Re: [hlds] L4D Client Update

2009-03-18 Thread Alec Sanger

Any updates on issues with sv_search_key in vs mode?

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



> Date: Tue, 17 Mar 2009 01:31:44 -0400
> From: mu...@anbservers.net
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] L4D Client Update
> 
> I can Confirm this as well/
> 
> windows 2008
> 
> 
> 
> > Same behavior here. Using sv_search_key, co-op starts immediately  
> > but versus never finds a server. I've tried setting sv_gametypes to  
> > "coop,versus" and just "versus", but it doesn't work. Has anyone  
> > successfully used sv_search_key on versus since the latest update?
> 
> Patrick Shelley wrote:
> > Another thread mentioned that search key was connecting fine to 4 player
> > campaigns but NOT 8 player VS - i can confirm this to be true (for me
> > anyway) - set my search key up again - create a 4 player campaign lobby -
> > start - im on to my server instatly.
> >
> > Quit, start a 8 player VS lobby (with me as leader) - start game - no
> > connect. whats wrong here?
> 
> 
> 
> This message was sent using IMP, the Internet Messaging Program.
> 
> 
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread Anthal
A few class C's should work, if that. If you honestly think that it will 
have a huge effect on your playerbase, you've got some issues. The 
likelihood of multiple people playing on such a limited IP range is so 
small, you'd have a better chance of playing the lottery. Plus it only 
really needs to be in effect for a few hours or days. After they can't 
get the server to respond, most people stop trying.

Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2 
billion IP's out there (including RFC 1918 addresses), it's a drop in 
the bucket.

Matt Stanton wrote:
> Ban a whole class b network block.  That fixes most cable/dsl 
> customers... or small countries.
>
> Anthal wrote:
>   
>> Ban by subnet, solves all problems!
>>   
>>
>> 
>
>
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread Tony Paloma
You guys know they haven't allocated IP addresses by class since the 90's,
right? The guy's IP block could be /anything.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
Sent: Wednesday, March 18, 2009 9:01 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
message

A few class C's should work, if that. If you honestly think that it will 
have a huge effect on your playerbase, you've got some issues. The 
likelihood of multiple people playing on such a limited IP range is so 
small, you'd have a better chance of playing the lottery. Plus it only 
really needs to be in effect for a few hours or days. After they can't 
get the server to respond, most people stop trying.

Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2 
billion IP's out there (including RFC 1918 addresses), it's a drop in 
the bucket.

Matt Stanton wrote:
> Ban a whole class b network block.  That fixes most cable/dsl 
> customers... or small countries.
>
> Anthal wrote:
>   
>> Ban by subnet, solves all problems!
>>   
>>
>> 
>
>
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread MONDO
Actually, even with bans, we found that we would see the "PLAYERNAME has
joined the game" as they must attempt to connect for the bans to process.
 The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
when ANYONE joins the game, but it stopped the vulgar names from spamming
our screens constantly, and that was the goal.
Thanks again all.

On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma wrote:

> You guys know they haven't allocated IP addresses by class since the 90's,
> right? The guy's IP block could be /anything.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
> Sent: Wednesday, March 18, 2009 9:01 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
> message
>
> A few class C's should work, if that. If you honestly think that it will
> have a huge effect on your playerbase, you've got some issues. The
> likelihood of multiple people playing on such a limited IP range is so
> small, you'd have a better chance of playing the lottery. Plus it only
> really needs to be in effect for a few hours or days. After they can't
> get the server to respond, most people stop trying.
>
> Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
> billion IP's out there (including RFC 1918 addresses), it's a drop in
> the bucket.
>
> Matt Stanton wrote:
> > Ban a whole class b network block.  That fixes most cable/dsl
> > customers... or small countries.
> >
> > Anthal wrote:
> >
> >> Ban by subnet, solves all problems!
> >>
> >>
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread msleeper
Why not post this as a suggestion for SourceBans? I don't think it would
be too hard for them to be able to suppress connection messages for
banned users, considering there is a plugin that already does it. Just
use the same method, but only when the user has been blocked.


On Wed, 2009-03-18 at 15:01 -0400, MONDO wrote:
> Actually, even with bans, we found that we would see the "PLAYERNAME has
> joined the game" as they must attempt to connect for the bans to process.
>  The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
> when ANYONE joins the game, but it stopped the vulgar names from spamming
> our screens constantly, and that was the goal.
> Thanks again all.
> 
> On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma wrote:
> 
> > You guys know they haven't allocated IP addresses by class since the 90's,
> > right? The guy's IP block could be /anything.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
> > Sent: Wednesday, March 18, 2009 9:01 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
> > message
> >
> > A few class C's should work, if that. If you honestly think that it will
> > have a huge effect on your playerbase, you've got some issues. The
> > likelihood of multiple people playing on such a limited IP range is so
> > small, you'd have a better chance of playing the lottery. Plus it only
> > really needs to be in effect for a few hours or days. After they can't
> > get the server to respond, most people stop trying.
> >
> > Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
> > billion IP's out there (including RFC 1918 addresses), it's a drop in
> > the bucket.
> >
> > Matt Stanton wrote:
> > > Ban a whole class b network block.  That fixes most cable/dsl
> > > customers... or small countries.
> > >
> > > Anthal wrote:
> > >
> > >> Ban by subnet, solves all problems!
> > >>
> > >>
> > >>
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
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> > please visit:
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> >
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread Alec Sanger

they were talking about blocking the IP at the firewall level so it never even 
reached your servers, but glad you got it figured out :)

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



> Date: Wed, 18 Mar 2009 15:01:57 -0400
> From: mondo...@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
> message
> 
> Actually, even with bans, we found that we would see the "PLAYERNAME has
> joined the game" as they must attempt to connect for the bans to process.
>  The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
> when ANYONE joins the game, but it stopped the vulgar names from spamming
> our screens constantly, and that was the goal.
> Thanks again all.
> 
> On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma wrote:
> 
> > You guys know they haven't allocated IP addresses by class since the 90's,
> > right? The guy's IP block could be /anything.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
> > Sent: Wednesday, March 18, 2009 9:01 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
> > message
> >
> > A few class C's should work, if that. If you honestly think that it will
> > have a huge effect on your playerbase, you've got some issues. The
> > likelihood of multiple people playing on such a limited IP range is so
> > small, you'd have a better chance of playing the lottery. Plus it only
> > really needs to be in effect for a few hours or days. After they can't
> > get the server to respond, most people stop trying.
> >
> > Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
> > billion IP's out there (including RFC 1918 addresses), it's a drop in
> > the bucket.
> >
> > Matt Stanton wrote:
> > > Ban a whole class b network block.  That fixes most cable/dsl
> > > customers... or small countries.
> > >
> > > Anthal wrote:
> > >
> > >> Ban by subnet, solves all problems!
> > >>
> > >>
> > >>
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
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> > please visit:
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> >
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread f0rkz
inb4 omfg msleeper u sux lolololololololol

On Mar 18, 2009, at 3:09 PM, msleeper wrote:

> Why not post this as a suggestion for SourceBans? I don't think it  
> would
> be too hard for them to be able to suppress connection messages for
> banned users, considering there is a plugin that already does it. Just
> use the same method, but only when the user has been blocked.
>
>
> On Wed, 2009-03-18 at 15:01 -0400, MONDO wrote:
>> Actually, even with bans, we found that we would see the  
>> "PLAYERNAME has
>> joined the game" as they must attempt to connect for the bans to  
>> process.
>> The plugin that was linked by Jeff S.  did the job.  Sure, we can't  
>> see
>> when ANYONE joins the game, but it stopped the vulgar names from  
>> spamming
>> our screens constantly, and that was the goal.
>> Thanks again all.
>>
>> On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma  
>> wrote:
>>
>>> You guys know they haven't allocated IP addresses by class since  
>>> the 90's,
>>> right? The guy's IP block could be /anything.
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
>>> Sent: Wednesday, March 18, 2009 9:01 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined  
>>> the game"
>>> message
>>>
>>> A few class C's should work, if that. If you honestly think that  
>>> it will
>>> have a huge effect on your playerbase, you've got some issues. The
>>> likelihood of multiple people playing on such a limited IP range  
>>> is so
>>> small, you'd have a better chance of playing the lottery. Plus it  
>>> only
>>> really needs to be in effect for a few hours or days. After they  
>>> can't
>>> get the server to respond, most people stop trying.
>>>
>>> Oh, and a class B (/16) is only 65,536 IP's. Considering there are  
>>> 4.2
>>> billion IP's out there (including RFC 1918 addresses), it's a drop  
>>> in
>>> the bucket.
>>>
>>> Matt Stanton wrote:
 Ban a whole class b network block.  That fixes most cable/dsl
 customers... or small countries.

