Okay, let me just start out by saying what I plan to do and what I want from
the community (i.e you guys).
MetaMod based plugins (especially Admin Mod ;) have become popular addons to
servers. For HL2 I would like to provide a special 3rd party API that
plugins can use rather than forcing
We will keep this list informed of any protocol changes once those changes
have been finalized.
Expect some changes in the master server query protocol and the server
protocol, but nothing too extensive.
Detritus wrote:
I'm not sure about the log protocol but I would expect the query
protocol
We have taken the opportunity provided by the recent internet worms to
upgrade and relocate our list server. The IP address for the list server has
been changed (to 207.173.176.202), it may take a couple days for your ISP's
DNS servers to get this new address. The upgrade involved relocating the
The upcoming steam release has a couple small changes to the hlmaster server
protocol.
Firstly the address for the master servers has changed, our public server
can be accessed via hlmaster1.hlauth.net. This server currently doesn't have
any servers listed as we have yet to release the steam
snip
Should I still continue to query the existing/old masters? I'm
assuming not everyone will upgrade right away, so there may still be
a lot of servers running the older version of Half-Life. Will the
old masters eventually be shut down?
yes you should keep querying them for the next 2
Terry wrote:
Time to start asking questions about the Steam platform. :-)
1. I've seen a Steam SDK mentioned on a few web sites, and
supposedly it is available on the Steam web site,
http://www.steampowered.com, but heck if I can find a download for
it. The FAQ doesn't mention it and I
yes.
-Original Message-
From: Joost Schuur [mailto:[EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 9:21 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlds_apps] Supporting Steam - many questions
Alfred wrote:
Is there some documentation for this? Where do the magic numbers
20
to when I bought it 5 years ago. :-)
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: Half-Life Dedicated Server Applications Mailing List
[EMAIL PROTECTED]
Sent: Wednesday, September 17, 2003 12:24 PM
Subject: RE: [hlds_apps] Supporting Steam - many questions
Brian A. Stumm wrote:
On Thu, 27 Nov 2003, Alfred Reynolds wrote:
The recent Counter-Strike update on steam has exposed
some differences
between the current SDK engine interface and the one
currently used by
the engine.
does this change affect all mods or just CS? I've had
We are working homogenizing the various valve mods to have the
liblist.gam and server.cfg only be updated when absolutely necessary.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Florian Zschocke
Sent: Thursday, December 18, 2003 1:15
Servers are only referenced by and stored as IP addresses. DNS is never used (except
when adding a server to favorites, as a convenience you can use a DNS name). You
should have your clients use the Servers tab to find your server by name (and use the
Europe region to limit the size of the
?
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds_apps-
[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 22 December 2003 06:46
To: [EMAIL PROTECTED]
Subject: RE: [hlds_apps] DNS names
Servers are only referenced by and stored as IP addresses.
DNS is never
used
No, you won't be able to detect if a user is already logged in (steam
itself doesn't know until it runs).
The command line parameters should be passed through, I will look into
what may be going wrong.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
?
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds_apps-
[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 22 August 2004 23:59
To: [EMAIL PROTECTED]
Subject: RE: [hlds_apps] Hi all
Hopefully later today.
-Original Message-
From: [EMAIL PROTECTED]
[mailto
There is no info query for Source right now, that is being
reinterpreted as a ping request and you get a A2A_ACK as a response. The
other values should all be 0x0, you sure you got the packet dump right?
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Okay, I spent a few minutes and whipped up a sample RCON client
implementation. This is ugly, ugly code but it should compile for linux
users. Win32 people need to do the WSAStartup() dance amongst other
things.
In response to an auth request I see:
Sending packet (18 bytes)
Got 28 bytes from
] Source RCON
format
Just a little question below...
Alfred Reynolds wrote:
Okay, I spent a few minutes and whipped up a sample RCON client
implementation. This is ugly, ugly code but it should compile for
linux users. Win32 people need to do the WSAStartup() dance amongst
other
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Tue 24 August 2004 07:11
To: [EMAIL PROTECTED]
Subject: RE: [hlds_apps] Server Query Protocol Question?
There is no info query for Source right now, that is being
reinterpreted as a ping request
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John
Beranek Sent: Tuesday, August 24, 2004 11:13 AM To:
[EMAIL PROTECTED] Subject: Re: [hlds_apps] Source RCON
format
Alfred Reynolds wrote:
The server only runs on x86 hardware so no need to convert
You need to use the A2A_PING query (char value 'i').
