Re: [hlds] Mandatory Team Fortress 2 update coming

2016-08-17 Thread Mart-Jan Reeuwijk

That would be "Too Soon"... 



 
  From: Weasels Lair 
 To: Half-Life dedicated Win32 server mailing list 
 
 Sent: Wednesday, 17 August 2016, 3:14
 Subject: Re: [hlds] Mandatory Team Fortress 2 update coming
   
I assumed "Soon" was the name of the programmer in China who was working on the 
release. :-)
On Aug 17, 2016 9:11 AM, "Tohru Adachi"  wrote:

  Are you forgetting about Valve Time? "soon" can range anywhere from a few 
hours to a few centuries in Valve Time, so prepare for a lng wait
  
 On 17/08/2016 01:50, A Fearts wrote:
  
 I guess it's not happening then? Lol.
  
 On Tue, Aug 16, 2016 at 4:23 PM, John Schoenick  
wrote:
 
We're working on a mandatory update for Team Fortress 2. We should have
 it ready soon.
 
 For real this time. Probably.
 
 - John
 
 
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Re: [hlds] SteamCMD "HTTP Remote Control"

2014-07-05 Thread Mart-Jan Reeuwijk

Matter of time then before somebody will start controlling Valve and other 
servers that don't keep up.




>
> From: Netshroud 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 5 July 2014, 11:02
>Subject: Re: [hlds] SteamCMD "HTTP Remote Control"
> 
>
>Try HTTPS :)
>
>On 5 Jul 2014, at 2:44 pm, Peter Jerde  wrote:
>
>>> Explain why SteamCMD has started a remote control daemon on my computer 
>>> during a SteamCMD update.
>> 
>> Dang that's creepy. It answers the TCP connection but just hangs up when I 
>> send it any HTTP command... but still, it's answering to ANYBODY.
>> 
>> I made sure steamcmd is firewalled off from incoming connections, just to be 
>> on the paranoid side. Any official comment from Valve on this?
>> 
>> 
>> 
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Re: [hlds] TF2 Infinite sentry health exploit still works?

2014-05-05 Thread Mart-Jan Reeuwijk
I know Lethal-Zone has a plugin that destroys buildables if above their max 
health. But I do not know if that is publicly available.



>
> From: Jeff Brice 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Monday, 5 May 2014, 7:41
>Subject: Re: [hlds] TF2 Infinite sentry health exploit still works?
> 
>
>
>Also not going to link it here but there is a youtube video describing how the 
>process works.
>I found it on the tf2 subreddit. 
>
>
>Just letting everyone know that the steps to repro are loose in the wild
>
>
>-Jeffrey Brice
>(707) 319 - 8793
>
>
>
>On Sun, May 4, 2014 at 10:21 PM, Peter Jerde  wrote:
>
>I was able to reproduce it. Each time the procedure is done, the max health of 
>the sentry is increased by 1.2x. After 10 repetitions the sentry has a health 
>of over a thousand. After 47 repetitions the sentry's health is over a 
>million. (that's where we stopped testing)
>>
>>I guess I shouldn't post the exact procedure here on this list for the 
>>kiddies to see, since it doesn't seem to be really widespread yet. Feel free 
>>to e-mail me personally if you'd like more details.
>>
>>Meanwhile, server owners, if you see an engie and an enemy spy cooperating on 
>>a "special project" involving repeatedly sapping a sentry, you can rest 
>>assured they're up to no good. :)
>>
>>And here to hoping Valve can patch this one quickly.
>>
>> - Peter
>>
>>
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Re: [hlds] Steam down (in North America anyway)

2014-03-13 Thread Mart-Jan Reeuwijk

What use is big server farms with all that fancy stuff if it doesn't stay up?
There are loads of solutions to keep things working near 100%, clustering, 
ADC's, spread it over DataCenters, etc. 

And the store is working, lol, like one would buy games with that message of:

"There have been 0 days without incidents in availability".

I've never seen that message board go past double digits (in binary)... 




>
> From: ics 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 13 March 2014, 20:48
>Subject: Re: [hlds] Steam down (in North America anyway)
> 
>
>Down everywhere, except the store works. So go buy more games while you 
>are not able to log in and play them!
>
>-ics
>
>Anthony kirjoitti:
>> Down in EU Too.
>> On 13/03/2014 19:45, Ross Bemrose wrote:
>>> So, you guys over at Valve know that Steam has been completely down 
>>> for at least the last hour in North America right?
>>>
>>>
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Re: [hlds] TF2 servers disappearing from favorites and losing Steam connection

2014-03-11 Thread Mart-Jan Reeuwijk

So in short, all the users have been merged to 1 server. 

Hmm, if cutting down on servers, that can be a tactic to get all ppl to 1 
server. 

Question is, if a server is logged into a account, and then sometime later gets 
another account on the same IP, does that get the entry to be updated on the 
client, or will if another IP logs in (later/after that same IP gets populated 
with a new server) it be moved to that new IP?





>
> From: Tony Paloma 
>To: 'Half-Life dedicated Win32 server mailing list' 
> 
>Sent: Tuesday, 11 March 2014, 23:26
>Subject: Re: [hlds] TF2 servers disappearing from favorites and losing Steam 
>connection
> 
>
>
>No, there’s no way to revert the damage caused by the mistake.
> 
>Say a user has two of your game servers on their favorites list. One with IP 
>1.1.1.1 and another with IP 2.2.2.2. What happens is the Steam client 
>initially sees the server at IP 1.1.1.1 has game server account 1 set, so it 
>records that. It also sees 2.2.2.2 is not logged in with a game server 
>account, so it makes no change to that entry. Then after some time your game 
>server at IP 2.2.2.2 restarts and logs in to account 1, stealing it from IP 
>1.1.1.1. Eventually, Steam clients will see this and update the 1.1.1.1 entry 
>to 2.2.2.2 which means they lose the 1.1.1.1 entry. This is the intended 
>behavior of the current design. Essentially you can only have one entry in 
>your favorites list per game server account.
> 
>From:hlds-boun...@list.valvesoftware.com 
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Setup1337 ?
>Sent: Tuesday, March 11, 2014 9:22 AM
>To: Half-Life dedicated Win32 server mailing list
>Subject: Re: [hlds] TF2 servers disappearing from favorites and losing Steam 
>connection
> 
>OK, now that the sv_setsteamaccount is properly configured on all our servers, 
>disappearing has stopped.
>
>However, it still requires me and anyone else to manually re-add the servers 
>that disappeared. That has had a huge popularity hit.
>
>Did this faulty configuration really cause every single player who entered the 
>server to get the server permanently deleted from their favorites? Is there 
>any way to revert that?
>
>
> 
>Date: Sun, 9 Mar 2014 13:56:21 -0700
>From: bottige...@gmail.com
>To: hlds@list.valvesoftware.com
>Subject: Re: [hlds] TF2 servers disappearing from favorites and losing Steam 
>connection
>Tony can you add the sv_registration_message and sv_registration_successful 
>counterparts for steam accounts? It would be useful to debug these issues.
> 
>On Sun, Mar 9, 2014 at 12:14 PM, Tony Paloma  wrote:
>This is what would happen if you had two servers trying to login to the same 
>account. Check that you don’t.
> 
>From:hlds-boun...@list.valvesoftware.com 
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Setup1337 ?
>Sent: Saturday, March 08, 2014 10:18 PM
>To: hlds@list.valvesoftware.com
>Subject: [hlds] TF2 servers disappearing from favorites and losing Steam 
>connection
> 
>Ever since we enabled sv_setsteamaccount in our servers, they have been 
>randomly disappearing from the favorites list of our regulars (including mine).
>
>Also, servers are losing connection to the registered Steam account after only 
>like 30 minutes or so. Connected clients also get dropped at random with error 
>code 6.
>
>Is anyone else having this issue?
>
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Re: [hlds] hlds Digest, Vol 35, Issue 13

2014-03-08 Thread Mart-Jan Reeuwijk


as you dont reply much on this list afaik, so you aren't being found much yet, 
but there are way too many "archives" that just give everybodies email that 
ever replies in google, examples:

http://forum.i3d.net/forums/hlds-valve-windows-newsletter.248/
http://blog.gmane.org/gmane.games.fps.halflife.hlds
http://list-archives.org/lists.html (scroll down to "list.valvesoftware.com")
http://www.theusenetarchive.com/index.php?groupfilter=mirror.valve.hlds
etc etc etc

just google some regular email addresses on this mailing lists and you will 
find a long list of such. none of these do ANY filtering of email addresses, 
and cause to all those that email to these to get spam send. for spammers just 
automate searches for @yahoo.com @gmail.com @live.com etc etc, and use those 
results to fill their lists.



>
> From: Tay Smi 
>To: hlds@list.valvesoftware.com 
>Sent: Sunday, 9 March 2014, 1:39
>Subject: Re: [hlds] hlds Digest, Vol 35, Issue 13
> 
>
>
>@mart-jan, I only use this email for the list and I have no spam. You using 
>yahoo may be the real issue.
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Re: [hlds] Dedicated server special

2014-03-07 Thread Mart-Jan Reeuwijk
lol, the real problem isn't the spam here. Its the spam caused by sites that 
index it or make it forum with all the email addresses exposed, instead of 
hiding that behind a login or just remove them for they serve no real purpose 
in archive. 



>
> From: Brad Taylor 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 8 March 2014, 0:30
>Subject: Re: [hlds] Dedicated server special
> 
>
>
>How can I unsubscribe to this horrid mailing list! It never sends the 
>confirmation email!
>
>
>
>
>On Fri, Mar 7, 2014 at 11:34 AM, Bobby Broughton  wrote:
>
>This is a support mailing list. It's to help people run and operate servers. 
>Not for game hosting companies to spam out their offers.
>>
>>
>>
>>
>>Sent from my Verizon Wireless 4G LTE smartphone
>>
>> Original message 
>>
>>From: Alexander Z 
>>Date:03/07/2014 11:20 AM (GMT-05:00) 
>>To: Half-Life dedicated Win32 server mailing list 
>>
>>Subject: Re: [hlds] Dedicated server special 
>>
>>
>>I don't think you understand the purpose of this mailing list.
>>
>>
>>
>>
>>On 7 March 2014 17:10, Bobby Broughton  wrote:
>>
>>Can someone take care of this spam?
>>>
>>>
>>>
>>>
>>>Sent from my Verizon Wireless 4G LTE smartphone
>>>
>>>
>>> Original message 
>>>From: ad...@firehosted.com 
>>>Date:03/07/2014 11:09 AM (GMT-05:00) 
>>>To: Half-Life dedicated Win32 server mailing list 
>>>Subject: [hlds] Dedicated server special 
>>>
>>>
>>>Hello,
>>>
>>>i have a great deal on dedicated servers to offer you, all servers come
>>>with a 7 days free trial, so you can test our server for free.
>>>
>>>CPU: Intel Core Xeon L5520 at 2.27GHz (16 HT Cores)
>>>RAM: 32gb
>>>Uplink: 1gbps unmetered
>>>Disk: 1tb
>>>Price: $200
>>>KVM Access included.
>>>AntiDDoS firewall included.
>>>Location: Denver, CO
>>>
>>>CPU: Intel Core Xeon L5520 at 2.27GHz (16 HT Cores)
>>>RAM: 32gb
>>>Uplink: 100mbps unmetered
>>>Disk: 2tb
>>>Price: $150
>>>KVM Access included.
>>>AntiDDoS firewall included.
>>>Location: Denver, CO
>>>
>>>CPU: Intel Core Xeon E5420 at 2.5GHz (8 Cores)
>>>RAM: 8gb
>>>Uplink: 100mbps unmetered
>>>Disk: 250gb
>>>Price: $80
>>>AntiDDoS firewall included.
>>>Location: Denver, CO
>>>
>>>CPU: Intel Core Xeon L5520 at 2.27GHz (16 HT Cores)
>>>RAM: 72gb
>>>Uplink: 1gbps unmetered
>>>Disk1: 1tb
>>>Disk2: 120gb SSD
>>>Price: $250
>>>KVM Access included.
>>>AntiDDoS firewall included.
>>>Location: Chicago, IL
>>>
>>>Best regards
>>>
>>>
>>>___
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>>>please visit:
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>>
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Re: [hlds] When will it be safe to start migrating servers to new IPs?

2014-03-01 Thread Mart-Jan Reeuwijk

Most ppl that are online regularly will have by now your ID linked to the 
favorites. Its really depending on you when you think there can be a "cutoff" 
point for ppl that are that much less often online. 

I'd personally take a minimum of 2 weeks (including 3rd weekend) since regging 
servers myself, but its what you like yourself for it. You'll never gain 100% 
of ppl having your ID linked, even after months or a year. You do it for the 
ppl that are regularly online and play on your servers.




>
> From: Kevin 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 1 March 2014, 23:41
>Subject: Re: [hlds] When will it be safe to start migrating servers to new IPs?
> 
>
>
>On 3/1/2014 2:35 PM, Jason Tango wrote:
>
> 
>>Hello, 
>>
>>
>>I know the TF2 team had said we needed to wait a bit before we started 
>>migrating servers under the new favorites system, but since I've had my 
>>servers registered and working under the new system now for a little over a 
>>week, I was wondering how much more time we need to give it before it's safe 
>>to start moving server to new IP addresses?
>>
>>
>>Thanks.
>>
>>
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I have successfully moved our TF2 servers IP addresses and conserving 
favorites. The steam update came out a while ago(about a week before the end of 
the month), it seems like steam syncs even when you don't open TF2, so most 
players should have the account id synced in their favorites file.
>
>
>
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Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-26 Thread Mart-Jan Reeuwijk
In short, you want 1 feature, namely this migration feature which was mainly to 
help server owners to move to new hosts/providers etc, to mitigate a problem 
unrelated, the DDOS attacks on your systems. 

If you want to drill a hole to hang a painting, you use the .45, aim and shoot ?


I proposed long(?) ago to have the steam group(s) hold server IP's of the 
group, so membership would deliver all servers of the group to the server 
browser, in maybe a new tab in there "Group Servers" or w/e. I never saw it as 
a replacement for the "favorited" system tho. The system would deliver then ALL 
servers of a group they are member of to somebody. That way someone can choose 
a few groups to be member of, and see all their servers in 1 go, within any 
valve game they use. Game or steam can just pull the group server info at start 
of the game.

Hell, it can be a link to a XML file hosted on the webpage of the group, which 
would require very stringend rules on its layout, and client can pull it from 
the site's webserver without any load to Steam. Would be a bliss for automation 
with changes. And ofc trust issues, parser of it should be quite rigid in 
format.





>
> From: E. Olsen 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Wednesday, 26 February 2014, 19:35
>Subject: Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts 
>Resolve These Issues Now?
> 
>
>
>I agree - having more frequent updates, or even a way to manually "push" an 
>I.P./favorites update out at will (within reason, of course - like a max of 
>once per hour or so, so as not to overload the system) would allow server 
>operators to keep some I.P. addresses in reserve in the event the need to 
>null-route one in the event of a DDOS.
>
>
>Ideally, I would love to see a web-based control panel for server operators 
>that would allow us to handle all of this in an easy to use interface.
>
>
>I certainly hope Valve is considering some additional measures for helping 
>server operators better deal with DOS attacks in Source 2.
>
>
>
>On Wed, Feb 26, 2014 at 1:21 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>What about the title of this thread? DDOS.
>>
>>That's a great reason to update the IP more often. It would allow one to 
>>almost provide continuous service.
>>
>>IP is under attack so you can nullroute it and start the server on another 
>>IP. Then change it back when needed.
>>
>>
>>
>>
>>On Wed, Feb 26, 2014 at 12:15 PM, Mart-Jan Reeuwijk  
>>wrote:
>>
>>As I said: do you plan to change IP that often then??? 
>>>
>>>It almost
 sounds like you want to change IP every hour or w/e and push the 
changes to the clients right away...  And pushing all those changes 
would be way too much imo. Its not for playing around with hourly 
updates to the players and pushing all that to 10's of millions of 
users.
>>>
>>>Use this feature for what its intended, and long asked for:
>>>Server
 owners near painless changing provider / server / VPS or whatever 
hosting that rare time you need to change this, and have your playerbase
 informed/moved to the new IP for your server.
>>>
>>>I love the new 
feature, it allows us to give our users that have our servers Favorited a
 good service and keep them when we need to change to a new host.
>>>
>>>I
 really cannot see any greater added value in having this update any 
faster. You know you going to have less players anyway when moving over 
to a new IP, and now they will come back gradually after a day, after 2 
days everybody will be updated. Plan the transition on your lowest usage
 days of the week, and the pain is the least. I think Valve set it to 24
 hours for keeping stuff moderate with transferring between servers, 
clients, keeping up with the stuff etc, while they measure what 
bandwith/CPU costs it generates with 10.000s of servers, and millions of
 users. 
>>>
>>>So answer this: why would you want to change that often / fast of IP?
>>>
>>>Again,
 I do not see much added value, for a service you may only do use once in so
 many months. The only answers I can come up with have to do with trying
 to exploit some or whatever. Don't know, don't wanna know, and I am 
against such. I've been looking around, but not planning to move over 
within a month or so. Meanwhile letting all my players getting the ID.
>>>
>>>
>>>
>>>>
>>>> From: Jimmy Dorry 
>>>>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 
>>>>server mailing list  
>>>>Sent: Wednesday, 26 February 201

Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-26 Thread Mart-Jan Reeuwijk
As I said: do you plan to change IP that often then??? 

It almost
 sounds like you want to change IP every hour or w/e and push the 
changes to the clients right away...  And pushing all those changes 
would be way too much imo. Its not for playing around with hourly 
updates to the players and pushing all that to 10's of millions of 
users.

Use this feature for what its intended, and long asked for:
Server
 owners near painless changing provider / server / VPS or whatever 
hosting that rare time you need to change this, and have your playerbase
 informed/moved to the new IP for your server.

I love the new 
feature, it allows us to give our users that have our servers Favorited a
 good service and keep them when we need to change to a new host.

I
 really cannot see any greater added value in having this update any 
faster. You know you going to have less players anyway when moving over 
to a new IP, and now they will come back gradually after a day, after 2 
days everybody will be updated. Plan the transition on your lowest usage
 days of the week, and the pain is the least. I think Valve set it to 24
 hours for keeping stuff moderate with transferring between servers, 
clients, keeping up with the stuff etc, while they measure what 
bandwith/CPU costs it generates with 10.000s of servers, and millions of
 users. 

So answer this: why would you want to change that often / fast of IP?

Again,
 I do not see much added value, for a service you may only do use once in so
 many months. The only answers I can come up with have to do with trying
 to exploit some or whatever. Don't know, don't wanna know, and I am 
against such. I've been looking around, but not planning to move over 
within a month or so. Meanwhile letting all my players getting the ID.



>
> From: Jimmy Dorry 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Wednesday, 26 February 2014, 15:17
>Subject: Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts 
>Resolve These Issues Now?
> 
>
>
>It would be nicer for steam to push changes instead requiring the clients to 
>pull. 
>
>
>If you change ip, under the current scheme, you basically have to expect 
>no/reduced favourited joins for 24hours.
>
>Sent from my iPad
>
>On 26 Feb 2014, at 8:43 pm, Mart-Jan Reeuwijk  wrote:
>
>
>quote: 4. Would it be possible to increase the update rate in the future?
>>
>>Do you plan to keep changing your IP's every day? I really don't see the need.
>>
>>
>>
>>
>>>
>>> From: Bottiger 
>>>To: Half-Life dedicated Win32 server mailing list 
>>> 
>>>Sent: Wednesday, 26 February 2014, 2:42
>>>Subject: Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts 
>>>Resolve These Issues Now?
>>> 
>>>
>>>
>>>Thanks for the update. I have a few questions.
>>>
>>>1. Does the user need to be online in order to load account ids into their 
>>>favorites?
>>>2. If people were already logged in right before an IP change does this mean 
>>>they won't see the new server for another 24 hours?
>>>3. If we leave a notice server up without an account at the old address, 
>>>will there be no update because there was a working server at that address?
>>>4. Would it be possible to increase the update rate in the future?
>>>
>>>
>>>
>>>
>>>
>>>On Tue, Feb 25, 2014 at 1:28 PM, Tony Paloma  wrote:
>>>
>>>Yes, you can change IP, port, or both and user’s favorites will update 
>>>within a day or the next time they refresh their favorites list thereafter. 
>>>What I mean by that is, the Steam client only asks for updated IP:port 
>>>information at most once every 24 hours. At the same time as that request, 
>>>the Steam client will also look at all the favorites it doesn’t know the 
>>>Steam ID for and check to see if it has a persistent account and then fill 
>>>it in if so. So you may want to wait a few days before changing your IP or 
>>>port to ensure people get the Steam update and get a chance to get your game 
>>>server’s Steam ID in their favorites list.
>>>> 
>>>>From:hlds-boun...@list.valvesoftware.com 
>>>>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
>>>>Sent: Tuesday, February 25, 2014 1:19 PM
>>>>To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated 
>>>>Linux server mailing list
>>>>Subject: Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts 
>>>>Resolve These 

Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-26 Thread Mart-Jan Reeuwijk
quote: 4. Would it be possible to increase the update rate in the future?

Do you plan to keep changing your IP's every day? I really don't see the need.



>
> From: Bottiger 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Wednesday, 26 February 2014, 2:42
>Subject: Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts 
>Resolve These Issues Now?
> 
>
>
>Thanks for the update. I have a few questions.
>
>1. Does the user need to be online in order to load account ids into their 
>favorites?
>2. If people were already logged in right before an IP change does this mean 
>they won't see the new server for another 24 hours?
>3. If we leave a notice server up without an account at the old address, will 
>there be no update because there was a working server at that address?
>4. Would it be possible to increase the update rate in the future?
>
>
>
>
>
>On Tue, Feb 25, 2014 at 1:28 PM, Tony Paloma  wrote:
>
>Yes, you can change IP, port, or both and user’s favorites will update within 
>a day or the next time they refresh their favorites list thereafter. What I 
>mean by that is, the Steam client only asks for updated IP:port information at 
>most once every 24 hours. At the same time as that request, the Steam client 
>will also look at all the favorites it doesn’t know the Steam ID for and check 
>to see if it has a persistent account and then fill it in if so. So you may 
>want to wait a few days before changing your IP or port to ensure people get 
>the Steam update and get a chance to get your game server’s Steam ID in their 
>favorites list.
>> 
>>From:hlds-boun...@list.valvesoftware.com 
>>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
>>Sent: Tuesday, February 25, 2014 1:19 PM
>>To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
>>server mailing list
>>Subject: Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts 
>>Resolve These Issues Now?
>> 
>>Related question to this ...
>>In addition to tracking what IP ADDRESS the server moved to, I *assume* it 
>>will track the before/after PORT?  In other words ADDRESS:PORT, not just 
>>ADDRESS?
>>Maybe somebody from Valve could confirm?
>> 
>>On Tue, Feb 25, 2014 at 1:16 PM, Mike Vail  wrote:
>>I just got a Steam Client update this morning that included the following in 
>>the General update notes:
>> 
>>“Add IP tracking to game server favorites. Favorites will automatically 
>>update to new server IP addresses if the game server is using a persistent 
>>account.”
>> 
>>I’m assuming that this feature is no longer just a beta client feature now, 
>>which is wonderful news for anyone looking to change their IP addess(es).
>> 
>> 
>> 
>> 
>>From:Mike Vail [mailto:supp...@boomgaming.net] 
>>Sent: Saturday, February 15, 2014 10:49 AM
>>To: 'Half-Life dedicated Win32 server mailing list'
>>Subject: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts Resolve 
>>These Issues Now?
>> 
>>So this week for the first time since I started running Valve servers almost 
>>10 years ago, I began getting ddos attacked on one of my servers. The 
>>datacenter null-routed the IP, which is typical in these cases. I don’t have 
>>advanced firewall protection right now other than Windows 2008 Firewall so 
>>I’m kinda stuck. I don’t even know the nature of the attack because the 
>>datacenter isn’t helpful at all. Wireshark hangs and crashes every 30 minutes 
>>so it too is useless in identifying the attack.  I also learned another 
>>server-op who runs a similar server is having the same attacks so it’s likely 
>>the same guy trying to take us both down so he can start his own server like 
>>ours.
>> 
>>So then I started thinking about these new game server accounts. My affected 
>>server is by no means stock. It runs a custom map, has instant respawn and 
>>100% crits, which disqualifies it from Quick-play. That’s fine but here’s my 
>>question. As I read the recent thread about the new Game server account 
>>feature, by adding my server to a game server account, I can change the IP 
>>and players with it saved in their favorites will receive the new server IP 
>>address because their favorites will update after the IP change. Is this 
>>correct? If so, I should be able to change the IP after registering it and 
>>people should find the server through their favorites like before even though 
>>the server won’t work with quick-play right?
>> 
>>Lastly, with game server accounts becoming the norm, would it not make since 
>>for Valve to game servers’ IP addresses from everyone in the future so the 
>>ability to attack them would be greatly diminished? I realize that dedicated 
>>attackers will always find a way to do evil, but by hiding the IP addresses 
>>from players, it may go a long way to reducing the frequency of attacks by 
>>script kiddies.
>> 
>>What do you guys think?
>> 
>>Happy Saturday, 
>>Mike
>>
>>___
>>To u

Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-25 Thread Mart-Jan Reeuwijk
Nice Tony, thnx.

I'd change only after a week or 2 or maybe a month, to allow the ppl that 
aren't online that much (weekends only etc) to have it too. Comm's worked long 
enough to get ppl to favorite the server, that extra couple weeks would not 
change much. Must allow first to get all ppl to populate it in their steam 
client.

Its not fit to negate DDOS attacks, it never was in anyway imo. At earliest a 
day after ppl would be getting the new location, which defeats any DDOS counter 
for the players one has.

But that is my opinion.



