Re: [hlds_linux] [hlds] TF2/L4D Updates Available

2009-08-21 Thread Jonah Hirsch
Makes me wonder why DODS did get ported, when it only has a fraction
of the players CS:S has. Maybe they were testing the conversion
process on a less popular game.

On 8/21/09, Shawn Zipay  wrote:
> Years back it was sort of announced (rumored?) that they'd port CSS to the
> OB engine.  There hasn't been even a whisper on that front.  So, unless they
> come out and tell us, I'm considering that project scrapped.
>
>
> Shawn P. Zipay
> Site Director
>
> MyInternetServices -- http://www.myinternetservices.com
> CS-Nation -- http://www.csnation.net
>
>
> On Fri, Aug 21, 2009 at 10:46 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> At least... it was going to.
>>
>> On Fri, Aug 21, 2009 at 10:36 PM, Rick Payton  wrote:
>>
>> > No, it's not  yet. Eventually it will be I *assume*.
>> >
>> > --mauirixxx
>> >
>> > -Original Message-
>> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of TheZboys
>> > Sent: Friday, August 21, 2009 4:05 PM
>> > To: Half-Life dedicated Linux server mailing list
>> > Subject: Re: [hlds_linux] TF2/L4D Updates Available
>> >
>> > isnt css orange box?
>> >
>> > Orange Box Engine:
>> > - Fixed an exploit that allowed files to be uploaded to the server at
>> > arbitrary locations
>> > in the file system.
>> > - Fixed a server crash caused by a client packet claiming to be an HLTV
>> > client when HLTV
>> > is disabled on the server
>> > - Fixed a server crash caused by spoofing a client disconnect message
>> > - Fixed a server crash caused by sending malformed reliable subchannel
>> data
>> > - Fixed a server crash related to unbounded settings on some convars
>> >
>> > - Original Message -
>> > From: "JäKë T" 
>> > To: 
>> > Sent: Friday, August 21, 2009 6:50 PM
>> > Subject: Re: [hlds_linux] TF2/L4D Updates Available
>> >
>> >
>> > >
>> > > Yet it's still one of the most played games if not the most from
>> > > valve.
>> > > An update to fix this would be nice to see on Counter strike source.
>> > > I'm sure they're working on one, if not I'll keep using that beautiful
>> > fix someone in
>> > > the community made.
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
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-- 
Jonah Hirsch
---
Sent from my BlackBerry

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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Shawn Zipay
Years back it was sort of announced (rumored?) that they'd port CSS to the
OB engine.  There hasn't been even a whisper on that front.  So, unless they
come out and tell us, I'm considering that project scrapped.


Shawn P. Zipay
Site Director

MyInternetServices -- http://www.myinternetservices.com
CS-Nation -- http://www.csnation.net


On Fri, Aug 21, 2009 at 10:46 PM, 1nsane <1nsane...@gmail.com> wrote:

> At least... it was going to.
>
> On Fri, Aug 21, 2009 at 10:36 PM, Rick Payton  wrote:
>
> > No, it's not  yet. Eventually it will be I *assume*.
> >
> > --mauirixxx
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of TheZboys
> > Sent: Friday, August 21, 2009 4:05 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] TF2/L4D Updates Available
> >
> > isnt css orange box?
> >
> > Orange Box Engine:
> > - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations
> > in the file system.
> > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > client when HLTV
> > is disabled on the server
> > - Fixed a server crash caused by spoofing a client disconnect message
> > - Fixed a server crash caused by sending malformed reliable subchannel
> data
> > - Fixed a server crash related to unbounded settings on some convars
> >
> > - Original Message -
> > From: "JäKë T" 
> > To: 
> > Sent: Friday, August 21, 2009 6:50 PM
> > Subject: Re: [hlds_linux] TF2/L4D Updates Available
> >
> >
> > >
> > > Yet it's still one of the most played games if not the most from valve.
> > > An update to fix this would be nice to see on Counter strike source.
> > > I'm sure they're working on one, if not I'll keep using that beautiful
> > fix someone in
> > > the community made.
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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>
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread 1nsane
At least... it was going to.

On Fri, Aug 21, 2009 at 10:36 PM, Rick Payton  wrote:

> No, it's not  yet. Eventually it will be I *assume*.
>
> --mauirixxx
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of TheZboys
> Sent: Friday, August 21, 2009 4:05 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2/L4D Updates Available
>
> isnt css orange box?
>
> Orange Box Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
> arbitrary locations
> in the file system.
> - Fixed a server crash caused by a client packet claiming to be an HLTV
> client when HLTV
> is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
> - Fixed a server crash related to unbounded settings on some convars
>
> - Original Message -
> From: "JäKë T" 
> To: 
> Sent: Friday, August 21, 2009 6:50 PM
> Subject: Re: [hlds_linux] TF2/L4D Updates Available
>
>
> >
> > Yet it's still one of the most played games if not the most from valve.
> > An update to fix this would be nice to see on Counter strike source.
> > I'm sure they're working on one, if not I'll keep using that beautiful
> fix someone in
> > the community made.
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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> please visit:
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Rick Payton
No, it's not  yet. Eventually it will be I *assume*.

--mauirixxx

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of TheZboys
Sent: Friday, August 21, 2009 4:05 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2/L4D Updates Available

isnt css orange box?

Orange Box Engine:
- Fixed an exploit that allowed files to be uploaded to the server at arbitrary 
locations 
in the file system.
- Fixed a server crash caused by a client packet claiming to be an HLTV client 
when HLTV 
is disabled on the server
- Fixed a server crash caused by spoofing a client disconnect message
- Fixed a server crash caused by sending malformed reliable subchannel data
- Fixed a server crash related to unbounded settings on some convars

- Original Message - 
From: "JäKë T" 
To: 
Sent: Friday, August 21, 2009 6:50 PM
Subject: Re: [hlds_linux] TF2/L4D Updates Available


>
> Yet it's still one of the most played games if not the most from valve.
> An update to fix this would be nice to see on Counter strike source.
> I'm sure they're working on one, if not I'll keep using that beautiful fix 
> someone in 
> the community made.
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux 


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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread TheZboys
isnt css orange box?

Orange Box Engine:
- Fixed an exploit that allowed files to be uploaded to the server at arbitrary 
locations 
in the file system.
- Fixed a server crash caused by a client packet claiming to be an HLTV client 
when HLTV 
is disabled on the server
- Fixed a server crash caused by spoofing a client disconnect message
- Fixed a server crash caused by sending malformed reliable subchannel data
- Fixed a server crash related to unbounded settings on some convars

- Original Message - 
From: "JäKë T" 
To: 
Sent: Friday, August 21, 2009 6:50 PM
Subject: Re: [hlds_linux] TF2/L4D Updates Available


>
> Yet it's still one of the most played games if not the most from valve.
> An update to fix this would be nice to see on Counter strike source.
> I'm sure they're working on one, if not I'll keep using that beautiful fix 
> someone in 
> the community made.
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux 


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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread JäKë T

Yet it's still one of the most played games if not the most from valve.
An update to fix this would be nice to see on Counter strike source.
I'm sure they're working on one, if not I'll keep using that beautiful fix 
someone in the community made.


