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

2011-11-02 Thread coffee problem
Yeah, there appears to be a missing post now. But hey, what's to be
expected from operations that try to trick users?

On Thu, Nov 3, 2011 at 1:04 AM, Brian Simon wrote:

> I see no posts by any Lotusclan administrators in that thread you linked
> to. Also, did you know that Skial does not actually delete threads and ban
> users for talking about bots? There's really no credibility or proof behind
> either of your examples there.
>
> One more thing, Lotus Clan does not masquerade bots as players, just fyi
>
> On Wed, Nov 2, 2011 at 11:45 PM, coffee problem  >wrote:
>
> > Hey Fletcher, Thanks for your reply. I have much appreciation for Valve
> at
> > least saying this is wrong. When I've contacted admins for a few
> > communities, they said they would stop if Valve said to do so. This seems
> > to be a clear message to cease these activities.
> >
> > http://forums.gamingterritory.com/topic/15515-are-bots-really-necessary/
> >
> > There you go, LotusClan administration admitting they use these types of
> > misleading bots to pump up server stats because "they have to do it".
> > Please do what you guys need to do, since the reporting tool has yet to
> > lead to anything. Skial likes to delete all threads and ban users
> > associated with the discussion of their bots and misleading activities,
> so
> > not so much evidence there.. Yet.
> >
> > CP
> >
> >
> > On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
> > wrote:
> >
> > > This is a problem we're obviously aware of.  It's definitely not that
> we
> > > don't care.  However, it is essentially an arms race that is provably
> > > unwinnable by Valve.  Furthermore, any change we make in the name of
> > > security will almost certainly cause a disruption of legitimate
> service,
> > > due to bugs on our part, or usage cases we're just not aware of.  It
> is a
> > > classic conflict between security and accessibility.
> > >
> > > Hopefully those two reasons help explain our reluctance to address
> these
> > > sorts of problems through technology.  They will create an ongoing arms
> > > race, in which we can possibly limit this activity and make it harder,
> > but
> > > probably never eliminate it completely.  Furthermore, this benefit
> comes
> > at
> > > a cost of taking resources away from adding features and fixing bugs,
> and
> > > also disrupting legitimate users.
> > >
> > > When we can do simple and safe things to make it harder to do these
> sorts
> > > of things, we will.  We have some protocol changes that will make it
> > harder
> > > to do this sort of spoofing, which have been beta tested for some time
> > now.
> > >  We'll be rolling those out in the next couple of months.
> > >
> > > Crowdsourcing using the abuse reports helps us stay out of the arms
> race,
> > > and it's the safest and simplest way to deal with this problem and many
> > > others like it.
> > >
> > > Your humble servant,
> > > Fletch
> > >
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
> > Reeuwijk
> > > Sent: Wednesday, November 02, 2011 5:39 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
> > usage
> > > of player names/images
> > >
> > > there is some italian group that does that.
> > >
> > > they have dozens maybe even in the hundred of servers in server list,
> but
> > > all get redirected to 1 server. and those server report a variety of
> maps
> > > played, names in server lists etc. you click info, refresh, says for
> > > example dustbowl, and then join, get redirected to their server, with
> > bots,
> > > and another map then advertized in the server info. Its damn annoying.
> > And
> > > indeed, they change IP's a lot, to evade blacklisting.
> > >
> > >
> > > >
> > > >From: daniel jokiaho 
> > > >To: Half-Life dedicated Linux server mailing list <
> > > hlds_linux@list.valvesoftware.com>
> > > >Sent: Wednesday, 2 November 2011, 7:27
> > > >Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
> > > usage of player names/images
> > > >
> > > >what about servers on different ips and port that have exactly the
> same
> > > >players.
> > > >
> > > >I join server x. U join server y. And still we play against or with
> each
> > > >other :-(
> > > >On 2 Nov 2011 06:53, "msleeper"  wrote:
> > > >
> > > >> Are you sure they're not just adding more servers? Changing IPs is a
> > > >> server playerbase suicide as anyone who had it bookmarked won't be
> > > >> able to find it again. I suppose they could use those servers for
> > > >> redirects, but in theory that would get those IPs blacklisted pretty
> > > >> fast if Valve's scoring/reputation system is still in effect.
> > > >>
> > > >> On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter  >
> > > >> wrote:
> > > >> > The problem with blacklisting these servers is that they seem to
> 

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

2011-11-02 Thread Brian Simon
I see no posts by any Lotusclan administrators in that thread you linked
to. Also, did you know that Skial does not actually delete threads and ban
users for talking about bots? There's really no credibility or proof behind
either of your examples there.

One more thing, Lotus Clan does not masquerade bots as players, just fyi

On Wed, Nov 2, 2011 at 11:45 PM, coffee problem wrote:

> Hey Fletcher, Thanks for your reply. I have much appreciation for Valve at
> least saying this is wrong. When I've contacted admins for a few
> communities, they said they would stop if Valve said to do so. This seems
> to be a clear message to cease these activities.
>
> http://forums.gamingterritory.com/topic/15515-are-bots-really-necessary/
>
> There you go, LotusClan administration admitting they use these types of
> misleading bots to pump up server stats because "they have to do it".
> Please do what you guys need to do, since the reporting tool has yet to
> lead to anything. Skial likes to delete all threads and ban users
> associated with the discussion of their bots and misleading activities, so
> not so much evidence there.. Yet.
>
> CP
>
>
> On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
> wrote:
>
> > This is a problem we're obviously aware of.  It's definitely not that we
> > don't care.  However, it is essentially an arms race that is provably
> > unwinnable by Valve.  Furthermore, any change we make in the name of
> > security will almost certainly cause a disruption of legitimate service,
> > due to bugs on our part, or usage cases we're just not aware of.  It is a
> > classic conflict between security and accessibility.
> >
> > Hopefully those two reasons help explain our reluctance to address these
> > sorts of problems through technology.  They will create an ongoing arms
> > race, in which we can possibly limit this activity and make it harder,
> but
> > probably never eliminate it completely.  Furthermore, this benefit comes
> at
> > a cost of taking resources away from adding features and fixing bugs, and
> > also disrupting legitimate users.
> >
> > When we can do simple and safe things to make it harder to do these sorts
> > of things, we will.  We have some protocol changes that will make it
> harder
> > to do this sort of spoofing, which have been beta tested for some time
> now.
> >  We'll be rolling those out in the next couple of months.
> >
> > Crowdsourcing using the abuse reports helps us stay out of the arms race,
> > and it's the safest and simplest way to deal with this problem and many
> > others like it.
> >
> > Your humble servant,
> > Fletch
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
> Reeuwijk
> > Sent: Wednesday, November 02, 2011 5:39 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
> usage
> > of player names/images
> >
> > there is some italian group that does that.
> >
> > they have dozens maybe even in the hundred of servers in server list, but
> > all get redirected to 1 server. and those server report a variety of maps
> > played, names in server lists etc. you click info, refresh, says for
> > example dustbowl, and then join, get redirected to their server, with
> bots,
> > and another map then advertized in the server info. Its damn annoying.
> And
> > indeed, they change IP's a lot, to evade blacklisting.
> >
> >
> > >
> > >From: daniel jokiaho 
> > >To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > >Sent: Wednesday, 2 November 2011, 7:27
> > >Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
> > usage of player names/images
> > >
> > >what about servers on different ips and port that have exactly the same
> > >players.
> > >
> > >I join server x. U join server y. And still we play against or with each
> > >other :-(
> > >On 2 Nov 2011 06:53, "msleeper"  wrote:
> > >
> > >> Are you sure they're not just adding more servers? Changing IPs is a
> > >> server playerbase suicide as anyone who had it bookmarked won't be
> > >> able to find it again. I suppose they could use those servers for
> > >> redirects, but in theory that would get those IPs blacklisted pretty
> > >> fast if Valve's scoring/reputation system is still in effect.
> > >>
> > >> On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter 
> > >> wrote:
> > >> > The problem with blacklisting these servers is that they seem to
> show
> > up
> > >> a
> > >> > few weeks later with a new batch of ip addresses. Can't blacklist
> them
> > >> > effectively when they do that.
> > >> > On Nov 1, 2011 7:40 PM, "Robert Paulson" 
> > wrote:
> > >> >
> > >> >> It is very rude of you to repeatedly spam the mailing list to
> > pressure
> > >> >> Valve into doing whatever you want instead of working on crashes
> and
> > >> >> content.
> > >> >>
> >

Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread doc
http://pastebin.com/eAucgknp
Are there any bits of info I'm missing here? I keep getting "Connection
Reset"
Also, I'm using the -retry and -verify_all flags correctly, or no?

On Wed, Nov 2, 2011 at 5:57 PM, Frank  wrote:

> Yes I was seeing it too on a payload server I'm running... I'm running SM
> and updated game data to 1.5 latest dev and seems to have fixed - at least
> for now I hope.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
> Smith
> Sent: Wednesday, November 02, 2011 8:47 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
> I'm seeing an issue on my server where some players have their score wiped
> back to 0 in the middle of a game.  Haven't narrowed down the exact timing
> of when it happens yet.  Anyone else seeing this?
>
> On 11/2/2011 3:34 PM, Tony Paloma wrote:
> > Required updates for Team Fortress 2 are now available.  The specific
> changes include:
> >
> >
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> >
> > - Output of status command now includes public IP
> >
> > - Fixed playback for pre-Halloween demo recordings
> >
> >
> >
> > Team Fortress 2
> >
> > - Output of status command not includes registration status, including
> > any error message causing failure
> >
> > - Update the '_registered' server tag based on whether registration is
> > successful, not whether the registration convars are set
> >
> > - All registration related messages now go to the server log in
> > addition to the console
> >
> > - Fix response from cl_gameserver_reset_identity command to properly
> > format convar config lines
> >
> > - Added a taunt for the Tin Soldier set
> >
> > - Fixed the Soldier's melee dare response rule
> >
> > - MONOCULUS! HAS GROWN ANGRY
> >
> > - Updated the localization files
> >
> > Thanks,
> > Tony
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread coffee problem
Hey Fletcher, Thanks for your reply. I have much appreciation for Valve at
least saying this is wrong. When I've contacted admins for a few
communities, they said they would stop if Valve said to do so. This seems
to be a clear message to cease these activities.

http://forums.gamingterritory.com/topic/15515-are-bots-really-necessary/

There you go, LotusClan administration admitting they use these types of
misleading bots to pump up server stats because "they have to do it".
Please do what you guys need to do, since the reporting tool has yet to
lead to anything. Skial likes to delete all threads and ban users
associated with the discussion of their bots and misleading activities, so
not so much evidence there.. Yet.

CP


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

> This is a problem we're obviously aware of.  It's definitely not that we
> don't care.  However, it is essentially an arms race that is provably
> unwinnable by Valve.  Furthermore, any change we make in the name of
> security will almost certainly cause a disruption of legitimate service,
> due to bugs on our part, or usage cases we're just not aware of.  It is a
> classic conflict between security and accessibility.
>
> Hopefully those two reasons help explain our reluctance to address these
> sorts of problems through technology.  They will create an ongoing arms
> race, in which we can possibly limit this activity and make it harder, but
> probably never eliminate it completely.  Furthermore, this benefit comes at
> a cost of taking resources away from adding features and fixing bugs, and
> also disrupting legitimate users.
>
> When we can do simple and safe things to make it harder to do these sorts
> of things, we will.  We have some protocol changes that will make it harder
> to do this sort of spoofing, which have been beta tested for some time now.
>  We'll be rolling those out in the next couple of months.
>
> Crowdsourcing using the abuse reports helps us stay out of the arms race,
> and it's the safest and simplest way to deal with this problem and many
> others like it.
>
> Your humble servant,
> Fletch
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
> Sent: Wednesday, November 02, 2011 5:39 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage
> of player names/images
>
> there is some italian group that does that.
>
> they have dozens maybe even in the hundred of servers in server list, but
> all get redirected to 1 server. and those server report a variety of maps
> played, names in server lists etc. you click info, refresh, says for
> example dustbowl, and then join, get redirected to their server, with bots,
> and another map then advertized in the server info. Its damn annoying. And
> indeed, they change IP's a lot, to evade blacklisting.
>
>
> >
> >From: daniel jokiaho 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Wednesday, 2 November 2011, 7:27
> >Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing
> usage of player names/images
> >
> >what about servers on different ips and port that have exactly the same
> >players.
> >
> >I join server x. U join server y. And still we play against or with each
> >other :-(
> >On 2 Nov 2011 06:53, "msleeper"  wrote:
> >
> >> Are you sure they're not just adding more servers? Changing IPs is a
> >> server playerbase suicide as anyone who had it bookmarked won't be
> >> able to find it again. I suppose they could use those servers for
> >> redirects, but in theory that would get those IPs blacklisted pretty
> >> fast if Valve's scoring/reputation system is still in effect.
> >>
> >> On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter 
> >> wrote:
> >> > The problem with blacklisting these servers is that they seem to show
> up
> >> a
> >> > few weeks later with a new batch of ip addresses. Can't blacklist them
> >> > effectively when they do that.
> >> > On Nov 1, 2011 7:40 PM, "Robert Paulson" 
> wrote:
> >> >
> >> >> It is very rude of you to repeatedly spam the mailing list to
> pressure
> >> >> Valve into doing whatever you want instead of working on crashes and
> >> >> content.
> >> >>
> >> >> Valve has already put in a huge effort making these servers less
> >> prominent.
> >> >>
> >> >> - Blacklist
> >> >> - Quickplay
> >> >> - Reputation
> >> >>
> >> >> It isn't perfect but blacklisting takes care of the servers you don't
> >> like
> >> >> once you've spotted them. Quickplay and reputation filter most of the
> >> ones
> >> >> you haven't spotted yet. No one I know has any problems finding a
> server
> >> >> full of real players. Everyone I know just blacklists and move on.
> >> >>
> >> >> Server IPs do not change often since it costs money to buy new ones
> and
> >> you
> >> >> 

Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Frank
Yes I was seeing it too on a payload server I'm running... I'm running SM
and updated game data to 1.5 latest dev and seems to have fixed - at least
for now I hope.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: Wednesday, November 02, 2011 8:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

I'm seeing an issue on my server where some players have their score wiped
back to 0 in the middle of a game.  Haven't narrowed down the exact timing
of when it happens yet.  Anyone else seeing this?

On 11/2/2011 3:34 PM, Tony Paloma wrote:
> Required updates for Team Fortress 2 are now available.  The specific
changes include:
>
>
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>
> - Output of status command now includes public IP
>
> - Fixed playback for pre-Halloween demo recordings
>
>
>
> Team Fortress 2
>
> - Output of status command not includes registration status, including 
> any error message causing failure
>
> - Update the '_registered' server tag based on whether registration is 
> successful, not whether the registration convars are set
>
> - All registration related messages now go to the server log in 
> addition to the console
>
> - Fix response from cl_gameserver_reset_identity command to properly 
> format convar config lines
>
> - Added a taunt for the Tin Soldier set
>
> - Fixed the Soldier's melee dare response rule
>
> - MONOCULUS! HAS GROWN ANGRY
>
> - Updated the localization files
>
> Thanks,
> Tony
> ___
> 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] Team Fortress 2 Update Released

2011-11-02 Thread Russell Smith
I'm seeing an issue on my server where some players have their score 
wiped back to 0 in the middle of a game.  Haven't narrowed down the 
exact timing of when it happens yet.  Anyone else seeing this?


On 11/2/2011 3:34 PM, Tony Paloma wrote:

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



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including any 
error message causing failure

- Update the '_registered' server tag based on whether registration is 
successful, not whether the registration convars are set

- All registration related messages now go to the server log in addition to the 
console

- Fix response from cl_gameserver_reset_identity command to properly format 
convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
___
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visit:
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Nicholas Hastings
That build just never finished because the Windows build VM needs a 
kick. The updater, however, is able to get the gamedata as soon as it's 
in the repository regardless, not having to wait for builds.


In the case of this update, as well as /most/, base plugins that ship 
with SM will not cause a crash on start after updates. The exception is 
when certain engine interfaces change in certain ways, MM:S or SM will 
indeed fail. In those cases, new binaries are usually needed anyway.


On 11/2/2011 8:08 PM, DontWannaName! wrote:

I wasnt positive that the 1.4 branch had the latest gamedata change. It
didnt compile the build that 1.5 is on for Windows. However, it cant auto
update the gamedata if the server doesnt start. :(

On Wed, Nov 2, 2011 at 5:03 PM, Nicholas Hastings
wrote:


I would recommend against running the dev branch unless you have a
compelling reason to.

The last two stable releases, 1.3.8 and 1.4.0 (as well as stable branch
snapshots 1.3.9-dev and 1.4.1-dev) were set to push updated 'gamedata'
files the moment the update went live. Dev snapshots do not have that
feature.


On 11/2/2011 8:00 PM, DontWannaName! wrote:


Had to update to SM 1.5 otherwise it crashed. I remember when SM was just
1.0 :P

On Wed, Nov 2, 2011 at 4:56 PM, Eli Witt   wrote:

  Working fine here.

On Wed, Nov 2, 2011 at 7:55 PM, doc   wrote:

  Is anyone else crashing? It doesn't get too far past the boot (without

mods) before crashing and attempting to restart.

On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
**wrote:

  Right, currently it is only fetched at login time.

-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.com[mailto:
hlds_linux-bounces@list.**valvesoftware.com]
On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano


wrote:
Is there any hope that in the future a non-premium account will be

able

to

register a game server?

Thanks!

On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
**wrote:

  You select which account to get a new identity (password) for.  The

command has the basic context sensitive help to explain it.

-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.com[mailto:
hlds_linux-bounces@list.**valvesoftware.com]
On Behalf Of Ross


Bemrose

Sent: Wednesday, November 02, 2011 3:54 PM

To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:


Oops, that should read

- Output of status command *NOW* includes registration status,


including

any error message causing failure

I believe that it should now be abundantly clear when you are


successfully registered, and when that state changes.  if you see


any

brokenness in the registration system, please let me know.  This

event

is

the first of hopefully more privileges associated with server
registration.
  We want it to work reliably and we apologize for some flakiness
this

past

week.

Also, if you suspect funky characters in your identity are causing


complications, use the cl_gameserver_reset_identity command on the


client
to get a new one.  We've changed the identity generation to use a
really

restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


From: 
hlds-bounces@list.**valvesoftware.com[mailto:


hlds-bounces@list.**valvesoftware.com]
On Behalf Of Tony Paloma


Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com;


hlds_linux@list.valvesoftware.**com

;


hlds_announce@list.**valvesoftware.com

Subject: [hlds] Team Fortress 2 Update Released


Required updates for Team Fortress 2 are now available.  The


specific

changes include:


Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status,


including

any error message causing failure

- Update the '_registered' server tag based on whether


registration

is


successful, not whether the registration convars are set

- All registration related messages now go to the server log in


addition

to the console

- Fix response from cl_gameserver_reset_identity command to


properly

format convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
__**_
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archives,

please visit:

Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread DontWannaName!
I wasnt positive that the 1.4 branch had the latest gamedata change. It
didnt compile the build that 1.5 is on for Windows. However, it cant auto
update the gamedata if the server doesnt start. :(

On Wed, Nov 2, 2011 at 5:03 PM, Nicholas Hastings
wrote:

> I would recommend against running the dev branch unless you have a
> compelling reason to.
>
> The last two stable releases, 1.3.8 and 1.4.0 (as well as stable branch
> snapshots 1.3.9-dev and 1.4.1-dev) were set to push updated 'gamedata'
> files the moment the update went live. Dev snapshots do not have that
> feature.
>
>
> On 11/2/2011 8:00 PM, DontWannaName! wrote:
>
>> Had to update to SM 1.5 otherwise it crashed. I remember when SM was just
>> 1.0 :P
>>
>> On Wed, Nov 2, 2011 at 4:56 PM, Eli Witt  wrote:
>>
>>  Working fine here.
>>>
>>> On Wed, Nov 2, 2011 at 7:55 PM, doc  wrote:
>>>
>>>  Is anyone else crashing? It doesn't get too far past the boot (without
 mods) before crashing and attempting to restart.

 On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
 **wrote:

  Right, currently it is only fetched at login time.
>
> -Original Message-
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> hlds_linux-bounces@list.**valvesoftware.com]
> On Behalf Of msleeper
> Sent: Wednesday, November 02, 2011 4:08 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
> Would it be possible to add the trending status to the status command
> output? Or is that only calculated once when the server first starts?
>
> On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano
>
 wrote:
>>>
 Is there any hope that in the future a non-premium account will be
>>
> able
>>>
 to
>
>> register a game server?
>>
>> Thanks!
>>
>> On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
>> **wrote:
>>
>>  You select which account to get a new identity (password) for.  The
>>> command has the basic context sensitive help to explain it.
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@list.**valvesoftware.com]
>>> On Behalf Of Ross
>>>
>> Bemrose
>>>
 Sent: Wednesday, November 02, 2011 3:54 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>>>
>>> Will that reset all identities, or can we choose which one to reset?
>>>
>>> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
>>>
 Oops, that should read

 - Output of status command *NOW* includes registration status,

>>> including
>
>> any error message causing failure
>>>
 I believe that it should now be abundantly clear when you are

>>> successfully registered, and when that state changes.  if you see
>>>
>> any
>>>
 brokenness in the registration system, please let me know.  This
>>>
>> event
>>>
 is
>
>> the first of hopefully more privileges associated with server
>>>
>> registration.
>
>>  We want it to work reliably and we apologize for some flakiness
>>>
>> this
>>>
 past
>
>> week.
>>>
 Also, if you suspect funky characters in your identity are causing

>>> complications, use the cl_gameserver_reset_identity command on the
>>>
>> client
>
>> to get a new one.  We've changed the identity generation to use a
>>>
>> really

> restricted character set.
>>>
 A few servers will probably notice that they have been banned.

 Your humble servant,
 Fletch


 From: 
 hlds-bounces@list.**valvesoftware.com[mailto:

>>> hlds-bounces@list.**valvesoftware.com]
>>> On Behalf Of Tony Paloma
>>>
 Sent: Wednesday, November 02, 2011 3:35 PM
 To: h...@list.valvesoftware.com;

>>> hlds_linux@list.valvesoftware.**com
>>> ;
>>>
 hlds_announce@list.**valvesoftware.com
>>>
 Subject: [hlds] Team Fortress 2 Update Released


 Required updates for Team Fortress 2 are now available.  The

>>> specific

> changes include:
>>>


 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Output of status command now includes public IP

 - Fixed playback for pre-Halloween demo recordings



 Team Fortress 2

 - Output of status command not includes registration status,

>>> including

> any error message causing failure
>>>
 - Update the '_registered' server tag based on whether

>>> registration
>>>
 is

> successful, not whether the regis

Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Nicholas Hastings
I would recommend against running the dev branch unless you have a 
compelling reason to.


The last two stable releases, 1.3.8 and 1.4.0 (as well as stable branch 
snapshots 1.3.9-dev and 1.4.1-dev) were set to push updated 'gamedata' 
files the moment the update went live. Dev snapshots do not have that 
feature.


On 11/2/2011 8:00 PM, DontWannaName! wrote:

Had to update to SM 1.5 otherwise it crashed. I remember when SM was just
1.0 :P

On Wed, Nov 2, 2011 at 4:56 PM, Eli Witt  wrote:


Working fine here.

On Wed, Nov 2, 2011 at 7:55 PM, doc  wrote:


Is anyone else crashing? It doesn't get too far past the boot (without
mods) before crashing and attempting to restart.

On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
wrote:


Right, currently it is only fetched at login time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano

wrote:

Is there any hope that in the future a non-premium account will be

able

to

register a game server?

Thanks!

On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
wrote:


You select which account to get a new identity (password) for.  The
command has the basic context sensitive help to explain it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross

Bemrose

Sent: Wednesday, November 02, 2011 3:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:

Oops, that should read

- Output of status command *NOW* includes registration status,

including

any error message causing failure

I believe that it should now be abundantly clear when you are

successfully registered, and when that state changes.  if you see

any

brokenness in the registration system, please let me know.  This

event

is

the first of hopefully more privileges associated with server

registration.

  We want it to work reliably and we apologize for some flakiness

this

past

week.

Also, if you suspect funky characters in your identity are causing

complications, use the cl_gameserver_reset_identity command on the

client

to get a new one.  We've changed the identity generation to use a

really

restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


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

hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma

Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com;

hlds_linux@list.valvesoftware.com;

hlds_annou...@list.valvesoftware.com

Subject: [hlds] Team Fortress 2 Update Released


Required updates for Team Fortress 2 are now available.  The

specific

changes include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status,

including

any error message causing failure

- Update the '_registered' server tag based on whether

registration

is

successful, not whether the registration convars are set

- All registration related messages now go to the server log in

addition

to the console

- Fix response from cl_gameserver_reset_identity command to

properly

format convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
___
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Ross Bemrose

SM 1.4 was released just last week...

On 11/2/2011 8:00 PM, DontWannaName! wrote:

Had to update to SM 1.5 otherwise it crashed. I remember when SM was just
1.0 :P

On Wed, Nov 2, 2011 at 4:56 PM, Eli Witt  wrote:


Working fine here.

On Wed, Nov 2, 2011 at 7:55 PM, doc  wrote:


Is anyone else crashing? It doesn't get too far past the boot (without
mods) before crashing and attempting to restart.

On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
wrote:


Right, currently it is only fetched at login time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano

wrote:

Is there any hope that in the future a non-premium account will be

able

to

register a game server?

Thanks!

On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
wrote:


You select which account to get a new identity (password) for.  The
command has the basic context sensitive help to explain it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross

Bemrose

Sent: Wednesday, November 02, 2011 3:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:

Oops, that should read

- Output of status command *NOW* includes registration status,

including

any error message causing failure

I believe that it should now be abundantly clear when you are

successfully registered, and when that state changes.  if you see

any

brokenness in the registration system, please let me know.  This

event

is

the first of hopefully more privileges associated with server

registration.

  We want it to work reliably and we apologize for some flakiness

this

past

week.

Also, if you suspect funky characters in your identity are causing

complications, use the cl_gameserver_reset_identity command on the

client

to get a new one.  We've changed the identity generation to use a

really

restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


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

hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma

Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com;

hlds_linux@list.valvesoftware.com;

hlds_annou...@list.valvesoftware.com

Subject: [hlds] Team Fortress 2 Update Released


Required updates for Team Fortress 2 are now available.  The

specific

changes include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status,

including

any error message causing failure

- Update the '_registered' server tag based on whether

registration

is

successful, not whether the registration convars are set

- All registration related messages now go to the server log in

addition

to the console

- Fix response from cl_gameserver_reset_identity command to

properly

format convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
___
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread DontWannaName!
Had to update to SM 1.5 otherwise it crashed. I remember when SM was just
1.0 :P

On Wed, Nov 2, 2011 at 4:56 PM, Eli Witt  wrote:

> Working fine here.
>
> On Wed, Nov 2, 2011 at 7:55 PM, doc  wrote:
>
> > Is anyone else crashing? It doesn't get too far past the boot (without
> > mods) before crashing and attempting to restart.
> >
> > On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
> > wrote:
> >
> > > Right, currently it is only fetched at login time.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
> > > Sent: Wednesday, November 02, 2011 4:08 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Team Fortress 2 Update Released
> > >
> > > Would it be possible to add the trending status to the status command
> > > output? Or is that only calculated once when the server first starts?
> > >
> > > On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano 
> wrote:
> > > > Is there any hope that in the future a non-premium account will be
> able
> > > to
> > > > register a game server?
> > > >
> > > > Thanks!
> > > >
> > > > On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
> > > > wrote:
> > > >
> > > >> You select which account to get a new identity (password) for.  The
> > > >> command has the basic context sensitive help to explain it.
> > > >>
> > > >> -Original Message-
> > > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross
> Bemrose
> > > >> Sent: Wednesday, November 02, 2011 3:54 PM
> > > >> To: Half-Life dedicated Linux server mailing list
> > > >> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
> > > >>
> > > >> Will that reset all identities, or can we choose which one to reset?
> > > >>
> > > >> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
> > > >> > Oops, that should read
> > > >> >
> > > >> > - Output of status command *NOW* includes registration status,
> > > including
> > > >> any error message causing failure
> > > >> >
> > > >> > I believe that it should now be abundantly clear when you are
> > > >> successfully registered, and when that state changes.  if you see
> any
> > > >> brokenness in the registration system, please let me know.  This
> event
> > > is
> > > >> the first of hopefully more privileges associated with server
> > > registration.
> > > >>  We want it to work reliably and we apologize for some flakiness
> this
> > > past
> > > >> week.
> > > >> >
> > > >> > Also, if you suspect funky characters in your identity are causing
> > > >> complications, use the cl_gameserver_reset_identity command on the
> > > client
> > > >> to get a new one.  We've changed the identity generation to use a
> > really
> > > >> restricted character set.
> > > >> >
> > > >> > A few servers will probably notice that they have been banned.
> > > >> >
> > > >> > Your humble servant,
> > > >> > Fletch
> > > >> >
> > > >> >
> > > >> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > >> hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> > > >> > Sent: Wednesday, November 02, 2011 3:35 PM
> > > >> > To: h...@list.valvesoftware.com;
> hlds_linux@list.valvesoftware.com;
> > > >> hlds_annou...@list.valvesoftware.com
> > > >> > Subject: [hlds] Team Fortress 2 Update Released
> > > >> >
> > > >> >
> > > >> > Required updates for Team Fortress 2 are now available.  The
> > specific
> > > >> changes include:
> > > >> >
> > > >> >
> > > >> >
> > > >> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > > >> >
> > > >> > - Output of status command now includes public IP
> > > >> >
> > > >> > - Fixed playback for pre-Halloween demo recordings
> > > >> >
> > > >> >
> > > >> >
> > > >> > Team Fortress 2
> > > >> >
> > > >> > - Output of status command not includes registration status,
> > including
> > > >> any error message causing failure
> > > >> >
> > > >> > - Update the '_registered' server tag based on whether
> registration
> > is
> > > >> successful, not whether the registration convars are set
> > > >> >
> > > >> > - All registration related messages now go to the server log in
> > > addition
> > > >> to the console
> > > >> >
> > > >> > - Fix response from cl_gameserver_reset_identity command to
> properly
> > > >> format convar config lines
> > > >> >
> > > >> > - Added a taunt for the Tin Soldier set
> > > >> >
> > > >> > - Fixed the Soldier's melee dare response rule
> > > >> >
> > > >> > - MONOCULUS! HAS GROWN ANGRY
> > > >> >
> > > >> > - Updated the localization files
> > > >> >
> > > >> > Thanks,
> > > >> > Tony
> > > >> > ___
> > > >> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >> please visit:
> > > >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >>
> > > >>
> > > >> ___
> > > >> To unsubscribe

Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Nicholas Hastings
That's typically a symptom of (unintentionally) lying about "no mods" or 
just not getting the full update (maybe just engine or just server 
downloaded). Try downloading again or with -verify_all.


On 11/2/2011 7:55 PM, doc wrote:

Is anyone else crashing? It doesn't get too far past the boot (without
mods) before crashing and attempting to restart.

On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
wrote:


Right, currently it is only fetched at login time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano  wrote:

Is there any hope that in the future a non-premium account will be able

to

register a game server?

Thanks!

On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
wrote:


You select which account to get a new identity (password) for.  The
command has the basic context sensitive help to explain it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, November 02, 2011 3:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:

Oops, that should read

- Output of status command *NOW* includes registration status,

including

any error message causing failure

I believe that it should now be abundantly clear when you are

successfully registered, and when that state changes.  if you see any
brokenness in the registration system, please let me know.  This event

is

the first of hopefully more privileges associated with server

registration.

  We want it to work reliably and we apologize for some flakiness this

past

week.

Also, if you suspect funky characters in your identity are causing

complications, use the cl_gameserver_reset_identity command on the

client

to get a new one.  We've changed the identity generation to use a really
restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


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

hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma

Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;

hlds_annou...@list.valvesoftware.com

Subject: [hlds] Team Fortress 2 Update Released


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

changes include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including

any error message causing failure

- Update the '_registered' server tag based on whether registration is

successful, not whether the registration convars are set

- All registration related messages now go to the server log in

addition

to the console

- Fix response from cl_gameserver_reset_identity command to properly

format convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
___
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please visit:

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Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-02 Thread DontWannaName!
Yes, this would be helpful. Instead I was forced to create a script to
invite users on request.

A feature to let admins open the overlay instead of the MOTD window would
also be helpful. It is more robust and doesnt interfere with the game as
much. Players can open and close it without losing the page. However, thats
up for abuse, but nothing that cant be reported.

On Wed, Nov 2, 2011 at 3:42 PM, Valentin G. wrote:

> This would be an absolutely great addition.
>
> On Wed, Nov 2, 2011 at 10:15 PM, Fletcher Dunn
>  wrote:
> > Sounds like a good idea.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
> > Sent: Wednesday, November 02, 2011 2:14 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la
> L4D2
> >
> > Great idea. It'd definitely help new servers more easily gain a following
> > and do a better job of integrating users into the communities of their
> > favorite servers.
> > On Nov 2, 2011 2:07 PM, "msleeper"  wrote:
> >
> >> So ics just mentioned this in another thread, and we were talking
> >> about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
> >> I'd like to separate it into a new thread since it's not related to
> >> the thread it was posting in:
> >>
> >> Fletcher / Valve - I think all of us would love some sort of method
> >> similar to L4D2 for players on the server to be able to join a set
> >> Steam Group from within-game. I'm kind of surprised this hasn't
> >> already been done already, but that (and the MOTD server banner) were
> >> my 2 favorite things about running L4D / L4D2 servers. I loved that
> >> players had instant and direct access to joining the server's steam
> >> group, for those players who enjoyed being there and wanted to be
> >> apart.
> >>
> >> Blacklisting and reporting and so on are great for removing bad
> >> servers. But it would be awesome if some tools could be added on the
> >> other end of the scale, to allow players to add servers they enjoy
> >> playing at. There's already the "add to favorites" pop-up when you
> >> leave a server, perhaps add that option there? Or something on the
> >> scoreboard when you're in spectator mode? Or the MOTD as well?
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Eli Witt
Working fine here.

On Wed, Nov 2, 2011 at 7:55 PM, doc  wrote:

> Is anyone else crashing? It doesn't get too far past the boot (without
> mods) before crashing and attempting to restart.
>
> On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
> wrote:
>
> > Right, currently it is only fetched at login time.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
> > Sent: Wednesday, November 02, 2011 4:08 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Team Fortress 2 Update Released
> >
> > Would it be possible to add the trending status to the status command
> > output? Or is that only calculated once when the server first starts?
> >
> > On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano  wrote:
> > > Is there any hope that in the future a non-premium account will be able
> > to
> > > register a game server?
> > >
> > > Thanks!
> > >
> > > On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
> > > wrote:
> > >
> > >> You select which account to get a new identity (password) for.  The
> > >> command has the basic context sensitive help to explain it.
> > >>
> > >> -Original Message-
> > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> > >> Sent: Wednesday, November 02, 2011 3:54 PM
> > >> To: Half-Life dedicated Linux server mailing list
> > >> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
> > >>
> > >> Will that reset all identities, or can we choose which one to reset?
> > >>
> > >> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
> > >> > Oops, that should read
> > >> >
> > >> > - Output of status command *NOW* includes registration status,
> > including
> > >> any error message causing failure
> > >> >
> > >> > I believe that it should now be abundantly clear when you are
> > >> successfully registered, and when that state changes.  if you see any
> > >> brokenness in the registration system, please let me know.  This event
> > is
> > >> the first of hopefully more privileges associated with server
> > registration.
> > >>  We want it to work reliably and we apologize for some flakiness this
> > past
> > >> week.
> > >> >
> > >> > Also, if you suspect funky characters in your identity are causing
> > >> complications, use the cl_gameserver_reset_identity command on the
> > client
> > >> to get a new one.  We've changed the identity generation to use a
> really
> > >> restricted character set.
> > >> >
> > >> > A few servers will probably notice that they have been banned.
> > >> >
> > >> > Your humble servant,
> > >> > Fletch
> > >> >
> > >> >
> > >> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > >> hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> > >> > Sent: Wednesday, November 02, 2011 3:35 PM
> > >> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
> > >> hlds_annou...@list.valvesoftware.com
> > >> > Subject: [hlds] Team Fortress 2 Update Released
> > >> >
> > >> >
> > >> > Required updates for Team Fortress 2 are now available.  The
> specific
> > >> changes include:
> > >> >
> > >> >
> > >> >
> > >> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > >> >
> > >> > - Output of status command now includes public IP
> > >> >
> > >> > - Fixed playback for pre-Halloween demo recordings
> > >> >
> > >> >
> > >> >
> > >> > Team Fortress 2
> > >> >
> > >> > - Output of status command not includes registration status,
> including
> > >> any error message causing failure
> > >> >
> > >> > - Update the '_registered' server tag based on whether registration
> is
> > >> successful, not whether the registration convars are set
> > >> >
> > >> > - All registration related messages now go to the server log in
> > addition
> > >> to the console
> > >> >
> > >> > - Fix response from cl_gameserver_reset_identity command to properly
> > >> format convar config lines
> > >> >
> > >> > - Added a taunt for the Tin Soldier set
> > >> >
> > >> > - Fixed the Soldier's melee dare response rule
> > >> >
> > >> > - MONOCULUS! HAS GROWN ANGRY
> > >> >
> > >> > - Updated the localization files
> > >> >
> > >> > Thanks,
> > >> > Tony
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > > __

Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread doc
Is anyone else crashing? It doesn't get too far past the boot (without
mods) before crashing and attempting to restart.

On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
wrote:

> Right, currently it is only fetched at login time.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Wednesday, November 02, 2011 4:08 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
> Would it be possible to add the trending status to the status command
> output? Or is that only calculated once when the server first starts?
>
> On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano  wrote:
> > Is there any hope that in the future a non-premium account will be able
> to
> > register a game server?
> >
> > Thanks!
> >
> > On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
> > wrote:
> >
> >> You select which account to get a new identity (password) for.  The
> >> command has the basic context sensitive help to explain it.
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> >> Sent: Wednesday, November 02, 2011 3:54 PM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
> >>
> >> Will that reset all identities, or can we choose which one to reset?
> >>
> >> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
> >> > Oops, that should read
> >> >
> >> > - Output of status command *NOW* includes registration status,
> including
> >> any error message causing failure
> >> >
> >> > I believe that it should now be abundantly clear when you are
> >> successfully registered, and when that state changes.  if you see any
> >> brokenness in the registration system, please let me know.  This event
> is
> >> the first of hopefully more privileges associated with server
> registration.
> >>  We want it to work reliably and we apologize for some flakiness this
> past
> >> week.
> >> >
> >> > Also, if you suspect funky characters in your identity are causing
> >> complications, use the cl_gameserver_reset_identity command on the
> client
> >> to get a new one.  We've changed the identity generation to use a really
> >> restricted character set.
> >> >
> >> > A few servers will probably notice that they have been banned.
> >> >
> >> > Your humble servant,
> >> > Fletch
> >> >
> >> >
> >> > From: hlds-boun...@list.valvesoftware.com [mailto:
> >> hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> >> > Sent: Wednesday, November 02, 2011 3:35 PM
> >> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
> >> hlds_annou...@list.valvesoftware.com
> >> > Subject: [hlds] Team Fortress 2 Update Released
> >> >
> >> >
> >> > Required updates for Team Fortress 2 are now available.  The specific
> >> changes include:
> >> >
> >> >
> >> >
> >> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> >> >
> >> > - Output of status command now includes public IP
> >> >
> >> > - Fixed playback for pre-Halloween demo recordings
> >> >
> >> >
> >> >
> >> > Team Fortress 2
> >> >
> >> > - Output of status command not includes registration status, including
> >> any error message causing failure
> >> >
> >> > - Update the '_registered' server tag based on whether registration is
> >> successful, not whether the registration convars are set
> >> >
> >> > - All registration related messages now go to the server log in
> addition
> >> to the console
> >> >
> >> > - Fix response from cl_gameserver_reset_identity command to properly
> >> format convar config lines
> >> >
> >> > - Added a taunt for the Tin Soldier set
> >> >
> >> > - Fixed the Soldier's melee dare response rule
> >> >
> >> > - MONOCULUS! HAS GROWN ANGRY
> >> >
> >> > - Updated the localization files
> >> >
> >> > Thanks,
> >> > Tony
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valveso

Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Fletcher Dunn
Right, currently it is only fetched at login time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano  wrote:
> Is there any hope that in the future a non-premium account will be able to
> register a game server?
>
> Thanks!
>
> On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
> wrote:
>
>> You select which account to get a new identity (password) for.  The
>> command has the basic context sensitive help to explain it.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
>> Sent: Wednesday, November 02, 2011 3:54 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>>
>> Will that reset all identities, or can we choose which one to reset?
>>
>> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
>> > Oops, that should read
>> >
>> > - Output of status command *NOW* includes registration status, including
>> any error message causing failure
>> >
>> > I believe that it should now be abundantly clear when you are
>> successfully registered, and when that state changes.  if you see any
>> brokenness in the registration system, please let me know.  This event is
>> the first of hopefully more privileges associated with server registration.
>>  We want it to work reliably and we apologize for some flakiness this past
>> week.
>> >
>> > Also, if you suspect funky characters in your identity are causing
>> complications, use the cl_gameserver_reset_identity command on the client
>> to get a new one.  We've changed the identity generation to use a really
>> restricted character set.
>> >
>> > A few servers will probably notice that they have been banned.
>> >
>> > Your humble servant,
>> > Fletch
>> >
>> >
>> > From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>> > Sent: Wednesday, November 02, 2011 3:35 PM
>> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
>> hlds_annou...@list.valvesoftware.com
>> > Subject: [hlds] Team Fortress 2 Update Released
>> >
>> >
>> > Required updates for Team Fortress 2 are now available.  The specific
>> changes include:
>> >
>> >
>> >
>> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>> >
>> > - Output of status command now includes public IP
>> >
>> > - Fixed playback for pre-Halloween demo recordings
>> >
>> >
>> >
>> > Team Fortress 2
>> >
>> > - Output of status command not includes registration status, including
>> any error message causing failure
>> >
>> > - Update the '_registered' server tag based on whether registration is
>> successful, not whether the registration convars are set
>> >
>> > - All registration related messages now go to the server log in addition
>> to the console
>> >
>> > - Fix response from cl_gameserver_reset_identity command to properly
>> format convar config lines
>> >
>> > - Added a taunt for the Tin Soldier set
>> >
>> > - Fixed the Soldier's melee dare response rule
>> >
>> > - MONOCULUS! HAS GROWN ANGRY
>> >
>> > - Updated the localization files
>> >
>> > Thanks,
>> > Tony
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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___
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visit:
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Fletcher Dunn
Sorry, you'll have to restart your server.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
bottige...@gmail.com
Sent: Wednesday, November 02, 2011 4:13 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

How do I log in again?

I reset my token after seeing this: "not logged in  (Incorrect
identity token)", but it hasn't reconnected by itself.

On Wed, Nov 2, 2011 at 4:07 PM, msleeper  wrote:
> Would it be possible to add the trending status to the status command
> output? Or is that only calculated once when the server first starts?
>
> On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano  wrote:
>> Is there any hope that in the future a non-premium account will be able to
>> register a game server?
>>
>> Thanks!
>>
>> On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
>> wrote:
>>
>>> You select which account to get a new identity (password) for.  The
>>> command has the basic context sensitive help to explain it.
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
>>> Sent: Wednesday, November 02, 2011 3:54 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>>>
>>> Will that reset all identities, or can we choose which one to reset?
>>>
>>> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
>>> > Oops, that should read
>>> >
>>> > - Output of status command *NOW* includes registration status, including
>>> any error message causing failure
>>> >
>>> > I believe that it should now be abundantly clear when you are
>>> successfully registered, and when that state changes.  if you see any
>>> brokenness in the registration system, please let me know.  This event is
>>> the first of hopefully more privileges associated with server registration.
>>>  We want it to work reliably and we apologize for some flakiness this past
>>> week.
>>> >
>>> > Also, if you suspect funky characters in your identity are causing
>>> complications, use the cl_gameserver_reset_identity command on the client
>>> to get a new one.  We've changed the identity generation to use a really
>>> restricted character set.
>>> >
>>> > A few servers will probably notice that they have been banned.
>>> >
>>> > Your humble servant,
>>> > Fletch
>>> >
>>> >
>>> > From: hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>>> > Sent: Wednesday, November 02, 2011 3:35 PM
>>> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
>>> hlds_annou...@list.valvesoftware.com
>>> > Subject: [hlds] Team Fortress 2 Update Released
>>> >
>>> >
>>> > Required updates for Team Fortress 2 are now available.  The specific
>>> changes include:
>>> >
>>> >
>>> >
>>> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>>> >
>>> > - Output of status command now includes public IP
>>> >
>>> > - Fixed playback for pre-Halloween demo recordings
>>> >
>>> >
>>> >
>>> > Team Fortress 2
>>> >
>>> > - Output of status command not includes registration status, including
>>> any error message causing failure
>>> >
>>> > - Update the '_registered' server tag based on whether registration is
>>> successful, not whether the registration convars are set
>>> >
>>> > - All registration related messages now go to the server log in addition
>>> to the console
>>> >
>>> > - Fix response from cl_gameserver_reset_identity command to properly
>>> format convar config lines
>>> >
>>> > - Added a taunt for the Tin Soldier set
>>> >
>>> > - Fixed the Soldier's melee dare response rule
>>> >
>>> > - MONOCULUS! HAS GROWN ANGRY
>>> >
>>> > - Updated the localization files
>>> >
>>> > Thanks,
>>> > Tony
>>> > ___
>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

___
To unsubscribe, edit you

Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread bottige...@gmail.com
How do I log in again?

I reset my token after seeing this: "not logged in  (Incorrect
identity token)", but it hasn't reconnected by itself.

On Wed, Nov 2, 2011 at 4:07 PM, msleeper  wrote:
> Would it be possible to add the trending status to the status command
> output? Or is that only calculated once when the server first starts?
>
> On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano  wrote:
>> Is there any hope that in the future a non-premium account will be able to
>> register a game server?
>>
>> Thanks!
>>
>> On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
>> wrote:
>>
>>> You select which account to get a new identity (password) for.  The
>>> command has the basic context sensitive help to explain it.
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
>>> Sent: Wednesday, November 02, 2011 3:54 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>>>
>>> Will that reset all identities, or can we choose which one to reset?
>>>
>>> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
>>> > Oops, that should read
>>> >
>>> > - Output of status command *NOW* includes registration status, including
>>> any error message causing failure
>>> >
>>> > I believe that it should now be abundantly clear when you are
>>> successfully registered, and when that state changes.  if you see any
>>> brokenness in the registration system, please let me know.  This event is
>>> the first of hopefully more privileges associated with server registration.
>>>  We want it to work reliably and we apologize for some flakiness this past
>>> week.
>>> >
>>> > Also, if you suspect funky characters in your identity are causing
>>> complications, use the cl_gameserver_reset_identity command on the client
>>> to get a new one.  We've changed the identity generation to use a really
>>> restricted character set.
>>> >
>>> > A few servers will probably notice that they have been banned.
>>> >
>>> > Your humble servant,
>>> > Fletch
>>> >
>>> >
>>> > From: hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>>> > Sent: Wednesday, November 02, 2011 3:35 PM
>>> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
>>> hlds_annou...@list.valvesoftware.com
>>> > Subject: [hlds] Team Fortress 2 Update Released
>>> >
>>> >
>>> > Required updates for Team Fortress 2 are now available.  The specific
>>> changes include:
>>> >
>>> >
>>> >
>>> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>>> >
>>> > - Output of status command now includes public IP
>>> >
>>> > - Fixed playback for pre-Halloween demo recordings
>>> >
>>> >
>>> >
>>> > Team Fortress 2
>>> >
>>> > - Output of status command not includes registration status, including
>>> any error message causing failure
>>> >
>>> > - Update the '_registered' server tag based on whether registration is
>>> successful, not whether the registration convars are set
>>> >
>>> > - All registration related messages now go to the server log in addition
>>> to the console
>>> >
>>> > - Fix response from cl_gameserver_reset_identity command to properly
>>> format convar config lines
>>> >
>>> > - Added a taunt for the Tin Soldier set
>>> >
>>> > - Fixed the Soldier's melee dare response rule
>>> >
>>> > - MONOCULUS! HAS GROWN ANGRY
>>> >
>>> > - Updated the localization files
>>> >
>>> > Thanks,
>>> > Tony
>>> > ___
>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
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>>> please visit:
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>>>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread msleeper
Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Miano  wrote:
> Is there any hope that in the future a non-premium account will be able to
> register a game server?
>
> Thanks!
>
> On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
> wrote:
>
>> You select which account to get a new identity (password) for.  The
>> command has the basic context sensitive help to explain it.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
>> Sent: Wednesday, November 02, 2011 3:54 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>>
>> Will that reset all identities, or can we choose which one to reset?
>>
>> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
>> > Oops, that should read
>> >
>> > - Output of status command *NOW* includes registration status, including
>> any error message causing failure
>> >
>> > I believe that it should now be abundantly clear when you are
>> successfully registered, and when that state changes.  if you see any
>> brokenness in the registration system, please let me know.  This event is
>> the first of hopefully more privileges associated with server registration.
>>  We want it to work reliably and we apologize for some flakiness this past
>> week.
>> >
>> > Also, if you suspect funky characters in your identity are causing
>> complications, use the cl_gameserver_reset_identity command on the client
>> to get a new one.  We've changed the identity generation to use a really
>> restricted character set.
>> >
>> > A few servers will probably notice that they have been banned.
>> >
>> > Your humble servant,
>> > Fletch
>> >
>> >
>> > From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>> > Sent: Wednesday, November 02, 2011 3:35 PM
>> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
>> hlds_annou...@list.valvesoftware.com
>> > Subject: [hlds] Team Fortress 2 Update Released
>> >
>> >
>> > Required updates for Team Fortress 2 are now available.  The specific
>> changes include:
>> >
>> >
>> >
>> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>> >
>> > - Output of status command now includes public IP
>> >
>> > - Fixed playback for pre-Halloween demo recordings
>> >
>> >
>> >
>> > Team Fortress 2
>> >
>> > - Output of status command not includes registration status, including
>> any error message causing failure
>> >
>> > - Update the '_registered' server tag based on whether registration is
>> successful, not whether the registration convars are set
>> >
>> > - All registration related messages now go to the server log in addition
>> to the console
>> >
>> > - Fix response from cl_gameserver_reset_identity command to properly
>> format convar config lines
>> >
>> > - Added a taunt for the Tin Soldier set
>> >
>> > - Fixed the Soldier's melee dare response rule
>> >
>> > - MONOCULUS! HAS GROWN ANGRY
>> >
>> > - Updated the localization files
>> >
>> > Thanks,
>> > Tony
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
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>> please visit:
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Steven Miano
Is there any hope that in the future a non-premium account will be able to
register a game server?

Thanks!

On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
wrote:

> You select which account to get a new identity (password) for.  The
> command has the basic context sensitive help to explain it.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> Sent: Wednesday, November 02, 2011 3:54 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
> Will that reset all identities, or can we choose which one to reset?
>
> On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
> > Oops, that should read
> >
> > - Output of status command *NOW* includes registration status, including
> any error message causing failure
> >
> > I believe that it should now be abundantly clear when you are
> successfully registered, and when that state changes.  if you see any
> brokenness in the registration system, please let me know.  This event is
> the first of hopefully more privileges associated with server registration.
>  We want it to work reliably and we apologize for some flakiness this past
> week.
> >
> > Also, if you suspect funky characters in your identity are causing
> complications, use the cl_gameserver_reset_identity command on the client
> to get a new one.  We've changed the identity generation to use a really
> restricted character set.
> >
> > A few servers will probably notice that they have been banned.
> >
> > Your humble servant,
> > Fletch
> >
> >
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> > Sent: Wednesday, November 02, 2011 3:35 PM
> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Subject: [hlds] Team Fortress 2 Update Released
> >
> >
> > Required updates for Team Fortress 2 are now available.  The specific
> changes include:
> >
> >
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> >
> > - Output of status command now includes public IP
> >
> > - Fixed playback for pre-Halloween demo recordings
> >
> >
> >
> > Team Fortress 2
> >
> > - Output of status command not includes registration status, including
> any error message causing failure
> >
> > - Update the '_registered' server tag based on whether registration is
> successful, not whether the registration convars are set
> >
> > - All registration related messages now go to the server log in addition
> to the console
> >
> > - Fix response from cl_gameserver_reset_identity command to properly
> format convar config lines
> >
> > - Added a taunt for the Tin Soldier set
> >
> > - Fixed the Soldier's melee dare response rule
> >
> > - MONOCULUS! HAS GROWN ANGRY
> >
> > - Updated the localization files
> >
> > Thanks,
> > Tony
> > ___
> > 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] Team Fortress 2 Update Released

2011-11-02 Thread Fletcher Dunn
You select which account to get a new identity (password) for.  The command has 
the basic context sensitive help to explain it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, November 02, 2011 3:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:
> Oops, that should read
>
> - Output of status command *NOW* includes registration status, including any 
> error message causing failure
>
> I believe that it should now be abundantly clear when you are successfully 
> registered, and when that state changes.  if you see any brokenness in the 
> registration system, please let me know.  This event is the first of 
> hopefully more privileges associated with server registration.  We want it to 
> work reliably and we apologize for some flakiness this past week.
>
> Also, if you suspect funky characters in your identity are causing 
> complications, use the cl_gameserver_reset_identity command on the client to 
> get a new one.  We've changed the identity generation to use a really 
> restricted character set.
>
> A few servers will probably notice that they have been banned.
>
> Your humble servant,
> Fletch
>
>
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> Sent: Wednesday, November 02, 2011 3:35 PM
> To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds] Team Fortress 2 Update Released
>
>
> Required updates for Team Fortress 2 are now available.  The specific changes 
> include:
>
>
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>
> - Output of status command now includes public IP
>
> - Fixed playback for pre-Halloween demo recordings
>
>
>
> Team Fortress 2
>
> - Output of status command not includes registration status, including any 
> error message causing failure
>
> - Update the '_registered' server tag based on whether registration is 
> successful, not whether the registration convars are set
>
> - All registration related messages now go to the server log in addition to 
> the console
>
> - Fix response from cl_gameserver_reset_identity command to properly format 
> convar config lines
>
> - Added a taunt for the Tin Soldier set
>
> - Fixed the Soldier's melee dare response rule
>
> - MONOCULUS! HAS GROWN ANGRY
>
> - Updated the localization files
>
> Thanks,
> Tony
> ___
> 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] Team Fortress 2 Update Released

2011-11-02 Thread Ross Bemrose

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:

Oops, that should read

- Output of status command *NOW* includes registration status, including any 
error message causing failure

I believe that it should now be abundantly clear when you are successfully 
registered, and when that state changes.  if you see any brokenness in the 
registration system, please let me know.  This event is the first of hopefully 
more privileges associated with server registration.  We want it to work 
reliably and we apologize for some flakiness this past week.

Also, if you suspect funky characters in your identity are causing 
complications, use the cl_gameserver_reset_identity command on the client to 
get a new one.  We've changed the identity generation to use a really 
restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Released


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



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including any 
error message causing failure

- Update the '_registered' server tag based on whether registration is 
successful, not whether the registration convars are set

- All registration related messages now go to the server log in addition to the 
console

- Fix response from cl_gameserver_reset_identity command to properly format 
convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Fletcher Dunn
Oops, that should read

- Output of status command *NOW* includes registration status, including any 
error message causing failure

I believe that it should now be abundantly clear when you are successfully 
registered, and when that state changes.  if you see any brokenness in the 
registration system, please let me know.  This event is the first of hopefully 
more privileges associated with server registration.  We want it to work 
reliably and we apologize for some flakiness this past week.

Also, if you suspect funky characters in your identity are causing 
complications, use the cl_gameserver_reset_identity command on the client to 
get a new one.  We've changed the identity generation to use a really 
restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Released


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



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including any 
error message causing failure

- Update the '_registered' server tag based on whether registration is 
successful, not whether the registration convars are set

- All registration related messages now go to the server log in addition to the 
console

- Fix response from cl_gameserver_reset_identity command to properly format 
convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
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Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-02 Thread Valentin G.
This would be an absolutely great addition.

On Wed, Nov 2, 2011 at 10:15 PM, Fletcher Dunn
 wrote:
> Sounds like a good idea.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
> Sent: Wednesday, November 02, 2011 2:14 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2
>
> Great idea. It'd definitely help new servers more easily gain a following
> and do a better job of integrating users into the communities of their
> favorite servers.
> On Nov 2, 2011 2:07 PM, "msleeper"  wrote:
>
>> So ics just mentioned this in another thread, and we were talking
>> about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
>> I'd like to separate it into a new thread since it's not related to
>> the thread it was posting in:
>>
>> Fletcher / Valve - I think all of us would love some sort of method
>> similar to L4D2 for players on the server to be able to join a set
>> Steam Group from within-game. I'm kind of surprised this hasn't
>> already been done already, but that (and the MOTD server banner) were
>> my 2 favorite things about running L4D / L4D2 servers. I loved that
>> players had instant and direct access to joining the server's steam
>> group, for those players who enjoyed being there and wanted to be
>> apart.
>>
>> Blacklisting and reporting and so on are great for removing bad
>> servers. But it would be awesome if some tools could be added on the
>> other end of the scale, to allow players to add servers they enjoy
>> playing at. There's already the "add to favorites" pop-up when you
>> leave a server, perhaps add that option there? Or something on the
>> scoreboard when you're in spectator mode? Or the MOTD as well?
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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[hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Tony Paloma
Required updates for Team Fortress 2 are now available.  The specific changes 
include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including any 
error message causing failure

- Update the '_registered' server tag based on whether registration is 
successful, not whether the registration convars are set

- All registration related messages now go to the server log in addition to the 
console

- Fix response from cl_gameserver_reset_identity command to properly format 
convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

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

2011-11-02 Thread Robert Paulson
It isn't hard to get 10-20 different ips to connect with. VPNs are cheap.
For the big pay-to-win servers, they are making too much money to not
bother setting up multiple instances on a virtual machine and automatically
connecting and disconnecting them through Autoit, entirely bypassing the
dangers of tampering with the client you allude to.

Banning IPs as you mentioned would end up getting Internet Cafes and people
with shared connections unjustly banned. Since you probably live in the US
you are most likely unaware that large amounts of players in Asia share IPs.

I wonder why no one here has discussed my solutions. Perhaps my original
post was too long and no one bothered to read it all.

1. Allowing players the option to select only Valve Quickplay servers would
end the player complaints for those that cannot tolerate any modifications.

2. Having a rating system for premium users would put the decision of
connecting on the user, where it belongs.

Both these solutions are modification agnostic, and prevent Valve from
being burdened with additional abuse.



On Wed, Nov 2, 2011 at 2:42 PM, John Schoenick wrote:

> I get what you're saying, but there's a difference between magic bullets
> and leaving the door unlocked. If you needed to setup 31 F2P accounts, get
> multiple IPs to avoid super-easy abuse detection, and use an external tool
> to have them all auth into your server (which is VAC bannable) it'd be a
> hell of a lot more involved than typing 'fake players' into a sourcemod
> plugin search and copying the first result into your server folder.
>
> - Neph
>
>
> On 11/02/2011 01:59 PM, Fletcher Dunn wrote:
>
>> That doesn't really work.  I don't want to get into the details on this
>> public forum, but I can guarantee that the result of what you describe is
>> that the problem would just be escalated higher, meaning more convincing
>> bots with avatars, with valid steam accounts that are logged into steam,
>> etc.  A few weeks (or maybe even a few days) later, we'd have the same
>> problem, only the avatars would be fixed and it would be even harder for a
>> human to recognize them.  This is exactly what I meant by an arms race.  We
>> would spend all that time, and maybe some people decided it was too much
>> effort for them, but likely many would still continue to do it.
>>
>> The delusion that the problem is trivial or that there is magic bullet is
>> only enabled by ignorance of what people are able to and the lengths they
>> go to do this sort of thing.
>>
>> - Fletch
>>
>> From: John Schoenick 
>> [mailto:john@pointysoftware.**net
>> ]
>> Sent: Wednesday, November 02, 2011 1:48 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Cc: Rob Liu; Fletcher Dunn
>> Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots,
>> infringing usage of player names/images
>>
>> Missing avatars is a big clue. Hit steam overlay ->  recent players or
>> whatever, if they don't show up there, they're not actually in the server.
>>
>> All steam needs to do is keep clients updated on steamIDs auth'd with a
>> server. TF2 could then just label steamIDs that are being shown on the
>> scoreboard but not present according to steam as bots. It could evenly
>> passively report this discrepancy via the abuse system.
>>
>> It's hardly unwinnable, it just requires adding some more capabilities to
>> steam. Ideally, we'd just get our server lists from there and not trust
>> servers to be honest.
>>
>> - Neph
>>
>> On 11/02/2011 01:42 PM, Rob Liu wrote:
>> Can anyone share some tips on identify those "spoof" server?  There are a
>> few servers I know that's doing it, but they're hiding it so well. it's
>> really hard to tell they're using bots.
>> On Thu, Nov 3, 2011 at 9:24 AM, Fletcher Dunn> com 
>> >
>>  wrote:
>> The abuse reporting system has only been live a total of 4 days.  Give it
>> some time.  There are no plans to give any (non-Valve) entity any special
>> route to get their claims of abuse escalated more quickly.
>>
>> There are still simple things we can do to increase player awareness of
>> this functionality, and we are working on them.
>>
>> Give it a couple of weeks or so.  We'll see how much data we get back
>> from players, and how effective the system is at curbing these sorts of
>> problems.
>>
>> Your humble servant,
>> Fletch
>>
>> -Original Message-
>> From: 
>> hlds-bounces@list.**valvesoftware.com
>> > **>  
>> [mailto:hlds-bounces@list.**valvesoftware.com
>> > **>] On Behalf Of msleeper
>> Sent: Wednesday, November 02, 2011 12:45 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots,
>> infringing usage of player names/images
>>
>> Fletcher - Is there someone we can report blatantly, aggressively
>> abusive servers to in an attempt to escalate the worst offenders to
>> huma

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

2011-11-02 Thread Chefe
But pls, only the average of more then, maybe 50 ratings, then it would
be helpfull, i agree.

Am 02.11.2011 23:07, schrieb dmex:
> @Fletch
>
> I was thinking about how the ability to rate servers on the server browser
> would be a really good way of raising awareness. You could then allow the
> user to directly filter the rating of servers they wish to play on while
> also allowing them to weed out the 'bad" servers in a much quicker way.
> Having it readily available on the server browser would also encourage its
> continued usage.
>
> Sourceforge has had a similar system for about two years and has worked
> really well, for example towards the end of each project page they show the
> percentage of positive vs negative feedback and the amount of
> recommendations and the users comment about the software:
> http://sourceforge.net/projects/processhacker/ (Shameless plug since I am
> one of the developers on this project :P), You can easily see both the
> positive and negative feedback and get a general idea quickly if its
> reputable and I think having stars or a % rating on the server browser
> would go a very long way of allowing the community itself to manage and
> judge a server than what the report tool is doing now.
>
> Something like 1-5 stars and maybe a comment about the rating, It could
> also be linked to that server/s associated Steam Group (right-click the
> server on the server browser > View Steam Group) and allow the user to view
> the ratings from other users and their comments. I think it would negate
> the need for any Valve (Human?) intervention, give users a powerful and
> more visible feedback mechanism while also guiding new users towards more
> reputable servers for a better (5 star?) gaming experience. ;)
>
> Is this something that could be considered down the road at some stage?
>
> On Thu, Nov 3, 2011 at 4:24 AM, Fletcher Dunn
> wrote:
>
>> The abuse reporting system has only been live a total of 4 days.  Give it
>> some time.  There are no plans to give any (non-Valve) entity any special
>> route to get their claims of abuse escalated more quickly.
>>
>> There are still simple things we can do to increase player awareness of
>> this functionality, and we are working on them.
>>
>> Give it a couple of weeks or so.  We'll see how much data we get back from
>> players, and how effective the system is at curbing these sorts of problems.
>>
>> Your humble servant,
>> Fletch
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>> Sent: Wednesday, November 02, 2011 12:45 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots,
>> infringing usage of player names/images
>>
>> Fletcher - Is there someone we can report blatantly, aggressively
>> abusive servers to in an attempt to escalate the worst offenders to
>> human intervention? I don't think any of us here are expecting a
>> flawless programmatic solution to the issue of Bad Servers, nor would
>> we expect Valve staff to spend paid manhours joining and checking
>> servers instead of working on much more important tasks, but as
>> someone else said, the 1% worst offenders are "too big to fail" and
>> seem to be falling through the cracks in your automated systems. The
>> reporting tool sounds like a great solution, but my immediate concern
>> is that it might not pan out like you (and us server ops) are hoping
>> since the vast majority of players probably aren't even aware of such
>> problems.
>>
>> On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
>>  wrote:
>>> This is a problem we're obviously aware of.  It's definitely not that we
>> don't care.  However, it is essentially an arms race that is provably
>> unwinnable by Valve.  Furthermore, any change we make in the name of
>> security will almost certainly cause a disruption of legitimate service,
>> due to bugs on our part, or usage cases we're just not aware of.  It is a
>> classic conflict between security and accessibility.
>>> Hopefully those two reasons help explain our reluctance to address these
>> sorts of problems through technology.  They will create an ongoing arms
>> race, in which we can possibly limit this activity and make it harder, but
>> probably never eliminate it completely.  Furthermore, this benefit comes at
>> a cost of taking resources away from adding features and fixing bugs, and
>> also disrupting legitimate users.
>>> When we can do simple and safe things to make it harder to do these
>> sorts of things, we will.  We have some protocol changes that will make it
>> harder to do this sort of spoofing, which have been beta tested for some
>> time now.  We'll be rolling those out in the next couple of months.
>>> Crowdsourcing using the abuse reports helps us stay out of the arms
>> race, and it's the safest and simplest way to deal with this problem and
>> many others like it.
>>> Your humble ser

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

2011-11-02 Thread dmex
@Fletch

I was thinking about how the ability to rate servers on the server browser
would be a really good way of raising awareness. You could then allow the
user to directly filter the rating of servers they wish to play on while
also allowing them to weed out the 'bad" servers in a much quicker way.
Having it readily available on the server browser would also encourage its
continued usage.

Sourceforge has had a similar system for about two years and has worked
really well, for example towards the end of each project page they show the
percentage of positive vs negative feedback and the amount of
recommendations and the users comment about the software:
http://sourceforge.net/projects/processhacker/ (Shameless plug since I am
one of the developers on this project :P), You can easily see both the
positive and negative feedback and get a general idea quickly if its
reputable and I think having stars or a % rating on the server browser
would go a very long way of allowing the community itself to manage and
judge a server than what the report tool is doing now.

Something like 1-5 stars and maybe a comment about the rating, It could
also be linked to that server/s associated Steam Group (right-click the
server on the server browser > View Steam Group) and allow the user to view
the ratings from other users and their comments. I think it would negate
the need for any Valve (Human?) intervention, give users a powerful and
more visible feedback mechanism while also guiding new users towards more
reputable servers for a better (5 star?) gaming experience. ;)

Is this something that could be considered down the road at some stage?

On Thu, Nov 3, 2011 at 4:24 AM, Fletcher Dunn
wrote:

> The abuse reporting system has only been live a total of 4 days.  Give it
> some time.  There are no plans to give any (non-Valve) entity any special
> route to get their claims of abuse escalated more quickly.
>
> There are still simple things we can do to increase player awareness of
> this functionality, and we are working on them.
>
> Give it a couple of weeks or so.  We'll see how much data we get back from
> players, and how effective the system is at curbing these sorts of problems.
>
> Your humble servant,
> Fletch
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Wednesday, November 02, 2011 12:45 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots,
> infringing usage of player names/images
>
> Fletcher - Is there someone we can report blatantly, aggressively
> abusive servers to in an attempt to escalate the worst offenders to
> human intervention? I don't think any of us here are expecting a
> flawless programmatic solution to the issue of Bad Servers, nor would
> we expect Valve staff to spend paid manhours joining and checking
> servers instead of working on much more important tasks, but as
> someone else said, the 1% worst offenders are "too big to fail" and
> seem to be falling through the cracks in your automated systems. The
> reporting tool sounds like a great solution, but my immediate concern
> is that it might not pan out like you (and us server ops) are hoping
> since the vast majority of players probably aren't even aware of such
> problems.
>
> On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
>  wrote:
> > This is a problem we're obviously aware of.  It's definitely not that we
> don't care.  However, it is essentially an arms race that is provably
> unwinnable by Valve.  Furthermore, any change we make in the name of
> security will almost certainly cause a disruption of legitimate service,
> due to bugs on our part, or usage cases we're just not aware of.  It is a
> classic conflict between security and accessibility.
> >
> > Hopefully those two reasons help explain our reluctance to address these
> sorts of problems through technology.  They will create an ongoing arms
> race, in which we can possibly limit this activity and make it harder, but
> probably never eliminate it completely.  Furthermore, this benefit comes at
> a cost of taking resources away from adding features and fixing bugs, and
> also disrupting legitimate users.
> >
> > When we can do simple and safe things to make it harder to do these
> sorts of things, we will.  We have some protocol changes that will make it
> harder to do this sort of spoofing, which have been beta tested for some
> time now.  We'll be rolling those out in the next couple of months.
> >
> > Crowdsourcing using the abuse reports helps us stay out of the arms
> race, and it's the safest and simplest way to deal with this problem and
> many others like it.
> >
> > Your humble servant,
> > Fletch
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
> > Sent: Wednesday, November 02

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

2011-11-02 Thread John Schoenick
I get what you're saying, but there's a difference between magic bullets 
and leaving the door unlocked. If you needed to setup 31 F2P accounts, 
get multiple IPs to avoid super-easy abuse detection, and use an 
external tool to have them all auth into your server (which is VAC 
bannable) it'd be a hell of a lot more involved than typing 'fake 
players' into a sourcemod plugin search and copying the first result 
into your server folder.


- Neph

On 11/02/2011 01:59 PM, Fletcher Dunn wrote:

That doesn't really work.  I don't want to get into the details on this public 
forum, but I can guarantee that the result of what you describe is that the 
problem would just be escalated higher, meaning more convincing bots with 
avatars, with valid steam accounts that are logged into steam, etc.  A few 
weeks (or maybe even a few days) later, we'd have the same problem, only the 
avatars would be fixed and it would be even harder for a human to recognize 
them.  This is exactly what I meant by an arms race.  We would spend all that 
time, and maybe some people decided it was too much effort for them, but likely 
many would still continue to do it.

The delusion that the problem is trivial or that there is magic bullet is only 
enabled by ignorance of what people are able to and the lengths they go to do 
this sort of thing.

- Fletch

From: John Schoenick [mailto:j...@pointysoftware.net]
Sent: Wednesday, November 02, 2011 1:48 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Rob Liu; Fletcher Dunn
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

Missing avatars is a big clue. Hit steam overlay ->  recent players or 
whatever, if they don't show up there, they're not actually in the server.

All steam needs to do is keep clients updated on steamIDs auth'd with a server. 
TF2 could then just label steamIDs that are being shown on the scoreboard but 
not present according to steam as bots. It could evenly passively report this 
discrepancy via the abuse system.

It's hardly unwinnable, it just requires adding some more capabilities to 
steam. Ideally, we'd just get our server lists from there and not trust servers 
to be honest.

- Neph

On 11/02/2011 01:42 PM, Rob Liu wrote:
Can anyone share some tips on identify those "spoof" server?  There are a few 
servers I know that's doing it, but they're hiding it so well. it's really hard to tell 
they're using bots.
On Thu, Nov 3, 2011 at 9:24 AM, Fletcher 
Dunnmailto:fletch...@valvesoftware.com>>  wrote:
The abuse reporting system has only been live a total of 4 days.  Give it some 
time.  There are no plans to give any (non-Valve) entity any special route to 
get their claims of abuse escalated more quickly.

There are still simple things we can do to increase player awareness of this 
functionality, and we are working on them.

Give it a couple of weeks or so.  We'll see how much data we get back from 
players, and how effective the system is at curbing these sorts of problems.

Your humble servant,
Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
 
[mailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 12:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

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

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
mailto:fletch...@valvesoftware.com>>  wrote:

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

Hopefully those two reasons help explain our reluctance to address these sorts 
of problems through technology.  They will create an ongoing arms race, in 
which we can possibly limit this activity and make it harder, but probably 
never eli

Re: [hlds_linux] Steam Updater Bug

2011-11-02 Thread Russell Smith
Deleting the ClientRegistry.blob file in the ~/.steam folder did the 
trick.  Thanks Eric.


On 11/2/2011 1:20 PM, Eric Riemers wrote:

(this is of the list)

But just to double check, is this is a fresh install of your o.s.? Did you
remove the clientregistry in your ~/.steam directory too? I also have a
~/Steam folder in my home folder for instance.. try deleting that too..
(this used to help people) assuming you tried something similar though.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: woensdag 2 november 2011 21:10
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam Updater Bug

Is anyone looking into this?  I know I'm not the only one having this issue
as evident by these threads:
http://forums.alliedmods.net/showthread.php?t=171079
http://forums.steamgames.com/forums/showthread.php?t=2148484

To add to my previous email, the updater isn't creating an orangebox
directory at all, but rather putting tf/bin/hl2 directories in the same
directory as the steam executable (or wherever you point to with the -dir
parameter).  Perhaps with the CSS folder restructuring that went on recently
something got messed up on the TF2 side as well.

There's also no srcds_linux file downloaded, only srcds_amd, srcds_i486, and
srcds_i686.  I'm assuming srcds_linux first appeared with the OB Linux
Dedicated Server and this is why the file isn't being grabbed currently by
the updater.

I downloaded the Windows server file and it seems like everything is
downloading into the appropriate folders.  So, this appears to be a Linux
only issue.

Russell

On 11/2/2011 1:56 AM, Russell Smith wrote:

I'm trying to do a clean install of srcds for TF2 on my Debian 6.0
box.  Running:
./steam -command update -game tf -dir .

On running srcds_run I get a seg fault immediately and noticed that
./steam -command version yields:
Bootstrapper version: 45
Versions installed in '.':
 Linux Source HLDS: 98
 Base Source Shared Materials: 8
 Base Source Shared Models: 4
 Base Source Shared Sounds: 4
 Team Fortress 2 Content: 290
 Team Fortress 2 Materials: 145

So it's not grabbing the OB Linux Dedicated Server files, just the old
pre-OB server files.  -verify_all doesn't fix this.  Did the tf2
requirement of the OB Linux Dedicated Server get lost on the update
server?

Russell

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

2011-11-02 Thread Daniel Nilsson

what game supports abuse report. And where do i find it.

ics skrev 2011-11-02 22:00:
As in relation to this, putting good servers off from bad servers 
would be made easier if players would be more tied to certain 
communities that they play on. Some use the inviter bot crap but how 
about adding L4D2 style button to motd "join this server's Steamgroup" 
? It would do no harm to anyone and could be usefull.


Also having the report option on the "blacklist this server" window 
that you get if you soon after joining disconnect from the gameserver. 
It would raise more awareness of the report fuction.


-ics

2.11.2011 22:24, Fletcher Dunn kirjoitti:
The abuse reporting system has only been live a total of 4 days.  
Give it some time.  There are no plans to give any (non-Valve) entity 
any special route to get their claims of abuse escalated more quickly.


There are still simple things we can do to increase player awareness 
of this functionality, and we are working on them.


Give it a couple of weeks or so.  We'll see how much data we get back 
from players, and how effective the system is at curbing these sorts 
of problems.


Your humble servant,
Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper

Sent: Wednesday, November 02, 2011 12:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, 
infringing usage of player names/images


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

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
  wrote:
This is a problem we're obviously aware of.  It's definitely not 
that we don't care.  However, it is essentially an arms race that is 
provably unwinnable by Valve.  Furthermore, any change we make in 
the name of security will almost certainly cause a disruption of 
legitimate service, due to bugs on our part, or usage cases we're 
just not aware of.  It is a classic conflict between security and 
accessibility.


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


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


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


Your humble servant,
Fletch


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
Mart-Jan Reeuwijk

Sent: Wednesday, November 02, 2011 5:39 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images


there is some italian group that does that.

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





From: daniel jokiaho
To: Half-Life dedicated Linux server mailing 
list

Sent: Wednesday, 2 November 2011, 7:27
Subject: Re: [hlds_linux] Fake clients, misreported bots, 
infringing usage of player names/images


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

players.

I join server x. U join server y. And still we play against or with 
each

other :-(
On 2 Nov 2011 06:53, "msleeper"  wrote:


Are you sure they're not just adding more servers? Changing IPs

Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-02 Thread Fletcher Dunn
Sounds like a good idea.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
Sent: Wednesday, November 02, 2011 2:14 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

Great idea. It'd definitely help new servers more easily gain a following
and do a better job of integrating users into the communities of their
favorite servers.
On Nov 2, 2011 2:07 PM, "msleeper"  wrote:

> So ics just mentioned this in another thread, and we were talking
> about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
> I'd like to separate it into a new thread since it's not related to
> the thread it was posting in:
>
> Fletcher / Valve - I think all of us would love some sort of method
> similar to L4D2 for players on the server to be able to join a set
> Steam Group from within-game. I'm kind of surprised this hasn't
> already been done already, but that (and the MOTD server banner) were
> my 2 favorite things about running L4D / L4D2 servers. I loved that
> players had instant and direct access to joining the server's steam
> group, for those players who enjoyed being there and wanted to be
> apart.
>
> Blacklisting and reporting and so on are great for removing bad
> servers. But it would be awesome if some tools could be added on the
> other end of the scale, to allow players to add servers they enjoy
> playing at. There's already the "add to favorites" pop-up when you
> leave a server, perhaps add that option there? Or something on the
> scoreboard when you're in spectator mode? Or the MOTD as well?
>
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Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-02 Thread Jeff Sugar
Great idea. It'd definitely help new servers more easily gain a following
and do a better job of integrating users into the communities of their
favorite servers.
On Nov 2, 2011 2:07 PM, "msleeper"  wrote:

> So ics just mentioned this in another thread, and we were talking
> about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
> I'd like to separate it into a new thread since it's not related to
> the thread it was posting in:
>
> Fletcher / Valve - I think all of us would love some sort of method
> similar to L4D2 for players on the server to be able to join a set
> Steam Group from within-game. I'm kind of surprised this hasn't
> already been done already, but that (and the MOTD server banner) were
> my 2 favorite things about running L4D / L4D2 servers. I loved that
> players had instant and direct access to joining the server's steam
> group, for those players who enjoyed being there and wanted to be
> apart.
>
> Blacklisting and reporting and so on are great for removing bad
> servers. But it would be awesome if some tools could be added on the
> other end of the scale, to allow players to add servers they enjoy
> playing at. There's already the "add to favorites" pop-up when you
> leave a server, perhaps add that option there? Or something on the
> scoreboard when you're in spectator mode? Or the MOTD as well?
>
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[hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-02 Thread msleeper
So ics just mentioned this in another thread, and we were talking
about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
I'd like to separate it into a new thread since it's not related to
the thread it was posting in:

Fletcher / Valve - I think all of us would love some sort of method
similar to L4D2 for players on the server to be able to join a set
Steam Group from within-game. I'm kind of surprised this hasn't
already been done already, but that (and the MOTD server banner) were
my 2 favorite things about running L4D / L4D2 servers. I loved that
players had instant and direct access to joining the server's steam
group, for those players who enjoyed being there and wanted to be
apart.

Blacklisting and reporting and so on are great for removing bad
servers. But it would be awesome if some tools could be added on the
other end of the scale, to allow players to add servers they enjoy
playing at. There's already the "add to favorites" pop-up when you
leave a server, perhaps add that option there? Or something on the
scoreboard when you're in spectator mode? Or the MOTD as well?

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

2011-11-02 Thread Fletcher Dunn
>Also having the report option on the "blacklist this server" window that 
>you get if you soon after joining disconnect from the gameserver. It 
>would raise more awareness of the report fuction.

That is one of the things we have on the list to help raise awareness and make 
the feature more accessible.

Your humble servant,
Fletch

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

2011-11-02 Thread ics
As in relation to this, putting good servers off from bad servers would 
be made easier if players would be more tied to certain communities that 
they play on. Some use the inviter bot crap but how about adding L4D2 
style button to motd "join this server's Steamgroup" ? It would do no 
harm to anyone and could be usefull.


Also having the report option on the "blacklist this server" window that 
you get if you soon after joining disconnect from the gameserver. It 
would raise more awareness of the report fuction.


-ics

2.11.2011 22:24, Fletcher Dunn kirjoitti:

The abuse reporting system has only been live a total of 4 days.  Give it some 
time.  There are no plans to give any (non-Valve) entity any special route to 
get their claims of abuse escalated more quickly.

There are still simple things we can do to increase player awareness of this 
functionality, and we are working on them.

Give it a couple of weeks or so.  We'll see how much data we get back from 
players, and how effective the system is at curbing these sorts of problems.

Your humble servant,
Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 12:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

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

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

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

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

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

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

Your humble servant,
Fletch


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

there is some italian group that does that.

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




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

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

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


Are you sure they're not just adding more servers? Changing IPs is a
server playerbase suicide as anyone who had it bookmarked won't be
able to find it again. I suppose th

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

2011-11-02 Thread Fletcher Dunn
That doesn't really work.  I don't want to get into the details on this public 
forum, but I can guarantee that the result of what you describe is that the 
problem would just be escalated higher, meaning more convincing bots with 
avatars, with valid steam accounts that are logged into steam, etc.  A few 
weeks (or maybe even a few days) later, we'd have the same problem, only the 
avatars would be fixed and it would be even harder for a human to recognize 
them.  This is exactly what I meant by an arms race.  We would spend all that 
time, and maybe some people decided it was too much effort for them, but likely 
many would still continue to do it.

The delusion that the problem is trivial or that there is magic bullet is only 
enabled by ignorance of what people are able to and the lengths they go to do 
this sort of thing.

- Fletch

From: John Schoenick [mailto:j...@pointysoftware.net]
Sent: Wednesday, November 02, 2011 1:48 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Rob Liu; Fletcher Dunn
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

Missing avatars is a big clue. Hit steam overlay -> recent players or whatever, 
if they don't show up there, they're not actually in the server.

All steam needs to do is keep clients updated on steamIDs auth'd with a server. 
TF2 could then just label steamIDs that are being shown on the scoreboard but 
not present according to steam as bots. It could evenly passively report this 
discrepancy via the abuse system.

It's hardly unwinnable, it just requires adding some more capabilities to 
steam. Ideally, we'd just get our server lists from there and not trust servers 
to be honest.

- Neph

On 11/02/2011 01:42 PM, Rob Liu wrote:
Can anyone share some tips on identify those "spoof" server?  There are a few 
servers I know that's doing it, but they're hiding it so well. it's really hard 
to tell they're using bots.
On Thu, Nov 3, 2011 at 9:24 AM, Fletcher Dunn 
mailto:fletch...@valvesoftware.com>> wrote:
The abuse reporting system has only been live a total of 4 days.  Give it some 
time.  There are no plans to give any (non-Valve) entity any special route to 
get their claims of abuse escalated more quickly.

There are still simple things we can do to increase player awareness of this 
functionality, and we are working on them.

Give it a couple of weeks or so.  We'll see how much data we get back from 
players, and how effective the system is at curbing these sorts of problems.

Your humble servant,
Fletch

-Original Message-
From: 
hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 12:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

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

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
mailto:fletch...@valvesoftware.com>> wrote:
> This is a problem we're obviously aware of.  It's definitely not that we 
> don't care.  However, it is essentially an arms race that is provably 
> unwinnable by Valve.  Furthermore, any change we make in the name of security 
> will almost certainly cause a disruption of legitimate service, due to bugs 
> on our part, or usage cases we're just not aware of.  It is a classic 
> conflict between security and accessibility.
>
> Hopefully those two reasons help explain our reluctance to address these 
> sorts of problems through technology.  They will create an ongoing arms race, 
> in which we can possibly limit this activity and make it harder, but probably 
> never eliminate it completely.  Furthermore, this benefit comes at a cost of 
> taking resources away from adding features and fixing bugs, and also 
> disrupting legitimate users.
>
> When we can do simple and safe things to make it harder to do these sorts of 
> things, we will.  We have some protocol changes that will make it harder to 
> do this sort of spoofing, which have been beta tested for some time now.  
> We'll be rolling those out in the next couple of months.
>
> Crowdsou

Re: [hlds_linux] Steam Updater Bug

2011-11-02 Thread Russell Smith
As I said, I tried the Windows hldsupdatetool.exe and it creates the 
orangebox directory structure as normal.  I didn't finish the download 
so I'm not sure if the correct OB server files download or not, but I 
assume they do.  It appears this is a Linux only issue.


On 11/2/2011 1:26 PM, Rikard Bremark wrote:
i am using this HldsUpdateTool.exe -command update -game "tf" 
-verify_all -retry -dir D:/srcds/27015

--
//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 2011-11-02 21:09, Russell Smith wrote:
Is anyone looking into this?  I know I'm not the only one having this 
issue as evident by these threads:

http://forums.alliedmods.net/showthread.php?t=171079
http://forums.steamgames.com/forums/showthread.php?t=2148484

To add to my previous email, the updater isn't creating an orangebox 
directory at all, but rather putting tf/bin/hl2 directories in the 
same directory as the steam executable (or wherever you point to with 
the -dir parameter).  Perhaps with the CSS folder restructuring that 
went on recently something got messed up on the TF2 side as well.


There's also no srcds_linux file downloaded, only srcds_amd, 
srcds_i486, and srcds_i686.  I'm assuming srcds_linux first appeared 
with the OB Linux Dedicated Server and this is why the file isn't 
being grabbed currently by the updater.


I downloaded the Windows server file and it seems like everything is 
downloading into the appropriate folders.  So, this appears to be a 
Linux only issue.


Russell

On 11/2/2011 1:56 AM, Russell Smith wrote:
I'm trying to do a clean install of srcds for TF2 on my Debian 6.0 
box.  Running:

./steam -command update -game tf -dir .

On running srcds_run I get a seg fault immediately and noticed that 
./steam -command version yields:

Bootstrapper version: 45
Versions installed in '.':
Linux Source HLDS: 98
Base Source Shared Materials: 8
Base Source Shared Models: 4
Base Source Shared Sounds: 4
Team Fortress 2 Content: 290
Team Fortress 2 Materials: 145

So it's not grabbing the OB Linux Dedicated Server files, just the 
old pre-OB server files.  -verify_all doesn't fix this.  Did the tf2 
requirement of the OB Linux Dedicated Server get lost on the update 
server?


Russell

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Re: [hlds_linux] Steam Updater Bug

2011-11-02 Thread Rikard Bremark
i am using this HldsUpdateTool.exe -command update -game "tf" 
-verify_all -retry -dir D:/srcds/27015

--
//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 2011-11-02 21:09, Russell Smith wrote:
Is anyone looking into this?  I know I'm not the only one having this 
issue as evident by these threads:

http://forums.alliedmods.net/showthread.php?t=171079
http://forums.steamgames.com/forums/showthread.php?t=2148484

To add to my previous email, the updater isn't creating an orangebox 
directory at all, but rather putting tf/bin/hl2 directories in the 
same directory as the steam executable (or wherever you point to with 
the -dir parameter).  Perhaps with the CSS folder restructuring that 
went on recently something got messed up on the TF2 side as well.


There's also no srcds_linux file downloaded, only srcds_amd, 
srcds_i486, and srcds_i686.  I'm assuming srcds_linux first appeared 
with the OB Linux Dedicated Server and this is why the file isn't 
being grabbed currently by the updater.


I downloaded the Windows server file and it seems like everything is 
downloading into the appropriate folders.  So, this appears to be a 
Linux only issue.


Russell

On 11/2/2011 1:56 AM, Russell Smith wrote:
I'm trying to do a clean install of srcds for TF2 on my Debian 6.0 
box.  Running:

./steam -command update -game tf -dir .

On running srcds_run I get a seg fault immediately and noticed that 
./steam -command version yields:

Bootstrapper version: 45
Versions installed in '.':
Linux Source HLDS: 98
Base Source Shared Materials: 8
Base Source Shared Models: 4
Base Source Shared Sounds: 4
Team Fortress 2 Content: 290
Team Fortress 2 Materials: 145

So it's not grabbing the OB Linux Dedicated Server files, just the 
old pre-OB server files.  -verify_all doesn't fix this.  Did the tf2 
requirement of the OB Linux Dedicated Server get lost on the update 
server?


Russell

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

2011-11-02 Thread Fletcher Dunn
The abuse reporting system has only been live a total of 4 days.  Give it some 
time.  There are no plans to give any (non-Valve) entity any special route to 
get their claims of abuse escalated more quickly.

There are still simple things we can do to increase player awareness of this 
functionality, and we are working on them.

Give it a couple of weeks or so.  We'll see how much data we get back from 
players, and how effective the system is at curbing these sorts of problems.

Your humble servant,
Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 12:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing 
usage of player names/images

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

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
 wrote:
> This is a problem we're obviously aware of.  It's definitely not that we 
> don't care.  However, it is essentially an arms race that is provably 
> unwinnable by Valve.  Furthermore, any change we make in the name of security 
> will almost certainly cause a disruption of legitimate service, due to bugs 
> on our part, or usage cases we're just not aware of.  It is a classic 
> conflict between security and accessibility.
>
> Hopefully those two reasons help explain our reluctance to address these 
> sorts of problems through technology.  They will create an ongoing arms race, 
> in which we can possibly limit this activity and make it harder, but probably 
> never eliminate it completely.  Furthermore, this benefit comes at a cost of 
> taking resources away from adding features and fixing bugs, and also 
> disrupting legitimate users.
>
> When we can do simple and safe things to make it harder to do these sorts of 
> things, we will.  We have some protocol changes that will make it harder to 
> do this sort of spoofing, which have been beta tested for some time now.  
> We'll be rolling those out in the next couple of months.
>
> Crowdsourcing using the abuse reports helps us stay out of the arms race, and 
> it's the safest and simplest way to deal with this problem and many others 
> like it.
>
> Your humble servant,
> Fletch
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan 
> Reeuwijk
> Sent: Wednesday, November 02, 2011 5:39 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
> player names/images
>
> there is some italian group that does that.
>
> they have dozens maybe even in the hundred of servers in server list, but all 
> get redirected to 1 server. and those server report a variety of maps played, 
> names in server lists etc. you click info, refresh, says for example 
> dustbowl, and then join, get redirected to their server, with bots, and 
> another map then advertized in the server info. Its damn annoying. And 
> indeed, they change IP's a lot, to evade blacklisting.
>
>
>>
>>From: daniel jokiaho 
>>To: Half-Life dedicated Linux server mailing list 
>>
>>Sent: Wednesday, 2 November 2011, 7:27
>>Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
>>player names/images
>>
>>what about servers on different ips and port that have exactly the same
>>players.
>>
>>I join server x. U join server y. And still we play against or with each
>>other :-(
>>On 2 Nov 2011 06:53, "msleeper"  wrote:
>>
>>> Are you sure they're not just adding more servers? Changing IPs is a
>>> server playerbase suicide as anyone who had it bookmarked won't be
>>> able to find it again. I suppose they could use those servers for
>>> redirects, but in theory that would get those IPs blacklisted pretty
>>> fast if Valve's scoring/reputation system is still in effect.
>>>
>>> On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter 
>>> wrote:
>>> > The problem with blacklisting these servers is that they seem to show up
>>> a
>>> > few weeks later with a new batch of ip addresses. Can't blacklist them
>>> > effectively when they do that.
>>> > On Nov 1, 2

Re: [hlds_linux] Steam Updater Bug

2011-11-02 Thread Russell Smith
Is anyone looking into this?  I know I'm not the only one having this 
issue as evident by these threads:

http://forums.alliedmods.net/showthread.php?t=171079
http://forums.steamgames.com/forums/showthread.php?t=2148484

To add to my previous email, the updater isn't creating an orangebox 
directory at all, but rather putting tf/bin/hl2 directories in the same 
directory as the steam executable (or wherever you point to with the 
-dir parameter).  Perhaps with the CSS folder restructuring that went on 
recently something got messed up on the TF2 side as well.


There's also no srcds_linux file downloaded, only srcds_amd, srcds_i486, 
and srcds_i686.  I'm assuming srcds_linux first appeared with the OB 
Linux Dedicated Server and this is why the file isn't being grabbed 
currently by the updater.


I downloaded the Windows server file and it seems like everything is 
downloading into the appropriate folders.  So, this appears to be a 
Linux only issue.


Russell

On 11/2/2011 1:56 AM, Russell Smith wrote:
I'm trying to do a clean install of srcds for TF2 on my Debian 6.0 
box.  Running:

./steam -command update -game tf -dir .

On running srcds_run I get a seg fault immediately and noticed that 
./steam -command version yields:

Bootstrapper version: 45
Versions installed in '.':
Linux Source HLDS: 98
Base Source Shared Materials: 8
Base Source Shared Models: 4
Base Source Shared Sounds: 4
Team Fortress 2 Content: 290
Team Fortress 2 Materials: 145

So it's not grabbing the OB Linux Dedicated Server files, just the old 
pre-OB server files.  -verify_all doesn't fix this.  Did the tf2 
requirement of the OB Linux Dedicated Server get lost on the update 
server?


Russell

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

2011-11-02 Thread Fletcher Dunn
This is a problem we're obviously aware of.  It's definitely not that we don't 
care.  However, it is essentially an arms race that is provably unwinnable by 
Valve.  Furthermore, any change we make in the name of security will almost 
certainly cause a disruption of legitimate service, due to bugs on our part, or 
usage cases we're just not aware of.  It is a classic conflict between security 
and accessibility.

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

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

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

Your humble servant,
Fletch


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

there is some italian group that does that.

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


>
>From: daniel jokiaho 
>To: Half-Life dedicated Linux server mailing list 
>
>Sent: Wednesday, 2 November 2011, 7:27
>Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
>player names/images
>
>what about servers on different ips and port that have exactly the same
>players.
>
>I join server x. U join server y. And still we play against or with each
>other :-(
>On 2 Nov 2011 06:53, "msleeper"  wrote:
>
>> Are you sure they're not just adding more servers? Changing IPs is a
>> server playerbase suicide as anyone who had it bookmarked won't be
>> able to find it again. I suppose they could use those servers for
>> redirects, but in theory that would get those IPs blacklisted pretty
>> fast if Valve's scoring/reputation system is still in effect.
>>
>> On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter 
>> wrote:
>> > The problem with blacklisting these servers is that they seem to show up
>> a
>> > few weeks later with a new batch of ip addresses. Can't blacklist them
>> > effectively when they do that.
>> > On Nov 1, 2011 7:40 PM, "Robert Paulson"  wrote:
>> >
>> >> It is very rude of you to repeatedly spam the mailing list to pressure
>> >> Valve into doing whatever you want instead of working on crashes and
>> >> content.
>> >>
>> >> Valve has already put in a huge effort making these servers less
>> prominent.
>> >>
>> >> - Blacklist
>> >> - Quickplay
>> >> - Reputation
>> >>
>> >> It isn't perfect but blacklisting takes care of the servers you don't
>> like
>> >> once you've spotted them. Quickplay and reputation filter most of the
>> ones
>> >> you haven't spotted yet. No one I know has any problems finding a server
>> >> full of real players. Everyone I know just blacklists and move on.
>> >>
>> >> Server IPs do not change often since it costs money to buy new ones and
>> you
>> >> need proper ARIN justification to get more due to the IPV4 shortage. The
>> >> fact that you are on here spamming about it as though TF2 is going to
>> die
>> >> out next week makes me think that you are struggling with your own
>> server
>> >> rather than being a concerned player.
>> >>
>> >> I also hate the big pay-to-win servers with fake clients, but it would
>> be a
>> >> mistake for Valve to just de-list them, wrongly assuming no one really
>> >> wants to play there. I have a friend who wouldn't be playing TF2 if they
>> >> didn't exist and has bought hundreds of dollars worth of Mann Co keys.
>> And
>> >> from what he tells me he isn't the only one. Yes he knows there are
>> bots.
>> >> The "cloaked" bots appeal to him for the same reason Valve decided not
>> to
>> >> name bots bot1, bot2, bot3 and to have them taunt randomly.
>> >>
>> >> These servers still exist not because of a fake player plugin but
>> because,
>> >> as much as it pains us to believe, some player

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

2011-11-02 Thread EHG
I agree, it truly is pathetic. The story about competition is bullshit. 
There is such a large user base out there that still floats around from 
server to server and doesn't have a specific favorite community. I just 
started 3 new gameplay servers. All it takes is inviting 5 of my friends 
to play for an hour and the server is full. If these people are 
expecting to have a 24/7 full userbase instantly then it wont happen 
overnight.


Truth is, clients that connect and realize your server is shit will 
leave. Those are the clients that would build your user base if they 
liked your server. Newbies that don't realize they are on such a server 
wont build your user base. You end up in the negative with a larger 
disadvantage.


-EHG

On 11/1/2011 5:30 PM, Harry Strongburg wrote:

On Tue, Nov 01, 2011 at 02:39:47PM -0400, coffee problem wrote:

You've got about five large "communities" built up on false stats,

It is pretty pathetic. I've even talked to the leader of two of them and
they claim to only do it becaus "everyone else is doing it"; that they
only reason why they are able to exist is because of doing that. More
and more people are going to be finding and using these plugins, just
because without it they think they can't compete with the other servers.

Is Valve's system for some reason just not detecting the servers that
break rules (fake clients) and breaking quickplay rules (lowgrav etc -
80% of the time I use it, I get sent to servers that obviously are
breaking quickplay rules), or is Valve's system ignoring them as they
are "too big to fail"? Quickplay is intended to find vanilla-ish
servers, and people are bypassing that. The masterserver is intended for
human counts to be listed, and people are bypassing that. Please fix
them.

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Re: [hlds_linux] STEAMAUTH Client received failure code 6 ??

2011-11-02 Thread Eli Witt
Tab crashing bug is still affecting players fyi. Hit me 3 times in a row
last night before I said screw it yet again, server console did not show
anything, even a client disconnected message.

On Wed, Nov 2, 2011 at 9:42 AM, Kyle Sanderson  wrote:

> I've only seen this when the client forcibly kills the game process.
> Crashing (thanks to the now fixed Tab bug) didn't seem to cause it for me.
>
> Kyle.
>
> 2011/11/2 Russell Smith 
>
> > This is the error that occurs when the players game crashes, is it not?
> > This is the message I was seeing for all the players crashing during the
> > Manniversary update madness.
> >
> > On 11/1/2011 11:27 PM, daniel jokiaho wrote:
> > > I have also seen this on my server.
> > > On 2 Nov 2011 07:09, "정정훈"  wrote:
> > >
> > >> Anyone know about this??
> > >>> Now that this guy mentions it, ive had this happen to my server also.
> > >>> On Monday, October 31, 2011, 정정훈 
> wrote:
> > >>>
> > >>> My server player had error sometimes:
> > >>> STEAMAUTH Client received failure code 6
> > >>> Dropped from the server (No Steam logon)
> > >>> after 10.13 update
> > >>> My server is VAC and he (or she) is not no steam. just because of
> > >> STEAMAUTH error.
> > >>> What's this? Is this exist solution?
> > >>> Most player dropped the server when that time.
> > >>> I'm waiting 2 weaks for this but valve still didn't update. So I
> asked
> > >> here.
> > >>> Thank you
> > >>> ___
> > >>> 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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> > please visit:
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> >
> >
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Re: [hlds_linux] STEAMAUTH Client received failure code 6 ??

2011-11-02 Thread Kyle Sanderson
I've only seen this when the client forcibly kills the game process.
Crashing (thanks to the now fixed Tab bug) didn't seem to cause it for me.

Kyle.

2011/11/2 Russell Smith 

> This is the error that occurs when the players game crashes, is it not?
> This is the message I was seeing for all the players crashing during the
> Manniversary update madness.
>
> On 11/1/2011 11:27 PM, daniel jokiaho wrote:
> > I have also seen this on my server.
> > On 2 Nov 2011 07:09, "정정훈"  wrote:
> >
> >> Anyone know about this??
> >>> Now that this guy mentions it, ive had this happen to my server also.
> >>> On Monday, October 31, 2011, 정정훈  wrote:
> >>>
> >>> My server player had error sometimes:
> >>> STEAMAUTH Client received failure code 6
> >>> Dropped from the server (No Steam logon)
> >>> after 10.13 update
> >>> My server is VAC and he (or she) is not no steam. just because of
> >> STEAMAUTH error.
> >>> What's this? Is this exist solution?
> >>> Most player dropped the server when that time.
> >>> I'm waiting 2 weaks for this but valve still didn't update. So I asked
> >> here.
> >>> Thank you
> >>> ___
> >>> 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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>
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Re: [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread Mart-Jan Reeuwijk
there is some italian group that does that.

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


>
>From: daniel jokiaho 
>To: Half-Life dedicated Linux server mailing list 
>
>Sent: Wednesday, 2 November 2011, 7:27
>Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
>player names/images
>
>what about servers on different ips and port that have exactly the same
>players.
>
>I join server x. U join server y. And still we play against or with each
>other :-(
>On 2 Nov 2011 06:53, "msleeper"  wrote:
>
>> Are you sure they're not just adding more servers? Changing IPs is a
>> server playerbase suicide as anyone who had it bookmarked won't be
>> able to find it again. I suppose they could use those servers for
>> redirects, but in theory that would get those IPs blacklisted pretty
>> fast if Valve's scoring/reputation system is still in effect.
>>
>> On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter 
>> wrote:
>> > The problem with blacklisting these servers is that they seem to show up
>> a
>> > few weeks later with a new batch of ip addresses. Can't blacklist them
>> > effectively when they do that.
>> > On Nov 1, 2011 7:40 PM, "Robert Paulson"  wrote:
>> >
>> >> It is very rude of you to repeatedly spam the mailing list to pressure
>> >> Valve into doing whatever you want instead of working on crashes and
>> >> content.
>> >>
>> >> Valve has already put in a huge effort making these servers less
>> prominent.
>> >>
>> >> - Blacklist
>> >> - Quickplay
>> >> - Reputation
>> >>
>> >> It isn't perfect but blacklisting takes care of the servers you don't
>> like
>> >> once you've spotted them. Quickplay and reputation filter most of the
>> ones
>> >> you haven't spotted yet. No one I know has any problems finding a server
>> >> full of real players. Everyone I know just blacklists and move on.
>> >>
>> >> Server IPs do not change often since it costs money to buy new ones and
>> you
>> >> need proper ARIN justification to get more due to the IPV4 shortage. The
>> >> fact that you are on here spamming about it as though TF2 is going to
>> die
>> >> out next week makes me think that you are struggling with your own
>> server
>> >> rather than being a concerned player.
>> >>
>> >> I also hate the big pay-to-win servers with fake clients, but it would
>> be a
>> >> mistake for Valve to just de-list them, wrongly assuming no one really
>> >> wants to play there. I have a friend who wouldn't be playing TF2 if they
>> >> didn't exist and has bought hundreds of dollars worth of Mann Co keys.
>> And
>> >> from what he tells me he isn't the only one. Yes he knows there are
>> bots.
>> >> The "cloaked" bots appeal to him for the same reason Valve decided not
>> to
>> >> name bots bot1, bot2, bot3 and to have them taunt randomly.
>> >>
>> >> These servers still exist not because of a fake player plugin but
>> because,
>> >> as much as it pains us to believe, some players actually prefer them.
>> >>
>> >> No one here is enthusiastic about having Valve delist servers based on
>> >> anonymous reports because we all know that the system will be abused
>> even
>> >> though they have "taken basic measures to prevent" it. We know this
>> because
>> >> they also took "measures" to prevent F2P players from avoiding VAC bans
>> by
>> >> making throw-away accounts, yet I still see hackers that have made at
>> least
>> >> 5 of them in a row and even adding their old VAC banned account on their
>> >> friends list.
>> >>
>> >> To save Valve the administration overhead and abuse, and to satisfy both
>> >> server administrators and players, I suggest dropping the server report
>> >> function and adding either of these 2 features.
>> >>
>> >> 1. Add a check-box for Valve-only/Favorites-only Quickplay servers.
>> >>
>> >> 2. Let premium players rate servers from 1 to 5 upon disconnection. Each
>> >> player may only vote once. To prevent voter apathy, servers are
>> >> automatically rated a 5 if the player does not vote. Then the user can
>> >> decide for him/herself to connect to the server based on the rating
>> rather
>> >> than a few opinionated complainers.
>> >>
>> >> These two solutions address the root of the problem and lets the player
>> >> decide while freeing Valve to work on more content.
>> >> ___
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>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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[hlds_linux] Steam Updater Bug

2011-11-02 Thread Russell Smith
I'm trying to do a clean install of srcds for TF2 on my Debian 6.0 box.  
Running:

./steam -command update -game tf -dir .

On running srcds_run I get a seg fault immediately and noticed that 
./steam -command version yields:

Bootstrapper version: 45
Versions installed in '.':
Linux Source HLDS: 98
Base Source Shared Materials: 8
Base Source Shared Models: 4
Base Source Shared Sounds: 4
Team Fortress 2 Content: 290
Team Fortress 2 Materials: 145

So it's not grabbing the OB Linux Dedicated Server files, just the old 
pre-OB server files.  -verify_all doesn't fix this.  Did the tf2 
requirement of the OB Linux Dedicated Server get lost on the update server?


Russell

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Re: [hlds_linux] STEAMAUTH Client received failure code 6 ??

2011-11-02 Thread Russell Smith
This is the error that occurs when the players game crashes, is it not?
This is the message I was seeing for all the players crashing during the
Manniversary update madness.

On 11/1/2011 11:27 PM, daniel jokiaho wrote:
> I have also seen this on my server.
> On 2 Nov 2011 07:09, "정정훈"  wrote:
>
>> Anyone know about this??
>>> Now that this guy mentions it, ive had this happen to my server also.
>>> On Monday, October 31, 2011, 정정훈  wrote:
>>>
>>> My server player had error sometimes:
>>> STEAMAUTH Client received failure code 6
>>> Dropped from the server (No Steam logon)
>>> after 10.13 update
>>> My server is VAC and he (or she) is not no steam. just because of
>> STEAMAUTH error.
>>> What's this? Is this exist solution?
>>> Most player dropped the server when that time.
>>> I'm waiting 2 weaks for this but valve still didn't update. So I asked
>> here.
>>> Thank you
>>> ___
>>> 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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