Re: [hlds] New feature in TF2 Beta dedicated server update

2012-03-16 Thread Richard Eid
Valve implemented this feature in Left 4 Dead 2 a little while back.  It's
been somewhat controversial with a vocal minority but has ultimately proven
itself useful to the rest of the community.  Personally I'm a huge fan of
it.  There is a thread on SPUF in which Chet Faliszek offers a little
insight into your question.

http://forums.steampowered.com/forums/showpost.php?p=28547471&postcount=237

TF2 is obviously very different than L4D2 and the feature has already been
tuned a little to better meet the needs of a server admin.  In fact, if I
remember correctly in L4D2 it only applies to official servers(I think).
 But as a L4D2 server operator I don't believe there are any options/CVars)
yet available for how a server should handle the block list, which is a
feature of Steam Community and not the L4D2 dedicated server.

Hopefully everyone here provides some good feedback instead of paranoid
conspiracy theories like what some users dreamed up in that thread.
 Seriously, some of it is priceless.  Also of note from Chet's post is that
Valve personally contacts these undesirables and works to change their
behavior.  So for serial abusers of this feature in TF2 you can bet Valve
will be in contact with them as well.

         -Richard Eid


On Fri, Mar 16, 2012 at 2:54 AM, Russell Smith wrote:

>  It seems like the only useful use case I can think of with this feature
> is to create a private steam group of admins for a server.  Then any user
> the admins block would be kicked from the server.  However, if it's only
> checking blocked users of connected players this wouldn't be altogether
> useful.
>
> What exactly were the use cases Valve saw when coming up with this
> feature, Rich?
>
>
> On 3/15/2012 11:48 PM, dmex wrote:
>
>  One problem I see is for semi-large groups like ours:
> http://steamcommunity.com/groups/mypayload
>
> ** **
>
> 1) If one member has all the admins blocked, none of the admins will be
> able to join the server.
>
> 2) If the member gets removed from the group there's nothing to stop them
> from creating a F2P account, re-joining the group (since it's public) and
> causing the same problem all over again. 
>
> 3) If a user is blocked from a server, they'll just create and use a F2P
> account, avoiding the block entirely.
>
> ** **
>
> Result: 
>
> An annoying feature that's doing nothing other than allowing users to
> grief others and endless problems for admins.
>
> ** **
>
> Users should never be permitted to block other users from servers they do
> not own or control, I think it's been well established in the past that
> something like that will be abused.
>
> ** **
>
> We have around 12 admins, only one has access to the server console, if
> he's not around it could be a few days before the member preventing the
> admins from joining is removed but they could just rejoin the group using a
> F2P account and cause the same issue. If anything this feature should allow
> admins to give extra's to group members e.g. allowing sprays or in-game
> voting options if they are disabled, not blocking people from joining
> because of some other idiot.
>
> ** **
>
> Just my 2c.
>
>
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Re: [hlds] L4D2 Steamgroups Borked?

2012-01-16 Thread Richard Eid
Another update is available right now.

http://store.steampowered.com/news/7164/

 -Richard Eid


On Sat, Jan 14, 2012 at 12:22 AM, Robert Whelan wrote:

> Sweet... our Steam Groups and LAN bug seem to have been adressed and
> running ok now
>
> Greatly appreciated ;)
>
>
>   *From:* Fletcher Dunn 
>
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Sent:* Friday, January 13, 2012 9:17 PM
>
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
>   We expect to release an update on Monday that fixes the Windows servers.
>
> I apologize for not responding to this more quickly.
>
> - Fletch
>
>  *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Robert Whelan
> *Sent:* Friday, January 13, 2012 6:32 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
>  LoL, I realised that as soon as I read your post... I forgot I wanted
> the info from my .bak!
>
>  Oooopsie
>
>
>   *From:* John 
> *To:* hlds@list.valvesoftware.com
> *Sent:* Friday, January 13, 2012 7:59 PM
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
>  That's because you are using the OB one :).
>
> My steamclient.dll matches the size and date on Richard's, and doesn't
> seem to work, so I must be missing something else -- or need to delete
> something. I'll try a completely fresh install later tonight.
>
> -John
>
> On 1/13/2012 4:44 PM, Robert Whelan wrote:
>  Odd... ours was created 1/13/2012, modified 11/10/2011 and is 62.5mb's
>
>   *From:* Richard Eid  
> *To:* Half-Life dedicated Win32 server mailing list
>  
> *Sent:* Friday, January 13, 2012 6:33 PM
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
>
> https://lh3.googleusercontent.com/-KDryVEX86Pc/TxDMy-ezFpI/AAAADpI/XSXtjiisJns/s499/l4d2.png
>
>
> https://lh4.googleusercontent.com/-TGKjNBlVCRQ/TxDNOH0bBAI/Dpc/6hz3LSYlmQQ/s438/steamclient.jpg
>
>  -Richard Eid
>
>  On Fri, Jan 13, 2012 at 7:22 PM, John 
> wrote:
>  On 1/13/2012 4:07 PM, Richard Eid wrote:
> My Windows server is fine using the steamclient.dll provided with the Left
> 4 Dead 2 depot.  Not saying you guys aren't having any problems, just that
> not ALL Windows servers are broken.
>
> That's certainly odd, as all of ours were. I'll poke around further and
> see if a -verify_all after today's update would help (it didn't help
> previously).
>
> What's the file size on your steamclient.dll? Can you confirm that it says
> "secure" in the "status" output?
>
> -John
>
>
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Re: [hlds] L4D2 Steamgroups Borked?

2012-01-13 Thread Richard Eid
Hi Fletcher,

Can you share any details on what is broken?  Even the update earlier in
the week didn't break anything for me on Windows like it did with Robert
and John.  I'm just curious why I seem to be the lucky one here.

     -Richard Eid


On Fri, Jan 13, 2012 at 10:17 PM, Fletcher Dunn  wrote:

> We expect to release an update on Monday that fixes the Windows servers.**
> **
>
> ** **
>
> I apologize for not responding to this more quickly.
>
> ** **
>
> - Fletch
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Robert Whelan
> *Sent:* Friday, January 13, 2012 6:32 PM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
> ** **
>
> LoL, I realised that as soon as I read your post... I forgot I wanted the
> info from my .bak!
>
>  
>
> Oooopsie
>
>  
>
> ** **
>
> *From:* John 
> *To:* hlds@list.valvesoftware.com
> *Sent:* Friday, January 13, 2012 7:59 PM
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
> ** **
>
> That's because you are using the OB one :).
>
> My steamclient.dll matches the size and date on Richard's, and doesn't
> seem to work, so I must be missing something else -- or need to delete
> something. I'll try a completely fresh install later tonight.
>
> -John
>
> On 1/13/2012 4:44 PM, Robert Whelan wrote: 
>
> Odd... ours was created 1/13/2012, modified 11/10/2011 and is 62.5mb's
>
> ** **
>
> *From:* Richard Eid  
> *To:* Half-Life dedicated Win32 server mailing list
>  
> *Sent:* Friday, January 13, 2012 6:33 PM
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
> ** **
>
>
> https://lh3.googleusercontent.com/-KDryVEX86Pc/TxDMy-ezFpI/AAAADpI/XSXtjiisJns/s499/l4d2.png
> 
>
> ** **
>
>
> https://lh4.googleusercontent.com/-TGKjNBlVCRQ/TxDNOH0bBAI/Dpc/6hz3LSYlmQQ/s438/steamclient.jpg
> 
>
>
>  -Richard Eid
>
> 
>
> On Fri, Jan 13, 2012 at 7:22 PM, John 
> wrote:
>
> On 1/13/2012 4:07 PM, Richard Eid wrote:
>
> My Windows server is fine using the steamclient.dll provided with the Left
> 4 Dead 2 depot.  Not saying you guys aren't having any problems, just that
> not ALL Windows servers are broken.
>
> ** **
>
> That's certainly odd, as all of ours were. I'll poke around further and
> see if a -verify_all after today's update would help (it didn't help
> previously).
>
> What's the file size on your steamclient.dll? Can you confirm that it says
> "secure" in the "status" output?
>
> -John 
>
>
>
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> 
>
>
>
> 
>
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Re: [hlds] L4D2 Steamgroups Borked?

2012-01-13 Thread Richard Eid
https://lh3.googleusercontent.com/-KDryVEX86Pc/TxDMy-ezFpI/DpI/XSXtjiisJns/s499/l4d2.png

https://lh4.googleusercontent.com/-TGKjNBlVCRQ/TxDNOH0bBAI/Dpc/6hz3LSYlmQQ/s438/steamclient.jpg

 -Richard Eid


On Fri, Jan 13, 2012 at 7:22 PM, John wrote:

> On 1/13/2012 4:07 PM, Richard Eid wrote:
>
>> My Windows server is fine using the steamclient.dll provided with the
>> Left 4 Dead 2 depot.  Not saying you guys aren't having any problems, just
>> that not ALL Windows servers are broken.
>>
>
> That's certainly odd, as all of ours were. I'll poke around further and
> see if a -verify_all after today's update would help (it didn't help
> previously).
>
> What's the file size on your steamclient.dll? Can you confirm that it says
> "secure" in the "status" output?
>
> -John
>
>
> __**_
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Re: [hlds] L4D2 Steamgroups Borked?

2012-01-13 Thread Richard Eid
My Windows server is fine using the steamclient.dll provided with the Left
4 Dead 2 depot.  Not saying you guys aren't having any problems, just that
not ALL Windows servers are broken.

 -Richard Eid


On Fri, Jan 13, 2012 at 6:44 PM, John wrote:

>  Yes, this is not good. Fletcher, can you tell us if someone working on
> this serious bug? It has all Windows servers broken. Linux servers work
> fine, which I imagine is how it didn't get caught.
>
> -John
>
>
> On 1/13/2012 3:33 PM, Robert Whelan wrote:
>
>  This is just crazy... another failed update. Servers get forced to LAN
> mode and we're left with having to use the tf2 steamclient.dll as a work
> around. Safe to say the Steam Groups hadn't been fixed either though I
> can't confirm being we're using a work-around.
>
> What are the odds we're going to be left in the cold for another week, lol
>
>   *From:* Robert Whelan  
> *To:* Half-Life dedicated Win32 server mailing list
>  
> *Sent:* Wednesday, January 11, 2012 2:08 PM
> *Subject:* Re: [hlds] Fw: L4D2 Steamgroups Borked?
>
>   Nice catch, that got the servers out of LAN mode... however the Steam
> Groups are still borked. Now that a problem has been identified hopefully
> we can get another fix sometime soon.
>
> Thx again ;)
>
>   *From:* John 
> 
> *To:* hlds@list.valvesoftware.com
> *Sent:* Wednesday, January 11, 2012 1:36 PM
> *Subject:* Re: [hlds] Fw: L4D2 Steamgroups Borked?
>
>  This appears to be a problem with the new bin/steamclient.dll file
> included with the update. As a band-aid, try replacing it with the one
> being distributed with TF2 -- that seems to have fixed things up for me.
>
> -John
>
> On 1/10/2012 6:52 PM, Robert Whelan wrote:
>
>  A month later and we finally get an update to address this... it's worse
> now, lol
>
> 
> *  Unable to load Steam support library.   *
> *  This server will operate in LAN mode only.  *
> 
> [SERVER] Left4Dead2 Server Config Loading
> L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
> L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Writing cfg/banned_user.cfg.
> Writing cfg/banned_ip.cfg.
>
>
>
>  - Forwarded Message -
> *From:* Robert Whelan  
> *To:* Hlds/Srcds Mailing List 
> 
> *Sent:* Monday, December 19, 2011 1:05 PM
> *Subject:* L4D2 Steamgroups Borked?
>
>   Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke
> the steamgroup servers feature for L4D2. It never returns any of our
> servers now.
>
> Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing
> the new function added broke it?
>
> - Added blocklist functionality to Left 4 Dead 2
>
>
>
>
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Re: [hlds] Fw: L4D2 Steamgroups Borked?

2012-01-10 Thread Richard Eid
Mine are up and running.  Are you sure you got all of the required files?
 The first time I ran the update I only got server.dll and one other file,
which took the left 4 dead 2 common depot up to 120 from 119.  The server
still launched fine, but I ran a second update to make sure and a bunch
more files came down, this time updating that same depot from 120 to 121.
 As far as I know, I wasn't behind on any updates.

 -Richard Eid


On Tue, Jan 10, 2012 at 9:52 PM, Robert Whelan  wrote:

> A month later and we finally get an update to address this... it's worse
> now, lol
>
> 
> *  Unable to load Steam support library.   *
> *  This server will operate in LAN mode only.  *
> 
> [SERVER] Left4Dead2 Server Config Loading
> L 01/10/2012 - 20:47:47: server_cvar: "sv_steamgroup" "blablabla"
> L 01/10/2012 - 20:47:47: server_cvar: "sv_contact" "blablabla"
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Can't ban users on a LAN
> Writing cfg/banned_user.cfg.
> Writing cfg/banned_ip.cfg.
>
>
>
>  - Forwarded Message -
> *From:* Robert Whelan 
> *To:* Hlds/Srcds Mailing List 
> *Sent:* Monday, December 19, 2011 1:05 PM
> *Subject:* L4D2 Steamgroups Borked?
>
>   Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke
> the steamgroup servers feature for L4D2. It never returns any of our
> servers now.
>
> Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing
> the new function added broke it?
>
> - Added blocklist functionality to Left 4 Dead 2
>
>
>
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Re: [hlds] L4D2 Steamgroups Borked?

2011-12-24 Thread Richard Eid
Err...the L4D2 steamgroups.  The player avatars not showing is also a
result of this same issue.

 -Richard Eid


On Sat, Dec 24, 2011 at 9:15 PM, Richard Eid  wrote:

> Actually, there was an odd performance issue that was affecting a lot of
> L4D2 players that I believe they wanted to focus on first.  The issue ended
> up being caused by the Steam client, and a client beta is being tested
> right now.  The player avatars not showing really don't affect the game
> like this performance issue did so the perf issue would take priority.
>
>          -Richard Eid
>
>
>
> On Sat, Dec 24, 2011 at 3:41 PM, Robert Whelan wrote:
>
>> So much for getting this fixed in a timely fashion, it's still borked!
>> Seems the only thing they were intrested in addressing was the damn gift
>> drop frequency! It's also been reported that if the server has a player
>> connected, others trying to join get a message that "it's not a joinable
>> game".
>>
>> Anyways... no use ranting over the holiday, Merry Christmas! ;)
>>
>>   *From:* Robert Whelan 
>> *To:* Richard Eid 
>> *Sent:* Monday, December 19, 2011 3:27 PM
>>
>> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>>
>>   Thx for the 411 ;)
>>
>>   *From:* Richard Eid 
>> *To:* Robert Whelan ; Half-Life dedicated Win32
>> server mailing list 
>> *Sent:* Monday, December 19, 2011 1:38 PM
>> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>>
>> https://twitter.com/#!/l4ddev/statuses/148477338500341760
>>
>>  -Richard Eid
>>
>>
>> On Mon, Dec 19, 2011 at 2:05 PM, Robert Whelan wrote:
>>
>>  Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke
>> the steamgroup servers feature for L4D2. It never returns any of our
>> servers now.
>>
>> Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing
>> the new function added broke it?
>>
>> - Added blocklist functionality to Left 4 Dead 2
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>>
>>
>>
>>
>>
>>
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Re: [hlds] L4D2 Steamgroups Borked?

2011-12-24 Thread Richard Eid
Actually, there was an odd performance issue that was affecting a lot of
L4D2 players that I believe they wanted to focus on first.  The issue ended
up being caused by the Steam client, and a client beta is being tested
right now.  The player avatars not showing really don't affect the game
like this performance issue did so the perf issue would take priority.

 -Richard Eid


On Sat, Dec 24, 2011 at 3:41 PM, Robert Whelan  wrote:

> So much for getting this fixed in a timely fashion, it's still borked!
> Seems the only thing they were intrested in addressing was the damn gift
> drop frequency! It's also been reported that if the server has a player
> connected, others trying to join get a message that "it's not a joinable
> game".
>
> Anyways... no use ranting over the holiday, Merry Christmas! ;)
>
>   *From:* Robert Whelan 
> *To:* Richard Eid 
> *Sent:* Monday, December 19, 2011 3:27 PM
>
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
>   Thx for the 411 ;)
>
>   *From:* Richard Eid 
> *To:* Robert Whelan ; Half-Life dedicated Win32
> server mailing list 
> *Sent:* Monday, December 19, 2011 1:38 PM
> *Subject:* Re: [hlds] L4D2 Steamgroups Borked?
>
> https://twitter.com/#!/l4ddev/statuses/148477338500341760
>
>  -Richard Eid
>
>
> On Mon, Dec 19, 2011 at 2:05 PM, Robert Whelan wrote:
>
>  Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke
> the steamgroup servers feature for L4D2. It never returns any of our
> servers now.
>
> Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing
> the new function added broke it?
>
> - Added blocklist functionality to Left 4 Dead 2
>
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Re: [hlds] L4D2 Steamgroups Borked?

2011-12-19 Thread Richard Eid
https://twitter.com/#!/l4ddev/statuses/148477338500341760

 -Richard Eid


On Mon, Dec 19, 2011 at 2:05 PM, Robert Whelan  wrote:

> Hrrrm... afaik Fridays update http://store.steampowered.com/news/7036/ broke
> the steamgroup servers feature for L4D2. It never returns any of our
> servers now.
>
> Anyone else? L4D seems to be working fine though L4D2 isn't. I'm guessing
> the new function added broke it?
>
> - Added blocklist functionality to Left 4 Dead 2
>
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Re: [hlds] TF2 No steam Logon errors!

2011-09-08 Thread Richard Eid
While playing today, I also experienced this.  The issue was easy to see,
though.

http://store.steampowered.com/stats/

During this time, I was unable to connect to the Friends servers or join any
matchmaking games and everything else that goes along with that(Community
pages were inaccessible, couldn't set up a lobby, etc.)

 -Richard Eid


On Thu, Sep 8, 2011 at 8:23 PM, Tony Paloma  wrote:

> The optional update we released on Tuesday adds some diagnostic messages to
> the log file when this occurs. If you send me (privately) the relevant
> portion of the logs we may be able to track down the cause.
>
> ** **
>
> Thanks,
>
> Tony
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Neil Rajani
> *Sent:* Thursday, September 08, 2011 2:03 PM
> *To:* hlds@list.valvesoftware.com
> *Subject:* [hlds] TF2 No steam Logon errors!
>
> ** **
>
> I have noticed some errors on my quick play Windows TF2 server. We are
> getting an increased amount of people disconnecting of no steam logon. This
> happens as a group within a second or two, and a server with 20-24 people
> can go down to 8, 10 people very fast. I have no idea what is causing this.
> 
>
> ** **
>
> I want to know if other server admins have experienced this problem or if
> its limited to TF2 only.
>
> ** **
>
> If it is any help, this happened one second after “Round Setup End” was
> triggered on cp_well, when it had just changed map. I am going to go through
> some logs in the past few days and see if there are similar occurrings. **
> **
>
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Re: [hlds] Strange Server.dll issue.

2010-11-15 Thread Richard Eid
Try using +map at the end of the command-line arguments.

 -Richard Eid


On Mon, Nov 15, 2010 at 8:13 PM, Raged Gamers <
administrat...@ragedgamers.com> wrote:

> That screenshot looks pretty normal to me as well, except maxplayers is set
> to 12 instead of 16. Looks like it starts fine, can you not join it?
>
>
> On 15-Nov-10 17:08, Dominik Friedrichs wrote:
>
>> Have you actually tried joining it?
>> I dont see anything wrong with the screenshot, I remember seeing some
>> steam service failed crap, as well as the unsigned module stuff on mine as
>> well, but I dont even have steam installed on the server machine.
>> The module signing stuff was just recently added so that is why you may
>> not have seen it before...
>>
>> - Original Message - From: "Wyn10 ..." 
>> To: 
>> Sent: Tuesday, November 16, 2010 01:45
>> Subject: [hlds] Strange Server.dll issue.
>>
>>
>>
>>> Hi.
>>>
>>>
>>>
>>> I have been recently trying to finish a TF2 server for my neighborhood
>>> but I have been having some problems with it starting up.  This is on
>>> Windows.
>>>
>>>
>>>
>>> My ports are at 27016 UDP/TCP and my startup command is: srcds.exe
>>> -console -game tf +map cp_manor_event +maxplayers 16 +ip 192.168.2.12
>>> -port 27016
>>>
>>>
>>>
>>>
>>>
>>> When I go to launch it it keeps trying to load off a unsigned module for
>>> the server.dll, then tells me access to the secure servers are disabled
>>> then fails to load the steam service.  I am using a Bell Speedstream
>>> 6520 router.
>>>
>>>
>>>
>>> I am currently not running steam when launching the server and have
>>> attempted to install the server numerous times with the hldsupdate tool.
>>>
>>> Here is what my console says when I start it up:
>>> http://img715.imageshack.us/img715/8504/tf2t.png
>>>
>>> Things I've tried: Turned off firewall, Check my DNS servers,
>>> Reinstalled(Like 4 times now), tried launching when steam is off/on, Ran as
>>> a admin when I am already am.
>>>
>>>
>>>
>>> Please help me solve this weird/confusing error.  I have set a TF2 server
>>> up before, but have never encountered this.
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>
>>
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Re: [hlds] Problem with mm_force_dedicated servers

2010-10-28 Thread Richard Eid
Wow, that's different than I remember.  Sorry about that.  Maybe I just
never looked at it in the console because it was explained by a Valver when
this feature was added.  Maybe he even said this and I just remembered
incorrectly.  At any rate, I just got home and tried it with
0.0.0.0|internalip:port and it seemed to work just fine.  I had a friend in
the lobby with me and we both made it right to the server.  I set mine up on
a port outside of 27015-27020, so my mm_dedicated_server_search_lan_ports
was just 27022 instead of 27015, 27016, 27017, 27018, 27019, 27020.  But I
adjusted that accordingly to try to match what yours is set to and still had
no troubles.

Also, yeah.  If you use sv_steamgroup_exclusive 0, random lobbies can still
have use of your server.

I still recommend the Steam Group Server method over all this, though.  You
never have to worry about when your IP address changes and joining it is
even easier than using the console.  Plus, it's not as misleading to other
players in the lobby.  If you have the lobby set to join Official Dedicated
servers, mm_dedicated_force_servers overrides that.  There is nothing in the
lobby letting the users know you're forcing a specific server.  With the
Steam Group Server option, it's right there at the top.

         -Richard Eid


On Thu, Oct 28, 2010 at 11:54 PM, Fernando Sanchez wrote:

> Thanks for the response
> I was using it like that because that's what it showed in game as the
> command
>
> "mm_dedicated_force_servers" = ""
>  - Comma delimited list of ip:port of servers used to search for dedicated
> servers instead of searching for public servers.
> Use syntax `publicip1:port|privateip1:port,publicip2:port|privateip2:port`
> if your server is behind NAT.
> If the server is behind NAT, you can specify `0.0.0.0|privateip:port` and
> if
> server port is in the list of `mm_server_search_lan_ports` its public
> address should be automatically detected.
>
> As far as my server setup its shown here in detail
> http://forums.srcds.com/viewtopic/15545
>
> I like the idea of steam group
>
> * Dedicated servers by default participate in matchmaking. Matchmaking
>  system allows players to get together in a lobby and then start a game
>  on a dedicated server together. To make your Left 4 Dead dedicated
>  server easily accessible to your community you would create a Steam group
>  and get its group id on Steam community group admin page (say "444").
>  Set "sv_steamgroup 444" to make all members of your Steam group have
> access
>  to the server from their main menu. You can also set
> "sv_steamgroup_exclusive 1"
>  which will require that at least one player from your Steam group has to
> join
>  the server before public people will be able to join via matchmaking.
>
> So as long as I set sv_steamgroup_exclusive 0 , random people who create
> lobbys have a chance to be thrown in my server correct?
> Whats the algorithm for this anyhow is it really just random?
>
> Thanks a bunch!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Eid
> Sent: Thursday, October 28, 2010 7:32 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Problem with mm_force_dedicated servers
>
> You can't use 0.0.0.0 for mm_force_dedicated_servers.  I mean, I guess you
> could, but then you're telling everyone else in the lobby to connect to
> 0.0.0.0.  I can only take a guess and say that it's possible that 0.0.0.0
> is
> voiding the rest of the variable, which may be why you can't even connect
> when the value for that CVar is: 0.0.0.0|192.168.0.10:27015.  I'd have to
> test it out and see for myself, but 0.0.0.0 might not even be valid not
> because it's not a real address, but because you're not including a port
> after it.  I think Source games will default to 27015 if no port is
> specified, but I don't know if mm_force_dedicated_servers knows that.
>  'connect' does.  Try using the real IP:port in place of 0.0.0.0 and see if
> you get anywhere.  Because you don't have a static Internet IP, you'd just
> have to change that value every time your IP changed.  I don't believe
> there's a way around that.  DNS names are not resolved.
>
> A better option for you to consider would be to make your server a Steam
> Group server.  When you're in the lobby as the lobby leader, you have the
> option of connecting to Official Dedicated, Best Available Dedicated, Steam
> Group Server and something else(maybe Local Server?).  You would select
> Steam Group Server.  When you decided to start 

Re: [hlds] Problem with mm_force_dedicated servers

2010-10-28 Thread Richard Eid
You can't use 0.0.0.0 for mm_force_dedicated_servers.  I mean, I guess you
could, but then you're telling everyone else in the lobby to connect to
0.0.0.0.  I can only take a guess and say that it's possible that 0.0.0.0 is
voiding the rest of the variable, which may be why you can't even connect
when the value for that CVar is: 0.0.0.0|192.168.0.10:27015.  I'd have to
test it out and see for myself, but 0.0.0.0 might not even be valid not
because it's not a real address, but because you're not including a port
after it.  I think Source games will default to 27015 if no port is
specified, but I don't know if mm_force_dedicated_servers knows that.
 'connect' does.  Try using the real IP:port in place of 0.0.0.0 and see if
you get anywhere.  Because you don't have a static Internet IP, you'd just
have to change that value every time your IP changed.  I don't believe
there's a way around that.  DNS names are not resolved.

A better option for you to consider would be to make your server a Steam
Group server.  When you're in the lobby as the lobby leader, you have the
option of connecting to Official Dedicated, Best Available Dedicated, Steam
Group Server and something else(maybe Local Server?).  You would select
Steam Group Server.  When you decided to start the match, you're brought to
a screen that lists all the Steam Group servers that are attached to all the
Steam groups you belong to.  You'll see yours there.  Select it and all the
NAT traversal is taken care of for you.

Either way works great so long as you have it all properly set up.  With the
details you've given us, I can say that you definitely don't have it set up
correctly.

 -Richard Eid


On Thu, Oct 28, 2010 at 9:45 PM, Fernando Sanchez wrote:

> Im hosting a dedicated server on 192.168.1.10:27015
>
> Im playing from within the same LAN on 192.168.1.50
>
>
>
> When I use mm_force_dedicated_servers 0.0.0.0|192.168.1.10:27015, Im
> unable
> to connect to it in the lobby, if I use 192.168.1.10:27015 it works (but
> then people in the lobby would be unable to connect) or If I use my
> external
> IP, it works, but I do not have a static IP, so I would constantly have to
> be checking and updating it in my autoexec.cfg, I have DynDns setup, but
> putting that homebrewed.servebeer.com in there dosen't work , I guess it
> dosen't resolve domain names?
>
>
>
> Please Help
>
>
>
>
>
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Re: [hlds] l4d2 - did I miss something in the config?

2009-12-28 Thread Richard Eid
If you want to be the lobby leader and bring a lobby, including you, into
the server behind your NAT, use:

mm_dedicated_force_servers "externalip:port|internalip:port"

You'll have to use this before creating the lobby as the console is no
longer available while in a lobby.

If you're just trying to connect to it without using a lobby, then you'll
also have to add:

sv_allow_lobby_connect_only "0"

to your config.

            -Richard Eid


On Mon, Dec 28, 2009 at 10:51 AM, Blood Letter
wrote:

>
> This is the same problem I had back at launch.
> The only "solution" I've found was to have someone OUTSIDE my lan connect
> to the game.
>
> The server is not properly reserving the lobby when you try to connect to
> it from inside the lan.
>
> If your server is on 192.168.0.9, you have to reserve the lobby from
> OUTSIDE the 192.168 subnet.
> In my case, I had to have a friend (on the internet) join the server,
> (making a valid lobby reservation), then I could join the existing lobby no
> problem.
>
>
> I believe you may be able to get around it another way - open up the
> console and do a
> connect IP
> command.
>
> Put your public IP (not your 192.168 IP) in the connect command.
> I don't remember if I tested this or not.
> You might as well test the connect command with both your public IP and the
> 192.168 IP.
>
>
> > Date: Mon, 28 Dec 2009 17:08:45 +0200
> > From: i...@ics-base.net
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] l4d2 - did I miss something in the config?
> >
> > Being in the same steamgroup isn't a requirement anymore with L4D2. I've
> > hosted a lobby multiple times with random folks and i have settings set
> > that i get the steamgroup exclusive servers whenever i search a server
> > (since i know they work ok and are always free). The other people who
> > aren't in the steamgroup of my servers, end up there too.
> >
> > -ics
> >
> > Christoffer Pedersen kirjoitti:
> > > And all of you are in that group?
> > >
> > > On 28/12/2009, at 14.43, "Rick Payton"  wrote:
> > >
> > >
> > >> So We finally got L4D2 tonight, and I tried setting up a steamgroup
> > >> exclusive server for me and my kids to play on. Whenever I try to
> > >> join,
> > >> it says the session is no longer available. My server.cfg is all of 4
> > >> lines - hostname, rcon_password, sv_steamgroup, and
> > >> sv_steamgroup_exclusive 1.
> > >>
> > >>
> > >>
> > >> Server starts up fine - here's the startup command I'm using: -console
> > >> +log on -game left4dead2 +map c1m1_hotel -port 27015 +ip 192.168.1.5
> > >>
> > >>
> > >>
> > >> Pure vanilla server. Is the NAT stuff playing hell with Steamgroup
> > >> exclusivity like it did in L4D, or did I miss something?
> > >>
> > >>
> > >>
> > >> --mauirixxx
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > >
> > > ___
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> please visit:
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> > >
> >
> >
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Re: [hlds] Left 4 Dead 2 Update Available

2009-12-05 Thread Richard Eid
Well you're on the right content versions, so I wouldn't worry too much.
The only way that could have happened is if you updated and forgot that you
updated.

        -Richard Eid


On Sat, Dec 5, 2009 at 10:54 AM, Andy C  wrote:

> I do not believe autoupdate works with Windows server and I'm the only one
> that runs the updates.
>
> On Sat, Dec 5, 2009 at 10:12 AM, Saint K. 
> wrote:
>
> > Maybe you've received it trough auto update?
> > Current version reads: version : 2.0.0.4 4045
> >
> > Cheers
> >
> >
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Re: [hlds] Texture Issue / Question

2009-11-16 Thread Richard Eid
I've never experienced this myself, but, like correcting issues noticed
after alt-tabbing, can this be fixed by recording a demo and stopping it?

If so, just: bind key "record a; stop" to quickly fix it up in the future.

            -Richard Eid


On Mon, Nov 16, 2009 at 6:04 AM, Ben Williams wrote:

>
>
> It's to do with custom particles in maps.
> If you join a custom map, with custom particles there's a chance the normal
> particles will mess up.
> Currently there is no fix but it occasionally fixes when the map changes
> again.
> The only way to avoid this is to play on Stock maps only.
>
> Smashman.
>
>
>
>
>
>
> > From: clan...@gmail.com
> > Date: Sun, 15 Nov 2009 10:34:44 -0600
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Texture Issue / Question
> >
> > Thanks for the help and information.
> >
> > I don't alt-tab when I am playing. I use the launch options -novid
> -heapsize
> > 1024000 -sw -noborder, and I have done a verify on my cache files. This
> bug
> > is super annoying and causes me to not want to play maps other then 2fort
> > (since I know it's not going to act up).
> >
> > I hope they get it fixed soon.
> >
> > ...But this is Valve we're talking about. The only company I know of that
> > has their own definition of the 4th dimension.
> >
> > -Matt
> >
> > On Sun, Nov 15, 2009 at 10:00 AM, AndyTheGeeky 
> wrote:
> >
> > > With any Source 2007 / Orange Box engine game, you can run the game in
> a
> > > maximized window instead to avoid such problems - just apply the -sw
> and
> > > -noborder command line switches.
> > >
> > >
> > > On Sun, Nov 15, 2009 at 10:53 AM, Michael Krasnow 
> > > wrote:
> > >
> > > > im with what kyle said its usually after alt+tabbing
> > > >
> > > > On Sun, Nov 15, 2009 at 10:35 AM, Mike O'Laughlen <
> molaugh...@gmail.com
> > > > >wrote:
> > > >
> > > > > Yes this is a known issue.  After playing CP_Glacier clients need
> to
> > > > > restart
> > > > > the game to fix the pyro's sprites.
> > > > >
> > > > > On Sun, Nov 15, 2009 at 4:14 AM, Tony Paloma <
> drunkenf...@hotmail.com
> > > > > >wrote:
> > > > >
> > > > > > From what I've heard it happens after maps with certain (any,
> maybe?)
> > > > > > custom
> > > > > > particle effects.
> > > > > >
> > > > > > -Original Message-
> > > > > > From: hlds-boun...@list.valvesoftware.com
> > > > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN
> RCR
> > > > > > Sent: Saturday, November 14, 2009 10:42 PM
> > > > > > To: hlds@list.valvesoftware.com
> > > > > > Subject: [hlds] Texture Issue / Question
> > > > > >
> > > > > > So, it's been awhile since I've posted to the HLDS list, but I've
> had
> > > > an
> > > > > > issue for the last month or more and finally gotten to the point
> > > where
> > > > > > something needs to be done. I've roughly gone through the
> previous
> > > > posts
> > > > > > looking for a similar situation and to my shock I was unable to
> find
> > > > one.
> > > > > > Anyway.. I can play 2fort all day long, but on any other maps I
> get
> > > > some
> > > > > > texture glitch where fire is flat squares and air movement from
> the
> > > air
> > > > > > blast or double jumping looks like 3 gray lines that fade out.
> > > Anyway..
> > > > > I'd
> > > > > > be shocked if nobody else has seen it. It seems like it's
> > > statistically
> > > > a
> > > > > > very widespread issue. At least 10 people I've talked to all
> > > experience
> > > > > it
> > > > > > on a continual basis. This started after a major TF2 update about
> 2
> > > > > months
> > > > > > ago, and nothing I've done has seemed to solve the problem. I
> tried
> > > > > > upgrading my drivers per someone's recommendation but as expected
> > > > drivers
> > > > > > don't have any

Re: [hlds] L4D Server from LAN

2009-11-14 Thread Richard Eid
Actually, I just tested it.  A comma didn't work.  A pipe did.

-Richard Eid


On Sat, Nov 14, 2009 at 5:00 AM, Ronny Schedel wrote:

> Isn't it comma seperated or are other delimiters allowed?
>
>
> > Hi Lyndon,
> >
> > The latest update to L4D2 demo significantly improved the situation with
> > dedicated servers behind NAT.
> > mm_dedicated_force_servers in L4D2 now allows you to specify 2 addresses
> > for the server: public and private (and usually can detect the other from
> > the server with a LAN broadcast), so in your case for L4D2 you would need
> > to just do:
> > mm_dedicated_force_servers "66.67.68.69:27015|192.168.1.50:27015"
> >
> > I will merge the change over to L4D too.
> >
> > Thanks,
> > -Vitaliy
> >
> > 
> > From: hlds-boun...@list.valvesoftware.com
> > [hlds-boun...@list.valvesoftware.com] On Behalf Of Lyndon Leverington
> > [lyn...@darkerwhite.com]
> > Sent: Saturday, November 14, 2009 1:04 AM
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] L4D Server from LAN
> >
> > Hi all,
> >
> >
> >
> > Sorry if this has been covered somewhere.
> >
> >
> >
> > I have a L4D server on my LAN, which is connectable via WAN using my
> > external IP address, and also by using a DNS forwarded address of
> > this.domain.com. External clients can connect to it no problems via
> either
> > the IP or domain name, and I can connect to it ONLY via my internal IP of
> > 192.168.1.50.
> >
> >
> > To remedy this, I set up a Static DNS of "this.domain.com" to point to
> > 192.168.1.50 in my router. This works fine, so on my LAN I can type
> > "connect
> > this.domain.com" from the console with no problems at all, but when I
> > "mm_dedicated_force_servers this.domain.com" it doesn't work - It just
> > times
> > out.
> >
> >
> > Does anyone know why this is? I have a Dynalink RTA1046VW router, which
> > afaik doesn't have loopback which I hear is the problem, but I read that
> > setting up the Static DNS paths is a way around this. As I have seen it
> is
> > ok for connecting to the server via console from LAN, but not for forcing
> > the server.
> >
> >
> >
> > This is driving me insane as I'm sure there is an obvious fix to this,
> but
> > I
> > just can't see it! I'm sure I'm not the only person with a server who
> > likes
> > to be able to start a game from the lobby with friends not on the lan!
> >
> >
> >
> > Thanks all,
> >
> >
> >
> > Lyndon
> >
> > ___
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> > please visit:
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
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Re: [hlds] Team Fortress 2 Update Available

2009-11-02 Thread Richard Eid
I think he meant the actual Steam client.  In which case his answer is no.

-Richard Eid


On Mon, Nov 2, 2009 at 8:28 PM,  wrote:

> There's always been a command-line steam client for Linux, how do you think
> we update our servers? :P
>
>
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> > boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
> > Sent: 03 November 2009 01:22
> > To: Half-Life dedicated Win32 server mailing list
> > Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Linux
> > server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Available
> >
> > I'm confused... does steam now work with Linux?
> >
> > On Mon, Nov 2, 2009 at 7:09 PM, Jason Ruymen 
> > wrote:
> > > A required update for Team Fortress 2 is now available.  Please run
> > hldsupdatetool to receive it.  The specific issues include:
> > >
> > > - Fixed client-side perf problem after changing levels on
> > Koth_Harvest_Event.
> > >
> > > Linux:
> > > - Add warning if +map is not specified on the command line
> > > - Steam is located by searching .., . and $PATH
> > > - Added -steambin option to specify location steam, overrides search
> > > - Added -steamverify option to add -verify_all when updating with
> > steam
> > >
> > > Jason
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> > ___
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>
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Re: [hlds] A few suggestions for Valve

2009-10-28 Thread Richard Eid
Fire up your server.  It'll tell you when an update is available as long as
Valve makes it a required update.

-Richard Eid


On Wed, Oct 28, 2009 at 7:30 PM, Nour El Saidi  wrote:

> I have one request, can we be sent an announcement regarding any server
> updates via the mailing list as soon as they happen?
>
> Thanks
>
> Nelsaidi
>
> On Wed, Oct 28, 2009 at 11:26 PM,  wrote:
>
> > http://www.youtube.com/watch?v=6S9ecXWCBCc
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
> > Sent: 28 October 2009 23:04
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] A few suggestions for Valve
> >
> > http://i37.tinypic.com/29blwgp.png
> >
> > On Wed, Oct 28, 2009 at 10:58 PM, Ook  wrote:
> >
> > > In the real world, code freeze does not mean "no changes to the code".
> It
> > > means no more features get added, and the only code changes are for bug
> > > fixes (this really varies from organization to organization, but
> > everywhere
> > > I've worked during the last 20 years did it that way). The iterative
> > > testing/fixing cycle continues until they get to the point where they
> are
> > > willing to release it with the known bugs. Code freeze never really
> > happens
> > > because something always comes up that requires a code change. You grab
> a
> > > snapshot, you call it a "code freeze" to make management happy, you
> test
> > > the
> > > snot out of it, and if you are happy you release it. If not, you change
> > the
> > > code and "freeze" it again.
> > >
> > > In the Valve world, demo = beta = code freeze so they can do bug fixes.
> > The
> > > fact that they are making last minute changes doesn't mean they did or
> > did
> > > not have a code freeze. It simply means there are still bugs that they
> > are
> > > working on, and the arbitrary deadline of "demo release date" doesn't
> > > change
> > > the fact that, hello, we still have a buttload of bugs that we are
> > > fervently
> > > fixing. It sucks to be a programmer at Valve right now because you are
> > > probalby sleeping at your cube - if you are even allowed to sleep.
> > >
> > > - Original Message -
> > > From: "admin bob" 
> > > To: "'Half-Life dedicated Win32 server mailing list'"
> > > 
> > > Sent: Wednesday, October 28, 2009 3:31 PM
> > > Subject: Re: [hlds] A few suggestions for Valve
> > >
> > >
> > > > Freezing code for a few weeks would probably result in the final game
> > > > being
> > > > postponed for a few weeks.  Is that really want you want?  For a
> demo?
> > > > Didn't think so.
> > > >
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com
> > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Neil Voutt
> > > > Sent: Wednesday, October 28, 2009 4:07 PM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] A few suggestions for Valve
> > > >
> > > > amen
> > > >
> > > > -Neil
> > > >
> > > >
> > > > On Wed, Oct 28, 2009 at 5:03 PM, TheGeekLord 
> > > > wrote:
> > > >
> > > >> Oh Valve, how you tease us with all these sneaky release time
> changes!
> > > >>
> > > >> Maybe learning about the concept of freezing your code a few weeks
> > > >> before you plan to release the demo content would be a good idea?
> Then
> > > >> we wouldn't need to sit through the pain of waiting and having to
> > update
> > > >> for every single change (I believe the Left 4 Dead 2 demo server
> > content
> > > >> is on revision 3 and it hasn't even been released yet)!
> > > >>
> > > >> I'm sure this would cause a lot less stress for server admins and
> for
> > > >> you.
> > > >>
> > > >> -TheGeekLord
> > > >>
> > > >>
> > > >>
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> arch

Re: [hlds] Steam servers overloaded?

2009-10-28 Thread Richard Eid
Or you could use +motdfile and +hostfile in either your startup arguments or
server.cfg.  Then it doesn't matter when the file is overwritten.

But I think there was a change in Left 4 Dead SRCDS where it doesn't
overwrite it.  I'm using the default host.txt and motd.txt and I can't
recall ever having to reset it after a Left 4 Dead update.  I remember
setting it last year on release, but never since then.  My custom changes
are still there.

Maybe it's just something else they'll add in later on.  Hardly on the list
of priorities right now.

            -Richard Eid


On Wed, Oct 28, 2009 at 5:17 PM, Christoffer Pedersen
 wrote:

> Just make sure to take backup og your motd.txt and host.txt
>
> Christoffer Pedersen
>
> On 28/10/2009, at 22.10, Matt Lyons  wrote:
>
> > On 29/10/2009, at 5:59 AM, msleeper wrote:
> >
> >> Why do they have to overwrite host.txt? :(
> >
> > motd.txt got overwritten as well.
> >
> > Sorry for the late reply, it's early morning here, I just woke up!
> >
> > --
> > Matt Lyons (Bsc CS & Soft Eng)
> > Media Group, Internode
> > 150 Grenfell St, Adelaide SA 5000
> > Ph: (08) 8228 2877
> > E-mail: mly...@internode.com.au
> > WWW: www.internode.on.net
> > "In theory, there is no difference between theory and practice; In
> > practice, there is."
> >
> >
> >
> >
> >
> >
> > ___
> > 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] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-28 Thread Richard Eid
Vanilla, no server.cfg.  sv_cheats is 0.  Though I'm on Windows.

-Richard Eid


On Wed, Oct 28, 2009 at 12:06 PM, Tony Paloma wrote:

> Once I placed sv_cheats 0 in my server cfg file, it started responding to
> queries. I didn't realize the default was 1.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> Sent: Tuesday, October 27, 2009 7:41 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
>
> My servers are up, but not responding to A2S_INFO queries. Expected?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Tuesday, October 27, 2009 5:42 PM
> To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
> mailing
> list'; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
>
> As you've already seen, the dedicated server files for the Left 4 Dead 2
> Demo are now available.  The game name is left4dead2_demo.  We're still
> doing some final checks for the client, but that should be going live soon.
>
> Jason
>
>
> ___
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> please visit:
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Re: [hlds] l4d2demo server crashing every minute or so

2009-10-28 Thread Richard Eid
You can use WinDbg, but without the right symbol files you're not going to
get any useful information from these crash dumps, as can be noticed by the
one posted here.  The symbol files for SRCDS are not publicly available,
either.

WinDbg, however, is extremely useful for troubleshooting BSODs and other
application crashes, but again, without the proper symbol files, the
information you can pull from these crash dumps will be quite limited.

-Richard Eid


On Wed, Oct 28, 2009 at 10:13 AM, TheNob HLDS  wrote:

> Thank you very much!   :)
>
>
> You need to install Windows Debugging tools and open the file in WinDBG.
> >
> > I'm no expert though ;)
> >
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Re: [hlds] Steam server list

2009-10-12 Thread Richard Eid
Favorites are stored in ..\Steam\config\serverbrowser.vdf

Deleting the clientregistry.blob file is useless and would break more than
it fixed.
-Richard Eid


On Mon, Oct 12, 2009 at 10:16 PM, Justin Sandusky <
mysteriousjus...@gmail.com> wrote:

> Try clearing your clientregistry.blob since the favs are usually stored
> there AFAIK..
>
> On Mon, Oct 12, 2009 at 10:01 PM, Ook  wrote:
>
> > I gave up on the favorites list. I try to join a server on my favs and it
> > tells me it's not responding - never mind that it tells me the current
> map
> > and number of players. What is your server name/ip? I'll add it to my
> > favorites and see what it does.
> >
> >
> > - Original Message -
> > From: "Munra" 
> > To: "'Half-Life dedicated Win32 server mailing list'"
> > 
> >  Sent: Monday, October 12, 2009 6:56 PM
> > Subject: Re: [hlds] Steam server list
> >
> >
> > > No its hosted at a data center with a static ip
> > >
> > > What is also weird is sometimes I'll see it in the steam list with a
> ping
> > > of
> > > 2000 but in HLSW it's ping is fine.
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
> > > Sent: Monday, October 12, 2009 9:42 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Steam server list
> > >
> > > Do you have a dynamic IP? I do, and that causes my server to drop out
> of
> > > favorites when my ip cycles. Are you adding it by internal IP? I've not
> > > found that to be very reliable.
> > >
> > > FWIW, I've never found favorites to be very reliable regardless - I
> think
> > > the steam client randomly drops entries from it, just to mess with us.
> > >
> > >
> > > - Original Message -
> > > From: "Munra" 
> > > To: "'Half-Life dedicated Win32 server mailing list'"
> > > 
> > > Sent: Monday, October 12, 2009 4:00 PM
> > > Subject: [hlds] Steam server list
> > >
> > >
> > >>
> > >> Anyone have any idea on why my server would show up in the server list
> > >> but
> > >> not in my favorites? I am assume that is it just a steam error but
> just
> > >> in
> > >> case I figured I ask incase someone else has seen this.
> > >>
> > >> TF2 server
> > >> Win 2003
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > ___
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> > > please visit:
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> > >
> > >
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
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> > please visit:
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Re: [hlds] DoD:S issue

2009-09-15 Thread Richard Eid
What's the command line you use to launch the server?  How about the command
lines used to launch the TF2 servers, as well?  Maybe throw your server.cfg
up while you're at it.

It sounds like you'd have this taken care of as you said you're running
"several TF2 servers", but you've chosen a different port for the DoD:S
server, right?

Another thing that comes to mind is firewalls.  Have you allowed the port
you selected for the DoD:S server through Windows Firewall?  How about at
your provider's end?  Have they opened that port for you on their end?

        -Richard Eid


On Tue, Sep 15, 2009 at 6:13 PM, k e  wrote:

> Thanks for the help guys. I apologize. Although I've operated servers for a
> couple of years, I'm new at operating my own dedicated box. I don't
> understand what this means :
>
>
> Are you able to view the console output of the server? That should help.
>
> Perhaps your trying to load a map that does not exist, or you are missing a
> necessary +ip argument to bind to a specific IP.
>
> If you can explain, I'll give it a shot. Sorry for the noobness again..
>
> Tuck
> On Tue, Sep 15, 2009 at 5:58 PM, Andrew Armstrong  >wrote:
>
> > Are you able to view the console output of the server? That should help.
> >
> > Perhaps your trying to load a map that does not exist, or you are missing
> a
> > necessary +ip argument to bind to a specific IP.
> >
> > - Andrew
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drew LaPour
> > Sent: Wednesday, 16 September 2009 7:30 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] DoD:S issue
> >
> > Thats odd, you can always create a shortcut to the games exe with the
> > startup line that tcadmin shows to get further information. Kind of
> sounds
> > like the server isn't able to bind the ip address/port.
> >
> > On Tue, Sep 15, 2009 at 3:50 PM, k e  wrote:
> >
> > > Ok, I have a dedicated box and run several TF2 servers w/ no problem. I
> > > decided to install a DoD:s server because several of our community play
> > it.
> > > The provider I rent the box from has many games pre-loaded, so I just
> > have
> > > to install it via TCAdmin.
> > >
> > > Anyway, I installed the DoD:S server and ran the steam update.
> Everything
> > > appears to be operational and updated, but... the server doesn't show
> up
> > > when you add the IP to favorites and trying to connect via console
> > doesn't
> > > work. It just says it failed after 4 attempts.
> > >
> > > I asked my provider about this and I may have well asked my 7 year old.
> > > Anyone have any idea why no one can connect to it?
> > >
> > > The box is a Windows 2003 server. Not sure if more info about the box
> is
> > > needed
> > >
> > > Tuck
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
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> > please visit:
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> >
> >
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> > please visit:
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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Richard Eid
I have no idea if this is related to this thread or not, but it looks like
visitors of the Steampowered Forums have identified an individual that is
performing attacks similar to what people here are experiencing.  I figured
I'd pass along what seemed to be some relevant information:

http://forums.steampowered.com/forums/showthread.php?t=950413

-Richard Eid


On Sat, Sep 5, 2009 at 3:50 PM,  wrote:

> This... actually isn't a bad idea.  It's a pain to implement, though, for a
> couple of reasons.
>
> First, the assumption by most on this thread is that it's a single guy
> operating from a single (or just a handful) of computers.  They further
> assume that he's forging the source IP addresses so the requests look like
> they're coming from many many different machines.  If this is true, there's
> no way to trace or block him based upon the information included in the
> packets he's creating.  I think this assumption is wrong, as I'll explain
> below.
>
> Second, if this assumption is incorrect you need to find a way to identify
> each and every source and block them one at a time.  Netblocks are at best
> a
> crude measure which risks blocking many legitimate clients.  Such a process
> needs to be automated as much as possible or it's not effective.
>
> Now, why do I think that this is probably not coming from just a handful of
> sources?  Simple.  DDoS stands for Distributed Denial of Service, after
> all.  Botnets are reaching incredible proportions.  It's easy to rent as
> many as a quarter million compromised machines if you want to and you have
> the cash.
>
> Too cheap or too poor to rent someone else's network of infected PCs?  No
> problem.  Tools exist to build new malware and they're easy to come by if
> you're willing to start looking in the right places.  All you have to do is
> build your bot code and figure out a way to get it loaded on 5,000, 10,000,
> or more PCs.  After that, DDoS to your heart's content.  Script kiddies do
> this _all_ _the_ _time_.
>
> So, when under attack your choices are:
>
> *  Wait it out.
>
> *  Work with your vendor to figure out a way block the attack in the first
> place.  (Valve, obviously, in this case.)
>
> *  Automate the process of identifying sources and filtering them out.
>
> *  Cry a lot.
>
> Generally, I settle for a combination of the first and second options.  If
> an attack gets bad enough, I work with my local ISP to implement the third.
> (My server is co-located in their datacenter and they're really good guys
> to
> work with.)  Generally, some combination of tcpwrapper, netfilter, and
> iptables will do the job on my Linux server.  Sometimes we find it easier
> to
> just block it at one of their routers so they don't have to deal with the
> traffic on their network.
>
> Every now and again, I find myself following the fourth option until I
> figure out what's going on and fall back on some combination of the first
> three options.  :-)
>
> HTH.
>
> =JpS=SgtRock
>
>
> > Date: Sat, 5 Sep 2009 11:33:44 -0700
> > From: Kyle Sanderson 
> > Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
> > To: Half-Life dedicated Win32 server mailing list
> >
> > Message-ID:
> >
> > Content-Type: text/plain; charset=UTF-8
> >
> > If you guys have root access, why are you not using netstat to grab his
> IP
> > and table him? I've done this in the past and it's worked out pretty well
> > for me.
> >
> > Kyle.
> >
> > On Sat, Sep 5, 2009 at 11:26 AM, Kenny Loggins  > >wrote:
> >
> > > This guys ISP has to know dam well what he's doing. Its not had to see
> > that
> > > packets that leave your network originate from IP's that are not even
> on
> > > your network. Maybe we need to track down the ISP and go after him..
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Claudio
> > Beretta
> > > Sent: Saturday, September 05, 2009 12:57 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
> > >
> > > Or someone willing to take down a server.. and taking down other
> > > random ones just to avoid giving away his intentions.
> > > When did this attack started on your server? On mine it started at 4PM
> > > CEST (2PM UTC)
> > >
> > > BTW, this guy must be using spoofed addresses, since I'

Re: [hlds] crashing

2009-09-03 Thread Richard Eid
I'm surprised you'd never noticed those before.  Those "errors" are sprays
being uploaded to your server.  If a new player connects and there is no
record of his/her spray in the downloads folder, TF2 sends it and you get
that message.  It's nothing to worry about.

