Re: [hlds] Proposal

2017-11-09 Thread Asher Baker
No, this is a mailing list for discussion. 

If you only want to receive update notifications you should subscribe to 
hlds_announce only rather than hlds or hlds_linux. 

> On 9 Nov 2017, at 23:15, Mitchell Clifford  
> wrote:
> Hey, I know there's things you guys may want to discuss but this isn't the 
> place. This is for server owners to be reminded when there's an update 
> coming. 100's of people are getting these emails.
> 
> If you have a suggestion/proposal for the game, Send it here where they said 
> to send it: http://www.valvesoftware.com/email.php?recipient=TF+Team
> From: hlds  on behalf of Tim Anderson 
> 
> Sent: Friday, 10 November 2017 9:48 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Proposal
>  
> Valve is not interested in this idea. They already deleted the
> quickplay registration system and every time this is mentioned, people
> complain the fee would be unfair to small servers.
> 
> The only viable solution that has been suggested is to have some
> community contracts. They could make the rewards smaller or untradable
> to prevent abuse.
> 
> But as people here have said, players already try to abuse the system
> by unnatural farming in casual mode, so Valve's dislike of community
> servers is more than just economic abuse.
> 
> I don't think there is any newfound drive from Valve to fixing TF2.
> They have always tried to release 1 large update each year.
> 
> The only way community servers will get any sort of concession is if
> we keep talking about it instead of remaining silent for the past
> year. And you can see how well that silence has served us.
> 
> On Thu, Nov 9, 2017 at 2:19 PM, Tohru Adachi  wrote:
> > I feel this helps convey what is wrong with the current systems as of right
> > now.
> >
> > I find it a chore to activate contracts and complete them, mainly because
> > there is nothing to stop a cheater from ruining the match, or joining to
> > find that almost everyone on your team (and sometimes the enemy team too) is
> > just friendlying and/or farming contracts, with virtually no tools to stop
> > it, save for the utterly useless vote system since 9 times out of 10, the
> > vote will fail.
> >
> > This is where I feel community servers would help promote the mentality of
> > "play the game" with in-server moderators equipped with the necessary tools,
> > while also allowing people to progress on contracts without detracting from
> > others' experiences.
> >
> > Of course, the specifics of managing this hypothetical system are another
> > topic which we should discuss, but I feel that we should be united under the
> > fact that, at the very least, community-run servers need a signal boost, and
> > that Valve needs to continue to nurture this newfound attention to fixing
> > Team Fortress by opening a dialogue with server operators and taking our
> > feedback into account, especially with the supposed changes to matchmaking
> > still being worked on.
> >
> > On 09/11/2017 21:58, Chris Dunphy wrote:
> >
> > I agree that contract farmers and friendlies create problems on Casual
> > servers. I’ve joined games where it seems like only 5 other people on my
> > team are actually playing the game, while the rest are off in some corner
> > doing nothing but being Heavy with the Holiday Punch out. They’re not even
> > playing the game, they’re off in another world doing nothing but taking up a
> > player slot. I wish there was a way to prevent this from happening, but
> > there isn’t. I’m not sure if there will ever be. Until then, playing on
> > Casual will be a subpar experience.
> >
> >
> >
> >
> >
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Re: [hlds] VAC/Steam backend issues today (2-22-2016)?

2016-02-22 Thread Asher Baker
That error message is from the client crashing.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Mon, Feb 22, 2016 at 10:25 PM, E. Olsen  wrote:

> Hello,
>
> I've been seeing alot of these messages today across many different
> servers (hosted in different datacenters as well, so I don't think the
> problem is on our end):
>
> STEAMAUTH: Client  x received failure code 6
> 02/22/2016 - 16:55:11: " x<15><>" disconnected
> (reason "Client left game (Steam auth ticket has been canceled)
> ServerLog:  x (STEAM_0:0:) has disconnected.
> 02/22/2016 - 16:55:11:  x (STEAM_0:0:) has disconnected.
> Dropped x xx from server (Client left game (Steam auth ticket has
> been canceled)
>
>
> This has been clearing out servers left and right. Anyone else seeing
> these errors in their (TF2) logs?
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-02-04 Thread Asher Baker
Full disclosure happens AFTER fixes are released.
As has already been said, there are patches pending release for numerous
other engine branches.
While the ship is halfway to sea given that a patch has released for at
least one engine, It would be irresponsible to expose the several thousand
game servers on the other mainline branches to attack.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Thu, Feb 4, 2016 at 10:54 AM, Saint K.  wrote:

> Hi,
>
>
>
> I have to agree with the user below. In the field of security it’s
> absolutely necessary to disclose full detail of said issue so other people
> can verify if they have been compromised or not.
>
>
>
> If we don’t know any of the details we neither know what to look for.
>
>
>
> Running the servers with least privilege is the absolute minimum you
> should do. But as you are probably aware, most systems that get compromised
> have been hacked through a whole series of weaknesses. One exploit could
> open up a way to execute other exploits, etc.
>
>
>
> Regards,
>
>
>
> Saint K.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Hasser Css
> *Sent:* Wednesday, February 03, 2016 11:01 PM
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Subject:* Re: [hlds] Mandatory Team Fortress 2 update released
>
>
>
> Thanks for being one of the few Valve people who give any kind of
> communication, but that is a pretty bad explanation.
>
>
>
> One can say it is unlikely that people have been exploited because it was
> disclosed privately and such... but that is not a good security mindset.
> What exactly is the harm in saying the scope of the vulnerability,
> especially now that it is fixed? :/
>
>
>
> On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick 
> wrote:
>
> The issue in question was discovered and reported to us privately, so we
> don't expect any action should be necessary for up-to-date servers.
>
> It is always, of course, a good idea to ensure you are running servers
> with the least necessary privilege to limit the scope of any
> vulnerabilities future or present.
>
> - John
>
>
>
> On 02/02/2016 02:55 PM, Emil Larsson wrote:
>
> What was this security issue exactly? Any concerns for us server owners
> for previously leaked rcon passwords? Or files being uploaded that aren't
> sprays?
>
> Den 2 feb 2016 23:26 skrev "Eric Smith" :
>
> We've released a mandatory update for TF2. The update notes are below. The
> new version is 3271684.
>
> -Eric
>
> ---
>
> - Fixed a security issue related to the file system (thanks to Simon
> Pinfold for this report)
> - Fixed a client crash related to the material system
> - Fixed a crash when using medium or low texture quality on maps with
> static prop lighting
> - Fixed not seeing team names when using custom scoreboards
> - Fixed leaderboards occasionally not displaying when changing map
> - Improved bspzip tool stability when packing maps with large amounts of
> custom assets
> - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns Crate,
> the Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the Mann Co.
> Stockpile Crate
> - Updated the model/materials for the Crusader's Getup and Arthropod's
> Aspect
> - Updated The HazMat Headcase so it can be equipped by the Sniper
> - Updated The Mustachioed Mann so it can be equipped by all classes and
> added a second style
> - Updated The Special Eyes so it can be equipped by the Pyro and added a
> second style
> - Updated The Frenchman's Formals to hide the Scout's dog-tags
> - Updated the equip_region for the Cheater's Lament and added a new style
> - Updated the Backburner to add the pilot light
> - Updated the Rainblower to remove the pilot light
> - Updated several materials to fix issues caused by mat_picmip
> - Updated the localization files
> - Updated pl_borneo
> - Fixed an exploit where players could get outside the map
> - Updated ctf_landfall
> - Fixed some material issues
> - Updated cp_vanguard
> - Added new path to the last point
> - New geometry to reduce sightlines on the middle point
> - Reorganized spawn points to better exit final spawns
> - Fixed Red forward spawn door blocking when held open
> - Fixed some material issues
>
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Re: [hlds] Optional TF2 update released

2015-10-13 Thread Asher Baker
On Tue, Oct 13, 2015 at 1:59 PM, 1nsane <1nsane...@gmail.com> wrote:

> And yes there is a server side setting for that. Start the server
> with -insecure and all clients will be able to join.


That hasn't worked for a very long time.

~
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  And they went to sea in a Sieve." - Edward Lear
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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Asher Baker
On Tue, Feb 10, 2015 at 2:59 PM, Cats From Above 
wrote:

> What would you need to do to be eligible for the Vanilla pool? Simple,
> don't have *any* addons loaded on your server. This can be easily enforced
> on a technical level. The ability to late load source addons would also be
> removed under this scheme.


This is a non-starter, there is no way to prevent server-side modifications
from being made.


~
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  And they went to sea in a Sieve." - Edward Lear
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Re: [hlds] Rethinking the community quickplay ban

2015-02-09 Thread Asher Baker
On Tue, Feb 10, 2015 at 2:21 AM, Ahmed Kandeel 
wrote:

> *Okay guys, I enacted on my idea and would like some support. I've created
> a steam group  (Fix
> Quickplay Now!) as a form of petition against the changes to the Quickplay
> system.*


Because the last time this was done
 it worked
out great...

