[hlds] Holidays, Pile o' Gifts, War on Swissmas ...

2017-12-24 Thread Weasels Lair
Looks like my plan to do Holiday gift-drops on our TF2 server using the
"Pile o' Gifts" item have hit a major snag.

Valve (in their infinite wisdom) at some point made the Pile o' Gifts
"un-usable" while "un-tradeable"; and "un-tradeable" for one week after
purchase! Does anybody really "trade" such items anyway? It seems totally
unnecessary for an item themed to be used during the holidays, can not
actually be BOTH purchased AND used during the holidays - unless you
purchased a WEEK in advance.

So, although I have a few "Pile o' Gifts" essentially "in stock", ready to
"use" in-game, it will not let me actually use them.

Thanks for the War on Swissmas.
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[hlds] TF2 = Your client has failed to authorize in time. Please reconnect or restart your game.

2017-10-21 Thread Weasels Lair
Ever since the update, clients trying to connect to my server keep getting
that message ...

"Your client has failed to authorize in time. Please reconnect or restart
your game."

I assume this is happening on a much wider basis?
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[hlds] GoldSrc server updates on 2017-07-11?

2017-07-11 Thread Weasels Lair
I noticed some announcements on Steam for HL1, TFC and DMC - but no
notification from HLDS_Announce?

I thought maybe they were client-side only updates, but I show all
DLL's/SO's on my dedicated server had changed (at least in their
time-stamp) when I ran the update on them.

I also noticed that the version information in the Steam.INF files did NOT
increment?
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Re: [hlds] ToolChain fix just released?

2017-04-12 Thread Weasels Lair
Make me a sandwich would always be appreciated, and pootispenser here too!

On Wed, Apr 12, 2017 at 2:15 PM, William Kane 
wrote:

> What else do you expected them to do for you, wash your dishes??
>
> 2017-04-12 23:15 GMT+02:00 BOOM! Support :
>
>> Thank you for the heads up!!! I wish Valve would post the client
>> notices here for us. Even though they aren't server related, they affect us
>> significantly and we relate them to our players.
>>
>> Have a good week!
>>
>> On Wed, Apr 12, 2017 at 1:46 PM, Weasels Lair 
>> wrote:
>>
>>> Looks like Valve may have just released the ToolChain update for TF2,
>>> which includes fixes for Mac OS-X?
>>>
>>> http://store.steampowered.com/news/28831/
>>>
>>>
>>>
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>>> please visit:
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>>>
>>
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[hlds] ToolChain fix just released?

2017-04-12 Thread Weasels Lair
Looks like Valve may have just released the ToolChain update for TF2, which
includes fixes for Mac OS-X?

http://store.steampowered.com/news/28831/
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Re: [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-03-13 Thread Weasels Lair
Yep, sorry got that posted before trying disabling SMAC.  Disabled SMAC and
it worked better!
Will try Ryan's "smac_validate_auth 0"

On Mon, Mar 13, 2017 at 4:41 PM, Ryan Stecker 
wrote:

> smac_validate_auth 0
>
>
> On Mon, Mar 13, 2017 at 6:35 PM, Weasels Lair 
> wrote:
>
>> PS: More specifically, on a non-BETA TF2 client, trying to connect to the
>> current BETA TF2 server, the client connects, seems to work for a few
>> seconds, then throws a dialog with the error:
>>
>> "Disconnected" (Title)
>> "Disconnected: Your client has failed to authorized in time.
>> Please reconnect or restart your game."
>>
>> Restarting the game does not help.  Playing on non-BETA TF2 servers seems
>> to work fine.
>>
>>
>> On Mon, Mar 13, 2017 at 4:26 PM, Weasels Lair 
>> wrote:
>>
>>> Lately I have not been able to successfully connect from a plain
>>> (non-Beta) TF2 client to my BETA TF2 server.  Has that functionality been
>>> broken by a non-beta TF2 client update?
>>>
>>> On Mon, Mar 13, 2017 at 3:36 PM, John Schoenick >> > wrote:
>>>
>>>> There have been no significant changes after the few fixes mentioned
>>>> here on Day 1 (namely, removing libstdc++ from the install)
>>>>
>>>> On 03/13/2017 02:58 PM, A Fearts wrote:
>>>>
>>>> Hey John quick question. Have there been any changes to the
>>>> toolchainbeta since you first posted it that we might need to recheck stuff
>>>> or it is all the same?
>>>>
>>>> On Mon, Mar 13, 2017 at 5:47 PM, John Schoenick <
>>>> jo...@valvesoftware.com> wrote:
>>>>
>>>>> Reminder, we plan on releasing a normal update with this change this
>>>>> week.  Server operators are encouraged to double-check that their setup
>>>>> works against the toolchainbeta branch to avoid ugly surprises!
>>>>>
>>>>> - John
>>>>>
>>>>> On 02/20/2017 02:46 PM, John Schoenick wrote:
>>>>>
>>>>> Hey everyone,
>>>>>
>>>>> Following up on the warning email we sent a long while back, we're
>>>>> making good on our promise and changing our build toolchains for the
>>>>> TF2+SDK2013 games' dedicated server.  TF2 is being updated first, with the
>>>>> other SDK2013 games to follow.
>>>>>
>>>>> There are two things that may affect server administrators that you
>>>>> should be aware of:
>>>>>
>>>>>
>>>>> *The Linux dedicated server now targets the Steam Runtime*
>>>>>
>>>>> The Steam Runtime is a common runtime target based on Ubuntu.  For
>>>>> srcds, this largely means linking against a more recent glibc than may be
>>>>> available in some server distributions.  Administrators should check that
>>>>> the provided beta still runs in their environment of choice.  Those who 
>>>>> are
>>>>> on older or incompatible distributions have several options:
>>>>>
>>>>> - Switch to a distribution more compatible with the Steam Runtime,
>>>>> such as Ubuntu LTS
>>>>>
>>>>> - Make use of a chroot/container/VM environment to run srcds.  The
>>>>> tools linked below include a script for creating a chroot that can be used
>>>>> for bootstrapping Steam Runtime environments.
>>>>>
>>>>> - Use the Steam Runtime tools linked below combined with some dynamic
>>>>> linker magic to use the runtime libraries on an incompatible distribution,
>>>>> e.g.:
>>>>>
>>>>> steamrt=/path/to/runtime
>>>>> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
>>>>> LD="$steamrt/usr/lib32/ld-linux.so.2"
>>>>> "$LD" ./srcds_linux "$@"
>>>>>
>>>>> More information about the Steam Runtime and utilities for obtaining
>>>>> it can be found here: https://github.com/ValveSoftware/steam-runtime
>>>>>
>>>>>
>>>>> *The compiler toolchain used for all editions of srcds has changed*
>>>>>
>>>>> Along with the client builds, all server builds have been updated to a
>>>>> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
>>>>> builds now use a newer e

Re: [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-03-13 Thread Weasels Lair
PS: More specifically, on a non-BETA TF2 client, trying to connect to the
current BETA TF2 server, the client connects, seems to work for a few
seconds, then throws a dialog with the error:

"Disconnected" (Title)
"Disconnected: Your client has failed to authorized in time.
Please reconnect or restart your game."

Restarting the game does not help.  Playing on non-BETA TF2 servers seems
to work fine.


On Mon, Mar 13, 2017 at 4:26 PM, Weasels Lair 
wrote:

> Lately I have not been able to successfully connect from a plain
> (non-Beta) TF2 client to my BETA TF2 server.  Has that functionality been
> broken by a non-beta TF2 client update?
>
> On Mon, Mar 13, 2017 at 3:36 PM, John Schoenick 
> wrote:
>
>> There have been no significant changes after the few fixes mentioned here
>> on Day 1 (namely, removing libstdc++ from the install)
>>
>> On 03/13/2017 02:58 PM, A Fearts wrote:
>>
>> Hey John quick question. Have there been any changes to the toolchainbeta
>> since you first posted it that we might need to recheck stuff or it is all
>> the same?
>>
>> On Mon, Mar 13, 2017 at 5:47 PM, John Schoenick 
>> wrote:
>>
>>> Reminder, we plan on releasing a normal update with this change this
>>> week.  Server operators are encouraged to double-check that their setup
>>> works against the toolchainbeta branch to avoid ugly surprises!
>>>
>>> - John
>>>
>>> On 02/20/2017 02:46 PM, John Schoenick wrote:
>>>
>>> Hey everyone,
>>>
>>> Following up on the warning email we sent a long while back, we're
>>> making good on our promise and changing our build toolchains for the
>>> TF2+SDK2013 games' dedicated server.  TF2 is being updated first, with the
>>> other SDK2013 games to follow.
>>>
>>> There are two things that may affect server administrators that you
>>> should be aware of:
>>>
>>>
>>> *The Linux dedicated server now targets the Steam Runtime*
>>>
>>> The Steam Runtime is a common runtime target based on Ubuntu.  For
>>> srcds, this largely means linking against a more recent glibc than may be
>>> available in some server distributions.  Administrators should check that
>>> the provided beta still runs in their environment of choice.  Those who are
>>> on older or incompatible distributions have several options:
>>>
>>> - Switch to a distribution more compatible with the Steam Runtime, such
>>> as Ubuntu LTS
>>>
>>> - Make use of a chroot/container/VM environment to run srcds.  The tools
>>> linked below include a script for creating a chroot that can be used for
>>> bootstrapping Steam Runtime environments.
>>>
>>> - Use the Steam Runtime tools linked below combined with some dynamic
>>> linker magic to use the runtime libraries on an incompatible distribution,
>>> e.g.:
>>>
>>> steamrt=/path/to/runtime
>>> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
>>> LD="$steamrt/usr/lib32/ld-linux.so.2"
>>> "$LD" ./srcds_linux "$@"
>>>
>>> More information about the Steam Runtime and utilities for obtaining it
>>> can be found here: https://github.com/ValveSoftware/steam-runtime
>>>
>>>
>>> *The compiler toolchain used for all editions of srcds has changed*
>>>
>>> Along with the client builds, all server builds have been updated to a
>>> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
>>> builds now use a newer edition of GCC with differing command-line
>>> parameters that affect codegen.
>>>
>>> This is expected to break mods that expect certain ABI behaviors or look
>>> for certain signatures in order to hook functions (such as SourceMod).  We
>>> have separately spoken with the SourceMod team and they are working on
>>> supporting the new setup.  Maintainers of other mods should test them
>>> against the beta release below.
>>>
>>> Our previous warning also indicated that this would change the _srv
>>> naming of the linux binaries.  We have decided *not* to adjust this, and
>>> the separate _srv build and naming remains unchanged.
>>>
>>>
>>> *Beta*
>>>
>>> We've made a beta branch available for TF2 with these new changes.  The
>>> remaining SDK2013 games will be updated in the near future, and we will
>>> provide a beta for them at that time.
>>>
&g

Re: [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-03-13 Thread Weasels Lair
Lately I have not been able to successfully connect from a plain (non-Beta)
TF2 client to my BETA TF2 server.  Has that functionality been broken by a
non-beta TF2 client update?

On Mon, Mar 13, 2017 at 3:36 PM, John Schoenick 
wrote:

> There have been no significant changes after the few fixes mentioned here
> on Day 1 (namely, removing libstdc++ from the install)
>
> On 03/13/2017 02:58 PM, A Fearts wrote:
>
> Hey John quick question. Have there been any changes to the toolchainbeta
> since you first posted it that we might need to recheck stuff or it is all
> the same?
>
> On Mon, Mar 13, 2017 at 5:47 PM, John Schoenick 
> wrote:
>
>> Reminder, we plan on releasing a normal update with this change this
>> week.  Server operators are encouraged to double-check that their setup
>> works against the toolchainbeta branch to avoid ugly surprises!
>>
>> - John
>>
>> On 02/20/2017 02:46 PM, John Schoenick wrote:
>>
>> Hey everyone,
>>
>> Following up on the warning email we sent a long while back, we're making
>> good on our promise and changing our build toolchains for the TF2+SDK2013
>> games' dedicated server.  TF2 is being updated first, with the other
>> SDK2013 games to follow.
>>
>> There are two things that may affect server administrators that you
>> should be aware of:
>>
>>
>> *The Linux dedicated server now targets the Steam Runtime*
>>
>> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
>> this largely means linking against a more recent glibc than may be
>> available in some server distributions.  Administrators should check that
>> the provided beta still runs in their environment of choice.  Those who are
>> on older or incompatible distributions have several options:
>>
>> - Switch to a distribution more compatible with the Steam Runtime, such
>> as Ubuntu LTS
>>
>> - Make use of a chroot/container/VM environment to run srcds.  The tools
>> linked below include a script for creating a chroot that can be used for
>> bootstrapping Steam Runtime environments.
>>
>> - Use the Steam Runtime tools linked below combined with some dynamic
>> linker magic to use the runtime libraries on an incompatible distribution,
>> e.g.:
>>
>> steamrt=/path/to/runtime
>> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
>> LD="$steamrt/usr/lib32/ld-linux.so.2"
>> "$LD" ./srcds_linux "$@"
>>
>> More information about the Steam Runtime and utilities for obtaining it
>> can be found here: https://github.com/ValveSoftware/steam-runtime
>>
>>
>> *The compiler toolchain used for all editions of srcds has changed*
>>
>> Along with the client builds, all server builds have been updated to a
>> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
>> builds now use a newer edition of GCC with differing command-line
>> parameters that affect codegen.
>>
>> This is expected to break mods that expect certain ABI behaviors or look
>> for certain signatures in order to hook functions (such as SourceMod).  We
>> have separately spoken with the SourceMod team and they are working on
>> supporting the new setup.  Maintainers of other mods should test them
>> against the beta release below.
>>
>> Our previous warning also indicated that this would change the _srv
>> naming of the linux binaries.  We have decided *not* to adjust this, and
>> the separate _srv build and naming remains unchanged.
>>
>>
>> *Beta*
>>
>> We've made a beta branch available for TF2 with these new changes.  The
>> remaining SDK2013 games will be updated in the near future, and we will
>> provide a beta for them at that time.
>>
>> The beta is compatible with the current TF2 public release - servers may
>> safely convert to it and continue serving both beta and non-beta clients.
>>
>> The beta branch is titled "toolchainbeta" with no required password.  It
>> can be accessed with SteamCMD via:
>>
>> app_update 232250 -beta toolchainbeta
>>
>> These changes may be promoted to an official release of TF2 as soon as
>> next week, so we encourage all server administrators to test their setup
>> against the beta before then.
>>
>>
>> Let me know if you have any questions or concerns
>>
>> - John
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
>
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>
>
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Re: [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-22 Thread Weasels Lair
A couple of weird things I noticed on my TF2 beta server today:

1) The port number I specified on the command-line in 6911, but in the
"status" command it shows 6912.  I did not notice that yesterday, but I
assume it was showing that way yesterday as well.  I have not tried to
update since fixing the server yesterday.  Current non-beta does not show
that way (although as I recall it works that way - always adding 1 to the
port number given at the command-line? but showing the original port number
anyway?).  So, maybe just making it reflect "reality" now?  Would be nice
to just make it use the port numbers used instead though. :-)

2) The beta server worked fine yesterday, but today some issues.  Not sure
if related to my upgrade from Ubuntu 14 LTS to Ubuntu 16 LTS.  I can not
connect to the server today, and today I notice under the "status" command
it says:

(secure mode enabled, disconnected from Steam3)

Will do some more troubleshooting on the 2nd issue, I am kind of assuming
anything after my Ubuntu LTS 14 to LTS 16 upgrade is related to that until
proven otherwise.


On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick 
wrote:

> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds] [hlds_linux] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Thanks, got that installed/upgraded (.3 was there but not .4, and not
32-bit apparently).
For others following, on my Ubuntu 14.04.03 install, here's what extra I
had to install:

sudo apt-get install libcurl3-gnutls;
sudo apt-get install libcurl3-gnutls:i386;
sudo apt-get install libcurl4-gnutls-dev;
sudo apt-get install libcurl4-gnutls-dev:i386;


On Mon, Feb 20, 2017 at 5:48 PM, John Schoenick 
wrote:

> This implies your environment is missing a library used by the replay
> system:
>
> libcurl-gnutls.so.4 => not found
>
> You'll either need to install the 32-bit version of this library or make
> use the Steam Runtime as mentioned above which includes it.
>
>
>
> On 02/20/2017 05:37 PM, Weasels Lair wrote:
>
> Here's what comes back from the ENV:
>
> game-servers@system:~/game911$ env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin"
> ldd -d bin/replay_srv.so
> linux-gate.so.1 =>  (0xf7793000)
> libtier0_srv.so => bin/libtier0_srv.so (0xf76a5000)
> libvstdlib_srv.so => bin/libvstdlib_srv.so (0xf7598000)
> libcurl-gnutls.so.4 => not found
> libm.so.6 => /lib/i386-linux-gnu/libm.so.6 (0xf7546000)
> libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0xf7541000)
> libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7459000)
> libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0
> (0xf743d000)
> /lib/ld-linux.so.2 (0xf7794000)
> libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0xf728d000)
> librt.so.1 => /lib/i386-linux-gnu/librt.so.1 (0xf7284000)
> libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xf7267000)
> undefined symbol: curl_global_cleanup, version CURL_GNUTLS_3
>  (bin/replay_srv.so)
> undefined symbol: curl_global_init, version CURL_GNUTLS_3
> (bin/replay_srv.so)
>
> Just for reference, here's the info from steam.inf file, just to be sure
> this is the most current version (probably should have included that
> earlier):
>
> PatchVersion=3833195
> ClientVersion=3833195
> ServerVersion=3842775
> ProductName=tf
> appID=440
> ServerAppID=232250
>
>
> On Mon, Feb 20, 2017 at 5:31 PM, John Schoenick 
> wrote:
>
>> This means that replay_srv.so could not load due to missing dependencies,
>> and is likely due to missing required libraries.
>>
>> The following command, from the tf install directory (where srcds_linux
>> is), should identify why replay_srv.so is not able to be loaded
>>
>> env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so
>> (if you are using any special LD_LIBRARY_PATH/linker tricks, ensure you
>> invoke ldd the same way)
>>
>>
>> On 02/20/2017 05:19 PM, Weasels Lair wrote:
>>
>> Ok, here's the error I encountered trying to host the TF2 beta linux
>> dedicated server build:
>>
>> Operating System: Ubuntu 14.04 LTS
>> Kernel: Linux 3.13.0-108-generic
>> Architecture: 64-bit (x86_64)
>> Video: Headless install (via SteamCMD)
>> Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on
>> same server)
>> Summary: Throws some error about replay (which I don't use anyway).  Have
>> not run in "debug" mode just yet.
>>
>> Console output:
>> Start-up command-line:
>> nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port
>> 6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey
>> {censored}
>> Starting game server ...
>> WARNING: No map specified! Server may not heartbeat.
>> Auto detecting CPU
>> Using default binary: ./srcds_linux
>> Server will auto-restart if there is a crash.
>> Using Breakpad minidump system. Version: 3842775 AppID: 232250
>> Setting breakpad minidump AppID = 232250
>> Using breakpad crash handler
>> Loaded 7627 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_textures.vpk
>> for pure server operation.
>> Loaded 7627 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_textures.vpk
>> for pure server operation.
>> Loaded 465 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk
>> for pure server operation.
>> Loaded 465 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk
>> for pure server operation.
>> Loaded 1095 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_misc.vpk
>> for pure server operation.
>> Loaded 1095 VPK file hashes from 
>> /home/game-servers/game911/tf/tf2_sound_misc.vpk
>> for pure server operation.
>> Loaded 1791 VPK file hashes from /home/game-ser

Re: [hlds] [hlds_linux] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Here's what comes back from the ENV:

game-servers@system:~/game911$ env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin"
ldd -d bin/replay_srv.so
linux-gate.so.1 =>  (0xf7793000)
libtier0_srv.so => bin/libtier0_srv.so (0xf76a5000)
libvstdlib_srv.so => bin/libvstdlib_srv.so (0xf7598000)
libcurl-gnutls.so.4 => not found
libm.so.6 => /lib/i386-linux-gnu/libm.so.6 (0xf7546000)
libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0xf7541000)
libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7459000)
libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0 (0xf743d000)
/lib/ld-linux.so.2 (0xf7794000)
libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0xf728d000)
librt.so.1 => /lib/i386-linux-gnu/librt.so.1 (0xf7284000)
libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xf7267000)
undefined symbol: curl_global_cleanup, version CURL_GNUTLS_3
 (bin/replay_srv.so)
undefined symbol: curl_global_init, version CURL_GNUTLS_3
(bin/replay_srv.so)

