Re: [hlds] Team Fortress 2 Uber Exploit

2008-05-03 Thread JDoc0512
the temporary fix is simple though
  just have a teammate heal the person exploiting

> Date: Sat, 3 May 2008 11:53:45 -0700
> From: [EMAIL PROTECTED]
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Team Fortress 2 Uber Exploit
> 
> I posted this earlier but no one saw it. I tried it after I get the first 
> milestone for medic with the Blutsauger. It worked and is a pretty bad 
> exploit. After unlocking Blutsauger or any other
> weapon uber yourself in spawn. While ubered go to medic load-out screen
> and choose to change or keep one of the weapons. That's it. Now you are
> self ubered and can use syringe or saw while ubered. I have had a few people 
> come in my server and do this so watch out for infinite ubers with medics by 
> themselves.
> 
> 
> 
> 
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Re: [hlds] Team Fortress 2 Update Available

2008-05-03 Thread JDoc0512
here I'll help you guys out
   
  BeetlesMod v0.0.0.63B, MetaMod:Source v1.6.1.671, SourceMod v1.0.1.2114
   
  not even a single crash since the goldrush update
  
scummy <[EMAIL PROTECTED]> wrote:
  Hmmm, not one crash here but I forgot to fire up Sourcemod so I am running a 
vanilla server.

Its been packed since the last update, though.

- Original Message - 
From: "James McKenna" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, May 03, 2008 3:19 PM
Subject: Re: [hlds] Team Fortress 2 Update Available


> Yeah, I'm dumping too after the update.
>
> On Sat, May 3, 2008 at 11:38 AM, Mike Stiehm wrote:
>
>> I 3rd that
>>
>> > Date: Sat, 3 May 2008 13:28:20 -0500> From: [EMAIL PROTECTED]> To:
>> [EMAIL PROTECTED]; hlds@list.valvesoftware.com> Subject: Re: [hlds]
>> Team Fortress 2 Update Available> > I've had several as wel...> 
>> > -Dustin> >
>> On Sat, May 3, 2008 at 12:09 PM, [EMAIL PROTECTED]> <
>> [EMAIL PROTECTED]> wrote:> > Ive had a few crashes since this latest
>> update while running goldrush,> > where do I send my dump files?
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Re: [hlds] Noob question

2008-05-03 Thread JDoc0512
1.4Mbps will be more than enough

Chad Austin <[EMAIL PROTECTED]> wrote:  I know you probably get this a lot, but 
about how much bandwidth would 
a 1.6 server running UWC3 or WC3FT take up per slot (with 15-32 slots) 
on low (like 20 updates per second max) or high (don't limit number of 
queries per second) settings?

I couldn't find a _good_ reference on the interweb, and it is no small 
task to setup a server and configure it for best performance then 
install mysql and then hlds and I didn't want to waste my time if I 
cannot run a decent server with 1.4 mbps available bandwidth per server.

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Re: [hlds] srcds co-existence problem (tf2)

2008-05-05 Thread JDoc0512
have you tried not messing with the affinity? sometimes it's better to leave 
affinity alone and this is from my own experience

Rodge Stumbaugh <[EMAIL PROTECTED]> wrote:  I run one instance of srcds and one 
of cod4, but never see that type of cpu
use, actually, I don't see a difference when I start cod4 at all.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of steve grout
Sent: Sunday, May 04, 2008 1:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] srcds co-existence problem (tf2)

:'(

is there anyway to stop this? Just so i can see if indeed this is the 
problem.

Chris Staley wrote:
> I bet the reason why, is just running the source servers the fps will 
> stay at the limited ~80fps or whatever it is, but when you start up 
> cod4, which in itself changes the multimedia timer (like srcdsfpsboost 
> does) so they will all use a lot more cpu. I am not sure about UT3, but 
> I now cod4 does this.
>
> steve grout wrote:
> 
>> sorry,
>>
>> meant to say... its running off windows 2003 sp2 server q6600 4gb mem
>>
>> steve grout wrote:
>> 
>> 
>>> Hi all,
>>>
>>> doing some monitoring on the servers we have noticed that srcds does not

>>> co-exist well with other game server software..now it might be a setup 
>>> issue our side so any help would be great
>>>
>>> just running 5 instances of srcds and having all the servers full, the 
>>> cpu load goes to max 25%, as soon as we launch either a CoD4 or UT3 
>>> server the cpu usage goes to the 90's.. we have changed the affinite's 
>>> of the servers so that the tf2 servers run off the first 3 cores and 
>>> CoD4 and UT3 run off core 4. The first 3 cores are almost maxed out 
>>> while core 4 it sitting nice at around 15%.
>>>
>>> anyone got any ideas please!?
>>>
>>> Nephyrin Zey wrote:
>>> 
>>> 
>>> 
 I might've spoken a bit too soon on this - the servers do still get up
 into the high nineties CPU usage and stay there for a while - it seems
 like after they've been running for a while their overall CPU usage
 drifted back up to about the same as before the patch. This might be
 the first ever case of "CPU Leaks" :-/ The server also still incurs
 minor memory leaks, which seem to be about the same since before the
 patch.

 I run two 32x linux servers that are nearly always full and
 occasionally empty out at night. Here are some pretty graphs:

 http://www.nephyrin.net/NemuCPU.png

 Shows Load Average. On thursday it was lower despite both servers
 being full (???). The big spike today is the patch. The servers were
 both *instantly full* after the patch (among the first online) and
 have been *constantly full* since, yet the CPU usage over the past
 three hours has drifted up to pre-patch levels...
 http://nephyrin.net/NemuMem.png

 Memory Usage over a longer period - note that i went from one to two
 servers on tuesday, so the memory leaks have actually remained about
 the same as before.

 If anyone from Valve wants a login to my stats system let me know. It
 has tons and tons of pretty graphs dating to back when the server
 started.

 - Neph

 On Fri, May 2, 2008 at 5:00 PM, Nephyrin Zey 
wrote:
 
 
 
 
> Two patches ago levels == how it ran on the patch before the patch
> before goldrush. Both the patch before goldrush and the goldrush
patch
> hurt performance, and its now at levels similar to prior to both of
> those.
>
> Still a bit higher than it was when i first started hosting servers,
> and higher than it should be, but better.
>
> - Neph
>
> 
> 
> 
> 
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Re: [hlds] So what is steam client uploading that iskilling/hammering clients connections?

2008-05-05 Thread JDoc0512
ah this problem I've been having since cs 1.3 days
  gotta love my linksys

Chad Austin <[EMAIL PROTECTED]> wrote:
  Just load up DD-WRT x86 free version VGA onto an old computer (200mhz or 
better recommended) and you will have the most stable home router 
possible IMHO.

Andrew A wrote:
> My dlink DI-704 dies with browser list , would be good if default wasn't all
> games all locations :/ it never stays when i set filters.. and while i'm
> here , is there a way to log friends messages ?
>
> On Mon, May 5, 2008 at 3:35 PM, Ook wrote:
>
> 
>> I started TF2 and watched my bandwidth. Nothing out of the ordinary. Of
>> the
>> games I've tried, only Portal did it. TF2 works fine for me. Go figure?
>>
>> I wonder what routers/modems are being used by those that get timed out?
>> I'm
>> using a Westell 2100, which has a fairly large routing table. My Netgear
>> had
>> a real small routing table, and would do this quite easily. Never seen it
>> happen with the Westell.
>>
>> - Original Message -
>> From: "James McKenna" 
>> To: "Half-Life dedicated Win32 server mailing list"
>> 
>> Sent: Sunday, May 04, 2008 10:10 PM
>> Subject: Re: [hlds] So what is steam client uploading that
>> iskilling/hammering clients connections?
>>
>>
>> 
>>> Not sure if this is related but lately I've been getting timed out of
>>> 
>> TF2
>> 
>>> servers without warning. I'll be playing fine then I'll get dumped to
>>> 
>> the
>> 
>>> splash screen saying I timed out. Not sure if it's related. If I quit
>>> 
>> the
>> 
>>> game it takes about 10 seconds before my connection to the net starts
>>> working properly again.
>>>
>>> On Sun, May 4, 2008 at 9:46 PM, Ook wrote:
>>>
>>> 
 If I start Portal, I see it, and this is without the server browser
 running.
 If I start TF2 or HL2, I don't. It downloads at about 256k, which is
 enough
 to swamp a bottom end DSL connection. Upload is about 150k or so.
 Curiosier
 and curiosier


 - Original Message -
 From: "Cc2iscooL" 
 To: "Half-Life dedicated Win32 server mailing list"
 
 Sent: Sunday, May 04, 2008 7:30 PM
 Subject: Re: [hlds] So what is steam client uploading that is
 killing/hammering clients connections?


 
> It's sending them your personal pornography collection.
>
> On a more serious note, I haven't noticed this upload that people are
> talking about. Does it only happen at specific times?
>
> Reading the forum posts listed it looks like they have their server
> 
>> tab
>> 
> running. If you open the server tab and go to the internet, and if
> 
>> all
>> 
> games are selected, it will try to hit all servers, sometimes
> 
>> resulting
>> 
> in high upload/lots of connections which can screw up a router or
> low-bandwidth connection. This will also happen when you exit the
> 
>> game
>> 
> if you've opened the server window. The solution is, if you open the
> server window, make sure it's not refreshing all servers or set it to
> the recent or favorites tab, as it will stop the auto-refresh of the
> internet tab.
>
> Nephyrin Zey wrote:
> 
>> I too, an interested in what the client is sending to valve...
>>
>> - Neph
>>
>> On Sun, May 4, 2008 at 1:58 AM, Bikkies 
>> 
 wrote:
 
>>> Valve?
>>>
>>> What are our steam clients uploading regarding this:
>>> http://forums.steampowered.com/forums/showthread.php?p=7583482
>>> and this
>>> http://forums.steampowered.com/forums/showthread.php?t=677491
>>>
>>> And when will it be fixed so i can actually use steam again...
>>>
>>> Cheers,
>>> Bikkies.
>>>
>>> ___
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>>> 
 archives,
 
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>>>
>>> 
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Re: [hlds] Team Fortress 2 Uber Exploit

2008-05-05 Thread JDoc0512
but they won't release another update just to fix this exploit
  3 updates in one week = overkill

Cc2iscooL <[EMAIL PROTECTED]> wrote:
  Valve, any chance we can get this fixed? The amount of people exploiting 
this goes up daily.

DontWannaName! wrote:
> I posted this earlier but no one saw it. I tried it after I get the first 
> milestone for medic with the Blutsauger. It worked and is a pretty bad 
> exploit. After unlocking Blutsauger or any other
> weapon uber yourself in spawn. While ubered go to medic load-out screen
> and choose to change or keep one of the weapons. That's it. Now you are
> self ubered and can use syringe or saw while ubered. I have had a few people 
> come in my server and do this so watch out for infinite ubers with medics by 
> themselves.
>
>
>
> 
> Be a better friend, newshound, and 
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Re: [hlds] Team Fortress 2 Update Released

2008-05-05 Thread JDoc0512
custom tab = 2 updates in a week that fixed various exploits
   
  shows how unprepared they were

Tom Leighton <[EMAIL PROTECTED]> wrote:
  Can we not get rid of the custom tab? Please THINK of the children!

Jason Ruymen wrote:
> The required Team Fortress 2 update is now available. Please run
> hldsupdatetool to receive it. The specific changes are:
> 
> - Fixed unlimited UberCharge exploit
> - Fixed charge effect getting stuck on the Kritzkrieg when changing
> class/weapons
>
> Jason
>
>
>
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Re: [hlds] Upcoming Team Fortress 2 Update

2008-05-05 Thread JDoc0512
I just tried it and it didn't work
  

-xL-Trinidad <[EMAIL PROTECTED]> wrote:
  havent seen any self ubers so far...

- Original Message - 
From: "-xL-Trinidad" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, May 05, 2008 11:56 PM
Subject: Re: [hlds] Upcoming Team Fortress 2 Update


> hopefully removes the medic self ueber exploit. think Ive banned bout 30
> players using this within 5-6 hours of gaming...
>
> 

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Re: [hlds] Team Fortress 2 Update Released

2008-05-05 Thread JDoc0512
I just tested again and the exploit has not been fixed...
  what's going on with valve...

Daron Dodd <[EMAIL PROTECTED]> wrote:
  just FYI you can still do the unlimited self uber exploit. and
unlimited self krit exploit.

On Mon, May 5, 2008 at 4:06 PM, wrote:
> does the fix for the infinite uber work for anybody else? it doesn't for me
> but then maybe I botched the update somehow
>
>
> On Tue, May 6, 2008 at 12:00 AM, James McKenna wrote:
>
> > Guys, it's obvious they won't back down on the custom tab. It's time to
> > just
> > drop it, regardless of how irritated by it we are.
> >
> > Also, just be happy they're fixing the issues in such a short amount of
> > time.
> >
> > On Mon, May 5, 2008 at 3:55 PM, JDoc0512 wrote:
> >
> > > custom tab = 2 updates in a week that fixed various exploits
> > >
> > > shows how unprepared they were
> > >
> > > Tom Leighton wrote:
> > > Can we not get rid of the custom tab? Please THINK of the children!
> > >
> > > Jason Ruymen wrote:
> > > > The required Team Fortress 2 update is now available. Please run
> > > > hldsupdatetool to receive it. The specific changes are:
> > > >
> > > > - Fixed unlimited UberCharge exploit
> > > > - Fixed charge effect getting stuck on the Kritzkrieg when changing
> > > > class/weapons
> > > >
> > > > Jason
> > > >
> > > >
> > > >
> > > > ___
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> > >
> > >
> > > -
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Re: [hlds] Beefy server

2008-05-05 Thread JDoc0512
2 x quad core Intel Xeon x5355 2.66GHz (8 cores total, each can handle 2 x 32 
slot tf2 servers running at 66 tickrate). Maybe it can handle more. I just 
haven't assigned 3 servers to one core.
   
  8GB RAM, 1TB hard drive, 100Mbps on Internap
  

Kitteny Berk <[EMAIL PROTECTED]> wrote:
  Home build from spares mostly.

Q6600 @ 3.0 (B3, runs hotter than the sun, but stable)
8GB OCZ PC2-6400C5 DDR2
Gigabyte GA-P35-DS3L (decent mobo, cost fuckall)
500GB WD RE2.

Doesn't get that much load, never really gets maxed.

As we're on the subject, anyone suggest a decent reliable network card? 

Some lazy bastard forgot to buy one and has been winging it with crappy 
onboard

Mike Stiehm wrote:
> Just for fun... What is everyone running for servers? How many 
> players can you run at one time and who is the fastest ;)Q6600 4Gig DDR2 1066 
> Raid 1
> 
> JDoc I want your server give me ;)
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Re: [hlds] Team Fortress 2 Update Released

2008-05-06 Thread JDoc0512
I sent him a detail step by step procedure

James McKenna <[EMAIL PROTECTED]> wrote:  It's fun to bitch and moan, but has 
anyone sent Eric the steps to reproduce
the issue? I don't actually know how it's done.

On Tue, May 6, 2008 at 9:04 AM, SakeFox wrote:

> i have no problems with they way they rolled out the achievements. I
> expected some exploits and bugs to happen. That happens. But when
> releasing patches to fix something (uber exploit) and the patch doesn't
> fix what it should have thats where it should have been looked into.
>
> Patrick Shelley wrote:
> > I think Valve have done this correctly..
> >
> > As developers of one kind or another - you guys should realise that even
> > with lots of play testing, new code will fall down when released into
> the
> > open and executed on many many different types of machine.
> >
> > IMHO releasing the achievements for the medic (one of the least played
> and
> > least destructive classes) and getting the feedback and bug reports -
> and
> > then fixing them - will pave the way for a more smooth roll out for the
> > other classes achievements.
> >
> > I say good call, good work Valve
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Re: [hlds] Weird goldrush issue

2008-05-06 Thread JDoc0512
try setting
   
  mp_maxrounds and mp_winlimit

Roman Hatsiev <[EMAIL PROTECTED]> wrote: 
  My vanilla goldrush only server has very strange issue - map does not
change after timelimit, everything just freeze, you can still respawn
and fire with enormous speed but it stays like this until manual map
change. There must be pretty simple answer but I cannot see it myself
so I beg for your wisdom, guys.

Thanks.

Roman

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Re: [hlds] Beefy server

2008-05-06 Thread JDoc0512
66tickrate
  fps_max 600
   
  taken at the same time
   
  http://www.exunited.com/temp/trash/players.jpg
   
  http://www.exunited.com/temp/trash/cpu.jpg
   
  

"Chris ." <[EMAIL PROTECTED]> wrote:
  You seem to have missed the point of my remark, and question aimed at JDoc.

ServerChecker does the same thing (if enabled) as srcdsboost i.e.
initialises the multimedia timer within Windows.

On 5/6/08, Don Williams wrote:
>
> I have no need to run srcdsboost or screw with affinity, my servers run
> perfectly fine with high tick rates and stable high fps.
>
> - Original Message -
> From: "Chris ." 
> To: "Half-Life dedicated Win32 server mailing list"
> 
>
> Sent: 2008-05-06 12:24 PM
> Subject: Re: [hlds] Beefy server
>
>
> > Riiight, so you dont actually know about TF2 and the affects of affinity
> > and
> > srcdsboost.
> >
> > Thanks anyway >.<
> >
> > On 5/6/08, Don Williams wrote:
> >>
> >> I don't mess with affinity at all.. I run 2 32x server 66 tick 500fps 1
> >> 64x
> >> cs:source 66 tick 500fps 1 24x 500fps 66tick Server checker ftw.
> >>
> >> - Original Message -
> >> From: "Chris ." 
> >> To: "Half-Life dedicated Win32 server mailing list"
> >> 
> >>
> >> Sent: 2008-05-06 12:06 PM
> >> Subject: Re: [hlds] Beefy server
> >>
> >>
> >> > Well, I'm running:
> >> >
> >> > Serv1:
> >> > Q6600 2.4Ghz
> >> > 4GB RAM
> >> > 250GB HDD
> >> >
> >> > Serv2:
> >> > E6700 2.67Ghz
> >> > 2GB RAM
> >> > 150GB Rpator
> >> >
> >> > Both have 100mbit connection, both being upgraded to 2.66Ghz Quads
> end
> >> of
> >> > May...
> >> >
> >> > However, with regard to my first statement, if I set tf2 process
> >> affinity
> >> > to
> >> > use a single core, and dont run srcdsboost usage on the core is
> around
> >> > 35-45%, so I could easily run 2 per core. However, opening up
> >> > srcdsboost
> >> > usage rockets to around 80%... Hence my initial doubt, I'd be
> >> > interested
> >> > to
> >> > know if JDoc is using srcdsboost?
> >> >
> >> > Anyway, Don, you say it's easy to do... Care to share how?
> >> >
> >> > On 5/6/08, Don Williams wrote:
> >> >>
> >> >> Actually pretty easy to do. Not hard to belive either.
> >> >>
> >> >> - Original Message -
> >> >> From: "Chris ." 
> >> >> To: "Half-Life dedicated Win32 server mailing list"
> >> >> 
> >> >>
> >> >> Sent: 2008-05-06 11:20 AM
> >> >> Subject: Re: [hlds] Beefy server
> >> >>
> >> >>
> >> >> > Uh, I find that hard to believe, unless you are running with
> fps_max
> >> at
> >> >> 64
> >> >> > i.e. no srcdsboost...
> >> >> >
> >> >> > On 5/6/08, JDoc0512 wrote:
> >> >> >>
> >> >> >> 2 x quad core Intel Xeon x5355 2.66GHz (8 cores total, each can
> >> handle
> >> >> 2
> >> >> >> x
> >> >> >> 32 slot tf2 servers running at 66 tickrate). Maybe it can handle
> >> more.
> >> >> I
> >> >> >> just haven't assigned 3 servers to one core.
> >> >> >>
> >> >> >> 8GB RAM, 1TB hard drive, 100Mbps on Internap
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >> Kitteny Berk wrote:
> >> >> >> Home build from spares mostly.
> >> >> >>
> >> >> >> Q6600 @ 3.0 (B3, runs hotter than the sun, but stable)
> >> >> >> 8GB OCZ PC2-6400C5 DDR2
> >> >> >> Gigabyte GA-P35-DS3L (decent mobo, cost fuckall)
> >> >> >> 500GB WD RE2.
> >> >> >>
> >> >> >> Doesn't get that much load, never really gets maxed.
> >> >> >>
> >> >> >> As we're on the subject, anyone suggest a decent reliable network
> >> >> >> card?
> >> >> >>
> >> >> >> Some lazy bastard forgot to buy one and has been winging it wit

Re: [hlds] Beefy server

2008-05-06 Thread JDoc0512
I'm not sure why you would use srcdsboost or windows media player if the 
servers are already running fine
   
  nobody complains about lag and nobody complains about low fps on my servers
  so even if it's possible to boost anything, I wouldn't try
   
  I've used both srcdsboost and wmp for CS:S servers before but I didn't notice 
any dramatic improvement

  
"Chris ." <[EMAIL PROTECTED]> wrote:
  Very impressive, and to clarify, that's with srcdsboost running? Or
something which initialises the multimedia timer?


On 5/6/08, JDoc0512 wrote:
>
> 66tickrate
> fps_max 600
>
> taken at the same time
>
> http://www.exunited.com/temp/trash/players.jpg
>
> http://www.exunited.com/temp/trash/cpu.jpg
>
>
>
>
> "Chris ." wrote:
>
> You seem to have missed the point of my remark, and question aimed at
> JDoc.
>
> ServerChecker does the same thing (if enabled) as srcdsboost i.e.
> initialises the multimedia timer within Windows.
>
>
> On 5/6/08, Don Williams wrote:
> >
> > I have no need to run srcdsboost or screw with affinity, my servers run
> > perfectly fine with high tick rates and stable high fps.
> >
> > - Original Message -
> > From: "Chris ."
>
> > To: "Half-Life dedicated Win32 server mailing list"
> >
> >
>
> > Sent: 2008-05-06 12:24 PM
> > Subject: Re: [hlds] Beefy server
> >
> >
> > > Riiight, so you dont actually know about TF2 and the affects of
> affinity
> > > and
> > > srcdsboost.
> > >
> > > Thanks anyway >.<
> > >
>
> > > On 5/6/08, Don Williams wrote:
> > >>
> > >> I don't mess with affinity at all.. I run 2 32x server 66 tick 500fps
> 1
> > >> 64x
> > >> cs:source 66 tick 500fps 1 24x 500fps 66tick Server checker ftw.
> > >>
> > >> - Original Message -
> > >> From: "Chris ."
>
> > >> To: "Half-Life dedicated Win32 server mailing list"
> > >>
> > >>
>
> > >> Sent: 2008-05-06 12:06 PM
> > >> Subject: Re: [hlds] Beefy server
> > >>
> > >>
> > >> > Well, I'm running:
> > >> >
> > >> > Serv1:
> > >> > Q6600 2.4Ghz
> > >> > 4GB RAM
> > >> > 250GB HDD
> > >> >
> > >> > Serv2:
> > >> > E6700 2.67Ghz
> > >> > 2GB RAM
> > >> > 150GB Rpator
> > >> >
> > >> > Both have 100mbit connection, both being upgraded to 2.66Ghz Quads
> > end
> > >> of
> > >> > May...
> > >> >
> > >> > However, with regard to my first statement, if I set tf2 process
> > >> affinity
> > >> > to
> > >> > use a single core, and dont run srcdsboost usage on the core is
> > around
> > >> > 35-45%, so I could easily run 2 per core. However, opening up
> > >> > srcdsboost
> > >> > usage rockets to around 80%... Hence my initial doubt, I'd be
> > >> > interested
> > >> > to
> > >> > know if JDoc is using srcdsboost?
> > >> >
> > >> > Anyway, Don, you say it's easy to do... Care to share how?
> > >> >
>
> > >> > On 5/6/08, Don Williams wrote:
> > >> >>
> > >> >> Actually pretty easy to do. Not hard to belive either.
> > >> >>
> > >> >> - Original Message -
> > >> >> From: "Chris ."
>
> > >> >> To: "Half-Life dedicated Win32 server mailing list"
> > >> >>
> > >> >>
>
> > >> >> Sent: 2008-05-06 11:20 AM
> > >> >> Subject: Re: [hlds] Beefy server
> > >> >>
> > >> >>
> > >> >> > Uh, I find that hard to believe, unless you are running with
> > fps_max
> > >> at
> > >> >> 64
> > >> >> > i.e. no srcdsboost...
> > >> >> >
>
> > >> >> > On 5/6/08, JDoc0512 wrote:
> > >> >> >>
> > >> >> >> 2 x quad core Intel Xeon x5355 2.66GHz (8 cores total, each can
> > >> handle
> > >> >> 2
> > >> >> >> x
> > >> >> >> 32 slot tf2 servers running at 66 tickrate). Maybe it can
> handle
&

Re: [hlds] Team Fortress 2 Update Coming

2008-05-06 Thread JDoc0512
are you guys fixing it for sure this time? I sent eric a detail step by step 
procedure on how to reproduce the exploit
   
  or are you guys fixing something else?
  

Jason Ruymen <[EMAIL PROTECTED]> wrote:
  Just in case you missed the update yesterday, there will be another
required TF 2 update later today.

Jason

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Re: [hlds] Team Fortress 2 Update Released

2008-05-06 Thread JDoc0512
yeah Neph needs a job at valve
   
  he fixed the problem before valve released an update yesterday which didn't 
fix anything and another one tonight which might or might not fix anything again

Nephyrin Zey <[EMAIL PROTECTED]> wrote:
  This isn't an issue that requires 'many types of computer' or anything else.

You bind a certain command to a key, charge, uber someone, press that
key, you're infinitely ubered. Every time. And, looking at the way the
exploit works, it's clear they're just not properly 'resetting' people
who's loadout changes in the spawn. So whatever patch they tried to
apply was not addressed at the root cause.

So what I'm getting at is, give me a job. =D

- Neph

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Re: [hlds] Team Fortress 2 Update Released

2008-05-06 Thread JDoc0512
The method I sent to Eric is different than what Neph wrote below
  There's more than one way to exploit

Keeper <[EMAIL PROTECTED]> wrote:
  I do wish they had several "volunteer" reps from each community to improve
communication. They have some great games, but the company cannot survive
on that alone. This mailing list helps, but has so little actual
involvement from VALVe that it's almost just another form of a forum.

I'd be right in there with Neph to help out as much as I could to get the
games I love working correctly.

While we might not agree with the unlocking achievements and other parts of
the game, that's up to VALVe and the direction they want to take the games.
But as far as the exploits and the bugs, more needs to be done IMO to get
these communicated and fixed.

To me, the steam platform is the issue. If the company didn't have that
vehicle for quick and easy updates, then I believe more would be done
testing wise before releasing.

Keeper

-Original Message-
From: Nephyrin Zey [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, May 06, 2008 3:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

This isn't an issue that requires 'many types of computer' or anything else.

You bind a certain command to a key, charge, uber someone, press that
key, you're infinitely ubered. Every time. And, looking at the way the
exploit works, it's clear they're just not properly 'resetting' people
who's loadout changes in the spawn. So whatever patch they tried to
apply was not addressed at the root cause.

So what I'm getting at is, give me a job. =D

- Neph


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Re: [hlds] Beefy server

2008-05-07 Thread JDoc0512
so you only run "good public servers" for "good players" ?
  can you give me the IP addresses? I want to go check them out
   
  FireHazard <[EMAIL PROTECTED]> wrote:
  It depends on who your clients are. If you're trying to sell private
servers, no one in their right mind will purchase a 64 FPS server; it
is not suitable for competitive play. If you're just hosting some bad
pubs for bad players, then people probably won't complain much.


On Tue, May 6, 2008 at 5:07 PM, wrote:
> 8 32 player servers here. No boost, they run flawless,
>
> -Original Message-
> From: "Chris ." 
>
>
>
> Date: Tue, 6 May 2008 21:58:27
> To:"Half-Life dedicated Win32 server mailing list"
> Subject: Re: [hlds] Beefy server
>
>
> So really, fps max is 64...
>
> On that subject I'd be interested to know if many of the Windows admins use
> any programs which initialise the multimedia timer? And their
> recommendations/suggestons... On my servers I've allways run something to
> intitialise it, be it serverchecker or srcdsboost, and try and get fps
> around a constant 200 mark across all game serevrs... However with JDoc's
> servers and results, I'd be tempted to stop boosting my fps and run more
> servers...
>
> On 5/6/08, JDoc0512 wrote:
> >
> > I'm not sure why you would use srcdsboost or windows media player if the
> > servers are already running fine
> >
> > nobody complains about lag and nobody complains about low fps on my
> > servers
> > so even if it's possible to boost anything, I wouldn't try
> >
> > I've used both srcdsboost and wmp for CS:S servers before but I didn't
> > notice any dramatic improvement
> >
> >
> >
> > "Chris ." wrote:
> >
> > Very impressive, and to clarify, that's with srcdsboost running? Or
> > something which initialises the multimedia timer?
> >
> >
> >
> > On 5/6/08, JDoc0512 wrote:
> > >
> > > 66tickrate
> > > fps_max 600
> > >
> > > taken at the same time
> > >
> > > http://www.exunited.com/temp/trash/players.jpg
> > >
> > > http://www.exunited.com/temp/trash/cpu.jpg
> > >
> > >
> > >
> > >
> >
> > > "Chris ." wrote:
> > >
> > > You seem to have missed the point of my remark, and question aimed at
> > > JDoc.
> > >
> > > ServerChecker does the same thing (if enabled) as srcdsboost i.e.
> > > initialises the multimedia timer within Windows.
> > >
> > >
> > > On 5/6/08, Don Williams wrote:
> > > >
> > > > I have no need to run srcdsboost or screw with affinity, my servers
> > run
> > > > perfectly fine with high tick rates and stable high fps.
> > > >
> > > > - Original Message -
> > > > From: "Chris ."
> > >
> > > > To: "Half-Life dedicated Win32 server mailing list"
> > > >
> > > >
> > >
> > > > Sent: 2008-05-06 12:24 PM
> > > > Subject: Re: [hlds] Beefy server
> > > >
> > > >
> > > > > Riiight, so you dont actually know about TF2 and the affects of
> > > affinity
> > > > > and
> > > > > srcdsboost.
> > > > >
> > > > > Thanks anyway >.<
> > > > >
> > >
> > > > > On 5/6/08, Don Williams wrote:
> > > > >>
> > > > >> I don't mess with affinity at all.. I run 2 32x server 66 tick
> > 500fps
> > > 1
> > > > >> 64x
> > > > >> cs:source 66 tick 500fps 1 24x 500fps 66tick Server checker ftw.
> > > > >>
> > > > >> - Original Message -
> > > > >> From: "Chris ."
> > >
> > > > >> To: "Half-Life dedicated Win32 server mailing list"
> > > > >>
> > > > >>
> > >
> > > > >> Sent: 2008-05-06 12:06 PM
> > > > >> Subject: Re: [hlds] Beefy server
> > > > >>
> > > > >>
> > > > >> > Well, I'm running:
> > > > >> >
> > > > >> > Serv1:
> > > > >> > Q6600 2.4Ghz
> > > > >> > 4GB RAM
> > > > >> > 250GB HDD
> > > > >> >
> > > > >> > Serv2:
> > > > >> >

Re: [hlds] Team Fortress 2 Update Coming

2008-05-07 Thread JDoc0512
thanks for the heads up
  

Jason Ruymen <[EMAIL PROTECTED]> wrote:
  This is definitely coming now. Should be live within an hour.

Jason 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, May 06, 2008 3:57 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Coming

Looks like this will not be released today. We're now planning to
release the update sometime tomorrow.

Jason 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, May 06, 2008 12:19 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2 Update Coming

Just in case you missed the update yesterday, there will be another
required TF 2 update later today.

Jason

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Re: [hlds] Team Fortress 2 Update Coming

2008-05-07 Thread JDoc0512
this is not the best time to joke around
  infinite uber exploit has been a serious problem

Andreas Grimm <[EMAIL PROTECTED]> wrote:
  note: "within an hour" could mean 6 hours, too :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Wednesday, May 07, 2008 11:58 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Coming

This is definitely coming now. Should be live within an hour.

Jason 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, May 06, 2008 3:57 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Coming

Looks like this will not be released today. We're now planning to
release the update sometime tomorrow.

Jason 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, May 06, 2008 12:19 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2 Update Coming

Just in case you missed the update yesterday, there will be another
required TF 2 update later today.

Jason

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Re: [hlds] Team Fortress 2 Update Released

2008-05-07 Thread JDoc0512
it took me 25 minutes to update all 15 servers
  it's ridiculously slow

Mike Stiehm <[EMAIL PROTECTED]> wrote:
  
OMG is the content server even up? 35min and still nothing..
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Re: [hlds] Team Fortress 2 Update Released

2008-05-07 Thread JDoc0512
It seems like "ANOTHER EXPLOIT" has been fixed
  

"George \"Devgru Seal\"" <[EMAIL PROTECTED]> wrote:
  *Another* exploit?

Oh right. Good PR there.. ;)

On Wed, May 7, 2008 at 6:49 PM, Andreas Grimm wrote:

> Thanks a lot :-)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> Sent: Thursday, May 08, 2008 12:40 AM
> To: Half-Life dedicated Win32 server mailing list;
> [EMAIL PROTECTED]; [EMAIL PROTECTED]
> Subject: [hlds] Team Fortress 2 Update Released
>
> The required Team Fortress 2 update is now available. Please run
> hldsupdatetool to receive it. The specific changes include:
>
> - Fixed clients getting the "Reliable snapshot overflow" error
> - Fixed another unlimited UberCharge exploit
> - Fixed elevators not working in user maps
> - Networking optimizations
>
> Jason
>
>
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-- 
Devgru Seal
- IT/Tech & PC Geek -
?June 1st: HL2:Episode 1 Release! ?lt;br>?October 9th, 2007: The Orange Box 
Release! ?lt;br>http://ecsa-clan.com - Team #ECSA
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Re: [hlds] Team Fortress 2 Update Released

2008-05-07 Thread JDoc0512
I don't notice any difference
   
  but I laughed at what Daron said below haha

Daron Dodd <[EMAIL PROTECTED]> wrote:
  thats the "Network optimization" at work!

On Wed, May 7, 2008 at 5:13 PM, Harry Dry wrote:
> I'm getting really low framerates since the update and so are a lot of the
> people playing on some of our servers.
>
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Re: [hlds] Team Fortress 2 Update Released

2008-05-08 Thread JDoc0512
so do we need another update to fix demos not working? 

Dog <[EMAIL PROTECTED]> wrote:  Ryan is correct.
Demos don't appear to work...
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Re: [hlds] Team Fortress 2 Update Released

2008-05-08 Thread JDoc0512
I'm personally just joking around
  

"[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote:
  are you guys grasping for something to complain about, old demos never 
work after an update.

JDoc0512 wrote:
> so do we need another update to fix demos not working? 
>
> Dog wrote: Ryan is correct.
> Demos don't appear to work...
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> 
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> 

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Re: [hlds] Team Fortress 2 Update Coming

2008-05-09 Thread JDoc0512
xcopy works much better

Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:  Thanks, I thought of 
making a batch file but never got around to it.

@ Robert

"why... that was phased out with newer versions of mms"

I've had problems with that version of MMS.

- voogru.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Friday, May 09, 2008 3:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

Handy...
1. make a copy of your gameinfo.txt and call it gameinfo.bak.txt
2. make a batch file called "gameinfo.fix" add:
date/t
time/t
cd "C:\srcds\orangebox\tf"
copy gameinfo.bak.txt gameinfo.txt
cd ..
time/t
@pause
Run batch file when an update screws with your gameinfo.txt  


- Original Message 
From: Spencer 'voogru' MacDonald 
To: Half-Life dedicated Win32 server mailing list

Sent: Friday, May 9, 2008 1:20:36 PM
Subject: Re: [hlds] Team Fortress 2 Update Coming

Oh goodie.

*Backs up gameinfo.txt*

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Friday, May 09, 2008 1:44 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2 Update Coming

Sometime later today we'll have a required Team Fortress 2 update.

Jason

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Re: [hlds] Team Fortress 2 Update Coming

2008-05-09 Thread JDoc0512
Dan, you win
  
"[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote:
  or you can just create a vdf if you have the latest mm 
http://www.sourcemm.net/?go=vdf

JDoc0512 wrote:
> xcopy works much better
>
> Spencer 'voogru' MacDonald wrote: Thanks, I thought of making a batch file 
> but never got around to it.
>
> @ Robert
>
> "why... that was phased out with newer versions of mms"
>
> I've had problems with that version of MMS.
>
> - voogru.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
> Sent: Friday, May 09, 2008 3:01 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Coming
>
> Handy...
> 1. make a copy of your gameinfo.txt and call it gameinfo.bak.txt
> 2. make a batch file called "gameinfo.fix" add:
> date/t
> time/t
> cd "C:\srcds\orangebox\tf"
> copy gameinfo.bak.txt gameinfo.txt
> cd ..
> time/t
> @pause
> Run batch file when an update screws with your gameinfo.txt 
>
>
> - Original Message 
> From: Spencer 'voogru' MacDonald 
> To: Half-Life dedicated Win32 server mailing list
>
> Sent: Friday, May 9, 2008 1:20:36 PM
> Subject: Re: [hlds] Team Fortress 2 Update Coming
>
> Oh goodie.
>
> *Backs up gameinfo.txt*
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> Sent: Friday, May 09, 2008 1:44 PM
> To: Half-Life dedicated Win32 server mailing list;
> [EMAIL PROTECTED]; [EMAIL PROTECTED]
> Subject: [hlds] Team Fortress 2 Update Coming
>
> Sometime later today we'll have a required Team Fortress 2 update.
>
> Jason
>
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> 
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Re: [hlds] Windows server

2008-05-09 Thread JDoc0512
"C:\hlds\hlds.exe" -console -game cstrike +maxplayers 20 +map de_dust2
   
  if that works, start adding more commands

Richard Eid <[EMAIL PROTECTED]> wrote:
  You'll need to set up port forwarding on your router to send 27015 to the IP
address of that server.

On Fri, May 9, 2008 at 4:39 PM, wwe ewr wrote:

> Hi im trying to host a counter strike dedicated server on my computer. (On
> windows xp)
> Comp specs: q6700 2gb ram 320 gb 7200 rpm hard drive
>
> I used the steam updatetool to get the valve folder and the cstrike folder.
>
> When i create a shortcut on desktop to start server it runs an error
> it says couldn't allocate dedicated server ip port 27015
>
> I followed steps from here
> http://www.cstrike.ro/tutorial_cs16_steam_only_windows.php
>
>
> When i enter my command line in shortcut to start server thats where i get
> port error.
>
> "C:\hlds\hlds.exe" -console -game cstrike -port 27015 -autoupdate +secure
> +sport 27014 +ip 123.(myip).123 +maxplayers 20 +map de_dust2
>
> Once i get that working i want to know command to boost server side fps i
> heard command like -pingbooster 3 or -fpsmax 500
>
> Anways If you can give me help on getting server working and maybe a quick
> launch command for fps boost thank you.
> _
> Find hidden words, unscramble celebrity names, or try the ultimate
> crossword puzzle with Live Search Games. Play now!
> http://g.msn.ca/ca55/212
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Re: [hlds] Team Fortress 2 Update Coming

2008-05-09 Thread JDoc0512
it will prevent two medics from going into uber loop and destoring the game play

Redh3ad <[EMAIL PROTECTED]> wrote:
  Hm, I wrote this mail before I got the one from Jason

But it's a pity that melee weapons are no longer affected by the 
critzkrieg :(


Redh3ad wrote:
> My Steamclient is already downloading the update
>
> * Fixed several issues with the Family Practice achievement. Players
> with 10/10 progress that have not been awarded the achievement
> will get the achievement the next time they UberCharge any Steam
> friend
> * Fixed toggle-fire option for the Medigun preventing players from
> earning the Second Opinion achievement
> * Fixed The Kritzkrieg not charging faster than the Medigun
> * Fixed issue that was preventing players from using their new Medic
> items on some servers
> * Fixed melee weapons not being affected by The Kritzkrieg's critboost
> * Fixed Server Browser sometimes refreshing in the background on
> startup when it wasn't visible
>
>
>
>
>
>
> Jason Ruymen wrote:
> 
>> Sometime later today we'll have a required Team Fortress 2 update.
>> 
>> Jason
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
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>> 
>> 
>
>
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> 


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Re: [hlds] Team Fortress 2 Update Released

2008-05-10 Thread JDoc0512
I've never seen or heard about this problem and I use windows
  
"AnAkIn ." <[EMAIL PROTECTED]> wrote:
  When it happened, we were playing a match with mp_tournament, and it
happened only on stage 2 & 3 for all players. Maybe it's a conflict with the
tournament UI (for stopwatch at the top of the screen)?