> From: donnie.newl...@gmail.com
> Date: Sat, 22 Aug 2009 03:25:03 +0200
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] TF2/L4D Updates Available
> 
> Why would anyone want to work on Counter-Strike? The community have
> always hated every single thing done to the game by Valve, ever. It's
> a cursed franchise because the fans hate it.
> 
> On Sat, Aug 22, 2009 at 3:09 AM, Dave
> Williams wrote:
> > Why do i get the feeling that valve has lost interest in CSS?
> >
> > On that same not i noticed that my DOD:S client updated at the same time
> > the patch was released
> >
> > M3PH
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > Sent: 21 August 2009 23:16
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] TF2/L4D Updates Available
> >
> > - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system
> >
> > Where is the fix for Counter-Strike Source?
> >
> > -ics
> >
> >
> > Jason Ruymen kirjoitti:
> >> And I was wrong about the optional part for Team Fortress 2.  The TF 2
> > update is required.
> >>
> >> Jason
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
> > Ruymen
> >> Sent: Friday, August 21, 2009 2:26 PM
> >> To: 'hlds_linux@list.valvesoftware.com';
> > 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
> >> Subject: [hlds_linux] TF2/L4D Updates Available
> >>
> >> Optional updates for Team Fortress 2, Left 4 Dead and their engine
> > binaries are now available.  Please run hldsupdatetool to receive the
> > update.  The specific changes include:
> >>
> >> Left 4 Dead Engine:
> >> - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system
> >> - Fixed a server crash caused by a client packet claiming to be an
> > HLTV client when HLTV is disabled on the server
> >> - Fixed a server crash caused by spoofing a client disconnect message
> >> - Fixed a server crash caused by sending malformed reliable subchannel
> > data
> >>
> >> Left 4 Dead:
> >> - Novint Falcon support is now enabled by default
> >>
> >>
> >> Orange Box Engine:
> >> - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system.
> >> - Fixed a server crash caused by a client packet claiming to be an
> > HLTV client when HLTV is disabled on the server
> >> - Fixed a server crash caused by spoofing a client disconnect message
> >> - Fixed a server crash caused by sending malformed reliable subchannel
> > data
> >> - Fixed a server crash related to unbounded settings on some convars
> >>
> >> Team Fortress 2:
> >> - Bullet spread algorithm changed to fire a bullet right down the
> > crosshair under these circumstances:
> >>  - The first bullet of a spread weapon (except for rapid fire spread
> > weapons like the minigun)
> >>  - The first bullet of a non-spread weapon if it's been >1.25 seconds
> > since firing
> >> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced
> > dialog
> >>  - Added "motdfile_text" convar to servers, which allows them to
> > specify a text file that's shown instead of the HTML MOTD to clients
> > who've turned on this option
> >> - Fixed radius damage not tracing out of enemies when the explosion
> > occurs within them
> >>  - Fixes rockets & grenades doing no splash damage when fired point
> > blank into enemies
> >> - Added missing snowpuff particles for DX8 players (honest)
> >> - Restored LOD for the Demoman player model
> >> - Fixed being able to alt-fire with the fists while stunned as a Heavy
> >> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during
> > the middle of a round
> >> - Fixed the "The Big Hurt" achievement not being awarded for players
> > who already have the required count
> >> - Fixed sv_pure not reloading the map's custom particle file
> >>  - Custom particle effects contained within maps must now be placed in
> > the \particles directory
> >> - Fixed another case where items weren't being validated properly in
> > class loadout slots
> >>
> >> Community requests:
> >> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> >> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10
> > kills to 1 capture
> >> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
> > func_capturezone entities
> >> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
> > TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> >> -

Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Shawn Zipay
Understatement of the year.  ;)

Shawn P. Zipay
Site Director

MyInternetServices -- http://www.myinternetservices.com
CS-Nation -- http://www.csnation.net


On Fri, Aug 21, 2009 at 9:25 PM, Donnie Newlove wrote:

> Why would anyone want to work on Counter-Strike? The community have
> always hated every single thing done to the game by Valve, ever. It's
> a cursed franchise because the fans hate it.
>
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Donnie Newlove
Why would anyone want to work on Counter-Strike? The community have
always hated every single thing done to the game by Valve, ever. It's
a cursed franchise because the fans hate it.

On Sat, Aug 22, 2009 at 3:09 AM, Dave
Williams wrote:
> Why do i get the feeling that valve has lost interest in CSS?
>
> On that same not i noticed that my DOD:S client updated at the same time
> the patch was released
>
> M3PH
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: 21 August 2009 23:16
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2/L4D Updates Available
>
> - Fixed an exploit that allowed files to be uploaded to the server at
> arbitrary locations in the file system
>
> Where is the fix for Counter-Strike Source?
>
> -ics
>
>
> Jason Ruymen kirjoitti:
>> And I was wrong about the optional part for Team Fortress 2.  The TF 2
> update is required.
>>
>> Jason
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
> Ruymen
>> Sent: Friday, August 21, 2009 2:26 PM
>> To: 'hlds_linux@list.valvesoftware.com';
> 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
>> Subject: [hlds_linux] TF2/L4D Updates Available
>>
>> Optional updates for Team Fortress 2, Left 4 Dead and their engine
> binaries are now available.  Please run hldsupdatetool to receive the
> update.  The specific changes include:
>>
>> Left 4 Dead Engine:
>> - Fixed an exploit that allowed files to be uploaded to the server at
> arbitrary locations in the file system
>> - Fixed a server crash caused by a client packet claiming to be an
> HLTV client when HLTV is disabled on the server
>> - Fixed a server crash caused by spoofing a client disconnect message
>> - Fixed a server crash caused by sending malformed reliable subchannel
> data
>>
>> Left 4 Dead:
>> - Novint Falcon support is now enabled by default
>>
>>
>> Orange Box Engine:
>> - Fixed an exploit that allowed files to be uploaded to the server at
> arbitrary locations in the file system.
>> - Fixed a server crash caused by a client packet claiming to be an
> HLTV client when HLTV is disabled on the server
>> - Fixed a server crash caused by spoofing a client disconnect message
>> - Fixed a server crash caused by sending malformed reliable subchannel
> data
>> - Fixed a server crash related to unbounded settings on some convars
>>
>> Team Fortress 2:
>> - Bullet spread algorithm changed to fire a bullet right down the
> crosshair under these circumstances:
>>  - The first bullet of a spread weapon (except for rapid fire spread
> weapons like the minigun)
>>  - The first bullet of a non-spread weapon if it's been >1.25 seconds
> since firing
>> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced
> dialog
>>  - Added "motdfile_text" convar to servers, which allows them to
> specify a text file that's shown instead of the HTML MOTD to clients
> who've turned on this option
>> - Fixed radius damage not tracing out of enemies when the explosion
> occurs within them
>>  - Fixes rockets & grenades doing no splash damage when fired point
> blank into enemies
>> - Added missing snowpuff particles for DX8 players (honest)
>> - Restored LOD for the Demoman player model
>> - Fixed being able to alt-fire with the fists while stunned as a Heavy
>> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during
> the middle of a round
>> - Fixed the "The Big Hurt" achievement not being awarded for players
> who already have the required count
>> - Fixed sv_pure not reloading the map's custom particle file
>>  - Custom particle effects contained within maps must now be placed in
> the \particles directory
>> - Fixed another case where items weren't being validated properly in
> class loadout slots
>>
>> Community requests:
>> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
>> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10
> kills to 1 capture
>> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
> func_capturezone entities
>> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
> TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
>> - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using
> the wrong skin
>>
>> Jason
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
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> To unsubscribe, edit your list preferences, or view the list archives

Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Dave Williams
Why do i get the feeling that valve has lost interest in CSS?

On that same not i noticed that my DOD:S client updated at the same time
the patch was released

M3PH

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: 21 August 2009 23:16
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2/L4D Updates Available

- Fixed an exploit that allowed files to be uploaded to the server at 
arbitrary locations in the file system

Where is the fix for Counter-Strike Source?

-ics


Jason Ruymen kirjoitti:
> And I was wrong about the optional part for Team Fortress 2.  The TF 2
update is required.
>
> Jason
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
Ruymen
> Sent: Friday, August 21, 2009 2:26 PM
> To: 'hlds_linux@list.valvesoftware.com';
'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] TF2/L4D Updates Available
>
> Optional updates for Team Fortress 2, Left 4 Dead and their engine
binaries are now available.  Please run hldsupdatetool to receive the
update.  The specific changes include:
>
> Left 4 Dead Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
arbitrary locations in the file system
> - Fixed a server crash caused by a client packet claiming to be an
HLTV client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel
data
>
> Left 4 Dead:
> - Novint Falcon support is now enabled by default
>
>
> Orange Box Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
arbitrary locations in the file system.
> - Fixed a server crash caused by a client packet claiming to be an
HLTV client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel
data
> - Fixed a server crash related to unbounded settings on some convars
>
> Team Fortress 2:
> - Bullet spread algorithm changed to fire a bullet right down the
crosshair under these circumstances:
>  - The first bullet of a spread weapon (except for rapid fire spread
weapons like the minigun)
>  - The first bullet of a non-spread weapon if it's been >1.25 seconds
since firing
> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced
dialog
>  - Added "motdfile_text" convar to servers, which allows them to
specify a text file that's shown instead of the HTML MOTD to clients
who've turned on this option
> - Fixed radius damage not tracing out of enemies when the explosion
occurs within them
>  - Fixes rockets & grenades doing no splash damage when fired point
blank into enemies
> - Added missing snowpuff particles for DX8 players (honest)
> - Restored LOD for the Demoman player model
> - Fixed being able to alt-fire with the fists while stunned as a Heavy
> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during
the middle of a round
> - Fixed the "The Big Hurt" achievement not being awarded for players
who already have the required count
> - Fixed sv_pure not reloading the map's custom particle file
>  - Custom particle effects contained within maps must now be placed in
the \particles directory
> - Fixed another case where items weren't being validated properly in
class loadout slots
>
> Community requests:
> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10
kills to 1 capture
> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
func_capturezone entities
> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using
the wrong skin
>
> Jason
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] oldschoolhack has a new update :/

2009-08-21 Thread Donnie Newlove
KAC is very basic, it can only catch the must crude and simple kinds
of cheats. It's better than nothing but you can't expect anything from
it. The same goes for VAC of course.