 Anthal wrote:

> Ban by subnet, solves all problems!
>
>
>


 ___
 To unsubscribe, edit your list preferences, or view the list  
 archives,
>>> please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
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>>>
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>>> archives,
>>> please visit:
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>>>
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>> archives, please visit:
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>
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f0rkz
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread SakeFox
Don't know if exist or not, but a script that would ip ban someone that 
connect x times in y seconds might be a good addition to stop some spam 
on that too

MONDO wrote:
> Actually, even with bans, we found that we would see the "PLAYERNAME has
> joined the game" as they must attempt to connect for the bans to process.
>  The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
> when ANYONE joins the game, but it stopped the vulgar names from spamming
> our screens constantly, and that was the goal.
> Thanks again all.
>
> On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma wrote:
>
>   
>> You guys know they haven't allocated IP addresses by class since the 90's,
>> right? The guy's IP block could be /anything.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
>> Sent: Wednesday, March 18, 2009 9:01 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
>> message
>>
>> A few class C's should work, if that. If you honestly think that it will
>> have a huge effect on your playerbase, you've got some issues. The
>> likelihood of multiple people playing on such a limited IP range is so
>> small, you'd have a better chance of playing the lottery. Plus it only
>> really needs to be in effect for a few hours or days. After they can't
>> get the server to respond, most people stop trying.
>>
>> Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
>> billion IP's out there (including RFC 1918 addresses), it's a drop in
>> the bucket.
>>
>> Matt Stanton wrote:
>> 
>>> Ban a whole class b network block.  That fixes most cable/dsl
>>> customers... or small countries.
>>>
>>> Anthal wrote:
>>>
>>>   
 Ban by subnet, solves all problems!



 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>   
>> please visit:
>> 
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>   
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread msleeper
It's doable. Assuming you mean having a plugin running that would report
the IPs, and a bash script or something that would IPTABLES or some
other IP block method them out, then that is very doable.


On Wed, 2009-03-18 at 15:14 -0400, SakeFox wrote:
> Don't know if exist or not, but a script that would ip ban someone that 
> connect x times in y seconds might be a good addition to stop some spam 
> on that too
> 
> MONDO wrote:
> > Actually, even with bans, we found that we would see the "PLAYERNAME has
> > joined the game" as they must attempt to connect for the bans to process.
> >  The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
> > when ANYONE joins the game, but it stopped the vulgar names from spamming
> > our screens constantly, and that was the goal.
> > Thanks again all.
> >
> > On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma wrote:
> >
> >   
> >> You guys know they haven't allocated IP addresses by class since the 90's,
> >> right? The guy's IP block could be /anything.
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com
> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
> >> Sent: Wednesday, March 18, 2009 9:01 AM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
> >> message
> >>
> >> A few class C's should work, if that. If you honestly think that it will
> >> have a huge effect on your playerbase, you've got some issues. The
> >> likelihood of multiple people playing on such a limited IP range is so
> >> small, you'd have a better chance of playing the lottery. Plus it only
> >> really needs to be in effect for a few hours or days. After they can't
> >> get the server to respond, most people stop trying.
> >>
> >> Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
> >> billion IP's out there (including RFC 1918 addresses), it's a drop in
> >> the bucket.
> >>
> >> Matt Stanton wrote:
> >> 
> >>> Ban a whole class b network block.  That fixes most cable/dsl
> >>> customers... or small countries.
> >>>
> >>> Anthal wrote:
> >>>
> >>>   
>  Ban by subnet, solves all problems!
> 
> 
> 
>  
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>   
> >> please visit:
> >> 
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>   
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
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> >>
> >> 
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> > please visit:
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> >
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread Spencer 'voogru' MacDonald
Just throttle connections to 1 connection every minute per IP or so. It's
what I used to do with my old high priority slots and people were clogging
up the required open slot with retry spam.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SakeFox
Sent: Wednesday, March 18, 2009 3:15 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
message

Don't know if exist or not, but a script that would ip ban someone that 
connect x times in y seconds might be a good addition to stop some spam 
on that too

MONDO wrote:
> Actually, even with bans, we found that we would see the "PLAYERNAME has
> joined the game" as they must attempt to connect for the bans to process.
>  The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
> when ANYONE joins the game, but it stopped the vulgar names from spamming
> our screens constantly, and that was the goal.
> Thanks again all.
>
> On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma
wrote:
>
>   
>> You guys know they haven't allocated IP addresses by class since the
90's,
>> right? The guy's IP block could be /anything.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
>> Sent: Wednesday, March 18, 2009 9:01 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the
game"
>> message
>>
>> A few class C's should work, if that. If you honestly think that it will
>> have a huge effect on your playerbase, you've got some issues. The
>> likelihood of multiple people playing on such a limited IP range is so
>> small, you'd have a better chance of playing the lottery. Plus it only
>> really needs to be in effect for a few hours or days. After they can't
>> get the server to respond, most people stop trying.
>>
>> Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
>> billion IP's out there (including RFC 1918 addresses), it's a drop in
>> the bucket.
>>
>> Matt Stanton wrote:
>> 
>>> Ban a whole class b network block.  That fixes most cable/dsl
>>> customers... or small countries.
>>>
>>> Anthal wrote:
>>>
>>>   
 Ban by subnet, solves all problems!



 
>>> ___
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>>>   
>> please visit:
>> 
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread SakeFox
i was thinking more of a SM script, but that would work too hehe

msleeper wrote:
> It's doable. Assuming you mean having a plugin running that would report
> the IPs, and a bash script or something that would IPTABLES or some
> other IP block method them out, then that is very doable.
>
>
> On Wed, 2009-03-18 at 15:14 -0400, SakeFox wrote:
>   
>> Don't know if exist or not, but a script that would ip ban someone that 
>> connect x times in y seconds might be a good addition to stop some spam 
>> on that too
>>
>> MONDO wrote:
>> 
>>> Actually, even with bans, we found that we would see the "PLAYERNAME has
>>> joined the game" as they must attempt to connect for the bans to process.
>>>  The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
>>> when ANYONE joins the game, but it stopped the vulgar names from spamming
>>> our screens constantly, and that was the goal.
>>> Thanks again all.
>>>
>>> On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma wrote:
>>>
>>>   
>>>   
 You guys know they haven't allocated IP addresses by class since the 90's,
 right? The guy's IP block could be /anything.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
 Sent: Wednesday, March 18, 2009 9:01 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
 message

 A few class C's should work, if that. If you honestly think that it will
 have a huge effect on your playerbase, you've got some issues. The
 likelihood of multiple people playing on such a limited IP range is so
 small, you'd have a better chance of playing the lottery. Plus it only
 really needs to be in effect for a few hours or days. After they can't
 get the server to respond, most people stop trying.

 Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
 billion IP's out there (including RFC 1918 addresses), it's a drop in
 the bucket.

 Matt Stanton wrote:
 
 
> Ban a whole class b network block.  That fixes most cable/dsl
> customers... or small countries.
>
> Anthal wrote:
>
>   
>   
>> Ban by subnet, solves all problems!
>>
>>
>>
>> 
>> 
> ___
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>   
>   
 please visit:
 
 
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>>>
>>>   
>>>   
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread Tony Paloma
Banning by IP using valve's addip command is sufficient. No packets from
added IP addresses are processed so the player won't even get far enough to
cause the "joined the game" message.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, March 18, 2009 12:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
message

It's doable. Assuming you mean having a plugin running that would report
the IPs, and a bash script or something that would IPTABLES or some
other IP block method them out, then that is very doable.


