RE: [hlds] "Interesting" post regarding "detecting players with artificial aids"

2006-01-20 Thread Deadman Standing
He is pretty clueless:

Bullet trajectory - Bullets are calculated by line of sight and are assumed
to be instant (not calculated for speed).

Working out reaction times - Good method for falsely accusing innocent
people. Reaction time is not a good indicator of a hack since it varies from
person to person and is not consistent in any one person.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen Moretti
Sent: Friday, January 20, 2006 4:40 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] "Interesting" post regarding "detecting players with
artificial aids"

http://foxhoundclan.co.uk/forum/viewtopic.php?t=523

I'd be interested in your thoughts on what this guy is talking about and
whether he actually has a clue or not.

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RE: [hlds] Servers losing VAC, gettin beyond a joke...

2006-01-20 Thread Deadman Standing
When a server comes up if for some reason the Steam servers do not respond
VAC mode is disabled. In the console you see the message, "Could not
establish connection to Steam Server".

Then is says something similar to .. "VAC secure mode not activated".

Then VAC is off for as long as the server is up.

If you exit and restart the server a few times eventually it can get a
response from the Steam servers and VAC is activated. You see the message
,"Connection to Steam servers Successful" and "VAC secure mode activated".

The kicker is if your server resets during the day you have no idea when it
comes up if it is in VAC mode or not. It gives the illusion of losing VAC.

If it gets VAC or not appears somewhat random.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, January 19, 2006 8:25 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Servers losing VAC, gettin beyond a joke...

As you experience the problem any chance you could answer my questions
to help me track this down?

- Alfred



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RE: [hlds] Connection to Steam Issue on Startup

2006-01-17 Thread Deadman Standing


This issue is quite simple. When a server comes up if for some reason the
Steam servers do not respond VAC mode is disabled. In the console you see
the message, "Could not establish connection to Steam Server"

Then is says something similar to .. "VAC secure mode not activated".

If you exit and restart the server a few times eventually it can get a
response for the Steam servers and VAC is activated. You see the message
,"Connection to Steam servers Successful" and "VAC secure mode activated".

The kicker is if your server resets during the day you have no idea when it
comes up if it is in VAC mode or not. It gives the illusion of losing VAC.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Sorenson
Sent: Tuesday, January 17, 2006 12:47 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Re: Servers losing VAC, gettin beyond a joke...

At 02:15 PM 1/16/2006 +0100, Saint K. wrote:
>Currently we have to reset our servers multiple times a day because they
are
>losing VAC. [...]
>We need VAC fixed asap as this is getting out of controle!!

I run both Linux and Windows servers, and hence subscribe
to both lists.  In the Linux list you'll see posted logfile exerpts,
error messages, core dumps, stuff the dev team can use to fix a
problem.  You'll also see troubleshooting steps taken, various
library versions that Source depends upon, etc...

In the windows list you see "Fix this."

I suspect the problem has been so long in the offering
because Valve can't reliably reproduce it.  Help them.  They're
a small team, why not put the event logs and any Dr. Watson's and
server logfiles on a webserver and help them out by providing the
information they need to start working the problem?

"Fix this" leaves a lot of leeway in isolating the problem.
Without repeatable results, Valve would have to guess at the cause
and risk ruining all servers with their attempted fix.  I don't
think any of us want to go down that road.

- Dan

* Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings?  There ain't no vikings here.  Just us honest farmers.   *
* The town was burning, the villagers were dead.  They didn't need  *
* those sheep anyway.  That's our story and we're sticking to it.   *


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RE: [hlds] ztmp files on my sv_download site?

2005-10-13 Thread Deadman Standing
It definitely ONLY works with source and NOT HL1. Would love to see it added
to HL1, but at this time it is only source.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ook
Sent: Thursday, October 13, 2005 8:53 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ztmp files on my sv_download site?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Can someone tell me definitively - can I put ztmp instead of the actual file
on my sv_downloadurl site? Or compressed in some other format? I've seen
messages go back and forth on this subject, but I'm really not sure what we
can and can't actually do.
--



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RE: [hlds] SPEEX Codec Please.

2005-10-09 Thread Deadman Standing
The occasional clipping of Speex is FAR better than the permanent garble of
MILES. You just need to turn the mic down to keep Speex from clipping. Not
much you can do to make Miles understandable.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Sunday, October 09, 2005 5:07 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SPEEX Codec Please.

Its on the request list but I have no timeframe for it. The Speex codec
performs badly in the face of a clipped voice signal (you get ugly
artifacts) but we haven't found a better replacement yet.

- Alfred



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RE: [hlds] Server verification failed

2005-06-06 Thread Deadman Standing
Restart the server

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ook
Sent: Monday, June 06, 2005 3:48 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Server verification failed

Out of the blue, no one can connect to my server. They get "Error: Server
verification failed". I've had people on the server all day, and I've been
on it myself. Now it's DOA. Since nothing has changed on my end, my first
suspicion is a Steam problem. Anyone else seeing this?


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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread Deadman Standing
You know their IP address when they connect. Just watch for the same ip
address connecting n times in x seconds and kick or tmp ban as appropriate.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, June 02, 2005 3:22 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

And unfortunately you don't know who they are until they are fully
connected, meaning players that spam retry can block anybody from getting in
when the server is "full".




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RE: [hlds] Force demo playback?

2005-05-30 Thread Deadman Standing
If you look back I said if you want long term storage convert them to avi.
You can control output frame rates to give more then enough resolution to
identify hackers, plus it allows a format that can be posted to web sites
for easy retrieval.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Monday, May 30, 2005 9:54 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Force demo playback?

--
[ Picked text/plain from multipart/alternative ]
You guys have no idea how our system works
 EVERY CHEAT has a demo which can be reviewed at ANY TIME if they ever query
why they were banned.
 This is how we keep transparancy and accountability for the bans we put in
place.
You might do things differently, thats you call on your servers. On our
servers we require demos for permanent cheat bans, end of story.
 I've explained why several times now, and so far nobody has offered
anything contructive in way of solution, and saying smart arse comments like
"why you want to keep demos for 5 years" just means your a fucktard troll
with too much time on their hands, who has no answer.
 If you don't have the answer for a question, just stfu.

 On 5/30/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
>
> Now would be a good time grow up Whisper or at least be constructive to
> the
> conversation.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Monday, May 30, 2005 8:14 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Force demo playback?
>
> --
> [ Picked text/plain from multipart/alternative ]
> *Quotes from: **Clayton (Iraqi Information Minister) Macleod*
> **
> "There are no cheats in Counter-Strike Source"
> "Cheating is not a problem in Counter-Strike Source"
> "If there were cheats in Counter-Strike Source, VAC would catch them"
> "In fact VAC is running on your server right now!"
> On 5/30/05, Clayton Macleod <[EMAIL PROTECTED]> wrote:
> >
> > heh, you're a freak
> >
> > On 5/30/05, Whisper <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I'll grow up when you start offering constructive solutions, rather
> than
> > > sitting on your high horse claiming that its not a problem.
> > > Meet the new Iraqi Information Minister people!
> >
> >
> > --
> > Clayton Macleod
>
>
>
> ___
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> please visit:
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RE: [hlds] Force demo playback?

2005-05-30 Thread Deadman Standing
Now would be a good time grow up Whisper or at least be constructive to the
conversation.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Monday, May 30, 2005 8:14 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Force demo playback?

--
[ Picked text/plain from multipart/alternative ]
*Quotes from: **Clayton (Iraqi Information Minister) Macleod*
**
"There are no cheats in Counter-Strike Source"
"Cheating is not a problem in Counter-Strike Source"
"If there were cheats in Counter-Strike Source, VAC would catch them"
"In fact VAC is running on your server right now!"
 On 5/30/05, Clayton Macleod <[EMAIL PROTECTED]> wrote:
>
> heh, you're a freak
>
> On 5/30/05, Whisper <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'll grow up when you start offering constructive solutions, rather than
> > sitting on your high horse claiming that its not a problem.
> > Meet the new Iraqi Information Minister people!
>
>
> --
> Clayton Macleod



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RE: [hlds] Force demo playback?

2005-05-30 Thread Deadman Standing
If you want long term storage convert them to avi.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alexander Kobbevik
Sent: Monday, May 30, 2005 6:23 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Force demo playback?

I agree with Whisper very much.
And many anticheat-databases store the demo along with the description of
the cheat violation.
It must be very frustrating for them when suddenly all their demoes they
worked so hard for doesn't work anymore.

Is there no way to make a Demo viewer of some kind?
That has the possibility to have compability with older netcodes?
Probably a huge download... but it would be worth it.. I think...
Well.. just brain storming...

Take care.


-Alexander




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RE: [hlds] Private Slots on Servers!

2005-05-29 Thread Deadman Standing
It does not reserve by steamid or password. It stops people from joining
through the user interface. Anyone can join by using the console.

To reserve by steamid or other mechanism and you don't want to use one of
the existing mods just break out the SDK and write a simple plugin that only
allows admins to join once sv_visiblemaxplayers have joined the server. It
is only a few lines of code.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of WayneH
Sent: Sunday, May 29, 2005 4:04 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Private Slots on Servers!

Does this actually fully reserve the slot to those only with the
rcon_password, or does it merely make the slots reserved invisible to the
players?
I want to have the slots reserved for Admins only, accessed by the password,
be it rcon_password, or res_password, or whatever.
If they are merely invisible, it will never stop them joining and taking the
slot.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: Sunday, 29 May 2005 4:45 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Private Slots on Servers!

For CS and CS:S just set sv_visiblemaxplayers to  (max_players - #reserved
slots). To join when the server is full type: "connect "  in the
console.



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RE: [hlds] Re: Ook wrote: What do you do when you see myg0t tags on your server?

2005-05-28 Thread Deadman Standing
It is a HL2 based mod not HL1.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ook
Sent: Saturday, May 28, 2005 9:59 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: Ook wrote: What do you do when you see myg0t tags on
your server?


>>
> Ook,
> Try Beetlesmod (www.beetlesmod.com get the latest beta it implements
> this plus hack detection), It will automatically ban anyone with a myg0t
> tag. They will banned before they even make into your server. If they
> change theyre name after to have the tag it will still autoban them.
> Also it has a feature built in that anyone who gives an adress to any
> hacking site including myg0ts will result in a automatic ban hell even
> saying mygot will get you banned on my server lol.

I looked at the site, and I'm not sure it works with OP4 - does it?

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RE: [hlds] myg0t on my server

2005-05-28 Thread Deadman Standing
The name ban of hlguard should work for HL1 mods. Mani is for HL2 mods.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ook
Sent: Saturday, May 28, 2005 9:41 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] myg0t on my server

Anyone use this with OP4? I need something that will autoban based on name
that works with OP4.

- Original Message -
From: "Dagok" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, May 28, 2005 1:52 PM
Subject: Re: [hlds] myg0t on my server


> Use Mani admin plugin to auto kick anyone using that tag.
>
> Dagok
>


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RE: [hlds] Private Slots on Servers!

2005-05-28 Thread Deadman Standing
For CS and CS:S just set sv_visiblemaxplayers to  (max_players - #reserved
slots). To join when the server is full type: "connect "  in the
console.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of WayneH
Sent: Saturday, May 28, 2005 7:38 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Private Slots on Servers!

I already use HLSW v1.0.0.42 to Admin the server, I do not want to use an
Admin mod FULLSTOP

I do not want to have to kick some player who is enjoying his game, just so
I can see what the issue is.

We have 22 servers for CSS (plus 18 CS ones, but I'm not interested in them
I'm talking CSS), many of the players have paid for the privilege to use
these servers, kicking a paying customer is just poor for business!

Most admin mods are full of useless junk that is not needed or wanted, are
resource hogs and possibly having security holes that could end up causing
the server(s) to be compromised (worse case scenario of course!).

Even if I make the bold move to kick+connect, there is NO guarantee that I
will make it before someone else; this happened the other night when I tried
to kick 6 players in trying to connect. I gave up because I could not make
it in.



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RE: [hlds] FAO VALVE: Garbage in console log

2005-05-27 Thread Deadman Standing
Not on this list. If the product even hiccups you will see a flood of
reports.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, May 27, 2005 5:39 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] FAO VALVE: Garbage in console log

And I also disagree that just because I'm the first to report the bug
doesn't mean I'm the only one suffering from it.  - And I state that though
years of experience dealing with users who just wait for the next version to
see if it's fixed or not without actually reporting the issue.

