Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-01-11 Thread DontWannaName!
I think the delay between the news and when the files are actually put on
the servers or are accessible is quite long. I just was able to start
updating both my client and server. My client and server started at the
same time, both were getting errors before. This happens with most large
updates.

On Wed, Jan 11, 2012 at 5:47 PM, Eric Smith  wrote:

> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Limit the effective FOV of players using wide-screen resolutions with
> aspect ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar
> can be changed to remove the restriction or make the restriction also apply
> to full-screen players.
>
> Team Fortress 2
> - Fixed Cp_Foundry not ending the map in the middle of a round when
> mp_timelimit is hit
> - Fixed the Spy saying 'Prego' for one of his 'Thanks!' lines
> - Fixed incorrect player animations for the Buff Banner and the
> Battalion's Backup
> - Fixed some cases where strange Ullapool Cabers and wrenches would fail
> to correctly count kills
> - Improvements for client stability
> - Updated the localization files
> - Crafting changes:
>   - Added crafting recipes for weapons introduced during the holiday update
>   - When selecting items for use in crafting, the items selected will show
> their quality in addition to the item name
>   - Ellis's Cap can now be used as a crafting reagent
> - Item changes
>   - Added The Lucky Shot helmet
>   - Added The Killer Exclusive to the Mann Co. store
>   - Added Mask of the Shaman to the item drop list
>   - Fixed particle display problems for items with multiple effects
>   - Fixed the Dr. Whoa paint not drawing correctly for the Blue team
>   - Updated the Desert Marauder and the Villain's Veil so they can be
> equipped together
>   - Updated the Fancy Dress Uniform and the Kringle Collection so they can
> be equipped together
>   - The Bombinomicon no longer shakes the screen and has a delay before
> the explosion so that Snipers, Spies, and others can get better feedback on
> the actual cause of death
>   - The Bazaar Bargain functionality has changed: only one stored head is
> lost on a miss or a bodyshot and no heads are gained when missing while
> crit-boosted
>
>
> ___
> hlds_announce mailing list
> hlds_annou...@list.valvesoftware.com
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>
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[hlds] Mandatory Team Fortress 2 Update Released

2012-01-11 Thread Eric Smith
We've released a mandatory update to Team Fortress 2. The notes for the update 
are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Limit the effective FOV of players using wide-screen resolutions with aspect 
ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar can be 
changed to remove the restriction or make the restriction also apply to 
full-screen players.

Team Fortress 2
- Fixed Cp_Foundry not ending the map in the middle of a round when 
mp_timelimit is hit
- Fixed the Spy saying 'Prego' for one of his 'Thanks!' lines
- Fixed incorrect player animations for the Buff Banner and the Battalion's 
Backup
- Fixed some cases where strange Ullapool Cabers and wrenches would fail to 
correctly count kills
- Improvements for client stability
- Updated the localization files
- Crafting changes:
   - Added crafting recipes for weapons introduced during the holiday update
   - When selecting items for use in crafting, the items selected will show 
their quality in addition to the item name
   - Ellis's Cap can now be used as a crafting reagent
- Item changes
   - Added The Lucky Shot helmet
   - Added The Killer Exclusive to the Mann Co. store
   - Added Mask of the Shaman to the item drop list
   - Fixed particle display problems for items with multiple effects
   - Fixed the Dr. Whoa paint not drawing correctly for the Blue team
   - Updated the Desert Marauder and the Villain's Veil so they can be equipped 
together
   - Updated the Fancy Dress Uniform and the Kringle Collection so they can be 
equipped together
   - The Bombinomicon no longer shakes the screen and has a delay before the 
explosion so that Snipers, Spies, and others can get better feedback on the 
actual cause of death
   - The Bazaar Bargain functionality has changed: only one stored head is lost 
on a miss or a bodyshot and no heads are gained when missing while crit-boosted


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Re: [hlds] Mandatory TF2 update coming

2012-01-11 Thread Eric Smith
We're still working on it for release tonight, but it's taking longer than 
expected.

-Eric


-Original Message-
From: Eric Smith 
Sent: Wednesday, January 11, 2012 3:45 PM
To: Half-Life dedicated Linux server mailing list; 'Half-Life dedicated Win32 
server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: Mandatory TF2 update coming 

We're working on releasing a mandatory TF2 update. We should have it ready in 
30 min or so.

-Eric


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[hlds] Mandatory TF2 update coming

2012-01-11 Thread Eric Smith
We're working on releasing a mandatory TF2 update. We should have it ready in 
30 min or so.

-Eric


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Re: [hlds] Overwolf + VAC

2012-01-11 Thread Crazed Gunman
I have been kicked from Punkbuster protected BF2 and BF3 games 
presumably for Overwolf, but it seems to be rare. I have not used 
Overwolf in BFBC2, but have been kicked, presumably for use of the 
TeamSpeak overlay, don't know why else I would have during a comp match.

On 1/12/2012 1:12 AM, Calvin Judy wrote:
I don't have an issue playing COD4 with the steam overlay, I don't 
know about battlefield 2 because I don't have it, I have bc2, and that 
uses the same version of punkbuster as BF2 if i'm not mistaken.
With the volume of players on steam using evenbalance's products in 
their games, I highly doubt it would still exist as an issue after 7 
years.
Reviewing threads on SPUF show that there was only one update in 2010 
that caused this issue on BF2.


- Original Message -
*From:* Juan Acuña 
*To:* Half-Life dedicated Win32 server mailing list

*Sent:* Wednesday, January 11, 2012 2:06 PM
*Subject:* Re: [hlds] Overwolf + VAC

Steam overlay result in a kick from the server in COD4 and
Battlefield 2 because of the punkbuster.


El 12/01/2012 4:04, Calvin Judy escribió:

The overlay doesn't inject anything, and using an API has nothing
to do with injection. It's called an overlay for a reason.
And the punkbuster comment is not true, it's been tested on all
games with no cheat detection results, you should check out
teamspeaks website, they're only promoting it to millions of users.
It's fine, not being detected because it isn't injecting.

- Original Message -
*From:* dmex 
*To:* 'Half-Life dedicated Win32 server mailing list'

*Sent:* Wednesday, January 11, 2012 1:41 PM
*Subject:* Re: [hlds] Overwolf + VAC

Your ignorant if you think Steam's overlay doesn't do
injection, It also does API hooking ;)

I would be careful about using it with Punkbuster enabled
games, It if happens Overwolf uses the same technique as a
cheat tool, Punkbuster will consider it a cheat tool and
invoke a kick and/or ban.

*From:*hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
*Calvin Judy
*Sent:* Thursday, 12 January 2012 2:00 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Overwolf + VAC

You're ignorant if you think the only thing VAC checks for is
changes in .dlls or .exes, however Overworlf doesn't inject,
it's just an d3d overlay, like the steam in-game overlay.

- Original Message -

*From:*Eduard Osman 

*To:*Half-Life dedicated Win32 server mailing list


*Sent:*Wednesday, January 11, 2012 9:57 AM

*Subject:*Re: [hlds] Overwolf + VAC

Doea it modify any .dll or .exe files? If not, then it
will not trigger it.

On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu"
mailto:maba...@gmail.com>> wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban?
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Re: [hlds] Fw: L4D2 Steamgroups Borked?

2012-01-11 Thread Robert Whelan
Nice catch, that got the servers out of LAN mode... however the Steam Groups 
are still borked. Now that a problem has been identified hopefully we can get 
another fix sometime soon.
 
Thx again ;)

From: John 
To: hlds@list.valvesoftware.com 
Sent: Wednesday, January 11, 2012 1:36 PM
Subject: Re: [hlds] Fw: L4D2 Steamgroups Borked?


This appears to be a problem with the new bin/steamclient.dll file included 
with the update. As a band-aid, try replacing it with the one being distributed 
with TF2 -- that seems to have fixed things up for me.

-John

On 1/10/2012 6:52 PM, Robert Whelan wrote: 
A month later and we finally get an update to address this... it's worse now, 
lol
> 
>
>*  Unable to load Steam support library.   *
>*  This server will operate in LAN mode only.  *
>
>[SERVER] Left4Dead2 Server Config Loading
>L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
>L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
>Can't ban users on a LAN
>Can't ban users on a LAN
>Can't ban users on a LAN
>Can't ban users on a LAN
>Can't ban users on a LAN
>Can't ban users on a LAN
>Writing cfg/banned_user.cfg.
>Writing cfg/banned_ip.cfg.
> 
> 
>
>
>- Forwarded Message -
>From: Robert Whelan 
>To: Hlds/Srcds Mailing List  
>Sent: Monday, December 19, 2011 1:05 PM
>Subject: L4D2 Steamgroups Borked?
>
>
>Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke 
>the steamgroup servers feature for L4D2. It never returns any of our servers 
>now.
>
>Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing the 
>new function added broke it?
>
>- Added blocklist functionality to Left 4 Dead 2 
>
>
> 
>
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Re: [hlds] Fw: L4D2 Steamgroups Borked?