On Fri, Aug 21, 2009 at 12:22 PM, Michele wrote:
> Hi,
>
> I have kigens anticheat testet but without a effect. but this addon has some
> other good things.
>
> Some here have talk about an proxy to check memorycheats. is it not possible
> to integrate a proxy software into the gameserver or hl2.exe?
>
> bye and thx
>
> p.s. sorry mr. silent
>
>
>
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread ics
- Fixed an exploit that allowed files to be uploaded to the server at 
arbitrary locations in the file system

Where is the fix for Counter-Strike Source?

-ics


Jason Ruymen kirjoitti:
> And I was wrong about the optional part for Team Fortress 2.  The TF 2 update 
> is required.
>
> Jason
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Friday, August 21, 2009 2:26 PM
> To: 'hlds_linux@list.valvesoftware.com'; 'h...@list.valvesoftware.com'; 
> 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] TF2/L4D Updates Available
>
> Optional updates for Team Fortress 2, Left 4 Dead and their engine binaries 
> are now available.  Please run hldsupdatetool to receive the update.  The 
> specific changes include:
>
> Left 4 Dead Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at 
> arbitrary locations in the file system
> - Fixed a server crash caused by a client packet claiming to be an HLTV 
> client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
>
> Left 4 Dead:
> - Novint Falcon support is now enabled by default
>
>
> Orange Box Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at 
> arbitrary locations in the file system.
> - Fixed a server crash caused by a client packet claiming to be an HLTV 
> client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
> - Fixed a server crash related to unbounded settings on some convars
>
> Team Fortress 2:
> - Bullet spread algorithm changed to fire a bullet right down the crosshair 
> under these circumstances:
>  - The first bullet of a spread weapon (except for rapid fire spread weapons 
> like the minigun)
>  - The first bullet of a non-spread weapon if it's been >1.25 seconds since 
> firing
> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
>  - Added "motdfile_text" convar to servers, which allows them to specify a 
> text file that's shown instead of the HTML MOTD to clients who've turned on 
> this option
> - Fixed radius damage not tracing out of enemies when the explosion occurs 
> within them
>  - Fixes rockets & grenades doing no splash damage when fired point blank 
> into enemies
> - Added missing snowpuff particles for DX8 players (honest)
> - Restored LOD for the Demoman player model
> - Fixed being able to alt-fire with the fists while stunned as a Heavy
> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the 
> middle of a round
> - Fixed the "The Big Hurt" achievement not being awarded for players who 
> already have the required count
> - Fixed sv_pure not reloading the map's custom particle file
>  - Custom particle effects contained within maps must now be placed in the 
> \particles directory
> - Fixed another case where items weren't being validated properly in class 
> loadout slots
>
> Community requests:
> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 
> capture
> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and 
> func_capturezone entities
> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and 
> TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong 
> skin
>
> Jason
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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> visit:
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>   


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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Zuko
why? more updates, better game*

*- more bugs to fix and less performance

2009/8/21 Nightbox 

> Can you please stop making updates every 3-4 days ?
>
> 2009/8/22 Jason Ruymen 
>
> > Optional updates for Team Fortress 2, Left 4 Dead and their engine
> binaries
> > are now available.  Please run hldsupdatetool to receive the update.  The
> > specific changes include:
> >
> > Left 4 Dead Engine:
> > - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system
> > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > client when HLTV is disabled on the server
> > - Fixed a server crash caused by spoofing a client disconnect message
> > - Fixed a server crash caused by sending malformed reliable subchannel
> data
> >
> > Left 4 Dead:
> > - Novint Falcon support is now enabled by default
> >
> >
> > Orange Box Engine:
> > - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system.
> > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > client when HLTV is disabled on the server
> > - Fixed a server crash caused by spoofing a client disconnect message
> > - Fixed a server crash caused by sending malformed reliable subchannel
> data
> > - Fixed a server crash related to unbounded settings on some convars
> >
> > Team Fortress 2:
> > - Bullet spread algorithm changed to fire a bullet right down the
> crosshair
> > under these circumstances:
> >  - The first bullet of a spread weapon (except for rapid fire spread
> > weapons like the minigun)
> >  - The first bullet of a non-spread weapon if it's been >1.25 seconds
> since
> > firing
> > - Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
> >  - Added "motdfile_text" convar to servers, which allows them to specify
> a
> > text file that's shown instead of the HTML MOTD to clients who've turned
> on
> > this option
> > - Fixed radius damage not tracing out of enemies when the explosion
> occurs
> > within them
> >  - Fixes rockets & grenades doing no splash damage when fired point blank
> > into enemies
> > - Added missing snowpuff particles for DX8 players (honest)
> > - Restored LOD for the Demoman player model
> > - Fixed being able to alt-fire with the fists while stunned as a Heavy
> > - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the
> > middle of a round
> > - Fixed the "The Big Hurt" achievement not being awarded for players who
> > already have the required count
> > - Fixed sv_pure not reloading the map's custom particle file
> >  - Custom particle effects contained within maps must now be placed in
> the
> > \particles directory
> > - Fixed another case where items weren't being validated properly in
> class
> > loadout slots
> >
> > Community requests:
> > - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> > - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills
> to
> > 1 capture
> > - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
> > func_capturezone entities
> > - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
> > TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> > - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the
> > wrong skin
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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>



-- 
Żuko
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Jason Ruymen
And I was wrong about the optional part for Team Fortress 2.  The TF 2 update 
is required.

Jason

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, August 21, 2009 2:26 PM
To: 'hlds_linux@list.valvesoftware.com'; 'h...@list.valvesoftware.com'; 
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] TF2/L4D Updates Available

Optional updates for Team Fortress 2, Left 4 Dead and their engine binaries are 
now available.  Please run hldsupdatetool to receive the update.  The specific 
changes include:

Left 4 Dead Engine:
- Fixed an exploit that allowed files to be uploaded to the server at arbitrary 
locations in the file system
- Fixed a server crash caused by a client packet claiming to be an HLTV client 
when HLTV is disabled on the server
- Fixed a server crash caused by spoofing a client disconnect message
- Fixed a server crash caused by sending malformed reliable subchannel data

Left 4 Dead:
- Novint Falcon support is now enabled by default


Orange Box Engine:
- Fixed an exploit that allowed files to be uploaded to the server at arbitrary 
locations in the file system.
- Fixed a server crash caused by a client packet claiming to be an HLTV client 
when HLTV is disabled on the server
- Fixed a server crash caused by spoofing a client disconnect message
- Fixed a server crash caused by sending malformed reliable subchannel data
- Fixed a server crash related to unbounded settings on some convars

Team Fortress 2:
- Bullet spread algorithm changed to fire a bullet right down the crosshair 
under these circumstances:
 - The first bullet of a spread weapon (except for rapid fire spread weapons 
like the minigun)
 - The first bullet of a non-spread weapon if it's been >1.25 seconds since 
firing
- Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
 - Added "motdfile_text" convar to servers, which allows them to specify a text 
file that's shown instead of the HTML MOTD to clients who've turned on this 
option
- Fixed radius damage not tracing out of enemies when the explosion occurs 
within them
 - Fixes rockets & grenades doing no splash damage when fired point blank into 
enemies
- Added missing snowpuff particles for DX8 players (honest)
- Restored LOD for the Demoman player model
- Fixed being able to alt-fire with the fists while stunned as a Heavy
- Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle 
of a round
- Fixed the "The Big Hurt" achievement not being awarded for players who 
already have the required count
- Fixed sv_pure not reloading the map's custom particle file
 - Custom particle effects contained within maps must now be placed in the 
\particles directory
- Fixed another case where items weren't being validated properly in class 
loadout slots

Community requests:
- Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
- Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 
capture
- Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and 
func_capturezone entities
- Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and 
TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
- Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong 
skin

Jason


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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread w4rezz
Thanks for update.. but old Source engine wasnt fixed?