        -Richard Eid


On Thu, Sep 3, 2009 at 2:34 AM, FDL1  wrote:

> If he's referring to the TF2 update, no crashes here, but I am getting
> a lot of "CreateFragmentsFromFile: 'downloads/.dat' doesn't
> exist." errors that seem to create lag.
>
> On Thu, Sep 3, 2009 at 2:23 AM, Kyle Sanderson wrote:
> > OS, Which game mod are you running? Addons? Etc?
> >
> > We need information if you expect us to help you.
> > Kyle.
> >
> > On Wed, Sep 2, 2009 at 7:04 PM, k e  wrote:
> >
> >> anyone having server crashes now?
> >> ___
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Re: [hlds] Tripwire website down?

2009-08-08 Thread Richard Eid
http://www.tripwireinteractive.com/

-Richard Eid


On Sun, Aug 9, 2009 at 1:38 AM, Alex  wrote:

> Assuming you mean tripwire.com, it works fine.
>
> Hutch wrote:
> > is their site down for you folks as well?
> > hutch
> >
> >
> >
> > ___
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> please visit:
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> >
> >
> >
> >
> > __ Information from ESET Smart Security, version of virus
> signature database 4318 (20090808) __
> >
> > The message was checked by ESET Smart Security.
> >
> > http://www.eset.com
> >
> >
> >
>
>
>
> __ Information from ESET Smart Security, version of virus signature
> database 4318 (20090808) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
>
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Re: [hlds] Tripwire website down?

2009-08-08 Thread Richard Eid
Yes.

-Richard Eid


On Sun, Aug 9, 2009 at 1:22 AM, Hutch  wrote:

> is their site down for you folks as well?
> hutch
>
>
>
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Re: [hlds] TF2 Crashes

2009-08-04 Thread Richard Eid
If you're trying to rule SourceMod in or out as the cause of your crashing,
the best and easiest course of action to take is to disable it completely.
If you experience the same crash, or type of crash, with SourceMod
completely disabled, then it's either other addons you have installed, a
hardware problem, an operating system problem, a configuration problem, or
it's SRCDS.

By "stripping plugins to the bare minimum", you're only going to be able to
accurately note that none of the plugins are causing the issue, not
SourceMod itself.  I'd say the best way to do this is to temporarily rename
your 'addons' folder to something else for the time being and fire up your
server that way.

Determining whether or not SRCDS is the issue here means completely removing
any and all addons, not just a subset of the ones you think might be the
problem.  Of course, this means some headaches for admins on your server,
but it seems to me it'd be worth it if you can get to the root of the
problem.

Of the plugins you disabled, had any been added recently?  Did the crashing
start after an update of TF2 or just out of the clear blue?  Has any of the
hardware/software configuration on your OS been changed recently?  Have you
performed a -verify_all?  Have you performed any other troubleshooting
beyond disabling whatever plugins?

            -Richard Eid


On Tue, Aug 4, 2009 at 6:16 PM, Cc2iscooL  wrote:

> The only thing happening last night/this morning was that steam went up and
> down a few times...servers here didn't crash though.
>
> --
> Cc2iscooL
> Head Admin/Owner
> http://www.cc2iscool.com
>
>
> On Tue, Aug 4, 2009 at 4:14 PM, Tony Paloma 
> wrote:
>
> > No, nothing strange last night.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec Sanger
> > Sent: Tuesday, August 04, 2009 12:34 PM
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] TF2 Crashes
> >
> >
> > Has anyone experienced an increase in crashes since yesterday? We had all
> > of
> > our servers crash many many times yesterday and this morning. I don't see
> > any signs of foul play, but I'm not ruling it out. Seems to be more file
> > related. I've stripped our SM plugins to the bare minimum to see if it
> > fixes
> > the issue.
> >
> > Thank you,
> > Alec Sanger
> > P: 248.941.3813
> > F: 313.286.8945
> >
> >
> > _
> > Get your vacation photos on your phone!
> >
> http://windowsliveformobile.com/en-us/photos/default.aspx?&OCID=0809TL-HM
> > ___
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> > please visit:
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> >
> >
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Re: [hlds] Server list problems

2009-07-14 Thread Richard Eid
This sounds to be more of a client-side issue than an issue with the Master
Servers.  More specifically, the problem is likely to be your router.  When
you get inconsistent results when doing a server query, it's usually due to
using a rate value higher than what your router's routing table can handle.
Usually, though not always, when this occurs, your Internet will "die" for a
short period or until you restart your router.

Try lowering the value you use for rate and give it another shot.

Another setting that may be to blame is sv_region.  Be sure that that's also
set properly.

        -Richard Eid


On Tue, Jul 14, 2009 at 5:45 PM, Munra  wrote:

> Oh how I miss the WON days.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
> Sent: Tuesday, July 14, 2009 3:53 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Server list problems
>
> It's been happening for as far back as CS:S. Sometimes the master
> servers don't return all the servers in a query.
>
> Gets very bloody annoying when you know a GSP has hundreds of servers
> yet only 30 or so show up in the list...
>
> ___
>
> Shane Arnold-   clontar...@iinet.net.au
>
> "For want of a nail, the horseshoe was lost. For want of a horseshoe, the
> horse was lost. For want of a horse, the messenger was lost. For want of a
> messenger, the message was not delivered. For want of an undelivered
> message
> the war was lost."
>
>
>
> shorec...@comcast.net wrote:
> > I had a friend check and his Steam was doing the same thing. My servers
> are showing up again. Maybe it was a temporary problem. I also had problems
> connecting to Steam cloud last night.
> >
> > Maybe it's part of the North Korean army's cyberattacks that have
> recently
> been going on.. you know how it goes... they attack the White House,
> Homeland Security, the stock market and Steam.
> >
> > Still only showing 3221 TF2 servers out of more than 4800, though.
> >
> > - Original Message -
> > From: "Dayle Flowers" 
> > To: "Half-Life dedicated Win32 server mailing list"
> 
> > Sent: Tuesday, July 14, 2009 2:15:07 PM GMT -05:00 US/Canada Eastern
> > Subject: Re: [hlds] Server list problems
> >
> > I just noticed this with Killing Floor, today, as well. I assumed it
> > was a problem with our game, but it sounds like it's a larger problem,
> eh?
>
> >
> > Thanks,
> > Dayle Flowers
> > Senior Programmer
> > Tripwire Interactive, LLC.
> > Makers of Killing Floor and Red Orchestra
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
> >
> >
>
>
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Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-27 Thread Richard Eid
OT

If you want the server browser in the main menu, add -serverbrowser to Left
4 Dead's launch options.

-Richard Eid


On Sat, Jun 27, 2009 at 2:55 PM, Munra  wrote:

> That's what I am talking about not a traditional server browser.  A server
> browser in the lobby that just listed community servers and then if you
> really wanted it private then you could input the search key as the
> password
> (or similar) to that private server Then allow the server to handle the url
> for custom content.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
> Sent: Saturday, June 27, 2009 1:52 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
> sv_downloadurl )
>
> If the leader could choose a server from a browser, that would be a nice
> integration.
>
> On Sat, Jun 27, 2009 at 10:46 AM, Brent Veal
> wrote:
>
> > Using a server browser primarily really wouldnt work that well. The game
> > could really use some kind of lobby browser though.
> >
> > On Sat, Jun 27, 2009 at 10:28 AM, 1nsane <1nsane...@gmail.com> wrote:
> >
> > > " People are dealing OK without an officially accessible server
> browser"
> > >
> > > Read the whole thing next time.
> > >
> > > On Sat, Jun 27, 2009 at 8:20 AM, Shane Arnold  <
> > https://mail.google.com/mail?view=cm&tf=0&to=clontar...@iinet.net.au>
> > > >wrote:
> > >
> > > > 1nsane wrote
> > > >
> > > >  > It doesn't look like Valve wants to add a server browser. LFD has
> > > > been out for a while.
> > > >
> > > > openserverbrowser
> > > >
> > > > ___
> > > >
> > > > Shane Arnold-   clontar...@iinet.net.au<
> > https://mail.google.com/mail?view=cm&tf=0&to=clontar...@iinet.net.au>
> > > >
> > > > "For want of a nail, the horseshoe was lost. For want of a horseshoe,
> > the
> > > > horse was lost. For want of a horse, the messenger was lost. For want
> > of
> > > a
> > > > messenger, the message was not delivered. For want of an undelivered
> > > message
> > > > the war was lost."
> > > >
> > > >
> > > >
> > > > 1nsane wrote:
> > > > > Wow wow...slow down buddy.
> > > > >
> > > > > Lets not scare valve into ignoring this thread. People are dealing
> OK
> > > > > without an officially accessible server browser but the lack of a
> > > > > nice/automatic way to download custom campaigns is a bit of a more
> > > > immediate
> > > > > problem.
> > > > >
> > > > > It doesn't look like Valve wants to add a server browser. LFD has
> > been
> > > > out
> > > > > for a while.
> > > > >
> > > > > On Fri, Jun 26, 2009 at 8:08 PM, Munra  > https://mail.google.com/mail?view=cm&tf=0&to=mu...@anbservers.net>>
> > > wrote:
> > > > >
> > > > >
> > > > >> Why Not allow people to choose the server that want to join in the
> > > > lobby.
> > > > >> AKA a community server or have some type or server browser. Then
> > allow
> > > > the
> > > > >> users to download the pk Via sv_downloadurl when they connect.
> > > > >>
> > > > >>
> > > > >>
> > > > >> -Original Message-
> > > > >> From: hlds-boun...@list.valvesoftware.com<
> >
>
> https://mail.google.com/mail?view=cm&tf=0&to=hlds-boun...@list.valvesoftware
> .com<https://mail.google.com/mail?view=cm&tf=0&to=hlds-boun...@list.valvesoftware%0a.com>
> > >
> > > > >> [mailto:hlds-boun...@list.valvesoftware.com<
> >
>
> https://mail.google.com/mail?view=cm&tf=0&to=hlds-boun...@list.valvesoftware
> .com<https://mail.google.com/mail?view=cm&tf=0&to=hlds-boun...@list.valvesoftware%0a.com>
> > >]
> > > On Behalf Of msleeper
> > > > >> Sent: Friday, June 26, 2009 4:19 PM
> > > > >> To: Half-Life dedicated Win32 server mailing list
> > > > >> Subject: Re: [hlds] Impractical l4d downloa

Re: [hlds] IP Blacklists

2009-06-27 Thread Richard Eid
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg35140.html

Later in the thread, which is broken on mail-archive, Erik goes on to say:

*For now, we're banning entire IPs, but that could change. There have been a
couple of cases now where there are banned servers and positive servers
running on the same IP address.*

-Richard Eid


On Sat, Jun 27, 2009 at 3:02 PM, Alec Sanger  wrote:

>
> thank you.
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
> > Date: Sat, 27 Jun 2009 20:52:54 +0200
> > From: sai...@specialattack.net
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] IP Blacklists
> >
> > VALVe blacklists servers by IP. Any server on that IP, no matter what
> > its port will get de-listed.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MeZelf
> > Sent: zaterdag 27 juni 2009 20:58
> > To: 'Half-Life dedicated Win32 server mailing list'
> > Subject: Re: [hlds] IP Blacklists
> >
> > With what purpose would valve blacklist IPs?
> >
> > Considering that most people don't have a fixed IP at home blocking
> > clients
> > with it wouldn't do anything.
> > And because you don't need to pay valve for running a server of your
> > own...
> >
> > MeZelf
> >
> >
> > -Oorspronkelijk bericht-
> > Van: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] Namens Alec Sanger
> > Verzonden: Saturday, June 27, 2009 8:36 PM
> > Aan: hlds@list.valvesoftware.com
> > Onderwerp: [hlds] IP Blacklists
> >
> >
> > Does anyone know if Valve officially said whether or not an IP blacklist
> > would be for the ip+port or the entire IP?
> >
> > Thank you,
> > Alec Sanger
> > P: 248.941.3813
> > F: 313.286.8945
> >
> >
> > _
> > Windows LiveT SkyDriveT: Get 25 GB of free online storage.
> > http://windowslive.com/online/skydrive?ocid=TXT_TAGLM_WL_SD_25GB_062009
> > ___
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> >
> >
> >
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> > please visit:
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> >
> > Checked by AVG - www.avg.com
> > Version: 8.5.375 / Virus Database: 270.12.93/2205 - Release Date:
> > 06/27/09 05:53:00
> >
> > ___
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Re: [hlds] SDK update and server downloads

2009-06-17 Thread Richard Eid
Here it is:

http://developer.valvesoftware.com/wiki/Patching_levels_with_lump_files

Support on that goes back to EP1, so if your changes can be done with lump
files, you might consider that.  I guess the problem with that is if someone
else decides to use the same method on the same map, the naming convention
used will end up being a problem.

On the other hand, if it works like .BSP files in that if one already exists
with the same name, the client will get an error about mismatched files,
then as long as you get your .LMP to the client before anyone else you have
nothing to worry about. :)

-Richard Eid


On Wed, Jun 17, 2009 at 4:04 AM, Richard Eid  wrote:

> Can you use the same method used in Left 4 Dead's Survival mode where they
> blocked off large portions of the maps?  Valve used .LMP files to achieve
> this.  Does that work in TF2(S2K7)I'm sure someone with more mapping
> experience can go further into detail on this than I can, but basically
> you're loading the same map, but with the .LMP on top of it adding those
> elements.  I'm not exactly sure how it's achieved, but someone here does and
> can probably be more articulate on the matter.
>
> LOL, my terminology.
>
>         -Richard Eid
>
>
>
> On Tue, Jun 16, 2009 at 9:04 PM, Craig H  wrote:
>
>> It would just be best to add a tag to the end of the map name. say,
>> CTF_2Fort_MyMap.
>>
>> On Tue, Jun 16, 2009 at 4:53 PM, Brent Veal > >wrote:
>>
>> > Clients will be kicked/not able to join at all unless they download the
>> > version of the map being used on the server
>> >
>> > On Tue, Jun 16, 2009 at 4:47 PM, Alec Sanger 
>> wrote:
>> >
>> > >
>> > > I believe if you make a change to a server and keep the name the same,
>> > the
>> > > clients with the non-updated version will get an error and will not
>> allow
>> > > them to enter the server.
>> > >
>> > > Thank you,
>> > > Alec Sanger
>> > > P: 248.941.3813
>> > > F: 313.286.8945
>> > >
>> > >
>> > >
>> > > > Date: Tue, 16 Jun 2009 16:44:26 -0700
>> > > > From: ch...@pingdemons.com
>> > > > To: hlds@list.valvesoftware.com
>> > > > Subject: [hlds] SDK update and server downloads
>> > > >
>> > > > Question,
>> > > >
>> > > >
>> > > > With the new SDK update if i make a change to lets say ctf_2fort and
>> > the
>> > > > server is running that map does that mean the client would have to
>> > > > re-download the full map again? or just the new content.
>> > > >
>> > > >
>> > > >
>> > > >
>> > > > Thanks!
>> > > >
>> > > > ___
>> > > > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > > please visit:
>> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
>> > >
>> > > _
>> > > Lauren found her dream laptop. Find the PC that’s right for you.
>> > > http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>> > > please visit:
>> > > http://list.valvesoftware.com/mailman/listinfo/hlds
>> > >
>> > ___
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>> > please visit:
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>> >
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Re: [hlds] SDK update and server downloads

2009-06-17 Thread Richard Eid
Can you use the same method used in Left 4 Dead's Survival mode where they
blocked off large portions of the maps?  Valve used .LMP files to achieve
this.  Does that work in TF2(S2K7)I'm sure someone with more mapping
experience can go further into detail on this than I can, but basically
you're loading the same map, but with the .LMP on top of it adding those
elements.  I'm not exactly sure how it's achieved, but someone here does and
can probably be more articulate on the matter.

LOL, my terminology.

        -Richard Eid


On Tue, Jun 16, 2009 at 9:04 PM, Craig H  wrote:

> It would just be best to add a tag to the end of the map name. say,
> CTF_2Fort_MyMap.
>
> On Tue, Jun 16, 2009 at 4:53 PM, Brent Veal  >wrote:
>
> > Clients will be kicked/not able to join at all unless they download the
> > version of the map being used on the server
> >
> > On Tue, Jun 16, 2009 at 4:47 PM, Alec Sanger 
> wrote:
> >
> > >
> > > I believe if you make a change to a server and keep the name the same,
> > the
> > > clients with the non-updated version will get an error and will not
> allow
> > > them to enter the server.
> > >
> > > Thank you,
> > > Alec Sanger
> > > P: 248.941.3813
> > > F: 313.286.8945
> > >
> > >
> > >
> > > > Date: Tue, 16 Jun 2009 16:44:26 -0700
> > > > From: ch...@pingdemons.com
> > > > To: hlds@list.valvesoftware.com
> > > > Subject: [hlds] SDK update and server downloads
> > > >
> > > > Question,
> > > >
> > > >
> > > > With the new SDK update if i make a change to lets say ctf_2fort and
> > the
> > > > server is running that map does that mean the client would have to
> > > > re-download the full map again? or just the new content.
> > > >
> > > >
> > > >
> > > >
> > > > Thanks!
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > > _
> > > Lauren found her dream laptop. Find the PC that’s right for you.
> > > http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290
> > > ___
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> > > please visit:
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> > >
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Re: [hlds] Team Fortress 2 Update Available

2009-05-22 Thread Richard Eid
Clyde,

I notice you're on 1.2.1-dev.  Maybe if you updated to a stable version of
1.2.1 your crashes would go away.  Then again, maybe not, but when I bumped
up past 1.2.1, my crashes disappeared.

-Richard Eid


On Fri, May 22, 2009 at 10:21 PM, Clyde cide wrote:

> Im geting server crashes as well
>
>
>
> On Fri, May 22, 2009 at 10:17 PM, Maximilian L.  wrote:
>
> > I´ll quote myself from #hlserveradmins
> >
> > they already stated that they fixed it ->
> > http://www.teamfortress.com/post.php?id=2535
> > if it´s working as i think, then you won´t make any much archivements
> > due the average playtime globaly raised after the update + TF2 free
> > weekend, even more players wich affect the drops, so if averrage global
> > playtime = higher, drops = lower at least that´s how i thin they
> > have the system working
> > ...you forget that the new system is time, and not archivement based
> >
> > and at those guys playing on "archivement_idle"...: that won´t help you
> > at all!
> >
> >
> > > But it's not for weapon drop problems.
> > >
> > > On May 22, 2009, at 9:54 PM, Michael Krasnow  wrote:
> > >
> > >
> > >> yay! time to wait another couple hours while everyone updates!
> > >>
> > >> On Fri, May 22, 2009 at 9:51 PM, Dog  wrote:
> > >>
> > >>
> > >>> Thanks Jason
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> > >>> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>>
> > >>>
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> > >>
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> > >
> > > __ Information from ESET NOD32 Antivirus, version of virus
> > signature database 4098 (20090522) __
> > >
> > > The message was checked by ESET NOD32 Antivirus.
> > >
> > > http://www.eset.com
> > >
> > >
> > >
> > >
> > >
> >
> >
> > --
> > Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
> >
> >
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Re: [hlds] TF2 Update not installing properly client side

2009-05-22 Thread Richard Eid
Looks like this problem was specifically addressed in the update.  Did it
solve the issue you were/are having?

-Richard Eid


On Fri, May 22, 2009 at 6:37 PM, Donnie Newlove wrote:

> Deleting it from Steam does not touch the TF2 directory, it only
> delete the GCFs. It's in the folder named after your user name on
> Steam.
>
> On Sat, May 23, 2009 at 12:33 AM, Fabian Baur 
> wrote:
> > 2009/5/23 Donnie Newlove 
> >
> >> Tried deleting/renaming your TF2 directory?
> >>
> >
> > Yes thank you - see "Step 2" in my mail.
> > ___
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Re: [hlds] Server Crashing After Update

2009-05-22 Thread Richard Eid
Um, I think I said something confusing.  I was on 1.2.0 and was having some
problems, so I skipped 1.2.1 alltogether and just went to a 1.3 build and
it's quite good so far.  So either way.

-Richard Eid


On Fri, May 22, 2009 at 4:22 AM, CLAN RCR  wrote:

> Thanks. I had no idea there was a newer version out. I'll give that a
> whirl.
>
> -Matt
>
> On Fri, May 22, 2009 at 3:13 AM, Richard Eid 
> wrote:
>
> > I've been advised that SourceMod 1.2.1 is where you want to be at a
> > minimum.  It took care of a few problems I was having when I updated,
> > though
> > I was on a 1.3 build.  1.2.1 is the stable version in development, so
> that
> > may be the safer way for you to go.
> >
> >-Richard Eid
> >
> >
> > On Fri, May 22, 2009 at 2:58 AM, CLAN RCR  wrote:
> >
> > > ok, that makes sense on the 2fort server.
> > >
> > > I disabled the plugin in the server.cfg but apparently that is still
> the
> > > issue with the 2fort server. That particular addon is not available on
> > the
> > > server I posted the error on however..
> > >
> > > Thanks for the reply, and confirmation of the uber plugin issue.
> > >
> > > -Matt
> > >
> > > On Fri, May 22, 2009 at 1:51 AM, "[??R] The-/ > > kil...@righttorule.com
> > > > wrote:
> > >
> > > > Check your plugins we were using a medic quick uber charging plugin
> > that
> > > > is only on at certain times, and boom when that time hit server
> > crashed,
> > > > other than that sm has been running great.
> > > >
> > > > CLAN RCR wrote:
> > > > > I'm using Windows 2008, and previously had absolutally no issues
> with
> > > > this
> > > > > server. I am running the SourceMod 1.1.0 and am unsure what is
> > causing
> > > > this
> > > > > error. We have an identical server that has been solid as a rock.
> The
> > > > server
> > > > > with the issue will stay up for 30 minutes .. 1hr and then just
> die.
> > > > >
> > > > > The error I'm getting is in a dialog box as follows:
> > > > >
> > > > > Bad entity in IndexOfEdict() index -642056 pEdict 0F5B0F70
> sv.edicts
> > > > > 101F0010
> > > > >
> > > > > If anyone has any ideas.. It would be great to hear them.
> > > > >
> > > > > Also, our 2fort server is crashing also, but I think it's a
> different
> > > > error.
> > > > > The 2forr server will only stay up for 3 minutes before crashing.
> > > > >
> > > > > Thanks guys!
> > > > >
> > > > > -Matt
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >
> > > > >
> > > >
> > > >
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> archives,
> > > > please visit:
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> > > >
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> > > please visit:
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> > >
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Re: [hlds] Server Crashing After Update

2009-05-22 Thread Richard Eid
I've been advised that SourceMod 1.2.1 is where you want to be at a
minimum.  It took care of a few problems I was having when I updated, though
I was on a 1.3 build.  1.2.1 is the stable version in development, so that
may be the safer way for you to go.

-Richard Eid


On Fri, May 22, 2009 at 2:58 AM, CLAN RCR  wrote:

> ok, that makes sense on the 2fort server.
>
> I disabled the plugin in the server.cfg but apparently that is still the
> issue with the 2fort server. That particular addon is not available on the
> server I posted the error on however..
>
> Thanks for the reply, and confirmation of the uber plugin issue.
>
> -Matt
>
> On Fri, May 22, 2009 at 1:51 AM, "[??R] The-/ kil...@righttorule.com
> > wrote:
>
> > Check your plugins we were using a medic quick uber charging plugin that
> > is only on at certain times, and boom when that time hit server crashed,
> > other than that sm has been running great.
> >
> > CLAN RCR wrote:
> > > I'm using Windows 2008, and previously had absolutally no issues with
> > this
> > > server. I am running the SourceMod 1.1.0 and am unsure what is causing
> > this
> > > error. We have an identical server that has been solid as a rock. The
> > server
> > > with the issue will stay up for 30 minutes .. 1hr and then just die.
> > >
> > > The error I'm getting is in a dialog box as follows:
> > >
> > > Bad entity in IndexOfEdict() index -642056 pEdict 0F5B0F70 sv.edicts
> > > 101F0010
> > >
> > > If anyone has any ideas.. It would be great to hear them.
> > >
> > > Also, our 2fort server is crashing also, but I think it's a different
> > error.
> > > The 2forr server will only stay up for 3 minutes before crashing.
> > >
> > > Thanks guys!
> > >
> > > -Matt
> > > ___
> > > 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] Half-Life 1 Engine Update released

2009-05-19 Thread Richard Eid
The beta went public earlier today.  You should update your servers if you
have any.  Client-side, the Steam client will notify any user participating
in the beta that it has ended.  If a person was not opted-in, Counter-Strike
will either be automatically updated, be updated upon launch of
Counter-Strike or will be updated the next time Steam is signed into.

-Richard Eid


On Tue, May 19, 2009 at 4:20 PM, Robert Whelan  wrote:

> Is this beta still pending? another month has past...
>
>
>
>
> 
> From: Alfred Reynolds 
> To: "hlds_li...@list.valvesoftware.com" ;
> Half-Life dedicated Win32 server mailing list ;
> "hlds_annou...@list.valvesoftware.com" <
> hlds_annou...@list.valvesoftware.com>
> Sent: Wednesday, April 15, 2009 6:59:34 PM
> Subject: Re: [hlds] Half-Life 1 Engine Update released
>
> The beta has been updated. Please run hldsupdatetool to receive it with
> "-beta hlds0319" on the command line.
> The specific changes include:
>
> Server changes:
> - Fixed HLTV staying in players list even after disconnect
> - Fixed server hang when a user connects with a specially crafted info
> string
> - Cleaned up hlds_run script a little (Linux only)
>
>
> There is also a client piece to this beta now, so if you run your Steam
> client with "-beta hlds0319" on the command line you will get it. The client
> piece fixes a couple exploits in the game engine.
>
> - Alfred
>
>
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> > Sent: Friday, March 20, 2009 2:58 PM
> > To: Half-Life dedicated Win32 server mailing list;
> > hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Half-Life 1 Engine Update released
> >
> > The beta has been updated. .  Please run hldsupdatetool to receive it
> > with "-beta hlds0319" on the command line.
> > The specific changes include:
> >
> > Server changes:
> > - Fixed hltv displaying a bogus steamid
> > - Fixed mp_timeleft not updating in server rules (or any unlogged cvar
> > for that matter)
> >
> >
> >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> > > boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> > > Sent: Thursday, March 19, 2009 10:16 PM
> > > To: Half-Life dedicated Win32 server mailing list;
> > > hlds_li...@list.valvesoftware.com;
> > hlds_annou...@list.valvesoftware.com
> > > Subject: [hlds] Half-Life 1 Engine Update released
> > >
> > > A beta update for Half-Life 1 Engine games has been released.  Please
> > > run hldsupdatetool to receive it with "-beta hlds0319" on the command
> > line.
> > > The specific changes include:
> > >
> > > Server changes:
> > > - Fixed players being kicked from servers with an
> > INVALID_STEAM_TICKET
> > > rejection
> > > - Added a message to the server console to show when the server has
> > > reconnected to Steam
> > > - Made map name and other variables reported by the server stay more
> > > current
> > > - Show HLTV being connected in the player count for pings
> > > - Fixed occasional crash under Linux on startup for SMP machines
> > >
> > > This update won't be in beta long, so don't delay your testing.
> > >
> > >
> > > - Alfred
> > >
> > > ___
> > > 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] hlds Digest, Vol 14, Issue 103

2009-04-27 Thread Richard Eid
MjrNut,

> 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

That just means that you want to pick a unique key that nobody else is
using(though there isn't really a great way to find this out).  The end of
that reads, "...to only finding serverS with that search key".  Note the
plurality of server(s).  I know a bunch of communities that use the same
search key on all their servers and it works just as has been described
here.  I suggest you give it a shot on yours.  Having one key to remember is
more community-friendly.

msleeper,

Lobbies that are set to Friends Only aren't invite only.  As long as you are
on a Friends list of someone in that lobby, you can join it.

            -Richard Eid
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Re: [hlds] error: reliable channel overflowed

2009-04-23 Thread Richard Eid
I'll assume that your provider sets you up with a vanilla server, aside from
maybe giving you AMXModX to start with, so it would be a problem with their
connection.  The best thing you can do at this point is to start from
scratch with your server and only have the basics on there.  Add your
plugins one by one and see if you still have the same problem.  This can
take weeks, possibly, as you'll want to add a plugin and give it a few days
to see if the problem is still existing.  If the problem still occurs with
no extra stuff loaded, I'd turn to your GSP to see if they are having any
problems on their end.

            -Richard Eid


On Thu, Apr 23, 2009 at 5:20 PM, MAGUS  wrote:

> well..
>
> i saw this article, but dont resolved the problems. sometimes a lot of
> clients are disconnected from server at once (and others users doesn't
> disconnected). sometimes this problem occurs when client try connect (ou
> reconnect) to server.
>
> i'm using HLDS with metamod + amxmodx..
>
> but, if problem are in my host, where is the problem? connection? plugins?
>
> -
> rody
>
> 2009/4/22 Richard Eid 
>
> > https://support.steampowered.com/kb_article.php?ref=5057-FVCM-
> >
> > Have you seen that support article yet?  Most of what is mentioned in
> there
> > is common sense, but it's amazing how often users will refuse to believe
> it
> > is on their end.
> >
> > It does mention that it could be an issue with the server, but it doesn't
> > look like it goes into any detail about that.  In that case, I'd have to
> > believe it would be an issue with your host.
> >
> > Good Luck.
> >
> >-Richard Eid
> >
> >
> > On Wed, Apr 22, 2009 at 9:01 PM, Bobby35ny  wrote:
> >
> > > Stock or modded server
> > >
> > > =bobby
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MAGUS
> > > Sent: Wednesday, April 22, 2009 6:42 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] error: reliable channel overflowed
> > >
> > > anyone knows how the solution for this error?
> > >
> > > **Reliable channel overflowed* (and nothing more in user console)*
> > > and my users are disconnected. when occurs this error, many users are
> > > disconnected (at once). And, if user try reconnect, this error persist
> > > (*one,
> > > two, three times*), until he can reconnect again.
> > >
> > > in Server: HLDS - cstrike (HL1)
> > >
> > > obs: hlds is updated, but this error continues.
> > >
> > > -
> > > rody
> > >
> > >
> > > 2009/4/21 MAGUS 
> > >
> > > > ocurrs in cstrike (hl1) server.. i update but this problem continues
> :/
> > > >
> > > > 2009/4/21 Zach Tate 
> > > >
> > > > What game is this in?
> > > >>
> > > >> Zach Tate
> > > >>
> > > >> -Original Message-
> > > >> From: MAGUS [mailto:magus...@gmail.com]
> > > >> Sent: Tuesday, April 21, 2009 8:24 PM
> > > >> To: Half-Life dedicated Win32 server mailing list
> > > >> Subject: [hlds] error: reliable channel overflowed
> > > >>
> > > >> hello,
> > > >>
> > > >> often, my client (users) are disconnected from server and show this
> > > >> errors
> > > >> (in steam window):
> > > >>
> > > >> *Reliable channel overflowed* (and nothing more in console)
> > > >>
> > > >> i search in google, but the results dont help me..
> > > >>
> > > >> how i solve this problem? :/
> > > >> --
> > > >> rody
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >>
> > > >> --
> > > >> This message has been scanned for viruses and
> > > >> dangerous content by MailScanner, and is
> > > >> believed to be clean.
> > > >>
> > > >>
> > > >>
> > > >>
> > > >> --
> 

Re: [hlds] error: reliable channel overflowed

2009-04-22 Thread Richard Eid
https://support.steampowered.com/kb_article.php?ref=5057-FVCM-

Have you seen that support article yet?  Most of what is mentioned in there
is common sense, but it's amazing how often users will refuse to believe it
is on their end.

It does mention that it could be an issue with the server, but it doesn't
look like it goes into any detail about that.  In that case, I'd have to
believe it would be an issue with your host.

Good Luck.

            -Richard Eid


On Wed, Apr 22, 2009 at 9:01 PM, Bobby35ny  wrote:

> Stock or modded server
>
> =bobby
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MAGUS
> Sent: Wednesday, April 22, 2009 6:42 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] error: reliable channel overflowed
>
> anyone knows how the solution for this error?
>
> **Reliable channel overflowed* (and nothing more in user console)*
> and my users are disconnected. when occurs this error, many users are
> disconnected (at once). And, if user try reconnect, this error persist
> (*one,
> two, three times*), until he can reconnect again.
>
> in Server: HLDS - cstrike (HL1)
>
> obs: hlds is updated, but this error continues.
>
> -
> rody
>
>
> 2009/4/21 MAGUS 
>
> > ocurrs in cstrike (hl1) server.. i update but this problem continues :/
> >
> > 2009/4/21 Zach Tate 
> >
> > What game is this in?
> >>
> >> Zach Tate
> >>
> >> -Original Message-
> >> From: MAGUS [mailto:magus...@gmail.com]
> >> Sent: Tuesday, April 21, 2009 8:24 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: [hlds] error: reliable channel overflowed
> >>
> >> hello,
> >>
> >> often, my client (users) are disconnected from server and show this
> >> errors
> >> (in steam window):
> >>
> >> *Reliable channel overflowed* (and nothing more in console)
> >>
> >> i search in google, but the results dont help me..
> >>
> >> how i solve this problem? :/
> >> --
> >> rody
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >> --
> >> This message has been scanned for viruses and
> >> dangerous content by MailScanner, and is
> >> believed to be clean.
> >>
> >>
> >>
> >>
> >> --
> >> This message has been scanned for viruses and
> >> dangerous content by MailScanner, and is
> >> believed to be clean.
> >>
> >>
> >> ___
> >> 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] L4D dedicated server still lan only help?

2009-04-22 Thread Richard Eid
Your config needs a lot of work, but I guess that's not the point of this
thread.  First off, remove -password from the update line.  It's not been
needed for a long time now.  Second, add -verify_all in place of it.  It
looks like you're fully updated, but there may be a file consistency problem
somewhere in your directory.

            -Richard Eid


On Wed, Apr 22, 2009 at 12:25 PM, chris bernard wrote:

>
> Even after the 2nd update I still can't get my L4D windows server
> working...
>
> When launching the server I'm still getting an error:
>
> "loading : srcds.exe - Entry Point Not Found"
> The procedure entry point g_pMenAlloc could not be located in the dynamic
> link library tier0_s.dll"
>
> After clicking ok the GUI will finished loading and I can click through the
> tabs fine but if I type "status" under the console tab the server
> crashes
>
> Below is the log after running the update again this morning to make sure
> my server had all the updates:
>
>
> C:\>cd srcds
>
> C:\srcds>hldsupdatetool -command update -game "l4d_full" -dir c:\srcds\l4d
> -pass
> word **
> Checking bootstrapper version ...
> Updating Installation
> Checking/Installing 'Left 4 Dead binaries' version 15
>
>
> Checking/Installing 'Left 4 Dead base' version 14
>
>
> Checking/Installing 'left4dead win32 dedicated server' version 12
>
>
> HLDS installation up to date
>
>
> here is my command line:
> C:\srcds\l4d\l4d\srcds.exe -autoupdate -game left4dead +ip ***.***.***.***
> -port *
>
> And my server.cfg
>
> hostname ">TNA< L4D"
> sv_search_key "*"
> maxplayers 8
> motd_enabled 0
>
> // Steam group
>
> //sv_steamgroup 151826
> //sv_steamgroup_exclusive 1
> //sv_tags TTSOM, Unity
>
> // Rcon Cvars
> rcon_password **
>
> // Server Cvars
> mp_disable_autokick 1 //Prevents a userid from being auto-kicked
> //sv_allow_color_correction 0 //Allow or disallow clients to use color
> correction on this server.
> sv_allow_wait_command 0 //Allow or disallow the wait command on clients
> connected to this server.
> sv_alltalk 0 //Players can hear all other players, no team restrictions
> sv_alternateticks 0 //If set, server only simulates entities on even
> numbered ticks.
> sv_allow_lobby_connect_only 0
>
> //sv_cheats 0 //Allow cheats on server
> sv_clearhinthistory 0 //Clear memory of server side hints displayed to the
> player.
> sv_consistency 1 //Whether the server enforces file consistency for
> critical files
> sv_contact 
>
> //sv_downloadurl //Location from which clients can download missing files
>
> // Lan or internet play, Server region cvars
> sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no
> non-class C addresses )
> sv_region 0 // Region Codes: 0 - US East coast, 1 - US West coast, 2 -
> South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 - Middle East, 7 -
> Africa, 255 - world
>
> // Server Logging
> sv_log_onefile 0 //Log server information to only one file.
> sv_logbans 1 //Log server bans in the server logs.
> sv_logecho 0 //Echo log information to the console.
> sv_logfile 1 //Log server information in the log file.
> sv_logflush 0 //Flush the log file to disk on each write (slow).
> sv_logsdir logs //Folder in the game directory where server logs will be
> stored.
>
> //Server Rates
> sv_maxcmdrate 100 //(If sv_mincmdrate is > 0), this sets the maximum value
> for cl_cmdrate.
> //sv_unlag 1
> //sv_maxunlag .5
>
> //Fix to get your server onto the master lists
> setmaster add 68.142.72.250:27011
> setmaster add 72.165.61.189:27011
>
>
> Using this same server.cfg and launching the game from my local machine
> (windows) with this command line:
>
> "C:\Program Files\Steam\steamapps\common\left 4 dead\srcds.exe"
>
> This local server works fine and using sv_search_key I can connect to it.
>
> I even reinstalled to a new folder to test a clean install, just added my
> server.cfg and still getting the same error starting the server.
>
> Does anyone see anything in my config and/or command line as to why this
> isn't working on the server box?  Worked fine with this setup before the
> updates yesterday...:confused: Thanks for any help anyone can give me. :)
> _
> Windows Live™ Hotmail®:…more than just e-mail.
> http://windowslive.com/online/hotmail?ocid=TXT_TAGLM_WL_HM_more_042009
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Re: [hlds] Recommendation for Steam Community?

2009-04-14 Thread Richard Eid
You can post it in the Suggestions/Ideas sub-forum on SPUF.

http://forums.steampowered.com/forums/forumdisplay.php?f=15

-Richard Eid


On Tue, Apr 14, 2009 at 12:21 PM, matan nov  wrote:

> Call Gabe directly at 2063244014
>
> On Tue, Apr 14, 2009 at 6:05 PM, Matthew Gottlieb <
> matthew.j.gottl...@gmail.com> wrote:
>
> > I know this isn't technically the place for it, but where would I send
> > a recommendation for steam community?
> >
> > ___
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> > please visit:
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Re: [hlds] INXgaming.co.uk

2009-04-08 Thread Richard Eid
The Steam forums aren't the right place, either.

http://www.inx-gaming.com/forum/public-servers-and-ban-f30/index.html

-Richard Eid


On Wed, Apr 8, 2009 at 4:42 PM, Saint K.  wrote:

> I don't think this is the place. Try www.steampowered.com forums if you
> want
> to complain.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
> Sent: Wednesday, April 08, 2009 10:36 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: [hlds] INXgaming.co.uk
>
> Anyone had any dealings with these *censored* retards?
>
> a few of my community just got banned for not being able to understand
> the admins terribly setup microphones.
>
> Wankers.
>
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Re: [hlds] Server Scoring - an open letter to Valve :)

2009-03-16 Thread Richard Eid
Maybe you wanna go back and read past the first sentence.  I said that it's
not *always* going to be fun.  Besides, there is no written or un-written
guarantee that exists that says it's supposed to be fun *at all*.  You're
building a community, not playing a game.  It seems to me that you're mixing
the two concepts.  It's like saying being a mayor should be fun because the
city offers a summer softball league.

http://www.merriam-webster.com/dictionary/community

Fun isn't even provided for in the definition of the word.  Building a
community is just something that you have to like to or want to do.  It's
for the greater good, not your own good.  If it helps you sleep better at
night knowing that you built something, then that's a benefit, but a
community built for one person rather than a community built for the
community is flawed from the get go.

Should you find some fun it in?  Of course, otherwise why else would you be
doing it?  Who would make the choice to do something that requires so much
work and involvement without finding some sort of enjoyment?  But once you
make the decision to call it a community, it can't always be about you at
that point.  That goes against the very grain of what a community is.

The current problems that exist aren't due to lack of tools, nor are they
due to the idea that the lack of them has forced you to turn to illicit
tactics which has jaded the players.  What's jaded the players is server
operators who feel that they are entitled to something.  The reason(s)
server operators feel entitled to whatever that something may be existed
long before they became a server operator.  There's not much that any gaming
company can do to address those problems.  A good start is for them to issue
a stern warning that you must either be honest and respectful to your
players or you won't be visible to them.  It directly addresses the
entitlement, yet those with issues reaching beyond that will still see this
as a flawed solution.  They'll continue to find ways to work around and
against the system because they feel they know what's best for people, but
have failed to find a solution themselves and will use any reason to blame
everyone -but- themselves.

Ask around and look to some of the actual communities worth their weight,
not ones built on the fact that tons of gamers will just join a group
because it involves drugs and alcohol and spams invites with an invite
spamming *tool*.  There are plenty of them out there that have nothing but
respect for their players and offer a safe haven for these so called "jaded
players" that your community sounds like it's filled with.

-Richard Eid


On Mon, Mar 16, 2009 at 12:45 PM, Karl Weckstrom  wrote:

> I don't agree with Richard.  He doesn't agree with me. It's a free country
> :)
>
> I don't see how anyone could subscribe to the view that "Community building
> shouldn't be any fun" when the community topic involves gaming - and that if
> it turns out being that way for you, you should merely accept it.
>
> I reject that on principle - but hey, let's face it, for a lot of people in
> here there is a very fine line between "Hobby" and "Mental Illness".
>
>
>
> 
> From: hlds-boun...@list.valvesoftware.com [
> hlds-boun...@list.valvesoftware.com] On Behalf Of Major NuT [
> mjr...@gmail.com]
> Sent: Sunday, March 15, 2009 4:00 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Server Scoring - an open letter to Valve :)
>
> I reiterate the assessment by Richard.  Kudos for an articulate layout and
> for Valve at being proactive.  Now the question is...to the person that
> kept
> saying, _it's a symptom, it's a symptom_.. w/o stating what the problem in
> the same sentence, do you agree with Richard?  ;)  You don't have to
> answer,
> but I think it's more than fair since you initiated such a
> characterization.
>
>
> [FLASH] MjrNuT
> Arise from Flames and Ash, Behold Immortality
>
> www.flamesandash.com
>
>
> Message: 7
> > Date: Sun, 15 Mar 2009 19:46:43 +
> > From: Patrick Shelley 
> > Subject: Re: [hlds] Server Scoring - an open letter to Valve :)
> > To: Half-Life dedicated Win32 server mailing list
> >
> > Message-ID:
> >
> >
> Content-Type: text/plain; charset=ISO-8859-1
>
> bang on target richard.
>
> i think you summed up exactly what the actual problem is server
> admin's on their pedestal.
>
>
>
> On 15/03/2009, Richard Eid  wrote:
> > Who said that creating, building and eventually maintaining a community
> is
> > supposed to be any fun.

Re: [hlds] L4D Client Update

2009-03-15 Thread Richard Eid
So you're just thinking of the most likely theory in your head and saying
that it -must- be the case?

http://www.mail-archive.com/hlds@list.valvesoftware.com/msg31734.html

To me it sounds like Valve is hosting those servers.

Also, who said there is no need for server admins?  It's true that we now
have the ability to self-govern the servers...as players...but like I said,
it's been abused thus far.  There is not, and there never will be, a
substitute for a true admin in-game.  If you ask me, Left 4 Dead gives
people a real incentive to either play with only friends or to just set up
their own server.  Public matches are chock-full of shenanigans by people
who's idea of fun is ruining everyone else's and so the new Matchmaking
system being put in place will be right up their alley.  They'll be matched
with like-minded players who can run off from their team and/or ragequit at
will with no real consequence other than they will be less likely to ruin
the fun for people who play the game seriously.  It won't be impossible for
them to ruin games still, just less likely.

You're making some pretty huge assumptions and coming to an unreasonable
conclusion.  You equation is more like:

5.1356 x 7 2/5 - 50 / 6 to one, half-dozen to another = OMFG

        -Richard Eid


On Sun, Mar 15, 2009 at 7:41 PM, Aaron Rapp  wrote:

> Richard,
>
> Let me ask you. What game, from Valve, has been run without the need of
> server admins? I'm not sure I can name any.
>
> Then...all of a sudden, when a game developed by Valve, but published by
> EAnow they have their own servers?
>
> It definitely doesn't sound like something Valve would have come up with.
> There is no hard evidence that shows that EA is a part of these
> shenanigans,
> but...let's look at it with common sense. EA is the publisher, and now
> there
> is no need for server admins.
>
> 2+2=4
>
> Aaron Rapp
>
> -Original Message-----
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Eid
> Sent: Sunday, March 15, 2009 3:38 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] L4D Client Update
>
> gameadmin,
>
> I disagree.  I can't tell you how many times I started a Lobby, filled it,
> let the Lobby being a server search, then ended up on some random, modified
> server.  I could probably count on one hand the number of times I played on
> an official Valve server before this recent change.
>
> Now I'm not trying to bash every Left 4 Dead server out there, because I
> ended up on  more good ones than bad ones.  But I know for a fact that
> official servers were not the default choice of the Lobby system.  Not even
> from day one.  On release day, as soon as the issues with Windows Left 4
> Dead servers were corrected, I fired up two of them and they stayed packed
> for a few days straight.
>
> I believe that before this change, the option of "Best Available Dedicated"
> was the default(and only) setting.  In this case, you may still end up on a
> Valve server, but definitely no guarantees.  This is what I experienced
> throughout all of my Left 4 Dead playtime.
>
> Robert,
>
> I see your point and can definitely attest to running into a lot of
> undesirables out there in the random public games.  The thing is, unless
> you
> have your own server and choose to play on it through the use of a
> search_key or whatever method you use to get to it, you'll run into this on
> any server you go to unless you only and always play games with your
> friends.  You're never guaranteed to see an admin anywhere.  Not in Left 4
> Dead, not in TF2, not anywhere.  At least we have the Vote Kick system
> available by default, though this is also a well abused feature in public
> servers.  So it's good that you won't be in public servers because who
> needs
> a headache like that, right?  Play on your own server.  That's why you have
> it!
>
> You have to start looking towards the future anyway.  The SDK will be out
> soon and all sorts of changes will be made to the base gameplay of Left 4
> Dead without anybody ever knowing until they just run into it and declare
> Left 4 Dead a horrible game.  With the default being Official Dedicated,
> you
> will at least know that you're getting into a plain old regular game
> instead
> of possibly(most likely) an ultra-modified game.  This is simply a way for
> Valve to protect their investment, without really harming anybody in the
> process.
>
> Think about it...who really cares if your Left 4 Dead server sits empty?
>  If
> you got one, it's more than likely that you got it 

Re: [hlds] L4D Client Update

2009-03-15 Thread Richard Eid
for you to get a game going, the server will perform as and make
the options available to you that you desire.

It really seems like a win-win for everyone involved here.  The players get
the option to first play on normal servers.  I'm not saying that everyone
who runs one modifies it, but with the Lobby system, there's no way to tell
where you're going to end up.  So Valve has guaranteed that players get to
play Left 4 Dead.  On the flip side, my server is now empty most of the
time, so when I have time to play, I can use it.  Hell, I can create a
Lobby, wait for it to fill, then bring all those random people into my
server...MY server.  I can do this at will and when I want.  I can then run
and administer the server as I like while I'm playing on it.  I no longer
have to wait for it to free up, then hope that I'm either free or in the
mood to play.

Maybe you can answer the question as to why it's so important to have a
server full constantly.  Is it because you run more than one?  Ten?  Why did
you get ten going?  Do you have a community that plays Left 4 Dead?  Was the
amount of servers you got based on how many people would play?  Are the
players disappointed that your servers are always free now?  Why did you get
ten going again?  If they're all sitting empty now, your community must not
have been the reason you decided to run them.  So what exactly is the
reason?

I don't mean to come off as a jerk, but I am seriously baffled at this
latest craze.  I run servers for myself and my friends to play on.  I don't
really care if anyone else plays on them.  I also know that not everyone
runs servers for the same reason, but then why?  Why do you run servers?
Why must they be packed full all day or you'll get rid of them?
Please...someone has to have an answer.  I think I know what the real answer
is, but it hurts me to know that it's where we are at as server operators
today.

But I'm all ears.

-Richard Eid


On Sun, Mar 15, 2009 at 3:47 PM,  wrote:

> Mike, what region are you in?  We are in sv_region 3 (Europe) and, while
> our
> servers were empty just after the last update (all of Friday) they picked
> up
> again on Saturday morning as normal:
>
> http://www.127001.org/mrtg/graph_93.html (The decrease in peak usage in
> the
> past couple of weeks is because we decreased the number of servers from 12
> to 8 because of other activity on the box)
>
> Also, to reply to Richard Eid:
>
> "Left 4 Dead players are now going to official servers by default."
>
> What do you mean, "now"?  They always _did_ choose to go to official
> servers
> first, there's a thread in the forums about it.  There's just the ability
> to
> turn this off now.
>
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> > boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
> > Sent: 15 March 2009 19:28
> > To: 'Half-Life dedicated Win32 server mailing list'
> > Subject: Re: [hlds] L4D Client Update
> >
> > Good now I can dump the piece of crap L4D servers and just add more
> > variety
> > to what I have now... (I had some of the most popular L4D servers
> > before
> > this.. Now I get 0 players... Not even one player at all..)
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Eid
> > Sent: Sunday, March 15, 2009 12:02 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] L4D Client Update
> >
> > http://store.steampowered.com/news/2349/
> >
> > That's what is going on.  Left 4 Dead players are now going to official
> > servers by default.  Since the nature of the lobby system would allow
> > for
> > people to end up on any random server out there, the Left 4 Dead
> > experience
> > was being ruined by modded servers.  If you create a lobby and look
> > under
> > Game Settings, you now have the options of Official Dedicated(default),
> > Best
> > Available Dedicated and Local Server.  It's now up to the player to
> > decide
> > which type of server he or she wants to end up on.
> >
> > My guess, which can't be all that far off just by noticing what's been
> > mentioned here on HLDS, is that players are using the default of
> > Official
> > Dedicated because it guarantees them the cleanest experience possible.
> >
> > -Richard Eid
> >
> >
> > On Sun, Mar 15, 2009 at 7:17 AM, Mark Edwards
> > wrote:
> >
> > > Zero

Re: [hlds] Server Scoring - an open letter to Valve :)

2009-03-15 Thread Richard Eid
iven?  You said it at the beginning of your
response.  "Work is involved."  Just because you set up a server doesn't
mean it's supposed to or going to be full all the time.  We'd all like for
that to be the case, but the reality is different.  You have to give people
a reason to come back.   You have to differentiate yourself from the rest in
some way.  It's the players who will ultimately make or break your
community, not Valve.  You can be the catalyst for your community, but
without players, where are you?

And no, I'm not saying that you need a team of people who can be on-call to
fill your servers all the time.  I'm only suggesting that it's one good way
to get your server(s)/community going.  If people see that there are always
players in the server, in the future, they'd be more likely to join that
server even if it were empty because they'd assume that more people are
probably only a few minutes away.  You shouldn't have a problem with this
anyway.  If you started a server in the first place, I'm going to assume
that you wanted to have a place for you and some or all of your friends to
play.  What other reason would you have a server?  Oh yeah...to measure your
status in the world.

For instance, there is a group of servers that I play on.  They are almost
always packed full at the times I want to play.  Sometimes I'll notice that
they're completely empty, though.  I still join one of their servers because
when I do, someone else joins.  Then two more people join.  Then five more
people join.  Then, before I know what happened, it's full.  And that all
started by me making the Server Browser show 1/24.

Those other 23 players may not have joined for the same reason I did,
though.  I think a lot of them joined because A) there was a slot open and
2) because the servers in that community are operated well and are a
pleasurable place to play.  They give me a reason to come back, just like
they gave almost all of the other 23 players that came in after me a reason
to come back.  Yeah, there are a few that joined because they saw an almost
full server, but the majority are players I've seen there before.  They had
a reason to come back besides it being a full server.  So the guy(or gal)
that joined when it was 3/24 may be the guy that seeds it next time.  Same
as the person that joined it when it was 23/24 because he/she found it an
awesome place to play and hopes that he/she can get a good game going the
next time around.  Each person may have their own reasons for returning to a
server, I have mine.  But I guess I can't say specifically what those
reasons are other than I just like playing there with the others that join.

And this community in particular doesn't "cheat".  They run an
honest-to-goodness community and have never done anything to alienate the
playerbase.  They aren't the only community I frequent that I can say this
about, either.  I'd like to know how you came to the conclusion that these
servers you've researched "cheat".  Could you also provide some
clarification on "cheat"?  I feel like you may be embellishing a little bit
to help your side of the argument, but I'll wait until you clarify and/or
qualify that statement before I come to that conclusion.  Good communities
are solid and their servers stay full because they are straight-up with and
good to their players.  Maybe my definition of a good community differs from
yours.

Either way, you still haven't defined what you consider to be "the problem".

-Richard Eid
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Re: [hlds] L4D Client Update

2009-03-15 Thread Richard Eid
http://store.steampowered.com/news/2349/

That's what is going on.  Left 4 Dead players are now going to official
servers by default.  Since the nature of the lobby system would allow for
people to end up on any random server out there, the Left 4 Dead experience
was being ruined by modded servers.  If you create a lobby and look under
Game Settings, you now have the options of Official Dedicated(default), Best
Available Dedicated and Local Server.  It's now up to the player to decide
which type of server he or she wants to end up on.

My guess, which can't be all that far off just by noticing what's been
mentioned here on HLDS, is that players are using the default of Official
Dedicated because it guarantees them the cleanest experience possible.

        -Richard Eid


On Sun, Mar 15, 2009 at 7:17 AM, Mark Edwards wrote:

> Zero players on our three L4D servers in the 48 hours or so since the
> second
> update.  What is going on?
>
> >> > From: Admin Bob 
> >> > To: Half-Life dedicated Win32 server mailing list
> >> > 
> >> > Sent: Saturday, March 14, 2009 7:48:41 AM
> >> > Subject: Re: [hlds] L4D Client Update
> >> >
> >> > Still empty. Still getting errors:
> >> > A2C_print from 68.142.72.250:2701
> >> > Bad challenge
> >> >
> >> > -Original Message-
> >> > From: hlds-boun...@list.valvesoftware.com
> >> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Adam
> Nowacki
> >> > Sent: Saturday, March 14, 2009 2:09 AM
> >> > To: Half-Life dedicated Win32 server mailing list
> >> > Subject: Re: [hlds] L4D Client Update
> >> >
> >> > Blood Letter wrote:
> >> > > So did this update fix the empty server issue for anyone?
> >> > > Mine is still bone dry.
> >> >
> >> > Maybe because people want to play on official servers? The search
> works
> >> > now and will actually fall back to non-official servers thanks to a
> >> > longer search timeout.
> >> >
> >> > ___
> >> > 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] Left 4 Dead Update Available

2009-03-14 Thread Richard Eid
For TF2, there isn't a way to check your server's rank.  But I thought this
was a Left 4 Dead thread.

For Left 4 Dead, you connect to your server and press Tab.  On the top right
of your screen, where the banner image is, you'll see your server's rank
along with the number of players served.  Upon connection, it sometimes will
display as 0 for both values, but on map change, it should correct itself
and show current numbers.

        -Richard Eid


On Fri, Mar 13, 2009 at 7:26 PM, Jake Skenna  wrote:

> You don't
>
> On Fri, Mar 13, 2009 at 7:21 PM, Chris  wrote:
>
> > How/where do you see your servers rank on the valve ranking system?
> >
> > On Fri, Mar 13, 2009 at 11:13 PM, Robert Whelan  > >wrote:
> >
> > > Same here, the only traffic we get is from our admins who know how to
> do
> > a
> > > specialized connect, lol. Need a degee these days to connect to play,
> > still
> > > not a word from valve to acknowledge the issue. Group and Search Key
> > > connects are the alternative till an update comes out.
> > >
> > > Tf2 update just came out so we might be stuck till next week, who
> > knows...
> > >
> > >
> > >
> > >
> > > 
> > > From: Patrick Shelley 
> > > To: Half-Life dedicated Win32 server mailing list <
> > > hlds@list.valvesoftware.com>
> > > Sent: Friday, March 13, 2009 5:59:47 PM
> > > Subject: Re: [hlds] Left 4 Dead Update Available
> > >
> > > Ive taken setmaster out - done a verify all, rebooted it twice, and no
> > > traffic all day :(
> > >
> > > On Fri, Mar 13, 2009 at 10:01 PM, msleeper 
> > wrote:
> > >
> > > > You might have to wait a bit, I have noticed fewer players playing
> L4D
> > > > nowadays. Which makes sense considering we've had zero new content
> and
> > > > no easy way to distribute user content (since server download doesn't
> > > > work).
> > > >
> > > >
> > > > On Fri, 2009-03-13 at 14:55 -0700, Aaron Rapp wrote:
> > > > > Msleeper,
> > > > >
> > > > > You were right. We still had the setmaster in there, so I took it
> > out.
> > > I
> > > > ran
> > > > > the update on the server, again.
> > > > >
> > > > > Unfortunately, I'm not getting the original "A2C_PRINT" issue, but
> > the
> > > > > servers are still sitting empty.
> > > > >
> > > > > Aaron Rapp
> > > > >
> > > > > -Original Message-
> > > > > From: hlds-boun...@list.valvesoftware.com
> > > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
> > Stiehm
> > > > > Sent: Friday, March 13, 2009 2:38 PM
> > > > > To: 'Half-Life dedicated Win32 server mailing list'
> > > > > Subject: Re: [hlds] Left 4 Dead Update Available
> > > > >
> > > > > Ok sounds good thank you guys for your input on this.
> > > > >
> > > > > Kenny Loggins
> > > > > ClanAO.com
> > > > >
> > > > > -Original Message-
> > > > > From: hlds-boun...@list.valvesoftware.com
> > > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> > > > > Sent: Friday, March 13, 2009 4:27 PM
> > > > > To: Half-Life dedicated Win32 server mailing list
> > > > > Subject: Re: [hlds] Left 4 Dead Update Available
> > > > >
> > > > > NIO DEWD WE MUST BLAME TEH PLUGINZ
> > > > >
> > > > > Running 19 servers here all with MM+SM, they are all getting
> traffic
> > at
> > > > > normal Lobby rates. Make sure you don't have any of that setmaster
> > crap
> > > > > in your configs that was posted a few days ago. It worked before
> this
> > > > > patch but it might not now.
> > > > >
> > > > > Also, make sure you actually updated to the most recent version,
> > > version
> > > > > number won't change. It wasn't a required update for some reason,
> but
> > > if
> > > > > you don't then your shit is still broke.
> > > > >
> > > > >
> > > > > On Fri, 2009-03-13 at 16:20 -0500, Admin Bob wrote:
> > > > > > 

Re: [hlds] Server Scoring - an open letter to Valve :)

2009-03-14 Thread Richard Eid
Uh...how does that help to delist a server?  If your players don't like a
map then why are you running it?  Remember, just because you like something
doesn't mean that everyone else does.  A map might be great in your eyes,
but if a majority of the people on your server leave when it loads, it's
probably time to consider not running that map...or maybe just take it out
of the rotation and put it up for a vote when you want to play on it.  If
you still switch to it even though others have voted for something
else...well I think you can guess where I'm going with that.

Servers don't necessarily have to stay "vanilla" to be successful.  You have
to cater to your players.  It's about the players.

        -Richard Eid


On Sat, Mar 14, 2009 at 9:15 PM, Bengt Rosenberger  wrote:

> So you are counting the fact that a pure/mixed custom map rotation will
> help to delist a server now as a good thing?
> And what exactly could a server "modify" and still stay vanilla? Admin
> plugins, oh great... A majority of the players will never see it.
>
> Mmmmkay
> >
> > In the long run, this will turn out to be a good thing for everybody,
> server
> > operators included.  More delisted servers means a higher chance that
> your
> > server will be shown to people when they refresh the Server Browser.  I
> > think we could all go for a little more exposure in this regard, right?
> >
> > But just a quick question, because maybe I missed the point of your first
> > message, but what exactly is the problem they're not addressing?  If they
> > are only addressing a symptom of the problem, what is the actual problem,
> > specifically?
> >
> > -Richard Eid
> >
> >
>
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Re: [hlds] Server Scoring - an open letter to Valve :)

2009-03-14 Thread Richard Eid
But the problem here are the server operators, not the players.  Nobody
forced them to rent/buy/whatever a server that's going to sit idle while
they keep paying some GSP every month.  That was their own decision.  Just
because you can doesn't always mean that you should.  So when a server sits
idle and the operator resorts to dishonest tactics to get people to join,
why shouldn't that be addressed?  *That* is the problem.  Valve can't do
anything to discourage people from making bad decisions, though.  People
will do what people will do.

It doesn't take an act of God to fill a server and keep it full.  It takes
good features that players want and good administration.  Yes, there are
many servers out there now, but so many of them are running heavily modified
versions of the game that might be fun for a quick visit here and there,
just not an every day thing.  In the long run, though, I think most players
want to just play the game as it was intended.  When I fire up TF2 and start
my daily grind, I just want to play TF2.  Not a game that looks like TF2
with all the rules changed.

Another important thing to keep in mind if you're thinking about starting up
a server/community, you can't just download the server and put the plugins
you want on and expect it to fill.  Do some research before hand and see
what the servers that are always full do.  Yes, you probably want to offer
something else that other communities might not have to differentiate
yourself from the bunch, but the gameplay itself should stay the same.

You're also gonna probably want a dedicated group of people that can seed
the server on a constant basis.  You might also want to offer a website
where people can discuss community or server issues or just talk about
whatever.  You could also tell people on your Friends list that you have a
server and to come check it out.  Maybe once the community grows big enough,
start to offer servers for other games.  The list goes on and on, but all of
that still falls short of "an act of God".  It takes hard work and
dedication.  And even then, it still might fall short of success.  Sometimes
that's just the way the cookie crumbles.

My point is that people start up servers and think they're gonna be the next
best thing.  But they don't know what it takes to get a community going and
keep it running smoothly.  So when it doesn't go as expected, they begin to
do things that they think might be good for them(like fake-clients), but in
the short and the long term, all it really does is serve to alienate the
playerbase.

I think the problem is being addressed here.  Since ranks aren't being made
public, there's no better or best score.  There's only a good and bad.  If
you want to have a positive score, you have to offer people something that
keeps them playing at your joint.  There isn't really anything server
operators can do to inflate the score, either.  Either you give people a
reason to stay, or you're probably doing something to make them leave.
Sure, you'll have the comers and goers, but those people won't affect your
score nearly as much as the people that stay connected...your community.
And with a good community comes even more players that stay for extended
periods of time.  And with more players staying longer comes a bigger
community.

In the long run, this will turn out to be a good thing for everybody, server
operators included.  More delisted servers means a higher chance that your
server will be shown to people when they refresh the Server Browser.  I
think we could all go for a little more exposure in this regard, right?

But just a quick question, because maybe I missed the point of your first
message, but what exactly is the problem they're not addressing?  If they
are only addressing a symptom of the problem, what is the actual problem,
specifically?

-Richard Eid


On Sat, Mar 14, 2009 at 12:18 AM, Karl Weckstrom  wrote:

> I still think they're treating the symptom rather than the problem.
>
> Though granted - sometimes you have no choice.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick Shelley
> Sent: Friday, March 13, 2009 11:57 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Server Scoring - an open letter to Valve :)
>
> The *paying* players are THE most important aspect of this.
>
> Im on both sides of the fence, but im with the players all the way on this.
> You only got to check the forums to see just how many paying players moan
> about lieing cheating server admins who manipulate the system. It stinks.
>
> They wont care one iota for de-listing servers or GSP's moaning about their
> IP's. They'll embrace this. You

Re: [hlds] Windows, Dedicated, Protocol 242

2009-03-14 Thread Richard Eid
Those servers that report protocol 242 need to be updated.  There was a
non-required update released on March 13th that corrected it.  The required
update on March 12th seemed to cause the protocol to be reported as 242 in
HLSW.

Also, since there was yet another update release last night, you may as well
just go ahead and update those "242" servers because you're technically two
behind now.

            -Richard Eid


On Sat, Mar 14, 2009 at 6:49 PM,  wrote:

> Hey Guys I am running L4D server and I notice in HLSW that some of the
> servers say
>
> Windows, Dedicated, Protocol 7
>
> and the others say
>
> Windows, Dedicated, Protocol 242
>
> Should all the servers be the same?  Is it caused Ip range?  I got
> servers on 72.x.x.x and servers on the 205.x.x.x
>
> Thanks Guys I do expect some flaming :)
>
> 
> This message was sent using IMP, the Internet Messaging Program.
>
>
> ___
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Re: [hlds] L4D Client Update

2009-03-13 Thread Richard Eid
This isn't about delisting.  It's about giving the players the opportunity
to first play on a Left 4 Dead server instead of a Modded 2 Hell server.

        -Richard Eid


On Fri, Mar 13, 2009 at 9:52 PM, Kris Byer  wrote:

> This is really going to mess up GSPs. How long does an IP stay delisted?
> ___
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Re: [hlds] [L4D] Server Browser List Custom Tab

2009-03-13 Thread Richard Eid
What types of issues are you having specifically?  I can't say I ever have a
problem with it...unless I accidentally misspell the search_key...but I
guess that's my fault.

I'd definitely like to see more features embedded, like having a box right
in the Lobby for the Lobby Leader to input a search_key instead of having to
go through the console.  I'd also like to see a "4 looking for 4" type of
feature, if that makes any sense.  For example, you join a Lobby with four
of your friends and then you search for another Lobby of four people to go
up against.  It's really just an extension of what the Lobby currently is,
but I've heard it mentioned a few times now and I think it's a pretty good
idea.

I don't know if any of that is even worth Valve's time or how much value it
would necessarily bring to the game, but those are two examples of what I
consider to be decent ideas.  Other than that, I have no real complaints
about the Lobby system as long as they don't take mute away...ever.

    -Richard Eid


On Fri, Mar 13, 2009 at 10:21 AM, Donnie Newlove
wrote:

> I could have sworn alltalk was on when I first setup L4D. Oh, well.
>
> I agree, a lobby system is much better for L4D. What I meant is that
> the lobby system works incredibly poorly and would need some more
> attention from Valve. Replacing it with the server browser would just
> be cheap, but that is what most people are doing because the lobby is
> really not working.
>
> On Fri, Mar 13, 2009 at 5:02 AM, Richard Eid 
> wrote:
> > While it's odd that the console shows that the default for alltalk is 1,
> the
> > actual default is 0.  I don't set that CVar in my server config files and
> > from a clean start of the server, sv_alltalk is set to 0.
> >
> > Regardless, the server browser is a big fail for Left 4 Dead.  And I'm
> not
> > talking about its implementation in the game, I'm just talking about its
> > actual usefulness.  It just doesn't work for a game of this nature.  The
> > Lobby system is a far better solution and works fine for everyone I know
> > that plays Left 4 Dead.  It has its flaws, sure, but over time and with
> > community input, I'm sure Valve will work to address the current
> > shortcomings.
> >
> > In your opinion, what benefits does the server browser offer over the
> lobby?
> >
> >-Richard Eid
> >
> >
> > On Thu, Mar 12, 2009 at 6:55 PM, Donnie Newlove <
> donnie.newl...@gmail.com>wrote:
> >
> >> Not really a problem. L4D defaults to having alltalk on and that is
> >> enough to put a server in the custom tab. Being empty also makes it
> >> custom if I'm not mistaken. It would be best if Valve just removed the
> >> custom tab and moved the tags field to the Internet tab. It’s a shame
> >> the browser is not supported since the lobby system works so horrible
> >> bad.
> >>
> >> On Thu, Mar 12, 2009 at 11:39 PM, Philip Bembridge
> >>  wrote:
> >> > Sourcemod now adds "sourcemod" to sv_tags, see here:
> >> > http://wiki.alliedmods.net/SourceMod_1.2.0_Release_Notes
> >> >
> >> > 2009/3/12 Major NuT 
> >> >
> >> >> Curious if anyone knew this, but based on peoples reports of not
> being
> >> on
> >> >> the master list, I also encountered same issue.  The recommendation
> of
> >> >> adding the sv_gametypes "coop,versus" tag was helpful.  SourceMod is
> >> placed
> >> >> on both servers, 1 being private, other being public.
> >> >>
> >> >> Both servers ONLY show up on the Custom tab, which I'm not so worried
> >> >> about.  I guess the custom comes from having SM though?  I guess this
> is
> >> >> first time I really looked close, but when using sv_search_key --
> that
> >> also
> >> >> shows up in the tags list?  I guess that makes sense, however, I
> thought
> >> it
> >> >> would be hidden.
> >> >>
> >> >> Any one else think this way or am I just bringing up the rear end?
> >> >>
> >> >> Thanks in advance,
> >> >>
> >> >> [FLASH] MjrNuT
> >> >> Arise from Flames and Ash, Behold Immortality
> >> >>
> >> >> www.flamesandash.com
> >> >> ___
> >> >> To unsubscribe, edit your list preferences, or view the list
> 

Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-12 Thread Richard Eid
It sounds like you are in the beginning stages of building a community.
Give your players a reason to come back and stay for a while and you'll have
nothing to worry about.  If you somehow get blacklisted, then you'll have to
dig your way out.  I'd imagine that the random connections you get
throughout the day won't be enough to delist your servers, anyhow.  So don't
worry about it.  Besides, nobody knows how this all works anyway.  And
that's a good thing.  Worry less about your rank and more about your
community and you will build over time.

Remember, this isn't about satisfying server operators, it's about
satisfying players.  The players are the base of TF2, not the server
operators.  Yes, we all provide places for people to play, but without
players, where does that leave us?

We have to start looking at players differently anyway.  I've noticed for a
long time now that server operators feel they are somehow above the players
in some way.  Maybe this will serve to ground all of us a little bit and
become closer to our players.  Maybe not.  But I'm not grouping every server
operator into this because there are some excellent communities out there,
but you can't say you haven't noticed the same out of a large portion of
this list and elsewhere.  Your players are the hearts of your communities,
not you, so deal with it.  Give them what they want and they'll come back to
you.

This isn't about rank, either.  If your server is #1 or #500 or #1, that
doesn't matter, I doubt we'll see the ranks anyway.  What matters is that
you offer your players something they can't get elsewhere.  It's all about
working with the system and not around it.  All of a sudden, that matters.
This is all basic stuff.

Focus on your communities.  They are going to be what makes or breaks you,
not your server's rank.

-Richard Eid


On Fri, Mar 13, 2009 at 12:05 AM, Chris  wrote:

> How will this benifit people like me?
>
> I host 4 TF2 servers and am having issues getting returning players. My
> servers are mostly empty and get random connections throughout the day.
> Sometimes these players will wait for someone to join but most dont.
>
>
>
>
> Bengt Rosenberger wrote:
> > They will, trust me, they do atm. Each day.
> > Many, many players join servers by ping, player count and map and give a
> > damn about the server name and tags.
> > If they join my server, which they already do, they realize the mods and
> > leave. And if I switch from a stock to a custom map, I'll lose points
> > too because those who joined late, will now leave.
> >
> > This WILL affect me.
> >
> > Blood Letter schrieb:
> >
> >> Those players go elsewhere, your players will still go to your server.
> >> I highly doubt you'd be on the de-listed end of the spectrum.
> >>
> >> I hope server score/rank is never made visible in any way.
> >> We do NOT need another e-peen measurement tool.
> >>
> >>
> >>
> >>> Date: Fri, 13 Mar 2009 04:40:03 +0100
> >>> From: bengt.rosenber...@gmx.de
> >>> To: hlds@list.valvesoftware.com
> >>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
> >>>
> >>> This is utterly shit (sorry for the language).
> >>>
> >>> - Mods: I'm running a few heavily modded TF2 server with many custom
> >>> MM:S plugins. Although its all listed in server-name AND tags, I see
> >>> people join, realize the mods, rant in chat and leave. This is going to
> >>> hurt me and my community
> >>>
> >>> - Custom maps: This will put an end to custom maps completely. Not only
> >>> the majority of players avoid custom maps, many people connect, wait
> for
> >>> the download bar 1-2 seconds and disconnect again. Also, when a custom
> >>> map is played, many players disconnect at mapchange. If they connected
> >>> on the previous map, I get minus score for that. How nice...
> >>>
> >>> - Exploiting: Some of my servers are empty at night. So a player now
> can
> >>> join it, disconnect and leave again just to hurt me?
> >>>
> >>> We KNEW for a long time valve is getting up the fight against mods
> again
> >>> after they reverted the sv_tags delist shit.
> >>> It seems this is what they thought out this time to fight custom
> servers.
> >>>
> >>> I'm paying *** money from my own pocket each month to provide
> >>> servers for THEIR game. I help them to earn money while I spend my
> money.
> >

Re: [hlds] [L4D] Server Browser List Custom Tab

2009-03-12 Thread Richard Eid
While it's odd that the console shows that the default for alltalk is 1, the
actual default is 0.  I don't set that CVar in my server config files and
from a clean start of the server, sv_alltalk is set to 0.

Regardless, the server browser is a big fail for Left 4 Dead.  And I'm not
talking about its implementation in the game, I'm just talking about its
actual usefulness.  It just doesn't work for a game of this nature.  The
Lobby system is a far better solution and works fine for everyone I know
that plays Left 4 Dead.  It has its flaws, sure, but over time and with
community input, I'm sure Valve will work to address the current
shortcomings.

In your opinion, what benefits does the server browser offer over the lobby?

            -Richard Eid


On Thu, Mar 12, 2009 at 6:55 PM, Donnie Newlove wrote:

> Not really a problem. L4D defaults to having alltalk on and that is
> enough to put a server in the custom tab. Being empty also makes it
> custom if I'm not mistaken. It would be best if Valve just removed the
> custom tab and moved the tags field to the Internet tab. It’s a shame
> the browser is not supported since the lobby system works so horrible
> bad.
>
> On Thu, Mar 12, 2009 at 11:39 PM, Philip Bembridge
>  wrote:
> > Sourcemod now adds "sourcemod" to sv_tags, see here:
> > http://wiki.alliedmods.net/SourceMod_1.2.0_Release_Notes
> >
> > 2009/3/12 Major NuT 
> >
> >> Curious if anyone knew this, but based on peoples reports of not being
> on
> >> the master list, I also encountered same issue.  The recommendation of
> >> adding the sv_gametypes "coop,versus" tag was helpful.  SourceMod is
> placed
> >> on both servers, 1 being private, other being public.
> >>
> >> Both servers ONLY show up on the Custom tab, which I'm not so worried
> >> about.  I guess the custom comes from having SM though?  I guess this is
> >> first time I really looked close, but when using sv_search_key -- that
> also
> >> shows up in the tags list?  I guess that makes sense, however, I thought
> it
> >> would be hidden.
> >>
> >> Any one else think this way or am I just bringing up the rear end?
> >>
> >> Thanks in advance,
> >>
> >> [FLASH] MjrNuT
> >> Arise from Flames and Ash, Behold Immortality
> >>
> >> www.flamesandash.com
> >> ___
> >> 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
> >
>
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Re: [hlds] New? Hunter Exploit

2009-03-10 Thread Richard Eid
As always, it's best to e-mail these exploits to someone at Valve directly,
or to Support, instead of broadcasting them, in detail, here on the list.
Forcing Valve's hand to fix these doesn't do much for the players until a
fix comes out.  All you have done, again, is share the details of an exploit
that people will use to ruin the experience of the game for people who want
to play it seriously.

It's not just that "hackers/cheaters" sign up for the list to find stuff
like this, because there are plenty of other means for getting this this
type of information, but there are people on the list that will use this
exploit only because they now know how to do it.  Then they'll share the
details of it with other people, who share it with even more people, and so
on and so forth.

I thought this was clear the last time you posted an exploit?  Or maybe I'm
just not getting the point of posting another exploit, with details.

        -Richard Eid


On Tue, Mar 10, 2009 at 9:03 PM, Tony Paloma wrote:

> Jay grabbed the intercom mic. "Shut up, please," he observed.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rick Payton
> Sent: Tuesday, March 10, 2009 6:55 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] New? Hunter Exploit
>
> Refresh the page.
>
> -mauirixxx
> -Sent from the random steambans website:
> http://www.kingdomsend.com/steamban.php
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aj Collins
> Sent: Tuesday, March 10, 2009 3:53 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] New? Hunter Exploit
>
> SakeFox, need moar people.
>
> On Tue, Mar 10, 2009 at 9:48 PM, SakeFox 
> wrote:
>
> > lets just make it more fun, just randomly ban cretin people everyday.
> > http://www.kingdomsend.com/steamban.php
> >
> > msleeper wrote:
> > > It is absurd that people are still going on and on about it.
> > >
> > > I thought about making a quick plugin that would probably cockblock
> > > this problem, but fuck it, we'll do it live. Patrick can write it
> > > now if he wants to stop it so badly.
> > >
> > >
> > > On Tue, 2009-03-10 at 15:36 -1000, Rick Payton wrote:
> > >
> > >> What can I say? I countered a lame jab by taking it a huge step
> further.
> > >> Msleeper even took it a step further. Ok I may be the only one that
>
> > >> get's a chuckle out of it, due to the absurdity of it all.
> > >>
> > >> But fuck Patrick ... Try harder dude?
> > >>
> > >> -mauirixx
> > >> -Sent from #tryharder
> > >> -Original Message-
> > >> From: hlds-boun...@list.valvesoftware.com
> > >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick
> > >> Shelley
> > >> Sent: Tuesday, March 10, 2009 3:30 PM
> > >> To: Half-Life dedicated Win32 server mailing list
> > >> Subject: Re: [hlds] New? Hunter Exploit
> > >>
> > >> I'm sorry Rick, please accept my sincere apologies - i forgot you
> > >> were the only paid up member of msleepers fan club.
> > >>
> > >> Now get back in your box with sleeper, we'll tape the lid down and
> > >> mail you both off to Valve HQ - im sure they could do with beating
> > >> the crap out of another pinata.
> > >> ___
> > >> 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
> > >>
> > >
> > >
> > > ___
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> > > archives,
> > please visit:
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> > >
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> >
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>
> > please visit:
> > http://list.valvesoftware.com/mailman

Re: [hlds] 14 slot L4D?

2009-03-08 Thread Richard Eid
I saw the same thing on mine and restarted the server.  It still shows 14
slots in the console, but in HLSW and Game-Monitor, it went back to 4 or 8,
depending upon the type of game being played.

-Richard Eid


On Sun, Mar 8, 2009 at 6:23 PM, Brent Veal  wrote:

> Now 2 of my 3 servers are saying they are 14 slotThis one just changed
> randomly, no one entered or left the server before it bumped itself up to
> 14.
>
> On Sun, Mar 8, 2009 at 4:05 PM, Blood Letter  >wrote:
>
> >
> > Same happened to me...
> >
> > > From: eclyp...@hotmail.com
> > > To: hlds@list.valvesoftware.com
> > > Date: Sun, 8 Mar 2009 18:57:16 -0400
> > > Subject: Re: [hlds] 14 slot L4D?
> > >
> > >
> > > this has happened to me as well. Just happened this morning. my
> provider
> > automatically disabled all my servers because I was using extra slots
> > >
> > > Thank you,
> > > Alec Sanger
> > > P: 248.941.3813
> > > F: 313.286.8945
> > >
> > >
> > >
> > > > Date: Sun, 8 Mar 2009 23:45:47 +0100
> > > > From: mail...@ml86.de
> > > > To: hlds@list.valvesoftware.com
> > > > Subject: Re: [hlds] 14 slot L4D?
> > > >
> > > > Versus mode?
> > > > > Is there something weird going on? All the sudden all my servers
> are
> > showing
> > > > > up as 14 slots in L4D.
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >
> > > > > __ Information from ESET NOD32 Antivirus, version of virus
> > signature database 3917 (20090307) __
> > > > >
> > > > > The message was checked by ESET NOD32 Antivirus.
> > > > >
> > > > > http://www.eset.com
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > > _
> > > Hotmail® is up to 70% faster. Now good news travels really fast.
> > >
> >
> http://windowslive.com/online/hotmail?ocid=TXT_TAGLM_WL_HM_70faster_032009
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > _
> > Windows Live™: Life without walls.
> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_allup_1a_explore_032009
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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> please visit:
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Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Richard Eid
That happens when updates end sometimes.  Really, as long as you see the
100%, you're good.  I've never run into a problem afterwards, but I'll
always run the update again to be sure and it never downloads anything
else.  After that second run, you'll get 100% complete and the message:

HLDS installation up to date

        -Richard Eid


On Fri, Mar 6, 2009 at 12:23 AM, Yaakov Smith  wrote:

> I think the HLDSUpdateTool's errorchecking it slightly off:
>
> 95.79%  ./orangebox\bin\stdshader_dx7.dll
> 96.31%  ./orangebox\bin\stdshader_dx8.dll
> 97.00%  ./orangebox\bin\stdshader_dx9.dll
> 97.66%  ./orangebox\bin\studiorender.dll
> 97.99%  ./orangebox\bin\tier0.dll
> 98.52%  ./orangebox\bin\vgui2.dll
> 99.86%  ./orangebox\bin\vphysics.dll
> 100.00% ./orangebox\bin\vstdlib.dll
>
> Connection Closed by Peer, WinSock Error 0 "No error"
>
> Shouldn't it just say "Completed" or something like that?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert C
> Sent: Friday, 6 March 2009 2:46 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> I notice in the update it pulls down a new version of the base orangebox
> package (which you announced to us the other day to use to fix obox
> mods). Since this update has come out using -game orangebox in
> hldsupdate no longer pulls down a version which works with mods.
>
> Any tips?
>
> Rob C.
>
> Jason Ruymen wrote:
> > A required update for Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive it.  The specific changes include:
> >
> > Gameplay changes:
> >  - Added a duck timer that prevents duck spamming while running around
> on-ground.
> >  - In-air, players are only allowed to duck once before they touch ground
> again.
> >  - Fixed several bounding box issues with jumping, falling, and rocket
> jump air-walking. Bounding box should be much more accurate there now.
> >  - Increased backstab check so that Spies can side-stab again.
> >  - When disguising, Spies now always start showing the primary weapon in
> their disguise, and can then switch it with the last-disguise key.
> >
> > TF2 Fixes:
> >  - Fixed flamethrower loophole that resulted in the flame effect being
> stuck on while the flamethrower wasn't really firing.
> >  - Fixed exploit that allowed players to circumvent the force-fire
> timeout
> on the pipebomb launcher.
> >  - Fixed a bug that caused Natasha's slow on hit effect to be inverted
> from 75% to 25%.
> >  - Restored sawmill_logs.mdl file, fixing some user maps that used it.
> >  - Fixed some localization issues with Scout achievement strings.
> >  - Removed the "Final" phrasing in the map loading screen.
> >
> > Engine fixes:
> >  - Fixed a server crash on startup under Linux.
> >  - Fixed a buffer overflow issue related to network string tables.
> >  - Gamestats uploading is now done asynchronously. This fixes the client
> timeout issues on map changes.
> >
> > CP_Junction:
> >  - Fixed an exploit where engineers could build a teleporter exit in an
> invalid area.
> >  - Fixed a few bad overlay assignments and other minor issues.
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
>
>
> ___
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> please visit:
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>
>
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Re: [hlds] Timeout on Map Change

2009-02-07 Thread Richard Eid
Ten months?  No.

I believe the issue started appearing during the Left 4 Dead demo period.
Everyone remember the lag that would occur at the beginning of
l4d_dem_hospital_subway02?  Shortly before that problem was corrected is
when I recall the timeouts happening.  There was no SRCDS update that seemed
to trigger this, either.  The problem began after that bug was reported but
before the update to the demo was released to fix it.

And remember, there were no TF2 updates during this time.  The last updates
before this began happening were:

http://store.steampowered.com/news/1917/
http://store.steampowered.com/news/1922/

And then none until December 11, which is well past the date this issue
reared its head.

I forgot what my point was.

Sent from...I forgot that, too.



-Richard Eid


On Sat, Feb 7, 2009 at 2:37 AM, CLAN RCR  wrote:

> yeah.. It's been 10 months for me..
>
> -Matt
>
> On Sat, Feb 7, 2009 at 1:33 AM, Cc2iscooL  wrote:
>
> > It was happening long before the engineer update.
> >
> > On Sat, Feb 7, 2009 at 1:23 AM, Tony Paloma 
> > wrote:
> >
> > > I thought it was introduced in the update that added upgradable
> > dispensers
> > > and such. Could be wrong.
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
> > > Sent: Friday, February 06, 2009 10:09 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Timeout on Map Change
> > >
> > > has anyone got any idea when this issue was actually introduced? steam
> > > client or server/game update?
> > >
> > > might help the devs narrow down the code revision.
> > >
> > > On Sat, Feb 7, 2009 at 4:37 PM, DontWannaName!
> > > wrote:
> > >
> > > > Maybe its VAC, does VAC need to reconnect and check something server
> > side
> > > > every map change? If you get players joining during the map change or
> > > right
> > > > before, they move to the next map fine.
> > > >
> > > >
> > > >
> > > >
> > > > 
> > > > From: Arg! 
> > > > To: Half-Life dedicated Win32 server mailing list <
> > > > hlds@list.valvesoftware.com>
> > > > Sent: Friday, February 6, 2009 8:57:58 PM
> > > > Subject: Re: [hlds] Timeout on Map Change
> > > >
> > > > thats an interesting development. could it be steam or some other
> > server
> > > > querying application that is causing this.
> > > >
> > > > I have this feeling that the problem is going to be something very
> > > obscure.
> > > >
> > > > On Sat, Feb 7, 2009 at 3:37 PM, Cc2iscooL 
> wrote:
> > > >
> > > > > The timeout bug seems to happen at the same time on multiple
> servers.
> > I
> > > > had
> > > > > two servers on different machines change maps at the exact same
> time
> > > and
> > > > > both of them got the timeout bug.
> > > > >
> > > > > Valve, it seems this is something on your end.
> > > > >
> > > > > Plz fix. After L4D master server update servers go boom. :(
> > > > >
> > > > > On Mon, Feb 2, 2009 at 1:24 PM, Chris Walker  >
> > > > wrote:
> > > > >
> > > > > > Yeah I was aware of the fact that it won't make a difference to
> the
> > > > > server.
> > > > > > I'll just time how long it takes next time, and tell my players
> to
> > > > change
> > > > > > it
> > > > > > to arround that value.
> > > > > > Thanks.
> > > > > >
> > > > > > ~Chris
> > > > > > http://chriswalkr.com
> > > > > >
> > > > > >
> > > > > >
> > > > > > On Mon, Feb 2, 2009 at 7:19 PM, Tony Paloma <
> > drunkenf...@hotmail.com
> > > >
> > > > > > wrote:
> > > > > >
> > > > > > > Setting cl_timeout on the server won't change anything. You'll
> > want
> > > > to
> > > > > > > instruct clients to set cl_timeout to longer than the map
> changes
> > > > take.
> > > > > > For
> > > > > > > example, 

Re: [hlds] Fake Steam Site

2009-02-06 Thread Richard Eid
Looks like there's a faster way, though.  Why wait when something can be
done about it sooner?  Good job, Neph!

-Richard Eid


On Fri, Feb 6, 2009 at 8:51 PM, Daniell Reinhardt
wrote:

> I take it to the people who host the site, and to the registrar.
>
> --
> From: "Nephyrin Zey" 
> Sent: 06 February, 2009 23:42
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Subject: Re: [hlds] Fake Steam Site
>
> > Report these to:
> >
> > Firefox
> > Help -> Report Web Forgery or visit
> > http://www.google.com/safebrowsing/report_phish/
> >
> > In IE
> > On the Tools menu, point to Phishing Filter, and then click Report This
> > Website.
> >
> > Once they've been confirmed by mozilla/microsoft, IE7+ and Firefox
> > will give warnings to all visitors that it's a scam.
> >
> > - Neph
> >
> > On Fri, Feb 6, 2009 at 3:07 PM, Daniell Reinhardt
> >  wrote:
> >> Reported to the hoster.
> >>
> >> --
> >> From: "Patrick Shelley" 
> >> Sent: 06 February, 2009 22:45
> >> To: "Half-Life Windows" 
> >> Subject: [hlds] Fake Steam Site
> >>
> >>> Looks good this one!
> >>>
> >>> www.steamipowered.com
> >>>
> >>> note the url
> >>> ___
> >>> 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
> >>
> >
> > ___
> > 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] Chrisaster Post Response

2009-02-03 Thread Richard Eid
Check out my latest response in Tony Paloma's "New srcds exploit" thread.

            -Richard Eid


On Tue, Feb 3, 2009 at 12:26 PM, SmOoThEm  wrote:

> Mark one on the board for valve, they knocked him off steam in our time of
> need. I love the contact support link provided by burtonj, I would like to
> see what that support request would look like.
>
> Quote from the original post
>
> 
> __
> Hello Chrisaster,
>
> Please contact Support and we will be more than happy to answer your
> question.
>
> I noticed that you are still linking to your website on your new account.
> It
> doesn't seem like you have changed at all.
> BurtonJ
> Valve
>
> 
> ___
>
> If you guys would like to share, I would be more than happy to add his
> steamid to our list of over 4000 strong.
>
> SmOoThEm
> Right To Rule Leader
> www.RightToRule.com
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
> Sent: Tuesday, February 03, 2009 7:59 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] New srcds exploit
>
> oh wow.. I lol'd heartily.
>
> I'll go ahead and ban him from my servers if you guys have his SteamID. ;-)
>
> -Matt
>
> On Tue, Feb 3, 2009 at 9:49 AM, Alex  wrote:
>
> > good job richard
> >
> > you pwned him
> >
> > 2009/2/3 Patrick Shelley 
> >
> > > LOL Richard! He sounds very contrite now doesnt he.
> > >
> > > On 2/3/09, Richard Eid  wrote:
> > > >
> > > > Some of these problems have been addressed with last night's patch.
> > > >
> > > > I wonder if this was part of the patch: ;)
> > > >
> > > > http://forums.steampowered.com/forums/showthread.php?t=796441
> > > >
> > > > Thanks for taking care of this Valve.
> > > >
> > > >
> > > > -Richard Eid
> > > >
> > > >
> > > >
> > > > On Tue, Feb 3, 2009 at 5:19 AM, Chris  wrote:
> > > >
> > > > > Does this one also require the client to execute the command during
> > > > > connection? Or does this one work if fully connected?
> > > > >
> > > > > On Tue, Feb 3, 2009 at 12:42 AM, 1nsane <1nsane...@gmail.com>
> wrote:
> > > > >
> > > > > > Yet another one:
> > > > > > Client: STEAM_0:0:16216315 called: dump_entity_sizes
> > > > > >
> > > > > > On Mon, Feb 2, 2009 at 6:41 PM, AzuiSleet 
> > > wrote:
> > > > > >
> > > > > > > These exploits have been around for a very long time, it's just
> > > > nobody
> > > > > > > really abused them like they have been now. The obvious
> commands
> > > are
> > > > > > > "physics_select" and friends. The reason they crash a server is
> > > > because
> > > > > > the
> > > > > > > player is NULL during connect. As for the "console" spam,
> that's
> > a
> > > > side
> > > > > > > effect of having a NULL player, the game thinks the say is
> coming
> > > > from
> > > > > > the
> > > > > > > console. Most of this stuff is obvious when you look in the
> SDK.
> > > > > > >
> > > > > > > On Mon, Feb 2, 2009 at 4:10 PM, Tom Leighton <
> > > > > > tomrleigh...@googlemail.com
> > > > > > > >wrote:
> > > > > > >
> > > > > > > > VAC is fully automated, and VALVe do not accept any cheater's
> > > steam
> > > > > id
> > > > > > > > submissions.
> > > > > > > >
> > > > > > > > However, you could report them to www.steambans.com if you
> run
> > > > > > > steambans.
> > > > > > > >
> > > > > > > > Andrey Titov wrote:
> > > > > > > > > sorry..
> > > > > > > > > can i ask hire?
> > > > > > >

Re: [hlds] New srcds exploit

2009-02-03 Thread Richard Eid
For anyone still interested, as it seems like he will be keeping up his
website:

http://steamcommunity.com/id/Chrisaster

Note the date the account was created.

And to save you all the time:

STEAM_0:1:22741331
STEAM_1:1:22741331(In case he decides to buy Left 4 Dead)

Since his new account has been located and his website and offers to sell
his exploits still remain, I am choosing to share this information with
you.  It doesn't look like he's taking this as seriously as we all are.

        -Richard Eid


On Tue, Feb 3, 2009 at 11:52 AM, Drew LaPour  wrote:

> lol They locked the thread. :(
>
> www.5EGC.com
>
> On Tue, Feb 3, 2009 at 9:59 AM, CLAN RCR  wrote:
>
> > oh wow.. I lol'd heartily.
> >
> > I'll go ahead and ban him from my servers if you guys have his SteamID.
> ;-)
> >
> > -Matt
> >
> > On Tue, Feb 3, 2009 at 9:49 AM, Alex 
> wrote:
> >
> > > good job richard
> > >
> > > you pwned him
> > >
> > > 2009/2/3 Patrick Shelley 
> > >
> > > > LOL Richard! He sounds very contrite now doesnt he.
> > > >
> > > > On 2/3/09, Richard Eid  wrote:
> > > > >
> > > > > Some of these problems have been addressed with last night's patch.
> > > > >
> > > > > I wonder if this was part of the patch: ;)
> > > > >
> > > > > http://forums.steampowered.com/forums/showthread.php?t=796441
> > > > >
> > > > > Thanks for taking care of this Valve.
> > > > >
> > > > >
> > > > > -Richard Eid
> > > > >
> > > > >
> > > > >
> > > > > On Tue, Feb 3, 2009 at 5:19 AM, Chris  wrote:
> > > > >
> > > > > > Does this one also require the client to execute the command
> during
> > > > > > connection? Or does this one work if fully connected?
> > > > > >
> > > > > > On Tue, Feb 3, 2009 at 12:42 AM, 1nsane <1nsane...@gmail.com>
> > wrote:
> > > > > >
> > > > > > > Yet another one:
> > > > > > > Client: STEAM_0:0:16216315 called: dump_entity_sizes
> > > > > > >
> > > > > > > On Mon, Feb 2, 2009 at 6:41 PM, AzuiSleet  >
> > > > wrote:
> > > > > > >
> > > > > > > > These exploits have been around for a very long time, it's
> just
> > > > > nobody
> > > > > > > > really abused them like they have been now. The obvious
> > commands
> > > > are
> > > > > > > > "physics_select" and friends. The reason they crash a server
> is
> > > > > because
> > > > > > > the
> > > > > > > > player is NULL during connect. As for the "console" spam,
> > that's
> > > a
> > > > > side
> > > > > > > > effect of having a NULL player, the game thinks the say is
> > coming
> > > > > from
> > > > > > > the
> > > > > > > > console. Most of this stuff is obvious when you look in the
> > SDK.
> > > > > > > >
> > > > > > > > On Mon, Feb 2, 2009 at 4:10 PM, Tom Leighton <
> > > > > > > tomrleigh...@googlemail.com
> > > > > > > > >wrote:
> > > > > > > >
> > > > > > > > > VAC is fully automated, and VALVe do not accept any
> cheater's
> > > > steam
> > > > > > id
> > > > > > > > > submissions.
> > > > > > > > >
> > > > > > > > > However, you could report them to www.steambans.com if you
> > run
> > > > > > > > steambans.
> > > > > > > > >
> > > > > > > > > Andrey Titov wrote:
> > > > > > > > > > sorry..
> > > > > > > > > > can i ask hire?
> > > > > > > > > > need adress to sent cheat players steam id's.. piss me
> off
> > > > that's
> > > > > > > > little
> > > > > > > > > > bastards ))
> > > > > > > > > > valve adress better. ban by server is too liitle trouble
> > 

Re: [hlds] New srcds exploit

2009-02-03 Thread Richard Eid
Some of these problems have been addressed with last night's patch.

I wonder if this was part of the patch: ;)

http://forums.steampowered.com/forums/showthread.php?t=796441

Thanks for taking care of this Valve.

-Richard Eid


On Tue, Feb 3, 2009 at 5:19 AM, Chris  wrote:

> Does this one also require the client to execute the command during
> connection? Or does this one work if fully connected?
>
> On Tue, Feb 3, 2009 at 12:42 AM, 1nsane <1nsane...@gmail.com> wrote:
>
> > Yet another one:
> > Client: STEAM_0:0:16216315 called: dump_entity_sizes
> >
> > On Mon, Feb 2, 2009 at 6:41 PM, AzuiSleet  wrote:
> >
> > > These exploits have been around for a very long time, it's just nobody
> > > really abused them like they have been now. The obvious commands are
> > > "physics_select" and friends. The reason they crash a server is because
> > the
> > > player is NULL during connect. As for the "console" spam, that's a side
> > > effect of having a NULL player, the game thinks the say is coming from
> > the
> > > console. Most of this stuff is obvious when you look in the SDK.
> > >
> > > On Mon, Feb 2, 2009 at 4:10 PM, Tom Leighton <
> > tomrleigh...@googlemail.com
> > > >wrote:
> > >
> > > > VAC is fully automated, and VALVe do not accept any cheater's steam
> id
> > > > submissions.
> > > >
> > > > However, you could report them to www.steambans.com if you run
> > > steambans.
> > > >
> > > > Andrey Titov wrote:
> > > > > sorry..
> > > > > can i ask hire?
> > > > > need adress to sent cheat players steam id's.. piss me off that's
> > > little
> > > > > bastards ))
> > > > > valve adress better. ban by server is too liitle trouble for thouse
> > > > players.
> > > > > sorr for bad eng
> > > > >
> > > > > 2009/2/2 Justin 
> > > > >
> > > > >
> > > > >> True, but we have alot of time on our hands aswell seeing as most
> of
> > > us
> > > > >> have
> > > > >> 10+ game servers, and are pissed off because this plugin affects
> the
> > > > hard
> > > > >> work put into them.
> > > > >>
> > > > >> On Mon, Feb 2, 2009 at 2:50 PM, Timothy L Havener <
> > > > >> timotheus_have...@earthlink.net> wrote:
> > > > >>
> > > > >>
> > > > >>> that's an epic parenting fail right there.  these kids have way
> too
> > > > much
> > > > >>> free time on their hands to come up with this crap.
> > > > >>>
> > > > >>> Justin wrote:
> > > > >>>
> > > > >>>> http://www.sythe.org/showthread.php?t=558846
> > > > >>>> He's selling it too..
> > > > >>>>
> > > > >>>> On Fri, Jan 30, 2009 at 2:18 PM, DontWannaName!
> > > > >>>> wrote:
> > > > >>>>
> > > > >>>>
> > > > >>>>
> > > > >>>>> I dont think there is a way to stop the attacks because he uses
> a
> > > few
> > > > >>>>> commands and such. He also crashes the server before the server
> > can
> > > > >>>>>
> > > > >> tell
> > > > >>
> > > > >>> him
> > > > >>>
> > > > >>>>> that he is banned. I think IP banning him may work? 86.3.49.194
> > He
> > > > has
> > > > >>>>>
> > > > >> a
> > > > >>
> > > > >>> lot
> > > > >>>
> > > > >>>>> of steamids so a steam ban wont work, wont authenticate either.
> > He
> > > > >>>>>
> > > > >> isnt
> > > > >>
> > > > >>>>> really getting your rcon password from what I have seen.
> > > > >>>>> http://download.chrisaster.com/garrysmod/
> > > > >>>>>
> > > > >>>>>
> > > > >>>>>
> > > > >>>>>
> > > > >>>>> __

Re: [hlds] New server ruining bug: Crash on team join

2009-01-28 Thread Richard Eid
Has anyone on this list played yet and gotten the crash?  If so, you're
probably getting an .mdmp file generated in your 'team fortress 2' folder
under the steamapps folder.  It would probably help if someone could e-mail
one or more of these to one of the Valve guys.  Heck, maybe just put it up
somewhere on one of your sites and link to it here.

I'd do it, but I'm not at my gaming rig at the moment to try it out.

        -Richard Eid


On Wed, Jan 28, 2009 at 11:08 PM, Tom Mital  wrote:

> Same issue here
>
> Here is a copy/paste from logfile:
>
> L 01/28/2009 - 22:47:42: server_cvar: "mp_maxrounds" "2"
> L 01/28/2009 - 22:47:42: "w1tch3r<140><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:47:42: rcon from "192.168.1.194:35181": command
> "sv_visiblemaxplayers"
> L 01/28/2009 - 22:47:42: rcon from "192.168.1.194:35181": command ""
> L 01/28/2009 - 22:47:46: "BuLLeT FoDDeR<120><>"
> disconnected (reason "No Steam logon
> ")
> L 01/28/2009 - 22:47:51: "The Governator<133><>"
> disconnected (reason "No Steam logon
> ")
> L 01/28/2009 - 22:47:59: "\TG/ MatthewT<124><>"
> disconnected (reason "Connection closing")
> L 01/28/2009 - 22:47:59: "\TG/ MatthewT<160><>" connected,
> address "70.251.224.35:63679"
> L 01/28/2009 - 22:48:00: rcon from "192.168.1.194:35181": command "status"
> L 01/28/2009 - 22:48:00: rcon from "192.168.1.194:35181": command ""
> L 01/28/2009 - 22:48:00: "\TG/ MatthewT<160><>" STEAM
> USERID validated
> L 01/28/2009 - 22:48:00: "Bazic55<156><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:00: "corumiko<96><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:00: "InsincereDave<142><>"
> disconnected (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:06: "Keath Ledger sucks<151><>"
> disconnected (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:06: "alainreid<69><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:06: "summonerof<110><>"
> disconnected (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:06: "Papaya Man<148><>"
> disconnected (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:10: "Cruel<134><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:10: "Ghost<114><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:10: "seboh<150><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:10: "JudetheAbsurd<141><>"
> disconnected (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:10: "M0T0BREATH<92><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:15: "\TG/ Python<161><>" connected,
> address "24.109.216.57:27005"
> L 01/28/2009 - 22:48:15: rcon from "192.168.1.194:35181": command "status"
> L 01/28/2009 - 22:48:15: rcon from "192.168.1.194:35181": command ""
> L 01/28/2009 - 22:48:15: rcon from "192.168.1.194:35181": command "status"
> L 01/28/2009 - 22:48:15: rcon from "192.168.1.194:35181": command ""
> L 01/28/2009 - 22:48:16: "Azalir<147><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:16: "DrGlass<157><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:16: "Juba.exe<143><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:16: "Ignatz<116><>" disconnected
> (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:16: "{ZERG} Astronaut Jones<149><>"
> disconnected (reason "No Steam logon
> ")
> L 01/28/2009 - 22:48:16: "\TG/ Python<161><>" STEAM
> USERID validated
> L 01/28/2009 - 22:48:16: "Ignatz<162><>" connected,
> address
> "65.96.17.91:27005"
> L 01/28/2009 - 22:48:16: rcon from "192.168.1.194:35181": command "status"
> L 01/28/

Re: [hlds] SRCDS/TF2 Disconnects [Again]

2009-01-26 Thread Richard Eid
The Dissconect by User or Client timed out, which results in disconnects by
all users, but produces the message, "Client timed out" in the server
console?  As far as I knew, it was the Client timed out issue that everyone
is experiencing.  I'm just looking for some clarification because when it
happens to me, it's not "Disconnect by User" that I see.

            -Richard Eid


On Mon, Jan 26, 2009 at 5:02 PM, Dustin Wyatt wrote:

> As far as I'm aware, the issue that has been discussed at length and
> to death is the disconnect at map change.
>
> On Mon, Jan 26, 2009 at 12:00 AM, Darren Gordon 
> wrote:
> > This issue has been discussed at length and to death.  The latest is that
> > it's supposed to be fixed with the next update.
> >
> >
> >
> >  Hi,
> >>
> >> In this case.. it was everyone. Nobody was left, but people reconnected
> >> immediately after the drop. I'm aware of STEAM and VAC issues at times,
> >> but
> >> I thought that would display a different message.
> >>
> >> I guess, I'm curious if anyone else was affected around the same time
> >> frame.
> >> If it was indeed a STEAM/VAC issue, it would have affected other people
> (I
> >> guess?). Thus, maybe someone would post and say so.
> >>
> >> The biggest downside to this, is that the players don't always
> understand
> >> what the underlying issue may be as to why they got dropped. They just
> >> assume the server sucks. lol.
> >>
> >> I suppose there could be worst things to happen.
> >>
> >> Regards,
> >> Steven
> >>
> >> On Mon, Jan 26, 2009 at 2:43 PM, DontWannaName!
> >> wrote:
> >>
> >>> You mean all of a sudden everyone just times out of the server and 1 or
> >>> 2
> >>> people are left? Ya, it has happened forever at random times but very
> >>> rare.
> >>> Could be from steam servers going down or VAC going down for
> >>> maintenance. If
> >>> there are a few people left, its probably the ones who just logged into
> >>> steam and joined. My approach on this type of timeout?
> >>>
> >>>
> >> ___
> >> 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
> >
>
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Re: [hlds] SRCDS/TF2 Disconnects [Again]

2009-01-26 Thread Richard Eid
Isn't this different?  When it happens on mine, it's a Client Timed Out
message for all clients.  This one has Disconnect by User from all clients.
Does anyone else get that error message instead of Client Timed Out when
their server clears?

        -Richard Eid


On Mon, Jan 26, 2009 at 1:00 AM, Darren Gordon  wrote:

> This issue has been discussed at length and to death.  The latest is that
> it's supposed to be fixed with the next update.
>
>
>
>  Hi,
> >
> > In this case.. it was everyone. Nobody was left, but people reconnected
> > immediately after the drop. I'm aware of STEAM and VAC issues at times,
> > but
> > I thought that would display a different message.
> >
> > I guess, I'm curious if anyone else was affected around the same time
> > frame.
> > If it was indeed a STEAM/VAC issue, it would have affected other people
> (I
> > guess?). Thus, maybe someone would post and say so.
> >
> > The biggest downside to this, is that the players don't always understand
> > what the underlying issue may be as to why they got dropped. They just
> > assume the server sucks. lol.
> >
> > I suppose there could be worst things to happen.
> >
> > Regards,
> > Steven
> >
> > On Mon, Jan 26, 2009 at 2:43 PM, DontWannaName!
> > wrote:
> >
> >> You mean all of a sudden everyone just times out of the server and 1 or
> >> 2
> >> people are left? Ya, it has happened forever at random times but very
> >> rare.
> >> Could be from steam servers going down or VAC going down for
> >> maintenance. If
> >> there are a few people left, its probably the ones who just logged into
> >> steam and joined. My approach on this type of timeout?
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
>
> ___
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> please visit:
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Re: [hlds] Left 4 Dead Update Available

2009-01-23 Thread Richard Eid
Unless anyone has any problems to report, I guess this conversation is
pretty much irrelevant.

-Richard Eid


On Fri, Jan 23, 2009 at 11:33 PM, Anthal  wrote:

> Well...do you work on Saturdays? No? Why not? Oh, because it's one of
> two days you have off in the week? What happens if you release an
> update, it breaks, and you have to fix it? No sweat. What about at 7PM
> EST on a Friday? If it's a Saturday morning? You don't have the
> resources you need, and probably aren't enthusiastic about fixing it on
> your day off. I work at an ISP, we never do turn ups on Fridays. Never.
> Ever. It's NOT a smart move. "We want this fixed by Monday." Umm...no,
> go screw yourself. Our vendors aren't in, and nobody works on the
> weekend (aside from critical staff).
>
>  itAaron Rapp wrote:
> > It is sad msleeper. First it's "WHERE ARE TEH UPDATES!??!".and then
> when
> > we get them, it's "OMG...WHY DID YOU RELEASE IT NOW?"
> >
> > My head shakes in disgust more and more everyday at this mailing list.
> >
> > Aaron Rapp
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> > Sent: Friday, January 23, 2009 8:08 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Left 4 Dead Update Available
> >
> > Are we seriously now complaining about WHEN Valve updates the game?
> > Really?
> >
> > On Fri, 2009-01-23 at 20:00 -0800, Kyle Cassidy wrote:
> >
> >> Friday afternoon is a really terrible time to release patches.
> >>
> >> Release them on Wednesday morning, that way it can be taken care of
> before
> >> it's even any wear near the day or week peaks.
> >> --
> >> Kyle Cassidy
> >>
> >> 949.340.7180 office
> >> 949.701.0759 cell
> >> http://Howies.com
> >>
> >>
> >> On Fri, Jan 23, 2009 at 7:25 PM, Cc2iscooL  wrote:
> >>
> >>
> >>> From now on we will release patches whenever you are sleeping so your
> >>> servers are empty.
> >>>
> >>> Thanks,
> >>> Cc2iscooL
> >>>
> >>> On Fri, Jan 23, 2009 at 9:05 PM,  wrote:
> >>>
> >>>
> >>>> Will you PLEASE quit releasing your patches on Friday afternoon
> >>>>
> > I'm
> >
> >>>> getting sick of having to update my client and server before I can
> >>>>
> > play.
> >
> >>>> This is getting ridiculous!
> >>>>
> >>>>
> >>>> On Fri, Jan 23, 2009 at 5:13 PM,  >>>>
> >>>>> wrote:
> >>>>>
> >>>>>
> >>>>>
> > --
> >
> >>>>> Message: 1
> >>>>> Date: Fri, 23 Jan 2009 13:53:11 -0800
> >>>>> From: Jason Ruymen 
> >>>>> Subject: [hlds] Left 4 Dead Update Available
> >>>>> To: Half-Life dedicated Win32 server mailing list
> >>>>>, "
> >>>>>
> >>> hlds_li...@list.valvesoftware.com
> >>>
> >>>> "
> >>>>
> >>>>>,
> >>>>>"hlds_annou...@list.valvesoftware.com"
> >>>>>
> >>>>> Message-ID:
> >>>>><
> >>>>>
> >>>>>
> >>>
> ec42140f113a234ea70d682a310d100a01d869e...@exchange07.valvesoftware.com>
> >>>
> >>>>> Content-Type: text/plain; charset="us-ascii"
> >>>>>
> >>>>> A required update for Left 4 Dead has been released.  Please use
> >>>>> hldsupdatetool to receive the update.  The specific changes include:
> >>>>>
> >>>>> - Fixed an exploit with melee where swapping weapons ignored the
> >>>>>
> >>> intended
> >>>
> >>>>> delay between swings.
> >>>>> - In Versus mode, the Tanks' health now reflects the damage he takes
> >>>>>
> >>> from
> >>>
> >>>>> burning.
> >>>>> - Fixed an exploit related to the "joinclass" command
> >>>>>
> >>>>>

Re: [hlds] Left 4 Dead Update Available

2009-01-23 Thread Richard Eid
Do you not have to update your client and server if updates are released on
days that are not Friday?

-Richard Eid


On Fri, Jan 23, 2009 at 10:05 PM,  wrote:

> Will you PLEASE quit releasing your patches on Friday afternoon  I'm
> getting sick of having to update my client and server before I can play.
> This is getting ridiculous!
>
>
> On Fri, Jan 23, 2009 at 5:13 PM,  >wrote:
>
> >
> >
> > --
> >
> > Message: 1
> > Date: Fri, 23 Jan 2009 13:53:11 -0800
> > From: Jason Ruymen 
> > Subject: [hlds] Left 4 Dead Update Available
> > To: Half-Life dedicated Win32 server mailing list
> >, "hlds_li...@list.valvesoftware.com
> "
> >,
> >"hlds_annou...@list.valvesoftware.com"
> >
> > Message-ID:
> ><
> > ec42140f113a234ea70d682a310d100a01d869e...@exchange07.valvesoftware.com>
> >
> > Content-Type: text/plain; charset="us-ascii"
> >
> > A required update for Left 4 Dead has been released.  Please use
> > hldsupdatetool to receive the update.  The specific changes include:
> >
> > - Fixed an exploit with melee where swapping weapons ignored the intended
> > delay between swings.
> > - In Versus mode, the Tanks' health now reflects the damage he takes from
> > burning.
> > - Fixed an exploit related to the "joinclass" command
> >
> > Jason
> >
> >
> >
> >
> ___
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Re: [hlds] [L4D] Preventing Clan Memebers from Being Banned

2009-01-18 Thread Richard Eid
I use this:

http://forums.alliedmods.net/showthread.php?p=718773

It's simple and to the point, but I believe there are other plug-ins with
more extended feature sets.

-Richard Eid


On Sun, Jan 18, 2009 at 6:42 PM, Neil Voutt  wrote:

> Hi, is there a way to make it not possible for specific players not to be
> kicked from Left 4 Dead Servers?  even if it disables the votekick when one
> of these players is on the server?
>
> --
> Neil Voutt
> http://www.neilvoutt.com
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Re: [hlds] L4D CPU/Bandwidth usage

2009-01-14 Thread Richard Eid
I've found that the default rate setting of 1 gives the client choke,
sometimes up to 40 or so.  I don't know how severely this affects gameplay,
but I bumped my sv_maxrate to 2 some time ago.  Using the status command
at the server console shows me that a lot of players use rates higher than
1, so make of that what you will.  In my opinion, choke isn't as big a
factor in a game like Left 4 Dead, but I like keeping my players happy.

2B/s * 8(clients) = 160KB/s * 8(bits/byte) = 1.28Mbps bandwidth
requirement + a little for overhead.  You should be fine with a 1.5Mbps
uplink at a minimum.  Obviously, you can halve that if you leave the
sv_maxrate at 1, but I had versus players complaining about lag when I
limited bandwidth to 768Kb/s for my server.  Also, campagin mode requires
less, but that much should be obvious.  I see spikes as high as 1.2Mbps on
my single server, so I wouldn't go any less than this unless you won't be
hosting any Versus matches.

After leaving the server running for a week or two, RAM usage never goes
much higher than ~300MB.

CPU usage is also relatively low, but this much will depend upon your system
specs.

        -Richard Eid


On Wed, Jan 14, 2009 at 4:59 PM,  wrote:

> Around 250mb of memory and about 10k/sec upload for each player slot.
> CPU usage is comparable to a 20 man TF2 server
>
>
>
> > I am trying to get a feel of the CPU/Bandwidth usage of L4D servers,
> > does anyone already know what to expect?
> >
> > ___
> > 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] L4D Bugs

2009-01-13 Thread Richard Eid
Depending upon how severe Valve believes this exploit to be in addition to
the fact that it is now public, it wouldn't be all that surprising to see a
delay in the update that we are all expecting to come this week.

Whenever a particle *A* exerts a force on another particle *B*,
*B*simultaneously exerts a force on
*A* with the same magnitude in the opposite direction.

-Richard Eid


On Tue, Jan 13, 2009 at 1:30 PM, Patrick Shelley wrote:

> Ive renamed the file and passed this on to alfred to pass on to the right
> people
> ___
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Re: [hlds] L4D Bugs

2009-01-13 Thread Richard Eid
Just curious as to why you'd change your original position of not sharing
the details of this exploit.  There are far better alternatives than making
this public, such as forwarding this information to Steam Support.

-Richard Eid


On Tue, Jan 13, 2009 at 12:14 PM, Patrick Shelley wrote:

> heres a dem thats 7zipped of me doing it this afternoon
>
> http://www.sidesteal.com/l4d/dems/hunterthruwalls.7z
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Re: [hlds] Stop fighting and think before you write [also, HLServerAdmins IRC Channel]

2009-01-08 Thread Richard Eid
I use mIRC.  It's sort of the defacto standard...or it was when I, myself
was hunting for an IRC app.  Things change with time, though.

-Richard Eid


On Thu, Jan 8, 2009 at 8:21 PM, Darren Gordon  wrote:

> For windows I've found Bersirc to be my favorite, OS X Colloquy.
>
>
> On Jan 8, 2009, at 5:18 PM, Patrick Shelley wrote:
>
> > Anyone recomend a good free IRC app please?
> >
> > On 1/9/09, Jeff Sugar  wrote:
> >>
> >> Alright, I've been sitting here day after day like many others
> >> seeing the
> >> pointless message wars in a few particular topics. Now, I too am
> >> having the
> >> issue at hand between map changes. And, I'm not going to touch on
> >> the topic
> >> of whether "valve owes us anything" or demand an answer. The point
> >> I'd like
> >> to make here is that this list is not meant for this type of thing.
> >> It's
> >> for
> >> server administrators to help each other, not to quibble back and
> >> forth not
> >> only about a bug but at each other! I'd like to second what someone
> >> said
> >> earlier and ask that you start emailing -each other- instead of
> >> using the
> >> list as a proxy. Clearly, Valve is aware of the issue and fighting
> >> won't
> >> make them get to it any sooner. Let's get back to the list's roots
> >> and
> >> -help- each other. Please.
> >>
> >> On that note, since it hasn't been mentioned in a long time, I'd
> >> like to
> >> invite any who are interested in helping each other to an IRC Channel
> >> that's
> >> been around for quite a few months now, headed up by Nephyrin.*
> >> It's on
> >> GameSurge @ #hlserveradmins.*
> >>
> >> I have a sad feeling that most will not heed this message,
> >> especially due
> >> to
> >> its length, but I felt I had to give a try at bringing some kind of
> >> order
> >> back. If even a few people agree to drop their issues with each
> >> other and
> >> take heed of the point of this email, it will have been successful
> >> to me.
> >>
> >> Thanks,
> >> Atreus
> >>
> >> ps. If you disagree with this email for whatever reason, I urge you
> >> not to
> >> reply with a series of insults. Reply in a mature manner, or don't
> >> do so at
> >> all. I wouldn't even mind if this went entirely unreplied to, just
> >> read.
> >> Hopefully the IRC Channel will pick back up and we can get back on
> >> track on
> >> the list, too.
> >> ___
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Re: [hlds] hlds Digest, Vol 11, Issue 30

2009-01-08 Thread Richard Eid
On 12/15, Jason Ruymen addressed this issue with the following comment:

*While I have no ETA for when this bug will be fixed, I do know we are
currently working on it.*

The original e-mail is here:

http://www.mail-archive.com/hlds@list.valvesoftware.com/msg31988.html

-Richard Eid


On Thu, Jan 8, 2009 at 5:54 PM, msleeper  wrote:

> Yeah sadly I deleted it myself, because Karl said he wouldn't bring it
> up again!
>
> On Thu, 2009-01-08 at 22:51 +, sixtysixno...@hotmail.com wrote:
> > They already gave an answer. They are aware of the problem and couldn't
> give
> > a timeframe. I would assume that hasn't changed. I would hope they will
> tell
> > us when they have a fix.
> >
> > I don't keep these emails, but I believe it was the end of November/start
> of
> > December that they stated this.
> >
> > -Original Message-
> > > Date: Thu, 08 Jan 2009 17:35:00 -0500
> > > From: Karl Weckstrom 
> > > Subject: Re: [hlds] Valve It's Time To Listen And Answer! --- they
> > > don't owe you anything.
> >
> > > Maybe valve will answer to this problem and give us some kind of
> > > timeframe. Maybe they won't.
> > >
> >
> >
> >
> > ___
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Re: [hlds] hldsuptatetool hates me

2009-01-06 Thread Richard Eid
Sorry for two e-mails...make sure to add -verify_all to the end of the
command line to account for any inconsistencies that may happen during the
failed download.

-Richard Eid


On Tue, Jan 6, 2009 at 10:05 PM, Richard Eid  wrote:

> It could be a Content Server problem.  Maybe try deleting the blob and pick
> up a different Content Server.  That's just off the top of my head and
> probably not likely to fix the issue. :p  Or just keep retrying, but in
> between, don't delete the directory entirely.  Just press the up arrow or F3
> to run the exact same command line.  Sometimes I run into issues where it
> fails in the middle of the download and I just have to 'restart' it to
> continue the download.
>
>             -Richard Eid
>
>
>
> On Tue, Jan 6, 2009 at 9:36 PM, Dustin Wyatt wrote:
>
>> OS:  Win2k3 Server
>>
>> Command:  HldsUpdateTool.exe -command update -game tf -dir d:\tf2
>>
>> Result:
>> Checking bootstrapper version ...
>> Updating Installation
>> Failed to create directory d:\tf2/orangebox\tf\materials\logo, Win32 Error
>> 2 "Th
>> e system cannot find the file specified."
>>
>> Steps tried to resolve problem:
>> Completely wiped the d:\tf2 and did a fresh install.  The update
>> process stops working with an error message at around 70%.
>>
>> Each time I try this it stops working, and then when I try to run
>> hldsupdatetool again it always gives me the same error message about
>> not bing able to create the "logo" directory.
>>
>> Help!
>>
>> ___
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>> please visit:
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Re: [hlds] hldsuptatetool hates me

2009-01-06 Thread Richard Eid
It could be a Content Server problem.  Maybe try deleting the blob and pick
up a different Content Server.  That's just off the top of my head and
probably not likely to fix the issue. :p  Or just keep retrying, but in
between, don't delete the directory entirely.  Just press the up arrow or F3
to run the exact same command line.  Sometimes I run into issues where it
fails in the middle of the download and I just have to 'restart' it to
continue the download.

        -Richard Eid


On Tue, Jan 6, 2009 at 9:36 PM, Dustin Wyatt  wrote:

> OS:  Win2k3 Server
>
> Command:  HldsUpdateTool.exe -command update -game tf -dir d:\tf2
>
> Result:
> Checking bootstrapper version ...
> Updating Installation
> Failed to create directory d:\tf2/orangebox\tf\materials\logo, Win32 Error
> 2 "Th
> e system cannot find the file specified."
>
> Steps tried to resolve problem:
> Completely wiped the d:\tf2 and did a fresh install.  The update
> process stops working with an error message at around 70%.
>
> Each time I try this it stops working, and then when I try to run
> hldsupdatetool again it always gives me the same error message about
> not bing able to create the "logo" directory.
>
> Help!
>
> ___
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> please visit:
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Re: [hlds] Valve It's Time To Listen And Answer!

2009-01-06 Thread Richard Eid
If Valve doesn't do everything we say, they suck.  If Valve doesn't fix
everything now, they suck.  If Valve doesn't kiss our asses every second of
every day, they suck.  They don't care, they won't fix this, they refuse to
fix that.  All they want is our money.

You all sound like a broken record.  And worse than that, you have no lives
outside of this thing we have here.  Did anyone stop to think that since
they all busted their asses for who knows how long getting Left 4 Dead out
the door, while providing updates to TF2 the whole time, that maybe...just
maybe, they'd want to take a break for a little while during the holidays?
You know...so they could spend time with their families.

Honestly, since release of TOB, there have been a relentless amount of
updates to their products.  In the time that has passed from TOB until now,
the only people being neglected were probably most of the families of Valve
employees.  Does anyone feel they deserve a little break?

They're ignoring us?  Really?  You think so?  Does anyone here subscribe to
HLCoders?  A little civility goes a long way.  In my opinion, Valve isn't
ignoring this list, they just don't want to reply.  I swear, this list =
SPUF sometimes.  Any two words they say are held against them forever.

I know that a lot of kids subscribe to this list, so it would be difficult
for a lot of you to understand, but there is such a thing as priorities in
life.  Gaming is not as high on that list once you have a family to take
care of and a boss to answer to.  And you are not the boss of anyone at
Valve.

Valve knows about the problems, obviously.  You all keep saying the same
things over and over.  Give them a break.  Just because you didn't have
anything to do for the past couple of weeks doesn't mean they had to sit
around and hop on every little problem we have.  What happens when updates
are released to address the current existing issues?  Are you going to
apologize for acting like a bunch of assholes or are you going to feel
stupid for saying things like, "Valve doesn't care about their games
anymore"?  Wait...I know.  90% of you will say, "Finally."  5% won't be
happy no matter what.  4% will bring up another issue that Valve is
ignoring.  And 1% will say, "Thank you."

Yes, we paid money for the game.  But $50 does not give you the right to
treat the people trying to help you like shit.  Sometimes the problems that
you claim are easy fixes may not be so easy to fix.  And since most of you
know for a fact that it's an easy fix, there's always j...@valvesoftware.com
.

Grow up.  They are aware of the problems.  Like Aaron said, there are your
priorities and then there are business priorities.  Just because the issues
high on your list may not be high on theirs doesn't mean they're ignoring
you.  But then, it would be stupid of me to assume that most of you would
understand any of that, especially given your attitudes over the past few
months.

-Richard Eid
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Re: [hlds] [L4D] srcds.exe wont start

2008-12-13 Thread Richard Eid
You're using different startup parameters for both servers, right?  At the
very least, make sure that the second server starts up with port 27016 or
something other than 27015.

That would be the first place to start.  Aside from that, do you get any
kind of error message?  Is an .mdmp file created?

-Richard Eid


On Sat, Dec 13, 2008 at 6:48 PM, Anton Wetorp  wrote:

> I got 2 different computers both running Windows XP SP3 with updated
> L4d servers installed.
> The L4D servers got the same settings but only one of them is running.
> On the other one nothing happens when I try to start srcds.exe.
>
> I'm using the parameters -console -game left4dead +ip x.x.x.x +map
> l4d_vs_farm01_hilltop -port 27015 to start.
>
> What's up with that?
>
> --
> Anton Wetorp
>
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Re: [hlds] Hldsupdatetool + L4D not working

2008-12-11 Thread Richard Eid
For a clean install, I believe you have to have the directory already
created.  I got those errors when the directory I specified didn't exist.

-Richard Eid


On Fri, Dec 12, 2008 at 1:09 AM, Craig Collinson <
craig.collinso...@googlemail.com> wrote:

> Trying to install aswell as update a server and im getting the following.
> C:\HLServer>hldsupdatetool -command update -game l4d_full -dir c:/server02
> Checking bootstrapper version ...
> Updating Installation
> Cannot open blob archive file: CMultiFieldBlob(mem-mapped file): File does
> not e
> xist and failed to create new file
>
> C:\HLServer>
>
> there's a dump file here
> http://www.n00bfrag.co.uk/valve_dumps/Valve_2008_12_12T6_2_43C296.mdmp
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Re: [hlds] Server not using CPU properly

2008-12-10 Thread Richard Eid
And just to follow up on these helpful comments...after running any of these
methods, you'll still only see a max of ~30.0fps from the server. Left 4
Dead is locked that way, so you won't be obtaining any higher value.  My
Windows server hovers at about 28.4fps with very few drops below that.  You
should see similar results.

I've noticed that Linux L4D servers seem to get a little closer to 30.0, but
1fps in the whole scheme of things will not make a bit of difference.(Don't
tell anybody that plays Counter-Strike I said that.)

        -Richard Eid


On Wed, Dec 10, 2008 at 9:03 PM, Cc2iscooL <[EMAIL PROTECTED]> wrote:

> You'll need to run the multimedia timer in order to get the best
> performance
> out of the server. Either...
>
> 1.) Run Windows Media Player in the background.
> 2.) Run Internet Explorer with a flash in the background.
> 3.) Run a tidy little service.
> http://www.brainless.us/downloads.aspx?cid=9
>
> Also, make sure you have the AMD driver for their CPU's, since you have a
> dual core X2. There are known problems without the driver for Windows. (If
> you don't know what that is, you don't have it installed.)
>
> On Wed, Dec 10, 2008 at 7:36 PM, <[EMAIL PROTECTED]> wrote:
>
> > Hello all,
> > I'm trying to host my first source server using a home machine (specs
> > below) and I'm trying to figure out why it is not running as smooth as it
> > seems it should.
> >
> > The server is a Left4Dead server
> >
> > Specs
> > Athlon 64 X2 Dual-Core 3800+
> > 1Gb of DDR2 800 Ram
> > Windows XP Corp
> >
> > The problem is that it appears to be struggling with enough power to run
> > the server, averaging only 22 FPS, but in the resource manager it shows
> its
> > only using a small amount of the CPU power available to it. Ram seems to
> be
> > steady at 180MB to 240MB of the 1GB. I've tried boosting the priority of
> > the server process, switching from GUI to console mode, but doesn't seem
> to
> > make a difference.
> >
> > If anyone knows why it shows such low CPU usage, but remains at such a
> low
> > framerate, please let me know.
> >
> > ~Ed
> > [EMAIL PROTECTED]
> > ___
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Richard Eid
Oddly enough, just as soon as a versus campaign with 8 players finished on
my server, the map reset to l4d_vs_hospital01_apartment with a clientmax of
4.  I couldn't change it by using map or changelevel commands.  I had to
restart my server, but it looks OK for now.  I'll keep my eyes peeled to see
if I can find a pattern.

As far as map configs...can you set player counts in configs?  I thought
this was dictated by either the command line or the map.  And in L4D, do we
even really have that control?  No matter if the server is on a co-op or
versus map, the srcds console still reports a max of 14 players.  Bah...I'm
just talking out loud now.

            -Richard Eid


On Wed, Dec 10, 2008 at 5:05 PM, msleeper <[EMAIL PROTECTED]> wrote:

> It looks like L4D supports execution of map config files
> in /maps/cfg/map_name.cfg, so I am going to put these values in map
> configs and see if that does the trick. There are no other settings that
> need to be set that you're aware of?
>
> On Wed, 2008-12-10 at 16:29 -0500, Anthal wrote:
> > You should have 2 cfg files inside ~/l4d/left4dead/cfg/ (sub your
> > install dir):
> > infected.cfg
> > infected_off.cfg
> >
> > In infected.cfg:
> > director_no_human_zombies 0
> >
> > In infected_off.cfg
> > director_no_human_zombies 1
> >
> > The default files have a few other commands (mine were missing, too),
> > but I believe those are the only necessary ones to change the max player
> > size.
> >
> > msleeper wrote:
> > > What commands, cvars, etc. do I need to run to fully changelevel from
> > > Coop maps to Versus maps? Whenever I do a simple changelevel, the map
> > > changes but the game is stuck at 4 players; it seems like the Lobby
> sets
> > > variables on the server before or after changing level to allow the
> > > extra 4 people to join. Thanks.
> > >
> > >
> > > ___
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> please visit:
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> > >
> >
> >
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Richard Eid
Because it's not on the Linux list, I'll assume this is Windows, but I use
changelevel through the console as well as through HLSW when I want to
switch and I never have to do anything further than that.  Switching from
co-op to versus always changes my clientmax to 8.  Switching back makes
clientmax 4.

For what it's worth, I've both changelevel and map commands.  Both methods
have never given me any trouble.  Do you have any mods installed?  Maybe
posting your launch line and your server.cfg might help.

        -Richard Eid


On Wed, Dec 10, 2008 at 3:48 PM, msleeper <[EMAIL PROTECTED]> wrote:

> What commands, cvars, etc. do I need to run to fully changelevel from
> Coop maps to Versus maps? Whenever I do a simple changelevel, the map
> changes but the game is stuck at 4 players; it seems like the Lobby sets
> variables on the server before or after changing level to allow the
> extra 4 people to join. Thanks.
>
>
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Re: [hlds] TF2 Server Lag Caused By Possible Exploit

2008-12-07 Thread Richard Eid
It looks like he's a problem child.  Do a search on the Steam Community for:

ŠŦΣǺП−ƤΘζĨČĒ

Either he/she really likes to cheat or he/she is stealing accounts.  Judging
by the choice of name, I'd guess a phisher.

        -Richard Eid


On Sun, Dec 7, 2008 at 3:24 PM, Tony Paloma <[EMAIL PROTECTED]> wrote:

> On a more serious note, I got the attacker's SteamID in case anyone would
> like to ban him.
> STEAM_0:0:16496340
> http://steamcommunity.com/profiles/76561197993258408
>
> Anyone seen this before or know what he may have done? I block achievement
> command spam as well as joinclass/team spam, so it's not that. The people
> that were playing didn't notice anything strange before it crashed either. I
> don't run SourceMod, so it's not a SourceMod exploit.
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Dave Reid
> Sent: Sunday, December 07, 2008 6:36 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit
>
> Better call the feds.  The terrorist kiddies are threating national
> security again.
>
> Tony Paloma wrote:
> > A player sent a message on my server early this morning just before it
> crashed:
> >
> > ŠŦΣǺП−ƤΘζĨČĒ>ŊĬ� :  : /me SERVER H4CK3D BY TEAM N2o-->steam police!!!
> MORE INFO: [EMAIL PROTECTED] ENGINE SOURCE SUCK !!!
> >
> > Probably related.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of GS
> > Sent: Saturday, December 06, 2008 11:12 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] TF2 Server Lag Caused By Possible Exploit
> >
> > Wel US-CERT themselves constantly say that they wish more incidents were
> > reported.  We have a person here who has made a cyber threat and acted
> upon
> > it on a distributed system hosted in the United States.  Does it matter
> that
> > the system is used to play a game?  This person has likely conducted
> other
> > attacks in the past, and will most likely move on to "bigger" things in
> the
> > future if left unchecked.
> >
> > We're not expecting an immediate task force to suit up Team America style
> > and go after this guy busting down doors or anything close to that, we're
> > just reporting it to the ISPs involved, and the Gov't Agency that has
> > jurisdiction.  It's the SOP for a cyber attack and should be followed by
> any
> > organization who falls victim to one.
> >
> > In the meantime we value comments and suggestions like those from SakeFox
> > and DontWannaName.  Thank you, we will be implementing those
> > fixes/plugins.   If there are any other suggestions out there on how to
> > tighten security for TF2 servers, please keep them coming.
> >
> > Best Regards
> >
> >
> >
> > On Sat, Dec 6, 2008 at 2:00 AM, Midnight <[EMAIL PROTECTED]> wrote:
> >
> >
> >> Please tell me you didn't waste US-CERT's time on this. I find that hard
> >> to believe and a really bad idea.  Although I bet they would get a huge
> >> laugh out of it.
> >>
> >>
> >> GS wrote:
> >>
> >>> Hi all,
> >>>
> >>> I'm a member of a gaming community that runs a few dozen TF2 and L4D
> >>> servers.  Today one of our most popular TF2 servers was and continues
> to
> >>>
> >> be
> >>
> >>> attacked by someone who holds some unknown grudge against our
> community.
> >>> This person has claimed credit for the attacks through a posting on our
> >>> message board.
> >>>
> >>> It appears that the method which this attacker or group of attackers is
> >>> using is limited to an in game exploit.  No other server instances, or
> >>>
> >> other
> >>
> >>> server services are affected other than a single game server using a
> >>>
> >> single
> >>
> >>> core of a quad core win32 server hosted in a datacenter.  Bandwidth use
> >>>
> >> is
> >>
> >>> normal during attacks.
> >>>
> >>> Are there any unpatched game exploits that anyone in the HLDS list
> >>>
> >> community
> >>
> >>> is aware of that can cause a server to increasingly lag up to the point
> >>>
> >> of
> >>
> >>> 

Re: [hlds] hlds Digest, Vol 10, Issue 13

2008-12-04 Thread Richard Eid
In my opinion, I think Left 4 Dead is being 'locked down' because of all the
problems that appeared during the last year with TF2.  It became nearly
impossible to find a plain Jane vanilla TF2 server.  It's like every single
one of them had some mod installed that changed gameplay.  I'm not against
the modding community, though I'd like to just be able to play the game as
it was intended.  I feel that Valve and it's playtesters know a bit more
about what makes a game fun than Joe Blow modder...so I'd like to see what
Valve has to offer and not what 32-man, insta-spawn, fast ubercharge, longer
spawn for non-clan members, less damage for non-clan members, etc. server op
has to offer.

Left 4 Dead is quickly becoming what TF2 became.  A different game.  Last
night I was on a versus server that spawned a Tank ~1 minute into each
round.  Rounds ended quickly and no team ever made it to the Safe Room.  It
was plain old not fun.  Maybe that server op likes playing that way, but
nobody on the server at the time did...so we voted back to the lobby.  The
next server had sv_cheats 0 in its config so we faced random issues, like
Infected only being able to spawn 3 at a time and not 4.  The list goes on.

While, as a server op, I'd like to have a bit more control over my own
server, I welcome these changes being introduced to the game.  Just because
a server op likes to play the game a certain way does NOT mean everybody
does.  I'm not too keen on the Normal difficulty for Versus mode, but we'll
see what happens.

I think Valve is doing this for the community and not for any other reason.
Most of the complaints I hear are about how this server or that server sucks
because of x or y changes made to it.  Locking certain aspects of the
gameplay down seems almost a necessary evil when combined with how we now
connect to servers.  Give it time.  Valve is obviously listening to the
feedback being given and are making changes as they see fit.  Just last
night I was chatting with someone from Valve about certain aspects of server
management.  He had explained in detail what things could be changed and how
they would affect our servers.  I thought I had understood the whole
conversation, but I had completely missed the bigger scope of the issues.

Maybe we're not looking at the long-term and only seeing the short-term.
Like I said...give it some time.

        -Richard Eid


On Thu, Dec 4, 2008 at 9:28 PM, Kevin Kolk <[EMAIL PROTECTED]> wrote:

>
> I'd like to chime in here and second this.  I love versus mode but by
> far I've had the most fun in versus playing on servers running on Hard
> difficulty or better.
>
> I find normal is just way to easy and too forgiving on the survivors.
> If anything I think in an ideal world I would be able to CHOOSE the
> difficulty for versus when creating the lobby.
>
> Why Valve feels versus should only be played with wimpy normal
> difficulty zombies I have no idea.
>
> Let the players play it at the difficulty they want, don't lock my
> server down so I can't play how I please.
>
> This is by far the worst game that I've ever operated a server for.  I
> feel like Valve is expecting people to run these as basically a public
> service to them.
>
> If you want this level of control valve you should pay to run your own
> servers.   And at this rate you may have to.
>
> [EMAIL PROTECTED] wrote:
> > Message: 1
> > Date: Thu, 4 Dec 2008 16:46:25 -0800
> > From: "Formologic23" <[EMAIL PROTECTED]>
> > Subject: Re: [hlds] Left 4 Dead Update Available
> > To: "'Half-Life dedicated Win32 server mailing list'"
> >   
> > Message-ID: <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset="us-ascii"
> >
> > Why on earth would you lock the Versus difficulty? That is a pretty lame
> > forced update in my opinion. Normal is too easy, and most of the people I
> > have talked with prefer to play Versus on Advanced. So why would you LOCK
> > the difficulty? I really am considering shutting down my servers because
> if
> > I can't have control over them (including the clients to a certain
> degree),
> > then I really am not interested in supporting this particular game
> anymore.
> > I love the game, but seriously, this is ludicrous.
> >
> >
> >
> >
> >
>
>
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Re: [hlds] [TF2] Time out at map change -question added

2008-12-01 Thread Richard Eid
Is anyone running SourceMod?  I've read that disabling the 'Client
Preferences' plugin can help to alleviate this problem, though it's not a
guaranteed fix as others have experienced some issues with the latest build
of SourceMod.

        -Richard Eid


On Sun, Nov 30, 2008 at 8:01 PM, SakeFox <[EMAIL PROTECTED]> wrote:

> yeah i'm sure. it's why i said it was a long shot. but it is something
> to rule out.
>
> Damien Tombs wrote:
> >
> > Yeah no STV here either. I would imagine most people will say the same.
> >
> >
> >> Date: Sun, 30 Nov 2008 19:40:41 -0500> From: [EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com> Subject: Re: [hlds] [TF2] Time out at map
> change -question added> > any of you that are having this issue not running
> sourcetv?> > I know its a long shot, but just something else to rule out.> >
> Kim Olesen Baarsch wrote:> > Hi> >> > Sometimes when my server changes from
> one map to another, instead of going to the 'server is changing map'-screen,
> it will just give all clients the> > Lost connection to server thing in the
> top right corner of the screen, while the scoreboard is shown.> > When it is
> finally done counting down from 30 seconds, everybody gets disconnected, and
> then a couple of seconds later it has finally loaded the next map.> > Are
> anyone else experiencing this issue, and does anyone have a solution to this
> problem?> > The server is running a couple of addons, but we've only
> rescently experiencing this problem.> >> > Thanks in advance,> > Kim O.
> Baarsch> > ___> > To
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> > _
> > See the most popular videos on the web
> > http://clk.atdmt.com/GBL/go/115454061/direct/01/
> > ___
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Re: [hlds] Email trimming WAS Lame Bitching

2008-11-26 Thread Richard Eid
It's even nicer with filters. ;)

-Richard Eid


On Wed, Nov 26, 2008 at 2:00 PM, Olly <[EMAIL PROTECTED]> wrote:

> Its nicer with labels :)
> http://img222.imageshack.us/img222/3210/gmailwh3.jpg
>
> 2008/11/26 William Stillwell <[EMAIL PROTECTED]>
>
> > Outlook does that too :-)
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
> > Sent: Wednesday, November 26, 2008 1:37 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Email trimming WAS Lame Bitching
> >
> > And I forgot to include the screenshot I was going to share:
> >
> > http://www.contriving.net/ftpd/gmail.JPG
> >
> > Also, you guys on the digest mess up the thread formatting with your
> > inconsistent subject lines!
> >
> > :D
> >
> > On Wed, Nov 26, 2008 at 12:33 PM, Dustin Wyatt <[EMAIL PROTECTED]>
> > wrote:
> > > The number of emails is lower, but you have to scroll through EVERY
> > > email rather than just reading the threads that interest you, correct?
> > >  If you subscribe to the regular version Gmail groups each thread and
> > > you can just skip reading the threads you don't care about...like I do
> > > with the three in-progress whining threads.
> > >
> > > On Wed, Nov 26, 2008 at 10:05 AM,  <[EMAIL PROTECTED]> wrote:
> > >> dramatically limits the number of emails from this list that I have to
> > >> skim.
> > >
> >
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Re: [hlds] L4D working server.cfg for Public server

2008-11-26 Thread Richard Eid
For Windows servers, the setmaster commands are no longer needed.  I'm not
sure where Linux sits.

Most of the CVars listed in the first e-mail are either unnecessary or
incorrectly set.  I probably wouldn't use this as a guide in how to get
servers set up properly.  shoshkins73 didn't even document 2/3 of what he
listed in there, and even at that, some of it is documented incorrectly, and
some of the settings would need to be changed per server.

sv_maxupdaterate 120...LOL.

            -Richard Eid


On Wed, Nov 26, 2008 at 5:19 PM, Philip Bembridge <[EMAIL PROTECTED]
> wrote:

> They are valve's master servers' ip addresses
>
> 2008/11/26 Jake E <[EMAIL PROTECTED]>
>
> > setmaster add 68.142.72.250:27011
> > setmaster add 72.165.61.189:27011
> >
> > Are those admin ip's or what?
> >
> > On Wed, Nov 26, 2008 at 12:56 PM, shoskins73 <[EMAIL PROTECTED]>
> wrote:
> >
> > > Well, what would make sense then is that it accepts 0/1, or a specific
> > > userid.
> > >
> > > I'll have to check into this.  It functioned as I described on CSS/DoDs
> > > when
> > > I had servers for those.
> > >
> > > Sean
> > >
> > >
> > > On Wed, Nov 26, 2008 at 9:07 AM, 1nsane <[EMAIL PROTECTED]> wrote:
> > >
> > > > I have a plugin which uses that cvar to disable autokick for admins,
> it
> > > > does
> > > > use a user id.
> > > >
> > > > "mp_disable_autokick"
> > > >  game
> > > >  - Prevents a userid from being auto-kicked
> > > > Usage: mp_disable_autokick 
> > > >
> > > >
> > > > On Wed, Nov 26, 2008 at 11:48 AM, shoskins73 <[EMAIL PROTECTED]>
> > > wrote:
> > > >
> > > > > Damien, I can't speak for the voice cvars, they were in there by
> > > default,
> > > > > and is irrelevant with getting an L4D server working properly
> > anyways.
> > > > >
> > > > > You are mistaken on  mp_disable_autokick  usage is NOT   it
> > IS
> > > 0
> > > > or
> > > > > 1, and does exactly what I said it does.  Check the cvar list for
> > > > > definition.
> > > > >
> > > > > Sean
> > > > >
> > > > >
> > > > >
> > > > > On Wed, Nov 26, 2008 at 4:20 AM, Damien Tombs <
> > [EMAIL PROTECTED]
> > > > > >wrote:
> > > > >
> > > > > >
> > > > > >
> > > > > > I was quite interested in these two, thinking I could get better
> > > > quality
> > > > > > from ingame comms:
> > > > > > sv_voicequality 5sv_voicecodec vaudio_speex
> > > > > >
> > > > > > But unfortunately they don't appear to exist when I put them in
> the
> > > > hlsw
> > > > > > console :( Much like the min/max updaterate, unlag/maxunlag ones
> > you
> > > > > wrote.
> > > > > >
> > > > > > Also:
> > > > > > Usage: mp_disable_autokick 
> > > > > > So I don't think putting '1' there will give you the results you
> > > think
> > > > it
> > > > > > will.
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > > Date: Tue, 25 Nov 2008 18:41:36 -0800> From:
> > [EMAIL PROTECTED]>
> > > > To:
> > > > > > hlds@list.valvesoftware.com> Subject: [hlds] L4D working
> > server.cfg
> > > > for
> > > > > > Public server> > Hi folks, seems a lot of negativity going
> around,
> > > > > figured
> > > > > > I'd post something> that may help a few. And if Valve by some
> > chance
> > > > > haven't
> > > > > > already figured out> the problem and are working towards a fix
> for
> > > the
> > > > > > problem I outline below,> this just might help them as well.> >
> > Below
> > > > is
> > > > > a
> > > > > > server.cfg (with notes added) that I am currently running
> without>
> > > > issue
> > > > > on
> > > > > > my Public server.> It allows Lobby connections to find the
&g

Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread Richard Eid
I have a Netgear router in between that computer and the cable modem.  I've
set up port forwarding for that computer's IP for ports 27000-27050
TCP/UDP.  Here's my startup command:

*srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map
l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2*

I've also used that same command line without +ip and -port.  SRCDS is good
about detecting the IP and it works just as well without those two variables
in the command line.  It defaults to port 27015 without a -port defined, but
that's what I want it on, so I'm good with that.

I'm not really doing anything special with my server.cfg.  I've used
sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic
either way.  This command was removed and re-added(I think), but the
functionality of it remains unclear.

Are you hosting the server on the same machine that you're playing Left 4
Dead on?

        -Richard Eid


On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell
<[EMAIL PROTECTED]>wrote:

>
> > To William - you can solve the connecting problem by using +ip
> > ... and +hostport x in the startup line. This is
> > what I have to do to allow friends to connect,  but this doesn't solve
> > the problem of it not being detected by matchmaking.
>
> Already have that, :-)
>
> I want the matchmaking to work as well... I and just about everyone else
> will have to wait :-)
>
>
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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread Richard Eid
I'm on the same network as my server and I don't have to DMZ it.  I had some
difficulty getting connected sometimes, but those problems have been
eliminated.

If the server is empty, I can connect to it with no issues.  If the server
has players on, but an open slot, I cannot join from any method besides
one...the LAN tab in the server browser.

Let's say there's 3/4 slots full.  If I open the LAN tab in the server
browser and double-click on my server, it takes me to the loading screen
with the movie posters, but it just sits there.  I have to open the server
browser again and double-click on it one more time to kick it in gear and
then I load in just fine.

I have noticed something amiss.  If I'm the first one to join(not using the
server browser), then it seems that matchmaking is "ignoring" my server(for
lack of a better word).  The only time people come in is when I give them
the IP of my server and they use:  connect xxx.xxx.xxx.xxx:x in their
console.  Now that myself and another are on, if someone from that person's
Friends list right-clicks on their Friend and clicks "Join Game", they can
join.

If people on -my- Friends list right-click me in Friends and try to Join
Game, they get the problem where it tries to connect to my internal IP
address and not my external.

Bleh, I'm kind of all over the map there, but the point is to try connecting
to your server through the LAN tab of the server browser.  It may fail/hang
the first time, so open it back up while it's still trying to connect and
double-click again and you should be able to join.  I'm able to do this by
binding a key to the CVar 'openserverbrowser'.  Example:

bind "F4" openserverbrowser

I'm sure all the details of this are being worked out, so try to be
patient.  Hopefully, the method I outlined works for you.  I'm satisfied
that I can get into my server for now, so I can wait for whatever fix may be
coming our way.

If you're still not able to connect to your server, you may be configuring
it incorrectly.  Report back in if you still have issues.

-Richard Eid


On Mon, Nov 24, 2008 at 12:22 PM, Ian Barr <[EMAIL PROTECTED]>wrote:

> I'm glad there's a fix for this, but if you're on the same network as
> the server, you have to use port forwarding/DMZ to connect to it
> yourself, plus it kills rcon and for some odd reason, they didn't
> include rcon_address in the game.
>
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Re: [hlds] Left 4 Dead Win32 Update

2008-11-17 Thread Richard Eid
I'm still getting LAN only, too.

-Richard Eid


On Tue, Nov 18, 2008 at 1:41 AM, John McBroom <[EMAIL PROTECTED]> wrote:

> Thanks Jason!
>
> 2008/11/18 Jason Ruymen <[EMAIL PROTECTED]>:
> > The Win32 Left 4 Dead Dedicated Server has been updated.  Please run
> hldsupdatetool to receive the update.  This should fix the missing files
> when downloading from hldsupdatetool.
> >
> > Jason
> >
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Re: [hlds] L4D Server update

2008-11-17 Thread Richard Eid
Anyone able to get it out of LAN mode?  It says Unable to load Steam library
and goes to LAN mode.

-Richard Eid


On Tue, Nov 18, 2008 at 1:10 AM, Robert Whelan <[EMAIL PROTECTED]> wrote:

> no... watching tv waiting for an announcement and laffing at all the emails
>
>
>
>
> 
> From: James McKenna <[EMAIL PROTECTED]>
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Sent: Tuesday, November 18, 2008 12:06:27 AM
> Subject: Re: [hlds] L4D Server update
>
> Anyone else just slamming on the update tool until something changes?
>
> On Mon, Nov 17, 2008 at 10:03 PM, 1nsane <[EMAIL PROTECTED]> wrote:
>
> > I meant the maps folder, anyway the soundcache folder is enough. Worked
> for
> > me:
> > http://www.gamingterritory.com/soundcache.zip
> >
> > Try it out
> > ___
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Re: [hlds] L4D Server update

2008-11-17 Thread Richard Eid
It appears to be running in LAN mode only.  sv_lan 0 doesn't seem to take.

-Richard Eid


On Tue, Nov 18, 2008 at 1:06 AM, James McKenna <[EMAIL PROTECTED]> wrote:

> Anyone else just slamming on the update tool until something changes?
>
> On Mon, Nov 17, 2008 at 10:03 PM, 1nsane <[EMAIL PROTECTED]> wrote:
>
> > I meant the maps folder, anyway the soundcache folder is enough. Worked
> for
> > me:
> > http://www.gamingterritory.com/soundcache.zip
> >
> > Try it out
> > ___
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Re: [hlds] L4D Server update

2008-11-17 Thread Richard Eid
Yes, I copied the maps folder instead of the .BSP files this time and it
worked.  Thanks.  Sorry for doubting you.

-Richard Eid


On Tue, Nov 18, 2008 at 1:03 AM, 1nsane <[EMAIL PROTECTED]> wrote:

> I meant the maps folder, anyway the soundcache folder is enough. Worked for
> me:
> http://www.gamingterritory.com/soundcache.zip
>
> Try it out
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Re: [hlds] L4D Server update

2008-11-17 Thread Richard Eid
Left 4 Dead is on my Steam account where I'm sitting.  In the other room is
my server.  I unlocked Left 4 Dead, downloaded the server update files,
copied the files over from my Steam folder and it didn't work.  That's not
the fix.

            -Richard Eid


On Tue, Nov 18, 2008 at 12:53 AM, 1nsane <[EMAIL PROTECTED]> wrote:

> You're doing it wrong then. Did you start the client before getting them?
> Otherwise they will be encrypted.
>
> On Tue, Nov 18, 2008 at 12:49 AM, Alex Smith <[EMAIL PROTECTED]>
> wrote:
>
> > Failed here as well.
> >
> > On Tue, Nov 18, 2008 at 12:47 AM, Richard Eid <[EMAIL PROTECTED]>
> > wrote:
> >
> > > Copyin the maps didn't work, but I guess a fix is on the way.
> > >
> > >-Richard Eid
> > >
> > >
> > > On Tue, Nov 18, 2008 at 12:43 AM, Alfred Reynolds
> > > <[EMAIL PROTECTED]>wrote:
> > >
> > > > We can reproduce the crash on startup for win32 and are working on a
> > fix,
> > > > it should be out right quick.
> > > >
> > > > - Alfred
> > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED] [mailto:hlds-
> > > > > [EMAIL PROTECTED] On Behalf Of Alex Smith
> > > > > Sent: Monday, November 17, 2008 9:42 PM
> > > > > To: Half-Life dedicated Win32 server mailing list
> > > > > Subject: Re: [hlds] L4D Server update
> > > > >
> > > > > How long did it take them to fix it before?
> > > > >
> > > > > On Tue, Nov 18, 2008 at 12:39 AM, Matthew Gottlieb <
> > > > > [EMAIL PROTECTED]> wrote:
> > > > >
> > > > > > It's not the first time they've botched the windows servers with
> > > > > linux
> > > > > > server working.
> > > > > > ~ Matt
> > > > > >
> > > > > > On Mon, Nov 17, 2008 at 11:35 PM, David Kellaway <
> > [EMAIL PROTECTED]>
> > > > > > wrote:
> > > > > >
> > > > > > > This isn't a config issue. I can start a server on Linux with
> the
> > > > > exact
> > > > > > > same config files and startup line with no issues; the Windows
> > > > > server is
> > > > > > > just plain broken.
> > > > > > >
> > > > > > > Craig Collinson wrote:
> > > > > > >
> > > > > > >> just a thought maybe post your start up line and contents of
> > > > > server.cfg
> > > > > > >> and
> > > > > > >> then maybe people can try and help you.
> > > > > > >>  ___
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> > > > > > >>
> > > > > > >>
> > > > > > >
> > > > > > >
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Re: [hlds] L4D Server update

2008-11-17 Thread Richard Eid
Plus, copying them doesn't fix the issue.

-Richard Eid


On Tue, Nov 18, 2008 at 12:48 AM, 1nsane <[EMAIL PROTECTED]> wrote:

> Unless you have a fast upload and can put them on webspace to copy onto
> your
> fast server. But Valve says they are working on a fix.
>
> On Tue, Nov 18, 2008 at 12:45 AM, Matthew Gottlieb <
> [EMAIL PROTECTED]> wrote:
>
> > ya, copying over client-side files is NOT logical.
> >
> > On Mon, Nov 17, 2008 at 11:42 PM, Christopher Bass <
> > [EMAIL PROTECTED]
> > > wrote:
> >
> > > That's about 780 Megs to upload for those of us who aren't local with
> our
> > > servers.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:
> > > [EMAIL PROTECTED] On Behalf Of 1nsane
> > > Sent: Tuesday, November 18, 2008 0:40
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] L4D Server update
> > >
> > > The problem is the maps. The windows version's maps are corrupted
> > somehow.
> > > Copy them over from the client and you should be good to go.
> > > ___
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Re: [hlds] L4D Server update

2008-11-17 Thread Richard Eid
Copyin the maps didn't work, but I guess a fix is on the way.

-Richard Eid


On Tue, Nov 18, 2008 at 12:43 AM, Alfred Reynolds
<[EMAIL PROTECTED]>wrote:

> We can reproduce the crash on startup for win32 and are working on a fix,
> it should be out right quick.
>
> - Alfred
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds-
> > [EMAIL PROTECTED] On Behalf Of Alex Smith
> > Sent: Monday, November 17, 2008 9:42 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] L4D Server update
> >
> > How long did it take them to fix it before?
> >
> > On Tue, Nov 18, 2008 at 12:39 AM, Matthew Gottlieb <
> > [EMAIL PROTECTED]> wrote:
> >
> > > It's not the first time they've botched the windows servers with
> > linux
> > > server working.
> > > ~ Matt
> > >
> > > On Mon, Nov 17, 2008 at 11:35 PM, David Kellaway <[EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > This isn't a config issue. I can start a server on Linux with the
> > exact
> > > > same config files and startup line with no issues; the Windows
> > server is
> > > > just plain broken.
> > > >
> > > > Craig Collinson wrote:
> > > >
> > > >> just a thought maybe post your start up line and contents of
> > server.cfg
> > > >> and
> > > >> then maybe people can try and help you.
> > > >>  ___
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Re: [hlds] L4D Server update

2008-11-17 Thread Richard Eid
I'm trying it now.  I'll report back in a minute.

        -Richard Eid


On Tue, Nov 18, 2008 at 12:42 AM, Christopher Bass <[EMAIL PROTECTED]
> wrote:

> That's about 780 Megs to upload for those of us who aren't local with our
> servers.
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of 1nsane
> Sent: Tuesday, November 18, 2008 0:40
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] L4D Server update
>
> The problem is the maps. The windows version's maps are corrupted somehow.
> Copy them over from the client and you should be good to go.
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