Re: [hlds_linux] cl_cmdrate +XX

2009-08-03 Thread SakeFox
this has been around for a long time. it's been used by players for a 
while to get around ping kickers

Ulrich Block wrote:
> Recently i saw a few players with a ping of 1 at their scoreboard. I 
> wondered where they come from and why they had a constant 1 ping. So i 
> checked their netsettings and found out that their cl_cmdrate was +XX . 
> The added a "+" infront of the value. I tried it on my own. And i also 
> got a ping of 1 at the scoreboard. The netgraph ping seams to be not 
> affected by this.
> Now the question: What das the "+" mean? is it just a fake 
> scoreboardping does it more, or is it maybe a indicator for a cheat of 
> somekind?
>
>
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Re: [hlds_linux] TF2 required update released

2009-06-08 Thread SakeFox
the update isn't actually out yet...seems like they forgot the file part

bob dolet wrote:
> Is anyone able to download this update? My servers are saying they have to
> restart on update but when I run
>
> ./steam -command update -game "tf" -dir . -verify_all it says: HLDS
> installation up to date but doesn't download any files.
>
>
> On Mon, Jun 8, 2009 at 5:05 PM, Joseph Laws  wrote:
>
>   
>> *cough*
>>
>> How about a response on HLDS and +alias on the server side?
>>
>> Maybe?  Please?
>>
>> Eric Smith wrote:
>> 
>>> We've release a required update for TF2. Sorry for the lack of notice
>>>   
>> ahead of time on this one.  The details are below.
>> 
>>> -Eric
>>>
>>>
>>>
>>> Engine
>>> --
>>> Fixed Day of Defeat: Source server crash when loading dod_jagd.
>>>
>>>
>>> Team Fortress 2
>>> ---
>>> Added a "Discard" button to the item pickup panel.
>>> Added a backstab custom death animation to the Heavy.
>>> Changed default for tf_arena_use_queue to 1. This was the original
>>>   
>> behavior prior to the last update.
>> 
>>> Changed the Dead Ringer so it can be activated while carrying the flag.
>>> Increased the Force-A-Nature's damage by 10%.
>>> Fixed not being able to reflect arrows with the Flamethrower.
>>> Fixed The Huntsman drawing a muzzle flash under lagged conditions.
>>> Fixed the background color of the Spy disguise panel not always matching
>>>   
>> his disguise team.
>> 
>>> Fixed idle players being kicked when the server has tf_arena_use_queue
>>>   
>> set to 0.
>> 
>>> Fixed Spies not being able to sap a building if an enemy player was
>>>   
>> colliding with the building.
>> 
>>> Fixed getting a real target ID on an enemy Spy that's disguised as one of
>>>   
>> your teammates if you are disguised as an enemy.
>> 
>>> Fixed the Ambassador not shooting enemy sticky bombs.
>>> Fixed Spies being able to automatically cloak after uncloaking at the
>>>   
>> moment of a weapon switch.
>> 
>>> Fixed Jarate instantly exploding when thrown in some places, like the
>>>   
>> final area of Badwater.
>> 
>>> Fixed spectators not having their items removed when they enter spectator
>>>   
>> mode.
>> 
>>> Fixed Sniper "civilian" exploit where players could crash the server.
>>> Fixed a couple of cases where viable backstabs would fail.
>>>
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>>>
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>> 06/08/09 17:59:00
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Re: [hlds_linux] Achievement Servers

2009-05-21 Thread SakeFox
there wasn't any milestones mentioned in the other updates as well when 
they showed the achievement list

HoundDawg wrote:
> It just mentioned that they were planning on new ways of unlocking.  Not 
> really that they were doing away with achievements, nor that 
> achievements weren't coming with the spy+sniper update.  Valve put a lot 
> of work in making achievements such a big part of the Steam Community, 
> they won't release without achievements.  It's a huge pull to get other 
> developers to release their games through Steam.
>
>   

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Re: [hlds_linux] Constant client crashes after last update

2009-03-19 Thread SakeFox
are your clients that are crashing setting the multicore rendering on? I 
have a few people that have turned this one and crash to desktop quite 
often. I know if there is a group doing it at once it might be not 
related or there could be something that it tries to render that crashes 
all that are near what is being rendered or what not.

Saint K. wrote:
> After the last optional update nearly all our clients keep crashing to
> desktop without any crash error message.
>
> Is this a problem server sides or client sided? For some reason I don't
> experience it myself, but keep getting reports from people that this
> happens. If it is a server sided bug, can I roll back by any chance? I
> haven't saved a copy of the install before this update :x
>
> Cheers,
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2009-03-13 Thread SakeFox
it was more of a question directed at the file they left out

Zuko wrote:
> "The required update to Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive it.  The specific changes include:"
>
> W dniu 14 marca 2009 00:25 użytkownik SakeFox 
> napisał:
>
>   
>> is this optional or required?
>>
>> Jason Ruymen wrote:
>> 
>>> Try re-running the update command.  We missed a file when the update was
>>>   
>> initially released, but it is available now.
>> 
>>> Jason
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>>>   
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zuko
>> 
>>> Sent: Friday, March 13, 2009 3:56 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>>>
>>> I can't download this update oO
>>>
>>> 2009/3/13 Jason Ruymen 
>>>
>>>
>>>   
>>>> The required update to Team Fortress 2 has been released.  Please run
>>>> hldsupdatetool to receive it.  The specific changes include:
>>>>
>>>> - Players who are stunned by a Scout now take 50% less damage
>>>> - Increased the minimum distance to stun a player with the Sandman
>>>> - Fixed problem where clients were unable to join a team or maintain a
>>>> connection to the server
>>>> - Fixed Scout taunt kill achievement firing for people who didn't
>>>> 
>> actually
>> 
>>>> qualify
>>>> - Fixed client crash in when creating muzzle flash effects
>>>> - Fixed client crash when determining which disguise weapon to use for a
>>>> spy
>>>> - Fixed Natascha's chain not being drawn on the view model
>>>> - Fixed stun code regression that resulted in a subtle reduction of
>>>> Natascha's slowdown effect
>>>> - Fixed rocket & grenade jumps not propelling players as far as they're
>>>> supposed to
>>>>
>>>> And again, you no longer and should not be running your server with
>>>> "-NoQueuedPacketThread".
>>>>
>>>> Jason
>>>>
>>>> ___
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>>>> please visit:
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>>>>
>>>>
>>>> 
>>>
>>> --
>>> Żuko
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Re: [hlds_linux] Team Fortress 2 Update Released

2009-03-13 Thread SakeFox
is this optional or required?