~
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  And they went to sea in a Sieve." - Edward Lear
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-04 Thread Asher Baker
And those servers should also get to make that choice if they wish - as
long as they're not bypassing it (and are not in the quickplay pool)
they're not doing anything wrong.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Wed, Jun 4, 2014 at 9:49 PM, Saint K.  wrote:

> There are servers out there detecting the disablehtml cvar and effectively
> punishing you for it.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Paul
> *Sent:* Wednesday, June 04, 2014 10:29 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Can we have a Quickplay Status report, please? 2
>
>
>
> And that's why cl_disablehtmlmotd exists, to allow the choice. All
> disabling Flash and other elements in a HTML MOTD for all servers will do
> is just punish everyone, it's hardly a solution really. You may as well say
> "lets take away all abilities to customise any element in the game from
> GSO's", because little by little that's what it's becoming if that happens.
> Now, if users had the options to disable certain elements within the HTML
> MOTD, rather than disable the HTML MOTD entirely with cl_disablehtmlmotd,
> then that might be a reasonable solution.
>
>
>
>
>
>
>
> On 4 June 2014 18:50, E. Olsen  wrote:
>
> I agree that disabling javascript/flash/html5 is less than an ideal
> solution, but for the very minor things it would disable (source radio,
> etc.), if it would allow Valve to return to a level playing field it would
> be a very small sacrifice. I'm sure if Valve came to all of us and said
> "we'll enable all servers by default, but we need to remove those elements
> from the web browser to do so" we would all jump at that chance. I honestly
> believe as long as operators have the ability to run those kinds of ads it
> will be abused by the blackhat folks to the point that they ruin it for the
> rest of us.
>
>
>
> I fully agree that mass punishment is/was a seriously ham-fisted approach
> to dealing with the issues, and was the wrong (and frankly, unethical) way
> to treat all server operators.
>
>
>
> I like your ideas for better informing the players regarding quickplay
> options, but as with any system of this kind, I think it should start with
> "maximum diversity" fully enabled by default, and allow the players to opt
> out, instead of opting in. Only then will it be a truly level playing field
> for all servers.
>
>
>
> On a side note, I would also like to know why the "server scoring" system
> (apparently) didn't work, and why it wasn't more effectively used to weed
> out all the bad apples in the first place.
>
>
>
> On Wed, Jun 4, 2014 at 11:25 AM, Alexander Corn 
> wrote:
>
> >
>
> ​
>
> Further - if Valve wanted to get rid of those horrendous MOTD ads (and I
> wish to hell they would), they could easily do it by disabling
> flash/javascript/html5 from functioning in the in-game web browser (which
> would have probably fixed the problem almost entirely).
>
>
>
> This is still not an ideal solution. Plenty of community servers rely on
> the MOTD and features such as JavaScript and Flash (mostly for audio
> streams, but many are switching to HTML5 audio elements) for their custom
> features. Removing those features is still removing features that have
> existed for a very long time due to the abusive tendencies of a few.
>
>
>
> Those that are abusive should be dealt with. There is no reason why
> everyone should suffer in order to punish a few. It goes back to grade
> school gym class. Weren't you pissed when the teacher/coach made everyone
> run laps or whatever because 3-4 kids wouldn't stop talking? That's how
> we're being treated now.
>
>
>
> I could live with the default Valve-only option if it were more obvious
> how to switch it. When the player first starts up TF2, they're shown popups
> directing them to the store, showing them how the backpack works, etc.
> Ironically, these popups really only cover the item system, which most can
> agree comes second to actual gameplay. There's no coaching regarding how to
> actually join a game.
>
>
>
> Display a balloon that points to the Quickplay button and says something
> like, "Click here to be quickly matched into a game based on gamemode" and
> one that points to the servers button and says something like, "Click here
> to fine-tune your desired game settings".
>
>
>
> Also show a balloon in the Quickplay dialog that points to the settings
> button (which isn't exactly immediately apparent as being clickable) and
> also a dialog that explains the difference between official and community
> servers.
>
>
>
> "Official servers offer an unmodified and uncustomized experience."
>
>
>
> "Community servers typically offer better moderation, some minor gameplay
> modifications, and a greater sense of community."
>
>
>
>
> Dr. McKay
>
> www.doctormckay.com
>
>
>
> On Mon, Jun 2, 2014 at 5:45 PM, E. Olsen  wro

Re: [hlds] Mandatory CS:S, DoD:S, and HL2:DM updates released

2014-04-21 Thread Asher Baker
Alternatively, just do some braining and look at the HTML markup, where you
can clearly see that it never touches any server other than
api.steampowered.com.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Mon, Apr 21, 2014 at 8:09 PM, ics  wrote:

> Just a worhy note for everyone, don't trust every site you see on the
> internet. No one knows if these sites will log the entries to a file and
> you can imagine the rest.
>
> -ics
>
> Denis Eliseev kirjoitti:
>
>  Better version for practically all interfaces https://ssl.sky-play.ru/
>> gameservers_en.html
>>
>> 20.04.2014, 22:33, "Ross Bemrose" :
>>
>>> I've heard that this adds the sv_setsteamaccount command to these games.
>>> Is that true?
>>>
>>> If so, I'll remind players that I have a temp webpage for registering
>>> those accounts until Valve makes one... you can find it at
>>> http://tf2.rbemrose.com/steamreg.html
>>>
>>> You can also find it on my sourcemod-snippets GitHub at
>>> https://github.com/powerlord/sourcemod-snippets/blob/
>>> master/steamreg.html ,
>>> but the webpage is not actually useable there (clicking the Raw button
>>> will give you just the source which you can save and run locally).
>>>
>>> On 4/19/2014 8:57 PM, Tony Paloma wrote:
>>>
>>>We've released mandatory updates for CS:S, DoD:S, and HL2:DM. The
 notes for the updates are below. The new version for each game is 2192040.

   - Updated Orange Box games with server, client, and engine fixes from
 Team Fortress 2

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>
>
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Re: [hlds] Mapstamps disapparing

2014-04-08 Thread Asher Baker
HLDS is for server-related issues and discussion, which this obviously
isn't. The channels that you've already used are the best available.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Tue, Apr 8, 2014 at 1:02 PM,  wrote:

> Hello,
>
> I'm not sure if I should post this here since I never sent a mesage to
> HLDS before, but I'll give it a try.
> I recently noticed that my World Traveler's Hat is missing a lot of
> mapstamps, around 300 actually, only having 11 left on Snakewater.
> If you haven't noticed my thread on the Steam Forums yet, here's a link:
> http://forums.steampowered.com/forums/showthread.php?t=3233629
>
> Does anyone else have this same problem? Support didn't respond yet and
> I'd like to know if this problem affects more people.
>
> Thanks in advance.
>
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Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Asher Baker
That has never been true afaik, exec to your heart's content.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Wed, Feb 26, 2014 at 4:31 PM, Rudy Bleeker  wrote:

> Unfortunately I'm already using +exec on the command line for
> something else. Is it still true that you can only use one +exec
> command?
>
>
> On Wed, Feb 26, 2014 at 5:18 PM, Ross Bemrose  wrote:
> > server.cfg is too late.  I found that out by empirical testing.
> >
> > However, either putting it in autoexec.cfg or in a file you +exec on the
> > command line seems to work.
> >
> >
> > On 2/26/2014 11:16 AM, Fletcher Dunn wrote:
> >>
> >> Yes, I am pretty sure that server.cfg is too late.  I believe that
> >> autoexec.cfg is early enough and works.  (Right?  Others on this mailing
> >> list almost certainly know better than me.)
> >>
> >> I think you could also use something like "+exec credentials.cfg".
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com
> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
> >> Sent: Wednesday, February 26, 2014 8:12 AM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] Steam GameServer Account Logging Question
> >>
> >> Just because people are having issues, and to avoid further problems,
> >> could you elaborate where exactly you would put those? Some of us prefer
> >> autoexec.cfg but should they be in command line? If not, where then?
> >> Server.cfg seems too late.
> >>
> >> -ics
> >>
> >> Fletcher Dunn kirjoitti:
> >>>
> >>> Sorry, those messages are a bit confusing.  I'm assuming this is a TF
> >>> game server, in which case the "successfully logged in" messages and
> >>> the FAQ link refer to the TF gameserver account.  It's totally
> >>> separate to the Steam gameserver account, and totally unrelated.
> >>> Perhaps you aren't specifying the login credentials early enough in
> >>> the boot process?
> >>>
> >>> *From:*hlds-boun...@list.valvesoftware.com
> >>> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger
> >>> *Sent:* Wednesday, February 26, 2014 7:10 AM
> >>> *To:* Half-Life dedicated Win32 server mailing list
> >>> *Subject:* Re: [hlds] Steam GameServer Account Logging Question
> >>>
> >>> Changed the /sv_setsteamaccount/ to the autoexec file and it worked
> >>> great.
> >>>
> >>> Someone should check if the failure message is being sent the way it
> >>> was supposed to.
> >>>
> >>> Thanks Rudy!
> >>>
> >>>
> >>>
> >>> _pilger
> >>>
> >>> On 26 February 2014 12:00, pilger  >>> > wrote:
> >>>
> >>> Guess he was right then. It can't be on the /server.cfg/
> >>>
> >>> Strangely enough, I'm getting two messages. First one that goes:
> >>>
> >>> Assigned anonymous gameserver Steam ID [A-1:2176588802
> >>> (4095)].
> >>>
> >>> And then two more that says:
> >>>
> >>> Successfully logged into gameserver account **.
> >>>
> >>> For more information about gameserver accounts, visit
> >>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513.
> >>> L 02/26/2014 - 09:54:54: Successfully logged into gameserver account
> >>> **.
> >>> For more information about gameserver accounts, visit
> >>> https://support.steampowered.com
> >>>
> >>> /kb_article.php?ref=2825-AFGJ-3513.
> >>>
> >>> Still, when I send the /status/ command, I get a:
> >>>
> >>> steamid : [A-1:2176588802 (4095)] (90089582615075842)
> >>>
> >>> So the message saying the account login is failing isn't quite working
> >>> for me. That's what I was getting confused about. Isn't quite as clear
> >>> as one would imagine.
> >>>
> >>> I'll go set it on the right place and then com back to tell the
> results.
> >>>
> >>>
> >>> Thanks, Rudy!
> >>>
> >>>
> >>>
> >>> _pilger
> >>>
> >>> On 26 February 2014 11:41, Rudy Bleeker  >>> > wrote:
> >>>
> >>> Hi Pilger,
> >>>
> >>> as far as I know sv_setsteamaccount should be set before a map is
> >>> loaded. That means you can either put it in the autoexec.cfg, a file
> >>> that is called with +exec from the command line or on the commandline
> >>> itself. Anywhere else, for example the file that you use as the
> >>> +servercfgfile, is too late and won't work.
> >>>
> >>> The message you see in your log is quite clear isn't it? Logging in
> >>> was succesfull, so you can safely assume you did it right. If it
> >>> didn't work, for example when sv_setsteamaccount is called too late,
> >>> you'll get the following error message:
> >>>
> >>> Warning: Game server already logged into steam.  You need to use the
> >>> sv_setsteamaccount command earlier.
> >>>
> >>> You can verify if the server is correctly logged in by typing "status"
> >>> in the console and check the "steamid" line. If the steamid displayed
> >>> there starts with "A-1" it is an anonymous steam ID which means the
> >>> server isn't logged in with it's proper steam ID. Those start with a G
> >>> I believe.
> >>>

Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Asher Baker
Yeah, use autoexec.cfg - secret credentials shouldn't be on the command
line.


On Thu, Feb 6, 2014 at 8:54 PM, Ryan Stecker  wrote:

> I believe autoexec.cfg executes before map load, so you should be able to
> use that if needed.
>
>
>
> On Thu, Feb 6, 2014 at 2:48 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> Yeah... easy enough for me to do. But what about those who might not have
>> full control over their startup cmd line?
>>
>>
>> On Thu, Feb 6, 2014 at 3:44 PM, ics  wrote:
>>
>>> Put it in server start line. That's what i did.
>>>
>>> -ics
>>>
>>> 1nsane kirjoitti:
>>>
 And another question :P

 'Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:
 sv_setsteamaccount "

 Does this mean adding it to the server.cfg file is too late?


