delay1...@gmail.com
*To:* hlds@list.valvesoftware.com hlds@list.valvesoftware.com
*Sent:* Friday, 9 December 2011, 0:04
*Subject:* Re: [hlds] Let's be honest


So does that mean valve are finally going to deal with saigns.de
and night team? FINALY!

On 8 Dec 2011, at 22:07, hlds-requ...@list.valvesoftware.com
mailto:hlds-requ...@list.valvesoftware.com wrote:

 able

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Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread RSS List User

Same just happened to me!

On 11/4/2011 11:04 PM, Team BOOM! wrote:


ALL 7 my servers are full again! How bizarre!



*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason

*Sent:* Friday, November 04, 2011 12:51 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] TF2 Player Count Drop After Halloween

Followed the latest Tribes (in Dec)and then first quarter 2012 
will be CS:GO.so is this the inevitable slow and painful TF2 
death?  Who knowsbut 4 years for a popular FPS with constant 
updates?  I say it's still here for a bit longer and hats off to Valve 
for it.


On Fri, Nov 4, 2011 at 3:41 PM, 1nsane 1nsane...@gmail.com 
mailto:1nsane...@gmail.com wrote:


Modern Warfare 3 is next. That should give us a nice drop as well.

On Fri, Nov 4, 2011 at 3:14 PM, Herover leon.l.a.niel...@gmail.com 
mailto:leon.l.a.niel...@gmail.com wrote:


I think I can confirm that as a css server operator.
I believed it was because of the new tf2 update, but I guess BF3 and
other games have some influence too.

2011/11/4 E. Olsen ceo.eol...@gmail.com mailto:ceo.eol...@gmail.com:

 Actually, if you'll look at the Steam stats, it's pretty obvious that
 overall TF2 traffic has taken a downturn. Add to that all the additional
 servers that went up after F2P went live, along with a pretty cluttered
 release schedule of new PC games (BF3, etc.), and I think what most
 operators are seeing is simply a symptom of less public players 
overall, and

 too many servers - not a problem with quickplay. With only 40k or so TF2
 players to go around, if you haven't built up a relatively large group of
 regulars, you're going to be struggling.

 We've seen a downturn as well (although, not in our UK-based servers, 
only
 in the US), but it's simply moving toward where traffic levels were 
prior to
 F2P/quickplay. Personally, I think operators that have been relying 
solely
 on quickplay to fill their servers are going to have a tough go at 
keeping
 full servers from now on (unless, of course, Valve has another big 
update up
 their sleeve to kick TF2 in the pants again). TF2 is a 4 year old 
game - and
 without a large group of regulars already built up, I doubt I would 
launch
 and TF2 servers today. Building consistent traffic takes a ton of 
time and

 dedication - even when a game is new. Quickplay is a crutch, and if your
 servers can't fill without it, you're already sunk.

 On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies 
tyler.k.dav...@gmail.com mailto:tyler.k.dav...@gmail.com

 wrote:

 I'm having the same ordeal with my servers. And I know that it's totally
 unrelated to the amount of time people have been playing in it 
because over
 10 people (almost constantly) had been connected for more than one 
hour on
 the day of the most recent update. Everyone who connected to the 
three of my
 servers stayed in for an avg. of 45 minutes to an hour and a half. 
Yet the

 next day, not a single soul from quickplay to be found, only the regular
 players. This all started happening after the Halloween update. This 
is very

 bizarre because we're normally full and people stay on for an extended
 amount of time (I'd say about 45 min - 1 1/2 hours) give or take 
65-70% of

 the time. Maybe this should be looked into? I don't know. But I will say
 that people play on the servers quite a bit and now quickplay is
 discriminating my servers. I've seen other servers that cannot hold 
a single
 person in for more than 45 minutes yet quickplay keeps them full all 
day and
 night. I don't like saying there is something wrong but I think 
there is

 something wrong.

 On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! teamb...@comcast.net 
mailto:teamb...@comcast.net wrote:


 I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
 them
 were running totally full of players until the day after Halloween. In
 fact
 they've been running full for months. Now all but one or two 
usually sit

 empty. It's like quickplay is not directing traffic to them anymore.
 Something is weird here. I don't get it. Is anyone else seeing 
something

 goofy like this.

