Re: [hlds] TF2 - New weapon exploit?

2014-11-13 Thread Derek Howard
As demonstrated in the video (linked to in the email that you just replied
to ... ), a Sourcemod plugin is not required. This exploit functions even
on Valve servers.
On Nov 13, 2014 8:57 AM, "William Pickard"  wrote:

> The only way I know how to have a minicrit minigun is have your melee slot
> removed with a sourcemod plugin with no replacement, forcing the game to
> switch you to your primary because you end up with no secondary or melee
> On 2014-11-13 10:46 AM, "Alex Kowald"  wrote:
>
>> Video reference: https://www.youtube.com/watch?v=iKwWeRW9cxg but chances
>> are Valve already knows about this.
>>
>> On Thu, Nov 13, 2014 at 10:39 AM, Ross Bemrose 
>> wrote:
>>
>>> Note: I haven't seen this exploit in person.
>>>
>>> I've been hearing about an exploit that is allowing players to equip
>>> weapons into slots they don't belong in.
>>>
>>> The most notorious example is the Mini-crit Minigun.  By equipping a
>>> Minigun in the melee slot and using the Buffalo Steak Sandvich in its
>>> normal slot, you end up with a minigun that minicrits until the Steak
>>> Sandvich effect wears off.
>>>
>>> Now, I haven't looked up how this works (and my Google-fu is failing),
>>> so I'm not sure if this would allow you to equip things like multiple
>>> primaries, or if it's just swapping the order of slots around.
>>>
>>> --
>>> Ross Bemrose
>>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-23 Thread Derek Howard
Yes.

On Thu, Oct 23, 2014 at 1:35 PM, Albert Davis 
wrote:

> Seriously? Another update?
>
> On Thu, Oct 23, 2014 at 3:48 PM, big john  wrote:
>
>> Ask SPUF
>> On Oct 23, 2014 3:47 PM, "Jordan Olling"  wrote:
>>
>>> I want to know whoever voices any new characters we might be hearing,
>>> and perhaps also if Nolan North voiced the HHH/Eyelander.
>>>
>>> On Thu, Oct 23, 2014 at 12:42 PM, Azarus X  wrote:
>>>
 Halloween update right?

 On 23 October 2014 21:37, Eric Smith  wrote:

> We're working on a mandatory update for TF2. We should have it ready
> soon.
>
> -Eric
>
>
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Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-10-16 Thread Derek Howard
That is the intended behavior. The item does not allow RANDOM crits. The
third-hit crit does not qualify as "random."

Now there is apparently an exploit where an Engineer can store one of these
guaranteed crits for later use, but that doesn't appear to be what you are
referring to.
On Oct 16, 2014 4:00 PM, "JasperLee93 -RDLoyalty" <
jasper_lee_2...@hotmail.com> wrote:

>  Valve, did you or can you fix the Engineer Gunslinger exploit?
>
> There is supposed to be no random critical hits, but if you hold down the
> fire kill and allow it to hit 2 times, the 3rd hit is like a scripted
> critical hit.
>
> Thanks and regards
> JasperLee93
>
> Sent from Windows Mail
>
> *From:* Ross Bemrose 
> *Sent:* ‎Thursday‎, ‎October‎ ‎16‎, ‎2014 ‎11‎:‎10‎ ‎AM
> *To:* Half-Life dedicated Win32 server mailing list
> , Half-Life dedicated Linux server mailing
> list 
>
> Is it just me or do Valve map end votes no longer occur?
>
> Could this be because sv_allow_votes is set to 0 on this server at map
> start?
>
> I only noticed this because I'm trying to debug why the NativeVotes
> server plugin broke and was trying to collect data about various vote
> types and that one isn't happening.
>
> On 10/15/2014 5:39 PM, Eric Smith wrote:
> > We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2445722.
> >
> > -Eric
> >
> > -
> >
> > - Fixed an exploit related to clients uploading files to servers
> > - Fixed a problem that allowed clients to have an out-of-date, corrupt,
> or modified version of items_game.txt
> >- TF2 will not run if a bad items_game.txt file is found
> >- If your items_game.txt file is reported as being corrupt,
> delete any items_game.txt files you have added and verify your TF2
> installation
> > - Fixed a timing problem with the Rancho Relaxo taunt animation
> > - Removed the Limited Late Summer Crate from the crate drop list
> > - Limited Late Summer Crates can no longer be opened
> > - Removed the Limited Late Summer Crate Key from the Mann Co. Store
> > - Limited Late Summer Crate Keys have been converted to Mann Co. Supply
> Crate Keys
> > - Fixed Linux dedicated servers not showing up in the LAN serverbrowser
> tab when using sv_lan 1
> > - Fixed the Duels leaderboard not displaying current counts
> > - Added the explosion particles to the list of files that we always
> enforce consistency on
> > - Added ConVar tf_classlimit
> >- When set, limit each class to the specified value
> >- Works in any game mode, but overridden in Tournament mode and
> Highlander mode
> > - Updated the model/materials for the Runner's Warm-Up to fix a lighting
> issue
> > - Updated the equip_regions for the Couvre Corner and the Pocket Heavy
> > - Updated rd_asteroid
> >- Continued art-pass process
> > - Updated the vote system
> >- Fixed team-specific vote sounds/notifications playing/showing
> for the ineligible team
> >- sv_vote_issue_restart_game_allowed default changed to off
> >- Added sv_vote_issue_restart_game_allowed_mvm (on by default)
> >- Added "Enable/Disable Class Limits" vote
> >- Controlled by sv_vote_issue_classlimits_allowed (off by
> default)
> >- Limit controlled by
> sv_vote_issue_classlimits_max (default 4)
> >- Controlled by sv_vote_issue_classlimits_allowed_mvm in
> Mann vs. Machine (off by default)
> >- Limit controlled by
> sv_vote_issue_classlimits_max_mvm in Mann vs. Machine (default 2)
> >
> >
> >
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Re: [hlds] Mandatory TF2 update coming

