Re: [hlds] Mandatory TF2 update released

2014-12-01 Thread Bruno Garcia
Hey guys,

I haven't managed a srcds server for a while, and I'm not quite updated on
the situation, but why is HLSW dead?
has the protocol been updated?

I remember building a webapp a while ago to handler SRCDS authentication,
although I could build a client version, if that's something server owners
need...

On Mon, Dec 1, 2014 at 11:54 PM, big john  wrote:

> And have rcon access
> On Dec 1, 2014 9:51 PM, "Drone Marviraptor"  wrote:
>
>> This is extremely needed and awesome. Chat doesn't seem to work, though.
>>
>> On Mon, Dec 1, 2014 at 4:26 PM, big john  wrote:
>>
>>> Actually ive been building one. Heres the link (Shameless plug)
>>>
>>> I just added log and chat streaming.
>>>
>>> Please feel free to give me feedback its still under development. Its
>>> also 100% mobile friendly
>>>
>>> http://websw.1911.expert
>>> On Dec 1, 2014 6:57 PM, "Albert Davis"  wrote:
>>>
 Kind of off topic, but since HLSW is dead, any recommendations for a
 good RCON tool?


 On Wed, Nov 26, 2014 at 5:11 PM, Eric Smith 
 wrote:

> We've released a mandatory update for TF2. The notes for the update
> are below. The new version number is 2520915.
>
> -Eric
>
> -
>
> - Fixed a client crash related to achievements
> - Fixed a client crash related to Spy animations
> - Fixed a client crash related to the Spectator HUD
> - Fixed changes to video settings not being saved between sessions
> - Fixed not being able to block control points from being captured
> - Fixed not respawning instantly after changing loadout in a respawn
> room
> - Fixed Medi Gun prediction stuttering when using tf_medigun_autoheal
> - Fixed the Necro Smasher not falling into the world properly when
> dropped
> - Fixed Killstreak sheen effects for the Necro Smasher
> - Fixed The Lone Star not using the correct Blue team material
> - Fixed the Brim-Full Of Bullets not being held by the Sniper during
> the melee taunt
> - Added the Gamers Assembly tournament medals
> - Added the TF2mixup 2014 medal
>
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Re: [hlds] Mandatory TF2 update released

2014-10-15 Thread Bruno Garcia
You should fix the taunting bugs, it's annoying to see players doing taunts
while moving and killing players.
If a player spy does the taunting bug and disguises, the enemy disguise
will appear as tauting and can fool other players.

It's not a minor bug.

On Thu, Oct 16, 2014 at 12:09 AM, Ross Bemrose  wrote:

> Is it just me or do Valve map end votes no longer occur?
>
> Could this be because sv_allow_votes is set to 0 on this server at map
> start?
>
> I only noticed this because I'm trying to debug why the NativeVotes server
> plugin broke and was trying to collect data about various vote types and
> that one isn't happening.
>
>
> On 10/15/2014 5:39 PM, Eric Smith wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2445722.
>>
>> -Eric
>>
>> -
>>
>> - Fixed an exploit related to clients uploading files to servers
>> - Fixed a problem that allowed clients to have an out-of-date, corrupt,
>> or modified version of items_game.txt
>> - TF2 will not run if a bad items_game.txt file is found
>> - If your items_game.txt file is reported as being corrupt,
>> delete any items_game.txt files you have added and verify your TF2
>> installation
>> - Fixed a timing problem with the Rancho Relaxo taunt animation
>> - Removed the Limited Late Summer Crate from the crate drop list
>> - Limited Late Summer Crates can no longer be opened
>> - Removed the Limited Late Summer Crate Key from the Mann Co. Store
>> - Limited Late Summer Crate Keys have been converted to Mann Co. Supply
>> Crate Keys
>> - Fixed Linux dedicated servers not showing up in the LAN serverbrowser
>> tab when using sv_lan 1
>> - Fixed the Duels leaderboard not displaying current counts
>> - Added the explosion particles to the list of files that we always
>> enforce consistency on
>> - Added ConVar tf_classlimit
>> - When set, limit each class to the specified value
>> - Works in any game mode, but overridden in Tournament mode and
>> Highlander mode
>> - Updated the model/materials for the Runner's Warm-Up to fix a lighting
>> issue
>> - Updated the equip_regions for the Couvre Corner and the Pocket Heavy
>> - Updated rd_asteroid
>> - Continued art-pass process
>> - Updated the vote system
>> - Fixed team-specific vote sounds/notifications playing/showing
>> for the ineligible team
>> - sv_vote_issue_restart_game_allowed default changed to off
>> - Added sv_vote_issue_restart_game_allowed_mvm (on by default)
>> - Added "Enable/Disable Class Limits" vote
>> - Controlled by sv_vote_issue_classlimits_allowed (off
>> by default)
>> - Limit controlled by
>> sv_vote_issue_classlimits_max (default 4)
>> - Controlled by sv_vote_issue_classlimits_allowed_mvm in
>> Mann vs. Machine (off by default)
>> - Limit controlled by
>> sv_vote_issue_classlimits_max_mvm in Mann vs. Machine (default 2)
>>
>>
>>
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Re: [hlds] [hlds_linux] Steam auth ticket has been canceled

2014-09-14 Thread Bruno Garcia
Perhaps it's not the CPU that's having the issue, rather a thread that's
taking too long to finish a task and "do" something related to
authentication, while other thread is trying to re-authenticate the user.
Sort of a race condition... It is also very, very hard to predict what's
happening without having access to code, and other tools.

I don't want to seem like a know-it-all without actually having the facts
straight from what's happening, I'm just saying my experience was that one,
and It was explained to me by a valve employee at the time.
I also know that a large amount of players at the time in Counter-Strike:
Source had this issue, and when the employee and I started to debug this
issue, and it was fixed for me, it was also fixed for lots of users.

Hope some dev understands.

>
On Sun, Sep 14, 2014 at 11:21 PM, Kevin C  wrote:

>  While that may be a cause, it was not the cause in my case. The chances
> of 64 players all having too much CPU usage at the same exact time?
> Personally I have a 4.5Ghz Core i5 and I have had this issue before while
> in my server(s).
>
>
> On 9/14/2014 9:23 PM, Bruno Garcia wrote:
>
> I will paste the reply I made in a csgo thread about this subject.
>
> "There used to be a situation where clients would get disconnected because
> they took too long to re-authenticate while connected in the server.
> This was not a server issue, *it was a client issue taking up too much
> cpu and not being able to respond in time to the auth ticket request.*
>  It is known for bugs to be recurrent.
>
> Just so you know, *probably* not a server issue"
>
> On Sun, Sep 14, 2014 at 1:33 PM, Weasels Lair 
> wrote:
>
>> I notice that  http://steamstat.us shows " United States: 60 of 62
>> Servers Online".  So maybe one of those 2 servers that are off-line happen
>> to be the ones that my server and/or my players were authenticated against?
>>  Not sure that's how Steam Auth protocols work - so just guessing at that.
>>  I guess Active Directory it ain't.
>>
>> On Sun, Sep 14, 2014 at 9:27 AM, Weasels Lair 
>> wrote:
>>
>>> What was weird, is I had two different servers that had active players
>>> on them (one TF2 and one CS:S on the same server) and they both experienced
>>> it at the same time.  I logged onto the host and everything seemed cool.
>>>  The host was accessible, running fine, but players couldn't connect/play -
>>> kept getting that Steam message on the server.
>>>
>>>  I suppose it could have been some temporarily communication issue
>>> between my server/host and Steam, but I didn't see anything that would tell
>>> me that specifically.
>>>
>>>  I had a player say when they got dropped from my TF2 server - they
>>> tried other TF2 servers (not-mine) and could not get into them either.
>>>
>>> On Sun, Sep 14, 2014 at 9:20 AM, Kevin C  wrote:
>>>
>>>> I have had this happen at random times over the past few years on CS:S.
>>>>
>>>>
>>>>
>>>> On 9/14/2014 12:18 PM, 1frankster . wrote:
>>>>
>>>>> I had same thing happen on a payload server after map change two days
>>>>> after
>>>>> last update. I had 95% player count drop for same reason and clients
>>>>> also
>>>>> crashed. I figured a fluk but guess not.
>>>>> ___
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>>>>>
>>>>
>>>>
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>>>
>>>
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Re: [hlds] [hlds_linux] Steam auth ticket has been canceled

2014-09-14 Thread Bruno Garcia
I will paste the reply I made in a csgo thread about this subject.

"There used to be a situation where clients would get disconnected because
they took too long to re-authenticate while connected in the server.
This was not a server issue, *it was a client issue taking up too much cpu
and not being able to respond in time to the auth ticket request.*
It is known for bugs to be recurrent.

Just so you know, *probably* not a server issue"

On Sun, Sep 14, 2014 at 1:33 PM, Weasels Lair 
wrote:

> I notice that  http://steamstat.us shows " United States: 60 of 62
> Servers Online".  So maybe one of those 2 servers that are off-line happen
> to be the ones that my server and/or my players were authenticated against?
>  Not sure that's how Steam Auth protocols work - so just guessing at that.
>  I guess Active Directory it ain't.
>
> On Sun, Sep 14, 2014 at 9:27 AM, Weasels Lair 
> wrote:
>
>> What was weird, is I had two different servers that had active players on
>> them (one TF2 and one CS:S on the same server) and they both experienced it
>> at the same time.  I logged onto the host and everything seemed cool.  The
>> host was accessible, running fine, but players couldn't connect/play - kept
>> getting that Steam message on the server.
>>
>> I suppose it could have been some temporarily communication issue between
>> my server/host and Steam, but I didn't see anything that would tell me that
>> specifically.
>>
>> I had a player say when they got dropped from my TF2 server - they tried
>> other TF2 servers (not-mine) and could not get into them either.
>>
>> On Sun, Sep 14, 2014 at 9:20 AM, Kevin C  wrote:
>>
>>> I have had this happen at random times over the past few years on CS:S.
>>>
>>>
>>>
>>> On 9/14/2014 12:18 PM, 1frankster . wrote:
>>>
 I had same thing happen on a payload server after map change two days
 after
 last update. I had 95% player count drop for same reason and clients
 also
 crashed. I figured a fluk but guess not.
 ___
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 please visit:
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>>>
>>>
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>>>
>>
>>
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Re: [hlds] Mandatory TF2 update released

2014-06-25 Thread Bruno Garcia
The only thing that needs nerfing is the Phlogistinator.
It is extremely stupid that you *can't* kill a pyro that's taunting with
four rockets at a really really close distance...
Then the pyro after finishing the taunt turns around and kills you with
crits.
It's stupid how they gave uber charge and critical hits to a pyro weapon.


On Tue, Jun 24, 2014 at 3:01 AM, Emil Larsson  wrote:

> Sorry to taking the mailing list further offtopic, but the heavy nerf
> didn't affect the gameplay flow as much as the demoman sticky launcher one.
> The axtingusher nerf is arguable done to make it more intresting sidegrade
> than the upgrade it used to be (somewhat similar to the equalizer nerf they
> did awhile back where they split it into two weapons).
>
> They are still intending to rebalance the sticky launcher, just not in a
> way that probably affects the gameplay flow as much. There is plenty of
> community discussion on alternate ways of doing this already anyway.
>
>
> On Tue, Jun 24, 2014 at 3:47 AM, Darius Pirestani 
> wrote:
>
>> So you revert the demo changes, but not the heavy & pyro changes? Jesus
>> Christ.
>>
>>
>> > On Jun 23, 2014, at 8:55 PM, Eric Smith 
>> wrote:
>> >
>> > We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2294473.
>> >
>> > -Eric
>> >
>> > -
>> >
>> > - Reverted the recent stickybomb damage ramp up change. We will
>> continue to evaluate the use of stickybomb air detonations and potential
>> changes to that mechanic.
>> > - Fixed being able to taunt with enemies between spawn room doors
>> > - Fixed a problem with The Senguko Scorcher's materials
>> > - Updated the Towering Pillar of Summer Shades so they are marketable
>> > - Updated the attribute description for the Back Scatter to better
>> explain what it does
>> > - Updated the localization files
>> >
>> >
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Re: [hlds] Mandatory TF2 update released

2014-06-23 Thread Bruno Garcia
Now you just have to revert the mini-crit/critical damage from the
Axtinguisher and it's all good.


On Mon, Jun 23, 2014 at 9:58 PM, A Fearts  wrote:

> Did you happen to get a chance to fix the Conga taunt from buffer
> overflowing the server if it's over used?
>
>
> On Mon, Jun 23, 2014 at 8:55 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2294473.
>>
>> -Eric
>>
>> -
>>
>> - Reverted the recent stickybomb damage ramp up change. We will continue
>> to evaluate the use of stickybomb air detonations and potential changes to
>> that mechanic.
>> - Fixed being able to taunt with enemies between spawn room doors
>> - Fixed a problem with The Senguko Scorcher's materials
>> - Updated the Towering Pillar of Summer Shades so they are marketable
>> - Updated the attribute description for the Back Scatter to better
>> explain what it does
>> - Updated the localization files
>>
>>
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Re: [hlds] DDOS Prevention with IPV6

2014-03-26 Thread Bruno Garcia
Windows Firewall is only good enough to peal a potato.
Iptables is the way to go.

Although, DDoS attacks can't be prevented, you can null-route all the
packets from the attack, but (if the attack is big enough) it uses up all
your resources to do so, thus causing your servers to malfunction.

Furthermore, do you know if this is a DDoS attack, or is this some srcds
protocol hack? You need to patch those too with plugins.


