Re: [hlds] vac bypass glitch?

2017-02-16 Thread scott biszmaier
I normally don't respond to these but since I play MVM a lot I can tell 
by the scoreboard that the item servers were down during this. The MOTD 
also says Happy Valentines day which was on a Tuesday and we all know 
there's maintenance every Tuesday. I'm going to go out on a limb here 
and say it has something to do with the maintenance downtime. You can 
tell the item servers were reset by the scoreboard cause there's no Tour 
count for any player - assuming all 6 players aren't 0 tours.



On 2/16/2017 7:53 AM, N-Gon wrote:
Video creator said it works only in Valve MVM servers, but as you can 
see all he did was try to rejoin over and over until he somehow got 
into the game.

https://www.youtube.com/watch?v=S3XJoDvpPUM

Even if it does only affect MVM I'm sure it'll run a few games for people


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Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 update released

2016-08-23 Thread Scott Biszmaier

Sorry if I double send this..


Any plans to update your official servers? Every time I try to join an 
MVM server it's making me abandon and telling me the server is running 
an older version of the game.



On 8/23/2016 6:48 PM, Eric Smith wrote:

We've released a mandatory update for Team Fortress 2. The notes for the update 
are below. The new version is 3584964.

Apologies for the short notice.
  
-Eric




- Added "Party Hat" and "Noise Maker - TF Birthday" item grants to players who 
don't already have them during TF2's birthday
- Fixed some classes not displaying the particles when using the "Noise Maker - TF 
Birthday" item



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Re: [hlds] TF2 Client Crash Exploit

2015-06-10 Thread scott biszmaier
and by disabling sprays server side you are referring to setting these 
cvars:

sv_allowupload 0
sv_allowdownload 0

?
Thanks

On 6/10/2015 2:05 PM, Nathaniel Theis wrote:
I reported this (well, two independent ways of accomplishing this) to 
Valve about a month ago. Apparently, it's still unpatched.


Disabling sprays on your client will prevent you from crashing, and 
disabling sprays on the server will prevent attackers from crashing 
your server's players.



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Re: [hlds] Mandatory TF2 update released

2014-12-22 Thread Scott Biszmaier
How exactly does one enabled Mannpower mode on the given maps. I've 
tried both maps and I cannot see anything special. Is there a command?


Thanks

On 12/22/2014 8:11 PM, Eric Smith wrote:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2559181.

-Eric

-

Happy Smissmas 2014!

- All Players who play TF2 during the event will receive a Gift: a Stuffed 
Stocking! Stockings contain goodies for good little Mercenaries.
- Added 29 Limited community-contributed winter items to the Nice crate.
- Added new Limited Festive weapons to the Naughty crate.
- Limited time items can only be found during a limited window of time.  The 
Naughty and Nice crate items will no longer be available after February 16, 
2015.
- Added Naughty and Nice winter keys to the Mann Co. Store.
- Naughty and Nice winter crates cannot be opened after February 16, 2015.
- Premium Players will receive a Secret Saxton to give to another player.
- Item grants from previous events (including the Spirit of Giving and the 
Winter Holiday noise maker) have been re-enabled for all players, including 
those who deleted their earlier grants.

Weapons
Added The Iron Bomber
- Demoman Grenade Launcher
- Grenades do not bounce or roll
- Damage radius reduced by 20%
- Grenades that self-detonate deal 10% less damage
- Added The Iron Bomber to the Mann Co. Store, craft list, and item drop list

Added The Quickiebomb Launcher
- Demoman Stickybomb Launcher
- Stickybomb arm time reduced by 0.2 seconds
- Stickybombs can destroy enemy stickybombs
- Charge time decreased by 50%
- Stickybombs fizzle after 2 seconds
- -15% damage penalty
- -25% clip size
- Added The Quickiebomb Launcher to the Mann Co. Store, craft list, and item 
drop list

Added The Panic Attack
- Multiclass Shotgun
- 34% Faster reload time
- Hold fire to load up to 4 shells
- Fire rate increases as health decreases
- Weapon spread increases as health decreases
- Added The Panic Attack to the Mann Co. Store, craft list, and item drop list

Demoman Changes
- Damage variance on grenades and stickybombs reduced from +/- 10% damage to 
+/-2%.
- Grenades and Stickybombs now have the same base blast radius as rockets. 
Changed to 146 from 159.