2014-09-15 Thread Derek Howard
The patch notes should be in the email with subject: "Mandatory TF2 update
released"

If for some reason you didn't get that email, here is what it said: (hope
it looks okay, I'm copy/pasting it on my phone)

--- --- --- --- --- --- --- ---

We've released a mandatory update for TF2. The notes for the update are
below. The new version number is 2402172.

-Eric

-

- Fixed a client crash related to the robot destruction HUD
- Fixed an exploit where players could circumvent successful kick votes
- Demoman can no longer detonate sticky bombs while taunting
- Strange Ranks are no longer displayed on the web (Trade, Steam backpack,
Market) and only show 'Strange' as a prefix
- Default value for convar sv_vote_issue_scramble_teams_cooldown has been
increased to 20 minutes
- Fixed sound clipping issue for the Demoman's Spent Well Spirits taunt
- Added Jarate lightwarp preset to the Steam Workshop importer
- Updated the model/materials for the Neckwear Headwear to fix a lighting
issue
- Updated pl_cactuscanyon
- Increased amount of time the middle gates remain open before and
after a train passes in stage 2
- Adjusted spawn times at end of stage 2
- Updated rd_asteroid
- Removed env_sun from the skybox
- Optimized skybox performance
- Lowered Scout/Sniper damage against robots
- Fixed doubled-up health kits on the bridge
- Added area portals to the base interiors to improve performance
- Continued art-pass process
- Fixed zebra-style art on static props on systems that used lower
texture quality
- Added experimental cpu_frequency_monitoring convar to detect thermal
throttling. If you have TF2 performance problems on Windows, add
"+cpu_frequency_monitoring 2" to the TF2 command line to see if CPU thermal
throttling is an issue. If the displayed CPU frequency percentage drops
below about 80-85% then you may have a problem with your CPU slowing down
due to overheating. If it drops below 50-55% then you may have a serious
problem. CPU overheating can be caused by overclocking, insufficient
cooling, insufficient airflow, failing or dirty fans, or other causes. The
CPU frequency results are displayed with cl_showfps or net_graph. For more
detail see
https://support.steampowered.com/kb_article.php?ref=2715-YIPD-6873

Update is out.. patch notes?
On Sep 15, 2014 7:26 PM, "Daniel Barreiro" 
wrote:

> Can't wait! Thanks Eric.
>
> On Mon, Sep 15, 2014 at 7:19 PM, Eric Smith 
> wrote:
>
>> We're working on a mandatory update for TF2. We should have it ready soon.
>>
>> -Eric
>>
>>
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-05 Thread Derek Howard
oh my god I'm just trying to have a nice quiet sex-filled evening with my
boyfriend and you jackasses keep making my damn phone go off. I keep
thinking it's something important.

go yell about this where you're not disturbing countless others, please.
like on spuf or whatever shit they've replaced that with now

Also when you link to whatever the hell that graph is, you should probably
adjust it so that it actually illustrates your point. All I can think of is
that scene from Futurama where Hermes says "As this shocking graph
indicates... " Except it's worse. Also,
make the graph display the last two years and there's actually a trend
upwards?

Also, this is not the place to discuss religious belief. Why the hell would
you open that can of worms here and intentionally piss off the people on
this list who may be religious? I'm all for tearing down religious
institutions, but the fucking HLDS mailing list is not the place to do it.




On Thu, Jun 5, 2014 at 7:13 PM, Robert Paulson 
wrote:

> This is about as inane as a creationist saying: "Prove it, prove evolution
> is real. You don't have any "real" evidence. You weren't there a million
> years ago."
>
> The evidence I have provided is as solid as anyone outside of Valve is
> going to get. But of course you knew this and you are less interested in
> the truth than winning an argument.
>
> A more astute analogy than your school shooting analogy, would be if you
> refused to believe in global warming despite CO2 emissions being the most
> obvious and plausible explanation. You would just keep repeating the old
> tired cliche about "correlation doesn't imply causation".
>
> > But even with my findings, that still isn't enough for me to stand up
> and say, "There is no loss of players" because that's not evidence. That is
> personal observation of a limited sample size.
>
> That's because global players counts are available. If they were not
> available I bet you would be arguing about that instead.
>
>
> On Thu, Jun 5, 2014 at 6:07 PM, Phillip Vector 
> wrote:
>
>> >It is a perfectly valid explanation to anyone who has actually played on
>> community servers
>>
>> Prove it. Prove to me that this is a direct result of the quickplay
>> change and nothing else. Not what you assume, but what you can prove is
>> what I am after. For example, I can say that the amount of cars driven is
>> the reason why there are more school shootings. Number of cars goes up..
>> Shootings go up.. So it must be the case. This is exactly what you are
>> doing with the quickplay argument you are presenting. Numbers went down.
>> Valve stopped sending new players to community servers around the same
>> time.. That must be the reason.
>>
>>
>> >You appear to be someone who only plays on official servers so you have
>> no idea how many people have just stopped playing because they realized
>> Valve is draining all the new players and they can't stand official ones.
>>
>> and you don't have any idea as well. Personal comments aside, the
>> community servers I hang around are going strong today as they ever were.
>> I'm not seeing a loss of players (except some here or there, but we get new
>> people in to replace those). But even with my findings, that still isn't
>> enough for me to stand up and say, "There is no loss of players" because
>> that's not evidence. That is personal observation of a limited sample size.
>>
>>
>> >Until you have a better explanation this one is the simplest and most
>> obvious.
>>
>> Sorry. You don't get to put your guess up and say, "Unless you can do
>> better, this is what is the truth". Facts don't work like that. We should
>> just agree that NEITHER of us know for SURE what is the cause, though we
>> have our guesses (You, Quickplay. Me, Crappy Community servers).
>>
>>
>> On Thu, Jun 5, 2014 at 5:52 PM, Robert Paulson 
>> wrote:
>>
>>> It is a perfectly valid explanation to anyone who has actually played on
>>> community servers. You appear to be someone who only plays on official
>>> servers so you have no idea how many people have just stopped playing
>>> because they realized Valve is draining all the new players and they can't
>>> stand official ones. Until you have a better explanation this one is the
>>> simplest and most obvious.
>>>
>>>
>>> On Thu, Jun 5, 2014 at 5:42 PM, Phillip Vector 
>>> wrote:
>>>
 >"TF2 just got old" is not a valid explanation.

 Neither is "Quickplay must be causing it".

 We don't know. That's the pure truth of it. We can't know for sure. So
 stop trying to make it fit one of your pet theories.


 On Thu, Jun 5, 2014 at 5:38 PM, Robert Paulson 
 wrote:

> Repeating the same overused quip is not a valid excuse to ignore all
> the evidence. "TF2 just got old" is not a valid explanation. 1 out of 
> every
> 5 players just decides to stop playing when summer vacation starts?
> Please... get real.
>
> This year
>
>

Re: [hlds] Advertise a server using account ID (cls)

2014-03-04 Thread Derek Howard
If your IP address changes relatively often, advertising the IP would be
difficult.

While cls' concern seems like it was for the purpose of hiding the IP, his
suggestion has uses beyond false hope of security.


On Tue, Mar 4, 2014 at 2:28 PM, Korrey Moore  wrote:

> Why? There's really no point in doing so. If people want to know your
> server's IP address, it isn't that difficult to find out. Either use
> "status" in the console or Wireshark to track packets.
>
> Message: 1
>
>> Date: Mon, 3 Mar 2014 20:40:38 -0800 (PST)
>> From: cls 
>> To: "hlds@list.valvesoftware.com" 
>> Subject: [hlds] Advertise a server using account ID
>> Message-ID:
>> <1393908038.51764.yahoomail...@web126004.mail.ne1.yahoo.com>
>> Content-Type: text/plain; charset=utf-8
>>
>> Can you please let server owners advertise their server using account ID
>> only, without showing the IP address anywhere?
>>
>>
>>
>>
>
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Re: [hlds] Petitioning Valve TF2 Development

2014-02-26 Thread Derek Howard
But it does waggle its eyebrows suggestively and gesture furtively while
mouthing 'look over there'.


On Wed, Feb 26, 2014 at 2:01 PM, Phillip Vector wrote:

> "TF2 player count dropping is proof that this decision was a mistake."
>
> *Correlation does not imply causation*
>
>
> On Wed, Feb 26, 2014 at 1:53 PM,  wrote:
>
>>  "TF2 player count dropping is proof that this decision was a mistake.
>> The player experience was not improved by any significant amount from this
>> change."
>> Player counts havent dropped any the player experience is sinificantly
>> improved by not getting into servers full of ads and pay 2 win
>> modifications.
>>
>> "It was already proved the community experience is superior to Valve
>> servers."
>> No its not.
>>
>> -- Original Message --
>> From: "Robert Paulson" 
>> To: "Half-Life dedicated Win32 server mailing list" <
>> hlds@list.valvesoftware.com>
>> Sent: 26-2-2014 22:27:57
>> Subject: Re: [hlds] Petitioning Valve TF2 Development
>>
>>
>>  How are we responsible for communities like bets.tf using redirect
>> exploits? We do not have any influence over these people. Valve is
>> punishing the majority of us who did nothing wrong.
>>
>> TF2 player count dropping is proof that this decision was a mistake. The
>> player experience was not improved by any significant amount from this
>> change.
>>
>> It was already proved the community experience is superior to Valve
>> servers. There wasn't an official server in the top 200 before this change
>> and now look at gametracker. It is now dominated by official servers
>> because they get all the new players. If there were 32 slot official
>> servers they would also be in the top 20.
>>
>> http://www.gametracker.com/search/tf2/?query=srcds&searchipp=50.
>>
>> There was another situation like this long before quickplay where
>> community servers were put in a custom tab. Thankfully someone at Valve
>> came to their senses and removed it. I hope there is someone still working
>> on TF2 with the good sense to remove official servers by default as well.
>>
>>
>>
>>
>> On Wed, Feb 26, 2014 at 9:52 AM, Silencio Delgato <
>> silenciodelg...@gmail.com> wrote:
>>
>>>  I think there is more to the Quickplay issue than just whether or not
>>> QP should default to Valve servers or not. QP itself has caused a lot of
>>> issues and became the center of controversy ever since it came out in 2011.
>>> Though some of the changes that have been added recently are a step in the
>>> right direction, there are still many issues with this functionality that
>>> need to be addressed and improved upon.
>>>
>>> I'm all for wanting change to this functionality for the better to
>>> benefit everyone involved, but this petition (and please take no offense)
>>> seems a bit too short and vague to actually get the kind of change needed
>>> to make Quickplay a beneficial, reasonable, and extensible system for
>>> server ops and the community at large. It does not address many of the
>>> issues that have ended up creating this current situation we are all in and
>>> does not have a list of concerns or changes or anything that could be
>>> specifically addressed, it only has a demand and presents a solution that
>>> is based on an idea that we as server owners deserve players in our
>>> servers, which is the wrong way to go about this. And lets not forget the
>>> players, we have to be fair to them as well, regardless of whether or not
>>> they will be placed in our servers. We have to show that, as a community,
>>> we are worthy of their presence and a worthwhile experience to take the
>>> time to be a part of, not the other way around. These days, we seem more
>>> like enemies to players than friends/fellow players, given these
>>> recent/past developments regarding the community servers.
>>>
>>> We also have to accept that, while Valve relied on us in the past to put
>>> up servers for this game, they have the ability to put up their own now.
>>> However, if they wanted to cut us out entirely, they would have done it
>>> back in 2011 when Quickplay became a thing. But they allowed us (and still
>>> allow us) to use the functionality, giving us every opportunity to prove
>>> that we could use it responsibly and in the best interest of the player.
>>> Clearly, there were a few who could not do that and thus we were all
>>> punished. While, in my opinion, Quickplay was not entirely thought all the
>>> way through and I know I and many others have their own opinions about this
>>> subject, it does not account for the fact that we as a community were
>>> unable, and perhaps unwilling, to police ourselves well enough to ensure we
>>> used this functionality responsibly to avoid Valve stepping in and taking
>>> the measures it has. Arguably, that isn't our job to police other
>>> communities/servers, it never has been, and its not Valve's job either. But
>>> someone had to do this in order to put an end to the misuse, which is a sad
>>> thing indeed because it s

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

2014-01-11 Thread Derek Howard
Because there are multiple plugins that I know of that can leave ownerless
dispensers, and because I am not capable of editing pheaxdll's post on the
Alliedmodders forum to attach my new version. I do not have any sort of
administrative power there, nor is there any reason for me to be given such
power. And since people are just going to grab the version in the first
post in the thread... no one is going to use my version. Why edit the
plugin if no one is going to use my edited version? People are, however,
using my simple custom plugin.

I have already notified the original plugin author of this bug and another
bug; he has not fixed them yet.


On Jan 10, 2014 2:01 PM, "Asher Baker"  wrote:

> Why on earth wouldn't you just fix the broken plugin?
>
>
> ~
> "Their heads are green, and their hands are blue,
>   And they went to sea in a Sieve." - Edward Lear
>
>
> On Fri, Jan 10, 2014 at 9:22 PM, Derek Howard 
> wrote:
>
>> I wrote a plugin back in April that seems to be effective at fixing that.
>> Upon a client leaving the server, all dispensers that belong to him are
>> destroyed before the game has a chance to remove his name from the
>> dispensers. It was mainly written to address the RTD bug.
>>
>> http://ddhoward.bitbucket.org/scripting/pdispenserkiller.sp
>> http://ddhoward.bitbucket.org/plugins/pdispenserkiller.smx
>>
>>
>> On Fri, Jan 10, 2014 at 12:33 PM, mike bradford <007g...@gmail.com>wrote:
>>
>>> by any chance do you have the RTD plugin installed? it has a roll for
>>> dispenser and the default cvar set for it is to keep dispensers after the
>>> effect wears off. That allows players to roll for the effect, leave the
>>> server, and the dispenser stays with a blank name.
>>>
>>>
>>> On Fri, Jan 10, 2014 at 11:59 AM, Mike Vail wrote:
>>>
>>>> I'm curious about something that until yesterday's update, I never saw
>>>> before.
>>>>
>>>> I run a server with the custom map  trade_minecraftworld. After
>>>> yesterday's
>>>> update, I began seeing multiple dispensers stacked near each other that
>>>> had
>>>> no player name attached to them. I Initially believed these dispensers
>>>> were
>>>> possibly  built by players who left the server and their Dispensers
>>>> remained
>>>> behind, or by players who changed classes with the Dispensers still
>>>> active.
>>>> I was unable to duplicate either of these scenarios however.
>>>>
>>>> Has anyone seen this happen as well since yesterday's update?
>>>>
>>>> Thanks in advance
>>>>
>>>> -Original Message-
>>>> From: Eric Smith [mailto:er...@valvesoftware.com]
>>>> Sent: Friday, January 10, 2014 9:08 AM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: Re: [hlds] Maps crashing clients (upward & watchtower)
>>>>
>>>> We've released a client update that should fix the crash. Thanks.
>>>>
>>>> -Eric
>>>>
>>>>
>>>>
>>>> From: hlds-boun...@list.valvesoftware.com
>>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alex Kowald
>>>> Sent: Thursday, January 09, 2014 7:17 PM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: [hlds] Maps crashing clients (upward & watchtower)
>>>>
>>>> My server causes clients to crash on the map loading screen for the maps
>>>> pl_upward and arena_watchtower after today's update. This is on stock
>>>> servers with no mods. It seems to affect both windows and linux. Anybody
>>>> else seeing this behavior with any maps?
>>>>
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>>>
>>>
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Re: [hlds] Multiple Dispensers with no names on them appearing in server after update