On Wed, Mar 26, 2014 at 12:07 PM, Andre Müller wrote:

> There was someone who started GMOD-Server with ipv6. I don't know if this
> was an evil hack or something with iptables..
> But, changing to ipv6 doesn't prevent your server against DoS-Attacks.
> There is only one way: Find out the bad packets and filter them with
> iptables/windows-firewall.
> I don't know if the Windows-Firewall can filter packets with specified
> strings.
>
> Greetings
> Andre Müller
>
>
> 2014-03-26 15:20 GMT+01:00 Ariel Pinto :
>
> Thanks a lot Saint K. !
>>
>>
>> On Wed, Mar 26, 2014 at 4:13 PM, Saint K. wrote:
>>
>>>
>>> IPv6 is not yet supported. Furthermore, changing from IPv4 to IPv6 won't
>>> help you anyway in case of the DDoS.
>>>
>>> Saint K.
>>>
>>> Ariel Pinto , 3/26/2014 3:12 PM:
>>>
>>> Hi everyone,
>>>
>>> Is it possible to prevent/reduce DDOS attacks on game servers if I start
>>> to use IPV6 instead of IPV4 ?
>>>
>>> Thanks in advanced!
>>>
>>>
>>>
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Re: [hlds] Fixing Disguise Kit

2013-11-09 Thread Bruno Garcia
Report it here reading the appropriate rules for reporting bugs.

https://github.com/ValveSoftware/Source-1-Games/


On Sat, Nov 9, 2013 at 4:07 PM, evan otten  wrote:

> For future reference, this list is for server issues
> On Nov 9, 2013 1:56 PM, "gokussj6_14"  wrote:
>
>>  The Disguise Kit is filled with some bugs which weren't even fixed at
>> all and it gets even more of em in each update. Here is the list:
>> -Disguised weapon is INVISIBLE
>> -Cannot switch your disguised weapon into a shotgun
>> - While disguised as a Engineer everyone see your real weapon (Caused by
>> the fake Shotgun)
>> - Once ya use Dead Ringer the body will fall like a flat and slides over
>> the floor
>>
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Re: [hlds] /me option in chat

2013-10-30 Thread Bruno Garcia
It was used for scamming, and phishing.
People used it to personate "Steam admins" by changing the color of their
text, appearing it was a different "rank".

I'm glad it was taken down.


On Wed, Oct 30, 2013 at 3:12 PM, Travis Brown  wrote:

> I have a pretty good guess why. the /me is a irc action. My theory is that
> each chat created a new irc channel and held the conversations. I think
> they updated to a whole new system when they brought out the emoticons. I
> could be completely wrong but this is my theory.
>
>
> On Wed, Oct 30, 2013 at 1:59 PM, Albert Davis wrote:
>
>> Why was this taken out? Can we get it back? :/
>>
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Re: [hlds] Mandatory TF2 update released

2013-08-20 Thread Bruno Garcia
"version" command on console.


On Tue, Aug 20, 2013 at 9:23 PM, Accid[e]nt  wrote:

> Good work
>
> Just out of interest, is there any other way to determine the current
> version? I use HLSW to manage versions but can't find anywhere besides here
> which shows a current version number.
>
>
> On 21 August 2013 00:42, Eric Smith  wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version is 1875461.
>>
>> -Eric
>>
>> --
>>
>> - Added Total War: Rome II "Romevision" promo for Mann vs. Machine mode
>> - Updated the localization files
>>
>>
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Re: [hlds] TF2 update (CRASHES) released 14/06/2013

2013-06-13 Thread Bruno Garcia
Have you disabled all plugins and tried testing again?


On Thu, Jun 13, 2013 at 9:54 PM, Mohammed Khalik <
mohammed_kha...@hotmail.com> wrote:

> Hi
>
> I am getting constant crashes since the update was released.
>
> L 06/14/2013 - 01:273: [TF2] Sigscan for CalcCriticalMelee failed -
> Disabling detour to prevent crashes
>
> Windows 2003
> SourceMod Version: 1.6.0-dev+3923
> Metamod:Source version 1.10.0-dev
>
> The server worked fine before the update was released.
>
> *
> *
> *Any thoughts? or a solution to a fix.*
>
>
>
>
> > From: er...@valvesoftware.com
> > To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Date: Thu, 13 Jun 2013 23:39:07 +
> > Subject: [hlds] Mandatory TF2 update released
> >
> > We've released a mandatory update for TF2. The notes for the update are
> below. The new version is 1797820.
> >
> > -Eric
> >
> > --
> >
> > Team Fortress 2
> > - Added 10 new Steam Workshop items
> > - http://www.teamfortress.com/post.php?id=10864
> > - Added new promo items
> > - Fixed the in-game UI not using the Language setting from the TF2
> Properties dialog in the Steam UI
> > - Fixed not hearing the Loose Cannon impact sound when playing on
> dedicated servers
> >
> >
> >
> >
> >
> >
> >
> >
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Re: [hlds] Steampipe Lag

2013-05-02 Thread Bruno Garcia
Fletcher, I have privately emailed you about the win32 tools to submit
traces.
Thank you.


On Thu, May 2, 2013 at 2:06 PM, Game-Over wrote:

>
> Hi Fletcher.
>
> Windows server 2008 R2 - No issues running multiple servers. If anything I
> think CPU has dropped
> slightly, but this might just be wishful thinking on my part.
>
> While I am here - thank you Fletcher for taking the time and trouble to
> monitor this list and SPUF
> and quickly trying to resolve any issues. I have been negative on this
> list a couple of times in the past
> regarding Valve's timing/handling/supervision of recent updates, but
> credit where credit is due, we couldn't
> have asked for more help and support regarding the Steam Pipe conversion
> and it really is appreciated. This
> whole conversion/update has been a job well done by anyone's standards.
> Thanks again!
>
>
> On 02/05/2013 17:48, Fletcher Dunn wrote:
>
>> I notice that you are emailing the Win32 mailing list, so I assume you
>> are running servers on Windows.
>>
>> If so, and you want to install some performance analysis tools and submit
>> a trace that might help us understand what's going on, email me back
>> privately and I can get you setup.
>>
>> This same invitation applies to anybody running Windows servers who is
>> having performance problems.
>>
>> -Original Message-
>> From: 
>> hlds-bounces@list.**valvesoftware.com[mailto:
>> hlds-bounces@list.**valvesoftware.com]
>> On Behalf Of AeroliteGaming.com
>> Sent: Thursday, May 02, 2013 8:05 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: [hlds] Steampipe Lag
>>
>> After upgrading my TF2 servers to Steampipe they seem to be using more
>> CPU usage and causing the odd bit of lag here and there.
>>
>> Is there a reason for this and has anyone noticed the same issue? Is it
>> possible sourcemod could be causing this?
>>
>> Thanks.
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>
>
>
> __**_
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> please visit:
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Re: [hlds] Server 'jitter' / studder

2013-04-26 Thread Bruno Garcia
I do not recommend ping/tickrate boosting.
It's third party software and... the source dedicated server is meant to
work at 66 FPS.
I wouldn't count on modifying the tickrate being any reliable on the
server. Like I said, it's not meant to be!


On Fri, Apr 26, 2013 at 1:35 PM, Evourr  wrote:

> Windows media player and srcdsfpsbooster do the same exact thing, and
> since the fps is locked at the tickrate it won't make any difference, and
> I'm not even aware of a pingbooster for css, pingboosting was available in
> 1.6.
>
>
> - Original Message - From: "Flickshot Tech" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Friday, April 26, 2013 2:05 AM
> Subject: Re: [hlds] Server 'jitter' / studder
>
>
>
>  Whoops forgot its everything haha.
>>
>> Game is CounterStrike Source.
>> Been running the servers for well on 3 years now i think.
>> I run a ping booster, srcdsfpsbooster and windows media player haha.
>>
>> Nothing has changed leading up to or after the Counterstrike Source
>> steampipe update. So im at a loss as to what the problem is :/
>>
>> Thanks
>>
>> On 26/04/2013, at 5:05 PM, Fletcher Dunn wrote:
>>
>>  You're gonna have to tell us which game you're talking about. :)
>>>
>>> Also, if you are running Windows, we have some good performance tools we
>>> can get you hooked up with that will help identify the causes of those
>>> issues.  If you are willing to install and run some software and perform a
>>> reasonably disciplined investigating of the problem, email me back directly
>>> and I can get you hooked up.
>>>
>>> -Original Message-
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com[mailto:
>>> hlds-bounces@list.**valvesoftware.com]
>>> On Behalf Of Flickshot Tech
>>> Sent: Thursday, April 25, 2013 9:50 PM
>>> To: hlds@list.valvesoftware.com
>>> Subject: [hlds] Server 'jitter' / studder
>>>
>>> Hi All.
>>>
>>> Sorry if this topic has been covered lately. Just rejoined this mailing
>>> list.
>>>
>>> Wondering if any others out there have had players complaining of
>>> 'jitter' or studder ingame.
>>> It's becoming a huge problem and only kicked in after the steampipe
>>> update.
>>> Weirdly though, only some players have this problem and others do not.
>>> Often the players that have the problem, will not have issues on any other
>>> servers.
>>>
>>> Has anyone else had this problem? Is there a fix?
>>>
>>> Thanks heaps!
>>>
>>> 4square
>>> www.flickshot.co.nz
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>>
>>
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>
>
>
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Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread Bruno Garcia
The list is here.

https://developer.valvesoftware.com/wiki/SteamCMD#Supported_Servers


On Tue, Apr 16, 2013 at 3:49 PM, IBIS Customer Service <
ibis.serv...@gmail.com> wrote:

> What is the app id to do a fresh install using steampipe?
>
>
> On Tue, Apr 16, 2013 at 2:14 PM, Bruno Garcia wrote:
>
>> I get this message using steamcmd:
>>
>> SteamUpdater: Error: Download of package (steamcmd_bins_win32) failed
>>> after 0 by
>>> tes (200).
>>> [ 86%] Download Complete.
>>> SteamUpdater: Error: Steam needs to be online to update.  Please confirm
>>> your ne
>>> twork connection and try again.
>>> [ 86%] !!! Fatal Error: Steam needs to be online to update.  Please
>>> confirm your
>>>  network connection and try again.
>>>
>>
>> Is this due to the large amount of servers updating?
>>
>>
>>
>>
>>
>> On Tue, Apr 16, 2013 at 3:10 PM, j m  wrote:
>>
>>> My expectations are shattered!
>>> On Apr 16, 2013 10:52 AM, "Fletcher Dunn" 
>>> wrote:
>>>
>>>>  For anyone on this list who doesn’t know what this conversion is,
>>>> please read this FAQ:
>>>>
>>>> https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
>>>>
>>>> ** **
>>>>
>>>> Clients should be rolling over to the new version now.
>>>>
>>>> ** **
>>>>
>>>> If you have been running a “beta” version of the dedicated server, that
>>>> version is now the official version and is ready to host clients now.  No
>>>> server update has been released.
>>>>
>>>> ** **
>>>>
>>>> The HLDSUpdate version of the server is now officially retired.
>>>>
>>>> ** **
>>>>
>>>> If you find a bug, please report it here:
>>>>
>>>> https://github.com/ValveSoftware/Source-1-Games
>>>>
>>>> ** **
>>>>
>>>> Our apologies for the shattered expectations caused by this on-time
>>>> release.
>>>>
>>>> ** **
>>>>
>>>> Thank you!
>>>>
>>>> - Fletch
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>> ___
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>>
>
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Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread Bruno Garcia
I get this message using steamcmd:

SteamUpdater: Error: Download of package (steamcmd_bins_win32) failed after
> 0 by
> tes (200).
> [ 86%] Download Complete.
> SteamUpdater: Error: Steam needs to be online to update.  Please confirm
> your ne
> twork connection and try again.
> [ 86%] !!! Fatal Error: Steam needs to be online to update.  Please
> confirm your
>  network connection and try again.
>

Is this due to the large amount of servers updating?





On Tue, Apr 16, 2013 at 3:10 PM, j m  wrote:

> My expectations are shattered!
> On Apr 16, 2013 10:52 AM, "Fletcher Dunn" 
> wrote:
>
>>  For anyone on this list who doesn’t know what this conversion is,
>> please read this FAQ:
>>
>> https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
>>
>> ** **
>>
>> Clients should be rolling over to the new version now.
>>
>> ** **
>>
>> If you have been running a “beta” version of the dedicated server, that
>> version is now the official version and is ready to host clients now.  No
>> server update has been released.
>>
>> ** **
>>
>> The HLDSUpdate version of the server is now officially retired.
>>
>> ** **
>>
>> If you find a bug, please report it here:
>>
>> https://github.com/ValveSoftware/Source-1-Games
>>
>> ** **
>>
>> Our apologies for the shattered expectations caused by this on-time
>> release.
>>
>> ** **
>>
>> Thank you!
>>
>> - Fletch
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
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Re: [hlds] Fresh install not starting

2013-04-12 Thread Bruno Garcia
So, I removed my installation folder and I re-downloaded everything (Again)
It seems that now it is downloading everything to an orangebox folder.

Thanks for your help!
Cheers.