Grenade Launcher
- Direct hit grenades now deal full damage to target regardless of where it 
struck the enemy. Previously full damage would only occur when grenades 
exploded closer to the targets feet.

Stickybomb  Launcher
- Stickybombs that detonate in the air now have a radius ramp up, starting at 
85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickybombs that 
touch the world will have full radius.
- Stickybombs now have a more visible trail while traveling through the air
- Stickybombs arm particle is slightly more visible

Loose Cannon
- Double donk explosive damage now deal full radius damage to victims. 
Previously double donk explosive damage was reduced by radius distance from the 
explosion.
- Removed a hidden penalty where Cannonballs that touched the world would deal 
50% less damage in addition to regular grenade damage reduction on world touch.

Loch-n-Load
- Changes to base grenade damage variance now ensure the Loch-n-Load does not 
exceed 124 damage on a single hit.
- Removed +25% self-damage penalty
- Added -25% radius penalty
- Changed clipsize penalty to -25% (3 grenades per clip) from -50% (2 grenades 
per clip)
- Loch-n-load grenades no longer visually tumble when fired

Bootlegger / Ali Baba's Wee Booties
- Added +25% Demo Charge meter on charge kill

Tide Turner
- Added Penalty: Taking damage while shield charging reduces remaining charging 
time
- Kills while charging now only add 75% meter on charge kills instead of 100%

Scottish Resistance
- It is now slightly easier to do sticky jumps with the Scottish Resistance.  
Increased range check for stickybomb jumping to sticky damage radius of 146 
from 100.

Scotsman's Skullcutter
- Movement speed penalty now only applies when weapon is active

Claidheamh Mor
- Added +25% Demo Charge meter on charge kill

Added new game mode Mannpower to the TF2 Beta
Mannpower Mode
- To Play. Click on Play Multiplayer, enable Play Beta Maps checkbox, and then 
choose Mannpower Mode.
- The Following is a list of features in the initial launch of Mannpower and is 
subject to changes in future updates.  Feedback is highly encouraged
- Contains 8 permanent power ups players can find in the map.
- Players can only hold 1 permanent power up at a time.
- Killing a player with a permanent power up forces the power up to drop.
- Contains 1 temporary power that can be found in the map.
- Use the 'dropitem' command to drop the currently held permanent power up
- Added new Default Stock Action Item Grappling Hook.  Grappling hooks are 
usable in Mannpower mode and servers that enable it.  Once equipped, press and 
hold the action key to use it.  Use to move the player toward the hooked object.
- 

Re: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes

2013-07-22 Thread scott biszmaier
same with my TF2 servers running on windows 2008r2
 

 


scott biszmaier

 

 

-Original Message-
From: Jason Tango jtrun...@outlook.com
To: hlds hlds@list.valvesoftware.com
Sent: Mon, Jul 22, 2013 3:06 pm
Subject: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes



Hello,


Ever since the July 10 balancing update, setting mp_stalemate_enable 1  
mp_stalemate_meleeonly 1 causes our windows 2008R2 TF2 servers to crash every 
time.


Our players really miss melee-only sudden death - is a fix for this in the 
works?
  


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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread scott biszmaier
my server keeps crashing since the update, when it's time to join a team after
the MOTD this is what i see; http://i.imgur.com/qAV6rG0.jpg
there's no background, it isn't there... i have no idea what would be causing 
this
and i've tried disabling sourcemod, metamod and replays. i've also tried to do
a validated update but still no dice.

i've also got another server that is working perfectly fine, no issues with the
background on the working server, just the one that is crashing.. any ideas?

both servers are windows


 

 


scott biszmaier

 

 

-Original Message-
From: Eric Smith er...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing list
 (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com
Sent: Wed, Jun 5, 2013 5:56 pm
Subject: Re: [hlds] Mandatory TF2 update released



We’re fixing a client crash for clients that use custom HUDs. Some of the 
custom HUD authors have already released fixes, but we’ll have a client fix 
released soon.
 
-Eric
 
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of Mitch Navetta
Sent: Wednesday, June 05, 2013 5:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released
 
It might just be me, but now whenever I try to access any of my loadouts the 
game crashes. Something to do with the particle effects changes there maybe?

On Wednesday, June 5, 2013, Eric Smith wrote:
We've released a mandatory update for TF2. The notes for the update are below. 
The new version is 1787484.