Thanks,

Dominic Clifton


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RE: [hlds] FAO VALVE: Garbage in console log

2005-05-26 Thread Deadman Standing
Agreed. If this was something other than hardware (or even plugins) you
would see this list filled with the same reports. I run dual xeon my self
and never see win32 console corruption.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Thursday, May 26, 2005 9:47 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] FAO VALVE: Garbage in console log

--
[ Picked text/plain from multipart/alternative ]
Not saying that it isn't a HLDM issue, but shit does happen to hardware,
even in the best data centers.

On 5/26/05, [EMAIL PROTECTED] <
[EMAIL PROTECTED]> wrote:
>
> > This error in combination with your General Protection Fault seems to
> point more to bad server memory or over clocking.
>
> > Can't say I have seen either of these issues. If they happen to you
> "*every* time" (even in a win32 console) I would look at your server.
>
> Nope, server is fine, it has uptimes of over 2 months (137 days once!) and
> only needs rebooting when there's windows updates for it.
>
> I also ran a memtest x86 burn-in for 2 days when I hand built the server.
>
> It also runs EVERY SINGLE other app just fine. (os, dns, web, bf1942,
> quake2, quake3, swat4, cz) _ONLY_ HL2:DM has issues.
>
> The server has TWO cpu's (2x2.8ghz Xeon 800FSB's), maybe it's related to a
> multi-cpu server configuration issue that b0rks hl2:dm somehow?
>
> The server is not over clocked and runs in a data center with server room
> grade air-conditioning keeping my server at a chilly 15 degrees C.
>
> Maybe valve should buy a reverse debugger (google) and run their apps
> though
> them if they can't find the bugs the conventional way.
>
> Thanks,
>
> Dominic Clifton
>
>
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RE: [hlds] FAO VALVE: Garbage in console log

2005-05-25 Thread Deadman Standing
This error in combination with your General Protection Fault seems to point
more to bad server memory or over clocking.

Can't say I have seen either of these issues. If they happen to you "*every*
time" (even in a win32 console) I would look at your server.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, May 25, 2005 9:07 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] FAO VALVE: Garbage in console log

Ok, this is frustrating, I'm going to post a few mails, one per problem.
I've tried the forums on many occasions and I'm AMAZED no-one from valve
seems to (publicly at least) acknowledge any issues raised there.  I've also
trying using the in-game bug reports, same thing, no response, does anyone
at valve even read them?  Anyway, now I'm trying here, at least I can see
one person from valve actually seems to read some of these emails.

When using the source dedicated server app (either win32 console or win32
gui version) and after a few players join the server console fills with
garbage (like non-sensical ascii garbage similar to what you'd see if did
"type ntldr" in a command prompt).  It happens *every* time, a fresh hlds
install didn't help either.

Is someone at valve working on fixing this?

Thanks,

Dominic Clifton

P.s. if you need technical information from me, all you have to do is ask.


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RE: [hlds] [OT] Valve, Please employ me!

2005-05-25 Thread Deadman Standing
Lol, way to earn brownies points.

"Dear Mr. potential employer,
 Your product is crap. Hire me and I will make it better."

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, May 25, 2005 6:09 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Valve, Please employ me!


Valve,

You have so many bugs and no-one is fixing them, you must be understaffed.

I suggest you employ ME and I will fix them for you.

Many thanks,

Dominic Clifton


P.s  I'm serious.


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RE: [hlds] MOTD character limit

2005-05-24 Thread Deadman Standing
I would be careful what you wish for. Remember the MOTD is sent to the
clients in the UDP stream in 180 byte (roughly) chunks. The bigger the MOTD
the more of these packets have to be sent (this can lead to lag and client
update buffer over flows). Using redirect allows a small amount of data to
be sent via the UDP channel while the larger web data gets downloaded
through a separate TCP channel not connected to the hlds server.

Sending more data down the UDP channel really does not do you any favors.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, May 24, 2005 7:41 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] MOTD character limit

We all know that redirect works but its not the best solution just
increasing the max message size to something reasonable is.

Steve / K



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RE: [hlds] MOTD character limit

2005-05-24 Thread Deadman Standing
Assuming each server displays the same attributes in its custom content,
(i.e. server name, server variables, max players, etc) you can still use
redirect, just make your web page accept those values as URL attributes: ex:
www.mypage.php?n=Dude;mp=12;ff=0   etc. Then have the web page take the
attributes and render them however you like. (i.e. Put the server name at
the Top of the page build tables with the values in them, put statements if
ff is on or off, etc.) So when each server generates its custom MOTD file it
puts the custom info in the redirect URL. If size is still an issue compress
it further like www.mypage.php?Dude;12;0 etc.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
Sent: Tuesday, May 24, 2005 5:45 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] MOTD character limit

Sigh.

The page is not 23 pages long, the size is made up due to html formatting,
and is quite small, and no obtrusive graphics or any of that crap.

The motd, is generated dynamically at runtime for each server, based off its
configuration. Each server has a DIFFERENT MOTD.

So no, putting a URL in would not work, each server has a differnet MOTD to
reflect its individual configuration, understand.
Uploading 40 MOTDs to a server and specifying them in a URL is also not
acceptable, currently our system automates the creation and launch of game
servers (and is creating the MOTD/maprotation/configuration files for us,
based off that specific servers configuration on the gameserver itself and
using it).

" It's quite apparent that you're
just too lazy to bother doing the small amount of work involved in
doing what you want done"

I am not lazy, your just not listening to what im saying in regards to these
MOTDs.

"but for some odd reason saw fit to automate the portion you've already
automated"
Your really not getting what im talking about, this environment is nothing
like you would have come across.

- Original Message -
From: "Clayton Macleod" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 7:30 PM
Subject: Re: [hlds] MOTD character limit


> it's very easy, very quick, and very clean, actually. Like I said, you
> would've been done a long, long time ago had you not wasted all your
> time complaining about it here. Perhaps they will up the limit, but I
> doubt it, not when all you have to do is put your
> 23-and-a-half-screenful page up on any web server and just put that
> address in your motd.txt file already. It's quite apparent that you're
> just too lazy to bother doing the small amount of work involved in
> doing what you want done, but for some odd reason saw fit to automate
> the portion you've already automated...so I'll just leave the topic
> alone now since you'll just keep saying it can't be done. Have a good
> one.
>
> On 5/24/05, Andrew Armstrong <[EMAIL PROTECTED]> wrote:
> > Also, no, we cannot without many 'hacks' upload the file to an ftp
server
> > and all that.
> >
> > Its also a waste of time and is very very messy.
> >
> > So, the only way to put more stuff in the motd, is to see if valve will
up
> > the limit for us.
>
>
> --
> Clayton Macleod
>
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RE: [hlds] Please reduce update frequency and improve patch timing

2005-05-20 Thread Deadman Standing
I chuckled when I read this. Never thought I would hear someone complain
about a game company was making too many updates. If it helps Choo when an
update is released they say if it is a mandatory or an optional update. You
might just try updating only when it is mandatory.

Just a side note keep in mind that CS1.6 is a product that has been on the
market for years. Mature products tend to require fewer updates.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher Choo
Sent: Friday, May 20, 2005 4:48 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Please reduce update frequency and improve patch timing

Hi Everyone,

I suppose that this has been mentioned before, but the update frequency for
CS Source is too high for my liking. We are seeing updates a few times a
month, and when bad things happen it can even be as often as twice a day.
This is not a pleasant experience at all, and places a large burden on
admins to continually update their servers. This is not a trivial task, and
the quote "If it ain't broke, don't fix it" comes to mind. This is why I
kinda like how CS1.6 is going - there have been no patches in ages, and
nobody is complaining unless it's about VAC.

I could understand that patches for Source need to be rolled out if there
were serious problems in terms of security (e.g. DoS attacks) or gameplay
issues (e.g. server crashes on maps), but often these patches do not
contribute to a significantly improved gaming experience. If it's not going
to make current servers better, why does Valve bother to release patches so
often? Microsoft's approach to cumulative patches would be something I think
would be useful and relevant, because it gives administrators less headache
in terms of teething problems with each patch - they only have to deal with
a 1 set of patches, not 5-10 sets of micro patches.

It appears to me that there is very little quality control going on in Valve
when it comes to patches, and timing patches to coincide with weekends is
absolutely horrendous. I trust that admins would like peace over the
weekends and that gamers want to play their games without having to grapple
with technical issues on a Friday evening. Patches should ideally be
released on Mondays, when everybody goes to work and game server traffic
goes down. There is really no need to use weekends to get feedback on server
issues because it diminishes the gaming experience for everybody.

Do you see banks overhauling their IT system at 3pm in the day? Do you see
other games issuing patches that mean hardly anything to the gamer-at-large?
It is fine a balancing act to decide whether a certain fix would cause more
good than harm, but Valve has fallen on the wrong side not just once, but
time and again. I'm extremely disappointed that Valve continues to behave as
if the gaming community is beholden to its own internal development
schedule. I'm trying to run game servers here, not a beta-testing programme.
People who run game servers should be treated more like game players than
software testers.

Possible suggestions (we've heard this thousands of times but nobody seems
to listen):
1) Release patches on Mondays, not Fridays
2) Reduce frequency of patches - once a month for engine patches, more
frequently for non-engine related patches *only*.
3) Start a beta programme and allow all other admins to run a *stable*
branch of SRCDS.
4) Start listening to feedback. Stop behaving like everybody has been
converted to CS Source.

There are so many others who have not switched over from HL1. If Valve were
to continue with this nonsense how is it going to evangelize the greatness
of the Source engine? Game development is not merely about technical
excellence (e.g. disabling menus, banning creative cheaters) , it is about
providing a fun and enjoyable experience to everyone involved, server admins
and gamers alike. People understand that sometimes the process can be
painful, but I don't see any light at the end of this tunnel.

Regards,
Christopher Choo
Fragnetics LLP


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RE: [hlds] server crashes w/ new update

2005-05-20 Thread Deadman Standing
Then don't use the plugins from those developers if they can't produce
stable mods that use documented api's rather than exploits. Complain to the
mod developers, not Valve.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of PiTaGoRaS
Sent: Friday, May 20, 2005 4:10 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] server crashes w/ new update

I will never understand why Valve make this this kind of "fixes" that broke
something else without any warning. Is it so dificult to contact with the
Mani/AMX plugin devs, for example, some days before relase so they are able
to update their code and everybody is happy?

... really tired of this.



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RE: [hlds] Re: mp_showhitboxes

2005-05-11 Thread Deadman Standing
Better question is why would you need it, or why should anyone burn coding
cycles adding it.. to what benefit? So you can have these funny images
running around your map?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez
Sent: Wednesday, May 11, 2005 7:41 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Re: mp_showhitboxes

Thanks alfred taht was pretty neat but WHY cant we enable that on
dedicated servers? mp_showhitboxes only works on listen.

Please?

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RE: [hlds] sv_downloadurl

2005-05-02 Thread Deadman Standing
sv_downloadurl will download maps, wad files, sprites, models, sounds, and
tga files. For this to happen you need to create a .res file for
each map that contains all the external files required by the map. Resgen at
www.unitedadmins.com will automatically generate .res files for you.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alexander Kobbevik
Sent: Monday, May 02, 2005 4:04 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] sv_downloadurl

I found this tutorial for the sv_downloadurl setting.
I was just wondering if I can get it to download any file, not only maps?

"To do this, you copy the files needed for "de_generic" to your webspace,
placing them in a folder called "my_cstrike" in your webspace top-level
directory"
Does it have to be "my_cstrike", or what ever you choose as long as you keep
the structure from the root of the web area?

Why I ask is because I host fy_iceworld which needs de_vegas.wad to run.
The map gets downloaded but then cs crash with en error message containing
this wad file.

Any help would be appreciated.


Tutorial:
http://www.computergames.ro/forum/archive/index.php/t-100342.html


-Alex


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RE: [hlds] RE: RANT: VAC2 servers....

2005-04-26 Thread Deadman Standing
I fail to see the horror of any of this. Let them test however they need to
deliver the product. All that matters is they deliver the product.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of StealthMode
Sent: Tuesday, April 26, 2005 6:41 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] RE: RANT: VAC2 servers

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
-snip

Because we are testing in a controlled fashion, right now with only one
person with whom we have very close contact. More details will be posted to
this list as we extend the reach of the Beta.



- Alfred

-snap



To the critics. This was Alfreds reply when written offlist.



These are the only beta test servers for vac2. All under the thumb of one
person (hope hes not a cheat designer). Like I stated in the first posting,
Valve has played the you don't count card again.



They started this testing three weeks ago now, and these are STILL the only
servers in their test pool. This is a colossal screw up.





-StealthMode



--


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RE: [hlds] Custom player models - yes or no?

2005-04-23 Thread Deadman Standing
You can use what ever models you like. In HL1 there is a limit to the total
number of models that can be loaded at one time. Different mods put
different restrictions of what models you can change. Ex: In CS you have to
jump threw a few small hoops to change player models.

Both AMX and AMXModX have routines that will change player models for TFC
and CS (maybe other mods don't know for sure).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ook
Sent: Saturday, April 23, 2005 6:22 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Custom player models - yes or no?

Back in the good old days of Won, we could have virtually unlimited models
on our servers. I've seen everything from superman to bubbles to gumby to
one that looked like a tube of toothpaste. Can someone who knows for certain
answer the question, can we still do this? Or are we limited the Valve
approved models only?


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RE: [hlds] [OT] Suggestion for VAC2.

2005-04-01 Thread Deadman Standing
"Dont compare Valve to MS, valve does not put out the quaility in thier
products, nor listen to thier customers the way ms does."

I think this is literally the first time I have ever seen quality and MS
used in the same scentence.



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RE: [hlds] Suggestion for VAC2.

2005-03-31 Thread Deadman Standing
Hmm, currently according to steam:

Hl1 users online: 113,000+
Hl1 Servers online: 55,700+

Source users online: 49,000+
Source Servers online: 19,400+

It is always a good business model to piss off the majority of your
customers (2.3 times more hl1 players).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Darren Mason
Sent: Thursday, March 31, 2005 2:27 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Suggestion for VAC2.

Hopefully VAC2 will work ONLY for Source games and ONLY on secure
servers. I
would love to have one single focused platform which Valve continually
updates instead of them trying to half-ass support everything out there.
Let's move forward with Source and make secure servers the place to
play!



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[hlds] RE: HLTV speex codec support

2005-03-29 Thread Deadman Standing
Can I take the zero replies to indicate a no on both accounts?

-Original Message-
From: Deadman Standing [mailto:[EMAIL PROTECTED]
Sent: Wednesday, March 23, 2005 9:45 PM
To: 'hlds@list.valvesoftware.com'
Subject: HLTV speex codec support

Is there any way to get (or plans to make) HLTV support the speex voice
codec? Currently when watching a game in HLTV if hlds is set to speex
the player voices your hear sound like digital tones.


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RE: [hlds] SRCDS - Console vs. GUI

2005-03-24 Thread Deadman Standing
Lol, just run the HLDS gui and compare the cpu load between that and the
console version. The difference should be obvious especially if you
start dragging HLDS gui windows around on your display.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bud Ingram
Sent: Thursday, March 24, 2005 9:06 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] SRCDS - Console vs. GUI

Mr. Reynolds,

Is there any appreciable/performance difference (other than personal
preferance) with regard to running SRCDS with "-console" or letting it
default to GUI?  I know that several people have stated that "-console"
is
the way to go, but I wonder if VALVe's perspective is a bit different.

Thank you,

Bud Ingram

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[hlds] HLTV speex codec support

2005-03-23 Thread Deadman Standing
Is there any way to get (or plans to make) HLTV support the speex voice
codec? Currently when watching a game in HLTV if hlds is set to speex
the player voices your hear sound like digital tones.


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RE: [hlds] Password always fails for CS 1.6 hdls

2005-03-22 Thread Deadman Standing
Positive I see the failed password event and ip address of the client
computer in the hlds console.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of PiTaGoRaS
Sent: Tuesday, March 22, 2005 11:36 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Password always fails for CS 1.6 hdls

Are you sure that the computer that fails is really trying to connect to
your server? Check the logs...

Deadman Standing escribió (Tue, 22 Mar 2005 11:24:28 -0500):
> It is windows 2000. Yes when I change the password I use hlds
> console i.e: ( sv_password a ) in the console. I have also double
> checked the password by typing sv_password in the console to see
> what it reports. It always reports the correct password yet you can
> not login using that password.
>
>
> Hmm, seems to be a client side issue somehow. I just tried a
> different client install of steam on another computer and it logged
> in just fine. Have no idea why though.
>
esoftware.com/mailman/listinfo/hlds


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RE: [hlds] Password always fails for CS 1.6 hdls

2005-03-22 Thread Deadman Standing
It is windows 2000. Yes when I change the password I use hlds console
i.e: ( sv_password a ) in the console. I have also double checked the
password by typing sv_password in the console to see what it reports. It
always reports the correct password yet you can not login using that
password.


Hmm, seems to be a client side issue somehow. I just tried a different
client install of steam on another computer and it logged in just fine.
Have no idea why though.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matheus Paschoal
Sent: Tuesday, March 22, 2005 10:11 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Password always fails for CS 1.6 hdls

I saw a problem like that, the problem was the format that the cfg was
save, like utf-8 and something like that, the "ascii" code was bugged,
only God know what!  and further we discovered that setting the
password to "a" ... the real password to enter the server was "e" ..
eaheauoaehuoehaeuo lol

it's win or linux? did you tried to set the pass by console or by cfg?

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[hlds] Password always fails for CS 1.6 hdls

2005-03-22 Thread Deadman Standing
Recently anytime I create a password protected CS 1.6 server clients can
not connect even when they enter the correct password. The server always
rejects the connection as though they entered an incorrect password. I
have even tried setting sv_password to simple things like "a" and "hi"
but even those seem to fail.

Has anyone else had this issue or am I just in some special twilight
zone here.


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RE: [hlds] AMD 64 GOOD or BAD?

2005-03-20 Thread Deadman Standing
"Why don't most providers shove in a 64 bit amd and shove all their css
servers on them and chuck away their dual xeons?"

Good question, why don't they. At least use dual Opterons instead.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian mu
Sent: Saturday, March 19, 2005 2:54 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] AMD 64 GOOD or BAD?

I think your probably misunderstanding, I'm not saying the pics are
being faked or anything. Simply put, why aren't you/others running
hundreds or even 20 or so servers if its so effecient using 0% cpu,
you should be able to run loads of them. Why don't most providers
shove in a 64 bit amd and shove all their css servers on them and
chuck away their dual xeons? Pretty much as people have said just
before, its misleading reporting is all (and not your fault in terms
of graphs that mislead). My pc when running with 0 players shows more
cpu usage and is not much slower :).


On Sat, 19 Mar 2005 13:42:22 -0500, David Fencik <[EMAIL PROTECTED]>
wrote:
> There isn't.  There is a 64bit dll for cstrike, though, and probably
for
> the other mods.
>
> Dave
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Renzo Rosales
> Sent: Saturday, March 19, 2005 1:35 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] AMD 64 GOOD or BAD?
>
> I havent checked my dir lately but is there a 64-bit version of the
> Source DS?
>
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RE: [OT] [hlds] Re: Can anyone tell me how i can activate Stats

2005-03-03 Thread Deadman Standing
"In my admin app, for example, I had to create two listening threads and
ensure that I was managing mutex issues surrounding the simultaneous
arrival of events on different "channels".  Not impossible - but I was
left wondering what design requirements lead Valve to the current
approach.  Almost like logging and rcon were developed by different
people that didn't talk to each other - or they were developed at
different time in the evolution of the product."

Or logging of game events and remote console (remote control of the
server) are two distinctly different unrelated functions there by
justifying status as separate communication entities. Separation allows
rcon and logging to be implemented in the most efficient manor to
achieve their different goals.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: Thursday, March 03, 2005 12:47 PM
To: hlds@list.valvesoftware.com
Subject: RE: [OT] [hlds] Re: Can anyone tell me how i can activate Stats

"Second I am unaware of any environment that can not easily handle the
current data stream for either stats or rcon."

I did not mean to imply that any environment might be challenged by
implementing either datagram of stream sockets.  In order to implement a
application that covers all three of rcon commands, stats queries and
remote
logging, the developer currently has to use both  - and this is a level
of
complexity that might be avoided, if there was a consistent, single
stateful
or stateless means of talking to the server.  In my admin app, for
example,
I had to create two listening threads and ensure that I was managing
mutex
issues surrounding the simultaneous arrival of events on different
"channels".  Not impossible - but I was left wondering what design
requirements lead Valve to the current approach.  Almost like logging
and
rcon were developed by different people that didn't talk to each other -
or
they were developed at different time in the evolution of the product.

As for the XML issue you are correct - lots of things you can do with
regex,
however, I like XML for more reasons that just parsing.  In the end, I
parsed the logs into XML once I got the stuff and that worked fine for
me -
for stuff like database integration and the SOAP/XML web service
interfaces
that I expose.  However, here lurks a potential religious war - so I
will
defer on that one. We all use what works for each of us, in the end.

I STILL would like the request-id reflected - as the rcon spec says it
should be.

Thanks for your post.




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RE: [OT] [hlds] Re: Can anyone tell me how i can activate Stats

2005-03-03 Thread Deadman Standing
"1.  Consider the use of XML for both log records AND rcon
command/responses.
While probably not an onerous development effort, this would make life
easier in many development environments, across many platforms.  Almost
all
current OOP environments have XML handling capabilities in their class
libraries."

Dear GOD Please do not take a step back and fill easily readable log
files with hard to read tags. As long as the log files follow well
defined patterns, as hlds uses, all you need is regex (see:
www.hlstats.org/logs ). Most environments have regex interfaces.
Second I am unaware of any environment that can not easily handle the
current data stream for either stats or rcon.


"On the server side - consider choosing either udp datagram-based
communications - or tcp stream-based for stats, queries and rcon
commands.
This would simplify the development of combined stats and game admin
tools."

Like the logaddress command in hlds?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Phraze
Sent: Thursday, March 03, 2005 8:32 AM
To: hlds@list.valvesoftware.com
Subject: RE: [OT] [hlds] Re: Can anyone tell me how i can activate Stats

I think Valve has some opportunity to make improvements in statistics
and
remote administration features for their game servers without
necessarily
going all the way to implementing a fully persisted stats engine. Here
are
some thoughts:

1.  Consider the use of XML for both log records AND rcon
command/responses.
While probably not an onerous development effort, this would make life
easier in many development environments, across many platforms.  Almost
all
current OOP environments have XML handling capabilities in their class
libraries.

2.  Consider devoting a bit more resource and attention to documenting
and
supporting these integration tools.

3.  On the server side - consider choosing either udp datagram-based
communications - or tcp stream-based for stats, queries and rcon
commands.
This would simplify the development of combined stats and game admin
tools.

4.  Clean up some of the things that are broken:  the one that comes to
mind
is that the request-id on rcon commands is not reflected in the response
message.

Comments, Valve?



Phraze


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RE: [hlds] Re: Can anyone tell me how i can activate Stats

2005-03-01 Thread Deadman Standing
Shear lunacy.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rice, Rick
Sent: Tuesday, March 01, 2005 11:11 AM
To: 'hlds@list.valvesoftware.com'
Subject: RE: [hlds] Re: Can anyone tell me how i can activate Stats

I disagree with Hexis, stats SHOULD be a standard part of HLDS. This
does
not mean that VALVe needs to develop a stats system, just incorporate
one
that already exists, such as Psycho-Stats (my favorite). Have the HLDS
installer incorporate it in by default and give the admin the ability to
turn them on/off at will. 

Don't re-invent the wheel, use what is already available. Make life
easier
for the admins, old and new.



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RE: [hlds] Eric/Alfred: How to empty banned.cfg's cache

2005-02-27 Thread Deadman Standing
That is just it, it DOES work. You are just doing something wrong and
not realizing it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Agent 001Fox
Sent: Sunday, February 27, 2005 10:25 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Eric/Alfred: How to empty banned.cfg's cache

Sorry to dissapoint you, but that doesn't work.

I still think I need to delete some file that holds the ID's in cache.

Doesn't anyone from Valve knows how it's done?

//DiS|Fox



>From: Roc <[EMAIL PROTECTED]>

>Regardless,  if you listen to the listed instructions 1 thru 3 it WILL
>work!
>
>Remember, if you use Firedaemon or ServerDoc to run your server you
must
>shut those programs or they will simply restart the server over and
over!
>
>Cheers
>
>Agent 001Fox wrote:
>
>>When I say exiting HLDS (HLDS.EXE) I mean write "exit" in console.
>>By shutting down the server I mean shutting down the computer on which
HL
>>server is installed.
>>
>>//DiS|Fox
>>



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RE: [hlds] How to empty banned.cfg's cache

2005-02-27 Thread Deadman Standing
You might also check what additional mods you are running on the server,
they may be doing something odd.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roc
Sent: Sunday, February 27, 2005 7:56 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] How to empty banned.cfg's cache

Regardless,  if you listen to the listed instructions 1 thru 3 it WILL
work!

