Re: [hlds] News is in

2013-01-27 Thread cmunroe
 

Hmm, could you post a link. So that we might be able to read it?
Really the below is no help to your case nor our interest. 

On , Pizza
wrote: 

> See, the news is now hitting the streets. That's why all the
cry-hards have stfu. 
> 
>
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Re: [hlds] Steam is suspending accounts without reason

2013-01-27 Thread cmunroe
 

Looks at my steam list... 

Hmm everyone is still there, even the
ones I hate. Guess they aren't getting rid of the people I want, damn.
:( 

Rogue Employees of Valve, can you please contact me, I want to get
rid of some hackers that I know of, but Valve won't terminate there
account. Please and thank you. 

(Facepalm, just another troll thread)


On , Pizza wrote: 

> Steam is suspending accounts at random and in
mass w/o reason. Rouge employee, hacked system or steam bug? 
> 
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Re: [hlds] Massive lag (5-30 seconds) associated with "Steam auth ticket has been canceled"

2013-01-25 Thread cmunroe
 

So let me explain what is happening as I have watched it happen over
and over again. Your connection can be the fault, or it might be working
perfectly and this can still happen. Everyone will be playing along just
fine with no lag and everyone is having a good time. Now due to either
Steam server issues, or your network, the server can't talk to steam.
When this happens the servers does an all out effort to reconnect to the
steam server. This usually causes massive lag, and players can be
theoretically disconnected due to the fact that the server is so busy
trying to reconnect that is just drops players, as well as the fact that
some clients don't take kindly to the next step of the server telling
everyone that "I can't connect to steam" which then freaks out the
clients. 

Now this happens more often in area with greater people and
more overloaded steam servers. (i.e. NY has a ton of people in the area)
As such a disconnect can become more common. 

A couple things you can
do to confirm my statement above is simply console into your server with
another computer on a separate screen while playing a server prone to
the issue. Watch the servers response and wait for the 30 second lag,
and see what the server is doing. It will usually say lost connection to
steam server, or something similar. if you then do a status command, and
have your servers setup with a steam server id it will state that
currently there is no steam id. (check this article out if you don't
know or have not setup a quickplay ID on your servers:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513)
Please note that even without the quickplay id this will still happen.


Finally determining if it is you is a much harder task, I don't
exactly know what address is a good one to test to tracert or ping to
determine if it crashed or not as it is out of my scope. However you
might want to ping the steam store and see if you have any packet loss
during this time. To be even a little more helpful try mtr, or my trace
route which does a constant trace route and records loss of packets.


example: 

munroenet-fmt-2-1 (0.0.0.0) Mon Jan 21 19:40:23
2013

Resolver: Received error response 2. (server failure)er of fields
quit

Packets Pings

Host Loss% Snt Last Avg Best Wrst StDev

1.Nulled
0.0% 203 0.2 0.1 0.1 0.6 0.1

2. v2.core1.fmt2.he.net 90.1% 203 102.3
102.9 100.9 113.9 2.8

3. 10gigabitethernet1-1.core1.sjc2.he.net 1.5%
203 1.1 3.6 0.8 14.1 3.9

4. 10gigabitethernet3-3.core1.den1.he.net 1.5%
203 27.8 30.3 27.7 38.4 3.4

5. 10gigabitethernet3-2.core1.mci3.he.net
1.5% 203 39.8 41.8 39.4 50.6 3.4

6.
10gigabitethernet1-4.core1.mci2.he.net 2.0% 203 41.4 41.8 39.5 62.2
3.5

7. wholesale-internet-inc.10gigabitethernet1-3.core1.mc 2.5% 203
39.8 39.7 39.5 40.5 0.2

8. 69.30.209.222 1.5% 202 40.4 40.0 39.7 41.1
0.2

9. 63.141.255.130 1.5% 202 40.2 40.2 39.9 41.1 0.2

10. --end
server--- 1.5% 202 39.6 39.8 39.5 40.5 0.1 

I was dealing with this a
few days ago with lag on the servers however, and it has a very similar
feel to what was stated below. Literally the core router at he.net's
Fremont location became overloaded and began delaying or dropping
packets which meant my players would experience massive wholes in the
graph. Though at certain times there would be no active packet loss and
it still would happen due to other reasons such as massive spam in the
console about overloaded particles. 

So simply put it can be two
things: Steam, or network, plus a dash of tf2 being unoptimized. 

You
may want to run multiple mtrs to seperate locations. i.e. one to the
store and one to your home network. Rather interesting to watch the
packets as they fly over the network. 

That being said I hope this
helps explain a little more of what could be going on. 

On , pilger
wrote: 

>> Pilger, It might be the network. I've looked over the
network carriers and the only non-Brazilian carrier is Cogent, which is
known for terrible connections. If VALVe doesn't have any Steam servers
in Steam, that may happen because Cogent is crap. So basically, my
theory is, lost connection to steam for a bit = forget about other
network connections and start dropping steam users to protect it from
spoofing. Of course this all can be a coincidence and we will find out
from Essay's setup whether it is providing he gives us the location of
the servers and a test IP.
> 
> Okey. The auth ticket might be caused by
a loss of connection between the server and the Steam server, but it
does not explain the massive lag to everybody. I'm 100% sure that the
network was working just fine during the episodes. I was monitoring it
using a program called Ping Plotter. In addition, no other client of the
same host complained about problems during that time.
> 
> It's the
freeze and massive lag episodes that intrigue me. No idea where it's
coming from.
> 
> On 25 January 2013 11:03, Essay Tew Phaun
 wrote:
> 
>> Nope! 
>> 
>> On Fri, Jan 25, 2013 at
6:35 AM, Lambda  wrote:
>> 
>>> Let m

Re: [hlds] Massive lag (5-30 seconds) associated with "Steam auth ticket has been canceled"

2013-01-24 Thread cmunroe
 

This is common on map changes, just fyi. 

On , Essay Tew Phaun
wrote: 

> We had the issue on one host and switched providers entirely.
Now we're starting to have reports of the exact same thing as before.
Different network entirely, brand new install and doesn't matter whether
we're running MM:SM or not.
> 
> On Thu, Jan 24, 2013 at 10:20 PM, List
User  wrote:
> 
>> I checked a couple of TF2
servers we host for people and I don't see that, and these are pretty
full servers.
>> It may be the network, can you provide an IP so I can
lookup the network? 
>> 
>> On 1/24/2013 10:16 PM, Essay Tew Phaun
wrote: 
>> 
>>> Yep.
>>> 
>>> On Thu, Jan 24, 2013 at 10:12 PM, List
User  wrote:
>>> 
 What game are you
seeing this on, TF2? 
 
 On 1/24/2013 10:08 PM, Essay Tew Phaun
wrote: 
 
> This is very, very, VERY interesting to me. We have
been battling small lag spikes on our server and clients timing out in
bunches. Just yesterday everyone on our server timed out all at once. I
submitted a ticket to support who said there was absolutely nothing
wrong with the network. Nothing on the system points to a specific
problem. We have also had players reporting the connection loss error
randomly appearing in the upper right. I'm not sure if this would help
matters or not but could you provide your provider and system
specs/OS?
> 
> On Thu, Jan 24, 2013 at 9:28 PM, pilger
 wrote:
> 
>> Hey guys,
>> 
>> I
know his has been discussed before on the thread
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html
[1], but my server has been plaged with massive lag spikes once every
hour or so. Sometimes the lag is just a prolonged "freeze" and sometimes
the server remains inacessible for 30 seconds.
>> 
>> I've
monitored the server's network during the events and it shows no problem
whatsoever. I've also tried disabling metamod and sourcemod altogether
but the problem sill occours. 
>> 
>> My host administrator told
me that he hasn't noticed anything unusual with memory or CPU usage
during the events either.
>> 
>> The only thing associated with
the problem is the solid occourence of a log entry about auth tickets
everytime the server freezes or everybody see the red timeout timer on
the upper right corner. The auth problem looks as following:
>>

>>> L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received
failure code 6
>>> L 01/24/2013 - 20:16:15:
"HunterBR<88>" disconnected (reason
"Client left game (Steam auth ticket has been canceled)")
>>>

>>> L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal
received failure code 6
>>> L 01/24/2013 - 17:46:15: "Dessa
50.cal<442>" disconnected (reason "Client
left game (Steam auth ticket has been canceled)")
>>> L 01/24/2013 -
17:46:15: STEAMAUTH: Client Firagonaut received failure code 6
>>> L
01/24/2013 - 17:46:15: "Firagonaut<438>"
disconnected (reason "Client left game (Steam auth ticket has been
canceled)")
>>> 
>>> L 01/24/2013 - 23:23:33: STEAMAUTH: Client
polar received failure code 6
>>> L 01/24/2013 - 23:23:33:
"polar<244>" disconnected (reason "Client
left game (Steam auth ticket has been canceled)")
>> 
>> Since
it has nothing to do with network or plugins, I can't help but wonder
the same thing people were wondering on
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html
[1]. What could be causing this? Can an auth ticket issue cause massive
lag on a server? If not, what could be causing the lag and the auth
ticket problem?
>> 
>> Any help on this would be muchly
appreciated since it has been drawing players out of the server since
the beggining of the year already.
>> 
>> Thanks in
advance.
>> 
>> _pilger
>> 
>>
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Re: [hlds] test

2013-01-08 Thread cmunroe

Testing 123


On , Pizza wrote:

testing
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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread cmunroe

Tf2items?


On , Doctor McKay wrote:

As far as I know, this is not possible.

Dr. McKay
http://www.doctormckay.com [1]

FROM: cls
SENT: Sunday, January 06, 2013 8:56 AM
TO: hlds@list.valvesoftware.com
SUBJECT: [hlds] Name Tags / Description Tags

I don't want players to use items that have had their name or
description changed on my server.
What can I do? Can we get a cvar to turn off display of items' 
information?


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