2012-01-11 Thread John Moroney
If that doesn't work the way I fixed it was to actually install Steam on 
the server box & fully update it. Start Steam & then the server. Stop 
the server, stop Steam, re-start server as usual. No idea why but it 
worked for me.


On 12/01/2012 6:36 AM, John wrote:
This appears to be a problem with the new bin/steamclient.dll file 
included with the update. As a band-aid, try replacing it with the one 
being distributed with TF2 -- that seems to have fixed things up for me.


-John

On 1/10/2012 6:52 PM, Robert Whelan wrote:
A month later and we finally get an update to address this... it's 
worse now, lol


*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *

[SERVER] Left4Dead2 Server Config Loading
L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Writing cfg/banned_user.cfg.
Writing cfg/banned_ip.cfg.

- Forwarded Message -
*From:* Robert Whelan 
*To:* Hlds/Srcds Mailing List 
*Sent:* Monday, December 19, 2011 1:05 PM
*Subject:* L4D2 Steamgroups Borked?

Hrrrm... afaik Fridays update 
http://store.steampowered.com/news/7036/ broke the steamgroup servers 
feature for L4D2. It never returns any of our servers now.
Anyone else? L4D seems to be working fine though L4D2 isn't. I'm 
guessing the new function added broke it?

- Added blocklist functionality to Left 4 Dead 2




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Re: [hlds] Replay Download Error

2012-01-11 Thread o k
They added cleanup cars in an update. Check here
http://wiki.teamfortress.com/wiki/Replay
On Jan 11, 2012 2:35 PM, "Eli Witt"  wrote:

> Windows server users could create a batch file to do the same on a windows
> scheduled task, just as easy as us *nixers can slap a crontab line up.
>
> There are also two SM plugins available to perform the same function.
>
>
>
> On Wed, Jan 11, 2012 at 12:29 PM, Andrew DeMerse wrote:
>
>> All you linux junkies can use crontab to clean this out every day.
>>
>> find /path/to/replays -mindepth 1 -mtime +7 -delete
>>
>>
>> On Wed, Jan 11, 2012 at 11:36 AM, E. Olsen  wrote:
>>
>>> I think you'd be surprised. We have a HUGE amount of bandwidth sucked up
>>> by replay every month.
>>>
>>> On my (windows) servers, the replay "cleanup" system has never worked. I
>>> ended up using a 3rd party system run on a regular basis using task
>>> scheduler to clean up the old files. I just set it to delete anything in
>>> the target folders over two days old every time it runs.
>>>
>>>
>>> On Wed, Jan 11, 2012 at 11:24 AM, Hedgehog wrote:
>>>
>>>> You guys made me aware i've got the same problem ;)
>>>>
>>>> With Team Fortress 2 i've decided to go the easy way, so I'll just
>>>> disable it. Don't think (m)any of my regulars are using it anyway.
>>>>
>>>> 2012/1/11 Jason 
>>>>
>>>>> Tyler, I have the *SAME* issueand all i could do was simply turn
>>>>> off replays, which made my community annoyed/sadbut, I had difficulty
>>>>> browsing the FTP folder of replays as my FTP client would crash.  I had to
>>>>> ask for my provider to delete most of them for me so I could at least
>>>>> browse the folder.
>>>>>
>>>>> Definitely wish it didn't leave every single replay block on the FTP
>>>>> ... that just seems silly
>>>>>
>>>>>
>>>>> On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies <
>>>>> tyler.k.dav...@gmail.com> wrote:
>>>>>
>>>>>> Hey guys, not to deviate from the subject of this thread, but I'm
>>>>>> having MAJOR replay issues as well.
>>>>>>
>>>>>> It's not that it isn't working, it's that it isn't working as
>>>>>> intended. I didn't check on this earlier, and I just noticed. I have
>>>>>> replays being accumulated and they are NEVER deleted! I have replay 
>>>>>> blocks
>>>>>> dating back to August of last year sitting in the replay directory! What
>>>>>> the heck!? Aren't they supposed to be removed when the server is updated?
>>>>>> There are now more than 10 GB of replay blocks in just ONE of my replay
>>>>>> directories. It crashes my SCP client as soon as I even open the 
>>>>>> directory.
>>>>>>
>>>>>> How can I solve this problem without deleting replays still in use by
>>>>>> clients? Valve, it would be nice if the server would actually remove the
>>>>>> replays when an update is pushed through just as the game client states 
>>>>>> it
>>>>>> will do, and recommends for clients to save their replays if they want to
>>>>>> keep them.
>>>>>>
>>>>>> Any assistance is appreciated! =]
>>>>>>
>>>>>>
>>>>>> On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles 
>>>>>> wrote:
>>>>>>
>>>>>>> Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved
>>>>>>> my issue.
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> replay_fileserver_port "21"
>>>>>>>>
>>>>>>>> Can you comment that line? Or change it to 80?
>>>>>>>>
>>>>>>>> 21 is the default FTP port, download goes over HTTP
>>>>>>>>
>>>>>>>> Cheers,
>>>>>>>>
>>>>>>>> Hedgehog
>>>>>>>>
>>>>>>>>
>>>>>>>> 2012/1/11 Lance Waidzunas 
>>>>>

Re: [hlds] Fw: L4D2 Steamgroups Borked?

2012-01-11 Thread John
This appears to be a problem with the new bin/steamclient.dll file 
included with the update. As a band-aid, try replacing it with the one 
being distributed with TF2 -- that seems to have fixed things up for me.


-John

On 1/10/2012 6:52 PM, Robert Whelan wrote:
A month later and we finally get an update to address this... it's 
worse now, lol


*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *

[SERVER] Left4Dead2 Server Config Loading
L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Writing cfg/banned_user.cfg.
Writing cfg/banned_ip.cfg.

- Forwarded Message -
*From:* Robert Whelan 
*To:* Hlds/Srcds Mailing List 
*Sent:* Monday, December 19, 2011 1:05 PM
*Subject:* L4D2 Steamgroups Borked?

Hrrrm... afaik Fridays update 
http://store.steampowered.com/news/7036/ broke the steamgroup servers 
feature for L4D2. It never returns any of our servers now.
Anyone else? L4D seems to be working fine though L4D2 isn't. I'm 
guessing the new function added broke it?

- Added blocklist functionality to Left 4 Dead 2




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Re: [hlds] Replay Download Error

2012-01-11 Thread Eli Witt
Windows server users could create a batch file to do the same on a windows
scheduled task, just as easy as us *nixers can slap a crontab line up.

There are also two SM plugins available to perform the same function.



On Wed, Jan 11, 2012 at 12:29 PM, Andrew DeMerse  wrote:

> All you linux junkies can use crontab to clean this out every day.
>
> find /path/to/replays -mindepth 1 -mtime +7 -delete
>
>
> On Wed, Jan 11, 2012 at 11:36 AM, E. Olsen  wrote:
>
>> I think you'd be surprised. We have a HUGE amount of bandwidth sucked up
>> by replay every month.
>>
>> On my (windows) servers, the replay "cleanup" system has never worked. I
>> ended up using a 3rd party system run on a regular basis using task
>> scheduler to clean up the old files. I just set it to delete anything in
>> the target folders over two days old every time it runs.
>>
>>
>> On Wed, Jan 11, 2012 at 11:24 AM, Hedgehog wrote:
>>
>>> You guys made me aware i've got the same problem ;)
>>>
>>> With Team Fortress 2 i've decided to go the easy way, so I'll just
>>> disable it. Don't think (m)any of my regulars are using it anyway.
>>>
>>> 2012/1/11 Jason 
>>>
>>>> Tyler, I have the *SAME* issueand all i could do was simply turn
>>>> off replays, which made my community annoyed/sadbut, I had difficulty
>>>> browsing the FTP folder of replays as my FTP client would crash.  I had to
>>>> ask for my provider to delete most of them for me so I could at least
>>>> browse the folder.
>>>>
>>>> Definitely wish it didn't leave every single replay block on the FTP
>>>> ... that just seems silly
>>>>
>>>>
>>>> On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies <
>>>> tyler.k.dav...@gmail.com> wrote:
>>>>
>>>>> Hey guys, not to deviate from the subject of this thread, but I'm
>>>>> having MAJOR replay issues as well.
>>>>>
>>>>> It's not that it isn't working, it's that it isn't working as
>>>>> intended. I didn't check on this earlier, and I just noticed. I have
>>>>> replays being accumulated and they are NEVER deleted! I have replay blocks
>>>>> dating back to August of last year sitting in the replay directory! What
>>>>> the heck!? Aren't they supposed to be removed when the server is updated?
>>>>> There are now more than 10 GB of replay blocks in just ONE of my replay
>>>>> directories. It crashes my SCP client as soon as I even open the 
>>>>> directory.
>>>>>
>>>>> How can I solve this problem without deleting replays still in use by
>>>>> clients? Valve, it would be nice if the server would actually remove the
>>>>> replays when an update is pushed through just as the game client states it
>>>>> will do, and recommends for clients to save their replays if they want to
>>>>> keep them.
>>>>>
>>>>> Any assistance is appreciated! =]
>>>>>
>>>>>
>>>>> On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles 
>>>>> wrote:
>>>>>
>>>>>> Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved
>>>>>> my issue.
>>>>>>
>>>>>>
>>>>>> On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog 
>>>>>> wrote:
>>>>>>
>>>>>>> replay_fileserver_port "21"
>>>>>>>
>>>>>>> Can you comment that line? Or change it to 80?
>>>>>>>
>>>>>>> 21 is the default FTP port, download goes over HTTP
>>>>>>>
>>>>>>> Cheers,
>>>>>>>
>>>>>>> Hedgehog
>>>>>>>
>>>>>>>
>>>>>>> 2012/1/11 Lance Waidzunas 
>>>>>>>
>>>>>>>> Check and make sure the FTP server isn't full.  We had that issue
>>>>>>>> with our servers a while back, it even prevented the map from changing.
>>>>>>>>
>>>>>>>>  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles <
>>>>>>>> shonte.my...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>>  I've been experiencing an issue on my servers where replay
>>>>>>>