>
> From: Tony Paloma 
>To: 'Half-Life dedicated Win32 server mailing list' 
> 
>Sent: Tuesday, 25 February 2014, 22:28
>Subject: Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts 
>Resolve These Issues Now?
> 
>
>
>Yes, you can change IP, port, or both and user’s favorites will update within 
>a day or the next time they refresh their favorites list thereafter. What I 
>mean by that is, the Steam client only asks for updated IP:port information at 
>most once every 24 hours. At the same time as that request, the Steam client 
>will also look at all the favorites it doesn’t know the Steam ID for and check 
>to see if it has a persistent account and then fill it in if so. So you may 
>want to wait a few days before changing your IP or port to ensure people get 
>the Steam update and get a chance to get your game server’s Steam ID in their 
>favorites list.
> 
>From:hlds-boun...@list.valvesoftware.com 
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
>Sent: Tuesday, February 25, 2014 1:19 PM
>To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
>server mailing list
>Subject: Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts 
>Resolve These Issues Now?
> 
>Related question to this ...
>In addition to tracking what IP ADDRESS the server moved to, I *assume* it 
>will track the before/after PORT?  In other words ADDRESS:PORT, not just 
>ADDRESS?
>Maybe somebody from Valve could confirm?
> 
>On Tue, Feb 25, 2014 at 1:16 PM, Mike Vail  wrote:
>I just got a Steam Client update this morning that included the following in 
>the General update notes:
> 
>“Add IP tracking to game server favorites. Favorites will automatically update 
>to new server IP addresses if the game server is using a persistent account.”
> 
>I’m assuming that this feature is no longer just a beta client feature now, 
>which is wonderful news for anyone looking to change their IP addess(es).
> 
> 
> 
> 
>From:Mike Vail [mailto:supp...@boomgaming.net] 
>Sent: Saturday, February 15, 2014 10:49 AM
>To: 'Half-Life dedicated Win32 server mailing list'
>Subject: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts Resolve 
>These Issues Now?
> 
>So this week for the first time since I started running Valve servers almost 
>10 years ago, I began getting ddos attacked on one of my servers. The 
>datacenter null-routed the IP, which is typical in these cases. I don’t have 
>advanced firewall protection right now other than Windows 2008 Firewall so I’m 
>kinda stuck. I don’t even know the nature of the attack because the datacenter 
>isn’t helpful at all. Wireshark hangs and crashes every 30 minutes so it too 
>is useless in identifying the attack.  I also learned another server-op who 
>runs a similar server is having the same attacks so it’s likely the same guy 
>trying to take us both down so he can start his own server like ours.
> 
>So then I started thinking about these new game server accounts. My affected 
>server is by no means stock. It runs a custom map, has instant respawn and 
>100% crits, which disqualifies it from Quick-play. That’s fine but here’s my 
>question. As I read the recent thread about the new Game server account 
>feature, by adding my server to a game server account, I can change the IP and 
>players with it saved in their favorites will receive the new server IP 
>address because their favorites will update after the IP change. Is this 
>correct? If so, I should be able to change the IP after registering it and 
>people should find the server through their favorites like before even though 
>the server won’t work with quick-play right?
> 
>Lastly, with game server accounts becoming the norm, would it not make since 
>for Valve to game servers’ IP addresses from everyone in the future so the 
>ability to attack them would be greatly diminished? I realize that dedicated 
>attackers will always find a way to do evil, but by hiding the IP addresses 
>from players, it may go a long way to reducing the frequency of attacks by 
>script kiddies.
> 
>What do you guys think?
> 
>Happy Saturday, 
>Mike
>
>___
>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
>
>___
>To unsubscribe, edit your list prefer

Re: [hlds] Windows 2008R2 server hangs?

2014-02-13 Thread Mart-Jan Reeuwijk
Well, at least that solved the memory leak problem ;)



>
> From: Jason Tango 
>To: "hlds@list.valvesoftware.com"  
>Sent: Thursday, 13 February 2014, 5:35
>Subject: [hlds] Windows 2008R2 server hangs?
> 
>
>
> 
>Hello,
>
>
>Has anyone seen an increased amount of TF2 servers "hanging" since the last 
>couple of patches on Windows 2008R2 servers?
>
>
> I've been having 2 or 3 of these a day now (mostly payload & dustbowl maps), 
>when I had gone for quite a long time without having that problem.
>
>
>Server specs:
>
>
>Windows 2008R2
>Intel Xeon 1230
>16GB ram
>
>
>CPU is at less than 25% when all server are full (only 4 servers running on 
>each box at the moment)
>___
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>visit:
>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Mart-Jan Reeuwijk
The only way to truly "move" is keeping the old servers for a while, and point 
those to the new servers so they can connect and favorite them. having a 
turnover time without paralel, would give no incentive to the players to add 
those IP's.

I do agree a solution would really be nice to keep your playerbase of a server. 
I even proposed various workings for that (via steam group memberships to have 
a specific tab / option to show them in favs). But its been on deaf ears for 
years now. 

Also, I never hear anybody about having a chat with the hoster / datacenter to 
move the IP's to the new machines. 




>
> From: Jason Tango 
>To: "hlds@list.valvesoftware.com"  
>Sent: Thursday, 26 September 2013, 22:11
>Subject: [hlds] Problems caused by connecting server favorites to IP address
> 
>
>
> 
>Hello,
>
>
>I know this has been brought up many, many timesbut it would seem that 
>with the maturity of the server registration system that Valve is now in a 
>perfect position to fix this issue which both negatively impacts 
>long-established servers, AND prevents server operators from moving to 
>better/improved hardware.
>
>
>I'm talking about the way server favorites work in the server browser. 
>Specifically, the fact that if  - for any reason - a server operator needs to 
>change their server's IP address, it disappears from all the users clients who 
>have added it to their favorites over the years.
>
>
>That may not seem like a big deal, but it absolutely IS. It takes months and 
>years to build up a strong base of server regulars, and that base is virtually 
>destroyed if you change that server's IP address.
>
>
>For examplewe recently had the opportunity to acquire hardware at a 
>significant discount at another server provider that was a significant upgrade 
>from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
>for the same price we were currently paying per month. Wanting to give our 
>players the best possible experience, so we decided to make the move.
>
>
>To prepare, we ran a message for 30 days on the current servers informing the 
>players the servers were moving (and the new address). After that 30 day 
>period, we flipped the switch, and shutdown the old server, bringing the new 
>ones online (the 1270v3 is ridiculously powerful, BTW).
>
>
>Now, these are servers which had previously stayed full for 18+ hours per day 
>on a regular basis, with a 24-hour average population (according to HlStats) 
>of 21 players.
>
>
>After the first 30 days, the 24-hour average is now down to 6 players, and 
>they only fill up roughly 4-6 hours per day.
>
>
>And therein lies the problem. We did (we believe) what was absolutely the 
>right thing in that we chose to upgrade our hardware solely for the purpose of 
>giving our players a better, smoother, more state of the art gaming 
>experience. The server runs wonderfully (3 full servers uses less than 7% 
>CPU!), and the players who ARE playing on them regularly comment on the 
>improvement to frame rate, stability, and map load times.
>
>
>The only thing on our end that changed as far as server configuration was the 
>IP - and it has essentially KILLED the traffic to those servers, forcing us to 
>basically start over from scratch trying to build our server traffic back up 
>(and no, we don't run any of those atrocious MOTD ads or anything - our 
>servers are supported by donations only).
>
>
>The fix, it would seem, would be relatively easy. Why not tie the server 
>favorites to the server registration information instead?
>
>
>Connecting the favorites to IP address does nothing but prevent server 
>operators from upgrading/moving to better equipment and/or datacenters, and 
>severely limits the options we have to improve the gaming environments for our 
>players. I, for one, won't be upgrading/moving anything else if it means I 
>have to change IP addresses. It's simply not worth the traffic loss you incur 
>as a result.
>
>
>Please make this a priority, Valve. The time has come.
>
>
>Thanks.
>___
>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds] Failed to load the launcher DLL: (null)

2013-09-26 Thread Mart-Jan Reeuwijk
Ehm, afaik, SSE2 is required for a long time now on most source engine games.




>
> From: Eli Witt 
>To: Dominik Friedrichs ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Wednesday, 25 September 2013, 20:00
>Subject: Re: [hlds] Failed to load the launcher DLL: (null)
> 
>
>
>I doubt Valve would start requiring SSE2 to gain in the performance dept and 
>then just roll it back at a later date.
>
>
>If you expect all old hardware to keep running new applications for all time, 
>you're going to be sorely disappointed. 
>
>
>
>On Wed, Sep 25, 2013 at 1:47 PM, Dominik Friedrichs  wrote:
>
>I just got this error when trying to run my test servers (CS:S/TF2) which are 
>installed on an old P3 machine. It seems that since one of the recent updates 
>the game client as well as SrcDS are being compiled to require SSE2 and hence 
>no longer launch on older systems. There are discussions on SPUF about this 
>issue as well.
>>
>>Valve, can you comment on this? Is this going to be permanent?
>>
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives, please 
>>visit:
>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>___
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>visit:
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>
>
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Re: [hlds] Steam Server Ports

2013-09-01 Thread Mart-Jan Reeuwijk

For $ 100,- I'll tell you to make a email rule to move all Valve mail with his 
from his address in it to the spam folder ;)

I already did.




>
> From: Kush Mahajani 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 1 September 2013, 22:47
>Subject: Re: [hlds] Steam Server Ports
> 
>
>
>Can someone from Valve please ban this guy? He's insulting most of us, not 
>adding anything to the discussion and is generally being a troll. 
>
>On Sep 1, 2013, at 13:43, Incomp Etent  wrote:
>
>
> 
>>Switch to the unreal game engine, problem resolved, $100 please, thanks and 
>>you're welcome.
>> 
>>
>>> Date: Sun, 1 Sep 2013 15:55:30 -0400
>>> From: violentcri...@convictgaming.com
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Steam Server Ports
>>> 
>>> I will start off with 100$ to whoever can fix this
>>> 
>>> On 9/1/2013 10:06 AM, Dominik Friedrichs wrote:
>>> > If you guys manage to set up the build environment for MM:S plugins 
>>> > (and know how to code in C) I'd be happy to supply my code so you can 
>>> > adapt that.
>>> > This solution does require a bit of fiddling (manual setup of an IPsec 
>>> > filter list and adapting the code to detect EXACTLY what you are 
>>> > looking for in a packet) so I would say its required for anyone 
>>> > wanting to use this solution to understand how it works and set it up 
>>> > themselves.
>>> >
>>> > On 2013/08/31 22:16, Nomaan Ahmad wrote:
>>> >> Hello Dominik,
>>> >>
>>> >> Could you please write that MM:S plugin? I am interested in it. Thanks
>>> >>
>>> >>
>>> >> On 31 August 2013 15:26, Dominik Friedrichs >> >> > wrote:
>>> >>
>>> >> In such a case I would write an MM:S plugin that hooks recvfrom,
>>> >> checks the packet for size and then adds an IPSec rule when the
>>> >> criteria is met. I had something like this in place on my servers
>>> >> for the zero length UDP flood exploit which is now resolved.
>>> >>
>>> >>
>>> >> On 2013/08/31 16:02, Calvin Judy wrote:
>>> >>
>>> >> Yes, although ipsec wouldn't work in this situation because OP
>>> >> needs to
>>> >> drop packets with an invalid size.
>>> >>
>>> >>
>>> >>
>>> >> _
>>> >> To unsubscribe, edit your list preferences, or view the list
>>> >> archives, please visit:
>>> >> https://list.valvesoftware.__com/cgi-bin/mailman/listinfo/__hlds
>>> >> 
>>> >>
>>> >>
>>> >
>>> >
>>> > ___
>>> > To unsubscribe, edit your list preferences, or view the list archives, 
>>> > please visit:
>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>> >
>>> 
>>> 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>___
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>>visit:
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>>
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Re: [hlds] Steam Server Ports

2013-08-31 Thread Mart-Jan Reeuwijk
I think your best solution would be to disable / disconnect any network capable 
device in windows... 




>
> From: Incomp Etent 
>To: "hlds@list.valvesoftware.com"  
>Sent: Saturday, 31 August 2013, 20:43
>Subject: Re: [hlds] Steam Server Ports
> 
>
>
> 
>LMAO, funny how tangents get started with this crowd.
> 
>No one was disparaging any OS. But lets call a spade a spade and say Linux is 
>to OS's as Food Stamps are to an Economy.
> 
>I think the legal threat that would serve you best is the Federal 
>Communications Act... Something about using electronic communications 
>equipment while crossing state and international boundaries for the purpose of 
>communicating a degrading or provocative comment. I'm not totally sure, as 
>always you should confer with your attorney for clarification.
> 
>Yes Windows has the ability out of the box, but you will need to understand 
>how networking works before you undertake such an activity. I'll give you a 
>hint... it's not IPsec (I can see how someone that 'thinks' they understand 
>networking would lean towards that though).
> 
>Furthermore, we (and the FBI) know who it is that subscribe members of this 
>list to spam and porn mailing lists. Keep up the good work.
>
>___
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>visit:
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>
>
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Re: [hlds] Steam Server Ports

2013-08-31 Thread Mart-Jan Reeuwijk


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


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





>
> From: Eli Witt 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 31 August 2013, 13:40
>Subject: Re: [hlds] Steam Server Ports
> 
>
>
>It's funny that you're talking smack about Linux, while the referred product 
>is a port of BSD program. What, they couldn't provide the required function 
>natively?
>
>
>
>
>Now, you can go and take your retarded fanboism off the list. No one here 
>cares for it, or your opinion, now that you've proven yourself to be an 
>ignorant asshat in under 4 posts.
>
>
>
>On Sat, Aug 31, 2013 at 1:46 AM, Lep Racy  wrote:
>
>nope.
>> 
>>it's not a ready made product it's a way of configuring your networking in 
>>the windows environment. you're going to have to actually learn how networks 
>>work before you set it up to achieve the desired result(s). sorry, it's not 
>>going to be as easy as downloading someone else's work, installing and 
>>clicking a few check boxes (I know this will be a turn off to most Linux 
>>gurus, but someone has to actually understand how tech works).
>> 
>>
>>
>>
>>Date: Sat, 31 Aug 2013 01:26:59 -0400
>>From: l...@redspeedservers.com
>>
>>To: hlds@list.valvesoftware.com
>>Subject: Re: [hlds] Steam Server Ports
>>
>>Port security? I really hope you are not referring to Windows
Firewall.
>>
>>
>>On 8/31/2013 12:24 AM, Lep Racy wrote:
>>
>>it's on source forge... download source code and compile for desired target. 
>>or just learn how to configure port security on a windows box.
>>> 
>>>
>>>
>>>
>>>Date: Sat, 31 Aug 2013 00:22:01 -0400
>>>From: violentcri...@convictgaming.com
>>>To: hlds@list.valvesoftware.com
>>>Subject: Re: [hlds] Steam Server Ports
>>>
>>>
>>>Doesn't work on 64bit.
>>>
>>>On 8/31/2013 12:04 AM, Nomaan Ahmad wrote:
>>>
>>>http://wipfw.sourceforge.net/ ?




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

If he is on Windows then that might be a bit hard/impossible. I never found 
any linux-quality firewall(/options) for Windows. 
>
>
>On 8/30/2013 11:40 PM, Calvin Judy wrote:
>
>What exactly are you trying to do with the master servers?
>>
>>Just drop packets with an invalid size.
>>
>>- Original Message - From: "Violent
Crimes" 
>>To: "Half-Life dedicated Win32 server mailing
list" 
>>Sent: Friday, August 30, 2013 11:31 PM
>>Subject: Re: [hlds] Steam Server Ports
>>
>>
>>
>>Nope that didn't work
>>>
>>>
>>>On 8/30/2013 11:04 PM, List User wrote:
>>>
>>>Assuming you are on port 27015;

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

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

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

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

Anyone know what ports for steam master servers. Keep getting attacked 
with split packet attacks.
>
>
>NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split 
>size (number 99/ count 114) where size 8293 is out of valid range [564 
>- 1248 ]
>NET_GetLong: Split packet from 204.134.60.52:27013 with invalid split 
>size (number 81/ count 81) where size 337 is out of valid range [564 - 
>1248 ]
>NET_GetLong: Split packet from 156.7.115.251:27022 with invalid split 
>size (number 81/ count 81) where size 337 is out of valid range [564 - 
>1248 ]
>NET_GetLong: Split packet from 131.253.201.217:27018 with invalid 
>split size (number 99/ count 114) where size 8293 is out of valid 
>range [564 - 1248 ]
>NET_GetLong: Split packet from 202.198.227.99:27038 with invalid split 
>size (number 99/ count 114) where size 8293 is out of valid range [564 
>- 1248 ]
>NET_GetLong: Split packet from 209.133.74.38:4380 with invalid split 
>size (number 81/ count 81) where size 337 is out of valid range [564 - 
>1248 ]
>NET_GetLong: Split packet from 147.69.94.143:27018 with invalid split 
>size (number 81/ count 81) where size 337 is out of valid range [564 - 
>1248 ]
>NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split 
>size (number 99/ count 114) where size 8293 is out of valid range [564 
>- 1248 ]

Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang

2013-08-20 Thread Mart-Jan Reeuwijk

Afaik, that never happens. If having that many donators, you can run far more 
servers to serve them.
Also,
 with 24 player server, you can have 2-3 slots for that, and that is 
more then enough for that purpose. If running bigger servers, like 32 
player then you cannot indeed, I believe one can do one hidden slot on 
that. But as the server is bigger, so will the number of joins/leaves, 
so that slot is faster free again. I've never seen it hit that supposed ceiling.
 And if due having so many donators, you should be getting more servers.



>
> From: Bjorn Wielens 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Tuesday, 20 August 2013, 16:11
>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
> 
>
>
>I think what he meant was if you're already at 25/24 and another donator wants 
>to join... they will have to wait if you don't kick, unless you add more 
>reserved slots. 
>
>From a practical standpoint though, 2-3 reserved slots of this non-kick nature 
>will probably do the job unless you have large numbers of donators that want 
>to get into a full server at any given time.
>
>
>
>
>
>
>
>
>
> From: Mart-Jan Reeuwijk 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, August 20, 2013 10:58:51 AM
>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
> 
>
>
>You dont NEED to kick for donators to let them join.
>
>- Donator joins in hidden admin slot.
>- server has 25 instead of 24 players.
>- another player leaves out of their own free will.
>- Server is back down to 24 slots.
>
>I've seen that type a lot around, so why aren't you doing it so?
>Kicking players is one of the most annoying things for said player, at least 
>be decent with them then. They come back, for they didn't get kicked.
>
>
>
>
>>
>> From: Bjorn Wielens 
>>To: Half-Life dedicated Win32 server mailing list 
>> 
>>Sent: Tuesday, 20 August 2013, 15:33
>>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
>> 
>>
>>
>>>>No kicking for reserved slots is a non-starter. You can't ask for 
servers that don't allow advertising to then also make the people who 
pay the bills (through donations) stand in line to play on the server 
they are paying for.
>>
>>
>>I agree it shouldn't be an excluding item, but there's no reason not to have 
>>it as a "filter" option in said list. 
>>
>>
>>
>>Such a compiled list is a nice idea and it might well bring in some extra 
>>traffic. From what I see on our servers (we don't do the frowned-upon things 
>>in the list below) people _like_ the way they're run, but we're still trying 
>>to get over the "magic number" of regulars to have servers that fill 
>>frequently.
>>
>>
>>
>>
>>
>>
>>
>>
>> From: E. Olsen 
>>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>>mailing list  
>>Sent: Tuesday, August 20, 2013 10:16:01 AM
>>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
>> 
>>
>>
>>No kicking for reserved slots is a non-starter. You can't ask for servers 
>>that don't allow advertising to then also make the people who pay the bills 
>>(through donations) stand in line to play on the server they are paying for.
>>
>>
>>I really don't understand Valve's thinking on this one - it's such an easy 
>>fix: Use pinion = no quickplay traffic. All that's happening now is that 
>>hundreds of "throwaway" vanilla servers are being thrown up everyday and 
>>using fake clients to get quickplay to fill them up, all in order to get 
>>pinion ad impressions. When Valve delists them, they just throw them back up 
>>on another IP/steam account.
>>
>>
>>Take away the easy traffic, you take away the problem.
>>
>>
>>For the users, however, the solution is an easy one - find server(s) you 
>>like, favorite them, and only play there (same as it ever was).
>>
>>
>>
>>On Tue, Aug 20, 2013 at 9:03 AM, Mart-Jan Reeuwijk  wrote:
>>
>>Maybe an idea to start instead of "blacklisting" the servers that ARE running 
>>the pinion plugin, we should have a White-list of servers/mods that are NOT 
>>running them.
>>>
>>>The Whitehat Community Servers list, so you will ;)
>&g

Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang

2013-08-20 Thread Mart-Jan Reeuwijk
You dont NEED to kick for donators to let them join.

- Donator joins in hidden admin slot.
- server has 25 instead of 24 players.
- another player leaves out of their own free will.
- Server is back down to 24 slots.

I've seen that type a lot around, so why aren't you doing it so?
Kicking players is one of the most annoying things for said player, at least be 
decent with them then. They come back, for they didn't get kicked.




>
> From: Bjorn Wielens 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 20 August 2013, 15:33
>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
> 
>
>
>>>No kicking for reserved slots is a non-starter. You can't ask for 
servers that don't allow advertising to then also make the people who 
pay the bills (through donations) stand in line to play on the server 
they are paying for.
>
>
>I agree it shouldn't be an excluding item, but there's no reason not to have 
>it as a "filter" option in said list. 
>
>
>
>Such a compiled list is a nice idea and it might well bring in some extra 
>traffic. From what I see on our servers (we don't do the frowned-upon things 
>in the list below) people _like_ the way they're run, but we're still trying 
>to get over the "magic number" of regulars to have servers that fill 
>frequently.
>
>
>
>
>
>
>
>
> From: E. Olsen 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Tuesday, August 20, 2013 10:16:01 AM
>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
> 
>
>
>No kicking for reserved slots is a non-starter. You can't ask for servers that 
>don't allow advertising to then also make the people who pay the bills 
>(through donations) stand in line to play on the server they are paying for.
>
>
>I really don't understand Valve's thinking on this one - it's such an easy 
>fix: Use pinion = no quickplay traffic. All that's happening now is that 
>hundreds of "throwaway" vanilla servers are being thrown up everyday and using 
>fake clients to get quickplay to fill them up, all in order to get pinion ad 
>impressions. When Valve delists them, they just throw them back up on another 
>IP/steam account.
>
>
>Take away the easy traffic, you take away the problem.
>
>
>For the users, however, the solution is an easy one - find server(s) you like, 
>favorite them, and only play there (same as it ever was).
>
>
>
>On Tue, Aug 20, 2013 at 9:03 AM, Mart-Jan Reeuwijk  wrote:
>
>Maybe an idea to start instead of "blacklisting" the servers that ARE running 
>the pinion plugin, we should have a White-list of servers/mods that are NOT 
>running them.
>>
>>The Whitehat Community Servers list, so you will ;)
>>
>>If doing it with the info:
>>
>>Continent - Country(hosted in) - Community Name - Mod (CSS GG, TF2-Vanilla, 
>>TF2-FreakFortress, TF2-Dodgeball, TF2-Trade, TF2-Dodgeball Classic, 
>>TF2-Versus Saxton Hale, etc ) -  -  -  
>>steam://connect/: - Instant(0 sec)/fast(5 sec)/normal respawn.
>>
>>And whatever else would be interesting (# of players currently on server? 
>>SteamRep? SMAC? Wait enabled? competition config? stats gameme/hlx? etc.)
>>
>>Players can choose their servers, maybe also by selecting "filters" on 
>>continent, country,
 game, mod, map. Granted that those servers have resources to actually run the 
games smoothly, and are not being c***s with their donation stuff with kicking 
players when those join. it must be a list of servers with good performance and 
a pleasant experience. 
>>
>>
>>
>>Add some handy links like backpack.tf, tf2 wiki, etc, and tell players how to 
>>put that as a default 
steam overlay webpage. Some cookies for their preferences and geoIP to find 
their country and show only the servers in their country and neightbouring 
countries, and off they 
go. 
>>
>>
>>
>>One thing tho, it should have no preference for a comm. and if found not 
>>truthful, forever ban.
>>
>>
>>Shouldn't be hard to set up, and wherever players are, we can then point them 
>>to the list with good servers. The servers should adhere to some rules:
>>
>>
>>- No pinion, ever. Having a community MOTD with rules/info of their comm is 
>>fine. Mentioning they are member of the "white-hat" comm's would be asked 
>>for. 
>>
>>- No kicking of players for donator slots. (use hidden slots to "soft" allow 
>>them in,

Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang

2013-08-20 Thread Mart-Jan Reeuwijk
Maybe an idea to start instead of "blacklisting" the servers that ARE running 
the pinion plugin, we should have a White-list of servers/mods that are NOT 
running them.

The Whitehat Community Servers list, so you will ;)

If doing it with the info:

Continent - Country(hosted in) - Community Name - Mod (CSS GG, TF2-Vanilla, 
TF2-FreakFortress, TF2-Dodgeball, TF2-Trade, TF2-Dodgeball Classic, TF2-Versus 
Saxton Hale, etc ) -  -  -  
steam://connect/: - Instant(0 sec)/fast(5 sec)/normal respawn.

And whatever else would be interesting (# of players currently on server? 
SteamRep? SMAC? Wait enabled? competition config? stats gameme/hlx? etc.)

Players can choose their servers, maybe also by selecting "filters" on 
continent, country, game, mod, map. Granted that those servers have resources 
to actually run the games smoothly, and are not being c***s with their donation 
stuff with kicking players when those join. it must be a list of servers with 
good performance and a pleasant experience. 


Add some handy links like backpack.tf, tf2 wiki, etc, and tell players how to 
put that as a default 
steam overlay webpage. Some cookies for their preferences and geoIP to find 
their country and show only the servers in their country and neightbouring 
countries, and off they 
go. 


One thing tho, it should have no preference for a comm. and if found not 
truthful, forever ban.

Shouldn't be hard to set up, and wherever players are, we can then point them 
to the list with good servers. The servers should adhere to some rules:

- No pinion, ever. Having a community MOTD with rules/info of their comm is 
fine. Mentioning they are member of the "white-hat" comm's would be asked for. 

- No kicking of players for donator slots. (use hidden slots to "soft" allow 
them in, and when one leaves the number is ok again)

- Having a audio file run at start of joining the server is fine, but not for x 
minutes or repeatedly or random during game.

- May or may not be in quickplay. some servers won't be eligible for it, but 
the idea is not favoring quickplay.
- Must list maintainer of the list. 

- No alterations, so if having all vanilla but 

- No server tag(s) for being on the whitehat server list, will only cause other 
servers to add it without being on the list. (and less work to not have to add 
that to the servers ;) )

- Donators may not have extra's that are game-changing (exception for trade 
servers), giving them advantage over non-donators.

Just spouting the idea, needs working out if implementing but I actually like 
it. For if you see for example on spuf a player complaining, you can direct 'm 
to that list and be done with it. (instead of having to ask where he's located 
on this planet to find that your server is on the other side of the planet).

I'll discuss it with some who might be interested to host/build this.




>
> From: Bjorn Wielens 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 20 August 2013, 14:01
>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
> 
>
>
>Part of it is probably the sheer number of servers running pinion that makes 
>it hard to find the ones that dont?
>
>For all the complaining and groaning about it I hear/see here and elsewhere... 
>those of us that don't use it should be rolling in  players... but I can't say 
>that's the case on our servers :/
>
>
>
>
>
>
>
>
>
> From: ics 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Tuesday, August 20, 2013 8:26:02 AM
>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
> 
>
>That just makes you part of the problem, helping those servers thrive 
>and receive more players through matchmaking. It's best just blacklist 
>and avoid + find a proper server.
>
>Every single day i hear and read people complain about Pinion. I just 
>don't get it why annoy players with running such crap on the server.
>
>-ics
>
>Mart-Jan Reeuwijk kirjoitti:
>> Indeed, those servers try to earn money by forcing views on the 
>> players on the server.
>>
>> You can prevent the "hanging" by using:
>>
>> connect  matchmaking
>>
>> so, if the server IP is 12.23.34.45 and port is
 27015 you type in console:
>>
>> connect 12.23.34.45:27015 matchmaking
>>
>> and you wont be "hanging" for then the game blocks forced opening of 
>> the MOTD.
>>
>>     
>>     *From:* mike bradford <007g...@gmail.com>
>>     *To:* Half-Life dedicated Win32 server mailing list
>>     
>&

Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang

2013-08-20 Thread Mart-Jan Reeuwijk
Indeed, those servers try to earn money by forcing views on the players on the 
server.

You can prevent the "hanging" by using:

connect  matchmaking

so, if the server IP is 12.23.34.45 and port is 27015 you type in console:

connect 12.23.34.45:27015 matchmaking


and you wont be "hanging" for then the game blocks forced opening of the MOTD.




>
> From: mike bradford <007g...@gmail.com>
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 20 August 2013, 6:34
>Subject: Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang
> 
>
>
>It is the pinion plugin forcing you to wait at the page that your hosts file 
>blocks. It happens anyone that tries to connect to a pinion enabled server.
>
>
>
>On Mon, Aug 19, 2013 at 11:26 PM, Chad Hedstrom  
>wrote:
>
>I have motd.pinion.gg blocked by my administrator at the firewall, it causes 
>my game to hang for 10-30 seconds at the beginning of each round. I have 
>checked and don't think this domain is owned by Valve. I can reproduce this 
>problem on multiple computers. Is anyone else having this problem? It seems to 
>be that specific domain. It seems to get stuck at the loading screen and I 
>can't get to the team or class selection screen for 10-30 seconds, it seems to 
>vary.
>>
>>
>>
>>Thanks.
>>___
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>>visit:
>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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>
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Re: [hlds] TF2: Red bots try to kill payload cart

2013-07-15 Thread Mart-Jan Reeuwijk

CART IS SPY!!!



>
> From: ED-E 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Monday, 15 July 2013, 19:45
>Subject: [hlds] TF2: Red bots try to kill payload cart
> 
>
>Since the recent updates bots on the red site attacking the payload 
>cart, sometimes even completly ignore blue team while doing so. I've 
>seen this on my servers and even when I make a local server without any 
>plugins.
>
>___
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>visit:
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>
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Re: [hlds] (no subject)

2013-06-16 Thread Mart-Jan Reeuwijk


Yep, you are right, all mails anybody on the list receives will have Valve's 
mailing list server IP as sender. 



>
> From: Nomaan Ahmad 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Monday, 17 June 2013, 2:43
>Subject: Re: [hlds] (no subject)
> 
>
>
>Valve's mailing list IP?
>
>
>On 17 June 2013 01:41, Steam Commander  wrote:
>
>speaking of single user multiple accounts. it looks like 
>mc...@doctormckay.com, evo...@gmail.com, and jtrun...@outlook.com are coming 
>from the same origin ip address. funny how that works out.
>> 
>>
>>
>>
>>From: lepracy77...@live.com
>>To: hlds@list.valvesoftware.com
>>Date: Sun, 16 Jun 2013 20:28:22 -0400
>>
>>Subject: [hlds] (no subject)
>>
>>
>>make that five accounts
>>
>>
>>
>>From: jtrun...@outlook.com
>>To: hlds@list.valvesoftware.com
>>Date: Sun, 16  Jun 2013 20:21:06 -0400
>>Subject: [hlds] (no subject)
>> 
>>Make that four accounts.
>>
>>
>>
>>
>> From: serverg...@hotmail.com
>>To: hlds@list.valvesoftware.com
>>Date: Sun, 16 
Jun 2013 20:19:06 -0400
>>Subject: [hlds] (no subject)
>>
>>
>>Way to attack people contributing to the list!! 
>> 
>>What makes you think they are the same person? because 
they disagree with your wrong opinion?
>> 
>>Which one of those people said anything about "quickplay" at all? do you 
actually read what people write or do you just make things up in your head and 
respond in kind?
>> 
>>A few loud mouths do not reflect the opinions of all.
>> 
>> - 
Original Message - 
>>From: Evourr [evo...@gmail.com]
>>To: Half-Life dedicated Win32 server mailing list 
>>Sent: Sunday, June 16, 2013 8:05 PM
>>Subject: Re: [hlds] TF2 MOTD and 
Quickplay 
>> 
>> 
>>
>>The problem is this thread got derailed by one user with 
3 subscribed accounts. (Liquid Source, Steam Commander, and Valve 
Monkey.)
>> 
>>Additional information added to the return of the 
"status" command would suit your needs.
>> 
>>The problem with your original statement is that you 
wanted Valve to implement a restriction on the quickplay clients so the motd 
was 
completely disabled, but you only wanted it so you could detect quickplay 
clients. (That's just bad 
practice.)
>>___ 
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visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>___
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>>visit:
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>>
>>
>
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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread Mart-Jan Reeuwijk
motd blah...

what really needs to change is that players have not the full control over the 
MOTD they should have. All the other  is pointless.

Problems (imo):
- Reopening MOTD's by plugins outside of control of client. (this excludes the 
ones where the client DOES ask for it to be opened for the backpack, rules, or 
other functions)

- Background opening of spam-ads and such
- server side not able to detect status of MOTD opened or not.

Things that I think should be on MOTD to have several buttons: 

- Close (meaning exactly THAT, close it and throw it out of memory, and not ran 
in background)

- Block (same as "close" but per game session so MOTD's can't be opened unless 
restarted the game)
- Back to game (keeping it open in background, to allow for in-game radio or 
w/e)

In regards to "reporting" to the server if a page is still open or not, or 
being quickplay or not, *shrugs* I don't plan functionality on that, but I can 
see use by others.


All the other  about ads and "abuse" and whatnot, isn't really clearing the 
conversation here to get to some objective. Go back to 4chan if you need 
"drama". I've already put some filters up for some posters, to not see those 
anymore, been enough. 
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Re: [hlds] Mandatory TF2 update released

2013-06-13 Thread Mart-Jan Reeuwijk
Most of them do nowadays, only the ones for small after fixes not. 





>
> From: wickedplayer494 . 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 14 June 2013, 4:35
>Subject: Re: [hlds] Mandatory TF2 update released
> 
>
>
>You are aware that not every update includes hats, right?
>
>
>
>On Thu, Jun 13, 2013 at 9:28 PM, big john  wrote:
>
>So your saying every update is gonna be mandatory. 
>>On Jun 13, 2013 9:48 PM, "Nomaan Ahmad"  wrote:
>>
>>Its gonna be mandatory update when they add new hats...
>>>
>>>
>>>On 14 June 2013 02:27, big john  wrote:
>>>
>>>I thought we were going to start getting optional updates more frequently. 
On Jun 13, 2013 7:40 PM, "Eric Smith"  wrote:

We've released a mandatory update for TF2. The notes for the update are 
below. The new version is 1797820.
>
>-Eric
>
>--
>
>Team Fortress 2
>- Added 10 new Steam Workshop items
>        - http://www.teamfortress.com/post.php?id=10864
>- Added new promo items
>- Fixed the in-game UI not using the Language setting from the TF2 
>Properties dialog in the Steam UI
>- Fixed not hearing the Loose Cannon impact sound when playing on 
>dedicated servers
>
>
>
>
>
>
>
>
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>>>
>>>___
>>>To unsubscribe, edit your list preferences, or view the list archives, 
>>>please visit:
>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
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>>
>
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Re: [hlds] boost jump + nuke bug

2013-06-07 Thread Mart-Jan Reeuwijk

wrong mailing lists. there is a CS:GO mailing list.



>
> From: Juliano 
>To: Half-Life dedicated Linux server mailing list 
>; Half-Life dedicated Win32 server mailing 
>list  
>Sent: Friday, 7 June 2013, 8:25
>Subject: [hlds] boost jump + nuke bug
> 
>
>
>someone has already seen?
>
>
>http://forums.steampowered.com/forums/showthread.php?t=3133505
>
>
>Att.
>Juliano
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Re: [hlds] NO to in game advertising

2013-06-05 Thread Mart-Jan Reeuwijk
Nah, thats a blacklist for in TF2, so you don't see those servers.

technically its not a ad-blocker. creating the hosts file to block the advert 
server of pinion would be considered such.



>
> From: Christopher Andrews 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Wednesday, 5 June 2013, 15:35
>Subject: Re: [hlds] NO to in game advertising
> 
>
>
>Didn't Dr. McKay already make one?
>
>
>
>
>On Wed, Jun 5, 2013 at 9:33 AM, Patrick Delle Grazie 
> wrote:
>
>Here’s an idea.  Why don’t one of you stalwarts create an in game ad blocker. 
>J  But then of course you’d have to advertise it
>>to get people to use it. ;) 
>> 
>>P.
>> 
>> 
>> 
>>From:hlds-boun...@list.valvesoftware.com 
>>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
>>Sent: Wednesday, June 5, 2013 9:26 AM
>>
>>To: Half-Life dedicated Win32 server mailing list
>>Subject: Re: [hlds] NO to in game advertising
>> 
>>It's a server discussion mailing list, we, the server operators make the call 
>>on advertisements.
>>
>>No need for SPUF, perfectly valid here.
>>
>>Saint K.
>>
>>
>>
>>From:hlds-boun...@list.valvesoftware.com 
>>[hlds-boun...@list.valvesoftware.com] on behalf of Sebastian Iskra 
>>[seabas...@gmail.com]
>>Sent: 05 June 2013 14:18
>>To: Half-Life dedicated Win32 server mailing list
>>Subject: Re: [hlds] NO to in game advertising
>>Once upon a time there was SPUF. /thread. 
>> 
>>On Wed, Jun 5, 2013 at 8:04 AM, Saint K.  wrote:
>>Once upon a time there was an era where community's survived on donations. 
>>Receiving donations was an indication of the community doing a good job, 
>>after all, if they weren't, they wouldn't receive donations and the community 
>>wouldn't last.
>>
>>With crap like Pinion nowadays all that counts is luring people in to connect 
>>and then earn money per player being forced to watch the pinion crap in their 
>>MOTD (MVM matchmaking and quickplay makes for an easy task to do this).
>>
>>You can host the most shittiest servers now and still earn money to survive.
>>
>>I for one would like to see VALVe picks up their old policies again, where 
>>advertising in their games was completely prohibited.
>>
>>Want to have better quality servers again VALVe? Then make sure you get rid 
>>of crap like Pinion.
>>
>>My 2 cents.
>>
>>Saint K.
>>
>>
>>
>>From:hlds-boun...@list.valvesoftware.com 
>>[hlds-boun...@list.valvesoftware.com] on behalf of Devin [hollan...@gmail.com]
>>Sent: 04 June 2013 17:50
>>
>>To: 'Half-Life dedicated Win32 server mailing list'
>>Subject: Re: [hlds] NO to in game advertising
>> 
>>Valve and Pinion are independent companies. Pinion is designed to help offset 
>>the overhead required to host servers, web sites, etc. Valve isn’t going to 
>>force you to start using pinion. My goodness, use some brain power at some 
>>point. Don’t just spew your knee-jerk reactions on a mailing list that end up 
>>harassing people with your bonehead thoughts. 
>> 
>> 
>>From:hlds-boun...@list.valvesoftware.com 
>>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
>>Sent: Monday, June 03, 2013 4:49 PM
>>To: Half-Life dedicated Win32 server mailing list
>>Subject: Re: [hlds] NO to in game advertising
>> 
>>This mailing list is for server operators, not for players. Please take it to 
>>SPUF or SPUD if you want to discuss this.
>>
>>
>> 
>> 
>>Doctor McKay
>>http://www.doctormckay.com
>>mc...@doctormckay.com
>> 
>>On Mon, Jun 3, 2013 at 11:49 AM, big john  wrote:
>>What the hell is this random mumbo jumbo. It was clear in the first 2 
>>sentences the you have no idea what you are talking about. 
>>>On Jun 3, 2013 11:47 AM, "proto mon"  wrote:
>>>Holy Jesus Please disable these ads 
They are getting so god damn annoying, And the audio ads are even worst. 
They keep playing somehow even if you switch the server. You literally have 
to quit the game to stop the ads. 
 
 
 
On Sun, Mar 31, 2013 at 2:42 AM, G. Hutchinson  
wrote:
This pinion thing first visited the list a month or two back and I wrote a 
response to the list voicing my two cents. However I did this from my phone 
and it got bounced back for because of the previous posts not being cropped 
down. In short it essentially said "Shame on Valve for even entertaining 
something like pinion" pertaining to any in game advertising.
>
>Valve is selling hats, drop items, etc etc etc... The game is still 
>generating money. To play the game we see advertising when we log in to 
>steam. I don't want to see ads when playing games  for Viagra, Uncle Bucks 
>Beer, and Lysol. Everyone knows Uncle Buck is in the Klan. If Valve wants 
>to pursue money in advertising, then replace the cereal boxes in L4D with 
>Honeycomb and Fruit Loop boxes. Make the soda cans in the games that are 
>lying around Pepsi cans and profit that way. You're welcome 

Re: [hlds] Question on the legality of this (Idling Spectators)

2013-05-22 Thread Mart-Jan Reeuwijk
just a side note: get a idle kicker active on those once you have active 
players which make the server "full", so it fills with active players... (say 
keep 2 slots free for more active players)


>
> From: Noel 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Wednesday, 22 May 2013, 10:43
>Subject: Re: [hlds] Question on the legality of this (Idling Spectators)
> 
>
>
>To the 'OP,' so-to-speak:
>
>In my experience, you can ask yourself this question: am I talking about an 
>activity that an 'entry-level' server admin might engage in with their 
>'community' of close friends?  If so, you are hereby declared at ease.  All of 
>the seemingly-hardline policies you may have seen discussed on this list are 
>in place to address edge cases, exploits, and unforeseen consequences -- not 
>to prevent situations like yours -- which are not really even an offense of 
>any kind!  
>If I understand correctly, you're describing the act of having 'regulars' 
>connect as clients and idle to give the appearance of server pop.. but the 
>fact is that they are actually increasing server population either way.  Where 
>a bot responds to triggers or conditions, a player can 'hop in' immediately.  
>Worst-case scenario, an inattentive idle player is still better than a 
>mediocre (read: largely idle) bot.  Another way to look at it: Valid accounts 
>can occupy space wherever they want, as long as they want; if it has a 
>steamid, it can park anywhere.
>
>If your question was about artificially stimulating 'server pop' by planting 
>bots and reporting them as players, I think we all know the answer.. but that 
>doesn't seem to be the case.
>
>One final note on the matter:  If you operate a server (or group of servers) 
>large enough to represent a 'noticeable' chunk of the player population, 
>there's no way that you will experience 'judicial action' without some 
>indications that you are breaking a rule.  If you operate a server (or group 
>of servers) small enough that your presence on the social globe is a mere 
>blip, then enforcement will be proportionally unlikely.
>
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Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released

2013-05-21 Thread Mart-Jan Reeuwijk
my guess would be that its a client update.



>
> From: Kyle Sanderson 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 21 May 2013, 6:32
>Subject: Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released
> 
>
>
>Is this a required or optional update?
>
>Thanks,
>Kyle.
>
>
>
>
>On Mon, May 20, 2013 at 9:10 PM, Eric Smith  wrote:
>
>This error was fixed in TF2 today.  We'll release the fix for the other games 
>tomorrow morning.
>>
>>-Eric
>>
>>
>>
>>On May 20, 2013, at 6:00 PM, "Raimonds Fridrihsbergs" 
>> wrote:
>>
>>
>>The update for cs:s today broke my hammer again. The hammer editor was 
>>working fine with the sdkbeta_tools beta update for CS:S, but today I started 
>>getting these errors when trying to compile a map after the update for 
>>cs:s... 
>>>
>>>
>>>Material not found!: TOOLS/TOOLSNODRAW
>>>Material not found!: METAL/CITADEL_METALWALL072C
>>>Material not found!: SKYPPY3/METAL_FLOOR05B
>>>Material not found!: METAL/CITADEL_METALWALL078A
>>>Material not found!: METAL/CITADEL_TILEWALL005A
>>>Material not found!: METAL/METALHULL010B
>>>Material not found!: SKYPPY4/NEW/METAL_WALL04
>>>Material not found!: METAL/METALFLOOR003A
>>>Material not found!: SKYPPY4/NEW/FLOOR01
>>>Material not found!: CS_ASSAULT/CONCRETEFLOOR026A
>>>Material not found!: METAL/METALWALL030A
>>>Material not found!: SKYPPY4/NEW/TILE01
>>>Material not found!: COLOUR/METAL/METALFLOOR003A_BLACK
>>>Material not found!: SKYPPY3/CONCRETE_WALL01B
>>>Material not found!: METAL/METALWALL045A_NOBUMP
>>>Material not found!: HALO_TEXTURES/HALO_METAL024
>>>Material not found!: HALO_TEXTURES/HALO_METAL021
>>>Material not found!: TOOLS/TOOLSSKIP
>>>Material not found!: TOOLS/TOOLSHINT
>>>Material not found!: COLOUR/GLASS/MOSSGLASS
>>>Material not found!: SKYPPY4/NEW/METAL01
>>>Material not found!: Z3PHYR/WALLTRIM
>>>Material not found!: COLOUR/METAL/METALFLOOR003A_GREEN
>>>Material not found!: COLOUR/GLASS/GREENGLASS
>>>Material not found!: TOOLS/TOOLSPLAYERCLIP
>>>Material not found!: TOOLS/TOOLSSKYBOX
>>>Material not found!: TOOLS/TOOLSTRIGGER
>>>Material not found!: METAL/METALROOF008A
>>>Material not found!: HALO_TEXTURES/HALO_METAL025
>>>Material not found!: TOOLS/TOOLSBLOCKLIGHT
>>>
>>>
>>>I actually can see these texture in hammer (they are not purple and black) 
>>>and they are located in the cstrike/materials folder (well the textures that 
>>>aren't tools anyway). 
>>>
>>>
>>>On Mon, May 20, 2013 at 5:02 PM, Nomaan Ahmad  wrote:
>>>
>>>Is it me or r_drawothermodels 2 seems busted on CSS. I used it to verify 
>>>wallhackers on demos. 



On 20 May 2013 18:56, Fletcher Dunn  wrote:

That's because I made the build available but forgot to force the 
out-of-date message.  Sorry.  I just did it and your servers should update 
automatically now.
>
>
>-Original Message-
>From: hlds-boun...@list.valvesoftware.com 
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik 
>Friedrichs
>Sent: Monday, May 20, 2013 10:53 AM
>To: Half-Life dedicated Win32 server mailing list
>Subject: Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released
>
>For some reason up to now none of my servers received an out of date 
>message. However the update is down-loadable just fine.
>
>On 2013/05/20 18:48, Fletcher Dunn wrote:
>> The prerelease build released last Friday has been set live as the
>> official version. The PatchVersion for all the games is 1765266.
>>
>> Here are the change notes:
>>
>> Source engine:
>>
>> * Synced engine with latest changes from TF2.
>>
>> * Improved network compression to reduce impact of network spikes.
>>
>> * Added sv_netspike, sv_netspike_output, sv_netspike_sendtime_ms
>>
>> * Fixed listen server creation dialog not showing maps in custom or
>> downloads folder.
>>
>> https://github.com/ValveSoftware/Source-1-Games/issues/252
>>
>> * SDK tools are now shipped by default with the client. (There is no
>> need to opt into the sdktools_beta branch.)
>>
>> HL2:DM:
>>
>> * Added VR support for Oculus Rift
>>
>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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>
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Re: [hlds] tf2 crashing

2013-05-03 Thread Mart-Jan Reeuwijk
yeah, basic mac problem seeking is turning it off and on again...

oh, and as its a CLIENT side problem, you may try:
http://forums.steampowered.com/forums/forumdisplay.php?f=80

Unless you are running a server, your client problem has nothing to do with the 
Win32 SERVER mailing list.



>
> From: Albert Davis 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 3 May 2013, 13:48
>Subject: Re: [hlds] tf2 crashing
> 
>
>
>it just works
>
>
>
>
>On Fri, May 3, 2013 at 12:16 AM, john kindsvater  wrote:
>
>cant get tf2 to load  kees crashing after updated today i have a older macbook 
>pro 2009
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Mart-Jan Reeuwijk
The intentions I saw with those plugins was to be able to circumvent horizontal 
FOV and mat_picmip limitations, which some used to create somewhat different 
(high quality) video content.

My question is: can they still use it for that? (ie: not connecting to a 
server, just only create video content from recorded demo's / replays etc).

Personally never used it, but saw it pass along in those subjects.



>
> From: Kyle Sanderson 
>To: Half-Life dedicated Win32 server mailing list 
>; Half-Life dedicated Linux server mailing list 
>; er...@valvesoftware.com 
>Sent: Thursday, 18 April 2013, 22:45
>Subject: Re: [hlds] Mandatory Team Fortress 2 update released
> 
>
>
>When is this anti-clientside plugin fix coming to the other source games? If 
>clients are getting VAC'd for it now, its only fair if they too get a chance 
>for it not to load.
>Thanks,
>Kyle.
>On 18 Apr 2013 13:16, "Eric Smith"  wrote:
>
>We've released a mandatory update for Team Fortress 2. The notes for the 
>update are below.
>>
>>-Eric
>>
>>--
>>
>>Team Fortress 2
>>- Added a new ConVar cl_first_person_uses_world_model to allow this mode to 
>>be used outside of VR mode
>>- Disabled plug-ins that would allow users to connect to secure game servers 
>>even when -insecure is specified on the command line
>>   - Continued use of such plug-ins will risk your Steam account getting VAC 
>>banned
>>- Added support for unloading the displayed URL when the user closes the info 
>>panel
>>   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
>>the default behavior of their MOTD
>>- Fixed a client crash related to doing a changelevel while firing the Minigun
>>- Fixed a bug where you could come out of a teleporter facing the wrong way 
>>in VR mode
>>- Improved performance and stability for the Linux version
>>- Fixed a bug with custom fonts not loading for third party HUDs on Linux.
>>
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Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread Mart-Jan Reeuwijk

Strangely, why do I think the client would actually wants to be able to set it 
to default "unload"?



>
> From: Tony Paloma 
>To: 'Half-Life dedicated Linux server mailing list' 
>; "hlds@list.valvesoftware.com" 
> 
>Sent: Thursday, 18 April 2013, 23:12
>Subject: Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released
> 
>
>Are you on hlds too? You probably got one there and one here.
>
>Anyways, the sv_motd_unload_on_dismissal ConVar is about what happens to the 
>MOTD when the user closes it. Before we would just hide it, but the page would 
>still be loaded and taking resources. This gives server operators the option 
>to have it unloaded completely.
>
>-Original Message-
>From: hlds_linux-boun...@list.valvesoftware.com 
>[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
>Sent: Thursday, April 18, 2013 2:06 PM
>To: 'Half-Life dedicated Linux server mailing list'
>Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
>
>Ok this is the 2nd one of these I've gotten today. But while we are on the 
>subject can you explain this a little more?
>
>Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
>default behavior of their MOTD
>
>
>
>-Original Message-
>From: hlds_linux-boun...@list.valvesoftware.com
>[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
>Sent: Thursday, April 18, 2013 4:26 PM
>To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
>server mailing list
>Subject: [hlds_linux] Mandatory Team Fortress 2 update released
>
>We've released a mandatory update for Team Fortress 2. The notes for the 
>update are below.
>
>-Eric
>
>--
>
>Team Fortress 2
>- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
>used outside of VR mode
>- Disabled plug-ins that would allow users to connect to secure game servers 
>even when -insecure is specified on the command line 
>   - Continued use of such plug-ins will risk your Steam account getting VAC 
>banned
>- Added support for unloading the displayed URL when the user closes the info 
>panel
>   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
>the default behavior of their MOTD
>- Fixed a client crash related to doing a changelevel while firing the Minigun
>- Fixed a bug where you could come out of a teleporter facing the wrong way in 
>VR mode
>- Improved performance and stability for the Linux version
>- Fixed a bug with custom fonts not loading for third party HUDs on Linux.
>
>
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Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread Mart-Jan Reeuwijk
you need to use the new tool for that, and the old install you can dump (well, 
your plugins and settings you can port over, but best is to start clean and add 
all the crap again)





>
> From: Felipe Fujihara 
>To: "d...@forlix.org" ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Tuesday, 16 April 2013, 23:47
>Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
> 
>
>
> 
>Do I have to make a new entire download of server files, or is it possible to 
>update the existing ones that i've downloaded with HLDSUpdateTool?
>
>
>I'm trying to update, but server keeps messaging "out of date".
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Re: [hlds] Block trading

2013-04-10 Thread Mart-Jan Reeuwijk

Give them 1 hour bans via a afk-kicker, they'll learn to not stand still for 15 
seconds.



>
> From: Shane Matthews 
>To: hlds@list.valvesoftware.com 
>Sent: Wednesday, 10 April 2013, 21:07
>Subject: Re: [hlds] Block trading
> 
>What would it fix, people would still do it by bringing up the steam overlay 
>while ingame, i assume you're having issues with people being AFK while 
>trading, because a CVAR wont fix that.
>
>Quoting cls :
>
>> Can we get a cvar to block trading in TF2 without having to ban players?
>> 
>> 
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>
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Re: [hlds] SteamPipe: HL2DM Today?

2013-04-03 Thread Mart-Jan Reeuwijk

Give 'm a chance to arrive at their jobs in their Valve Mobile's (Sniper 
Truck), its only near 10 AM for them. Really depends on progress when they will 
put in the updates during their day.



>
> From: List User 
>To: hlds@list.valvesoftware.com 
>Sent: Wednesday, 3 April 2013, 17:52
>Subject: [hlds] SteamPipe: HL2DM Today?
> 
>Is everything on track for today? VALVe? Let's not push this update too late! 
>=)
>
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Re: [hlds] [hlds_announce] Source engine games Steampipe conversion schedule

2013-04-02 Thread Mart-Jan Reeuwijk

This guy still not banned from the list ? 




