Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-22 Thread Cody Woodson
There's enough servers up for roughly 30,000 players 

Sent from my iPhone

 On Apr 22, 2015, at 9:01 AM, r...@4umail.net r...@4umail.net wrote:
 
 I have 60 + servers running at this time all seems to be fine here so far,
 as for the Bandwidth usage I will give this 24/ 48 hrs be for I post
 anything back 
 
 Though I will have abit more of a play about with our test server later
 today 
 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 hlds-requ...@list.valvesoftware.com
 Sent: 22 April 2015 3:06 AM
 To: hlds@list.valvesoftware.com
 Subject: hlds Digest, Vol 48, Issue 32
 
 Send hlds mailing list submissions to
hlds@list.valvesoftware.com
 
 To subscribe or unsubscribe via the World Wide Web, visit
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 or, via email, send a message with subject or body 'help' to
hlds-requ...@list.valvesoftware.com
 
 You can reach the person managing the list at
hlds-ow...@list.valvesoftware.com
 
 When replying, please edit your Subject line so it is more specific than
 Re: Contents of hlds digest...
 
 
 Today's Topics:
 
   1. Re: Desperately Need Some Killing Floor 2 Servers Up
  (Ahmed Kandeel)
 
 
 --
 
 Message: 1
 Date: Wed, 22 Apr 2015 03:04:36 +0100
 From: Ahmed Kandeel astrida...@googlemail.com
 To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Subject: Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up
 Message-ID:
CA+k=RZR_Nd6FO9nyks98ik3JjWsro_EJdrbHzq=x1zcsr+y...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8
 
 Well at the moment servers are being started up something like this:
 
 start .\Binaries\win64\kfserver kf-bioticslab?MaxPlayers=6?GameDifficulty=1
 -ConfigSubDir=KFHard
 
 However the server was definitely set to normal according to the in game
 settings and the web panel. I've had to manually set them in the web panel
 to change it.
 
 On 22 April 2015 at 02:55, John Gibson j...@tripwireinteractive.com wrote:
 
 Command line arguments should override config settings. What 
 specifically are you trying to do on the command line that isn't working?
 
 Sent from my iPhone
 
 On Apr 21, 2015, at 9:48 PM, Ahmed Kandeel astrida...@googlemail.com
 wrote:
 
 Awesome, glad to hear! While I might be having difficulty getting in 
 myself, I'm sure you'll have it sorted soon. What was more important 
 to me was getting some servers up. Luckily I've managed to somehow get 
 in on my laptop.
 
 I do have one question though. If you put arguments in the command 
 line on launch, do these override settings in the configs files, or is 
 it the other way around?
 
 The reason I ask is I've set game difficulty using URI argument, 
 however only naturally this change isn't reflected in the web panel 
 and by all accounts the game says the difficulty is normal.
 
 I mean I can change in the web panel for now, but doesn't that make 
 the GameDifficulty URI redundant?
 
 On 22 April 2015 at 01:47, John Gibson j...@tripwireinteractive.com
 wrote:
 
 Ahmed,
 
 The event viewer actually uploads crash info directly to us. So users 
 don't have to read what it says, it will tell us, our programmers 
 will read what it says, and then fix the issues. And that is a big 
 part of what Early Access is for, finding and fixing issues. Sorry 
 your having trouble though, please go to the support page for the 
 game and make an issue if you want help, our guys are checking support
 regularly.
 
 MOTD or what we call Server Welcome Page, is on our list of goals, 
 and very high in priority. Our approach to modding will be the same 
 as always, full support. We shipped a mod SDK with the game with 
 mapping support, and will be adding code mod support soon. What you 
 call plugins are called mutators in the Unreal engine, and will 
 absolutely be supported. Unreal mods are coded in a Java-like language
 called Unrealscript.
 
 Cheers,
 
 John
 
 
 On Tuesday, April 21, 2015, Ahmed Kandeel astrida...@googlemail.com
 wrote:
 
 Well I have a friend who has added my servers to his favourites. He 
 said something about a little star next to the name. However since I 
 haven't been able to get into game yet I can't confirm.
 
 I'm having a driver related crash, specifically nvwgf2umx.dll. I've 
 updated my graphics drivers and made sure to install the redist from 
 the server just in case Steam didn't do its job.
 
 I'm hoping this
 http://steamcommunity.com/app/232090/discussions/0/6184594057277472
 53/ may provide a fix, but if not I'm out of luck.
 
 If any of you guys at Tripwire read this, there's a number of people 
 crashing and I doubt many would check the event viewer to check out why.
 
 As for my system specs, I'm running quite an outdated machine. Yet 
 should be fine to at least run KF2 at minimum.
 