Just for reference, here's the info from steam.inf file, just to be sure
this is the most current version (probably should have included that
earlier):

PatchVersion=3833195
ClientVersion=3833195
ServerVersion=3842775
ProductName=tf
appID=440
ServerAppID=232250


On Mon, Feb 20, 2017 at 5:31 PM, John Schoenick 
wrote:

> This means that replay_srv.so could not load due to missing dependencies,
> and is likely due to missing required libraries.
>
> The following command, from the tf install directory (where srcds_linux
> is), should identify why replay_srv.so is not able to be loaded
>
> env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so
> (if you are using any special LD_LIBRARY_PATH/linker tricks, ensure you
> invoke ldd the same way)
>
>
> On 02/20/2017 05:19 PM, Weasels Lair wrote:
>
> Ok, here's the error I encountered trying to host the TF2 beta linux
> dedicated server build:
>
> Operating System: Ubuntu 14.04 LTS
> Kernel: Linux 3.13.0-108-generic
> Architecture: 64-bit (x86_64)
> Video: Headless install (via SteamCMD)
> Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on
> same server)
> Summary: Throws some error about replay (which I don't use anyway).  Have
> not run in "debug" mode just yet.
>
> Console output:
> Start-up command-line:
> nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port
> 6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey
> {censored}
> Starting game server ...
> WARNING: No map specified! Server may not heartbeat.
> Auto detecting CPU
> Using default binary: ./srcds_linux
> Server will auto-restart if there is a crash.
> Using Breakpad minidump system. Version: 3842775 AppID: 232250
> Setting breakpad minidump AppID = 232250
> Using breakpad crash handler
> Loaded 7627 VPK file hashes from 
> /home/game-servers/game911/tf/tf2_textures.vpk
> for pure server operation.
> Loaded 7627 VPK file hashes from 
> /home/game-servers/game911/tf/tf2_textures.vpk
> for pure server operation.
> Loaded 465 VPK file hashes from 
> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk
> for pure server operation.
> Loaded 465 VPK file hashes from 
> /home/game-servers/game911/tf/tf2_sound_vo_english.vpk
> for pure server operation.
> Loaded 1095 VPK file hashes from 
> /home/game-servers/game911/tf/tf2_sound_misc.vpk
> for pure server operation.
> Loaded 1095 VPK file hashes from 
> /home/game-servers/game911/tf/tf2_sound_misc.vpk
> for pure server operation.
> Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
> for pure server operation.
> Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
> for pure server operation.
> Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
> for pure server operation.
> Loaded 1217 VPK file hashes from 
> /home/game-servers/game911/hl2/hl2_textures.vpk
> for pure server operation.
> Loaded 574 VPK file hashes from 
> /home/game-servers/game911/hl2/hl2_sound_vo_english.vpk
> for pure server operation.
> Loaded 383 VPK file hashes from 
> /home/game-servers/game911/hl2/hl2_sound_misc.vpk
> for pure server operation.
> Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk
> for pure server operation.
> Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk
> for pure server operation.
> Loaded 5 VPK file hashes from 
> /home/game-servers/game911/platform/platform_misc.vpk
> for pure server operation.
> Loaded 5 VPK file hashes from 
> /home/game-servers/game911/platform/platform_misc.vpk
> for pure server operation.
> server_srv.so loaded for &qu

Re: [hlds] [hlds_linux] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Ok, here's the error I encountered trying to host the TF2 beta linux
dedicated server build:

Operating System: Ubuntu 14.04 LTS
Kernel: Linux 3.13.0-108-generic
Architecture: 64-bit (x86_64)
Video: Headless install (via SteamCMD)
Hosted: NFO Servers (dedicated VPS, much cores & RAM, several games on same
server)
Summary: Throws some error about replay (which I don't use anyway).  Have
not run in "debug" mode just yet.

Console output:
Start-up command-line:
nice -n 9 ./srcds_run -game tf -secure +ip 192.223.29.234 -usercon +port
6911 -steamport 7911 +clientport 8911 -nohltv -nodefaultmap -authkey
{censored}
Starting game server ...
WARNING: No map specified! Server may not heartbeat.
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Using Breakpad minidump system. Version: 3842775 AppID: 232250
Setting breakpad minidump AppID = 232250
Using breakpad crash handler
Loaded 7627 VPK file hashes from
/home/game-servers/game911/tf/tf2_textures.vpk for pure server operation.
Loaded 7627 VPK file hashes from
/home/game-servers/game911/tf/tf2_textures.vpk for pure server operation.
Loaded 465 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server
operation.
Loaded 465 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_vo_english.vpk for pure server
operation.
Loaded 1095 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server operation.
Loaded 1095 VPK file hashes from
/home/game-servers/game911/tf/tf2_sound_misc.vpk for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1791 VPK file hashes from /home/game-servers/game911/tf/tf2_misc.vpk
for pure server operation.
Loaded 1217 VPK file hashes from
/home/game-servers/game911/hl2/hl2_textures.vpk for pure server operation.
Loaded 574 VPK file hashes from
/home/game-servers/game911/hl2/hl2_sound_vo_english.vpk for pure server
operation.
Loaded 383 VPK file hashes from
/home/game-servers/game911/hl2/hl2_sound_misc.vpk for pure server operation.
Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk
for pure server operation.
Loaded 449 VPK file hashes from /home/game-servers/game911/hl2/hl2_misc.vpk
for pure server operation.
Loaded 5 VPK file hashes from
/home/game-servers/game911/platform/platform_misc.vpk for pure server
operation.
Loaded 5 VPK file hashes from
/home/game-servers/game911/platform/platform_misc.vpk for pure server
operation.
server_srv.so loaded for "Team Fortress"
Could not load: replay_srv.so
Could not load: replay_srv.so

dlopen failed trying to load:
/home/game-servers/.steam/sdk32/steamclient.so
with error:
/home/game-servers/.steam/sdk32/steamclient.so: cannot open shared object
file: No such file or directory
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Segmentation fault (core dumped)
Add "-debug" to the ./srcds_run command line to generate a debug.log to
help with solving this problem
Tue Feb 21 01:17:54 UTC 2017: Server restart in 10 seconds
Tue Feb 21 01:17:57 UTC 2017: Server Quit



On Mon, Feb 20, 2017 at 5:13 PM, John Schoenick 
wrote:

> The list is probably the best place for visibility
>
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Re: [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
PS: I should have asked, if on the GitHub - WHICH one?

On Mon, Feb 20, 2017 at 5:04 PM, Weasels Lair 
wrote:

> John -
> For those server-operators who encounter errors running the beta, do you
> want the reports here on the list? or in the Git-Hub?
> Thanks,
> - Weasel
>
> On Mon, Feb 20, 2017 at 4:54 PM, John Schoenick 
> wrote:
>
>> We've pushed a small update to the beta that removes the libstdc++ and
>> libgcc_s libraries that were previously shipping with the linux dedicated
>> server build.  These were a workaround for compatibility prior to the Steam
>> Runtime requirement, and were now causing conflicts in some environments.
>>
>> On 02/20/2017 02:46 PM, John Schoenick wrote:
>>
>> Hey everyone,
>>
>> Following up on the warning email we sent a long while back, we're making
>> good on our promise and changing our build toolchains for the TF2+SDK2013
>> games' dedicated server.  TF2 is being updated first, with the other
>> SDK2013 games to follow.
>>
>> There are two things that may affect server administrators that you
>> should be aware of:
>>
>>
>> *The Linux dedicated server now targets the Steam Runtime*
>>
>> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
>> this largely means linking against a more recent glibc than may be
>> available in some server distributions.  Administrators should check that
>> the provided beta still runs in their environment of choice.  Those who are
>> on older or incompatible distributions have several options:
>>
>> - Switch to a distribution more compatible with the Steam Runtime, such
>> as Ubuntu LTS
>>
>> - Make use of a chroot/container/VM environment to run srcds.  The tools
>> linked below include a script for creating a chroot that can be used for
>> bootstrapping Steam Runtime environments.
>>
>> - Use the Steam Runtime tools linked below combined with some dynamic
>> linker magic to use the runtime libraries on an incompatible distribution,
>> e.g.:
>>
>> steamrt=/path/to/runtime
>> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
>> LD="$steamrt/usr/lib32/ld-linux.so.2"
>> "$LD" ./srcds_linux "$@"
>>
>> More information about the Steam Runtime and utilities for obtaining it
>> can be found here: https://github.com/ValveSoftware/steam-runtime
>>
>>
>> *The compiler toolchain used for all editions of srcds has changed*
>>
>> Along with the client builds, all server builds have been updated to a
>> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
>> builds now use a newer edition of GCC with differing command-line
>> parameters that affect codegen.
>>
>> This is expected to break mods that expect certain ABI behaviors or look
>> for certain signatures in order to hook functions (such as SourceMod).  We
>> have separately spoken with the SourceMod team and they are working on
>> supporting the new setup.  Maintainers of other mods should test them
>> against the beta release below.
>>
>> Our previous warning also indicated that this would change the _srv
>> naming of the linux binaries.  We have decided *not* to adjust this, and
>> the separate _srv build and naming remains unchanged.
>>
>>
>> *Beta*
>>
>> We've made a beta branch available for TF2 with these new changes.  The
>> remaining SDK2013 games will be updated in the near future, and we will
>> provide a beta for them at that time.
>>
>> The beta is compatible with the current TF2 public release - servers may
>> safely convert to it and continue serving both beta and non-beta clients.
>>
>> The beta branch is titled "toolchainbeta" with no required password.  It
>> can be accessed with SteamCMD via:
>>
>> app_update 232250 -beta toolchainbeta
>>
>> These changes may be promoted to an official release of TF2 as soon as
>> next week, so we encourage all server administrators to test their setup
>> against the beta before then.
>>
>>
>> Let me know if you have any questions or concerns
>>
>> - John
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
John -
For those server-operators who encounter errors running the beta, do you
want the reports here on the list? or in the Git-Hub?
Thanks,
- Weasel

On Mon, Feb 20, 2017 at 4:54 PM, John Schoenick 
wrote:

> We've pushed a small update to the beta that removes the libstdc++ and
> libgcc_s libraries that were previously shipping with the linux dedicated
> server build.  These were a workaround for compatibility prior to the Steam
> Runtime requirement, and were now causing conflicts in some environments.
>
> On 02/20/2017 02:46 PM, John Schoenick wrote:
>
> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-02-20 Thread Weasels Lair
Thanks John for the follow-up and details, and thanks for working with the
SourceMod team in advance of these changes.  Something like 90% of
community servers probably run SourceMod in some form (I am guessing).  So,
good to see that communication going up-front.

Thanks again,

- Weasel.

On Mon, Feb 20, 2017 at 2:46 PM, John Schoenick 
wrote:

> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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[hlds] "Got Bandwidth?

2017-01-20 Thread Weasels Lair
LOL just found this old news release on Steam, wow remember when Valve
needed communities and 3rd-parties?

http://store.steampowered.com/news/176/

"Got Bandwidth?
Announcement - Valve Jul 15, 2003

Several partners have already signed up to host content servers. If you've
got at least 50megabits/sec to spare, get in touch!."
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Re: [hlds] [hlds_linux] Problem

2016-11-16 Thread Weasels Lair
"proof-of-life" that Valve does actually read this stuff. :-)

They probably just ignore the rants and "venting".

On Nov 16, 2016 1:00 PM, "John Schoenick"  wrote:

> Thanks for the feedback, all!
>
> I've narrowed this down to an old typo in the engine that was
> exacerbated by recent changes.  We will have a fix ready in the near
> future.
>
>
> - John
>
>
> On 11/15/2016 11:58 PM, ics wrote:
> > I'm also sure that this has nothing to do with the maps entity counts
> > at all. The connecting player is 1 entity and if the server for some
> > reason reports it cannot create new entity, it will drop the player
> > and give false information about max_edicts.
> >
> > -ics
> >
> > sigsegv kirjoitti:
> >> Since I had the (possibly somewhat unique) experience of seeing this
> >> problem from both the client side and server side at the same time
> >> when it
> >> happened, I have some console excerpts from both sides at the time of
> >> disconnect.
> >>
> >> Unfortunately I don't have timestamps for every single line on the
> >> server
> >> side, because I let my console.log file saturate at 2GB several
> >> months ago
> >> (oops). However I can confirm that the system clocks on the client
> >> side and
> >> server side were exactly in sync (to within 1 second).
> >>
> >> Client:
> >>
> >> 11/15/2016 - 15:40:06: sigsegv connected
> >> 11/15/2016 - 15:40:07: Attemped to precache unknown particle system
> >> "drain_effect"!
> >> 11/15/2016 - 15:40:07: Attemped to precache unknown particle system
> >> "drain_effect"!
> >> 11/15/2016 - 15:40:10: CAsyncWavDataCache:  2 .wavs total 0 bytes,
> >> 0.00 %
> >> of capacity
> >> 11/15/2016 - 15:40:12: Set Gravity 800.0 (0.250 tolerance)
> >> 11/15/2016 - 15:40:12: TODO: Refusing to discard 39882 bytes
> >> 11/15/2016 - 15:40:12: Signon traffic "CLIENT":  incoming 282.030 KB,
> >> outgoing 3.277 KB
> >> 11/15/2016 - 15:40:12: Queued Material System: ENABLED!
> >> 11/15/2016 - 15:40:12: Compact freed 1122304 bytes
> >> 11/15/2016 - 15:40:12: Using joystick 'Xbox360 controller' configuration
> >> 11/15/2016 - 15:40:12: JOY_AXIS_X:  mapped to Side (absolute)
> >> 11/15/2016 - 15:40:12: JOY_AXIS_Y:  mapped to Forward (absolute)
> >> 11/15/2016 - 15:40:12: JOY_AXIS_Z:  unmapped
> >> 11/15/2016 - 15:40:12: JOY_AXIS_R:  mapped to Look (absolute)
> >> 11/15/2016 - 15:40:12: JOY_AXIS_U:  mapped to Turn (absolute)
> >> 11/15/2016 - 15:40:12: JOY_AXIS_V:  unmapped
> >> 11/15/2016 - 15:40:12: Advanced Joystick settings initialized
> >> 11/15/2016 - 15:40:12: Redownloading all lightmaps
> >> 11/15/2016 - 15:40:12: R_RedownloadAllLightmaps took 7.764 msec!
> >> 11/15/2016 - 15:40:12: Attemped to precache unknown particle system
> >> "drain_effect"!
> >> 11/15/2016 - 15:41:06: Starting ping measurement
> >> 11/15/2016 - 15:41:11: Communications with routing cluster 'man' have
> >> been
> >> disrupted.
> >> 11/15/2016 - 15:41:32:
> >> Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS ||
> >> u.m_nNewEntity < 0
> >>
> >>
> >> Server:
> >>
> >> L 11/15/2016 - 15:39:11:  Mapchange to mvm_example 
> >> L 11/15/2016 - 15:39:11: Error log file session closed.
> >> Applying new item schema, version 27C794FC
> >> **WARNING** Item schema mismatch after update!
> >> GC told us to expect 27C794FC, we got 5CE6659C
> >> ConVarRef room_type doesn't point to an existing ConVar
> >> Executing dedicated server config file server.cfg
> >> Set Gravity 800.0 (0.250 tolerance)
> >> SoundEmitter:  adding map sound overrides from
> >> scripts/mvm_level_sounds.txt
> >> [1667 total, 1667 replacements, 4 duplicated replacements]
> >> SoundEmitter:  adding map sound overrides from
> >> scripts/mvm_level_sound_tweaks.txt [11 total, 11 replacements, 11
> >> duplicated replacements]
> >> SoundEmitter:  adding map sound overrides from
> >> scripts/game_sounds_vo_mvm.txt [2387 total, 4 replacements, 0 duplicated
> >> replacements]
> >> SoundEmitter:  adding map sound overrides from
> >> scripts/game_sounds_vo_mvm_mighty.txt [1434 total, 0 replacements, 0
> >> duplicated replacements]
> >> Loading AI graph
> >> Step 1 loading
> >> Checking version
> >> Passed first ver check
> >> Got version 37
> >> Map version 174
> >> Done version checks
> >> Finishing load
> >> Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not
> >> found.)
> >> Set motd_text from file 'cfg/motd_text_default.txt'.
> >> ('cfg/motd_text.txt'
> >> was not found.)
> >> Created class baseline: 22 classes, 7831 bytes.
> >> 32 player server started
> >> execing server.cfg
> >> 'mvm_example.cfg' not present; not executing.
> >> Steamworks Stats: Requesting SERVER session id.
> >> Steamworks Stats: Received SERVER session id: 1191059030756
> >> Dropping ClientInfo packet from client not in appropriate state
> >> Forcing client reconnect (2)
> >> Stringtable modelprecache compression: 21192 -> 11080 bytes: 0.11ms
> >> Stringtable soundprecache compression: 157111 -> 59643 bytes: 13.65ms
> >> Stringtable instancebaseli

Re: [hlds] Mandatory Team Fortress 2 update released

2016-11-02 Thread Weasels Lair
I believe there is both a SourceMod gamedata update, and if you are running
the "melee" plug-in another gamedata update for that as well.

My players were reporting occasional crashes.  Waiting to here back from
players if the gamedata updates, along with the "optional" update from
Valve made any difference.

On Nov 2, 2016 10:55 PM, "Oliver"  wrote:

> Anyone else having issues? My srcds installations crash the second someone
> tries to connect to them after this update, no errors logged
>
>
> *Sent:* Thursday, November 03, 2016 at 10:57 AM
> *From:* "Eric Smith" 
> *To:* "hlds@list.valvesoftware.com" , "
> hlds_li...@list.valvesoftware.com" , "
> hlds_annou...@list.valvesoftware.com"  valvesoftware.com>
> *Subject:* [hlds] Mandatory Team Fortress 2 update released
> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3678725.
>
> -Eric
>
> --
>
> - Added the GA'lloween 2016 community event medals
> - Fixed sv_shutdown not working for community dedicated servers
> - All servers now enter hibernation state when they are empty and have no
> remaining work, which informs commands such as sv_shutdown
> - Added tf_allow_server_hibernation (default: 1) to allow disabling
> hibernation state
> - This should generally only be necessary if running server plugins that
> are not compatible with hibernation
> - Added sv_shutdown_cancel to cancel a pending shutdown
> - Updated the truce period during Halloween boss fights
> - Players are no longer affected by the truce when in their spawn room,
> allowing them to fight their way out if necessary
> - Sappers can no longer be used while a truce is active
> - Updated the "tiny" spellbook spell
> - Fixed a case where players could get outside the world
> - Fixed not switching Heavies to their melee weapon
> - Updated player destruction mode so the "Team Leader" does not heal
> teammates while in the Underworld
> - Fixed Halloween contract reward items not being craftable
> - Fixed Strange Human Cannonballs and Strange Battery Canteens not
> tracking stats
> - Fixed Casual search criteria being saved automatically while connecting
> to a server
> - Fixed a case where players could suicide on a pumpkin bomb to gain
> progress on certain Merasmissions
> - Updated the equip region for the Spine-Chilling Skull
> - Updated pl_fifthcurve_event (Brimstone)
> - Fixed exploit where players could get under the map near BLU starting
> area
> - Fixed exploit where players could get out of the map near graveyard
> - Fixed exploit where players could enter RED base as BLU
> - Fixed some skeletons running into lava when there are no enemies in Hell
> - Fixed medieval tiny spell & other Merasmus voice spells lasting too long
> for some players
> - Fixed big ghost getting stuck when map ends
> - Fixed a spot where players could get stuck if entering it under Tiny
> spell
> - Fixed another case of non-solid pumpkin
> - Tuned respawn time for RED team at last area
> - Updated cp_sunshine_event (Sinshine)
> - Fixed multiple visible nodraws and other texture bugs
> - Fixed nonsolid pumpkin in lobby
> - Fixed trigger bounds in RED spawn
> - Various lighting changes
>
>
>
>
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Re: [hlds] The End

2016-10-27 Thread Weasels Lair
Weasel's Lair, and perhaps more importantly it's pre-y2k HL1 clan
predecessor "L. A. Dream Team" [LADT]; wish you a heartfelt good-bye.

