Re: [hlds_linux] SteamCMD "HTTP Remote Control"

2014-07-06 Thread Netshroud
It’s not plugin-related, it’s part of Steam. Steam (steamclient.dll/.dylib/.so) 
spins up an HTTPS server that listens on port 27037.

There’s nothing you can do with it right now, it’s only effective in Big 
Picture mode - something steamcmd does not have.

On 6 Jul 2014, at 10:02 pm, Rick Dunn  wrote:

> Do you guys have a plugin that generates a web control panel?  Have you
> tried visiting this In a browser?  Try visiting IP:27037 in your browser
> and see what happens.
> 
> On Sunday, July 6, 2014, cladiron  wrote:
> 
>> Im seeing the same thing on a server restart.
>> 
>> 
>> [HTTP Remote Control] Wrote private key to remoteui/certs/https.key
>> [HTTP Remote Control] Wrote certificate to remoteui/certs/https.pem
>> [HTTP Remote Control] HTTP server listening on port 27037.
>> OK.
>> 
>> 
>> On Fri, Jul 4, 2014 at 9:15 PM, Weasels Lair > > wrote:
>> 
>>> wow.  I wonder how long before security exploits for this start hitting
>> the
>>> wild.
>>> 
>>> 
>>> On Fri, Jul 4, 2014 at 4:55 PM, Jesse Molina > > wrote:
>>> 
 Dear Valve.
 
 Explain why SteamCMD has started a remote control daemon on my computer
 during a SteamCMD update.
 
 
 
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam3...[HTTP Remote Control] Wrote private key to
 remoteui/certs/https.key
 [HTTP Remote Control] Wrote certificate to remoteui/certs/https.pem
 [HTTP Remote Control] HTTP server listening on port 27037.
 OK.
 
 
 
 Relavant:
 
 http://steamdb.info/blog/37/
 
 http://steamdb.info/blog/30/
 
 http://steamdb.info/blog/31/
 
 
 
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Re: [hlds_linux] "OrangeBox" 2007 Dedicated Server on SteamPipe/SteamCMD?

2013-12-05 Thread Netshroud
https://developer.valvesoftware.com/wiki/SteamCMD#Supported_Servers

Either 205 or 244310 depending on the engine version the mod uses AFAIK.

On 6 Dec 2013, at 5:13 pm, Weasels Lair  wrote:

> Trying to setup a new dedicated server for a mod that uses the "orangebox"
> engine.  In the old HLDSUpdateTool world, I would just specify "-game
> orangebox".
> 
> No no longer appears to be working (see further below).
> 
> What is the equivalent AppID for SteamPipe/SteamCMD?
> Is it "311"? or something else?
> 
> I do not see it listed here:
> https://developer.valvesoftware.com/wiki/Steam_Application_IDs
> 
> Here's the (failed) attempt to use the old HLDSUpdateTool (under
> Linux/Debian in this case):
> 
> Checking bootstrapper version ...
>> Updating Installation
>> Determining which depot(s) to install/update...
>> 7 depot(s) will be installed/updated
>>  0:02 No installation record found at /some-path/orangebox
>>  0:02 Checking local files and building download list for depot 311
>> 'Source 2007 Linux Dedicated Server' version 54
>>  0:02 Connecting content server session for version 54
>> Retrying in 30 seconds. . .
>>  0:34 Checking local files and building download list for depot 311
>> 'Source 2007 Linux Dedicated Server' version 54
>>  0:34 Connecting content server session for version 54
>> Retrying in 30 seconds. . .
>>  1:12 Checking local files and building download list for depot 311
>> 'Source 2007 Linux Dedicated Server' version 54
>>  1:12 Connecting content server session for version 54
>> Retrying in 30 seconds. . .
>>  1:46 Checking local files and building download list for depot 311
>> 'Source 2007 Linux Dedicated Server' version 54
>>  1:46 Connecting content server session for version 54
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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread Netshroud
I’d wager that it’s to stop people obnoxiously abusing the MOTD and Valve’s own 
customers, and may be re-evaluated at some future time.

Remember that users aren’t just your server’s clients, but they’re Valve’s 
customers. If you abuse the crap out of hosting, you make Valve look bad too.

On 8 Nov 2013, at 9:54 am, Robert Paulson  wrote:

> There is no point in all this random speculation until Valve tells us why
> the MOTD was crippled even more.
> 
> - Is it to stop reloading ads every second in the background?
> - Is it a step towards removing all ads?
> - Is this a permanent change, or is it just a quick hack that will it be
> replaced with a more appropriate solution?
> 
> Without knowing the real reason it is pointless to keep arguing about how
> quickplay this or ads vs donations that.
> 
> 
> On Thu, Nov 7, 2013 at 1:26 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
> 
>> http://motdgd.com/terms-of-service/
>> http://ads.elitepowered.com/?page_id=176
>> 
>> Copying another company's ToS and modifying it very slightly isn't very
>> respectable business practice either.
>> 
>> 
>> On Thu, Nov 7, 2013 at 4:18 PM, Guardian Cipher >> wrote:
>> 
>>> Isn't it illegal to advertise clients on your website that aren't
>> actually
>>> your clients? http://servers.elitepowered.com/
>>> 
>>> I highly doubt you have Valve as a client.
>>> 
>>> 
>>> On Thu, Nov 7, 2013 at 4:11 PM, 1nsane <1nsane...@gmail.com> wrote:
>>> 
 I agree with this. If not for him we wouldn't be having this issue now.
 
 
 On Thu, Nov 7, 2013 at 3:25 PM, Todd Pettit 
>>> wrote:
 
> Ab, this whole thing is pretty much directly YOUR FAULT! You brazenly
>>> ran
> fake clients on 100+ servers (again) to spoof quickplay into sending
>>> you
> players. The update before last had a change specifically made to ban
 YOUR
> servers. The simpler solution would to of banned you and your kin
>> from
> steam forever.
> 
> You are not fooling anyone. Everyone knows you as a complete scammer.
> 
> -T
> 
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Re: [hlds_linux] Question about Architectures & SRCDS / SteamPipe

2013-07-16 Thread Netshroud
x32?

On 16/07/2013, at 7:25 PM, Kyle Sanderson  wrote:

> On Tue, Jul 16, 2013 at 2:00 AM, Saul Rennison  
> wrote:
>> but srcds should never take over 3GB
>> of memory anyway.
> 
> ha..ha...ha
> 
> They tried this in the past (like 6 years ago), the binaries were
> pulled (no public reason was given) and they were never shipped again.
> As far as I'm aware, they're still keeping the amd64 binaries
> available (and up-to-date) for HL, but they're actually a lot slower
> (maybe that was specific to AMXModX?). Regardless, SourceHook only
> officially supports 32bit libraries, I'm not sure how well SM/MM:S
> would go.
> 
> x32 binaries would be cool (as that's now my main system), but hey,
> we're all dreaming right?
> Kyle.
> 
> PS: At least a year ago (probably 2->3) they started shipping i686
> libs in /bin to avoid compatibility problems with certain distros. I
> don't believe you need to install the i686 compatibility layer
> (ia32-libs) anymore from your distro in order to run SRCDS. SourceMod
> however does require certain i686 libraries for some extensions, if
> you run them (MySQL -> libz).
> 
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Re: [hlds_linux] Question about Architectures & SRCDS / SteamPipe

2013-07-16 Thread Netshroud
Well what does 64-bit actually offer srcds, apart from not having to 
install/load the 32-bit libraries?

On 16/07/2013, at 6:14 PM, Ryan Walmsley  wrote:

> Hi, there has been a question which I have been wondering about for a while.
> 
> Why don't valve compile a native 64 Bit version of the server software? I
> know that the problem can be resolved by installing ia32-libs but surely it
> would be better for most server owners from where even most PCs have 64 bit
> as standard (I even have an atom that can support it) let alone the servers
> which have multiple CPUs.
> 
> *Thanks -*
> *
> *
> *Ryan Walmsley*
> *
> *
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Re: [hlds_linux] Is bzip2 compression still a thing?

2013-07-09 Thread Netshroud
Wasn't that LZMA compression (not BZip2) for the regular client <> server 
packets?

On 10/07/2013, at 12:31 AM, ics  wrote:

> There was some talk about compression during mid may here on the list, either 
> this one or the windows one. It was related to lag spikes servers had. Valve 
> uses compression for the gameserver traffic so i'd figure also other traffic 
> is compressed. There was no mention of the compression though, but was some 
> talk about rewriting it or something. Check out the archive if you can.
> 
> -ics
> 
> Sebastian Staudt kirjoitti:
>> @Josh: I think you didn't read my entire mail. :)
>> 
>> @Gordon: Thanks for the additional input.
>> 
>> Nevertheless, I'd love to see some official resource that clarifies if
>> bzip2 support is still required for querying Source servers.
>> 
>> 
>> 2013/7/9 Gordon Reynolds 
>> 
>>> Is bzip2 still used to compress server responses to queries?
>>> 
>>> I do not believe so, I use SourceLib in python to do some simple querying,
>>> and in the source for that there is a note/comment about how there is
>>> support for bzip2 compressed packets - but the author (at the time of
>>> writing) has never found anyone using this, and so has just left it out.
>>> 
>>> bzip2 is still used to compress maps and other resources, but as far as I
>>> have seen, I can't say I've heard of anyone compressing the actual packets
>>> - as is documented possible.
>>> 
>>> 
>>> On Mon, Jul 8, 2013 at 10:41 PM, Josh Stratton >>> wrote:
 bzip2 is still being used. 7zip doesn't have great comparability with
>>> Ruby
 to my knowledge but I've been using it for years for compressing. Open
 source and it works better than the previous programs I've used.
 
 On Monday, July 8, 2013, Sebastian Staudt wrote:
 
> Hi.
> 
> Some of you might know that I'm the author of the Steam Condenser
 library (
> http://koraktor.de/steam-condenser) which is available for Ruby, Java
 and
> PHP.
> 
> Currently I'm in need to find a new bzip2 compression library for Ruby,
> because the current one (bzip2-ruby) is not compatible with Ruby 2.0
>>> yet.
> Although I started working on an alternative implementation (rbzip2)
> myself, I have one simple question at the moment:
> 
> Is bzip2 still used to compress server responses to queries?
> 
> I recently tried to query random Source servers from the master server,
 but
> not a single one replied with compressed data.
> 
> So before I put more effort into this, I'd like to now if this is still
> needed or if this feature can be deprecated safely.
> 
> Best regards,
> 
> Sebastian
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>>> 
>>> 
>>> --
>>> - Gordon Reynolds
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Re: [hlds_linux] When will Valve fix SourceSDK?

2013-07-06 Thread Netshroud
Is "over a week ago" a valid answer?

http://store.steampowered.com/news/10962/

On 07/07/2013, at 2:13 PM, Huiren Woo  wrote:

> Hey guys,
> 
> SteamPipe update has been applied to many games.
> I just wonder when will Valve fix SourceSDK for SteamPipe?
> 
> Currently, I link my SourceSDK to the TF2 .vpk files and SourceSDK just
> crash as it only accepts the original .GCF files.
> 
> Valve, please fix this, please.
> 
> -- 
> Yours truly,
> Woo Huiren
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Re: [hlds_linux] VAC and hl2dm

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

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

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

Re: [hlds_linux] VAC and hl2dm

2013-05-27 Thread Netshroud
I thought that was only post-Left4Dead that games were treated individually, 
but previous games such as those you listed were still in groups. When did the 
change to individual-game bans include pre-Left4Dead Source games?

On 27/05/2013, at 10:18 PM, ics  wrote:

> Yes. If you get VAC banned, bans apply only to that particular game. No 
> longer if you get banned in CS Source, you won't get banned in DOD:Source and 
> HL2DM like in the previous years.
> 
> -ics
> 
> Mart-Jan Reeuwijk kirjoitti:
>> ehm, afaik, with the introduction of Portal 2 they made all new valve titles 
>> individual VAC bans, for otherwise they can't sell new games to those 
>> accounts...
>> 
>> 
>> 
>>> 
>>> From: Daniel Barreiro 
>>> To: Half-Life dedicated Linux server mailing list 
>>> 
>>> Sent: Monday, 27 May 2013, 6:49
>>> Subject: Re: [hlds_linux] VAC and hl2dm
>>> 
>>> 
>>> It's banned by engine.
>>> 
>>> If you're banned from TF2 you're banned from Source games (excluding
>>> gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if you're
>>> banned from Mw2 you're banned from Mw2, etc
>>> 
>>> 
>>> On Sun, May 26, 2013 at 9:53 PM, Foo Bar  wrote:
>>> 
 Oh, right.  Good point - thanks.
 
 
 
 On Sun, May 26, 2013 at 6:49 PM, Frank  wrote:
 
> VAC banned could be for another game, from the way I understand it is if
> you
> are VAC banned for say TF2 you can still play CS:S and so on.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Foo Bar
> Sent: Sunday, May 26, 2013 9:48 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] VAC and hl2dm
> 
> Hello!
> 
> Today I observed a player connected and playing in a HL2DM server with
 VAC
> enabled, but the player is listed on http://www.vacbanned.com/ as being
> banned.
> 
> This has me wondering if VAC is really supported in HL2DM?  I sort of
> remember hearing that VAC wasn't really supported by hl2dm but it's a
 very
> vague recollection.
> 
> Thanks
> 
> [foo] bar
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Re: [hlds_linux] Steam Pipe and custom particles

2013-05-02 Thread Netshroud
IIRC Fletcher said that the VPK files would be downloaded, but they wouldn't be 
added to the clients' search path.

On 02/05/2013, at 7:47 PM, Paweł Jastrzębski  wrote:

> 
> 
> Hello, 
> 
> Can maps/*_particles.txt and particles/* (Not models/particles/*) files
> be part of VPK file placed inside "custom" directory? 
> 
> Because if I place them there they are not detected by server. 
> -- 
> 
> Paweł _"AcidWeb"_ Jastrzębski
> 
> XMPP: paw...@vulturis.eu
> 
> GG: 6821657
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Re: [hlds_linux] Question about custom maps

2013-04-30 Thread Netshroud
You can get Steam's install path from the Registry, then read 
PATH_TO_STEAM\config\config.vdf to get TF2's installation directory.

On 01/05/2013, at 12:03 PM, pilger  wrote:

> Oh. That will be tricky. Maybe I'll have to get back to the old method of
> retrieving install folder info from the registry to find out where the maps
> should go.
> 
> Thanks Fletch.
> 
> _pilger
> 
> 
> On 30 April 2013 23:00, Fletcher Dunn  wrote:
> 
>> Yes.
>> 
>> But remember that with SteamPipe, TF might not be installed here:
>> 
>> %programfiles%\Steam\steamapps\common\Team Fortress 2
>> 
>> The user can choose to install the game wherever they want.  (This choice
>> is not offered when upgrading a previous non-SteamPipe installation.)
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
>> Sent: Tuesday, April 30, 2013 6:51 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: [hlds_linux] Question about custom maps
>> 
>> Okey, so I'm changing my server's map installer to put the maps on the
>> right folder inside the clients. Where should I set it to insert the maps!?
>> 
>> It appears to me that all the previously downloaded maps are now inside
>> the "%programfiles%\Steam\steamapps\common\Team Fortress
>> 2\tf\download\maps\".
>> Would that be the right location?
>> 
>> _pilger
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Re: [hlds_linux] How to use VPK Tool ?

2013-04-24 Thread Netshroud
So add it in :P

vpk.exe's self-help contains the commands you need.

On 25/04/2013, at 3:18 PM, DontWannaName!  wrote:

> It appears that the wiki page with this is missing the signing information:
> https://developer.valvesoftware.com/wiki/VPK
> 
> 
> On Thu, Mar 21, 2013 at 6:22 PM, Fletcher Dunn
> wrote:
> 
>> You must specify both keys.  Only the private key is actually used.  The
>> other is just to make sure that the key you think is the one used to verify
>> the signature is actually the key that does properly verify the signature.
>> (And it does actually verify the signature to make sure signing worked.)
>> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of GREFFIER Jonathan
>> Sent: Thursday, March 21, 2013 6:13 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] How to use VPK Tool ?
>> 
>> Ok good new ! :)
>> 
>> to sign the vpk file, I have to use the private? or public key?
>> 
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Re: [hlds_linux] How to use VPK Tool ?

2013-03-21 Thread Netshroud
Try: vpk -M -K my.privatekey.vdf myfolder

On 22/03/2013, at 11:26 AM, GREFFIER Jonathan  wrote:

> I try : vpk -k my.publickey.vdf checksig my_dir.vpk => KO
> 
> ERROR: NOT SIGNED
> 
> The VPK does not contain a signature.
> 
> To build VPK I did : vpk myfolder
> 
> I do not understand how ...
> should be mentioned in the manual with the example of a line using the tool 
> vpk.
> 
> 
> ~Sorry for my english~
> 
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Re: [hlds_linux] How to use VPK Tool ?

2013-03-21 Thread Netshroud
It doesn't appear to be documented, but from my testing it seems that any flags 
(including -k  and -K ) must be _before_ the commands ('a', 
'checksig', etc.)

e.g.
vpk -k pubkey checksig my.vpk <-- good
vpk checksig -k pubkey my.vpk <-- bad
vpk checksig my.vpk -k pubkey <-- bad

On 22/03/2013, at 10:17 AM, Fletcher Dunn  wrote:

> Is there a particular question you have that is not answered by the command 
> usage text?
> 
> CREATE VPK / ADD FILES:
>  vpk 
> Creates a pack file named .vpk located
> in the parent of the specified directory.
>  vpk a...
> Add file(s).
>  vpk a  @
> Add files listed in a response file.
>  vpk k  
> Add files listed in a keyvalues control file.
> 
> EXTRACT FILES:
>  vpk x...
> Extract file(s).
> 
> DISPLAY VPK INFO:
>  vpk l 
> List contents of VPK.
>  vpk L 
> List contents (detailed) of VPK.
>  vpk dumpsig 
> Display signature information of VPK file
> 
> VPK INTEGRITY / SECURITY:
>  vpk checksig 
>Verify signature of specified VPK file.
>Requires -k to specify key file to use.
> 
> MISC:
>  vpk generate_keypair 
>Generate public/private key file.  Output files
>will be named .publickey.vdf
>and .privatekey.vdf
>Remember: your private key should be kept private.
> 
> 
> Options:
>  -v Verbose.
>  -M Produce a multi-chunk pack file
>  -P Use SteamPipe-friendly incremental build algorithm.
> Use with 'k' command.
> For optimal incremental build performance, the control file used
> for the previous build should exist and be named the same as the
> input control file, with '.bak' appended, and each file entry
> should have an 'md5' value.  The 'md5' field need not be the
> actual MD5 of the file contents, it is just a unique identifier
> that will be compared to determine if the file contents has changed
> between builds.
> This option implies -M
>  -c 
> Use specified chunk size (in MB).  Default is 200.
>  -a 
> Align files within chunk on n-byte boundary.  Default is 1.
>  -K 
> With commands 'a' or 'k': Sign VPK with specified private key.
>  -k 
> With commands 'a' or 'k': Public key that will be distributed
>  and used by third parties to verify signatures.
> With command 'checksig': Check signature using specified key file.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of GREFFIER 
> Jonathan
> Sent: Thursday, March 21, 2013 4:12 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] How to use VPK Tool ?
> 
> Person to explain to me how to package a file "vpk" and signed with a public 
> key? it's been five days since I'm looking person can answer me ! 
> it's unbelievable...
> 
> 
> 
> 
> Le 21/03/2013 04:18, GREFFIER Jonathan a écrit :
>> Hello,
>> 
>> Could someone explain how to add the public key signature on file 
>> ".vpk" with the tool VPK Tool (Windows) please ?
> 
> 
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Re: [hlds_linux] [hlds] Get compile the build number of game servers in PHP

2013-03-11 Thread Netshroud
I just checked CS:GO and Steam.inf + ISteamApps UpToDateCheck seems to be fine 
for that.

What do you mean by unreliable?

On 11/03/2013, at 8:19 PM, Jesse Molina  wrote:

> 
> On this subject, is there any way to determine the local version of the 
> installed srcds server?  I find the steam.inf files are unreliable and only 
> TF2 has the current client/server version in it that I could compare against 
> the WebAPI.
> 
> Is there a better way of determining when srcds servers should be updated 
> other than the WebAPI?  I looked into Steam Condenser this weekend but really 
> didn't see anything interesting.
> 
> Advice from anyone who has already automated this this would be appreciated.
> 
> 
> 
> Adrian x wrote:
>> Unfortunately, that stops me is the fact I have no way of checking
>> whether a new update came out and download the exact number. Although
>> api provides "ISteamApps / UpToDateCheck" which is the ability to check
>> the current version of the game engine required, but will not let me in
>> any way to check whether it was updated game engine.
>> 
> 
> -- 
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Cell = 1-602-323-7608
> 
> 
> 
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Re: [hlds_linux] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Netshroud

> so that they system
> will check for those files exclusively instead of asking for .ext.bz2
> and then .ext upon the fastdownload server, which creates an extra cost
> against the webserver


Or, you know,  it could use Accept-Encoding and Content-Encoding.


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Re: [hlds_linux] Please stop updating CS

2013-02-14 Thread Netshroud
http://xkcd.com/1172/ ?

On 15/02/2013, at 3:56 PM, Gordon Reynolds  wrote:

> I think I literally just read an XKCD that sounds a lot like this thread.
> 
> 
> On Thu, Feb 14, 2013 at 8:43 PM, Collin Howard  wrote:
> 
>> LOL, valve recently messed up CSGO with an update so I doubt thats what
>> they are trying to do. But it should be taken into account that kinks
>> should be fully worked out with betas first before final release. Even
>> though betas were released for this update for HLDS, this update seems to
>> have broken mostly the clients. There should have been a client side beta
>> too.
>> 
>> 
>> 
>> 
>> From: Sachin Sud 
>> To: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>> Sent: Thursday, February 14, 2013 10:54:25 PM
>> Subject: Re: [hlds_linux] Please stop updating CS
>> 
>> It seems probably they sending faulty updates so that people stop playing
>> cs 1.6 and migrate to cs go
>> 
>> On Fri, Feb 15, 2013 at 8:42 AM, Ejziponken -  wrote:
>> 
>>> 
>>> What exactly are they fixing? I havent seen or heard anyone having any of
>>> the problems in the changelog and I still dont see how fixing small stuff
>>> like that can do so much damage on the game.And some stuff arent even
>>> mentioned in the changelog. Like -freq not working any more or that you
>> can
>>> have 1000fps now on the client.
>>> 
 Date: Fri, 15 Feb 2013 03:01:36 +0100
 From: rikard.brem...@warzone.nu
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Please stop updating CS
 
 Oh stop itEjziponken.
 
 This are the things that happens all the timewith updates.
 This is something TF2 and the Source communityhas to deal with almost
 every timethere are an updateand they
 are fairly fast sorted out and fixed with a new small update.
 
 Alfred and the team at Valve Software has made an tremendous jobwith
 fixing all thethings that are actuallyfixed,
 and i love more than one of themand would want to see much more updates
 after theseinitial bugs have been fixed.
 That isn't THAT many.
 --
 //Rikard 'Zapy' Bremark
 ComHem AB - http://www.comhem.se
 Warzone.nu - http://www.warzone.nu
 Warzone Short Valley
 
 rikard.brem...@warzone.nu
 z...@warzone.nu
 On 2013-02-15 02:47, Ejziponken - wrote:
> I have spent six hours reading and helping players in
> three different forums and on IRC now regarding this latest
>>> HLDS/Client update.
> And I think I can speak for most of the players when I ask you
>> Alfred,
>>> to
> please stop update HLDS/1.6.
> 
> I don’t know your intentions with the updates but I
> know it’s doing more harm than good.
> 
> 
> 
> The list of problems are much longer than the
> changelog you posted. Exploit-fixes are always good, but
> changing unnecessary stuff is not. We played this game for years now
> without any bigger problems and after this update I even know some
>>> players that
> uninstalled CS.
> 
> 
> 
> To be honest, looking at all problems and the new bugs
> I’m actually convinced that this is pure sabotage. And if it’s not,
>>> you have to
> realize now that you are not adding anything except problems with the
>>> updates.
> 
> There is a poll on Fragbite.com with 360 votes at the moment and 49%
>>> is saying that they have some kind of problem with the latest update. And
>>> only 16% does not and the rest is not playing 1.6.
> I created a post with possible fixes on problems and in 3 hours we
>> got
>>> almost 2000 hits. And we are not that big of a community. Ive seen
>> hundreds
>>> of forumposts all over the Swedish sites with players asking for help on
>>> many diffrent problems.
> So again, please stop updatating CS 1.6. At this point, I even vote
>>> for a rollback.
> 
> / Ejziponken
> ___
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>> archives,
>>> please visit:
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 To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlds_linux] Please stop updating CS

2013-02-14 Thread Netshroud
You've had almost three weeks to beta-test the update and you wait until now to 
report issues and complain?

On 15/02/2013, at 12:47 PM, Ejziponken -  wrote:

> 
> I have spent six hours reading and helping players in
> three different forums and on IRC now regarding this latest HLDS/Client 
> update.
> And I think I can speak for most of the players when I ask you Alfred, to
> please stop update HLDS/1.6.
> 
> I don’t know your intentions with the updates but I
> know it’s doing more harm than good.
> 
> 
> 
> The list of problems are much longer than the
> changelog you posted. Exploit-fixes are always good, but
> changing unnecessary stuff is not. We played this game for years now
> without any bigger problems and after this update I even know some players 
> that
> uninstalled CS.
> 
> 
> 
> To be honest, looking at all problems and the new bugs
> I’m actually convinced that this is pure sabotage. And if it’s not, you have 
> to
> realize now that you are not adding anything except problems with the updates.
> 
> There is a poll on Fragbite.com with 360 votes at the moment and 49% is 
> saying that they have some kind of problem with the latest update. And only 
> 16% does not and the rest is not playing 1.6.
> I created a post with possible fixes on problems and in 3 hours we got almost 
> 2000 hits. And we are not that big of a community. Ive seen hundreds of 
> forumposts all over the Swedish sites with players asking for help on many 
> diffrent problems.
> So again, please stop updatating CS 1.6. At this point, I even vote for a 
> rollback. 
> 
> / Ejziponken
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Re: [hlds_linux] Lots of core-dumps lately on TF2

2012-08-21 Thread netshroud
Of course the crash is in the crash handler, it catches, handles, then 
rethrows. You'll need to examine the other threads to figure out which one 
actually crashed.