On Fri, Apr 12, 2013 at 6:20 PM, Doctor McKay  wrote:

> Worked fine for me using your command-line. Make sure you run it a few
> times. On the first run HldsUpdateTool has to update itself.
>
>
>
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
>
>
> On Fri, Apr 12, 2013 at 4:28 PM, Bruno Garcia wrote:
>
>> This is my command line:
>>
>> Hldsupdatetool.exe -game tf -command update -dir "C:\srcdsServers\Tf2\"
>>
>> Now, when I first download the server it does *not* contain an orangebox
>> folder.
>> When I throw a -verify_all update it downloads more content that there
>> was. Perhaps some of it it's duplicated.
>>
>> Could this be a bug in the delivery system of HldsUpdateTool?
>>
>>
>> On Fri, Apr 12, 2013 at 3:06 PM, Ross Bemrose  wrote:
>>
>>> To my knowledge, the standard hldsupdatetool TF2 install has always been
>>> in orangebox/tf/ .  The steamcmd TF2 install is in tf/
>>>
>>> Not sure what happened with your install that put it in a different
>>> directory the first time.
>>>
>>>
>>> On Fri, Apr 12, 2013 at 12:04 PM, Bruno Garcia 
>>> wrote:
>>>
>>>> This is really weird.
>>>> The installation that I downloaded the first time (without -verify_all)
>>>> didn't contain an orangebox folder.
>>>> After a -verify_all update it downloaded an orangebox folder with
>>>> "another" TF server in it.
>>>>
>>>> Pretty weird.
>>>>
>>>> I'll re-download from scratch with -verify_all ... I guess.
>>>>
>>>>
>>>> On Fri, Apr 12, 2013 at 1:43 AM, Mike Vail wrote:
>>>>
>>>>> These basic questions are better answered on the SRCDS.com forums.
>>>>> There are a bunch of things that could cause this and a forum is the bnest
>>>>> place for this. Do a post there with all the details of your install and
>>>>> you should get the help you need. On a side note, the first thing to check
>>>>> is your command line and how you're starting the server. My guess you have
>>>>> that wrong. Good luck. 
>>>>>
>>>>> ** **
>>>>>
>>>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Bruno Garcia
>>>>> *Sent:* Thursday, April 11, 2013 4:09 PM
>>>>> *To:* Half-Life dedicated Win32 server mailing list
>>>>> *Subject:* Re: [hlds] Fresh install not starting
>>>>>
>>>>> ** **
>>>>>
>>>>> When I had the error the first time I deleted the whole directory,
>>>>> then re-installed.
>>>>> Then deleted steam_api.dll and threw a -verify_all update in case it
>>>>> was corrupted...
>>>>>
>>>>> Also, I'm not sharing the install directory with other games, the
>>>>> folder has only my tf2 server installation.
>>>>>
>>>>> ** **
>>>>>
>>>>> On Thu, Apr 11, 2013 at 8:04 PM, Ryan Stecker 
>>>>> wrote:
>>>>>
>>>>> Double check your installation with -verify_all.
>>>>>
>>>>> You shouldn't be getting missing functions in steam_api.dll. Also make
>>>>> sure you're not sharing the install directory with other games such as
>>>>> garry's mod or anything else running on a different engine.
>>>>>
>>>>> ** **
>>>>>
>>>>> On Thu, Apr 11, 2013 at 5:55 PM, Bruno Garcia 
>>>>> wrote:
>>>>>
>>>>> Hello.
>>>>>
>>>>> I have a fresh install of Team Fortress 2 and I can't seem to get
>>>>> srcds to run.
>>>>>
>>>>> I'm on a Windows 2003 x86 bit installation. with enough space, cpu and
>>>>> ram.
>>>>>
>>>>> When running it I get this:
>>>>>
>>>>> ---
>>>>> srcds.exe - Entry Point Not Found
>>>>> ---
>>>>> The procedure entry point SteamAPI_GetHSteamUser could not be loca

Re: [hlds] Fresh install not starting

2013-04-12 Thread Bruno Garcia
This is my command line:

Hldsupdatetool.exe -game tf -command update -dir "C:\srcdsServers\Tf2\"

Now, when I first download the server it does *not* contain an orangebox
folder.
When I throw a -verify_all update it downloads more content that there was.
Perhaps some of it it's duplicated.

Could this be a bug in the delivery system of HldsUpdateTool?


On Fri, Apr 12, 2013 at 3:06 PM, Ross Bemrose  wrote:

> To my knowledge, the standard hldsupdatetool TF2 install has always been
> in orangebox/tf/ .  The steamcmd TF2 install is in tf/
>
> Not sure what happened with your install that put it in a different
> directory the first time.
>
>
> On Fri, Apr 12, 2013 at 12:04 PM, Bruno Garcia wrote:
>
>> This is really weird.
>> The installation that I downloaded the first time (without -verify_all)
>> didn't contain an orangebox folder.
>> After a -verify_all update it downloaded an orangebox folder with
>> "another" TF server in it.
>>
>> Pretty weird.
>>
>> I'll re-download from scratch with -verify_all ... I guess.
>>
>>
>> On Fri, Apr 12, 2013 at 1:43 AM, Mike Vail wrote:
>>
>>> These basic questions are better answered on the SRCDS.com forums. There
>>> are a bunch of things that could cause this and a forum is the bnest place
>>> for this. Do a post there with all the details of your install and you
>>> should get the help you need. On a side note, the first thing to check is
>>> your command line and how you're starting the server. My guess you have
>>> that wrong. Good luck. 
>>>
>>> ** **
>>>
>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Bruno Garcia
>>> *Sent:* Thursday, April 11, 2013 4:09 PM
>>> *To:* Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] Fresh install not starting
>>>
>>> ** **
>>>
>>> When I had the error the first time I deleted the whole directory, then
>>> re-installed.
>>> Then deleted steam_api.dll and threw a -verify_all update in case it was
>>> corrupted...
>>>
>>> Also, I'm not sharing the install directory with other games, the folder
>>> has only my tf2 server installation.
>>>
>>> ** **
>>>
>>> On Thu, Apr 11, 2013 at 8:04 PM, Ryan Stecker 
>>> wrote:
>>>
>>> Double check your installation with -verify_all.
>>>
>>> You shouldn't be getting missing functions in steam_api.dll. Also make
>>> sure you're not sharing the install directory with other games such as
>>> garry's mod or anything else running on a different engine.
>>>
>>> ** **
>>>
>>> On Thu, Apr 11, 2013 at 5:55 PM, Bruno Garcia 
>>> wrote:
>>>
>>> Hello.
>>>
>>> I have a fresh install of Team Fortress 2 and I can't seem to get srcds
>>> to run.
>>>
>>> I'm on a Windows 2003 x86 bit installation. with enough space, cpu and
>>> ram.
>>>
>>> When running it I get this:
>>>
>>> ---
>>> srcds.exe - Entry Point Not Found
>>> ---
>>> The procedure entry point SteamAPI_GetHSteamUser could not be located in
>>> the dynamic link library steam_api.dll.
>>> ---
>>> OK
>>> ---
>>>
>>> And I get a minidump generated. I have debugged the minidump and I see
>>> this:
>>>
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\vstdlib.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\WinSxS\WOW64_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.3790.3959_x-ww_5FA17F4E\comctl32.dll',
>>> No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\materialsystem.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\studiorender.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\vphysics.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp&

Re: [hlds] Fresh install not starting

2013-04-12 Thread Bruno Garcia
This is really weird.
The installation that I downloaded the first time (without -verify_all)
didn't contain an orangebox folder.
After a -verify_all update it downloaded an orangebox folder with "another"
TF server in it.

Pretty weird.

I'll re-download from scratch with -verify_all ... I guess.


On Fri, Apr 12, 2013 at 1:43 AM, Mike Vail  wrote:

> These basic questions are better answered on the SRCDS.com forums. There
> are a bunch of things that could cause this and a forum is the bnest place
> for this. Do a post there with all the details of your install and you
> should get the help you need. On a side note, the first thing to check is
> your command line and how you're starting the server. My guess you have
> that wrong. Good luck. 
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Bruno Garcia
> *Sent:* Thursday, April 11, 2013 4:09 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Fresh install not starting
>
> ** **
>
> When I had the error the first time I deleted the whole directory, then
> re-installed.
> Then deleted steam_api.dll and threw a -verify_all update in case it was
> corrupted...
>
> Also, I'm not sharing the install directory with other games, the folder
> has only my tf2 server installation.
>
> ** **
>
> On Thu, Apr 11, 2013 at 8:04 PM, Ryan Stecker 
> wrote:
>
> Double check your installation with -verify_all.
>
> You shouldn't be getting missing functions in steam_api.dll. Also make
> sure you're not sharing the install directory with other games such as
> garry's mod or anything else running on a different engine.
>
> ** **
>
> On Thu, Apr 11, 2013 at 5:55 PM, Bruno Garcia 
> wrote:
>
> Hello.
>
> I have a fresh install of Team Fortress 2 and I can't seem to get srcds to
> run.
>
> I'm on a Windows 2003 x86 bit installation. with enough space, cpu and ram.
> 
>
> When running it I get this:
>
> ---
> srcds.exe - Entry Point Not Found
> ---
> The procedure entry point SteamAPI_GetHSteamUser could not be located in
> the dynamic link library steam_api.dll.
> ---
> OK
> ---
>
> And I get a minidump generated. I have debugged the minidump and I see
> this:
>
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\vstdlib.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\WinSxS\WOW64_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.3790.3959_x-ww_5FA17F4E\comctl32.dll',
> No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\materialsystem.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\studiorender.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\vphysics.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\datacache.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\engine.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\steam_api.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\system32\winmm.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\wininet.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\normaliz.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\iertutil.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\system32\rdpsnd.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\system32\winsta.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\netapi32.dll', No matching binary found.
> 'Steam__570557__2013

Re: [hlds] Fresh install not starting

2013-04-11 Thread Bruno Garcia
When I had the error the first time I deleted the whole directory, then
re-installed.
Then deleted steam_api.dll and threw a -verify_all update in case it was
corrupted...

Also, I'm not sharing the install directory with other games, the folder
has only my tf2 server installation.


On Thu, Apr 11, 2013 at 8:04 PM, Ryan Stecker wrote:

> Double check your installation with -verify_all.
>
> You shouldn't be getting missing functions in steam_api.dll. Also make
> sure you're not sharing the install directory with other games such as
> garry's mod or anything else running on a different engine.
>
>
> On Thu, Apr 11, 2013 at 5:55 PM, Bruno Garcia wrote:
>
>> Hello.
>>
>> I have a fresh install of Team Fortress 2 and I can't seem to get srcds
>> to run.
>> I'm on a Windows 2003 x86 bit installation. with enough space, cpu and
>> ram.
>>
>> When running it I get this:
>>
>> ---
>> srcds.exe - Entry Point Not Found
>> ---
>> The procedure entry point SteamAPI_GetHSteamUser could not be located in
>> the dynamic link library steam_api.dll.
>> ---
>> OK
>> ---
>>
>> And I get a minidump generated. I have debugged the minidump and I see
>> this:
>>
>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\vstdlib.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\WinSxS\WOW64_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.3790.3959_x-ww_5FA17F4E\comctl32.dll',
>>> No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\materialsystem.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\studiorender.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\vphysics.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\datacache.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\engine.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\steam_api.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\system32\winmm.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\SysWOW64\wininet.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\SysWOW64\normaliz.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\SysWOW64\iertutil.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\system32\rdpsnd.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\system32\winsta.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\SysWOW64\netapi32.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\system32\psapi.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\srcdsServers\Tf2\bin\shaderapiempty.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\SysWOW64\MSCTF.dll', No matching binary found.
>>> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
>>> '*C:\WINDOWS\system32\dbghelp.dll', No matching binary found.
>>> Unhandled exception at 0x in
>>> Steam__570557__2013_4_11T22_13_28C1953.mdmp: 0xC005: Access violation
>>> reading location 0x.
>>>
>>
>> What should I do ?
>>
>>
>>
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[hlds] Fresh install not starting

2013-04-11 Thread Bruno Garcia
Hello.

I have a fresh install of Team Fortress 2 and I can't seem to get srcds to
run.
I'm on a Windows 2003 x86 bit installation. with enough space, cpu and ram.

When running it I get this:

---
srcds.exe - Entry Point Not Found
---
The procedure entry point SteamAPI_GetHSteamUser could not be located in
the dynamic link library steam_api.dll.
---
OK
---

And I get a minidump generated. I have debugged the minidump and I see this:

'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\vstdlib.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\WinSxS\WOW64_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.3790.3959_x-ww_5FA17F4E\comctl32.dll',
> No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\materialsystem.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\studiorender.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\vphysics.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\datacache.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\engine.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\steam_api.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\system32\winmm.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\wininet.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\normaliz.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\iertutil.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\system32\rdpsnd.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\system32\winsta.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\netapi32.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\system32\psapi.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\srcdsServers\Tf2\bin\shaderapiempty.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\SysWOW64\MSCTF.dll', No matching binary found.
> 'Steam__570557__2013_4_11T22_13_28C1953.mdmp': Loaded
> '*C:\WINDOWS\system32\dbghelp.dll', No matching binary found.
> Unhandled exception at 0x in
> Steam__570557__2013_4_11T22_13_28C1953.mdmp: 0xC005: Access violation
> reading location 0x.
>

What should I do ?
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Re: [hlds] Windows vs Linux

2013-03-25 Thread Bruno Garcia
The server binaries are compiled on linux, said on the mailing list a while
ago.
I remember because some updates changed their gcc version and fucked things
up.
gcc is a C linux compiler therefore they are compiled on linux


On Mon, Mar 25, 2013 at 11:27 AM, Nomaan Ahmad  wrote:

> I think the binaries come from client which is natively on windows.
>
> Bruno, do you have any links to back yourself up?
>
>
> On 25 March 2013 14:16, Bruno Garcia  wrote:
>
>> The server linux binaries are more stable due to the fact that they are
>> compiled in linux and then ported over to Windows.
>>
>> Compability won't be a problem on Linux and I strongly advice you to
>> choose Linux over Windows for gameservers.
>>
>> Cheers mate.
>>
>>
>> On Mon, Mar 25, 2013 at 2:20 AM, List User wrote:
>>
>>>  All of these depend on the person you ask.
>>>
>>> I prefer Windows since my orangebox car plugin crashes on Linux
>>> (something with the vphysics that's shipped with it).
>>> CentOS is nice, but someone people use Debian as well.
>>>
>>>
>>> On 3/25/2013 1:02 AM, Felipe Fujihara wrote:
>>>
>>> Hello guys,
>>>
>>>  I have some Team Fortress 2, CSGO, CSS and CS servers running on a
>>> Windows 2008 R2 and I'm thinking about moving to Linux. There are many
>>> reasons for that, like the monthly price paid for license and usage of
>>> resources.
>>>
>>>  But before moving, I would like your opinion for some questions. Can
>>> you help me?
>>>
>>>  1) Linux servers use the same amount of CPU and Ram Memory?
>>>
>>>  2) Which one (Linux or Windows) provide the best performance for
>>> servers?
>>>
>>>  3) Which one is the best free version of Linux? I guess it's CentOS,
>>> right?
>>>
>>>  Thanks!
>>>
>>>
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Re: [hlds] Windows vs Linux

2013-03-25 Thread Bruno Garcia
The server linux binaries are more stable due to the fact that they are
compiled in linux and then ported over to Windows.