On Oct 26, 2016 11:14 PM, "ics"  wrote:

> Thanks. See you around!
>
> -ics
>
> Richard Green kirjoitti:
>
>>
>> After years of watching our community dwindle to no more than a group of
>> friends it’s time to put the last nail in the coffin, Simiancage.org has
>> been around since pre 2004 and most of the founders like myself were cs
>> 1.3/4/5/6 clan members who started Simiancage.
>>
>> This has always been cs/css/csgo based community and tf2 was a great
>> community builder as was L4D2 however as we all know those days are gone
>> and it is time to say adjure, valve have succeeded in killing 1 more cs/tf
>> based community as we now look towards running new servers of a new style.
>>
>> Good luck valve in killing your own reputation further.
>>
>> This is not a moan just a statement of Simiancage’s refusal to prop valve
>> in these games any further.
>>
>> Regards to all
>>
>> D3vilfish
>>
>> PS Ive enjoyed some of the helpful emails over the years to sort
>> server/sourcemod problems out, I remember when updates to tf2 would come
>> out on new years eve…..
>>
>> ICS you have been most helpful over the years too, good luck m8
>>
>>
>>
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>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-21 Thread Weasels Lair
Was there just another TF2 update released? (about 6 PM-ish West-Coast
time?) maybe client-only?
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-12 Thread Weasels Lair
According to the SourceMod build pages, it was just a game-data update for
TF2.  Looks like it was updated twice in SM (presumably the first update to
build 5944 did not catch everything, so build 5945 was done to add some
more game-data).

http://www.sourcemod.net/downloads.php?branch=stable
https://builds.alliedmods.net/sm/waterfall

On Wed, Oct 12, 2016 at 7:30 PM, Jan  wrote:

> I have no problems on my servers with 1.8.0.5930 (and some with
> 1.7.3-dev+5272).
>
> 04:16:56 sm version
> 04:16:57 L 10/13/2016 - 04:16:41: rcon from "IP:PORT": command "sm version"
> 04:16:57  SourceMod Version Information:
>  SourceMod Version: 1.8.0.5930
>  SourcePawn Engine: SourcePawn 1.8, jit-x86 (build 1.8.0.5930)
>  SourcePawn API: v1 = 4, v2 = 11
>  Compiled on: Sep 21 2016 10:19:47
>  Built from: https://github.com/alliedmodders/sourcemod/
> commit/9ac02d0
>  Build ID: 5930:9ac02d0
>  http://www.sourcemod.net/
> 04:17:16 status
> 04:17:16 L 10/13/2016 - 04:17:00: rcon from "IP:PORT": command "status"
> 04:17:16 hostname: HOSTNAME
>  version : 3651233/24 3651233 secure
>  udp/ip  : IP:PORT  (public ip: IP:PORT)
>  steamid : ***
>  account : not logged in  (No account specified)
>  map : cp_gullywash_final1 at: 0 x, 0 y, 0 z
>  tags: cp,nocrits
>  sourcetv:  port 27028, delay 90.0s
>  players : 1 humans, 1 bots (25 max)
>  edicts  : 770 used of 2048 max
>   Spawns Points Kills Deaths Assists
>  Scout 0  0 0  0   0
>  Sniper0  0 0  0   0
>  Soldier   0  0 0  0   0
>  Demoman   0  0 0  0   0
>  Medic 0  0 0  0   0
>  Heavy 0  0 0  0   0
>  Pyro  0  0 0  0   0
>  Spy   0  0 0  0   0
>  Engineer  0  0 0  0   0
>
>  # userid nameuniqueidconnected ping
> loss state  adr
>  #  2 "STV" BOT   active
>  #  3 "NICK"  [STEAMID]  03:25   270
> active IP:PORT
>  Loaded plugins:
>  -
>  0:"Metamod:Source 1.10.7-dev"
>  1:"TFTrue v4.79, AnAkkk"
>  -
>
>
> On 13.10.2016 4:18, Rowedahelicon wrote:
>
> Build 5945 has a win build for anyone needing it
>
> On Wed, Oct 12, 2016 at 10:03 PM, William Pickard 
> wrote:
>
>> Just to let people know, Dr!fter just pushed 2 commits to update SM
>> gamedata for TF2.
>>
>> On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith 
>> wrote:
>> > We've released a mandatory update for Team Fortress 2. The notes for
>> the update are below. The new version is 3651233.
>> >
>> > -Eric
>> >
>> > --
>> >
>> > - Players will now be randomly selected to participate in a survey at
>> the end of Casual and Competitive matches
>> > - Ongoing improvements to the matchmaking backend to improve match
>> quality and reduce wait times
>> > - Fixed air-blasts sometimes sending deflected projectiles in random
>> directions when the Pyro is close to enemy players
>> > - Fixed a case where players joining community bootcamp servers via the
>> server-browser could not select a team
>> > - Reduced the rate at which players can earn bonus points for
>> extinguishing teammates
>> > - Fixed a case where players could use the Halloween teleport spell to
>> get outside the map
>> > - Updated the localization files
>> > - Community requests
>> > - Fixed Merasmus not being stunned by bomb-head players on
>> community Halloween maps
>> > - Added the ability for community Halloween maps to call a
>> truce during a Monoculus or Merasmus fight
>> > - Can be set via the game rules entity using the
>> SetMapForcedTruceDuringBossFight input
>> > - Fixed energy weapons not hitting pumpkin bombs, Merasmus
>> props, and RD robots
>> > - Mann vs. Machine update
>> > - Fixed the Sentry Buster sound being orphaned if the Sentry
>> Buster detonates while invulnerable
>> > - Fixed zombies not using the correct skin in Ghost Town
>> > - Updated cp_snakewater_final1
>> > - Changes based on community feedback
>> > - Updated pl_millstone_event
>> > - Updated bot navigation file, bots now use all routes, won't
>> get stuck so easily and are smarter
>> > - Fixed woodpile spot where HHH could get stuck
>> > - Improved clipping on wood piles
>> > - Fixed missing rooftop texture
>> > - Fixed a few props flashing at certain angles
>> > - Fixed a spot in the last area where you could place stickies
>> underground
>> > - Fixed Monoculus not getting stunned when hit by playe

Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-12 Thread Weasels Lair
Looks like there is an updated SourceMod build in-progress.  Looks like
Linux build is there already, but Windows is still in-progress.

http://www.sourcemod.net/downloads.php?branch=stable



On Wed, Oct 12, 2016 at 6:20 PM, E. Olsen  wrote:

> Anyone else seeing servers crashing on player join (Windows server 2008R2)?
>
> On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version is 3651233.
>>
>> -Eric
>>
>> --
>>
>> - Players will now be randomly selected to participate in a survey at the
>> end of Casual and Competitive matches
>> - Ongoing improvements to the matchmaking backend to improve match
>> quality and reduce wait times
>> - Fixed air-blasts sometimes sending deflected projectiles in random
>> directions when the Pyro is close to enemy players
>> - Fixed a case where players joining community bootcamp servers via the
>> server-browser could not select a team
>> - Reduced the rate at which players can earn bonus points for
>> extinguishing teammates
>> - Fixed a case where players could use the Halloween teleport spell to
>> get outside the map
>> - Updated the localization files
>> - Community requests
>> - Fixed Merasmus not being stunned by bomb-head players on
>> community Halloween maps
>> - Added the ability for community Halloween maps to call a truce
>> during a Monoculus or Merasmus fight
>> - Can be set via the game rules entity using the
>> SetMapForcedTruceDuringBossFight input
>> - Fixed energy weapons not hitting pumpkin bombs, Merasmus props,
>> and RD robots
>> - Mann vs. Machine update
>> - Fixed the Sentry Buster sound being orphaned if the Sentry
>> Buster detonates while invulnerable
>> - Fixed zombies not using the correct skin in Ghost Town
>> - Updated cp_snakewater_final1
>> - Changes based on community feedback
>> - Updated pl_millstone_event
>> - Updated bot navigation file, bots now use all routes, won't get
>> stuck so easily and are smarter
>> - Fixed woodpile spot where HHH could get stuck
>> - Improved clipping on wood piles
>> - Fixed missing rooftop texture
>> - Fixed a few props flashing at certain angles
>> - Fixed a spot in the last area where you could place stickies
>> underground
>> - Fixed Monoculus not getting stunned when hit by players exiting
>> purgatory
>> - Updated cp_sunshine
>> - Blockbulleted spiral staircase on the back of second
>> - Added medium ammo to mid near choke
>> - Removed clipping over wooden arch going into second from valley
>> - Reduced the size of the wooden arch
>> - Blockbulleted a few undersides of staircases on last that could
>> catch projectiles
>> - Removed a ladder on last
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
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Re: [hlds] HLstatsx:ce broken since update TF2 update 3619588

2016-09-25 Thread Weasels Lair
It must be in theory fixable, because I switched my stats to a commercial
service (GameMe.com) - which appears to be basically a fixed / maintained
version of HLStats:CE.

They provide their own version of the SourceMod plug-in - equivalent to the
old HLStats plug-in.  Maybe you could use that or adapt it somehow?
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Re: [hlds] Mandatory Team Fortress 2 update coming

2016-08-16 Thread Weasels Lair
I assumed "Soon" was the name of the programmer in China who was working on
the release. :-)

On Aug 17, 2016 9:11 AM, "Tohru Adachi"  wrote:

> Are you forgetting about Valve Time?
>
> "soon" can range anywhere from a few hours to a few centuries in Valve
> Time, so prepare for a lng wait
>
> On 17/08/2016 01:50, A Fearts wrote:
>
> I guess it's not happening then? Lol.
>
> On Tue, Aug 16, 2016 at 4:23 PM, John Schoenick 
> wrote:
>
>> We're working on a mandatory update for Team Fortress 2. We should have
>> it ready soon.
>>
>> For real this time. Probably.
>>
>> - John
>>
>>
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>
>
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Re: [hlds] Roughly 2 weeks out from the MyM update...

2016-07-22 Thread Weasels Lair
I definitely like having the "community servers" option right on the "find
a game" menu, basically giving equal billing to the other options there.

But, as others have said, would have helped more years ago.  Better late
than never I guess.  I really saw no reason for such a simple GUI change
(not dissimilar to those suggested by the community) took so long to
Address.
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Weasels Lair
My feelings, "ditto".
On Jul 8, 2016 11:54 AM, "E. Olsen"  wrote:

> Frankly, it's a win just by shining light on the fact that there ARE
> community servers at all. For years now, they've been effectively hidden to
> the point that a large portion of the F2P playerbase didn't even know they
> existed. At least with this UI change we've got the chance for players to
> find us.
>
> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:
>
>> I would imagine a big reason why things were so great last night was
>> people just wanted to play TF2 and the only servers they could connect to
>> were community servers. Not trying to rain on the parade, bu I think Robert
>> is right. It'll be a few weeks before we have any clue how this will all
>> play out.
>>
>> Lucas
>>
>> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
>> wrote:
>>
>>> I am not sure why everyone is celebrating so early.
>>>
>>> Population is only high likely because of a new patch, summer time, and
>>> reportedly many Valve servers being temporarily down.
>>>
>>> Maybe casual mode is bringing in more players, but it is just as likely
>>> that matchmaking is yet another drain players that community servers will
>>> never be allowed to participate in, while some of you are excited about
>>> fighting for scraps from other community servers.
>>>
>>> ___
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>>> please visit:
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>>>
>>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread Weasels Lair
Am I missing something? or is the option to start a "listen-server"
entirely removed now?  There used to be a "[+]" option on the server thing
in the GUI before.  I do not see anything like that anymore.

Granted, "listen-servers" were always something that players would try to
use and result in crappy / laggy servers - if they got it working at all.
However, it often used that feature to do a quick QA of a map, or enable
sv_cheats to allow for a nav_generate for a new map and things like that.
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread Weasels Lair
Pretty funny that Valve's official TF2 game-server are all down.
Well, maybe they are up, but the in-game GUI shows "TF2 game-coordinator is
down" for every "Find a game" option besides "Community Servers" (and
"Training").

I guess that's more new players for the rest of us!
I'd like to give Valve the credit and say they are internionally doing that
to make-up for some of the perceived anti-community-server changes made of
the past few years, but somehow I suspect that is not the case. :-)

On Thu, Jul 7, 2016 at 7:15 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> I thought it was confirmed they won't show in the browser? Or at least not
> joinable
>
> On Thu, Jul 7, 2016 at 9:50 PM, Christian Deacon 
> wrote:
>
>> Hm strange. My server's Steam account is logged in okay, just the
>> identity isn't logging in. I'll wait until the item servers, etc are back
>> up and see if the issue continues.
>>
>>
>> Also, I wonder if Valve servers are still going to display in the
>> community server browser. If so, I guess custom community servers will have
>> the same visibility issue as before due to Valve servers spamming the list.
>>
>>
>> Thanks.
>>
>> On 7/7/2016 9:36 PM, Thomas Deisinger wrote:
>>
>> Both mine are logged in and working fine. I did notice that one of the
>> steam IDs was a different format
>>
>>
>> On Thu, Jul 7, 2016 at 8:34 PM, Christian Deacon 
>> wrote:
>>
>>> Finally, a great update for community servers (from what I've seen).
>>> Also question, are we still using the old account system? From what I've
>>> seen, it looks like we are (e.g. tf_server_identity_account_id, etc). One
>>> of my servers that has an account logged in is completely full while my
>>> other server with no account logged in isn't gaining any population (both
>>> same game types). My second server isn't logging into the account I
>>> specified and I also can't list or create new identities:
>>> "Request to retrieve owned game server accounts--please wait." and
>>> "Request to create a game server account sent--please wait.".
>>>
>>> Anybody else have this issue?
>>>
>>> Thanks.
>>>
>>>
>>> On 7/7/2016 9:23 PM, Jan wrote:
>>>
>>> Considering that even casual mode will have cooldowns for abandoning, I
>>> think it should be better for community servers. Because that will be the
>>> only way people will be able to play if they get cooldown.
>>>
>>> On 8.7.2016 3:11, Emil Larsson wrote:
>>>
>>> From what I can tell, yes.
>>>
>>> But they also removed quickplay and the idea of "standard valve servers"
>>> from that equation, Which might turn out to be better for community
>>> servers, who knows.
>>>
>>> On Fri, Jul 8, 2016 at 2:49 AM, Thomas Deisinger 
>>> wrote:
>>>
 Like I thought they gave a specific option for Community servers (the
 server browser, but it's something)..question is, is that the only way
 people can get in?

 On Thu, Jul 7, 2016 at 7:39 PM, Rowedahelicon <
 theoneando...@rowedahelicon.com> wrote:

> THEY DID IT, THEY GAVE COMMUNITY SERVERS A FIGHTING CHANCE
>
> On Thu, Jul 7, 2016 at 7:13 PM, HD  wrote:
>
>> Look around man.. if they were going to say something they would have
>> by now but they are ignoring every single email on this list related to
>> anything quickplay or community servers. Been years since I’ve seen a
>> response from any team member when you have this much flack about 
>> something
>> related to this game.
>>
>>
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Tohru Adachi
>> *Sent:* Thursday, July 07, 2016 11:12 AM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>>
>>
>>
>> Yeah, I think we need some word here from Eric or John on what's
>> happening to community servers.
>>
>> We're only speculating at this point, and I don't have the best
>> feeling about this
>>
>>
>>
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>>
>
>
> --
> *Matthew (Rowedahelicon) Robinson*
> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
>
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>>>
>>>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread Weasels Lair
Now, if the items servers would stay on-line, we'd be cool.  :-)

On Thu, Jul 7, 2016 at 6:36 PM, Thomas Deisinger 
wrote:

> Both mine are logged in and working fine. I did notice that one of the
> steam IDs was a different format
>
>
> On Thu, Jul 7, 2016 at 8:34 PM, Christian Deacon 
> wrote:
>
>> Finally, a great update for community servers (from what I've seen).
>> Also question, are we still using the old account system? From what I've
>> seen, it looks like we are (e.g. tf_server_identity_account_id, etc). One
>> of my servers that has an account logged in is completely full while my
>> other server with no account logged in isn't gaining any population (both
>> same game types). My second server isn't logging into the account I
>> specified and I also can't list or create new identities:
>> "Request to retrieve owned game server accounts--please wait." and
>> "Request to create a game server account sent--please wait.".
>>
>> Anybody else have this issue?
>>
>> Thanks.
>>
>>
>> On 7/7/2016 9:23 PM, Jan wrote:
>>
>> Considering that even casual mode will have cooldowns for abandoning, I
>> think it should be better for community servers. Because that will be the
>> only way people will be able to play if they get cooldown.
>>
>> On 8.7.2016 3:11, Emil Larsson wrote:
>>
>> From what I can tell, yes.
>>
>> But they also removed quickplay and the idea of "standard valve servers"
>> from that equation, Which might turn out to be better for community
>> servers, who knows.
>>
>> On Fri, Jul 8, 2016 at 2:49 AM, Thomas Deisinger 
>> wrote:
>>
>>> Like I thought they gave a specific option for Community servers (the
>>> server browser, but it's something)..question is, is that the only way
>>> people can get in?
>>>
>>> On Thu, Jul 7, 2016 at 7:39 PM, Rowedahelicon <
>>> theoneando...@rowedahelicon.com> wrote:
>>>
 THEY DID IT, THEY GAVE COMMUNITY SERVERS A FIGHTING CHANCE

 On Thu, Jul 7, 2016 at 7:13 PM, HD  wrote:

> Look around man.. if they were going to say something they would have
> by now but they are ignoring every single email on this list related to
> anything quickplay or community servers. Been years since I’ve seen a
> response from any team member when you have this much flack about 
> something
> related to this game.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Tohru Adachi
> *Sent:* Thursday, July 07, 2016 11:12 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>
>
>
> Yeah, I think we need some word here from Eric or John on what's
> happening to community servers.
>
> We're only speculating at this point, and I don't have the best
> feeling about this
>
>
>
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>


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 Web Designer / Artist / Writer
 Website - http://www.rowedahelicon.com/

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>>>
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>>> please visit:
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>>>
>>>
>>
>>
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>>
>>
>>
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Re: [hlds] Client stuck on "Parsing game info .." after TF2 Meat your Mann update?

2016-07-07 Thread Weasels Lair
Looks like maybe it was just a one-time thing.
Seems fine now.
Maybe it was the client re-calculating hashes on all the client-side files
or something.

On Thu, Jul 7, 2016 at 6:24 PM, Thomas Deisinger 
wrote:

> Could be some plugin, but mine run SM and both are going fine.
>
> On Thu, Jul 7, 2016 at 8:16 PM, Weasels Lair 
> wrote:
>
>> After today's update, I see my client is taking FOREVER in the "Parsing
>> game info ..." stage of connecting.  Looks like other players have
>> successfully connected to my primary TF2 server, but not me yet.
>>
>> I noticed on one of my secondary TF2 servers, things were crashing.  But
>> haven't gotten to troubleshoot that properly yet to know if it's something
>> SM-related or the weird test map on that server, etc.
>>
>> Hope that's not an indication of some larger issue.
>>
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>>
>
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[hlds] Client stuck on "Parsing game info .." after TF2 Meat your Mann update?

2016-07-07 Thread Weasels Lair
After today's update, I see my client is taking FOREVER in the "Parsing
game info ..." stage of connecting.  Looks like other players have
successfully connected to my primary TF2 server, but not me yet.

I noticed on one of my secondary TF2 servers, things were crashing.  But
haven't gotten to troubleshoot that properly yet to know if it's something
SM-related or the weird test map on that server, etc.

Hope that's not an indication of some larger issue.
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread Weasels Lair
Players can still favorite your server and come back too it once they have
found it on "Community Servers".

On Thu, Jul 7, 2016 at 5:49 PM, Thomas Deisinger 
wrote:

> Like I thought they gave a specific option for Community servers (the
> server browser, but it's something)..question is, is that the only way
> people can get in?
>
> On Thu, Jul 7, 2016 at 7:39 PM, Rowedahelicon <
> theoneando...@rowedahelicon.com> wrote:
>
>> THEY DID IT, THEY GAVE COMMUNITY SERVERS A FIGHTING CHANCE
>>
>>
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Re: [hlds] TF2 Bug loading video / and more ?

2016-04-14 Thread Weasels Lair
Just a related note. .. I see this on Windows 10 also.  Also,  I have
encountered similar issues trying to play embedded videos outside of any
game just in the Steam client, as well as in the Steam overlay while
in-game (TF2), and in MOTD's.  This seems to be a problem that recurrs
periodically with various updates.  Its been happening on and of for at
least a year from what I recall.
On Apr 14, 2016 4:38 AM, "ericvanhengel"  wrote:

> Just wanted to let you know that, loading video's,
>
> isnt working smooth anymore since the updates a day or 10 ago. They hang /
> freeze in the motd.
>
> Maybe more plugins that need to work in the Motd also? radio or other
> plugins.
>
> This is for TF2 btw.
>
>
>
>
>
>
>
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[hlds] After last TF2 update(s) custom downloaded sounds not playing?