>
> From: Crapware Wardon 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 2 April 2013, 18:14
>Subject: Re: [hlds] [hlds_announce] Source engine games Steampipe conversion 
>schedule
> 
>
> 
>Nope. The schedule is great. After all, the other games are based off of the 
>HL2 engine. Plus you still have to pay for HL2:DM where as TF2 is a giveaway 
>game. Plus there is way more community developed content for HL2:DM than all 
>the other games combined. Let the people that know the game make the rules.
> 
>
>
>
>From: kyle.l...@gmail.com
>Date: Tue, 2 Apr 2013 09:01:16 -0700
>To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
>Subject: Re: [hlds] [hlds_announce] Source engine games Steampipe conversion   
>schedule
>
>
>Well, to be fair, seeing the games that receive the least support going first 
>is rather unnerving. They've had the least time to cook, and bugs are still 
>being uncovered. I'm pretty worried about the 16th, as that's the first major 
>game with downloadable content (I'm biased, but numbers don't lie) to be 
>moved. HL2:DM seems to see a fair amount of traffic, so the real testing may 
>actually start tomorrow. I'd still rather see TF2 go first, so all of the bugs 
>get ironed out before they're introduced into more products silently, then 
>uncovered on the 23rd when TF2 ships (or even worse, on the 16th then TF2 gets 
>delayed). TF2 has had the longest running beta for this, so I'm pretty 
>confused by the proposed order; hats.
>
>It definitely seemed right for the day (the 1st of April, that is)...
>Kyle.
>
>
>
>On Tue, Apr 2, 2013 at 8:50 AM, Fletcher Dunn  
>wrote:
>
>Have expectations of Valve’s humor sunken so low!?
>> 
>>On April 2nd, the day of 100% seriousness, I declare that if this schedule 
>>were an April Fools’ joke, it would have been one of the most lame attempts 
>>ever.
>> 
>>From:hlds-boun...@list.valvesoftware.com 
>>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of hooky
>>Sent: Monday, April 01, 2013 8:33 PM
>>To: Half-Life dedicated Win32 server mailing list
>>Subject: Re: [hlds] [hlds_announce] Source engine games Steampipe conversion 
>>schedule
>> 
>>Is this a joke, or is this actually happening on these days? Please respond 
>>on April 2nd.
>> 
>>On Mon, Apr 1, 2013 at 5:24 PM, Kush Mahajani  wrote:
>>Will you re-activate the TF2 beta app (520/229830) after the SteamPipe 
>>conversion is complete?
>>
>>
>>On Monday, April 1, 2013, Fletcher Dunn wrote:
>>Hello!
>> 
>>Here is the expected schedule for the conversion of Source engine games to 
>>SteamPipe:
>> 
>>Day of Defeat: Source: already happened
>>Half-life 2: Deathmatch: Wednesday, April 3 (DAY AFTER TOMORROW)
>>Counter-Strike: Source: Tuesday, April 16
>>Team Fortress 2: Tuesday, April 23
>> 
>>Our goal is to repeat the process that we used with the Day of Defeat: Source 
>>switchover last week.  The “beta” dedicated server (The SteamPipe version of 
>>the dedicated server) is actually the exact same server installation that 
>>will host the clients after the switchover.  We will try to avoid releasing a 
>>dedicated server update near the time of the client switchover, so that 
>>SteamPipe dedicated servers can be up and ready, and as clients switchover to 
>>SteamPipe, those dedicated servers will be ready to host them.
>> 
>>One note concerning the TF2 beta.  As you probably know, it’s currently a 
>>separate app.  (The TF2 beta client is App ID 520 and the TF2 beta dedicated 
>>server is AppID 229830.)  About a week before the TF2 switchover, we’ll 
>>initiate a beta process identical to the one used for the other games.  We’ll 
>>release the Steampipe version of the official dedicated server (App ID 
>>232250) and an opt-in client beta available from the “betas” tab for the 
>>regular “Team Fortress 2” application (App ID 440).  This beta client will 
>>have all the same content as the regular game, will talk to the same item 
>>server as the regular client, and will have all the same items in your 
>>backpack.  It will be running App ID 440, not 520.  The only difference is 
>>that it will be using the new file system with VPK files, it will have a 
>>different PatchVersion in the steam.inf file, and will only be able to 
>>connect to SteamPipe servers.  To avoid confusion between
 the two different types of TF2 betas, at that time we will deactivate the beta 
client app 520 and dedicated server app 229830.  We’ll have further details on 
this process when we release the official dedicated server.
>> 
>>If you have questions that are not answered by this FAQ, now is the time to 
>>ask!
>>https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
>> 
>>Thanks,
>>Fletch
>> 
>>-- 
>>-
>>Kush Mahajani
>>
>>
>>___
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Re: [hlds] 32 Slot Server

2013-04-01 Thread Mart-Jan Reeuwijk
ing to follow Derek's move, by filtering, as it seems that this list isn't 
>>>maintained from keeping spammers out as much as the forum is.
>>>
>>>
>>>Anyway on topic, SRCDS can handle 32 players but with some possible change 
>>>in the performance, stability and the resource consumption. In Team Fortress 
>>>2 it's advised to use a maximum of 24 players, but there's no harm in having 
>>>more than 24 should you wish to do so.
>>>
>>>
>>>
>>>On 1 April 2013 08:46, Viktor Anely  wrote:
>>>
>>>Thanks for the list of asshats and the heads up on the spammer. Maybe Valve 
>>>will deal with that list and clean up the riff raff trolling around here.
>>>> 
>>>>
>>>>
>>>>
>>>>From: crapware.war...@hotmail.com
>>>>To: hlds@list.valvesoftware.com
>>>>Date: Mon, 1 Apr 2013 02:42:26 -0500
>>>>
>>>>Subject: Re: [hlds] 32 Slot Server
>>>>
>>>>
>>>>Obviously that was a spoofed email.
>>>> 
>>>>Ahh the joys of mailing list trolls. So apparently Dr.McKay has been 
>>>>spoofing again. His ip address (137.118.16.55) has been tagged as known 
>>>>spam provider by spamhaus and his isp ( Neonova Network Services) has been 
>>>>notified of his illicit activities. Enjoy finding another isp.
>>>> 
>>>>Furthermore he has been unsubscribing people from this mailing list. I 
>>>>would hope that's a ban-able offence.
>>>> 
>>>>Someone that would do that makes one wonder about what other little 
>>>>activities they would be upto... hmm SourceMod stealing steam accounts 
>>>>maybe? Obviously something he has attempted by his statements about using 
>>>>the steam popup to alter steam group memberships.
>>>> 
>>>> 
>>>>
>>>>__
>>>> 
>>>>
>>>>From: crapware.war...@hotmail.com
>>>>To: hlds@list.valvesoftware.com
>>>>Date: Mon, 1 Apr 2013 08:13:19 +0200
>>>>Subject: Re: [hlds] 32 Slot Server
>>>>
>>>>
>>>>I would like to say that i am sorry for being such a dumbass and 
>>>>misinforming, aswell as troll and a guy that flames for fun. I should 
>>>>probably keep my crap off this mailing list. 
>>>>With love.
>>>>--
>>>>> 
>>>>> Message: 3
>>>>> Date: Sun, 31 Mar 2013 23:51:34 -0500
>>>>> From: Crapware Wardon 
>>>>> To: "hlds@list.valvesoftware.com" 
>>>>> Subject: Re: [hlds] 32 Slot Server
>>>>> Message-ID: 
>>>>> Content-Type: text/plain; charset="iso-8859-1"
>>>>> 
>>>>> In response to... Harsh Baid (harshbai...@gmail.com) Hi Harsh, As you 
>>>>> can see
>>>>> from the previous response posts from the kids on this mailing list, they 
>>>>> follow
>>>>> the "If you cant dazzle them with footwork baffle them with bullshit" 
>>>>> rule. 
>>>>> Of course you will see a performance hit with more players, however it 
>>>>> will be
>>>>> hardware and network resource dependent as to whether it is noticeable to 
>>>>> you and
>>>>> your players. There are many other factors as well, such as the video and 
>>>>> network
>>>>> hardware of your clients. I think you will find that it will be 
>>>>> impossible to keep
>>>>> everybody happy all of the time. Furthermore running an administration 
>>>>> add-on such
>>>>> as SourceMod (especially this one due to pore/no coding standards) on 
>>>>> your server
>>>>> will degrade your users experience even further. All that being said 
>>>>> you should
>>>>> use trial and error to determine what works best for you and your users. 
>>>>> You can
>>>>> then select the best balance of options for your hosting goals.If you 
>>>>> are new
>>>>> around here I would also suggest you add email filters for the following 
>>>>> badmin/trolls
>>>>> as they are known misinformation and spam providers: Doctor McKay 
>>>>> (mc...@doctormckay.co

Re: [hlds] Suggestion and query regarding MOTD

2013-03-31 Thread Mart-Jan Reeuwijk
e: Sun, 31 Mar 2013 08:32:18 -0700
>>From: cmun...@cameronmunroe.com
>>To: crapware.war...@hotmail.com
>>Subject: Re: lol
>>
>>I actually hand coded the initial site when I started the gaming network, 
>>from scratch. However, over time it became evident that Wordpress was much 
>>more powerful and better for our needs.  The website with the bad cert is 
>>there because if you didn't realize no one is using it. Long story short you 
>>have no idea who I am. You don't know what I look like. You are just upset 
>>because you have to watch an ad for 30 seconds. So here is my suggestion, 
>>don't play Team Fortress 2, block my list of servers and move on, or just 
>>don't play on servers that don't use pinion. However, if you really want to 
>>get around the problem, then go build your own server and see what the 
>>problems are. I would love to see you survive for more then a year. The fact 
>>is yes, I am the sole operator of the network, but I still have a community 
>>that loves and follows it. This community isn't charged anything, yet I still 
>>have to pay extra out of my pocket for it to exist, am I
 complaining, "No."  If the players want to move on and find another gaming 
network, then that is why I am not the sole operator of all the servers. 
Players can make a choice as well, they just simply don't go to bad servers. 
Yet, they still come to mine so I am doing something right, even if you like it 
or not. 
>> 
>>I hope you have fun and enjoy what ever server you find / make, but please 
>>give me a break as I am tired of hearing your personal attacks that have no 
>>context. I am tired of hearing you complain. Get off your ass and mitigate 
>>the problem yourself, or shut up.
>> 
>>Server List: http://www.gaming-servers.net/tf2-servers-simple/
>> 
>>On 03/31/2013 03:00 AM, Crapware Wardon wrote:
>>
>>LOL @ you and your lame ass wordpress sites kid. Learn a little before you 
>>talk shit kid. One of your sites has a bad cert, you should learn how to do 
>>some stuff before you advertise that you know something.
>>> 
>>>I'll be sure to pass on how lame you are to all of your potential customers. 
>>>We can call it free advertisement, just like pinion. LMAO
 
>>
>> 
> 
> 
>On 03/31/2013 10:49 AM, Brian Simon wrote:
>Oh god my sides. Thank you for this thread Crapware Warden. Your idiocy is 
>quite hilarious
>>
>>
>>
>>On Sun, Mar 31, 2013 at 1:20 PM, Dominik Friedrichs  wrote:
>>
>>Anyone remember the pizza troll? I think hes back :))
>>>Anyway, I dont get how everyone gets so upset about the stupid MOTD and some 
>>>RUMORS...
>>>And some guys want to force display their MOTD because it contains 8000 
>>>characters of important rules... give me a break, who would even read 5% of 
>>>that?? 
>>>
>>>
>>>On 2013/03/31 13:57, Mart-Jan Reeuwijk wrote:
>>>he did same kind of crap message to me:
>>>>
>>>>http://imgur.com/NzIvh9D
>>>>
>>>>
>>>>
>>>>
    
>>>>    *From:* Cameron Munroe 
>>>>    *To:* Mart-Jan Reeuwijk ; Half-Life dedicated 
>>>>
>>>>    Win32 server mailing list 
    *Sent:* Sunday, 31 March 2013, 11:22
>>>>    *Subject:* Re: [hlds] Suggestion and query regarding MOTD 
>>>>
>>>>
>>>>    LOL quote from this guy. He can't defeat my argument thus he uses
>>>>    personal attacks. Voteban request?
>>>>    Also to answer your question, servers cost money as I have stated
>>>>    before. They aren't free. Look it up.
>>>>    Hi Dumbass,
>>>>
>>>>    You should look up the meaning of the word "community". I'm thinking
>>>>    it doesn't mean was you think it means. You really think you deserve
>>>>    payment for running a game server you get for free using an
>>>>    admin-mod that's also for free in the context of a community. You
>>>>    must be pretty dumb or at the very least very selfish.
>>>>
>>>>    Anyways you are encouraged to go fuck yourself and also please stop
>>>>    spamming the message thread. No-one really likes you and your
>>>>    community thinks your an asshole.
>>>>
>>>>    Have fun fucking yourself douchebag.
>>>>
>>>>    Love,
>>>>    The Crapware Wardon.
>>>>
>>

Re: [hlds] Suggestion and query regarding MOTD

2013-03-31 Thread Mart-Jan Reeuwijk
he did same kind of crap message to me:

http://imgur.com/NzIvh9D





>
> From: Cameron Munroe 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Sunday, 31 March 2013, 11:22
>Subject: Re: [hlds] Suggestion and query regarding MOTD
> 
>
>LOL quote from this guy. He can't defeat my argument thus he uses personal 
>attacks. Voteban request?
> 
>Also to answer your question, servers cost money as I have stated before. They 
>aren't free. Look it up.
> 
>Hi Dumbass,
> 
>You should look up the meaning of the word "community". I'm thinking it 
>doesn't mean was you think it means. You really think you deserve payment for 
>running a game server you get for free using an admin-mod that's also for free 
>in the context of a community. You must be pretty dumb or at the very least 
>very selfish.
> 
>Anyways you are encouraged to go fuck yourself and also please stop spamming 
>the message thread. No-one really likes you and your community thinks your an 
>asshole.
> 
>Have fun fucking yourself douchebag.
> 
>Love,
>The Crapware Wardon.
> 
> 
> 
> 
>On 03/31/2013 01:48 AM, Mart-Jan Reeuwijk wrote:
>
>>This is SERVER admin list, you come with crap for the USERS which shouldn't 
>>be here... its a DIFFERENT viewpoint. 
>>
>>Server Owners want:
>>- being able to show the MOTD for various plugins and MODs and/or their 
>>community rules, McKay made a nice list of things that would get broken if it 
>>went down the drain.
>>
>>Clients want:
>>- no pinion / unsolicited traffic not related to their game. 
>>
>>The mailing list is for Server Owners, and ofcourse, SPUF is for the Clients.
>>
>>
>>
>>
>>>
>>>From: Crapware Wardon 
>>>To: "hlds@list.valvesoftware.com"  
>>>Sent: Sunday, 31 March 2013, 4:49
>>>Subject: [hlds] Suggestion and query regarding MOTD
>>>
>>>
>>>This is to address the responses from the following badmins...
>>> 
>>>Asher Baker (asher...@gmail.com)
>>>Doctor McKay (mc...@doctormckay.com)
>>>Russell Smith (ve...@tinylittlerobots.us)
>>>1nsane (1nsane...@gmail.com)
>>> 
>>>Providing links from public forums is not the same as providing links from 
>>>corporate press release web sites.  I can understand how the simple minded 
>>>might fall for you shenanigans but Valve simply does not represent itself as 
>>>doing business with Pinion. IMHO they would be foolish to do so. 
>>> 
>>>I have been following this mailing list for some time now and have yet to 
>>>see any of the above individuals offer anything of value or help to anyone 
>>>other than themselves or their self serving opinions. It would be a great 
>>>service to the community if they would remove themselves from this list.
>>> 
>>>Pinion does nothing to support Valve games and as a matter of fact they 
>>>detract from the entertainment value people strive for when they purchase a 
>>>game. They are capitalizing and promoted pollution to the gaming community. 
>>>If no one can post a better solution to this issue, I would then welcome the 
>>>motd removal altogether.
>>> 
>>> 
>>>___
>>>To unsubscribe, edit your list preferences, or view the list archives, 
>>>please visit:
>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>>
>>
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> 
>---
Cameron Munroe
>Owner and Operator of (G-S.N) & Munroenet.com

Computer Tech http://www.munroenet.com http://www.gaming-servers.net 
https://www.town-assembly.com 
>
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-31 Thread Mart-Jan Reeuwijk

This is SERVER admin list, you come with crap for the USERS which shouldn't be 
here... its a DIFFERENT viewpoint. 

Server Owners want:
- being able to show the MOTD for various plugins and MODs and/or their 
community rules, McKay made a nice list of things that would get broken if it 
went down the drain.

Clients want:
- no pinion / unsolicited traffic not related to their game. 

The mailing list is for Server Owners, and ofcourse, SPUF is for the Clients.




>
> From: Crapware Wardon 
>To: "hlds@list.valvesoftware.com"  
>Sent: Sunday, 31 March 2013, 4:49
>Subject: [hlds]   Suggestion and query regarding MOTD
> 
>
> 
>This is to address the responses from the following badmins...
> 
>Asher Baker (asher...@gmail.com)
>Doctor McKay (mc...@doctormckay.com)
>Russell Smith (ve...@tinylittlerobots.us)
>1nsane (1nsane...@gmail.com)
> 
>Providing links from public forums is not the same as providing links from 
>corporate press release web sites.  I can understand how the simple minded 
>might fall for you shenanigans but Valve simply does not represent itself as 
>doing business with Pinion. IMHO they would be foolish to do so. 
> 
>I have been following this mailing list for some time now and have yet to see 
>any of the above individuals offer anything of value or help to anyone other 
>than themselves or their self serving opinions. It would be a great service to 
>the community if they would remove themselves from this list.
> 
>Pinion does nothing to support Valve games and as a matter of fact they 
>detract from the entertainment value people strive for when they purchase a 
>game. They are capitalizing and promoted pollution to the gaming community. If 
>no one can post a better solution to this issue, I would then welcome the motd 
>removal altogether.
> 
> 
>
>___
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>visit:
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>
>
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-31 Thread Mart-Jan Reeuwijk
go back to spuf


>
> From: Sebastian Iskra 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 31 March 2013, 1:05
>Subject: Re: [hlds] Suggestion and query regarding MOTD
> 
>
>I hope they get rid of MOTD so people can't crash my game with pinion ad's 
>anymore. Good riddance 
>
>
>
>On Sat, Mar 30, 2013 at 7:01 PM, Netshroud  wrote:
>
>If Steam Community would use GET and POST appropriately, then your concern 
>would be a non-issue. A GET request shouldn't make any changes.
>>
>>
>>On 31/03/2013, at 8:33 AM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>Could lead to even worse abuse.
>>>
>>>
>>>Steam overlay is logged in to steam. It's been like this forever, there's 
>>>thing that rely on it staying that way.
>>>
>>>
>>>Since it is logged into steam it would allow malicious servers to do 
>>>automatically on their steam accounts. Starting with putting you in a steam 
>>>community group soon as you join a server without your consent. To using 
>>>exploits and doing much worse things like say forcing you to leave groups 
>>>you are an admin of or changing your settings.
>>>
>>>
>>>Ages ago when Steam used IE I reported an exploit able to do these things 
>>>and valve fixed it.
>>>
>>>
>>>
>>>On Sat, Mar 30, 2013 at 5:15 PM, Cameron Munroe  
>>>wrote:
>>>
>>> 
I thought I might just put my 2 cents in, so please don't shoot me.
 

Here is what the text I received over chat:
 

This info was taken from a discussion on IRC between SourceMod's Asher 
Baker (Asherkin) and Valve's Tony Paloma (Druken_F00l). Asherkin posted it 
in a discussion then deleted it, but not before someone quoted it.
And just to make sure it doesn't get lost, I'm also going to quote it here 
too.
 so i think we're gonna nuke the info panel
 or at least the ability to send it at arbitrary times
<@asherkin> :|
<@asherkin> why?
 because pinion
 or more like server ops abusing pinion
<@asherkin> thus killing things that have existed forever, like using it to 
view stats or to listen to streaming radio
 it sucks that it might break plugins or game modes using it 
for legit reasons though
 ya
 

In any case I think what they will only stop motd after initial connect 
thus blocking any abuse by server owners. However I would rather, after 
initial connect, to have links opened by the steam overlay browser. This 
would first fix the issue of Pinion spamming as the player could quickly 
exit out and continue playing there game, not to mention this harms the 
said owner that is spamming the Ad during normal game play because of the 
required completions, and not being able to hold the session for 30 
seconds. It would also be nicer because you could use this as a simple way 
to open radio programs and such, and in new tabs. Thus no longer will radio 
be quit out once you type !bp. It could also have the added functionality 
of going to a common tab for similar links so if you already had radio 
open, and you open radio again you won't be spammed by two radios playing. 
 

Just some thoughts.
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>>>
___
>>>To unsubscribe, edit your list preferences, or view the list archives, 
>>>please visit:
>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
>>___
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>>visit:
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>>
>>
>
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>
>
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-30 Thread Mart-Jan Reeuwijk

Asherkin would not put words into DF's mouth, thats for sure.

One can question ofc if its really going to be removed, but with the 
game-changing properties of the pinion plugin, its easy to see that Valve isn't 
liking it:
- 30 seconds added before able to start with the game. (after connecting etc)
- With map restarts (and therefore round re-start) Uber build up at start of 
round is impossible, with 30 seconds missing of the round start time of 1 
minute, they cannot build up the uber charge when the ad gets shown. Same goes 
for Engy to build up his equipment. Essentially killing any way for those 
classes to be ready for a defense and offense. Thats quite game-changing imo.
- loads of players complaining about it. 


As I said in another reply, a way for players to block MOTD based on the 
connected server (using their ID's or IP's?) would alleviate some. And as I see 
complaints bout this in the Quickplay, disable this feature per default when 
using Quickplay servers might be something. 

Think that would kill off the pinions and alike fast enough. 

There is a lot of legit ways of using the MOTD, and I really would not want to 
lose those. 

And for those that use the Digest, PLEASE, when you REPLY, rename the subject 
to the subject you reply to, and remove the 50k characters below, leaving only 
the message you reply to.



>
> From: ics 
>To: ubyu@gmail.com; Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 30 March 2013, 19:55
>Subject: Re: [hlds] hlds Digest, Vol 24, Issue 77
> 
>Pretty sure it wasn't flawed.
>
>-ics
>
>Paul kirjoitti:
>> The only source was based on a rumor of a chat log on a forum thread 
>> showing Drunken_F00l (employee at Valve) talking to asherkin (a 
>> Sourcemod dev) about it. Perhaps the source was flawed information 
>> after all then.
>>
>>
>> On 30 March 2013 18:34, ElitePowered . > > wrote:
>>
>>     Valve would never remove MOTD. They partnered with Pinion to put
>>     ads in CS:GO servers. If MOTD was taken off, a lot of TF2 mods
>>     wouldn't work. Such include: SLAG, Pinion, Donation pages, Rules
>>     pages, and anything else that requires MOTD. I don't even know why
>>     anyone would think it would be removed.
>>
>>
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-29 Thread Mart-Jan Reeuwijk
Pinnion recently added such to their plugin, after on SPUF was a thread on how 
to block their adds, with nice features. Adding to the fire was that if the 
player had latest version of Flash 
installed, the client crashed when starting to play some Pinnion flash. 

So they added a mandatory timer, that players cannot join a team till a timeout 
has occurred of 30 seconds or so.

So now I read on this "rumor" that Valve is considering to block server plugins 
to push a MOTD to a client...  hmmm. 

Think a simpler solution would be to let display above the MOTD a line along 
this:

"You are viewsing the "MOTD", you can disable viewing the MOTD via options, 
etc" 

Or, more eloquent: a setting per server for the client to show the MOTD or not. 
So on Pinneon servers , they can be disabled, but on for example trade servers 
enabled.




>
> From: Paul 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 29 March 2013, 22:52
>Subject: Re: [hlds] Suggestion and query regarding MOTD
> 
>
>If this is all true, Pinion could solve their problems by doing more with 
>JavaScript and possibly Flash to verify if a user is actually viewing the ad. 
>One great example is using JavaScript's onmousemove event. Everyone shouldn't 
>be restricted/punished with a rumored MOTD change just because of Pinion's ad 
>security being flawed (supposedly). That's not our or Valve's problem, that's 
>their problem and there are ways for them to fix it if Pinion have half decent 
>developers on their team.
>
>
>
>On 29 March 2013 21:45, ics  wrote:
>
>It's another kick in the face for some if MOTD is being removed. Instead, it 
>should be re-invented. However about no one reads motd unless they have to.
>>
>>Some mods need it badly, some don't. Personally i would settle for something 
>>like L4D series have, a banner and some text about the server & community. 
>>There was talk back then to add a button similiar like L4D2 has to allow 
>>people directly to join to the steamcommunity that the server has on it's 
>>configs. That never came to pass and it has been 2+ years.
>>
>>I could care less about Pinion but it seems to be the main cause for things 
>>like this to happen. Dammit.
>>
>>-ics
>>
>>Doctor McKay kirjoitti:
>>
>>Rumor that Valve is considering removing the MOTD entirely. 
>><https://forums.alliedmods.net/showthread.php?p=1922141#post1922141>
>>>
>>>Because of this, I decided to compile a list 
>>><https://docs.google.com/document/d/14GFAlNwhtuoNq4XKqSFvPuAA7iZYmcztQiRT85FjTzU/edit?usp=sharing>
>>> of plugins that would entirely or partially break if this change was made.
>>>
>>>
>>>
>>>Doctor McKay
>>>http://www.doctormckay.com
>>>mc...@doctormckay.com <mailto:mc...@doctormckay.com>
>>>
>>>
>>>
>>>On Fri, Mar 29, 2013 at 2:27 PM, 1nsane <1nsane...@gmail.com 
>>><mailto:1nsane...@gmail.com>> wrote:
>>>
>>>    Where did you hear this "rumor" from?
>>>
>>>
>>>    On Fri, Mar 29, 2013 at 2:15 PM, Paul >>
>>>    <mailto:ubyu@gmail.com>> wrote:
>>>
>>>        Disabling window.open(...)'s JavaScript function wouldn't
>>>        effect pop-up screens, however if the rumor that I've heard is
>>>        true then that would indeed be bad for such plugins, and could
>>>        see the community shrink on TF2 as a result.
>>>
>>>
>>>        On 29 March 2013 16:42, Mart-Jan Reeuwijk >>
>>>        <mailto:mreeu...@yahoo.com>> wrote:
>>>
>>>
>>>            Hmm, pop-up screens for plugins like !bp and many others
>>>            are done by users, but its the server's plugin that pops
>>>            the requested webpage to the client. I'd hate to see such
>>>            go, unless some can be worked out with the steam overlay
>>>            browser, but that would cause a lot of abuse is my guess.
>>>            (servers loading up a huge site in there without the
>>>            player aware etc).
>>>
>>>            If it would be in the form of temporary "links" (bookmark)
>>>            in the bar on top of the overlay browser, that those only
>>>            get opened when the client clicks on them, that would end
>>>            any form of abuse.
>>>
>>>
                
-

Re: [hlds] Suggestion and query regarding MOTD

2013-03-29 Thread Mart-Jan Reeuwijk

Hmm, pop-up screens for plugins like !bp and many others are done by users, but 
its the server's plugin that pops the requested webpage to the client. I'd hate 
to see such go, unless some can be worked out with the steam overlay browser, 
but that would cause a lot of abuse is my guess. (servers loading up a huge 
site in there without the player aware etc).