Jason Ruymen wrote:
> Try re-running the update command.  We missed a file when the update was 
> initially released, but it is available now.
>
> Jason
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zuko
> Sent: Friday, March 13, 2009 3:56 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
> I can't download this update oO
>
> 2009/3/13 Jason Ruymen 
>
>   
>> The required update to Team Fortress 2 has been released.  Please run
>> hldsupdatetool to receive it.  The specific changes include:
>>
>> - Players who are stunned by a Scout now take 50% less damage
>> - Increased the minimum distance to stun a player with the Sandman
>> - Fixed problem where clients were unable to join a team or maintain a
>> connection to the server
>> - Fixed Scout taunt kill achievement firing for people who didn't actually
>> qualify
>> - Fixed client crash in when creating muzzle flash effects
>> - Fixed client crash when determining which disguise weapon to use for a
>> spy
>> - Fixed Natascha's chain not being drawn on the view model
>> - Fixed stun code regression that resulted in a subtle reduction of
>> Natascha's slowdown effect
>> - Fixed rocket & grenade jumps not propelling players as far as they're
>> supposed to
>>
>> And again, you no longer and should not be running your server with
>> "-NoQueuedPacketThread".
>>
>> Jason
>>
>> ___
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>> 
>
>
>
> --
> Żuko
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Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Released

2009-03-08 Thread SakeFox
INTERNETS FIGHT!!

d3vilf...@simiancage.org wrote:
> We have 9 fake clients on our servers using the fakeclient.smx sourcemod
> plugin which by fact doesn’t even show up in tf2 browser only on desktop
> browser. We don’t run fake servers, if you're jousting for qclan then give
> me evidence. A list of ips of fake servers pointing to simiancage servers
> run by simiancage would be a start which obviously you won't have.
> Slander is a sue able offence.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: 08 March 2009 20:32
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Released
>
> If you run the Simiancage servers which basically hasnt even had 
> tickrate 20 in second out of 66 in the past, then you might not have 
> been monitoring your servers quite closely. I have played in those 
> servers at some mornings when it try to find a server with players. For 
> some reason, there are these "fake" servers with full of "players" that 
> then redirect to these servers of yours.
>
> -ics
>
> d3vilf...@simiancage.org kirjoitti:
>   
>> In which way? It never seems to of been an issue for us. This latest
>> 
> update
>   
>> is the first real time we've had any major issues with srcds.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
>> Sent: 08 March 2009 19:51
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Released
>>
>> Don't bind tf2 to one core. it creates issues.
>>
>> On 3/8/09, Richard Green  wrote:
>>   
>> 
>>> Fare play, lets get back on track.
>>> Lag spikes, were chopping servers down from 32 to 28 player servers on a
>>> dual quad e series Xeon @ 3ghz raq and still getting lag spikes on
>>>   
> certain
>   
>>> maps. All srcds instances are bound to a separate core with core 0 left
>>> 
>>>   
>> for
>>   
>> 
>>> the OS.
>>> Ive tried all rates & ticks, the kernel is built on 1000mghz and the
>>>   
> cores
>   
>>> don’t get pushed past 85% usage so what gives, this has to be to-do with
>>> 
>>>   
>> the
>>   
>> 
>>> string table fix and the stats being uploaded on the fly in game play.
>>> -nogamestats seems to have no use what so ever since the last update. The
>>> least valve could do is give us the option to turn the new stats upload
>>> system off until they resolve this issue, imho.
>>> I can understand there reluctance to give us the option as they lose
>>>   
> vital
>   
>>> games stats but unplayable servers is going to start losing a lot of
>>> 
>>>   
>> public
>>   
>> 
>>> players over to the likes of BFH's
>>> This is not a good time to p*ss off the client's or the server op's when
>>> 
>>>   
>> we
>>   
>> 
>>> face a finical depression, I would of thought it better to delay anything
>>> that makes this impact if not 100% correct until it is.
>>> The best things are always worth waiting for as they say.
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
>>> Sent: 08 March 2009 18:12
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Released
>>>
>>> Okay "m8." Just so you know Windows servers, just as Linux servers,
>>> can be run just as well depending on the admin. Just because you don't
>>> like Windows doesn't mean it's any better or worse. It just works.
>>> Some people choose to run it because it supports more or does what
>>> they need better. Linux has it's upsides and downsides and it's not
>>> true that linux is more stable than windows. It depends on the admin
>>> running it.
>>>
>>> It's cool though m8. Linux rox my sox.
>>>
>>> On 3/8/09, Richard Green  wrote:
>>> 
>>>   
 Put it to the facts m8, nix rules the server industry for reliability
 
> and
>   
 uptime, im not a fanboy I just know a good thing when I see it, ok nix
   
 
>>> took
>>> 
>>>   
 me a few years to get to grips with but it was worth it.
 For instance you can update a nix install on the fly, then a quick
 
> reboot
>   
   
 
>>> of
>>> 
>>>   
 the srcd and your back up, MS Ohh nooos server offline and update and
   
 
>> when
>>   
>> 
 half the gsp in the world are updating that means valve get heavy load,
   
 
>>> you
>>> 
>>>   
 can be offline for 30/45/60 minutes where as nix you just extend the map
 time whilst you update keeping your server filled with un updated
   
 
>> players.
>>  

Re: [hlds_linux] Natasha broken

2009-02-25 Thread SakeFox
works fine on our servers too

ics wrote:
> Works perfectly fine in our servers.
>
> -ics
>
> Saint K. kirjoitti:
>   
>> Are you sure it actually slowed down people? Because over here it doesn't...
>> It does load the gun and proper sounds etc.
>>
>> Saint K.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of JonXP
>> Sent: Wednesday, February 25, 2009 7:37 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Natasha broken
>>
>> It is working fine on mine and a few others I tried last night.
>>
>> On Wed, Feb 25, 2009 at 1:25 PM, Saint K.  wrote:
>>
>>   
>> 
>>> Not sure if anyone noticed/reported this, but Natasha is broken. She
>>> doesn't
>>> slow down people on our servers.
>>>
>>> Saint K.
>>>
>>>
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>> 06:40:00
>>
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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-10 Thread SakeFox
trying to get a all the people to do that wouldn't work. although i 
suggested early that maybe it might be something to invest into getting 
one or two volunteers from the mailing list and someone from valve that 
they would be able to email the latest issues from the mailing list and 
keep caught up on anything else from the mailing list without having 
valve actually go through every email.

Something like that i could see benefiting both parties.