-Eric

--

Team Fortress 2
- Unusual effects:
 - Attachment point and offset for particle effects on unusual hats can 
now be adjusted from the character loadout screen
 - Fixed a bug that would cause unusual effects to float in the air 
over dead players
 - Fixed a bug that would cause unusual effects to show incorrectly 
sometimes when spectating other players
- Network interpolation and update convars can no longer be changed when 
playing. To configure these convars, players must not be connected to a server 
or must join the spectators
- Fixed a server crash caused by out-of-range animation sequence numbers
- Crates listed on the Community Market are now separated by series
 - Existing listings will be migrated over the next couple days

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Re: [hlds] Optional update for TF2 released

2013-05-20 Thread scott biszmaier
how do i opt out of the beta? i forgot, i read your other instruction for 
opting for the beta but how do i opt out?
 

 


scott biszmaier

 

 

-Original Message-
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Mon, May 20, 2013 4:55 pm
Subject: Re: [hlds] Optional update for TF2 released



Is it still happening with this update?  There was a hammer fix, it didn’t make 
it into the release notes.
 
There’s no need to opt into the sdk beta branch anymore.  The tools are just 
shipping with the game.  Opt out of all betas, sync the latest, and run the 
hammer.bat.  Does it work.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of big john
Sent: Monday, May 20, 2013 4:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional update for TF2 released
 
Hey fletcher, on the tf2 sdk beta the compilers are broken, they are  showing 
tool brushes as regular brushes and compiling full bright.
Some people are using the old sdk to compile and the beta to map. Unfortunately 
the workaround needed to compile with the old sdk doesn't work for everyone.

On May 20, 2013 7:06 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

Hi, Big.
 
You’ll need to be more specific.  What is the problem you’re seeing?  Has it 
been reported before?
 
- Fletch
 
 
From:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of big john
Sent: Monday, May 20, 2013 4:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional update for TF2 released
 
Did you fix hammer? 

On May 20, 2013 6:59 PM, Eric Smith er...@valvesoftware.com wrote:
We've released an optional update for TF2 that all clients will receive when 
they restart. You may update your dedicated servers, but it's not required. The 
notes for the update are below.

-Eric

---

- Added support for VR mode on OSX
- Fixed a bad material on the HDMI Patch
- Fixed a server crash on changelevel when the Replay system has been 
initialized but is not currently running
- Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill 
Hat and the Soldier's Sparkplug
- Removed replay.cfg from depot and added replay_example.cfg to avoid 
clobbering user's replay.cfg

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread scott biszmaier
thanks for reporting back - ill be updating my servers to the prerelease
in hopes to make the issue go away until they release the update to
resolve it.

has anyone else tested the new sv_ commands with success?

 

 


scott biszmaier

 

 

-Original Message-
From: DragonLight ad...@ponyfortress2.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, May 15, 2013 2:11 pm
Subject: Re: [hlds] Who do we send netspike.txt log too?


Theres still slight hitches during player joins, but thats always been  
there and not noticeable unless your watching the net graph.

Has anyone else tried the temp fix and has it worked?


Quoting Kyle Sanderson kyle.l...@gmail.com:

 Is there any chance we can get the shim too? CS:S has been on Steam| for
 two weeks longer, so any test to fix the problem would be appreciated.

 Thanks,
 Kyle.
 On 15 May 2013 13:45, DragonLight ad...@ponyfortress2.com wrote:

 Hey Fletcher,

 On my TF2 servers I did update all of them to the prerelease and used:

 sv_compressfragments 0
 sv_**compressstringtablebaselines 0

 And the SV spike issues went away, even up to 32 players its smooth as
 butter again like it was pre-steampipe. While it uses more bandwidth, its a
 small sacrifice to get gameplay smooth again.

 Very happy and so are the players :)

 -DL

 Quoting Fletcher Dunn fletch...@valvesoftware.com:

  We?ll confirm the fix in TF2.  Then release with the other games soon
 after.

 From:  
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of Jeff Sugar
 Sent: Wednesday, May 15, 2013 11:45 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?


 I'm relatively sure it is just TF2 right now.

 I'm sure it'll make its way to the other games once the fix is confirmed
 to work, but whether it's brought sooner (in its current workaround-y form
 /w these cvars) or later (once the issue itself is genuinely fixed) is
 anybody's guess.
 On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sp**
 rayp...@gmail.com sprayp...@gmail.com wrote:
 Was this prerelease just pushed for TF2 or all Steampipe converted Source
 games? Will the new compression scheme (if switched) be rolled out to all?

 On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto:
 je**ffsu...@gmail.com jeffsu...@gmail.com wrote:
 I just updated mine, and both commands are showing up fine. Try doing a
 validate on the server you updated to make sure it didn't miss anything

 Also, I'm not sure how many other people are trying out this prerelease,
 but if I find anything out from my regulars before others get some idea
 whether this works/helps or not, I'll definitely contribute the info.

 On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.com**
 mailto:ad...@ponyfortress2.com** wrote:
 Updated one of my servers to the prerelease beta version but its not
 recognizing the new sv_ commands.

 Quoting Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**
 valvesoftware.com fletch...@valvesoftware.com:
 These are temporary measures to help diagnose and workaround the problem.

 Once we confirm that this is the issue, we'll switch to Snappy or some
 other fast compression library.  Our own hand-rolled LZSS compressor is
 known to be slow.

 From:  
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 **  
 [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 **] On Behalf Of D Bauhmz
 Sent: Wednesday, May 15, 2013 9:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 I forgot to ask you Fletcher.

 Will sv_compressfragments and sv_**compressstringtablebaselines serve as
 a permanent fix for this issue or is there more optimizations and a
 different fix for this on the way? Are player spawns causing a spike (Which
 I've always thought was normal, heh) something that is planned to be
 fixed/optimized as well?

 Thanks
 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
 fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com
 mailto:flet**ch...@valvesoftware.com fletch...@valvesoftware.com**
 mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com
 wrote:
 No need to send any netspike files.  We have enough good data and further
 netspike files or vprof files are not likely to help right now.  It anybody
 wants to send in more windows traces, however, feel free to do so.

 For some reason the servers are spending huge amounts of time in
 compression code.  The data from the traces and vprof is very consistent.
  Specifically, compressing string tables

Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread scott biszmaier
so i've updated my server to the pre-release version and i'm getting this
when i try to test the new commands;

 Unknown command sv_compressfragments
 Unknown command sv_compressstringtablebaselines

 
 i get this when i run the version command;

 Protocol version 24
 Exe version 1756932 (tf)
 Exe build: 10:36:54 May 14 2013 (5287) (440)

which is the pre-release version according to  Peter
this in the command line i used to update the tf2 server;

 steamcmd.exe +login anonymous +force_install_dir 
 c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit

suggestions?




scott biszmaier

 

 

-Original Message-
From: Peter Jerde peter-h...@jerde.net
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, May 15, 2013 11:26 am
Subject: Re: [hlds] Who do we send netspike.txt log too?


Are you sure you actually updated it?

cvarlist comp should show you the two variables if you have the prerelease 
version.

Use the version command to make sure you're actually running the prerelease 
version. My Windows test server shows this on the pre-release version:

  Protocol version 24
  Exe version 1756932 (tf)
  Exe build: 10:36:54 May 14 2013 (5287) (440)

whereas my production servers show:

  Protocol version 24
  Exe version 1756932 (tf)
  Exe build: 12:02:13 May  7 2013 (5287) (440)
 


If you used the all-on-one-line method of invoking steamcmd, maybe you didn't 
quote the beta flag properly?

The command line I used was:

 steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 
-beta prerelease +quit

 - Peter

On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote:

 Updated one of my servers to the prerelease beta version but its not 
recognizing the new sv_ commands.
 
 Quoting Fletcher Dunn fletch...@valvesoftware.com:
 
 These are temporary measures to help diagnose and workaround the problem.
 
 Once we confirm that this is the issue, we'll switch to Snappy or some other 
fast compression library.  Our own hand-rolled LZSS compressor is known to be 
slow.
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] 
On Behalf Of D Bauhmz
 Sent: Wednesday, May 15, 2013 9:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?
 
 I forgot to ask you Fletcher.
 
 Will sv_compressfragments and sv_compressstringtablebaselines serve as a 
permanent fix for this issue or is there more optimizations and a different fix 
for this on the way? Are player spawns causing a spike (Which I've always 
thought was normal, heh) something that is planned to be fixed/optimized as 
well?
 
 Thanks
 
 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com 
wrote:
 No need to send any netspike files.  We have enough good data and further 
netspike files or vprof files are not likely to help right now.  It anybody 
wants to send in more windows traces, however, feel free to do so.
 
 For some reason the servers are spending huge amounts of time in compression 
code.  The data from the traces and vprof is very consistent.  Specifically, 
compressing string tables and fragments can sometimes take a very large amount 
of time.  The LZSS compression code has not changed in ages.  The contents of 
the string tables, as far as I can tell, did not change significantly in the 
SteamPipe update.  I am still at a loss to explain what changed in the 
SteamPipe 
update.
 
 There are also occasionally mini-spikes when a player spawns, but I don't 
think that's new.
 
 I have a new prerelease beta that adds two convars that can be used to 
totally disable compression:
 
 sv_compressfragments - defaults ON (existing behavior to try to compress all 
fragments by default)
 sv_compressstringtablebaselines - default OFF (new beahvior to turn off 
compression by default)
 
 You can switch these at any time, but sv_compressfragments is sticky --- 
 it 
takes effect on a per-client basis, at the time when a client connects.
 
 You might try turning both of those off and see how performance changes or 
 if 
any problems occur.  Of course, this will increase bandwidth.  But it would 
help 
to confirm that this is indeed the problem.
 
 If anybody wants to do their own data gathering to see where the time is 
going, without the data gathering itself causing spikes that might not have 
otherwise occurred, I'd recommend the following netspike / vprof settings:
 
 vprof_on
 vprof_dump_spikes 20
 sv_netspike 0
 sv_netspike_sendtime_ms 2
 sv_netspike_output 2
 
 From: 
 hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
  
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 
On Behalf Of Essay Tew Phaun
 Sent: Wednesday, May 15, 2013 12:15 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re

Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread scott biszmaier
perfect! thanks for the prompt reply, got it working and the commands
are working fine now... will report shortly with results!

 

 


scott biszmaier

 

 

-Original Message-
From: DragonLight ad...@ponyfortress2.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, May 15, 2013 2:47 pm
Subject: Re: [hlds] Who do we send netspike.txt log too?


Had the exact same problem, had to add the quotes to get it to work. Example:

steamcmd.exe +login anonymous +force_install_dir  
C:\yourserver\server1 +app_update 232250 -beta prerelease validate  
quit

Notice the quotes between app_update and prerelease section, thats  
what I was missing. It should only download like 1 or 2 small files,  
start it up and try the commands again.

-DragonLight

Quoting scott biszmaier sc...@aol.jp:

 so i've updated my server to the pre-release version and i'm getting this
 when i try to test the new commands;

 Unknown command sv_compressfragments
 Unknown command sv_compressstringtablebaselines


  i get this when i run the version command;

 Protocol version 24
 Exe version 1756932 (tf)
 Exe build: 10:36:54 May 14 2013 (5287) (440)

 which is the pre-release version according to  Peter
 this in the command line i used to update the tf2 server;

 steamcmd.exe +login anonymous +force_install_dir  
 c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta  
 prerelease +quit

 suggestions?




 scott biszmaier





 -Original Message-
 From: Peter Jerde peter-h...@jerde.net
 To: Half-Life dedicated Win32 server mailing list  
 hlds@list.valvesoftware.com
 Sent: Wed, May 15, 2013 11:26 am
 Subject: Re: [hlds] Who do we send netspike.txt log too?


 Are you sure you actually updated it?

 cvarlist comp should show you the two variables if you have the prerelease
 version.

 Use the version command to make sure you're actually running the prerelease
 version. My Windows test server shows this on the pre-release version:

  Protocol version 24
  Exe version 1756932 (tf)
  Exe build: 10:36:54 May 14 2013 (5287) (440)

 whereas my production servers show:

  Protocol version 24
  Exe version 1756932 (tf)
  Exe build: 12:02:13 May  7 2013 (5287) (440)



 If you used the all-on-one-line method of invoking steamcmd, maybe you didn't
 quote the beta flag properly?

 The command line I used was:

 steamcmd +login anonymous +force_install_dir c:\path +app_update 232250
 -beta prerelease +quit

  - Peter

 On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote:

 Updated one of my servers to the prerelease beta version but its not
 recognizing the new sv_ commands.

 Quoting Fletcher Dunn fletch...@valvesoftware.com:

 These are temporary measures to help diagnose and workaround the problem.

 Once we confirm that this is the issue, we'll switch to Snappy or  
 some other
 fast compression library.  Our own hand-rolled LZSS compressor is known to be
 slow.

 From: hlds-boun...@list.valvesoftware.com  
 [mailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of D Bauhmz
 Sent: Wednesday, May 15, 2013 9:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 I forgot to ask you Fletcher.

 Will sv_compressfragments and sv_compressstringtablebaselines serve as a
 permanent fix for this issue or is there more optimizations and a  
 different fix
 for this on the way? Are player spawns causing a spike (Which I've always
 thought was normal, heh) something that is planned to be fixed/optimized as
 well?

 Thanks

 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn  
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:
 No need to send any netspike files.  We have enough good data and further
 netspike files or vprof files are not likely to help right now.  It anybody
 wants to send in more windows traces, however, feel free to do so.

 For some reason the servers are spending huge amounts of time in  
 compression
 code.  The data from the traces and vprof is very consistent.  Specifically,
 compressing string tables and fragments can sometimes take a very  
 large amount
 of time.  The LZSS compression code has not changed in ages.  The contents of
 the string tables, as far as I can tell, did not change significantly in the
 SteamPipe update.  I am still at a loss to explain what changed in  
 the SteamPipe
 update.

 There are also occasionally mini-spikes when a player spawns, but I don't
 think that's new.

 I have a new prerelease beta that adds two convars that can be used to
 totally disable compression:

 sv_compressfragments - defaults ON (existing behavior to try to  
 compress all
 fragments by default)
 sv_compressstringtablebaselines - default OFF (new beahvior to turn off
 compression by default)

 You can switch these at any time, but sv_compressfragments is  
 sticky --- it
 takes effect on a per-client basis, at the time when

Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread scott biszmaier
i didnt have time to read all everything through cause im on my way to work 
however i ran into the same problem
and was informed to put all my materials/models in the same structure as they 
were before the update. meaning
put your materials/models back in the tf/materials  tf/models and ignore the 
tf/custom  tf/download directories.
do not change anything with your fastdl URL or fastdl file structure and if you 
use the download precacher, do not
touch anything the downloads.ini either. the only thing you need to do it copy 
the files back to their original location
as they were never moved by the update.

 

 worked for me. good luck, and report back please.




scott biszmaier

 

 

-Original Message-
From: CTScrivener ctscrive...@gmail.com
To: hlds hlds@list.valvesoftware.com
Sent: Tue, May 7, 2013 8:37 pm
Subject: [hlds]  Steampipe and /custom directory




I thought I had the /custom directory figured out but I guess not. Why do 
players technically have a /custom folder as well as a /download folder?
 
Our server uses a fastdl server to get files to client quicker and I need to 
figure out the file structure so custom files and folders are read properly by 
the game. Frankly, the /custom folder is pointless from what I can tell because 
the TF2 game atleast downloads all files to the /download folder THEN to 
respective folder such as custom, models, materials, etc.
 
Is the /custom directory ONLY used if you are distributing mods/models/custom 
files via direct file download OUTSIDE of the game client?
 
Do I need to change all my plugins so they are directly pointing into players’ 
/download folder?
 
Granted, all my files and custom vpks are downloading just fine, but just to a 
directory that even the readme.txt file says, “can be deleted at any time”.
 
Horribly worded but here is exactly what I am trying to do:
 
Dodgeball Plugin points to the following file as a custom model: 
/materials/models/dodgeball_nuke/nuke.mdl
 
I have a vpk built around the following directory within the custom folder 
(which includes all the vmts, mdls, etc.): 
dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is 
dodgeball_nuke.vpk
 
I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under the 
/custom directory as well as under my game server under the /custom directory.
 
The server downloads the vpk fine but it gets placed under 
download/custom/dodgeball_nuke.vpk
 
The plugin cannot see that directory so do I need to change the directory it 
points to, or is this just a bad way for tf2 to be downloading files? Did you 
do this as a way for security so servers couldn’t FORCE models/skins/etc unto 
players?
 
I am just trying to figure out what exactly I would need to do to get plugins 
like this (any plugins like freak fortress, dodgeball, etc that use custom 
models) to work with those custom models.
 
Long post, probably repeated myself multiple times and I’m sorryhopefully 
someone can help me out as this would effect all custom models across game 
servers for everyone. What am I not doing right?


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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-05 Thread scott biszmaier
open command prompt and type

set VPROJECT=C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf

then change directory to your tf2 bin directory which is

C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin

and type

hammer.exe

 

 


scott biszmaier

 

 

-Original Message-
From: big john brewskii...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Sun, May 5, 2013 2:27 pm
Subject: Re: [hlds] Very early betas of Source engine SDK tools released


Where is the VPROJECT environment variable?