Re: [hlds] Overwolf + VAC

2012-01-11 Thread Frank T. O'Connor
It's worse than that. There's been a rise in cheats piggybacking onto 
GameOverylayUI.exe + it's dlls and hiding behind it. If you white list the 
Valve overlay support, you've just white listed the UI side of certain cheats. 
Still, the cheat may be caught when it tries to tap into game info. 
 



From: hlds-boun...@list.valvesoftware.com on behalf of dmex
Sent: Wed 1/11/2012 2:26 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Overwolf + VAC



That one update from 2010 is still causing people including myself to be kicked 
by Punkbuster when the overlay is enabled, It's a stalemate between Valve and 
EvenBalance as to who's responsibility it is to solve it and has been ongoing.

 

There has been a rise in legitimate tools being detected as cheats by 
Punkbuster of late due to the same hook methods being used by cheat tools and 
I've referred three this week alone.

 

Just being courteous in letting the OP know there is that possibility when it 
comes to Punkbuster. 

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Calvin Judy
Sent: Thursday, 12 January 2012 3:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Overwolf + VAC

 

I don't have an issue playing COD4 with the steam overlay, I don't know about 
battlefield 2 because I don't have it, I have bc2, and that uses the same 
version of punkbuster as BF2 if i'm not mistaken. 

 

With the volume of players on steam using evenbalance's products in their 
games, I highly doubt it would still exist as an issue after 7 years. 

 

Reviewing threads on SPUF show that there was only one update in 2010 that 
caused this issue on BF2. 

- Original Message - 

From: Juan Acuña   

To: Half-Life dedicated Win32 server mailing list 
  

Sent: Wednesday, January 11, 2012 2:06 PM

Subject: Re: [hlds] Overwolf + VAC

 

Steam overlay result in a kick from the server in COD4 and Battlefield 
2 because of the punkbuster.


El 12/01/2012 4:04, Calvin Judy escribió: 

The overlay doesn't inject anything, and using an API has nothing to do 
with injection. It's called an overlay for a reason.

 

And the punkbuster comment is not true, it's been tested on all games 
with no cheat detection results, you should check out teamspeaks website, 
they're only promoting it to millions of users. 

 

It's fine, not being detected because it isn't injecting.

- Original Message - 

From: dmex   

To: 'Half-Life dedicated Win32 server mailing list' 
  

Sent: Wednesday, January 11, 2012 1:41 PM

Subject: Re: [hlds] Overwolf + VAC

 

Your ignorant if you think Steam's overlay doesn't do 
injection, It also does API hooking ;)

I would be careful about using it with Punkbuster enabled 
games, It if happens Overwolf uses the same technique as a cheat tool, 
Punkbuster will consider it a cheat tool and invoke a kick and/or ban.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Calvin Judy
Sent: Thursday, 12 January 2012 2:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Overwolf + VAC

You're ignorant if you think the only thing VAC checks for is 
changes in .dlls or .exes, however Overworlf doesn't inject, it's just an d3d 
overlay, like the steam in-game overlay.

- Original Message - 

From: Eduard Osman   

To: Half-Life dedicated Win32 server mailing list 
  

Sent: Wednesday, January 11, 2012 9:57 AM

Subject: Re: [hlds] Overwolf + VAC

Doea it modify any .dll or .exe files? If not, then it 
will not trigger it.

On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu" 
 wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC 
ban? 
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Re: [hlds] Overwolf + VAC

2012-01-11 Thread Frank T. O'Connor
Sadly, in order to do overlay on a Direct3d game and have it work on multiple 
version, you have to inject and/or api hook. There's no clean interface for 
simply registering your DLL to be called at the end of the frame processing. 
Not to mention, you have to really integrate into the pipeline to do things as 
slick as say Steam overlay ( register fonts, textures, etc... ). Lots of 
hooking. And all that code looks very similar to what a cheat would do to draw 
say ESP on the frame.
 
 
 
 



From: hlds-boun...@list.valvesoftware.com on behalf of Calvin Judy
Sent: Thu 1/12/2012 2:04 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Overwolf + VAC


The overlay doesn't inject anything, and using an API has nothing to do with 
injection. It's called an overlay for a reason.
 
And the punkbuster comment is not true, it's been tested on all games with no 
cheat detection results, you should check out teamspeaks website, they're only 
promoting it to millions of users. 
 
It's fine, not being detected because it isn't injecting.

- Original Message - 
From: dmex   
To: 'Half-Life dedicated Win32 server mailing list' 
  
Sent: Wednesday, January 11, 2012 1:41 PM
Subject: Re: [hlds] Overwolf + VAC


Your ignorant if you think Steam's overlay doesn't do injection, It 
also does API hooking ;)

 

I would be careful about using it with Punkbuster enabled games, It if 
happens Overwolf uses the same technique as a cheat tool, Punkbuster will 
consider it a cheat tool and invoke a kick and/or ban.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Calvin Judy
Sent: Thursday, 12 January 2012 2:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Overwolf + VAC

 

You're ignorant if you think the only thing VAC checks for is changes 
in .dlls or .exes, however Overworlf doesn't inject, it's just an d3d overlay, 
like the steam in-game overlay.

- Original Message - 

From: Eduard Osman   

To: Half-Life dedicated Win32 server mailing list 
  

Sent: Wednesday, January 11, 2012 9:57 AM

Subject: Re: [hlds] Overwolf + VAC

 

Doea it modify any .dll or .exe files? If not, then it will not 
trigger it.

On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu"  
wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban? 
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Re: [hlds] Overwolf + VAC

2012-01-11 Thread dmex
That one update from 2010 is still causing people including myself to be
kicked by Punkbuster when the overlay is enabled, It’s a stalemate between
Valve and EvenBalance as to who’s responsibility it is to solve it and has
been ongoing.

 

There has been a rise in legitimate tools being detected as cheats by
Punkbuster of late due to the same hook methods being used by cheat tools
and I’ve referred three this week alone.

 

Just being courteous in letting the OP know there is that possibility when
it comes to Punkbuster. 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Calvin Judy
Sent: Thursday, 12 January 2012 3:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Overwolf + VAC

 

I don't have an issue playing COD4 with the steam overlay, I don't know
about battlefield 2 because I don't have it, I have bc2, and that uses the
same version of punkbuster as BF2 if i'm not mistaken. 

 

With the volume of players on steam using evenbalance's products in their
games, I highly doubt it would still exist as an issue after 7 years. 

 

Reviewing threads on SPUF show that there was only one update in 2010 that
caused this issue on BF2. 

- Original Message - 

From: Juan Acuña   

To: Half-Life dedicated Win32 server mailing list
  

Sent: Wednesday, January 11, 2012 2:06 PM

Subject: Re: [hlds] Overwolf + VAC

 

Steam overlay result in a kick from the server in COD4 and Battlefield 2
because of the punkbuster.


El 12/01/2012 4:04, Calvin Judy escribió: 

The overlay doesn't inject anything, and using an API has nothing to do with
injection. It's called an overlay for a reason.

 

And the punkbuster comment is not true, it's been tested on all games with
no cheat detection results, you should check out teamspeaks website, they're
only promoting it to millions of users. 

 

It's fine, not being detected because it isn't injecting.