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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread AnAkIn .
It's Nightbox. Ignore him, he's trolling everywhere :/

2009/8/21 Jeff Sugar 

> I can't tell if you're joking or not. I hope so. You should be thrilled
> they're maintaining things like this.
>
>
> On Fri, Aug 21, 2009 at 2:32 PM, Nightbox  >wrote:
>
> > Can you please stop making updates every 3-4 days ?
> >
> > 2009/8/22 Jason Ruymen 
> >
> > > Optional updates for Team Fortress 2, Left 4 Dead and their engine
> > binaries
> > > are now available.  Please run hldsupdatetool to receive the update.
>  The
> > > specific changes include:
> > >
> > > Left 4 Dead Engine:
> > > - Fixed an exploit that allowed files to be uploaded to the server at
> > > arbitrary locations in the file system
> > > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > > client when HLTV is disabled on the server
> > > - Fixed a server crash caused by spoofing a client disconnect message
> > > - Fixed a server crash caused by sending malformed reliable subchannel
> > data
> > >
> > > Left 4 Dead:
> > > - Novint Falcon support is now enabled by default
> > >
> > >
> > > Orange Box Engine:
> > > - Fixed an exploit that allowed files to be uploaded to the server at
> > > arbitrary locations in the file system.
> > > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > > client when HLTV is disabled on the server
> > > - Fixed a server crash caused by spoofing a client disconnect message
> > > - Fixed a server crash caused by sending malformed reliable subchannel
> > data
> > > - Fixed a server crash related to unbounded settings on some convars
> > >
> > > Team Fortress 2:
> > > - Bullet spread algorithm changed to fire a bullet right down the
> > crosshair
> > > under these circumstances:
> > >  - The first bullet of a spread weapon (except for rapid fire spread
> > > weapons like the minigun)
> > >  - The first bullet of a non-spread weapon if it's been >1.25 seconds
> > since
> > > firing
> > > - Added a "Disable HTML MOTDs" option to the multiplayer->advanced
> dialog
> > >  - Added "motdfile_text" convar to servers, which allows them to
> specify
> > a
> > > text file that's shown instead of the HTML MOTD to clients who've
> turned
> > on
> > > this option
> > > - Fixed radius damage not tracing out of enemies when the explosion
> > occurs
> > > within them
> > >  - Fixes rockets & grenades doing no splash damage when fired point
> blank
> > > into enemies
> > > - Added missing snowpuff particles for DX8 players (honest)
> > > - Restored LOD for the Demoman player model
> > > - Fixed being able to alt-fire with the fists while stunned as a Heavy
> > > - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during
> the
> > > middle of a round
> > > - Fixed the "The Big Hurt" achievement not being awarded for players
> who
> > > already have the required count
> > > - Fixed sv_pure not reloading the map's custom particle file
> > >  - Custom particle effects contained within maps must now be placed in
> > the
> > > \particles directory
> > > - Fixed another case where items weren't being validated properly in
> > class
> > > loadout slots
> > >
> > > Community requests:
> > > - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> > > - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills
> > to
> > > 1 capture
> > > - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
> > > func_capturezone entities
> > > - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
> > > TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> > > - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the
> > > wrong skin
> > >
> > > Jason
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Oliver Salzburg
Jason Ruymen wrote:
> Optional updates for Team Fortress 2, Left 4 Dead and their engine binaries 
> are now available.  Please run hldsupdatetool to receive the update.  The 
> specific changes include:
>
> Left 4 Dead Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at 
> arbitrary locations in the file system
> - Fixed a server crash caused by a client packet claiming to be an HLTV 
> client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
>
> Left 4 Dead:
> - Novint Falcon support is now enabled by default
>
>
> Orange Box Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at 
> arbitrary locations in the file system.
> - Fixed a server crash caused by a client packet claiming to be an HLTV 
> client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
> - Fixed a server crash related to unbounded settings on some convars
>
> Team Fortress 2:
> - Bullet spread algorithm changed to fire a bullet right down the crosshair 
> under these circumstances:
>  - The first bullet of a spread weapon (except for rapid fire spread weapons 
> like the minigun)
>  - The first bullet of a non-spread weapon if it's been >1.25 seconds since 
> firing
> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
>  - Added "motdfile_text" convar to servers, which allows them to specify a 
> text file that's shown instead of the HTML MOTD to clients who've turned on 
> this option
> - Fixed radius damage not tracing out of enemies when the explosion occurs 
> within them
>  - Fixes rockets & grenades doing no splash damage when fired point blank 
> into enemies
> - Added missing snowpuff particles for DX8 players (honest)
> - Restored LOD for the Demoman player model
> - Fixed being able to alt-fire with the fists while stunned as a Heavy
> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the 
> middle of a round
> - Fixed the "The Big Hurt" achievement not being awarded for players who 
> already have the required count
> - Fixed sv_pure not reloading the map's custom particle file
>  - Custom particle effects contained within maps must now be placed in the 
> \particles directory
> - Fixed another case where items weren't being validated properly in class 
> loadout slots
>
> Community requests:
> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 
> capture
> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and 
> func_capturezone entities
> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and 
> TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong 
> skin
>
> Jason
>   
We are pleased :D

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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread DontWannaName!
This isnt required, its nice to have an unrequired bug fix update so we dont
have our servers crashing from kids like you.

On Fri, Aug 21, 2009 at 2:32 PM, Nightbox wrote:

> Can you please stop making updates every 3-4 days ?
>
> 2009/8/22 Jason Ruymen 
>
> > Optional updates for Team Fortress 2, Left 4 Dead and their engine
> binaries
> > are now available.  Please run hldsupdatetool to receive the update.  The
> > specific changes include:
> >
> > Left 4 Dead Engine:
> > - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system
> > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > client when HLTV is disabled on the server
> > - Fixed a server crash caused by spoofing a client disconnect message
> > - Fixed a server crash caused by sending malformed reliable subchannel
> data
> >
> > Left 4 Dead:
> > - Novint Falcon support is now enabled by default
> >
> >
> > Orange Box Engine:
> > - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system.
> > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > client when HLTV is disabled on the server
> > - Fixed a server crash caused by spoofing a client disconnect message
> > - Fixed a server crash caused by sending malformed reliable subchannel
> data
> > - Fixed a server crash related to unbounded settings on some convars
> >
> > Team Fortress 2:
> > - Bullet spread algorithm changed to fire a bullet right down the
> crosshair
> > under these circumstances:
> >  - The first bullet of a spread weapon (except for rapid fire spread
> > weapons like the minigun)
> >  - The first bullet of a non-spread weapon if it's been >1.25 seconds
> since
> > firing
> > - Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
> >  - Added "motdfile_text" convar to servers, which allows them to specify
> a
> > text file that's shown instead of the HTML MOTD to clients who've turned
> on
> > this option
> > - Fixed radius damage not tracing out of enemies when the explosion
> occurs
> > within them
> >  - Fixes rockets & grenades doing no splash damage when fired point blank
> > into enemies
> > - Added missing snowpuff particles for DX8 players (honest)
> > - Restored LOD for the Demoman player model
> > - Fixed being able to alt-fire with the fists while stunned as a Heavy
> > - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the
> > middle of a round
> > - Fixed the "The Big Hurt" achievement not being awarded for players who
> > already have the required count
> > - Fixed sv_pure not reloading the map's custom particle file
> >  - Custom particle effects contained within maps must now be placed in
> the
> > \particles directory
> > - Fixed another case where items weren't being validated properly in
> class
> > loadout slots
> >
> > Community requests:
> > - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> > - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills
> to
> > 1 capture
> > - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
> > func_capturezone entities
> > - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
> > TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> > - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the
> > wrong skin
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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> please visit:
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Jeff Sugar
I can't tell if you're joking or not. I hope so. You should be thrilled
they're maintaining things like this.


