Re: [hlds] replay and sourcetv

2011-05-12 Thread MjrNuT
Don't you need -tvmasteronly in the command line?




On Thu, May 12, 2011 at 4:33 PM, steve grout  wrote:

> ok, we're having issues getting replay and sourcetv to run side by side on
> windows.  We can get it working on our linux box though withought problems.
>  I've posted on the forums under the relevant thread however im not sure how
> many of you guys frequent them so posted here to get a better response
> (hopefully) :D
>
> here's the command line in windows
>
> c:\UserFiles\user\GameServers\TC348018116743178466
> 78316\orangebox\srcds.exe -console -game tf +ip xx.xx.xx.xx -port 27015
> +maxplayers 19 +exec server.cfg +tv_enable 1 +tv_port 27025 +tv_maxclients
> 20 -tickrate 66 -replayserverdir match4 -replay_port 27041 +map ctf_2fort
>
> here's the config
>
> replay_enable 1
> replay_record 1
> replay_fileserver_offload_enable 1
> replay_fileserver_offload_hostname "www.ourhost.eu"
> replay_fileserver_offload_login "username"
> replay_fileserver_offload_maxuploads 24
> replay_fileserver_offload_password "password"
> replay_fileserver_offload_protocol "ftp"
> replay_fileserver_offload_port "21"
> replay_fileserver_offload_remotepath ""
> replay_fileserver_path "/tf2/replays"
> replay_fileserver_port 80
> replay_fileserver_protocol "http"
> replay_port 27041
>
> the server comes up but when a few people join it then crashes. I was just
> testing it with someone so there were 2 of us on and it was fine until he
> shot a rocket, then it crashed.
>
> the command line in linux is
>
> ./srcds_run -game tf -norestart -ip xx.xx.xx.xx -port 27019 -maxplayers 18
> +tv_port 27029
>
> yeah there are differences in the cmd lines but the linux servers configs
> are built from indiviual files through symlinking.
>
> we did alter the windows command line to be
>
> c:\UserFiles\user\GameServers\TC348018116743178466
> 78316\orangebox\srcds.exe -console -game tf +ip xx.xx.xx.xx -port 27015
> +maxplayers 19 +exec server.cfg +tv_port 27025 +tv_maxclients 20 -tickrate
> 66 +map ctf_2fort
>
> still to no avail.
>
>
>
>
>
>
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Re: [hlds] Normal srcds FPS Behavior?

2010-11-11 Thread MjrNuT
ohnoes --

I've been using NFOs VDS solution since Feb. 2010.  Started out on the 1
core also, which is dedicated 1 CPU and 1GB RAM.

Windows 2003 x64

1x24 slot TF2 w/ STV (SM + ~40 plugins total)
1x16 slot TF2 w/STV for match.
TCadmin
IIS
FileZilla
srcdsboost
512 fps

All ran fine given the resources, whiched peaked the RAM (average) 700 MB.
Typically only turned on match server when needed.  Regular OS restarts
(1-2x/week).  I found those similar fps drops you are seeing and it was
mostly attributed to STV.  I actually believe there was some change in the
netcode attributing to this or at least contributing in a Xen/VDS
environment.  For my clan and it's usage...this effect was imperceptible.

We have since moved to the 2 core plan in June and are able to add a Killing
Floor and another TF2 server as the only changes.

While the VDS is dedicated resources, I still would never expect it to
equally run close to an actual Dedicated Solution, but it's pretty darn
close.  It is quite possible you've run into a runt situation though and
from the thread on NFO's site, the support is positive in my opinion.

Hope you still share your results/findings/ec.

Regards,

MjrNuT


On Wed, Nov 10, 2010 at 5:48 PM, wrote:

>
> -- Forwarded message --
> From: 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Date: Wed, 10 Nov 2010 14:51:52 -0800
> Subject: Re: [hlds] Normal srcds FPS Behavior?
>
> Aaron, you get that on the single core plan? Because with just a single 24
>
> slot running on ours, with no non-OS processes, on Win 2003, here are
>
> actual readings from 'rcon stats':
>
>
>
> 514.59, 85.32, 504.91, 54.04, 63.97, 42.70, 56.95, 60.04
>
>
>
> The host temporarily gave us another core, but it doesn't seem to be
>
> helping so far.. maybe even making it worse. The cpu usage that was taken
>
> shortly after gathering those stats was in the range of 15-30% for a single
>
> server... The overall memory usage was 530 MB, including the OS stuff;
>
> which is half of what we have to allocate. It didn't even look like it was
>
> attempting to use the 2nd core... it was more or less idle.
>
>
>
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[hlds] [HLDS] [TF2] SourceTV No Auto Join and No Map Info

2010-09-24 Thread MjrNuT
Two issues encountered regarding STV.

Auto Join Gui on Full Server

I seem to not be able to have the auto-join prompt for my server setup for
some reason and hope you could shed light or forward to someone that knows.

I have a 24 slot server, with STV running, thus 25 slots total.

commandline +maxplayers 24

sv_visiblemaxplayers "25" (in server.cfg)

I have to do that in order for all 24 slots to be joinable.

No Reserve or hidden slots.

Myself and other players, when server has 24 players, does not get prompted
a Auto-Join Gui.

Other servers seem to be able to have this prompt, but without STV enabled.
 My only conclusion, limited at this point, is that it has to do w/ the STV
slot or some other configuration?

No Map Info in Server Browser

Seems that when the server gets to a certain threshold of players, the map
info goes blank in the TF2 browser.  This occurred at least for me tonight
with about 14 total players and STV enabled.  People seem to still be able
to join by still selecting the server as the hostname still appears.

Thanks for any input.
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Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-21 Thread MjrNuT
Nobody needs your fuckin' ball.  So take it home and gtfo!  But, remember
that ball was not paid for...

I concur, this made msleeper's party crashing benign.  Thanks for the cvar
msleeper.

God day!

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

From: M33CROB 

> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Date: Fri, 20 Aug 2010 19:00:46 -0700
> Subject: Re: [hlds] Party Mode is ON when tf_birthday=0
>


> Thanks for the cvar, although the sarcasm was un-needed. This may not be a
> big issue for others, but I personally don't like people touching my stuff
> and changing the product that I am providing to my customers. And, I am not
> opposed to balloons or presents, however, listening to the clapping,
> cheering, and poppers for any extended amount of time is annoying to say
> the
> least.
>
>
> On Fri, Aug 20, 2010 at 3:39 PM, msleeper  >wrote:
>
> > When you're done taking TF2 so seriously that balloons and presents ruin
> > the game for you, try using this cvar to disable it:
> >
> > tf_force_holidays_off 1
> >
> > Or just take your server offline. I'm sure everyone else would benefit
> > from that.
> >
> >
> > On Fri, 2010-08-20 at 15:33 -0700, M33CROB wrote:
> > > Hello Valve,
> > >
> > >   Would you please consider allowing admins to disable this feature?
> It's
> > > fun and all for you to do this once a year, but I for one cannot stand
> > party
> > > mode and would rather take my servers offline than to subject my player
> > base
> > > this.
> > >
>
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Re: [hlds] [TF2] No Auto-Join Prompt on Server Full

2010-07-15 Thread MjrNuT
I'm not seeing this option again now.  Is there now a possible built in cvar
for this?

Most recent attempt was after last nights update (7/14).  Or is this a
client side mechanism?


Thanks,

MjrNuT

www.flamesandash.com


On Fri, Jul 9, 2010 at 12:07 PM, MjrNuT  wrote:

> Appears this happened again.
>
> I hope it gets re-instituted
>
> Auto join when slot immediately opens and the other option.
>
>
>
>
>
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[hlds] [TF2] No Auto-Join Prompt on Server Full

2010-07-09 Thread MjrNuT
Appears this happened again.

I hope it gets re-instituted

Auto join when slot immediately opens and the other option.
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Re: [hlds] [TF2] Client Demo Issues

2010-06-24 Thread MjrNuT
This occurred on June 20th.  I have also seen it continue with client demos
made since then.  I made a couple last night, but have not reviewed them as
of yet.

So, I have been current with TF2 all the time as the above example was made
and reviewed within an hour.  Server was up to date as well.  I know there
was a ninja update yesterday.  My TF2 updated and I updated our server
today.

Again, this stutter issue only occurs on demo playback.  Game play is
without issue.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


-- Forwarded message --
> From: bl4nk 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Date: Wed, 23 Jun 2010 23:40:11 -0400
> Subject: Re: [hlds] [TF2] Client Demo Issues
>


> For the stutter issue, are you using a demo file from a previous TF2
> version or does this happen when you use a demo from the current version?
>
> Sent from my iPod
>
>
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[hlds] [TF2] Client Demo Issues

2010-06-23 Thread MjrNuT
I have been trying to track this down on timeframe.  The best I can come up
with is since the MAC update.

I record a client demo and upon review, the playback is stutter.  This has
not happened to me since game release.  I had not reviewed a client demo in
about 3 weeks since this time.  I had reviewed a server demo more recently
without any stutter issue, just for reference.


I have updated graphics drivers just in case and w/o any resolution.  I have
always run with default rates, interps, etc.  Vanilla pretty much.

Now you're about to say this is not server issue related and maybe that is
true, however I had provided my demos to other ppl for review.  I have a
medic bind for voice call, which then overwrote those ppls binds.  I've
never heard of this happening and thought to put that out there to see if
anyone else has experienced this, either problem I'm having.

These people now had their taunt key basically bound to what mine was.

Thanks for any input.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com
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[hlds] [TF2] Bring back Full Server Join Options

2010-05-01 Thread MjrNuT
Jason and any Valve Team Master,

Thanks so much to the Valve Team for their diligence in the patches.  No
complaint here.  I do have a question though, as it seemed to maybe have
occurred a few updates ago.


Previously, when a server had all slots full, and a player clicked to join
it from the TF2 Server Browser (internet or favs) they would be presented
with the Server Info box.  The box would display the info of IP, players,
hostname, etc,, additionally at the bottom border of that window would be 2
options on joining the server.

A.  Join when slot immediately available
B.  I don't recall and it seemed less relevant.


This meant that a player could go to some other server to play, then set
themselves to Option A for the desired server.  Once a slot opened, they
would join automatically.

This also helps (for us) to get players into the server in a semi-controlled
manner.

Currently when clicking on joining a Server Full, all you get is such a
message.  No options at all.  Was this option as described removed due to
some exploiting?

I hope that you re-institute it.  We don't prefer to use Reserve Slots for
this type of joining, to preempt some of you admins out there. :)  Just not
our desired method.

Thanks for consideration of this.

MjrNuT


-- Forwarded message --

> From: Jason Ruymen 
> To: 'Half-Life dedicated Linux server mailing list' <
> hlds_li...@list.valvesoftware.com>, "'hlds@list.valvesoftware.com'" <
> hlds@list.valvesoftware.com>, "'hlds_annou...@list.valvesoftware.com'" <
> hlds_annou...@list.valvesoftware.com>
> Date: Fri, 30 Apr 2010 17:54:30 -0700
> Subject: [hlds] Team Fortress 2 Update Available
> A required update to Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Added further PropHunt mode support:
>- Added a "SetCustomModelRotates" input, which will enable/disable
> whether the custom model should rotate yaw (enabled by default)
>- Added a "SetCustomModelVisibletoSelf" input, which will set
> whether or not the local player should see his own custom model
> - Fixed the Engineer being able to build more than 1 of each type of
> building
> - Fixed old Engineer build keybinds not working with the new system
> - Fixed a client crash on shutdown
> - Fixed the Gunboats not properly applying the damage reduction when
> Spectators are nearby
> - Fixed post-processing bug which could cause tone mapping to become stuck
> at highest setting
>
> Jason
>
>
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Re: [hlds] Team Fortress 2 Update Available

2010-04-16 Thread MjrNuT
Thanks for the replies thus far.

I updated to SM 1.3.1 and MM:S 1.7.1 on April 10th.

I also obtained rcon_lock on that same day, which updated on April 9th
v.0.6.5

Running legacy version is for SM < 1.3, but I guess I'll try it.

Something certainly is not making sense given that I'm presuming DWN is
running SM 1.3+ using legacy, and ics is running SM 1.3+ using non-legacy
w/o problems.

Oy vey, eh?


[FLASH] MjrNuT

From: "DontWannaName!" 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Date: Fri, 16 Apr 2010 10:08:45 -0700
> Subject: Re: [hlds] Team Fortress 2 Update Available
> Well for me and a few others using an older or legacy version of rcon lock
> fixed the first issue.
>
> On Fri, Apr 16, 2010 at 1:44 AM, ics  wrote:
>
> > It's not rcon_lock that causes it. It's something within SM. We updated
> > to latest SM few weeks ago and the looping (that started with updating
> > to more recent SM version) problem went away.
> >
> > -ics
> >
> > 16.4.2010 11:38, Saint K. kirjoitti:
> > > The plugin is not running on the 2 servers which had the problem
> > reported. It might be something general in SM, as I didn't test it
> without
> > SM (also don't know how to reproduce it).
> > >
> > > Saint K.
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
> > > Sent: Friday, April 16, 2010 10:16 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Team Fortress 2 Update Available
> > >
> > > Number one is actually caused by Rcon Lock, if you look around page 26
> in
> > > that thread there is a discussion about it. Im not sure what exactly
> > causes
> > > it but I would try the legacy version.
>
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[hlds] Team Fortress 2 Update Available

2010-04-16 Thread MjrNuT
Our server noticed 2 things occur tonight from the update:

1.  Spawn time gets in a loop at 1 sec-prepare to spawn.  Have to kick start
out of it by changing classes.

2.  For a full server, a client is not seeing the "Auto Join" feature, which
had to options of like when slot immediately opens and I don't remember the
other option to pick from the radio buttons.


Can anyone confirm or refute this?

Thanks,

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



>
> -- Forwarded message --
> From: Jason Ruymen 
> To: 'Half-Life dedicated Linux server mailing list' <
> hlds_li...@list.valvesoftware.com>, "'hlds@list.valvesoftware.com'" <
> hlds@list.valvesoftware.com>, "'hlds_annou...@list.valvesoftware.com'" <
> hlds_annou...@list.valvesoftware.com>
> Date: Thu, 15 Apr 2010 12:57:57 -0700
> Subject: [hlds] Team Fortress 2 Update Available
> A required update to Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Added Sam & Max items
> - Fixed the Demoman's Fro not cloaking properly when being used by a
> disguised Spy
> - Reduced the damage bonus the Equalizer receives as the player loses
> health
>- The speed boost was not changed
>
> Community Request:
> - Added a flag to info_particle_system to mark particle systems as
> "weather" effects
>
> Jason
>
>
>
> ___
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Re: [hlds] [TF2][SourceTV] Slot Count Change Recently?

2010-02-23 Thread MjrNuT
Since Valve added bots, the player slot count total has changed.

Any bots added to the server are subtracted from the Player Slot total.

eg. 6 bots on a 24 slot, will be 0/18.

SourceTV is a bot.

Therefore, if you are on TCAdmin, your GSP may trigger you for using an
extra slot eg. 24 slot is now 25 slot w/ STV.  This is b/c the max slot
number exceeded +maxplayers 24.

As I suspected, the update impacted/changed the way the maxplayers are shown
as well as player slots to use.


2 options:

1 - Do not set cvar sv_maxvisibleplayers in server.cfg.

Things to note:

If on TCadmin, then you might have a sideeffect of being notified that your
player slots have been modified without permission.  Can result in disabling
your server immediately for some GSPs, or delayed with other GSPs.

Contact your GSP.  TCAdmin has a specific field to allow for that extra
slot, which was working fine before the TF2 bot inclusion.  Or the GSP will
increase your +maxplayers to 25 w/o charge.

Result: 25 players can join the server, SourceTV then makes it total 26
slots.  Repeat the same issue.  LOL


2 - Set sv_maxvisibleplayers "25" (equals +maxplayers "25")

Server browser, HLSW all show max 25 slots.

24 Players can now join the server with SourceTV as intended.


I do think this seems to be wrong though.  Shouldn't you be able to set
+maxplayers 24 (vanilla slot count), have STV online, and be able to have 24
players join?  That is still the problem and the above options are how to
make that happen now w/ the new TF2 Bots added shortly after the Demo/Solly
update.




[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



>
>
>
> -- Forwarded message --
> From: MjrNuT 
> To: hlds@list.valvesoftware.com
> Date: Mon, 22 Feb 2010 10:03:41 -0800
> Subject: [hlds] [TF2][SourceTV] Slot Count Change Recently?
> Hello,
>
> For more than a year I have run a 24 slot TF2 server, using SourceTV.  I
> set
> sv_maxvisibleplayers "24" so that it shows in the TF2 server browser as 24
> slots.
>
> HLSW it will show max as: 1/24(25)
>
> Untill recently, there would be no problem for the server to have 24
> players.  What happened was that the 24th player could not longer join,
> thus
> the SourceTV was counted as a Player Slot.  I was under the impression that
> while it uses a slot, that it does not equate to a _Player Slot_.
>
> I had to change sv_maxvisibleplayers "25" to be allow that 24th player to
> join.
>
>
> Anyone experience this or could confirm??  Thanks!!
>
>
> [FLASH] MjrNuT
> Arise from Flames and Ash, Behold Immortality
>
> www.flamesandash.com
>
>
>
>
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Re: [hlds] Server Performance Metrics

2010-02-22 Thread MjrNuT
In addition, I have taken server side FPS into account.

Plotted Server FPS vs. Player Count over time.

That can give you some performance information as an asset to other.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


> -- Forwarded message --
> From: "Vaughan Reid" 
> To: "'Half-Life dedicated Win32 server mailing list'" <
> hlds@list.valvesoftware.com>
> Date: Mon, 22 Feb 2010 21:05:24 +0800
> Subject: Re: [hlds] Server Performance Metrics
> Further to what Andy said, make sure the server which is having issues has
> no players in it either by rebooting it or by putting a password on it.
> This
> is to limit the amount of legitimate traffic going through it. Once the
> server is empty, run the following command:
>
> tcpdump -A 'dst host 123.123.123.123 and dst port 27015'
>
> Where 123.123.123.123 is obviously the IP of your server and 27015 is the
> port.
>
> If it is being DOS'd it is typical to see lots of packets coming in from
> the
> same IP over and over again with the same content. You will also see
> packets
> coming in from various legitimate game server queries but the DOS packets
> are generally fairly easy to spot.
>
> On Windows you can do something similar using WinDump with the same command
> syntax as tcpdump:
>
> http://www.mirrorservice.org/sites/ftp.wiretapped.net/pub/security/packet-ca
> pture/winpcap/windump/<http://www.mirrorservice.org/sites/ftp.wiretapped.net/pub/security/packet-ca%0Apture/winpcap/windump/>
>
> --
> Regards,
> Vaughan
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
> Sent: Monday, 22 February 2010 8:34 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Server Performance Metrics
>
> When troubleshooting an issue with our team's dedicated server I generally
> look at player ping, ping to other web locations, CPU usage, RAM usage, and
> bandwidth usage but there seem to be cases where these obvious metrics
> don't
> quite cut it.
>
> There are periods where a game server or voice server seems to be suffering
> from hiccups and warping with no obvious resource deficiency.  Are there
> other metrics at which I can look to analyze issues or tools that one can
> use to simulate server activity to help poke at problems?
>
> Terry Robinson
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[hlds] [TF2][SourceTV] Slot Count Change Recently?

2010-02-22 Thread MjrNuT
Hello,

For more than a year I have run a 24 slot TF2 server, using SourceTV.  I set
sv_maxvisibleplayers "24" so that it shows in the TF2 server browser as 24
slots.

HLSW it will show max as: 1/24(25)

Untill recently, there would be no problem for the server to have 24
players.  What happened was that the 24th player could not longer join, thus
the SourceTV was counted as a Player Slot.  I was under the impression that
while it uses a slot, that it does not equate to a _Player Slot_.

I had to change sv_maxvisibleplayers "25" to be allow that 24th player to
join.


Anyone experience this or could confirm??  Thanks!!


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread MjrNuT
+1

Date: Thu, 29 Oct 2009 18:28:53 -0400
From: msleeper 
Subject: Re: [hlds] Team Fortress 2 Update Coming
To: Half-Life dedicated Win32 server mailing list
   
Message-ID:
   <1256855333.18172.22.ca...@svm.conepuppy.com.conepuppy.com>
Content-Type: text/plain

Don't you hate when 2 dozen people bother you about the same thing? I go
offline during an update because I don't need to read the same god
damned "wut hapopned 2 server" over and over.
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Re: [hlds] Hat Drops

2009-10-29 Thread MjrNuT
Question about the hat drops.  Personally I have not cared too much about
their prevalence.  They are pretty cool cosmetic features, that is for
sure.

Are hat drops occurring on all kinds of servers, regardless of mods,
content, configurations, activity, etc.?

I honestly do not know but was wondering if there are any effects I've
mentioned related to them being dropped on a server.  I'm suspecting that
there is no discrimination and that they occur across the board at whatever
statistical means is calculated.  I just don't recall ever seeeing one
dropped on our server.  O_o  (so yeah I'm a bit hurt lol, not really)

Was wondering if any of you top of the line server admins might say about
this from your experience.

Thanks in advance,

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


Message: 5
Date: Thu, 29 Oct 2009 18:40:58 +
From: Philip Bembridge 
Subject: [hlds] Hat Drops
To: Half-Life dedicated Win32 server mailing list
   
Message-ID:
   <43c930020910291140i48f1fd1sfa8f9f871f362...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

Err what is happening with hat drops? I don't know if it is the same for
other server, but we have just got 15 hat drops on our server (different
people) in about 10 minutes!

It is unreal!

Regards, Phil
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Re: [hlds] Team Fortress 2 Update Released

2009-09-15 Thread MjrNuT
I would imagine that the following 2 cvars are still applicable?

mp_idledealmethod "1"
//Deals with Idle Players. 1 = Sends them into Spectator mode then kicks
them if they're still idle, 2 = Kicks them out of the game

mp_idlemaxtime "5"
//Maximum time a player is allowed to be idle (in minutes)



[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


> Date: Tue, 15 Sep 2009 16:41:24 -0700
> From: "Tony Paloma" 
> Subject: Re: [hlds] Team Fortress 2 Update Released
> To: "'Half-Life dedicated Win32 server mailing list'"
>
> Message-ID: 
> Content-Type: text/plain; charset="us-ascii"
>
> This is not it at all. Nothing to do with items. Only to do with the
> built-in idle player kicker.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
> Sent: Tuesday, September 15, 2009 4:26 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> exactly if you are a spectator or havent chosen a team you cant get items
> anymore
>
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Re: [hlds] TF2 Holding Players

2009-08-27 Thread MjrNuT
I was wondering about that as well. The effect is also seen via HLSW.