2016-03-01 Thread Weasels Lair
Until today, all my custom downloaded sounds were downloading and playing
just fine.  Now, the same sound fils that had previously work, result in
these errors on the clients ...

MP3 initialized with no sound cache, this may cause janking. [
somesoundfile.mp3 ]
Failed to create decoder for MP3 [ somesoundfile.mp3 ]
MP3 initialized with no sound cache, this may cause janking.
[ somesoundfile.mp3 ]
Failed to create decoder for MP3 [ somesoundfile.mp3 ]
*** Invalid sample rate (0) for sound 'somesoundfile.mp3'.
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Re: [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-19 Thread Weasels Lair
Yeah fortunately, NFO is both on top of that type of stuff themselves, and
their primary network provider (InterNAP) is known for dealing well with
mitigating DoS attacks on their clients.   I received some notifications
this weekend from NFO about some traffic that was probably related to
attacks this weekend - which did impact my players briefly a couple of
times.

On Mon, Jan 18, 2016 at 7:02 PM, David Parker  wrote:

> That's exactly what the president of NFO said it was: a reflection
> attack.  He said someone was firing a huge amount of queries at game
> servers using the spoofed NFO IP as the source, and the server which really
> had that IP address was receiving all of the query responses, even though
> it never sent the requests.  Unfortunately for the customer with that IP,
> it had practically crippled the server at that point.
>
> - Dave
>
> On Mon, Jan 18, 2016 at 9:49 PM, Weasels Lair 
> wrote:
>
>> Yep. An unfortunate downside to UDP-based applications is there is no
>> "session" to manage.  All packets are kind of "fire and forget". Very easy
>> to spoof.  Not that you can't spoof TCP too, but then the conversation
>> falls apart with no reliable way to respond back.
>>
>> I'm this case, it would be categorized as a sort of reflection attack,
>> since it's intended obviously to make effected systems take the knee-jerk
>> reaction of blocking or reporting NFO as a bad player - when I'm fact the
>> traffic isn't really coming from them.
>>
>> I just switched to them as a host, and love it so far.
>> On Jan 18, 2016 6:37 PM, "David Parker"  wrote:
>>
>>> Hello,
>>>
>>> This is usually caused by an attack which simply floods the server with
>>> queries (usually A2S_INFO).
>>>
>>> This happened on one of my servers a few months ago (running on Linux),
>>> and the offending IP address was owned by NFO.  I contacted them and had a
>>> good discussion with a few of the NFO guys.  It turned out that someone in
>>> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
>>> source.  They said it wasn't the first time this had happened, but they
>>> were very helpful in diagnosing the issue and figuring out what was
>>> happening.
>>>
>>> I simply used a firewall rule to block the source IP, and the messages
>>> stopped immediately.
>>>
>>> Hope this helps.
>>>
>>> - Dave
>>>
>>> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
>>> supp...@boomgaming.net> wrote:
>>>
>>>> Hello Everyone,
>>>>
>>>> I've searched the web on this but can't find the specific answers I'm
>>>> looking for so I'm coming to my fellow server operators for a little
>>>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>>>> about below.
>>>>
>>>> I still love and use HLSW to watch the logs of my servers constantly.
>>>> More and more often now I'm seeing messages similar to the ones below
>>>> flooding my console (the IP addresses and ports change but the messages are
>>>> the same):
>>>>
>>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>>>> blocked for exceeding rate limits
>>>>
>>>> My initial research says that these are attacks on my servers but I'm
>>>> no so sure that's correct. I'm running my TF2 and C

Re: [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread Weasels Lair
Yep. An unfortunate downside to UDP-based applications is there is no
"session" to manage.  All packets are kind of "fire and forget". Very easy
to spoof.  Not that you can't spoof TCP too, but then the conversation
falls apart with no reliable way to respond back.

I'm this case, it would be categorized as a sort of reflection attack,
since it's intended obviously to make effected systems take the knee-jerk
reaction of blocking or reporting NFO as a bad player - when I'm fact the
traffic isn't really coming from them.

I just switched to them as a host, and love it so far.
On Jan 18, 2016 6:37 PM, "David Parker"  wrote:

> Hello,
>
> This is usually caused by an attack which simply floods the server with
> queries (usually A2S_INFO).
>
> This happened on one of my servers a few months ago (running on Linux),
> and the offending IP address was owned by NFO.  I contacted them and had a
> good discussion with a few of the NFO guys.  It turned out that someone in
> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
> source.  They said it wasn't the first time this had happened, but they
> were very helpful in diagnosing the issue and figuring out what was
> happening.
>
> I simply used a firewall rule to block the source IP, and the messages
> stopped immediately.
>
> Hope this helps.
>
> - Dave
>
> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
> supp...@boomgaming.net> wrote:
>
>> Hello Everyone,
>>
>> I've searched the web on this but can't find the specific answers I'm
>> looking for so I'm coming to my fellow server operators for a little
>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>> about below.
>>
>> I still love and use HLSW to watch the logs of my servers constantly.
>> More and more often now I'm seeing messages similar to the ones below
>> flooding my console (the IP addresses and ports change but the messages are
>> the same):
>>
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>>
>> My initial research says that these are attacks on my servers but I'm no
>> so sure that's correct. I'm running my TF2 and CSS servers on my own
>> Windows 2008 Dedicated server and when I see these messages, I immediately
>> add them to a Windows Firewall rule I have to block any and all traffic
>> from these IPs before the server even sees it. What's interesting is that I
>> still see these messages even though they get added to the firewall's block
>> list. Eventually they stop but a litle while later, I get messages like it
>> from other IPs. Sometimes I can go a day or two without any, and other days
>> I get as many as 15 IPs doing this.
>>
>> I want to note that I don't see any significant performance hits on the
>> servers when this occurs but I'd like to know more about these messages as
>> they specifically relate to a game server. Based upon the content of the
>> message, I assume these mean something bad is being blocked.
>>
>> What I find even more interesting is that many of the offending IPs that
>> are doing this are the specific IP addresses and ports from other game
>> servers, In the case of the one above, it belongs to a CS 1.6 server in
>> Russia. Why would another game server box be attempting to connect to my
>> servers on the same port it's being hosted on?
>>
>> This problem has grown in frequency over the past few months. Prior to
>> that, I don't remember seeing these messages at all in console.
>>
>> Can anyone give me some background on what these mean and what they're
>> about? Also, any idea why they Windows Firewall doesn't block their traffic
>> completely when I add them to the scope of the Firewall wall so they don't
>> appear in the console logs?
>>
>> Thanks for reading and Happy Monday,
>> Mike Vail
>>
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>> please visit:
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>>
>
>
> --
> Dave Parker
> Systems Administrator
> Utica Col

Re: [hlds] [hlds_linux] -usercon?

2016-01-11 Thread Weasels Lair
Yeah it's wierd for me, because this new VPS only has one IP address.  So,
I would think I would not need to specify one at the command-line.
Ironically, on my prior host, which had 2 IP's on the VPS, I never had to
specify.

On Mon, Jan 11, 2016 at 3:22 AM, Johannes Erwerle <
johannes.erwe...@googlemail.com> wrote:

> Am 10.01.2016 um 23:27 schrieb Weasels Lair:
>
>> Ok found my problem.  Just moved to a new provider, and for some reason
>> I had to start using "+ip #.#.#.#" in the start-up command-line for each
>> SRCDS instance.  Not sure why it would act differently on my old hosting
>> provider (a general web/VPS company) and my new provider (a more
>> game-oriented VPS provider), but whatever, it's working now.
>>
> I am also often confronted with problems like this, and sometimes things
> are just working fine and sometimes they behave somehow weird.
>
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Re: [hlds] [hlds_linux] -usercon?

2016-01-10 Thread Weasels Lair
Ok found my problem.  Just moved to a new provider, and for some reason I
had to start using "+ip #.#.#.#" in the start-up command-line for each
SRCDS instance.  Not sure why it would act differently on my old hosting
provider (a general web/VPS company) and my new provider (a more
game-oriented VPS provider), but whatever, it's working now.

On Sun, Jan 10, 2016 at 1:31 PM, Jan  wrote:

> -usercon is needed for CS:GO to enable rcon function. As for troubles with
> TF2, all of my servers are still working no problems without the parameter.
>
>
> On 10.1.2016 21:54, ics wrote:
>
>> To my knowledge, -usercon is only used by windows machines to bring up
>> the console.
>>
>> Rcon shouldn't need that.
>>
>> -ics
>>
>> Weasels Lair kirjoitti:
>>
>>> Is the -usercon command-line parameter for SRCDS required for all SRCDS
>>> games now? or just CS:GO?
>>>
>>> I ask because I am having some trouble with RCon to my TF2 servers at the
>>> moment.
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>>
>>
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[hlds] -usercon?

2016-01-10 Thread Weasels Lair
Is the -usercon command-line parameter for SRCDS required for all SRCDS
games now? or just CS:GO?

I ask because I am having some trouble with RCon to my TF2 servers at the
moment.
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-01-09 Thread Weasels Lair
Looks like nobody may be working on HL franchise any more (with Marc
Laidlaw leaving).  Just hope the multiplayer stuff stays working for a few
more years.

On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> When this works he says~
>
> Still, it would have been nice to get a nice little message telling
> everyone, they'll tell us that the hats have stopped dropping eventually,
> right?
>
> On Sat, Jan 9, 2016 at 11:47 AM, ED-E  wrote:
>
>> Thanks man, that makes sense, i have seen they removed it from the store
>> too. Communication with the customers leaves a lot to be desired by Valve
>> though.
>>
>> I wanted to surprise my staff of my community with items (worth ~2 keys
>> each) last year, special name/description tagged and in the end gift
>> wrapped. I pushed it from christmas to new year (for other reasons though)
>> and now i'm still having them in my inventory, in hopes this would be fixed
>> soon. Well I guess once this works again, I'll go with "Hey guys, random
>> surprise for no reason other than you are awesome!" :)
>>
>> - Original Message -
>> From: uasmatrix 
>> To: hlds@list.valvesoftware.com
>> Date: Sat, 9 Jan 2016 10:20:05 -0500
>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
>>
>> > Supposedly it's not really broken, but Valve disabled it for the time
>> being due to the fact that people could bypass their Escrow / confirmation
>> bullshit with it.
>> >
>> > Basically if someone had their account taken, then the hijacker could
>> gift away the person's items to some alt, and there would be no issue with
>> having to confirm anything since it's a gift.
>> > Plus, since you can remove gift text now, it wouldn't even devalue
>> anything in the eyes of the hijacker or anyone else.
>> >
>> > I don't know how true that is, but there was some discussion about it
>> here:
>> >
>> >
>> http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
>> >
>> >
>> > In that thread there's a link to some Reddit post where some guy
>> apparently had the above happen to him.
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > -Original Message-
>> > From: ED-E 
>> > To: Half-Life dedicated Win32 server mailing list <
>> hlds@list.valvesoftware.com>
>> > Sent: Fri, Jan 8, 2016 1:26 pm
>> > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
>> >
>> > Gift Wraps are broken since "Tough Break" update.
>> >
>> > You cannot wrap items anymore (this is tested by multiple people), you
>> > hear the sound, your see the counter going down, but that's about it.
>> > I tried to inform last year via TF Team contact from the website,
>> > support ticket and in the TF2 forum (where already were couple of
>> > threads), but after seeing this patch it seems to be ignored, thus I
>> > give this here a try. So please fix.
>> >
>> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
>> > > We've released a mandatory update for TF2. The update notes are
>> below. The new version is 3214643.
>> > >
>> > > -Eric
>> > >
>> > > ---
>> > >
>> > > - Fixed some random client crashes related to memory exhaustion for
>> Mac clients
>> > > - Significantly reduced memory usage on Mac and Linux clients
>> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament
>> medals
>> > > - Added the ability to restore festivized weapons via the context menu
>> > > - Fixed an issue causing maps with packed assets to occasionally have
>> pink textures when played on servers using sv_pure
>> > > - Fixed the Australium Minigun and Scattergun materials
>> > > - Fixed objective names in deathnotice HUD using white text when the
>> local player was involved
>> > > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching
>> away from the Medi Gun and back while the charge is draining
>> > > - Updated the model/materials for The Bolted Birdcage, The Scrumpy
>> Strongbox, Pirate Bandana, The Crone's Dome, The Hat With No Name, The
>> Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
>> > > - Updated The Frenchman's Formals so it can also be equipped by the
>> Scout and added a new paint style
>> > > - Updated the backpack image for the Taunt: Soldier's Requiem
>> > > - Updated the Man Melter so extinguishing a teammate will return 20
>> health to the Pyro
>> > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown
>> reduction when used to extinguish a burning teammate.
>> > > - Updated the server log entry for kick votes to include the ID of
>> the vote initiator
>> > > - Updated cp_vanguard to fix an exploit related to spawn room doors
>> > > - Updated pl_snowycoast
>> > > - Fixed several unintended perches
>> > > - Fixed being able to damage through the setup gates
>> > > - Added some fences & cover inside BLU's first spawn to reduce
>> spam angles
>> > > - Added an extra resupply in BLU's first spawn and RED's last
>> spawn
>> > > - Moved medium health kit at 1st

Re: [hlds] Mandatory TF2 update coming

2015-12-25 Thread Weasels Lair
Seems like 90%+ of the discussion on these thread is just to make us feel
better about our commiseration anyway.

In the interest of the holiday season, I have to say I agree with everyone
on this thread about everything they said - even points of view that
contradict one another.

Given all the issues with Steam today (the store in particular) I am glad I
did my in-Steam/in-game shopping for the gifts for my Admin's and a few
regulars yesterday - instead of today.

But, in any event.

Happy Robonica!
from Weasel and the Weasel's Lair crew.

Queue Auld Lang Syne clip.

On Fri, Dec 25, 2015 at 3:40 PM, Jethro Seabridge 
wrote:

> For those not in the loop, there was a major caching issue with the Steam
> Store for a few hours.
>
> On Fri, Dec 25, 2015 at 11:23 PM, Rowedahelicon <
> theoneando...@rowedahelicon.com> wrote:
>
>> So I think after today, it's really safe to assume Valve is in dire need
>> of any sort of management.
>> https://steamdb.info/blog/valve-security-one-year-on/ relevant article,
>> this is not the only time I've seen anyone bring up an issue to valve to be
>> ignored.
>>
>> On Sun, Dec 20, 2015 at 3:03 PM, Rowedahelicon <
>> theoneando...@rowedahelicon.com> wrote:
>>
>>> It depends really, my community is still funded by ads / my own income.
>>> On the other side, your analogy is pretty spot on. One thing to consider is
>>> that while a lot of us here have given up on Valve, not everyone has. Other
>>> gaming companies look up to Valve and their business practices. That's why
>>> I feel this issue is so important, if not for us, the potential to stop
>>> this trend in general.
>>>
>>> Trying to host multiplayer communities these days are difficult, no one
>>> lets us host anything anymore.
>>>
>>> On Sun, Dec 20, 2015 at 11:37 AM, Saint K. 
>>> wrote:
>>>
 Ad income has replaced the value of proper community hosting.



 And for the rest, the best analogy I’ve seen lately is that TF2 been
 turned into this rubber tile playground where the millenniums grew up on.



 Let me just make a final statement that I am greatly disappointed in
 what VALVe has become. They seem to have forgotten where they came from,
 but that’s most likely also expectable as people come and go as well.



 Ah well, towel, ring, I’m out this discussion.



 Cheers,



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Robert Paulson
 *Sent:* Sunday, December 20, 2015 3:09 AM
 *To:* Half-Life dedicated Win32 server mailing list <
 hlds@list.valvesoftware.com>
 *Subject:* Re: [hlds] Mandatory TF2 update coming



 If we are talking about transparency I think we need to talk about a
 few people's bizarre fixation on ads even though after being repeatedly
 told they were 100% blocked for quickplay players long before the official
 server change.



 If you were a normal player, you would have known that. But you are not
 one. You are a custom server owner which is why you don't even know this
 and you are pretending to be a concerned player. I doubt you even have this
 problem because you can figure out how to host a server, so you shouldn't
 be too dumb to figure out how to valve in the tag box.



 No one was asking for the MOTD to be re-enabled for quickplay users, we
 were all asking for quickplay defaulting to official servers to be removed.



 So I think I know what you are trying to do. You are expecting
 something like this.



 1. Your competitors using ads gets killed for you.

 2. That Valve only has quickplay to kill ads (proven wrong multiple
 times) and you think they will actually remove quickplay so your servers
 will get the same coverage as quickplay compatible servers.



 This doesn't have a sliver of a chance of happening in your favor.



 > Look at the CSGO server operators, they have it much worse then
 their tf2 counter parts but they are not on here spamming a mailing list
 about it every week. Instead they are coming up with incentives for players
 to use their servers.



 No they don't really. They have 10 times the players and official CS:GO
 servers don't clog up the browser. They have matchmaking, but soon TF2 will
 too so it will become strictly worse than CS:GO in every regard.



 And not to mention everyone knew you couldn't host matchmaking servers
 before the game was even released. People bought the game knowing full well
 that they would not be able to compete with official servers fairly and
 that is why the game was deader than CSS until illegal betting became a
 thing. The CS:GO devs did not pull a bait and switch.



 I also prefer not to take any advice from s

Re: [hlds] Can We Get a TF2 Halloween 2015 Update Please So we are Ready!!!

2015-10-28 Thread Weasels Lair
Agree totally about various holiday-centric events ('ween, x-mas, etc.).
Communities doing there own thing, with either their own custom maps or
workshop maps is probably going to be more the norm.
On Oct 28, 2015 12:38 PM, "E. Olsen"  wrote:

> The solution, really, is to no longer rely on the TF2 team for these kinds
> of events.
>
> Our community has had our own "Halloween Week" since a year before Scream
> Fortress even came around, and it's always been pretty popular (although,
> with the overall major slowdown in traffic to community servers due to
> Valve's decisions, this year will likely be the lowest-trafficked ever, and
> might well be the last time we invest time and resources into it).
>
> Over the years we've added our own custom, exclusive Halloween maps such
> as Halloween Turbine (among half a dozen others), and the community has
> always loved it - even more so than the stuff that Valve has come up with
> for the last couple of years.
>
> It's certainly unfortunate that they don't seem to realize how much
> players look forward to the holiday-themed stuff every year, and abandoning
> it seems like walking away from a valued tradition.
>
> At any rate, as I said - holiday events are a perfect time to create
> customized stuff for your community. I honestly think this will be more
> important than ever as Valve continues to move away from an real content
> creation by the TF2 team, and relies on the community more and more.
>
>
> On Wed, Oct 28, 2015 at 3:28 PM, Peter Jerde  wrote:
>
>>
>> > On Oct 28, 2015, at 14:26 PM, Mike Vail  wrote:
>> > We want to play TF2 Halloween! HURRY!
>>
>> Um. There is no halloween update this year, except for the release of new
>> cosmetic items.
>>
>> http://www.teamfortress.com/post.php?id=18409
>>
>>  - Peter
>>
>>
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>
>
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Re: [hlds] [L4D1] Update L4D1 Servers

2015-10-18 Thread Weasels Lair
Apparently, nobody at Valve plays L4D(1) any more.

On Sun, Oct 18, 2015 at 4:04 PM, Theuaredead  wrote:

> Yep, valve didn't update their servers
>
> On Oct 18, 2015, at 6:48 PM, Rowedahelicon <
> theoneando...@rowedahelicon.com> wrote:
>
> So wait, they didn't update their own servers or what?
>
> On Sun, Oct 18, 2015 at 2:55 PM, Weasels Lair 
> wrote:
>
>> lmao, nice.
>>
>> On Sun, Oct 18, 2015 at 11:47 AM, Max Well  wrote:
>>
>>> when you guys fixed the patch, no one on your end updated the official
>>> servers, so now they're all down.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
>
> --
> *Matthew (Rowedahelicon) Robinson*
> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
>
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Re: [hlds] [L4D1] Update L4D1 Servers

2015-10-18 Thread Weasels Lair
lmao, nice.

On Sun, Oct 18, 2015 at 11:47 AM, Max Well  wrote:

> when you guys fixed the patch, no one on your end updated the official
> servers, so now they're all down.
>
> ___
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> please visit:
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Re: [hlds] Test

2015-09-11 Thread Weasels Lair
She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!
On Sep 11, 2015 11:42 AM, "N-Gon"  wrote:

> Not my amy!
>
> On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
>
>> Is this change to help stop the spambots by any chance?
>>
>> On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith 
>> wrote:
>>
>>> Testing a mailing list change. No need to reply. Thanks.
>>>
>>>
>>>
>>> -Eric
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
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>> please visit:
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>>
>>
>
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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2015-09-10 Thread Weasels Lair
​There was a 2nd update (git 942) on the MMS Snapshots page, which it has
been mentioned on the AlliedMods boards now fixes this issue.  The 1st
update (git 941) did not.​  Have not verified myself, but will be trying
shortly.
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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2015-09-10 Thread Weasels Lair
Wait. Why did that screencap mention CS:GO instead of TF2?
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Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-04 Thread Weasels Lair
Great post. I agree with 90% of what you said and (re-)proposed!

I think the "Any" button is potentially problematic. Some might click "Any"
and get something really NPC (like my servers). Better if they can only get
that by asking for community severs or browsing.
On Sep 4, 2015 10:50 AM, "E. Olsen"  wrote:

> @ Lucas Wagner:
>
> Some very good points, I disagree with this statement, however:
>
> If we had more community servers we'd just have more
>> 2fort/dustbowl/turbine 24/7 servers. Isn't there enough of these already?
>
>
> Prior to quickplay, there was a plethora of "rotation" servers out there
> hosted by the community (there are still some, but their numbers continue
> to dwindle). Our community, for example, ran a CP rotation server (both
> stock and custom maps), a CTF rotation server (all maps EXCEPT 2Fort, to
> include over a dozen custom maps) along with half a dozen other "rotation"
> servers. All of those servers were very popular, and stayed full 18+ hours
> per day.
>
> Once Valve made their drastic quickplay changes, all but our payload
> rotation servers started a long, slow slide in population (almost all
> players eventually move on to new games, and if new players can't find you,
> then your server will slowly die out).
>
> There are a number of factors that contribute to that, but I can tell you
> as a server operator running TF2 servers since 2008:
>
> - Obviously, any servers that host anything but Valve maps are immediately
> at a major disadvantage, since any custom maps immediately removes a server
> from quickplay.
>
> - EVERY server loses players during/after a map change (even Valve
> servers). The huge difference here that allows Valve to host so many
> rotation servers is that they have an enormous and insurmountable (under
> the current policies/UI design) advantage in terms of player traffic, and
> they feed their servers a constant steam of new players.  Community server
> operators were forced into so many "24/7" one-map server because those are
> virtually the only ones that stay full. That's also the reason only the
> most popular maps get the majority of community representation.
>
> - This has also resulted in all "non-payload" game modes (CP, CTF, PLR)
> experiencing an unnatural and artificial decrease in popularity. For it's
> first 5 years, our CP rotation server was one of the most popular servers
> online, frequenting appearing in the top 25 TF2 servers played. As of last
> year, we were forced to shut it down due to dwindling player traffic.
>
> Consider this:
>
> If quickplay didn't exist, and all the BS exploits were disabled (fake
> players/clients, etc. that the bad apples used to trick players) so
> everyone was on a level playing field, do you honestly think that Valve's
> un-moderated, racist-filled, non-team oriented servers would really be able
> to compete with community servers? I'm sure there would be some players
> that still wanted that kind of environment, but I guarantee that once most
> players experienced a well-run, competitive, asshat-free moderated
> community server, they would never visit a Valve server again, and would
> probably be more inclined to become a long-term player.
>
> The thing is, there's a middle-ground here that would (I believe) satisfy
> everyone. A simple UI (and tweak to the underlying system) that has been
> suggested multiple times is this one:
>
> http://i.imgur.com/tAmWXj6.png
>
> That would satisfy both those that like things the way they are, and
> communities that would like more equitable treatment. For the life of me, I
> can't understand why Valve is so apathetic towards the idea - but that
> doesn't mean I'm going to stop asking ;-)
>
>
> On Fri, Sep 4, 2015 at 12:31 PM, Lucas Wagner  wrote:
>
>> Some observations that I've made that I haven't heard addressed by anyone
>> yet:
>>
>>- The game is 8 years old now. That's an extraordinarily long life
>>for a game. What is the end-game for TF2? Has Valve considered this? For
>>example, when they decide it's time to reallocate their hosted servers,
>>will they have given the community enough time to build a network of
>>servers to support the small but loyal followers of this game? Does Valve
>>care? Should they care? I don't know the answer.
>>- Valve servers, while deficient in many ways, do provide some much
>>needed variety. Community servers largely run a set of 4-5 stock maps that
>>people play on. You want to play something different, like plr_nightfall,
>>guess where you can play that? Valve servers only. It's nice, and it's 
>> been
>>one thing I've enjoyed about the switch. I can play something that's not
>>2fort, dustbowl, turbine, hightower, etc. If we had more community servers
>>we'd just have more 2fort/dustbowl/turbine 24/7 servers. Isn't there 
>> enough
>>of these already?
>>
>> Full disclosure: I ran community servers with a few friends. They died at
>> the height of the problem. Our 

Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-04 Thread Weasels Lair
Sorry for the cross post
I confused 2 different discussions in different threads while doing this on
my mobile. My apologies.
On Sep 4, 2015 9:49 AM, "Weasels Lair"  wrote:

> I don't run add at all on my servers any more, but in defense of MOTGgd, I
> must say that when I was using ads, they have me the most options (such as
> disabling video ads all together). I never saw any option to hide the ads
> in the background. However there were some server-side plugins that could
> be used to run other ads hidden in the background. This was not an MOTDgd
> thing.  I don't recall the ad network, but the thread may still be on the
> SourceMod forums. In the end I decided that (as a player in my own servers)
> I really didn't like the advertising, so I dropped all forms of it.
>
> More on topic, will setting sv_allowuploads on mods (like Fistful of Frags
> as an example) actually accomplish anything? Or is this some deeper
> underlying issue that requires Valve to update their SDK so that mod
> authors may then have that option work as expected?
>
> PS: to each his own on liking or not liking the spray feature in various
> games. I happen to host a least politically correct community, so it's kind
> of ingrained in our "culture" in our case. :-)
> On Sep 4, 2015 5:51 AM, "HD"  wrote:
> >
> > Then delete them? I just created a cron to flush certain folders on my
> servers and even my client. If you do it manually for a client it takes
> seconds, big deal. Sprays won’t disappear so you may as well get used to
> the hentai or familiar with the process of delete.
> >
> >
> >
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Valentin Puscoi
> > Sent: Friday, September 04, 2015 7:41 AM
> >
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit
> found, can be used to hijack steam accounts.
> >
> >
> >
> > hopefully valve removes sprays all together, my downloads folder is
> filled with hentai
> >
> >
> >
> > 2015-09-03 22:59 GMT+03:00 Refeek Yeglek :
> >
> > Hi, I'm one of the developers for Team Fortress 2 Classic, a source mod
> project. Recently, someone abused a bug present in Source SDK 2013 MP to
> distribute viruses to quite a few of our players and developers. The way
> they did it was by abusing a spray exploit present in the SDK 2013 MP
> edition to upload a file pretending to be a spray to all players and
> executing it. The technical info on how it works from one of our other
> coders will be posted at the end of this email, but here's what you need to
> know as a server owner:
> >
> >
> >
> > We don't know how many source games are vulnerable. The big name VALVe
> ones aren't, but any sourcemod probably is. This includes ones on steam
> like Fortress Forever, or Fistful of Frags.
> >
> >
> >
> > If you're running a server for a non-VALVe or bigname(Titanfall, GMOD,
> etc.) Source Engine game, then here's what you need to do:
> >
> >
> >
> > 1. Set sv_upload to 0 on your server.
> >
> >
> >
> > 2. If you are a TF2C server host, shut your server down and start
> scanning your server for viruses.
> >
> >
> >
> > 3. Pester valve to fix this ASAP.
> >
> >
> >
> > TL;DR:
> >
> > Sprays can be exploited to run code on people's systems and break into
> accounts, we've had quite a few CS:GO and TF2 items lifted from accounts
> and moved to trade alts and disappearing after that. Disable sprays ASAP if
> you host a sourcemod multiplayer server.
> >
> >
> >
> > Here's the technical info for how stuff works:
> >
> >
> >
> > "The vulnerability is triggered by a missing check to see if a memory
> allocation succeded in the loading of VTFs. When the material is loaded,
> there is space allocated for the material. The crucial option in the using
> of this exploit is the option to skip Mipmaps from the material. If, for
> instance, the first mipmap is skipped, the game will copy the mipmap data
> to buffer + size of first mipmap. When the memory allocation fails, the
> buffer will be 0, because thats what malloc returns on out of memory. This
> means, that the only factor determining where the block is put is
> determined by the size of the first mipmap. This way you can put the data
> in the second mipmap whereever you want, meaning you can write to a
> predictable location in memory. This is additionally encouraged

Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-04 Thread Weasels Lair
I don't run add at all on my servers any more, but in defense of MOTGgd, I
must say that when I was using ads, they have me the most options (such as
disabling video ads all together). I never saw any option to hide the ads
in the background. However there were some server-side plugins that could
be used to run other ads hidden in the background. This was not an MOTDgd
thing.  I don't recall the ad network, but the thread may still be on the
SourceMod forums. In the end I decided that (as a player in my own servers)
I really didn't like the advertising, so I dropped all forms of it.

More on topic, will setting sv_allowuploads on mods (like Fistful of Frags
as an example) actually accomplish anything? Or is this some deeper
underlying issue that requires Valve to update their SDK so that mod
authors may then have that option work as expected?

PS: to each his own on liking or not liking the spray feature in various
games. I happen to host a least politically correct community, so it's kind
of ingrained in our "culture" in our case. :-)
On Sep 4, 2015 5:51 AM, "HD"  wrote:
>
> Then delete them? I just created a cron to flush certain folders on my
servers and even my client. If you do it manually for a client it takes
seconds, big deal. Sprays won’t disappear so you may as well get used to
the hentai or familiar with the process of delete.
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Valentin Puscoi
> Sent: Friday, September 04, 2015 7:41 AM
>
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit
found, can be used to hijack steam accounts.
>
>
>
> hopefully valve removes sprays all together, my downloads folder is
filled with hentai
>
>
>
> 2015-09-03 22:59 GMT+03:00 Refeek Yeglek :
>
> Hi, I'm one of the developers for Team Fortress 2 Classic, a source mod
project. Recently, someone abused a bug present in Source SDK 2013 MP to
distribute viruses to quite a few of our players and developers. The way
they did it was by abusing a spray exploit present in the SDK 2013 MP
edition to upload a file pretending to be a spray to all players and
executing it. The technical info on how it works from one of our other
coders will be posted at the end of this email, but here's what you need to
know as a server owner:
>
>
>
> We don't know how many source games are vulnerable. The big name VALVe
ones aren't, but any sourcemod probably is. This includes ones on steam
like Fortress Forever, or Fistful of Frags.
>
>
>
> If you're running a server for a non-VALVe or bigname(Titanfall, GMOD,
etc.) Source Engine game, then here's what you need to do:
>
>
>
> 1. Set sv_upload to 0 on your server.
>
>
>
> 2. If you are a TF2C server host, shut your server down and start
scanning your server for viruses.
>
>
>
> 3. Pester valve to fix this ASAP.
>
>
>
> TL;DR:
>
> Sprays can be exploited to run code on people's systems and break into
accounts, we've had quite a few CS:GO and TF2 items lifted from accounts
and moved to trade alts and disappearing after that. Disable sprays ASAP if
you host a sourcemod multiplayer server.
>
>
>
> Here's the technical info for how stuff works:
>
>
>
> "The vulnerability is triggered by a missing check to see if a memory
allocation succeded in the loading of VTFs. When the material is loaded,
there is space allocated for the material. The crucial option in the using
of this exploit is the option to skip Mipmaps from the material. If, for
instance, the first mipmap is skipped, the game will copy the mipmap data
to buffer + size of first mipmap. When the memory allocation fails, the
buffer will be 0, because thats what malloc returns on out of memory. This
means, that the only factor determining where the block is put is
determined by the size of the first mipmap. This way you can put the data
in the second mipmap whereever you want, meaning you can write to a
predictable location in memory. This is additionally encouraged due to the
fact that ASLR is disabled for the module in question. From that point on
ROP is used to mark a controlled memory location executable and transfer
control to it, bypassing DEP. The distribution of the malicious material
file can be easily done through the use of the spray system, which uploads
a custom material to the server and distributes it. This is of course not
the only way to distribute it, but one used in this case. This is not
absolutely accurate and technical details have been left out due to them
not influencing this exploit."
>
>
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>
>
>
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Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Weasels Lair
So, ok wait. Now I am more confused than when the thread started.
Which games still have this exploit?
- TF2? = No/fixed?
- DoS:S = ?
- CS:S = ?
- HL2MP: = ?
- Mods like FoF, etc. = ?

Is that old "exploit fix" SourceMod plug-in a fix or not? (it seems old
from 2009).


On Thu, Sep 3, 2015 at 6:55 PM, Nicholas Hastings  wrote:

> It's not just Valve games.
>
> They've also not disclosed any of these issues nor fixes to at least some
> developers of third-party Source games, leaving those completely vulnerable
> as well.
>
> --
> Nicholas Hastings
> Developer
>
> GameConnect
> http://www.gameconnect.net/ 
>
> Refeek Yeglek 
> Thursday, September 3, 2015 9:43 PM
> I shouldn't have to install 3rd party software to secure my servers from
> problems with valve's code.
>
>
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> please visit:
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> Kyle Sanderson 
> Thursday, September 3, 2015 7:32 PM
> No, just TF has these Remote Code Execution patches. CS:S and friends are
> still completely vulnerable for the public issues. Don't kid yourself,
> there's definitely other vulnerable code paths. Personally, I'm disgusted
> as this has been public knowledge for a year now, the exploits being back
> from Quake... Sync the games that are still being sold for money.
>
> Valve doesn't care about your workstation, your server, anything that runs
> their completely vulnerable code. Don't play on servers that aren't yours;
> use SourceMod to secure your servers.
>
> Kyle.
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> Refeek Yeglek 
> Thursday, September 3, 2015 4:37 PM
> Yeah. The big games have it fixed, sourcemods are at risk here.
>
>
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> E. Olsen 
> Thursday, September 3, 2015 4:34 PM
> So, to confirm - Team Fortress 2 has already had this exploit fixed,
> correct?
>
>
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> Nathaniel Theis 
> Thursday, September 3, 2015 4:32 PM
> Actually, it looks like that only affects very old versions, (pre-2009 /
> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>
>
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Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Weasels Lair
​I wonder how long it is until some script-kiddie figures-out how to
exploit the built-in Streaming (ala
https://github.com/ValveSoftware/steam-for-linux/issues/3990).  Valve's
response when I mentioned it was, effectively "expected behavior").

On Thu, Sep 3, 2015 at 1:45 PM, Refeek Yeglek  wrote:

> Our guys who decompiled the copy when they got infected figured out it was
> a very very bad script kiddie thing designed for doing exactly what is
> going on right now. Lemme go find the name of it, someone posted the name
> and feature list in the FP thread when we were trying to figure out what
> the hell happened, as they're doing hijacks by remote desktopping your
> computers.
>
> On Thu, Sep 3, 2015 at 1:40 PM, Nathaniel Theis  wrote:
>
>> If, and that's a big if... hold on
>>
>> IF it's the VTF exploit I reported, yes. I'm skeptical that it is, just
>> because of how difficult it is to exploit in practice. It would require
>> very advanced Windows exploitation skills, and suggest a well-motivated,
>> targeted attacker. My hunch is that it's another exploit, one that only
>> works from malicious servers or custom maps. This one is incredibly
>> practical and easy to exploit.
>>
>> - Nate
>>
>> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen  wrote:
>>
>>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>>> correct?
>>>
>>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis 
>>> wrote:
>>>
 Actually, it looks like that only affects very old versions, (pre-2009
 / aluigi) which have much worse exploits anyways. Sorry for the confusion.

 On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek 
 wrote:

> I'll let the guys on my sourcemod's team who are looking into it know,
> thanks.
>
> On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis 
> wrote:
>
>> Note that, depending on the engine version you're on (and even SDK
>> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do
>> literally nothing; on older versions, sv_allowupload just tells the 
>> client
>> not to upload anything to the server. The client can ignore it and do it
>> anyways.
>>
>> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose 
>> wrote:
>>
>>> You'd know if that'd been done as there would be announcements on
>>> the various hlds lists about updates for Counter-Strike: Source, Day of
>>> Defeat: Source, and Half-Life 2: Deathmatch.
>>>
>>> However, what he's actually asking is that Valve update the Source
>>> SDK 2013 with these fixes so that game developers can pull the changes 
>>> from
>>> Github and merge them into their own games' code.
>>>
>>>
>>>
>>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>>> proph...@sticed.org> wrote:
>>>
 He is basically saying that the exploits Nathaniel found and
 reported have only been fixed in Valve's main titles. He hasn't found 
 or
 reported a new exploit.
 I think it has been mentioned by KyleS on one or multiple of these
 mailing lists that these exploit fixes should be ported onto other
 branches. Apparently that has not been done?


 On 03.09.2015 22:06, N-Gon wrote:

 Someone give this man an unusual Finder's Fee

 On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek <
 iamgoofb...@gmail.com> wrote:

> Hi, I'm one of the developers for Team Fortress 2 Classic, a
> source mod project. Recently, someone abused a bug present in Source 
> SDK
> 2013 MP to distribute viruses to quite a few of our players and 
> developers.
> The way they did it was by abusing a spray exploit present in the SDK 
> 2013
> MP edition to upload a file pretending to be a spray to all players 
> and
> executing it. The technical info on how it works from one of our other
> coders will be posted at the end of this email, but here's what you 
> need to
> know as a server owner:
>
> We don't know how many source games are vulnerable. The big name
> VALVe ones aren't, but any sourcemod probably is. This includes ones 
> on
> steam like Fortress Forever, or Fistful of Frags.
>
> If you're running a server for a non-VALVe or bigname(Titanfall,
> GMOD, etc.) Source Engine game, then here's what you need to do:
>
> 1. Set sv_upload to 0 on your server.
>
> 2. If you are a TF2C server host, shut your server down and start
> scanning your server for viruses.
>
> 3. Pester valve to fix this ASAP.
>
> TL;DR:
> Sprays can be exploited to run code on people's systems and break
> into accounts, we've had quite a few CS:GO and TF2 items lifted from
> accounts and moved to trade alts

Re: [hlds] False Positice Vac Bans

2015-08-13 Thread Weasels Lair
Is there some official process now? Last I remembered, there wasn't.​

On Thu, Aug 13, 2015 at 6:45 PM, N-Gon  wrote:

> Untrue as Valve has removed false positives many times.
> http://www.vacbanned.com/listing/unbanned
>
> https://www.reddit.com/r/GlobalOffensive/comments/2cm34j/yes_false_vac_bans_do_happen_my_ban_was_lifted/
>
> On Thu, Aug 13, 2015 at 9:40 PM, Weasels Lair 
> wrote:
>
>> All they can do is start another Steam Profile, trade any tradable items
>> they have to their new profile, and possibly re-buy non-free-to-play games.
>> ​Generally, there is no recourse with VAC.
>>
>
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Re: [hlds] False Positice Vac Bans

2015-08-13 Thread Weasels Lair
All they can do is start another Steam Profile, trade any tradable items
they have to their new profile, and possibly re-buy non-free-to-play games.
​Generally, there is no recourse with VAC.

On Thu, Aug 13, 2015 at 6:06 PM, Gabriel Klinefelter <
gabe.klinefel...@gmail.com> wrote:

> Hmm, are the players able to get unVAC'd?  One of my gamers got VAC'd in
> this wave and says he has no clue why.  Assuming that he's telling the
> truth, what does he do?
>
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Re: [hlds] SteamCMD connection to a specific Master Server

2015-07-31 Thread Weasels Lair
My server (in the US) seems to draw quite a few players from Brazil. They
are randomly experience issues with not being able to get through to my
server. Sometimes their DHCP address will change and suddenly everything is
fine.

