Re: [hlds] Listing players and team membership on a TF2 server

2014-12-08 Thread Wander
As far as I know, there is no way to get a list of players and what team
they're on with just an un-modded vanilla installation of tf2. (I should
point out, I'm no expert)

It is possible with sourcemod, this is not difficult at all, and would most
likely not have to be maintained much. The functions used to get such a
list have not changed in ages. The only maintenance you'd need is updating
sourcemod when a tf2 update breaks it. This only happens a few times a year.




On 8 December 2014 at 05:34, Rovanion Luckey 
wrote:

> I'm not finding that running the server is a burden. However I found
> procedure of manually patching server mods quite cumbersome.
>
> I also feel that I have to point out that I did too ask on allied mods
> before emailing this list [0]. But then again, I'm not sure how everyday
> issues/queries doesn't pass under the topic of:
> *for discussion of windows server issues* [1]
>
> However quibbling over such bagatelles was not the reason I turned to this
> list. I only wanted to write software, not start a war.
>
> So understand me right when I say that I would prefer to have minimal
> dependencies for this software. It is only natural that if the facilities
> exist within the standard TF2 server installation that those would be the
> ones used. As with any software the smaller the dependency list the less
> the software is exposed to changes within its dependencies. And I imagine,
> though I could be completely wrong about this, that the console commands
> are quite stable, not changing much from version to version.
>
> So if we return to the question at hand: It is true as William tells it
> that there is no way of determining which team, RED or BLU, one, many or
> all players on a server is fighting for using the built in commands of the
> TF2 server?
>
> [0] https://forums.alliedmods.net/showthread.php?t=252620
> [1] https://list.valvesoftware.com/
>
> 2014-12-07 22:10 GMT+01:00 Anthony James Duncan  >:
>
>> Don’t run a server if you find it a burden. The only way you are going to
>> work out how things work is by running a test environment and trying it
>> yourself if you need help after that by all means. Also try and use the
>> alliedmodders forum by no means is it a way of guaranteed support but it
>> keeps this mailing list clear of everyday issues/queries.
>>
>>
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Rovanion Luckey
>> *Sent:* 07 December 2014 19:44
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Listing players and team membership on a TF2 server
>>
>>
>>
>> Of course, assuming that I have sourcemod installed which I don't. But as
>> I explained due to the maintenance burden of keeping the mods up to date
>> without any package manager to go with the mods it's something I'd rather
>> be without if I don't absolutely have to.
>>
>>
>>
>> 2014-12-07 19:18 GMT+01:00 Eli Witt :
>>
>> I'm fairly certain using the @red and @blue targets will work, but you
>> could have just tried in the console instead of posting and waiting around
>> for replies on a mailing list, too.
>>
>>
>>
>> On Sun, Dec 7, 2014 at 5:43 AM, Rovanion Luckey <
>> rovanion.luc...@gmail.com> wrote:
>>
>> So neither the default TF2-server nor sourcemod provides a way to
>> distinguish if a player is on the RED or the BLU team?
>>
>>
>>
>> 2014-12-07 3:17 GMT+01:00 William Pickard :
>>
>> No, you need a custom built plugin that acts like the status command but
>> prints out players + team their on
>>
>> On 2014-12-06 7:19 PM, "Rovanion Luckey" 
>> wrote:
>>
>> I tried installing that a couple of weeks ago. Long story short I got a
>> segfault because the stable version was not compatible with the TF2 server
>> and manually keeping meta- and sourcemod up to date seemed like more effort
>> than it was worth. I guess I've been spoilt by package managers.
>>
>> So does sourcemod provide a console command which does this. I see there
>> is a concept of targets; would I write something along the lines of "sm_who
>> @red" ?
>>
>>
>>
>> 2014-12-07 1:00 GMT+01:00 William Pickard :
>>
>> Sourcemod plugin will help
>>
>>
>> On 2014-12-06 5:56 PM, "Rovanion Luckey" 
>> wrote:
>> >
>> > Hi,
>> > I'm running a TF2 server and want to list the players currently playing
>> on the server along with the team they're on through the rcon console. I
>> want to use this information to write a small program which moves players
>> around in mumble to the appropriate channel for their team. But that's
>> besides the point.
>> >
>> > The "status" command does list every player and a bunch of interesting
>> information, but not which team they're in. My question is: Is it possible
>> to list every player on the server along with the name of the team they're
>> currently in?
>> >
>>
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http