If it would be in the form of temporary "links" (bookmark) in the bar on top of 
the overlay browser, that those only get opened when the client clicks on them, 
that would end any form of abuse.




>
> From: Paul 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 29 March 2013, 10:15
>Subject: Re: [hlds] Suggestion and query regarding MOTD
> 
>
>Hi guys,
>Yes I understand what you're saying. That isn't what I mean though. I've heard 
>rumors (yes, on a forum, not exactly a reliable source I know) that there are 
>plans in the works to make a massive change to the MOTD so that it can't be 
>used by server plugins mid-game, and that it will only be usable at the 
>beginning (when you connect), presumably due to rare problems such as what I 
>mentioned occurring on certain servers. I'm guessing the rumors aren't true, 
>but even so I was suggesting that it if the rumors are true that instead of 
>doing that you could fix the problem by disabling the functionality of 
>JavaScript's window.open(...), alert(...) and confirm(...) functions. 
>Disabling those three functions would prevent any webpages that are loaded in 
>the MOTD from either making an additional popup window, or temporarily losing 
>mouse focus in the game to an alert/confirm box. Hopefully I've made myself a 
>little clearer now, I didn't mean Java, I do mean
 JavaScript.
>
>
>Many thanks,
>Paul.
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Re: [hlds] Server Replay Cleanup

2013-03-22 Thread Mart-Jan Reeuwijk
Create a script to delete everything older then 24 hours, to run when your 
server is empty, like 6 AM or w/e.



>
> From: Rudy Bleeker 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 22 March 2013, 1:32
>Subject: Re: [hlds] Server Replay Cleanup
> 
>
>I use local http for replays on my server. In my replay.cfg I have 
>replay_dofileserver_cleanup_on_start "1" and every time I restart to server it 
>seems to clean up the old replay files just fine. replay_docleanup also works 
>(reports "nothing to clean up" at the moment) and doesn't crash my server.
>
>
>I've running a vanilla TF2 server on Linux though, so perhaps the issue is 
>with Windows or with some plugins you've installed?
>
>
>
>On Thu, Mar 21, 2013 at 11:24 PM, Chris M.  wrote:
>
>
>>
>>Does any replay cleanup related command works? I tried to use 
>>replay_docleanup and it crashed the server.
>>
>>
>>Does anyone has settings than cleanup replays on gameserver and ftp and it 
>>works?
>>
>>
>>I dont think most of the server commands here work: 
>>http://wiki.teamfortress.com/wiki/Replay
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>>
>
>
>
>-- 
>Idleness is not doing nothing. Idleness is being free to do anything.
>  - Floyd Dell 
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Re: [hlds] TF2 Steampipe, eta?

2013-03-16 Thread Mart-Jan Reeuwijk
Even if you get a answer, Valve Time applies: 
https://developer.valvesoftware.com/wiki/Valve_Time




>
> From: T Marler 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 16 March 2013, 18:34
>Subject: [hlds] TF2 Steampipe, eta?
> 
>Hey VALVe,
>
>I'm running several TF2 tournaments in a week from now, and we have a fairly 
>complicated configuration that will need work to adjust to the new SteamPipe. 
>How close are we to seeing SteamPipe live for TF2?
>
>
>Thanks
>
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Re: [hlds] [hlds_linux] Get compile the build number of game servers in PHP

2013-03-11 Thread Mart-Jan Reeuwijk
Hmm, with the new updating system (that is being rolled out slowly now to all 
valve games) and using a proxy aimed at Valve's update servers, one should be 
able to let servers update using the proxy.

- update comes
- automation detects update, and starts 1 server to update using the proxy.
- Proxy downloads and serves the files
- All other same game servers can update fast using the proxy at convenience.

Sure, that needs to be done per different type server, but that is needed with 
any system.



>
> From: Adrian x 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Cc: Half-Life dedicated Linux server mailing list 
> 
>Sent: Monday, 11 March 2013, 13:33
>Subject: Re: [hlds] [hlds_linux] Get compile the build number of game servers 
>in PHP
> 
>
>I need the download of information that was any change to the file server, 
>your application can now download the latest game server files to your server, 
>and the files on the machine are always up to date, because they are assumed 
>to be updated all game servers available in the application. For this is the 
>most needed information retrieved from the API (as I write in PHP) that the 
>valve is available servers more recent version of the file server. That it was 
>the best information about the build number, date of compilation or last 
>modified date of the file server in unix format.
>
>
>The ideal situation would be to such information (in terms of build number) 
>you can download for all valve games because it would allow for easy operation 
>of such automatic updates for all game servers available on Steam. For Valve, 
>it is also undoubtedly very beneficial because hundreds of servers when 
>updating will use the internal update system instead of downloading the data 
>for each server directly from serweró steam.
>
>
>
>2013/3/11 Adrian x 
>
>I need the download of information that was any change to the file server, 
>your application can now download the latest game server files to your server, 
>and the files on the machine are always up to date, because they are assumed 
>to be updated all game servers available in the application. For this is the 
>most needed information retrieved from the API (as I write in PHP) that the 
>valve is available servers more recent version of the file server. That it was 
>the best information about the build number, date of compilation or last 
>modified date of the file server in unix format.
>>
>>
>>The ideal situation would be to such information (in terms of build number) 
>>you can download for all valve games because it would allow for easy 
>>operation of such automatic updates for all game servers available on Steam. 
>>For Valve, it is also undoubtedly very beneficial because hundreds of servers 
>>when updating will use the internal update system instead of downloading the 
>>data for each server directly from serweró steam.
>
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Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Mart-Jan Reeuwijk

I'd assume they do, for otherwise each time valve updates VPK files, they have 
to be completely redownloaded by the servers



>
> From: Netshroud 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 21 February 2013, 8:03
>Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta
> 
>
>> 7:44 PM - FlaminSarge…: even though vpks support version info
>
>They do? I was under the impression that VPKs had a format version, but not a 
>content version.
>
>On 21/02/2013, at 5:48 PM, Ross Bemrose  wrote:
>
>> On 2/20/2013 12:35 PM, Fletcher Dunn wrote:
>>> I've also considered adding functionality for clients to download VPK's 
>>> from gameservers, as opposed to individual files.  Then the VPK would be 
>>> mounted as a map search path.  This has the added benefit that it allows 
>>> custom map assets to override shipping assets.  (Something which is no 
>>> longer possible, since the tf/download folder, where the client will place 
>>> downloaded files, is the LAST search path --- this is for security 
>>> reasons.)  It would also mean revving the custom assets would be simpler.  
>>> If there is interest in this functionality, let me know, I could look into 
>>> it.
>> I missed this from your post earlier.
>> 
>> The ability to download VPKs would make it a lot easier for mods which use a 
>> lot of models, materials, and sounds, like Vs. Saxton Hale (maintained by 
>> FlaminSarge) and Freak Fortress 2 (nominally maintained by me). Particularly 
>> for FF2, as it support user-created boss characters, so contributors could 
>> just create VPKs of each boss along with their configuration file.
>> 
>> Needless to say, I wholeheartedly support the idea of being able to serve 
>> VPKs to clients. The L4D and L4D2 server owners would love it if you would 
>> add this ability to those games as well, since campaigns are distributed via 
>> VPK.
>> 
>> However, when talking to FlaminSarge earlier, this came up in our 
>> conversation:
>> 
>> 7:42 PM - Powerlord: Anyway, I was just thinking you could download the 
>> models, materials, and sounds up front if you needed them. Or if the server 
>> itself could send back the VPK if they were used on teh server side (which 
>> fastdownload can't)
>> 7:43 PM - FlaminSarge…: you could certainly distribute them as a vpk
>> 7:43 PM - FlaminSarge…: but updating would prove painful
>> 7:43 PM - FlaminSarge…: or rather, annoying.
>> 7:43 PM - Powerlord: Actually, if the server can figure out which vpk a file 
>> is in and offer that to the client, why wouldn't that work on a 
>> fastdownload? Clearly testing is necessary
>> 7:43 PM - FlaminSarge…: yes, but will a client load the VPK in time?
>> 7:44 PM - FlaminSarge…: and what happens when a VPK has been updated but has 
>> the same name?
>> 7:44 PM - Powerlord: Oh, true.
>> 7:44 PM - FlaminSarge…: servers cannot check vpk versions
>> 7:44 PM - FlaminSarge…: even though vpks support version info
>> 
>> So, the problem then becomes "Can the client tell when their VPK is out of 
>> date and download the newer version automatically?"
>> 
>> 
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>> please visit:
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>
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Re: [hlds] TF2 Beta Fast download file paths

2013-02-20 Thread Mart-Jan Reeuwijk
hmm, I don't think that is correct...

Quote:
| /tf/maps/custom_map.bsp
| 
| then the client downloads the map, as expected, from 
http://mydownloadserver/orangebox/tf/custom_map.bsp.bz2 and all is well.

wouldn't that be: http://mydownloadserver/orangebox/tf/maps/custom_map.bsp.bz2 
? (addition of the "maps" subfolder...)



>
> From: Charlie 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 21 February 2013, 8:13
>Subject: Re: [hlds] TF2 Beta Fast download file paths
> 
>
>Thanks for the information on that. 
>
>
>
>On Wed, Feb 20, 2013 at 9:46 PM, Peter Jerde  wrote:
>
>I loaded a custom map into:
>>
>>"/tf/custom/my_custom_files/maps/custom_map.bsp"
>>
>>
>>With sv_downloadurl blank, the beta client just reports that the map 
>>"maps/custom_map.bsp" is missing, and fails.
>>
>>With sv_downloadurl set to "http://mydownloadserver/orangebox/tf/"; the client 
>>requests:
>>
>>"GET /orangebox/tf/my_custom_files/maps/custom_map.bsp.bz2 HTTP/1.1"
>>
>>... so I would have to change the directory structure on the fastdl server 
>>with the new extra level (my_custom_files) to make that work.
>>
>>
>>If, however, instead, I move the custom map to:
>>
>>/tf/maps/custom_map.bsp
>>
>>then the client downloads the map, as expected, from 
>>http://mydownloadserver/orangebox/tf/custom_map.bsp.bz2 and all is well.
>>
>>
>>Seems good to me. Server operators have the choice of where to install 
>>things, and the fast-dl url matches.
>>
>>Just thought I'd share my findings.
>>
>>Cheers,
>>
>> - Peter
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Re: [hlds] Pinion Pot of Gold blacklist?

2013-02-19 Thread Mart-Jan Reeuwijk
I've been using MVPS Hosts for many years: http://winhelp2002.mvps.org/hosts.htm
for a number of reasons like security, ad blocking, stats blocking etc.

One of the listed lines in it: 

127.0.0.1  motd.pinion.gg #[Game Adverts]There is no reason to ban ppl who use 
localized settings as their preference. People have the choice to disable the 
MOTD, etc. 

And actually that is not hacking "your" server. They block the content from 
Pinion, which is a 3rd party who has nothing to do with the client but way more 
with the server ('s owner). The client blocking the third party is entirely up 
to them. They didn't change or access your server in any way inappropriate.

And btw, "hacking" in relation to the game is being able to overcome server 
settings/limitations by using arbitrary means that change processes run-time. 
Like the named "aimbots" "wallhacks" etc. Protection/insurance of client 
settings and files is done via the sv_cheats and sv_pure var's. Its 
"exploiting" when something is abused but not protected within the game. If its 
downright a OPTION in the game to block MOTD's, its neither in regards to 
blocking the pinion ads.

You state that its in the "rules" of the server that clients should view the 
MOTD... but where/when do you state that? When the client connects? in the 
MOTD? oh, no, thats already (ab)used with Pinion. so where/when then? in the 
game's chat? more ads in-game midscreen ? I've always seen the MOTD as a place 
where a server owner can put his banner, server rules and whatnot so players 
have an idea what community and rules they have to play by. If you as server 
owner replaced that with 1 big advert, then when are the players to find out 
about the rules? not from your MOTD, and by the time you can advert them, they 
are already past that. 

Also, with Pinion crashing clients if they have the latest Flash installed, who 
are you to crash somebody's game?

With what I read bout the pinion stuff, I'm just glad I disabled MOTD a long 
time ago, it has been a pain crashing the game for a number of things over the 
years, and there is never been anything there thats interesting enough. So far 
I've not seen even 1 positive argument to enable it anyways. With positive one 
I mean not saying: 
- or otherwise you just look at a countdown
- or you get a ban
- etc.

Make it a privilege, that they get a "donator slot" or other perks for 3 hours 
or something like that. Reward them doing "good", don't punish the "bad". I bet 
you get then even discussions about it to get ppl to enable it. Instead of now 
ppl recommending each other to turn it off, getting a hosts block, etc.

"Join a Pinion enabled server, watch their video, and get a Neon-sign hat."

No idea how it can be that a advertizing company doesn't know how to please 
their audience. Guess thats the gap between the "positive" message and actually 
giving a positive experience.

Also, reading the SPUF, with Pinion ads running, it loads its video, and takes 
so long to load the video, and then it still has to finish it. So thats 1-1,5 
minutes instead of the 30 second countdown? pfff, 30 sec countdown any time 
beats that timewaste.



>
> From: Todd Pettit 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 19 February 2013, 6:11
>Subject: Re: [hlds] Pinion Pot of Gold blacklist?
> 
>My point is if you are using you client settings to subvert my server settings 
>then you are hacking. So there is no reason I should not punish players who 
>subvert the ads any differently than someone who spams chat, abuses voting, 
>trolls the server, aimbots, wallhacks, etc. By your reasoning these hacks, 
>cheats, and behaviors are perfectly reasonable to use on any server simply 
>because you are located somewhere else. The second you connect to our server 
>you are taking the slot of a player who actually contributes to the well being 
>of the community and you are just to lazy to join one of hundreds of other 
>servers and not contribute to them. I don't take it personally, by the way, I 
>prevent it.
>
>- Original Message -
>From: "[BT]Black V" 
>To: "Half-Life dedicated Win32 server mailing list" 
>
>Sent: Tuesday, February 19, 2013 12:02:24 AM
>Subject: Re: [hlds] Pinion Pot of Gold blacklist?
>
>
>
>
>
>
>
>The game is free NOW. 
>But yes that is my point I would join another server rather than see ads 
>
>and your point is you feel you have the right to show me those ads 
>
>It's not a personal attack on you, I don't like ads, where I can avoid them, I 
>do 
>As you server is under you full control, so is my client 
>
>
>
>
>On Tue, Feb 19, 2013 at 5:35 PM, Yun Huang Yong < gumby_li...@mooh.org > 
>wrote: 
>
>
>
>On 19/02/2013 3:12 PM, Todd Pettit wrote: 
>
>
>I offer a pinion bypass to all my players for $1 a month. It already has close 
>to a hundred people who are contributing. So our players obviously like our 
>servers enough to contribute. 
>
>How do you handle the bil

Re: [hlds] Alias & Existing Commands

2013-02-05 Thread Mart-Jan Reeuwijk
Hmm, I can think of several:
- Slot protection for x time (not getting kicked for making space for paying 
slots)
- "count" system, where after X views the user gets a slot for x days.
- access to things like "rocketme" commands, while it doesn't do good (or bad) 
for a game, it gives fun. 

Etc, there are plenty of things one can think of that is non-intrusive on the 
game, but can give added value to a player. Benefits:
- Ads will be perceived in a better light, instead they would look at those as 
a addition, instead of a intrusion.
- people not wanting it can leave out.
- it builds towards the community.

And btw: the advert plugin config allows to push out the MOTD again after 20 
minutes...  so mid-game you can get them pushed in your face again while you 
are in a fight.

To be honest, I would like to propose that the client does NOT report to the 
server anymore that the MOTD was closed. Don't see any purpose in that anyways. 
I'm not against opening the MOTD for other reasons (people using backpack 
viewer, and other plugins to show specific content in-game after user 
initializing it via chat commands etc.). Tho pushing it out at random while 
in-game is a bigger "NO".



>________
> From: James Haikin 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Tuesday, 5 February 2013, 23:11
>Subject: Re: [hlds] Alias & Existing Commands
> 
>
>Funny story: you actually catch more flies with vinegar.
>
>Any 'reward' system I can think of would result in a lopsided/broken game. 
>However, I also think that trying to punish people is kind of a terrible idea. 
>I don't think there's really a solution for this.
>
>
>
>-James
>
>
>On Tue, Feb 5, 2013 at 12:47 PM, Mart-Jan Reeuwijk  wrote:
>
>
>>
>>And I don't believe that a server should demand that ppl have the MOTD 
enabled, while this is a directly accessible feature to set under the 
options in-game.
>>
>>Too many advert providers nowadays are the real 
threat to browsers. To demand to have adverts directed to "unsecure" 
browsers which cannot be protected by plugins like NoScript is insane.
>>
>>Also,
 the abuse of such by server owners, and their willingness to do so, 
makes it a requirement to be able to guard oneself against such.
>>
>>Having
 a plugin that kicks ppl that haven't viewed the MOTD by someone that 
has it disabled (which can be for various reasons: crashing, no annoying
 screens, etc) is therefore not some I would support. Which is what the 
blocking of the MOTD closed command is about.
>>
>>While
 I appreciate that Valve has solved some problems
 with the MOTD not showing, I didn't notice a "fix" against crashing the
 client from those. But as I didn't follow all updates regarding that, I
 might have missed some. I disabled the MOTD back in 2008, for it 
crashed my client on various servers. I never saw a valid reason to 
enable it again.
>>
>>Maybe you should make a plugin that "rewards" 
ppl that actually watch that MOTD instead of punishing the ones that 
block it. Altho with above security issues, that is a risk ppl should 
take themselves. The reward can be simply checked with a number shown in
 MOTD corner, and ask for it in the plugin on the server for example.
>>
>>You catch more flies with honey than vinegar.
>>
>>
>>
>>>
>>> From: "li...@doctormckay.com" 
>>>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>>>mailing list  
>>>Sent: Tuesday, 5 February 2013, 20:40
>>>Subject: Re: [hlds] Alias & Existing Commands
>>> 
>>>
>>>Exploits that allow servers to execute arbitrary client commands (not those 
>>>specifically tagged as server can execute) have been fixed. There's no need 
>>>to block commands.
>>>
>>>I personally believe that blocking servers from receiving the MOTD closed 
>>>notification should not be possible, which is what many people are doing 
>>>with the alias command.
>>>
>>>Dr. McKay
>>>http://www.doctormckay.com
>>>
>>>On 2013-02-05 11:19, Mart-Jan Reeuwijk wrote:
>>>> no need to restart the game.
>>>> 
>>>> alias jpeg; // aliasing the jpeg command, which is used to make a 
>>>> screenshot.
>>>> cmd jpeg // this will still make a screenshot.
>>>> 
>>>> I use it (alias over a existing convar/command) to prevent some
>>>> servers sending my client some commands I don't want changed on my
>>>> client. Examples have been that s

Re: [hlds] Alias & Existing Commands

2013-02-05 Thread Mart-Jan Reeuwijk


And I don't believe that a server should demand that ppl have the MOTD 
enabled, while this is a directly accessible feature to set under the 
options in-game.

Too many advert providers nowadays are the real 
threat to browsers. To demand to have adverts directed to "unsecure" 
browsers which cannot be protected by plugins like NoScript is insane.

Also,
 the abuse of such by server owners, and their willingness to do so, 
makes it a requirement to be able to guard oneself against such.

Having
 a plugin that kicks ppl that haven't viewed the MOTD by someone that 
has it disabled (which can be for various reasons: crashing, no annoying
 screens, etc) is therefore not some I would support. Which is what the 
blocking of the MOTD closed command is about.

While
 I appreciate that Valve has solved some problems
 with the MOTD not showing, I didn't notice a "fix" against crashing the
 client from those. But as I didn't follow all updates regarding that, I
 might have missed some. I disabled the MOTD back in 2008, for it 
crashed my client on various servers. I never saw a valid reason to 
enable it again.

Maybe you should make a plugin that "rewards" 
ppl that actually watch that MOTD instead of punishing the ones that 
block it. Altho with above security issues, that is a risk ppl should 
take themselves. The reward can be simply checked with a number shown in
 MOTD corner, and ask for it in the plugin on the server for example.

You catch more flies with honey than vinegar.



>________
> From: "li...@doctormckay.com" 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Tuesday, 5 February 2013, 20:40
>Subject: Re: [hlds] Alias & Existing Commands
> 
>Exploits that allow servers to execute arbitrary client commands (not those 
>specifically tagged as server can execute) have been fixed. There's no need to 
>block commands.
>
>I personally believe that blocking servers from receiving the MOTD closed 
>notification should not be possible, which is what many people are doing with 
>the alias command.
>
>Dr. McKay
>http://www.doctormckay.com
>
>On 2013-02-05 11:19, Mart-Jan Reeuwijk wrote:
>> no need to restart the game.
>> 
>> alias jpeg; // aliasing the jpeg command, which is used to make a screenshot.
>> cmd jpeg // this will still make a screenshot.
>> 
>> I use it (alias over a existing convar/command) to prevent some
>> servers sending my client some commands I don't want changed on my
>> client. Examples have been that servers tried to upload screenshots up
>> to their servers etc.
>> 
>> Already have to disable steam overlay & MOTD for some malicious stuff
>> on some servers (I explore on others by time and while)
>> 
>> So I really wouldn't want it being blocked, for that leaves too much
>> open. There is no need for a restart, and imo its not a "bug", I treat
>> it like a prized feature.
>> 
>>> -
>>> FROM: Saul Rennison 
>>> TO: Half-Life dedicated Win32 server mailing list 
>>> 
>>> SENT: Tuesday, 5 February 2013, 14:31
>>> SUBJECT: Re: [hlds] Alias & Existing Commands
>>> 
>>> This has been fixed in a few engine branches (CSGO definitely) as far as I 
>>> know.
>>> 
>>> On Tuesday, 5 February 2013, Joseph Miller wrote:
>>> 
>>>> Is it by design that it's possible to make an alias over the top of an 
>>>> existing command? In the event that you accidentally make an alias over an 
>>>> existing command, you have to completely restart the game, whereas it 
>>>> seems like you shouldn't be able to overwrite an existing command in the 
>>>> first place.
>>> 
>>> --
>>> 
>>> Kind regards,Saul Rennison
>>> 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1]
>> 
>> 
>> Links:
>> --
>> [1] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> 
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>> archives, please visit:
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Re: [hlds] Alias & Existing Commands

2013-02-05 Thread Mart-Jan Reeuwijk
no need to restart the game.

alias jpeg;  // aliasing the jpeg command, which is used to make a screenshot. 
cmd jpeg  // this will still make a screenshot. 

I use it (alias over a existing convar/command) to prevent some servers sending 
my client some commands I don't want changed on my client. Examples have been 
that servers tried to upload screenshots up to their servers etc.

Already have to disable steam overlay & MOTD for some malicious stuff on some 
servers (I explore on others by time and while)

So I really wouldn't want it being blocked, for that leaves too much open. 
There is no need for a restart, and imo its not a "bug", I treat it like a 
prized feature. 



>
> From: Saul Rennison 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 5 February 2013, 14:31
>Subject: Re: [hlds] Alias & Existing Commands
> 
>
>This has been fixed in a few engine branches (CSGO definitely) as far as I 
>know. 
>
>On Tuesday, 5 February 2013, Joseph Miller  wrote:
>
>Is it by design that it's possible to make an alias over the top of an 
>existing command? In the event that you accidentally make an alias over an 
>existing command, you have to completely restart the game, whereas it seems 
>like you shouldn't be able to overwrite an existing command in the first place.
>
>-- 
>
>
>
>
>
>Kind regards,Saul Rennison
>
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Re: [hlds] test

2013-01-08 Thread Mart-Jan Reeuwijk
Test Pizza Failed.
Bring it back to the pizzeria.

We do this also with our blackberries, apple's etc. : 
http://www.youtube.com/watch?v=kAG39jKi0lI



>
> From: Pizza 
>To: HL2 Mappers ; HL2 Modders 
>; HL2 Servers  
>Sent: Tuesday, 8 January 2013, 19:59
>Subject: [hlds] test
> 
>
> 
>testing
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Re: [hlds] hlds halflife(valve) error

2012-10-21 Thread Mart-Jan Reeuwijk
Windows list
Linux problem


>
> From: Bryce Quilley 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 21 October 2012, 16:29
>Subject: Re: [hlds] hlds halflife(valve) error
> 
>Try
>
>apt-get install ia32-libs ia32-libs-gtk
>
>
>-Original Message-
>From: hlds-boun...@list.valvesoftware.com
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fred Mejer
>Sent: Monday, 22 October 2012 12:57 AM
>To: hlds@list.valvesoftware.com
>Subject: [hlds] hlds halflife(valve) error
>
>Hello,
>
>i try to setup a hl server but i got a problem
>
>Uploading dump (in-process) [proxy '']
>/tmp/dumps/crash_20121021160433_1.dmp
>success = yes
>response:  CrashID=bp-af9dd326-9f01-4562-b9d6-977892121021
>
>
>OS: fresh install debian 6
>
>root:
>apt-get update
>apt-get upgrade
>apt-get install lib32gcc1
>
>gameserverusr:
>cd
>wget http://storefront.steampowered.com/download/hldsupdatetool.bin
>chmod u+x hldsupdatetool.bin
>./hldsupdatetool.bin
>./steam -command update -game valve -dir ./hl1s1 cd hl1s1 ./hlds_run -game
>valve
>
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Re: [hlds] Mandatory TF2 update released

2012-09-21 Thread Mart-Jan Reeuwijk

Wasn't a sync promised some weeks ago? or is that one passed already.



>
> From: Ryan Becerra 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 21 September 2012, 23:35
>Subject: Re: [hlds] Mandatory TF2 update released
> 
>The client crash audio bug fix -- Is this related to the overflow in net 
>message crash that occurs when too many people are speaking on the mic? If so 
>can we get a sync for that to CS:S.
>
>If not please disregard. Thank you!
>
>On Sep 21, 2012, at 4:27 PM, Eric Smith  wrote:
>
>> We've released a mandatory update to TF2. The notes for the update are below.
>> 
>> -Eric
>> 
>> --
>> 
>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>> - Fix client crash bug caused by overflow of the audio cache
>> - Fix bug allowing server browser network activity to continue after 
>> choosing a server
>> 
>> Team Fortress 2
>> - Added new promo items
>> - Unlocked the "What's in the Sandvich Box?"
>> - Unlocked the "What's in the Companion Square Box?"
>> - Fixed a server crash related to Demoman bot AI
>> - Updated the Tin Pot to use the correct skin for each style
>> - Fixed seeing the fire texture on Gold Botkiller items in DirectX 8
>> - Updated the localization files
>> - Updated Mann vs. Machine 
>>   - Matchmaking search criteria supports selecting multiple missions
>>   - Mann Up servers will retry notification of mission victory to game 
>>coordinator, to ensure loot is eventually granted in the case of service 
>>disruption
>>   - Matchmaking will prevent late joining into the a server near the end of 
>>the last wave
>>   - Added a new currency UI element to indicate money that is active in the 
>>world
>>   - Added the tour number to the information on the scoreboard
>>   - Fixed the Medigun overheal duration attribute causing the overheal 
>>effect to decay faster, rather than slower
>>   - Added the ability to buy projectile penetration for the Crusader's 
>>Crossbow
>>   - Fixed a false positive for the achievement "Clockwork Carnage"
>>   - Added a new command "bot_hurt"
>>      - Parameters -name [bot name], -team [red/blue/all], -damage [amount]
>>   - Fixed the Demoman shields not saving their upgrades upon round reset
>> - Updated koth_king
>>   - Reflections fixed for the floors and some glass windows
>>   - Modified model file for the sign 6 through 9 to avoid Red signs on Blu 
>>side of the map
>>   - Modified light pole to merge bulb and pole into a single model for perf
>>   - Fixed location where mini-sentries can shoot through a bush without 
>>being seen
>>   - Clipping pass
>>   - Added glass on footbridge roof and lights nearby
>>   - Prop reduction for perf
>>   - Some props changed to non-solid for player mobility
>>   - Adjusted health and ammo in various spots
>> - Community requests:
>>   - Add a new server ConVar "tf_avoidteammates_pushaway" to control whether 
>>or not teammates push each other away when occupying the same space
>>   - Add a new server ConVar "tf_arena_override_team_size" to allow server 
>>owners to set the maximum team size in arena mode
>> 
>> 
>> 
>> 
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Re: [hlds] Mandatory TF2 update released

2012-09-19 Thread Mart-Jan Reeuwijk

Lets subscribe 'm to the MLP Brony mailing list too then... 

wha? not a brony?  I know, but he can learn...



>
> From: Ryan Martin 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 20 September 2012, 7:14
>Subject: Re: [hlds] Mandatory TF2 update released
> 
>
>Best update announcement I've read on the mailing list in a while...
>Let me fix Mr. Witt's comment though to better reflect reality:
>"Then he passes this information to an attorney that sure as hell aint going 
>to do shit pro bono, who requests a judge subpoena the 
logs from every site that he gets spammed from - then they find your IP 
address and go to your ISP to discover who your mommy and daddy are..."
>
>
>Pay an attorney $800+ or get a new gmail address? Gmail is pretty good about 
>blocking spam anyway. The thing to do here is to keep subscribing him to this 
>mailing listnow that's comedy gold.
>
>
>
>On Wed, Sep 19, 2012 at 6:15 PM, Andrew  wrote:
>
>LMAO! Yeah, the police cracking down on spammers, oh shit that's comedy gold!
>>
>>
>>
>>On Wed, Sep 19, 2012 at 4:06 PM, Eli Witt  wrote:
>>
>>Then he passes this information to the authorities, who subpoena the logs 
>>from every site that he gets spammed from - then they find your IP address 
>>and go to your ISP to discover who your mommy and daddy are. Then your ISP 
>>cancels mommy and daddy's account for a breach of their Terms of Service, and 
>>then you probably face criminal charges for criminal harassment.
>>>
>>>
>>>There's a reason pr0n sites keep very good logs.
>>>
>>>
>>>
>>>
>>>
>>>On Wed, Sep 19, 2012 at 1:40 PM, Gabriel Freitas  
>>>wrote:
>>>
>>>I'm going to register your email in all possible spam sites if  you still 
>>>being a retard


On Wed, Sep 19, 2012 at 2:30 PM, MDevaney  wrote:

I"M GOING TO START ADVERTISING HERE IF I DON'T GET REMOVED FROM THIS LIST
>
>
>
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>>>
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>>>please visit:
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>>>
>>>
>>
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Re: [hlds] [hlds_linux] Adding a steam friend

2012-08-30 Thread Mart-Jan Reeuwijk

As I said, via the Groups you don't have to add one to your friends.

Done
 often enough: need to talk to somebody, I look at their membership 
groups, and find a small group with less then 150 members that is 
public, and join that temporarily and then via that group I can 
communicate with that person. Takes like 10 sec extra. The person you open chat 
to, gets a popup notifier that you request a chat, with Ok/decline.

The one big thing I would like to see improved is the warning with links shared 
via steam chat... instead of 1 generic one that is 1x click and gone forever. 
I'd like one that links per site to get "allowed" and that the setting is 
somewhere findable. (Now: once you clicked to allow links, you never get that 
dialog box back). And that the allowed list can be managed by throwing out 
untrusted, and even a "block" option, which gets send back to valve, to per 
default block it everywhere.


This would be stopping a bit of the phishing and bad sites. 



>
> From: Spencer 'Voogru' MacDonald 
>To: 'Mart-Jan Reeuwijk' ; 'Half-Life dedicated Win32 
>server mailing list'  
>Sent: Thursday, 30 August 2012, 16:53
>Subject: RE: [hlds] [hlds_linux] Adding a steam friend
> 
>
>I wish they’d just allow users to accept chats from anyone so that we don’t 
>have to add people to our friends list just to chat with them.
> 
>From:hlds-boun...@list.valvesoftware.com 
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
>Sent: Thursday, August 30, 2012 10:05 AM
>To: Half-Life dedicated Win32 server mailing list
>Subject: Re: [hlds] [hlds_linux] Adding a steam friend
> 
>250 without facebook linked, 300 with facebook linked to your steam account.
>
>There is some glue, sometimes at 245/295 friends you get full, sometimes only 
>at x over the max.
>
>Tip: make one or more groups, make it invite only and get them to be member. 
>With up to 149 members you can directly chat with them via the groups tab in 
>friendslist. At 150 this stops.
>
>>
>>
>>From:Gabriel Freitas 
>>To: Half-Life dedicated Win32 server mailing list 
>> 
>>Sent: Thursday, 30 August 2012, 0:39
>>Subject: Re: [hlds] [hlds_linux] Adding a steam friend
>> 
>>it looks like it was increased to 315
>>On Wed, Aug 29, 2012 at 7:21 PM, Alexander Z  wrote:
>>On a side note, you can't have more than 300 friends iirc.
>> 
>>On 30 August 2012 00:15, Benjamin Anderson  
>>wrote:
>>This is the HLDS/HLDS Linux mailing list. If you want to talk about this sort 
>>of stuff, go to the Steam forums.
>>
>>-Original Message- From: anna rack
>>Sent: Wednesday, August 29, 2012 6:01 PM
>>To: hlds_li...@list.valvesoftware.com ; hlds@list.valvesoftware.com
>>Subject: Re: [hlds] [hlds_linux] Adding a steam friend
>>
>>
>>Hey all
>>
>>Is anyone else getting an error when you try to add a friend to steam?
>>
>>This is the error I'm getting:
>>
>>#Profile_AddFriendYourListFull
>>#Profile_AddFriendYourListFullDesc
>>
>>...
>>...
>>... just tried it by clicking on + ADD A FRIEND at the bottom of the Friends 
>>window and it just came up with this:
>>
>>'Could not invite this friend. Your limit is exceeded.'
>>
>>Really? Are you kidding me? I can't have anymore friends? Is this a joke?
>>
>>Kind Regards
>>
>>annarack aka miss popular :P
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>>
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Re: [hlds] [hlds_linux] Adding a steam friend

2012-08-30 Thread Mart-Jan Reeuwijk
250 without facebook linked, 300 with facebook linked to your steam account.

There is some glue, sometimes at 245/295 friends you get full, sometimes only 
at x over the max.

Tip: make one or more groups, make it invite only and get them to be member. 
With up to 149 members you can directly chat with them via the groups tab in 
friendslist. At 150 this stops.



>
> From: Gabriel Freitas 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 30 August 2012, 0:39
>Subject: Re: [hlds] [hlds_linux] Adding a steam friend
> 
>
>it looks like it was increased to 315
>
>
>On Wed, Aug 29, 2012 at 7:21 PM, Alexander Z  wrote:
>
>On a side note, you can't have more than 300 friends iirc.
>>
>>
>>
>>On 30 August 2012 00:15, Benjamin Anderson  
>>wrote:
>>
>>This is the HLDS/HLDS Linux mailing list. If you want to talk about this sort 
>>of stuff, go to the Steam forums.
>>>
>>>-Original Message- From: anna rack
>>>Sent: Wednesday, August 29, 2012 6:01 PM
>>>To: hlds_li...@list.valvesoftware.com ; hlds@list.valvesoftware.com
>>>Subject: Re: [hlds] [hlds_linux] Adding a steam friend
>>>
>>>
>>>Hey all
>>>
>>>Is anyone else getting an error when you try to add a friend to steam?
>>>
>>>This is the error I'm getting:
>>>
>>>#Profile_AddFriendYourListFull
>>>#Profile_AddFriendYourListFullDesc
>>>
>>>...
>>>...
>>>... just tried it by clicking on + ADD A FRIEND at the bottom of the Friends 
>>>window and it just came up with this:
>>>
>>>'Could not invite this friend. Your limit is exceeded.'
>>>
>>>Really? Are you kidding me? I can't have anymore friends? Is this a joke?
>>>
>>>Kind Regards
>>>
>>>annarack aka miss popular :P
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>>
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-11 Thread Mart-Jan Reeuwijk
?? Never see any ads on YT, oh, wait, I blocked them :)

Same as for in-game adds, MOTD = disabled. No need to "read" them if one 
doesn't: cheat, swear, abuse, grief, etc. And those that do, aren't reading it 
either. They can "plaster" it with ads for all I care. 

As for the actual SUBJECT of this topic (its gone way off-topic with the ads 
stuff), I think valve is already moving into the steam login required for 
setting up/running servers. Altho I think they should set it up that server 
owners can make a new steam account, and then request via web-page on steam to 
add server functionality to it (for dedicated servers), after which they can 
set up servers. That those should get linked to the owner's main account and 
the communities steam group(s) should also be nice. Once that is in place, a 
good "hammering" is possible.



>
> From: Sampson Rogers 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 11 August 2012, 5:46
>Subject: Re: [hlds] Server Delisting, does it need some changes?
> 
>
>I see no harm in servers running a MOTD ad that takes all of 1 click to get 
>past with no extra effort. There is absolutely nothing wrong with supporting 
>servers by clicking right past something you're not even required to view. 
>Look at places like Youtube, they have ads on nearly all of their videos you 
>have to wait a few seconds to get past and you can't tell me Google needs more 
>money. You can also disable HTML MOTD if you choose, that sounds like a fair 
>in between to me. No reason to punish communities that provide a good gaming 
>experience but also run ads on the MOTD to keep the servers afloat. Nothing 
>wrong with it at all. Other communities shouldn't be frowned upon for needing 
>a monetary hand in getting started or maintaining their servers as long as 
>they do things the right way, don't exploit their users for only a quick buck 
>and properly administrate their servers.
>
>
>The truth is, it is not always easy to get donations, even when you run a 
>solid community, especially starting out.
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Re: [hlds] Half-Life 1 dedicated server update released

2012-08-10 Thread Mart-Jan Reeuwijk
how about a "update" that:
- makes players "accept" redirects if they get them.
- client records the redirect, and if rejected, its send to valve.
- valve de-list it with x (say 5) occurrences for 3 months, and if continuing 
its for 12 months after that.

Community cleans itself. Valid redirects by server plugin options don't get 
punished.




>
> From: ics 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 10 August 2012, 4:32
>Subject: Re: [hlds] Half-Life 1 dedicated server update released
> 
>
>Fake servers were fixed in CS Source some years ago and it didn't kill it. It 
>requires user to press a key now to join forward if they connect to a fake 
>server. No auto redirect.
>
>-ics
>
>10.8.2012 0:11, RSS List User kirjoitti:
>
>That's what I thought as well, but from another hand, if people can't do that, 
>they might rage quit and the game might die. Its a 2 edged sword.
>>
>>On 8/9/2012 4:57 PM, AnAkIn wrote:
>>
>>Fixing the redirect exploit would make them stop making fake servers.
>>>
>>>
>>>2012/8/9 Dominik Friedrichs 
>>>
>>>On 2012/08/09 20:25, Invalid Protocol wrote:

A HL1 server can force the players to execute the "connect" command or even
>you can reply with a "redirect packet" when they
connect. So any kid can
>host 10 fake servers (usually using the names of other
servers), all being
>almost full, and redirect the players to a real server.
Some real servers
>have even hundreds of fake servers behind them, hosted
by regular players,
>because this is a condition for getting administrative
rights. Also some
>companies hosting game servers provide a service or
support for hosting such
>fake servers. For example they provide the kits so the
players can download
>and run the fake servers with only 2 clicks, or even
they can host for free
>some fake servers if you buy a real server.
>

What a disgusting community... Thanks for the insight! 



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>>>
>>>
>>>-- 
>>>Best regards,
>>>AnAkIn
>>>
>>>
>>>
>>>
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>>
>>
>>
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Re: [hlds] Server protect attacks

2012-08-07 Thread Mart-Jan Reeuwijk
1. iptables rules = for linux, this is the windows list.
2. in the linux list it was replied by a Valve employee the bug is caused by a 
server plugin that allows non-steam users. Removal of the plugin should solve 
it. Altho those server owners may not want to "lose" their playerbase with 
hacked clients.



>
> From: Emanuel Gonzalez 
>To: hlds@list.valvesoftware.com 
>Cc: hlds@list.valvesoftware.com 
>Sent: Tuesday, 7 August 2012, 19:33
>Subject: [hlds] Server protect attacks
> 
>Hi folks, I need tips to protect my server Counter Strike 1.6 (HL-BETA) attack 
>(UDP flood), as I have read this can be done using iptables rules.
>
>Can anyone guide me or help me?
>
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Re: [hlds] Handling server crashes the smart way

2012-07-30 Thread Mart-Jan Reeuwijk
RT is for almost any application "not recommended". Lorne Mock is right on 
that. 

Just set the SRCDS's on High, and put anything else on "low" prio. (except 
maybe that firewall you have on)



>
> From: Essay Tew Phaun 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Monday, 30 July 2012, 15:41
>Subject: Re: [hlds] Handling server crashes the smart way
> 
>
>Interesting. I'm running SRCDS on RT in Linux and occasionally props will be 
>missing on a map, doors won't open and the cart will sometimes stop moving. 
>Could this be the cause of it (Not trying to hijack the thread, just curious)
>
>
>On Mon, Jul 30, 2012 at 5:23 AM, Lorne Mock  wrote:
>
>correction
>>
>> 
>>Setting on high can cause all kinds of strange things to happen
>> 
>>should read
>>
>>
>> Setting on real-time can cause all kinds of strange things to happen
>> 
>>need to proof read my posts a little better ...  sorry
>> 
>>
>>
>>From: blyte_sc...@hotmail.com
>>To: hlds@list.valvesoftware.com
>>Date: Mon, 30 Jul 2012 07:17:34 -0500
>>Subject: Re: [hlds] Handling server crashes the smart way
>>
>>
>>
>>The only thing I notice is the cpu process priority. It should be set 
>>no greater than high.
>>If set on real-time priority the process will be competing for CPU time with 
>>the system/hardware drivers
>> 
>>Setting on high can cause all kinds of strange things to happen, like driver 
>>corruption and HDD faults to name a few.
>>This is most likely the reason  Windows becomes unstable.
>>
>>
>> Set it above-normal or high never on real-time priority.
>> 
>>Hope this helps clear things up for you.
>> 
>>Lorne M.
>> aka Blyte
>> 
>>
>>Date: Sun, 29 Jul 2012 16:19:22 -0300
>>From: garcia.bru...@gmail.com
>>To: hlds@list.valvesoftware.com
>>Subject: [hlds] Handling server crashes the smart way
>>
>>Hello,
>>
>>I'm running a CS: S server on a windows 2003 server computer. I know that 
>>it's outdated, and windows is highly unstable at times, but I've been getting 
>>a lot of server crashes for the last two weeks and with each crash comes a 
>>dump file. These dump files don't appear to hold many information about the 
>>crash, pretty useless to me.
>>But they must be there for a reason. So I was wondering if there's a 'smart' 
>>way to "pin-point" at what instance the srcds crashed.
>>
>>I'll leave some dox about the server that I'm running, maybe you'll find 
>>something 'un-usual'
>>
>>
>>Windows 2003 Server
>>Counter-Strike: Source dedicated server
>>Running process with all cpus (process affinity)
>>Running on RealTime priority (might change it to High)
>>
>>Addons:
>>Mani Admin System
>>Mattie's Eventscripts 
>>DAF DoS Fix (Blocks flood of server queries to the server)
>>
>>Any help is appreciated 
>>
>>
>>
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Re: [hlds] Fake player flood (Khalid Oqal)

2012-07-28 Thread Mart-Jan Reeuwijk
thats maybe nice in gmail, but not all mail clients work like that so leave 
there what you reply to, or you make no sense.


>
> From: Jaspreet Walia 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 27 July 2012, 19:39
>Subject: Re: [hlds] Fake player flood (Khalid Oqal)
> 
>
>You could just then look under for original.
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Re: [hlds] Fake player flood

2012-07-26 Thread Mart-Jan Reeuwijk
You can just send a private mail to Fletcher Dunn or so, with a link.

and even then, some time ago there was also some talk about it, and the 
solutions then where either a plugin, or a firewall rule to block with x 
reconnects in x time.



>
> From: Travis Brown 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 26 July 2012, 1:36
>Subject: Re: [hlds] Fake player flood
> 
>
>I was able to attain this tool. If valve wants it i can upload it for them to 
>download and reverse engineer. They will have to contact me via email 
>privately as i wont publicly display a download link.
>
>
>On Wed, Jul 25, 2012 at 7:05 PM, Khalid Oqal  wrote:
>
>Someone keeps flooding my server with fake players, which keeps 
>connecting\disconnecting from the server.
>>
>>
>>I managed to get a picture from the net:
>>http://makeserver.ru/uploads/posts/2012-04/1334075710_1331584088_828c612b53f8.jpg
>>
>>
>>It's really annoying to get some fps drops and lags.
>>Hopefully you would release a fix.
>>
>>Regards,
>>Khalid.
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Mart-Jan Reeuwijk

So many I see make that suggestion, and never they tell that when they 
deinstall the game the /tf/cfg folder does not get deleted, or the custom 
files, or the cloud config, or the registry settings etc. So all they do is 
redownload the GCF's, and nothing was solved. (except maybe their download 
limit)

But anyways, this is a server list, thats maybe why you don't know so much 
about the client side of things :) 
For that reason, most ppl refer to SPUF, which is where I'm going to point him 
to...

http://forums.steampowered.com/forums/forumdisplay.php?f=80





>
> From: Cameron Munroe 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 15 July 2012, 21:34
>Subject: Re: [hlds] Team Fortress 2 Random Crashes
> 
>My best idea would be for you to delete tf2 and reinstall it from scratch. 
>There has been a lot of issues with tf2 after the pyro update.
>
>If that doesn't work you should contact steam support as this is an email list 
>mainly for server issues not client issues.
>
>best of luck.
>
>
>
>On 7/15/2012 12:32 PM, Andrew Privé wrote:
>> It's my game that crash not the server but I don't understand why it 
>> happend?!?
>> 
>> Does somebody know how to fix this?
>> 
>> 
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Mart-Jan Reeuwijk

hmm, true. Sorry, been reading too many things at same time. 



>
> From: Cameron Munroe 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Sunday, 15 July 2012, 19:58
>Subject: Re: [hlds] Team Fortress 2 Random Crashes
> 
>
>Can't be positive, doesn't say if server crashes or he crashes.
>
>On 7/15/2012 10:51 AM, Mart-Jan Reeuwijk wrote:
>
>I'm pretty sure that if his game is still running, but the server goes out, 
>one can deduce its the server I guess 
>>
From: Cameron Munroe  To: Half-Life dedicated Win32 
server mailing list  Sent: Sunday, 15 July 2012, 
19:44
Subject: Re: [hlds] Team Fortress 2 Random Crashes Your sure this is the server 
and not you? On 7/15/2012 10:41 AM, Andrew Privé wrote: 
>>>Am I the only one with random crashes?
Everytime if i want to play tf2 and im playing on a random server and after a 
few minutes it crash! What the hell could be the problem?
I'm getting pissed off of this problem! 
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>>>
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Mart-Jan Reeuwijk

I'm pretty sure that if his game is still running, but the server goes out, one 
can deduce its the server I guess



>
> From: Cameron Munroe 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 15 July 2012, 19:44
>Subject: Re: [hlds] Team Fortress 2 Random Crashes
> 
>Your sure this is the server and not you?
>
>
>On 7/15/2012 10:41 AM, Andrew Privé wrote:
>> Am I the only one with random crashes?
>> Everytime if i want to play tf2 and im playing on a random server and after 
>> a few minutes it crash!
>> 
>> What the hell could be the problem?
>> I'm getting pissed off of this problem!
>> 
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Re: [hlds] Hide the srcds console

2012-07-12 Thread Mart-Jan Reeuwijk
then why start this discussion on the windows mailing list???


>
> From: Bruno Garcia 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 12 July 2012, 7:22
>Subject: Re: [hlds] Hide the srcds console
> 
>
>
>*snip*
>
>
>Thanks a lot guys, really. I guess this come in handy for other users too.
>I'm more of a Linux guy for the srcds servers :P
>
>
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-07-06 Thread Mart-Jan Reeuwijk
As for "server" accounts, why not have a "hardlinked" server account to ones 
main account. like main login is then "mysuperawsomeusername" and the server 
login "mysuperawsomeusername.server" or w/e that only can be used to 
download/update/run servers, and can have multiple logins. With that one having 
a separate password, any security concerns on the accounts is mitigated, as 
that cannot be abused, and server owners can still use normally their account 
in the client.

The creation of such "hardlinked" account can be arranged via a steam form if 
logged on on steam etc, so naming conflicts can be solved right away.



>
> From: Ryan Martin 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 6 July 2012, 2:56
>Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released
> 
>
>I love the 16 minute warning between "update coming" and "mandatory update 
>released". Some might say it's pointless to announce update coming then 
>release it in that span. Some may say "why not just send the impending mand. 
>update notice in the morning or yesterdayas to give enough time to actually 
>know to be ready to reboot my server or make sure it took properly"
>I say no. Nonsense. Why be prepared for anything in the world of valve<3
>
>
>On Thu, Jul 5, 2012 at 8:45 PM, Eric Smith  wrote:
>
>We've released a mandatory update to Team Fortress 2. The notes for the update 
>are below.
>>
>>-Eric
>>
>>--
>>
>>Team Fortress 2
>>- Added new options for Pyrovision to the Advanced Options dialog
>>   - Added enable/disable for the HUD border
>>   - Added the ability to make the HUD border static
>>   - Added the ability to turn off the skybox depth of field
>>- Fixed The Sandvich and The Buffalo Steak Sandvich using the wrong models 
>>when thrown
>>- Fixed not seeing the blue team skin for the Robot Chicken Hat
>>- Fixed not seeing team colors on the sleeves for The Equalizer and The 
>>Escape Plan
>>- Fixed The Escape Plan allowing medic calls
>>- Fixed The Beggar's Bazooka exploding on random targets in the world when 
>>overloading
>>- Fixed The Hitman's Heatmaker bodyshot damage penalty affecting the Sniper's 
>>other weapons
>>- Fixed The Amputator's radius heal effect applying to players who have The 
>>Escape Plan deployed
>>- Fixed the Rainblower taunt attacking players through walls
>>- Optimized the Rainblower taunt particles
>>- Updated Sd_Doomsday
>>   - Fixed rocket lid staying open sometimes after a player drops the 
>>Australium on the lift
>>   - Fixed case where the lift could continue traveling up when a player with 
>>the Australium died at the same time he touched the lift
>>- Updated the localization files
>>- Updated the gamehaptics file:
>>   - Added recoil/reload/draw/crit forces for the Baby Face's Blaster
>>   - Added new recoil forces for The Beggar's Bazooka, The Cleaner's Carbine, 
>>The Hitman's Heatmaker, The Pretty Boy's Pocket Pistol and The Scorch Shot
>>   - Added more detail to the reloads for the Scattergun, the Baby Face's 
>>Blaster, the SMG, and The Cleaner's Carbine
>>
>>
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Re: [hlds] SRCDS memory leak?

2012-06-20 Thread Mart-Jan Reeuwijk
I tho SourceTV and Replay where a common cause for this memory growth as well. 
Not running 'm or tested it lately, but I did see a reply in that direction 1-2 
days ago on this.
Replay needs fixing badly anyway, for a lot of the replays clients have just go 
broken from the start with the known errors.


>
> From: AeroliteGaming.com 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 19 June 2012, 19:29
>Subject: Re: [hlds] SRCDS memory leak?
> 
>
>Hi Mike,
>
>I'm not using eventscripts no. The one I restarted earlier is now
  sat calmly at around 400mb which is fine. The other two have
  climbed a bit since. Both over 1gb. I'm gonna try a restart as
  soon as I can find a convenient time to not kick people out.
>
>I have had the same plugins for a long time and it's only since
  that last update it's done that. I've also noticed slightly
  increased cpu usage aswell.
>
>I'll probably disable sourcemod if it's still doing it and
  probably go through plugins.
>
>Thanks.
>
>On 19/06/2012 18:05, Team BOOM! wrote:
>
> 
>>I run 5 TF2 servers and 2 CSS servers on my Windows 2008 RC2 Box. None of 
>>these servers ever climb higher than 450 MB each. When I saw yours were 
>>climbing to over well twice that much I was floored! I don’t blame you for 
>>being concerned. I’d be very curious to see the reason for them climbing so 
>>high… That’s just crazy! Perhaps listing your SourceMod plugins would be 
>>useful. Also, are you running Eventscripts? Some of the Eventscripts plugins 
>>used to gobble up my RAM before.
>> 
>>Mike
>> 
>> 
>> 
>>
>>
>> 
>>
>
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Re: [hlds] New Exploit to crash a server [Console flooding]

2012-06-19 Thread Mart-Jan Reeuwijk
Wonder if it "detects" it and can be set as a bannable offense, For when they 
try one thing, they gonna try other stuff.