On Wed, 2009-03-18 at 15:14 -0400, SakeFox wrote:
> Don't know if exist or not, but a script that would ip ban someone that 
> connect x times in y seconds might be a good addition to stop some spam 
> on that too
> 
> MONDO wrote:
> > Actually, even with bans, we found that we would see the "PLAYERNAME has
> > joined the game" as they must attempt to connect for the bans to
process.
> >  The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
> > when ANYONE joins the game, but it stopped the vulgar names from
spamming
> > our screens constantly, and that was the goal.
> > Thanks again all.
> >
> > On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma
wrote:
> >
> >   
> >> You guys know they haven't allocated IP addresses by class since the
90's,
> >> right? The guy's IP block could be /anything.
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com
> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
> >> Sent: Wednesday, March 18, 2009 9:01 AM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the
game"
> >> message
> >>
> >> A few class C's should work, if that. If you honestly think that it
will
> >> have a huge effect on your playerbase, you've got some issues. The
> >> likelihood of multiple people playing on such a limited IP range is so
> >> small, you'd have a better chance of playing the lottery. Plus it only
> >> really needs to be in effect for a few hours or days. After they can't
> >> get the server to respond, most people stop trying.
> >>
> >> Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
> >> billion IP's out there (including RFC 1918 addresses), it's a drop in
> >> the bucket.
> >>
> >> Matt Stanton wrote:
> >> 
> >>> Ban a whole class b network block.  That fixes most cable/dsl
> >>> customers... or small countries.
> >>>
> >>> Anthal wrote:
> >>>
> >>>   
>  Ban by subnet, solves all problems!
> 
> 
> 
>  
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>   
> >> please visit:
> >> 
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>   
> >> ___
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread DontWannaName!
Sometimes players who are not banned will join once and you will still get
10 messages saying they connected, not quite sure whats that from, probably
a connection problem on their side.
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread SakeFox
don't they show up as being disconnect by closing connection when that 
happens and when they do retry over and over it show up as disconnect by 
user?

I dont remember and not going to look at the logs, i'm lazy =P

DontWannaName! wrote:
> Sometimes players who are not banned will join once and you will still get
> 10 messages saying they connected, not quite sure whats that from, probably
> a connection problem on their side.
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Re: [hlds] blocking the server's "PLAYERNAME has joined the game" message

2009-03-18 Thread AzuiSleet
Maybe someone could make a plugin that bans users for connecting AND removes
the message, I bet they were only trying to farm achievements anyway. No
point in letting them spoil the gameplay with a connect message.

On Wed, Mar 18, 2009 at 2:42 PM, SakeFox  wrote:

> don't they show up as being disconnect by closing connection when that
> happens and when they do retry over and over it show up as disconnect by
> user?
>
> I dont remember and not going to look at the logs, i'm lazy =P
>
> DontWannaName! wrote:
> > Sometimes players who are not banned will join once and you will still
> get
> > 10 messages saying they connected, not quite sure whats that from,
> probably
> > a connection problem on their side.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
> >
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[hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Emil Larsson
Lately I had problems with people not being able to use unlockables on the
servers I control. VAC works fine, and TF2 strangely doesn't tell the player
about the server not being connected to Steam (like what usually happens
during Steam downtimes) in the unlockables screen, so it looks like it's
working for players in the loadout screen... until they actually try to
switch to their unlockables.

There's no "steam ticket" problems which usually otherwise happens when the
servers are unable to talk with Steam. Restarting fixes the problem
temporarily, but it crops up 12-24 hours later again. Any ideas?
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Aj Collins
It was like this for me when the Scout update was released. For the first
few days I could only get like one of the three unlocks to actually be in my
weapons in one server. Going to a different server seemed to allow for all
the other weapons but the one I could use in the previous server. The bug
went away about a week after the update and haven't had it happen since.

On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson  wrote:

> Lately I had problems with people not being able to use unlockables on the
> servers I control. VAC works fine, and TF2 strangely doesn't tell the
> player
> about the server not being connected to Steam (like what usually happens
> during Steam downtimes) in the unlockables screen, so it looks like it's
> working for players in the loadout screen... until they actually try to
> switch to their unlockables.
>
> There's no "steam ticket" problems which usually otherwise happens when the
> servers are unable to talk with Steam. Restarting fixes the problem
> temporarily, but it crops up 12-24 hours later again. Any ideas?
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Jeff Sugar
Aha, so it's not just my server! Thank goodness. I'm really glad you
mentioned this. Unfortunately, I have no ideas, however.


On Wed, Mar 18, 2009 at 1:56 PM, Emil Larsson  wrote:

> Lately I had problems with people not being able to use unlockables on the
> servers I control. VAC works fine, and TF2 strangely doesn't tell the
> player
> about the server not being connected to Steam (like what usually happens
> during Steam downtimes) in the unlockables screen, so it looks like it's
> working for players in the loadout screen... until they actually try to
> switch to their unlockables.
>
> There's no "steam ticket" problems which usually otherwise happens when the
> servers are unable to talk with Steam. Restarting fixes the problem
> temporarily, but it crops up 12-24 hours later again. Any ideas?
> ___
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Brent Veal
I also remember this happening right after the Scout update. Don't remember
what fixed it - if anything.

On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins  wrote:

> It was like this for me when the Scout update was released. For the first
> few days I could only get like one of the three unlocks to actually be in
> my
> weapons in one server. Going to a different server seemed to allow for all
> the other weapons but the one I could use in the previous server. The bug
> went away about a week after the update and haven't had it happen since.
>
> On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson  wrote:
>
> > Lately I had problems with people not being able to use unlockables on
> the
> > servers I control. VAC works fine, and TF2 strangely doesn't tell the
> > player
> > about the server not being connected to Steam (like what usually happens
> > during Steam downtimes) in the unlockables screen, so it looks like it's
> > working for players in the loadout screen... until they actually try to
> > switch to their unlockables.
> >
> > There's no "steam ticket" problems which usually otherwise happens when
> the
> > servers are unable to talk with Steam. Restarting fixes the problem
> > temporarily, but it crops up 12-24 hours later again. Any ideas?
> > ___
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> > please visit:
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Alec Sanger

happens in my servers as well. Only fix is to go to another server and then 
come back

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



> Date: Wed, 18 Mar 2009 14:11:11 -0700
> From: naslund.fan...@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Unlockables breaking on TF2 server?
> 
> I also remember this happening right after the Scout update. Don't remember
> what fixed it - if anything.
> 
> On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins  wrote:
> 
> > It was like this for me when the Scout update was released. For the first
> > few days I could only get like one of the three unlocks to actually be in
> > my
> > weapons in one server. Going to a different server seemed to allow for all
> > the other weapons but the one I could use in the previous server. The bug
> > went away about a week after the update and haven't had it happen since.
> >
> > On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson  wrote:
> >
> > > Lately I had problems with people not being able to use unlockables on
> > the
> > > servers I control. VAC works fine, and TF2 strangely doesn't tell the
> > > player
> > > about the server not being connected to Steam (like what usually happens
> > > during Steam downtimes) in the unlockables screen, so it looks like it's
> > > working for players in the loadout screen... until they actually try to
> > > switch to their unlockables.
> > >
> > > There's no "steam ticket" problems which usually otherwise happens when
> > the
> > > servers are unable to talk with Steam. Restarting fixes the problem
> > > temporarily, but it crops up 12-24 hours later again. Any ideas?
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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Re: [hlds] L4D Client Update

2009-03-18 Thread munra
Yes What about it?

Are you and I the only 2 having this issue??


Quoting Alec Sanger :

>
> Any updates on issues with sv_search_key in vs mode?
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
>> Date: Tue, 17 Mar 2009 01:31:44 -0400
>> From: mu...@anbservers.net
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] L4D Client Update
>>
>> I can Confirm this as well/
>>
>> windows 2008
>>
>>
>>
>> > Same behavior here. Using sv_search_key, co-op starts immediately
>> > but versus never finds a server. I've tried setting sv_gametypes to
>> > "coop,versus" and just "versus", but it doesn't work. Has anyone
>> > successfully used sv_search_key on versus since the latest update?
>>
>> Patrick Shelley wrote:
>> > Another thread mentioned that search key was connecting fine to 4 player
>> > campaigns but NOT 8 player VS - i can confirm this to be true (for me
>> > anyway) - set my search key up again - create a 4 player campaign lobby -
>> > start - im on to my server instatly.
>> >
>> > Quit, start a 8 player VS lobby (with me as leader) - start game - no
>> > connect. whats wrong here?
>>
>>
>> 
>> This message was sent using IMP, the Internet Messaging Program.
>>
>>
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>> archives, please visit:
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Re: [hlds] L4D Client Update

2009-03-18 Thread munra
Yes What about it?