2014-01-10 Thread Derek Howard
I wrote a plugin back in April that seems to be effective at fixing that.
Upon a client leaving the server, all dispensers that belong to him are
destroyed before the game has a chance to remove his name from the
dispensers. It was mainly written to address the RTD bug.

http://ddhoward.bitbucket.org/scripting/pdispenserkiller.sp
http://ddhoward.bitbucket.org/plugins/pdispenserkiller.smx


On Fri, Jan 10, 2014 at 12:33 PM, mike bradford <007g...@gmail.com> wrote:

> by any chance do you have the RTD plugin installed? it has a roll for
> dispenser and the default cvar set for it is to keep dispensers after the
> effect wears off. That allows players to roll for the effect, leave the
> server, and the dispenser stays with a blank name.
>
>
> On Fri, Jan 10, 2014 at 11:59 AM, Mike Vail wrote:
>
>> I'm curious about something that until yesterday's update, I never saw
>> before.
>>
>> I run a server with the custom map  trade_minecraftworld. After
>> yesterday's
>> update, I began seeing multiple dispensers stacked near each other that
>> had
>> no player name attached to them. I Initially believed these dispensers
>> were
>> possibly  built by players who left the server and their Dispensers
>> remained
>> behind, or by players who changed classes with the Dispensers still
>> active.
>> I was unable to duplicate either of these scenarios however.
>>
>> Has anyone seen this happen as well since yesterday's update?
>>
>> Thanks in advance
>>
>> -Original Message-
>> From: Eric Smith [mailto:er...@valvesoftware.com]
>> Sent: Friday, January 10, 2014 9:08 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Maps crashing clients (upward & watchtower)
>>
>> We've released a client update that should fix the crash. Thanks.
>>
>> -Eric
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alex Kowald
>> Sent: Thursday, January 09, 2014 7:17 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: [hlds] Maps crashing clients (upward & watchtower)
>>
>> My server causes clients to crash on the map loading screen for the maps
>> pl_upward and arena_watchtower after today's update. This is on stock
>> servers with no mods. It seems to affect both windows and linux. Anybody
>> else seeing this behavior with any maps?
>>
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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread Derek Howard
If not updating the server would cause issues with clients who have
updated, then yes, it is absolutely necessary.

I find it odd that you are complaining about a lack of optional updates.
Perhaps, rather than pushing a ton of little optional updates all the time,
they are simply waiting for the next mandatory change to be made so they
can push all the changes at once. One big update is easier to manage than a
dozen little ones, especially when that big update would have still been
mandatory even if it was smaller.

My point exactly. Is it 100% nessicary for server ops to have to update for
these little things. When steam pipe came around they said they are going
to try and reduce the amount of updates we would have to do. I can only
remember one optional update since then.
On Nov 26, 2013 6:35 PM, "Eric Smith"  wrote:

> We've released a mandatory TF2 update. The notes for the update are below.
> The new version is 2023964.
>
> -Eric
>
> --
>
> - Fixed missing backpack material for the Australium Force-a-Nature
> - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
> Splendid Screen
> - Fixed the Killstreak sheen effect not working on the Mantreads
> - Fixed the Ping column in the Scoreboard getting clipped in 4:3
> resolutions
> - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
> after a mission has been completed
> - Updated the Killstreak Fabricator's description to include the sheen and
> the Killstreaker effect for its output
>
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Re: [hlds] /me option in chat

2013-10-30 Thread Derek Howard
http://forums.steamrep.com/threads/76561198047345226-xuo.18185/
http://forums.steampowered.com/forums/showthread.php?t=3046566
http://forums.steampowered.com/forums/showthread.php?t=3041716

Please take this topic to the SPUF or whatever new thing there is now; the
HLDS mailing list is nowhere near the correct medium for this discussion.
Thanks!
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Re: [hlds] /me option in chat

2013-10-30 Thread Derek Howard
/me on Steam Chat was taken out months ago, and that's a very good thing.

/me on game server chat has never (?) existed without the use of some sort
of third-party plugin/extension. Generally,
thisis the
plugin that I see providing the command (on TF2 servers).



On Wed, Oct 30, 2013 at 11:20 AM, Bruno Garcia wrote:

> It was used for scamming, and phishing.
> People used it to personate "Steam admins" by changing the color of their
> text, appearing it was a different "rank".
>
> I'm glad it was taken down.
>
>
> On Wed, Oct 30, 2013 at 3:12 PM, Travis Brown wrote:
>
>> I have a pretty good guess why. the /me is a irc action. My theory is
>> that each chat created a new irc channel and held the conversations. I
>> think they updated to a whole new system when they brought out the
>> emoticons. I could be completely wrong but this is my theory.
>>
>>
>> On Wed, Oct 30, 2013 at 1:59 PM, Albert Davis wrote:
>>
>>> Why was this taken out? Can we get it back? :/
>>>
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Re: [hlds] Hide server from certain IP's?