 On Thu, Feb 6, 2014 at 3:21 PM, Tony Paloma 
 >>> to...@valvesoftware.com>> wrote:

 The IGameServersService/GetServerIPsBySteamID API can be used for
 this. The server_steamids parameter is an array of steam IDs, so
 pass them in like:

 http://api.steampowered.com/IGameServersService/
 GetServerIPsBySteamID/v0001?key=keyhere&server_steamids[0]
 =85568392920039425
  

 *From:*hlds-boun...@list.valvesoftware.com
 
 [mailto:hlds-boun...@list.valvesoftware.com
 ] *On Behalf Of *1nsane
 *Sent:* Thursday, February 06, 2014 11:57 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will we be able to see which token is assigned to which ip once
 the interface for managing steam game servers is up?

 This can't be done with the current TF2 registration system far as
 I recall.

 On Thu, Feb 6, 2014 at 2:51 PM, Fletcher Dunn
 mailto:fletch...@valvesoftware.com>>

 wrote:

 The two accounts (Steam vs TF) currently serve different purposes.
 So for now you can just your Steam account for favorites
 migration, but not your TF account, which is currently only needed
 for quickplay. Eventually that won't work when we delete the TF
 accounts, so if you want to run with options not allowed in
 quickplay, you'll just need to opt out of quickplay. The FAQ
 article explains how.

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

 ] *On Behalf Of
 *Silencio Delgato
 *Sent:* Thursday, February 06, 2014 11:44 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will I be able to link non-quickplay servers to my account without
 disqualifying or nuking my account/my other servers? I like the
 idea of linking my non-QP server to my account to take advantage
 of the favorites functionality, but this server is not (and most
 likely never will be) eligible for QP as it runs a custom map and
 a few other things like res slots. If I link this server, will
 this or my other QP eligible servers be banned from TF2?

 On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn
 mailto:fletch...@valvesoftware.com>>

 wrote:

 Resetting token is planned if not already implemented.

 We don't have anything planned to transfer server ownership at the
 moment.

 *From:*hlds-boun...@list.valvesoftware.com
 
 [mailto:hlds-boun...@list.valvesoftware.com
 ] *On Behalf Of *Denis
 Eliseev
 *Sent:* Thursday, February 06, 2014 11:25 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will here be a way to transfer servers between accounts? Also,
 will here be a way to re-generate access token for existing server?

 06.02.2014, 23:16, "Fletcher Dunn" >>> >:


 Max 50 steam gameserver accounts per user account.

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Re: [hlds] Multiple Dispensers with no names on them appearing in server after update

2014-01-10 Thread Asher Baker
Why on earth wouldn't you just fix the broken plugin?


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Fri, Jan 10, 2014 at 9:22 PM, Derek Howard wrote:

> I wrote a plugin back in April that seems to be effective at fixing that.
> Upon a client leaving the server, all dispensers that belong to him are
> destroyed before the game has a chance to remove his name from the
> dispensers. It was mainly written to address the RTD bug.
>
> http://ddhoward.bitbucket.org/scripting/pdispenserkiller.sp
> http://ddhoward.bitbucket.org/plugins/pdispenserkiller.smx
>
>
> On Fri, Jan 10, 2014 at 12:33 PM, mike bradford <007g...@gmail.com> wrote:
>
>> by any chance do you have the RTD plugin installed? it has a roll for
>> dispenser and the default cvar set for it is to keep dispensers after the
>> effect wears off. That allows players to roll for the effect, leave the
>> server, and the dispenser stays with a blank name.
>>
>>
>> On Fri, Jan 10, 2014 at 11:59 AM, Mike Vail wrote:
>>
>>> I'm curious about something that until yesterday's update, I never saw
>>> before.
>>>
>>> I run a server with the custom map  trade_minecraftworld. After
>>> yesterday's
>>> update, I began seeing multiple dispensers stacked near each other that
>>> had
>>> no player name attached to them. I Initially believed these dispensers
>>> were
>>> possibly  built by players who left the server and their Dispensers
>>> remained
>>> behind, or by players who changed classes with the Dispensers still
>>> active.
>>> I was unable to duplicate either of these scenarios however.
>>>
>>> Has anyone seen this happen as well since yesterday's update?
>>>
>>> Thanks in advance
>>>
>>> -Original Message-
>>> From: Eric Smith [mailto:er...@valvesoftware.com]
>>> Sent: Friday, January 10, 2014 9:08 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Maps crashing clients (upward & watchtower)
>>>
>>> We've released a client update that should fix the crash. Thanks.
>>>
>>> -Eric
>>>
>>>
>>>
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alex Kowald
>>> Sent: Thursday, January 09, 2014 7:17 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: [hlds] Maps crashing clients (upward & watchtower)
>>>
>>> My server causes clients to crash on the map loading screen for the maps
>>> pl_upward and arena_watchtower after today's update. This is on stock
>>> servers with no mods. It seems to affect both windows and linux. Anybody
>>> else seeing this behavior with any maps?
>>>
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>>> please visit:
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>>>
>>>
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>>
>>
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Re: [hlds] An open letter to Valve about MOTDs

2013-11-07 Thread Asher Baker
Neither Pinion nor Valve have anything to do with the shady hidden
background ads, that was started by questionable server operators looking
to earn even more money from Pinion's success - it's against the Pinion ToS
so they now go to shady ad providers that don't care about legitimate
traffic or any complaints, at least Pinion tried to bring in advertisers
with relevant products.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Thu, Nov 7, 2013 at 10:18 PM,  wrote:

> I saw the MOTD update news hit the mailing list a day or two ago and
> quickly dismissed the posting. So forgive my ignorance. Does this update
> mean my simple html that has my communities logo, server rules, list of
> other game servers I run and where to join my forums and how to contact
> admins is no longer going to work?
>
> That is ridiculous if this is the case. A simple ASCII looking limited txt
> file has no pizazz and flare. Although I am personally opposed to running
> ads on my MOTD's or servers, if others have to sponge money by falsely
> giving the impression to foolish advertisers that pay thousands a month
> that think the majority of the 15 year old kids are actually seeing or pay
> mind to those ads, more power to them.
>
> A quick way to put a stop to that is start individually contacting "Uncle
> Bucks Leeto Storage Sheds" or whoever these idiotic advertisers are and
> telling them they are paying for ad impressions to a vast number of 15 and
> younger individuals playing a video game who pay no mind to the ads. Also
> informing them of the ads being subversive and ran as a background,
> minimized process will only help encourage them to drop "impression
> advertising". But hey, if your a server owner whose personality can not
> allow a game server community to ride and you have to rely on quickplay and
> steam browser ads, then do what you got to do. More power to you.
>
> Underhanded sponging funds off hidden ads or video ads just makes you a
> buttlicker.
>
> If Valve takes any form of partnership in such activities, well that makes
> them equally buttlickers as well. That's like Van Halen without Dave, Queen
> without Freddy, Metallica after releasing their stupid "Sandman" album.
> If the case, then we can expect any day to hear Lars Ulrich's winy voice
> complaining...
>
> As I said in the past, this Pinion gig, brilliant idea, wished I had
> thought of it. However, what I feel is that what this will lead too is
> forced advertising on my game servers. If this should ever become the case
> I simply will not host those servers that force advertising. I buy your
> games in fours for my family. I host servers for your games and have since
> day one. I buy extra games and give them away. I run a website promoting
> your games. I do enough. I no longer play TF2 and still run the damn
> servers...
>
> I want a special Badge and Hat for that commitment...
>
> Hutch
>
>
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Re: [hlds] Mandatory TF2 update released

2013-10-30 Thread Asher Baker
> The crashes I've encountered/seen are in bool CEngineTrace::ClipRayToVPhysics(
const Ray_t &, unsigned int, ICollideable *, studiohdr_t *, trace_t * );.

I see this crash come up semi-regularly over the last year or so in the
crash reporting system I run, a fix would be handy.

~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Thu, Oct 31, 2013 at 2:29 AM, Kyle Sanderson  wrote:

> Were you guys able to fix the null model_t* trace-ray engine bug? I
> encountered it last week in cstrike where a solid didn't have a collision
> model, resulting in GetCollisionModel returning NULL. The initial generic
> call in cstrike came from the unducks in movement. The dumps I've seen
> (from TF pre-today update) have the same offset, so I'm largely assuming
> it's the same. Presumably High Tower has/had a similar problem? It also
> looks like guards are already present for a NULL vcollide_t *.
>
> The crashes I've encountered/seen are in bool
> CEngineTrace::ClipRayToVPhysics( const Ray_t &, unsigned int, ICollideable
> *, studiohdr_t *, trace_t * );. Other functions that deal with solids
> appear to check for (and expect) a NULL model_t *.
>
> Thanks,
> Kyle.
>
>
> On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith wrote:
>
>> There was a typo in the last line of the notes. There was a missed note
>> in "yesterday's" update. We're still investigating issues as they come up,
>> so please report them as you find them.
>>
>> Thanks.
>>
>> -Eric
>>
>>
>> -Original Message-
>> From: Eric Smith
>> Sent: Wednesday, October 30, 2013 6:33 PM
>> To: Half-Life dedicated Linux server mailing list (
>> hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
>> mailing list (hlds@list.valvesoftware.com); '
>> hlds_annou...@list.valvesoftware.com' (
>> hlds_annou...@list.valvesoftware.com)
>> Subject: Mandatory TF2 update released
>>
>> We've released a mandatory TF2 update for Halloween. The notes for the
>> update are below. The new version is 1979503.
>>
>> -Eric
>>
>> --
>>
>> - Added new main menu character images for Scream Fortress 2013
>> - Fixed a server crash related to The High Five taunt
>> - Fixed neutral pumpkin bombs exploding with blue particles
>> - Fixed health on hit particle effect precache error
>> - Fixed client nTextureFrame < 0 warning spew in dev console
>> - Updated the round restart event to remove spells after playing in hell
>> - Updated plr_hightower_event to improve server stability
>> - Updated The Chicken Kiev so it can't be equipped with the Cold War
>> Luchador or the Large Luchador
>> - Re-enabled the crafting recipes for zombie costumes
>>
>> Notes missed from Monday's update:
>> - Updated the Vaccinator to use the reload key to cycle through resist
>> types
>>
>>
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>
>
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Asher Baker
Is your email in enough different font sizes?


