Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-02 Thread will d
I think I might be having issues when connected to a server. When I do
connect to a server, I "reconnect" to the server 15 seconds later, I find
this a problem with people with me who are playing Ghost Town with me.

On Wed, Nov 1, 2017 at 10:38 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> Well I mean, of course they still suffer, I'm just trying to be a tiny bit
> positive! Anyway, uh, there was an idea I had wanted to talk about with
> community servers on that note. I had brought it up in the server owner's
> discord a couple days ago but I want to try and propose it to Valve
> directly or at least do so here to try and get support for it.
>
> On Wed, Nov 1, 2017 at 9:41 PM, Christian Deacon 
> wrote:
>
>> Completely agree with you. Community servers still suffer in TF2 in my
>> opinion.
>>
>>
>> Thanks.
>>
>>
>>
>> On 11/1/2017 9:30 PM, Tim Anderson wrote:
>>
>>> I don't mean to be rude but I am baffled by these complements.
>>>
>>> It is good that they are fixing crashes, but I would think that would
>>> be the least you could expect from Valve. The contracker crash has
>>> been crashing custom servers (doesn't seem to affect vanilla) every
>>> day since the big update 12 days ago and for them to only fix it today
>>> still gives me the impression that they don't care about anyone on
>>> this mailing list.
>>>
>>> All the community servers I play on have been deader than ever. Every
>>> single update that comes out, I am seeing fewer players.
>>>
>>> On Wed, Nov 1, 2017 at 5:27 PM, Tohru Adachi 
>>> wrote:
>>>
>>>> To quote VNN: "This is a Valve we haven't seen in a long, LONG time."
>>>>
>>>> (Keep up the good work, all these updates are helping a lot)
>>>>
>>>>
>>>> On 02/11/2017 00:23, Rowedahelicon wrote:
>>>>
>>>> You guys are kicking ass with updates lately, thank you :D
>>>>
>>>> On Wed, Nov 1, 2017 at 7:37 PM, Eric Smith 
>>>> wrote:
>>>>
>>>>> We've released a mandatory update for Team Fortress 2. The new version
>>>>> number is 4218712. The notes for the update are below.
>>>>>
>>>>> Thanks.
>>>>>
>>>>> -Eric
>>>>>
>>>>> -
>>>>>
>>>>> - Fixed a client crash related to the Mann Co. Store
>>>>> - Fixed server crash related to the ConTracker
>>>>> - War Paints directly purchased with Blood Money in the Mercenary Park
>>>>> Gift Shop and the Dragon Slayer come as Factory New again
>>>>>  - Existing War Paints and weapons affected by yesterday's
>>>>> change
>>>>> will be fixed-up in the coming days
>>>>> - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
>>>>> - Fixed the Festive Jag not drawing the lights
>>>>> - Fixed a bug related to the Razorback and touching a resupply closet
>>>>> or
>>>>> respawning
>>>>> - Fixed the Mantreads description for reduced airblast vulnerability
>>>>> - Fixed bots constantly respawning during Training mode
>>>>> - Fixed bots constantly respawning when tf_bot_force_class is set
>>>>> - Fixed a case where bots would constantly respawn if
>>>>> tf_bot_spawn_use_preset_roster was disabled
>>>>> - Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers
>>>>> to
>>>>> disable bot reselecting their class while in spawn rooms
>>>>> - Fixed a bug with the Phlogistinator's attack distance so it matches
>>>>> the
>>>>> other flamethrowers
>>>>> - Fixed the War Paint icons in the Steam Community Market
>>>>>  - Known issue: War Paints still show as blank and with zero
>>>>> quantity in search results
>>>>> - Fixed a bug related to the Medi Gun overheal upgrade in Mann vs.
>>>>> Machine
>>>>> - War Paints now have individual listings on the Steam Community Market
>>>>> - Outgoing party invites now get a notification panel
>>>>> - Updated cp_badlands
>>>>>  - Disabled collision on a bunch of props (mainly lights/lamps)
>>>>>  - Reduced attackers' spawn advantage by 1 second when working
>>>>> on
>

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

2015-09-04 Thread Will @ Bigpond

IMO Valve sucks - hence my lack of involvement


-Original Message- 
From: Kyle Sanderson

Sent: Friday, September 04, 2015 7:43 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, 
can be used to hijack steam accounts.



Which games still have this exploit?


All of them, including Team Fortress. The emphasis from Valve being to
try to fix TF first and leave the others playing catch-up. This is why
in the past I was very adamant about getting at-least the OrangeBox
games (240 especially) sync'd, if not for the crash fixes (which can
be exploited themselves) but for the RCE footprint. For instance, when
CS:GO shipped, a bunch of previous OrangeBox exploits worked out of
the box. This is the code that's given to a licensee, code that's used
internally. If the Portal 2 Cabal at Valve can't figure it out, a game
such as Titan Fall wouldn't stand a chance. Left 4 Dead (2) still to
this day has almost every single exploit from TF in it. Source is a
collection of templates, it's not an engine.

While no one has done it yet, the Garrysmod worm that made players
cough can easily apply here. This specific issue related to using the
Netchannel to move files to clients impacts not only Team Fortress,
but Dota 2 (I believe they pulled the function about a year ago?) and
other games where Valve has MM. I've given up security in this regard,
but leaving it completely open is not wise.


Well you don't have to run valves code.

http://www.valvesoftware.com/SOURCE_InfoSheet.pdf You do realize this
is actually sold as a product, right? For a time when you became a
partner you were given access to mainline TF; obviously this is no
longer a thing.

Kyle.

On Thu, Sep 3, 2015 at 7:54 PM, Weasels Lair  wrote:

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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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] Advertise a server using account ID

2014-03-05 Thread Will Moggridge
Maybe using domain names is a great solution for you but it is hardly a
perfect solution.
If it is possible to have a cleaner solution, why not push for that?

What if the port changes? (I am assuming the IDs track IP + port.)
Maybe people would rather give out an ID that is always relevant?


On 5 March 2014 13:24, Valentin G.  wrote:

> This system is already designed to automatically update the IP when
> the server moves its location. No need to advertise using an account
> id for that reason.
>
> On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton 
> wrote:
> > What is this new fangled technology!?!?
> >
> > I'm surprised more people aren't using dns.
> >
> >
> > Sent from my Verizon Wireless 4G LTE smartphone
> >
> >
> >  Original message 
> > From: Ross Bemrose
> > Date:03/05/2014 8:19 AM (GMT-05:00)
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Advertise a server using account ID
> >
> > I use these crazy things called "domain names" which I update when I move
> > servers to different addresses.
> >
> > On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:
> >
> > Please do so!
> > It's not mainly for the IP which is easily grabbed anyway, instead this
> > would be awesome to implement as when server owners like me have to
> change
> > the ip of huge servers they don't lose all their players!
> > It would be just perfect if players of source games could finally connect
> > using either a server_id or its ip!
> >
> > Greetings,
> > Niko
> >
> > Can you please let server owners advertise their server using account ID
> > only,
> > without showing the IP address anywhere?
> >
> >
> >
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Re: [hlds] Pinion Pot of Gold blacklist?

2013-02-18 Thread Will Dueck
On 2/18/2013 5:54 PM, Ryan Stecker wrote:
> http://www.gametracker.com/search/?search_by=server_variable&search_by2=sm_motdredirect_version&query=&sort=&order=&searchipp=50#search
> http://www.game-monitor.com/search.php?search=sm_motdredirect_version&type=variable&location=all&game=all&num=100
> 
> Or insert "sm_motdredirect_version" into your favorite server monitor.
> 
> 
> On Mon, Feb 18, 2013 at 6:40 PM, Will Dueck  <mailto:w...@cloudsoarer.com>> wrote:
> 
> This is a bit out of the scope of this mailing list, but does anyone
> have access to a list of servers using the Pinion Pot of Gold that I
> would be able to import into my client? Normally I just blacklist by
> hand, but this garbage is becoming too ubiquitous for that to be handy
> anymore, as I just got Pinioned five servers in a row.
> 
> Thanks in advance, I'm sure I'm not the only one on these lists who is
> sick and tired of dealing with this.
> --
> Will Dueck
> http://cloudsoarer.com
> 
> 
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> 
Thank you for this, Ryan. Should come in handy.

In response to the circlejerk happening over there, it's all good and
well for server owners to put in ads, but in the end a server operator
is just that -- a server operator. The client is still in control of the
client, and I'll be damned if I'll let you choose what I get to see on
my game screen, enough that I don't even want a bypass config or a
plugin, I'll just not visit your server.

It would probably be a wise idea to invest your time and energy into
less-annoying and obtrusive advertising methods, as I know I am far from
the only one with these opinions. The Pinion may be giving you money
right now, but in the end you will be in the red as more and more users
get sick of it.

Strive to treat your server users like server users, not sacks of money.
Be professional and courteous to their needs. This is a game, they are
there to have a good time and enjoy themselves, not sit through
obnoxious advertisements.

-- 
Will Dueck
http://cloudsoarer.com



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[hlds] Pinion Pot of Gold blacklist?

2013-02-18 Thread Will Dueck
This is a bit out of the scope of this mailing list, but does anyone
have access to a list of servers using the Pinion Pot of Gold that I
would be able to import into my client? Normally I just blacklist by
hand, but this garbage is becoming too ubiquitous for that to be handy
anymore, as I just got Pinioned five servers in a row.

Thanks in advance, I'm sure I'm not the only one on these lists who is
sick and tired of dealing with this.
-- 
Will Dueck
http://cloudsoarer.com



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Re: [hlds] What is up with all the spam?

2013-01-26 Thread Will Austin
Sending an email to hlds-le...@list.valvesoftware.com should do the trick

On Fri, Jan 25, 2013 at 6:02 PM, Alastor Raynes  wrote:

> I also should note that the unsubscribe function for the mailing list has
> been broken for months, and it's currently impossible to unsub from this
> list.
>
>
>
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Re: [hlds] [TF2] Timeouts on Mapchange

2009-01-03 Thread Will Murray
yes they do

On Sun, Jan 4, 2009 at 3:03 AM, 1nsane <1nsane...@gmail.com> wrote:

> Happens on all my servers except the ones that run whitout crits.
> Coincidence? Who knows...
>
> On Sat, Jan 3, 2009 at 2:53 AM, SakeFox  wrote:
>
> > as already stated before, this is a issue that we have already went
> > through last month. it is a issue with the server/game itself and has
> > nothing to do with any addons or plugins. valve has no time frame for a
> fix
> >
> > Nathan Rabiroff wrote:
> > > Even with stats disabled and unloaded server was still locking up and
> > timing
> > > out.  I haven't been able to try it without MM:S or SM because the
> second
> > I
> > > disable it I get a thousand messages from admins freaking out.  Anyone
> > > having this problem on a truly vanilla server (No MM:S or SM or
> > anything)?
> > >
> > > Nate
> > > ___
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Re: [hlds] To all you Turkeys

2008-11-27 Thread Will Murray
i once did a turkey

On Fri, Nov 28, 2008 at 3:00 PM, Arg! <[EMAIL PROTECTED]> wrote:

> gobble gobble gobble
>
> On Fri, Nov 28, 2008 at 1:45 PM, Clyde cide <[EMAIL PROTECTED]
> >wrote:
>
> > lol well looking back at the message it was poorly worded :D We did
> indeed
> > execute our Turkey for dinner this year and then consumed its remains.
> >
> > On Thu, Nov 27, 2008 at 9:17 PM, DontWannaName!
> > <[EMAIL PROTECTED]>wrote:
> >
> > > Even Sarah Palin is celebrating!
> > >
> > > http://www.youtube.com/watch?v=z-kjM1asH-8
> > >
> > >
> > >
> > >
> > > 
> > > From: Adam Sunderland <[EMAIL PROTECTED]>
> > > To: Half-Life dedicated Win32 server mailing list <
> > > hlds@list.valvesoftware.com>
> > > Sent: Thursday, November 27, 2008 6:00:48 PM
> > > Subject: Re: [hlds] To all you Turkeys
> > >
> > > He accidentally the live turkey...
> > >
> > > THE WHOLE THING!
> > >
> > >
> > > On Thu, Nov 27, 2008 at 7:56 PM, Olly <[EMAIL PROTECTED]> wrote:
> > >
> > > > You did what to it?!
> > > >
> > > > 2008/11/27 Clyde cide <[EMAIL PROTECTED]>
> > > >
> > > > > Happy Thanks Giving
> > > > >
> > > > >  We did a live turkey this year It was a real Drunken Brawl but
> > the
> > > > > turkey finaly gave it up! next year I think well go fresh from the
> > meat
> > > > > store.
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Re: [hlds] server.cfg

2008-11-25 Thread Will Murray
You should try lathering it in butter

On Tue, Nov 25, 2008 at 10:59 PM, Dean <[EMAIL PROTECTED]> wrote:

> Can anyone help me?
>
> Dean wrote:
> > its broken :(
> >
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[hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Will

This is why I think one of the sv_pure modes work the way I originally
asked.

No manipulation by lists plugin or admin, there would be no questioning as
the content would have to be from steam if default and allow from disk with
CRC if from a custom map.
This would not only benefits the competitive community but servers with
communities as well, neither the competitive or the rest of us can benefit
from a var that locks out custom maps.

And how would this work out?
sv_pure 1
Team A joins Team B's server for a match to play say de_season or de_russka,
Team B has set up the white list to allow a custom and Team B is using
custom textures that give them an advantage, Team A has no idea because it's
sv_pure 1 and admins can manipulate the lists.

sv_pure 2
Locks out all custom map content and that's does not work out for anyone
that I can see.

Alfred please consider a sv_pure mode that will give us a true server player
content match regardless if it's a steam delivered map or a custom map.
I would wager many competitive, community and clan servers would use such a
setting and I can also see how it would be a benefit to all source games and
help bring over more players to source.

Thank you
-Will


sv_pure 2 is the quick fix, but at this stage I have not been made aware of
the implications of sv_pure 2 + custom maps, i.e. de_season which is a very
popular league/ladder map now as well as a few others.



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[hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Will

This is exactly why I asked that sv_pure 2 work as if is default steam
content use steam if not in steam allow from disk and do CRC
That gives the players the knowledge of knowing the server is 1, using only
steam for all default content and 2, doing CRCs on any custom map content.

I feel the var is very important, but many of us run custom maps, this is
all a great move by Valve for the betterment of the game play but it would
be a shame if custom maps end up taking a hit on this. Or worse that nobody
be able to use a var you worked so hard adding just because it auto excludes
custom maps.

-Will
---

Problem is alfred that a lot of leagues use custom maps.
Michael Jones-Evans

"sv_pure 2" is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use "sv_pure 1".

- Alfred



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Re: [hlds] Pure Server Mode Question / Request

2007-04-27 Thread Will

Well #2 does not seem to fit because it will overlap, there are mixed files
in materials\... we have 78 folders in materials\
45 sound sub folders
23 models sub folders
scripts is a folder with mixed content default steam content and custom map
soundscapes
75 files will each need to be tagged to separate steam and custom map
content?

all I can think is that we will have to list all 146 folders and tag them
all one by one in the whitelist
and in some cases like scripts folder 79 files will each need to be tagged
to separate steam and custom map content?

materials\de_chateau\*.* from_steam
materials\de_contra\*.* allow_from_disk+check_crc

scripts\soundscapes_europa-beta.txt allow_from_disk+check_crc
scripts\soundscapes_dust2.txt from_steam





Message: 1
From: "Will" <[EMAIL PROTECTED]>
To: 
Date: Fri, 27 Apr 2007 08:59:24 -0400
Subject: [hlds] Pure Server Mode Question / Request
Reply-To: hlds@list.valvesoftware.com

We want to lock all default game content to use only steam files,
everything
no "replacement" allowed at all for default game content.
We run servers that plays many default maps but also many custom maps, we
want to allow files from disk only for custom maps with the crc checks as
there will be no steam files for these. Will this be possible or are we
left
out of all this by running custom maps?

Can there be a var for all default content from Steam but allow files
from
disk with crc for content that was not delivered from Steam?
if in steam use steam if not use from disk and crc

Looking at the whitelist I don't see a way to do this without adding all
the
files for 150 custom maps file by file to the whitelist, many custom map
files do not path to /custommapname/


Also a viewable var for this"?
I would think many league and community type servers would want to run in
such a mode, with a viewable var so it can be checked by players in game
or
hlsw.
I think the viewable vars is important to remove suspicion.
sv_pure 0/1/2
say 2 for default = use whitelist
say 1 From Steam only for all default files and allow_from_disk+check_crc
for any non steam content
0 off

I recall awhile back you saying you were going to look into removing some
unneeded vars from the server query, can you please make room in the
server
query for vars from plugins by removing some like:
r_VehicleViewDampen
r_JeepViewDampenFreq
r_JeepViewDampenDamp
r_JeepViewZHeight
r_AirboatViewDampenFreq
r_AirboatViewDampenDamp
r_AirboatViewZHeight


Thank you

Message: 2
Date: Fri, 27 Apr 2007 15:28:25 +0200
From: "Wim Barelds" <[EMAIL PROTECTED]>
You should be able to do most of what you want simply by modifying the
whitelist.