The other queries are A2S_INFO, A2S_PLAYER and A2S_RULES ('T', 'U' and
'V' respectively).
players and rules are supports for backwards compatibility but
shouldn't be used in new apps.
Both SRC and GoldSRC (i.e HL1) servers support the A2S_INFO
Consider this the exception that proves the rule :) I
will add this to the bug list.
- Alfred
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
DetritusSent: Friday, November 05, 2004 2:51 PMTo:
[EMAIL PROTECTED]Subject: [hlds_apps] Source doesn't
follow standards?
I
We have just released the SRC SDK via Steam. The plugin interface may be
of interest to this list, a description of it can be found here:
http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html
- Alfred
___
hlds_apps mailing list
[EMAIL PROTECTED]
Make sure you have updated your game server.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye
Sent: Thursday, December 02, 2004 9:41 AM To:
[EMAIL PROTECTED] Subject: RE: [hlds_apps] RCON Format
changed?
i Cant even get a response for
If you put -autoupdate on the command line under linux the server will
automatically update. We don't have a windows solution yet but it is
planned.
The one-to-one nature of auto updating doesn't make sense in a rental
company environment (where you have hundreds of servers running
identical
Each is a game in its own right (they just happen to share an engine),
they should be represented as such. Each game doesn't require HL2 to
run, you specify different -applaunch parameters to Steam depending on
the game you wish to run.
- Alfred
Original Message
From: [EMAIL PROTECTED]
I will forward this to the CS:S team, the changes look good.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon
Garner
Sent: Thursday, February 17, 2005 3:44 PM
To: hlds_apps@list.valvesoftware.com
Subject: [hlds_apps] Missing rules from CS
: Monday, February 21, 2005 1:20 PM
To: hlds_apps@list.valvesoftware.com
Subject: Re: [hlds_apps] Server query protocol
On 22/02/2005 9:07 a.m., Alfred Reynolds wrote:
We will be revising the Source server query format in the near future
to remove some architectural problems with it.
Can I ask what
.
- Alfred
On Mon, 21 Feb 2005, Alfred Reynolds wrote:
We will be revising the Source server query format in the near future
to remove some architectural problems with it. All the existing
queries apart from PING will be altered by this change (i.e will
require your tools to be updated
to
it (Source Engine Query). So to get server info you would send:
0xFFF 'T' Source Engine Query '\0'
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Tuesday, February 22, 2005 11:48 PM
To: hlds_apps
'\0'
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Tuesday, February 22, 2005 11:48 PM
To: hlds_apps@list.valvesoftware.com
Cc: hlcoders@list.valvesoftware.com
Subject: RE: [hlds_apps] Server query protocol
This change has just been release (restart Steam to apply it). Note that
you will need to set sv_enableoldqueries 0 to enable the new
challenge system.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24
...
Alfred Reynolds wrote:
The size of A2S_INFO is a trade off to reduce the amount of bandwidth
amplification it provides (without going to a full challenge/response
and the associated overhead of two UDP packets with tiny data
payloads).
- Alfre
-Original Message-
From: [EMAIL PROTECTED
appreciated.
Alfred Reynolds wrote:
This change will be released tomorrow (so you can begin testing your
tool updates).
The A2S_INFO query has been altered from the description below. Rather
than challenge response for each server ( making querying large numbers
of servers much slower) the query
a challenge value or not for
A2S_PLAYER and A2S_RULES packets.
Alfred Reynolds wrote:
No servers require a challenge for A2S_INFO, some may require the extra
string in the query packet however (that isn't on by default, but
perhaps some server admins have chosen to enable it). You cannot use
Could you send me (off list) a sample application that demonstrates the
request-id problem you are referring to please.
As others have pointed out we already have a well defined log format.
