Re: [hlds] TF2 Update Released but srcds.exe will not start..

2010-12-17 Thread SmOoThEm
TF2 Update Released but srcds.exe will not start. have even tried a clean
install. I believe something is  broken with this update. Can anyone
confirm?

Windows Server 2008 R2
Clean Install/Existing installs after update do not function.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alinay Gomez
Sent: Friday, December 17, 2010 6:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

Sweet, second half of the polycount update!

On Fri, Dec 17, 2010 at 8:55 PM, Jason Ruymen
jas...@valvesoftware.comwrote:

 Required updates to Counter-Strike: Source, Day of Defeat: Source, 
 Half-Life 2: Deathmatch and Team Fortress 2 are now available.  The 
 specific changes include:

 Engine changes (TF2/CS/DOD):
  - Improved sv_pure:
   - Materials / Models / Sounds / Animations are more 
 comprehensively protected.
   - Switched from CRC to MD5 hashes for stronger per-file validation.
   - Fixed some issues between custom files and server whitelists 
 over level changes.
  - Added HL2:MP to the list of dedicated server games when starting a 
 server via the Tools tab in the Library

 Team Fortress 2
  - Added Medieval Mode, a game mode where players are restricted to 
 using olde weapons.
  - 'Your Eternal Reward' changes:
   - Spies can now change their disguise weapon via 'lastdiguise' 
 while using 'Your Eternal Reward'
   - Already-disguised 'Your Eternal Reward' Spies are no longer 
 forced to switch to displaying the melee weapon when they make a kill
   - Spies no longer play speech lines when making a kill with 
 'Your Eternal Reward'
   - Sentries no longer track 'Your Eternal Reward' Spies after 
 they backstab someone
  - 'Natascha' changes:
   - Spin-up time increased.
   - Slowdown-on-hit effect is reduced over distance.
  - Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The 
 Expert's Ordnance' item sets.
  - Added new weapons: 'The Claidheamohmor', 'The Back Scratcher', 'The 
 Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's 
 Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak 
 Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy 
 Cane', and 'The Jag'.
  - Added 20 new hats.
  - Added a prototype item testing map, and associated functionality, 
 for contributors to test their work. Further details in an upcoming blog
post.
  - Spies can now see TargetID's of players and objects regardless of 
 their own disguise status.
  - Fixed some speech lines continuing after the speaker changes class
  - The Spy 'Sap Auteur' achievement now increments in cases where the 
 Spy was the assister in the building destruction.
  - Fixed the arrow burning effect getting stuck on if you changed 
 class in a respawn room with your arrow lit.
  - Fixed a Flamethrower bug that allowed players to rapidly fake the 
 Pyro's airblast effect.
  - Throwing the Jarate or Milk now returns you to your previous 
 weapon, instead of your Primary.
  - Added leaderboard to track duel wins.
  - Added ability for players to donate money directly to the creators 
 of their favorite community maps.
  - Increased backpack size by 100 slots.

 Jason


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Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread SmOoThEm
Thanks Eric!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, December 17, 2010 7:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

We're investigating and will have a solution soon.

-Eric


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Friday, December 17, 2010 7:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

Doesnt work

On 12/17/2010 9:44 PM, Spencer 'Voogru' MacDonald wrote:
 It appears you can fix windows by copying the FileSystem_Steam.dll 
 from the client GCF file, then placing it in the orangebox/bin folder 
 and renaming it to filesystem_stdio.dll.

 The server boots up but dont know if it'll crash and burn.

 Epic fail though.

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Re: [hlds] Fix is on the way...

2010-12-17 Thread SmOoThEm
Thanks for the fix. It seems metamod is broken ATM. It won't load with any
version but the latest dev build 1.9.0-hg739 and this one crashes the
server. Anyone have a working version?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steve -Andy- De
George
Sent: Friday, December 17, 2010 8:32 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Fix is on the way...


Thanks for the quick fix!

 From: er...@valvesoftware.com
 To: hlds@list.valvesoftware.com
 Date: Sat, 18 Dec 2010 04:21:34 +
 Subject: Re: [hlds] Fix is on the way...
 
 The update should be live now.  Sync your servers again.  You should get
an updated 'dedicated.dll' file.
 
 Sorry for the problems.
 
 -Eric
 
 
 From: Eric Smith
 Sent: Friday, December 17, 2010 8:03 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Fix is on the way...
 
 We have a fix for the servers not starting and we're working on rolling it
out.
 
 -Eric
 
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Re: [hlds] Anyone tried sourcemod on those?

2010-12-03 Thread SmOoThEm
Yes, everything works as expected with sourcemod and the plugins. I
currently have 4 beta servers up, 1 with sourcemod and 3 completely Valve
stock cvars and maps. Just make sure you change the game type to tf_beta or
it will not start. :)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flubber
Sent: Friday, December 03, 2010 2:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Beta Released

Anyone tried sourcemod on those?

2010/12/3 Mark P tf2ma...@gmail.com

 what what?

 2010/12/3 Jason Ruymen jas...@valvesoftware.com

  A Team Fortress 2 Beta is now available.  If you would like to run a 
  dedicated server for it, please run hldsupdatetool and use the game 
  name 'tf_beta'.  Please visit this thread on the Steam forums for 
  all of the details and to post any suggestions, comments or issues about
the Beta.
 
  http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 
  Jason
 
 
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Re: [hlds] Team Fortress 2 Update Released

2010-12-02 Thread SmOoThEm
I don’t usually reply on this list but I have to say great job on this
update valve! The hats look amazing and the exploit fixes were very much
needed. Thanks :)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Thursday, December 02, 2010 4:19 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2 Update Released

A required update for Team Fortress 2 is now available.  The specific
changes include:

Team Fortress 2:
- Added check to prevent control characters from user-provided item names
and descriptions (replaced with spaces).
- Fixed a control point bug where players could capture points that were
already owned by their team.
- Fixed a server crash caused by kicking a player that isn't fully
connected.
- Fixed Spies being able to destroy sappers using the destroy command.
- Fixed Engineers being able to destroy sapped buildings by issuing the
command directly in the console.
- Fixed an issue where team colored hats were showing up improperly when
previewing the Team Spirit paint on them.
- Fixed an issue where SourceTV clients were seeing their local player/duel
stats in the scoreboard.
- Updated the player_hurt event to always set damageamount even if the
attacker is the world (falling damage).
- Updated items:
   - Many hats have had their appearance while painted improved. Paintable
hats should now appear less like solid blobs of color and retain more of the
character and texture of the hat.
   - Integrated several improvements to contributed items provided by their
authors.
   - Made the following items paintable: Sergeant's Drill Hat, Pyro's
Beanie, Dangeresque, Too?, Whiskered Gentleman, Safe'n'Sound, Trophy Belt,
Frenchman's Beret, Camera Beard, Max's Severed Head, Alien Swarm Parasite,
Ellis' Cap, and the Horrific Headsplitter.
   - Sam  Max items and the Portal 2 Pin are now Gift Wrappable.

