Re: [hlds] [TF2] Players disconnecting before votekicked?

2015-09-21 Thread Spencer 'Voogru' MacDonald
I’m not sure why the vote kick doesn’t just save the steam id when the vote is 
started.

Then it doesn’t matter if they leave beforehand, in fact, if they leave prior 
to the vote finishing, cancel the vote and default ban them for 12 hours.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nathaniel Theis
Sent: Monday, September 21, 2015 6:55 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] Players disconnecting before votekicked?

 

The actual bug is a race condition. A votekick is a kick (a forced disconnect, 
basically, by player ID), and a ban (prevents joining, by SteamID).

 

If a player should disconnect while a vote is in progress, the kick won't go 
through (their player ID will change as they reconnect), but the ban will 
(since their SteamID never changes.) However, bans are checked early in the 
connection process. So, if the player reconnects before the vote passes, the 
ban won't prevent them from joining (because it's not applied yet when they 
join!), and they bypassed the kick because their player ID is different.

 

The solution to this is to check all connected players' SteamIDs when a ban is 
added, and kick matching players. Probably not overly difficult to do with SM. 
There are also loads of third-party votekick and ban management systems, that 
aren't vulnerable to this.

 

One trick: If somebody should bypass a votekick, when they come back, they're 
sort of in a state of limbo. If they should be kicked or disconnect, they can't 
rejoin (because the ban is now in effect); thus, kicking them a second time 
will get them off for good.

 

- Nate

 

On Sun, Sep 20, 2015 at 8:40 AM, Miika  wrote:

We recently started using Valve’s own votekick feature on few of our TF2 
servers. It seems you can prevent yourself from getting votekick banned by 
disconnecting just before the vote goes through. Seen a lot of players do this 
recently and it’s really an annoying problem.

 

Is there any way to prevent this or is there a SourceMod alternative that 
prevents this?


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Re: [hlds] Another nothing email

2015-09-11 Thread Spencer 'voogru' MacDonald
sv_annoying_emails 0
On Sep 11, 2015 7:42 PM, "Eric Smith"  wrote:

> Just working through some issues here. Sorry again.
>
>
>
> -Eric
>
>
>
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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 Spencer 'voogru' MacDonald
Well you don't have to run valves code.
On Sep 3, 2015 9:45 PM, "Refeek Yeglek"  wrote:

> I shouldn't have to install 3rd party software to secure my servers from
> problems with valve's code.
>
> On Thu, Sep 3, 2015 at 4:32 PM, Kyle Sanderson 
> wrote:
>
>> 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.
>> On 3 Sep 2015 2:39 pm, "Refeek Yeglek"  wrote:
>>
>>> Yeah. The big games have it fixed, sourcemods are at risk here.
>>>
>>> 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 and disappearing after that. Disable
>> sprays ASAP if you host a sourcemod multiplayer server.
>>
>> Here

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Spencer &#x27;Voogru' MacDonald
“But yeah. The default should be ... well... the default.”

The default should show everything. Let players filter them out on their own. 
If they don’t want to filter and search for a server, I think they have a 
feature for that already. I think it’s called.. quickplay.

 

I don’t know if you remember the days of the “Custom” tab. But I do. 

 

You could have a completely vanilla gameplay server, with 32 players, and get 
stuck on the “Custom” tab. If you were on the custom tab, your server saw no 
traffic, nobody went a tab over to look for ‘Custom” servers. If you pulled the 
required shenanigans to get put onto the internet tab, your server got plenty 
of traffic, and everybody that saw the server in the list, knew it was a 32 
player because they still reported as 32 players to the players.

If the players didn’t want to play there, they’d simply click on another server.

Fine. Let them click on a checkbox “Show valve official servers only.”

 

Don’t get me wrong, I see where you are coming from, you want to be able to 
quickly get onto a server without silly gameplay mods, pay-to-cheat or 
advertising nonsense going on. On the flip side, segregating custom servers by 
default, will just be the death of those servers. 

 

Don’t forget that the valve servers have problems too, most notably the fact 
that they are unmoderated. So if you have a player putting hardcore porn 
sprays, or an engineer that thinks he’s quite the comedian building teleporters 
that take you further back, or the sniper with aimbot that hasn’t been vac 
banned yet with his free steam account…you’re kind of stuck with them.

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Phillip Vector
Sent: Saturday, July 04, 2015 8:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 update released

 

>I honestly find it comical that people think those servers are a good 
>representation of what the game should be (or, frankly, are any fun at all).

 

and this is why I rarely post here. Because most people here are not willing to 
listen to the other side of things and meet in the middle. Insulting people who 
like the Valve servers is not the way to go if you are wanting to work with 
Valve to get some compromise going.

 

On Sat, Jul 4, 2015 at 5:22 PM, E. Olsen  wrote:

I also don't think the phrase "Community" and "Custom" are necessarily 
interchangeable. There are plenty of community servers out there with 100% 
stock settings, and I certainly wouldn't call them "custom".

 

Further - I don't anyone who played TF2 before quickplay came along can say 
that Valve's servers are the way the game was "meant to be played". All I've 
ever seen on a Valve server (aside from all the Mic spam, racism, general 
harassment, grieifing, hacking, and abuse of the voting tools), was an just 
about every single player ignoring the "team" aspect of the game -  when they 
were playing at all.

 

I honestly find it comical that people think those servers are a good 
representation of what the game should be (or, frankly, are any fun at all).

 

On Sat, Jul 4, 2015 at 8:12 PM, Cats From Above  
wrote:

What you just said implies that every community server provides a modified 
game-play experience, which is not only a dubious claim but one that almost 
certainly stems from a distinct level of benightedness. 

There are community servers out there, many of them, which offer a vanilla 
experience in aspects of game-play. My question to you is why should those 
servers be treated as second-class citizens to Valve servers by "default".

 

 

On Sun, Jul 5, 2015 at 9:33 AM, Phillip Vector  wrote:

>If we're really talking about player choice, here, then you have to remove the 
>" <https://en.wikipedia.org/wiki/Default_effect_(psychology)> default effect" 
>that gives one group of server preferential treatment over another to achieve 
>"true" player choice.

 

I'm all for player choice. If I want to play in a community server, I should be 
able to. But I also feel that Valve made a game and this game was balanced (I 
know the arguments against that it's balanced, but let's say that it's balanced 
as Valve wants it balanced) for 24 people. Why shouldn't the default game be 
the default choice? When you play Skyrim, do you have mods auto loaded that you 
didn't pick because it's community created? When you play any other multiplayer 
game on a server, is the non-base game ever selected as default? 

 

If not, then why should TF2 default to Custom? 

 

I know you aren't saying it should, but others here have. They want Community 
servers to be the first thing that players see and IMHO, the default game 
should be the first thing. Once they see that, then if they want to 

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Spencer &#x27;Voogru' MacDonald
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further.

A separate tab for valve servers. Show community servers on one tab, valve
servers on the other tab. The default tab should be 'community' tab. Since
valve was willing to hide them altogether, I think this is a reasonable
compromise.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Saturday, July 04, 2015 5:29 PM
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds] Optional TF2 update released

We've released an optional update for TF2 that fixes an exploit with players
taunting and then dying on the final control point of payload maps. You do
not need this update unless you are experiencing this problem. The update
notes are below. The new version number is 2863781.

-Eric

---

- Fixed an exploit related to taunting and then dying on the final control
point of payload maps
- Fixed a bug that was creating Specialized Killstreak Kits that could be
applied to any item
- Fixed items that are removed from the Steam Community Market having the
trade restriction removed
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further

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Re: [hlds] Mandatory TF2 update coming

2015-07-02 Thread Spencer &#x27;Voogru' MacDonald
Anyone seeing crashes at round end? Happens even without any modifications 
loaded.

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Valentin Puscoi
Sent: Thursday, July 02, 2015 5:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

 

Oh boy let the fun begin. I really hope you guys have prepared the item 
servers...

 

2015-07-02 23:58 GMT+03:00 Eric Smith :

We're working on releasing the Gun Mettle update 
(http://www.teamfortress.com/gunmettle/). We should have it ready soon.

-Eric


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Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Spencer &#x27;voogru' MacDonald
SM is usually fixed within hours. No point.
On Dec 10, 2014 10:13 AM, "Albert Davis"  wrote:

> It may not be Valves responsibility to SM, but considering it's the
> biggest tool people use on servers, IMO, it should be worked with them to
> make sure it doesn't get broken with every other update.
>
> On Wed, Dec 10, 2014 at 10:09 AM, Albert Davis 
> wrote:
>
>> Updates may keep some games alive, but I know many people who have quit
>> playing TF2 BECAUSE of the updates, they flat out refuse.
>>
>> On Wed, Dec 10, 2014 at 9:42 AM, Spencer 'Voogru' MacDonald <
>> voo...@voogru.com> wrote:
>>
>>> “The constant updates breaking shit like SM”
>>>
>>> Not valves responsibility.
>>>
>>>
>>>
>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
>>> *Sent:* Wednesday, December 10, 2014 9:21 AM
>>> *To:* Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] Optional TF2 dedicated server update released
>>>
>>>
>>>
>>> It is server related since I run one, and I have played tf2 since the
>>> beginning. The constant updates breaking shit like SM and the like, it's
>>> getting rather tiresome.
>>>
>>>
>>>
>>> On Wed, Dec 10, 2014 at 8:59 AM, Anthony Duncan <
>>> anth...@kinevonetwork.com> wrote:
>>>
>>> You could always 'not' play the game. Also not server related so you
>>> should probably use the community forums to vent instead.
>>>
>>>
>>>
>>> On Wed, Dec 10, 2014 at 1:52 PM, Albert Davis 
>>> wrote:
>>>
>>> Can't you guys just STOP with all these updates? It's getting
>>> ridiculous. You are ruining the game. What's even worse, is that shit tons
>>> of people paid for this game originally, you then make itf F2P, and just
>>> keep killing it more week by week with these silly updates. Fix broken
>>> stuff, sure, but adding all these additional stuff, it's justugh
>>>
>>>
>>>
>>>
>>>
>>> On Tue, Dec 9, 2014 at 8:21 PM, 1nsane <1nsane...@gmail.com> wrote:
>>>
>>> And when quickplay doesn't find any valve servers it just tells players
>>> to try again later. Nothing about using the server browser or community
>>> quickplay.
>>>
>>>
>>>
>>> Seems they would rather have new players not play at all than play on
>>> community servers.
>>>
>>>
>>>
>>> Would be nice if they edited that message. Eh valve? Please? Pretty
>>> please? :D
>>>
>>>
>>>
>>> On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494 <
>>> wickedplayer...@gmail.com> wrote:
>>>
>>> If Valve wanted to do that, they'd just outright say "yeah hey we're
>>> done with this game, see ya" and/or shut off all their servers leaving only
>>> community ones running.
>>>
>>>
>>>
>>> On 12/9/2014 5:09 PM, Paul wrote:
>>>
>>> A wild theory, but erhaps Valve are intentionally wanting players to
>>> slowly lose interest in Team Fortress 2 for some reason?
>>>
>>>
>>>
>>> On 9 December 2014 at 23:01, Robert Paulson 
>>> wrote:
>>>
>>> I would argue that it is related to third party dedicated servers.
>>>
>>>
>>>
>>> The people left in charge of TF2 have been out of touch with players for
>>> a while and only now is it becoming more obvious. We face the brunt of
>>> these bad policies because we don't have a stream of new mann co store
>>> fodder from quickplay. A few years ago the thought of making a major patch
>>> locked behind an uncraftable purchase would not even have crossed their
>>> minds.
>>>
>>>
>>>
>>> Despite 3 major non-MvM patches, global player counts are again on their
>>> way to declining back to beginning of the year levels. With the amount of
>>> developer time spent on the game, TF2 should not be 1/5th the size of CS.
>>> I've seen many quality servers die out this year. Custom servers are also
>>> dying because new players aren't being exposed enough to the fact that
>>> custom servers exist.
>>>
>>>
>>> 

Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Spencer &#x27;Voogru' MacDonald
“The constant updates breaking shit like SM”

Not valves responsibility.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis
Sent: Wednesday, December 10, 2014 9:21 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 dedicated server update released

 

It is server related since I run one, and I have played tf2 since the 
beginning. The constant updates breaking shit like SM and the like, it's 
getting rather tiresome. 

 

On Wed, Dec 10, 2014 at 8:59 AM, Anthony Duncan  
wrote:

You could always 'not' play the game. Also not server related so you should 
probably use the community forums to vent instead.

 

On Wed, Dec 10, 2014 at 1:52 PM, Albert Davis  wrote:

Can't you guys just STOP with all these updates? It's getting ridiculous. You 
are ruining the game. What's even worse, is that shit tons of people paid for 
this game originally, you then make itf F2P, and just keep killing it more week 
by week with these silly updates. Fix broken stuff, sure, but adding all these 
additional stuff, it's justugh

 

 

On Tue, Dec 9, 2014 at 8:21 PM, 1nsane <1nsane...@gmail.com> wrote:

And when quickplay doesn't find any valve servers it just tells players to try 
again later. Nothing about using the server browser or community quickplay. 

 

Seems they would rather have new players not play at all than play on community 
servers.

 

Would be nice if they edited that message. Eh valve? Please? Pretty please? :D

 

On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494  
wrote:

If Valve wanted to do that, they'd just outright say "yeah hey we're done with 
this game, see ya" and/or shut off all their servers leaving only community 
ones running.



On 12/9/2014 5:09 PM, Paul wrote:

A wild theory, but erhaps Valve are intentionally wanting players to slowly 
lose interest in Team Fortress 2 for some reason?

 

On 9 December 2014 at 23:01, Robert Paulson  wrote:

I would argue that it is related to third party dedicated servers. 

 

The people left in charge of TF2 have been out of touch with players for a 
while and only now is it becoming more obvious. We face the brunt of these bad 
policies because we don't have a stream of new mann co store fodder from 
quickplay. A few years ago the thought of making a major patch locked behind an 
uncraftable purchase would not even have crossed their minds. 

 

Despite 3 major non-MvM patches, global player counts are again on their way to 
declining back to beginning of the year levels. With the amount of developer 
time spent on the game, TF2 should not be 1/5th the size of CS. I've seen many 
quality servers die out this year. Custom servers are also dying because new 
players aren't being exposed enough to the fact that custom servers exist.


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Re: [hlds] New SteamID format for TF2

2014-08-21 Thread Spencer &#x27;voogru' MacDonald
This is why I been using the raw accountid for everything since forever. =)


On Thu, Aug 21, 2014 at 8:38 PM, Nicholas Hastings  wrote:

> To clarify, in SourceMod, our plan for the stable branch is to make the
> admin system and GetClientAuthString function behave as if the change never
> took place.
>
> The development branch will still as-is at the moment. Longer term, we
> plan to rework things to not be able to be hampered by format changes like
> this.
>
> --
> Nicholas Hastings
> AlliedMods.net 
>
>   davidaap1...@gmail.com
>  Thursday, August 21, 2014 8:30 PM
> Stop trying to convert everything, The sourcemod devs are currently
> working on a hack to make it work again with old steam id formats.
>
> https://github.com/alliedmodders/sourcemod/pull/136
>
>   Peter Jerde 
>  Thursday, August 21, 2014 8:29 PM
> Many of us who use sourcebans can use this as a temporary fix:
>
> 1. disable your sourcebans plugin by renaming it to
> "sourcebans.smx-disabled"
>
> 2. verify that tf/addons/sourcemod/configs/admins.cfg contains all your
> current admins and reserved-slot holders etc.
>
> 3. place the script (below) into the /tf/addons/sourcemod/configs/
> directory, name it "fix.php", change to that directory on your command
> line, and execute the script with "php fix.php > admins-new.cfg"
>
> 4. check that it worked... look at the admins-new.cfg and compare it to
> admins.cfg to see if the conversion worked.
>
> 5. delete your admins.cfg and rename admins-new.cfg to admins.cfg and
> restart your server.
>
> That will, at least, give your admins back their powers.
>
> Here's the script:
>
> --
> 
> $f = file_get_contents("admins.cfg");
>
> $f = explode('"',$f);
>
> foreach($f as $line) {
> if(substr($line,0,6)=="STEAM_") {
> $a=explode(':',substr($line,8));
> echo '[U:1:'.($a[1]*2+$a[0]).']"';
> }
> else echo $line.'"';
> }
>
> ?>
> --
>
> Of course, this assumes you have php and can run it from the command line.
> It's what I came up with, though, and I thought I'd share it since it
> worked for us.
>
> cheers,
>
> - Peter
>
>
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Re: [hlds] Need help crashing my own server on purpose

2014-06-10 Thread Spencer &#x27;Voogru' MacDonald
Int *p = 0;
*p = 1;

Boom.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Monday, June 09, 2014 6:12 AM
To: csgo_serv...@list.valvesoftware.com; Half-Life dedicated Linux server
mailing list; Half-Life dedicated Win32 server mailing list
Subject: [hlds] Need help crashing my own server on purpose


Hi everyone

I am testing a crash recovery system on my srcds control system, and I need
a way to purposefully and reliably seize up my server.  I don't want it to
exit; that's easy to do.  I want it to seize up, like a spinlock.

FYI, doing "cast_ray" on the console causes a nice segfault, "7068
Segmentation fault", exit code 139.

The "killserver" command is close. It is like a "quit", but the server
doesn't exit. Seems like part of the engine is shutting down, but I suspect
it might be possible to start it back up again since it's still taking
commands on the console.

I can do some external stuff, like hitting memory, attaching gdb, etc, but
I'd like to know of an internal command that causes some spectacular CPU
usage.  Something that only a kill -9 is going to fix.

This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF.

Any advice would be appreciated.



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Re: [hlds] Mandatory TF2 update coming

2014-04-01 Thread Spencer &#x27;Voogru' MacDonald
TF2 Updates.

Never a joke.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, April 01, 2014 8:28 PM
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_annou...@list.valvesoftware.com'
(hlds_annou...@list.valvesoftware.com)
Subject: [hlds] Mandatory TF2 update coming

We're getting ready to release a mandatory update for TF2. It should be
ready in 10-15 minutes. This is not an April Fools' joke.

-Eric


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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Spencer &#x27;Voogru' MacDonald
Can we get a custom, new, fancy, snazzy command to connect to a game server
by the game servers steamid? Maybe even make it part of the steam connect
command?

connectid 

 

It would be epic.

 

Thanks.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 4:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

 

It's possible that we might implement a mechanism to transfer ownership at
some point, but I wouldn't do anything that depends on that.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin
Sent: Friday, February 07, 2014 1:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

 

Thanks Ross. Have bookmarked and will get back to you if issues found (not
expecting any).

Fletcher, what are the implications of linking to a single user? Should I
register a new steam account for this? What if one of my admins creates the
connection and it links to his account then he leaves our group a year
later?
What if I use my own account but later get hacked?

John

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Re: [hlds] Test message

2013-12-23 Thread Spencer &#x27;Voogru' MacDonald
Fletcher, you're needed in the chest chamber.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Monday, December 23, 2013 7:07 PM
To: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com)
Subject: [hlds] Test message

 

Test.

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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-28 Thread Spencer &#x27;Voogru' MacDonald
“We used to have to fight our provider pretty hard to retain our IP addresses.”

I had the same experiences but ultimately got to keep the IP’s. It was a bit of 
a struggle, they’re usually saying something along the lines that it’s 
absolutely totally completely IMPOSSIBLE, which then gets changed to “Okay 
fine”.

 

I really wish they’d go by dns names, or even use the server ID through the 
server registration instead of IP’s.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, September 27, 2013 9:04 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Problems caused by connecting server favorites to IP address

 

We used to have to fight our provider pretty hard to retain our IP addresses. 
Management would say it's alright, then the rest of the company would deny it 
ever occurred and would just close the ticket feigning ignorance. The whole 
process would take about two days to get the addresses transferred to the new, 
in limbo server. Now they just charge everyone $20 per /29 block to move. I'm 
sure there are other horrible providers, that still do the former.

Thanks,

Kyle.

 

On Thu, Sep 26, 2013 at 11:33 PM, ics  wrote:

upgrading hardware doesn't always mean IP change. We have retained our IP's for 
years. But i'm all in for keeping my servers in users favorite lists in other 
methods too.

-ics

Jason Tango kirjoitti:


I would definitely be curious to know how many server operators have decided 
against upgrading their hardware (which would be better for the overall game's 
userbase in the long run) for this very reason.

Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they think 
it's a waste of time?

All I DO know is that I would have to recommend against changing IP's to anyone 
that doesn't absolutely have to. It's a disaster to your traffic.






Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com
To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP address

I said this a month ago and I explained why it would be much easier and better 
for Valve to implement DNS instead of tying it to the server registration 
system.

When people upgrade you usually change hosts because the old ones have gone bad 
so you cannot keep IPs. My experience with most hosts is that they may let you 
upgrade your server, but they will not fix their network providers, add ddos 
protection, or reduce your costs so you stop paying $200/month because that was 
the standard price 4 years ago.

I think what we need to do in order to get this implemented is to understand 
why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing Source3, so the 
problem must be because Valve doesn't think this will improve anything.



On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mailto:mreeu...@yahoo.com>> wrote:

The only way to truly "move" is keeping the old servers for a
while, and point those to the new servers so they can connect and
favorite them. having a turnover time without paralel, would give
no incentive to the players to add those IP's.

I do agree a solution would really be nice to keep your playerbase
of a server. I even proposed various workings for that (via steam
group memberships to have a specific tab / option to show them in
favs). But its been on deaf ears for years now.

Also, I never hear anybody about having a chat with the hoster /
datacenter to move the IP's to the new machines.


*From:* Jason Tango mailto:jtrun...@outlook.com>>
*To:* "hlds@list.valvesoftware.com
"
mailto:hlds@list.valvesoftware.com>>
*Sent:* Thursday, 26 September 2013, 22:11
*Subject:* [hlds] Problems caused by connecting server


favorites to IP address

Hello,

I know this has been brought up many, many timesbut it
would seem that with the maturity of the server registration
system that Valve is now in a perfect position to fix this
issue which both negatively impacts long-established servers,
AND prevents server operators from moving to better/improved
hardware.

I'm talking about the way server favorites work in the server
browser. Specifically, the fact that if  - for any reason - a
server operator needs to change their server's IP address, it
disappears from all the users clients who have added it to
their favorites over the years.