Message: 7
> Date: Thu, 27 Aug 2009 04:41:24 -0400
> From: "Spencer 'voogru' MacDonald" 
> Subject: Re: [hlds] TF2 Holding Players
> To: "'Half-Life dedicated Win32 server mailing list'"
>
> Message-ID: <001f01ca26f2$293c76d0$7bb564...@com>
> Content-Type: text/plain;   charset="us-ascii"
>
> Cool, built in fake players.
>
> Sneaky sneaky!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
> Sent: Thursday, August 27, 2009 3:19 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Holding Players
>
> >From 13/08/09 update:
>  - Added response caching for some server queries to help reduce the CPU
> load from DOS attacks.
>
> On Thu, Aug 27, 2009 at 8:00 AM, Violent Crimes <
> violentcri...@convictgaming.com> wrote:
>
> > Anyone notice since the update that you will have random players in your
> > server but there time never changes. Right now I have 5 players in my
> > server "even though the server shows 4/32" none of them are actually in
> > the server.
> >
>
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread MjrNuT
TF2

win2K3x64

Confirmed no go with SM.

Renamed the addons folder.

Everything is Vanilla right now and good to go.

Looking forward to the bad ass devs of SM b/c this is a hefty update.

Thank you Valve, regardless.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

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Re: [hlds] Known exploit list

2009-08-10 Thread MjrNuT
Thanks for your efforts there.

Would it be useful at all to have like dates appended to those exploits?
Time identified as a minimum, as only to give some reference.  I understand
it's not necessary and don't want needless cosmetic things for you.

Definitely appreciated!

MjrNuT

Message: 1
> Date: Sun, 09 Aug 2009 15:47:40 -0400
> From: Brian Rak 
> Subject: [hlds] Known exploit list
> To: hlds_li...@list.valvesoftware.com, hlds@list.valvesoftware.com
> Message-ID: <4a7f27dc.90...@devicenull.org>
> Content-Type: text/plain; charset=ISO-8859-1
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> I've compiled a list of all the known exploits in srcds that valve
> hasn't gotten around to fixing.  For most of them, I've posted some
> workarounds, though some remain unfixed.  All of this information is
> already known to the various people who would use it to crash your
> server, so I see no harm in posting it here.
>
> The list (as well as some common-sense security tips) can be found at
> http://code.devicenull.org/index.php?title=Misc:HL2_Exploits
>
> If you have any new exploits you would like me to look into fixing,
> please email me off-list (I tend to not check these lists often).
>
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Re: [hlds] L4D search_key server good for only 1 use?

2009-07-11 Thread MjrNuT
I go the urge to play recently b/c of a new Addon pak to play.

I report the same problem.

2 L4D servers
Win2K3x64
Connects fine, then have to reboot servers to connect again.

What's up with that?



[FLASH] MjrNuT
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> 
> From: Jonah Hirsch 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Sent: Thursday, July 2, 2009 1:53:33 AM
> Subject: Re: [hlds] L4D search_key server good for only 1 use?
>
> Well, I'm still having this issue.
>
> I can reboot my servers, find a server once using the search key, then no
> more.
>
>
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Re: [hlds] TF2 required update released [Offtopic]

2009-06-15 Thread MjrNuT
Sorry, link missing a letter:

http://www.youtube.com/watch?v=B170dwf7Z7I

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


On Mon, Jun 15, 2009 at 12:29 PM, MjrNuT  wrote:

> Oh thats it!!  Mr. Bembridge definitely has _something_ going on.
>
> I've got 306 hrs Demoman and 217 hrs Soldier.  It means nothing really.
> For all you care...I just die alot as those classes. :P
>
>
> So, I'm about to stay on this OFFTOPIC thread and propose everyone view,
> learn, and implement:
>
> http://www.youtube.com/watch?v=B170dwf7Z7
>
> (i hope that worked b/c work blocks the content :( )
>
>
> [FLASH] MjrNuT
> Arise from Flames and Ash, Behold Immortality
>
> www.flamesandash.com
>
>
>
>> Message: 4
>> Date: Tue, 9 Jun 2009 22:43:39 +0100
>> From: Philip Bembridge 
>> Subject: Re: [hlds] TF2 required update released [Offtopic]
>> To: Half-Life dedicated Win32 server mailing list
>>
>> Message-ID:
>><43c930020906091443r60dc2391seaa93ae49bea0...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> I have 185 hours as soldier and I do think /something/ has been changed,
>> but
>> I'm not sure what.
>> Just where I would normally be getting kills it was taking a bit extra to
>> get them.
>> Pyro seems to get people from an unbelievable distance.
>>
>> Bring on the next update! lol
>>
>
>
> Wow, the Subject line has [OFFTOPIC] in it!!!  Oh shit and you also
> provided input to the topic anyways, which was a server cvar.  doh!?!?
>
>
>
> Date: Tue, 9 Jun 2009 17:06:27 -0500
> From: Russell OHenly 
> Subject: Re: [hlds] TF2 required update released [Offtopic]
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><2c1580f20906091506i557338e4jabfe0c8bc3035...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Are you guys seeing these differences because you are using the no
> damage spread server variable? With that turned on soldiers are going
> to do the same average damage but the high side of the damage you used
> to be able to do would be no longer possible. Also, please take this
> non-server related stuff to the steam forums where we can more easily
> ignore it.
>
>
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Re: [hlds] TF2 required update released [Offtopic]

2009-06-15 Thread MjrNuT
Oh thats it!!  Mr. Bembridge definitely has _something_ going on.

I've got 306 hrs Demoman and 217 hrs Soldier.  It means nothing really.  For
all you care...I just die alot as those classes. :P


So, I'm about to stay on this OFFTOPIC thread and propose everyone view,
learn, and implement:

http://www.youtube.com/watch?v=B170dwf7Z7

(i hope that worked b/c work blocks the content :( )


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> Message: 4
> Date: Tue, 9 Jun 2009 22:43:39 +0100
> From: Philip Bembridge 
> Subject: Re: [hlds] TF2 required update released [Offtopic]
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><43c930020906091443r60dc2391seaa93ae49bea0...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> I have 185 hours as soldier and I do think /something/ has been changed,
> but
> I'm not sure what.
> Just where I would normally be getting kills it was taking a bit extra to
> get them.
> Pyro seems to get people from an unbelievable distance.
>
> Bring on the next update! lol
>


Wow, the Subject line has [OFFTOPIC] in it!!!  Oh shit and you also provided
input to the topic anyways, which was a server cvar.  doh!?!?



Date: Tue, 9 Jun 2009 17:06:27 -0500
From: Russell OHenly 
Subject: Re: [hlds] TF2 required update released [Offtopic]
To: Half-Life dedicated Win32 server mailing list
   
Message-ID:
   <2c1580f20906091506i557338e4jabfe0c8bc3035...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

Are you guys seeing these differences because you are using the no
damage spread server variable? With that turned on soldiers are going
to do the same average damage but the high side of the damage you used
to be able to do would be no longer possible. Also, please take this
non-server related stuff to the steam forums where we can more easily
ignore it.
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Re: [hlds] [TF2] - Map Change not executing server.cfg

2009-06-15 Thread MjrNuT
I thought everyone did that!??!

+1 MG

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


> Date: Mon, 15 Jun 2009 11:50:52 -0500
> From: Matthew Gottlieb 
> Subject: Re: [hlds] [TF2] - Map Change not executing server.cfg
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><2993bd1f0906150950s5d60a0faq6e9d25de2c2ab...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> exec server.cfg in the start up line might take care of it too...
>
>
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Re: [hlds] TF2 required update released [Offtopic]

2009-06-09 Thread MjrNuT
Demoman and Soldier are my top played classes, respectively.  I don't see
any change or problem with the soldier from my end.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> Date: Tue, 9 Jun 2009 20:13:57 +0100
> From: Philip Bembridge 
> Subject: Re: [hlds] TF2 required update released [Offtopic]
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><43c930020906091213q362acf3erc4c503832c2f...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Has anyone else found that the soldier does less damage?or the damages have
> been altered slightly for eveyone.
> Lots of people were complaining on the servers today.
>
> Any news valve?
>
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Re: [hlds] [TF2] Client Map Downloads sometime search for just .bsp

2009-05-28 Thread MjrNuT
Is the client actually looking for the BSP not knowing only the BZ2 is there
(i.e., they typed manually in the browser for the file)?You allow d/ls
publically or is this locked down?

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



>
>
> --
>
> Message: 3
> Date: Thu, 28 May 2009 10:24:24 -0500
> From: Steven Sumichrast 
> Subject: Re: [hlds] [TF2] Client Map Downloads sometime search for
>just .bsp
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><2f5e62a0905280824m11ec5dd8laf88f1af02308...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Shane,
>
> I think you're missing the point -- we know the BSP isn't there, it
> shouldn't be.  The client should be requesting the .bsp.bz2 file and
> isn't.  Read the log file again:
>
>  Line one is from IP address 84.XXX.XXX.XXX -- this client requests
> .bsp.bz2 and receives it fine.
>
> Line two is from client 82.XXX.XXX.XXX (Note the different first
> octet) -- this client does not request the .bsp.bz2 file, instead it
> requests .bsp only, which obviously returns the 404.
>
> The problem is that the 82 client should be requesting the bsp.bz2
> file, and it isn't.  There's something wrong with that client, either
> the first request got lost, the client timed out, something happened..
>
> I don't think there's much server side that can be done.  Something's
> up with that client computer.
>
>
>
>
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Re: [hlds] BAN Spy Scripts Anyone?

2009-05-26 Thread MjrNuT
I report similar results that the command _works_ server side with these
examples:

1. People report their game crashing. (some ppl that play spy I know that
did not know of the cvar now working).

2. People report their script not working. (some ppl that use scripts for
Engie for fast building, like place, build, hit w/ wrench)

3.  Not all scripts are prevented still.  Example: RJ script w/ wait in it,
does not prevent it from working.  Mine did and I confirm the "unrecognized
command: wait" in the console.

To remind people of my purpose when starting this thread was specific to the
spy.  Cases where the spy, already was quite powerful, now more so, which
I'm fine with b/c its a Class Update, BUT my concern is w/ use of scripts
that GUARANTEED kills akin to having an aimbot or assist.  More importantly,
as some of you have mentionedthis is about sending a series of commands,
succintly to the server, whereas before they would be manual.  Thus, the
server will execute them as sent, just like a purposeful SPAM execution.  I
note a parrallel and observation, that spies getting that awkward kill
(i.e., no smoke, out of nowhere, consistent face-backstab, and more
importantly always some latency effect associated).  I key the last part,
b/c it's a symptom of sending a series of commands that the server will
still execute and the player need only _time_ their movements.

For example, a series of commands that in say 1.5 seconds is a backstab
attempt.  Well, all they have to do then is steer themselves to be in range,
get the kill, followed by the script executing auto-cload/disguise after the
kill.  It may even loop!!

I realise I just may be reaching here too much, but I don't claim to be an
expert in this level of the game mechanics.  I'm hoping some of you smarter
people might indulge, see if there is some consistency in my observations or
other.  B/c I'd rather be told I'm freaking wrong.

Last but not least...wait for itmsleeper, why haven't you written a
kick/ban plugin for this?  (I say that half sarcastic and half serious)

Regards,




[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com




>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
> shorec...@comcast.net
> Sent: Saturday, May 23, 2009 5:13 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
>
>
>
> Well then, I'm glad I've enabled it! :)
>
>
> - Original Message -
> From: "msleeper" 
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Friday, May 22, 2009 6:59:13 PM GMT -05:00 US/Canada Eastern
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
>
> I added the sv_allow_wait_command 0 already and a few people have been
> "why my scripts no work", so yeah looks like Valve fixed it. Good news
> if you ask me, I am surprised and somewhat upset by the amount of people
> who use scripts like this.
>
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>
>
>
> --
>
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>
>
> End of hlds Digest, Vol 15, Issue 132
> *
>
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Re: [hlds] BAN Spy Scripts Anyone?

2009-05-22 Thread MjrNuT
The script for auto sticky that I mentioned:

http://tf2wiki.net/wiki/User:G-Mang/Scripts/Complete/demoman.cfg

*Detonate Spam:* Mouse2 detonates, and if you hold it down, it will
constantly detonate stickies, letting you put out stickies in combat without
having to continuously press detonate.

Should a Spy really get to bypass the smoke???

http://tf2wiki.net/wiki/Spy_scripts#Drop_Disguise_Key


Just examples of scripts that may be questionable in my mind.  I'm just
questioning the validity of use even though it's available and now the
update has granted the sv_allow_wait_command to actually work.

Enabled "sv_allow_wait_command" convar, which defaults to 1. When set to 0,
it'll prevent clients from using the "wait" command

Note this Steam thread for reference:

http://forums.steampowered.com/forums/showthread.php?p=10011026


Are you server admins gonna block it?


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

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Re: [hlds] BAN Spy Scripts Anyone?

Yaakov Smith
Wed, 20 May 2009 15:45:25 -0700

Ah, okay. Stupid communication errors...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of MjrNuT
Sent: Thursday, 21 May 2009 8:26 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] BAN Spy Scripts Anyone?

That is a misinterpretation.  The 1s life is with respect to the sticky, not
a player.

A sticky is not supposed to detonate until it is 1second live.  That was in
a Update.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

Wed, 20 May 2009 15:45:25 -0700

Ah, okay. Stupid communication errors...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of MjrNuT
Sent: Thursday, 21 May 2009 8:26 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] BAN Spy Scripts Anyone?

That is a misinterpretation.  The 1s life is with respect to the sticky, not
a player.

A sticky is not supposed to detonate until it is 1second live.  That was in
a Update.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


Message: 6
> Date: Thu, 21 May 2009 08:11:05 +1000
> From: "Yaakov Smith" 
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
> To: "'Half-Life dedicated Win32 server mailing list'"
>
> Message-ID: <000c01c9d997$e0e93a00$a2bbae...@com>
> Content-Type: text/plain;   charset="us-ascii"
>
> Quoting MjrNut:
>
> Here are some examples that I don't think you can do manually AND
> consistently:
> 1.  Demoman sticky -- autodetonate exactly all 8 or any when reaching the
> 1s
> life.
>
> How does the script know you are in the 1s life?
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Re: [hlds] TF2 Update not installing properly client side

2009-05-22 Thread MjrNuT
You might to do the following or check:

1.  Defrag the files using Steam
2.  Defrag your HD
3.  Beat your modem to a pulp

Disclaimer: none of them may work and your SOL


[FLASH] MjrNuT
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> Message: 7
> Date: Fri, 22 May 2009 23:08:31 +0200
> From: Fabian Baur 
> Subject: Re: [hlds] TF2 Update not installing properly client side
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
>
> Content-Type: text/plain; charset=ISO-8859-1
>
> 2009/5/22 Michael Krasnow 
>
> > then just delete local content and re download
> >
>
> Just done that - deleted all Tf2 gcf files and re-downloaded them.
> Now its a loop - finished dl followed by verify game -> updating -> verify
> game -> updating -> and so on...
> What a bloody great update this is...
>
>
> --
>
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>
>
> End of hlds Digest, Vol 15, Issue 124
> *
>
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Re: [hlds] TF2 Update version 94??

2009-05-22 Thread MjrNuT
Apologies for not elaborating.

We updated fine for the spy/sniper update last night.  1 Vanilla and 1
Custom w/ SM v.1.2.0/MM 1.7.1

2 crashes for the Vanilla, unknown reason.

No crashes at all for the Custom.

A bit ago, I saw our Custom server down, no error files or dump files.  Went
to restart, and thought, what the heck, just do another Update.  Now is good
a time as any.  Low and behold, only the server.dlls were updated



[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


On Fri, May 22, 2009 at 1:37 PM, MjrNuT  wrote:

> Maybe I missed this from the list, but just in case, there is one.
>
>
>
> [FLASH] MjrNuT
> Arise from Flames and Ash, Behold Immortality
>
> www.flamesandash.com
>
>
>
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[hlds] TF2 Update version 94??

2009-05-22 Thread MjrNuT
Maybe I missed this from the list, but just in case, there is one.



[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com
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Re: [hlds] New Weapon Drops

2009-05-22 Thread MjrNuT
Here is my constructive post. :D

http://forums.steampowered.com/forums/showthread.php?t=870776


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



>
> --
>
> Message: 5
> Date: Fri, 22 May 2009 13:54:42 -0500
> From: Mike Zimmermann 
> Subject: Re: [hlds] New Weapon Drops
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><75cf08750905221154m9331033u588d470901014...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Such a constructive post. I'm pretty sure Valve is aware of the public's
> opinion on the new system and insulting them isn't going to help any. If
> you
> are experiencing a true bug (not bad luck which you are describing), then
> feel free to contribute otherwise please keep to the Steam forums as they
> more fit your needs.
>
> -Mike
>
>
> On Fri, May 22, 2009 at 1:52 PM, David J. Ulbrich <
> david_ulbr...@hotmail.com
> > wrote:
>
> > Hey Valve,
> >
> >So when are you going to fix this piece of trash new system that is
> > bugged to hell and back?  Some explanation to us server operators would
> be
> > nice.  There have been people in my server that have played over 14 hours
> > now (yes, they have no life) and they have either gotten NO new weapons
> for
> > maybe 1.  This needs to be fixed.  Also what is with re-earning the same
> > stupid weapon over and over?  Once we have it, it should not give it to
> us
> > again.  That is again just plain stupid.
> >
> > -VM
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
> --
>
> Message: 6
> Date: Fri, 22 May 2009 19:56:32 +0100
> From: Saul Rennison 
> Subject: Re: [hlds] New Weapon Drops
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><7305d8560905221156gab1d196yfc424a133b9ec...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> I'm pretty darn sure about two things right now:
> 1. Complaining isn't going to fix any of this.
> 2. Valve didn't do it on purpose.
>
> 2009/5/22 David J. Ulbrich 
>
> > Hey Valve,
> >
> >So when are you going to fix this piece of trash new system that is
> > bugged to hell and back?  Some explanation to us server operators would
> be
> > nice.  There have been people in my server that have played over 14 hours
> > now (yes, they have no life) and they have either gotten NO new weapons
> for
> > maybe 1.  This needs to be fixed.  Also what is with re-earning the same
> > stupid weapon over and over?  Once we have it, it should not give it to
> us
> > again.  That is again just plain stupid.
> >
> > -VM
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
>
> --
> Thanks,
> - Saul.
>
>
> --
>
> Message: 7
> Date: Fri, 22 May 2009 20:57:24 +0200
> From: "AnAkIn ." 
> Subject: Re: [hlds] New Weapon Drops
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><960f5e930905221157l661484d1qf391d6629f9a7...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> http://www.rockpapershotgun.com/2009/05/22/the-tf2-unlock-teacup-storm/
>
> 2009/5/22 David J. Ulbrich 
>
> > Hey Valve,
> >
> >So when are you going to fix this piece of trash new system that is
> > bugged to hell and back?  Some explanation to us server operators would
> be
> > nice.  There have been people in my server that have played over 14 hours
> > now (yes, they have no life) and they have either gotten NO new weapons
> for
> > maybe 1.  This needs to be fixed.  Also what is with re-earning the same
> > stupid weapon over and over?  Once we have it, it should not give it to
> us
> > again.  That is again just plain stupid.
> >
> > -VM
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
> --
>
> Message: 8
> D

Re: [hlds] BAN Spy Scripts Anyone?

2009-05-20 Thread MjrNuT
That is a misinterpretation.  The 1s life is with respect to the sticky, not
a player.

A sticky is not supposed to detonate until it is 1second live.  That was in
a Update.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


Message: 6
> Date: Thu, 21 May 2009 08:11:05 +1000
> From: "Yaakov Smith" 
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
> To: "'Half-Life dedicated Win32 server mailing list'"
>
> Message-ID: <000c01c9d997$e0e93a00$a2bbae...@com>
> Content-Type: text/plain;   charset="us-ascii"
>
> Quoting MjrNut:
>
> Here are some examples that I don't think you can do manually AND
> consistently:
> 1.  Demoman sticky -- autodetonate exactly all 8 or any when reaching the
> 1s
> life.
>
> How does the script know you are in the 1s life?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brent Veal
> Sent: Thursday, 21 May 2009 7:19 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
>
> Yeah, I assumed that the sticky script that was being discussed involved
> detonating them when the player himself was nearly dead, so you dont waste
> the bombs.
>
> On Wed, May 20, 2009 at 2:12 PM, Neil Voutt 
> wrote:
>
> > I think the script was talking about detonating the players stickys when
> he
> > was below 10 health.. like if hes getting shot running away and almost
> dies
> > it triggers stickys  by default?
> >
> >
> > On Wed, May 20, 2009 at 2:21 PM, CLAN RCR  wrote:
> >
> > > But on a different note, you would be surprised how much of the game
> > > environment is all computed client-side. Aimbot functionality is quite
> a
> > > bit
> > > different from being able to tell the health of the opposing player.
> > >
> > > The model positioning/hitboxes are all viewable on the client-side of
> > > course. The health of the opposing player, is not. ..Unless you're a
> spy
> > > disguising as an enemy player. But still.. That function sounds more
> like
> > a
> > > hack to me then a script.
> > >
> > > -Matt
> > >
> > > On Wed, May 20, 2009 at 1:11 PM, CLAN RCR  wrote:
> > >
> > > > It sounds to me if someone is actually advertising that a script will
> > > > auto-detonate stickies based upon the health of the opposing player
> > isn't
> > > a
> > > > script at all, but a program built to steal account information.
> > > >
> > > > Enjoy your trojan, and botnet.
> > > >
> > > > -Matt
> > > >
> > > >
> > > > On Tue, May 19, 2009 at 5:16 PM, Yaakov Smith 
> > > wrote:
> > > >
> > > >> That's basically what I'm asking. How does the script know that
> there
> > is
> > > >> an
> > > >> enemy in your crosshair? And someone else here mentioned
> > auto-detonating
> > > >> stickies when their health < 10.
> > > >>
> > > >> -Original Message-
> > > >> From: hlds-boun...@list.valvesoftware.com
> > > >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
> > > >> Sent: Wednesday, 20 May 2009 3:53 AM
> > > >> To: hlds@list.valvesoftware.com
> > > >> Subject: Re: [hlds] BAN Spy Scripts Anyone?
> > > >>
> > > >> Yaakov,
> > > >>
> > > >> All scripts are triggered by a bind.  In general scripts can execute
> > > >> another
> > > >> single key or multiple keys, or further, sets of keys (i.e.,
> alias').
> > > >>  Just
> > > >> as explained in more detail in this following reference, among many
> on
> > > the
> > > >> net, http://tf2wiki.net/wiki/Scripting
> > > >>
> > > >> Your last question seems to imply that a script will _auto_
> > trigger...?
> > > >>  And
> > > >> for the record, my experience has enver come across one such as
> this.
> > >  My
> > > >> experience has come across an auto aim, or aim assist of the scout
> > that
> > > >> once
> > > >> the cross-hair crosses the body of the opponent, it fires.  The
> script
> > > >> here
> > > >> being just to turn ON or turn OFF that behavior.
> > > >>
> > 

Re: [hlds] BAN Spy Scripts Anyone?

2009-05-19 Thread MjrNuT
Yaakov,

All scripts are triggered by a bind.  In general scripts can execute another
single key or multiple keys, or further, sets of keys (i.e., alias').  Just
as explained in more detail in this following reference, among many on the
net, http://tf2wiki.net/wiki/Scripting

Your last question seems to imply that a script will _auto_ trigger...?  And
for the record, my experience has enver come across one such as this.  My
experience has come across an auto aim, or aim assist of the scout that once
the cross-hair crosses the body of the opponent, it fires.  The script here
being just to turn ON or turn OFF that behavior.


Anyone consider these publically available scripts unacceptable for the Spy?

http://tf2wiki.net/wiki/Spy_scripts

Thanks for any input as I'm just trying to be a smarter admin for my
community, nothing more.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> --
>
> Message: 5
> Date: Sat, 16 May 2009 21:26:44 +1000
> From: Yaakov Smith 
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><6490fa8c0905160426o1b4c9d35yf4a0034c2bc0a...@mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> @David: A combined Sniper+Spy update has been rumored for ages.
> @MjrNuT: How would you trigger a script, apart from binding it to a key?
> how
> would a script know you are below 10 HP, for example?
>
>
>
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Re: [hlds] Voogru cheater plugin

2009-05-19 Thread MjrNuT
Voogru,

That makes alot of sense.  If you do seriously consider a stripped down
version, I wouldn't mind contributing something for your time, and maybe
others wouldn't either.  Not saying I'm speaking for them...but us laymen
know that time is money, or its just fun.

Feel free to contact me separately if you wish, like helping to prod you
more, laymen or not, I'd be glad to as it couldn't hurt, right?

Thanks for making this a _possibility_,

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


--
>
> Message: 6
> Date: Mon, 18 May 2009 18:21:35 -0400
> From: "Spencer 'voogru' MacDonald" 
> Subject: Re: [hlds] Voogru cheater plugin
> To: "'Half-Life dedicated Win32 server mailing list'"
>
> Message-ID: <002a01c9d807$01a39c00$04ead4...@com>
> Content-Type: text/plain;   charset="us-ascii"
>
> The problem is it has a lot of dependencies because I never intended it to
> be distributed. Everything I write is one huge giant plug-in that has
> everything just the way I like it, and things completely unrelated to the
> anti-cheat may not be how you like to have things.
>
> I'd basically need to take time to make a stripped down version.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
> Sent: Monday, May 18, 2009 5:44 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Voogru cheater plugin
>
> Voogru,
>
> Maybe he meant it this way...
>
> Is your work of art, custom, top notch, exclusive, kick ass, cheater plugin
> available by your discretion to verifiable server admins upon some
> appropriate request process of your determination?
>
> :D
>
> If not...carp man and respect to you and your coding brain cells.
>
> [FLASH] MjrNuT
> Arise from Flames and Ash, Behold Immortality
>
> www.flamesandash.com
>
>
>
> >
> > --
> >
> > Message: 4
> > Date: Mon, 18 May 2009 17:18:44 -0400
> > From: "Spencer 'voogru' MacDonald" 
> > Subject: Re: [hlds] Voogru cheater plugin
> > To: "'Half-Life dedicated Win32 server mailing list'"
> >
> > Message-ID: <002901c9d7fe$3a451240$aecf36...@com>
> > Content-Type: text/plain;   charset="us-ascii"
> >
> > It's voogru exclusive.
> >
> > :o)
> >
> > Reason it's not public is I don't want cheaters installing it on their
> own
> > server and working up counter-measures or figuring out whats detected and
> > whats not detected.
> >
> > - voogru.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Ulbrich
> > Sent: Monday, May 18, 2009 11:15 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: [hlds] Voogru cheater plugin
> >
> > Was wondering if the cheater briefing plugin that you have is
> > available to the public.
> >
> > Sent from my iPhone
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
>
> --
>
> Message: 7
> Date: Mon, 18 May 2009 20:36:55 -0400
> From: "Munra" 
> Subject: [hlds] Killing Floor Connection issue
> To: "Half-Life dedicated Win32 server mailing list"
>
> Message-ID: <78f446e28431421080844a605cab3...@munrapc>
> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
>reply-type=original
>
> I have having an issue connecting to a killing floor server
>
> Just stay in the connecting to index.rom screen
>
> I also notice this in console
>  MasterServerGameStats not found - stats uploading disabled.
> and it keeps scrolling
> STEAMAUTH : Sending updated server details - edthosting.com Killing Floor
> Badword
> s 0 | 6
>
> I have tried ServerBehindNAT=True and all ports are forward
>
> Windows 2003
>
> Any suggestions?
>
> Thanks
> - Original Message -
> From: "msleeper" 
> To: "Half-Life 

Re: [hlds] Voogru cheater plugin

2009-05-18 Thread MjrNuT
Voogru,

Maybe he meant it this way...

Is your work of art, custom, top notch, exclusive, kick ass, cheater plugin
available by your discretion to verifiable server admins upon some
appropriate request process of your determination?

:D

If not...carp man and respect to you and your coding brain cells.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



>
> --
>
> Message: 4
> Date: Mon, 18 May 2009 17:18:44 -0400
> From: "Spencer 'voogru' MacDonald" 
> Subject: Re: [hlds] Voogru cheater plugin
> To: "'Half-Life dedicated Win32 server mailing list'"
>
> Message-ID: <002901c9d7fe$3a451240$aecf36...@com>
> Content-Type: text/plain;   charset="us-ascii"
>
> It's voogru exclusive.
>
> :o)
>
> Reason it's not public is I don't want cheaters installing it on their own
> server and working up counter-measures or figuring out whats detected and
> whats not detected.
>
> - voogru.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Ulbrich
> Sent: Monday, May 18, 2009 11:15 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: [hlds] Voogru cheater plugin
>
> Was wondering if the cheater briefing plugin that you have is
> available to the public.
>
> Sent from my iPhone
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
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Re: [hlds] BAN Spy Scripts Anyone?

2009-05-15 Thread MjrNuT
Based on today's Valve blog of not-Sniper, but SPY updateI don't have a
prayer banning any of 'em.  :P

Sorry for wasting your time.  ><


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


On Fri, May 15, 2009 at 12:00 PM, wrote:

> Send hlds mailing list submissions to
>hlds@list.valvesoftware.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
>http://list.valvesoftware.com/mailman/listinfo/hlds
> or, via email, send a message with subject or body 'help' to
>hlds-requ...@list.valvesoftware.com
>
> You can reach the person managing the list at
>hlds-ow...@list.valvesoftware.com
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
>   1. Re: Killing Floor and Fire Daemon Management (Greg Williams)
>   2. Re: BAN Spy Scripts Anyone? (AnAkIn .)
>   3. Re: BAN Spy Scripts Anyone? (Donnie Newlove)
>   4. Re: BAN Spy Scripts Anyone? (Arg!)
>   5. Re: BAN Spy Scripts Anyone? (MjrNuT)
>
>
> --
>
> Message: 1
> Date: Thu, 14 May 2009 19:39:53 -0700 (PDT)
> From: Greg Williams 
> Subject: Re: [hlds] Killing Floor and Fire Daemon Management
> To: Half-Life dedicated Win32 server mailing list
>
> Cc: "Ryan C. Gordon" 
> Message-ID: <54653.68068...@web81506.mail.mud.yahoo.com>
> Content-Type: text/plain; charset=us-ascii
>
> Try this
>
> Executable: C:\GameServers\KF1\system\kf_server_launcher.bat
> Working Directory: C:\GameServers\KF1\system
> No parameters
>
> That works for me. Hello Rosie ; )
>
>
>
>
> 
> From: John Gibson 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Cc: Ryan C. Gordon 
> Sent: Thursday, May 14, 2009 9:24:38 PM
> Subject: Re: [hlds] Killing Floor and Fire Daemon Management
>
> Copying Ryan Gordon in here, he's our Linux expert.
>
> John Gibson
> President
> Tripwire Interactive LLC
> www.tripwireinteractive.com
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
> r...@sunlitgames.net
> Sent: Thursday, May 14, 2009 9:56 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Killing Floor and Fire Daemon Management
>
> We are successfully running SunLit Killing Floor 69.28.221.147:7707 from
> the
> included kf_server_launcher.bat file
> I can not however get it to load from the FireDaemon interface :(
>
> Executable: C:\GameServers\KF1\system\ucc.exe
> Working Directory: C:\GameServers\KF1\system
> Parameters: ucc server
> KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?mul
> tihome=69.28.221.147?AdminName=?AdminPassword=
>
> Any suggestions?
>
> Thanks
> Rosie the Riveter
> SunLit Games
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> --
>
> Message: 2
> Date: Fri, 15 May 2009 12:27:52 +0200
> From: "AnAkIn ." 
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><960f5e930905150327w762e2e92h45261bb5246d8...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> sv_allow_wait_command never worked on TF2 (or maybe even orange box
> engine).  It's been a few months it has been posted on this list already.
> It
> would be really nice if it worked, would be useful for leagues because it
> blocks a lot of illegal scripts.
>
> 2009/5/15 Arg! 
>
> > Im not sure if it works as advertised, but this cvar -
> > sv_allow_wait_command
> > should prevent clients using the wait command which is crucial to a lot
> of
> > these types of scripts.
> >
> > On Fri, May 15, 2009 at 10:37 AM, Yaakov Smith 
> wrote:
> >
> > > How do you trigger a script, apart from a bind?
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
> > > Sent: Friday, 15 May 2009 10:34 AM
> > &g

Re: [hlds] BAN Spy Scripts Anyone?

2009-05-15 Thread MjrNuT
The answer is YES, afaik..?

Sorry if I missed your point Yaakov.  If so please elaborate.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> Message: 4
> Date: Fri, 15 May 2009 10:37:53 +1000
> From: "Yaakov Smith" 
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
> To: "'Half-Life dedicated Win32 server mailing list'"
>
> Message-ID: <000801c9d4f5$65ddcac0$319960...@com>
> Content-Type: text/plain;   charset="us-ascii"
>
> How do you trigger a script, apart from a bind?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
> Sent: Friday, 15 May 2009 10:34 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] BAN Spy Scripts Anyone?
>
> I just don't know about that Haven, completely.  Here are some examples
> that
> I don't think you can do manually AND consistently:
>
> 1.  Demoman sticky -- autodetonate exactly all 8 or any when reaching the
> 1s
> life.
>
> 2.  Autosapping anything that you just move around to by touching.  You
> dont
> have to be looking at it to sap it like you manually would.
>
> I'm sure there are other examples of this nature.  Compared to the RJ, I
> totally agree w/ you.  Just an observation that the rule does not always
> fit
> the application?  (is that the saying? :P)
>
>
> @msleeper and Philip -- BWAH HAHAHAHAHAHAHAHAHH
>
> @Mr. Gottlieb -- do tell how?  and btw, you forgot the *j* dewd.  MjrNuT
>  No
> space and no period.  lol
>
> Cheers to the responses thus far guys!
>
>
> [FLASH] MjrNuT
> Arise from Flames and Ash, Behold Immortality
>
> www.flamesandash.com
>
>
>
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Re: [hlds] BAN Spy Scripts Anyone?

2009-05-14 Thread MjrNuT
I just don't know about that Haven, completely.  Here are some examples that
I don't think you can do manually AND consistently:

1.  Demoman sticky -- autodetonate exactly all 8 or any when reaching the 1s
life.

2.  Autosapping anything that you just move around to by touching.  You dont
have to be looking at it to sap it like you manually would.

I'm sure there are other examples of this nature.  Compared to the RJ, I
totally agree w/ you.  Just an observation that the rule does not always fit
the application?  (is that the saying? :P)


@msleeper and Philip -- BWAH HAHAHAHAHAHAHAHAHH

@Mr. Gottlieb -- do tell how?  and btw, you forgot the *j* dewd.  MjrNuT  No
space and no period.  lol

Cheers to the responses thus far guys!


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


From: Haven Meyer 
Subject: Re: [hlds] BAN Spy Scripts Anyone?
To: Half-Life dedicated Win32 server mailing list
   
Message-ID:
   <2cfa58300905141701i67c993fo4fcdb2cc41f21...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

TF2: Anything that can be done with a script, can be done by someone without
a script. There is a script which makes your "jump / crouch" half a dozen
times per jump, which due to the way Hit-boxes are rendered does actually
give the player an advantage. This is about the only example I can think of
where I am against it. Now you have to ask if you can tell what is a script
and what is just a good player. Could you prove it? :/ Really, it just comes
down to your server and how you want to handle it.
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[hlds] BAN Spy Scripts Anyone?

2009-05-14 Thread MjrNuT
Ok, scripts I gather are a debatable topic.  One school of thought is that
whatever Valve allows is acceptable.  Another is school saysit's
whatever deemed reasonable and legitimate, and this is said in the context
of the Admin's discretion.

So, I'm not looking to start a discussion on scripts in general.  I'm
interested to know if any of you server admins that are responsible for
banning players and such have indeed banned for any script usage for the Spy
in TF2.  I ask b/c in a way, even though the spy is granted some leeway in
attaining behind enemy lines to get kills, some scripts seem to *gurantee*
some things with much higher confidence when compared to scripts of OTHER
classes.

Examples:

1.  BS/Cloak -- where the smoke does not even show.  Not sure if that is
consistent w/ the smoke.  However, similar to also fast decloak of almost no
smoke at all.

2.  Autosapping -- sap whatever you materially come into range with.

3.  autosap w/ BS -- combined with above.

The above are just a few examples and I'm sure some of you may be able to
comment more.  My disclaimer is that Spy class is my least played.  I don't
and have not tried these scripts as I try for myself to understand the raw
setup.  Look at the timing for what may be constituted as "reasonable"
timing.  It's not like the Soldier RJ gurantees a kill.  Some of these
actions by the spy I can't help but partially associate with a sniper
aimbot.

Please be kind as I'm interested again in if you other server admins have
ever considered this, have done Bans, or w/e for Spys, thus classifying some
script usage as "illegal" by your standards.

Thanks,


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com
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Re: [hlds] Recent cheaters

2009-05-13 Thread MjrNuT
*bows* to Mr. Meyer and AnAkin --

Thanks for information.  Truthfully, I could maybe speak to 10% of the TF2
Hack info thread.  gaw!  Fortunately, our community is small and therefore
seems like we just don't that much traffic in that fashion, (knocks on the
PC wood).  I would like to be better at helping to ensure with our community
that things can be caught with confidence, or some reasonable confidence.

We run the server sv_pure 1.  At one time I did edit the whitelist to only
allow Steam content.  Someone here posted a while back what that was and
forgive me in forgetting your contribution.  However, it seems the TF2 Hack
info thread and the addition of AnAkin certainly doesn't prevent hacks.

May I contact either of your outside of list for further knowledge and
assistance?  Basically, I'm interested in what you might deem as basic
fundamental things that could be implemented.  We keep sv_pure 1 to allow
sprays as the only reason.

Thanks so much for the insight and if it's not a problem, would love to cite
your TF2 Hack thread for our use.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


Message: 3
Date: Wed, 13 May 2009 10:35:30 -0600
From: Haven Meyer 
Subject: Re: [hlds] Recent cheaters
To: Half-Life dedicated Win32 server mailing list
   
Message-ID:
   <2cfa58300905130935o36e03462h4f65c31913131...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

The VAC system has a lot a loopholes in it. Players such as 'Helios' and the
AA crew have been using the same basic (C++) framework for years and still
certain loopholes haven't been filled. Then again, the ones that do get
filled get bypassed in a matter of hours. Aside from that, you've got your
mat hacks which with the current system, will never be sniffed by the VAC.
One thing to note though- if you see a jump of hackers in your server, then
there was probably a released client that made it public. A few months back
we saw blatant aimbots / nospread (perfect compenstation), and 100% crit
rate chance jump from one day or so, to 2 or 3 an hour. After some
reasearch, it was the same day that [wont say the name of the hack- Initials
are d.s.], was released. Someone on the gameFaqs forums posted a link, and
we were swamped.

This hasn't been updated in a bit and some of the information could really
use an update, but it is a "hack info" post I made to help inform our
members of what to look for. Not every single hack is one of those "Snap to
every single person reguardless of location or visibility" type. There are
plenty of ways to disguise a hack- and many ways to turn certain portions of
them off at a moments notice.

http://www.clanao.com/phpbb3/viewtopic.php?f=12&t=564


--

Message: 4
Date: Wed, 13 May 2009 18:53:16 +0200
From: "AnAkIn ." 
Subject: Re: [hlds] Recent cheaters
To: Half-Life dedicated Win32 server mailing list
   
Message-ID:
   <960f5e930905130953s21117093he8be033a4b188...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

A lot of people pay for cheats, and those cheats are almost never detected
because they're private and have anti leaks methods etc, so nobody will be
able to find them in public. And now, a lot of cheats are made in ring 0,
which made them impossible to be detected by VAC because it runs in ring 3.
There are even some public ones. This has been existing for years and is
used by lot of people. I don't understand why VALVe still didn't make
anything to detect them.

Most other public cheats will get detected because they run in ring 3...but
people which really want to cheat will go take a private one, and there are
HUNDRED of sites with private cheats, or maybe even more than that.
Seriously, even the leagues AC are better than VAC against those private
cheats. I know that most leagues AC staff will register to those cheats
sites and pay to have a chance to detect them, but obviously VALVe doesn't
do that, seeing some private cheats have been undetected for years.

ATM, only the guys who want to test a cheat and type "tf2 cheat" or "cs
cheat" in google really get VAC banned. The others ones know on which site
to go and be sure to never get banned.

For example, in the most known european TF2 league, there have been a total
of ~30 cheaters banned, and most for aimbotting and like ~20-25 of them were
banned in the past few months. In those 30, I've checked their VAC status,
and only 2 were VAC banned. Most of them were playing TF2 since months, or
even since its release. ATM they still aren't VAC banned. And of course
there are probably a lot more than 30 in that league.
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Re: [hlds] Recent cheaters

2009-05-13 Thread MjrNuT
Tony,

Sorry for the late response.  Thanks for the input.  Note that the person's
account, after 3 months has not been VAC flagged.  I know VAC works in
mysterious ways and was hoping for concrete backup if the account was
VACed.  Butit just looked too snappy

I wonder if the Sniper Update will conjure up a more aggressive use of
aimbots...?

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


 Re: [hlds] Recent cheaters

Tony Paloma
Thu, 07 May 2009 13:49:24 -0700

Third person makes it pretty hard to judge.

The first video doesn't show very much. In the second video, the shot
against the scout towards the end is very suspicious. The third video is
hard to tell if anything is going on. It seems like he knows people are up
there when he shouldn't know but he probably just saw people walking around
up there earlier before the video started. In the fourth video, he snaps to
somebody up top about 20 seconds in. Or maybe he was just shooting someone
down where he was looking and then checking the roof real quick right after.

It would be much better if the video was first person, but I'd say you were
justified in banning him.
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Re: [hlds] SourceTV (TF2 and CS:S)

2009-05-08 Thread MjrNuT
We use SourceTV.  It is always on, but not always recording.  It only
records when an admin sets it to, using the following SM plugin:

http://forums.alliedmods.net/showthread.php?t=69261

It doesn't have the features that you're requesting, but it seems completely
doable.  I don't know if the author is still supporting it and maybe the
feature request be done there or modded by one of you fellas here.

Either way, it would be helpful.



[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


> --
>
> Message: 5
> Date: Fri, 08 May 2009 23:08:22 -0500
> From: Alex 
> Subject: Re: [hlds] SourceTV (TF2 and CS:S)
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID: 
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Great thanks! Some features that would be nice:
> Start Sourcetv record with X number of players
> Record SourceTV demo at XX:XX Time
> Record SourceTV demo for XX:XX Time
>
> And not sure if it could be done in sourcemod (very unlikely) but is
> there a way to view time stamps within sourceTV demo files? Like say i
> want to see when XXX Player pwned the entire team and he said it happend
> around "5PM", is there a way to see in sourcetv what time it was when
> the even occured?
>
> StevoTVR wrote:
> > Give me a few days and I can make a SM plugin to do that if you want. If
> > anyone has any other features to add, just post them here.
> >
> > Alex wrote:
> >
> >> Possibly, not sure how willing my clan would be to do something like
> >> that. I mean how much would a commission like this cost? With donations
> >> we barely get by sometimes for our game servers so thats always a
> problem.
> >>
> >> Jeff Sugar wrote:
> >>
> >>
> >>> If you make any progress on this, please make it public. It would be
> nice to
> >>> have SourceTV on all the time on our server, excepting when it's empty.
> >>> There's no reason to have hours of demos from overnight when the server
> is
> >>> empty. If you're willing to pay for the plugin to be made, I can point
> you
> >>> towards some great coders that take on comissions. If you're serious
> about
> >>> it, I'm sure we could probably find other admins to chip in with us so
> that
> >>> it's a reasonable price for all involved. It could also include things
> like
> >>> "record demo of X length on demand", etc :)
> >>>
> >>> Just an idea!
> >>>
> >>> If you want to discuss it further in private, you can email me or
> contact me
> >>> on GameSurge's IRC at #hlserveradmins
> >>>
> >>> -Atreus
> >
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Re: [hlds] Recent cheaters

2009-05-07 Thread MjrNuT
This cheater subject has perked my interest and was hoping if ppl might shed
some light on this related issue.  I'm definitely no expert and I can only
rely on my experience, understanding what I think of game mechanics, and
available net info (you guys and other).  I do think there are more aimbots
around and we had some cases a couple months back.  We perform server side
demos, which I know will show differently for client side demos, I just
don't know exactly the extent.  In any case, I believe I nailed this sniper
aimbot pretty well, but I'd like to know your guys' input, if possible.
This occurred early March and the account is remains VAC good standing.  I
made the following post on Steam Forums to get similar feedback and its hard
to judge considering the "community" there.  No offense.  Thus, you mightier
than thou people here, I am more optimistic of the responses, like you
nailed it right, or you need more lessons on identifying aimbots.

Here is the post

http://forums.steampowered.com/forums/showpost.php?p=9368328&postcount=64

In a later post I explain why I did it in 3rd person and at least what I
picked up on to make my final conclusion.

To speak to Demo-to-Avi process, I use what is free.  FRAPS is a resource
hog, imo.  Don't mean any offense:

1.  I take the Demo file, load it.  Windowed mode, 800x600.
2.  I use Xvid, and a number of binds to start making a AVI, and a bind to
stop the AVI generation.
3.  Take teh AVI, use as-is, and upload to WeGame (used to use GameVee but
they plopped).
4.  Sometimes I'll use Windows Movie Maker to put a series of generated AVIs
together.
5.  I'm not an animator, I just do what I think is necessary.

Thanks for input on the aimbot though, you'll find 4 vids.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> --
>
> Message: 4
> Date: Thu, 7 May 2009 12:24:04 -0600
> From: Ben B 
> Subject: Re: [hlds] Recent cheaters
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
><78be93d90905071124i1690b9e8o539c01a98a6c0...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> I've noticed sort of an influx of late with people using aimbots, and a
> couple speed hacks. =(
>
> On Thu, May 7, 2009 at 7:20 AM, MONDO  wrote:
>
> > If you're having FPS issues with FRAPS, you should try "Growler Gun Cam"
> (
> > http://www.growlersoftware.com/) <http://www.growlersoftware.com/>
> > Its a FRAPS-style program with much better performance and a few more
> > options (such as movie maker, encoding to xvid, signature maker from
> video,
> > animated gifs...), not a bad deal for $20.  (As a bonus, it can also be
> > used
> > to record desktop, etc.)
> > On Thu, May 7, 2009 at 9:09 AM, Philip Bembridge
> > wrote:
> >
> > > I use wegame (http://www.wegame.com/) but I have a quad core beast
> > running
> > > crossfire that can handle it :-)
> > >
> > > Phil
> > > ___
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
>
> --
> >From Ben B. (Goerge)
>
>
> --
>
> ___
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>
>
> End of hlds Digest, Vol 15, Issue 23
> 
>
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Re: [hlds] Harddrives which to choose

2009-04-30 Thread MjrNuT
Irrelevant to server administration.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

> -Original Message-
> From: msleeper 
>
> Date: Wed, 29 Apr 2009 22:16:52
> To: ; Half-Life dedicated Win32 server mailing list<
> hlds@list.valvesoftware.com>
> Subject: Re: [hlds] Harddrives which to choose
>
>
> Did it take you an hour to type that on your super awesome mobile
> device?
>
> Sent from my PC like a normal human being
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Re: [hlds] Quick question about sv_search_key

2009-04-27 Thread MjrNuT
I'll be clearer for you.  DO not allow FRIENDS to join w/o an invitation.
Setting the Lobby to Friends ONLY, does NOT allow you to select particular
*Friends* to join.

mmm, k?

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> --
>
> Message: 3
> Date: Mon, 27 Apr 2009 18:10:51 -0400
> From: msleeper 
> Subject: Re: [hlds] hlds Digest, Vol 14, Issue 103
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID: <1240870251.5214.18.ca...@svm.conepuppy.com.conepuppy.com>
> Content-Type: text/plain
>
> No Patrick, there's a difference between there being confusion about how
> something works, and 1 random yahoo being wrong and everyone else who
> knows better and can read and understand english telling him he's wrong.
>
> To "MjrNut", you can set a Lobby to be Friends Only, AKA Invite Only,
> already.
>
>
> On Mon, 2009-04-27 at 15:02 -0700, MjrNuT wrote:
> > I'm glad people were quick to *clarify*, according to my disclaimer. :D
> >
> > For the record, this is what my memory held that made me say *unique*.
> > granted is was done on the DEMO version, just prior to going Full:
> >
> > Valve has released a new server update for the Left 4 Dead demo (as well
> as
> > > a client patch) with fixes for matchmaking and private servers. Jason
> Ruymen
> > > sent the message to the HLDS mailing list:
> > >
> > > The Left 4 Dead Demo has been updated. Please run hldsupdatetool to
> receive
> > > it. The specific changes include:
> > >
> > > - Fixed several issues with matchmaking and password protected servers
> > > - Tuned matchmaking to provide better search results
> > > - Fixed bug where servers could stay reserved by matchmaking forever
> > > - Performance optimizations and fixes to networking layer
> > > - Fixed issue where game could cause Steam executable to use too much
> CPU
> > > - Fixed music resetting when changing video settings
> > > - Fixed some issues with not being able to chat and/or connect to other
> > > users
> > >
> > > In addition to those, we've also added some early features to help
> enable
> > > "private" servers. There are two ways to enable this:
> > > *
> > > Set a sv_search_key to a unique string on the server*
> > > Do the same on each client that will want to connect
> > > Start a map on the server
> > > Searches for games should be restricted to only finding servers with
> that
> > > search key
> > >
> >
> > I don't ever recall seeing anything in the subsequent updates that
> indicated
> > the servers could do as many of you have said (e.g., > 1 server w/ same
> > key).  I'm glad to know this, but I did try it w/ only 2 servers, and
> > NEITHER would connect.  I tried this sometime this January.  Maybe
> something
> > changed, but I've never had a search key problem in any case.
> >
> > Did you guys just happen to *stumble* on this function or please point me
> to
> > the update that stated or implied it.  :D
> >
> > To msleeper's point, I think I'd concur w/ the possibility of your
> > suggestion.  For us, we've launched a pure public one for Matchmaking
> just
> > to add to the pool of servers out there.  Our other one is set to use the
> > Key.  We aren't concerned if they are not filled or used, but I do see an
> > advantage of having the option like you describe.  Some of our people
> have
> > inquired about it as well.
> >
> > Another suggestion I'd throw outor maybe someone knows, is for a
> lobby
> > to be set for INVITE only.  Sucks to have ppl join, by accident, and they
> > take spot of intended person.
> >
> > Thanks!
> >
> > [FLASH] MjrNuT
> > Arise from Flames and Ash, Behold Immortality
> >
> > www.flamesandash.com
> >
>
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Re: [hlds] hlds Digest, Vol 14, Issue 103

2009-04-27 Thread MjrNuT
I'm glad people were quick to *clarify*, according to my disclaimer. :D

For the record, this is what my memory held that made me say *unique*.
granted is was done on the DEMO version, just prior to going Full:

Valve has released a new server update for the Left 4 Dead demo (as well as
> a client patch) with fixes for matchmaking and private servers. Jason Ruymen
> sent the message to the HLDS mailing list:
>
> The Left 4 Dead Demo has been updated. Please run hldsupdatetool to receive
> it. The specific changes include:
>
> - Fixed several issues with matchmaking and password protected servers
> - Tuned matchmaking to provide better search results
> - Fixed bug where servers could stay reserved by matchmaking forever
> - Performance optimizations and fixes to networking layer
> - Fixed issue where game could cause Steam executable to use too much CPU
> - Fixed music resetting when changing video settings
> - Fixed some issues with not being able to chat and/or connect to other
> users
>
> In addition to those, we've also added some early features to help enable
> "private" servers. There are two ways to enable this:
> *
> Set a sv_search_key to a unique string on the server*
> Do the same on each client that will want to connect
> Start a map on the server
> Searches for games should be restricted to only finding servers with that
> search key
>

I don't ever recall seeing anything in the subsequent updates that indicated
the servers could do as many of you have said (e.g., > 1 server w/ same
key).  I'm glad to know this, but I did try it w/ only 2 servers, and
NEITHER would connect.  I tried this sometime this January.  Maybe something
changed, but I've never had a search key problem in any case.

Did you guys just happen to *stumble* on this function or please point me to
the update that stated or implied it.  :D

To msleeper's point, I think I'd concur w/ the possibility of your
suggestion.  For us, we've launched a pure public one for Matchmaking just
to add to the pool of servers out there.  Our other one is set to use the
Key.  We aren't concerned if they are not filled or used, but I do see an
advantage of having the option like you describe.  Some of our people have
inquired about it as well.

Another suggestion I'd throw outor maybe someone knows, is for a lobby
to be set for INVITE only.  Sucks to have ppl join, by accident, and they
take spot of intended person.

Thanks!

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> Date: Mon, 27 Apr 2009 16:51:03 -0400
> From: msleeper 
> Subject: Re: [hlds] Quick question about sv_search_key
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID: <1240865463.5214.11.ca...@svm.conepuppy.com.conepuppy.com>
> Content-Type: text/plain
>
> Yeah, search key just specifies any server to look in with that key.
>
> Personally I think the search key is totally useless. The ONLY way to
> connect to a server with a key is if you are using it. It should
> preference the servers, not use them exclusively. If I can't find a
> server with the search key, look for a normal server. Same goes for the
> actual servers, they are totally empty unless someone with the key goes
> to them. It's not bad if you only have 1 or 2 servers for a small
> community, but I'd like to have my servers open for normal lobbies, and
> for search lobbies if someone uses it so they can preference one.
>
>
>
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[hlds] Quick question about sv_search_key

2009-04-27 Thread MjrNuT
It must be unique for each server.  So, no you can't.  Unless there is some
variation that I don't know about that someone else can clarify.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

Message: 6
Date: Mon, 27 Apr 2009 15:44:01 -0500
From: "Zach Tate" 
Subject: Re: [hlds] Quick question about sv_search_key
To: hlds@list.valvesoftware.com
Message-ID:
   
http://l8b9dfde542e44f26a49c7fa97e2ae3f8.1240865021.scalix.rentadmin.net/>
@MHS>

Content-Type: text/plain;   charset="US-ASCII"

I have a question, if I were to setup a search key would I be able to
setup 5 servers with the same search key and just randomly connect to
one that doesn't have players in it?  Or do you have to have a different
search key for every server?

Thanks,
Zach Tate
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[hlds] [L4D]Server wont allow any more connections after a gameconcludes.

2009-04-24 Thread MjrNuT
I've encountered this same issue recently.  Only way I was able to reconnect
my lobby to the server, was to kill the Lobby and remake it.  WTF??  A bit
annoying especially if you can't get your same crew back.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Nick Ekstr?m
> Sent: Friday, April 24, 2009 4:50 AM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] [L4D]Server wont allow any more connections after a
> gameconcludes.
>
> I've rented a server through Gameservers.com and I've had it for about a
> month.
> However every time a game concludes (either normally or everyone returning
> to lobby or disconnecting) my server then won't allow a new game/lobby to
> connect.
> The only way I have figured out, is to restart the server every time. There
> has to be a way around this, or even a fix for this.
>
>
> server.cfg:
>
> hostname "Stumpy's Corner"
>
> exec banned_user.cfg
> exec banned_ip.cfg
>
> rcon_password "754731"
>
> sv_search_key stnp
>
> sv_steamgroup 657532
> sv_steamgroup_exclusive 0
> sv_allow_lobby_connect_only 1
>
>
> mp_disable_autokick 1
> sv_consistency 1
>
>
> sv_region 3
>
> sv_log_onefile 0
> sv_logbans 1
> sv_gametypes "coop,versus,survival"
>
> mp_disable_autokick 1
> mp_teams_unbalance_limit 0
> mp_chattime 20
>
> setmaster add 68.142.72.250:27011
> setmaster add 72.165.61.189:27011
>
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread MjrNuT
The Cabal process is certainly not a living thing here, or maybe it is.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


On Mon, Apr 13, 2009 at 2:38 PM, wrote:

> Send hlds mailing list submissions to
>hlds@list.valvesoftware.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
>http://list.valvesoftware.com/mailman/listinfo/hlds
> or, via email, send a message with subject or body 'help' to
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>
> You can reach the person managing the list at
>hlds-ow...@list.valvesoftware.com
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
>   1. Re: "Writing the code was typically less than halfthe
>  problem." (msleeper)
>   2. Re: "Writing the code was typically less than half the
>  problem." (Brent Veal)
>   3. Re: "Writing the code was typically less than halfthe
>  problem." (Alec Sanger)
>
>
> --
>
> Message: 1
> Date: Mon, 13 Apr 2009 17:32:58 -0400
> From: msleeper 
> Subject: Re: [hlds] "Writing the code was typically less than half  the
>problem."
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID: <1239658378.16373.9.ca...@svm.conepuppy.com.conepuppy.com>
> Content-Type: text/plain; charset=utf-8
>
> Normally you'd be right but in this case, no. The article has nothing at
> all to do with server administration.
>
>  * The first paragraph is describing how before HL2, Valve's design
> process was not close-knit like they are now.
>  * The second paragraph is describing how they fixed it when the
> developers started working closely together.
>  * The third paragraph is the author whining that the SDK is too hard to
> learn.
>
> I see nothing that has to do with server administration. At all. It was
> posted here because whoever posted it thought it was "interesting".
> Which it is. But what it's not is -relevent to the administration of
> game servers-.
>
>
>
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Re: [hlds] Your Rack Server Specs??

2009-04-06 Thread MjrNuT
Thanks to everyone that replied.  I see some hefty Beef is out there.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



>
> Hello,
>
> Would people mind sharing what brand and specs they have for their Rack
> Server?  We are considering such for collocation and thought many of you
> might have some great input in this area.
>
> Thanks for any feedback you share.  Feel free to email me directly if you
> wish.
>
>
> [FLASH] MjrNuT
> Arise from Flames and Ash, Behold Immortality
>
> www.flamesandash.com
>
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[hlds] Your Rack Server Specs??

2009-04-03 Thread MjrNuT
Hello,

Would people mind sharing what brand and specs they have for their Rack
Server?  We are considering such for collocation and thought many of you
might have some great input in this area.

Thanks for any feedback you share.  Feel free to email me directly if you
wish.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com
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Re: [hlds] hlds Digest, Vol 13, Issue 148

2009-03-19 Thread MjrNuT
Agreed with Alec and Sakefox,

Matt, your premise for such player scoring is a result of what ingame Admins
perceptions/tolerances/attitude/etc. are at the time??  This is way too
subjective and really is a function of the Communities policies, imo.
Abusing Admins will be defined based on what your organizations policies
are, which do not and should not impact others outside of your servers, for
the same reasons these other guys state.

I believe your cultivated environment can be heavily dictated by admins and
be detrimental on one side and completely opposite from another POV...but
that's a purely nebulous concept considering all the different walks of life
constituting a wide breadth of _tolerances_.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


Message: 7
Date: Thu, 19 Mar 2009 11:14:34 -0400
From: Alec Sanger 
Subject: Re: [hlds] Bad player rankings to match bad server ones
To: 
Message-ID: 
Content-Type: text/plain; charset="iso-8859-1"


definitely. This would never work out in the real world because everyone has
different morals. Some people kick for spawn camping. Some people kick for
achievement whoring. Some people kick for no reason at all.

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



> Date: Thu, 19 Mar 2009 11:07:19 -0400
> From: sake...@kingdomsend.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Bad player rankings to match bad server ones
>
> as good as it might sound this would be a very bad thing. with the
> server delisting its a automated scoring system. Scoring on a player for
> this would be nothing but subjective. You say its because the player is
> being disruptive and maybe is, but everything that could lower the
> person score could also be done just because you don't like the person.
> also there are some servers out there that have fun and there community
> has no issues with a quick laugh of kicking someone for a joke. With
> this you would be hurting more then helping anything.
>
> Matt Lane wrote:
> > If valve is going to put serious thought into improving the players
> > experience through ranking and de-listing problem servers they should
also
> > consider applying a similar method to players.  I'm part of a community
that
> > tries to cultivate only friendly players and we've had a surprising draw
> > because of it.  The problem is we have to constantly monitor our servers
for
> > people being disruptive and ruining other players gaming experience in
order
> > to keep the players we want.  That causes other problems like having too
> > many admins and finding out some have been abusing their powers.
> >
> > Now if Valve's ultimate goal is to have the best player experience
around
> > they should not just consider the servers but the players as well and
give
> > server operators some more tools to help provide the proper experience
and
> > eliminate trolling.
> >
> > So if we apply similar rules we get this (a rough proposal):
> > -Players start off with 10 points
> > -Every hour of playing without incident they get another point
> > -Every kick they lose 3 points, every votekick they lose 5 points and
every
> > ban they lose 6
> > -Server operators get a cvar (not default) that lets them set the
minimum
> > player score up to 0
> > -Servers get a modest penalty to the server score for kicking or banning
a
> > player to keep them from abusing it.  They do not get penalized for
> > vote-kicks.
> > -Players that fall short of the minimum score needed for a server do not
see
> > it in their server lists
> > -No one can see another players score
> >
> > This is something that should not be done without a lot of thought as to
my
> > knowledge no game has attempted this and it does bring up some worries.
 But
> > this would encourage people from harassing players and using racial
slurs.
> > It will allow operators to set the tone of their servers and give them
the
> > tools to create the experience they want without having to give too many
> > people admin privileges.  And it will discourage admins from kicking or
> > banning without reason due to the penalty.
> >
> > I'm not saying that valve should run out and do this immediately, but in
> > improving the player's experience they should focus just as much
attention
> > on players as servers as both can do a lot to ruin a game for an
individual.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
>
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread MjrNuT
Isn't that a pretty bold assumption regarding your drop of clients?  Maybe
I'm misreading your experience, but it seems like you claim the update (read
as *OPTIONAL*) caused the issues.  However, you didn't updated and you
couldn't test it in the first place?  Or are you ranting that after you
waited 1.5 hrs you finally updated and those were the "experiences"?

Your submitted documentation or test diary may not pass the quality
assurance standards anyways.  :P

An ***optional*** update for Team Fortress 2 has been released.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



>
> --
>
> Message: 4
> Date: Thu, 19 Mar 2009 08:18:49 -0500
> From: "turb0z" 
> Subject: Re: [hlds] Team Fortress 2 Update Available
> To: "'Half-Life dedicated Win32 server mailing list'"
>
> Message-ID: <005d01c9a895$3f8516d0$be8f44...@com>
> Content-Type: text/plain;   charset="iso-8859-1"
>
> Definitely a major performance drop for clients on this update.  With
> multicore rendering enabled, I myself crashed 30 seconds and I have a
> Core2Due E8400 - one of the more popular core2duo's sold.  I can't even
> "test" it for valve... my servers weren't updated right away, so people
> played on them for about 1.5 hours before I updated them.  The connection
> drops, fps issues, ping issues were all nonsense.  Don't release a patch
> that isn't required unless you've tested that it works OK.  Otherwise make
> it required so that us server admins at least get shouted at by the
> community to update them and you don't walk in to 800 messages saying "omg
> wtfiswrongwiththeservers!!oneshift"
>
> Anyway, just venting.  I'll go back to my normal "read only" phase with
> this
> mailing list.
>
> Just another fail for quality control on patch releases.
>
>
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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread MjrNuT
It's a server side update.

first try the server did not come up.

2nd time was a step before charm, and it is live now.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

Message: 7
Date: Wed, 18 Mar 2009 20:57:46 -0400
From: Karl Weckstrom 
Subject: Re: [hlds] Team Fortress 2 Update Available
To: Half-Life dedicated Win32 server mailing list
   ,  "hlds_li...@list.valvesoftware.com"
   ,
   "hlds_annou...@list.valvesoftware.com"
   
Message-ID: 
Content-Type: text/plain; charset=us-ascii

This do anything on the server side or is srcds still single threaded?

-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Wednesday, March 18, 2009 8:52 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Available

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

Added Multicore Rendering:
- This initial release is aimed at testing compatibility, so the option is
OFF by default
- To turn it on, go to the Options->Video->Advanced dialog, and check the
"Multicore Rendering" option

Other changes:
- Several performance improvements to decals and client bone/flex setup
- A variety of alt-tab and mode switch fixes
- Improvements to the way the engine initializes surround sound, fixing some
specific hardware cases
- Fixed a crash on exit in Vista 64

Jason
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Re: [hlds] sv_steamgroup for other games

2009-03-17 Thread MjrNuT
Great ideas!!  Thanks Alex and the follow ons.

I4th it?

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


Date: Tue, 17 Mar 2009 20:27:27 +0200
From: Nightbox 
Subject: Re: [hlds] sv_steamgroup for other games
To: Half-Life dedicated Win32 server mailing list
   
Message-ID:
   <3aeee7890903171127k6e1b8fd1k119c7f5e448c5...@mail.gmail.com>
Content-Type: text/plain; charset=windows-1252

i support this also :)

2009/3/17 Alec Sanger 

>
> wouldn't the post you responded to fix that problem? A groupID would have
> to match a groupID password in order for it to work.
>
> Adding servers via the group settings would also be a great fix.
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
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[hlds] Data Whore Topic :P

2008-06-15 Thread mjrnut
Credit companies have been doing this for how long :P  Ever wonder how each 
person gets a credit score?

Good stuff to those server admins that have the capability to perform such data 
mining.  I understand that it is for the primary purpose of those offenders in 
our game severs.  Conversely, (as the gentleman was maybe trying to point out) 
is the use of the data in an abusive manner.  I'm not in any way insinuating 
such a thing, however, it might cross people's minds.

Again, voogru and other alike that are able to implement such practices is just 
awesome.  I'm  a data whore myself.  If those of you cannot make your processes 
available to the public or some "consortium" of server admins, what about 
providing some excerpt of the data that is at least viewable.  LIst of banned 
players from your servers, etc.  Sorry if you did provide that already.

Cheers and keep up the good work on keep punks out that infringe on people's 
fun,

--
MjrNut

^ always looking for a good time!! :P


> Message: 8
> Date: Sun, 15 Jun 2008 17:51:09 -0700
> From: "Tony Paloma" <[EMAIL PROTECTED]>
> Subject: Re: [hlds] Another command to crash servers. Fuckyay.
> To: "'Half-Life dedicated Win32 server mailing list'"
>   
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset="us-ascii"
> 
> But it's data mining. You should ask yourself if what you are doing (or
> asking to do) is ethical.
> 
> Example data mining scenario:
> 
> Ravi Singh works for one of the major credit card companies in their
> data-processing center. The company is continuously developing new products
> to offer to customers and add revenue to the corporation. He is an avid
> reader of the computer magazines and recently has been reading about
> data-mining tools that are now available for a reasonable cost. Ravi goes to
> his supervisor with the suggestion that their unit purchase one of these
> tools and use it to find out more about their customers. The information may
> be telling in terms of customer interest and capability. 
> 
> The supervisor likes the idea. After exploring the systems that are
> available, the unity purchases one and Ravi is assigned to explore patterns
> in the database of information on the company's customers and their
> purchasing habits. 
> 
> Ravi discovers that certain zip codes are highly correlated with loan
> defaults. These zip codes must be in low-income areas for the mined and
> analyzed data indicate that the company would reduce its losses
> significantly by refusing to extend credit to anyone living in twenty-five
> zip codes, while at the same time not significantly reducing their revenues.
> In other words, on average losses due to default generated by individuals in
> those zip codes were greater than revenue generated.
> 
> Ravi continues with his data mining. Next he discovers a correlation between
> those who use their credit cards to make contributions to Hindu charitable
> organizations and those who charge over $40,000 a year on their credit
> cards. This information seems important. If the company made a special
> effort to solicit Hindu's as customers, it might be able to increase its
> revenues significantly. 
> 
> Ravi goes to his supervisor with the suggestion that they adopt these
> strategies. Has Ravi done anything wrong? If his company adopts these
> strategies, have they done anything wrong?
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
> MacDonald
> Sent: Sunday, June 15, 2008 5:18 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Another command to crash servers. Fuckyay.
> 
> Heh, I'm a statistical whore. I like to know everything I can, and it's
> particularly useful against players who abuse my server.
> 
> For example, in one instance, Tony Paloma had some jackass lagging his
> server with an exploit, a quick check of the source of the malicious traffic
> coupled with the players IP instantly available with a simple query resulted
> in him finding out who the culprit was.
> 
> That is why I store everything I possibly can, it always comes in handy
> later.
> 
> Besides, every server logs this data in the server logs, I just make it
> accessible easily.
> 
> - voogru.
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Rian Brooks-Kane
> Sent: Sunday, June 15, 2008 7:00 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Another command to crash servers. Fuckyay.
> 
> Everyone loves stats and data.
> 
> Rian
> ___