Are you and I the only 2 having this issue??


Quoting Alec Sanger :

>
> Any updates on issues with sv_search_key in vs mode?
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
>> Date: Tue, 17 Mar 2009 01:31:44 -0400
>> From: mu...@anbservers.net
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] L4D Client Update
>>
>> I can Confirm this as well/
>>
>> windows 2008
>>
>>
>>
>> > Same behavior here. Using sv_search_key, co-op starts immediately
>> > but versus never finds a server. I've tried setting sv_gametypes to
>> > "coop,versus" and just "versus", but it doesn't work. Has anyone
>> > successfully used sv_search_key on versus since the latest update?
>>
>> Patrick Shelley wrote:
>> > Another thread mentioned that search key was connecting fine to 4 player
>> > campaigns but NOT 8 player VS - i can confirm this to be true (for me
>> > anyway) - set my search key up again - create a 4 player campaign lobby -
>> > start - im on to my server instatly.
>> >
>> > Quit, start a 8 player VS lobby (with me as leader) - start game - no
>> > connect. whats wrong here?
>>
>>
>> 
>> This message was sent using IMP, the Internet Messaging Program.
>>
>>
>> ___
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>> archives, please visit:
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Re: [hlds] L4D Client Update

2009-03-18 Thread Alec Sanger

Well I can't seem to get anyone who uses my key to find my servers if they are 
searching for a vs mode server. coop still works fine

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



> Date: Wed, 18 Mar 2009 22:41:50 -0400
> From: mu...@anbservers.net
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] L4D Client Update
> 
> Yes What about it?
> 
> Are you and I the only 2 having this issue??
> 
> 
> Quoting Alec Sanger :
> 
> >
> > Any updates on issues with sv_search_key in vs mode?
> >
> > Thank you,
> > Alec Sanger
> > P: 248.941.3813
> > F: 313.286.8945
> >
> >
> >
> >> Date: Tue, 17 Mar 2009 01:31:44 -0400
> >> From: mu...@anbservers.net
> >> To: hlds@list.valvesoftware.com
> >> Subject: Re: [hlds] L4D Client Update
> >>
> >> I can Confirm this as well/
> >>
> >> windows 2008
> >>
> >>
> >>
> >> > Same behavior here. Using sv_search_key, co-op starts immediately
> >> > but versus never finds a server. I've tried setting sv_gametypes to
> >> > "coop,versus" and just "versus", but it doesn't work. Has anyone
> >> > successfully used sv_search_key on versus since the latest update?
> >>
> >> Patrick Shelley wrote:
> >> > Another thread mentioned that search key was connecting fine to 4 player
> >> > campaigns but NOT 8 player VS - i can confirm this to be true (for me
> >> > anyway) - set my search key up again - create a 4 player campaign lobby -
> >> > start - im on to my server instatly.
> >> >
> >> > Quit, start a 8 player VS lobby (with me as leader) - start game - no
> >> > connect. whats wrong here?
> >>
> >>
> >> 
> >> This message was sent using IMP, the Internet Messaging Program.
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list   
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > _
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> 
> 
> 
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Re: [hlds] L4D Client Update

2009-03-18 Thread Brent Veal
I've mentioned this before, but I havent heard of anyone having
sv_search_key problems with VS outside of a couple on this list. Our group
has 5 servers and they're used all the time for VS using the search_key with
no issues.


On Wed, Mar 18, 2009 at 7:41 PM,  wrote:

> Yes What about it?
>
> Are you and I the only 2 having this issue??
>
>
> Quoting Alec Sanger :
>
> >
> > Any updates on issues with sv_search_key in vs mode?
> >
> > Thank you,
> > Alec Sanger
> > P: 248.941.3813
> > F: 313.286.8945
> >
> >
> >
> >> Date: Tue, 17 Mar 2009 01:31:44 -0400
> >> From: mu...@anbservers.net
> >> To: hlds@list.valvesoftware.com
> >> Subject: Re: [hlds] L4D Client Update
> >>
> >> I can Confirm this as well/
> >>
> >> windows 2008
> >>
> >>
> >>
> >> > Same behavior here. Using sv_search_key, co-op starts immediately
> >> > but versus never finds a server. I've tried setting sv_gametypes to
> >> > "coop,versus" and just "versus", but it doesn't work. Has anyone
> >> > successfully used sv_search_key on versus since the latest update?
> >>
> >> Patrick Shelley wrote:
> >> > Another thread mentioned that search key was connecting fine to 4
> player
> >> > campaigns but NOT 8 player VS - i can confirm this to be true (for me
> >> > anyway) - set my search key up again - create a 4 player campaign
> lobby -
> >> > start - im on to my server instatly.
> >> >
> >> > Quit, start a 8 player VS lobby (with me as leader) - start game - no
> >> > connect. whats wrong here?
> >>
> >>
> >> 
> >> This message was sent using IMP, the Internet Messaging Program.
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > _
> > Windows Live™: Life without walls.
> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_allup_1a_explore_032009
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
>
> 
> This message was sent using IMP, the Internet Messaging Program.
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread DontWannaName!
I can also confirm this, I get people saying they cant get unlockables on my
server but can on others.

On Wed, Mar 18, 2009 at 2:14 PM, Alec Sanger  wrote:

>
> happens in my servers as well. Only fix is to go to another server and then
> come back
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
> > Date: Wed, 18 Mar 2009 14:11:11 -0700
> > From: naslund.fan...@gmail.com
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Unlockables breaking on TF2 server?
> >
> > I also remember this happening right after the Scout update. Don't
> remember
> > what fixed it - if anything.
> >
> > On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins 
> wrote:
> >
> > > It was like this for me when the Scout update was released. For the
> first
> > > few days I could only get like one of the three unlocks to actually be
> in
> > > my
> > > weapons in one server. Going to a different server seemed to allow for
> all
> > > the other weapons but the one I could use in the previous server. The
> bug
> > > went away about a week after the update and haven't had it happen
> since.
> > >
> > > On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson 
> wrote:
> > >
> > > > Lately I had problems with people not being able to use unlockables
> on
> > > the
> > > > servers I control. VAC works fine, and TF2 strangely doesn't tell the
> > > > player
> > > > about the server not being connected to Steam (like what usually
> happens
> > > > during Steam downtimes) in the unlockables screen, so it looks like
> it's
> > > > working for players in the loadout screen... until they actually try
> to
> > > > switch to their unlockables.
> > > >
> > > > There's no "steam ticket" problems which usually otherwise happens
> when
> > > the
> > > > servers are unable to talk with Steam. Restarting fixes the problem
> > > > temporarily, but it crops up 12-24 hours later again. Any ideas?
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
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> please visit:
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>
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Re: [hlds] L4D Client Update

2009-03-18 Thread Patrick Shelley
i'm still suffering with it. i use richard eid's config and that
worked fine for a couple of weeks.

i'm with My Internet Services, and apart from a guy re-booting the
server last week, i've not been able to get search key working with
versus.

On 18/03/2009, Brent Veal  wrote:
> I've mentioned this before, but I havent heard of anyone having
> sv_search_key problems with VS outside of a couple on this list. Our group
> has 5 servers and they're used all the time for VS using the search_key with
> no issues.
>
>
> On Wed, Mar 18, 2009 at 7:41 PM,  wrote:
>
>> Yes What about it?
>>
>> Are you and I the only 2 having this issue??
>>
>>
>> Quoting Alec Sanger :
>>
>> >
>> > Any updates on issues with sv_search_key in vs mode?
>> >
>> > Thank you,
>> > Alec Sanger
>> > P: 248.941.3813
>> > F: 313.286.8945
>> >
>> >
>> >
>> >> Date: Tue, 17 Mar 2009 01:31:44 -0400
>> >> From: mu...@anbservers.net
>> >> To: hlds@list.valvesoftware.com
>> >> Subject: Re: [hlds] L4D Client Update
>> >>
>> >> I can Confirm this as well/
>> >>
>> >> windows 2008
>> >>
>> >>
>> >>
>> >> > Same behavior here. Using sv_search_key, co-op starts immediately
>> >> > but versus never finds a server. I've tried setting sv_gametypes to
>> >> > "coop,versus" and just "versus", but it doesn't work. Has anyone
>> >> > successfully used sv_search_key on versus since the latest update?
>> >>
>> >> Patrick Shelley wrote:
>> >> > Another thread mentioned that search key was connecting fine to 4
>> player
>> >> > campaigns but NOT 8 player VS - i can confirm this to be true (for me
>> >> > anyway) - set my search key up again - create a 4 player campaign
>> lobby -
>> >> > start - im on to my server instatly.
>> >> >
>> >> > Quit, start a 8 player VS lobby (with me as leader) - start game - no
>> >> > connect. whats wrong here?
>> >>
>> >>
>> >> 
>> >> This message was sent using IMP, the Internet Messaging Program.
>> >>
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list
>> >> archives, please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlds
>> >
>> > _
>> > Windows Live™: Life without walls.
>> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_allup_1a_explore_032009
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list
>> > archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> >
>>
>>
>>
>> 
>> This message was sent using IMP, the Internet Messaging Program.
>>
>>
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Dustin Wyatt
I used to have this problem, but after a couple of reboots it went away.

And yes, I realize that makes no sense.

On Wed, Mar 18, 2009 at 4:55 PM, DontWannaName! wrote:

> I can also confirm this, I get people saying they cant get unlockables on
> my
> server but can on others.
>
> On Wed, Mar 18, 2009 at 2:14 PM, Alec Sanger  wrote:
>
> >
> > happens in my servers as well. Only fix is to go to another server and
> then
> > come back
> >
> > Thank you,
> > Alec Sanger
> > P: 248.941.3813
> > F: 313.286.8945
> >
> >
> >
> > > Date: Wed, 18 Mar 2009 14:11:11 -0700
> > > From: naslund.fan...@gmail.com
> > > To: hlds@list.valvesoftware.com
> > > Subject: Re: [hlds] Unlockables breaking on TF2 server?
> > >
> > > I also remember this happening right after the Scout update. Don't
> > remember
> > > what fixed it - if anything.
> > >
> > > On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins 
> > wrote:
> > >
> > > > It was like this for me when the Scout update was released. For the
> > first
> > > > few days I could only get like one of the three unlocks to actually
> be
> > in
> > > > my
> > > > weapons in one server. Going to a different server seemed to allow
> for
> > all
> > > > the other weapons but the one I could use in the previous server. The
> > bug
> > > > went away about a week after the update and haven't had it happen
> > since.
> > > >
> > > > On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson 
> > wrote:
> > > >
> > > > > Lately I had problems with people not being able to use unlockables
> > on
> > > > the
> > > > > servers I control. VAC works fine, and TF2 strangely doesn't tell
> the
> > > > > player
> > > > > about the server not being connected to Steam (like what usually
> > happens
> > > > > during Steam downtimes) in the unlockables screen, so it looks like
> > it's
> > > > > working for players in the loadout screen... until they actually
> try
> > to
> > > > > switch to their unlockables.
> > > > >
> > > > > There's no "steam ticket" problems which usually otherwise happens
> > when
> > > > the
> > > > > servers are unable to talk with Steam. Restarting fixes the problem
> > > > > temporarily, but it crops up 12-24 hours later again. Any ideas?
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > _
> > Windows Live™ Groups: Create an online spot for your favorite groups to
> > meet.
> > http://windowslive.com/online/groups?ocid=TXT_TAGLM_WL_groups_032009
> > ___
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> > please visit:
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> >
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[hlds] [L4D]Connection has been lost

2009-03-18 Thread gulfy32
Does anyone get an error similar to this when the friends network goes
down?  I was playing on my server a few minutes ago, and a friend tried to
join, but the friends network was down so when he tried to connect in
console it gave him an error like connection with session has been lost, or
connection to host has been lost.  I disconnected from my server and tried
to reconnect and it gave me the same message, and showing all my friends not
in joinable games.
This is the console output when I try to connect.]
openserverbrowser
Connecting to public(67.207.137.29:27015)
Sending UDP connect to public IP 67.207.137.29:27015
Server using lobbies #0, requiring pw no, lobby id 184013d13a8e800
RememberIPAddressForLobby: lobby 184013d13a8e800 from address
67.207.137.29:27015

After everyone left the server and it hibernated, I am now able to connect
with no problem.
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Re: [hlds] [L4D]Connection has been lost

2009-03-18 Thread Robert Smieja
Left 4 Dead relies on the Steam network for any multiplayer at all, when it
goes down, l4d goes down. Keep your eye on the steam forums friend
maintenance thread for times.

On Wed, Mar 18, 2009 at 7:22 PM, gulfy32  wrote:

> Does anyone get an error similar to this when the friends network goes
> down?  I was playing on my server a few minutes ago, and a friend tried to
> join, but the friends network was down so when he tried to connect in
> console it gave him an error like connection with session has been lost, or
> connection to host has been lost.  I disconnected from my server and tried
> to reconnect and it gave me the same message, and showing all my friends
> not
> in joinable games.
> This is the console output when I try to connect.]
> openserverbrowser
> Connecting to public(67.207.137.29:27015)
> Sending UDP connect to public IP 67.207.137.29:27015
> Server using lobbies #0, requiring pw no, lobby id 184013d13a8e800
> RememberIPAddressForLobby: lobby 184013d13a8e800 from address
> 67.207.137.29:27015
>
> After everyone left the server and it hibernated, I am now able to connect
> with no problem.
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread steve grout
yup this on ours aswell

Dustin Wyatt wrote:
> I used to have this problem, but after a couple of reboots it went away.
>
> And yes, I realize that makes no sense.
>
> On Wed, Mar 18, 2009 at 4:55 PM, DontWannaName! wrote:
>
>   
>> I can also confirm this, I get people saying they cant get unlockables on
>> my
>> server but can on others.
>>
>> On Wed, Mar 18, 2009 at 2:14 PM, Alec Sanger  wrote:
>>
>> 
>>> happens in my servers as well. Only fix is to go to another server and
>>>   
>> then
>> 
>>> come back
>>>
>>> Thank you,
>>> Alec Sanger
>>> P: 248.941.3813
>>> F: 313.286.8945
>>>
>>>
>>>
>>>   
 Date: Wed, 18 Mar 2009 14:11:11 -0700
 From: naslund.fan...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Unlockables breaking on TF2 server?

 I also remember this happening right after the Scout update. Don't
 
>>> remember
>>>   
 what fixed it - if anything.

 On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins 
 
>>> wrote:
>>>   
> It was like this for me when the Scout update was released. For the
>   
>>> first
>>>   
> few days I could only get like one of the three unlocks to actually
>   
>> be
>> 
>>> in
>>>   
> my
> weapons in one server. Going to a different server seemed to allow
>   
>> for
>> 
>>> all
>>>   
> the other weapons but the one I could use in the previous server. The
>   
>>> bug
>>>   
> went away about a week after the update and haven't had it happen
>   
>>> since.
>>>   
> On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson 
>   
>>> wrote:
>>>   
>> Lately I had problems with people not being able to use unlockables
>> 
>>> on
>>>   
> the
>   
>> servers I control. VAC works fine, and TF2 strangely doesn't tell
>> 
>> the
>> 
>> player
>> about the server not being connected to Steam (like what usually
>> 
>>> happens
>>>   
>> during Steam downtimes) in the unlockables screen, so it looks like
>> 
>>> it's
>>>   
>> working for players in the loadout screen... until they actually
>> 
>> try
>> 
>>> to
>>>   
>> switch to their unlockables.
>>
>> There's no "steam ticket" problems which usually otherwise happens
>> 
>>> when
>>>   
> the
>   
>> servers are unable to talk with Steam. Restarting fixes the problem
>> temporarily, but it crops up 12-24 hours later again. Any ideas?
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> 
>>> archives,
>>>   
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> 
> ___
> To unsubscribe, edit your list preferences, or view the list
>   
>> archives,
>> 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>   
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 
>>> please visit:
>>>   
 http://list.valvesoftware.com/mailman/listinfo/hlds
 
>>> _
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>>> meet.
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>>>   
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[hlds] Team Fortress 2 Update Available

2009-03-18 Thread Jason Ruymen
An optional update for Team Fortress 2 has been released.  Please run 
hldsupdatetool to receive it.  The specific changes include:

Added Multicore Rendering:
- This initial release is aimed at testing compatibility, so the option is OFF 
by default
- To turn it on, go to the Options->Video->Advanced dialog, and check the 
"Multicore Rendering" option

Other changes:
- Several performance improvements to decals and client bone/flex setup
- A variety of alt-tab and mode switch fixes
- Improvements to the way the engine initializes surround sound, fixing some 
specific hardware cases
- Fixed a crash on exit in Vista 64

Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Karl Weckstrom
This do anything on the server side or is srcds still single threaded?

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Wednesday, March 18, 2009 8:52 PM
To: Half-Life dedicated Win32 server mailing list; 
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Available

An optional update for Team Fortress 2 has been released.  Please run 
hldsupdatetool to receive it.  The specific changes include:

Added Multicore Rendering:
- This initial release is aimed at testing compatibility, so the option is OFF 
by default
- To turn it on, go to the Options->Video->Advanced dialog, and check the 
"Multicore Rendering" option

Other changes:
- Several performance improvements to decals and client bone/flex setup
- A variety of alt-tab and mode switch fixes
- Improvements to the way the engine initializes surround sound, fixing some 
specific hardware cases
- Fixed a crash on exit in Vista 64

Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Andreas Grimm
Is this a server side update, too ? Oo

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Thursday, March 19, 2009 1:52 AM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Available

An optional update for Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:

Added Multicore Rendering:
- This initial release is aimed at testing compatibility, so the option is
OFF by default
- To turn it on, go to the Options->Video->Advanced dialog, and check the
"Multicore Rendering" option

Other changes:
- Several performance improvements to decals and client bone/flex setup
- A variety of alt-tab and mode switch fixes
- Improvements to the way the engine initializes surround sound, fixing some
specific hardware cases
- Fixed a crash on exit in Vista 64

Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Nephyrin Zey
> This do anything on the server side or is srcds still single threaded?

Possibility one:
Srcds now takes advantage of multiple cores, chokepoints removed,
bitbuffers optimized, packet code optimized, now built with SSE2 code
by default since no pre-SSE2 cpu could even handle TF2 servers anyway,
tree vectorization enabled on linux, proper optimization flags, 64-bit
build with experimental SSE3/SSSE3 optimizations and -O3 enabled on
linux...

Possibility two:
no.

*crosses fingers*

- Neph

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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Aj Collins
Multicore Rendering?! Fixed crash upon exit?! Thank you Vavle!

On Wed, Mar 18, 2009 at 8:57 PM, Karl Weckstrom  wrote:

> This do anything on the server side or is srcds still single threaded?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Wednesday, March 18, 2009 8:52 PM
> To: Half-Life dedicated Win32 server mailing list;
> hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
> Subject: [hlds] Team Fortress 2 Update Available
>
> An optional update for Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive it.  The specific changes include:
>
> Added Multicore Rendering:
> - This initial release is aimed at testing compatibility, so the option is
> OFF by default
> - To turn it on, go to the Options->Video->Advanced dialog, and check the
> "Multicore Rendering" option
>
> Other changes:
> - Several performance improvements to decals and client bone/flex setup
> - A variety of alt-tab and mode switch fixes
> - Improvements to the way the engine initializes surround sound, fixing
> some specific hardware cases
> - Fixed a crash on exit in Vista 64
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Anthal
Yes, there is a server-side update.

Patching TF2
Checking bootstrapper version ...
Updating Installation
Updating 'Team Fortress 2 Content' from version 83 to version 84

14.92%  /home/tf2/orangebox\tf\bin\server.dll
62.41%  /home/tf2/orangebox\tf\bin\server_i486.so
62.41%  /home/tf2/orangebox\tf\maps\graphs\cp_dustbowl.ain
62.41%  /home/tf2/orangebox\tf\maps\graphs\cp_granary.ain
62.41%  /home/tf2/orangebox\tf\maps\graphs\cp_gravelpit.ain
62.41%  /home/tf2/orangebox\tf\maps\graphs\cp_well.ain
62.41%  /home/tf2/orangebox\tf\maps\graphs\ctf_2fort.ain
62.46%  /home/tf2/orangebox\tf\maps\graphs\tc_hydro.ain
62.64%  /home/tf2/orangebox\tf\scripts\game_sounds.txt

Checking/Installing 'Team Fortress 2 Materials' version 27


Checking/Installing 'Base Source Shared Materials' version 8


Checking/Installing 'Base Source Shared Models' version 4


Checking/Installing 'Base Source Shared Sounds' version 4


Updating 'OB Linux Dedicated Server' from version 2 to version 3

66.62%  /home/tf2/orangebox\tf\sound\ambient\forest_cliff.wav
68.51%  /home/tf2/orangebox\bin\datacache_i486.so
70.61%  /home/tf2/orangebox\bin\dedicated_i486.so
81.69%  /home/tf2/orangebox\bin\engine_i486.so
87.32%  /home/tf2/orangebox\bin\materialsystem_i486.so
87.69%  /home/tf2/orangebox\bin\shaderapiempty_i486.so
90.38%  /home/tf2/orangebox\bin\studiorender_i486.so
100.00% /home/tf2/orangebox\bin\vphysics_i486.so

HLDS installation up to date


Andreas Grimm wrote:
> Is this a server side update, too ? Oo
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Thursday, March 19, 2009 1:52 AM
> To: Half-Life dedicated Win32 server mailing list;
> hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
> Subject: [hlds] Team Fortress 2 Update Available
>
> An optional update for Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive it.  The specific changes include:
>
> Added Multicore Rendering:
> - This initial release is aimed at testing compatibility, so the option is
> OFF by default
> - To turn it on, go to the Options->Video->Advanced dialog, and check the
> "Multicore Rendering" option
>
> Other changes:
> - Several performance improvements to decals and client bone/flex setup
> - A variety of alt-tab and mode switch fixes
> - Improvements to the way the engine initializes surround sound, fixing some
> specific hardware cases
> - Fixed a crash on exit in Vista 64
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
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> visit:
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>   


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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread MjrNuT
It's a server side update.

first try the server did not come up.

2nd time was a step before charm, and it is live now.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

Message: 7
Date: Wed, 18 Mar 2009 20:57:46 -0400
From: Karl Weckstrom 
Subject: Re: [hlds] Team Fortress 2 Update Available
To: Half-Life dedicated Win32 server mailing list
   ,  "hlds_li...@list.valvesoftware.com"
   ,
   "hlds_annou...@list.valvesoftware.com"
   
Message-ID: 
Content-Type: text/plain; charset=us-ascii

This do anything on the server side or is srcds still single threaded?