Re: [hlds] Mandatory TF2 update released

2014-08-07 Thread Wander
Does this patch also fix the recent exploit allowing level 3 mini sentries?
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-29 Thread Wander
Java is something completely different than javascript, which is what he's
talking about
On Mar 29, 2013 4:01 AM, "[BT]Black V"  wrote:

> I believe there is already an update that is disabling java support in the
> motd
>
> Last week it was mentioned
> On 29 Mar 2013 15:09, "Paul"  wrote:
>
>> Hi,
>> I'm not sure if this is the right way to post something on the mailing
>> list, but here goes. Failing that, I've sent an email to Fletcher prior to
>> this attempt.
>>
>> I've heard rumors that Valve intend to highly restrict functionality on
>> the MOTD, due to issues of random popups or loss of game controls. I
>> propose a solution that would please both plugin authors who have things
>> like stat plugins, or donate pages, and gamers alike.
>>
>> The proposition:
>> Instead of completely restricting the MOTD's functionality for plugin
>> authors, you could restrict the manacing JavaScript functions (window.open,
>> alert and confirm) which cause the problem. I hope you (or those concerned)
>> bear this into consideration, if the rumors are true. Even if they aren't,
>> it might be wise to restrict the above three JavaScript functions so that
>> they simply do nothing (or nothing more than 'return true;' for example).
>>
>> Let me know, I hope you find this suggestion useful. Thanks for your time.
>>
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-03-13 Thread Wander
@fletcher, it's about 3 weeks ago that you estimated it would happen in 2-4
weeks
Do you still think it will happen in the next 1-2 weeks or might it take
longer than expected?

The reason I'd like to know is that we'll be moving our servers to a new
machine in the next 1 - 3 weeks (we should get access to the new machine in
1 week, and our current one expires in 3 weeks)
If the move to steampipe happens within 3 weeks, it would be a waste of our
time to copy/install the old kind of servers first, only to have to switch
to the new kind of server a few days later

- Wander

On Wed, Feb 20, 2013 at 6:15 PM, Fletcher Dunn 
 wrote:

> The first thing to do is identify as many bugs as possible using the TF
> beta.
>
> sv_pure needs to be fixed.
>
> Then we will probably roll out Day of Defeat or HL2:MP and confirm the
> auto conversion works as well as we expect, so we don't have a huge number
> of people all downloading a full 10GB at the same time.
>
> We're planning on releasing TF last.
>
> I suppose the timeline is around 2-4 weeks before TF is released?  (Please
> don't hold me on that --- it depends on what bugs we find in the TF beta!)
>
> We'll keep the users of each game well informed.  We also now have the
> ability to release the server before the client, and we will definitely
> take advantage of that, probably releasing the server 1-2 days in advance
> of the switchover, so server operators have plenty of time to get setup.
>  (Especially since they will have a full download, whereas clients should
> be able to take advantage of existing assets on disk.)
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Re: [hlds] Steam is suspending accounts without reason

2013-01-27 Thread Wander
Fisrtly, I might be looking at the wrong place, but if valve is
*massively* suspending
accounts, wouldnt there be a dozen of topics about it on the steam forums?
Because I don't really see any
I have also looked through my whole friendlist, and everyone there is just
fine

Secondly, what does this have to do with dedicated servers?