Message: 3
Date: Sat, 28 Apr 2007 00:28:17 +1000
From: Whisper <[EMAIL PROTECTED]>
You just do the directorys

Message: 4
From: "Keeper" <[EMAIL PROTECTED]>
To: 
Quoted from the whitelist:

  //
  // Three types of file specifications:
  //
  //   1. directory\*.* - refers to all files under the directory
  //   2. directory\... - refers to all files under the directory
and all directories under that (recursively)
  //   3. directory\filename  - refers to a single file

Best way and easiest would be to do the second one.

Like they show:

  //
  // By default, when in pure server mode, most content file types are
only
allowed to come from Steam.
  //
  materials\...  from_steam
  models\... from_steam
  sounds\... from_steam
  scripts\... from_steam




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Re: [hlds] Pure Server Mode Question / Request

2007-04-27 Thread Will

could you be so kind to point out how that could be done without listing the
8,837 files in 273 folders in a whitelist?

Thanks

- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Friday, April 27, 2007 9:27 AM
Subject: hlds digest, Vol 1 #5351 - 2 msgs



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Today's Topics:

  1. Pure Server Mode Question / Request (Will)
  2. Re: Pure Server Mode Question / Request (Wim Barelds)

--__--__--

Message: 1
From: "Will" <[EMAIL PROTECTED]>
To: 
Date: Fri, 27 Apr 2007 08:59:24 -0400
Subject: [hlds] Pure Server Mode Question / Request
Reply-To: hlds@list.valvesoftware.com

We want to lock all default game content to use only steam files,
everything
no "replacement" allowed at all for default game content.
We run servers that plays many default maps but also many custom maps, we
want to allow files from disk only for custom maps with the crc checks as
there will be no steam files for these. Will this be possible or are we
left
out of all this by running custom maps?

Can there be a var for all default content from Steam but allow files from
disk with crc for content that was not delivered from Steam?
if in steam use steam if not use from disk and crc

Looking at the whitelist I don't see a way to do this without adding all
the
files for 150 custom maps file by file to the whitelist, many custom map
files do not path to /custommapname/


Also a viewable var for this"?
I would think many league and community type servers would want to run in
such a mode, with a viewable var so it can be checked by players in game
or
hlsw.
I think the viewable vars is important to remove suspicion.
sv_pure 0/1/2
say 2 for default = use whitelist
say 1 From Steam only for all default files and allow_from_disk+check_crc
for any non steam content
0 off

I recall awhile back you saying you were going to look into removing some
unneeded vars from the server query, can you please make room in the
server
query for vars from plugins by removing some like:
r_VehicleViewDampen
r_JeepViewDampenFreq
r_JeepViewDampenDamp
r_JeepViewZHeight
r_AirboatViewDampenFreq
r_AirboatViewDampenDamp
r_AirboatViewZHeight


Thank you




--__--__--

Message: 2
Date: Fri, 27 Apr 2007 15:28:25 +0200
From: "Wim Barelds" <[EMAIL PROTECTED]>
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Pure Server Mode Question / Request
Reply-To: hlds@list.valvesoftware.com

--
[ Picked text/plain from multipart/alternative ]
You should be able to do most of what you want simply by modifying the
whitelist.

On 4/27/07, Will <[EMAIL PROTECTED]> wrote:


We want to lock all default game content to use only steam files,
everything
no "replacement" allowed at all for default game content.
We run servers that plays many default maps but also many custom maps, we
want to allow files from disk only for custom maps with the crc checks as
there will be no steam files for these. Will this be possible or are we
left
out of all this by running custom maps?

Can there be a var for all default content from Steam but allow files
from
disk with crc for content that was not delivered from Steam?
if in steam use steam if not use from disk and crc

Looking at the whitelist I don't see a way to do this without adding all
the
files for 150 custom maps file by file to the whitelist, many custom map
files do not path to /custommapname/


Also a viewable var for this"?
I would think many league and community type servers would want to run in
such a mode, with a viewable var so it can be checked by players in game
or
hlsw.
I think the viewable vars is important to remove suspicion.
sv_pure 0/1/2
say 2 for default = use whitelist
say 1 From Steam only for all default files and allow_from_disk+check_crc
for any non steam content
0 off

I recall awhile back you saying you were going to look into removing some
unneeded vars from the server query, can you please make room in the
server
query for vars from plugins by removing some like:
r_VehicleViewDampen
r_JeepViewDampenFreq
r_JeepViewDampenDamp
r_JeepViewZHeight
r_AirboatViewDampenFreq
r_AirboatViewDampenDamp
r_AirboatViewZHeight


Thank you



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--
___
Wim 'TheUnknownFactor' Barelds
[EMAIL PROTECTED]
--



--__--__--

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[hlds] Pure Server Mode Question / Request

2007-04-27 Thread Will

We want to lock all default game content to use only steam files, everything
no "replacement" allowed at all for default game content.
We run servers that plays many default maps but also many custom maps, we
want to allow files from disk only for custom maps with the crc checks as
there will be no steam files for these. Will this be possible or are we left
out of all this by running custom maps?

Can there be a var for all default content from Steam but allow files from
disk with crc for content that was not delivered from Steam?
if in steam use steam if not use from disk and crc

Looking at the whitelist I don't see a way to do this without adding all the
files for 150 custom maps file by file to the whitelist, many custom map
files do not path to /custommapname/


Also a viewable var for this"?
I would think many league and community type servers would want to run in
such a mode, with a viewable var so it can be checked by players in game or
hlsw.
I think the viewable vars is important to remove suspicion.
sv_pure 0/1/2
say 2 for default = use whitelist
say 1 From Steam only for all default files and allow_from_disk+check_crc
for any non steam content
0 off

I recall awhile back you saying you were going to look into removing some
unneeded vars from the server query, can you please make room in the server
query for vars from plugins by removing some like:
r_VehicleViewDampen
r_JeepViewDampenFreq
r_JeepViewDampenDamp
r_JeepViewZHeight
r_AirboatViewDampenFreq
r_AirboatViewDampenDamp
r_AirboatViewZHeight


Thank you



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[hlds] (no subject)

2005-08-07 Thread will murphy

[EMAIL PROTECTED]



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Re: [hlds] Half-life2 cs:source Stats

2005-04-30 Thread will stearman
At this time psychostats is still the way to go.
--- Roger Stumbaugh <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I've been away fro quite a while. I had a great
> setup with The original
> Half-Life - CounterStrike on my dedicated server,
> but in staying with the
> times I'd like to give Half-life 2 a shot. I used
> psychostats for my stats
> page before, but was wondering what's the best
> option for a stats page for
> half-life 2?
>
>
>
> Thanks,
>
> Rodge
>
>
>
> --
>
>
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Re: [hlds] Ded. box

2005-04-24 Thread will stearman
Will keep an eye on other resources, no web addons,
thought about it, but won't now.
Servers run fairly smooth, we get alot of choke client
side with cpu spikes, trying to figure out a way to
eliminate that.
Thanks again.
--- Agent|BeNt <[EMAIL PROTECTED]> wrote:
> Well it isn't the connection.
>
> Do you run any type of webhosting on the boxes.Short
> of ftp?Also have you
> checked the services on the box and made sure it
> wasn't a certain service
> giving your cpu spikes from time to time?
>
> - Original Message -
> From: "will stearman" <[EMAIL PROTECTED]>
> To: 
> Sent: Sunday, April 24, 2005 8:28 PM
> Subject: Re: [hlds] Ded. box
>
>
> > Quote:
> > (100% Cisco Network with full 1000 Mb (Gigabit)
> fiber
> > going to & from each & everyone of our switches.)
> > Good connection.
> >
> > Added rates from cal.cfg on boosted servers to try
> and
> > smooth them out, it helped a little bit.
> > Thanks.
> >
> >
> > --- Agent|BeNt <[EMAIL PROTECTED]> wrote:
> >> What kind of connection is it on?And also did it
> >> start lagging when you
> >> added the cal config?
> >> - Original Message -
> >> From: "will stearman" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Sunday, April 24, 2005 8:07 PM
> >> Subject: [hlds] Ded. box
> >>
> >>
> >> > Running a dedicated box with nothing else on
> it.
> >> > Dual AMD MP 2000
> >> > 1024 DDR Ram
> >> > 40 Gig Hard Drive
> >> > Windows Server 2003
> >> > 2-20 man cs:s servers
> >> > 1 - 12 man
> >> > With these settings:
> >> > 66 tickrate
> >> > fps_max 1000
> >> > sv_maxupdaterate 100
> >> > sv_minupdaterate 20
> >> > sv_unlag 1
> >> > sv_maxunlag .5
> >> > sv_maxrate 25000
> >> > sv_minrate 0
> >> > (Got rates from Cal league cfg.)
> >> > 1-16 man default rates
> >> > Runs good with low pings but lately loss and
> choke
> >> > have been jumping alot as well as cpu usage
> >> spiking.
> >> > Suggestions?
> >> >
> >> >
> __
> >> > Do You Yahoo!?
> >> > Tired of spam?  Yahoo! Mail has the best spam
> >> protection around
> >> > http://mail.yahoo.com
> >> >
> >> > ___
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> >> view the list archives,
> >> > please visit:
> >> >
> >>
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> >> >
> >> >
> >> >
> >> > --
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> >> > Checked by AVG Anti-Virus.
> >> > Version: 7.0.308 / Virus Database: 266.10.2 -
> >> Release Date: 4/21/2005
> >> >
> >> >
> >>
> >>
> >>
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Re: [hlds] Ded. box

2005-04-24 Thread will stearman
Quote:
(100% Cisco Network with full 1000 Mb (Gigabit) fiber
going to & from each & everyone of our switches.)
Good connection.

Added rates from cal.cfg on boosted servers to try and
smooth them out, it helped a little bit.
Thanks.


--- Agent|BeNt <[EMAIL PROTECTED]> wrote:
> What kind of connection is it on?And also did it
> start lagging when you
> added the cal config?
> - Original Message -
> From: "will stearman" <[EMAIL PROTECTED]>
> To: 
> Sent: Sunday, April 24, 2005 8:07 PM
> Subject: [hlds] Ded. box
>
>
> > Running a dedicated box with nothing else on it.
> > Dual AMD MP 2000
> > 1024 DDR Ram
> > 40 Gig Hard Drive
> > Windows Server 2003
> > 2-20 man cs:s servers
> > 1 - 12 man
> > With these settings:
> > 66 tickrate
> > fps_max 1000
> > sv_maxupdaterate 100
> > sv_minupdaterate 20
> > sv_unlag 1
> > sv_maxunlag .5
> > sv_maxrate 25000
> > sv_minrate 0
> > (Got rates from Cal league cfg.)
> > 1-16 man default rates
> > Runs good with low pings but lately loss and choke
> > have been jumping alot as well as cpu usage
> spiking.
> > Suggestions?
> >
> > __
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam
> protection around
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> >
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> > please visit:
> >
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> >
> >
> >
> > --
> > No virus found in this incoming message.
> > Checked by AVG Anti-Virus.
> > Version: 7.0.308 / Virus Database: 266.10.2 -
> Release Date: 4/21/2005
> >
> >
>
>
>
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[hlds] Ded. box

2005-04-24 Thread will stearman
Running a dedicated box with nothing else on it.
Dual AMD MP 2000
1024 DDR Ram
40 Gig Hard Drive
Windows Server 2003
2-20 man cs:s servers
1 - 12 man
With these settings:
66 tickrate
fps_max 1000
sv_maxupdaterate 100
sv_minupdaterate 20
sv_unlag 1
sv_maxunlag .5
sv_maxrate 25000
sv_minrate 0
(Got rates from Cal league cfg.)
1-16 man default rates
Runs good with low pings but lately loss and choke
have been jumping alot as well as cpu usage spiking.
Suggestions?

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[hlds] Players/rules packets for Src. DS

2004-08-12 Thread Will
Right I had a look at the packets the actual DS sent about. After
figuring the T part out for myself I sent U (players) and V (rules) to
test. The responses returned from what was shown both match that of
the old player/rule packets from HL1 - in fact my variable parsing
code worked straight off. That is, E/D followed by an item
count byte and then subsequently item data. I cannot at present say if
multiple packets still arise or if any extra player data is added
(somoene at a LAN cafe reading this would you be willing to run a test
application when people are playing so we can write lovely query
programs for you ?).

Hope this helps someone.
Will

PS If you do manage a LAN with CS:S please contact me so I can
negotiate obtaining the rest of the data. It would be very useful!

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