 Basic specs:
 
 i7 920
 GTX 275
 6GB ram
 

Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread Cody Woodson
I currently have 6 servers up to see how they went.  Longest connected client 
time is around 10 minutes, so I'm not sure if they are crashing or not.  I can 
launch 20-30 more servers if needed.  

Sent from my iPhone

 On Apr 21, 2015, at 11:43 AM, John Gibson j...@tripwireinteractive.com 
 wrote:
 
 Hello everyone,
 
 So the good news is Killing Floor 2 is selling like crazy, and bumped GTAIV 
 off the Steam top sellers in about 15 minutes. The bad news is, 17,000 people 
 are trying to play KF2 right now (and it's going up a couple thousand every 
 few minutes) and we've got enough servers up to handle about 7,000 players. 
 Success is a good problem to have, but wow this really blew away our 
 expectations. 
 
 
 John Gibson
 President
 Tripwire Interactive
 www.tripwireinteractive.com
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread Cody Woodson
That makes sense then.  Thanks for the info.  I haven't personally been in my 
servers yet.  I've been watching them through hlsw

Sent from my iPhone

 On Apr 21, 2015, at 12:37 PM, Kevin C s...@serveredirect.com wrote:
 
 I think the connected time resets when the round restarts.
 
 On 4/21/2015 3:36 PM, Cody Woodson wrote:
 I currently have 6 servers up to see how they went.  Longest connected 
 client time is around 10 minutes, so I'm not sure if they are crashing or 
 not.  I can launch 20-30 more servers if needed.  
 
 Sent from my iPhone
 
 On Apr 21, 2015, at 11:43 AM, John Gibson j...@tripwireinteractive.com 
 wrote:
 
 Hello everyone,
 
 So the good news is Killing Floor 2 is selling like crazy, and bumped GTAIV 
 off the Steam top sellers in about 15 minutes. The bad news is, 17,000 
 people are trying to play KF2 right now (and it's going up a couple 
 thousand every few minutes) and we've got enough servers up to handle about 
 7,000 players. Success is a good problem to have, but wow this really blew 
 away our expectations. 
 
 
 John Gibson
 President
 Tripwire Interactive
 www.tripwireinteractive.com
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Cody Woodson
This has been an exploit for well over a year.  I'm surprised you're just 
running into the issue.  SMAC has a built in function, if I remember correctly, 
 that will kick any connected client if they don't validate with steam within 
10 seconds. 

Sent from my iPhone

 On Mar 17, 2015, at 6:07 PM, Weasels Lair wea...@weaselslair.com wrote:
 
 The point/concern being actually, that he was able to PLAY for some period of 
 time (repeatedly), with that (presumably) invalid SteamID.  TF2 did 
 eventually drop him each time, but he could just keep coming back.
 
 On Tue, Mar 17, 2015 at 6:05 PM, Jan j...@frogvillage.info wrote:
 steamidfinder.com shows his profile as: 
 http://steamcommunity.com/profiles/76561198056560973 Already on VACation. :D
 
 Dne 18.3.2015 ob 1:59 je Weasels Lair zapisal(a):
 Wondering if any other admin's have seen this.
 
 Today I had a player join with a SteamID that I was unable to ban by ID.  
 From SourceMod I kept getting a message about waiting another 30 seconds 
 and trying again, because that SteamID was not verified (yet)?
 
 In the end, I resorted to fire-walling-off his source IP address for now.
 
 When I punched his SteamID3 (which was showing as [U:1:96295245]) into 
 SteamIDConverter.com, it kept showing unknown for their SteamID64, 
 [U:1:0] for their SteamID3, and blank for their plain SteamID?
 
 So, I am thinking it is a completely bogus/fake/spoofed SteamID.
 
 He seemed to be able to play only for a few minutes at a time, before he 
 would get dropped from the server for having an invalid SteamID.  
 Basically, he was in-game long enough to hack (aimbot) and disrupt the game 
 (repeatedly).  He was able to just do that over and over, until I just 
 blocked his source IP address all-together.
 
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Someone took over server

2015-01-22 Thread Cody Woodson
Upload/download exploit possibly.  Are you listing your rcon password in your 
server.cfg?

For my community I just block TCP packets to the port 27015 with my firewall 
and whitelist my IP 

Sent from my iPhone

 On Jan 22, 2015, at 6:24 PM, 2xcombatvet 2xcombat...@gmail.com wrote:
 
 Cs go server. And yes wondering if there is another way they could get in or 
 did they just really hack my rcon password? And if so is their protection 
 from this happening again
 
 
 Sent from my T-Mobile 4G LTE Device
 
 
  Original message 
 From: Daemon Umbra daemon.um...@gmail.com 
 Date:01/22/2015 20:35 (GMT-05:00) 
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 Cc: 
 Subject: Re: [hlds] Someone took over server 
 
 Your question is a bit confusing. Are you asking if there is a way to stop 
 someone learning your RCON password or are you asking if there is another way 
 they got into your server's console?
 
