Re: [hlds] Serious new(?) TF2 bug involving infinite ubercharges of any type
From the description it looks like this bug is purely server side and could for example happen if client lost internet connection during ubercharge - introducing VAC here is only going to hinder finding and fixing server bugs and possibly ban innocent users. On 12/17/2012 5:48 AM, Alexander Z wrote: The way I see it, it's as much of a bug as wallhacking is. Things like these are why we need a new, revised VAC, which actually poses a threat to cheaters now that TF2 is F2P. On 17 December 2012 05:27, wickedplayer494 . wickedplayer...@gmail.com mailto:wickedplayer...@gmail.com wrote: BTW, Evan added me on Steam to discuss this. Not going to reveal too much to avoid someone using the exploit with bad intentions. He said that yes, the not sending usercmds part was right. But, as some of you would remember, Valve fixed a bug where Medics could infinitely uber themselves, but infinitely ubering someone else wasn't fixed. Currently, the client handles the timing of ubercharges. They end when powerplaytime clientticktime. clientticktime is only updated when the client sends a usercmd. No usercmds being sent means infinite ubercharges. Packet manipulation could be used, among other methods which I won't reveal. On Sun, Dec 16, 2012 at 8:14 PM, wickedplayer494 . wickedplayer...@gmail.com mailto:wickedplayer...@gmail.com wrote: I was browsing /r/tf2 when I came across this video demonstrating infinite ubercharges of any type: http://www.youtube.com/watch?v=iHUliYFjeQQ The video's a bit long, so for those that don't have the time or CBA to watch the whole thing, here's what I got from the video: The Medic that's deploying the charge stops sending user commands after the charge is deployed. The Medic can still use chat of both kinds (voice and text), taunt, and use the voice command menu. An external program can be used or packet flow to the server can be interrupted. All classes (but other Medics due to their passive health regen ability) can become infinitely charged, but some items will break the charge (such as the Equalizer/Escape Plan when used). Another Medic can break the charge just by healing you. Friendly payload carts and dispensers will also break the charge as well. There are two other scenarios in which the charge will break, but by now, you should get the picture. Just a head's up for server admins in case anyone figures out on their own how to do it exactly and a step-by-step guide is irresponsibly disclosed. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Serious new(?) TF2 bug involving infinite ubercharges of any type
Then the way you have explained it doesn't make sense. The way I see it is the server uses client time for when to end the ubercharge. Client time can be stopped by client stopping sending commands to the server. But the server should have never trusted the client with this. There should be a server timer counting the ubercharge length - in case the client cheats or crashes or simply loses internet connection to the server. On 12/17/2012 6:04 AM, evan otten wrote: It's client side. On Sun, Dec 16, 2012 at 11:55 PM, Adam Nowacki nowa...@platinum.linux.pl mailto:nowa...@platinum.linux.pl wrote: From the description it looks like this bug is purely server side and could for example happen if client lost internet connection during ubercharge - introducing VAC here is only going to hinder finding and fixing server bugs and possibly ban innocent users. On 12/17/2012 5:48 AM, Alexander Z wrote: The way I see it, it's as much of a bug as wallhacking is. Things like these are why we need a new, revised VAC, which actually poses a threat to cheaters now that TF2 is F2P. On 17 December 2012 05:27, wickedplayer494 . wickedplayer...@gmail.com mailto:wickedplayer...@gmail.com mailto:wickedplayer494@gmail.__com mailto:wickedplayer...@gmail.com wrote: BTW, Evan added me on Steam to discuss this. Not going to reveal too much to avoid someone using the exploit with bad intentions. He said that yes, the not sending usercmds part was right. But, as some of you would remember, Valve fixed a bug where Medics could infinitely uber themselves, but infinitely ubering someone else wasn't fixed. Currently, the client handles the timing of ubercharges. They end when powerplaytime clientticktime. clientticktime is only updated when the client sends a usercmd. No usercmds being sent means infinite ubercharges. Packet manipulation could be used, among other methods which I won't reveal. On Sun, Dec 16, 2012 at 8:14 PM, wickedplayer494 . wickedplayer...@gmail.com mailto:wickedplayer...@gmail.com mailto:wickedplayer494@gmail.__com mailto:wickedplayer...@gmail.com wrote: I was browsing /r/tf2 when I came across this video demonstrating infinite ubercharges of any type: http://www.youtube.com/watch?__v=iHUliYFjeQQ http://www.youtube.com/watch?v=iHUliYFjeQQ The video's a bit long, so for those that don't have the time or CBA to watch the whole thing, here's what I got from the video: The Medic that's deploying the charge stops sending user commands after the charge is deployed. The Medic can still use chat of both kinds (voice and text), taunt, and use the voice command menu. An external program can be used or packet flow to the server can be interrupted. All classes (but other Medics due to their passive health regen ability) can become infinitely charged, but some items will break the charge (such as the Equalizer/Escape Plan when used). Another Medic can break the charge just by healing you. Friendly payload carts and dispensers will also break the charge as well. There are two other scenarios in which the charge will break, but by now, you should get the picture. Just a head's up for server admins in case anyone figures out on their own how to do it exactly and a step-by-step guide is irresponsibly disclosed. _ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.__com/cgi-bin/mailman/listinfo/__hlds 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 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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo
Re: [hlds] Mandatory TF2 update released
I must confirm ... this really broke the shit up: tf_mm_strict tf_mm_strict = 0 game notify -0 = Show in server browser, and allow ad-hoc joins 1 = Hide from server browser and only allow joins coordinated through GC matchmaking 2 = Hide from server browser, but allow ad-hoc joins tf_mm_servermode tf_mm_servermode = 1 ( def. 0 ) game notify - Activates / deactivates Lobby-based hosting mode. 0 = not active 1 = Put in quickplay pool (based on current map) 2 = Put in MvM pool. (Lobby will control current map) ... This server only accepts connections negotiated through matchmaking. Ad-hoc connections are not allowed On 2012-08-18 00:59, Lambda wrote: Im unable to directly connect to my servers, it disconnects me with the error saying that the server can't be directly connected, however tf_mm_strict is set to 0 and tf_mm_servermode to 1 2012/8/18 Daniel Barreiro smelly.feet.you.h...@gmail.com mailto:smelly.feet.you.h...@gmail.com I keep getting a disconnected error and then it closes. On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir tsadl...@gmail.com mailto:tsadl...@gmail.com wrote: I've never seen it before the last update. Weird... On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker voidedwea...@gmail.com mailto:voidedwea...@gmail.com wrote: What you're seeing is completely normal during the update rush. On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir tsadl...@gmail.com mailto:tsadl...@gmail.com wrote: Well, it did eventually connect so I guess that much is good. :) On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.com mailto:tsadl...@gmail.com wrote: I'm getting this again while trying to update like I did the last update... Something wrong with the DS file content server? C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update -game t f -dir c:\TF2Server -verify_all Checking bootstrapper version ... Updating Installation Determining which depot(s) to install/update... 6 depot(s) will be installed/updated 0:37 Checking local files and building download list for depot 441 'Team Fortr ess 2 Content' version 351 0:37 Patching from version 350; connecting to content server 0:37 [209.197.6.232:27030 http://209.197.6.232:27030] Connecting... 0:40 [209.197.6.232:27030 http://209.197.6.232:27030] Failed. Failed to connect to 209.197.6.232:270 http://209.197.6.232:270 30, WinSock Error 0 No error 0:40 [63.145.224.22:27030 http://63.145.224.22:27030] Connecting... 0:43 [63.145.224.22:27030 http://63.145.224.22:27030] Failed. Failed to connect to 63.145.224.22:270 http://63.145.224.22:270 30, WinSock Error 0 No error 0:43 [209.197.6.231:27030 http://209.197.6.231:27030] Connecting... 0:46 [209.197.6.231:27030 http://209.197.6.231:27030] Failed. Failed to connect to 209.197.6.231:270 http://209.197.6.231:270 30, WinSock Error 0 No error 0:46 [65.113.32.98:27030 http://65.113.32.98:27030] Connecting... 0:49 [65.113.32.98:27030 http://65.113.32.98:27030] Failed. Failed to connect to 65.113.32.98:27030 http://65.113.32.98:27030 , WinSock Error 0 No error 0:49 [4.28.20.42:27030 http://4.28.20.42:27030] Connecting... 0:52 [4.28.20.42:27030 http://4.28.20.42:27030] Failed. Failed to connect to 4.28.20.42:27030 http://4.28.20.42:27030, Wi nSock Error 0 No error 0:52 [4.28.151.210:27030 http://4.28.151.210:27030] Connecting... 0:55 [4.28.151.210:27030 http://4.28.151.210:27030] Failed. Failed to connect to 4.28.151.210:27030 http://4.28.151.210:27030 , WinSock Error 0 No error 0:55 [208.64.203.16:27030 http://208.64.203.16:27030] Connecting... 0:58 [208.64.203.16:27030 http://208.64.203.16:27030] Failed. Failed to connect to 208.64.203.16:270 http://208.64.203.16:270 30, WinSock Error 0 No error 0:58 [65.115.96.238:27030 http://65.115.96.238:27030] Connecting... 1:01 [65.115.96.238:27030 http://65.115.96.238:27030] Failed. Failed to connect to 65.115.96.238:270 http://65.115.96.238:270 30, WinSock Error 0 No error On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.com mailto:er...@valvesoftware.com wrote: We've released a mandatory update to TF2. The notes for the update are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Updated client rate value to default to 3 to improve network performance for most players
Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released
Mine updated and everything is fine. On 2012-08-18 03:46, Jason wrote: Update tool is constantly timing out and never connecting.. Checking bootstrapper version ... Updating Installation Command aborted Press any key to continue . . . On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers kritskring...@gmail.com mailto:kritskring...@gmail.com wrote: Here we go now! Here we go no-no-no-no-n-no-n-no-now! Yo, yo look at srcds.exe Gettin lots of errors, like I'm Windows XP. Just doin' it's thing, crashin daily Yeah ya b-b-b-best, believe me Hey Valve, Help us fix this thing And when I say when?, lemme hear you sing We got the fix, we got the patch And now we'll show you that it'll still crash! When we up in a pub It's easy to see That we got crashes due to strings 'Cause lack of fixes is what we bring When we releasin updates late at night We doing it right, right R-r-r-r-r-r-r-r-right! Crashin is my kryptonite! Crashin is my kryptonite! Crashin is my kryptonite! Crashin is my kryptonite! Crashin is my kryptonite! ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] UDP 27015 Reverting to TCP master IP
Hint: direction of TCP SYN packets ... but maybe it's for the better, there is no shortage of TF2 servers - leave it to those who know what they are doing. On 2012-08-11 22:11, Calvin Judy wrote: http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html Invalid protocol was able to help me solve the issue when I was operating servers on a linux platform, this same issue has arose on windows, generally after a couple hours of uptime the servers will update the Public IP field, the problem is they're not using the assigned IP after this update. Below is a status command example of the issue. version : 1.2.1.4/21 4961 secure udp/ip : ***.***.***.92:27015 (public ip: ***.***.***.88) account : not logged in (Cannot locate owner's steam account) map : ctf_2fort at: 0 x, 0 y, 0 z players : 6 (24 max) The problem with this is that the Public IP field is what users join off of through steam invites, when the server is updating this value, it's causing the server to show non-responsive because no server is running on the ip requested. This issue was solved before by keeping 27015 through TCP closed, however this is being used as the rcon port and cannot be closed as rcon is how I'm managing this on the fly. Has anyone found a solution to this? Or can we get a valve employee to look into this issue? I don't understand why a process utilizing UDP connections is automatically adjusting itself to harbor a TCP connection. Thank you. ___ 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
Re: [hlds] UDP 27015 Reverting to TCP master IP
The tcp binding issue should of course get fixed. I'm saying that noone not knowing (in my opition) the networking basics should not be hosting a TF2 (as map points out) server for another 24 people. (I'm venting a bit after the Server Delisting spam) On 2012-08-11 22:54, Calvin Judy wrote: I'm not sure I understand your reponse, this doesn't just effect TF2, it effects srcds in general. The amount of servers being hosted doesn't justify the fact that the issue exists on both linux and windows. It needs to be fixed, it isn't utilizing TCP until hours after the process is online. (At least in my case on both linux windows.) So it doesn't appear to be expected behavior, as stated previously. - Original Message - From: Adam Nowacki nowa...@platinum.linux.pl To: hlds@list.valvesoftware.com Sent: Saturday, August 11, 2012 4:49 PM Subject: Re: [hlds] UDP 27015 Reverting to TCP master IP Hint: direction of TCP SYN packets ... but maybe it's for the better, there is no shortage of TF2 servers - leave it to those who know what they are doing. On 2012-08-11 22:11, Calvin Judy wrote: http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html Invalid protocol was able to help me solve the issue when I was operating servers on a linux platform, this same issue has arose on windows, generally after a couple hours of uptime the servers will update the Public IP field, the problem is they're not using the assigned IP after this update. Below is a status command example of the issue. version : 1.2.1.4/21 4961 secure udp/ip : ***.***.***.92:27015 (public ip: ***.***.***.88) account : not logged in (Cannot locate owner's steam account) map : ctf_2fort at: 0 x, 0 y, 0 z players : 6 (24 max) The problem with this is that the Public IP field is what users join off of through steam invites, when the server is updating this value, it's causing the server to show non-responsive because no server is running on the ip requested. This issue was solved before by keeping 27015 through TCP closed, however this is being used as the rcon port and cannot be closed as rcon is how I'm managing this on the fly. Has anyone found a solution to this? Or can we get a valve employee to look into this issue? I don't understand why a process utilizing UDP connections is automatically adjusting itself to harbor a TCP connection. Thank you. ___ 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 ___ 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