On Fri, May 3, 2013 at 9:09 PM, List User l...@redspeedservers.com wrote:

  
Can you run multiple betas? sdk and prerelease?



On 5/3/2013 8:21 PM, Kyle Sanderson  wrote:


  
Thanks Fletcher!

Kyle.

  



On Fri, May 3, 2013 at 5:13 PM,  Fletcher Dunn 
fletch...@valvesoftware.com  wrote:
  

  

This is not really gameserver  admin related, but several 
people on this list  were asking, so I am posting here.

 

We’ve released some very early  betas of the SDK tools that 
have been broken by  the SteamPipe filesystem changes.  
They are now  going to go in the same folder as the game.  
The  separate Source SDK app is not used for these  
tools.  Please see this bug in github:

 

https://github.com/ValveSoftware/Source-1-Games/issues/8

 

That bug has the instructions  for how to install the 
tools, and comments about  what may or may not work.  
(There are probably  also some problems getting hammer to 
figure out  where the .FGD files are.)  That bug will also  
serve as the location where you can give feedback.

 

Thanks for your patience.
  


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Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread scott biszmaier
i second this request. ive personally heard a couple different rumors so if 
someone
knew the answer to this id love to know.

 

 


scott biszmaier

 

 

-Original Message-
From: The Mighty Gerbil themightyger...@agapegraphics.com
To: hlds hlds@list.valvesoftware.com
Sent: Thu, May 2, 2013 10:49 pm
Subject: [hlds] ETA on the fix for hammer?


Hi I tried the mapping mailing list first but didn't get a response so I 
was wondered if you guys know. Is if there an ETA on the fix for hammer
and the SDK tools after Steampipe broke them? I just want to know so I 
can decide if I should go through
the trouble of hunting for a workaround which may or may not exist or 
just wait a few days for the official fix. Thank you.

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Re: [hlds] Ad Company

2013-04-07 Thread scott biszmaier
ive been contacted by them myself, he was telling me that the plugin needs to 
be on 'custom' type TF2 servers over vanilla due to the latest update blocking 
the motd in vanilla type servers or something other... it sounds too good to be 
true. offered $7 CPM, said that he gets paid $10 CPM and he keeps $3 and pays 
me $7.

i declined for multiple reasons, the main being he wouldn't send me the source 
of this plugin so i have no idea what this plugin is capable of and i dont want 
to get blacklisted in any way by valve. another reason was that he's obviously 
found a loophole of some sort making all that money without anyone seeing the 
ads, they only hear them and id hate to see the repercussions when this ad 
company finds out.

 

 


scott biszmaier

 

 

-Original Message-
From: Harsh Baid harshbai...@gmail.com
To: hlds hlds@list.valvesoftware.com
Sent: Sun, Apr 7, 2013 12:58 pm
Subject: [hlds] Ad Company


Now i hate to bring this up again, but i got contacted today a few minutes ago 
at the time of writing and i just want to see if any1 else got contacted.


A guy by the name of Satish contacted me on steam telling me about this ad 
company and how he wants to put ads on my server? Seems a bit strange but i go 
along. He gives me a link to this page. 


http://elitepowered.org/ads/



Just by looking at the page, i can tell it is in beta or still being worked on 
because none of the links actually lead to anything. Now he apparently says to 
contact Mamo the owner of Elite Powered. Elite Mamo added me and we are 
discussing things, but i really am confused as to what is it.



What is exactly going on and has anyway else been contacted like this?

 
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Re: [hlds] New TF2 server exploit?

2012-12-24 Thread scott biszmaier
looks like a simple solution would be to set up overrides with sourcemod. set 
the known cvars
to the root override, wonder if this would work or not?

 

 


scott biszmaier

 

 

-Original Message-
From: infiniteloop infinitel...@cox.net
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Mon, Dec 24, 2012 1:16 pm
Subject: Re: [hlds] New TF2 server exploit?


Confirmed, it has something to do with these 2 vars:

mp_tournament_allow_non_admin_restart
and
mp_tournament_restart

Tried on my own server, and I can toggle the non_admin_restart back and 
forth, even if I don't have admin privs in the first place.  But the 
real kicker is the mp_tournament_restart.  Just as the reddit thread 
states, when exec'd during setup phase, everyone gets unreadied and 
timer resets.  If exec'd during a wave, when a bot with the bomb gets 
killed + drops it, no other bot can pick it up for the rest of the wave.

