Re: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

2010-12-13 Thread Shane Arnold
Hey, your email address doesn't say tripwire, you sneaky tripwire 
representatives...


On 14/12/2010 10:14 AM, AJ Collins wrote:

I'm going to say yes. I don't think it would be possible to get that amount
of concurrent players unless there was a price drop or a free weekend.

On Mon, Dec 13, 2010 at 9:04 PM, Violent Crimes<
violentsmob...@convictgaming.com>  wrote:


Are you going to drop the price of killing floor for the event

-Original Message-
From: John Gibson
Sent: Monday, December 13, 2010 8:01 PM
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Subject: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

To all server admins,



For those of you that don't know Tripwire Interactive are running a special
event starting tomorrow (December 14th) called the Killing Floor Twisted
Christmas - http://www.killingfloorthegame.com/xmas/. This event replaces
all of the monsters in game with Christmas themed monsters, adds an all new
level - Santa's Evil Lair, has a bunch of new achievements including some
specifically for the Twisted Christmas event, and features a tie-in with
TF2
where TF2/KF owners/purchases get the Pyro as a playable character in KF
and
a special KF themed item in TF2.



With all of the buzz and interest surrounding this time limited event (
December 14th - January 4th )  we expect a massive influx of both returning
Killing Floor players that wish to experience the special event, as well as
new players wishing to experience the game for the first time. As such I
have a couple of requests for the server admin community:



1)   If anyone is willing to put up some extra servers for the duration
of this event that would be extremely helpful. There are currently about
1100 Killing Floor servers, which will support about 6600 concurrent
players
( 6 players is the max on standard KF servers). We expect the peak
concurrent players to be in the 10,000-20,000 range, which means it will
take another 1000-2000 servers to handle this demand. On the bright side,
we
expect a lot of these players will stick around after the event, which is
potential customers for you GSP's :-)

2)   With the massive influx of new players, I would request that
anyone
adminning a group of KF servers to please set 35-50% of them to the Normal
difficulty. This will help ensure that the new players will have a place to
try the game where they won't get their face eaten off.

3)   Please make sure the new Santa's Evil Lair map is in your map
rotation, as this is the map EVERYONE will be dieing to try.



Additionally, we will be trying to make the server files available through
HLDS a couple of hours prior to the start of the event (both Windows and
Linux). Thanks to everyone in advance for their help and cooperation. I
always say, you admins are the cornerstone that any multiplayer game
community is built on!



Thanks,



John Gibson

President

Tripwire Interactive LLC



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Re: [hlds] Help.

2010-12-07 Thread Shane Arnold

"This isn't the case when using certain virtualization software and decent hardware, 
while giving dedicated resources to the servers."

And until the day every other VPS provider follows this mindset, VPS's will 
always be unsuitable for the demand a high-usage game server will put on it. 
It's all well and good flogging the NFO horse, but give it a rest. A dedicated 
server will always outperform a VPS equivalent of the same spec. I'd recommend 
simply renting a server instead of the VPS or dedicated solution. It's a lot of 
investment for a game server.


On 07/12/2010 11:27 PM, Oh Noes! wrote:

This isn't the case when using certain virtualization software and decent
hardware, while giving dedicated resources to the servers. I didn't believe
it was possible to do well with a virtual server either, until I saw it done
at nfoservers.com. We have 3 TF2 servers running without problems on a
hyperthreaded 2 core virtual server from NFO.

- Oh Noes!
MAX POWER Gaming: Senior Admin
MAX POWER - Voltage: Clan Leader

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ]HeLL[ Nomy
Sent: Tuesday, December 07, 2010 10:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Help.

Dont get a Virtual Server... all it will do is lag, that's why its cheaper
to get one Dont believe people or websites when they say its possible to
host game servers virtually... You can host it virtually a laggy server if
that's what you want...

Get a Dedicated Server with good specs and use it to host your game server.

On 7 December 2010 14:51, Oh Noes!  wrote:


Setting up your server's IP address to appear as your domain can be done
through your name servers of your web hosting. However, if you wish to run
a
server that doesn't use up your own resources, you will need to pay for an
additional host through another type of company; called a game server
provider. You'll have to make some decisions like anon said and then make
the separate purchase for a hosted game server. I like
http://www.nfoservers.com as well; they are pricey, but they beat every
other provider that I've personally looked at in service, quality, and
features.

- Oh Noes!
MAX POWER Gaming: Senior Admin
MAX POWER - Voltage: Clan Leader

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Muhammad Ali
Sent: Tuesday, December 07, 2010 6:23 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Help.


I am using Window XP and want to host my own game server on linux, I

rented

a domain and it is providing me unlimited space, so i want to remotely run
HLDS.exe on it so that the ip address of my hlds is the same as my domain
and my window resources are not used and if i sutdown my window the server
keep on running. but i don't know how to do it so please help me...

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Re: [hlds] Problem with mm_force_dedicated servers

2010-10-28 Thread Shane Arnold
I have had nothing but problems trying to get either of the L4D games to 
work properly with NAT'ed networks.


Good luck.

On 29/10/2010 9:45 AM, 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] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-27 Thread Shane Arnold

On a side-note. What is with these names being added to the subject lines?

On 28/10/2010 12:53 PM, Jeff Sugar wrote:

I believe we just got the same thing. Two crashes so far on cp_manor_event.
Anyone else?


On Wed, Oct 27, 2010 at 7:29 PM, G. Hutchinsonwrote:


Correction, the error was:

Ed_Alloc: No free edicts ... Second time on cp_mano_event map...




Hutch






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Re: [hlds] TF2 server crashing issue

2010-09-05 Thread Shane Arnold



"SetSteamID( [A:1:0:0] )"

It's a clue! :)


On 6/09/2010 6:12 AM, MeZelf wrote:

SetSteamID( [A:1:0:0] )


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Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-21 Thread Shane Arnold

 Another useful HLDS Windows thread.

You people should be banned.

On 21/08/2010 11:42 PM, MjrNuT wrote:

Nobody needs your fuckin' ball.  So take it home and gtfo!  But, remember
that ball was not paid for...

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

God day!

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

www.flamesandash.com

From: M33CROB


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




Thanks for the cvar, although the sarcasm was un-needed. This may not be a
big issue for others, but I personally don't like people touching my stuff
and changing the product that I am providing to my customers. And, I am not
opposed to balloons or presents, however, listening to the clapping,
cheering, and poppers for any extended amount of time is annoying to say
the
least.


On Fri, Aug 20, 2010 at 3:39 PM, msleeper
wrote:
When you're done taking TF2 so seriously that balloons and presents ruin
the game for you, try using this cvar to disable it:

tf_force_holidays_off 1

Or just take your server offline. I'm sure everyone else would benefit
from that.


On Fri, 2010-08-20 at 15:33 -0700, M33CROB wrote:

Hello Valve,

   Would you please consider allowing admins to disable this feature?

It's

fun and all for you to do this once a year, but I for one cannot stand

party

mode and would rather take my servers offline than to subject my player

base

this.


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Re: [hlds] Blocking Packets

2010-08-10 Thread Shane Arnold
 If you are running Linux servers I highly recommend learning iptables, 
or having your GSP pick up the slack.


On 11/08/2010 5:57 AM, adam chance wrote:

How do I block packets that begin with \xFF\xFF\xFF\xFF\x6C? It apparently stops
the A2C_PRINT Spam?
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Re: [hlds] Left 4 Dead 2 Update Released

2010-07-29 Thread Shane Arnold

 Ja, or something like that.

Although I promise we'll get very annoyed if you don't send english as well.

On 29/07/2010 3:32 PM, T. Koehler wrote:

Hallo

Das ist ein test...

Mit freundlichen Grüßen
Thomas Köhler

UNITED COLO GmbH
Sonntagsanger 1
96450 Coburg
Germany

Tel : ++49 9561 871145
Fax : ++49 9561 871146
Mail: t.koeh...@unitedcolo.de
URL: http://www.unitedcolo.de

Geschäftsführer: Harald Ettel, Timo Rolle, Registergericht: Amtsgericht Coburg 
HR 3928, Steuernummer: DE240512157

-Ursprüngliche Nachricht-
Von: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] Im Auftrag von AJ Collins
Gesendet: Donnerstag, 29. Juli 2010 00:32
An: Half-Life dedicated Win32 server mailing list
Betreff: [hlds] Left 4 Dead 2 Update Released

Updates to Left 4 Dead 2 have been released. The major changes include:

*Addons*

- Client's custom HUDs will be reloaded when changing between Official
and Non-official servers.


*GamePlay*

- Bullets that first pass through an infected character before striking a
Survivor are now ignored as friendly fire.
- Fix for survivors speaking The Passing Finale lines in other campaigns.


*Versus*

- Charger now receives 300 points for any Survivor that is insta-killed.
- Charger now receives 100 points for any Survivor that is insta-incapped
by a charge.
- Any infected that causes a Survivor to stumble into a "ledge hang"
situation will receive 50 points.


*Tank*

- Tanks go into a stasis when they spawn and leave stasis when the human
player takes over.
- Tanks in stasis are invisible but still show a glow to the infected
team.
- Tanks do not attack when they are in stasis.
- Tanks in stasis cannot be set on fire or damaged.


*SDK Tools*

- Fixed crash whenever a VMT was loaded in L4D2 tools mode.


http://store.steampowered.com/news/4128/
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Re: [hlds] Test

2010-07-07 Thread Shane Arnold
Liar (yes it worked).

On 8/07/2010 1:26 PM, Bryn Moslow wrote:
> Just testing.
>
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Re: [hlds] CSS OB first impressions?

2010-06-24 Thread Shane Arnold
I'd like it if it weren't posted on the list.

On 25/06/2010 5:35 AM, Mark P wrote:
> yes
>
> 2010/6/24 HL-SDK Synths
>
>
>> Like as well
>>
>> On Thu, Jun 24, 2010 at 5:05 PM, Saul Rennison>  
>>> wrote:
>>>
>>  
>>> Like.
>>>
>>> Thanks,
>>> - Saul.
>>>
>>>
>>> On 24 June 2010 18:38, D3vilfish - Simiancage.org
>>> wrote:
>>>
>>>
 As a community we derive from back in the days of cs1.2/3/4/5.
 When Source first came to our doors we embraced and shunned it at the
  
>>> same
>>>
 time, we all loved cs1.x but new source was the way forwards.
 So here we are source gone OB, love it or hate it, it's the way
  
>> forwards.
>>  
 Lots will argue the 66 tick rule, the numerous faults and god knows
  
>> what
>>  
 else but you know after 6 years of running and playing servers im quite
 happy css finaly made OB.
 It carries Valves support for hopefully plugging holes in what was a
  
>>> dated
>>>
 engine.
 This brings me to one observation that I have seen since CSS going OB.
 We run our servers as secure as possible, file perms set to a diff
  
>> user,
>>  
 pure list kept tight and whatever sm/mm plugins are available to keep
  
>> the
>>  
 servers safe. We have a good group of active admins with experience to
 clock
 dodgy players BUT
 Since last night we have seen a huge amount of players join then
 disconnect,
 maybe they have bad ping, maybe they don't like that pure list
  
>> disabling
>>  
 skins but I have the feeling that nobody realised how many hackers
  
>> there
>>  
 were out there.
 We used to ban maybe 2 to 5 players a day with the old engine over 3
 servers
 with dodgy/obvious hacks.
 Today we have banned 1 in 24hrs.
 I know they will eventually script there sad lives back into cheating
  
>> but
>>  
 for now it's just a slice of heaven.
 So for the first time in my life I commend valve on bring CSS up to
  
>> date
>>  
 and
 making it a viable game that will have more attention the same as TF2&
 L4D2.
 As for gaming as a client I'm now 37 and past my sell by date for all
  
>>> these
>>>
 younguns that have lightening quick reactions.


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Re: [hlds] HD Counte Strike Source: RCON HACKER

2010-06-21 Thread Shane Arnold
How is updating a firewall to secure a server a pain in the ass?

Perhaps you should of said "normal" server owners are slack? Windows is 
point and click and iptables is one line of text (a lot shorter than 
this email). I'd also imagine pretty much damn near all GSP's use a 
static IP system, and you'll find the minority of people experiencing 
RCON hack attempts are people at home on dynamic IP DSL connections 
being hacked.

**On 22/06/2010 7:32 AM, Rothgar wrote:
> Yeah that sounds like the best method of doing it.
>
> I am not sure if someone could hook rcon attempts and make some sort of
> whitelist system? Through SourceMod or MetaMod or something.
>
> Updating firewall rules would be a PITA for normal server owners and
> especially GSP's, also with a number of people probably not having static
> IP's however I'm sure it works well for people who have static IP's and have
> access to firewalls.
>
> --
> From: "Matthew Lyons"
> Sent: Monday, June 21, 2010 4:17 PM
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Subject: Re: [hlds] HD Counte Strike Source: RCON HACKER
>
>
>> There are other videos on YT of similar hacks all look to use the same
>> process.
>>
>> 1) Install either a 3rd party plugin or dll to a CSS client installation.
>> 2) Run the modified CSS client
>> 3) On CSS client invoke the plugin/hack via console command
>> 4) Minimise and run a separate windows executable that prompts for a
>> servers IP:port
>> 5) After entering an IP:port combination about 4-5 lines of "Decrypting
>> rcon password" progress bars show
>> 6) After about 5s the server name, ip and rcon password are displayed
>> 7) In the video he does this about 4 times and successfully connects to 3
>> of the servers (4th had blocked the port so HLSW timed out).
>>
>> All related videos on YT showed a similar process.
>>
>> Block your rcon ports or setup a firewall allowing only a whitelist of IPs
>> to pass through it.
>>
>> I doubt valve will fix this, they are moving CSS to OB and this is just
>> another incentive for them to do so.
>>
>> --
>> Matt Lyons
>> Content Administrator, games.on.net
>> Email: m...@games.on.net
>> Web: http://games.on.net
>> "In theory, there is no difference between theory and practice; In
>> practice, there is."
>>
>>
>>
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Re: [hlds] anyone got this before?

2010-05-25 Thread Shane Arnold
HLDSUpdateTool runs with the privileges of the current user, did you 
check to make sure the directory and file were writeable?

On 25/05/2010 1:42 PM, Dominic Marciano wrote:
> Glad i could help.
>
>
>> Date: Tue, 25 May 2010 06:38:45 +0200
>> From: rikard.brem...@warzone.nu
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] anyone got this before?
>>
>> so i created the dirs manually and now it workt, hldsupdatettool is
>> quite stupid in these matters o_O
>> --
>> //Rikard 'Zapy' Bremark
>> ComHem AB - http://www.comhem.se
>> Warzone.nu - http://www.warzone.nu
>> Warzone Short Valley
>>
>> rikard.brem...@warzone.nu
>> z...@warzone.nu
>>
>> On 2010-05-25 06:36, Rikard Bremark wrote:
>>  
>>> C:\Program Files\Valve\HLServer>HldsUpdateTool.exe -command update
>>> -game "Counte
>>> r-Strike Source" -verify_all -retry -dir D:/srcds/27015
>>> Checking bootstrapper version ...
>>> Getting version 41 of Steam HLDS Update Tool
>>> Downloading. . . . . . . . . .
>>>
>>> C:\Program Files\Valve\HLServer>pause
>>> Press any key to continue . . . Checking bootstrapper version ...
>>> Updating Installation
>>>
>>>
>>> C:\Program Files\Valve\HLServer>HldsUpdateTool.exe -command update
>>> -game "Counte
>>> r-Strike Source" -verify_all -retry -dir D:/srcds/27017
>>> 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
>>> Cannot open blob archive file: CMultiFieldBlob(mem-mapped file): File
>>> does not e
>>> xist and failed to create new file
>>>
>>>
>>>
>>> iwe tried remooving the client registry.blob and i have changed
>>> security settings, no go.
>>> even reinstalled hldsupdatetool
>>> --
>>> //Rikard 'Zapy' Bremark
>>> ComHem AB - http://www.comhem.se
>>> Warzone.nu - http://www.warzone.nu
>>> Warzone Short Valley
>>>
>>> rikard.brem...@warzone.nu
>>> z...@warzone.nu
>>>
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>   
> _
> Need a new place to live? Find it on Domain.com.au
> http://clk.atdmt.com/NMN/go/157631292/direct/01/
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Re: [hlds] Please

2010-05-05 Thread Shane Arnold
Luckily, the Linux list still remains untouched by the drooling masses.

Kids, this isn't a forum. Stop having unrelated discussions on these 
mailing lists. There are many real-deal, professional game server 
providers and server administrators that don't want to have to trawl 
through piles of useless shit like this to find anything remotely 
useful. Go to IRC or www.srcds.com, steampowered.com or one of the many 
other discussion mediums if you want to continue.

Thanks.

On 5/05/2010 11:49 AM, Dominic Marciano wrote:
> No its still Here.
> Quit Whining, you are all Babies.
>
>
>> Date: Tue, 4 May 2010 21:42:24 -0400
>> From: fortinj1...@gmail.com
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Please
>>
>> It has died.
>>
>> On Tue, May 4, 2010 at 9:07 PM, Mike Stiehm  wrote:
>>
>>  
>>> So this is what this list has come to now?
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
>>> Sent: Tuesday, May 04, 2010 11:51 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Please
>>>
>>> You're
>>>
>>> On 04/05/2010 17:42, Dominic Marciano wrote:
>>>
 Your all So Witty.


  
> From: matthew.j.gottl...@gmail.com
> Date: Tue, 4 May 2010 11:04:34 -0500
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Please
>
> There will be no Iron Man 3.  Rather, Valve will release Episode 3.
> At least that was the plan.  Valve will then skip 3 and 4 and release
> Half-Life 5 following closing by Iron Man 6.
>
>
>
> P.S. Gabe is Iron Man.
>
> On Tue, May 4, 2010 at 10:53 AM, Saber<0sab...@gmail.com>   wrote:
>
>
>> What about the first compared to the fourth?
>>
>> 2010/5/4 Yatin Vadhia
>>
>>
>>  
>>> 4>3
>>>
>>> On 4 May 2010 15:50, Allan Button   wrote:
>>>
>>>
>>>
 Iron man 4 is so good the decided to skip 3.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Derek Denholm
 Sent: Tuesday, May 04, 2010 10:47 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Please

 They decided to go from Iron Man 2 to 4 and skipping 3.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
 Sent: May-04-10 12:19 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Please


 Where's Iron Man 3?


  
> From: gamerzwo...@gmail.com
> Date: Mon, 3 May 2010 22:37:02 -0400
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Please
>
> Brian, it takes a lot of testers to test L4D3.
>
> On Mon, May 3, 2010 at 10:24 PM, Saber<0sab...@gmail.com>   wrote:
>
>
>
>> Nope.avi
>>
>> 2010/5/3 Radu Suciu
>>
>>
>>  
>>> Anyone see Iron Man 2 yet?
>>>
>>> On Mon, May 3, 2010 at 10:00 PM, Olly   wrote:
>>>
>>>
>>>
 Must be the new moderator valve brought in.

 On 4 May 2010 02:23, Matthew Gottlieb
 
 wrote:


  
> And you are?
>
> On Mon, May 3, 2010 at 7:51 PM, Msilbys12
> 
>
>>>
> wrote:
>
>
>> Please keep the email to problems or bugs found.
>>
>> Thx
>>
>> ___
>> 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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>

Re: [hlds] Windows or linux & why

2010-03-27 Thread Shane Arnold
Asking Linux or Windows is like comparing apples to oranges. Both have 
their pros and cons.

If it's just one server I'd go Windows.

On 27/03/2010 10:27 PM, Jake Eisenman wrote:
> Just curious. Personally I use Linux because I know how to setup
> everything quickly from ssh
>
> Sent from my iPod
>
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Re: [hlds] Record to specific directory

2010-03-13 Thread Shane Arnold
Only thing I can think of is seeing if the srcds console has some sort 
of scripting (as in, seta var , inc var e.t.c).

Otherwise I'm sure there's a server-side SM plugin that does what you 
want :)

On 13/03/2010 5:21 PM, Christoffer Pedersen wrote:
> Hi there
>
> Im trying to make my source tv recording to a specific directory
> through a alias. I have succeeded with recording directly from the
> command itself with:
>
> tv_record /path/to/demo/test.dem
>
> It worked, and the demo got recorded to the folder with the name
> "test.dem". I want to use this as an alias, as my customers shouldn't
> write all that stuff. I simply want them to write "record"
> and make it record it to /path/to/demo/.dem . I have
> therefore tried to make an alias which says:
>
> alias "record" "tv_record /path/to/demo/"
>
> I then tried to do "record test.dem", but it recorded to /path/to/
> demo/.dem (without any filename). How can i make the alias include the
> filename?
>
> Best regards
>
> Christoffer Pedersen
> Adm. Direktør
> ScanServers
> christof...@scanservers.eu
> www.scanservers.eu
>
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Re: [hlds] Map Time and Round Ending on Gorge

2010-03-12 Thread Shane Arnold
List Policing: You're doing it wrong.

I've actually seen this bug replicated on some servers I play on on 
other maps (like goldrush and badwater). Have a feeling it might have 
something to do with a plugin.

On 12/03/2010 11:14 PM, Joel R. wrote:
> Oh, and this isn't the right place for this topic.  Use the steam forums.
>
>
> On Fri, Mar 12, 2010 at 9:13 AM, Joel R.  wrote:
>
>
>> He's talking about when *map* time ends, it instantly finishes instead of
>> waiting for *round* time to complete.  Since the point captures are 1 way,
>> it should be until *round* time ends.
>>
>>
>> On Fri, Mar 12, 2010 at 12:13 AM, Cooltad  wrote:
>>
>>  
>>> On 3/11/2010 8:08 PM, msleeper wrote:
>>>
 Why does cp_gorge behaving like a CP Push map when the time limit is
 reached, and not like other Attack/Defend maps like Dustbowl? When the
 timer ends, the one team immediately wins and the map changes. Is this a
 bug with the map? Did they set the map entities wrong?


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
  
>>> please visit:
>>>
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>>> Actually, on dustbowl, when blue has a red point partially capped, the
>>> game does not completely end until it is either fully capped, giving
>>> blue more time, or red defends it off, and red wins.
>>>
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>>> please visit:
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>>
>>  
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Re: [hlds] Eventscripts - Creating Windows Account

2010-03-03 Thread Shane Arnold
Best advice ever given. There is absolutely no reason to run any 
software under a root/Administrator account. In both Linux and Windows, 
security policies are *very* customisable. It's not too hard to create a 
gameadmin account, with network binding access policies. The only thing 
you should ever need root/Admin for is local installation, and even then 
that can always be worked around.

On 3/03/2010 8:01 AM, Mike Stiehm wrote:
> I don't want to give the impression i'm trying to flame anyone or anything I
> just don't want to leave people with TCAdmin thinking they are SOL because
> they are not.
>
> Anyone that leaves anything at default settings is not security aware and is
> going to be at risk no matter what you run. If you run a GSP it's your job
> to be aware and security conscious.
>
> However people have to know they the only option is not linux with custom
> software. We don't want everything thinking they need to run out and hire a
> programmer to reinvent the wheel. We run windows with TCadmin and have never
> once had an issue (2+ years) I would say stick with what you know and make
> sure you know everything you can about security. You're always going to have
> the linux guys po poing windows and visa-versa with the windows guys.
>
> None of the listed exploits would have worked on our servers not because we
> run windows or because we run tcadmin. It's because we what treats are out
> and about and we know how to secure ourselves agents them.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Crothers
> Sent: Tuesday, March 02, 2010 4:45 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Eventscripts - Creating Windows Account
>
> Well this can easily turn into a "Flame TCAdmin" thread, but I'll simply
> leave it with this:
> TCAdmin is NOT a secure panel, people who are reading this that are running
> TCAdmin - if you haven't gone above and beyond with your setup, you ARE at
> risk everyday to losing 100% of your machines. Let's not forget that that
> many GSPs run games on their master server, which means their entire
> database is at risk.
>
> Gameserver security can only truly be obtained with a proper custom control
> panel, nothing off the shelf provides any type of security, and this thread
> is a great example of that.
>
> When was the last time a server at Gameservers.com was hacked? I can't
> recall once when it ever happened. Gameserver hosting should be done on
> Linux with SELinux + GRSEC.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
> Sent: Tuesday, March 02, 2010 5:28 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Eventscripts - Creating Windows Account
>
> This is true for the default setting. However TCAdmin can be set to use a
> specific user for all game servers created from that point on and you can go
> back in the windows services control panel and change the user that the
> service executes under. It's really easy and didn't take me much more than
> 20 min for 20 servers and I have no issues (well over a year running like
> this)
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lane Eckley
> Sent: Tuesday, March 02, 2010 4:11 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Eventscripts - Creating Windows Account
>
> That is a simple solution to the problem.
>
> However if you are a GSP or otherwise using TCAdmin like many do, there are
> some side issues that go along with setting a game server to use a limited
> access. (Important note on TCAdmin: TCAdmin runs as system and so do all the
> services it powers - FYI in case you are unaware.)
>
> This was mainly a warning going out before anyone got completely hacked and
> lost access to their machines.
>
> -Lane
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
> Sent: Tuesday, March 02, 2010 5:03 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Eventscripts - Creating Windows Account
>
> If you run the server as a limited user, then it can't touch the registry or
> create other users... simple :/
>
> Thanks,
> - Saul.
>
>
> On 2 March 2010 20:51, ics  wrote:
>
>
>> What do you mean by upload mods? If _anyone_ can upload files to the
>> server without having access to the machine itself, then there is
>> nothing mod makers can do if someone can overwrite the files that their
>> mods have.
>>
>> -ics
>>
>> 2.3.2010 22:44, Steven Crothers kirjoitti:
>>  
>>> The answer isn't to stop people from being able to upload mods... the
>>>
>> answer
>>  
>>> is for mod makers to make their mods secure.
>>>
>>> -Origi

Re: [hlds] [OT?] What is this list to you Really?

2010-02-22 Thread Shane Arnold
Who are you?

This list is a resource relating to hlds/srcds administration, 
primarily. It's secondary purpose would be discussion of related 
material. "Common Sense" would dictate what is and isn't appropriate for 
this list. Here's an example, this thread isn't appropriate.

On 22/02/2010 6:28 PM, Dominic Marciano wrote:
> I'd like to ask a pretty frank question.
>
> What exactly is this list to you?
> and what do you think should be on it?
> and what is relevant to it (HLDS)?
>
> Hopefully we can come to some kind or agreement on what is and isn't 
> appropriate for this List.
> (no real hopes). 3:
>
>   
> _
> Find a great deal on your next car. Get straight to the Point.
> http://clk.atdmt.com/NMN/go/157637060/direct/01/
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Re: [hlds] GSP Hosting Questions

2010-02-21 Thread Shane Arnold
Actually, I would say this is very relevant, considering a lot of people 
on this list especially (Windows) would not be server owners and infact 
would be GSP customers ;) It's good to get feedback (especially if you 
are a GSP with negative feedback) so you can use it to improve your 
services ;)

On 21/02/2010 6:12 PM, Alexander King wrote:
> True this is for servers and it is off topic as usual
>
> Sent Using  My IPhone :)
>
>
> On 21 Feb 2010, at 08:24, "DontWannaName!"
> wrote:
>
>
>> This may have to do with game servers but do you really think
>> everyone on
>> the list needs to hear about this discussion. This is the kind of
>> topic that
>> makes Valve want to switch us over to forums. If you want any
>> constructive
>> feedback you should go to srcds.com where they know about every host
>> and are
>> probably more unbiased than here. I bet if you search their forums,
>> you will
>> find everything you need to know and want to know about every
>> notable host
>> there is.
>>
>> On Sat, Feb 20, 2010 at 11:24 PM, Josh Bost
>> wrote:
>>
>>  
>>> @Nicholas: Yes.  That is correct, as Lane mentioned however there are
>>> common items available in 'one-click' format (In the case of L4D2
>>> last
>>> time I checked it was several versions of MM+SM, SDK Hooks, and a few
>>> others).  It makes sense for me, given that if they didn't prevent it
>>> not only are the problems Lane mentioned present, however anybody can
>>> then add L4DToolz or L4Downtown and give themselves an increased slot
>>> count*, or other action like that.  Lets not even go into what they
>>> could write themselves.
>>>
>>> *Though doing this without authorization gets your server disabled :P
>>>
>>> @Matt: Yes, however as it stands my server only runs MM, SM,
>>> L4Downtown, and SDK Hooks and the update for L4Downtown wasn't
>>> critical, all others were installed through management panel.
>>>
>>> @Cc2iscool: See previous points - those extensions could have easily
>>> been malicios.
>>>
>>> @Shane: Exactly.
>>>
>>>
>>> Cheers,
>>>
>>> Joshua 'Dislexsick' Bost
>>>
>>> On Sun, Feb 21, 2010 at 2:46 PM, Nicholas Hastings>>
  
>>> wrote:
>>>
 So what you're saying is that Hypernia won't let you put
 extensions on
 yourself and that you have to wait hours for them to update them
 instead?

 On 2/20/2010 9:26 PM, Josh Bost wrote:
  
> To further my previous recommendation for Hypernia I would like to
> note I have submitted 3 support tickets so far:
> 1) Getting TF2 extensions added to the management panel to allow
> PropHunt: Done in 3 hours, even though after sending in initial
> ticket
> I had to get the server owner to send in a ticket allowing me to
> request stuff for them.  (They don't allow clients to uplaod .dll
> files on their 'By the slot' servers)
> 2) Getting them to allow me to have a 16-slot L4D2 server.
> Resolved
> in 12 hours, though that was due to me sending the ticket and
> going to
> bed :P actual respose to the first ticket was like 45 minutes.
> 3) Getting L4Downtown updated.  Done in an hour.
>
> Cheers,
>
> Joshua 'Dislexsick' Bost
>
> On Sun, Feb 21, 2010 at 4:41 AM, John
>>  
>>> wrote:
>>>
>
>> Investigate the
>> server performance and flexibility. Then, to see their response
>> times
>>  
>>> and
>>>
>> knowledge levels, ask all of them questions about improving your
>>  
>>> routing and
>>>
>> server performance, plugin questions, and server configuration
>>  
>>> questions
>>>
>> through their support system, even if you already know the
>> answers.
>> Experiment with the control panel and different services. (If a
>> company
>> offers a free trial or money-back guarantee, you could also take
>>  
>>> advantage
>>>
>> of that, but a month would give you a longer view on server
>> stability
>>  
>>> and
>>>
>> uptime.)
>>
>> The "three company" strategy is often used for interviews with
>>  
>>> contractors,
>>>
>> and it's a solid one.
>>
>> -John
>>
>>  
> ___
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> archives,
>
>>> please visit:
>>>
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>
>
>
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 archives,
  
>>> please visit:
>>>
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Re: [hlds] GSP Hosting Questions

2010-02-20 Thread Shane Arnold
Sounds to me like a good way of doing business. That way the GSP doesn't 
have to fuck around because some douchebag customer broke their own server.

On 21/02/2010 12:24 PM, Cc2iscooL wrote:
> Sounds like all but #2 support ticket would be useless in most any other
> host.
>
> On Sat, Feb 20, 2010 at 10:21 PM, Matt Stanton<
> inflatablesoulm...@brothersofchaos.com>  wrote:
>
>
>> Wouldn't that also mean that metamod plugins would require support
>> tickets?  What if you need to add DFENS?
>>
>> On 2/20/2010 10:16 PM, Nicholas Hastings wrote:
>>  
>>> So what you're saying is that Hypernia won't let you put extensions on
>>> yourself and that you have to wait hours for them to update them instead?
>>>
>>> On 2/20/2010 9:26 PM, Josh Bost wrote:
>>>
>>>
 To further my previous recommendation for Hypernia I would like to
 note I have submitted 3 support tickets so far:
 1) Getting TF2 extensions added to the management panel to allow
 PropHunt: Done in 3 hours, even though after sending in initial ticket
 I had to get the server owner to send in a ticket allowing me to
 request stuff for them.  (They don't allow clients to uplaod .dll
 files on their 'By the slot' servers)
 2) Getting them to allow me to have a 16-slot L4D2 server.  Resolved
 in 12 hours, though that was due to me sending the ticket and going to
 bed :P actual respose to the first ticket was like 45 minutes.
 3) Getting L4Downtown updated.  Done in an hour.

 Cheers,

 Joshua 'Dislexsick' Bost

 On Sun, Feb 21, 2010 at 4:41 AM, John
  
>> wrote:
>>  

  
> Investigate the
> server performance and flexibility. Then, to see their response times
>
>> and
>>  
> knowledge levels, ask all of them questions about improving your
>
>> routing and
>>  
> server performance, plugin questions, and server configuration
>
>> questions
>>  
> through their support system, even if you already know the answers.
> Experiment with the control panel and different services. (If a company
> offers a free trial or money-back guarantee, you could also take
>
>> advantage
>>  
> of that, but a month would give you a longer view on server stability
>
>> and
>>  
> uptime.)
>
> The "three company" strategy is often used for interviews with
>
>> contractors,
>>  
> and it's a solid one.
>
> -John
>
>
>
 ___
 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:
>>  
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>
>>
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Re: [hlds] Left 4 Dead 2 Update Released

2010-02-20 Thread Shane Arnold
Sorry, just realised again that I'm on the Windows list. The same 
principle should apply however.

On 20/02/2010 9:45 PM, Shane Arnold wrote:
> The update runs with rights of the user that invoked the script. So, you
> could just give the file group read permissions, and deny the "owner"
> any rights at all, that way the script won't be able to overwrite that file.
>
> On 20/02/2010 9:26 PM, -xL-Trinidad wrote:
>
>> have that allready, wanted just to mention that writeprotecting does not 
>> work since the update runs propably with admin rights and can overwrite the 
>> files anyway.
>> - Original Message -
>> From: Shane Arnold
>> To: Half-Life dedicated Win32 server mailing list
>> Sent: Saturday, February 20, 2010 9:34 AM
>> Subject: Re: [hlds] Left 4 Dead 2 Update Released
>>
>>
>> It's easier to use the motdfile and hostfile commands in your server.cfg
>>
>> It will save you a lot of heartache, and gives you better control over
>> your servers anyway.
>>
>> On 20/02/2010 4:23 PM, -xL-Trinidad wrote:
>> >   that doesnt work for me. They are still overwritten.
>> >  - Original Message -
>> >  From: Michael Krasnow
>> >  To: Half-Life dedicated Win32 server mailing list
>> >  Sent: Saturday, February 20, 2010 3:16 AM
>> >  Subject: Re: [hlds] Left 4 Dead 2 Update Released
>> >
>> >
>> >  or making them read only
>> >
>> >  On Fri, Feb 19, 2010 at 7:42 PM, Aaron A. 
>> Maricicwrote:
>> >
>> >  >Hello,
>> >  >
>> >  >You can correct that issue by creating separate host.txt and 
>> motd.txt
>> >  >files, and then placing two lines in your server.cfg file 
>> pointing to
>> >  >those alternate file names (whatever they may be).
>> >  >
>> >  >hostfile "host_custom.txt"
>> >  >motdfile "motd_custom.txt"
>> >  >
>> >  >Hope this helps!
>> >  >
>> >  >Joeri van der Velden wrote:
>> >  >>I notice that every L4D2 update, it overwrites the 
>> host.txt and motd.txt
>> >  >in
>> >  >>the left4dead2 folder. It's a minor issue but it's 
>> pretty annoying that I
>> >  >>have to replace every time again.
>> >  >>
>> >  >>2010/2/20 AJ King
>> >  >>
>> >  >>
>> >  >>>Nice one.
>> >  >>>
>> >  >>>Thanks,
>> >  >>>
>> >  >>>Alex King
>> >  >>>
>> >  >>>
>> >  >>>
>> >  >>>
>> >  >>>
>> >  >>>
>> >  >>>>From: jas...@valvesoftware.com
>> >  >>>>To: hlds_li...@list.valvesoftware.com; 
>> hlds@list.valvesoftware.com;
>> >  >>>>
>> >  >>>hlds_annou...@list.valvesoftware.com
>> >  >>>
>> >  >>>>Date: Fri, 19 Feb 2010 14:55:12 -0800
>> >  >>>>Subject: [hlds] Left 4 Dead 2 Update Released
>> >  >>>>
>> >  >>>>A required update for Left 4 Dead 2 is now available. 
>>  Please run
>> >  >>>>
>> >  >>>hldsupdatetool to receive the update.  The specific 
>> changes include:
>> >  >>>
>> >  >>>>- Fixed all bot teams not leaving the starting area 
>> if sb_all_bot_team
>> >  >1
>> >  >>>>
>> >  >>>was set
>> >  >>>
>> >  >>>>- Fixed a case where survivor bots would fail to 
>> rescue a friend from
>> >  >>>>
>> >  >>>charger attacks
>> >  >>>
>> &g

Re: [hlds] Left 4 Dead 2 Update Released

2010-02-20 Thread Shane Arnold
The update runs with rights of the user that invoked the script. So, you 
could just give the file group read permissions, and deny the "owner" 
any rights at all, that way the script won't be able to overwrite that file.

On 20/02/2010 9:26 PM, -xL-Trinidad wrote:
> have that allready, wanted just to mention that writeprotecting does not work 
> since the update runs propably with admin rights and can overwrite the files 
> anyway.
>- Original Message -----
>From: Shane Arnold
>To: Half-Life dedicated Win32 server mailing list
>Sent: Saturday, February 20, 2010 9:34 AM
>Subject: Re: [hlds] Left 4 Dead 2 Update Released
>
>
>It's easier to use the motdfile and hostfile commands in your server.cfg
>
>It will save you a lot of heartache, and gives you better control over
>your servers anyway.
>
>On 20/02/2010 4:23 PM, -xL-Trinidad wrote:
>>  that doesnt work for me. They are still overwritten.
>> - Original Message -
>> From: Michael Krasnow
>> To: Half-Life dedicated Win32 server mailing list
>> Sent: Saturday, February 20, 2010 3:16 AM
>> Subject: Re: [hlds] Left 4 Dead 2 Update Released
>>
>>
>> or making them read only
>>
>> On Fri, Feb 19, 2010 at 7:42 PM, Aaron A. 
> Maricicwrote:
>>
>> >   Hello,
>> >
>> >   You can correct that issue by creating separate host.txt and 
> motd.txt
>> >   files, and then placing two lines in your server.cfg file 
> pointing to
>> >   those alternate file names (whatever they may be).
>> >
>> >   hostfile "host_custom.txt"
>> >   motdfile "motd_custom.txt"
>> >
>> >   Hope this helps!
>> >
>> >   Joeri van der Velden wrote:
>> >   >   I notice that every L4D2 update, it overwrites the host.txt 
> and motd.txt
>> >   in
>> >   >   the left4dead2 folder. It's a minor issue but it's pretty 
> annoying that I
>> >   >   have to replace every time again.
>> >   >
>> >   >   2010/2/20 AJ King
>> >   >
>> >   >
>> >   >>   Nice one.
>> >   >>
>> >   >>   Thanks,
>> >   >>
>> >   >>   Alex King
>> >   >>
>> >   >>
>> >   >>
>> >   >>
>> >   >>
>> >   >>
>> >   >>>   From: jas...@valvesoftware.com
>> >   >>>   To: hlds_li...@list.valvesoftware.com; 
> hlds@list.valvesoftware.com;
>> >   >>>
>> >   >>   hlds_annou...@list.valvesoftware.com
>> >   >>
>> >   >>>   Date: Fri, 19 Feb 2010 14:55:12 -0800
>> >   >>>   Subject: [hlds] Left 4 Dead 2 Update Released
>> >   >>>
>> >   >>>   A required update for Left 4 Dead 2 is now available.  
> Please run
>> >   >>>
>> >   >>   hldsupdatetool to receive the update.  The specific changes 
> include:
>> >   >>
>> >   >>>   - Fixed all bot teams not leaving the starting area if 
> sb_all_bot_team
>> >   1
>> >   >>>
>> >   >>   was set
>> >   >>
>> >   >>>   - Fixed a case where survivor bots would fail to rescue a 
> friend from
>> >   >>>
>> >   >>   charger attacks
>> >   >>
>> >   >>>   - Updated Thai translations
>> >   >>>   - Fixed an issue where servers wouldn't relist after the 
> master server
>> >   >>>
>> >   >>   was bounced
>> >   >>
>> >   >>>   - Fixed Charger jumping exploit
>> >   >>>   - Fixed Spitter bug where spit could emit from a location 
> several
>> >   inches
>> >   >>>
>> >   >>   from the head, causing the spit to unexpectedly strike 
> nearby objects
>> >   and
>> >   >>   fall
>> 

Re: [hlds] Left 4 Dead 2 Update Released

2010-02-20 Thread Shane Arnold
It's easier to use the motdfile and hostfile commands in your server.cfg

It will save you a lot of heartache, and gives you better control over 
your servers anyway.

On 20/02/2010 4:23 PM, -xL-Trinidad wrote:
> that doesnt work for me. They are still overwritten.
>- Original Message -
>From: Michael Krasnow
>To: Half-Life dedicated Win32 server mailing list
>Sent: Saturday, February 20, 2010 3:16 AM
>Subject: Re: [hlds] Left 4 Dead 2 Update Released
>
>
>or making them read only
>
>On Fri, Feb 19, 2010 at 7:42 PM, Aaron A. 
> Maricicwrote:
>
>>  Hello,
>>
>>  You can correct that issue by creating separate host.txt and motd.txt
>>  files, and then placing two lines in your server.cfg file pointing to
>>  those alternate file names (whatever they may be).
>>
>>  hostfile "host_custom.txt"
>>  motdfile "motd_custom.txt"
>>
>>  Hope this helps!
>>
>>  Joeri van der Velden wrote:
>>  >  I notice that every L4D2 update, it overwrites the host.txt and 
> motd.txt
>>  in
>>  >  the left4dead2 folder. It's a minor issue but it's pretty annoying 
> that I
>>  >  have to replace every time again.
>>  >
>>  >  2010/2/20 AJ King
>>  >
>>  >
>>  >>  Nice one.
>>  >>
>>  >>  Thanks,
>>  >>
>>  >>  Alex King
>>  >>
>>  >>
>>  >>
>>  >>
>>  >>
>>  >>
>>  >>>  From: jas...@valvesoftware.com
>>  >>>  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
>>  >>>
>>  >>  hlds_annou...@list.valvesoftware.com
>>  >>
>>  >>>  Date: Fri, 19 Feb 2010 14:55:12 -0800
>>  >>>  Subject: [hlds] Left 4 Dead 2 Update Released
>>  >>>
>>  >>>  A required update for Left 4 Dead 2 is now available.  Please run
>>  >>>
>>  >>  hldsupdatetool to receive the update.  The specific changes include:
>>  >>
>>  >>>  - Fixed all bot teams not leaving the starting area if 
> sb_all_bot_team
>>  1
>>  >>>
>>  >>  was set
>>  >>
>>  >>>  - Fixed a case where survivor bots would fail to rescue a friend 
> from
>>  >>>
>>  >>  charger attacks
>>  >>
>>  >>>  - Updated Thai translations
>>  >>>  - Fixed an issue where servers wouldn't relist after the master 
> server
>>  >>>
>>  >>  was bounced
>>  >>
>>  >>>  - Fixed Charger jumping exploit
>>  >>>  - Fixed Spitter bug where spit could emit from a location several
>>  inches
>>  >>>
>>  >>  from the head, causing the spit to unexpectedly strike nearby 
> objects
>>  and
>>  >>  fall
>>  >>
>>  >>>  Jason
>>  >>>
>>  >>>  ___
>>  >>>  To unsubscribe, edit your list preferences, or view the list 
> archives,
>>  >>>
>>  >>  please visit:
>>  >>
>>  >>>  http://list.valvesoftware.com/mailman/listinfo/hlds
>>  >>>
>>  >>  _
>>  >>  We want to hear all your funny, exciting and crazy Hotmail stories. 
> Tell
>>  us
>>  >>  now
>>  >>  http://clk.atdmt.com/UKM/go/195013117/direct/01/
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> 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] [OT] Website builder for your server websites

2010-02-16 Thread Shane Arnold
While I'm all for helpful discussion, he's right. Off-topic posts on a 
mailing list serve no purpose other than to shit up what is otherwise a 
concise and useful resource relating to server administration. Leave 
topics like these and others to the relevant places. I recommend 
www.srcds.com and the Valve forums...

On 16/02/2010 9:16 PM, Maximilian L. wrote:
> What the guys are trying to say to you Ook , i think, is
>
>  *for discussion of windows server issues:
>  <- THAT*
>  click here http://list.valvesoftware.com/mailman/listinfo/hlds
>  archive exists here http://list.valvesoftware.com/mailman/private/hlds/
>
>  *for discussion of linux server issues:
>  <- THAT*
>  click here http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>  archive exists here
>  http://list.valvesoftware.com/mailman/private/hlds_linux/
>
>
> OT (flagged or not),
>
> Software/Hardware to build a Weppage has absolutely nothing to do with
> this list. Exeptions might be Software to CONTROL an related server
> (hlds/srcds) wich then would be a somewhat "related" off topic from the
> list and not just spam.
>
> Just imagine everyone here would come up with their offtopic questions
> like "omg111 i´m 16 and my gf is pregnant! what should i do
> now???!", yeah exactly, the list would become as same retarded as the
> steamforums already are. Nobody needs that here.
> ___
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Re: [hlds] log encoding

2010-02-07 Thread Shane Arnold
Log files are ANSI encoded. Saul wins!

On 7/02/2010 7:59 PM, Saul Rennison wrote:
> If it's not UTF-8, then I could only think of it being ANSI
>
> Thanks,
> - Saul.
>
>
> On 7 February 2010 09:35, -xL-Trinidad  wrote:
>
>
>> Hi,
>>
>> does anyone know what encoding SRCDS uses to output log entries through UDP
>> after "log on". Doesnt seem to be UTF-8.
>>
>> Thnks,
>>
>> Trinidad
>> ___
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>>  
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Re: [hlds] (no subject)

2010-02-06 Thread Shane Arnold
Saxton Hale's first attempt at using email. From an iPhone of all 
things. I'm impressed.

On 6/02/2010 9:25 PM, Chris Murphy wrote:
>
> Sent from my iPhone
>
> ___
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Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

2010-02-05 Thread Shane Arnold
Most consumer-grade DSL/Internet hardware "routers" with built-in 
firewalls and "DDoS" protection with fuck with the server browser, as 
the connection literally gets flooded with responses. As for servers 
being blacklisted on a community-based "database", I'd had to be the one 
yelling "told you so".

On 5/02/2010 8:49 AM, Cc2iscooL wrote:
> Hmm, you're right. I just saw it.
>
> Started at about ~28.
>
> Refreshed twice, 30-38
>
> Refreshed again, 48.
>
> Again, 60.
>
> Again, 10.
>
> Interesting.
>
> On Thu, Feb 4, 2010 at 6:40 PM, DontWannaName!wrote:
>
>
>> Try again later. Its sporadic.
>>
>> On Thu, Feb 4, 2010 at 4:35 PM, adam spurgin
>> wrote:
>>
>>  
>>> like i posted above, i'm also getting around 180. my server doesn't want
>>>
>> to
>>  
>>> show up, but it hasn't been up for very long.
>>>
>>>
>>>
>>> On Thu, Feb 4, 2010 at 4:31 PM, DontWannaName!>>
 wrote:
  
>>>
 I am getting 180 now too, as I said it comes and goes and it isnt like
  
>>> when
>>>
 you refresh the list a bunch of times and see different servers every
  
>>> time.
>>>
 On Thu, Feb 4, 2010 at 4:25 PM, Cc2iscooL  wrote:

  
> I'm getting ~186 per refresh. Are you sure your internet at home
>
>> isn't
>>  
> messing up?
>
> I used to have that issue when I had Steam set to a very high rate
>
>> and
>>  
 the
  
> modem/router couldn't handle the traffic of a mass burst. Now that
>
>> I've
>>  
> upgraded to a decent router and bridged the modem I no longer have
>
>> that
>>  
> issue, but you could try setting your Steam to 56k and see what
>
>>> happens.
>>>
> On Thu, Feb 4, 2010 at 6:19 PM, Violent Crimes<
> violentcri...@convictgaming.com>  wrote:
>
>
>> That one burns more then it did after I had sex with that tranny
>> prostitute named Joe.
>>
>> On 2/4/2010 7:02 PM, Spencer 'voogru' MacDonald wrote:
>>  
>>> DontWannaName,
>>>
>>> Is 68.68.32.217:27015 is one of your servers?
>>>
>>> nslookup 68.68.32.217
>>> Server:  home
>>> Address:  192.168.1.254
>>>
>>> Name:TopNotchClan.com
>>> Address:  68.68.32.217
>>>
>>> "I dont know why people think I run fake clients"
>>>
>>> The output of "meta list" on your server seems to declare
>>>
>>> otherwise.
>>>
>>> I included the status to show it's your server (and included a
>>>
>> screenshot). So this statement you just made to the list is
>>  
>>> verifiably
>>>
>> false.
>>  
>>> hostname:   (-TN-) 24/7 BADWATER/GOLDRUSH [HLSTATSX]
>>> version : 1.0.8.2/15 4105 secure
>>> udp/ip  :  68.68.32.217:27015
>>> map : pl_goldrush at: 0 x, 0 y, 0 z
>>> players : 23 (32 max)
>>>
>>> # userid name uniqueid connected ping loss state
>>> # 656 "Mace" STEAM_0:1:17067890 04:47 104 0 active
>>> # 652 "(604) EmpTy.ws" STEAM_0:0:14413027 08:11 71 0 active
>>> # 640 "Emperor Norton" STEAM_0:0:18677953 23:31 55 0 active
>>> # 619 "Hamburglar" STEAM_0:0:24508093  1:13:16 46 0 active
>>> # 644 "(-TN-) duncan db" STEAM_0:0:6646078 14:54 52 0 active
>>> # 657 "Adiuvo" STEAM_0:0:24559447 04:28 52 0 active
>>> # 621 "prophet /̵͇̿/'̿-̅-" STEAM_0:1:346214  1:04:04 48 0 active
>>> # 622 "Necron99" STEAM_0:0:11138643  1:02:51 69 0 active
>>> # 630 "a# - Auburn" STEAM_0:0:19899268 42:10 92 0 active
>>> # 654 "Do Not Feed The Trolls" STEAM_0:0:25091821 06:23 142 0
>>>
>>> active
>>>
>>> # 655 "Graham" STEAM_0:0:1264864 05:10 49 0 active
>>> # 632 "Harusame Mizukishi" STEAM_0:1:27360078 39:36 78 0 active
>>> # 633 "(-TN-) the stig" STEAM_0:1:10849346 37:29 67 0 active
>>> # 642 "Stig-a-holic" STEAM_0:1:5511593 22:15 81 0 active
>>> # 647 "JOEx213" STEAM_0:0:15905280 13:27 58 0 active
>>> # 658 "Spicychicken" STEAM_0:1:6391583 02:40 79 0 active
>>> # 649 "The Turbinator" STEAM_0:1:18998315 12:25 247 0 active
>>> # 650 "spasm" STEAM_0:0:27043313 12:10 87 0 active
>>> # 651 ".Monkey" STEAM_0:1:20832704 11:57 175 0 active
>>> # 659 "Boni" STEAM_0:0:17026514 01:47 152 0 active
>>> # 660 "pisssant" STEAM_0:0:298430 00:51 73 0 active
>>> Mace killed (604) EmpTy.ws with sniperrifle. (crit)
>>> ] meta list
>>> [01] FAKE CLIENTS Plugin (1.0.0.0) by AzuiSleet
>>> [02] D-FENS (1.1) by Spencer 'voogru' MacDonald
>>> [03] SourceMod (1.4.0-dev) by AlliedModders LLC
>>> [04] TF2 Tools (1.4.0-dev) by AlliedModders LLC
>>> [05] BinTools (1.4.0-dev) by AlliedModders LLC
>>> [06] SDK Tools (1.4.0-dev) by AlliedModders LLC
>>>
>>> Screenshot in 

Re: [hlds] ST3Gaming.com using 100mbit connection to DoS rival servers

2010-01-24 Thread Shane Arnold
Makes perfect sense other than the dramatisation. VALVe are completely 
dropping the ball when it comes to server protection. Fair call that 
they are primarily game designers, but surely they can spent some 
manhours at least making their product able to withstand the most basic 
of DoS and security exploits...