Remember, if you use Firedaemon or ServerDoc to run your server you must
shut those programs or they will simply restart the server over and
over!

Cheers

Agent 001Fox wrote:

> When I say exiting HLDS (HLDS.EXE) I mean write "exit" in console.
> By shutting down the server I mean shutting down the computer on which
HL
> server is installed.
>
> //DiS|Fox
>
>
>
>
>
>> From: Roc <[EMAIL PROTECTED]>
>> Hi,
>> 1. You NEED to COMPLETELY shut down HLDS/server
>> 2. THEN delete/edit the banned.cfg
>> 3. THEN start HLDS/server
>> 4. Why are you listing "exiting HLDS then shutting down server" when
>> they are one in the same
>>
>> Regards
>>
>> Agent 001Fox wrote:
>>
>>> Well... I run the server at my home.
>>> I exit HLDS
>>> empty the banned.cfg
>>> shutdown the server
>>> start the server
>>> start HLDS
>>> ban someone by Steam ID
>>> banned.cfg suddenly full of old banned Steam ID's
>>>
>>> In server.cfg I have "exec banned.cfg"
>>>
>>> I know it sounds crazy, so that's why I think there is some file
that
>>> saves
>>> the ID's in a cache or something.
>>> Gonna try Mikee's method tomorrow morning (make the banned.cfg
>>> read-only).
>>>
>>> //DiS|Fox
>>
>
> _
> Lättare att hitta drömresan med MSN Resor http://www.msn.se/resor/
>
>
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RE: [hlds] How to empty banned.cfg's cache

2005-02-26 Thread Deadman Standing
Then you are doing something wrong. Is this a lan server or are you
banning by ip maybe? Do you exec a different file that contains bans in
server.cfg? Are you sure the hlds process is exiting?

Basically if hlds is not running and you delete banned.cfg there is
nothing to recreate it, in a default hlds config.

>You can also modify banned.cfg manually if hlds is NOT running.
>
>Ex:
>1) Stop hlds
>2) modify and save changes to banned.cfg
>3) Restart hlds
>
>Note: If you modify banned.cfg WHILE hlds is running hlds may recreate
>the file, especially if someone new is banned, and overwrite any
changes
>you made.

*** Also tried that, even had the
*** banned.cfg removed completly so it
*** had to regenerate a new banned.cfg.
*** Still no luck.



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RE: [hlds] How to empty banned.cfg's cache

2005-02-25 Thread Deadman Standing
In CS1.6 they are stored in banned.cfg . You can use removeid  to
remove a player from banned.cfg and use writeid to store the current
list of banned players to banned.cfg . Ex:

removeid STEAM_0:0:23452345
writeid

You can also modify banned.cfg manually if hlds is NOT running.

Ex:
1) Stop hlds
2) modify and save changes to banned.cfg
3) Restart hlds

Note: If you modify banned.cfg WHILE hlds is running hlds may recreate
the file, especially if someone new is banned, and overwrite any changes
you made.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Agent 001Fox
Sent: Friday, February 25, 2005 12:20 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] How to empty banned.cfg's cache

It doesn't matter how many times I try.
Even if I restart the server (not HLDS but the actual computer) and
empty
the banned.cfg it still writes in all the Steam ID's as soon as someone
gets
banned.

What I want to know is where all the Steam ID's are stored so I can
empty
it's cache.

Not even Valve's staff seems to know. ;-)

//DiS|Fox
Homepage:
http://www.sweDiS.se/
Server:
http://dis1.hopto.org:27015




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RE: [hlds] Port forwarding problem- random TCP port

2004-11-30 Thread Deadman Standing
This behavior is actually correct. You should just need to open a rule
allowing an out bound destination TCP port of 27030. Many firewalls by
default allow all outgoing connection to be established so you may not
need to create a rule.

Basics of TCP: When you connect to a server the destination port will be
the port on the destination server, in this case 27030. Your computer
will randomly pick a source port that is not currently being used on the
computer. The remote server will communicate with you by sending packets
back to your source port. The source port will be different for each
connection to the server.

How NAT plays into this: The NAT firewall will look at the source port
your computer picked. If the firewall is not using that port for any
other connections it will forward the TCP and track which server
currently has a session using that source port. If another server behind
the NAT firewall has already established a connection using the source
port your computer picked the firewall will pick a new source port then
forward the packet (with the new source port picked by the firewall) to
the steam1 server. When steam1 replies the firewall will convert the
destination port back to the port originally selected by your server and
forward the packet to your server.

You might have to read that a few times. In trying to be brief I may of
made it sound a bit muddled.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of CHiLLZ
Sent: Tuesday, November 30, 2004 9:01 PM
To: [EMAIL PROTECTED]
Subject: [hlds] Port forwarding problem- random TCP port

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Ok, I have been trying to figure out why one of my servers is not
showing up
on the master server list, and I think I have the issue nailed down. I
am
running a Win2k Server box behind a basic NAT router. People can join my
the
game if I give them the IP, and I can see it on the LAN tab, but it
never
shows up in the master server list in steam. I have observed the packet
traffic on the connection and found the following when starting the CS:S
dedicated server...

Every time the server runs there is UDP traffic from the server box to
the
steam1 (207.173.177.11) and steam2 (207.173.177.12) master servers, both
over UDP port 27015. The other traffic that happens every time the
server
runs, are TCP packets trying to reach port 27030 of steam1
(207.173.177.11).
No surprise right? Well, if it were being SENT from TCP port 27030 on my
server that would make sense, but here is where the problem occurs...
every
time I run the server, hlds.exe uses a different TCP port to *send*
those
TCP packets from that are destined for TCP port 27030 of steam1!!! So
for
instance- 3 TCP ports that were used by my server on 3 consecutive
startups:
1212, 1306, 1411

These ports appear to be totally random and nowhere near the 27030-27039
range that we are told to forward. Correct me if I am wrong, but this
seems
to make it impossible for complete and proper data exchange to occur (as
far
as I can tell so far) because not only does my hlds send packets from
those
random ports, but the steam server then tries to *talk back* to my
server on
those ports, which of course does not work since I have no way of
forwarding
that port because it changes EVERY time I restart the server. Hence my
guess
that this is why it wont show up in the master list.

So the bummer about all this is now I am pretty sure what is wrong, but
am
no closer to solving the issue than when I started. I have already tried
specifying the IP and port in my startup command line and that has not
made
any difference. There was a somewhat similar issue on Unreal Tournament
2003
dedicated servers when that game first came out and the developers wound
up
having to code in a check for the server "port swapping" the query port.
This makes me sad to think there might be a similar issue here that is
beyond my control. Which would also mean that we would have to wait for
a
fix... ugh.

Thoughts anyone?

- CHiLLZ
--


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RE: [hlds] Console buffer overflow - Preventing large file execution

2004-11-30 Thread Deadman Standing
AAHH, in this case the code was written in a way to prevent a buffer
overflow. Here is a hint, if you get and error message that says a
command could not execute because of a buffer overflow, it means the is
code checking the input stream seeing that it is greater than the static
buffer and dumping an error. If an overflow actually occurred you would
not see an error message, it would just over flow the buffer.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Tuesday, November 30, 2004 7:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Console buffer overflow - Preventing large file
execution

How about the crazy idea of not programming in a way that allow buffer
overflows to occur in the first place?

This is not the only one, and won't be the last and its always a case
of sticking fingers in dykes until the job is done correctly.

Whats the odds the next HLDS or STEAM exploit won't be manifest itself
in a buffer overflow?

Or are the odds that short nobody would take the bet?

On Wed, 1 Dec 2004 11:15:20 +1100, Andrew Armstrong
<[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hey,
>
> Due to there being a restriction on the amount of text the console
buffer will show when executing a file, large files (such as a server
banlist file) are not even being attempted to be executed because the
console returns an error, 'CBuf_AddText: buffer overflow' (Console
buffer, addtext procedure - buffer overflow).
>
> Ive been trying to find a workaround for this limitation, but have had
no luck. There does not seem to be any way to disable the console,
suppress console feedback (even temporarily), or any way to silently
execute files.
>
> Executing the file via the commandline, console, having the file
inside another file and executing that parent file etc all return the
same buffer overflow problem.
>
> Apparently this is a known issue by Valve, and a fix would be good,
because besides rendering a decent banlist useless (since you cant
execute it - and no, splitting the banlist into several files is not an
acceptable fix), even some user created scripts/config files are too
large to be executed.
>
> Valve, if there is a way we can suppress console feedback, or adjust
the amount of permitted buffer space in the console just so the file can
be run, please let us know.
>
> Cheers,
> Plasma
> --
>
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RE: [hlds] hacks

2004-11-26 Thread Deadman Standing
Turn HLGuards wall hack block on. It will not detect the wall hack it
just blocks the info from going to the client making the wall hack
pretty much useless. Also disable footsteps for additional protection.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of pedro almeida
Sent: Friday, November 26, 2004 5:07 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] hacks

Don't know about speedhacks, haven't tried it yet on a dedicated server
but
Wallhacks do work.
I set up a dedicated cs1.6 server for me and a friend with VAC enabled
and
HLGuard.
My friend was using latest wallhack. We played for more than 1 hour and
there was no detection or warning.

-Mensagem original- Em nome de David Fencik
I've seen the speedhack used on source servers.  Does it work on hlds
servers too?
I also thought that movement was regulated on the server.


CS is based on other software/drivers to run, windows, nvidia drivers,
etc,
so a hack can also be originated from these, but I'm no expert in c. I
do
remember some nvidia drivers that if you switched between windows and cs
you
get a "natural" wallhack :)

Sorry for my bad English.

- Original Message - From: "Whisper"
Most code is vulverable to some sort of exploit, hacking, whatever.
BUT,
well designed code is much harder to fine exploits for.




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RE: [hlds] Comment please on metamod

2004-11-02 Thread Deadman Standing
Like all software projects I am sure it is between 90-95% complete :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of KnowHow The
NetCrawler
Sent: Tuesday, November 02, 2004 10:06 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Comment please on metamod

No, but knowing how far a long they are in the process would certainly
put some light on the subject.




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RE: [hlds] Comment please on metamod

2004-11-01 Thread Deadman Standing
He has said it would be a few weeks, not decades. Let the poor boy code.
You will have many years to run your little server.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of KnowHow The
NetCrawler
Sent: Monday, November 01, 2004 9:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Comment please on metamod

"Within the next couple of decades" would be too specific.

The only thing holding me back from running a CS:S server is admin
tools, which won't come without the SDK.



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RE: [hlds] Re: [hlds][OT] Server Banwidth/Memory/CPU details

2004-10-29 Thread Deadman Standing
He means: hlds -console

In win32 -console does not launch the GUI and uses a LOT LESS cpu. The
gui is a cool interface but it REALLY REALLY REALLY cranks up the cpu
required to run a server. To the best of my knowledge the linux version
ONLY has console mode and has no gui interface.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
Sent: Friday, October 29, 2004 10:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Re: [hlds][OT] Server Banwidth/Memory/CPU details

What is "console mode"? Does the linux version not have a console like
the
win32 version does? Or are you also running the win32 version under
linux?

- Original Message -
From: "James Nine" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 28, 2004 11:17 PM
Subject: Re: [hlds] Re: [hlds][OT] Server Banwidth/Memory/CPU details


> The linux version works fine.  I use the console mode in the win32
version
> currently anyway.  I also wrote a gnome frontend for the hlds program,
but
I
> never used it,because as I said earlier, I use the console mode.


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RE: [hlds] RE: amd64 cpu compairson

2004-10-24 Thread Deadman Standing


>> In the i386-on-i386 comparison by the way, P4 Extreme significantly
outperforms AMD64.

I am not too sure about that. You might want to check:
http://techreport.com/reviews/2004q4/athlon64-fx55/index.x?pg=1
They do a good job of listing the control elements of how they capture
the data so it is easy to evaluate their results. They also compare a
wide variety of Intel and Amd processors against one another.

It seems the SIMD and SIMD2 in Intel is much better than Amd's. So if
all you do is mp3 and Divx Intel will work better. In applications like
Doom3, Far Cry, Unreal Tournament 2004, and CS Source Amd seems to be on
top.

As for which is better 64 bit vs 32 bit that I don't know. I just look
at the end performance of how I will use the processor. Amd is not 40-50
times faster but Amd can be 20% faster than Intel (based on CS Source
results).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin C. Gould
Sent: Sunday, October 24, 2004 4:26 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] RE: amd64 cpu compairson

I too call shenanigans, in a big way.  Someone has had their ear too
close to the AMD Propaganda Loudspeaker.  While it's true that on Linux,
some test operations are faster on AMD64 in 64 bit mode, on Windows XP
they run essentially neck and neck (with some gaming benchmarks being,
as I said, slower in 64 bit mode).  Here are some tests of AMD64 3500+
in both modes:

http://www.anandtech.com/linux/showdoc.aspx?i=2114&p=3

Essentially, those tests compare the chip against itself, in 32 and 64
bit modes.  The flaw with saying that the new 64 bit chips are so much
faster is that generally speaking that comparison is of the 64 bit chip
in i386 mode versus a straight i386 chip, not the chip in 64 bit mode
versus a straight i386 chip as one would expect.  AMD64 is not a true 64
bit chip, TBH.  Its instruction set is around 80% i386.

In the i386-on-i386 comparison by the way, P4 Extreme significantly
outperforms AMD64.  So, if you're looking to spend all that extra cash,
it's better spent on P4EE right now.

I've little doubt that over the long run, 64 bit technology will mature
into a viable consumer platform.  For now, 64 bit is great for
corporate/enterprise server and engineering compute environments where
it's already been operating for years (HPUX/PA-RISC, Itanium/Itanium2,
etc.)  For consumers, the usefulness is still years away.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian mu
Sent: Saturday, October 23, 2004 8:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] RE: amd64 cpu compairson (Justin C. Gould)

it is shenanegans tbh, but still "significantly" faster tbh, but not
that level :). I'd personally estimate at 20% faster.


On Sat, 23 Oct 2004 16:09:45 -0700, m0gely <[EMAIL PROTECTED]>
wrote:
> Jeromy Statia wrote:
>
> > You can
> > even run 32 bit window on AMD's new chip's and that will run upwards
of
> > 40-50 times faster than a comperable 32bit chip.
>
> I call shenanigans.
>
>
>
> --
> - m0gely
> http://quake2.telestream.com/
> Q2 | Q3A | Counter-strike


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RE: [hlds] serious cs:s vulnerability

2004-10-18 Thread Deadman Standing
Yes typical melodrama, to consider anything with 40,000 servers and
60,000-120,000 players dead truly puts new meaning to the word dead.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cornelius
Lipponer
Sent: Monday, October 18, 2004 4:51 PM
To: [EMAIL PROTECTED]
Subject: AW: [hlds] serious cs:s vulnerability

I have heard this crap since beta 5.2 and CS is alive still

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von K. Mike
Bradley
Gesendet: Montag, 18. Oktober 2004 18:39
An: [EMAIL PROTECTED]
Betreff: RE: [hlds] serious cs:s vulnerability

LOL HL2 will be a great single player game but multi player (like CS) is
DEAD.
I don't even play anymore.
The hackers killed it.




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RE: [hlds] Much traffic, no players?!

2004-10-13 Thread Deadman Standing
If the requests are:
1) From many different IP addresses
2) Small UDP packets
3) To the destination port(s) the games are running on

it should be fine. When some one opens the in game browser a udp
"status" packet is send to each server in the list. Since you are
running 6 servers on a box every user will send 6 requests to you and
the boxes will respond. Though 16 gigs a day conflicts with the 120kbs
rate. At 120kbs you should see about 1.3 gigs of traffic a day.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michel
Sent: Wednesday, October 13, 2004 11:14 AM
To: [EMAIL PROTECTED]
Subject: [hlds] Much traffic, no players?!

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi there all,


I have the following problem:


I got 6 cs servers on a dual amd , load is good, running linux kernel
2.6.8. When i look in hlsw, i got timeouts of 20 secs every 15 secs.
When i look at my traffic, the box is doing +- 120 kb/s with no players
online. The timeouts in HLSW i fixed with the max_queries_sec,
max_queries_sec_global & the max_queries_window (6.0 / 60 / 120)commands
but the traffic doesn't go away, it does +- 16 gig's a day, and nobody
is playing on the servers.
All the servers have a standard config. nothing special.

When i look at my tcpdump, then i see many, many requests to the cs
servers. example: "16:38:52.479694 IP masked.1890 > masked.27015: UDP,
length: 11

I reinstalled the boxes yesterday,gave the servers new ip numbers, and
after +- 12 hours, its starting again. The servers are completly
updated. They are all running slackware 10.0, with kernel 2.6.8.

If the servers are turned off, still there is communication between the
box and all kind of ip numbers. Its all hlds related:

[EMAIL PROTECTED]:/# tcpdump -i eth0 udp >> logfile01
3164 packets captured
3164 packets received by filter
0 packets dropped by kernel
[EMAIL PROTECTED]:/# cat logfile01 |wc -l
3165
[EMAIL PROTECTED]:/# /usr/local/bin/ifstat -i eth0
eth0
KB/s in KB/s out
16.57 16.28
[EMAIL PROTECTED]:/#

Another strange thing is, to make sure slackware 10 & kernel 2.6 isnt
the problem, is that a box that was running redhat 9, with a 2.4 kernel,
was having the same problems.

By the way, other servers in the same ip range, and on the same switch,
are not having this problems!

http://83.98.146.100/hlsw-traffic.jpg


Kinds regards and thanks in advance for the reply's!


Michel

PS: Sorry if you guys receive this mail 2 times.
--


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RE: [hlds] ARGH, THEY CRACKED CS:SOURCE ALREADY >

2004-10-11 Thread Deadman Standing
They existed before and after Steam and didn't take days to generate
keys. I had some players on my server using them under won and again
under steam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin
Sent: Monday, October 11, 2004 11:29 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlds] ARGH, THEY CRACKED CS:SOURCE ALREADY ><

if you refering back to the late 90's yes;
I know of know working generator prior to the steam switch.  There were
plenty of buteforcers, but they took days or more to get a few working
keys.



-Original Message-
From: K. Mike Bradley [mailto:[EMAIL PROTECTED]
Sent: Monday, October 11, 2004 11:16 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ARGH, THEY CRACKED CS:SOURCE ALREADY ><


No ... WON was cracked by the CD Key generators.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin
Sent: Monday, October 11, 2004 7:34 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlds] ARGH, THEY CRACKED CS:SOURCE ALREADY ><

...correct me if I'm wrong, but won was working just fine for the most
part.

Yes, if you build it they will likely crack it, that's the software
business.  But you know one of the points of steam was so valve could
'quickly' resolve these issues with small updates.  This issue has been
around since july and widely known and widely used for the last few
weeks.
Where is the update that throws these folks off?

I honestly don't care what the anwser is as I'm well past the point of
giving a sh1t.


-Original Message-
From: Dave R. Meyers [mailto:[EMAIL PROTECTED]
Sent: Sunday, October 10, 2004 10:52 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ARGH, THEY CRACKED CS:SOURCE ALREADY >< I am not
sure if
there is a good solution that will last



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RE: [hlds] Serverlist died again

2004-10-02 Thread Deadman Standing
AAA Don't know where you are looking but CS has 30851 world.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bobby
Sent: Saturday, October 02, 2004 10:46 AM
To: [EMAIL PROTECTED]
Subject: [hlds] Serverlist died again

Serverlist worked ok for a few days after lastweeks update.
Now, of course is broken again, I'm only pulling 2,000 servers in world.

-Bobby




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RE: [hlds] I Am Not On The Steam Server List With 3 of 4 Servers

2004-10-01 Thread Deadman Standing
255 is its own filter. It only shows up for people that have selected
"world" for the filter. If you select any other region they will not see
your server.

However, if you set your computer to "west USA" then it will show up in
BOTH "west USA" and "world".

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
Sent: Friday, October 01, 2004 6:20 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] I Am Not On The Steam Server List With 3 of 4
Servers

> >
> >
> > I'll look into this tonight. I think I left it at 255, but don't
> > remember. I have a lot of regulars from Germany as well as the US(or
> > I did before server traffic dropped off to nothing), so I don't set
> > it to any specific region.
>
> Yes. They are left at 255. (HLSW)
> But MainServer is also set to 255 :(, which
> is displayed in server list...
>

My understanding is that if we leave it at 255, then everyone will see
our
server, even if they are filtering on a specific region. Or will they
only
see it if they do not filter on a specific region? IOW, my server has it
set
to 255. Joe Blow in Germany sets his region filter to Europe (or
whatever
the appropriate filter is). Would he see my server? Would he see servers
with sv_region set to 255, or only servers with sv_region set the same
as
what his server browser is set to?


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RE: [hlds] I Am Not On The Steam Server List With 3 of 4 Servers

2004-10-01 Thread Deadman Standing
What is sv_region set to on your servers? Your servers are definitely in
the master list but only seem to appear with a world filter. They do not
seem to appear in either east or west coast US.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle Gaither
Sent: Friday, October 01, 2004 12:33 PM
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Subject: [hlds] I Am Not On The Steam Server List With 3 of 4 Servers

Hello,

I have 3 servers not listing in Steam Server List, but 1 is.

Loading in Steam Server List:

69.93.24.17:27015 VDoP Clan Main

Not Loading in Steam Server List:

69.93.24.24:27015 VDoP Server 2 w/Stats
69.93.24.25:27015 VDoP Dust2 24/7 w/Stats
69.93.24.26:27015 VDoP Awp Maps w/Stats

Like to hear the response from VALVE on why they aren't showing when
they
can be connected to through HLSW and are up and running according to
http://www.w00t.net/default.asp?s=Server&sString=VDoP .  Any information
would be appreciated.

Thanks.



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RE: [hlds] Server list borked continued

2004-09-28 Thread Deadman Standing


>From Past emails:

"You can have special case NAT rules based on originating IP addresses,
but that opens you to IP spoofing attacks. That is why NAT rules are
tied to network interfaces and why it is problematic addressing lan
computers from inside the lan by their routable IP's.

In general I would be suspicious of any appliance that allowed a
configuration where lan computers could be addressed by routable IP's.
You may not be as secure as you think, but the gamble is yours to take."

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
Sent: Tuesday, September 28, 2004 1:14 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Server list borked continued

I've read these, but it doesn't make sense. I also believe that this is
not
all there is to it. First of all, I have my firewall disabled, and
always
have. Secondly, I have 3 times been behind a NAT firewall router. All 3
times I had the firewall disabled. Twice, I could 1) see my own server
in
the server list and 2) access my own web browser by simply typing my
external IP address into my browser. The one time I could not see myself
in
the server list, neither could I get to my web server by using my
external
IP address.

You can indeed address lan computers by routable ip addresses, I'm doing
it
right now, and I've done it for several years with no problems. The only
time I could not do this is when I was using CenturyTel DSL PPPOE with a
Westell router. It was either 1) something about the Westell router that
prevented this, even with the firewall disabled or 2) something to do
with
my ISP.

- Original Message -
From: "Deadman Standing" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, September 28, 2004 9:02 AM
Subject: RE: [hlds] Server list borked continued


> It is not ISP configuration it's the firewalls in the "routers" you
use.
> Check past emails for the explanation of how NAT works and why it
fails
> when addressing lan computers inside the lan by routable ip addresses.
>


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RE: [hlds] Server list borked continued

2004-09-28 Thread Deadman Standing
It is not ISP configuration it's the firewalls in the "routers" you use.
Check past emails for the explanation of how NAT works and why it fails
when addressing lan computers inside the lan by routable ip addresses.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
Sent: Tuesday, September 28, 2004 11:44 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Server list borked continued

I used a modem to dial into the Internet for the test. No firewall, no
router. Reconnecting to my own network gave identical results. My
current
ISP/router/firewall setup *will* show my own server when I'm on the same
network that my server is on. When I was Quest using a Cisco 678 it
likewise
would show my own server. When I was using Centurytel with a Westell
router,
it would not show my own server. Whether or not you see your own server
apparently has nothing to do with being behind a NAT firewall, as two
out of
the three times I've been like that I saw my own server consistently. I
think it has to do with your ISP configuration, I'm sure there are
people
here that can explain it better then I can.




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RE: [hlds] Server list borked continued

2004-09-28 Thread Deadman Standing
If you mean this server:

Name: Ooks Steaming Pile of Crap
IP/Port: 67.169.216.74  27015
Map: op4_rubble
Players:0/6

It is in the master list. If you are behind a NAT firewall the browser
will not show your server to you, but others will see it. Your firewall
might also be dropping UDP packets if you are getting a wide variety of
server numbers returned. In my tests I always got 30 servers (World)
back.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
Sent: Monday, September 27, 2004 9:39 PM
To: [EMAIL PROTECTED]
Subject: [hlds] Server list borked continued

This is a continuation of the subject of borked server lists. I start
Steam.
I bring up the server list. I select OP4, no filters. I see6 servers!

Refresh. 6 servers.
Refresh. 21 Servers
Refresh. Could not contact master game server to
Refresh. 21 Servers
Refresh. 20 Servers
And at no time does my server appear on the list.

I fire up Kali. 25 servers, including mine.
I fire up GameSpy. 29 servers including mine.
I fire up GSA. 22 servers, including mine.

Now, before I run around screaming the sky is falling or Steam's server
list
is broken, can someone tell me why my server is on Kali, GameSpy, GSA,
but
*NOT* on Steams own server list?


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[hlds] HLTV not showing in the browser

2004-09-23 Thread Deadman Standing
I am no longer able to see my hltv process in the browser under the lan
tab. When I select the spectate tab I only see one hltv process (and it
is not mine). Anyone else having a similar issue?

hldsupdate says everything is up to date. The issue seems to of started
after the last client update.



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RE: Behind a belkin router WAS :Re: [hlds] Latest Client Update.

2004-09-23 Thread Deadman Standing
Actually it works because you are running the server on the computer
acting as the gateway to you local lan. If you took the firewall off
(and left the routing tables in tact) it should still work.

NAT rules are normally tied to network interfaces (for security
reasons).
Ex:
Traffic arriving on the external interface (internet) translate IP's to
non-routable.

Traffic arriving on the internal interface (lan) translate non-routable
IP's to routable IP's.

You can have special case NAT rules based on originating IP addresses,
but that opens you to IP spoofing attacks. That is why NAT rules are
tied to network interfaces and why it is problematic addressing lan
computers from inside the lan by their routable IP's.

In general I would be suspicious of any appliance that allowed a
configuration where lan computers could be addressed by routable IP's.
You may not be as secure as you think, but the gamble is yours to take.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Beranek
Sent: Thursday, September 23, 2004 11:09 AM
To: [EMAIL PROTECTED]
Subject: Re: Behind a belkin router WAS :Re: [hlds] Latest Client
Update.

Stephen Moretti (blueyonder) wrote:
> Deadman Standing wrote:
>
>> Yes that is correct. The slap is optional.
>>
>>
> mutterI should have known that
>
> Thank you - wish someone had said this to me months ago when I was
first
> tinkering with this!

It's not always going to be true. If I run a server on my Linux box,
which is also my firewall, I can happily contact the server using my
public IP address from my private network. The server also shows up on
the Steam server list from Steam clients in my network.

It's all up to firewall/NAT configuration/implementation.

> Stephen

John.

--
John Beranek To generalise is to be an idiot.
http://redux.org.uk/ -- William Blake

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RE: Behind a belkin router WAS :Re: [hlds] Latest Client Update.

2004-09-23 Thread Deadman Standing
Yes that is correct. The slap is optional.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen Moretti
(blueyonder)
Sent: Thursday, September 23, 2004 6:03 AM
To: [EMAIL PROTECTED]
Subject: Behind a belkin router WAS :Re: [hlds] Latest Client Update.

So if I follow this...

What you're saying is that because I'm behind my router/firewall with
the server I will only ever see the server on my LAN list?  Is that
correct?

If that is correct, then I should slap myself silly for not realising
that before...

Stephen

Deadman Standing wrote:

>If you are using NAT (i.e. have an  external router or firewall) you
will not see your local server in the browser, you should see it in the
lan config.
>
>The reason is the master server will send you the routable ip address
of your server. The browser will send a packet to that IP address, but
the NAT rules of the firewall will not translate the address properly.
The browser thinks the server is not responding and does not list it.
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Stephen
Moretti(blueyonder)
>Sent: Wednesday, September 22, 2004 12:51 PM
>To: HLDS
>Subject: [hlds] Latest Client Update.
>I can't get my weeny home server appear on the master list, but thats
another issue for another email all together
>
>Regards
>
>Stephen
>
>


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RE: [hlds] Need a router recommendation

2004-09-22 Thread Deadman Standing
Depends on how the device implements DMZ. Some DMZ's are implemented as
a straight pass threw for the passed ports. Try it and see what happens.

You will never escape NAT since that allows you to run multiple
computers off one IP (the routable ip assigned by your ISP). Another way
to put it is if NAT was not running you could have only one computer on
the network.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
Sent: Wednesday, September 22, 2004 1:56 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Need a router recommendation

This is a bit of a stupid question...but if I put a box in the DMZ, does
that bypass things like firewall and limited nat tables?

- Original Message -
From: "David Fencik" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, September 22, 2004 9:20 AM
Subject: RE: [hlds] Need a router recommendation


> Linksys are cisco.  I've had nothing but good experience with them.
If
> you're looking for more than 15 forwarded ports, then why not just
setup
> a DMZ?
>
> Dave
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
> Sent: Wednesday, September 22, 2004 11:22 AM
> To: [EMAIL PROTECTED]
> Subject: [hlds] Need a router recommendation
>
> Once again, I am descending into the depths of router hell. I replaced
> my
> old Netgear router with a new Netgear 108mbps wireless router. It
turned
> out
> to be defective in that it kept rebooting itself, and Netgear tech
> support
> could not help me to get it to stop doing that. So, bye bye new
router.
> I've
> heard evil things about dLink, I see some offbrand routers on the
shelf
> at
> BestBuy, and then there are the Linksys routers.  I'm biased against
> Linksys
> because I bought one last year, and it kept rebooting itself once an
> hour or
> so. I wasn't sure if it was defective or they hadn't worked out the
bugs
> in
> the firmware, but I got rid of it real fast. Some of you might
remember
> my
> adventures in low end crap router hell last year :-).
>
> I don't ask for much - I need a nat table big enough to handle at
least
> 1000
> incoming connections, and I know that Linksys can do this. I need
about
> 15+
> forwarded ports, and I know for a fact that Linksys can NOT do this,
> it's
> limitted to 10 (what rocket scientist decided on this limitation?).
> Netgear
> has a tiny nat table, and cannot handle more then about 250 incoming
> connections. dLink I've not tried, but I've heard a lot of evil things
> about
> them from others here. I'd buy a Cisco if I could find a model that
was
> had
> some good recommendations. So, what is a good router?
>
>
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>
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RE: [hlds] Latest Client Update.

2004-09-22 Thread Deadman Standing
If you are using NAT (i.e. have an  external router or firewall) you
will not see your local server in the browser, you should see it in the
lan config.

The reason is the master server will send you the routable ip address of
your server. The browser will send a packet to that IP address, but the
NAT rules of the firewall will not translate the address properly. The
browser thinks the server is not responding and does not list it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen Moretti
(blueyonder)
Sent: Wednesday, September 22, 2004 12:51 PM
To: HLDS
Subject: [hlds] Latest Client Update.
I can't get my weeny home server appear on the master list, but thats
another issue for another email all together

Regards

Stephen


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RE: [hlds] How the master lists orders servers

2004-09-22 Thread Deadman Standing
Yes and whining makes it OW so much better and solves Well solves
absolutely nothing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Wednesday, September 22, 2004 11:54 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] How the master lists orders servers

Well in typical Valve fashion of complete lack of documentation and
communication, or worse completely misleading information, Im sure we
will waste collectively 1000's of man hours mulling over how it
actually works because Valve are too fucken lazy once again to spend
the 15 minutes it would take to categorically answer the question once
and for all, just like so many other issues we wasted our time on in
this list and countless forum postings.




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RE: Re[2]: [hlds] RE: ServerList Destroyed::::Please take time to read

2004-09-22 Thread Deadman Standing
Well the router you are using has a firewall embedded in it. It depends
how much space the manufacture allows for session management and the
speed you have told Steam your line is (higher speeds mean more UDP
packets and a larger session buffer). If you are also running servers
behind the same unit it will compound the issue and could easily make
the problem appear more intermittent.

As for recommendations I can say I have not found any of the low end
appliances you buy at Best Buy to work well. The main design criteria of
those products are price and web surfing.

Try searching the web for "firewall appliance" but be prepared to pay
from $250 to $1000 to get a worth while configuration. There are some
good ones that run embedded linux.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
Sent: Wednesday, September 22, 2004 11:22 AM
To: [EMAIL PROTECTED]
Subject: Re: Re[2]: [hlds] RE: ServerList DestroyedPlease take time
to read

The firewall was off, and this worked yesterday. However, I'm using an
old
Netgear router, so I'm wondering if the limited nat table in the router
can
do this intermittently? See my thread on Need a Router Recommendation.
What
router would you (or others) recommend?




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[hlds] How the master lists orders servers

2004-09-22 Thread Deadman Standing
It appears when you query the master list it orders the servers it
returns according to the ip address of the client (i.e. your ip
address). This means if you are using Verizon for your ISP you will get
all the Verizon servers first.

The test I performed was as follows:

- Used a simple php script that queried the master server and dumped the
server's in the order the master server returned them.

- The script was run from my residence and a remote web site (hosted by
a diff ISP).

- Each query was run three times to reduce anomalies (none were found,
order remained constant).

- All queries were run within a few seconds of each other (entire test
took less than 30 seconds).

- The position in the returned list of two servers was noted:
Server 1: On the same ISP as myself
Server 2: On the same ISP as web server

Results:

- Run from my residence the positions of the servers were as follows:
   - Server 1 - was the first server in the list returned by the master
list
   - Server 2 - was the 727th server returned by the master list

- Run from the remote web server
   - Server 1 - was the 707th server on the list
   - Server 2 - was the 7th in the list.






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RE: Re[2]: [hlds] RE: ServerList Destroyed::::Please take time to read

2004-09-22 Thread Deadman Standing
Have you tried moving the computer outside the firewall and making sure
a personal firewall is not running on the computer? If your computer
never appears in the master list it could be a server side config issue.
If your server appears and disappears from the master list then it could
be a master list issue.

Then again your server seems to be down more than up, I still can not
connect or ping the box.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cian Sweeney
Sent: Tuesday, September 21, 2004 10:16 PM
To: [EMAIL PROTECTED]
Subject: Re: Re[2]: [hlds] RE: ServerList DestroyedPlease take time
to read

but not on list...

Skirecs CS, 24.45.6.208:27015



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RE: Re[2]: [hlds] RE: ServerList Destroyed::::Please take time to read

2004-09-22 Thread Deadman Standing
Try moving you computer outside you firewall and do the query again. I
had this issue and it was caused by the firewall not handling the UDP
traffic flow.

What happens is "home" type appliance fire walls have session buffers
only about 2.5k (depends on vendor) in size. This means they can hold
around 208 sessions at one time. Though UDP is a stateless protocol
firewalls attempt to give it state by tracking outbound UDP packets Dest
IP,Dest Port,Source Port, and a time stamp. When a reply to an outbound
packet arrives the firewall allows the packet to pass if it has a
matching entry in the session buffer.

When you transmit 19,000+ UDP packets to different computers to get
status info the session buffer quickly fills and the oldest session gets
dropped before the reply comes back.

The in game browser never gets a response from the computer and then
does not display the computer in the browser list. Based on the tests I
did for CS, World, no other filters you would see 3000-4000 computers
out of 19000+.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
Sent: Wednesday, September 22, 2004 1:10 AM
To: [EMAIL PROTECTED]
Subject: Re: Re[2]: [hlds] RE: ServerList DestroyedPlease take time
to read
Point of some interest. At this time, Steam shows me that there are 3880
CS
servers. I have no filters set. WTF?




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RE: Re[2]: [hlds] RE: ServerList Destroyed::::Please take time to read

2004-09-21 Thread Deadman Standing
Your server does not appear to be in the master list, however I am also
unable to connect to or ping the server at all. Since you are running it
on a cable modem you might try the following:

- Launch the server outside your firewall to test if it is a firewall
config issue.

- Be careful of DHCP changing your IP address while the server is
running.

- In the console look for the message, "Adding master server
" and check for errors.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cian Sweeney
Sent: Tuesday, September 21, 2004 5:25 PM
To: [EMAIL PROTECTED]
Subject: Re: Re[2]: [hlds] RE: ServerList DestroyedPlease take time
to read

Skirecs CS, 24.45.6.208:27015


On Tue, 21 Sep 2004 03:46:10 -0400, Deadman Standing <[EMAIL PROTECTED]>
wrote:
> What is your server name/IP/port?