I though it was just they have a really crappy ISP.  but some assert the
government down there is always messing with internet access in some way,
and ISP just had no choice but to play by the government's rules.
On Jul 30, 2015 3:25 PM, "Marco Ramos"  wrote:

> That's an awesome suggestion, didn't know about this file. However, none
> of the IPs on the CM list worked, a few of the CS list worked with ping and
> even less of them with tracert. Fortunately, this information provides
> valuable input to my ISP, since I can specify exactly which address
> should've been working from the start. @Pilger, your description fits our
> ISP (and the government) very well. This problem started on february a
> little while after we asked them to block some attackers IP, but they say
> it is unrelated. Thank you all for the helpful answers!
>
> --
> From: mc...@doctormckay.com
> Date: Tue, 28 Jul 2015 13:44:28 -0400
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] SteamCMD connection to a specific Master Server
>
> The list of CMs that SteamCMD will connect to is stored in a vdf file
> under config if I recall correctly. You could try removing all blocked
> addresses from that list before startup.
>
> The list is overwritten every time you log on though, so you'll need to
> update it every time.
>
> On Tue, Jul 28, 2015 at 11:49 AM, pilger  wrote:
>
> Where are you gathering these data about Brazil's government censorship?
>
> Kinda hard to believe that. I think it's much more likely the networks are
> being blocked out as "counter-measures" for dos or ddos attacks comming
> from other countries, where services are extremely cheaper. So instead of
> properly blocking just the attacks, they shut down entire routes of
> communication.
>
> I really don't think the government here gives a tiny rats ass for what
> people are browsing on the internet.
>
>
> _pilger
>
> On 28 July 2015 at 11:06, Andre Müller  wrote:
>
> Oh, did not know that. Censorship is not good.
>
> Korrey Moore  schrieb am Di., 28. Juli 2015 um
> 13:50 Uhr:
>
> Your ISP isn't the problem, it's the government. Brazil is worse than
> China in regards to blocking foreign websites according to recent data.
> This is why you don't have any problems visiting .br domains, but have
> problems going anywhere else.
>
> There are a few ways to work around the problem:
>
> 1) Relocate the server to somewhere outside of Brazil and ensure it's not
> on a network blocked by the government.
>
> 2) Use a system wide proxy from another country on the game server while
> SteamCMD is updating. This may or may not work depending on if the hardware
> doing the blocking does packet inspection.
>
> 3) Use an encrypted VPN tunnel on the server to a location outside the
> country. This could suffer the same problem as the proxy, but it's less
> likely.
>
> On Mon, Jul 27, 2015 at 2:00 PM, 
> wrote:
>
> Send hlds mailing list submissions to
> hlds@list.valvesoftware.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> or, via email, send a message with subject or body 'help' to
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>
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> hlds-ow...@list.valvesoftware.com
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
>1. Re: SteamCMD connection to a specific Master Server (Andre M?ller)
>
>
> --
>
> Message: 1
> Date: Mon, 27 Jul 2015 07:27:58 +
> From: Andre M?ller 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] SteamCMD connection to a specific Master Server
> Message-ID:
>  fjjs...@mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
>
>
> Changing the Provider is a good solution. If they are blocking the whole
> traffic, a possible solution is only a workaround, not a real solution.
> Forcing the tool to a specific ip address is not good. Valve may change the
> IP-Addresses of the masterservers and then you starting to seek the next
> working ip.
>
> Marco Ramos  schrieb am So., 26. Juli 2015 um 06:59 Uhr:
>
> > Hello. Is there a way to make my SteamCMD server connects to a specific
> > Master Server? I'm having a serious problem with my provider as they
> don't
> > recognize themselves as culprits in this situation. For some reason, they
> > are blocking connections from my server to a lot of .com, .net and .org
> > servers, meaning my TF2 servers can't connect to Valve Master Server and
> > can't get VAC or items. However, if the server connects to a different
> >

Re: [hlds] Community Servers and the Gun Mettle Update

2015-07-02 Thread Weasels Lair
You should be able to unsubscribe with something from this link:

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


On Thu, Jul 2, 2015 at 3:28 PM, Crazed Gunman 
wrote:

> I've been shut down for nearly 2 years now. To add insult to injury, I
> can't unsubscribe from the mailing list
> ​[...]​
>
>
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Re: [hlds] Mediated Discussion about Quick play change

2015-07-02 Thread Weasels Lair
Lol. I read the thread subject as "Medicated discussion".  Then again, that
Might be more fruitful.
On Jul 2, 2015 11:58 AM, "Alexander Corn"  wrote:

> It will include objectives that grant economy items, it will definitely be
> Valve-server-only.
>
> On Wed, Jul 1, 2015 at 9:56 PM, E. Olsen  wrote:
>
>> I didn't see anything in the update content that says it is restricted to
>> Valve servers only - did I miss something?
>>
>> On Wed, Jul 1, 2015 at 9:50 PM, Alexander Corn 
>> wrote:
>>
>>> So, how about these "better solutions" for the "nuclear option"? It's
>>> been over a year and a half and I'm not looking forward to Valve servers
>>> sucking away all my players tomorrow for this CS:GO operation ripoff.
>>>
>>> On Sun, Jan 26, 2014 at 5:43 AM, Doctor McKay 
>>> wrote:
>>>
 A member of my community received a response from Fletcher in reply to
 an email:

 We’re hoping the nuclear option isn’t permanent, because it isn’t
 ideal.  I cannot promise anything in particular or any time frame, but I
 can say that we are looking for better solutions to this problem.  We
 understand that we are basically using radiation to kill cancer.  But the
 player experience was really bad and we felt it called for some immediate
 action.  We hope it is not the long term solution.



 - Fletch


 Dr. McKay
 www.doctormckay.com


 On Sun, Jan 26, 2014 at 5:01 AM, ics  wrote:

> They are not going to kill TF2. It still brings them money and while
> people make contributions to workshop and new content, they can just pack
> it in and use that in the game. People buy keys and they get money that 
> way.
>
> But i don't think we get a reply, they have become too big to answer
> us little folks.
>
> -ics
>
> Paul kirjoitti:
>
>> They're obviously content with the idea they wish to slowly kill Team
>> Fortress 2, or at the very least try to. They seem to be happy to ignore
>> our complaints as always :x. I agree that the option to make official
>> servers not default would be somewhat the answer, but getting Valve to do
>> that or someone at Valve to answer our concerns is probably going to be a
>> miracle. Perhaps if we keep up with the complaints on the mailing list 
>> they
>> will eventually respond and agree.
>>
>>
>> On 26 January 2014 05:57, ics > i...@ics-base.net>> wrote:
>>
>> Yes lets think about the end user that has been enjoying community
>> servers and the care we take of our players, keeping cheaters out
>> and other troublemaking trollers and especially offering a place
>> to play on. For over 6 years our communities have helped TF2 grow.
>> Only after game went Free to Play, Valve added their own servers.
>> Do you even know where the players played before that? On our
>> community servers only. It was decided that when game goes free to
>> play, they will add extra servers to get new players to get on and
>> get familiar to the game. Thats what they have been doing all
>> along and they did thought the end user. Now grip tightens for
>> unknown reason.
>>
>> The existing players will keep playing on our servers but due to
>> severe lack of new ones ever finding our servers, it will get our
>> servers emptied. The decision that was made is absolutely horrible
>> and one sided. Yes, it's their game and they can do whatever they
>> want but simply forgetting every server owner contribution to this
>> game in the past, especially the ones that have been here since
>> TF2 release and before, it's really sad to see it was made without
>> atleast warning us ahead of the change and telling why it has to
>> be like this.
>>
>> -ics
>>
>> Jon Just kirjoitti:
>>
>> Until valve can get rid of premium servers, ad farms, and
>> server chains that monopolize the quick play system, I think
>> that this change should stay. I feel bad that community
>> servers have to be punished as well, but you need to think of
>> the average tf2 player before the server owner.
>>
>> Sent from my iPod
>>
>> On Jan 25, 2014, at 2:32 PM, Supreet > 
>> >
>> >> wrote:
>>
>> Hello,
>>
>> I think it is very wrong to accuse certain communities and
>> players who may or may not be exploiting the quick play
>> system.
>>
>> Saigns or NightTeam is famous because there's a
>> considerable amount of population that loves the
>> customized

Re: [hlds] Mandatory TF2 update released

2015-06-02 Thread Weasels Lair
I guess that's why it's "Maps Workshop Beta", instead of just "Maps
Workshop".

On Tue, Jun 2, 2015 at 3:46 PM, Anthony Duncan 
wrote:

> Hmm doesn’t seem to working/down? I’m getting  [TF Workshop] Failed to get
> Steam UGC service, refresh failed.
>
>
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Matthew Hills
> *Sent:* 02 June 2015 23:25
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mandatory TF2 update released
>
>
>
> That CVAR looks like it prevents custom maps using the point_servercommand
> entity to send commands to the server. Malicious map authors could use it
> to kick and ban people and change server settings. Sometimes it's useful
> but typically seen on non-standard maps with crazy logic, and for most
> things like gravity, run speed and character responses there are safe
> alternatives an author can use.
>
>
>
> On 2 June 2015 at 23:12, E. Olsen  wrote:
>
> Awesome news on the custom map front.
>
>
>
> Could you elaborate a bit on exactly what the "sv_allow_point_servercommand"
> cvar would be used for?
>
>
>
> On Tue, Jun 2, 2015 at 5:39 PM, Eric Smith 
> wrote:
>
> We've released a mandatory update for TF2. The notes for the update are
> below. The new version is 2806431.
>
> -Eric
>
> -
>
> - Announcing the Maps Workshop Beta!
> - Added bsp_repack command to repack a BSP file with optimal
> compression
> - Maps uploaded to the workshop are automatically compressed
> - Added tf_workshop_refresh command to recheck tracked workshop
> maps and refresh subscriptions
> - Added tf_workshop_map_sync command to immediately install a map
> from the workshop by ID
> - Added sv_allow_point_servercommand to disable
> point_servercommand entities. Defaults to "official" Valve maps only. Can
> also be set to "disallow" and "always".
>
>
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Re: [hlds] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.

2015-04-21 Thread Weasels Lair
Seems to have cleared-up for me personally at the moment.  Just seems to
come in waves, and go away mysteriously - like MIB's after a UFO sighting.

On Tue, Apr 21, 2015 at 6:11 PM, E. Olsen  wrote:

> Yep, between that and the "An issue with your computer is blocking the VAC
> system." that was knocking tons of players off yesterday (not sure about
> today), and players have been getting dumped from servers in droves.
>
>
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[hlds] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.

2015-04-21 Thread Weasels Lair
I am getting reports from my users of this error in TF2, and have also
experienced it myself several times today:

"Disconnect: Your client has failed to reply to a query in time. Please
reconnect or restart your game."

In my case, I am not sure if it's just some local issue with my Internet or
not.  However, I seem to be able to play other games fine - even those
hosted on the same server (CS:S, FoF, etc. on the SAME host as the TF2
server).

Any other server operators seeing this lately?
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Re: [hlds] Some exploit to play TF2 with an invalid SteamID?

2015-03-18 Thread Weasels Lair
Cody, thanks found and enabled the SMAC option you mentioned
(smac_validate_auth).  So far, I have no reports of it effecting my legit
players.

On Tue, Mar 17, 2015 at 6:12 PM, Cody Woodson <
xxwoodyman123...@sbcglobal.net> wrote:

> This has been an exploit for well over a year.  I'm surprised you're just
> running into the issue.  SMAC has a built in function, if I remember
> correctly,  that will kick any connected client if they don't validate with
> steam within 10 seconds.
>
>
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Re: [hlds] [hlds_linux] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Weasels Lair
Somebody earlier in the their asked about what "drop" message was being
generated. Unfortunately, it doesn't appear to show-up in my logs on the
server for some reason.

On Tue, Mar 17, 2015 at 6:39 PM, Bottiger  wrote:

> This doesn't look like valid tickets being reused to me.
>
> Client 3160 [I:16:229567929] connected to universe 16, but game server
> [G:1:809] is running in universe 1
> S3: Client connected with invalid ticket: UserID: c58
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> Client 3155 [I:0:1191841122] connected to universe 0, but game server
> [G:1:809] is running in universe 1
> S3: Client connected with invalid ticket: UserID: c53
> Client "Wololo" connected (72.69.41.145:27005).
> STEAMAUTH: Client Wololo received failure code 8
> Dropped Wololo from server (Invalid STEAM UserID Ticket
> )
>
> On Tue, Mar 17, 2015 at 6:30 PM, Ryan Stecker 
> wrote:
> >>As you deduced, it is possible to spoof any SteamID you want and play
> > for a couple of minutes before the server kicks you.
> >
> > No, it isn't. Steam authentication tickets are signed by Valve's servers.
> > You cannot craft a ticket containing any SteamID you want.
> >
> > You can, however, subject the server to a replay attack by reusing
> another
> > user's authentication ticket. This allows users to play on your server
> with
> > whatever SteamID they borrowed for approximately 1-2 minutes until the
> > Steam server rejects them and the game server kicks them.
> >
> > On the original topic, there's nothing invalid about that SteamID in the
> > OPs post:
> >
> > 08:29:18°pm (@VoiDeD) !sid [U:1:96295245]
> > 08:29:45°pm (idler2) VoiDeD: STEAM_0:1:48147622 / [U:1:96295245] (UInt64
> =
> > 76561198056560973, IsValid = True, Universe = Public, Instance = desktop
> > (1), Type = Individual, AccountID = 96295245)
> > 08:29:45°pm (idler2) VoiDeD: † (
> > http://steamcommunity.com/profiles/76561198056560973/) (Last Online =
> > 3/18/2015 1:11:21 AM, Last Offline = 3/18/2015 1:11:39 AM)
> >
> >
> > On Tue, Mar 17, 2015 at 8:12 PM, Bottiger  wrote:
> >
> >> We experienced this several months ago and reported it to Eric Smith
> >> but have not heard anything from him for a long time so we stopped
> >> sending him exploits like this.
> >>
> >> As you deduced, it is possible to spoof any SteamID you want and play
> >> for a couple of minutes before the server kicks you.
> >>
> >> We tried kicking or freezing people that didn't get verified within 30
> >> seconds but unfortunately this also happens frequently to normal
> >> players.
> >>
> >>
> >>
> >> On Tue, Mar 17, 2015 at 5:59 PM, Weasels Lair 
> >> wrote:
> >> > Wondering if any other admin's have seen this.
> >> >
> >> > Today I had a player join with a SteamID that I was unable to ban by
> ID.
> >> > From SourceMod I kept getting a message about waiting another 30
> seconds
> >> > and trying again, because that SteamID was not verified (yet)?
> >> >
> >> > In the end, I resorted to fire-walling-off his source IP address for
> now.
> >> >
> >> > When I punched his SteamID3 (which was showing as "[U:1:96295245]")
> into
> >> > SteamIDConverter.com, it kept showing "unknown" for their SteamID64,
> >> > "[U:1:0]" for their SteamID3, and blank for their plain SteamID?
> >> >
> >> > So, I am thinking it is a completely bogus/fake/spoofed SteamID.
> >> >
> >> > He seemed to be able to play only for a few minutes at a time, before
> he
> >> > would get dropped from the server for having an invalid SteamID.
> >> > Basically, he was in-game long enough to hack (aimbot) and disrupt the
> >> game
> >> > (repeatedly).  He was able to just do that over and over, until I just
> >> > blocked his source IP address all-together.
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >> __

Re: [hlds] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Weasels Lair
Cody. Thanks I am running SMAC, maybe its a CVAR I need to tweak to enable
it. Will look into it.  Hopefully it won't effect any legit players.

On Tue, Mar 17, 2015 at 6:12 PM, Cody Woodson <
xxwoodyman123...@sbcglobal.net> wrote:

> This has been an exploit for well over a year.  I'm surprised you're just
> running into the issue.  SMAC has a built in function, if I remember
> correctly,  that will kick any connected client if they don't validate with
> steam within 10 seconds.
>
> Sent from my iPhone
>
> On Mar 17, 2015, at 6:07 PM, Weasels Lair  wrote:
>
> The point/concern being actually, that he was able to PLAY for some period
> of time (repeatedly), with that (presumably) invalid SteamID.  TF2 did
> eventually drop him each time, but he could just keep coming back.
>
> On Tue, Mar 17, 2015 at 6:05 PM, Jan  wrote:
>
>>  steamidfinder.com shows his profile as:
>> http://steamcommunity.com/profiles/76561198056560973 Already on
>> VACation. :D
>>
>> Dne 18.3.2015 ob 1:59 je Weasels Lair zapisal(a):
>>
>>  Wondering if any other admin's have seen this.
>>
>>  Today I had a player join with a SteamID that I was unable to ban by
>> ID.  From SourceMod I kept getting a message about waiting another 30
>> seconds and trying again, because that SteamID was not verified (yet)?
>>
>>  In the end, I resorted to fire-walling-off his source IP address for
>> now.
>>
>>  When I punched his SteamID3 (which was showing as "[U:1:96295245]")
>> into SteamIDConverter.com, it kept showing "unknown" for their
>> SteamID64, "[U:1:0]" for their SteamID3, and blank for their plain SteamID?
>>
>>  So, I am thinking it is a completely bogus/fake/spoofed SteamID.
>>
>>  He seemed to be able to play only for a few minutes at a time, before
>> he would get dropped from the server for having an invalid SteamID.
>> Basically, he was in-game long enough to hack (aimbot) and disrupt the game
>> (repeatedly).  He was able to just do that over and over, until I just
>> blocked his source IP address all-together.
>>
>>
>>
>> ___
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>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
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>> please visit:
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>>
>>
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Re: [hlds] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Weasels Lair
The point/concern being actually, that he was able to PLAY for some period
of time (repeatedly), with that (presumably) invalid SteamID.  TF2 did
eventually drop him each time, but he could just keep coming back.

On Tue, Mar 17, 2015 at 6:05 PM, Jan  wrote:

>  steamidfinder.com shows his profile as:
> http://steamcommunity.com/profiles/76561198056560973 Already on VACation.
> :D
>
> Dne 18.3.2015 ob 1:59 je Weasels Lair zapisal(a):
>
>  Wondering if any other admin's have seen this.
>
>  Today I had a player join with a SteamID that I was unable to ban by
> ID.  From SourceMod I kept getting a message about waiting another 30
> seconds and trying again, because that SteamID was not verified (yet)?
>
>  In the end, I resorted to fire-walling-off his source IP address for now.
>
>  When I punched his SteamID3 (which was showing as "[U:1:96295245]") into
> SteamIDConverter.com, it kept showing "unknown" for their SteamID64,
> "[U:1:0]" for their SteamID3, and blank for their plain SteamID?
>
>  So, I am thinking it is a completely bogus/fake/spoofed SteamID.
>
>  He seemed to be able to play only for a few minutes at a time, before he
> would get dropped from the server for having an invalid SteamID.
> Basically, he was in-game long enough to hack (aimbot) and disrupt the game
> (repeatedly).  He was able to just do that over and over, until I just
> blocked his source IP address all-together.
>
>
>
> ___
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> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
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[hlds] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Weasels Lair
Wondering if any other admin's have seen this.

Today I had a player join with a SteamID that I was unable to ban by ID.
>From SourceMod I kept getting a message about waiting another 30 seconds
and trying again, because that SteamID was not verified (yet)?

In the end, I resorted to fire-walling-off his source IP address for now.

When I punched his SteamID3 (which was showing as "[U:1:96295245]") into
SteamIDConverter.com, it kept showing "unknown" for their SteamID64,
"[U:1:0]" for their SteamID3, and blank for their plain SteamID?

So, I am thinking it is a completely bogus/fake/spoofed SteamID.

