Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers

2014-02-19 Thread Invalid Protocol
Very few players use the server browser or change the default settings when looking for playing a classic game (not prop-hunt, saxon, custom maps etc...). Now Quickplay sends almost all players to Valve servers. I doubt that many community servers running classic maps / gameplay will survive. On

Re: [hlds_linux] you did well

2014-02-07 Thread Invalid Protocol
They share same IP? On Sat, Feb 8, 2014 at 1:13 AM, Rudy Bleeker rblee...@gmail.com wrote: I'm running 2 instances on the same machine, both are as vanilla as can be, one is PvP and has no connection to the backend, the other is an MvM server which has no problems. I just played 2 MvM maps

Re: [hlds_linux] you did well

2014-02-07 Thread Invalid Protocol
If all your servers share same IP: 1. Start only one TF2 server. See if connects and remains connected to Steam servers. 2. Then start a second one. You'll notice that the first one disconnects from Steam in ~30 seconds, while the second one has no issues. 3. Then start the third one. Same thing,

Re: [hlds_linux] Workaround for linux problems running multiple servers on the same IP

2014-02-07 Thread Invalid Protocol
26901 ? On Sat, Feb 8, 2014 at 6:17 AM, Chris Oryschak ch...@oryschak.com wrote: Whats the default -steamport so i know what to increment up from for the other instances? On Fri, Feb 7, 2014 at 10:59 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: The latest TF Linux server has a

Re: [hlds_linux] [hlds] TF2: New exploit in today's update

2013-07-11 Thread Invalid Protocol
Two crashes so far, while playing cp_fastlane and cp_process_final. Both happened inside CBaseAnimatic::SetModel probably during the setup of a stalemate because both backtraces contain CTFGameRules::SetupOnStalemateStart(), CTeamplayRoundBasedRules::RespawnPlayers, CTFPlayer::GiveDefaultItems()

Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread Invalid Protocol
Let's assume that there's no quickplay rule regarding respawn times, or even better, let's assume that there's no quickplay at all. What would you do? :) You would still use the default respawn times or you would mod the server(s) to have faster / instant respawn? My opinion is that many are

Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Invalid Protocol
A HLDS server will still be visible in servers list until next mandatory update? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Tuesday, April 30, 2013 10:22 PM To: Half-Life dedicated

Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-21 Thread Invalid Protocol
...@list.valvesoftware.com] On Behalf Of dan Sent: Thursday, February 21, 2013 12:00 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Reminder about server tags On 19/02/2013 00:10, Invalid Protocol wrote: I assume that most community servers have few hidden slots

Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-18 Thread Invalid Protocol
I assume that most community servers have few hidden slots reserved for administrators or regular players. These slots are usually not used, except few hours every evening. This means that a 24 public slots + 4 reserved slots has 24 players most of the time (when is full), and only in rare cases

Re: [hlds_linux] DMESG LOG / Message: UDP: short packet

2013-01-18 Thread Invalid Protocol
The kernel drops the packets with invalid length (short packet) or for which checksum validation fails (bad checksum), so you don't have to add any rules for them (I verified the source code long time ago, so I'm quite sure about this). Also I doubt that your server is attacked, probably you

[hlds_linux] Possible fix for MvM Linux servers

2012-10-27 Thread Invalid Protocol
Patch: http://speedy.sh/ksYwD/server-srv.so.bz2 (click file's name to download it, there's no need to register) Or search inside tf/bin/server_srv.so for 55 89 E5 57 56 53 83 EC 2C 8B 5D 08 89 1C 24 E8 7C E7 FF FF (using a hex editor) and replace the first byte (55) with C3 (retn). In this way

Re: [hlds_linux] Whats going on, players unable to connect

2012-10-23 Thread Invalid Protocol
Disable smac_kac_banlist plugin. It is the one that kicks the players with that message. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Tuesday, October 23, 2012 7:14 PM To: Half-Life dedicated

Re: [hlds_linux] Map timelimit 5 minute buffer

2012-10-21 Thread Invalid Protocol
See mp_match_end_at_timelimit. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of StevoTVR Sent: Sunday, October 21, 2012 5:17 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Map

Re: [hlds_linux] SourceTV crashing clients?

2012-10-20 Thread Invalid Protocol
I had a similar problem and the solution was to add +tv_enable 1 in server's command line. If Source TV is enabled later from server's configuration file then some clients crash to desktop when viewing the motd or few seconds after they join the server (when we did tests we used soldiers and

Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Invalid Protocol
You can monitor whatever you want, there's no difference between HTTP and HTTPS. It is silly to use HTTPS for downloading maps/sounds and other custom resources required for a game. You don't need any extra privacy and does not protect our users. There's no advantage. You should protect your fast

Re: [hlds_linux] Prevent UDP attacks

2012-10-03 Thread Invalid Protocol
Each UDP packet has a header and a payload (the data). The header contains the source port, the destination port, packet's length and a checksum. Linux automatically drops the packets with invalid length (short packet) or if checksum validation fails (bad checksum), so you can't block them. I

Re: [hlds_linux] Diagnosing excesive network usage

2012-10-03 Thread Invalid Protocol
See jnettop (add a rule for each server). Also you can use iptables (add a rule without any target for each server, only to count the number of received/sent packets and their size). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?

2012-09-10 Thread Invalid Protocol
Because he thinks that a higher rate means smaller packets, so a huge rate means very small packets :)) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Tuesday, September 11, 2012 2:14

Re: [hlds_linux] Sapper crashing/locking up

2012-08-27 Thread Invalid Protocol
I had this problem before 2 August patch, so is not the Red-Tape sapper. I've attached a debugger to some servers and the backtrace always included CBaseObject::AttachObjectToObject method. The problem occurs when a sapped sentry is built or upgraded: the sapper is re-attached forever to the

Re: [hlds_linux] Request: Current MvM Wave cvar

2012-08-18 Thread Invalid Protocol
the tf_objective_resource, and GetEntProp to read m_nMannVsMachineWaveCount. On 8/16/2012 2:58 PM, Invalid Protocol wrote: I don't see any convar. You can do this with a SM plugin, but is easy only for Linux: call the MannVsMachineStats_**GetCurrentWave function (use @_Z33MannVsMachineStats_**GetCurrentWavev

Re: [hlds_linux] Mandatory TF2 update released

2012-08-18 Thread Invalid Protocol
Do you have this error on Linux servers? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers Sent: Saturday, August 18, 2012 5:46 PM To: Half-Life dedicated Linux server mailing list Subject:

Re: [hlds_linux] Engine error: Host_Error: Overflow error writing string table baseline GameRulesCreation

2012-08-18 Thread Invalid Protocol
Try this if is very important for you to find a solution, maybe it works. 1. Find engine.dll, should have 4,035,960 bytes. 2. Create a backup. 3. Use a hex editor and search for 50 68 00 1C 2F 10 E8 99 48 FC FF 83 C4 08. Replace the bytes with 5F 5E 8B E5 5D C2 04 00 90 90 90 90 90 90. 4. Pray :)

Re: [hlds_linux] MvM difficulty level?

2012-08-16 Thread Invalid Protocol
To change the difficulty set tf_mvm_popfile. The files are in orangebox/tf/scripts/population folder. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold Sent: Thursday, August 16, 2012 7:19 PM

Re: [hlds_linux] Request: Current MvM Wave cvar

2012-08-16 Thread Invalid Protocol
I don't see any convar. You can do this with a SM plugin, but is easy only for Linux: call the MannVsMachineStats_GetCurrentWave function (use @_Z33MannVsMachineStats_GetCurrentWavev as signature for SDK Tools) and will return the index (starting from 0). I don't know if you can get a signature

Re: [hlds_linux] csgo server errors after latest update

2012-08-15 Thread Invalid Protocol
If you have core dumps then probably you also have a backtrace. See where the error occurs. Anyway, check if the server has enough file handles. Maybe you have strange limits or something like this. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-07 Thread Invalid Protocol
A huge rate does not mean that the data is split in very small packets where the payload is less than 10%. In old HL2 engine the rate was used only for computing the time when the next update can be sent to a client. The formula was something like: next_time = current_time + (bytes_send

Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-07 Thread Invalid Protocol
I'm not 100% sure, because I don't have the source code, but: 1. If the data that must be sent to a client is smaller or equal than 1260 bytes then is sent immediately in one packet. 2. If the data has a length greater than 1260 bytes then is split in multiple packets. First packets have 1248

Re: [hlds_linux] IP address mumbo jumbo

2012-07-22 Thread Invalid Protocol
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel Sent: Sunday, July 22, 2012 6:19 PM To:

Re: [hlds_linux] [hlds] New TF quickplay in beta

2012-07-21 Thread Invalid Protocol
And what where the tags faked by that 100% crits server with rocket SG mod? Let me guess, a 100% crits server should have the nocrits tag... -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent:

Re: [hlds_linux] Optional (for servers) Team Fortress 2 update released

2012-07-12 Thread Invalid Protocol
Read my previous message. The file is 2GB because it can't be bigger (don't know if the limitation is in OS or in Source engine). If you verify (tail -n 100 netspike.txt) you'll see that the last message is truncated. And the server writes so much data because it may start to log ALL THE PACKETS

Re: [hlds_linux] [hlds_announce] Half-Life 1 dedicated server update released

2012-07-12 Thread Invalid Protocol
This change is made to remove from server browser the fake servers? :)) And reliable channel means same solution implemented in TF2? If so, this can't be true :)) -Original Message- From: hlds_announce-boun...@list.valvesoftware.com [mailto:hlds_announce-boun...@list.valvesoftware.com]

Re: [hlds_linux] netspike.txt

2012-07-11 Thread Invalid Protocol
From what I see even 4 bytes are not enough these days :( The debug code is broken because for some players it starts to log out every packet, not only when an overflow occurs. I have two servers with a 2GB netspike.txt file, both being filled with multiple messages about one player. Some

Re: [hlds_linux] TF2 server crashes

2012-07-10 Thread Invalid Protocol
Use a firewall and deny access to RCON port. The game server accepts an unlimited number of TCP connections (RCON) from any IP/client. If somebody is flooding you with connections then the server runs out of file handles and won't be able to open any file (map, model, log file etc...). There's a

Re: [hlds_linux] TF2 server crashes

2012-07-10 Thread Invalid Protocol
, Jul 10, 2012 at 9:42 AM, Invalid Protocol invalidprotocolvers...@gmail.com wrote: Use a firewall and deny access to RCON port. The game server accepts an unlimited number of TCP connections (RCON) from any IP/client. If somebody is flooding you with connections then the server runs out

Re: [hlds_linux] CS 1.6 New Exploit?

2012-07-02 Thread Invalid Protocol
Are the servers that only have fast download enabled (sv_allowdownload 0) vulnerable to this exploit? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 02, 2012 11:49 PM To:

Re: [hlds_linux] how to optimize a server disk space?

2012-07-01 Thread Invalid Protocol
If you only want to save same space then use symlinks for some folders. For example $SERVER_HOME/hl2 has 1.3G, $SERVER_HOME/orangebox/tf/maps has 2.6G, $SERVER_HOME/orangebox/tf/models has 0.5G and $SERVER_HOME/orangebox/tf/sound has 1.3G. Is also possible to start multiple instances using same

Re: [hlds_linux] Half-Life 1 dedicated server update released

2012-06-30 Thread Invalid Protocol
The last mandatory update for HL1 engine was on 23 Oct 2008. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: Sunday, July 01, 2012 1:27 AM To: Collin Howard; Half-Life dedicated Linux server

Re: [hlds_linux] TF2 crash during shutdown

2012-06-26 Thread Invalid Protocol
+0xacb6you can see more of these things happening (and also when it started, same date) 2012/6/26 Peter Reinhold peter_va...@reinhold.dk On 19.06.2012 03:47, Invalid Protocol wrote: But I'm talking about a clean/vanilla server that runs only for few seconds. I know that a server may crash during

Re: [hlds_linux] TF2 Public IP reverting to main address

2012-06-19 Thread Invalid Protocol
See this: http://www.mail-archive.com/hlds@list.valvesoftware.com/msg48486.html -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Summit Servers LLC Sent: Wednesday, June 20, 2012 3:48 AM To:

[hlds_linux] TF2 crash during shutdown

2012-06-18 Thread Invalid Protocol
I have a TF2 server (Linux 32 bits), without metamod, sourcemod or any other changes. Since last update a crash occurs during shutdown (for example when quit command is used from console). Same thing happens with public servers too. I'm the only one with this problem?

Re: [hlds_linux] TF2 crash during shutdown

2012-06-18 Thread Invalid Protocol
; Invalid Protocol Subject: Re: [hlds_linux] TF2 crash during shutdown I am guessing you are new at this. This has been normal for at least a year and a half, maybe two years. I don't recall when it first started happening but it was obvious when it did. For most people I know, this happens every

Re: [hlds_linux] Overflow attack to Source servers

2012-06-12 Thread Invalid Protocol
Are you sure that the command is executed by console? I did a simple test and you can intercept it using SourceMod in both cases (sent by a client or from server's console). If you're not sure then try SMAC, has a plugin for blocking exploits like this

Re: [hlds_linux] Overflow attack to Source servers

2012-06-12 Thread Invalid Protocol
for status, there would be no protection over this command, making possible this attack. Invalid Protocol mentionned this protection on an earlier mail. Is it a silly idea? I've never experienced such cooldown protection, that would explain why

Re: [hlds_linux] Reconnect to steam command?

2012-05-10 Thread Invalid Protocol
How do you send a disconnect callback on Steam_BGetCallback? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bottige...@gmail.com Sent: Tuesday, May 08, 2012 10:57 PM To: Half-Life dedicated Linux server

Re: [hlds_linux] Suddenly very low server population

2012-04-26 Thread Invalid Protocol
Valve changed something in the last days, because allmost all their servers hosted in Europe have the best quickplay score. They said long time ago that community servers are competing with Valve servers on an equal footing for quickplay customers, but this is bullshit :( The results of a test