Re: [hlds] Mandatory TF2 update released

2013-10-29 Thread Calvin Judy
It appears that quite a few people are having issues updating, only a few 
people have posted on the mailing list about it, and one was in 
csgo_servers.


[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Connecting anonymously to Steam Public...Failed to receive license info.
Success.
ERROR! AppInfo request for AppId 232250 returned error 16.



- Original Message - 
From: "Eric Smith" 
To: ; ; 


Sent: Tuesday, October 29, 2013 5:26 PM
Subject: [hlds] Mandatory TF2 update released


We've released a mandatory TF2 update for Halloween. The notes for the 
update are below. The new version is 1976421.


-Eric

--

Scream Fortress 2013 has arrived
- Help settle the score in one of the longest running feuds in Mann 
history
- Comic and additional information available on the website 
(http://www.teamfortress.com/bazbobarrabus)

- Scream Fortress 2013 runs until Nov 11, 2013

- Added New Halloween Map Helltower
   -- Equip a spell book and cast spells against your enemies
   -- Spells can be found by pushing the cart, killing enemies 
and during the Witching hour
   -- The Clocktower contains powerful magic during the 
Witching hour
   -- Win the race to start mega healed in the final battle 
for your prize


- Granting Spellbook Magazine to all players who launch TF2 during Scream 
Fortress


- Added over 100 Halloween tagged items from the TF2 Steam workshop
- Added Spooky Crate and Spooky Key to drop list and Mann co Store 
respectively
- Added class Transmogrifier's to covert Scream Fortress 2013 items of one 
type to another

- Added item Enchantment: Eternaween

- Enabled Halloween event maps in quick play
- Enabled Halloween gifts on Halloween event maps
- Enabled Halloween Spell Potions
- Enabled Mann Vs Machine event map Wave 666 in bootcamp
- Enabled Halloween themed Unusual Effects to be found from Mann Co Supply 
Crates

- Haunted Quality Items can now be listed on the Steam Market place

Map : Ghost Fort
- Lowered Merasmus's base health

Weapon Changes
- Medic's Crusader Crossbow now silently reloads when unholstered, similar 
to Pyro flaregun

- Fixed the charge rate for the Bazaar Bargain when the player has 0 heads
- In PvP Medics can now see the clip status of a patient's active weapon

Item Fixes
- Updated The Air Raider so it can be painted correctly
- Updated The Bone Dome so it doesn't hide Pyro backpack
- Strange Part: Kills While Ubercharged  can no longer be applied to 
Strange Equalizers and Escape Plans
- Fixed the backpack panel using the wrong "drop_sound" when items are 
moved around


Virtual Reality changes
- Improved readability of the UI in VR
- Removed the IPD calibration tool. TF2 will now obey the Oculus 
configuration file. Use the Oculus calibration tool in your SDK or install 
and run "OpenVR" under Tools in Steam to calibrate your IPD.
- Added dropdown to enable VR mode in the Video options. Removed the -vr 
command line option
- Added the ability to switch in and out of VR mode without quitting the 
game
- By default VR mode will run full screen. To switch back to a borderless 
window set the vr_force_windowed convar.

- Added support for VR mode on Linux

Misc Bug Fixes
- Fixed an exploit that allowed unlimited uses of noisemaker items
- Fixed not being able to earn the Brotherhood of Steel achievement in MvM 
(play with 5 friends)
- Fixed the camera target not always being visible when using the replay 
editor
- Removed some servers that forged player counts from quickplay and the 
server browser



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Re: [hlds] Steam Server Ports

2013-09-01 Thread Calvin Judy
So you registered the email "valveblowsmu...@outlook.com" and subscribed to 
this mailing list with the name "Incompetent" and you're saying "apparently a 
group of steam gamers banded together to attack your server."

Do you literally expect anyone on this list to think you're not the person 
attacking his server because you got banned?
  - Original Message - 
  From: Incomp Etent 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Sunday, September 01, 2013 4:13 AM
  Subject: Re: [hlds] Steam Server Ports


  @Violent Crimes violentcri...@convictgaming.com   
   
  ok our group has researched your little issue and have discovered the 
following reason for your issue. apparently a group of steam gamers banded 
together to attack your server. they claim that you or one of your admins was 
acting in a immature and rude manner towards gamers playing on your server. 
they have agreed to halt this activity, but have issued a warning that they 
will be watching and listening in the future. 
   
  you may want to curb you or your admins domineering attitudes and try to keep 
it light and fun.  the steam community is full of asshats like this so I find 
that the best protection is to just keep it simple and not try to be bossy or 
let power go to my head. that being said, I ban all cheaters on sight and don't 
even bother attempting to dialog with them. you may want to try the same 
remedy.  good luck.
   
   


--
  Date: Sun, 1 Sep 2013 12:23:20 +0930
  From: deman.r...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Steam Server Ports


  Hello Charlie,
  If you feel that the language used in this mailing list is offensive, I 
humbly suggest that you reach behind your computer and disconnect the Ethernet 
cable. It is generally either blue or yellow and removing it will protect you 
from bad words on the internet. 
  If you are connected to a wireless network, contact your local IT technician 
for advice. 

  (apologies for the continued derailment - carry on, everybody.)

  On 1 Sep 2013 00:33, "xcharliemx"  wrote:

Yeah lets go back to discussing Eli's and your abusive way of saying that 
Linux is better than Windows. That was MUCH more relevant. Bigots.



On Sat, Aug 31, 2013 at 9:53 AM, Calvin Judy  wrote:

  I wasn't defending him, I said your best option was to ignore him.

  Please stop derailing this thread. 
- Original Message - 
From: xcharliemx 
To: Half-Life dedicated Win32 server mailing list 
Sent: Saturday, August 31, 2013 10:34 AM
Subject: Re: [hlds] Steam Server Ports


It includes but to AMERICANS with DISABILITIES including, but not 
limited to, having wheelchair ramps at the entrance to a business, not just for 
employees but anyone with a disability. It includes but is not limited to any 
form of harassment. I'm glad Eli has someone to come up and defend his abuse 
and glad he has someone to help him bully people on the list but that is not 
what it is for. Also last I checked Valve employs more than 15 people. 




http://ag.ca.gov/consumers/pdf/disabled.pdf


Page 13, Non-discrimination in Businesses and Services. The business 
location extends to a web presence. I'm sure we'll have to put up with you two 
when you decide to use the N-word also.

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Re: [hlds] Steam Server Ports

2013-08-31 Thread Calvin Judy
I think you have me confused with someone else, not once have I stated anything 
remotely close to "linux is better than windows."
  - Original Message - 
  From: xcharliemx 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Saturday, August 31, 2013 11:02 AM
  Subject: Re: [hlds] Steam Server Ports


  Yeah lets go back to discussing Eli's and your abusive way of saying that 
Linux is better than Windows. That was MUCH more relevant. Bigots.



  On Sat, Aug 31, 2013 at 9:53 AM, Calvin Judy  wrote:

I wasn't defending him, I said your best option was to ignore him.

Please stop derailing this thread. 
  - Original Message - 
  From: xcharliemx 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Saturday, August 31, 2013 10:34 AM
  Subject: Re: [hlds] Steam Server Ports


  It includes but to AMERICANS with DISABILITIES including, but not limited 
to, having wheelchair ramps at the entrance to a business, not just for 
employees but anyone with a disability. It includes but is not limited to any 
form of harassment. I'm glad Eli has someone to come up and defend his abuse 
and glad he has someone to help him bully people on the list but that is not 
what it is for. Also last I checked Valve employs more than 15 people. 




  http://ag.ca.gov/consumers/pdf/disabled.pdf


  Page 13, Non-discrimination in Businesses and Services. The business 
location extends to a web presence. I'm sure we'll have to put up with you two 
when you decide to use the N-word also.

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Re: [hlds] Steam Server Ports

2013-08-31 Thread Calvin Judy
I wasn't defending him, I said your best option was to ignore him.

Please stop derailing this thread. 
  - Original Message - 
  From: xcharliemx 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Saturday, August 31, 2013 10:34 AM
  Subject: Re: [hlds] Steam Server Ports


  It includes but to AMERICANS with DISABILITIES including, but not limited to, 
having wheelchair ramps at the entrance to a business, not just for employees 
but anyone with a disability. It includes but is not limited to any form of 
harassment. I'm glad Eli has someone to come up and defend his abuse and glad 
he has someone to help him bully people on the list but that is not what it is 
for. Also last I checked Valve employs more than 15 people.




  http://ag.ca.gov/consumers/pdf/disabled.pdf


  Page 13, Non-discrimination in Businesses and Services. The business location 
extends to a web presence. I'm sure we'll have to put up with you two when you 
decide to use the N-word also.___
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Re: [hlds] Steam Server Ports

2013-08-31 Thread Calvin Judy
"This applies to job application procedures, hiring, advancement and discharge 
of employees, workers' compensation, job training, and other terms, conditions, 
and privileges of employment. Covered entity can refer to an employment agency, 
labor organization, or joint labor-management committee, and is generally an 
employer engaged in interstate commerce and having 15 or more workers."

This law applies to workers with disabilities being discriminated against, it 
doesn't exactly cover online public mailing lists/forums. Your best option is 
just to ignore the user and move on with your day.
  - Original Message - 
  From: xcharliemx 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Saturday, August 31, 2013 10:05 AM
  Subject: Re: [hlds] Steam Server Ports


  Please remove Eli Witt eliw...@gmail.com from the mailing list. I don't see 
why we have to put up with bullying and language like the r-word and making fun 
of disabilities. The AMA protects against abuses like this and this includes 
Valve Software Inc. and all it's belongings. The Americans with Disabilities 
Act is a protected right and this will be brought up with the ACLU if action is 
not taken. 
  Thank you for your prompt attention to this matter,



CM. 




  On Sat, Aug 31, 2013 at 8:53 AM, Calvin Judy  wrote:

You could run a linux vm on windows.
  - Original Message - 
  From: Mart-Jan Reeuwijk 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Saturday, August 31, 2013 8:56 AM
  Subject: Re: [hlds] Steam Server Ports




  lol, you cannot "configure" Windows networking to drop/select packets to 
a already open port. All windows has is the Windows firewall, which is crap at 
best, after all it had to be NSA approved...



  And I agree, so far haven't found a firewall on windows platform that did 
what I wanted it to do.







From: Eli Witt 
To: Half-Life dedicated Win32 server mailing list 
 
Sent: Saturday, 31 August 2013, 13:40
Subject: Re: [hlds] Steam Server Ports



It's funny that you're talking smack about Linux, while the referred 
product is a port of BSD program. What, they couldn't provide the required 
function natively? 




Now, you can go and take your retarded fanboism off the list. No one 
here cares for it, or your opinion, now that you've proven yourself to be an 
ignorant asshat in under 4 posts.



On Sat, Aug 31, 2013 at 1:46 AM, Lep Racy  wrote:

  nope.
   
  it's not a ready made product it's a way of configuring your 
networking in the windows environment. you're going to have to actually learn 
how networks work before you set it up to achieve the desired result(s). sorry, 
it's not going to be as easy as downloading someone else's work, installing and 
clicking a few check boxes (I know this will be a turn off to most Linux gurus, 
but someone has to actually understand how tech works).
   


--
  Date: Sat, 31 Aug 2013 01:26:59 -0400
  From: l...@redspeedservers.com 

  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Steam Server Ports

  Port security? I really hope you are not referring to Windows 
Firewall.


  On 8/31/2013 12:24 AM, Lep Racy wrote:

it's on source forge... download source code and compile for 
desired target. or just learn how to configure port security on a windows box.
 



Date: Sat, 31 Aug 2013 00:22:01 -0400
From: violentcri...@convictgaming.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam Server Ports


Doesn't work on 64bit.

On 8/31/2013 12:04 AM, Nomaan Ahmad wrote:

  http://wipfw.sourceforge.net/ ?




  On 31 August 2013 04:56, List User  
wrote:

If he is on Windows then that might be a bit hard/impossible. I 
never found any linux-quality firewall(/options) for Windows. 


On 8/30/2013 11:40 PM, Calvin Judy wrote:

  What exactly are you trying to do with the master servers?

  Just drop packets with an invalid size.

  - Original Message - From: "Violent Crimes" 

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

  Sent: Friday, August 30, 2013 11:31 PM
  Subject: Re: [hlds] Steam Server Ports



Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

  Assu

Re: [hlds] Steam Server Ports

2013-08-31 Thread Calvin Judy
Yes, although ipsec wouldn't work in this situation because OP needs to drop 
packets with an invalid size.



- Original Message - 
From: "Dominik Friedrichs" 
To: "Half-Life dedicated Win32 server mailing list" 


Sent: Saturday, August 31, 2013 9:52 AM
Subject: Re: [hlds] Steam Server Ports


Lets not forget the IPSec policies that can be used to drop packets 
depending on IP/port/protocol. Its capabilities are very limited (no rules 
for packet size, data content or fancy stuff like that) but at least you 
can automate it using Netsh (as I did) to be able to blacklist certain 
source IPs once they trigger some kind of detection.


On 2013/08/31 14:56, Mart-Jan Reeuwijk wrote:


lol, you cannot "configure" Windows networking to drop/select packets to
a already open port. All windows has is the Windows firewall, which is
crap at best, after all it had to be NSA approved...

And I agree, so far haven't found a firewall on windows platform that
did what I wanted it to do.



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Re: [hlds] Steam Server Ports

2013-08-31 Thread Calvin Judy
You could run a linux vm on windows.
  - Original Message - 
  From: Mart-Jan Reeuwijk 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Saturday, August 31, 2013 8:56 AM
  Subject: Re: [hlds] Steam Server Ports




  lol, you cannot "configure" Windows networking to drop/select packets to a 
already open port. All windows has is the Windows firewall, which is crap at 
best, after all it had to be NSA approved...



  And I agree, so far haven't found a firewall on windows platform that did 
what I wanted it to do.







From: Eli Witt 
To: Half-Life dedicated Win32 server mailing list 
 
Sent: Saturday, 31 August 2013, 13:40
Subject: Re: [hlds] Steam Server Ports



It's funny that you're talking smack about Linux, while the referred 
product is a port of BSD program. What, they couldn't provide the required 
function natively?




Now, you can go and take your retarded fanboism off the list. No one here 
cares for it, or your opinion, now that you've proven yourself to be an 
ignorant asshat in under 4 posts.



On Sat, Aug 31, 2013 at 1:46 AM, Lep Racy  wrote:

  nope.
   
  it's not a ready made product it's a way of configuring your networking 
in the windows environment. you're going to have to actually learn how networks 
work before you set it up to achieve the desired result(s). sorry, it's not 
going to be as easy as downloading someone else's work, installing and clicking 
a few check boxes (I know this will be a turn off to most Linux gurus, but 
someone has to actually understand how tech works).
   


--
  Date: Sat, 31 Aug 2013 01:26:59 -0400
  From: l...@redspeedservers.com

  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Steam Server Ports

  Port security? I really hope you are not referring to Windows Firewall.


  On 8/31/2013 12:24 AM, Lep Racy wrote:

it's on source forge... download source code and compile for desired 
target. or just learn how to configure port security on a windows box.
 



Date: Sat, 31 Aug 2013 00:22:01 -0400
From: violentcri...@convictgaming.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam Server Ports


Doesn't work on 64bit.

On 8/31/2013 12:04 AM, Nomaan Ahmad wrote:

  http://wipfw.sourceforge.net/ ?




  On 31 August 2013 04:56, List User  wrote:

If he is on Windows then that might be a bit hard/impossible. I 
never found any linux-quality firewall(/options) for Windows. 


On 8/30/2013 11:40 PM, Calvin Judy wrote:

  What exactly are you trying to do with the master servers?

  Just drop packets with an invalid size.

  - Original Message - From: "Violent Crimes" 

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

  Sent: Friday, August 30, 2013 11:31 PM
  Subject: Re: [hlds] Steam Server Ports



Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

  Assuming you are on port 27015;

  #VAC Secure:
  Source Port(s): 27017,27018,27019,27020
  Destination Port(s): 26901
  Protocol(s): UDP

  #RCON:
  Source Port(s): 27015
  Destination Port(s): 27015
  Protocol(s): TCP

  #Client & Query
  Source Ports(s): Any
  Destination Port(s): 27015
  Protocol(s): UDP

  On 8/30/2013 10:35 PM, Violent Crimes wrote:

Anyone know what ports for steam master servers. Keep 
getting attacked with split packet attacks.


NET_GetLong: Split packet from 78.95.68.48:27047 with 
invalid split size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 204.134.60.52:27013 with 
invalid split size (number 81/ count 81) where size 337 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 156.7.115.251:27022 with 
invalid split size (number 81/ count 81) where size 337 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 131.253.201.217:27018 with 
invalid split size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]
NET_GetLong: Split packet from 202.198.227.99:27038 with 
invalid split size (number 99/ count 114) where size 8293 is out of valid range 
[564 - 1248 ]

Re: [hlds] Steam Server Ports

2013-08-30 Thread Calvin Judy

What exactly are you trying to do with the master servers?

Just drop packets with an invalid size.

- Original Message - 
From: "Violent Crimes" 
To: "Half-Life dedicated Win32 server mailing list" 


Sent: Friday, August 30, 2013 11:31 PM
Subject: Re: [hlds] Steam Server Ports



Nope that didn't work


On 8/30/2013 11:04 PM, List User wrote:

Assuming you are on port 27015;

#VAC Secure:
Source Port(s): 27017,27018,27019,27020
Destination Port(s): 26901
Protocol(s): UDP

#RCON:
Source Port(s): 27015
Destination Port(s): 27015
Protocol(s): TCP

#Client & Query
Source Ports(s): Any
Destination Port(s): 27015
Protocol(s): UDP

On 8/30/2013 10:35 PM, Violent Crimes wrote:
Anyone know what ports for steam master servers. Keep getting attacked 
with split packet attacks.



NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split size 
(number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 204.134.60.52:27013 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 156.7.115.251:27022 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 131.253.201.217:27018 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 202.198.227.99:27038 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 209.133.74.38:4380 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 147.69.94.143:27018 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split size 
(number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 174.4.182.232:27032 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 82.17.64.106:27049 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 171.229.12.88:27034 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 199.3.107.39:27023 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 74.94.35.133:27012 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 160.105.74.195:27048 with invalid split 
size (number 81/ count 81) where size 337 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 164.249.36.231:27042 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]
NET_GetLong: Split packet from 196.207.97.162:27022 with invalid split 
size (number 99/ count 114) where size 8293 is out of valid range [564 - 
1248 ]



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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Calvin Judy
This is uncalled for, multiple people are having the issue. It has nothing to 
do with him failing to update or running a server. 
  - Original Message --
  From: Lep Racy 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Wednesday, August 28, 2013 12:05 AM
  Subject: Re: [hlds] Mandatory TF2 update released


  so you're mad that you fail at updating and running a server that everyone 
else seems to be able to run fine and you decide to spam the list with your 
rage. thanks for that asswhipe.
   


--
  From: davis.alb...@gmail.com
  Date: Tue, 27 Aug 2013 22:48:22 -0400
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Mandatory TF2 update released


  He said it once, then when someone asked if a fix was coming, he had to throw 
it out again, I would say that is gloating. 




  On Tue, Aug 27, 2013 at 10:45 PM, Calvin Judy  wrote:

I don't think he was gloating, Debian based distros are working fine, it 
appears only CentOS is not working. 
  - Original Message - 
  From: Albert Davis 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Tuesday, August 27, 2013 10:41 PM
  Subject: Re: [hlds] Mandatory TF2 update released


  That's great for you, for everyone, we need a fix, and gloating about 
working, kind of lame. 




  On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates  wrote:

I'm on Linux and it works great

Sent from my iPhone

On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ  
wrote:


  Should we expect a hot fix for Linux startup fails. Eric?

  > From: dillbat...@gmail.com
  > Date: Tue, 27 Aug 2013 19:19:17 -0700
  > To: hlds@list.valvesoftware.com
  > CC: hlds_annou...@list.valvesoftware.com; 
hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  > Subject: Re: [hlds] Mandatory TF2 update released
  > 
  > Update worked great for me. Thanks Eric!
  > 
  > Sent from my iPhone
  > 
  > On Aug 27, 2013, at 5:18 PM, Eric Smith  
wrote:
  > 
  > > We've released a mandatory update for TF2. The notes for the 
update are below. The new version is 1884404.
  > > 
  > > -Eric
  > > 
  > > --
  > > 
  > > - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe 
items that have varying inputs and varying outputs. You can complete a 
Chemistry Set by fulfilling all of its inputs, which will then give you the 
items it has listed in its outputs. 
  > > - The in-game player status panel has been updated to show an 
animated image of your character with their current loadout
  > > - Can be disabled in Advanced Options
  > > - Added Romevision sharing: anyone playing Mann vs. Machine on 
the same server with an owner of the Hardy Laurel can now opt-in to Romevision
  > > - Manage your Romevision preference in the Advanced Options dialog
  > > - Fixed a bug that would prevent Jarate and Mad Milk from 
applying to all targets within range
  > > - Fixed a bug that would cause the Marked For Death icon to stay 
in the world after the owning player died
  > > - Fixed a bug that would allow Spies to exploit the Kunai's 
higher overheal limit
  > > - Fixed a bug that prevented the Medigun's "Share Power Ups" 
upgrade from working correctly in Mann vs. Machine mode
  > > - Fixed a bug that would cause the last few characters of text to 
be lost when copying text from input fields
  > > - Fixed a client sv_cheats exploit related to the commentary 
dialog
  > > - Fixed a problem that would cause the shotgun shell model to 
appear incorrectly third-person when using the Family Business
  > > - Improved bot pathing behavior around ramps
  > > - Bots can now reflect energy-based projectiles 
  > > - Fixed incorrect alpha in the backpack images for the Valley 
Forge and the Founding Father
  > > - The Foppish Physician and the Distinguished Rogue are now 
paintable and are team-colored by default
  > > - Added server log entries for jarate_attack and milk_attack when 
using Jarate, Mad Milk, or the Sydney Sleeper
  > > - Fixed using an incorrect path for downloaded custom player 
sounds
  > > - Fixed duplicate support/mission icons in the Mann vs. Machine 
HUD
  > > - Don't allow players without admin access on the server to use 
the various entity-creating commands to create point_servercommand entities
  > > - Updated cp_egypt_final
  > &

Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Calvin Judy
I don't think he was gloating, Debian based distros are working fine, it 
appears only CentOS is not working. 
  - Original Message - 
  From: Albert Davis 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Tuesday, August 27, 2013 10:41 PM
  Subject: Re: [hlds] Mandatory TF2 update released


  That's great for you, for everyone, we need a fix, and gloating about 
working, kind of lame. 




  On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates  wrote:

I'm on Linux and it works great

Sent from my iPhone

On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ  wrote:


  Should we expect a hot fix for Linux startup fails. Eric?

  > From: dillbat...@gmail.com
  > Date: Tue, 27 Aug 2013 19:19:17 -0700
  > To: hlds@list.valvesoftware.com
  > CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com; 
hlds_li...@list.valvesoftware.com
  > Subject: Re: [hlds] Mandatory TF2 update released
  > 
  > Update worked great for me. Thanks Eric!
  > 
  > Sent from my iPhone
  > 
  > On Aug 27, 2013, at 5:18 PM, Eric Smith  wrote:
  > 
  > > We've released a mandatory update for TF2. The notes for the update 
are below. The new version is 1884404.
  > > 
  > > -Eric
  > > 
  > > --
  > > 
  > > - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe 
items that have varying inputs and varying outputs. You can complete a 
Chemistry Set by fulfilling all of its inputs, which will then give you the 
items it has listed in its outputs. 
  > > - The in-game player status panel has been updated to show an 
animated image of your character with their current loadout
  > > - Can be disabled in Advanced Options
  > > - Added Romevision sharing: anyone playing Mann vs. Machine on the 
same server with an owner of the Hardy Laurel can now opt-in to Romevision
  > > - Manage your Romevision preference in the Advanced Options dialog
  > > - Fixed a bug that would prevent Jarate and Mad Milk from applying to 
all targets within range
  > > - Fixed a bug that would cause the Marked For Death icon to stay in 
the world after the owning player died
  > > - Fixed a bug that would allow Spies to exploit the Kunai's higher 
overheal limit
  > > - Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade 
from working correctly in Mann vs. Machine mode
  > > - Fixed a bug that would cause the last few characters of text to be 
lost when copying text from input fields
  > > - Fixed a client sv_cheats exploit related to the commentary dialog
  > > - Fixed a problem that would cause the shotgun shell model to appear 
incorrectly third-person when using the Family Business
  > > - Improved bot pathing behavior around ramps
  > > - Bots can now reflect energy-based projectiles 
  > > - Fixed incorrect alpha in the backpack images for the Valley Forge 
and the Founding Father
  > > - The Foppish Physician and the Distinguished Rogue are now paintable 
and are team-colored by default
  > > - Added server log entries for jarate_attack and milk_attack when 
using Jarate, Mad Milk, or the Sydney Sleeper
  > > - Fixed using an incorrect path for downloaded custom player sounds
  > > - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
  > > - Don't allow players without admin access on the server to use the 
various entity-creating commands to create point_servercommand entities
  > > - Updated cp_egypt_final
  > > - Fixed players building inside of Blu's first spawn
  > > - Updated cp_manor_event
  > > - Fixed players building in rafters
  > > - Updated cp_mountainlab
  > > - Fixed clip brush exploit above hallway leading toward final cap
  > > - Fixed exploit where players could be trapped in small space near 
final cap using teleporters
  > > - Updated plr_hightower
  > > - Added nobuild to cliff bottom to prevent engineers building in the 
kill volume
  > > - Updated the localization files
  > > 
  > > 
  > > ___
  > > 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] Mandatory TF2 update released

2013-08-27 Thread Calvin Judy
No, debian based distros are running properly for me. 
  - Original Message - 
  From: Albert Davis 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Tuesday, August 27, 2013 10:02 PM
  Subject: Re: [hlds] Mandatory TF2 update released


  Isn't it all Linux?




  On Tue, Aug 27, 2013 at 9:58 PM, Calvin Judy  wrote:

Is this only Centos 5, or is it happening on 6 as well? 
  - Original Message - 
  From: Albert Davis 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Tuesday, August 27, 2013 9:25 PM
  Subject: Re: [hlds] Mandatory TF2 update released


  Thanks for breaking it again Valve great job! 




  On Tue, Aug 27, 2013 at 9:15 PM, Seyhan AKDENIZ  
wrote:

This error appear after new update. Os is Centos 5.8 x64

./srcds_linux: error while loading shared libraries: bin/lib
tcmalloc_minimal.so.4: ELF file OS ABI invalid
Add "-debug" to the ./srcds_run command line to generate a d
ebug.log to help with solving this problem
Wed Aug 28 03:50:08 EEST 2013: 

> From: er...@valvesoftware.com
> To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
> Date: Wed, 28 Aug 2013 00:18:15 +
> 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 1884404.
> 
> -Eric
> 
> --
> 
> - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe 
items that have varying inputs and varying outputs. You can complete a 
Chemistry Set by fulfilling all of its inputs, which will then give you the 
items it has listed in its outputs. 
> - The in-game player status panel has been updated to show an 
animated image of your character with their current loadout
> - Can be disabled in Advanced Options
> - Added Romevision sharing: anyone playing Mann vs. Machine on the 
same server with an owner of the Hardy Laurel can now opt-in to Romevision
> - Manage your Romevision preference in the Advanced Options dialog
> - Fixed a bug that would prevent Jarate and Mad Milk from applying to 
all targets within range
> - Fixed a bug that would cause the Marked For Death icon to stay in 
the world after the owning player died
> - Fixed a bug that would allow Spies to exploit the Kunai's higher 
overheal limit
> - Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade 
from working correctly in Mann vs. Machine mode
> - Fixed a bug that would cause the last few characters of text to be 
lost when copying text from input fields
> - Fixed a client sv_cheats exploit related to the commentary dialog
> - Fixed a problem that would cause the shotgun shell model to appear 
incorrectly third-person when using the Family Business
> - Improved bot pathing behavior around ramps
> - Bots can now reflect energy-based projectiles 
> - Fixed incorrect alpha in the backpack images for the Valley Forge 
and the Founding Father
> - The Foppish Physician and the Distinguished Rogue are now paintable 
and are team-colored by default
> - Added server log entries for jarate_attack and milk_attack when 
using Jarate, Mad Milk, or the Sydney Sleeper
> - Fixed using an incorrect path for downloaded custom player sounds
> - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
> - Don't allow players without admin access on the server to use the 
various entity-creating commands to create point_servercommand entities
> - Updated cp_egypt_final
> - Fixed players building inside of Blu's first spawn
> - Updated cp_manor_event
> - Fixed players building in rafters
> - Updated cp_mountainlab
> - Fixed clip brush exploit above hallway leading toward final cap
> - Fixed exploit where players could be trapped in small space near 
final cap using teleporters
> - Updated plr_hightower
> - Added nobuild to cliff bottom to prevent engineers building in the 
kill volume
> - Updated the localization files
> 
> 
> ___

> 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] Mandatory TF2 update released

2013-08-27 Thread Calvin Judy
Is this only Centos 5, or is it happening on 6 as well? 
  - Original Message - 
  From: Albert Davis 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Tuesday, August 27, 2013 9:25 PM
  Subject: Re: [hlds] Mandatory TF2 update released


  Thanks for breaking it again Valve great job! 




  On Tue, Aug 27, 2013 at 9:15 PM, Seyhan AKDENIZ  wrote:

This error appear after new update. Os is Centos 5.8 x64

./srcds_linux: error while loading shared libraries: bin/lib
tcmalloc_minimal.so.4: ELF file OS ABI invalid
Add "-debug" to the ./srcds_run command line to generate a d
ebug.log to help with solving this problem
Wed Aug 28 03:50:08 EEST 2013: 

> From: er...@valvesoftware.com
> To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
> Date: Wed, 28 Aug 2013 00:18:15 +
> 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 1884404.
> 
> -Eric
> 
> --
> 
> - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items 
that have varying inputs and varying outputs. You can complete a Chemistry Set 
by fulfilling all of its inputs, which will then give you the items it has 
listed in its outputs. 
> - The in-game player status panel has been updated to show an animated 
image of your character with their current loadout
> - Can be disabled in Advanced Options
> - Added Romevision sharing: anyone playing Mann vs. Machine on the same 
server with an owner of the Hardy Laurel can now opt-in to Romevision
> - Manage your Romevision preference in the Advanced Options dialog
> - Fixed a bug that would prevent Jarate and Mad Milk from applying to all 
targets within range
> - Fixed a bug that would cause the Marked For Death icon to stay in the 
world after the owning player died
> - Fixed a bug that would allow Spies to exploit the Kunai's higher 
overheal limit
> - Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade from 
working correctly in Mann vs. Machine mode
> - Fixed a bug that would cause the last few characters of text to be lost 
when copying text from input fields
> - Fixed a client sv_cheats exploit related to the commentary dialog
> - Fixed a problem that would cause the shotgun shell model to appear 
incorrectly third-person when using the Family Business
> - Improved bot pathing behavior around ramps
> - Bots can now reflect energy-based projectiles 
> - Fixed incorrect alpha in the backpack images for the Valley Forge and 
the Founding Father
> - The Foppish Physician and the Distinguished Rogue are now paintable and 
are team-colored by default
> - Added server log entries for jarate_attack and milk_attack when using 
Jarate, Mad Milk, or the Sydney Sleeper
> - Fixed using an incorrect path for downloaded custom player sounds
> - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
> - Don't allow players without admin access on the server to use the 
various entity-creating commands to create point_servercommand entities
> - Updated cp_egypt_final
> - Fixed players building inside of Blu's first spawn
> - Updated cp_manor_event
> - Fixed players building in rafters
> - Updated cp_mountainlab
> - Fixed clip brush exploit above hallway leading toward final cap
> - Fixed exploit where players could be trapped in small space near final 
cap using teleporters
> - Updated plr_hightower
> - Added nobuild to cliff bottom to prevent engineers building in the kill 
volume
> - Updated the localization files
> 
> 
> ___

> 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] hlds Digest, Vol 28, Issue 48

2013-07-24 Thread Calvin Judy
Debian 7 launching fine here.
  - Original Message - 
  From: ElitePowered . 
  To: hlds@list.valvesoftware.com 
  Sent: Wednesday, July 24, 2013 9:09 PM
  Subject: Re: [hlds] hlds Digest, Vol 28, Issue 48


  Won't launch on Linux Debian 



  On Wed, Jul 24, 2013 at 9:07 PM,  wrote:

Send hlds mailing list submissions to
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When replying, please edit your Subject line so it is more specific
than "Re: Contents of hlds digest..."


Today's Topics:

   1. Re: Mandatory TF2 update released (Violent Crimes)
   2. Re: Mandatory TF2 update released (???)
   3. Re: Mandatory TF2 update released (Cody Woodson)
   4. Re: Mandatory TF2 update released (wickedplayer494 .)


--

Message: 1
Date: Wed, 24 Jul 2013 21:01:21 -0400
From: Violent Crimes 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mandatory TF2 update released
Message-ID: <51f078e1.8020...@convictgaming.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

My non updated tf2 servers restart with no issues, but the updated ones
won't launch on windows 2003.

On 7/24/2013 8:41 PM, Cody Woodson wrote:
> Is anyone else having issues with launching their server?  Mine won't 
even start up so I can't even see the cmd prompt.  I'm on windows 2003
>
> Sent from my iPhone
>
> On Jul 24, 2013, at 4:53 PM, Eric Smith  wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are 
below. The new version is 1844935.
>>
>> -Eric
>>
>> --
>>
>> - Ended the Mann Co. Store summer sale
>> - The Summer Claim check is now a rare drop
>> - Medics using the Quick-Fix will now take jump force from Pyros using 
the Detonator to explosive jump
>> - Fixed a client crash related to missing particle systems
>> - Fixed a server crash when entering Sudden Death mode with only melee 
weapons
>> - Fixed players sometimes being damaged by doors when they are closing
>> - Fixed soccer/beach balls sometimes blocking Payload carts and trains
>> - Fixed paint can icons not showing the Red/Blue colors correctly
>> - Fixed the Loch-n-Load gun sight not drawing in the correct place
>> - Fixed the Bonk Boy model using the incorrect normals
>> - Updated Cp_Badlands and Koth_Badlands
>>- Opened the windows around the center point
>>- Smoothed player clipping around doorways
>>
>> ___
>> 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, 
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--

Message: 2
Date: Thu, 25 Jul 2013 10:02:07 +0900 (KST)
From: ??? 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mandatory TF2 update released
Message-ID: <61303bb14daa30e918abcb33a3423...@tweb01.nm.nhnsystem.com>
Content-Type: text/plain; charset="utf-8"

my win2008 server works fine only 2003 server makes error

maybe it just affect on 2003 or xp

-Original Message-
From: "wickedplayer494 ."
To: "???"; "Half-Life dedicated Win32 server 
mailing list";
Cc:
Sent: 2013-07-25 (?) 09:52:27
Subject: Re: [hlds] Mandatory TF2 update released

Seems to have affected a client too 
(http://www.reddit.com/r/tf2/comments/1izqqb/tf2_update_for_72413_72513_utc/cb9nnv4).
 Quoting from the person: Hmm, update seems to have broken my install of TF2, 
failing with "QueryFullProcessImageNameA could not be located in ... 
KERNEL32.DLL". After a bit of reading, this may affect all those who use 
Windows Server 2008, Windows Vista, Windows Server 2003 and Windows XP due to 
the function occurring in a different DLL on those systems.


On Wed, Jul 24, 2013 at 7:50 PM, ???  wrote:
me too
it seems kernel32.dll error
-Original Message-
From: "Cody Woodson"
To: "Half-Life dedicated Win32 server mailing 
list";
Cc:
Sent: 2013-07-25 (?) 09:41:29
Su

Re: [hlds] 32 Slot Server

2013-03-31 Thread Calvin Judy
Slots are just a number, additional players will require additional resources. 
But as far as just increasing the slot count, no you won't see a performance 
drop.
  - Original Message - 
  From: Harsh Baid 
  To: hlds@list.valvesoftware.com 
  Sent: Sunday, March 31, 2013 7:33 PM
  Subject: [hlds] 32 Slot Server


  So i have recently heard somewhere that any player slot above 24 causes a 
decrease in performance. Is this a myth or in actuality true and if it is, is 
it a significant decrease and in what region of performance? Does 32 slots 
cause more stress on the CPU and or RAM causing the server to lag or is it 
something else entirely. 


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Re: [hlds] Gotcha

2013-01-27 Thread Calvin Judy
You guys can easily stop this by not replying to this person, it's obviously 
what he's looking for, and then you try to act like the bigger person for 
calling him out yet still giving him an emotional response. Why not be the 
mature one and just walk away, delete the email and move on? 

Stop publicizing that you're the mature one and just ignore the email, you're 
just as much at fault for this list going downhill as the trolls. 
  - Original Message - 
  From: Charlie Skog 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Sunday, January 27, 2013 4:35 PM
  Subject: Re: [hlds] Gotcha


  You should make the pizza in your logo a little more detailled, just saying.



  On Sun, Jan 27, 2013 at 10:26 PM, Kush Mahajani  
wrote:

There needs to be some way to ban morons like you from the mailing list. 


On Jan 27, 2013, at 14:24, Pizza  wrote:


  Gotcha dumbass à 87.212.16.222

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  -- 
  MvH Charlie Skog

  Taxi Kurir i Stockholm AB  
  Postadress: Box 42201, 126 17 Stockholm
  Telephone: +4687449409
  Cellphone: +46708312558   
  Company E-mail:  charlie.s...@sto.taxikurir.se  
  Personal E-mail: charlie.s...@gmail.com 


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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Calvin Judy
The issue is, the ads aren't going to be 5 seconds anymore, they're going to be 
longer, and payouts from pinion will come from the completion rate, which to 
make any money off of it, has to be over 60%. 

The older ads will still be possible but I believe the profit will be cut by 
over 90%.
  - Original Message - 
  From: Jesse Oak 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Thursday, December 20, 2012 1:46 AM
  Subject: Re: [hlds] TF2 MOTD Browser


  If the players don't like it they won't player there. I don't see the problem 
here, players get to pick where they play if they don't like the ads they will 
leave. As others have already stated there are plenty of players who don't mind 
watching a short ad to help pay for server cost.

  A lot of younger players don't have a way to donate money to servers so why 
not let them donate in this way?



  On Thu, Dec 20, 2012 at 12:25 AM, T Marler  wrote:

I'm sorry Pizza but I for one do not agree with your aggressive sentiments. 
I may not necessarily have a large network of public servers, but I'm sure I'm 
not alone when it comes to the thought that not everyone is a charity. What may 
not work for you doesn't have to be the way other people do things. You can run 
your servers as you see fit, as can anyone else, including people who use 
Pinion ads.

If you don't like it, too bad. This is life.

Now, while it's hypocritical of me to ask that you actually get back to 
contributing to the discussion, it does need to be asked. So can you do that 
for us please?


- Original Message -
From: "Pizza" 
To: "Hlds Servers(win32)" 
Sent: Wednesday, December 19, 2012 11:16:16 PM
Subject: [hlds]  TF2 MOTD Browser





If you need to run ad’s in the MOTDs to keep your servers running then just 
shut down your server(s). You’re doing it wrong. You are not serving the gaming 
community if the community isn’t making donations. I have never had any 
problems getting players to donate to the cause.



Mike Vail (a.k.a. BOOM! Gaming Support [supp...@boomgaming.net] ) you must 
think everyone on this list is stupid. This mailing list is not for you to 
pitch your ad service. It’s obviously a major failure based on the rankings of 
your servers… http://www.gametracker.com/search/?query=boom%21&=GO



People play games to play games not to help you have your little power 
trip. Please STOP spamming the gaming community with useless advertisements and 
game hijacking MOTD’s.





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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Calvin Judy
If you have a button on a page that then links to the ad.fly link, that 
doesn't currently violate their terms, but lets face it, not many people are 
going to click to view an ad when they can skip it without consquences.



- Original Message - 
From: "Asher Baker" 
To: "Half-Life dedicated Win32 server mailing list" 


Sent: Wednesday, December 19, 2012 11:57 PM
Subject: Re: [hlds] TF2 MOTD Browser


It sounds like use of the "website entry script" on your normal MOTD
page would be perfectly legitimate.

On Thu, Dec 20, 2012 at 4:47 AM, Calvin Judy  wrote:
Your method also violates their terms of service, users must willingly 
click
on an ad.fly link for the traffic to be considered legitimate. (By the way 
I

toyed around with this idea when adfly was getting big, my account was
terminated without warning, and the terms were added to avoid issues like
that from happening.)



- Original Message -
From: Doctor McKay
To: Half-Life dedicated Win32 server mailing list
Sent: Wednesday, December 19, 2012 9:01 PM
Subject: Re: [hlds] TF2 MOTD Browser

I’m trying out http://adf.ly via a custom-built system. Players click the
Skip Ad button after the 5-second timer expires and it closes the MOTD
window that way. It appears fine for most people most of the time, but not
for others.

Kinda annoying though, as closing the window relies on the page actually
displaying. I had to build a 15-second failsafe timer into it to
automatically close it.


Dr. McKay
http://www.doctormckay.com


From: David Unreal
Sent: Wednesday, December 19, 2012 5:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 MOTD Browser


Yeah I noticed that sometime it just takes a few sec to load. However, in
terms of pinion ads, there will be a new system for them enforced that may
cause server owners to force you to want the whole ad. The idea is that 
they

will only pay for ads that have been completely watched. Anyways, what is
the URL you are trying to McKay? Maybe its an error with the page?

On Dec 19, 2012 4:59 PM, "byteframe"  wrote:


I might add that sometimes if you wait (several) seconds, it _might_
appear. I tend to click as fast as I can so as not to see the pinion ads.
Client side issue for sure, though.

On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun 
wrote:


Incredibly annoying. I get the same issue, please fix.

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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Calvin Judy
Your method also violates their terms of service, users must willingly click on 
an ad.fly link for the traffic to be considered legitimate. (By the way I toyed 
around with this idea when adfly was getting big, my account was terminated 
without warning, and the terms were added to avoid issues like that from 
happening.)


  - Original Message - 
  From: Doctor McKay 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Wednesday, December 19, 2012 9:01 PM
  Subject: Re: [hlds] TF2 MOTD Browser


  I’m trying out http://adf.ly via a custom-built system. Players click the 
Skip Ad button after the 5-second timer expires and it closes the MOTD window 
that way. It appears fine for most people most of the time, but not for others.

  Kinda annoying though, as closing the window relies on the page actually 
displaying. I had to build a 15-second failsafe timer into it to automatically 
close it.


  Dr. McKay
  http://www.doctormckay.com



  From: David Unreal 
  Sent: Wednesday, December 19, 2012 5:04 PM
  To: Half-Life dedicated Win32 server mailing list 
  Subject: Re: [hlds] TF2 MOTD Browser

  Yeah I noticed that sometime it just takes a few sec to load. However, in 
terms of pinion ads, there will be a new system for them enforced that may 
cause server owners to force you to want the whole ad. The idea is that they 
will only pay for ads that have been completely watched. Anyways, what is the 
URL you are trying to McKay? Maybe its an error with the page?

  On Dec 19, 2012 4:59 PM, "byteframe"  wrote:

I might add that sometimes if you wait (several) seconds, it _might_ 
appear. I tend to click as fast as I can so as not to see the pinion ads. 
Client side issue for sure, though.


On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun  wrote:

  Incredibly annoying. I get the same issue, please fix.

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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Calvin Judy
I don't know what kind of advertising companies would enforce such harsh 
requirements, this seems like a last attempt to keep pinion online to be 
honest, but it doesn't seem that pinion has control of the situation. 

When TV shows go to commercials, we change the channel, when radio stations 
play commercials, we change the station. There's no way to enforce a 60% on 
those, so why do it with gaming, oh right, because you can control this 
industry with server-side plugins. 

With no offense to pinion, running a medium sized community this isn't going to 
fly, like Tew Phaun said, dedicated players won't mind, as they know it 
supports the community, but users joining from quickplay, which is 60-80% of 
our traffic are going to bail. 

Even twitch.tv which has grown immensely can't support a rate of advertising 
like this, too many users running adblock. While I support pinion and think 
what they've done is great, this is going to make the giants even larger, and 
it's going to kick the smaller community down. 

Seems like whatever advertising company pinion is operating through is really 
sticking the dick to them, and it's quite shameful.
  - Original Message - 
  From: Essay Tew Phaun 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Wednesday, December 19, 2012 6:30 PM
  Subject: Re: [hlds] TF2 MOTD Browser


  Yeah these are some good points. Dedicated players won't really mind doing 
this. Another thing is that if you run 24/7 map servers (Like we do) we rotate 
less often, which is every 3 hours just to keep things running decently. I 
think if you have a well established community the advertisements from Pinion 
could still work. We get a lot of Quickplay traffic and have built our regulars 
from Quickplay almost entirely. Most are just passer-bys but we've gotten some 
great members from it.