2013-10-22 Thread Derek Howard
If you've banned his IP, then he's probably been to your servers in the
past. Meaning that he already knows your server IP. So removing the server
from the server list wouldn't do anything?

And even if he forgot the server IP, a simple Google search would get
around that.
On Oct 22, 2013 1:09 PM, "Jason Tango"  wrote:

>
> Yeah, we added him to our firewall(s), but the point I was making was that
> it would make a server less of a target if we could simply make them not
> appear in the server browser of designated IP's/Steam IDs at all (even
> though his IP is banned, our servers will still appear in the browser,
> making them a target even though he can no longer connect).
>
> After all - if a user can blacklist a server (which makes it not appear in
> the browser when they search), wouldn't it make sense to allow the server
> to blacklist a user?
> --
> From: mc...@doctormckay.com
> Date: Tue, 22 Oct 2013 15:00:42 -0400
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Hide server from certain IP's?
>
> Use iptables or a similar firewall to drop all traffic from his IP.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Tue, Oct 22, 2013 at 6:12 AM, Jason Tango  wrote:
>
> Hello,
>
> We've had several DDOS attacks in the past several weeks. We now know the
> IP address of the person who is initiating the attacks (he has admitted as
> much). Unfortunately, he is using some kind of reflection attack that comes
> from hundreds of different IP addresses, so just blocking his IP won't do
> us much good.
>
> My question is - is there some way to prevent our server from even
> appearing in the server browser for his IP address?
>
> It sure would be wonderful for server operators to be able to blacklist
> certain IPs from even being able to see our servers in the server browser
> ;-)
>
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Re: [hlds] Admin Abuses

2013-10-17 Thread Derek Howard
Dear Valve,

Please moderate this mailing list better. Thanks!

Sincerely,
Derek D. Howard

also it's worth noting that many hackers easily get around VAC. this is why
SMAC exists with ban support
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Re: [hlds] Floating Intel glitch

2013-08-29 Thread Derek Howard
The issue is with this third party plugin, not with Sourcemod... Or are you
under the impression that "AFK Manager" comes with Sourcemod out of the
box? This is not the case. "AFK Manager" is maintained by a single man, who
is not part of the team that develops Sourcemod. (right?)

Further, it is incredibly unlikely that this glitch would ever happen on
serious gameplay servers, as it requires that the player holding the intel
not move his mouse.

As stated before, the plugin was updated to solve this issue quite a while
ago.

Sincerely yours,
Derek


On Thu, Aug 29, 2013 at 10:23 PM, Lep Racy  wrote:

>  reason #12042 for not using sourcemod.
>
> Thanks for giving yet another way for asshats to troll games.
> ___
> We've experienced an issue where if the player holding the intel is moved
> to spectate by AFK Manager, they won't ever actually drop the intel and
> will keep it while they noclip around the map in spectator mode.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
>
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Re: [hlds] Idle Servers Dead

2013-07-18 Thread Derek Howard
Short of utilizing some sort of exploit, none of the relevant commands can
be executed on clients by the server.

Hell, I don't even think the client can use his own client console to get
rid of the "Item Acquired" screen. There doesn't seem to be any command
that can trigger the "OK, Resume Game" button.


On Thu, Jul 18, 2013 at 9:40 PM, ics  wrote:

> I'm pretty sure someone will write a plugin that will execute command for
> that panel and run it with their server. That way players could get item
> drops. That sounds shady and propably would go against Valve ruling so i
> wouldn't recommend it. This cannot be done with map alone.
>
> -ics
>
> Lyrai kirjoitti:
>
>> The change is that you have to confirm each drop manually - an idle
>> server won't fully solve the problem, as you'll still need to come back
>> every half hour-hour to hit okay and resume it. At that point, you really
>> are better off just playing the game instead of trying to game the system.
>>
>>
>> __**_
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>> please visit:
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>>
>
>
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Re: [hlds] (no subject)

2013-06-16 Thread Derek Howard
Ooh, OOH! Check me! Check me! Am I the same person as someone else? :D
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Re: [hlds] (no subject)

2013-06-16 Thread Derek Howard
As am I. It allows my users to easily access the public backpacks of other
users, check their SteamRep status, add other users as friends without
needed to exchange information, view various information about the server,
among a plethora of other things. It is an invaluable resource; printing
100+ lines to the fucking CHAT BOX is completely absurd and unfeasible. Not
to mention that it is pretty much impossible to print anything other than
text to the box.

All that being said, the IDEAL solution would be some sort of way for
servers to forward addresses to the overlay's browser, with the user's
consent. For example, I run the command *!bp 1337Trader* and a little
notification pops up in the lower right corner of the screen. I shift+tab,
and see a little box asking for my permission to open 1337Trader's backpack
page on backpack.tf.

I don't see this happening any time soon, though.