- Original Message - 

From: dmex   

To: 'Half-Life dedicated Win32 server mailing list'
  

Sent: Wednesday, January 11, 2012 1:41 PM

Subject: Re: [hlds] Overwolf + VAC

 

Your ignorant if you think Steam’s overlay doesn’t do injection, It also
does API hooking ;)

I would be careful about using it with Punkbuster enabled games, It if
happens Overwolf uses the same technique as a cheat tool, Punkbuster will
consider it a cheat tool and invoke a kick and/or ban.

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Calvin Judy
Sent: Thursday, 12 January 2012 2:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Overwolf + VAC

You're ignorant if you think the only thing VAC checks for is changes in
.dlls or .exes, however Overworlf doesn't inject, it's just an d3d overlay,
like the steam in-game overlay.

- Original Message - 

From: Eduard Osman   

To: Half-Life dedicated Win32 server mailing list
  

Sent: Wednesday, January 11, 2012 9:57 AM

Subject: Re: [hlds] Overwolf + VAC

Doea it modify any .dll or .exe files? If not, then it will not trigger it.

On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu"  wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban? 
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Re: [hlds] Overwolf + VAC

2012-01-11 Thread Calvin Judy
I don't have an issue playing COD4 with the steam overlay, I don't know about 
battlefield 2 because I don't have it, I have bc2, and that uses the same 
version of punkbuster as BF2 if i'm not mistaken. 

With the volume of players on steam using evenbalance's products in their 
games, I highly doubt it would still exist as an issue after 7 years. 

Reviewing threads on SPUF show that there was only one update in 2010 that 
caused this issue on BF2. 
  - Original Message - 
  From: Juan Acuña 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Wednesday, January 11, 2012 2:06 PM
  Subject: Re: [hlds] Overwolf + VAC


  Steam overlay result in a kick from the server in COD4 and Battlefield 2 
because of the punkbuster.


  El 12/01/2012 4:04, Calvin Judy escribió: 
The overlay doesn't inject anything, and using an API has nothing to do 
with injection. It's called an overlay for a reason.

And the punkbuster comment is not true, it's been tested on all games with 
no cheat detection results, you should check out teamspeaks website, they're 
only promoting it to millions of users. 

It's fine, not being detected because it isn't injecting.
  - Original Message - 
  From: dmex 
  To: 'Half-Life dedicated Win32 server mailing list' 
  Sent: Wednesday, January 11, 2012 1:41 PM
  Subject: Re: [hlds] Overwolf + VAC


  Your ignorant if you think Steam's overlay doesn't do injection, It also 
does API hooking ;)



  I would be careful about using it with Punkbuster enabled games, It if 
happens Overwolf uses the same technique as a cheat tool, Punkbuster will 
consider it a cheat tool and invoke a kick and/or ban.



  From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Calvin Judy
  Sent: Thursday, 12 January 2012 2:00 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Overwolf + VAC



  You're ignorant if you think the only thing VAC checks for is changes in 
.dlls or .exes, however Overworlf doesn't inject, it's just an d3d overlay, 
like the steam in-game overlay.

- Original Message - 

From: Eduard Osman 

To: Half-Life dedicated Win32 server mailing list 

Sent: Wednesday, January 11, 2012 9:57 AM

Subject: Re: [hlds] Overwolf + VAC



Doea it modify any .dll or .exe files? If not, then it will not trigger 
it.

On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu"  wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban? 
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Re: [hlds] Overwolf + VAC

2012-01-11 Thread Juan Acuña
Steam overlay result in a kick from the server in COD4 and Battlefield 2 
because of the punkbuster.



El 12/01/2012 4:04, Calvin Judy escribió:
The overlay doesn't inject anything, and using an API has nothing to 
do with injection. It's called an overlay for a reason.
And the punkbuster comment is not true, it's been tested on all games 
with no cheat detection results, you should check out teamspeaks 
website, they're only promoting it to millions of users.

It's fine, not being detected because it isn't injecting.

- Original Message -
*From:* dmex 
*To:* 'Half-Life dedicated Win32 server mailing list'

*Sent:* Wednesday, January 11, 2012 1:41 PM
*Subject:* Re: [hlds] Overwolf + VAC

Your ignorant if you think Steam's overlay doesn't do injection,
It also does API hooking ;)

I would be careful about using it with Punkbuster enabled games,
It if happens Overwolf uses the same technique as a cheat tool,
Punkbuster will consider it a cheat tool and invoke a kick and/or ban.

*From:*hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Calvin
Judy
*Sent:* Thursday, 12 January 2012 2:00 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Overwolf + VAC

You're ignorant if you think the only thing VAC checks for is
changes in .dlls or .exes, however Overworlf doesn't inject, it's
just an d3d overlay, like the steam in-game overlay.

- Original Message -

*From:*Eduard Osman 

*To:*Half-Life dedicated Win32 server mailing list


*Sent:*Wednesday, January 11, 2012 9:57 AM

*Subject:*Re: [hlds] Overwolf + VAC

Doea it modify any .dll or .exe files? If not, then it will
not trigger it.

On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu" mailto:maba...@gmail.com>> wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban?
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Re: [hlds] Overwolf + VAC

2012-01-11 Thread Calvin Judy
The overlay doesn't inject anything, and using an API has nothing to do with 
injection. It's called an overlay for a reason.

And the punkbuster comment is not true, it's been tested on all games with no 
cheat detection results, you should check out teamspeaks website, they're only 
promoting it to millions of users. 

It's fine, not being detected because it isn't injecting.
  - Original Message - 
  From: dmex 
  To: 'Half-Life dedicated Win32 server mailing list' 
  Sent: Wednesday, January 11, 2012 1:41 PM
  Subject: Re: [hlds] Overwolf + VAC


  Your ignorant if you think Steam's overlay doesn't do injection, It also does 
API hooking ;)

   

  I would be careful about using it with Punkbuster enabled games, It if 
happens Overwolf uses the same technique as a cheat tool, Punkbuster will 
consider it a cheat tool and invoke a kick and/or ban.

   

  From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Calvin Judy
  Sent: Thursday, 12 January 2012 2:00 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Overwolf + VAC

   

  You're ignorant if you think the only thing VAC checks for is changes in 
.dlls or .exes, however Overworlf doesn't inject, it's just an d3d overlay, 
like the steam in-game overlay.

- Original Message - 

From: Eduard Osman 

To: Half-Life dedicated Win32 server mailing list 

Sent: Wednesday, January 11, 2012 9:57 AM

Subject: Re: [hlds] Overwolf + VAC

 

Doea it modify any .dll or .exe files? If not, then it will not trigger it.

On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu"  wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban? 
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Re: [hlds] Overwolf + VAC

2012-01-11 Thread dmex
Your ignorant if you think Steam's overlay doesn't do injection, It also
does API hooking ;)

 

I would be careful about using it with Punkbuster enabled games, It if
happens Overwolf uses the same technique as a cheat tool, Punkbuster will
consider it a cheat tool and invoke a kick and/or ban.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Calvin Judy
Sent: Thursday, 12 January 2012 2:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Overwolf + VAC

 

You're ignorant if you think the only thing VAC checks for is changes in
.dlls or .exes, however Overworlf doesn't inject, it's just an d3d overlay,
like the steam in-game overlay.

- Original Message - 

From: Eduard Osman   

To: Half-Life dedicated Win32 server mailing list
  

Sent: Wednesday, January 11, 2012 9:57 AM

Subject: Re: [hlds] Overwolf + VAC

 

Doea it modify any .dll or .exe files? If not, then it will not trigger it.

On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu"  wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban? 
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Re: [hlds] Overwolf + VAC

2012-01-11 Thread Calvin Judy
You're ignorant if you think the only thing VAC checks for is changes in .dlls 
or .exes, however Overworlf doesn't inject, it's just an d3d overlay, like the 
steam in-game overlay.
  - Original Message - 
  From: Eduard Osman 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Wednesday, January 11, 2012 9:57 AM
  Subject: Re: [hlds] Overwolf + VAC


  Doea it modify any .dll or .exe files? If not, then it will not trigger it.