Jason


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Re: [hlds] Its the law!

2009-11-16 Thread SmOoThEm
These people downloaded everyone's server configs, and my rcon password was
unhackable due to the complexity of it. Only one of my servers were
affected. If you look in your cfg folder and you see a server.cfg.   .ztmp
then you have been hacked too. I have a feeling there is a major exploit in
the wild that will soon hit more than fakeclient servers.

And for the record we run fake clients for one reason, so our server shows
up on the list when you refresh. By default empty servers will not show up
in the master list, no one will ever see the empty server to populate it. We
only have 1 client running because we know how much the community hates
them.

The worst part is I found this post from 2003, seems like the same kind of
exploit 7 years later? Thanks valve.
http://www.mail-archive.com/hlds_li...@list.valvesoftware.com/msg22649.html

Anyone have any ideas as to how this was performed so we all can get it
fixed before it's too late?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, November 16, 2009 5:11 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Its the law!

Or IPSec rules.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
Sent: Monday, November 16, 2009 4:51 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Its the law!

ip filtering your rcon port.. does the job and keeps all the rcon exploits
away. for those on windows just use emsa port blocker

On Mon, Nov 16, 2009 at 6:31 PM, Craig McLure cr...@chatspike.net wrote:

 Maybe, but I'm pretty sure that's illegal in most countries :/

 2009/11/17 Alex chewy_s...@hotmail.com

  They got what was coming to them. Good for him :)
 
  1nsane wrote:
   Under certain conditions It is possible to download files from the
  server.
   Server.cfg being a good one.
  
   Also the reverse is true.
  
   On Mon, Nov 16, 2009 at 5:37 PM, JäKë T can_kic...@hotmail.com
 wrote:
  
  
   It's just cracking rcon password, then they set it to private and
 change
   the name.
   So just having rcon locker and a nice password fixes it.
  
  
  
   From: i...@ronny-schedel.de
   To: hlds@list.valvesoftware.com
   Date: Mon, 16 Nov 2009 23:32:24 +0100
   Subject: Re: [hlds] Its the law!
  
   The big question is: how is it done? Let's hope there is backdoor in
  the
   fake player app and not a bug in the server code.
  
  
   http://img692.imageshack.us/img692/4728/71956486.jpg
   I lay money on Lotusclan getting there comeuppance!
  
  
  
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Re: [hlds] Its the law!

2009-11-16 Thread SmOoThEm
The spaces were in the file name, that is an exact copy and paste of the
file name. And to reply about admins trying to get their servers started
if you have been doing this for as long as I have you find it gets really
old populating servers every day for years on end, especially when you have
20+.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
Sent: Monday, November 16, 2009 9:14 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Its the law!

On Mon, Nov 16, 2009 at 07:44:58PM -0800, SmOoThEm wrote:
 These people downloaded everyone's server configs, and my rcon password
was
 unhackable due to the complexity of it. Only one of my servers were
 affected. If you look in your cfg folder and you see a server.cfg.
.ztmp
 then you have been hacked too. I have a feeling there is a major exploit
in
 the wild that will soon hit more than fakeclient servers.

Are those spaces or a tab trailing the .cfg?
 
 And for the record we run fake clients for one reason, so our server shows
 up on the list when you refresh. By default empty servers will not show up
 in the master list, no one will ever see the empty server to populate it.
We
 only have 1 client running because we know how much the community hates
 them.

So why not lobby for that setting to be changed, or maybe sit on your server
like other admins do trying to get them going?  As an admin who does take
the
time to try to get his servers going and rewards users who take the time to
make the servers visible I'm glad to see that your community believes that
the
best way of achieving the same result is dishonesty.  

-octo

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Re: [hlds] Left 4 Dead Update Available

2009-10-01 Thread SmOoThEm
In response to Violent Crimes and his post:

This has been a major complaint for years now, valve makes all kinds of
changes and must release multi patches to fix the original patch all at the
expense of the server owners. I'm glad we all have nothing better to do but
update and troubleshoot valves broken patch updates all night long. It's
become a regular routine fighting just to get our servers online let alone
worry about sourcemod or plugin issues because of changes and updates nobody
was prepared for. They remove cvars, change gameplay, introduce bugs, and
piss a lot of people off every update with the slew of problems that always
seem to follow. 
Once again I make my own plea, I would recommend you guys do the same.

PLEASE VALVE, GIVE US BETA TESTING! 

You do so for steam client updates and such, it could be done for other
products too.
Give the server owners a break, allow us the chance to test updates and
changes to FIND your bugs before it hits the masses and creates major
problems.

SmOoThEm

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Wednesday, September 30, 2009 7:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Available

Are updates even tested? I can't think of an update that has came out 
with no issues in it.

Steven Sumichrast wrote:
 I'm with msleeper on this -- my L4D forks have been sitting idle now
 since the updates.  I ran them vanilla and still nothing.  Not sure
 what's the deal but it's like the heartbeats/notifications to the
 steam servers aren't getting there or being reported.

 Either way it's pretty irritating because all the servers are now down
 for my steam groups.

 On Wed, Sep 30, 2009 at 8:42 PM, Mike O'Laughlen molaugh...@gmail.com
wrote:
   
 use the map command with the gamemode as the second argument.

 On Wed, Sep 30, 2009 at 9:12 PM, msleeper
mslee...@ismsleeperwrong.comwrote:

 
 Bumping, I am not getting any lobby connections still, and as voogru
 said I am unable to change mp_gamemode without the aid of SourceMod.


 On Tue, 2009-09-29 at 18:04 -0700, Jason Ruymen wrote:
   
 A new, highly recommended Left 4 Dead update is now available.  Please
 
 run hldsupdatetool to receive the update.  The specific changes include:
   
 - Made the variable mp_gamemode available again. Note that you can
also
 
 load maps directly with different game modes by specifying it in the map
 command. For example, map l4d_garage01_alleys versus will set
mp_gamemode
 versus for you automatically and load the first map of Crash Course
   
 - Added mm_dedicated_force_servers to allow specification of a list
of
 
 dedicated server addresses manually used for searching
 (ms_force_dedicated_server is depreciated)
   
 - Updated shared libraries and DLLs preventing dedicated servers
listing
 
 correctly, appearing on Steam groups, and being found via sv_search_key
   
 Jason


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Checked by AVG - www.avg.com 
Version: 8.5.339 / Virus Database: 270.12.48/2147 - Release Date: 05/31/09
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Re: [hlds] Harddrives which to choose

2009-04-28 Thread SmOoThEm
Also, if you colo your servers like we do then a hd failure costs a lot of
time and money to get the os reloaded vs replacing one disk and having no
downtime. ;)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Adam Nowacki
Sent: Tuesday, April 28, 2009 12:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Harddrives which to choose

msleeper wrote:
 Frankly I don't know why you would want to have a RAID setup for your
 game server anyway. Maybe you do something differently than I do but I
 don't keep any sensitive or un-backed up data on mine, and even then it
 can all be replaced pretty easily. Plugins can be redownloaded, maps can
 be reuploaded, configs can be replaced. Adding RAID is just complicating
 things unnecessarily.