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RE: Re[2]: [hlds] RE: ServerList Destroyed::::Please take time to read

2004-09-21 Thread Deadman Standing
What is your server name/IP/port?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cian Sweeney
Sent: Monday, September 20, 2004 7:48 PM
To: [EMAIL PROTECTED]
Subject: Re: Re[2]: [hlds] RE: ServerList DestroyedPlease take time
to read

mine is never listed on the master list




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RE: Re[2]: [hlds] RE: ServerList Destroyed::::Please take time to read

2004-09-20 Thread Deadman Standing
Has a single person yet found a case where their server was NOT in the
master list? The only cases I am aware of are firewalls not being able
to handle the flood of udp packets once the master list is delivered.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Shane Robinett
Sent: Monday, September 20, 2004 6:46 PM
To: [EMAIL PROTECTED]
Subject: RE: Re[2]: [hlds] RE: ServerList DestroyedPlease take time
to read
I'm guessing you haven't really read or paid attention to the thread or
the previous postings regarding missing servers.  Since Valve feeds you
the masterlist into your STEAM client by IP (ordered by first octet,
based on your specific first octet from your own ISP), IP's happen to
matter quite a bit. The posted theories by others on this list is that
the whole master list is not being dumped to client consoles and that
whole groupings of servers are simply going unlisted.



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RE: [hlds] RE: ServerList Destroyed::::Please take time to read

2004-09-17 Thread Deadman Standing
You mean show proof (like does the master server actually have or not
have the "missing" servers) rather than just random whining, SHOCKING...
BLASPHAME.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin
Sent: Friday, September 17, 2004 4:20 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlds] RE: ServerList DestroyedPlease take time to read

30% drop in what?  Thier player#'s and server#'s dont show any
significant
drops.

"Shocking Valve."
..your joking right!




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RE: [hlds] cs config

2004-09-16 Thread Deadman Standing
Use hlguard www.unitedadmins.com
It already searches user configs for cheats.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, September 16, 2004 9:48 AM
To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: Re: [hlds] cs config

--
[ Picked text/plain from multipart/alternative ]
 Hi fellow gamers lol. i run some cs servers and i was wondering if
the
people who hack have to add a line to there config, and if so what would
i look
for in the config to see if the person hacks. if not what do they do to
the
config file or any file in the steam dir to enable hacks. do they run
them
separetly before starting up cs? thank you
--

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RE: [hlds] Re: ServerList Destroyed

2004-09-15 Thread Deadman Standing
It does seem to be firewall related. When connected through the firewall
I never see more than 4000. I just did a test by-passing the firewall
and saw almost 19000 servers. It seems the master server is providing
all the server names to the browser. The browser then queries each
server. If the browser does not get a response it does not display the
server. Thus the 4000 server I would see were just those the firewall
let through.

I also tried setting my steam speed to 56k modem to see if a smaller
flow would perform better, but it made no difference. My concern is if
this is a common problem a large percentage of the 118,000 users of
steam may only be able to see a very small fraction of the servers out
there.


Time: 15:40 GMT
Mod: cstrike
Steam Speed: DSL >256k
ISP: 3 mbits down 386 kbits up
Region: World
Servers: 18878

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, September 14, 2004 8:47 PM
To: [EMAIL PROTECTED]
Subject: [hlds] Re: ServerList Destroyed

Your issue may be your local firewall limiting the number of UDP/TCP
sessions. The server update will set most home/consumer firewalls off as
an attack (udp flood) and it can easily quit accepting new connections
until the old ones are gone. I have the same issue when I game on my
Netscreen firewall since it limits to 2000 active sessions. I just
simply connect to my Pix firewall and get the full list.



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RE: [hlds] ServerList Destroyed

2004-09-15 Thread Deadman Standing
You might try adjusting the settings in /autoexec.cfg .
I used to never see my server in the listings then I bumped up:

max_queries_sec X

max_queries_sec_global X

This seems to of solved the issue for me. I don't want to recommend
values as these can prevent your server from being flooded. You might
just try experimenting with different larger values and see if it makes
a difference.


- Original Message -
From: "James Karaganis" <[EMAIL PROTECTED]>


> Well, I get some nineteen thousand servers all right, except that my
own
> isn't anywhere to be seen.  If anyone happens to see Chicago WebWars!
> show up I'd appreciate knowing it.
>




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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
I get:

No servers = 29143, 126
No servers = 29374, 127
No servers = 29605, 128
No servers = 29776, 129
Total servers = 29775, 129

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, September 14, 2004 7:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Ok I have a debug version of qstat with fixed steam master server
support up and running. Can everyone download and run with the
following command line:
qstat -stm,game=cstrike 207.173.177.12
URL:
http://gaming.multiplay.co.uk/downloads/qstat-steam_debug.zip

Note: This is purely a debug version and will not actually query
the servers its is ONLY testing the master server response.

The output will be something like:
No servers = 232, 1
No servers = 463, 2
...
No servers = 29610, 129
Total servers = 29609, 129

The source code is there for anyone who wants to compile it
under linux etc.

For those on linux or who have a packet capture program
installed you may wish to run it up while running this test.
What we are looking for is the number of packets
sent / recieved from the master 207.173.177.12.

If the number of packets recieved differs from the
second number reported by qstat in the last line we could
be looking at an out of order issue. Currently on the
reciept of a packet ending in a NULL address qstat
will terminate processing. Im not sure if steam does the
same thing or not but this may running it will at least
provide us with a good idea on what is going on.

Steve / K



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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
AT least for me the more "Refresh All" I do the fewer servers it
reports, but never reports more than 4,000.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy Lynn
Sent: Tuesday, September 14, 2004 6:23 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ServerList Destroyed

You guys that are reporting so few servers--do you "Refresh All" only
once, or do you do it a few times? I've found that each Refresh All will
produce a number more servers.

--
Tim


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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
I am now confused. I look at "status" at www.steampowered.com and is
says there are 39,335 Counter-Strike servers at 22:52 GMT. In the game I
query all the regions and get the following info:

Time: 22:45 GMT
Mod: cstrike
Steam Speed: DSL >256k
ISP: 3 mbits down 386 kbits up

Region: World
Servers: 4438

Region: Africa
Servers: 0

Region: Middle East
Servers: 0

Region: Australia
Servers: 16

Region: Asia
Servers: 458

Region: Europe
Servers: 1967

Region: South America
Servers: 1

Region: US-West
Servers: 496

Region: US-East
Servers: 503
-
Total Servers: 7879

Where are the other 31,456 servers?



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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
Time: 22:30 GMT
Region: World
Mod: cstrike
Steam Speed: DSL >256k
ISP: 3 mbits down 386 kbits up
Servers: 4129

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cian Sweeney
Sent: Tuesday, September 14, 2004 4:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Time: 19:38 GMT
Region: World
Mod: cstrike
Steam Speed: LAN/T1 >1Mib
ISP: 5 mbits down 1mbits up
Servers: 




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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
Well step one would be proving there is a problem (if one exists) and
identifying potential causes. If all you do is post crying I would not
be surprised if it fell on deaf ears.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, September 14, 2004 4:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Noticing something here... because this is an issue on Valve's end (and
yes,
it is a problem, things are not what they once used to be, there may
have been
issues in the past with the MSL, but they are worse now) shouldnt Valve
be
addressing the issue, or 'potential' issue? It's great that some of you
wish
to do the leg work on this, but it seems to me that Valve should be, and
that
they should be in discussion with us about it. Havent heard a peep from
them
regarding the MSL... have any of you?

- K2
http://www.hardfought.org




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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
Not to nit pick, but transmitted on a network is no more (or less)
public than a phone conversation. Network sniffs would show email
conversations, ftp, telnet, smtp, and snmp passwords. It is not the
expectations of any uses of that network their information will be
published. Just as not expects transcripts of a phone conversation to be
published.

May I suggest instead when testing the server browser people note the
following:

- Time of day (in GMT)
- Region they are querying (East USA, WORLD, etc)
- Mod they are querying for (cstrike etc)
- The internet connection speed steam is set to (ex: DSL >256k)
- The upstream and downstream of their internet connection (ex: 3mbits
down 386kbits up).
- Number of servers found.

These should be all the variable need to isolate the problem.

I just did one for the following:
Time: 19:31 GMT
Region: East USA
Mod: cstrike
Steam Speed: DSL >256k
ISP: 3mbits down 386kbits up
Servers: 227


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, September 14, 2004 12:07 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Strange policies u have there publicly accessible information
captured in a packet dump should not have any issues.




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RE: [hlds] VAC Bans Method does not work

2004-09-11 Thread Deadman Standing
Use a mediator plugin that kicks after X kills people with a certain K:D
ratio. The mediator also warns of the kick and tell player where to get
CD. Add CD as part of your server name so people looking for CD servers
know yours is one. The first week of CD does tend to be lighter, but
after that levels begin to return to normal. Over time you can lower the
kill amount and K:D ratio for the kicks. Using these basic steps works
quite well and the reduction in cheaters is a beautiful thing.

The down side is there are some items they need to change on the client
to handle common mistakes, like people launching CD while playing the
game. It gives you the impression it worked but does not.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dennis
Sent: Saturday, September 11, 2004 11:00 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] VAC Bans Method does not work

not to mention the fact that nothing empties a server
faster than requiring CD.



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RE: [hlds] Where has all the traffic gone?

2004-09-10 Thread Deadman Standing
Actually if you look at your console I am willing to bet you would find
only "setmaster add hlmaster.jolt.co.uk" works. The others fail, seems
to dislike the :port after the IP. If you remove the :port after the IP
then all the setmasters work.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
CyberGameZone.com
Sent: Friday, September 10, 2004 10:17 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Where has all the traffic gone?

--
[ Picked text/plain from multipart/alternative ]
Mine works.

[EMAIL PROTECTED] wrote:Gues what?
I tried doing this at my server console and it complained about syntax.
:)

setmaster add master0.gamespy.com:28900
Usage:
Setmaster

So your cfg is not doing what you expect, and that is not the reason
your
server is full.

> --
> [ Picked text/plain from multipart/alternative ]
> This is what I have:
>
> setmaster add hlmaster.jolt.co.uk
> setmaster add hlmaster.gamesinferno.com:27010
> setmaster add master0.gamespy.com:28900
>
> Ever since I added this, my server is full 24/7 pretty much.
>
>
> "John A DeNArdo Jr."
wrote:
> and you would do what to the .cfg file ???
>





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YIM: cybergamezone2002

Gaming Website: http://www.cybergamezone.com

My League: http://league.cybergamezone.com

Hotwheels Website: http://store.cybergamezone.com

Gaming Clan Website: http://www.cybergamezone.net












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RE: [hlds] Effect of SP2 on server browsing

2004-09-10 Thread Deadman Standing
The client connections of XP and 2000 deals with network shares (windows
client connections) not TCP/UDP connections. The HL server status is a
udp packet. Since UDP is stateless there is no way to limit connections.
Stateless protocols really never connect to an end point, they just send
packets.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Donahue
Sent: Friday, September 10, 2004 1:45 PM
To: [EMAIL PROTECTED]
Subject: [hlds] Effect of SP2 on server browsing

Hi.  Sorry if this has been brought up before - but has anyone mentioned
XP's Service Pack 2 effect on the browse function?  As I understand it,
there's a newly imposed limit of 10 connectionless requests, or
something akin to that.  Wouldn't the client requests for server status
fall into that?  If so... It would severly minimize the number of
servers shown in the browse list.

Mike

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RE: [hlds] VAC Bans Method does not work

2004-09-10 Thread Deadman Standing
Well if you want to block hacks, look at the hacks available for VAC and
those that work on CD. I would use that as a better measure than what a
league decides if you really want to reduce hackers.

I would also recommend looking at how fast new hacks are released for
VAC verses CD. Wrapping yourself up in the recommendation of a league is
not going to protect you from hackers.

Then again you can ignore those points and continue to play with
hackers, the choice is yours.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Friday, September 10, 2004 9:06 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] VAC Bans Method does not work

Tell you what. You name me ONE league that supports CD as an excepted
option
then. Everybody talks about using it, nobody does, and nobody allows it
in
any league that I know of. So on that note... UPDATE VAC!!!
Ray Spaulding
www.raynserv.com/rod




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RE: [hlds] VAC Bans Method does not work

2004-09-09 Thread Deadman Standing
This always makes me laugh, "This has to end or a critical mass will be
achieved and Valve's games will die and then we will all be out of a
job!"

Makes you wonder what mythical non-hacked game these players are moving
too, since any game I can think of has cheats available for it. If you
are so worried about hackers run Cheating Death with a mediator plugin.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper .
Sent: Thursday, September 09, 2004 11:06 PM
To: HLDS
Subject: [hlds] VAC Bans Method does not work

The methodology that VAC uses with this delayed banning does not work.

This is why.

Either there is a hole in the STEAM_ID system or these hackers appear
to have a supply of almost unlimited numbers of STEAM_ID's available
to them, or at least that is how it is now appearing to us.

We have a few hackers circulating through our servers who we banned
more times than we can count. We have sophisticated systems to deal
with removing hackers and trouble makers from our 80 odd HL based
servers and they always come back, with new STEAM_ID's and/or new IP
addresses.

We are now resorting to dealing directly with other ISP's to get these
peoples services supended, as some of you are aware this is
ridiculously time consuming and not always a viable option in any
case.

Now as you can see, if you use the detect delay ban method VAC
employs, these hackers that have access to vast amounts of STEAM_ID's
never get caught because it is days/weeks/months between them using a
STEAM_ID and then having that STEAM_ID permanently taken out of the
system.

At the rate of 1 ban per 3 days (using the detect, delay, ban
methodology) it will take 300 bloody days for VAC to ban somebody who
has access to 100 STEAM_ID's, if its a week, it will take just under 3
friggin years to remove them all!!

This has to end or a critical mass will be achieved and Valve's games
will die and then we will all be out of a job!

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RE: [hlds] Mod's for CZ

2004-08-20 Thread Deadman Standing
They both seem about the same. Though AmxModX seems to be trying to
start a flame war, if you look at their site they list why AmxModX is
better. The reasons they listed were so lame I went with AmxMod.

If you create modules, and release them, AMXModX requires you to give
ownership of the code to them. AMXMod only requires you make the code
open source.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edson Sossai
Sent: Friday, August 20, 2004 7:05 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] Mod's for CZ

Since AMXMOD is back with version 0.9.9 which one is better to use
AMXMod
or AMXModX?


> [Original Message]
> From: Glenn Dysart <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Date: 8/17/2004 1:21:47 AM
> Subject: RE: [hlds] Mod's for CZ
>
> Admin Mod absolutely works with CZ.
>
>
> send Dave an email off-list
>
> Glenn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
> Sent: Monday, August 16, 2004 7:21 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds] Mod's for CZ
>
> Perhaps you're not renting from the right people.
>
> send me an email off-list
>
> Dave
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Drew
> Sent: Monday, August 16, 2004 7:15 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlds] Mod's for CZ
>
> I have tried admin mod many times and can't get it to work. I been
told
> by
> atleast 3 people that admin mod doesn't work with CZ. Maybe they are
> wrong
> but I've had no luck getting it to work on a rented remote server.
>
> - Original Message -
> From: "List Keeper" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, August 16, 2004 7:06 PM
> Subject: Re: [hlds] Mod's for CZ
>
>
> > Not sure where you got the idea AdminMod doesn't work...
> >
> > AdminMod works
> > AMXMod works
> > AMXModX works
> > ClanMod works
> > HLGuard works
> > HookMod works
> > StatsMe works
> >
> > - Original Message -
> > From: "Drew" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Monday, August 16, 2004 05:41 PM
> > Subject: [hlds] Mod's for CZ
> >
> > > What mods work with CZ?
> > > Admin mod I know doesn't.. What about clan mod or amx???
> > ___
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archives,
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>
>
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RE: [hlds] Display Web page on MOTD?

2004-08-20 Thread Deadman Standing
Try moving the images to a web server. Since the clients are acting as
web browsers when they see the image tag they will do an http request
for the image.

In my case I just redirect the client to the web server using:

http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd>

http://www.yourweb.com/index.html";>



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bryon Hughes
Sent: Friday, August 20, 2004 11:40 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] Display Web page on MOTD?

Yes the images files are inside of the server directory

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Shane Robinett
Sent: Friday, August 20, 2004 9:34 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Display Web page on MOTD?


I assume /images/planb.jpg is within your game server?

You might want to try


- Original Message -
From: "Bryon Hughes" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, August 20, 2004 11:22 AM
Subject: RE: [hlds] Display Web page on MOTD?


> Is it possible to get an example of how to load images in the motd.  I

> have tried everything.  Here is currently what I have and its just not

> working.
>
> 
> Enjoy yourself. Try to
> watch your language; 6 Team Kills and its have a nice
> day; No Racism!!! Leave that for the KKK
> Meeting; NO SPAWN CAMPING;
> OBSCENE SPRAYS = lifetime ban; 
> I reserve the right to kick you because I can;
> Good Luck, Have Fun
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
> Sent: Thursday, August 19, 2004 2:06 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds] Display Web page on MOTD?
>
>
> Edit the motd.txt file so that there is only a single line of text:
> the hyperlink that you'd like to be displayed.
>
> Dave
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of TSM Samurai
> Sent: Wednesday, August 18, 2004 11:19 PM
> To: [EMAIL PROTECTED]
> Subject: [hlds] Display Web page on MOTD?
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hey All,
>  Can anyone tell me how to setup the MOTD file so I can
> display my webpage when someone joins my server.
> --
>
>
>
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RE: [hlds] AMD or Intel?

2004-08-19 Thread Deadman Standing

Both Opteron and Xeon processors require registered memory. The kicker
is registered memory has a small time penalty to it.

Personal experience:
At work for the past 4 years we have been running a test lab of 25
computers running our product. Some systems have registered memory
others do not. To be honest I have yet to see a difference in
reliability between the two types of memory.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper .
Sent: Thursday, August 19, 2004 4:44 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] AMD or Intel?

[ Converted text/html to text/plain ]

Who the hell isn't going to have ECC Memory in a Server anyhow?

Can you get Xeon Motherboards that won't run on ECC memory?

To be honest I've never even bothered to check, its not even something
you
think about when making the decisions on these sorts of boxes.




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RE: [hlds] AMD or Intel?

2004-08-18 Thread Deadman Standing
Try: http://techreport.com/reviews/2004q3/athlon64-3500/index.x?pg=1

They perform 19 different tests, unfortunately none are HLDS, on 22 diff
AMD and Intel processors. For xenon try:
http://techreport.com/reviews/2004q2/opteron-x50/index.x?pg=1

The truth is if you get the latest processors of AMD or Intel you will
have a butt kicking server. What I pulled from theses articles is Intel
has to be clocked about 1 ghz ABOVE AMD to match the AMD's performance.

The Opteron is a solid processor but it requires registered memory which
is about $50 a gig more expensive than non-registered RAM.

Hope this helps,
It has worked well for me.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner
Sent: Wednesday, August 18, 2004 1:01 AM
To: [EMAIL PROTECTED]
Subject: [hlds] AMD or Intel?

Hi people,

It's that old war again and I need to choose sides. :)

We are going to be building a bunch of 1U servers. For roughly the same
price I have a choice between:

AMD Athlon XP 3200
or
Intel Pentium 4 3.2GHz Prescott socket 478
or
Dual Xeon 3.0 GHz

The dual Xeon's are about 1.5x the price of the other two but I figure
they're at least 1.5x the performance/capacity so they're my favoured
option currently. Although I've had good results with dual Athlon's
before I'm not considering them this time around because the Athlon MPs
seem to be lagging behind the XPs technologically, with lower GHz and
slower FSB.

Anyway, I am just wondering if anybody has made any side by side
performance comparisons lately for HLDS on these CPU platforms. What's
your pick?

cheers

-Simon


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RE: [hlds] Map Differs from Server?

2004-07-16 Thread Deadman Standing
Rename the map that is on your server.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paladin82
Sent: Friday, July 16, 2004 7:45 PM
To: [EMAIL PROTECTED]
Subject: [hlds] Map Differs from Server?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is there a way to config the server to get the clients to over write the
map
they have on their systems?

I have a lot of users that are complaining that they can't connect to my
server because the Map they have on their system is not the same. I end
up
having to tell them to delete the map then join the server to get the
one we
use.





Thanks



Paladin82 (LGSO)





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RE: [hlds] Both servers crash at the same time

2004-07-10 Thread Deadman Standing
Does the physical server reset at the same time? If you have the
physical server set to automatically install windows patches, after a
patch is installed the server will reboot.

- Original Message -
From: "Ooks Server" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, July 10, 2004 2:15 AM
Subject: Re: [hlds] Both servers crash at the same time


> 2 hlds servers running on one box. One is a WON Cold Ice server, and
the
> other is a Gearbox Steam server. No interconnection. And every couple
of
> weeks, both servers crash at the same time. Logs cutoff at the same
second.
> Strange?
>
> - Original Message -
> From: "Alan Ly" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, July 09, 2004 10:39 AM
> Subject: Re: [hlds] Both servers crash at the same time
>
>
> > Are you talking two HLDS servers running on one physical server
> > crashes? or are you saying that you have 2 physical server that
aren't
> > interconnected that crashes at the same time?
> >
> > On Thu, 8 Jul 2004 19:39:46 -0700, Ooks Server
<[EMAIL PROTECTED]>
> wrote:
> > > From time to time, both of my servers will crash at the same time.
I've
> > > never found a pattern, or a reason for it, but both servers will
crash
> at
> > > the *exact* same second. Anyone else see this?
> > >
> > > ___
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> > >
> >
> >
> > --
> > laylow|*Firefox*[tt]
> > The Laylow Clan (www.thelaylowclan.tk)
> > Atomic Lane (www.angkorwat-tour.com)
> > Site Administrator
> >
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RE: [hlds] athlon vs pent

2004-07-07 Thread Deadman Standing
Good question since you can only get memory that runs at 400fsb (the
same speed as the 3200xp) is there a difference aside from price?

Just A comment:
I know my Athlon 1400 kicks the butt of my p4 1.7. I don't know if this
remains true for the latest batch of processors.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of z i p p y
Sent: Wednesday, July 07, 2004 4:19 PM
To: [EMAIL PROTECTED]
Subject: [hlds] athlon vs pent

I going to get a server and have the choice of a

athlon 3200xp
or
p4 3ghz 800fsb

they would be run on windows 2000.

Which CPU would be best for the job and why?

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[hlds] RE: [hlds][OT] PLEASE TAKE ME OFF THE MAILING LIST!!! :)

2004-06-27 Thread Deadman Standing
People that ride the short bus should not join mailing lists.

- Original Message -
From: "Sam Wilcox"
To:
Sent: Sunday, June 27, 2004 2:45 AM
Subject: Re: [hlds] PLEASE TAKE ME OFF THE MAILING LIST!!! :)


> YES I DO! Thats what I told u in my message to you. I tried that
process,
> but it doesnt do a thing for me, doesnt take me off this list. PLEASE
take
> me off it! I tried the bottom of the page thing, doesnt work. Thx


>> Oh come on now... Do you even read what's at the bottom of EVERY
message?

>> Subject: [hlds] PLEASE TAKE ME OFF THE MAILING LIST!!! :)

>> > Hello there,
>> > I would like to be taken off the mailing list please! I tryed the
other
> way and it did not work. My email is [EMAIL PROTECTED]


>> > http://list.valvesoftware.com/mailman/listinfo/hlds

>> http://list.valvesoftware.com/mailman/listinfo/hlds

> http://list.valvesoftware.com/mailman/listinfo/hlds

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RE: [hlds] Latest Win Version, HLDS - Lag Issue

2004-06-17 Thread Deadman Standing
Don't know if this helps anything, but I just updated CS today and now
have spikes of massive lag. Everything just stops for 10-20 seconds then
starts. I have tested with just the mp.dll (no metamod etc) and the
issue is still present.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gustov
Mannerheim
Sent: Thursday, June 17, 2004 8:09 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue

I have also been encountering the "Lag" issue. I run a 18 ppl cs server
on
win2000 with adminmod. What occurs is hlds maxs out the processor and at
the
same time the inbound and outbound traffic goes to zero. Why this is I
have
no idea but i never occurred before the last patch.

btw Fredrik, I think you are a stupid whiner.

Let the flames begin.




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RE: [hlds] floating port?

2004-05-30 Thread Deadman Standing
DHCP changes the IP address not the port. The port will remain at what
ever you tell the server to run it at and DHCP can do nothing to change
it. So if you use the default 27015 it will always be 27015. You just
have to tell your firewall to forward that port to your games box.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Metallica Danzig
Sent: Sunday, May 30, 2004 5:37 PM
To: [EMAIL PROTECTED]
Subject: [hlds] floating port?

Have a hlds 1.5 server running TFC. My problem is that
th e port used is never 27015. The server is running
behind a hardware firewall (d-link 604 router), but i
have port 27015 forwarded to the server computer. I
also have static dhcp setup. The port changes evertime
i start another server. Do i need to get rid of dhcp
all together?




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