Re: [hlds_linux] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Ryan Stecker
That looks like a client fuzzing random SteamIDs, did you happen to save
the ticket in question by any chance?

If there's a legitimate bug here with steamclient not instantly rejecting
bogus IDs, that should definitely be reported.

Regardless though, whatever you experienced isn't what OP dealt with.

On Tue, Mar 17, 2015 at 8:39 PM, Bottiger  wrote:

> This doesn't look like valid tickets being reused to me.
>
> Client 3160 [I:16:229567929] connected to universe 16, but game server
> [G:1:809] is running in universe 1
> S3: Client connected with invalid ticket: UserID: c58
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> S3: Client connected with invalid ticket: UserID: c53
> Client 3155 [I:0:1191841122] connected to universe 0, but game server
> [G:1:809] is running in universe 1
> S3: Client connected with invalid ticket: UserID: c53
> Client "Wololo" connected (72.69.41.145:27005).
> STEAMAUTH: Client Wololo received failure code 8
> Dropped Wololo from server (Invalid STEAM UserID Ticket
> )
>
> On Tue, Mar 17, 2015 at 6:30 PM, Ryan Stecker 
> wrote:
> >>As you deduced, it is possible to spoof any SteamID you want and play
> > for a couple of minutes before the server kicks you.
> >
> > No, it isn't. Steam authentication tickets are signed by Valve's servers.
> > You cannot craft a ticket containing any SteamID you want.
> >
> > You can, however, subject the server to a replay attack by reusing
> another
> > user's authentication ticket. This allows users to play on your server
> with
> > whatever SteamID they borrowed for approximately 1-2 minutes until the
> > Steam server rejects them and the game server kicks them.
> >
> > On the original topic, there's nothing invalid about that SteamID in the
> > OPs post:
> >
> > 08:29:18°pm (@VoiDeD) !sid [U:1:96295245]
> > 08:29:45°pm (idler2) VoiDeD: STEAM_0:1:48147622 / [U:1:96295245] (UInt64
> =
> > 76561198056560973, IsValid = True, Universe = Public, Instance = desktop
> > (1), Type = Individual, AccountID = 96295245)
> > 08:29:45°pm (idler2) VoiDeD: † (
> > http://steamcommunity.com/profiles/76561198056560973/) (Last Online =
> > 3/18/2015 1:11:21 AM, Last Offline = 3/18/2015 1:11:39 AM)
> >
> >
> > On Tue, Mar 17, 2015 at 8:12 PM, Bottiger  wrote:
> >
> >> We experienced this several months ago and reported it to Eric Smith
> >> but have not heard anything from him for a long time so we stopped
> >> sending him exploits like this.
> >>
> >> As you deduced, it is possible to spoof any SteamID you want and play
> >> for a couple of minutes before the server kicks you.
> >>
> >> We tried kicking or freezing people that didn't get verified within 30
> >> seconds but unfortunately this also happens frequently to normal
> >> players.
> >>
> >>
> >>
> >> On Tue, Mar 17, 2015 at 5:59 PM, Weasels Lair 
> >> wrote:
> >> > Wondering if any other admin's have seen this.
> >> >
> >> > Today I had a player join with a SteamID that I was unable to ban by
> ID.
> >> > From SourceMod I kept getting a message about waiting another 30
> seconds
> >> > and trying again, because that SteamID was not verified (yet)?
> >> >
> >> > In the end, I resorted to fire-walling-off his source IP address for
> now.
> >> >
> >> > When I punched his SteamID3 (which was showing as "[U:1:96295245]")
> into
> >> > SteamIDConverter.com, it kept showing "unknown" for their SteamID64,
> >> > "[U:1:0]" for their SteamID3, and blank for their plain SteamID?
> >> >
> >> > So, I am thinking it is a completely bogus/fake/spoofed SteamID.
> >> >
> >> > He seemed to be able to play only for a few minutes at a time, before
> he
> >> > would get dropped from the server for having an invalid SteamID.
> >> > Basically, he was in-game long enough to hack (aimbot) and disrupt the
> >> game
> >> > (repeatedly).  He was able to just do that over and over, until I just
> >> > blocked his source IP address all-together.
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> 

Re: [hlds_linux] Some exploit to play TF2 with an invalid SteamID?

2015-03-17 Thread Ryan Stecker
>As you deduced, it is possible to spoof any SteamID you want and play
for a couple of minutes before the server kicks you.

No, it isn't. Steam authentication tickets are signed by Valve's servers.
You cannot craft a ticket containing any SteamID you want.

You can, however, subject the server to a replay attack by reusing another
user's authentication ticket. This allows users to play on your server with
whatever SteamID they borrowed for approximately 1-2 minutes until the
Steam server rejects them and the game server kicks them.

On the original topic, there's nothing invalid about that SteamID in the
OPs post:

08:29:18°pm (@VoiDeD) !sid [U:1:96295245]
08:29:45°pm (idler2) VoiDeD: STEAM_0:1:48147622 / [U:1:96295245] (UInt64 =
76561198056560973, IsValid = True, Universe = Public, Instance = desktop
(1), Type = Individual, AccountID = 96295245)
08:29:45°pm (idler2) VoiDeD: ‏ (
http://steamcommunity.com/profiles/76561198056560973/) (Last Online =
3/18/2015 1:11:21 AM, Last Offline = 3/18/2015 1:11:39 AM)


On Tue, Mar 17, 2015 at 8:12 PM, Bottiger  wrote:

> We experienced this several months ago and reported it to Eric Smith
> but have not heard anything from him for a long time so we stopped
> sending him exploits like this.
>
> As you deduced, it is possible to spoof any SteamID you want and play
> for a couple of minutes before the server kicks you.
>
> We tried kicking or freezing people that didn't get verified within 30
> seconds but unfortunately this also happens frequently to normal
> players.
>
>
>
> On Tue, Mar 17, 2015 at 5:59 PM, Weasels Lair 
> wrote:
> > Wondering if any other admin's have seen this.
> >
> > Today I had a player join with a SteamID that I was unable to ban by ID.
> > From SourceMod I kept getting a message about waiting another 30 seconds
> > and trying again, because that SteamID was not verified (yet)?
> >
> > In the end, I resorted to fire-walling-off his source IP address for now.
> >
> > When I punched his SteamID3 (which was showing as "[U:1:96295245]") into
> > SteamIDConverter.com, it kept showing "unknown" for their SteamID64,
> > "[U:1:0]" for their SteamID3, and blank for their plain SteamID?
> >
> > So, I am thinking it is a completely bogus/fake/spoofed SteamID.
> >
> > He seemed to be able to play only for a few minutes at a time, before he
> > would get dropped from the server for having an invalid SteamID.
> > Basically, he was in-game long enough to hack (aimbot) and disrupt the
> game
> > (repeatedly).  He was able to just do that over and over, until I just
> > blocked his source IP address all-together.
> > ___
> > 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] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-03 Thread Ryan Stecker
Changing the filename as a server operator is still fragile. As I mentioned
before, renaming a map without fixing up embedded content will hose
soundscripts and such. There's also not much guarantee that some other
server op won't make a similar rename of a differing file.

On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers  wrote:

> Descent server operators change the version number, descent map makers do
> that too. But agreed on some kind of validation and better integration.
> (Not to mention the tons of maps i still have on my download server which i
> dont use anymore, just because i cant really tell anymore whats being used)
> :)
>
> 2014-12-02 0:29 GMT+01:00 ics :
>
> > With valve, the source of the files is trusted. If this would be
> > implemented, only way to do it is ti integrate maps into steam tf2
> > workshop. I'm surprised why valve doesn't want to do this and yet they
> > reward people who make items all the time. Workshop integration isn't the
> > best in csgo but it could be further improved to accommodate tf2.
> >
> > -ics
> >
> > - Alkuperäinen viesti -
> > > +1 this for sure. I'd love to see the custom content over write much
> like
> > > Valve over writes maps and its content now when a revision bump is
> made.
> > > I get so tired of having to go thru _v1 or v32 etc etc when you change
> > > just the smallest thing on a map. The client has to re-download it
> > > anyway cause of a new name, may as well make it over write and start
> > > over.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> > > Stecker Sent: Monday, December 01, 2014 6:14 PM
> > > To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> > > Win32 server mailing list
> > > Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
> > > downloading
> > >
> > > This email is mostly addressed to anyone within Valve that's still
> > > maintaining the TF2 branch of the source engine, and I suppose anyone
> on
> > > this mailing list that'd like to comment on this recommendation.
> > >
> > > There's one frustrating issue with clients downloading custom content
> > > (maps, models, etc) in particular: it's fairly painful when unaware
> > > mappers and server operators release or update maps (and other content)
> > > without modifying the filename of the content. For maps this is
> > > particularly destructive because many clients would be left unable to
> > > connect and play on the server in question if the map differs from what
> > > the server is running.
> > >
> > > Additionally, there are some documented cases of clients having their
> map
> > > downloads not get fully completed or get into a corrupt state which is
> > > equally as painful for the same reasons. Many users are simply unaware
> of
> > > how to solve this problem by locating and deleting the files in
> question.
> > >
> > > I'm sure this is something that can get an ideal solution, so I'd like
> to
> > > propose a few:
> > >
> > > 1. If the content differs, force a redownload and overwrite the
> existing
> > > file on the client. Now that clients have a separate search path for
> > > downloaded content thanks to Fletcher's hard work in refactoring custom
> > > content and downloads search paths, there's less risk to overwriting
> > > stock game content.
> > >
> > > 2. Allow multiple downloads side-by-side, perhaps differing in filename
> > > by a checksum (or some other recommendation). This would probably have
> > > to be virtualized in some way so that the filesystem is aware of the
> > > actual name of the map for soundscripts, particle manifests, etc.
> > >
> > > This issue affects other content such as models and materials, but
> > > getting a solution for at least map downloading would be a great step
> > > forward. ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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[hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Ryan Stecker
This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone on
this mailing list that'd like to comment on this recommendation.

There's one frustrating issue with clients downloading custom content
(maps, models, etc) in particular: it's fairly painful when unaware mappers
and server operators release or update maps (and other content) without
modifying the filename of the content. For maps this is particularly
destructive because many clients would be left unable to connect and play
on the server in question if the map differs from what the server is
running.

Additionally, there are some documented cases of clients having their map
downloads not get fully completed or get into a corrupt state which is
equally as painful for the same reasons. Many users are simply unaware of
how to solve this problem by locating and deleting the files in question.

I'm sure this is something that can get an ideal solution, so I'd like to
propose a few:

1. If the content differs, force a redownload and overwrite the existing
file on the client. Now that clients have a separate search path for
downloaded content thanks to Fletcher's hard work in refactoring custom
content and downloads search paths, there's less risk to overwriting stock
game content.

2. Allow multiple downloads side-by-side, perhaps differing in filename by
a checksum (or some other recommendation). This would probably have to be
virtualized in some way so that the filesystem is aware of the actual name
of the map for soundscripts, particle manifests, etc.

This issue affects other content such as models and materials, but getting
a solution for at least map downloading would be a great step forward.
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Re: [hlds_linux] [hlds] TF2 srcds CPU experiences

2014-09-23 Thread Ryan Stecker
Thanks for the info!

>Is there value in running one giant box, rather than getting a second
machine?

For now it's just an option we're throwing around, if dual 2650v2 turn out
to be doable. The goal would be to virtualize out all the services we run
(web, db, srcds, etc). The other alternative is splitting across 2 machines
with 1620/50v2s.

Everything I'm reading and hearing about is pushing me away from 2620s for
sure, but perhaps the 2650v2 has just enough horsepower to run srcds?


On Mon, Sep 22, 2014 at 10:54 PM, Yun Huang Yong 
wrote:

> We run on a variety of VPS including one where the underlying host is an
> E5-2620.
>
> Compared to our other hosts that run 3.4Ghz CPUs we do see higher sv FPS
> variance but it's not really gameplay affecting (players don't complain).
>
> (I believe the 3.4Ghz cores are E3-12xx v3 but I can't be certain due to
> the virtualisation.)
>
> I'd guesstimate that each active 24p server chews up about 70% of one of
> those E5-2620 cores but peaking as high as 100%, whereas the same server
> would average around 30% on a 3.4Ghz core.
>
> We're on Linux BTW.
>
> Is there value in running one giant box, rather than getting a second
> machine?
>
> One of the reasons I chose to use VPS is for the redundancy -- we use 3
> VPS across 3 different hosts. It's a given that every host will have issues
> at various times (hello DDoS) so spreading across networks helps to keep
> most of our servers online when one is having problems. We've never been
> directly DDoSed but I regularly see network blips of 1-5 minutes on every
> gaming network. Bad neighbours.
>
>
> On 23/09/2014 12:47 PM, Ryan Stecker wrote:
>
>> Hey all, just sending this message into the wide HLDS abyss to see if
>> anyone has any experiences hosting srcds (Mostly TF2, but it can really be
>> any game/mod that runs on that engine version) on single/dual E5-2650 v2s
>> or other similarly low clocked (around the 2.5GHz range) processors and
>> what kind of capacity they're getting (how many instances, slots, etc).
>>
>> Currently we've been hosting on a E3-1270 v2, and the high single core
>> clock speeds have been more than enough to host 11 tf2 instances in the 28
>> player slot range, but we're now planning on moving hosts and looking to
>> expand to a box with dual 2650 v2s. My concern is that while the 2650 may
>> have more cores, the lower clock speeds could translate into a struggle to
>> meet the 15ms frame time that 66 tick servers require.
>>
>> Anyone happen to be running on 2650s or similar and can share their
>> thoughts?
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>>
>>
>
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[hlds_linux] TF2 srcds CPU experiences

2014-09-22 Thread Ryan Stecker
Hey all, just sending this message into the wide HLDS abyss to see if
anyone has any experiences hosting srcds (Mostly TF2, but it can really be
any game/mod that runs on that engine version) on single/dual E5-2650 v2s
or other similarly low clocked (around the 2.5GHz range) processors and
what kind of capacity they're getting (how many instances, slots, etc).

Currently we've been hosting on a E3-1270 v2, and the high single core
clock speeds have been more than enough to host 11 tf2 instances in the 28
player slot range, but we're now planning on moving hosts and looking to
expand to a box with dual 2650 v2s. My concern is that while the 2650 may
have more cores, the lower clock speeds could translate into a struggle to
meet the 15ms frame time that 66 tick servers require.

Anyone happen to be running on 2650s or similar and can share their
thoughts?
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Re: [hlds_linux] Mandatory TF2 update released

2014-06-20 Thread Ryan Stecker
Small follow up, I'm seeing the following sound net message being sent
during one of the spikes:

Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5

Except perhaps 100 lines of this for what appears to be a giant packet
received in a single tick.

This would definitely give credence to any possible send buffer overflows
if many sounds are being emitted in a single frame. In fact, earlier one of
my servers entirely cleared out with every client being disconnected with
the following message: ERROR! Couldn't send snapshot.

Also, another issue with the taunt menu: if a client receives a full world
update, they will no longer display the taunt menu and will instead use the
normal taunt. Recording a demo and stopping it is all that's needed to
reproduce this.



On Thu, Jun 19, 2014 at 7:31 PM, Frank  wrote:

> This may also be the cause of the returning "Buffer Overflow" client
> crashing I've noticed a few times across a few Windows servers. I'm unable
> to verify this against any Linux based at this point.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> Stecker
> Sent: Thursday, June 19, 2014 8:23 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> Any chance of looking into perf issues when a full server gets in the
> middle
> of a conga taunt? Haven't had a chance to run any vprof profiling, but the
> netgraph shows large spikes in what seems to be sounds, and it's followed
> by
> lots of client choke.
>
>
> http://cloud-2.steampowered.com/ugc/595914029621586770/63623EC5F08542EB923A7
> DED740B2A2539227025/
>
>
> On Thu, Jun 19, 2014 at 7:17 PM, Eric Smith 
> wrote:
>
> > We've released a mandatory update for TF2. The notes for the update
> > are below. The new version number is 2290967.
> >
> > -Eric
> >
> > -
> >
> > - Added a new startup music track from Expiration Date
> > - Added a crafting recipe for The Back Scatter
> > - Fixed a client crash caused by Strange Fists
> > - Fixed players using the partner taunts to enter enemy spawn rooms
> > - Fixed a regression with the Disco Beat Down unusual effect
> > - Fixed The Classic automatically zooming in after going through a
> > teleporter while charging
> > - Updated The Tide Turner to also refill the charge meter from impact
> > kills
> >
> >
> > ___
> > 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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>
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Re: [hlds_linux] Mandatory TF2 update released

2014-06-19 Thread Ryan Stecker
Any chance of looking into perf issues when a full server gets in the
middle of a conga taunt? Haven't had a chance to run any vprof profiling,
but the netgraph shows large spikes in what seems to be sounds, and it's
followed by lots of client choke.

http://cloud-2.steampowered.com/ugc/595914029621586770/63623EC5F08542EB923A7DED740B2A2539227025/


On Thu, Jun 19, 2014 at 7:17 PM, Eric Smith  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2290967.
>
> -Eric
>
> -
>
> - Added a new startup music track from Expiration Date
> - Added a crafting recipe for The Back Scatter
> - Fixed a client crash caused by Strange Fists
> - Fixed players using the partner taunts to enter enemy spawn rooms
> - Fixed a regression with the Disco Beat Down unusual effect
> - Fixed The Classic automatically zooming in after going through a
> teleporter while charging
> - Updated The Tide Turner to also refill the charge meter from impact kills
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] Item server issues still??

2014-02-21 Thread Ryan Stecker
Valve has been going through the motions of merging their Dota "item
server" code into TF2, with sometimes spectacular results such as clients
and servers not being able to get their loadouts, and in-game trading not
functioning.

Other than that, however, I don't think any new issues have occurred other
than the issues earlier in the month with linux servers and needing to
specify -steamport.

If there are any new issues with regards to items in TF2 (as long as you
can confirm they're legitimate issues and not something sporadic or
difficult to reproduce), I believe Fletcher (fletch...@valvesoftware.com)
is the person to contact directly about that.



On Fri, Feb 21, 2014 at 7:47 PM, Frank  wrote:

> Ok over the last few weeks EVERY SINGLE WEEKEND, I see clients complaining
> about not being able to trade and item server issues pretty much all
> weekend
> and every weekend. This even happened over the past week several times. Now
> this may sound like a client complaint cause well it is sorta but for many
> people this is very important when running servers as the player counts
> will
> differ depending on if they can access the item server or not. I'm seeing
> no
> drops thru the console so I'm not seeing this as an issue I can control.
>
>
>
> Is anyone else seeing this problem and how its effecting player counts?
>
>
>
> ___
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Re: [hlds_linux] Mandatory TF2 update released

2014-02-11 Thread Ryan Stecker
I do have to ask, though: why are TF2 updates released exactly during the
Tuesday Steam prop?

Surely they could be timed to occur long before or long after to avoid the
confusion present in this series of email posts.


On Tue, Feb 11, 2014 at 6:31 PM, Nomaan Ahmad  wrote:

> I think steam servers are having some problem...
>
>
> On 12 February 2014 00:28, louloubizou  wrote:
>
> > we cant update in anonymous now 
> >
> > Redirecting stderr to '/root/Steam/logs/stderr.txt'
> > [  0%] Checking for available updates...
> > [] Verifying installation...
> > Steam Console Client (c) Valve Corporation
> > -- type 'quit' to exit --
> > Loading Steam3...OK.
> > Loading Steam2...OK.
> > login anonymous
> > Connecting anonymously to Steam Public...Login Failure: No Connection
> > Failed.
> > force_install_dir servers/tf_ds
> > app_update 232250 validate
> > ERROR! Failed to request AppInfo update, not online or not logged in to
> > Steam.
> > quit
> >
> >
> > 2014-02-12 1:24 GMT+01:00 Eric Smith :
> >
> > > We've released a mandatory TF2 update. The notes for the update are
> > below.
> > > The new version is 2112877.
> > >
> > > -Eric
> > >
> > > --
> > >
> > > - Fixed an infinite ÜberCharge exploit related to loadout presets
> > > - Fixed a case where players that are the target of a vote kick would
> not
> > > be banned from the server
> > > - Fixed a Quickplay crash for Linux clients
> > > - Fixed Linux servers getting disconnected from Steam when multiple
> > > servers are run from the same IP
> > > - Fixed taunts not previewing in the character loadout screen after
> being
> > > equipped
> > > - Fixed the High-Five! taunt not hiding the Engineer's weapon
> > > - Fixed some missing knobs on the level 2 dispenser
> > > - Fixed being able to jarate invulnerable targets with the Sydney
> Sleeper
> > > - Lugermorph Killstreakifier can now be applied to all Lugermorph guns
> > > - Updated several cosmetic items that were missing an item_type
> > description
> > > - Updated several cosmetic items to count as assisters in Pyrovision
> > > - Updated the Medi-Mask to use equip_region beard instead of face
> > > - Quickplay: Added option to search for "nodmgspread" servers
> > > - Quickplay: Removed disabling of non-vanilla option radio buttons when
> > > official servers are selected
> > >
> > > ___
> > > 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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> >
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Ryan Stecker
 >Granting or modifying economy items, or taking actions that devalue
   players' items, or interfering with the TF2 economy

Fletch, is the converse here true? Are server ops allowed to modify economy
items if we're not a quickplay server?

If so, can/will the clientside restriction on visible wearables be lifted
on non-quickplay servers?


On Wed, Feb 5, 2014 at 6:28 PM, Ross Bemrose  wrote:

> Actually, I'll just post the entire list of things not allowed in
> QuickPlay according to the new FAQ:
>
>  * Opening a MOTD window (hidden or visible) that is not requested
>  * Forcing clients to view the MOTD until a timer has expired
>  * Giving or selling gameplay advantage to players
>
>  * Kicking players to make room for reserved slots
>  * Modifying stock maps, models, or materials
>  * Running non-default game modes: prop hunt, dodgeball, etc
>  * Enforcing class limits
>  * Browser popups
>  * Granting or modifying economy items, or taking actions that devalue
>players' items, or interfering with the TF2 economy
>
>
>
>
>
> On 2/5/2014 6:52 PM, Fletcher Dunn wrote:
>
>> 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=
>>
>>  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=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 
>>
>> 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

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

2013-05-17 Thread Ryan Stecker
Ah, I had only checked for the existence of sv_compressfragments.

For what it's worth in my test of the prerelease build, the default convars
didn't help to alleviate any issues. Only after I set sv_compressfragments
to 0 did I see a visible improvement in performance. In fact the long
frames had virtually disappeared other than the occasional one, but it
performed much better than before.

Hopefully the new compression scheme will be performant enough to not
require disabling entirely.


On Fri, May 17, 2013 at 1:27 PM, Fletcher Dunn
wrote:

> sv_compressstringtablebaselines should still be present in this build, and
> it is defaulted to false.  The baselines are not compressed at that stage,
> instead we just compress them if desired like any other network data at
> either the fragment or packet stage.
>
> You might try adjusting this convar and see if it makes any difference.
>  In my tests it did not, but I would be interested in any real world data
> on that question.
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
> Sent: Friday, May 17, 2013 11:25 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update released
>
> Great, thanks Fletch!
> Will definitely be on the lookout for any perf issues with these changes.
>
> On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn <
> fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>> wrote:
> A note regarding the CPU spikes:
>
> I would encourage server operators to revert any changes made to disable
> compression, set all such convars to their default values, and re-evaluate
> performance and bandwidth.  I believe that the switch to a realtime
> compression library will fix the CPU spikes while getting the reduction in
> bandwidth that the compression was intended to  achieve.
>
> The sv_compressfragments convar has been removed.  You can get the same
> functionality simply by setting net_compresspackets_minsize to a large
> value.
>
> You might experiment with net_compresspackets_minsize to see if a larger
> or smaller value drastically effects performance and bandwidth.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com hlds_linux-boun...@list.valvesoftware.com> [mailto:
> hlds_linux-boun...@list.valvesoftware.com hlds_linux-boun...@list.valvesoftware.com>] On Behalf Of Eric Smith
> Sent: Friday, May 17, 2013 11:09 AM
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> Linux server mailing list; 'hlds_annou...@list.valvesoftware.com hlds_annou...@list.valvesoftware.com>'
> Subject: [hlds_linux] Mandatory TF2 update released
>
> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> ==
>
> Source Engine Changes
> - Fixed server CPU spikes caused by compression of string tables and
> packets.
> - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output
> convars for investigating server performance
> - net_compresspackets_minsize default value increased to 1024.  This
> convar now also determines the threshold to determine when a "fragment"
> (logical game network message, before being broken up into network packets)
> is compressed.
> - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked
> vprof_dump_spikes and vprof_dump_oninterval to reduce output
>
> Team Fortress 2
> - Added the Robotic Boogaloo community update:
> http://www.teamfortress.com/roboticboogaloo/
> - Fixed a chat exploit that would cause other clients to timeout from
> dedicated servers
> - Updated the Mann Co. Store
>- Added RoboCrate Keys
>- Added A Random RoboKey Gift
>- Added Pile of RoboKey Gifts
>- Backpack Expanders on sale at 80% off
> - Updated the localization files
>
>
> ___
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> please visit:
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Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.

2013-05-11 Thread Ryan Stecker
I can confirm that I've also seen an increase in frame skipping on my
windows servers as well, in my case I've seen var spike up to 40-50 msec
often when clients connect. Not running replay or sourcetv, and no cpu
affinity or process priority changes here, the only thing that changed in
our environment was the steampipe update.


On Sat, May 11, 2013 at 1:21 PM, Essay Tew Phaun  wrote:

> Well we at least confirmed it's definitely not a hardware issue. Two
> separate systems in separate locations have the exact same problem. The
> only difference is one is the 1270 and one is the 1230. Same OS.
>
>
> On Sat, May 11, 2013 at 1:27 PM, Abdulrahman Abdulkawi <
> abdulk...@live.co.uk
> > wrote:
>
> > @Fletcher Dunn,
> > On linux the CPU affinity is auto-detected/decided by the srcds process,
> > which is normal (same as hlds). I monitored the threads created by the
> > process: they do not spike and only 3 are consecutively running. The
> actual
> > srcds process is what spikes (the srcds process cpu% does not include the
> > threads % usage when monitoring with htop, which is how I know only the
> > srcds spikes, not it's threads).
> > Without -replay does reduce CPU usage which makes it not go 'overboard'
> > when the process spikes.
> > I have tried using strace although there's way too many lines/events to
> > figure out at which point it spiked. I will however soon try and see if I
> > can have it log only certain events with timestamp.
> > I've taken the following excerpts from the strace log (in random order):
> > --- Lines Beginaccept(12, 0xffe5aeec, [16])= -1 EAGAIN
> > (Resource temporarily unavailable)recv(16, 0xffe5bf8f, 1, MSG_PEEK)
>   =
> > -1 EAGAIN (Resource temporarily unavailable)
> > send(42, "\2\1\0\0\0\262\2\0\0", 9, MSG_NOSIGNAL) = 9
> > futex(0xf73c8598, FUTEX_WAKE_OP_PRIVATE, 1, 1, 0xf73c8594, {FUTEX_OP_SET,
> > 0, FUTEX_OP_CMP_GT, 1}) = 1futex(0xf73c857c, FUTEX_WAKE_PRIVATE, 1) =
> > 1futex(0xf73c8558, FUTEX_WAKE_PRIVATE, 1) = 1futex(0xdc16fce4,
> > FUTEX_WAIT_PRIVATE, 2, NULL) = -1 EAGAIN (Resource temporarily
> > unavailable)futex(0xdc16fce4, FUTEX_WAKE_PRIVATE, 1) = 0
> > futex(0x128048d4, FUTEX_WAIT_PRIVATE, 2, NULL) = 0futex(0x128048d4,
> > FUTEX_WAKE_PRIVATE, 1) = 0
> > futex(0x9f76a24, FUTEX_WAIT_PRIVATE, 7, {29, 61633}) =
> > 0futex(0x9f76a08, FUTEX_WAKE_PRIVATE, 1) = 0--- Lines End
> > Upon server startup there are a lot of lines for each
> > model/material/scripts...etc:
> >
> open("/home/tf2/badwater/hl2/materials/models/weapons/v_machete/models/weapons/v_machete",
> > O_RDONLY|O_NONBLOCK|O_LARGEFILE|O_DIRECTORY|O_CLOEXEC) = -1 ENOENT (No
> such
> > file or directory)
> > I doubt that explains the spikes but probably has an impact to server
> > restart/startup?
> > Does any of that help?
> > > Date: Sat, 11 May 2013 10:54:36 -0400
> > > From: sc2p...@gmail.com
> > > To: uniac...@yahoo.ca; hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.
> > >
> > > Just tested without SourceTV, no difference at all.
> > >
> > >
> > >
> > >
> > > On Sat, May 11, 2013 at 10:07 AM, Essay Tew Phaun 
> > wrote:
> > >
> > > > So I've got two demos here. The first one, go to about tick 19000 and
> > wait
> > > > to around the point where Fred 2.0 joins. The server drops to 5
> > frames. I
> > > > removed Sourcemod and recorded on another server. I wasn't able to
> get
> > > > those huge drops but there are big var spikes ~10 and it *seems* to
> > happen
> > > > as clients join.
> > > >
> > > > http://dropcanvas.com/8itl3/1
> > > > http://dropcanvas.com/8itl3/2
> > > >
> > > > I can't think of what else it could be. We haven't changed anything
> > about
> > > > the setup from before Steampipe to after.
> > > >
> > > >
> > > > On Mon, May 6, 2013 at 1:00 PM, Bjorn Wielens 
> > wrote:
> > > >
> > > >>
> > > >>
> > > >> Thanks for investigating, Fletcher.
> > > >>
> > > >> I can tell you that in our case, we have an 8 core system with no
> CPU
> > > >> affinity assigned (with 12 TF2 servers running comfortably with CPU
> to
> > > >> spare, srcds generally consumes 30% but can get mid 40s when full of
> > > >> players), Watching top, the load is fairly evenly distributed across
> > the
> > > >> individual cores, and monitoring resource usage showed only one
> > process
> > > >> spiking in usage at a time.
> > > >>
> > > >>
> > > >> For what it's worth, I haven't had the issue recur after disabling
> > replay
> > > >> on the servers in question. For me, that would mean the next step is
> > to
> > > >> re-enable it and see if the problem returns - I'll post back here
> > when I
> > > >> get those results (though it's entirely possible that the additional
> > replay
> > > >> overhead is the metaphorical straw on the camel's back) and any
> > additional
> > > >> information I uncover.
> > > >>
> > > >>
> > > >>
> > > >>
> > > >>
> > > >> 
> > > >>  From: Fletcher Dunn 
> > > >> To: Half-Life dedicat

Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-23 Thread Ryan Stecker
That's useful to know, but the redownload is still a major downside.


On Tue, Apr 23, 2013 at 2:44 PM, Doctor McKay  wrote:

> I was able to opt out of the beta just fine. It required a TF2 reinstall,
> but it worked.
>
> Dr. McKay
>
> On Tuesday, April 23, 2013, Ryan Stecker wrote:
>
> > Getting the two versions to work together would be great news.
> >
> > The only thing stopping me (and I assume others) from testing the
> steampipe
> > branch is the fact that opting my client into that beta is a permanent
> > change, so I would not be able to join my current non-steampipe servers
> in
> > the case of needing to deal with administrative issues or simply to play.
> >
> >
> > On Tue, Apr 23, 2013 at 1:25 PM, Fletcher Dunn
> > >wrote:
> >
> > > Oops.  The “cstrike” folder name was a cut and paste typo.  Replace
> > > “cstrike” with “tf”.  A similar change is coming to all Source engine
> > games.
> > >
> > > The two versions of TF2 are currently incompatible.  I am hoping to
> > > resolve some sv_pure incompatibilities and make them interoperable, so
> we
> > > can get much higher adoption rate.
> > >
> > > From: hlds-boun...@list.valvesoftware.com  [mailto:
> > > hlds-boun...@list.valvesoftware.com ] On Behalf Of Kyle
> > Sanderson
> > > Sent: Tuesday, April 23, 2013 11:16 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
> > >
> > >
> > > Is this just TF? You make a lot of references to cstrike.
> > >
> > > Thanks,
> > > Kyle.
> > > On 23 Apr 2013 11:12, "Fletcher Dunn"  
> >  > > fletch...@valvesoftware.com >> wrote:
> > > A mandatory update to the TF2 SteamPipe beta has been released.
>  Although
> > > the update is “mandatory” (the PatchVersion has been bumped so you will
> > > need to upgrade your server in order to host clients running the latest
> > > version), your server will not automatically restart.
> > >
> > > Team Fortress 2:
> > > * Synced with release version of game
> > >
> > > Source engine:
> > > * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
> > > could not be located by the engine.
> > > * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.
> >  It
> > > will be loaded if no mapcycle.txt file can be found and convar is set
> to
> > > default name.
> > > * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
> > > falling back to root cstrike directory otherwise.
> > > * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
> > > * Mapcycle file parsing allows C-style comments and blank lines
> > >
> > >
> > > ___
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> > > please visit:
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> > > ___
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> > > please visit:
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> > >
> > ___
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> >
>
>
> --
>
>
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
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Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-23 Thread Ryan Stecker
Getting the two versions to work together would be great news.

The only thing stopping me (and I assume others) from testing the steampipe
branch is the fact that opting my client into that beta is a permanent
change, so I would not be able to join my current non-steampipe servers in
the case of needing to deal with administrative issues or simply to play.


On Tue, Apr 23, 2013 at 1:25 PM, Fletcher Dunn
wrote:

> Oops.  The “cstrike” folder name was a cut and paste typo.  Replace
> “cstrike” with “tf”.  A similar change is coming to all Source engine games.
>
> The two versions of TF2 are currently incompatible.  I am hoping to
> resolve some sv_pure incompatibilities and make them interoperable, so we
> can get much higher adoption rate.
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
> Sent: Tuesday, April 23, 2013 11:16 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
>
>
> Is this just TF? You make a lot of references to cstrike.
>
> Thanks,
> Kyle.
> On 23 Apr 2013 11:12, "Fletcher Dunn"  fletch...@valvesoftware.com>> wrote:
> A mandatory update to the TF2 SteamPipe beta has been released.  Although
> the update is “mandatory” (the PatchVersion has been bumped so you will
> need to upgrade your server in order to host clients running the latest
> version), your server will not automatically restart.
>
> Team Fortress 2:
> * Synced with release version of game
>
> Source engine:
> * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
> could not be located by the engine.
> * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.  It
> will be loaded if no mapcycle.txt file can be found and convar is set to
> default name.
> * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
> falling back to root cstrike directory otherwise.
> * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
> * Mapcycle file parsing allows C-style comments and blank lines
>
>
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Re: [hlds_linux] Adding Steam servers to firewall exeptions

2013-04-22 Thread Ryan Stecker
The Steam servers are designed to support the addition and removal of
servers, so a list of IPs today may not be accurate sometime in the future.

You'd be better off trying to allow certain destination ports, specifically
the 27017-27020 UDP and TCP range.


On Mon, Apr 22, 2013 at 6:28 PM, Ruben Lopes wrote:

> The datacenter where I host my servers is constantly under heavy DDoS
> attacks. As a means of preventing that, the technical staff decided to
> block all international traffic (which includes Steam) when a attack takes
> place, because they come from outside. It works but as a secondary effect,
> gameservers ofter lose connection to VAC, TF2 Items are unavaliable, the
> server cannot be updated, probably doesn't show on the list, etc...
>
> So I proposed them that it was ok to keep that block, but all Steam server
> IP's/Hostnames that are essential for the full operation of a gameserver
> should be whitelisted on the firewall, as a exceptions to the global block,
> so that the connection to those servers is never interrupted.
>
> So I was hopping that someone here, maybe someone from Valve, could
> provide me the list of the said server adresses
>
> Thanks.
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[hlds_linux] TF2 SteamPipe Schedule

2013-04-22 Thread Ryan Stecker
Hello, this email is more aimed at Fletch or anyone else at Valve currently
working on the steampipe conversion of TF2.

Is the mandatory switchover date still on track for this week?

Fletch emailed a few days ago stating:
>It seems likely that the TF2 switchover planned for next Tuesday will be
delayed.  We want to make sure people have plenty of time to get setup and
test against the official client.  And the cstrike release found some bugs
we are working on.

Is this delay still accurate or will the switchover still be done on the
23rd?

Thanks!
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Re: [hlds_linux] [hlds] Tentative TF2 SteamPipe schedule

2013-04-22 Thread Ryan Stecker
Thanks for the update Fletch! Here's to hoping for a few more days of
delays. Finals week :(



On Mon, Apr 22, 2013 at 2:57 PM, Fletcher Dunn
wrote:

>  Hello all,
>
> ** **
>
> The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the
> 30th.
>
> ** **
>
> - Fletch
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-09 Thread Ryan Stecker
I believe that particular changelog is referencing vphysics improvements.
Previously certain code in vphysics wasn't being compiled with any
optimizations in linux, and now they've been enabled. I can't speak for any
other changes that may have been done, however.
On Apr 9, 2013 8:13 AM, "Yun Huang Yong"  wrote:

> On 4/04/2013 10:08 AM, Eric Smith wrote:
>
>> - Improved performance of Linux dedicated server binaries
>>
>
> Has anyone seen an *increase* in CPU usage since the most recent (3rd/4th
> April) update?
>
> My players have been complaining of lag and upon investigation the network
> is fine and it appears to be a CPU issue.  I took a look at my graphite
> graphs and found that there appears to be have been an increase in CPU
> usage since the update:
>
> https://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**20130404.png
>
> Note: due to server being in Australia the update was released in the flat
> gap between 04/04 and 04/05 on the graph, being ~10am local time.
>
> Running on Ubuntu 11.10 64 bit.
>
> The server has been running for ~6 months with the same setup and during
> the period shown the # of players has been roughly the same.  The machine
> runs 3 servers - 2x24p and 1xMvM.
>
> Excuse the gaps in the data - the server is fine, there was network issues
> with the graphite collector machine causing monitoring data to be lost.
>
> cheers,
> yun
>
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Re: [hlds_linux] Instructions for migrating an existing TF2 server to beta / new format?

2013-02-26 Thread Ryan Stecker
Based on Fletch's response a few days ago, it appears there is no
(automated) migration process for servers.

So at the most basic form you'd need to completely reinstall the server,
unless you're willing to risk the sideeffects of running VPKs in addition
to loose files.
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Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Ryan Stecker
This is the single biggest crasher on all my servers. I get around ~4
crashes a day due to stringtable overflows.

This negatively affects my stock MvM server. I feel in the future with the
addition of more items, the additional precaching will leave that server in
an entirely unreliable state of constant crashing.

*Please* do something about this, even if it requires breaking demo
compatibility (which seems to already be happening with the number of
people who tell me their demos are broken) or mountains of code to not
break said compatibility.

There are countless server operators out there that are also suffering from
this, and we could really all benefit from a fix.


On Fri, Jan 18, 2013 at 9:08 PM, Saul Rennison wrote:

> Don't all stringtables get cleared upon level change? I know they all get
> created when the map is loaded, so it stands to reason that they are
> automatically deleted on level shutdown.
>
>
>
> Kind regards,
> Saul Rennison
>
>
> On 19 January 2013 02:47, Kyle Sanderson  wrote:
>
> > Depending on the table, it's never cleared from map to map. I know in
> CS:S,
> > the particle stringtable is never cleared. Playing one custom map can
> > destroy another, for the lifetime of the server. At least this is what I
> > was told months ago, it stands to reason this bug is present in other
> games
> > as well.
> >
> > Hope this helps,
> > Kyle.
> >
> >
> > On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald  wrote:
> >
> > > Can't do anything else but bump this. Everyone's servers suffer from
> > this.
> > > Is there any good reason Valve can't just increase the size?
> > >
> > > On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun 
> > > wrote:
> > >
> > > > I just think it's pathetic that you can't even tell anymore what is
> at
> > > > fault. Is it the clients? Is it the servers? Who knows. Both crash
> with
> > > > just about as much frequency and you can bet your bottom dollar that
> > > every
> > > > big update will be replete with crashing issues. Steam going down,
> > > > Quickplay logging out, crashing on map changes, crashing on MOTD,
> > > crashing
> > > > for being in spectator, crashing due to stringtable overflows, it
> never
> > > > ends.
> > > >
> > > > *SPEND*
> > > > *SOME*
> > > > *TIME
> > > > OPTIMIZING
> > > > THE
> > > > SERVERS
> > > > AND
> > > > CLIENT
> > > > STOP
> > > > RELEASING
> > > > HUGE
> > > > UPDATES
> > > > UNTIL
> > > > THESE
> > > > ARE
> > > > STABLE*
> > > > ___
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> archives,
> > > > please visit:
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> > > >
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> > >
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Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-11-03 Thread Ryan Stecker
Yes, the ports the Steam servers listen on are 27017 through 27019,
regardless of the port your srcds instances are on.


On Sat, Nov 3, 2012 at 8:34 PM, pilger  wrote:

> Do I need to block port 27017 to 27019 despite of the port I have assigned
> for the servers?
>
> I, for instance, have a server running on port 27027.
>
> On 20 October 2012 23:21, Chris Oryschak  wrote:
>
> > Thank you so much for the iptables rules.
> > Ever since implementing them I haven't had a single problem with the IP
> > address changing on any of my servers.
> >
> > Chris
> >
> >
> >
> > On Tue, Oct 16, 2012 at 4:41 PM, Kyle Sanderson 
> > wrote:
> >
> > > Yup.
> > >
> > > iptables -A OUTPUT -p tcp -m multiport --dports 27017:27019 -j REJECT
> > > --reject-with icmp-port-unreachable
> > >
> > > Huge thanks to Ryan for his Windows rules (and discovering the
> solution).
> > > This statement seems to work fine for me. You can probably define it
> even
> > > more by specifying the process and or user. It's a shame no one at
> Valve
> > > sees this as a problem... We weren't listed for a while there.
> > >
> > > Thanks,
> > > Kyle.
> > >
> > >
> > > On Tue, Oct 16, 2012 at 8:41 AM, Chris Oryschak 
> > > wrote:
> > >
> > > > Do you have the iptables rule to accomplish this.
> > > > If this has no side effect to the users and forces it UDP every time.
> > >  I'd
> > > > be much happier to go this route as a resolution.
> > > >
> > > > Chris
> > > >
> > > > On Tue, Oct 16, 2012 at 11:38 AM, Ryan Stecker <
> voidedwea...@gmail.com
> > > > >wrote:
> > > >
> > > > > As a slight correction, it's the TCP connection which doesn't
> respect
> > > the
> > > > > bind IP.
> > > > >
> > > > > The workaround is to block outgoing TCP connections on port 27017,
> > this
> > > > > forces the server to use a UDP connection to steam.
> > > > >
> > > > > On Tue, Oct 16, 2012 at 10:34 AM, martin v 
> > wrote:
> > > > >
> > > > > > This is well know issue. When your machines IP is different from
> > the
> > > > > > gameservers IP and when your gameserver lost connection to steam.
> > > When
> > > > > > gameserver is connecting to steam servers it sends machines main
> IP
> > > and
> > > > > not
> > > > > > the attached server ip.
> > > > > >
> > > > > > The worst part is that when someone joins your server and you
> want
> > to
> > > > > check
> > > > > > game info on friends it shows the wrong ip and doasn't detect a
> > > > > gameserver
> > > > > > where this person is playing.
> > > > > >
> > > > > > http://forums.alliedmods.net/showthread.php?t=183574 - my thread
> > on
> > > > this
> > > > > > issue.
> > > > > >
> > > > > > Only way to repair this is to restart gameserver.
> > > > > >
> > > > > > 2012/10/16 Asher Baker 
> > > > > >
> > > > > > > I believe Valve have already acknowledged it as an issue in the
> > > past.
> > > > > > > It happens when the server loses connection to Steam, which
> > causes
> > > it
> > > > > > > to switch transport protocols - and the UDP one doesn't respect
> > the
> > > > > > > bind address.
> > > > > > > Other than block the problematic one, forcing it to toggle back
> > to
> > > > the
> > > > > > > other, there isn't really anything you can do.
> > > > > > >
> > > > > > > On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker <
> > rblee...@gmail.com>
> > > > > > wrote:
> > > > > > > > Have you tried setting ip  in the
> > server
> > > > > > > > specific config file? server6.cfg in this case. I do this and
> > > > haven't
> > > > > > > > seen this issue so far.
> > > > > > > >
> > > > > > > > On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak <
> > > > ch...@oryschak.com>
> > >

Re: [hlds_linux] Whole Server dropping out - Steam down?

2012-10-23 Thread Ryan Stecker
Valve has nothing to fix. Downtime is a fact of life.

On Tue, Oct 23, 2012 at 2:17 PM, Oskar Levin  wrote:

> Yes, actually. Hopefully Valve will fix the issue so I won't have to
> unload it :(
>
> Best regards
> Oskar Levin
> os...@dataviruset.com
>
> - Reply message -
> Från: "Cameron Munroe" 
> Till: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
> Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
> Datum: ons, okt 24, 2012 03:14
>
>
> Are you using KAC?
>
>
> On 10/23/2012 12:12 PM, Oskar Levin wrote:
> > I'm not using SMAC and I have the same issue.
> >
> > Best regards
> > Oskar Levin
> > os...@dataviruset.com
> >
> > - Reply message -
> > Från: "Marcus Tribuser" 
> > Till: "Half-Life dedicated Linux server mailing list" <
> hlds_linux@list.valvesoftware.com>
> > Rubrik: [hlds_linux] Whole Server dropping out - Steam down?
> > Datum: ons, okt 24, 2012 03:10
> >
> >
> > Am 23.10.2012 21:00, schrieb Marcus Tribuser:
> >> Your client has failed to authorize in time.  Please reconnect or
> restart
> >> your game
> > just found out after some googleing its a SMAC Problem, so i deactiveted
> > the plugin and everything is fine now
> >
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Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-16 Thread Ryan Stecker
As a slight correction, it's the TCP connection which doesn't respect the
bind IP.

The workaround is to block outgoing TCP connections on port 27017, this
forces the server to use a UDP connection to steam.

On Tue, Oct 16, 2012 at 10:34 AM, martin v  wrote:

> This is well know issue. When your machines IP is different from the
> gameservers IP and when your gameserver lost connection to steam. When
> gameserver is connecting to steam servers it sends machines main IP and not
> the attached server ip.
>
> The worst part is that when someone joins your server and you want to check
> game info on friends it shows the wrong ip and doasn't detect a gameserver
> where this person is playing.
>
> http://forums.alliedmods.net/showthread.php?t=183574 - my thread on this
> issue.
>
> Only way to repair this is to restart gameserver.
>
> 2012/10/16 Asher Baker 
>
> > I believe Valve have already acknowledged it as an issue in the past.
> > It happens when the server loses connection to Steam, which causes it
> > to switch transport protocols - and the UDP one doesn't respect the
> > bind address.
> > Other than block the problematic one, forcing it to toggle back to the
> > other, there isn't really anything you can do.
> >
> > On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker 
> wrote:
> > > Have you tried setting ip  in the server
> > > specific config file? server6.cfg in this case. I do this and haven't
> > > seen this issue so far.
> > >
> > > On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak 
> > wrote:
> > >> Sorry forgot the mention my start line.  I do use +ip and -port.
> > Below is
> > >> my startline:
> > >>
> > >>
> > >> /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1
> > >> /home/XXX/srcds/railbait/orangebox/nemrun  -threads 1 -timeout 3
> > -pidfile
> > >> rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip
> > 142.54.178.234
> > >> -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg
> > -replay
> > >> +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath
> > >> addons/sourcemod_6 -onbootcmd './bootnotify.sh 6'  -debug -corefile
> > >> 'cores/rb6_%Y%m%d%H%M%S.core'
> > >>
> > >>
> > >> On Tue, Oct 16, 2012 at 1:07 AM, ics  wrote:
> > >>
> > >>> You should use option +ip instead of -ip and assing -port. On the
> > original
> > >>> post, you haven't got that specified on the startline.
> > >>>
> > >>> -ics
> > >>>
> > >>> 16.10.2012 7:33, Chris Oryschak kirjoitti:
> > >>>
> >  This has been a known issue for quite sometime.  Myself along with
> > other
> >  mailing list members have brought it up in the past.
> >  The past week it seems to of gotten a lot worse.  Today alone i've
> > had to
> >  fix the problem on two separate occasions.
> > 
> >  *The details:*
> > 
> >  I have a dedicated server with 4 IP address' assigned to it. Each
> > server
> >  instance I run has it's own unique IP Address with the default port
> > for
> >  each instance (27015)
> > 
> >  Now randomly the server will lose it's assigned IP address and
> > reassign
> >  itself one of the other IP's that are available.  The problem with
> > this is
> >  the moment it occurs the server drops from the master server list.
> >  It's
> >  no
> >  longer visible on the internet.
> > 
> >  When type "status" in the console this is what I get, i've
> >  bolded/underlined the problem area:
> > 
> > 
> >  version : 1.2.3.3/22 5079 secure
> >  *udp/ip  : 142.54.178.234:27015  (public ip: 142.54.178.238)*
> > 
> >  account : logged in
> >  map : cp_dustbowl at: 0 x, 0 y, 0 z
> > 
> >  Another---**--
> >  version : 1.2.3.3/22 5079 secure
> >  *udp/ip  : 142.54.178.237:27015  (public ip: 142.54.178.238)*
> > 
> >  account : logged in
> >  map : plr_hightower at: 0 x, 0 y, 0 z
> > 
> > 
> >  I just finished fixing 4 servers on the same box with this
> bug/issue.
> >   It's
> >  starting to become quite annoying having servers drop off the master
> >  server
> >  list and require a server restart to fix.  I get servers going from
> > full
> >  to
> >  empty when this happens and it requires my intervention to fix.
> > 
> >  Server details:
> > 
> >  :~$ uname -a
> >  Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC
> > 2010
> >  x86_64 GNU/Linux
> > 
> >  :~$ lsb_release -a
> >  No LSB modules are available.
> >  Distributor ID: Ubuntu
> >  Description:Ubuntu 10.10
> >  Release:10.10
> >  Codename:   maverick
> > 
> > 
> >  I brought this issue up August 14 2012:
> >  http://www.mail-archive.com/**hlds_linux@list.valvesoftware.**
> >  com/msg68496.html<
> >
> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html
> > >
> > 
> >  and I know someone else has (just cant find th

Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Ryan Stecker
Whoops, sorry about the issues with the wrong linux version.

Not entirely sure what happened, but thanks for spotting that and
recompiling it!

On Mon, Oct 1, 2012 at 2:52 PM, Ross Bemrose  wrote:

> I attached the new version to this post: https://forums.alliedmods.net/**
> showpost.php?p=1810648&**postcount=60It'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 >>> > 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] Red X's still appearing

2012-09-26 Thread Ryan Stecker
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  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  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
> > wrote:
> >
> >> 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=1803148&postcount=57>
> >>>
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Ryan Stecker
The 'jpeg' command is an assumption. There are a few commands that take
screenshots that could be used. Which command being used is irrelevant
though, as the method *is* executing a command on the client.

On Mon, Sep 10, 2012 at 3:37 PM, Drogen Viech wrote:

> Then why won't "alias jpeg" prevent it from taking screenshots huh?
>
> 2012/9/10 Asher Baker :
> > It's a server plugin, not a client plugin.
> > It's using ClientCommand + an exploit to execute "jpeg", then
> > INetChannel::RequestFile to upload it.
> >
> > On Mon, Sep 10, 2012 at 8:08 PM, Bruno Garcia 
> wrote:
> >> This is obviously not using the "screenshot" command, rather the
> screenshot
> >> client function call.
> >> As well as the INetChannel SendFile function to upload the file.
> >>
> >> I wouldn't expect VALVe to update this function, this also used to
> upload
> >> spray tags to the server, and it has a very secure extension block that
> >> won't let you upload almost anything (Except for screenshots in this
> case)
> >>
> >> @Anakin: If I were you, I would find a way to get the stack of loaded
> DLLs
> >> to Hl2.exe and print them on a txt on the client, and then upload that
> to a
> >> server, that way you could have a handful of cheat's DLLs and block em
> by
> >> default if they are detected on the client. Anything if possible, of
> course.
> >>
> >> Take care.
> >>
> >> On Mon, Sep 10, 2012 at 3:29 PM, ics  wrote:
> >>
> >>> Screenshots are saved to tf/resource and also the player will have the
> >>> shots taken from his/her screen on the same location on his/her pc.
> >>>
> >>> -ics
> >>>
> >>> 10.9.2012 21:09, Thomas K kirjoitti:
> >>>
> >>>  In what folder the screenshots are uploaded to the server?
> >>>>
> >>>> -Ursprüngliche Nachricht- From: Ejziponken -
> >>>> Sent: Monday, September 10, 2012 7:35 PM
> >>>> To: hlds_linux@list.valvesoftware.**com<
> hlds_linux@list.valvesoftware.com>
> >>>> Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
> spread)
> >>>> detection plugin
> >>>>
> >>>>
> >>>> lol need this for CS 1.6 and CSGO.. :P
> >>>>
> >>>>  Date: Mon, 10 Sep 2012 13:19:42 -0400
> >>>>> From: epichat...@litewin.net
> >>>>> To: hlds_linux@list.valvesoftware.**com<
> hlds_linux@list.valvesoftware.com>
> >>>>> Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
> >>>>> spread) detection plugin
> >>>>>
> >>>>> Would be nice if valve added a legitimate way for server admins to
> grab
> >>>>> screenshots if they are going to patch this exploit. Considering the
> >>>>> screenshots only take an in-game image the only people to have
> reasons
> >>>>> against it are hackers themselves.
> >>>>>
> >>>>> --EHG
> >>>>>
> >>>>> On 9/10/2012 1:04 PM, Ryan Stecker wrote:
> >>>>> > There's clearly a lack of understanding in this thread.
> >>>>> >
> >>>>> > The plugin simply executes 'jpeg' or 'screenshot' on the client
> (which
> >>>>> > is
> >>>>> > the exploit everyone is talking about), and uses the client's >
> >>>>> INetChannel
> >>>>> > (an interface in the source engine) to have the server request the
> file
> >>>>> > from the client.
> >>>>> >
> >>>>> > It can't take a screenshot of your desktop, or steam chats, or
> anything
> >>>>> > else other than the game's screen. The jpeg command has only ever
> taken
> >>>>> > screenshots of your game.
> >>>>> >
> >>>>> > Really there's two sides of the coin on the issue of making
> clients >
> >>>>> execute
> >>>>> > commands.
> >>>>> >
> >>>>> > On one side, malicious server operators could do bad things, and
> on the
> >>>>> > other, it made it possible for an anticheat to get client
> screenshots.
> >>>>> >
> >>>>> > I would have loved it if this plu

Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Ryan Stecker
There's clearly a lack of understanding in this thread.

The plugin simply executes 'jpeg' or 'screenshot' on the client (which is
the exploit everyone is talking about), and uses the client's INetChannel
(an interface in the source engine) to have the server request the file
from the client.

It can't take a screenshot of your desktop, or steam chats, or anything
else other than the game's screen. The jpeg command has only ever taken
screenshots of your game.

Really there's two sides of the coin on the issue of making clients execute
commands.

On one side, malicious server operators could do bad things, and on the
other, it made it possible for an anticheat to get client screenshots.

I would have loved it if this plugin could have survived longer, but it
seems like the command execution method is being fixed. I'd kill to get a
proper anticheat in source, and not the flawed disaster that is VAC.

On Mon, Sep 10, 2012 at 11:58 AM, ics  wrote:

> http://tftrue.redline-**utilities.net/anakinac.html
>
> -ics
>
> 10.9.2012 19:52, Cameron Munroe kirjoitti:
>
>  So really it just takes a screen shot of whats on their screen and then
>> uploads it to the game server / FTP? and then at a later time you look
>> through them and see if someone had a wall hack on. Is there anything else
>> that it can detect as really a screen shot isn't useful in most other hacks.
>>
>> On 9/10/2012 9:49 AM, ics wrote:
>>
>>> You need to check the screenshots yourself that it picks. Makes one once
>>> in an hour.
>>>
>>> PS: cl_allowupload 0 doesn't block uploading the shot. This plugin is
>>> simply awesome tool for every server owner that wants to catch wallhackers
>>> and such.
>>>
>>> -ics
>>>
>>> 10.9.2012 19:46, Cameron Munroe kirjoitti:
>>>
 Asher? Can you give us an example, or some info on the subject.

 On 9/10/2012 9:31 AM, Drogen Viech wrote:

> I assume you have to go through all of them on your server, the no
> spread and trigger bot detection is fully automatic, other heuristic
> detections are printed to your console
>
> 2012/9/10 Cameron Munroe :
>
>> No, I mean how would you use this to detect if someone is cheating?
>>
>>
>> On 9/10/2012 9:23 AM, Drogen Viech wrote:
>>
>>> It takes a screenshot randomly, only anakin knows when (he said every
>>> 10 or so minutes)
>>> He's using some really fucked up kind of exploit - not even the
>>> following config will prevent it from taking screenshots:
>>>
>>> http://pastebin.com/raw.php?i=**Xr39hrys
>>>
>>> 2012/9/10 Cameron Munroe :
>>>
 So how does this work?

 It takes a snapshot every X minutes and then you have to go through
 them?

 It takes a snapshot when someone is cheating?

 It slows down the cheaters computer by making them take
 10** snapshots a sec?



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Re: [hlds_linux] [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Ryan Stecker
Will there be a fix for sound precache crashing?

The ones that give this warning:
Warning:  Table soundprecache is full, can't add
vo\taunts\scout_taunts18.wav

On Thu, Aug 16, 2012 at 1:53 PM, Eric Smith  wrote:

> We're fixing this for a release later today.
>
> Also, we've found an issue with MvM servers that have a value set for
> mp_timelimit.  When the timelimit hits the server gets into a state that it
> can't recover from.  For now, you should set mp_timelimit 0 on MvM
> dedicated servers.  We're working on a fix for this, too.
>
> -Eric
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
> Sent: Thursday, August 16, 2012 11:50 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> This needs fixing immediately. Crashing too many times and it requires
> someone to go and press OK.
>
>
> On 16/08/2012 18:30, Game-Over wrote:
>
> And again the same here, also Windows 2008(R2) - all servers - same errors.
> On 16/08/2012 17:21, E. Olsen wrote:
> Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or
> two with "Sys_Error( Host_Error: Overflow error writing string table
> baseline ServerMapCycle" or "Engine error: Host_Error: Overflow error
> writing string table baseline GameRulesCreation" in the crash dumps.
>
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Re: [hlds_linux] Warning: Table soundprecache is full, can't add...

2012-08-15 Thread Ryan Stecker
I'm having this issue with plugins that precache many sounds like Freak
Fortress 2.

On Wed, Aug 15, 2012 at 11:26 PM, Cameron Munroe
wrote:

> Im starting to get "Warning:  Table soundprecache is full, can't add
> vo\taunts\scout_taunts18.wav" errors on my server and then crashing.
>
> Anyone else having this issue, and any fixes?
>
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Ryan Stecker
I third this. I think it'd open the door to making some interesting
missions involving more players and more bots.

On Tue, Aug 14, 2012 at 1:51 PM, Nomaan Ahmad  wrote:

> I agree with 1nsane.
>
> On 14 August 2012 19:50, 1nsane <1nsane...@gmail.com> wrote:
>
> > Like Asher mentioned above, could you consider increasing the limit. So
> we
> > could better experiment with this mode?
> > Perhaps include a warning similar to how players are warned about joining
> > servers higher than 24 slots.
> >
> > On Tue, Aug 14, 2012 at 1:00 PM, Fletcher Dunn
> > wrote:
> >
> > > We will not have Steam group functionality tomorrow.
> > >
> > > You actually have to set maxplayers to 32 to host MvM (to make room for
> > > all the bots).  That's why the mode is expensive CPU-wise, to not only
> > > simulate all those players but run their AI logic as well.  We'll have
> > more
> > > details on the recommended settings tomorrow.
> > >
> > > Regarding exactly what happens if a 24-player server switches to MvM:
>  I
> > > actually don't think we have worked that out yet.
> > >
> > > I'm pretty sure on day one there will be lots of people trying out all
> > > sorts of things.  Our approach to experimentation in MvM will be the
> same
> > > as in PvP: we encourage it, provided that players are opting in to any
> > > major deviations from the vanilla experience.  Our servers will all be
> > > configured vanilla, and the matchmaking will enforce the 6 player
> limit,
> > > and the server browser will be the primary means for players to find
> > those
> > > sorts of customizations.  What will the most interesting customizations
> > be?
> > >  What will the standard tags be used that we request server operators
> to
> > > set in order to help players find the modifications they want or avoid
> > the
> > > ones they don't like?  We can't know that yet.  That's something we
> > expect
> > > you guys and your players to figure out.
> > >
> > > I will hazard a guess that raising the player count well above 6 would
> be
> > > detrimental the experience.  There ratio of humans to bots would be off
> > and
> > > the human defending team would not have enough challenge.  (As an
> extreme
> > > example: imagine a 32-player server where everybody is defending an
> there
> > > are no bots.)  Exactly how far it can be raised above 6 without totally
> > > breaking the game is speculation of course.  I think a smart server
> > > operator will start out with the server configured relatively vanilla,
> > and
> > > then watch how the game unfolds and listen to their players, and try to
> > > make smart decisions about which areas to experiment, rather than
> > assuming
> > > the same sorts of adjustments your community prefers in PvP will
> > > automatically apply to this mode.  A fun co-op mode with more than six
> > > players is likely to require entirely new missions.  (The mission
> decides
> > > the pattern of enemy robots that come at you.)  We have purposefully
> made
> > > it easy for players to create their own missions.  (It's a lot easier
> > than
> > > creating a whole new map!)  But if you play with more than six players,
> > > with the missions we've made, I think the balance will be way off.
> > >
> > > - Fletch
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> > > Sent: Tuesday, August 14, 2012 4:51 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] TF MvM hosting questions
> > >
> > > Will we be able to restrict a MvM server to people in the steamgroup
> > only,
> > > like in L4D2?
> > >
> > > Saint K.
> > > 
> > > From: hlds-boun...@list.valvesoftware.com [
> > > hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn [
> > > fletch...@valvesoftware.com]
> > > Sent: 14 August 2012 08:52
> > > To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> > > Win32 server mailing list (h...@list.valvesoftware.com)
> > > Subject: Re: [hlds] TF MvM hosting questions
> > >
> > > MvM matchmaking will be restricted to 6 players at launch.
> > >
> > > The matchmaking also supports joining games in progress to fill an
> empty
> > > slot, in which case of course the current map will not be changed.
> > >
> > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > hlds-boun...@list.valvesoftware.com] On Behalf Of Agro
> > > Sent: Monday, August 13, 2012 11:40 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] TF MvM hosting questions
> > >
> > > Is MvM matchmaking going to be limited to 6 players or was the "6
> players
> > > join, map changes" logic just an indicator of server behavior to
> expect?
> > > - Reply message -
> > > From: "Fletcher Dunn"  > > fletch...@valvesoftware.com>>
> > > To: "Half-Life dedicated Linux server mailing list (
> > > hlds_linux@list.valvesoftware.com > hlds_l

Re: [hlds_linux] srcds DoS (S3: Client connected with invalid ticket: UserID: xxx)

2012-06-23 Thread Ryan Stecker
Googling it doesn't give me anything useful other than forum posts about no
steam emulators.

Is it happening on a stock server or are you using sourcemod and the
steamtools extension by any chance?

On Sat, Jun 23, 2012 at 6:08 AM, Marcel  wrote:

> On 22.06.2012 19:40, Ryan Stecker wrote:
>
>> Is it repeating that message or only displaying it once?
>>
>
> It's displayed once and the server process hangs (100% CPU). You may want
> to google for it and try it by yourself.
>
>
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Re: [hlds_linux] srcds DoS (S3: Client connected with invalid ticket: UserID: xxx)

2012-06-22 Thread Ryan Stecker
Is it repeating that message or only displaying it once?

On Fri, Jun 22, 2012 at 12:28 PM, Marcel  wrote:

> I saw that some DoS and Floods were discussed recently on the list.
>
> I don't know if this is a known one, but it looks like there is an exploit
> where you can easily crash a server. The server just states the error
> message "S3: Client connected with invalid ticket: UserID: xxx" and
> consumes 100% CPU.
>
> Tested with garrysmod.
>
> Google for it and you'll find the manual how to crash a server. The server
> is VAC enabled.
>
> Is there a workaround for this?
>
> - Marcel
>
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Re: [hlds_linux] TF2 Servers no longer rendering HTML MoTDs

2012-05-31 Thread Ryan Stecker
You have cloudflare enabled on that website. CF has some javascript which
causes client crashes in motd panels.

On Thu, May 31, 2012 at 11:49 PM, Michael Ojeda  wrote:

> Kind of a late response (I've been away from tf2 for a bit), I've tried
> just using the homepage: http://critmag.net/ and it still crashed the
> clients. This was after a fresh OS install and a fresh TF2 install...
>
> On Fri, May 18, 2012 at 4:05 PM, Sam Rogerson  wrote:
>
> > Sorry I'm new to the lists, and maybe you did this before but would it be
> > possible to see the html you're trying to display?
> >
> > Also, is it all HTML motds that are failing to display or just your
> > current one?
> >
> > Sent from a mobile device
> >
> > On 18 May 2012, at 20:49, cladiron  wrote:
> >
> > > i can also vouch there is no problem with the html link in the motd.
> > > it works fine.
> > > What i wished would get looked into is steam allowing the use of
> youtube
> > in
> > > the MOTD.
> > > This always causes lag joining the server due to video starting as you
> > > first load the motd.
> > > Even tho there is the option to disable the html on client side, that
> > seems
> > > more or less for the clients that leave it on or off and not change it
> > when
> > > going to 1 server or another.
> > > Some server operators must never join there own servers for testing.
> > > There are better ways to advertise other than playing a video from a
> 3rd
> > > party site as your trying to join a server. (isn't there already enough
> > > slowing down the client joining a sever without adding animation to the
> > > MOTD ?)
> > >
> > > I mention this here in hope that the server operators that run these
> > > servers will read this and take a moment to think about alternative
> > ideas.
> > >
> > > On Wed, May 16, 2012 at 10:49 AM, Marco Padovan  wrote:
> > >
> > >> Working fine on my servers.
> > >>
> > >> I load the motd from and URL (motd.txt just contains the URL of the
> motd
> > >> page)
> > >>
> > >> Il 16/05/2012 04:23, Michael Ojeda ha scritto:
> > >>> A little while I go I sent in an email about HTML MoTDs crashing
> > clients
> > >>> without an error message, and was told that some javascript files
> were
> > >>> causing problems and that the issue was being looked into. As of last
> > >>> friday or the week before HTML MoTDs have stopped showing up on all
> my
> > >>> servers even though the page itself is intact... Any ideas?
> > >>>
> > >> ___
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>
>
> --
> Michael Ojeda
> mojed...@gmail.com
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Re: [hlds_linux] Steam validation rejected

2012-05-06 Thread Ryan Stecker
Having different games be hosted from the same directory will cause that
issue. The problem is that Source will attempt to write a steam_appid.txt
file containing the appid of the game you're running, and when you start a
server for a different game, it will read that file and incorrectly assume
you're hosting a server for the old appid, and that will lead to dropping
clients.

On Sun, May 6, 2012 at 7:42 AM, Michael Johansen  wrote:

>
> Hi
> Lately i've been having issues with servers displaying something like "E3:
> Client connected using the wrong game" and that the client gets the Steam
> validation rejected message, this only happens on a few servers.I've seen
> it happen on HL2MP and TF2 for now. The servers are running forked out of
> the same directory and I'm using nemrun for updating and stuff.
> Any solution?
>
>
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Re: [hlds_linux] Netchannel: failed reading message svc_VoiceData from

2012-04-30 Thread Ryan Stecker
The "mute" issue is very easy to reproduce. Simply hold down your voice key
and begin talking, then let go to the key momentarily and press it again.
After this point nothing will be broadcasted.

On Mon, Apr 30, 2012 at 12:21 PM, ics  wrote:

> No. There is a flaw on the new codec system that mutes your voice for
> reason uknown occasionally. Old codec voice quality sucks deeply vs the new.
>
> -ics
>
> 30.4.2012 18:53, Cameron Munroe kirjoitti:
>
>  So are you suggesting I revert to the old codec because if it is packet
>> loss the old codec wont matter either.
>>
>> On 2012-04-30 08:25, ics wrote:
>>
>>> I've been saying this before and i say it again. Others think that
>>> it's just some packet got lost over internet that mutes people on the
>>> server but whenever someone speaks longer or starts talking and is
>>> suddenly cut off, he thinks the sound is going out to others but
>>> actually no one can hear him. If it's just couple of packets lost, the
>>> whole conversation is interrupted.
>>>
>>> It's like mute is being applied to someone. Not as if packet is lost
>>> and only parts of the speech are missing. These things never happened
>>> with the old codec.
>>>
>>> -ics
>>>
>>> 30.4.2012 17:15, Emil Larsson kirjoitti:
>>>
 You probably just want to increase sv_minrate. Increasing it to 2
 should work well enough (or even just 15000 if you feel really
 conserative).

 On Mon, Apr 30, 2012 at 4:09 PM, Cameron Munroe
 **wrote:

  One of my admins today reported to me this issue that came from his
> console on his client which is shown below:
>
>   Netchannel: failed reading message svc_VoiceData from
>   Disconnect: Buffer overflow in net message.
>   Host_EndGame: Buffer overflow in net message
>
>
> I did a quick search on google and found most forums stating for users
> to
> use "rate 25000" in the players console to resolve the issue.
>
> My servers are setup with:
>
>   sv_minrate 1
>   sv_maxrate 0
>
>
>
> So should I lower the max rate back to 2 or tell the user(s) to
> type
> in their console "rate 25000"?
>
>
> I have only heard this from 1 person.
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Re: [hlds_linux] Steamid servers

2012-04-27 Thread Ryan Stecker
The SteamID that most servers are assigned upon connection to the CM is an
anonymous one (of type k_EAccountTypeAnonGameServer).

The non-anonymous one requires an account to login to (similar to a regular
user SteamID), but I personally haven't seen any instances where this is
possible yet, or any games that make use of it. See:
https://bitbucket.org/VoiDeD/open-steamworks/src/965df5eabccb/Open%20Steamworks/ISteamGameServer011.h#cl-62

My personal theory was that this would be the replacement for registered
servers, since it might be much easier to track servers by their logon
sessions, rather than with a id/token combination.

On Fri, Apr 27, 2012 at 8:46 AM, Erik-jan Riemers  wrote:

> All,
>
> I know you can get a steamid, as we have seen on the list with f2p for
> instance, however these steamid's dont seem to be static.
>
> One should be able to query the server (as noted in
> https://developer.valvesoftware.com/wiki/Server_queries#Source_servers_2)
> And be able to get the steamid of the server, which to my understanding
> should be static if you registered the server no?
>
> The id that now comes back if that is used the query the webapi from steam
> it doesn't work with a url like:
>
> http://api.steampowered.com/ISteamGameServerAccount/GetAccountPublicInfoBySteamID/v0001?steamID=X
>
> Can anyone shed some light on this?
>
> Regard,
>   Erik
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Re: [hlds_linux] Assigned anonymous gameserver Steam ID, possible IP/DNS alternative for server browser?

2012-03-04 Thread Ryan Stecker
There are still hints that come from various places.

For instance: in the Steamworks gameserver API, a logon function was added
that takes a username and password to login to a persistent GS account.

On Sun, Mar 4, 2012 at 3:34 PM, Eric Riemers  wrote:

> Every now and then we start to talk about this "non ip's in the browser
> list" and something smarter. The only people that can tell is valve if they
> are working on something like this.
> I can recall my own mail where I said, somewhere around Christmas (2012)
> and
> I would still be happy :)
>
> An "it is in the works" would be a great response..
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
> Sent: zondag 4 maart 2012 21:53
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Assigned anonymous gameserver Steam ID, possible
> IP/DNS alternative for server browser?
>
> You say this as if it's new news, we're all part of the same list and we
> all
> read the same messages informing us of such.
>
>
> On 3/4/2012 3:50 PM, Saul Rennison wrote:
> > Exactly this.
> >
> > Servers have always been assigned Steam IDs, but only recently has the
> > "logged on" message appeared (a server update made Steam communication
> more
> > verbose IIRC).
> >
> >
> > Kind regards,
> > *Saul Rennison*
> >
> >
> > On 4 March 2012 18:38, ics  wrote:
> >
> >> That message came only visible with the recent updates. It might not be
> >> what you think as servers have always had steamid's too.
> >>
> >> -ics
> >>
> >> 4.3.2012 20:21, hlds kirjoitti:
> >>
> >>   This would be only the best thing that could possibly happen in the
> >>> entire world.
> >>>
> >>>
> >>>
> >>>
> >>> On 3/4/2012 1:19 PM, E3pO wrote:
> >>>
>  So i just noticed this in my logs:
> 
>  Connection to Steam servers successful.
>  Public IP is xxx.xxx.xxx.xxx
>  Assigned anonymous gameserver Steam ID [A-1:XX(2891)].
>  VAC secure mode is activated.
> 
>  Maybe a soon to come server browser that goes by game server's steam
> id's
>  instead of IP address? I would love this to be implemented very
> soon...
> I
>  would finally be able to upgrade some of my boxes to new and better
> data
>  centers without the worry of loosing 5 years of members favorites
> stored
>  IP
>  for the server
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> 
> >>>
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> >>>
> >>
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Re: [hlds_linux] Full Steam Ahead

2012-02-18 Thread Ryan Stecker
Steam had support for P2P file transfers at some point in the past, but
nothing ever happened with it.

On Sat, Feb 18, 2012 at 7:16 AM, Whisperity  wrote:

> Aggreed, I also think the reason behind Valve not implementing P2P into
> their delivery system was to prevent the overloading of low-speed clients.
> But personally I have a very fast internet connection and running downloads
> via bitTorrent while hosting a server and playing a game is not a
> bottleneck for me nor my friends playing on my server.
>
> (Also: from what I've seen, Steam is still suspending downloads when you
> start a game... this has been suggested on SPUF like ages ago.)
>
> 2012/2/18 E3pO 
>
> > Maybe a reputation system could be put into place and allow users to seed
> > their files to other users. imagine if every single steam client was set
> to
> > seed You computer finds the closest connections and downloads at
> > whatever they have their cap setup for. If playing a game have it set low
> > or not on. If they are afk let it use as much as it wants. More seed
> bytes
> > is equal to more reputation allowing steam achivements.. new achievement
> > unlocked, 1tb data seeded. ;).
> > On Feb 18, 2012 5:49 AM, "Whisperity"  wrote:
> >
> > > Indeed it is funny, but I guess the figures are a bit stylized.
> > >
> > > The biggest problems I am having with Steam is a nonexistant Linux
> client
> > > and the lack of P2P in the download system. Downloads are awfully slow
> > when
> > > a big hit (like the current MW3 free weekend) kicks in.
> > >
> > > 2012/2/18 Christoffer Pedersen 
> > >
> > > > Sure thing that this does not have anything to do with server
> > > > administration, but i still found it interesting as i did not know a
> > lot
> > > of
> > > > those facts. There's no reason to whine about it, i actually think
> some
> > > > other people on this list maybe also found it interesting.
> > > >
> > > > - Chris
> > > >
> > > > Sent from my iPhone 4
> > > >
> > > > On 18/02/2012, at 08.59, Jonah Hirsch  wrote:
> > > >
> > > > > I'm the last person to say this, but this is DEFINITELY not
> relevant
> > to
> > > > > server administration.
> > > > > ---
> > > > > Jonah Hirsch
> > > > >
> > > > >
> > > > >
> > > > > On Fri, Feb 17, 2012 at 8:55 PM, Bruno Garcia <
> > garcia.bru...@gmail.com
> > > > >wrote:
> > > > >
> > > > >>
> > > > >>
> > > >
> > >
> >
> http://images.videogamedesignschools.org.s3.amazonaws.com/full-steam-ahead.gif
> > > > >>
> > > > >> Genius , especially the part where it states the %70 goes to the
> > game
> > > > >> producer.
> > > > >> ___
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Re: [hlds_linux] Another high profile trader/admin hijacked.

2012-01-22 Thread Ryan Stecker
Your machine/account is identified by a file in the steam directory. The
file is called a "sentry file" and it's name is in the form of
ssfn. The steam client provides a sha1 hash of this file at logon,
and the back-end confirms the validity of it.

Deleting the file would require you to enter another email auth code, and
Steam will generate another sentry file.

You cannot log into a SG enabled account without either the sentry file
belonging to the account or the email auth code.

On Sun, Jan 22, 2012 at 2:18 PM, ics  wrote:

> I don't know what they did but i used to get a lot of promps about
> entering the code delivered to my e-mail in order to log in previously. I
> haven't seen that dialog for months.
>
> I also know that the thing leaves some sort of imprint to the machine
> itself but ip-changes especially did this prompt for me.
>
> -ics
>
> 22.1.2012 22:03, javato...@yahoo.es kirjoitti:
>
>  As far as i know steam guard check the computer, not ip. Maybe im wrong
>> but i was  never blocked because of a ip change.
>>
>>> I agree, but there seems to be a lot of users with dialups who'se ip's
>>> change all the time and they previously posted on the forums and complained
>>> a lot about it. Perhaps this led to decision to lighten Steam Guard
>>> settings or features.
>>>
>>> Atleast Valve added craft recepies for the xmas weapons for TF2 after
>>> considerable whine on SPUF TF2 section and suddenly the recepies were
>>> added, leaving the much older recepies off and not added.
>>>
>>> This proves that Valve listens and reads the forums but the decisions
>>> are not always what they should be. Small minority seems to be making too
>>> much noise there and affecting decisions.
>>>
>>> -ics
>>>
>>> 22.1.2012 21:33, javato...@yahoo.es kirjoitti:
>>>
>>>> I think steam guard should be on ALWAYS, theres no point to disable it.
>>>> It just take 2 minutes to enable a new computer so shoulnt be an option to
>>>> be able to disable it. Just my opinion...
>>>>
>>>>> SteamGuard can be disabled entirely from a trusted computer without
>>>>> *any* notification or hassle.
>>>>> Don't like this.
>>>>>
>>>>> On Sun, Jan 22, 2012 at 7:06 PM, Mart-Jan Reeuwijk
>>>>>  wrote:
>>>>>
>>>>>> hmm, I do have hope they mean with that the SteamGuard protected
>>>>>> account in
>>>>>> question. And it DOES send a mail after, to notify you of the
>>>>>> change and a link to steam support, see below:
>>>>>>
>>>>>> ==**==
>>>>>>
>>>>>>
>>>>>>
>>>>>> Dear,
>>>>>>
>>>>>> This email message confirms that your Steam account contact email
>>>>>> address has been successfully changed.
>>>>>> We are sending this notice to ensure the privacy and security of your
>>>>>> Steam account. If you authorized this change, no further action is
>>>>>> necessary. If you did not authorize this change, or if you need
>>>>>> additional help with your account, please follow this link to the
>>>>>> Steam
>>>>>> Support site and submit a request for assistance:
>>>>>>
>>>>>> http://support.steampowered. com/cgi-bin/steampowered.cfg/
>>>>>> php/enduser/std_adp.php?p_ faqid=197
>>>>>> Thanks for reviewing this information and helping us to maintain the
>>>>>> privacy and security of your account.
>>>>>>
>>>>>> The Steam Support Team
>>>>>> http://www.steampowered.com
>>>>>> ==**===
>>>>>> I'd be against any "easy" like this.
>>>>>>
>>>>>>
>>>>>> Maybe implement a "panic" button, where the old login info can be
>>>>>> used for x
>>>>>> time (3 days or some) after it got changed, and then the account can
>>>>>> be
>>>>>> locked with this by the real owner, only undoable by a support ticket.
>>>>>>
>>>>>>
>>>>>>
>>>>>>  __**__
>>>>>>> From: Ryan Stecker
>>>>>>> To: Mart-Jan Reeuwijk; Half-Life dedicated
>&

Re: [hlds_linux] Another high profile trader/admin hijacked.

2012-01-22 Thread Ryan Stecker
There was a recent feature addition to steam that allows email changes
without confirmation for trusted computers.

http://store.steampowered.com/news/7114/

I believe "trusted computer" in that sense means any account with SG
enabled and authenticated. That would make it a quite frightening change,
and I believe email confirmation should always be required.

It may be possible he fell victim to this.


On Sun, Jan 22, 2012 at 10:17 AM, Mart-Jan Reeuwijk wrote:

> I can confirm that he is:
>
> - Author on EventScripts
> - Admin on SteamRep.com
> - Reddit Admin "thorax"
>
> - And I did have a "slowchat" with him on a private section of a forum. He
> confirmed to me and others there that the security he listed there was as
> how he runs it.
>
>
>
> Quote from him from that forum's private section:
> I have to go to bed, but you can see my security precautions here:
>
> http://www.reddit.com/r/tf2trade/comments/orbjk/iama_mattie_fellow_with_the_largest_unusual_tc/
>
> My password policy was numbers, letters, spaces, upper-case letters, but
> only 9 characters on Steam.
>
> My passwords are different everywhere. He somehow disabled SteamGuard,
> probably remotely.
>
> If you recall, I helped datastorm review that hijack avoidance document.
>  You pretty much don't get more paranoid than me. I run 3 types of
> malware detection and use Process Explorer multiple times a day to look
> for any unsigned processes running to identify exactly what they are.
>
> Whatever this hijacker's attack is, it's not something common and not
> something that we have good explicit tips for people to avoid. I'll
> continue brainstorming tomorrow
>
> *snip non relevant*
>
> As I may have mentioned, he told multiple people that he targetted me
> specifically because I tried to stop so many of the latest hijacks and
> because I gave people tips to stop hijackings (especially double
> hijackings). I'm sure money had something to do with it, too, but he
> told my wife he did it for the challenge. Well, he won.
>
> [/Quote]
>
>
>
> Shame that his collection with regaining the account will be duped, and
> therefore be worth a lot less. Also a pain that SteamGuard isn't the rigid
> security I'd hoped for
>
>
>
> >
> > From: ics 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Sunday, 22 January 2012, 16:11
> >Subject: Re: [hlds_linux] Another high profile trader/admin hijacked.
> >
> >Thats a bit of interesting thing in any case anyway, as if that's really
> the Mattie and he did have security in order listed on reddit and still was
> hacked, then does Steam has security issues again (forums anyone)?
> Steamguard ineffective? Interesting to see if he had the fault or Steam.
> >
> >-ics
> >
> >22.1.2012 16:43, Yuki kirjoitti:
> >> Correct! However, sorry to burst your bubble, but technically this is
> Source server administration related. http://mattie.net/cs/
> >> While it may be on a tangent, there's no need to blacklist a topic like
> this from the list!
> >>
> >> On 22/01/2012 14:39, Alex Kowald wrote:
> >>> This mailing list is for source server administration related topics.
> >>>
> >>> On Sun, Jan 22, 2012 at 8:31 AM, Mart-Jan Reeuwijk
> wrote:
>  another high profile trader admin hijacked:
> 
> 
> http://www.reddit.com/r/tf2trade/comments/orbjk/iama_mattie_fellow_with_the_largest_unusual_tc/
> 
>  steamID: Mattie! (busy - sorry)
>  steamID32: STEAM_0:0:5712733
>  steamID64: http://steamcommunity.com/profiles/76561197971691194
>  customURL:
>  steamrepURL: http://www.steamrep.com/index.php?id=76561197971691194
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> >>
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Re: [hlds_linux] Cheat Engine & Report

2011-12-24 Thread Ryan Stecker
He is.

http://steamcommunity.com/id/df

On Sat, Dec 24, 2011 at 10:46 AM, Ross Bemrose  wrote:

> You know that Tony Paloma guy, a Valve Employee, that sometimes posts on
> this list?
>
> That was him.
>
> Do you really think he's still VAC banned?
>
>
> On 12/24/2011 7:49 AM, Mike Johansen wrote:
>
>> Mostly.. I remember a guy who got manually VAC'd for "abusing" the golden
>> wrench drop times..
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of ics
>> Sent: 24. desember 2011 12:44
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Cheat Engine&  Report
>>
>> VAC is mostly automated, they don't care about demos or reports.
>> Reportng a suspected cheater doesn't do anything else than just provides
>> stats for Valve if the user has been successfully detected by VAC or not,
>> after multiple reports have been received from the person who has been
>> cheating. It may also help them to improve VAC. Valve employee on SPUF
>> once
>> said (J Burton) that reporting helps but did not specify how.
>>
>> I also have been reporting every cheater caught on every game i run
>> servers
>> for each time we have banned him. Most cases they are not VAC banned later
>> on. Only some are. If it's only for stats, it's pretty lame feature.
>>
>> -ics
>>
>> 24.12.2011 13:01, Mike Johansen kirjoitti:
>>
>>> Reporting using the profile doesn't  do anything, me and a couple of
>>> mates decided to try it out, report a person with an obvious wallhack
>>> and probably a multihack. We uploaded the demo to our website, added a
>>> link to it in the report tool, wrote probably a page with what he had
>>> done and why we want him banned, we were like 20+ persons doing it,
>>> nothing happened, the guy ain't even banned yet!
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com
>>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of Harry
>>> Strongburg
>>> Sent: 24. desember 2011 07:49
>>> To: hlds_linux@list.valvesoftware.**com
>>> Subject: Re: [hlds_linux] Cheat Engine&   Report
>>>
>>> On Sat, Dec 24, 2011 at 04:26:14AM -0200, Juliano wrote:
>>>
 I disagree, many people are using cheat engine and still have not
 been banned.
 Today I found a cheater using cheat engine with steam account since
 2007, confess that he was using.

>>> It's pretty obvious he is at least walling, but what makes you think
>>> he is using Cheat Engine, and not just private hacks (other than him
>>> saying so)? I am quite sure that CE is detected and if he was using it
>>> he will be VAC banned in a week.
>>>
>>> Is your server sv_pure 2? If not, he's probably just using custom
>>>
>> materials.
>>
>>> Also get SMAC if you don't already have it.
>>>
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>>>
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Re: [hlds_linux] Could not establish connection to Steam servers.

2011-12-06 Thread Ryan Stecker
The steam servers went down. It happens from time to time and isn't
anything to panic about.

On Tue, Dec 6, 2011 at 5:40 PM, PAL-18  wrote:

> I'm suddenly getting this (see thread title) on all my servers.  I have a
> bare minimum of ports opened, did steam increase the range again?
>
> The ports i have open are:
>
> TCP: 27015, 27016, 27030 to 27039
> UDP: 27015, 27016,27015 to 27017
>
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Re: [hlds_linux] Dedicated Server Error

2011-11-27 Thread Ryan Stecker
The server is responding to server queries for me. Chances are it will
appear in the server list as well.

The parts of the log that you highlighted

> Initializing Steam libraries for secure Internet server
> Failed to load Steam Service
> ServiceStart: failed to start
> Looking up breakpad interfaces from steamclient

Are perfectly normal. The "Failed to load Steam Service" message has to do
with a service that the steam client uses for privilege elevation under
windows.

I'd imagine it has no role for a linux server, or for servers in general.

On Sun, Nov 27, 2011 at 5:03 PM, Benedict Glover
wrote:

>
> It isn't listing in the server list; at least not for me. Can someone else
> check? 77.246.19.67:27000 on cp_badlands.
> I am not on LAN, it is on a completly different internet
> connection/computer
>
> > Date: Mon, 28 Nov 2011 00:58:55 +0200
> > From: i...@ics-base.net
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Dedicated Server Error
> >
> > So what's your problem? Steam service failed to start? That's been there
> > for long time and the server you have should run ok despite of it.
> >
> > -ics
> >
> > 27.11.2011 23:28, Benedict Glover kirjoitti:
> > > Yes.
> > >
> > >> Date: Mon, 28 Nov 2011 08:24:16 +1100
> > >> From: king0goi...@gmail.com
> > >> To: hlds_linux@list.valvesoftware.com
> > >> Subject: Re: [hlds_linux] Dedicated Server Error
> > >>
> > >> Didn't see that bit. Have you tried running a server update with
> > >> -verify_all added to the end? This will verify the integrity of the
> files.
> > >> On 28/11/2011 8:21 AM, "Benedict Glover"
>  wrote:
> > >>
> > >>> Sorry, bold stripped out
> >  Initializing Steam libraries for secure Internet server
> >  Failed to load Steam Service
> >  ServiceStart: failed to start
> >  Looking up breakpad interfaces from steamclient
> > >>> This section.
> > >>>
> >  From: neobened...@hotmail.co.uk
> >  To: hlds_linux@list.valvesoftware.com
> >  Date: Sun, 27 Nov 2011 21:18:11 +
> >  Subject: [hlds_linux] Dedicated Server Error
> > 
> > 
> >  This has been happening for a while.
> > 
> >  [mono-addon] [bglover@mc-rdgdl360-01 orangebox]$ ./srcds_run -game
> tf
> > >>> +map cp_badlands heartbeat -ip 192.168.2.1  -port 27000 +maxplayers
> 32
> >  Auto detecting CPU
> >  Using default binary: ./srcds_linux
> >  Server will auto-restart if there is a crash.
> >  Running a benchmark to measure system clock frequency...
> >  Finished RDTSC test. To prevent the startup delay from this
> benchmark,
> > >>> set the environment variable RDTSC_FREQUENCY to 3000.00 on this
> system.
> > >>> This value is dependent upon the CPU clock speed and architecture and
> > >>> should be determined separately for each server. The use of this
> mechanism
> > >>> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
> >  Using breakpad minidump system
> >  Using breakpad crash handler
> > 
> >  Console initialized.
> >  Game.dll loaded for "Team Fortress"
> >  Setting breakpad minidump AppID = 440
> >  Forcing breakpad minidump interfaces to load
> >  Looking up breakpad interfaces from steamclient
> >  Calling BreakpadMiniDumpSystemInit
> >  Installing breakpad exception handler for appid(440)/version(4756)
> >  Particles: Missing 'particles/error.pcf'
> >  maxplayers set to 32
> >  No '-replayserverdir' parameter found - using default replay folder.
> >  Replay: Creating thread pool...succeeded.
> >  Replay: Starting thread pool with 4 threads...succeeded.
> >  Cleaning files from temp dir,
> > >>> "/home/bglover/orangebox/tf/replay/server/tmp/" ...no files removed.
> >  Unknown command "r_decal_cullsize"
> >  maxplayers set to 32
> >  Unknown command "startupmenu"
> >  Network: IP 192.168.2.1, mode MP, dedicated Yes, ports 27000 SV /
> 27005
> > >>> CL
> >  ConVarRef room_type doesn't point to an existing ConVar
> >  Executing dedicated server config file
> >  Initializing Steam libraries for secure Internet server
> >  Failed to load Steam Service
> >  ServiceStart: failed to start
> >  Looking up breakpad interfaces from steamclient
> >  Calling BreakpadMiniDumpSystemInit
> >  'server.cfg' not present; not executing.
> >  'cp_badlands.cfg' not present; not executing.
> >  Connection to Steam servers successful.
> >  Public IP is 77.246.19.67.
> >  VAC secure mode is activated.
> >  Current item schema is up-to-date with version 73BF3542.
> >  tf_server_identity_account_id not set; not logging into registered
> > >>> account
> >  I suspect it is due to the bold part, but my server will not list or
> > >>> communicate via rcon (unless the -ip bit is in there, but it still
> won't
> > >>> list). Can anybody help?
> >  I THINK 27000 udp and tcp and 27005 tcp are the only ones open. I
> don't
> > >>> have root a

Re: [hlds_linux] hldsupdatetool/server version info

2011-11-10 Thread Ryan Stecker
Depot 320 isn't an actual depot, it's just the appid for the game. The
general rule of thumb is that an appid evenly divisible by 10 is just an
appid for a game, and the depots directly follow it. Sometimes this isn't
the case, but it's good enough for most games.

Also, I looked at the parameters I emailed before, and they're a little
off. You'll need to use this:
depotdownloader -depot  -version -1

Supplying "-version -1" will make it print the versions and not download
anything. Sorry for the confusion.


2011/11/10 Артур Дроздов 

> 2 Ryan, This script must be awesome and just the thing I need, also if the
> depots don't change over time, then there is no problem getting them
> resolved. The problem is that the program doesn't seem to cooperate and i
> get these errors, am I doing it wrong?
>
> steamre/Projects/DepotDownloader/DepotDownloader/bin/Debug$ mono
> DepotDownloader.exe -depot 320
>
> Building Steam2 server cache... Done!
> Updating CDR... Done!
> No version specified.
> Using latest version: 0
> Warning: Using default CellID of 0! This may lead to slow downloads. You
> can specify the CellID using the -cellid parameter
> Finding content servers...
> Error: Unable to find any content servers for depot 320, version 0
>
> 2 Marcel, thx, but this program is not quite what i need.
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Re: [hlds_linux] hldsupdatetool/server version info

2011-11-09 Thread Ryan Stecker
There's a tool I made a while ago that makes it possible to check the
current version of arbitrary depots.

It's a C# app and the source repository for it is located here:
https://bitbucket.org/VoiDeD/steamre/src/43dc347f2767/Projects/DepotDownloader

Usage would simply be "depotdownloader -depot " and it'll output the
latest depot version to the console.

It's not very intuitive for what game corresponds to what depots, but if
you have the appid for the game you can go from there using the Steam
client.

Start by enabling the Steam console by navigating to steam://nav/console in
your browser.

After that, here's the method of getting the depots for any game.

Start by finding the appid for the game in question. The appid for hl2mp is
320, which you could see from a url such as
http://store.steampowered.com/app/320/ for example.

In order to get a list of depots this game uses, you need to run
depot_print 320 in the Steam console.

You'll get output like this:
] depot_print 320
 Depot "Half-Life 2: Deathmatch" (320)
 - InstallDir : "Half-Life 2 Deathmatch"
 - Dependencies :
   + "Multiplayer OB Binaries" (217)
   + "Source 2007 Shared Materials" (305)
   + "Source 2007 Shared Models" (306)
   + "Source 2007 Shared Sounds" (307)
   + "Half-Life 2 Deathmatch" (321)
   + "Base Source Shared Materials" (206)
   + "Base Source Shared Models" (207)
   + "Base Source Shared Sounds" (208)

The numbers printed after the names of dependencies are depots, and are
what you would use with the -depot parameter in depotdownloader.

It's a somewhat complicated process, but if you'd like a simple tool to
print out versions I could make one in a short while.


2011/11/9 Артур Дроздов 

> Hi.
>
> I've been searching for a while and I don’t think I have found any
> solution. Is there a possibility to simply get all the newest server
> versions without downloading the actual servers? For instance, can I start
> hldsupdatetool with a command line like “–comand checkversion –game hl2mp”,
> and the answer would be like “Latest bootstrapper version: , latest ob
> dedicated server version: , etc”. Or maybe there is another way to get
> this info? Thanks.
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Re: [hlds_linux] cl_gameserver_create_identity taking forever!

2011-11-03 Thread Ryan Stecker
That can happen when the Steam servers are inaccessible, it's not
particularly easy to diagnose though, but you should just try that command
in a short while after.

On Thu, Nov 3, 2011 at 5:48 PM, E3pO  wrote:

> I've just started noticing this today after trying to setup some new
> servers..
>
>
> ] cl_gameserver_create_identity
> Request to create a game server account sent--please wait.
>
>
> It just stalls there and won't send back any information. Any ideas?
>
>
> http://cloud.steampowered.com/ugc/64875933986052/17FF71AF16CEF196835E5C713E65A9F9277903AE/
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Re: [hlds_linux] [hlds] Forum vs. email list

2011-10-24 Thread Ryan Stecker
I would love a forum. I don't think the mailing list provides any decent
method of searching, and new topics keep showing up on the list for things
that have been mentioned or asked about before.

However, I'd still like hlds_announce. I _love_ push notifications for
critical updates to tf2, keeps me informed on when I need to get off my butt
and update my servers.

But for discussion about bugs, complaints, feature requests, etc, I think a
forum would be best.

So in summary, a forum and hlds_announce would be the best combination in my
opinion.

On Mon, Oct 24, 2011 at 8:15 PM, AJ Palkovic  wrote:

> I'd love a forum that sent an email when a new thread was started by
> anybody.  It wouldn't send an email for each reply, unless, I manually
> subscribed to that thread.  That way I can get the announcements, but
> without all the spam unless a thread seems interesting to me.
>
> On Mon, Oct 24, 2011 at 6:12 PM, Nicholas Hastings  >wrote:
>
> > I would say that they're far worse than facepunch (and I'm no facepunch
> > fan), but I could definitely get on board with Google Groups.
> >
> >
> > On 10/24/2011 9:11 PM, msleeper wrote:
> >
> >> I'm sorry, but your forum population is about as dumb as
> >> facepunch, and I hope you realize it.
> >>
> >
> >
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Re: [hlds_linux] tf_server_identity able to get back?

2011-10-20 Thread Ryan Stecker
cl_gameserver_list in your client will give you a listing of registered
servers, you'll just have to remember which ones are which.

On Thu, Oct 20, 2011 at 11:23 PM, Sir Jake  wrote:

>
> Hello there,
> Just installed my servers on a new box and forgot to backup all the server
> configs and lost the info for my tf_server_identity_token
> Is there a way to get this back or do I have to start from scratch again?
>
> tf_server_identity_account_id
> tf_server_identity_token
>
> Thanks,
> Jake.
>
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Re: [hlds_linux] TF2 Item server down for newer user accounts

2011-09-18 Thread Ryan Stecker
Not really. Lets see how your service copes with thousands of servers and
clients reconnecting to it.

The GC tells the server when caches are available again, and it wouldn't be
a good idea for servers to simply spam some message that forces
subscriptions.

I can't see why your server would have to be restarted to regain a
connection. It sounds like you're just abusing some logon pathway that
instantly lets you get cache subscriptions.

Just wait it out. The GC tells the GS when it's up, and it can happen at any
time, and doesn't require a restart.

On Sun, Sep 18, 2011 at 2:25 PM, Peter Reinhold wrote:

> On Sun, 18 Sep 2011 19:40:53 +0200, Saint K. wrote:
>
>> There are issues going on. Most of our servers lost connection to the
>> items server and won't reconnect without a reboot.
>>
>
> It would be really nice if Valve could implement a server command that
> tries to force a new connection to the item servers, so that we can do that,
> without taking down the servers completely. (Which annoys people a lot)
>
>
> /Peter
>
>
>
>
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Re: [hlds_linux] Can't play No-Steam Logon for months!

2011-09-09 Thread Ryan Stecker
Not really sure how to explain your situation. Being dropped from a server
for no steam logon is when the backend tells the server to drop a client.

I'm not sure how graphics settings can affect that in any way.

On Fri, Sep 9, 2011 at 6:17 PM, Bruno Garcia wrote:

> Ryan, This is quite odd, because I'm the only one that's getting
> disconnected on my own CS:S server...
> If a CM went down wouldn't more than 1 person get disconnected?
>
> However, i have confirmed that using the game on windowed mode i don't get
> disconnected *at all*
> It sounds weird, and it is. I know because i worked beta-testing games for
> years ...
>
> I believe that my particular case is different to the explication you gave
> ... Because if this is really a CM going down then somebody else on my
> server should be getting kicked as well... or at least my brother should be
> getting disconnected since we're in the same house
>
> Don't you think this might be different ?
>
> On Fri, Sep 9, 2011 at 6:16 PM, Ryan Stecker 
> wrote:
>
> > The way the old auth system used to work is that when a new client
> > connected
> > to a game server, the GS would attempt to authenticate just that client
> > with
> > the steam backend.
> >
> > The new auth system works in a little different way. Instead of
> > authenticating just that single user, it will re-authenticate every user
> > already on the server in addition to the one that just joined.
> >
> > The network layout of the steam backend is a little complex, but to sum
> it
> > up there are seperate reverse proxy servers called CM or Connection
> > Masters.
> > There's something like 30-40 of these servers at any time, and everyone
> is
> > connected to one of them. These are the servers you communicate with when
> > you're connected to steam.
> >
> > The reason you see "no steam logon" for groups of clients and not the
> > entire
> > server is because one or two CMs went down, or otherwise disconnected the
> > clients that were connected to it. When the backend attempts to
> > reauthenticate all the clients on the server, it will drop the clients
> > which
> > lost connection to the CM with the "no steam logon" message, because
> that's
> > indeed what happened. They lost their connection to steam and aren't
> logged
> > on anymore.
> >
> > On Fri, Sep 9, 2011 at 4:07 PM, bottige...@gmail.com
> > wrote:
> >
> > > Oh is that what happened? I've been seeing a lot of 10-20 people
> > > dropping at the same time for (No Steam Login) recently.
> > >
> > > On Fri, Sep 9, 2011 at 2:01 PM, Ryan Stecker 
> > > wrote:
> > > > It has nothing to do with your DX level.
> > > >
> > > > Failure code 1 is EAuthSessionResponseUserNotConnectedToSteam, and 8
> is
> > > > k_EAuthSessionResponseAuthTicketInvalid.
> > > >
> > > > All that happened is that you lost your connection to the steam
> > backend,
> > > and
> > > > the game server dropped you once someone joined the server.
> > > >
> > > > All of this started happening with the new authentication changes a
> few
> > > > months ago. Instead of every client only being authenticated with the
> > > > backend once, it does it multiple times each time a client connects.
> > > >
> > > >
> > > > On Fri, Sep 9, 2011 at 3:47 PM, Bruno Garcia <
> garcia.bru...@gmail.com
> > > >wrote:
> > > >
> > > >> Hello,
> > > >>
> > > >> Since the past 4 months i can't play Counter-Strike: Source, and i
> can
> > > >> barely play Team Fortress 2..
> > > >> Now that there has been an update to determinate what caused the
> > > no-steam
> > > >> logon, i have been getting this on console
> > > >>
> > > >> CClientSteamContext OnSteamServersConnected logged on = 1
> > > >> >
> > > >>
> > > >> STEAMAUTH: Client [NIN] received failure code 1
> > > >> > Dropped [NIN] from server (No Steam logon
> > > >> > )
> > > >> > Disconnect: No Steam logon
> > > >> > .
> > > >> > Disconnect: No Steam logon
> > > >> > .
> > > >> >
> > > >>
> > > >>  STEAMAUTH: Client [NIN] received failure code 8
> > > >> >
> > > >>
> > > >> I 

Re: [hlds_linux] Can't play No-Steam Logon for months!

2011-09-09 Thread Ryan Stecker
The way the old auth system used to work is that when a new client connected
to a game server, the GS would attempt to authenticate just that client with
the steam backend.

The new auth system works in a little different way. Instead of
authenticating just that single user, it will re-authenticate every user
already on the server in addition to the one that just joined.

The network layout of the steam backend is a little complex, but to sum it
up there are seperate reverse proxy servers called CM or Connection Masters.
There's something like 30-40 of these servers at any time, and everyone is
connected to one of them. These are the servers you communicate with when
you're connected to steam.

The reason you see "no steam logon" for groups of clients and not the entire
server is because one or two CMs went down, or otherwise disconnected the
clients that were connected to it. When the backend attempts to
reauthenticate all the clients on the server, it will drop the clients which
lost connection to the CM with the "no steam logon" message, because that's
indeed what happened. They lost their connection to steam and aren't logged
on anymore.

On Fri, Sep 9, 2011 at 4:07 PM, bottige...@gmail.com
wrote:

> Oh is that what happened? I've been seeing a lot of 10-20 people
> dropping at the same time for (No Steam Login) recently.
>
> On Fri, Sep 9, 2011 at 2:01 PM, Ryan Stecker 
> wrote:
> > It has nothing to do with your DX level.
> >
> > Failure code 1 is EAuthSessionResponseUserNotConnectedToSteam, and 8 is
> > k_EAuthSessionResponseAuthTicketInvalid.
> >
> > All that happened is that you lost your connection to the steam backend,
> and
> > the game server dropped you once someone joined the server.
> >
> > All of this started happening with the new authentication changes a few
> > months ago. Instead of every client only being authenticated with the
> > backend once, it does it multiple times each time a client connects.
> >
> >
> > On Fri, Sep 9, 2011 at 3:47 PM, Bruno Garcia  >wrote:
> >
> >> Hello,
> >>
> >> Since the past 4 months i can't play Counter-Strike: Source, and i can
> >> barely play Team Fortress 2..
> >> Now that there has been an update to determinate what caused the
> no-steam
> >> logon, i have been getting this on console
> >>
> >> CClientSteamContext OnSteamServersConnected logged on = 1
> >> >
> >>
> >> STEAMAUTH: Client [NIN] received failure code 1
> >> > Dropped [NIN] from server (No Steam logon
> >> > )
> >> > Disconnect: No Steam logon
> >> > .
> >> > Disconnect: No Steam logon
> >> > .
> >> >
> >>
> >>  STEAMAUTH: Client [NIN] received failure code 8
> >> >
> >>
> >> I believe this is related to my directx level configuration, since a few
> >> weeks ago i have set directx to 9.1 and i wouldn't get kicked...After a
> >> while i decided to get a little more FPS, so i set it back to 8.1
> thinking
> >> the issue has been fixed, and that's when i started getting no-steam
> logon
> >> again.
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Re: [hlds_linux] Can't play No-Steam Logon for months!

2011-09-09 Thread Ryan Stecker
It has nothing to do with your DX level.

Failure code 1 is EAuthSessionResponseUserNotConnectedToSteam, and 8 is
k_EAuthSessionResponseAuthTicketInvalid.

All that happened is that you lost your connection to the steam backend, and
the game server dropped you once someone joined the server.

All of this started happening with the new authentication changes a few
months ago. Instead of every client only being authenticated with the
backend once, it does it multiple times each time a client connects.


On Fri, Sep 9, 2011 at 3:47 PM, Bruno Garcia wrote:

> Hello,
>
> Since the past 4 months i can't play Counter-Strike: Source, and i can
> barely play Team Fortress 2..
> Now that there has been an update to determinate what caused the no-steam
> logon, i have been getting this on console
>
> CClientSteamContext OnSteamServersConnected logged on = 1
> >
>
> STEAMAUTH: Client [NIN] received failure code 1
> > Dropped [NIN] from server (No Steam logon
> > )
> > Disconnect: No Steam logon
> > .
> > Disconnect: No Steam logon
> > .
> >
>
>  STEAMAUTH: Client [NIN] received failure code 8
> >
>
> I believe this is related to my directx level configuration, since a few
> weeks ago i have set directx to 9.1 and i wouldn't get kicked...After a
> while i decided to get a little more FPS, so i set it back to 8.1 thinking
> the issue has been fixed, and that's when i started getting no-steam logon
> again.
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread Ryan Stecker
> I should also note that most of our hacker bans in the last months have
been
> free accounts with no friends, seemingly created just to go troll people.
It
> would be rather sweet justice if some sort of hardware fingerprinting were
> to find and VAC their real accounts. That would be one hell of a
deterrent.

Steam already performs a little bit of hardware fingerprinting. The question
I have is if it's being used at all, but I don't have any solid numbers on
how many brand new accounts are joining my servers.

I assume *someone, somewhere* is keeping track of these kinds of players and
is dealing with them.

On Wed, Aug 31, 2011 at 7:07 PM, John Schoenick 
wrote:
> Aimbotters and speedhackers are by far the most common, in that order.
> Aimbotters are rarely trying to hide what they're doing - they're often
> getting headshots as fast as they can fire while taunting people in chat.
>
> Speedhackers are very common too - a lot of these get detected by our
> anti-hack script, which has been averaging a ban per day since the F2P
> update.
>
> Wallhacks are hard, because there's no obvious giveaways if the player
isn't
> being obvious, and most people who want to be obvious go the aimbot route.
> We get a few auto-detections of these per month from our anti-hack script,
> but the script is far from perfect, and I suspect there's a lot more of
them
> than anyone realizes.
>
> I should also note that most of our hacker bans in the last months have
been
> free accounts with no friends, seemingly created just to go troll people.
It
> would be rather sweet justice if some sort of hardware fingerprinting were
> to find and VAC their real accounts. That would be one hell of a
deterrent.
>
> - Neph
>
> On 08/31/2011 02:39 PM, Jon Lippincott wrote:
>>
>> I'd like to compile a list of the most common hacks/cheats you all are
>> seeing and see what measures we can take on game servers to help.  No
>> guarantees about when this will happen, but it would be great to get your
>> feedback so we can chip away at it at least.
>>
>> -Jon
>>
>
>
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread Ryan Stecker
The most common type of hack I see on my servers are speedhacks,
although i haven't modified the sv_max_usercmd_future_ticks cvar. One
would assume the default should be enough to prevent speedhacking.

The other issue I'm aware of is that the $ignorez prevention sometimes
doesn't work. I don't have any specific repro steps, but sometimes
after map changes, playermodel textures that should be ignoring
$ignorez don't work correctly, and the textures appear through walls.

On top of that, there are some particle effects (such as medic
overheal, and a few others) which I believe should also respect the
$ignorez fixes in the future.

On Wed, Aug 31, 2011 at 4:39 PM, Jon Lippincott  wrote:
> I'd like to compile a list of the most common hacks/cheats you all are seeing 
> and see what measures we can take on game servers to help.  No guarantees 
> about when this will happen, but it would be great to get your feedback so we 
> can chip away at it at least.
>
> -Jon
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
> Sent: Friday, August 26, 2011 4:55 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
>
> This is already done with DBlocker and multithreaded:
>
> http://dblocker.didrole.com/
>
> The multithreading only works on Windows though, as Valve disabled the CPU
> detection code on Linux, so it's just like the servers always start with
> -threads 1. If you got a linux server you can add the -threads command and
> it will work though.
>
> 2011/8/26 Saint K. 
>
>> I can recall from the hlds times that we used to have an anti-wall hack
>> extention or plugin which was quite low on load. What it did was it simply
>> didn't send any information about clients that were not visible from your
>> point of view. Can't figure out what the name was though, it was one of the
>> high used tools (hlguard or so perhaps?)
>>
>> Saint K.
>> 
>> From: hlds_linux-boun...@list.valvesoftware.com [
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson [
>> daniel.joki...@gmail.com]
>> Sent: 26 August 2011 13:36
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
>>
>> Why does command like sv_cheats exist?
>>
>> Remove it
>>
>> //Daniel
>>
>> Eric Riemers skrev 2011-08-26 13:33:
>> > I think they could do even more, but in the end the impact on servers on
>> > cpu (anti wallhack for instance) might be that high and since its still
>> > single threaded
>> >
>> > On Fri, 26 Aug 2011 12:32:29 +0200, "AnAkIn ."
>>  wrote:
>> >> Valve could block wallhacks and speedhacks with some server side code if
>> >> they wanted to.
>> >>
>> >> 2011/8/26 Kigen
>> >>
>> >>> There isn't just that.  But I mentioned it since it was what was being
>> >>> discussed.
>> >>>
>> >>> A lot of things get broken in cheats when you use this plugin.
>> >>>
>> >>> But it does cause some other issues (small, but noticeable).
>> >>>
>> >>> On Thu, Aug 25, 2011 at 9:05 PM, J M  wrote:
>>  The client doesn't decide it, but it knows when it's going to happen
>> > at
>> >>> the
>>  same time the server does. This is so that client side prediction can
>> >>> work
>>  effectively with crits. Whether an attack is a crit is decided by both
>> >>> the
>>  server and the client at the same time. They used to allow clients to
>> >>> decide
>>  it, and crit hacks used to be much more useful. Nowadays, crit hacks
>> >>> simply
>>  shoot every time there is going to be a crit, instead of forcing crits
>> >>> every
>>  time you shoot.
>> 
>>  On Thu, Aug 25, 2011 at 9:55 PM, Necavi  wrote:
>> 
>> > Out of curiosity, why should the client decide when a critical hit
>> >>> occurs?
>> > I can see some benefit to it, but mostly I see it as exploitable.
>> >
>> > -Original Message-
>> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
>> > Sent: Thursday, August 25, 2011 17:07
>> > To: Half-Life dedicated Linux server mailing list
>> > Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status
>> > hack?
>> >
>> > Valve should first add some basic server side protection against some
>> > common hacks.
>> >
>> > For example should be easy to block "100% crits" hacks like this one:
>> > http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the
>> > client
>> > has to decide when a a critical hit occurs,  but the server should
>> >>> validate
>> > the decision.
>> >
>> > Most speedhacks also should be detected by server.
>> >
>> >
>> >   - Original Message -
>> >   From: bottige...@gmail.com
>> >   Sent: 08/25/11 11:36 PM
>> >   T

Re: [hlds_linux] Custom Downloads bug?

2011-08-31 Thread Ryan Stecker
If a client joins a pure server and then joins a non-pure server with
custom content, it won't properly load for the client. This bug has
existed for quite a while.

On Wed, Aug 31, 2011 at 1:25 PM, Jacob Juul  wrote:
>
> Hi, don't know if i can post this kind of issue here, but yet im trying.. 
> Tried a few downloaders for skins and so on, and all of them makes the same 
> bug. That goes for sourcemod, mani, and evenscripts. People download skins 
> and it works like a charm, then people join other servers with skins, sounds 
> and so on, and then come back. Sometimes a bug appears, and then they 
> redownload the whole thing, even if they have the files from earlier. Then 
> sounds are not played, and skins are shown as error.
>
> Is this a bug in the engine or?  If anyone had this problem I would be so 
> happy for a reply
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Re: [hlds_linux] Source Dedicated Server Update

2011-08-15 Thread Ryan Stecker
Not getting any client crashes on startup, just a hang.

On Mon, Aug 15, 2011 at 5:24 PM, clad iron  wrote:
> Actually Dis-reguard my last message. forgot i changed host locations for my
> replays.
>
> On Mon, Aug 15, 2011 at 6:21 PM,  wrote:
>
>> Working fine here (ubuntu 10.04 LTS 64-bit)
>>
>> > -Original Message-
>> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> > boun...@list.valvesoftware.com] On Behalf Of Þröstur Svanbergsson
>> > Sent: 15 August 2011 23:05
>> > To: Half-Life dedicated Linux server mailing list
>> > Subject: Re: [hlds_linux] Source Dedicated Server Update
>> >
>> > Failed to open dedicated.so (libgcc_s.so.1: cannot open shared object
>> > file: No such file or directory)
>> > Add "-debug" to the ./srcds_run command line to generate a debug.log
>> > to help with solving this problem
>> > Mon Aug 15 22:02:57 GMT 2011: Server restart in 10 seconds
>> >
>> > Great. Now my server is in a restart loop...
>> >
>> > On 15 August 2011 21:51, Jason Ruymen  wrote:
>> > > An optional update to Team Fortress 2, Counter-Strike: Source, Day of
>> > Defeat: Source and Half-Life 2: Deathmatch is now available.  The
>> > specific changes include:
>> > >
>> > > Source Dedicated server
>> > > - Integrated latest SteamWorks API and Steam client library
>> > > - Fixed zombie players created when banning players, causing player
>> > count in the server browser to be incorrect
>> > > - Fixed bug incrementing player count when spectator joined on
>> > spectator port.
>> > > - Fixed a rare startup crash
>> > >
>> > > Jason
>> > >
>> > >
>> > > ___
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>> > archives, please visit:
>> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> > >
>> >
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>>
>>
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