 —
 Sent from Mailbox
 
 
 On Thu, Jan 22, 2015 at 8:33 PM, 2xcombatvet 2xcombat...@gmail.com wrote:
 I was getting people to join the server to fill it up and before I joined 
 someone was on my server banning people. He even banned me as I joined. He 
 must have gained access to my econ somehow. I have never gave my econ to no 
 one and no one is set to have access but me. So my question is how do I 
 prevent this from happening again besides changing my passwords, which I 
 will do and already doing. 
 Thank you for your answers ahead of time. 
 
 
 Sent from my T-Mobile 4G LTE Device
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Optional updates released for TF2, CS:S, DoD:S, and HL2:DM

2014-05-19 Thread Cody Woodson
Finally!

Thanks Eric! 

Sent from my iPhone

 On May 19, 2014, at 2:16 PM, Eric Smith er...@valvesoftware.com wrote:
 
 We've released updates for TF2, CS:S, DoD:S, and HL2:DM that fix a case where 
 some clients/servers were crashing during map load. This is not a required 
 update for dedicated servers, but if you think you're having a problem during 
 map load you should download the update.
 
 -Eric
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Where is my traffic coming from?

2013-11-12 Thread Cody Woodson
Awesome!  MySQL support for the plugin would be great. 

Sent from my iPhone

 On Nov 12, 2013, at 12:29 PM, Doctor McKay mc...@doctormckay.com wrote:
 
 Fletcher gave me a heads-up yesterday before announcing it (thanks!).
 
 Here are the values that I found:
 
 Quickplay, use #  : quickplay_#
 Quickplay Beta/MvM Quickplay  : matchmaking
 Server Browser - Internet Tab : serverbrowser_internet
 Server Browser - Favorites Tab: 
 serverbrowser_favorites
 Server Browser - History Tab  : serverbrowser_history
 Server Browser - LAN Tab  : serverbrowser_lan
 Server Browser - Friends Tab  : serverbrowser_friends
 Console   : 
 steam://connect URL   : steam
 Join Off of Friend: steam
 Redirect Prompt   : 
 redirect
 
 I will be releasing a full-feature analytics plugin in the coming days which 
 displays detailed information on a number of factors of connecting players, 
 including connection method.
 
 
 Dr. McKay
 www.doctormckay.com
 
 
 On Tue, Nov 12, 2013 at 2:02 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 Several server operators have requested the ability to know how their 
 clients are connecting to their server.  The latest TF update added a new 
 client convar, cl_connectmethod, that contains a string value that indicates 
 how the client connected to your server.  It’s sent in the same way as 
 cl_rate and others, and a plugin should be able to access this information.  
 It will be empty if joined directly through a console “connect” command.  I 
 apologize that I don’t have the list of values at hand, but I’m sure some 
 helpful server operator or plugin author will post the list of codes that 
 are sent.
 
  
 
 Please be aware that the field is not secure, and the work required to 
 secure it is not trivial.  Without too much effort a client could send you 
 pretty much any string they want.  So this is best used for general 
 reporting purposes and understanding where your players are coming from, not 
 to treat players differently based on how they connect.
 
  
 
 This is a Source engine change, so it will be available in CS:S, DoD:S, and 
 HL2:DM in the next update for those games.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] plr_hightower_event - no free edicts

2013-10-30 Thread Cody Woodson
Getting the same crash on my two plr_hightower_event servers.  Both crash with 
the no free edicts.  They are both 30 slot.


Sent from my iPhone

 On Oct 30, 2013, at 2:03 AM, Andreas Grimm l...@gmx.net wrote:
 
 Dear Valve,
  
 to run a 32 player slots plr_hightower_event server is dangerous ...
  
 L 10/30/2013 - 09:55:53: World triggered Mini_Round_Win (winner Red) 
 (round plr_round_C)
 L 10/30/2013 - 09:55:53: World triggered Mini_Round_Length (seconds 
 187.32)
 L 10/30/2013 - 09:55:53: World triggered Round_Win (winner Red)
 L 10/30/2013 - 09:55:53: Team Red current score 5 with 17 players
 L 10/30/2013 - 09:55:53: Team Blue current score 4 with 16 players
 L 10/30/2013 - 09:56:01: World triggered Round_Start
 L 10/30/2013 - 09:56:01: World triggered Round_Setup_Begin
 L 10/30/2013 - 09:56:01: World triggered Mini_Round_Selected (round 
 plr_round_C)
 L 10/30/2013 - 09:56:01: World triggered Mini_Round_Start
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 8 free edicts 
 remaining.
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 7 free edicts 
 remaining.
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 6 free edicts 
 remaining.
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 5 free edicts 
 remaining.
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 4 free edicts 
 remaining.
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 3 free edicts 
 remaining.
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 2 free edicts 
 remaining.
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 1 free edict 
 remaining.
 L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 0 free edicts 
 remaining.
 L 10/30/2013 - 09:56:01: Engine error: ED_Alloc: no free edicts
  
 Maybe it's possible to decrease the entity count on that map a little bit?
  