On Fri, Aug 21, 2009 at 2:32 PM, Nightbox wrote:

> Can you please stop making updates every 3-4 days ?
>
> 2009/8/22 Jason Ruymen 
>
> > Optional updates for Team Fortress 2, Left 4 Dead and their engine
> binaries
> > are now available.  Please run hldsupdatetool to receive the update.  The
> > specific changes include:
> >
> > Left 4 Dead Engine:
> > - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system
> > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > client when HLTV is disabled on the server
> > - Fixed a server crash caused by spoofing a client disconnect message
> > - Fixed a server crash caused by sending malformed reliable subchannel
> data
> >
> > Left 4 Dead:
> > - Novint Falcon support is now enabled by default
> >
> >
> > Orange Box Engine:
> > - Fixed an exploit that allowed files to be uploaded to the server at
> > arbitrary locations in the file system.
> > - Fixed a server crash caused by a client packet claiming to be an HLTV
> > client when HLTV is disabled on the server
> > - Fixed a server crash caused by spoofing a client disconnect message
> > - Fixed a server crash caused by sending malformed reliable subchannel
> data
> > - Fixed a server crash related to unbounded settings on some convars
> >
> > Team Fortress 2:
> > - Bullet spread algorithm changed to fire a bullet right down the
> crosshair
> > under these circumstances:
> >  - The first bullet of a spread weapon (except for rapid fire spread
> > weapons like the minigun)
> >  - The first bullet of a non-spread weapon if it's been >1.25 seconds
> since
> > firing
> > - Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
> >  - Added "motdfile_text" convar to servers, which allows them to specify
> a
> > text file that's shown instead of the HTML MOTD to clients who've turned
> on
> > this option
> > - Fixed radius damage not tracing out of enemies when the explosion
> occurs
> > within them
> >  - Fixes rockets & grenades doing no splash damage when fired point blank
> > into enemies
> > - Added missing snowpuff particles for DX8 players (honest)
> > - Restored LOD for the Demoman player model
> > - Fixed being able to alt-fire with the fists while stunned as a Heavy
> > - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the
> > middle of a round
> > - Fixed the "The Big Hurt" achievement not being awarded for players who
> > already have the required count
> > - Fixed sv_pure not reloading the map's custom particle file
> >  - Custom particle effects contained within maps must now be placed in
> the
> > \particles directory
> > - Fixed another case where items weren't being validated properly in
> class
> > loadout slots
> >
> > Community requests:
> > - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> > - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills
> to
> > 1 capture
> > - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
> > func_capturezone entities
> > - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
> > TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> > - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the
> > wrong skin
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Nightbox
Can you please stop making updates every 3-4 days ?

2009/8/22 Jason Ruymen 

> Optional updates for Team Fortress 2, Left 4 Dead and their engine binaries
> are now available.  Please run hldsupdatetool to receive the update.  The
> specific changes include:
>
> Left 4 Dead Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
> arbitrary locations in the file system
> - Fixed a server crash caused by a client packet claiming to be an HLTV
> client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
>
> Left 4 Dead:
> - Novint Falcon support is now enabled by default
>
>
> Orange Box Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
> arbitrary locations in the file system.
> - Fixed a server crash caused by a client packet claiming to be an HLTV
> client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
> - Fixed a server crash related to unbounded settings on some convars
>
> Team Fortress 2:
> - Bullet spread algorithm changed to fire a bullet right down the crosshair
> under these circumstances:
>  - The first bullet of a spread weapon (except for rapid fire spread
> weapons like the minigun)
>  - The first bullet of a non-spread weapon if it's been >1.25 seconds since
> firing
> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
>  - Added "motdfile_text" convar to servers, which allows them to specify a
> text file that's shown instead of the HTML MOTD to clients who've turned on
> this option
> - Fixed radius damage not tracing out of enemies when the explosion occurs
> within them
>  - Fixes rockets & grenades doing no splash damage when fired point blank
> into enemies
> - Added missing snowpuff particles for DX8 players (honest)
> - Restored LOD for the Demoman player model
> - Fixed being able to alt-fire with the fists while stunned as a Heavy
> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the
> middle of a round
> - Fixed the "The Big Hurt" achievement not being awarded for players who
> already have the required count
> - Fixed sv_pure not reloading the map's custom particle file
>  - Custom particle effects contained within maps must now be placed in the
> \particles directory
> - Fixed another case where items weren't being validated properly in class
> loadout slots
>
> Community requests:
> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to
> 1 capture
> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
> func_capturezone entities
> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
> TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the
> wrong skin
>
> Jason
>
>
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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[hlds_linux] TF2/L4D Updates Available

2009-08-21 Thread Jason Ruymen
Optional updates for Team Fortress 2, Left 4 Dead and their engine binaries are 
now available.  Please run hldsupdatetool to receive the update.  The specific 
changes include:

Left 4 Dead Engine:
- Fixed an exploit that allowed files to be uploaded to the server at arbitrary 
locations in the file system
- Fixed a server crash caused by a client packet claiming to be an HLTV client 
when HLTV is disabled on the server
- Fixed a server crash caused by spoofing a client disconnect message
- Fixed a server crash caused by sending malformed reliable subchannel data

Left 4 Dead:
- Novint Falcon support is now enabled by default


Orange Box Engine:
- Fixed an exploit that allowed files to be uploaded to the server at arbitrary 
locations in the file system.
- Fixed a server crash caused by a client packet claiming to be an HLTV client 
when HLTV is disabled on the server
- Fixed a server crash caused by spoofing a client disconnect message
- Fixed a server crash caused by sending malformed reliable subchannel data
- Fixed a server crash related to unbounded settings on some convars

Team Fortress 2:
- Bullet spread algorithm changed to fire a bullet right down the crosshair 
under these circumstances:
 - The first bullet of a spread weapon (except for rapid fire spread weapons 
like the minigun)
 - The first bullet of a non-spread weapon if it's been >1.25 seconds since 
firing
- Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
 - Added "motdfile_text" convar to servers, which allows them to specify a text 
file that's shown instead of the HTML MOTD to clients who've turned on this 
option
- Fixed radius damage not tracing out of enemies when the explosion occurs 
within them
 - Fixes rockets & grenades doing no splash damage when fired point blank into 
enemies
- Added missing snowpuff particles for DX8 players (honest)
- Restored LOD for the Demoman player model
- Fixed being able to alt-fire with the fists while stunned as a Heavy
- Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle 
of a round
- Fixed the "The Big Hurt" achievement not being awarded for players who 
already have the required count
- Fixed sv_pure not reloading the map's custom particle file
 - Custom particle effects contained within maps must now be placed in the 
\particles directory
- Fixed another case where items weren't being validated properly in class 
loadout slots

Community requests:
- Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
- Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 
capture
- Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and 
func_capturezone entities
- Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and 
TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
- Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong 
skin

Jason


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Re: [hlds_linux] Rcon protect question

2009-08-21 Thread Nicolas Fernandez
Always dynamic ips.
It's posible that got the bug can use cmd dlfile if my binaries are this
year? : S

On Fri, Aug 21, 2009 at 9:29 AM, Ferenc Kovacs  wrote:

> if you have static ip address on your client, you can set up a
> firewall/iptables rule to limit the rcon port only for yourself.
>
> Tyrael
>
> On Thu, Aug 20, 2009 at 6:25 PM, Nicolas Fernandez
> wrote:
> > It's a good idea, but as disabled access and is only for amxmodx?.
> >
> > Thanks
> >
> > On Thu, Aug 20, 2009 at 4:24 AM, Steffen Tronstad  >wrote:
> >
> >> You could just disable rcon allover, and just give your admins rights
> via
> >> amxmod or similar.
> >>
> >> That would be the easiest, safest way to go.
> >>
> >>
> >> -Opprinnelig melding-
> >> Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:
> >> hlds_linux-boun...@list.valvesoftware.com] På vegne av Nicolas
> Fernandez
> >> Sendt: 20. august 2009 09:18
> >> Til: hlds_linux@list.valvesoftware.com
> >> Emne: [hlds_linux] Rcon protect question
> >>
> >> Hello ppl,
> >>
> >> Need to know if there is any protection for servers rcon, i use
> >> sv_rcon_maxfailures , sv_rcon_banpenalty etc. But someone is discovering
> >> the
> >> rcon password, if not via some exploit.
> >>
> >> Thanks!
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
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Re: [hlds_linux] oldschoolhack has a new update :/

2009-08-21 Thread w4rezz
If Kigens anticheat failed, then its no chance to detect it :( Valve
must fix VAC.

2009/8/21 Michele :
> Hi,
>
> I have kigens anticheat testet but without a effect. but this addon has some
> other good things.
>
> Some here have talk about an proxy to check memorycheats. is it not possible
> to integrate a proxy software into the gameserver or hl2.exe?
>
> bye and thx
>
> p.s. sorry mr. silent
>
>
>
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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Re: [hlds_linux] hlds_linux Digest, Vol 18, Issue 42

2009-08-21 Thread Shane Arnold
Hi Morgan,

I don't that's the issue. It is entirely possible that Philipp runs, or 
helps run, a GSP, and as a result he would want to keep any method that 
improves his server performance over rival providers a secret. It's all 
about the money with these blokes :)

Morgan Humes wrote:
> I don't get why you wouldn't share with the community.  You're using an Open
> Source operating system that is completely all about sharing, your asking
> for answers on a community half-life dedicated server list (that is all
> based upon sharing information) and getting answers, and yet when the
> community asks for some questions you're unwilling to help?  No offense but
> you're not being considerate of everyone's time spent (and I'm certain there
> was also 'much much time spent') to get your answers.  You should reconsider
> your willingness to help those who have clearly been willing to help you
> with the expectation of nothing in return.
>
> If you are not willing to give back to the community then you shouldn't take
> from the community.
>
> Morgan Humes
>
>
> On Fri, Aug 21, 2009 at 8:29 AM,
> wrote:
>
>   
>> Date: Fri, 21 Aug 2009 14:00:53 +0200
>> From: Philipp Reddigau 
>> Subject: Re: [hlds_linux] [english 100%] Re: [english 100%] Re: Kernel
>>and Perfomance
>> To: Half-Life dedicated Linux server mailing list
>>
>> Message-ID: <4a8e8c75.6010...@gkserver.de>
>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>
>> Hi,
>> They are stable. But i don't need 1000fps stable... i need 300.
>> I will try 500hz now. Maybe it helps a bit and we get lower loads.
>>
>> about the kernel config:
>> Sry guys i spend much much time to get our gameservers stable.. so i
>> will not share.
>> Please understand this.
>>
>> Thanks for all answers.
>>
>> Adam Nowacki schrieb:
>> 
>>> Philipp Reddigau wrote:
>>>
>>>   
 We can get 1000fps stable on 6 gamservers.

 
>>> You can think its stable but it really isn't. If a server with fps_max
>>> and ticrate 33 is using more than ~5% cpu time (of single core) then the
>>> fps is guaranteed to be less than 1000, ticrate 66 -> ~10% cpu time and
>>> ticrate 100 -> ~15% cpu time. You can also look at net_graph 4, two
>>> values at the bottom: sv - server fps must obviously show 1000, var -
>>> frame time variability (max time - min time over some period of time)
>>> must be less than 1ms.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>   
>> please visit:
>> 
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>   
> ___
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> visit:
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>
>
>   


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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Ferenc Kovacs
did you tried custom kernel (different kernel scheduler methods,
higher user_hz, etc) ?
because I read about on this list from different ppl that its possible
with custom kernel.

Tyrael

On Fri, Aug 21, 2009 at 2:35 PM,  wrote:
> 1000fps constant on q9550 with 6 servers? It's impossible to get 1000fps 
> constant even on one hlds instance.
>
> I have the same cpu same ram as Philipp Reddigau and i've tested it. 1000 fps 
> constant it's pure sicence fiction.
> The max stable fps - constant u can get at sys_ticrate 250 with pingboost 2 
> with 10 players on the server it dosent drop even 1 frame; at least this 
> comes out from my tests
>
> --
> This message was sent on behalf of webmastergiova...@yahoo.com at 
> openSubscriber.com
> http://www.opensubscriber.com/message/hlds_linux@list.valvesoftware.com/12707920.html
>
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Re: [hlds_linux] hlds_linux Digest, Vol 18, Issue 42

2009-08-21 Thread Morgan Humes
I don't get why you wouldn't share with the community.  You're using an Open
Source operating system that is completely all about sharing, your asking
for answers on a community half-life dedicated server list (that is all
based upon sharing information) and getting answers, and yet when the
community asks for some questions you're unwilling to help?  No offense but
you're not being considerate of everyone's time spent (and I'm certain there
was also 'much much time spent') to get your answers.  You should reconsider
your willingness to help those who have clearly been willing to help you
with the expectation of nothing in return.

If you are not willing to give back to the community then you shouldn't take
from the community.

Morgan Humes


On Fri, Aug 21, 2009 at 8:29 AM,
wrote:

>
> Date: Fri, 21 Aug 2009 14:00:53 +0200
> From: Philipp Reddigau 
> Subject: Re: [hlds_linux] [english 100%] Re: [english 100%] Re: Kernel
>and Perfomance
> To: Half-Life dedicated Linux server mailing list
>
> Message-ID: <4a8e8c75.6010...@gkserver.de>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Hi,
> They are stable. But i don't need 1000fps stable... i need 300.
> I will try 500hz now. Maybe it helps a bit and we get lower loads.
>
> about the kernel config:
> Sry guys i spend much much time to get our gameservers stable.. so i
> will not share.
> Please understand this.
>
> Thanks for all answers.
>
> Adam Nowacki schrieb:
> > Philipp Reddigau wrote:
> >
> >> We can get 1000fps stable on 6 gamservers.
> >>
> >
> > You can think its stable but it really isn't. If a server with fps_max
> > and ticrate 33 is using more than ~5% cpu time (of single core) then the
> > fps is guaranteed to be less than 1000, ticrate 66 -> ~10% cpu time and
> > ticrate 100 -> ~15% cpu time. You can also look at net_graph 4, two
> > values at the bottom: sv - server fps must obviously show 1000, var -
> > frame time variability (max time - min time over some period of time)
> > must be less than 1ms.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] [english 100%] Re: [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Ferenc Kovacs
I hope that you feel that its a little bit funny to ask about
knowledge, that you wouldn't share if you had. :)

Tyrael

On Fri, Aug 21, 2009 at 2:00 PM, Philipp Reddigau wrote:
> Hi,
> They are stable. But i don't need 1000fps stable... i need 300.
> I will try 500hz now. Maybe it helps a bit and we get lower loads.
>
> about the kernel config:
> Sry guys i spend much much time to get our gameservers stable.. so i
> will not share.
> Please understand this.
>
> Thanks for all answers.
>
> Adam Nowacki schrieb:
>> Philipp Reddigau wrote:
>>
>>> We can get 1000fps stable on 6 gamservers.
>>>
>>
>> You can think its stable but it really isn't. If a server with fps_max
>> and ticrate 33 is using more than ~5% cpu time (of single core) then the
>> fps is guaranteed to be less than 1000, ticrate 66 -> ~10% cpu time and
>> ticrate 100 -> ~15% cpu time. You can also look at net_graph 4, two
>> values at the bottom: sv - server fps must obviously show 1000, var -
>> frame time variability (max time - min time over some period of time)
>> must be less than 1ms.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>
>
>
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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread webmastergiovanni
1000fps constant on q9550 with 6 servers? It's impossible to get 1000fps 
constant even on one hlds instance.

I have the same cpu same ram as Philipp Reddigau and i've tested it. 1000 fps 
constant it's pure sicence fiction.
The max stable fps - constant u can get at sys_ticrate 250 with pingboost 2 
with 10 players on the server it dosent drop even 1 frame; at least this comes 
out from my tests

--
This message was sent on behalf of webmastergiova...@yahoo.com at 
openSubscriber.com
http://www.opensubscriber.com/message/hlds_linux@list.valvesoftware.com/12707920.html

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Re: [hlds_linux] Rcon protect question

2009-08-21 Thread Ferenc Kovacs
if you have static ip address on your client, you can set up a
firewall/iptables rule to limit the rcon port only for yourself.