  On Wed, Dec 19, 2012 at 6:24 PM, BOOM! Gaming Support 
 wrote:

After running Valve game servers for 8 years and NEVER receiving enough 
donations to cover all my expenses, I started using Pinion 3 months ago. The 
ads now allow me to break even and save the $150.00/mo I've always paid out of 
pocket. 



When I saw that Pinion wanted to raise the minimum ad viewing time for 
players, I initially responded as many of you are and said "That does it! I 
knew it wouldn't last". But this feeling ended up being very premature. The 
first thing I did was to announce to our community that this change was coming 
and that I needed their support to make it successful. I explained to them that 
by viewing 15 seconds of ads every time the map rotated (in essence about once 
about every 30-45 mins),  they were in effect supporting their servers and 
their community in the form of a donation that they could otherwise not afford. 
In return, I did not receive a single negative response from anyone, in fact, 
the support and understanding of this was terrific. Many people actually told 
me that had they known a longer view of the ads draws more money for support, 
they would have viewed the entire ad to help even more, every time it's played. 
So in esssence, by putting ads on my servers, I was actually giving players a 
way to donate where they never could afford it before, I love that.



I decided to give it a try and thankfully my servers have remained full 
just as they always have been. So asking people to view a 15-second ad is not 
big deal to your faithful players, especially if it helps relieve the finanical 
strain many of us burdon alone. 



Transient (Quickplay and the like) gamers have always been notoriously 
disloyal to servers. Would-be complainers aren't really important to me because 
they never do shit to help the community anyway, they just suck off the 
community and expect everything to be paid for by the money and sweat of other 
people like all of you Admins. So if they leave, who cares.



Just my two cents,

Mike Vail







From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Wednesday, December 19, 2012 2:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 MOTD Browser



Yeah we had to drop Pinion with the recent changes. If you don't force your 
players to watch 85% of the ads you can bet your last dollar that they won't 
elect to watch them. I doubt many communities are going to meet that 60% 
requirement and won't be purchased at all. Would really suck to show ads and 
not even make a nickel off of it. Glad I bailed.

On Wed, Dec 19, 2012 at 5:55 PM, ics  wrote:

Been running servers 7+ years without getting paid for anything. Doing just 
fine without adds and donations too.

To David: I'm perfectly calm. The message was supposed to cause a bit 
discussion as i was sure some will bite on it. But it's the same for me what 
others do and run on their servers. It was just a friendly warning that adds 
will cause pla

Re: [hlds] SRV records

2012-12-09 Thread Calvin Judy
Why would you need to go IP -> name?

And to my understanding the majority of the server browser wouldn't even have 
to be recoded, it would just need to store the string rather than the ip, and 
then resolve it everytime someone wants the server information. (Correct me if 
I'm wrong on this?)
  - Original Message - 
  From: [BT]Black V 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Sunday, December 09, 2012 9:34 PM
  Subject: Re: [hlds] SRV records


  If only someone could invent an ip to name lookup system.

  On 10/12/2012 3:09 PM, "Cameron Munroe"  wrote:

The biggest problem with sub domains is that one day you could point 
everyone to a server based in the USA and the next day point everyone to a 
server is Russia.

However, I do agree it would be nice.

The next problem would be how to setup such system.

On 12/9/2012 6:01 PM, T Marler wrote:

  Okay guys, seriously now. Can we please get SRV record support for srcds? 
Also, having favourites saved based on (sub)domain and not just IP?

  I think we all want to see this actually addressed. I haven't yet seen a 
good reason why these haven't been.

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Re: [hlds] Quickplay problem (I think)

2012-10-30 Thread Calvin Judy
Can we get a ban on this user?
  - Original Message - 
  From: Staci Page 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Tuesday, October 30, 2012 9:31 PM
  Subject: Re: [hlds] Quickplay problem (I think)


I just now read yer reply, srry if you sent it a while ago it landed in 
my junkbox. I am really liking your ad for sure I really think we may be a nice 
match.

I was just interested to know if you've met w/ anybody through 
Craigslist successfully? I did, but have had a couple crazy meetings unluckily. 
But I've been screening anyone I wanna meet on this page for a couple months to 
keep out the weirdos and its worked so far.

So if you want to look at my pictures on there and check if I am yer 
style we'll take it from that point. Its quicker if you just text or gimme a 
call when you are verified so I do not miss youre reply and I'm not positive 
how much longer I am going to be at the laptop.  



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Re: [hlds] Bruteforcing RCON

2012-09-27 Thread Calvin Judy
Considering the locations of those IPs, I highly doubt someone is hosting 
multiple servers in different countries to brute force goldsrc rcon passwords, 
it seems more likely that
they're proxies/exploited machines.

So reporting them to local authorities will have absolutely no effect.

__
Level 3 Technician
Griffin Networks LLC - Gaming Solutions


  - Original Message - 
  From: bottige...@gmail.com 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Friday, September 28, 2012 1:40 AM
  Subject: Re: [hlds] Bruteforcing RCON


  Ok so it is probably goldsrc. But according to this post there is a challenge 
mechanism which serves to authenticate the request came from the IP like a TCP 
handshake. It would be impossible to receive the challenge number without a 
valid IP.


  https://forums.alliedmods.net/showpost.php?p=1718732&postcount=3


  It doesn't look like a DDoS so I'm willing to bet those IPs are real.


  On Thu, Sep 27, 2012 at 10:28 PM, Nicholas Hastings 
 wrote:

No, on goldsrc it uses UDP. Look at his logs. The gamedir is 'valve'. (HLDM)



On 9/28/2012 12:49 AM, bottige...@gmail.com wrote:

  RCON uses TCP which does not allow spoofing. The IPs are not spoofed. If 
you look at your own logs it is the same few IPs.  


  You can go ahead and report them to the police. 


  On Thu, Sep 27, 2012 at 9:04 PM, Cameron Munroe 
 wrote:

Who did you piss off?

to help you out further can you provide info on your hardware? Windows, 
Linux, Company Hosted? Game? 



On 9/27/2012 8:58 PM, Rafael wrote:

Someone is bruteforcing on my server with spoofed IPs and i 
have no idea on how to stop it! Today my listip.cfg was about 1,1k of banned 
ips...

20min logging: http://puu.sh/19j7X and there is even more! 
(about 20k+ of lines)

I have to disable rcon (rcon_password) to avoid banning shared 
ips used on spoof...

Any solutio for that? There is a way to make rcon_password only 
to specified IPs? Thanks anyway! 

 
 
   

   

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Re: [hlds] Bruteforcing RCON

2012-09-27 Thread Calvin Judy
What's to say the IPs aren't allocated to machines that have been exploited?

Reporting them to police when they're in different countries would have no 
effect anyway, I doubt
any Peruvian police force has jurisdiction in Greece, or vice versa.

__
Level 3 Technician
Griffin Networks LLC - Gaming Solutions


  - Original Message - 
  From: bottige...@gmail.com 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Friday, September 28, 2012 12:49 AM
  Subject: Re: [hlds] Bruteforcing RCON


  RCON uses TCP which does not allow spoofing. The IPs are not spoofed. If you 
look at your own logs it is the same few IPs. 


  You can go ahead and report them to the police.


  On Thu, Sep 27, 2012 at 9:04 PM, Cameron Munroe  
wrote:

Who did you piss off?

to help you out further can you provide info on your hardware? Windows, 
Linux, Company Hosted? Game?



On 9/27/2012 8:58 PM, Rafael wrote:

Someone is bruteforcing on my server with spoofed IPs and i have no 
idea on how to stop it! Today my listip.cfg was about 1,1k of banned ips...

20min logging: http://puu.sh/19j7X and there is even more! (about 
20k+ of lines)

I have to disable rcon (rcon_password) to avoid banning shared ips 
used on spoof...

Any solutio for that? There is a way to make rcon_password only to 
specified IPs? Thanks anyway! 

 
 
   

   

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Re: [hlds] Steam update broke DAY OF DEFEAT SOURCE vanilla server.

2012-09-21 Thread Calvin Judy
Fletcher is aware and said they're looking into it.

__
Level 3 Technician
Griffin Networks LLC - Gaming Solutions


  - Original Message - 
  From: Mohammed Khalik 
  To: hlds@list.valvesoftware.com 
  Sent: Friday, September 21, 2012 8:28 PM
  Subject: [hlds] Steam update broke DAY OF DEFEAT SOURCE vanilla server.


  Day Of Defeat Source


  The server does not start-up since the latest update. (vanilla server)




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Re: [hlds] srcds.exe Application Errors

2012-09-01 Thread Calvin Judy
I'm not sure where Alexander has found his information, but srcds has been 
smooth for quite a long time, unless there's an update like ics said that 
causes issues. I'm running servers on both linux (CentOS 6.2) and Windows (2008 
r2) and they both show consistent results. 

The google results for the error show mostly windows issues, and boot failures, 
so it's possible that's not an srcds fault, but rather a hardware condition. 
(Which would also justify why you get this both versions of Windows.)

Also, you cannot use HLDS (hl1) to host TF2 servers.