Imre Facchin wrote:
> we could start documenting solutions and faqs from the mailing list in some
> sort of CMS so that valve has something for their forums documentation
> section ...
>
> but probably nobody would write anything there
>
> On Tue, Feb 10, 2009 at 7:59 PM, Steven Hartland 
> wrote:
>
>   
>> Indeed Ravnox, but we also need the interaction with Valve like the
>> update notifications which are critical to updating servers.
>>
>> You simply cant let steam download updates to all our servers due
>> to load, and the fact it can often break things so needs to be
>> tested prior to roll out.
>>
>> I really thought this was a spoof so totally ignored it at first as:-
>> 1. I couldn't believe that Valve would think forums are suitable
>> replacement to the mailing list.
>> 2. Came from Google address.
>>
>>Regards
>>Steve
>> - Original Message -
>> From: 
>>
>>
>> 
>>> I'm registered to a bunch of mailing list related to server software
>>> such as DSPAM, Drupal, WordPress, DirectAdmin, etc.  Each email for a
>>> mailing list is dropped in a specific folder in my inbox using
>>> filters.  It would be a nightmare for me to have to login to all those
>>> forums to keep up with what's going on.  I know I'm not the only one in
>>> that boat.
>>>
>>> We are gamers but we are also server admins.  It's a different crowd.
>>> Forums aren't what we need.  Just like a mailing list wouldn't be
>>> appropriate to replace the Steam forum for regular users and players.
>>> This mailing list has a healthy trafic with real issues and the quality
>>> of the posts are quite relevant and rarely offtopic.  Killing it
>>> wouldn't send all of us to the Steam forums, it would scatter us around
>>> the net.
>>>
>>> I think many of us are willing to hit reply when we see an admin with a
>>> problem to which we have an answer but we may not have the time to
>>> monitor the Steam forum to offer the same kind of support.  What I'm
>>> saying is that this mailing list is a tool for server admins to support
>>> each other more than it is a communication tool for Valve.  Valve may
>>> not need it but we need it.
>>>   
>> 
>> This e.mail is private and confidential between Multiplay (UK) Ltd. and the
>> person or entity to whom it is addressed. In the event of misdirection, the
>> recipient is prohibited from using, copying, printing or otherwise
>> disseminating it or any information contained in it.
>>
>> In the event of misdirection, illegible or incomplete transmission please
>> telephone +44 845 868 1337
>> or return the E.mail to postmas...@multiplay.co.uk.
>>
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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-09 Thread SakeFox
and i completely understand that, however there forums have been proven 
to be terrible since on any patch day or high traffic times they are 
nearly impossible to view

James Gurney wrote:
> SakeFox wrote:
>   
>> Ok, make a new mailing list then. the software is out there and free.
>> 
>
> No-one is going to join an un-official mailing list. I'd be quite happy 
> to host one.. as would, I'm sure, many of the admins on this list.. but 
> at the end of the day, the fact that this is an "official" list is the 
> reason people are here in the first place.
>
> James
>
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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-09 Thread SakeFox
The best part of this is that on patch days if there are issues you 
might as well forget trying to make people aware of the issues since 
there forums get so bogged down that there unresponsive.

Ryan Devonshire wrote:
> Oh shit.
>
> Florian Zschocke wrote:
>   
>> Oh shit.
>>
>> On Mon, Feb 9, 2009 at 9:40 PM, Burton Johnsey  wrote:
>>   
>> 
>>> We will be shutting down the HLDS mailing lists on Friday, February 20th.
>>> 
>>>   
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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-09 Thread SakeFox
Ok, make a new mailing list then. the software is out there and free.

Florian Zschocke wrote:
> On Mon, Feb 9, 2009 at 9:51 PM, James Gurney  wrote:
>   
>> :
>> Maybe I'm old fashioned, but I find mailing lists far superior for the
>> sort of topics discussed here. The signal/noise ratio is drastically
>> higher than a forum. It's delivered to my mailbox, so it's not yet
>> another site I have to check every half hour to see what's happening,
>> it's not cluttered with irrelevant graphics. I can easily filter out the
>> useful information and save it in a folder for future reference, etc. etc..
>> 
>
> Second.
>
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Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S

2008-12-29 Thread SakeFox
really, when do we get our fix. Gets annoying when trying to finish a 
story in l4d and everyone gets disconnected and same with TF2. been 
dealing with the issue for over a month. we need a fix this is starting 
to get old.

Cc2iscooL wrote:
> Okay. Is it time for TF2/L4D now?
>
> On Mon, Dec 29, 2008 at 12:08 PM, Alfred Reynolds
> wrote:
>
>   
>> Here I am, this should be fixed for CS:S now. If you had it with CS 1.6
>> then I suspect it means you were running old code, make sure you update your
>> cs 1.6 install to the latest version.
>>
>> I hope everyone had a nice Christmas, it sure was a busy year for us all :)
>>
>> - Alfred
>>
>> 
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>>> boun...@list.valvesoftware.com] On Behalf Of Pawel
>>> Sent: Sunday, December 28, 2008 12:25 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Noticeable lag spike every 5 minutes on CS:S
>>>
>>> Where is Alfred? :(
>>>
>>> On Sun, Dec 28, 2008 at 6:26 PM, Ronny Schedel >> schedel.de>wrote:
>>>
>>>   
 Seems to be an European problem - or an outside of US problem.

 
> There have been times in the past where VALVe played with VAC or
>   
>>> Steam
>>>   
> real-time and it caused some serious issues for servers and
>   
>>> clients.
>>>   
> Without an update to blame, servers suddenly dropped to 10fps a
>   
>>> year or
>>>   
> two ago.  The cause ended up being something VALVe was doing
>   
>>> actively
>>>   
> through Steam with the game and it went away soon after being
>   
>>> reported
>>>   
> on the mailing list.  That said, I haven't had complaints about
>   
>>> such an
>>>   
> issue (at least not yet).
>
> AnAkIn . wrote:
>   
>> Someone said above that it's related to master servers.
>>
>> VAC database updates are on the VALVe servers, not downloaded to
>> 
>>> your
>>>   
>> server.
>>
>> 2008/12/28 RTL-Servers 
>>
>>
>> 
>>> What could be causing it tho ?, VAC updates ?
>>>
>>> Anyone outside of Europe getting this issue ?
>>>
>>> -Lee
>>>
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Re: [hlds_linux] Dear VALVe

2008-12-12 Thread SakeFox
I will agree with you there. A little communication does go a long way. 
Maybe we can also help them out to get a faster fix. This is the email 
that I sent. If there is any information that i left out or that you 
know that also will help with this issues please feel free to send it to 
me and i will forward it on. More info is always better.

"I don't have all that much in physical information, but I will send what
i have and explain the rest.

In the attached file are 3 log files (l1201097 - l1201099). Log file
l1201098 show the disconnect of players due to reason "XXX timed out".

This happened on the server going from cp_dustbowl to cp_badlands. The
map cp_dustbowl played fine with no issues. But when it tried to switch
the map to cp_badlands all the players would get the scoreboard as
normal and would set there for the normal length of time. Now when
normally the scoreboard would go away and the map would switch the
players would get stuck at the score board and would get the disconnect
counter on there screen in the upper right. The server would take extra
time to change levels and we could see that through HLSW watching the
ping chart. It always shows the server timed out while it's changing
maps. The timeout while maps are changing normally is about 10-15seconds
max. When it does this the timeouts are 30-45seconds.

We are running metamod and sourcemod, but after much work on trying to
see if they were the cause we decided to remove all mods and rebuild the
server from scratch using the hlupdate tool. We recreated server with no
addons or anything and ran it for two days. It did the same thing. We
had 5 lock ups in 48 hours.

The server itself does not crash and the uptime of the server continues
to count. There is no minidumps either. The only thing that is visible
are in the server logs (attached) where you can see all the players from
the server timing out.

This is not something that occurs on every map change, but enough that
it will take a full server to empty in no time since players don't want
to deal with it. We even tried to see if it was a client issue and I
have even reinstalled steam and tf2 and had the same issue."