  On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu"  wrote:

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban? 
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Re: [hlds] Replay Download Error

2012-01-11 Thread Andrew DeMerse
All you linux junkies can use crontab to clean this out every day.

find /path/to/replays -mindepth 1 -mtime +7 -delete


On Wed, Jan 11, 2012 at 11:36 AM, E. Olsen  wrote:

> I think you'd be surprised. We have a HUGE amount of bandwidth sucked up
> by replay every month.
>
> On my (windows) servers, the replay "cleanup" system has never worked. I
> ended up using a 3rd party system run on a regular basis using task
> scheduler to clean up the old files. I just set it to delete anything in
> the target folders over two days old every time it runs.
>
>
> On Wed, Jan 11, 2012 at 11:24 AM, Hedgehog wrote:
>
>> You guys made me aware i've got the same problem ;)
>>
>> With Team Fortress 2 i've decided to go the easy way, so I'll just
>> disable it. Don't think (m)any of my regulars are using it anyway.
>>
>> 2012/1/11 Jason 
>>
>>> Tyler, I have the *SAME* issueand all i could do was simply turn off
>>> replays, which made my community annoyed/sadbut, I had difficulty
>>> browsing the FTP folder of replays as my FTP client would crash.  I had to
>>> ask for my provider to delete most of them for me so I could at least
>>> browse the folder.
>>>
>>> Definitely wish it didn't leave every single replay block on the FTP ...
>>> that just seems silly
>>>
>>>
>>> On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies >> > wrote:
>>>
>>>> Hey guys, not to deviate from the subject of this thread, but I'm
>>>> having MAJOR replay issues as well.
>>>>
>>>> It's not that it isn't working, it's that it isn't working as intended.
>>>> I didn't check on this earlier, and I just noticed. I have replays being
>>>> accumulated and they are NEVER deleted! I have replay blocks dating back to
>>>> August of last year sitting in the replay directory! What the heck!? Aren't
>>>> they supposed to be removed when the server is updated? There are now more
>>>> than 10 GB of replay blocks in just ONE of my replay directories. It
>>>> crashes my SCP client as soon as I even open the directory.
>>>>
>>>> How can I solve this problem without deleting replays still in use by
>>>> clients? Valve, it would be nice if the server would actually remove the
>>>> replays when an update is pushed through just as the game client states it
>>>> will do, and recommends for clients to save their replays if they want to
>>>> keep them.
>>>>
>>>> Any assistance is appreciated! =]
>>>>
>>>>
>>>> On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles wrote:
>>>>
>>>>> Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved
>>>>> my issue.
>>>>>
>>>>>
>>>>> On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog wrote:
>>>>>
>>>>>> replay_fileserver_port "21"
>>>>>>
>>>>>> Can you comment that line? Or change it to 80?
>>>>>>
>>>>>> 21 is the default FTP port, download goes over HTTP
>>>>>>
>>>>>> Cheers,
>>>>>>
>>>>>> Hedgehog
>>>>>>
>>>>>>
>>>>>> 2012/1/11 Lance Waidzunas 
>>>>>>
>>>>>>> Check and make sure the FTP server isn't full.  We had that issue
>>>>>>> with our servers a while back, it even prevented the map from changing.
>>>>>>>
>>>>>>>  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles >>>>>> > wrote:
>>>>>>>
>>>>>>>>  I've been experiencing an issue on my servers where replay
>>>>>>>> downloads fail everytime. The error players get is:
>>>>>>>>
>>>>>>>> Replay error system: The session info file failed to download: No
>>>>>>>> headers. URL:
>>>>>>>> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>>>>>>>>
>>>>>>>> Here is my config:
>>>>>>>>
>>>>>>>> replay_enable "1"
>>>>>>>> replay_block_dump_interval "1

Re: [hlds] Replay Download Error

2012-01-11 Thread E. Olsen
I think you'd be surprised. We have a HUGE amount of bandwidth sucked up by
replay every month.

On my (windows) servers, the replay "cleanup" system has never worked. I
ended up using a 3rd party system run on a regular basis using task
scheduler to clean up the old files. I just set it to delete anything in
the target folders over two days old every time it runs.

On Wed, Jan 11, 2012 at 11:24 AM, Hedgehog  wrote:

> You guys made me aware i've got the same problem ;)
>
> With Team Fortress 2 i've decided to go the easy way, so I'll just disable
> it. Don't think (m)any of my regulars are using it anyway.
>
> 2012/1/11 Jason 
>
>> Tyler, I have the *SAME* issueand all i could do was simply turn off
>> replays, which made my community annoyed/sadbut, I had difficulty
>> browsing the FTP folder of replays as my FTP client would crash.  I had to
>> ask for my provider to delete most of them for me so I could at least
>> browse the folder.
>>
>> Definitely wish it didn't leave every single replay block on the FTP ...
>> that just seems silly
>>
>>
>> On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies 
>> wrote:
>>
>>> Hey guys, not to deviate from the subject of this thread, but I'm having
>>> MAJOR replay issues as well.
>>>
>>> It's not that it isn't working, it's that it isn't working as intended.
>>> I didn't check on this earlier, and I just noticed. I have replays being
>>> accumulated and they are NEVER deleted! I have replay blocks dating back to
>>> August of last year sitting in the replay directory! What the heck!? Aren't
>>> they supposed to be removed when the server is updated? There are now more
>>> than 10 GB of replay blocks in just ONE of my replay directories. It
>>> crashes my SCP client as soon as I even open the directory.
>>>
>>> How can I solve this problem without deleting replays still in use by
>>> clients? Valve, it would be nice if the server would actually remove the
>>> replays when an update is pushed through just as the game client states it
>>> will do, and recommends for clients to save their replays if they want to
>>> keep them.
>>>
>>> Any assistance is appreciated! =]
>>>
>>>
>>> On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles wrote:
>>>
>>>> Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved my
>>>> issue.
>>>>
>>>>
>>>> On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog wrote:
>>>>
>>>>> replay_fileserver_port "21"
>>>>>
>>>>> Can you comment that line? Or change it to 80?
>>>>>
>>>>> 21 is the default FTP port, download goes over HTTP
>>>>>
>>>>> Cheers,
>>>>>
>>>>> Hedgehog
>>>>>
>>>>>
>>>>> 2012/1/11 Lance Waidzunas 
>>>>>
>>>>>> Check and make sure the FTP server isn't full.  We had that issue
>>>>>> with our servers a while back, it even prevented the map from changing.
>>>>>>
>>>>>>  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles 
>>>>>> wrote:
>>>>>>
>>>>>>>  I've been experiencing an issue on my servers where replay
>>>>>>> downloads fail everytime. The error players get is:
>>>>>>>
>>>>>>> Replay error system: The session info file failed to download: No
>>>>>>> headers. URL:
>>>>>>> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>>>>>>>
>>>>>>> Here is my config:
>>>>>>>
>>>>>>> replay_enable "1"
>>>>>>> replay_block_dump_interval "15"
>>>>>>> replay_fileserver_protocol "http"
>>>>>>> replay_fileserver_offload_enable "1"
>>>>>>>
>>>>>>> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
>>>>>>> replay_fileserver_port "21"
>>>>>>> replay_fileserver_path "/public/replayfolder"
>>>>>>>
>>>>>>> // Your FTP info. This data is private and not shared with the
>>>>>>> client.
>>>&g

Re: [hlds] Replay Download Error

2012-01-11 Thread Hedgehog
You guys made me aware i've got the same problem ;)

With Team Fortress 2 i've decided to go the easy way, so I'll just disable
it. Don't think (m)any of my regulars are using it anyway.

2012/1/11 Jason 

> Tyler, I have the *SAME* issueand all i could do was simply turn off
> replays, which made my community annoyed/sadbut, I had difficulty
> browsing the FTP folder of replays as my FTP client would crash.  I had to
> ask for my provider to delete most of them for me so I could at least
> browse the folder.
>
> Definitely wish it didn't leave every single replay block on the FTP ...
> that just seems silly
>
>
> On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies 
> wrote:
>
>> Hey guys, not to deviate from the subject of this thread, but I'm having
>> MAJOR replay issues as well.
>>
>> It's not that it isn't working, it's that it isn't working as intended. I
>> didn't check on this earlier, and I just noticed. I have replays being
>> accumulated and they are NEVER deleted! I have replay blocks dating back to
>> August of last year sitting in the replay directory! What the heck!? Aren't
>> they supposed to be removed when the server is updated? There are now more
>> than 10 GB of replay blocks in just ONE of my replay directories. It
>> crashes my SCP client as soon as I even open the directory.
>>
>> How can I solve this problem without deleting replays still in use by
>> clients? Valve, it would be nice if the server would actually remove the
>> replays when an update is pushed through just as the game client states it
>> will do, and recommends for clients to save their replays if they want to
>> keep them.
>>
>> Any assistance is appreciated! =]
>>
>>
>> On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles wrote:
>>
>>> Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved my
>>> issue.
>>>
>>>
>>> On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog wrote:
>>>
>>>> replay_fileserver_port "21"
>>>>
>>>> Can you comment that line? Or change it to 80?
>>>>
>>>> 21 is the default FTP port, download goes over HTTP
>>>>
>>>> Cheers,
>>>>
>>>> Hedgehog
>>>>
>>>>
>>>> 2012/1/11 Lance Waidzunas 
>>>>
>>>>> Check and make sure the FTP server isn't full.  We had that issue with
>>>>> our servers a while back, it even prevented the map from changing.
>>>>>
>>>>>  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles 
>>>>> wrote:
>>>>>
>>>>>>  I've been experiencing an issue on my servers where replay
>>>>>> downloads fail everytime. The error players get is:
>>>>>>
>>>>>> Replay error system: The session info file failed to download: No
>>>>>> headers. URL:
>>>>>> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>>>>>>
>>>>>> Here is my config:
>>>>>>
>>>>>> replay_enable "1"
>>>>>> replay_block_dump_interval "15"
>>>>>> replay_fileserver_protocol "http"
>>>>>> replay_fileserver_offload_enable "1"
>>>>>>
>>>>>> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
>>>>>> replay_fileserver_port "21"
>>>>>> replay_fileserver_path "/public/replayfolder"
>>>>>>
>>>>>> // Your FTP info. This data is private and not shared with the client.
>>>>>> replay_fileserver_offload_protocol "ftp"
>>>>>> replay_fileserver_offload_hostname "
>>>>>> stompfesttf2web.site.nfoservers.com"
>>>>>> replay_fileserver_offload_port "21"
>>>>>> replay_fileserver_offload_remotepath "/public/replayfolder"
>>>>>> replay_fileserver_offload_login ""
>>>>>> replay_fileserver_offload_password ""
>>>>>> replay_fileserver_offload_maxuploads "16"
>>>>>>
>>>>>> Any ideas?
>>>>>>
>>>>>> ___
>>>>>> To uns

