Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Kigen
There isn't just that.  But I mentioned it since it was what was being
discussed.

A lot of things get broken in cheats when you use this plugin.

But it does cause some other issues (small, but noticeable).

On Thu, Aug 25, 2011 at 9:05 PM, J M  wrote:
> The client doesn't decide it, but it knows when it's going to happen at the
> same time the server does. This is so that client side prediction can work
> effectively with crits. Whether an attack is a crit is decided by both the
> server and the client at the same time. They used to allow clients to decide
> it, and crit hacks used to be much more useful. Nowadays, crit hacks simply
> shoot every time there is going to be a crit, instead of forcing crits every
> time you shoot.
>
> On Thu, Aug 25, 2011 at 9:55 PM, Necavi  wrote:
>
>> Out of curiosity, why should the client decide when a critical hit occurs?
>> I can see some benefit to it, but mostly I see it as exploitable.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
>> Sent: Thursday, August 25, 2011 17:07
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
>>
>> Valve should first add some basic server side protection against some
>> common hacks.
>>
>> For example should be easy to block "100% crits" hacks like this one:
>> http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client
>> has to decide when a a critical hit occurs,  but the server should validate
>> the decision.
>>
>> Most speedhacks also should be detected by server.
>>
>>
>>  - Original Message -
>>  From: bottige...@gmail.com
>>  Sent: 08/25/11 11:36 PM
>>  To: Half-Life dedicated Linux server mailing list
>>  Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
>>
>>
>> Is Valve really doing anything to catch people making F2P accounts to
>> avoid cheat bans?
>>
>> Ever since we switched to IP bans, we've been able to catch many
>> cheaters using F2P to avoid bans. Some of them have even made up to 4
>> accounts in a row. Unfortunately, I've started to see some of these
>> people sprinkle our ban system with dynamic IPs which will inevitably
>> ban innocent users.
>>
>> We've also recently dealt with another hacker here (Valve can confirm
>> they use the same IP address).
>>
>> http://steamcommunity.com/profiles/76561198047123732 - primary cheating
>> account
>> http://steamcommunity.com/profiles/76561198038410008
>>
>> What was unusual about this is that he was using a name copy program
>> and the admin at that time was complaining he couldn't use the status
>> command. Is it possible to have the status command blocked somehow?
>> The cheater in question posted this youtube video on this hack forum.
>>
>> http://casualhacks.net/forum/showthread.php?t=69
>>
>> ___
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>> please visit:
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread J M
The client doesn't decide it, but it knows when it's going to happen at the
same time the server does. This is so that client side prediction can work
effectively with crits. Whether an attack is a crit is decided by both the
server and the client at the same time. They used to allow clients to decide
it, and crit hacks used to be much more useful. Nowadays, crit hacks simply
shoot every time there is going to be a crit, instead of forcing crits every
time you shoot.

On Thu, Aug 25, 2011 at 9:55 PM, Necavi  wrote:

> Out of curiosity, why should the client decide when a critical hit occurs?
> I can see some benefit to it, but mostly I see it as exploitable.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
> Sent: Thursday, August 25, 2011 17:07
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
>
> Valve should first add some basic server side protection against some
> common hacks.
>
> For example should be easy to block "100% crits" hacks like this one:
> http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client
> has to decide when a a critical hit occurs,  but the server should validate
> the decision.
>
> Most speedhacks also should be detected by server.
>
>
>  - Original Message -
>  From: bottige...@gmail.com
>  Sent: 08/25/11 11:36 PM
>  To: Half-Life dedicated Linux server mailing list
>  Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
>
>
> Is Valve really doing anything to catch people making F2P accounts to
> avoid cheat bans?
>
> Ever since we switched to IP bans, we've been able to catch many
> cheaters using F2P to avoid bans. Some of them have even made up to 4
> accounts in a row. Unfortunately, I've started to see some of these
> people sprinkle our ban system with dynamic IPs which will inevitably
> ban innocent users.
>
> We've also recently dealt with another hacker here (Valve can confirm
> they use the same IP address).
>
> http://steamcommunity.com/profiles/76561198047123732 - primary cheating
> account
> http://steamcommunity.com/profiles/76561198038410008
>
> What was unusual about this is that he was using a name copy program
> and the admin at that time was complaining he couldn't use the status
> command. Is it possible to have the status command blocked somehow?
> The cheater in question posted this youtube video on this hack forum.
>
> http://casualhacks.net/forum/showthread.php?t=69
>
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> please visit:
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Necavi
Out of curiosity, why should the client decide when a critical hit occurs? I 
can see some benefit to it, but mostly I see it as exploitable.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
Sent: Thursday, August 25, 2011 17:07
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

Valve should first add some basic server side protection against some common 
hacks.

For example should be easy to block "100% crits" hacks like this one: 
http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to 
decide when a a critical hit occurs,  but the server should validate the 
decision.

Most speedhacks also should be detected by server.


  - Original Message -
  From: bottige...@gmail.com
  Sent: 08/25/11 11:36 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
 
   
Is Valve really doing anything to catch people making F2P accounts to
avoid cheat bans?

Ever since we switched to IP bans, we've been able to catch many
cheaters using F2P to avoid bans. Some of them have even made up to 4
accounts in a row. Unfortunately, I've started to see some of these
people sprinkle our ban system with dynamic IPs which will inevitably
ban innocent users.

We've also recently dealt with another hacker here (Valve can confirm
they use the same IP address).

http://steamcommunity.com/profiles/76561198047123732 - primary cheating account
http://steamcommunity.com/profiles/76561198038410008

What was unusual about this is that he was using a name copy program
and the admin at that time was complaining he couldn't use the status
command. Is it possible to have the status command blocked somehow?
The cheater in question posted this youtube video on this hack forum.

http://casualhacks.net/forum/showthread.php?t=69

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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Harry Strongburg
On Thu, Aug 25, 2011 at 07:32:08PM -0500, Kigen wrote:
> Mainly this is because I have to know where this leaves myself for the
> future.  I'm all about free software, but making software free is very
> expensive to me. :(

No offense, but are there anyone who would pay for an anticheat plugin 
for such a trivial feature? I just can't see any common people buying 
such a thing, except hardcore gaming leagues (which would be watching 
the players closer anyways).

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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Kigen
Blargs, that got cut off.

Anyway, the client doesn't decide when a crit occurs.  But as part of
the prediction (for lag compensation) it does know when a crit will
happen.  Cheats just hook onto this and fire the weapon when a crit
will occur.

I built a simple tool that will prevent this but haven't released it yet.

Mainly this is because I have to know where this leaves myself for the
future.  I'm all about free software, but making software free is very
expensive to me. :(

On Thu, Aug 25, 2011 at 7:28 PM, Kigen  wrote:
> Th
>
> On Thu, Aug 25, 2011 at 7:06 PM, hlds  wrote:
>> Valve should first add some basic server side protection against some common 
>> hacks.
>>
>> For example should be easy to block "100% crits" hacks like this one: 
>> http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has 
>> to decide when a a critical hit occurs,  but the server should validate the 
>> decision.
>>
>> Most speedhacks also should be detected by server.
>>
>>
>>   - Original Message -
>>   From: bottige...@gmail.com
>>   Sent: 08/25/11 11:36 PM
>>   To: Half-Life dedicated Linux server mailing list
>>   Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
>>
>>
>> Is Valve really doing anything to catch people making F2P accounts to
>> avoid cheat bans?
>>
>> Ever since we switched to IP bans, we've been able to catch many
>> cheaters using F2P to avoid bans. Some of them have even made up to 4
>> accounts in a row. Unfortunately, I've started to see some of these
>> people sprinkle our ban system with dynamic IPs which will inevitably
>> ban innocent users.
>>
>> We've also recently dealt with another hacker here (Valve can confirm
>> they use the same IP address).
>>
>> http://steamcommunity.com/profiles/76561198047123732 - primary cheating 
>> account
>> http://steamcommunity.com/profiles/76561198038410008
>>
>> What was unusual about this is that he was using a name copy program
>> and the admin at that time was complaining he couldn't use the status
>> command. Is it possible to have the status command blocked somehow?
>> The cheater in question posted this youtube video on this hack forum.
>>
>> http://casualhacks.net/forum/showthread.php?t=69
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>

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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Kigen
Th

On Thu, Aug 25, 2011 at 7:06 PM, hlds  wrote:
> Valve should first add some basic server side protection against some common 
> hacks.
>
> For example should be easy to block "100% crits" hacks like this one: 
> http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has 
> to decide when a a critical hit occurs,  but the server should validate the 
> decision.
>
> Most speedhacks also should be detected by server.
>
>
>   - Original Message -
>   From: bottige...@gmail.com
>   Sent: 08/25/11 11:36 PM
>   To: Half-Life dedicated Linux server mailing list
>   Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
>
>
> Is Valve really doing anything to catch people making F2P accounts to
> avoid cheat bans?
>
> Ever since we switched to IP bans, we've been able to catch many
> cheaters using F2P to avoid bans. Some of them have even made up to 4
> accounts in a row. Unfortunately, I've started to see some of these
> people sprinkle our ban system with dynamic IPs which will inevitably
> ban innocent users.
>
> We've also recently dealt with another hacker here (Valve can confirm
> they use the same IP address).
>
> http://steamcommunity.com/profiles/76561198047123732 - primary cheating 
> account
> http://steamcommunity.com/profiles/76561198038410008
>
> What was unusual about this is that he was using a name copy program
> and the admin at that time was complaining he couldn't use the status
> command. Is it possible to have the status command blocked somehow?
> The cheater in question posted this youtube video on this hack forum.
>
> http://casualhacks.net/forum/showthread.php?t=69
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread hlds
Valve should first add some basic server side protection against some common 
hacks.

For example should be easy to block "100% crits" hacks like this one: 
http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to 
decide when a a critical hit occurs,  but the server should validate the 
decision.

Most speedhacks also should be detected by server.


  - Original Message -
  From: bottige...@gmail.com
  Sent: 08/25/11 11:36 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
 
   
Is Valve really doing anything to catch people making F2P accounts to
avoid cheat bans?

Ever since we switched to IP bans, we've been able to catch many
cheaters using F2P to avoid bans. Some of them have even made up to 4
accounts in a row. Unfortunately, I've started to see some of these
people sprinkle our ban system with dynamic IPs which will inevitably
ban innocent users.

We've also recently dealt with another hacker here (Valve can confirm
they use the same IP address).

http://steamcommunity.com/profiles/76561198047123732 - primary cheating account
http://steamcommunity.com/profiles/76561198038410008

What was unusual about this is that he was using a name copy program
and the admin at that time was complaining he couldn't use the status
command. Is it possible to have the status command blocked somehow?
The cheater in question posted this youtube video on this hack forum.

http://casualhacks.net/forum/showthread.php?t=69

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Re: [hlds_linux] Counter Strike Update

2011-08-25 Thread Kyle Sanderson
Is the beta being pushed as is?

Kyle.

On Thu, Aug 25, 2011 at 3:11 PM, Ido Magal  wrote:

> We plan on pushing the changes from CS:S Beta into CS:S and in turn push
> the replay system into CSS Beta on Aug 30th.
>
> GL;HF!
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of molnár lászló
> Sent: Thursday, August 25, 2011 3:07 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Counter Strike Update
>
> Hi all!
>
> I just wanted to ask some Valve stuff that is there some CSS or OB engine
> in the pipe ready for release tonight or during this weekend?
> The thing is that at this weekend East Europes biggest LAN event will take
> place and it could interrupt it.
>
> So if someone would be so nice to say something about it would be greatly
> appreciated!
>
> Greetings!
>
> Szoke
>
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Re: [hlds_linux] Counter Strike Update

2011-08-25 Thread Ido Magal
We plan on pushing the changes from CS:S Beta into CS:S and in turn push the 
replay system into CSS Beta on Aug 30th.

GL;HF!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of molnár lászló
Sent: Thursday, August 25, 2011 3:07 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Counter Strike Update

Hi all!

I just wanted to ask some Valve stuff that is there some CSS or OB engine in 
the pipe ready for release tonight or during this weekend?
The thing is that at this weekend East Europes biggest LAN event will take 
place and it could interrupt it.

So if someone would be so nice to say something about it would be greatly 
appreciated!

Greetings!

Szoke

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[hlds_linux] Counter Strike Update

2011-08-25 Thread molnár lászló
Hi all!

I just wanted to ask some Valve stuff that is there some CSS or OB engine in 
the pipe ready for release tonight or during this weekend?
The thing is that at this weekend East Europes biggest LAN event will take 
place and it could interrupt it.

So if someone would be so nice to say something about it would be greatly 
appreciated!

Greetings!

Szoke

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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread clad iron
blocking f2p would surely help fix that issue to a point.
On that same note, maybe that is 1 reason why valve threw up so many servers
?

On Thu, Aug 25, 2011 at 5:25 PM, Loïc PERY  wrote:

> sourcemods plugins can block F2P 
>
> 2011/8/25 Michael 
>
> > I've never seen that, my credit card has been used on 5+ accounts without
> > problems. I have 2 accounts and my roommates have 3 accounts between them
> > both and we all use my 1 credit card since they only have cash.
> >
> > Michael
> >
> > On Thu, Aug 25, 2011 at 4:45 PM, Eric Riemers  wrote:
> >
> > > The only thing i know is that they cant put multiple accounts (max 3 i
> > > think) on 1 creditcard... if you want more on 1 account, but hey for
> > > cheaters they don't care...
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
> .
> > > Sent: donderdag 25 augustus 2011 22:40
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
> > >
> > > No, they aren't.
> > >
> > > 2011/8/25 bottige...@gmail.com 
> > >
> > > > Is Valve really doing anything to catch people making F2P accounts to
> > > > avoid cheat bans?
> > > >
> > > > Ever since we switched to IP bans, we've been able to catch many
> > > > cheaters using F2P to avoid bans. Some of them have even made up to 4
> > > > accounts in a row. Unfortunately, I've started to see some of these
> > > > people sprinkle our ban system with dynamic IPs which will inevitably
> > > > ban innocent users.
> > > >
> > > > We've also recently dealt with another hacker here (Valve can confirm
> > > > they use the same IP address).
> > > >
> > > > http://steamcommunity.com/profiles/76561198047123732 - primary
> > > > cheating account
> > > > http://steamcommunity.com/profiles/76561198038410008
> > > >
> > > > What was unusual about this is that he was using a name copy program
> > > > and the admin at that time was complaining he couldn't use the status
> > > > command. Is it possible to have the status command blocked somehow?
> > > > The cheater in question posted this youtube video on this hack forum.
> > > >
> > > > http://casualhacks.net/forum/showthread.php?t=69
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > >
> > >
> > >
> > > --
> > > Best regards,
> > > AnAkIn,
> > > -
> > > ESL EU TF2 Admin
> > > http://www.esl.eu/eu/tf2
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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> > >
> > >
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> > >
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Loïc PERY
sourcemods plugins can block F2P 

2011/8/25 Michael 

> I've never seen that, my credit card has been used on 5+ accounts without
> problems. I have 2 accounts and my roommates have 3 accounts between them
> both and we all use my 1 credit card since they only have cash.
>
> Michael
>
> On Thu, Aug 25, 2011 at 4:45 PM, Eric Riemers  wrote:
>
> > The only thing i know is that they cant put multiple accounts (max 3 i
> > think) on 1 creditcard... if you want more on 1 account, but hey for
> > cheaters they don't care...
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
> > Sent: donderdag 25 augustus 2011 22:40
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
> >
> > No, they aren't.
> >
> > 2011/8/25 bottige...@gmail.com 
> >
> > > Is Valve really doing anything to catch people making F2P accounts to
> > > avoid cheat bans?
> > >
> > > Ever since we switched to IP bans, we've been able to catch many
> > > cheaters using F2P to avoid bans. Some of them have even made up to 4
> > > accounts in a row. Unfortunately, I've started to see some of these
> > > people sprinkle our ban system with dynamic IPs which will inevitably
> > > ban innocent users.
> > >
> > > We've also recently dealt with another hacker here (Valve can confirm
> > > they use the same IP address).
> > >
> > > http://steamcommunity.com/profiles/76561198047123732 - primary
> > > cheating account
> > > http://steamcommunity.com/profiles/76561198038410008
> > >
> > > What was unusual about this is that he was using a name copy program
> > > and the admin at that time was complaining he couldn't use the status
> > > command. Is it possible to have the status command blocked somehow?
> > > The cheater in question posted this youtube video on this hack forum.
> > >
> > > http://casualhacks.net/forum/showthread.php?t=69
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> > --
> > Best regards,
> > AnAkIn,
> > -
> > ESL EU TF2 Admin
> > http://www.esl.eu/eu/tf2
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Michael
I've never seen that, my credit card has been used on 5+ accounts without
problems. I have 2 accounts and my roommates have 3 accounts between them
both and we all use my 1 credit card since they only have cash.

Michael

On Thu, Aug 25, 2011 at 4:45 PM, Eric Riemers  wrote:

> The only thing i know is that they cant put multiple accounts (max 3 i
> think) on 1 creditcard... if you want more on 1 account, but hey for
> cheaters they don't care...
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
> Sent: donderdag 25 augustus 2011 22:40
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
>
> No, they aren't.
>
> 2011/8/25 bottige...@gmail.com 
>
> > Is Valve really doing anything to catch people making F2P accounts to
> > avoid cheat bans?
> >
> > Ever since we switched to IP bans, we've been able to catch many
> > cheaters using F2P to avoid bans. Some of them have even made up to 4
> > accounts in a row. Unfortunately, I've started to see some of these
> > people sprinkle our ban system with dynamic IPs which will inevitably
> > ban innocent users.
> >
> > We've also recently dealt with another hacker here (Valve can confirm
> > they use the same IP address).
> >
> > http://steamcommunity.com/profiles/76561198047123732 - primary
> > cheating account
> > http://steamcommunity.com/profiles/76561198038410008
> >
> > What was unusual about this is that he was using a name copy program
> > and the admin at that time was complaining he couldn't use the status
> > command. Is it possible to have the status command blocked somehow?
> > The cheater in question posted this youtube video on this hack forum.
> >
> > http://casualhacks.net/forum/showthread.php?t=69
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> Best regards,
> AnAkIn,
> -
> ESL EU TF2 Admin
> http://www.esl.eu/eu/tf2
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread Eric Riemers
The only thing i know is that they cant put multiple accounts (max 3 i
think) on 1 creditcard... if you want more on 1 account, but hey for
cheaters they don't care...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: donderdag 25 augustus 2011 22:40
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

No, they aren't.

2011/8/25 bottige...@gmail.com 

> Is Valve really doing anything to catch people making F2P accounts to 
> avoid cheat bans?
>
> Ever since we switched to IP bans, we've been able to catch many 
> cheaters using F2P to avoid bans. Some of them have even made up to 4 
> accounts in a row. Unfortunately, I've started to see some of these 
> people sprinkle our ban system with dynamic IPs which will inevitably 
> ban innocent users.
>
> We've also recently dealt with another hacker here (Valve can confirm 
> they use the same IP address).
>
> http://steamcommunity.com/profiles/76561198047123732 - primary 
> cheating account
> http://steamcommunity.com/profiles/76561198038410008
>
> What was unusual about this is that he was using a name copy program 
> and the admin at that time was complaining he couldn't use the status 
> command. Is it possible to have the status command blocked somehow?
> The cheater in question posted this youtube video on this hack forum.
>
> http://casualhacks.net/forum/showthread.php?t=69
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>



--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread AnAkIn .
No, they aren't.

2011/8/25 bottige...@gmail.com 

> Is Valve really doing anything to catch people making F2P accounts to
> avoid cheat bans?
>
> Ever since we switched to IP bans, we've been able to catch many
> cheaters using F2P to avoid bans. Some of them have even made up to 4
> accounts in a row. Unfortunately, I've started to see some of these
> people sprinkle our ban system with dynamic IPs which will inevitably
> ban innocent users.
>
> We've also recently dealt with another hacker here (Valve can confirm
> they use the same IP address).
>
> http://steamcommunity.com/profiles/76561198047123732 - primary cheating
> account
> http://steamcommunity.com/profiles/76561198038410008
>
> What was unusual about this is that he was using a name copy program
> and the admin at that time was complaining he couldn't use the status
> command. Is it possible to have the status command blocked somehow?
> The cheater in question posted this youtube video on this hack forum.
>
> http://casualhacks.net/forum/showthread.php?t=69
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>



-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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[hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-25 Thread bottige...@gmail.com
Is Valve really doing anything to catch people making F2P accounts to
avoid cheat bans?

Ever since we switched to IP bans, we've been able to catch many
cheaters using F2P to avoid bans. Some of them have even made up to 4
accounts in a row. Unfortunately, I've started to see some of these
people sprinkle our ban system with dynamic IPs which will inevitably
ban innocent users.

We've also recently dealt with another hacker here (Valve can confirm
they use the same IP address).

http://steamcommunity.com/profiles/76561198047123732 - primary cheating account
http://steamcommunity.com/profiles/76561198038410008

What was unusual about this is that he was using a name copy program
and the admin at that time was complaining he couldn't use the status
command. Is it possible to have the status command blocked somehow?
The cheater in question posted this youtube video on this hack forum.

http://casualhacks.net/forum/showthread.php?t=69

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Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread Chris Oryschak
I have my servers set to each run on their own core and the 100% cpu lockup
doesnt affect any other servers on the same box.



On Thu, Aug 25, 2011 at 3:19 PM, Marcel  wrote:

> On 25.08.2011 19:31, Rikard Bremark wrote:
>
>> we have actually noticed a increas of cpu-usage on our linux servers! it
>> was around
>> 10-25% for one full 18 slot server before and now they spike to over
>> 50-80%
>> HalfLife Gold that is.
>>
>
>
> I've also noticed an increase of cpu usage for idle servers. I think this
> happened long time ago but I just checked the cacti stats and saw a massive
> cpu usage without any players on a box with about 20 srcds servers.
>
>
> - Marcel
>
>
> __**_
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Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread Marcel

On 25.08.2011 19:31, Rikard Bremark wrote:

we have actually noticed a increas of cpu-usage on our linux servers! it
was around
10-25% for one full 18 slot server before and now they spike to over 50-80%
HalfLife Gold that is.



I've also noticed an increase of cpu usage for idle servers. I think 
this happened long time ago but I just checked the cacti stats and saw a 
massive cpu usage without any players on a box with about 20 srcds servers.



- Marcel

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Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread 1nsane
SRCDS does have some threading. So in some cases it manages to take over
more than 1 core.

On Thu, Aug 25, 2011 at 1:28 PM, ics  wrote:

> What do you mean? On 4-core cpu, it only takes 1 core if it goes 100%. Not
> all 4 despite it being tasket on 1 core or not.
>
> -ics
>
> 25.8.2011 20:23, 1nsane kirjoitti:
>
>  Yeah those are fun, experienced this myself today.
>>
>> I suggest pinning SRCDS to a core or two so one messed up SRCDS instance
>> doesn't take out the whole box.
>>
>> On Thu, Aug 25, 2011 at 12:23 PM, Saint K.
>>  wrote:
>>
>>  I had to kill a server as well today being stuck in a 100% deathlock,
>>> first
>>> time I've seen this on our machines.
>>>
>>> Saint K.
>>> __**__
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[
>>> hlds_linux-bounces@list.**valvesoftware.com]
>>> On Behalf Of Chris Oryschak [
>>> ch...@oryschak.com]
>>> Sent: 25 August 2011 16:55
>>> To: hlds_linux@list.valvesoftware.**com
>>> Subject: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?
>>>
>>> My server just froze midgame with the 100% cpu bug.
>>> I'm wondering if their is some kind of exploit out there that causes
>>> this.
>>> Below is a snip from the console, take a look at the last line;
>>>
>>> udeolph (8,502) got 7 points [-3] for killing {CABAL} Stabba (11,666)";"
>>> rcon from "x": command "hlx_sm_psay "2054" 1 "-RB- Voodoo Moose
>>> got
>>> 2 points (78,931) for Built a teleporter""
>>> *67.255.13.16:43636:corrupted packet 179305 at 179304*
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>>>
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>>> please visit:
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread ics
You *can* go over 33 slots on TF2, just that it causes some random 
things to happen and crashes. Basically it's techical limit too but 
really not recommended to going around the official 32 slots. No reason 
to go there either. Some maps already are quite small for 32 players.


-ics

25.8.2011 21:37, Kyle Sanderson kirjoitti:

It's a game specific limit. HL2DM iirc is capped at 16 players, CS:S at 64.

On Thu, Aug 25, 2011 at 4:29 AM, Mart-Jan Reeuwijkwrote:


If I remember correctly, 33 slots was a technical limit in the engine (and
only doable with some tricks), having 34 would mean crashes (clients).




From: ics
To: Half-Life dedicated Linux server mailing list<

hlds_linux@list.valvesoftware.com>

Sent: Thursday, 25 August 2011, 13:23
Subject: Re: [hlds_linux] TF2: SourceTV and Replay

Good point. There's a lot of servers that have more slots as intended.

However, if maxplayers now is 34 while replay and stv is enabled at the

same time, does it affect matchmaking? Servers over 32 aren't receiving any
players so if these 2 are on, does the matchmaking count them as extra
slots, result being 34 while only 32 are in use for real?

-ics

- Alkuperäinen viesti -

Any reason why 32+ slot servers aren't simply filtered out at the master
servers?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio

Beretta

[beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
SourceTV and Replay

the extra slot for tv is already being used to host 33 slots servers
(teams of 16vs17 players)
what's stopping us from running more than 33 slots is a limit in the
client if they increase this limit to 34, we'll figure out a way to use
it

On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
wrote:


Why not? Servers won't be able to use those 2 extra slots for players
to join anyways (without a server side hack, that is)

2011/8/25 John Schoenick:

You... didn't bump TF2's maxplayers to 34 now did you?

Please tell me you didn't.

On 08/24/2011 04:05 PM, Jon Lippincott wrote:

Nope - just fixed it.   This will go out with the next update.
Thanks

for

the heads up!

-Jon



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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread Kyle Sanderson
It's a game specific limit. HL2DM iirc is capped at 16 players, CS:S at 64.

On Thu, Aug 25, 2011 at 4:29 AM, Mart-Jan Reeuwijk wrote:

> If I remember correctly, 33 slots was a technical limit in the engine (and
> only doable with some tricks), having 34 would mean crashes (clients).
>
>
> >
> >From: ics 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Thursday, 25 August 2011, 13:23
> >Subject: Re: [hlds_linux] TF2: SourceTV and Replay
> >
> >Good point. There's a lot of servers that have more slots as intended.
> >
> >However, if maxplayers now is 34 while replay and stv is enabled at the
> same time, does it affect matchmaking? Servers over 32 aren't receiving any
> players so if these 2 are on, does the matchmaking count them as extra
> slots, result being 34 while only 32 are in use for real?
> >
> >-ics
> >
> >- Alkuperäinen viesti -
> >> Any reason why 32+ slot servers aren't simply filtered out at the master
> >> servers?
> >>
> >> Saint K.
> >> 
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio
> Beretta
> >> [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
> >> dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
> >> SourceTV and Replay
> >>
> >> the extra slot for tv is already being used to host 33 slots servers
> >> (teams of 16vs17 players)
> >> what's stopping us from running more than 33 slots is a limit in the
> >> client if they increase this limit to 34, we'll figure out a way to use
> >> it
> >>
> >> On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
> >> wrote:
> >>
> >> > Why not? Servers won't be able to use those 2 extra slots for players
> >> > to join anyways (without a server side hack, that is)
> >> >
> >> > 2011/8/25 John Schoenick :
> >> > > You... didn't bump TF2's maxplayers to 34 now did you?
> >> > >
> >> > > Please tell me you didn't.
> >> > >
> >> > > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
> >> > > >
> >> > > > Nope - just fixed it.   This will go out with the next update.
> >> > > > Thanks
> >> > for
> >> > > > the heads up!
> >> > > >
> >> > > > -Jon
> >> > > >
> >> > >
> >> > >
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> >> > > archives, please visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
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> >> >
> >> ___
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> >>
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Re: [hlds_linux] server crashes after last update

2011-08-25 Thread Bajdechi "Nightbox" Alexandru
I've received reports that commands like slap kick or these kinds, however
I've installed the latest snapshot and the things looks stable now.

2011/8/25 Ross Bemrose 

> Which commands are crashing the server?
>
> On Thu, Aug 25, 2011 at 10:43 AM, Bajdechi "Nightbox" Alexandru <
> alexandrualexa...@gmail.com> wrote:
>
> > After the Birthday update, my admins are reporting crashes when they try
> to
> > use the commands.
> >
> > I know that this list is not sourcemod list but somehow something did
> > change
> > in the last update, I'm also curious if other admins are reporting this
> > too.
> >
> > Nightbox
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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Re: [hlds_linux] server crashes after last update

2011-08-25 Thread Ross Bemrose
Which commands are crashing the server?

On Thu, Aug 25, 2011 at 10:43 AM, Bajdechi "Nightbox" Alexandru <
alexandrualexa...@gmail.com> wrote:

> After the Birthday update, my admins are reporting crashes when they try to
> use the commands.
>
> I know that this list is not sourcemod list but somehow something did
> change
> in the last update, I'm also curious if other admins are reporting this
> too.
>
> Nightbox
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Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread Rikard Bremark
we have actually noticed a increas of cpu-usage on our linux servers! it 
was around

10-25% for one full 18 slot server before and now they spike to over 50-80%
HalfLife Gold that is.
--
//Rikard 'Zapy' Bremark
ComHem AB - http://www.comhem.se
Warzone.nu - http://www.warzone.nu
Warzone Short Valley

rikard.brem...@warzone.nu
z...@warzone.nu

On 2011-08-25 18:23, Saint K. wrote:

I had to kill a server as well today being stuck in a 100% deathlock, first 
time I've seen this on our machines.

Saint K.

From:hlds_linux-boun...@list.valvesoftware.com  
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak 
[ch...@oryschak.com]
Sent: 25 August 2011 16:55
To:hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

My server just froze midgame with the 100% cpu bug.
I'm wondering if their is some kind of exploit out there that causes this.
Below is a snip from the console, take a look at the last line;

udeolph (8,502) got 7 points [-3] for killing {CABAL} Stabba (11,666)";"
rcon from "x": command "hlx_sm_psay "2054" 1 "-RB- Voodoo Moose got
2 points (78,931) for Built a teleporter""
*67.255.13.16:43636:corrupted packet 179305 at 179304*
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Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread ics
What do you mean? On 4-core cpu, it only takes 1 core if it goes 100%. 
Not all 4 despite it being tasket on 1 core or not.


-ics

25.8.2011 20:23, 1nsane kirjoitti:

Yeah those are fun, experienced this myself today.

I suggest pinning SRCDS to a core or two so one messed up SRCDS instance
doesn't take out the whole box.

On Thu, Aug 25, 2011 at 12:23 PM, Saint K.  wrote:


I had to kill a server as well today being stuck in a 100% deathlock, first
time I've seen this on our machines.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com [
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak [
ch...@oryschak.com]
Sent: 25 August 2011 16:55
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

My server just froze midgame with the 100% cpu bug.
I'm wondering if their is some kind of exploit out there that causes this.
Below is a snip from the console, take a look at the last line;

udeolph (8,502) got 7 points [-3] for killing {CABAL} Stabba (11,666)";"
rcon from "x": command "hlx_sm_psay "2054" 1 "-RB- Voodoo Moose got
2 points (78,931) for Built a teleporter""
*67.255.13.16:43636:corrupted packet 179305 at 179304*
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Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread 1nsane
Yeah those are fun, experienced this myself today.

I suggest pinning SRCDS to a core or two so one messed up SRCDS instance
doesn't take out the whole box.

On Thu, Aug 25, 2011 at 12:23 PM, Saint K.  wrote:

> I had to kill a server as well today being stuck in a 100% deathlock, first
> time I've seen this on our machines.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak [
> ch...@oryschak.com]
> Sent: 25 August 2011 16:55
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?
>
> My server just froze midgame with the 100% cpu bug.
> I'm wondering if their is some kind of exploit out there that causes this.
> Below is a snip from the console, take a look at the last line;
>
> udeolph (8,502) got 7 points [-3] for killing {CABAL} Stabba (11,666)";"
> rcon from "x": command "hlx_sm_psay "2054" 1 "-RB- Voodoo Moose got
> 2 points (78,931) for Built a teleporter""
> *67.255.13.16:43636:corrupted packet 179305 at 179304*
> ___
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> please visit:
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Re: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread Saint K .
I had to kill a server as well today being stuck in a 100% deathlock, first 
time I've seen this on our machines.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak 
[ch...@oryschak.com]
Sent: 25 August 2011 16:55
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Server Freeze, 100% CPU.. possible exploit?

My server just froze midgame with the 100% cpu bug.
I'm wondering if their is some kind of exploit out there that causes this.
Below is a snip from the console, take a look at the last line;

udeolph (8,502) got 7 points [-3] for killing {CABAL} Stabba (11,666)";"
rcon from "x": command "hlx_sm_psay "2054" 1 "-RB- Voodoo Moose got
2 points (78,931) for Built a teleporter""
*67.255.13.16:43636:corrupted packet 179305 at 179304*
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Re: [hlds_linux] Updating without stopping servers?

2011-08-25 Thread Steven Sumichrast
I always update my servers before rebooting them (Debian Linux) and I've
only ever experienced BadThings(TM) one time while doing that.  Been doing
updates for them for years now.  I don't use nemrun (not for any reason than
I'm lazy to go replace my startup script everywhere).

On Wed, Aug 24, 2011 at 6:34 PM, John Schoenick wrote:

> (resending from properly subscribed list email)
>
> You don't need a separate folder with nemrun's -updatefirst option.
> However, applying an update while the server is running can cause crashes in
> rare situations (such as when a map is being updated and the server attempts
> to switch to that map). For extra success rates, have a script that disables
> map changing on all servers while the update is taking place (you can use
> nemrun's -updatenotify hook to do this)
>
> - Neph
>
>
> On 08/24/2011 04:01 PM, Jay Singh wrote:
>
>> You can accomplish this using nemrun. You have separate files in another
>> folder. When an update comes out, you update the separate files and when the
>> update is done, you shut down your actual server and transfer the files over
>> to the new server and start it back up.
>>
>>  Date: Wed, 24 Aug 2011 23:02:29 +0200
>>> From: peter_va...@reinhold.dk
>>> To: hlds_linux@list.valvesoftware.**com
>>> Subject: [hlds_linux] Updating without stopping servers?
>>>
>>> Hi all,
>>>
>>> This is probably more of a Linux related question, but its still
>>> related to srcds.
>>>
>>> Anyway, can you update your serverfiles without stopping the server?
>>>
>>> So, that instead of shutting them down, updating (which can take some
>>> time), and restarting them, simply update the files while the current
>>> installation is running, and then shutdown/restart when its done?
>>>
>>>
>>> /Peter
>>>
>>>
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>>> please visit:
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>>>
>>
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>
>
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread 1nsane
The penalty will still mean that your server will not be getting any players
except in some rare cases. That's after all the good stock servers are full
and most of valve's too. Valve alone has thousands of those :P.
http://www.gametracker.com/search/tf2/?query=valve%20tf&searchipp=50#search

It be nice if matchmaking had a couple extra options to select after a
certain amount of playtime.

On Thu, Aug 25, 2011 at 7:32 AM, Eric Riemers  wrote:

>
> I though 31 was the max but i believe its changed:
> From their website: Increasing the max player count above 24 will incur a
> matchmaking scorking penalty, but will not disqualify you from the list
>
> Still awaiting on the change they will allow nocrits servers to just be
> able to get players too, although with a penalty (but i would be fine with
> that)
>
> On Thu, 25 Aug 2011 14:23:21 +0300, ics  wrote:
> > Good point. There's a lot of servers that have more slots as intended.
> >
> >  However, if maxplayers now is 34 while replay and stv is enabled at the
> >  same time, does it affect matchmaking? Servers over 32 aren't receiving
> >  any players so if these 2 are on, does the matchmaking count them as
> extra
> >  slots, result being 34 while only 32 are in use for real?
> >
> > -ics
> >
> > - Alkuperäinen viesti -
> >> Any reason why 32+ slot servers aren't simply filtered out at the master
> >> servers?
> >>
> >> Saint K.
> >> 
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio
> Beretta
> >> [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
> >> dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
> >> SourceTV and Replay
> >>
> >> the extra slot for tv is already being used to host 33 slots servers
> >> (teams of 16vs17 players)
> >> what's stopping us from running more than 33 slots is a limit in the
> >> client if they increase this limit to 34, we'll figure out a way to use
> >> it
> >>
> >> On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
> >> wrote:
> >>
> >> > Why not? Servers won't be able to use those 2 extra slots for players
> >> > to join anyways (without a server side hack, that is)
> >> >
> >> > 2011/8/25 John Schoenick :
> >> > > You... didn't bump TF2's maxplayers to 34 now did you?
> >> > >
> >> > > Please tell me you didn't.
> >> > >
> >> > > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
> >> > > >
> >> > > > Nope - just fixed it.   This will go out with the next update.
> >> > > > Thanks
> >> > for
> >> > > > the heads up!
> >> > > >
> >> > > > -Jon
> >> > > >
> >> > >
> >> > >
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> >> > > archives, please visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >
> >> >
> >> > ___
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> >> > please visit:
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> >> >
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread 1nsane
Officially anything over 32 player is not used in matchmaking. But really,
anything over 24 players is not used. Unless all 24 player servers are full
it won't really send people to bigger servers, it's a very rare occurance
right after updates only.

33 or 34, makes no difference. Few people will experience such a server as
it won't be on quickplay.

Besides some servers claim to have 36/40 slot while having just 32.

On Thu, Aug 25, 2011 at 7:23 AM, ics  wrote:

> Good point. There's a lot of servers that have more slots as intended.
>
>  However, if maxplayers now is 34 while replay and stv is enabled at the
> same time, does it affect matchmaking? Servers over 32 aren't receiving any
> players so if these 2 are on, does the matchmaking count them as extra
> slots, result being 34 while only 32 are in use for real?
>
> -ics
>
> - Alkuperäinen viesti -
> > Any reason why 32+ slot servers aren't simply filtered out at the master
> > servers?
> >
> > Saint K.
> > 
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
> > [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
> > dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
> > SourceTV and Replay
> >
> > the extra slot for tv is already being used to host 33 slots servers
> > (teams of 16vs17 players)
> > what's stopping us from running more than 33 slots is a limit in the
> > client if they increase this limit to 34, we'll figure out a way to use
> > it
> >
> > On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
> > wrote:
> >
> > > Why not? Servers won't be able to use those 2 extra slots for players
> > > to join anyways (without a server side hack, that is)
> > >
> > > 2011/8/25 John Schoenick :
> > > > You... didn't bump TF2's maxplayers to 34 now did you?
> > > >
> > > > Please tell me you didn't.
> > > >
> > > > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
> > > > >
> > > > > Nope - just fixed it.   This will go out with the next update.
> > > > > Thanks
> > > for
> > > > > the heads up!
> > > > >
> > > > > -Jon
> > > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > >
> > > ___
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> > > please visit:
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> > >
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[hlds_linux] Server Freeze, 100% CPU.. possible exploit?

2011-08-25 Thread Chris Oryschak
My server just froze midgame with the 100% cpu bug.
I'm wondering if their is some kind of exploit out there that causes this.
Below is a snip from the console, take a look at the last line;

udeolph (8,502) got 7 points [-3] for killing {CABAL} Stabba (11,666)";"
rcon from "x": command "hlx_sm_psay "2054" 1 "-RB- Voodoo Moose got
2 points (78,931) for Built a teleporter""
*67.255.13.16:43636:corrupted packet 179305 at 179304*
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[hlds_linux] server crashes after last update

2011-08-25 Thread Bajdechi "Nightbox" Alexandru
After the Birthday update, my admins are reporting crashes when they try to
use the commands.

I know that this list is not sourcemod list but somehow something did change
in the last update, I'm also curious if other admins are reporting this too.

Nightbox
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Re: [hlds_linux] TF2 - exit / quit problem - Warning port was unavailable

2011-08-25 Thread Saint K .
d930-d93f2000 rwxp  00:00 0
d93f2000-d940 ---p  00:00 0
d940-d94cc000 rwxp  00:00 0
d94cc000-d950 ---p  00:00 0
d950-d95f5000 rwxp  00:00 0
d95f5000-d960 ---p  00:00 0
d960-d96b5000 rwxp  00:00 0
d96b5000-d970 ---p  00:00 0
d970-d97cc000 rwxp  00:00 0
d97cc000-d980 ---p  00:00 0
d980-d98ba000 rwxp  00:00 0
d98ba000-d990 ---p  00:00 0
d990-d99e3000 rwxp  00:00 0
d99e3000-d9a0 ---p  00:00 0
d9b0-d9bfd000 rwxp  00:00 0
d9bfd000-d9c0 ---p  00:00 0
d9c0-d9cb6000 rwxp  00:00 0
d9cb6000-d9d0 ---p  00:00 0
d9d0-d9df4000 rwxp  00:00 0
d9df4000-d9e0 ---p  00:00 0
d9e0-d9ec rwxp  00:00 0
d9ec-d9f0 ---p  00:00 0
da00-da0e9000 rwxp  00:00 0
da0e9000-da10 ---p  00:00 0
da10-da1f2000 rwxp  00:00 0
da1f2000-da20 ---p  00:00 0
da20-da2e7000 rwxp  00:00 0
da2e7000-da30 ---p  00:00 0
da30-da3c4000 rwxp  00:00 0
da3c4000-da40 ---p  00:00 0
da40-da4cc000 rwxp  00:00 0
da4cc000-da50 ---p  00:00 0
da50-da5a1000 rwxp  00:00 0
da5a1000-da60 ---p  00:00 0
da60-da6b6000 rwxp  00:00 0
da6b6000-da70 ---p  00:00 0
da70-da7cf000 rwxp  00:00 0 PreMinidumpCallback: updating dump 
comment
pipes.cpp (733) : Assertion Failed: Stalled cross-thread pipe
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/pipes.cpp
 733 Assertion Failed: Stalled
pipes.cpp (733) : Fatal assert failed: 
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/p

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. 
[sai...@specialattack.net]
Sent: 24 August 2011 10:52
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 - exit / quit problem - Warning port  was 
unavailable

I got this error/crash on changing level using sm_map command (does anyone know 
what that calls? changelevel command?), server was running for a while already, 
was empty. Starts with the Assertion error mentioned in a mail below, and 
continues with stuff pasted here;

Reference Count for Material effects/fly001 (1) != 0
Reference Count for Material effects/tflogo (4) != 0
Reference Count for Material effects/peacesign (1) != 0
Reference Count for Material effects/heart (2) != 0
Reference Count for Material effects/duel_blue (1) != 0
Reference Count for Material effects/duel_burst (2) != 0
Reference Count for Material effects/duel_red (1) != 0
Reference Count for Material effects/largesmoke (4) != 0
Reference Count for Material vgui/crosshairs/crosshair1 (1) != 0
Reference Count for Material effects/beam001_white (3) != 0
Reference Count for Material effects/coin_spin/coin_spin (2) != 0
Reference Count for Material effects/brightglow_y (1) != 0
Reference Count for Material effects/planet01 (5) != 0
Reference Count for Material effects/planet02 (4) != 0
Reference Count for Material effects/lightningbolt (1) != 0
Reference Count for Material effects/debris/nutsnbolts (5) != 0
Reference Count for Material effects/particle_shells (3) != 0
Reference Count for Material effects/fireball (1) != 0
Reference Count for Material effects/add_fireball (1) != 0
Reference Count for Material effects/smoke/smokelit_nofade (5) != 0
Reference Count for Material particle/particle_smokegrenade (2) != 0
Reference Count for Material effects/fleck_cement1 (2) != 0
Reference Count for Material effects/tp_sparkle (1) != 0
Reference Count for Material effects/bonk (1) != 0
Reference Count for Material effects/yikes (1) != 0
Reference Count for Material particle/particle_sphere_additive_15ob_nodepth (2) 
!= 0
Reference Count for Material effects/particle_glow_05_nodepth (2) != 0
Reference Count for Material effects/horizontalglow2_nodepth (2) != 0
Reference Count for Material effects/horizontalglow (5) != 0
Reference Count for Material effects/god_ray (1) != 0
Reference Count for Material effects/stamp_spin/stamp_spin (1) != 0
Reference Count for Material effects/sc_softglow2 (16) != 0
Reference Count for Material effects/electric1_nearcull (8) != 0
Reference Count for Material effects/splash_ring1_nearcull (5) != 0
Reference Count for Material effects/sc_softglow_noz (2) != 0
Reference Count for Material effects/electro_beam (6) != 0
Reference Count for Material effects/yellowflare (1) != 0
Reference Count for Material effects/yellowflare_noz (1) != 0
Reference Count for Material particle/particle_glow_01_additive (5) != 0
Reference Count for Material effects/beam001_white_dx80 (6) != 0
Wed Aug 24 10:58:07 CEST 2011: Server restart in 10 seconds

The random freezes after mapchan

Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread Bajdechi "Nightbox" Alexandru
I still don't get why making the game less random and better-than-averange
players-friendly disqualifies you.

2011/8/25 Eric Riemers 

>
> I though 31 was the max but i believe its changed:
> From their website: Increasing the max player count above 24 will incur a
> matchmaking scorking penalty, but will not disqualify you from the list
>
> Still awaiting on the change they will allow nocrits servers to just be
> able to get players too, although with a penalty (but i would be fine with
> that)
>
> On Thu, 25 Aug 2011 14:23:21 +0300, ics  wrote:
> > Good point. There's a lot of servers that have more slots as intended.
> >
> >  However, if maxplayers now is 34 while replay and stv is enabled at the
> >  same time, does it affect matchmaking? Servers over 32 aren't receiving
> >  any players so if these 2 are on, does the matchmaking count them as
> extra
> >  slots, result being 34 while only 32 are in use for real?
> >
> > -ics
> >
> > - Alkuperäinen viesti -
> >> Any reason why 32+ slot servers aren't simply filtered out at the master
> >> servers?
> >>
> >> Saint K.
> >> 
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio
> Beretta
> >> [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
> >> dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
> >> SourceTV and Replay
> >>
> >> the extra slot for tv is already being used to host 33 slots servers
> >> (teams of 16vs17 players)
> >> what's stopping us from running more than 33 slots is a limit in the
> >> client if they increase this limit to 34, we'll figure out a way to use
> >> it
> >>
> >> On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
> >> wrote:
> >>
> >> > Why not? Servers won't be able to use those 2 extra slots for players
> >> > to join anyways (without a server side hack, that is)
> >> >
> >> > 2011/8/25 John Schoenick :
> >> > > You... didn't bump TF2's maxplayers to 34 now did you?
> >> > >
> >> > > Please tell me you didn't.
> >> > >
> >> > > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
> >> > > >
> >> > > > Nope - just fixed it.   This will go out with the next update.
> >> > > > Thanks
> >> > for
> >> > > > the heads up!
> >> > > >
> >> > > > -Jon
> >> > > >
> >> > >
> >> > >
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> >> > > archives, please visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> > >
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> >
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread Eric Riemers

I though 31 was the max but i believe its changed:
From their website: Increasing the max player count above 24 will incur a
matchmaking scorking penalty, but will not disqualify you from the list

Still awaiting on the change they will allow nocrits servers to just be
able to get players too, although with a penalty (but i would be fine with
that)

On Thu, 25 Aug 2011 14:23:21 +0300, ics  wrote:
> Good point. There's a lot of servers that have more slots as intended.
> 
>  However, if maxplayers now is 34 while replay and stv is enabled at the
>  same time, does it affect matchmaking? Servers over 32 aren't receiving
>  any players so if these 2 are on, does the matchmaking count them as
extra
>  slots, result being 34 while only 32 are in use for real?
> 
> -ics
> 
> - Alkuperäinen viesti -
>> Any reason why 32+ slot servers aren't simply filtered out at the master
>> servers?
>> 
>> Saint K.
>> 
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
>> [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
>> dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
>> SourceTV and Replay
>> 
>> the extra slot for tv is already being used to host 33 slots servers
>> (teams of 16vs17 players)
>> what's stopping us from running more than 33 slots is a limit in the
>> client if they increase this limit to 34, we'll figure out a way to use
>> it
>> 
>> On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
>> wrote:
>> 
>> > Why not? Servers won't be able to use those 2 extra slots for players
>> > to join anyways (without a server side hack, that is)
>> > 
>> > 2011/8/25 John Schoenick :
>> > > You... didn't bump TF2's maxplayers to 34 now did you?
>> > > 
>> > > Please tell me you didn't.
>> > > 
>> > > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
>> > > > 
>> > > > Nope - just fixed it.   This will go out with the next update. 
>> > > > Thanks
>> > for
>> > > > the heads up!
>> > > > 
>> > > > -Jon
>> > > > 
>> > > 
>> > > 
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list
>> > > archives, please visit:
>> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> > > 
>> > 
>> > ___
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>> > please visit:
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>> > 
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread Mart-Jan Reeuwijk
If I remember correctly, 33 slots was a technical limit in the engine (and only 
doable with some tricks), having 34 would mean crashes (clients).


>
>From: ics 
>To: Half-Life dedicated Linux server mailing list 
>
>Sent: Thursday, 25 August 2011, 13:23
>Subject: Re: [hlds_linux] TF2: SourceTV and Replay
>
>Good point. There's a lot of servers that have more slots as intended.
>
>However, if maxplayers now is 34 while replay and stv is enabled at the same 
>time, does it affect matchmaking? Servers over 32 aren't receiving any players 
>so if these 2 are on, does the matchmaking count them as extra slots, result 
>being 34 while only 32 are in use for real?
>
>-ics
>
>- Alkuperäinen viesti -
>> Any reason why 32+ slot servers aren't simply filtered out at the master
>> servers?
>> 
>> Saint K.
>> 
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
>> [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
>> dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
>> SourceTV and Replay
>> 
>> the extra slot for tv is already being used to host 33 slots servers
>> (teams of 16vs17 players)
>> what's stopping us from running more than 33 slots is a limit in the
>> client if they increase this limit to 34, we'll figure out a way to use
>> it
>> 
>> On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
>> wrote:
>> 
>> > Why not? Servers won't be able to use those 2 extra slots for players
>> > to join anyways (without a server side hack, that is)
>> > 
>> > 2011/8/25 John Schoenick :
>> > > You... didn't bump TF2's maxplayers to 34 now did you?
>> > > 
>> > > Please tell me you didn't.
>> > > 
>> > > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
>> > > > 
>> > > > Nope - just fixed it.   This will go out with the next update. 
>> > > > Thanks
>> > for
>> > > > the heads up!
>> > > > 
>> > > > -Jon
>> > > > 
>> > > 
>> > > 
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list
>> > > archives, please visit:
>> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> > > 
>> > 
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> > 
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>> please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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>
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread ics
Good point. There's a lot of servers that have more slots as intended.

 However, if maxplayers now is 34 while replay and stv is enabled at the same 
time, does it affect matchmaking? Servers over 32 aren't receiving any players 
so if these 2 are on, does the matchmaking count them as extra slots, result 
being 34 while only 32 are in use for real?

-ics

- Alkuperäinen viesti -
> Any reason why 32+ slot servers aren't simply filtered out at the master
> servers?
> 
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com
> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
> [beretta.clau...@gmail.com] Sent: 25 August 2011 11:39 To: Half-Life
> dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2:
> SourceTV and Replay
> 
> the extra slot for tv is already being used to host 33 slots servers
> (teams of 16vs17 players)
> what's stopping us from running more than 33 slots is a limit in the
> client if they increase this limit to 34, we'll figure out a way to use
> it
> 
> On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
> wrote:
> 
> > Why not? Servers won't be able to use those 2 extra slots for players
> > to join anyways (without a server side hack, that is)
> > 
> > 2011/8/25 John Schoenick :
> > > You... didn't bump TF2's maxplayers to 34 now did you?
> > > 
> > > Please tell me you didn't.
> > > 
> > > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
> > > > 
> > > > Nope - just fixed it.   This will go out with the next update. 
> > > > Thanks
> > for
> > > > the heads up!
> > > > 
> > > > -Jon
> > > > 
> > > 
> > > 
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > 
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > 
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-25 Thread Saint K .
Any reason why 32+ slot servers aren't simply filtered out at the master 
servers?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta 
[beretta.clau...@gmail.com]
Sent: 25 August 2011 11:39
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: SourceTV and Replay

the extra slot for tv is already being used to host 33 slots servers (teams
of 16vs17 players)
what's stopping us from running more than 33 slots is a limit in the client
if they increase this limit to 34, we'll figure out a way to use it

On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
wrote:

> Why not? Servers won't be able to use those 2 extra slots for players
> to join anyways (without a server side hack, that is)
>
> 2011/8/25 John Schoenick :
> > You... didn't bump TF2's maxplayers to 34 now did you?
> >
> > Please tell me you didn't.
> >
> > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
> >>
> >> Nope - just fixed it.  This will go out with the next update.  Thanks
> for
> >> the heads up!
> >>
> >> -Jon
> >>
> >
> >
> > ___
> > 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: SourceTV and Replay

2011-08-25 Thread Claudio Beretta
the extra slot for tv is already being used to host 33 slots servers (teams
of 16vs17 players)
what's stopping us from running more than 33 slots is a limit in the client
if they increase this limit to 34, we'll figure out a way to use it

On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
wrote:

> Why not? Servers won't be able to use those 2 extra slots for players
> to join anyways (without a server side hack, that is)
>
> 2011/8/25 John Schoenick :
> > You... didn't bump TF2's maxplayers to 34 now did you?
> >
> > Please tell me you didn't.
> >
> > On 08/24/2011 04:05 PM, Jon Lippincott wrote:
> >>
> >> Nope - just fixed it.  This will go out with the next update.  Thanks
> for
> >> the heads up!
> >>
> >> -Jon
> >>
> >
> >
> > ___
> > 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: SourceTV and Replay

2011-08-25 Thread Drogen Viech
Why not? Servers won't be able to use those 2 extra slots for players
to join anyways (without a server side hack, that is)

2011/8/25 John Schoenick :
> You... didn't bump TF2's maxplayers to 34 now did you?
>
> Please tell me you didn't.
>
> On 08/24/2011 04:05 PM, Jon Lippincott wrote:
>>
>> Nope - just fixed it.  This will go out with the next update.  Thanks for
>> the heads up!
>>
>> -Jon
>>
>
>
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