Saint K. wrote:
> It would be nice if they'd just replied this to the list. There are tons of
> people waiting for a reply, and willing to help out. All they have to do is
> c-o-m-m-u-n-i-c-a-t-e...
>
> Anyhow, thanks for your reply. Atleast we know they are looking into it now.
>
> Cheers,
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of SakeFox
> Sent: Friday, December 12, 2008 7:34 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Dear VALVe
>
> I know this doesn't help per say, but a few days i contacted one person 
> from valve and sent them all the information that I had about the issue. 
> description on what happens when this happens and some log files that 
> show everyone in the server dropping due to timeouts at the start of the 
> new map and that the server doesn't crash or anything.
>
> This was the reply I had gotten and I wont say who i got it from since 
> they didn't reply here and it would be rude to.
> "Thanks. I'll forward to the appropriate people so they can investigate. 
> It might not make the next update, depending on when it is."
>
> I know its not much, but at least it shows that they have the 
> information and its been sent to the right team and maybe we will have 
> something shortly.
>
> Saint K. wrote:
>   
>> Your pissing us off. 
>>
>> Is it that much trouble to give us some feedback on the freeze issues at
>> 
> map
>   
>> change?
>>
>> Saint K.
>>
>>
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Re: [hlds_linux] Dear VALVe

2008-12-12 Thread SakeFox
I know this doesn't help per say, but a few days i contacted one person 
from valve and sent them all the information that I had about the issue. 
description on what happens when this happens and some log files that 
show everyone in the server dropping due to timeouts at the start of the 
new map and that the server doesn't crash or anything.

This was the reply I had gotten and I wont say who i got it from since 
they didn't reply here and it would be rude to.
"Thanks. I'll forward to the appropriate people so they can investigate. 
It might not make the next update, depending on when it is."

I know its not much, but at least it shows that they have the 
information and its been sent to the right team and maybe we will have 
something shortly.

Saint K. wrote:
> Your pissing us off. 
>
> Is it that much trouble to give us some feedback on the freeze issues at map
> change?
>
> Saint K.
>
>
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Re: [hlds_linux] Fake player hack to fill servers up.

2008-12-09 Thread SakeFox
old topic is old.

valve probably wont do anything about this nor should they really and if 
they did it would only take 20mins if that and they would have another 
way of doing the same exact thing.

JäKë T wrote:
> Well, just something that I think valve should look into.
> I noticed a few clans doing this for their servers. Mostly Tf2 and CSS, I 
> found this page from looking up an ip because I joined a server one day that 
> said 29/32 players, when I got in there was noone on that server and 5 
> seconds later I was redirected to a new server which happen to be the [-Q-] 
> Clan  
> So I thought thats kind of bad for the other poor people getting redirected 
> and also other clans who are getting screwed over from them.
> Here is a link you can see they have 33 fake servers running this hack at the 
> moment.
> http://www.game-monitor.com/search.php?search=70.79.233.228&location=CA
> There is the link check for yourself, it shows fake players with a score and 
> time connected to the servers.
> Valve needs to find a patch for this, or cut off the people using it from the 
> lists.
> I've send emails to valve about this with no reply. Maybe if more people know 
> or complain about it something might get done.
> What do you guys think about clans doing this? Think their ip's should be 
> banned from the master lists or something..> > > >  
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Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-15 Thread SakeFox
when I started watching it when this first came up the pings in the 
server browser compared to hlsw were different. In game it seemed to be 
lower when it was doing its spike. However since the last patch i 
haven't even noticed as big of a spike in the ping. Its about 10ms 
difference, if that, but i haven't checked in game if they line up or not.

Chris Green wrote:
> Does it show a good ping despite being at 10hz?
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
> Sent: Saturday, November 15, 2008 1:56 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Left 4 Dead Demo Update Available
>
> If you server is idle and running 10fps, it will most likely say that
> its hibernating when you do status. This is normal. while hibernating it
> will set the fps to 10 and once someone joins it will go back to the
> normal 30 or so.
>
> ics wrote:
>   
>> Type stats to your server console. If it displays fps value of 10
>> instead of ~30 while idle or you have messages in server console that
>> people get kicked off, you have same issues as many others do have.
>>
>> -ics
>>
>> x3sphere kirjoitti:
>>
>> 
>>> Since the update, my servers no longer display under the "Internet" tab
>>> in the server browser. No one is connecting via matchmaking either, so
>>> I'm not sure what's up. Tried removing all CVARs but no luck.
>>>
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Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-15 Thread SakeFox
the fps drop when hibernating has been there since launch. the lag when 
its hibernating has also been there although they have really reduced it 
a lot while its sitting there. it used to slowly ramp from 20-250ms then 
come back done. The hibernation has nothing to do with connecting with 
the lobbies. However there does seem to be a heartbeat loop that has 
caused some issues that has poped up during the last update. The other 
things are normal and have been there since launch.

ics wrote:
> Before last night update, i dont remember it doing that or i did not 
> experience these problems that appeared after update. Coincidence or 
> not, connection problems started since latest update. Perhaps the server 
> ignores events that happen while it sleeps and does not accept 
> reservations all the time nor it shows up in the browser. Another 
> interesting thins is that latency is near 70-100 time to time when we 
> check its status with a script over irc or with hlsw.
>
> -ics
>
> Cc2iscooL kirjoitti:
>   
>> Guys...when the server is empty it goes into hibernate mode, and sets itself
>> down to 10FPS ON PURPOSE. This is not a bug, it is a feature to try to save
>> CPU time when the server is idle.
>>
>> On Sat, Nov 15, 2008 at 3:45 PM, ics <[EMAIL PROTECTED]> wrote:
>>
>>   
>> 
>>> Type stats to your server console. If it displays fps value of 10
>>> instead of ~30 while idle or you have messages in server console that
>>> people get kicked off, you have same issues as many others do have.
>>>
>>> -ics
>>>
>>> x3sphere kirjoitti:
>>> 
>>>   
 Since the update, my servers no longer display under the "Internet" tab
 in the server browser. No one is connecting via matchmaking either, so
 I'm not sure what's up. Tried removing all CVARs but no luck.

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Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-15 Thread SakeFox
If you server is idle and running 10fps, it will most likely say that 
its hibernating when you do status. This is normal. while hibernating it 
will set the fps to 10 and once someone joins it will go back to the 
normal 30 or so.

ics wrote:
> Type stats to your server console. If it displays fps value of 10 
> instead of ~30 while idle or you have messages in server console that 
> people get kicked off, you have same issues as many others do have.
>
> -ics
>
> x3sphere kirjoitti:
>   
>> Since the update, my servers no longer display under the "Internet" tab 
>> in the server browser. No one is connecting via matchmaking either, so 
>> I'm not sure what's up. Tried removing all CVARs but no luck.
>>
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Re: [hlds_linux] Let us set sv_infinite_ammo 1 in server config.

2008-11-12 Thread SakeFox
I can see mods being the down fall of this game. Only because with the 
lobby players wont be able to chose there servers and with the way mod 
are made they will have it hidden so they can have people join there 
servers.