On Sun, Jan 27, 2013 at 8:47 PM, John Marbury  wrote:

> It's to keep you living... IN FEAR! ~ http://www.dramabutton.com
>
>
> On Sun, Jan 27, 2013 at 2:45 PM, Noel  wrote:
>
>> @Pizza:
>>
>> Any evidence?  I mean in respect to the allegation of account
>> suspensions, although I am also curious about this particularly ruddy Valve
>> employee you mentioned.
>>
>>
>> On Sun, Jan 27, 2013 at 11:42 AM, Pizza  wrote:
>>
>>>   Steam is suspending accounts at random and in mass w/o reason. Rouge
>>> employee, hacked system or steam bug?
>>>
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Re: [hlds] Mandatory TF2, DoD:S, HL2:DM updates coming

2012-10-26 Thread Wander
Aaaand I was wrong
"Added the map Mvm_coaltown_event with a special Halloween mission"

On Sat, Oct 27, 2012 at 1:12 AM, Wander  wrote:
> I don't think there's a new MvM map, only a new wave / new mission
> Otherwise they would've told us the name by now
>
> On Sat, Oct 27, 2012 at 1:11 AM, Peter HLDS  wrote:
>> Do we know what the new MvM map's name is, yet?
>>
>>  - Peter
>>
>> On Oct 26, 2012, at 17:40 PM, Eric Smith wrote:
>>
>>> We're working on mandatory updates for TF2, DoD:S, HL2:DM. We should have 
>>> them ready soon.
>>>
>>> -Eric
>>>
>>>
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Re: [hlds] Mandatory TF2, DoD:S, HL2:DM updates coming

2012-10-26 Thread Wander
I don't think there's a new MvM map, only a new wave / new mission
Otherwise they would've told us the name by now

On Sat, Oct 27, 2012 at 1:11 AM, Peter HLDS  wrote:
> Do we know what the new MvM map's name is, yet?
>
>  - Peter
>
> On Oct 26, 2012, at 17:40 PM, Eric Smith wrote:
>
>> We're working on mandatory updates for TF2, DoD:S, HL2:DM. We should have 
>> them ready soon.
>>
>> -Eric
>>
>>
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Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-26 Thread Wander
Very soon

On Fri, Oct 26, 2012 at 9:56 PM, Devin O'Malley  wrote:
> Also, when is this update supposed to be released?
>
>
> On Fri, Oct 26, 2012 at 4:55 PM, Game-Over 
> wrote:
>>
>>
>> I'm pretty certain either one works, but I always use "" for ease of
>> spotting the variables when adjusting settings on multiple servers.
>>
>>
>> On 26/10/2012 20:47, E. Olsen wrote:
>>
>> Just to be clear (it's been long time since I used custom sv_tags) is the
>> command:
>>
>> sv_tags event247
>>
>> or
>>
>> sv_tags "event247"
>>
>>
>>
>> On Fri, Oct 26, 2012 at 3:44 PM, Fletcher Dunn
>>  wrote:
>>>
>>> If your server doesn't have the tags, it won't get quickplay traffic.
>>> This applies for the server-browser-based quickplay, as well as the new
>>> lobby-based matchmaking.  ("Quickplay beta")
>>>
>>> You should set tf_mm_servermode 1 if you want to receive traffic from the
>>> beta quickplay.
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
>>> Sent: Friday, October 26, 2012 12:07 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Quickplay settings for TF2 Halloween
>>>
>>> Can we use either tf_mm_servermode 0 or tf_mm_servermode 1 ???
>>>
>>> - Original Message -
>>> From: "Fletcher Dunn" 
>>> To: "Half-Life dedicated Linux server mailing list
>>> (hlds_li...@list.valvesoftware.com)" ,
>>> "Half-Life dedicated Win32 server mailing list
>>> (hlds@list.valvesoftware.com)" 
>>> Sent: Friday, October 26, 2012 1:40:50 PM
>>> Subject: [hlds] Quickplay settings for TF2 Halloween
>>>
>>> Hello!
>>>
>>> Here are some details for how to configure your server to receive
>>> quickplay traffic.
>>>
>>> First, the general requirements and scoring systems have not changed.
>>> (Your server must have an account and advertise the _registered tag, will be
>>> penalized or excluded for certain rule changes, etc).  Details are here:
>>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>>>
>>> This year the quickplay UI will offer players two choices for Halloween:
>>>
>>> 1.) Halloween 2012.  Servers exclusively running the new map 24/7.
>>> 2.) Halloween mix.  Servers running a mix of all the Halloween maps.
>>>
>>> At any given time, your server can only be in one pool or the other.
>>> Valve will be running servers in both pools.
>>>
>>> Your server will be placed in pool #1 if:
>>> * You advertise the tag "event247"; and
>>> * You are running the new map "koth_lakeside_event".
>>>
>>> Your server will be placed in pool #2 if:
>>> * You advertise the tag "eventmix"; and
>>> * You are running one of the four Halloween maps.
>>>
>>> The eligible Halloween maps are:
>>> koth_harvest_event
>>> cp_manor_event
>>> koth_viaduct_event
>>> koth_lakeside_event
>>>
>>> If you don't set one of the two tags, you won't get any quickplay
>>> traffic!
>>>
>>> Also, I'd like to mention a new convar that has been added,
>>> mp_mapcycle_empty_timeout_seconds, which will cause your server to cycle the
>>> map if it has been empty for a certain period of time.
>>>
>>> - Fletch
>>>
>>>
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>>
>>
>>
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Re: [hlds] Digest format seems to be broken?

2012-09-01 Thread Wander
Ups, and it seems that archive doesn't list all responses below it,
you can read fletchers final message and more replies here:
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg46907.html


On Sat, Sep 1, 2012 at 4:53 PM, Wander  wrote:
> There was a discussion about this a while ago, you can read the first
> message here: 
> http://www.mail-archive.com/hlds@list.valvesoftware.com/msg46884.html
> and links to the replies are below it
>
>
>
> On Sat, Sep 1, 2012 at 4:32 PM, Drogen Viech  
> wrote:
>> The mailing list kind of serves as an entry barrier against 13 year
>> old "omg my server dont work plz halp!"-kids imo
>>
>> 2012/9/1 Chris Cable :
>>> Why is there a mailing list anyways? Wouldn't it be more efferent to use the
>>> Forums? Then people could search easily for previous issues.
>>>
>>>
>>> On Sat, Sep 1, 2012 at 8:51 AM, Chad Hedstrom 
>>> wrote:
>>>>
>>>> I'll admit, the MvM update is pushing a lot of traffic on this list
>>>> right now, but a year ago digest format meant 4-10 emails in a single
>>>> digest email, regardless of traffic.
>>>>
>>>> Two weeks ago I started getting 3 emails in a single digest email.
>>>>
>>>> Today I am getting a SINGLE (1) email in a digest email. I might as
>>>> well just turn off digest mode entirely.
>>>>
>>>> Until the boys at Valve get this fixed, do you guys mind not including
>>>> the last nine replies in the body of your email? Obviously we can go
>>>> back and read the previous relevant responses if we need to.
>>>>
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>>>
>>>
>>>
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Re: [hlds] Digest format seems to be broken?

2012-09-01 Thread Wander
There was a discussion about this a while ago, you can read the first
message here: 
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg46884.html
and links to the replies are below it



On Sat, Sep 1, 2012 at 4:32 PM, Drogen Viech  wrote:
> The mailing list kind of serves as an entry barrier against 13 year
> old "omg my server dont work plz halp!"-kids imo
>
> 2012/9/1 Chris Cable :
>> Why is there a mailing list anyways? Wouldn't it be more efferent to use the
>> Forums? Then people could search easily for previous issues.
>>
>>
>> On Sat, Sep 1, 2012 at 8:51 AM, Chad Hedstrom 
>> wrote:
>>>
>>> I'll admit, the MvM update is pushing a lot of traffic on this list
>>> right now, but a year ago digest format meant 4-10 emails in a single
>>> digest email, regardless of traffic.
>>>
>>> Two weeks ago I started getting 3 emails in a single digest email.
>>>
>>> Today I am getting a SINGLE (1) email in a digest email. I might as
>>> well just turn off digest mode entirely.
>>>
>>> Until the boys at Valve get this fixed, do you guys mind not including
>>> the last nine replies in the body of your email? Obviously we can go
>>> back and read the previous relevant responses if we need to.
>>>
>>> ___
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>>> please visit:
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>>
>>
>>
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Wander
Todd, fletcher is talking about Mann Up servers, those are valve-only