Adding more data sources to the TCP/IP connection you make to the server
is on the TODO list, I have no
will be turning off non-challenged query responses
(an email will be sent to this list when that happens).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:26 PM
To: hlds_apps@list.valvesoftware.com
Cc
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:26 PM
To: hlds_apps@list.valvesoftware.com
Cc: hlcoders@list.valvesoftware.com
Subject: RE: [hlds_apps] Server query protocol
This change has just
to the HL1 engine over the coming weeks.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Wednesday, April 13, 2005 10:48 AM To:
hlds_apps@list.valvesoftware.com Subject: [hlds_apps] Source Query
protocol change
That drop is unrelated to the update (the update was 12 hour before the
drop, and the drop was extremely sharp which doesn't match the update
profile of servers). It appears that there is a UDP connectivity problem
from some parts of the world to our US based servers, we are
investigating it with
]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Tuesday, June 07, 2005 4:13 PM To:
hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com;
[EMAIL PROTECTED] Subject: RE: [hlds_linux] HL1
Engine update
Couple of points of interest to server operators in this release.
1
Sorry about this one guys, I should have brought this up earlier (like
we did with Source). I am going to update the queries document with
details about the HL1 formats (where they don't match the Source ones).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
240: 65726163 63656c65 72617465 00313000 eraccele rate.10.
256: 73765f77 61746572 66726963 74696f6e sv_water friction
272: 003100 .1.
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds_apps@list.valvesoftware.com
Sent: Wednesday
, but
if it's going to be in place for a while yet, then it might be nice
to have it respond with an empty rules set at least.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Wednesday, June 08, 2005 7:46 PM
To: hlds_apps
update)
Thanks for that Alfred very help full.
Can this info get put onto the docs as well :)
Steve / K
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
0xfeff (int value -2) indicates a split packet, with the
following C structure using up the next 5 bytes
If you have written a plugin/addon for the Source engine that implements
reserved slots (i.e making some positions on your server not available
to the public at large) then you MUST set the sv_visiblemaxplayers to
the number of actual PUBLIC slots on the server. We have had numerous
complaints
With the Half-Life 1: Engine release today we added a new API function
to allow a game server to query the value of clients CVAR settings.
There was a new function added to the end of enginefuncs_t:
void (*pfnQueryClientCvarValue)( const edict_t *player, const
char *cvarName );
Calling
Is this for Source or HL1 servers? And there is no maximum rule count.
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Viscount
Pherget Sent: Thursday, August 11, 2005 7:18 PM To:
hlds_apps@list.valvesoftware.com Subject: [hlds_apps] server query
string
Be sure to post about this on http://developer.valvesoftware.com.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pascal
Herget Sent: Saturday, October 08, 2005 2:46 PM To:
hlds_apps@list.valvesoftware.com Subject: [hlds_apps] Source Server
Query
We have updated the client CVAR query interface in Half-Life 1 with two
new functions that will help you better track queries and responses.
The enginefuncs_t structure has had this function added to the end:
void (*pfnQueryClientCvarValue2)( const edict_t *player, const
char *cvarName,
Use the -condebug option to generate a console.log file.
- Alfred
Erik Hollensbe wrote:
I'm not sure if this is the case for hlds yet, as I haven't tested.
I can't seem to redirect standard output from srcds to anywhere and
get it reliably, or at least line-buffered.
I found this, which
It is straight 7-bit ascii for HL1 and UTF-8 (of which
7-bit ascii is a subset) for the Source engine. If you always interpret the
returned strings as UTF-8you will be good to go.
- Alfred
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
TerrySent: Sunday, June 25, 2006
We are doing some network re-arrangements and the external master
servers for Half-Life 1 and Half-Life 2 games are moving to a new
location. You should now use:
Half-Life 1 games (CS 1.6, HLDM, DoD, etc):
hl1master.steampowered.com:27010
Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party
The server on 207.173.177.11 is going to be turned off tomorrow, make
sure you have moved to the new address.
- Alfred
Alfred Reynolds wrote:
We are doing some network re-arrangements and the external master
servers for Half-Life 1 and Half-Life 2 games are moving to a new
location. You
The problem with geo-locating is that network topology and geographical
topology are only lightly coupled, we have actually noticed quite a few
places where they diverge significantly.
gja, nice paper, I read it over yesterday. I wonder if the master servers
had the AS db rather than the client
We are looking into the server ping response data being delayed from the actual
server data.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds_apps-
[EMAIL PROTECTED] On Behalf Of Andrew Collins
Sent: Thursday, November 13, 2008 9:47 AM
To:
?
Hello Alfred,
When I said this list is good for getting fast responses. I never meant
that fast.
Any confirmations on when we can see a fix so I can pass the message on
to our users before they start demanding blood? :)
Thank you,
Andrew
Alfred Reynolds wrote:
We are looking
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