Crazy Canucks wrote:
> If the mod is going to be popular, which it looks as though it will, 
> there will be mods, and plenty of them.  It's as inevitable as weather.
>
> Drek
>
>
> Eric van Beesten wrote:
>   
>> I doubt if there will be any mods for l4d. Atleast with the current server
>> browser it's just impossible to join a modded server. I know that connecting
>> through console/server browser is possible, but still the people that
>> actually do this is really small. 
>>
>> If you join a lobby it just impossible to include all those options. So if
>> you server has sv_infinite_ammo to 1 then the possibility is big that your
>> server will be excluded to serverlist. But I can talk shit :)
>>
>> -Oorspronkelijk bericht-
>> Van: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] Namens ab
>> Verzonden: woensdag 12 november 2008 1:32
>> Aan: Half-Life dedicated Linux server mailing list
>> Onderwerp: [hlds_linux] Let us set sv_infinite_ammo 1 in server config.
>>
>> Hello
>>
>> When I set "sv_infinite_ammo 1" in config.cfg it not working - only with 
>> sv_cheats 1. Unlimited ammo is very fun in zombie mods in css, and I, and my
>>
>> community wants this in L4D (specially on Impossible difficulty). I know, 
>> there will be many mods for L4D with ul. ammo, but if this is already in 
>> engine, let us set this on our servers.
>>
>>
>>
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>> __ NOD32 3605 (20081112) Informatie __
>>
>> Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem.
>> http://www.nod32.nl
>>
>>
>>
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Re: [hlds_linux] differening steam id's?

2008-11-08 Thread SakeFox
i mentioned this a the other day and got nothing. it might be just for 
the demo.

Rick Payton wrote:
> I had a local player join my L4D server, and for various reasons I added
> him to my admin config for my CS source server. When he joined my CSS
> server, his admin didn't work - turns out the steamID changed.
>
>  
>
> For CSS his steam is: STEAM_0
>
> For L4D demo his steam is: STEAM_1
>
>  
>
> Which is what tripped me up. Is this normal across game engines, or is
> this a fluke, or is this anything even worth mentioning? It would suck
> to ban a player via their steamed on all your servers, only to find for
> some server the steamed changed by 1 digit (not that I'm planning to ban
> this guy, but I think you get the point). 
>
>  
>
> mauirixxx
>
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Re: [hlds_linux] difficulty levels

2008-11-07 Thread SakeFox
its just better to set this through call vote. Setting this in the 
server settings doesn't really do much since the players will change it 
on the fly anyways

Steve wrote:
> // Difficulty of the current game  (Easy, Normal, Hard, Impossible)
> z_difficulty  Normal
>
>
>   
>> sorry - l4d
>>
>> On 11/7/08, Patrick Shelley <[EMAIL PROTECTED]> wrote:
>> 
>>> what are the difficulty levels i can set? can i do them on the fly thru
>>> rcon? or just in server.cfg?
>>>
>>> Patrick
>>>
>>>   
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Re: [hlds_linux] Optimal kernel settings

2008-11-05 Thread SakeFox
there classic

Cc2iscooL wrote:
> Lol, I love these messages.
>
> memos kapli wrote:
>   
>> Dont send me a message anny more! > Date: Wed, 5 Nov 2008 19:54:53 +> 
>> From: [EMAIL PROTECTED]> To: hlds_linux@list.valvesoftware.com> Subject: 
>> [hlds_linux] Optimal kernel settings> > Hi folks,> It's about time for me to 
>> upgrade my old software to something more> up-to-date. The OS will be 
>> Slackware, most likely 12.1. As I have used> kernel 2.6.16 ever since it was 
>> released in April 2006, I have no idea> what are the optimal kernel settings 
>> these days for hosting stable> (i.e. not the uber-mega-quad 1000 fps) CS 1.6 
>> servers. I believe> stable 300-500 is a decent framerate? The CPU behind my 
>> system is the> 3.4GHz Pentium4.> Could You please help me figure out what's 
>> the best possible software> config these days (i.e. hlds-specific kernel 
>> settings, tickless/1000hz> kernels, glibc, and the like) and what cs1.6 slot 
>> count could I> expect.> Thanks a lot.> > 
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>> De leukste online filmpjes vind je op MSN Video!
>> http://video.msn.com/video.aspx?mkt=nl-nl
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Re: [hlds_linux] tf2 new exploit?

2008-10-02 Thread SakeFox
a bug is a defect in the code or routine of a program. so this would be 
a bug. they are using a defect in the code to cause issues with the 
server and thus it would be a bug.

Kveri wrote:
> class switching isn't bug, it's like dos (denial of service), just 
> flooding a server. Problem is that server can't handle it. There is no bug.
> Is dos bug? No.
>
> Kveri
>
>
> Donnie Newlove  wrote / napísal(a):
>   
>> It crashed the server, how could it not be a bug?
>>
>> On Thu, Oct 2, 2008 at 1:21 PM, Kveri <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>> it is not a bug, it is just fast class switching. I'm sure you'll find
>>> some plugin to sourcemod for limit this.
>>>
>>> Kveri
>>>
>>>
>>> Ferenc Kovacs  wrote / napísal(a):
>>> 
>>>   
 2008/10/2 Kaspars <[EMAIL PROTECTED]>


   
 
> So, this happened to me last night:
>
> ...
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "spy"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "scout"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "spy"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "scout"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "spy"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "scout"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "spy"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "scout"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "spy"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "scout"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "spy"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "scout"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "spy"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "scout"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "spy"
> L 10/02/2008 - 04:38:23: "IRANianCha0s<5220>"
> changed role to "scout"
> L 10/02/2008 - 04:38:24: "IRANianCha0s<5220>"
> changed role to "spy"
> ...
>
> finally the server crashed... any comments on this one?
>
>
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> 
>   
 wasn't this bug fixed months ago?
 Tyrael
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Re: [hlds_linux] tf2 new exploit?

2008-10-02 Thread SakeFox
here is the SM plugin. i would change the limit from 8 to 4
http://forums.alliedmods.net/showthread.php?t=73604

this is something that i brought up a few months ago after the said they 
fixed it, but seems to have gone ignored. What they fixed was the memory 
leak that was associated with the class changing. however with a lot of 
class switching it still taxes the server and will lag it or crash it 
depending on if the server can handle it or not. There is still a real 
issue with fast class switching

Kaspars wrote:
> I already searched over the sm forums, but didn't find anything
> useful. Maybe someone could give me an advice on how to solve this
> issue?
>  Quoting Donnie Newlove : It crashed the server, how could it not be
> a bug?
>  On Thu, Oct 2, 2008 at 1:21 PM, Kveri <[EMAIL PROTECTED]> wrote:
>  > it is not a bug, it is just fast class switching. I'm sure
> you'll find
>  > some plugin to sourcemod for limit this.
>  >
>  > Kveri
>  >
>  >
>  > Ferenc Kovacs  wrote / napísal(a):
>  >> 2008/10/2 Kaspars <[EMAIL PROTECTED]>
>  >>
>  >>
>  >>> So, this happened to me last night:
>  >>>
>  >>> ...
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "scout"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "scout"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "scout"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "scout"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "scout"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "scout"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "scout"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> L 10/02/2008 - 04:38:23:
> "IRANianCha0s<5220>"
>  >>> changed role to "scout"
>  >>> L 10/02/2008 - 04:38:24:
> "IRANianCha0s<5220>"
>  >>> changed role to "spy"
>  >>> ...
>  >>>
>  >>> finally the server crashed... any comments on this one?
>  >>>
>  >>>
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> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>  >>>
>  >>>
>  >> wasn't this bug fixed months ago?
>  >> Tyrael
>  >> ___
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>  >>
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Re: [hlds_linux] Good Stats Package