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Thu, Sep 26, 2013 at 10:11 PM, Jason Tango  wrote:

> Hello,
>
> I know this has been brought up many, many timesbut it would seem that
> with the maturity of the server registration system that Valve is now in
> a perfect position to fix this issue which both negatively impacts
> long-established servers, AND prevents server operators from moving to
> better/improved hardware.
>
> I'm talking about the way server favorites work in the server browser.
> Specifically, the fact that if  - for any reason - a server operator needs
> to change their server's IP address, it disappears from all the users
> clients who have added it to their favorites over the years.
>
> That may not seem like a big deal, but it absolutely IS. It takes months
> and years to build up a strong base of server regulars, and that base is
> virtually destroyed if you change that server's IP address.
>
> For examplewe recently had the opportunity to acquire hardware at a
> significant discount at another server provider that was a significant upgrade
> from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro
> SSD) for the same price we were currently paying per month. Wanting to
> give our players the best possible experience, so we decided to make the
> move.
>
> To prepare, we ran a message for 30 days on the current servers informing
> the players the servers were moving (and the new address). After that 30
> day period, we flipped the switch, and shutdown the old server, bringing
> the new ones online (the 1270v3 is ridiculously powerful, BTW).
>
> Now, these are servers which had previously stayed full for 18+ hours per
> day on a regular basis, with a 24-hour average population (according to 
> HlStats)
> of 21 players.
>
> After the first 30 days, the 24-hour average is now down to 6 players, and
> they only fill up roughly 4-6 hours per day.
>
> And therein lies the problem. We did (we believe) what was absolutely the
> right thing in that we chose to upgrade our hardware solely for the purpose
> of giving our players a better, smoother, more state of the art gaming
> experience. The server runs wonderfully (3 full servers uses less than 7%
> CPU!), and the players who ARE playing on them regularly comment on the
> improvement to frame rate, stability, and map load times.
>
> The only thing on our end that changed as far as server configuration was
> the IP - and it has essentially KILLED the traffic to those servers,
> forcing us to basically start over from scratch trying to build our
> server traffic back up (and no, we don't run any of those atrocious MOTD
> ads or anything - our servers are supported by donations only).
>
> The fix, it would seem, would be relatively easy. Why not tie the server
> favorites to the server registration information instead?
>
> Connecting the favorites to IP address does nothing but prevent server
> operators from upgrading/moving to better equipment and/or datacenters, and
> severely limits the options we have to improve the gaming environments
> for our players. I, for one, won't be upgrading/moving anything else if it
> means I have to change IP addresses. It's simply not worth the traffic
> loss you incur as a result.
>
> Please make this a priority, Valve. The time has come.
>
> Thanks.
>
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Re: [hlds] TF2 server crash when hostname is >63 chars

2013-08-29 Thread Asher Baker
What plugin?


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Thu, Aug 29, 2013 at 10:41 PM, Peter Jerde  wrote:

> I finally tracked down why one particular sourcemod plugin would crash one
> of our tf2 servers, but not another. The only config difference was the
> "hostname" cvar -- on the server that crashed, the hostname was longer than
> 63 characters.
>
> Not sure if the bug lies in Valve's or sourcemod's code, but I could
> definitely reproduce the crash any time hostname was longer than 63
> characters.
>
> Posting this just on the off chance someone else encounters the bug.
>
> cheers,
>
>  - Peter
>
>
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Re: [hlds] srcds appcrash on windows server 2008

2013-07-21 Thread Asher Baker
1.6 has a number of experimental changes.

On Sun, Jul 21, 2013 at 11:52 PM, Nomaan Ahmad  wrote:
> I think, what they add for Dota have no effect on other games. But sure he
> could try 1.5 branch :)
>
>
> On 21 July 2013 21:50, big john  wrote:
>>
>> I'm sure it works, but I doubt it's helping
>>
>> On Jul 21, 2013 4:49 PM, "Nomaan Ahmad"  wrote:
>>>
>>> I am using 1.6 branch for SM... Works fine on live servers on windows.
>>>
>>> On 21 July 2013 21:42, big john  wrote:

 Sourcemod 1.6 branch is for dota2,use the 1.5 branch

 On Jul 21, 2013 6:55 AM, "Element"  wrote:
>
> This is becoming a regular occurance since the recent "balancing
> update"
>
> This crash appears on both my dediboxes (one uk/one us)
>
> All servers are Vanilla MVM running: MetaMod:Source v1.9.3-devV,
> SourceMod v1.6.0-dev+3903
>
> Screenshot: https://dl.dropboxusercontent.com/u/5209/srcdsfail.PNG
>
>
> Any ideas?
>
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Re: [hlds] Mandatory TF2 update released

2013-06-03 Thread Asher Baker
There is no conversion process for servers, you have to do a clean install,
the conversion process only applies to clients.

~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Tue, Jun 4, 2013 at 3:21 AM, Brady Osborne  wrote:

> Hey all,
>
> Is it normal for SteamCMD to delete files during the conversion process
> from HLDSUpdateTool?  I kept seeing files vanish, so I put SteamCMD on the
> left side of my screen with my 'cfg' folder on the right, and after a few
> seconds of running SteamCMD on a directory that was previously updated by
> HLDSUpdateTool, the cfg files disappeared as if they were deleted.
>
> According to this 
> articleit 
> says files will only be moved, not deleted, but I have not found this to
> be true.  I have had several other users ask me about this issue, too.  I
> did some research with Process Monitor and found that SteamCMD does in fact
> overwrite the cfg files in addition to several others.
>
> Note the highlighted line here (SetRenameInformationFile):
> http://tinypic.com/r/9zn38m/5
>
> So in the article's question "My XYZ file got deleted. Where did it go?
>  The conversion process does not delete any user files." - this is
> technically true, however, the conversion process* *does *overwrite* files.
>  User files outside of a specific set are not modified, like the 'addons'
> folder or 'server.cfg'.
>
> Thoughts?
>
>  Thank you,
>
> *Brady Osborne*
> m...@bradyosborne.com
>
>
> On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com <
> ad...@aerolitegaming.co.uk> wrote:
>
>>  Thank you very much for that, it worked.
>>
>> On 03/06/2013 23:46, Nicholas Hastings wrote:
>>
>> If you have the Steam client installed on your server, launch it and
>> check for updates.
>>
>> That error can happen when they update the shipped steam_api (they did)
>> and you have an older steamclient installed on the machine.
>>
>> --
>> Nicholas Hastings
>> AlliedMods.net 
>>
>>
>>
>>AeroliteGaming.com 
>>  Monday, June 03, 2013 6:43 PM
>>   Having troubles after this update:
>>
>> ** *
>> ** *
>> * Unable to load Steam support library. *
>> * Unable to load Steam support library. *
>> * This server will operate in LAN mode only. *
>> * This server will operate in LAN mode only. *
>> ** *
>> ** *
>>
>> Tried validating and still no luck.
>>
>>
>>
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Re: [hlds] Pre-releases

2013-05-18 Thread Asher Baker
No, the current prerelease update has a change to the compression
code, and will be a mandatory update (and thus non-preprerelease
clients cannot connect).

On Sun, May 19, 2013 at 1:26 AM, Flickshot Tech  wrote:
> Hi All.
>
> Sorry for the noob question. If i run a prerelease of CSS on windows server 
> can normal clients connect to the server?
>
> Cheers
>
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Re: [hlds] CS:GO Triggering Anti-Virus - Threat name: Suspicious.Cloud.7.F

2013-05-14 Thread Asher Baker
Bit of a dick, aren't you? Anyway, as far as I'm aware, this file has
often triggered Norton's heuristic detection over the years, I suggest
you complain to them as they're the only people that know what they're
actually looking for.

On Tue, May 14, 2013 at 8:23 PM, Robert Whelan  wrote:
> Yeah, sorry. I should of stated I wasn't here to discuss which anti-virus
> programs I should or shouldn't run. Personally, I and many others stand by
> Symantec products. I was just looking for a bit more insight as to why out
> of 175k files split between my hlds/srcds directories, this one file is the
> ONLY issue... or, possibly others were seeing it to.
>
> In my 13 years of fiddling with srcds/hlds games, all while using Symantec
> products, I've never had an issue. Anyways... moving on...
>
> Thx
>
> From: Doctor McKay 
> To: Robert Whelan ; Half-Life dedicated Win32 server
> mailing list 
> Sent: Thursday, May 2, 2013 9:08 PM
> Subject: Re: [hlds] CS:GO Triggering Anti-Virus - Threat name:
> Suspicious.Cloud.7.F
>
> After doing a bit of research, it appears to me that "Suspicious.Cloud.7.F"
> just means that it's a file that Norton *thinks* is suspicious. You should
> get a non-bad antivirus program.
>
>
>
> Doctor McKay
> http://www.doctormckay.com/
> mc...@doctormckay.com
>
>
> On Thu, May 2, 2013 at 1:59 PM, Robert Whelan  wrote:
>
> After a little research as to why my SteamCMD was failing, I found out the
> matchmaking_ds.dll was getting quarantined as of late. Is there anything
> that can be done besides setting my anti-virus to ignore this file? All my
> other games I tinker with are fine (tfc, tf2, css, dods, l4d/l4d2, ff,
> hl2ctf, hl2dm etc.).
>
> Tidbits from SteamCMD:-
>
>  App state (0x400502) committing, progress: 83.13 (4693270220 / 5645470906)
>  App state (0x400502) committing, progress: 94.19 (5317398199 / 5645470906)
> Error! App '740' state is 0x1 after update job.
> C:\SteamCMD>time/t
> 10:11 PM
> Press any key to continue . . .
>
>
> Norton Internet Security (latest build):-
>
> Filename: matchmaking_ds.dll
> Threat name: Suspicious.Cloud.7.F
> Full Path:
> c:\srcds\csgo\38575566af149023d5c9e225dc6dd43f27d74dd1\downloading\740\csgo\bin\matchmaking_ds.dll
> Details Risk High
> Threat type: Heuristic Virus. Detection of a threat based on malware
> heuristics.
> File Actions
> File:
> c:\srcds\csgo\38575566af149023d5c9e225dc6dd43f27d74dd1\downloading\740\csgo\bin\matchmaking_ds.dll
> Blocked
>
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>
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Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Asher Baker
On Mon, Apr 29, 2013 at 8:14 PM, Fletcher Dunn
 wrote:
> If you have your own update script, it wouldn't take too much work to have 
> the script write out a text or something file containing the name of the 
> branch that was synced.  That seems like the best place to do it.

The idea here is so SourceMod is able to load appropriate gamedata, so
that's out of the question.

On Mon, Apr 29, 2013 at 8:18 PM, Saul Rennison  wrote:
> Asher you could probably parse the app manifest (its just KeyValues) now
> we're on Steampipe.

Thanks, the overlord duck also suggested calling into ISteamApps.

We'll toss around a few ideas internally, ideally gamedata-per-version
would be nice, but it would mean a pretty significant overhaul of the
system.

A number of people have gotten pretty... vocal about SourceMod only
supporting the current main branch release, so it would be nice to
have some solution in place at some point in the future (maybe when we
have more manpower! :P).

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Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Asher Baker
This is a really welcome change to the release process, thanks.

Is there a trivial way for a server plugin (C++) to get the current
beta branch name, any chance it could be exposed somewhere if not
(although I guess the engine itself doesn't really care, but a
function on IVEngineServer or a simple text file in the root would be
really handy)?

On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn
 wrote:
> The updates released on Friday in the prerelease branch have now shipped in
> the main branch.  The updates did not change the PatchVersion, so they are
> optional for servers.  Patch notes are below.
>
>
>
> Please note that there are some bugs in github tagged for “next release”
> which unfortunately were not merged over for this release.  We’ll have
> another update soon that pushes these fixes out.
>
>
>
> The prerelease branch is still active; it is currently the same build as the
> main branch.
>
>
>
>
>
> From: Fletcher Dunn
> Sent: Friday, April 26, 2013 10:49 AM
> To: Half-Life dedicated Linux server mailing list
> (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
> mailing list (hlds@list.valvesoftware.com);
> hlds_annou...@list.valvesoftware.com
> Subject: Pre-release updates available for CS:S, DoD:S, and HL2:DM
>
>
>
> We’re trying out different way to release updates that will hopefully reduce
> disruption to your communities.
>
>
>
> New builds are now available for the client and dedicated server for CS:S,
> DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network
> compatible with the current build.  (It’s an “optional update” for servers.)
> To obtain these builds, you need to opt into the prerelease beta.
>
>
>
> To opt into the prerelease beta on the client, right click on the game in
> the game list and select Properties, select the “Betas” tab, and select the
> “prerelease” beta.  (This is a public beta and does not require a password.)
>
>
>
> To select which branch to sync the dedicated server to using steamcmd, you
> need to pass “-beta prerelease” to the app_update command.  For example, if
> you are using a SteamCmd script file, you might have something like this:
>
>
>
> login anonymous
>
> force_install_dir cstrike
>
> app_update 232330 -beta prerelease
>
> quit
>
>
>
> (I am told that it is possible to pass the -beta switch on the steamcmd
> command line, through some magic combination of quoting, so you can avoid
> having to create a script file.  Hopefully some kind soul will figure out
> how to do that and share it.)
>
>
>
> Switching between two steampipe branches is really fast and easy, so if
> there’s a problem, you can switch back quickly.  (Opting out of the
> “steampipe beta” was really painful because it was switching between two
> entirely different content distribution systems --- that will never apply
> again.)
>
>
>
> If no big problems are detected, we’ll make these builds the official build
> on Monday.
>
>
>
> Our current plan is to always keep the prerelease branch active, even if it
> is the same build as the main branch.  This way you can stay opted in.  In
> other words, “prerelease” actually means “the latest available build”.
>
>
>
> We’re not sure if every update we release needs to go out as a prerelease
> first.
>
>
>
> Here are the change notes for the builds we are releasing today:
>
>
>
> Source engine games:
>
> * mapcycle and motd files now reside in the cfg folder by default, or in the
> root as a fallback.
>
> * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt,
> and will be used if the filename convar is at the default value and no
> custom file is found in the cfg folder or the root.
>
> * mapcycle file can contain blank lines and //-style comments
>
> * mapcycle file loaded from the custom folder.
>
> * Greatly reduced memory usage on the client and server
>
> * Added some hardcoded rules to the “end” of sv_pure rule list.
>
> * Fixed some filesystem calls not properly obeying pure server rules.
>
> * Fixed model bounds and simple materials consistency checking rules.
> (Fixed Counter-Strike server spew.)
>
>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Asher Baker
On Thu, Apr 18, 2013 at 10:11 PM, Evourr  wrote:

> Valve didn't ban people for that, they simply blocked the usage of the
> plugin by loading it clientside, what I'm wondering is if these bans are
> going to be fair or if they're simply going to be banned without much
> information being posted.


The plugins mentioned are *manipulating* that block to work around it,
*that* is why it's perfectly justifiable to punish clients using them.

I do think VAC is too harsh in this case, but if that's the only reasonable
tool available, then so be it.

The notes for the update say the plugin is blocked, so I presume people
won't be VAC banned unless it's *further* worked around - and then people
are just being idiots and they've had the only warning they deserve.
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Re: [hlds] (no subject)

2013-03-30 Thread Asher Baker
Please keep your crap off of the server admin's mailing list.

On Sun, Mar 31, 2013 at 3:16 AM, Crapware Wardon
 wrote:
> ok, the best solution would be to leave the motd option, but, if the
> motd.txt contains anything other than the default motd.txt that ships via
> steamcmd... the server simply does not get listed in the server browser. I
> would also go as far as to say that the vac secured flag also be set to 0
> for those servers.
>
> As for the Valve+Pinion relationship... If Valve is in bed with pinion then
> why are they not listed on the pinion list of customers?! I know why,
> because it's an outright lie. The a-holes collecting pinion funds started
> the lie to legitimize themselves.
>
>Ok, So all the pro-pinion hijackware guys claim valve is down with their
> program. The research indicates that this is an outright lie. No ad time has
> been purchased by Valve. I am sure there are a few Valve employees that are
> receiving kickbacks for their support of this blatantly unscrupulous
> activity. It may even shed a little light on the fact that good ol' Gabe did
> some house cleaning recently. Anyways.. down to business...
> If you want to defeat these dirtbags force-feeding your cpu with hijackware
> and your running a windows machine...
> 1) Open your hosts file (generally: c:\windows\system32\drivers\etc\hosts )
> with a good ol' text editor.
> 2) Add the following to the end of your hosts file...
> # Pinion Server Adware
> 127.0.0.1  pinion.gg
> 127.0.0.1  bin.pinion.gg
> 127.0.0.1  cdn.pinion.gg
> 127.0.0.1  crm.pinion.gg
> 127.0.0.1  delivery.pinion.gg
> 127.0.0.1  docs.pinion.gg
> 127.0.0.1  kermit.pinion.gg
> 127.0.0.1  log.pinion.gg
> 127.0.0.1  mail.pinion.gg
> 127.0.0.1  motd.pinion.gg
> 3) Save the file to your desktop.
> 4) If your text editor added .txt to the file name remove the .txt (select
> the file on your desktop, hit F2 and remove the .txt characters).
> 5) Copy the host file from your desktop into the
> 'C:\windows\system32\drivers\etc' folder and let the new one overwrite the
> existing one.
> Enjoy hijackware free gaming!!
>
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-30 Thread Asher Baker
The except posted was from a very long conversation discussing IDEAS
not PLANS, and was intended specifically in relation to the plugin
thread it was posted in. There was really no reason for it to explode
this much, but I do hope the immediate backlash will avoid any changes
at all - I think the current system is fine and that it's Quickplay
that's flawed not the MOTD. My apologies to DF for how people have
twisted this out of all proportion.

On Sat, Mar 30, 2013 at 8:05 PM, Mart-Jan Reeuwijk  wrote:
>
> Asherkin would not put words into DF's mouth, thats for sure.
>
> One can question ofc if its really going to be removed, but with the
> game-changing properties of the pinion plugin, its easy to see that Valve
> isn't liking it:
> - 30 seconds added before able to start with the game. (after connecting
> etc)
> - With map restarts (and therefore round re-start) Uber build up at start of
> round is impossible, with 30 seconds missing of the round start time of 1
> minute, they cannot build up the uber charge when the ad gets shown. Same
> goes for Engy to build up his equipment. Essentially killing any way for
> those classes to be ready for a defense and offense. Thats quite
> game-changing imo.
> - loads of players complaining about it.
>
>
> As I said in another reply, a way for players to block MOTD based on the
> connected server (using their ID's or IP's?) would alleviate some. And as I
> see complaints bout this in the Quickplay, disable this feature per default
> when using Quickplay servers might be something.
>
> Think that would kill off the pinions and alike fast enough.
>
> There is a lot of legit ways of using the MOTD, and I really would not want
> to lose those.
>
> And for those that use the Digest, PLEASE, when you REPLY, rename the
> subject to the subject you reply to, and remove the 50k characters below,
> leaving only the message you reply to.
>
> 
> From: ics 
> To: ubyu@gmail.com; Half-Life dedicated Win32 server mailing list
> 
> Sent: Saturday, 30 March 2013, 19:55
> Subject: Re: [hlds] hlds Digest, Vol 24, Issue 77
>
> Pretty sure it wasn't flawed.
>
> -ics
>
> Paul kirjoitti:
>> The only source was based on a rumor of a chat log on a forum thread
>> showing Drunken_F00l (employee at Valve) talking to asherkin (a
>> Sourcemod dev) about it. Perhaps the source was flawed information
>> after all then.
>>
>>
>> On 30 March 2013 18:34, ElitePowered . > > wrote:
>>
>>Valve would never remove MOTD. They partnered with Pinion to put
>>ads in CS:GO servers. If MOTD was taken off, a lot of TF2 mods
>>wouldn't work. Such include: SLAG, Pinion, Donation pages, Rules
>>pages, and anything else that requires MOTD. I don't even know why
>>anyone would think it would be removed.
>>
>>
>
>
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Re: [hlds] Optional updates to Source engine betas released

2013-03-21 Thread Asher Baker
Most people should probably be sticking to 0 (if they dont want pure),
sv_consistency has always been on by default and is pretty important.

On Thu, Mar 21, 2013 at 10:02 PM, Saul Rennison  wrote:
> Wouldn't using  +sv_pure "-1"  fix the parsing problem? It's just a bit of a
> big gotcha, would it make more sense to push all the sv_pure values up 1?
> (i.e., sv_pure 2 => 3, sv_pure 1 => 2, etc.)
>
>
>
> Kind regards,
> Saul Rennison
>
>
> On 21 March 2013 21:53, Fletcher Dunn  wrote:
>>
>> Adding HLDS_Linux to that answer.
>>
>>
>>
>> From: Fletcher Dunn
>> Sent: Thursday, March 21, 2013 2:53 PM
>>
>>
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: RE: [hlds] Optional updates to Source engine betas released
>>
>>
>>
>> Ah.  I think because “-1” begins with a dash, it is being interpreted as
>> its own option, not as an argument to the +sv_pure.
>>
>>
>>
>> So I think your command line is actually being interpreted as “+sv_pure
>> 1”, because 1 is the default option when parsing the command line.  If you
>> just put +sv_pure with no option, that’s what you get --- which is not the
>> same as if you don’t put sv_pure on the command line!  So that’s a bit
>> confusing.
>>
>>
>>
>> NOTE: You CAN change sv_pure after boot, provided that you start with it
>> on.  The only thing you cannot do is turn it on, when it started off.  The
>> reason is that there is extra work involved in maintaining some hashes, and
>> they need to start happening from the very beginning.  By the time the
>> server parses the config file, it is too late for many important files.  So,
>> for example, GSP’s would probably force this option on, and then allow
>> server operators to lower the setting or turn it off if they wanted.
>>
>>
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Charlie
>>
>>
>> Sent: Thursday, March 21, 2013 2:43 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Optional updates to Source engine betas released
>>
>>
>>
>> For DoD:S, I can't get the server to correctly set sv_pure -1 on launch.
>>
>>
>>
>> Server: Server 2008 R2
>>
>>
>>
>> Command line: -console  -game dod -ip x.x.x.x -port 27015 +maxplayers 32
>> +sv_pure -1 +map dod_donner
>>
>>
>>
>> If I set it to -1 in the command line, I get sv_pure 1 in game. If I don't
>> set it, I get sv_pure 0. Even on mapchange, sv_pure remains 1 with -1 set in
>> the command line.
>>
>> On Wed, Mar 20, 2013 at 4:16 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>> Client: Windows 8
>>
>> Server: Debian Squeeze
>>
>>
>>
>> command line:
>>
>> -game dod -ip x.x.x.x -port 27015 -nobreakpad +maxplayers 32
>> +servercfgfile dods.cfg +motdfile motd_dods.txt +log on +fps_max 0 +sv_pure
>> -1 +map dod_donner +rcon_password blah
>>
>>
>>
>> It is also set in the server.cfg:
>>
>> // Pure
>>
>> sv_pure -1
>>
>> sv_pure_kick_clients 0
>>
>>
>>
>> On Wed, Mar 20, 2013 at 6:30 PM, Fletcher Dunn
>>  wrote:
>>
>> I’m not reproducing this.
>>
>>
>>
>> What is your server command line?
>>
>> Where does sv_pure appear in your config?
>>
>> What OS are you using for the client / server?
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
>>
>>
>> Sent: Wednesday, March 20, 2013 3:03 PM
>>
>>
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Optional updates to Source engine betas released
>>
>>
>>
>> I think I see a bug. Spotted in DODS:
>>
>>
>> Server:
>>
>> Current sv_pure value is -1.
>>
>>
>>
>> Client:
>>
>> The server is using sv_pure 2.  (Fully pure)
>>
>>
>>
>> On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn
>>  wrote:
>>
>> Betas for TF2, CS:S, DoD:S, and HL2:DM:
>>
>> * Linux client: Fixed crash trying to connect to server with any setting
>> other than sv_pure -1.
>>
>> * Linux client: VPK tool now supports signature functionality
>>
>> * Client and dedicated server: fixed sv_pure command not showing current
>> pure status
>>
>>
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>> please visit:
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>>
>>
>>
>>
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>>
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>>
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Re: [hlds] TF2 update for 3/4/13 (3/5/13 UTC)

2013-03-06 Thread Asher Baker
It wasn't, it is now.

On Wed, Mar 6, 2013 at 11:25 AM, Alexander Z  wrote:
> This was sent 13 hours ago, but I've only received it now.
> Is the mailing list malfunctioning?
>
> On 5 March 2013 22:40, wickedplayer494 .  wrote:
>>
>> Please disregard. Valve forgetting wasn't the case, as it appears all
>> their mailing lists were gobbling up messages, including Eric's.
>>
>>
>> On Mon, Mar 4, 2013 at 6:28 PM, wickedplayer494 .
>>  wrote:
>>>
>>> It appears a new update went out the door. Appears to be mandatory since
>>> SteamPing and another script from a friend of mine went off. Posting since
>>> there was no early warning and it seems Valve has forgotten to post an
>>> announcement here. From the Steam news page and the TF2 site:
>>>
>>> - Added new promo items
>>> - Added crafting recipes for the Sticky Jumper and the Rocket Jumper
>>> - Fixed r_depthoverlay ConVar not using the correct material
>>> - Improved performance and stability for the Linux version
>>
>>
>>
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>
>
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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread Asher Baker
On Sun, Jan 6, 2013 at 10:44 PM, Ross Bemrose  wrote:
> The current version of TF2Items doesn't give you the attributes an item
> already has.

Name and description aren't attributes, they're loaded directly from
the SO cache by the client, you can't change anything related to them
from the server.

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Re: [hlds] 128 Tick

2012-12-29 Thread Asher Baker
Even Eli's comment is better that you trying to get a cheap laugh out
of providing completely bogus advice.

On Sat, Dec 29, 2012 at 10:08 PM, Pizza  wrote:
> Hi Sachin,
>
> You must set a servers tickrate at the time of install. First uninstall your
> server. Then add the following switch argument to the steamCMD command line
> when you’re re-installing your server ‘+sv_tickrate 128’
>
> Please ignore the asshatters that make fun of your very serious server
> question. And thank you for being a server host.
>
> May you be blessed by the sweet, sweet Ghost of Baby Jesus.
>
> Your friend,
>
> Pizza
>
>
>
>
>
>
>
> 
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
> sudsac...@gmail.com
> Sent: Saturday, December 29, 2012 9:42 AM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] 128 Tick
>
>
>
> Hi
>
>
>
> Can someone tell me how to make 128 tick server in cs go
>
>
>
> I am using tcadmin for my servers
>
>
>
> Thanks
>
> Sachin
>
>
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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Asher Baker
It sounds like use of the "website entry script" on your normal MOTD
page would be perfectly legitimate.

On Thu, Dec 20, 2012 at 4:47 AM, Calvin Judy  wrote:
> Your method also violates their terms of service, users must willingly click
> on an ad.fly link for the traffic to be considered legitimate. (By the way I
> toyed around with this idea when adfly was getting big, my account was
> terminated without warning, and the terms were added to avoid issues like
> that from happening.)
>
>
>
> - Original Message -
> From: Doctor McKay
> To: Half-Life dedicated Win32 server mailing list
> Sent: Wednesday, December 19, 2012 9:01 PM
> Subject: Re: [hlds] TF2 MOTD Browser
>
> I’m trying out http://adf.ly via a custom-built system. Players click the
> Skip Ad button after the 5-second timer expires and it closes the MOTD
> window that way. It appears fine for most people most of the time, but not
> for others.
>
> Kinda annoying though, as closing the window relies on the page actually
> displaying. I had to build a 15-second failsafe timer into it to
> automatically close it.
>
>
> Dr. McKay
> http://www.doctormckay.com
>
>
> From: David Unreal
> Sent: Wednesday, December 19, 2012 5:04 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 MOTD Browser
>
>
> Yeah I noticed that sometime it just takes a few sec to load. However, in
> terms of pinion ads, there will be a new system for them enforced that may
> cause server owners to force you to want the whole ad. The idea is that they
> will only pay for ads that have been completely watched. Anyways, what is
> the URL you are trying to McKay? Maybe its an error with the page?
>
> On Dec 19, 2012 4:59 PM, "byteframe"  wrote:
>>
>> I might add that sometimes if you wait (several) seconds, it _might_
>> appear. I tend to click as fast as I can so as not to see the pinion ads.
>> Client side issue for sure, though.
>>
>> On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun 
>> wrote:
>>>
>>> Incredibly annoying. I get the same issue, please fix.
>>>
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Re: [hlds] [hlds_linux] Mandatory TF2 update coming later today

2012-08-20 Thread Asher Baker
Yes, that was a side-effect of the stringtables overflowing.


On Tue, Aug 21, 2012 at 1:27 AM, Essay Tew Phaun  wrote:
> Does this resolve clients getting stuck when connecting with "Retrieving
> Server Info" and then a net_convar error?
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Re: [hlds] Tying IP to hostname.

2012-08-19 Thread Asher Baker
I think you missed the fact he included the solution.

On Mon, Aug 20, 2012 at 2:07 AM, T Marler  wrote:
> I don't think you got the message, PLEASE INCLUDE SOLUTIONS TO PROBLEMS IN
> RESPONSES BECAUSE IT HELPS OTHER PEOPLE BECAUSE WE ARE NOT MIND READERS AND
> CANNOT READ YOUR MIND AS A RESULT.
>
> Is that sufficiently clear?
>
>
> - Original Message -
> From: Daniel Barreiro 
> Date: Sunday, August 19, 2012 6:46 pm
> Subject: Re: [hlds] Tying IP to hostname.
> To: Half-Life dedicated Win32 server mailing list
> 
>
>> Sorry.
>>
>>
>> My issue seems to have been that the subdomain was 5.nlrgaming.net
>> I changed it to nlr5.nlrgaming.net and it works perfectly.
>>
>> On Sun, Aug 19, 2012 at 8:44 PM, Essay Tew Phaun
>>  wrote:
>>
>> > No one will ever have the same issue so it was a good idea not
>> to include
>> > the solution.
>> > ___
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>> >
>>
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Asher Baker
The mailing list isn't the place for petty fights between your
"communities", please take it elsewhere.


On Wed, Aug 1, 2012 at 12:50 AM, Essay Tew Phaun  wrote:
> Well, I'm too good to die 40 times in a row, so there would be no way for me
> to figure out.
>
> :)
>
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Re: [hlds] Fake player flood (Khalid Oqal)

2012-07-27 Thread Asher Baker
> For Gods sake please delete all the replies under your posting before you
> send out to the list

Please don't.

Any decent client will fold them away, and it helps new people on the
list, or people finding the messages eons later with a search engine
get to grips with the conversation quickly.


On Fri, Jul 27, 2012 at 6:04 PM, G. Hutchinson  wrote:
> Khalid
>
> For Gods sake please delete all the replies under your posting before you
> send out to the list... You realize you have like 3 feet of replies you
> are sending out to all of us every time you post to the list.
>
>
> EDIT PEOPLE You are making a sloppy thread..
>
>
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Re: [hlds] Disconnect: ERROR! Reliable snaphsot overflow..

2012-06-19 Thread Asher Baker
> I’m just letting people know there may be
> some new exploit that also overflows the reliable buffer.  So keep an eye
> out .

You mean, like the one that currently has threads on both this list
and hlds_linux discussing it.


On Tue, Jun 19, 2012 at 2:50 PM, Frank T. O'Connor  wrote:
> Just to be absolutely clear, having played TF2 since beta, I can assure you
> this is being done maliciously. In fact, the night ended with the person
> doing it about 3 times in a row and people just left the server.
>
> We’ve had these in the past, it used to be as easy as spamming
> connect/disconnect messages with really long nicknames. We got:
>
> · sv_max_connects_sec
>
> · sv_max_connects_window
>
> · sv_max_connects_sec_global
>
> to combat the original exploit. I’m just letting people know there may be
> some new exploit that also overflows the reliable buffer.  So keep an eye
> out .
>
>
>
>
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nomaan Ahmad
> Sent: Monday, June 18, 2012 11:11 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Disconnect: ERROR! Reliable snaphsot overflow..
>
>
>
> No, its only a typo. And I don't think Snapshot overflow is an exploit.
>
> On 19 June 2012 02:33, Frank T. O'Connor  wrote:
>
>
>
> Also, “snaphsot” is misspelled in the error, but dyslexics do make the best
> programmers….
>
>
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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-11 Thread Asher Baker
On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerse  wrote:
> Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.

> Names 2 things that are fully open source.

But, joking aside, AnAkIn is pretty trustworthy.

On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerse  wrote:
> Anakin has been around on the list for a very long time, and has provided
> nothing but good advice, fixes, and insight.  If his plugin is anything
> malicious, which I doubt, I have full backups, and it's easy enough to fix.
>
> Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
>
>
> On Wed, Apr 11, 2012 at 1:58 PM, Sebastian Iskra 
> wrote:
>>
>> Atleast I made a valid point Mr. Marbury.
>>
>> On Wed, Apr 11, 2012 at 12:55 PM, John Marbury 
>> wrote:
>> > Said the random sea-bass.
>> >
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Re: [hlds] Someones taking my server down

2012-03-30 Thread Asher Baker
It has nothing to do with SourceMod, or any server plugins.

On Fri, Mar 30, 2012 at 2:35 PM, admin  wrote:
> There using a source-mod crash script that's plugged into a cheat (overloads
> sourcemod very fast and makes it look like lag)  make sure you have all
> settings that are going to public users hidden.. like such as vote menus
> that are not ness. Another fix is installing SMAC for week and have it perm
> ban him or her.
>
> Command Monitor - smac_commands.smx
>
> http://forums.alliedmods.net/showthread.php?t=169586
>
>
>
> --
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Re: [hlds] Someones taking my server down

2012-03-30 Thread Asher Baker
On Fri, Mar 30, 2012 at 11:16 AM, lwf  wrote:
> 71303030303030303030303030303000

Good old OOB packet spam.

> I'm not entirely sure if it's relevant to the attack, but
> "sv_max_connects_sec" ("Maximum connections per second to respond to
> from a single IP address.") was set to the default "2.0" and it did not
> help other than possibly reducing backscatter, which by itself wasn't
> terribly useful. We're going to try enforcing this in iptables
> instead.

sv_max_connects_sec is for a completely different exploit.

You could drastically lower sv_max_queries_sec_global to help against
the high CPU usage of SRCDS when it's under attack from this, but it
would render your server invisible to players while under attack (and
may not help at that traffic level).
Unfortunately the per-IP one would be useless due to the spoofed addresses.
As you said, you could use IPTables to only limit 'q' OOB packets, but
there is no reason the attacker wouldn't just switch to another packet
type.

Asher.

On Fri, Mar 30, 2012 at 11:16 AM, lwf  wrote:
> Hi.
>
> We had a similar experience on one of our most popular servers at
> Wednesday night (UTC+1). The same cheater was on that server at the
> time and it continued after after the cheater was banned. It appears
> to be the same attacker.
> http://tf2.rocketblast.com/bans/index.php?p=banlist&searchText=STEAM_0%3A1%3A40467009
>
> It's highly unusual for us to get attacked, it was years ago we had
> incidents so we had no sort of DoS protections already in place,
> however we were dumping traffic at the time.
> The attack consisted of a UDP flood (7 p/s, 35 Mbit/s, also
> causing backscatter) using spoofed source addresses and source port
> 27015, causing the srcds server it was targeted at to use 100% CPU,
> lag and eventually drop all players. The cheater rejoined when this
> happened. The data (20 byte) was the same for every packet, in hex:
>
> 71303030303030303030303030303000
>
> I'm not entirely sure if it's relevant to the attack, but
> "sv_max_connects_sec" ("Maximum connections per second to respond to
> from a single IP address.") was set to the default "2.0" and it did not
> help other than possibly reducing backscatter, which by itself wasn't
> terribly useful. We're going to try enforcing this in iptables
> instead.
>
> On Thu, Mar 29, 2012 at 22:07, AeroliteGaming.com
>  wrote:
>> Some asshole:
>> http://steamcommunity.com/profiles/76561198041199747
>>
>> Is managing to take my server down somehow, hes done it twice now therefore
>> killing the server and losing players. He did it last night and now tonight,
>> hes banned but is still managing to flood it or something, changing the port
>> of the server seems to work but I don't want to do that seeing as people
>> have it favourited and as soon as he finds out the new ip he'll go for that.
>> Anyone else had this and know a fix? He's also been crit hacking too.
>>
>> Thanks.
>>
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Re: [hlds] srcds reflected DDoS

2012-03-25 Thread Asher Baker
For the larger replies there is already a handshake/challenge system
in place, don't suppose you have a capture of some of the data you
were being hit with?

Regards,
Asher

On Sun, Mar 25, 2012 at 6:23 PM, Harry Strongburg  wrote:
> On Sun, Mar 25, 2012 at 12:20:37PM -0400, Joe Brown wrote:
>> Are you sure it was from SRCDS servers and not just from boxes running
>> both Quake3 and SRCDS? I know Quake3 protocol (servers) allows for an
>> unlimited number of queries, so it's very easy to slam an IP with
>> several gbps of queries in a short amount of time. There really is no
>> easy way to block the reflected attack that I know of. Either get a
>> DDoS protected host or block all Quake3 based servers.
>
> I am pretty sure they are only running srcds. I only did a quick search
> though. In either case my issue here isn't blocking it since I run Linux
> on my firewall, it's just seeing if Valve is ever going to work more to
> "fix it at the source". Stricter rate limiting, required TCP handshake
> before sending any data to the "connecting" IP, etc. Just those are some
> quick ways I'd guess would work, but I'm not sure how practical they'd
> be.
>
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Re: [hlds] Crash Dump File Analysis of Valve Game .dmp Files

2012-03-19 Thread Asher Baker
On Mon, Mar 19, 2012 at 3:58 AM, Kyle Sanderson  wrote:
> That plugin has been nothing but unstable for years.

Supply reproduction instructions or crash dumps and we'll happily fix
any issues.

On Mon, Mar 19, 2012 at 3:58 AM, Kyle Sanderson  wrote:
> That plugin has been nothing but unstable for years. It's sad to see that
> it's still consistently crashing for people. I wasn't under the impression
> that Windows crashed as well.
>
> Glad you found out what the issue was,
> Kyle.
>
>
> On Sun, Mar 18, 2012 at 4:44 PM, Team BOOM!  wrote:
>>
>> The gentleman from Aerolite Gaming was kind enough to review my files and
>> helped me determine that the Steambans SBSRC plugin is the source of the
>> crashes. Thanks to him, and to Jonah for his info link. Both are greatly
>> appreciated! Now to report the problem over at SteamBans.
>>
>>
>>
>> Warm Regards,
>>
>> Mike
>>
>>
>>
>> 
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aerolite Gaming
>> Sent: Sunday, March 18, 2012 3:18 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Crash Dump File Analysis of Valve Game .dmp Files
>>
>>
>>
>> Pop me an email with them and i'll take a look for you.
>>
>> On 18/03/2012 22:09, Team BOOM! wrote:
>>
>> Can any of you fellow server Admins recommend someone that can analyze
>> server crash dump files for me that one of my CSS servers has created? From
>> time to time I need this done and would like someone who understands Valve
>> games (CSS and TF2) to review the files for a possible source of the
>> crashes. I have never found anyone that I can go to on a regular basis for
>> this and feel it would be very helpful to me and others on this list.
>>
>>
>>
>> Kind Regards,
>>
>> Mike
>>
>>
>>
>>
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Re: [hlds] Possible cause and fix for the recent group crashes

2012-03-06 Thread Asher Baker
Considering the changes between 1.4.0 and 1.4.1, this seems unlikely.

Could you give it another shot and see if you see the same behaviour?

Sent from my iPhone

On 5 Mar 2012, at 19:45, m33crob  wrote:

> Also, I just recently got around to updating SM from 1.4.0 to 1.4.1. Once I 
> did this, the crashes increased by 10 fold and I was forced to downgrade back 
> to 1.4.0.

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Re: [hlds] Hackers on the rise

2012-03-03 Thread Asher Baker
Yes, I was simplifying for brevity, it was hardly worded as a legal demand.

However, no information about how people could acquire the source of
the plugin was provided either, making that a null point.

You can hardly provide a compiled binary and go "the source is out
there on a server somewhere". Before you say that it can also be
provided by request, that offer needs to be made at the time of
distribution.

Anyway it doesn't really matter, it was only a friendly reminder, and
Ross has already provided a link to the source of the plugin.

Regards,
Asher

Sent from my iPhone

On 3 Mar 2012, at 18:46, Charles Mabbott  wrote:

> As long as the source is out there and a link is available and documented, 
> you should be fine.

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Re: [hlds] Hackers on the rise

2012-03-03 Thread Asher Baker
You really shouldn't just link to the compiled binary, you can't
legally distribute SourceMod plugins without the corresponding source
code.

Sent from my iPhone

On 3 Mar 2012, at 13:45, admin  wrote:

> IF you cannot find on sourcemod I'll host the plugin for 48hours

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Re: [hlds] Hackers on the rise

2012-03-03 Thread Asher Baker
I posted this on SPUF back during the whole Free2BeKicked drama:

I think the best way would be a hardware identifier exposed as part of
the authentication ticket (covering the whole system, so that changing
an individual component does change the ID, but this is still
“stronger” than going after individual IDs). This would mean that and
individual server could ban that computer, lasting only on that
server. This would be saner than IP bans (the only solution to
multiple accounts other than my plugin) as it wouldn’t affect multiple
people as in the case of a dynamic IP, but it would also be harder to
change for that individual hacker.
Hardware bans work fine on a per-server case like this, they just fall
apart when used by an invasive global system like VAC, because they
are inherently “unfair” since someone who just “tried” a cheat (or
someone used their computer) could get that computer permanently
banned. Previously, this did work fine with SteamIDs because the
limitation was to get a new Steam account. Since, with my idea, if
it’s just a per-server ban you can join another server, where if a
user continued to cheat they would just get banned again or if they
didn’t they wouldn’t have any issue.

Just my 2¢.

On Sat, Mar 3, 2012 at 10:29 AM, AnAkIn .  wrote:
> Maybe they could use the hardware information that the Steam client
> already send them every time you log in?
> - Network cards
> - CD/DVD/Hard drives and others
> (MediaType/Index/DeviceID/SerialNumber/Manufacturer)
> - OS (Version, CD Key)
> + more stuff
>
> 2012/3/3 Cameron Munroe :
>> Really, how would you track this? Ip ~ no. So what? The fact is NAT is so
>> extensive now that tracking via IP is ineffective at best.
>>
>>
>> On 3/3/2012 1:43 AM, AnAkIn . wrote:
>>>
>>> As if Valve never thought of doing that. Back when F2P got released
>>> they said they would do something against people creating multiple
>>> accounts, and they never done anything.
>>>
>>> 2012/3/3 Rob Liu:

 Here's my 2cents on this issue.
 Make Steam guard mandatory.  And put a limit on how many free to play
 accounts a user can create?


 On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
   wrote:
>
> That doesn’t do much good for things like aimbots.
>
>
>
> I personally don’t like the idea of preventing them from joining, but
> simply taking away things that they might be able to abuse. My dodgeball
> servers for example doesn’t allow f2p to use, or hear anyone on voice
> comm.
> Too many unbannables just spewing mic spam all day.
>
>
>
> - Spencer.
>
>
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
> Sent: Friday, March 02, 2012 10:22 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Hackers on the rise
>
>
>
> That is like saying I will not sell my product to "greens." It is not
> effective and can do way more harm then good. You might just want to
> beef up
> your security with sourcemod and some plugins.
>
> On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:
>
> One options is to just not allow f2p accounts. Or make them a lot more
> vulnerable to votekicks/votebans. I'm considering making it so it only
> takes
> half as many votes against f2p to take action.
>
> On Mar 2, 2012 6:34 PM, "Russell Smith"
>  wrote:
>
> If you can put up with the excessive memory leaks then you can use
> SourceTV on autorecord.  Then just reference the time of the ban with
> the
> time of the recorded demo and you have yourself a demo of the supposed
> cheater.
>
>
>
> On 3/2/2012 3:32 PM, Cameron Munroe wrote:
>>
>> Now if it only would start a demo and then ban them...
>
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>>>
>>>
>>
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Re: [hlds] Plugins that modify game ruels should also set the tags

2012-01-05 Thread Asher Baker
We used to have tag setting functions included in SourceMod (they still
exist, but are no-ops), we had to remove them due to the very short tags
string quickly overflowing and breaking the server browser with lots of
plugins adding tags. Has the server info corruption with a long tags string
been fixed since? Can you increase the max tag length?

Sent from my iPhone

On 5 Jan 2012, at 17:56, Fletcher Dunn  wrote:

I’ve received some questions regarding plugins and the setting of server
tags.



If you are running a plugin that makes gameplay changes similar to the ones
that exist in the engine, please make sure that your plugin also sets the
appropriate server tags that would have been set by the engine if it had
caused those sorts of gameplay changes.  Some specific examples of tags are:



nocrits

nodmgspread

bots

norespawntime

respawntimes



Note that setting a tag through the config file may not be enough.  These
are tags that the engine thinks it is responsible for setting, so it may
well try to turn them off even if you set them with the sv_tags variable.
Sorry.  It’s our opinion that any plugin that is capable of detouring our
code to effect the rule changes should also be capable of ensuring that the
proper tags are set as well.  You’ll need to find some workaround, or work
with the plugin provider to resolve that.



Thanks for understanding.



Your humble servant,

Fletch

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Re: [hlds] LAN IP - doubt it is.

2011-08-15 Thread Asher Baker
It's not, that is what the error is telling you.
Turn sv_lan off on the server.

~
"Their heads are green, and their hands are blue,
      And they went to sea in a Sieve." - Edward Lear



On Tue, Aug 16, 2011 at 12:50 AM, Bubka3  wrote:
> Hi,
>
> I'm getting the following error in HL2:DM
>
> Connecting to 174.34.133.43:27015...
> LAN servers are restricted to local clients (class C).
>
> How is that a LAN IP?
>
> Thanks,
> Bubka3
>
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Re: [hlds] Regarding the server mod that kicks free TF2 players...

2011-07-04 Thread Asher Baker
Registering your server automatically enables it for quickplay, which you
can then opt-out of if you wish.


On Mon, Jul 4, 2011 at 6:42 PM, Reacher Gilt  wrote:

>
>
> On Mon, Jul 4, 2011 at 2:13 AM, Emil Larsson  wrote:
>
>> A mailing list is for discussion, if you wanted Valve's official word
>> you're probably better off mailing a Valve employee directly.
>>
>> Most of those servers should probably just turn off quickplay instead,
>> it's a much nicer way to keep out random players if that is the server
>> owner's concerns. We did that on our most two active servers, not to keep
>> the F2P players out, but more to make sure that our regulars was able to get
>> into the server at all (while still letting F2P players join if they wish,
>> they just need to find it through a server browser).
>>
>>
>  Reading the quickplay 
> overview I
> had assumed that connecting to quickplay was opt-in. The way you're writing
> it sounds like it's opt-out.
>
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Re: [hlds] TF2 Matchmaking log ?

2011-06-29 Thread Asher Baker
The message is "(Quickplay) Incoming player (%d):\n", and it seems to
be a log print.

On Wed, Jun 29, 2011 at 9:06 PM, Dominik Friedrichs  wrote:
> I've searched the binaries for strings like "match" and "quick" but couldn't
> really find anything convincing. It may be one of those:
>
> "Found a matching game"
> "Received a join request"
> "Join request approved"
>
> You could log the console output to a file in case this message is only
> printed to the console with this command:
>
> con_logfile logs/console.log
> (and maybe use sv_logflush 1)
>
> Then once some clients joined, check out if there is any message around the
> time they connected. Let me know if you find anything...
>
> On 2011/06/29 21:16, Andreas Grimm wrote:
>>
>> Hello,
>>
>> the update log said:
>>  "Added a server console message when a player is sent to the server via
>> the matchmaking system"
>>
>> 1. Will that message send into the file log and the UDP log, too?
>>
>> 2. If (1. == FALSE) ... why not?
>>
>> 3. If (1. == TRUE) ... How does it look like?
>>
>> 4. Suggestion: A server event for that would be usefull, too
>>
>> Atm I have no idea if my servers are really in the quickplay pool or not.
>> cl_gameserver_list doens't give any usefull information here, because even
>> servers with a disabled quickplay have the same good status as the vanillas
>> where it's enabled.
>>
>> Any info would be great :)
>>
>>
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>
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Re: [hlds] Team Fortress 2 Update Available

2011-03-01 Thread Asher Baker
"SPE lets you signature scan for a function and call it. This means you can
call *ANY* function that you can grab a signature for."

http://wiki.alliedmods.net/SDKTools_(SourceMod_Scripting)#Calling_Functions

On Wed, Mar 2, 2011 at 5:29 AM, Saul Rennison wrote:

> Agreed.
>
> I must admit with the SPE extension for ES, it's far more powerful
> than SM in the terms that there's a massive standard library and all
> functions that would need an extension in itself in SM can all be done
> in Python via SPE.
>
> On Tuesday, 1 March 2011,   wrote:
> > Wow, quite a response. Did you use all 2 brain cells to be so insulting?
> Come on man there is no need for that kind of attitude. We are all entitled
> to our opinions but we can also be respectful.
> >
> >
> >
> > -Original Message- From: msleeper
> > Sent: Tuesday, March 01, 2011 3:41 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Available
> >
> > And I bet you still use Mani too, don't you? Stop living in 2005, there
> > are better alternatives to the broken shitty addons you've been using.
> >
> >
> > On Tue, 2011-03-01 at 14:36 -0500, eternal@gmail.com wrote:
> >
> > Event scripts is far from trash.
> > Anything that gives us the opportunity to expand and utilize our servers
> as
> > we see fit is a plus and anyone who has trouble with event scripts
> probably
> > isn't doing it right. ;)
> >
> >
> >
> > -Original Message- From: msleeper
> > Sent: Tuesday, March 01, 2011 3:13 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Available
> >
> > Seconding this. EventScript is garbage to begin with, anything to make
> > terrible addons stop working is a positive change in my book.
> >
> >
> > On Mon, 2011-02-28 at 21:47 -0500, Spencer 'Voogru' MacDonald wrote:
> >> Valve trashed EventScripts?
> >>
> >> THANK YOU!
> >>
> >> - Spencer.
> >>
> >> On 2/28/2011 7:56 PM, HooTs Administrator wrote:
> >> > I'm just unhappy they trashed eventscripts to put a bandaid on an
> >> > exploit that needs a hard fix. Get a real API valve. It's about time
> >> > seriously.
> >> >
> >> > On Feb 28, 2011, at 7:52 PM, Dominik Friedrichs
>  wrote:
> >> >
> >> >> But its so much easier to just ignore any existing bugs and focus on
> >> >> what matters most: Money, Money, Money!
> >> >>
> >> >> On 2011/03/01 01:26, Emil Larsson wrote:
> >> >>> Valve, while I don't mind cosmetical items or promo items, it > >>>
> probably
> >> >>> would be appreciated to ship it together with a few other bug-fixes
> > >>> at
> >> >>> the same time.
> >> >>
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> --
>
> Thanks,
>  - Saul.
>
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