That may not seem like a big deal, but it absolutely IS. It
 

Re: [hlds] Name Tags / Description Tags

2013-01-08 Thread Spencer &#x27;Voogru' MacDonald
They do, they just need to be leet h4x0rs.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of cls
Sent: Tuesday, January 08, 2013 2:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Name Tags / Description Tags

 

These tags are often abused by players.
It is ridiculous that server owners don't have control over what their clients 
see in game.

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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread Spencer &#x27;Voogru' MacDonald
This can be accomplished by removing the attribute from the items as they’re 
spawning. You’ll need something exotic though like tf2items with some 
modifications.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Sunday, January 06, 2013 5:38 PM
To: cls; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Name Tags / Description Tags

 

As far as I know, this is not possible.

 

Dr. McKay

http://www.doctormckay.com

 

 

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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Re: [hlds] [hlds_linux] Adding a steam friend

2012-08-30 Thread Spencer &#x27;Voogru' MacDonald
I wish they’d just allow users to accept chats from anyone so that we don’t 
have to add people to our friends list just to chat with them.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Thursday, August 30, 2012 10:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Adding a steam friend

 

250 without facebook linked, 300 with facebook linked to your steam account.

There is some glue, sometimes at 245/295 friends you get full, sometimes only 
at x over the max.

Tip: make one or more groups, make it invite only and get them to be member. 
With up to 149 members you can directly chat with them via the groups tab in 
friendslist. At 150 this stops.


  _  


From: Gabriel Freitas 
To: Half-Life dedicated Win32 server mailing list  
Sent: Thursday, 30 August 2012, 0:39
Subject: Re: [hlds] [hlds_linux] Adding a steam friend

 

it looks like it was increased to 315

On Wed, Aug 29, 2012 at 7:21 PM, Alexander Z  wrote:

On a side note, you can't have more than 300 friends iirc.

 

On 30 August 2012 00:15, Benjamin Anderson  wrote:

This is the HLDS/HLDS Linux mailing list. If you want to talk about this sort 
of stuff, go to the Steam forums.

-Original Message- From: anna rack
Sent: Wednesday, August 29, 2012 6:01 PM
To: hlds_li...@list.valvesoftware.com ; hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Adding a steam friend



Hey all

Is anyone else getting an error when you try to add a friend to steam?

This is the error I'm getting:

#Profile_AddFriendYourListFull
#Profile_AddFriendYourListFullDesc

...
...
... just tried it by clicking on + ADD A FRIEND at the bottom of the Friends 
window and it just came up with this:

'Could not invite this friend. Your limit is exceeded.'

Really? Are you kidding me? I can't have anymore friends? Is this a joke?

Kind Regards

annarack aka miss popular :P
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Re: [hlds] So many empty servers

2012-08-22 Thread Spencer &#x27;Voogru' MacDonald
My normal server has had horrible player performance since MVM.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
Sent: Wednesday, August 22, 2012 7:47 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] So many empty servers

There are way more empty servers than populated ones. The popularity and
business is why we went from 1 server to 3. Is the matchmaking more
efficient now, bugs fixed, or just that many less people playing?

It's a bit concerning.

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Re: [hlds] Release of FakeClient spoof + Botjoin time

2012-05-03 Thread Spencer &#x27;Voogru' MacDonald
Where did 13 year olds get the money to pay for servers?

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
Sent: Thursday, May 03, 2012 7:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Release of FakeClient spoof + Botjoin time

 

You are aware that Valve is reading those e-mails? Right?

On Fri, May 4, 2012 at 1:14 AM, admin  wrote:

Will be Released soon. on multiple communitys

 

and as for your lil smart lip kid "No wonder why people blacklist" shut your
lil fucking mouth before I shit on your network and FBI scramble to figure
out what happened 


 

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Re: [hlds] FakeClient + Botjoin time Youtube video

2012-05-03 Thread Spencer &#x27;Voogru' MacDonald
I'm shaking in my gunboats.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of admin
Sent: Thursday, May 03, 2012 7:18 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] FakeClient + Botjoin time Youtube video

 

Making the video of how to install to have a huge community overnight

 

step by step youtube instruction how to compile and how to update with codex

 

COMING SOON!


 

-- 
This communication is for use by the intended recipient and contains
information that may be Privileged, confidential or copyrighted under
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Re: [hlds] Pyro Teamkilling Glitch

2012-04-13 Thread Spencer &#x27;Voogru' MacDonald
Just disable spectator mode as a temp fix.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Friday, April 13, 2012 10:51 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Pyro Teamkilling Glitch

 

Last night on one of our servers, a regular found a way to teamkill his
teammate while playing pyro.  We can replicate this consistently.  Has
anyone else encountered this issue?  Who do I report this to -- without
saying exactly how it's done so it's not widely abused until it could be
potentially patched?

 

Thanks in advance.

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Re: [hlds] New feature in TF2 Beta dedicated server update

2012-03-16 Thread Spencer &#x27;Voogru' MacDonald
“The Voogru servers are infamous for having blocked all of Something Awful 
users via their Lost Continents steam group, who, at least in the pre-hats era 
were a very large portion of the TF2 community.”

 

Perhaps they should have thought about that before sending tons of Goons to my 
servers in order to crash them and rage them. I didn’t exactly decide to ban 
thousands of people pre-emptively just for the heck of it. It also didn’t help 
that significant amounts of people previously banned from my servers were Goons 
as well.

 

“By banning anyone in the Lost Continents group, the Voogru servers were able 
to ban 2500-3500 players instantly and forever, despite a particular 
individual's actual interest or activity in the group.”

 

I don’t think people join rage and griefing groups by accident.

 

With that said, I’m no longer doing checks to ban players for groups they are 
in. And most of the automatic bans from this era have been removed for some 
time now as well (just a few special cases remaining). 

 

If you are still banned from my servers it’s not from the automatic banning for 
groups, but perhaps for something else. I am interested if you are still banned 
from my servers. If you message me your steamid I will see if this ban is in 
place, and why.

 

“To put it another way, what if three or four major server groups decided to 
ban anyone in a Reddit-related group?”



It’s their loss. It means fewer players on their servers and the goal of the 
game is to get players. If you implement massive group bans for trivial or 
stupid reasons, your player traffic will suffer and the marketplace will take 
care of you.

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Hedstrom
Sent: Friday, March 16, 2012 2:45 AM
To: Half-Life dedicated Win32 server mailing list; r...@valvesoftware.com
Subject: Re: [hlds] New feature in TF2 Beta dedicated server update

 

I would be extremely careful about how this is ultimately implemented in the 
production build. I am glad this is being introduced first in the Beta version.

 

The Voogru servers are infamous for having blocked all of Something Awful users 
via their Lost Continents steam group, who, at least in the pre-hats era were a 
very large portion of the TF2 community. By banning anyone in the Lost 
Continents group, the Voogru servers were able to ban 2500-3500 players 
instantly and forever, despite a particular individual's actual interest or 
activity in the group. The Voogru servers have also introduced a number of 
innovative mods (e.g. Dodgeball) that can only be found on their servers, 
making it difficult if not impossible to play these game modes once you've been 
blacklisted. This has caused quite a bit of grief over the last four years 
since, you need to be in the Lost Continents group to gain access to features 
on their servers, but causes you to be blacklisted by another set of servers 
entirely. Even today I can't log in to Voogru servers after three years because 
of this group ban.

 

To put it another way, what if three or four major server groups decided to ban 
anyone in a Reddit-related group? There aren't a whole lot, but there are 
enough "general interest" or "large community" groups out there that you could 
end up seeing admins adding Reddit/4chan/Something Awful/Digg etc general 
interest Steam Groups to the list, blocking huge chunks of your "High Value" 
playerbase simply out of spite.  What if someone decided to ban everyone in the 
Holiday Sale Community Group (1.34 million users)? The Steam Summer Camp Group 
(460,000 users)?  the Official Team Fortress 2 group (315,000 users?).

 

Maybe consider introducing a "bug" that causes this feature to work only with 
groups containing less than 100 or 250 users? This is a great feature that has 
long been requested, but perhaps there should be some type of limit placed on 
this feature? I am in charge of a seperate 2,700 user steam group and would 
hate to see one or two users who I don't even know get the entire group 
blacklisted from the Voogru servers or similar. Most of the users in my group, 
I've never personally spoken to, and have no way of enforcing their behavior. 
Groups with less than 100 people in them, however, probably at least once a 
year speak to each other. 

 

Anyways, food for thought. It's always interesting to debate the big picture 
results of these kinds of changes. Thanks for introducing new community 
management features, I think this is a feature we've all thought about at least 
once in the past, and it's exciting to see more community management features 
being implemented. Hopefully this line of thought will continue with your CS:GO 
series.

 

Chad

On Thu, Mar 15, 2012 at 7:18 PM, Rich Kaethler  wrote:

We have added support for Steam community blocking in the dedica

Re: [hlds] Hackers on the rise

2012-03-02 Thread Spencer &#x27;Voogru' MacDonald
That doesn't do much good for things like aimbots.

 

I personally don't like the idea of preventing them from joining, but simply
taking away things that they might be able to abuse. My dodgeball servers
for example doesn't allow f2p to use, or hear anyone on voice comm. Too many
unbannables just spewing mic spam all day.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: Friday, March 02, 2012 10:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Hackers on the rise

 

That is like saying I will not sell my product to "greens." It is not
effective and can do way more harm then good. You might just want to beef up
your security with sourcemod and some plugins.

On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote: 

One options is to just not allow f2p accounts. Or make them a lot more
vulnerable to votekicks/votebans. I'm considering making it so it only takes
half as many votes against f2p to take action. 

On Mar 2, 2012 6:34 PM, "Russell Smith"  wrote:

If you can put up with the excessive memory leaks then you can use SourceTV
on autorecord.  Then just reference the time of the ban with the time of the
recorded demo and you have yourself a demo of the supposed cheater. 



On 3/2/2012 3:32 PM, Cameron Munroe wrote:
>
> Now if it only would start a demo and then ban them...

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Re: [hlds] Hackers on the rise

2012-03-02 Thread Spencer &#x27;voogru' MacDonald
One options is to just not allow f2p accounts. Or make them a lot more
vulnerable to votekicks/votebans. I'm considering making it so it only
takes half as many votes against f2p to take action.

On Mar 2, 2012 6:34 PM, "Russell Smith"  wrote:

If you can put up with the excessive memory leaks then you can use SourceTV
on autorecord.  Then just reference the time of the ban with the time of
the recorded demo and you have yourself a demo of the supposed cheater.



On 3/2/2012 3:32 PM, Cameron Munroe wrote:
>
> Now if it only would start a demo and then ban them...
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-18 Thread Spencer &#x27;Voogru' MacDonald
I am continuing to receive reports of client crashes. I've seen three in a
row over three maps.

- Spencer.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, February 16, 2012 8:49 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Team Fortress 2 Update Released

We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a client crash related to dynamic model loading
- Fixed dedicated server not receiving restart requests when updates are
released

Team Fortress 2
- Fixed playing incorrect sounds for The Overdose
- Fixed a broken Engineer animation for The Pomson 6000
- Fixed Steam inventory/trading not showing the correct item level for some
items
- Fixed Steam inventory/trading sort order not matching the in-game backpack
- Fixed the new styles for The Brown Bomber not using team colors
- Fixed some clipping issues with the Warrior's Spirit
- Updated pl_hoodoo_final
   - Removed door frame collision to resolve bots getting stuck in the cave
during stage 2


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Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

2012-02-15 Thread Spencer &#x27;Voogru' MacDonald
I’ve noticed that these client crashes are reduced (but not eliminated) if you 
prevent wearable entities from being sent to the client.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Wednesday, February 15, 2012 7:50 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

As for the crashes, meh, its getting so old that.  As it is now running so 
long, they should be able to do a graph of the average crashes of tf2 per day 
vs the updates they did, and correlate the updates vs the crashes, and which 
parts they changed with them to find the "features". There is at least a year 
of data in there. Of course the deviation for other bugs that where addressed 
in that will have to be calculated in.
For the item servers, I guess steam trading in-game hammers them even more. ppl 
retrying and retrying etc. 


  _  


From: Team BOOM! 
To: 'Half-Life dedicated Win32 server mailing list' 
 
Sent: Thursday, 16 February 2012, 1:10
Subject: [hlds] HL2 Client Crashes in TF2 Since Last Update

 

Players in our community are porting an significant increase in “HL2.exe” 
crashes since the last update. I’ve personally had 3 crashes  in the past 25 
minutes while playing TF2. I’ve also noticed the item servers have been down 
more. I’m not sure if the two are related. Anyone else seeing this or have any 
thoughts on the matter?

 

Thanks,

Mike


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-14 Thread Spencer &#x27;Voogru' MacDonald
- Hcqngrq gur ybpnyvmngvba svyrf

wat

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, February 14, 2012 6:53 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory Team Fortress 2 Update Released

We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric

--

Team Fortress 2
- Added Something Special For Someone Special
- Added The Snapped Pupil
- Added a new promo item
- Updated the Heavy's sandvich so it will only resupply ammo if the owner
picks it up after dropping it. This means the only way to gain health from
the sandvich is by eating it.
- Fixed the Red/Blue team skins not working on the Bonk Boy with the new
styles
- Updated the in-game trading system to use the Steam trading menus
- Updated these items so they can be traded and crafted:
   - The Warsworn Helmet
   - The Bolgan
   - The Bolgan Family Crest
   - The Merc Medal
   - The Battle Bob
   - The Bushman's Boonie
- Updated cp_gravelpit
   - Fixed z-fighting on the fan in the Red spawn building
   - Fixed Red Engineers building inside their spawn room
- Hcqngrq gur ybpnyvmngvba svyrf

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Re: [hlds] The policy of truth is still in effect

2012-01-24 Thread Spencer &#x27;Voogru' MacDonald

Hi Fletcher,

One thing I used to do, but stopped in case it might cause problems in 
the future, was manipulate queries to players who were deemed to have 
reserved slots (by storing their IP addresses, and then modifying the 
query sent to those addresses).


What I did was simply increase the maxplayers by one, so that when they 
double click on the server in the browser they could connect to it even 
if it was full, rather than being forced to use the connect command in 
the console.


Rather than having to run a hack to do this, I was wondering if there 
could be a "force connect" option added, which will attempt to connect 
to the server even if it's full.


Right now if you double click on a full server, you can wait for a slot 
to open up. Simply add another button to force connect.


- Spencer.

On 1/24/2012 3:08 PM, Fletcher Dunn wrote:


Yesterday the Team Fortress team took further action pursuant to the 
"policy of truth" that was announced in December of last year.  We 
delisted some servers that were reporting inaccurate information in 
server-browser-related communications.


Our goals are for players to be able to find the server they are 
looking for quickly and easily, and for server operators to compete 
solely on the basis of the quality of the experience they provide.  
Any plugins that modify server browser communications (or modify the 
information contained in those packets) are counter to those goals.


The following guidelines are self-evident:

·All of the data you report to clients and to Steam must be accurate.

·You must use the Source engine, using the steam libraries, to send 
all server-browser-related communications.


·Do not modify or manually send any packets to Steam.

·Do not modify or manually send any client ping replies.  (Those that 
convey server browser info, player counts, etc.)


·Do not to set any values that are sent in these communications 
outside the legal range.


·The data reported to the master server and to clients must match.

If you aren't running any plugins that do any of these sorts of 
things, you can disregard this post.  If you are, please stop.  If you 
feel that you have a real reason to make these modifications to your 
server, then communicate with us and help us understand!  We'll try to 
work out a solution that fits everybody's needs.


Thanks,

The Team Fortress Team



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Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Spencer &#x27;Voogru' MacDonald

This would be nice, yes.

On 11/2/2011 3:45 PM, msleeper wrote:

Fletcher - Is there someone we can report blatantly, aggressively
abusive servers to in an attempt to escalate the worst offenders to
human intervention? I don't think any of us here are expecting a
flawless programmatic solution to the issue of Bad Servers, nor would
we expect Valve staff to spend paid manhours joining and checking
servers instead of working on much more important tasks, but as
someone else said, the 1% worst offenders are "too big to fail" and
seem to be falling through the cracks in your automated systems. The
reporting tool sounds like a great solution, but my immediate concern
is that it might not pan out like you (and us server ops) are hoping
since the vast majority of players probably aren't even aware of such
problems.

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
  wrote:

This is a problem we're obviously aware of.  It's definitely not that we don't 
care.  However, it is essentially an arms race that is provably unwinnable by 
Valve.  Furthermore, any change we make in the name of security will almost 
certainly cause a disruption of legitimate service, due to bugs on our part, or 
usage cases we're just not aware of.  It is a classic conflict between security 
and accessibility.

Hopefully those two reasons help explain our reluctance to address these sorts 
of problems through technology.  They will create an ongoing arms race, in 
which we can possibly limit this activity and make it harder, but probably 
never eliminate it completely.  Furthermore, this benefit comes at a cost of 
taking resources away from adding features and fixing bugs, and also disrupting 
legitimate users.

When we can do simple and safe things to make it harder to do these sorts of 
things, we will.  We have some protocol changes that will make it harder to do 
this sort of spoofing, which have been beta tested for some time now.  We'll be 
rolling those out in the next couple of months.

Crowdsourcing using the abuse reports helps us stay out of the arms race, and 
it's the safest and simplest way to deal with this problem and many others like 
it.

Your humble servant,
Fletch


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan 
Reeuwijk
Sent: Wednesday, November 02, 2011 5:39 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
player names/images

there is some italian group that does that.

they have dozens maybe even in the hundred of servers in server list, but all 
get redirected to 1 server. and those server report a variety of maps played, 
names in server lists etc. you click info, refresh, says for example dustbowl, 
and then join, get redirected to their server, with bots, and another map then 
advertized in the server info. Its damn annoying. And indeed, they change IP's 
a lot, to evade blacklisting.




From: daniel jokiaho
To: Half-Life dedicated Linux server mailing 
list
Sent: Wednesday, 2 November 2011, 7:27
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
player names/images

what about servers on different ips and port that have exactly the same
players.

I join server x. U join server y. And still we play against or with each
other :-(
On 2 Nov 2011 06:53, "msleeper"  wrote:


Are you sure they're not just adding more servers? Changing IPs is a
server playerbase suicide as anyone who had it bookmarked won't be
able to find it again. I suppose they could use those servers for
redirects, but in theory that would get those IPs blacklisted pretty
fast if Valve's scoring/reputation system is still in effect.

On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter
wrote:

The problem with blacklisting these servers is that they seem to show up

a

few weeks later with a new batch of ip addresses. Can't blacklist them
effectively when they do that.
On Nov 1, 2011 7:40 PM, "Robert Paulson"  wrote:


It is very rude of you to repeatedly spam the mailing list to pressure
Valve into doing whatever you want instead of working on crashes and
content.

Valve has already put in a huge effort making these servers less

prominent.

- Blacklist
- Quickplay
- Reputation

It isn't perfect but blacklisting takes care of the servers you don't

like

once you've spotted them. Quickplay and reputation filter most of the

ones

you haven't spotted yet. No one I know has any problems finding a server
full of real players. Everyone I know just blacklists and move on.

Server IPs do not change often since it costs money to buy new ones and

you

need proper ARIN justification to get more due to the IPV4 shortage. The
fact that you are on here spamming about it as though TF2 is going to

die

out next week makes me think that you are struggling with your own

server

rather than being a concerned player.

I also hate

Re: [hlds] [hlds_linux] TF2 Server Randomly Stops Gift Drops

2011-11-01 Thread Spencer &#x27;Voogru' MacDonald
Is there a reliable way to get the servers registered id 
programmatic-ally? Preferably not just by checking the cvar, but the 
actual result from steam.


On 11/1/2011 2:26 PM, Fletcher Dunn wrote:

Yes, that is by design.  And in fact I just pushed out a backend change that 
should cause Server A in your example to be informed that he got kicked off the 
account, due to the login from server B.  (It will spit out a message with the 
IP's to the console.)

I'm adding the registration state to the status command today, and I will also 
make sure the _registered server tag gets set based on the status of this flag, 
not simply based on whether you have the convar set.  I'll alsomake sure those 
messages go to the log in addition to the console.

Hopefully all of these changes will make it very visible whether your server is 
properly registered, and if the registration status is dropping for some 
reason, what the cause is.

Your humble servant,
Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, November 01, 2011 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops

Are you talking about having same ID for each server? Naturally it won't
work. Every server needs it's own registered ID.

-ics

1.11.2011 20:19, Loïc PERY kirjoitti:

There is a little problem (not really one) with the drops sytem

start your server A, go in hallowen map =>   drops ok

so, you want to start locally another server  B with the same cvar for id
etc =>   server B got the gift and A no more

you need to change the map to retrieve gift.

maybe it will be interresting to display a message in console and in game
when gift is disable, and maybe prevent the system to not allow server B
when server A is already authed to gisft ?

2011/11/1 Fletcher Dunn


I am working on this problem and hope to have it resolved today.

From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: Tuesday, November 01, 2011 10:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Server Randomly Stops Gift Drops

Happening to our server as well. I've instructed the administrators that
only a restart restore the normal drops.
On 1 November 2011 14:28, EHG>   wrote:
No you are not the only one. I have had this happen 20 minutes ago and
twice yesterday.

-EHG


On 11/1/2011 11:27 AM, Michael Ojeda wrote:
I've been running a couple TF2 Servers on linux and randomly they will
stop spawning the halloween gifts. After I restart the server (just the
hlds that is running) gifts will continue to reappear, this will happen on
both of my servers.Am I the only one in this??

I've checked the tf_server_identity_token time and time again and the are
set correctly (no "=" and the token is in quotes)


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Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread Spencer &#x27;Voogru' MacDonald
There seems to be a crash on map change if replay somehow gets turned 
off (for example, if the replay information for the server is bad). I've 
reproduced it with no plug-ins on the server.


Just thought I'd let you all know.

On 10/28/2011 12:44 AM, James Botting wrote:

Posting of messages like that IS helpful to the mailing list.
For people unaware this them tells them that there may be a FIX to a 
CRASH when using sm by updating to a new spanshot, this fixing 
crashes, yes?
Just because someone posts something dosen't mean it needs to be fixed 
by valve. We are all server operators here. Time we started treating 
others like it.


On 28 Oct 2011, at 05:37, Spencer 'Voogru' MacDonald 
mailto:voo...@voogru.com>> wrote:



No, it's valves responsibility to fix third party plug-ins now.

- Spencer.

On 10/27/2011 11:47 PM, Ant wrote:


That would be an issue to take up with sourcemod wouldn't it?

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of 
*DontWannaName!

*Sent:* Friday, 28 October 2011 1:25 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Team Fortress 2 Update Released

I am getting...

L 10/27/2011 - 19:34:51: [TF2] GetHoliday detour failed
L 10/27/2011 - 19:34:51: [TF2] Sigscan for GetHoliday failed - 
Disabling detour to prevent crashes


with the new SM 1.4 Snapshot.

On Thu, Oct 27, 2011 at 7:47 PM, RSS List User 
mailto:li...@redspeedservers.com>> wrote:


For quickplay/matchmaking, friendly fire needs to be on or off?



On 10/27/2011 10:36 PM, Andrew DeMerse wrote:

No crashes with SM off (unless you go to harvest)

On Thu, Oct 27, 2011 at 10:21 PM, msleeper 
mailto:mslee...@ismsleeperwrong.com>> 
wrote:


I'm getting this spew again on cp_manor_event:


DataTable warning: player: Out-of-range value (346.00) in
SendPropFloat 'm_angEyeAngles[0]', clamping.




On Thu, Oct 27, 2011 at 10:20 PM, Andrew DeMerse <mailto:ademe...@gmail.com>> wrote:
> Yep, my servers are crashing. i just disabled all plugins to see 
if that'll

> fix it.
>
> On Thu, Oct 27, 2011 at 10:17 PM, <mailto:formologi...@cynicalgamers.com>> wrote:

>>
>> My server crashed once already. I'm still investigating and have 
a backup
>> server with no plugins to try to rule out that. Anyone else 
having issues?

>>
>> Sent from my Verizon Wireless BlackBerry
>>
>> -Original Message-
>> From: Jason Ruymen <mailto:jas...@valvesoftware.com>>
>> Sender: hlds-boun...@list.valvesoftware.com 
<mailto:hlds-boun...@list.valvesoftware.com>

>> Date: Fri, 28 Oct 2011 01:23:47
>> To:
>> 'hlds_li...@list.valvesoftware.com 
<mailto:hlds_li...@list.valvesoftware.com>'<mailto:hlds_li...@list.valvesoftware.com>>;

>> 'Half-Life dedicated Win32 server mailing
>> list'<mailto:hlds@list.valvesoftware.com>>;
>> 'hlds_annou...@list.valvesoftware.com 
<mailto:hlds_annou...@list.valvesoftware.com>'<mailto:hlds_annou...@list.valvesoftware.com>>

>> Reply-To: Half-Life dedicated Win32 server mailing list
>> mailto:hlds@list.valvesoftware.com>>
>> Subject: [hlds] Team Fortress 2 Update Released
>>
>> Required updates for Team Fortress 2 are now available.  The specific
>> changes include:
>>
>> - Halloween 2011 Event
>>   - Viaduct has been haunted and is now... Eyeaduct!
>>   - One full multi-piece costume set has been added for each class
>>   - Random gifts containing costume pieces drop in Eyeaduct on 
registered

>> servers
>>   - 2 new Halloween 2011 achievements
>>   - Any unusual hats uncrated during the event will be 
Halloween-themed
>>   - New Halloween-themed items are available in the Mann Co. 
store, but

>> only for a limited time!
>> - Updated effects for The Cow Mangler 5000
>> - Updated in-game abuse reporting tool to include option for 
reporting

>> abusive game servers
>> - Added mapcycle_halloween containing all Halloween event maps
>> - Fixed team colors and styles not updating properly in store 
previews

>> - Fixed bug in reputation trend status display for registered servers
>> - Fixed a problem that could cause repeated stutters after joining a
>> server
>> - Fixed the Spine-Chilling Skull not appearing when equipped by 
soldiers
>> - New Halloween-themed community-created items submitted to the 
Workshop

>> are now available in the Mann Co. store!
>>
>> Jason
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list 
archives,

>> please visit:
>> http://list.valvesoftware.co

Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread Spencer &#x27;Voogru' MacDonald

No, it's valves responsibility to fix third party plug-ins now.

- Spencer.

On 10/27/2011 11:47 PM, Ant wrote:


That would be an issue to take up with sourcemod wouldn't it?

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *DontWannaName!

*Sent:* Friday, 28 October 2011 1:25 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Team Fortress 2 Update Released

I am getting...

L 10/27/2011 - 19:34:51: [TF2] GetHoliday detour failed
L 10/27/2011 - 19:34:51: [TF2] Sigscan for GetHoliday failed - 
Disabling detour to prevent crashes


with the new SM 1.4 Snapshot.

On Thu, Oct 27, 2011 at 7:47 PM, RSS List User 
mailto:li...@redspeedservers.com>> wrote:


For quickplay/matchmaking, friendly fire needs to be on or off?



On 10/27/2011 10:36 PM, Andrew DeMerse wrote:

No crashes with SM off (unless you go to harvest)

On Thu, Oct 27, 2011 at 10:21 PM, msleeper 
mailto:mslee...@ismsleeperwrong.com>> 
wrote:


I'm getting this spew again on cp_manor_event:


DataTable warning: player: Out-of-range value (346.00) in
SendPropFloat 'm_angEyeAngles[0]', clamping.




On Thu, Oct 27, 2011 at 10:20 PM, Andrew DeMerse > wrote:
> Yep, my servers are crashing. i just disabled all plugins to see if 
that'll

> fix it.
>
> On Thu, Oct 27, 2011 at 10:17 PM, > wrote:

>>
>> My server crashed once already. I'm still investigating and have a 
backup
>> server with no plugins to try to rule out that. Anyone else having 
issues?

>>
>> Sent from my Verizon Wireless BlackBerry
>>
>> -Original Message-
>> From: Jason Ruymen >
>> Sender: hlds-boun...@list.valvesoftware.com 


>> Date: Fri, 28 Oct 2011 01:23:47
>> To:
>> 'hlds_li...@list.valvesoftware.com 
'>;

>> 'Half-Life dedicated Win32 server mailing
>> list'>;
>> 'hlds_annou...@list.valvesoftware.com 
'>

>> Reply-To: Half-Life dedicated Win32 server mailing list
>> mailto:hlds@list.valvesoftware.com>>
>> Subject: [hlds] Team Fortress 2 Update Released
>>
>> Required updates for Team Fortress 2 are now available.  The specific
>> changes include:
>>
>> - Halloween 2011 Event
>>   - Viaduct has been haunted and is now... Eyeaduct!
>>   - One full multi-piece costume set has been added for each class
>>   - Random gifts containing costume pieces drop in Eyeaduct on 
registered

>> servers
>>   - 2 new Halloween 2011 achievements
>>   - Any unusual hats uncrated during the event will be Halloween-themed
>>   - New Halloween-themed items are available in the Mann Co. store, but
>> only for a limited time!
>> - Updated effects for The Cow Mangler 5000
>> - Updated in-game abuse reporting tool to include option for reporting
>> abusive game servers
>> - Added mapcycle_halloween containing all Halloween event maps
>> - Fixed team colors and styles not updating properly in store previews
>> - Fixed bug in reputation trend status display for registered servers
>> - Fixed a problem that could cause repeated stutters after joining a
>> server
>> - Fixed the Spine-Chilling Skull not appearing when equipped by 
soldiers
>> - New Halloween-themed community-created items submitted to the 
Workshop

>> are now available in the Mann Co. store!
>>
>> Jason
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>
>
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Re: [hlds] Is your TF2 standing trending downward fast?

2011-10-26 Thread Spencer &#x27;Voogru' MacDonald
Who cares if people do that? You can already do such a thing with the 
game server monitor sites.


On 10/26/2011 11:04 AM, James Botting wrote:
I think it's deliberately not shown as a number to prevent the 
inevitable 'my server is better than yours because I have a higher 
number' when this system isn't meant to be interpreted like that.


On 26 Oct 2011, at 08:05, Spencer 'Voogru' MacDonald 
mailto:voo...@voogru.com>> wrote:


Why not just report it as a number? Positive number = good, Negative 
number = bad.


The higher the number the better, the lower the number the worse.

- Spencer.

On 10/25/2011 9:51 PM, Fletcher Dunn wrote:


There has been a bug in the TF2 server reputation trend 
calculation.  Previously, it would only report that the reputation 
was either "slightly upward" or "downward fast."


It will be fixed in the next update, to properly show five different 
levels: up fast, up slow, steady, down slow, and down fast.


I'm sure that this news comes as a **complete shock** to everybody.  
none of us had the SLIGHTEST INKLING that something was amiss, since 
it seemed to make such perfect sense.


No seriously, thanks to those who reported this issue.  And I 
apologize if anybody lost sleep over their server's reputation as a 
result of this bug.


And just to be clear: the bug was not in the calculation of the 
reputation data and had no effect on quickplay, etc.  It only 
affects the reporting of the trend message.


Your humble servant,

Fletch


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Re: [hlds] Is your TF2 standing trending downward fast?

2011-10-26 Thread Spencer &#x27;Voogru' MacDonald
Why not just report it as a number? Positive number = good, Negative 
number = bad.


The higher the number the better, the lower the number the worse.

- Spencer.

On 10/25/2011 9:51 PM, Fletcher Dunn wrote:


There has been a bug in the TF2 server reputation trend calculation.  
Previously, it would only report that the reputation was either 
"slightly upward" or "downward fast."


It will be fixed in the next update, to properly show five different 
levels: up fast, up slow, steady, down slow, and down fast.


I'm sure that this news comes as a **complete shock** to everybody.  
none of us had the SLIGHTEST INKLING that something was amiss, since 
it seemed to make such perfect sense.


No seriously, thanks to those who reported this issue.  And I 
apologize if anybody lost sleep over their server's reputation as a 
result of this bug.


And just to be clear: the bug was not in the calculation of the 
reputation data and had no effect on quickplay, etc.  It only affects 
the reporting of the trend message.


Your humble servant,

Fletch


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Re: [hlds] Team Fortress 2 Update Released

2011-10-19 Thread Spencer &#x27;Voogru' MacDonald

+1

On 10/19/2011 11:03 AM, Eugenio Roman wrote:
Reddit's tf2 couldn't put this simpler 
http://www.reddit.com/r/tf2/comments/lh2yu/for_enduring_all_of_these_recent_crashes_i/



On Wed, Oct 19, 2011 at 12:25 AM, pilger > wrote:


Glad to know the update wasn't meant to address the client
crashes. At least we know you're working on it and will release as
soon as possible.

I'd just ask you to keep in mind what Jason said there. Most of
our regular players just don't bother to get the game back running
after the third crash and just go play something else. Hell, i
finally got myself playing those Fronzen Synapse Humble Bundle
games i got a month ago.

We're eager for a solution. Best of luck to you and us all.


On 19 October 2011 03:20, Jason mailto:pctool...@gmail.com>> wrote:

Ok, good Henry, as our full server became 1/4 full due to
client crashes and it happens in groupsa few at a
time.I think it was 7 times for me in 90 minsbut, the
server was still up.


On Wed, Oct 19, 2011 at 12:39 AM, Henry Goffin
mailto:hen...@valvesoftware.com>>
wrote:

We are still working on another update for these crashes.
This was primarily server changes to get something stable
that clients can connect to as soon as we push another
client update.


On Oct 18, 2011, at 9:05 PM, "pilger" mailto:pilger...@gmail.com>> wrote:


I, personally, crashed twice in half an hour.

On 19 October 2011 01:41, pilger mailto:pilger...@gmail.com>> wrote:

My server seems to stay up and running now, although
the clients are still crashing quite frequently. It's
still worse than it was 2 updates ago.


On 19 October 2011 01:12, Eric Smith
mailto:er...@valvesoftware.com>> wrote:

An optional update for Team Fortress 2 is now
available.  Please run hldsupdatetool to receive
the updates.  The specific changes include:

- Fixed a server error about unprecached models
- Fixed a problem where the Sniper Rifle wouldn't
damage sticky bombs

-Eric


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--
Eugenio "Motanum" Roman

https://sites.google.com/site/motanumproyect/
eugenio.motanu...@gmail.com 
http://twitter.com/#!/MotanumR 
http://steamcommunity.com/id/Motanum
http://www.youtube.com/user/motanium



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Re: [hlds] Server crashes (E. Olsen)

2011-08-22 Thread Spencer &#x27;Voogru' MacDonald
This freeze has been happening as far as I can remember. It's always 
right after the map changes.


- Spencer.

On 8/22/2011 10:21 AM, E. Olsen wrote:
Any response from Valve regarding the server-hang issue? I've got it 
happening at least 1-2 times a dayusually during prime time. It's 
a real traffic killer.


On Mon, Aug 15, 2011 at 3:18 PM, Andreas Grimm > wrote:


Same here, too  more server hangs than crashes at the moment

*From:*hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] *On Behalf Of *Lambda
*Sent:* Monday, August 15, 2011 9:16 PM

*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Server crashes (E. Olsen)

Same here, i have randomly server hangs on some of my servers.

2011/8/15 E. Olsen mailto:ceo.eol...@gmail.com>>

Yep...that sounds like the exact same behavior I'm seeing on
Windows 2008 R2 servers.

On Mon, Aug 15, 2011 at 2:50 PM, Saint K.
mailto:sai...@specialattack.net>> wrote:

I've pulled my servers off auto restart and noticed most of them
when they crash, they simple freeze up right after mapchange while
clients are joining the game and selecting their teams.

This is on Linux servers however, but we both seem to suffer the
same bug.

Saint K.

From: hlds-boun...@list.valvesoftware.com

[hlds-boun...@list.valvesoftware.com
] On Behalf Of E.
Olsen [ceo.eol...@gmail.com ]
Sent: 15 August 2011 20:25
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server crashes (E. Olsen)

Yeah...this is going to be a tough one to track down. I've been on
a server a couple of times that it's happened, and there was no
discernible cause, other than it seemed to happen most often right
after a map change while players were choosing their teams. But
again, there was no crash dump, and no error messages in the logs,
so it's all but impossible to put my finger on the cause. It's
happened on both 24 & 32 player servers, stock and custom maps,
with Sourcemod and without, etc. Server specs are:

2 x e5620 (dual quad core)
24 GB ram
2 x 500GB drives (both defragged daily)
5 TF2 instances per box (and nothing else at the moment - servers
stay at 35% CPU usage or less)

It's more an annoyance than anything elsethe servers are all
very stable (actually, they've been more stable in the last couple
of months than ever before), and almost never crash, with
exception of this "hang" once or twice per day. Some server will
go for days without it occurring, then they'll have 1-2 hangs on
the same day.

Perhaps if there was some kind of verbose logging/debug file we
could put on the server(s) for a couple of weeks that would detail
exactly what was happening during each hang, we could be a bit
more helpful to Valve in finding the problem?



On Mon, Aug 15, 2011 at 1:54 PM, Hutch mailto:hu...@halsplayground.com>>> wrote:
Breaking your mail to the list out Olsen because this in
particular caught my interest.

E. Olsen" mailto:ceo.eol...@gmail.com>>>" Wrote:
"I'm seeing intermittent server hangs on our Windows Server 2008
R2 servers.
No crash, no crash dump, the server just hangs and needs a manual
restart..."

Ditto, same OS have been seeing this for about 2 months now.
Server instance just freezes and required manual restart. I
started eliminating plugins and double checking SM, using latest
stable, about to try latest snapshot though I tend to prefer to
not use snapshots. Did fresh server installs as well just to cut
any junk files that may have been left behind that are no longer
valid for the servers that could cause conflict. Nothing has been
revealed. Most times, again the instance just freezes.
Occasionally it will outright close and rarely do I get an error.
Rarely I am blessed with a dump. Seems to happen every 6 to 12 hrs
on servers that have decent traffic.
Looking at the dumps doesn't speak to me much.  I have seen
server.dll error if I am not mistaking. Hardware has been
thoroughly tested and retested and all appears well on that end.

Dunno, but then I am not proficient with the dump files. My wife
gripes at me cause I can't find the mustard right there in the
fridge. Apparently you have to move stuff out of the way when
looking for it.
Hutch


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Re: [hlds] TF2 server memory usage - need some answers

2011-08-14 Thread Spencer &#x27;Voogru' MacDonald

I've been noticing this since TF2 was released to be honest.

It seems that as the map changes and it loads new resources, those 
resources don't get dropped when the map changes. If you only run one 
map I don't think this happens, but I could be mistaken.


I've noticed that my dodgeball servers (which are very basic maps) are 
able to run for significantly longer times before they start taking up a 
bunch of memory than my standard rotation servers.


- Spencer.

On 8/14/2011 7:46 AM, Joeri van der Velden wrote:
Ever since around the replay update I've noticed a very annoying trend 
with my TF2 servers. When they start and are fully running, they take 
up about 400MB of RAM. However, over several hours with lots of 
activity, the memory use steadily grows over 700MB, some even reach 
900MB before I forcefully shut them down because they affect overal 
server performance. Our Garry's Mod and Counter-Strike: Source servers 
(both on the same engine, and running the same versions of Sourcemod) 
do not have this issue.


Is this memory use a common problem for TF2 servers? Can anyone else 
share some numbers?



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Re: [hlds] Regarding the server mod that kicks free TF2 players...

2011-07-04 Thread Spencer &#x27;Voogru' MacDonald

Valve can just penalize servers that ban f2p players if they so wish to.

On 7/4/2011 3:39 AM, Victor Hawley Jr. wrote:

Hi all,

I don't want to start a debate or discussion on the mailing list, but 
I'm sure most of us have heard of the plugin that automatically kicks 
players that are detected as non-payers on TF2. Can we get an official 
word about whether Valve is planning to patch this plugin or not?  It 
has become a very heated discussion on the forums and it would be best 
for Valve to tell the community whether they are planning to patch 
this controversial mod (or if they even can).


Once again, this email is NOT A PLACE FOR DISCUSSION ABOUT THE PLUGIN. 
 I'm simply asking Valve for an official word on the topic.  They 
don't seem to be responding about this issue on the forums.


Thank you.


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Re: [hlds] [hlds_linux] Team Fortress 2 Updates Released

2011-06-15 Thread Spencer &#x27;Voogru' MacDonald
Excuse me? I don't run fake clients, nor do I have attachments with 
official content.


Perhaps you should do us all a favor and go fly a kite.

- Spencer.

On 6/15/2011 2:15 PM, Kyle Sanderson wrote:

Heh. If they're offering refunds for games they should make that
public. While I still enjoy TF2, none of my friends do, thanks to
these 'updates'.

Is Robin still backing your Community with Fake Clients and
Attachments with their official content?
Kyle.

On Tue, Jun 14, 2011 at 6:05 PM, Spencer 'Voogru' MacDonald
  wrote:

Perhaps you should ask valve to refund you all of the money you paid for the
updates. I'm sure they'll be happy to assist you.

- Spencer.

On 6/14/2011 8:50 PM, Kyle Sanderson wrote:

If a new feature is pushed that attracts players and has an entire
event based around it. You can't really ignore it. It's just stupid
that none of this was looked at before hand. The Saxxy Awards are over
now, which probably means this will never be fixed. Keep in mind now
we're just shy of 3 weeks after Jon said these issues would be
resolved. I personally appreciate the communication, but realistic
timelines should be set. It's blatantly obvious that 4/5 people of the
now TF2 team just work on Modeling. The rest are gone.

If you honestly think that we're "fucktards" for pointing out critical
issues with a barely working system. Whatever, good for you, the world
must be full of "fucktards" then.
Kyle.

On Tue, Jun 14, 2011 at 4:52 PM, AJ Palkovic
  wrote:

We might not have bug fixes, but at least we have the fucktards who
insist
on whining to the entire mailing list, every single update, with the same
damn complaints.  Get over it already.

On Tue, Jun 14, 2011 at 4:46 PM, Charliewrote:

My thoughts exactly. Why fix the big problems with an update you
released
over a month ago when you can add a hat?

On 6/14/2011 4:39 PM, Kyle Sanderson wrote:

Looks like Hat Fortress 2 continues to prevail. Any update on the
Replay
fixes?!

On Tue, Jun 14, 2011 at 4:29 PM, Jason Ruymen
  wrote:

Required updates for Team Fortress 2 are now available.  The specific
changes include:

- Added the Spiral Knights promotional hat
- Updated The Superfan, The Essential Accessories, and The Hero's
Hachimaki so they can be painted
- Updated The Conjurer's Cowl and The Maul so they can be crafted and
traded

Jason


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Re: [hlds] [hlds_linux] Team Fortress 2 Updates Released

2011-06-14 Thread Spencer &#x27;Voogru' MacDonald
Perhaps you should ask valve to refund you all of the money you paid for 
the updates. I'm sure they'll be happy to assist you.


- Spencer.

On 6/14/2011 8:50 PM, Kyle Sanderson wrote:

If a new feature is pushed that attracts players and has an entire
event based around it. You can't really ignore it. It's just stupid
that none of this was looked at before hand. The Saxxy Awards are over
now, which probably means this will never be fixed. Keep in mind now
we're just shy of 3 weeks after Jon said these issues would be
resolved. I personally appreciate the communication, but realistic
timelines should be set. It's blatantly obvious that 4/5 people of the
now TF2 team just work on Modeling. The rest are gone.

If you honestly think that we're "fucktards" for pointing out critical
issues with a barely working system. Whatever, good for you, the world
must be full of "fucktards" then.
Kyle.

On Tue, Jun 14, 2011 at 4:52 PM, AJ Palkovic  wrote:

We might not have bug fixes, but at least we have the fucktards who insist
on whining to the entire mailing list, every single update, with the same
damn complaints.  Get over it already.

On Tue, Jun 14, 2011 at 4:46 PM, Charlie  wrote:

My thoughts exactly. Why fix the big problems with an update you released
over a month ago when you can add a hat?

On 6/14/2011 4:39 PM, Kyle Sanderson wrote:

Looks like Hat Fortress 2 continues to prevail. Any update on the Replay
fixes?!

On Tue, Jun 14, 2011 at 4:29 PM, Jason Ruymen
  wrote:

Required updates for Team Fortress 2 are now available.  The specific
changes include:

- Added the Spiral Knights promotional hat
- Updated The Superfan, The Essential Accessories, and The Hero's
Hachimaki so they can be painted
- Updated The Conjurer's Cowl and The Maul so they can be crafted and
traded

Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-05-12 Thread Spencer &#x27;Voogru' MacDonald

If replay_fileserver_path is empty, it crashes on map change.

On 5/12/2011 10:42 PM, Spencer 'Voogru' MacDonald wrote:

Is anyone getting crashes at map changes?

On 5/12/2011 8:15 PM, Jason Ruymen wrote:
A required update for Team Fortress 2 is now available.  The specific 
changes include:


Team Fortress 2
- Added a "Show in Backpack Order" setting to the loadout slot select 
screen

- This flag also affects the Quickswitch dialog
- Updated the Furious Fukaamigasa, the Hero's Hachimaki and the 
Connoisseur's Cap to be craftable

- Updated the localization files
- Replay
- Added a new command line parameter "-replay" that will increase 
maxplayers by 1 at startup and automatically execute replay.cfg for 
the server

- Fixed another bug that caused Mac replay renders to be blurry
- Fixed a bug where Replay FTP offloading was not using 
"replay_fileserver_offload_port"

- Improved detection of Replay server config problems
- Replay is automatically disabled on servers if the Replay 
publish test fails
- Saved Replay movies that were exported as TGA's/WAV will report 
more descriptive errors if YouTube(TM) upload or "Export" is attempted


Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-05-12 Thread Spencer &#x27;Voogru' MacDonald

Is anyone getting crashes at map changes?

On 5/12/2011 8:15 PM, Jason Ruymen wrote:

A required update for Team Fortress 2 is now available.  The specific changes 
include:

Team Fortress 2
- Added a "Show in Backpack Order" setting to the loadout slot select screen
- This flag also affects the Quickswitch dialog
- Updated the Furious Fukaamigasa, the Hero's Hachimaki and the Connoisseur's 
Cap to be craftable
- Updated the localization files
- Replay
- Added a new command line parameter "-replay" that will increase 
maxplayers by 1 at startup and automatically execute replay.cfg for the server
- Fixed another bug that caused Mac replay renders to be blurry
- Fixed a bug where Replay FTP offloading was not using 
"replay_fileserver_offload_port"
- Improved detection of Replay server config problems
- Replay is automatically disabled on servers if the Replay publish test 
fails
- Saved Replay movies that were exported as TGA's/WAV will report more descriptive 
errors if YouTube(TM) upload or "Export" is attempted

Jason


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Re: [hlds] Mandatory updates coming later today

2011-05-05 Thread Spencer &#x27;Voogru' MacDonald
This is just to let you know that the light of the end of the tunnel is 
actually a STEAM powered TRAIN.


- voogru.

On 5/5/2011 8:32 PM, Dominik Friedrichs wrote:
Either Valve decided to be more cooperative with the server owners 
from now on or something very evil is about to happen...


On 2011/05/06 02:26, Eric Smith wrote:

We're about 45 minutes from having it be released.

-Eric


-Original Message-
From: Eric Smith
Sent: Thursday, May 05, 2011 11:02 AM
To: 'hlds@list.valvesoftware.com'; 'hlds_li...@list.valvesoftware.com'
Subject: Mandatory updates coming later today

We're getting ready to release mandatory updates for TF2, CS:S, 
DoD:S, and HL2:DM this afternoon. This is just a heads-up that 
they're coming.


-Eric


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Re: [hlds] Massive TF2 Global Client Crashing back?

2011-04-16 Thread Spencer &#x27;Voogru' MacDonald

I've been seeing a incredible amount of client crashes as well.

On 4/16/2011 5:25 PM, Shizzle Nizzle wrote:

Started to notice it this morning but it may have happened after last
night's update. Every couple hours every single TF2 server (not just
mine) but ever community seems to be freezing/dropping clients at the
same exact time (linux and windows servers). The most recent one being
3:55PM Central Standard Time about 30 minutes based on this post time.
 From what I gather it has occurred atleast 4 times today. This
occurred in the past as well but valve patched it up. Just thought I
would report this hopefully they/or someone can look into it further.
Thanks!

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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-14 Thread Spencer &#x27;Voogru' MacDonald
If you are crashing before a map changes, set 
sv_vote_issue_nextlevel_choicesmode to 0


On 4/15/2011 1:27 AM, TRISTAN MARLER wrote:
Hey this new srcds is incredibly unstable. Also my client keeps 
"dimming" my volume similar to other VoIP apps as if people were 
talking, but people aren't talking, and it's constantly "dimming" my 
volume. Please say there's a fix in progress.


-BloodyIron

- Original Message -
From: Jason Ruymen 
Date: Thursday, April 14, 2011 7:48 pm
Subject: [hlds] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released
To: 'Half-Life dedicated Linux server mailing list' 
, 'Half-Life dedicated Win32 server 
mailing list' , 
"'hlds_annou...@list.valvesoftware.com'" 



> Updates to Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch are now
> available.  Please run hldsupdatetool to receive the
> updates.  The specific changes include:
>
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>
> - Fixed a packet injection exploit in the client/server streams
>
> - Fixed UDP logging exploit
>
>- Added a new server convar "sv_logsecret" which
> emits a new S2A_LOGSTRING2 UDP packet to any UDP log targets
> with the secret value pre-pended
>
>
>
> Team Fortress 2
>
> - Added new map Koth_Badlands
>
> - Updated CP_Well
>
>- Spawn room by second cap for each time is now a
> one-way door
>
> - Updated Training
>
>- Added 3 new training courses for the Demoman,
> Engineer, and Spy
>
>- Added the Ready for Duty achievement for
> completing all of the training courses
>
> - Added a new system to associate dedicated servers with Steam
> accounts
>- Use the ConCommand
> "cl_gameserver_create_identity" in the Team Fortress 2 client
> console to create a server account using the currently logged in
> Steam account. This will generate values for
> "tf_server_identity_account_id" and "tf_server_identity_token"
>
>- Put the values for
> "tf_server_identity_account_id" and "tf_server_identity_token"
> into your server.cfg
>
>- Use the ConCommand "cl_gameserver_list" in the
> Team Fortress 2 client console to list all of the game server
> accounts owned by the currently logged in Steam account
>
> - Added a new system for coaching players
>
> - Added a new vote system
>
>- Server convars to control the vote system
>
>   -
> sv_allow_votes   : Allow voting?
>
>   -
> sv_vote_failure_timer: A vote that fails cannot 
be voted on again during this period.

>
>   -
> sv_vote_allow_specators  : Allow spectators to vote?
>
>   -
> sv_vote_issue_changelevel_allowed: Allow votes to change levels?
>
>   -
> sv_vote_issue_kick_allowed   : Allow votes to kick 
players from the server?

>
>   -
> sv_vote_issue_nextlevel_allowed  : Allow votes to set the 
next level?

>
>   -
> sv_vote_issue_nextlevel_allowextend  : Allow votes to extend the 
current map?

>
>   -
> sv_vote_issue_restart_game_allowed   : Allow votes to restart 
the game?

>
>   -
> sv_vote_issue_scramble_teams_allowed :
> Allow votes to scramble the teams?
>
>   -
> sv_vote_issue_nextlevel_choicesmode  : Present players with a 
list of maps with the lowest playtimes to choose from?

>
>   -
> sv_vote_kick_ban_duration: How long should a kick 
vote ban someone from the server? (in minutes)

>
> - Added dynamic model loading to improve performance
>
> - Combat Text changes
>
>   - Added a new convar
> "hud_combattext_healing" to display the amount of healing done
> per second
>
>   - Added bonus points to the items
> displayed using Combat Text
>
>   - Starting position of values is
> now affected by range to target, making it easier to see numbers
> when next to targets
>
> - Updated voice to use the Steam voice codec to improve quality
>
>- Servers can toggle between the old codec and the
> new codec with the convar "sv_use_steam_voice", which defaults
> to 1.
>
> - Fixed not being able to see the correct colors for painted
> hats when running with DX8
>
> - Fixed not being able to see the | character in custom names
> and descriptions
>
> - Fixed a couple cases where custom sprays would not import correctly
>
> - Duel changes
>
>- The duel dialog has been extended to include
> class-specific duels in addition to the default duels
>
>- Duel badges now only show the number of wins a
> player has
>
> - Added Payload maps to Offline Practice
>
> - Fixed taunt kills made with a Katana not counting towards
> honorbound kills
>
> - Fixed a bug where killing a Katana wielder with a Katana was
> incorrectly causing an increased crit chance
>
> - Fixed infinite noisemakers exploit where noisemakers could
> continue to be used after their charges had run out
>
> - Improved the Medic overheal effect so it's more noticeable
>
> - Fixed func_build 

Re: [hlds] Team Fortress 2 Update Available

2011-03-01 Thread Spencer &#x27;Voogru' MacDonald

Looks like valve will take a look at it.

To be honest, it's not hard to fix since they can just make their own 
ent_fire command if they wanted too. I have my own command that 
replicates ent_fire and adds a lot more arguments and it wasn't so hard.


- Spencer.

On 3/1/2011 2:36 PM, eternal@gmail.com wrote:

Event scripts is far from trash.
Anything that gives us the opportunity to expand and utilize our 
servers as we see fit is a plus and anyone who has trouble with event 
scripts probably isn't doing it right. ;)




-Original Message- From: msleeper
Sent: Tuesday, March 01, 2011 3:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Seconding this. EventScript is garbage to begin with, anything to make
terrible addons stop working is a positive change in my book.


On Mon, 2011-02-28 at 21:47 -0500, Spencer 'Voogru' MacDonald wrote:

Valve trashed EventScripts?

THANK YOU!

- Spencer.

On 2/28/2011 7:56 PM, HooTs Administrator wrote:
> I'm just unhappy they trashed eventscripts to put a bandaid on an > 
exploit that needs a hard fix. Get a real API valve. It's about time 
> seriously.

>
> On Feb 28, 2011, at 7:52 PM, Dominik Friedrichs  wrote:
>
>> But its so much easier to just ignore any existing bugs and focus 
on >> what matters most: Money, Money, Money!

>>
>> On 2011/03/01 01:26, Emil Larsson wrote:
>>> Valve, while I don't mind cosmetical items or promo items, it 
probably
>>> would be appreciated to ship it together with a few other 
bug-fixes at

>>> the same time.
>>
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Re: [hlds] Team Fortress 2 Update Available

2011-02-28 Thread Spencer &#x27;Voogru' MacDonald

Valve trashed EventScripts?

THANK YOU!

- Spencer.

On 2/28/2011 7:56 PM, HooTs Administrator wrote:

I'm just unhappy they trashed eventscripts to put a bandaid on an exploit that 
needs a hard fix. Get a real API valve. It's about time seriously.

On Feb 28, 2011, at 7:52 PM, Dominik Friedrichs  wrote:


But its so much easier to just ignore any existing bugs and focus on what 
matters most: Money, Money, Money!

On 2011/03/01 01:26, Emil Larsson wrote:

Valve, while I don't mind cosmetical items or promo items, it probably
would be appreciated to ship it together with a few other bug-fixes at
the same time.


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Re: [hlds] TF2 Update Released but srcds.exe will not start..

2010-12-17 Thread Spencer &#x27;Voogru' MacDonald
Would you prefer that they just release a new game every 6 months 
instead of upgrading their old games for basically free?


Relax, shit happens. It's annoying but I'd rather have this problem than 
not having free game updates. This is like food being so plentiful 
people get fat, it's a good problem.


- Spencer

On 12/17/2010 10:21 PM, Jason wrote:

Way to go ValveFriday night, NO FLIPPIN WARNING, EVENT PLANNED..and you 
kill our servers which we pay MONEY for.

Way to honor those who run servers to keep your game making money

*NOT*

Regards,
Jason
mailto:ja...@pctoolbin.com


Friday, December 17, 2010, 8:57:10 PM, you wrote:

S>  TF2 Update Released but srcds.exe will not start. have even tried a clean
S>  install. I believe something is  broken with this update. Can anyone
S>  confirm?

S>  Windows Server 2008 R2
S>  Clean Install/Existing installs after update do not function.

S>  -Original Message-
S>  From: hlds-boun...@list.valvesoftware.com
S>  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alinay Gomez
S>  Sent: Friday, December 17, 2010 6:19 PM
S>  To: Half-Life dedicated Win32 server mailing list
S>  Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

S>  Sweet, second half of the polycount update!

S>  On Fri, Dec 17, 2010 at 8:55 PM, Jason Ruymen
S>  wrote:


Required updates to Counter-Strike: Source, Day of Defeat: Source,
Half-Life 2: Deathmatch and Team Fortress 2 are now available.  The
specific changes include:
Engine changes (TF2/CS/DOD):
  - Improved sv_pure:
   - Materials / Models / Sounds / Animations are more
comprehensively protected.
   - Switched from CRC to MD5 hashes for stronger per-file validation.
   - Fixed some issues between custom files and server whitelists
over level changes.
  - Added HL2:MP to the list of dedicated server games when starting a
server via the Tools tab in the Library
Team Fortress 2
  - Added Medieval Mode, a game mode where players are restricted to
using olde weapons.
  - 'Your Eternal Reward' changes:
   - Spies can now change their disguise weapon via 'lastdiguise'
while using 'Your Eternal Reward'
   - Already-disguised 'Your Eternal Reward' Spies are no longer
forced to switch to displaying the melee weapon when they make a kill
   - Spies no longer play speech lines when making a kill with
'Your Eternal Reward'
   - Sentries no longer track 'Your Eternal Reward' Spies after
they backstab someone
  - 'Natascha' changes:
   - Spin-up time increased.
   - Slowdown-on-hit effect is reduced over distance.
  - Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The
Expert's Ordnance' item sets.
  - Added new weapons: 'The Claidheamohmor', 'The Back Scratcher', 'The
Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's
Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak
Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy
Cane', and 'The Jag'.
  - Added 20 new hats.
  - Added a prototype item testing map, and associated functionality,
for contributors to test their work. Further details in an upcoming blog

S>  post.

  - Spies can now see TargetID's of players and objects regardless of
their own disguise status.
  - Fixed some speech lines continuing after the speaker changes class
  - The Spy 'Sap Auteur' achievement now increments in cases where the
Spy was the assister in the building destruction.
  - Fixed the arrow burning effect getting stuck on if you changed
class in a respawn room with your arrow lit.
  - Fixed a Flamethrower bug that allowed players to rapidly fake the
Pyro's airblast effect.
  - Throwing the Jarate or Milk now returns you to your previous
weapon, instead of your Primary.
  - Added leaderboard to track duel wins.
  - Added ability for players to donate money directly to the creators
of their favorite community maps.
  - Increased backpack size by 100 slots.
Jason



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S>  --
S>  - Naso
S>  ___
S>  To unsubscribe, edit your list preferences, or view the list archives,
S>  please visit:
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S>  ___
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please visit:
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Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread Spencer &#x27;Voogru' MacDonald

It worked for me, 4 windows servers running and packed.

No crashing and burning. Hot damn.

- Spencer.

On 12/17/2010 10:08 PM, Eric Smith wrote:

We're investigating and will have a solution soon.

-Eric


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Friday, December 17, 2010 7:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

Doesnt work

On 12/17/2010 9:44 PM, Spencer 'Voogru' MacDonald wrote:

It appears you can fix windows by copying the FileSystem_Steam.dll
from the client GCF file, then placing it in the orangebox/bin folder
and renaming it to filesystem_stdio.dll.

The server boots up but dont know if it'll crash and burn.

Epic fail though.

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Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread Spencer &#x27;Voogru' MacDonald
It appears you can fix windows by copying the FileSystem_Steam.dll from 
the client GCF file, then placing it in the orangebox/bin folder and 
renaming it to filesystem_stdio.dll.


The server boots up but dont know if it'll crash and burn.

Epic fail though.

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Re: [hlds] Team Fortress 2 Update Available

2010-11-19 Thread Spencer &#x27;Voogru' MacDonald

!!!
On 11/19/2010 7:18 PM, Zuko wrote:

...

2010/11/20 Jason Ruymen:

A small required update for Team Fortress 2 is now available.  The specific 
changes are:

- Fixed Crit-a-Cola behaving like Bonk! Atomic Punch.

Jason


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Re: [hlds] Any chance of sv_steamgroup for CS:S / TF2?

2010-11-15 Thread Spencer &#x27;Voogru' MacDonald
I'm against this unless it's somehow secured. I would not want other 
servers using my steam group id.


What I would like is the ability to list game servers on the steam 
groups page, and then the client downloads all of the servers from the 
groups they are in.


- Voogru.

On 11/15/2010 11:54 AM, ics wrote:

As long as the steamgroups work as they do with certain id number that ANYONE 
can dig up with a little work and add to their server configs, it's a pointless 
feature. Right now l4D/L4D2 players get a bunch of servers if they belong to 
official or popular groups along the real steamgroup servers because adding a 
group id into server config is so easy and some people feel no shame and are 
not afraid of abuse it.

If steamcommunity would have a tab of allowed server ip/port in steamgroup 
settings, it would work as it should. Not like this that if you know an id of 
steamgroup, it's all in and allowed.

-ics

- Alkuperäinen viesti -

Somewhat relevant: I've often wondered if there was a way to implement a
clan tag setting in TF2 and other games' config, like in CS:S in the
Multiplayer menu... that way I won't have to worry about having the clan
tag in my Steam name, and it won't show up doubled in CS:S.

On Sun, Nov 7, 2010 at 8:26 PM, Carl  wrote:


Hey Valve,

Is there any chance of getting these tags for CS:S / TF2 servers?   It
would greatly help users find the servers related to the steam groups
they are in? Is there any plan to add the convar for orangebox or was
there a specific reason it was not included?

Carl

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Re: [hlds] Team Fortress 2 Update Available

2010-10-19 Thread Spencer &#x27;Voogru' MacDonald

 On 10/19/2010 6:47 PM, Jason Ruymen wrote:

A required update for Team Fortress 2 is now available.  The specific changes 
include:

- Fixed another sentry gun exploit that let Engineers build multiple sentries.
- Fixed Engineers being able to build level 3 mini-sentries using The Wrangler 
for real this time

Jason


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I'm sure glad I didn't remove the fix I had for the multiple sentry gun 
exploit.


I think I'll leave it in anyway.



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Re: [hlds] The commands "vmodenable 1" and "vban 0 0 0"

2010-07-18 Thread Spencer &#x27;voogru' MacDonald
These are stock commands in the game, nothing to do with sourcemod.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Thomas
Sent: Sunday, July 18, 2010 5:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] The commands "vmodenable 1" and "vban 0 0 0"

That actually makes sense. Thank you.

HL-SDK Synths wrote:
> Sourcemod voice chat details, nothing to worry about
>
> On Jul 18, 2010 4:05 PM, "Thomas"  wrote:
>
> After going through one of my servers Sourcemod command logs I came across
> that a number of players executes those commands.
> The log messages would look like:
> 07/18/10 13:39:10: Name<180><> executes: vmodenable 1
> 07/18/10 13:39:10: Name<180><> executes: vban 0 0 0
> Some admins and some non-admins are reported to execute those. Yet, I
can't
> find them with cvarlist neither on my client or on the server.
>
> It's a Counter-Strike Source server with:
> Metamod v1.8.2
> Sourcemod v1.3.4-dev
> Zombiemod:Reloaded v3.0.0-b2
>
> Does anyone have an idea what those commands do?
>
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>   


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Re: [hlds] [TF2] No Auto-Join Prompt on Server Full

2010-07-09 Thread Spencer &#x27;voogru' MacDonald
While they are at it, please put in an option to force connect even if the
server is full. (basically just issue the connect command), lots of servers
have reserved slots and a force connect option would be awesomesauce.

If I have to send valve a case of beer and doughnuts to get it done
delivered by strippers in sexy nurse outfits, I will.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
Sent: Friday, July 09, 2010 3:08 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] [TF2] No Auto-Join Prompt on Server Full

Appears this happened again.

I hope it gets re-instituted

Auto join when slot immediately opens and the other option.
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Re: [hlds] Easiest way to start server with no mods?

2010-07-04 Thread voogru
Maybe you could make a mod to do something like that?
Sent via BlackBerry by AT&T

-Original Message-
From: "Jeremy D. Pavleck" 
Sender: hlds-boun...@list.valvesoftware.com
Date: Sun, 4 Jul 2010 15:24:48 
To: 'Half-Life dedicated Win32 server mailing list'
Reply-To: Half-Life dedicated Win32 server mailing list

Subject: [hlds] Easiest way to start server with no mods?

Hey gang,
 We're trying to troubleshoot an issue - is there an easy to restart a
server with no mods at all (Using MM/SM, etc) on our TF2 server, or do I
need to go and disable them all manually?


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Re: [hlds] hlds Digest, Vol 29, Issue 8

2010-07-02 Thread Spencer &#x27;voogru' MacDonald
Keep your friends close, and your enemies closer.

;)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Polley
Sent: Friday, July 02, 2010 7:24 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds Digest, Vol 29, Issue 8

Isn't that website the cause of pretty much every source hack in existance?

On Fri, Jul 2, 2010 at 12:22 PM, wrote:

>
> On Jul 2, 2010 2:40 AM,  wrote:
>
> One of my admins is the owner of game deception, another one of my admins
> used to run united admins and all that anti-cheat good stuff.
>
> The deck is quite stacked against aimbotters on my server. They aren't
> exactly noobie powertrip admins.
> Sent via BlackBerry by AT&T
>
>
>
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Re: [hlds] Team Fortress 2 Update Available

2010-07-02 Thread voogru
Eh?
Sent via BlackBerry by AT&T

-Original Message-
From: Allan Button 
Sender: hlds-boun...@list.valvesoftware.com
Date: Fri, 2 Jul 2010 14:21:12 
To: Half-Life dedicated Win32 server mailing list; 
Cevius
Reply-To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Team Fortress 2 Update Available

Still hung over from Canada day celebrations?

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Loic Peron
Sent: Friday, July 02, 2010 7:58 AM
To: Cevius
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Lo bu
Jll
J v

L
Rvr

T
Sent from my iPhoneb


On 2 juil. 2010, at 04:24, "Cevius"  wrote:

> On 2 July 2010 12:17, M33CROB  wrote:
> 
>> So this warning is displayed with any server that has more than 24 slots?
>> 
>> On Thu, Jul 1, 2010 at 7:04 PM, Spencer 'voogru' MacDonald < 
>> voo...@voogru.com> wrote:
>> 
>>> "Added a warning dialog that pops up to warn players joining games 
>>> with more than the recommended number of players."
>>> 
>>> 1. The server shows the max player count next to the number of 
>>> players currently on the server.
>>> 2. The servers usually keep the "increased_maxplayers" tag when they 
>>> have more than 24 players on the server.
>>> 
>>> Players know how many players can be on the server when joining, 
>>> they
>> don't
>>> need yet another warning. The only thing that this may encourage is 
>>> some malicious server ops to do the exact opposite of what they are 
>>> doing now, show their servers as 23/24 when in fact they are 32/33.
>>> 
>>> The warning would be far more useful if it warned about "impossible"
>>> servers, such as 34/36 etc servers, because those are actually 
>>> somewhat malicious.
>>> 
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
>>> Sent: Thursday, July 01, 2010 9:27 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Team Fortress 2 Update Available
>>> 
>>> They should just delist servers over 33 slots, they just run fake 
>>> clients to fill the extra 4 slots. Stupid and deceiving. Shame on 
>>> those server ops.
>>> 
>>> On Thu, Jul 1, 2010 at 6:21 PM, M33CROB 
>>> wrote:
>>> 
>>>> Does anyone know how the warning message works for players 
>>>> connecting
>> to
>>>> server with more than the recommended number? Is this all servers 
>>>> with
>>> more
>>>> than 24 players, or just servers with more than 32.  Is there some 
>>>> arbitrary number depending on the type of map?
>>>> 
>>>> Thanks
>>>> 
>>>> On Thu, Jul 1, 2010 at 6:08 PM, DontWannaName! 
>>>> >>>> wrote:
>>>> 
>>>>> Download was pain free. :) I downloaded before I could start my
>> client,
>>>> it
>>>>> said the servers were too busy. :P
>>>>> 
>>>>> On Thu, Jul 1, 2010 at 5:53 PM, Saul Rennison <
>> saul.renni...@gmail.com
>>>>>> wrote:
>>>>> 
>>>>>> /me passes cookie
>>>>>> 
>>>>>> On Friday, July 2, 2010, Allan Button 
>> wrote:
>>>>>>> Hmm. Looks like the Linux build and the windows build was 
>>>>>>> different Cookie please.
>>>>>>> 
>>>>>>> Sent from my mobile.
>>>>>>> 
>>>>>>> On Jul 1, 2010, at 8:31 PM, "Jason Ruymen" <
>>> jas...@valvesoftware.com
>>>>> 
>>>>>>> wrote:
>>>>>>> 
>>>>>>>> A required update for Team Fortress 2 is now available.  This 
>>>>>>>> is also an optional update for Counter-Strike: Source, since it
>> fixes
>>> a
>>>>>>>> bullet penetration problem on Linux servers.  The specific
>> changes
>>>>>>>> are:
>>>>>>>> 
>>>>>>>> Server Browser
>>>>>>>> - Server browser now starts centered onscreen when it opens up.
>>>>>>>> - Filter panel now starts expanded, instead of hidden.
>>>>>>>> - Added a

Re: [hlds] Team Fortress 2 Update Available

2010-07-01 Thread voogru
One of my admins is the owner of game deception, another one of my admins used 
to run united admins and all that anti-cheat good stuff.

The deck is quite stacked against aimbotters on my server. They aren't exactly 
noobie powertrip admins.
Sent via BlackBerry by AT&T

-Original Message-
From: mfan 
Sender: hlds-boun...@list.valvesoftware.com
Date: Thu, 01 Jul 2010 23:27:25 
To: Half-Life dedicated Win32 server mailing list
Reply-To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Team Fortress 2 Update Available

I'm banned for aimbotting on all voogru servers. your admins are born 
with the asshole/stupid gene at least

Spencer 'voogru' MacDonald wrote:
> Because the servers don't really have that many players on it. These servers
> are misleading players, therefore malicious.
>
> Their goal is to have their servers show up higher when sorted by max
> players, and do no service to the players.
>
> Sure, I'm perfectly capable of playing the same game and showing 255/255 and
> being on top, but sadly I was born without the asshole gene.
>
> - voogru.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shawn Somers
> Sent: Friday, July 02, 2010 12:12 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> Spencer 'voogru' MacDonald wrote:
>   
>> The warning would be far more useful if it warned about "impossible"
>> servers, such as 34/36 etc servers, because those are actually somewhat
>> malicious
>> 
>
> I'm curious as to why you think this is malicious, Care to expand?
>
> Shawn
>
> ___
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Re: [hlds] Team Fortress 2 Update Available

2010-07-01 Thread Spencer &#x27;voogru' MacDonald
Because the servers don't really have that many players on it. These servers
are misleading players, therefore malicious.

Their goal is to have their servers show up higher when sorted by max
players, and do no service to the players.

Sure, I'm perfectly capable of playing the same game and showing 255/255 and
being on top, but sadly I was born without the asshole gene.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shawn Somers
Sent: Friday, July 02, 2010 12:12 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Spencer 'voogru' MacDonald wrote:
> The warning would be far more useful if it warned about "impossible"
> servers, such as 34/36 etc servers, because those are actually somewhat
> malicious

I'm curious as to why you think this is malicious, Care to expand?

Shawn

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Re: [hlds] Team Fortress 2 Update Available

2010-07-01 Thread Spencer &#x27;voogru' MacDonald
"Added a warning dialog that pops up to warn players joining games with more
than the recommended number of players."

1. The server shows the max player count next to the number of players
currently on the server.
2. The servers usually keep the "increased_maxplayers" tag when they have
more than 24 players on the server.

Players know how many players can be on the server when joining, they don't
need yet another warning. The only thing that this may encourage is some
malicious server ops to do the exact opposite of what they are doing now,
show their servers as 23/24 when in fact they are 32/33.

The warning would be far more useful if it warned about "impossible"
servers, such as 34/36 etc servers, because those are actually somewhat
malicious.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Thursday, July 01, 2010 9:27 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

They should just delist servers over 33 slots, they just run fake clients to
fill the extra 4 slots. Stupid and deceiving. Shame on those server ops.

On Thu, Jul 1, 2010 at 6:21 PM, M33CROB  wrote:

> Does anyone know how the warning message works for players connecting to
> server with more than the recommended number? Is this all servers with
more
> than 24 players, or just servers with more than 32.  Is there some
> arbitrary
> number depending on the type of map?
>
> Thanks
>
> On Thu, Jul 1, 2010 at 6:08 PM, DontWannaName!  >wrote:
>
> > Download was pain free. :) I downloaded before I could start my client,
> it
> > said the servers were too busy. :P
> >
> > On Thu, Jul 1, 2010 at 5:53 PM, Saul Rennison  > >wrote:
> >
> > > /me passes cookie
> > >
> > > On Friday, July 2, 2010, Allan Button  wrote:
> > > > Hmm. Looks like the Linux build and the windows build was
> > > > different Cookie please.
> > > >
> > > > Sent from my mobile.
> > > >
> > > > On Jul 1, 2010, at 8:31 PM, "Jason Ruymen"  >
> > > > wrote:
> > > >
> > > >> A required update for Team Fortress 2 is now available.  This is
> > > >> also an optional update for Counter-Strike: Source, since it fixes
a
> > > >> bullet penetration problem on Linux servers.  The specific changes
> > > >> are:
> > > >>
> > > >> Server Browser
> > > >> - Server browser now starts centered onscreen when it opens up.
> > > >> - Filter panel now starts expanded, instead of hidden.
> > > >> - Added a warning dialog that pops up to warn players joining games
> > > >> with more than the recommended number of players.
> > > >> - Added a "max player count" filter setting.
> > > >> - Renamed quick list checkbox from "Show Map List" to "Simplified
> > > >> List".
> > > >>- Mouseover the checkbox now explains the simplified list in the
> > > >> status bar.
> > > >> - Quicklist now shows the number of other servers running each map.
> > > >> - Fixed a couple of bugs related to toggling the quick list, which
> > > >> were resulting in you needing to refresh again.
> > > >>
> > > >> Team Fortress 2
> > > >> - Added missing earbud particles for DX8 players.
> > > >> - Added new ConVar mp_windifference_min to be used with
> > > >> mp_windifference.
> > > >> - Added Engineer to the list of classes that can equip Max's
Pistol.
> > > >> - Rebuilt sound cache files that were out of date.
> > > >> - Source TV:
> > > >> - Fixed unlockable items not being visible.
> > > >> - Stopped "player is carrying X" messages looping forever.
> > > >> - Fixed overhealed particle effect being visible on your
current
> > > >> view target when in first-person spectator mode.
> > > >> - Changed in-game button colors to be less eyepoppingly bright.
> > > >> - Improved Steam Web APIs for TF2 items (see
> > > http://www.teamfortress.com/
> > > >> )
> > > >>
> > > >> Engine
> > > >> - Fixed some graphical issues when alt-tabbing during a game.
> > > >> - Fixed bullet penetration problems with Linux dedicated server.
> > > >> - Removed an exploit that allowed people to change their names to
> > > >> something other than their Steam profile name.
> > > >>
> > > >> Jason
> > > >>
> > > >>
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> > > >> archives, please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > >
> > > --
> > >
> > > Thanks,
> > >  - Saul.
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To un

Re: [hlds] New update broke a lot of textures on custom maps

2010-06-24 Thread Spencer &#x27;voogru' MacDonald
I agree, they should just re-add the textures and my bet is that it's simply
an oversight.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, June 24, 2010 4:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New update broke a lot of textures on custom maps

Missing textures from maps, and servers crashing due to certain maps
IS relevant to server administration.

Thanks,
Kyle.

On Thu, Jun 24, 2010 at 1:37 PM, msleeper 
wrote:
> SDK changes/removals are relevant to server administration? I thought
> not.
>
>
> On Thu, 2010-06-24 at 22:06 +0300, ics wrote:
>> Got a hammer finally running so i checked the textures from some of the
>> maps i could get open. They are as follows:
>>
>> EFFECTS/METALFENCE007A
>> EFFECTS/METALDOOR017A
>> EFFECTS/STAIRSAFRNT
>>
>> Best thing to do would be to readd them to the game so the maps wouldn't
>> have checkerboard textures. Some of these are very well loved on servers
>> and it would be a shame to leave them as they are. I doubt the mappers
>> are around to fix all of them.
>>
>> -ics
>>
>>
>> 24.6.2010 15:34, ics kirjoitti:
>> > So, anyone of you who runs custom maps on their CS Source servers, be
>> > aware that following maps (and propably a lot more) have broken
textures
>> > due to the latest update. It seems that the textures have been removed
>> > from the game for some reason and there is a checkerboard texture now
>> > replacing them or just transparent wall. Textures that are mostly
>> > missing are stairs, doors, railings and metal related. I would put up
>> > some list here which ones but i can't open Source SDK after the update.
>> > I guess that's partly broken too.
>> >
>> > The following maps are now broken:
>> >
>> > de_phoenix (the most broken one)
>> > de_strata
>> > de_season
>> > de_cityfever
>> > de_hiekka
>> > de_varasto_v3
>> > de_tehdas
>> > cs/de_pariah
>> > de_scorch
>> > de_frost
>> > cs_muutto
>> > de_kunta
>> > as_hiekka
>> > as_crisis
>> > + many more.
>> >
>> > Just thought that it's worth mentioning.
>> >
>> > -ics
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> >
>>
>>
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Re: [hlds] Counter-Strike Source: Tickrate change: Set to 66, -tickrate removed

2010-06-24 Thread Spencer &#x27;voogru' MacDonald
Because in Soviet SRCDS, CSS plays you!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
Sent: Thursday, June 24, 2010 6:06 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike Source: Tickrate change: Set to 66,
-tickrate removed


Why can't people let other people play how they want?

> Date: Thu, 24 Jun 2010 09:28:59 +0200
> From: anakin...@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Counter-Strike Source: Tickrate change: Set to 66,
-tickrate removed
> 
> I hope Hidden Path will make it impossible/harder to make such plugins to
> unlock the tickrate.
> 
> 2010/6/24 Ben B 
> 
> > servers with that mod have A W F U L his registration. Oranegbox was
> > designed and optnized for 66 tick. Forcing 100 totally screws it up. I
know
> > ill be avoiding awful servers running that 100 tick work-around
> >
> > On Wed, Jun 23, 2010 at 8:10 PM, DontWannaName!  > >wrote:
> >
> > > Lets see how fast it gets patched, that will be the real test.
> > >
> > > On Wed, Jun 23, 2010 at 6:31 PM, Michael Krasnow 
> > wrote:
> > >
> > > > wow that was fast :P
> > > >
> > > > On Wed, Jun 23, 2010 at 9:21 PM, Bajdechi "Nightbox" Alexandru <
> > > > alexandrualexa...@gmail.com> wrote:
> > > >
> > > > > http://didrole.com/tickrate_enabler/
> > > > >
> > > > > 2010/6/24 AnAkIn . 
> > > > >
> > > > > > I was able to bunnyhop on 66tick servers, but not on 33tick
> > servers.
> > > > > >
> > > > > > 2010/6/24 Mark Gunnett 
> > > > > >
> > > > > > > OrangeBox is source with a bunch of tweaks right? I know I
can't
> > > Bhop
> > > > > in
> > > > > > > TeamFortress 2, so I was kind of expecting Bhoping, surfing,
and
> > > all
> > > > > > those
> > > > > > > other types of physics exploits to vanish in the move anyways.
Is
> > > > there
> > > > > > > anyone on this list that can confirm that they were able to
Bhop
> > in
> > > > the
> > > > > > > CS:S
> > > > > > > Beta? Cause if not... Then the move to 66 tick really
shouldn't
> > > > matter
> > > > > > for
> > > > > > > the physics anyways. It'll be more of a problem for people
with
> > > > > bandwidth
> > > > > > > restrictions (i.e. they liked running 33 tick to reduce the
> > amount
> > > of
> > > > > > > network data because they only have so much bandwidth per
month).
> > > > > > >
> > > > > > > --
> > > > > > > "All programmers are playwrights and all computers are lousy
> > > actors."
> > > > > > >  - Unknown
> > > > > > >
> > > > > > > "When I do good, I feel good; when I do bad, I feel bad, and
that
> > > is
> > > > my
> > > > > > > religion."
> > > > > > >  - Abraham Lincoln
> > > > > > >
> > > > > > > Mark J. Gunnett
> > > > > > > [EoE]SniperFodder{AL}
> > > > > > > ___
> > > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives,
> > > > > > > please visit:
> > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > --
> > > > > > Best regards,
> > > > > > AnAkIn,
> > > > > > -
> > > > > > ESL EU TF2 Admin
> > > > > > http://www.esl.eu/eu/tf2
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > > please visit:
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> > > > > >
> > > > > ___
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> > archives,
> > > > > please visit:
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> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
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> > > please visit:
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> > >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> 
> 
> -- 
> Best regards,
> AnAkIn,
> -
> ESL EU TF2 Admin
> http://www.esl.eu/eu/tf2
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds] Black Listed / De-listed Servers‏

2010-06-14 Thread voogru
No, the map loads and the game starts. About 60 seconds into the map, freezes.
Sent via BlackBerry by AT&T

-Original Message-
From: Allan Button 
Date: Mon, 14 Jun 2010 11:59:41 
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Black Listed / De-listed Servers‏

I've seen this problem only on servers that have slow hard drive re/write.

Run a tool to benchmark your HDD speed. If you had linux, I'd say just do a 
hdparm -t /dev/(s/h)da

There might be a similar utility for windows.

Allan

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru' 
MacDonald
Sent: Monday, June 14, 2010 11:21 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Black Listed / De-listed Servers‏

I've experienced this several times and I run a completely different setup.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Qlimax Povar
Sent: Monday, June 14, 2010 9:06 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Black Listed / De-listed Servers‏

I dont know where to post it, so I will post it here, I think we all have a 
problem with the server hang problem. Whenever there is 32/32 players and the 
server changes the map, the server just HANGS, after 5min the server starts 
responding. ANY FIXES COMING?
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Re: [hlds] Black Listed / De-listed Servers‏

2010-06-14 Thread Spencer &#x27;voogru' MacDonald
I've experienced this several times and I run a completely different setup.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Qlimax Povar
Sent: Monday, June 14, 2010 9:06 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Black Listed / De-listed Servers‏

I dont know where to post it, so I will post it here, I think we all have a
problem with the server hang problem. Whenever there is 32/32 players and
the server changes the map, the server just HANGS, after 5min the server
starts responding. ANY FIXES COMING?
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Re: [hlds] Team Fortress 2, Day of Defeat: Source and Counter-Strike: Source Beta Updates Released

2010-05-27 Thread Spencer &#x27;voogru' MacDonald
We run the servers those paying clients use...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
Sent: Thursday, May 27, 2010 7:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2, Day of Defeat: Source and
Counter-Strike: Source Beta Updates Released

client > than server because the clients pay them we don't

On Thu, May 27, 2010 at 7:38 PM, DontWannaName!
wrote:

> Its the script, if I downloaded the files as a client faster than the
> server when they are the same files then something is wrong with the
> tool or the way the network handles the tool. :/
>
> On Thu, May 27, 2010 at 4:32 PM, Derek Denholm 
> wrote:
> > Not enough content servers ?
> >
> > Sigh.. emailed them last week yet to get a response. Guess they don't
> want free servers.
> >
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
> > Sent: May-27-10 7:24 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2, Day of Defeat: Source and
> Counter-Strike: Source Beta Updates Released
> >
> > Been trying to update for the past 20 minutes. My client server files
> > downloaded about 15 minutes ago. What is wrong with the update tool?
> > :(
> >
> > On Thu, May 27, 2010 at 4:17 PM, Jason Ruymen 
> wrote:
> >> Required updates for Team Fortress 2, Day of Defeat: Source and
> Counter-Strike: Source Beta are now available.  Please run hldsupdatetool
to
> receive the update.  The specific changes include:
> >>
> >> GameUI
> >> - Fixed the desktop resolution not appearing in the list of valid
> resolutions when using windowed-mode.
> >>
> >> Server Browser
> >> - Fixed a crash caused by leaving the server browser open while
playing.
> >>
> >> Engine
> >> - Added client/server version check on client connect.
> >> - Fixed a crash caused by hitting ctrl-alt-del while playing.
> >>
> >> Counter-Strike: Source Beta
> >> - Added sv_disablefreezecam cvar to turn off the freezecam on a server.
> >> - Added sv_nonemesis cvar to turn off domination/revenge on a server.
> >> - Added sv_nomvp cvar to turn off MVP stars on a server.
> >> - Added sv_nostats cvar to turn off stats on a server.
> >> - Added avatar images to the scoreboards.
> >> - Added stats report to scoreboard to show whether a server has stats
> enabled or not.
> >> - Fixed achievement tab so it now updates at the time you earn an
> achievement.
> >> - Fixed bug causing achievements to be listed as earned in July 2009.
> >> - Fixed issue where you couldn't chat during intermission.
> >> - Fixed player stutter while moving in water.
> >> - Fixed player stutter when running into other players.
> >> - Fixed issue that caused footsteps to play when walking.
> >> - Fixed miscellaneous consistency, spelling and grammatical errors in
> the string tables.
> >> - Fixed grenade velocity problems.
> >> - Updated a few audio effects.
> >> - Updated scoreboard
> >>   - Changed layout to make it more readable.
> >>   - Changed scoreboard opacity to make the action behind it more
> readable.
> >>   - Supports Unicode and lowercase letters.
> >>   - Grayed out the names of dead players.
> >>
> >> Team Fortress 2
> >> - Added community submitted deathnotice icons for the community
> submitted weapons.
> >> - Changed the deathnotice text color to use black instead of white when
> the local player is involved.
> >> - Fixed domination/revenge messages not using team colors for the
player
> names.
> >> - Fixed an issue where sequences with an activity weight of 0 never get
> selected.
> >> - Updated Koth_Nucleus:
> >>   - Changed side spawn exits to prevent sniping from inside the spawn
> door.
> >>   - Fixed graphical glitch on platform floor.
> >>   - Fixed blue-colored models in RED area.
> >> - Updated Tc_Hydro:
> >>   - Added respawn time advantages when a team begins to cap any point.
> >>- Resets when the cap progress resets.
> >>   - Fixed various nobuild and playerclip issues reported by the
> community.
> >>   - Removed logic that reduced spawn times based on roundtime.
> >>
> >> Jason
> >>
> >>
> >> ___
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> please visit:
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Re: [hlds] Clients Loading Plugins

2010-05-20 Thread Spencer &#x27;voogru' MacDonald
Sure why the hell not.

I just hope it's true.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
Sent: Thursday, May 20, 2010 3:56 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Clients Loading Plugins


Added my Support for the Update.

> Date: Thu, 20 May 2010 15:28:05 -0400
> From: halflife...@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Clients Loading Plugins
> 
> http://forums.steampowered.com/forums/showthread.php?t=1276380
> 
> Sorry if this is old, but apparently Valve is removing it.
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Re: [hlds] TF2 servers reporting players via Query when empty

2010-05-18 Thread voogru
That's a good point!
Sent via BlackBerry by AT&T

-Original Message-
From: Cc2iscooL 
Date: Tue, 18 May 2010 11:44:35 
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 servers reporting players via Query when empty

Yeah... lol.

Won't they get your IP's blacklisted anyway?

On Tue, May 18, 2010 at 11:40 AM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> Better yet, cancel the accounts of servers running fake clients or
> forcefully remove the plug-ins yourself.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
> Sent: Tuesday, May 18, 2010 11:35 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 servers reporting players via Query when empty
>
> Check for fake player plugins.
>
>
> > Seems TF2 servers are reporting players via the query protocol
> > even though the console says 0 players and the server is using
> > 0 CPU.
> >
> > Like most GSP's we use the query results to monitor performance
> > and perform restarts when idle so its important that this
> > information is correct.
> >
> > So really could do with this being fixed.
> >
> >Regards
> >Steve
> >
> > 
> > This e.mail is private and confidential between Multiplay (UK) Ltd. and
> > the person or entity to whom it is addressed. In the event of
> > misdirection, the recipient is prohibited from using, copying, printing
> or
>
> > otherwise disseminating it or any information contained in it.
> >
> > In the event of misdirection, illegible or incomplete transmission please
> > telephone +44 845 868 1337
> > or return the E.mail to postmas...@multiplay.co.uk.
> >
> >
> > ___
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Re: [hlds] TF2 servers reporting players via Query when empty

2010-05-18 Thread Spencer &#x27;voogru' MacDonald
Better yet, cancel the accounts of servers running fake clients or
forcefully remove the plug-ins yourself.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, May 18, 2010 11:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 servers reporting players via Query when empty

Check for fake player plugins.


> Seems TF2 servers are reporting players via the query protocol
> even though the console says 0 players and the server is using
> 0 CPU.
>
> Like most GSP's we use the query results to monitor performance
> and perform restarts when idle so its important that this
> information is correct.
>
> So really could do with this being fixed.
>
>Regards
>Steve
>
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and 
> the person or entity to whom it is addressed. In the event of 
> misdirection, the recipient is prohibited from using, copying, printing or

> otherwise disseminating it or any information contained in it.
>
> In the event of misdirection, illegible or incomplete transmission please 
> telephone +44 845 868 1337
> or return the E.mail to postmas...@multiplay.co.uk.
>
>
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Re: [hlds] Delist

2010-05-16 Thread Spencer &#x27;voogru' MacDonald
What? You mean a message malicious servers could detect and then
auto-startup a new malicious redirect server?

Nah.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: Monday, May 17, 2010 1:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Delist

I thought there was an echo on the server log warning if the server is
delisted?

On Sun, May 16, 2010 at 11:29 PM, Spencer 'voogru' MacDonald
 wrote:
> No, a better way is to give a special tag to your server, then look for
that
> tag.
>
> A delist should only happen if you are doing something really bad.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Attaul N
> Sent: Sunday, May 16, 2010 4:46 AM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Delist
>
>
> How do you know if your server has been de-listed from the master list?
>
> _
> MSN Dating: Find someone special. Start now.
> http://go.microsoft.com/?linkid=9729707
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Re: [hlds] Delist

2010-05-16 Thread Spencer &#x27;voogru' MacDonald
No, a better way is to give a special tag to your server, then look for that
tag.

A delist should only happen if you are doing something really bad.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Attaul N
Sent: Sunday, May 16, 2010 4:46 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Delist


How do you know if your server has been de-listed from the master list?
  
_
MSN Dating: Find someone special. Start now.
http://go.microsoft.com/?linkid=9729707
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Spencer &#x27;voogru' MacDonald
You can always ask for your money back.

Oh, wait. It was free.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: Wednesday, May 12, 2010 12:01 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

I just don't understand who thought updating was a good idea.  CSS
players don't want fixes or changes.  They want the same old thing.  I
don't even play CSS and I knew it was a BAD idea.

On Tue, May 11, 2010 at 10:54 PM, Willy Cordeiro 
wrote:
> God the amount of bitching in this is ridiculous. Valve is updating the
> game, completely free of charge and people feel like they're doing
something
> wrong to them. SM/MM:S breaking isn't anything those teams are very fast
and
> usually have a patch within hours of any updates that break them.
> -Wellington "Willy" Cordeiro
>
>
> On Tue, May 11, 2010 at 7:19 PM, raydan  wrote:
>
>> i don't think valve will listen any players suggestions. They release
>> the beta just want to fix bug(like crash, they don't want crash at
>> clan matching).
>> Add new features? they won't do that, like they just removed bhopping
>>
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Spencer &#x27;voogru' MacDonald
Yeah, we get to enjoy CSS for a little bit of time without hackers and
morons.

:D

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: Tuesday, May 11, 2010 4:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

yyyy

no more playing with racist, cussing 2 year olds.

On 5/11/2010 3:54 PM, Matthew Gottlieb wrote:
> The system requirements for OrangeBox are MUCH higher then the old
> CSS.  All the script kiddies and their P2 boxes are going to start
> yelling and screaming that they can't play their game...
>
> On Tue, May 11, 2010 at 2:42 PM, Dominic Marciano
>   wrote:
>
>> Dear god no..
>> (i expect 50+ emails when i wake up in the morning)
>>
>>  
>>> From: eclyp...@hotmail.com
>>> To: hlds@list.valvesoftware.com
>>> Date: Tue, 11 May 2010 15:35:43 -0400
>>> Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
>>>
>>>
>>> nh let's leave it up to the imagination...
>>>
>>> Hats, community weapons, taunts...
>>>
>>> Thank you,
>>> Alec Sanger
>>> P: 248.941.3813
>>> F: 313.286.8945
>>>
>>
>> _
>> View photos of singles in your area! Looking for a hot date?
>> http://clk.atdmt.com/NMN/go/150855801/direct/01/
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Re: [hlds] (no subject)

2010-05-03 Thread Spencer &#x27;voogru' MacDonald
BBQ!!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
Sent: Monday, May 03, 2010 8:31 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] (no subject)


HOLY SHIT.

> Date: Mon, 3 May 2010 07:25:02 -0400
> From: mysteriousjus...@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] (no subject)
> 
> OMFG
> 
> On Mon, May 3, 2010 at 6:36 AM, David Britton
> wrote:
> 
> > http://www.plantemosparaelplaneta.com/oTwcnSe81c.html
> >
> > _
> > The New Busy is not the old busy. Search, chat and e-mail from your
inbox.
> >
> >
http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:W
L:en-US:WM_HMP:042010_3
> > ___
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Re: [hlds] Team Fortress 2 Update Available

2010-05-01 Thread Spencer &#x27;voogru' MacDonald
"Are there any other mods/plugins that are effected by this other than the 2
listed on the petition."

It breaks anything that wants to attach a model to a player. Not just hats
or weapons.

There is a variety of ways this can be used for creativity and this
essentially breaks it, purposely. I usually don't ever complain when they
make changes to the game and break plug-ins, usually those are side-effects
of them making other changes, this changed was targeted and intentional.

The petition was just an alternative use of my time, either I was going to
spend time circumventing the existing restriction (which would probably get
fixed if they kept this policy), or I could spend the time asking them
nicely to reverse this policy and get the community involved.

Also, this doesn't prevent server ops from issuing overpowered weapons or
other things that drastically affect game play. All that happens is the
client doesn't render the model.

I wasn't going to post this petition to the list (prefer to do so on other
community sites), but since it's here I figured I'd explain it a little.

In the end, I hope valve reconsiders.

- voogru.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alexander Baade
Sent: Saturday, May 01, 2010 4:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Are there any other mods/plugins that are effected by this other than the 2
listed on the petition.  I personally don't care about these because a lot
of server admins will use the hat mod and charge players for them.  It
angers me to no end that I have to download a boat load of custom content
and then I cant use it unless I donate to the server.  These servers
typically go on my blacklist.  I could over look this fact but I'm not going
to because there are a lot of servers out there who have stolen custom
maps/content from my clan and heavily rely on these plugins.

On Sat, May 1, 2010 at 1:15 PM, Justin  wrote:

> https://secure.voogru.com/petition/index.php
> On Sat, May 1, 2010 at 9:07 AM, Justin Fortin 
> wrote:
>
> > Any word on a fix for this yet?
> >
> > Sent from my iPod
> >
> > On Apr 30, 2010, at 11:41 PM, Msilbys12 
> > wrote:
> >
> > > Sounds like a client problem
> > >
> > > Sent from the best phone ever
> > >
> > > On Apr 30, 2010, at 9:24 PM, Matt Hoffman
> > >  wrote:
> > >
> > >> Yep, crashing on every server I connect to. (As a client obviously)
> > >>
> > >> On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin
> > >>  wrote:
> > >>> So you got everything serverwide working, but it seems like anyone
> > >>> Jo
> > >>> has updated the client will crash when they try to connect.
> > >>>
> > >>> Sent from my iPod
> > >>>
> > >>> On Apr 30, 2010, at 10:04 PM, Noel  wrote:
> > >>>
> > >>>> My Windows servers are both up and running and joinable now.
> > >>>> Updates seemed
> > >>>> to take a minute or so longer than usual, but no problems with MM/
> > >>>> SM
> > >>>> running.
> > >>>> ___
> > >>>> To unsubscribe, edit your list preferences, or view the list
> > >>>> archives, please visit:
> > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>>
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> > >>> archives, please visit:
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> > >>>
> > >>
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Re: [hlds] HL2 Masters Have Moved

2010-04-14 Thread voogru
Probably. It was useless anyhow
Sent via BlackBerry by AT&T

-Original Message-
From: msleeper 
Date: Wed, 14 Apr 2010 16:34:18 
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HL2 Masters Have Moved

Seconding this since I was never answered yesterday.


On Wed, 2010-04-14 at 23:29 +0300, ics wrote:
> Is sv_region setting now depracated and useless?
> 
> -ics
> 
> 14.4.2010 20:01, Zoid Kirsch kirjoitti:
> > Steam clients cache the IP addresses of the list of Masters they last 
> > received.  This cached IP address list is no longer valid since the Masters 
> > have moved.  The Steam client will take a few minutes to timeout to talking 
> > to these old IPs since it will not receive any replies.  Once its timed out 
> > a few times, it will request a new list of Master IP addresses from our 
> > servers.  Once it receives this new list that contains the IP addresses 
> > they moved to it will then start receiving server lists again.
> >
> > The list your posted is the old Master IPs.  The Steam client does not 
> > write out the MasterServers.vdf file until it exits.  Restart your Steam 
> > client (once it starts successfully listing servers again) and the 
> > MasterServers.vdf file will update with the new addresses.
> >
> > I hope this clarifies it up for you.
> >
> > --
> > /// Zoid.
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com 
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
> > Sent: Wednesday, April 14, 2010 9:41 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] HL2 Masters Have Moved
> >
> > If they are the same then can you clarify what this was supposed to mean?
> > *snip*
> >
> >
> >> will correctly pick up the new addresses of the these Masters.
> >>  
> > Jonah Hirsch
> > ---
> >
> >
> > On Wed, Apr 14, 2010 at 9:34 AM, Zoid Kirsch  wrote:
> >
> >
> >> No, they should be the same.  What addresses are you seeing?
> >>
> >> Clients may take a few minutes to timeout talking to the old master IPs and
> >> moving to the new ones.
> >>
> >> --
> >> /// Zoid.
> >>
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com [mailto:
> >> hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
> >> Sent: Wednesday, April 14, 2010 9:19 AM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] HL2 Masters Have Moved
> >>
> >>
> >> The master server IP addresses are different for clients and servers, is
> >> this intended?
> >>
> >> ___
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> >> please visit:
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> >>
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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer &#x27;voogru' MacDonald
Valve doesn't know the clients ping to the server. The client knows, but
valve is already sending them the server list at that point.

All this is doing is changing the order that servers get sent to clients.
The list will still have all of the servers, only servers that are deemed
further are sent later.

They already do this, except it's done via octets of IP's, which is even
more inaccurate.

This is change we can believe in.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alkaline
Sent: Tuesday, April 13, 2010 10:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

Just list the servers and sort by ping imo, closest should ping the lowest.

- Original Message - 
From: "DontWannaName!" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, April 13, 2010 9:05 PM
Subject: Re: [hlds] Master Server Move


> Perhaps there should be a way for server operators to change their 
> location
> settings like download settings in Steam. Granted, people could abuse 
> that.
> There are still regional settings, why not location. How do we know where
> our servers will be listed, going on the list only approximates it.
>
> On Tue, Apr 13, 2010 at 6:57 PM, Steven Crothers
> wrote:
>
>> They are right next to each other in that case...
>>
>> It wouldn't make sense to announce /32's so your point is moot.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
>> Sent: Tuesday, April 13, 2010 9:47 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Master Server Move
>>
>> it doesn't matter its still better than 5000 miles! the current way is 
>> that
>> the master servers think that if the client's ip address is 123.456.789.1
>> and the server's address is 123.456.789.2 that they are next to each 
>> other
>> but in fact they could be on the other side of the world! this is still a
>> lot better and probably the most accurate way we have.
>>
>> On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail 
>> wrote:
>>
>> > Msleeper brings up a good very good point. His is iisue si very real. 
>> > Fo
>> r
>> > instance, my dedicated box is in San Jose, Ca. but it shows on Google
>> maps
>> > as being in Dallas, Tx. If the list uses the Geo info, it could cripple
>> us
>> > and show our server several 1000's of miles away. We are near the top 
>> > of
>> > the
>> > list now on the west coast. Yikes! Ziod, have you taken this into 
>> > account
>> > and are there work-arounds in place. I believe a lot of servers will be
>> > affected by this.
>> >
>> > Regards
>> > Lt. Maverick
>> > BOOM! Gaming Community
>> >
>> > -Original Message-
>> > From: hlds-boun...@list.valvesoftware.com
>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>> > Sent: Tuesday, April 13, 2010 6:06 PM
>> > To: Half-Life dedicated Win32 server mailing list
>> > Subject: Re: [hlds] Master Server Move
>> >
>> > What about ISPs and IP providers whose GeoIP data are not even in the
>> same
>> > area? Most GeoIP lookups are based on whois data of the IPs in 
>> > question,
>> so
>> > if your IPs are owned by a company on the west coast, but the 
>> > datacenter
>> > you
>> > are in is in the east coast, then you're going to be getting some 
>> > pissed
>> > off
>> > west coasters with high ping.
>> >
>> >
>> > On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
>> > > GeoIP has been accurate enough. Even if it's off by 500 miles it's
>> > > still far better than the octets of the IP which is what they do 
>> > > right
>> > now.
>> > >
>> > > -Original Message-
>> > > From: hlds-boun...@list.valvesoftware.com
>> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
>> > > Sent: Tuesday, April 13, 2010 8:36 PM
>> > > To: Half-Life dedicated Win32 server mailing list
>> > > Subject: Re: [hlds] Master Server Move
>> > >
>> > > I hope all your IP addresses of both your clients and your servers
>> > > have the correct geo IP data.
>> > >
>> &g

Re: [hlds] Master Server Move

2010-04-13 Thread Spencer &#x27;voogru' MacDonald
Whois on 206.123.95.51 shows me:


(checked on Samspade.org)

network: Class-Name: network 
 network: Auth-Area: 206.123.64.0/19 
 network: ID: NET-143920612395024 
 network: Network-Name: 
 network: IP-Network: 206.123.95.0/24 
 network: IP-Network-Block: 206.123.95.0 - 206.123.95.255 
 network: Org-Name: Velocity Servers 
 network: Street-Address: 8185 Sheridan Drive 
 network: City: Williamsville 
 network: State: NY 
 network: Postal-Code: 14221 
 network: Country-Code: US 
 network: Tech-Contact: MAINT-143920612395024 
 network: Created: 20071206020217000 
 network: Updated: 20071206020217000 
 network: Updated-By: ab...@colo4dallas.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alkaline
Sent: Tuesday, April 13, 2010 9:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

206.123.95.51
My Dallas server but geoip shows it in New York, a bit off imo.
Seems whois is showing a dallas address.

- Original Message - 
From: "Michael Krasnow" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, April 13, 2010 8:20 PM
Subject: Re: [hlds] Master Server Move


> it doesn't matter, its still more accurate,
>
> On Tue, Apr 13, 2010 at 9:05 PM, msleeper 
> wrote:
>
>> What about ISPs and IP providers whose GeoIP data are not even in the
>> same area? Most GeoIP lookups are based on whois data of the IPs in
>> question, so if your IPs are owned by a company on the west coast, but
>> the datacenter you are in is in the east coast, then you're going to be
>> getting some pissed off west coasters with high ping.
>>
>>
>> On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
>> > GeoIP has been accurate enough. Even if it's off by 500 miles it's 
>> > still
>> far
>> > better than the octets of the IP which is what they do right now.
>> >
>> > -Original Message-
>> > From: hlds-boun...@list.valvesoftware.com
>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
>> > Sent: Tuesday, April 13, 2010 8:36 PM
>> > To: Half-Life dedicated Win32 server mailing list
>> > Subject: Re: [hlds] Master Server Move
>> >
>> > I hope all your IP addresses of both your clients and your servers have
>> the
>> > correct geo IP data.
>> >
>> > On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson 
>> wrote:
>> >
>> > > I think I love you Zoid,
>> > >
>> > > Kyle.
>> > >
>> > > On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! <
>> ad...@topnotchclan.com
>> > > >wrote:
>> > >
>> > > > That was broken anyways in TF2 I believe...
>> > > >
>> > > > On Tue, Apr 13, 2010 at 2:27 PM, 1nsane <1nsane...@gmail.com> 
>> > > > wrote:
>> > > >
>> > > > > So it will no longer sort by ip similarity? Thank the dragons!
>> > > > >
>> > > > > On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch <
>> z...@valvesoftware.com>
>> > > > > wrote:
>> > > > >
>> > > > > > On Wednesday April 14th we will be moving the HL2Master servers
>> to a
>> > > > new
>> > > > > > set of IP addresses.  One of the major new features is the new
>> > > Masters
>> > > > > > should return dedicated servers ordered by their geographical
>> > > distance
>> > > > > from
>> > > > > > the player requesting the server list, making for lower latency
>> and
>> > > > > better
>> > > > > > connections.
>> > > > > >
>> > > > > > Dedicated server operators will generally have to restart their
>> > > > dedicated
>> > > > > > servers after this move to ensure they will correctly pick up 
>> > > > > > the
>> > new
>> > > > > > addresses of the these Masters.  The server browser in the 
>> > > > > > Steam
>> > > client
>> > > > > and
>> > > > > > in games such as Team Fortress 2 will automatically move to the
>> new
>> > > > > Masters.
>> > > > > >
>> > > > > > Server operators that manually set their master servers (we
>> > recommend
>> > > > > > against this practice however) please use "

Re: [hlds] Master Server Move

2010-04-13 Thread Spencer &#x27;voogru' MacDonald
Every time I have ran GeoIP on a players IP, it was close enough to their
physical location.

Here's an example, take: 98.211.136.86

WHOIS Shows:

OrgName:Comcast Cable Communications  Inc. 
 OrgID:  CMCS 
 Address:1800 Bishops Gate Blvd 
 City:   Mt Laurel 
 StateProv:  NJ 
 PostalCode: 08054 
 Country:US

GeoIP shows:

98.211.136.86 US United States FL Florida Miami 33129 25.7525 -80.2030
Comcast Cable Comcast Cable 528 305

Try it yourself, http://www.maxmind.com/app/locate_demo_ip


When I run my own servers IP, WHOIS shows Chicago, but GeoIP properly shows
it in Dallas.

Even if it was only accurate to the same country, it's still better. If it's
only as accurate as east, central, and west coast, it's still better than
what we have now, which again is just the octets of the IP as a poor man's
GeoIP that is utterly inaccurate.

It's a drastic improvement and it means players will be getting better
results even if their "GeoIP" location is inaccurate.

http://www.maxmind.com/app/city_accuracy

It's accurate enough for this purpose.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, April 13, 2010 9:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

What about ISPs and IP providers whose GeoIP data are not even in the
same area? Most GeoIP lookups are based on whois data of the IPs in
question, so if your IPs are owned by a company on the west coast, but
the datacenter you are in is in the east coast, then you're going to be
getting some pissed off west coasters with high ping.


On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
> GeoIP has been accurate enough. Even if it's off by 500 miles it's still
far
> better than the octets of the IP which is what they do right now.
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
> Sent: Tuesday, April 13, 2010 8:36 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Master Server Move
> 
> I hope all your IP addresses of both your clients and your servers have
the
> correct geo IP data.
> 
> On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson 
wrote:
> 
> > I think I love you Zoid,
> >
> > Kyle.
> >
> > On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!  > >wrote:
> >
> > > That was broken anyways in TF2 I believe...
> > >
> > > On Tue, Apr 13, 2010 at 2:27 PM, 1nsane <1nsane...@gmail.com> wrote:
> > >
> > > > So it will no longer sort by ip similarity? Thank the dragons!
> > > >
> > > > On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch

> > > > wrote:
> > > >
> > > > > On Wednesday April 14th we will be moving the HL2Master servers to
a
> > > new
> > > > > set of IP addresses.  One of the major new features is the new
> > Masters
> > > > > should return dedicated servers ordered by their geographical
> > distance
> > > > from
> > > > > the player requesting the server list, making for lower latency
and
> > > > better
> > > > > connections.
> > > > >
> > > > > Dedicated server operators will generally have to restart their
> > > dedicated
> > > > > servers after this move to ensure they will correctly pick up the
> new
> > > > > addresses of the these Masters.  The server browser in the Steam
> > client
> > > > and
> > > > > in games such as Team Fortress 2 will automatically move to the
new
> > > > Masters.
> > > > >
> > > > > Server operators that manually set their master servers (we
> recommend
> > > > > against this practice however) please use "
> > hl2master.steampowered.com"
> > > > to
> > > > > refer to them instead of the IPs directly. This name returns all
> > Master
> > > > > addresses.
> > > > >
> > > > > We will update once the move is complete.
> > > > >
> > > > > --
> > > > > /// Zoid.
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >
> > > > _

Re: [hlds] Master Server Move

2010-04-13 Thread Spencer &#x27;voogru' MacDonald
GeoIP has been accurate enough. Even if it's off by 500 miles it's still far
better than the octets of the IP which is what they do right now.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Tuesday, April 13, 2010 8:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

I hope all your IP addresses of both your clients and your servers have the
correct geo IP data.

On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson  wrote:

> I think I love you Zoid,
>
> Kyle.
>
> On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName!  >wrote:
>
> > That was broken anyways in TF2 I believe...
> >
> > On Tue, Apr 13, 2010 at 2:27 PM, 1nsane <1nsane...@gmail.com> wrote:
> >
> > > So it will no longer sort by ip similarity? Thank the dragons!
> > >
> > > On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
> > > wrote:
> > >
> > > > On Wednesday April 14th we will be moving the HL2Master servers to a
> > new
> > > > set of IP addresses.  One of the major new features is the new
> Masters
> > > > should return dedicated servers ordered by their geographical
> distance
> > > from
> > > > the player requesting the server list, making for lower latency and
> > > better
> > > > connections.
> > > >
> > > > Dedicated server operators will generally have to restart their
> > dedicated
> > > > servers after this move to ensure they will correctly pick up the
new
> > > > addresses of the these Masters.  The server browser in the Steam
> client
> > > and
> > > > in games such as Team Fortress 2 will automatically move to the new
> > > Masters.
> > > >
> > > > Server operators that manually set their master servers (we
recommend
> > > > against this practice however) please use "
> hl2master.steampowered.com"
> > > to
> > > > refer to them instead of the IPs directly. This name returns all
> Master
> > > > addresses.
> > > >
> > > > We will update once the move is complete.
> > > >
> > > > --
> > > > /// Zoid.
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Master Server Move

2010-04-13 Thread Spencer &#x27;voogru' MacDonald
"One of the major new features is the new Masters should return dedicated
servers ordered by their geographical distance from the player requesting
the server list, making for lower latency and better connections."

Holy shit! Thank you!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zoid Kirsch
Sent: Tuesday, April 13, 2010 5:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Master Server Move

On Wednesday April 14th we will be moving the HL2Master servers to a new set
of IP addresses.  One of the major new features is the new Masters should
return dedicated servers ordered by their geographical distance from the
player requesting the server list, making for lower latency and better
connections.

Dedicated server operators will generally have to restart their dedicated
servers after this move to ensure they will correctly pick up the new
addresses of the these Masters.  The server browser in the Steam client and
in games such as Team Fortress 2 will automatically move to the new Masters.

Server operators that manually set their master servers (we recommend
against this practice however) please use "hl2master.steampowered.com" to
refer to them instead of the IPs directly. This name returns all Master
addresses.

We will update once the move is complete.

--
/// Zoid.


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Re: [hlds] Did S2A_INFO2 packet format change?

2010-04-03 Thread Spencer &#x27;voogru' MacDonald
Yeah there is, I think they added the servers steamid to the queries.

(ya, servers have steamids)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sebastian Staudt
Sent: Saturday, April 03, 2010 4:20 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Did S2A_INFO2 packet format change?

Hi.

I'm the developer of the query library Steam Condenser (
http://koraktor.github.com/steam-condenser) and recently I got a bug report
about weird data received from CZ servers.
I did some research and found out that all servers (GoldSrc and Source)
using the new S2A_INFO2 format (see
http://developer.valvesoftware.com/wiki/Server_queries#Source_servers_2) and
returning additional data (extra data flag, EDF) have not the documented
format for the "extra data". This seems to have changed recently. Does
anyone know what the new format is?

Best regards,

Sebastian
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Re: [hlds] Windows or linux & why

2010-03-27 Thread Spencer &#x27;voogru' MacDonald
I use Windows, no problems here.

Sent from my iWheel (I BEET U r JEAoLOUS)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
Sent: Saturday, March 27, 2010 10:40 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Windows or linux & why

Asking Linux or Windows is like comparing apples to oranges. Both have 
their pros and cons.

If it's just one server I'd go Windows.

On 27/03/2010 10:27 PM, Jake Eisenman wrote:
> Just curious. Personally I use Linux because I know how to setup
> everything quickly from ssh
>
> Sent from my iPod
>
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Re: [hlds] List Server Downtime, T minus 2 hours and 10 minutes(-ish)

2010-02-27 Thread Spencer &#x27;voogru' MacDonald
when will we get there when will we get there when will we get there when
will we get there when will we get there when will we get there when will we
get there when will we get there when will we get there when will we get
there when will we get there when will we get there when will we get there

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: Saturday, February 27, 2010 4:57 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] List Server Downtime, T minus 2 hours and 10
minutes(-ish)

are we there yet?

2010/2/26 Jarno Veuger 

> Yes.
>
> Op 25-Feb-10 22:36, Matt Hoffman schreef:
> > Just when I need an answer :P
> >
> > Well thanks for the heads up anyways. Will this effect all of the
mailing
> > lists? (HLDS, HLCoders, etc)
> >
> > On Thu, Feb 25, 2010 at 1:32 PM, Alec Sanger
>  wrote:
> >
> >
> >> Thanks for the heads up!
> >>
> >> Thank you,
> >> Alec Sanger
> >>
> >>
> >>
> >>
> >>
> >>> From: b...@valvesoftware.com
> >>> To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
> >>>
> >> hlcod...@list.valvesoftware.com; steamwo...@list.valvesoftware.com
> >>
> >>> Date: Thu, 25 Feb 2010 13:18:40 -0800
> >>> Subject: [hlds] List Server Downtime, T minus 2 hours and 10
> >>>
> >> minutes(-ish)
> >>
> >>> Hello everyone,
> >>>
> >>> The Valve mailing list server is going to be down for about a day
while
> >>>
> >> we move it over to a new facility. This will be happening today,
> Thursday
> >> Feb. 25, around 3:30PM US Pacific time. The exact duration of the
outage
> is
> >> not certain but we're shooting for sometime Friday evening.
> >>
> >>> See you all on the other side!
> >>>
> >>> -Bryn
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >> _
> >> Your E-mail and More On-the-Go. Get Windows Live Hotmail Free.
> >> http://clk.atdmt.com/GBL/go/201469229/direct/01/
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > __ Information from ESET NOD32 Antivirus, version of virus
> signature database 4896 (20100225) __
> >
> > The message was checked by ESET NOD32 Antivirus.
> >
> > http://www.eset.com
> >
> >
> >
> >
> >
>
>
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Re: [hlds] Mani site down / DNS problem

2010-02-23 Thread Spencer &#x27;voogru' MacDonald
This is why some people just make their own admin tools.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, February 23, 2010 6:45 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mani site down / DNS problem

If we really go back to 2003 (or let's say 2004 when cs source and 
mani-admin came out), there was no other options back then than 
Mani-admin and BeetlesMod. Not for like over a year. There was metamod 
and some talks about rewriting it completely which i think happened 
later on and thus Sourcemod is here now.

Mani-admin was a good plugin, very user friendly (not so install 
friendly but everyone got it running who really wanted it), had multiple 
things to make game fun. Votes, punishments, weapon restrictions, you 
know what else. Maybe it's "shit" in some people eyes but it was there 
when there was nothing else and still is a fairly good plugin. Elitists 
seem to diss it the most. Really, it was free, you don't have to use it 
if you dislike it.. Have some respect for the work of others?

Also remember it was made by just one guy. Sourcemod has now like 50 
people behind it who make smx plugins into it so naturally it develops 
more and things get fixed quickly.

If really Sourcemod is these days the one and only and all server owners 
should move into it, maybe Sourcemod lacks something that Mani-admin 
has.No, not the exploits. 1.2T fixed those afaik. If there is one, it 
doesn't work with sv_cheats 0.

-ics

23.2.2010 5:47, msleeper kirjoitti:
> And SourceMod has been out for how long? And has done all of that and
> more from the beginning, right?
>
> 2003 called and wants it's server administration software back. Stick
> with SM, nobody worth their salt uses Mani.
>
>
> On Mon, 2010-02-22 at 22:43 -0500, Keeper wrote:
>
>> It's been for a while.  The next version ( 2.0 ) we are working on is
going
>> to be more modular, and will be game based instead of one plugin fits
all.
>> It will work for L4D2 down to HL2MP.
>>
>> Keeper
>>
>> -Original Message-
>> From: Matthew Gottlieb [mailto:matthew.j.gottl...@gmail.com]
>> Sent: Monday, February 22, 2010 7:07 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Mani site down / DNS problem
>>
>> Since when is Mani Open Source?  My main issues with Mani has always
>> been that it was closed source and was rarely updated.
>>
>> ~ Matt
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>  
>
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Re: [hlds] Owner of RUS Coop-16 ?

2010-02-19 Thread Spencer &#x27;voogru' MacDonald
game pirates detected!!! weeewweeew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Roman Hatsiev
Sent: Friday, February 19, 2010 6:34 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Owner of RUS Coop-16 ?

http://forum.csmania.ru/viewtopic.php?f=28&t=20749&start=0
Here is the guy
you are looking for and he posted instructions on how to configure such
server.
Should you need help reading through that forum please feel free to email me
directly.

Regards,

Roman

On Fri, Feb 19, 2010 at 2:26 PM, Saint K.  wrote:

> Hi,
>
> The gametype is left4dead2. I don't see this at that page, allthou my
> Russian is a little bit rusty lately ;)
>
> Could you point it out more specific were on the page these servers are
> listed? (so I can ensure I contact the correct person).
>
> Cheers,
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
> Sent: Friday, February 19, 2010 12:06 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Owner of RUS Coop-16 ?
>
> http://games.olympus.ru/support.html
>
> Saint K. wrote:
> > Yes I've tried that but its blank on the servers.
> >
> > Neither can I relate it to a steamcommunity or find anything on google
> relating the servers to a clan or something.
> >
> > Cheers,
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Joshua 'Dislexsick' Bost
> > Sent: Friday, February 19, 2010 11:54 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Owner of RUS Coop-16 ?
> >
> > Sv_contact
> >
> > Sent from my iPhone
> >
> > On 19/02/2010, at 9:18 PM, Saint K.  wrote:
> >
> >
> >> Is de owner of the "RUS Coop-16" servers on this list by any chance?
> >> Or does anyone know how to reach its owner(s) ?
> >>
> >> Cheers,
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > No virus found in this incoming message.
> > Checked by AVG - www.avg.com
> > Version: 9.0.733 / Virus Database: 271.1.1/2695 - Release Date: 02/18/10
> 20:34:00
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 9.0.733 / Virus Database: 271.1.1/2695 - Release Date: 02/18/10
> 20:34:00
>
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Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

2010-02-04 Thread Spencer &#x27;voogru' MacDonald
DontWannaName,

Is 68.68.32.217:27015 is one of your servers?

nslookup 68.68.32.217
Server:  home
Address:  192.168.1.254

Name:TopNotchClan.com
Address:  68.68.32.217

"I dont know why people think I run fake clients"

The output of "meta list" on your server seems to declare otherwise. 

I included the status to show it's your server (and included a screenshot). So 
this statement you just made to the list is verifiably false.

hostname:   (-TN-) 24/7 BADWATER/GOLDRUSH [HLSTATSX]
version : 1.0.8.2/15 4105 secure  
udp/ip  :  68.68.32.217:27015
map : pl_goldrush at: 0 x, 0 y, 0 z
players : 23 (32 max)

# userid name uniqueid connected ping loss state
# 656 "Mace" STEAM_0:1:17067890 04:47 104 0 active
# 652 "(604) EmpTy.ws" STEAM_0:0:14413027 08:11 71 0 active
# 640 "Emperor Norton" STEAM_0:0:18677953 23:31 55 0 active
# 619 "Hamburglar" STEAM_0:0:24508093  1:13:16 46 0 active
# 644 "(-TN-) duncan db" STEAM_0:0:6646078 14:54 52 0 active
# 657 "Adiuvo" STEAM_0:0:24559447 04:28 52 0 active
# 621 "prophet /̵͇̿/'̿-̅-" STEAM_0:1:346214  1:04:04 48 0 active
# 622 "Necron99" STEAM_0:0:11138643  1:02:51 69 0 active
# 630 "a# - Auburn" STEAM_0:0:19899268 42:10 92 0 active
# 654 "Do Not Feed The Trolls" STEAM_0:0:25091821 06:23 142 0 active
# 655 "Graham" STEAM_0:0:1264864 05:10 49 0 active
# 632 "Harusame Mizukishi" STEAM_0:1:27360078 39:36 78 0 active
# 633 "(-TN-) the stig" STEAM_0:1:10849346 37:29 67 0 active
# 642 "Stig-a-holic" STEAM_0:1:5511593 22:15 81 0 active
# 647 "JOEx213" STEAM_0:0:15905280 13:27 58 0 active
# 658 "Spicychicken" STEAM_0:1:6391583 02:40 79 0 active
# 649 "The Turbinator" STEAM_0:1:18998315 12:25 247 0 active
# 650 "spasm" STEAM_0:0:27043313 12:10 87 0 active
# 651 ".Monkey" STEAM_0:1:20832704 11:57 175 0 active
# 659 "Boni" STEAM_0:0:17026514 01:47 152 0 active
# 660 "pisssant" STEAM_0:0:298430 00:51 73 0 active
Mace killed (604) EmpTy.ws with sniperrifle. (crit)
] meta list
  [01] FAKE CLIENTS Plugin (1.0.0.0) by AzuiSleet
  [02] D-FENS (1.1) by Spencer 'voogru' MacDonald
  [03] SourceMod (1.4.0-dev) by AlliedModders LLC
  [04] TF2 Tools (1.4.0-dev) by AlliedModders LLC
  [05] BinTools (1.4.0-dev) by AlliedModders LLC
  [06] SDK Tools (1.4.0-dev) by AlliedModders LLC

Screenshot in case the list screws this up: 
http://www.voogru.com/images/fakeclients.jpg

So yeah, I think this rules out the angry player scenario.

DontWannaName, we weren't born yesterday. So please don't insult the 
intelligence of the people on the list by lying to them when you are having 
issues. 

Lying to players (via fakeclients) is a dumb idea, lying to a bunch of 
experienced server operators is a really dumb idea.

- voogru

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Thursday, February 04, 2010 6:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

I dont know why people think I run fake clients, those black lists are all
unconfirmed and could have been added by some angry player which is why they
are flawed. Whether my server use has decreased or not, servers are not
showing on the list.

It is uncofirmed if this could be an issue with Valve's master server itself
but I have my doubts a bug would occur there.

This is a screenshot just a few seconds ago. I have selected US West as
location and not password protected.

http://i67.photobucket.com/albums/h309/DontWannaName123/bug-3.png

On Thu, Feb 4, 2010 at 3:08 PM, Don Williams  wrote:

> I see 2 of my 3 servers in that list.. I've noticed too the same thing with
> my other server.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
> Sent: Thursday, February 04, 2010 5:46 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted
>
> It wouldn't take much to delist every single West Coast server, I'm sure it
> would be more than possible to do it with a simple 10mbit box. For instance
> at one point I was able to view my server in the server browser just fine,
> now my test server is well... Unknown to the masses, than again this only
> started happening a couple weeks ago. I just checked now and I still don't
> see it. This is however most likely unrelated to your issue DWN.
>
> My steam server list:
> http://img39.imageshack.us/img39/5486/listf.jpg
>
> Kyle.
>
> On Thu, Feb 4, 2010 at 2:33 PM, DontWannaName!
> wrote:
>
> > That is completely

Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

2010-02-04 Thread Spencer &#x27;voogru' MacDonald
DontWannaName,

Do you run any kind of shenanigans on your server? I think it's been about a
month since valve implemented blacklisting (in fact, almost a month to the
day)

http://store.steampowered.com/news/3308/

Your servers are showing up on some blacklists, including: 

http://tf2stats.net/fake_players/

and

http://tf2app.com/blacklist/servers.php (As Top Notch Clan)

Are you sure your decline in popularity isn't because of people utilizing
these blacklists?

Perhaps it would be wise to remove the offending fake player plug-ins and
contact the managers of the blacklists for removal, and leave the offending
plug-ins off the server.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Thursday, February 04, 2010 5:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

That is completely different. This has been going on for a month now.

On Thu, Feb 4, 2010 at 2:30 PM, Craig H  wrote:

> I almost forgot! Valve is going to be performing maintenance on Steam as a
> whole today, seeing as Valve is on the west coast, they are probably
> starting there.
>
> On Thu, Feb 4, 2010 at 2:25 PM, DontWannaName!  >wrote:
>
> > I am positive, there are barely any servers on the west coast. The
> > heartbeat
> > is a work around but whoever is doing it, is sending the packets so fast
> > that its almost impossible to combat it.
> >
> > On Thu, Feb 4, 2010 at 2:22 PM, Craig H  wrote:
> >
> > > It would take an extremely large and organized group of individuals to
> > > actually do what you are claiming. Are you certain that you are being
> > > blacklisted? You may just be having problems with your connection to
> the
> > > master servers.
> > >
> > > On Thu, Feb 4, 2010 at 2:13 PM, DontWannaName!  > > >wrote:
> > >
> > > > It seems that someone, not valve, is delisting most of the west
coast
> > > > making
> > > > it so our servers do not show in any list except in favorites. This
> is
> > > > severely hurting our population and forcing users to find servers
> > > > elsewhere.
> > > > Whoever is doing this doesnt want people joining servers on the west
> > > coast.
> > > > For whatever real reason they are doing it, in the end Valve needs
to
> > fix
> > > > this. This has been going on for at least a month now and by posting
> > this
> > > I
> > > > hope to reach more affected server owns.
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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Re: [hlds] TF2 srcds infinite loops.

2010-01-14 Thread Spencer &#x27;voogru' MacDonald
It loops internally.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
Sent: Thursday, January 14, 2010 4:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 srcds infinite loops.

Voogru,

I am just curious, as I am using a custom script ( in php ) aswell. Do you
run it on a crontab / windows sced, or does it loop internally?

I am also seeing this huge time between maps. For me its about 30-45
seconds. I thought it may have been with the tweaks ( not tf2 related ) I
had done to my kernel, so I reverted them and it still does it.

Allan 'MU¿D!CK' Button

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, January 14, 2010 2:40 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 srcds infinite loops.

It's a custom command line PHP (hey it works!) script I wrote that just
queries the server on 27015. When they time out it just restarts the service
associated with the IP.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
Sent: Thursday, January 14, 2010 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 srcds infinite loops.

I have been experiencing this for a long long time. Similar to voogru it has
been occuring 2-3 times per week. Occurs on both DODS and TF2 - so I assume
this is an OB issue. I'm on windows too. Logs show it happening immediately
after map change, while everyone is joining the game.

Voogru, I'd be interested in the script you are using? Serverchecker doesn't
seem to restart the servers when in this situation.

On Thu, Jan 14, 2010 at 7:05 PM, Tony Paloma wrote:

> None of my servers have hit an infinite loop since the war update. If it's
> only a long temporary freeze you guys are getting then I'm not sure. I
> haven't seen any temporary freezes, but I don't monitor 24/7.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Stanton
> Sent: Thursday, January 14, 2010 10:59 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 srcds infinite loops.
>
> We've been having this issue on all four of our TF2 servers.  We haven't
> really figured out what causes it.  Our first thought was that it is
> related to the ctf_doublecross map, so we pulled it from our rotation on
> the one server that used it.  The problem started to manifest in other
> servers that weren't running doublecross, though.  At this point, we are
> blaming it on the Equipment Manager sourcemod plugin.  Since removing
> that plugin from our servers, they haven't been freezing.  We haven't
> added doublecross back to the server it was being used on, yet, but I'm
> really hoping that it's not the cause, since that map is extremely fun
> to play.
>
> Spencer 'voogru' MacDonald wrote:
> > I kind of noticed that, I have a script that restarts my server if it
> does
> > not respond to a query for roughly a minute. One time last night during
a
> > map change it did nearly get to restarting it (timed out 8 times,
> restarts
> > when it times out 10 times) before coming back to life.
> >
> > I remember looking at my HLSW at one point and saw 1 red mark (map
> change)
> > then a short time later seeing a large red block and it eventually
coming
> > back. I thought it crashed but when I did status the userids were too
> high
> > for it just restarting.
> >
> > I checked my logs and sure enough it timed out for about 40-45 seconds
or
> so
> > shortly after the map change.
> >
> > I run srcds as a limited user and I'm wondering if that might have
> anything
> > to do with it.
> >
> > - voogru.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven J.
> > Sumichrast
> > Sent: Thursday, January 14, 2010 8:22 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] TF2 srcds infinite loops.
> >
> > While I am running on Linux I've noticed the same thing. I've unloaded
> > all plugins and still noticed that when a mapchange occurs it hangs at
> > 100% for a long time. If I leave it alone it eventually will respond.
> > However it's not quick enough and it always kills my server (in terms
> > of players). It just recently start

Re: [hlds] TF2 srcds infinite loops.

2010-01-14 Thread Spencer &#x27;voogru' MacDonald
It's a custom command line PHP (hey it works!) script I wrote that just
queries the server on 27015. When they time out it just restarts the service
associated with the IP.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
Sent: Thursday, January 14, 2010 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 srcds infinite loops.

I have been experiencing this for a long long time. Similar to voogru it has
been occuring 2-3 times per week. Occurs on both DODS and TF2 - so I assume
this is an OB issue. I'm on windows too. Logs show it happening immediately
after map change, while everyone is joining the game.

Voogru, I'd be interested in the script you are using? Serverchecker doesn't
seem to restart the servers when in this situation.

On Thu, Jan 14, 2010 at 7:05 PM, Tony Paloma wrote:

> None of my servers have hit an infinite loop since the war update. If it's
> only a long temporary freeze you guys are getting then I'm not sure. I
> haven't seen any temporary freezes, but I don't monitor 24/7.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Stanton
> Sent: Thursday, January 14, 2010 10:59 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 srcds infinite loops.
>
> We've been having this issue on all four of our TF2 servers.  We haven't
> really figured out what causes it.  Our first thought was that it is
> related to the ctf_doublecross map, so we pulled it from our rotation on
> the one server that used it.  The problem started to manifest in other
> servers that weren't running doublecross, though.  At this point, we are
> blaming it on the Equipment Manager sourcemod plugin.  Since removing
> that plugin from our servers, they haven't been freezing.  We haven't
> added doublecross back to the server it was being used on, yet, but I'm
> really hoping that it's not the cause, since that map is extremely fun
> to play.
>
> Spencer 'voogru' MacDonald wrote:
> > I kind of noticed that, I have a script that restarts my server if it
> does
> > not respond to a query for roughly a minute. One time last night during
a
> > map change it did nearly get to restarting it (timed out 8 times,
> restarts
> > when it times out 10 times) before coming back to life.
> >
> > I remember looking at my HLSW at one point and saw 1 red mark (map
> change)
> > then a short time later seeing a large red block and it eventually
coming
> > back. I thought it crashed but when I did status the userids were too
> high
> > for it just restarting.
> >
> > I checked my logs and sure enough it timed out for about 40-45 seconds
or
> so
> > shortly after the map change.
> >
> > I run srcds as a limited user and I'm wondering if that might have
> anything
> > to do with it.
> >
> > - voogru.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven J.
> > Sumichrast
> > Sent: Thursday, January 14, 2010 8:22 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] TF2 srcds infinite loops.
> >
> > While I am running on Linux I've noticed the same thing. I've unloaded
> > all plugins and still noticed that when a mapchange occurs it hangs at
> > 100% for a long time. If I leave it alone it eventually will respond.
> > However it's not quick enough and it always kills my server (in terms
> > of players). It just recently started doing it. Combatted it by trying
> > to not have the map change anymore.
> >
> > I had thought it was from the server flushing the logfile after being
> > on a single map all day, but I disabled file logging and that didn't
> > make a difference.
> >
> > Steven J. Sumichrast
> >
> > On Jan 14, 2010, at 7:08 AM, "Spencer 'voogru' MacDonald"
>  >
> >  > wrote:
> >
> >
> >> Has anyone been experiencing an issue where their server will
> >> experience an
> >> infinite loop, since the patch yesterday these just got kicked into
> >> high
> >> gear, I used to get them maybe 2-3 times a week and I just now got
> >> them
> >> twice in 12 hours.
> >>
> >> The symptoms are very simple, the server changes map, is on the
> >> changed map
> >> for about 1-2 minutes, and then there is an infinite loo

Re: [hlds] TF2 srcds infinite loops.

2010-01-14 Thread Spencer &#x27;voogru' MacDonald
I kind of noticed that, I have a script that restarts my server if it does
not respond to a query for roughly a minute. One time last night during a
map change it did nearly get to restarting it (timed out 8 times, restarts
when it times out 10 times) before coming back to life.

I remember looking at my HLSW at one point and saw 1 red mark (map change)
then a short time later seeing a large red block and it eventually coming
back. I thought it crashed but when I did status the userids were too high
for it just restarting.

I checked my logs and sure enough it timed out for about 40-45 seconds or so
shortly after the map change.

I run srcds as a limited user and I'm wondering if that might have anything
to do with it.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven J.
Sumichrast
Sent: Thursday, January 14, 2010 8:22 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 srcds infinite loops.

While I am running on Linux I've noticed the same thing. I've unloaded  
all plugins and still noticed that when a mapchange occurs it hangs at  
100% for a long time. If I leave it alone it eventually will respond.  
However it's not quick enough and it always kills my server (in terms  
of players). It just recently started doing it. Combatted it by trying  
to not have the map change anymore.

I had thought it was from the server flushing the logfile after being  
on a single map all day, but I disabled file logging and that didn't  
make a difference.

Steven J. Sumichrast

On Jan 14, 2010, at 7:08 AM, "Spencer 'voogru' MacDonald"  wrote:

> Has anyone been experiencing an issue where their server will  
> experience an
> infinite loop, since the patch yesterday these just got kicked into  
> high
> gear, I used to get them maybe 2-3 times a week and I just now got  
> them
> twice in 12 hours.
>
> The symptoms are very simple, the server changes map, is on the  
> changed map
> for about 1-2 minutes, and then there is an infinite loop. CPU  
> spikes to
> 100%, etc etc, the only reason why my server even restarts is  
> because of an
> external process that ensures the server is alive without that my  
> server
> would be down until I manually restart it.
>
> I have tried to rule out any plug-ins that may be causing them by  
> unloading
> my plug-ins before the map changes with no dice.
>
> Server is Windows.
>
> - voogru.
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list  
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Team Fortress 2 Update Available

2010-01-14 Thread Spencer &#x27;voogru' MacDonald
"Valve The Flaregun" was bad grammar.

Probably shows "Valve Flaregun" now.

At least that's what I'm assuming.



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
Sent: Thursday, January 14, 2010 10:08 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

what does
"- Fixed the naming of non-unique quality unique items (Community
Kritzkriegs, etc)"

mean?

On Wed, Jan 13, 2010 at 8:54 PM, DontWannaName!
wrote:

> I lied, it was the new DoS SM extension caching the old version.
>
> On Wed, Jan 13, 2010 at 5:47 PM, Dog  wrote:
>
> > 1.0.8.0?
> >
> >
> > -Dog
> > TheVille.Org
> >
> > -
> > Sent from my Sinclair ZX80
> > -
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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[hlds] TF2 srcds infinite loops.

2010-01-14 Thread Spencer &#x27;voogru' MacDonald
Has anyone been experiencing an issue where their server will experience an
infinite loop, since the patch yesterday these just got kicked into high
gear, I used to get them maybe 2-3 times a week and I just now got them
twice in 12 hours.

The symptoms are very simple, the server changes map, is on the changed map
for about 1-2 minutes, and then there is an infinite loop. CPU spikes to
100%, etc etc, the only reason why my server even restarts is because of an
external process that ensures the server is alive without that my server
would be down until I manually restart it.

I have tried to rule out any plug-ins that may be causing them by unloading
my plug-ins before the map changes with no dice.

Server is Windows.

- voogru.


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Re: [hlds] [TF2] No Loadout.

2010-01-13 Thread Spencer &#x27;voogru' MacDonald
"Zover Mirklo"

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Marc Wustrack
Sent: Wednesday, January 13, 2010 6:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] No Loadout.

Whose servers are nosteam? o.o

2010/1/14 Mike Stiehm 

> spend the $10 and buy the game you jackass!
>
> DontWannaName!  wrote:
>
> >PWNT :P No steam no support...
> >
> >On Wed, Jan 13, 2010 at 2:12 PM, Spencer 'voogru' MacDonald <
> >voo...@voogru.com> wrote:
> >
> >> Your servers are NOSTEAM anyway so why would you want to connect to
> Steam?
> >>
> >> - voogru.
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com
> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zover Mirklo
> >> Sent: Wednesday, January 13, 2010 4:08 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] [TF2] No Loadout.
> >>
> >> Yeah auto-reconnection to loadout servers is broken since
> >> soldier/demoman update. It looks like this in connection logs:
> >> StartAutoReconnect() will start in 3 seconds
> >> Connect() starting connection (eNetQOSLevelMedium,
> >> 68.142.91.34:27017, UDP)
> >> ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
> >> StartAutoReconnect() will start in 4 seconds
> >> Connect() starting connection (eNetQOSLevelMedium,
> >> 68.142.91.34:27017, UDP)
> >> ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
> >> StartAutoReconnect() will start in 4 seconds
> >> Connect() starting connection (eNetQOSLevelMedium,
> >> 68.142.91.34:27017, UDP)
> >> ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
> >> StartAutoReconnect() will start in 3 seconds
> >> Connect() starting connection (eNetQOSLevelMedium,
> >> 68.142.91.34:27017, UDP)
> >> ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
> >> StartAutoReconnect() will start in 5 seconds
> >> Connect() starting connection (eNetQOSLevelMedium,
> >> 68.142.91.34:27017, TCP)
> >>  Quoting ics : No no, this issue is Valve's doing right now. Last
> >> night (or day where
> >>  ever you live) there was maintenance at Steam. Since then, our
> >> servers
> >>  have losing connection to Steam by every hour and we have restarted
> >> them
> >>  multiple times to fix this issue. They do not connect back to Steam
> >> at
> >>  any point. Everything else (vac, steam master servers connect etc)
> >> works
> >>  fine but unlockables are missing.
> >>  -ics
> >>  Marc Wustrack kirjoitti:
> >>  > Its seems like its working for now without this joinclass plugin.
> >>  > But my server still loses his connection after a few hours and
> >>  > doesn't reconnect on it self, always have to restart the whole
> >> server :/
> >>  > ___
> >>  > To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >>  > http://list.valvesoftware.com/mailman/listinfo/hlds
> >>  >
> >>  ___
> >>  To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >>  http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >> Links:
> >> --
> >> [1] mailto:i...@ics-base.net
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >___
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> please visit:
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Re: [hlds] [TF2] No Loadout.

2010-01-13 Thread Spencer &#x27;voogru' MacDonald
Your servers are NOSTEAM anyway so why would you want to connect to Steam?

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zover Mirklo
Sent: Wednesday, January 13, 2010 4:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] No Loadout.

Yeah auto-reconnection to loadout servers is broken since
soldier/demoman update. It looks like this in connection logs:
StartAutoReconnect() will start in 3 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, UDP)
ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
StartAutoReconnect() will start in 4 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, UDP)
ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
StartAutoReconnect() will start in 4 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, UDP)
ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
StartAutoReconnect() will start in 3 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, UDP)
ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
StartAutoReconnect() will start in 5 seconds
Connect() starting connection (eNetQOSLevelMedium,
68.142.91.34:27017, TCP)
 Quoting ics : No no, this issue is Valve's doing right now. Last
night (or day where 
 ever you live) there was maintenance at Steam. Since then, our
servers 
 have losing connection to Steam by every hour and we have restarted
them 
 multiple times to fix this issue. They do not connect back to Steam
at 
 any point. Everything else (vac, steam master servers connect etc)
works 
 fine but unlockables are missing.
 -ics
 Marc Wustrack kirjoitti:
 > Its seems like its working for now without this joinclass plugin.
 > But my server still loses his connection after a few hours and
 > doesn't reconnect on it self, always have to restart the whole
server :/
 > ___
 > To unsubscribe, edit your list preferences, or view the list
archives, please visit:
 > http://list.valvesoftware.com/mailman/listinfo/hlds
 >   
 ___
 To unsubscribe, edit your list preferences, or view the list
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 http://list.valvesoftware.com/mailman/listinfo/hlds
 

Links:
--
[1] mailto:i...@ics-base.net
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Re: [hlds] Left 4 Dead 2 Update Available

2010-01-12 Thread Spencer &#x27;voogru' MacDonald
No, the TFC icon should stay.

It's the best.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Tuesday, January 12, 2010 6:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Update Available

Im pretty sure they probably updated the icon you see in taskbar, they
should update TF2s so it doesnt show TFCs unless its purpose is to remind us
of TFC.

On Tue, Jan 12, 2010 at 3:18 PM, Jonah Hirsch  wrote:

> Left4Dead 2 can run in the sys tray?
>
> Jonah Hirsch
> ---
>
>
> On Tue, Jan 12, 2010 at 4:10 PM, Jason Ruymen  >wrote:
>
> > A required update for Left 4 Dead 2 is now available.  Please run
> > hldsupdatetool to receive the update.  The specific changes include:
> >
> > Gameplay:
> > - Fixed where last round of upgraded ammo didn't have upgrade effect
> > - Jockeyed survivor now glows for infected team in all cases
> > - Fixed exploit that allowed Jockey players to get instant recharge of
> > their ability
> > - Fixed Charger ability timer not resetting when killing a survivor with
> > low health on their third strike
> > - Charger now applies a small amount of damage when charging through
> physic
> > props
> >
> > Match Making:
> > - Changed how requests are made to master server for group servers
> > - Fixed sorting on group servers UI
> > - Reduced update work on group servers UI
> >
> > Miscellaneous:
> > - Made the water shader support splitscreen on the PC
> > - Miscellaneous fixes in the subtitles
> > - Updated system tray icon
> > - Fixed Survival timer issue caused when voting for round restart
> >
> > SDK/L4D2-LD/Hammer changes:
> > - When browsing for a func_instance filename, the proper path relative
to
> > the current bsp will be returned. This allows level designers to use
> > instances from the base game in dlc maps without having to manually fix
> up
> > the filename
> > - Changed base.fgd default skybox to one that exists in L4D2
> > - Added env_instructor_hint to fgd, as well as content/game icon images
> > - Deadline URL fix
> > - Added missing vmt for env_instructor_hint
> > - L4D Addon Support - restored missing delivery van modified VMT
> > - L4D Addon Support - restored missing shelves metal 3
> > - L4D Addon Support - restored floodlight generator switch
> > - L4D Addon Support - restored missing airliner content
> > - Updated vbsp to correctly handle instances within instances
> > - Fixed the fullscreen engine changing the Hammer views, requiring a
> > restart of Hammer
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Spencer &#x27;voogru' MacDonald
"Or Valve could just check themselves and get a list of all fake clients
servers, and delist them for good. That could have been done ages ago :/"

They probably have other things to do, like, you know, making games.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Thursday, January 07, 2010 11:11 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

"Your message to hlds awaits moderator approval"
Looks like my message was not sent. Trying again:

Make the blacklist work with the server scoring thing. When someone
blacklist a servers, it looses points.

Or Valve could just check themselves and get a list of all fake clients
servers, and delist them for good. That could have been done ages ago :/
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Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Spencer &#x27;voogru' MacDonald
"it could be used for good, but it can also easily be used to
derail server communities and eliminate competition."

I agree.

However, the blacklist feature is there. So why not start a legitimate
centralized blacklist that has some oversight before we start seeing
malicious blacklists that just blacklist competitors.

If people trust the clowns over legitimate blacklists, then that's their
problem. 

But if the only choice they have is clowns, they might go with clowns.

I run servers too you know, so this is something I care about. 

I wouldn't want to be blacklisted just like any other server operator here.
But I think malicious servers (fake players being the primary offender)
should be blacklisted.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
Sent: Thursday, January 07, 2010 10:54 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

in reality the blacklist won't do much unless valve starts publicly
enforcing which servers are blacklisted for everyone. i doubt most veteran
players for tf2 even use the master server list to grab servers, most have
their selected servers already whether it be in their favorites or in their
history tab. its really only meant for new people to tf2 and frankly is a
year or two too late now :) but i have to agree the import feature is not
exactly the brightest idea. i really don't trust other people's banlist, let
alone giving someone else the control of what servers to remove from your
server browser. it could be used for good, but it can also easily be used to
derail server communities and eliminate competition.

On Thu, Jan 7, 2010 at 9:38 AM, Nightbox wrote:

> http://tf2app.com/blacklist/
>
> 2010/1/7 Shane Arnold 
>
> > But *you* are not *everyone*. It only takes one malicious/incorrect
> > entry to start screwing things up.
> >
> > On 7/01/2010 10:42 PM, Spencer 'voogru' MacDonald wrote:
> > > If you have a centralized blacklist that people trust, maintain it and
> > > verify submitted servers to prevent abuse, I think it's better than
not
> > > having a blacklist at all.
> > >
> > > This is also why I would only blacklist malicious servers, it's not
too
> > > difficult to verify malicious servers.
> > >
> > > - voogru.
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
> > > Sent: Thursday, January 07, 2010 9:33 AM
> > > To: 'Half-Life dedicated Win32 server mailing list'
> > > Subject: Re: [hlds] Team Fortress 2 Update Available
> > >
> > > That's the damn truth..
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Powell
> > > Sent: 2010-01-07 9:12 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Team Fortress 2 Update Available
> > >
> > > The issue with allowing people to import blocklists is that they will
> > > rush on Google and use the first blocklist they find. That blocklist
> > > will most likely be full of servers that $RANDOM_LUSER added to get
> back
> > > at $SERVER_OWNER for banning them for mic spamming.
> > >
> > > ~Peter Powell
> > >
> > > Spencer 'voogru' MacDonald wrote:
> > >
> > >> Yeah I saw that, but generally I support the idea of a centralized
> > >> blacklist.
> > >>
> > >> But only with really malicious servers.
> > >>
> > >> - voogru.
> > >>
> > >> -Original Message-
> > >> From: hlds-boun...@list.valvesoftware.com
> > >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
> > DontWannaName!
> > >> Sent: Wednesday, January 06, 2010 10:36 PM
> > >> To: Half-Life dedicated Win32 server mailing list
> > >> Subject: Re: [hlds] Team Fortress 2 Update Available
> > >>
> > >> Hey look Voogru, you are on that list too for running 24+ max slots
> lol
> > :P
> > >> 24+ max players is part of the game now so that makes little sense...
> > >>
> > >> 67.213.213.107voogru.com24+ Max Players
> > >>
> > >> On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
> > >> wrote:
> > >>
> > >>
> > >>
> > >>> There&

Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Spencer &#x27;voogru' MacDonald
If you have a centralized blacklist that people trust, maintain it and
verify submitted servers to prevent abuse, I think it's better than not
having a blacklist at all.

This is also why I would only blacklist malicious servers, it's not too
difficult to verify malicious servers.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
Sent: Thursday, January 07, 2010 9:33 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Available

That's the damn truth.. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Powell
Sent: 2010-01-07 9:12 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

The issue with allowing people to import blocklists is that they will 
rush on Google and use the first blocklist they find. That blocklist 
will most likely be full of servers that $RANDOM_LUSER added to get back 
at $SERVER_OWNER for banning them for mic spamming.

~Peter Powell

Spencer 'voogru' MacDonald wrote:
> Yeah I saw that, but generally I support the idea of a centralized
> blacklist.
>
> But only with really malicious servers.
>
> - voogru.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
> Sent: Wednesday, January 06, 2010 10:36 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> Hey look Voogru, you are on that list too for running 24+ max slots lol :P
> 24+ max players is part of the game now so that makes little sense...
>
> 67.213.213.107voogru.com24+ Max Players
>
> On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
> wrote:
>
>   
>> There's already http://tf2app.com/blacklist/ which is an active list. I
>> believe it is designed for Peer Guardian/Peer Block/etc, so I second the
>> option to import IP's and not have it be formatted.
>>
>>
>> On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald <
>> voo...@voogru.com> wrote:
>>
>> 
>>> The issue with the fake "bot" pings would probably have become more of
>>>   
> an
>   
>>> issue now that bots are becoming more available. Malicious server
>>>   
>> operators
>> 
>>> could disguise the valve tf2 bots as real players.
>>>
>>> Combine that with fake players in queries and you have one more problem
>>>   
>> to
>> 
>>> deal with.
>>>
>>> I've seen some of these servers actually disable the status command so
>>>   
>> you
>> 
>>> can't see their "BOT" steamids as well.
>>>
>>> With the creation of blacklists hopefully some people come up with a
>>>   
>> decent
>> 
>>> blacklist. I would have liked to see the blacklist option be able to
>>>   
>> import
>> 
>>> IP's from a website (even if it's just a txt file on the website) like
>>> PeerGuardian, perhaps it can be in a future update.
>>>
>>>
>>> -voogru
>>>
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
>>> Sent: Wednesday, January 06, 2010 6:44 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Team Fortress 2 Update Available
>>>
>>> The update states it is people changing the word BOT in the ping column
>>>   
>> on
>> 
>>> the scoreboard...
>>>
>>> This does not address fake player counts, a far more widespread and
>>> malicious tactic imo.
>>>
>>> Cheers,
>>>
>>> Joshua Bost
>>>
>>> -Original Message-
>>> From: Andy C 
>>> Sent: Thursday, 7 January 2010 09:37
>>> To: Half-Life dedicated Win32 server mailing list
>>> 
>>> Subject: Re: [hlds] Team Fortress 2 Update Available
>>>
>>> The bot issue you are refering to has to do with server admins running
>>> "fake
>>> clients" plugins. These report more players in the server than there
>>> actually is. Apparently Valve has come up with bots that actually play
>>>   
>> the
>> 
>>> game, just like in L

Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Spencer &#x27;voogru' MacDonald
Yeah I saw that, but generally I support the idea of a centralized
blacklist.

But only with really malicious servers.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Wednesday, January 06, 2010 10:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Hey look Voogru, you are on that list too for running 24+ max slots lol :P
24+ max players is part of the game now so that makes little sense...

67.213.213.107voogru.com24+ Max Players

On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
wrote:

> There's already http://tf2app.com/blacklist/ which is an active list. I
> believe it is designed for Peer Guardian/Peer Block/etc, so I second the
> option to import IP's and not have it be formatted.
>
>
> On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
> > The issue with the fake "bot" pings would probably have become more of
an
> > issue now that bots are becoming more available. Malicious server
> operators
> > could disguise the valve tf2 bots as real players.
> >
> > Combine that with fake players in queries and you have one more problem
> to
> > deal with.
> >
> > I've seen some of these servers actually disable the status command so
> you
> > can't see their "BOT" steamids as well.
> >
> > With the creation of blacklists hopefully some people come up with a
> decent
> > blacklist. I would have liked to see the blacklist option be able to
> import
> > IP's from a website (even if it's just a txt file on the website) like
> > PeerGuardian, perhaps it can be in a future update.
> >
> >
> > -voogru
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
> > Sent: Wednesday, January 06, 2010 6:44 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Available
> >
> > The update states it is people changing the word BOT in the ping column
> on
> > the scoreboard...
> >
> > This does not address fake player counts, a far more widespread and
> > malicious tactic imo.
> >
> > Cheers,
> >
> > Joshua Bost
> >
> > -Original Message-
> > From: Andy C 
> > Sent: Thursday, 7 January 2010 09:37
> > To: Half-Life dedicated Win32 server mailing list
> > 
> > Subject: Re: [hlds] Team Fortress 2 Update Available
> >
> > The bot issue you are refering to has to do with server admins running
> > "fake
> > clients" plugins. These report more players in the server than there
> > actually is. Apparently Valve has come up with bots that actually play
> the
> > game, just like in L4D/L4D2.
> >
> > On Wed, Jan 6, 2010 at 5:18 PM, Josh Bost 
> > wrote:
> >
> > > "Tuned scoreboard logic to guard against malicious server operators
> > > spoofing
> > > bot pings to hide the "BOT" tag."
> > >
> > > As a follower of the SPUF I have seen threads about servers with bots
> > with
> > > simulated pings, one just yesterday, in-fact.  After reading this,
> > > the consensus seemed to be that although some people felt 'ripped off'
> it
> > > made a better experience for a few people.  After reading about it I
> was
> > > curious, so I done a quick google search and sure enough there was a
> > single
> > > plugin with something like 3 replies on the alliedmods forums.
> > >
> > > I don't really understand - Clearly this was not a completely
> widespread
> > > issue, and calling the server owners malicious is a little bit wrong I
> > > think.  Personally, I wouldn't mind a server with a few bots as
hosting
> a
> > > server locally, even with a  fairly beefy CPU (Core2 Q9550) my game
> > grinds
> > > to a screeching halt with 15 bots (9fps ftw).
> > >
> > > Anyway, since this is a controversial topic I realize this is not
going
> > to
> > > change, as it is for 'the better of the community' but really, I still
> > > think
> > > people are going to find a way around; I also think Valve would have
> been
> > > better off spending their time fixing a *real* problem, such as fake
> > client
> > > counts - after all bots still contribute to the game.
> > > (For the r

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