On 24/01/2010 5:53 PM, k wrote:
> that doesn't make sense
>
> On Sun, Jan 24, 2010 at 10:38 PM, w4rezz  wrote:
>
>
>> Doesnt matter, there are more server's admins what are attacking rival
>> servers, its what Valve want, becouse they dont care about fixes. you
>> must install tons of 3rd party plugins what should be unstable and you
>> are not still secured.
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>  
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Re: [hlds] Group Banning And You

2010-01-16 Thread Shane Arnold
Thankyou,

Someone sees reason...

On 17/01/2010 7:46 AM, w4rezz wrote:
> sv_allow_voice_from_file 0
>
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Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Shane Arnold
But *you* are not *everyone*. It only takes one malicious/incorrect 
entry to start screwing things up.

On 7/01/2010 10:42 PM, Spencer 'voogru' MacDonald wrote:
> If you have a centralized blacklist that people trust, maintain it and
> verify submitted servers to prevent abuse, I think it's better than not
> having a blacklist at all.
>
> This is also why I would only blacklist malicious servers, it's not too
> difficult to verify malicious servers.
>
> - voogru.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
> Sent: Thursday, January 07, 2010 9:33 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> That's the damn truth..
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Powell
> Sent: 2010-01-07 9:12 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> The issue with allowing people to import blocklists is that they will
> rush on Google and use the first blocklist they find. That blocklist
> will most likely be full of servers that $RANDOM_LUSER added to get back
> at $SERVER_OWNER for banning them for mic spamming.
>
> ~Peter Powell
>
> Spencer 'voogru' MacDonald wrote:
>
>> Yeah I saw that, but generally I support the idea of a centralized
>> blacklist.
>>
>> But only with really malicious servers.
>>
>> - voogru.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
>> Sent: Wednesday, January 06, 2010 10:36 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 Update Available
>>
>> Hey look Voogru, you are on that list too for running 24+ max slots lol :P
>> 24+ max players is part of the game now so that makes little sense...
>>
>> 67.213.213.107voogru.com24+ Max Players
>>
>> On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
>> wrote:
>>
>>
>>  
>>> There's already http://tf2app.com/blacklist/ which is an active list. I
>>> believe it is designed for Peer Guardian/Peer Block/etc, so I second the
>>> option to import IP's and not have it be formatted.
>>>
>>>
>>> On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald<
>>> voo...@voogru.com>  wrote:
>>>
>>>
>>>
 The issue with the fake "bot" pings would probably have become more of

  
>> an
>>
>>  
 issue now that bots are becoming more available. Malicious server

  
>>> operators
>>>
>>>
 could disguise the valve tf2 bots as real players.

 Combine that with fake players in queries and you have one more problem

  
>>> to
>>>
>>>
 deal with.

 I've seen some of these servers actually disable the status command so

  
>>> you
>>>
>>>
 can't see their "BOT" steamids as well.

 With the creation of blacklists hopefully some people come up with a

  
>>> decent
>>>
>>>
 blacklist. I would have liked to see the blacklist option be able to

  
>>> import
>>>
>>>
 IP's from a website (even if it's just a txt file on the website) like
 PeerGuardian, perhaps it can be in a future update.


 -voogru


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
 Sent: Wednesday, January 06, 2010 6:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 The update states it is people changing the word BOT in the ping column

  
>>> on
>>>
>>>
 the scoreboard...

 This does not address fake player counts, a far more widespread and
 malicious tactic imo.

 Cheers,

 Joshua Bost

 -Original Message-
 From: Andy C
 Sent: Thursday, 7 January 2010 09:37
 To: Half-Life dedicated Win32 server mailing list
 
 Subject: Re: [hlds] Team Fortress 2 Update Available

 The bot issue you are refering to has to do with server admins running
 "fake
 clients" plugins. These report more players in the server than there
 actually is. Apparently Valve has come up with bots that actually play

  
>>> the
>>>
>>>
 game, just like in L4D/L4D2.

 On Wed, Jan 6, 2010 at 5:18 PM, Josh Bost
 wrote:


  
> "Tuned scoreboard logic to guard against malicious server operators
> spoofing
> bot pings to hide the "BOT" tag."
>
> As a follower of the SPUF I have seen threads about servers with bots
>
>
 with

  
> simu

Re: [hlds] Help with Multiple IPs & SRCDS

2009-12-26 Thread Shane Arnold
His problem is the other way around, one DNS to two records. His clients 
are connecting via IP (or I assume that is what his concern is).

He could always add more than one A record to his DNS and get his 
clients to use his DNS instead... but that doesn't solve his issue.

Blood Letter is on the right track, route your old IP to your new one 
and then bind srcds to your new IP.

On 26/12/2009 8:00 PM, Christoffer Pedersen wrote:
> If you are using DNS-records for pointing to the IP-addresses, why don't you
> just change the IP-address which the record points to?
>
> Christoffer Pedersen
> CEO
> ScanServers
> christof...@scanservers.eu
> www.scanservers.eu
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
> Sent: 26. december 2009 11:17
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Help with Multiple IPs&  SRCDS
>
> In my experience, srcds binds to whatever IP address the local hostname
> resolves to. So you need to specify this (or your interface metrics) in your
> hosts file or networking configuration.
>
> On 26/12/2009 3:02 PM, Blood Letter wrote:
>
>> Redirect all traffic at the NIC level?
>>
>>
>>  
>>> From: jeffsu...@gmail.com
>>> Date: Fri, 25 Dec 2009 22:07:09 -0800
>>> To: hlds@list.valvesoftware.com
>>> Subject: [hlds] Help with Multiple IPs&   SRCDS
>>>
>>> Okay, so--
>>>
>>> We have to move IPs for our gameserver soon, but as of now we have
>>> access to both the old and new IPs in order to make it easier to
>>> transition the players to the new address. The plan was to have the
>>> server accessible from both the new and old IPs, and then eventulaly
>>> drop off the old IP once we were ready. However, srcds doesn't seem
>>> to want to let me do that. It's one IP or the other, so far.
>>>
>>> When I have no +IP specified, it uses the new IP, and the old IP
>>> won't function. If I specify the old IP, the old IP works, but the
>>> new one doesn't. Lastly, if I set it to +ip 0.0.0.0, the new IP works
>>> and the old one won't. I got the idea for the 0.0.0.0 from near the
>>> bottom of http://forums.srcds.com/viewpost/63761#pid63761. I need
>>> people to be able to access it both ways for a bit, so we can retain
>>> as much of our playerbase as possible, but it's going to be really
>>> difficult if I can't have both working as described.
>>>
>>> Anyone have any ideas or anything?
>>>
>>> Thanks,
>>> Jeff // Atreus
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>
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>
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>>>
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Re: [hlds] Help with Multiple IPs & SRCDS

2009-12-26 Thread Shane Arnold
In my experience, srcds binds to whatever IP address the local hostname 
resolves to. So you need to specify this (or your interface metrics) in 
your hosts file or networking configuration.

On 26/12/2009 3:02 PM, Blood Letter wrote:
> Redirect all traffic at the NIC level?
>
>
>> From: jeffsu...@gmail.com
>> Date: Fri, 25 Dec 2009 22:07:09 -0800
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] Help with Multiple IPs&  SRCDS
>>
>> Okay, so--
>>
>> We have to move IPs for our gameserver soon, but as of now we have access to
>> both the old and new IPs in order to make it easier to transition the
>> players to the new address. The plan was to have the server accessible from
>> both the new and old IPs, and then eventulaly drop off the old IP once we
>> were ready. However, srcds doesn't seem to want to let me do that. It's one
>> IP or the other, so far.
>>
>> When I have no +IP specified, it uses the new IP, and the old IP won't
>> function. If I specify the old IP, the old IP works, but the new one
>> doesn't. Lastly, if I set it to +ip 0.0.0.0, the new IP works and the old
>> one won't. I got the idea for the 0.0.0.0 from near the bottom of
>> http://forums.srcds.com/viewpost/63761#pid63761. I need people to be able to
>> access it both ways for a bit, so we can retain as much of our playerbase as
>> possible, but it's going to be really difficult if I can't have both working
>> as described.
>>
>> Anyone have any ideas or anything?
>>
>> Thanks,
>> Jeff // Atreus
>> ___
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Re: [hlds] Unattended server installation - possible?

2009-12-25 Thread Shane Arnold
He is looking for full automation, including downloading and 
manipulating the GUI install.

On 26/12/2009 12:01 PM, Chris Holman wrote:
> Exactly.
>
> That is the installer.
>
> If you zip up the contents of what it installs and host the few MB
> somewhere, you can run free with your scripts, unhindered by the
> primitive GUI. I just zipped my copy of it up - 2.5MB. Easier done than
> said.
>
> =)
>
> On 26/12/2009 2:49 PM, Peter Powell wrote:
>
>> Looks like a GUI tool to me ->
>> http://img686.imageshack.us/img686/2032/hldsupdatetoolinstaller.png
>>
>> -Peter Powell
>>
>> -xL-Trinidad wrote:
>>
>>  
>>> no, the tool is a console tool. you just have to run it with some 
>>> parameters and thats it. never seen a gui installation tool on windows so 
>>> far.
>>> - Original Message -
>>> From: Peter Powell
>>> To: Half-Life dedicated Win32 server mailing list
>>> Sent: Friday, December 25, 2009 7:19 PM
>>> Subject: Re: [hlds] Unattended server installation - possible?
>>>
>>>
>>> My issue is not that I can not run the tool - the problem is that the
>>> tool which exists on Valve's server is a _GUI_ installer and I can't
>>> seem to find a way to preconfigure it to run automatically without a
>>> user running through the installation wizard.
>>>
>>> I have tried using Google but I found nothing which would solve my 
>>> problem.
>>>
>>> Thanks,
>>>
>>> -Peter Powell
>>>
>>> Chris Holman wrote:
>>>     >   HLDSupdatetool.exe is still a command line thing and can be copied
>>> >   around as needed.
>>> >
>>> >   Just the package Valve distributes it in is an installer. Once 
>>> installed
>>> >   it's the same as the linux version (essentially).
>>> >
>>> >   On 26/12/2009 12:56 AM, Shane Arnold wrote:
>>> >
>>> >>   Sorry I just realised it would be more difficult on Windows (being 
>>> a GUI
>>> >>   installer). My apologies.
>>> >>
>>> >>   On 25/12/2009 9:48 PM, Shane Arnold wrote:
>>> >>
>>> >>
>>> >>>   Installation from hldsupdatetool/steam is usually just one 
>>> command... so
>>> >>>   yes?
>>> >>>
>>> >>>   Learning to create scripts in Linux and Windows is suprisingly 
>>> easy.
>>> >>>   Google is your friend.
>>> >>>
>>> >>>   On 25/12/2009 9:29 PM, Peter Powell wrote:
>>> >>>
>>> >>>
>>> >>>
>>> >>>>   Hi,
>>> >>>>
>>> >>>>   Is there any way to run the server installer in "unattended" 
>>> mode? I
>>> >>>>   wish to create a script to automatically fetch the server 
>>> installer from
>>> >>>>   Valve's servers and automatically install it with the options 
>>> (location,
>>> >>>>   etc) preset.
>>> >>>>
>>> >>>>   Thanks,
>>> >>>>
>>> >>>>   -Peter Powell
>>> >>>>
>>> >>>>
>>> >>>>
>>> >>>>   ___
>>> >>>>   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:
>>> >>>   http://list.valvesoftware.com/mailman/listinfo/hlds
>>> >>>
>>> >>>
>>> >>>
>>> >>   ___
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>>> archives, please visit:
>>> >>   http://list.valvesoftware.com/mailman/listinfo/hlds
&

Re: [hlds] Unattended server installation - possible?

2009-12-25 Thread Shane Arnold
I had a think about it this morning, and I wonder if you could not just 
use a local copy of the already-extracted hldsupdatetool. I realise you 
want to completely automate it including the initial GUI installation 
but to do that isn't possible without external programs manipulating the 
dialogs.

With the extracted hldsupdatetool surely then it is easy enough to just 
create a batch file? Something like having the hldsupdatetool existing 
on \\server1, and a batch file accesible by all machines containing 
something like;

net use  \\path\to\hldsupdatetool\
copy \hldsupdatetool.exe X:\Path\To\Install
hldsupdatetool -command update -game  -dir 

If you know your way around the command prompt and setting variables, 
this would likely be the easiest solution?


On 26/12/2009 11:50 AM, Peter Powell wrote:
> Yes, because I will not be using the same box for all of the servers. =P
>
> Thanks,
>
> -Peter Powell
>
> Kitteny Berk wrote:
>
>> Wait, you're not trying to manually install HLDS every time you need
>> another server are you?
>>
>> On 25/12/2009 18:19, Peter Powell wrote:
>>
>>  
>>> My issue is not that I can not run the tool - the problem is that the
>>> tool which exists on Valve's server is a _GUI_ installer and I can't
>>> seem to find a way to preconfigure it to run automatically without a
>>> user running through the installation wizard.
>>>
>>> I have tried using Google but I found nothing which would solve my problem.
>>>
>>> Thanks,
>>>
>>> -Peter Powell
>>>
>>> Chris Holman wrote:
>>>
>>>
>>>
>>>> HLDSupdatetool.exe is still a command line thing and can be copied
>>>> around as needed.
>>>>
>>>> Just the package Valve distributes it in is an installer. Once installed
>>>> it's the same as the linux version (essentially).
>>>>
>>>> On 26/12/2009 12:56 AM, Shane Arnold wrote:
>>>>
>>>>
>>>>
>>>>  
>>>>> Sorry I just realised it would be more difficult on Windows (being a GUI
>>>>> installer). My apologies.
>>>>>
>>>>> On 25/12/2009 9:48 PM, Shane Arnold wrote:
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>> Installation from hldsupdatetool/steam is usually just one command... so
>>>>>> yes?
>>>>>>
>>>>>> Learning to create scripts in Linux and Windows is suprisingly easy.
>>>>>> Google is your friend.
>>>>>>
>>>>>> On 25/12/2009 9:29 PM, Peter Powell wrote:
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>  
>>>>>>> Hi,
>>>>>>>
>>>>>>> Is there any way to run the server installer in "unattended" mode? I
>>>>>>> wish to create a script to automatically fetch the server installer from
>>>>>>> Valve's servers and automatically install it with the options (location,
>>>>>>> etc) preset.
>>>>>>>
>>>>>>> Thanks,
>>>>>>>
>>>>>>> -Peter Powell
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> ___
>>>>>>> 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
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>> ___
>>>> 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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>>>
>>> __ Information from ESET NOD32 Antivirus, version of virus 
>>> signature database 4716 (20091225) __
>>>
>>> The message was checked by ESET NOD32 Antivirus.
>>>
>>> http://www.eset.com
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
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>> please visit:
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>>
>>  
>
>
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Re: [hlds] Unattended server installation - possible?

2009-12-25 Thread Shane Arnold
Sorry I just realised it would be more difficult on Windows (being a GUI 
installer). My apologies.

On 25/12/2009 9:48 PM, Shane Arnold wrote:
> Installation from hldsupdatetool/steam is usually just one command... so
> yes?
>
> Learning to create scripts in Linux and Windows is suprisingly easy.
> Google is your friend.
>
> On 25/12/2009 9:29 PM, Peter Powell wrote:
>
>> Hi,
>>
>> Is there any way to run the server installer in "unattended" mode? I
>> wish to create a script to automatically fetch the server installer from
>> Valve's servers and automatically install it with the options (location,
>> etc) preset.
>>
>> Thanks,
>>
>> -Peter Powell
>>
>>
>>
>> ___
>> 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] Unattended server installation - possible?

2009-12-25 Thread Shane Arnold
Installation from hldsupdatetool/steam is usually just one command... so 
yes?

Learning to create scripts in Linux and Windows is suprisingly easy. 
Google is your friend.

On 25/12/2009 9:29 PM, Peter Powell wrote:
> Hi,
>
> Is there any way to run the server installer in "unattended" mode? I
> wish to create a script to automatically fetch the server installer from
> Valve's servers and automatically install it with the options (location,
> etc) preset.
>
> Thanks,
>
> -Peter Powell
>
>
>
> ___
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> visit:
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>

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Re: [hlds] Merry Christmas to everyone!

2009-12-24 Thread Shane Arnold
This thread is off topic.

Bah humbug.

On 25/12/2009 9:37 AM, Seth Sauls wrote:
> Merry Christmas to all and all a good night.  Happy holidays to all and a
> happy new year.  May 2010 be a bangup year.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Kurfis
> Sent: Thursday, December 24, 2009 7:29 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Merry Christmas to everyone!
>
> Happy Festivus!
>
> On Thu, Dec 24, 2009 at 4:08 PM, Richard Greenwrote:
>
>
>> Everyday is a gift.
>> You cant take it with you&  your a long time dead!
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
>> Sent: 24 December 2009 23:34
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Merry Christmas to everyone!
>>
>> Yay for Gift Day! (im jewish)
>>
>> On Thu, Dec 24, 2009 at 6:28 PM, Richard Green>  
>>> wrote:
>>>
>>  
>>> Ohh dear! A little Xmas spirit and still someone complains, now I
>>> understand
>>> what Valve are up against.
>>>
>>>
>>> ___
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>>> please visit:
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>>>
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Re: [hlds] Team Fortress 2 Update Available

2009-12-18 Thread Shane Arnold
I wonder what you people are thinking when you see 
"hlds@list.valvesoftware.com".

Maybe hlds stands for "Help Lamers Do Shit".

Client issues belong @ https://support.steampowered.com

These lists are primarily for hlds/srcds/server administration issues.

On 19/12/2009 2:11 PM, Don Williams wrote:
> inb4not client support
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alex
> Sent: Saturday, December 19, 2009 12:31 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> I have a thread that has been up since the whole MOTD crash has been
> going on. It was fixed for a while, I bumped it. You can see some of the
> crashes that I have had in there. You guys should post there too with
> your OS.
>
> http://forums.steampowered.com/forums/showthread.php?t=874752&page=12
>
> Jeff Sugar wrote:
>
>> :<  I'm glad I'm not the only one who has that
>>
>> On Fri, Dec 18, 2009 at 9:07 PM, Alex  wrote:
>>
>>
>>  
>>> This is the most broken update yet. I continue to crash every single map
>>> change and sometimes randomly ingame. So many others with this all
>>> running win7 x64 too. Nice valve, nice.
>>>
>>> Flubber wrote:
>>>
>>>
 Just love the achievement.
 Got 5 get eyelander
 Got 11 get nothing
 Got 14 get Crappy Sticky Launcher

 hmmm, something wrong here.

 2009/12/19 Tony Paloma



  
> Thank you.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nicholas
> Hastings
> Sent: Friday, December 18, 2009 6:54 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> Updating Installation
> Updating 'Team Fortress 2 Content' from version 122 to version 123
>
> 62.68%  source/orangebox\tf\bin\server.dll
> 98.42%  source/orangebox\tf\bin\server_i486.so
> 98.49%  source/orangebox\tf\maps\graphs\ctf_2fort.ain
> 99.52%  source/orangebox\tf\resource\modevents.res
> 99.99%  source/orangebox\tf\resource\tf_english.txt
> 100.00% source/orangebox\tf\scripts\items\items_game.ctx
> 100.00% source/orangebox\tf\scripts\tf_weapon_minigun.ctx
>
> Updating 'Team Fortress 2 Materials' from version 44 to version 45
>
> 100.00% source/orangebox\tf\steam.inf
> 100.00% source/orangebox\tf\materials\backpack\crafting\token_pda.vmt
>
> Checking/Installing 'Base Source Shared Materials' version 8
>
>
> Checking/Installing 'Base Source Shared Models' version 4
>
>
> Checking/Installing 'Base Source Shared Sounds' version 4
>
>
> Checking/Installing 'OB Dedicated Server' version 22
>
> On 12/18/2009 9:44 PM, Tony Paloma wrote:
>
>
>
>> Anybody have the list of changed files? I usually save it, but I
>>  
> goofed
>
>>
>>  
> this
>
>
>
>> time.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
>> Sent: Friday, December 18, 2009 5:44 PM
>> To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
>>
>>
>>  
> mailing
>
>
>
>> list'; 'hlds_annou...@list.valvesoftware.com'
>> Subject: [hlds] Team Fortress 2 Update Available
>>
>> A required update to Team Fortress 2 is now available.  Please run
>> hldsupdatetool to receive the update.  The specific changes include:
>>
>> - Fixed a client crash related to arrows
>> - Fixed a server crash related to items
>> - Fixed a server crash caused by the Demo taunt kill
>> - Fixed a server crash caused by using the Equalizer
>> - Fixed client ragdoll commands resulting in ragdolls standing around
>> - Restored the missing point_teleport entity
>> - Fixed stats and achievements being tracked while using sv_cheats
>> - Fixed Spies being able to build dispensers
>> - Fixed clients not fixing up inventory items in bad backpack
>>  
> positions
>
>> - Added a new chat message when players craft an item
>> - Fixed "Bloody Merry" and "Second Eye" achievements being achieved
>> incorrectly
>> - Updated the description of the "Bravehurt" achievement
>> - Fixed Blutsauger attributes
>> - Fixed the Direct Hit having an incorrect short range damage curve
>>
>>  
>>> (now
>>>
>>>
>> matches the normal Rocket Launcher curve)
>> - Fixed the Spy's unlockables watches using the wrong consume/recharge
>>
>>
>>  
> rates
>
>
>
>> Jason
>>

Re: [hlds] Team Fortress 2 Update Available

2009-12-17 Thread Shane Arnold
Version 122 of what?

Tried disabling plugins?

Cuttting the message body out really doesn't help.

On 18/12/2009 11:14 AM, Shawn Somers wrote:
> windows servers with version 122 are crashing on map change...
>
> Shawn
>
>
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Re: [hlds] Team Fortress 2 Update Released

2009-12-10 Thread Shane Arnold
Likewise, running fine. Not using MM or SM though, so like always, I'm 
going to blame the mods.

On 11/12/2009 11:10 AM, Steven Sumichrast wrote:
> My Linux tf2 server is running fine.  MM:S 1.8 and latest SM 1.3 build
> I believe with a bunch of plugins.
>
> On Thu, Dec 10, 2009 at 9:06 PM, Jake Skenna  wrote:
>
>> Linux Servers crashing every couple minutes. No mods on it or anything.
>> Anyone else experiencing this?
>>
>> On Thu, Dec 10, 2009 at 9:41 PM, Jonah Hirsch  wrote:
>>
>>  
>>> I just had to launch TF2.
>>> Jonah Hirsch
>>> ---
>>> Sent from Flagstaff, Arizona, United States
>>>
>>> On Thu, Dec 10, 2009 at 7:39 PM, DontWannaName!>>
 wrote:
  
>>>
 You must restart steam for the update to apply on your client.

 On Thu, Dec 10, 2009 at 6:33 PM, Aj Collins
  
>>> wrote:
>>>
  
> A required Team Fortress 2 is out!
>
> On Thu, Dec 10, 2009 at 9:27 PM, Jason Ruymen<
>
>>> jas...@valvesoftware.com
>>>
>> wrote:
>>  
>
>> A required update for Team Fortress 2 is now available.  Please run
>> hldsupdatetool to receive update.  The WAR is on!
>>
>> Jason
>>
>> ___
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>>  
>>> archives,
>>>
>> please visit:
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Re: [hlds] Profanity in your server

2009-12-09 Thread Shane Arnold
Thankyou for your insightful and helpful post. At least he remains 
somewhat on topic.

Welcome to my spam list bw_bloodlet...@hotmail.com

On 10/12/2009 7:02 AM, Blood Letter wrote:
> Msleeper shits up the list again.
>   
> _
> Get gifts for them and cashback for you. Try Bing now.
> http://www.bing.com/shopping/search?q=xbox+games&scope=cashback&form=MSHYCB&publ=WLHMTAG&crea=TEXT_MSHYCB_Shopping_Giftsforthem_cashback_1x1
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Re: [hlds] Profanity in your server

2009-12-09 Thread Shane Arnold
Correct,

This is a perfect case for why you shouldn't post when you have the flu, 
haven't slept and are under the influence of multiple pharmaceuticals.

In which case, I would like to say that SourceBans sounds like a lovely 
solution for admins, while SteamBans is the one I dislike.

On 10/12/2009 6:56 AM, msleeper wrote:
> Wait hold on, I think you mixed up the 2 names.
>
> SourceBans is a SourceMod+MySQL based banning plugin. It is useful to
> track bans and provide a lot more ban support than the built in
> banned_users.cfg. It is local-only. It's also useful if you have
> multiple servers and don't want to sync your banfiles, since again it is
> all done through MySQL.
>
> SteamBans is the public ban software, where admins have to apply to be
> able to submit bans and such things.
>
>
> On Thu, 2009-12-10 at 06:51 +0800, Shane Arnold wrote:
>
>> Absolutely right, I didn't realise Sourcebans also allowed local-only
>> bans. I was under the impression it was purely a community-driven system
>> with no actual control over local bans.
>>
>> On 10/12/2009 6:25 AM, msleeper wrote:
>>  
>>> You have to think of it this way: there are at any given point in time
>>> about 3,000 TF2 servers online and usually around 10-15k players playing
>>> the game. A player being banned from your 2 or 3 or however many servers
>>> is literally a drop in the massive bucket of potential places to play. I
>>> think that the -minority- of servers/server ops/communities share
>>> banlists and ban people wholesale based on steam group and friend lists.
>>>
>>> In my experience, most of the people negatively affected by a wholesale
>>> banning - IE a player who was in some group "on accident" or whatever -
>>> will either flat out not care and find another server, or come to your
>>> site asking WTF and to be unbanned. And this latter group is far smaller
>>> since there is such an abundance of servers for people to play on.
>>> Umbrella banning people based on conduct or steam group membership isn't
>>> the best solution, but when a large amount of players seem to be
>>> assholes it's easier to just block possible trouble makers than wait for
>>> them to come find you. And again, they're only an unban request away
>>> from playing on the server.
>>>
>>> Also FYI, what you were talking about sounds a lot like SteamBans so you
>>> might want to look into that. Unfortunately SteamBans doesn't consider
>>> things like "being the owner of a myg0t steam group" or "calling server
>>> admins names" a bannable offense, but that is were community based
>>> bannings are great.
>>>
>>>
>>> On Thu, 2009-12-10 at 06:09 +0800, Shane Arnold wrote:
>>>
>>>
>>>> I have a problem with community-created banlists, and their adoption by
>>>> server owners (i.e Sourcebans). For example, for my short duration on
>>>> these lists I have seen entire groups, associated groups and their
>>>> members banned due to the wrong-doings of one person. Not only this, but
>>>> some of those bans have been on the basis of misconduct, not neccesarily
>>>> cheating or hacking. But again that goes back to my point of server
>>>> owners being allowed to do their own thing.
>>>>
>>>> Of course if this method of blanket-banning becomes popular, then that
>>>> will mean there is a possibility that those who have been banned
>>>> incorrectly (for just "being" in a targeted group, associated with, or
>>>> have had their account stolent, e.t.c) would find less and less servers
>>>> that they can play on. It's not a great idea.
>>>>
>>>> I believe a better system is a readily-accessibly, ingame (or website
>>>> based for gaming communities) user-content driven ban system, such as a
>>>> method to integrate an ingame chat trigger that could send a Steam chat
>>>> request to a specified SteamID or ChatID (which is provided for in the
>>>> Steam SDK and it's steam:// protocol), or a simple webform that players
>>>> can use via the Steam WEB window, or add a review request to a queue or
>>>> something similar for review. That way, when cheating/misconduct is
>>>> experienced on a particular server, the administrator could then add the
>>>> relevant details to a banlist, which would apply to their own servers,
>>>> instead of unneccesari

Re: [hlds] Profanity in your server

2009-12-09 Thread Shane Arnold
Absolutely right, I didn't realise Sourcebans also allowed local-only 
bans. I was under the impression it was purely a community-driven system 
with no actual control over local bans.

On 10/12/2009 6:25 AM, msleeper wrote:
> You have to think of it this way: there are at any given point in time
> about 3,000 TF2 servers online and usually around 10-15k players playing
> the game. A player being banned from your 2 or 3 or however many servers
> is literally a drop in the massive bucket of potential places to play. I
> think that the -minority- of servers/server ops/communities share
> banlists and ban people wholesale based on steam group and friend lists.
>
> In my experience, most of the people negatively affected by a wholesale
> banning - IE a player who was in some group "on accident" or whatever -
> will either flat out not care and find another server, or come to your
> site asking WTF and to be unbanned. And this latter group is far smaller
> since there is such an abundance of servers for people to play on.
> Umbrella banning people based on conduct or steam group membership isn't
> the best solution, but when a large amount of players seem to be
> assholes it's easier to just block possible trouble makers than wait for
> them to come find you. And again, they're only an unban request away
> from playing on the server.
>
> Also FYI, what you were talking about sounds a lot like SteamBans so you
> might want to look into that. Unfortunately SteamBans doesn't consider
> things like "being the owner of a myg0t steam group" or "calling server
> admins names" a bannable offense, but that is were community based
> bannings are great.
>
>
> On Thu, 2009-12-10 at 06:09 +0800, Shane Arnold wrote:
>
>> I have a problem with community-created banlists, and their adoption by
>> server owners (i.e Sourcebans). For example, for my short duration on
>> these lists I have seen entire groups, associated groups and their
>> members banned due to the wrong-doings of one person. Not only this, but
>> some of those bans have been on the basis of misconduct, not neccesarily
>> cheating or hacking. But again that goes back to my point of server
>> owners being allowed to do their own thing.
>>
>> Of course if this method of blanket-banning becomes popular, then that
>> will mean there is a possibility that those who have been banned
>> incorrectly (for just "being" in a targeted group, associated with, or
>> have had their account stolent, e.t.c) would find less and less servers
>> that they can play on. It's not a great idea.
>>
>> I believe a better system is a readily-accessibly, ingame (or website
>> based for gaming communities) user-content driven ban system, such as a
>> method to integrate an ingame chat trigger that could send a Steam chat
>> request to a specified SteamID or ChatID (which is provided for in the
>> Steam SDK and it's steam:// protocol), or a simple webform that players
>> can use via the Steam WEB window, or add a review request to a queue or
>> something similar for review. That way, when cheating/misconduct is
>> experienced on a particular server, the administrator could then add the
>> relevant details to a banlist, which would apply to their own servers,
>> instead of unneccesarily blanket-banning.
>>
>> I believe admins should be more responsible for their own servers,
>> instead of relying on a community-driven system that can be abused.
>>
>> On 10/12/2009 5:47 AM, Phillip Vector wrote:
>>  
>>> Oh.. I agree fully. If someone decided to implement a swear ban
>>> plug-in, I would be all for it for the server owners who wanted it.
>>>
>>> The only issue I would have is if the maker of said plug-in said that
>>> swearing is cheating and everyone should ban these people. Then
>>> provide the server owners with a list of people who cursed calling
>>> them cheaters.
>>>
>>>
>>> On Wed, Dec 9, 2009 at 1:37 PM, Shane Arnold   
>>> wrote:
>>>
>>>
>>>> Haha, oh ouch.
>>>>
>>>> Anyway, as msleeper said, server owners can do what they like with their
>>>> servers.
>>>>
>>>> On 10/12/2009 5:31 AM, Phillip Vector wrote:
>>>>
>>>>  
>>>>> Yeah. it's not like he's running some kind of list of people he feels
>>>>> are cheaters and making it seem they deserve to be banned from all the
>>>>> servers for something like idling.. I also bet he isn't setting up a
>>>>>

Re: [hlds] Profanity in your server

2009-12-09 Thread Shane Arnold
I have a problem with community-created banlists, and their adoption by 
server owners (i.e Sourcebans). For example, for my short duration on 
these lists I have seen entire groups, associated groups and their 
members banned due to the wrong-doings of one person. Not only this, but 
some of those bans have been on the basis of misconduct, not neccesarily 
cheating or hacking. But again that goes back to my point of server 
owners being allowed to do their own thing.

Of course if this method of blanket-banning becomes popular, then that 
will mean there is a possibility that those who have been banned 
incorrectly (for just "being" in a targeted group, associated with, or 
have had their account stolent, e.t.c) would find less and less servers 
that they can play on. It's not a great idea.

I believe a better system is a readily-accessibly, ingame (or website 
based for gaming communities) user-content driven ban system, such as a 
method to integrate an ingame chat trigger that could send a Steam chat 
request to a specified SteamID or ChatID (which is provided for in the 
Steam SDK and it's steam:// protocol), or a simple webform that players 
can use via the Steam WEB window, or add a review request to a queue or 
something similar for review. That way, when cheating/misconduct is 
experienced on a particular server, the administrator could then add the 
relevant details to a banlist, which would apply to their own servers, 
instead of unneccesarily blanket-banning.

I believe admins should be more responsible for their own servers, 
instead of relying on a community-driven system that can be abused.

On 10/12/2009 5:47 AM, Phillip Vector wrote:
> Oh.. I agree fully. If someone decided to implement a swear ban
> plug-in, I would be all for it for the server owners who wanted it.
>
> The only issue I would have is if the maker of said plug-in said that
> swearing is cheating and everyone should ban these people. Then
> provide the server owners with a list of people who cursed calling
> them cheaters.
>
>
> On Wed, Dec 9, 2009 at 1:37 PM, Shane Arnold  wrote:
>
>> Haha, oh ouch.
>>
>> Anyway, as msleeper said, server owners can do what they like with their
>> servers.
>>
>> On 10/12/2009 5:31 AM, Phillip Vector wrote:
>>  
>>> Yeah. it's not like he's running some kind of list of people he feels
>>> are cheaters and making it seem they deserve to be banned from all the
>>> servers for something like idling.. I also bet he isn't setting up a
>>> server just to catch said idlers either. :)
>>>
>>> On Wed, Dec 9, 2009 at 1:15 PM, msleeper
>>> wrote:
>>>
>>>
>>>> But as I said, your rules are your rules and that is A-Okay with me. I
>>>> don't care what other people do on their own servers, and since I don't
>>>> play there it doesn't matter if I understand why you want to control
>>>> peoples' language in an M rated game. It's your server, more power to
>>>> you.
>>>>
>>>>  
>>> ___
>>> 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] Profanity in your server

2009-12-09 Thread Shane Arnold
Haha, oh ouch.

Anyway, as msleeper said, server owners can do what they like with their 
servers.

On 10/12/2009 5:31 AM, Phillip Vector wrote:
> Yeah. it's not like he's running some kind of list of people he feels
> are cheaters and making it seem they deserve to be banned from all the
> servers for something like idling.. I also bet he isn't setting up a
> server just to catch said idlers either. :)
>
> On Wed, Dec 9, 2009 at 1:15 PM, msleeper  wrote:
>
>> But as I said, your rules are your rules and that is A-Okay with me. I
>> don't care what other people do on their own servers, and since I don't
>> play there it doesn't matter if I understand why you want to control
>> peoples' language in an M rated game. It's your server, more power to
>> you.
>>  
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Re: [hlds] Profanity in your server

2009-12-09 Thread Shane Arnold
Yeah, that's the line along which I was thinking. Most people would be 
swearing quite freely over the microphone, and I don't think Ook sit's 
there monitoring voice comms on his server 24/7. Just seems kind of 
pointless.

On 10/12/2009 4:55 AM, msleeper wrote:
> Probably little if any. Most of the kiddies who freak out with the
> swearing usually do it over mic.
>
>
> On Thu, 2009-12-10 at 04:46 +0800, Shane Arnold wrote:
>
>> I am interested in knowing the impact of having word-filters enabled on
>> the player count. I don't agree with the practice, but then again it's
>> not my server(s).
>>
>> On 10/12/2009 4:12 AM, Ook wrote:
>>  
>>> I only ban those that refuse to follow the rules, and my ban list is quite
>>> small. Those that can't control their potty mouth don't usually hang around
>>> for long. The rest of us don't have a problem with it.
>>>
>>> One of admin mods default plugins has a swear filter, or actually a word
>>> filter because you can add any word you want the list, and it gets replaced
>>> with . I wanted to take it a step further, because I got tired of seeing
>>> " you" all the time. I ended up modifying the sank sounds plugin to kick
>>> the player when they say certain words. That worked real well - players
>>> learn real fast that on my server, you control your potty mouth or good bye.
>>> The end result is a server where most of the regulars control their tongue,
>>> and where those teens that don't swear and don't want to hear it (yeah, I
>>> know there aren't that many out there, but there are some) can come here. My
>>> girls can play there without hearing the usual fu arsehole etc etc.
>>>
>>> What is funny is a while ago someone took my private beach map (it's not
>>> mine, actually - but I run it 24/7 and I've heavily modified the entities)
>>> and started up an EU server with my name and map, but without the swear
>>> filters. Want to play private beach but want to be able to swear? Come to
>>> Ooks Private Beach EU server and curse to your hearts content!
>>>
>>> My server kept packing in the peeps, their server sat empty. They finally
>>> took it down because no one wanted to play there. Go figure :-)
>>>
>>>
>>> - Original Message -
>>> From: "Mark"
>>> To: "Half-Life dedicated Win32 server mailing list"
>>> 
>>> Sent: Wednesday, December 09, 2009 10:26 AM
>>> Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
>>>
>>>
>>> 1. Unfortunately, I would imagine teens being a large part of the user
>>> base. Nevermind teens, most players cuss in general regardless of age
>>> (if you're a nay-sayer, you'd be surprised).
>>>
>>> Banning for bad language is an over-reaction in my opinion and there
>>> are better ways to deal with the use of profanities. Fortunately,
>>> there are SM plugins; a simple search yielded the following:
>>> http://forums.alliedmods.net/showthread.php?p=499584
>>>
>>> 2. What does this have to do with the recent update?
>>>
>>>
>>> On Wed, Dec 9, 2009 at 1:20 PM, Ook   wrote:
>>>
>>>
>>>> That really isn't for you to decide now, is it? I run a PG-13 OP4 server,
>>>> and my admins are pretty militant about enforcing that. It's working well
>>>> and has for a while now, and there are plenty of teens that play there and
>>>> respect the no profanity rules.
>>>>
>>>> Seriously, what percentage of players do you think are teens? Do adults
>>>> drop
>>>> their IQ by 30 points and develop a potty mouth simply be being in-game?
>>>> Or
>>>> are many/most of them mouthy immature teens to start with? I vote for the
>>>> latter...
>>>>
>>>> - Original Message -
>>>> From: "f0rkz"
>>>> To: "Half-Life dedicated Win32 server mailing list"
>>>> 
>>>> Sent: Wednesday, December 09, 2009 10:08 AM
>>>> Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
>>>>
>>>>
>>>>
>>>>  
>>>>> I mean... It is an M rated game. Teens shouldn't be playing in the
>>>>> first place.
>>>>>
>>>>> On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
>>

Re: [hlds] Profanity in your server

2009-12-09 Thread Shane Arnold
I am interested in knowing the impact of having word-filters enabled on 
the player count. I don't agree with the practice, but then again it's 
not my server(s).

On 10/12/2009 4:12 AM, Ook wrote:
> I only ban those that refuse to follow the rules, and my ban list is quite
> small. Those that can't control their potty mouth don't usually hang around
> for long. The rest of us don't have a problem with it.
>
> One of admin mods default plugins has a swear filter, or actually a word
> filter because you can add any word you want the list, and it gets replaced
> with . I wanted to take it a step further, because I got tired of seeing
> " you" all the time. I ended up modifying the sank sounds plugin to kick
> the player when they say certain words. That worked real well - players
> learn real fast that on my server, you control your potty mouth or good bye.
> The end result is a server where most of the regulars control their tongue,
> and where those teens that don't swear and don't want to hear it (yeah, I
> know there aren't that many out there, but there are some) can come here. My
> girls can play there without hearing the usual fu arsehole etc etc.
>
> What is funny is a while ago someone took my private beach map (it's not
> mine, actually - but I run it 24/7 and I've heavily modified the entities)
> and started up an EU server with my name and map, but without the swear
> filters. Want to play private beach but want to be able to swear? Come to
> Ooks Private Beach EU server and curse to your hearts content!
>
> My server kept packing in the peeps, their server sat empty. They finally
> took it down because no one wanted to play there. Go figure :-)
>
>
> - Original Message -
> From: "Mark"
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Wednesday, December 09, 2009 10:26 AM
> Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
>
>
> 1. Unfortunately, I would imagine teens being a large part of the user
> base. Nevermind teens, most players cuss in general regardless of age
> (if you're a nay-sayer, you'd be surprised).
>
> Banning for bad language is an over-reaction in my opinion and there
> are better ways to deal with the use of profanities. Fortunately,
> there are SM plugins; a simple search yielded the following:
> http://forums.alliedmods.net/showthread.php?p=499584
>
> 2. What does this have to do with the recent update?
>
>
> On Wed, Dec 9, 2009 at 1:20 PM, Ook  wrote:
>
>> That really isn't for you to decide now, is it? I run a PG-13 OP4 server,
>> and my admins are pretty militant about enforcing that. It's working well
>> and has for a while now, and there are plenty of teens that play there and
>> respect the no profanity rules.
>>
>> Seriously, what percentage of players do you think are teens? Do adults
>> drop
>> their IQ by 30 points and develop a potty mouth simply be being in-game?
>> Or
>> are many/most of them mouthy immature teens to start with? I vote for the
>> latter...
>>
>> - Original Message -
>> From: "f0rkz"
>> To: "Half-Life dedicated Win32 server mailing list"
>> 
>> Sent: Wednesday, December 09, 2009 10:08 AM
>> Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
>>
>>
>>  
>>> I mean... It is an M rated game. Teens shouldn't be playing in the
>>> first place.
>>>
>>> On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
>>>
 I parse my server logs on a regular basis, and I can look up any player
 by
 steam id, name, or IP and see all names and IPs they have used. You want
 to
 ban people that swear a lot? That is probably 90% of your user base.
 There
 are a lot of people out there that just can't control their mouths.

 - Original Message -
 From: "w4rezz"
 To: "Half-Life dedicated Win32 server mailing list"
 
 Sent: Wednesday, December 09, 2009 9:17 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released


 Does anyone have a list of known people what use "fuck" too much? I
 dont wanna use swear filter.

 2009/12/9 Don Williams:
  
> Does anyone have a running list of known people that have or tried to
> perform this exploit steam id's IP addresses?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian
> L.
> Sent: 2009-12-08 11:49 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
> Released
>
> Ah ok, just was a little bit confused. Thanks for clearing.
>
>> There is already a list of banned extensions that includes .dll, vdf,
>> exe,
>> and yes, ini
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maxim

Re: [hlds] Left 4 Dead 2 Update Available

2009-12-05 Thread Shane Arnold
Truth.

Filesystems are only as good as the drivers driving them.

I daresay though that most of the "NTFS rocks" comments are those that 
haven't used a *NIX system with items such as Reiser/XFS and ext4 ;)

Ook wrote:
> I remember a while ago one of our "certified" techs bragging about how 
> bullet proof his box was because he was using ntfs. At the time I kept a DOS 
> boot disk with me that had ntfs drivers on it so I could boot from floopy 
> and still access ntfs partitions. It took less then five minutes to wipe the 
> smug grin off of his face. I think he learned an important lesson in what 
> security really means :-)
>
> Out here in the real world, I find three types of people. People with certs, 
> people that can get stuff done, and very rarely someone with certs that can 
> actually get stuff done. Certs are good for impressing management and 
> getting jobs. They don't mean squat when it comes to actually knowing what 
> you are doing.
>
> None of which has squat to do with running a server. Except maybe I've run 
> my HL server on a fat32 partition for years and years and never once has 
> anything happened that made me wish I would have been using ntfs. I've even 
> run my server from a shared drive that was ext2 for a while and that worked 
> surprisingly well. File corruption problems went away when I stopped using 
> Win98.
>
>
> - Original Message - 
> From: "Blood Letter" 
> To: 
> Sent: Saturday, December 05, 2009 10:38 AM
> Subject: Re: [hlds] Left 4 Dead 2 Update Available
>
>
>   
>> There is no reason FAT32 would be less secure than NTFS.
>>
>> The built-in security permissions of NTFS are pointless, and the OS can 
>> ignore them at any time.
>> The only "security" NTFS has is encryption, which no one uses, is weak 
>> compared to non-file system-based methods, and in general is a pointless 
>> overhead.
>>
>> NTFS is bloated and has lots of overhead.
>>
>> FAT32 is great, but the limitations on depth, file size, and number of 
>> files are a problem.
>> Fragmentation and corruption are also a problem.
>>
>> This is why we have FAT64 (exFAT).
>>
>> 
>>> Date: Sat, 5 Dec 2009 10:05:21 -0800
>>> From: mi...@macawusa.com
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Left 4 Dead 2 Update Available
>>>
>>> I always convert fat32 to NTFS on portable drives. I transfer or backup 
>>> files that are over 4GB all the time, can't do that with a fat32. Fat32 
>>> fragments much more than NTFS, has many other features missing. No 
>>> Windows server should be running on a fat32 partition for security 
>>> reasons alone, not even counting on performance issues. For OS's I only 
>>> run windows system and I no longer support anything older than 2000 so I 
>>> have no compatibility problems. FAT is a very old spec, maybe it is time 
>>> to get into the new stuff :)
>>>
>>> Mike
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com 
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew 
>>> Gottlieb
>>> Sent: Saturday, December 05, 2009 7:05 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Left 4 Dead 2 Update Available
>>>
>>> If you are running steam off a portable drive, it is most likely
>>> fat32.  Also, people running multiple operating systems still
>>> generally will have at least one fat32 partition for compatibility
>>> reasons.
>>>
>>> On Sat, Dec 5, 2009 at 1:04 AM, Mike Fleener  wrote:
>>>   
 I am a real world certified tech and there is no reason for using fat32
 on a windows systems and many reasons for using NTFS.

 Mike
 Macaw Enterprises

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Friday, December 04, 2009 7:55 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead 2 Update Available

 Because ntfs isn't the only file system in the world? Because many of 
 us

 keep some partitions fat32 because there is no reason to use ntfs?
 Because
 we haven't got around to it? It may offend the purist, but out there in
 the
 real world a lot of people use fat32 for a variety of reasons.


 - Original Message -
 From: "Jonah Hirsch" 
 To: "Half-Life dedicated Win32 server mailing list"
 
 Sent: Friday, December 04, 2009 6:57 PM
 Subject: Re: [hlds] Left 4 Dead 2 Update Available


 
> My thoughts exactly. But because that was fixed, SOMEONE is using
>   
 FAT32.
 
> The
> question is: why?
>
> Jonah Hirsch
> ---
>
>
> On Fri, Dec 4, 2009 at 7:54 PM, msleeper
> wrote:
>
>   
>> If you are using a computer that still has a FAT32 partition, you
>> deserve to have your games crash.
>>
>>
>> On Fri, 

Re: [hlds] L4D2 Demo Missing from Steam

2009-12-02 Thread Shane Arnold
Not a Server/srcds/hlds issue. Better off contacting Steam Support.

https://support.steampowered.com

Midnight wrote:
> Was it a limited time thing?  A friend of mine wanted to try it.
>
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Re: [hlds] Source Engine Upload/Download POC

2009-11-29 Thread Shane Arnold
Shell/RDP account. Cryptography key. RCON port blocked/filtered to a 
specific IP.

Winrar.

Michael Krasnow wrote:
> wait, so this means anyone can go on a server and download a server.cfg?
>
> time to bury my rcon in a crap load of exec files lol
>
> On Sun, Nov 29, 2009 at 7:49 AM, Saul Rennison wrote:
>
>   
>> Awesome. It's not really a server plugin though is it? I'll try this
>> when I get home... take over some servers. <3 VALVe security.
>>
>> On Sunday, November 29, 2009, AzuiSleet  wrote:
>> 
>>> Yes well you can ignore those fools. They like to vandalize my pastebin.
>>>
>>> On Sun, Nov 29, 2009 at 3:55 AM, cnu  wrote:
>>>   
 On Sunday 29 November 2009 10:26:50 AzuiSleet wrote:
 
> Source:
> http://azu.pastebin.com/m1cd1ab0b
>   
 You got some other interesting pastes here :p
 http://azu.pastebin.com/m483ef5a0
 http://azu.pastebin.com/f32ff6903

 ___
 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
>>>
>>>   
>> --
>>
>> Thanks,
>>  - Saul.
>>
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Re: [hlds] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread Shane Arnold
I don't have any experience with Beetlesmod, but I know for fact that 
SourceMod will run perfectly fine in a shared installation. However I 
can't guarantee that any plugins won't have issues. It's best just to do 
a little R&D to find out what works for you.

syate...@cfl.rr.com wrote:
> We run two mods beetles and SM.  Can you do this with both mods?  I never 
> considerd having multiple configs but only using one set of game files.   It 
> would certainly reduce the headaches!
> Sent via BlackBerry from T-Mobile
>
> -Original Message-
> From: Shane Arnold 
> Date: Mon, 23 Nov 2009 23:51:45 
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>
> Yeah that makes sense from a GSP perspective, or specifically, one that 
> rents or hires boxes to customers. However for those that don't need 
> ultra-customisation usually running all out of the one installation is 
> fine. SM can be enabled/disabled on a per-cfg basis, for example. And 
> yeah, not having to update a million servers individually is kind of a 
> plus too (although that being said, theres nothing that SSH and RSYNC 
> can't fix :P
>
> gamead...@127001.org wrote:
>   
>> The main technical issue with doing that is you have to shutdown all servers
>> when an update comes out.  On the other hand, it also means you only have
>> one thing to update...
>>
>> Sourcemod's website insists you only run one instance from the one place,
>> but you can copy the files and use sm_basepath on the commend-line to point
>> each instance at a separate directory
>>
>> The other main reason people run them separately is for sandboxing of
>> different users on a shared host.  And we run them from separate installs
>> just to make the configs easier
>>
>>   
>> 
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
>>> boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
>>> Sent: 23 November 2009 14:07
>>> To: syate...@cfl.rr.com; Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>>
>>> I run 2 or 3 instances of TF2 srcds on any occasion from the same
>>> installation. The only reason I can see for needing to run a seperate
>>> installation for each instance is when you are dealing with a mod that
>>> makes extensive changes to the files or the way in which the
>>> installation runs.
>>>
>>> syate...@cfl.rr.com wrote:
>>> 
>>>   
>>>> Just a general question regarding this  Is this common practice
>>>>   
>>>> 
>>> to run more than one server from one install?  I have an instance for
>>> every server.
>>> 
>>>   
>>>> Sent via BlackBerry from T-Mobile
>>>>
>>>> -Original Message-
>>>> From: "Charles Mabbott" 
>>>> Date: Mon, 23 Nov 2009 08:39:15
>>>> To: 'Half-Life dedicated Win32 server mailing
>>>>   
>>>> 
>>> list'
>>> 
>>>   
>>>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>>>
>>>> Run SRCDS as a specific user account (not System which is default and
>>>>   
>>>> 
>>> not a
>>> 
>>>   
>>>> recommendation anyways) and deny rights to that particular user to
>>>>   
>>>> 
>>> any
>>> 
>>>   
>>>> file/directory you don't want the process to read or change.
>>>>
>>>> -Original Message-
>>>> From: hlds-boun...@list.valvesoftware.com
>>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane
>>>>   
>>>> 
>>> Arnold
>>> 
>>>   
>>>> Sent: Monday, November 23, 2009 4:34 AM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>>>
>>>> chmod 444? Unless of course you are actually using Windows for it, in
>>>> which case I have no idea (security in Windows? That's unpossible!).
>>>>
>>>> Nick Turner wrote:
>>>>
>>>>   
>>>> 
>>>>> srcds recreates the file with the default config
>>>>>
>>>>> -Original Messag

Re: [hlds] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread Shane Arnold
So you are saying that putting "mapcyclefile arena01.txt" into arena01's 
cfg isn't being honoured? Because then yes, that's very strange... 
usually if srcds doesn't see a config file for a mode/map it just 
ignores it.

Nick Turner wrote:
> Doesn't seem to matter, if it can't read the file or if it's empty it assumes 
> 'mapcyclefile' to be the default value (arena_mapcycle.txt).
>
> The only way to change it is apparently to put an entry in that file, and 
> then I'm back to square 1 - I can't run multiple arena instances without 
> installing srcds multiple times.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
> Sent: Monday, November 23, 2009 5:38 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>
> Or even chmod 000. All you need to do by the sounds of it it stop srcds
> from being able to overwrite it or even read the contents. If I was
> going to do a dodgy hack on Windows, I'd just give the file no
> permissions for the current user I suppose :P
>
> Shane Arnold wrote:
>   
>> chmod 444? Unless of course you are actually using Windows for it, in
>> which case I have no idea (security in Windows? That's unpossible!).
>>
>> Nick Turner wrote:
>> 
>>> srcds recreates the file with the default config
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
>>> Sent: Monday, November 23, 2009 5:08 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>>
>>> Remove/rename config_arena.cfg? If it's empty you don't need it anyway.
>>>
>>> Nick Turner wrote:
>>>
>>>   
>>>> How does one run multiple Arena servers from a single install
>>>> directory?
>>>>
>>>> When I comment out the mapcyclefile entry in config_arena.cfg the
>>>> server loads arena_mapcycle.txt no matter what.
>>>>
>>>> I have mapcyclefile specified on the command line, and in the custom
>>>> server config I'm specifying (on the command line) but the server
>>>> executes config_arena.cfg after map load and - even if that file is
>>>> completely empty - changes the mapcyclefile to the arena one.
>>>>
>>>> If I specify a mapcyclefile inside config_arena.cfg then that one is
>>>> loaded correctly, but this means I can only have 1 arena maplist per
>>>> SRCDS install directory.
>>>>
>>>> ___
>>>> 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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>>> archives, please visit:
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>>>
>>>   
>
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Re: [hlds] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread Shane Arnold
Yeah that makes sense from a GSP perspective, or specifically, one that 
rents or hires boxes to customers. However for those that don't need 
ultra-customisation usually running all out of the one installation is 
fine. SM can be enabled/disabled on a per-cfg basis, for example. And 
yeah, not having to update a million servers individually is kind of a 
plus too (although that being said, theres nothing that SSH and RSYNC 
can't fix :P

gamead...@127001.org wrote:
> The main technical issue with doing that is you have to shutdown all servers
> when an update comes out.  On the other hand, it also means you only have
> one thing to update...
>
> Sourcemod's website insists you only run one instance from the one place,
> but you can copy the files and use sm_basepath on the commend-line to point
> each instance at a separate directory
>
> The other main reason people run them separately is for sandboxing of
> different users on a shared host.  And we run them from separate installs
> just to make the configs easier
>
>   
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
>> boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
>> Sent: 23 November 2009 14:07
>> To: syate...@cfl.rr.com; Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>
>> I run 2 or 3 instances of TF2 srcds on any occasion from the same
>> installation. The only reason I can see for needing to run a seperate
>> installation for each instance is when you are dealing with a mod that
>> makes extensive changes to the files or the way in which the
>> installation runs.
>>
>> syate...@cfl.rr.com wrote:
>> 
>>> Just a general question regarding this  Is this common practice
>>>   
>> to run more than one server from one install?  I have an instance for
>> every server.
>> 
>>> Sent via BlackBerry from T-Mobile
>>>
>>> -Original Message-
>>> From: "Charles Mabbott" 
>>> Date: Mon, 23 Nov 2009 08:39:15
>>> To: 'Half-Life dedicated Win32 server mailing
>>>   
>> list'
>> 
>>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>>
>>> Run SRCDS as a specific user account (not System which is default and
>>>   
>> not a
>> 
>>> recommendation anyways) and deny rights to that particular user to
>>>   
>> any
>> 
>>> file/directory you don't want the process to read or change.
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane
>>>   
>> Arnold
>> 
>>> Sent: Monday, November 23, 2009 4:34 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>>
>>> chmod 444? Unless of course you are actually using Windows for it, in
>>> which case I have no idea (security in Windows? That's unpossible!).
>>>
>>> Nick Turner wrote:
>>>
>>>   
>>>> srcds recreates the file with the default config
>>>>
>>>> -Original Message-
>>>> From: hlds-boun...@list.valvesoftware.com
>>>>
>>>> 
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane
>>>   
>> Arnold
>> 
>>>> Sent: Monday, November 23, 2009 5:08 PM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>>>
>>>> Remove/rename config_arena.cfg? If it's empty you don't need it
>>>> 
>> anyway.
>> 
>>>> Nick Turner wrote:
>>>>
>>>>
>>>> 
>>>>> How does one run multiple Arena servers from a single install
>>>>>   
>> directory?
>> 
>>>>> When I comment out the mapcyclefile entry in config_arena.cfg the
>>>>>   
>> server
>> 
>>> loads arena_mapcycle.txt no matter what.
>>>
>>>   
>>>>> I have mapcyclefile specified on the command line, and in the
>>>>>   
>> custom
>> 
>>> server config I'm specifying (on the command line) but the server
>>>   
>> executes
>> 
>>> config_arena.cfg after map load and - 

Re: [hlds] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread Shane Arnold
I run 2 or 3 instances of TF2 srcds on any occasion from the same 
installation. The only reason I can see for needing to run a seperate 
installation for each instance is when you are dealing with a mod that 
makes extensive changes to the files or the way in which the 
installation runs.

syate...@cfl.rr.com wrote:
> Just a general question regarding this  Is this common practice to run 
> more than one server from one install?  I have an instance for every server.
> Sent via BlackBerry from T-Mobile
>
> -Original Message-
> From: "Charles Mabbott" 
> Date: Mon, 23 Nov 2009 08:39:15 
> To: 'Half-Life dedicated Win32 server mailing 
> list'
> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>
> Run SRCDS as a specific user account (not System which is default and not a
> recommendation anyways) and deny rights to that particular user to any
> file/directory you don't want the process to read or change.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
> Sent: Monday, November 23, 2009 4:34 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>
> chmod 444? Unless of course you are actually using Windows for it, in 
> which case I have no idea (security in Windows? That's unpossible!).
>
> Nick Turner wrote:
>   
>> srcds recreates the file with the default config
>>
>> -Original Message-----
>> From: hlds-boun...@list.valvesoftware.com
>> 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
>   
>> Sent: Monday, November 23, 2009 5:08 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>
>> Remove/rename config_arena.cfg? If it's empty you don't need it anyway.
>>
>> Nick Turner wrote:
>>   
>> 
>>> How does one run multiple Arena servers from a single install directory?
>>>
>>> When I comment out the mapcyclefile entry in config_arena.cfg the server
>>>   
> loads arena_mapcycle.txt no matter what.
>   
>>> I have mapcyclefile specified on the command line, and in the custom
>>>   
> server config I'm specifying (on the command line) but the server executes
> config_arena.cfg after map load and - even if that file is completely empty
> - changes the mapcyclefile to the arena one.
>   
>>> If I specify a mapcyclefile inside config_arena.cfg then that one is
>>>   
> loaded correctly, but this means I can only have 1 arena maplist per SRCDS
> install directory.
>   
>>> ___
>>> 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] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread Shane Arnold
Or even chmod 000. All you need to do by the sounds of it it stop srcds 
from being able to overwrite it or even read the contents. If I was 
going to do a dodgy hack on Windows, I'd just give the file no 
permissions for the current user I suppose :P

Shane Arnold wrote:
> chmod 444? Unless of course you are actually using Windows for it, in 
> which case I have no idea (security in Windows? That's unpossible!).
>
> Nick Turner wrote:
>> srcds recreates the file with the default config
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com 
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
>> Sent: Monday, November 23, 2009 5:08 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>>
>> Remove/rename config_arena.cfg? If it's empty you don't need it anyway.
>>
>> Nick Turner wrote:
>>  
>>> How does one run multiple Arena servers from a single install 
>>> directory?
>>>
>>> When I comment out the mapcyclefile entry in config_arena.cfg the 
>>> server loads arena_mapcycle.txt no matter what.
>>>
>>> I have mapcyclefile specified on the command line, and in the custom 
>>> server config I'm specifying (on the command line) but the server 
>>> executes config_arena.cfg after map load and - even if that file is 
>>> completely empty - changes the mapcyclefile to the arena one.
>>>
>>> If I specify a mapcyclefile inside config_arena.cfg then that one is 
>>> loaded correctly, but this means I can only have 1 arena maplist per 
>>> SRCDS install directory.
>>>
>>> ___
>>> 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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>> To unsubscribe, edit your list preferences, or view the list 
>> archives, please visit:
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>

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Re: [hlds] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread Shane Arnold
chmod 444? Unless of course you are actually using Windows for it, in 
which case I have no idea (security in Windows? That's unpossible!).

Nick Turner wrote:
> srcds recreates the file with the default config
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
> Sent: Monday, November 23, 2009 5:08 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile
>
> Remove/rename config_arena.cfg? If it's empty you don't need it anyway.
>
> Nick Turner wrote:
>   
>> How does one run multiple Arena servers from a single install directory?
>>
>> When I comment out the mapcyclefile entry in config_arena.cfg the server 
>> loads arena_mapcycle.txt no matter what.
>>
>> I have mapcyclefile specified on the command line, and in the custom server 
>> config I'm specifying (on the command line) but the server executes 
>> config_arena.cfg after map load and - even if that file is completely empty 
>> - changes the mapcyclefile to the arena one.
>>
>> If I specify a mapcyclefile inside config_arena.cfg then that one is loaded 
>> correctly, but this means I can only have 1 arena maplist per SRCDS install 
>> directory.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> 
>
> ___
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> visit:
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Re: [hlds] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread Shane Arnold
Remove/rename config_arena.cfg? If it's empty you don't need it anyway.

Nick Turner wrote:
> How does one run multiple Arena servers from a single install directory?
>
> When I comment out the mapcyclefile entry in config_arena.cfg the server 
> loads arena_mapcycle.txt no matter what.
>
> I have mapcyclefile specified on the command line, and in the custom server 
> config I'm specifying (on the command line) but the server executes 
> config_arena.cfg after map load and - even if that file is completely empty - 
> changes the mapcyclefile to the arena one.
>
> If I specify a mapcyclefile inside config_arena.cfg then that one is loaded 
> correctly, but this means I can only have 1 arena maplist per SRCDS install 
> directory.
>
> ___
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> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>   

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Re: [hlds] The Session is No Longer Available

2009-11-20 Thread Shane Arnold
Unfortunately that's not the issue, as the servers are receiving the 
lobby reservations and accepting them fine. The problem is when on a NAT 
network, somewhere in the lobby reservation part of things it "forgets" 
which client reserved the lobby, and whenever the reserving client tries 
to connect, it get's rejected.

Plus it is still impossible to connect to a server through NAT loopback. 
I shouldn't need to DMZ my box if I have my ports forwarded.

David Graham wrote:
> I find I have to use +mm_force_dedicated_server and +sv_search_key, once
> I've done that I can create a lobby and then invite friends and then it will
> connect to my restricted server, I have it set to only allow lobby
> connections.
>
> On Fri, Nov 20, 2009 at 9:39 AM, Blood Letter 
> wrote:
>
>   
>> Yup.  Can you try opening the console and doing the ol' connect IP:port ?
>>
>> Try with your lan IP (should fail), then try with your wan IP (might work).
>>
>> I've noticed that when I simply click on the server from my steam group
>> list, it tries to connect via the lan ip (and fails).
>> If I try to connect to an existing lobby, it works.  Probably because
>> connecting to a lobby results in feeding a "connect ip:port" statement with
>> the wan ip, not the lan ip.
>>
>> Once this is figured out / patched / whatever, I need to figure out how to
>> get the search key working with it.
>> I don't like having to join the server (when I can) and then call a vote /
>> rcon to switch game type, map, and difficulty.
>> I'd much rather prefer to join/create a lobby, let it fill up, and throw
>> the search key in to get to my server.  (Valve also needs to fix the bug
>> where youc an't bring up the console while in the lobby).
>>
>> When I try this now, all I get lots of waiting then bam, I'm running a
>> local server.  There's no popup message asking if you would like to run a
>> local server (like there was in L4D).
>>
>>
>>
>> 
>>> Date: Fri, 20 Nov 2009 13:40:47 +0800
>>> From: clontar...@iinet.net.au
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] The Session is No Longer Available
>>>
>>> The issue seems to have something to do with lobby reservation. I don't
>>> know if you see this too, but if you create a lobby on the NAT side of
>>> things, the server will complain about bogus payload data, and then show
>>> the reservation. I can confirm that reserving the lobby from outside the
>>> NAT seems to be fine.
>>>
>>> It's almost as if the NAT client reserves the lobby, then the server
>>> accepts, then ignores it...
>>>
>>> Blood Letter wrote:
>>>   
 Looks like having someone else join the server (from outside the lan)
 
>> works fine.
>> 
 Then I can join just fine.

 Weird...


 
> From: bw_bloodlet...@hotmail.com
> To: hlds@list.valvesoftware.com
> Date: Thu, 19 Nov 2009 20:51:58 -0800
> Subject: Re: [hlds] The Session is No Longer Available
>
>
> Really?  No one else has this issue?
>
> Can someone with a working config behind a nat post their server.cfg
>   
>> and command line?
>> 
>   
>> From: bw_bloodlet...@hotmail.com
>> To: hlds@list.valvesoftware.com
>> Date: Wed, 18 Nov 2009 21:26:47 -0800
>> Subject: Re: [hlds] The Session is No Longer Available
>>
>>
>> Zero problems when running with sv_lan 1.
>>
>>
>> 
>>> Date: Thu, 19 Nov 2009 13:05:37 +0800
>>> From: clontar...@iinet.net.au
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] The Session is No Longer Available
>>>
>>> Yes, on a Linux server. Are you running it behind a NAT firewall? We
>>> were told that using mm_dedicated_force_servers |
>>>   
>> would
>> 
>>> fix this, but it doesn't. Test this for me, if you start with
>>>   
>> +sv_lan 1
>> 
>>> does it then work flawlessly?
>>>
>>> Blood Letter wrote:
>>>
>>>   
 Anyone getting this?

 Windows.

 --command line--
 srcds.exe -console -game left4dead2 -maxplayers 8 -ip 192.168.1.11
 
>> -port 27015 -nohltv +sv_lan 0 +map c1m1_hotel
>> 
 --server.cfg--
 hostname "Love Me Sexy"
 rcon_password "
 password"
 sv_steamgroup 12345
 sv_steamgroup_exclusive 1
 sv_search_key "searchkey"

 Forwarding pots 27000-27015 to 192.168.1.11 .

 ??

 _
 Windows 7: I wanted simpler, now it's simpler. I'm a rock star.

 
>> http://www.microsoft.com/Windows/windows-7/default.aspx?h=myidea?ocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_myidea:112009
>> 
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Re: [hlds] The Session is No Longer Available

2009-11-19 Thread Shane Arnold
The issue seems to have something to do with lobby reservation. I don't 
know if you see this too, but if you create a lobby on the NAT side of 
things, the server will complain about bogus payload data, and then show 
the reservation. I can confirm that reserving the lobby from outside the 
NAT seems to be fine.

It's almost as if the NAT client reserves the lobby, then the server 
accepts, then ignores it...

Blood Letter wrote:
> Looks like having someone else join the server (from outside the lan) works 
> fine.
> Then I can join just fine.
>
> Weird...
>
>   
>> From: bw_bloodlet...@hotmail.com
>> To: hlds@list.valvesoftware.com
>> Date: Thu, 19 Nov 2009 20:51:58 -0800
>> Subject: Re: [hlds] The Session is No Longer Available
>>
>>
>> Really?  No one else has this issue?
>>
>> Can someone with a working config behind a nat post their server.cfg and 
>> command line?
>>
>> 
>>> From: bw_bloodlet...@hotmail.com
>>> To: hlds@list.valvesoftware.com
>>> Date: Wed, 18 Nov 2009 21:26:47 -0800
>>> Subject: Re: [hlds] The Session is No Longer Available
>>>
>>>
>>> Zero problems when running with sv_lan 1.
>>>
>>>   
 Date: Thu, 19 Nov 2009 13:05:37 +0800
 From: clontar...@iinet.net.au
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] The Session is No Longer Available

 Yes, on a Linux server. Are you running it behind a NAT firewall? We 
 were told that using mm_dedicated_force_servers | would 
 fix this, but it doesn't. Test this for me, if you start with +sv_lan 1 
 does it then work flawlessly?

 Blood Letter wrote:
 
> Anyone getting this?
>
> Windows.
>
> --command line--
> srcds.exe -console -game left4dead2 -maxplayers 8 -ip 192.168.1.11 -port 
> 27015 -nohltv +sv_lan 0 +map c1m1_hotel
>
> --server.cfg--
> hostname "Love Me Sexy"
> rcon_password "
> password"
> sv_steamgroup 12345
> sv_steamgroup_exclusive 1
> sv_search_key "searchkey"
>
> Forwarding pots 27000-27015 to 192.168.1.11 .
>
> ??
> 
> _
> Windows 7: I wanted simpler, now it's simpler. I'm a rock star.
> http://www.microsoft.com/Windows/windows-7/default.aspx?h=myidea?ocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_myidea:112009
> ___
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>   
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 please visit:
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>>>   
>>> _
>>> Bing brings you maps, menus, and reviews organized in one place.
>>> http://www.bing.com/search?q=restaurants&form=MFESRP&publ=WLHMTAG&crea=TEXT_MFESRP_Local_MapsMenu_Resturants_1x1
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>   
>>
>> _
>> Windows 7: I wanted simpler, now it's simpler. I'm a rock star.
>> http://www.microsoft.com/Windows/windows-7/default.aspx?h=myidea?ocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_myidea:112009
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>> 
> 
> _
> Windows 7: I wanted simpler, now it's simpler. I'm a rock star.
> http://www.microsoft.com/Windows/windows-7/default.aspx?h=myidea?ocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_myidea:112009
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Re: [hlds] The Session is No Longer Available

2009-11-18 Thread Shane Arnold
Yes, on a Linux server. Are you running it behind a NAT firewall? We 
were told that using mm_dedicated_force_servers | would 
fix this, but it doesn't. Test this for me, if you start with +sv_lan 1 
does it then work flawlessly?

Blood Letter wrote:
> Anyone getting this?
>
> Windows.
>
> --command line--
> srcds.exe -console -game left4dead2 -maxplayers 8 -ip 192.168.1.11 -port 
> 27015 -nohltv +sv_lan 0 +map c1m1_hotel
>
> --server.cfg--
> hostname "Love Me Sexy"
> rcon_password "
> password"
> sv_steamgroup 12345
> sv_steamgroup_exclusive 1
> sv_search_key "searchkey"
>
> Forwarding pots 27000-27015 to 192.168.1.11 .
>
> ??
> 
> _
> Windows 7: I wanted simpler, now it's simpler. I'm a rock star.
> http://www.microsoft.com/Windows/windows-7/default.aspx?h=myidea?ocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_myidea:112009
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Re: [hlds] Left4dead 2 Dedicated Servers?

2009-11-15 Thread Shane Arnold
I have it on good authority that the release time for the Left4Dead2 
server files will be

.

Chris Greening wrote:
> If the demo was any indication, you'll most likely have the server files 
> around dinner time on Monday (relative to EST's release window).
>
> - Chris
>
>
> Sean R. wrote:
>   
>> When will see these available?
>> 
>
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Re: [hlds] Texture Issue / Question

2009-11-14 Thread Shane Arnold
Vanilla installs here don't show these issues.

Tried a verify game files within Steam? In any case this isn't a server 
issue, it's a client issue and doesn't really belong on this list ;)

CLAN RCR wrote:
> 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 anything to do with the issue so it didn't solve the problem.
> 
> Just wondering if anyone knows how to fix it.
> 
> Here's an example of what I'm talking about.
> 
> http://s1.postimage.org/1bewS0-b05585195501dfc6c0f5cd68ace5ee7b.jpg
> http://www.postimage.org/image.php?v=gx1bewS0
> 
> Thanks for the help.
> 
> -Matt
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Re: [hlds] Team Fortress 2 Update Available

2009-11-02 Thread Shane Arnold
I could be wrong but the achievements (other than the Ghastly Gibbus) 
are all map-dependant. Therefore it would be the onus of the server 
operator to fix their own map lists.

m...@bestgn.net.au wrote:
> How do they plan on removing a map? Whats stopping anyone from keeping a
> copy.
>   
>> A Valve employee already posted on the forums that they're extending it to
>> the 9th.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
>> Sent: Monday, November 02, 2009 5:25 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 Update Available
>>
>> your not removing the halloween event?
>>
>> On Mon, Nov 2, 2009 at 8:22 PM, Matthew Gottlieb <
>> matthew.j.gottl...@gmail.com> wrote:
>>
>> 
>>> 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


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>>> please visit:
>>>   
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
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>>> please visit:
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>>>   
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>
>
>
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Shane Arnold
mail.google.com/support/

Yep.

David Bello wrote:
> So while we're waiting anyone know how to make gmail make a sound when a new
> mail arrives. Please, no "You've Got Mail" shit
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Shane Arnold
A lot of the functions contained in that script do not have native windows 
counterparts. Even more reason why you should all be using linux-based servers 
;)

Rick Payton wrote:
> wut, no windows port? :P
> 
> --mauirixxx
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
> Sent: Thursday, October 29, 2009 1:03 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Coming
> 
> I wrote this ages ago for linux servers, supports instant auto-update.
> 
> http://nephyrin.net/tools/nemrun/latest/
> 
> On 10/29/2009 03:39 PM, Y Smith wrote:
>> I could see this being scripted
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ben B
>> Sent: Friday, 30 October 2009 9:31 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 Update Coming
>>
>> oh god yes, i dont see why it hasn't happened yet. update comes out, srcds
>> closes itself, runs update, and restarts itself.
>> why not?! D:<
>>
>> On Thu, Oct 29, 2009 at 4:27 PM, JäKë T  wrote:
>>
>>
>>> A working autoupdate would fix that.. :)
>>>
>>>
>>>
>>>  
> 
> 
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Re: [hlds] Steam servers overloaded?