Derek D. Howard
derekdavidhow...@gmail.com
(707) 726-2239
http://gplus.to/derekh


On Sun, Jun 16, 2013 at 6:05 PM, T Marler  wrote:

> I'm actually rather fond of the motd feature
>
> Steam Commander  wrote:
>
> Agreed, The problem is this thread got derailed by one user with  4
> subscribed accounts. (n0man@gmail.com,
> mc...@doctormckay.com, evo...@gmail.com, jtrun...@outlook.com).
>
> Additional information about why the MOTD should be abused by server
> owners really doesn't justify it. Let's just agree that removing the MOTD
> feature from servers would resolve all the issues and close this
> discussion.  Date: Mon, 17 Jun 2013 01:58:20 +0100
> From: andyg...@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] (no subject)
>
> This is not what this mailing list is used for, please sort out your
> personal issues elsewhere.
>
> On Mon, Jun 17, 2013 at 1:56 AM, Steam Commander 
> wrote:
>
>
>
>
> when you say "I'm out" does that mean all of you or just this account?
>
> From: n0man@gmail.com
> Date: Mon, 17 Jun 2013 01:52:30 +0100
>
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] (no subject)
>
> *facepalm* I'm out.
>
> On 17 June 2013 01:50, Steam Commander  wrote:
>
>
>
>
>
>
> make that four accounts with the same origin ip [50.115.172.19], also
> registered to doctormckay.com...
>
> n0man@gmail.com
> mc...@doctormckay.com
>
>
>
> evo...@gmail.com
> jtrun...@outlook.com
>
> email origin is not the same as the mailing list, thanks for expressing
> your concern so as to make me look closer at your trail too.
>
>
>
>
>
> From: n0man@gmail.com
> Date: Mon, 17 Jun 2013 01:43:49 +0100
> To: hlds@list.valvesoftware.com
>
>
>
> Subject: Re: [hlds] (no subject)
>
> Valve's mailing list IP?
>
> On 17 June 2013 01:41, Steam Commander  wrote:
>
>
>
>
>
>
>
>
>
> speaking of single user multiple accounts. it looks like
> mc...@doctormckay.com, evo...@gmail.com, and jtrun...@outlook.com are
> coming from the same origin ip address. funny how that works out.
>
>
>
>
>
>
>
> From: lepracy77...@live.com
> To: hlds@list.valvesoftware.com
> Date: Sun, 16 Jun 2013 20:28:22 -0400
>
>
>
>
>
>
> Subject: [hlds] (no subject)
>
>
>
>
> make that five accounts
> From: jtrun...@outlook.com
> To: hlds@list.valvesoftware.com
>
>
>
>
>
>
> Date: Sun, 16  Jun 2013 20:21:06 -0400
> Subject: [hlds] (no subject) Make that four accounts.
>
>
>
>
> From: serverg...@hotmail.com
> To: hlds@list.valvesoftware.com
> Date: Sun, 16
> Jun 2013 20:19:06 -0400
> Subject: [hlds] (no subject)
>
>
>
>
>
> Way to attack people contributing to the list!!
>
>
> What makes you think they are the same person? because
> they disagree with your wrong opinion?
>
> Which one of those people said anything about "quickplay" at all? do you
> actually read what people write or do you just make things up in your head
> and
> respond in kind?
>
> A few loud mouths do not reflect the opinions of all.
>
>
> -
> Original Message -
>
> From:
> Evourr [evo...@gmail.com]
> To: Half-Life dedicated Win32 server mailing list
>
> Sent: Sunday, June 16, 2013 8:05 PM
> Subject: Re: [hlds] TF2 MOTD and
> Quickplay
>
>
>
> The problem is this thread got derailed by one user with
> 3 subscribed accounts. (Liquid Source, Steam Commander, and Valve
> Monkey.)
>
> Additional information added to the return of the
> "status" command would suit your needs.
>
> The problem with your original statement is that you
> wanted Valve to implement a restriction on the quickplay clients so the
> motd was
> completely disabled, but you only wanted it so you could detect quickplay
> clients. (That's just bad
> practice.)
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> please
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Re: [hlds] (no subject)

2013-06-16 Thread Derek Howard
This needs to stop now, please. Please take this shit to the SPUF. ;.;
On Jun 16, 2013 5:51 PM, "Steam Commander"  wrote:

> make that four accounts with the same origin ip [50.115.172.19], also
> registered to doctormckay.com...
>
> n0man@gmail.com
> mc...@doctormckay.com
> evo...@gmail.com
> jtrun...@outlook.com
>
> email origin is not the same as the mailing list, thanks for expressing
> your concern so as to make me look closer at your trail too.
>
>
> --
> From: n0man@gmail.com
> Date: Mon, 17 Jun 2013 01:43:49 +0100
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] (no subject)
>
> Valve's mailing list IP?
>
> On 17 June 2013 01:41, Steam Commander  wrote:
>
> speaking of single user multiple accounts. it looks like
> mc...@doctormckay.com, evo...@gmail.com, and jtrun...@outlook.com are
> coming from the same origin ip address. funny how that works out.
>
> --
> From: lepracy77...@live.com
> To: hlds@list.valvesoftware.com
> Date: Sun, 16 Jun 2013 20:28:22 -0400
>
> Subject: [hlds] (no subject)
>
> make that five accounts
> --
> From: jtrun...@outlook.com
> To: hlds@list.valvesoftware.com
> Date: Sun, 16 Jun 2013 20:21:06 -0400
> Subject: [hlds] (no subject)
>
> Make that four accounts.
>
>  --
> From: serverg...@hotmail.com
> To: hlds@list.valvesoftware.com
> Date: Sun, 16 Jun 2013 20:19:06 -0400
> Subject: [hlds] (no subject)
>
>  Way to attack people contributing to the list!!
>
> What makes you think they are the same person? because they disagree with
> your wrong opinion?
>
> Which one of those people said anything about "quickplay" at all? do you
> actually read what people write or do you just make things up in your head
> and respond in kind?
>
> A few loud mouths do not reflect the opinions of all.
>
>
> - Original Message -
>  *From:* Evourr [evo...@gmail.com]
> *To:* Half-Life dedicated Win32 server mailing 
> list
> *Sent:* Sunday, June 16, 2013 8:05 PM
> *Subject:* Re: [hlds] TF2 MOTD and Quickplay
>
>
>
> The problem is this thread got derailed by one user with 3 subscribed
> accounts. (Liquid Source, Steam Commander, and Valve Monkey.)
>
> Additional information added to the return of the "status" command would
> suit your needs.
>
> The problem with your original statement is that you wanted Valve to
> implement a restriction on the quickplay clients so the motd was completely
> disabled, but you only wanted it so you could detect quickplay clients.
> (That's just bad practice.)
>
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Re: [hlds] Upgrade from HLDS to SteamCMD