normal MvM servers can still be made by the community


On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit  wrote:
> Fletcher so we are not going to be able to run MvM servers tonight at all?
>
> If so why even release the instructions on how to do it? Am I just 
> misunderstanding this conversation?
>
> I thought Valve would be hosting MvM servers in addition to any community 
> servers...
>
> - Original Message -
> From: "Fletcher Dunn" 
> To: "Half-Life dedicated Linux server mailing list" 
> 
> Cc: "Half-Life dedicated Win32 server mailing list" 
> 
> Sent: Wednesday, August 15, 2012 8:04:59 PM
> Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?
>
>>At launch meaning eventually we'll be able to run them?  If so what's the 
>>current expected timeframe of that happening?
>
> There is currently no timeline for this happening.  By "at launch" I just 
> intended to communicate that we have not determined that we would definitely 
> never do this.  But right now, and for the foreseeable future, Valve plans to 
> host all the Mann Up servers.
>
> I expect there will be a very large population of players playing MvM in the 
> regular mode.  Probably larger than the number of people Manning Up.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
> Sent: Wednesday, August 15, 2012 4:53 PM
> To: Half-Life dedicated Linux server mailing list
> Cc: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
>
> At launch meaning eventually we'll be able to run them?  If so what's the 
> current expected timeframe of that happening?
>
> On 15.08.2012 16:48, Fletcher Dunn wrote:
>> Valve will host all Mann Up servers at launch.
>>
>> We're shipping the attached default mission cycle file.  If you boot
>> your server to any one of the following maps:
>> mvm_decoy
>> mvm_mannworks
>> mvm_coaltown
>>
>> it will use that file.  Hopefully the file is self-explanatory.
>>
>> Remember to add "-maxplayers 32" to the command line.
>>
>> tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
>> ONLY accept MvM traffic
>>
>> Vote issues specific to MvM:
>> sv_vote_issue_changelevel_allowed_mvm
>> sv_vote_issue_kick_allowed_mvm
>>
>> We also suggest:
>> sv_minrate 3
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
>> Sent: Wednesday, August 15, 2012 4:34 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Mann Co Servers?
>>
>> I don't think the question is "what is Mann Up Mode?", the question is
>> "how does this affect running a server?" Can only Valve run "Mann Co."
>> servers? Can any server that qualifies for matchmaking be a Mann Co.
>> server?
>> ~Mike
>> On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
>> mailto:deman.r...@gmail.com>> wrote:
>> I'd rather know when the update's coming out, to be honest. Hats
>> shouldn't really matter to us (as server admins).
>>
>> -Damon
>>
>> "The speed of light sucks." -John D. Carmack
>>
>> On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
>>
>> mailto:violentcri...@convictgaming.co
>> m>>
>> wrote:
>> What is Mann Up Mode?
>> When you play Mann vs. Machine on an official Mann Co. server, this is
>> called Mann Up Mode. Mann Up Mode allows you to earn special item
>> rewards and track your progress through various Missions. To enter
>> Mann Up Mode, you must possess a Tour of Duty Ticket.
>>
>>
>>
>> On 8/15/2012 7:29 PM, Cameron Munroe wrote:
>> Ughh? What?
>>
>> On 8/15/2012 4:29 PM, T Marler wrote:
>> What is this? VALVe only servers, or ones that qualify for match
>> making?
>>
>> D:
>>
>>
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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Wander
Either a system similar to halloween, with restrictions on when a
server has gifts, or really only valve servers
I'm hoping the first