Compability won't be a problem on Linux and I strongly advice you to choose
Linux over Windows for gameservers.

Cheers mate.


On Mon, Mar 25, 2013 at 2:20 AM, List User  wrote:

>  All of these depend on the person you ask.
>
> I prefer Windows since my orangebox car plugin crashes on Linux (something
> with the vphysics that's shipped with it).
> CentOS is nice, but someone people use Debian as well.
>
>
> On 3/25/2013 1:02 AM, Felipe Fujihara wrote:
>
> Hello guys,
>
>  I have some Team Fortress 2, CSGO, CSS and CS servers running on a
> Windows 2008 R2 and I'm thinking about moving to Linux. There are many
> reasons for that, like the monthly price paid for license and usage of
> resources.
>
>  But before moving, I would like your opinion for some questions. Can you
> help me?
>
>  1) Linux servers use the same amount of CPU and Ram Memory?
>
>  2) Which one (Linux or Windows) provide the best performance for servers?
>
>  3) Which one is the best free version of Linux? I guess it's CentOS,
> right?
>
>  Thanks!
>
>
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Re: [hlds] Premium only servers

2013-03-15 Thread Bruno Garcia
Premium only servers are not an addition of VALVe.
It's a thirdparty mod checking if they bought the game, or not.

Meaning, you'll never get an answer here.
Have fun bitching about F2P.

Yours,
Bruno


On Fri, Mar 15, 2013 at 2:04 PM, Shane Matthews wrote:

> Well the solution is simple then Albert
>
> Dont play TF2, nobody is forcing you to play it but if you want to play
> you have to put up with the features of the game, you could always just run
> your own server and boot anyone you dont like ofc :P
>
>
> Quoting Albert Davis :
>
>  Valve is driving people away with these updates/items crap. I played the
>> original QWTF in 96 and would have never played if it had all this crap.
>> Can't stand all the little kids and trading bullshit.
>>
>> On Fri, Mar 15, 2013 at 12:04 PM, evan otten  wrote:
>>
>>  This list isn't the place for this. But I will say F2P is keeping this
>>> game alive.
>>>
>>>
>>> On Fri, Mar 15, 2013 at 8:51 AM, cls  wrote:
>>>
>>>  I cannot find any Premium only servers in TF2 that are not trade
 servers.
 Can't live without F2P?


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>>
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Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Bruno Garcia
Is Counter-Strike: Source being handled by a third party company from valve?
Because I think that mod developers can't compile their mods to the engine
version that they are using, making, for example, mani admin impossible to
update to vpks and new updates.

(Yes, I know Mani closed down, but there's still people supporting it)


On Thu, Mar 14, 2013 at 1:30 PM, List User  wrote:

> Is there any performance difference in keeping these custom files in:
> orangebox/models/
> vs
> orangebox/custom/roleplay/**models
>
> If not, I rather stick it in custom for organization.
>
> On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
>
>> My mod uses a bunch of custom things (models/materials). Should those be
>>> in a .vpk or can I keep it as it, where client gets it from my FastDL?
>>>
>> The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's
>> are really ideal for client-side mods.  I think the simplest thing to do
>> that fits in with the design of the new filesystem conventions is to put
>> your mod files under the "custom" directory, loose on disk.  People have
>> figured out how to do this on the TF beta.
>>
>> It is still possible to just drop files loose on disk in the game tree,
>> and if that works for you, you can keep doing it.
>>
>>  How different would these SteamPipe  betas be compared to the actual
>>> SteamPipe release?
>>>
>> Almost identical.
>>
>>  Is it safe to assume no more updates until SteamPipe is live?
>>>
>> No, we might need to update the non-beta versions of the game.
>>
>> -Original Message-
>> From: 
>> hlds-bounces@list.**valvesoftware.com[mailto:
>> hlds-bounces@list.**valvesoftware.com]
>> On Behalf Of List User
>> Sent: Thursday, March 14, 2013 9:00 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated
>> server and client beta released
>>
>> Thank you Fletcher, I run a highly custom server for CSS, so it's very
>> important to me.
>>
>> Questions:
>> My mod uses a bunch of custom things (models/materials). Should those be
>> in a .vpk or can I keep it as it, where client gets it from my FastDL?
>> How different would these SteamPipe  betas be compared to the actual
>> SteamPipe release?
>> Is it safe to assume no more updates until SteamPipe is live?
>> On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
>>
>>> A CS:S beta will be coming very soon.  We will probably not use the CS:S
>>> beta (the one that's a different app).  But we will release a beta, using
>>> SteamPipe's beta feature.
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of ics
>>> Sent: Wednesday, March 13, 2013 11:41 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated
>>> server and client beta released
>>>
>>> Someone from Valve said that they will be moving one game to SteamPipe
>>> first before TF2. DOD Source is close enough to TF2 in engine (as update
>>> hits dods, hl2dm and tf2 at the same time engine wise) so they see how it
>>> goes with that first before doing it for larger playerbase (TF2). CSS will
>>> follow later.
>>>
>>> Just wait but don't hold your breath too long.
>>>
>>> -ics
>>>
>>> Denis Eliseev kirjoitti:
>>>
 ^This
 And how about moving CS:S Beta (260) to SteamPipe for testing?

 14.03.2013, 10:07, "Molnár László" :

> Hy
>
> Any news on when will be Counter-Strike Source migrated to steampipe?
>
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Re: [hlds] [hlds_linux] .vpk on css

2013-03-05 Thread Bruno Garcia
Thanks a lot for the reply Fletcher.
When the update ships, will the old files be removed and everything will be
re-downloaded on both clients and servers?
I'm curious on how it will shift between gcf and vpk.


On Mon, Mar 4, 2013 at 12:28 PM, Fletcher Dunn
wrote:

> Yes, the changes will be coming to CS:S.
>
> It should result in a very significant reduction in the size of the
> dedicated server install.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
> Sent: Sunday, March 03, 2013 9:42 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] .vpk on css
>
> Obviously they're going to be moved as the plan is to move all games to
> the new content sytem.
>
>
> 2013/3/3 Synth andStuff 
>
> > I want to know this as well.
> > sorry for the bump.
> >
> > On Sat, Mar 2, 2013 at 5:30 PM, Bruno Garcia  > >wrote:
> >
> > > Hello,
> > >
> > > I wanted to know if the Linux and Windows server and client binaries
> > > for CSS are also going to be moved to VPK file system.
> > >
> > > I'm also interested in knowing if there's going to be any
> > > significant HDD space reduction if VPK is used on CSS.
> > >
> > > Thanks.
> > > ___
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Re: [hlds] [hlds_announce] Counter-Strike: Source update next week

2013-02-01 Thread Bruno Garcia
Eric, any news on strings tables crashes? Im getting tons of crashes on map
changes, and no dumps are being generated
El 31/01/2013 21:00, "Nomaan Ahmad"  escribió:

> I thought that was quite obvious.
>
> On 31 January 2013 23:58, Andre Müller  wrote:
>
>> Maybe they prepare also the CS:S for Linux
>>
>> 2013/1/31 Kyle Sanderson :
>> > I believe the renaming/memory management removal change only occurred on
>> > Linux. I don't think you will need new binaries (at least due to this).
>> >
>> > Thanks,
>> > Kyle.
>> >
>> > On 31 Jan 2013 14:42, "IBIS Customer Service" 
>> > wrote:
>> >>
>> >> So does this not effect us if we run windows?
>> >>
>> >> On Jan 31, 2013 1:14 PM, "Eric Smith"  wrote:
>> >>>
>> >>> We’re working on a mandatory update for Counter-Strike: Source, and we
>> >>> should have it ready early next week.
>> >>>
>> >>>
>> >>>
>> >>> We’re giving you a heads-up so can prepare to update your servers. It
>> >>> will probably require you to update your server scripts. This update
>> will
>> >>> include moving the Linux dedicated server to using *_srv.so files
>> just like
>> >>> Team Fortress 2, Day of Defeat: Source, and Half-Life 2: Deathmatch
>> did late
>> >>> last year.
>> >>>
>> >>>
>> >>>
>> >>> We’ll send more details next week when the update is ready.
>> >>>
>> >>>
>> >>>
>> >>> -Eric
>> >>>
>> >>>
>> >>>
>> >>>
>> >>>
>> >>>
>> >>>
>> >>>
>> >>> ___
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-09-06 Thread Bruno Garcia
What do the "Performance improvements" include?

On Thu, Sep 6, 2012 at 7:33 PM, Todd Pettit  wrote:

> It happened on Barnblitz
>
> - Original Message -
> From: "wickedplayer494 ." 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Thursday, September 6, 2012 6:12:54 PM
> Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
>
>
> Some custom maps are like that for some reason (map maker negligence?)
> when there's adequate space in HU and the exit still destroys. Thankfully,
> not all custom maps are like that.
>
>
> On Thu, Sep 6, 2012 at 5:10 PM, Todd Pettit < pettit.t...@gmail.com >
> wrote:
>
>
> It was happening in all locations. It did not happen again after the level
> changed.
>
>
> - Original Message -
> From: "wickedplayer494 ." < wickedplayer...@gmail.com >
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com >
>
>
> Sent: Thursday, September 6, 2012 5:57:23 PM
> Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
>
>
> If it happens in just one specific spot, that'd be the intended effect as
> the spot's ceiling is too low to successfully teleport a player, thus
> auto-destroying the exit and any level upgrades associated with it.
>
>
> But if it's happening everywhere on every map (not likely)...
>
>
> On Thu, Sep 6, 2012 at 4:53 PM, Todd Pettit < pettit.t...@gmail.com >
> wrote:
>
>
> Um teleporters self destruct now for no apparent reason.
>
>
>
>
> - Original Message -
> From: "Essay Tew Phaun" < sc2p...@gmail.com >
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com >
> Sent: Thursday, September 6, 2012 5:39:22 PM
> Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
>
>
> Yeah, can you fill us in on a little details of what the performance
> improvements were?
>
>
> Thanks
>
>
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Re: [hlds] Mandatory TF2 update released

2012-08-23 Thread Bruno Garcia
Actually, kickall would be a command that can only run by the server, and
if anything, there's always FCVAR Protect thing that can't be bypassed.

On Thu, Aug 23, 2012 at 10:59 PM,  wrote:

> Any chance "kickall" will have a glitch to be eventually exploited by
> players?
>
> Thatll be a memorable one.
>
>
> On Aug 23, 2012, at 9:10 PM, Jethro Seabridge 
> wrote:
>
> Any chance of making the tank entity a little more open so people can have
> a custom tank model in their MvM map if they want?
>
> On Fri, Aug 24, 2012 at 2:04 AM, Brian Simon wrote:
>
>> I like how the crash fix had to be a community request.
>>
>>
>> On Thu, Aug 23, 2012 at 9:01 PM, Daniel Barreiro <
>> smelly.feet.you.h...@gmail.com> wrote:
>>
>>> Thanks Eric.
>>>
>>> On Thu, Aug 23, 2012 at 8:59 PM, Eric Smith wrote:
>>>
 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Added a new command "kickall" which kicks all connected clients
 except for replay, HLTV, and the listenserver host if applicable
 - Updated Steam binaries; fixes Linux crash on shutdown or restart

 Team Fortress 2
 - Fixed a problem with items not displaying the correct styles
 - Added a new command "player_ready_toggle" for players to ready-up in
 MvM mode
- Can be bound to any key in the Keyboard tab of the Options dialog
 - Fixed the Metal Regen upgrade displaying a percentage instead of an
 incremental value
 - Fixed a few MvM sounds not being precached properly
 - Added Taskbar Window Flash and Drum Roll sound on successful match
 making for Windows users
- Sound will play even if the game is minimized
 - Added difficulty text "Normal" and "Advanced" to the MvM scoreboard
 when playing official Valve missions
 - Fixed UI Bugs related to the MvM splash screens (Wave Loss and
 Victory)
 - Fixed a UI Bug that would display previous MvM loot on the victory
 screen for subsequent MvM games
 - Server browser will now show MvM mission name in the "map" column.
  (e.g. "mvm_mannworks_advanced")
 - Community requests
- Fixed a crash when spawning the tank in non-MvM games. Added
 SetHealth, SetMaxHealth, AddHealth, and RemoveHealth inputs to the tank
 entity
- The tf_bot_add command can now create a bot with a custom name and
 can create a bot that isn't managed by the value of tf_bot_quota by adding
 the custom name and "noquota" arguments respectively

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>>>
>>>
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>>>
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Re: [hlds] So many empty servers

2012-08-23 Thread Bruno Garcia
Dear Fletcher,

Haters gonna hate.

- Bruno.

On Thu, Aug 23, 2012 at 2:18 PM, Fletcher Dunn
wrote:

>  If you check “join a game in progress,” then you might be placed into a
> game in progress to fill an empty slot.
>
> ** **
>
> If you don’t select “join a game in progress,” then you will always start
> a new game with 6 people on an empty server.
>
> ** **
>
> The number of people in the party is not relevant to whether you can join
> a game in progress or not.  (Although a 2 person party in general is more
> likely to find a new game than a game in progress with 2 open slots to join
> in progress.)
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
> *Sent:* Thursday, August 23, 2012 10:00 AM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] So many empty servers
>
> ** **
>
> So If I'm the only person in the party I should be put together in a group
> with 5 other people and sent to an empty server?
>
> ** **
>
> And even when it says "any minute now" it can take quite some time before
> I'm put in a server.
>
> ** **
>
> But I did notice it's been better since the last update or so.
>
> On Thu, Aug 23, 2012 at 12:40 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
> Please check your facts before posting.
>
>  
>
> New games always start with 6 players and are sent to an empty servers.
> (Where else would we send them?)
>
>  
>
> Average wait times for both Boot Camp and Mann Up have been 2-3 minutes
> since Tuesday.
>
>  
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Brian Simon
> *Sent:* Thursday, August 23, 2012 8:57 AM
>
>
> *To:* Half-Life dedicated Win32 server mailing list
>
> *Subject:* Re: [hlds] So many empty servers
>
>  
>
> It's because of the major design flaw in the MvM matchmaking system. From
> what Valve has said, MvM matchmaking won't put people in an empty server,
> even if it's a 6-person party. That's why we have so many empty servers and
> 10,000 people in matchmaking queue with a wait time of 30 minutes.
>
> On Wed, Aug 22, 2012 at 10:18 PM, Nick Majsa  wrote:*
> ***
>
> I jump on every few hours and when empty, restart them.
>
> They typically fill within a few minutes.
>
> 6 servers.  4 of them had crashed between last night (midnight EST) and
> when I checked around noon EST.
>
> wintel, vanilla install with no mods
>   --
>
> *From: *War stories
> *Sent: *8/22/2012 9:38 PM
> *To: *hlds@list.valvesoftware.com
> *Subject: *Re: [hlds] So many empty servers
>
>
>
>
> I agree with what T Marler said, my MvM servers have been a lot more empty
> then full now, what's the deal?
>
> >
> > --
> >
> > Message: 8
> > Date: Wed, 22 Aug 2012 17:47:26 -0600 (MDT)
> > From: T Marler 
>
> > To: Half-Life dedicated Win32 server mailing list
>
> >
>
>
> > Subject: [hlds] So many empty servers
>
> > Message-ID:
> ><1562235303.21667270.1345679246205.javamail.r...@cds030.dcs.int.inet>
> > Content-Type: text/plain; charset=utf-8
> > 
>
> > There are way more empty servers than populated ones. The popularity and
> business is why we went from 1 server to 3. Is the matchmaking more
> efficient now, bugs fixed, or just that many less people playing?
> >
> > It's a bit concerning.
> >
> >
> > 
>
> > --
>
>
> >
> > ___
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> please visit:
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> >
> >
> > 
>
> > End of hlds Digest, Vol 17, Issue 216
> > *
>
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Re: [hlds] Mandatory CS:S update released

2012-08-22 Thread Bruno Garcia
Thank you Eric.

I believe there's a problem with the sound system that didn't allow mods to
play sounds.
Perhaps this is because mods are obligated to use outdated SDKs.

Will there be a fix for this?

Thank you.


On Wed, Aug 22, 2012 at 5:51 PM, Sebastian Nicolas Medina Sepulveda <
xheb...@gmail.com> wrote:

> Thanks Eric!
>
> 2012/8/22 Eric Smith 
>
>> We've released a mandatory update to CS:S. The notes for the update are
>> below.
>>
>> -Eric
>>
>> --
>>
>> Counter-Strike: Source
>> - Fixed a client crash on exit (after connecting to a server using
>> sv_pure)
>> - Added sv_namechange_cooldown_seconds, to throttle clients from changing
>> their name too rapidly. (Defaults to 20 seconds)
>> - Added sv_netspike_on_reliable_snapshot_overflow to selectively enable
>> the automatic dumping of netspike file if a client drops due to "reliable
>> snapshot overflow" (defaults to 0, which disables the debugging)
>> - Added check to prevent player names from containing color codes
>> - setinfo console command will now reject attempts to set / change
>> convars with any unusual characters
>> - Marked mem_force_flush as a cheat to prevent client exploits
>> - Fixed %n console crash in the client
>> - Updated client rate value to default to 3 to improve network
>> performance for most players
>>- Rate was previously set by Steam's Internet connection speed setting
>> - Updated client rate value to be stored in the config.cfg file
>> - Fixed a Linux dedicated server crash on exit
>>
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Re: [hlds] [hlds_linux] Mandatory TF2 update released

2012-08-10 Thread Bruno Garcia
Awesome, I'm glad it's being taken care of.

On Fri, Aug 10, 2012 at 6:27 PM, Russell Smith wrote:

> Thank you!
>
>
> On 10.08.2012 14:24, Eric Smith wrote:
>
>> I'll forward your email around to see who is looking into the problem.
>>
>> -Eric
>>
>>
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Re: [hlds] cl_trade and cl_trade_steamid

2012-08-03 Thread Bruno Garcia
FCVAR_SERVER_CAN_EXECUTE shouldn't be bypassed.
It's for the security of every client!

It doesn't do much damage, but, hell, I don't want servers making my client
do things like "disconnect" or "quit prompt" :P

On Fri, Aug 3, 2012 at 10:15 PM, Saul Rennison wrote:

> It can, just with various "workarounds"/exploits to bypass the
> FCVAR_SERVER_CAN_EXECUTE check.
>
> However, I think for reasons such as these, such commands should be well
> hidden.
>
>
> Kind regards,
> *Saul Rennison*
>
>
>
> On 4 August 2012 01:24, Dr. McKay  wrote:
>
>> When these commands were added, this was in the patch notes:
>>
>> - Added console commands to initiate trades directly
>>  (cl_trade/cl_trade_steamid) to help people running trading servers.
>>
>> Servers cannot execute these commands on clients, for good reason.
>> However, there are a lot of possibilities for interesting mods if these
>> commands can be executed by the server.
>>
>> Proposal: Add a checkbox in Advanced Options to "allow servers to send
>> trade requests on your behalf".
>>
>> For a while, I've wanted to be able to create a simple plugin that allows
>> you to type "!trade ", which cannot be done currently.
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Re: [hlds] Handling server crashes the smart way

2012-07-29 Thread Bruno Garcia
On Sun, Jul 29, 2012 at 5:16 PM, Dominik Friedrichs  wrote:

> I think the only other way of getting more detail is to run the server
> through a debugger. Ive done this before, eg. you use Visual Studio 2008 on
> your home computer, set up remote debugging on the server machine
> (including opening the relevant ports and stuff), and then remote debug it
> via the internet... when it crashes, you see exactly where.
>
>
> On 2012/07/29 21:19, Bruno Garcia wrote:
>
>> Hello,
>>
>> I'm running a CS: S server on a windows 2003 server computer. I know
>> that it's outdated, and windows is highly unstable at times, but I've
>> been getting a lot of server crashes for the last two weeks and with
>> each crash comes a dump file. These dump files don't appear to hold many
>> information about the crash, pretty useless to me.
>> But they must be there for a reason. So I was wondering if there's a
>> 'smart' way to "pin-point" at what instance the srcds crashed.
>>
>> I'll leave some dox about the server that I'm running, maybe you'll find
>> something 'un-usual'
>>
>>
>> Windows 2003 Server
>> Counter-Strike: Source dedicated server
>> Running process with all cpus (process affinity)
>> Running on RealTime priority (might change it to High)
>>
>> Addons:
>> Mani Admin System
>> Mattie's Eventscripts
>> DAF DoS Fix (Blocks flood of server queries to the server)
>>
>> Any help is appreciated
>>
>>
>>
>>
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>> please visit:
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>>
>
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I've never heard of remote debugging before, but I'm definitely gonna try
this out.
Thank you very much! Any other help is always appreciated
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[hlds] Handling server crashes the smart way

2012-07-29 Thread Bruno Garcia
Hello,

I'm running a CS: S server on a windows 2003 server computer. I know that
it's outdated, and windows is highly unstable at times, but I've been
getting a lot of server crashes for the last two weeks and with each crash
comes a dump file. These dump files don't appear to hold many information
about the crash, pretty useless to me.
But they must be there for a reason. So I was wondering if there's a
'smart' way to "pin-point" at what instance the srcds crashed.

I'll leave some dox about the server that I'm running, maybe you'll find
something 'un-usual'


Windows 2003 Server
Counter-Strike: Source dedicated server
Running process with all cpus (process affinity)
Running on RealTime priority (might change it to High)

Addons:
Mani Admin System
Mattie's Eventscripts
DAF DoS Fix (Blocks flood of server queries to the server)

Any help is appreciated
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Re: [hlds] [Left 4 Dead] I can not see the characters infected

2012-07-28 Thread Bruno Garcia
On Sat, Jul 28, 2012 at 8:26 PM, Sebastian Nicolas Medina Sepulveda <
xheb...@gmail.com> wrote:

> Just get me to a server under Windows Server Datacenter 2008 and could not see
> any infected person in the game Left 4 Dead. I thought it was my client,
> but most people would squeeze themselves to the server and had the same
> problem.
>
> The server will start on a clean and with the corresponding configuration
> file server.cfg.
>
> Anyone know this problem?
>
> Greetings.
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>
Try unloading all addons Mani Admin, Source Mod, Eventscripts, Third party
anticheat (etc) (I don't know which of these are avaliable for L4D) and
test again.

To unload an addon replace the loader file or just do plugin_unload
"addons/"
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Re: [hlds] Fake player flood

2012-07-26 Thread Bruno Garcia
On Wed, Jul 25, 2012 at 8:36 PM, Travis Brown  wrote:

> I was able to attain this tool. If valve wants it i can upload it for them
> to download and reverse engineer. They will have to contact me via email
> privately as i wont publicly display a download link.
>
>  On Wed, Jul 25, 2012 at 7:05 PM, Khalid Oqal  wrote:
>
>>  Someone keeps flooding my server with fake players, which keeps
>> connecting\disconnecting from the server.
>>
>> I managed to get a picture from the net:
>>
>> http://makeserver.ru/uploads/posts/2012-04/1334075710_1331584088_828c612b53f8.jpg
>>
>> It's really annoying to get some fps drops and lags.
>> Hopefully you would release a fix.
>>
>> Regards,
>> Khalid.
>>
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This is a known exploit for months!
They only turned it into a desktop application.
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Re: [hlds] hldsupdatetool problems

2012-07-23 Thread Bruno Garcia
On Mon, Jul 23, 2012 at 10:22 AM, Dan Offord  wrote:

> Does C:\L4D2 exist?
>
> --
> Dan
>
> On 23 July 2012 14:00, André Scattolin  wrote:
>
>> Hi, i was trying to creat my own dedicated server in l4d2 but i am having
>> a problem in HLDSupdater, i installed it in
>>
>> c:\Programs file\HLDSupdater
>>
>> then i open the command prompt and type:
>>
>> cd c:\Programs file\HLDsupdater
>>
>> and after that i type:
>>
>> hldsupdatetool -command update -game left4dead2 -dir C:\L4D2
>>
>> but i get this error:
>>
>> PostCondition Assertion Failed
>>
>> Name: ReturnDirPathExist
>> Program: c:\Programs file\HLDSupdater\hldsupdatetool.exe
>> file: \p4clients\rel_beta\Projects\Common\Misc\FileUil.c pp
>> Line: 757
>>
>> Dir Exists (sCurrentExeDirPath)
>>
>> if i press ignore it will appear again, and again, and again, i can only
>> stop the update or retry
>> anyone know what happened?
>>
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Try sending \\ with the directory.

Eg.

