Wololo from server (Invalid STEAM UserID Ticket
)
On Tue, Mar 17, 2015 at 6:30 PM, Ryan Stecker voidedwea...@gmail.com
wrote:
As you deduced, it is possible to spoof any SteamID you want and play
for a couple of minutes before the server kicks you.
No, it isn't. Steam authentication tickets
As you deduced, it is possible to spoof any SteamID you want and play
for a couple of minutes before the server kicks you.
No, it isn't. Steam authentication tickets are signed by Valve's servers.
You cannot craft a ticket containing any SteamID you want.
You can, however, subject the server to
.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
Stecker Sent: Monday, December 01, 2014 6:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone on
this mailing list that'd like to comment on this recommendation.
There's one frustrating issue with clients downloading custom content
(maps, models, etc) in
directly DDoSed but I regularly see network blips of 1-5 minutes on every
gaming network. Bad neighbours.
On 23/09/2014 12:47 PM, Ryan Stecker wrote:
Hey all, just sending this message into the wide HLDS abyss to see if
anyone has any experiences hosting srcds (Mostly TF2, but it can really
Hey all, just sending this message into the wide HLDS abyss to see if
anyone has any experiences hosting srcds (Mostly TF2, but it can really be
any game/mod that runs on that engine version) on single/dual E5-2650 v2s
or other similarly low clocked (around the 2.5GHz range) processors and
what
: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
Stecker
Sent: Thursday, June 19, 2014 8:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released
Any chance of looking into perf
Any chance of looking into perf issues when a full server gets in the
middle of a conga taunt? Haven't had a chance to run any vprof profiling,
but the netgraph shows large spikes in what seems to be sounds, and it's
followed by lots of client choke.
Valve has been going through the motions of merging their Dota item
server code into TF2, with sometimes spectacular results such as clients
and servers not being able to get their loadouts, and in-game trading not
functioning.
Other than that, however, I don't think any new issues have occurred
I do have to ask, though: why are TF2 updates released exactly during the
Tuesday Steam prop?
Surely they could be timed to occur long before or long after to avoid the
confusion present in this series of email posts.
On Tue, Feb 11, 2014 at 6:31 PM, Nomaan Ahmad n0man@gmail.com wrote:
I
Granting or modifying economy items, or taking actions that devalue
players' items, or interfering with the TF2 economy
Fletch, is the converse here true? Are server ops allowed to modify economy
items if we're not a quickplay server?
If so, can/will the clientside restriction on visible
any difference.
In my tests it did not, but I would be interested in any real world data
on that question.
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
Sent: Friday, May 17, 2013 11:25 AM
To: Half-Life dedicated Win32
I can confirm that I've also seen an increase in frame skipping on my
windows servers as well, in my case I've seen var spike up to 40-50 msec
often when clients connect. Not running replay or sourcetv, and no cpu
affinity or process priority changes here, the only thing that changed in
our
Getting the two versions to work together would be great news.
The only thing stopping me (and I assume others) from testing the steampipe
branch is the fact that opting my client into that beta is a permanent
change, so I would not be able to join my current non-steampipe servers in
the case of
That's useful to know, but the redownload is still a major downside.
On Tue, Apr 23, 2013 at 2:44 PM, Doctor McKay mc...@doctormckay.com wrote:
I was able to opt out of the beta just fine. It required a TF2 reinstall,
but it worked.
Dr. McKay
On Tuesday, April 23, 2013, Ryan Stecker wrote
Thanks for the update Fletch! Here's to hoping for a few more days of
delays. Finals week :(
On Mon, Apr 22, 2013 at 2:57 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Hello all,
** **
The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the
30th.
** **
Hello, this email is more aimed at Fletch or anyone else at Valve currently
working on the steampipe conversion of TF2.
Is the mandatory switchover date still on track for this week?
Fletch emailed a few days ago stating:
It seems likely that the TF2 switchover planned for next Tuesday will be
The Steam servers are designed to support the addition and removal of
servers, so a list of IPs today may not be accurate sometime in the future.
You'd be better off trying to allow certain destination ports, specifically
the 27017-27020 UDP and TCP range.
On Mon, Apr 22, 2013 at 6:28 PM, Ruben
I believe that particular changelog is referencing vphysics improvements.
Previously certain code in vphysics wasn't being compiled with any
optimizations in linux, and now they've been enabled. I can't speak for any
other changes that may have been done, however.
On Apr 9, 2013 8:13 AM, Yun Huang
Based on Fletch's response a few days ago, it appears there is no
(automated) migration process for servers.
So at the most basic form you'd need to completely reinstall the server,
unless you're willing to risk the sideeffects of running VPKs in addition
to loose files.
This is the single biggest crasher on all my servers. I get around ~4
crashes a day due to stringtable overflows.
This negatively affects my stock MvM server. I feel in the future with the
addition of more items, the additional precaching will leave that server in
an entirely unreliable state of
:
Do you have the iptables rule to accomplish this.
If this has no side effect to the users and forces it UDP every time.
I'd
be much happier to go this route as a resolution.
Chris
On Tue, Oct 16, 2012 at 11:38 AM, Ryan Stecker
voidedwea...@gmail.com
wrote
Valve has nothing to fix. Downtime is a fact of life.
On Tue, Oct 23, 2012 at 2:17 PM, Oskar Levin os...@dataviruset.com wrote:
Yes, actually. Hopefully Valve will fix the issue so I won't have to
unload it :(
Best regards
Oskar Levin
os...@dataviruset.com
- Reply message -
As a slight correction, it's the TCP connection which doesn't respect the
bind IP.
The workaround is to block outgoing TCP connections on port 27017, this
forces the server to use a UDP connection to steam.
On Tue, Oct 16, 2012 at 10:34 AM, martin v velt...@gmail.com wrote:
This is well know
Whoops, sorry about the issues with the wrong linux version.
Not entirely sure what happened, but thanks for spotting that and
recompiling it!
On Mon, Oct 1, 2012 at 2:52 PM, Ross Bemrose rbemr...@gmail.com wrote:
I attached the new version to this post: https://forums.alliedmods.net/**
The red x's *can* be a sign of missing files, but that's not the case this
time.
There's a legitimate issue where the ParticleEffectNames stringtable is
getting close to full and some of the game's particles aren't precaching on
clients because of this.
On Wed, Sep 26, 2012 at 5:22 PM, Tom
There's clearly a lack of understanding in this thread.
The plugin simply executes 'jpeg' or 'screenshot' on the client (which is
the exploit everyone is talking about), and uses the client's INetChannel
(an interface in the source engine) to have the server request the file
from the client.
It
the
screenshots only take an in-game image the only people to have
reasons
against it are hackers themselves.
--EHG
On 9/10/2012 1:04 PM, Ryan Stecker wrote:
There's clearly a lack of understanding in this thread.
The plugin simply executes 'jpeg' or 'screenshot' on the client
(which
Will there be a fix for sound precache crashing?
The ones that give this warning:
Warning: Table soundprecache is full, can't add
vo\taunts\scout_taunts18.wav
On Thu, Aug 16, 2012 at 1:53 PM, Eric Smith er...@valvesoftware.com wrote:
We're fixing this for a release later today.
Also, we've
I'm having this issue with plugins that precache many sounds like Freak
Fortress 2.
On Wed, Aug 15, 2012 at 11:26 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
Im starting to get Warning: Table soundprecache is full, can't add
vo\taunts\scout_taunts18.wav errors on my server and then
I third this. I think it'd open the door to making some interesting
missions involving more players and more bots.
On Tue, Aug 14, 2012 at 1:51 PM, Nomaan Ahmad n0man@gmail.com wrote:
I agree with 1nsane.
On 14 August 2012 19:50, 1nsane 1nsane...@gmail.com wrote:
Like Asher mentioned
Googling it doesn't give me anything useful other than forum posts about no
steam emulators.
Is it happening on a stock server or are you using sourcemod and the
steamtools extension by any chance?
On Sat, Jun 23, 2012 at 6:08 AM, Marcel hlds_li...@vermasslt.de wrote:
On 22.06.2012 19:40, Ryan
Is it repeating that message or only displaying it once?
On Fri, Jun 22, 2012 at 12:28 PM, Marcel hlds_li...@vermasslt.de wrote:
I saw that some DoS and Floods were discussed recently on the list.
I don't know if this is a known one, but it looks like there is an exploit
where you can easily
You have cloudflare enabled on that website. CF has some javascript which
causes client crashes in motd panels.
On Thu, May 31, 2012 at 11:49 PM, Michael Ojeda mojed...@gmail.com wrote:
Kind of a late response (I've been away from tf2 for a bit), I've tried
just using the homepage:
Having different games be hosted from the same directory will cause that
issue. The problem is that Source will attempt to write a steam_appid.txt
file containing the appid of the game you're running, and when you start a
server for a different game, it will read that file and incorrectly assume
The mute issue is very easy to reproduce. Simply hold down your voice key
and begin talking, then let go to the key momentarily and press it again.
After this point nothing will be broadcasted.
On Mon, Apr 30, 2012 at 12:21 PM, ics i...@ics-base.net wrote:
No. There is a flaw on the new codec
The SteamID that most servers are assigned upon connection to the CM is an
anonymous one (of type k_EAccountTypeAnonGameServer).
The non-anonymous one requires an account to login to (similar to a regular
user SteamID), but I personally haven't seen any instances where this is
possible yet, or
There are still hints that come from various places.
For instance: in the Steamworks gameserver API, a logon function was added
that takes a username and password to login to a persistent GS account.
On Sun, Mar 4, 2012 at 3:34 PM, Eric Riemers riem...@binkey.nl wrote:
Every now and then we
Steam had support for P2P file transfers at some point in the past, but
nothing ever happened with it.
On Sat, Feb 18, 2012 at 7:16 AM, Whisperity whisper...@gmail.com wrote:
Aggreed, I also think the reason behind Valve not implementing P2P into
their delivery system was to prevent the
There was a recent feature addition to steam that allows email changes
without confirmation for trusted computers.
http://store.steampowered.com/news/7114/
I believe trusted computer in that sense means any account with SG
enabled and authenticated. That would make it a quite frightening change,
Your machine/account is identified by a file in the steam directory. The
file is called a sentry file and it's name is in the form of
ssfnnumbers. The steam client provides a sha1 hash of this file at logon,
and the back-end confirms the validity of it.
Deleting the file would require you to
He is.
http://steamcommunity.com/id/df
On Sat, Dec 24, 2011 at 10:46 AM, Ross Bemrose rbemr...@vgmusic.com wrote:
You know that Tony Paloma guy, a Valve Employee, that sometimes posts on
this list?
That was him.
Do you really think he's still VAC banned?
On 12/24/2011 7:49 AM, Mike
The steam servers went down. It happens from time to time and isn't
anything to panic about.
On Tue, Dec 6, 2011 at 5:40 PM, PAL-18 pal...@zombiegamer.net wrote:
I'm suddenly getting this (see thread title) on all my servers. I have a
bare minimum of ports opened, did steam increase the range
The server is responding to server queries for me. Chances are it will
appear in the server list as well.
The parts of the log that you highlighted
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
Looking up breakpad
Depot 320 isn't an actual depot, it's just the appid for the game. The
general rule of thumb is that an appid evenly divisible by 10 is just an
appid for a game, and the depots directly follow it. Sometimes this isn't
the case, but it's good enough for most games.
Also, I looked at the parameters
There's a tool I made a while ago that makes it possible to check the
current version of arbitrary depots.
It's a C# app and the source repository for it is located here:
https://bitbucket.org/VoiDeD/steamre/src/43dc347f2767/Projects/DepotDownloader
Usage would simply be depotdownloader -depot
That can happen when the Steam servers are inaccessible, it's not
particularly easy to diagnose though, but you should just try that command
in a short while after.
On Thu, Nov 3, 2011 at 5:48 PM, E3pO e...@wmclan.net wrote:
I've just started noticing this today after trying to setup some new
I would love a forum. I don't think the mailing list provides any decent
method of searching, and new topics keep showing up on the list for things
that have been mentioned or asked about before.
However, I'd still like hlds_announce. I _love_ push notifications for
critical updates to tf2, keeps
cl_gameserver_list in your client will give you a listing of registered
servers, you'll just have to remember which ones are which.
On Thu, Oct 20, 2011 at 11:23 PM, Sir Jake can_kic...@hotmail.com wrote:
Hello there,
Just installed my servers on a new box and forgot to backup all the server
Not really. Lets see how your service copes with thousands of servers and
clients reconnecting to it.
The GC tells the server when caches are available again, and it wouldn't be
a good idea for servers to simply spam some message that forces
subscriptions.
I can't see why your server would have
It has nothing to do with your DX level.
Failure code 1 is EAuthSessionResponseUserNotConnectedToSteam, and 8 is
k_EAuthSessionResponseAuthTicketInvalid.
All that happened is that you lost your connection to the steam backend, and
the game server dropped you once someone joined the server.
All
...@gmail.com
bottige...@gmail.comwrote:
Oh is that what happened? I've been seeing a lot of 10-20 people
dropping at the same time for (No Steam Login) recently.
On Fri, Sep 9, 2011 at 2:01 PM, Ryan Stecker voidedwea...@gmail.com
wrote:
It has nothing to do with your DX level.
Failure
since we're in the same house
Don't you think this might be different ?
On Fri, Sep 9, 2011 at 6:16 PM, Ryan Stecker voidedwea...@gmail.com
wrote:
The way the old auth system used to work is that when a new client
connected
to a game server, the GS would attempt to authenticate just
If a client joins a pure server and then joins a non-pure server with
custom content, it won't properly load for the client. This bug has
existed for quite a while.
On Wed, Aug 31, 2011 at 1:25 PM, Jacob Juul dimitri6...@hotmail.com wrote:
Hi, don't know if i can post this kind of issue here,
The most common type of hack I see on my servers are speedhacks,
although i haven't modified the sv_max_usercmd_future_ticks cvar. One
would assume the default should be enough to prevent speedhacking.
The other issue I'm aware of is that the $ignorez prevention sometimes
doesn't work. I don't
I should also note that most of our hacker bans in the last months have
been
free accounts with no friends, seemingly created just to go troll people.
It
would be rather sweet justice if some sort of hardware fingerprinting were
to find and VAC their real accounts. That would be one hell of a
Not getting any client crashes on startup, just a hang.
On Mon, Aug 15, 2011 at 5:24 PM, clad iron cladi...@gmail.com wrote:
Actually Dis-reguard my last message. forgot i changed host locations for my
replays.
On Mon, Aug 15, 2011 at 6:21 PM, gamead...@127001.org wrote:
Working fine here
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