Re: [hlds_linux] NET_GetLong attacks

2013-09-02 Thread Michael Johansen
Is it possible to stop this attack using iptables? Usually using the 
Valve-way of stopping the attacks won't work very well.
 Date: Sun, 1 Sep 2013 23:45:23 -0400
 From: violentcri...@convictgaming.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 That might have worked with the other filtering we are doing. If it does 
 I will send you the money. Send me a private email with your steam user.
 
 
 On 9/1/2013 11:11 PM, Bottiger wrote:
  If you used the version I posted it should not have set your
  sv_max_queries_sec_global
  so high.
 
  You are supposed to lower that number until it becomes playable and raise
  the window.
 
 
  
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Re: [hlds_linux] NET_GetLong attacks

2013-09-02 Thread Michael Johansen
I've tried that, and it doesn't work. For now the solution is to run Query 
Cache to make the server playable, it will still disappear from the 
serverbrowser though. Is there a solution to that? Somehow rate-limiting A2S 
queries?

 From: evo...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 2 Sep 2013 04:10:15 -0400
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 Yes, it was mentioned on the other thread titled steam server ports.
 
 http://forums.alliedmods.net/showthread.php?t=151551
 
 The 4th section from the top is dealing with attacks like this.
 
 - Original Message - 
 From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, September 02, 2013 2:38 AM
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
  Is it possible to stop this attack using iptables? Usually using the 
  Valve-way of stopping the attacks won't work very well.
  Date: Sun, 1 Sep 2013 23:45:23 -0400
  From: violentcri...@convictgaming.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
  That might have worked with the other filtering we are doing. If it does
  I will send you the money. Send me a private email with your steam user.
 
 
  On 9/1/2013 11:11 PM, Bottiger wrote:
   If you used the version I posted it should not have set your
   sv_max_queries_sec_global
   so high.
  
   You are supposed to lower that number until it becomes playable and 
   raise
   the window.
  
  
 
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  please visit:
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Re: [hlds_linux] NET_GetLong attacks

2013-09-02 Thread Michael Johansen
I don't know how SRCDS find that range, but tcpdump claims the packet is 53 
bytes. And I'll have to take back what I said that the server lag was gone - it 
still lags badly whenever the attack hits. The cache takes quite a bit of it, 
but it still lags.

 From: evo...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 2 Sep 2013 06:07:49 -0400
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 Rating limiting the a2s queries will still make the server appear offline, 
 if you read your log that you posted, it gives you the size, and the 
 acceptable size, you should be able to tailor a rule to fit your needs.
 
 Log:
 NET_GetLong:  Split packet from 157.208.132.148:54712 with invalid split 
 size (number 99/ count 114) where size 8293 is out of valid range [564 - 
 1248 ]
 NET_GetLong:  Split packet from 61.52.31.78:45086 with invalid split size 
 (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ]
 
 Size: 8293
 Valid Size: 564-1248
 
 Rule:
 iptables -A INPUT -i eth0 -p udp --dport 27015 -m length --length 8293 -j 
 DROP
 
 Make sure you also update the destination port if it's different. (I just 
 tried this rule on my machine and it's working.)
 
 
 - Original Message - 
 From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, September 02, 2013 5:12 AM
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
  I've tried that, and it doesn't work. For now the solution is to run Query 
  Cache to make the server playable, it will still disappear from the 
  serverbrowser though. Is there a solution to that? Somehow rate-limiting 
  A2S queries?
 
  From: evo...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Date: Mon, 2 Sep 2013 04:10:15 -0400
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
  Yes, it was mentioned on the other thread titled steam server ports.
 
  http://forums.alliedmods.net/showthread.php?t=151551
 
  The 4th section from the top is dealing with attacks like this.
 
  - Original Message - 
  From: Michael Johansen michs...@live.no
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Monday, September 02, 2013 2:38 AM
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
   Is it possible to stop this attack using iptables? Usually using the
   Valve-way of stopping the attacks won't work very well.
   Date: Sun, 1 Sep 2013 23:45:23 -0400
   From: violentcri...@convictgaming.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
   That might have worked with the other filtering we are doing. If it 
   does
   I will send you the money. Send me a private email with your steam 
   user.
  
  
   On 9/1/2013 11:11 PM, Bottiger wrote:
If you used the version I posted it should not have set your
sv_max_queries_sec_global
so high.
   
You are supposed to lower that number until it becomes playable and
raise
the window.
   
   
  
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   please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
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Re: [hlds_linux] NET_GetLong attacks

2013-09-02 Thread Michael Johansen
I tried that too, and the servers stopped showing in both server browser and 
SourceBans. It looks like the only way to stop this is with a plugin or 
extension on the servers. 
 From: evo...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 2 Sep 2013 06:35:04 -0400
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 Modify the packet size in the rule I gave you to match what tcpdump is 
 showing then, see if that works.
 
 
 - Original Message - 
 From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, September 02, 2013 6:32 AM
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
 I don't know how SRCDS find that range, but tcpdump claims the packet is 53 
 bytes. And I'll have to take back what I said that the server lag was 
 gone - it still lags badly whenever the attack hits. The cache takes quite 
 a bit of it, but it still lags.
 
  From: evo...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Date: Mon, 2 Sep 2013 06:07:49 -0400
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
  Rating limiting the a2s queries will still make the server appear 
  offline,
  if you read your log that you posted, it gives you the size, and the
  acceptable size, you should be able to tailor a rule to fit your needs.
 
  Log:
  NET_GetLong:  Split packet from 157.208.132.148:54712 with invalid split
  size (number 99/ count 114) where size 8293 is out of valid range [564 -
  1248 ]
  NET_GetLong:  Split packet from 61.52.31.78:45086 with invalid split size
  (number 99/ count 114) where size 8293 is out of valid range [564 - 
  1248 ]
 
  Size: 8293
  Valid Size: 564-1248
 
  Rule:
  iptables -A INPUT -i eth0 -p udp --dport 27015 -m length --length 8293 -j
  DROP
 
  Make sure you also update the destination port if it's different. (I just
  tried this rule on my machine and it's working.)
 
 
  - Original Message - 
  From: Michael Johansen michs...@live.no
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Monday, September 02, 2013 5:12 AM
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
   I've tried that, and it doesn't work. For now the solution is to run 
   Query
   Cache to make the server playable, it will still disappear from the
   serverbrowser though. Is there a solution to that? Somehow 
   rate-limiting
   A2S queries?
  
   From: evo...@gmail.com
   To: hlds_linux@list.valvesoftware.com
   Date: Mon, 2 Sep 2013 04:10:15 -0400
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
   Yes, it was mentioned on the other thread titled steam server ports.
  
   http://forums.alliedmods.net/showthread.php?t=151551
  
   The 4th section from the top is dealing with attacks like this.
  
   - Original Message - 
   From: Michael Johansen michs...@live.no
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   Sent: Monday, September 02, 2013 2:38 AM
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
  
Is it possible to stop this attack using iptables? Usually using the
Valve-way of stopping the attacks won't work very well.
Date: Sun, 1 Sep 2013 23:45:23 -0400
From: violentcri...@convictgaming.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] NET_GetLong attacks
   
That might have worked with the other filtering we are doing. If it
does
I will send you the money. Send me a private email with your steam
user.
   
   
On 9/1/2013 11:11 PM, Bottiger wrote:
 If you used the version I posted it should not have set your
 sv_max_queries_sec_global
 so high.

 You are supposed to lower that number until it becomes playable 
 and
 raise
 the window.


   
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archives,
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Re: [hlds_linux] NET_GetLong attacks

2013-09-02 Thread Michael Johansen
http://replays.blackoutgaming.org/attack1.cap

This is from an attack. You should be able to open it using WireShark. 
 From: evo...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 2 Sep 2013 06:44:46 -0400
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 Post the tcpdump so we can look at it.
 
 - Original Message - 
 From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, September 02, 2013 6:38 AM
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
 I tried that too, and the servers stopped showing in both server browser 
 and SourceBans. It looks like the only way to stop this is with a plugin or 
 extension on the servers.
  From: evo...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Date: Mon, 2 Sep 2013 06:35:04 -0400
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
  Modify the packet size in the rule I gave you to match what tcpdump is
  showing then, see if that works.
 
 
  - Original Message - 
  From: Michael Johansen michs...@live.no
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Monday, September 02, 2013 6:32 AM
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
  I don't know how SRCDS find that range, but tcpdump claims the packet is 
  53
  bytes. And I'll have to take back what I said that the server lag was
  gone - it still lags badly whenever the attack hits. The cache takes 
  quite
  a bit of it, but it still lags.
  
   From: evo...@gmail.com
   To: hlds_linux@list.valvesoftware.com
   Date: Mon, 2 Sep 2013 06:07:49 -0400
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
   Rating limiting the a2s queries will still make the server appear
   offline,
   if you read your log that you posted, it gives you the size, and the
   acceptable size, you should be able to tailor a rule to fit your 
   needs.
  
   Log:
   NET_GetLong:  Split packet from 157.208.132.148:54712 with invalid 
   split
   size (number 99/ count 114) where size 8293 is out of valid range 
   [564 -
   1248 ]
   NET_GetLong:  Split packet from 61.52.31.78:45086 with invalid split 
   size
   (number 99/ count 114) where size 8293 is out of valid range [564 -
   1248 ]
  
   Size: 8293
   Valid Size: 564-1248
  
   Rule:
   iptables -A INPUT -i eth0 -p udp --dport 27015 -m length --length 
   8293 -j
   DROP
  
   Make sure you also update the destination port if it's different. (I 
   just
   tried this rule on my machine and it's working.)
  
  
   - Original Message - 
   From: Michael Johansen michs...@live.no
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   Sent: Monday, September 02, 2013 5:12 AM
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
  
I've tried that, and it doesn't work. For now the solution is to run
Query
Cache to make the server playable, it will still disappear from the
serverbrowser though. Is there a solution to that? Somehow
rate-limiting
A2S queries?
   
From: evo...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Mon, 2 Sep 2013 04:10:15 -0400
Subject: Re: [hlds_linux] NET_GetLong attacks
   
Yes, it was mentioned on the other thread titled steam server 
ports.
   
http://forums.alliedmods.net/showthread.php?t=151551
   
The 4th section from the top is dealing with attacks like this.
   
- Original Message - 
From: Michael Johansen michs...@live.no
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Monday, September 02, 2013 2:38 AM
Subject: Re: [hlds_linux] NET_GetLong attacks
   
   
 Is it possible to stop this attack using iptables? Usually using 
 the
 Valve-way of stopping the attacks won't work very well.
 Date: Sun, 1 Sep 2013 23:45:23 -0400
 From: violentcri...@convictgaming.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] NET_GetLong attacks

 That might have worked with the other filtering we are doing. If 
 it
 does
 I will send you the money. Send me a private email with your 
 steam
 user.


 On 9/1/2013 11:11 PM, Bottiger wrote:
  If you used the version I posted it should not have set your
  sv_max_queries_sec_global
  so high.
 
  You are supposed to lower that number until it becomes 
  playable
  and
  raise
  the window.
 
 

 ___
 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] NET_GetLong attacks

2013-09-02 Thread Michael Johansen
Blocked those and the attack still persists. 

 From: evo...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 2 Sep 2013 07:14:43 -0400
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 Okay, the number you provided (53) is the size of the string, the entire 
 packet size is either 60 or 67 depending on the query. (there's 2 queries 
 that are repeating.)
 
 Try these rules:
 iptables -A INPUT -p udp --dport 27135 -m length --length 60 -j DROP
 iptables -A INPUT -p udp --dport 27135 -m length --length 67 -j DROP
 
 I just tried these locally and they do not stop the valid queries from the 
 steam browser.
 
 
 - Original Message - 
 From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, September 02, 2013 6:57 AM
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
  http://replays.blackoutgaming.org/attack1.cap
 
  This is from an attack. You should be able to open it using WireShark.
  From: evo...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Date: Mon, 2 Sep 2013 06:44:46 -0400
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
  Post the tcpdump so we can look at it.
 
  - Original Message - 
  From: Michael Johansen michs...@live.no
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Monday, September 02, 2013 6:38 AM
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
  I tried that too, and the servers stopped showing in both server browser
  and SourceBans. It looks like the only way to stop this is with a plugin 
  or
  extension on the servers.
   From: evo...@gmail.com
   To: hlds_linux@list.valvesoftware.com
   Date: Mon, 2 Sep 2013 06:35:04 -0400
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
   Modify the packet size in the rule I gave you to match what tcpdump is
   showing then, see if that works.
  
  
   - Original Message - 
   From: Michael Johansen michs...@live.no
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   Sent: Monday, September 02, 2013 6:32 AM
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
  
   I don't know how SRCDS find that range, but tcpdump claims the packet 
   is
   53
   bytes. And I'll have to take back what I said that the server lag was
   gone - it still lags badly whenever the attack hits. The cache takes
   quite
   a bit of it, but it still lags.
   
From: evo...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Mon, 2 Sep 2013 06:07:49 -0400
Subject: Re: [hlds_linux] NET_GetLong attacks
   
Rating limiting the a2s queries will still make the server appear
offline,
if you read your log that you posted, it gives you the size, and 
the
acceptable size, you should be able to tailor a rule to fit your
needs.
   
Log:
NET_GetLong:  Split packet from 157.208.132.148:54712 with invalid
split
size (number 99/ count 114) where size 8293 is out of valid range
[564 -
1248 ]
NET_GetLong:  Split packet from 61.52.31.78:45086 with invalid 
split
size
(number 99/ count 114) where size 8293 is out of valid range [564 -
1248 ]
   
Size: 8293
Valid Size: 564-1248
   
Rule:
iptables -A INPUT -i eth0 -p udp --dport 27015 -m length --length
8293 -j
DROP
   
Make sure you also update the destination port if it's different. 
(I
just
tried this rule on my machine and it's working.)
   
   
- Original Message - 
From: Michael Johansen michs...@live.no
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Monday, September 02, 2013 5:12 AM
Subject: Re: [hlds_linux] NET_GetLong attacks
   
   
 I've tried that, and it doesn't work. For now the solution is to 
 run
 Query
 Cache to make the server playable, it will still disappear from 
 the
 serverbrowser though. Is there a solution to that? Somehow
 rate-limiting
 A2S queries?

 From: evo...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 2 Sep 2013 04:10:15 -0400
 Subject: Re: [hlds_linux] NET_GetLong attacks

 Yes, it was mentioned on the other thread titled steam server
 ports.

 http://forums.alliedmods.net/showthread.php?t=151551

 The 4th section from the top is dealing with attacks like this.

 - Original Message - 
 From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Monday, September 02, 2013 2:38 AM
 Subject: Re: [hlds_linux] NET_GetLong attacks


  Is it possible to stop this attack using iptables? Usually 
  using
  the
  Valve-way of stopping the attacks won't work very well.
  Date: Sun, 1 Sep 2013 23:45:23 -0400
  From: violentcri...@convictgaming.com

[hlds_linux] NET_GetLong attacks

2013-09-01 Thread Michael Johansen
Hi.
For the past two days we've been hit by a skid trying to show off by taking our 
servers down by sending them malformed packets and faked Source Engine Queries. 
The messages look like this:http://pastie.org/private/kknzt5acoom8enl5bouwxq
We have tried blocking the attack using iptables without success. The length of 
the packets varies, the source address and port varies, everything varies. What 
can we do to stop this?   
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Re: [hlds_linux] NET_GetLong attacks

2013-09-01 Thread Michael Johansen
They should, yeah. But until then, I need to find a way to block the attack.

 Date: Sun, 1 Sep 2013 23:06:19 +0300
 From: i...@ics-base.net
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] NET_GetLong attacks
 
 I've seen the same thing once. The attack rises CPU usage and causes lag 
 due to that. I only monitored while someone tried it, did cause some 
 harm but not too much. Perhaps the attacker was unexperienced at that time.
 
 I guess Valve should look into this.
 
 -ics
 
 Michael Johansen kirjoitti:
  Hi.
  For the past two days we've been hit by a skid trying to show off by taking 
  our servers down by sending them malformed packets and faked Source Engine 
  Queries. The messages look like 
  this:http://pastie.org/private/kknzt5acoom8enl5bouwxq
  We have tried blocking the attack using iptables without success. The 
  length of the packets varies, the source address and port varies, 
  everything varies. What can we do to stop this? 
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
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Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread Michael Johansen
I don't know whether the plugins are fixed, but I know of many people that are 
not subscribed to this list, and are running an old version of some plugin 
released on AM a couple of months ago which does not add the tags required. I 
know the plugin authors have added this feature now, but who knows, people 
might not be watching the forums for new plugins as most of them are set and 
forget.

 From: abdulk...@live.co.uk
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 18 Jun 2013 18:47:34 +0100
 Subject: [hlds_linux]  Policy of Truth: Respawn Times
 
 This has been brought up several times but it is only getting worse, this 
 needs to be addressed.
 
 There are many quickplay-enabled servers out there that change the respawn 
 times without having the 'respawntimes' sv_tag. I have used the server-report 
 feature to bring this to Valve's attention only for nothing to happen after 
 weeks. The amount of servers now doing this has only increased to the point 
 that when a quickplay-user joins a populated 32/32 server, they would 
 complain and leave due to long respawn times (not realizing that other 
 servers have fast-respawn enabled on quickplay).
 
 Are we to see any enforcement, or should we join the crowd doing this 
 considering it is becoming necessary to compete and maintain the community.   
 
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Re: [hlds_linux] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over

2013-05-13 Thread Michael Johansen
Will this update break SM  MM?

 From: velt...@gmail.com
 Date: Mon, 13 May 2013 20:23:10 +0200
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TF2 Mandatory update coming today: HLDSUpdateTool 
 grace period is over
 
 ETA?
 
 
 2013/5/13 1nsane 1nsane...@gmail.com
 
  Yay. Now everyone will be running the same version.
 
 
  On Mon, May 13, 2013 at 1:22 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
   Today's the day.
  
   Put it out to pasture.
  
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Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.

2013-05-04 Thread Michael Johansen
We've noticed this as well, no complaints though as the players does not seem 
to notice it very much.

 Date: Sat, 4 May 2013 11:40:54 -0400
 From: sc2p...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Huge sv drops and var spikes in net_graph 4.
 
 We never had this issue prior to Steampipe, but we're dealing with these
 very random and rare spikes of lag where the server framerate will suddenly
 drop from 66 to below 20 and var will spike to 20+. We're hosting 6 24 slot
 servers on the following:
 
 E3-1230v2
 16GB
 CentOS 6.4 64bit
 
 I was able to capture a screenshot of one of the drops but they're very
 hard to catch since they appear very very briefly.
 
 http://i.imgur.com/wxp8P3N.png
 
 server.cfg
 
 sv_minrate 35000
 sv_maxrate 20
 sv_maxupdaterate 67
 sv_minupdaterate 66
 sv_mincmdrate 66
 sv_maxcmdrate 67
 sv_client_cmdrate_difference 100
 
 
 Thanks
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Re: [hlds_linux] steamcmd loop

2013-05-01 Thread Michael Johansen
Yeah, same here, it downloaded the 11 MB update yesterday a bunch of times, 
then it works properly. That's the only update I've seen it do it on though.

 From: rblee...@gmail.com
 Date: Wed, 1 May 2013 13:48:14 +0200
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] steamcmd loop
 
 I'm experiencing the exact same thing. It will redownload at least
 twice for me and the last run even did it 18 times! It's always either
 11,372 KB or 11,555 KB.
 
 My steamcmd is installed in /usr/local/steamcmd/ of which I'm owner
 and it's writeable for me.
 
 On Wed, May 1, 2013 at 12:07 PM, Erik-jan Riemers riem...@binkey.nl wrote:
  I've seen some other people mentioning it, but now it is just getting
  silly.
  Sometimes it downloads steamcmd for more than 5 times, if not more before
  it finally starts the server.
 
  This is on a tf server, standard options with auto update. As far as I can
  tell, its downloading the client each time over and over..
 
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 -- 
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell
 
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Re: [hlds_linux] CS:S Pipe and maybe other have problems with capital letters

2013-04-14 Thread Michael Johansen
I can confirm this, happened on CSGO and HL2MP aswell.

 Date: Sat, 13 Apr 2013 23:27:08 +0200
 From: gbs.dead...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] CS:S Pipe and maybe other have problems with capital
 letters
 
 For testing our scripts for the conversion of all customers css servers,
 I've found a bug.
 
 When I put maps into cstrike/custom/somedir/maps/ the server will only find
 this maps, when there are no capital letters inside the whole path:
 http://pastebin.com/ntJSxbbd
 
 Same with lower case path works: http://pastebin.com/04Vrv1Yk
 
 Maybe you can fix this bug until the conversion.
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Re: [hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Michael Johansen
Do you have any upper case letters in the path for the TF2-server install?

 Date: Sat, 6 Apr 2013 17:29:57 +0100
 From: peter_va...@reinhold.dk
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Crash upon starting TF2 beta
 
 Hi all,
 
 I have begun to get ready for the TF2 migration in the near future, but 
 I am not even able to start a stock TF2 beta server, it simply segfaults 
 right after it starts, looks like this
 
 -- BEGIN
 [srcds@gaming-2 tf2.base.vpk]# ./srcds_run -game tf +map itemtest
 Auto detecting CPU
 Using default binary: ./srcds_linux
 Server will auto-restart if there is a crash.
 Using breakpad minidump system
 Using breakpad crash handler
 
 Console initialized.
 ./srcds_run: line 324: 16513 Segmentation fault  $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log to 
 help with solving this problem
 Sat Apr  6 18:25:26 CEST 2013: Server restart in 10 seconds
 Sat Apr  6 18:25:28 CEST 2013: Server Quit
 -- END
 
 This is a clean install fresh out of store, nothing have been done 
 other than trying and starting it, have anyone seen this behaviour, and 
 maybe found a solution?  (This happens on both a 32 bit Centos 5.9 and a 
 64 bit 6.3
 
 
 /Peter
 
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Re: [hlds_linux] Crash upon starting TF2 beta

2013-04-06 Thread Michael Johansen
Probably is. Reason I asked was because I was running my own servers in a path 
containing a uppercase letter, and when HL2MP got converted to SteamPipe it 
wouldn't start because of it. Same goes for CSGO.

 Date: Sat, 6 Apr 2013 18:56:22 +0100
 From: peter_va...@reinhold.dk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Crash upon starting TF2 beta
 
 On 06.04.2013 18:53, Peter Reinhold wrote:
 
  Do you have any upper case letters in the path for the TF2-server 
  install?
  No, its installed under /opt/srcds/tf2.test.vpk
 
  Could it be the punctuation?  My current TF2 setups running from
  folders with dots in them without a problem.
 
 And, i'll just answer my own question, that apparantly was it, . are 
 not allowed in the server install path.
 
 I'm not sure, but aren't there a bugtracker for the TF2 beta server 
 somewhere?
 
 
 /Peter
 
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[hlds_linux] Exploit in spamming join

2013-03-15 Thread Michael Johansen

Hi

Just had some guy spam join on one of my servers and it crashed, is there a 
known exploit around?
  
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Re: [hlds_linux] Exploit in spamming join

2013-03-15 Thread Michael Johansen

Oups, guess I should have provided more info. It's Team Fortress 2, non-beta.

 From: kyle.l...@gmail.com
 Date: Fri, 15 Mar 2013 15:57:12 -0700
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Exploit in spamming join
 
 Which game?
 
 Thanks,
 Kyle.
 
 
 On Fri, Mar 15, 2013 at 3:35 PM, Michael Johansen michs...@live.no wrote:
 
 
  Hi
 
  Just had some guy spam join on one of my servers and it crashed, is there
  a known exploit around?
 
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-22 Thread Michael Johansen

Let's hope so then. As I assumed the maps and all would need to be made into 
.vpk's - something which would take AGES for those running mostly custom maps 
(surf, VSH etc etc).

 Date: Thu, 21 Feb 2013 19:16:25 +0200
 From: i...@ics-base.net
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming.  Download the TF beta
 
 Basically that is the plan, though the plan might not work. That's why 
 the beta should fix it so nothing goes wrong.
 
 -ics
 
 Michael Johansen kirjoitti:
  Just wondering about this and I haven't read the entire topic. I am running 
  my servers forked and I'm wondering whether this change will require some 
  filesystem changes? Aka, can I just move out my maps/, my addons/ and my 
  materials/ folders and just re-download the server using steamcmd then move 
  them back into place?
 
  From: ad...@gamerscrib.net
  To: hlds_linux@list.valvesoftware.com
  Date: Wed, 20 Feb 2013 17:55:55 -0500
  Subject: Re: [hlds_linux] [hlds] SteamPipe is coming.  Download the TF beta
 
  I'm not really familiar with this tool , but will it allow you to set a
  region to download from much like the clients can do now? Reason I ask is
  that sometimes certain locations are faster on the download when a large
  update comes out vs how it is now and the update tool just searches for a
  Hand shake to get the data.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
  Dunn
  Sent: Wednesday, February 20, 2013 5:52 PM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated 
  Linux
  server mailing list
  Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
 
  This confusion may stem from the assumption that this tool exists solely to
  download a dedicated server.  Actually the tool is essentially a command
  line version of the Steam client.  It also is used by partners to package 
  up
  builds and submit it to Steam.
 
 
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-21 Thread Michael Johansen

Just wondering about this and I haven't read the entire topic. I am running my 
servers forked and I'm wondering whether this change will require some 
filesystem changes? Aka, can I just move out my maps/, my addons/ and my 
materials/ folders and just re-download the server using steamcmd then move 
them back into place?

 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 20 Feb 2013 17:55:55 -0500
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming.  Download the TF beta
 
 I'm not really familiar with this tool , but will it allow you to set a
 region to download from much like the clients can do now? Reason I ask is
 that sometimes certain locations are faster on the download when a large
 update comes out vs how it is now and the update tool just searches for a
 Hand shake to get the data.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
 Dunn
 Sent: Wednesday, February 20, 2013 5:52 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
 server mailing list
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
 
 This confusion may stem from the assumption that this tool exists solely to
 download a dedicated server.  Actually the tool is essentially a command
 line version of the Steam client.  It also is used by partners to package up
 builds and submit it to Steam.
 
 
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Re: [hlds_linux] daily restarrt manually

2013-02-05 Thread Michael Johansen

Honestly, I don't know if it's placebo or whatever, but crashes seem to 
intensify right after an update. I mean, we had 10 crashes per day atleast 
right after the latest TF2 update - now we don't see any crashes and we haven't 
done any changes to the server configuration and/or the mods they are running. 
Weird.

 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 5 Feb 2013 09:18:17 +0100
 Subject: Re: [hlds_linux] daily restarrt manually
 
 And here I thought we where the only one with this problem. (also on Debian)
 
 The crashes seem to have intensified after the last few TF2 updates, not sure 
 if you have noticed the same.
 
 Saint K. 
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers 
 [riem...@binkey.nl]
 Sent: 05 February 2013 09:09
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] daily restarrt manually
 
 Hi all,
 
 For some time i am cursed that from the 30 tf2 servers, i usually have to
 manually restart about 5 to 10 a day because they are hanging/crashed.
 When it issues a daily _restart it just either hangs or comes up with
 the error below.
 
 I was trying to look deeper into this issue last time and found out that
 on one of the boxes I got this message on a restart crash:
 /home/lz/.steam/sdk32/steamclient.so: cannot open shared object file: No
 such file or directory
 After some digging it seems that this comes with the new steamcmd client,
 where you have to symbolic link the bin32 to sdk32. It only
 creates the .steam files if you actually run the steamcmd client to
 download a game (csgo for instance) running steamcmd standalone just makes
 bad ubuntu links on my debian.
 
 Looking at below message, this makes me believe that for some reason these
 servers of mine crash because of incorrect libs or something in this area.
 After all, why would it complain about a steamclient.so that only comes
 via steamcmd? Which we don't use for tf2 yet.
 
 Does anybody have my golden clue?
 
 L 02/05/2013 - 06:10:19: server_message: quit
 L 02/05/2013 - 06:10:19: Log file closed
 L 02/05/2013 - 06:10:19: server_message: restart
 L 02/05/2013 - 06:10:19: Log file closed.
 *** glibc detected *** ./srcds_linux: free(): invalid pointer: 0x0a06c380
 ***
 === Backtrace: =
 /lib32/libc.so.6(+0x6bbe1)[0xf7547be1]
 /lib32/libc.so.6(+0x6d458)[0xf7549458]
 /lib32/libc.so.6(cfree+0x6d)[0xf754c53d]
 bin/libstdc++.so.6(_ZdlPv+0x20)[0xf76c29d9]
 bin/libstdc++.so.6(_ZdaPv+0x1a)[0xf76c2a23]
 /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so(+0x6f4
 c1)[0xea5b14c1]
 /lib32/libc.so.6(__cxa_finalize+0xb8)[0xf750b988]
 /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so(+0x30a
 14)[0xea572a14]
 /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so(+0xd25
 d0)[0xea6145d0]
 /lib/ld-linux.so.2(+0x1359e)[0xf775859e]
 /lib/ld-linux.so.2(+0x14057)[0xf7759057]
 /lib32/libdl.so.2(+0xca4)[0xf770fca4]
 /lib/ld-linux.so.2(+0xe5d6)[0xf77535d6]
 /lib32/libdl.so.2(+0x109c)[0xf771009c]
 /lib32/libdl.so.2(dlclose+0x2a)[0xf770fcda]
 /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod_mm_i486.so(Unloa
 dInterface_MMS+0x17)[0xea6619e7]
 /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
 76e8)[0xeaa7f6e8]
 /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
 b606)[0xeaa83606]
 /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
 6915)[0xeaa7e915]
 /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
 6ac0)[0xeaa7eac0]
 /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
 1d72)[0xeaa79d72]
 /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x2
 66a5)[0xeaa8e6a5]
 /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/server.so(+0x2247)[0xe
 aab3247]
 /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18ec9c)[0xf6c44c9c]
 /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18fc89)[0xf6c45c89]
 /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18750f)[0xf6c3d50f]
 /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x19d9c2)[0xf6c539c2]
 /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x1d0680)[0xf6c86680]
 /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x19dc0f)[0xf6c53c0f]
 bin/dedicated_srv.so(+0x691c0)[0xf6f4f1c0]
 bin/dedicated_srv.so(+0x81550)[0xf6f67550]
 bin/dedicated_srv.so(+0x81550)[0xf6f67550]
 /lib/ld-linux.so.2(+0x1359e)[0xf775859e]
 /lib/ld-linux.so.2(+0x14057)[0xf7759057]
 /lib32/libdl.so.2(+0xca4)[0xf770fca4]
 /lib/ld-linux.so.2(+0xe5d6)[0xf77535d6]
 /lib32/libdl.so.2(+0x109c)[0xf771009c]
 /lib32/libdl.so.2(dlclose+0x2a)[0xf770fcda]
 /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod_mm_i486.so(Unloa
 dInterface_MMS+0x17)[0xea6619e7]
 /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so(+0x1
 76e8)[0xeaa7f6e8]
 

Re: [hlds_linux] Servers get attacked via DDoS

2013-01-11 Thread Michael Johansen

Oh well, atleast Arnim has something useful to say, and besides, your 
intensions wasn't to spam this mailinglist, however you just did. 
Congratulations.

 From: sudsac...@gmail.com
 Date: Fri, 11 Jan 2013 15:48:29 +0530
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Servers get attacked via DDoS
 
 LOL :)
 
 Jerk!
 
 On Fri, Jan 11, 2013 at 3:46 PM, Arnim Eijkhoudt peng...@dhcp.net wrote:
 
  Haha,
 
  I hope you're joking. Almost none of your questions are remotely relevant
  to this type of attack. DNS reflection attacks can only be effectively
  mitigated upstream. The structural solution, unfortunately, is
  educating/informing the admins of the broken DNS servers (short of just
  bluntly increasing the bandwidth capacity of the affected server(s) and
  'sitting it out').
 
  See also: 
  http://blog.cloudflare.com/**65gbps-ddos-no-problemhttp://blog.cloudflare.com/65gbps-ddos-no-problem
 
  €0,02
 
  On 11-1-2013 10:52, Sachin Sud wrote:
 
  My intensions are not to spam this mail list.
  But if you guys are comfortable , you need to answer few questions by
  which
  i can help you better to get saved from ddos attacks.
 
  Which country are you from?
  How many game servers you host?
  How often the attack happens?
  Is it specific to any particular game?
  Which OS you have on server?
  What kind of firewall you use , in case if you use any
  And last question How much money you spend monthly on servers ( Based on
  your location, i can recommend some ddos protection if required )
 
  Thanks,
  Sachin
 
 
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Re: [hlds_linux] Servers get attacked via DDoS

2013-01-10 Thread Michael Johansen

Can't really protect against them, if you have enough link speed though you can 
only allow connections to port 53 from your trusted dns servers.
  
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Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread Michael Johansen

We've been having weird issues like this aswell, some times the game just 
freezes for a split second and then continues. The netgraph shows the ping 
rises and so does the in/out values.

 Date: Sat, 5 Jan 2013 09:43:31 -0500
 From: sc2p...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Large Gaps in the net_graph
 
 Yeah I'm not saying the issue is caused by the same thing as those videos.
 It's just causing a similar problem.
 
 On Sat, Jan 5, 2013 at 9:17 AM, dan needa...@ntlworld.com wrote:
 
  On 04/01/2013 23:00, Essay Tew Phaun wrote:
 
  The issue is very similar to the videos posted on youtube here:
 
  http://www.youtube.com/watch?**v=ArWe_ODu2-Yhttp://www.youtube.com/watch?v=ArWe_ODu2-Y
  http://www.youtube.com/watch?**v=GgWldsyWNIQhttp://www.youtube.com/watch?v=GgWldsyWNIQ
  http://www.youtube.com/watch?**v=OdZBeOD2eTIhttp://www.youtube.com/watch?v=OdZBeOD2eTI
 
 
  These must be old? The sv: field is saying 256 rather than the 66 it does
  now.
 
  The 3rd one really needs lower client settings (he has cmdrate et al set
  to 66, but doesn't generate 66 fps)
 
 
   We've investigated the network, the general system performance (CPU,
  Memory, I/O). Everything is checking out fine with these. We've tried a
  few
  various things within the server.cfgs other than the defaults and they
  have
  not changed anything. In the network graphs, we have no loss, we have no
  choke, or very little, which is about normal with a lot going on. var
  seems
  to stay pretty low, 0.50-2.00.
 
 
  There used to be this kind of 'rewind' thing on Valve's servers.
  The fra ones.
 
  Lately it's a lot better though with their lux servers.
 
  Given they're vanilla it's difficult to envisage a general problem, unless
  it only affects certain maps or game modes?
 
  --
  Dan.
 
 
  __**_
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] Incoming DoS attack

2012-11-28 Thread Michael Johansen

The funny thing is, you can actually do so on the IP. Some skid has made a 
Booter as it's |called in their community| which you can use to take down 
shit. Send an abuse report to Santrex and block this ip in your software 
firewall if you are on gigabit, it's only capable of pushing out ~300 mbit/s. 
IP: 46.166.130.152. Could also block every packet whos data contains flood or 
is 1024 bytes. 
 Date: Wed, 28 Nov 2012 00:40:14 -0800
 From: my_azz...@yahoo.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 These days any 12 year old with their mommy's credit card can buy botnets and 
 booters to do attacks. 
 
 
 
 
 
  From: Marco Padovan e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com 
 Sent: Tuesday, November 27, 2012 8:34:28 AM
 Subject: Re: [hlds_linux] Incoming DoS attack
  
 when you have fat pipes (1gbit or 10gbit uplinks) people need fatpipes
 too to spooffrom and take you down...
 
 but, IIRC, that well knonw .EU isp that allows spoofing let people do
 that only on the 100mbit network no on the gbit network.
 
 Therefore here comes the amplification (mostly DNS (udp 53) and chargen
 (UDP 19) ) reporting those amplifiers (open resolvers) is very
 important;)
 
 Il 27/11/2012 14.29, Saint K. ha scritto:
  That's kind of pointless in case of UDP attacks, chances are very high that 
  the IP's simply are spoofed.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
  [e...@evcz.tk]
  Sent: 27 November 2012 14:27
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  ihih, nice :)
 
  the most important thing while being ddosed is to report to the relevant
  abuse desks so they can clean up their networks ;)
 
  Il 27/11/2012 14.26, Michael Johansen ha scritto:
  I am indeed. Thank you for all your help :)
  Date: Tue, 27 Nov 2012 14:25:24 +0100
  From: e...@evcz.tk
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  Hi,
 
  are you the Mike on WHT?
 
  I was the one replying in there :D
 
  Il 27/11/2012 13.54, Michael Johansen ha scritto:
  My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s 
  traffic on UDP, where as my SYN stood for about 50k pps.
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 27 Nov 2012 11:29:01 +0100
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  We have no control over the upstream network. All I can do is filter 
  the packets at the machine, but that wouldn't prevent the link from 
  still being overloaded.
 
  Currently a null-route is in place to stop the attack at the network 
  boarder.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael 
  Johansen [michs...@live.no]
  Sent: 27 November 2012 11:26
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  Just took a look at the tcpdump, doesn't look like the attacks I'm 
  having. I may be stupid now, but wouldn't it work just by blocking 
  packets with the size of 50?
 
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 27 Nov 2012 11:19:08 +0100
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  The IP's in the dump originate from China, but as it's UDP it could 
  very well be spoofed.
 
  Looking at the payload in the packets, each new packet only has 1 
  character change from the previous packet.
 
  Bruteforce, or perhaps signature scanning evasion?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael 
  Johansen [michs...@live.no]
  Sent: 27 November 2012 11:15
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  I haven't looked at the tcpdump, but I have been getting attacks too, 
  they're SYN floods, 300 - 400 mbps in size and always coming from 
  local/reserved (0.x) ip's. All started soem time after we set up our 
  mvm serves.
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 27 Nov 2012 10:56:28 +0100
  Subject: [hlds_linux] Incoming DoS attack
 
  Hi,
 
  We've been having DoS attacks aimed at one of our MvM servers.
 
  Anyone have any idea what they're attempting to do here? It is just 
  to make the server unreachable, or are the actually trying to exploit 
  srcds somehow?
 
  Here's a tcpdump made for about 30 seconds during the attack (which 
  is still ongoing);
 
  http://www.specialattack.net/downloads/dump.rar
 
  Saint K.
  ___
  To unsubscribe, edit your list preferences, or view the list 
  archives, please visit

Re: [hlds_linux] Incoming DoS attack

2012-11-28 Thread Michael Johansen

Syn cookies didn't help for me sadly. Had to tune sysctl a tad more. Bumping up 
the maximum values for nf_conntrack module and all sorts of things. Now I'm 
using a couple of iptables rules to block all SYN-packets going over 5 per 
second. I've blocked ~800k packets the last days since enabling it. It's quite 
stable for now, but you never know when you're in for a larger attack 
unfortunantly.

 Date: Wed, 28 Nov 2012 00:55:20 -0800
 From: my_azz...@yahoo.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 Yea lol tell me about it! I have been constantly attacked on and off for the 
 past 4 months due to my servers being in the top 20 on gametracker for CS1.6 
 I must have seen all kinds of ddos attacks out there.
 
 For those on linux and getting syn floods, a nice preventative thing you can 
 do is enable syn cookies. read more: 
 http://baheyeldin.com/technology/linux/detecting-and-preventing-syn-flood-attacks-web-servers-running-linux.html
 
 
 
 
 
  From: Michael Johansen michs...@live.no
 To: hlds_linux@list.valvesoftware.com 
 Sent: Wednesday, November 28, 2012 3:45:26 AM
 Subject: Re: [hlds_linux] Incoming DoS attack
  
 
 The funny thing is, you can actually do so on the IP. Some skid has made a 
 Booter as it's |called in their community| which you can use to take down 
 shit. Send an abuse report to Santrex and block this ip in your software 
 firewall if you are on gigabit, it's only capable of pushing out ~300 mbit/s. 
 IP: 46.166.130.152. Could also block every packet whos data contains flood 
 or is 1024 bytes. 
  Date: Wed, 28 Nov 2012 00:40:14 -0800
  From: my_azz...@yahoo.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
  
  These days any 12 year old with their mommy's credit card can buy botnets 
  and booters to do attacks. 
  
  
  
  
  
   From: Marco Padovan e...@evcz.tk
  To: hlds_linux@list.valvesoftware.com 
  Sent: Tuesday, November 27, 2012 8:34:28 AM
  Subject: Re: [hlds_linux] Incoming DoS attack
   
  when you have fat pipes (1gbit or 10gbit uplinks) people need fatpipes
  too to spooffrom and take you down...
  
  but, IIRC, that well knonw .EU isp that allows spoofing let people do
  that only on the 100mbit network no on the gbit network.
  
  Therefore here comes the amplification (mostly DNS (udp 53) and chargen
  (UDP 19) ) reporting those amplifiers (open resolvers) is very
  important;)
  
  Il 27/11/2012 14.29, Saint K. ha scritto:
   That's kind of pointless in case of UDP attacks, chances are very high 
   that the IP's simply are spoofed.
  
   Saint K.
   
   From: hlds_linux-boun...@list.valvesoftware.com 
   [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
   [e...@evcz.tk]
   Sent: 27 November 2012 14:27
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Incoming DoS attack
  
   ihih, nice :)
  
   the most important thing while being ddosed is to report to the relevant
   abuse desks so they can clean up their networks ;)
  
   Il 27/11/2012 14.26, Michael Johansen ha scritto:
   I am indeed. Thank you for all your help :)
   Date: Tue, 27 Nov 2012 14:25:24 +0100
   From: e...@evcz.tk
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Incoming DoS attack
  
   Hi,
  
   are you the Mike on WHT?
  
   I was the one replying in there :D
  
   Il 27/11/2012 13.54, Michael Johansen ha scritto:
   My face when, I just analyzed my own tcpdump and I had over ~150 
   Mbit/s traffic on UDP, where as my SYN stood for about 50k pps.
   From: sai...@specialattack.net
   To: hlds_linux@list.valvesoftware.com
   Date: Tue, 27 Nov 2012 11:29:01 +0100
   Subject: Re: [hlds_linux] Incoming DoS attack
  
   We have no control over the upstream network. All I can do is filter 
   the packets at the machine, but that wouldn't prevent the link from 
   still being overloaded.
  
   Currently a null-route is in place to stop the attack at the network 
   boarder.
  
   Saint K.
   
   From: hlds_linux-boun...@list.valvesoftware.com 
   [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael 
   Johansen [michs...@live.no]
   Sent: 27 November 2012 11:26
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Incoming DoS attack
  
   Just took a look at the tcpdump, doesn't look like the attacks I'm 
   having. I may be stupid now, but wouldn't it work just by blocking 
   packets with the size of 50?
  
   From: sai...@specialattack.net
   To: hlds_linux@list.valvesoftware.com
   Date: Tue, 27 Nov 2012 11:19:08 +0100
   Subject: Re: [hlds_linux] Incoming DoS attack
  
   The IP's in the dump originate from China, but as it's UDP it could 
   very well be spoofed.
  
   Looking at the payload in the packets, each new packet only has 1 
   character change from

Re: [hlds_linux] Incoming DoS attack

2012-11-28 Thread Michael Johansen

If you're with a ISP/provider that actually takes care of their customers they 
|can| just blackhole the ip's that are attacking, or the signature of the 
attack in their routers, problem is that it takes time and it takes a lot of 
CPU, and there may also be like 20k IP's and then you're out of luck :(
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 28 Nov 2012 11:18:23 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 Our other server yesterday got hit by the so called DNS response DDoS. So 
 I'm guessing right now the attack wasn't aimed at exploiting SRCDS itself, 
 but simply to put down our services.
 
 Not much you can do but wait for the attacks to die out.
 
 (If every ISP would just implement ip source guard you could at least 
 actually block IP addresses knowing they come from a real source meh)
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 28 November 2012 09:57
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 Syn cookies didn't help for me sadly. Had to tune sysctl a tad more. Bumping 
 up the maximum values for nf_conntrack module and all sorts of things. Now 
 I'm using a couple of iptables rules to block all SYN-packets going over 5 
 per second. I've blocked ~800k packets the last days since enabling it. It's 
 quite stable for now, but you never know when you're in for a larger attack 
 unfortunantly.
 
  Date: Wed, 28 Nov 2012 00:55:20 -0800
  From: my_azz...@yahoo.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  Yea lol tell me about it! I have been constantly attacked on and off for 
  the past 4 months due to my servers being in the top 20 on gametracker for 
  CS1.6 I must have seen all kinds of ddos attacks out there.
 
  For those on linux and getting syn floods, a nice preventative thing you 
  can do is enable syn cookies. read more: 
  http://baheyeldin.com/technology/linux/detecting-and-preventing-syn-flood-attacks-web-servers-running-linux.html
 
 
 
 
  
   From: Michael Johansen michs...@live.no
  To: hlds_linux@list.valvesoftware.com
  Sent: Wednesday, November 28, 2012 3:45:26 AM
  Subject: Re: [hlds_linux] Incoming DoS attack
 
 
  The funny thing is, you can actually do so on the IP. Some skid has made a 
  Booter as it's |called in their community| which you can use to take down 
  shit. Send an abuse report to Santrex and block this ip in your software 
  firewall if you are on gigabit, it's only capable of pushing out ~300 
  mbit/s. IP: 46.166.130.152. Could also block every packet whos data 
  contains flood or is 1024 bytes.
   Date: Wed, 28 Nov 2012 00:40:14 -0800
   From: my_azz...@yahoo.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Incoming DoS attack
  
   These days any 12 year old with their mommy's credit card can buy botnets 
   and booters to do attacks.
  
  
  
  
   
From: Marco Padovan e...@evcz.tk
   To: hlds_linux@list.valvesoftware.com
   Sent: Tuesday, November 27, 2012 8:34:28 AM
   Subject: Re: [hlds_linux] Incoming DoS attack
  
   when you have fat pipes (1gbit or 10gbit uplinks) people need fatpipes
   too to spooffrom and take you down...
  
   but, IIRC, that well knonw .EU isp that allows spoofing let people do
   that only on the 100mbit network no on the gbit network.
  
   Therefore here comes the amplification (mostly DNS (udp 53) and chargen
   (UDP 19) ) reporting those amplifiers (open resolvers) is very
   important;)
  
   Il 27/11/2012 14.29, Saint K. ha scritto:
That's kind of pointless in case of UDP attacks, chances are very high 
that the IP's simply are spoofed.
   
Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
[e...@evcz.tk]
Sent: 27 November 2012 14:27
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Incoming DoS attack
   
ihih, nice :)
   
the most important thing while being ddosed is to report to the relevant
abuse desks so they can clean up their networks ;)
   
Il 27/11/2012 14.26, Michael Johansen ha scritto:
I am indeed. Thank you for all your help :)
Date: Tue, 27 Nov 2012 14:25:24 +0100
From: e...@evcz.tk
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Incoming DoS attack
   
Hi,
   
are you the Mike on WHT?
   
I was the one replying in there :D
   
Il 27/11/2012 13.54, Michael Johansen ha scritto:
My face when, I just analyzed my own tcpdump and I had over ~150 
Mbit/s traffic on UDP, where as my SYN stood for about 50k pps.
From: sai...@specialattack.net
To: hlds_linux

Re: [hlds_linux] Incoming DoS attack

2012-11-28 Thread Michael Johansen

IIRC Hetzner are all automated right? Would be good for them to have a 
automatic blocking system, so they dont have to spend money on people manning 
their NOC (if they even have one).
 From: riem...@binkey.nl
 Date: Wed, 28 Nov 2012 13:34:22 +0100
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 I am not a promoter, but with Hetzner if an attack is on my server, I just
 get an email with the list of ip's that where doing the ddos stating they
 stopped them from coming through.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
 Johansen
 Sent: woensdag 28 november 2012 11:35
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 
 If you're with a ISP/provider that actually takes care of their customers
 they |can| just blackhole the ip's that are attacking, or the signature of
 the attack in their routers, problem is that it takes time and it takes a
 lot of CPU, and there may also be like 20k IP's and then you're out of
 luck :(
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Wed, 28 Nov 2012 11:18:23 +0100
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  Our other server yesterday got hit by the so called DNS response DDoS.
 So I'm guessing right now the attack wasn't aimed at exploiting SRCDS
 itself, but simply to put down our services.
 
  Not much you can do but wait for the attacks to die out.
 
  (If every ISP would just implement ip source guard you could at least
  actually block IP addresses knowing they come from a real source
  meh) 
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
  Johansen [michs...@live.no]
  Sent: 28 November 2012 09:57
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  Syn cookies didn't help for me sadly. Had to tune sysctl a tad more.
 Bumping up the maximum values for nf_conntrack module and all sorts of
 things. Now I'm using a couple of iptables rules to block all SYN-packets
 going over 5 per second. I've blocked ~800k packets the last days since
 enabling it. It's quite stable for now, but you never know when you're in
 for a larger attack unfortunantly.
 
   Date: Wed, 28 Nov 2012 00:55:20 -0800
   From: my_azz...@yahoo.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Incoming DoS attack
  
   Yea lol tell me about it! I have been constantly attacked on and off
 for the past 4 months due to my servers being in the top 20 on gametracker
 for CS1.6 I must have seen all kinds of ddos attacks out there.
  
   For those on linux and getting syn floods, a nice preventative thing
   you can do is enable syn cookies. read more:
   http://baheyeldin.com/technology/linux/detecting-and-preventing-syn-
   flood-attacks-web-servers-running-linux.html
  
  
  
  
   
From: Michael Johansen michs...@live.no
   To: hlds_linux@list.valvesoftware.com
   Sent: Wednesday, November 28, 2012 3:45:26 AM
   Subject: Re: [hlds_linux] Incoming DoS attack
  
  
   The funny thing is, you can actually do so on the IP. Some skid has
 made a Booter as it's |called in their community| which you can use to
 take down shit. Send an abuse report to Santrex and block this ip in your
 software firewall if you are on gigabit, it's only capable of pushing out
 ~300 mbit/s. IP: 46.166.130.152. Could also block every packet whos data
 contains flood or is 1024 bytes.
Date: Wed, 28 Nov 2012 00:40:14 -0800
From: my_azz...@yahoo.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Incoming DoS attack
   
These days any 12 year old with their mommy's credit card can buy
 botnets and booters to do attacks.
   
   
   
   

 From: Marco Padovan e...@evcz.tk
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, November 27, 2012 8:34:28 AM
Subject: Re: [hlds_linux] Incoming DoS attack
   
when you have fat pipes (1gbit or 10gbit uplinks) people need
fatpipes too to spooffrom and take you down...
   
but, IIRC, that well knonw .EU isp that allows spoofing let people
do that only on the 100mbit network no on the gbit network.
   
Therefore here comes the amplification (mostly DNS (udp 53) and
chargen (UDP 19) ) reporting those amplifiers (open resolvers)
is very
important;)
   
Il 27/11/2012 14.29, Saint K. ha scritto:
 That's kind of pointless in case of UDP attacks, chances are very
 high that the IP's simply are spoofed.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco
 Padovan [e...@evcz.tk]
 Sent: 27 November 2012

Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Michael Johansen

I haven't looked at the tcpdump, but I have been getting attacks too, they're 
SYN floods, 300 - 400 mbps in size and always coming from local/reserved (0.x) 
ip's. All started soem time after we set up our mvm serves. 
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 10:56:28 +0100
 Subject: [hlds_linux] Incoming DoS attack
 
 Hi,
 
 We've been having DoS attacks aimed at one of our MvM servers.
 
 Anyone have any idea what they're attempting to do here? It is just to make 
 the server unreachable, or are the actually trying to exploit srcds somehow?
 
 Here's a tcpdump made for about 30 seconds during the attack (which is still 
 ongoing);
 
 http://www.specialattack.net/downloads/dump.rar
 
 Saint K.
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 visit:
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Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Michael Johansen

Just took a look at the tcpdump, doesn't look like the attacks I'm having. I 
may be stupid now, but wouldn't it work just by blocking packets with the size 
of 50? 

 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 11:19:08 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 The IP's in the dump originate from China, but as it's UDP it could very well 
 be spoofed.
 
 Looking at the payload in the packets, each new packet only has 1 character 
 change from the previous packet.
 
 Bruteforce, or perhaps signature scanning evasion?
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 27 November 2012 11:15
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 I haven't looked at the tcpdump, but I have been getting attacks too, they're 
 SYN floods, 300 - 400 mbps in size and always coming from local/reserved 
 (0.x) ip's. All started soem time after we set up our mvm serves.
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 27 Nov 2012 10:56:28 +0100
  Subject: [hlds_linux] Incoming DoS attack
 
  Hi,
 
  We've been having DoS attacks aimed at one of our MvM servers.
 
  Anyone have any idea what they're attempting to do here? It is just to make 
  the server unreachable, or are the actually trying to exploit srcds somehow?
 
  Here's a tcpdump made for about 30 seconds during the attack (which is 
  still ongoing);
 
  http://www.specialattack.net/downloads/dump.rar
 
  Saint K.
  ___
  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:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
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 visit:
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Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Michael Johansen

My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s traffic 
on UDP, where as my SYN stood for about 50k pps. 
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 11:29:01 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 We have no control over the upstream network. All I can do is filter the 
 packets at the machine, but that wouldn't prevent the link from still being 
 overloaded.
 
 Currently a null-route is in place to stop the attack at the network boarder.
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 27 November 2012 11:26
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 Just took a look at the tcpdump, doesn't look like the attacks I'm having. I 
 may be stupid now, but wouldn't it work just by blocking packets with the 
 size of 50?
 
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 27 Nov 2012 11:19:08 +0100
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  The IP's in the dump originate from China, but as it's UDP it could very 
  well be spoofed.
 
  Looking at the payload in the packets, each new packet only has 1 character 
  change from the previous packet.
 
  Bruteforce, or perhaps signature scanning evasion?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
  [michs...@live.no]
  Sent: 27 November 2012 11:15
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  I haven't looked at the tcpdump, but I have been getting attacks too, 
  they're SYN floods, 300 - 400 mbps in size and always coming from 
  local/reserved (0.x) ip's. All started soem time after we set up our mvm 
  serves.
   From: sai...@specialattack.net
   To: hlds_linux@list.valvesoftware.com
   Date: Tue, 27 Nov 2012 10:56:28 +0100
   Subject: [hlds_linux] Incoming DoS attack
  
   Hi,
  
   We've been having DoS attacks aimed at one of our MvM servers.
  
   Anyone have any idea what they're attempting to do here? It is just to 
   make the server unreachable, or are the actually trying to exploit srcds 
   somehow?
  
   Here's a tcpdump made for about 30 seconds during the attack (which is 
   still ongoing);
  
   http://www.specialattack.net/downloads/dump.rar
  
   Saint K.
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Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Michael Johansen

I am indeed. Thank you for all your help :) 
 Date: Tue, 27 Nov 2012 14:25:24 +0100
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack
 
 Hi,
 
 are you the Mike on WHT?
 
 I was the one replying in there :D
 
 Il 27/11/2012 13.54, Michael Johansen ha scritto:
  My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s 
  traffic on UDP, where as my SYN stood for about 50k pps. 
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 27 Nov 2012 11:29:01 +0100
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  We have no control over the upstream network. All I can do is filter the 
  packets at the machine, but that wouldn't prevent the link from still 
  being overloaded.
 
  Currently a null-route is in place to stop the attack at the network 
  boarder.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
  [michs...@live.no]
  Sent: 27 November 2012 11:26
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  Just took a look at the tcpdump, doesn't look like the attacks I'm having. 
  I may be stupid now, but wouldn't it work just by blocking packets with 
  the size of 50?
 
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 27 Nov 2012 11:19:08 +0100
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  The IP's in the dump originate from China, but as it's UDP it could very 
  well be spoofed.
 
  Looking at the payload in the packets, each new packet only has 1 
  character change from the previous packet.
 
  Bruteforce, or perhaps signature scanning evasion?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
  [michs...@live.no]
  Sent: 27 November 2012 11:15
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Incoming DoS attack
 
  I haven't looked at the tcpdump, but I have been getting attacks too, 
  they're SYN floods, 300 - 400 mbps in size and always coming from 
  local/reserved (0.x) ip's. All started soem time after we set up our mvm 
  serves.
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 27 Nov 2012 10:56:28 +0100
  Subject: [hlds_linux] Incoming DoS attack
 
  Hi,
 
  We've been having DoS attacks aimed at one of our MvM servers.
 
  Anyone have any idea what they're attempting to do here? It is just to 
  make the server unreachable, or are the actually trying to exploit srcds 
  somehow?
 
  Here's a tcpdump made for about 30 seconds during the attack (which is 
  still ongoing);
 
  http://www.specialattack.net/downloads/dump.rar
 
  Saint K.
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Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.

2012-11-20 Thread Michael Johansen

Do you have an ETA on the update?
 From: fletch...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 20 Nov 2012 16:14:13 +
 Subject: Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.
 
 Yes, that sounds like a different problem entirely.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel 
 Barreiro
 Sent: Tuesday, November 20, 2012 7:41 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.
 
 I run multiple servers with no bots, not even replay and it happens on a 
 regular basis.
 
 It mainly happens on my Gamemode server (which happens to be windows).
  Might be a plugin causing it though.
 
 My trade server (linux) has this problem sometimes, and it has no bots.
 
 
 On Tue, Nov 20, 2012 at 3:52 AM, Russell Smith 
 ve...@tinylittlerobots.uswrote:
 
  If it's a pathfinding issue wouldn't that require bots to be on the 
  server to trigger it?  My PvP server has no bots present, besides the 
  replay bot.
 
 
  On 11/19/2012 1:38 PM, Fletcher Dunn wrote:
 
  It's some pathfinding code that is not specific to any particular 
  game mode.  However, it could be invoked in a way that only happens 
  (or happens with much greater frequency) in MvM.  The server I am 
  investigating was one of our MvM servers, and several of our MvM 
  servers seem to be stuck with this problem.  So although there's no 
  guarantee, I think it seems likely that it's the same problem.
 
  -Original Message-
  From: 
  hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
  hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v
  alvesoftware.com]
  On Behalf Of Russell Smith
  Sent: Monday, November 19, 2012 11:34 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.
 
  Thanks for the update Fletcher.
 
  Is this issue you reproduced game mode specific?  Some people are 
  only seeing this on MvM servers, but I have seen it happen once 
  recently on one of my PvP servers as well.
 
  On 19.11.2012 10:53, Fletcher Dunn wrote:
 
  Just a note to acknowledge this issue.
 
  I believe that I have reproduced it.  (At least, I have reproduced a 
  very similar issue.  Server enters an infinite loop, ceases ticking, 
  doesn't respond to rcon, etc).  I'm working on understanding the 
  cause now and hopefully will have an update for you soon when it 
  will be fixed.
 
  -Original Message-
  From: 
  hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@list.
  valvesoftware.com 
  [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounc
  e...@list.valvesoftware.com]
  On Behalf Of 1nsane
  Sent: Saturday, November 17, 2012 7:39 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Servers still getting stuck, freezing, 
  100% CPU.
 
  I can confirm I am having this issue too.
 
 
  On Sat, Nov 17, 2012 at 9:47 AM, Sampson Rogers
  kritskring...@gmail.com**wrote:
 
   Seems this issue remains. I'm having to restart roughly 2 or 3
  servers a week due to this.
 
  http://i.imgur.com/9qWYK.jpg?1
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Michael Johansen

Indeed. http://pastebin.com/pNgBVB8L

 Date: Tue, 30 Oct 2012 15:48:19 -0700
 From: kyle.l...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)
 
 Any chance at a list of plugins your running?
 
 Thanks,
 Kyle.
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Michael Johansen

Are you having the issue with the hanging on mapchange issue? Right after it 
lists all the convars? If you are, what OS?


 Date: Wed, 31 Oct 2012 09:55:48 +0100
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)
 
 but I'm having issues onother servers that are not making use of
 hlstatsx:ce (but have pinion, console warning supressor and a few others
 more)
 
 so I would rule out hlstatsx:ce in any case
 
 Il 31/10/2012 09.53, Marco Padovan ha scritto:
  Basically metamod+sourcemod snapshot
 
  then just added: pinion_adverts, hlstatsx:ce sourcemod pluginand
  console warning supressor (
  http://forums.alliedmods.net/showthread.php?p=1825502 )
 
  here's the full list:
 
  http://pastebin.com/raw.php?i=iFqF3xTH
 
  Il 30/10/2012 23.48, Kyle Sanderson ha scritto:
  Any chance at a list of plugins your running?
 
  Thanks,
  Kyle.
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Michael Johansen

I have not tried disabling it, no, but I believe it shouldn't have any effect.

 Date: Wed, 31 Oct 2012 10:30:57 +0100
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)
 
 I see you are running pinion too...
 
 all my troubled servers have that :S
 
 do you see the issue also on servers without pinion?
 
 Il 31/10/2012 08.45, Michael Johansen ha scritto:
  Indeed. http://pastebin.com/pNgBVB8L
 
  Date: Tue, 30 Oct 2012 15:48:19 -0700
  From: kyle.l...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)
 
  Any chance at a list of plugins your running?
 
  Thanks,
  Kyle.
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[hlds_linux] Hanging on mapchange (changelevel)

2012-10-29 Thread Michael Johansen

Hi 
I'm running these versions of SM and MMS: http://pastebin.com/0sM4p22q 
My problem is that the server hangs upon mapchange, this is random and I do not 
know why it happens. I have a stacktrace of it which can be found here: 
http://pastebin.com/raw.php?i=fLebMQLS
Any ideas/suggestions on what to do?
  
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Re: [hlds_linux] Whats the deal with old halloween event maps?

2012-10-24 Thread Michael Johansen

I bet it's related to the Red X's somehow... WHICH BY THE WAY, WILL YOU FIX IT 
VALVE PLS?


 Date: Wed, 24 Oct 2012 19:37:33 +0300
 From: i...@ics-base.net
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Whats the deal with old halloween event maps?
 
 Every other custom map works just fine without precaching anyhing, even 
 harvest_event is fine without doing anything. I was just wondering is it 
 a known issue that manor brokes with default settings and why the 
 monoculus doesn't spawn in viaduct_event.
 
 -ics
 
 24.10.2012 19:32, Andreas Grimm kirjoitti:
  Addition to this: If you want to run the other maps, then you have to
  precache these files, too:
 
  PrecacheModel(models/props_halloween/pumpkin_explode.mdl); //maybe this
  one is needed for manor, too ... can't remember anymore
  PrecacheModel(models/props_halloween/ghost_no_hat.mdl);
  PrecacheModel(models/props_halloween/halloween_demoeye.mdl);
  PrecacheModel(models/props_halloween/eyeball_projectile.mdl);
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andreas
  Grimm
  Sent: Wednesday, October 24, 2012 6:31 PM
  To: 'Half-Life dedicated Linux server mailing list'
  Subject: Re: [hlds_linux] Whats the deal with old halloween event maps?
 
  You just have to precache two models, then it's all fine. Is use this code
  in a little plugin:
 
  PrecacheModel(models/bots/headless_hatman.mdl);
  PrecacheModel(models/weapons/c_models/c_bigaxe/c_bigaxe.mdl);
 
  Gameservers don't precache them automatically when it's not really
  halloween.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: Wednesday, October 24, 2012 6:19 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] Whats the deal with old halloween event maps?
 
  Last week i held and event for upcoming halloween. We played custom maps
  that had halloween monsters (aka the horseman) on and some others with
  just ghosts with tf_forced_holiday 2.
 
  This week, i arranged to play cp_manor_event and cp_viaduct_event to
  prepare players for halloween time. However, with manor te map crashes
  as soon as setup gates are supposed to be open with following error:
 
  L 10/24/2012 - 19:02:41: World triggered Round_Setup_End
  967/ - headless_hatman:  UTIL_SetModel:  not precached:
  models/bots/headless_hatman.mdl
  967/ - headless_hatman:  UTIL_SetModel:  not precached:
  models/bots/headless_hatman.mdl
  L 10/24/2012 - 19:02:41: Engine error: 967/ - headless_hatman:
  UTIL_SetModel:  not precached: models/bots/headless_hatman.mdl
  Boom.
 
  On viaduct_event, the monoculus doesn't even spawn but the map works
  otherwise. Are these maps intentionally broken or if not, they should be
  fixed for halloween.
 
  -ics
 
 
 
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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Michael Johansen

Oh nice, could you reply back on the mailinglist when you've done it?


 Date: Mon, 1 Oct 2012 15:32:02 -0400
 From: rbemr...@gmail.com
 To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
 ParticleEffectNames stringtable?
 
 *sigh* I just checked the extension version in the console, and it's 
 reporting the old NoMvM version, despite being from nomvm2_binary.zip.  
 I assume that a new Linux version was never compiled.
 
 Fine, I'll compile it myself and post it to the SourceMod thread; I also 
 pointed out that it's the wrong version over there.
 
 On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
  Hi Ross,
 
  Check out https://forums.alliedmods.net/showthread.php?t=193515
 
  Thanks,
  Kyle.
 
  On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose rbemr...@gmail.com 
  mailto:rbemr...@gmail.com wrote:
 
  On my stock TF2 server with addons directory, dumpstringtables
  says this:
 
  Table ParticleEffectNames
1006/1024 items
 
  Meaning that maps and addons have a grand total of 18 particle
  effects they can use.
 
  It's not uncommon to see errors when loading custom maps because
  they use more than 18 particle effects.  Additionally, on maps
  that use more than 18 effects, clients tend to crash immediately
  after the map change, even on maps that previously worked fine
  (such as pl_cashworks).  Can this please be fixed, perhaps by
  removing the MvM particle names on non-MvM maps like we did with
  sounds?
 
  I'm also confused from this same log.  In my log, at the top, I
  see this:
  soundprecache: 7872/8192 (96% full)
 
  Then later down, I see this:
  Table soundprecache
4064/8192 items
 
  One of these numbers has to be wrong.  Are the MvM sounds being
  removed from the precache post-server start?  If so, is it
  possible to use an SDK call to remove sounds from the precache?  I
  can think of at lease one SourceMod plugin that could desperately
  use this functionality.
 
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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Michael Johansen

Valve seriously needs to remove the unneeded particle effects and all that 
shizzle, too bad we have to use 3rd party fixes for fixing this.
Also, thanks!

 Date: Mon, 1 Oct 2012 15:52:28 -0400
 From: rbemr...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
 ParticleEffectNames stringtable?
 
 I attached the new version to this post: 
 https://forums.alliedmods.net/showpost.php?p=1810648postcount=60 It's 
 compiled from this Source: 
 https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly 
 modified Makefile from the SourceMod sample_ext extension.
 
 My addon-less system has 1006 particle effect names loaded.  On my Freak 
 Fortress 2 server with this loaded, it has 970 particle effect names loaded.
 
 Still not ideal, but there aren't that many MvM particles in the 
 stringtables dump, so a large gain wasn't expected.
 
 On 10/1/2012 3:33 PM, Michael Johansen wrote:
  Oh nice, could you reply back on the mailinglist when you've done it?
 
 
  Date: Mon, 1 Oct 2012 15:32:02 -0400
  From: rbemr...@gmail.com
  To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
  ParticleEffectNames stringtable?
 
  *sigh* I just checked the extension version in the console, and it's
  reporting the old NoMvM version, despite being from nomvm2_binary.zip.
  I assume that a new Linux version was never compiled.
 
  Fine, I'll compile it myself and post it to the SourceMod thread; I also
  pointed out that it's the wrong version over there.
 
  On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
  Hi Ross,
 
  Check out https://forums.alliedmods.net/showthread.php?t=193515
 
  Thanks,
  Kyle.
 
  On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose rbemr...@gmail.com
  mailto:rbemr...@gmail.com wrote:
 
   On my stock TF2 server with addons directory, dumpstringtables
   says this:
 
   Table ParticleEffectNames
 1006/1024 items
 
   Meaning that maps and addons have a grand total of 18 particle
   effects they can use.
 
   It's not uncommon to see errors when loading custom maps because
   they use more than 18 particle effects.  Additionally, on maps
   that use more than 18 effects, clients tend to crash immediately
   after the map change, even on maps that previously worked fine
   (such as pl_cashworks).  Can this please be fixed, perhaps by
   removing the MvM particle names on non-MvM maps like we did with
   sounds?
 
   I'm also confused from this same log.  In my log, at the top, I
   see this:
   soundprecache: 7872/8192 (96% full)
 
   Then later down, I see this:
   Table soundprecache
 4064/8192 items
 
   One of these numbers has to be wrong.  Are the MvM sounds being
   removed from the precache post-server start?  If so, is it
   possible to use an SDK call to remove sounds from the precache?  I
   can think of at lease one SourceMod plugin that could desperately
   use this functionality.
 
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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Michael Johansen

Made my day. 

 Date: Mon, 1 Oct 2012 16:29:22 -0400
 From: rbemr...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
 ParticleEffectNames stringtable?
 
 At the current moment, they can't add new unusual hat effects as it'd 
 overflow the stringtable we were talking about.  So... it has a direct 
 impact on potential future key sales. :P
 
 On 10/1/2012 4:25 PM, Eli Witt wrote:
  Are you kidding? Then they wouldn't be able to add more hats.
 
  On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen michs...@live.no wrote:
 
  Valve seriously needs to remove the unneeded particle effects and all that
  shizzle, too bad we have to use 3rd party fixes for fixing this.
  Also, thanks!
 
  Date: Mon, 1 Oct 2012 15:52:28 -0400
  From: rbemr...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from
  TF2 ParticleEffectNames stringtable?
  I attached the new version to this post:
  https://forums.alliedmods.net/showpost.php?p=1810648postcount=60 It's
  compiled from this Source:
  https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly
  modified Makefile from the SourceMod sample_ext extension.
 
  My addon-less system has 1006 particle effect names loaded.  On my Freak
  Fortress 2 server with this loaded, it has 970 particle effect names
  loaded.
  Still not ideal, but there aren't that many MvM particles in the
  stringtables dump, so a large gain wasn't expected.
 
  On 10/1/2012 3:33 PM, Michael Johansen wrote:
  Oh nice, could you reply back on the mailinglist when you've done it?
 
 
  Date: Mon, 1 Oct 2012 15:32:02 -0400
  From: rbemr...@gmail.com
  To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects
  from TF2 ParticleEffectNames stringtable?
  *sigh* I just checked the extension version in the console, and it's
  reporting the old NoMvM version, despite being from nomvm2_binary.zip.
  I assume that a new Linux version was never compiled.
 
  Fine, I'll compile it myself and post it to the SourceMod thread; I
  also
  pointed out that it's the wrong version over there.
 
  On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
  Hi Ross,
 
  Check out https://forums.alliedmods.net/showthread.php?t=193515
 
  Thanks,
  Kyle.
 
  On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose rbemr...@gmail.com
  mailto:rbemr...@gmail.com wrote:
 
On my stock TF2 server with addons directory, dumpstringtables
says this:
 
Table ParticleEffectNames
  1006/1024 items
 
Meaning that maps and addons have a grand total of 18 particle
effects they can use.
 
It's not uncommon to see errors when loading custom maps because
they use more than 18 particle effects.  Additionally, on maps
that use more than 18 effects, clients tend to crash immediately
after the map change, even on maps that previously worked fine
(such as pl_cashworks).  Can this please be fixed, perhaps by
removing the MvM particle names on non-MvM maps like we did with
sounds?
 
I'm also confused from this same log.  In my log, at the top, I
see this:
soundprecache: 7872/8192 (96% full)
 
Then later down, I see this:
Table soundprecache
  4064/8192 items
 
One of these numbers has to be wrong.  Are the MvM sounds being
removed from the precache post-server start?  If so, is it
possible to use an SDK call to remove sounds from the precache?
I
can think of at lease one SourceMod plugin that could
  desperately
use this functionality.
 
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[hlds_linux] Massive spike in QP

2012-09-28 Thread Michael Johansen

Hi
Was playing on our Nocrit/Fixed spread server that has all the tags added to 
avoid it being in quickplay (policy of truth is nr. 1 to follow). We were 
around 10 on the server, then all the sudden we had like 15+ players join, 
filling the server to 32/32 instantly. All my tags are set and everything, what 
could cause this?
  
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Re: [hlds_linux] Red X's still appearing

2012-09-27 Thread Michael Johansen

The ParticleEffectNames stringtable issue is what I'm running into. No missing 
files as others say.

 Date: Wed, 26 Sep 2012 18:06:32 -0500
 From: voidedwea...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Red X's still appearing
 
 The red x's *can* be a sign of missing files, but that's not the case this
 time.
 
 There's a legitimate issue where the ParticleEffectNames stringtable is
 getting close to full and some of the game's particles aren't precaching on
 clients because of this.
 
 On Wed, Sep 26, 2012 at 5:22 PM, Tom McClellan tombomb...@gmail.com wrote:
 
  For the 9001'th time red x's mean you are missing files for your maps
  / mods. This is not a valve problem, this is a problem for the mod
  makers / map makers. if you are getting red x's on a valve map, try
  doing a clean install / disabling your ui mods.
 
  On Wed, Sep 26, 2012 at 3:12 PM, cladiron cladi...@gmail.com wrote:
   I'm 100% it's happen to me on 2fort.
   i made a comment on the other thread regarding this. I was wrong thinking
   it was related to a custom map.
   Lots and lots of small x's, it's usually while i'm playing as pyro and up
   close on the enemy.
  
  
   On Wed, Sep 26, 2012 at 10:06 AM, Cameron Munroe
   cmun...@cameronmunroe.comwrote:
  
   I think it is on all maps.
  
  
   On 9/26/2012 2:19 AM, Michael Johansen wrote:
  
   Hi
   I'm just wondering what I can do to fix this red X problem that's
   appearing on all my custom map servers. At first it just happened on my
   Surf servers, but now it does indeed seem like it happens on all the
   servers except vanilla. I have tried the extension linked to, and I
  also
   have tried the particle_manifest.txt file.
  
   http://forums.alliedmods.net/**showpost.php?p=1803148**postcount=57
  http://forums.alliedmods.net/showpost.php?p=1803148postcount=57
  
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-09-27 Thread Michael Johansen

Still no fix for the red X's? Sigh.

 From: er...@valvesoftware.com
 To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 27 Sep 2012 21:37:05 +
 Subject: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released
 
 We've released mandatory updates to TF2, DoD:S, and HL2:DM. The notes for the 
 updates are below.
 
 -Eric
 
 --
 
 Shared Changes (TF2, DoD:S, HL2:DM)
 - Improved the performance of the libraries used for in-game HTML display
 
 Team Fortress 2
 - Added new promo items
 - Fixed hats sometimes appearing multiple times in incorrect locations when 
 changing classes
 - Fixed Demoman shields not reducing explosive damage in non-MvM games
 - Fixed the tf_bot_add command using the same name for all of the bots when 
 adding multiple bots simultaneously
 - Updated the localization files
 - Moved map descriptions into the localization files
- Map descriptions will still be loaded from the maps folder first if they 
 exist
 - Updated Mann vs. Machine
- Fixed a bug where players could only buy 1 upgrade at a time from the 
 upgrade station
- Fixed a bug where the Victory dialog would sometimes show during 
 incorrect times
 
 
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[hlds_linux] Red X's still appearing

2012-09-26 Thread Michael Johansen

Hi
I'm just wondering what I can do to fix this red X problem that's appearing on 
all my custom map servers. At first it just happened on my Surf servers, but 
now it does indeed seem like it happens on all the servers except vanilla. I 
have tried the extension linked to, and I also have tried the 
particle_manifest.txt file. 

http://forums.alliedmods.net/showpost.php?p=1803148postcount=57
  
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[hlds_linux] Half Life 2: Deathmatch not starting

2012-09-24 Thread Michael Johansen

Hi
Is there any known issues with HL2MP/DM after the latest update?
Mine does not load the map. Works fine if I doesn't specify the +map thing 
though.
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Re: [hlds_linux] Half Life 2: Deathmatch not starting

2012-09-24 Thread Michael Johansen

I removed everything in srcds_hl2mp/orangebox/bin and 
srcds_hl2mp/orangebox/hl2mp/bin on HL2MP then I ran a -verify_all and now it 
seems to be working.

 Date: Mon, 24 Sep 2012 16:49:10 -0300
 From: x30...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half Life 2: Deathmatch not starting
 
 A clean install of DOD:S works for me. I wiill check TF2.
 
 2012/9/24 Vitor F. - Killall x30...@gmail.com:
  I have the same problem in DOD:s and TF2/MVM on linux. I will make a
  clean install to check it.
 
  2012/9/24 Michael Johansen michs...@live.no:
 
  Hi
  Is there any known issues with HL2MP/DM after the latest update?
  Mine does not load the map. Works fine if I doesn't specify the +map thing 
  though.
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Re: [hlds_linux] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-09-08 Thread Michael Johansen

I'm just wondering if that co-related with this:
http://pastebin.com/raw.php?i=YhqpLgyy 

 From: l...@rocketblast.com
 Date: Sat, 8 Sep 2012 21:38:37 +0200
 To: er...@valvesoftware.com
 CC: hlds_annou...@list.valvesoftware.com; h...@list.valvesoftware.com; 
 hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2, DoD:S,   and 
 HL2:DM updates released
 
 Has any information been released about what these performance
 improvements are? That's a rather thin changelog.
 
 On Thu, Sep 6, 2012 at 11:12 PM, Eric Smith er...@valvesoftware.com wrote:
  We've released mandatory updates to TF2, DoD:S, and HL2:DM. The notes for 
  the updates are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Performance improvements
 
  Team Fortress 2
  - Added the Fall 2012 key to the Mann Co. store
  - Fixed The Escape Plan not using the same taunt as The Equalizer
  - Community mapping request:
 - Added Parentname to the attributes for func_flagdetectionzone
 
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-07 Thread Michael Johansen

I've watched the ad several times, works just fine I believe.   
  
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

This must be a problem, many of my users are getting this too.  
  
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

One of my users just said that when he joined, he could see the Pinion ad then 
the game crashes, do your users experience the same thing? Join  motd  crash? 
   
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

Deactivating the HTML-motd seems to have done it for most of my users, 
something is seriously borked.


 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 13:50:08 -0400
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 I just tested it on a server without pinion plugin even running - without
 Sourcemod and still the same thing. HL2.exe has stopped etc etc - something
 is wrong and I mean that as of late last night or this morning. Now keep in
 mind I'm trying to fire up this client with -textmode so I can test certain
 things no idle - it's never done this till this morning. I can get right in
 using regular entry into the game/server but I don't need it to utilize the
 resources with that which is why I test certain things in -textmode.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
 Johansen
 Sent: Thursday, September 06, 2012 1:38 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 
 One of my users just said that when he joined, he could see the Pinion ad
 then the game crashes, do your users experience the same thing? Join  motd
  crash?
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

I asked the crashing users to disable html motd in their advanced settings 
dialog? 

 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 13:55:46 -0400
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 How are you doing that if you don't mind me asking so I can testare you
 just removing the motd text files?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
 Johansen
 Sent: Thursday, September 06, 2012 1:55 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 
 Deactivating the HTML-motd seems to have done it for most of my users,
 something is seriously borked.
 
 
  From: ad...@gamerscrib.net
  To: hlds_linux@list.valvesoftware.com
  Date: Thu, 6 Sep 2012 13:50:08 -0400
  Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  I just tested it on a server without pinion plugin even running - 
  without Sourcemod and still the same thing. HL2.exe has stopped etc 
  etc - something is wrong and I mean that as of late last night or this 
  morning. Now keep in mind I'm trying to fire up this client with 
  -textmode so I can test certain things no idle - it's never done this 
  till this morning. I can get right in using regular entry into the 
  game/server but I don't need it to utilize the resources with that which
 is why I test certain things in -textmode.
  
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
  Michael Johansen
  Sent: Thursday, September 06, 2012 1:38 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  
  One of my users just said that when he joined, he could see the Pinion 
  ad then the game crashes, do your users experience the same thing? 
  Join  motd
   crash?  
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

Well, what can it be? Doesn't make any sense for it to be Pinion plugin. 

 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 14:06:01 -0400
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 Yep I disabled it in mine and then fired it back up and not crashing.
 Something is certainly wrong.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: Thursday, September 06, 2012 2:01 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 Thanks for that. Didn't knew why our servers sat empty, turns out our
 clients were crashed as well.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen
 [michs...@live.no]
 Sent: 06 September 2012 19:54
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 Deactivating the HTML-motd seems to have done it for most of my users,
 something is seriously borked.
 
 
  From: ad...@gamerscrib.net
  To: hlds_linux@list.valvesoftware.com
  Date: Thu, 6 Sep 2012 13:50:08 -0400
  Subject: Re: [hlds_linux] Client crash cause of server settings?
 
  I just tested it on a server without pinion plugin even running - 
  without Sourcemod and still the same thing. HL2.exe has stopped etc 
  etc - something is wrong and I mean that as of late last night or this 
  morning. Now keep in mind I'm trying to fire up this client with 
  -textmode so I can test certain things no idle - it's never done this 
  till this morning. I can get right in using regular entry into the 
  game/server but I don't need it to utilize the resources with that which
 is why I test certain things in -textmode.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
  Michael Johansen
  Sent: Thursday, September 06, 2012 1:38 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 
  One of my users just said that when he joined, he could see the Pinion 
  ad then the game crashes, do your users experience the same thing? 
  Join  motd
   crash?
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

Has to be something with the MOTD anyway, I didn't have any crashes with the 
Pinion plugin loaded without having Flash for other browsers installed. When I 
then installed Flash, went on the server, ad finished loading it crashed me.


 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 20:20:45 +0200
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 
 Well, what can it be? Doesn't make any sense for it to be Pinion plugin. 
 
  From: ad...@gamerscrib.net
  To: hlds_linux@list.valvesoftware.com
  Date: Thu, 6 Sep 2012 14:06:01 -0400
  Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  Yep I disabled it in mine and then fired it back up and not crashing.
  Something is certainly wrong.
  
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
  Sent: Thursday, September 06, 2012 2:01 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  Thanks for that. Didn't knew why our servers sat empty, turns out our
  clients were crashed as well.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen
  [michs...@live.no]
  Sent: 06 September 2012 19:54
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  Deactivating the HTML-motd seems to have done it for most of my users,
  something is seriously borked.
  
  
   From: ad...@gamerscrib.net
   To: hlds_linux@list.valvesoftware.com
   Date: Thu, 6 Sep 2012 13:50:08 -0400
   Subject: Re: [hlds_linux] Client crash cause of server settings?
  
   I just tested it on a server without pinion plugin even running - 
   without Sourcemod and still the same thing. HL2.exe has stopped etc 
   etc - something is wrong and I mean that as of late last night or this 
   morning. Now keep in mind I'm trying to fire up this client with 
   -textmode so I can test certain things no idle - it's never done this 
   till this morning. I can get right in using regular entry into the 
   game/server but I don't need it to utilize the resources with that which
  is why I test certain things in -textmode.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
   Michael Johansen
   Sent: Thursday, September 06, 2012 1:38 PM
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  
   One of my users just said that when he joined, he could see the Pinion 
   ad then the game crashes, do your users experience the same thing? 
   Join  motd
crash?
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

Let's hope they fix it then.

 Date: Thu, 6 Sep 2012 14:40:21 -0400
 From: 1nsane...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 Also I heard reports of client crashes caused by this:
 http://forums.steampowered.com/forums/showthread.php?t=2923050
 
 Could also be related.
 
 Might even crash servers if it runs out of free edicts. Though I didn't try
 to verify that.
 
 On Thu, Sep 6, 2012 at 2:01 PM, Saint K. sai...@specialattack.net wrote:
 
  Thanks for that. Didn't knew why our servers sat empty, turns out our
  clients were crashed as well.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen [
  michs...@live.no]
  Sent: 06 September 2012 19:54
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Client crash cause of server settings?
 
  Deactivating the HTML-motd seems to have done it for most of my users,
  something is seriously borked.
 
 
   From: ad...@gamerscrib.net
   To: hlds_linux@list.valvesoftware.com
   Date: Thu, 6 Sep 2012 13:50:08 -0400
   Subject: Re: [hlds_linux] Client crash cause of server settings?
  
   I just tested it on a server without pinion plugin even running - without
   Sourcemod and still the same thing. HL2.exe has stopped etc etc -
  something
   is wrong and I mean that as of late last night or this morning. Now keep
  in
   mind I'm trying to fire up this client with -textmode so I can test
  certain
   things no idle - it's never done this till this morning. I can get right
  in
   using regular entry into the game/server but I don't need it to utilize
  the
   resources with that which is why I test certain things in -textmode.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
   Johansen
   Sent: Thursday, September 06, 2012 1:38 PM
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  
   One of my users just said that when he joined, he could see the Pinion ad
   then the game crashes, do your users experience the same thing? Join 
  motd
crash?
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

Assuming you did remove the motd.txt files aswell then?

 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 16:28:15 -0400
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 Well has nothing to do with Pinion or sourcemod for that matter - I disabled
 it and it still crashed - the only way it's not is to disable motd html in
 the options like you did which is working but that shouldn't be a
 requirement for a fix - this needs to be addressed today ahead of anything
 else IMO.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
 Johansen
 Sent: Thursday, September 06, 2012 2:50 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 
 Let's hope they fix it then.
 
  Date: Thu, 6 Sep 2012 14:40:21 -0400
  From: 1nsane...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  Also I heard reports of client crashes caused by this:
  http://forums.steampowered.com/forums/showthread.php?t=2923050
  
  Could also be related.
  
  Might even crash servers if it runs out of free edicts. Though I 
  didn't try to verify that.
  
  On Thu, Sep 6, 2012 at 2:01 PM, Saint K. sai...@specialattack.net wrote:
  
   Thanks for that. Didn't knew why our servers sat empty, turns out 
   our clients were crashed as well.
   
   From: hlds_linux-boun...@list.valvesoftware.com [ 
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael 
   Johansen [ michs...@live.no]
   Sent: 06 September 2012 19:54
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Client crash cause of server settings?
  
   Deactivating the HTML-motd seems to have done it for most of my 
   users, something is seriously borked.
  
  
From: ad...@gamerscrib.net
To: hlds_linux@list.valvesoftware.com
Date: Thu, 6 Sep 2012 13:50:08 -0400
Subject: Re: [hlds_linux] Client crash cause of server settings?
   
I just tested it on a server without pinion plugin even running - 
without Sourcemod and still the same thing. HL2.exe has stopped 
etc etc -
   something
is wrong and I mean that as of late last night or this morning. 
Now keep
   in
mind I'm trying to fire up this client with -textmode so I can 
test
   certain
things no idle - it's never done this till this morning. I can get 
right
   in
using regular entry into the game/server but I don't need it to 
utilize
   the
resources with that which is why I test certain things in -textmode.
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
Michael Johansen
Sent: Thursday, September 06, 2012 1:38 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Client crash cause of server settings?
   
   
One of my users just said that when he joined, he could see the 
Pinion ad then the game crashes, do your users experience the same 
thing? Join 
   motd
 crash?
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

I believe Pinion edits the motd.txt file and adds the hiturl there, go check it 
out, atelast it's like that on my install.

 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 16:34:37 -0400
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 That's part of the game - I Just disabled SM which completely removed pinion
 and SM from the equation. I didn't touch any part of the real game - so
 whatever the problem is, is within the real game nothing to do with a mod.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
 Johansen
 Sent: Thursday, September 06, 2012 4:31 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 
 Assuming you did remove the motd.txt files aswell then?
 
 
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

I've already sent in a ticket. I also see valve is going to push some updates, 
so maybe the problem was at their end afterall.


 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 16:49:13 -0400
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 Well as a matter of fact it appears it could be that -  I think we are
 blowing smoke up Valve's skirt here and its Pinion's problem all along -
 I'll send in a ticket I suggest you do the same.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
 Johansen
 Sent: Thursday, September 06, 2012 4:37 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 
 I believe Pinion edits the motd.txt file and adds the hiturl there, go check
 it out, atelast it's like that on my install.
 
  From: ad...@gamerscrib.net
  To: hlds_linux@list.valvesoftware.com
  Date: Thu, 6 Sep 2012 16:34:37 -0400
  Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  That's part of the game - I Just disabled SM which completely removed 
  pinion and SM from the equation. I didn't touch any part of the real 
  game - so whatever the problem is, is within the real game nothing to do
 with a mod.
  
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
  Michael Johansen
  Sent: Thursday, September 06, 2012 4:31 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Client crash cause of server settings?
  
  
  Assuming you did remove the motd.txt files aswell then?
  
  
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-09-06 Thread Michael Johansen

Well, either valve or Pinion did something, but the crash on connect is fixed.

 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 14:19:11 -0700
 From: ve...@tinylittlerobots.us
 Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates 
 released
 
 Thirding this.  Are the CPU spikes finally fixed?
 
 On 06.09.2012 14:15, Michael Johansen wrote:
  Yeah, I would like to know this aswell.
 
 
  From: ad...@gamerscrib.net
  To: hlds_linux@list.valvesoftware.com
  Date: Thu, 6 Sep 2012 17:14:42 -0400
  Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates 
  released
 
  Very nice - I'm really interested in what got performance 
  improvements, can
  you touch bases on what all was adjusted and how?
 
  Thanks!
 
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Performance improvements
 
 
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Michael Johansen

No crashing here, though.

 Date: Thu, 6 Sep 2012 18:10:06 -0400
 From: 1nsane...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 Based on what I  was told it crashes at the end of the advert. I will be
 testing it out myself soon.
 
 On Thu, Sep 6, 2012 at 6:05 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
 
  I had a player just tell me if he watches the ad he'll crash still.
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Re: [hlds_linux] Mandatory TF2 update released

2012-09-05 Thread Michael Johansen

Same with the red X's, had them on my Surf servers today too :(

 Date: Wed, 5 Sep 2012 07:14:27 -0600
 From: warbuck...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Mandatory TF2 update released
 
 No it hasn't.  This is still an ongoing problem.
 
 On Tue, Sep 4, 2012 at 9:11 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:
 
  This seems to have been fixed awhile ago. The issue now it seems is either
  with the servers being overloaded on valves end, or bad connectivity on
  server/client sides.
 
 
  On 9/4/2012 5:14 PM, Essay Tew Phaun wrote:
 
  Care to like, ever fix the issue with the servers losing steam
  connectivity
  and being assigned the system IP and uh, losing steam connection for
  random
  reasons and not reconnecting without restarting and like having it
  randomly
  not find your steam account?
 
  It takes a lot of work to get servers going sometimes and nothing is more
  infuriating than when they empty out due to bugs that have been reported
  multiple times and aren't being fixed.
 
  Thank you
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 -- 
 Sent from my Commodore64
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Re: [hlds_linux] Mandatory TF2 update released

2012-09-04 Thread Michael Johansen

I hope you fixed the red x problem in this one.

 From: er...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Tue, 4 Sep 2012 21:38:50 +
 Subject: [hlds_linux] Mandatory TF2 update released
 
 We've released a mandatory update to TF2. The notes for the update are below.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Added new promo items
 - Added replay_name ConVar to set the name of the replay bot
 - Added a notification to Steam Trading when a user's backpack is full
 - Fixed tv_name ConVar not working
 - Fixed non-robot Snipers playing some of the robot Sniper lines
 - Fixed the looping tank sound not playing if it was spawned far from the 
 player
 - Fixed Monoculus health bar not showing when Monoculus spawns
 - Fixed tank destruction effects playing at the map origin
 - Fixed bots not displaying in the server browser properly
 - Updated the localization files
 - Updated Koth_King
- Added some geometry to hide floating staircases outside of playspace
- Performance improvements from prop reduction, additional surfaces tagged 
 as nodraw, and reduced overlay counts
- Fixed some building faces where extra faces were being generated behind 
 windows/etc due to spaces in geometry
 - Updated Mvm_Decoy
 - Updated Mvm_Coaltown
- Blocked bots from being blasted into the tank tunnel
- Blocked giants from getting stuck under the stairs in the final pit
 - Updated Mvm_Mannworks
- Blocked bots from being blasted into the tank tunnel
- Added nobuild to stairs on center building where Engineers could build 
 out of reach of Sentry Busters
 - MvM changes
- Fixed a client money display issue when purchasing or selling bottle 
 charges after changing classes
- Fixed an issue in the Server Browser where replay bots would add to the 
 player count
- Fixed a bug that would sometimes cause the bomb to get positioned 
 incorrectly when dropped
- Added safeguards to prevent bots from getting stuck in certain cases
- Fixed sniper rifle reload upgrade not reducing the time delay from hip 
 shot to scoping
- Fixed Steel Gauntlet robots failing to destroy minisentries on slopes
- Fixed the party leader's mission completions showing in the game lobby 
 instead of your own
 - Community-submitted schema changes:
- Backpack sounds updated for Rogue's Col Roule, Cozy Camper, Scrap Pack, 
 Professor's Pineapple, Scottish Handshake, Monoculus!, Manniversary Paper 
 Hat, Party Hat, Googly Gazer, Liquor Locker, and Something Special For 
 Someone Special
- Weapon sound changes:
   - The Pain Train now uses Equalizer sounds
   - The Conscientious Objector now uses Kurkri sounds
   - The Amputator now uses Bonesaw sounds
   - The Solemn Vow now sounds like a wrench
   - The Market Gardener now uses Shovel sounds
   - The Horseless Headless Horsemann's Headtaker now uses the Horsemann's 
 Horseless Headless Horsemann's Headtaker sounds
- Weapon crafting changes:
   - The Teufort Tooth Kickers and Professor's Peculiarity are now 
 craftable
   - The Cozy Camper, Sun-on-a-Stick, and Sharpened Volcano Fragment are 
 now craftable with tokens
- Weapon cosmetic changes:
   - Added new styles to the Big Country, Professor's Peculiarity, and 
 Copper's Hard Top
   - The Third Degree now vaporizes enemies on kill like the 
 Phlogistinator and the Manmelter
   - Loosened equip region restrictions for the Whiskered Gentleman, Sight 
 For Sore Eyes, Googly Gazer, and Nine-Pipe Problem
   - The Birdcage, HOUWAR, and Scrap Pack can now get kill assists in 
 Pyroland
   - Updated attribute text to be more clear on the Loch-N-Load, 
 Force-A-Nature, Soda Popper, and Family Business
  - Weapon functionality is unchanged
 
 
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Re: [hlds_linux] Red X'es

2012-08-28 Thread Michael Johansen

Its a issue with the damn MvM files, this happened after MvM. The particles 
precache is full or something.

 From: kyle.l...@gmail.com
 Date: Mon, 27 Aug 2012 19:52:13 -0700
 To: mreeu...@yahoo.com; hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Red X'es
 
 Pretty sure it isn't any of those... Nothing installation wise has
 changed on our server, yet the red X's appeared in CS:S 2 syncs ago.
 Not that I can complain, but they're definitely present there as well.
 We're not using Consistency or Pure.
 
 Thanks,
 Kyle.
 
 On Mon, Aug 27, 2012 at 3:19 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
 
 
  That is a issue of not hosting the models/skins etc (via whitelisting ).
 
  ..\steam\steamapps\*yourloginname*\team fortress 2\tf\
 
  That folder has one or more of the folders:
  ..\materials\
  ..\models\
  ..\particles\
  ..\scripts\
  ..\sound\
 
  Delete / move those and then start hosting.
 
 
 
 
  From: Tom McClellan tombomb...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, 27 August 2012, 23:54
 Subject: Re: [hlds_linux] Red X'es
 
 Do a clean install of your server and client, that should fix it. the
 red x's are from missing files.
 
 On Sat, Aug 25, 2012 at 2:43 PM, Michael Johansen michs...@live.no wrote:
 
  VALVE: Is there any updates on this? I would love to have it fixed 
  without having to ask someone to code an extension to disable the 
  precaching of MvM stuff. It still only happens on Surf.
 
  From: michs...@live.no
  To: hlds_linux@list.valvesoftware.com
  Date: Thu, 23 Aug 2012 21:33:24 +0200
  Subject: Re: [hlds_linux] Red X'es
 
 
  They seemed to work, but they didn't.
 
   Date: Thu, 23 Aug 2012 13:59:53 +0100
   From: f...@thehh.co.uk
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Red X'es
  
   Would you share the Stripper config you have for this?
  
   Thursday, August 23, 2012, 1:02:12 PM, you wrote:
  
I |think| I duct taped a fix for it, kinda. I used Stripper and
removed the particle showing. Idk if it works, but I have gotten far
less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
From: michs...@live.no
To: hlds_linux@list.valvesoftware.com
Date: Wed, 22 Aug 2012 22:38:50 +0200
Subject: Re: [hlds_linux] Red X'es
  
  
This issue is still here.
  
 From: eliw...@gmail.com
 Date: Wed, 22 Aug 2012 16:13:59 -0400
 To: cebceb7...@yahoo.com; hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Red X'es

 removing those clientside effects fixed the problem for both me, 
 and
 everyone else playing on my server, oddly enough.

 There's nothing odd about that at all, your TF2 client *is* the 
 server in
 this instance, so the server has different models than the 
 clients playing
 with you.

 The server communicates the fact that the model has been replaced 
 with a
 3rd party one to the other players, whos TF2 clients do not have 
 this
 model. So they get a red X.


 On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs 
 cebceb7...@yahoo.comwrote:

  It wasn't a Sourcemod plugin or anything like that, if that's 
  what you
  mean, just a simple clientside mod in tf/particles to change 
  the muzzle
  flash, along with a few other particle effects. Whenever I 
  hosted a listen
  server on any MVM map, everyone saw the red X's. Wasn't too fun 
  of a game.
  removing those clientside effects fixed the problem for both 
  me, and
  everyone else playing on my server, oddly enough.
 
 
 
  
   From: frog f...@thehh.co.uk
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Tuesday, August 21, 2012 2:48 PM
  Subject: Re: [hlds_linux] Red X'es
 
  How did you remove the muzzle_flash particle effect? With 
  stripper? If so
  could you share the config entry for it?
 
  Tuesday, August 21, 2012, 6:24:00 PM, you wrote:
 
   Christian Briggs cebceb7...@yahoo.com
   I was getting this problem since the MVM update came up. any
   shotguns or pistols fired on the mvm maps created a cloud of 
   of X's
   around my character. Any other map was fine. Removing the 
   custom
   particle effect 'muzzle_flash' is what fixed it for me, so if 
   you've
   got any custom particles, you might want to look into them.
 
 
 
   
From: ics i...@ics-base.net
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   Sent: Tuesday, August 21, 2012 10:18 AM
   Subject: Re: [hlds_linux] Red X'es
  
   Sounds like some missing effect or unsupported (that was 
   previouslu
   supported damage

Re: [hlds_linux] Red X'es

2012-08-28 Thread Michael Johansen

What's weird is that I even tested this on a fresh tf2 server install, does nto 
happen on vanilla maps (valve maps) but I see it daily on my surf servers.
 From: kyle.l...@gmail.com
 Date: Tue, 28 Aug 2012 01:20:33 -0700
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Red X'es
 
 While MvM may have made it more prominent in TF2, it didn't come with
 that update. I've been seeing it since Pyromania, before that, all
 seemed to be fine...
 
 http://cloud.steampowered.com/ugc/939249452348510719/ADB2CB1B3163FCEDBB7AAB4FD18965739A0C12CE/
 Mirror: http://i.imgur.com/vd4ea.jpg
 
 This isn't my screenshot, rather one posted on our forums dating July
 22nd 2012. If you see the Pool of red off to the right that's roughly
 22x16 Vortigaunts (Player sized), it's a rather common occurrence.
 Yes, it's rather distracting.
 
 Thanks,
 Kyle.
 
 On Tue, Aug 28, 2012 at 1:02 AM, Michael Johansen michs...@live.no wrote:
 
  Its a issue with the damn MvM files, this happened after MvM. The particles 
  precache is full or something.
 
  From: kyle.l...@gmail.com
  Date: Mon, 27 Aug 2012 19:52:13 -0700
  To: mreeu...@yahoo.com; hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Red X'es
 
  Pretty sure it isn't any of those... Nothing installation wise has
  changed on our server, yet the red X's appeared in CS:S 2 syncs ago.
  Not that I can complain, but they're definitely present there as well.
  We're not using Consistency or Pure.
 
  Thanks,
  Kyle.
 
  On Mon, Aug 27, 2012 at 3:19 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
  wrote:
  
  
   That is a issue of not hosting the models/skins etc (via whitelisting ).
  
   ..\steam\steamapps\*yourloginname*\team fortress 2\tf\
  
   That folder has one or more of the folders:
   ..\materials\
   ..\models\
   ..\particles\
   ..\scripts\
   ..\sound\
  
   Delete / move those and then start hosting.
  
  
  
  
   From: Tom McClellan tombomb...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Monday, 27 August 2012, 23:54
  Subject: Re: [hlds_linux] Red X'es
  
  Do a clean install of your server and client, that should fix it. the
  red x's are from missing files.
  
  On Sat, Aug 25, 2012 at 2:43 PM, Michael Johansen michs...@live.no 
  wrote:
  
   VALVE: Is there any updates on this? I would love to have it fixed 
   without having to ask someone to code an extension to disable the 
   precaching of MvM stuff. It still only happens on Surf.
  
   From: michs...@live.no
   To: hlds_linux@list.valvesoftware.com
   Date: Thu, 23 Aug 2012 21:33:24 +0200
   Subject: Re: [hlds_linux] Red X'es
  
  
   They seemed to work, but they didn't.
  
Date: Thu, 23 Aug 2012 13:59:53 +0100
From: f...@thehh.co.uk
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Red X'es
   
Would you share the Stripper config you have for this?
   
Thursday, August 23, 2012, 1:02:12 PM, you wrote:
   
 I |think| I duct taped a fix for it, kinda. I used Stripper and
 removed the particle showing. Idk if it works, but I have gotten 
 far
 less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 22 Aug 2012 22:38:50 +0200
 Subject: Re: [hlds_linux] Red X'es
   
   
 This issue is still here.
   
  From: eliw...@gmail.com
  Date: Wed, 22 Aug 2012 16:13:59 -0400
  To: cebceb7...@yahoo.com; hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Red X'es
 
  removing those clientside effects fixed the problem for both 
  me, and
  everyone else playing on my server, oddly enough.
 
  There's nothing odd about that at all, your TF2 client *is* 
  the server in
  this instance, so the server has different models than the 
  clients playing
  with you.
 
  The server communicates the fact that the model has been 
  replaced with a
  3rd party one to the other players, whos TF2 clients do not 
  have this
  model. So they get a red X.
 
 
  On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs 
  cebceb7...@yahoo.comwrote:
 
   It wasn't a Sourcemod plugin or anything like that, if 
   that's what you
   mean, just a simple clientside mod in tf/particles to change 
   the muzzle
   flash, along with a few other particle effects. Whenever I 
   hosted a listen
   server on any MVM map, everyone saw the red X's. Wasn't too 
   fun of a game.
   removing those clientside effects fixed the problem for both 
   me, and
   everyone else playing on my server, oddly enough.
  
  
  
   
From: frog f...@thehh.co.uk
   To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.valvesoftware.com
   Sent: Tuesday, August 21, 2012 2:48 PM

Re: [hlds_linux] Replays

2012-08-26 Thread Michael Johansen

I have the same setup, gameservers are in /ssd/games and replays in 
/var/www/replays, is there a easy fix to this without having to change umask 
and all that?  
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Re: [hlds_linux] Replays

2012-08-25 Thread Michael Johansen

I'm having this issue too, it's weird, I have chmodded /var/www/replays to 777 
to make stuff work, but still I get that exact error, what does it even do? 
Replays work fine

 From: rblee...@gmail.com
 Date: Sat, 25 Aug 2012 12:18:32 +0200
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Replays
 
 Hi ics,
 
 I've tested your suggestion of keeping the replay files on the same
 partition, but as expected I got the same result. The files are
 created with the UID and primary GID of the user running srcds,
 ignoring any default ACL or setgid bit, making it so that the apache
 webserver is never allowed to read the files and allow them to be
 downloaded, only list the contents of the directory since the
 permissions on that are correct.
 
 
 On Sat, Aug 25, 2012 at 5:57 AM, ics i...@ics-base.net wrote:
  I think i remember something related to this. I'm not sure if it was a case
  about different partitions or different disks but Linux failed to deliver in
  one case. Rename failed due to it. You could try to put those replay files
  on same partition where the gameserver is and see if the error goes away.
 
  -ics
 
  25.8.2012 4:53, Rudy Bleeker kirjoitti:
 
  L.S.
 
  I only joined this mailinglist recently even though I've been running
  a TF2 server for years now, so please forgive me if this issue has
  been addressed already, but I have the following issue with publishing
  replays on my server.
 
  I'm publishing the replays through local http, since bandwidth isn't
  really an issue for me. So I have the cvar
  replay_local_fileserver_path set to .../orangebox/tf/replays/ and made
  a symlink /var/www/replays to it. I've also set replay_fileserver_path
  to /replays. The group ID of this directory is set to www-data which
  has read and execute rights on it. The result of this all is that the
  folder and it's contents are visible through the world wide web, so it
  seems to be okay. However, every file that's put into the directory is
  owned by my UID and GID, with read and write permissions for the user
  and read permissions for the group, 'other' has no rights to the files
  whatsoever. The result of that is that the files can't be downloaded
  by the TF2 clients of players. I've tried setting the sticky bit in
  the group permissions of the directory and also setting a default ACL,
  but the TF2 server just ignores those somehow and still creates the
  files with the wrong group and permissions.
 
  One solution I've managed to find is setting
  replay_local_fileserver_path to /var/www/replays/ and set all the
  right permissions on that directory, but this has resulted in the
  following console spam in the server for every replay file it tries to
  save:
  Unable to rename
  [...]/orangebox/tf/replay/server/tmp/20120825-013138-mvm_coaltown.dmx
  to /var/www/replays/20120825-013138-mvm_coaltown.dmx!
  It still works, the error only means it can't move the file by
  renaming it, which is correct since the TF2 files and /var/www are not
  on the same partition, but seeing this error in the console over and
  over annoys me so I'd rather not use this workaround.
 
  Can anyone shed any light on this?
 
  Regards, Rudy
 
 
 
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  please visit:
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Re: [hlds_linux] Red X'es

2012-08-25 Thread Michael Johansen

VALVE: Is there any updates on this? I would love to have it fixed without 
having to ask someone to code an extension to disable the precaching of MvM 
stuff. It still only happens on Surf.

 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 23 Aug 2012 21:33:24 +0200
 Subject: Re: [hlds_linux] Red X'es
 
 
 They seemed to work, but they didn't.
 
  Date: Thu, 23 Aug 2012 13:59:53 +0100
  From: f...@thehh.co.uk
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Red X'es
  
  Would you share the Stripper config you have for this?
  
  Thursday, August 23, 2012, 1:02:12 PM, you wrote:
  
   I |think| I duct taped a fix for it, kinda. I used Stripper and
   removed the particle showing. Idk if it works, but I have gotten far
   less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
   From: michs...@live.no
   To: hlds_linux@list.valvesoftware.com
   Date: Wed, 22 Aug 2012 22:38:50 +0200
   Subject: Re: [hlds_linux] Red X'es
  
  
   This issue is still here.
  
From: eliw...@gmail.com
Date: Wed, 22 Aug 2012 16:13:59 -0400
To: cebceb7...@yahoo.com; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Red X'es

removing those clientside effects fixed the problem for both me, and
everyone else playing on my server, oddly enough.

There's nothing odd about that at all, your TF2 client *is* the server 
in
this instance, so the server has different models than the clients 
playing
with you.

The server communicates the fact that the model has been replaced with 
a
3rd party one to the other players, whos TF2 clients do not have this
model. So they get a red X.


On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs 
cebceb7...@yahoo.comwrote:

 It wasn't a Sourcemod plugin or anything like that, if that's what 
 you
 mean, just a simple clientside mod in tf/particles to change the 
 muzzle
 flash, along with a few other particle effects. Whenever I hosted a 
 listen
 server on any MVM map, everyone saw the red X's. Wasn't too fun of a 
 game.
 removing those clientside effects fixed the problem for both me, and
 everyone else playing on my server, oddly enough.



 
  From: frog f...@thehh.co.uk
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Tuesday, August 21, 2012 2:48 PM
 Subject: Re: [hlds_linux] Red X'es

 How did you remove the muzzle_flash particle effect? With stripper? 
 If so
 could you share the config entry for it?

 Tuesday, August 21, 2012, 6:24:00 PM, you wrote:

  Christian Briggs cebceb7...@yahoo.com
  I was getting this problem since the MVM update came up. any
  shotguns or pistols fired on the mvm maps created a cloud of of X's
  around my character. Any other map was fine. Removing the custom
  particle effect 'muzzle_flash' is what fixed it for me, so if 
  you've
  got any custom particles, you might want to look into them.



  
   From: ics i...@ics-base.net
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Tuesday, August 21, 2012 10:18 AM
  Subject: Re: [hlds_linux] Red X'es
 
  Sounds like some missing effect or unsupported (that was previouslu
  supported damage type. Updating map trigger_hurt damage type will 
  fix it.

  -ics
  - Alkuperäinen viesti -
  i see red X'es on saxton servers where hale jumps in the water 
  with
 hurt.
  vsh_aperture map... dont know a sollution for it. But i would say 
  it
  might be map related.

  2012/8/21 Michael Johansen michs...@live.no

  
   Hi
   Wondering if Valve knows about this, whenever you shoot a 
   hitscan
   weapon (pistol, shotgun etc) in TF2 thousands of red X'es 
   appear, so
   far this has only happened on my Surf servers, and the only way 
   to fix
   it is to restart the server (changing map does not work). And 
   is there
   a way to fix it? I have tried removing all my plugins, unloading
   MetaMod and Stripper but no change.
  
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Re: [hlds_linux] Red X'es

2012-08-23 Thread Michael Johansen

I |think| I duct taped a fix for it, kinda. I used Stripper and removed the 
particle showing. Idk if it works, but I have gotten far less reports about it. 
Still, VALVE NEEDS TO FIX IT! kthx
 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 22 Aug 2012 22:38:50 +0200
 Subject: Re: [hlds_linux] Red X'es
 
 
 This issue is still here.
 
  From: eliw...@gmail.com
  Date: Wed, 22 Aug 2012 16:13:59 -0400
  To: cebceb7...@yahoo.com; hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Red X'es
  
  removing those clientside effects fixed the problem for both me, and
  everyone else playing on my server, oddly enough.
  
  There's nothing odd about that at all, your TF2 client *is* the server in
  this instance, so the server has different models than the clients playing
  with you.
  
  The server communicates the fact that the model has been replaced with a
  3rd party one to the other players, whos TF2 clients do not have this
  model. So they get a red X.
  
  
  On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs 
  cebceb7...@yahoo.comwrote:
  
   It wasn't a Sourcemod plugin or anything like that, if that's what you
   mean, just a simple clientside mod in tf/particles to change the muzzle
   flash, along with a few other particle effects. Whenever I hosted a listen
   server on any MVM map, everyone saw the red X's. Wasn't too fun of a game.
   removing those clientside effects fixed the problem for both me, and
   everyone else playing on my server, oddly enough.
  
  
  
   
From: frog f...@thehh.co.uk
   To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.valvesoftware.com
   Sent: Tuesday, August 21, 2012 2:48 PM
   Subject: Re: [hlds_linux] Red X'es
  
   How did you remove the muzzle_flash particle effect? With stripper? If so
   could you share the config entry for it?
  
   Tuesday, August 21, 2012, 6:24:00 PM, you wrote:
  
Christian Briggs cebceb7...@yahoo.com
I was getting this problem since the MVM update came up. any
shotguns or pistols fired on the mvm maps created a cloud of of X's
around my character. Any other map was fine. Removing the custom
particle effect 'muzzle_flash' is what fixed it for me, so if you've
got any custom particles, you might want to look into them.
  
  
  

 From: ics i...@ics-base.net
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Tuesday, August 21, 2012 10:18 AM
Subject: Re: [hlds_linux] Red X'es
   
Sounds like some missing effect or unsupported (that was previouslu
supported damage type. Updating map trigger_hurt damage type will fix 
it.
  
-ics
- Alkuperäinen viesti -
i see red X'es on saxton servers where hale jumps in the water with
   hurt.
vsh_aperture map... dont know a sollution for it. But i would say it
might be map related.
  
2012/8/21 Michael Johansen michs...@live.no
  

 Hi
 Wondering if Valve knows about this, whenever you shoot a hitscan
 weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, so
 far this has only happened on my Surf servers, and the only way to 
 fix
 it is to restart the server (changing map does not work). And is 
 there
 a way to fix it? I have tried removing all my plugins, unloading
 MetaMod and Stripper but no change.

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 archives,
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Re: [hlds_linux] Red X'es

2012-08-23 Thread Michael Johansen

They seemed to work, but they didn't.

 Date: Thu, 23 Aug 2012 13:59:53 +0100
 From: f...@thehh.co.uk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Red X'es
 
 Would you share the Stripper config you have for this?
 
 Thursday, August 23, 2012, 1:02:12 PM, you wrote:
 
  I |think| I duct taped a fix for it, kinda. I used Stripper and
  removed the particle showing. Idk if it works, but I have gotten far
  less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
  From: michs...@live.no
  To: hlds_linux@list.valvesoftware.com
  Date: Wed, 22 Aug 2012 22:38:50 +0200
  Subject: Re: [hlds_linux] Red X'es
 
 
  This issue is still here.
 
   From: eliw...@gmail.com
   Date: Wed, 22 Aug 2012 16:13:59 -0400
   To: cebceb7...@yahoo.com; hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Red X'es
   
   removing those clientside effects fixed the problem for both me, and
   everyone else playing on my server, oddly enough.
   
   There's nothing odd about that at all, your TF2 client *is* the server in
   this instance, so the server has different models than the clients 
   playing
   with you.
   
   The server communicates the fact that the model has been replaced with a
   3rd party one to the other players, whos TF2 clients do not have this
   model. So they get a red X.
   
   
   On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs 
   cebceb7...@yahoo.comwrote:
   
It wasn't a Sourcemod plugin or anything like that, if that's what you
mean, just a simple clientside mod in tf/particles to change the muzzle
flash, along with a few other particle effects. Whenever I hosted a 
listen
server on any MVM map, everyone saw the red X's. Wasn't too fun of a 
game.
removing those clientside effects fixed the problem for both me, and
everyone else playing on my server, oddly enough.
   
   
   

 From: frog f...@thehh.co.uk
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Tuesday, August 21, 2012 2:48 PM
Subject: Re: [hlds_linux] Red X'es
   
How did you remove the muzzle_flash particle effect? With stripper? If 
so
could you share the config entry for it?
   
Tuesday, August 21, 2012, 6:24:00 PM, you wrote:
   
 Christian Briggs cebceb7...@yahoo.com
 I was getting this problem since the MVM update came up. any
 shotguns or pistols fired on the mvm maps created a cloud of of X's
 around my character. Any other map was fine. Removing the custom
 particle effect 'muzzle_flash' is what fixed it for me, so if you've
 got any custom particles, you might want to look into them.
   
   
   
 
  From: ics i...@ics-base.net
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Tuesday, August 21, 2012 10:18 AM
 Subject: Re: [hlds_linux] Red X'es

 Sounds like some missing effect or unsupported (that was previouslu
 supported damage type. Updating map trigger_hurt damage type will 
 fix it.
   
 -ics
 - Alkuperäinen viesti -
 i see red X'es on saxton servers where hale jumps in the water with
hurt.
 vsh_aperture map... dont know a sollution for it. But i would say it
 might be map related.
   
 2012/8/21 Michael Johansen michs...@live.no
   
 
  Hi
  Wondering if Valve knows about this, whenever you shoot a hitscan
  weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, 
  so
  far this has only happened on my Surf servers, and the only way 
  to fix
  it is to restart the server (changing map does not work). And is 
  there
  a way to fix it? I have tried removing all my plugins, unloading
  MetaMod and Stripper but no change.
 
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Re: [hlds_linux] Test linux steam binaries

2012-08-22 Thread Michael Johansen

Did this fix _restart causing server crash too?

 From: velt...@gmail.com
 Date: Wed, 22 Aug 2012 21:38:02 +0200
 To: my_azz...@yahoo.com; hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Test linux steam binaries
 
 @Collin Howard
 app440 is tf2 not hl 1.6
 
 2012/8/22 Collin Howard my_azz...@yahoo.com
 
  was this for 1.6 hlds?
 
 
 
 
  
   From: Valtteri Kiviniemi kiviniemi.valtt...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Wednesday, August 22, 2012 3:29:19 PM
  Subject: Re: [hlds_linux] Test linux steam binaries
 
  Hi,
 
  Thank you! I can confirm that the server is now shutting down cleanly. I'm
  usin clean install without any plugins.
 
  - Valtteri
 
  2012/8/22 wave thew...@thewaveserver.com
 
   Thanks Fletch, quit now shutsdown cleanly! (without sourcemod, at least)
  
   On Wed, Aug 22, 2012 at 1:20 PM, Fletcher Dunn
   fletch...@valvesoftware.com wrote:
If you are crashing on level change or server shutdown, and would like
   to help test updated steam binaries that contain the fix, please download
   them from here:
   
http://media.steampowered.com/apps/440/linux_steam_bins.zip
   
and put them in the game/bin folder.
   
Please report if they cause any new problems.
   
If all goes well, we'll release them in an official update soon.
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Re: [hlds_linux] Red X'es

2012-08-22 Thread Michael Johansen

This issue is still here.

 From: eliw...@gmail.com
 Date: Wed, 22 Aug 2012 16:13:59 -0400
 To: cebceb7...@yahoo.com; hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Red X'es
 
 removing those clientside effects fixed the problem for both me, and
 everyone else playing on my server, oddly enough.
 
 There's nothing odd about that at all, your TF2 client *is* the server in
 this instance, so the server has different models than the clients playing
 with you.
 
 The server communicates the fact that the model has been replaced with a
 3rd party one to the other players, whos TF2 clients do not have this
 model. So they get a red X.
 
 
 On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs cebceb7...@yahoo.comwrote:
 
  It wasn't a Sourcemod plugin or anything like that, if that's what you
  mean, just a simple clientside mod in tf/particles to change the muzzle
  flash, along with a few other particle effects. Whenever I hosted a listen
  server on any MVM map, everyone saw the red X's. Wasn't too fun of a game.
  removing those clientside effects fixed the problem for both me, and
  everyone else playing on my server, oddly enough.
 
 
 
  
   From: frog f...@thehh.co.uk
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Tuesday, August 21, 2012 2:48 PM
  Subject: Re: [hlds_linux] Red X'es
 
  How did you remove the muzzle_flash particle effect? With stripper? If so
  could you share the config entry for it?
 
  Tuesday, August 21, 2012, 6:24:00 PM, you wrote:
 
   Christian Briggs cebceb7...@yahoo.com
   I was getting this problem since the MVM update came up. any
   shotguns or pistols fired on the mvm maps created a cloud of of X's
   around my character. Any other map was fine. Removing the custom
   particle effect 'muzzle_flash' is what fixed it for me, so if you've
   got any custom particles, you might want to look into them.
 
 
 
   
From: ics i...@ics-base.net
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   Sent: Tuesday, August 21, 2012 10:18 AM
   Subject: Re: [hlds_linux] Red X'es
  
   Sounds like some missing effect or unsupported (that was previouslu
   supported damage type. Updating map trigger_hurt damage type will fix it.
 
   -ics
   - Alkuperäinen viesti -
   i see red X'es on saxton servers where hale jumps in the water with
  hurt.
   vsh_aperture map... dont know a sollution for it. But i would say it
   might be map related.
 
   2012/8/21 Michael Johansen michs...@live.no
 
   
Hi
Wondering if Valve knows about this, whenever you shoot a hitscan
weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, so
far this has only happened on my Surf servers, and the only way to fix
it is to restart the server (changing map does not work). And is there
a way to fix it? I have tried removing all my plugins, unloading
MetaMod and Stripper but no change.
   
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[hlds_linux] Red X'es

2012-08-21 Thread Michael Johansen

Hi
Wondering if Valve knows about this, whenever you shoot a hitscan weapon 
(pistol, shotgun etc) in TF2 thousands of red X'es appear, so far this has only 
happened on my Surf servers, and the only way to fix it is to restart the 
server (changing map does not work). And is there a way to fix it? I have tried 
removing all my plugins, unloading MetaMod and Stripper but no change.
  
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Re: [hlds_linux] SteamCMD alternative

2012-08-21 Thread Michael Johansen

I love this, will try it!

 Date: Tue, 21 Aug 2012 08:42:53 -0500
 From: mosqu...@team-vipers.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] SteamCMD alternative
 
 Does this have the ability to use gpg passwords?
 
 On Mon, Aug 20, 2012 at 4:49 PM, Didrole didr...@gmail.com wrote:
 
  Hi guys, I wasn't happy with how SteamCMD works and made an alternative
  tool to it.
  I think some of you might be interested by it so here is its URL:
  http://didrole.com/UpdateTool/
  I haven't tested it that much, so it may have bugs.
 
  Sincerely,
  Didrole
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Re: [hlds_linux] Mandatory TF2 update released

2012-08-18 Thread Michael Johansen

What about the Netchannel: failed reading message net_SetConVar from ip 
message, its still here too I think.


 From: riem...@binkey.nl
 Date: Sat, 18 Aug 2012 16:45:37 +0200
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Mandatory TF2 update released
 
 Still see those.. just notifing though. (like the rest) :)
 
 Host_Error: Overflow error writing string table baseline GameRulesCreation
 L 08/18/2012 - 13:46:27: Engine error: Host_Error: Overflow error writing
 string table baseline GameRulesCreation
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: zaterdag 18 augustus 2012 0:35
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory TF2 update released
 
 We've released a mandatory update to TF2. The notes for the update are
 below.
 
 -Eric
 
 --
 
 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed setting
 - Updated client rate value to be stored in the config.cfg file
 
 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann vs.
 Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
 when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel
 problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on
 
 
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[hlds_linux] Some weird backtraces

2012-08-18 Thread Michael Johansen

I'm having some crashes on map end and some random ones by replay, anybody mind 
pointing me in the right direction - eventually tell me what plugins might 
cause this?
http://pastie.org/private/0s06wll67jm7rleupdyg 

number two is especially weird.   
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[hlds_linux] Full servers, but not?

2012-08-17 Thread Michael Johansen

After the latest update my MvM servers are up, and they show like 18+ players, 
when there is 2 players. Seems like the query cache or something is weird.
  
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Re: [hlds_linux] csgo server errors after latest update

2012-08-16 Thread Michael Johansen

For anyone who wonders, I fixed the issue, somehow I couldn't have any 
upper-case letters in the path.

 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 15 Aug 2012 11:20:26 +0200
 Subject: Re: [hlds_linux] csgo server errors after latest update
 
 
 Idk if it's to any help, but here is the 
 dump:http://pastie.org/pastes/4492690/text?key=wnptvf0rv0zjxev4lif6ww 
 
 
  From: michs...@live.no
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 14 Aug 2012 22:09:55 +0200
  Subject: Re: [hlds_linux] csgo server errors after latest update
  
  
  Anyone? Still annoys me. I'm on Ubuntu 12.04 x64, verified and validated 
  serveral times with no success.
  
   From: michs...@live.no
   To: hlds_linux@list.valvesoftware.com
   Date: Sat, 11 Aug 2012 22:43:07 +0200
   Subject: Re: [hlds_linux] csgo server errors after latest update
   
   
   I've ran it several times, nothing happens, just tells me it's up to date.
   
From: sai...@specialattack.net
To: hlds_linux@list.valvesoftware.com
Date: Sat, 11 Aug 2012 22:37:49 +0200
Subject: Re: [hlds_linux] csgo server errors after latest update

Did you try app_update 740 validate ?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael 
Johansen [michs...@live.no]
Sent: 11 August 2012 22:36
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] csgo server errors after latest update

Hi
Getting this when I try to start a fresh install of 
csgo:http://pastie.org/private/yobr0kiwyc4qoq3fetyta
No idea why it happens, I have the coredumps if needed.


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Re: [hlds_linux] csgo server errors after latest update

2012-08-15 Thread Michael Johansen

Idk if it's to any help, but here is the 
dump:http://pastie.org/pastes/4492690/text?key=wnptvf0rv0zjxev4lif6ww 


 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 14 Aug 2012 22:09:55 +0200
 Subject: Re: [hlds_linux] csgo server errors after latest update
 
 
 Anyone? Still annoys me. I'm on Ubuntu 12.04 x64, verified and validated 
 serveral times with no success.
 
  From: michs...@live.no
  To: hlds_linux@list.valvesoftware.com
  Date: Sat, 11 Aug 2012 22:43:07 +0200
  Subject: Re: [hlds_linux] csgo server errors after latest update
  
  
  I've ran it several times, nothing happens, just tells me it's up to date.
  
   From: sai...@specialattack.net
   To: hlds_linux@list.valvesoftware.com
   Date: Sat, 11 Aug 2012 22:37:49 +0200
   Subject: Re: [hlds_linux] csgo server errors after latest update
   
   Did you try app_update 740 validate ?
   
   Saint K.
   
   From: hlds_linux-boun...@list.valvesoftware.com 
   [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
   [michs...@live.no]
   Sent: 11 August 2012 22:36
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] csgo server errors after latest update
   
   Hi
   Getting this when I try to start a fresh install of 
   csgo:http://pastie.org/private/yobr0kiwyc4qoq3fetyta
   No idea why it happens, I have the coredumps if needed.
   
   
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Re: [hlds_linux] csgo server errors after latest update

2012-08-15 Thread Michael Johansen

The problem is that it happened during one of the recent updates, my tf2 
servers are running perfectly fine.
 From: invalidprotocolvers...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 15 Aug 2012 15:31:52 +0300
 Subject: Re: [hlds_linux] csgo server errors after latest update
 
 If you have core dumps then probably you also have a backtrace. See where
 the error occurs.
 
 Anyway, check if the server has enough file handles. Maybe you have strange
 limits or something like this. 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
 Johansen
 Sent: Tuesday, August 14, 2012 11:10 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] csgo server errors after latest update
 
 
 Anyone? Still annoys me. I'm on Ubuntu 12.04 x64, verified and validated
 serveral times with no success.
 
  From: michs...@live.no
  To: hlds_linux@list.valvesoftware.com
  Date: Sat, 11 Aug 2012 22:43:07 +0200
  Subject: Re: [hlds_linux] csgo server errors after latest update
  
  
  I've ran it several times, nothing happens, just tells me it's up to date.
  
   From: sai...@specialattack.net
   To: hlds_linux@list.valvesoftware.com
   Date: Sat, 11 Aug 2012 22:37:49 +0200
   Subject: Re: [hlds_linux] csgo server errors after latest update
   
   Did you try app_update 740 validate ?
   
   Saint K.
   
   From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen
 [michs...@live.no]
   Sent: 11 August 2012 22:36
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] csgo server errors after latest update
   
   Hi
   Getting this when I try to start a fresh install of
 csgo:http://pastie.org/private/yobr0kiwyc4qoq3fetyta
   No idea why it happens, I have the coredumps if needed.
   
   
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Michael Johansen

Would we need to set maxplayers to 6 when we start the server?

Michael Johansen

Owner and systems operator - BlackOutGaming.org

Mobile: +4790810071 | Twitter: @BlackOut_Gaming

Steam: michael_sj123 | IRC: #BlackOutGaming @ QuakeNet

 

This email and any attachments to it may be
confidential and are intended solely for the use of the individual to whom it
is addressed.

Any views or opinions expressed are solely those of the author and do not
necessarily represent those of BlackOut Gaming.

 Date: Tue, 14 Aug 2012 11:06:13 +0200
 From: daniel.joki...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TF MvM hosting questions
 
 So the new mode is a 6 player/slots per server game?
 
 
 On 2012-08-14 07:46, Cameron Munroe wrote:
  Is there anyway we can preemptively setup a server? My guess in no, 
  but just asking as it seems like it will be fun.
 
  On 8/13/2012 10:39 PM, Fletcher Dunn wrote:
  Here are some answers to questions regarding hosting MvM servers:
 
  * Players can join your server through any means they can join PvP 
  games: the server browser, ad hoc joins, or the new matchmaking 
  system (quickplay beta).
  * To accept matchmaking traffic, you must select which sort of 
  traffic you want.  (Regular PvP traffic or MvM traffic.)  Set 
  tf_mm_servermode 2 to be placed in the MvM pool.
  * For MvM matchmaking, if 6 players are sent to your server to start 
  a new game, it will switch to whatever map the players selected.
  * You will need a TF gameserver account to accept matchmaking traffic.
  * You can switch the server in and out of any matchmaking mode pool 
  or back to any regular game mode at any time.
  * The CPU usage for a 6 player MvM game is about the same as for a 
  regular TF server.  (Yep, this mode requires significantly more CPU 
  cycles per player than the PvP mode, that's an unfortunate fact.)
  Given the surge of players that comes with any major release, and the 
  player / server ratio of this game mode, the demand for MvM servers 
  will probably be high.  We expect that a large number of players will 
  want to try out the new mode, so we will be converting most of our 
  servers to host MvM, and then adjust the allocation based on what 
  players are playing.
 
  I, for one, DO NOT welcome our new robot overlords!
 
  - Fletch
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Re: [hlds_linux] csgo server errors after latest update

2012-08-14 Thread Michael Johansen

Anyone? Still annoys me. I'm on Ubuntu 12.04 x64, verified and validated 
serveral times with no success.

 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Sat, 11 Aug 2012 22:43:07 +0200
 Subject: Re: [hlds_linux] csgo server errors after latest update
 
 
 I've ran it several times, nothing happens, just tells me it's up to date.
 
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Sat, 11 Aug 2012 22:37:49 +0200
  Subject: Re: [hlds_linux] csgo server errors after latest update
  
  Did you try app_update 740 validate ?
  
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
  [michs...@live.no]
  Sent: 11 August 2012 22:36
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] csgo server errors after latest update
  
  Hi
  Getting this when I try to start a fresh install of 
  csgo:http://pastie.org/private/yobr0kiwyc4qoq3fetyta
  No idea why it happens, I have the coredumps if needed.
  
  
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Re: [hlds_linux] csgo server errors after latest update

2012-08-12 Thread Michael Johansen

Worth noting:
Using this:-game csgo -console +ip xxx +hostport 27011 +maxplayers 32 
-steamport 27520 +clientport 27620 -usercon -strictportbind +exec server.cfg 
+game_type 1 +game_mode 0 +mapgroup mg_armsrace +map ar_shoots
Or the one on the wiki, still crashes at:Model 
models/props/gg_vietnam/vietnamhut_roof.mdl not found and models/error.mdl 
couldn't be loadedModel models/props/gg_vietnam/vietnamhut_roof.mdl not found 
and models/error.mdl couldn't be loadedSegmentation faultAdd -debug to the 
./srcds_run command line to generate a debug.log to help with solving this 
problemMon Aug 13 01:43:09 CEST 2012: Server restart in 10 seconds
 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Sat, 11 Aug 2012 22:43:07 +0200
 Subject: Re: [hlds_linux] csgo server errors after latest update
 
 
 I've ran it several times, nothing happens, just tells me it's up to date.
 
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Sat, 11 Aug 2012 22:37:49 +0200
  Subject: Re: [hlds_linux] csgo server errors after latest update
  
  Did you try app_update 740 validate ?
  
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
  [michs...@live.no]
  Sent: 11 August 2012 22:36
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] csgo server errors after latest update
  
  Hi
  Getting this when I try to start a fresh install of 
  csgo:http://pastie.org/private/yobr0kiwyc4qoq3fetyta
  No idea why it happens, I have the coredumps if needed.
  
  
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Re: [hlds_linux] force_install_dir does nothing

2012-08-11 Thread Michael Johansen

I think they had some issues, I had the same issue but it was resolved minutes 
ago.

 From: t...@groovedj.co.uk
 To: hlds_linux@list.valvesoftware.com
 Date: Sat, 11 Aug 2012 13:17:10 +0100
 Subject: [hlds_linux] force_install_dir does nothing
 
 Hi community,
 
  
 
 I've run through all of the install without any issues until I run the
 command: force_install_dir /home/xvc/go/gopublic
 
 Then it does nothing else, nothing in the gopublic folder is created and
 when I run the command app_update validate All i get is ERROR! Failed to
 request AppInfo update, not online or not logged in to Steam.
 
  
 
 Any ideas? I've run through this 20 times or more and still no joy.
 
  
 
 I'm running CENTOS and have overcome the issues with the libstdc++.
 
 Steamguard is off, I am successfully logged in.
 
  
 
 Cheers.
 
  
 
 Dj
 
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[hlds_linux] csgo server errors after latest update

2012-08-11 Thread Michael Johansen

Hi
Getting this when I try to start a fresh install of 
csgo:http://pastie.org/private/yobr0kiwyc4qoq3fetyta 
No idea why it happens, I have the coredumps if needed.

  
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Re: [hlds_linux] csgo server errors after latest update

2012-08-11 Thread Michael Johansen

I've ran it several times, nothing happens, just tells me it's up to date.

 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Sat, 11 Aug 2012 22:37:49 +0200
 Subject: Re: [hlds_linux] csgo server errors after latest update
 
 Did you try app_update 740 validate ?
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 11 August 2012 22:36
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] csgo server errors after latest update
 
 Hi
 Getting this when I try to start a fresh install of 
 csgo:http://pastie.org/private/yobr0kiwyc4qoq3fetyta
 No idea why it happens, I have the coredumps if needed.
 
 
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[hlds_linux] CSGO forked setup

2012-08-10 Thread Michael Johansen

Hi
I'm wondering if there exists convars that allows me to set the gamemode file 
and the mapgroups (if they even exist).If mapcycle.txt and maplist.txt exists 
and the convars to specify their location do to it'd be great, but I have no 
idea..


  
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2012-08-10 Thread Michael Johansen

Wow, now this is service! Thanks!

 From: er...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
 Date: Fri, 10 Aug 2012 21:24:35 +
 Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update released
 
 I'll forward your email around to see who is looking into the problem.
 
 -Eric
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
 Sent: Friday, August 10, 2012 2:17 PM
 To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update released
 
 Thanks for the heads up Eric.
 
 It would be great if we could get a word back from a Valve employee on 
 the CPU spiking issue that started happening with the Pyro update.  
 There's been a couple threads about it and no word from Valve.  New 
 updates are nice and all but I would prefer to have a stable server over 
 new content.
 
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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-07 Thread Michael Johansen

Right, so what would be the optimal values of both the convars (or rather all 
the rate-related commands) be? I run sv_maxrate 10 on both 24 and 32 slot. 

 From: invalidprotocolvers...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 7 Aug 2012 21:54:37 +0300
 Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
 
 I'm not 100% sure, because I don't have the source code, but:
 
 1. If the data that must be sent to a client is smaller or equal than 1260
 bytes then is sent immediately in one packet.
 2. If the data has a length greater than 1260 bytes then is split in
 multiple packets. First packets have 1248 bytes + 12 bytes header and the
 last one contains the remaining data.
 3. The 1260 value can be probably configured using sv_maxroutable convar.
 
 Now, when the data is split in multiple packets:
 
 1. The first net_splitrate packets are sent immediately.
 2. The remaining packets (if any) are added to a queue, to be sent later.
 3. The packets from queue can be sent from a high priority thread (the
 default behavior) or from server's main thread (probably the old
 implementation). This can be toggled using net_queued_packet_thread convar.
 
 If the queued packets are sent using the high priority thread then the
 net_splitpackets_rate convar is used to compute a delay for each packet. A
 big value means a smaller delay.
  
 If net_queued_packet_thread is 0 then the queued packets are sent from
 server's main thread. This means that each tick up to net_splitrate queued
 packets are sent (for each client). In this case I don't see any references
 to net_splitpackets_rate convar.
 
 For debugging:
 
 1. Set net_showsplits to 1
 2. Set net_queue_trace to 581304 if net_queued_packet_thread is 1
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
 Smith
 Sent: Sunday, August 05, 2012 11:19 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
 
 My understanding, and I could be wrong, is that these cvars control the 
 behavior of large packets that are fragmented before being sent to the 
 client. net_splitpacket_maxrate limits the rate these fragmented packets 
 are sent out and net_splitrate limits how many of these packets are 
 allowed per client per frame before they start being dropped. Due to the 
 former it seems recommended to set net_splitpacket_maxrate to whatever 
 your sv_maxrate setting is, or to a high value if you have sv_maxrate 
 set to 0 (hence why I set mine to 10).
 
 I've seen some admins set their net_splitrate to high values like 1024.  
 I don't know if this has a noticable effect or not.
 
  From what I can tell though servers that don't have these properly set 
 will see large gaps in the netgraph similar to Peter's first 
 screenshot.  I assume this is because fragmented packets are being dropped.
 
 On 8/5/2012 1:07 PM, Michael Johansen wrote:
  Do you know what the net_splitpacket_maxrate and net_splitrate does?
 
 
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[hlds_linux] Red Tape Recorder - still crashing?

2012-08-06 Thread Michael Johansen

So I'm wondering if I should keep the new sapper disabled on my servers or 
whether it's safe to re-enable it again, anyone know?.  
   
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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread Michael Johansen

Russel, what are the correct values for these? Or rather, the recommended ones.
 Date: Sun, 5 Aug 2012 12:53:06 -0700
 From: ve...@tinylittlerobots.us
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
 
 The second picture looks to me like it could be a server fps drop which 
 happens sometimes when a player enters the game.
 
 As for the first it looks like you might not have your server splitting 
 larger packets, what are your settings for the following:
 sv_maxrate
 sv_minrate
 sv_minupdaterate
 sv_maxupdaterate
 sv_mincmdrate
 sv_maxcmdrate
 net_splitpacket_maxrate
 net_splitrate
 
 On 8/5/2012 12:31 PM, Peter Reinhold wrote:
  Hi all,
 
  I know this has been up before, but since the Pyro update i've had a 
  rise in comments about lag, and bad/off hit registration from players 
  that have ping in the 20-30 range.
 
  So, i've ofcourse tried tweaking settings a bit on the servers, trying 
  to find out what would be causing the problems, but I am pretty 
  stumped as to what I can do, and I was hoping for some help.
 
  I've gotten some net_graph pictures from one of the players, who is on 
  a 15mbit line, a ping around 30 to the server, measured in Windows, 
  and they look like this, http://imgur.com/a/6gPBT
 
  As far as I understand, a high choke is bad, and this doesn't look 
  good a all.
 
  What I can see, aside from the choke, when I compare the graph to my 
  own, is that his graph is extremely spiky, while mine is smooth 
  (hard to explain, I have graph points at almost every pixel, while his 
  is spaced with a couple of pixels in between)
 
  Does anyone have any pointers as to what I can do to try and alleviate 
  this problem?  As mentioned, it hasn't always been this way on the 
  servers (ofcourse, lag has occured for some players from time to 
  time), but the guy I used above has not changed internet or anything, 
  and things have simply gone from good to bad, with no apparent changes 
  other than TF2 updates.
 
  A word about the servers, they are all hosted at a colo with plenty of 
  bandwidth (multi Gb), running at max 80% CPU with plenty of RAM to 
  spare. (Not rented servers, this is my own iron)
 
 
  /Peter
 
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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread Michael Johansen

Do you know what the net_splitpacket_maxrate and net_splitrate does?

 Date: Sun, 5 Aug 2012 13:06:01 -0700
 From: ve...@tinylittlerobots.us
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
 
 I don't know what is recommended but I use:
 sv_minrate 5
 sv_maxrate 0
 sv_minupdaterate 40
 sv_maxupdaterate 66
 sv_mincmdrate 40
 sv_maxcmdrate 66
 net_splitpacket_maxrate 10
 net_splitrate 2
 
 On 8/5/2012 1:01 PM, Michael Johansen wrote:
  Russel, what are the correct values for these? Or rather, the recommended 
  ones.
 
 
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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread Michael Johansen

Ah right, so basically, this increases hitreg?

 Date: Sun, 5 Aug 2012 13:18:43 -0700
 From: ve...@tinylittlerobots.us
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
 
 My understanding, and I could be wrong, is that these cvars control the 
 behavior of large packets that are fragmented before being sent to the 
 client. net_splitpacket_maxrate limits the rate these fragmented packets 
 are sent out and net_splitrate limits how many of these packets are 
 allowed per client per frame before they start being dropped. Due to the 
 former it seems recommended to set net_splitpacket_maxrate to whatever 
 your sv_maxrate setting is, or to a high value if you have sv_maxrate 
 set to 0 (hence why I set mine to 10).
 
 I've seen some admins set their net_splitrate to high values like 1024.  
 I don't know if this has a noticable effect or not.
 
  From what I can tell though servers that don't have these properly set 
 will see large gaps in the netgraph similar to Peter's first 
 screenshot.  I assume this is because fragmented packets are being dropped.
 
 On 8/5/2012 1:07 PM, Michael Johansen wrote:
  Do you know what the net_splitpacket_maxrate and net_splitrate does?
 
 
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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread Michael Johansen

Very good. Thanks for explaining and sharing the convars. Definitively improved 
the hitreg on my servers.

 Date: Sun, 5 Aug 2012 13:29:34 -0700
 From: ve...@tinylittlerobots.us
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
 
 It should theoretically, yes.  Since less packets are being dropped, the 
 player receives more accurate information about the current game state 
 and has to do less extrapolation of other player/projectile positions.
 
 On 8/5/2012 1:19 PM, Michael Johansen wrote:
  Ah right, so basically, this increases hitreg?
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2012-08-03 Thread Michael Johansen

In before they aren't fixed, some things are just made worse.

 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Fri, 3 Aug 2012 20:21:00 -0400
 Subject: Re: [hlds_linux] Mandatory TF2 update released
 
 Good to know - a notice as usual would have been nice but glad something
 came out and I assume it was to fix the glitches from yesterday's new items.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Friday, August 03, 2012 8:18 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update released
 
 Yes, there was a required update.
 
 On Fri, Aug 3, 2012 at 8:17 PM, Frank ad...@gamerscrib.net wrote:
 
  Ok was there just an update notice sent out to servers??
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric 
  Smith
  Sent: Thursday, August 02, 2012 7:36 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
  Win32
  server mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds_linux] Mandatory TF2 update released
 
  We've released a mandatory update to TF2. The notes for the update are 
  below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Marked mem_force_flush as a cheat to prevent client exploits
  - Fixed %n console crash in the client
 
  Team Fortress 2
  - Added new items:
 - The Red-Tape Recorder
 - The Huo Long Heatmaker
 - The Flying Guillotine
 - The Neon Annihilator
 - The Triad Trinket
 - The Champ Stamp
 - The Marxman
 - The Human Cannonball
  - Added new promo items
  - Fixed sappers attaching incorrectly to teleporters that are still 
  building
  - Improved reliability for finding a coach
  - Fixed Engineer training shotgun and pistol images being swapped
  - Fixed GetPlayerItems web APIs not respecting inventory privacy 
  settings
  - Quickplay beta: Fixed bug causing game servers to sometimes stop 
  receiving traffic upon victory condition
  - Quickplay beta: Added more status information while in the 
  matchmaking queue
 
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[hlds_linux] Servers not connecting to Steam after restarts

2012-06-01 Thread Michael Johansen

Hi
I have 12 TF2 servers running out of a fork install, and I use nemrun to update 
them all, nemrun works fine, updates and restarts all the servers, however, 
some of the servers do not connect to Steam afterwords.The servers that do this 
are random, different ones every time, this only happens when I reboot all of 
them at the same time, what could cause this?
  
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread Michael Johansen

I think they won't release any details regarding their group-ban system, as it 
would |probably| be easy to avoid it.

 Date: Fri, 18 May 2012 14:07:04 -0700
 From: ad...@m33crob.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Policy of truth
 
 This seems kind of pointless, no?
 
 TF2 doesn't have group functions.  This leads me to believe that there is a
 back end ban on anyone in the group(s) from registering servers and using
 QuickPlay. This would be unfair to the innocent casualties; but also would
 seem that they could just leave the group and register, or just create a
 new steam account that is not part of the groups to get around it...
 
 Perhaps there is better system in place that VALVe is not telling us
 about?
 
 On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote:
 
  STRIKE DOWN THE UNCLEAN
  PURGE THE SINNERS.
 
  On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
   Last week the TF2 team banned some server groups that were in violation
  of
   the Policy of Truth.
  
   We received numerous complaints from server operators about a handful of
   servers, and we investigated those reports.  Any action we have taken was
   based upon violations that we witnessed firsthand.
  
   Bans are applied to the group itself, not to any particular IP address
   range.
  
   These bans will last 6 weeks.
  
   Thank you,
   The Team Fortress Team
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread Michael Johansen

What's so bad earning money about advertisements in MOTDS? I use it to pay for 
my servers, only to go in zero each month. 
 From: crazydog...@gmail.com
 Date: Fri, 18 May 2012 15:27:02 -0700
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Policy of truth
 
 And make money off of advertisements in MOTDS...
 ---
 Jonah Hirsch
 
 
 
 On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote:
 
  Well you can always sell admin.
 
  On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote:
 
   It's pointless to quell them when they can just make a new group/server
  but
   I can't imagine it's a painless process, there probably is some large hit
   in traffic (as if they get any 'real' traffic anyways).
  
   What is the point in running servers like this? I'm actually interested
  in
   how fooling people to come to your servers does you any good - do they
   somehow monetize stupid people?
  
   On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com wrote:
  
This seems kind of pointless, no?
   
TF2 doesn't have group functions.  This leads me to believe that there
   is a
back end ban on anyone in the group(s) from registering servers and
  using
QuickPlay. This would be unfair to the innocent casualties; but also
   would
seem that they could just leave the group and register, or just create
  a
new steam account that is not part of the groups to get around it...
   
Perhaps there is better system in place that VALVe is not telling us
about?
   
On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote:
   
 STRIKE DOWN THE UNCLEAN
 PURGE THE SINNERS.

 On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  Last week the TF2 team banned some server groups that were in
   violation
 of
  the Policy of Truth.
 
  We received numerous complaints from server operators about a
  handful
of
  servers, and we investigated those reports.  Any action we have
  taken
was
  based upon violations that we witnessed firsthand.
 
  Bans are applied to the group itself, not to any particular IP
   address
  range.
 
  These bans will last 6 weeks.
 
  Thank you,
  The Team Fortress Team
  ___
  To unsubscribe, edit your list preferences, or view the list
   archives,
  please visit:
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread Michael Johansen

How would you trick people onto the server? I mean, if you feel obledged to 
join a server if you see premium in one of it's tags, then it's all over.
 Date: Fri, 18 May 2012 16:15:40 -0700
 From: drga...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Policy of truth
 
 Nothing is wrong I was just wondering what the point was into tricking
 people onto your servers, was trying to figure out why adding more traffic
 to your machine can be a positive thing - usually one would need
 it monetized in some way.
 
 On Fri, May 18, 2012 at 3:29 PM, Michael Johansen michs...@live.no wrote:
 
 
  What's so bad earning money about advertisements in MOTDS? I use it to pay
  for my servers, only to go in zero each month.
   From: crazydog...@gmail.com
   Date: Fri, 18 May 2012 15:27:02 -0700
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Policy of truth
  
   And make money off of advertisements in MOTDS...
   ---
   Jonah Hirsch
  
  
  
   On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote:
  
Well you can always sell admin.
   
On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote:
   
 It's pointless to quell them when they can just make a new
  group/server
but
 I can't imagine it's a painless process, there probably is some
  large hit
 in traffic (as if they get any 'real' traffic anyways).

 What is the point in running servers like this? I'm actually
  interested
in
 how fooling people to come to your servers does you any good - do
  they
 somehow monetize stupid people?

 On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com wrote:

  This seems kind of pointless, no?
 
  TF2 doesn't have group functions.  This leads me to believe that
  there
 is a
  back end ban on anyone in the group(s) from registering servers and
using
  QuickPlay. This would be unfair to the innocent casualties; but
  also
 would
  seem that they could just leave the group and register, or just
  create
a
  new steam account that is not part of the groups to get around
  it...
 
  Perhaps there is better system in place that VALVe is not telling
  us
  about?
 
  On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote:
 
   STRIKE DOWN THE UNCLEAN
   PURGE THE SINNERS.
  
   On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
   fletch...@valvesoftware.comwrote:
  
Last week the TF2 team banned some server groups that were in
 violation
   of
the Policy of Truth.
   
We received numerous complaints from server operators about a
handful
  of
servers, and we investigated those reports.  Any action we have
taken
  was
based upon violations that we witnessed firsthand.
   
Bans are applied to the group itself, not to any particular IP
 address
range.
   
These bans will last 6 weeks.
   
Thank you,
The Team Fortress Team
___
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 archives,
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread Michael Johansen

Oh yeah, those kind of servers, does anybody have a list of what communities 
got delisted?
 Date: Fri, 18 May 2012 16:56:21 -0700
 From: drga...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Policy of truth
 
 Well the servers that show there are 30/32 people in there, then when you
 join you realize it's 2 people who are very lost and on a server they
 didn't join. I'm 100% with you - if you join a premium server then really
 you aren't being fooled by anything.
 
 On Fri, May 18, 2012 at 4:29 PM, Michael Johansen michs...@live.no wrote:
 
 
  How would you trick people onto the server? I mean, if you feel obledged
  to join a server if you see premium in one of it's tags, then it's all
  over.
   Date: Fri, 18 May 2012 16:15:40 -0700
   From: drga...@gmail.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Policy of truth
  
   Nothing is wrong I was just wondering what the point was into tricking
   people onto your servers, was trying to figure out why adding more
  traffic
   to your machine can be a positive thing - usually one would need
   it monetized in some way.
  
   On Fri, May 18, 2012 at 3:29 PM, Michael Johansen michs...@live.no
  wrote:
  
   
What's so bad earning money about advertisements in MOTDS? I use it to
  pay
for my servers, only to go in zero each month.
 From: crazydog...@gmail.com
 Date: Fri, 18 May 2012 15:27:02 -0700
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Policy of truth

 And make money off of advertisements in MOTDS...
 ---
 Jonah Hirsch



 On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote:

  Well you can always sell admin.
 
  On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote:
 
   It's pointless to quell them when they can just make a new
group/server
  but
   I can't imagine it's a painless process, there probably is some
large hit
   in traffic (as if they get any 'real' traffic anyways).
  
   What is the point in running servers like this? I'm actually
interested
  in
   how fooling people to come to your servers does you any good - do
they
   somehow monetize stupid people?
  
   On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com
  wrote:
  
This seems kind of pointless, no?
   
TF2 doesn't have group functions.  This leads me to believe
  that
there
   is a
back end ban on anyone in the group(s) from registering
  servers and
  using
QuickPlay. This would be unfair to the innocent casualties; but
also
   would
seem that they could just leave the group and register, or just
create
  a
new steam account that is not part of the groups to get around
it...
   
Perhaps there is better system in place that VALVe is not
  telling
us
about?
   
On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com
  wrote:
   
 STRIKE DOWN THE UNCLEAN
 PURGE THE SINNERS.

 On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  Last week the TF2 team banned some server groups that were
  in
   violation
 of
  the Policy of Truth.
 
  We received numerous complaints from server operators
  about a
  handful
of
  servers, and we investigated those reports.  Any action we
  have
  taken
was
  based upon violations that we witnessed firsthand.
 
  Bans are applied to the group itself, not to any
  particular IP
   address
  range.
 
  These bans will last 6 weeks.
 
  Thank you,
  The Team Fortress Team
  ___
  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] Policy of truth

2012-05-18 Thread Michael Johansen

Where do you have this info from?

 Date: Fri, 18 May 2012 20:00:27 -0400
 From: 1nsane...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Policy of truth
 
 Except if everyone leaves your server after connecting then your server
 gets auto delisted.
 
 You'd need a new IP then. As those delists are IP based (not just IP and
 Port).
 
 On Fri, May 18, 2012 at 7:59 PM, DontWannaName! ad...@topnotchclan.comwrote:
 
  Well you get money for every person who sees it. If you cheat people to
  seeing it, you get more money. It's bad.
 
  Sent from my iPhone 4
 
  On May 18, 2012, at 3:29 PM, Michael Johansen michs...@live.no wrote:
 
  
   What's so bad earning money about advertisements in MOTDS? I use it to
  pay for my servers, only to go in zero each month.
   From: crazydog...@gmail.com
   Date: Fri, 18 May 2012 15:27:02 -0700
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Policy of truth
  
   And make money off of advertisements in MOTDS...
   ---
   Jonah Hirsch
  
  
  
   On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote:
  
   Well you can always sell admin.
  
   On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote:
  
   It's pointless to quell them when they can just make a new
  group/server
   but
   I can't imagine it's a painless process, there probably is some large
  hit
   in traffic (as if they get any 'real' traffic anyways).
  
   What is the point in running servers like this? I'm actually
  interested
   in
   how fooling people to come to your servers does you any good - do they
   somehow monetize stupid people?
  
   On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com wrote:
  
   This seems kind of pointless, no?
  
   TF2 doesn't have group functions.  This leads me to believe that
  there
   is a
   back end ban on anyone in the group(s) from registering servers and
   using
   QuickPlay. This would be unfair to the innocent casualties; but also
   would
   seem that they could just leave the group and register, or just
  create
   a
   new steam account that is not part of the groups to get around it...
  
   Perhaps there is better system in place that VALVe is not telling us
   about?
  
   On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote:
  
   STRIKE DOWN THE UNCLEAN
   PURGE THE SINNERS.
  
   On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
   fletch...@valvesoftware.comwrote:
  
   Last week the TF2 team banned some server groups that were in
   violation
   of
   the Policy of Truth.
  
   We received numerous complaints from server operators about a
   handful
   of
   servers, and we investigated those reports.  Any action we have
   taken
   was
   based upon violations that we witnessed firsthand.
  
   Bans are applied to the group itself, not to any particular IP
   address
   range.
  
   These bans will last 6 weeks.
  
   Thank you,
   The Team Fortress Team
   ___
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   archives,
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