C:\\L4D2

Sometimes that's the problem, especially using the windows (ugly) console
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Re: [hlds] SteamCMD Tool

2012-07-17 Thread Bruno Garcia
You know, I'm getting a hand full of assertion problems when closing this
tool (On Windows).


assert: Assertion Failed: Illegal termination of worker thread
> 'Thread(0x02E47E10/0x04C8)'
>

On Mon, Jul 16, 2012 at 1:03 AM, William Balkcom
wrote:

> Anyone else having issues with this new steamcmd tool? I’ve tried for
> several days to download CS:GO files and keep getting this error and I am
> logged in. I sure hope valve improves this tool. It sucks only being able
> to update 1 server at a time and to login.
>
> ** **
>
> ERROR! Failed to request AppInfo update, not online or not logged in to
> Steam.
>
> ** **
>
> William Balkcom
>
> ** **
>
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Re: [hlds] Hide the srcds console

2012-07-12 Thread Bruno Garcia
On Thu, Jul 12, 2012 at 4:10 AM, Mart-Jan Reeuwijk wrote:

> then why start this discussion on the windows mailing list???
>
>   --
> *From:* Bruno Garcia 
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Sent:* Thursday, 12 July 2012, 7:22
> *Subject:* Re: [hlds] Hide the srcds console
>
>
> *snip*
>
>
> Thanks a lot guys, really. I guess this come in handy for other users too.
> I'm more of a Linux guy for the srcds servers :P
>
>
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>
Haha, I said " I'm more of a linux guy " because I am, but right now I'm as
a "sysadmin" on these stupid windows servers and I just hate it !
I get along with linux that's all.
Sorry for the confusion
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Re: [hlds] Hide the srcds console

2012-07-11 Thread Bruno Garcia
On Wed, Jul 11, 2012 at 3:52 PM, Jason  wrote:

> Will definitely begin using that manager when individual servers can be
> stopped/started!  Thanks for sharing and looking forward to that
> functionality.
>
>
> On Wed, Jul 11, 2012 at 6:21 AM, Nomaan Ahmad  wrote:
>
>> I use that srcds manager. Thanks for creating it. I am still waiting on
>> update on it :)
>> Where we can stop/start/restart individual servers and have option to run
>> a command before server starts.
>>
>> It would be awesome if you can do that forlix :)
>>
>> Thanks!
>>
>>
>> On 11 July 2012 11:18, Dominik Friedrichs  wrote:
>>
>>> You might want to try SrcDS Manager:
>>>
>>> http://forlix.org/gameaddons/**srcds_manager.shtml<http://forlix.org/gameaddons/srcds_manager.shtml>
>>>
>>> Launches servers without a console and also provides auto-updating.
>>>
>>>
>>>
>>> On 2012/07/11 08:32, Bruno Garcia wrote:
>>>
>>>> Hello,
>>>>
>>>> I'm using a tool on Windows 2003 Server called "ServerChecker" to leave
>>>> auto-restart my servers, add easy command line parameters, etc...
>>>> The only problem is , that, for each srcds server has a console of it's
>>>> own. And it's quite annoying to have 5 or 6 srcds console on your
>>>> desktop.
>>>>
>>>> Is there any way to run a server *without *a console (So only the
>>>> process is running)
>>>>
>>>> Thanks
>>>>
>>>>
>>>>
>>>> __**_
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>>>> please visit:
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>>>>
>>>
>>>
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>>>
>>
>>
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Thanks a lot guys, really. I guess this come in handy for other users too.
I'm more of a Linux guy for the srcds servers :P
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Re: [hlds] Hide the srcds console

2012-07-11 Thread Bruno Garcia
@Claudio : What do you mean by that?
@RSS: Thanks , I'll try it out

On Wed, Jul 11, 2012 at 3:34 AM, RSS List User wrote:

>  You could run them with ServiceEx, where it will run as a Service and
> set interactive to false. The benefit with this is also that when the
> machine reboots, you will not need to login for the servers to start.
> http://serviceex.com/
>
>
> On 7/11/2012 2:32 AM, Bruno Garcia wrote:
>
> Hello,
>
> I'm using a tool on Windows 2003 Server called "ServerChecker" to leave
> auto-restart my servers, add easy command line parameters, etc...
> The only problem is , that, for each srcds server has a console of it's
> own. And it's quite annoying to have 5 or 6 srcds console on your desktop.
>
> Is there any way to run a server *without *a console (So only the process
> is running)
>
> Thanks
>
>
>
> ___
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> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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>
>
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[hlds] Hide the srcds console

2012-07-10 Thread Bruno Garcia
Hello,

I'm using a tool on Windows 2003 Server called "ServerChecker" to leave
auto-restart my servers, add easy command line parameters, etc...
The only problem is , that, for each srcds server has a console of it's
own. And it's quite annoying to have 5 or 6 srcds console on your desktop.

Is there any way to run a server *without *a console (So only the process
is running)

Thanks
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Re: [hlds] Game hosting

2012-04-29 Thread Bruno Garcia
The guys is asking if he can incorporate a 'plugin' to the source dedicated
server to reject steam tickets upon a connection of a client that does not
own the game.

This is not detected by VALVe as far as I know, however, I advice you to
stick to the original server mate.

On Sun, Apr 29, 2012 at 8:19 PM, Team BOOM!  wrote:

> Thanks Admin, I guess you're right. If he is asking about others doing it
> and if they get in trouble for it, I suppose that's a legit question. It's
> been going on for years however, so the answer is pretty obvious. I just
> feel like he's wondering if he can do it too and if he will get caught,
> hence my reply. Sorry if my response is directed improperly. We've all seen
> this stuff before, and usually these questions come from people with ill
> intentions so they know if it's worth their risk.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Admin
> Sent: Sunday, April 29, 2012 3:35 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Game hosting
>
> I don't think you understood him Mike. He is asking (in my opinion) how he
> is supposed to exist on a legitimate level when others are running on an
> illegitimate level. You are making assumptions on very little knowladge..
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM!
> Sent: Monday, 30 April 2012 3:47 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Game hosting
>
> My Friends,
>
> We shouldn't even bother discussing this on the list. He's asking about
> using illegal software practices. He can go elsewhere to search for this
> information. This is an Official Valve server list. I can't believe you
> guys
> are even replying to him. All he wants to know is if he will get caught or
> sanctioned for being the catalyst to illegal software activity. Valve and
> the rest of us legit operators suffer when people like these work their
> magic. Please don't help him, it only hurts the people doing the right
> thing.
>
> Just my two cents.
> Mike
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: Sunday, April 29, 2012 10:35 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Game hosting
>
> That's what i think he means too. It's kind of hard to compete with legit
> version over the cheap pirated servers, especially on CS/CSS scene.
>
> -ics
>
> 29.4.2012 20:27, Ravnox kirjoitti:
> > Secv74, if you are using Google translate or some such service to
> > translate from Russian to English, it is doing a terrible job and it
> > is very hard to understand what it is exactly that you are trying to
> > achieve.
> >
> > If I understand correctly, you want to offer legit dedicated Source
> > gaming servers that players can rent. However, you are worry that
> > there is no market to offer such services because of the proliferation
> > of illegal servers that allow unregistered copies of games to connect.
> > So, you are wondering if Valve are doing anything to shutdown or
> > "fine" those servers operators. Is that it?
> >
> > --
> > Ravnox
> >
> >
> > Quoting Secv74 :
> >
> >> Cc2iscooL  gmail.com> writes:
> >>
> >>>
> >>>
> >>> Neither Valve nor this mailing list will give you any support on
> >>> your pirated
> >> servers. Buy the game.
> >>> On Sun, Apr 29, 2012 at 7:19 AM, Secv74  yandex.ru>
> >>> wrote:Hi We want to open your game hosting. But we are interested in
> >>> one question. Valve monitors that provide for hosting pirated css
> >>> server?
> >>> In our region - Russia, a lot of customers pirated the game.
> >>> Therefore, we would like to know whether or not they are prohibited.
> >>> Many official hosting server we sell the old version of the game css
> >>> and cssv70 and have nothing for it did not. We are ready to compete,
> >>> but competition must be fair. Hence the question:
> >>> 1 Can a game server hosting is provided pirated css, l4d and other
> >>> (ks16
> >>> with the situation clear, but now with other games - no)
> >>> 2 If allowed, what sanctions can be imposed?
> >>> ___
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> >>> archives, please
> >> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>>
> >>>
> >>>
> >>>
> >>
> >>
> >> You do not understand the meaning, or simply through an interpreter
> >> went bad.
> >> We want to rent only to steam servers, but there are many hosting
> >> services in our country who are quietly selling pirated css server.
> >> Therefore, the question is how do Valvel oversees the hosting, or you
> >> can provide years of pirate server and we do not?
> >
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit y

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-04-29 Thread Bruno Garcia
Even being a glitch, it's stupid and non-important. Consider that Valve has
to code a hole system to check if a *sprite* is being rendered through a
wall. It's stupid a waste of resources.

I have this glitch using Hammer Editor ALL the time. A 3D model rendered
through a sprite gets it glitched, and you don't hear me complaining.
Deal with it.

On Sun, Apr 29, 2012 at 6:59 PM, Emil Larsson  wrote:

> It's a glitch, it's especially noticable with crit stickies. They're way
> way brighter and larger than before (the "illumnating effect that is").
>
>
> On Sun, Apr 29, 2012 at 10:29 PM, Bruno Garcia wrote:
>
>> That's not a lighting glitch. Those are sprites being rendered through
>> the wall.
>>
>>
>> On Sun, Apr 29, 2012 at 1:52 AM, Emil Larsson  wrote:
>>
>>>
>>> http://cloud.steampowered.com/ugc/576703042451979234/789D06183FC5D671A578CFB667E1EA4F78F9C157/
>>>
>>> Seeing how glitchy the said illumination is, it's probably unintended.
>>> It really hampers the trapmaking ability of stickies.
>>>
>>>
>>> On Sat, Apr 28, 2012 at 3:35 PM, Brian  wrote:
>>>
>>>> Is the illumination of sticky bombs intentional?
>>>>
>>>>
>>>> On Fri, Apr 27, 2012 at 7:46 PM, Andrew DeMerse wrote:
>>>>
>>>>> So, uhh, what's this flag, and why is it on every demo/soldier item? :)
>>>>>
>>>>> "can_be_equipped_by_soldier_or_demo" "1"
>>>>>
>>>>>
>>>>> On Fri, Apr 27, 2012 at 2:23 PM, Eric Smith 
>>>>> wrote:
>>>>>
>>>>>> We've released a mandatory update to Team Fortress 2. The notes for
>>>>>> the update are below.
>>>>>>
>>>>>> -Eric
>>>>>>
>>>>>> --
>>>>>>
>>>>>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>>>>>> - Fixed a problem that allowed malicious clients to disable the
>>>>>> "ping" and "status" commands for other connected clients
>>>>>>
>>>>>> Team Fortress 2
>>>>>> - Added The Toss-Proof Towel
>>>>>> - Fixed a bug that caused many avatar images to not show up in the
>>>>>> scoreboard
>>>>>> - Fixed the Sharpened Volcano Fragment not igniting players
>>>>>> - Fixed damage to buildings applying on-hit effects such as the
>>>>>> Übersaw charge
>>>>>> - Fixed Sticky Jumper stickybombs changing team when air-blasted
>>>>>> - Fixed large floating point values getting truncated in WebAPI
>>>>>> responses
>>>>>> - sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩
>>>>>> - Community request
>>>>>>   - Added SetForcedTauntCam player input for map makers to place the
>>>>>> player into third-person
>>>>>> ___
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>>>>>> archives, please visit:
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>>>>>>
>>>>>
>>>>>
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>>>>> please visit:
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>>>>>
>>>>>
>>>>
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-04-29 Thread Bruno Garcia
That's not a lighting glitch. Those are sprites being rendered through the
wall.

On Sun, Apr 29, 2012 at 1:52 AM, Emil Larsson  wrote:

>
> http://cloud.steampowered.com/ugc/576703042451979234/789D06183FC5D671A578CFB667E1EA4F78F9C157/
>
> Seeing how glitchy the said illumination is, it's probably unintended. It
> really hampers the trapmaking ability of stickies.
>
>
> On Sat, Apr 28, 2012 at 3:35 PM, Brian  wrote:
>
>> Is the illumination of sticky bombs intentional?
>>
>>
>> On Fri, Apr 27, 2012 at 7:46 PM, Andrew DeMerse wrote:
>>
>>> So, uhh, what's this flag, and why is it on every demo/soldier item? :)
>>>
>>> "can_be_equipped_by_soldier_or_demo" "1"
>>>
>>>
>>> On Fri, Apr 27, 2012 at 2:23 PM, Eric Smith wrote:
>>>
 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a problem that allowed malicious clients to disable the "ping"
 and "status" commands for other connected clients

 Team Fortress 2
 - Added The Toss-Proof Towel
 - Fixed a bug that caused many avatar images to not show up in the
 scoreboard
 - Fixed the Sharpened Volcano Fragment not igniting players
 - Fixed damage to buildings applying on-hit effects such as the Übersaw
 charge
 - Fixed Sticky Jumper stickybombs changing team when air-blasted
 - Fixed large floating point values getting truncated in WebAPI
 responses
 - sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩
 - Community request
   - Added SetForcedTauntCam player input for map makers to place the
 player into third-person
 ___
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>>>
>>>
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>>
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-04-17 Thread Bruno Garcia
>
> 本地化檔案已更新
> "Localization file has been updated"
>

Have you done research on the server exploits that have been posted this
last few days?
It's crucial that they are fixed.

On Tue, Apr 17, 2012 at 8:37 PM, King Harkinian wrote:

>
> http://cloud.steampowered.com/ugc/540671188302612123/5A1AD9B3F3F5409A64B8554A12F945F371DBEDBB/
> http://puu.sh/q93V
>
> what did you do
>
> On Tue, Apr 17, 2012 at 7:13 PM, Eric Smith wrote:
>
>> We've released mandatory updates for Team Fortress 2, Day of Defeat:
>> Source and Half-Life 2: Deathmatch. The notes for the updates are below.
>>
>> -Eric
>>
>> --
>>
>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>> - Fixed server crash exploit related to audio buffer overruns
>> - Fixed server crash caused by using changelevel2
>> - Updated console logging system to minimize opening and closing of
>> files, greatly improving performance under certain conditions
>> - Additional improvements for client/server stability
>>
>> Team Fortress 2
>> - Added the Texas Half-Pants and the Bolt Action Blitzer
>> - Updated the Teufort Tooth Kicker so it can also be equipped by the
>> Engineer
>> - Updated the Scrap Pack so it can now be crafted, gift-wrapped, and
>> traded
>> - Updated the Short Circuit
>>- Fixed projectiles not being cleared if they were blocked by
>> buildings or other projectiles
>>- Fixed not incrementing the "How the Pests Was Gunned" achievement
>> for destroyed stickies
>> - Fixed being able to place buildings in nobuild zones
>> - Fixed Red team Pyros being able to grief teammates by attacking them
>> with the flamethrower and then switching to team Spectator during the attack
>> - Added the ability to remove Strange parts via the Restore button in the
>> backpack
>> - Added the ability to reset scores on Strange items via the Restore
>> button in the backpack
>> - Crates now display their series number in the backpack view
>> - Added new "tf_hud_no_crosshair_on_scope_zoom" to the Advanced Options
>> menu
>> - Fixed using the "inspect" command to Spy-check teammates
>> - Fixed the Bazaar Bargain increasing its head count while shooting at
>> ÜberCharged enemies
>> - Fixed defense buffs reducing crush and telefrag damage
>> - Fixed a bug that would cause Medics to reduce the health of heal
>> targets if the target had earned more health than their normally allowed
>> max overheal
>> - The Cozy Camper’s description now correctly reflects the actual speed
>> reduction while scoped and is now applied correctly when using the Huntsman
>> (speed for the other rifles remains unchanged)
>> - Add the object entindex to the object_deflected game event
>> - 本地化檔案已更新
>>
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Re: [hlds] Source Engine remote slowhacking exploit - how can I dump a .dem file?

2012-04-13 Thread Bruno Garcia
First, the demo file won't record any crucial information... plus, these
exploits aren't valve commands being messed up, it could be protocols being
buggy; for example sending the connection packet of 300 different clients...

And secondly, this reminds me of the disconnect message exploit, that would
*also block FVAR*, but I wouldn't worry about that exploit, it's already
fixed!

On Fri, Apr 13, 2012 at 2:15 AM, Harry Strongburg wrote:

> Hi, just thought I'd tell you guys that there's a remote slowhacking
> exploit in the wild. Any user, who doesn't need any permissions at all
> on the server, and happens without ANY server modifications installed,
> can make all the client's on the server unresponsive. The exploit will
> even run just fine on Valve's official TF2 servers. Along with this,
> they can run seemingly any rcon command, such as "say".
>
> Any command on the player's clients will give the console error
> "FCVAR_SERVER_CAN_EXECUTE prevented server running command" (this
> includes toggleconsole, etc). This will make your game impossible to
> use, until you taskkill HL2 and join a new server.
>
> In the experience I saw, this exploit doesn't work if you have SMAC
> installed: "User was kicked for command spamming: say hi".
>
> So my point of this email is if anyone here any idea on what I can do
> with a demo I was recording while the exploit was run on a server I was
> playing on. In particular, if I could see what commands the server
> forced my client to run (the "slowhacking" commands were recorded
> properly in the demo), it might be a bit easier for Valve to fix up
> whatever the exploit is.
>
> Thanks for any suggestions.
>
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Re: [hlds] CS GO BETA KEY

2012-04-10 Thread Bruno Garcia
Since when did the list became a trading post?

On Tue, Apr 10, 2012 at 10:49 PM, Timothy Sadleir wrote:

> You know that no one that has control over beta keys (Valve devs or anyone
> else) ever really browse those forums regularly.  One step short of
> emailing people that I think might be able to grant me one, I come here. I
> remembered seeing this topic and figured I make use of it (I wouldn't have
> started one).  There's no real good place but here (is there?) to
> communicate with Valve/Source game fans such as us who run or have ran
> servers before and know the games pretty well.  There's gotta be someone
> here that has connections or perhaps a stockpile of keys unless Valve is
> being real particular with them, giving them out to the most random people.
>
> I've done a good amount of participating in these dedicated server
> discussions in the past so I don't think it's too much to let me use this
> already existing topic to ask about a key.  But... I suppose that since it
> is a mailing list, it is kinda annoying if the same unrelated topic keeps
> being bumped and people keep getting email notifications for this list when
> its about something unrelated.  I just don't know how else to get my hands
> on a CS:GO beta key to help shape the game of which I plan on hosting a DS
> for...
>
>
> On Tue, Apr 10, 2012 at 6:23 PM, Cc2iscooL  wrote:
>
>> This is a mailing list for support on servers, not for key exchanges or
>> client issues that are unrelated to servers. Go to the steam forums.
>>
>>
>> On Tue, Apr 10, 2012 at 9:19 PM, Timothy Sadleir wrote:
>>
>>> I still need a CS:GO beta key!  I've been a CS/TF2 guy for quite a while
>>> and would really like the chance to help shape the game with my feedback.
>>> Anyone got a spare key?  The survey beta key handout is too random and
>>> after 6 months of the beta I still haven't got a key...
>>>
>>>
>>> On Mon, Mar 19, 2012 at 4:01 PM, AnAkIn .  wrote:
>>>
 The tickrate is 102,4 on cs go
 Le 20 mars 2012 00:00, "Saul Rennison"  a
 écrit :

  I would imagine either the same, or less, load as a TF2 server.
>
> On Monday, March 19, 2012, hlds  wrote:
> > I find it offensive you consider anything on SPUF to be a
> 'discussion' <3
> >
> >
> > On topic: I wonder if anyone at Valve could comment on what the
> server performance requirements for CS:GO dedi's will be versus srcds, or
> is this just going to be another instance of hacking new 'features' into
> the existing srcds tree and filling it with performance degrading bugs 
> that
> won't get fi nevermind.
> >
> >
> > But yeah, is this going to put a comparable load on the server for
> say a CS:GO 24 slot vs TF2 24 slot?
> >
> >
> >
> > On 3/19/2012 9:06 AM, Ivan wrote:
> >>
> >> I hope I am doing this right, this is my first time actually
> posting here. Anyway, SPUF forums are usually clustered by a bunch of
> script kiddies and isn't the best place for a constructive discussion, at
> least from my experience. This mailing list allows for direct 
> communication
> between server admins and Valve, while SPUF are more focused on a
> discussion between gamers. :)
> >>
> >> On Mon, 19 Mar 2012 13:58:28 +0100, <
> hlds-requ...@list.valvesoftware.com> wrote:
> >>
> >>> Date: Mon, 19 Mar 2012 12:58:17 +
> >>> From: Yuki 
> >>> To: Half-Life dedicated Win32 server mailing list
> >>> 
> >>> Subject: Re: [hlds] CS GO BETA KEY
> >>> Message-ID: <
> cfb51c19-ba60-41b5-b8a4-da8d6a6db...@email.android.com>
> >>> Content-Type: text/plain; charset="utf-8"
> >>>
> >>> I often question why the mailing list exists. I mean SPUF does the
> same job right?
> >>>
> >>> -snip-
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> > ___
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> archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
>
> --
>
>
> Kind regards,
> *Saul Rennison*
>
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>>>
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Re: [hlds] Question on Dedicated Server

2012-03-22 Thread Bruno Garcia
3-4 servers? I wouldn't say so.
1 server, 2 top... **Maybe*.

* It all depends on your Bandwidth, and if you're going to be playing the
game in the same PC where you host the server.
I'm not too keen on house servers...

On Thu, Mar 22, 2012 at 8:07 AM, Albert Davis wrote:

> All default with the exception of MM/SM/Mani mostly
>
> On Thu, Mar 22, 2012 at 12:02 AM, Cameron Munroe <
> cmun...@cameronmunroe.com> wrote:
>
>>  about a server per core.
>>
>>
>> On 03/21/2012 08:32 PM, Kyle Sanderson wrote:
>>
>> All depends on your clock rate (and other factors, but you haven't given
>> us much, so...). I think you'd be lucky to run two though if it's just a
>> dual core.
>>
>> Kyle.
>>
>> On Wed, Mar 21, 2012 at 5:09 PM, Albert Davis wrote:
>>
>> I am looking to run 2 TF2 server on a Dual Core AMD with 4gb of DDR2,
>> what kind of performance hit should I see? Would this type of box be able
>> to handle 3-4 servers?
>>
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-14 Thread Bruno Garcia
I'm pretty sure its Embedded IE (Or a webkit / API / whatever built around
IE)

On Wed, Feb 15, 2012 at 12:50 AM, Mart-Jan Reeuwijk wrote:

> Aww, next time: deleted the localization files.
>
>   --
> *From:* Jethro Seabridge 
>
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Sent:* Wednesday, 15 February 2012, 1:05
> *Subject:* Re: [hlds] Mandatory Team Fortress 2 Update Released
>
> It's part of the running joke. One was updated the localization files in
> german, one was "Didn't update the localization files" and one was
> "Undocumented changes: Updated the localization files."
>
> On Tue, Feb 14, 2012 at 11:59 PM, Crazed Gunman <
> bsr.crazedgun...@gmail.com> wrote:
>
>  I've seen some people email while drunk, but never seen that. I'm
> assuming it was a mistake or a something that was localized for Cyrillic
> and got buggered in somehow.
>
> On 2/14/2012 5:58 PM, Clay Hansen wrote:
>
> Hcqngrq gur ybpnyvmngvba svyrf? Uhh...
>
> On Tue, Feb 14, 2012 at 6:52 PM, Eric Smith wrote:
>
> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Added Something Special For Someone Special
> - Added The Snapped Pupil
> - Added a new promo item
> - Updated the Heavy's sandvich so it will only resupply ammo if the owner
> picks it up after dropping it. This means the only way to gain health from
> the sandvich is by eating it.
> - Fixed the Red/Blue team skins not working on the Bonk Boy with the new
> styles
> - Updated the in-game trading system to use the Steam trading menus
> - Updated these items so they can be traded and crafted:
>   - The Warsworn Helmet
>   - The Bolgan
>   - The Bolgan Family Crest
>   - The Merc Medal
>   - The Battle Bob
>   - The Bushman's Boonie
> - Updated cp_gravelpit
>   - Fixed z-fighting on the fan in the Red spawn building
>   - Fixed Red Engineers building inside their spawn room
> - Hcqngrq gur ybpnyvmngvba svyrf
>
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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Bruno Garcia
I love how cheat programmers keep using the the 'debug' Draw box for
wallhacks.

Places where I've seen the debug drawbox:
* used for rendering area portals in-game with sv_cheats 1
Places where I've seen using the debug drawbox as cheats:
* too many to count

Perhaps it would helpful to check on the vac module if a player's is using
a render function...

On Thu, Feb 2, 2012 at 5:10 PM, lwf  wrote:

> Valve already has a limit but it's not very aggressive. Perhaps they
> can bypass it, or it's the only reason they're not changing their name
> every tick.
>
> On Thu, Feb 2, 2012 at 18:03, Lance Waidzunas  wrote:
> > Sorry to chime in late, and if this has already been brought up, I
> > apologize...
> >
> > But is there anyway Valve could implement a minimum time between name
> > changes?  I could care less about the hackers and what not, but it's
> kind of
> > a pain in the butt when you're trying to ban someone quickly in server
> and
> > their name keeps changing.  My admins and myself are usually playing when
> > these idiots drop by the eXtv servers and it'd be great if there was even
> > like 5-10 second minimum between name changes so we have a moment to pop
> a
> > ban in and carry on w/ the game.
> >
> >
> > On Thu, Feb 2, 2012 at 10:57 AM, Mart-Jan Reeuwijk 
> > wrote:
> >>
> >> Well, here you go:
> >>
> >> http://www.youtube.com/watch?v=mD7Fi7xC-gg
> >> They dont even care bout VAC anymore, for that takes couple weeks,
> couple
> >> weeks they can cheat around, and then take a new one.
> >>
> >> And I think its more appropriate to fork the topic with its own thread
> >> about DDOS attacks etc.
> >>
> >> 
> >> From: Chad Hedstrom 
> >> To: Half-Life dedicated Win32 server mailing list
> >> 
> >> Sent: Thursday, 2 February 2012, 0:13
> >>
> >> Subject: Re: [hlds] Dealing with persistent cheaters
> >>
> >> Note to gameserver coders: it would be great to have some sort of
> >> rudimentary DDoS protection, i.e. gameserver level firewall that says
> >> "ignore packets from IPs X, Y, Z.
> >>
> >> I've been dealing with a very persistent DDoS attack on my BF3 servers
> >> recently (he has it set on a nightly timer!) and we almost had to
> >> switch to a virtual managed server to take advantage of Windows
> >> Server's more advanced firewall options - at $180 a month. A huge
> >> shout out to John at NFO for helping me with this. The DDoS attacks
> >> wouldn't crash the server, but it would cause the server to drop all
> >> the players.
> >>
> >> Long story short, DDoS tools are becoming more of a problem and easier
> >> to find (LOIC anybody?) and it would be nice to have some rudimentary
> >> protection built in, if only so that the plugin community can expand
> >> upon it. Maybe something to think about for CS:GO and HL3DM? ;)
> >>
> >> On Sun, Jan 29, 2012 at 3:18 PM, Connor M. 
> >> wrote:
> >> > Just hope that they don't go deep into illegal territory and (D)DoS
> your
> >> > servers. If they happen to do so, get a hold of your host/ISP (if
> you're
> >> > running a server that you built/bought and are not using a host) and
> >> > explain
> >> > what happened as some programs that do such things can produce EXTREME
> >> > amounts of bandwidth which can net you with a $15K bill (like someone
> on
> >> > Facepunch experienced, didn't see the thread myself because there's
> too
> >> > much
> >> > traffic all the time). Then, look up the IP so that you can get a hold
> >> > of
> >> > local authorities and their ISP and tell them that they're doing
> illegal
> >> > things. Hope for the best, and rest feeling good that you got rid of
> >> > another
> >> > skid.
> >>
> >> ___
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> >> please visit:
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> >>
> >>
> >>
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> >>
> >
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Re: [hlds] Holiday Punch Exploit

2012-01-30 Thread Bruno Garcia
Describe it in here, it's the best way on contacting them.
Or contact them directly, don't wait for them to come to you.
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Re: [hlds] Losing connection to load-outs increasing

2012-01-05 Thread Bruno Garcia
This issue will be fixed briefly. Check Fletcher's post.
However, a couple of days ago some Steam servers went on maintenance
causing the loose of your steam network connectivity, as well as your
loadout in-game.