Re: [hlds] UDP 27015 Reverting to TCP master IP
... anyways ... the offending connect without bind: 25396 socket(PF_INET, SOCK_STREAM, IPPROTO_TCP) = 14 25396 ioctl(14, FIONBIO, [1]) = 0 25396 setsockopt(14, SOL_SOCKET, SO_SNDBUF, [262144], 4) = 0 25396 setsockopt(14, SOL_SOCKET, SO_RCVBUF, [262144], 4) = 0 25396 setsockopt(14, SOL_SOCKET, SO_KEEPALIVE, [1], 4) = 0 25396 connect(14, {sa_family=AF_INET, sin_port=htons(27017), sin_addr=inet_addr(81.171.115.37)}, 16) = -1 EINPROGRESS (Operation now in progress) at 0x69d517 in bin/steamclient.so 69d50d: 89 7c 24 04 mov%edi,0x4(%esp) 69d511: 8b 46 18mov0x18(%esi),%eax 69d514: 89 04 24mov%eax,(%esp) 69d517: e8 f4 15 a7 ff call 10eb10 connect@plt 69d51c: 85 c0 test %eax,%eax 69d51e: 78 6b js 69d58b adler32_combine64+0x230176 69d520: ba 01 00 00 00 mov$0x1,%edx ... if steamclient.so wasn't stripped ... On 2012-08-11 23:26, Calvin Judy wrote: That example is from the post, http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html which was linked in the starting post. Using the same logic, I could say people know don't know how to read the original post before making judgemental, degrading comments towards one's skillset should not be allowed to post their opition on the mailing list. - Original Message - From: Adam Nowacki nowa...@platinum.linux.pl To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, August 11, 2012 5:11 PM Subject: Re: [hlds] UDP 27015 Reverting to TCP master IP The tcp binding issue should of course get fixed. I'm saying that noone not knowing (in my opition) the networking basics should not be hosting a TF2 (as map points out) server for another 24 people. (I'm venting a bit after the Server Delisting spam) On 2012-08-11 22:54, Calvin Judy wrote: I'm not sure I understand your reponse, this doesn't just effect TF2, it effects srcds in general. The amount of servers being hosted doesn't justify the fact that the issue exists on both linux and windows. It needs to be fixed, it isn't utilizing TCP until hours after the process is online. (At least in my case on both linux windows.) So it doesn't appear to be expected behavior, as stated previously. - Original Message - From: Adam Nowacki nowa...@platinum.linux.pl To: hlds@list.valvesoftware.com Sent: Saturday, August 11, 2012 4:49 PM Subject: Re: [hlds] UDP 27015 Reverting to TCP master IP Hint: direction of TCP SYN packets ... but maybe it's for the better, there is no shortage of TF2 servers - leave it to those who know what they are doing. On 2012-08-11 22:11, Calvin Judy wrote: http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html Invalid protocol was able to help me solve the issue when I was operating servers on a linux platform, this same issue has arose on windows, generally after a couple hours of uptime the servers will update the Public IP field, the problem is they're not using the assigned IP after this update. Below is a status command example of the issue. version : 1.2.1.4/21 4961 secure udp/ip : ***.***.***.92:27015 (public ip: ***.***.***.88) account : not logged in (Cannot locate owner's steam account) map : ctf_2fort at: 0 x, 0 y, 0 z players : 6 (24 max) The problem with this is that the Public IP field is what users join off of through steam invites, when the server is updating this value, it's causing the server to show non-responsive because no server is running on the ip requested. This issue was solved before by keeping 27015 through TCP closed, however this is being used as the rcon port and cannot be closed as rcon is how I'm managing this on the fly. Has anyone found a solution to this? Or can we get a valve employee to look into this issue? I don't understand why a process utilizing UDP connections is automatically adjusting itself to harbor a TCP connection. Thank you. ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Jason Ruymen wrote: A required update for Team Fortress 2 and Day of Defeat: Source* is now available. Please run hldsupdatetool to receive the update. The specific changes include: I just noticed that you can connect to previous server version with updated client ... so is it really a required update? Team Fortress 2 - Fixed r_rootlod being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs. - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are ready to deploy an ÜberCharge. - Fixed Announcer overtime bug on KOTH servers using mp_timelimit. - Due to many requests, added server ConVar tf_overtime_nag. When set to 1, it keeps the broken announcer behavior. - Fixed tournament stopwatch not displaying the time in the HUD. - Fixed a bug with cloak meter regen and drain rates. - Fixed Spies not being able to go invis while reloading. - Fixed pipebombs sticking to saw blades. - Fixed weapons not being hidden properly during loser state anims. - Fixed a case where radius damage didn't reduce damage to self. - Fixes Demomen taking too much damage from their pipebombs. - Fixed a case where items would never show up in the backpack, even though they were available to equip. - Fixed a case where items weren't being validated properly in class loadout slots. Community requests: - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode. - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture. * The Day of Defeat: Source update is required due to engine changes. 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Crashes (Alec Sanger)