He seemed to be able to play only for a few minutes at a time, before he
would get dropped from the server for having an invalid SteamID.
Basically, he was in-game long enough to hack (aimbot) and disrupt the game
(repeatedly).  He was able to just do that over and over, until I just
blocked his source IP address all-together.
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Re: [hlds] hlds Digest, Vol 47, Issue 4

2015-03-06 Thread Weasels Lair
Those are not mutually exclusive. :-)
On Mar 6, 2015 11:04 AM, "Jordan Olling"  wrote:

> I can't tell if you guys are being ironic or serious.
>
> On Fri, Mar 6, 2015 at 10:43 AM, Albert Davis 
> wrote:
>
>> Oh god, I agree so much. These hats and shit, IMO, have for the most part
>> ruined the game.
>>
>> On Fri, Mar 6, 2015 at 12:50 PM, annarack 
>> wrote:
>>
>>> If only we could roll back to before hats and weapons started dropping.
>>> I've never really enjoyed playing TF2 as much as I did back then when
>>> achievements meant something rather than waiting for a weapon or a hat to
>>> drop.
>>>
>>> Does someone fancy Greenlighting TF2 original so that we can all play
>>> TF2 with real skill again??
>>>  On 4 Mar 2015 21:37, Robert Paulson  wrote:
>>>
>>> Before Valve started funneling all the new players to their servers,
>>> there were many community servers with vanilla settings with different
>>> maps. What you see now is the direct consequence of Valve's changes, this
>>> was not how it was.
>>>
>>> There is a reason why the only communities left are running mods and the
>>> same few maps. It is because those are the only servers you can fill
>>> without quickplay now. No one can compete with the numerous official
>>> servers clogging up the browser list and being fed all the players from
>>> quickplay.
>>>
>>> And while "most" community servers may not be that great, there were at
>>> least 200 of them that were according to gametracker, so this isn't just a
>>> dozen servers that will get killed. This was also a complete betrayal of
>>> the players/customers who bought TF2, expecting to be able to join or run
>>> their own servers. You may not understand since you don't seem to care very
>>> much about the quality of the servers you play on, but to me, this is
>>> almost as offensive as turning a game pay-to-win after getting everyone
>>> hooked on it for a few years. I refuse to play on official servers, and
>>> knowing how much better community servers can be, I'd rather quit than
>>> downgrade.
>>>
>>> I for one will never host another Valve game after putting thousands of
>>> dollars and hours into TF2, and I will refrain from buying any games or
>>> microtransactions from them due to this.
>>>
>>> On Wed, Mar 4, 2015 at 12:48 PM, Lucas Wagner 
>>> wrote:
>>>
>>> I think this thread drastically underestimates the new user. I would
>>> argue that most new users are new to this game but not new to FPS gaming. I
>>> would argue most understand that there are thousands of servers out there
>>> but just don't care to sift through a list when all they want to do is
>>> connect and play. It's a crapshoot anyway, I'm sure many of them have to
>>> connect through quickplay several times to find a decent game. I use the
>>> server browser to try and find good games and it's a hassle.
>>>
>>> Further, I think the community servers are far from great. Most run the
>>> same 3-4 maps (2fort, dustbowl, turbine, badwater) and jack with the
>>> settings (instant respawn, 32 player dustbowl anyone?) and then come on
>>> here and complain that Valve is killing their communities. Sure there are
>>> some good communities, and some good mods, but most community servers
>>> aren't all that great and I highly doubt there is any real tragedy here.
>>> Further I think many people underestimate the impact of the age of the game
>>> in the declining numbers. Has anyone looked at traffic on Valve's servers?
>>> Either way I'm not convinced the experience would be any better if all the
>>> traffic on Valve's servers were redirected to community servers.
>>>
>>> That's my 2 cents, feel free to tell me I'm wrong.
>>>
>>> On Wed, Mar 4, 2015 at 2:12 PM, Chad Hedstrom 
>>> wrote:
>>>
>>> I do like that idea.
>>>
>>> Artificially "soft locking" the server browser button, and having users
>>> unlock it via an achievement (dominate one player, for example) gives new
>>> users an easy incentive and helps advertise the existence of community
>>> servers rather even-handidly. Since it's something you unlock, there's an
>>> incentive to go check out what you've unlocked, and at least try out
>>> connecting to a community Server. Right now there are likely many new users
>>> who never realize there's an option b outside of quick play.
>>>
>>> I say soft locking, as users could still connect through the console or
>>> steam server browser.
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>>
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>>> please visit:
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>>>
>>>
>>>
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>>> please visit:
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Re: [hlds] Rethinking the community quickplay ban

2015-02-09 Thread Weasels Lair
This thread was still-born.
On Feb 9, 2015 10:38 AM, "Andreas Willinger"  wrote:

> So, we will let this thread die again?
>
> Great Valve, really great, you used to be a nice company.
>
>
>
> *Von:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Tim Anderson
> *Gesendet:* Donnerstag, 05. Februar 2015 22:12
> *An:* hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
> *Betreff:* [hlds] Rethinking the community quickplay ban
>
>
>
> To the TF2 team,
>
>
>
> It has now been over a year since the decision to essentially ban
> community servers from quickplay by defaulting to official ones. Here are
> some facts of what has happened since then.
>
>
>
> - Player gain dropped 4% from the year before.
>
> - UGC highlander teams dropped 17%
>
> - Highly reduced map variety from community servers.
>
> - Even top non-quickplay servers have drastically fewer players than in
> 2013.
>
>
>
> You may have guaranteed new players a vanilla experience, but this is
> ruining the experience for the rest.
>
>
>
> Maybe nothing is being done because you do not see enough complaints about
> this from reddit or spuf. This is because the problem is obvious when
> someone connects to a pay to win server while it is not as obvious when a
> server is dying over the span of several months because official ones are
> getting all the new players.
>
>
>
> Most of the people that I talked to even knew about this change so the
> thought about complaining about it never crossed their minds. But just
> because they never knew about it doesn't mean it wasn't a problem.
>
>
>
> I hope you realize that this change is doing more harm than good. It may
> have stopped some complaints but this is hurting TF2 in the long run.
>
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[hlds] Client disconnected (reason "Client left game (Steam auth ticket has been canceled)

2015-01-29 Thread Weasels Lair
Today, I got multiple reports from my players about everyone on the server
getting suddenly dropped from the server.

I checked the server-side, I see in the logs a message like this for every
player that was on the server:

disconnected (reason "Client left game (Steam auth ticket has been canceled)

The players seem to be able to (manually) reconnect afterwards. Just not
sure why these are taking-place.

The server does not show anything in the logs about getting disconnected
from Steam or anything like that. Just the messages about every player's
"auth ticket".

Anybody else seeing a lot of this today?
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Re: [hlds] Someone took over server

2015-01-23 Thread Weasels Lair
I run hlstats and sourcebans without rcon and do without the rcon
integration.
On Jan 23, 2015 4:20 PM, "William Pickard"  wrote:

> As already stated by Crazed Gunman, things like Source Query,
> SourceBans, Gameme/HLStatsX:CE require the engine's rcon to run
> commands on the server.
>
> On Fri, Jan 23, 2015 at 4:14 PM, Weasels Lair 
> wrote:
> > I don't understand why people even enable RCON any more.  That's what
> > SourceMod and AMX-Mod-X are for.  Just use those to lock it down to which
> > players SteamID's will be your "admins".
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
>
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Re: [hlds] Someone took over server

2015-01-23 Thread Weasels Lair
I don't understand why people even enable RCON any more.  That's what
SourceMod and AMX-Mod-X are for.  Just use those to lock it down to which
players SteamID's will be your "admins".
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Re: [hlds] [hlds_linux] Ok, I am totally drawing a blank here, on a HLDS install for HL1

2015-01-16 Thread Weasels Lair
I guess they never implemented the "UpToDateCheck" for the GoldSrc titles
either.  Not that anything GoldSrc gets updated very often anyway.  But I
opened a "suggestion" for that, on their GitHub yesterday anyway.

> Ross Bemrose Fri, 16 Jan 2015 07:29:22 -0800
>
> In my experience, its been this way since appid
> 90 was first added to steamcmd.  That was nearly
> two years ago.
>
> While I don't do a lot with hlds (most of the
> stuff I do is with srcds), it still irritates
> me when I go to set up a CS 1.6 server and have
> to install multiple times.
>
> I even went and added the warning to the SteamCMD
> wiki page to warn other people that this would
> happen.
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Re: [hlds] Steamcmd Outage?

2015-01-16 Thread Weasels Lair
Are they having issues with some DoS attack on those servers that happen to
start with 208.?
On Jan 16, 2015 1:26 PM, "Ross Bemrose"  wrote:

> While I haven't seen any comments in public about it, one of Valve's
> engineers is working on the problem.  We've had some email exchanges back
> and forth which involved me sending steamcmd connection logs, steamcmd
> command-line switches, the steamcmd runscript I use, plus ping and
> traceroute from my NFOServers Chicago VPS to one of Valve's Steam servers.
>
> There's a new version of steamcmd out now.  The timeout hasn't changed,
> but now it will try 4 different servers before it gives up.
>
> For me, my current list has two 208 servers before the first 72 server, so
> it waits for the first two to time out before actually connecting to the
> third and checking for updates.
>
>
>
> On Fri, Jan 16, 2015 at 2:53 PM, Robert Paulson 
> wrote:
>
>> Why is the timeout on the connection so long?
>>
>> If the timeout was shorter and it didn't keep trying to connect to the
>> first IP in config.vdf every time there would actually be a point to having
>> multiple CM server entries.
>>
>> Can someone at Valve comment?
>>
>> On Fri, Jan 16, 2015 at 8:06 AM, N-Gon  wrote:
>>
>>> Ross
>>> When I follow your steams and run SteamCMD again it redownloaded that
>>> config.vdf file
>>> It updated TF2 just fine though.
>>> I reedited that vdf file and saved a copy of the modified version.
>>> Thanks!
>>>
>>> On Fri, Jan 16, 2015 at 10:18 AM, Ross Bemrose 
>>> wrote:
>>>
 We were just discussing this over on hlds_linux.

 "Someone posted this workaround on csgo_servers yesterday:

 Hi, I have a temporary workaround for Steamcmd failing to
 connect/login. My server is in New Jersey, and has been unable to login to
 Steam for many days now. The following worked for me:

 1. In your steamcmd directory, make a backup of config/config.vdf
 2. Open config/config.vdf and find the IP addresses listed under
 InstallConfigStore -> Software -> Valve -> Steam -> CM
 3. Remove the IP addresses starting with 208.* (note that the addresses
 are delimited by semicolons)
 4. Re-run steamcmd and login

 Again, this is only temporary, and you should restore the backed-up
 copy when things are back to normal."

 On Fri, Jan 16, 2015 at 10:12 AM, Stephen Swires 
 wrote:

> Hi,
>
> I'm wondering if anyone else is affected by Steamcmd refusing to
> login? Every time I try and login anonymously I get:
>
> Connecting anonymously to Steam Public...Login Failure: No Connection
> FAILED with result code 3
>
> I have tried two completely different servers in different data
> centres (one in New York and the other in North Virginia). iptables have
> been setup to allow the connections. It does appear from
> http://steamstat.us/ that a good chunk of Steam servers are
> unavailable in North America right now so could that explain this issue?
>
> Thanks.
>
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>


 --
 Ross Bemrose

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>>>
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>>> please visit:
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>>>
>>>
>>
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>> please visit:
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>>
>>
>
>
> --
> Ross Bemrose
>
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Re: [hlds] Issue with cfg folder files being executed when not in cfg folder

2014-12-13 Thread Weasels Lair
For which game(s) is this symptom being seen?

On Sat, Dec 13, 2014 at 7:13 PM, Anthony James Duncan <
anth...@kinevonetwork.com> wrote:
>
> I don’t see this issue just reference where the file is. Where have you
> put the file? To be honest it’s best placing it within cfg and then adding
> a exec x.cfg to autoexec or server.cfg
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Supreet Sahni
> *Sent:* 14 December 2014 01:14
> *To:* hlds@list.valvesoftware.com
> *Subject:* [hlds] Issue with cfg folder files being executed when not in
> cfg folder
>
>
>
> As the title states, this issue is confirmed. If the cfg files are outside
> the cfg folder with similar names, it executes the files in the other
> folder instead of where it's supposed to be.
>
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Re: [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks

2014-11-06 Thread Weasels Lair
Unfortunately if  is truly a DDOS (distributed attack, rather than from a
single source) just adding a firewall (any kind) is not really going to
help. By the time the traffic hits any firewall local to your server its
too late. It needs to be dealt with upstream.

You need a hosting provider that is setup to detect and mitigate such
attacks, and more importantly the knowledge, experience and WILLINGNESS to
address such attacks - instead of just blocking your IP.  Maybe some folks
on the list can make some recommendations.

My own experience with the more common hosting providers has been much like
your own. But, I guess that's what I get for using the cheapest providers I
can find.
On Nov 6, 2014 9:35 PM, "Mike Vail"  wrote:

> Hello Fellow Windows 2008 Game Server Owners,
>
> Today one of my TF2 servers on the dedicated server box I own and colocate
> in California got DDOS attacked by a guy who announced the attack via
> in-game chat and then attacked it. The attack got my IP auto-nulled by my
> datacenter (AGAIN), which has happened at least a dozen times in the past
> couple months. After almost 10 years of running servers and dealing with
> this bullshit, I'm at the point where I'm ready to spend the bucks to
> purchase a hardware device or some firewall software that says "Fuck you! -
> Not happening this time dickhead" to these people and I really need your
> advice on where to go and what to buy. There's a lot of admin and Windows
> experience here on this list so I'm hoping some of some of you can help me
> and we can have a dialog here that may help others as well.
>
> Your help would be GREATLY appreciated by me as well as others on this
> list I'm sure.
>
> Warmest regards,
> Mike Vail
> Windsor, Ca. USA
>
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Re: [hlds] Mandatory TF2 update coming

2014-10-23 Thread Weasels Lair
Valve is obviously an NSA subsidiary, so I assume they have spies
everywhere - including "Allied Modders".  Just WHO are they "allied" with
anyway? Perspiring minds want to know.

On Thu, Oct 23, 2014 at 12:56 PM, big john  wrote:

> It obviously speaks volumes about how they feel about the modding community
> On Oct 23, 2014 3:55 PM, "Mike Vail"  wrote:
>
>> I just hope someone at Allied Modders is watching. I sure wish Valve had
>> a contact at Allied Modders so when these updates are released SourceMod
>> would work or at least a working version of SourceMod would be ready to
>> deploy as soon as the update is released. Such a simple concept that has
>> never happened.
>>
>>
>> Weasels Lair  wrote:
>>
>> Disabling my automatic updates until I see the aftermath of this.
>>
>> On Thu, Oct 23, 2014 at 12:45 PM, Jordan Olling 
>> wrote:
>>
>>> I want to know whoever voices any new characters we might be hearing,
>>> and perhaps also if Nolan North voiced the HHH/Eyelander.
>>>
>>> On Thu, Oct 23, 2014 at 12:42 PM, Azarus X  wrote:
>>>
>>>> Halloween update right?
>>>>
>>>> On 23 October 2014 21:37, Eric Smith  wrote:
>>>>
>>>>> We're working on a mandatory update for TF2. We should have it ready
>>>>> soon.
>>>>>
>>>>> -Eric
>>>>>
>>>>>
>>>>> ___
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>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>
>>>>
>>>>
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>>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-23 Thread Weasels Lair
Disabling my automatic updates until I see the aftermath of this.

On Thu, Oct 23, 2014 at 12:45 PM, Jordan Olling 
wrote:

> I want to know whoever voices any new characters we might be hearing, and
> perhaps also if Nolan North voiced the HHH/Eyelander.
>
> On Thu, Oct 23, 2014 at 12:42 PM, Azarus X  wrote:
>
>> Halloween update right?
>>
>> On 23 October 2014 21:37, Eric Smith  wrote:
>>
>>> We're working on a mandatory update for TF2. We should have it ready
>>> soon.
>>>
>>> -Eric
>>>
>>>
>>> ___
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>>> please visit:
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>>
>>
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Re: [hlds] [SteamCMD] Anonymous accounts removed/disabled?

2014-10-21 Thread Weasels Lair
Yep, Happy Tuesdays = typical (but not exclusive) day for Steam maintenance.

On Tue, Oct 21, 2014 at 12:41 PM, Nomaan Ahmad  wrote:

> http://steamstat.us/
>
> On 21 October 2014 20:37, Anthony Duncan 
> wrote:
>
>> Anyone else receiving an error 20 when trying to login anonymously but
>> working fine when logged in to an account. I was updating a TF2 server if
>> that helps.
>>
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Re: [hlds] Another mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Mike, regarding FoF servers.  I run both FoF and TF2 and have not seen
anything you mentioned about the TF2 update somehow messing-up my FoF
servers.  I am hosting on Debian (Linux) however, not Windows.

You don't have any common directories shared between the two type of
game-servers somehow?  If they are in different install directories, there
really should not be a way for an update on one to corrupt something on the
other.

On Mon, Oct 20, 2014 at 3:56 PM, Mike Vail  wrote:

> This is going to sound bizarre, but I have to ask.
>
> I run 4 Fistful of Frags servers on the same Windows 2008 dedicated server
> box as my TF2 servers. I took the opportunity to restart the FoF servers
> along with the TF2 servers and now none of the FoF servers are "Unable to
> load Steam Support Library". They are all stuck in LAN Mode. I haven't done
> anything but run the TF2 Updates to the server today and all 4 FoF servers
> were working perfectly prior to this update. I even installed a fresh
> vanilla FoF server to make sure the installs weren't corrupted, which would
> have been impossible since all 4 are having identical problems.The fresh
> install does the same thing. It's not my firewall and I don't have Steam
> installed on the box. So did something get changed or corrupted with Steam
> today related to this update that could bork FoF servers? It's just too
> coincidental to have this happen at the same time when I did nothing else
> on the box.
>
> Thanks
>
>
>
> On Mon, Oct 20, 2014 at 3:12 PM, Eric Smith 
> wrote:
>
>> We've released another mandatory update for TF2. The notes for the update
>> are below. The new version number is 2452105.
>>
>> -Eric
>>
>> -
>>
>> - Fixed a server crash related to gamestats
>>
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Re: [hlds] Another mandatory TF2 update released

2014-10-20 Thread Weasels Lair
I also noticed today, that although the Spell-book is effectively a "stock
item" now, unlike other stock items it currently can NOT be renamed or
re-described using the "name tag" or "description tag" tools?

On Mon, Oct 20, 2014 at 3:25 PM, Michael Loveless 
wrote:

> Thank you very much for working up a fix so quickly, it's greatly
> appreciated.
>
> On Mon, Oct 20, 2014 at 6:12 PM, Eric Smith 
> wrote:
>
>> We've released another mandatory update for TF2. The notes for the update
>> are below. The new version number is 2452105.
>>
>> -Eric
>>
>> -
>>
>> - Fixed a server crash related to gamestats
>>
>> ___
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>> please visit:
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>
>
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Re: [hlds] Mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Retract my previous statement about Linux DS being Ok.  Mine just crashed.

On Mon, Oct 20, 2014 at 2:48 PM, Peter Jerde  wrote:

> Very strange. All 12 of my servers on Windows 2008 are running fine.
>
> We run sv_pure 1... I wonder if different sv_pure values are involved in
> your crashes, given that the update mentioned an sv_pure bug.
>
>  - Peter
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Re: [hlds] Mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Same here (meaning working fine on Linux - Debian 64-bit in my case).

On Mon, Oct 20, 2014 at 2:29 PM, big john  wrote:

> Thanks.
>
> Linix is fine btw
> On Oct 20, 2014 5:28 PM, "Eric Smith"  wrote:
>
>>  We’re working on a fix. We should have it soon.
>>
>>
>>
>> -Eric
>>
>>
>>
>>
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
>> *Sent:* Monday, October 20, 2014 2:25 PM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Mandatory TF2 update released
>>
>>
>>
>> Darn it - yep, I'm seeing crashes on windows 2008R2 servers.
>>
>>
>>
>> On Mon, Oct 20, 2014 at 5:19 PM, big john  wrote:
>>
>> Windows rc 2008 crashing for anyone else?
>>
>> On Oct 20, 2014 5:11 PM, "Eric Smith"  wrote:
>>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2450713.
>>
>> -Eric
>>
>> -
>>
>> - Fixed another exploit that allowed clients to have an out-of-date,
>> corrupt, or modified version of items_game.txt
>> - Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx
>> files from servers running custom content
>> - Fixed sv_pure defaulting to -2 instead of 0
>> - Fixed font issues for Mac clients
>> - Made the Spellbook Magazine a base action slot item for players to
>> equip and use when playing on a server that uses Halloween Spells
>> - Fixed not being able to wear Halloween-restricted cosmetic items on
>> Halloween maps outside of the regular Halloween and Fullmoon events
>> - Halloween spells can now be enabled and controlled on servers via
>> ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
>> - Halloween spells can now be enabled by map authors via HolidayEntity by
>> setting the flag HalloweenSetUsingSpells
>>
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Re: [hlds] TF2: Some model files not downloading since last update?

2014-10-18 Thread Weasels Lair
Thanks for the update Eric.  Needless to say, looking forward to a fix.