-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Wednesday, March 18, 2009 8:52 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Available

An optional update for Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:

Added Multicore Rendering:
- This initial release is aimed at testing compatibility, so the option is
OFF by default
- To turn it on, go to the Options->Video->Advanced dialog, and check the
"Multicore Rendering" option

Other changes:
- Several performance improvements to decals and client bone/flex setup
- A variety of alt-tab and mode switch fixes
- Improvements to the way the engine initializes surround sound, fixing some
specific hardware cases
- Fixed a crash on exit in Vista 64

Jason
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Re: [hlds] [L4D]Connection has been lost

2009-03-18 Thread gulfy32
I understand that it goes down, but when it comes back up, we cannot connect
to the server until it empties.  Also the steam downtime announcement thread
did not specify that it would be going down.
http://forums.steampowered.com/forums/showthread.php?t=784745

On Wed, Mar 18, 2009 at 6:14 PM, Robert Smieja wrote:

> Left 4 Dead relies on the Steam network for any multiplayer at all, when it
> goes down, l4d goes down. Keep your eye on the steam forums friend
> maintenance thread for times.
>
> On Wed, Mar 18, 2009 at 7:22 PM, gulfy32  wrote:
>
> > Does anyone get an error similar to this when the friends network goes
> > down?  I was playing on my server a few minutes ago, and a friend tried
> to
> > join, but the friends network was down so when he tried to connect in
> > console it gave him an error like connection with session has been lost,
> or
> > connection to host has been lost.  I disconnected from my server and
> tried
> > to reconnect and it gave me the same message, and showing all my friends
> > not
> > in joinable games.
> > This is the console output when I try to connect.]
> > openserverbrowser
> > Connecting to public(67.207.137.29:27015)
> > Sending UDP connect to public IP 67.207.137.29:27015
> > Server using lobbies #0, requiring pw no, lobby id 184013d13a8e800
> > RememberIPAddressForLobby: lobby 184013d13a8e800 from address
> > 67.207.137.29:27015
> >
> > After everyone left the server and it hibernated, I am now able to
> connect
> > with no problem.
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Robert Whelan
Still seeing mdmps on server start and:

steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam 
Service

-win2k3 64x




From: Jason Ruymen 
To: Half-Life dedicated Win32 server mailing list 
; "hlds_li...@list.valvesoftware.com" 
; "hlds_annou...@list.valvesoftware.com" 

Sent: Wednesday, March 18, 2009 7:52:12 PM
Subject: [hlds] Team Fortress 2 Update Available

An optional update for Team Fortress 2 has been released.  Please run 
hldsupdatetool to receive it.  The specific changes include:

Added Multicore Rendering:
- This initial release is aimed at testing compatibility, so the option is OFF 
by default
- To turn it on, go to the Options->Video->Advanced dialog, and check the 
"Multicore Rendering" option

Other changes:
- Several performance improvements to decals and client bone/flex setup
- A variety of alt-tab and mode switch fixes
- Improvements to the way the engine initializes surround sound, fixing some 
specific hardware cases
- Fixed a crash on exit in Vista 64

Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Tony Paloma
A lot of people on my 2fort server is crashing. Also, everyone on my
rotation server just crashed on ctf_well.

Trenonian left the game (Trenonian timed out)
rogue2thebone[ESG] left the game (rogue2thebone[ESG] timed out)
Zero813 left the game (Zero813 timed out)
Shinji left the game (Shinji timed out)
Kostbar left the game (Kostbar timed out)
PRO-killa left the game (PRO-killa timed out)
Renavato left the game (Renavato timed out)
(TEAM) RAGE AGAINST THE MACHINE:  so im guessing everyone's computer is
locking up like mine?
Trenonian:  anyone else crashing?
*DEAD* RAGE AGAINST THE MACHINE:  ya trenian


(ADMIN) Drunken F00l: did everyone just crash?
Micas-[CE]:  awesome
Micas-[CE]:  yes
*CHZ* - JqRaptor:  yep
JollyJello:  yes
bRad:  ya


Happening on arena_ravine as well
---
Zed left the game (Zed timed out)
jybroer left the game (jybroer timed out)
more like SITHDRUMMER left the game (more like SITHDRUMMER timed out)
Issei left the game (Issei timed out)
John Wilkes Booth left the game (John Wilkes Booth timed out)
Hebacheba left the game (Hebacheba timed out)
IDTL left the game (IDTL timed out)
Idiocracy911 left the game (Idiocracy911 timed out)

So there you have it. It could be related to maps with water. People on my
goldrush server are not having issues. The players who are crashing have
both the new multi-core option disabled and enabled so the setting doesn't
seem to make a difference.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Wednesday, March 18, 2009 5:52 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Available

An optional update for Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:

Added Multicore Rendering:
- This initial release is aimed at testing compatibility, so the option is
OFF by default
- To turn it on, go to the Options->Video->Advanced dialog, and check the
"Multicore Rendering" option

Other changes:
- Several performance improvements to decals and client bone/flex setup
- A variety of alt-tab and mode switch fixes
- Improvements to the way the engine initializes surround sound, fixing some
specific hardware cases
- Fixed a crash on exit in Vista 64

Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Ryan Mannion
A lot of clients on my servers are crashing to desktop, unable to
maintain connections for longer than 2-3 minutes.

Ryan


On Wed, Mar 18, 2009 at 7:50 PM, Tony Paloma  wrote:
> A lot of people on my 2fort server is crashing. Also, everyone on my
> rotation server just crashed on ctf_well.
>
> Trenonian left the game (Trenonian timed out)
> rogue2thebone[ESG] left the game (rogue2thebone[ESG] timed out)
> Zero813 left the game (Zero813 timed out)
> Shinji left the game (Shinji timed out)
> Kostbar left the game (Kostbar timed out)
> PRO-killa left the game (PRO-killa timed out)
> Renavato left the game (Renavato timed out)
> (TEAM) RAGE AGAINST THE MACHINE:  so im guessing everyone's computer is
> locking up like mine?
> Trenonian:  anyone else crashing?
> *DEAD* RAGE AGAINST THE MACHINE:  ya trenian
>
> 
> (ADMIN) Drunken F00l: did everyone just crash?
> Micas-[CE]:  awesome
> Micas-[CE]:  yes
> *CHZ* - JqRaptor:  yep
> JollyJello:  yes
> bRad:  ya
>
>
> Happening on arena_ravine as well
> ---
> Zed left the game (Zed timed out)
> jybroer left the game (jybroer timed out)
> more like SITHDRUMMER left the game (more like SITHDRUMMER timed out)
> Issei left the game (Issei timed out)
> John Wilkes Booth left the game (John Wilkes Booth timed out)
> Hebacheba left the game (Hebacheba timed out)
> IDTL left the game (IDTL timed out)
> Idiocracy911 left the game (Idiocracy911 timed out)
>
> So there you have it. It could be related to maps with water. People on my
> goldrush server are not having issues. The players who are crashing have
> both the new multi-core option disabled and enabled so the setting doesn't
> seem to make a difference.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Wednesday, March 18, 2009 5:52 PM
> To: Half-Life dedicated Win32 server mailing list;
> hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
> Subject: [hlds] Team Fortress 2 Update Available
>
> An optional update for Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive it.  The specific changes include:
>
> Added Multicore Rendering:
> - This initial release is aimed at testing compatibility, so the option is
> OFF by default
> - To turn it on, go to the Options->Video->Advanced dialog, and check the
> "Multicore Rendering" option
>
> Other changes:
> - Several performance improvements to decals and client bone/flex setup
> - A variety of alt-tab and mode switch fixes
> - Improvements to the way the engine initializes surround sound, fixing some
> specific hardware cases
> - Fixed a crash on exit in Vista 64
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Tony Paloma
What map was it? So far the trend of clients crashing on maps with water vs.
no crash with no water has held on my servers.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Mannion
Sent: Wednesday, March 18, 2009 9:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

A lot of clients on my servers are crashing to desktop, unable to
maintain connections for longer than 2-3 minutes.

Ryan


On Wed, Mar 18, 2009 at 7:50 PM, Tony Paloma 
wrote:
> A lot of people on my 2fort server is crashing. Also, everyone on my
> rotation server just crashed on ctf_well.
>
> Trenonian left the game (Trenonian timed out)
> rogue2thebone[ESG] left the game (rogue2thebone[ESG] timed out)
> Zero813 left the game (Zero813 timed out)
> Shinji left the game (Shinji timed out)
> Kostbar left the game (Kostbar timed out)
> PRO-killa left the game (PRO-killa timed out)
> Renavato left the game (Renavato timed out)
> (TEAM) RAGE AGAINST THE MACHINE:  so im guessing everyone's computer is
> locking up like mine?
> Trenonian:  anyone else crashing?
> *DEAD* RAGE AGAINST THE MACHINE:  ya trenian
>
> 
> (ADMIN) Drunken F00l: did everyone just crash?
> Micas-[CE]:  awesome
> Micas-[CE]:  yes
> *CHZ* - JqRaptor:  yep
> JollyJello:  yes
> bRad:  ya
>
>
> Happening on arena_ravine as well
> ---
> Zed left the game (Zed timed out)
> jybroer left the game (jybroer timed out)
> more like SITHDRUMMER left the game (more like SITHDRUMMER timed out)
> Issei left the game (Issei timed out)
> John Wilkes Booth left the game (John Wilkes Booth timed out)
> Hebacheba left the game (Hebacheba timed out)
> IDTL left the game (IDTL timed out)
> Idiocracy911 left the game (Idiocracy911 timed out)
>
> So there you have it. It could be related to maps with water. People on my
> goldrush server are not having issues. The players who are crashing have
> both the new multi-core option disabled and enabled so the setting doesn't
> seem to make a difference.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Wednesday, March 18, 2009 5:52 PM
> To: Half-Life dedicated Win32 server mailing list;
> hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
> Subject: [hlds] Team Fortress 2 Update Available
>
> An optional update for Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive it.  The specific changes include:
>
> Added Multicore Rendering:
> - This initial release is aimed at testing compatibility, so the option is
> OFF by default
> - To turn it on, go to the Options->Video->Advanced dialog, and check the
> "Multicore Rendering" option
>
> Other changes:
> - Several performance improvements to decals and client bone/flex setup
> - A variety of alt-tab and mode switch fixes
> - Improvements to the way the engine initializes surround sound, fixing
some
> specific hardware cases
> - Fixed a crash on exit in Vista 64
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Phillip Saltzman
Hi everyone,
 Thanks for the reports of these problems with the unlockables. We've 
identified the root cause and are working on a fix. I don't have a solid ETA 
yet but I thought you'd appreciate the knowledge that these issues are being 
tackled.

Thanks,
Phillip Saltzman

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of steve grout
Sent: Wednesday, March 18, 2009 5:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Unlockables breaking on TF2 server?

yup this on ours aswell

Dustin Wyatt wrote:
> I used to have this problem, but after a couple of reboots it went away.
>
> And yes, I realize that makes no sense.
>
> On Wed, Mar 18, 2009 at 4:55 PM, DontWannaName! wrote:
>
>
>> I can also confirm this, I get people saying they cant get unlockables on
>> my
>> server but can on others.
>>
>> On Wed, Mar 18, 2009 at 2:14 PM, Alec Sanger  wrote:
>>
>>
>>> happens in my servers as well. Only fix is to go to another server and
>>>
>> then
>>
>>> come back
>>>
>>> Thank you,
>>> Alec Sanger
>>> P: 248.941.3813
>>> F: 313.286.8945
>>>
>>>
>>>
>>>
 Date: Wed, 18 Mar 2009 14:11:11 -0700
 From: naslund.fan...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Unlockables breaking on TF2 server?

 I also remember this happening right after the Scout update. Don't

>>> remember
>>>
 what fixed it - if anything.

 On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins 

>>> wrote:
>>>
> It was like this for me when the Scout update was released. For the
>
>>> first
>>>
> few days I could only get like one of the three unlocks to actually
>
>> be
>>
>>> in
>>>
> my
> weapons in one server. Going to a different server seemed to allow
>
>> for
>>
>>> all
>>>
> the other weapons but the one I could use in the previous server. The
>
>>> bug
>>>
> went away about a week after the update and haven't had it happen
>
>>> since.
>>>
> On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson 
>
>>> wrote:
>>>
>> Lately I had problems with people not being able to use unlockables
>>
>>> on
>>>
> the
>
>> servers I control. VAC works fine, and TF2 strangely doesn't tell
>>
>> the
>>
>> player
>> about the server not being connected to Steam (like what usually
>>
>>> happens
>>>
>> during Steam downtimes) in the unlockables screen, so it looks like
>>
>>> it's
>>>
>> working for players in the loadout screen... until they actually
>>
>> try
>>
>>> to
>>>
>> switch to their unlockables.
>>
>> There's no "steam ticket" problems which usually otherwise happens
>>
>>> when
>>>
> the
>
>> servers are unable to talk with Steam. Restarting fixes the problem
>> temporarily, but it crops up 12-24 hours later again. Any ideas?
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>>
>>> archives,
>>>
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
> ___
> To unsubscribe, edit your list preferences, or view the list
>
>> archives,
>>
> please visit:
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>
>
 ___
 To unsubscribe, edit your list preferences, or view the list archives,

>>> please visit:
>>>
 http://list.valvesoftware.com/mailman/listinfo/hlds

>>> _
>>> Windows Live(tm) Groups: Create an online spot for your favorite groups to
>>> meet.
>>> http://windowslive.com/online/groups?ocid=TXT_TAGLM_WL_groups_032009
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>>> please visit:
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>>>
>>>
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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread DontWannaName!
They are working on the minidump on start issue.
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Tony Paloma
Yes, appreciated, thank you.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Phillip Saltzman
Sent: Wednesday, March 18, 2009 9:39 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Unlockables breaking on TF2 server?

Hi everyone,
 Thanks for the reports of these problems with the unlockables. We've
identified the root cause and are working on a fix. I don't have a solid ETA
yet but I thought you'd appreciate the knowledge that these issues are being
tackled.

Thanks,
Phillip Saltzman

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of steve grout
Sent: Wednesday, March 18, 2009 5:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Unlockables breaking on TF2 server?

yup this on ours aswell

Dustin Wyatt wrote:
> I used to have this problem, but after a couple of reboots it went away.
>
> And yes, I realize that makes no sense.
>
> On Wed, Mar 18, 2009 at 4:55 PM, DontWannaName!
wrote:
>
>
>> I can also confirm this, I get people saying they cant get unlockables on
>> my
>> server but can on others.
>>
>> On Wed, Mar 18, 2009 at 2:14 PM, Alec Sanger 
wrote:
>>
>>
>>> happens in my servers as well. Only fix is to go to another server and
>>>
>> then
>>
>>> come back
>>>
>>> Thank you,
>>> Alec Sanger
>>> P: 248.941.3813
>>> F: 313.286.8945
>>>
>>>
>>>
>>>
 Date: Wed, 18 Mar 2009 14:11:11 -0700
 From: naslund.fan...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Unlockables breaking on TF2 server?

 I also remember this happening right after the Scout update. Don't

>>> remember
>>>
 what fixed it - if anything.

 On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins 

>>> wrote:
>>>
> It was like this for me when the Scout update was released. For the
>
>>> first
>>>
> few days I could only get like one of the three unlocks to actually
>
>> be
>>
>>> in
>>>
> my
> weapons in one server. Going to a different server seemed to allow
>
>> for
>>
>>> all
>>>
> the other weapons but the one I could use in the previous server. The
>
>>> bug
>>>
> went away about a week after the update and haven't had it happen
>
>>> since.
>>>
> On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson 
>
>>> wrote:
>>>
>> Lately I had problems with people not being able to use unlockables
>>
>>> on
>>>
> the
>
>> servers I control. VAC works fine, and TF2 strangely doesn't tell
>>
>> the
>>
>> player
>> about the server not being connected to Steam (like what usually
>>
>>> happens
>>>
>> during Steam downtimes) in the unlockables screen, so it looks like
>>
>>> it's
>>>
>> working for players in the loadout screen... until they actually
>>
>> try
>>
>>> to
>>>
>> switch to their unlockables.
>>
>> There's no "steam ticket" problems which usually otherwise happens
>>
>>> when
>>>
> the
>
>> servers are unable to talk with Steam. Restarting fixes the problem
>> temporarily, but it crops up 12-24 hours later again. Any ideas?
>> ___
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>>>
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>>
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread DontWannaName!
Welcome to the list, I havent seen your name on the list, that I know of.
Sounds good to me!
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Cc2iscooL
I've noticed when Steam goes down if you don't reboot the server it ends up
sometimes never letting clients change their weapons until it's actually
rebooted.

On Thu, Mar 19, 2009 at 12:03 AM, DontWannaName! wrote:

> Welcome to the list, I havent seen your name on the list, that I know of.
> Sounds good to me!
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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Ben B
I've had it happen on my big server a couple times.. 2fort, and badlands.

Seems when it happens, it happens to everyone at the same time :(

On Wed, Mar 18, 2009 at 11:00 PM, DontWannaName! wrote:

> They are working on the minidump on start issue.
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-- 
>From Ben B. (Goerge)
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