Because another disk is just so cheap compared to the total server 
price, and you get high reliability and better read performance almost 
for free.

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Re: [hlds] BluOrb Beta - please help with assignment

2009-04-07 Thread SmOoThEm
If this was coded in webpage format, I think it would be a very useful tool
for the community! Web based rcon scripts are very limited these days.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: Tuesday, April 07, 2009 3:19 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] BluOrb Beta - please help with assignment

Chad: I'll look at the theme and see what can be done with regards to the
download link.

Joel and Chad: All the criteria for the assessment was to create a program
which would benefit the community. A common idea was blackjack, which
several students are doing. And yes, we often just play CS1.6/Halo. I learnt
TCP/UDP from Google.

MONDO: Some suggestions for features would be great. One thing I have which
HLSW does not, is changing of CVARs which don't have FVCAR_REPLICATED set.
I'm going to add controlling integer-based CVARs soon, as opposed to just
Boolean-based CVARs.

Jarno: It gets the maplist by executing the command maps *. What does that
show on your server console? 
 

__ Information from ESET Smart Security, version of virus signature
database 3992 (20090407) __

The message was checked by ESET Smart Security.

http://www.eset.com
 


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Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-12 Thread SmOoThEm
What about reserve slots? Everyone uses those to provide their special
people with access without admin intervention.

A user must connect to a server before he is then kicked to clear the slot.
Ive been watching my Badwater server for the past 20 mins and ive seen over
20+ people get kicked for joining the 32nd slot.

Delisting servers is not a good idea at all, but awarding popular servers
is! A simple server list sorting ability for the new server ranks would be
the best way to go.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org
Sent: Thursday, March 12, 2009 5:33 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Blog Post: Server Scoring

I'd agree that now that this is out in the open, its usefulness for
blacklisting is over, but I'd argue that up until now, the only servers that
matched the pattern of consistent connections followed by immediate
disconnections would be fakeclients servers, so, assuming the stats can't be
manipulated, I don't have a problem with delisting.

I'd also argue that, up until now, the secrecy has ensured no manipulation
and, from now on, the situation is reversed.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of SmOoThEm
 Sent: 13 March 2009 00:27
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] TF2 Blog Post: Server Scoring
 
 You guys are missing the point here, and it's going to be a big
 problem.
 
 Let's say I get 15 people to join a server and then leave just because
 I
 don’t like the owners etc.
 There goes 225 points from the server for no reason at all. I can see
 people
 like mygot getting servers delisted even if it only counts each player
 once
 per month. Also when a player joins a server and gets kicked for a
 reserve
 slot or cause of the steambans plugin this will really trash a server
 score
 because the player is actually connected before getting kicked.
 
 Taking away points is a horrible idea, but giving points based upon
 play
 time really has potential. I can see where this idea is going but
 removing
 servers that people pay for from the list just because it isn't popular
 is
 bullshit. Everyone has to start somewhere and it takes a lot of work to
 get
 a new server full of regular returning players. Before valve does
 anything
 like this they need to consult the community! I don’t think valve
 really
 understands how much money is spent each year from organizations to
 provide
 servers for the games they create. Personally we spend thousands. If
 they
 would do something like this to benefit the server owners and the
 players at
 the same time it would prevail a success and actually give merit to
 established servers.
 A better idea would be allowing servers in the list to be sorted by
 their
 score and not just by names, pings, players, etc. This way no one is
 de-listed and the same effect is obtained for the players.
 
 TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!!
 
 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie
 Newlove
 Sent: Thursday, March 12, 2009 4:47 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Blog Post: Server Scoring
 
 If if is a global problem and not only a server problem then it would
 not matter because every server would be penalised for it and since a
 rank will only mean anything when compared to other servers it should
 not matter.
 
 On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote:
  Hmm connection time... So clients dropped by steam/vac connection
 issues
  will give negative points too? :D
 
  On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com
 wrote:
 
  Oh this is great news =)
 
  As long as theres not a way to game this to force the delist of a
 competing
  community.  I'll assume they only count a steamid's vote once for a
 server
  in a large time frame, so that flapping clients wont cause a huge
 point
  hit.
 
  Now if only you gave a vanilla server bonus
 
  On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote:
   Check out http://teamfortress.com/
  
  
  
   One of the things we've been thinking about for a while now is
 how to
   improve the player experience around finding a server to play on
  
  
  
   .
  
  
  
   After kicking around some proposals, we came up with a simple
 system
  built
   around the theory that player time on a server is a useful metric
 for
 how
   happy the player is with that server.
  
  
  
   The very worst servers attract a large number of connections,
 mostly
   because they're lying in ways that make them look like a very
 attractive
   server at all times.
  
  
  
   Our first step in improving this part of the player experience
 has
 been
  to
   delist

Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread SmOoThEm
Like I said before, a simple pre-release beta test would help us ALL out in
this area. I'm sure valve would like to stop releasing broken updates. 
Its also takes a lot of time for admins to update 10+ servers daily. Most of
the time were forced to shut down full servers during prime game time
because that's when valve decides it's time to release and go home. 

There is a better way to do these updates valve, please give us a chance
instead of blowing us off
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
Sent: Saturday, March 07, 2009 7:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

lag spikes here too...

I appreciate Valve releasing updates and fixing bugs, but the last 10 or so
seem to have caused issues elsewhere, quite frankly I would prefer NOT to
get an update wait an extra two weeks and have an update which has been
thoroughly tested.

Obviously there will be updates which break other things which are difficult
to test, but seriously I cannot recall the last update which didnt require
subsequent updates to address issues the first broke.

I'm becomming less and less impressed by the testers and QA processes.

/me ends rant

/me puts on flame suit

/me hopes Valve reads.
On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom k...@weckstrom.com wrote:

 lagspikes galore here too.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of o k
 Sent: Friday, March 06, 2009 11:51 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lag spikes here, and whole teams disconnected. Very odd. I was running
fine
 before the most recent update.

 On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide thedrunkenbraw...@gmail.com
 wrote:

  Mine are running crash free! The Lag spikes though.. is another
story
 
  =(
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread SmOoThEm
That's awesome, I didn't have anything else to do today besides try to fix
mystery updates and problems being reintroduced into my servers.