2009-10-28 Thread Shane Arnold
127.0.1.1 is just the localhost that some *nix distributions use for localhost 
(as opposed to 127.0.0.1 for windows machines). I'm pretty sure it will bind to 
localhost by default if you don't specify an IP in the startup line. 
Additionally, L4D actually binds to the hostname "localhost". So whatever you 
have localhost bound to in your operating system's hosts file is what it will 
bind to.

Christoffer Pedersen wrote:
> If i dont use the +ip parameter, it sets the ip to 127.0.1.1 (its not a
> spelling error, it sets it to 127.0.1.1)
> 
> Best regards
> -
> Christoffer Pedersen
> Serveradministrator
> ScanServers.eu
> christof...@scanservers.eu
> 
> 
> -Oprindelig meddelelse-
> Fra: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] På vegne af Jonah Hirsch
> Sendt: 28. oktober 2009 21:25
> Til: Half-Life dedicated Win32 server mailing list
> Emne: Re: [hlds] Steam servers overloaded?
> 
> What what could be? :P
> 
> Don't quote me on this as I've never used +clientport, but if I understand
> it correctly:
> If you don't set +clientport in the command line, it will show as 0, but it
> will be the same as whatever -port is.
> If you DO set +clientport in the command line, you'll see  -port SV /
> +clientport CL
> 
> Jonah Hirsch
> ---
> Sent from Flagstaff, Arizona, United States
> 
> On Wed, Oct 28, 2009 at 1:18 PM, Christoffer Pedersen
>  wrote:
> 
>> Could you have any clue about what it could be Jonah? And we got about 40
>> minutes to solve that, now that the game has been delayed :P
>>
>> Best regards
>> -
>> Christoffer Pedersen
>> Serveradministrator
>> ScanServers.eu
>> christof...@scanservers.eu
>>
>>
>> -Oprindelig meddelelse-
>> Fra: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] På vegne af Jonah Hirsch
>> Sendt: 28. oktober 2009 21:12
>> Til: Half-Life dedicated Win32 server mailing list
>> Emne: Re: [hlds] Steam servers overloaded?
>>
>> Oh. I thought you were talking about the 127.0.0.1
>>
>> The 0 CL is fine. It doesn't seem to be a problem. I think it's just if
> you
>> want the server to report a different port to the client than it is
>> actually running on.
>> Jonah Hirsch
>> ---
>> Sent from Flagstaff, Arizona, United States
>>
>> On Wed, Oct 28, 2009 at 1:06 PM, Christoffer Pedersen
>>  wrote:
>>
>>> I have also tried that, but it continues to say 41000 SV / 0 CL
>>>
>>> I would also like you to know that im running the other servers without
>> the
>>> +ip parameter and they are working fine
>>>
>>> Best regards
>>> -
>>> Christoffer Pedersen
>>> Serveradministrator
>>> ScanServers.eu
>>> christof...@scanservers.eu
>>>
>>>
>>> -Oprindelig meddelelse-
>>> Fra: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] På vegne af Jonah Hirsch
>>> Sendt: 28. oktober 2009 20:58
>>> Til: Half-Life dedicated Win32 server mailing list
>>> Emne: Re: [hlds] Steam servers overloaded?
>>>
>>> Christoffer: Make sure you're specifying your ip in the command line:
>>> just add, for example, -ip ###.###.###.### to your command line (with
>> your
>>> IP address there, of course).
>>> Jonah Hirsch
>>> ---
>>>
>>>
>>> On Wed, Oct 28, 2009 at 12:36 PM, Saint K. 
>>> wrote:
>>>
 Getting an update as well on Linux, I'm suspecting thought that the
>> files
 are having a lunchbreak halfway the line somewhere near the McDonalds.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Wednesday, October 28, 2009 8:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Steam servers overloaded?

 It did this in about 5 minutes:

 D:\srcds\left4dead2_demo>d:/hldsupdatetool/hldsupdatetool -command
>> update
 -game left4dead2_demo -dir d:/srcds
 Checking bootstrapper version ...
 Updating Installation
 Updating 'left 4 dead 2 demo common' from version 2 to version 3

 100.00% d:/srcds/left4dead2_demo\bin\engine.dll

 Checking/Installing 'left 4 dead 2 demo win32 dedicated server'
> version
>> 1

 HLDS installation up to date


 Thanks,
 - Saul.


 2009/10/28 Christoffer Pedersen 

> I have to ask that too, it made me copy the files individually,
>> instead
 of
> drag and drop.
>
> Best regards
> -
> Christoffer Pedersen
> Serveradministrator
> ScanServers.eu
> christof...@scanservers.eu
>
>
> -Oprindelig meddelelse-
> Fra: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] På vegne af msleeper
> Sendt: 28. oktober 2009 20:29
> Til: Half-Life dedicated Win32 server mailing list
> Emne: Re: [hlds] Steam servers overloaded?
>
> Why do they have to overwrite host.txt? :(
>
>

Re: [hlds] Steam servers overloaded?

2009-10-28 Thread Shane Arnold
A man after my own heart Olly, but I'd cut some slack being a rather large 
event ;)

Olly wrote:
> HLDS = Server mailing list
> 
> 2009/10/28 Mark Goldie 
> 
>> the client release has just been pushed back another hour
>>
>> 2009/10/28 Jonah Hirsch 
>>
>>> Christoffer: Make sure you're specifying your ip in the command line:
>>> just add, for example, -ip ###.###.###.### to your command line (with
>> your
>>> IP address there, of course).
>>> Jonah Hirsch
>>> ---
>>>
>>>
>>> On Wed, Oct 28, 2009 at 12:36 PM, Saint K. 
>>> wrote:
>>>
 Getting an update as well on Linux, I'm suspecting thought that the
>> files
 are having a lunchbreak halfway the line somewhere near the McDonalds.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Wednesday, October 28, 2009 8:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Steam servers overloaded?

 It did this in about 5 minutes:

 D:\srcds\left4dead2_demo>d:/hldsupdatetool/hldsupdatetool -command
>> update
 -game left4dead2_demo -dir d:/srcds
 Checking bootstrapper version ...
 Updating Installation
 Updating 'left 4 dead 2 demo common' from version 2 to version 3

 100.00% d:/srcds/left4dead2_demo\bin\engine.dll

 Checking/Installing 'left 4 dead 2 demo win32 dedicated server' version
>> 1

 HLDS installation up to date


 Thanks,
 - Saul.


 2009/10/28 Christoffer Pedersen 

> I have to ask that too, it made me copy the files individually,
>> instead
 of
> drag and drop.
>
> Best regards
> -
> Christoffer Pedersen
> Serveradministrator
> ScanServers.eu
> christof...@scanservers.eu
>
>
> -Oprindelig meddelelse-
> Fra: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] På vegne af msleeper
> Sendt: 28. oktober 2009 20:29
> Til: Half-Life dedicated Win32 server mailing list
> Emne: Re: [hlds] Steam servers overloaded?
>
> Why do they have to overwrite host.txt? :(
>
>
> On Wed, 2009-10-28 at 20:26 +0100, Christoffer Pedersen wrote:
>> Both for linux and windows
>>
>> "
>> Checking bootstrapper version ...
>> Updating Installation
>> Updating 'left 4 dead 2 demo common' from version 2 to version 3
>>
>> 9.53%   ./left4dead2_demo\bin\engine.dll
>> 9.58%   ./left4dead2_demo\left4dead2\host.txt
>>
>> Updating 'left 4 dead 2 demo linux dedicated server' from version 1
>>> to
>> version 2
>>
>> 9.72%   ./left4dead2_demo\left4dead2\modelsounds.cache
>> 59.59%  ./left4dead2_demo\bin\engine_linux.so
>> 100.00% ./left4dead2_demo\bin\vphysics_linux.so
>>
>> HLDS installation up to date
>> "
>>
>> That is my output from all my linux servers, just some small stuff
>> :)
>> Best regards
>> -
>> Christoffer Pedersen
>> Serveradministrator
>> ScanServers.eu
>> christof...@scanservers.eu
>>
>>
>> -Oprindelig meddelelse-
>> Fra: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] På vegne af Alec
>> Sanger
>> Sendt: 28. oktober 2009 20:14
>> Til: hlds@list.valvesoftware.com
>> Emne: Re: [hlds] Steam servers overloaded?
>>
>>
>> For L4D2? What OS? I'm not seeing any updates atm
>>
>> Thank you,
>> Alec Sanger
>>
>>
>>
>>
>>> From: christof...@scanservers.eu
>>> To: hlds@list.valvesoftware.com
>>> Date: Wed, 28 Oct 2009 20:07:19 +0100
>>> Subject: [hlds] Steam servers overloaded?
>>>
>>> There are currently new updates available out there. I am trying
>> to
> update
>>> my servers right now, and I am experiencing a very slow download
 speed.
>> Are
>>> somebody else also experiencing this?
>>>
>>>
>>>
>>> Best regards
>>>
>>> -
>>>
>>> Christoffer Pedersen
>>>
>>> Serveradministrator
>>>
>>> ScanServers.eu
>>>
>>> christof...@scanservers.eu
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
 archives,
>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>> _
>> Windows 7: It helps you do more. Explore Windows 7.
>>
>> http://www.microsoft.com/Windows/windows-7/default.aspx?ocid=PID24727::T:WLM
>> TAGL:ON:WL:en-US:WWL_WIN_evergreen3:102009
>> ___
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>>> archives,
>> please visit:
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>>
>>
>>>

Re: [hlds] [Non HLDS related] Port Fowarding

2009-10-25 Thread Shane Arnold
Seriously, 3 seconds of googling...

Munra wrote:
> Sorry guys I couldn't find the answer using google ( I might of found it
> just didn't understand) so I figured I would ask here
> 
> I need some ports forward on my box to run some gameservers so I gave the
> host a ports I needed, both udp and tcp.  What this did is forwarded all the
> ports under TCP/ip and none under UDP.  They tell me that TCP also includes
> UDP forwarding however I am still having problems with stuff like games
> sorry up in a server browser and hlstatsx connecting.
> 
> So my question is if that statement is true if forwards port under tcp will
> also forward UDP?   
> 
> 
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Re: [hlds] [Non HLDS related] Port Fowarding

2009-10-25 Thread Shane Arnold
www.portforward.com

http://en.wikipedia.org/wiki/Transmission_Control_Protocol

http://en.wikipedia.org/wiki/UDP

Munra wrote:
> Sorry guys I couldn't find the answer using google ( I might of found it
> just didn't understand) so I figured I would ask here
> 
> I need some ports forward on my box to run some gameservers so I gave the
> host a ports I needed, both udp and tcp.  What this did is forwarded all the
> ports under TCP/ip and none under UDP.  They tell me that TCP also includes
> UDP forwarding however I am still having problems with stuff like games
> sorry up in a server browser and hlstatsx connecting.
> 
> So my question is if that statement is true if forwards port under tcp will
> also forward UDP?   
> 
> 
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Re: [hlds] No dedi files CoD MW2

2009-10-24 Thread Shane Arnold
Not that it is my intention to keep posting off topic, if people were allowed 
to s**t up a mailing list with generic stuff like this, then what is the point 
in a mailing list other than to spam? It's not a "general admin" mailing list, 
it's a mailing list for the HLDS software by VALVe, and is also used for it's 
successor, SRCDS. It's not a place to soapbox or to gather public interest.

DeadMonkey wrote:
> This is a place for server admins who more then likely run more then one 
> game
> 
> he thought it would be a good idea to post something for the admins that 
> run more then one game
> 
> even tho it is kinda spam
> 
> 
> 
> Shane Arnold wrote:
>> It's neither HLDS, SRCDS or VALVe related.
>>
>> Looks a lot like spam to me.
>>
>> Saul Rennison wrote:
>>  
>>> That isn't spam. It's an issue that made me so unbelievably angry 
>>> the  game isn't worth buying, nor pirating. It's like L4D 
>>> matchmaking  (necessary as all games HAVE to have 4 players, 
>>> basically), except  this is for an FPS. I only ever played Hardcore, 
>>> 40+ player servers.  Well that's no more. Great. High five, IW, for 
>>> pissing off the PC  community.
>>>
>>> Thanks,
>>> - Saul.
>>>
>>> On 24 Oct 2009, at 10:33, Shane Arnold  wrote:
>>>
>>>
>>>> Hi,
>>>>
>>>> Thanks for your spam.
>>>>
>>>> Regards,
>>>>
>>>> HLDS Server Mailing List
>>>>
>>>> D3vilfish wrote:
>>>>  
>>>>> With the recent announcement from IW to not include dedicated  
>>>>> server files
>>>>> for their latest release of CoD MW2 shortly to be released through  
>>>>> steam.
>>>>> There has been pressure from the CoD clan and online gaming  
>>>>> community, this
>>>>> is now being backed by some of the big names in the gaming world like
>>>>> Gamespy, IGN and Dice. As other Admins may or may not be aware of  
>>>>> this more
>>>>> can be read here>>>>
>>>>> http://www.thedadsarmy.net/news/196-infinity-ward-snubs-pc-community
>>>>> and the author of the petition can be found here>>>
>>>>> http://www.modernwarfare2-pc.com/no.html
>>>>> Simiancage threads
>>>>> http://www.simiancage.org/forum/showthread.php?t=5140
>>>>>
>>>>> Please read and sign the petition. To have no dedi files in such a  
>>>>> fps like
>>>>> CoD is the beginning of the end.
>>>>> Regards
>>>>> Simianteam
>>>>> Simiancage.org
>>>>>
>>>>>
>>>>> ___
>>>>> 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:
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>>   
>> 
>>
>>
>> No virus found in this incoming message.
>> Checked by AVG - www.avg.com Version: 8.5.423 / Virus Database: 
>> 270.14.28/2454 - Release Date: 10/23/09 14:09:00
>>
>>   
> 
> 
> 
> 
> No virus found in this outgoing message.
> Checked by AVG - www.avg.com 
> Version: 8.5.423 / Virus Database: 270.14.28/2454 - Release Date: 10/23/09 
> 14:09:00
> 
> 
> 
> 
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Re: [hlds] No dedi files CoD MW2

2009-10-24 Thread Shane Arnold
It's neither HLDS, SRCDS or VALVe related.

Looks a lot like spam to me.

Saul Rennison wrote:
> That isn't spam. It's an issue that made me so unbelievably angry the  
> game isn't worth buying, nor pirating. It's like L4D matchmaking  
> (necessary as all games HAVE to have 4 players, basically), except  
> this is for an FPS. I only ever played Hardcore, 40+ player servers.  
> Well that's no more. Great. High five, IW, for pissing off the PC  
> community.
> 
> Thanks,
> - Saul.
> 
> On 24 Oct 2009, at 10:33, Shane Arnold  wrote:
> 
>> Hi,
>>
>> Thanks for your spam.
>>
>> Regards,
>>
>> HLDS Server Mailing List
>>
>> D3vilfish wrote:
>>> With the recent announcement from IW to not include dedicated  
>>> server files
>>> for their latest release of CoD MW2 shortly to be released through  
>>> steam.
>>> There has been pressure from the CoD clan and online gaming  
>>> community, this
>>> is now being backed by some of the big names in the gaming world like
>>> Gamespy, IGN and Dice. As other Admins may or may not be aware of  
>>> this more
>>> can be read here>>>>
>>> http://www.thedadsarmy.net/news/196-infinity-ward-snubs-pc-community
>>> and the author of the petition can be found here>>>
>>> http://www.modernwarfare2-pc.com/no.html
>>> Simiancage threads
>>> http://www.simiancage.org/forum/showthread.php?t=5140
>>>
>>> Please read and sign the petition. To have no dedi files in such a  
>>> fps like
>>> CoD is the beginning of the end.
>>> Regards
>>> Simianteam
>>> Simiancage.org
>>>
>>>
>>> ___
>>> 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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Re: [hlds] No dedi files CoD MW2

2009-10-24 Thread Shane Arnold
Hi,

Thanks for your spam.

Regards,

HLDS Server Mailing List

D3vilfish wrote:
> With the recent announcement from IW to not include dedicated server files
> for their latest release of CoD MW2 shortly to be released through steam.
> There has been pressure from the CoD clan and online gaming community, this
> is now being backed by some of the big names in the gaming world like
> Gamespy, IGN and Dice. As other Admins may or may not be aware of this more
> can be read here
> http://www.thedadsarmy.net/news/196-infinity-ward-snubs-pc-community
> and the author of the petition can be found here>>>
> http://www.modernwarfare2-pc.com/no.html
> Simiancage threads
> http://www.simiancage.org/forum/showthread.php?t=5140
> 
> Please read and sign the petition. To have no dedi files in such a fps like
> CoD is the beginning of the end.
> Regards
> Simianteam
> Simiancage.org
> 
> 
> ___
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> visit:
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Re: [hlds] L4D Crash exploit?

2009-10-06 Thread Shane Arnold
move north
attack grue

msleeper wrote:
> You shouldn't have any problems upgrading to 1.2.4 if you aren't using
> any zany plugins.
> 
> This isn't an RPG, by the way.
> 
> 
> On Tue, 2009-10-06 at 17:38 -0700, Ook wrote:
>> Dang...when did that come out?
>>
>> I downloaded 1.2.3 10/2/2009. Ahh...1.2.4 came out the very next day. Go 
>> figure...
>>
>> /downloads and applies 1.2.4...
>> /restarts server
>> /holds breath...
>>
>>
>>
>>
>> - Original Message - 
>> From: "Brent Veal" 
>> To: "Half-Life dedicated Win32 server mailing list" 
>> 
>> Sent: Tuesday, October 06, 2009 5:24 PM
>> Subject: Re: [hlds] L4D Crash exploit?
>>
>>
>>> You need to have at least sourcemod 1.2.4 snapshot 2790 installed or else
>>> msleepers stats plugin will crash the server
>>>
>>> On Tue, Oct 6, 2009 at 5:12 PM, Ook  wrote:
>>>
 1.2.3. Did a fresh download about a week ago. Running msleeper's l4d 
 stats
 1.1.1 (which is awesome, btw - I have the motd set to the stats page,
 people
 seem to like seeing not only stats, but their own name on the stats page
 :) ) and KrX's Survivor Upgrades 1.1.6. All of which has been rock solid
 for
 the last week. I'm gonna do a clean install and see what happens. The 
 disk
 it runs on is a WD 160GB that has been in service for less then a year, 
 but
 the boot disk for the OS is an old Maxtor 10GB that I'm going to replace 
 as
 soon as I have a chance. This has to be one of the oldest Maxtors still
 running - which is saying a lot considering what pieces of sh*t Maxtor
 drives are...


 - Original Message -
 From: "Warren Alpert" 
 To: "Half-Life dedicated Win32 server mailing list"
 
 Sent: Tuesday, October 06, 2009 4:52 PM
 Subject: Re: [hlds] L4D Crash exploit?


> Are you running SourceMod? If so, what version?
>
>>
>> Ook wrote:
>>> I did. No change. This isn't caused by someone having hacked my
>>> password.
>>>
>>> - Original Message -
>>> From: "Mike O'Laughlen" 
>>> To: "Half-Life dedicated Win32 server mailing list"
>>> 
>>> Sent: Tuesday, October 06, 2009 4:02 PM
>>> Subject: Re: [hlds] L4D Crash exploit?
>>>
>>>
 You should try resetting your rcon password?

 On Tue, Oct 6, 2009 at 6:34 PM, Ook  wrote:

> Is there a L4D crash exploit going around? I'm watching my server,
>> which
> normally runs for days without crashing, crash/restart every 
> couple
> of
> minutes. The last few lines in the log file is:
>
> L 10/06/2009 - 15:09:49: Preventing spawning
> L 10/06/2009 - 15:09:49: server_message: "quit"
> L 10/06/2009 - 15:09:49: Log file closed
>
> This happens every couple of minutes. I don't see anything in the
> console,
> it just quits. It started doing this about 4.5 hours ago, and it's
> done
> it
> about 40 times since then. It leaves a log file of exactly 1272
> bytes.
>>
>> ___
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 To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-28 Thread Shane Arnold
Cheers bl4nk,

Will give this a run and let you know via AM thread.

bl4nk wrote:
> I just wrote a SourceMod plugin to combat this:
> http://forums.alliedmods.net/showthread.php?t=104806
> 
> It simply removes all pipebombs owned by a player once they switch teams 
> to spectator. It's currently untested, but in theory it should work. If 
> there are any problems with the plugin, please post them in the thread 
> instead of doing so here.
> 
> DontWannaName! wrote:
>> People have been doing this on my servers too, time to start banning.
>>
>> On Sun, Sep 27, 2009 at 11:35 AM, Justin Sandusky <
>> mysteriousjus...@gmail.com> wrote:
>>
>>   
>>> lmao...
>>>
>>> On Sun, Sep 27, 2009 at 12:18 PM, Shane Arnold >> 
>>>> wrote:
>>>>   
>>>> Dear VALVe,
>>>>
>>>> Shit's broken. Please fix it.
>>>>
>>>> Regards.
>>>>
>>>> Octo wrote:
>>>>   
>>>>> I'm very glad I asked then, I wouldn't want to get the wrong people.
>>>>> You can send me the id either on list or at this email address, as you
>>>>> pointed out my detective skills aren't very strong so any assistance
>>>>> from you would be appreciated.
>>>>>
>>>>> When you made your initial comment about doing it many many times I
>>>>> assumed you were just a random griefer who hangs out on the mailing
>>>>> 
>>> list
>>> 
>>>>> but seeing as that you are actually a Game and System admin I feel bad
>>>>> 
>>>> for
>>>>   
>>>>> your user base.  I hope that you're a bit more proactive about
>>>>> notifying vendors about problems in their software when you're wearing
>>>>> your system admin hat.
>>>>>
>>>>> -octo
>>>>>
>>>>> On Sun, Sep 27, 2009 at 11:51:06PM +0800, Shane Arnold wrote:
>>>>> 
>>>>>> At the risk of taking this email thread completely off topic, I am
>>>>>> neither of those two accounts you have linked to (I'm Australian mate,
>>>>>> g'day!). It is not my responsibility to advise VALVe of flaws in the
>>>>>> game design rules of their software, as I don't work for them nor have
>>>>>> anything to do with the game mechanics and the decisions made
>>>>>>   
>>> there-in.
>>> 
>>>>>> I'm pretty sure VALVe know about this design flaw. I'm also pretty
>>>>>>   
>>> damn
>>> 
>>>>>> sure they have more important bugs and changes to make before doing a
>>>>>> quick-fix (and incidentally, forcing all TF2 servers in the world to
>>>>>> update for something that is a relatively minor issue).
>>>>>>
>>>>>> But I do appreciate your concern regarding my use of a flaw in the
>>>>>>   
>>> game
>>> 
>>>>>> Octo, and I will quite happily provide you with my STEAMID so you can
>>>>>> ban me from servers I will never play on. Ever.
>>>>>>
>>>>>> Kind Regards and Happy Posting!
>>>>>>
>>>>>>   - Shane Arnold, Games/Systems Administrator of Nowhere Near the UK,
>>>>>>   
>>>> Earth.
>>>>   
>>>>>> (P.S awesome detective skills there Watson!)
>>>>>>
>>>>>> Octo wrote:
>>>>>>   
>>>>>>> I for one am quite happy that you've known about this for a long time
>>>>>>> but didn't let us (and presumably Valve) know so that it could be
>>>>>>> 
>>> fixed
>>> 
>>>> or
>>>>   
>>>>>>> worked around.
>>>>>>>
>>>>>>> Since you admit to abusing this to grief servers I was going to ban
>>>>>>> 
>>> you
>>> 
>>>>>>> from my servers (we long ago hit our asshole quota) but I didn't see
>>>>>>> 
>>>> TF2
>>>>   
>>>>>>> on your game list.  If you could send me your proper TF2 steamid or
>>>>>>> community page I'

Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-27 Thread Shane Arnold
Dear VALVe,

Shit's broken. Please fix it.

Regards.

Octo wrote:
> I'm very glad I asked then, I wouldn't want to get the wrong people.
> You can send me the id either on list or at this email address, as you
> pointed out my detective skills aren't very strong so any assistance
> from you would be appreciated.
> 
> When you made your initial comment about doing it many many times I
> assumed you were just a random griefer who hangs out on the mailing list
> but seeing as that you are actually a Game and System admin I feel bad for 
> your user base.  I hope that you're a bit more proactive about
> notifying vendors about problems in their software when you're wearing
> your system admin hat. 
> 
> -octo
> 
> On Sun, Sep 27, 2009 at 11:51:06PM +0800, Shane Arnold wrote:
>> At the risk of taking this email thread completely off topic, I am 
>> neither of those two accounts you have linked to (I'm Australian mate, 
>> g'day!). It is not my responsibility to advise VALVe of flaws in the 
>> game design rules of their software, as I don't work for them nor have 
>> anything to do with the game mechanics and the decisions made there-in.
>>
>> I'm pretty sure VALVe know about this design flaw. I'm also pretty damn 
>> sure they have more important bugs and changes to make before doing a 
>> quick-fix (and incidentally, forcing all TF2 servers in the world to 
>> update for something that is a relatively minor issue).
>>
>> But I do appreciate your concern regarding my use of a flaw in the game 
>> Octo, and I will quite happily provide you with my STEAMID so you can 
>> ban me from servers I will never play on. Ever.
>>
>> Kind Regards and Happy Posting!
>>
>>   - Shane Arnold, Games/Systems Administrator of Nowhere Near the UK, Earth.
>>
>> (P.S awesome detective skills there Watson!)
>>
>> Octo wrote:
>>> I for one am quite happy that you've known about this for a long time
>>> but didn't let us (and presumably Valve) know so that it could be fixed or
>>> worked around.
>>>
>>> Since you admit to abusing this to grief servers I was going to ban you
>>> from my servers (we long ago hit our asshole quota) but I didn't see TF2 
>>> on your game list.  If you could send me your proper TF2 steamid or 
>>> community page I'd appreciate it.
>>>
>>> I found http://steamcommunity.com/profiles/76561197977227655 and
>>> http://steamcommunity.com/profiles/76561197996285534 .  I'm not sure if the
>>> second one is you or not.
>>>
>>> Thanks in advance.
>>>
>>> -octo
>>>
>>> On Sun, Sep 27, 2009 at 10:41:41PM +0800, Shane Arnold wrote:
>>>> OK let me rephrase.
>>>>
>>>> It has been around for a very, very long time. I should know, I've used 
>>>> this flaw many many times.
>>>>
>>>> Regards.
>>>>
>>>> Ben Williams wrote:
>>>>> Nope.
>>>>>
>>>>> I've only ever heard about this exploit since the 15th.
>>>>>
>>>>> Everything that Octo linked to is POST 15th.
>>>>>
>>>>> It happend in the September 15th update.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>  
>>>>>
>>>>>
>>>>>
>>>>>  
>>>>>
>>>>>> Date: Sun, 27 Sep 2009 22:14:58 +0800
>>>>>> From: clontar...@iinet.net.au
>>>>>> To: hlds@list.valvesoftware.com
>>>>>> Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
>>>>>>
>>>>>> I think you may find it's been around a *lot* longer than the 15th.
>>>>>>
>>>>>> Ben Williams wrote:
>>>>>>> It's been a bug since the update on the 15th.
>>>>>>>
>>>>>>> I'm hoping Valve are working on it.
>>>>>>>
>>>>>>> It can be very annoying and the only way is to disable team 'Unassigned'
>>>>>>>
>>>>>>> Cheers
>>>>>>>
>>>>>>> Smashman
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>

Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-27 Thread Shane Arnold
At the risk of taking this email thread completely off topic, I am 
neither of those two accounts you have linked to (I'm Australian mate, 
g'day!). It is not my responsibility to advise VALVe of flaws in the 
game design rules of their software, as I don't work for them nor have 
anything to do with the game mechanics and the decisions made there-in.

I'm pretty sure VALVe know about this design flaw. I'm also pretty damn 
sure they have more important bugs and changes to make before doing a 
quick-fix (and incidentally, forcing all TF2 servers in the world to 
update for something that is a relatively minor issue).

But I do appreciate your concern regarding my use of a flaw in the game 
Octo, and I will quite happily provide you with my STEAMID so you can 
ban me from servers I will never play on. Ever.

Kind Regards and Happy Posting!

  - Shane Arnold, Games/Systems Administrator of Nowhere Near the UK, Earth.

(P.S awesome detective skills there Watson!)

Octo wrote:
> I for one am quite happy that you've known about this for a long time
> but didn't let us (and presumably Valve) know so that it could be fixed or
> worked around.
> 
> Since you admit to abusing this to grief servers I was going to ban you
> from my servers (we long ago hit our asshole quota) but I didn't see TF2 
> on your game list.  If you could send me your proper TF2 steamid or 
> community page I'd appreciate it.
> 
> I found http://steamcommunity.com/profiles/76561197977227655 and
> http://steamcommunity.com/profiles/76561197996285534 .  I'm not sure if the
> second one is you or not.
> 
> Thanks in advance.
> 
> -octo
> 
> On Sun, Sep 27, 2009 at 10:41:41PM +0800, Shane Arnold wrote:
>> OK let me rephrase.
>>
>> It has been around for a very, very long time. I should know, I've used 
>> this flaw many many times.
>>
>> Regards.
>>
>> Ben Williams wrote:
>>> Nope.
>>>
>>> I've only ever heard about this exploit since the 15th.
>>>
>>> Everything that Octo linked to is POST 15th.
>>>
>>> It happend in the September 15th update.
>>>
>>>
>>>
>>>
>>>  
>>>
>>>
>>>
>>>  
>>>
>>>> Date: Sun, 27 Sep 2009 22:14:58 +0800
>>>> From: clontar...@iinet.net.au
>>>> To: hlds@list.valvesoftware.com
>>>> Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
>>>>
>>>> I think you may find it's been around a *lot* longer than the 15th.
>>>>
>>>> Ben Williams wrote:
>>>>> It's been a bug since the update on the 15th.
>>>>>
>>>>> I'm hoping Valve are working on it.
>>>>>
>>>>> It can be very annoying and the only way is to disable team 'Unassigned'
>>>>>
>>>>> Cheers
>>>>>
>>>>> Smashman
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>> From: thunderfox19...@gmail.com
>>>>>> To: hlds@list.valvesoftware.com
>>>>>> Date: Sun, 27 Sep 2009 14:53:31 +0100
>>>>>> Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
>>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> This exploit can be done with multiple classes. I have tested it with 
>>>>>> clan
>>>>>> mates on a private server with Soldier and pyro and it can be done with
>>>>>> these classes but possibly many more.
>>>>>>
>>>>>> Cheers
>>>>>>
>>>>>> Tirrel 
>>>>>>
>>>>>>
>>>>>> -Original Message-
>>>>>> From: hlds-boun...@list.valvesoftware.com
>>>>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
>>>>>> Sent: 27 September 2009 05:15
>>>>>> To: hlds@list.valvesoftware.com
>>>>>> Subject: [hlds] TF2 Demoman Pipe exploit (Teamkill)
>>>>>>
>>>>>> One of my users pointed me to a video on youtube of a guy
>>>>>> exploiting a tf2 bug on my servers..
>>>>>>
>>>>>> http://www.youtube.com/watch?v=vTTemBE1gvo
>>>>>>
>>>>>> Discussion about it can be found at:
>>>>>>
>>>

Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-27 Thread Shane Arnold
OK let me rephrase.

It has been around for a very, very long time. I should know, I've used 
this flaw many many times.

Regards.

Ben Williams wrote:
> Nope.
> 
> I've only ever heard about this exploit since the 15th.
> 
> Everything that Octo linked to is POST 15th.
> 
> It happend in the September 15th update.
> 
> 
> 
> 
>  
> 
> 
> 
>  
> 
>> Date: Sun, 27 Sep 2009 22:14:58 +0800
>> From: clontar...@iinet.net.au
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
>>
>> I think you may find it's been around a *lot* longer than the 15th.
>>
>> Ben Williams wrote:
>>> It's been a bug since the update on the 15th.
>>>
>>> I'm hoping Valve are working on it.
>>>
>>> It can be very annoying and the only way is to disable team 'Unassigned'
>>>
>>> Cheers
>>>
>>> Smashman
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
 From: thunderfox19...@gmail.com
 To: hlds@list.valvesoftware.com
 Date: Sun, 27 Sep 2009 14:53:31 +0100
 Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

 Hi,

 This exploit can be done with multiple classes. I have tested it with clan
 mates on a private server with Soldier and pyro and it can be done with
 these classes but possibly many more.

 Cheers

 Tirrel 


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
 Sent: 27 September 2009 05:15
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 Demoman Pipe exploit (Teamkill)

 One of my users pointed me to a video on youtube of a guy
 exploiting a tf2 bug on my servers..

 http://www.youtube.com/watch?v=vTTemBE1gvo

 Discussion about it can be found at:

 http://forums.steampowered.com/forums/showthread.php?t=969604

 I was pointed to this plugin to use as a work around:

 http://forums.alliedmods.net/showthread.php?t=104143

 People I've had exploit it so far:

 http://steamcommunity.com/id/KhalidShahin
 STEAM_0:1:18913704

 http://steamcommunity.com/profiles/76561197999565993
 STEAM_0:1:19650132

 http://steamcommunity.com/id/explorerD/
 STEAM_0:0:18270663


 Sorry for the full disclosure, but the number of people trying to exploit
 this seems to be growing exponentially already

 -octo

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Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-27 Thread Shane Arnold
I think you may find it's been around a *lot* longer than the 15th.

Ben Williams wrote:
> It's been a bug since the update on the 15th.
> 
> I'm hoping Valve are working on it.
> 
> It can be very annoying and the only way is to disable team 'Unassigned'
> 
> Cheers
> 
> Smashman
> 
> 
> 
> 
>  
> 
> 
> 
>  
> 
>> From: thunderfox19...@gmail.com
>> To: hlds@list.valvesoftware.com
>> Date: Sun, 27 Sep 2009 14:53:31 +0100
>> Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
>>
>> Hi,
>>
>> This exploit can be done with multiple classes. I have tested it with clan
>> mates on a private server with Soldier and pyro and it can be done with
>> these classes but possibly many more.
>>
>> Cheers
>>
>> Tirrel 
>>
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
>> Sent: 27 September 2009 05:15
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] TF2 Demoman Pipe exploit (Teamkill)
>>
>> One of my users pointed me to a video on youtube of a guy
>> exploiting a tf2 bug on my servers..
>>
>> http://www.youtube.com/watch?v=vTTemBE1gvo
>>
>> Discussion about it can be found at:
>>
>> http://forums.steampowered.com/forums/showthread.php?t=969604
>>
>> I was pointed to this plugin to use as a work around:
>>
>> http://forums.alliedmods.net/showthread.php?t=104143
>>
>> People I've had exploit it so far:
>>
>> http://steamcommunity.com/id/KhalidShahin
>> STEAM_0:1:18913704
>>
>> http://steamcommunity.com/profiles/76561197999565993
>> STEAM_0:1:19650132
>>
>> http://steamcommunity.com/id/explorerD/
>> STEAM_0:0:18270663
>>
>>
>> Sorry for the full disclosure, but the number of people trying to exploit
>> this seems to be growing exponentially already
>>
>> -octo
>>
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Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-06 Thread Shane Arnold
+1

While I'm sure his intentions are honest, would be much nicer if we 
could have the source please. Especially seeing it's not signed.

Spencer 'voogru' MacDonald wrote:
> How about the source so we can compile it on our own?
> 
> I don't know about you but im not into running random exe files.
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
> Sent: Sunday, September 06, 2009 4:35 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
> 
> here it is
> http://www.wantedgov.it/page/62-srcds-query-cache/
> 
> more info on that page
> 
> 
> 
> On Sun, Sep 6, 2009 at 12:44 AM, Claudio
> Beretta wrote:
>> I'm doing it right now, should be ready tomorrow.
>>
>> On Sun, Sep 6, 2009 at 12:32 AM, Kenny Loggins
> wrote:
>>> I'm willing to pay someone to write a windows version of a query proxy.
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
>>> Sent: Saturday, September 05, 2009 4:36 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
>>>
>>> This is why A2S_INFO requires a challenge :|
>>>
>>> Thanks,
>>> - Saul.
>>>
>>>
>>> 2009/9/5 Matt Stanton 
>>>
 If these attacks are coming from ips that are outside of the range of
 your standard users' network range, then it's possible you could filter
 out requests from unallocated ip blocks and ip blocks from areas of the
 internet that are gnerally too far away to have decent latency on your
 server.  Unfortunately, this would mean building a database of ip blocks
 that are allocated to networks that are within a reasonable distance of
 your server's network and checking every A2S_INFO packet that comes in
 against this database, which would likely eat a decent amount of CPU.

 Nephyrin Zey wrote:
> The bandwidth involved in this attack is tiny. The issue is srcds
> chokes
> on large numbers of A2S_INFO packets, its not the traffic that's doing
> machines in. I'd reckon a single residential connection could take
> down
> a server this way. Once you fix the srcds issue, the problem stops. I
> have a daemon that intercepts server queries and handles them itself.
> It's currently handling this attacker hammering on two servers without
> breaking 1% CPU or making a single-pixel dent in my bandwidth graphs,
> and my tf2 servers continue to run just fine.
>
> And if you actually examine the attack, it's very obviously a single
> source with spoofed IPs. I rather doubt someone has a million-strong
> botnet containing nearly 30% unallocated IP ranges, that all happen to
> have the same exact path length.
>
> - Neph
>
> On 09/05/2009 12:50 PM, jps.sgtr...@gmail.com 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.  

Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Shane Arnold
How many packets, let alone routed IPs, do you think pass through even 
just one router on an ISP backbone. 80k packets in 5 minutes is so 
ridiculously small it wouldn't even warrant a raised eyebrow.

Best thing to do with DDoS'ers is wait till they get bored and move on.

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'm being hit by
> approx 8 AS2_INFO requests every 5 minutes from unique IP
> addresses.
> 
> 
> On Sat, Sep 5, 2009 at 7:25 PM, Kenny Loggins
> wrote:
>> Same here he's hitting one of my server also... I'm up for painting the
>> wall's red with this guy when I find him... My guess is some new
>> inexperienced server admin looking to take down the poplar servers so he
> can
>> get people into his server... He'll make some good red paint!
>>
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Garry Ilverz
>> Sent: Saturday, September 05, 2009 11:30 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
>>
>> My server is also under this type of attack.. So Valve hasnt fixed it ..
> Or
>> it is some new exploit. sv_max_queries_sec_global 1 doesnt help. Server's
>> fps is still dropping and its lagging like hell :(
>>
>> On Sat, Sep 5, 2009 at 7:23 PM, Saul Rennison
>> wrote:
>>
>>> sv_max_queries_sec_global 1?
>>>
>>> Will make your server appear unresponsive to the Server Browser while
>> being
>>> DDoS'd but saves the lag.
>>>
>>> Thanks,
>>> - Saul.
>>>
> 
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Re: [hlds] Error On Steam Client

2009-08-26 Thread Shane Arnold
Did you notice this is a Half-life dedicated Win32 server mailing list 
and has nothing to do with the Steam Client?

Thanks.

AJ King wrote:
> I Know this may sound strange but has anyone had their steam client, erroring 
> and closing when going on steam groups. When i go on them the content is 
> right at the bottom of the page.
>
> |
> |
> |
> |
> |
> |
> |
> |
> |
> |
> |
> |
> |
> |  SO ITS DOWN HERE INSTEAD OF UP THEIR
>
>
>
> _
> Windows Live Messenger: Thanks for 10 great years—enjoy free winks and 
> emoticons.
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Re: [hlds] TF2/L4D Updates Available

2009-08-25 Thread Shane Arnold
I hate people that don't include what message/quote they are talking 
about...

Violent Crimes wrote:
> Anyone going to guess when they will fix this for mods and css. 3 months?
>
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Re: [hlds] Lagging DOD:S after last weeks update.. Anyone Else?

2009-08-20 Thread Shane Arnold
The issue being reported is definitely as a result of the netcode 
changes. I have witnessed this behaviour on many servers (both DOD:S and 
TF2), report by many players, and not solved by turning off the in-game 
overlay. For some people it is very sporadic, for others running higher 
rates it is common and prolonged. Would like to see this get looked at 
by VALVe-dev... it's pretty ridiculous. I can play quakeworld and have 
less network issues.

Ronny Schedel wrote:
> Maybe there is the same client side lag like in TF2:
>
> Disable the game overlay in the Steam settings, restart Steam and look if it 
> solve your lag problems.
>
>
>
>   
>> After last weeks update many of our regular player if not all of them are 
>> complaining of lag. I got on last night for a few hours and seen it also. 
>> Not rewind lag, just an annoying low level lag. Twice last night I had 
>> people either disappear and appear in front of me. I read release notes 
>> that they lowered the bandwidth requirement. Should I adjust my server 
>> rates perhaps? CPU and Memory is very low. Running on a dual quad intel 
>> with 16gig memory. So I should have more than enough horespower. This 
>> server has been running for several years without any noticeable lag. 
>> Anyone else seeing issues? Anyone care to post there network settings?
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>
>
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Shane Arnold
What he said. The SM team develops for TF2, not the other way around.

___

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."



Matt Stanton wrote:
> Still the significance of the 'Friday Update' is misplaced, here, as for 
> the part of the world that has advanced into Friday before the United 
> States, Valve works and releases updates on Saturdays.
>
> If they release a broken update on Friday in the United States, then we 
> are broken all weekend.  If they release a broken update on Friday 
> slightly west of the international date line, then you can hope for an 
> early Saturday update fix.
>
> Regardless, the update isn't really broken, they just released it 
> without warning anyone that it was going to break SourceMod.  While it 
> would likely be in their best interests to allow the SM dev team to know 
> about what is going to be changed, it is not an obligation, and there is 
> no reason for Valve to have to keep up with what may or may not break 
> SourceMod in one of the updates.
>
> So, when SM is working again, I think this update will be fantastic, and 
> props to the SM team for getting rolling on this so quickly.  I look 
> forward to biting the bullet and and finally updating SM on our servers 
> to the 1.3-dev branch.
>
>
> Clyde cide wrote:
>   
>> oh gawd Ive got to do this.. Msleeper is only aware of people caught in
>> his honeypot.. Lame I know, but fun non the less. :|  :/ :\ :| :D
>>
>> On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson  wrote:
>>
>>   
>> 
>>> Msleeper didn't realize that there people outside of the United States such
>>> as... Britain, Romania, Canada, etc that are subscribed to this list.
>>>
>>> I'm just happy they've gotten the bandwidth requirements down,
>>> Kyle
>>>
>>> On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove >> 
>>>   
>>>> wrote:
>>>>   
>>>> Wait a minute, it is Friday here after all. In your face msleeper!
>>>>
>>>> On Fri, Aug 14, 2009 at 2:52 AM, Flubber wrote:
>>>>   
>>>> 
>>>>> It's Friday 2h51.
>>>>>
>>>>> 2009/8/14 Midnight 
>>>>>
>>>>> 
>>>>>   
>>>>>> Seems someone doesn't have a job and doesn't know what day it is.
>>>>>>   
>>>>>> 
>>>  Join
>>> 
>>>   
>>>>>> the crowd.
>>>>>>
>>>>>>
>>>>>> msleeper wrote:
>>>>>>   
>>>>>> 
>>>>>>> Today is Thursday, hope this helps.
>>>>>>>
>>>>>>>
>>>>>>> On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
>>>>>>>
>>>>>>> 
>>>>>>>   
>>>>>>>> They probably just entered their test server all wearing the viking
>>>>>>>> helmet and thus quickly decided that testing is for the weak and
>>>>>>>> releasing a major update on a Friday is not only a good idea, it's
>>>>>>>>   
>>>>>>>> 
>>>> the
>>>>   
>>>> 
>>>>>>>> most manly thing a manly man can do.
>>>>>>>>
>>>>>>>> On Fri, Aug 14, 2009 at 2:28 AM, Flubber wrote:
>>>>>>>>
>>>>>>>>   
>>>>>>>> 
>>>>>>>>> Just one tiny question, are you really testing the maps? Because i
>>>>>>>>> 
>>>>>>>>>   
>>>> just
>>>>   
>>>> 
>>>>>> want
>>>>>>   
>>>>>> 
>>>>>>>>> to say overtime overtime overtime overtime overtime overtime
>>>>>>>>> 
>>>>>>>>>   

Re: [hlds] Muter Mod [CS:S]

2009-08-08 Thread Shane Arnold
sm_deadtalk?

___

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."



Jake E wrote:
> Hi,
> Just wondering if anyone could save me hours of googling.
>
> I am looking for the mod that mutes players upon death and unmutes on round
> start.
>
> I found this before but it took alot of time.
> If anyone knows where to get this that would be awesome
>
> Thanks
> Jake
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Re: [hlds] Pipeline potentially never ends

2009-07-28 Thread Shane Arnold
What AnAkIn said. There is nothing wrong with the map, it just quite 
possibly does not honour time limit win conditions (being that it is a 
completely new game mode, it's not unthinkable).

In regards to the never-ending win-condition bug, I too have seen this 
on another local server. Basically if a team hits the control point and 
someone from the opposing team touches the cart during the 
"free-movement" phase to the explosion, the map does not end. You can 
also replicate this by having someone from the opposing team touch the 
cart just as it reaches the last point. Map play continues until a map 
change or mp_match_end_at_timelimit win condition is met.

Makes for good friendly Team Deathmatch fun, but should probably be fixed :)

_______

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."



AnAkIn . wrote:
> What do you mean? When the timelimit is reached the map doesn't change? Do
> you mean it should change during a round?
> On attack/defense maps, the timelimit only changes the map once the round is
> finished. Then, if you have that bug where pipeline last round never end,
> that might be the reason.
>
> You could also try setting mp_match_end_at_timelimit 1, some maps need that
> if they don't have the right parameter in an entity for the map to change at
> timelimit or something.
>
> 2009/7/28 Chris 
>
>   
>> No. they dont.
>>
>> Hope it get's fixed. Having pipeline on a rotation server turns it into
>> pipeline only sometimes when it comes round :/
>>
>> On Tue, Jul 28, 2009 at 9:08 AM, Ronny Schedel > 
>>> wrote:
>>>   
>>> Timelimits work fine.
>>>
>>>
>>>   
>>>> Besides this bug the map also doesn't seem to obay timelimits.
>>>>
>>>> -Original Message-
>>>> From: hlds-boun...@list.valvesoftware.com
>>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>>>> Sent: dinsdag 28 juli 2009 7:15
>>>> To: 'Half-Life dedicated Win32 server mailing list'
>>>> Subject: [hlds] Pipeline potentially never ends
>>>>
>>>> This has been brought up before as early as two months ago, but I
>>>> 
>> wanted
>> 
>>>> to
>>>> bring it up again in case Valve missed it.
>>>>
>>>> It's possible that Pipeline will never end. I'm not exactly sure of the
>>>> cause but it is either both carts finish near or exactly at the same
>>>> 
>>> time,
>>>   
>>>> or because one cart is barely inched into the checkpoint. Whatever the
>>>> cause, it seems the round advances without the carts which causes the
>>>> 
>>> next
>>>   
>>>> round to go on forever.
>>>>
>>>> Related forum thread:
>>>> http://forums.steampowered.com/forums/showthread.php?t=897333
>>>>
>>>> Thanks,
>>>> Tony
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>>>> No virus found in this incoming message.
>>>> Checked by AVG - www.avg.com
>>>> Version: 8.5.392 / Virus Database: 270.13.32/2266 - Release Date:
>>>> 
>>> 07/27/09
>>>   
>>>> 05:58:00
>>>>
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Re: [hlds] How to prevent brute attack on server

2009-07-26 Thread Shane Arnold
Do bad things to his pet dog.

___

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"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."



Flubber wrote:
> I got currently an asshole (
> http://steamcommunity.com/profiles/76561198003544916) who makes my servers
> go completly laggy, not even logged on the server. The servers are not
> crashing but just are totally unplayable with the ping it generates. Any
> suggestions?
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Re: [hlds] Group Banning And You

2009-07-25 Thread Shane Arnold
Are you 100% sure that everybody in those groups are hacking/exploiting? 
I think that is what Kyle and CC2 are getting at. In any case we 
shouldn't criticise server operators for the way they ban people. It's 
their server and they can do what they like with it. I do disagree with 
blanket-bans however, for the record.

_______

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."



Donnie Newlove wrote:
> Can't you read? I said why I posted those when I first did it.
>
> "Cracking/hacking groups, same people that spam servers using A2C_PRINT.
>
> http://steamcommunity.com/groups/csrinru
> http://steamcommunity.com/groups/dz-community
> http://steamcommunity.com/groups/warez-bb";
>
> On Fri, Jul 24, 2009 at 10:40 PM, Kyle Sanderson wrote:
>   
>> I'm in a couple community groups myself for some Torrent Sites, Should I
>> leave and warn everyone in the group that some server admins are that
>> ignorant? Seriously? The Myg0t groups and actual hacking groups that's a no
>> brainier and you will have everyone's support here. But banning community
>> groups who share a common interest that has nothing to do with games what so
>> ever? Please, it is the same as banning The Teamwork Movement group from
>> your server...
>>
>> Kyle.
>>
>> On Fri, Jul 24, 2009 at 12:39 PM, D4rKr0W  wrote:
>>
>> 
>>> Cc2iscooL ha scritto:
>>>   
>>>> Haxxor witch hunt.
>>>> OH EM GEE IN HAXOR GROUP MUST BE HAXOR LOL BAN.
>>>>
>>>> I prefer to wait until they actually do that kind of thing, as some
>>>> 
>>> groups
>>>   
>>>> like that just do mass invites and/or people are just retarded and never
>>>> 
>>> get
>>>   
>>>> access to the cheats they're looking for.
>>>>
>>>> Not to mention stuff like Kyle here. Warez =/= hack users.
>>>>
>>>> Most of the guys that you're banning probably don't even use
>>>> hacks. Oh well, if you want to be lazy I guess this thread is good for
>>>> 
>>> you.
>>>   
>>>> Like right now I
>>>> could make a totally awesome group teh computer haxors on Steam and
>>>> you guys would ban me even if I never used hacks and the group was
>>>> just for the fun of it.
>>>> 
>>> Whether these guys actually have bad intentions or are just plain dumb,
>>> i don't really care, both of these are good enough excuses not to want
>>> them ruining my games, assuming they'll ever join the servers i take
>>> care of. Plus, i think we already have our hands full with buggy
>>> gameservers, buggy games, angry teenagers and all the lovely things that
>>> come out from the mix of these three things.
>>>
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Re: [hlds] Required Killing Floor Dedicated Server Update Released

2009-07-24 Thread Shane Arnold
Thanks for the update news Dayle, DLC looks interesting :)

___

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."



Dayle Flowers wrote:
> A required update for Killing Floor has been released for both Windows
> and Linux dedicated servers. All dedicated servers must be updated to be
> compatible with the client version now on Steam (and to show in the
> server browser).  This update changes the following:
>
> Additions:
>  - Added 4 new Characters as a purchasable DLC pack available via the Steam 
> Store.
>  - Added new animations for the specimens busting down doors.
>  - Implemented a faster Quick Heal system.
>  - Updated the Door Welded display.
>  - Updated Mutator and Map White Lists(see Killing Floor forums at 
> forums.tripwireinteractive.com for more details)
>
> Fixes:
>  - Fixed the Chainsaw blade not moving, and sleeves not appearing right on 
> the Chainsaw.
>  - Fixed the issue with the player going to an idle animation after firing a 
> weapon, which made the player look stiff.
>  - Fixed bug where specimens would stand at a door waiting to bust down a 
> door.
>  - Fixed specimens not playing a movement animation after breaking down a 
> door.
>  - Fixed Map White List retaining old Pass/Fail status from previous map.
>  - Fixed the Hunting Shotgun's unlimited ammo bug.
>  - Removed Stats Icon from servers that are currently on a non white listed 
> map.
>
>
>   


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Re: [hlds] Left 4 Dead Update Available

2009-07-21 Thread Shane Arnold
So true. Without going back through thousands of emails I'm tentatively 
blaming;

1) Poor server conigurations/specifications
2) Plugin (Misconfiguration or Buggy)
3) Segfault which the administrator isn't noticing
4) Some other completely non-VALVe related error or bug.

I've set up multiple L4D servers on both Linux and MS and have never had 
this issue either.

_______

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."



msleeper wrote:
> The only consistent attribute of this bug is the same 2 or 3 people who
> keep bringing it up.
>
>
> On Tue, 2009-07-21 at 20:40 -0400, 1nsane wrote:
>   
>> Therefor the bug clearly does not exist.
>>
>> On Tue, Jul 21, 2009 at 8:31 PM,  wrote:
>>
>> 
>>> That doesn't happen to me...
>>>
>>> - Original Message -
>>> From: "Midnight" 
>>> To: "Half-Life dedicated Win32 server mailing list" <
>>> hlds@list.valvesoftware.com>
>>> Sent: Tuesday, July 21, 2009 5:10:27 PM GMT -05:00 US/Canada Eastern
>>> Subject: Re: [hlds] Left 4 Dead Update Available
>>>
>>> Except that they haven't fixed the timeout on map change bug.
>>>
>>>
>>>
>>> Saul Rennison wrote:
>>>   
>>>> Yay for fixing VPK! You do read the mailing list :D
>>>>
>>>> Nice update as usual Jason, keep up the good work Valve!
>>>>
>>>> Thanks,
>>>> - Saul.
>>>>
>>>>
>>>> 2009/7/21 Jason Ruymen 
>>>>
>>>>
>>>> 
>>>>> An optional update for Left 4 Dead is now available. Please run
>>>>> hldsupdatetool to receive it. The specific changes include:
>>>>>
>>>>> - Lobbies and games you've recently joined and left will be ignored for
>>>>>   
>>> two
>>>   
>>>>> minutes. This will prevent a player from ending up in the same lobby or
>>>>> game when quickly searching for another.
>>>>> - Restored Find a Game Lobby/Find a Game in Progress to the Create Lobby
>>>>> screen available from the Lobby Browser.
>>>>> - Updated localization text.
>>>>> - Fixed an issue where VPK.EXE would not extract all files.
>>>>>
>>>>> Jason
>>>>>
>>>>>
>>>>> ___
>>>>> 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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>>> please visit:
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Re: [hlds] [hlds_announce] Team Fortress 2/Dedicated Server Update

2009-07-15 Thread Shane Arnold
Get off the list.

Now.

___

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."



Michael Krasnow wrote:
> I just want to say HOLY CRAP! release 1 update not 10! oh and please change
> your clock 0.o seriously 07
>
> On Wed, Jul 15, 2009 at 9:14 AM, CLAN RCR  wrote:
>
>   
>> Poor Jason, he was probably tired.
>>
>> -Matt
>>
>> On Wed, Jul 15, 2009 at 7:56 AM, Donnie Newlove > 
>>> wrote:
>>>   
>>> Glad to see I'm not the only one getting mail from 2007. I was
>>> thinking maybe I was going crazy.
>>>
>>> On Wed, Jul 15, 2009 at 1:59 PM, AJ King wrote:
>>>   
>>>> Hahaha  I Agree :D
>>>>
>>>> Thanks,
>>>>
>>>> Alex King
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> 
>>>>> From: supersammyfl...@gmail.com
>>>>> Date: Wed, 15 Jul 2009 21:47:24 +1000
>>>>> To: hlds@list.valvesoftware.com
>>>>> Subject: Re: [hlds] [hlds_announce] Team Fortress 2/Dedicated Server
>>>>>   
>>> Update
>>>   
>>>>> I like how the original send dates remain the same (2007-10-26,
>>>>>   
>> received
>> 
>>> 50
>>>   
>>>>> minutes ago)
>>>>>
>>>>> - Sam
>>>>>
>>>>> 2009/7/15 Alec Sanger 
>>>>>
>>>>>   
>>>>>> accidentally spooling out every update ever released to tf2?
>>>>>>
>>>>>> Thank you,
>>>>>> Alec Sanger
>>>>>> P: 248.941.3813
>>>>>> F: 313.286.8945
>>>>>>
>>>>>>
>>>>>>
>>>>>> 
>>>>>>> From: jas...@valvesoftware.com
>>>>>>> To: hlds@list.valvesoftware.com;
>>>>>>>   
>> hlds_li...@list.valvesoftware.com;
>> 
>>>>>> hlds_annou...@list.valvesoftware.com
>>>>>> 
>>>>>>> Date: Thu, 25 Oct 2007 18:34:18 -0700
>>>>>>> Subject: [hlds] [hlds_announce] Team Fortress 2/Dedicated Server
>>>>>>>   
>>> Update
>>>   
>>>>>>> Required updates for Team Fortress 2 and it's dedicated servers
>>>>>>>   
>> are
>> 
>>> now
>>>   
>>>>>>> available.  Please run hldsupdatetool to update.  The specific
>>>>>>>   
>>> changes
>>>   
>>>>>>> include:
>>>>>>>
>>>>>>> - Improved compatibility for direct sound
>>>>>>> - Deathcam screenshots now move the player id panel to the lower
>>>>>>>   
>>> right,
>>>   
>>>>>>> and hide other hud elements until the freezecam fades
>>>>>>> - Improved autobalance calculation code when determining who to
>>>>>>>   
>>> switch
>>>   
>>>>>>> - Improved networking compatibility for some routers
>>>>>>> - Fixed a crash during level init related to model loading
>>>>>>> - Fixed issues on Dustbowl and Hydro that could occur when a
>>>>>>>   
>> server
>> 
>>>>>>> emptied in the middle of a round
>>>>>>> - Fixed a bug in the clientside player avoidance code, and
>>>>>>>   
>> smoothed
>> 
>>> it a
>>>   
>>>>>>> little more
>>>>>>> - Further crash fixes related to paged pool memory usage
>>>>>>> - Fixed scoreboard team scores label getting cut off
>>>>>>> - Engineer buildings now explode when the Engineer dies during
>>>>>>>   
>>> sudden
>>>   
>>>>>>> death
>>>>>>> - Fixed a spy backstab exploit where you could stab a play

Re: [hlds] Valve's secret update

2009-07-15 Thread Shane Arnold
I'm surprised there isn't a database/wiki already up somewhere with this 
info...

_______

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."



Robert C wrote:
> How good would an rss feed displaying all the lastest version numbers 
> for everything available via hldsupdate be?
>
> Please Valve,
> Rob C.
>
> k e wrote:
>   
>> had to do 7 servers again...great
>>
>> On Tue, Jul 14, 2009 at 11:00 PM, Tony Paloma wrote:
>>
>> 
>>> I wouldn't worry about the server rank. It's not like your servers were the
>>> only ones.
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
>>> Sent: Tuesday, July 14, 2009 7:44 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Valve's secret update
>>>
>>> Must be great for the server rank.
>>>
>>> I just simply disabled consistency until the map changes... Hopefully it
>>> will see that the particle has been updated when it does change.
>>>
>>> On Tue, Jul 14, 2009 at 10:31 PM, Tony Paloma
>>> wrote:
>>>
>>>   
>>>> They updated one of the particle files a short while ago after today's
>>>> announced update and forgot to tell us server operators. Players were
>>>> unable
>>>> to enter my servers.
>>>> ___
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>>>> please visit:
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>>>>
>>>> 
>>> ___
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>>> please visit:
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>> 
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Re: [hlds] Server list problems

2009-07-14 Thread Shane Arnold
Not related to the Half-Life dedicated Win32 server at all? I'd be 
posting on VALVe's forums or sending them a support ticket.

_______

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."



paul irizarry wrote:
> i just received an update, and even after that its still not finding any 
> servers...i dont know im soo confused.
>
>  
> From,
> Paul
>
>
>
>
> 
> From: "shorec...@comcast.net" 
> To: Half-Life dedicated Win32 server mailing list 
> 
> Sent: Tuesday, July 14, 2009 2:41:33 PM
> Subject: Re: [hlds] Server list problems
>
> 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 
>
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Re: [hlds] Server list problems

2009-07-14 Thread Shane Arnold
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 
>
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Re: [hlds] Timeout On Mapchange

2009-07-13 Thread Shane Arnold
Why do you use sv_cheats 1?

ms_force does not require it (is not a cheat cvar).

___

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:
> Oh, I use the command line parameter in Steam that adds the "Server Browser" 
> to the menu options, which makes it so Steam group servers aren't listed at 
> all on the menu. I start a lobby, set things up, then use a config file with 
> the following lines in it to join my server (you can also type the commands 
> manually), then start the game from the Lobby: 
>
> sv_cheats 1 
> ms_force_dedicated_server ip:port 
>
> As long as you have your Steam group and exclusive cvars set properly, you 
> can always join your Steam group server. I have never used the search key to 
> join my servers. This also has the added advantage of returning you to the 
> lobby when the campaign is over to set up another game. 
>
> - Original Message - 
> From: "Robert Whelan"  
> To: "Half-Life dedicated Win32 server mailing list" 
>  
> Sent: Monday, July 13, 2009 10:12:44 AM GMT -05:00 US/Canada Eastern 
> Subject: Re: [hlds] Timeout On Mapchange 
>
> Refer to the other topics I mentioned for more detail... 
>
> I could have 6 l4d servers going and they'd all be listed in the 'steam group 
> servers' area. From the lobby we could use the search key to play a campaign 
> though once we do all the servers would no longer be listed under 'steam 
> group servers'. On the other hand... the same 6 servers over time would 
> gradually drop off the list of 'steam group servers' regardless. 
>
> This leaves one alternative... connect directly which is a PITA when your 
> trying to assemble a game of versus. 
>
> This happens with or without (vanilla) addons 
>
> /* off topic, sry */ 
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Re: [hlds] HldsUpdateTool winsock error 10054 connect reset by peer.

2009-07-12 Thread Shane Arnold
It's only a guess. I deal with Linux servers, not Windows. A 10054 
usually means the connection was dropped.

Bad coding I suppose.

___

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."



Saul Rennison wrote:
> It has nothing to do with firewalls. It happens to me and I have no AV /
> firewall.
>
> Thanks,
> - Saul.
>
>
> 2009/7/12 Shane Arnold 
>
>   
>> Turn off all firewalls and internet security suites and try again.
>>
>> ___
>>
>> 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."
>>
>>
>>
>> William Kerr wrote:
>> 
>>> Hello, Im trying to install a Left 4 Dead Dedicated server using the
>>>   
>> HldsUpdateTool.  I can get it running and everything, but when the
>> installation of the server files reaches 99.48% I get this error.  "Winsock
>> Error 10054, connection reset by peer".  I've deleted everything and
>> reinstalled it several times and still keep getting the error ins the same
>> place.  I even ran it again after the error, without deleting everything and
>> it says that it is up to date, but I don't know about that considering it
>> never reached a 100%.  Can anyone help me with this or tell me a better way
>> of installing the server, a way that would actually work?  Thanks for any
>> feedback.
>> 
>>> _
>>> Insert movie times and more without leaving Hotmail®.
>>>
>>>   
>> http://windowslive.com/Tutorial/Hotmail/QuickAdd?ocid=TXT_TAGLM_WL_HM_Tutorial_QuickAdd_062009
>> 
>>> ___
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>>>   
>> please visit:
>> 
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>>>
>>>
>>>
>>>   
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Re: [hlds] HldsUpdateTool winsock error 10054 connect reset by peer.

2009-07-12 Thread Shane Arnold
Turn off all firewalls and internet security suites and try again.

___

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."



William Kerr wrote:
> Hello, Im trying to install a Left 4 Dead Dedicated server using the 
> HldsUpdateTool.  I can get it running and everything, but when the 
> installation of the server files reaches 99.48% I get this error.  "Winsock 
> Error 10054, connection reset by peer".  I've deleted everything and 
> reinstalled it several times and still keep getting the error ins the same 
> place.  I even ran it again after the error, without deleting everything and 
> it says that it is up to date, but I don't know about that considering it 
> never reached a 100%.  Can anyone help me with this or tell me a better way 
> of installing the server, a way that would actually work?  Thanks for any 
> feedback.
> _
> Insert movie times and more without leaving Hotmail®. 
> http://windowslive.com/Tutorial/Hotmail/QuickAdd?ocid=TXT_TAGLM_WL_HM_Tutorial_QuickAdd_062009
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Re: [hlds] L4D: Preventing Spawning

2009-07-05 Thread Shane Arnold
Slightly off topic, but.

Holy s**t that's a lot of plugins loaded...

___

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."



Russell Jones wrote:
> You have a crap ton of plugins installed there. Try disabling all of 
> your plugins so that its just a vanilla l4d install and see if the 
> problem goes away.
>
> shorec...@comcast.net wrote:
>   
>> I am trying to join my server via a lobby and I keep getting booted back to 
>> the main menu after it tries connecting. 
>>
>> Here's what the logs are saying: 
>>
>>
>>
>> Quote:   L 07/05/2009 - 10:52:05: server cvars end 
>> L 07/05/2009 - 10:52:05: Started map "l4d_vs_smalltown01_caves" (CRC 
>> "-1522287106") 
>> L 07/05/2009 - 10:52:07: Preventing spawning 
>> L 07/05/2009 - 10:52:07: World triggered "Round_Start" 
>> L 07/05/2009 - 10:52:07: Preventing spawning 
>> L 07/05/2009 - 10:52:07: Log file closed 
>>
>> Quote:   L 07/05/2009 - 10:52:05: server_cvar: "mp_gamemode" "versus" 
>> L 07/05/2009 - 10:52:05: rcon from "67.19.89.18:49922": command "" 
>> L 07/05/2009 - 10:52:05: [META] Loaded 0 plugins (1 already loaded) 
>> L 07/05/2009 - 10:52:05: Preventing spawning 
>> L 07/05/2009 - 10:52:05: server_message: "quit" 
>> L 07/05/2009 - 10:52:05: Log file closed meta list command: 
>>
>>
>>
>> Quote:   11:56:04 Listing 3 plugins: 
>> [01] SourceMod (1.2.1) by AlliedModders LLC 
>> [02] SDK Tools (1.2.1) by AlliedModders LLC 
>> [03] BinTools (1.2.1) by AlliedModders LLC Source mod plugins: 
>>
>>
>>
>> Quote:   11:56:32 [SM] Listing 29 plugins: 
>> 01 "Fun Commands" (1.2.1) by AlliedModders LLC 
>> 02 "Vocalize Fatigue" (0.9) by Mr. Zero 
>> 03 "Survivor Upgrades" (1.4) by Jerrith 
>> 04 "Left 4 Dead Infected Spawner" (1.0) by Fexii 
>> 05 "Basic Commands" (1.2.1) by AlliedModders LLC 
>> 06 "L4D Vote Guard" (1.0.2) by Crimson 
>> 07 "Basic Info Triggers" (1.2.1) by AlliedModders LLC 
>> 08 "Fun Votes" (1.2.1) by AlliedModders LLC 
>> 09 "Basic Comm Control" (1.2.1) by AlliedModders LLC 
>> 10 "Reserved Slots" (1.2.1) by AlliedModders LLC 
>> 11 "L4D Friendly Fire Limit" (1.1.1) by -pk- 
>> 12 "L4DSwitchPlayers" (1.3) by SkyDavid (djromero) 
>> 13 "Client Preferences" (1.2.1) by AlliedModders LLC 
>> 14 "[L4D] Hidden Ability Hints" (1.0) by Thraka 
>> 15 "Admin Menu" (1.2.1) by AlliedModders LLC 
>> 16 "Anti-Flood" (1.2.1) by AlliedModders LLC 
>> 17 "SnareSpeak" (1.7) by n0limit 
>> 18 "Player Commands" (1.2.1) by AlliedModders LLC 
>> 19 "SourceBans" (1.4.3) by InterWave Studios Development Team 
>> 20 "Admin Help" (1.2.1) by AlliedModders LLC 
>> 21 "Basic Chat" (1.2.1) by AlliedModders LLC 
>> 22 "gameME Plugin" (3.0) by TTS Oetzel & Goerz GmbH 
>> 23 "Advertisements" (0.5.5) by Tsunami 
>> 24 "Nextmap" (1.2.1) by AlliedModders LLC 
>> 25 "Sound Commands" (1.2.1) by AlliedModders LLC 
>> 26 "Basic Votes" (1.2.1) by AlliedModders LLC 
>> 27 "Admin File Reader" (1.2.1) by AlliedModders LLC 
>> 28 "Left 4 Dead Infected Spawner" (1.0) by Fexii 
>> 29 "[L4D] VS Auto-spectate on AFK" (1.3.1) by djromero (SkyDavid, David 
>> Romero) It's a Windows server. Any suggestions? 
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Re: [hlds] Team Fortress 2 Update Released

2009-07-01 Thread Shane Arnold
...

Please tell me you haven't done grade 6 science.

___

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."



Joel R. wrote:
> As a request for next update.
>
> Scout:
> Doubling Jumping 2 times extinguishes fire.  They are a fast class, they
> should be able to run fast enough to disengage the fire.
>
>
>
> On Mon, Jun 29, 2009 at 10:13 AM, CLAN RCR  wrote:
>
>   
>> I'd love to see that.
>>
>> -Matt
>>
>> On Thu, Jun 25, 2009 at 8:32 PM, Michael Krasnow  wrote:
>>
>> 
>>> hmm that would be good
>>>
>>> On Thu, Jun 25, 2009 at 6:43 PM, Donnie Newlove <
>>>   
>> donnie.newl...@gmail.com
>> 
>>>> wrote:
>>>> 
>>>> That would 1. look really awkward, what, is he going to pull out a new
>>>> one out of his pocket and more importantly 2. it would suck bad for
>>>> spies that are just about to attack when the thing respawns.
>>>>
>>>> But instead don't break it at all and just do a cooldown and no
>>>> respawning, but because the battery needs to recharge, not because it
>>>> magically breaks and then magically pops up again. There would also
>>>> have to be some indication for the spy, maybe a small kritzkrieg like
>>>> effect on the battery while it's charging the capacitors.
>>>>
>>>> On Fri, Jun 26, 2009 at 12:31 AM, Michael Krasnow
>>>> 
>>> wrote:
>>>   
>>>>> it should have a cooldown like Jarate and then it comes back
>>>>>
>>>>> On Thu, Jun 25, 2009 at 5:44 PM, Donnie Newlove <
>>>>>   
>>>> donnie.newl...@gmail.com>wrote:
>>>> 
>>>>>> No, it was a good change. Razorback was very, and may still be
>>>>>> slightly underpowered compared to both jarate and smg.
>>>>>>
>>>>>> Personally I think they should remove the breaking as well because
>>>>>> once it's broken you got nothing, no smg, no jarate. If you
>>>>>> 
>> sacrifice
>> 
>>>>>> your secondary weapon as sniper to become stab-proof, at least let
>>>>>> 
>> the
>> 
>>>>>> sniper be stab-proof until he dies, but maybe that would be too
>>>>>> 
>> good.
>> 
>>>>>> Still, snipers and heavies are very easy and cheap targets for
>>>>>> backstabbing.
>>>>>>
>>>>>> On Thu, Jun 25, 2009 at 11:27 PM, Michael Krasnow
>>>>>> 
>>>> wrote:
>>>> 
>>>>>>> i think you should have left the speed reduction on the razorback
>>>>>>>   
>> so
>> 
>>>> spys
>>>> 
>>>>>>> can catch snipers easier
>>>>>>> bunt nice with the FAN and airblast
>>>>>>>
>>>>>>> On Thu, Jun 25, 2009 at 5:08 PM, Jason Ruymen <
>>>>>>>   
>>>> jas...@valvesoftware.com
>>>> 
>>>>>>> wrote:
>>>>>>>
>>>>>>>   
>>>>>>>> A required update for Team Fortress 2 is now available.  Please
>>>>>>>> 
>> use
>> 
>>>>>>>> hldsupdatetool to receive it.  The specific changes include:
>>>>>>>>
>>>>>>>> Linux Dedicated Server:
>>>>>>>> - Improved connection logic to help servers that aren’t
>>>>>>>> 
>>>> automatically
>>>> 
>>>>>>>> reconnecting to Steam, and added extra logging to track it
>>>>>>>> - Added extra data gathering to help us understand and improve
>>>>>>>> 
>>> Linux
>>>   
>>>>>>>> performance
>>>>>>>>
>>>>>>>> Team Fortress 2:
>>>>>>>> - Ch

Re: [hlds] TF2 server crash

2009-06-29 Thread Shane Arnold
Run a vanilla server and see if it crashes.

My money is on SM.

___

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."



Jeff Sugar wrote:
> Honestly, it's just really great to know it's not just us. I have been
> pulling my hair out trying to figure out what's causing our crashes (Win2k3)
> and no matter what it seems to crash about once every 24 hours in that
> fashion.
>
> -Jeff
>
>
> On Mon, Jun 29, 2009 at 7:35 PM, David Ulbrich 
> wrote:
>
>   
>> I am getting crashes and lockups on our server as well.  I have gone to the
>> latest snapshot of 1.2.X SM and still no luck.  I have gotten rid of all
>> the
>> extra plugins and still keeps happening.  It does not matter what map we
>> are
>> on and it can happen at any point in the maps.  We only use stock maps so
>> custom maps are ruled out.
>>
>> -Dave
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
>> Sent: Monday, June 29, 2009 9:14 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 server crash
>>
>> Wait, the crashes I'm getting aren't just me? Thank god. I'm not entirely
>> Vanilla. I run a base server with a recent SourceMod snapshot (1.2.1-dev)
>> and some modest plugins along with Custom Maps. Nothing that would cause
>> crashes, and it didn't until 2 or so updates ago. The only thing left from
>> it are minidump files -- no error logs, and the stack trace doesn't help me
>> since I'm on Windows. It happens randomly during maps, custom and stock >.<
>>
>> On Mon, Jun 29, 2009 at 7:06 PM, Drew LaPour 
>> wrote:
>>
>> 
>>> I too have been getting crashes on all my servers (win based). I
>>>   
>> originally
>> 
>>> thought it was due to a sourcemod/SM plugin but i have done everything
>>>   
>> with
>> 
>>> the exception of running vanilla. Any vanilla admins having the same
>>>   
>> issue?
>> 
>>> I'm running the latest SM snapshot as well. I wish I had more details but
>>> currently dont.
>>>
>>> I know it's not much information but it's better than simply saying yes
>>>   
>> i'm
>> 
>>> having crashes too. ;-)
>>>
>>> On Mon, Jun 29, 2009 at 12:14 PM, 1nsane <1nsane...@gmail.com> wrote:
>>>
>>>   
>>>> I get a smilar error too. The server doesn't crash, just freezes which
>>>> 
>> is
>> 
>>>> kinda worse than just crashing.
>>>>
>>>> I don't run any custom maps.
>>>>
>>>> On Sun, Jun 28, 2009 at 10:29 PM, Chris  wrote:
>>>>
>>>> 
>>>>> Oops i seems my file didnt attach.
>>>>>
>>>>> This errors comes up randomly
>>>>>
>>>>> "Bad entity in IndexOfEdict() index -838669 eEdict 0f0f0f0f00
>>>>>   
>> sv.edicts
>> 
>>>>> 100F0010"
>>>>>
>>>>>
>>>>> Alec Sanger wrote:
>>>>>   
>>>>>> could you be a bit more descriptive?
>>>>>>
>>>>>> Thank you,
>>>>>> Alec Sanger
>>>>>> P: 248.941.3813
>>>>>> F: 313.286.8945
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> 
>>>>>>> Date: Sun, 28 Jun 2009 18:46:13 -0700
>>>>>>> From: ch...@pingdemons.com
>>>>>>> To: hlds@list.valvesoftware.com
>>>>>>> Subject: [hlds] TF2 server crash
>>>>>>>
>>>>>>> I get this error every now and again and cant figure out how or
>>>>>>>   
>> what
>> 
>>>> is
>>>> 
>>>>>>> crashing my server..
>>>>>>>
>>>>>>>
>>>>>>> Any ideas guys?
>>>>>>>
>>>>>>>
>>>>

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