Tyrael

On Thu, Aug 20, 2009 at 6:25 PM, Nicolas Fernandez wrote:
> It's a good idea, but as disabled access and is only for amxmodx?.
>
> Thanks
>
> On Thu, Aug 20, 2009 at 4:24 AM, Steffen Tronstad wrote:
>
>> You could just disable rcon allover, and just give your admins rights via
>> amxmod or similar.
>>
>> That would be the easiest, safest way to go.
>>
>>
>> -Opprinnelig melding-
>> Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] På vegne av Nicolas Fernandez
>> Sendt: 20. august 2009 09:18
>> Til: hlds_linux@list.valvesoftware.com
>> Emne: [hlds_linux] Rcon protect question
>>
>> Hello ppl,
>>
>> Need to know if there is any protection for servers rcon, i use
>> sv_rcon_maxfailures , sv_rcon_banpenalty etc. But someone is discovering
>> the
>> rcon password, if not via some exploit.
>>
>> Thanks!
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
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Re: [hlds_linux] [english 100%] Re: [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Philipp Reddigau
Hi,
They are stable. But i don't need 1000fps stable... i need 300.
I will try 500hz now. Maybe it helps a bit and we get lower loads.

about the kernel config:
Sry guys i spend much much time to get our gameservers stable.. so i 
will not share.
Please understand this.

Thanks for all answers.

Adam Nowacki schrieb:
> Philipp Reddigau wrote:
>   
>> We can get 1000fps stable on 6 gamservers.
>> 
>
> You can think its stable but it really isn't. If a server with fps_max 
> and ticrate 33 is using more than ~5% cpu time (of single core) then the 
> fps is guaranteed to be less than 1000, ticrate 66 -> ~10% cpu time and 
> ticrate 100 -> ~15% cpu time. You can also look at net_graph 4, two 
> values at the bottom: sv - server fps must obviously show 1000, var - 
> frame time variability (max time - min time over some period of time) 
> must be less than 1ms.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>   


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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Adam Nowacki
Philipp Reddigau wrote:
> We can get 1000fps stable on 6 gamservers.

You can think its stable but it really isn't. If a server with fps_max 
and ticrate 33 is using more than ~5% cpu time (of single core) then the 
fps is guaranteed to be less than 1000, ticrate 66 -> ~10% cpu time and 
ticrate 100 -> ~15% cpu time. You can also look at net_graph 4, two 
values at the bottom: sv - server fps must obviously show 1000, var - 
frame time variability (max time - min time over some period of time) 
must be less than 1ms.

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[hlds_linux] oldschoolhack has a new update :/

2009-08-21 Thread Michele
Hi,

I have kigens anticheat testet but without a effect. but this addon has some 
other good things.

Some here have talk about an proxy to check memorycheats. is it not possible 
to integrate a proxy software into the gameserver or hl2.exe?

bye and thx

p.s. sorry mr. silent



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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Marcel
Hi,

Philipp Reddigau wrote:
> Hi,
> Normally our boxes have:
> Q9550 4x2,83 ghz
> 8GB 1066Mhz Ram.
> Debian Lenny 32bit
> 
> The last 6 months i have only fixed the srcds segfaults... deactivated 
> modules trying out  up to 90 kernel configurations.
> Now we haven't any problems with segfaults...the next task is to 
> optimize the kernel to get more stable gameservers on it.

What was the segfault-trick? ;)

> For our customers we need only 300 stable fps not more. Currently we are 
> using 1000hz but i think it is to high.
> An other thing...
> We can get 1000fps stable on 6 gamservers.
> But the needed 300fps (also 6 gameservers) are jumping around 150 to 280

Are you talking about srcds, hlds or both?


Marcel


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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Shane Arnold
Would you like to share with us your .config... would love a box that 
doesn't segfault (although that being said, can't remember the last time 
mine did).

Philipp Reddigau wrote:
> Hi,
> Normally our boxes have:
> Q9550 4x2,83 ghz
> 8GB 1066Mhz Ram.
> Debian Lenny 32bit
>
> The last 6 months i have only fixed the srcds segfaults... deactivated 
> modules trying out  up to 90 kernel configurations.
> Now we haven't any problems with segfaults...the next task is to 
> optimize the kernel to get more stable gameservers on it.
> For our customers we need only 300 stable fps not more. Currently we are 
> using 1000hz but i think it is to high.
> An other thing...
> We can get 1000fps stable on 6 gamservers.
> But the needed 300fps (also 6 gameservers) are jumping around 150 to 280
>
> best regards,
> Philipp
>
> Paca schrieb:
>   
>> LinuxMail a écrit :
>>   
>> 
>>> You can compile a kernel at 500hz and still get 1000fps servers. Generally
>>> speaking it is better to use 1000hz because it handles kernel events 
>>> slightly
>>> faster, then you can obviously cap your fps using +fps_max 500 in your start
>>> line. Hz will not affect how many gameservers you put on the box, that's 
>>> down to
>>> your hardware/amount of players on the servers/tickrate.
>>>
>>> note, capping the fps will NOT give you more power/ more gameservers.
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>   
>>> 
>>>   
>> I don't agree with you.
>>
>> It's subjectif.
>>
>> All depend of your kernel options actived...
>>
>> For more details what he can do proprely, we have to know more hardware 
>> details...
>>
>> *Phillpp *posts your hardware log detailling and I can gave you more 
>> real help for *Your *kernel configuration.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>   
>> 
>
>
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>
>   


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[hlds_linux] Battlegrounds 2 error

2009-08-21 Thread Mike Kent
Hey,

  Trying to install a copy of this mod, downloaded the 1.2b server  
files but when it comes to running I'm getting this error:

  "PARTICLE SYSTEM: Unable to load manifest file 'particles/ 
particles_manifest.txt'
SetupArrayProps_R: array prop '(null)' is at index  
zero.SetupArrayProps_R: array prop '(null)' is at index zero.
Add "-debug" to the ./srcds_run command line to generate a debug.log  
to help with solving this problem"

  Any ideas on a fix? Can't seem to find any support forums for it  
either. :/

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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Paca
Philipp Reddigau a écrit :
> Hi,
> Normally our boxes have:
> Q9550 4x2,83 ghz
> 8GB 1066Mhz Ram.
> Debian Lenny 32bit
>
> The last 6 months i have only fixed the srcds segfaults... deactivated 
> modules trying out  up to 90 kernel configurations.
> Now we haven't any problems with segfaults...the next task is to 
> optimize the kernel to get more stable gameservers on it.
> For our customers we need only 300 stable fps not more. Currently we are 
> using 1000hz but i think it is to high.
> An other thing...
> We can get 1000fps stable on 6 gamservers.
> But the needed 300fps (also 6 gameservers) are jumping around 150 to 280
>
> best regards,
> Philipp
>
> Paca schrieb:
>   
>> LinuxMail a écrit :
>>   
>> 
>>> You can compile a kernel at 500hz and still get 1000fps servers. Generally
>>> speaking it is better to use 1000hz because it handles kernel events 
>>> slightly
>>> faster, then you can obviously cap your fps using +fps_max 500 in your start
>>> line. Hz will not affect how many gameservers you put on the box, that's 
>>> down to
>>> your hardware/amount of players on the servers/tickrate.
>>>
>>> note, capping the fps will NOT give you more power/ more gameservers.
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>   
>>> 
>>>   
>> I don't agree with you.
>>
>> It's subjectif.
>>
>> All depend of your kernel options actived...
>>
>> For more details what he can do proprely, we have to know more hardware 
>> details...
>>
>> *Phillpp *posts your hardware log detailling and I can gave you more 
>> real help for *Your *kernel configuration.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>   
>> 
>
>
> ___
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> visit:
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>
>   
Yes it's realy true. because the prob of the kernel timeslice time(Hz) 
is that if you have to run rapidely and fast game serveur, you need high 
value. But it consume more cpu be cause sleep time of the schealding 
processing algorithme's  instruction executing time is smaller than .

Thread proccessing take more times CPU asset.

Best regards,

Paca
eSport-Hosting



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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Philipp Reddigau
Hi,
Normally our boxes have:
Q9550 4x2,83 ghz
8GB 1066Mhz Ram.
Debian Lenny 32bit

The last 6 months i have only fixed the srcds segfaults... deactivated 
modules trying out  up to 90 kernel configurations.
Now we haven't any problems with segfaults...the next task is to 
optimize the kernel to get more stable gameservers on it.
For our customers we need only 300 stable fps not more. Currently we are 
using 1000hz but i think it is to high.
An other thing...
We can get 1000fps stable on 6 gamservers.
But the needed 300fps (also 6 gameservers) are jumping around 150 to 280

best regards,
Philipp

Paca schrieb:
> LinuxMail a écrit :
>   
>> You can compile a kernel at 500hz and still get 1000fps servers. Generally
>> speaking it is better to use 1000hz because it handles kernel events slightly
>> faster, then you can obviously cap your fps using +fps_max 500 in your start
>> line. Hz will not affect how many gameservers you put on the box, that's 
>> down to
>> your hardware/amount of players on the servers/tickrate.
>>
>> note, capping the fps will NOT give you more power/ more gameservers.
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>   
>> 
> I don't agree with you.
>
> It's subjectif.
>
> All depend of your kernel options actived...
>
> For more details what he can do proprely, we have to know more hardware 
> details...
>
> *Phillpp *posts your hardware log detailling and I can gave you more 
> real help for *Your *kernel configuration.
>
>
> ___
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> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>   


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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Shane Arnold
I think what "LinuxMail" is trying to say is when it comes to "Server 
FPS" it's not like there is a pool you can draw from. Limiting the 
max_fps just means the server will not exceed that framerate. The 
resources used to get there will still be used up. The hz rate (or 
tickrate) of a kernel is not directly linked to the FPS (or ticrate) of 
a hlds/srcds server. The hz is a timing mechanism for the kernel for 
processing commands, while framerate is the performance of such action.

I hope that helps.

Philipp Reddigau wrote:
> Hi,
> "
>
> Hz will not affect how many gameservers you put on the box
>
> "
> Are you sure?
> I thought "high" FPS servers will use more CPU performance and higher loads?
>
> best regards,
> Philipp
>
> LinuxMail schrieb:
>   
>> You can compile a kernel at 500hz and still get 1000fps servers. Generally
>> speaking it is better to use 1000hz because it handles kernel events slightly
>> faster, then you can obviously cap your fps using +fps_max 500 in your start
>> line. Hz will not affect how many gameservers you put on the box, that's 
>> down to
>> your hardware/amount of players on the servers/tickrate.
>>
>> note, capping the fps will NOT give you more power/ more gameservers.
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>   
>> 
>
>
> ___
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> visit:
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>
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>   


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Re: [hlds_linux] Kernel and Perfomance

2009-08-21 Thread Paca
LinuxMail a écrit :
> You can compile a kernel at 500hz and still get 1000fps servers. Generally
> speaking it is better to use 1000hz because it handles kernel events slightly
> faster, then you can obviously cap your fps using +fps_max 500 in your start
> line. Hz will not affect how many gameservers you put on the box, that's down 
> to
> your hardware/amount of players on the servers/tickrate.
>
> note, capping the fps will NOT give you more power/ more gameservers.
> ___
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> visit:
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>
>   
I don't agree with you.

It's subjectif.

All depend of your kernel options actived...

For more details what he can do proprely, we have to know more hardware 
details...

*Phillpp *posts your hardware log detailling and I can gave you more 
real help for *Your *kernel configuration.


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Re: [hlds_linux] Kernel and Perfomance

2009-08-21 Thread Paca
Philipp Reddigau a écrit :
> Hey guys,
> I have three little and easy question about "1000 hz" kernels and 
> gameservers.
>
> What do you think/know is it better to compile a 1000hz kernel for 
> normal servers with 300 to 500 fps?
> or we can take a normal kernel. to get more gameservers on one server?
> Generally with a "1000hz" kernel we can install more low fps servers or not?
>
> best regards,
> Philipp
>
>
> ___
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>
>   
Hi Philipp

What do you think/know is it better to compile a 1000hz kernel for 
normal servers with 300 to 500 fps?

If you need only 300-500 fps game server.
Run command line with "-sys_ticrate 555 and probably a simple or no 
-pingboost 1"  parameters and compile your kernel at 500HZ it's simply 
suffisante and your cpu take care about load average better than 1000HZ.

The Hz is the clock Hz of your shealding system.
If it's an high value Hz, the actived thread take less time shealding 
==> packegde of mesh (and all stuff with 3D..) are smaller to proceding 
and the cpu take less %.
You can test with SMP patch and 500Hz.

Or we can take a normal kernel. to get more gameservers on one server?
  

Than the response is *TRUE *with 500fps serveur you can run much more 
game server on a same box.
But take at the view, it's depends of your Hardware...
*A kernel  must be personnaly optimised  for hardware's to get is best 
performence.
*

Generally with a "1000hz" kernel we can install more low fps servers or not?

"Yes and no..."
If you need to have both 1000FPS and 500FPS on same box, you need to 
have compiled a high Hz option( 1000 or plus) for your custom kernel. 
and than reduice the command lines parameters to: "200 tickrate  and  
pingboost 2 or 3"

You have to take time and test different personnel Kernel patch options 
for taking the best of your box.


Best regards,

Paca
eSport-hosting.be
 




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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread LinuxMail
The CPU would be slighty higher because the kernel is looking for new events
faster on 1000hz. This shouldn't be noticeable though.

I currently run a 64 man ser...@1000fps with no difference as it would at
500fps. (Im using ubuntu stock kernel) Only tickrate makes the difference in cpu
compensation.

The higher loads is due to mods/players/tickrate basically. Try running a 20slot
deathmatch server @ 100tick, get 20 people on, and if you assign that to 1 core,
you would be using 100% even if you can the fps at 300.

Hope this helps a bit.

On 21 August 2009 at 10:57 Philipp Reddigau  wrote:

> Hi,
> "
> 
> Hz will not affect how many gameservers you put on the box
> 
> "
> Are you sure?
> I thought "high" FPS servers will use more CPU performance and higher loads?
> 
> best regards,
> Philipp
> 
> LinuxMail schrieb:
> > You can compile a kernel at 500hz and still get 1000fps servers. Generally
> > speaking it is better to use 1000hz because it handles kernel events
> > slightly
> > faster, then you can obviously cap your fps using +fps_max 500 in your start
> > line. Hz will not affect how many gameservers you put on the box, that's
> > down to
> > your hardware/amount of players on the servers/tickrate.
> >
> > note, capping the fps will NOT give you more power/ more gameservers.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >   
> 
> 
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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Philipp Reddigau
Hi,
"

Hz will not affect how many gameservers you put on the box

"
Are you sure?
I thought "high" FPS servers will use more CPU performance and higher loads?

best regards,
Philipp

LinuxMail schrieb:
> You can compile a kernel at 500hz and still get 1000fps servers. Generally
> speaking it is better to use 1000hz because it handles kernel events slightly
> faster, then you can obviously cap your fps using +fps_max 500 in your start
> line. Hz will not affect how many gameservers you put on the box, that's down 
> to
> your hardware/amount of players on the servers/tickrate.
>
> note, capping the fps will NOT give you more power/ more gameservers.
> ___
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> visit:
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>
>   


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Re: [hlds_linux] Kernel and Perfomance

2009-08-21 Thread LinuxMail
You can compile a kernel at 500hz and still get 1000fps servers. Generally
speaking it is better to use 1000hz because it handles kernel events slightly
faster, then you can obviously cap your fps using +fps_max 500 in your start
line. Hz will not affect how many gameservers you put on the box, that's down to
your hardware/amount of players on the servers/tickrate.

note, capping the fps will NOT give you more power/ more gameservers.
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[hlds_linux] Kernel and Perfomance

2009-08-21 Thread Philipp Reddigau
Hey guys,
I have three little and easy question about "1000 hz" kernels and 
gameservers.

What do you think/know is it better to compile a 1000hz kernel for 
normal servers with 300 to 500 fps?
or we can take a normal kernel. to get more gameservers on one server?
Generally with a "1000hz" kernel we can install more low fps servers or not?

best regards,
Philipp


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