 Mike

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper

 Sent: Thursday, November 03, 2011 3:09 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty

 So I'm not sure if this is related to quickplay or not, but I've
 noticed the past 2 days that my (pure vanilla, no SM or anything)
 quickplay servers have gotten next to no traffic. Which is very
 strange considering at least 1 of them usually is full of players, and
 since the start of the Halloween event they've been full nearly 20
 hours a day. 

Re: [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread RSS List User

I have a question:

What can us, GSPs, do to control and get information regarding what 
customers are doing with our IP addresses?


On 10/28/2011 3:13 PM, Fletcher Dunn wrote:


Just one last comment.

Engaged game server administrators who police their community, 
experiment with rule changes and custom maps and modes, etc, add a 
/tremendous/ amount of value to our game.  We would be making a huge 
mistake to alienate those guys (you guys) or stifle any experimentation.


We're hoping this tool will help to identify those servers who 
maliciously make a hostile experience for players who just want to 
play the game, thus doing damage to our community.


Now excuse me, I need to get back to figuring out why registered 
servers sometimes aren't getting the special gift drops!


Your humble servant,

Fletch

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason

*Sent:* Friday, October 28, 2011 11:54 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] About the TF2 in-game abuse reporting tool

Well, we have a set of rules and a lot of banned players who've tried 
hacking us, trolling us, etc to get us back.  What rules *WE* enforce 
should be our business, shouldn't it?  So we've got a large ban list 
of trolls, dicks, hackers, etc.  People often do not like us for 
actually enforcing our rulesand want to hate on us.  We have a 
decent player base who support us and like that we take an active and 
often hardline approach toward the isms (racism, sexism, ageism, 
etc.) as well as toward trolls/dicks in general.


Will valve investigate and actually consult with the server 
owner/community?  Do I need to start doing demos, screenshots and 
recordings of folks spewing all of the hate speech and rule breaking 
just to cover my back?  I ask this because compared to some other 
servers, we *ARE* a little more strict than other servers.  So with 
this new subjective aspect, it has me wondering what's to come.


And why now?  Free to play was implemented, which allows even more 
anonymous trolls to make account after account (and even change their 
IP as well), and now I gotta answer for banishing groups of them off 
my server?  This may just be the end of our servers, as I never 
thought, as a server owner, I'd have to answer to Valve for the 
server I ran when I am not violating any terms of service in doing so.


On Fri, Oct 28, 2011 at 2:33 PM, E. Olsen ceo.eol...@gmail.com 
mailto:ceo.eol...@gmail.com wrote:


That's a valid question - an abuse reporting system has been put in 
place, without telling the users what consittutes abuse (which I think 
would lead to many more false reports than not). Some guidelines (both 
for users and server operators) might be beneficial, both to keep down 
the number of nuisance reports, AND help the server operators to stay 
in compliance. It's all well and good to say that Valve reserves the 
right to ban servers/IP's for abuse, but without knowing what the 
rules/guidelines are, it's giving operators an invisible line and 
telling us don't cross this.


On Fri, Oct 28, 2011 at 2:18 PM, doctor...@web.de 
mailto:doctor...@web.de wrote:


What is considered as abusive behaviour?
___
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Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread RSS List User

WOOT!

Halloween time is the only time where I run a TF2 server.

On 10/27/2011 9:25 PM, Brian Cagle wrote:

FINALLY!!! *Dances*

 From: jas...@valvesoftware.com
 To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com

 Date: Fri, 28 Oct 2011 01:23:47 +
 Subject: [hlds] Team Fortress 2 Update Released

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


 - Halloween 2011 Event
 - Viaduct has been haunted and is now... Eyeaduct!
 - One full multi-piece costume set has been added for each class
 - Random gifts containing costume pieces drop in Eyeaduct on 
registered servers

 - 2 new Halloween 2011 achievements
 - Any unusual hats uncrated during the event will be Halloween-themed
 - New Halloween-themed items are available in the Mann Co. store, 
but only for a limited time!

 - Updated effects for The Cow Mangler 5000
 - Updated in-game abuse reporting tool to include option for 
reporting abusive game servers

 - Added mapcycle_halloween containing all Halloween event maps
 - Fixed team colors and styles not updating properly in store previews
 - Fixed bug in reputation trend status display for registered servers
 - Fixed a problem that could cause repeated stutters after joining a 
server

 - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
 - New Halloween-themed community-created items submitted to the 
Workshop are now available in the Mann Co. store!


 Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread RSS List User

Lucky. I can't update this server since release.

On 10/27/2011 10:08 PM, gamead...@127001.org wrote:


I don't know if we were just ahead of the curve or something, but the 
updates tonight were incredibly quick.


*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger

*Sent:* 28 October 2011 02:53
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Team Fortress 2 Update Released

The next 5, while we wait for the servers to update, will be of 
productivity zero. :P


On 27 October 2011 23:27, Rob Liu robl...@gmail.com 
mailto:robl...@gmail.com wrote:


Awesome.. I can go back to work again.  the last 5 hours productivity 
is zero.


On Fri, Oct 28, 2011 at 2:25 PM, Brian Cagle brian...@msn.com 
mailto:brian...@msn.com wrote:


FINALLY!!! *Dances*

 From: jas...@valvesoftware.com mailto:jas...@valvesoftware.com
 To: hlds_li...@list.valvesoftware.com 
mailto:hlds_li...@list.valvesoftware.com; 
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com 
mailto:hlds_annou...@list.valvesoftware.com

 Date: Fri, 28 Oct 2011 01:23:47 +
 Subject: [hlds] Team Fortress 2 Update Released



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


 - Halloween 2011 Event
 - Viaduct has been haunted and is now... Eyeaduct!
 - One full multi-piece costume set has been added for each class
 - Random gifts containing costume pieces drop in Eyeaduct on 
registered servers

 - 2 new Halloween 2011 achievements
 - Any unusual hats uncrated during the event will be Halloween-themed
 - New Halloween-themed items are available in the Mann Co. store, 
but only for a limited time!

 - Updated effects for The Cow Mangler 5000
 - Updated in-game abuse reporting tool to include option for 
reporting abusive game servers

 - Added mapcycle_halloween containing all Halloween event maps
 - Fixed team colors and styles not updating properly in store previews
 - Fixed bug in reputation trend status display for registered servers
 - Fixed a problem that could cause repeated stutters after joining a 
server

 - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
 - New Halloween-themed community-created items submitted to the 
Workshop are now available in the Mann Co. store!


 Jason


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Re: [hlds] Halloween 2011

2011-10-24 Thread RSS List User

Has any launch date been announced yet?

On 10/25/2011 12:23 AM, Fletcher Dunn wrote:


Yes, drops are tied to particular maps.

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *m33crob

*Sent:* Monday, October 24, 2011 9:22 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Halloween 2011

Do you have to run the event maps specifically to get the drops? Sorry 
if this seems dumb, but I had my male period hiatus last year and did 
not play TF2 or follow it for that matter from October thru January of 
this year...


On Mon, Oct 24, 2011 at 3:06 PM, Jason pctool...@gmail.com 
mailto:pctool...@gmail.com wrote:


I already got itmsleeper, thanks for doing your best to make some 
of us look like morons even more.  Learn a little tact and learn to 
respect that some of us *do* have comprehension issues sometimes.  
Peace to you and the others who made us feel more stupid than we 
already did.  Cheers


On Mon, Oct 24, 2011 at 5:00 PM, msleeper 
mslee...@ismsleeperwrong.com mailto:mslee...@ismsleeperwrong.com 
wrote:


You're not reading the entire article then, and only skipping to the
parts you don't like.

The article is about how to setup your server to be quickplay enabled.
Part of that process is that you have to register your servers - but
that's the only part you have to follow to be eligible for the
Halloween stuff.

There's no criteria for your servers to be registered. The only thing
that cares about as vanilla as possible is the quickplay matchmaking
system. Nowhere does it say anything about that with just registering
your server.

How is this a hard concept to understand.


On Sat, Oct 22, 2011 at 12:33 PM, Jason pctool...@gmail.com 
mailto:pctool...@gmail.com wrote:


 msleeper, I am not reading between the lines, because it clearly states:
  Servers should be running as vanilla as possible. In particular, 
these

 server tags (sv_tags) will disqualify a server:

 We don't have but ONE vanilla server, thus my concern/question.
 So to someone who may reply in a HELPFUL way:  We don't have to put the
 results of the confirmation into our server.cfg as the instructions 
state,

 correct?  Just register and that's it?