2008/5/10 Tony Paloma :

> I run Windows servers as well and have not noticed this problem nor have I
> heard anyone on my server complain about it. It's probably just random. I
> don't see how a server plugin or the configuration of the server could
> affect something like that.
>
> I do know that it will disappear for me if I change screen resolution and
> don't restart TF2. However, if I change resolution without restarting TF2
> there are other problems as well.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of bl4nkeh
> Sent: Saturday, May 10, 2008 10:25 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> The cart meters works perfectly fine on my Windows Gold Rush server.
>
> 1nsane . wrote:
> > I have that on all my windows servers. The indicator that moves when the
> > cart moves.
> >
> > On Sat, May 10, 2008 at 11:57 AM, [EMAIL PROTECTED] <
> > [EMAIL PROTECTED]> wrote:
> >
> >
> >> is that the little progress bar at the bottom indicating how far along
> >> the track the cart has moved?
> >>
> >> Ronny Schedel wrote:
> >>
> >>> This must be a Windows only problem, Linux servers are running fine
> with
> >>>
> >> car
> >>
> >>> indicator.
> >>>
> >>>
> >>> - Original Message -
> >>> From: "Dustin Wyatt" 
> >>> To: "Half-Life dedicated Win32 server mailing list"
> >>> 
> >>> Sent: Saturday, May 10, 2008 3:21 PM
> >>> Subject: Re: [hlds] Team Fortress 2 Update Released
> >>>
> >>>
> >>> I experience this sometimes as well.
> >>>
> >>>
> >>> -Dustin
> >>>
> >>> On Sat, May 10, 2008 at 12:51 AM, George Devgru Seal
> >>> wrote:
> >>>
> >>>
>  I haven't played Goldrush enough to tell if I experience this, but I
> do
>  experience something similar with the radar for the flag in 2fort
> being
>  broken (flag is on bridge but arrow points to the base, saying it is
>  'home'). Not sure if its a server-side plugin bug, or just a
> server-side
>  bug.
> 
>  On Fri, May 9, 2008 at 10:09 PM, Joseph Sullivan <
> 
> >> [EMAIL PROTECTED]>
> >>
>  wrote:
> 
> 
> 
> > I get this a lot, I have no idea what causes it, though. Just
> randomly
> > I'll
> > have no cart indicator.
> >
> > On Fri, May 9, 2008 at 9:03 PM, Barry Au 
> >
> >> wrote:
> >>
> >
> >> Hmmm, goldrush still has no cart indicator ?
> >>
> >> Is there a workaround that?
> >>
> >> Thanks.
> >>
> >>
> >> On 5/9/08, George Devgru Seal wrote:
> >>
> >>
> >>> I'm still noticing on a couple of servers I cannot use new medic
> >>> items.
> >>>
> >>>
> > I
> >
> >
> >>> never experienced the problem before, however.
> >>>
> >>> On Fri, May 9, 2008 at 4:56 PM, Jason Ruymen
> >>> > >>>
> >>> wrote:
> >>>
> >>>
> >>>
>  The required Team Fortress 2 has been released. Please run
>  hldsupdatetool to receive it. The specific changes include:
> 
>  - Fixed several issues with the Family Practice achievement.
>  Players
>  with 10/10 progress that have not been awarded the achievement
> will
> 
> 
> > get
> >
> >
>  the achievement the next time they UberCharge any Steam friend
>  - Fixed toggle-fire option for the Medigun preventing players from
>  earning the Second Opinion achievement
>  - Fixed The Kritzkrieg not charging faster than the Medigun
>  - Fixed issue that was preventing players from using their new
>  Medic
>  items on some servers
>  - Fixed melee weapons not being affected by The Kritzkrieg's
> 
> 
> > critboost
> >
> >
>  - Fixed Server Browser sometimes refreshing in the background on
> 
> 
> >> startup
> >>
> >>
>  when it wasn't visible
> 
>  Jason
> 
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
> 
> 
> > archives,
> >
> >
>  please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> 
> 
> >>> --
> >>> Devgru Seal
> >>> - IT/Tech & PC Geek -
> >>> > June 1st: HL2:Episode 1 Release! <
> >>> > October 9th, 2007: The Orange Box Release! <
> >>> http://ecsa-clan.com - Team #ECSA
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archive

Re: [hlds] Team Fortress 2 Update Released

2008-05-10 Thread JDoc0512
I played two full rounds on goldrush today
  I didn't notice any problem some people were talking about earlier
   
  Plus, even if there was a problem, we've had enough updates already
  

"AnAkIn ." <[EMAIL PROTECTED]> wrote:
  There was no problem on the client either :)

2008/5/11 Richard Eid :

> I was more referring to the client site, not the server.
>
> On Sat, May 10, 2008 at 5:45 PM, AnAkIn . wrote:
>
> > Our server didn't have any lag problem...the cart indicator was shown for
> > the first stage, but when the round restarted for the second stage,
> > nothing.
> >
> > 2008/5/10 Richard Eid :
> >
> > > I'm sure most of you have seen/heard about 'invisible' players.
> Happens
> > > mostly when you lag out but don't get disconnected. Upon un-lagging,
> > some
> > > player models will appear(?) invisible. Other graphical anomalies also
> > > occur.
> > >
> > > Could the missing cart indicator be a symptom of lagging out? I've
> never
> > > experienced the problem of not seeing the indicator, but thought I'd
> > > mention
> > > lag as a possibility.
> > >
> > > On Sat, May 10, 2008 at 4:02 PM, George Devgru Seal <
> > [EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > On Sat, May 10, 2008 at 1:42 PM, Tony Paloma <
> [EMAIL PROTECTED]>
> > > > wrote:
> > > >
> > > > > I do know that it will disappear for me if I change screen
> resolution
> > > and
> > > > > don't restart TF2. However, if I change resolution without
> restarting
> > > TF2
> > > > > there are other problems as well.
> > > > >
> > > > I should've mentioned this in my earlier comment, but one time I
> > wondered
> > > > if
> > > > that's why the radar was broken - I started recording a demo, I
> think,
> > > and
> > > > some UI elements were messed up, including the radar not working.
> > > However,
> > > > at the time, I asked my friends over vent if they noticed the radar
> not
> > > > working, and both of them (2) noticed it as well. So I don't think
> its
> > a
> > > > client issue.
> > > >
> > > >
> > > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of bl4nkeh
> > > > > Sent: Saturday, May 10, 2008 10:25 AM
> > > > > To: Half-Life dedicated Win32 server mailing list
> > > > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > > > >
> > > > > The cart meters works perfectly fine on my Windows Gold Rush
> server.
> > > > >
> > > > > 1nsane . wrote:
> > > > > > I have that on all my windows servers. The indicator that moves
> > when
> > > > the
> > > > > > cart moves.
> > > > > >
> > > > > > On Sat, May 10, 2008 at 11:57 AM, [EMAIL PROTECTED] <
> > > > > > [EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > >
> > > > > >> is that the little progress bar at the bottom indicating how far
> > > along
> > > > > >> the track the cart has moved?
> > > > > >>
> > > > > >> Ronny Schedel wrote:
> > > > > >>
> > > > > >>> This must be a Windows only problem, Linux servers are running
> > fine
> > > > > with
> > > > > >>>
> > > > > >> car
> > > > > >>
> > > > > >>> indicator.
> > > > > >>>
> > > > > >>>
> > > > > >>> - Original Message -
> > > > > >>> From: "Dustin Wyatt" 
> > > > > >>> To: "Half-Life dedicated Win32 server mailing list"
> > > > > >>> 
> > > > > >>> Sent: Saturday, May 10, 2008 3:21 PM
> > > > > >>> Subject: Re: [hlds] Team Fortress 2 Update Released
> > > > > >>>
> > > > > >>>
> > > > > >>> I experience this sometimes as well.
> > > > > >>>
> > > > > >>>
> > > > > >>> -Dustin
> > > > > >>>
> > > > > >>> On Sat, May 10, 2008 at 12:51 AM, George Devgru Seal
> > > > > >>> wrote:
> > > > > >>>
> > > > > >>>
> > > > >  I haven't played Goldrush enough to tell if I experience this,
> > but
> > > I
> > > > > do
> > > > >  experience something similar with the radar for the flag in
> > 2fort
> > > > > being
> > > > >  broken (flag is on bridge but arrow points to the base, saying
> > it
> > > is
> > > > >  'home'). Not sure if its a server-side plugin bug, or just a
> > > > > server-side
> > > > >  bug.
> > > > > 
> > > > >  On Fri, May 9, 2008 at 10:09 PM, Joseph Sullivan <
> > > > > 
> > > > > >> [EMAIL PROTECTED]>
> > > > > >>
> > > > >  wrote:
> > > > > 
> > > > > 
> > > > > 
> > > > > > I get this a lot, I have no idea what causes it, though. Just
> > > > > randomly
> > > > > > I'll
> > > > > > have no cart indicator.
> > > > > >
> > > > > > On Fri, May 9, 2008 at 9:03 PM, Barry Au > > gmail.com>
> > > > > >
> > > > > >> wrote:
> > > > > >>
> > > > > >
> > > > > >> Hmmm, goldrush still has no cart indicator ?
> > > > > >>
> > > > > >> Is there a workaround that?
> > > > > >>
> > > > > >> Thanks.
> > > > > >>
> > > > > >>
> > > > > >> On 5/9/08, George Devgru Seal wrote:
> > > > > >>
> > > > > >>
> > > > > >>> I'm still noticing on a couple of servers I cannot use new
> > > medic
> > > > > >>> items.
> > > > > >>>
> > > > > >>

Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread JDoc0512
or make a batch file
  

Cc2iscooL <[EMAIL PROTECTED]> wrote:
  I agree that a user-set config directory would be nice...running 
multiple servers off the same installation would be much easier in that 
regard, and most other games already support a base config directory. 
Why not source?

Steven Hartland wrote:
> Its that time again where I request the option to customise
> the location where bans are stored.
>
> Every other part of a hlds server can be configured except
> this, please please add it.
>
> If you want to be really nice and make admins life much
> easier add an option to "root" the servers config directory
> so the server will look in a specified directory for all
> config related files before it goes to /cfg.
>
> For more info on both these see my posts in the archive
> titled:-
> 1. A quick fix to make Source infinitely more GSP friendly
> ( posted 27 February 2008 21:42 )
> 2. banlists still broken + config system enhancement request
> ( posted 25 October 2007 01:47 )
> 3. CSS Hardcoded banlist path
> ( 17 October 2005 14:58 )
>
> Alfred has responded to at least one of these but we still
> to date haven't had a fix. I really should be a simple one
> and would be most appreciated so I hope it can get added.
>
> Regards
> Steve
>
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
> person or entity to whom it is addressed. In the event of misdirection, the 
> recipient is prohibited from using, copying, printing or otherwise 
> disseminating it or any information contained in it. 
>
> In the event of misdirection, illegible or incomplete transmission please 
> telephone +44 845 868 1337
> or return the E.mail to [EMAIL PROTECTED]
>
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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread JDoc0512
hey Steve
  you don't even run multiplay game servers :)
   
  and making a batch file is not stupid :)
   
  take care
   
  
Steven Hartland <[EMAIL PROTECTED]> wrote:
  Someone always comes up with something stupid like this
every time I raise this bug :(

You cannot fix this with any script, it can only be fixed
in the game engine!!

Regards
Steve

- Original Message ----- 
From: "JDoc0512" 
To: "Half-Life dedicated Win32 server mailing list" 
Sent: Friday, May 16, 2008 11:45 PM
Subject: Re: [hlds] Please add the option customize bans file save location


> or make a batch file



This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it. 

In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
or return the E.mail to [EMAIL PROTECTED]


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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread JDoc0512
Parva doesn't run 1500 servers
   
  I run 15 tf2 servers and I already have my own batch file which unifies all 
banned_user.cfg
  All I have to do is ban someone from one server and he's automatically banned 
from the rest of my servers

Steven Hartland <[EMAIL PROTECTED]> wrote:
  No of course not the 1500 servers on the machines here are
just a figment of my imagination :P

Making a batch file is stupid as it cant solve the problem
if you think it can please go right ahead and try to create
it but I warn you now you will be wasting your time.


- Original Message - 
From: "JDoc0512" 


> hey Steve
> you don't even run multiplay game servers :)
> 
> and making a batch file is not stupid :)



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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread JDoc0512
and mike, msn/hotmail totally messed up previous messages lol
  I'm using yahoo when I reply to hlds mailing list

Mike Stiehm <[EMAIL PROTECTED]> wrote:
  Also if you run hlstats you can have it unify bans in real time





> Date: Fri, 16 May 2008 17:30:42 -0700> From: [EMAIL PROTECTED]> To: 
> hlds@list.valvesoftware.com> Subject: Re: [hlds] Please add the option 
> customize bans file save location> > Parva doesn't run 1500 servers> > I run 
> 15 tf2 servers and I already have my own batch file which unifies all 
> banned_user.cfg> All I have to do is ban someone from one server and he's 
> automatically banned from the rest of my servers> > Steven Hartland wrote:> 
> No of course not the 1500 servers on the machines here are> just a figment of 
> my imagination :P> > Making a batch file is stupid as it cant solve the 
> problem> if you think it can please go right ahead and try to create> it but 
> I warn you now you will be wasting your time.
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Re: [hlds] new exploit tf2 in dustbowl stage 3?

2008-05-18 Thread JDoc0512
none of these "exploits" interfere with normal gameplay
  I don't think there will be a fix anytime soon
  
Rian Brooks-Kane <[EMAIL PROTECTED]> wrote:
  "There is another one, where attacking (blue) can build a sentry behind the
fence (with the boxes) at warmuptime.. but I cant find any vid about it."

It can still be destroyed, so not really major.



On Mon, May 19, 2008 at 6:57 AM, Eric van Beesten 
wrote:

> Can you tell a bit more? I'm thinking you mean the teleportbug..
>
> I have found a few "exploits"
>
> http://www.youtube.com/watch?v=2m6lYS7AYmo
> http://www.youtube.com/watch?v=lIZnBzeu1nI&feature=related
>
> There is another one, where attacking (blue) can build a sentry behind the
> fence (with the boxes) at warmuptime.. but I cant find any vid about it.
>
> Still I haven't found my dustbowl stage 3 exploits.. and that one is
> running
> the gameplay! So if someone find it.. please post it!
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Ronny Schedel
> Verzonden: zondag 18 mei 2008 19:57
> Aan: Half-Life dedicated Win32 server mailing list
> Onderwerp: Re: [hlds] new exploit tf2 in dustbowl stage 3?
>
> There is also an exploit on stage 1 of pl_goldrush. I have send an e-mail
> to
>
> Jason Ruymen.
>
>
> > Wooo 3 emails ftw :D
> >
> >
> >
> >
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> http://www.eset.com
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-- 
Rian Brooks-Kane
M:0433812355
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Re: [hlds] new exploit tf2 in dustbowl stage 3?

2008-05-19 Thread JDoc0512
haha you call this an exploit?
  this has been around since the times of dinosaurs
   
  I rather call it a nice feature...

Kveri <[EMAIL PROTECTED]> wrote:
  Hello,

so here I am, this exploit is not just on dustbowl stage3, but 
everywhere where iron barriers are. I made video, and posted on youtube. 
Here is link:

http://www.youtube.com/watch?v=V6T1B5wm-sU

If somebody wants demo, contact me on my mail: [EMAIL PROTECTED], I'll 
gladly upload it. But I think this bug is very easy to reproduce.
You have to crouch and fire 0,5m behind barrier.

Martin

[EMAIL PROTECTED] wrote / nap?al(a):
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> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
> 1. new exploit tf2 in dustbowl stage 3? (Eric van Beesten)
> 2. Re: new exploit tf2 in dustbowl stage 3? (DontWannaName!)
> 3. Re: new exploit tf2 in dustbowl stage 3? (Ronny Schedel)
> 4. Re: new exploit tf2 in dustbowl stage 3? (George "Devgru Seal")
>
>
> --
>
> Message: 1
> Date: Sun, 18 May 2008 11:24:48 +0200
> From: Eric van Beesten 
> Subject: [hlds] new exploit tf2 in dustbowl stage 3?
> To: 'Half-Life dedicated Win32 server mailing list'
> 
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=us-ascii
>
> Just banned a few guys from our server because of using exploits on the 3th
> stage of dustbowl. It's a red (defending) exploit and with this exploit its
> really easy for RED to kill the blue guys after they left the spawn room. I
> did search on youtube if there is a video about it.. but I cant find nothing
> (only old exploits that are fixed). The problem is that I'm too fast with
> banning.. so I did not see where they have entered the exploit or where they
> are hiding!
>
>
>
>
> --
>
> Message: 2
> Date: Sun, 18 May 2008 08:54:01 -0700 (PDT)
> From: DontWannaName! 
> Subject: Re: [hlds] new exploit tf2 in dustbowl stage 3?
> To: Half-Life dedicated Win32 server mailing list
> 
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=us-ascii
>
> Wooo 3 emails ftw :D
>
>
>
> 
>
> --
>
> Message: 3
> Date: Sun, 18 May 2008 19:56:59 +0200
> From: "Ronny Schedel" 
> Subject: Re: [hlds] new exploit tf2 in dustbowl stage 3?
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Message-ID: 
> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
> reply-type=original
>
> There is also an exploit on stage 1 of pl_goldrush. I have send an e-mail to 
> Jason Ruymen.
>
>
> 
>> Wooo 3 emails ftw :D
>>
>>
>>
>>
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>
>
>
>
> --
>
> Message: 4
> Date: Sun, 18 May 2008 14:40:52 -0400
> From: "George \"Devgru Seal\"" 
> Subject: Re: [hlds] new exploit tf2 in dustbowl stage 3?
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Message-ID:
> <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Since you didn't mention any explanation of -how- it is an exploit, that
> just sounds like spawn camping to me...
>
> On Sun, May 18, 2008 at 5:24 AM, Eric van Beesten 
> wrote:
>
> 
>> Just banned a few guys from our server because of using exploits on the 3th
>> stage of dustbowl. It's a red (defending) exploit and with this exploit its
>> really easy for RED to kill the blue guys after they left the spawn room. I
>> did search on youtube if there is a video about it.. but I cant find
>> nothing
>> (only old exploits that are fixed). The problem is that I'm too fast with
>> banning.. so I did not see where they have entered the exploit or where
>> they
>> are hiding!
>>
>>
>> ___
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>
> End of hlds Digest, Vol 3, Issue 57
> ***
>
> 


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Re: [hlds] new exploit tf2 in dustbowl stage 3?

2008-05-19 Thread JDoc0512
you should watch the youtube video Kveri uploaded
  that "exploit" doesn't belong in the same category as where skywalking 
exploit belongs

Nephyrin Zey <[EMAIL PROTECTED]> wrote:
  It's irresponsible to ban people for exploiting now? Or are you saying
that if it's common enough of an exploit then it becomes ok? :-P

I should unban a few thousand skywalkers, in that case.

- Neph

On Mon, May 19, 2008 at 6:56 PM, Robert Whelan wrote:
> sad thing is that many irresponsible admins ban for it, el oh el
>
>

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[hlds] fake client cheat needs to be fixed

2008-05-19 Thread JDoc0512
would you please fix the fake client "cheat" in team fortress 2?
  some people made plugins that bypass bot detection system and made bots look 
like real humans
   
  I think this should be fixed becuase as some modders sell this plugin for 
money and as more people get it, there will be no server that shows true player 
counts anymore
   
  here's a few servers that run this plugin
   
  74.54.24.200:27015 SourceOP.com TF2 24/7 2fort [INSTANT RESPAWN]
  72.233.5.210:27015   LotusClan.com | 24/7 Dustbowl | Central US | [XXL]
   
  and there's about a dozen more

Jason Ruymen <[EMAIL PROTECTED]> wrote:
  An update to the Source Dedicated Server has been released. Previously
this was a beta update. So if you haven't already, please run
hldsupdatetool to download it. The specific changes include:

- Fixed potential "nuke" exploit in rcon subsystem

Jason



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Re: [hlds] fake client cheat needs to be fixed

2008-05-19 Thread JDoc0512
haha good one neph
   
  since you provided some info, other people can learn about it too

Nephyrin Zey <[EMAIL PROTECTED]> wrote:
  The problem is that the number of players, their status, etc, comes
from the server - there is no foolproof way (aside from locking the
whole thing down with encryption and such, which would still be broken
and present huge problems elsewhere) to prevent spoofing like this.
This is a smaller part of the larger problem: the server browser is
far too dependent on what the servers report (or lie about) in the way
it lists servers. Servers that are in front are the ones that claim to
be non-custom and 33 slot (don't look into what servers I run). I
think the browser needs a much more 'zen' makeover - maybe put in
(master-server implemented) ratings, or comments, or some such, and
encourage communities (perhaps let steam communities put together
'community servers' that show up in all the players stuff) - have the
'favourites' system be the *default* server list, then have a 'find
other servers' button for looking for more - that helps you look by
criteria other than current players online - through the ratings, your
communities, friends, etc.

- Neph "totally doesn't have 33 slots" Zey

On Mon, May 19, 2008 at 7:13 PM, JDoc0512 wrote:
> would you please fix the fake client "cheat" in team fortress 2?
> some people made plugins that bypass bot detection system and made bots look 
> like real humans
>
> I think this should be fixed becuase as some modders sell this plugin for 
> money and as more people get it, there will be no server that shows true 
> player counts anymore
>
> here's a few servers that run this plugin
>
> 74.54.24.200:27015 SourceOP.com TF2 24/7 2fort [INSTANT RESPAWN]
> 72.233.5.210:27015 LotusClan.com | 24/7 Dustbowl | Central US | [XXL]
>
> and there's about a dozen more
>
> Jason Ruymen wrote:
> An update to the Source Dedicated Server has been released. Previously
> this was a beta update. So if you haven't already, please run
> hldsupdatetool to download it. The specific changes include:
>
> - Fixed potential "nuke" exploit in rcon subsystem
>
> Jason
>
>
>
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Re: [hlds] srcds memory leak.

2008-05-20 Thread JDoc0512
I never see any of my servers use more than 400MB but after running full for 
many hours, usually a few days, they just crash randomly on mapchange
   
  I don't know if this has to do with any of the mods and plugins I'm running 
but it's very frustrating...

"1nsane ." <[EMAIL PROTECTED]> wrote:
  Yes I have noticed this as well, Pagefile has been steadily increasing.
Guess i'll have to nuke them at night more often.

On Tue, May 20, 2008 at 6:35 PM, Mike Stiehm wrote:

> I have a few servers that never change maps just runs the
> same map till i need to restart does not even cycle the same map.
> I still see memory leaks. For me as the user id's go up so does the memory
> usage.
>
> > From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Date:
> Tue, 20 May 2008 14:48:34 -0700> Subject: Re: [hlds] srcds memory leak.> >
> Yes, I'm seeing this on my TF2 servers as well. It seems that the leak may>
> occur on map changes. I say this because I have three servers, and the one>
> that rotates maps more frequently always has a higher memory usage over>
> time.
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Re: [hlds] banished to the custom tab...

2008-05-20 Thread JDoc0512
if sv_tags is not blank, your server will be placed in the custom tab

Steve <[EMAIL PROTECTED]> wrote:  My server still seems to be the only alltalk 
server that has been
wrongfully banished to the custom tab.

http://xstreamlan.com/images/temp/custom.JPG

sv_tags
"sv_tags" = "alltalk" ( def. "" )

here is the console output... and as you can see from the screenie..
alltalk is the only tag listed for my server and interestingly enough the
only server with that flag alone.

what gives?