2008-09-07 Thread SakeFox
psychostats...thats about it, unless you want to spend money since 
hlstatsx is no longer free.

psycho isn't bad although for tf2 there are a lot of actions that is 
does not log and it is not real time like hlstatsx is

Patrick Shelley wrote:
> Can any of you guys recommend me a good stats package with any pros and cons
> you know of please?
>
> Regards,
>
> Patrick
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Re: [hlds_linux] Team Fortress 2 Update Released

2008-08-19 Thread SakeFox
i am having the same problem...cant get the update for the servers

Steve Sumichrast wrote:
> Anybody else having problems getting the update?  I'm getting
> connection reset or ticket expired errors.
>
> On Tue, Aug 19, 2008 at 5:34 PM, Jason Ruymen <[EMAIL PROTECTED]> wrote:
>   
>> The required Heavy update for Team Fortress 2 has been released.  Please
>> use hldsupdatetool to receive it.  The specific changes include:
>>
>> Added 3 Heavy unlockables:
>> - Natascha, The Sandvich, The Killing Gloves of Boxing
>> - Added 35 new Heavy achievements
>>
>> Added Arena game mode:
>> - 5 arenas: Lumberyard, Ravine, Well, Granary, Badlands
>>
>> - Added cp_steel, a community map by Jamie "Fishbus" Manson
>>
>> Changes:
>> - Added server map timeleft to upper right of scoreboard
>> - Added new firing sounds to The Backburner
>> - Removed the Custom Tab in the serverbrowser, and added the Tags field
>> to the base Internet Tab
>> - Increased The Kritzkrieg's uber-charge rate bonus from 10% to 25%
>> - 32 player servers can now support an extra slot of SourceTV
>> - Made the freezecam item panel description easier to read
>> - Players now broadcast whether they chose a team directly or use
>> autoteam
>> - Added proper handling of cart blocking recognition to Payload maps
>>
>> Bug fixes:
>> - Fixed bug where switching from flaregun-wielding Pyro to another class
>> meant you didn't get a full ammo loadout on first spawn
>> - Fixed Spy watch arm not using team skins
>> - Fixed weapon switching preventing you from using secondary attacks for
>> a 0.2s window after the primary became available
>> - Fixed players getting stuck in a bad animation state when class
>> switching while spinning the minigun
>> - Fixed a loophole that allowed players to pickup weapons of other
>> classes
>> - Fixed a bug that resulted in players earning more crit chance bonus in
>> large, single damage events than they are supposed to
>> - Fixed an issue with the floating HUD +X health indicators that
>> resulted in them appearing incorrectly
>> - Fixed a bug which caused the minigun spinning & firing sounds to
>> occasionally stop while the Heavy was still firing
>> - Fixes the Loadout player model panel causing the in-game player facial
>> animation to perform incorrectly
>> - Fixed spectators not having the target ID labels display correctly
>> - Fixed the cart alarm sound occasionally getting stuck on in Payload
>> maps
>>
>> Jason
>>
>>
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Re: [hlds_linux] Counter-Strike: Source server "nuke" command still exists

2008-08-16 Thread SakeFox
should be able to use Nephs little plugin to block that command too. 
easy to install and work great. should work until a patch for the game

http://www.nephyrin.net/NephCVUH_1.0.zip

Fedot wrote:
> Hi
>
> this exploit must be fix urgently
>
>
> yours letter from 17 августа 2008 г., 13:01:14:
> --
>   
>> "sv_soundscape_printdebuginfo" I believe.
>> 
>
>   
>> On Sat, Aug 16, 2008 at 8:59 PM, Kyle Sanderson <[EMAIL PROTECTED]> wrote:
>> 
>
>   
>>> What is the cvar so I can set this as well.
>>>
>>>
>>> Kyle.
>>>
>>> On Sat, Aug 16, 2008 at 5:17 PM, ch4os / Alex <[EMAIL PROTECTED]>
>>> wrote:
>>>
>>>   
 i didn't test this for myself, but if you have installed Mattie's
 EventScripts, you should be good with this in server.cfg:
 es_flags add cheat sv_xx_printdebuginfo

 this should add the cheat flag to this command and stop it from being run
 by some idiots.
 (you need to use the actual command of course, not the x)

 ch4os aka alex

  - Original Message -
  From: ics
  To: Half-Life dedicated Linux server mailing list
   Sent: Sunday, August 17, 2008 1:10 AM
  Subject: Re: [hlds_linux] Counter-Strike: Source server "nuke" command
 still exists


  Not so good solution. Some of the data might not be printed into the
  console.log when crash happens. Better way is to run server on screen
  and make it log everything with ctrl+a+H. I can also confirm that
  crash-mania. Our server has been dropping today too. Can we get a
  comment on this or even better, a FIX?

  -ics

  1nsane kirjoitti:
  > -condebug will make a file called console.log and it will dump all
 console
  > output into it. Be sure to disable it later on when you don't need or
 else
  > you can end up with a 1GB text file slowing everything down :P.
  >
  > On Sat, Aug 16, 2008 at 5:29 PM, Claes <[EMAIL PROTECTED]> wrote:
  >
  >
  >> Seem's like this bug has gone wild. Someone is constantly crashing
 
>>> our
>>>   
  >> servers.
  >>
  >> When server crashes it doesn't write log files. Part of the log is
  >> missing, so I can't see who is connecting and crashing the server. Is
  >> there any option to enable to flush log files directly to the disk or
  >> buffer size?
  >>
  >> -Claes
  >>
  >> Claes wrote:
  >>
  >>> There is still possible to nuke CS:S servers using
  >>> sv_xxx_printdebuginfo cvar on client console. Some kids on our
  >>> servers are exploiting this bug daily.
  >>>
  >>> Does anyone know if there is a simple cvar blocking addon/plugin
  >>>
  >> available?
  >>
  >>> -Claes
  >>>
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>>> archives,
>>>   
  >>>
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Re: [hlds_linux] hldsupdatetool beta

2008-07-30 Thread SakeFox
wait...there's non nerds among us...we must find them =P

Alfred Reynolds wrote:
> If you run under some BSD flavor make sure to test this, or an older
> Linux install. We are rolling a compiler upgrade through our various
> products, hldsupdatool is the first simple test of the change (we are
> switching to GCC 4.2.4 for the nerds among you :)
>
> - Alfred
>
>   
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>> [EMAIL PROTECTED] On Behalf Of Jason Ruymen
>> Sent: Wednesday, July 30, 2008 1:29 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] hldsupdatetool beta
>>
>> We have a beta available for the Linux hldsupdatetool.  To receive
>> 
> this
>   
>> update, run steam -beta hldsupdate.  This update fixes the broken
>> progress percentage when updating.  We've also compiled this build
>> using
>> an updated compiler, so let us know if you have any problems running
>> it.
>>
>> Jason
>>
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Re: [hlds_linux] HLStastX usage