On Thu, Aug 16, 2012 at 1:31 AM, Violent Crimes
 wrote:
> What is Mann Up Mode?
> When you play Mann vs. Machine on an official Mann Co. server, this is
> called Mann Up Mode. Mann Up Mode allows you to earn special item rewards
> and track your progress through various Missions. To enter Mann Up Mode, you
> must possess a Tour of Duty Ticket.
>
>
>
> On 8/15/2012 7:29 PM, Cameron Munroe wrote:
>
> Ughh? What?
>
> On 8/15/2012 4:29 PM, T Marler wrote:
>
> What is this? VALVe only servers, or ones that qualify for match making?
>
> D:
>
>
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Re: [hlds] Hiding IP from Server List

2012-08-07 Thread Wander
as it sounds like you want to prevent random people from joining, you
could also set an sv_password (for instance for when someone looks at
steam friends game info)


On Wed, Aug 8, 2012 at 5:24 AM, Nicholas Hastings
 wrote:
> Add the -nomaster parameter to the startup line.
>
>
> On 8/7/2012 11:22 PM, Brian Anthony Pereira wrote:
>
> Hello,
>
> I'm running a Synergy Dedicated Server for friends on my box.  I'd like to
> hide my IP from the server list to avoid possible harassment.  Is there a
> command to I can run on console to hide my IP from the Sever List?  Thank
> you in advance for any help!
>
>
> Best,
> Brian
>
>
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> --
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Re: [hlds] Update?

2012-08-03 Thread Wander
update notes are on spuf

On Sat, Aug 4, 2012 at 2:34 AM, Nicholas Hastings
 wrote:
> Yes.
>
>
> On 8/3/2012 8:34 PM, Devin O'Malley wrote:
>
> Hey all,
>
> I just updated my TF2 servers to 1.2.2.2 from 1.2.2.1, did anyone else just
> get an update?
>
>
> Regards,
> Devin
>
>
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Re: [hlds] Dealing with persistent cheaters

2012-02-02 Thread Wander
Remember that sourcemod, besides stuff like @red and @blue, also has
@aim, so you can spectate someone who changes name non-stop, and then
use "sm_ban @aim" to ban the person you are spectating


On Thu, Feb 2, 2012 at 18:03, Lance Waidzunas  wrote:
> Sorry to chime in late, and if this has already been brought up, I
> apologize...
>
> But is there anyway Valve could implement a minimum time between name
> changes?  I could care less about the hackers and what not, but it's kind of
> a pain in the butt when you're trying to ban someone quickly in server and
> their name keeps changing.  My admins and myself are usually playing when
> these idiots drop by the eXtv servers and it'd be great if there was even
> like 5-10 second minimum between name changes so we have a moment to pop a
> ban in and carry on w/ the game.
>
>
> On Thu, Feb 2, 2012 at 10:57 AM, Mart-Jan Reeuwijk 
> wrote:
>>
>> Well, here you go:
>>
>> http://www.youtube.com/watch?v=mD7Fi7xC-gg
>> They dont even care bout VAC anymore, for that takes couple weeks, couple
>> weeks they can cheat around, and then take a new one.
>>
>> And I think its more appropriate to fork the topic with its own thread
>> about DDOS attacks etc.
>>
>> 
>> From: Chad Hedstrom 
>> To: Half-Life dedicated Win32 server mailing list
>> 
>> Sent: Thursday, 2 February 2012, 0:13
>>
>> Subject: Re: [hlds] Dealing with persistent cheaters
>>
>> Note to gameserver coders: it would be great to have some sort of
>> rudimentary DDoS protection, i.e. gameserver level firewall that says
>> "ignore packets from IPs X, Y, Z.
>>
>> I've been dealing with a very persistent DDoS attack on my BF3 servers
>> recently (he has it set on a nightly timer!) and we almost had to
>> switch to a virtual managed server to take advantage of Windows
>> Server's more advanced firewall options - at $180 a month. A huge
>> shout out to John at NFO for helping me with this. The DDoS attacks
>> wouldn't crash the server, but it would cause the server to drop all
>> the players.
>>
>> Long story short, DDoS tools are becoming more of a problem and easier
>> to find (LOIC anybody?) and it would be nice to have some rudimentary
>> protection built in, if only so that the plugin community can expand
>> upon it. Maybe something to think about for CS:GO and HL3DM? ;)
>>
>> On Sun, Jan 29, 2012 at 3:18 PM, Connor M. 
>> wrote:
>> > Just hope that they don't go deep into illegal territory and (D)DoS your
>> > servers. If they happen to do so, get a hold of your host/ISP (if you're
>> > running a server that you built/bought and are not using a host) and
>> > explain
>> > what happened as some programs that do such things can produce EXTREME
>> > amounts of bandwidth which can net you with a $15K bill (like someone on
>> > Facepunch experienced, didn't see the thread myself because there's too
>> > much
>> > traffic all the time). Then, look up the IP so that you can get a hold
>> > of
>> > local authorities and their ISP and tell them that they're doing illegal
>> > things. Hope for the best, and rest feeling good that you got rid of
>> > another
>> > skid.
>>
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Re: [hlds] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread Wander
Ive heard that the gift sometimes stops spawning if the time it was
supposed to spawn was after round end and before the start of next
round, might be worth looking into