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Re: [hlds] srcds memory leak.

2008-05-21 Thread JDoc0512
one of my servers that has been running full for almost 20 hours now uses 185MB 
and another server that's been empty for a few days is using 320MB
   
  both are on the same map lol...
   
  and since the last update, it seems like my servers crash more often 
especially during mapchange. maybe this has more do with memory leak than mods 
I'm using...

"AnAkIn ." <[EMAIL PROTECTED]> wrote:
  Our server was running for like 3 days (was 1 week ago) with people on it,
and it had like 20 FPS...it was using all the ram (it was 512 MB max at that
time...now we moved to 2GB). Yes it uses more and more ram when players
connect and it happens since we have our server (november 2007 or around).

2008/5/21 Saint K. :

> Confirmed for our Linux machines aswell.
>
> The TF2 srcds currently eats more and more ram, and sometimes I find the
> server just being deathlocked with 100% CPU useage and 800+ MB mem in
> use...
>
> Happends sinds the last update round.
>
> Cheers,
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> Sent: Wednesday, May 21, 2008 10:57 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] srcds memory leak.
>
> I'm seeing this problem on my linux servers as well. 6am reboots ftw.
>
> Also, the linux srcds performance is still getting worse per patch.
> I'm looking at one almost empty server taking 20% CPU with four people
> + sourceTV. Jesus christ.
>
> - Neph
>
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Re: [hlds] srcds memory leak.

2008-05-21 Thread JDoc0512
sadly we are taling about team fortress 2 here

Kevin Ottalini <[EMAIL PROTECTED]> wrote:  I ran a 21-hour test with 24 bots in 
CSS changing maps every 20 minutes 
under WinXP32 on a dual Xeon test machine.
I don't see any indication of a leak at all in that time, player(bot) count 
reached 1400.

Memory usage increased and decreased on a by-map basis but the mean was 
reasonably flat.

This indicates to me that this is either a plugin problem or an OB server 
problem, I'll see what I can test with a TF2 server next.

Here are the stats from my regular servers, here I am seeing a slight 
increase in mem but that number is also map specific - certainly no gross 
leak is indicated here.
uptime: 3634 minutes = 60.5 hours

Process CPUTime VMBytes MemBytes Playercount
--
hlds.exe 11:00:56.125 128,424K 62,728K - HLDM 642 players
hltv.exe 1:28:19.578 13,180K 12,636K

srcds.exe 11:15:01.046 96,216K 75,452K - CSS 374 players
srcds.exe 14:44:10.156 98,268K 79,164K - HL2DM 223 players
srcds.exe 8:53:42.812 101,652K 79,980K - HL1MP 600 players



- Original Message - 
From: "Kevin Ottalini"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, May 20, 2008 2:08 PM
Subject: Re: [hlds] srcds memory leak.


> My css server isnt real busy but the bots are usually the worst leak 
> sources
> and they are on all the time.
>
> The CSS server is at 240 players in 36 hours.
> The HL2DM server is at 101 players
> The HL1MP server is at 329 players
>
> The HLDS server is at 355 players.
>
> I don't get a lot of traffic at the beginning of the week though so this 
> is
> lower then typical.
> I usually only restart once a week, but the important thing is I'm not
> seeing any real difference from what I typically see.
>
> I'll run a test with CSS SRCDS with a full complement of bots and see if a
> leak is more obvious.
>
> Voogru, It might indeed be moreso in TF2 if that's where you're seeing it.
>
>
>
> - Original Message - 
> From: "Spencer 'voogru' MacDonald"
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Sent: Tuesday, May 20, 2008 2:01 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>> Perhaps it's limited to TF2.
>
>
> - Original Message - 
> From: "Mike Stiehm"
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Tuesday, May 20, 2008 1:10 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>>I also run a CS:S server and until it started to get busy it didn't use
>>much ram.
>> I'm not sure about how much traffic some of you get but if a server sits
>> idle
>> it will not use anymore memory then it is currently using.
>>Its the churn that does it (players leaving and joining)
>> as my user ID goes up also does the RAM
>
> - Original Message - 
> From: "Kevin Ottalini"
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Tuesday, May 20, 2008 12:58 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>>I have 36+ hours of uptime on 3 SRCDS servers (Win32, Server 2003),
>> hl2dm, css and hl1mp and I'm not seeing anything unusual.
>>
>> I don't run any plugins. The CSS server has 4 bots on.
>> hlds and hltv included for comparison:
>>
>> Process CPUTime VM-Bytes MemUsageBytes
>> 
>> hlds.exe 5:56:36.453 134,640K 35,080K
>> hltv.exe 0:49:06.796 14,744K 8,764K
>>
>> srcds.exe 5:48:10.859 108,408K 80,104K
>> srcds.exe 8:11:45.000 95,140K 60,412K
>> srcds.exe 5:14:03.531 73,512K 24,712K
>>
>> quick
>>
>>
>> - Original Message - 
>> From: "Spencer 'voogru' MacDonald"
>> To: "'Half-Life dedicated Win32 server mailing list'"
>> 
>> Sent: Tuesday, May 20, 2008 12:10 PM
>> Subject: [hlds] srcds memory leak.
>>
>>> Is it me, or is anyone experiencing massive memory leaks with srcds?
>>>
>>> In the past updates they have got significantly worse, I used to be
>>> forced
>>> to restart my server every 72 hours, now it's about 24 hours. Srcds will
>>> go
>>> from using 260MB of usage on startup to nearly 600-700MB+ per instance
>>> within 24 hours.
>>>
>>> - voogru.


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Re: [hlds] srcds memory leak.

2008-05-21 Thread JDoc0512
no check everyone's reply
  they are talking about tf2 not css
   
  the last source update had a beta phase unlike hasty tf2 updates that 
attempted to patch exploits and apparently, cause memory leak problems

Kevin Ottalini <[EMAIL PROTECTED]> wrote:
  Never assume it's a duck just because it quacks (and certainly not if it 
doesn't!)

The engine specificity wasn't known when this thread started, just that 
there was a memory leak in "SRCDS".

There have been recent updates for both server engines so its always best to 
establish and define the knowns since it helps eliminate things you don't 
need to look at.



- Original Message - 
From: "JDoc0512"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, May 21, 2008 1:10 PM
Subject: Re: [hlds] srcds memory leak.


> sadly we are taling about team fortress 2 here
>
> Kevin Ottalini wrote:
> I ran a 21-hour test with 24 bots in CSS changing maps every 20 minutes
> under WinXP32 on a dual Xeon test machine.
> I don't see any indication of a leak at all in that time, player(bot) 
> count
> reached 1400.
>
> Memory usage increased and decreased on a by-map basis but the mean was
> reasonably flat.
>
> This indicates to me that this is either a plugin problem or an OB server
> problem, I'll see what I can test with a TF2 server next.
>
> Here are the stats from my regular servers, here I am seeing a slight
> increase in mem but that number is also map specific - certainly no gross
> leak is indicated here.
> uptime: 3634 minutes = 60.5 hours
>
> Process CPUTime VMBytes MemBytes Playercount
> --
> hlds.exe 11:00:56.125 128,424K 62,728K - HLDM 642 players
> hltv.exe 1:28:19.578 13,180K 12,636K
>
> srcds.exe 11:15:01.046 96,216K 75,452K - CSS 374 players
> srcds.exe 14:44:10.156 98,268K 79,164K - HL2DM 223 players
> srcds.exe 8:53:42.812 101,652K 79,980K - HL1MP 600 players
>
>
>
> - Original Message - 
> From: "Kevin Ottalini"
> To: "Half-Life dedicated Win32 server mailing list"
>
> Sent: Tuesday, May 20, 2008 2:08 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>> My css server isnt real busy but the bots are usually the worst leak
>> sources
>> and they are on all the time.
>>
>> The CSS server is at 240 players in 36 hours.
>> The HL2DM server is at 101 players
>> The HL1MP server is at 329 players
>>
>> The HLDS server is at 355 players.
>>
>> I don't get a lot of traffic at the beginning of the week though so this
>> is
>> lower then typical.
>> I usually only restart once a week, but the important thing is I'm not
>> seeing any real difference from what I typically see.
>>
>> I'll run a test with CSS SRCDS with a full complement of bots and see if 
>> a
>> leak is more obvious.
>>
>> Voogru, It might indeed be moreso in TF2 if that's where you're seeing 
>> it.
>>
>>
>>
>> - Original Message - 
>> From: "Spencer 'voogru' MacDonald"
>> To: "'Half-Life dedicated Win32 server mailing list'"
>>
>> Sent: Tuesday, May 20, 2008 2:01 PM
>> Subject: Re: [hlds] srcds memory leak.
>>
>>
>>> Perhaps it's limited to TF2.
>>
>>
>> - Original Message - 
>> From: "Mike Stiehm"
>> To: "Half-Life dedicated Win32 server mailing list"
>>
>> Sent: Tuesday, May 20, 2008 1:10 PM
>> Subject: Re: [hlds] srcds memory leak.
>>
>>
>>>I also run a CS:S server and until it started to get busy it didn't use
>>>much ram.
>>> I'm not sure about how much traffic some of you get but if a server sits
>>> idle
>>> it will not use anymore memory then it is currently using.
>>>Its the churn that does it (players leaving and joining)
>>> as my user ID goes up also does the RAM
>>
>> - Original Message - 
>> From: "Kevin Ottalini"
>> To: "Half-Life dedicated Win32 server mailing list"
>>
>> Sent: Tuesday, May 20, 2008 12:58 PM
>> Subject: Re: [hlds] srcds memory leak.
>>
>>
>>>I have 36+ hours of uptime on 3 SRCDS servers (Win32, Server 2003),
>>> hl2dm, css and hl1mp and I'm not seeing anything unusual.
>>>
>>> I don't run any plugins. The CSS server has 4 bots on.
>>> hlds and hltv included for comparison:
>>>
>>> Process CPUTime VM-Bytes MemUsageBytes
>>> 

Re: [hlds] banished to the custom tab...

2008-05-21 Thread JDoc0512
because it's not blank like I said before

Steve <[EMAIL PROTECTED]> wrote:  I'll have to try that this evening when I get 
home. Still the base problem
remains though.. Why the heck is my server on the custom tab when the only
sv_tag is alltalk?


> After changing the tags, you have to wait for the server to sync with the
> master server. You can force this by running the heartbeat command.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Sent: Wednesday, May 21, 2008 7:36 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] banished to the custom tab...
>
> Dood I am seriously thinking about doing it..
>
>
> I am definitely up to date, Just did a verify all and doesn't seem to
> affect it at all.
>
> I was able to play around with it a bit this morning.
>
> When I set alltalk to zero, I checked my tags and it still had alltalk
> enabled. So I threw in a sv_tags "" to clear that out. I then jumped into
> the game and ran a full refresh on both tabs.
>
> servers - nada
> custom - nada
>
> ???
>
> but it does show on the steam server browser outside of the game.
>
> here's my plugin setup
>
> MM
> -sroucemod
> -steambans
> -ping kicker
>
> SM plugs
> -SoDStats
> -TF2: Killer's Info
> -Fair Team Balancer
>
>
>
>> You could slap on one of the sv_tags block plugins...
>>
>> haha
>>
>> But seriously, try -verify_all, and give some details on how the
>> sv_tags thing seems to function - does turning alltalk off remove it
>> from sv_tags properly? Do you have any plugins that are related? What
>> are you setting alltalk to? (1, 2, 3?)
>>
>> - Neph
>>
>> ___
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>> please visit:
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>
>
>
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Re: [hlds] banished to the custom tab...

2008-05-21 Thread JDoc0512
no I read that
  you are the one can't understand the line
   
  "because it's not blank like I said before"
   
  if alltalk is added to sv_tags, they haven't fixed it obviously so why are 
you trying to turn on alltalk and hope that it goes back to the internet tab?
  

Steve <[EMAIL PROTECTED]> wrote:
  and you obviously didn't read the reply where it was stated that alltalk
is the only allowed feature that wont put you on the custom tab.


> because it's not blank like I said before
>
> Steve wrote: I'll have to try that this evening
> when I get home. Still the base problem
> remains though.. Why the heck is my server on the custom tab when the only
> sv_tag is alltalk?
>
>
>> After changing the tags, you have to wait for the server to sync with
>> the
>> master server. You can force this by running the heartbeat command.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
>> Sent: Wednesday, May 21, 2008 7:36 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] banished to the custom tab...
>>
>> Dood I am seriously thinking about doing it..
>>
>>
>> I am definitely up to date, Just did a verify all and doesn't seem to
>> affect it at all.
>>
>> I was able to play around with it a bit this morning.
>>
>> When I set alltalk to zero, I checked my tags and it still had alltalk
>> enabled. So I threw in a sv_tags "" to clear that out. I then jumped
>> into
>> the game and ran a full refresh on both tabs.
>>
>> servers - nada
>> custom - nada
>>
>> ???
>>
>> but it does show on the steam server browser outside of the game.
>>
>> here's my plugin setup
>>
>> MM
>> -sroucemod
>> -steambans
>> -ping kicker
>>
>> SM plugs
>> -SoDStats
>> -TF2: Killer's Info
>> -Fair Team Balancer
>>
>>
>>
>>> You could slap on one of the sv_tags block plugins...
>>>
>>> haha
>>>
>>> But seriously, try -verify_all, and give some details on how the
>>> sv_tags thing seems to function - does turning alltalk off remove it
>>> from sv_tags properly? Do you have any plugins that are related? What
>>> are you setting alltalk to? (1, 2, 3?)
>>>
>>> - Neph
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>
>>
>>
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Re: [hlds] Random Crashes since 5/21 update?

2008-05-21 Thread JDoc0512
One of my servers crashed on mapchange again
   
  I'm used to it now so it doesn't raise my eyebrows anymore

Ben B <[EMAIL PROTECTED]> wrote:
  all of my tf2 servers seem to be crashing every so often randomly.

I am using linux

I tried disabling metamod, and that did not prevent the crash.

I didn't see any comments bout it, so I hope I am not the only one getting
these crashes :(

-- 
>From Ben. B (Goerge)
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Re: [hlds] No new medic weapons

2008-05-22 Thread JDoc0512
not having this problem at all
   
  I just want my servers to stop crashing lol

Timothy Sadleir <[EMAIL PROTECTED]> wrote:
  This is happening to our servers too as of recently. I think it started at
the beggining of the day of the last update. I would like some help in this
issue as well. Thanks!
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Re: [hlds] DoD: S Beta Released?

2008-05-23 Thread JDoc0512
custom tab = less exposure to popular servers = less players = less bandwidth = 
valve saves money

Andreas Grimm <[EMAIL PROTECTED]> wrote:  i am sure the custom tab in CSS will 
ruin everything ... my luck that i run
vanilla CSS servers :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, May 23, 2008 8:57 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] DoD: S Beta Released?

I see the custom tab! Can't wait to see how happy them CSS guys will be with
this :).

On Fri, May 23, 2008 at 1:29 AM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> Cool, looks like CS:S/DOD:S server ops can look forward to massive memory
> leaks. Perhaps this will get them fixed faster.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
> Sent: Friday, May 23, 2008 1:20 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] DoD: S Beta Released?
>
> Also noticed 'Counter-Strike: Source Beta' listed in the browser.
>
> - Andrew
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Joshua
> Handelsman-Woolf (DogGunn)
> Sent: Friday, 23 May 2008 3:11 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] DoD: S Beta Released?
>
>
> My server appears to be up: 208.43.143.57:27015
>
> Interestingly enough, I'm getting the server is out of date errors:
> MasterRequestRestart Your server will be restarted on map change. Your
> server will be restarted on map change.
>
> I guess that is VALVe's way of making sure no server makes it onto the
> Steam server browser yet. If you updated to the Steam Client Candidate
> verison, both DoD: S Beta and CS: S Beta are listed in the Steam Server
> Browser.
>
> Files for CS: S 07 Beta anyone?
>
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Re: [hlds] DoD: S Beta Released?

2008-05-23 Thread JDoc0512
actually they do in a way
   
  and sales has nothing to do with having more popular game servers
  only people who have the game play
   
   
  Olly <[EMAIL PROTECTED]> wrote:
  ... = less sales

Valve don't pay for the bandwidth for game servers ¬¬

2008/5/23 JDoc0512 :

> custom tab = less exposure to popular servers = less players = less
> bandwidth = valve saves money
>
> Andreas Grimm wrote: i am sure the custom tab in CSS will
> ruin everything ... my luck that i run
> vanilla CSS servers :D
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
> Sent: Friday, May 23, 2008 8:57 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] DoD: S Beta Released?
>
> I see the custom tab! Can't wait to see how happy them CSS guys will be
> with
> this :).
>
> On Fri, May 23, 2008 at 1:29 AM, Spencer 'voogru' MacDonald <
> [EMAIL PROTECTED]> wrote:
>
> > Cool, looks like CS:S/DOD:S server ops can look forward to massive memory
> > leaks. Perhaps this will get them fixed faster.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Andrew
> Armstrong
> > Sent: Friday, May 23, 2008 1:20 AM
> > To: 'Half-Life dedicated Win32 server mailing list'
> > Subject: Re: [hlds] DoD: S Beta Released?
> >
> > Also noticed 'Counter-Strike: Source Beta' listed in the browser.
> >
> > - Andrew
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Joshua
> > Handelsman-Woolf (DogGunn)
> > Sent: Friday, 23 May 2008 3:11 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] DoD: S Beta Released?
> >
> >
> > My server appears to be up: 208.43.143.57:27015
> >
> > Interestingly enough, I'm getting the server is out of date errors:
> > MasterRequestRestart Your server will be restarted on map change. Your
> > server will be restarted on map change.
> >
> > I guess that is VALVe's way of making sure no server makes it onto the
> > Steam server browser yet. If you updated to the Steam Client Candidate
> > verison, both DoD: S Beta and CS: S Beta are listed in the Steam Server
> > Browser.
> >
> > Files for CS: S 07 Beta anyone?
> >
> > ___
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Re: [hlds] DoD: S Beta Released?

2008-05-23 Thread JDoc0512
maybe the custom tab is there to filter out servers running bots and whatnot
  

Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
  But one thing is in the way, the tags system can't possibly detect all of
the different CS:S mods... and server admins have to voluntarily delist
I mean tag their server.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Friday, May 23, 2008 11:04 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] DoD: S Beta Released?

Oh goodie goodie. I can't wait to see the outrage from the massive CS:S
community.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, May 23, 2008 2:57 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] DoD: S Beta Released?

I see the custom tab! Can't wait to see how happy them CSS guys will be with
this :).

On Fri, May 23, 2008 at 1:29 AM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> Cool, looks like CS:S/DOD:S server ops can look forward to massive memory
> leaks. Perhaps this will get them fixed faster.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
> Sent: Friday, May 23, 2008 1:20 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] DoD: S Beta Released?
>
> Also noticed 'Counter-Strike: Source Beta' listed in the browser.
>
> - Andrew
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Joshua
> Handelsman-Woolf (DogGunn)
> Sent: Friday, 23 May 2008 3:11 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] DoD: S Beta Released?
>
>
> My server appears to be up: 208.43.143.57:27015
>
> Interestingly enough, I'm getting the server is out of date errors:
> MasterRequestRestart Your server will be restarted on map change. Your
> server will be restarted on map change.
>
> I guess that is VALVe's way of making sure no server makes it onto the
> Steam server browser yet. If you updated to the Steam Client Candidate
> verison, both DoD: S Beta and CS: S Beta are listed in the Steam Server
> Browser.
>
> Files for CS: S 07 Beta anyone?
>
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Re: [hlds] DoD: S Beta Released?

2008-05-23 Thread JDoc0512
oh please

Neil Voutt <[EMAIL PROTECTED]> wrote:  Signed lol

Patrick Shelley wrote:
> I started this a while ago.
>
> http://www.ipetitions.com/petition/tf2customtab/signatures-1.html
>
> Check signature 17 LOOOL
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[hlds] DoD:S Beta - Could not establish connection to steam servers

2008-05-23 Thread JDoc0512
It doesn't seem like I can get my dods:s beta server to come online
  Does anyone have solution to this problem?

   
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Re: [hlds] DoD:S Beta - Could not establish connection to steam servers

2008-05-23 Thread JDoc0512
yeah I did that
   
  PatchVersion=1.0.0.7
ProductName=dod
appID=302
   
  still not working
  

Steven Hartland <[EMAIL PROTECTED]> wrote:
  Yes already been posted edit the version in steam.inf to be 1.0.0.7
- Original Message - 
From: "JDoc0512" 


> It doesn't seem like I can get my dods:s beta server to come online
> Does anyone have solution to this problem?



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Re: [hlds] Day of Defeat: Source Beta Dedicated Server

2008-05-24 Thread JDoc0512
and I'm getting "could not establish connection to steam servers"
   
  is there something going on? changing steam.info version to 1.0.0.7 did 
nothing because
   
  my server doesn't even start

Matt Boone <[EMAIL PROTECTED]> wrote:
  To fix your server not appearing in the server list, change your
steam.inf to use version 1.0.0.7


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, May 23, 2008 4:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Day of Defeat: Source Beta Dedicated Server

Valve needs to release another update for this... To get this fixed.

On Fri, May 23, 2008 at 7:10 PM, Greg Williams 
wrote:

> After MANY MANY attempts mine is also fuxored. I can connect an play 
> on it just fine, but it still says out of date, and doesn't show on 
> the server browser.
>
> - Original Message 
> From: Timothy Sadleir 
> To: Half-Life dedicated Win32 server mailing list < 
> hlds@list.valvesoftware.com>
> Sent: Friday, May 23, 2008 5:52:48 PM
> Subject: Re: [hlds] Day of Defeat: Source Beta Dedicated Server
>
> My server is still "out of date" and I cannot update it to a correct 
> version even with -verify_all. It still get's stuck at updating the 
> srcds.exe and then loses connection... *Connection Reset, Winsock 
> Error 10054 "Connection reset by peer"* 
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Re: [hlds] Day of Defeat: Source Beta Dedicated Server

2008-05-24 Thread JDoc0512
nvm finally fixed it

JDoc0512 <[EMAIL PROTECTED]> wrote:  and I'm getting "could not establish 
connection to steam servers"

is there something going on? changing steam.info version to 1.0.0.7 did nothing 
because

my server doesn't even start

Matt Boone wrote:
To fix your server not appearing in the server list, change your
steam.inf to use version 1.0.0.7


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, May 23, 2008 4:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Day of Defeat: Source Beta Dedicated Server

Valve needs to release another update for this... To get this fixed.

On Fri, May 23, 2008 at 7:10 PM, Greg Williams 
wrote:

> After MANY MANY attempts mine is also fuxored. I can connect an play 
> on it just fine, but it still says out of date, and doesn't show on 
> the server browser.
>
> - Original Message 
> From: Timothy Sadleir 
> To: Half-Life dedicated Win32 server mailing list < 
> hlds@list.valvesoftware.com>
> Sent: Friday, May 23, 2008 5:52:48 PM
> Subject: Re: [hlds] Day of Defeat: Source Beta Dedicated Server
>
> My server is still "out of date" and I cannot update it to a correct 
> version even with -verify_all. It still get's stuck at updating the 
> srcds.exe and then loses connection... *Connection Reset, Winsock 
> Error 10054 "Connection reset by peer"* 
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Re: [hlds] DoD:S Beta Sensitivity Cvars classified as cheat?

2008-05-24 Thread JDoc0512
another idea would be to not touch any cvar

Cc2iscooL <[EMAIL PROTECTED]> wrote:  BETA.

Here's an idea for you. Why don't you report the incorrect ones so that 
Valve can fix them?

[EMAIL PROTECTED] wrote:
> Clearly because VALVe said so. Argh, it's annoying - either classify every 
> cvar as cheats, or only classify the cheat ones. It's getting annoying having 
> every cvar classified as cheats one by one.
>
>  "\"[Я?R] The-/ wrote: 
> 
>> The bazooka sensitivity is more than standard sensitivity even though 
>> the cvar looks as if it should be less, also why are the bazooka and mg 
>> sensitivity cvars classified as cheats?
>>
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Re: [hlds] DoD:S Beta Custom Tab woes start already

2008-05-24 Thread JDoc0512
and people don't believe when I say valve did this to save bandwidth and money
   
  
Timothy L Havener <[EMAIL PROTECTED]> wrote:
  Christ...this custom tag BS blows. Its maddening that some dummy at 
valve thinks its a good idea and is refusing to just make a single tab 
with filter options. god almighty...just simply get in touch with 
people who play your games and f'ing LISTEN!!!

[ñÔR] The-/> We are in the midst of the Tf2 custom tab also... made a plugin to 
> legally use visiblemaxplayers to get on the internet tab to help 
> populate but cant really do that too well with FF
> Don Williams wrote:
> 
>> Welcome to OUR life ! :D *hugs*
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Daron Dodd
>> Sent: Friday, May 23, 2008 11:16 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] DoD:S Beta Custom Tab woes start already
>>
>> its not a bug its a feature, welcome to custom tab dods and css!
>>
>> On Fri, May 23, 2008 at 8:09 PM, "[ñÔR] The-/>> wrote:
>> 
>> 
>>> So friendlyfire gets you put on the custom tab, what sense does that
>>> make? Could these issues be put to a valve survey to see what the people
>>> want? We already dealt with the custom tab nearly destroying our TF2
>>> community now your trying to take what little stake we have left in dods
>>> and css, why do you hate server ops valve? please do tell
>>>
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>>> 
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>
>
> No virus found in this incoming message.
> Checked by AVG. 
> Version: 8.0.100 / Virus Database: 269.24.1/1463 - Release Date: 5/23/2008 
> 3:36 PM
> 


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Re: [hlds] Scrap the custome server tab

2008-05-25 Thread JDoc0512
the problem is that valve couldn't come up with a better system 
   
  they should have put all servers in the same tab and place several buttons in 
the search window for players convenience to separate vanilla servers from the 
custom servers with a simple click, not going back and forth between the 
internet tab and the custom tab or never go to the custom tab

Nephyrin Zey <[EMAIL PROTECTED]> wrote:
  Impeccable logic. Sure people may SEEM to be 10/1 against it, but look
at how that internet petition failed!

You're not suggesting any solutions or even arguments for why it's
still a good or feasible idea. The only impression i get from reading
your posts is that you run a vanilla server and think any
modifications are insipid and deserved to be shunned to another tab
where you couldn't care less if players don't find them, more traffic
for you and the version of the game you support, yes? Or was that
horribly bias? I'm sorry, I'm just assuming things based on flimsy
evidence, but it seems to be working quite well for you.

Not that any of that are anti-custom-tab are any less guilty of just
putting forth flimsy reasons for your case that arn't helping
anything. I personally think alltalk is retarded in a game highly
based on strategic teamwork. And that anyone running a gravity mod
shouldn't be hard to distinguish from a serious damn server. So maybe
you ALL should look at both sides of the argument and try to discuss
what you think the solution should be in more detail. There *IS* a
problem with a bunch of non-game-representative crazy servers being on
the list. There *are* issues with implementing a good single-tab
filter (think: custom hidden by default? same issues if it is or
isn't?).

Going 'learn to work with it!' (it's horribly broken and unfixable) or
'single tab, it's easy!' (i'm more in favor of this, but still major
issues) isn't helping shit guys. You're destroying (or have destroyed)
any chance that valve cares about what is said on this list about the
subject, they probably regard these lists as a bunch of kids angry
about their servers standings (and they're mostly right)

tl;dr: It's just a damn game. Talk about it if you have a good idea or
solution, or just let Valve do what they will about it. If you want to
keep the discussion going so valve hears you, at least think of
something to bring to it. All of you.

- Neph

On Sun, May 25, 2008 at 2:40 AM, Thomas Morton
wrote:
> Well it seems that the few of you still commenting on this are in a severe
> minority.. I'm not worried by the custom tab at all.. if it comes to CSS so
> be it..
>
> I for one can work with it and dont expect to lose peeps from my servers.
>
> ---> http://www.ipetitions.com/petition/tf2customtab/signatures.html
>
> That got 62 signatures after being posted to the list here I imagine
> that a LOT more people than that read the list. Even if it's not a 100%
> accurate guide the general feeling it does tend to suggest that the custom
> tab has gone down well with - or at least is being accepted by - the
> majority.
>
> --
> From: "Craig Collinson" 
> Sent: Sunday, May 25, 2008 6:28 AM
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Subject: Re: [hlds] Scrap the custome server tab
>
>> the majority of people on this list are gsp's or community leaders etc
>> which
>> lets face it valve dont care what we think we need some way of letting the
>> public vote on this matter maybe valve should release a new survey like
>> there pc spec one to see what the gamers want instead ?
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Re: [hlds] Scrap the custome server tab

2008-05-25 Thread JDoc0512
I agree that's exactly what should be done

Andreas Grimm <[EMAIL PROTECTED]> wrote:
  all i can say is:

- remove the custom tab
- create one list with one good filter for all servers
- give vanilla-server-admins the possibility to use sv_tags to
advert/describe their servers, too

please valve, listen to your community

- andreas

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Sunday, May 25, 2008 6:38 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Scrap the custome server tab

Yeah, I wanted to do the same.

The entire idea is flawed, there is no way for valve to be aware of plug-ins
or modifications installed on a server, any system they do try and come up
with will be ruthlessly countered before they can say custom tab, and I
seriously doubt they are going to hire moderators to go delist custom
servers in the wrong place, when the solution is so much easier.

I ran an experiment, I took 2 fake servers, put one on the custom tab, and
one of them on the internet tab. The server on the custom tab received
roughly 90% fewer queries. (Queries being players loading up the list and
the server sending data to the client).

- voogru.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Sent: Sunday, May 25, 2008 12:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Scrap the custome server tab

The one other thing I think everybody can agree on is the idea that
people do not use sv_tags properly because of the custom tab. For
example, if the tag search was available for all servers, I would set
my sv_tags to a2gaming, the name of my gaming community. Even if the
servers were 100% pure without ANY form of mod or adminmod on it, I
would go to the custom tab. Why? There are no mods.

I would use this feature to help people find my servers quickly and
easily, since filter search by name is not possible (other than A->Z
Z->A). But I would never do it now, since it would put my on custom.

[My servers are actually 32 players, but that's the only mod. But what
I said does apply to other people.]

On Sun, May 25, 2008 at 10:27 AM, Timothy L Havener
wrote:
> Does anyone else see what this is all a precursor to? Ranked and
> unranked servers. Valve is trying to push us all into that direction
> using things like the custom tab to soften us up to the idea. This
> whole "run a server like we want you to or else" attitude is something I
> never expected from Valve. They are killing the great community they
> have built with this crap. The tighter your grip around the content of
> servers grows the more players slip through your fingers.(little star
> wars reference) ;-)
>
> Carl . wrote:
>> The thing that makes me mad is Valve always decide to implement these
silly things long after
>> the game is released.
>>
>> I bought 6 TF2 servers for a year and they were always full and had
players then Valve
>> decide to release the silly custom tab and now i have no players.
>>
>> All i have done to my server is took the gravity from 800 to 600 and
because of that i get punished and
>> moved to the custom tab.
>> I bought these Servers under the impression they would always be full and
now i am tied to
>> a 12 month contract and i cant get rid of the servers.
>>
>> Thanks for wasting my money Valve i would like some compensation, on the
other hand just scrap the
>> custom server tab, put us back in the internet tab, and apply filters as
many have suggested.
>> _
>>
>> All new Live Search at Live.com
>>
>> http://clk.atdmt.com/UKM/go/msnnkmgl001006ukm/direct/01/
>> ___
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please visit:
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>> 
>>
>>
>> No virus found in this incoming message.
>> Checked by AVG.
>> Version: 8.0.100 / Virus Database: 269.24.1/1464 - Release Date:
5/24/2008 8:56 AM
>>
>
>
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Re: [hlds] Scrap the custome server tab

2008-05-25 Thread JDoc0512
much better in what way? I don't see anything wrong with traditional way of 
doing it

Duod enum <[EMAIL PROTECTED]> wrote:   I'm sure everyone on the list agrees 
that the custom tab doesn't work.?
We're running this plugin 

http://forums.alliedmods.net/showthread.php?p=630058

on our servers.?It's much better than modifying the sv_tags convar 
repeatedly.

 It should work on any orangebox game.

? Duodenum

?lt;br>> - Original Message -
> From: Andreas Grimm
> Sent: 01:18 pm
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Scrap the custome server tab
> 
> all i can say is:
> 
> - remove the custom tab
> - create one list with one good filter for all servers
> - give vanilla-server-admins the possibility to use sv_tags to
> advert/describe their servers, too
> 
> please valve, listen to your community
> 
> - andreas
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 
> 'voogru'
> MacDonald
> Sent: Sunday, May 25, 2008 6:38 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Scrap the custome server tab
> 
> Yeah, I wanted to do the same.
> 
> The entire idea is flawed, there is no way for valve to be aware of 
> plug-ins
> or modifications installed on a server, any system they do try and come 
> up
> with will be ruthlessly countered before they can say custom tab, and I
> seriously doubt they are going to hire moderators to go delist custom
> servers in the wrong place, when the solution is so much easier.
> 
> I ran an experiment, I took 2 fake servers, put one on the custom tab, 
> and
> one of them on the internet tab. The server on the custom tab received
> roughly 90% fewer queries. (Queries being players loading up the list and
> the server sending data to the client).
> 
> - voogru.
> 
> 
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ryan
> Sent: Sunday, May 25, 2008 12:23 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Scrap the custome server tab
> 
> The one other thing I think everybody can agree on is the idea that
> people do not use sv_tags properly because of the custom tab. For
> example, if the tag search was available for all servers, I would set
> my sv_tags to a2gaming, the name of my gaming community. Even if the
> servers were 100% pure without ANY form of mod or adminmod on it, I
> would go to the custom tab. Why? There are no mods.
> 
> I would use this feature to help people find my servers quickly and
> easily, since filter search by name is not possible (other than A->Z
> Z->A). But I would never do it now, since it would put my on custom.
> 
> [My servers are actually 32 players, but that's the only mod. But what
> I said does apply to other people.]
> 
> On Sun, May 25, 2008 at 10:27 AM, Timothy L Havener
> wrote:
> > Does anyone else see what this is all a precursor to? Ranked and
> > unranked servers. Valve is trying to push us all into that direction
> > using things like the custom tab to soften us up to the idea. This
> > whole "run a server like we want you to or else" attitude is something 
> I
> > never expected from Valve. They are killing the great community they
> > have built with this crap. The tighter your grip around the content of
> > servers grows the more players slip through your fingers.(little star
> > wars reference) ;-)
> >
> > Carl . wrote:
> >> The thing that makes me mad is Valve always decide to implement these
> silly things long after
> >> the game is released.
> >>
> >> I bought 6 TF2 servers for a year and they were always full and had
> players then Valve
> >> decide to release the silly custom tab and now i have no players.
> >>
> >> All i have done to my server is took the gravity from 800 to 600 and
> because of that i get punished and
> >> moved to the custom tab.
> >> I bought these Servers under the impression they would always be full 
> and
> now i am tied to
> >> a 12 month contract and i cant get rid of the servers.
> >>
> >> Thanks for wasting my money Valve i would like some compensation, on 
> the
> other hand just scrap the
> >> custom server tab, put us back in the internet tab, and apply filters 
> as
> many have suggested.
> >> _
> >>
> >> All new Live Search at Live.com
> >>
> >> http://clk.atdmt.com/UKM/go/msnnkmgl001006ukm/direct/01/
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >> 
> 
> >>
> >>
> >> No virus found in this incoming message.
> >> Checked by AVG.
> >> Version: 8.0.100 / Virus Database: 269.24.1/1464 - Release Date:
> 5/24/2008 8:56 AM
> >>
> >
> >
> > ___
> > To unsubscribe, 

Re: [hlds] New Medic items not working on your server...

2008-05-29 Thread JDoc0512
lol at an attempt to strike up a conversation with eric


Tony Paloma <[EMAIL PROTECTED]> wrote:  Not in Washington. Where are you?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Thursday, May 29, 2008 12:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Medic items not working on your server...

It's 10am somewhere...


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
Sent: Wednesday, May 28, 2008 11:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Medic items not working on your server...

Your up late Eric :D Hows CSS Beta coming?


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Re: [hlds] tf2 exploits/hacks

2008-05-30 Thread JDoc0512
but everyone knows about mpc anyway
and anyone can get tf2 hacks if they wanted to just by searching google
 
about time to secure VAC...

--- On Fri, 5/30/08, Schleiden Ridleneranopocken <[EMAIL PROTECTED]> 
wrote:

From: Schleiden Ridleneranopocken <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 exploits/hacks
To: "Half-Life dedicated Win32 server mailing list" 

Date: Friday, May 30, 2008, 6:09 PM

This is the first time I've used the mailing list, so bare with me.
I am Hwkiller from the steam forums; please submit any cheats, exploits,
phishers, or sites of any malicious content to me through the forum if you can.
Just PM 'hwkiller' and I'm always online. It's better, I'd
say, to contact the moderators there with any such content than to post it in a
public mailing list.



> Date: Fri, 30 May 2008 19:55:38 -0400> From: [EMAIL PROTECTED]> To:
hlds@list.valvesoftware.com> Subject: [hlds] tf2 exploits/hacks> > does
valve know about the exploits listed at mpcdownloads.com or>
game-hackers.com?> > you can still see players, stickes, engy objects,
sniper dots, etc. through> walls and modify the sniper scope to have no
black areas> > you can still hack for wireframe mode.> > my tail
pipe is a little sore right now, would like those tf2 hacks since>
11/26/2007 to go away> ___>
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Re: [hlds] tf2 exploits/hacks

2008-06-01 Thread JDoc0512
I'm not sure why you sent me a private e-mail apart from the hlds mailing list
but this is the reply I sent
 
the last thing you said was "CS 1.4 didn't have VAC.  Nice attempt at a 
troll though"
 
 
CS 1.4 had VAC
 
you sure are very knowledgeable
 
so much for being a mod at steam forum (mods are all just volunteers anyway, 
not trained or anything)

--- On Sun, 6/1/08, Shawn Zipay <[EMAIL PROTECTED]> wrote:

From: Shawn Zipay <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 exploits/hacks
To: [EMAIL PROTECTED]
Date: Sunday, June 1, 2008, 9:12 AM


CS 1.4 didn't have VAC.  Nice attempt at a troll though.

And how do I know?  Let's see, I used to be a mod on the Steam forums and 
I still run a community site that grants me access to speaking with Valve staff 
members on a regular basis.  How do I know?  Put 2 and 2 together.


On Sat, May 31, 2008 at 10:29 PM, JDoc0512 <[EMAIL PROTECTED]> wrote:






and what makes you think that you have a better understanding of VAC than I do?
care to explain how VAC was like back in cs 1.4? that's of course if you have 
any experience running cs servers back then


--- On Sat, 5/31/08, Shawn Zipay <[EMAIL PROTECTED]> wrote:


From: Shawn Zipay <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 exploits/hacks
To: [EMAIL PROTECTED]
Date: Saturday, May 31, 2008, 1:37 PM 





I don't believe you have much of an understanding how VAC works then for you to 
make that request/claim then.


On Sat, May 31, 2008 at 8:47 AM, JDoc0512 <[EMAIL PROTECTED]> wrote:






that means make it more secure so that it can detect more hacks faster and 
better
 
but your question is pointless

-- 
Shawn Zipay
CS-Nation
http://www.csnation.net 



-- 
Shawn Zipay
CS-Nation



  
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Re: [hlds] tf2 exploits/hacks

2008-06-01 Thread JDoc0512
no, yahoo sends replies to hlds list
he just sent me a private e-mail saying that he has a better understanding of 
VAC because he's a mod at steam forum. 
 
I never expected volunteer mods at steam forum to be helpful but I certainly 
didn't expect one of them to come to hlds list and call someone a troll for 
making a valid point.
 
now I gotta make another point:
 
they really need to train volunteer mods and recruit people that listen to 
others
not someone who looks down on others because he thinks he's better than others
 

--- On Sun, 6/1/08, Neil Voutt <[EMAIL PROTECTED]> wrote:

From: Neil Voutt <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 exploits/hacks
To: "Half-Life dedicated Win32 server mailing list" 
<hlds@list.valvesoftware.com>
Date: Sunday, June 1, 2008, 1:25 PM

or he sent it personally to be a Ooo lookit me i used to be a mod, i speak
with staff lol

On Sun, Jun 1, 2008 at 3:17 PM, Tom Leighton
<[EMAIL PROTECTED]>
wrote:

> He replied personally because your email client / webmail is setting a
> "Reply-to" address. When you hit Reply on your email client it
sets up
> an email to both or just one of the reply-to addresses.
>
> JDoc0512 wrote:
> > I'm not sure why you sent me a private e-mail apart from the hlds
mailing
> list
> > but this is the reply I sent
> > &nbsp;
> > the last thing you said was "CS 1.4 didn't have
VAC.&nbsp; Nice attempt
> at a troll though"
> > &nbsp;
> > &nbsp;
> > CS 1.4 had VAC
> > &nbsp;
> > you sure are very knowledgeable
> > &nbsp;
> > so much for being a mod at steam forum (mods are all just volunteers
> anyway, not trained or anything)
> >
> > --- On Sun, 6/1/08, Shawn Zipay
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>&gt;
> wrote:
> >
> > From: Shawn Zipay &lt;[EMAIL PROTECTED]
<[EMAIL PROTECTED]>&gt;
> > Subject: Re: [hlds] tf2 exploits/hacks
> > To: [EMAIL PROTECTED]
> > Date: Sunday, June 1, 2008, 9:12 AM
> >
> >
> > CS 1.4 didn't have VAC.&nbsp; Nice attempt at a troll though.
> >
> > And how do I know?&nbsp; Let's see, I used to be a mod on the
Steam
> forums and I still run a community site that grants me access to speaking
> with Valve staff members on a regular basis.&nbsp; How do I
know?&nbsp; Put
> 2 and 2 together.
> >
> >
> > On Sat, May 31, 2008 at 10:29 PM, JDoc0512
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>&gt;
> wrote:
> >
> >
> >
> >
> >
> >
> > and what makes you think that you have a better understanding of VAC
than
> I do?
> > care to explain how VAC was like back in cs 1.4? that's of course
if you
> have any experience running cs servers back then
> >
> >
> > --- On Sat, 5/31/08, Shawn Zipay
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>&gt;
> wrote:
> >
> >
> > From: Shawn Zipay &lt;[EMAIL PROTECTED]
<[EMAIL PROTECTED]>&gt;
> > Subject: Re: [hlds] tf2 exploits/hacks
> > To: [EMAIL PROTECTED]
> > Date: Saturday, May 31, 2008, 1:37 PM
> >
> >
> >
> >
> >
> > I don't believe you have much of an understanding how VAC works
then for
> you to make that request/claim then.
> >
> >
> > On Sat, May 31, 2008 at 8:47 AM, JDoc0512
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>&gt;
> wrote:
> >
> >
> >
> >
> >
> >
> > that means make it more secure so that it can detect more hacks
faster
> and better
> > &nbsp;
> > but your question is pointless
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] tf2 exploits/hacks

2008-06-01 Thread JDoc0512
yahoo sends replies to hlds list
http://img76.imageshack.us/img76/4296/yahooau8.gif
 
here's an e-mail from the almighty volunteer mod from the steam forum
http://img89.imageshack.us/img89/7613/mailwg6.gif


--- On Sun, 6/1/08, Tom Leighton <[EMAIL PROTECTED]> wrote:

From: Tom Leighton <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 exploits/hacks
To: "Half-Life dedicated Win32 server mailing list" 
<hlds@list.valvesoftware.com>
Date: Sunday, June 1, 2008, 1:35 PM

Erm, no :P

http://upload.xer0.info/uploads/m37k6/email.JPG

LOL :3

Neil Voutt wrote:
> or he sent it personally to be a Ooo lookit me i used to be a mod, i speak
> with staff lol
>
> On Sun, Jun 1, 2008 at 3:17 PM, Tom Leighton
<[EMAIL PROTECTED]>
> wrote:
>
>   
>> He replied personally because your email client / webmail is setting a
>> "Reply-to" address. When you hit Reply on your email client
it sets up
>> an email to both or just one of the reply-to addresses.
>>
>> JDoc0512 wrote:
>> 
>>> I'm not sure why you sent me a private e-mail apart from the
hlds mailing
>>>   
>> list
>> 
>>> but this is the reply I sent
>>> &nbsp;
>>> the last thing you said was "CS 1.4 didn't have
VAC.&nbsp; Nice attempt
>>>   
>> at a troll though"
>> 
>>> &nbsp;
>>> &nbsp;
>>> CS 1.4 had VAC
>>> &nbsp;
>>> you sure are very knowledgeable
>>> &nbsp;
>>> so much for being a mod at steam forum (mods are all just
volunteers
>>>   
>> anyway, not trained or anything)
>> 
>>> --- On Sun, 6/1/08, Shawn Zipay
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>&gt;
>>>   
>> wrote:
>> 
>>> From: Shawn Zipay &lt;[EMAIL PROTECTED]
<[EMAIL PROTECTED]>&gt;
>>> Subject: Re: [hlds] tf2 exploits/hacks
>>> To: [EMAIL PROTECTED]
>>> Date: Sunday, June 1, 2008, 9:12 AM
>>>
>>>
>>> CS 1.4 didn't have VAC.&nbsp; Nice attempt at a troll
though.
>>>
>>> And how do I know?&nbsp; Let's see, I used to be a mod on
the Steam
>>>   
>> forums and I still run a community site that grants me access to
speaking
>> with Valve staff members on a regular basis.&nbsp; How do I
know?&nbsp; Put
>> 2 and 2 together.
>> 
>>> On Sat, May 31, 2008 at 10:29 PM, JDoc0512
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>&gt;
>>>   
>> wrote:
>> 
>>>
>>>
>>>
>>>
>>> and what makes you think that you have a better understanding of
VAC than
>>>   
>> I do?
>> 
>>> care to explain how VAC was like back in cs 1.4? that's of
course if you
>>>   
>> have any experience running cs servers back then
>> 
>>> --- On Sat, 5/31/08, Shawn Zipay
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>&gt;
>>>   
>> wrote:
>> 
>>> From: Shawn Zipay &lt;[EMAIL PROTECTED]
<[EMAIL PROTECTED]>&gt;
>>> Subject: Re: [hlds] tf2 exploits/hacks
>>> To: [EMAIL PROTECTED]
>>> Date: Saturday, May 31, 2008, 1:37 PM
>>>
>>>
>>>
>>>
>>>
>>> I don't believe you have much of an understanding how VAC
works then for
>>>   
>> you to make that request/claim then.
>> 
>>> On Sat, May 31, 2008 at 8:47 AM, JDoc0512
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>&gt;
>>>   
>> wrote:
>> 
>>>
>>>
>>>
>>>
>>> that means make it more secure so that it can detect more hacks
faster
>>>   
>> and better
>> 
>>> &nbsp;
>>> but your question is pointless
>>>
>>>
>>>   
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> 
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Re: [hlds] All Crit's exploit/hack

2008-06-02 Thread JDoc0512
instant permanent ban from VAC secured servers sounds cruel but effective

--- On Mon, 6/2/08, Tom Leighton <[EMAIL PROTECTED]> wrote:

From: Tom Leighton <[EMAIL PROTECTED]>
Subject: Re: [hlds] All Crit's exploit/hack
To: "Half-Life dedicated Win32 server mailing list" 

Date: Monday, June 2, 2008, 9:57 PM

I wasn't saying go instaban, delayed ban is incredibly good :P

Just saying about adding some more detection methods in...

Neil Voutt wrote:
> Also, it allows the hack to spread more and more.. so more bad users get 
> the BOOT..
>
> if it insta banned it would take out like a few people before word got 
> out..  if people go for a week or a month and thinks all is good then... 
> BAM hit with a parking ticket they didnt know they had and its GONE
>
> Cc2iscooL wrote:
>   
>> The big point about VAC being a delayed banning system is that the 
>> people creating these hack programs can't be sure 100% that they
won't 
>> get caught by using whatever program they've created. If it was an

>> insta-ban system like Punkbuster, they could just play with it until 
>> they were to get around the system, which would make the system 
>> virtually useless anyway.
>>
>> Plus, we get to ban more people later! :D
>>
>> Tom Leighton wrote:
>>   
>> 
>>> Or get some more interesting cheat detection methods online.
>>>
>>> I know it may up the amount of false positives, but I don't
see how 
>>> logging the modules that are loaded during the games
startup/random 
>>> intervals, and then comparing the amount of players using them.
>>>
>>> If it's a legitimate program, valve can revert the bans, etc.
>>>
>>> Not a good idea, but we could do with a more proactive approach to

>>> anti-cheat (Maybe even screenshots? :P)
>>>
>>> Nephyrin Zey wrote:
>>>   
>>> 
>>>   
 This is definitely achievable through hacks, so that's
where my money
 is for now. Hopefully they get vacrolled soon.

 - Neph

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>>> 
>>>   
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>> 
>
>
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Re: [hlds] All Crit's exploit/hack

2008-06-03 Thread JDoc0512
I bet it's just an exploit in game
 
It was possible to have 100% crit chance several months ago but valve 
patched it
Now it came back -_-

--- On Tue, 6/3/08, GZ Coldorak <[EMAIL PROTECTED]> wrote:

From: GZ Coldorak <[EMAIL PROTECTED]>
Subject: Re: [hlds] All Crit's exploit/hack
To: "Half-Life dedicated Win32 server mailing list" 

Date: Tuesday, June 3, 2008, 1:48 AM

Don't know how they (the "full-crit" cheaters) do that. Is this an
external
hack (like aimbots) or an ingame exploit?
In the .dem linked in the first mail, I saw that one of the players switched
weapons quite often during setup time. Any relation with full-crit or
nothing to do with it?

Cold

On Tue, Jun 3, 2008 at 8:52 AM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> I've made a wild guess to what I believe to be the cybercafé account
> ranges.
>
> Note: To retrieve account ids from a STEAM ID, see
> http://forums.alliedmods.net/showthread.php?t=60899
>
> Account IDS between 1510 and 1515
> Account IDS between 1550 and 1555
>
> However, not all accounts that fall into this range are café accounts,
but
> all café accounts appear to be in this range. Out of nearly 150,000
players
> in my database I had a few regulars that fell into this ID range, the rest
> of the players who fell into this range were flagged for speed hacking or
> had lamer looking names or were in myg0t, and various other scumbag
groups.
> I log all rejected connections, and I get about 9-10 rejections a day per
> server.
>
> Most importantly, most (90%) players who I flagged for cheating and most
> players who were banned for cheating, had ID's in this range.
>
> To resolve the problem with losing any regulars, my server keeps data on
> every player who ever connected to my server, so I just made it reject
> connections from unknown ids in this range.
>
> The amount of cheaters dropped considerably since I've implemented
this. I
> was getting about 2-3 speed hackers a day.
>
> I might take it off though so my admins can put our new admin rage cheater
> commands to use, perhaps only using it when there are no admins on the
> server.
>
> To valve, it makes sense for café accounts to be immune to VAC bans, it
> would be unfair for some jerkoff to go into a café, install hacks, and
get
> the café banned from 99% of servers, but there is massive abuse of the
> system to where people who do not operate cafés are using the accounts as
> "unlimited cheat accounts".
>
> I personally think that café account steamids should be a single ID per
> steam café, immune to VAC bans, but if they get banned from a server,
they
> need to take it up with the server admin, another thing that would be a
> step
> in the right direction would be limiting steam café accounts to 1 single
> static IP. Any legitimate internet café has a business line which has a
> static IP.
>
> Until then, I will attempt to keep them off my server by detecting trends
> in
> their ID ranges.
>
> - voogru.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
> Sent: Tuesday, June 03, 2008 2:22 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] All Crit's exploit/hack
>
> How do you detect Cafe accounts? Is there some special format of Steam ID?
> How do you ban these people? I have heard it's not possible to ban
Cafe
> accounts.
>
>
>
> - Original Message -
> From: "Spencer 'voogru' MacDonald"
<[EMAIL PROTECTED]>
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Sent: Tuesday, June 03, 2008 3:35 AM
> Subject: Re: [hlds] All Crit's exploit/hack
>
>
> They won't get VAC banned because they are probably using café
accounts
> anyway.
>
> Hence why I have been outright deny presumed café accounts access to my
> servers.
>
> I have yet to see or hear about this happening on my servers.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> Sent: Monday, June 02, 2008 8:01 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] All Crit's exploit/hack
>
> They could lessen the blow of VAC Bans with some Rick Astley, is all
I'm
> saying.
>
> - Neph
>
> On Mon, Jun 2, 2008 at 3:39 PM, Timothy L Havener
> <[EMAIL PROTECTED]> wrote:
> > Is that the steam version of being Rickrolled? ;-)
> >
> > Nephyrin Zey wrote:
> >> This is definitely achievable through hacks, so that's where
my money
> >> is for now. Hopefully they get vacrolled soon.
> >>
> >> - Neph
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>

> >>
> >>
> >> No virus found in this incoming message.
> >> Checked by AVG.
> >> Version: 8.0.100 / Virus Databa

Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread JDoc0512
are you sure it's a required update?
I could still join my servers without updating them
I've updated client side

--- On Wed, 6/11/08, Jason Ruymen <[EMAIL PROTECTED]> wrote:

From: Jason Ruymen <[EMAIL PROTECTED]>
Subject: [hlds] Team Fortress 2 Update Released
To: "Half-Life dedicated Win32 server mailing list" 
, [EMAIL PROTECTED], [EMAIL PROTECTED]
Date: Wednesday, June 11, 2008, 6:28 PM

The required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive it.  The specific changes include:
 
- Allow Mods to set which ConVars control the sv_tags settings
 -Support custom Russian TF2 fonts

Jason


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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread JDoc0512
I don't think anyone will fall into this "trap"
Everyone talks about everything on sourcemod forum

--- On Wed, 6/11/08, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:

From: Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>
Subject: Re: [hlds] Team Fortress 2 Update Released
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Wednesday, June 11, 2008, 6:48 PM

Sounds to me it's a feature so mod authors can tap into the tags system.

So now, mod authors can define their own tags, and server operators that are
foolish enough to run the plug-ins will have their server traffic reduced by
90% or more.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
Sent: Wednesday, June 11, 2008 8:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

Could you elablorate on what exactly that first one means? That would
make sense in the context of an SDK update..

On Wed, Jun 11, 2008 at 5:28 PM, Jason Ruymen <[EMAIL PROTECTED]>
wrote:
> The required update for Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive it.  The specific changes include:
>
> - Allow Mods to set which ConVars control the sv_tags settings
>  -Support custom Russian TF2 fonts
>
> Jason
>
>
> ___
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please visit:
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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread JDoc0512
dual x5355 windows 2k3 as well
no memory leak whatsoever
 
none of my servers exceed 300~350MB now

--- On Wed, 6/11/08, P. Bhandal <[EMAIL PROTECTED]> wrote:

From: P. Bhandal <[EMAIL PROTECTED]>
Subject: Re: [hlds] Team Fortress 2 Update Released
To: "Half-Life dedicated Win32 server mailing list" 
<hlds@list.valvesoftware.com>
Date: Wednesday, June 11, 2008, 7:03 PM

On a less sarcastic note from Voogru, has any progress been made in
diagnosing and fixing the memory leaks? I've seen some of my processes
exceed over 1 gig of ram used :O Server performance gradually worsens until
it becomes a lagfest.

We run two machines per box (E6850 with 2 gigs of ram on Windows 2k3) and we
find that after two days or so the server only has about 100 - 200 megs of
ram left. I can only wonder how bad it is for large scale GSPs.

On Wed, Jun 11, 2008 at 8:55 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> I take that back, it might be a fix for servers getting massive memory
> leaks
> after only a few hours.
>
> The memory leaks don't happen if there are no players on the server,
and
> since tags on servers usually results in empty servers, massive memory
leak
> fixed.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
> Sent: Wednesday, June 11, 2008 8:53 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> I don't think anyone will fall into this "trap"
> Everyone talks about everything on sourcemod forum
>
> --- On Wed, 6/11/08, Spencer 'voogru' MacDonald
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>
> &gt;
> wrote:
>
> From: Spencer 'voogru' MacDonald
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>
> &gt;
> Subject: Re: [hlds] Team Fortress 2 Update Released
> To: "'Half-Life dedicated Win32 server mailing list'"
> &lt;hlds@list.valvesoftware.com
<[EMAIL PROTECTED]>&gt;
> Date: Wednesday, June 11, 2008, 6:48 PM
>
> Sounds to me it's a feature so mod authors can tap into the tags
system.
>
> So now, mod authors can define their own tags, and server operators that
> are
> foolish enough to run the plug-ins will have their server traffic reduced
> by
> 90% or more.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> Sent: Wednesday, June 11, 2008 8:41 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> Could you elablorate on what exactly that first one means? That would
> make sense in the context of an SDK update..
>
> On Wed, Jun 11, 2008 at 5:28 PM, Jason Ruymen
> &lt;[EMAIL PROTECTED]
<[EMAIL PROTECTED]>&gt;
> wrote:
> &gt; The required update for Team Fortress 2 is now available.  Please
run
> &gt; hldsupdatetool to receive it.  The specific changes include:
> &gt;
> &gt; - Allow Mods to set which ConVars control the sv_tags settings
> &gt;  -Support custom Russian TF2 fonts
> &gt;
> &gt; Jason
> &gt;
> &gt;
> &gt; ___
> &gt; To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> &gt; http://list.valvesoftware.com/mailman/listinfo/hlds
> &gt
<http://list.valvesoftware.com/mailman/listinfo/hlds&gt>;;
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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread JDoc0512
I take that back
 
my servers have problems with memory leak but only a few times in a week or two
I usually restart them

--- On Wed, 6/11/08, P. Bhandal <[EMAIL PROTECTED]> wrote:

From: P. Bhandal <[EMAIL PROTECTED]>
Subject: Re: [hlds] Team Fortress 2 Update Released
To: "Half-Life dedicated Win32 server mailing list" 
<hlds@list.valvesoftware.com>
Date: Wednesday, June 11, 2008, 7:03 PM

On a less sarcastic note from Voogru, has any progress been made in
diagnosing and fixing the memory leaks? I've seen some of my processes
exceed over 1 gig of ram used :O Server performance gradually worsens until
it becomes a lagfest.

We run two machines per box (E6850 with 2 gigs of ram on Windows 2k3) and we
find that after two days or so the server only has about 100 - 200 megs of
ram left. I can only wonder how bad it is for large scale GSPs.

On Wed, Jun 11, 2008 at 8:55 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> I take that back, it might be a fix for servers getting massive memory
> leaks
> after only a few hours.
>
> The memory leaks don't happen if there are no players on the server,
and
> since tags on servers usually results in empty servers, massive memory
leak
> fixed.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
> Sent: Wednesday, June 11, 2008 8:53 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> I don't think anyone will fall into this "trap"
> Everyone talks about everything on sourcemod forum
>
> --- On Wed, 6/11/08, Spencer 'voogru' MacDonald
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>
> &gt;
> wrote:
>
> From: Spencer 'voogru' MacDonald
&lt;[EMAIL PROTECTED]<[EMAIL PROTECTED]>
> &gt;
> Subject: Re: [hlds] Team Fortress 2 Update Released
> To: "'Half-Life dedicated Win32 server mailing list'"
> &lt;hlds@list.valvesoftware.com
<[EMAIL PROTECTED]>&gt;
> Date: Wednesday, June 11, 2008, 6:48 PM
>
> Sounds to me it's a feature so mod authors can tap into the tags
system.
>
> So now, mod authors can define their own tags, and server operators that
> are
> foolish enough to run the plug-ins will have their server traffic reduced
> by
> 90% or more.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> Sent: Wednesday, June 11, 2008 8:41 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> Could you elablorate on what exactly that first one means? That would
> make sense in the context of an SDK update..
>
> On Wed, Jun 11, 2008 at 5:28 PM, Jason Ruymen
> &lt;[EMAIL PROTECTED]
<[EMAIL PROTECTED]>&gt;
> wrote:
> &gt; The required update for Team Fortress 2 is now available.  Please
run
> &gt; hldsupdatetool to receive it.  The specific changes include:
> &gt;
> &gt; - Allow Mods to set which ConVars control the sv_tags settings
> &gt;  -Support custom Russian TF2 fonts
> &gt;
> &gt; Jason
> &gt;
> &gt;
> &gt; ___
> &gt; To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> &gt; http://list.valvesoftware.com/mailman/listinfo/hlds
> &gt
<http://list.valvesoftware.com/mailman/listinfo/hlds&gt>;;
>
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Re: [hlds] tf2 material wallhacks

2008-06-12 Thread JDoc0512
so you are asking us to give you tf2 hacks? haha you are one funny dude

--- On Thu, 6/12/08, Andreas Grimm <[EMAIL PROTECTED]> wrote:

From: Andreas Grimm <[EMAIL PROTECTED]>
Subject: [hlds] tf2 material wallhacks
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Thursday, June 12, 2008, 10:37 PM

Hi,
 
does someone know a link, where i can download the material wallhacks for
TF2?
I want to setup my servers with sv_pure 1 and need to know, which files are
involved there.
 
Or does someone already have a whitelist which stops that kind of hack?
 
thanks in advance 
Andi
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Re: [hlds] tf2 material wallhacks

2008-06-12 Thread JDoc0512
at any rate, there's hacks that bypass sv_pure 2 and using "secure" whitelist
so what's your point? share hacks so they get spread even more to the public?


--- On Thu, 6/12/08, Cc2iscooL <[EMAIL PROTECTED]> wrote:

From: Cc2iscooL <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 material wallhacks
To: "Half-Life dedicated Win32 server mailing list" 
<hlds@list.valvesoftware.com>
Date: Thursday, June 12, 2008, 11:04 PM

The discussion wasn't about "hacks." The discussion was about
materials 
that are modified.

:)

JDoc0512 wrote:
> oh and there's tf2 hacks that work perfectly fine on sv_pure 2 
> servers. so there's no point following messing with whitelist
really...
>
> --- On *Thu, 6/12/08, Cc2iscooL /<[EMAIL PROTECTED]>/* wrote:
>
> From: Cc2iscooL <[EMAIL PROTECTED]>
> Subject: Re: [hlds] tf2 material wallhacks
> To: [EMAIL PROTECTED], "Half-Life dedicated Win32 server mailing
> list" <hlds@list.valvesoftware.com>
> Date: Thursday, June 12, 2008, 10:50 PM
>
> Don't be stupid. A proper server admin would test these sorts of
things. 
> Maybe he is just a player looking for the materials but it's still

> highly doubtful seeing as he knows what the sv_pure 1 whitelist -is-. 
> Don't point blame.
>
> JDoc0512 wrote:
> > so you are asking us to give you tf2 hacks? haha you are one
funny dude
> >
> > --- On Thu, 6/12/08, Andreas Grimm &lt;[EMAIL 
PROTECTED]&gt;
wrote:
> >
> > From: Andreas Grimm &lt;[EMAIL PROTECTED]&gt;
> > Subject: [hlds] tf2 material wallhacks
> > To: "'Half-Life dedicated Win32 server mailing
list'"
> &lt;hlds@list.valvesoftware.com&gt;
> > Date: Thursday, June 12, 2008, 10:37 PM
> >
> > Hi,
> >  
> > does someone know a link, where i can download the material
wallhacks for
> > TF2?
> > I want to setup my servers with sv_pure 1 and need to know, which
files
> are
> > involved there.
> >  
> > Or does someone already have a whitelist which stops that kind of
hack?
> >  
> > thanks in advance 
> > Andi
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >   
> > ___
> > To unsubscribe, edit your list preferences, or view the list
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> please visit:
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> >
>
>

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Re: [hlds] tf2 material wallhacks

2008-06-12 Thread JDoc0512
uh no I didn't miss the point and you should stop replying with obnoxious 
remarks
I see that you are very ignorant and in expereinced about hacks...
 
admins deserve to know if there's any new exploits but they shouldn't attempt 
to get hacks to test if their servers are secured or not
 
hacks are not the same thing as exploits... illegit custom models are 
hacks not exploits
 

--- On Thu, 6/12/08, Cc2iscooL <[EMAIL PROTECTED]> wrote:

From: Cc2iscooL <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 material wallhacks
To: "Half-Life dedicated Win32 server mailing list" 
<hlds@list.valvesoftware.com>
Date: Thursday, June 12, 2008, 11:16 PM

You've missed the point since the first email. Do yourself a favor and 
stop replying.

At any rate, admins deserve to know about new exploits coming out so 
they can watch for them.

JDoc0512 wrote:
> at any rate, there's hacks that bypass sv_pure 2 and using
"secure" whitelist
> so what's your point? share hacks so they get spread even more to the
public?
>
>
> --- On Thu, 6/12/08, Cc2iscooL &lt;[EMAIL PROTECTED]&gt; wrote:
>
> From: Cc2iscooL &lt;[EMAIL PROTECTED]&gt;
> Subject: Re: [hlds] tf2 material wallhacks
> To: "Half-Life dedicated Win32 server mailing list"
&lt;hlds@list.valvesoftware.com&gt;
> Date: Thursday, June 12, 2008, 11:04 PM
>
> The discussion wasn't about "hacks." The discussion was
about
> materials 
> that are modified.
>
> :)
>
> JDoc0512 wrote:
> &gt; oh and there's tf2 hacks that work perfectly fine on sv_pure
2 
> &gt; servers. so there's no point following messing with whitelist
> really...
> &gt;
> &gt; --- On *Thu, 6/12/08, Cc2iscooL
/&lt;[EMAIL PROTECTED]&gt;/* wrote:
> &gt;
> &gt; From: Cc2iscooL &lt;[EMAIL PROTECTED]&gt;
> &gt; Subject: Re: [hlds] tf2 material wallhacks
> &gt; To: [EMAIL PROTECTED], "Half-Life dedicated Win32 server
mailing
> &gt; list" &lt;hlds@list.valvesoftware.com&gt;
> &gt; Date: Thursday, June 12, 2008, 10:50 PM
> &gt;
> &gt; Don't be stupid. A proper server admin would test these
sorts of
> things. 
> &gt; Maybe he is just a player looking for the materials but
it's still
>
> &gt; highly doubtful seeing as he knows what the sv_pure 1
whitelist -is-. 
> &gt; Don't point blame.
> &gt;
> &gt; JDoc0512 wrote:
> &gt; &gt; so you are asking us to give you tf2 hacks? haha you
are one
> funny dude
> &gt; &gt;
> &gt; &gt; --- On Thu, 6/12/08, Andreas Grimm
&amp;lt;[EMAIL PROTECTED]&amp;gt;
> wrote:
> &gt; &gt;
> &gt; &gt; From: Andreas Grimm
&amp;lt;[EMAIL PROTECTED]&amp;gt;
> &gt; &gt; Subject: [hlds] tf2 material wallhacks
> &gt; &gt; To: "'Half-Life dedicated Win32 server
mailing
> list'"
> &gt; &amp;lt;hlds@list.valvesoftware.com&amp;gt;
> &gt; &gt; Date: Thursday, June 12, 2008, 10:37 PM
> &gt; &gt;
> &gt; &gt; Hi,
> &gt; &gt;  
> &gt; &gt; does someone know a link, where i can download the
material
> wallhacks for
> &gt; &gt; TF2?
> &gt; &gt; I want to setup my servers with sv_pure 1 and need
to know, which
> files
> &gt; are
> &gt; &gt; involved there.
> &gt; &gt;  
> &gt; &gt; Or does someone already have a whitelist which stops
that kind of
> hack?
> &gt; &gt;  
> &gt; &gt; thanks in advance 
> &gt; &gt; Andi
> &gt; &gt; ___
> &gt; &gt; To unsubscribe, edit your list preferences, or view
the list
> archives,
> &gt; please
> &gt; &gt; visit:
> &gt; &gt; http://list.valvesoftware.com/mailman/listinfo/hlds
> &gt; &gt;
> &gt; &gt;
> &gt; &gt;   
> &gt; &gt; ___
> &gt; &gt; To unsubscribe, edit your list preferences, or view
the list
> archives,
> &gt; please visit:
> &gt; &gt; http://list.valvesoftware.com/mailman/listinfo/hlds
> &gt; &gt;
> &gt;
> &gt;
>
> ___
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>   
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Re: [hlds] tf2 material wallhacks

2008-06-13 Thread JDoc0512
try sv_pure_kick_clients 0

--- On Fri, 6/13/08, Mike Stiehm <[EMAIL PROTECTED]> wrote:

From: Mike Stiehm <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 material wallhacks
To: "Half-Life dedicated Win32 server mailing list" 

Date: Friday, June 13, 2008, 3:36 AM

When i turn on sv_pure 1 is am still kicked for files that are listed in my
whitelist...
Its a simple audio file in the sounds\myfolder\...
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Re: [hlds] tf2 material wallhacks

2008-06-13 Thread JDoc0512
nice find but that won't stop people from hacking... but yeah it will help
 
anyone wanting to hack will just get an aimbot with ESP hack
 
http://youtube.com/watch?v=sebqxvhY6vY


--- On Fri, 6/13/08, Andreas Grimm <[EMAIL PROTECTED]> wrote:

From: Andreas Grimm <[EMAIL PROTECTED]>
Subject: Re: [hlds] tf2 material wallhacks
To: "Half-Life dedicated Win32 server mailing list" 
<hlds@list.valvesoftware.com>
Date: Friday, June 13, 2008, 4:56 AM

Ok,

i have found a material hack pack which includes the following
"features":
- Colored Player Wallhack  (Red team Has Red player models & Blue Team Has
Blue player models)
- Weapon Wallhack
- Briefcase & Flag Wallhack
- ammokit & mediclekit Wallhack  
- colored sentrygun wallhack (Green)
- colored Spawn Turrits wallhack (Green)
- Medic Beams Wallhack  
- Teleport Wallhack
- Dispenser Wallhack  
- Pipe bombs wallhack
- No Scope

I created a whitelist for all hacked files which can be downloaded here:
http://pfiles.saigns.de/pure_server_whitelist.txt

In my server.cfg I set:
sv_pure 1
sv_consistency 1

I installed the material hack pack on my test system and it doesn't work
anymore ...
All other custom files are running fine.

Andreas

 Original-Nachricht 
> Datum: Fri, 13 Jun 2008 11:31:50 +0100
> Von: Tom Leighton <[EMAIL PROTECTED]>
> An: [EMAIL PROTECTED], Half-Life dedicated Win32 server mailing list
<hlds@list.valvesoftware.com>
> Betreff: Re: [hlds] tf2 material wallhacks

> sv_pure 1 is just irritating, i leave if i can't use my custom gun
models.
> 
> If you're going to use sv_pure, set it to 2 so i can join and turn

> sv_consistency off
> 
> JDoc0512 wrote:
> > try sv_pure_kick_clients 0
> >
> > --- On Fri, 6/13/08, Mike Stiehm &lt;[EMAIL PROTECTED]&gt;
wrote:
> >
> > From: Mike Stiehm &lt;[EMAIL PROTECTED]&gt;
> > Subject: Re: [hlds] tf2 material wallhacks
> > To: "Half-Life dedicated Win32 server mailing list"
> &lt;hlds@list.valvesoftware.com&gt;
> > Date: Friday, June 13, 2008, 3:36 AM
> >
> > When i turn on sv_pure 1 is am still kicked for files that are listed
in
> my
> > whitelist...
> > Its a simple audio file in the sounds\myfolder\...
> > ___
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-- 
Pt! Schon vom neuen GMX MultiMessenger gehört?
Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger

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Re: [hlds] Another command to crash servers. Fuckyay.

2008-06-15 Thread JDoc0512
so the plugin logs disconnects/names/IPs/etc in a MySQL database? can it also 
be used to ban?

--- On Sat, 6/14/08, bl4nkeh <[EMAIL PROTECTED]> wrote:

From: bl4nkeh <[EMAIL PROTECTED]>
Subject: Re: [hlds] Another command to crash servers. Fuckyay.
To: "Half-Life dedicated Win32 server mailing list" 

Date: Saturday, June 14, 2008, 10:50 PM

Just so you guys don't think I forgot all about this, I've finished the 
plugin, but I'm testing it right now on one of my servers before 
releasing it. If anyone wants to help out with the testing, go ahead and 
send me a direct email and I'll send you a working copy. Keep in mind 
that this is for SourceMod, so don't be expecting a generic server 
addon, which I believe Voogru is using. It currently only supports 
MySQL, but if enough people ask for a working SQLite version upon 
release, I suppose I can make the plugin work for that as well.

bl4nkeh wrote:
> It definitely is. I'll be making a SM plugin that basically does what 
> Voogru described in his previous reply (log disconnects/names/IPs/etc 
> in a MySQL DB), and will release it on the SM forums when I finish it. 
> If enough people want, I'll reply again with a link when it's
finished.
>
> Spencer 'voogru' MacDonald wrote:
>> I don't use SourceMod though, a lot of what I do can't be done
with
>> SourceMod.
>>
>> All of the SQL stuff though, can be done though SourceMod, if 
>> SourceMod's
>> MySQL stuff is threaded so that it doesn't lock the server when it
runs
>> queries.
>>
>> - voogru.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Patrick 
>> Shelley
>> Sent: Tuesday, June 10, 2008 7:05 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Another command to crash servers. Fuckyay.
>>
>> I use Beetles Mod and I totally agree that it rocks.
>>
>> But I am deffo getting into SM after seeing Voogru's gear.
>>
>>
>> On 6/10/08, Timothy L Havener <[EMAIL PROTECTED]>
wrote:
>>  
>>> I went to sourcemod from mani and I haven't looked back.
>>>
>>> Patrick Shelley wrote:
>>>
 This is all done using sourcemod?

 I've gotta get into this!
   
>>> 
>> ___
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>
>


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Re: [hlds] Another command to crash servers. Fuckyay.

2008-06-15 Thread JDoc0512
hmm... but I don't think there's a reason to treat running game servers as a 
job or they take it too seriously
 
I set up hlstatsx on my server and get enough donations every month to pay for 
the bandwidth and save surplus in my personal bank account. That's as far 
as I'll go lol.

--- On Sun, 6/15/08, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:

From: Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>
Subject: Re: [hlds] Another command to crash servers. Fuckyay.
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Sunday, June 15, 2008, 6:18 PM

Heh, I'm a statistical whore. I like to know everything I can, and it's
particularly useful against players who abuse my server.

For example, in one instance, Tony Paloma had some jackass lagging his
server with an exploit, a quick check of the source of the malicious traffic
coupled with the players IP instantly available with a simple query resulted
in him finding out who the culprit was.

That is why I store everything I possibly can, it always comes in handy
later.

Besides, every server logs this data in the server logs, I just make it
accessible easily.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rian Brooks-Kane
Sent: Sunday, June 15, 2008 7:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Another command to crash servers. Fuckyay.

Everyone loves stats and data.

Rian
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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread JDoc0512
you can use beetlesmod to block civilian class

--- On Mon, 6/16/08, Aaron Rapp <[EMAIL PROTECTED]> wrote:

From: Aaron Rapp <[EMAIL PROTECTED]>
Subject: [hlds] Civilian Class Killing Servers
To: hlds@list.valvesoftware.com
Date: Monday, June 16, 2008, 10:25 PM

Yea...so the title says it all. Ever since the guys on our servers found out
how to do the civilian class, it seems that it's all they want to do. Run
around like idiots not being able to shoot. 

So..I understand that it would not be in their best interest to play
civilian class...but why is this even in the game? What exactly is the point
of this particular class anyway? 

Does anyone else have this problem? Or..does someone else agree/disagree
with this? Is there a way to force stop this maybe?

Aaron Rapp


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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread JDoc0512
but anyone can decide to join a server, choose a class and not do anything
same as people who are afk

--- On Mon, 6/16/08, Aaron Rapp <[EMAIL PROTECTED]> wrote:

From: Aaron Rapp <[EMAIL PROTECTED]>
Subject: Re: [hlds] Civilian Class Killing Servers
To: "'Half-Life dedicated Win32 server mailing list'" 
<hlds@list.valvesoftware.com>
Date: Monday, June 16, 2008, 10:43 PM

Yea.the one mod that we don't currently use. We have mani mod and source
mod on the server. I've been searching for something with one of those two,
but I've been unable to find one. Either that.or I will be forced to
install beetlesmod for only this purpose. 

I really wish Valve would get rid of this though. It just seems so
pointless. Makes the game look bad too. Walking around the map with no
motion at all. Looks like glitching. 

Aaron 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
Sent: Monday, June 16, 2008 9:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Civilian Class Killing Servers

you can use beetlesmod to block civilian class




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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread JDoc0512
they look funny as hell if you ask me

--- On Tue, 6/17/08, Tony Paloma <[EMAIL PROTECTED]> wrote:

From: Tony Paloma <[EMAIL PROTECTED]>
Subject: Re: [hlds] Civilian Class Killing Servers
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Tuesday, June 17, 2008, 12:14 AM

It's not so much a turn into civilian thing. More like a stop wielding a
weapon thing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Rapp
Sent: Monday, June 16, 2008 9:25 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Civilian Class Killing Servers

Yea...so the title says it all. Ever since the guys on our servers found out
how to do the civilian class, it seems that it's all they want to do. Run
around like idiots not being able to shoot. 

So..I understand that it would not be in their best interest to play
civilian class...but why is this even in the game? What exactly is the point
of this particular class anyway? 

Does anyone else have this problem? Or..does someone else agree/disagree
with this? Is there a way to force stop this maybe?

Aaron Rapp


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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread JDoc0512
just sent you the details

--- On Tue, 6/17/08, Eric Smith <[EMAIL PROTECTED]> wrote:

From: Eric Smith <[EMAIL PROTECTED]>
Subject: Re: [hlds] Civilian Class Killing Servers
To: "Half-Life dedicated Win32 server mailing list" 

Date: Tuesday, June 17, 2008, 12:22 AM

Please send me the details, too.

-Eric
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Monday, June 16, 2008 11:14 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Civilian Class Killing Servers

It's not so much a turn into civilian thing. More like a stop wielding a
weapon thing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Rapp
Sent: Monday, June 16, 2008 9:25 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Civilian Class Killing Servers

Yea...so the title says it all. Ever since the guys on our servers found
out
how to do the civilian class, it seems that it's all they want to do.
Run
around like idiots not being able to shoot. 

So..I understand that it would not be in their best interest to play
civilian class...but why is this even in the game? What exactly is the
point
of this particular class anyway? 

Does anyone else have this problem? Or..does someone else agree/disagree
with this? Is there a way to force stop this maybe?

Aaron Rapp


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Re: [hlds] Team Fortress 2 Pyro Update Coming This Thursday; Free Weekend Kicks Off Friday

2008-06-17 Thread JDoc0512
another nightmare...

--- On Tue, 6/17/08, John McCollor <[EMAIL PROTECTED]> wrote:

From: John McCollor <[EMAIL PROTECTED]>
Subject: [hlds] Team Fortress 2 Pyro Update Coming This Thursday; Free Weekend 
Kicks Off Friday
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Tuesday, June 17, 2008, 1:53 PM

Oh no,
Free Weekend Kicks Off Friday


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[hlds] Old jump exploit is still not patched

2008-06-17 Thread JDoc0512
I just found out about it today but I heard that this jump exploit is very old
But since it's not patched, I guess people don't really know about it
 
pictures are worth thousand words so I just recorded and uploaded a small demo 
file
I recorded it today
 
http://www.exunited.com/temp/trash/jumpexploit.dem


  
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Re: [hlds] SourceMod patches for the Pyro update.

2008-06-19 Thread JDoc0512
don't have any problem with SourceMod v1.0.1.2166


--- On Thu, 6/19/08, Matt Woodrow <[EMAIL PROTECTED]> wrote:

From: Matt Woodrow <[EMAIL PROTECTED]>
Subject: [hlds] SourceMod patches for the Pyro update.
To: "Half-Life dedicated Win32 server mailing list" 
, [EMAIL PROTECTED]
Date: Thursday, June 19, 2008, 4:23 PM

Hi All.

I have fixed all the known problems with SourceMod and the new pyro update.

Available here: http://forums.alliedmods.net/showthread.php?p=641071

Please post a bug report, reply in the post, or contact me on IRC 
(#sourcemod on gamesurge) if you still experience problems.
Note, your server requires a restart for the changes to take affect.

Cheers

pRED*

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Re: [hlds] Team Fortress 2 Update Released

2008-06-19 Thread JDoc0512
it's up to the players. they paid for the game just like you did and I don't 
think you have any right to say what they are doing is a waste. obviously, they 
are doing it because they want to try the new weapons asap. 

--- On Thu, 6/19/08, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

From: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Subject: Re: [hlds] Team Fortress 2 Update Released
To: hlds@list.valvesoftware.com
Date: Thursday, June 19, 2008, 8:24 PM

The key part is quoted here:
"Why would valve go to all this trouble - creating new models, new code,
new 
this, new that - only to allow someone playing on their local machine within 
2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
contact 
with a real player in the real world? 

In effect - it just puts their hard work to waste imho. 

All they have to do is write some code that stops achievements being 
recognised on bots and/or on a local machine. Then it FORCES 
cheaters/exploiters to achieve them in the way they were meant. "

This is a company that created its flagship game with a silent protagonist. 
Why?  How the player thinks is how the character thinks.  Doing something that
restricts the achievements would break that entire mechanic and I don't see
that happening.

-- Jason

-- Forwarded Message: -- 
From: "Patrick Shelley" <[EMAIL PROTECTED]> 
To: "Half-Life dedicated Win32 server mailing list"
 
Subject: Re: [hlds] Team Fortress 2 Update Released 
Date: Fri, 20 Jun 2008 02:12:49 + 

Dan - hilarious! No, really, I mean that.yawn ;) 

hwkiller - Are you taking the p**s !! 

I'm pretty good with the english language - and as far as i can gather from

my own post i'm not laying blame at anyone's door. I think my post
makes 
that pretty clear. 

As per the purpose of this list - amongst other purposes - i'm simply 
passing on vulnerabilities that occur. Please dont insult me by trying to 
think for me. 

Why would valve go to all this trouble - creating new models, new code, new 
this, new that - only to allow someone playing on their local machine within 
2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
contact 
with a real player in the real world? 

In effect - it just puts their hard work to waste imho. 

All they have to do is write some code that stops achievements being 
recognised on bots and/or on a local machine. Then it FORCES 
cheaters/exploiters to achieve them in the way they were meant. 

Sure you can lock your server down, grab a few mates and stat pad it out - i 
dont think you could stop that. But really and truly, these updates takes a 
lot of thought, work and testing before we get it. Why would they allow it 
to be so easy? I say its an oversight. Blame is too strong a word in this 
scenario. 

WTF do u mean it not like its a challenge? Of course it is supposed to be a 
challenge!!! I cant believe you said that. But u did - and its there for 
the world to see. If i can get 22 out of 38 in 2 hours using bots and my 
machine - then its a waste of the programmers time and skill. 


On 6/20/08, [EMAIL PROTECTED] wrote: 
> 
> Are you blaming valve for your using bots to gain achievements? Seriously?

> That makes no sense. Someone in the forum said that as well... they said 
> valve made it "too easy to gain achievements using bots" which
is just 
> ridiculous. It's not like it's a challenge, it's just not
getting it in the 
> way that is intended. Not valve's fault I'd say. Most of these you
can get 
> in normal play, so I see no reason to farm them out. 
> 
> Alt-fire means alternative firing mode... which is rightclick by default I

> believe. 
> 
> 
> 
> > Date: Fri, 20 Jun 2008 01:58:36 +0100> From:
[EMAIL PROTECTED]> To: 
> hlds@list.valvesoftware.com> Subject: Re: [hlds] Team Fortress 2 Update

> Released> > OK - yes, great update. Good work Valve!> > But,
I've managed to 
> get 20 out of the 38 achievemnts on my local machine> using bots of 
> different classes, using mimic aswell. I have written about> this
before.> > 
> I would have another 5 if i knew what alt-fire is!> > What is
alt-fire?> 
> ___> To unsubscribe, edit
your 
> list preferences, or view the list archives, please visit:> 
> http://list.valvesoftware.com/mailman/listinfo/hlds 
> _ 
> The i'm Talkathon starts 6/24/08. For now, give amongst yourselves. 
> http://www.imtalkathon.com?source=TXT_EML_WLH_LearnMore_GiveAmongst 
> ___ 
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread JDoc0512
you are comparing pyro achievment farming with cheats and exploits. are you 
just dumb or what...

--- On Thu, 6/19/08, Patrick Shelley <[EMAIL PROTECTED]> wrote:

From: Patrick Shelley <[EMAIL PROTECTED]>
Subject: Re: [hlds] Team Fortress 2 Update Released
To: "Half-Life dedicated Win32 server mailing list" 

Date: Thursday, June 19, 2008, 8:41 PM

I'm not sure in understand your point clearly.

If i'm correct in thinking - you mean that we can basically do what we
want?  So if the player playing as a class - say, the demoman - wants to use
wall hacks (a cheat/exploit), then anything to restrict him from doing so
breaks their mechanic (game model)?

I havent just exploited the game by doing what i did - then i'm a
monkey's
uncle.

Look at the effort some of these lads here on the list put in to preventing
cheaters/exploiters gaining from un-fair practises. In life, when i achieve
something, its because i put in some damn hard work - not by taking shorts
cuts just becuase circunstances or bad planning allow me to.

A regularon my server turned me onto using the bots and today i went and
took the easy way out, becasue it was there. I wanted to see if the exploit
('cos thats what it is - no doubt in my mind what-so-ever) stil worked.

If i was some nipper with no spine or maturity, i wouldnt have brought it
up.

I really, honestly believe that if they want these achievements to be a
challenge, they should plug the hole up - like these lads do on here when
they bring their plugins out for various exploits (sometimes within hours)


On 6/20/08, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

This is a company that created its flagship game with a silent
protagonist.  Why?  How the player thinks is how the character
thinks.  Doing something that restricts the achievements would break that
entire mechanic and I don't see that happening.

-- Jason
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread JDoc0512
some people just want to try the new weapons without having to spend a lot of 
time into doing all of the acheivments in public servers. just because you want 
everyone to do achievements the way valve envisioned people to do, it doesn't 
mean that everyone who paid for the game wants to spend hours and days and 
weeks doing achievements in public servers to try the new weapons. I personally 
prefer to do all of the acheivements asap, try new weapons, and play my main 
class instead of playing pyro all month.

--- On Fri, 6/20/08, Eric van Beesten <[EMAIL PROTECTED]> wrote:

From: Eric van Beesten <[EMAIL PROTECTED]>
Subject: Re: [hlds] Team Fortress 2 Update Released
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Friday, June 20, 2008, 1:46 AM

Agree with you here... half hour after the update half our server was
already having all 3 guns.. I seriues don't think this was the intention of
valve... Beside that.. I say yesterday somebody posting a archievementsmap
here on valve's mailingslist..

I'm not saying its valve fault (because it isn't) but those
archievementsbox
are spoiling the whole meaning of the archievents/new guns.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
Verzonden: vrijdag 20 juni 2008 4:25
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Team Fortress 2 Update Released

The key part is quoted here:
"Why would valve go to all this trouble - creating new models, new code,
new

this, new that - only to allow someone playing on their local machine within

2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
contact 
with a real player in the real world? 

In effect - it just puts their hard work to waste imho. 

All they have to do is write some code that stops achievements being 
recognised on bots and/or on a local machine. Then it FORCES 
cheaters/exploiters to achieve them in the way they were meant. "

This is a company that created its flagship game with a silent protagonist.
Why?  How the player thinks is how the character thinks.  Doing something
that restricts the achievements would break that entire mechanic and I
don't
see that happening.

-- Jason

-- Forwarded Message: -- 
From: "Patrick Shelley" <[EMAIL PROTECTED]> 
To: "Half-Life dedicated Win32 server mailing list"
 
Subject: Re: [hlds] Team Fortress 2 Update Released 
Date: Fri, 20 Jun 2008 02:12:49 + 

Dan - hilarious! No, really, I mean that.yawn ;) 

hwkiller - Are you taking the p**s !! 

I'm pretty good with the english language - and as far as i can gather from

my own post i'm not laying blame at anyone's door. I think my post
makes 
that pretty clear. 

As per the purpose of this list - amongst other purposes - i'm simply 
passing on vulnerabilities that occur. Please dont insult me by trying to 
think for me. 

Why would valve go to all this trouble - creating new models, new code, new 
this, new that - only to allow someone playing on their local machine within

2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
contact 
with a real player in the real world? 

In effect - it just puts their hard work to waste imho. 

All they have to do is write some code that stops achievements being 
recognised on bots and/or on a local machine. Then it FORCES 
cheaters/exploiters to achieve them in the way they were meant. 

Sure you can lock your server down, grab a few mates and stat pad it out - i

dont think you could stop that. But really and truly, these updates takes a 
lot of thought, work and testing before we get it. Why would they allow it 
to be so easy? I say its an oversight. Blame is too strong a word in this 
scenario. 

WTF do u mean it not like its a challenge? Of course it is supposed to be a 
challenge!!! I cant believe you said that. But u did - and its there for 
the world to see. If i can get 22 out of 38 in 2 hours using bots and my 
machine - then its a waste of the programmers time and skill. 


On 6/20/08, [EMAIL PROTECTED] wrote: 
> 
> Are you blaming valve for your using bots to gain achievements? Seriously?

> That makes no sense. Someone in the forum said that as well... they said 
> valve made it "too easy to gain achievements using bots" which
is just 
> ridiculous. It's not like it's a challenge, it's just not
getting it in
the 
> way that is intended. Not valve's fault I'd say. Most of these you
can get

> in normal play, so I see no reason to farm them out. 
> 
> Alt-fire means alternative firing mode... which is rightclick by default I

> believe. 
> 
> 
> 
> > Date: Fri, 20 Jun 2008 01:58:36 +0100> From:
[EMAIL PROTECTED]> To: 
> hlds@list.valvesoftware.com> Subject: Re: [hlds] Team Fortress 2 Update

> Released> > OK - yes, great update. Good work Valve!> > But,
I've managed
to 
> get 20 out of the 38 achievemnts on my local machine> using bots of 
> different classes, using mimic aswell. I have written about> this
before.>
> 
> I would have anoth

Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread JDoc0512
I have this problem too but it doesn't cause any lag
here's a screenshot
 
http://www.exunited.com/temp/trash/hugespike.jpg

--- On Fri, 6/20/08, 1nsane <[EMAIL PROTECTED]> wrote:

From: 1nsane <[EMAIL PROTECTED]>
Subject: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]
To: hlds@list.valvesoftware.com
Date: Friday, June 20, 2008, 3:21 PM

Hi Guys,

I'm getting these random lag spikes on one of my boxes. It's caused by
SRCDS
somehow magically going into 100% CPU usage and lagging down all the other
servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

Here is a screenshot to illustrate the problem.
http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

At first I thought it might be a plugin... but now that the free weekend has
hit I restarted the servers whit out any plugins and I am still getting
them. I have watched every single SRCDS process and I do know that SRCDS is
causing this... not some other process. So far this seems to happen on
Goldrush (atleast that's what I have noticed).

Any one has any ideas? Thanks!
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Re: [hlds] off topic - steam community

2008-06-20 Thread JDoc0512
you can do a few things here
add his ip address to the ban list or add his name to bad name list (using 
sourcemod plugin) or you can use beetlesmod to ban people with certain words in 
their names
 
I had to do this to because some kid kept coming back with different steam 
accounts
I banned him 12 times

--- On Fri, 6/20/08, SakeFox <[EMAIL PROTECTED]> wrote:

From: SakeFox <[EMAIL PROTECTED]>
Subject: [hlds] off topic - steam community
To: "Half-Life dedicated Win32 server mailing list" 

Date: Friday, June 20, 2008, 11:27 PM

I know this is really off topic from the HLDS list, but thought it would 
be better then the answers that seem to come from the forums.

is there better way to ban then right click on there name and ban?

have banned the same guy 30times now and just keeps recreating accounts

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Re: [hlds] Master Server List

2008-06-22 Thread JDoc0512
2505 TF2 servers returned

--- On Sun, 6/22/08, Neil Voutt <[EMAIL PROTECTED]> wrote:

From: Neil Voutt <[EMAIL PROTECTED]>
Subject: Re: [hlds] Master Server List
To: "Half-Life dedicated Win32 server mailing list" 

Date: Sunday, June 22, 2008, 12:41 PM

i get 2489 servers when i look

On Sun, Jun 22, 2008 at 1:30 PM, Cc2iscooL <[EMAIL PROTECTED]> wrote:

> Your "internet speed" setting in Steam might be set too high. If
your
> router/modem can't handle the amount of connections going out you
won't
> get the entire list of servers. Try setting your internet speed to 56k
> and try again.
>
> Scott Tuttle wrote:
> > Refresh the list once get 895 servers.  Refresh again get 905. 
Refresh
> > again get 915.
> >
> > Come back a few minutes later refresh get a low number like 898. 
Refresh
> > again get higher numbers.  Rinse repeat.  Something doesn't seem
right
> with
> > this  I understand servers can go down.  Or maybe it is because
of
> map
> > changes.  Anyways I tried heartbeat.  Our server doesn't show on
the list
> at
> > all right now and I have no sv_tags.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Olly
> > Sent: Sunday, June 22, 2008 11:10 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Master Server List
> >
> > custom tab?
> >
> > if not, try typing 'heartbeat' into the server console
(Without quotes
> ofc)
> >
> > 2008/6/22 Clyde cide <[EMAIL PROTECTED]>:
> >
> >
> >> Hi,
> >>
> >> Since the update my servers have not shown up in the master
server list.
> >>
> > My
> >
> >> server have stayed full but still not in the list. I also see
that the
> >>
> > over
> >
> >> all list appears to be down some what. I am wondering if any one
knows
> >> about
> >> this or is experiencing it themselves. I did run the server
update twice
> >>
> > to
> >
> >> make sure I didn't miss anything.
> >>
> >> Thanks
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> > please visit:
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> >
> >
> >
> > ___
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> please visit:
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>
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Re: [hlds] HLStastX usage

2008-06-23 Thread JDoc0512
would you explain in more detail? so what exactly am I supposed to type to 
"trick" hlstatsx? I've honestly never heard of this from lart or anyone 
involved in custom hlstatsx script so I don't really think this problem exists 
but just in case it does, I would like to learn about the details. thanks.

--- On Mon, 6/23/08, Keeper <[EMAIL PROTECTED]> wrote:

From: Keeper <[EMAIL PROTECTED]>
Subject: [hlds] HLStastX usage
To: "'Half-Life dedicated Win32 server mailing list'" 
, "'Half-Life dedicated Linux server mailing 
list'" <[EMAIL PROTECTED]>
Date: Monday, June 23, 2008, 10:22 AM

Ok, here is the exploit ... and one way to fix it.

If you are playing in a server that has HLStatsX installed, you can put log
output in chat to create fake events.

You can just say or say_team the following to trick HLStatsX:

L 06/23/2008 - 01:00:00: Started map "dm_no_such_map" (CRC
"-123456789")

The log output would be:

L 06/23/2008 - 01:00:00:
"Keeper<1>" say
"L
06/23/2008 - 01:00:00: Started map "dm_no_such_map" (CRC
"-123456789")"

The way the current hlstats.pl perl script parses this, is it looks for the
last occurrence of the date stamp.  In this case, it would show that
dm_no_such_map was loaded on your server ... even though it doesn't exist.
So you could logically put in headshot kills with crowbars in hl2dm.  Create
fake captures and kills in TF2.  You could even mimic VAC Bans that would
eliminate players from being able to join servers with HLStatsX installed.

These exploits could range from being a small nuisance, to being a huge
headache for server operators. 

To fix this, and I'm no regex expert, I found the following to work with
both streaming servers and importing logs from the command shell:

In your hlstats.pl files do the following two things:

[#1 - SEARCH] ( around line 1494 )
my $last_attacker  = "";
my $last_attacker_hitgroup = "";
[ADD AFTER]
my $is_streamed= 0;
my $test_for_date  = 0;
[END]

[#2 - SEARCH] ( around line 1821 )
# Get the datestamp (or complain)
if ($s_output =~ s/^.*L (\d\d)\/(\d\d)\/(\d{4}) -
(\d\d):(\d\d):(\d\d):\s*//)
{
[REPLACE WITH]
# Get the datestamp (or complain)
$is_streamed = 0;
$test_for_date = 0;
$is_streamed = ($s_output !~ m/^L\s*/);

if ( !$is_streamed ) {
$test_for_date = ($s_output =~ s/^L
(\d\d)\/(\d\d)\/(\d{4}) -
(\d\d):(\d\d):(\d\d):\s*//);
} else {
$test_for_date = ($s_output =~ s/^\S*L
(\d\d)\/(\d\d)\/(\d{4}) -
(\d\d):(\d\d):(\d\d):\s*//);
}

if ($test_for_date)
{
[END]

This will allow the hlstats.pl parser to get the full event after the FIRST
log stamp, and will stop this method of spoofing.

Let me state, that I in no way support HLStatsX, nor will I do so in the
future.  But I wanted to post about this so server operators could keep the
integrity of their databases.

Keeper


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Re: [hlds] Team Fortress 2 Update Available

2008-06-24 Thread JDoc0512
just press up arrow key, hit enter, and run the update again
it should end in a few seconds with an update complete message
 
plus, if you get a new srcds.exe, that means the update has been successful 
whether it says winsock error or not.

--- On Tue, 6/24/08, Robert Whelan <[EMAIL PROTECTED]> wrote:

From: Robert Whelan <[EMAIL PROTECTED]>
Subject: Re: [hlds] Team Fortress 2 Update Available
To: "Half-Life dedicated Win32 server mailing list" 
, [EMAIL PROTECTED], [EMAIL PROTECTED]
Date: Tuesday, June 24, 2008, 8:06 AM

Here I am 9am the following morning after the update was released and as always
the update appears to complete yet I'm thrown the winsock error. This always
happens now matter when I run an update.
blablabla...
15109233600.00% c:\srcds4/orangebox\tf\whitelist.cfg
Checking/Installing 'Team Fortress 2 Materials' version 17

Checking/Installing 'Base Source Shared Materials' version 8

Checking/Installing 'Base Source Shared Models' version 4

Checking/Installing 'Base Source Shared Sounds' version 4

Checking/Installing 'Team Fortress 2 Dedicated Server' version 42

Connection Reset, WinSock Error 10054 "Connection reset by peer"
C:\SRCDS4>time/t
08:54 AM
Press any key to continue . . .

09:06:04 Protocol version 14
 Exe version 1.0.3.4 (tf)
 Exe build: 16:34:34 Jun 12 2008 (3505) (440)

- Original Message 
From: Jason Ruymen <[EMAIL PROTECTED]>
To: Half-Life dedicated Win32 server mailing list
; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Sent: Monday, June 23, 2008 7:10:10 PM
Subject: [hlds] Team Fortress 2 Update Available

A required update for Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:

- Reduced Medic's unlockable requirements to match that of the Pyro's.
Medic players now meeting the requirements will receive their
unlockables shortly after joining a server
- Fixed Spy sapper viewmodel animation popping
- Fixed another issue with the Hot on your Heels achievement
- Incorporated the new Russian fonts into the base Team Fortress 2
fonts. Fixes the missing fonts problem when running in Russian with
English VO

Jason

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Re: [hlds] TF2/OB memory leak

2008-06-25 Thread JDoc0512
hmm that's weird
 
I'm running all of my servers in windows server 2003 and I've never had that 
kind of problem
 
In this screenshot, all of my servers have been running for at least 2 days 
since the last update. Not all of these servers have been full but at least 
half of these servers were full during peak time and I haven't restarted them.
 
www.exunited.com/temp/pic/memusage.jpg
 
The only server that's using the most memory is the server at the top and it 
never uses more than 500MB even after running full 24/7 for about 3~5days. I 
had problem with some of these servers crashing before but that was because I 
had unstable plugins.
 
So I'm assuming that this memory leak problem some of you guys are having where 
each instance of TF2 server is using more than 750MB is unusual and it's 
probably due to doing something wrong. If this happened to everybody, then 
there wouldn't be any game hosting company out there that sell TF2 servers =/

--- On Wed, 6/25/08, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:

From: Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>
Subject: [hlds] TF2/OB memory leak
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Wednesday, June 25, 2008, 1:42 AM

Is there going to be any progress on the absolutely massive memory leak in
TF2? The srcds instance cannot even run for 24 hours before it consumes so
much memory that the process virtually freezes.

It's getting to the point where I will have to make a plug-in to monitor
the
memory usage and when it exceeds 750MB of usage, restart the server during
next level change.

- voogru.


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Re: [hlds] TF2/OB memory leak

2008-06-25 Thread JDoc0512
BeetlesMod v0.0.0.68B, MetaMod:Source v1.6.1.671, SourceMod v1.0.2.2236
 
they are all 66 tickrate 32 slots
 
I only use a few custom plugins that I made or edited for sourcemod


--- On Wed, 6/25/08, Serge Baranov <[EMAIL PROTECTED]> wrote:

From: Serge Baranov <[EMAIL PROTECTED]>
Subject: Re: [hlds] TF2/OB memory leak
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Wednesday, June 25, 2008, 5:33 AM

What mods/plugins do you have installed? How many slots?

Wednesday, June 25, 2008, 2:09:12 PM, you wrote:

J> So I'm assuming that this memory leak problem some of you guys are
J> having where each instance of TF2 server is using more than 750MB
J> is unusual and it's probably due to doing something wrong. If this
J> happened to everybody, then there wouldn't be any game hosting
J> company out there that sell TF2 servers =/


-- 
Best regards,
 Serge


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Re: [hlds] TF2/OB memory leak

2008-06-25 Thread JDoc0512
well first of all, 100 tickrate doesn't exist for TF2
 
maybe you should try running a server without any mod
if you still get the same problem, then valve really has to do something to fix 
it
 
fyi, I used to run my TF2 server with meta mod, sourcemod, beetlesmod, and mani 
mod all at the same time and never had any of my server go above 350MB
 
but yeah I think last few updates messed thing up since now I see a few servers 
above 350MB

--- On Wed, 6/25/08, Serge Baranov <[EMAIL PROTECTED]> wrote:

From: Serge Baranov <[EMAIL PROTECTED]>
Subject: Re: [hlds] TF2/OB memory leak
To: "Half-Life dedicated Win32 server mailing list" 

Date: Wednesday, June 25, 2008, 6:28 AM

Same versions of MetaMod and SourceMod, following plug-ins:

   01 "Admin File Reader" (1.0.2.2236) by AlliedModders LLC
   02 "Admin Help" (1.0.2.2236) by AlliedModders LLC
   03 "Admin Menu" (1.0.2.2236) by AlliedModders LLC
   04 "Anti-Flood" (1.0.2.2236) by AlliedModders LLC
   05 "Basic Chat" (1.0.2.2236) by AlliedModders LLC
   06 "Basic Comm Control" (1.0.2.2236) by AlliedModders LLC
   07 "Basic Commands" (1.0.2.2236) by AlliedModders LLC
   08 "Basic Info Triggers" (1.0.2.2236) by AlliedModders LLC
   09 "Basic Votes" (1.0.2.2236) by AlliedModders LLC
   10 "HLstatsX Plugin" (2.3) by Tobi17
   11 "Nextmap" (1.0.2.2236) by AlliedModders LLC
   12 "Players Votes" (1.2.5) by pZv!, The Resident
   13 "Reserved Slots" (1.0.2.2236) by AlliedModders LLC
   14 "SourceBans" (1.1.0) by SteamFriends Development Team
   15 "SourceBans Sample Plugin" (1.0.0 RC2) by SteamFriends
Development Team
   16 "TeamSwitch" (1.3) by MistaGee
   17 "TF2 Fast Respawns" (1.0.5) by WoZeR

Servers leak memory and I have to run custom memory watchdog to
restart them when it goes too high.

It happened on Windows XP SP3 and now the same on the clean
installation of Vista 32-bit.

The same happened when I used no MetaMod and SourceMod, only Mani
Admin plug-in, so it's unlikely to be related to some particular
plug-in.

32 slots, tickrate doesn't matter, occurred with both 66 and 100.

No other modifications, just pure servers installed via
HldsUpdateTool.


Wednesday, June 25, 2008, 3:46:37 PM, you wrote:

J> BeetlesMod v0.0.0.68B, MetaMod:Source v1.6.1.671, SourceMod v1.0.2.2236
J> they are all 66 tickrate 32 slots
J> I only use a few custom plugins that I made or edited for sourcemod

-- 
Best regards,
 Serge


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Re: [hlds] TF2/OB memory leak

2008-06-26 Thread JDoc0512
but this doesn't happen to everyone and certainly not me so it's very myserious

--- On Thu, 6/26/08, bl4nkeh <[EMAIL PROTECTED]> wrote:

From: bl4nkeh <[EMAIL PROTECTED]>
Subject: Re: [hlds] TF2/OB memory leak
To: "Half-Life dedicated Win32 server mailing list" 

Date: Thursday, June 26, 2008, 3:01 PM

I come home today to see that my most popular server is offline. I 
couldn't log into it to restart it, but I could still ping the box. I 
called up my host, and apparently the box was using 4gb+ of ram, which 
caused it to sieze up. This is the first time I've seen it get this bad, 
but something is definitely wrong.

Mike Stiehm wrote:
> I have also had this problem since day one. I am to the point now that i
just let them 
> crash and also try to restart the servers if i notice them empty. I would
love it if this issue
> was fixed!!
>  
> Win2003 x64
>  
> -Matrix
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Re: [hlds] TF2/OB memory leak

2008-06-27 Thread JDoc0512
I know I also have slight memory leak problem now. But not as dramatic as to 
going over 750MB

--- On Fri, 6/27/08, Tony Paloma <[EMAIL PROTECTED]> wrote:

From: Tony Paloma <[EMAIL PROTECTED]>
Subject: Re: [hlds] TF2/OB memory leak
To: "'Half-Life dedicated Win32 server mailing list'" 

Date: Friday, June 27, 2008, 9:49 AM

Maybe your servers don't get much traffic or switch maps often? There does
seem to be some leak there but not as dramatic as some other people are
seeing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Friday, June 27, 2008 8:39 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2/OB memory leak

Ok, on my server that's been running 48 hours I get the following:

Private Bytes: 273,336K
Virtual Size: 737,668K
Working Set: 22,068K

After a fresh restart I have this:

Private Bytes: 209,708K
Virtual Size: 667,084K
Working Set: 3,722K

-Original Message-
From: Steven Hartland [mailto:[EMAIL PROTECTED] 
Sent: Friday, June 27, 2008 11:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2/OB memory leak

A base line TF2 server starts here at 64MB after full
startup. Grab yourself a copy of Process Explorer from
MS's site and enable Private Bytes, Virtual Size and
Working Set.

Private Bytes is the generally the key figure but
Working Set and Virtual Size can also come into play
depending on the situation.

Regards
Steve


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