2013-04-25 Thread Derek Howard
You cannot "convert" it. You must do a full re-download and reinstall.


Derek D. Howard
derekdavidhow...@gmail.com
(707) 726-2239
http://gplus.to/derekh


On Thu, Apr 25, 2013 at 6:31 PM, Mike Bohde  wrote:

> I have searched for nearly an hour and came up empty. There are several
> "how to" guides on using SteamCMD to perform a new installation. However
> none that I was able to find to convert an existing install of HLDS to
> SteamCMD.
>
> My current HLDS setup
>
> C:\Program Files (x86)\Valve\HLServer\tf2
>
> update batch (  stored in C:\Program Files (x86)\Valve\HLServer\  )
>
> hldsupdatetool.exe -command update -game tf -dir tf2
>
> Any help to an obviously less experienced server operator would be
> appreciated.
>
>
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Re: [hlds] 32 Slot Server

2013-04-01 Thread Derek Howard
He's literally just listing every single person he's seen send a message on
this mailing list. My only other post on this mailing list since I joined
was to mention the fact that Javascript and Java are not the same thing.
How is that misinformation? I will admit that another user beat me to the
punch, making my message redundant, but that's hardly reason to add me to
some sort of "hurr durr thes r badmins" list.

This user's sole purpose here is to spam, piss people off, and
psuedo-anonymously launch personal attacks. That is his only goal, no
exaggeration. To those at Valve who are reading this: Please. You guys are
running this thing, so it's your job to keep it clean. I don't even run any
servers. I just like to have a heads-up to any incoming updates, or the
occasional major change that I need to let my buddies know about. I didn't
sign up for *this* crap.

In my opinion, this thing shouldn't even allow the public to post; it
should *only* be official messages and notifications from Valve employees.
If Valve means to facilitate discussion, then they should perhaps create a
forum (oh wait
 oh wait ), encourage use of
said forum, actively engage users in official capacity on said forum, and
maintain the forum. This is much more desirable than continuing to use this
archaic medium. (Also, please don't stoop to his level by spoofing his
address. The fact that this is even possible only supports my argument that
these discussions need to be moved elsewhere. That and the whole "passwords
are stored and sent in cleartext" issue.)

In any case, I've just added a personal filter that automatically dumps any
email containing both the strings "crapware" and "valve" directly into my
trash, marked as read. I am giving serious thought to expanding this filter
to include all messages that are from this list, but not from Valve
employees. I politely suggest that you all also consider setting up some
kind of filter, as well as immediately ceasing any and all responses
to/mentions of this user. Please, pretend he does not exist.

I sincerely hope that this is the last message any of us see regarding this
issue, but I know it won't be for most of you.

Thank you,
Derek D. Howard
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-29 Thread Derek Howard
Java and Javascript are two VERY different and completely unrelated things.


Derek D. Howard
derekdavidhow...@gmail.com
(707) 726-2239
http://gplus.to/derekh


On Fri, Mar 29, 2013 at 1:11 AM, Mike Vail  wrote:

> From the update on 3/19/13:
>
> ** **
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Disabled Java for the in-game web browser 
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *[BT]Black V
> *Sent:* Thursday, March 28, 2013 8:02 PM
> *To:* ubyu@gmail.com
> *Cc:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Suggestion and query regarding MOTD
>
> ** **
>
> I believe there is already an update that is disabling java support in the
> motd
>
> Last week it was mentioned
>
> On 29 Mar 2013 15:09, "Paul"  wrote:
>
> Hi,
>
> I'm not sure if this is the right way to post something on the mailing
> list, but here goes. Failing that, I've sent an email to Fletcher prior to
> this attempt.
>
> ** **
>
> I've heard rumors that Valve intend to highly restrict functionality on
> the MOTD, due to issues of random popups or loss of game controls. I
> propose a solution that would please both plugin authors who have things
> like stat plugins, or donate pages, and gamers alike.
>
> ** **
>
> The proposition:
>
> Instead of completely restricting the MOTD's functionality for plugin
> authors, you could restrict the manacing JavaScript functions (window.open,
> alert and confirm) which cause the problem. I hope you (or those concerned)
> bear this into consideration, if the rumors are true. Even if they aren't,
> it might be wise to restrict the above three JavaScript functions so that
> they simply do nothing (or nothing more than 'return true;' for example).*
> ***
>
> ** **
>
> Let me know, I hope you find this suggestion useful. Thanks for your time.
> 
>
>
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