On Sat, Oct 29, 2011 at 01:56, Noel  wrote:
> I just did this on a server of mine, to test..
> tf_server_identity_account_id x
> tf_server_identity_token "xx~"
> Quotes and all..
> /bandwagon
> On Fri, Oct 28, 2011 at 4:38 PM, Austin  wrote:
>>
>> When resetting the identity of one of my gameservers, the output still has
>> the errorneous output:
>>
>> Request to reset owned game server account identity token--please wait.
>> Game server account identity reset!
>> Set these convars on your game server to have it log in and receive
>> benefits:
>> tf_server_identity_account_id = *
>> tf_server_identity_token = ***
>>
>> On 29 October 2011 10:03, Charlie  wrote:
>>>
>>> Looking through the list of identity tokens I've created, here is one
>>> that stands out as breaking this rule(printed exactly as shown):
>>> tf_server_identity_token "'4\"c2D8;2H}=|""
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Re: [hlds] Forum vs. email list

2011-10-24 Thread Wander
Most forum email notification systems have the following problems:
- The mail doesnt contain the message, but simply a link to the forums
- You can't reply to the mail (and have that message be posted on the
forums that way)
- Mails arent grouped together (for gmail users), but each
notification is a new entry in the inbox


On Tue, Oct 25, 2011 at 02:40, Jake Haldeman  wrote:
> I think announcements are really nice in the list format, troubleshooting and 
> trolling seems to be better in a forum.  I know when I'm dealing with an 
> issue I visit the forum frequently to stay up to date.
>
> It would be nice to not miss update announcements mixed in with people asking 
> about server specs which seemed to have triggered a lot of discussion
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of James Botting
> Sent: Monday, October 24, 2011 6:36 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Forum vs. email list
>
> Actually, no.
> I probably wouldn't follow it in a Web browser. As it is everything gets 
> pinged straight to my phone.
>
> On 25 Oct 2011, at 01:34, Fletcher Dunn  wrote:
>
>>> I am honestly astounded by the amount of people who complain when
>>> people ask for help on help forums or mailing lists. Not everyone
>>> signs up and instantly reads everything, goes through all the
>>> archives, or spends hours researching.
>>
>> I'd like to use this comment as a springboard for a discussion about the 
>> format of this list.
>>
>> I hear that a few years ago the idea of migrating the email list to a forum 
>> was kicked around.  However, at the time (is this still true today?) the 
>> users of the list didn't like the idea.  it is my understanding that most 
>> server admins prefer:
>>
>> 1.) Receiving push notifications.
>> 2.) Viewing the list in their email client
>>
>> #1 seems like a really compelling advantage (especially for announcements), 
>> while #2 seems like a personal preference, and many people have the opposite 
>> preference.
>>
>> A forum has several compelling advantages:
>>
>> 1.) Easier to search and find answers to previously asked questions
>> 2.) Easier to follow a thread of conversation.  (I personally find any
>> email distribution list to become unreadable pretty much instantly,
>> with all the 's and broken line breaks that everybody's mail
>> clients and put everywhere.)
>> 3.) Easier to modify your post if you notice a mistake or want to clarify 
>> something, rather than making a new post.
>> 4.) Easier to delete or move posts if they are spam, rude, inappropriate, 
>> belong in the general TF2 SPUF forum, etc.
>> 5.) Easier to ignore an entire thread that you are not interested in.
>>
>> Could there be some sort of forum + push notification that would satisfy 
>> what everybody wants?  This list exists to serve you guys, so I'm curious 
>> what everything thinks.  I *believe* most of the guys would find a forum 
>> format (perhaps with some push notification) more convenient.
>>
>> It would be good to get some opinions about how people prefer to consume the 
>> information on this list.
>>
>> Please chime in.
>>
>> Your humble servant,
>> - Fletch
>>
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Re: [hlds] Team Fortress 2 Update Released