On Wed, Jan 4, 2012 at 8:38 PM, Jason  wrote:

> I was curious if this is happening for other server operators or not,
> whereby 1/3rd to a half of the server seems to experience loss of
> connectivity to their steam loadout -- which also affects trading.
> Rebooting the server doesn't seem to fix it, and it seems to go in cycles
> and we have to 'wait it out' -- often I've been told this happens when
> Valve is doing something on the backend or preparing for an upcoming update
> (not sure how true that is), but the perception is since the Christmas
> update, my servers seem affected more and more frequently.
>
> Is there ANYTHING I can do (server commands, adding master server list IP
> to server.cfg, or whatever) to keep this to a minimum or not happening at
> all?
>
> Thank you in advance for any suggestions or helpful comments.
> Regards,
> Jason
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2011-11-10 Thread Bruno Garcia
Are those connection Cvars due to the new exploit on "reliable buffer
overflow" ?

On Thu, Nov 10, 2011 at 9:31 PM, DontWannaName! wrote:

> I am being plagued with command aborted. :(
>
> Sent from my iPhone 4
>
> On Nov 10, 2011, at 4:24 PM, Eric Smith  wrote:
>
> > We've released a mandatory update for Team Fortress 2. The notes for the
> update are below.
> >
> > Thanks.
> >
> > -Eric
> >
> > 
> >
> > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > - Added rate limiting for connections and added the following ConVars to
> support that:
> >   - sv_max_connects_sec
> >   - sv_max_connects_window
> >   - sv_max_connects_sec_global
> >
> > Team Fortress 2
> > - Added a full moon background for the main menu
> > - Added new promo items
> > - Fixed a Linux dedicated server crash when using +randommap on the
> command line
> > - Fixed some bugs with the way items appear in the Steam Community and
> Steam Trading
> > - Optimized several materials to improvement performance
> > - Updated the localization files
> >
> > ___
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> please visit:
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Re: [hlds] New exploit for the orangebox engine?

2011-11-09 Thread Bruno Garcia
There's a chance it's real. I know HaloShadoW, and I kind-of know GunGrave
(CSSExploits Youtube channel owner). Both of them were in the Lua Source
Scripting group.

I'll try to get more info. about this.


On Tue, Nov 8, 2011 at 9:21 PM, Kyle Sanderson  wrote:

> Lets see... Crash clients on connect, Physics freezing, Multiline junk,
> and not lets forget our friend LSS. Mind you exploit wise their (it's a
> small group) greatest tool appears to be watching patch notes for other
> source games.
>
> Still though, I've had this happen a couple times. No logs, nothing
> printed to the client, nothing. I was wondering what it was, and now I
> know. Are you sure this was fixed last night ics?
> Kyle.
>
> PS: https://steamcommunity.com/groups/3rdEra - If anyone wants to view
> the lot of them.
>
>
> On Tue, Nov 8, 2011 at 12:14 PM, Riley Davis  wrote:
>
>> Most likely fake. Probably just a planned video to scare people with the
>> recent forum attack and some account hacks.
>>
>> On Nov 8, 2011, at 14:15, i FeaR  wrote:
>>
>> > Fake?
>> >
>> > 2011/11/8 Drogen Viech :
>> >> http://www.youtube.com/watch?v=i9E7QipxFIA
>> >> ^
>> >> Just seen this on youtube - it was uploaded today. Does anyone already
>> >> know how to prevent this?
>> >>
>> >> ___
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>> >>
>> >
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Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-11 Thread Bruno Garcia
Is this update planned to improve performance on game servers ? (for
example, having 10 to 20 servers hosted in the same CPU)
Or won't change the performance CPU related...

On Tue, Oct 11, 2011 at 9:10 PM, Drogen Viech wrote:

> Does it still do that?
>
> 2011/10/12  :
> > Why the engine replies to empty packets with a full update? Is there any
> > reason for this?
> >
> > http://wiki.alliedmods.net/SRCDS_Hardening#Force_fullupdate
> >
> >
> >
> > - Original Message -
> >
> > From: Tony Paloma
> >
> > Sent: 10/11/11 09:50 PM
> >
> > To: Half-Life dedicated Win32 server mailing list
> >
> > Subject: Re: [hlds] Mandatory TF2 update coming Wednesday
> >
> > Every frame, the engine will sleep until it’s time for the next tick.
> > However, the Sleep system call may be imprecise and wake the process up
> > slightly later than intended. Setting host_timer_spin_ms will reduce the
> > value passed into Sleep by that many milliseconds, but will cause the
> > process to busy wait for longer while it waits for the next tick and thus
> > increase CPU usage. The var will not improve your framerate if you’re
> > constantly below 66 (i.e. a bogged down server), but may improve
> consistency
> > on a sub-second scale.
> >
> >
> >
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
> >
> > Sent: Tuesday, October 11, 2011 2:25 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Mandatory TF2 update coming Wednesday
> >
> >
> >
> >
> >
> >
> >
> > Can anyone from Valve comment about host_timer_spin_ms?
> >
> > This seem to make the FPS more consistent when enabled, it always stay at
> > 66. When it's disabled, it's mostly between 60-70.
> >
> >
> >
> > 2011/10/11 Brian Simon 
> >
> >
> >
> > Yes, I am very relieved that this Major Update is not one of Valve's
> > infamous Friday Updates.
> >
> >
> >
> >
> >
> >
> >
> > On Tue, Oct 11, 2011 at 12:07 AM, Rob Liu  wrote:
> >
> >
> >
> > Well, at least they're doing a major update on Wednesday instead on
> Friday
> >
> >
> >
> >
> >
> >
> >
> > On Tue, Oct 11, 2011 at 4:53 PM, Wander  wrote:
> >
> >
> >
> > thanks for the heads up
> >
> > Im guessing we'll need to change this on our prophunt servers, or does
> > anyone know if the ph mod takes care of it?
> >
> >
> >
> > On Tue, Oct 11, 2011 at 05:50, Jake Haldeman 
> > wrote:
> >> I'm guessing the default is that it will show the icons.  But if your
> >> server.cfg has the tf_show_voice_icons after the update it will no
> longer
> >> work because they changed it...
> >> 
> >> From: hlds-boun...@list.valvesoftware.com
> >> [hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu
> >> [robl...@gmail.com]
> >> Sent: Monday, October 10, 2011 9:48 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] Mandatory TF2 update coming Wednesday
> >>
> >> Hi there,
> >>
> >> What if I don't have mp_show_voice_icons in my server.cfg ?
> >>
> >> On Tue, Oct 11, 2011 at 2:32 PM, Tony Paloma
> >> mailto:to...@valvesoftware.com>> wrote:
> >> We’re going to have a mandatory TF2 update coming Wednesday
> >> afternoon/evening. This is just a heads-up that it’s coming so that you
> can
> >> be prepared.
> >>
> >> There is one change that might require a change to server configs:
> >> tf_show_voice_icons has been renamed to mp_show_voice_icons so that it’s
> >> more generic.
> >>
> >> Thanks,
> >> Tony
> >>
> >> ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
> >> ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> > ___
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> > please visit:
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> >
> >
> >
> >
> >
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> >
> >
> >
> >
> > caption
> >
> >
> >
> > ___
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> > please visit:
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> >
> >
> >
> >
> > --
> > Best regards,
> > AnAkIn
> >
> >
> >
> >
> >
> >
> > ___
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> >
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Re: [hlds] TF2 No steam Logon errors!

2011-09-23 Thread Bruno Garcia
The new authentication (and re-authentication)  system kicks you for not
being authenticated.
This has been discussed before on a topic I've created

On Fri, Sep 23, 2011 at 10:33 AM, pilger  wrote:

> Same thing happened on my server two nights ago. It wasn't so many people,
> but there were disconnections claiming No Steam Logon.
>
> On Fri, Sep 23, 2011 at 9:15 AM, Neil Rajani wrote:
>
>> I’ve just had this again. We had 24 players on the server. 22 people just
>> disconnected with “no steam logon” at the same time! This is becoming a more
>> regular occurrence and very annoying as this is just emptying our server.
>> 
>>
>> ** **
>>
>> Why is this happening?
>>
>> ** **
>>
>> The code error was 6
>>
>>
>> No virus found in this outgoing message.
>> Checked by AVG - www.avg.com
>> Version: 9.0.914 / Virus Database: 271.1.1/3913 - Release Date: 09/22/11
>> 19:34:00
>>
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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-15 Thread Bruno Garcia
>
> No longer causes the wielder to take increased damage from other sources
>

I'm glad that got fixed, i actually reported it through the Bug Report on
Team Fortress 2.
Awesome work :)

On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen wrote:

> Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
> Source and Half-Life 2: Deathmatch are now available.  The specific changes
> include: 
>
> ** **
>
> Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)
>
> - Added a server command line option called "-dumplongticks" which will
> generate minidumps when there are long server frames
>
> - Fixed startmovie failing for the raw, tga, jpg, and wav options
>
> - Fixed some HUD messages not displaying properly on widescreen resolutions
> 
>
> - Updated the localization files for all games
>
> ** **
>
> Team Fortress 2
>
> - Fixed Demomen with the Persian Persuader equipped picking up ammo crates
> when they're already at full health
>
> - Fixed hatless headgear not removing the player's hat
>
> - Fixed Natascha's bullets preventing Scouts from using Bonk and
> Crit-a-Cola
>
> - Fixed teleporter progress being displayed incorrectly after upgrading a
> teleporter while it was recharging
>
> - Fixed a rare server crash related to assists
>
> - Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new
> value for the cvar
>
> - Purchased items are no longer announced in the chat text
>
> - Reduced the amount of server console output when client commands are out
> of sync
>
> - Added the following ConVars for proxy support for replay FTP offloading:
> replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host,
> and replay_fileserver_offload_proxy_port
>
> - Removed replay_port ConVar (and the need for replay to open a port)
>
> - Updated the matchmaking filtering to speed up searches and reduce the
> number of pinged servers
>
> - Updated Pl_Upward
>
>- Fixed ending the game mid-round when mp_timelimit has been reached***
> *
>
>- Fixed several exploit areas
>
> - Updated Pl_Goldrush
>
>- Stage 1 : Fixed overlapping train track models
>
>- Stage 1 : Fixed terrain seam by red spawn exit 
>
>- Stage 1 : Fixed red spawn room door going through ceiling
>
>- Stage 1 : Light fixture on roof structure of red's first spawn
> building switched to non-solid 
>
>- Stage 2 : Added func_nobuild under bridge that would get teleported
> players stuck
>
>- Stage 3 : Added invisible func_brushes above roofs to block blind demo
> grenade spam
>
>- Stage 3 : Fixed wood structure by main gate entrance so it doesn't
> destroy teleport buildables
>
>- Stage 3 : Added clip brush to top of main gate entrance
>
>- Stage 3 : Extended red's respawn room brushes to enclose entire
> interior
>
>- Stage 3 : Added respawn visualizer material to back face of blocker
> that prevents red from entering blue's respawn area from the top route
>
> - Updated Items
>
>- Added the Killer Exclusive
>
>- Added the Mask of the Shaman to the droplist and made it craftable***
> *
>
>- Added the El Jefe  to the droplist and made it craftable
>
>- Added two new styles for the Large Luchadore
>
>- Fixed the Industrial Festivizer sometimes turning white
>
>- Updated the shading on the Crusader's Crossbow
>
>- Updated the Magnificent Mongolian texture and made it paintable
>
>- Updated the Carouser's Capotain with an improved appearance
>
>- Updated the Whiskered Gentlemen with an improved appearance
>
>- Updated the particle effects for the Cow Mangler 5000 and the
> Righteous Bison
>
>- Updated the Stickybomb Jumper
>
>   - Now uses a unique texture and projectile
>
>   - No longer causes the wielder to take increased damage from other
> sources
>
> ** **
>
> Counter-Strike: Source
>
> Cumulative weapon updates
>
> - All weapons now have a new accuracy model which fixes many bugs and
> provides more intuitive weapon behavior
>
> - Weapons now have separate accuracy penalties for jumping, landing, and
> standing on ladders
>
> - All weapons are now more accurate while crouching
>
> - Accuracy penalties for movement no longer have a discrete threshold, but
> scale between crouch move and run speed
>
> - All rifles are less accurate while running
>
> - Fixed bug that caused the glock to fire burst rounds on three consecutive
> tick frames. It now fires burst rounds with a 0.05 cycle time
>
> - Fixed a bug that cause the famas to fire burst rounds on uneven intervals
> (0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075**
> **
>
> - Fixed bug for the bolt action sniper rifles that caused their zoom state
> to incorrectly toggle when holding down fire
>
> - Fixed bug that would cause the suppressor