Re: [hlds] Replay Download Error

2012-01-11 Thread Jason
Tyler, I have the *SAME* issueand all i could do was simply turn off
replays, which made my community annoyed/sadbut, I had difficulty
browsing the FTP folder of replays as my FTP client would crash.  I had to
ask for my provider to delete most of them for me so I could at least
browse the folder.

Definitely wish it didn't leave every single replay block on the FTP ...
that just seems silly


On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies wrote:

> Hey guys, not to deviate from the subject of this thread, but I'm having
> MAJOR replay issues as well.
>
> It's not that it isn't working, it's that it isn't working as intended. I
> didn't check on this earlier, and I just noticed. I have replays being
> accumulated and they are NEVER deleted! I have replay blocks dating back to
> August of last year sitting in the replay directory! What the heck!? Aren't
> they supposed to be removed when the server is updated? There are now more
> than 10 GB of replay blocks in just ONE of my replay directories. It
> crashes my SCP client as soon as I even open the directory.
>
> How can I solve this problem without deleting replays still in use by
> clients? Valve, it would be nice if the server would actually remove the
> replays when an update is pushed through just as the game client states it
> will do, and recommends for clients to save their replays if they want to
> keep them.
>
> Any assistance is appreciated! =]
>
>
> On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles wrote:
>
>> Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved my
>> issue.
>>
>>
>> On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog wrote:
>>
>>> replay_fileserver_port "21"
>>>
>>> Can you comment that line? Or change it to 80?
>>>
>>> 21 is the default FTP port, download goes over HTTP
>>>
>>> Cheers,
>>>
>>> Hedgehog
>>>
>>>
>>> 2012/1/11 Lance Waidzunas 
>>>
>>>> Check and make sure the FTP server isn't full.  We had that issue with
>>>> our servers a while back, it even prevented the map from changing.
>>>>
>>>>  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles wrote:
>>>>
>>>>>  I've been experiencing an issue on my servers where replay downloads
>>>>> fail everytime. The error players get is:
>>>>>
>>>>> Replay error system: The session info file failed to download: No
>>>>> headers. URL:
>>>>> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>>>>>
>>>>> Here is my config:
>>>>>
>>>>> replay_enable "1"
>>>>> replay_block_dump_interval "15"
>>>>> replay_fileserver_protocol "http"
>>>>> replay_fileserver_offload_enable "1"
>>>>>
>>>>> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
>>>>> replay_fileserver_port "21"
>>>>> replay_fileserver_path "/public/replayfolder"
>>>>>
>>>>> // Your FTP info. This data is private and not shared with the client.
>>>>> replay_fileserver_offload_protocol "ftp"
>>>>> replay_fileserver_offload_hostname "
>>>>> stompfesttf2web.site.nfoservers.com"
>>>>> replay_fileserver_offload_port "21"
>>>>> replay_fileserver_offload_remotepath "/public/replayfolder"
>>>>> replay_fileserver_offload_login ""
>>>>> replay_fileserver_offload_password ""
>>>>> replay_fileserver_offload_maxuploads "16"
>>>>>
>>>>> Any ideas?
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>
>>>>>
>>>>
>>>> ___
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>
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>> please visit:
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>>
>>
>
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Re: [hlds] Replay Download Error

2012-01-11 Thread Tyler Davies
Hey guys, not to deviate from the subject of this thread, but I'm having
MAJOR replay issues as well.

It's not that it isn't working, it's that it isn't working as intended. I
didn't check on this earlier, and I just noticed. I have replays being
accumulated and they are NEVER deleted! I have replay blocks dating back to
August of last year sitting in the replay directory! What the heck!? Aren't
they supposed to be removed when the server is updated? There are now more
than 10 GB of replay blocks in just ONE of my replay directories. It
crashes my SCP client as soon as I even open the directory.

How can I solve this problem without deleting replays still in use by
clients? Valve, it would be nice if the server would actually remove the
replays when an update is pushed through just as the game client states it
will do, and recommends for clients to save their replays if they want to
keep them.

Any assistance is appreciated! =]

On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles  wrote:

> Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved my
> issue.
>
>
> On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog wrote:
>
>> replay_fileserver_port "21"
>>
>> Can you comment that line? Or change it to 80?
>>
>> 21 is the default FTP port, download goes over HTTP
>>
>> Cheers,
>>
>> Hedgehog
>>
>>
>> 2012/1/11 Lance Waidzunas 
>>
>>> Check and make sure the FTP server isn't full.  We had that issue with
>>> our servers a while back, it even prevented the map from changing.
>>>
>>>  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles wrote:
>>>
>>>>  I've been experiencing an issue on my servers where replay downloads
>>>> fail everytime. The error players get is:
>>>>
>>>> Replay error system: The session info file failed to download: No
>>>> headers. URL:
>>>> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>>>>
>>>> Here is my config:
>>>>
>>>> replay_enable "1"
>>>> replay_block_dump_interval "15"
>>>> replay_fileserver_protocol "http"
>>>> replay_fileserver_offload_enable "1"
>>>>
>>>> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
>>>> replay_fileserver_port "21"
>>>> replay_fileserver_path "/public/replayfolder"
>>>>
>>>> // Your FTP info. This data is private and not shared with the client.
>>>> replay_fileserver_offload_protocol "ftp"
>>>> replay_fileserver_offload_hostname "stompfesttf2web.site.nfoservers.com
>>>> "
>>>> replay_fileserver_offload_port "21"
>>>> replay_fileserver_offload_remotepath "/public/replayfolder"
>>>> replay_fileserver_offload_login ""
>>>> replay_fileserver_offload_password ""
>>>> replay_fileserver_offload_maxuploads "16"
>>>>
>>>> Any ideas?
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>> ___
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>> please visit:
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>>
>>
>
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Re: [hlds] Replay Download Error

2012-01-11 Thread Shon Myles
Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved my
issue.

On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog  wrote:

> replay_fileserver_port "21"
>
> Can you comment that line? Or change it to 80?
>
> 21 is the default FTP port, download goes over HTTP
>
> Cheers,
>
> Hedgehog
>
>
> 2012/1/11 Lance Waidzunas 
>
>> Check and make sure the FTP server isn't full.  We had that issue with
>> our servers a while back, it even prevented the map from changing.
>>
>>  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles wrote:
>>
>>>  I've been experiencing an issue on my servers where replay downloads
>>> fail everytime. The error players get is:
>>>
>>> Replay error system: The session info file failed to download: No
>>> headers. URL:
>>> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>>>
>>> Here is my config:
>>>
>>> replay_enable "1"
>>> replay_block_dump_interval "15"
>>> replay_fileserver_protocol "http"
>>> replay_fileserver_offload_enable "1"
>>>
>>> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
>>> replay_fileserver_port "21"
>>> replay_fileserver_path "/public/replayfolder"
>>>
>>> // Your FTP info. This data is private and not shared with the client.
>>> replay_fileserver_offload_protocol "ftp"
>>> replay_fileserver_offload_hostname "stompfesttf2web.site.nfoservers.com"
>>> replay_fileserver_offload_port "21"
>>> replay_fileserver_offload_remotepath "/public/replayfolder"
>>> replay_fileserver_offload_login ""
>>> replay_fileserver_offload_password ""
>>> replay_fileserver_offload_maxuploads "16"
>>>
>>> Any ideas?
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>> ___
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>> please visit:
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>>
>>
>
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Re: [hlds] Replay Download Error

2012-01-11 Thread Hedgehog
replay_fileserver_port "21"

Can you comment that line? Or change it to 80?

21 is the default FTP port, download goes over HTTP

Cheers,

Hedgehog

2012/1/11 Lance Waidzunas 

> Check and make sure the FTP server isn't full.  We had that issue with our
> servers a while back, it even prevented the map from changing.
>
> On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles wrote:
>
>> I've been experiencing an issue on my servers where replay downloads fail
>> everytime. The error players get is:
>>
>> Replay error system: The session info file failed to download: No
>> headers. URL:
>> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>>
>> Here is my config:
>>
>> replay_enable "1"
>> replay_block_dump_interval "15"
>> replay_fileserver_protocol "http"
>> replay_fileserver_offload_enable "1"
>>
>> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
>> replay_fileserver_port "21"
>> replay_fileserver_path "/public/replayfolder"
>>
>> // Your FTP info. This data is private and not shared with the client.
>> replay_fileserver_offload_protocol "ftp"
>> replay_fileserver_offload_hostname "stompfesttf2web.site.nfoservers.com"
>> replay_fileserver_offload_port "21"
>> replay_fileserver_offload_remotepath "/public/replayfolder"
>> replay_fileserver_offload_login ""
>> replay_fileserver_offload_password ""
>> replay_fileserver_offload_maxuploads "16"
>>
>> Any ideas?
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Replay Download Error

2012-01-11 Thread Brandon Albertson
Keep in mind that the ftp path isn't the same as the path for the
downloads.  That URL doesn't exist
On Jan 11, 2012 9:23 AM, "Shon Myles"  wrote:
>
> I've been experiencing an issue on my servers where replay downloads fail
everytime. The error players get is:
>
> Replay error system: The session info file failed to download: No
headers. URL:
http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder
>
> Here is my config:
>
> replay_enable "1"
> replay_block_dump_interval "15"
> replay_fileserver_protocol "http"
> replay_fileserver_offload_enable "1"
>
> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
> replay_fileserver_port "21"
> replay_fileserver_path "/public/replayfolder"
>
> // Your FTP info. This data is private and not shared with the client.
> replay_fileserver_offload_protocol "ftp"
> replay_fileserver_offload_hostname "stompfesttf2web.site.nfoservers.com"
> replay_fileserver_offload_port "21"
> replay_fileserver_offload_remotepath "/public/replayfolder"
> replay_fileserver_offload_login ""
> replay_fileserver_offload_password ""
> replay_fileserver_offload_maxuploads "16"
>
> Any ideas?
>
> ___
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Re: [hlds] Replay Download Error

2012-01-11 Thread Lance Waidzunas
Check and make sure the FTP server isn't full.  We had that issue with our
servers a while back, it even prevented the map from changing.

On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles  wrote:

> I've been experiencing an issue on my servers where replay downloads fail
> everytime. The error players get is:
>
> Replay error system: The session info file failed to download: No headers.
> URL:  
> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>
> Here is my config:
>
> replay_enable "1"
> replay_block_dump_interval "15"
> replay_fileserver_protocol "http"
> replay_fileserver_offload_enable "1"
>
> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
> replay_fileserver_port "21"
> replay_fileserver_path "/public/replayfolder"
>
> // Your FTP info. This data is private and not shared with the client.
> replay_fileserver_offload_protocol "ftp"
> replay_fileserver_offload_hostname "stompfesttf2web.site.nfoservers.com"
> replay_fileserver_offload_port "21"
> replay_fileserver_offload_remotepath "/public/replayfolder"
> replay_fileserver_offload_login ""
> replay_fileserver_offload_password ""
> replay_fileserver_offload_maxuploads "16"
>
> Any ideas?
>
> ___
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> please visit:
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Re: [hlds] Replay Download Error

2012-01-11 Thread Mark Steele
Looking at the URL given, the public/ folder doesn't exist. Just replace it
with replayfolder/ in replay_fileserver_path and it should work fine.
On Jan 11, 2012 3:23 PM, "Shon Myles"  wrote:

> I've been experiencing an issue on my servers where replay downloads fail
> everytime. The error players get is:
>
> Replay error system: The session info file failed to download: No headers.
> URL:  
> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>
>
> Here is my config:
>
> replay_enable "1"
> replay_block_dump_interval "15"
> replay_fileserver_protocol "http"
> replay_fileserver_offload_enable "1"
>
> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
> replay_fileserver_port "21"
> replay_fileserver_path "/public/replayfolder"
>
> // Your FTP info. This data is private and not shared with the client.
> replay_fileserver_offload_protocol "ftp"
> replay_fileserver_offload_hostname "stompfesttf2web.site.nfoservers.com"
> replay_fileserver_offload_port "21"
> replay_fileserver_offload_remotepath "/public/replayfolder"
> replay_fileserver_offload_login ""
> replay_fileserver_offload_password ""
> replay_fileserver_offload_maxuploads "16"
>
> Any ideas?
>
> ___
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> please visit:
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[hlds] Replay Download Error

2012-01-11 Thread Shon Myles
I've been experiencing an issue on my servers where replay downloads fail
everytime. The error players get is:

Replay error system: The session info file failed to download: No headers.
URL:  
http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder<http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx>

Here is my config:

replay_enable "1"
replay_block_dump_interval "15"
replay_fileserver_protocol "http"
replay_fileserver_offload_enable "1"

replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
replay_fileserver_port "21"
replay_fileserver_path "/public/replayfolder"

// Your FTP info. This data is private and not shared with the client.
replay_fileserver_offload_protocol "ftp"
replay_fileserver_offload_hostname "stompfesttf2web.site.nfoservers.com"
replay_fileserver_offload_port "21"
replay_fileserver_offload_remotepath "/public/replayfolder"
replay_fileserver_offload_login ""
replay_fileserver_offload_password ""
replay_fileserver_offload_maxuploads "16"

Any ideas?
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Re: [hlds] Overwolf + VAC

2012-01-11 Thread Eduard Osman
Doea it modify any .dll or .exe files? If not, then it will not trigger it.
On Jan 11, 2012 4:52 PM, "Tuga aka mabaclu"  wrote:

> Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban?
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[hlds] Overwolf + VAC

2012-01-11 Thread Tuga aka mabaclu
Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban?
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Re: [hlds] L4D2 Steamgroups Borked?

2012-01-11 Thread Robert Whelan
Here's a snapshot of the console... not sure it's initializing correctly? 
(steam not active)?
 
29.2 fps  0/18 on map  c5m1_waterfront
#Console initialized.
#Steam is not active, running in -insecure mode.
#Loading unsigned module server.dll
Access to secure servers is disabled.
#Game.dll loaded for "Left 4 Dead 2"
Server is hibernating
ConVarRef test_progression_loop doesn't point to an existing ConVar
Parent cvar in server.dll not allowed (spit_scaling_min_scale)
maxplayers set to 18

sv_pure value unchanged (current value is 0).

L 01/10/2012 - 23:10:45: Log file started (file "logs\L201102310_000.log") 
(game "C:\SRCDS6\left4dead2\left4dead2") (version "4777")
L 01/10/2012 - 23:10:53:  Mapchange to c5m1_waterfront 
Commentary: Loading commentary data from maps/c5m1_waterfront_commentary.txt.
L 01/10/2012 - 23:11:14: Preventing spawning
L 01/10/2012 - 23:11:14: CDirector::RunScript, director_base, level: 0
Initializing Director's script
L 01/10/2012 - 23:11:14: CDirector::RunScript, coop, level: 3
L 01/10/2012 - 23:11:14: server_cvar: "sv_maxspeed" "1000.00"
L 01/10/2012 - 23:11:14: World triggered "Round_Start"

*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *

[SERVER] Left4Dead2 Server Config Loading
L 01/10/2012 - 23:11:15: server_cvar: "sv_steamgroup" "blablabla"
L 01/10/2012 - 23:11:15: server_cvar: "sv_contact" "blablabla.com"
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Writing cfg/banned_user.cfg.
Writing cfg/banned_ip.cfg.
Adding master server 63.234.149.83:27011
Adding master server 63.234.149.90:27011
Sending heartbeat to master server...

 
 

From: Robert Whelan 
To: Hlds/Srcds Mailing List  
Sent: Tuesday, January 10, 2012 8:52 PM
Subject: Fw: L4D2 Steamgroups Borked?


A month later and we finally get an update to address this... it's worse now, 
lol
 

*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *

[SERVER] Left4Dead2 Server Config Loading
L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Writing cfg/banned_user.cfg.
Writing cfg/banned_ip.cfg.
 
 

- Forwarded Message -
From: Robert Whelan 
To: Hlds/Srcds Mailing List  
Sent: Monday, December 19, 2011 1:05 PM
Subject: L4D2 Steamgroups Borked?


Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke 
the steamgroup servers feature for L4D2. It never returns any of our servers 
now.

Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing the 
new function added broke it?

- Added blocklist functionality to Left 4 Dead 2 ___
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Re: [hlds] Fw: L4D2 Steamgroups Borked?

2012-01-11 Thread Robert Whelan
This is a dedicated box... no steam client present
 
I run tfc, tf2, css, ff, hl2ctf, l4d and l4d2... they are all up-to-date

From: Nicholas Hastings 
To: Robert Whelan ; Half-Life dedicated Win32 server 
mailing list  
Sent: Wednesday, January 11, 2012 4:57 AM
Subject: Re: [hlds] Fw: L4D2 Steamgroups Borked?


If you have Steam running on that computer, update it.


On Jan 10, 2012, at 11:25 PM, Robert Whelan  wrote:


First pass I did nabbed prolly a dozen files and shortly thereafter they 
released another update. I grabbed the to... that was just them rolling 
back some new driver settings that caused bad glows on some video cards.
> 
>I ran a 3rd and 4th pass with verify all. Didn't seem to help
> 
>Updating Installation
>Checking/Installing 'left 4 dead 2 common' version 122
>Checking/Installing 'left 4 dead 2 win32 dedicated server' version 
>28Checking/Installing 'Left 4 Dead 2 Add-on Support' version 6
>
>HLDS installation up to date
>
>To double check any conflicts etc... I disabled all addons
>
>No help... still forced to run in Lan Mode
>
>
>
>
>From: Richard Eid 
>To: Robert Whelan ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Tuesday, January 10, 2012 9:15 PM
>Subject: Re: [hlds] Fw: L4D2 Steamgroups Borked?
>
>
>Mine are up and running.  Are you sure you got all of the required files?  The 
>first time I ran the update I only got server.dll and one other file, which 
>took the left 4 dead 2 common depot up to 120 from 119.  The server still 
>launched fine, but I ran a second update to make sure and a bunch more files 
>came down, this time updating that same depot from 120 to 121.  As far as I 
>know, I wasn't behind on any updates.
>
>                                                     -Richard Eid
>
>
>
>On Tue, Jan 10, 2012 at 9:52 PM, Robert Whelan  wrote:
>
>A month later and we finally get an update to address this... it's worse now, 
>lol
>> 
>>
>>*  Unable to load Steam support library.   *
>>*  This server will operate in LAN mode only.  *
>>
>>[SERVER] Left4Dead2 Server Config Loading
>>L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
>>L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
>>Can't ban users on a LAN
>>Can't ban users on a LAN
>>Can't ban users on a LAN
>>Can't ban users on a LAN
>>Can't ban users on a LAN
>>Can't ban users on a LAN
>>Writing cfg/banned_user.cfg.
>>Writing cfg/banned_ip.cfg.
>> 
>> 
>>
>>
>>- Forwarded Message -
>>From: Robert Whelan 
>>
>>To: Hlds/Srcds Mailing List  
>>Sent: Monday, December 19, 2011 1:05 PM
>>Subject: L4D2 Steamgroups Borked?
>>
>>
>>
>>Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke 
>>the steamgroup servers feature for L4D2. It never returns any of our servers 
>>now.
>>
>>Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing the 
>>new function added broke it?
>>
>>- Added blocklist functionality to Left 4 Dead 2 
>>
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives, please 
>>visit:
>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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>
>
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Re: [hlds] Fw: L4D2 Steamgroups Borked?

2012-01-11 Thread Robert Whelan
I gave that a try, didn't help...
 
 
 

From: Joe Brown 
To: mrrjwhe...@yahoo.com 
Sent: Tuesday, January 10, 2012 10:28 PM
Subject: RE: [hlds] Fw: L4D2 Steamgroups Borked?


Last time I had this issue, I ran the process as administrator and it worked. 
It's not very secure, but it worked for me. Might want to give that a try.


Date: Tue, 10 Jan 2012 20:25:50 -0800
From: mrrjwhe...@yahoo.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Fw: L4D2 Steamgroups Borked?


First pass I did nabbed prolly a dozen files and shortly thereafter they 
released another update. I grabbed the to... that was just them rolling 
back some new driver settings that caused bad glows on some video cards.
 
I ran a 3rd and 4th pass with verify all. Didn't seem to help
 
Updating Installation
Checking/Installing 'left 4 dead 2 common' version 122
Checking/Installing 'left 4 dead 2 win32 dedicated server' version 
28Checking/Installing 'Left 4 Dead 2 Add-on Support' version 6

HLDS installation up to date

To double check any conflicts etc... I disabled all addons

No help... still forced to run in Lan Mode



From: Richard Eid 
To: Robert Whelan ; Half-Life dedicated Win32 server 
mailing list  
Sent: Tuesday, January 10, 2012 9:15 PM
Subject: Re: [hlds] Fw: L4D2 Steamgroups Borked?


Mine are up and running.  Are you sure you got all of the required files?  The 
first time I ran the update I only got server.dll and one other file, which 
took the left 4 dead 2 common depot up to 120 from 119.  The server still 
launched fine, but I ran a second update to make sure and a bunch more files 
came down, this time updating that same depot from 120 to 121.  As far as I 
know, I wasn't behind on any updates.

                                                     -Richard Eid



On Tue, Jan 10, 2012 at 9:52 PM, Robert Whelan  wrote:

A month later and we finally get an update to address this... it's worse now, 
lol
> 
>
>*  Unable to load Steam support library.   *
>*  This server will operate in LAN mode only.  *
>
>[SERVER] Left4Dead2 Server Config Loading
>L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
>L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
>Can't ban users on a LAN
>Can't ban users on a LAN
>Can't ban users on a LAN
>Can't ban users on a LAN
>Can't ban users on a LAN
>Can't ban users on a LAN
>Writing cfg/banned_user.cfg.
>Writing cfg/banned_ip.cfg.
> 
> 
>
>
>- Forwarded Message -
>From: Robert Whelan 
>
>To: Hlds/Srcds Mailing List  
>Sent: Monday, December 19, 2011 1:05 PM
>Subject: L4D2 Steamgroups Borked?
>
>
>
>Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke 
>the steamgroup servers feature for L4D2. It never returns any of our servers 
>now.
>
>Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing the 
>new function added broke it?
>
>- Added blocklist functionality to Left 4 Dead 2 
>
>
>___
>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>

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Re: [hlds] Fw: L4D2 Steamgroups Borked?

2012-01-11 Thread Nicholas Hastings
If you have Steam running on that computer, update it.

On Jan 10, 2012, at 11:25 PM, Robert Whelan  wrote:

> First pass I did nabbed prolly a dozen files and shortly thereafter they 
> released another update. I grabbed the to... that was just them rolling back 
> some new driver settings that caused bad glows on some video cards.
>  
> I ran a 3rd and 4th pass with verify all. Didn't seem to help
>  
> Updating Installation
> Checking/Installing 'left 4 dead 2 common' version 122
> Checking/Installing 'left 4 dead 2 win32 dedicated server' version 28
> Checking/Installing 'Left 4 Dead 2 Add-on Support' version 6
>  
> HLDS installation up to date
>  
> To double check any conflicts etc... I disabled all addons
>  
> No help... still forced to run in Lan Mode
>  
>  
> 
> From: Richard Eid 
> To: Robert Whelan ; Half-Life dedicated Win32 server 
> mailing list  
> Sent: Tuesday, January 10, 2012 9:15 PM
> Subject: Re: [hlds] Fw: L4D2 Steamgroups Borked?
> 
> Mine are up and running.  Are you sure you got all of the required files?  
> The first time I ran the update I only got server.dll and one other file, 
> which took the left 4 dead 2 common depot up to 120 from 119.  The server 
> still launched fine, but I ran a second update to make sure and a bunch more 
> files came down, this time updating that same depot from 120 to 121.  As far 
> as I know, I wasn't behind on any updates.
> 
>  -Richard Eid
> 
> 
> On Tue, Jan 10, 2012 at 9:52 PM, Robert Whelan  wrote:
> A month later and we finally get an update to address this... it's worse now, 
> lol
>  
> 
> *  Unable to load Steam support library.   *
> *  This server will operate in LAN mode only.  *
> 
> [SERVER] Left4Dead2 Server Config Loading
> L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
> L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Writing cfg/banned_user.cfg.
> Writing cfg/banned_ip.cfg.
>  
>  
> 
> - Forwarded Message -
> From: Robert Whelan 
> To: Hlds/Srcds Mailing List  
> Sent: Monday, December 19, 2011 1:05 PM
> Subject: L4D2 Steamgroups Borked?
> 
> Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke 
> the steamgroup servers feature for L4D2. It never returns any of our servers 
> now.
>  
> Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing the 
> new function added broke it?
>  
> - Added blocklist functionality to Left 4 Dead 2
> 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
> 
> 
> ___
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> 
> 
> ___
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