2011-10-20 Thread Wander
Since this update I crash as soon as I pick a class, and I'm not the only one.

Any chance a fix for this will be released within 1-2 hours? Otherwise
I'm just gonna go sleep.


On Fri, Oct 21, 2011 at 02:41, Eugenio Roman
 wrote:
> Thanks! Will test it very soon!
>
> On Thu, Oct 20, 2011 at 7:16 PM, Tony Paloma 
> wrote:
>>
>> Required updates for Team Fortress 2 are now available.  The specific
>> changes include:
>>
>> - Improvements to client stability related to loading mesh content during
>> gameplay
>> - Fixed an engine error that mentioned CL_CallPostDataUpdates
>> - Fixed "Not Usable in Crafting" text not appearing under certain
>> conditions on item tooltips in the trading UI
>>
>> Thanks,
>> Tony
>>
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>
>
> --
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> https://sites.google.com/site/motanumproyect/
> eugenio.motanu...@gmail.com
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Re: [hlds] Minimum system requirements for TF2 DS?

2011-10-18 Thread Wander
In case you werent sarcastic, hes talking about the Dedicated Server

On Tue, Oct 18, 2011 at 16:30, T Marler  wrote:
> TF2 is coming to the DS? Wicked!
>
> Thanks VALVe ;D
>
> - Original Message -
> From: Brian 
> Date: Tuesday, October 18, 2011 8:14 am
> Subject: [hlds] Minimum system requirements for TF2 DS?
> To: hlds@list.valvesoftware.com
>
>> Could anyone give a rough estimate of what's needed for a
>> standard 24 man
>> server with minimal mods?
>>
>> Thanks,
>> Brian
>>
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Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-10 Thread Wander
thanks for the heads up

Im guessing we'll need to change this on our prophunt servers, or does
anyone know if the ph mod takes care of it?

On Tue, Oct 11, 2011 at 05:50, Jake Haldeman  wrote:
> I'm guessing the default is that it will show the icons.  But if your 
> server.cfg has the tf_show_voice_icons after the update it will no longer 
> work because they changed it...
> 
> From: hlds-boun...@list.valvesoftware.com 
> [hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu [robl...@gmail.com]
> Sent: Monday, October 10, 2011 9:48 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update coming Wednesday
>
> Hi there,
>
> What if I don't have mp_show_voice_icons in my server.cfg ?
>
> On Tue, Oct 11, 2011 at 2:32 PM, Tony Paloma 
> mailto:to...@valvesoftware.com>> wrote:
> We’re going to have a mandatory TF2 update coming Wednesday 
> afternoon/evening. This is just a heads-up that it’s coming so that you can 
> be prepared.
>
> There is one change that might require a change to server configs:
> tf_show_voice_icons has been renamed to mp_show_voice_icons so that it’s more 
> generic.
>
> Thanks,
> Tony
>
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