How many packets per second is it? Kyle Sanderson wrote: Sorry for my previous negligence this just started with my server 2 nights ago, I didn't realise it until now but it is the exact same thing that is happening with was was mentioned previously (Extremely high pings, players ingame start skipping all over the place, etc.) If anyone has anymore information on how to block this attack please do not hesitate to email me, Kyle. On Thu, Aug 6, 2009 at 4:35 PM, Tony Paloma drunkenf...@hotmail.com wrote: It's different IPs. Random IPs. Like I said, it's spoofed. Changing the max queries cvar will only change when source engine decides to stop giving replies but doesn't seem to help the lag. An iptables rule will prevent server lag but still have the same no-reply problem which prevents players from seeing your server. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kenny Loggins Sent: Thursday, August 06, 2009 4:22 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Crashes (Alec Sanger) Is it the same IP or does it change? Would changing sv_max_queries_max do anything? On Aug 6, 2009, at 6:04 PM, Tony Paloma drunkenf...@hotmail.com wrote: Not with any currently available utilities. You can limit the number of queries allowed per second using an iptables rule, but it will also prevent regular players from seeing your server during an attack. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kenny Loggins Sent: Thursday, August 06, 2009 3:57 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Crashes (Alec Sanger) So it's not possible to block this? ClanAO.com On Aug 6, 2009, at 5:34 PM, Tony Paloma drunkenf...@hotmail.com wrote: From earlier in the thread: It's A2S_INFO query spam on spoofed IP addresses -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kenny Loggins Sent: Thursday, August 06, 2009 3:17 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Crashes (Alec Sanger) Cam you give us more info on this? What type of attack is this? On Aug 6, 2009, at 4:56 PM, Tony Paloma drunkenf...@hotmail.com wrote: That plugin does nothing to prevent attack I (and others) have been experiencing nor does this have anything to do with running console commands before entering the game. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, August 06, 2009 2:12 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Crashes (Alec Sanger) I installed that new RconLock and my server is still going strong. If you don't want all the features that come with it, download the source like I did and strip it down. RconLock: https://forums.alliedmods.net/showthread.php?t=93934 The kid who was crashing my server a month ago / exploit: http://aluigi.freeforums.org/source-engine-seg-fault-crash-exploit-t993.html Kyle On Thu, Aug 6, 2009 at 8:32 AM, Tony Paloma drunkenf...@hotmail.com wrote: Ya attack has been ongoing for a couple hours now on my server. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Thursday, August 06, 2009 8:00 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Crashes (Alec Sanger) Oh fun, some of my servers are empty. Guess it was only a matter of time until some shitface figured it out. On Wed, Aug 5, 2009 at 3:57 AM, Tony Paloma drunkenf...@hotmail.com wrote: It is an attack. It's A2S_INFO query spam on spoofed IP addresses and it's happening to tons of servers. I think some community is trying to fill their servers by emptying out a ton of others. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kenny Loggins Sent: Wednesday, August 05, 2009 12:24 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Crashes (Alec Sanger) This is some attack for sure I have not had any issues myself but everything points to a person doing it server by server. The network traffic meter shows a slow steady drop in traffic. After looking in the logs I notice people talking about it a few other times today any remember noticing a server drop out and come back up quick (I didn't have time to look more into it) no problems at all before the exploit was pointed out today. Not saying that's bad I just hope they can be remedy this quick as I'm sure it's not going to stop with just our servers. I was on my forums at the time and didn't even
Re: [hlds] Group Banning And You
Its just that steam will use at most 2 connections to content servers, high bandwidth-delay product, windows tcp settings and packet loss (tcp is very sensitive at high data rates). Upload bandwidth is also important, if the ratio of download to upload is high, ~1:20 and higher, then with default windows settings there is not enough upload bandwidth to send all acknowledgment packets to reach maximum download bandwidth. If you're on windows xp try http://tepeserwery.pl/wscale.reg (needs restart, will only help for high bdp not packet loss or upload bw). Michael Krasnow wrote: same here on the normal optimum home plan i get 1.5 down also but it if i am downloading multiple games it shares the 1.5 over all the games. On Sun, Jul 26, 2009 at 4:35 PM, Karl Weckstrom k...@weckstrom.com wrote: I've seen Steam download at 10MB/sec with optonline (though thats via the steam client). hldsupdatetool on the other hand? lots of luck. Interestingly enough, when you configure your servers to properly autoupdate, it appears to move way faster than using hldsupdatetool, at least on my 4 FIOS servers. Also, FIOS is in a very, VERY limited area. I happen to be very lucky to live in an area where it's Cablevision and Verizon trying to get my business (so I give 'em BOTH my business since they are services that oddly enough complement each other). -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Fleener Sent: Sunday, July 26, 2009 6:13 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Group Banning And You If you can try FiOS (mine is from Verizon) 20/5MB. It can pull over 3MB/s from Microsoft and other large boys. I think Steam must limit download speeds as I average 1.5 and I have had 3 systems downloading at the same time and they all were getting around 1.5. Mike Fleener Macaw Enterprises 503.692.8026 (office) 503.312.4568 (cell) -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Sunday, July 26, 2009 2:43 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Group Banning And You Comcast is evil. The aup/tos prevents you from so much as passing gas when using the service, heaven forbid I might actually do something that consumes excessive bandwidth. They give you bandwidth but don't you dare actually use any of it. Unless you have their very badly overpriced business class service. Then you get good service, pay too much for it, and their support people are retarded. Comcast is todays AOL. I have 10Mbps/768k. DSL. And more then adequate to host 16 people in my OP4 server. All unblocked, all mine to max out 24/7. I get max bandwidth of 10mbps when downloading from Steam. And it costs me $50 a month (or is it $60? I forget...). I do wish I had more upload speed. 768k is nice, but more would be better. To be honest, I don't really need 10mbps down. It was the only way to get the 768k up in the package. - Original Message - From: Cc2iscooL cc2isc...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, July 25, 2009 3:12 PM Subject: Re: [hlds] Group Banning And You You have to realize that some people just don't need a 100 mbit line to their house (though it'd be neat.) 6mbit/768k is just fine with me. Bet you I pay a whole lot less too unless you work for them. Sure uploads take a bit longer but when you download stuff directly to a box instead of uploading it... It really doesn't matter. Not to mention Comcast 15mbit is bursted unless you have a business line, oh and don't forget about that download cap! On 7/25/09, shorec...@comcast.net shorec...@comcast.net wrote: What puny speeds... Comcast speed: 15mbit/5mbit FTW! :) I usually average about 1.5 MB/sec when transfering files. - Original Message - From: Cc2iscooL cc2isc...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, July 25, 2009 5:10:34 PM GMT -05:00 US/Canada Eastern Subject: Re: [hlds] Group Banning And You It is possible to DDoS from even an aircard, it's been done to a server of mine, so even the cheapest of (non-cellular) connections could perform a DDoS attack. Maybe not dial-up, but you get my drift. Also, I have 6mbit/768k SBC DSL, I did not realize I had crappy internet. Thank you for enlightening me that my connection is crappy. I'll be sure to buy a connection from Comcast or Hughesnet soon. /sarcasm -- Cc2iscooL Head Admin/Owner http://www.cc2iscool.com On Sat, Jul 25, 2009 at 3:43 PM, DontWannaName! ad...@topnotchclan.comwrote: I didnt even know sbcglobal DSL was good enough to DDOS haha... just tell him he has crappy internet and to shut up. On Sat, Jul 25, 2009 at 11:55 AM, Violent Crimes
Re: [hlds] L4D Steam Group Servers
Yes, its broken. Just after starting the server: 20:19:20.541185 IP 91.121.118.42.27017 72.165.61.189.27011: UDP, length 214 \protocol\7\challenge\1889027300\players\0\max\16\bots\0\gamedir\left4dead\map\l4d_vs_hospital01_apartment\password\0\os\l\lan\0\region\255\gametype\empty\type\d\secure\0\version\1.0.1.4\product\left4dead\load\8 20:19:20.541239 IP 91.121.118.42.27017 72.165.61.189.27011: UDP, length 136 \protocol\7\challenge\1889027300\region\255\gamedata\coop,versus,survival,grp:587695,grp:587741,grp:4984,grp:883,grp:3483\gdversion\3 and a server that has been running for a while: 20:15:03.724449 IP 94.23.92.36.27016 69.28.140.246.27011: UDP, length 214 \protocol\7\challenge\1833792643\players\12\max\16\bots\0\gamedir\left4dead\map\l4d_vs_hospital03_sewers\password\0\os\l\lan\0\region\255\gametype\alltalk\type\d\secure\1\version\1.0.1.4\product\left4dead\load\7 ... no 2nd packet with gamedata tags Robert Whelan wrote: I know there is a similar topic: Re: [hlds] L4D search_key server good for only 1 use? But...This is directly associated with the 'Steam Group Servers' in general. The Steam Groups used to work just fine though due to recent updates its broke. I can see all of our servers just fine in the masterlist (ie: openserverbrowser) and can connect and play just fine using that method. However, I have 6 vanilla (multiple/forked) l4d servers running from one instance of srcds on win2k3x64. The servers load and run fine (albeit the timeout bug which is another issue entirely) though within 24 hours all the servers will slowly drop from the Steam Group till none show and that option is no longer available. I can't find any consistency or console error which might relate to why they drop though I was hoping Valve is working on the issue. I've yet to see them comment or confirm there is an problem. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )
Steven Hartland wrote: That really is a majorly stupid way of doing it, what happens when:- 1. In a few months when siteX that the mapper included as the source expires or gets shutdown? 2. A good campaign gets popular and the people downloading it overload the origin server? Why not use the tried an tested redirect system like every other game? Seriously Valve you need to revisit this and make a workable solution. TBH I dont see any better way ... but: 1) let lobby host specify a different download url with a cvar, 2) vpk author could just link to a google search with mapname vpk download ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Americas Army 3 dedicated server not listed on hlds tool
Steven Hartland wrote: Seems the dedicated server isn't listed as an option under the hlds tool as yet. It available under tools on the main steam client. Does anyone know the name of the game to use with the dedicated server tool? With 2.x linux server usually lagged behind windows version, I guess its going to be the same with 3.x if they'll even release linux version :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] L4D bots after hibernation
Dropped xes1986(PL) from server (Disconnect by user.) Dropped Gardenian from server (Disconnect by user.) Dropped Wulfgar from server (Disconnect by user.) Entity 207 (class 'inferno') reported ENTITY_CHANGE_NONE but 'm_hOwnerEntity' changed. Dropped ;-) from server (Disconnect by user.) Dropped [PL] mrTerdex from server (Disconnect by user.) Switching Survivor Bot 'Bill' from team 2 to SPECTATOR - Player is now on team 1 Switching Survivor Bot 'Francis' from team 2 to SPECTATOR - Player is now on team 1 Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR - Player is now on team 1 Switching Survivor Bot 'Louis' from team 2 to SPECTATOR - Player is now on team 1 Switching Zombie 'o7' from team 3 to SURVIVOR - Player is now on team 2 Adding a survivor bot to fill out Survivor team Adding a survivor bot to fill out Survivor team Adding a survivor bot to fill out Survivor team Couldn't find any entities named shotgun1, which point_template guns_position1 is specifying. Couldn't find any entities named rifle1, which point_template guns_position1 is specifying. Couldn't find any entities named sniper1, which point_template guns_position1 is specifying. Couldn't find any entities named rifle3, which point_template guns_position3 is specifying. Couldn't find any entities named shotgun3, which point_template guns_position3 is specifying. Couldn't find any entities named sniper3, which point_template guns_position3 is specifying. Couldn't find any entities named rifle4, which point_template guns_position4 is specifying. Couldn't find any entities named shotgun4, which point_template guns_position4 is specifying. Couldn't find any entities named sniper4, which point_template guns_position4 is specifying. CreateInstance called on a point_template that has no templates: guns_position1 Dropped o7 from server (Disconnect by user.) Switching Survivor Bot 'Francis' from team 2 to SPECTATOR - Player is now on team 1 Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR - Player is now on team 1 Switching Survivor Bot 'Bill' from team 2 to SPECTATOR - Player is now on team 1 Switching Survivor Bot 'Louis' from team 2 to SPECTATOR - Player is now on team 1 Adding a survivor bot to fill out Survivor team Adding a survivor bot to fill out Survivor team Adding a survivor bot to fill out Survivor team Adding a survivor bot to fill out Survivor team Couldn't find any entities named shotgun1, which point_template guns_position1 is specifying. Couldn't find any entities named rifle1, which point_template guns_position1 is specifying. Couldn't find any entities named sniper1, which point_template guns_position1 is specifying. Couldn't find any entities named rifle3, which point_template guns_position3 is specifying. Couldn't find any entities named shotgun3, which point_template guns_position3 is specifying. Couldn't find any entities named sniper3, which point_template guns_position3 is specifying. Couldn't find any entities named rifle4, which point_template guns_position4 is specifying. Couldn't find any entities named shotgun4, which point_template guns_position4 is specifying. Couldn't find any entities named sniper4, which point_template guns_position4 is specifying. userid 127 not found userid 124 not found userid 125 not found userid 126 not found CreateInstance called on a point_template that has no templates: guns_position1 - Reservation cookie 0: reason reserved(yes), clients(no), reservationexpires(0.00) Server is hibernating Adding a survivor bot to fill out Survivor team Adding a survivor bot to fill out Survivor team Adding a survivor bot to fill out Survivor team Adding a survivor bot to fill out Survivor team Couldn't find any entities named shotgun1, which point_template guns_position1 is specifying. Couldn't find any entities named rifle1, which point_template guns_position1 is specifying. Couldn't find any entities named sniper1, which point_template guns_position1 is specifying. Couldn't find any entities named rifle3, which point_template guns_position3 is specifying. Couldn't find any entities named shotgun3, which point_template guns_position3 is specifying. Couldn't find any entities named sniper3, which point_template guns_position3 is specifying. Couldn't find any entities named rifle4, which point_template guns_position4 is specifying. Couldn't find any entities named shotgun4, which point_template guns_position4 is specifying. Couldn't find any entities named sniper4, which point_template guns_position4 is specifying. Sending heartbeat to master server... Sending heartbeat to master server... Sending heartbeat to master server... Sending heartbeat to master server... Sending heartbeat to master server... Sending heartbeat to master server... Sending heartbeat to master server... status version : 1.0.1.3 3824 secure os : Linux Dedicated map : l4d_vs_airport04_terminal players : 0 humans, 0 bots (8 max) (hibernating)