WE NEED A BETA PERIOD, MAKING PATCHES FINAL WITHOUT TESTING FORCES EVERYONE
TO SCRAMBLE TO FIND SOLUTIONS NORMALLY ENDING IN HORRIBLE OUTCOMES!
Im sure everyone on this list would love to have a beta testing period for
patches given we have a large community invested in the quality of our
servers with a minimal downtime requirement. Valve, at least give us one day
to test and patch our server plug-in's before final release?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
Sent: Thursday, March 05, 2009 3:01 PM
To: voo...@voogru.com; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

thanks for the advance heads up, now, wheres my debugging stick.

On Fri, Mar 6, 2009 at 9:55 AM, voo...@voogru.com wrote:

 Fixing problems, then introducing new problems.

 --Original Message--
 From: Saul Rennison
 Sender: hlds-boun...@list.valvesoftware.com
 To: Half-Life dedicated Win32 server mailing list
 ReplyTo: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming
 Sent: Mar 5, 2009 5:43 PM

 Which will bring...?

 2009/3/5 Jason Ruymen jas...@valvesoftware.com

  A required update for Team Fortress 2 will be released later today,
  hopefully within the next hour or two.
 
  Jason
 
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 --
 Thanks,
 - Saul.
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread SmOoThEm
It could work, giving us the same beta options as the steam client and such.
Imagine if we went into the steam options and enabled the beta testing
option. Then we could see the client update intended for release and test it
prior to being a mass problem for everyone.

Right now they are shooting a loaded gun into a dark room hoping it won't
hit anyone. Sure every now and then everything goes smoothly but mostly
someone always gets hit.



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
Sent: Thursday, March 05, 2009 3:27 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

since the dedicated server is free and theres no NDA or similar licensing
arrangement, and in the case of most updates the client has to be updated as
well, this would never work.

On Fri, Mar 6, 2009 at 10:17 AM, SmOoThEm ad...@righttorule.com wrote:

 That's awesome, I didn't have anything else to do today besides try to fix
 mystery updates and problems being reintroduced into my servers.

 WE NEED A BETA PERIOD, MAKING PATCHES FINAL WITHOUT TESTING FORCES
EVERYONE
 TO SCRAMBLE TO FIND SOLUTIONS NORMALLY ENDING IN HORRIBLE OUTCOMES!
 Im sure everyone on this list would love to have a beta testing period for
 patches given we have a large community invested in the quality of our
 servers with a minimal downtime requirement. Valve, at least give us one
 day
 to test and patch our server plug-in's before final release?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Thursday, March 05, 2009 3:01 PM
 To: voo...@voogru.com; Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 thanks for the advance heads up, now, wheres my debugging stick.

 On Fri, Mar 6, 2009 at 9:55 AM, voo...@voogru.com wrote:

  Fixing problems, then introducing new problems.
 
  --Original Message--
  From: Saul Rennison
  Sender: hlds-boun...@list.valvesoftware.com
  To: Half-Life dedicated Win32 server mailing list
  ReplyTo: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Coming
  Sent: Mar 5, 2009 5:43 PM
 
  Which will bring...?
 
  2009/3/5 Jason Ruymen jas...@valvesoftware.com
 
   A required update for Team Fortress 2 will be released later today,
   hopefully within the next hour or two.
  
   Jason
  
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   please visit:
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  --
  Thanks,
  - Saul.
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  Sent via BlackBerry by ATT
 
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Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread SmOoThEm
Lookup .htaccess files. They can do all of these options and more with ease
given your running apache as your web server and not IIS.

If anyone is in need of a web sv_download url I would be happy to help if
your email me personally.

SmOoThEm
Leader of Right To Rule
www.RightToRule.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Thursday, March 05, 2009 2:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] how does sv_downloadurl work?

Don't publicly share your downloadurl then? Plus it would be kind of
dumb to rip off someone else's content since you don't know what they
may or may not have, or you might delete something altogether. You
should also put a blank index file in each directory in your
downloadurl, so people can't snoop around and get a directory listing
(assuming directory listings are enabled, which they shouldn't be).


On Thu, 2009-03-05 at 21:58 +, Patrick Shelley wrote:
 As it is the client making a direct connection, theres no way you can
 prevent your sv_downloadurl being used by other server admins as their
fast
 dl source - leeching from you?
 
 I was under the impression that even though the fast dl is a different
 source to the game server, the game server acted as a 'gateway' for the
 client to grab those files.
 
 If that was the case, In IIS i could prevent all other IP's except my game
 server IP's being able to connect successfully to the fast dl source - and
 stop a server admin being to use my sv_downloadurl to leech from it -
but...
 as confirmed in an above post, thats not the case and im gutted :(
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Re: [hlds] Achievement Farmer Honeypot

2009-02-26 Thread SmOoThEm
Everyone is entitled to their own opinion no matter the difference it makes
to you. All of us express our own views in the servers we run and produce
and the community has provided us expansion and choice in the method of
plugins. Personally I would rather have these people wanting to solely earn
achievements away from my public servers wasting slots and time from players
enjoying the game in its original fashion BUT THAT'S ONLY MY OPPINION!

Stop the fighting and exchange of words about his servers, take the mature
action and ignore them on your own quest for fun in the perfect server.

BOTTOM LINE: If you don't like the way my servers are ran or I would expect
you not to use my resources, the same goes for anyone's servers. There are
many choices in the server list and really if your receiving this message
you should have space of your own that you have influenced plugin decisions
others potentially may not like. Reflect your opinions in the servers you
provide and do not push your beliefs on others.

That is all.



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Re: [hlds] Team Fortress 2 Update Available

2009-02-24 Thread SmOoThEm
This update is crawling.. Clients are waiting on servers now.
Also matt don't send us links we can't see nor want to see.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Ferraro
Sent: Tuesday, February 24, 2009 7:28 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Update Available


W00t!


http://www.kodakgallery.com/MyGallery.jsp?UV=857854016401_435421107306
 



 

 From: jas...@valvesoftware.com
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
 Date: Tue, 24 Feb 2009 19:19:32 -0800
 Subject: [hlds] Team Fortress 2 Update Available
 
 The required update for Team Fortress 2 is now live. Please run
hldsupdatetool to receive it. The specific changes include:
 
 New features:
 - Added The Force-A-Nature, The Sandman, and Bonk!
 - Added 35 new Scout achievements.
 - Added crit boosted on/off sound effects.
 - Added new sounds for upgraded teleporters.
 - Added new sound for a fully charged medic dying.
 - Add bonus points section to scores.
 - Scouts earn a bonus point for killing Medics who are actively healing a
target.
 - Added several new speech concepts, mostly hooked up to new Scout lines.
 - Added new Remember last weapon between lives option to the Multiplayer
Advanced dialog.
 - Spies can now control which weapon the enemy team sees them holding.
Hitting the last disguise key while disguised updates the disguise to show
the Spy's currently held weapon.
 - Added several new Arena mode announcer speech events.
 - Added First Blood to Arena mode.
 - Removed 2x item respawn times in arena.
 - Changed backstab handling to fix facestabs.
 - Spies disguised as enemy team can now see player IDs for enemies.
 
 New maps:
 - Added community maps: cp_egypt, arena_watchtower, and cp_junction.
 - Updated cp_fastlane with Arttu's new version.
 
 Mapmaker requests:
 - Added new input for forward speed modifier to FuncTrainTrain.
 - Added TeleportToPathTrack input to func_tracktrain.
 
 Bugfixes:
 - Fixed a bug where players would sometimes gib from non-gib damage kills.
 - Fixed stat screen showing an entry for a class called map.
 - Fixed item model panels not using team skins.
 - Fixed obscure bug where spectators were able to carry the flag.
 
 Jason
 
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Re: [hlds] Centos hlds problems

2009-02-19 Thread SmOoThEm
I have been running centos 5.2 for many srcds games in the past week for my
vmware testing and have not had an issue. I do recall it taking 5 mins or so
for the first launch. You are not running these commands as root correct?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Thursday, February 19, 2009 4:46 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Centos hlds problems

Jameson,

All you have to do to reply is reply to the email like any normal email.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jameson Quave
Sent: Thursday, February 19, 2009 2:26 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Centos hlds problems

No that's not it, I've done that several times, like for a BF2 server I put
on there it didn't time out downloading a 600mb file, but the hlds tool
stops working after only 3 or 4 seconds.

I appear to not be posting in my own thread when I hit reply, is there some
software or something everyone uses on these lists?

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Re: [hlds] Orange Box Engine Update Released

2009-02-18 Thread SmOoThEm
Nothing with valve is future proof, they will find a way to mess it up. Look
at dods, how many updates did they mess that game up with? I can recall a
few that were showstoppers.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Tuesday, February 17, 2009 4:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Orange Box Engine Update Released

But now at least we'll be able to update our plugins/group banning scripts
to no longer rely on the STEAM_X format and be future proof.

On Tue, Feb 17, 2009 at 7:14 PM, msleeper mslee...@cyberwurx.com wrote:

 Patrick,
 Grow up and/or qq moar.

 NO U.
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Re: [hlds] Team Fortress 2 Update Available

2009-02-18 Thread SmOoThEm
3rd update in 3 days. Is this a new record? I have never seen valve respond
to the community like this, THANKYOU! No more waiting weeks for exploit
fixes :)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rick Payton
Sent: Wednesday, February 18, 2009 3:50 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Are you insane? 

Sorry, someone had to do it.

-mauirixxx

-- Sent from my virtual fingers

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, February 18, 2009 1:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

I demand mandatory updates! *runs and hides*.

On Wed, Feb 18, 2009 at 6:19 PM, msleeper mslee...@cyberwurx.com
wrote:

 Speedy fix! Thanks guys.


 On Wed, 2009-02-18 at 15:13 -0800, Jason Ruymen wrote:
  An optional update to Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:
 
  - Fixed loadout exploit
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Available

2009-02-18 Thread SmOoThEm
Fixed the things they broke

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: Wednesday, February 18, 2009 5:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

After all these updates, did valve fix or break more things total?

On Wed, Feb 18, 2009 at 7:03 PM, SmOoThEm ad...@righttorule.com wrote:

 3rd update in 3 days. Is this a new record? I have never seen valve
respond
 to the community like this, THANKYOU! No more waiting weeks for exploit
 fixes :)

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rick Payton
 Sent: Wednesday, February 18, 2009 3:50 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Are you insane?

 Sorry, someone had to do it.

 -mauirixxx

 -- Sent from my virtual fingers

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Wednesday, February 18, 2009 1:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 I demand mandatory updates! *runs and hides*.

 On Wed, Feb 18, 2009 at 6:19 PM, msleeper mslee...@cyberwurx.com
 wrote:

  Speedy fix! Thanks guys.
 
 
  On Wed, 2009-02-18 at 15:13 -0800, Jason Ruymen wrote:
   An optional update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
  
   - Fixed loadout exploit
  
   Jason
  
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Re: [hlds] [OT] TF2 Announcer Blog Post

2009-02-18 Thread SmOoThEm
Wow, that is priceless. It seems valve gets a little headroom and they
flaunt it. I wonder if they will post stats of how many people actually lost
their unlocks for a month. As I'm typing this I'm wondering how valve knew
if someone performed the exploit or not, given it was performed on private
servers.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, February 18, 2009 5:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [OT] TF2 Announcer Blog Post

Seconding this.


On Wed, 2009-02-18 at 17:38 -0800, Nephyrin Zey wrote:
 http://teamfortress.com/post.php?id=2262
 
 I *require* a recording of the actual announcer reading that post out
loud.
 
 - Neph
 
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Re: [hlds] Group Banning And You

2009-02-17 Thread SmOoThEm
We have had an ongoing ban list for about 4 years now and it's up to 4331.
We updated scourcebans and did a lot of work on steamids last night only to
find a email this morning saying valve reverted it back! Sigh: more wasted
time and sleep on behalf of valve. Thanks for the tip and the homework
newlove, after we updated I just had to go looking for the feature! 

Side note: in source bans, to enable this group banning feature you need to
go to Admin PanelSettingsFeaturesEnable Group Banning

Here is our list for anyone that is interested
http://banlist.righttorule.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, February 17, 2009 7:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Group Banning And You

Since you decided to chime in here, anyone who wants the F7 ban list
will need to remove Karl if you want him to play on your servers. He had
some hacker that got posted here on the mailing list on his friends
list. So he could block communication with him he thinly rationalized,
even though you very obviously don't need to have someone on your
friend's list to block them.


On Tue, 2009-02-17 at 21:50 -0500, Karl Weckstrom wrote:
 We've accumulated a few bans over at TrashedGamers as well... while I
don't necessarily agree with msleeper on everything, I'm totally with him on
this... 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, February 17, 2009 9:38 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Group Banning And You
 
 Up to 1530 with these groups, thanks for reporting them. A question on a
 few of them though that I did not add:
 
 http://steamcommunity.com/groups/dasdwasdwa
 Aside from having what some people (read: pansies) would consider an
 offensive group image, I don't see anything blatantly yelling hacks to
 me for them.
 
 http://steamcommunity.com/groups/rolexfailshardlol
 Same here, aside from some dumb kid as a group image, I don't see
 anything in particularly wrong with this group.
 
 Are these groups owned by owners of other groups? Or something of that
 nature?
 
 
 On Wed, 2009-02-18 at 02:37 +0100, Donnie Newlove wrote:
  Having updated SourceBans to the latest version I wonder what I would
  ever need to ban groups from the web interface, but after looking
  around for an hour at the steamcommunity I found that it was quite
  useful for proactive banning since I now have over 1000 new bans of
  known cheaters (and I am also quite astounded, I would not dare to
  dream about people being this dumb).
  