2008-06-23 Thread SakeFox
well in a way it is kinda better for here since a lot of servers use 
this program and it does work in all version custom and premium.*

*Jani Tiira wrote:
> Great post.. dumb post.. all the same.. I personally would have mailed this
> to Tobi17 instead of posting it here. But good catch anyway..
>
> --
> Tirppa
>
> On Mon, Jun 23, 2008 at 7:22 PM, Keeper <[EMAIL PROTECTED]> wrote:
>
>   
>> Ok, here is the exploit ... and one way to fix it.
>>
>> If you are playing in a server that has HLStatsX installed, you can put log
>> output in chat to create fake events.
>>
>> You can just say or say_team the following to trick HLStatsX:
>>
>> L 06/23/2008 - 01:00:00: Started map "dm_no_such_map" (CRC "-123456789")
>>
>> The log output would be:
>>
>> L 06/23/2008 - 01:00:00: "Keeper<1>" say "L
>> 06/23/2008 - 01:00:00: Started map "dm_no_such_map" (CRC "-123456789")"
>>
>> The way the current hlstats.pl perl script parses this, is it looks for the
>> last occurrence of the date stamp.  In this case, it would show that
>> dm_no_such_map was loaded on your server ... even though it doesn't exist.
>> So you could logically put in headshot kills with crowbars in hl2dm.
>>  Create
>> fake captures and kills in TF2.  You could even mimic VAC Bans that would
>> eliminate players from being able to join servers with HLStatsX installed.
>>
>> These exploits could range from being a small nuisance, to being a huge
>> headache for server operators.
>>
>> To fix this, and I'm no regex expert, I found the following to work with
>> both streaming servers and importing logs from the command shell:
>>
>> In your hlstats.pl files do the following two things:
>>
>> [#1 - SEARCH] ( around line 1494 )
>> my $last_attacker  = "";
>> my $last_attacker_hitgroup = "";
>> [ADD AFTER]
>> my $is_streamed= 0;
>> my $test_for_date  = 0;
>> [END]
>>
>> [#2 - SEARCH] ( around line 1821 )
>> # Get the datestamp (or complain)
>> if ($s_output =~ s/^.*L (\d\d)\/(\d\d)\/(\d{4}) -
>> (\d\d):(\d\d):(\d\d):\s*//)
>> {
>> [REPLACE WITH]
>> # Get the datestamp (or complain)
>> $is_streamed = 0;
>> $test_for_date = 0;
>> $is_streamed = ($s_output !~ m/^L\s*/);
>>
>> if ( !$is_streamed ) {
>> $test_for_date = ($s_output =~ s/^L (\d\d)\/(\d\d)\/(\d{4}) -
>> (\d\d):(\d\d):(\d\d):\s*//);
>> } else {
>> $test_for_date = ($s_output =~ s/^\S*L (\d\d)\/(\d\d)\/(\d{4}) -
>> (\d\d):(\d\d):(\d\d):\s*//);
>> }
>>
>> if ($test_for_date)
>> {
>> [END]
>>
>> This will allow the hlstats.pl parser to get the full event after the FIRST
>> log stamp, and will stop this method of spoofing.
>>
>> Let me state, that I in no way support HLStatsX, nor will I do so in the
>> future.  But I wanted to post about this so server operators could keep the
>> integrity of their databases.
>>
>> Keeper
>>
>>
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Re: [hlds_linux] Upcoming Team Fortress 2 Update

2008-06-11 Thread SakeFox
what a update LOL
2728581400.00%  ./orangebox\srcds.exe

Richard Eid wrote:
> Updates to Team Fortress 2 have been released. The updates will be applied
> automatically when your Steam client is restarted. The specific changes
> include:
>
> *Team Fortress 2*
>
>- Allow Mods to set which ConVars control the sv_tags settings
>- Support custom Russian TF2 fonts
>- Particle rendering/simulation performance increase (missed from the
>previous update)
>
>
>
> -Richard Eid
>
> On Wed, Jun 11, 2008 at 8:26 PM, Nephyrin Zey <[EMAIL PROTECTED]> wrote:
>
>   
>> This is now out, though we're missing the patch notes T_T
>>
>> On Wed, Jun 11, 2008 at 4:03 PM, Dave Reid <[EMAIL PROTECTED]> wrote:
>> 
>>> Saint K. wrote:
>>>   
 Any details on the changes?

 Saint K.

 
>>> You must be new here!  :)
>>>
>>> If it fixes the cart in Goldrush, I will be REALLY impressed!
>>>
>>>
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Re: [hlds_linux] TF2 - Goldrush's cart indicator stillnotworkingallthe time

2008-06-11 Thread SakeFox
well has been said that it happening with no plugins on the server so i 
would think that it wouldn't matter on the type of servers played on.

I have only had the UI color bug once, while i know others have had it 
several times and never seen the kart bug. If it is client side could be 
hard to find out what would be doing it.

just going to have to start somewhere.
Windows XP Pro
Intel E6850
Nvidia 8800 Ultra
DirectX 9.0c

Keeper wrote:
> True, but the question is why hasn't it ever happened to some while it
> always happens to others.  There has to be something different.
>
> Maybe it's something to do with a type of video card, types of servers
> played on?  I cannot for the life of me think why a vgui panel wouldn't show
> ...
>
> Keeper
> -Original Message-
> From: ics [mailto:[EMAIL PROTECTED] 
>
> If it has not happened to you, it doesn't mean that the problem does not 
> exist.
>
> -ics
>
> Ryan kirjoitti:
>   
>> It has never happened to me.
>> 
>
>
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Re: [hlds_linux] TF2 - Goldrush's cart indicator stillnotworkingallthe time

2008-06-11 Thread SakeFox
well i would say this is a client side bug. while playing a game today 
someone was complaining that there bar was gone, yet i still had mine. 
probably the same thing that happens when you have the wrong color UI.

ics wrote:
> If it has not happened to you, it doesn't mean that the problem does not 
> exist.
>
> -ics
>
> Ryan kirjoitti:
>   
>> It has never happened to me.
>>
>> On Wed, Jun 11, 2008 at 10:14 AM, Saint K. <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>> Happends on all our Linux servers aswell. I kinda was under the impression
>>> everyone had this issue.
>>>
>>> Saint K.
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of AnAkIn .
>>> Sent: Wednesday, June 11, 2008 5:10 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] TF2 - Goldrush's cart indicator
>>> stillnotworkingallthe time
>>>
>>> Yes, it happens with no plugins at all...
>>>
>>>
>>> 2008/6/11 Keeper <[EMAIL PROTECTED]>:
>>>
>>> 
>>>   
>>>> I did notice it gone last night.  But iirc, that's when I'm dead ( which
>>>> happens ... A LOT ) and in spectate mode.  Whenever I was pushing it tho,
>>>>   
>>>> 
>>> I
>>> 
>>>   
>>>> never saw it disappear either.
>>>>
>>>> Keeper
>>>>
>>>> -Original Message-
>>>> From: SakeFox [mailto:[EMAIL PROTECTED]
>>>> Sent: Wednesday, June 11, 2008 10:34 AM
>>>> To: Dave Reid; Half-Life dedicated Linux server mailing list
>>>> Subject: Re: [hlds_linux] TF2 - Goldrush's cart indicator
>>>> stillnotworkingall
>>>> the time
>>>>
>>>> I have played goldrush about 30 times (estimated) and have never seen
>>>> the bar disappear.
>>>>
>>>>
>>>> ___
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>>>> please visit:
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>>>>
>>>>   
>>>> 
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>>> please visit:
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>>>
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>>> please visit:
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>>> 
>>>   
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Re: [hlds_linux] TF2 - Goldrush's cart indicator stillnotworkingall the time

2008-06-11 Thread SakeFox
I have played goldrush about 30 times (estimated) and have never seen 
the bar disappear.

Dave Reid wrote:
> Can't test it until tonight (EDT).
>
> Is there anyone here who can test text vs no text?
> Is there anyone here who doesn't see this problem at all?
>
>
> -Original message-
> From: "Keeper" [EMAIL PROTECTED]
> Date: Wed, 11 Jun 2008 10:21:05 -0400
> To: "'Dave Reid'" [EMAIL PROTECTED], "'Half-Life dedicated Linux server 
> mailing list'"hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] TF2 - Goldrush's cart indicator stillnot
> workingall the time
>
>   
>> If you take out the Advertisements plugin does this still happen?
>>
>>
>> -Original Message-
>> From: Dave Reid [mailto:[EMAIL PROTECTED] 
>> Sent: Wednesday, June 11, 2008 10:01 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] TF2 - Goldrush's cart indicator still not
>> workingall the time
>>
>> This is creepy.  I was going to post about this exact problem today.
>>
>> On our server, we are using Sourcemod and the Advertisements plugin, and it
>> sends periodic hint text, but the cart location bar still shows up for the
>> full first round.  It is only in the second and third rounds that it
>> vanishes.  The only other text sent is the responses to "nextmap".
>>
>> It would be awesome to track down and fix this bug.  It would really improve
>> the experience on Goldrush.
>>
>> Dave
>>
>>
>> ___
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Re: [hlds_linux] TF2 teamkiller bug

2008-06-08 Thread SakeFox
yeah this one has been around since the start. Another one is that it 
seems the missiles from a SG can kill your teammates. Only seen it do 
this when your teammate is low health.

Ronny Schedel wrote:
> Hello,
>
> there is a bug with TF2 when you have switched off friendly fire. In some 
> cases, when a player switches to the other team and gets killed, this will 
> counted as a team kill in the game and in the log files.
>
> Best regards
>
> Ronny Schedel 
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2008-04-30 Thread SakeFox
it seems if you got them legitly you kept them other wise you lost them. 
also looks like even if you got some legitly if you used the command to 
get even one other achivement you lost all of them

Ronny Schedel wrote:
> What happens with the earned achievments, do you plan to reset all new Medic 
> achievments?
>
> Best regards
>
> Ronny
>
>
>   
>> An optional update for Team Fortress 2 is now available.  Please use
>> hldsupdatetool to receive it.  The specific changes include:
>>
>> Team Fortress 2 Client
>> - Removed TF2 achievement console commands
>>
>> Team Fortress 2 Server
>> - Fixed clients being able to trigger sv_soundscape_printdebuginfo on
>> the server
>> - Fixed potential "nuke" exploit in rcon subsystem
>>
>> Jason
>>
>> ___
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>> please visit:
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>> 
>
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Re: [hlds_linux] Team Fortress 2 Medic Weapons - Change WeaponName in Logs Please

2008-04-30 Thread SakeFox
I'm kinda shocked that valve hasn't even done a quick hot fix patch just 
to stop at least slow the issue down. although now it is to late since 
it been spread everywhere.

I just really want to know kinda what the plan is on this issue. Roll 
the achievements back or just leave them after they did it? i would 
really hope for a roll back.

Guillaume Parent wrote:
> I hope you guys remove the exploited unlocks. This is really dumb.
>
> On Wed, Apr 30, 2008 at 12:35 PM, Alfred Reynolds <[EMAIL PROTECTED]>
> wrote:
>
>   
>> You can always send exploit details directly to me, other members of the
>> list have for this specific issue and we are working on it.
>>
>> - Alfred
>>
>> 
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>>> [EMAIL PROTECTED] On Behalf Of Terry .
>>> Sent: Wednesday, April 30, 2008 1:41 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Team Fortress 2 Medic Weapons - Change
>>> WeaponName in Logs Please
>>>
>>>
>>> No, there's definitely a new exploit to gain ALL the achievements.  I
>>> know because someone came into a server I was on and told everyone how
>>> to do this.  Thinking this was bogus, I tried it and BOOM!  I was
>>> 56/56.
>>>
>>> More than just that, some of the medics were able to go around with a
>>> solo uber that seemed to last forever.  After about 5 mins of this,
>>>   
>> the
>> 
>>> full 32 man server emptied in a heartbeat.
>>>
>>> I've filed a support ticket on the steampowered site, but I'm not sure
>>> that was the correct place to bring attention to this bug.  If someone
>>> from valve reads this, could you forward to the correct department?
>>>
>>> -O-
>>>
>>>   
 Date: Tue, 29 Apr 2008 23:46:17 -0700
 From: [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2 Medic Weapons - Change
 
>>> Weapon Name   in Logs Please
>>>   
> may I say WTF? only 3 hours out and people already have an upgrade
>   
>>> of
>>>   
> the weapon?
>
> sigh
>
> welcome DEDICATED hunting sessions...
>
> I hope Valve sees finally that stuff like this is heavily flawed
>   
>>> and
>>>   
> only helps people exploiting game features.
>   
 I guess you could say "wtf", but I'm not real sure what the problem
 
>>> you
>>>   
 have with people getting the unlocks. I earned them after playing
 
>> for
>> 
 a couple hours.  I did not do anything unfair, or exploit any game
 
>>> feature.
>>>   
 There are 3 levels of upgrades, the first is after getting 12
 
>>> achievements.
>>>   
 Since getting the first level upgrade I have only managed to
 
>> complete
>> 
>>> 8 more
>>>   
 of the achievements.  The remaining ones are the ones that will take
 
>>> a
>>>   
 great deal of time to get, they are the ones where you have to do
 
>>> things
>>>   
 hundreds of times or uber someone and have them kill or destroy a
 
>>> certain
>>>   
 number of items.

 I think valve did good with these, there are a lot more medics than
 
>>> usual
>>>   
 but I'm actually having more fun.  The new guns pretty cool too.

 ___
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>>> archives, please visit:
>>>   
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
>>> _
>>> Back to work after baby-how do you know when you're ready?
>>> http://lifestyle.msn.com/familyandparenting/articleNW.aspx?cp-
>>> documentid=5797498&ocid=T067MSN40A0701A
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