Re: [hlds] Harddrives which to choose
msleeper wrote: Frankly I don't know why you would want to have a RAID setup for your game server anyway. Maybe you do something differently than I do but I don't keep any sensitive or un-backed up data on mine, and even then it can all be replaced pretty easily. Plugins can be redownloaded, maps can be reuploaded, configs can be replaced. Adding RAID is just complicating things unnecessarily. Because another disk is just so cheap compared to the total server price, and you get high reliability and better read performance almost for free. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Quick question about sv_search_key
The complete tag should be: key: + your key + 1013 (its the game version, 1.0.1.3) and , is the tag separator sv_search_key only takes care of the first key: and last version string similarly sv_steamgroup is just a grp: + group + i tag: sv_steamgroup 123i,grp:456 Jonah Hirsch wrote: So, I have my sv_search_key on my server set to this: sv_search_key = MYKEYHERELOL,key:SEARCHKEY I have my ingame search key set to this: sv_search_key = MYKEYHERELOL ( def. ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Harddrives which to choose
CLAN RCR wrote: If you were going to switch drives I would suggest the Western Digital Caviar Black WD5001AALS 500GB 7200 RPM 32MB. http://dyski.cdrinfo.pl/dyski/806-Western-Digital-WD6400AAKS-Caviar-Blue-640-16-SATA-II 2 platter, probably the best wdc disk you can get now for that money ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Quick question about sv_search_key
Zach Tate wrote: I have a question, if I were to setup a search key would I be able to setup 5 servers with the same search key and just randomly connect to one that doesn't have players in it? Or do you have to have a different search key for every server? It is exactly the same as public server search just that you are looking for servers with key:yourkeyhere1013 tag instead the public key:1013 ones. So yes, you can have thousands of servers with the same search key. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Harddrives which to choose
Just remember it is only a game server that will read some data every now and then (and almost entirely on map change), not a database server doing hundreds of transactions a second. Two 7200rpm drives in software raid1 will be more than enough and sit idle most of the time. mdma wrote: Thanks for your response too, all suggestions or ideas are welcome and greatly appreciated everyone. We are trying to future proof ourselves, and to minimise any hiccups that could be caused by slower SATA drives. Hence the question about fast 10krpm sata's or 15krpm SAS drives, we are still leaning towards SAS even though they are a bit expensive. If it means we run into less problems, down the track when the box does get more of a load on it, we 'll probably go for it(SAS hdd's now rather than later). I really cant see the point of spending more money now on sata's that will probably evenutally have to be upgraded to SAS drives. The money would be better spent now on just buying good quality fast drives and a nice 3ware controller. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Exploit/Grief Command
It's already fixed ... so what was the command? Alex wrote: Could you email it to me msleeper, as I'm currently in #hlserveradmins and you're not there due to the time difference. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, 28 April 2009 6:33 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4D Exploit/Grief Command Oops that should be #hlserveradmins. On Mon, 2009-04-27 at 16:29 -0400, msleeper wrote: Just want to make everyone aware of a exploit/grief command available in L4D. Unlike some others I'm not going to post it here on the list but if you want to hit me up on IRC, I'll be in #hldsadmins on gamesurge so you can put it in a Command Blocker. It's pretty bad, I recommend highly recommend everyone who cares to block it. I'm gonna pass this to Valve also so they can get it patched up. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Quick question about sv_search_key
Also depends on the search key value, it is possible to make the server visible to both public and sv_search_key searches: sv_search_key 1013,key:SEARCHKEY or have 2 search keys: sv_search_key KEYA1013,key:KEYB or 3: sv_search_key KEYA1013,key:KEYB1013,key:KEYC ... Brent Veal wrote: when you have a search key set on your server, it can only be accessed through a lobby if the lobby uses that search key. Or if they connect directly using ms_force_dedicated_server. Normal lobbies with no search key wont access the server. On Sun, Apr 26, 2009 at 5:05 PM, Jonah Hirsch crazydog...@gmail.com wrote: I know this has been answered before, but it's a bit too specific to read through all the sv_search_key messages for. True or false: When you have sv_search_key set, people who do NOT have it set can still connect to your server through a lobby. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Released
msleeper wrote: Are you talking about TF2? I am pretty sure L4D's server is already multithreaded. $ ps m -p 25096 PID TTY STAT TIME COMMAND 25096 pts/0- 1:06 ./srcds_i486 +map l4d_hospital01_apartment +hostport 27015 +clientport 27115 -fork +map l4d_hospital01_apartment -game left4dead - -Sl+0:52 - - -Sl+0:00 - - -Sl+0:09 - Sure, there are 3 threads but only one is running the simulation (see cpu time). Multithreaded but with no performance benefits over single thread. # mpstat -P ALL Linux 2.6.25.10-grsec (sc-002) 04/23/09 20:09:48 CPU %user %nice%sys %iowait%irq %soft %steal %idleintr/s 20:09:48 all 25.090.002.390.180.030.750.00 71.56 1898.72 20:09:48 0 26.490.002.480.970.050.900.00 69.11242.07 20:09:48 1 27.040.002.390.140.030.880.00 71.20236.66 20:09:48 2 25.880.002.460.080.030.820.00 72.17236.66 20:09:48 3 26.030.002.350.050.030.760.00 71.79236.66 20:09:48 4 24.630.002.450.060.030.700.00 72.82236.66 20:09:48 5 24.580.002.340.050.020.670.00 72.81236.66 20:09:48 6 23.810.002.440.050.020.660.00 73.39236.66 20:09:48 7 23.790.002.350.050.020.640.00 73.51236.66 How is that supposed to show multithreading? A single thread can be migrated many times a second between different cpus and many threads can be executed serially on the same cpu. Thats also most likely not one but many separate processes. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Search_key
mu...@anbservers.net wrote: empty,alltalk,grp:xxxi,sourcemod,sv_search_key_anbservers1010,coop,versus Does it count commas? has part of the 64 chars if so I am way over @ 73 chars. The limit is 63 chars. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Search_key
DontWannaName! wrote: When I was in my L4D server and then quit to open another lobby and used my sv_search_key, it never found my server and looks for it forever. It takes a while for the server to register as empty again. Heartbeats are sent every 5 minutes and are not guaranteed to reach the master servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] [L4D] gametype string length is the problem
There appears to be a 63 character limit on the gametype string, its the one that contains steamgroup number, search key, l4d gametype and some more tags. (You can see what your server is sending in gametype by using 'sv_showtags' command in console, 'Private' line) sv_showtags Public:empty,sourcemod,coop,versus Private:empty,grp:xxi,sourcemod,sv_search_key_xx1010,coop,versus Total length is 64 chars, server will not be found for versus searches because the last 's' is chopped, coop will work. I can get the server ip:port by querying master servers with 'sv_search_key_xx1010,versu' :D sv_showtags Public:empty,sourcemod,coop,versus Private:empty,grp:xxi,sourcemod,sv_search_key_x1010,coop,versus Total length is 63 chars. All fine. So if you're having this problem try: - making sv_search_key shorter, - not using sv_steamgroup, - not using sourcemod, - set sv_gametypes to one mode only, - wait for a Valve side fix. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [L4D] gametype string length is the problem
Alec Sanger wrote: empty,grp:2060i,sourcemod,sv_search_key_stompfest1010,versus doesn't explain why it doesn't work if the mode is set for vs only. My string is only 60 bytes. I'll do some testing with it. I'd appreciate it if everyone else would reply to this thread with their results. $ ./master_query '\gamedir\left4dead\gametype\empty,sv_search_key_stompfest1010,versus' 69.28.221.110:27015 $ ./master_query '\gamedir\left4dead\gametype\empty,sv_search_key_stompfest1010,vers' 69.28.221.6:27015 69.28.221.50:27015 Maybe you just didn't restart the servers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [L4D] gametype string length is the problem
Adam Nowacki wrote: $ ./master_query '\gamedir\left4dead\gametype\empty,sv_search_key_stompfest1010,versus' 69.28.221.110:27015 In case anyone is wondering: http://tepeserwery.pl/master_query.cpp to build, on linux obviously :D (but should work in cygwin too): g++ master_query.cpp -o master_query ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Client Update
Patrick Shelley wrote: So i cant have a server that lets pubbers on and lets me connect using search_key sv_search_key somekey sv_tags sv_search_key_1010 Note that sv_tags will have to be updated for every patch. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Client Update
Yes, the server will be visible to searches with empty sv_search_key (the default, public) and with somekey. sv_search_key works by just adding a hidden tag as sv_search_key_SEARCHKEYHERE1010 and server search with sv_search_key is just looking for servers with the above tag. Alec Sanger wrote: wait, what? This will let pubbers start a game on a sv_search_keyed server? Patrick Shelley wrote: So i cant have a server that lets pubbers on and lets me connect using search_key sv_search_key somekey sv_tags sv_search_key_1010 Note that sv_tags will have to be updated for every patch. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Client Update
Blood Letter wrote: So did this update fix the empty server issue for anyone? Mine is still bone dry. Maybe because people want to play on official servers? The search works now and will actually fall back to non-official servers thanks to a longer search timeout. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Server whitelisting in l4d since last update?
Heres a packed dump from my linux box sitting between my windows pc and the internet, all noise chars removed ;) see http://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol for some background 1) coop lobby search with 'sv_search_max_ping 1' 05:50:42.814583 IP ... 72.165.61.189.27011: UDP, length 84 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\white\1 05:50:43.547733 IP ... 72.165.61.189.27011: UDP, length 96 207.159.120.207:27033.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\white\1 05:50:44.276754 IP ... 72.165.61.189.27011: UDP, length 96 207.159.120.214:27030.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\white\1 ... 05:51:10.125037 IP ... 72.165.61.189.27011: UDP, length 84 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\white\1 ... 05:51:14.071252 IP ... 72.165.61.189.27011: UDP, length 94 68.177.111.11:27020.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\white\1 ~30 seconds total, no server found, all queries were with \white\1 2) coop lobby search with 'sv_search_key Yf1pLy' (random) 06:03:42.973778 IP ... 72.165.61.189.27011: UDP, length 90 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayers\1\white\1 06:03:48.797462 IP ... 72.165.61.189.27011: UDP, length 90 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayers\1\white\1 06:03:51.799299 IP ... 72.165.61.189.27011: UDP, length 90 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayers\1\white\1 06:03:54.801879 IP ... 72.165.61.189.27011: UDP, length 90 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayers\1\white\1 06:04:00.168811 IP ... 72.165.61.189.27011: UDP, length 82 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayers\1 06:04:05.438499 IP ... 72.165.61.189.27011: UDP, length 82 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayers\1 06:04:10.734159 IP ... 72.165.61.189.27011: UDP, length 82 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayers\1 06:04:16.034802 IP ... 72.165.61.189.27011: UDP, length 82 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayers\1 ~15 sec looked for whitelisted servers then for all others 3) what servers are whitelisted? (query \gamedir\left4dead\white\1) 68.177.101.x: 575 servers, valve, united states 68.177.111.x: 1202 servers, valve, united states 207.159.120.x: 1200 servers, valve, united states 79.141.174.x: 120 servers, whois says germany So what we see here there is a white list of servers that will be searched first, a good thing you may think, people joining valve hosted vanilla servers ... - there are only 120 servers atm for europe and none for other major regions, people will be thrown into high ping valve servers or will find no servers at all as seen in 1) if higher than the default 150 ping max - sv_search_key searches look for whitelisted servers first too, thats +15 seconds to search time and 15 seconds less to find the server ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
After update my servers no longer show on the master list, lobby will not find a server with sv_search_key nor its ip will be on the list. Server is on linux, anyone else having problems? Jason Ruymen wrote: A required update for Left 4 Dead has been released. Please run hldsupdatetool to receive it. The specific changes include: Versus Mode Changes - Tank melee attack can now hit multiple Survivors in one swing - Fixed Tank punch being able to hit targets behind walls - Fixes to 'Tank parking'. The Tank will now run back and attack the Survivors if he becomes AI due to two players expiring the frustration meter - Fixed a case where a Tank frustration meter could run out right as he was in his death animation and he would come back to life - Fixed a case where the Tank was moving too slowly while crouching and being shot - Tanks now have the possibility of spawning in a slightly different position for the first and second teams - The order that the teams play as Survivors is now determined by which team has the higher overall score. The winning team will play as Survivors first - The Smoker tongue can now target and grab victims through common infected - Increased the cone in which a Smoker can grab a target - The Witch no longer cuts Smoker tongues in a radius around her - Boomers that explode in mid-air will now hit Survivors directly below them with Bile - Reduced the damage that burning Hunters do to pounced victims - Adjusted the time at which players take over from bots to avoid 5 seconds of the bot standing idle while the player finishes connecting. - Fixed some cases where versus score was not being recalculated properly. It is no longer beneficial to pass pills between players at the end of the round or heal other players and then shoot them - Fixed a case where it was possible to spectate an AI infected and hit +use to take them over Server Changes - Added convar sv_gametype that allows server operators to limit the types of games that will start on their server. Default value is 'coop,versus'. Can be changed to just 'coop' or just 'versus' to limit to those game types General changes - Fixed a case where players would join as a dead Survivor when a living Survivor was still available - Fixed a case where restarting a level due to the team dying would give more than the max primary ammo on restart - Fixed the speaking icon showing up on the local player during level transition if voice_vox was set to 1 - The scoreboard now shows the numeric value of a player's ping GameUI - Quick match will now try to match to any campaign. Removed the preference to match to games according to the player progressing through all campaigns - Games in a finale are now joinable via the Friends and Steam Group games list 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
Running: setmaster add 69.28.140.247:27011 setmaster add 72.165.61.189:27011 seems to help a bit for the not on master list part, one second its on the list other isnt, quite erratic, also: Adding master at 69.28.140.247:27011 Adding master at 72.165.61.189:27011 A2C_PRINT from 72.165.61.189:27011 : Bad challenge. sv_search_key doesn't work too Adam Nowacki wrote: After update my servers no longer show on the master list, lobby will not find a server with sv_search_key nor its ip will be on the list. Server is on linux, anyone else having problems? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
Apparently you need to run: sv_gametypes coop,versus setmaster add 69.28.140.247:27011 setmaster add 72.165.61.189:27011 server will have players in a matter of seconds, a bit weird since sv_gametypes has the default value of coop,versus ... but you need to set it again and add masters and i still need to check how all that works with sv_search_key Adam Nowacki wrote: Running: setmaster add 69.28.140.247:27011 setmaster add 72.165.61.189:27011 seems to help a bit for the not on master list part, one second its on the list other isnt, quite erratic, also: Adding master at 69.28.140.247:27011 Adding master at 72.165.61.189:27011 A2C_PRINT from 72.165.61.189:27011 : Bad challenge. sv_search_key doesn't work too Adam Nowacki wrote: After update my servers no longer show on the master list, lobby will not find a server with sv_search_key nor its ip will be on the list. Server is on linux, anyone else having 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
Re: [hlds] Left 4 Dead Update Available
Ok, for sv_search_key you need (exactly in this order, sv_search_key after sv_gametypes wont work): sv_search_key key sv_gametypes coop,versus setmaster add 69.28.140.247:27011 setmaster add 72.165.61.189:27011 looks like sv_gametypes is the only command that updates the tags, ie: sv_gametypes coop,versus sv_search_key xxx sv_showtags Tags: Public : empty,coop,versus Private: empty,sv_search_key_1010,coop,versus sv_gametypes coop,versus sv_showtags Tags: Public : empty,coop,versus Private: empty,sv_search_key_xxxy1010,coop,versus Adam Nowacki wrote: Apparently you need to run: sv_gametypes coop,versus setmaster add 69.28.140.247:27011 setmaster add 72.165.61.189:27011 server will have players in a matter of seconds, a bit weird since sv_gametypes has the default value of coop,versus ... but you need to set it again and add masters and i still need to check how all that works with sv_search_key Adam Nowacki wrote: Running: setmaster add 69.28.140.247:27011 setmaster add 72.165.61.189:27011 seems to help a bit for the not on master list part, one second its on the list other isnt, quite erratic, also: Adding master at 69.28.140.247:27011 Adding master at 72.165.61.189:27011 A2C_PRINT from 72.165.61.189:27011 : Bad challenge. sv_search_key doesn't work too Adam Nowacki wrote: After update my servers no longer show on the master list, lobby will not find a server with sv_search_key nor its ip will be on the list. Server is on linux, anyone else having 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
Another funny thing: Connection to Steam servers successful. VAC secure mode is activated. quit Adding master server 69.28.140.246:27011 Adding master server 68.142.72.250:27011 adding master servers after quit is a bit late imo :D we need a patch for this patch ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] how does sv_downloadurl work?
Works but sadly not for the map. If client has the map ('.bsp' file) then any other required file will be downloaded, like '.nav'. Brent Veal wrote: Does anyone know if sv_downloadurl works for Left 4 Dead servers? I have everything set up the same way that CLAN RCR described (but with the l4d folder structure, of course) but whenever the server switches to a custom map, anyone who doesnt have the map gets booted to the main menu. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [L4D] Log lines truncated
I get same, on linux, looks like it always cuts off at 280th byte. Paul Bowsher wrote: I'm seeing some odd behaviour in my l4d log files. Lines involving people using pills get truncated, and then the \n to end the line doesn't get printed so we get two lines merged together. Example: L 12/09/2008 - 23:39:29: Ŕobtronic7756STEAM_1:0:10912946SurvivorBikerALIVE50+50setpos_exact 10672.54 8182.46 222.03; setang 18.06 30.96 0.00Area 28527 used pills on Ŕobtronic7756STEAM_1:0:10912946SurvivorBikerALIVE50+50setpos_exact 10672.54 8182L 12/09/2008 - 23:39:29: (DEATH)Jester (Tank Rapage)7758STEAM_1:0:6286577SurvivorTeenGirlALIVE83+0setpos_exact 12140.50 8185.27 78.03; setang 2.60 -11.86 0.00Area 50911 killed infected220InfectedinfectedDEAD-5setpos_exact 12627.97 8094.58 16.03; setang -0.00 -139.77 0.00Area 4 with dual_pistols That's one line. Anyone else seeing this? Paul Bowsher ___ 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