  I started off simply by searching for hacking and such and checking
  admins at the groups, random members, friends of the most active ones,
  groups with many VAC banned members, members that were part of many
  suspect groups, etc. Here are most groups I found with admitted
  cheaters and troublemakers. It appears as if there were mostly CS:S
  players but also a lot of CS, TF2 and L4D. Please post more useful
  links if you find any. Peace out.
  
  
  http://steamcommunity.com/groups/gangster-strike
  http://steamcommunity.com/groups/dasdwasdwa
  http://steamcommunity.com/groups/103582791430166586
  http://steamcommunity.com/groups/g0ts
  http://steamcommunity.com/groups/phoenix-hacks
  http://steamcommunity.com/groups/Project-7
  http://steamcommunity.com/groups/ELITESAUCE
  http://steamcommunity.com/groups/omegacheaters
  http://steamcommunity.com/groups/rolexfailshardlol
  http://steamcommunity.com/groups/furyon-hackers
  http://steamcommunity.com/groups/cheat_project
  http://steamcommunity.com/groups/haxorzzz
  http://steamcommunity.com/groups/udown
  http://steamcommunity.com/groups/x22shop
  http://steamcommunity.com/groups/360-hacks
  http://steamcommunity.com/groups/vip-master
  http://steamcommunity.com/groups/unlimitedhackers
  http://steamcommunity.com/groups/theg0t
  http://steamcommunity.com/groups/Hack-Sector
  http://steamcommunity.com/groups/ethug
  http://steamcommunity.com/groups/Angel-Hacker
  http://steamcommunity.com/groups/hardcorehackers
  http://steamcommunity.com/groups/4567319757432567564347
  http://steamcommunity.com/groups/elextronic-hackers
  http://steamcommunity.com/groups/GodlikeHackers
  http://steamcommunity.com/groups/Infinity-Hackers
  http://steamcommunity.com/groups/hardcore-hackers
  http://steamcommunity.com/groups/Deutscheprohackers
  
  And this guy selling exploits and... yeah, you already know. He got a
  fan club, but I can't view the members. Anyway, hurry up before these
  maggets understand what is going on, this is just to easy to last.
  http://steamcommunity.com/groups/103582791430217890
  
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  To unsubscribe, edit your list preferences, or view the list archives,
please visit:
  

Re: [hlds] Group Banning And You

2009-02-17 Thread SmOoThEm
Well we had not updated because we used custom plugins that have not been
re-written for the new sourcemod versions. So we had to update the
sourcebans, and the server plugin to gain this feature which required us to
update to the latest sourcemod version. This was a major domino effect and a
lot of work to update admins etc, only to find out this morning they
reverted it back. I don't know which was worse, valve making the change
without telling anyone or changing it back the next day. Personally I
believe the reason they changed it back was because of tony and his post
about doing it ourselves or removing steam altogether from the ID's. I have
to say that was an awesome hack buddy. Props Tony Paloma 

I also noticed that in the announcement they had reverted the setting that
changed the rate cap but updated the servers to report steam id's
correctly. I guess they were trying to give us something back so we would
forget about the fact they had unbanned everyone from all servers in tf2,
dods and broke all mods for orangebox yesterday.


Updated the engine to report SteamIDs using the Steam_0 format instead Of
Steam_1

Alright a new update, I can't wait to check it hold on a second this
isn't new. Didn't we already have this option yesterday? :-p

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, February 17, 2009 8:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Group Banning And You

This has been said about SourceBans - and SourceMod 1.1.0 in general -
about a dozen times, but people are too worried about their 29,000
config files that need to be updated to pay attention.


On Tue, 2009-02-17 at 20:16 -0800, Steve wrote:
 The latest version of SourceBans ignores the first number of SteamIDs 
 anyway, so there is no need to edit the bans.
 
 SmOoThEm wrote:
  We have had an ongoing ban list for about 4 years now and it's up to
4331.
  We updated scourcebans and did a lot of work on steamids last night only
to
  find a email this morning saying valve reverted it back! Sigh: more
wasted
  time and sleep on behalf of valve. Thanks for the tip and the homework
  newlove, after we updated I just had to go looking for the feature! 
 
  Side note: in source bans, to enable this group banning feature you need
to
  go to Admin PanelSettingsFeaturesEnable Group Banning
 
  Here is our list for anyone that is interested
  http://banlist.righttorule.com
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Tuesday, February 17, 2009 7:00 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Group Banning And You
 
  Since you decided to chime in here, anyone who wants the F7 ban list
  will need to remove Karl if you want him to play on your servers. He had
  some hacker that got posted here on the mailing list on his friends
  list. So he could block communication with him he thinly rationalized,
  even though you very obviously don't need to have someone on your
  friend's list to block them.
 
 
  On Tue, 2009-02-17 at 21:50 -0500, Karl Weckstrom wrote:

  We've accumulated a few bans over at TrashedGamers as well... while I
  
  don't necessarily agree with msleeper on everything, I'm totally with
him on
  this... 

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

  Sent: Tuesday, February 17, 2009 9:38 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Group Banning And You
 
  Up to 1530 with these groups, thanks for reporting them. A question on
a
  few of them though that I did not add:
 
  http://steamcommunity.com/groups/dasdwasdwa
  Aside from having what some people (read: pansies) would consider an
  offensive group image, I don't see anything blatantly yelling hacks
to
  me for them.
 
  http://steamcommunity.com/groups/rolexfailshardlol
  Same here, aside from some dumb kid as a group image, I don't see
  anything in particularly wrong with this group.
 
  Are these groups owned by owners of other groups? Or something of that
  nature?
 
 
  On Wed, 2009-02-18 at 02:37 +0100, Donnie Newlove wrote:
  
  Having updated SourceBans to the latest version I wonder what I would
  ever need to ban groups from the web interface, but after looking
  around for an hour at the steamcommunity I found that it was quite
  useful for proactive banning since I now have over 1000 new bans of
  known cheaters (and I am also quite astounded, I would not dare to
  dream about people being this dumb).
 
  I started off simply by searching for hacking and such and checking
  admins at the groups, random members, friends of the most active ones,
  groups with many VAC banned members, members that were part of many
  suspect groups

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread SmOoThEm
Valves update today was uncalled for and completely trashed our services.
For those of you who didn't already know heres the recap.

NO Banlists work
NO Hlstats work
NO admin plugins or reserve slots work

They decided to change everyone's STEAM ID and just unbanned the entire
population from all servers.
Nice job valve, some warning would have saved everyone A LOT of time and
headaches!
This has to be one of the single worst updates of all time, and it happened
on a Monday. 
Valve really needs to make a beta test program or some kind if announcement
of what's coming, this is absolutely ridiculous. 

Here my numbers im sure there are others with like sums.
104834 stats players
Total bans 4331
150+ reserveslots
40+ Admins
All this has to be changed overnight, and some of us have work tomorrow. 