 - Andreas
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Mandatory TF2 update released

2013-07-24 Thread Cody Woodson
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 er...@valvesoftware.com 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, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Mandatory TF2 update released

2013-07-24 Thread Cody Woodson
Yep I have the same issue.  We will have to wait for a patch from valve. 

Sent from my iPhone

On Jul 24, 2013, at 6:01 PM, Violent Crimes violentcri...@convictgaming.com 
wrote:

 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 er...@valvesoftware.com 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, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread Cody Woodson
Seems to only be affecting windows 2003 and xp

Sent from my iPhone

On Jul 24, 2013, at 6:42 PM, DontWannaName! ad...@topnotchclan.com wrote:

 I was able to start my servers just fine. Windows 2008. 
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update 
 system first updated, then downgraded again when the UpToDateCheck version 
 reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that a 
 release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the reversion 
 occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 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
 
 ___
 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
 
 -- 
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread Cody Woodson
Eric,

Any eta when we will get a windows 2003 server fix? 

Sent from my iPhone

On Jul 24, 2013, at 7:25 PM, Eric Smith er...@valvesoftware.com wrote:

 Can you check the link again from your side and let me know if you're still 
 getting the wrong version?  Thanks.
 
 -Eric
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
 Sent: Wednesday, July 24, 2013 7:14 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
 server mailing list (hlds@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released
 
 
 You are misunderstanding the problem.
 
 Valve's API webserver is saying the update today never happened.  Their web 
 API is broken.
 
 Update version released today per annoucement: 1844935 Actual version on the 
 SteamPipe repositories: 1844935 Update version the web API says is UpToDate 
 right now: 1833886 -- wrong
 
 
 
 My auto update system doesn't do an integer comparison to see if the new 
 version is positive from the previous version, it just checks to see if they 
 differ.  If they do, it updates.
 
 I have a lot of sanity checking in the system, which disables the whole thing 
 after three failed updates.  If that wasn't in place it would be updating 
 over and over again right now.
 
 
 
 My master server updated correctly after the first update went out.  The 
 problem is that 30 minutes later, the web API service says the version 
 reverted, when it really did not.
 
 
 
 DontWannaName! wrote:
 Did you try updating again with verify?
 
 I emailed Eric and he said they are working on a fix for 2003.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It is entirely possible that they have multiple servers which provide the 
 web API services, and that one of them was an improper state.
 
 I got unlucky.
 
 Well... it's still broken right now:
 
 api.steampowered.com. is 63.228.223.110
 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440ver
 sion=0format=xml
 
 responsesuccesstrue/successup_to_datefalse/up_to_dateversi
 on_is_listablefalse/version_is_listablerequired_version1833886/
 required_versionmessageYour server is out of date, please 
 upgrade/message/response
 
 1833886 is the OLD version.
 
 
 
 DontWannaName! wrote:
 I was able to start my servers just fine. Windows 2008.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update 
 system first updated, then downgraded again when the UpToDateCheck 
 version reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that a 
 release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the reversion 
 occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v
 ersion=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v
 ersion=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 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 

Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread Cody Woodson
Yep everything seems to be working now! Thanks! 

Sent from my iPhone

On Jul 24, 2013, at 7:33 PM, Eric Smith er...@valvesoftware.com wrote:

 Glad to hear it. Sorry for the problems.
 
 -Eric
 
 
 -Original Message-
 From: Jesse Molina [mailto:je...@opendreams.net] 
 Sent: Wednesday, July 24, 2013 7:31 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
 server mailing list; Eric Smith
 Subject: Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released
 
 
 Fixed now.  Thanks.
 
 
 
 Eric Smith wrote:
 Can you check the link again from your side and let me know if you're still 
 getting the wrong version?  Thanks.
 
 -Eric
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse 
 Molina
 Sent: Wednesday, July 24, 2013 7:14 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated 
 Win32 server mailing list (hlds@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update 
 released
 
 
 You are misunderstanding the problem.
 
 Valve's API webserver is saying the update today never happened.  Their web 
 API is broken.
 