On 12/24/2012 1:55 PM, Ross Bemrose wrote:
 I just saw this on Reddit: 
 http://www.reddit.com/r/tf2/comments/15dacx/psamajor_mann_vs_machine_exploit/

 Apparently it's possible for clients to alter tournament settings that 
 they shouldn't be able to change in MvM mode.

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Re: [hlds] Server Crashs

2012-12-23 Thread scott biszmaier
i myself had crashing issues immediately after the mecha update because SM 
dropped a new snapshot
which at the time was the most recent update but also contained a error with 1 
of the new weapons. so
once SM released its second snapshot since the mecha update (3719) the crashing 
for me as ceased.
so id recommend updating to SM 1.5.0-hg3719 if you arent using it already.

just my .02

 

 


scott biszmaier

 

 

-Original Message-
From: Olly Fisher o.fishe...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Sun, Dec 23, 2012 2:06 pm
Subject: Re: [hlds] Server Crashs


I've had the same issue on windows running default MvM servers.


Its been happening for a while but has worsened since the mecha update.


The servers cant stay upright for more than about 8 hrs. All the servers were 
full during this time and all had an issue with overflows, each server 
overflowing with different messages.


On Sun, Dec 23, 2012 at 10:02 PM, Mike Vail supp...@boomgaming.net wrote:


Is it all of them or just certain ones? Whne did this start happeneing. Are you 
running the latest version of sourceMod snapshot? 
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Harsh Baid
Sent: Sunday, December 23, 2012 1:57 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Server Crashs

 
So i have no idea what is going on, but my servers are randomly crashing. Is 
there any way to read crash .dmp files? Here are the last few console readings 
i got before the crash.

 

rcon from 81.169.139.249:51476: command gameme_psay 
480,436,348,23,489,485,470 1 x04gameME:x01 x079ACDFFDesumassacrex01 (Pos 
883, 1,049 points) disconnected (Pos -1, 0 points)
Usage:  log  on | off 
currently logging to: file, console, udp
rcon from 81.169.139.249:51476: command log
logaddress_list: 1 entry
81.169.139.249:29618
rcon from 81.169.139.249:51476: command logaddress_list
L 12/22/2012 - 19:26:06: Kritler's Black Dildo517STEAM_0:1:53787430 
connected, address 108.41.160.150:27005
Client Kritler's Black Dildo connected (108.41.160.150:27005).
Host_Error: Overflow error writing string table baseline GameRulesCreation


L 12/22/2012 - 19:26:06: Engine error: Host_Error: Overflow error writing 
string table baseline GameRulesCreation


Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20121222192606_1.dmp
success = no
error:  Failed to open/read local data from file/application
./exec_ratedtrade.run: line 372: 25639 Segmentation fault  (core dumped) 
$HL_CMD

 

Any idea what is going on? Any Help will be appreciated!!



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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread scott biszmaier
im just curious to know, what other options are available to the average server 
operator for us to
make a little extra cash every month as far as advertising goes? im aware of 
pinion and google
adsense, anything else worth using or taking a look at?

thanks for your response and time,
gooday!

 


scott biszmaier

 

 

-Original Message-
From: Doctor McKay li...@doctormckay.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, Dec 19, 2012 6:01 pm
Subject: Re: [hlds] TF2 MOTD Browser



I’m trying out http://adf.ly via a custom-built system. Players click the Skip 
Ad button after the 5-second timer expires and it closes the MOTD window that 
way. It appears fine for most people most of the time, but not for others.
 
Kinda annoying though, as closing the window relies on the page actually 
displaying. I had to build a 15-second failsafe timer into it to automatically 
close it.
 
 
Dr. McKay
http://www.doctormckay.com



 

From: David Unreal 
Sent: Wednesday, December 19, 2012 5:04 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] TF2 MOTD Browser

 
Yeah I noticed that sometime it just takes a few sec to load. However, in terms 
of pinion ads, there will be a new system for them enforced that may cause 
server owners to force you to want the whole ad. The idea is that they will 
only pay for ads that have been completely watched. Anyways, what is the URL 
you are trying to McKay? Maybe its an error with the page?
On Dec 19, 2012 4:59 PM, byteframe bytefr...@gmail.com wrote:

I might add that sometimes if you wait (several) seconds, it   _might_ appear. 
I tend to click as fast as I can so as not to see the pinion   ads. Client side 
issue for sure, though.

  
On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.com wrote:
  
Incredibly annoying. I get the same issue, please fix.

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