>
> From: Team BOOM! 
>To: 'Half-Life dedicated Win32 server mailing list' 
> 
>Sent: Tuesday, 19 June 2012, 21:41
>Subject: Re: [hlds] New Exploit to crash a server [Console flooding]
> 
>
> 
>Just got this update notice for SMAC. I
believe it addresses this issue for us until Valve releases their update:
> 
>GoD-Tony has just replied to a thread you have subscribed to
entitled - SMAC Download Thread - in the SourceMod Anti-Cheat forum of
AlliedModders.
> 
>This thread is located at:
>https://forums.alliedmods.net/showthread.php?t=169586&goto=newpost
> 
>Here is the message that has just been posted:
>***
> 
>---Quote---
>*SMAC 0.7.9.3 Patch*
> 
>Command Monitor (0.8.0.0)
>- Added protection against server lag exploit.
>---End
Quote--
> 
>
>
> 
>From:hlds-boun...@list.valvesoftware.com 
[mailto: hlds-boun...@list.valvesoftware.com ] On Behalf Of AeroliteGaming.com
>Sent: Tuesday, June 19, 2012 12:18
PM
>To: Half-Life dedicated Win32 server mailing list
>Subject: Re: [hlds] New Exploit to
crash a server [Console flooding]
> 
>Thanks Eric, when's the next update planned for?
>
>On 19/06/2012 20:15, Eric Smith wrote:
>We have a fix for
this that will ship with the next update.
>> 
>>-Eric
>> 
>> 
>>From:hlds-boun...@list.valvesoftware.com 
>>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lambda
>>Sent: Tuesday, June 19, 2012 12:13
PM
>>To: Half-Life dedicated Win32 server mailing list
>>Subject: Re: [hlds] New Exploit to
crash a server [Console flooding]
>> 
>>I can confirm that typing
listdeaths in the console instantly crashed my server.
>>2012/6/19 Peter HLDS 
>>I'm confused...
>>
>>Our TF2 servers do not have a "listdeaths" command in their
cvarlists, and neither at the server console nor in a client does trying to
execute "listdeaths" do anything at all.
>>
>>According to: http://wiki.teamfortress.com/wiki/October_2,_2007_Patch Valve 
>>"Removed "listdeaths" command that could be abused by
clients"
>>
>>Yet some of you are confirming the exploit... so what gives?
>>
>>
>>
>>
>> 
>>
>>
>>
>>
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Re: [hlds] Hostnames on favourite list

2012-06-12 Thread Mart-Jan Reeuwijk
I wrote long time ago that a community should be able to add their Server IP's 
in their Steam group, which then would appear to a new tab in the server panel.

Can change all you want, and usage is easy for the user, and easy updating for 
the owner of the group. And as a side effect people would start their own 
"favorite" groups of servers ofc... Which would be nice as well, for those are 
often then close by and low ping for the area etc.

Still love this idea... 



>
> From: Emil Larsson 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 12 June 2012, 1:31
>Subject: Re: [hlds] Hostnames on favourite list
> 
>
>An alternative (which I like since it's not really attached to the avaiability 
>of a domain name) would be making the server favorites store the server id 
>used in server registration (for quickplay and such) if available. That would 
>make server moves even more painless. And a steam protocol URL to go with it 
>for linking "steam://connectid/"
>
>
>On Mon, Jun 11, 2012 at 11:05 PM, E. Olsen  wrote:
>
>This is actually something I wrote to Robin/Fletcher about a year ago next 
>month. Attaching the IP address to favorites locks  you into staying with 
>those IP addresses (unless you want to start building traffic all over again), 
>which prevents server moves to new/better hardware (unless your host allows 
>IP's to be moved). They told me it was a great idea, and something they would 
>look at for all source games (CSS as well), but no word since then.
>>
>>
>>On Mon, Jun 11, 2012 at 5:00 PM, T Marler  wrote:
>>
>>Hey VALVe,
>>>
>>>We run subdomains for our servers so that people can easily recommend the 
>>>address. However when they add it to their favourites it adds the IP, not 
>>>the hostname. So if we move that subdomain to another IP, they never see the 
>>>new server. Can we please get favourites to have proper hostname support, 
>>>instead of just IP favs?
>>>
>>>Thanks,
>>>BloodyIron
>>>
>>>
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Re: [hlds] Connection spammer

2012-06-12 Thread Mart-Jan Reeuwijk
Earlier in the convo it was said that Sourcebans bans automatic on IP, which 
isn't so. There is a SB edit somewhere

found: http://forums.alliedmods.net/showthread.php?p=1498002#post1498002



>
> From: AeroliteGaming.com 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 10 June 2012, 14:52
>Subject: Re: [hlds] Connection spammer
> 
>
>But blocking via sourcebans will only give them "You have been banned this 
>server"
>
>Still showing the "has joined the game"
>
>At least that's what it used tobe like anyway
>
>On 10/06/2012 13:51, Jeff Sugar wrote: 
>I should also note that, with sourcebans, if they use more than one ip, it can 
>handle that. If its multiple accounts, you can add 'em all. If you want, you 
>can even add an ip-only ban, too.
>>On Jun 10, 2012 5:50 AM, "Jeff Sugar"  wrote:
>>
>>Did you try an ip ban on the server itself? If you want something more 
>>automated than that, or something that spans more than one server, you can 
>>ban them via sourcebans. it should automatically ban their ip the first time 
>>they try to connect after the ban, iirc. 
>>>On Jun 10, 2012 5:43 AM, "AeroliteGaming.com" 
>>> wrote:

 Someone is managing to spam my server with about 6
accounts.

 Doing "Player1 has joined the game"

 Then "Player 1 left the game (connection closing)"

 Spamming it over and over. So the chat is unusable and
its messing with the player slots.

 Anyone know how to block this kind of thing (Windows
Server 2008)

 Tried Windows Firewall and it's still coming through.
Also tried peerblock and it's still happening

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>>
>>
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Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-06-01 Thread Mart-Jan Reeuwijk
wait command is enabled by default, but no need to be depending on that:

bind mouse1 +m1
alias +m1 "disguise 8 -2"
alias -m1 +attack

or many variations of this, using the time between pressing and depressing a 
key as a "wait".


>
> From: Emil Larsson 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 1 June 2012, 13:48
>Subject: Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 Update Released
> 
>
>Why not try it out to see if it's a problem?
>
>bind mouse1 "disguise 8 -2;wait;+attack"
>
>Make sure to enable the wait command first of course, as it's disabled by 
>default. But as lwf says, I believe there is a slight delay anyway (I can't 
>really check it out now :().
>
>
>On Fri, Jun 1, 2012 at 1:36 PM, lwf  wrote:
>
>> +20% damage bonus while undisguised
>>
>>Isn't this a bit too easily bypassed? A script should be able to drop
>>the disguise using the "disguise 8 -2" command and then attack in an
>>instant. The disguise will be dropped when attacking either way so
>>there would be no drawback.
>>
>>
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Re: [hlds] TF2 Server on Windows Server 2008

2012-05-26 Thread Mart-Jan Reeuwijk


and you then see internal or external IP?


>
> From: Scott Highland 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 26 May 2012, 4:18
>Subject: Re: [hlds] TF2 Server on Windows Server 2008
> 
>
>Don't think this is true actually, pretty sure I see any internet servers I 
>have hosting on my box/network whenever I pass through the LAN tab.
>
>
>On Fri, May 25, 2012 at 6:33 PM, Cc2iscooL  wrote:
>
>Correct me if I'm wrong but I think that it won't show up in the lan browser 
>unless sv_lan 1 is set. Only issue is then Internet clients cannot connect. 
>>On May 25, 2012 9:31 PM, "Mike Bohde"  wrote:
>>
>>I've added a startup map and removed the -ip command and now it works
>>>in LAN. It still isn't in view on the LAN tab. I can connect directly
>>>using the
>>>debug command menu. It is not accessible outside the local network.
>>>I've checked all my firewall settings and the router. Though my ISP
>>>denies blocking
>>>the server state that seems the be the only other variable.
>>>
>>>
>>>On Fri, May 25, 2012 at 11:50 AM, T Marler  wrote:
 Hi Mike,

 1) I recommend you do a -ip xx.xx.xx.xx in your init as rcon typically
 doesn't work properly unless you bind it to an ip, be it a public or 
 private
 ip

 2) Have you tried actually manually connecting via the command line? If you
 can connect, then it may be a broadcast issue of the server, not that it
 isn't accepting connections.


 BloodyIron


 - Original Message -
 From: Mike Bohde 
 Date: Friday, May 25, 2012 9:34 am
 Subject: [hlds] TF2 Server on Windows Server 2008
 To: hlds@list.valvesoftware.com

> I'm having issues getting my server seen from my LAN, I'll worry about
> internet accessibility later. Checked back into the archives
> back to
> 2010 and didn't see anything about this.
>
> I have installed the server with these the instructions found here.
> http://forums.srcds.com/viewtopic/5315
> One minor difference in my installation.
> Directory:  C:\Program Files (x86)\Valve\HLServer\tf2\
>
> I've added 3 incoming and outgoing firewall rules for the game.
> Rule 1  TCP  27014-27050 for local and remote
> Rule 2  UDP  27000-27030 for local and remote
> Rule 3  UDP  3478-4380 for local and remote
>
> I use a batch file to start the server:
> srcds.exe -console -game tf -hostport 27015 +maxplayers 24
>
> The ports have also been forwarded on my router as well (D-Link
> DIR-655)
> Host machine: Windows 2008 Server R2
> IP: 192.168.0.10
>
> Client machine: Windows 7
> IP: 192.168.0.3
>
> When I attempt to enter the server into the favorite on the game
> client and search for games it responds with "Server is not
> Responding". The address entered in the search is 192.168.0.10:27015.
>
> Any help getting this server to be accessible would be appreciated.
>
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Re: [hlds] TF2 srcds Failed to load Steam Service

2012-05-18 Thread Mart-Jan Reeuwijk

make a batch file to start the server, so you can auto import a .reg file to 
change it back to the right location b4 starting the server etc.

or start it under another user its hkcu...



>
> From: quigonjoe 
>To: hlds@list.valvesoftware.com 
>Sent: Friday, 18 May 2012, 9:34
>Subject: Re: [hlds] TF2 srcds Failed to load Steam Service
> 
>
>You're right, Process Explorer says it is using my client's version of the 
>DLLs.
>
>
>The culprit entry in the registry is:
>HKCU\Software\Valve\Steam\ActiveProcess\SteamClientDll
>
>
>When I delete that entry from the registry (and reboot), my server comes up 
>without the nasty dialogs.
>
>
>However, I noticed that if I start my Steam client, the entry returns to the 
>registry.
>
>
>Is there a way for my server and client to peacefully coexist?
>
>
>Thanks!
>From: Fletcher Dunn 
>To: "hlds@list.valvesoftware.com" 
>Subject: Re: [hlds] TF2 srcds Failed to load Steam Service
>
>Content-Type: text/plain; charset="us-ascii"
>
>This output:
>
>Failed to load Steam Service.
>ServiceStart: failed to start
>
>Is actually normal and not the problem.  (I know, it's weird and confusing.)
>
>It looks like your server is using Steam DLL's from somewhere else on your 
>computer, besides where you have installed on your server.
>
>Look for registry keys under HKCU\Software\Valve\Steam that might have a path, 
>and delete the keys and/or the old directories.
>
>You can also use Process Explorer to figure out which DLL it is loading.
>
>- Fletch
>
>From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]
> On Behalf Of quigonjoe
>Sent: Wednesday, May 16, 2012 6:48 PM
>To: hlds@list.valvesoftware.com
>Subject: Re: [hlds] TF2 srcds Failed to load Steam Service
>
>I do have Steam installed on it. Tried to update client, it is up to date.
>
>Tried verify_all command line switch on hldsupdatetool.
>
>Still receiving the same messages. 
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Re: [hlds] Steam Servers Offline?

2012-05-16 Thread Mart-Jan Reeuwijk
Don't forget that on that status page also comes the outage of that status 
page...so there will be a separate status page about the status page.
That status page will be hidden of course, nowhere linked to, or mentioned... 
oh, pretty much like it is now.

But I do agree that such should be a page accessible from the steam client 
browser and not in a forum, a option/link or w/e that is to a fixed page 
(separate box?) that gets updated with outages (planned or not), valve strikes, 
and other stuff interesting for steam users/server operators. Give it its own 
blog or w/e.



>
> From: Team BOOM! 
>To: 'Half-Life dedicated Win32 server mailing list' 
> 
>Sent: Thursday, 17 May 2012, 3:16
>Subject: Re: [hlds] Steam Servers Offline?
> 
>
> 
>LOL! You guys kill me! Sure would be nice
if a network as big as Steam could have a status page accessible where they
would post planned outage info other then in a general forum category we have
to search for. Not very well planned if you ask me.
> 
>Thanks for the info and the laughs…
>Mike
> 
>
>
> 
>From:hlds-boun...@list.valvesoftware.com [mailto: 
>hlds-boun...@list.valvesoftware.com ] On Behalf Of byteframe
>Sent: Wednesday, May 16, 2012 6:11
PM
>To: Half-Life dedicated Win32 server mailing list
>Subject: Re: [hlds] Steam Servers
Offline?
> 
>Maybe they're taking the
whole thing down in an effort to make the seal mask gift-wrappable.
>On Wed, May 16, 2012 at 9:09 PM, wickedplayer494 . 
wrote:
>+1 confirm.
> 
>On Wed, May 16, 2012 at 8:08 PM, byteframe 
wrote:
>Wanton debauchery.
> 
>On Wed, May 16, 2012 at 9:08 PM, Team BOOM! 
wrote:
>Anyone know what's going on with the Steam system?
>
>Mike
>
>
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-11 Thread Mart-Jan Reeuwijk
you had to do it, didn't you? sacrifice the ONE animal that spits...


>
> From: Jason 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 11 May 2012, 4:00
>Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released
> 
>
>/sacrifices a llamait's still down for us.
>
>
>On Thu, May 10, 2012 at 9:44 PM, DarthNinja  wrote:
>
>Pray and/or provide sacrificial offerings to the deity of your choice.
>>
>>
>>On Thu, May 10, 2012 at 9:41 PM, Jason  wrote:
>>
>>- Fixed a bug that sometimes prevented servers from reconnecting to the item 
>>server after dropping connection
>>> 
>>>Our servers have been rebooted multiple times, but load-outs (and trading) 
>>>are borked for my community.is valve still doing something?  Rebooting 
>>>the servers hasn't restored connection, so as a server owner, what can I do 
>>>other than wait?  Anything?
>>>
>>>
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-04 Thread Mart-Jan Reeuwijk
Ideal world? haven't you heard? We're on Earth Alpha version.


>
> From: hlds 
>To: hlds@list.valvesoftware.com 
>Sent: Friday, 4 May 2012, 2:59
>Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released
> 
>
>This.
>
>I assumed this was another useless spam message from another user
complaining about a breakage at the start. 
>
>We do not need to even begin to offer helpful advice to players and
end-users here. It should be a requirement that you're smart enough
to never ask a question that would necessitate this sort of answer
in the first place to even be on the mailing list, in an ideal
world. 
>
>
>Wait, check that; ideal world would have none of these end-users
even getting onto the list in the first place.
>
>
>On 5/3/2012 8:43 PM, Jesse Porter wrote: 
>Let's not get proactive in solving user issues otherwise they'll come to 
>expect it from this list.
>>
>>
>>On Thu, May 3, 2012 at 6:40 PM, Lance Waidzunas  wrote:
>>
>>Confirmed.  Unloading PVHUD stopped the crashing.  I'd imagine most custom 
>>hud makers should have things sorted in the next 24 hours.
>>>
>>>
>>>On Thu, May 3, 2012 at 7:37 PM, wickedplayer494 . 
>>> wrote:
>>>
>>>Before any end-users come rushing here saying hl2.exe is crashing 
>>>immediately upon startup, this is becoming a known problem with custom HUDs.

You'll need to run without one until either a fix is
  made by the HUD creator(s) or a hotfix is put out by
  Valve for clients only.

Keep in mind that HLDS is meant for server issues, and
  as such, you should be posting client issues on other
  forums of discussion.

(this was intended in case any end-users were to come
  rushing here saying their client is crashing)


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>>>
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>>>
>>
>>
>>
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Re: [hlds] Day of Defeat: Source low textures + cl_ragdoll_physics_enable bug

2012-05-03 Thread Mart-Jan Reeuwijk
yeap, contact steam support.


>
> From: wickedplayer494 . 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Wednesday, 2 May 2012, 21:57
>Subject: Re: [hlds] Day of Defeat: Source low textures + 
>cl_ragdoll_physics_enable bug
> 
>
>strass, your issue is unrelated to what we're talking about. Except for the 
>occasional end-user's input (me included), the list is meant for issues with 
>servers.
>
>Your best bet is to Google what's happening and post elsewhere other than HLDS.
>
>
>On Wed, May 2, 2012 at 2:53 PM, strass  wrote:
>
>well  i still cant get on steam to play my mw3 and its frustrating the hell 
>out of me what to do
>>
>>
>>
>>
>>
>>-Original Message-
>>From: spendenanmich 
>>To: Half-Life dedicated Win32 server mailing list 
>>
>>Sent: Wed, 2 May 2012 15:38
>>Subject: Re: [hlds] Day of Defeat: Source low textures + 
>>cl_ragdoll_physics_enable bug
>>
>>
>>Well, most people have no idea about servers. But we're discussing about the 
>>valves mailing list so let me say: i don't care about what most people do.
>>Whatever, the low textures are available in the menu and are still
bugged. I thought both shouldn't be that hard to fix - last but not
least just the developers can decide if they fix this.
>>
>>
>>Am 01.05.2012 10:54, schrieb RT: 
>>There's lots of things that people change without it being in Valve's menu 
>>system, because to the non-advanced user they might not make much sense (you 
>>could make the same argument for a bugged cl_showfps, as there's no "show FPS 
>>counter" in the menu).
>>>
>>>
>>>On Mon, Apr 30, 2012 at 2:16 PM, Drogen Viech  
>>>wrote:
>>>
>>>No offense but alot of people seem to forget that regular players
aren't supposed to set set cl_ragdoll_physics_enable to 0 -
  else valve
would've added a 'Disable dead bodies' option to their menus,
  right? I
know i sound kind of angry - sorry for that, i'm just trying
  to get a
point across really :(

2012/4/29 spendenanmich :

> Bullet holes are red on wooden textures if using low textures.
>
> Also there is a bug if using
  cl_ragdoll_physics_enable 0. Dead bodies will
> spawn in random position then.
>
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>>>
>>>
>>>-- 
>>>Regards,
>>>Alex
>>>
>>>
>>>
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Re: [hlds] Game hosting

2012-04-29 Thread Mart-Jan Reeuwijk

as the true meaning is lost in translation, I don't think we can assume either 
way.



>
> From: Admin 
>To: 'Half-Life dedicated Win32 server mailing list' 
> 
>Sent: Monday, 30 April 2012, 0:34
>Subject: Re: [hlds] Game hosting
> 
>I don't think you understood him Mike. He is asking (in my opinion) how he
>is supposed to exist on a legitimate level when others are running on an
>illegitimate level. You are making assumptions on very little knowladge.. 
>
>-Original Message-
>From: hlds-boun...@list.valvesoftware.com
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
>Sent: Monday, 30 April 2012 3:47 AM
>To: 'Half-Life dedicated Win32 server mailing list'
>Subject: Re: [hlds] Game hosting
>
>My Friends,
>
>We shouldn't even bother discussing this on the list. He's asking about
>using illegal software practices. He can go elsewhere to search for this
>information. This is an Official Valve server list. I can't believe you guys
>are even replying to him. All he wants to know is if he will get caught or
>sanctioned for being the catalyst to illegal software activity. Valve and
>the rest of us legit operators suffer when people like these work their
>magic. Please don't help him, it only hurts the people doing the right
>thing.
>
>Just my two cents.
>Mike
>
>-Original Message-
>From: hlds-boun...@list.valvesoftware.com
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
>Sent: Sunday, April 29, 2012 10:35 AM
>To: Half-Life dedicated Win32 server mailing list
>Subject: Re: [hlds] Game hosting
>
>That's what i think he means too. It's kind of hard to compete with legit
>version over the cheap pirated servers, especially on CS/CSS scene.
>
>-ics
>
>29.4.2012 20:27, Ravnox kirjoitti:
>> Secv74, if you are using Google translate or some such service to 
>> translate from Russian to English, it is doing a terrible job and it 
>> is very hard to understand what it is exactly that you are trying to 
>> achieve.
>>
>> If I understand correctly, you want to offer legit dedicated Source 
>> gaming servers that players can rent. However, you are worry that 
>> there is no market to offer such services because of the proliferation 
>> of illegal servers that allow unregistered copies of games to connect.
>> So, you are wondering if Valve are doing anything to shutdown or 
>> "fine" those servers operators. Is that it?
>>
>> --
>> Ravnox
>>
>>
>> Quoting Secv74 :
>>
>>> Cc2iscooL  gmail.com> writes:
>>>


 Neither Valve nor this mailing list will give you any support on 
 your pirated
>>> servers. Buy the game.
 On Sun, Apr 29, 2012 at 7:19 AM, Secv74  yandex.ru> 
 wrote:Hi We want to open your game hosting. But we are interested in 
 one question. Valve monitors that provide for hosting pirated css 
 server?
 In our region - Russia, a lot of customers pirated the game.
 Therefore, we would like to know whether or not they are prohibited.
 Many official hosting server we sell the old version of the game css 
 and cssv70 and have nothing for it did not. We are ready to compete, 
 but competition must be fair. Hence the question:
 1 Can a game server hosting is provided pirated css, l4d and other
 (ks16
 with the situation clear, but now with other games - no)
 2 If allowed, what sanctions can be imposed?
 ___
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>>>
>>>
>>> You do not understand the meaning, or simply through an interpreter 
>>> went bad.
>>> We want to rent only to steam servers, but there are many hosting 
>>> services in our country who are quietly selling pirated css server. 
>>> Therefore, the question is how do Valvel oversees the hosting, or you 
>>> can provide years of pirate server and we do not?
>>
>>
>>
>>
>>
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Re: [hlds] Counter Strike Dedicated server problem

2012-04-15 Thread Mart-Jan Reeuwijk
Don't forget the incredible lag of several days...


>
> From: hlds 
>To: hlds@list.valvesoftware.com 
>Sent: Saturday, 14 April 2012, 22:22
>Subject: Re: [hlds] Counter Strike Dedicated server problem
> 
>
>What?
>
>I recommend checking your oil levels first, but I think from the
sounds of it that it just might be a tripped circuit breaker. Have
you tried replacing the Giraffe spindle yet? I've heard those fail
at around 13,500 AU's and your setup looks decidedly more worn than
that.
>
>
>
>On 4/14/2012 11:23 AM, Debasis Rath wrote: 
>Hello again,
>>Sorry for my late reply, but I have tried everything possible
  without sucess in hosting in steam.
>>
>>Thank you.
>>
>>
>>
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Re: [hlds] Workaround to a update being blocked

2012-03-31 Thread Mart-Jan Reeuwijk
its a lonely place on the windows list, lol

but no, afaik is valve rotating IP's too much to keep a "fixed" allow list or 
w/e. 

if I remember correctly on the linux list there was some time (3-9 months) ago 
mentioned some script that needed regular running to update that IP list or w/e.




>
> From: pilger 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Saturday, 31 March 2012, 22:25
>Subject: Re: [hlds] Workaround to a update being blocked
> 
>
>Anybody!?
>
>
>On 30 March 2012 00:50, pilger  wrote:
>
>Hey guys, 
>>
>>
>>My datacenter was being targeted by some aggressive assaults lately and 
>>decided to implemment a rather restrictive firewall that requires our 
>>operator to manually whitelist the valve servers everytime there's an update. 
>>
>>Is there a list of the update servers addresses avaliable somewhere!? So we 
>>can add them all at once?
>>
>>Cause the system went back to manual updates for the past few weeks and that 
>>makes the proccess very laborious and slow.
>>
>>
>>Thanks in advance!
>>
>>_pilger
>>
>>
>
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Re: [hlds] Fix for server whitelist issues?

2012-03-28 Thread Mart-Jan Reeuwijk
that problem is between that server and ANY other server not only with 1 
other server.


>
> From: Ross Bemrose 
>To: Half-Life Linux dedicated server mailing list 
>; Half-Life Windows dedicated server 
>mailing  
>Sent: Wednesday, 28 March 2012, 17:22
>Subject: [hlds] Fix for server whitelist issues?
> 
>I hate to bring up an old issue, but I just had some guys in my community 
>complaining to me about this:
>
>Is there ever going to be a fix for the pure_server_whitelist.txt file not 
>being respected by clients when they change servers?  It seems like the game 
>clients only respect the first pure_server_whitelist they're sent until the 
>game is shut down.
>
>I'm only saying this because I'm getting tired of telling people in my 
>community that they have to completely shut down TF2 when switching between 
>normal servers and Vs. Saxton Hale servers.  I only control one of these two 
>servers... I have no direct control over the whitelist on the other server, so 
>I can't even make sure they match.
>
>
>
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-03-23 Thread Mart-Jan Reeuwijk
They did, its just bugged



>
> From: Rob Liu 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 23 March 2012, 2:30
>Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released
> 
>
>Is it possible for Valve to come up with something that will make the server 
>automatically update?
>
>
>On Fri, Mar 23, 2012 at 2:22 PM, Ryan Stecker  wrote:
>
>Generally takes around an hour for my servers. Got lucky with a 40 min wait 
>this time. Nothing out of the ordinary to report about that.
>>
>>
>>On Thu, Mar 22, 2012 at 8:12 PM, Emil Larsson  wrote:
>>
>>Take it easy. People can afford to go a little offtopic now and then, well 
>>it's technically questions related to the update! Surprisingly the wiki was 
>>fairly quick this time too: http://wiki.teamfortress.com/wiki/Strange_Part
>>>
>>>Either way for something more relevant to server administrating, anyone else 
>>>having trouble updating?
>>>
>>>
>>>
>>>On Fri, Mar 23, 2012 at 2:01 AM, Tontsadj  wrote:
>>>
>>>Im still surprised how stupid people in this mailing list are. This is not 
>>>for talking. If you want to know about strange parts how about waiting 30 
>>>minutes and check the wiki. This will be my first and final message in this 
>>>mailing list.