 Update version released today per annoucement: 1844935 Actual version 
 on the SteamPipe repositories: 1844935 Update version the web API says 
 is UpToDate right now: 1833886 -- wrong
 
 
 
 My auto update system doesn't do an integer comparison to see if the new 
 version is positive from the previous version, it just checks to see if they 
 differ.  If they do, it updates.
 
 I have a lot of sanity checking in the system, which disables the whole 
 thing after three failed updates.  If that wasn't in place it would be 
 updating over and over again right now.
 
 
 
 My master server updated correctly after the first update went out.  The 
 problem is that 30 minutes later, the web API service says the version 
 reverted, when it really did not.
 
 
 
 DontWannaName! wrote:
 Did you try updating again with verify?
 
 I emailed Eric and he said they are working on a fix for 2003.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It is entirely possible that they have multiple servers which provide the 
 web API services, and that one of them was an improper state.
 
 I got unlucky.
 
 Well... it's still broken right now:
 
 api.steampowered.com. is 63.228.223.110
 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440ve
 r
 sion=0format=xml
 
 responsesuccesstrue/successup_to_datefalse/up_to_datevers
 i 
 on_is_listablefalse/version_is_listablerequired_version1833886
 / required_versionmessageYour server is out of date, please 
 upgrade/message/response
 
 1833886 is the OLD version.
 
 
 
 DontWannaName! wrote:
 I was able to start my servers just fine. Windows 2008.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update 
 system first updated, then downgraded again when the UpToDateCheck 
 version reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that 
 a release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the 
 reversion occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath:
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is:
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440;
 v
 ersion=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath:
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is:
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440;
 v
 ersion=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 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 

Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-12 Thread Cody Woodson
Valve just released an update to fix this issue.

Sent from my iPhone

On Jul 12, 2013, at 3:25 PM, Aerolite ad...@aerolitegaming.co.uk wrote:

 Well I'm glad to hear that it's probably a Valve issue, but I wouldn't expect 
 anything on it over the weekend.
 
 I noticed that if a round ends or the map changes not too long after it 
 starts then the lag stops. A temporary solution would be faster map changes 
 although it isn't ideal.
 
 I have the issue running both ctf_2fort and ctf_turbine.
 
 On 12/07/2013 23:20, E. Olsen wrote:
 I don;t think this has anything to do with Sourcemod, or I would be seeing 
 the same crashing behavior across all of my servers, and as of right now I 
 have several custom map servers that have not crashed since last night's 
 update - yet my 2Fort, Badwater/Goldrush, and several other Valve payload 
 maps/servers have all crashed several times today with the same error 
 mentioned in my original post.
 
 As mentioned previously, I also ran without sourcemod for almost a full day, 
 and still saw the same crashes, so I think I've eliminated that as the cause 
 (and I think if it WAS sourcemod, their forums would be alight with people 
 posting the same issues).
 
 This is either something to do with the changes Valve made to the maps, or 
 all the new particle effects, or both - but the entities are building up the 
 longer a server runs, sending it over the limit with a crash.
 
 Help us Obi-Valve-Kenobiyou're our only hope ;-)
 
 .valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread Cody Woodson
I would concur.  Try removing your fake client mods. 

Sent from my iPhone

On Jul 11, 2013, at 7:24 PM, Doctor McKay mc...@doctormckay.com wrote:

 Perhaps you should remove your fake players mods. Linux servers are working 
 fine for me.
 
 
 
 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread Cody Woodson
I'm having the same issue with my 2fort server.  Before the update it was 
stable with up times of 10+ days.  Now the server runs out of edicts every few 
hours. 

Sent from my iPhone

On Jul 11, 2013, at 9:01 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Hello,
 
 My servers are somewhat more stable than yesterday, but I am still seeing 
 Engine error: ED_Alloc: no free edicts crashes on 32 player servers (to 
 include 2Fort, badwater, dustbowl, and more). I've removed any and all 
 plugins that can spawn entities, yet the intermittent crashes persist - to 
 include on two servers I ran today without sourcemod/metamod (as a test).
 
 Again, this is on Windows 2008R2 servers, all of which are underloaded (less 
 than one TF2 instance per physical core).
 
 Prior to the update, these servers were pretty rock-solid stable, so I have 
 to conclude that there is something new in this update causing the excess 
 entities to spawn and not be removed from the map/server, etc.
 
 Anyone have any ideas, or do we need a patch from the TF2 team?
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread Cody Woodson
Yep same behavior here.  My orange server hasn't had one issue.  I removed a 
few plugins on my 2fort that were spawning some entities, hopefully that helps 
for now. 

Sent from my iPhone

On Jul 11, 2013, at 9:44 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yep - same behavior here. Funny thing is, my custom map servers haven't 
 crashed at all today, but all the (32-player) servers running Valve maps have 
 crashed several times, all with the same no free edicts error.
 
 
 On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson 
 xxwoodyman123...@sbcglobal.net wrote:
 I'm having the same issue with my 2fort server.  Before the update it was 
 stable with up times of 10+ days.  Now the server runs out of edicts every 
 few hours. 
 
 Sent from my iPhone
 
 On Jul 11, 2013, at 9:01 PM, E. Olsen ceo.eol...@gmail.com wrote:
 
 Hello,
 
 My servers are somewhat more stable than yesterday, but I am still seeing 
 Engine error: ED_Alloc: no free edicts crashes on 32 player servers (to 
 include 2Fort, badwater, dustbowl, and more). I've removed any and all 
 plugins that can spawn entities, yet the intermittent crashes persist - to 
 include on two servers I ran today without sourcemod/metamod (as a test).
 
 Again, this is on Windows 2008R2 servers, all of which are underloaded 
 (less than one TF2 instance per physical core).
 
 Prior to the update, these servers were pretty rock-solid stable, so I have 
 to conclude that there is something new in this update causing the excess 
 entities to spawn and not be removed from the map/server, etc.
 
 Anyone have any ideas, or do we need a patch from the TF2 team?
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread cody woodson
)
 Class: monster_resource (1)
 Class: obj_dispenser (1)
 Class: obj_sentrygun (2)
 Class: obj_teleporter (4)
 Class: player (18)
 Class: point_clientcommand (1)
 Class: prop_dynamic (123)
 Class: scene_manager (1)
 Class: shadow_control (1)
 Class: soundent (1)
 Class: team_control_point (5)
 Class: team_control_point_master (1)
 Class: tf_ammo_pack (7)
 Class: tf_gamerules (1)
 Class: tf_mann_vs_machine_stats (1)
 Class: tf_objective_resource (1)
 Class: tf_player_manager (1)
 Class: tf_powerup_bottle (7)
 Class: tf_ragdoll (17)
 Class: tf_team (4)
 Class: tf_viewmodel (34)
 Class: tf_weapon_bat (4)
 Class: tf_weapon_bat_wood (2)
 Class: tf_weapon_bonesaw (1)
 Class: tf_weapon_buff_item (1)
 Class: tf_weapon_builder (3)
 Class: tf_weapon_cleaver (1)
 Class: tf_weapon_club (5)
 Class: tf_weapon_crossbow (1)
 Class: tf_weapon_fists (1)
 Class: tf_weapon_handgun_scout_secondary (2)
 Class: tf_weapon_invis (1)
 Class: tf_weapon_jar (1)
 Class: tf_weapon_jar_milk (1)
 Class: tf_weapon_knife (1)
 Class: tf_weapon_laser_pointer (1)
 Class: tf_weapon_medigun (1)
 Class: tf_weapon_minigun (1)
 Class: tf_weapon_pda_engineer_build (2)
 Class: tf_weapon_pda_engineer_destroy (2)
 Class: tf_weapon_pda_spy (1)
 Class: tf_weapon_pistol (1)
 Class: tf_weapon_pistol_scout (2)
 Class: tf_weapon_revolver (1)
 Class: tf_weapon_robot_arm (1)
 Class: tf_weapon_rocketlauncher (1)
 Class: tf_weapon_scattergun (6)
 Class: tf_weapon_sentry_revenge (1)
 Class: tf_weapon_shotgun_hwg (1)
 Class: tf_weapon_shotgun_primary (1)
 Class: tf_weapon_shovel (1)
 Class: tf_weapon_smg (1)
 Class: tf_weapon_sniperrifle (4)
 Class: tf_weapon_sniperrifle_decap (1)
 Class: tf_weapon_wrench (1)
 Class: tf_wearable (42)
 Class: tf_wearable_robot_arm (1)
 Class: tf_wearable_vm (2)
 Class: trigger_capture_area (5)
 Class: vgui_screen (2)
 Class: vote_controller (1)
 Class: water_lod_control (1)
 Class: worldspawn (1)
 Total 425 entities (0 empty, 423 edicts)







 From: E. Olsen ceo.eol...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com 
Sent: Thursday, July 11, 2013 10:11 PM
Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update
 


I don't think Sourcemod is behind these issues, as I've already ran a couple of 
servers all day without it, and saw the same crash error(s) - especially on 
payload maps.

@ ics: I did run an entity report on 2Fort earlier, and this line stuck out:

Class: tf_projectile_energy_ring (173)


That seems like alot of entities for the soldier rockets to me, but I'm not 
sure how many each shot generates, etc. All the other entities seem to be at 
pretty normal levels.





On Fri, Jul 12, 2013 at 12:57 AM, ics i...@ics-base.net wrote:

Try this, play on a server (or spec) and type report_entities to server console 
and see if they suddenly start climing. That way you can see if something odd 
is going on there and if entities suddenly peak.

-ics

E. Olsen kirjoitti:

Yep - same behavior here. Funny thing is, my custom map servers haven't 
crashed at all today, but all the (32-player) servers running Valve maps have 
crashed several times, all with the same no free edicts error.



On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson 
xxwoodyman123...@sbcglobal.net mailto:xxwoodyman123...@sbcglobal.net 
wrote:

    I'm having the same issue with my 2fort server.  Before the update
    it was stable with up times of 10+ days.  Now the server runs out
    of edicts every few hours.

    Sent from my iPhone

    On Jul 11, 2013, at 9:01 PM, E. Olsen ceo.eol...@gmail.com

    mailto:ceo.eol...@gmail.com wrote:


    Hello,

    My servers are somewhat more stable than yesterday, but I am

    still seeing *Engine error: ED_Alloc: no free edicts* crashes

    on 32 player servers (to include 2Fort, badwater, dustbowl, and
    more). I've removed any and all plugins that can spawn entities,
    yet the intermittent crashes persist - to include on two servers
    I ran today without sourcemod/metamod (as a test).

    Again, this is on Windows 2008R2 servers, all of which are
    underloaded (less than one TF2 instance per physical core).

    Prior to the update, these servers were pretty rock-solid stable,
    so I have to conclude that there is something new in this update
    causing the excess entities to spawn and not be removed from the
    map/server, etc.

    Anyone have any ideas, or do we need a patch from the TF2 team

Re: [hlds] (no subject)

2013-06-16 Thread Cody Woodson
Seems like there is always the same troll creating accounts to stir up trouble 
here.  Pretty sad. 

Sent from my iPhone

On Jun 16, 2013, at 6:09 PM, Ross Bemrose rbemr...@gmail.com wrote:

 You know, if you throw accusations of   that around, someone is bound to 
 check and notice that you're lying.
 
 For instance:
 mc...@doctormckay.com's last message was received by list.valvesoftware.com 
 from batman.drmckay.com [50.115.172.11]... it was also routed through 
 mail-wi0-f172.google.com supposedly first, but I can't verify that part of 
 the chain.
 evo...@gmail.com's last message was received by mx.google.com from 
 98.124.110.151
 jtrun...@outlook.com's last message was received by BAY170-W81 [65.54.190.59] 
 (one of Microsoft's mail servers) which blatantly removed the IP it received 
 mail from in violation of the specs.
 n0man@gmail.com's last message was received by mail-bk0-f45.google.com 
 from 10.204.4.205... which isn't an Internet-routable address.  Presumably, 
 this is one of Google's internal servers and they are   also blatantly 
 removing the IP it received mail from in violation of the specs.
 
 Incidentally, Microsoft not including the IPs it received mail from is why we 
 can't confirm or deny the previous accusation of 3/4/5 people posting from 
 the same address, because they were all from Microsoft's mail properties 
 (Outlook, Hotmail, Live).  And as you've noticed, GMail is no better about 
 this if you use its web interface.
 
 But feel free to accuse me of being a duplicate too, because I'm pretty sure 
 you'll see that mine is received by one of Google's servers from IP 
 23.28.13.44.
 
 On 6/16/2013 8:50 PM, Steam Commander wrote:
 make that four accounts with the same origin ip [50.115.172.19], also 
 registered to doctormckay.com...
  
 n0man@gmail.com
 mc...@doctormckay.com
 evo...@gmail.com
 jtrun...@outlook.com
  
 email origin is not the same as the mailing list, thanks for expressing your 
 concern so as to make me look closer at your trail too.
 
  
 From: n0man@gmail.com
 Date: Mon, 17 Jun 2013 01:43:49 +0100
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] (no subject)
 
 Valve's mailing list IP?
 
 On 17 June 2013 01:41, Steam Commander steam.comman...@live.com wrote:
 speaking of single user multiple accounts. it looks like 
 mc...@doctormckay.com, evo...@gmail.com, and jtrun...@outlook.com are coming 
 from the same origin ip address. funny how that works out.
  
 From: lepracy77...@live.com
 To: hlds@list.valvesoftware.com
 Date: Sun, 16 Jun 2013 20:28:22 -0400
 
 Subject: [hlds] (no subject)
 
 make that five accounts
 From: jtrun...@outlook.com
 To: hlds@list.valvesoftware.com
 Date: Sun, 16 Jun 2013 20:21:06 -0400
 Subject: [hlds] (no subject)
  
 Make that four accounts.
 
 From: serverg...@hotmail.com
 To: hlds@list.valvesoftware.com
 Date: Sun, 16 Jun 2013 20:19:06 -0400
 Subject: [hlds] (no subject)
 
 Way to attack people contributing to the list!!
  
 What makes you think they are the same person? because they disagree with 
 your wrong opinion?
  
 Which one of those people said anything about quickplay at all? do you 
 actually read what people write or do you just make things up in your head 
 and respond in kind?
  
 A few loud mouths do not reflect the opinions of all.
  
  
 - Original Message -
 From: Evourr [evo...@gmail.com]
 To: Half-Life dedicated Win32 server mailing list
 Sent: Sunday, June 16, 2013 8:05 PM
 Subject: Re: [hlds] TF2 MOTD and Quickplay
  
  
  
 The problem is this thread got derailed by one user with 3 subscribed 
 accounts. (Liquid Source, Steam Commander, and Valve Monkey.)
  
 Additional information added to the return of the status command would 
 suit your needs.
  
 The problem with your original statement is that you wanted Valve to 
 implement a restriction on the quickplay clients so the motd was completely 
 disabled, but you only wanted it so you could detect quickplay clients. 
 (That's just bad practice.)
 
 ___ To unsubscribe, edit your 
 list preferences, or view the list archives, please visit: 
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 ___ To unsubscribe, edit your 
 list preferences, or view the list archives, please visit: 
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
 ___ To unsubscribe, edit your 
 list preferences, or view the list archives, please visit: 
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 

Re: [hlds] CS:GO not initialising VAC

2013-05-31 Thread Cody Woodson
Yep same issue with my csgo server on windows

Sent from my iPhone

On May 31, 2013, at 11:05 AM, Dondon Tudtud don...@applei.ph wrote:

 On the CS:GO mailing list, several people running CS:GO servers on Windows 
 (seems to be happening to Windows servers only) experience the same problem, 
 so I don't think it's a problem on your end.
 
 
 On Sat, Jun 1, 2013 at 2:02 AM, Felipe Fujihara felipete...@hotmail.com 
 wrote:
 Hello guys,
 
 This week something weird started to happen with me. I have a machine where 
 I host some CS, CSS and CSGO servers. They are running well, but when I 
 create a new CS:GO server it doesn't connect to VAC. I've tried to change 
 IP/Port, redownload all files again, but the problem is still on.
 
 To check if it wasn't a connection issue, I created a new CSS server and 
 it's working fine. The problem only happens with new CS:GO servers. My old 
 CS:GO servers are all protected with VAC.
 
 Look at the console's output: http://oi44.tinypic.com/9bmce8.jpg
 
 It seems that server is starting with -insecure, but it's not, look at my 
 commandline C:\Felipe\srcds.exe -game csgo -console -nohltv -usercon 
 +game_type 0 +game_mode 0 +maxplayers 12 +exec server.cfg +mapgroup 
 mg_allclassic +map de_dust2 -ip 189.1.171.23 -port 27265 
 -maxplayers_override 12
 
 Any help? Thanks in advance!
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] [hlds_linux] Server crash bug in latest build

2013-05-17 Thread Cody Woodson
Eh its not right away.  Mine was full 24/24 and crashed about 5 minutes after 
start up

Sent from my iPhone

On May 17, 2013, at 11:48 AM, Kyle Sanderson kyle.l...@gmail.com wrote:

 You will most likely crash the moment you have a player join...
 
 Thanks,
 Kyle.
 
 On 17 May 2013 11:46, DontWannaName! ad...@topnotchclan.com wrote:
 How bad is the bug?
 
 Sent from my iPhone 5
 
 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 
  There is a bug in the update we just released.
 
 
 
  Setting net_compresspackets to 0 is a workaround.
 
 
 
  We'll have a new update released shortly.  Apologies.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] [hlds_linux] Server crash bug in latest build

2013-05-17 Thread Cody Woodson
Windows for me

Sent from my iPhone

On May 17, 2013, at 11:52 AM, DontWannaName! ad...@topnotchclan.com wrote:

 Ah Linux only? 
 
 Sent from my iPhone 5
 
 On May 17, 2013, at 11:51 AM, Cody Woodson xxwoodyman123...@sbcglobal.net 
 wrote:
 
 Eh its not right away.  Mine was full 24/24 and crashed about 5 minutes 
 after start up
 
 Sent from my iPhone
 
 On May 17, 2013, at 11:48 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
 
 You will most likely crash the moment you have a player join...
 
 Thanks,
 Kyle.
 
 On 17 May 2013 11:46, DontWannaName! ad...@topnotchclan.com wrote:
 How bad is the bug?
 
 Sent from my iPhone 5
 
 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 
  There is a bug in the update we just released.
 
 
 
  Setting net_compresspackets to 0 is a workaround.
 
 
 
  We'll have a new update released shortly.  Apologies.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds