Re: [hlds] Serious new(?) TF2 bug involving infinite ubercharges of any type

2012-12-16 Thread Adam Nowacki
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.

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Re: [hlds] Serious new(?) TF2 bug involving infinite ubercharges of any type

2012-12-16 Thread Adam Nowacki
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.

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Adam Nowacki

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

2012-08-17 Thread Adam Nowacki

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!

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Re: [hlds] UDP 27015 Reverting to TCP master IP

2012-08-11 Thread Adam Nowacki
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.





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Re: [hlds] UDP 27015 Reverting to TCP master IP

2012-08-11 Thread Adam Nowacki
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.





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Re: [hlds] UDP 27015 Reverting to TCP master IP

2012-08-11 Thread Adam Nowacki

... 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.





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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread Adam Nowacki
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
 
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Re: [hlds] TF2 Crashes (Alec Sanger)

2009-08-08 Thread Adam Nowacki
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

2009-07-26 Thread Adam Nowacki
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

2009-07-05 Thread Adam Nowacki
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.


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Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-26 Thread Adam Nowacki
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

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Re: [hlds] Americas Army 3 dedicated server not listed on hlds tool

2009-06-17 Thread Adam Nowacki
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

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[hlds] L4D bots after hibernation

2009-04-28 Thread Adam Nowacki
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

2009-04-28 Thread Adam Nowacki
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.

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Re: [hlds] Quick question about sv_search_key

2009-04-27 Thread Adam Nowacki
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.  )

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Re: [hlds] Harddrives which to choose

2009-04-27 Thread Adam Nowacki
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

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Re: [hlds] Quick question about sv_search_key

2009-04-27 Thread Adam Nowacki
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.

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Re: [hlds] Harddrives which to choose

2009-04-27 Thread Adam Nowacki
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.

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Re: [hlds] L4D Exploit/Grief Command

2009-04-27 Thread Adam Nowacki
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.

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Re: [hlds] Quick question about sv_search_key

2009-04-26 Thread Adam Nowacki
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.

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Re: [hlds] Left 4 Dead Update Released

2009-04-23 Thread Adam Nowacki
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.

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Re: [hlds] L4D Search_key

2009-03-25 Thread Adam Nowacki
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.

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Re: [hlds] L4D Search_key

2009-03-25 Thread Adam Nowacki
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.

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[hlds] [L4D] gametype string length is the problem

2009-03-20 Thread Adam Nowacki
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.

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Re: [hlds] [L4D] gametype string length is the problem

2009-03-20 Thread Adam Nowacki
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?

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Re: [hlds] [L4D] gametype string length is the problem

2009-03-20 Thread Adam Nowacki
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

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Re: [hlds] L4D Client Update

2009-03-16 Thread Adam Nowacki
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.

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Re: [hlds] L4D Client Update

2009-03-16 Thread Adam Nowacki
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.

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Re: [hlds] L4D Client Update

2009-03-14 Thread Adam Nowacki
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.

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[hlds] Server whitelisting in l4d since last update?

2009-03-13 Thread Adam Nowacki
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


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Re: [hlds] Left 4 Dead Update Available

2009-03-11 Thread Adam Nowacki
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
 
 
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Re: [hlds] Left 4 Dead Update Available

2009-03-11 Thread Adam Nowacki
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?

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Re: [hlds] Left 4 Dead Update Available

2009-03-11 Thread Adam Nowacki
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?
 
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Re: [hlds] Left 4 Dead Update Available

2009-03-11 Thread Adam Nowacki
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?
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Re: [hlds] Left 4 Dead Update Available

2009-03-11 Thread Adam Nowacki
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 ...

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Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Adam Nowacki
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.


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Re: [hlds] [L4D] Log lines truncated

2008-12-11 Thread Adam Nowacki
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
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