I just don't understand what valve thinks about for these updates Lets see
how much we can fuck up our community today!
WE NEED A WARNING!!!

SmOoThEm
Leader of RightToRule
www.RightToRule.com


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, February 16, 2009 7:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

I understand the numbers came from the SDK. I'm just saying that the
statement made in the article that the middle number in the SteamID and the
account type are the same is bogus. The account type and that middle number
come from different spots of the 64bit SteamID. The middle number of the
SteamID comes from a single bit (the least significant bit, actually) and
seems to be arbitrary.

The entire point of my post is that people make tons of assumptions about
SteamIDs with no proof or statements from Valve. I was hoping Valve could
clarify.

-Original Message-
From: Fyren fyren...@gmail.com
Date: Mon, Feb 16, 2009 at 7:21 PM
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com


On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com wrote:
 I'd feel better about that article if there was some proof or citations to
 its claims. All of a sudden everyone's ID went from the Individual
universe
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like
to
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that
'Y'
 actually has to do with the server in which registration occurred or
whether
 or not the account was created pre or post-HL2 release (or some other era-
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's
assigned
 apparently at random.

The information about the Y was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
};

-Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread SmOoThEm
Yes im working on updating now and getting everything back to normal, one
problem after another after another. :(

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of StevoTVR
Sent: Monday, February 16, 2009 10:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

As someone else said, the newer releases of SourceMod handles the change 
internally. So updating SourceMod (and possibly SourceBans) should fix 
the problem without having to update your admin list/database.

--
Stevo.TVR
TheVille.Org



DogGunn wrote:
 Anyone using SourceBans and got a quick way to update the Steam ID list?

 Love you VALVe...

 On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm ad...@righttorule.com wrote:

   
 Valves update today was uncalled for and completely trashed our services.
 For those of you who didn't already know heres the recap.

 NO Banlists work
 NO Hlstats work
 NO admin plugins or reserve slots work

 They decided to change everyone's STEAM ID and just unbanned the entire
 population from all servers.
 Nice job valve, some warning would have saved everyone A LOT of time and
 headaches!
 This has to be one of the single worst updates of all time, and it
happened
 on a Monday.
 Valve really needs to make a beta test program or some kind if
announcement
 of what's coming, this is absolutely ridiculous.

 Here my numbers im sure there are others with like sums.
 104834 stats players
 Total bans 4331
 150+ reserveslots
 40+ Admins
 All this has to be changed overnight, and some of us have work tomorrow.

 I just don't understand what valve thinks about for these updates Lets
see
 how much we can fuck up our community today!
 WE NEED A WARNING!!!

 SmOoThEm
 Leader of RightToRule
 www.RightToRule.com


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Monday, February 16, 2009 7:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 I understand the numbers came from the SDK. I'm just saying that the
 statement made in the article that the middle number in the SteamID and
the
 account type are the same is bogus. The account type and that middle
number
 come from different spots of the 64bit SteamID. The middle number of the
 SteamID comes from a single bit (the least significant bit, actually) and
 seems to be arbitrary.

 The entire point of my post is that people make tons of assumptions about
 SteamIDs with no proof or statements from Valve. I was hoping Valve could
 clarify.

 -Original Message-
 From: Fyren fyren...@gmail.com
 Date: Mon, Feb 16, 2009 at 7:21 PM
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com


 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
 
 I'd feel better about that article if there was some proof or citations
   
 to
 
 its claims. All of a sudden everyone's ID went from the Individual
   
 universe
 
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd
like
   
 to
 
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
   
 the
 
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that
   
 'Y'
 
 actually has to do with the server in which registration occurred or
   
 whether
 
 or not the account was created pre or post-HL2 release (or some other
   
 era-
 
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is
inconsistent
 anyways. At one point it says the Y is the type, later it says it's
   
 assigned
 
 apparently at random.
   
 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
 };

 -Fyren

Re: [hlds] Important notice regarding the HLDS mailing lists

2009-02-09 Thread SmOoThEm
This list is one of the few resources admins have to combat the problems and
exploits srcds servers attract. If you take this away then  we are reduced
to 50 clicks of navigation around countless webpages filled with How do I
install a dedicated server. Here there is no logins, no issues of mods
deleting our posts and everyone gets a fair word. Please valve, don't take
away our mailing list. I strongly dislike forums, logging in just for a
quick reply gets very old, opening my inbox to find what I need is just what
we all need, hence our reason for being here.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
Sent: Monday, February 09, 2009 7:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

I love the fact that I can get updates from the list via email. It  
looks like a lot of admins use blackbarrys or iPhones and the ability  
to use that to interact with the list is crucial.

Another nice thing about this list is that it's made up of mostly  
mature server admins and not a lot of the general public so as bad as  
it gets we don't have to deal with to many non-stop B.S. sessions.

A section where you have to be a member would be a great idea. Now we  
would just need some way to qualify someone that wants to join



On Feb 9, 2009, at 7:41 PM, Burton Johnsey bur...@valvesoftware.com  
wrote:

 Given the feedback received from the list, we are holding off  
 migrating the mailing lists to the forums.

 The intent of migrating to the forums was to leverage the benefits  
 and features of the forums to further strengthen the community,  
 giving us a central spot to gather feedback. The forum software is  
 continually being updated by vBulletin and is flexible enough to  
 also allow us to add our own features.

 To address a couple of specific concerns about the forums:

 - Membership - We can keep the membership in the DS forums private  
 so that random forum users cannot post.
 - Moderation - We can assign moderators for specific forums.  
 Moderators would be volunteers from the current mailing list  
 participants.
 - Forum server performance - We have upgraded the system that runs  
 the forums and we do not experience the lag we were experiencing in  
 the past
 - The forums are accessible to more people than the mailing list.

 We want to make things better, not worse.  We appreciate any further  
 feedback you have to offer.


 -Original Message-
 From: Burton Johnsey
 Date: Mon, Feb 9, 2009 at 12:38 PM
 Subject: Important notice regarding the HLDS mailing lists
 To:
hlds_a...@list.valvesoftware.commailto:hlds_a...@list.valvesoftware.com 
 , Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com 
 mailto:hlds@list.valvesoftware.com,
hlds_li...@valvesoftware.commailto:hlds_li...@valvesoftware.com 
 


 We will be shutting down the HLDS mailing lists on Friday, February  
 20th.

 After February 20th, all server discussions should take place in one  
 of the forums listed below.

 Windows server discussion should be conducted here:
 http://forums.steampowered.com/forums/forumdisplay.php?f=44 (Source)
 http://forums.steampowered.com/forums/forumdisplay.php?f=16 (Gldsrc)

 Linux server discussion should be conducted here:
 http://forums.steampowered.com/forums/forumdisplay.php?f=45 (Source)
 http://forums.steampowered.com/forums/forumdisplay.php?f=19 (Gldsrc)

 If you have not already done so, please register a forum
accounthttp://forums.steampowered.com/forums/register.php 
 .