  - Original Message - 
  From: Alexander Z 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Saturday, September 01, 2012 9:40 AM
  Subject: Re: [hlds] srcds.exe Application Errors


  I don't know about that. You'd be best off using HLDS though.


  On 1 September 2012 15:39, Chris Cable  wrote:

Does the Linux srcds have the same issue?





On Sat, Sep 1, 2012 at 8:38 AM, Alexander Z  wrote:

  srcds has been broken for around a year now. It either randomly crashes 
or is unable to validate with Steam.


  On 1 September 2012 15:02, Chris Cable  wrote:

Does anyone know how to fix this issue? I have been running a TF2 MvM 
server for about a week. It will randomly crash with this error. I've tried 
running srcds on a Server 2003 R2 and a Windows XP machine, both test were on 
different hardware.. 
There are no mods installed.











Startup Command
C:\HLserver\orangebox\srcds.exe -console -game tf +hostport 27015 
+maxplayers 32 +map mvm_decoy






Server.cfg
// Rcon Cvars
rcon_password "" //Set's remote control password
sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon 
authentication
sv_rcon_log 1 //Enable/disable rcon logging.
sv_rcon_maxfailures 3 //Max number of times a user can fail rcon 
authentication before being banned
sv_rcon_minfailures 5 //Number of times a user can fail rcon 
authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon 
authentications


// Server Password
// sv_password "" // Password protects server


// Server Cvars
mp_allowspectators 0 //Toggles whether the server allows spectator mode 
or not
mp_autocrosshair 0
// mp_autoteambalance 1 //Toggles server autoteambalance
// mp_bonusroundtime 5 //Time in seconds after round win until round 
restarts
mp_chattime 5 //amount of time in seconds players can chat after the 
game is over
tf_mm_servermode 2
tf_mm_strict 0
mp_tournament 1
mp_decals 1
mp_defaultteam 1
mp_disable_autokick 1 //Prevents a userid from being auto-kicked
mp_enableroundwaittime 1 //Enable timers to wait between rounds.
mp_fadetoblack 0 //fade a player's screen to black when he dies
mp_falldamage 5 //Amount of damage players sustains from a fall
mp_flashlight 0 //Toggles flashlight on or off
mp_footsteps 1 //Toggles footsteps on or off
mp_forcecamera 0 //Restricts spectator modes for dead players
mp_forcerespawn 0
// mp_forcerespawnplayers 1 //Force all players to respawn.
// mp_forcewin 1 //Forces team to win
// mp_fraglimit 0
mp_idledealmethod 2 //Deals with Idle Players. 1 = Sends them into 
Spectator mode then kicks them if they're still idle, 2 = Kicks them out of the 
game
mp_idlemaxtime 2 //Maximum time a player is allowed to be idle (in 
minutes)
// mp_maxrounds 10 //max number of rounds to play before server changes 
maps
// mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has 
this many more players than the other team. (0 disables check)
// mp_teststalemate 0 //Test the stalemate mode. Parameter: <0/1>. If 
1, the map will reset at the end.
// mp_time_between_capscoring 5 //Delay between scoring of owned 
capture points.
// mp_timelimit 20 //game time per map in minutes
// mp_winlimit 10 //Max number of rounds one team can win before server 
changes maps
sv_allow_color_correction 1 //Allow or disallow clients to use color 
correction on this server.
sv_allow_wait_command 0 //Allow or disallow the wait command on clients 
connected to this server.
sv_allowdownload 1 //Allow clients to download files
sv_allowupload 0 //Allow clients to upload customizations files
sv_alltalk 0 //Players can hear all other players, no team restrictions
sv_alternateticks 0 //If set, server only simulates entities on even 
numbered ticks.
sv_autosave 0 //Set to 1 to autosave game on level transition. Does not 
affect autosave triggers.
sv_bonus_challenge 0 //Set to values other than 0 to select a bonus map 
challenge type.
sv_cacheencodedents 1 //If 

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

2012-08-11 Thread Calvin Judy
That example is from the post, 
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html
which was linked in the starting post. Using the same logic, I could say 
people know don't know how to read
the original post before making judgemental, degrading comments towards 
one's skillset should not be allowed

to post their "opition" on the mailing list.

- Original Message - 
From: "Adam Nowacki" 
To: "Half-Life dedicated Win32 server mailing list" 


Sent: Saturday, August 11, 2012 5:11 PM
Subject: Re: [hlds] UDP 27015 Reverting to TCP master IP


The tcp binding issue should of course get fixed. I'm saying that noone 
not knowing (in my opition) the networking basics should not be hosting a 
TF2 (as map points out) server for another 24 people.


(I'm venting a bit after the "Server Delisting" spam)

On 2012-08-11 22:54, Calvin Judy wrote:

I'm not sure I understand your reponse, this doesn't just effect TF2, it
effects srcds in general. The amount of servers being hosted
doesn't justify the fact that the issue exists on both linux and
windows. It needs to be fixed, it isn't utilizing TCP until hours after 
the

process is online. (At least in my case on both linux & windows.) So it
doesn't appear to be expected behavior, as stated previously.

- Original Message - From: "Adam Nowacki"

To: 
Sent: Saturday, August 11, 2012 4:49 PM
Subject: Re: [hlds] UDP 27015 Reverting to TCP master IP



Hint: direction of TCP SYN packets ... but maybe it's for the better,
there is no shortage of TF2 servers - leave it to those who know what
they are doing.

On 2012-08-11 22:11, Calvin Judy wrote:

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html

Invalid protocol was able to help me solve the issue when I was
operating servers on a linux platform, this same issue has arose on
windows, generally after a couple hours of uptime the servers will
update the "Public IP" field, the problem is they're not using the
assigned IP after this update. Below is a "status" command example of
the issue.

version : 1.2.1.4/21 4961 secure
  udp/ip  : ***.***.***.92:27015  (public ip: ***.***.***.88)
  account : not logged in  (Cannot locate owner's steam 
account)

  map : ctf_2fort at: 0 x, 0 y, 0 z
  players : 6 (24 max)



The problem with this is that the "Public IP" field is what users
join off of through steam invites, when the server is "updating" this
value, it's causing the server to show non-responsive because no
server is running on the ip requested.
This issue was solved before by keeping 27015 through TCP closed,
however this is being used as the rcon port and cannot be closed as
rcon is how I'm managing this on the fly. Has anyone found a solution
to this?
Or can we get a valve employee to look into this issue? I don't
understand why a process utilizing UDP connections is automatically
adjusting itself to harbor a TCP connection.


Thank you.





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

2012-08-11 Thread Calvin Judy
I'm not sure I understand your reponse, this doesn't just effect TF2, it 
effects srcds in general. The amount of servers being hosted
doesn't justify the fact that the issue exists on both linux and windows. It 
needs to be fixed, it isn't utilizing TCP until hours after the
process is online. (At least in my case on both linux & windows.) So it 
doesn't appear to be expected behavior, as stated previously.


- Original Message - 
From: "Adam Nowacki" 

To: 
Sent: Saturday, August 11, 2012 4:49 PM
Subject: Re: [hlds] UDP 27015 Reverting to TCP master IP


Hint: direction of TCP SYN packets ... but maybe it's for the better, 
there is no shortage of TF2 servers - leave it to those who know what they 
are doing.


On 2012-08-11 22:11, Calvin Judy wrote:

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html
Invalid protocol was able to help me solve the issue when I was
operating servers on a linux platform, this same issue has arose on
windows, generally after a couple hours of uptime the servers will
update the "Public IP" field, the problem is they're not using the
assigned IP after this update. Below is a "status" command example of
the issue.

version : 1.2.1.4/21 4961 secure
  udp/ip  : ***.***.***.92:27015  (public ip: ***.***.***.88)
  account : not logged in  (Cannot locate owner's steam account)
  map : ctf_2fort at: 0 x, 0 y, 0 z
  players : 6 (24 max)



The problem with this is that the "Public IP" field is what users join 
off of through steam invites, when the server is "updating" this value, 
it's causing the server to show non-responsive because no server is 
running on the ip requested.
This issue was solved before by keeping 27015 through TCP closed, however 
this is being used as the rcon port and cannot be closed as rcon is how 
I'm managing this on the fly. Has anyone found a solution to this?
Or can we get a valve employee to look into this issue? I don't 
understand why a process utilizing UDP connections is automatically 
adjusting itself to harbor a TCP connection.



Thank you.





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[hlds] UDP 27015 Reverting to TCP master IP

2012-08-11 Thread Calvin Judy
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg67721.html


Invalid protocol was able to help me solve the issue when I was operating 
servers on a linux platform, this same issue has arose on windows, generally 
after a couple hours of uptime the servers will update the "Public IP" field, 
the problem is they're not using the assigned IP after this update. Below is a 
"status" command example of the issue. 

version : 1.2.1.4/21 4961 secure
 udp/ip  : ***.***.***.92:27015  (public ip: ***.***.***.88)
 account : not logged in  (Cannot locate owner's steam account)
 map : ctf_2fort at: 0 x, 0 y, 0 z
 players : 6 (24 max) The problem with this is that the "Public IP" 
field is what users join off of through steam invites, when the server is 
"updating" this value, it's causing the server to show non-responsive because 
no server is running on the ip requested.This issue was solved before by 
keeping 27015 through TCP closed, however this is being used as the rcon port 
and cannot be closed as rcon is how I'm managing this on the fly. Has anyone 
found a solution to this? Or can we get a valve employee to look into this 
issue? I don't understand why a process utilizing UDP connections is 
automatically adjusting itself to harbor a TCP connection.Thank you.___
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Re: [hlds] SRCDS Connection Limit?

2012-02-02 Thread Calvin Judy
I'm aware of devnull, and it is, we're getting popped everyday by nothing but 
inbound cod4 ports. I have an ACL ticket awaiting the data-center today, but 
we've had botnets hit the server multiple times, and srcds still gets dropped 
without saturating the uplink. 
  - Original Message - 
  From: Connor M. 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Thursday, February 02, 2012 9:10 AM
  Subject: Re: [hlds] SRCDS Connection Limit?


  Sounds like a possible (but less severe in this instance) devnull attack to 
me. There was a stink about this not too long ago. In fact, it's capable of 
doing attacks so severe that it caused a GMod server admin to get a $15K bill. 
The thread about it on Facepunch appears to have been deleted, though.

  Try getting the IP address(es) blocked. I'll let someone else cover any 
srcds.exe tweaks if there are any.



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[hlds] SRCDS Connection Limit?

2012-02-02 Thread Calvin Judy
Recently I've had a user launching attacks on my servers, we are on a 1000mbit 
line, and the attack is using up approximatly 15% (~150megabit/sec). However it 
seems to be enough to flood out the srcds process and deny service even though 
we have more then enough resources to continue processing requests on the 
machine. 

I've looked at many different factors, including examining the servers nic, for 
packets per second, which appears stable in these situations, I've looked at 
windows TCP/IP stack to see if I could notice any limitations. (I found threads 
on this all over google, but they were mainly for XP and were quite outdated, 
none directly helped in the situation). So I contacted our data-center to see 
if there was anything on their end that limited certain ports (eg. 27015) to a 
certain amount of packets per second, they promptly disregarded anything on 
their end managing port limits. 

So the question comes down to being, is srcds itself being overloaded by the 
connections? Anything over 110megabit/sec seems to drop the connectivity of 
srcds entirely, with the box being completely stable. If so, are there any 
tweaks I can do to allow SRCDS to use the entire line speed if needed to stay 
online? 

( The switch we're on is a Juniper EX2200, which can easily handle the packets 
per second that we're seeing. )

Thanks for any help. ___
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Re: [hlds] CSS Radar

2012-01-27 Thread Calvin Judy
You're exactly right.
  - Original Message - 
  From: Kyle Sanderson 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Friday, January 27, 2012 9:37 AM
  Subject: Re: [hlds] CSS Radar


  I think they think they've fixed it in the last update. This is not the case.

  Players regardless of Team show up as Terrorists, Counter-Terrorists, 
Spectators, Something Green, a large C4, or whatever else. As well to this, the 
radar (in-game overview map) at times isn't displayed at all.

  Thanks,
  Kyle.


  On Fri, Jan 27, 2012 at 4:47 AM, Neil Rajani  wrote:

So I just wanted to ask Valve if they are fixing or planning to fix the 
broken radar for CSS (not sure for other games). It has been broken since the 
Valve Gift Grab update on 15th December. 


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Re: [hlds] Overwolf + VAC

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

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

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


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


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

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

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


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



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



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



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

- Original Message - 

From: Eduard Osman 

To: Half-Life dedicated Win32 server mailing list 

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

Subject: Re: [hlds] Overwolf + VAC



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

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

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

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

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

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


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

   

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

   

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

   

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

- Original Message - 

From: Eduard Osman 

To: Half-Life dedicated Win32 server mailing list 

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

Subject: Re: [hlds] Overwolf + VAC

 

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

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

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

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


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

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

Does using Overwolf in Counter-Strike 1.6 trigger a VAC ban? 
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Re: [hlds] Cheat Engine & Report

2011-12-24 Thread Calvin Judy
VAC bans are delayed, so they won't be instantly banned for cheating, they get 
flagged, and then banned like a week later so that if they used multiple 
cheats, they don't know which one got them banned. 

In itself, it's a defense against cheat development.
  - Original Message - 
  From: Administrator 
  To: hlds@list.valvesoftware.com 
  Sent: Saturday, December 24, 2011 1:31 AM
  Subject: Re: [hlds] Cheat Engine & Report


  I totally agree with you.
  People are buying hacks and using them and vac is not able to ban them.
  At times it becomes so hard for admins to judge who is using hacks and who is 
not.

  Fair Play is missing :(

  On 12/24/2011 11:39 AM, Juliano wrote: 
VAC is banning people who use cheat engine?
What happens when a complaint is made by the cheater profile page? (Report 
violation)
All complaints are checked by staff of the valve?
Many cheaters are appearing lately...

Thanks.

 

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Re: [hlds] (FPS Related) Core limit, returns fps drop.

2011-10-19 Thread Calvin Judy
I understand, somewhat. But source has the option to host up to 64 slots, which 
is right at the top of the core on most boxes, if not pushing it. And Garry's 
mod (I understand this is a CPU heavy game) pushes this limit all the time. I 
really think rebuilding this part of the engine to work with multiple core 
processors, would have a positive impact on servers. People are always striving 
for more performance, whether they're tricked by 1000 and 1 fps servers, or 
just using standard high precision timers. If valve were to update a setting 
like this, the standard "out-the-box" performance would be enough to run 
multiple servers without your servers getting bottlenecked, or your cores 
getting overloaded. 

I'm looking into some sort of automatic tool to switch affinities if the 
process is noticed running on my machine. But with all the performance changes 
lately, I figure looking into this, or at least updating portions of it to 
exist with multiple cores would be for the best.
  - Original Message - 
  From: Henry Goffin 
  To: Half-Life dedicated Win32 server mailing list 
  Cc: Half-Life dedicated Win32 server mailing list 
  Sent: Tuesday, October 18, 2011 11:08 PM
  Subject: Re: [hlds] (FPS Related) Core limit, returns fps drop.


  Source was not originally written to take advantage of multiple cores for a 
single server instance. Over time, we have converted some parts of the engine 
to use additional threads/cores, but the majority of the engine can only use a 
single core at a time. That is unlikely to change for any of our currently 
released games, and the CPU usage of a single core will be the main factor for 
performance.


  We have made improvements to performance in the past and we plan to continue 
making small improvements as we find them, but you should not expect to ever 
see a single CS:S or TF2 server use 100% of a quad-core system..

  On Oct 18, 2011, at 7:53 PM, "Nomaan Ahmad"  wrote:


I have this same issue too. It has always bugged me, I had to set affinity 
to each core manually by an application. And server lags once a srcds instance 
hits 25%...
Is there any solution to this problem?


    On 18 October 2011 22:30, Calvin Judy  wrote:

  With all the fps changes and things going on I figured I'd bring up an 
issue, if you have a dual core/quad core/etc and you're running an srcds 
process, you're generally wasting anything over 1 core, unless you have some 
sort of application that spreads the affinities automatically. (note: I don't 
know if setting affinities for srcds even handles properly and increases it's 
ceiling.)

  The srcds process is only allowed a maximum ceiling of 1 core, on my box 
once I hit 40 players on my Garry's mod server, the process is at it's top of 
that core, pushing 25%. Therefore it ends up getting automatically 
bottlenecked, once it uses that core you experience fps drops in-game to 10, 
which does effect gameplay. Why is this ceiling in place? Is there a way around 
it, does setting affinities per srcds process actually fix this issue, or is it 
still only reading 1 core max? 

  My WS2008 runs the process at a consistent 33.03 fps until that ceiling 
gets hit. The image below is the core with 27 users online currently, I've also 
included an "rcon stats" log so that you can see the current fps. And see how 
full that core is becoming as more users connect.

  http://i54.tinypic.com/33az7sg.png

  17:24:47 CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  
Players  Connects
   0.00   70.07  269.64  1003033.0327   
86 

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[hlds] (FPS Related) Core limit, returns fps drop.

2011-10-18 Thread Calvin Judy
With all the fps changes and things going on I figured I'd bring up an issue, 
if you have a dual core/quad core/etc and you're running an srcds process, 
you're generally wasting anything over 1 core, unless you have some sort of 
application that spreads the affinities automatically. (note: I don't know if 
setting affinities for srcds even handles properly and increases it's ceiling.)

The srcds process is only allowed a maximum ceiling of 1 core, on my box once I 
hit 40 players on my Garry's mod server, the process is at it's top of that 
core, pushing 25%. Therefore it ends up getting automatically bottlenecked, 
once it uses that core you experience fps drops in-game to 10, which does 
effect gameplay. Why is this ceiling in place? Is there a way around it, does 
setting affinities per srcds process actually fix this issue, or is it still 
only reading 1 core max? 

My WS2008 runs the process at a consistent 33.03 fps until that ceiling gets 
hit. The image below is the core with 27 users online currently, I've also 
included an "rcon stats" log so that you can see the current fps. And see how 
full that core is becoming as more users connect.

http://i54.tinypic.com/33az7sg.png

17:24:47 CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players  
Connects
 0.00   70.07  269.64  1003033.0327   
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