23.3.2012 2:58, Jose C. Cacho kirjoitti: 
So does anyone know what this Strange Parts business is about?
>
>
>On Thu, Mar 22, 2012 at 8:44 PM, Cameron Lefcourt 
> wrote:
>
>I want to know about these strange parts :P
>>
>>
>>
>>
>>Date: Thu, 22 Mar 2012 20:43:01 -0400
>>From: sinistersn...@gmail.com
>>To: hlds@list.valvesoftware.com
>>Subject: Re: [hlds] Mandatory Team Fortress 2 Update
Released 
>>
>>
>>before anyone asks:  Lokalisointitiedostot päivitetty means "updated 
>>localisation files" 
>>
>> 
>>On Thu, Mar 22, 2012 at 8:30 PM, Eric Smith  
>>wrote:
>>
>>We've released a mandatory update to Team Fortress 2. The notes for the 
>>update are below.
>>>
>>>-Eric
>>>
>>>--
>>>
>>>Team Fortress 2
>>>- Added The Waxy Wayfinder
>>>- Added a new promotional item
>>>- Added Strange Parts that can be used to
  upgrade existing Strange-quality weapons
>>>- Updated The Cozy Camper to allow it to be
  used in Medieval Mode
>>>- Double-clicking on a tool in the backpack
  view will now use that tool
>>>- Fixed a bug that would sometimes cause
  weapons dropped after death to render with
  incorrect skins
>>>- Fixed a bug that would sometimes cause The
  Manmelter to display incorrect kill icons
>>>- Fixed a bug that would cause certain in-game
  notification sounds to play even if
  "cl_notifications_show_ingame" was false
>>>- Fixed a bug that would cause chat-text
  strange weapon rank up notifications to
  sometimes display player names as "unknown"
>>>- Increased Steam Workshop item description to
  8000 characters
>>>- Updated arena_ravine
>>>   - Minor visual and performance improvements
>>>- Updated cp_well
>>>   - Performance improvements
>>>- Lokalisointitiedostot päivitetty
>>>
>>>
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>>>
>>
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>>>
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Re: [hlds] User Has Lost Connection To Steam

2012-03-22 Thread Mart-Jan Reeuwijk
If steam client is installed, it uses libraries of it instead of the server's 
(those are registered to the registry etc).

So if you have windows server with steam installed, you will have to keep that 
steam installation up to date, or you end up with problems. 

there is no NEED to have steam installed on a SRCDS server, but its not 
"forbidden" or w/e... just keep it up to date or uninstall it.



>
> From: ics 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 22 March 2012, 19:20
>Subject: Re: [hlds] User Has Lost Connection To Steam
> 
>
>...unless it's like that on windows. Just noticed that this is win list, not 
>linux.
>
>-ics
>
>
>22.3.2012 20:19, ics kirjoitti: 
>Never heard of such thing. In my experience, steam client is used only on 
>updating the server, not actively to run a server. The server handles all the 
>connections to VAC and Steam master servers.
>>
>>-ics
>>
>>22.3.2012 20:15, Team BOOM! kirjoitti: 
>> 
>>>Leandro, one of the things that causes this is by having a Steam Client on 
>>>the box that is out-of-date. If this is the case, either delete the Steam 
>>>client from the box or make sure it’s up to date by starting it every so 
>>>often. Doing this fixed your issue for most people.
>>> 
>>>Good Luck!
>>>Mike
>>> 
>>>
>>>
>>> 
>>>From:hlds-boun...@list.valvesoftware.com 
>>>[mailto:hlds-boun...@list.valvesoftware.com ] On Behalf Of Leandro Matricardi
>>>Sent: Thursday, March 22, 2012 11:01 AM
>>>To: Half-Life dedicated Win32 server mailing list
>>>Subject: Re: [hlds] User Has Lost Connection To Steam
>>> 
>>>I have also noticed this problem, my server loses connection to 
>>>the master server.  after 10 minutes turns to reconnect 
From non-steam game funny thing happens, the servers lose vac secure 
mode. (all servers) 
>>> 
>>>
>>>
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Re: [hlds] 100 TICK SERVERS

2012-03-22 Thread Mart-Jan Reeuwijk
2 mbit = metric, so 2.000.000 bit / 10 for noise = 200.000 byte/s / 24 = bit 
above 8000 bytes/s per player


With 20/30/8000, its not much interest to play on it. way better servers 
around. 


16 player would be 12k rate max

with full rate etc, you can have 4 players on the server:

66/66/6 x4 = 240.000 byte/s


24 player x 6 = 1.440.000 byte/s = 15 mbit upload for 1 server, excluding 
other upload (replay, rcon, steam, spray's, etc, etc). 
32 player x 6 = 1.920.000 byte/s = 19 mbit '  '   ' 

Download ofc at least the same...


>
> From: lwf 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 22 March 2012, 14:15
>Subject: Re: [hlds] 100 TICK SERVERS
> 
>Adjust sv_maxrate (max byte/s sent to individual clients) to minimize
>the ill effects when the server would otherwise have used too much
>bandwidth. For example:
>
>2 Mbit/s = 25 byte/s
>25 byte/s / 24 players ≈ max 10400 byte/s per player
>
>"sv_maxrate 10400"; minimize the risk of packet loss by instead
>introducing choke when packet loss otherwise could have occurred.
>Choke isn't desirable if you can avoid it but should beat packet loss.
>
>With sv_maxrate 10400 you would be playing it very safe but you would
>probably want to experiment with higher values. That will allow more
>players and action in a area without choke, but risk loss when too
>many (how many that is depends on how high you set it) players are in
>the area. Unfortunately I don't think there's any setting to limit
>bandwidth usage on the server as a whole rather then per player which
>would have been ideal for your situation. Perhaps there's a plugin
>that can adjust sv_maxrate dynamically.
>
>I also recommend you lock the updaterate to the default 20 (using
>"sv_maxupdaterate 20") since higher performance configs (that the user
>may have) will attempt to use a lot more bandwidth. I'm assuming you
>have at least as much bandwidth downstream so that should not be a
>problem. If you find yourself thinking about lowering sv_maxupdaterate
>below 20 to have the server run well then you know it's time to give
>up.
>
>On Thu, Mar 22, 2012 at 02:40, Albert Davis  wrote:
>> For now yes, I have a 2mbps upload which should be plenty
>>
>> On Wed, Mar 21, 2012 at 9:34 PM, hlds  wrote:
>>>
>>> You could run maybe two, but when full $20 says they both lag like hell.
>>>
>>> Also, I really do hope you don't think you're going to do this on a home
>>> internet connection.
>>>
>>>
>>>
>>> On 3/21/2012 8:51 PM, Albert Davis wrote:
>>>
>>> This CPU
>>>
>>> http://www.newegg.com/Product/Product.aspx?Item=N82E16819103957
>>>
>>> On Wed, Mar 21, 2012 at 8:15 PM, Cc2iscooL  wrote:

 You might need to be a bit more specific on the "AMD Dual Core".


 On Wed, Mar 21, 2012 at 8:13 PM, Albert Davis 
 wrote:
>
> I have a question on a dedicated server, I am currently running 2 TF2 24
> slot servers on an AMD Dual Core with 4GB of memory. How many servers 
> could
> I technically run on this setup?
>
> On Sat, Mar 3, 2012 at 8:48 AM, admin  wrote:
>>
>> -tickrate 66 +fps_max 600 is all you need to use with SRCDS Frequency
>> Booster I attempted 100tick 1000fps 2 months ago with Turbine ya it was
>> smooth but didn't really matter having a 32 person 100tick 1000fps 
>> windows
>> server to use rest of resources on a westmere processor took 23% of cpu 
>> and
>> when playing in there i noticed that unless each user is using scripts to
>> boost there client its useless So i reduced to 600 and said it was 
>> 1000fps
>> and no one noticed.
>>
>> if you cannot compile or make a frequency booster for windows you may
>> post on my forums and I'll help if you still wish to attempt 100tick 
>> 1000fps
>>
>> www.wonkagaming.com
>>
>> --
>> This communication is for use by the intended recipient and contains
>> information that may be Privileged, confidential or copyrighted under
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Re: [hlds] New feature in TF2 Beta dedicated server update

2012-03-16 Thread Mart-Jan Reeuwijk
I love that idea.

Special weapon: the Weapon Of Mass Destruction:
+ Does 25% extra damage to people you have blocked
+ gives 10 more health.
- does 10% less damage to other people.

I'd buy it. 



>
> From: Alex Ogier 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 16 March 2012, 9:07
>Subject: Re: [hlds] New feature in TF2 Beta dedicated server update
> 
>That gives me an idea: make a plugin that gives you extra damage and
>powers vs. players you have blocked. Then see how toxic and alienated
>your community can become.
>
>-Alex Ogier
>
>
>
>On Fri, Mar 16, 2012 at 1:04 AM, Emil Larsson  wrote:
>> Then again, "sv_steamblockingcheck 1" might be useful for plugin authors to
>> hook in custom behavior depending on what users is blocking each other. :)
>>
>> On Fri, Mar 16, 2012 at 9:00 AM, Emil Larsson  wrote:
>>>
>>> I suspect this feature is more useful for any loosely adminstrated servers
>>> (Offical Valve servers), so in that regard it's good.
>>>
>>> For us who activly admins the servers though, it seems pointless, or at
>>> best... a poor substition for a proper ban system. And a bit dangerous to
>>> add, I seen users dislike each other over the most petty reasons in our
>>> community leading to blocks, yet not causing any trouble on the servers
>>> themselves to deserve to be blocked/banned. Although I agree that chat and
>>> voice from blocked users should be automatically muted ingame, although
>>> that's a feature that should be added clientside. ;)
>>>
>>> On Fri, Mar 16, 2012 at 1:18 AM, Rich Kaethler 
>>> wrote:

 We have added support for Steam community blocking in the dedicated
 server. This functionality is in testing and is controlled by convar ( off
 by default ). If the convar is enabled, every new player at connect time (
 once authenticated ) will be tested against the block list of every player
 already authenticated on the server. If any of the players on the server
 have blocked this player, the dedicated server is notified, and that new
 player may be kicked from the server depending on the convar settings.

 It is assumed that the most popular setting will take advantage of steam
 groups. To do this, use the new  “sv_steamgroup” convar to set the group
 that your server belongs to, and set “sv_steamblockingcheck” to 2. With 
 this
 setting only members of the group that “owns” the server may deny other
 players access to the server. If a group has been selected and
 “sv_steamblockingcheck” is set to 1, the console text will distinguish a 
 new
 player that is blocked by a clan member vs a non-clan member.



 Here are the details of the options:



 sv_steamblockingcheck

 1 = print results to console only

 2 = kick the new player from the server if anyone already on the server
 who is a member of the associated clan has blocked the new player

 3 = kick the new player from the server if anyone already on the server
 has blocked the new player

 4 = kick the new player from the server if anyone already on the server
 has blocked the new player or the new player has blocked any existing 
 player
 on the server



 sv_steamgroup

 Set this convar to the group ID of the group that this server belongs to.
 You can find your group’s ID on the admin profile page in the steam
 community.



 Please send feedback about blocking in dedicated servers directly to me.




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>>>
>>
>>
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-16 Thread Mart-Jan Reeuwijk
I had the localization update in my mail :)



>
> From: "gamead...@127001.org" 
>To: 'Half-Life dedicated Win32 server mailing list' 
> 
>Sent: Friday, 17 February 2012, 3:02
>Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released
> 
>
>Agreed.  Frankly this is just typical of the shoddy updates Valve have been 
>putting out recently.  Disgraceful :/
> 
>:P (safety smiley void prohibited)
> 
>From:hlds-boun...@list.valvesoftware.com 
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
>Sent: 17 February 2012 01:56
>To: Half-Life dedicated Win32 server mailing list
>Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released
> 
>Where's the Localization files?!
>On Thu, Feb 16, 2012 at 8:49 PM, Eric Smith  wrote:
>We've released a mandatory update to Team Fortress 2. The notes for the update 
>are below.
>
>-Eric
>
>--
>
>Source Engine Changes (TF2, DoD:S, HL2:DM)
>- Fixed a client crash related to dynamic model loading
>- Fixed dedicated server not receiving restart requests when updates are 
>released
>
>Team Fortress 2
>- Fixed playing incorrect sounds for The Overdose
>- Fixed a broken Engineer animation for The Pomson 6000
>- Fixed Steam inventory/trading not showing the correct item level for some 
>items
>- Fixed Steam inventory/trading sort order not matching the in-game backpack
>- Fixed the new styles for The Brown Bomber not using team colors
>- Fixed some clipping issues with the Warrior's Spirit
>- Updated pl_hoodoo_final
>   - Removed door frame collision to resolve bots getting stuck in the cave 
>during stage 2
>
>
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Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

2012-02-16 Thread Mart-Jan Reeuwijk

THATwill be awesomesauce.



>
> From: Eric Smith 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Friday, 17 February 2012, 0:39
>Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update
> 
>
> 
>We’re releasing a fix later today and will hopefully address most of the 
>simultaneous client crashes that have been happening lately.
> 
>-Eric
> 
> 
>From:hlds-boun...@list.valvesoftware.com 
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
>Sent: Thursday, February 16, 2012 3:37 PM
>To: Half-Life dedicated Win32 server mailing list
>Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update
> 
>He already stated towards that they are looking into bugs now rather than 
>Steam issues related to connectivity. Those people left your server, one way 
>or another. Crash is very likely and it looks the same as i saw week ago. Each 
>client at the server crashed one at a time and then most of them came back 
>after they got their game back running.
>
>-ics
>
>17.2.2012 1:32, Russell Smith kirjoitti: 
>Just had 15 players crash simultaneously on one of my servers.
>
>We had Fletcher's attention on the steam auth disconnects, but has anyone at 
>Valve commented on these client crashes?  If there's anything we can do to 
>help find the cause then please let us know.
>
>On 02/16/2012 01:42 AM, Team BOOM! wrote: 
>At least my suspicions are confirmed I mean. Man, I can’t type these days. 
>Sorry.
> 
>
>
>
>
>
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Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

2012-02-15 Thread Mart-Jan Reeuwijk
As for the crashes, meh, its getting so old that.  As it is now running so 
long, they should be able to do a graph of the average crashes of tf2 per day 
vs the updates they did, and correlate the updates vs the crashes, and which 
parts they changed with them to find the "features". There is at least a year 
of data in there. Of course the deviation for other bugs that where addressed 
in that will have to be calculated in.
For the item servers, I guess steam trading in-game hammers them even more. ppl 
retrying and retrying etc. 



>
> From: Team BOOM! 
>To: 'Half-Life dedicated Win32 server mailing list' 
> 
>Sent: Thursday, 16 February 2012, 1:10
>Subject: [hlds] HL2 Client Crashes in TF2 Since Last Update
> 
>
> 
>Players in our community are porting an significant
increase in “HL2.exe” crashes since the last update. I’ve
personally had 3 crashes  in the past 25 minutes while playing TF2. I’ve
also noticed the item servers have been down more. I’m not sure if the
two are related. Anyone else seeing this or have any thoughts on the matter?
> 
>Thanks,
>Mike
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Re: [hlds] Localization file mumbo jumbo

2012-02-15 Thread Mart-Jan Reeuwijk
It was also MUCH faster, I hear on a lot of trade servers that also do events 
that its becoming impossible to do (bigger) events on them, due the huge time 
it will takes to gather the bets from all participants by the admins. With the 
old trade system that was done in under 20 seconds per participant, and with 
the current that is often over 2 minutes per participant. With a crowd of 30 
people on the server it takes an hour to gather up, not to speak about the 
admin then having to swap so many times to the steam overlay that by the time 
he's ready, he's crashed and that he cant keep count well that slow (players 
move about, drop off server, etc). 

In combination with the steam trading failing a lot, this will be the end for 
event-servers. 

With the old trade system, admins pressed ESC, could handle the crowd while the 
particpant was looking for the items, and stuff went way faster. Also, in-game 
trade at least worked. 



>
> From: Valentin G. 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Wednesday, 15 February 2012, 20:22
>Subject: Re: [hlds] Localization file mumbo jumbo
> 
>Same here. I have yet to complete a stable steam trade. TF2 trading
>was flawless for the most part.
>
>On Wed, Feb 15, 2012 at 7:58 PM, ics  wrote:
>> Atleast it feels sluggish, the ingame one was faster but i assume they will
>> rewrite the whole frontend eventually. Atleast it lacks features that could
>> be usefull to show.
>>
>> -ics
>>
>> 15.2.2012 20:51, Jesse Porter kirjoitti:
>>
>> Allegedly it closes some item dup exploits. Dunno about the stability,
>> though.
>>
>> On Wed, Feb 15, 2012 at 11:43 AM, Sebastian Iskra 
>> wrote:
>>>
>>> Why is all trading in-game now done with the more glitchy, more
>>> unstable, more annoying version of the steam trading window. I can't
>>> get ANY trading done because the window keeps crashing on me. Anyone
>>> else having issues with this?
>>>
>>
>>
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Re: [hlds] Localization file mumbo jumbo

2012-02-15 Thread Mart-Jan Reeuwijk


Clean your steam install (exit steam, delete all but the "steamapps" folder and 
"steam.exe" file, start steam.exe, login etc), deal once more with the green 
"there is now a trading blah", and it will be over.

if you want to keep your favorites & play history, save the file: 
.\steam\userdata\xxx\7\remote\serverbrowser_hist.vdf
where xxx = random numbers per account.



For trading, indeed, need to be able to match the order from the backpack 
rather then Item ID, to prevent trading the wrong items.

But still, rather had the "old" in-game trading, for if the steam trading was 
down or just doesn't work (black screen, timeout, w/e), you had at least 
something that WORKED (and fast). Steam trading fails on me more then half the 
times. Also, Steam trading should give more info about the items, for instance 
its often hard to see if a item is painted with Team Spirit or some other team 
color, or for example white and 216-xx-216 w/e. Also, if your negating and 
dragging a bunch of items, often after couple minutes been busy, the trade just 
times out.

And I hate to have the steam overlay enabled to trade in-game :S I had that 
off. 

The inventory advanced search has options for untradable items, but not for 
uncraftable, those advanced search options would be served as well in the trade 
window, as well as a clear marking (by color) for uncraftable's.



>
> From: Noel 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Wednesday, 15 February 2012, 21:35
>Subject: Re: [hlds] Localization file mumbo jumbo
> 
>
>Frankly I'd settle for not getting that spammy green "There is now a trading 
>system!" message at the top of every private message I open with any of my 
>Steam friends, regardless of how many times I click 'x' to close it.
>
>
>I don't want to use the trading system, I could give a fuck about it, does 
>that mean I am stuck with that notification for eternity?  Obviously this is 
>an extremely minor foible but I think this and other issues indicate a certain 
>(low) level of polish on the current implementation of the trading system.
>
>
>tl;dr  It's 'not done' and that's that.
>
>
>On Wed, Feb 15, 2012 at 12:30 PM, Lyrai  wrote:
>
>The main thing I want out of Steam Trading is being able to organize things 
>like they are in your backpack, rather than sorted by when you got them.
>>
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-14 Thread Mart-Jan Reeuwijk
Aww, next time: deleted the localization files.


>
> From: Jethro Seabridge 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Wednesday, 15 February 2012, 1:05
>Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released
> 
>
>It's part of the running joke. One was updated the localization files in 
>german, one was "Didn't update the localization files" and one was 
>"Undocumented changes: Updated the localization files."
>
>
>On Tue, Feb 14, 2012 at 11:59 PM, Crazed Gunman  
>wrote:
>
>I've seen some people email while drunk, but never seen that. I'm assuming it 
>was a mistake or a something that was localized for Cyrillic and got buggered 
>in somehow.
>>
>>On 2/14/2012 5:58 PM, Clay Hansen wrote: 
>>Hcqngrq gur ybpnyvmngvba svyrf? Uhh... 
>>>
>>>
>>>On Tue, Feb 14, 2012 at 6:52 PM, Eric Smith  wrote:
>>>
>>>We've released a mandatory update to Team Fortress 2. The notes for the 
>>>update are below.

-Eric

--

Team Fortress 2
- Added Something Special For Someone Special
- Added The Snapped Pupil
- Added a new promo item
- Updated the Heavy's sandvich so it will only resupply ammo
if the owner picks it up after dropping it. This means the
only way to gain health from the sandvich is by eating it.
- Fixed the Red/Blue team skins not working on the Bonk Boy
with the new styles
- Updated the in-game trading system to use the Steam
trading menus
- Updated these items so they can be traded and crafted:
  - The Warsworn Helmet
  - The Bolgan
  - The Bolgan Family Crest
  - The Merc Medal
  - The Battle Bob
  - The Bushman's Boonie
- Updated cp_gravelpit
  - Fixed z-fighting on the fan in the Red spawn building
  - Fixed Red Engineers building inside their spawn room
- Hcqngrq gur ybpnyvmngvba svyrf

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>>>
>>>
>>>
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Re: [hlds] Item server, Steam Community, etc... down

2012-02-12 Thread Mart-Jan Reeuwijk
http://store.steampowered.com/stats/

It really comes over like a minimum of servers is set up with maximum load on 
them, and when one breaks, its just over for that part of steam. No fail safe, 
no redundancy or w/e.

Watch out for the wires while running to the server room, one of them might be 
that single one connected glass-fiber to the outside world.


>
> From: Whisperity 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 12 February 2012, 20:13
>Subject: Re: [hlds] Item server, Steam Community, etc... down
> 
>
>I can second and confirm this. The Steam Community being down also includes 
>the Friends network of the client. Steam shows "NO CONNECTION" and we are 
>offline.
>
>
>2012/2/12 Ross Bemrose 
>
>I assume someone at Valve knows about this already, but the following are all 
>down at the moment:
>>TF2 Item Server
>>Steam Cloud
>>Steam Community Site (it's currently throwing Error 503 Service Unavailable)
>>Steam Community Forum was down, but appears to be back up now.
>>
>>The Steam Downtime Announcements thread on SPUF says nothing about a
current outage.
>>http://forums.steampowered.com/forums/showthread.php?t=784745
>>
>>
>>
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Re: [hlds] Dealing with persistent cheaters

2012-02-07 Thread Mart-Jan Reeuwijk
Been thinking bout these:

If having a stats system (http://www.hlxce.com/ for example) that one only 
allows access to a bunch of servers if they have at least an xx amount of time 
on the system. The remainder of server(s) can then be heavily loaded with SMAC 
and other anticheat.

The other being that only accounts created before a certain date are allowed. 
For later players, make it some "request for access" thread on the community 
forum or w/e.


Another that its required that having at least 1 paid game on the account must 
be there (so anything, excluding the F2P games and free weekend games) to be 
playing on the server. 




>
> From: E. Olsen 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Tuesday, 7 February 2012, 12:40
>Subject: Re: [hlds] Dealing with persistent cheaters
> 
>
>I would honestly just like to hear why there does not seem to be any limit on 
>new accounts these clowns can create. When F2P was announced, all the server 
>operators voiced their concerns about this very issue, and we were assured 
>that there were already mechanisms in place to prevent abuse. I've had one 
>player that is on his 11th or 12th account now, and he creates them to be able 
>to sexually harass some of our female players (some really vile stuff). He has 
>it down to a science now, in that he can get banned, and be back on the server 
>with a new account in under 5 minutes.
>
>IP bans don't work, since he has a dynamic IP, and I can't exactly shut out 
>his whole geographic region by banning the whole IP range either.
>
>I'm not sure what the solution would be, but it doesn't seem like Valve is 
>very concerned about it (?)
>
>
>On Mon, Feb 6, 2012 at 11:13 PM, Rob Liu  wrote:
>
>Install those kicking free to play account plugin would sort of solve the 
>problem.  But that means all the legit free to play players can't access to 
>your server.
>>Would be nice to hear what's Valve's take on this issue.
>>
>>
>>On Sat, Feb 4, 2012 at 5:46 AM, Ken Bateman  wrote:
>>
>>On 2/2/2012 12:12 PM, Lance Waidzunas wrote:
>>>
>>>Is that plugin made available to other server admins, Tom?  I'd love to 
>>>install that on our servers.

>>>
It's not 100% done and polished, but it's working fine.  You can get the 
current source at 
https://bitbucket.org/novadenizen/antinamehack/src/9c99ad06b5d1/antinamehack.sp
>>>
>>>-Ken
>>>
>>>
>>>
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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Mart-Jan Reeuwijk
I tho one was on SM already.

http://forums.alliedmods.net/showthread.php?p=1504588

yeap, prolly some others as well.

 



>
> From: Lance Waidzunas 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 2 February 2012, 18:12
>Subject: Re: [hlds] Dealing with persistent cheaters
> 
>
>Is that plugin made available to other server admins, Tom?  I'd love to 
>install that on our servers.
>
>
>On Thu, Feb 2, 2012 at 11:10 AM, Tom Weir  wrote:
>
>One of our server admins wrote a sm plugin that counts name changes per player 
>over a short period of time. If they exceed a threshold, they’re kicked 
>automatically.
>> 
>>Also, sourcemod’s sm_who is very helpful for determining who to kick/ban, as 
>>it will give you a unique number per player, rather than trying to use their 
>>name to ban.
>> 
>>From:hlds-boun...@list.valvesoftware.com 
>>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lance Waidzunas
>>Sent: Thursday, February 02, 2012 9:04 AM
>>
>>To: Half-Life dedicated Win32 server mailing list
>>
>>Subject: Re: [hlds] Dealing with persistent cheaters
>> 
>>Sorry to chime in late, and if this has already been brought up, I 
>>apologize...
>> 
>>But is there anyway Valve could implement a minimum time between name 
>>changes?  I could care less about the hackers and what not, but it's kind of 
>>a pain in the butt when you're trying to ban someone quickly in server and 
>>their name keeps changing.  My admins and myself are usually playing when 
>>these idiots drop by the eXtv servers and it'd be great if there was even 
>>like 5-10 second minimum between name changes so we have a moment to pop a 
>>ban in and carry on w/ the game. 
>> 
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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Mart-Jan Reeuwijk
Well, here you go:


http://www.youtube.com/watch?v=mD7Fi7xC-gg

They dont even care bout VAC anymore, for that takes couple weeks, couple weeks 
they can cheat around, and then take a new one.


And I think its more appropriate to fork the topic with its own thread about 
DDOS attacks etc. 




>
> From: Chad Hedstrom 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Thursday, 2 February 2012, 0:13
>Subject: Re: [hlds] Dealing with persistent cheaters
> 
>Note to gameserver coders: it would be great to have some sort of
>rudimentary DDoS protection, i.e. gameserver level firewall that says
>"ignore packets from IPs X, Y, Z.
>
>I've been dealing with a very persistent DDoS attack on my BF3 servers
>recently (he has it set on a nightly timer!) and we almost had to
>switch to a virtual managed server to take advantage of Windows
>Server's more advanced firewall options - at $180 a month. A huge
>shout out to John at NFO for helping me with this. The DDoS attacks
>wouldn't crash the server, but it would cause the server to drop all
>the players.
>
>Long story short, DDoS tools are becoming more of a problem and easier
>to find (LOIC anybody?) and it would be nice to have some rudimentary
>protection built in, if only so that the plugin community can expand
>upon it. Maybe something to think about for CS:GO and HL3DM? ;)
>
>On Sun, Jan 29, 2012 at 3:18 PM, Connor M.  wrote:
>> Just hope that they don't go deep into illegal territory and (D)DoS your
>> servers. If they happen to do so, get a hold of your host/ISP (if you're
>> running a server that you built/bought and are not using a host) and explain
>> what happened as some programs that do such things can produce EXTREME
>> amounts of bandwidth which can net you with a $15K bill (like someone on
>> Facepunch experienced, didn't see the thread myself because there's too much
>> traffic all the time). Then, look up the IP so that you can get a hold of
>> local authorities and their ISP and tell them that they're doing illegal
>> things. Hope for the best, and rest feeling good that you got rid of another
>> skid.
>
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