 NOTE: The mailing list archives will still be available for viewing.

 -BurtonJ
 Valve Software

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 archives, please visit:
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Sent from my iPhone

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Re: [hlds] Chrisaster Post Response

2009-02-03 Thread SmOoThEm
Mark one on the board for valve, they knocked him off steam in our time of
need. I love the contact support link provided by burtonj, I would like to
see what that support request would look like.

Quote from the original post

__
Hello Chrisaster,

Please contact Support and we will be more than happy to answer your
question.

I noticed that you are still linking to your website on your new account. It
doesn't seem like you have changed at all.
BurtonJ 
Valve

___

If you guys would like to share, I would be more than happy to add his
steamid to our list of over 4000 strong.

SmOoThEm
Right To Rule Leader
www.RightToRule.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
Sent: Tuesday, February 03, 2009 7:59 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New srcds exploit

oh wow.. I lol'd heartily.

I'll go ahead and ban him from my servers if you guys have his SteamID. ;-)

-Matt

On Tue, Feb 3, 2009 at 9:49 AM, Alex alexandrualexa...@gmail.com wrote:

 good job richard

 you pwned him

 2009/2/3 Patrick Shelley sidest...@gmail.com

  LOL Richard! He sounds very contrite now doesnt he.
 
  On 2/3/09, Richard Eid richard@gmail.com wrote:
  
   Some of these problems have been addressed with last night's patch.
  
   I wonder if this was part of the patch: ;)
  
   http://forums.steampowered.com/forums/showthread.php?t=796441
  
   Thanks for taking care of this Valve.
  
  
   -Richard Eid
  
  
  
   On Tue, Feb 3, 2009 at 5:19 AM, Chris headad...@gmail.com wrote:
  
Does this one also require the client to execute the command during
connection? Or does this one work if fully connected?
   
On Tue, Feb 3, 2009 at 12:42 AM, 1nsane 1nsane...@gmail.com wrote:
   
 Yet another one:
 Client: STEAM_0:0:16216315 called: dump_entity_sizes

 On Mon, Feb 2, 2009 at 6:41 PM, AzuiSleet azuisl...@gmail.com
  wrote:

  These exploits have been around for a very long time, it's just
   nobody
  really abused them like they have been now. The obvious commands
  are
  physics_select and friends. The reason they crash a server is
   because
 the
  player is NULL during connect. As for the console spam, that's
 a
   side
  effect of having a NULL player, the game thinks the say is
coming
   from
 the
  console. Most of this stuff is obvious when you look in the SDK.
 
  On Mon, Feb 2, 2009 at 4:10 PM, Tom Leighton 
 tomrleigh...@googlemail.com
  wrote:
 
   VAC is fully automated, and VALVe do not accept any cheater's
  steam
id
   submissions.
  
   However, you could report them to www.steambans.com if you run
  steambans.
  
   Andrey Titov wrote:
sorry..
can i ask hire?
need adress to sent cheat players steam id's.. piss me off
  that's
  little
bastards ))
valve adress better. ban by server is too liitle trouble for
   thouse
   players.
sorr for bad eng
   
2009/2/2 Justin mysteriousjus...@gmail.com
   
   
True, but we have alot of time on our hands aswell seeing
as
   most
of
  us
have
10+ game servers, and are pissed off because this plugin
  affects
the
   hard
work put into them.
   
On Mon, Feb 2, 2009 at 2:50 PM, Timothy L Havener 
timotheus_have...@earthlink.net wrote:
   
   
that's an epic parenting fail right there.  these kids
have
  way
too
   much
free time on their hands to come up with this crap.
   
Justin wrote:
   
http://www.sythe.org/showthread.php?t=558846
He's selling it too..
   
On Fri, Jan 30, 2009 at 2:18 PM, DontWannaName!
dontwannaname...@yahoo.comwrote:
   
   
   
I dont think there is a way to stop the attacks because
 he
   uses
a
  few
commands and such. He also crashes the server before the
   server
 can
   
tell
   
him
   
that he is banned. I think IP banning him may work?
   86.3.49.194
 He
   has
   
a
   
lot
   
of steamids so a steam ban wont work, wont authenticate
   either.
 He
   
isnt
   
really getting your rcon password from what I have seen.
http://download.chrisaster.com/garrysmod/
   
   
   
   

From: Chris headad...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds

Re: [hlds] *something* is limiting client-server bandwidth

2009-01-31 Thread SmOoThEm
Our tf2 Servers have the same issue, spawn is 66 get into the action and it
easily gets below 30. Please Valve, if you're going to make changes like
this at least supply a solution to all of the server owners who spend
countless dollars every year to supply free servers for your mass population
of gamers.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Saturday, January 31, 2009 4:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] *something* is limiting client-server bandwidth

I too experience this. People complain of lag and warping all the while
CPU usage is under 60% and FPS are stable

On Sat, Jan 31, 2009 at 7:46 PM, Nephyrin Zey nephy...@doublezen.netwrote:

 I just spent all morning working on this and talking to several admins.

 It is not due to the rate 3 bug, as a workaround was found and
 does not solve it.

 net_graph 5 shows a ton of net lag - when you're not viewing a lot of
 action (even if a lot is occuring elsewhere) there's no issue, but any
 spike in bandwidth usage is 'faded' on the netgrpah - not being sent
 completely. I have plenty of bandwidth. My server has plenty of
 bandwidth. This occurs for everyone, and started with the patch.

 http://www.infernalsoul.net/Junk/Dump/whoknows.png

 I switched off sourcetv last night, upped my servers to realtime
 scheduling, upgraded the kernel. They're running great. var rarely
 goes over 2ms due to my nanosleep() hook (connect and see!) - there is
 something limiting bandwidth. It happens to me, and every other admin
 i've talked to.

 I've disabled my performance plugin that hooks things. I've disabled
 sourcemod. No effect. SourceTV is off.

 The combination of:
 - rate being bugged and limiting to 3 if sv_minrate isn't 0
 - net_splitpacket_maxrate and net_splitrate being introduced
 - sv_client_cmdrate_difference working differently now (i suddenly was
 being forced to 40 cmdrate without changing any server settings after
 the patch due to this)

 Suggests valve changed a lot in the networking side of things. Well
 something is causing my update rate to drop to 30, 25, 45, every time
 there's even moderate action. The server FPS stays stable. var stays
 stable. CPU usage stays stable.

 I've tried:
 - setting rate/maxrate to ninty bajillion
 - messing with every cmd/updaterate cvar
 - turning up net_splitrate and net_splitpacket_maxrate
 - messing with every interp setting i could

 Any ideas would be welcome. the slew of related cvars suggests there
 might be something on the configuration end that might improve things.

 - Neph

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