Re: [hlds_linux] My server is still crashing

2011-07-18 Thread E3pO
/home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#302 0xb3f861de in CBasePlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#303 0xb4191419 in CTFPlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#304 0xb41abc26 in CTFPlayer::SetObserverMode(int) ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
---Type return to continue, or q return to quit---q


ETC ETC ETC ETC

On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.comwrote:

 What do you mean holding in return and force return? Like literally holding
 down the return key? Why are you doing that?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
 Sent: Sunday, July 17, 2011 9:09 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] My server is still crashing

 I see a bunch more output now.. I have done logging on with a file but i've
 been holding in return for about an hour.

 Is there an easier way to force return instead of just holding it in?

 On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org wrote:

  Might not be the right way of running it. I use Nemrun, which saves my
  cores in a seperate cores folder, so this is how I run gdb:
 
   gdb srcds_linux cores/tf2_20110711155904.core
 
  From the orangebox directory. If you use srcd_run by itself, just run
  gdb srcds_linux corefile also from the orangebox directory.
 
 
  On 7/17/2011 10:13 PM, E3pO wrote:
 
  Yeah sorry I tried sending like 8 times.
 
  I CD into /orangebox/ and then type gdb. When it is open I type sym
  tf On Jul 17, 2011 7:07 PM,
  SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org
   wrote:
 
  I asked you before how you're running gdb but never got an answer.
 
  On 7/17/2011 9:18 PM, E3pO wrote:
 
  For some reason i can not post to this list, keeps saying my
  message is
 
  so
 
  big so i'm starting a new thread.
 
 
  Core was generated by `./srcds_linux -debug -console -game tf +ip
  65.18.168.205 +port 27015 +map surf_'.
  Program terminated with signal 11, Segmentation fault.
  #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char
  const*,
  int)
  ()
  (gdb) thread apply all bt
 
  Thread 11 (Thread 8007):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb7631b86 in ?? ()
  #2 0x1388 in ?? ()
  #3 0x0001 in ?? ()
  #4 0xae6baff4 in ?? ()
  #5 0xae6b2718 in ?? ()
  #6 0xafaba304 in ?? ()
  #7 0xae6b08a3 in ?? ()
  #8 0xb76cab60 in ?? ()
  #9 0xae6b0e8b in ?? ()
  #10 0xb76cab60 in ?? ()
  #11 0xae6b12b5 in ?? ()
  #12 0x in ?? ()
 
  Thread 10 (Thread 8008):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 9 (Thread 8251):
  #0 0xb7824430 in __kernel_vsyscall () ---Typereturn  to continue,
  or qreturn  to quit---
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 8 (Thread 9686):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6015 in ?? ()
  #2 0x in ?? ()
 
  Thread 7 (Thread 8024):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb7638971 in ?? ()
  #2 0xb059bd9c in ?? ()
  #3 0xafcd68b6 in ?? ()
  #4 0xafbe354e in ?? ()
  #5 0xafbe3722 in ?? ()
  #6 0xafbe3769 in ?? ()
  #7 0xafcd2a1e in ?? ()
  #8 0xafbe5a9c in ?? ()
  #9 0xb76d196e in ?? ()
  #10 0x0d3b4a50 in ?? ()
  #11 0xb763fa4e in ?? ()
 
  Thread 6 (Thread 8026):
  ---Typereturn  to continue, or qreturn  to quit---
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 5 (Thread 8015):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 4 (Thread 8014):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 3 (Thread 8013):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 2 (Thread 8012):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
  ---Typereturn  to continue, or qreturn  to quit---
 
  Thread 1 (Thread 8011):
  #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char
  const*,
  int)
  ()
  #1 0xafb1a64c in ?? ()
  #2signal handler called
  #3 0xafaba384 in ?? ()
  #4 0x003c6f28 in CKothLogic::InputRoundSpawn(**inputdata_t) ()
  Cannot access memory at address 0xb75e1e04
  (gdb)
  __**_
  To unsubscribe, edit your list preferences, or view the list
  archives,
 
  please visit:
 
  http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://l
  ist.valvesoftware.com/mailman/listinfo/hlds_linux
 
 

Re: [hlds_linux] TF2 server crashes

2011-07-18 Thread Eric Riemers

I also see still a more then normal amount of crashes.
Compared to a box we have with windows, 0 crashes on it.

On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net
wrote:
 The crashes on our servers are still ongoing, while having -debug enabled
 no coredumps are being created.
 
 Interesting observation, one of the servers just crashed again, with
 seconds after it steamfriends going down.
 
 Could this somehow be in relation with each other?
 
 Saint K.
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Re: [hlds_linux] TF2 server crashes

2011-07-18 Thread Saint K .
It's doing my head in by now because it's too random for words.

No debug logs, no core dumps, clean restart/crashes, and mostly just on 2 
servers, which runs of the exact same directory, thus files, as the other 
servers. Go figure.

I have given up researching it, quickplay will fill the crashed server anyway 
again.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers 
[riem...@binkey.nl]
Sent: 18 July 2011 10:38
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server crashes

I also see still a more then normal amount of crashes.
Compared to a box we have with windows, 0 crashes on it.

On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net
wrote:
 The crashes on our servers are still ongoing, while having -debug enabled
 no coredumps are being created.

 Interesting observation, one of the servers just crashed again, with
 seconds after it steamfriends going down.

 Could this somehow be in relation with each other?

 Saint K.
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Re: [hlds_linux] TF2 server crashes

2011-07-18 Thread ics
Absolutely sure that the crashes aren't plugin related? I haven't had a cash in 
any server for over a month.

-ics

- Alkuperäinen viesti -
 
 I also see still a more then normal amount of crashes.
 Compared to a box we have with windows, 0 crashes on it.
 
 On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net
 wrote:
  The crashes on our servers are still ongoing, while having -debug
  enabled no coredumps are being created.
  
  Interesting observation, one of the servers just crashed again, with
  seconds after it steamfriends going down.
  
  Could this somehow be in relation with each other?
  
  Saint K.
  ___
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  please visit:
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[hlds_linux] Steam servers IP's

2011-07-18 Thread Saint K .
Hi,

Does anyone have a list of IP addresses from the steam authentication and 
friends/groups servers?

I want to explicitly open them in a firewall, no need for whitelisting the 
content servers.

I found a few lists online but they either seem incomplete or out of date.

Cheers,

Saint K.
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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Björn Rohlén
Considering how bad this works from time to time, my bet is on a
round-robbin dns record. Using a bunch of static IP:s makes no sense. Just
string the distfiles, grep out the fqdns and make a little script to remove
all previous / open up all resolved IPs from those records every night or
whatever interval you deem fitting. Doing it any other way would seem very
flaky.

On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote:

 Hi,

 Does anyone have a list of IP addresses from the steam authentication and
 friends/groups servers?

 I want to explicitly open them in a firewall, no need for whitelisting the
 content servers.

 I found a few lists online but they either seem incomplete or out of date.

 Cheers,

 Saint K.
 ___
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Re: [hlds_linux] TF2 server crashes

2011-07-18 Thread Saint K .
Never can be absolutely sure, however we run just stock stuff from sourcemod, 
and gScramble. Nothing out of the ordinary. 

Could always be it, but without srcds providing any debug information there is 
not much more to look at. Out of 8 servers just 2 show this problem, same 
machine, same files, same configs. Only difference is the used ports.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 18 July 2011 12:07
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server crashes

Absolutely sure that the crashes aren't plugin related? I haven't had a cash in 
any server for over a month.

-ics

- Alkuperäinen viesti -

 I also see still a more then normal amount of crashes.
 Compared to a box we have with windows, 0 crashes on it.

 On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net
 wrote:
  The crashes on our servers are still ongoing, while having -debug
  enabled no coredumps are being created.
 
  Interesting observation, one of the servers just crashed again, with
  seconds after it steamfriends going down.
 
  Could this somehow be in relation with each other?
 
  Saint K.
  ___
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  please visit:
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 ___
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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Saint K .
Yes, I am expecting round-robbin, however, they can't possibly have an 
unlimited amount of IP's, I'm guessing it should be able to group them together 
in a few subnets?

It's an external firewall, not locally on the machine. So scripting gets a bit 
more challenging.

Any idea's which fqdn's are being used so I can check them?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén 
[bjorn.roh...@gmail.com]
Sent: 18 July 2011 12:21
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam servers IP's

Considering how bad this works from time to time, my bet is on a
round-robbin dns record. Using a bunch of static IP:s makes no sense. Just
string the distfiles, grep out the fqdns and make a little script to remove
all previous / open up all resolved IPs from those records every night or
whatever interval you deem fitting. Doing it any other way would seem very
flaky.

On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net wrote:

 Hi,

 Does anyone have a list of IP addresses from the steam authentication and
 friends/groups servers?

 I want to explicitly open them in a firewall, no need for whitelisting the
 content servers.

 I found a few lists online but they either seem incomplete or out of date.

 Cheers,

 Saint K.
 ___
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 please visit:
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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Björn Rohlén
Afraid I don't have a server handy (on vacation), but you can find it on
your own if its there:

*** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES --
_NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
KNOW WHAT IS GOING ON ***

find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne
\e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie
\.com|\.net|\.org' \;

*** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES --
_NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
KNOW WHAT IS GOING ON ***

... which I hope would list any/all matches and pretty-print them in yellow
for your convenience.

-TheG

On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net wrote:

 Yes, I am expecting round-robbin, however, they can't possibly have an
 unlimited amount of IP's, I'm guessing it should be able to group them
 together in a few subnets?

 It's an external firewall, not locally on the machine. So scripting gets a
 bit more challenging.

 Any idea's which fqdn's are being used so I can check them?

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
 bjorn.roh...@gmail.com]
 Sent: 18 July 2011 12:21
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Steam servers IP's

 Considering how bad this works from time to time, my bet is on a
 round-robbin dns record. Using a bunch of static IP:s makes no sense. Just
 string the distfiles, grep out the fqdns and make a little script to remove
 all previous / open up all resolved IPs from those records every night or
 whatever interval you deem fitting. Doing it any other way would seem very
 flaky.

 On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net
 wrote:

  Hi,
 
  Does anyone have a list of IP addresses from the steam authentication and
  friends/groups servers?
 
  I want to explicitly open them in a firewall, no need for whitelisting
 the
  content servers.
 
  I found a few lists online but they either seem incomplete or out of
 date.
 
  Cheers,
 
  Saint K.
  ___
  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 server crashes

2011-07-18 Thread Никита Булаев [Nikita Bulaev]
Confirm - No crashes. 14-24 slots + Replay + QuickPlay and
Metamod+Sourcemod 1.3.8

2011/7/18  hlds_linux-requ...@list.valvesoftware.com:
 Message: 5
 Date: Mon, 18 Jul 2011 13:07:43 +0300
 From: ics i...@ics-base.net
 To: Half-Life dedicated Linux server mailing list
        hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TF2 server crashes
 Message-ID: 1310983663.7808.5.camel@mizuho
 Content-Type: text/plain; charset=utf-8

 Absolutely sure that the crashes aren't plugin related? I haven't had a cash 
 in any server for over a month.

 -ics

 - Alkuper?inen viesti -



-- 
С уважением
и пожеланием хорошего настроения,

Никита Булаев

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Re: [hlds_linux] TF2 server crashes

2011-07-18 Thread Eric Riemers

Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list draait
1.3.8.

On Mon, 18 Jul 2011 11:25:25 +0200, Saint K. sai...@specialattack.net
wrote:
 It's doing my head in by now because it's too random for words.
 
 No debug logs, no core dumps, clean restart/crashes, and mostly just on 2
 servers, which runs of the exact same directory, thus files, as the other
 servers. Go figure.
 
 I have given up researching it, quickplay will fill the crashed server
 anyway again.
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 [riem...@binkey.nl]
 Sent: 18 July 2011 10:38
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 server crashes
 
 I also see still a more then normal amount of crashes.
 Compared to a box we have with windows, 0 crashes on it.
 
 On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net
 wrote:
 The crashes on our servers are still ongoing, while having -debug
enabled
 no coredumps are being created.

 Interesting observation, one of the servers just crashed again, with
 seconds after it steamfriends going down.

 Could this somehow be in relation with each other?

 Saint K.
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 ___
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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread James Puckett
useful, also no need for the warnings, its fairly obvious what it can do.

2011/7/18 Björn Rohlén bjorn.roh...@gmail.com

 Afraid I don't have a server handy (on vacation), but you can find it on
 your own if its there:

 *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES --
 _NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
 KNOW WHAT IS GOING ON ***

 find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne
 \e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie
 \.com|\.net|\.org' \;

 *** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES --
 _NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
 KNOW WHAT IS GOING ON ***

 ... which I hope would list any/all matches and pretty-print them in yellow
 for your convenience.

 -TheG

 On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net
 wrote:

  Yes, I am expecting round-robbin, however, they can't possibly have an
  unlimited amount of IP's, I'm guessing it should be able to group them
  together in a few subnets?
 
  It's an external firewall, not locally on the machine. So scripting gets
 a
  bit more challenging.
 
  Any idea's which fqdn's are being used so I can check them?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
  bjorn.roh...@gmail.com]
  Sent: 18 July 2011 12:21
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Steam servers IP's
 
  Considering how bad this works from time to time, my bet is on a
  round-robbin dns record. Using a bunch of static IP:s makes no sense.
 Just
  string the distfiles, grep out the fqdns and make a little script to
 remove
  all previous / open up all resolved IPs from those records every night or
  whatever interval you deem fitting. Doing it any other way would seem
 very
  flaky.
 
  On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net
  wrote:
 
   Hi,
  
   Does anyone have a list of IP addresses from the steam authentication
 and
   friends/groups servers?
  
   I want to explicitly open them in a firewall, no need for whitelisting
  the
   content servers.
  
   I found a few lists online but they either seem incomplete or out of
  date.
  
   Cheers,
  
   Saint K.
   ___
   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 server crashes

2011-07-18 Thread Eric Riemers
Woops sorry about that..

On Mon, 18 Jul 2011 13:51:57 +0200, Eric Riemers riem...@binkey.nl wrote:
 Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list
draait
 1.3.8.
 
 On Mon, 18 Jul 2011 11:25:25 +0200, Saint K. sai...@specialattack.net
 wrote:
 It's doing my head in by now because it's too random for words.
 
 No debug logs, no core dumps, clean restart/crashes, and mostly just on
2
 servers, which runs of the exact same directory, thus files, as the
other
 servers. Go figure.
 
 I have given up researching it, quickplay will fill the crashed server
 anyway again.
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 [riem...@binkey.nl]
 Sent: 18 July 2011 10:38
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 server crashes
 
 I also see still a more then normal amount of crashes.
 Compared to a box we have with windows, 0 crashes on it.
 
 On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net
 wrote:
 The crashes on our servers are still ongoing, while having -debug
 enabled
 no coredumps are being created.

 Interesting observation, one of the servers just crashed again, with
 seconds after it steamfriends going down.

 Could this somehow be in relation with each other?

 Saint K.
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Re: [hlds_linux] TF2 server crashes

2011-07-18 Thread Saint K .
Wij draaien 1.3.8 stable

Snap dr geen kut van :P

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers 
[riem...@binkey.nl]
Sent: 18 July 2011 13:51
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server crashes

Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list draait
1.3.8.

On Mon, 18 Jul 2011 11:25:25 +0200, Saint K. sai...@specialattack.net
wrote:
 It's doing my head in by now because it's too random for words.

 No debug logs, no core dumps, clean restart/crashes, and mostly just on 2
 servers, which runs of the exact same directory, thus files, as the other
 servers. Go figure.

 I have given up researching it, quickplay will fill the crashed server
 anyway again.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 [riem...@binkey.nl]
 Sent: 18 July 2011 10:38
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 server crashes

 I also see still a more then normal amount of crashes.
 Compared to a box we have with windows, 0 crashes on it.

 On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net
 wrote:
 The crashes on our servers are still ongoing, while having -debug
enabled
 no coredumps are being created.

 Interesting observation, one of the servers just crashed again, with
 seconds after it steamfriends going down.

 Could this somehow be in relation with each other?

 Saint K.
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 please visit:
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Re: [hlds_linux] TF2 server crashes

2011-07-18 Thread Saint K .
Yea sorry about that one as well lol. Thought we engaged a private conversation 
there :)

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net]
Sent: 18 July 2011 14:02
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server crashes

Wij draaien 1.3.8 stable

Snap dr geen kut van :P

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers 
[riem...@binkey.nl]
Sent: 18 July 2011 13:51
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server crashes

Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list draait
1.3.8.

On Mon, 18 Jul 2011 11:25:25 +0200, Saint K. sai...@specialattack.net
wrote:
 It's doing my head in by now because it's too random for words.

 No debug logs, no core dumps, clean restart/crashes, and mostly just on 2
 servers, which runs of the exact same directory, thus files, as the other
 servers. Go figure.

 I have given up researching it, quickplay will fill the crashed server
 anyway again.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 [riem...@binkey.nl]
 Sent: 18 July 2011 10:38
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 server crashes

 I also see still a more then normal amount of crashes.
 Compared to a box we have with windows, 0 crashes on it.

 On Fri, 15 Jul 2011 17:51:11 +0200, Saint K. sai...@specialattack.net
 wrote:
 The crashes on our servers are still ongoing, while having -debug
enabled
 no coredumps are being created.

 Interesting observation, one of the servers just crashed again, with
 seconds after it steamfriends going down.

 Could this somehow be in relation with each other?

 Saint K.
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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 please visit:
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Re: [hlds_linux] My server is still crashing

2011-07-18 Thread Sazpaimon
Select the thread that is giving you this output, and run bt -20. 
That'll give you the first 20 recorded frames of the core dump for that 
thread. See if that contains the infinite loop. If it doesn't decrease 
the number to -30, -40, etc.


On 7/18/2011 2:00 AM, E3pO wrote:

/home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() ()
from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() ()
from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#302 0xb3f861de in CBasePlayer::CheckObserverSettings() ()
from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#303 0xb4191419 in CTFPlayer::CheckObserverSettings() ()
from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#304 0xb41abc26 in CTFPlayer::SetObserverMode(int) ()
from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
---Typereturn  to continue, or qreturn  to quit---q


ETC ETC ETC ETC

On Mon, Jul 18, 2011 at 1:26 AM, Tony Palomadrunkenf...@hotmail.comwrote:


What do you mean holding in return and force return? Like literally holding
down the return key? Why are you doing that?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Sunday, July 17, 2011 9:09 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My server is still crashing

I see a bunch more output now.. I have done logging on with a file but i've
been holding in return for about an hour.

Is there an easier way to force return instead of just holding it in?

On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimonsazpai...@x-cult.org  wrote:


Might not be the right way of running it. I use Nemrun, which saves my
cores in a seperate cores folder, so this is how I run gdb:

  gdb srcds_linux cores/tf2_20110711155904.core

 From the orangebox directory. If you use srcd_run by itself, just run
gdb srcds_linux corefile also from the orangebox directory.


On 7/17/2011 10:13 PM, E3pO wrote:


Yeah sorry I tried sending like 8 times.

I CD into /orangebox/ and then type gdb. When it is open I type sym
tf On Jul 17, 2011 7:07 PM,
SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org
  wrote:


I asked you before how you're running gdb but never got an answer.

On 7/17/2011 9:18 PM, E3pO wrote:


For some reason i can not post to this list, keeps saying my
message is


so
big so i'm starting a new thread.


Core was generated by `./srcds_linux -debug -console -game tf +ip
65.18.168.205 +port 27015 +map surf_'.
Program terminated with signal 11, Segmentation fault.
#0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char
const*,
int)
()
(gdb) thread apply all bt

Thread 11 (Thread 8007):
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb7631b86 in ?? ()
#2 0x1388 in ?? ()
#3 0x0001 in ?? ()
#4 0xae6baff4 in ?? ()
#5 0xae6b2718 in ?? ()
#6 0xafaba304 in ?? ()
#7 0xae6b08a3 in ?? ()
#8 0xb76cab60 in ?? ()
#9 0xae6b0e8b in ?? ()
#10 0xb76cab60 in ?? ()
#11 0xae6b12b5 in ?? ()
#12 0x in ?? ()

Thread 10 (Thread 8008):
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb76d6342 in ?? ()
#2 0x in ?? ()

Thread 9 (Thread 8251):
#0 0xb7824430 in __kernel_vsyscall () ---Typereturn   to continue,
or qreturn   to quit---
#1 0xb76d6342 in ?? ()
#2 0x in ?? ()

Thread 8 (Thread 9686):
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb76d6015 in ?? ()
#2 0x in ?? ()

Thread 7 (Thread 8024):
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb7638971 in ?? ()
#2 0xb059bd9c in ?? ()
#3 0xafcd68b6 in ?? ()
#4 0xafbe354e in ?? ()
#5 0xafbe3722 in ?? ()
#6 0xafbe3769 in ?? ()
#7 0xafcd2a1e in ?? ()
#8 0xafbe5a9c in ?? ()
#9 0xb76d196e in ?? ()
#10 0x0d3b4a50 in ?? ()
#11 0xb763fa4e in ?? ()

Thread 6 (Thread 8026):
---Typereturn   to continue, or qreturn   to quit---
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb76d6342 in ?? ()
#2 0x in ?? ()

Thread 5 (Thread 8015):
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb76d6342 in ?? ()
#2 0x in ?? ()

Thread 4 (Thread 8014):
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb76d6342 in ?? ()
#2 0x in ?? ()

Thread 3 (Thread 8013):
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb76d6342 in ?? ()
#2 0x in ?? ()

Thread 2 (Thread 8012):
#0 0xb7824430 in __kernel_vsyscall ()
#1 0xb76d6342 in ?? ()
#2 0x in ?? ()
---Typereturn   to continue, or qreturn   to quit---

Thread 1 (Thread 8011):
#0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char
const*,
int)
()
#1 0xafb1a64c in ?? ()
#2signal handler called
#3 0xafaba384 in ?? ()
#4 0x003c6f28 in CKothLogic::InputRoundSpawn(**inputdata_t) ()
Cannot access memory at address 0xb75e1e04
(gdb)
__**_
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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Saint K .
Hi,

Thanks, maybe a stupid question, but which files exactly you refer too with  
/path/to/steam/dist/files

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén 
[bjorn.roh...@gmail.com]
Sent: 18 July 2011 13:23
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam servers IP's

Afraid I don't have a server handy (on vacation), but you can find it on
your own if its there:

*** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES --
_NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
KNOW WHAT IS GOING ON ***

find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne
\e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie
\.com|\.net|\.org' \;

*** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES --
_NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
KNOW WHAT IS GOING ON ***

... which I hope would list any/all matches and pretty-print them in yellow
for your convenience.

-TheG

On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net wrote:

 Yes, I am expecting round-robbin, however, they can't possibly have an
 unlimited amount of IP's, I'm guessing it should be able to group them
 together in a few subnets?

 It's an external firewall, not locally on the machine. So scripting gets a
 bit more challenging.

 Any idea's which fqdn's are being used so I can check them?

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
 bjorn.roh...@gmail.com]
 Sent: 18 July 2011 12:21
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Steam servers IP's

 Considering how bad this works from time to time, my bet is on a
 round-robbin dns record. Using a bunch of static IP:s makes no sense. Just
 string the distfiles, grep out the fqdns and make a little script to remove
 all previous / open up all resolved IPs from those records every night or
 whatever interval you deem fitting. Doing it any other way would seem very
 flaky.

 On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net
 wrote:

  Hi,
 
  Does anyone have a list of IP addresses from the steam authentication and
  friends/groups servers?
 
  I want to explicitly open them in a firewall, no need for whitelisting
 the
  content servers.
 
  I found a few lists online but they either seem incomplete or out of
 date.
 
  Cheers,
 
  Saint K.
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Björn Rohlén
Where steam store all its files.

-Gryzor

On Mon, Jul 18, 2011 at 3:15 PM, Saint K. sai...@specialattack.net wrote:

 Hi,

 Thanks, maybe a stupid question, but which files exactly you refer too with
  /path/to/steam/dist/files

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
 bjorn.roh...@gmail.com]
 Sent: 18 July 2011 13:23
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Steam servers IP's

 Afraid I don't have a server handy (on vacation), but you can find it on
 your own if its there:

 *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES --
 _NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
 KNOW WHAT IS GOING ON ***

 find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne
 \e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie
 \.com|\.net|\.org' \;

 *** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES --
 _NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
 KNOW WHAT IS GOING ON ***

 ... which I hope would list any/all matches and pretty-print them in yellow
 for your convenience.

 -TheG

 On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net
 wrote:

  Yes, I am expecting round-robbin, however, they can't possibly have an
  unlimited amount of IP's, I'm guessing it should be able to group them
  together in a few subnets?
 
  It's an external firewall, not locally on the machine. So scripting gets
 a
  bit more challenging.
 
  Any idea's which fqdn's are being used so I can check them?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
  bjorn.roh...@gmail.com]
  Sent: 18 July 2011 12:21
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Steam servers IP's
 
  Considering how bad this works from time to time, my bet is on a
  round-robbin dns record. Using a bunch of static IP:s makes no sense.
 Just
  string the distfiles, grep out the fqdns and make a little script to
 remove
  all previous / open up all resolved IPs from those records every night or
  whatever interval you deem fitting. Doing it any other way would seem
 very
  flaky.
 
  On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net
  wrote:
 
   Hi,
  
   Does anyone have a list of IP addresses from the steam authentication
 and
   friends/groups servers?
  
   I want to explicitly open them in a firewall, no need for whitelisting
  the
   content servers.
  
   I found a few lists online but they either seem incomplete or out of
  date.
  
   Cheers,
  
   Saint K.
   ___
   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] Steam servers IP's

2011-07-18 Thread Saint K .
Oh yes that wasn't too clever from me. I need to grep the client files, not the 
Linux server files ^^

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén 
[bjorn.roh...@gmail.com]
Sent: 18 July 2011 15:35
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam servers IP's

Where steam store all its files.

-Gryzor

On Mon, Jul 18, 2011 at 3:15 PM, Saint K. sai...@specialattack.net wrote:

 Hi,

 Thanks, maybe a stupid question, but which files exactly you refer too with
  /path/to/steam/dist/files

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
 bjorn.roh...@gmail.com]
 Sent: 18 July 2011 13:23
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Steam servers IP's

 Afraid I don't have a server handy (on vacation), but you can find it on
 your own if its there:

 *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES --
 _NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
 KNOW WHAT IS GOING ON ***

 find /path/to/steam/dist/files -type f -exec sh -c 'echo -ne
 \e[0mProcessing \t{} ...\n\e[1;33m ; strings -n 5 {} | egrep -ie
 \.com|\.net|\.org' \;

 *** WARNING: DO NOT RUN LINE ABOVE UNLESS YOU UNDERSTAND WHAT IT DOES --
 _NEVER_ COPY  PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
 KNOW WHAT IS GOING ON ***

 ... which I hope would list any/all matches and pretty-print them in yellow
 for your convenience.

 -TheG

 On Mon, Jul 18, 2011 at 12:29 PM, Saint K. sai...@specialattack.net
 wrote:

  Yes, I am expecting round-robbin, however, they can't possibly have an
  unlimited amount of IP's, I'm guessing it should be able to group them
  together in a few subnets?
 
  It's an external firewall, not locally on the machine. So scripting gets
 a
  bit more challenging.
 
  Any idea's which fqdn's are being used so I can check them?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
  bjorn.roh...@gmail.com]
  Sent: 18 July 2011 12:21
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Steam servers IP's
 
  Considering how bad this works from time to time, my bet is on a
  round-robbin dns record. Using a bunch of static IP:s makes no sense.
 Just
  string the distfiles, grep out the fqdns and make a little script to
 remove
  all previous / open up all resolved IPs from those records every night or
  whatever interval you deem fitting. Doing it any other way would seem
 very
  flaky.
 
  On Mon, Jul 18, 2011 at 12:04 PM, Saint K. sai...@specialattack.net
  wrote:
 
   Hi,
  
   Does anyone have a list of IP addresses from the steam authentication
 and
   friends/groups servers?
  
   I want to explicitly open them in a firewall, no need for whitelisting
  the
   content servers.
  
   I found a few lists online but they either seem incomplete or out of
  date.
  
   Cheers,
  
   Saint K.
   ___
   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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Re: [hlds_linux] My server is still crashing

2011-07-18 Thread Tony Paloma
So you're 300 frames deep? Can you post the first few frames right before it
starts to repeat? Also, if you make your shell window taller before starting
gdb, you won't have to page thru as much.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Sunday, July 17, 2011 11:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My server is still crashing

/home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#302 0xb3f861de in CBasePlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#303 0xb4191419 in CTFPlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#304 0xb41abc26 in CTFPlayer::SetObserverMode(int) ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
---Type return to continue, or q return to quit---q


ETC ETC ETC ETC

On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.comwrote:

 What do you mean holding in return and force return? Like literally 
 holding down the return key? Why are you doing that?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
 Sent: Sunday, July 17, 2011 9:09 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] My server is still crashing

 I see a bunch more output now.. I have done logging on with a file but 
 i've been holding in return for about an hour.

 Is there an easier way to force return instead of just holding it in?

 On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org wrote:

  Might not be the right way of running it. I use Nemrun, which saves 
  my cores in a seperate cores folder, so this is how I run gdb:
 
   gdb srcds_linux cores/tf2_20110711155904.core
 
  From the orangebox directory. If you use srcd_run by itself, just 
  run gdb srcds_linux corefile also from the orangebox directory.
 
 
  On 7/17/2011 10:13 PM, E3pO wrote:
 
  Yeah sorry I tried sending like 8 times.
 
  I CD into /orangebox/ and then type gdb. When it is open I type sym 
  tf On Jul 17, 2011 7:07 PM, 
  SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org
   wrote:
 
  I asked you before how you're running gdb but never got an answer.
 
  On 7/17/2011 9:18 PM, E3pO wrote:
 
  For some reason i can not post to this list, keeps saying my 
  message is
 
  so
 
  big so i'm starting a new thread.
 
 
  Core was generated by `./srcds_linux -debug -console -game tf +ip
  65.18.168.205 +port 27015 +map surf_'.
  Program terminated with signal 11, Segmentation fault.
  #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char 
  const*,
  int)
  ()
  (gdb) thread apply all bt
 
  Thread 11 (Thread 8007):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb7631b86 in ?? ()
  #2 0x1388 in ?? ()
  #3 0x0001 in ?? ()
  #4 0xae6baff4 in ?? ()
  #5 0xae6b2718 in ?? ()
  #6 0xafaba304 in ?? ()
  #7 0xae6b08a3 in ?? ()
  #8 0xb76cab60 in ?? ()
  #9 0xae6b0e8b in ?? ()
  #10 0xb76cab60 in ?? ()
  #11 0xae6b12b5 in ?? ()
  #12 0x in ?? ()
 
  Thread 10 (Thread 8008):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 9 (Thread 8251):
  #0 0xb7824430 in __kernel_vsyscall () ---Typereturn  to 
  continue, or qreturn  to quit---
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 8 (Thread 9686):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6015 in ?? ()
  #2 0x in ?? ()
 
  Thread 7 (Thread 8024):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb7638971 in ?? ()
  #2 0xb059bd9c in ?? ()
  #3 0xafcd68b6 in ?? ()
  #4 0xafbe354e in ?? ()
  #5 0xafbe3722 in ?? ()
  #6 0xafbe3769 in ?? ()
  #7 0xafcd2a1e in ?? ()
  #8 0xafbe5a9c in ?? ()
  #9 0xb76d196e in ?? ()
  #10 0x0d3b4a50 in ?? ()
  #11 0xb763fa4e in ?? ()
 
  Thread 6 (Thread 8026):
  ---Typereturn  to continue, or qreturn  to quit---
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 5 (Thread 8015):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 4 (Thread 8014):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 3 (Thread 8013):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 2 (Thread 8012):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
  ---Typereturn  to continue, or qreturn  to quit---
 
  Thread 1 (Thread 8011):
  #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, 

Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Milton Ngan
I would not recommend this. We are constantly changing the IP addresses of our 
services as we grow. As someone who helps maintain our firewall rules, I 
appreciate what you are trying to do, but it is a lot of work to keep up with 
all the changes. More so for you since there is no DNS to query or registry to 
look up that will tell you what you need to know. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, July 18, 2011 3:05 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Steam servers IP's

Hi,

Does anyone have a list of IP addresses from the steam authentication and 
friends/groups servers?

I want to explicitly open them in a firewall, no need for whitelisting the 
content servers.

I found a few lists online but they either seem incomplete or out of date.

Cheers,

Saint K.
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Re: [hlds_linux] Attn: Whiners

2011-07-18 Thread Nikolay Shopik

On 16.07.2011 21:43, Harry Strongburg wrote:

On Sat, Jul 16, 2011 at 10:33:58AM +0100, Chris Boot wrote:

AIUI their downloaders use both P2P (BitTorrent) and HTTP download
simultaneously so even folks who are on crappy shaped connections
can download the updates, but for those for whom P2P works well
things go a lot quicker. I think this would be a great idea,
particularly if more folks could become content servers as well -
I'd be happy to run a rate-limited content server to help out with
updates for example.


P2P updates sound cool, but they really aren't, especially in places
where bandwidth is limited. If there's an option to disable it in the
Steam settings (including upload bandwidth limiting), and as long as
Valve doesn't use some garbage Pando Media Booster, then it could be a
useful feature.

I honestly get not too bad speeds from Steam, even during large updates.
You guys need to be more patient...



Client should upload ONLY when you are downloading, this is best 
scenario w/o hurting you much. Having content server and P2P when doing 
massive release will helps a lot. Nobody like having app stealing their 
bandwidth.


And this is what Blizzard already do in their client.


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Re: [hlds_linux] Attn: Whiners

2011-07-18 Thread Nikolay Shopik
P2p actually helps also countries with censorship. I remember doing 
update on debian in UAE via apt-get and http server and most of time it 
failing because their transparent proxies always doing something to 
files and md5sum fails after download.

So not sure if changing content server only to HTTP is good news.

On 16.07.2011 13:33, Chris Boot wrote:

Hi,

Blizzard can make P2P work for WoW and Starcraft 2, why couldn't anyone
else?

AIUI their downloaders use both P2P (BitTorrent) and HTTP download
simultaneously so even folks who are on crappy shaped connections can
download the updates, but for those for whom P2P works well things go a
lot quicker. I think this would be a great idea, particularly if more
folks could become content servers as well - I'd be happy to run a
rate-limited content server to help out with updates for example.

Chris

On 16/07/2011 09:34, Steven Hartland wrote:

P2P is crap from sysadmin point of view, and even worse from a high
speed perspective
on anything more than a single user to line case. 90% of connections
are async with
much less bandwidth up than they have done meaning p2p causes serious
issues.

Sounds like the proposed solution has been well thought out with none
of the pitfalls
of p2p rubbish and I look forward to it :)

Regards
Steve

- Original Message - From: Carl aidsf...@gmail.com



A P2P system would propagate the updates faster. I'd surrender some
of my bandwidth if everyone else did too.



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.
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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Saint K .
Any idea's on what would be a good way then? I can't just open ports, I need 
destination addresses with it. Can we (as suggested) grep out some files to get 
the addresses from?


Another question comes to mind. With the announcement of the new network, will 
that change anything in how steam logs on and how friends signs in etc? Will 
that remain the same?

Cheers,

Saint K.


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan 
[mil...@valvesoftware.com]
Sent: 18 July 2011 18:14
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam servers IP's

I would not recommend this. We are constantly changing the IP addresses of our 
services as we grow. As someone who helps maintain our firewall rules, I 
appreciate what you are trying to do, but it is a lot of work to keep up with 
all the changes. More so for you since there is no DNS to query or registry to 
look up that will tell you what you need to know.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, July 18, 2011 3:05 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Steam servers IP's

Hi,

Does anyone have a list of IP addresses from the steam authentication and 
friends/groups servers?

I want to explicitly open them in a firewall, no need for whitelisting the 
content servers.

I found a few lists online but they either seem incomplete or out of date.

Cheers,

Saint K.
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[hlds_linux] Request: unlock maxplayers HL2DM from 16 to 32

2011-07-18 Thread Loïc PERY
Hi Valve,

We love playing Half-Life 2 Deathmatch Source but we can only play as 16
players. Can you upgrade the limit to 32 please ?

Please answer.

Best regards.
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-18 Thread Alfred Reynolds
I received a couple bug reports over the weekend so I am going to take the time 
to dig into those, expect another beta release or two before a full release.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Friday, July 15, 2011 1:29 PM
 To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
 mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
 
 We have released an update to the beta, run the hldsupdatetool with -
 beta hlbeta to get this update. Changes for this update are:
 
 - more input checking on some MSG_X functions
 
 There were no known exploits this is fixing but better safe than sorry.
 My plan is to release this publically on Monday, so make sure you try
 these new binaries over the weekend.
 
 - Alfred
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 11, 2011 4:04 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds] Half-Life 1 engine beta update released
 
  We have released an update to the beta, run the hldsupdatetool with
 -
  beta hlbeta to get this update. Changes for this update are:
 
  - Changed sv_filetransfermaxsize to 1mbyte by default
  - Disallow the dlfile command if the server is configured with a
  sv_downloadurl
 
 
  The dlfile command is used internally by the engine to allow users to
  download custom maps using the in-game channel, unfortunately the
  processing for large files is done inline and can stall the server.
 Re-
  architecting this is beyond the scope for HL1 so the solution would
 be
  to use the sv_downloadurl feature if you want to host custom content
  (or increase the sv_filetransfermaxsize cvar but risk your server FPS
  stuttering).
 
  - Alfred
 
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Thursday, July 07, 2011 6:20 PM
   To: Half-Life dedicated Linux server mailing list;
   'h...@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds] Half-Life 1 engine beta update released
  
   We have released a beta update for Half-Life 1 engine based games
   (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
   update run the hldsupdatetool with -beta hlbeta on the command
  line.
   This update continues on some exploit fixes we have already shipped
   within this beta.
  
   Changes:
   - Added sv_filetransfermaxsize cvar to limit the size of a file a
   server will try to send to a client, by default 10mbytes.
   - Prevented halflife.wad from being downloaded from a server (fixes
   server hang/stall).
  
  
   There is also a couple client side fixes, if you run your Steam
  client
   with -beta hlbeta on its command line and run Half-Life games you
   will have some fixes that prevent server redirection.
  
  
  
   - Alfred
  
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   please visit:
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 archives,
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Re: [hlds_linux] Attn: Whiners

2011-07-18 Thread Steven Hartland
- Original Message - 
From: Nikolay Shopik sho...@inblock.ru
Client should upload ONLY when you are downloading, this is best 
scenario w/o hurting you much. Having content server and P2P when doing 
massive release will helps a lot. Nobody like having app stealing their 
bandwidth.


But what about anyone else on the network?

   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
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-18 Thread C Szabo

I'm really glad that you are taking the time for this. It means a lot for us 
and I talked to some members in our community and they wanted to say thx to.. :)

Many players has the buy-exploit in their configs from shady servers and they
 are crashing all the warservers when they are playing without even knowing it.
Publicservers has a fix for this via a amxplugin, but some publicservers dont.
And the 
serverprovider dont want to update to a beta, but its better if you fix ALL 
problems that you can before sending out the update, but its starting to be a 
big problem. Ive seen people complaining more and more the last few days about 
servers crashing.

Are you sure that the beta really blocks the buy-exploit? Thats the most 
annoying exploit that is out right now.



 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Mon, 18 Jul 2011 17:36:59 +
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
 
 I received a couple bug reports over the weekend so I am going to take the 
 time to dig into those, expect another beta release or two before a full 
 release.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Friday, July 15, 2011 1:29 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
  We have released an update to the beta, run the hldsupdatetool with -
  beta hlbeta to get this update. Changes for this update are:
  
  - more input checking on some MSG_X functions
  
  There were no known exploits this is fixing but better safe than sorry.
  My plan is to release this publically on Monday, so make sure you try
  these new binaries over the weekend.
  
  - Alfred
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Monday, July 11, 2011 4:04 PM
   To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
   mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds] Half-Life 1 engine beta update released
  
   We have released an update to the beta, run the hldsupdatetool with
  -
   beta hlbeta to get this update. Changes for this update are:
  
   - Changed sv_filetransfermaxsize to 1mbyte by default
   - Disallow the dlfile command if the server is configured with a
   sv_downloadurl
  
  
   The dlfile command is used internally by the engine to allow users to
   download custom maps using the in-game channel, unfortunately the
   processing for large files is done inline and can stall the server.
  Re-
   architecting this is beyond the scope for HL1 so the solution would
  be
   to use the sv_downloadurl feature if you want to host custom content
   (or increase the sv_filetransfermaxsize cvar but risk your server FPS
   stuttering).
  
   - Alfred
  
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Thursday, July 07, 2011 6:20 PM
To: Half-Life dedicated Linux server mailing list;
'h...@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Half-Life 1 engine beta update released
   
We have released a beta update for Half-Life 1 engine based games
(Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
update run the hldsupdatetool with -beta hlbeta on the command
   line.
This update continues on some exploit fixes we have already shipped
within this beta.
   
Changes:
- Added sv_filetransfermaxsize cvar to limit the size of a file a
server will try to send to a client, by default 10mbytes.
- Prevented halflife.wad from being downloaded from a server (fixes
server hang/stall).
   
   
There is also a couple client side fixes, if you run your Steam
   client
with -beta hlbeta on its command line and run Half-Life games you
will have some fixes that prevent server redirection.
   
   
   
- Alfred
   
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Re: [hlds_linux] Attn: Whiners

2011-07-18 Thread Nikolay Shopik

On 18.07.2011 21:44, Steven Hartland wrote:

But what about anyone else on the network?
If I understood correctly. Content servers is covering everything else 
when there low demand for some content and no p2p peers around.



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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-18 Thread Ronny Schedel

Autobuy was fixed long time ago in the beta release.


-Ursprüngliche Nachricht- 
From: C Szabo

Sent: Monday, July 18, 2011 7:53 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released


I'm really glad that you are taking the time for this. It means a lot for us 
and I talked to some members in our community and they wanted to say thx 
to.. :)


Many players has the buy-exploit in their configs from shady servers and 
they
are crashing all the warservers when they are playing without even knowing 
it.
Publicservers has a fix for this via a amxplugin, but some publicservers 
dont.

And the
serverprovider dont want to update to a beta, but its better if you fix ALL 
problems that you can before sending out the update, but its starting to be 
a big problem. Ive seen people complaining more and more the last few days 
about servers crashing.


Are you sure that the beta really blocks the buy-exploit? Thats the most 
annoying exploit that is out right now.





From: alf...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com

Date: Mon, 18 Jul 2011 17:36:59 +
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released

I received a couple bug reports over the weekend so I am going to take the 
time to dig into those, expect another beta release or two before a full 
release.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Friday, July 15, 2011 1:29 PM
 To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
 mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update released

 We have released an update to the beta, run the hldsupdatetool with -
 beta hlbeta to get this update. Changes for this update are:

 - more input checking on some MSG_X functions

 There were no known exploits this is fixing but better safe than sorry.
 My plan is to release this publically on Monday, so make sure you try
 these new binaries over the weekend.

 - Alfred

  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 11, 2011 4:04 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds] Half-Life 1 engine beta update released
 
  We have released an update to the beta, run the hldsupdatetool with
 -
  beta hlbeta to get this update. Changes for this update are:
 
  - Changed sv_filetransfermaxsize to 1mbyte by default
  - Disallow the dlfile command if the server is configured with a
  sv_downloadurl
 
 
  The dlfile command is used internally by the engine to allow users to
  download custom maps using the in-game channel, unfortunately the
  processing for large files is done inline and can stall the server.
 Re-
  architecting this is beyond the scope for HL1 so the solution would
 be
  to use the sv_downloadurl feature if you want to host custom content
  (or increase the sv_filetransfermaxsize cvar but risk your server FPS
  stuttering).
 
  - Alfred
 
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Thursday, July 07, 2011 6:20 PM
   To: Half-Life dedicated Linux server mailing list;
   'h...@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds] Half-Life 1 engine beta update released
  
   We have released a beta update for Half-Life 1 engine based games
   (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
   update run the hldsupdatetool with -beta hlbeta on the command
  line.
   This update continues on some exploit fixes we have already shipped
   within this beta.
  
   Changes:
   - Added sv_filetransfermaxsize cvar to limit the size of a file a
   server will try to send to a client, by default 10mbytes.
   - Prevented halflife.wad from being downloaded from a server (fixes
   server hang/stall).
  
  
   There is also a couple client side fixes, if you run your Steam
  client
   with -beta hlbeta on its command line and run Half-Life games you
   will have some fixes that prevent server redirection.
  
  
  
   - Alfred
  
   ___
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  archives,
   please visit:
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 archives,
  please visit:
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Re: [hlds_linux] Request: unlock maxplayers HL2DM from 16 to 32

2011-07-18 Thread James Puckett
Do want

On Mon, Jul 18, 2011 at 10:34 AM, Loïc PERY louloubi...@gmail.com wrote:

 Hi Valve,

 We love playing Half-Life 2 Deathmatch Source but we can only play as 16
 players. Can you upgrade the limit to 32 please ?

 Please answer.

 Best regards.
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[hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread Peter Reinhold

Hi All,

Seeing that F2P have given my server a large boost in popularity (both 
F2P players, and also a growing group of regulars), being a more active 
admin is a necessity.


But, the server is filled almost 24/7, and we haven't got staff to be 
on call all day round (this is a non-profit server), so I was wondering 
if its possible for me to use replay (which is setup and working on the 
server), to check for suspicious activity, based on chatlogs and reports 
from players?


If not, have anyone got any good ideas on how I could achieve some sort 
of after-the-fact factchecking/banning?



Thanks in advance,

/Peter

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Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread daniel jokiaho
normal demo recording?
On 18 Jul 2011 21:07, Peter Reinhold peter_va...@reinhold.dk wrote:
 Hi All,

 Seeing that F2P have given my server a large boost in popularity (both
 F2P players, and also a growing group of regulars), being a more active
 admin is a necessity.

 But, the server is filled almost 24/7, and we haven't got staff to be
 on call all day round (this is a non-profit server), so I was wondering
 if its possible for me to use replay (which is setup and working on the
 server), to check for suspicious activity, based on chatlogs and reports
 from players?

 If not, have anyone got any good ideas on how I could achieve some sort
 of after-the-fact factchecking/banning?


 Thanks in advance,

 /Peter

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Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread Tony Paloma
Combining the block files for any replay stored on your server should result
in a playable demo of the whole round the replay was generated on.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Monday, July 18, 2011 1:07 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Can replay be used by admins to check for cheaters?

Hi All,

Seeing that F2P have given my server a large boost in popularity (both F2P
players, and also a growing group of regulars), being a more active admin is
a necessity.

But, the server is filled almost 24/7, and we haven't got staff to be on
call all day round (this is a non-profit server), so I was wondering if its
possible for me to use replay (which is setup and working on the server), to
check for suspicious activity, based on chatlogs and reports from players?

If not, have anyone got any good ideas on how I could achieve some sort of
after-the-fact factchecking/banning?


Thanks in advance,

/Peter

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Re: [hlds_linux] My server is still crashing

2011-07-18 Thread E3pO
Okay i set logging on again and this time the crash was a bit less mangled
(didn't repeat)..

http://www.lowlagfrag.com/gdb.txt

On Mon, Jul 18, 2011 at 12:13 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 So you're 300 frames deep? Can you post the first few frames right before
 it
 starts to repeat? Also, if you make your shell window taller before
 starting
 gdb, you won't have to page thru as much.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
 Sent: Sunday, July 17, 2011 11:01 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] My server is still crashing

 /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #302 0xb3f861de in CBasePlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #303 0xb4191419 in CTFPlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #304 0xb41abc26 in CTFPlayer::SetObserverMode(int) ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 ---Type return to continue, or q return to quit---q


 ETC ETC ETC ETC

 On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  What do you mean holding in return and force return? Like literally
  holding down the return key? Why are you doing that?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
  Sent: Sunday, July 17, 2011 9:09 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] My server is still crashing
 
  I see a bunch more output now.. I have done logging on with a file but
  i've been holding in return for about an hour.
 
  Is there an easier way to force return instead of just holding it in?
 
  On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org
 wrote:
 
   Might not be the right way of running it. I use Nemrun, which saves
   my cores in a seperate cores folder, so this is how I run gdb:
  
gdb srcds_linux cores/tf2_20110711155904.core
  
   From the orangebox directory. If you use srcd_run by itself, just
   run gdb srcds_linux corefile also from the orangebox directory.
  
  
   On 7/17/2011 10:13 PM, E3pO wrote:
  
   Yeah sorry I tried sending like 8 times.
  
   I CD into /orangebox/ and then type gdb. When it is open I type sym
   tf On Jul 17, 2011 7:07 PM,
   SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org
wrote:
  
   I asked you before how you're running gdb but never got an answer.
  
   On 7/17/2011 9:18 PM, E3pO wrote:
  
   For some reason i can not post to this list, keeps saying my
   message is
  
   so
  
   big so i'm starting a new thread.
  
  
   Core was generated by `./srcds_linux -debug -console -game tf +ip
   65.18.168.205 +port 27015 +map surf_'.
   Program terminated with signal 11, Segmentation fault.
   #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char
   const*,
   int)
   ()
   (gdb) thread apply all bt
  
   Thread 11 (Thread 8007):
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb7631b86 in ?? ()
   #2 0x1388 in ?? ()
   #3 0x0001 in ?? ()
   #4 0xae6baff4 in ?? ()
   #5 0xae6b2718 in ?? ()
   #6 0xafaba304 in ?? ()
   #7 0xae6b08a3 in ?? ()
   #8 0xb76cab60 in ?? ()
   #9 0xae6b0e8b in ?? ()
   #10 0xb76cab60 in ?? ()
   #11 0xae6b12b5 in ?? ()
   #12 0x in ?? ()
  
   Thread 10 (Thread 8008):
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb76d6342 in ?? ()
   #2 0x in ?? ()
  
   Thread 9 (Thread 8251):
   #0 0xb7824430 in __kernel_vsyscall () ---Typereturn  to
   continue, or qreturn  to quit---
   #1 0xb76d6342 in ?? ()
   #2 0x in ?? ()
  
   Thread 8 (Thread 9686):
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb76d6015 in ?? ()
   #2 0x in ?? ()
  
   Thread 7 (Thread 8024):
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb7638971 in ?? ()
   #2 0xb059bd9c in ?? ()
   #3 0xafcd68b6 in ?? ()
   #4 0xafbe354e in ?? ()
   #5 0xafbe3722 in ?? ()
   #6 0xafbe3769 in ?? ()
   #7 0xafcd2a1e in ?? ()
   #8 0xafbe5a9c in ?? ()
   #9 0xb76d196e in ?? ()
   #10 0x0d3b4a50 in ?? ()
   #11 0xb763fa4e in ?? ()
  
   Thread 6 (Thread 8026):
   ---Typereturn  to continue, or qreturn  to quit---
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb76d6342 in ?? ()
   #2 0x in ?? ()
  
   Thread 5 (Thread 8015):
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb76d6342 in ?? ()
   #2 0x in ?? ()
  
   Thread 4 (Thread 8014):
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb76d6342 in ?? ()
   #2 0x in ?? ()
  
   Thread 3 (Thread 8013):
   #0 

Re: [hlds_linux] My server is still crashing

2011-07-18 Thread Tony Paloma
You crashed in vphysics. I've also had hangs/crashes in vphysics on my
servers since about a month ago. I've told Valve about it before, but I'm
not sure they've made any progress. Check the console for any error message.
I was getting something like this before the crashes:
Infinite origin from vphysics! (entity tf_ammo_pack)
Infinite angles from vphysics! (entity tf_ammo_pack)
Infinite origin from vphysics! (entity tf_ammo_pack)
models/weapons/c_models/c_medigun/c_medigun.mdl (2) at nan nan nan in
contact with vdisp_0198 (2) at 12.2 -0.0 0.0, crash. dist = -1, minq =
770495132652453366284468427199241500061299959747319934521807
8991130326129448151154688.00
models/weapons/c_models/c_medigun/c_medigun.mdl (2) at nan nan nan in
contact with vdisp_0198 (2) at 12.2 -0.0 0.0, crash. dist = -1, minq =
770495132652453366284468427199241500061299959747319934521807
8991130326129448151154688.00

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Monday, July 18, 2011 2:12 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My server is still crashing

Okay i set logging on again and this time the crash was a bit less mangled
(didn't repeat)..

http://www.lowlagfrag.com/gdb.txt

On Mon, Jul 18, 2011 at 12:13 PM, Tony Paloma
drunkenf...@hotmail.comwrote:

 So you're 300 frames deep? Can you post the first few frames right 
 before it starts to repeat? Also, if you make your shell window taller 
 before starting gdb, you won't have to page thru as much.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
 Sent: Sunday, July 17, 2011 11:01 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] My server is still crashing

 /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #302 0xb3f861de in CBasePlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #303 0xb4191419 in CTFPlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #304 0xb41abc26 in CTFPlayer::SetObserverMode(int) ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 ---Type return to continue, or q return to quit---q


 ETC ETC ETC ETC

 On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  What do you mean holding in return and force return? Like literally 
  holding down the return key? Why are you doing that?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
  Sent: Sunday, July 17, 2011 9:09 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] My server is still crashing
 
  I see a bunch more output now.. I have done logging on with a file 
  but i've been holding in return for about an hour.
 
  Is there an easier way to force return instead of just holding it in?
 
  On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org
 wrote:
 
   Might not be the right way of running it. I use Nemrun, which 
   saves my cores in a seperate cores folder, so this is how I run gdb:
  
gdb srcds_linux cores/tf2_20110711155904.core
  
   From the orangebox directory. If you use srcd_run by itself, just 
   run gdb srcds_linux corefile also from the orangebox directory.
  
  
   On 7/17/2011 10:13 PM, E3pO wrote:
  
   Yeah sorry I tried sending like 8 times.
  
   I CD into /orangebox/ and then type gdb. When it is open I type 
   sym tf On Jul 17, 2011 7:07 PM, 
   SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org
wrote:
  
   I asked you before how you're running gdb but never got an answer.
  
   On 7/17/2011 9:18 PM, E3pO wrote:
  
   For some reason i can not post to this list, keeps saying my 
   message is
  
   so
  
   big so i'm starting a new thread.
  
  
   Core was generated by `./srcds_linux -debug -console -game tf 
   +ip
   65.18.168.205 +port 27015 +map surf_'.
   Program terminated with signal 11, Segmentation fault.
   #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, 
   char const*,
   int)
   ()
   (gdb) thread apply all bt
  
   Thread 11 (Thread 8007):
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb7631b86 in ?? ()
   #2 0x1388 in ?? ()
   #3 0x0001 in ?? ()
   #4 0xae6baff4 in ?? ()
   #5 0xae6b2718 in ?? ()
   #6 0xafaba304 in ?? ()
   #7 0xae6b08a3 in ?? ()
   #8 0xb76cab60 in ?? ()
   #9 0xae6b0e8b in ?? ()
   #10 0xb76cab60 in ?? ()
   #11 0xae6b12b5 in ?? ()
   #12 0x in ?? ()
  
   Thread 10 

Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-18 Thread Alfred Reynolds
We have released an update to the beta, run the hldsupdatetool with -beta 
hlbeta to get this update. Changes for this update are:

- rolled back previous sv_downloadurl and dlfile changes, added some more 
checks to prevent inappropriate dlfile calls at other times
- Increased sv_filetransfermaxsize back to 10mbytes by default
- Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all 
(useful safe valve if getting hit by this attack)
- Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), 
for some 3rd party games
- Added sv_logsecret support, same implementation as on Source engine
- Rate limit user voice data to one per frame, fixes voice_inputdata exploit. 
If you run 1000FPS server and still have a problem, stop running a 1000FPS 
server.




 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Monday, July 18, 2011 10:37 AM
 To: Half-Life dedicated Linux server mailing list;
 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
 
 I received a couple bug reports over the weekend so I am going to take
 the time to dig into those, expect another beta release or two before a
 full release.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Friday, July 15, 2011 1:29 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
 
  We have released an update to the beta, run the hldsupdatetool with
 -
  beta hlbeta to get this update. Changes for this update are:
 
  - more input checking on some MSG_X functions
 
  There were no known exploits this is fixing but better safe than
 sorry.
  My plan is to release this publically on Monday, so make sure you try
  these new binaries over the weekend.
 
  - Alfred
 
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Monday, July 11, 2011 4:04 PM
   To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
   mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds] Half-Life 1 engine beta update released
  
   We have released an update to the beta, run the hldsupdatetool with
  -
   beta hlbeta to get this update. Changes for this update are:
  
   - Changed sv_filetransfermaxsize to 1mbyte by default
   - Disallow the dlfile command if the server is configured with a
   sv_downloadurl
  
  
   The dlfile command is used internally by the engine to allow users
 to
   download custom maps using the in-game channel, unfortunately the
   processing for large files is done inline and can stall the server.
  Re-
   architecting this is beyond the scope for HL1 so the solution would
  be
   to use the sv_downloadurl feature if you want to host custom
 content
   (or increase the sv_filetransfermaxsize cvar but risk your server
 FPS
   stuttering).
  
   - Alfred
  
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Thursday, July 07, 2011 6:20 PM
To: Half-Life dedicated Linux server mailing list;
'h...@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Half-Life 1 engine beta update released
   
We have released a beta update for Half-Life 1 engine based games
(Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
update run the hldsupdatetool with -beta hlbeta on the command
   line.
This update continues on some exploit fixes we have already
 shipped
within this beta.
   
Changes:
- Added sv_filetransfermaxsize cvar to limit the size of a file a
server will try to send to a client, by default 10mbytes.
- Prevented halflife.wad from being downloaded from a server
 (fixes
server hang/stall).
   
   
There is also a couple client side fixes, if you run your Steam
   client
with -beta hlbeta on its command line and run Half-Life games
 you
will have some fixes that prevent server redirection.
   
   
   
- Alfred
   
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   archives,
please visit:
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  archives,
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-18 Thread C Szabo

What is sv_logsecret?


 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Mon, 18 Jul 2011 22:43:13 +
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
 
 We have released an update to the beta, run the hldsupdatetool with -beta 
 hlbeta to get this update. Changes for this update are:
 
 - rolled back previous sv_downloadurl and dlfile changes, added some more 
 checks to prevent inappropriate dlfile calls at other times
 - Increased sv_filetransfermaxsize back to 10mbytes by default
 - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all 
 (useful safe valve if getting hit by this attack)
 - Allow up to 128 mbyte heap via -heapsize command (up from previous 
 40mbytes), for some 3rd party games
 - Added sv_logsecret support, same implementation as on Source engine
 - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. 
 If you run 1000FPS server and still have a problem, stop running a 1000FPS 
 server.
 
 
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 18, 2011 10:37 AM
  To: Half-Life dedicated Linux server mailing list;
  'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
  I received a couple bug reports over the weekend so I am going to take
  the time to dig into those, expect another beta release or two before a
  full release.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Friday, July 15, 2011 1:29 PM
   To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
   mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
   We have released an update to the beta, run the hldsupdatetool with
  -
   beta hlbeta to get this update. Changes for this update are:
  
   - more input checking on some MSG_X functions
  
   There were no known exploits this is fixing but better safe than
  sorry.
   My plan is to release this publically on Monday, so make sure you try
   these new binaries over the weekend.
  
   - Alfred
  
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Monday, July 11, 2011 4:04 PM
To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: Re: [hlds] Half-Life 1 engine beta update released
   
We have released an update to the beta, run the hldsupdatetool with
   -
beta hlbeta to get this update. Changes for this update are:
   
- Changed sv_filetransfermaxsize to 1mbyte by default
- Disallow the dlfile command if the server is configured with a
sv_downloadurl
   
   
The dlfile command is used internally by the engine to allow users
  to
download custom maps using the in-game channel, unfortunately the
processing for large files is done inline and can stall the server.
   Re-
architecting this is beyond the scope for HL1 so the solution would
   be
to use the sv_downloadurl feature if you want to host custom
  content
(or increase the sv_filetransfermaxsize cvar but risk your server
  FPS
stuttering).
   
- Alfred
   
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Thursday, July 07, 2011 6:20 PM
 To: Half-Life dedicated Linux server mailing list;
 'h...@list.valvesoftware.com';
   'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Half-Life 1 engine beta update released

 We have released a beta update for Half-Life 1 engine based games
 (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
 update run the hldsupdatetool with -beta hlbeta on the command
line.
 This update continues on some exploit fixes we have already
  shipped
 within this beta.

 Changes:
 - Added sv_filetransfermaxsize cvar to limit the size of a file a
 server will try to send to a client, by default 10mbytes.
 - Prevented halflife.wad from being downloaded from a server
  (fixes
 server hang/stall).


 There is also a couple client side fixes, if you run your Steam
client
 with -beta hlbeta on its command line and run Half-Life games
  you
 will have some fixes that prevent server redirection.



 - Alfred

 ___
 To unsubscribe, edit your list preferences, or view the list

Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-18 Thread William Balkcom
Does Valve also plan to limit and eventually remove the FPS cvar from 
the Half-Life 1 engine? Based on your last email I'm assuming valve does 
not recommend running 1000FPS servers on the HL1 engine either.


Thanks



On 7/18/2011 6:43 PM, Alfred Reynolds wrote:

We have released an update to the beta, run the hldsupdatetool with -beta 
hlbeta to get this update. Changes for this update are:

- rolled back previous sv_downloadurl and dlfile changes, added some more 
checks to prevent inappropriate dlfile calls at other times
- Increased sv_filetransfermaxsize back to 10mbytes by default
- Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile at all 
(useful safe valve if getting hit by this attack)
- Allow up to 128 mbyte heap via -heapsize command (up from previous 40mbytes), 
for some 3rd party games
- Added sv_logsecret support, same implementation as on Source engine
- Rate limit user voice data to one per frame, fixes voice_inputdata exploit. 
If you run 1000FPS server and still have a problem, stop running a 1000FPS 
server.





-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Monday, July 18, 2011 10:37 AM
To: Half-Life dedicated Linux server mailing list;
'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released

I received a couple bug reports over the weekend so I am going to take
the time to dig into those, expect another beta release or two before a
full release.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Friday, July 15, 2011 1:29 PM
To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released

We have released an update to the beta, run the hldsupdatetool with

-

beta hlbeta to get this update. Changes for this update are:

- more input checking on some MSG_X functions

There were no known exploits this is fixing but better safe than

sorry.

My plan is to release this publically on Monday, so make sure you try
these new binaries over the weekend.

- Alfred


-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Monday, July 11, 2011 4:04 PM
To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: Re: [hlds] Half-Life 1 engine beta update released

We have released an update to the beta, run the hldsupdatetool with

-

beta hlbeta to get this update. Changes for this update are:

- Changed sv_filetransfermaxsize to 1mbyte by default
- Disallow the dlfile command if the server is configured with a
sv_downloadurl


The dlfile command is used internally by the engine to allow users

to

download custom maps using the in-game channel, unfortunately the
processing for large files is done inline and can stall the server.

Re-

architecting this is beyond the scope for HL1 so the solution would

be

to use the sv_downloadurl feature if you want to host custom

content

(or increase the sv_filetransfermaxsize cvar but risk your server

FPS

stuttering).

- Alfred


-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Thursday, July 07, 2011 6:20 PM
To: Half-Life dedicated Linux server mailing list;
'h...@list.valvesoftware.com';

'hlds_annou...@list.valvesoftware.com'

Subject: [hlds] Half-Life 1 engine beta update released

We have released a beta update for Half-Life 1 engine based games
(Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
update run the hldsupdatetool with -beta hlbeta on the command

line.

This update continues on some exploit fixes we have already

shipped

within this beta.

Changes:
- Added sv_filetransfermaxsize cvar to limit the size of a file a
server will try to send to a client, by default 10mbytes.
- Prevented halflife.wad from being downloaded from a server

(fixes

server hang/stall).


There is also a couple client side fixes, if you run your Steam

client

with -beta hlbeta on its command line and run Half-Life games

you

will have some fixes that prevent server redirection.



- Alfred

___
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 

Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-18 Thread Alfred Reynolds
Not at this time, running 1000fps is a good way to cause your server to hurt 
when it shouldn't but if you want to run that way then fine.

 -Original Message-
 From: William Balkcom [mailto:w.balk...@griffinrun.net]
 Sent: Monday, July 18, 2011 3:50 PM
 To: Alfred Reynolds
 Cc: Half-Life dedicated Linux server mailing list;
 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_announce] Half-Life 1 engine beta update released
 
 Does Valve also plan to limit and eventually remove the FPS cvar from
 the Half-Life 1 engine? Based on your last email I'm assuming valve
 does
 not recommend running 1000FPS servers on the HL1 engine either.
 
 Thanks
 
 
 
 On 7/18/2011 6:43 PM, Alfred Reynolds wrote:
  We have released an update to the beta, run the hldsupdatetool with
 -beta hlbeta to get this update. Changes for this update are:
 
  - rolled back previous sv_downloadurl and dlfile changes, added some
 more checks to prevent inappropriate dlfile calls at other times
  - Increased sv_filetransfermaxsize back to 10mbytes by default
  - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile
 at all (useful safe valve if getting hit by this attack)
  - Allow up to 128 mbyte heap via -heapsize command (up from previous
 40mbytes), for some 3rd party games
  - Added sv_logsecret support, same implementation as on Source engine
  - Rate limit user voice data to one per frame, fixes voice_inputdata
 exploit. If you run 1000FPS server and still have a problem, stop
 running a 1000FPS server.
 
 
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 18, 2011 10:37 AM
  To: Half-Life dedicated Linux server mailing list;
  'h...@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
 
  I received a couple bug reports over the weekend so I am going to
 take
  the time to dig into those, expect another beta release or two
 before a
  full release.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Friday, July 15, 2011 1:29 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
 
  We have released an update to the beta, run the hldsupdatetool with
  -
  beta hlbeta to get this update. Changes for this update are:
 
  - more input checking on some MSG_X functions
 
  There were no known exploits this is fixing but better safe than
  sorry.
  My plan is to release this publically on Monday, so make sure you
 try
  these new binaries over the weekend.
 
  - Alfred
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 11, 2011 4:04 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux
 server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds] Half-Life 1 engine beta update released
 
  We have released an update to the beta, run the hldsupdatetool
 with
  -
  beta hlbeta to get this update. Changes for this update are:
 
  - Changed sv_filetransfermaxsize to 1mbyte by default
  - Disallow the dlfile command if the server is configured with a
  sv_downloadurl
 
 
  The dlfile command is used internally by the engine to allow users
  to
  download custom maps using the in-game channel, unfortunately the
  processing for large files is done inline and can stall the
 server.
  Re-
  architecting this is beyond the scope for HL1 so the solution
 would
  be
  to use the sv_downloadurl feature if you want to host custom
  content
  (or increase the sv_filetransfermaxsize cvar but risk your server
  FPS
  stuttering).
 
  - Alfred
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Thursday, July 07, 2011 6:20 PM
  To: Half-Life dedicated Linux server mailing list;
  'h...@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Half-Life 1 engine beta update released
 
  We have released a beta update for Half-Life 1 engine based games
  (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
  update run the hldsupdatetool with -beta hlbeta on the command
  line.
  This update continues on some exploit fixes we have already
  shipped
  within this beta.
 
  Changes:
  - Added sv_filetransfermaxsize cvar to limit the size of a file a
  server will try to send to a client, by default 10mbytes.
  - Prevented halflife.wad from being downloaded from a server
  (fixes
  server hang/stall).
 
 
  There is also a couple 

Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-18 Thread James Puckett
Can anything be done about the fake servers? I notice alot of the redirect
servers do not work anyways, and some redirect to servers that
unbindall,infinite screenshot etc for no appearent reason.

On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

 Not at this time, running 1000fps is a good way to cause your server to
 hurt when it shouldn't but if you want to run that way then fine.

  -Original Message-
  From: William Balkcom [mailto:w.balk...@griffinrun.net]
  Sent: Monday, July 18, 2011 3:50 PM
  To: Alfred Reynolds
  Cc: Half-Life dedicated Linux server mailing list;
  'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_announce] Half-Life 1 engine beta update released
 
  Does Valve also plan to limit and eventually remove the FPS cvar from
  the Half-Life 1 engine? Based on your last email I'm assuming valve
  does
  not recommend running 1000FPS servers on the HL1 engine either.
 
  Thanks
 
 
 
  On 7/18/2011 6:43 PM, Alfred Reynolds wrote:
   We have released an update to the beta, run the hldsupdatetool with
  -beta hlbeta to get this update. Changes for this update are:
  
   - rolled back previous sv_downloadurl and dlfile changes, added some
  more checks to prevent inappropriate dlfile calls at other times
   - Increased sv_filetransfermaxsize back to 10mbytes by default
   - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile
  at all (useful safe valve if getting hit by this attack)
   - Allow up to 128 mbyte heap via -heapsize command (up from previous
  40mbytes), for some 3rd party games
   - Added sv_logsecret support, same implementation as on Source engine
   - Rate limit user voice data to one per frame, fixes voice_inputdata
  exploit. If you run 1000FPS server and still have a problem, stop
  running a 1000FPS server.
  
  
  
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Monday, July 18, 2011 10:37 AM
   To: Half-Life dedicated Linux server mailing list;
   'h...@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
   I received a couple bug reports over the weekend so I am going to
  take
   the time to dig into those, expect another beta release or two
  before a
   full release.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Friday, July 15, 2011 1:29 PM
   To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
   mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
   We have released an update to the beta, run the hldsupdatetool with
   -
   beta hlbeta to get this update. Changes for this update are:
  
   - more input checking on some MSG_X functions
  
   There were no known exploits this is fixing but better safe than
   sorry.
   My plan is to release this publically on Monday, so make sure you
  try
   these new binaries over the weekend.
  
   - Alfred
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Monday, July 11, 2011 4:04 PM
   To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux
  server
   mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds] Half-Life 1 engine beta update released
  
   We have released an update to the beta, run the hldsupdatetool
  with
   -
   beta hlbeta to get this update. Changes for this update are:
  
   - Changed sv_filetransfermaxsize to 1mbyte by default
   - Disallow the dlfile command if the server is configured with a
   sv_downloadurl
  
  
   The dlfile command is used internally by the engine to allow users
   to
   download custom maps using the in-game channel, unfortunately the
   processing for large files is done inline and can stall the
  server.
   Re-
   architecting this is beyond the scope for HL1 so the solution
  would
   be
   to use the sv_downloadurl feature if you want to host custom
   content
   (or increase the sv_filetransfermaxsize cvar but risk your server
   FPS
   stuttering).
  
   - Alfred
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Thursday, July 07, 2011 6:20 PM
   To: Half-Life dedicated Linux server mailing list;
   'h...@list.valvesoftware.com';
   'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds] Half-Life 1 engine beta update released
  
   We have released a beta update for Half-Life 1 engine based games
   (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
   update run the hldsupdatetool 

Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-18 Thread msleeper
If the fake servers aren't maintained, I'm assuming your client won't
see/connect to them anyway.

On Mon, Jul 18, 2011 at 7:22 PM, Michelle Sleeper mslee...@gmail.com wrote:
 If the fake servers aren't maintained, I'm assuming your client won't
 see/connect to them anyway.

 On Mon, Jul 18, 2011 at 7:20 PM, James Puckett
 jamesrichardpuck...@gmail.com wrote:
 Can anything be done about the fake servers? I notice alot of the redirect
 servers do not work anyways, and some redirect to servers that
 unbindall,infinite screenshot etc for no appearent reason.

 On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds
 alf...@valvesoftware.comwrote:

 Not at this time, running 1000fps is a good way to cause your server to
 hurt when it shouldn't but if you want to run that way then fine.

  -Original Message-
  From: William Balkcom [mailto:w.balk...@griffinrun.net]
  Sent: Monday, July 18, 2011 3:50 PM
  To: Alfred Reynolds
  Cc: Half-Life dedicated Linux server mailing list;
  'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_announce] Half-Life 1 engine beta update released
 
  Does Valve also plan to limit and eventually remove the FPS cvar from
  the Half-Life 1 engine? Based on your last email I'm assuming valve
  does
  not recommend running 1000FPS servers on the HL1 engine either.
 
  Thanks
 
 
 
  On 7/18/2011 6:43 PM, Alfred Reynolds wrote:
   We have released an update to the beta, run the hldsupdatetool with
  -beta hlbeta to get this update. Changes for this update are:
  
   - rolled back previous sv_downloadurl and dlfile changes, added some
  more checks to prevent inappropriate dlfile calls at other times
   - Increased sv_filetransfermaxsize back to 10mbytes by default
   - Added sv_allow_dlfile cvar, set this to 0 to disable using dlfile
  at all (useful safe valve if getting hit by this attack)
   - Allow up to 128 mbyte heap via -heapsize command (up from previous
  40mbytes), for some 3rd party games
   - Added sv_logsecret support, same implementation as on Source engine
   - Rate limit user voice data to one per frame, fixes voice_inputdata
  exploit. If you run 1000FPS server and still have a problem, stop
  running a 1000FPS server.
  
  
  
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Monday, July 18, 2011 10:37 AM
   To: Half-Life dedicated Linux server mailing list;
   'h...@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
   I received a couple bug reports over the weekend so I am going to
  take
   the time to dig into those, expect another beta release or two
  before a
   full release.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Friday, July 15, 2011 1:29 PM
   To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
   mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
  
   We have released an update to the beta, run the hldsupdatetool with
   -
   beta hlbeta to get this update. Changes for this update are:
  
   - more input checking on some MSG_X functions
  
   There were no known exploits this is fixing but better safe than
   sorry.
   My plan is to release this publically on Monday, so make sure you
  try
   these new binaries over the weekend.
  
   - Alfred
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Monday, July 11, 2011 4:04 PM
   To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux
  server
   mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds] Half-Life 1 engine beta update released
  
   We have released an update to the beta, run the hldsupdatetool
  with
   -
   beta hlbeta to get this update. Changes for this update are:
  
   - Changed sv_filetransfermaxsize to 1mbyte by default
   - Disallow the dlfile command if the server is configured with a
   sv_downloadurl
  
  
   The dlfile command is used internally by the engine to allow users
   to
   download custom maps using the in-game channel, unfortunately the
   processing for large files is done inline and can stall the
  server.
   Re-
   architecting this is beyond the scope for HL1 so the solution
  would
   be
   to use the sv_downloadurl feature if you want to host custom
   content
   (or increase the sv_filetransfermaxsize cvar but risk your server
   FPS
   stuttering).
  
   - Alfred
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Thursday, July 07, 2011 6:20 PM

Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-18 Thread Alfred Reynolds
We are working on a solution to fake servers.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Monday, July 18, 2011 4:24 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta
 update released
 
 Yes, it would be really nice if something could be done about this. I
 can
 see hundred of them by just opening the server browser.
 
 2011/7/19 James Puckett jamesrichardpuck...@gmail.com
 
  Can anything be done about the fake servers? I notice alot of the
 redirect
  servers do not work anyways, and some redirect to servers that
  unbindall,infinite screenshot etc for no appearent reason.
 
  On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds
  alf...@valvesoftware.comwrote:
 
   Not at this time, running 1000fps is a good way to cause your
 server to
   hurt when it shouldn't but if you want to run that way then fine.
  
-Original Message-
From: William Balkcom [mailto:w.balk...@griffinrun.net]
Sent: Monday, July 18, 2011 3:50 PM
To: Alfred Reynolds
Cc: Half-Life dedicated Linux server mailing list;
'h...@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
Subject: Re: [hlds_announce] Half-Life 1 engine beta update
 released
   
Does Valve also plan to limit and eventually remove the FPS cvar
 from
the Half-Life 1 engine? Based on your last email I'm assuming
 valve
does
not recommend running 1000FPS servers on the HL1 engine either.
   
Thanks
   
   
   
On 7/18/2011 6:43 PM, Alfred Reynolds wrote:
 We have released an update to the beta, run the hldsupdatetool
 with
-beta hlbeta to get this update. Changes for this update are:

 - rolled back previous sv_downloadurl and dlfile changes, added
 some
more checks to prevent inappropriate dlfile calls at other times
 - Increased sv_filetransfermaxsize back to 10mbytes by
 default
 - Added sv_allow_dlfile cvar, set this to 0 to disable using
 dlfile
at all (useful safe valve if getting hit by this attack)
 - Allow up to 128 mbyte heap via -heapsize command (up from
 previous
40mbytes), for some 3rd party games
 - Added sv_logsecret support, same implementation as on Source
 engine
 - Rate limit user voice data to one per frame, fixes
 voice_inputdata
exploit. If you run 1000FPS server and still have a problem, stop
running a 1000FPS server.




 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Monday, July 18, 2011 10:37 AM
 To: Half-Life dedicated Linux server mailing list;
 'h...@list.valvesoftware.com';
'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update
 released

 I received a couple bug reports over the weekend so I am going
 to
take
 the time to dig into those, expect another beta release or two
before a
 full release.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Friday, July 15, 2011 1:29 PM
 To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux
  server
 mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update
 released

 We have released an update to the beta, run the
 hldsupdatetool with
 -
 beta hlbeta to get this update. Changes for this update are:

 - more input checking on some MSG_X functions

 There were no known exploits this is fixing but better safe
 than
 sorry.
 My plan is to release this publically on Monday, so make sure
 you
try
 these new binaries over the weekend.

 - Alfred

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Monday, July 11, 2011 4:04 PM
 To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux
server
 mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds] Half-Life 1 engine beta update released

 We have released an update to the beta, run the
 hldsupdatetool
with
 -
 beta hlbeta to get this update. Changes for this update
 are:

 - Changed sv_filetransfermaxsize to 1mbyte by default
 - Disallow the dlfile command if the server is configured
 with a
 sv_downloadurl


 The dlfile command is used internally by the engine to allow
 users
 to
 download custom maps using the in-game channel,
 unfortunately the
 processing for large files is done inline and can stall the
server.
 Re-
 

[hlds_linux] Team Fortress 2 Update Released

2011-07-18 Thread Jason Ruymen
A required update for Team Fortress 2 is now available.  The specific changes 
include:

- Added a music clip from Meet the Medic to the menu startup music list.
- Fixed a case where stickybombs could sometimes damage enemies on the other 
side of a wall.
- Updated duels to apply a short duel ban to the loser if they team switched or 
disconnected during the duel.
-  Updated The Private Eye so it can be equipped by the Medic and Demoman.
- Updated Crafting: 
   - Added a new Custom Blueprint option to the Special blueprints
   - Made these items craftable: Copper's Hard Top, Security Shades, Tam 
O'Shanter, Stately Steel Toe, Nessie's Nine Iron, Rogue's Col Roule, Prairie 
Heel Biters, and The Big Steel Jaw of Summer Fun
   - Removed the redundant Smelt Primary/Secondary/Melee/Misc item blueprints.
- Updated Matchmaking:
   - Added a progress bar and server count during the matchmaking search
   - Added more filtering on the master server to avoid pinging non-matching 
servers
- Community Requests:
   - Mod makers:
  - Added inputs to the player:
    - SetCustomModelRotation: Parameter is a string that specifies the 
angle rotation (Pitch, Yaw, Roll)
    - ClearCustomModelRotation. No parameter. Will return the model 
rotation to following the player view yaw.
  - Restarted the player's animation cycle whenever the custom model 
changes.
   - Movie makers:
  - Added tf_clientsideeye_lookats convar. Set it to zero to disable TF 
players automatic clientside pupil focusing on nearby players.

Jason


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Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-18 Thread C Szabo

Thats really good news. :)

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 18 Jul 2011 23:28:11 +
 Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update  
 released
 
 We are working on a solution to fake servers.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
  Sent: Monday, July 18, 2011 4:24 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta
  update released
  
  Yes, it would be really nice if something could be done about this. I
  can
  see hundred of them by just opening the server browser.
  
  2011/7/19 James Puckett jamesrichardpuck...@gmail.com
  
   Can anything be done about the fake servers? I notice alot of the
  redirect
   servers do not work anyways, and some redirect to servers that
   unbindall,infinite screenshot etc for no appearent reason.
  
   On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds
   alf...@valvesoftware.comwrote:
  
Not at this time, running 1000fps is a good way to cause your
  server to
hurt when it shouldn't but if you want to run that way then fine.
   
 -Original Message-
 From: William Balkcom [mailto:w.balk...@griffinrun.net]
 Sent: Monday, July 18, 2011 3:50 PM
 To: Alfred Reynolds
 Cc: Half-Life dedicated Linux server mailing list;
 'h...@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_announce] Half-Life 1 engine beta update
  released

 Does Valve also plan to limit and eventually remove the FPS cvar
  from
 the Half-Life 1 engine? Based on your last email I'm assuming
  valve
 does
 not recommend running 1000FPS servers on the HL1 engine either.

 Thanks



 On 7/18/2011 6:43 PM, Alfred Reynolds wrote:
  We have released an update to the beta, run the hldsupdatetool
  with
 -beta hlbeta to get this update. Changes for this update are:
 
  - rolled back previous sv_downloadurl and dlfile changes, added
  some
 more checks to prevent inappropriate dlfile calls at other times
  - Increased sv_filetransfermaxsize back to 10mbytes by
  default
  - Added sv_allow_dlfile cvar, set this to 0 to disable using
  dlfile
 at all (useful safe valve if getting hit by this attack)
  - Allow up to 128 mbyte heap via -heapsize command (up from
  previous
 40mbytes), for some 3rd party games
  - Added sv_logsecret support, same implementation as on Source
  engine
  - Rate limit user voice data to one per frame, fixes
  voice_inputdata
 exploit. If you run 1000FPS server and still have a problem, stop
 running a 1000FPS server.
 
 
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 18, 2011 10:37 AM
  To: Half-Life dedicated Linux server mailing list;
  'h...@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_linux] Half-Life 1 engine beta update
  released
 
  I received a couple bug reports over the weekend so I am going
  to
 take
  the time to dig into those, expect another beta release or two
 before a
  full release.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Friday, July 15, 2011 1:29 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux
   server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_linux] Half-Life 1 engine beta update
  released
 
  We have released an update to the beta, run the
  hldsupdatetool with
  -
  beta hlbeta to get this update. Changes for this update are:
 
  - more input checking on some MSG_X functions
 
  There were no known exploits this is fixing but better safe
  than
  sorry.
  My plan is to release this publically on Monday, so make sure
  you
 try
  these new binaries over the weekend.
 
  - Alfred
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 11, 2011 4:04 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux
 server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds] Half-Life 1 engine beta update released
 
  We have released an update to the beta, run the
  hldsupdatetool
 with
  -
  beta hlbeta to get this update. Changes for this update
  are:
 
  - Changed sv_filetransfermaxsize to 

Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-18 Thread Marco Padovan
- Added more filtering on the master server to avoid pinging non-matching 
servers

Thanks!
Hope this will help users having their connection flooded with packets
from all around the world when opening the browser :)

Il 19/07/2011 01:36, Jason Ruymen ha scritto:
 A required update for Team Fortress 2 is now available.  The specific changes 
 include:

 - Added a music clip from Meet the Medic to the menu startup music list.
 - Fixed a case where stickybombs could sometimes damage enemies on the other 
 side of a wall.
 - Updated duels to apply a short duel ban to the loser if they team switched 
 or disconnected during the duel.
 -  Updated The Private Eye so it can be equipped by the Medic and Demoman.
 - Updated Crafting: 
- Added a new Custom Blueprint option to the Special blueprints
- Made these items craftable: Copper's Hard Top, Security Shades, Tam 
 O'Shanter, Stately Steel Toe, Nessie's Nine Iron, Rogue's Col Roule, Prairie 
 Heel Biters, and The Big Steel Jaw of Summer Fun
- Removed the redundant Smelt Primary/Secondary/Melee/Misc item blueprints.
 - Updated Matchmaking:
- Added a progress bar and server count during the matchmaking search
- Added more filtering on the master server to avoid pinging non-matching 
 servers
 - Community Requests:
- Mod makers:
   - Added inputs to the player:
 - SetCustomModelRotation: Parameter is a string that specifies the 
 angle rotation (Pitch, Yaw, Roll)
 - ClearCustomModelRotation. No parameter. Will return the model 
 rotation to following the player view yaw.
   - Restarted the player's animation cycle whenever the custom model 
 changes.
- Movie makers:
   - Added tf_clientsideeye_lookats convar. Set it to zero to disable TF 
 players automatic clientside pupil focusing on nearby players.

 Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-18 Thread AnAkIn .
What are the rockets outside of the map in 2fort, barnblitz and badwater
for? :)

2011/7/19 Jason Ruymen jas...@valvesoftware.com

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

 - Added a music clip from Meet the Medic to the menu startup music list.
 - Fixed a case where stickybombs could sometimes damage enemies on the
 other side of a wall.
 - Updated duels to apply a short duel ban to the loser if they team
 switched or disconnected during the duel.
 -  Updated The Private Eye so it can be equipped by the Medic and Demoman.
 - Updated Crafting:
- Added a new Custom Blueprint option to the Special blueprints
- Made these items craftable: Copper's Hard Top, Security Shades, Tam
 O'Shanter, Stately Steel Toe, Nessie's Nine Iron, Rogue's Col Roule, Prairie
 Heel Biters, and The Big Steel Jaw of Summer Fun
- Removed the redundant Smelt Primary/Secondary/Melee/Misc item
 blueprints.
 - Updated Matchmaking:
- Added a progress bar and server count during the matchmaking search
- Added more filtering on the master server to avoid pinging
 non-matching servers
 - Community Requests:
- Mod makers:
   - Added inputs to the player:
 - SetCustomModelRotation: Parameter is a string that specifies
 the angle rotation (Pitch, Yaw, Roll)
 - ClearCustomModelRotation. No parameter. Will return the model
 rotation to following the player view yaw.
   - Restarted the player's animation cycle whenever the custom model
 changes.
- Movie makers:
   - Added tf_clientsideeye_lookats convar. Set it to zero to disable
 TF players automatic clientside pupil focusing on nearby players.

 Jason


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 please visit:
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-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-18 Thread AnAkIn .
It looks like A2S_INFO now started reporting cvars correctly after this
update on Linux servers. STV still isn't reported though.

2011/7/19 Marco Padovan e...@evcz.tk

 - Added more filtering on the master server to avoid pinging non-matching
 servers

 Thanks!
 Hope this will help users having their connection flooded with packets
 from all around the world when opening the browser :)

 Il 19/07/2011 01:36, Jason Ruymen ha scritto:
  A required update for Team Fortress 2 is now available.  The specific
 changes include:
 
  - Added a music clip from Meet the Medic to the menu startup music list.
  - Fixed a case where stickybombs could sometimes damage enemies on the
 other side of a wall.
  - Updated duels to apply a short duel ban to the loser if they team
 switched or disconnected during the duel.
  -  Updated The Private Eye so it can be equipped by the Medic and
 Demoman.
  - Updated Crafting:
 - Added a new Custom Blueprint option to the Special blueprints
 - Made these items craftable: Copper's Hard Top, Security Shades, Tam
 O'Shanter, Stately Steel Toe, Nessie's Nine Iron, Rogue's Col Roule, Prairie
 Heel Biters, and The Big Steel Jaw of Summer Fun
 - Removed the redundant Smelt Primary/Secondary/Melee/Misc item
 blueprints.
  - Updated Matchmaking:
 - Added a progress bar and server count during the matchmaking search
 - Added more filtering on the master server to avoid pinging
 non-matching servers
  - Community Requests:
 - Mod makers:
- Added inputs to the player:
  - SetCustomModelRotation: Parameter is a string that specifies
 the angle rotation (Pitch, Yaw, Roll)
  - ClearCustomModelRotation. No parameter. Will return the model
 rotation to following the player view yaw.
- Restarted the player's animation cycle whenever the custom model
 changes.
 - Movie makers:
- Added tf_clientsideeye_lookats convar. Set it to zero to
 disable TF players automatic clientside pupil focusing on nearby players.
 
  Jason
 
 
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 please visit:
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 ___
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 please visit:
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-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread Eric Riemers
Install hlxce for instance, you can at least see the chat logs of people
then.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: maandag 18 juli 2011 22:22
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Can replay be used by admins to check for
cheaters?

Combining the block files for any replay stored on your server should result
in a playable demo of the whole round the replay was generated on.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Monday, July 18, 2011 1:07 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Can replay be used by admins to check for cheaters?

Hi All,

Seeing that F2P have given my server a large boost in popularity (both F2P
players, and also a growing group of regulars), being a more active admin is
a necessity.

But, the server is filled almost 24/7, and we haven't got staff to be on
call all day round (this is a non-profit server), so I was wondering if its
possible for me to use replay (which is setup and working on the server), to
check for suspicious activity, based on chatlogs and reports from players?

If not, have anyone got any good ideas on how I could achieve some sort of
after-the-fact factchecking/banning?


Thanks in advance,

/Peter

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Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-18 Thread James Puckett
Thats really good news, good to know :D
To any doubters, this goes on FOREVER and is even worse in CS 1.6 then it is
in DOD.
http://cloud.steampowered.com/ugc/560914400156038854/51BD908B59A1DE905D02C2FA1A1B8A06F3E2D889/

On Mon, Jul 18, 2011 at 4:42 PM, C Szabo sza...@hotmail.com wrote:


 Thats really good news. :)

  From: alf...@valvesoftware.com
  To: hlds_linux@list.valvesoftware.com
  Date: Mon, 18 Jul 2011 23:28:11 +
  Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta
 update  released
 
  We are working on a solution to fake servers.
 
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
   Sent: Monday, July 18, 2011 4:24 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta
   update released
  
   Yes, it would be really nice if something could be done about this. I
   can
   see hundred of them by just opening the server browser.
  
   2011/7/19 James Puckett jamesrichardpuck...@gmail.com
  
Can anything be done about the fake servers? I notice alot of the
   redirect
servers do not work anyways, and some redirect to servers that
unbindall,infinite screenshot etc for no appearent reason.
   
On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:
   
 Not at this time, running 1000fps is a good way to cause your
   server to
 hurt when it shouldn't but if you want to run that way then fine.

  -Original Message-
  From: William Balkcom [mailto:w.balk...@griffinrun.net]
  Sent: Monday, July 18, 2011 3:50 PM
  To: Alfred Reynolds
  Cc: Half-Life dedicated Linux server mailing list;
  'h...@list.valvesoftware.com';
   'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds_announce] Half-Life 1 engine beta update
   released
 
  Does Valve also plan to limit and eventually remove the FPS cvar
   from
  the Half-Life 1 engine? Based on your last email I'm assuming
   valve
  does
  not recommend running 1000FPS servers on the HL1 engine either.
 
  Thanks
 
 
 
  On 7/18/2011 6:43 PM, Alfred Reynolds wrote:
   We have released an update to the beta, run the hldsupdatetool
   with
  -beta hlbeta to get this update. Changes for this update are:
  
   - rolled back previous sv_downloadurl and dlfile changes, added
   some
  more checks to prevent inappropriate dlfile calls at other times
   - Increased sv_filetransfermaxsize back to 10mbytes by
   default
   - Added sv_allow_dlfile cvar, set this to 0 to disable using
   dlfile
  at all (useful safe valve if getting hit by this attack)
   - Allow up to 128 mbyte heap via -heapsize command (up from
   previous
  40mbytes), for some 3rd party games
   - Added sv_logsecret support, same implementation as on Source
   engine
   - Rate limit user voice data to one per frame, fixes
   voice_inputdata
  exploit. If you run 1000FPS server and still have a problem, stop
  running a 1000FPS server.
  
  
  
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Monday, July 18, 2011 10:37 AM
   To: Half-Life dedicated Linux server mailing list;
   'h...@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds_linux] Half-Life 1 engine beta update
   released
  
   I received a couple bug reports over the weekend so I am going
   to
  take
   the time to dig into those, expect another beta release or two
  before a
   full release.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Friday, July 15, 2011 1:29 PM
   To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux
server
   mailing list; 'hlds_annou...@list.valvesoftware.com'
   Subject: Re: [hlds_linux] Half-Life 1 engine beta update
   released
  
   We have released an update to the beta, run the
   hldsupdatetool with
   -
   beta hlbeta to get this update. Changes for this update are:
  
   - more input checking on some MSG_X functions
  
   There were no known exploits this is fixing but better safe
   than
   sorry.
   My plan is to release this publically on Monday, so make sure
   you
  try
   these new binaries over the weekend.
  
   - Alfred
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred
 Reynolds
   Sent: Monday, July 11, 2011 4:04 PM
   

Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread Ian R. Justman

On 07/18/2011 13:21, Tony Paloma wrote:

Combining the block files for any replay stored on your server should result
in a playable demo of the whole round the replay was generated on.


Have the issues with SourceTV discussed here been resolved?  That would 
make more sense to me since you have far more complete flight data for 
a given game.  Of course, use the appropriate SourceMod plugins to keep 
the system from recording demos when the server is otherwise unoccupied.


--Ian.

--
Ian R. Justman
UNIX hacker.  Anime fan.  Any questions?
ianj (at) ian-justman.com

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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Milton Ngan
We don't store the IP's in files since they are too static and get out of date 
too easily. We would be pushing out updates a lot more often for no good reason 
if we did it that way. 

The servers are not recorded in DNS since that is generally too slow to update. 

Steam uses its own directory service, but this isn't publically accessible. 

The majority of traffic goes through a bunch of connection end point servers. 
These are distributed all over the internet hosted by various providers. So you 
can't even query an AS number and get all of our networks. It might get you 
some of the way though. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, July 18, 2011 10:19 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam servers IP's

Any idea's on what would be a good way then? I can't just open ports, I need 
destination addresses with it. Can we (as suggested) grep out some files to get 
the addresses from?


Another question comes to mind. With the announcement of the new network, will 
that change anything in how steam logs on and how friends signs in etc? Will 
that remain the same?

Cheers,

Saint K.


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan 
[mil...@valvesoftware.com]
Sent: 18 July 2011 18:14
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam servers IP's

I would not recommend this. We are constantly changing the IP addresses of our 
services as we grow. As someone who helps maintain our firewall rules, I 
appreciate what you are trying to do, but it is a lot of work to keep up with 
all the changes. More so for you since there is no DNS to query or registry to 
look up that will tell you what you need to know.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, July 18, 2011 3:05 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Steam servers IP's

Hi,

Does anyone have a list of IP addresses from the steam authentication and 
friends/groups servers?

I want to explicitly open them in a firewall, no need for whitelisting the 
content servers.

I found a few lists online but they either seem incomplete or out of date.

Cheers,

Saint K.
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Re: [hlds_linux] Request: unlock maxplayers HL2DM from 16 to 32

2011-07-18 Thread bottige...@gmail.com
How about raising the limit for tf2?

On Mon, Jul 18, 2011 at 1:00 PM, James Puckett
jamesrichardpuck...@gmail.com wrote:
 Do want

 On Mon, Jul 18, 2011 at 10:34 AM, Loïc PERY louloubi...@gmail.com wrote:

 Hi Valve,

 We love playing Half-Life 2 Deathmatch Source but we can only play as 16
 players. Can you upgrade the limit to 32 please ?

 Please answer.

 Best regards.
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Re: [hlds_linux] [hlds] Half-Life 1 engine beta update released

2011-07-18 Thread Никита Булаев [Nikita Bulaev]
=) Well, in fact, that would be really fine, if you limit FPS to 500
as in Orange box.

2011/7/19  hlds_linux-requ...@list.valvesoftware.com:
 - Rate limit user voice data to one per frame, fixes voice_inputdata exploit. 
 If you run 1000FPS server and still have a problem, stop running a 1000FPS 
 server.

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Re: [hlds_linux] [hlds] Half-Life 1 engine beta update released

2011-07-18 Thread Anthony Stoyanov

No thanks.

On 19.7.2011 г. 08:20 ч., Никита Булаев [Nikita Bulaev] wrote:

=) Well, in fact, that would be really fine, if you limit FPS to 500
as in Orange box.

2011/7/19hlds_linux-requ...@list.valvesoftware.com:

- Rate limit user voice data to one per frame, fixes voice_inputdata exploit. 
If you run 1000FPS server and still have a problem, stop running a 1000FPS 
server.

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Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread Peter Reinhold

On Tue, 19 Jul 2011 01:54:27 +0200, Eric Riemers wrote:

Install hlxce for instance, you can at least see the chat logs of 
people

then.


I have that, and SourceIRC running, but, taking the players words for 
gospel, when we are talking about a possible permanent ban is not 
enough. :)



/Peter

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Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread Peter Reinhold

On Mon, 18 Jul 2011 13:21:35 -0700, Tony Paloma wrote:

Combining the block files for any replay stored on your server should 
result

in a playable demo of the whole round the replay was generated on.


Should, or will?  I haven't tried, and my question more or less was if 
anyone else had experience with it :)



/Peter

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Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread Peter Reinhold

On Mon, 18 Jul 2011 22:17:14 +0200, daniel jokiaho wrote:


normal demo recording?


Demo recording alongside replay recording just seems redundant, which 
is why I asked in the first place.



/Peter

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