On Fri, Oct 17, 2014 at 10:29 AM, Eric Smith 
wrote:

>  We’re already work on a fix.
>
>
>
> -Eric
>
>
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Weasels Lair
> *Sent:* Friday, October 17, 2014 10:25 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: Some model files not downloading since last
> update?
>
>
>
> Anybody open a ticket yet on Valve's GitHub?
>
>
>
> On Thu, Oct 16, 2014 at 1:01 PM, E. Olsen  wrote:
>
> OK - yes, I just confirmed this now. This has both broken a current
> ongoing "ARG" event we have running (which drops a custom model on the
> servers), and will break our upcoming holiday event.
>
>
>
> Again, please fix this asap, guys - our holidays depend on it!
>
>
>
> Thanks.
>
>
>
> On Thu, Oct 16, 2014 at 3:55 PM, E. Olsen  wrote:
>
> If that's true, it will be a disaster for our annual Christmas event
> (which downloads half a dozen custom gift models).
>
>
>
> Please fix this asap, guys - this event has been a tradition in our
> community for 6 years now, and months of planning an preparation go into it.
>
>
>
> On Thu, Oct 16, 2014 at 3:40 PM, Ross Bemrose  wrote:
>
>   So, I've been hearing that clients are blocking the downloads of some
> model-related files since the last TF2 update.
>
> Specifically, clients are no longer downloading the VTX files for models
> (*.dx80.vtx, *.dx90.vtx, and *.sw.vtx)   Which completely breaks custom
> models since these are the files that store hardware-optimized texturing
> data for a model.
>
> Needless to say, this completely breaks game modes that rely on custom
> models, like Vs. Saxton Hale.
>
> The current theory is that the TF2 client is blocking downloads of files
> that have multiple extensions.  Perhaps an exemption is needed for the
> above mentioned double extensions?
>
>
> --
> Ross Bemrose
>
>
>
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Re: [hlds] TF2: Some model files not downloading since last update?

2014-10-17 Thread Weasels Lair
Anybody open a ticket yet on Valve's GitHub?

On Thu, Oct 16, 2014 at 1:01 PM, E. Olsen  wrote:

> OK - yes, I just confirmed this now. This has both broken a current
> ongoing "ARG" event we have running (which drops a custom model on the
> servers), and will break our upcoming holiday event.
>
> Again, please fix this asap, guys - our holidays depend on it!
>
> Thanks.
>
> On Thu, Oct 16, 2014 at 3:55 PM, E. Olsen  wrote:
>
>> If that's true, it will be a disaster for our annual Christmas event
>> (which downloads half a dozen custom gift models).
>>
>> Please fix this asap, guys - this event has been a tradition in our
>> community for 6 years now, and months of planning an preparation go into it.
>>
>> On Thu, Oct 16, 2014 at 3:40 PM, Ross Bemrose  wrote:
>>
>>> So, I've been hearing that clients are blocking the downloads of some
>>> model-related files since the last TF2 update.
>>>
>>> Specifically, clients are no longer downloading the VTX files for models
>>> (*.dx80.vtx, *.dx90.vtx, and *.sw.vtx)   Which completely breaks custom
>>> models since these are the files that store hardware-optimized texturing
>>> data for a model.
>>>
>>> Needless to say, this completely breaks game modes that rely on custom
>>> models, like Vs. Saxton Hale.
>>>
>>> The current theory is that the TF2 client is blocking downloads of files
>>> that have multiple extensions.  Perhaps an exemption is needed for the
>>> above mentioned double extensions?
>>>
>>> --
>>> Ross Bemrose
>>>
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>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-15 Thread Weasels Lair
Was it last-year (or the year before that?) that they released it at the
last minute and broke like every SourceMod-enabled server - requiring more
than just a gamedata update?

On Wed, Oct 15, 2014 at 4:33 PM, JTW  wrote:

> They USUALLY release it a little earlier than that.
>
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Re: [hlds] Mandatory TF2 update coming

2014-09-17 Thread Weasels Lair
Better now, than like the day before Halloween.

On Wed, Sep 17, 2014 at 5:55 PM, Albert Davis 
wrote:

> Seriously? 3 days in a row now?
>
> On Wed, Sep 17, 2014 at 8:15 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> An update a day keeps the bugs away (hopefully).
>>
>> Thanks for the heads up.
>>
>> On Wed, Sep 17, 2014 at 8:14 PM, Eric Smith 
>> wrote:
>>
>>> We're working on a mandatory update for TF2. We should have it ready
>>> soon.
>>>
>>> -Eric
>>>
>>>
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>>
>>
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Re: [hlds] [hlds_linux] Steam auth ticket has been canceled

2014-09-16 Thread Weasels Lair
OMG! Damn you auto-correct!  Here's the Engrish version of that:

What was weird / concerning to me, is is happened simultaneously with
players on both my TF2 server and on my CS:S server.  So to me, it seemed
like either all my servers (running different games) were being cut-off
from Steam simultaneously - or all my players (playing different games)
were being cut-off from Steam simultaneously.

In any event, I have not seen the symptom recur. So, at this point I assume
it was a one-time glitch or connectivity problem with Steam.

Hopefully, everything will be fine for the up-coming International
Talk-Like-A-Pirate Day festivities.

On Tue, Sep 16, 2014 at 9:06 AM, Weasels Lair 
wrote:

> What was weird / concerning to me when it happened was that it happen
> simultaneously with players on my TF2 server and on my CS:S server.  So, to
> me it seemed like either all my servers being cut-off from Steam
> simultaneously-  or all my players (on different games) being cut-off from
> Steam simultaneously.
>
> In any event, I have not seen the symptom recurred. So, at the point I
> assume it was a one-time glitch or connectivity problem with Steam.
>
> Hopefully everything will be fine for tube up-coming International
> Talk-Like-A-Pirate Day festivities.
>
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Re: [hlds] [hlds_linux] Steam auth ticket has been canceled

2014-09-16 Thread Weasels Lair
What was weird / concerning to me when it happened was that it happen
simultaneously with players on my TF2 server and on my CS:S server.  So, to
me it seemed like either all my servers being cut-off from Steam
simultaneously-  or all my players (on different games) being cut-off from
Steam simultaneously.

In any event, I have not seen the symptom recurred. So, at the point I
assume it was a one-time glitch or connectivity problem with Steam.

Hopefully everything will be fine for tube up-coming International
Talk-Like-A-Pirate Day festivities.
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Re: [hlds] [hlds_linux] Steam auth ticket has been canceled

2014-09-14 Thread Weasels Lair
I notice that  http://steamstat.us shows " United States: 60 of 62 Servers
Online".  So maybe one of those 2 servers that are off-line happen to be
the ones that my server and/or my players were authenticated against?  Not
sure that's how Steam Auth protocols work - so just guessing at that.  I
guess Active Directory it ain't.

On Sun, Sep 14, 2014 at 9:27 AM, Weasels Lair 
wrote:

> What was weird, is I had two different servers that had active players on
> them (one TF2 and one CS:S on the same server) and they both experienced it
> at the same time.  I logged onto the host and everything seemed cool.  The
> host was accessible, running fine, but players couldn't connect/play - kept
> getting that Steam message on the server.
>
> I suppose it could have been some temporarily communication issue between
> my server/host and Steam, but I didn't see anything that would tell me that
> specifically.
>
> I had a player say when they got dropped from my TF2 server - they tried
> other TF2 servers (not-mine) and could not get into them either.
>
> On Sun, Sep 14, 2014 at 9:20 AM, Kevin C  wrote:
>
>> I have had this happen at random times over the past few years on CS:S.
>>
>>
>>
>> On 9/14/2014 12:18 PM, 1frankster . wrote:
>>
>>> I had same thing happen on a payload server after map change two days
>>> after
>>> last update. I had 95% player count drop for same reason and clients also
>>> crashed. I figured a fluk but guess not.
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[hlds] Steam auth ticket has been canceled

2014-09-14 Thread Weasels Lair
Every user on my servers got disconnected at about 9AM (US/Pacific/Valve
time) today.  On the server for EVERY user it said something this:

L 09/14/2014 - 12:04:55: STEAMAUTH: Client Weasel received failure code 6
L 09/14/2014 - 12:04:55: "Weasel<58><[U:1:311]>" disconnected
(reason "Client left game (Steam auth ticket has been canceled)

The server never crashed, it was still running - it didn't even cycle logs
just kept going, and eventually players started to be able to get in again.

I am not seeing anything server-side or underlying host to cause this.
Wondering if it was some Steam-wide issue.

This happen to anybody else today?
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Re: [hlds] Mandatory TF2 update coming

2014-09-10 Thread Weasels Lair
My guess, is we will know AFTER it is released.

On Wed, Sep 10, 2014 at 1:57 PM, Dill Bates  wrote:

> Will this update break all non valve servers again?
>
>
> Sent from my iPhone
>
> > On Sep 10, 2014, at 1:54 PM, Eric Smith  wrote:
> >
> > We're working on a mandatory update for TF2. We should have it ready
> soon.
> >
> > -Eric
> >
> >
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Re: [hlds] New SteamID format for TF2

2014-08-25 Thread Weasels Lair
Eric -

Is there any clarity Valve can share on which games this change will occur
with next? CS:S? HL2MP? HL1DM(Source)MP?

Also, is this planned eventually for GoldSrc-based titles as well? (HL1,
CS, DMC, TFC, DoD, etc.)? or will it only effect Source-based titles?

I ask because, although work-around's are now in-place/available for
various server-side mods (such as SourceMod and SourceBans) for
Source-engine games -  I do not think anything has been done yet with
preparing server-side mods (such as AMX-Mod-X and possibly AMX-Bans) for
GoldSrc-based games.

Best wishes,

- Weasel


On Thu, Aug 21, 2014 at 4:41 PM, Eric Smith  wrote:

> We apologize for the lack of warning regarding the SteamID format change
> in today's update. It was our intent to give the community a heads-up
> before the change was released, but it was missed.
>
> The change was made to update TF2 to use the current SteamID format, which
> most other games on Steam and Steam itself uses. You will find that you can
> now use SteamIDs rendered by these other locations in your interactions
> with the engine. The engine will still recognize the old format, though, so
> your current server ban lists should still be valid.
>
> The conversion equation has already been posted by a community member, but
> here it is again:
>
> Old:STEAM_0:A:B
> New:[U:1:B*2+A]
> Example:STEAM_0:1:1234  --->[U:1:2469]
>
> We're sorry for the problems this may cause while you update your scripts
> to use the new format. It was not our intent to disrupt your servers.
>
> -Eric
>
>
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Re: [hlds] Admon mod alternatives for Op4?

2014-08-23 Thread Weasels Lair
Been using And-Mod-X for years. Still are people coding plugins for it. Use
it right now myself for servers running HL1, TFC, DMC and an old HL1 mod.
On Aug 23, 2014 9:39 AM, "Ook"  wrote:

>  I saw that. I also saw the original AMX-Mod was back in development, and
> I'm currently evaluating it now. Any comments on either of them so far as
> functionality and reliability? I tried amx-mod years ago, but for reasons
> I've long since forgotten I decided I liked admin-mod better.
>
> On 08/23/2014 08:33 AM, Weasels Lair wrote:
>
> Sorry a typo. AMX-Mod-X
> On Aug 23, 2014 9:32 AM, "Weasels Lair"  wrote:
>
>> Google: anx-mod-x
>> On Aug 23, 2014 8:33 AM, "Ook"  wrote:
>>
>>> So I've come to the conclusion that the Steamcmd version of OP4 is not
>>> fully compatible with admin mod, as some features seem to be broken and
>>> I've not found a solution. Admin mod, afaict, was abandoned a couple of
>>> years ago, although the website is still running.
>>>
>>> Is anyone running these old hlds servers and are there any admin mod
>>> alternatives anyone would suggest/recommend?
>>>
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>>
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Re: [hlds] Admon mod alternatives for Op4?

2014-08-23 Thread Weasels Lair
Google: anx-mod-x
On Aug 23, 2014 8:33 AM, "Ook"  wrote:

> So I've come to the conclusion that the Steamcmd version of OP4 is not
> fully compatible with admin mod, as some features seem to be broken and
> I've not found a solution. Admin mod, afaict, was abandoned a couple of
> years ago, although the website is still running.
>
> Is anyone running these old hlds servers and are there any admin mod
> alternatives anyone would suggest/recommend?
>
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Re: [hlds] Admon mod alternatives for Op4?

2014-08-23 Thread Weasels Lair
Sorry a typo. AMX-Mod-X
On Aug 23, 2014 9:32 AM, "Weasels Lair"  wrote:

> Google: anx-mod-x
> On Aug 23, 2014 8:33 AM, "Ook"  wrote:
>
>> So I've come to the conclusion that the Steamcmd version of OP4 is not
>> fully compatible with admin mod, as some features seem to be broken and
>> I've not found a solution. Admin mod, afaict, was abandoned a couple of
>> years ago, although the website is still running.
>>
>> Is anyone running these old hlds servers and are there any admin mod
>> alternatives anyone would suggest/recommend?
>>
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Re: [hlds] [hlds_announce] New SteamID format for TF2

2014-08-22 Thread Weasels Lair
" that opens a new window" - that sounds like an intentional change to
possibly prevent exploits and such.


On Fri, Aug 22, 2014 at 10:49 AM, Paul  wrote:

> Any possibility Valve will fix the currently bugged HTML MOTD since the
> update? Links or anything else that opens a new window is now broken since
> it was changed to share with the Steam browser control :(.
>
>
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Re: [hlds] TF2 Votekick evasion

2014-07-12 Thread Weasels Lair
SMAC still needs updating to deal with issues raised with the "Love and
War" update.


On Sat, Jul 12, 2014 at 11:25 AM, Kevin  wrote:

>  SMAC
>
>
> On 7/12/2014 2:23 PM, Alexander Z wrote:
>
> Let's face it, the way VAC currently works, there's no effective way of
> dealing with cheaters in a F2P game like TF2, stock servers or not.
>
>
>  On 12 July 2014 19:40, ics  wrote:
>
>> Majority of the players seem to be doing there just fine, as we have the
>> more empty servers. So i guess we are deprecated.
>>
>> -ics
>>
>> Mike Vail kirjoitti:
>>
>>  Yet another reason why I will NEVER play on Valve's unprotected stock
>>> servers. Thousands of cheaters exploit them and it only takes one to ruin
>>> the entire game for everyone on the server. The irony of this is Valve
>>> wants new players to have a vanilla experience by directing them to their
>>> servers first. I guess that includes experiencing the havok cheaters create
>>> on their servers because they've done very little to prevent it. I
>>> absolutely love Valve's games, but the cheating is just out of control.
>>> Thank God for people like Kigen who did something to deal with these people.
>>>
>>>
>>> Dominik Friedrichs  wrote:
>>>
>>> Apparently it is still/again possible to circumvent the TF2 built in
>>> kick vote on the Valve servers (which should ban people AFAIK).
>>>
>>> Just seen on:
>>> Valve Attack / Defense Server (srcds147 #17)
>>> 185.25.181.230:27031
>>>
>>> Player
>>> #   3317 "let the conga take over" STEAM_0:1:91325986 52:07 4160
>>>
>>> kept getting vote-kicked for heavy cheating but just went into spectator
>>> for a brief period each time and as you can see from the status-excerpt
>>> above he didnt really disconnect, even through multiple vote-kicks,
>>> otherwise the time connected could hardly have reached 52 mins.
>>>
>>>
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Re: [hlds] Mandatory TF2 update released

2014-07-08 Thread Weasels Lair
So, "buggy" is what they really are? lol.


On Tue, Jul 8, 2014 at 4:12 PM, Jordan Olling 
wrote:

> I think they're called beta because we're getting a sneak peek of them,
> but they might not be completely finished yet.
>
>
> On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose  wrote:
>
>> Just to make this clear, you know that all server installs have
>> rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right?  Calling them
>> beta makes it sound like they're restricted to only some servers.
>>
>>
>> On 7/8/2014 6:55 PM, Eric Smith wrote:
>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version number is 2314660.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Added Mann Co. Beta Maps - Early Access program
>>> - Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon
>>> - Beta maps can be accessed via the quickplay menu by clicking
>>> the Play Beta Maps option
>>> - Added a new startup music track from Expiration Date
>>> - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4 Season 1,
>>> and Tumblr Vs Reddit Season 2 medals
>>> - Fixed the server browser not properly filtering for the "US - East"
>>> region when selected
>>> - Fixed a bug where players that are taunting would not use the correct
>>> animation
>>> - Fixed Australium weapons using the incorrect arm skin for the Blue team
>>> - Fixed Mutated Milk not being a valid item for the Scout's Special
>>> Delivery item set
>>> - Fixed The Stealth Steeler not using the correct team materials
>>> - Fixed some festive weapons using the lowest LOD for the first person
>>> view
>>> - Minigun: Winding up via secondary attack now counts toward reducing
>>> the one-second accuracy penalty
>>> - Updated the equip_regions for The Southie Shinobi, The Chronomancer,
>>> and The Pencil Pusher
>>> - Updated the localization files
>>> - Updated The Towering Pillar of Summer Shades
>>> - Fixed not using the correct team materials
>>> - Updated to be paintable
>>>
>>> - Reminder - Bread Boxes can no longer be crafted after tomorrow (July
>>> 9th)
>>> - Craft them via the crafting system (Items->Crafting->Special
>>> Blueprint->Fabricate Bread Box)
>>>
>>>
>>>
>>>
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[hlds] [hlds_linux] Mandatory TF2 update released (2015-06-26) = more client-side issues?

2014-06-26 Thread Weasels Lair
Hmmm.. trying to figure-out if this is just my TF2 server(s), or something
bigger.
But, ever since today's update - I'm a getting a lot of issues with client
connections timing-out, etc.
The server never crashes - it just keeps running.
But the clients get the "connection problem" warning in the upper-right for
several seconds (5-20), then (mostly) get back in without having to
disconnect/reconnect.

Anybody else experiencing a lot of this since today's update?

PS: For me this is under Linux (Debian).



[hlds_linux] Mandatory TF2 update released
Eric Smith Thu, 26 Jun 2014 16:22:25 -0700

We've released a mandatory update for TF2. The notes for the update are
below.
The new version number is 2298883.

-Eric

-
- Added a new startup music track from Expiration Date
- Fixed a client crash related to the B.A.S.E. Jumper
- Fixed an exploit related to the B.A.S.E. Jumper and supply cabinets
- Updated the B.A.S.E. Jumper backpack to use an open model when the
parachute
is deployed
- Fixed a few crates not displaying which Unusual Series they can
potentially
output
- Fixed a client crash caused by applying a tool to an empty backpack slot
- Removed the shot effect for The Classic in DirectX 8
- Updated the name of The Senguko Scorcher to be The Sengoku Scorcher
- Updated the Summer Starter Kit and Summer Adventure Pack to be marketable
- Updated the localization files
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Re: [hlds] [hlds_linux] Mandatory TF2 update coming

2014-06-10 Thread Weasels Lair
I am going with ... more hats!


On Tue, Jun 10, 2014 at 2:46 PM, Eric Smith  wrote:

> We're working on a mandatory update for TF2. We should have it ready soon.
>
> -Eric
>
>
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Re: [hlds] Can we have a Quickplay Status report, please?

2014-06-05 Thread Weasels Lair
Excuse me?  I will eh ... "make" maybe US$20 this month in "revenue" from
the non-video/banner ads I am running.  I've been doing dedicated servers
of one form or another since the HL1+WON days (pre-Y2k/pre-Steam).
 Definitely not in it for "the money".  The only reason I even started
looking at putting-in advertising is due to current employment situation
(or lack there-of).

Are there some people out there trying to make a "living" off hosting
servers - maybe.  But to infer ALL or even MOST? That is just utter
stupidity.

The way to kill off the real player-annoying stuff is to kill video dead,
while leaving HTML/images/banners/non-audio-animation in place.  In other
words, allow JPG's, and PNG's and GIF's, etc. but block all flash and java
- whether it is quick-play or not.

But, back to the ORIGINAL point of the thread (I think? was there one?),
having the community servers off by default in quick-play is probably not
helping the longevity of the game.  Players tend to get board with vanilla
quickly, but if there is some setting they have to go dig to find - they
are more likely to jump to some other game - rather than look it up.

IMH(f)O, "Play multiplayer" should be replaced with "Play Official
Servers", and "Servers" should be replaced with "Play Community Servers".

"So say we all"? or should it be "Hallowed are the Ori"?


On Thu, Jun 5, 2014 at 7:58 PM, Supreet Sahni 
wrote:

> I think what nobody is touching on is the fact that they are losing a lot
> of ad revenue because of this.
>
> Lol, maybe they want to hear us complain about how we aren't making any
> profits off of our servers now.
>
> Valve is not stupid. They know big servers can cover more than server
> costs and make a lot of profit with Pinion or MOTDgd.
>
> Money is the only catalyst for this never ending discussions. All yall
> couldn't give a damn about the community or the game.
>
> But hey Valve, if you can make hundreds of thousand off of store items,
> why now allow us to make a couple hundred or so?
>
> Please and Thanks
>
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