 Thanks in advance.

 On Sat, Oct 22, 2011 at 3:59 AM, msleeper 
mslee...@ismsleeperwrong.com mailto:mslee...@ismsleeperwrong.com

 wrote:

 There's nothing to be confused about. Stop trying to read between the
 lines.

 In order to participate in the event, you have to REGISTER your
 servers. You don't have to make them quickplay valid. You JUST have to
 register them.

 How is there 20 replies to this thread.

 On Sat, Oct 22, 2011 at 2:46 AM, Jason pctool...@gmail.com 
mailto:pctool...@gmail.com wrote:
  Ok, I am confused.  The quickplay (and registration of servers) 
is for

  servers without mods, etc.  Which is why we only have one of our five
  servers in the quickplay registration.  Yet, the OTHER servers is
  where we
  get most of our traffic.  Your quickplay registration rules say
  something
  along the lines of either getting blacklisted or ignored if you have
  modded
  servers.
  So people who have fun modded servers are simply shit out of 
luck?  If
  this is not the case, then please, explain and give DETAILS of 
what we

  will
  need to do.  I don't mind registering my servers for the 
halloween event
  stuff, my community would love itbut if I get left out 
because

  we
  have mods, I think that's a bit crappy of valve.
  Let us know exactly what we need to do to participate 
please...thank

  you
  in advance.
  Jason
 
  On Sat, Oct 22, 2011 at 2:33 AM, Rob Liu robl...@gmail.com 
mailto:robl...@gmail.com wrote:

 
  Why even bother trying to police it.  It's a holiday special 
events.
  People who's going to cheat/abuse it is still going get what 
they want

  in
  the end.
 
  On Sat, Oct 22, 2011 at 6:39 PM, Violent Crimes
  maxim_confus...@yahoo.com mailto:maxim_confus...@yahoo.com 
wrote:

 
  Would setting up a 10 person private server for you and your 
friends

  to
  get the gifts and not have to deal with other people be abusing the
  system?
 
  
  From: Jon Lippincott j...@valvesoftware.com 
mailto:j...@valvesoftware.com

  To: Half-Life dedicated Linux server mailing list
  hlds_li...@list.valvesoftware.com 
mailto:hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 
server
  mailing list hlds@list.valvesoftware.com 
mailto:hlds@list.valvesoftware.com
  Cc: TF Team tft...@valvesoftware.com 
mailto:tft...@valvesoftware.com

  Sent: Friday, October 21, 2011 10:32 PM
  Subject: [hlds] Halloween 2011
 
  We're going to be launching some new Halloween content in the near
  future
  and wanted to give you all a quick heads-up.  There will be random
  gift
  drops, but this year we are requiring that participants 
register their

  servers.  If you choose not to register, you can still run the
  Halloween
  maps, but 

[hlds] CSS Bot Help

2011-10-14 Thread RSS List User

I currently have the following commands running on my server:
bot_quota 4
bot_quota_mode: fill
bot_auto_vacate 1

The bots are in the server 24/7 with or without the players. I want the 
bots to leave when a players joins, for example
if 1 player joins 1 bot leaves, if 2 players join 2 bots leave and so 
on. If the player leaves the bots rejoin maintaining the bot quota.


Thanks for any help you guys can provide.

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[hlds] Update today?

2011-10-13 Thread RSS List User

Hello,

Does anyone know if the update for source engine 2009 has been released? 
I believe it's the one which locks FPS.


Thanks!

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Re: [hlds] Update today?

2011-10-13 Thread RSS List User
Did Tony say anything about the update getting pushed back today as 
well? Or are we still on plan?


Thanks!

On 10/13/2011 4:23 PM, Jonah Hirsch wrote:

There has been no update released yet today.
---
Jonah Hirsch



On Thu, Oct 13, 2011 at 1:20 PM, RSS List User 
li...@redspeedservers.com mailto:li...@redspeedservers.com wrote:


Hello,

Does anyone know if the update for source engine 2009 has been
released? I believe it's the one which locks FPS.

Thanks!

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

2011-10-13 Thread RSS List User
Well, actually they seem not to care. We always wait until around 4 
hours before updating.


Can anyone confirm that SourceMod works with this update?

On 10/13/2011 5:32 PM, Ant wrote:


You mean since last update.

I am sure they will address this issue ASAP.

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *steve grout

*Sent:* Friday, 14 October 2011 7:30 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released


i cant remember it being this bad since well.. i can't remember :)

On 13/10/2011 22:27, Chris Brunelle wrote:

No kidding.  This is unreal.

On Thu, Oct 13, 2011 at 3:13 PM, Lambda lambdace...@gmail.com 
mailto:lambdace...@gmail.com wrote:


Its basically impossible to update a server

2011/10/13 Dominik Friedrichs d...@forlix.org mailto:d...@forlix.org

Checking bootstrapper version ...
Updating Installation
Command aborted

Oh joy :D




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

2011-10-13 Thread RSS List User

Windows or Linux?

On 10/13/2011 5:39 PM, Gareth Clarke wrote:

Does for me.



---
Sent from my Sinclair ZX80
---


On Thu, Oct 13, 2011 at 2:38 PM, RSS List User 
li...@redspeedservers.com mailto:li...@redspeedservers.com wrote:




Can anyone confirm that SourceMod works with this update?


On 10/13/2011 5:32 PM, Ant wrote:


You mean since last update.

I am sure they will address this issue ASAP.

*From:*hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *steve
grout
*Sent:* Friday, 14 October 2011 7:30 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Team Fortress 2, Counter-Strike: Source,
Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

i cant remember it being this bad since well.. i can't
remember :)

On 13/10/2011 22:27, Chris Brunelle wrote:

No kidding.  This is unreal.

On Thu, Oct 13, 2011 at 3:13 PM, Lambda lambdace...@gmail.com
mailto:lambdace...@gmail.com wrote:

Its basically impossible to update a server

2011/10/13 Dominik Friedrichs d...@forlix.org mailto:d...@forlix.org

Checking bootstrapper version ...
Updating Installation
Command aborted

Oh joy :D




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Re: [hlds] Latest Update Issues

2011-10-13 Thread RSS List User

Hello,

I've been unable to get this update to work.

Connecting to 216.172.106.26:27015...
The server you are trying to connect to is running
an older version of the game.

Server has been updated with -verify_all flag as well.

Any ideas?

On 10/14/2011 1:06 AM, pilger wrote:

It's nothing but stable.

I've been getting reports of synchronized crashes affecting a set of 
players on my server and experienced it myself. It doesn't affect all 
players, but it definitely affects more than one player at the same 
time and it crashes the client back to OS without any warning or message.


It's frequent and it appears to be happening on other servers aswell, 
as i have been told. Can't confirm that 100%, though.


I think it should have something to do with the item server as long as 
it is a synchronized crash.




On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn 
fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote:


We have had stability problems with the item server and have been
bouncing the item server frequently, so all of the servers have
been losing the connection to the item server.

This should be stable now, though.  We might bounce it one or two
more times tonight.

The libsteam change was to fix the steam.log crash on startup
problem.  This lib plays a relatively minor role nowadays (most of
the stuff is happening in steamclient).

There will be a small client update to fix the most common client
crash.  it will not require updating servers.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen
Viech
Sent: Thursday, October 13, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Latest Update Issues

Did valve just update ../orangebox/bin/libsteam.so? One guy in my
friendslist couldn't get his server running because of Unable to
start steam support library -- This server will operate in LAN mode,
out of curiosity i restarted my server and
100.00% downloading ../orangebox/bin/libsteam.so
??
Also, i'm constantly loosing connection to the item server

2011/10/14 Nomaan Ahmad n0man@gmail.com
mailto:n0man@gmail.com:
 Download server files on new a directory and work from there.

 On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com
mailto:cc2isc...@gmail.com wrote:

 Did you delete the blob files in the updater directory?

 On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com
mailto:unrealize...@gmail.com wrote:

 -verify_all is not functioning..  I deleted the bin folders and
 binaries, and it is not re-downloading any of them..

 No installation record found at .
 No installation record found at ./css
 Checking/Installing 'Counter-Strike Source Shared Content'
version 117


 Checking/Installing 'Base Source Shared Models' version 4


 Checking/Installing 'Base Source Shared Sounds' version 4


 Checking/Installing 'Base Source Shared Materials' version 8


 Checking/Installing 'Counter-Strike Source Linux Dedicated Server'
 version 2

 100.00% downloading ./css/bin/libsteam.so

 HLDS installation up to date
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
deferrals.
 CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps


 On Thu, Oct 13, 2011 at 5:36 PM, 1nsane 1nsane...@gmail.com
mailto:1nsane...@gmail.com wrote:
  Counter-Strike: Source Linux, Metamod and Sourcemod
unchanged since
  last
  update and everything is running fine.
 
  On Thu, Oct 13, 2011 at 8:18 PM, Jonathan Zakay
jonza...@aol.com mailto:jonza...@aol.com
  wrote:
 
  Disabled MM and the servers are running fine now, I take it
that MM/SM
  was
  the issue.
 
 
  On 14 Oct 2011, at 01:11, Team BOOM! wrote:
 
   All,
  
   I disabled Metamod on all my Windows 2008 TF2 Servers and
they are
   up,
   running and full. Of course SourceMod won't work, but at
least you
   will
   have
   running servers again if this is your problem.
  
   Mike
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonathan
   Zakay
   Sent: Thursday, October 13, 2011 5:03 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Latest Update Issues
  
   This could be an issue related to 

Re: [hlds] Latest Update Issues

2011-10-13 Thread RSS List User

Ah yes.

Counter-Strike Source.
Windows 2008 Standard R2.

All modifications on that server are disabled.

On 10/14/2011 1:18 AM, Lane Eckley wrote:


You may want to mention which game J

*Lane *Eckley

Hypernia Hosting Corp

Desk: 1.305.390.2124
Toll Free: 1.800.284.6978 ext. 600

http://www.hypernia.com http://www.hypernia.com/

l...@hypernia.com mailto:l...@hypernia.com

*Confidentiality Note:*  The information contained in this 
transmission is legally privileged and confidential, intended only for 
the use of the individual or entity named above. If the reader of this 
message is not the intended recipient, you are hereby notified that 
any dissemination, distribution, or copying of this communication is 
strictly prohibited.  Thank you.


*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User

*Sent:* Friday, October 14, 2011 1:17 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Latest Update Issues

Hello,

I've been unable to get this update to work.

Connecting to 216.172.106.26:27015...
The server you are trying to connect to is running
an older version of the game.

Server has been updated with -verify_all flag as well.

Any ideas?

On 10/14/2011 1:06 AM, pilger wrote:

It's nothing but stable.

I've been getting reports of synchronized crashes affecting a set of 
players on my server and experienced it myself. It doesn't affect all 
players, but it definitely affects more than one player at the same 
time and it crashes the client back to OS without any warning or message.


It's frequent and it appears to be happening on other servers aswell, 
as i have been told. Can't confirm that 100%, though.


I think it should have something to do with the item server as long as 
it is a synchronized crash.



On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn 
fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote:


We have had stability problems with the item server and have been 
bouncing the item server frequently, so all of the servers have been 
losing the connection to the item server.


This should be stable now, though.  We might bounce it one or two more 
times tonight.


The libsteam change was to fix the steam.log crash on startup problem. 
 This lib plays a relatively minor role nowadays (most of the stuff is 
happening in steamclient).


There will be a small client update to fix the most common client 
crash.  it will not require updating servers.



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech

Sent: Thursday, October 13, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Latest Update Issues

Did valve just update ../orangebox/bin/libsteam.so? One guy in my
friendslist couldn't get his server running because of Unable to
start steam support library -- This server will operate in LAN mode,
out of curiosity i restarted my server and
100.00% downloading ../orangebox/bin/libsteam.so
??
Also, i'm constantly loosing connection to the item server

2011/10/14 Nomaan Ahmad n0man@gmail.com 
mailto:n0man@gmail.com:

 Download server files on new a directory and work from there.

 On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com 
mailto:cc2isc...@gmail.com wrote:


 Did you delete the blob files in the updater directory?

 On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com 
mailto:unrealize...@gmail.com wrote:


 -verify_all is not functioning..  I deleted the bin folders and
 binaries, and it is not re-downloading any of them..

 No installation record found at .
 No installation record found at ./css
 Checking/Installing 'Counter-Strike Source Shared Content' version 117


 Checking/Installing 'Base Source Shared Models' version 4


 Checking/Installing 'Base Source Shared Sounds' version 4


 Checking/Installing 'Base Source Shared Materials' version 8


 Checking/Installing 'Counter-Strike Source Linux Dedicated Server'
 version 2

 100.00% downloading ./css/bin/libsteam.so

 HLDS installation up to date
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 
deferrals.

 CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps


 On Thu, Oct 13, 2011 at 5:36 PM, 1nsane 1nsane...@gmail.com 
mailto:1nsane...@gmail.com wrote:

  Counter-Strike: Source Linux, Metamod and Sourcemod unchanged since
  last
  update and everything is running fine.
 
  On Thu, Oct 13, 2011 at 8:18 PM, Jonathan Zakay 
jonza...@aol.com mailto:jonza...@aol.com

  wrote:
 
  Disabled MM and the servers are running fine now, I take it 
that MM/SM

  was
  the issue.
 
 
  On 14 Oct 2011, at 01:11, Team BOOM! wrote:
 
   All,
  
   I disabled Metamod on all my Windows 2008 TF2 Servers

Re: [hlds] Latest Update Issues

2011-10-13 Thread RSS List User

Hmm, did cstrike get put into css from orangebox?

On 10/14/2011 1:19 AM, RSS List User wrote:

Ah yes.

Counter-Strike Source.
Windows 2008 Standard R2.

All modifications on that server are disabled.

On 10/14/2011 1:18 AM, Lane Eckley wrote:


You may want to mention which game J

*Lane *Eckley

Hypernia Hosting Corp

Desk: 1.305.390.2124
Toll Free: 1.800.284.6978 ext. 600

http://www.hypernia.com http://www.hypernia.com/

l...@hypernia.com mailto:l...@hypernia.com

*Confidentiality Note:*  The information contained in this 
transmission is legally privileged and confidential, intended only 
for the use of the individual or entity named above. If the reader of 
this message is not the intended recipient, you are hereby notified 
that any dissemination, distribution, or copying of this 
communication is strictly prohibited.  Thank you.


*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User

*Sent:* Friday, October 14, 2011 1:17 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Latest Update Issues

Hello,

I've been unable to get this update to work.

Connecting to 216.172.106.26:27015...
The server you are trying to connect to is running
an older version of the game.

Server has been updated with -verify_all flag as well.

Any ideas?

On 10/14/2011 1:06 AM, pilger wrote:

It's nothing but stable.

I've been getting reports of synchronized crashes affecting a set of 
players on my server and experienced it myself. It doesn't affect all 
players, but it definitely affects more than one player at the same 
time and it crashes the client back to OS without any warning or message.


It's frequent and it appears to be happening on other servers aswell, 
as i have been told. Can't confirm that 100%, though.


I think it should have something to do with the item server as long 
as it is a synchronized crash.



On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn 
fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote:


We have had stability problems with the item server and have been 
bouncing the item server frequently, so all of the servers have been 
losing the connection to the item server.


This should be stable now, though.  We might bounce it one or two 
more times tonight.


The libsteam change was to fix the steam.log crash on startup 
problem.  This lib plays a relatively minor role nowadays (most of 
the stuff is happening in steamclient).


There will be a small client update to fix the most common client 
crash.  it will not require updating servers.



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech

Sent: Thursday, October 13, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Latest Update Issues

Did valve just update ../orangebox/bin/libsteam.so? One guy in my
friendslist couldn't get his server running because of Unable to
start steam support library -- This server will operate in LAN mode,
out of curiosity i restarted my server and
100.00% downloading ../orangebox/bin/libsteam.so
??
Also, i'm constantly loosing connection to the item server

2011/10/14 Nomaan Ahmad n0man@gmail.com 
mailto:n0man@gmail.com:

 Download server files on new a directory and work from there.

 On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com 
mailto:cc2isc...@gmail.com wrote:


 Did you delete the blob files in the updater directory?

 On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com 
mailto:unrealize...@gmail.com wrote:


 -verify_all is not functioning..  I deleted the bin folders and
 binaries, and it is not re-downloading any of them..

 No installation record found at .
 No installation record found at ./css
 Checking/Installing 'Counter-Strike Source Shared Content' 
version 117



 Checking/Installing 'Base Source Shared Models' version 4


 Checking/Installing 'Base Source Shared Sounds' version 4


 Checking/Installing 'Base Source Shared Materials' version 8


 Checking/Installing 'Counter-Strike Source Linux Dedicated Server'
 version 2

 100.00% downloading ./css/bin/libsteam.so

 HLDS installation up to date
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 
deferrals.

 CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps


 On Thu, Oct 13, 2011 at 5:36 PM, 1nsane 1nsane...@gmail.com 
mailto:1nsane...@gmail.com wrote:

  Counter-Strike: Source Linux, Metamod and Sourcemod unchanged since
  last
  update and everything is running fine.
 
  On Thu, Oct 13, 2011 at 8:18 PM, Jonathan Zakay 
jonza...@aol.com mailto:jonza...@aol.com

  wrote:
 
  Disabled MM and the servers are running fine now, I take it 
that MM/SM

  was
  the issue.
 
 
  On 14 Oct 2011

Re: [hlds] Latest Update Issues

2011-10-13 Thread RSS List User

It's not on the update list and it's downloading css/cstrike.

Should be orangebox/cstrike.

On 10/14/2011 1:29 AM, Ant wrote:


maybe you should read the update list posted

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User

*Sent:* Friday, 14 October 2011 3:26 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Latest Update Issues

Hmm, did cstrike get put into css from orangebox?

On 10/14/2011 1:19 AM, RSS List User wrote:

Ah yes.

Counter-Strike Source.
Windows 2008 Standard R2.

All modifications on that server are disabled.

On 10/14/2011 1:18 AM, Lane Eckley wrote:

You may want to mention which game J

*Lane *Eckley

Hypernia Hosting Corp

Desk: 1.305.390.2124
Toll Free: 1.800.284.6978 ext. 600

http://www.hypernia.com http://www.hypernia.com/

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*From:*hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User

*Sent:* Friday, October 14, 2011 1:17 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Latest Update Issues

Hello,

I've been unable to get this update to work.

Connecting to 216.172.106.26:27015...
The server you are trying to connect to is running
an older version of the game.

Server has been updated with -verify_all flag as well.

Any ideas?

On 10/14/2011 1:06 AM, pilger wrote:

It's nothing but stable.

I've been getting reports of synchronized crashes affecting a set of 
players on my server and experienced it myself. It doesn't affect all 
players, but it definitely affects more than one player at the same 
time and it crashes the client back to OS without any warning or message.


It's frequent and it appears to be happening on other servers aswell, 
as i have been told. Can't confirm that 100%, though.


I think it should have something to do with the item server as long as 
it is a synchronized crash.




On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn 
fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote:


We have had stability problems with the item server and have been 
bouncing the item server frequently, so all of the servers have been 
losing the connection to the item server.


This should be stable now, though.  We might bounce it one or two more 
times tonight.


The libsteam change was to fix the steam.log crash on startup problem. 
 This lib plays a relatively minor role nowadays (most of the stuff is 
happening in steamclient).


There will be a small client update to fix the most common client 
crash.  it will not require updating servers.



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech

Sent: Thursday, October 13, 2011 6:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Latest Update Issues

Did valve just update ../orangebox/bin/libsteam.so? One guy in my
friendslist couldn't get his server running because of Unable to
start steam support library -- This server will operate in LAN mode,
out of curiosity i restarted my server and
100.00% downloading ../orangebox/bin/libsteam.so
??
Also, i'm constantly loosing connection to the item server

2011/10/14 Nomaan Ahmad n0man@gmail.com 
mailto:n0man@gmail.com:

 Download server files on new a directory and work from there.

 On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com 
mailto:cc2isc...@gmail.com wrote:


 Did you delete the blob files in the updater directory?

 On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com 
mailto:unrealize...@gmail.com wrote:


 -verify_all is not functioning..  I deleted the bin folders and
 binaries, and it is not re-downloading any of them..

 No installation record found at .
 No installation record found at ./css
 Checking/Installing 'Counter-Strike Source Shared Content' version 117


 Checking/Installing 'Base Source Shared Models' version 4


 Checking/Installing 'Base Source Shared Sounds' version 4


 Checking/Installing 'Base Source Shared Materials' version 8


 Checking/Installing 'Counter-Strike Source Linux Dedicated Server'
 version 2

 100.00% downloading ./css/bin/libsteam.so

 HLDS installation up to date
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 
deferrals.

 CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0