Re: [hlds_linux] HLDS & steamcmd

2013-05-28 Thread AnAkIn
There has never been a maximum for the cvar. The limitation is in the
engine, and was previously 2 (and not 25000). It's now 10.
cl_updaterate has a max of 102 on the client.


2013/5/28 DEPRE Gaëtan - NGServers 

> Hi !
>
> Thanks for those informations !
>
> I just wanted to know if the sv_maxrate cvar had changed or if 25 000 was
> the maximum.
>
> What about sv_maxupdaterate (100 max ?)
>
> Regards
>
> Gaetan
>
> -Message d'origine-
> De : hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] De la part de Jeff Sugar
> Envoyé : mardi 28 mai 2013 13:26
> À : Half-Life dedicated Linux server mailing list
> Objet : Re: [hlds_linux] HLDS & steamcmd
>
> I just did a quicko install of CS1.6 steampipe with an entirely vanilla
> setup, and had it output the any cvar with 'rate' in it to a text file.
> Here are the results, verbatim (exactly as they were printed to the text
> file):
>
>- host_framerate  :0
>- sv_accelerate   :5, sv
>- sv_airaccelerate :   10, sv
>- sv_lan_rate :2
>- sv_maxrate  :0, sv
>- sv_maxupdaterate :   30
>- sv_minrate  :0, sv
>- sv_minupdaterate :   10
>- sv_wateraccelerate :   10, sv
>- sys_ticrate :  100
>
> If there's any other cvars that you're (a) sure exist, & (b) are not on
> this list, then they're clientside, and you'd have to check on a client. If
> you'd like to do what I did, but with a client, feel free to email me
> directly and I'll help you that way without clogging the list with a lot of
> back-and-forth messages. If your questions are all already answered,
> then...hooray! :v
>
> -Atreus
>
> On Tue, May 28, 2013 at 4:04 AM, Jeff Sugar  wrote:
>
> > Assuming you mean serverside, and that when you say HLDS you are
> > referencing GoldSrc, the answer is 'yes they have', but I don't know
> > what the new defaults are since I don't currently run any GoldSrc
> > servers. That said, you'll be able to tell the defaults if you
> > temporarily rename/remove your GoldSrc server's server.cfg (or
> > whetever file you happen to store your rates in) & then check 'em,
> > since no cfg files would be modifying them
> >
> > If you'd rather not rename/remove your cfgs, you could also just
> > comment out/remove the lines in them which set the rate values instead
> >
> > -Atreus
> >  On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers"
> > 
> > wrote:
> >
> >> Hi !
> >>
> >>
> >>
> >> I would like to know if max rates for HLDS protocol have been
> >> modified since the new command steamcmd is here or not.
> >>
> >>
> >>
> >> What are the max rates so, for its network engine ? Still 25000 ?
> >>
> >>
> >>
> >> What about cmdrate ?
> >>
> >>
> >>
> >> Regards,
> >>
> >>
> >>
> >> PAceteath
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/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] HLDS & steamcmd

2013-05-28 Thread DEPRE Gaëtan - NGServers
Hi !

Thanks for those informations !

I just wanted to know if the sv_maxrate cvar had changed or if 25 000 was the 
maximum.

What about sv_maxupdaterate (100 max ?)

Regards

Gaetan

-Message d'origine-
De : hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] De la part de Jeff Sugar
Envoyé : mardi 28 mai 2013 13:26
À : Half-Life dedicated Linux server mailing list
Objet : Re: [hlds_linux] HLDS & steamcmd

I just did a quicko install of CS1.6 steampipe with an entirely vanilla setup, 
and had it output the any cvar with 'rate' in it to a text file.
Here are the results, verbatim (exactly as they were printed to the text
file):

   - host_framerate  :0
   - sv_accelerate   :5, sv
   - sv_airaccelerate :   10, sv
   - sv_lan_rate :2
   - sv_maxrate  :0, sv
   - sv_maxupdaterate :   30
   - sv_minrate  :0, sv
   - sv_minupdaterate :   10
   - sv_wateraccelerate :   10, sv
   - sys_ticrate :  100

If there's any other cvars that you're (a) sure exist, & (b) are not on this 
list, then they're clientside, and you'd have to check on a client. If you'd 
like to do what I did, but with a client, feel free to email me directly and 
I'll help you that way without clogging the list with a lot of back-and-forth 
messages. If your questions are all already answered, then...hooray! :v

-Atreus

On Tue, May 28, 2013 at 4:04 AM, Jeff Sugar  wrote:

> Assuming you mean serverside, and that when you say HLDS you are 
> referencing GoldSrc, the answer is 'yes they have', but I don't know 
> what the new defaults are since I don't currently run any GoldSrc 
> servers. That said, you'll be able to tell the defaults if you 
> temporarily rename/remove your GoldSrc server's server.cfg (or 
> whetever file you happen to store your rates in) & then check 'em, 
> since no cfg files would be modifying them
>
> If you'd rather not rename/remove your cfgs, you could also just 
> comment out/remove the lines in them which set the rate values instead
>
> -Atreus
>  On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers" 
> 
> wrote:
>
>> Hi !
>>
>>
>>
>> I would like to know if max rates for HLDS protocol have been 
>> modified since the new command steamcmd is here or not.
>>
>>
>>
>> What are the max rates so, for its network engine ? Still 25000 ?
>>
>>
>>
>> What about cmdrate ?
>>
>>
>>
>> Regards,
>>
>>
>>
>> PAceteath
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list 
>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
___
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visit:
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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread D Bauhmz
It looks like even bots are warping around, so I'm not sure what that may
be about.


On Tue, May 28, 2013 at 10:25 AM, AnAkIn  wrote:

> BTW, that, too:
> https://github.com/ValveSoftware/Source-1-Games/issues/816
>
>
> 2013/5/28 AnAkIn 
>
> > http://dblocker.didrole.com/
> >
> >
> > 2013/5/28 Mart-Jan Reeuwijk 
> >
> >> On other news:
> >>
> >> http://forums.steampowered.com/forums/showthread.php?t=3129310
> >>
> >> http://www.youtube.com/watch?v=qBXQwmazf-o
> >>
> >> so any plugin to kill this?
> >>
> >>
> >>
> >> >
> >> > From: dan 
> >> >To: Half-Life dedicated Linux server mailing list <
> >> hlds_linux@list.valvesoftware.com>
> >> >Sent: Tuesday, 28 May 2013, 13:56
> >> >Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> >> >
> >> >
> >> >On 28/05/2013 02:44, D Bauhmz wrote:
> >> >> I thought about making an entirely new post but we'll see how much
> >> >> attention it gets in this one first.
> >> >>
> >> >> We've also been experiencing some other behavior that I've just
> >> noticed in
> >> >> the past few months. It's player warping. When you watch them after
> >> you're
> >> >> dead they seem to skip several flames and teleporter from one
> location
> >> to
> >> >> the next. I'd expect that this player was lagging but when checking
> >> their
> >> >> ping they are just fine. I know I've seen a few others report this
> >> here on
> >> >> the list too.
> >> >
> >> >If it's every player it's likely some issue with the server or its
> >> >connection (or your own client & connection you're using to observe)
> >> >It's just one or two players, it's more likely some issue with those
> >> >players client or connection. One that perhaps ping doesn't indicate.
> >> >
> >> >I always assumed the odd person warping, when others are fine, was
> >> >either packet loss or their client has rate set low (which
> >> >now Valve have set the default to 3 for everyone is perhaps less
> >> >likely to happen)
> >> >
> >> >Presumably you can use sv_minrate to fix it for them if you don't
> >> >already do that.
> >> >
> >> >But, throughout the time TF2 has been released (i.e not recently, but
> >> >years ago) I've had occasions when my rate was lowered somehow, without
> >> >me changing it. The subsequent experience is awful until you discover
> >> >the cause. I've helped a few people who have been complaining of
> >> >"performance problems" with TF2 (i.e they've been trying to lower
> >> >graphics settings and so on) where it has been the same issue.
> >> >
> >> >I'm sure a tiny %age deliberately stymie their connections too in an
> >> >attempt to avoid being killed. Perhaps I'm just overly suspicious, but
> I
> >> >see people who have a great ping and then every time they are hit, it
> >> >leaps higher and then drops after. I recall a similar experience when I
> >> >was healing a pyro and every time someone attacked him, he would lag
> and
> >> >the heal would drop. Was that a lag switch or something? Perhaps a bad
> >> >connection has the same symptoms, triggered by more data being sent
> when
> >> >more things are happening. Either way, the net effect is the same he
> >> >gets an edge by having a bad connection whether deliberately or not.
> >> >
> >> >I'm reasonably convinced that, from time to time the client can get out
> >> >of synch with the server in some way. In the sense that the netcode is
> >> >supposed to mean a hit on your screen is a hit when the server gets the
> >> >packets from everyone, figures out where everyone was and so on.
> >> >
> >> >Most of the time I can reasonably accept that's the case (except for
> >> >backstabs and melee). Sometimes I'm convinced nades / rockets that hit
> >> >the player on your screen aren't being registered as hits whilst shots
> >> >that miss, perhaps only by a bit, turn out to be hits (with nades, of
> >> >course, this is more noticeable than rockets because rockets are
> >> >supposed to hit when you miss - and valve's tiny red writing for how
> >> >much damage you did is too small for me to read - and I can't push my
> >> >nose into the screen these days)
> >> >
> >> >It could just be that I'm incredibly inconsistent from one round to the
> >> >next, but sometimes I join a server and every nade I throw seems to
> >> >miss, bar people standing still or from the secondary explosion, but
> >> >switch to another server and I'm hitting everything that moves.
> >> >
> >> >The other thing I note too is, often times getting hit behind the wall
> >> >after I've run behind cover, but with a far bigger latency than
> >> >"netcode" seems to make sense to explain it. e.g me and the client that
> >> >killed me have sub 20ms pings, but I die half a second or more after
> >> >going behind cover.
> >> >
> >> >Perhaps any or all of the above can just be simply explained by packets
> >> >getting lost and other transient connection issues?
> >> >
> >> >--
> >> >Dan
> >> >
> >> >___
> >> >To uns

Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread AnAkIn
BTW, that, too:
https://github.com/ValveSoftware/Source-1-Games/issues/816


2013/5/28 AnAkIn 

> http://dblocker.didrole.com/
>
>
> 2013/5/28 Mart-Jan Reeuwijk 
>
>> On other news:
>>
>> http://forums.steampowered.com/forums/showthread.php?t=3129310
>>
>> http://www.youtube.com/watch?v=qBXQwmazf-o
>>
>> so any plugin to kill this?
>>
>>
>>
>> >
>> > From: dan 
>> >To: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>> >Sent: Tuesday, 28 May 2013, 13:56
>> >Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
>> >
>> >
>> >On 28/05/2013 02:44, D Bauhmz wrote:
>> >> I thought about making an entirely new post but we'll see how much
>> >> attention it gets in this one first.
>> >>
>> >> We've also been experiencing some other behavior that I've just
>> noticed in
>> >> the past few months. It's player warping. When you watch them after
>> you're
>> >> dead they seem to skip several flames and teleporter from one location
>> to
>> >> the next. I'd expect that this player was lagging but when checking
>> their
>> >> ping they are just fine. I know I've seen a few others report this
>> here on
>> >> the list too.
>> >
>> >If it's every player it's likely some issue with the server or its
>> >connection (or your own client & connection you're using to observe)
>> >It's just one or two players, it's more likely some issue with those
>> >players client or connection. One that perhaps ping doesn't indicate.
>> >
>> >I always assumed the odd person warping, when others are fine, was
>> >either packet loss or their client has rate set low (which
>> >now Valve have set the default to 3 for everyone is perhaps less
>> >likely to happen)
>> >
>> >Presumably you can use sv_minrate to fix it for them if you don't
>> >already do that.
>> >
>> >But, throughout the time TF2 has been released (i.e not recently, but
>> >years ago) I've had occasions when my rate was lowered somehow, without
>> >me changing it. The subsequent experience is awful until you discover
>> >the cause. I've helped a few people who have been complaining of
>> >"performance problems" with TF2 (i.e they've been trying to lower
>> >graphics settings and so on) where it has been the same issue.
>> >
>> >I'm sure a tiny %age deliberately stymie their connections too in an
>> >attempt to avoid being killed. Perhaps I'm just overly suspicious, but I
>> >see people who have a great ping and then every time they are hit, it
>> >leaps higher and then drops after. I recall a similar experience when I
>> >was healing a pyro and every time someone attacked him, he would lag and
>> >the heal would drop. Was that a lag switch or something? Perhaps a bad
>> >connection has the same symptoms, triggered by more data being sent when
>> >more things are happening. Either way, the net effect is the same he
>> >gets an edge by having a bad connection whether deliberately or not.
>> >
>> >I'm reasonably convinced that, from time to time the client can get out
>> >of synch with the server in some way. In the sense that the netcode is
>> >supposed to mean a hit on your screen is a hit when the server gets the
>> >packets from everyone, figures out where everyone was and so on.
>> >
>> >Most of the time I can reasonably accept that's the case (except for
>> >backstabs and melee). Sometimes I'm convinced nades / rockets that hit
>> >the player on your screen aren't being registered as hits whilst shots
>> >that miss, perhaps only by a bit, turn out to be hits (with nades, of
>> >course, this is more noticeable than rockets because rockets are
>> >supposed to hit when you miss - and valve's tiny red writing for how
>> >much damage you did is too small for me to read - and I can't push my
>> >nose into the screen these days)
>> >
>> >It could just be that I'm incredibly inconsistent from one round to the
>> >next, but sometimes I join a server and every nade I throw seems to
>> >miss, bar people standing still or from the secondary explosion, but
>> >switch to another server and I'm hitting everything that moves.
>> >
>> >The other thing I note too is, often times getting hit behind the wall
>> >after I've run behind cover, but with a far bigger latency than
>> >"netcode" seems to make sense to explain it. e.g me and the client that
>> >killed me have sub 20ms pings, but I die half a second or more after
>> >going behind cover.
>> >
>> >Perhaps any or all of the above can just be simply explained by packets
>> >getting lost and other transient connection issues?
>> >
>> >--
>> >Dan
>> >
>> >___
>> >To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> >https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> >
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailm

Re: [hlds_linux] VAC and hl2dm

2013-05-28 Thread Daniel Barreiro
Well I guess I've been out of the loop for a while.  Last time I discussed
VAC in depth was back with Gmod and Garry's VACventure with Baconbot
(2010-2011).  Back then it was still engine ban.



On Tue, May 28, 2013 at 6:21 AM, Jeff Sugar  wrote:

> Indeed.
>
> That said, if you'd like to block anyone who has been VAC banned,
> regardless of the game on which it occurred, there's a SourceMod plugin to
> achieve that, located here:
> http://forums.alliedmods.net/showthread.php?t=80942
>
> You can choose to have them kicked, banned, or just log the event in case
> you want to give them the benefit of the doubt, but have them on file if at
> some point you suspect them of cheating and want to know or something like
> that
>
> -Atreus
>
> On Tue, May 28, 2013 at 1:18 AM, Netshroud  wrote:
>
> > So after this, then?
> >
> http://forums.steampowered.com/forums/showpost.php?p=22782122&postcount=10
> >
> > On 28/05/2013, at 1:00 PM, ics  wrote:
> >
> > > There is no orangebox anymore. All games are separate builds, but still
> > are build from same source code. Bans are per game, not per engine. I'm
> not
> > sure when this happened but it's beem 2-3 years already.
> > >
> > > -ics
> > >
> > > Daniel Barreiro kirjoitti:
> > >> I think that if it's Orange Box (TF2, CSS, etc) you're banned for
> > >> Orangebox, but if it's a modified engine (L4D, CSGO, etc) than it's
> > >> separate.
> > >>
> > >>
> > >> On Mon, May 27, 2013 at 5:58 PM, 1nsane <1nsane...@gmail.com> wrote:
> > >>
> > >>> Well this is what valve has to say about vac bans:
> > >>> https://support.steampowered.com/kb_article.php?p_faqid=589
> > >>>
> > >>> It doesn't really say if bans are per game or not.
> > >>>
> > >>> But it does say that if you get banned from any previous source
> engine
> > game
> > >>> you will lose all your tf2 items.
> > >>>
> > >>>
> > >>> On Mon, May 27, 2013 at 5:05 PM, Netshroud 
> > wrote:
> > >>>
> >  I thought that was only post-Left4Dead that games were treated
> >  individually, but previous games such as those you listed were still
> > in
> >  groups. When did the change to individual-game bans include
> > pre-Left4Dead
> >  Source games?
> > 
> >  On 27/05/2013, at 10:18 PM, ics  wrote:
> > 
> > > Yes. If you get VAC banned, bans apply only to that particular
> game.
> > No
> >  longer if you get banned in CS Source, you won't get banned in
> > DOD:Source
> >  and HL2DM like in the previous years.
> > > -ics
> > >
> > > Mart-Jan Reeuwijk kirjoitti:
> > >> ehm, afaik, with the introduction of Portal 2 they made all new
> > valve
> >  titles individual VAC bans, for otherwise they can't sell new games
> to
> >  those accounts...
> > >>
> > >>
> > >>> 
> > >>> From: Daniel Barreiro 
> > >>> To: Half-Life dedicated Linux server mailing list <
> >  hlds_linux@list.valvesoftware.com>
> > >>> Sent: Monday, 27 May 2013, 6:49
> > >>> Subject: Re: [hlds_linux] VAC and hl2dm
> > >>>
> > >>>
> > >>> It's banned by engine.
> > >>>
> > >>> If you're banned from TF2 you're banned from Source games
> > (excluding
> > >>> gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if
> >  you're
> > >>> banned from Mw2 you're banned from Mw2, etc
> > >>>
> > >>>
> > >>> On Sun, May 26, 2013 at 9:53 PM, Foo Bar 
> > wrote:
> > >>>
> >  Oh, right.  Good point - thanks.
> > 
> > 
> > 
> >  On Sun, May 26, 2013 at 6:49 PM, Frank 
> > >>> wrote:
> > > VAC banned could be for another game, from the way I understand
> > it
> >  is if
> > > you
> > > are VAC banned for say TF2 you can still play CS:S and so on.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
> Of
> > >>> Foo
> >  Bar
> > > Sent: Sunday, May 26, 2013 9:48 PM
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: [hlds_linux] VAC and hl2dm
> > >
> > > Hello!
> > >
> > > Today I observed a player connected and playing in a HL2DM
> server
> >  with
> >  VAC
> > > enabled, but the player is listed on
> http://www.vacbanned.com/as
> >  being
> > > banned.
> > >
> > > This has me wondering if VAC is really supported in HL2DM?  I
> > sort
> > >>> of
> > > remember hearing that VAC wasn't really supported by hl2dm but
> > >>> it's a
> >  very
> > > vague recollection.
> > >
> > > Thanks
> > >
> > > [foo] bar
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> >  archives,
> > > please visit:
> > >
> > https://list.valvesoftware.

Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread AnAkIn
http://dblocker.didrole.com/


2013/5/28 Mart-Jan Reeuwijk 

> On other news:
>
> http://forums.steampowered.com/forums/showthread.php?t=3129310
>
> http://www.youtube.com/watch?v=qBXQwmazf-o
>
> so any plugin to kill this?
>
>
>
> >
> > From: dan 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Tuesday, 28 May 2013, 13:56
> >Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> >
> >
> >On 28/05/2013 02:44, D Bauhmz wrote:
> >> I thought about making an entirely new post but we'll see how much
> >> attention it gets in this one first.
> >>
> >> We've also been experiencing some other behavior that I've just noticed
> in
> >> the past few months. It's player warping. When you watch them after
> you're
> >> dead they seem to skip several flames and teleporter from one location
> to
> >> the next. I'd expect that this player was lagging but when checking
> their
> >> ping they are just fine. I know I've seen a few others report this here
> on
> >> the list too.
> >
> >If it's every player it's likely some issue with the server or its
> >connection (or your own client & connection you're using to observe)
> >It's just one or two players, it's more likely some issue with those
> >players client or connection. One that perhaps ping doesn't indicate.
> >
> >I always assumed the odd person warping, when others are fine, was
> >either packet loss or their client has rate set low (which
> >now Valve have set the default to 3 for everyone is perhaps less
> >likely to happen)
> >
> >Presumably you can use sv_minrate to fix it for them if you don't
> >already do that.
> >
> >But, throughout the time TF2 has been released (i.e not recently, but
> >years ago) I've had occasions when my rate was lowered somehow, without
> >me changing it. The subsequent experience is awful until you discover
> >the cause. I've helped a few people who have been complaining of
> >"performance problems" with TF2 (i.e they've been trying to lower
> >graphics settings and so on) where it has been the same issue.
> >
> >I'm sure a tiny %age deliberately stymie their connections too in an
> >attempt to avoid being killed. Perhaps I'm just overly suspicious, but I
> >see people who have a great ping and then every time they are hit, it
> >leaps higher and then drops after. I recall a similar experience when I
> >was healing a pyro and every time someone attacked him, he would lag and
> >the heal would drop. Was that a lag switch or something? Perhaps a bad
> >connection has the same symptoms, triggered by more data being sent when
> >more things are happening. Either way, the net effect is the same he
> >gets an edge by having a bad connection whether deliberately or not.
> >
> >I'm reasonably convinced that, from time to time the client can get out
> >of synch with the server in some way. In the sense that the netcode is
> >supposed to mean a hit on your screen is a hit when the server gets the
> >packets from everyone, figures out where everyone was and so on.
> >
> >Most of the time I can reasonably accept that's the case (except for
> >backstabs and melee). Sometimes I'm convinced nades / rockets that hit
> >the player on your screen aren't being registered as hits whilst shots
> >that miss, perhaps only by a bit, turn out to be hits (with nades, of
> >course, this is more noticeable than rockets because rockets are
> >supposed to hit when you miss - and valve's tiny red writing for how
> >much damage you did is too small for me to read - and I can't push my
> >nose into the screen these days)
> >
> >It could just be that I'm incredibly inconsistent from one round to the
> >next, but sometimes I join a server and every nade I throw seems to
> >miss, bar people standing still or from the secondary explosion, but
> >switch to another server and I'm hitting everything that moves.
> >
> >The other thing I note too is, often times getting hit behind the wall
> >after I've run behind cover, but with a far bigger latency than
> >"netcode" seems to make sense to explain it. e.g me and the client that
> >killed me have sub 20ms pings, but I die half a second or more after
> >going behind cover.
> >
> >Perhaps any or all of the above can just be simply explained by packets
> >getting lost and other transient connection issues?
> >
> >--
> >Dan
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> >
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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread Mart-Jan Reeuwijk
On other news:

http://forums.steampowered.com/forums/showthread.php?t=3129310

http://www.youtube.com/watch?v=qBXQwmazf-o

so any plugin to kill this? 



>
> From: dan 
>To: Half-Life dedicated Linux server mailing list 
> 
>Sent: Tuesday, 28 May 2013, 13:56
>Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> 
>
>On 28/05/2013 02:44, D Bauhmz wrote:
>> I thought about making an entirely new post but we'll see how much
>> attention it gets in this one first.
>>
>> We've also been experiencing some other behavior that I've just noticed in
>> the past few months. It's player warping. When you watch them after you're
>> dead they seem to skip several flames and teleporter from one location to
>> the next. I'd expect that this player was lagging but when checking their
>> ping they are just fine. I know I've seen a few others report this here on
>> the list too.
>
>If it's every player it's likely some issue with the server or its 
>connection (or your own client & connection you're using to observe)
>It's just one or two players, it's more likely some issue with those 
>players client or connection. One that perhaps ping doesn't indicate.
>
>I always assumed the odd person warping, when others are fine, was 
>either packet loss or their client has rate set low (which
>now Valve have set the default to 3 for everyone is perhaps less 
>likely to happen)
>
>Presumably you can use sv_minrate to fix it for them if you don't 
>already do that.
>
>But, throughout the time TF2 has been released (i.e not recently, but 
>years ago) I've had occasions when my rate was lowered somehow, without 
>me changing it. The subsequent experience is awful until you discover 
>the cause. I've helped a few people who have been complaining of 
>"performance problems" with TF2 (i.e they've been trying to lower 
>graphics settings and so on) where it has been the same issue.
>
>I'm sure a tiny %age deliberately stymie their connections too in an 
>attempt to avoid being killed. Perhaps I'm just overly suspicious, but I 
>see people who have a great ping and then every time they are hit, it 
>leaps higher and then drops after. I recall a similar experience when I 
>was healing a pyro and every time someone attacked him, he would lag and 
>the heal would drop. Was that a lag switch or something? Perhaps a bad 
>connection has the same symptoms, triggered by more data being sent when 
>more things are happening. Either way, the net effect is the same he 
>gets an edge by having a bad connection whether deliberately or not.
>
>I'm reasonably convinced that, from time to time the client can get out 
>of synch with the server in some way. In the sense that the netcode is 
>supposed to mean a hit on your screen is a hit when the server gets the 
>packets from everyone, figures out where everyone was and so on.
>
>Most of the time I can reasonably accept that's the case (except for 
>backstabs and melee). Sometimes I'm convinced nades / rockets that hit 
>the player on your screen aren't being registered as hits whilst shots 
>that miss, perhaps only by a bit, turn out to be hits (with nades, of 
>course, this is more noticeable than rockets because rockets are 
>supposed to hit when you miss - and valve's tiny red writing for how 
>much damage you did is too small for me to read - and I can't push my 
>nose into the screen these days)
>
>It could just be that I'm incredibly inconsistent from one round to the 
>next, but sometimes I join a server and every nade I throw seems to 
>miss, bar people standing still or from the secondary explosion, but 
>switch to another server and I'm hitting everything that moves.
>
>The other thing I note too is, often times getting hit behind the wall 
>after I've run behind cover, but with a far bigger latency than 
>"netcode" seems to make sense to explain it. e.g me and the client that 
>killed me have sub 20ms pings, but I die half a second or more after 
>going behind cover.
>
>Perhaps any or all of the above can just be simply explained by packets 
>getting lost and other transient connection issues?
>
>-- 
>Dan
>
>___
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>visit:
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>
>
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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread dan

On 28/05/2013 02:44, D Bauhmz wrote:

I thought about making an entirely new post but we'll see how much
attention it gets in this one first.

We've also been experiencing some other behavior that I've just noticed in
the past few months. It's player warping. When you watch them after you're
dead they seem to skip several flames and teleporter from one location to
the next. I'd expect that this player was lagging but when checking their
ping they are just fine. I know I've seen a few others report this here on
the list too.


If it's every player it's likely some issue with the server or its 
connection (or your own client & connection you're using to observe)
It's just one or two players, it's more likely some issue with those 
players client or connection. One that perhaps ping doesn't indicate.


I always assumed the odd person warping, when others are fine, was 
either packet loss or their client has rate set low (which
now Valve have set the default to 3 for everyone is perhaps less 
likely to happen)


Presumably you can use sv_minrate to fix it for them if you don't 
already do that.


But, throughout the time TF2 has been released (i.e not recently, but 
years ago) I've had occasions when my rate was lowered somehow, without 
me changing it. The subsequent experience is awful until you discover 
the cause. I've helped a few people who have been complaining of 
"performance problems" with TF2 (i.e they've been trying to lower 
graphics settings and so on) where it has been the same issue.


I'm sure a tiny %age deliberately stymie their connections too in an 
attempt to avoid being killed. Perhaps I'm just overly suspicious, but I 
see people who have a great ping and then every time they are hit, it 
leaps higher and then drops after. I recall a similar experience when I 
was healing a pyro and every time someone attacked him, he would lag and 
the heal would drop. Was that a lag switch or something? Perhaps a bad 
connection has the same symptoms, triggered by more data being sent when 
more things are happening. Either way, the net effect is the same he 
gets an edge by having a bad connection whether deliberately or not.


I'm reasonably convinced that, from time to time the client can get out 
of synch with the server in some way. In the sense that the netcode is 
supposed to mean a hit on your screen is a hit when the server gets the 
packets from everyone, figures out where everyone was and so on.


Most of the time I can reasonably accept that's the case (except for 
backstabs and melee). Sometimes I'm convinced nades / rockets that hit 
the player on your screen aren't being registered as hits whilst shots 
that miss, perhaps only by a bit, turn out to be hits (with nades, of 
course, this is more noticeable than rockets because rockets are 
supposed to hit when you miss - and valve's tiny red writing for how 
much damage you did is too small for me to read - and I can't push my 
nose into the screen these days)


It could just be that I'm incredibly inconsistent from one round to the 
next, but sometimes I join a server and every nade I throw seems to 
miss, bar people standing still or from the secondary explosion, but 
switch to another server and I'm hitting everything that moves.


The other thing I note too is, often times getting hit behind the wall 
after I've run behind cover, but with a far bigger latency than 
"netcode" seems to make sense to explain it. e.g me and the client that 
killed me have sub 20ms pings, but I die half a second or more after 
going behind cover.


Perhaps any or all of the above can just be simply explained by packets 
getting lost and other transient connection issues?


--
Dan

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Re: [hlds_linux] HLDS & steamcmd

2013-05-28 Thread Jeff Sugar
I just did a quicko install of CS1.6 steampipe with an entirely vanilla
setup, and had it output the any cvar with 'rate' in it to a text file.
Here are the results, verbatim (exactly as they were printed to the text
file):

   - host_framerate  :0
   - sv_accelerate   :5, sv
   - sv_airaccelerate :   10, sv
   - sv_lan_rate :2
   - sv_maxrate  :0, sv
   - sv_maxupdaterate :   30
   - sv_minrate  :0, sv
   - sv_minupdaterate :   10
   - sv_wateraccelerate :   10, sv
   - sys_ticrate :  100

If there's any other cvars that you're (a) sure exist, & (b) are not on
this list, then they're clientside, and you'd have to check on a client. If
you'd like to do what I did, but with a client, feel free to email me
directly and I'll help you that way without clogging the list with a lot of
back-and-forth messages. If your questions are all already answered,
then...hooray! :v

-Atreus

On Tue, May 28, 2013 at 4:04 AM, Jeff Sugar  wrote:

> Assuming you mean serverside, and that when you say HLDS you are
> referencing GoldSrc, the answer is 'yes they have', but I don't know what
> the new defaults are since I don't currently run any GoldSrc servers. That
> said, you'll be able to tell the defaults if you temporarily rename/remove
> your GoldSrc server's server.cfg (or whetever file you happen to store your
> rates in) & then check 'em, since no cfg files would be modifying them
>
> If you'd rather not rename/remove your cfgs, you could also just comment
> out/remove the lines in them which set the rate values instead
>
> -Atreus
>  On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers" 
> wrote:
>
>> Hi !
>>
>>
>>
>> I would like to know if max rates for HLDS protocol have been modified
>> since
>> the new command steamcmd is here or not.
>>
>>
>>
>> What are the max rates so, for its network engine ? Still 25000 ?
>>
>>
>>
>> What about cmdrate ?
>>
>>
>>
>> Regards,
>>
>>
>>
>> PAceteath
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
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Re: [hlds_linux] HLDS & steamcmd

2013-05-28 Thread AnAkIn
Max rate is 10. I don't think there is a max cl_cmdrate.


2013/5/28 Jeff Sugar 

> Assuming you mean serverside, and that when you say HLDS you are
> referencing GoldSrc, the answer is 'yes they have', but I don't know what
> the new defaults are since I don't currently run any GoldSrc servers. That
> said, you'll be able to tell the defaults if you temporarily rename/remove
> your GoldSrc server's server.cfg (or whetever file you happen to store your
> rates in) & then check 'em, since no cfg files would be modifying them
>
> If you'd rather not rename/remove your cfgs, you could also just comment
> out/remove the lines in them which set the rate values instead
>
> -Atreus
>  On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers"  >
> wrote:
>
> > Hi !
> >
> >
> >
> > I would like to know if max rates for HLDS protocol have been modified
> > since
> > the new command steamcmd is here or not.
> >
> >
> >
> > What are the max rates so, for its network engine ? Still 25000 ?
> >
> >
> >
> > What about cmdrate ?
> >
> >
> >
> > Regards,
> >
> >
> >
> > PAceteath
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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Re: [hlds_linux] HLDS & steamcmd

2013-05-28 Thread Jeff Sugar
Assuming you mean serverside, and that when you say HLDS you are
referencing GoldSrc, the answer is 'yes they have', but I don't know what
the new defaults are since I don't currently run any GoldSrc servers. That
said, you'll be able to tell the defaults if you temporarily rename/remove
your GoldSrc server's server.cfg (or whetever file you happen to store your
rates in) & then check 'em, since no cfg files would be modifying them

If you'd rather not rename/remove your cfgs, you could also just comment
out/remove the lines in them which set the rate values instead

-Atreus
 On May 28, 2013 3:47 AM, "DEPRE Gaëtan - NGServers" 
wrote:

> Hi !
>
>
>
> I would like to know if max rates for HLDS protocol have been modified
> since
> the new command steamcmd is here or not.
>
>
>
> What are the max rates so, for its network engine ? Still 25000 ?
>
>
>
> What about cmdrate ?
>
>
>
> Regards,
>
>
>
> PAceteath
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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[hlds_linux] HLDS & steamcmd

2013-05-28 Thread DEPRE Gaëtan - NGServers
Hi !

 

I would like to know if max rates for HLDS protocol have been modified since
the new command steamcmd is here or not.

 

What are the max rates so, for its network engine ? Still 25000 ? 

 

What about cmdrate ?

 

Regards,

 

PAceteath

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Re: [hlds_linux] VAC and hl2dm

2013-05-28 Thread Jeff Sugar
Indeed.

That said, if you'd like to block anyone who has been VAC banned,
regardless of the game on which it occurred, there's a SourceMod plugin to
achieve that, located here:
http://forums.alliedmods.net/showthread.php?t=80942

You can choose to have them kicked, banned, or just log the event in case
you want to give them the benefit of the doubt, but have them on file if at
some point you suspect them of cheating and want to know or something like
that

-Atreus

On Tue, May 28, 2013 at 1:18 AM, Netshroud  wrote:

> So after this, then?
> http://forums.steampowered.com/forums/showpost.php?p=22782122&postcount=10
>
> On 28/05/2013, at 1:00 PM, ics  wrote:
>
> > There is no orangebox anymore. All games are separate builds, but still
> are build from same source code. Bans are per game, not per engine. I'm not
> sure when this happened but it's beem 2-3 years already.
> >
> > -ics
> >
> > Daniel Barreiro kirjoitti:
> >> I think that if it's Orange Box (TF2, CSS, etc) you're banned for
> >> Orangebox, but if it's a modified engine (L4D, CSGO, etc) than it's
> >> separate.
> >>
> >>
> >> On Mon, May 27, 2013 at 5:58 PM, 1nsane <1nsane...@gmail.com> wrote:
> >>
> >>> Well this is what valve has to say about vac bans:
> >>> https://support.steampowered.com/kb_article.php?p_faqid=589
> >>>
> >>> It doesn't really say if bans are per game or not.
> >>>
> >>> But it does say that if you get banned from any previous source engine
> game
> >>> you will lose all your tf2 items.
> >>>
> >>>
> >>> On Mon, May 27, 2013 at 5:05 PM, Netshroud 
> wrote:
> >>>
>  I thought that was only post-Left4Dead that games were treated
>  individually, but previous games such as those you listed were still
> in
>  groups. When did the change to individual-game bans include
> pre-Left4Dead
>  Source games?
> 
>  On 27/05/2013, at 10:18 PM, ics  wrote:
> 
> > Yes. If you get VAC banned, bans apply only to that particular game.
> No
>  longer if you get banned in CS Source, you won't get banned in
> DOD:Source
>  and HL2DM like in the previous years.
> > -ics
> >
> > Mart-Jan Reeuwijk kirjoitti:
> >> ehm, afaik, with the introduction of Portal 2 they made all new
> valve
>  titles individual VAC bans, for otherwise they can't sell new games to
>  those accounts...
> >>
> >>
> >>> 
> >>> From: Daniel Barreiro 
> >>> To: Half-Life dedicated Linux server mailing list <
>  hlds_linux@list.valvesoftware.com>
> >>> Sent: Monday, 27 May 2013, 6:49
> >>> Subject: Re: [hlds_linux] VAC and hl2dm
> >>>
> >>>
> >>> It's banned by engine.
> >>>
> >>> If you're banned from TF2 you're banned from Source games
> (excluding
> >>> gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if
>  you're
> >>> banned from Mw2 you're banned from Mw2, etc
> >>>
> >>>
> >>> On Sun, May 26, 2013 at 9:53 PM, Foo Bar 
> wrote:
> >>>
>  Oh, right.  Good point - thanks.
> 
> 
> 
>  On Sun, May 26, 2013 at 6:49 PM, Frank 
> >>> wrote:
> > VAC banned could be for another game, from the way I understand
> it
>  is if
> > you
> > are VAC banned for say TF2 you can still play CS:S and so on.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> >>> Foo
>  Bar
> > Sent: Sunday, May 26, 2013 9:48 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] VAC and hl2dm
> >
> > Hello!
> >
> > Today I observed a player connected and playing in a HL2DM server
>  with
>  VAC
> > enabled, but the player is listed on http://www.vacbanned.com/as
>  being
> > banned.
> >
> > This has me wondering if VAC is really supported in HL2DM?  I
> sort
> >>> of
> > remember hearing that VAC wasn't really supported by hl2dm but
> >>> it's a
>  very
> > vague recollection.
> >
> > Thanks
> >
> > [foo] bar
> > ___
> > To unsubscribe, edit your list preferences, or view the list
>  archives,
> > please visit:
> >
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> > ___
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> > please visit:
> >
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> >
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> >>> archives,
>  please visit:
> 
> https://list.valve

Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-28 Thread Valentin G.
Can someone shine some more light on net_splitpacket_maxrate? Is it safe to
increase that without worsening the experience for some players? Are there
any recommendations for 24/32 player servers?

Thanks!


On Tue, May 28, 2013 at 3:44 AM, D Bauhmz  wrote:

> I thought about making an entirely new post but we'll see how much
> attention it gets in this one first.
>
> We've also been experiencing some other behavior that I've just noticed in
> the past few months. It's player warping. When you watch them after you're
> dead they seem to skip several flames and teleporter from one location to
> the next. I'd expect that this player was lagging but when checking their
> ping they are just fine. I know I've seen a few others report this here on
> the list too.
>
>
> On Mon, May 27, 2013 at 4:10 PM, Abdulrahman Abdulkawi <
> abdulk...@live.co.uk
> > wrote:
>
> > Thanks,
> >
> > This has managed to reduce the number of spikes (less frequent) and
> > reduced CPU usage quite considerably (floats at 45-60% with 32 players,
> > compared to 80-90%) so spikes don't have much of an impact. Why the
> spikes
> > still occur is beyond me - at rare times it would just spazz and spike to
> > 120% for a few minutes (going up/down).
> >
> > I do hope the spikes get fixed soon (tested without /addons) - before
> > steampipe a higher net_splitpacket_maxrate value would use more CPU &
> > create a smoother gameplay (if CPU isn't being overloaded), although now
> it
> > seems the opposite is happening.
> >
> > % are based on E3-1230V2 @ 3.3 Ghz - OS: Linux Debian
> >
> > Has valve still not been able to re-create this problem?
> >
> >
> > > Date: Sat, 25 May 2013 23:11:48 -0400
> > > From: bl4n...@gmail.com
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> > >
> > > We were experiencing some small lag spikes on our servers, but fixed
> the
> > > problem by increasing the convar net_splitpacket_maxrate to 10 (up
> > from
> > > 15000).
> > > On May 25, 2013 4:46 PM, "Abdulrahman Abdulkawi"  >
> > > wrote:
> > >
> > > > Is there anyone who used to have this problem, have had the issue
> > resolved
> > > > after the update?
> > > >
> > > > I'd appreciate all the responses as to whether it still happens for
> > you or
> > > > not.
> > > >
> > > > Thanks!
> > > >
> > > > > Date: Sat, 18 May 2013 20:45:54 -0400
> > > > > From: pctool...@gmail.com
> > > > > To: hlds_linux@list.valvesoftware.com
> > > > > Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> > > > >
> > > > > Is there anything we can or should add to our server.cfg file to
> help
> > > > > mitigate all these lag spikes and such?  Has anyone added something
> > with
> > > > > some success in calming the server CPU/lag spikes?  Thank you in
> > advance
> > > > > for any help.
> > > > >
> > > > >
> > > > > On Fri, May 17, 2013 at 6:47 PM, Abdulrahman Abdulkawi <
> > > > abdulk...@live.co.uk
> > > > > > wrote:
> > > > >
> > > > > > I am still experiencing this after today's (2nd) update, using
> > default
> > > > > > values on then newly released convars - yet to test changing
> them.
> > > > > > Anyone else?
> > > > > >
> > > > > > > Date: Fri, 17 May 2013 18:40:21 +0100
> > > > > > > From: needa...@ntlworld.com
> > > > > > > To: hlds_linux@list.valvesoftware.com
> > > > > > > Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> > > > > > >
> > > > > > > On 17/05/2013 17:17, martin v wrote:
> > > > > > > > Are you using net_graph 4?
> > > > > > >
> > > > > > > 5 I think, high enough to get all the info either way.
> > > > > > >
> > > > > > > Doesn't seem to be an issue on Valve's EU servers or the few
> 3rd
> > > > party
> > > > > > > ones I've played on.
> > > > > > >
> > > > > > > --
> > > > > > > Dan
> > > > > > >
> > > > > > >
> > > > > > > ___
> > > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives,
> > > > > > please visit:
> > > > > > >
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > > please visit:
> > > > > >
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] VAC and hl2dm

2013-05-28 Thread Netshroud
So after this, then? 
http://forums.steampowered.com/forums/showpost.php?p=22782122&postcount=10

On 28/05/2013, at 1:00 PM, ics  wrote:

> There is no orangebox anymore. All games are separate builds, but still are 
> build from same source code. Bans are per game, not per engine. I'm not sure 
> when this happened but it's beem 2-3 years already.
> 
> -ics
> 
> Daniel Barreiro kirjoitti:
>> I think that if it's Orange Box (TF2, CSS, etc) you're banned for
>> Orangebox, but if it's a modified engine (L4D, CSGO, etc) than it's
>> separate.
>> 
>> 
>> On Mon, May 27, 2013 at 5:58 PM, 1nsane <1nsane...@gmail.com> wrote:
>> 
>>> Well this is what valve has to say about vac bans:
>>> https://support.steampowered.com/kb_article.php?p_faqid=589
>>> 
>>> It doesn't really say if bans are per game or not.
>>> 
>>> But it does say that if you get banned from any previous source engine game
>>> you will lose all your tf2 items.
>>> 
>>> 
>>> On Mon, May 27, 2013 at 5:05 PM, Netshroud  wrote:
>>> 
 I thought that was only post-Left4Dead that games were treated
 individually, but previous games such as those you listed were still in
 groups. When did the change to individual-game bans include pre-Left4Dead
 Source games?
 
 On 27/05/2013, at 10:18 PM, ics  wrote:
 
> Yes. If you get VAC banned, bans apply only to that particular game. No
 longer if you get banned in CS Source, you won't get banned in DOD:Source
 and HL2DM like in the previous years.
> -ics
> 
> Mart-Jan Reeuwijk kirjoitti:
>> ehm, afaik, with the introduction of Portal 2 they made all new valve
 titles individual VAC bans, for otherwise they can't sell new games to
 those accounts...
>> 
>> 
>>> 
>>> From: Daniel Barreiro 
>>> To: Half-Life dedicated Linux server mailing list <
 hlds_linux@list.valvesoftware.com>
>>> Sent: Monday, 27 May 2013, 6:49
>>> Subject: Re: [hlds_linux] VAC and hl2dm
>>> 
>>> 
>>> It's banned by engine.
>>> 
>>> If you're banned from TF2 you're banned from Source games (excluding
>>> gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if
 you're
>>> banned from Mw2 you're banned from Mw2, etc
>>> 
>>> 
>>> On Sun, May 26, 2013 at 9:53 PM, Foo Bar  wrote:
>>> 
 Oh, right.  Good point - thanks.
 
 
 
 On Sun, May 26, 2013 at 6:49 PM, Frank 
>>> wrote:
> VAC banned could be for another game, from the way I understand it
 is if
> you
> are VAC banned for say TF2 you can still play CS:S and so on.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>>> Foo
 Bar
> Sent: Sunday, May 26, 2013 9:48 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] VAC and hl2dm
> 
> Hello!
> 
> Today I observed a player connected and playing in a HL2DM server
 with
 VAC
> enabled, but the player is listed on http://www.vacbanned.com/ as
 being
> banned.
> 
> This has me wondering if VAC is really supported in HL2DM?  I sort
>>> of
> remember hearing that VAC wasn't really supported by hl2dm but
>>> it's a
 very
> vague recollection.
> 
> Thanks
> 
> [foo] bar
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