Re: [hlds] vac bypass glitch?
I normally don't respond to these but since I play MVM a lot I can tell by the scoreboard that the item servers were down during this. The MOTD also says Happy Valentines day which was on a Tuesday and we all know there's maintenance every Tuesday. I'm going to go out on a limb here and say it has something to do with the maintenance downtime. You can tell the item servers were reset by the scoreboard cause there's no Tour count for any player - assuming all 6 players aren't 0 tours. On 2/16/2017 7:53 AM, N-Gon wrote: Video creator said it works only in Valve MVM servers, but as you can see all he did was try to rejoin over and over until he somehow got into the game. https://www.youtube.com/watch?v=S3XJoDvpPUM Even if it does only affect MVM I'm sure it'll run a few games for people ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 update released
Sorry if I double send this.. Any plans to update your official servers? Every time I try to join an MVM server it's making me abandon and telling me the server is running an older version of the game. On 8/23/2016 6:48 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 3584964. Apologies for the short notice. -Eric - Added "Party Hat" and "Noise Maker - TF Birthday" item grants to players who don't already have them during TF2's birthday - Fixed some classes not displaying the particles when using the "Noise Maker - TF Birthday" item ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Client Crash Exploit
and by disabling sprays server side you are referring to setting these cvars: sv_allowupload 0 sv_allowdownload 0 ? Thanks On 6/10/2015 2:05 PM, Nathaniel Theis wrote: I reported this (well, two independent ways of accomplishing this) to Valve about a month ago. Apparently, it's still unpatched. Disabling sprays on your client will prevent you from crashing, and disabling sprays on the server will prevent attackers from crashing your server's players. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
How exactly does one enabled Mannpower mode on the given maps. I've tried both maps and I cannot see anything special. Is there a command? Thanks On 12/22/2014 8:11 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2559181. -Eric - Happy Smissmas 2014! - All Players who play TF2 during the event will receive a Gift: a Stuffed Stocking! Stockings contain goodies for good little Mercenaries. - Added 29 Limited community-contributed winter items to the Nice crate. - Added new Limited Festive weapons to the Naughty crate. - Limited time items can only be found during a limited window of time. The Naughty and Nice crate items will no longer be available after February 16, 2015. - Added Naughty and Nice winter keys to the Mann Co. Store. - Naughty and Nice winter crates cannot be opened after February 16, 2015. - Premium Players will receive a Secret Saxton to give to another player. - Item grants from previous events (including the Spirit of Giving and the Winter Holiday noise maker) have been re-enabled for all players, including those who deleted their earlier grants. Weapons Added The Iron Bomber - Demoman Grenade Launcher - Grenades do not bounce or roll - Damage radius reduced by 20% - Grenades that self-detonate deal 10% less damage - Added The Iron Bomber to the Mann Co. Store, craft list, and item drop list Added The Quickiebomb Launcher - Demoman Stickybomb Launcher - Stickybomb arm time reduced by 0.2 seconds - Stickybombs can destroy enemy stickybombs - Charge time decreased by 50% - Stickybombs fizzle after 2 seconds - -15% damage penalty - -25% clip size - Added The Quickiebomb Launcher to the Mann Co. Store, craft list, and item drop list Added The Panic Attack - Multiclass Shotgun - 34% Faster reload time - Hold fire to load up to 4 shells - Fire rate increases as health decreases - Weapon spread increases as health decreases - Added The Panic Attack to the Mann Co. Store, craft list, and item drop list Demoman Changes - Damage variance on grenades and stickybombs reduced from +/- 10% damage to +/-2%. - Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159. Grenade Launcher - Direct hit grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the targets feet. Stickybomb Launcher - Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius. - Stickybombs now have a more visible trail while traveling through the air - Stickybombs arm particle is slightly more visible Loose Cannon - Double donk explosive damage now deal full radius damage to victims. Previously double donk explosive damage was reduced by radius distance from the explosion. - Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch. Loch-n-Load - Changes to base grenade damage variance now ensure the Loch-n-Load does not exceed 124 damage on a single hit. - Removed +25% self-damage penalty - Added -25% radius penalty - Changed clipsize penalty to -25% (3 grenades per clip) from -50% (2 grenades per clip) - Loch-n-load grenades no longer visually tumble when fired Bootlegger / Ali Baba's Wee Booties - Added +25% Demo Charge meter on charge kill Tide Turner - Added Penalty: Taking damage while shield charging reduces remaining charging time - Kills while charging now only add 75% meter on charge kills instead of 100% Scottish Resistance - It is now slightly easier to do sticky jumps with the Scottish Resistance. Increased range check for stickybomb jumping to sticky damage radius of 146 from 100. Scotsman's Skullcutter - Movement speed penalty now only applies when weapon is active Claidheamh Mor - Added +25% Demo Charge meter on charge kill Added new game mode Mannpower to the TF2 Beta Mannpower Mode - To Play. Click on Play Multiplayer, enable Play Beta Maps checkbox, and then choose Mannpower Mode. - The Following is a list of features in the initial launch of Mannpower and is subject to changes in future updates. Feedback is highly encouraged - Contains 8 permanent power ups players can find in the map. - Players can only hold 1 permanent power up at a time. - Killing a player with a permanent power up forces the power up to drop. - Contains 1 temporary power that can be found in the map. - Use the 'dropitem' command to drop the currently held permanent power up - Added new Default Stock Action Item Grappling Hook. Grappling hooks are usable in Mannpower mode and servers that enable it. Once equipped, press and hold the action key to use it. Use to move the player toward the hooked object. -
Re: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes
same with my TF2 servers running on windows 2008r2 scott biszmaier -Original Message- From: Jason Tango jtrun...@outlook.com To: hlds hlds@list.valvesoftware.com Sent: Mon, Jul 22, 2013 3:06 pm Subject: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes Hello, Ever since the July 10 balancing update, setting mp_stalemate_enable 1 mp_stalemate_meleeonly 1 causes our windows 2008R2 TF2 servers to crash every time. Our players really miss melee-only sudden death - is a fix for this in the works? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
my server keeps crashing since the update, when it's time to join a team after the MOTD this is what i see; http://i.imgur.com/qAV6rG0.jpg there's no background, it isn't there... i have no idea what would be causing this and i've tried disabling sourcemod, metamod and replays. i've also tried to do a validated update but still no dice. i've also got another server that is working perfectly fine, no issues with the background on the working server, just the one that is crashing.. any ideas? both servers are windows scott biszmaier -Original Message- From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com Sent: Wed, Jun 5, 2013 5:56 pm Subject: Re: [hlds] Mandatory TF2 update released We’re fixing a client crash for clients that use custom HUDs. Some of the custom HUD authors have already released fixes, but we’ll have a client fix released soon. -Eric From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of Mitch Navetta Sent: Wednesday, June 05, 2013 5:53 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released It might just be me, but now whenever I try to access any of my loadouts the game crashes. Something to do with the particle effects changes there maybe? On Wednesday, June 5, 2013, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1787484. -Eric -- Team Fortress 2 - Unusual effects: - Attachment point and offset for particle effects on unusual hats can now be adjusted from the character loadout screen - Fixed a bug that would cause unusual effects to float in the air over dead players - Fixed a bug that would cause unusual effects to show incorrectly sometimes when spectating other players - Network interpolation and update convars can no longer be changed when playing. To configure these convars, players must not be connected to a server or must join the spectators - Fixed a server crash caused by out-of-range animation sequence numbers - Crates listed on the Community Market are now separated by series - Existing listings will be migrated over the next couple days ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional update for TF2 released
how do i opt out of the beta? i forgot, i read your other instruction for opting for the beta but how do i opt out? scott biszmaier -Original Message- From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Mon, May 20, 2013 4:55 pm Subject: Re: [hlds] Optional update for TF2 released Is it still happening with this update? There was a hammer fix, it didn’t make it into the release notes. There’s no need to opt into the sdk beta branch anymore. The tools are just shipping with the game. Opt out of all betas, sync the latest, and run the hammer.bat. Does it work. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of big john Sent: Monday, May 20, 2013 4:16 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Optional update for TF2 released Hey fletcher, on the tf2 sdk beta the compilers are broken, they are showing tool brushes as regular brushes and compiling full bright. Some people are using the old sdk to compile and the beta to map. Unfortunately the workaround needed to compile with the old sdk doesn't work for everyone. On May 20, 2013 7:06 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: Hi, Big. You’ll need to be more specific. What is the problem you’re seeing? Has it been reported before? - Fletch From:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of big john Sent: Monday, May 20, 2013 4:00 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Optional update for TF2 released Did you fix hammer? On May 20, 2013 6:59 PM, Eric Smith er...@valvesoftware.com wrote: We've released an optional update for TF2 that all clients will receive when they restart. You may update your dedicated servers, but it's not required. The notes for the update are below. -Eric --- - Added support for VR mode on OSX - Fixed a bad material on the HDMI Patch - Fixed a server crash on changelevel when the Replay system has been initialized but is not currently running - Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill Hat and the Soldier's Sparkplug - Removed replay.cfg from depot and added replay_example.cfg to avoid clobbering user's replay.cfg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
thanks for reporting back - ill be updating my servers to the prerelease in hopes to make the issue go away until they release the update to resolve it. has anyone else tested the new sv_ commands with success? scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:11 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Theres still slight hitches during player joins, but thats always been there and not noticeable unless your watching the net graph. Has anyone else tried the temp fix and has it worked? Quoting Kyle Sanderson kyle.l...@gmail.com: Is there any chance we can get the shim too? CS:S has been on Steam| for two weeks longer, so any test to fix the problem would be appreciated. Thanks, Kyle. On 15 May 2013 13:45, DragonLight ad...@ponyfortress2.com wrote: Hey Fletcher, On my TF2 servers I did update all of them to the prerelease and used: sv_compressfragments 0 sv_**compressstringtablebaselines 0 And the SV spike issues went away, even up to 32 players its smooth as butter again like it was pre-steampipe. While it uses more bandwidth, its a small sacrifice to get gameplay smooth again. Very happy and so are the players :) -DL Quoting Fletcher Dunn fletch...@valvesoftware.com: We?ll confirm the fix in TF2. Then release with the other games soon after. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Wednesday, May 15, 2013 11:45 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I'm relatively sure it is just TF2 right now. I'm sure it'll make its way to the other games once the fix is confirmed to work, but whether it's brought sooner (in its current workaround-y form /w these cvars) or later (once the issue itself is genuinely fixed) is anybody's guess. On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sp** rayp...@gmail.com sprayp...@gmail.com wrote: Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto: je**ffsu...@gmail.com jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@** valvesoftware.com fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com ** [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com **] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com mailto:flet**ch...@valvesoftware.com fletch...@valvesoftware.com** mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables
Re: [hlds] Who do we send netspike.txt log too?
so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re
Re: [hlds] Who do we send netspike.txt log too?
perfect! thanks for the prompt reply, got it working and the commands are working fine now... will report shortly with results! scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:47 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when
Re: [hlds] Steampipe and /custom directory
i didnt have time to read all everything through cause im on my way to work however i ran into the same problem and was informed to put all my materials/models in the same structure as they were before the update. meaning put your materials/models back in the tf/materials tf/models and ignore the tf/custom tf/download directories. do not change anything with your fastdl URL or fastdl file structure and if you use the download precacher, do not touch anything the downloads.ini either. the only thing you need to do it copy the files back to their original location as they were never moved by the update. worked for me. good luck, and report back please. scott biszmaier -Original Message- From: CTScrivener ctscrive...@gmail.com To: hlds hlds@list.valvesoftware.com Sent: Tue, May 7, 2013 8:37 pm Subject: [hlds] Steampipe and /custom directory I thought I had the /custom directory figured out but I guess not. Why do players technically have a /custom folder as well as a /download folder? Our server uses a fastdl server to get files to client quicker and I need to figure out the file structure so custom files and folders are read properly by the game. Frankly, the /custom folder is pointless from what I can tell because the TF2 game atleast downloads all files to the /download folder THEN to respective folder such as custom, models, materials, etc. Is the /custom directory ONLY used if you are distributing mods/models/custom files via direct file download OUTSIDE of the game client? Do I need to change all my plugins so they are directly pointing into players’ /download folder? Granted, all my files and custom vpks are downloading just fine, but just to a directory that even the readme.txt file says, “can be deleted at any time”. Horribly worded but here is exactly what I am trying to do: Dodgeball Plugin points to the following file as a custom model: /materials/models/dodgeball_nuke/nuke.mdl I have a vpk built around the following directory within the custom folder (which includes all the vmts, mdls, etc.): dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is dodgeball_nuke.vpk I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under the /custom directory as well as under my game server under the /custom directory. The server downloads the vpk fine but it gets placed under download/custom/dodgeball_nuke.vpk The plugin cannot see that directory so do I need to change the directory it points to, or is this just a bad way for tf2 to be downloading files? Did you do this as a way for security so servers couldn’t FORCE models/skins/etc unto players? I am just trying to figure out what exactly I would need to do to get plugins like this (any plugins like freak fortress, dodgeball, etc that use custom models) to work with those custom models. Long post, probably repeated myself multiple times and I’m sorryhopefully someone can help me out as this would effect all custom models across game servers for everyone. What am I not doing right? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Very early betas of Source engine SDK tools released
open command prompt and type set VPROJECT=C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf then change directory to your tf2 bin directory which is C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin and type hammer.exe scott biszmaier -Original Message- From: big john brewskii...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Sun, May 5, 2013 2:27 pm Subject: Re: [hlds] Very early betas of Source engine SDK tools released Where is the VPROJECT environment variable? On Fri, May 3, 2013 at 9:09 PM, List User l...@redspeedservers.com wrote: Can you run multiple betas? sdk and prerelease? On 5/3/2013 8:21 PM, Kyle Sanderson wrote: Thanks Fletcher! Kyle. On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: This is not really gameserver admin related, but several people on this list were asking, so I am posting here. We’ve released some very early betas of the SDK tools that have been broken by the SteamPipe filesystem changes. They are now going to go in the same folder as the game. The separate Source SDK app is not used for these tools. Please see this bug in github: https://github.com/ValveSoftware/Source-1-Games/issues/8 That bug has the instructions for how to install the tools, and comments about what may or may not work. (There are probably also some problems getting hammer to figure out where the .FGD files are.) That bug will also serve as the location where you can give feedback. Thanks for your patience. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] ETA on the fix for hammer?
i second this request. ive personally heard a couple different rumors so if someone knew the answer to this id love to know. scott biszmaier -Original Message- From: The Mighty Gerbil themightyger...@agapegraphics.com To: hlds hlds@list.valvesoftware.com Sent: Thu, May 2, 2013 10:49 pm Subject: [hlds] ETA on the fix for hammer? Hi I tried the mapping mailing list first but didn't get a response so I was wondered if you guys know. Is if there an ETA on the fix for hammer and the SDK tools after Steampipe broke them? I just want to know so I can decide if I should go through the trouble of hunting for a workaround which may or may not exist or just wait a few days for the official fix. Thank you. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Ad Company
ive been contacted by them myself, he was telling me that the plugin needs to be on 'custom' type TF2 servers over vanilla due to the latest update blocking the motd in vanilla type servers or something other... it sounds too good to be true. offered $7 CPM, said that he gets paid $10 CPM and he keeps $3 and pays me $7. i declined for multiple reasons, the main being he wouldn't send me the source of this plugin so i have no idea what this plugin is capable of and i dont want to get blacklisted in any way by valve. another reason was that he's obviously found a loophole of some sort making all that money without anyone seeing the ads, they only hear them and id hate to see the repercussions when this ad company finds out. scott biszmaier -Original Message- From: Harsh Baid harshbai...@gmail.com To: hlds hlds@list.valvesoftware.com Sent: Sun, Apr 7, 2013 12:58 pm Subject: [hlds] Ad Company Now i hate to bring this up again, but i got contacted today a few minutes ago at the time of writing and i just want to see if any1 else got contacted. A guy by the name of Satish contacted me on steam telling me about this ad company and how he wants to put ads on my server? Seems a bit strange but i go along. He gives me a link to this page. http://elitepowered.org/ads/ Just by looking at the page, i can tell it is in beta or still being worked on because none of the links actually lead to anything. Now he apparently says to contact Mamo the owner of Elite Powered. Elite Mamo added me and we are discussing things, but i really am confused as to what is it. What is exactly going on and has anyway else been contacted like this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] New TF2 server exploit?
looks like a simple solution would be to set up overrides with sourcemod. set the known cvars to the root override, wonder if this would work or not? scott biszmaier -Original Message- From: infiniteloop infinitel...@cox.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Mon, Dec 24, 2012 1:16 pm Subject: Re: [hlds] New TF2 server exploit? Confirmed, it has something to do with these 2 vars: mp_tournament_allow_non_admin_restart and mp_tournament_restart Tried on my own server, and I can toggle the non_admin_restart back and forth, even if I don't have admin privs in the first place. But the real kicker is the mp_tournament_restart. Just as the reddit thread states, when exec'd during setup phase, everyone gets unreadied and timer resets. If exec'd during a wave, when a bot with the bomb gets killed + drops it, no other bot can pick it up for the rest of the wave. On 12/24/2012 1:55 PM, Ross Bemrose wrote: I just saw this on Reddit: http://www.reddit.com/r/tf2/comments/15dacx/psamajor_mann_vs_machine_exploit/ Apparently it's possible for clients to alter tournament settings that they shouldn't be able to change in MvM mode. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server Crashs
i myself had crashing issues immediately after the mecha update because SM dropped a new snapshot which at the time was the most recent update but also contained a error with 1 of the new weapons. so once SM released its second snapshot since the mecha update (3719) the crashing for me as ceased. so id recommend updating to SM 1.5.0-hg3719 if you arent using it already. just my .02 scott biszmaier -Original Message- From: Olly Fisher o.fishe...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Sun, Dec 23, 2012 2:06 pm Subject: Re: [hlds] Server Crashs I've had the same issue on windows running default MvM servers. Its been happening for a while but has worsened since the mecha update. The servers cant stay upright for more than about 8 hrs. All the servers were full during this time and all had an issue with overflows, each server overflowing with different messages. On Sun, Dec 23, 2012 at 10:02 PM, Mike Vail supp...@boomgaming.net wrote: Is it all of them or just certain ones? Whne did this start happeneing. Are you running the latest version of sourceMod snapshot? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Harsh Baid Sent: Sunday, December 23, 2012 1:57 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server Crashs So i have no idea what is going on, but my servers are randomly crashing. Is there any way to read crash .dmp files? Here are the last few console readings i got before the crash. rcon from 81.169.139.249:51476: command gameme_psay 480,436,348,23,489,485,470 1 x04gameME:x01 x079ACDFFDesumassacrex01 (Pos 883, 1,049 points) disconnected (Pos -1, 0 points) Usage: log on | off currently logging to: file, console, udp rcon from 81.169.139.249:51476: command log logaddress_list: 1 entry 81.169.139.249:29618 rcon from 81.169.139.249:51476: command logaddress_list L 12/22/2012 - 19:26:06: Kritler's Black Dildo517STEAM_0:1:53787430 connected, address 108.41.160.150:27005 Client Kritler's Black Dildo connected (108.41.160.150:27005). Host_Error: Overflow error writing string table baseline GameRulesCreation L 12/22/2012 - 19:26:06: Engine error: Host_Error: Overflow error writing string table baseline GameRulesCreation Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20121222192606_1.dmp success = no error: Failed to open/read local data from file/application ./exec_ratedtrade.run: line 372: 25639 Segmentation fault (core dumped) $HL_CMD Any idea what is going on? Any Help will be appreciated!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD Browser
im just curious to know, what other options are available to the average server operator for us to make a little extra cash every month as far as advertising goes? im aware of pinion and google adsense, anything else worth using or taking a look at? thanks for your response and time, gooday! scott biszmaier -Original Message- From: Doctor McKay li...@doctormckay.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, Dec 19, 2012 6:01 pm Subject: Re: [hlds] TF2 MOTD Browser I’m trying out http://adf.ly via a custom-built system. Players click the Skip Ad button after the 5-second timer expires and it closes the MOTD window that way. It appears fine for most people most of the time, but not for others. Kinda annoying though, as closing the window relies on the page actually displaying. I had to build a 15-second failsafe timer into it to automatically close it. Dr. McKay http://www.doctormckay.com From: David Unreal Sent: Wednesday, December 19, 2012 5:04 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 MOTD Browser Yeah I noticed that sometime it just takes a few sec to load. However, in terms of pinion ads, there will be a new system for them enforced that may cause server owners to force you to want the whole ad. The idea is that they will only pay for ads that have been completely watched. Anyways, what is the URL you are trying to McKay? Maybe its an error with the page? On Dec 19, 2012 4:59 PM, byteframe bytefr...@gmail.com wrote: I might add that sometimes if you wait (several) seconds, it _might_ appear. I tend to click as fast as I can so as not to see the pinion ads. Client side issue for sure, though. On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.com wrote: Incredibly annoying. I get the same issue, please fix. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds