Re: [hlds_linux] Problem

2016-11-14 Thread N-Gon
I've had it happen to me on cp_granary on a completely empty server. I got
kicked the moment I ran "ugc_off" even though I hadn't exec'd any previous
ugc config.
Don't ask me why I was doing that :P

On Mon, Nov 14, 2016 at 9:44 PM, John Schoenick 
wrote:

> We're looking in to this.  Please let me know if you identify any
> maps/etc. that seem to reliably trigger the error.
>
> - John
>
>
> On 11/12/2016 04:12 AM, Sergey Dobretsov wrote:
> > Hi.
> >
> > Yesterday, I've realised people are getting kicked randomly on all of the
> > tf2 servers:
> > L 11/12/2016 - 14:53:06: "Kalashnikov<32><[U:1:171030251]>"
> > disconnected (reason "CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS ||
> > u.m_nNewEntity < 0")
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Re: [hlds_linux] Problem

2016-11-13 Thread N-Gon
I can confirm this has happened to my on stock granary with no mm/sm

On Sun, Nov 13, 2016 at 12:08 PM, Weasels Lair 
wrote:

> Try a different map (maybe a stock one like 2fort) and if if that makes a
> difference.
>
> On Nov 13, 2016 5:31 AM, "Sergey Dobretsov"  wrote:
>
> > Server without MM+SM
> >
> > Client "ZaZnObA" connected (212.232.76.122:28501).
> > Client "Forklays" connected (212.232.76.122:28201).
> > Dropped Forklays from server (CL_ReadPreserveEnt: u.m_nNewEntity ==
> > MAX_EDICTS || u.m_nNewEntity < 0)
> > Dropped ZaZnObA from server (CL_ReadPreserveEnt: u.m_nNewEntity ==
> > MAX_EDICTS || u.m_nNewEntity < 0)
> >
> >
> >
> > > Check the status output on console. There might be something that
> > > creates more of those by error.
> > >
> > > -ics
> > >
> > > Robert Styler kirjoitti:
> > > > This error has only started appearing recently. I have made no
> changes
> > to
> > > > affect the edicts on the map.
> > > >
> > > > On 12 November 2016 at 12:17, ics  wrote:
> > > >
> > > >> EDICT error refers to map having too many entities in present. Are
> you
> > > >> creating any yourself on the server through plugins? Log into server
> > > >> console and type in status, see what it reports? Should look
> something
> > > like
> > > >> this: edicts  : 1370 used of 2048 max. What map are you running?
> > > >>
> > > >> -ics
> > > >>
> > > >> Sergey Dobretsov kirjoitti:
> > > >>
> > > >> Hi.
> > > >>> Yesterday, I've realised people are getting kicked randomly on all
> of
> > > the
> > > >>> tf2 servers:
> > > >>> L 11/12/2016 - 14:53:06: "Kalashnikov<32><[U:1:
> > 171030251]>"
> > > >>> disconnected (reason "CL_ReadPreserveEnt: u.m_nNewEntity ==
> > MAX_EDICTS
> > > ||
> > > >>> u.m_nNewEntity < 0")
> > > >>> ___
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> > > >>> please visit:
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> > >
> > >
> > >
> > >
> > > --
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> > >
> > >
> > > End of hlds_linux Digest, Vol 104, Issue 8
> > > **
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-07-07 Thread N-Gon
Eric!!
Upon joining a valve server I quickly realized the sv_pure is now back to 0
instead of 1.
Was this intentional? I thought it was set to 1 to prevent users from
running custom skins that would give them an advantage

On Thu, Jul 7, 2016 at 8:04 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3528598.
>
> -Eric
>
> 
>
> The Meet Your Match Update has arrived!
> - Added Casual and Competitive Matchmaking modes
> - Additional information available on the website (
> http://www.teamfortress.com/meetyourmatch/ )
> - Casual mode replaces Quickplay
> - Added the Heavy vs. Pyro war
> - Additional information available on the website (
> http://www.teamfortress.com/meetyourmatch/war.php )
> - 3 new community maps
> - Sunshine
> - Metalworks
> - Swiftwater
> - Added 3 new community taunts
> - The Balloonibouncer (Pyro only)
> - Disco Fever (Spy only)
> - The Fubar Fanfare (Soldier only)
> - Added 1 new official taunt
> - The Carlton (Scout only)
> - Added the Perfect Stranger crate
>
> General
> - Reworked the main menu
> - All play-related buttons are now accessible by clicking the
> "Find a game" button
> - Moved the Workshop and Replay buttons down the bottom group of
> mini-buttons
> - Enemies killed by energy weapons now play a special sound as their body
> dissolves
> - Improved stopwatch UI to help better communicate game state
> - Added new sound vo files for Competitive Mode
> - Added sounds to all attacks where the target player resisted a part of
> the damage
> - Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny
> Pouch, and Prinny Machete
> - Added AsiaFortress Cup Mercenaries Cup Season 7 medals
> - Added TF2Maps 72hr TF2Jam Summer Participant medal
> - Added Random Acts of TF2 medals
> - Added check to prevent players with P-REC loaded from participating in
> matchmaking
> - Prevents P-REC crashing which results in players receiving
> abandon penalties
> - Updated the Demo Support feature
> - Added an option to only record matches that are played using
> Tournament mode (mp_tournament)
> - Added an option to auto-delete matches that don't have any
> events recorded
> - Fixed a bug where tickcount values were being noted incorrectly
> - Options can be set using the Adv. Options menu
> - Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole
> Saviors, and The Dark Falkirk Helm
> - Updated the localization files
> - PASS Time update
> - No longer in Beta!
> - New Items Available
> - An Early Participation Pin will be awarded to everyone
> who played PASS Time during beta
> - Two new achievements with item rewards
> - Tune Merasmus's Multi-Dimensional Television
> - Jackpot!
> - Map Changes
> - All maps are tweaked, polished, and out of beta
> - Renamed pass_pinewood to pass_timberlodge
> - Renamed pass_warehouse to pass_brickyard
> - Added a new city-themed map, pass_district
> - An updated pass_template for level designers will be
> released on http://www.escalation.com/news
> - Game Mode Changes
> - Changed the score limit from 3 to 5
> - Tweaked various JACK throwing parameters
> - Pack Running
> - The JACK no longer heals the player carrying it
> - A player carrying the JACK with no nearby
> teammates is marked for death
> - Teammates near a player holding the JACK will be
> slowly healed, and can run as fast as the fastest nearby teammate
> - JACK Power
> - Passing the JACK increases a power meter
> - The power meter will decay over time
> - Filling the power meter unlocks a special goal
> worth extra points
> - Art Changes
> - New view model animations
> - The HUD provides more information about goal type and
> status
> - Player pips for Spies will reflect cloak and disguise
> status
> - Misc Details
> - Added cvar tf_passtime_scores_per_round
> - Added tf_glow entity that can be used to enable the glow
> effect on any entity
> - Updated trigger_passtime_ball FGD entry to hide
> unimplemented features, temporarily
> - Spawnflag added to func_passtime_goal to indicate to the
> HUD that a goal is unlocked by JACK power
>
> Bug fixes
> - Fixed being able to repeatedly activate taunts before the current one
> had ended while underwater
> - 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-07-07 Thread N-Gon
- Casual mode replaces Quickplay

That answered everyone's question, unfortunately.

On Thu, Jul 7, 2016 at 8:04 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3528598.
>
> -Eric
>
> 
>
> The Meet Your Match Update has arrived!
> - Added Casual and Competitive Matchmaking modes
> - Additional information available on the website (
> http://www.teamfortress.com/meetyourmatch/ )
> - Casual mode replaces Quickplay
> - Added the Heavy vs. Pyro war
> - Additional information available on the website (
> http://www.teamfortress.com/meetyourmatch/war.php )
> - 3 new community maps
> - Sunshine
> - Metalworks
> - Swiftwater
> - Added 3 new community taunts
> - The Balloonibouncer (Pyro only)
> - Disco Fever (Spy only)
> - The Fubar Fanfare (Soldier only)
> - Added 1 new official taunt
> - The Carlton (Scout only)
> - Added the Perfect Stranger crate
>
> General
> - Reworked the main menu
> - All play-related buttons are now accessible by clicking the
> "Find a game" button
> - Moved the Workshop and Replay buttons down the bottom group of
> mini-buttons
> - Enemies killed by energy weapons now play a special sound as their body
> dissolves
> - Improved stopwatch UI to help better communicate game state
> - Added new sound vo files for Competitive Mode
> - Added sounds to all attacks where the target player resisted a part of
> the damage
> - Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny
> Pouch, and Prinny Machete
> - Added AsiaFortress Cup Mercenaries Cup Season 7 medals
> - Added TF2Maps 72hr TF2Jam Summer Participant medal
> - Added Random Acts of TF2 medals
> - Added check to prevent players with P-REC loaded from participating in
> matchmaking
> - Prevents P-REC crashing which results in players receiving
> abandon penalties
> - Updated the Demo Support feature
> - Added an option to only record matches that are played using
> Tournament mode (mp_tournament)
> - Added an option to auto-delete matches that don't have any
> events recorded
> - Fixed a bug where tickcount values were being noted incorrectly
> - Options can be set using the Adv. Options menu
> - Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole
> Saviors, and The Dark Falkirk Helm
> - Updated the localization files
> - PASS Time update
> - No longer in Beta!
> - New Items Available
> - An Early Participation Pin will be awarded to everyone
> who played PASS Time during beta
> - Two new achievements with item rewards
> - Tune Merasmus's Multi-Dimensional Television
> - Jackpot!
> - Map Changes
> - All maps are tweaked, polished, and out of beta
> - Renamed pass_pinewood to pass_timberlodge
> - Renamed pass_warehouse to pass_brickyard
> - Added a new city-themed map, pass_district
> - An updated pass_template for level designers will be
> released on http://www.escalation.com/news
> - Game Mode Changes
> - Changed the score limit from 3 to 5
> - Tweaked various JACK throwing parameters
> - Pack Running
> - The JACK no longer heals the player carrying it
> - A player carrying the JACK with no nearby
> teammates is marked for death
> - Teammates near a player holding the JACK will be
> slowly healed, and can run as fast as the fastest nearby teammate
> - JACK Power
> - Passing the JACK increases a power meter
> - The power meter will decay over time
> - Filling the power meter unlocks a special goal
> worth extra points
> - Art Changes
> - New view model animations
> - The HUD provides more information about goal type and
> status
> - Player pips for Spies will reflect cloak and disguise
> status
> - Misc Details
> - Added cvar tf_passtime_scores_per_round
> - Added tf_glow entity that can be used to enable the glow
> effect on any entity
> - Updated trigger_passtime_ball FGD entry to hide
> unimplemented features, temporarily
> - Spawnflag added to func_passtime_goal to indicate to the
> HUD that a goal is unlocked by JACK power
>
> Bug fixes
> - Fixed being able to repeatedly activate taunts before the current one
> had ended while underwater
> - Fixed disguising with the Conniver's Kunai while spotted by a Sentry
> causing the Sentry to ignore the Spy
> - Fixed class change 

Re: [hlds_linux] TF2: Meet Your Match update and QuickPlay?

2016-07-06 Thread N-Gon
Oh no, quickplay lobbies? What will happen to my precious Cactus Canyon?!

On Wed, Jul 6, 2016 at 3:10 PM, Ross Bemrose  wrote:

> How is the Meet Your Match update going to work for the servers we run
> that are in the QuickPlay pool?
>
> Also, what is the game going to do if a player drops out during a game?
> Other games (yes, I mean Overwatch) will backfill players, but the update
> page mentions nothing about this.
>
> For those of you who don't know what I'm talking about:
> http://www.teamfortress.com/meetyourmatch/ which mentions that QuickPlay
> is now going to use 12v12 lobbies and have player levels.
>
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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread N-Gon
Meaning someone is adding our emails to some spam garbage...
Or there is a very horny server OP who wants cold hard $$$

On Fri, Sep 11, 2015 at 7:46 PM, Eric Smith <er...@valvesoftware.com> wrote:

> On that topic, Amy is not subscribed to this list so we don't have an
> action we can take here.
>
> -Eric
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
> Sent: Friday, September 11, 2015 11:54 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Test
>
> She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!
>
>
> On Sep 11, 2015 11:42 AM, "N-Gon" <ngongamedes...@gmail.com> wrote:
> Not my amy!
>
>
> On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
> Is this change to help stop the spambots by any chance?
>
>
> On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith <er...@valvesoftware.com>
> wrote:
> Testing a mailing list change. No need to reply. Thanks.
>
> -Eric
>
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Re: [hlds_linux] baning TF2 servers together with CS:GO

2015-07-20 Thread N-Gon
Damn dude that sucks.
Sorry to hear :(
Hopefully someone at valve can fix this up for you

On Mon, Jul 20, 2015 at 10:58 AM, ics i...@ics-base.net wrote:

 FYI, bans are per IP, regardless of game. Currently CSGO  TF2 have this
 system enabled for bad servers.

 -ics

 Alice Vostrikova kirjoitti:

 Hello.

 I rent my game servers at hosting where many different game servers.
 On Friday, the Valve massively banned CS:GO servers.
 On the same day, Valve banned 3 my TF2 servers.

 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.14:28137format=json

 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27095format=json

 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.153:28292format=json
 Reason: inventory violations.
 I do not give to my players any inventory for money or without money.

 Also was banned TF2 server on my hoster without sourcemode (absent any
 plugins or castom tags)!!!

 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27767format=json
 Why on ip of the banned CS:GO servers were banned TF2 servers too?
 Valve banned servers CS:GO on the ip (instead of ip:port)?

 Somebody, please give an explanation for the ban TF2 servers!
 I write for the third time on the issue. Is it normaly that, Valve does
 not respond?

 --

 --
 Почтовый ящик предоставлен сервисом qip.ru
 Заведи бесплатную почту в домене rbcmail.ru и ты!
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Re: [hlds_linux] Mandatory TF2 update released

2015-07-15 Thread N-Gon
wrong thread, guy

On Wed, Jul 15, 2015 at 7:52 PM, HD ad...@gamerscrib.net wrote:

 That is great and all, thanks.

 However, we've heard 0 word since the retraction of the Valve servers from
 the browser listings which was a small step in helping the community to
 only
 see you take a larger step backwards. Can we get some insight on this as to
 why and what there holds in the future for helping the community run
 servers
 out a little?

 Thanks again

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Wednesday, July 15, 2015 7:48 PM
 To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Subject: [hlds_linux] Mandatory TF2 update released

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 2879786.



 -John



 --

 - Fixed an issue with Unusual Revolvers where the unusual effect would
 sometimes not disappear when the Spy would feign death, disguise, cloak,
 etc.
 - Fixed font rendering issues for Mac clients
 - Fixed a case where map textures would fail to load properly in compressed
 maps (thanks to Egan and Geit for the report and test case)
 - Fixed a case where Campaign Coins weren't displaying the correct stats
 based on the number of submitted contracts
 - Everyone affected by this bug has received the maximum
 contract points (including bonus points) for the missing contracts
 - Security/crash fixes (thanks to Nathaniel Theis for these reports)
 - Fixed a crash caused by sending malformed network data to clients and
 servers
 - Fixed an exploit that could be used to bypass sv_cheats
 - Fixed the Spy-cicle causing a fire-immune bubble to be displayed when the
 Spy is cloaked
 - Fixed skinned weapons not rendering properly for customers on older
 shader
 model 2.0 hardware
 - Fixed speed particles on the Spy not disappearing when cloaking
 - Added ETF2L 6v6 Season 21 tournament medals
 - Added numerical health value to the enemy health display in the freezecam
 - Reloading a weapon can no longer be triggered with '+reload' while the
 weapon is firing
 - Updated several materials to fix issues caused by mat_picmip
 - Updated the localization files
 - Updated maps
 - Fixed an exploit related to the final control point and dropped weapons
 on
 Badwater, Barnblitz, Borneo, and Goldrush
 - Fixed incorrect cube maps on Powerhouse
 - Updated maps have been compressed to save space
 - Updated Hammer tools
 - Fixed bspzip requiring a -game parameter while simultaneously not
 allowing
 it
 - Fixed bspzip -addfiles improperly handling newlines in some cases
 - Fixed bspzip ignoring excess arguments with no warning
 - Fixed bspzip help text for -extractfiles not indicating that a target
 directory is required

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

2015-05-19 Thread N-Gon
But the amount of players who can readily make something like that within
UGC is not all that high.
People thought of me as a messiah for my simple plugin when I had only
learned about programming in SMod 2 days prior.

Making a plugin to continue to cheat is way more steps involved than simply
typing an rcon command in console.

Nothing will ever 100% stop cheaters, but it's silly not to even try to
slow them down.
If we're going to just toss our hands in the air and say it's pointless
because there will always be a workaround then why even bother having a VAC
system in place.

On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose rbemr...@gmail.com wrote:

 Yes, that was a given.

 After all, server plugins can remove the cheat flag just as readily as the
 notify flag.

 On Tue, May 19, 2015 at 9:46 AM, AnAkkk anakin...@gmail.com wrote:

  That's pointless, someone could make a a plugin to remove the notify
 flag.
  You should only trust servers that are hosted by leagues where no one has
  the rcon_password or any access to the machine. There are many other
 cvars
  that can be modified the same way and be used to cheat.
 
  2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com:
 
   Either way, tf_backstab_detection_method should probably be flagged as
   Notify so that all players are told when its value changes.
  
   On Tue, May 19, 2015 at 9:13 AM, N-Gon ngongamedes...@gmail.com
 wrote:
  
Hey, while we're on the subject of exploits I wanted to bring
 something
   up.
   
tf_backstab_detection_method
   
Currently that cvar can be changed on the fly with just rcon access.
It's not Cheat or Notify flagged.
   
I've had reports from 3 different UGC Plat players who are highly
suspicious of other teams using this on a toggle to allow their spies
   easy
facestabs when they need them.
Adding a flag to this command will not harm anyone and it will be a
  load
off the minds of the Comp players who have no way of proving this is
   being
done in official matches.
   
I made a plugin that, among other things, flagged this thing is a
  cheat.
It's a nice start but I can't force everyone to use my plugin. But if
   Valve
were to change this I wouldn't have to :)
   
-Miggy
   
On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia 
 garcia.bru...@gmail.com
  
wrote:
   
 Fixed *crash* when getting a malformed KeyValues buffer

 On Mon, May 18, 2015 at 10:11 PM, N-Gon ngongamedes...@gmail.com
wrote:

  Out of curiosity, what exactly did this do?
 
  On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson 
  kyle.l...@gmail.com
   
  wrote:
 
   Now that this exploit is public knowledge, any idea when we
 will
   see
   the remaining mainline Source Games updated?
  
   Thanks,
   Kyle.
  
   On Mon, May 18, 2015 at 5:53 PM, Eric Smith 
   er...@valvesoftware.com

   wrote:
We've released an optional update for Team Fortress 2.
  Dedicated
  servers
   do not need to download the update but you can if you'd like.
 The
note
  for
   the update is below. The updated version is 2771145.
   
Thanks.
   
-Eric
   
---
   
- Fixed crash when getting a malformed KeyValues buffer
 (thanks
   to
   Nathaniel Theis for the report)
   
   
   
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   --
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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-19 Thread N-Gon
Again.
Only a small handful of people within UGC know about making Sourcemod
plugins.
Instead of being pessimistic about fixing something why not come up with a
better solution than the one I have presented?
Such as maybe removing the cvar all together because it serves 0 purpose as
the 0 backstab method is completely broken and 2 backstab method is
completely untested AND broken.
There is no need to have that cvar set to anything other than 1, so why not
just remove it.

On Tue, May 19, 2015 at 10:01 AM, AnAkkk anakin...@gmail.com wrote:

 Removing a cvar flag with a plugin is only 2 lines, some people sell cheat
 server plugins that got many more features than that, so it's easy for
 anyone to buy one and put it on their server.
 With VAC there is at least a chance (even if it's small) that the guy is
 going to get banned, and there's none if he has access to the server.

 2015-05-19 14:54 GMT+01:00 N-Gon ngongamedes...@gmail.com:

  But the amount of players who can readily make something like that within
  UGC is not all that high.
  People thought of me as a messiah for my simple plugin when I had only
  learned about programming in SMod 2 days prior.
 
  Making a plugin to continue to cheat is way more steps involved than
 simply
  typing an rcon command in console.
 
  Nothing will ever 100% stop cheaters, but it's silly not to even try to
  slow them down.
  If we're going to just toss our hands in the air and say it's pointless
  because there will always be a workaround then why even bother having a
 VAC
  system in place.
 
  On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose rbemr...@gmail.com
 wrote:
 
   Yes, that was a given.
  
   After all, server plugins can remove the cheat flag just as readily as
  the
   notify flag.
  
   On Tue, May 19, 2015 at 9:46 AM, AnAkkk anakin...@gmail.com wrote:
  
That's pointless, someone could make a a plugin to remove the notify
   flag.
You should only trust servers that are hosted by leagues where no one
  has
the rcon_password or any access to the machine. There are many other
   cvars
that can be modified the same way and be used to cheat.
   
2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com:
   
 Either way, tf_backstab_detection_method should probably be flagged
  as
 Notify so that all players are told when its value changes.

 On Tue, May 19, 2015 at 9:13 AM, N-Gon ngongamedes...@gmail.com
   wrote:

  Hey, while we're on the subject of exploits I wanted to bring
   something
 up.
 
  tf_backstab_detection_method
 
  Currently that cvar can be changed on the fly with just rcon
  access.
  It's not Cheat or Notify flagged.
 
  I've had reports from 3 different UGC Plat players who are highly
  suspicious of other teams using this on a toggle to allow their
  spies
 easy
  facestabs when they need them.
  Adding a flag to this command will not harm anyone and it will
 be a
load
  off the minds of the Comp players who have no way of proving this
  is
 being
  done in official matches.
 
  I made a plugin that, among other things, flagged this thing is a
cheat.
  It's a nice start but I can't force everyone to use my plugin.
 But
  if
 Valve
  were to change this I wouldn't have to :)
 
  -Miggy
 
  On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia 
   garcia.bru...@gmail.com

  wrote:
 
   Fixed *crash* when getting a malformed KeyValues buffer
  
   On Mon, May 18, 2015 at 10:11 PM, N-Gon 
  ngongamedes...@gmail.com
  wrote:
  
Out of curiosity, what exactly did this do?
   
On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson 
kyle.l...@gmail.com
 
wrote:
   
 Now that this exploit is public knowledge, any idea when we
   will
 see
 the remaining mainline Source Games updated?

 Thanks,
 Kyle.

 On Mon, May 18, 2015 at 5:53 PM, Eric Smith 
 er...@valvesoftware.com
  
 wrote:
  We've released an optional update for Team Fortress 2.
Dedicated
servers
 do not need to download the update but you can if you'd
 like.
   The
  note
for
 the update is below. The updated version is 2771145.
 
  Thanks.
 
  -Eric
 
  ---
 
  - Fixed crash when getting a malformed KeyValues buffer
   (thanks
 to
 Nathaniel Theis for the report)
 
 
 
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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-19 Thread N-Gon
Hey, while we're on the subject of exploits I wanted to bring something up.

tf_backstab_detection_method

Currently that cvar can be changed on the fly with just rcon access.
It's not Cheat or Notify flagged.

I've had reports from 3 different UGC Plat players who are highly
suspicious of other teams using this on a toggle to allow their spies easy
facestabs when they need them.
Adding a flag to this command will not harm anyone and it will be a load
off the minds of the Comp players who have no way of proving this is being
done in official matches.

I made a plugin that, among other things, flagged this thing is a cheat.
It's a nice start but I can't force everyone to use my plugin. But if Valve
were to change this I wouldn't have to :)

-Miggy

On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia garcia.bru...@gmail.com
wrote:

 Fixed *crash* when getting a malformed KeyValues buffer

 On Mon, May 18, 2015 at 10:11 PM, N-Gon ngongamedes...@gmail.com wrote:

  Out of curiosity, what exactly did this do?
 
  On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Now that this exploit is public knowledge, any idea when we will see
   the remaining mainline Source Games updated?
  
   Thanks,
   Kyle.
  
   On Mon, May 18, 2015 at 5:53 PM, Eric Smith er...@valvesoftware.com
   wrote:
We've released an optional update for Team Fortress 2. Dedicated
  servers
   do not need to download the update but you can if you'd like. The note
  for
   the update is below. The updated version is 2771145.
   
Thanks.
   
-Eric
   
---
   
- Fixed crash when getting a malformed KeyValues buffer (thanks to
   Nathaniel Theis for the report)
   
   
   
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Re: [hlds_linux] [hlds] Optional TF2 update released

2015-05-18 Thread N-Gon
Out of curiosity, what exactly did this do?

On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Now that this exploit is public knowledge, any idea when we will see
 the remaining mainline Source Games updated?

 Thanks,
 Kyle.

 On Mon, May 18, 2015 at 5:53 PM, Eric Smith er...@valvesoftware.com
 wrote:
  We've released an optional update for Team Fortress 2. Dedicated servers
 do not need to download the update but you can if you'd like. The note for
 the update is below. The updated version is 2771145.
 
  Thanks.
 
  -Eric
 
  ---
 
  - Fixed crash when getting a malformed KeyValues buffer (thanks to
 Nathaniel Theis for the report)
 
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2014-12-08 Thread N-Gon
It's not anymore confusing than rd_asteroid. But that's just my opinion.

On Mon, Dec 8, 2014 at 8:38 PM, wickedplayer494 wickedplayer...@gmail.com
wrote:

 Snowplow was cut. One of the TF2Maps staff posted why:
 http://forums.tf2maps.net/showpost.php?p=315021postcount=67

 On 12/8/2014 7:30 PM, Ross Bemrose wrote:

 Wasn't the map cp_snowplow supposed to ship with this update, or did that
 get canceled?

 On 12/8/2014 8:26 PM, Eric Smith wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2535271.

 -Eric

 -

 - End of the Line Community Update has arrived!
 - Check out the community-created movie and web page at
 http://www.teamfortress.com/endoftheline/
 - The event will run through till January 5th, 2015, and includes
 finding ducks, duck statistics and friendly leaderboards.
 - Added End of the Line Community Crate Key
 - Added 21 cosmetic items featured from End of the Line
 - Added Pyro Taunt - Pool Party
 - Added multi-class melee weapon - The Crossing Guard
 - Added Duck Journal and Duck Tokens for the End of the Line event
 - Fixed The Swagman's Swatter and Tough Stuff Muffs not being held by
 the Sniper during the melee taunt
 - Updated the crosshair to not draw while taunting


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Re: [hlds_linux] Mandatory TF2 update released

2014-08-07 Thread N-Gon
He said they're on it


On Thu, Aug 7, 2014 at 5:30 PM, Frank ad...@gamerscrib.net wrote:

 Hello?? I'm not the only one having this problem I know, I already see many
 posts on this over on Allied. Eric can you confirm there is a problem and a
 fix coming soon please?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
 Sent: Thursday, August 07, 2014 5:23 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Mandatory TF2 update released

 Anyone else having trouble updating Windows servers going beyond
 Validating?
 I can't even bypass that to start the engine without it going right to
 Validating again.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, August 07, 2014 4:54 PM
 To: 'hlds_linux@list.valvesoftware.com'; 'h...@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory TF2 update released

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2351233.

 -Eric

 -

 - Dedicated server performance/stability improvements
 - Added a new startup music track from Expiration Date
 - Added missing photos/thumb images for koth_badlands
 - Fixed a client crash related to the snd_restart command for Linux clients
 - Fixed a dedicated server crash related to arrows
 - Fixed the Bolt Boy using the wrong material for the Blu team
 - Improved memory usage for Linux clients
 - Updated the Restart Game and Scramble Teams votes to always have a
 mandatory cool-down period
 - Updated sv_memlimit to not be marked as a cheat convar
 - Added sv_minuptimelimit and sv_maxuptimelimit to manage the
 server
 restart window
 - Updated the equip_regions for the Mustachioed Mann, Ze Ubermensch, and
 Vive La France
 - Updated the localization files
 - Updated pl_cactuscanyon
 - Removed rollback leading to the final capture point in stage 2
 - Reworked fence position on forward spawn building in stage 2
 - Expanded back alley near the final capture point in stage 2
 - Expanded back pathway near the final capture point in stage 1
 - Added small room inside building half way up the zig-zag in stage
 1
 - Adjusted health kits and ammo packs
 - Adjusted spawn times in stage 1 and 2
 - Updated rd_asteroid
 - Widened left side spawn exit
 - Players can no longer build inside the staircase near A robots
 - Fixed sticky stair collision when coming out of the water near B
 robots
 - Changed medium health kit near the C robots to a small health kit
 - Removed alert from voice over lines that announce your team has
 dropped the reactor core
 - Fixed missing patch overlay under small health near center bridge

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread N-Gon
Typo in your closing html tag


On Fri, Feb 7, 2014 at 4:10 PM, Ross Bemrose rbemr...@gmail.com wrote:

 For those of you too lazy to get curl working, I made a quick (5-minute)
 web form for registering an API key.

 http://tf2.rbemrose.com/steamreg.html

 If you don't trust me, feel free to look at the source code.  It should be
 easy since it's 18 lines long of raw HTML with no JavaScript, CSS, or even
 images.


 On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  There are some changes coming that TF2 server operators should know
 about.
 
  CHANGES TO QUICKPLAY
  ---
 
  The next TF2 update will make two changes to quickplay:
 
  * Show servers button.  This runs the ordinary quickplay search, but
  instead of joining the server with the highest score, it presents the
 user
  with an ordered list of about 20 servers and lets them pick.  This gives
  players much of the convenience of quickplay by finding servers with a
 good
  ping and players on them, but also an easy way to express a preference
 over
  the map, server community, etc.
  * We've added an advanced options page that allows players to opt into
 the
  most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
 and
  instant respawn.
 
  There are no more scoring penalties for maxplayers or rule changes; your
  server either matches their search criteria or it doesn't.
 
  At this time, we are keeping the default quickplay option to Valve
  servers.  However, note that if a player wants to find a server with any
 of
  the supported modifications, then they must land on a community server,
  since Valve servers do not run with these settings.
 
  We've updated the quickplay policy to more clearly specify what sorts of
  server modifications are allowed in quickplay:
  https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
 
  STEAM GAMESERVER ACCOUNTS
  -
 
  Gameserver accounts are now a Steam feature.  The feature is currently in
  beta.
 
  Using a steam gameserver account provides one important advantage right
  now: client favorite lists are keyed by the Steam account if present.
  This
  means that you can move your server to another IP address, and clients
 who
  have your server in their favorites or history will follow you to your
 new
  location.
 
  CREATING AN ACCOUNT:
 
  Creating an account is currently only possible via WebAPI.  (Remember,
  this feature is currently in beta.  We'll add a nicer interface for this
  soon.)  Make a HTTPS POST request to the following URL:
  https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
 
  The POST arguments should be:
appid=440 (for Team Fortress)
key=your WebAPIKey
 
  your WebAPIKey is the WebAPI key associated with the user account that
  will own the server accounts. See http://steamcommunity.com/dev for how
  to get one of these.  (WARNING: Make sure and keep this key secret.  This
  key is an authentication token in some respects and makes it possible to
 do
  certain actions on your behalf.  Don't feed the key into anybody's nice
  convenient web page that automates this.  With your WebAPI key they could
  impersonate you for some actions.  If you don't want to go through the
 pain
  of making a WebAPI call, just wait until we have a nicer interface
  implemented.)
 
  The output of the WebAPI will be the (permanent) SteamID of your
  gameserver, and a login token.  The login token is a random string of
 text
  that allows you to actually login to your account.
 
  You can view a list of the servers owned by a user account by making a
  HTTPS GET call to:
 
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
  yourkey
 
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
  
 
  LOGGING IN TO YOUR ACCOUNT (TF only for now):
 
  Once you have a gameserver login token, you can specify your login
  credentials on a Source engine server by executing this console command
  sometime before it loads the first map:
 
  sv_setsteamaccount login token
 
  The server output should make it clear when you are using a Steam
  gameserver account and when you are logging in anonymously.  (The
 ordinary
  gameserver login that has always been used.)
 
  Remember, for now you will need to login to both your Steam gameserver
  account and also your TF account.  The two accounts are not related.  The
  TF account is the one that determines quickplay eligibility, and the
 Steam
  one does favorites migration.  Eventually we will remove the TF accounts
  and only use Steam gameserver accounts.
 
  HOW FAVORITES MIGRATION WORKS:
 
  In the next few days we will release an updated Steam Client beta that
  knows how to migrate favorites.  On the client, each favorite has an
  IP:port and a gameserver account.  The account might be empty --- that
 will
  of course be the case for all previously 

Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread N-Gon
Oddly enough, a handful of communities have been shut down because of the
recent changes. This one will affect a few more.
Can't say I'm saddened by this since those communities were cancer to TF2.


On Wed, Nov 6, 2013 at 7:15 PM, Robert Paulson thepauls...@gmail.comwrote:

 Can you tell us the reason for this change? Is there no other solution
 rather than removing functionality from the game?

 The complaint before was forced ads. Servers cannot resend the MOTD to
 quickplay players anymore so I don't understand why additional restrictions
 need to be introduced.

 HTML motds are superior to text motds even only shown at connection. They
 look better and they allow you to update the page without rebooting the
 server. Especially when it comes to TF2 players, no one is going to pay
 attention to an unformatted wall of text that could contain important rules
 or links to your website. With these new restrictions both the webpage and
 the text file needs to be maintained.


 On Wed, Nov 6, 2013 at 3:53 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  It's something enforced by the client, and is a function of how they
  connected to that particular server, not any particular server settings.
 
  If they connect via the server browser (or command line, etc) then they
  will show HTML.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
  Sent: Wednesday, November 06, 2013 2:41 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
 
  Would those who connected outside of matchmaking be able to use html on
  quickplay enabled servers or does enabling quickplay disable html
  completely?
 
  - Original Message -
  From: Valentin G. nextra...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Wednesday, November 6, 2013 6:29:32 PM
  Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
 
  I'm not concerned about change 1 but change 2 in that regard ;)
 
 
  On Thu, Nov 7, 2013 at 12:26 AM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   Couldn't you just leave the txt file empty?
  
   Sent from my iPhone 5
  
On Nov 6, 2013, at 3:22 PM, Valentin G. nextra...@gmail.com
 wrote:
   
about:blank is no longer valid?
   
   
On Thu, Nov 7, 2013 at 12:13 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
   
That's correct; #2 is a Source engine change.
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
Sanderson
Sent: Wednesday, November 06, 2013 3:09 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD
support
   
Does the latter impact all Source 2k7 games?
   
Thanks,
Kyle.
   
   
On Wed, Nov 6, 2013 at 4:03 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
   
We're making two changes to TF HTML MOTD support that server
operators should be aware of:
   
   
1.)HTML MOTD's will no longer be shown by clients that connect
  via
quickplay.  Those clients will show the plaintext message instead.
(The file identified by the convar motdfile_text, which defaults
to
motd_text.txt.)
   
2.)When sending a URL to the info panel by name, the URL must
   begin
with 'http://' or 'https://'.  Note that this change does not
affect putting a URL in motd.txt directly, which has always
required a protocol prefix in order for the file contents to be
interpreted as a
URL.
   
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2013-11-06 Thread N-Gon
- Fixed some items and spell attributes showing incorrect expiration times
I am not happy about this


On Wed, Nov 6, 2013 at 8:40 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Do you guys have an ETA on the next SteamWorks update? Ban Evasion a pretty
 big issue for communities.

 Thanks,
 Kyle.
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Re: [hlds_linux] NET_GetLong attacks

2013-09-02 Thread N-Gon
Right officials won't do a thing since he hasn't caused thousands in damage.
If anything, get his IP address, everyone who's been attacked by him gather
all their proof, and report him to his ISP.


On Mon, Sep 2, 2013 at 1:19 PM, ElitePowered . elitepowe...@gmail.comwrote:

 How about you report his ip to the right officals. That'll do a much better
 job than a steam id. It'll take a while to process but he'll be dealt with.
 For now, i think a lot of us are being affected by this attack. And it's
 more than 1 person. I'm seeing IPs from many places. Best solution is to
 report it to valve until they respond and to also start using query cache
 which should help a bit. I haven't tried Bottiger's solution yet but i
 think it's hopeful. You might want to upgrade on your bandwith :)


 On Mon, Sep 2, 2013 at 12:26 PM, Violent Crimes 
 violentcri...@convictgaming.com wrote:

  Hey I know who is attacking you its the same guy who is attacking me.
  http://bans.blackoutgaming.**org/index.php?p=banlist**
  advSearch=STEAM_0:1:43055663**advType=steamid
 http://bans.blackoutgaming.org/index.php?p=banlistadvSearch=STEAM_0:1:43055663advType=steamid
 
 
 
  STEAM_0:1:43055663
 
 
 
  On 9/2/2013 7:25 AM, Michael Johansen wrote:
 
  Blocked those and the attack still persists.
 
   From: evo...@gmail.com
  To: hlds_linux@list.valvesoftware.**com
 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 
 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
 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
 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
 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
 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
 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
 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 

Re: [hlds_linux] Mandatory CS:S, DoD:S, and HL2:DM updates released

2013-06-25 Thread N-Gon
How about the random Half-Life 2 update? Some folks got a 3.7gb update
while others got a 730mb. And now all audio in our game is in Korean O.o


On Tue, Jun 25, 2013 at 6:35 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released mandatory updates for CS:S, DoD:S, and HL2:DM. The notes
 for the updates are below. The new version for each game is 1807769.

 -Eric

 --

 - Added Only allow map files to the possible selections in the download
 filter option for clients
 - Network interpolation and update convars can no longer be changed when
 playing. To configure these convars, players must not be connected to a
 server or must join the spectators.
 - Fixed a client crash related to the material system
 - Fixed a client crash when downloading custom maps for the Mac version
 - Fixed browser cookies not persisting across game restarts
 - Fixed the in-game UI not using the Language setting from the game's
 Properties dialog in the Steam UI
 - Fixed the game failing to launch on Mac OS X 10.5
 - Fixed mat_viewportupscale using an error material for clients using
 DirectX8
 - Removed range restrictions from viewmodel_fov_demo
 - Updated the Linux version
- Fixed triggers never registering as released on certain game
 controllers
- Fixed clipboard issues on some window managers, most notably KDE
- Fixed a bug where the map list would be reversed
- Made loading custom fonts for third party HUDs work on certain fonts
- Improved performance and stability

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Re: [hlds_linux] ESEA client - basically a virus

2013-05-01 Thread N-Gon
Wow
I hope esea crash and burns
Why are leagues being shrouded in controversy all the sudden? UGC Moose and
his Vac Ban and now this...


On Wed, May 1, 2013 at 2:05 AM, Bruno Garcia garcia.bru...@gmail.comwrote:


 http://cp.reddit.com/r/GlobalOffensive/comments/1dgad2/esea_client_basically_a_virus/

 News flash: The esea client has a secret BITCOIN MINER in it.
 It mines bitcoins out of your gpu processing, and it has been running for
 quite a while...and they made some good cash.

 It's recommended to completely remove the ESEA client.
 (By the way ,their excuse to this is that it was an April's fool joke that
 was forgotten to be deleted...Yeah, right...)
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-20 Thread N-Gon
You guys are bickering like children and flooding my inbox.
Guys, what are you doing.
guys...stop


On Sat, Apr 20, 2013 at 11:13 AM, 1nsane 1nsane...@gmail.com wrote:

 It was over being discussed a while back. Then Dan revived it.

 It will keep going until someone stops discussing it. So anyone else have
 something to say or is this the end of it? :)


 On Sat, Apr 20, 2013 at 11:03 AM, Andre Müller gbs.dead...@gmail.com
 wrote:

  Hell yeah. The fitst importand message. Shut the fuck up. Discuss this
  meaningless shit @ srcds.com or somewhere else. But do not fu k up the
  whole mailinglist with your personal prblem. You are wasting our
 time!
  Am 20.04.2013 15:16 schrieb Eli Witt eliw...@gmail.com:
 
   Jesus fucking christ.
  
   Shut the fuck up already.
  
  
   On Sat, Apr 20, 2013 at 1:58 AM, 1nsane 1nsane...@gmail.com wrote:
  
Right. And it's not just servers that correctly set the tag with a
 new
plugin.
   
Servers that never removed the plugin were unbanned and are running
 it
still without issue.
   
   
On Sat, Apr 20, 2013 at 1:37 AM, Doctor McKay mc...@doctormckay.com
 
wrote:
   
 Except... they didn't get rid of dynamic player counts.



 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com


 On Sat, Apr 20, 2013 at 1:04 AM, dan needa...@ntlworld.com
 wrote:

  On 15/04/2013 13:49, Essay Tew Phaun wrote:
 
  Still crying? (This is a rhetorical question BTW.)
 
 
  Why would I be? Valve got rid of the dynamic player counts and
 then
they
  stymied the moronic motd stuff too.
 
  The people upset in these threads are the ones, like yourself,
 who
abuse
  these features and the few honest people
  who used the features who are upset when your actions mean
  otherwise
good
  features get stymied.
 
  --
  Dan
 
 
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