Unless it was legitimately a crash in Breakpad, but I haven't seen one of those 
yet.

On 21/08/2012, at 8:59 PM, Saul Rennison  wrote:

> It seems to be crashing in the crashhandler, which is a very useless
> backtrace to have. Do you have any ideas on how to reproduce? This would be
> the most beneficial information to Valve.
> 
> 
> Kind regards,
> *Saul Rennison*
> 
> 
> On 21 August 2012 03:29, Chris Oryschak  wrote:
> 
>> I've been getting regular crashes on all my servers, Below is the debug.log
>> and a backtrace of the coredump if it makes sense to anyone:
>> 
>> Debug.log:
>> 
>> [New Thread 28427]
>> [New Thread 28436]
>> [New Thread 28439]
>> [New Thread 28440]
>> [New Thread 28442]
>> [New Thread 28443]
>> [New Thread 28431]
>> [New Thread 28426]
>> [New Thread 28432]
>> [New Thread 28429]
>> [New Thread 28430]
>> [New Thread 28425]
>> Core was generated by `./srcds_linux -debug -threads 1 -timeout 3 -pidfile
>> rb8.pid -console -game tf -'.
>> Program terminated with signal 11, Segmentation fault.
>> #0  0x00811d02 in ?? ()
>> #0  0x00811d02 in ?? ()
>> No symbol table info available.
>> eax0xf0 240
>> ecx0x0  0
>> edx0x2  2
>> ebx0xef392acc   -281466164
>> esp0xef2bcd50   0xef2bcd50
>> ebp0xef2bcd88   0xef2bcd88
>> esi0x0  0
>> edi0x0  0
>> eip0x811d02 0x811d02
>> eflags 0x210202 [ IF RF ID ]
>> cs 0x23 35
>> ss 0x2b 43
>> ds 0x2b 43
>> es 0x2b 43
>> fs 0x0  0
>> gs 0x63 99
>> FromTo  Syms Read   Shared Object Library
>> 0xf77d8830  0xf77efa6f  Yes (*) /lib/ld-linux.so.2
>> (*): Shared library is missing debugging information.
>> End of Source crash report
>> --
>> 
>> 
>> GDB Backtrace of the coredump says:
>> 
>> (gdb) bt
>> #0  0x00811d02 in ?? ()
>> #1  0xf7642469 in __lll_lock_wait () from /lib32/libpthread.so.0
>> #2  0xf763d64b in _L_lock_744 () from /lib32/libpthread.so.0
>> #3  0xf763d471 in pthread_mutex_lock () from /lib32/libpthread.so.0
>> #4  0xef2cd64c in google_breakpad::ExceptionHandler::SignalHandler(int,
>> siginfo*, void*) () from bin/crashhandler.so
>> #5  
>> #6  0x in ?? ()
>> #7  0xef26d383 in ?? ()
>> Backtrace stopped: previous frame inner to this frame (corrupt stack?)
>> --
>> 
>> None of ths makes sense to me, but posting incase it does to anyone else.
>> Any ideas?
>> 
>> 
>> 
>> 
>> 
>> On Mon, Aug 20, 2012 at 7:38 PM, 1nsane <1nsane...@gmail.com> wrote:
>> 
>>> Don't think that's it. Especially because it was (at first) sending
>> players
>>> to test servers put up by me which used all default cvars (so matchmaking
>>> ones set to 0) and no registration ids.
>>> 
>>> Another thing I noticed today was when I put up some new servers with new
>>> registration ids. They were mostly sitting there empty. That is until I
>>> joined them, then I got 5 more players sent in quite fast. Then I moved
>> on
>>> to the next server and repeated this.
>>> 
>>> So with all these empty servers it would be nice if matchmaking took me
>> and
>>> the next 5 people in line (within the same geographic region) and sent us
>>> to one of those empty servers. Instead of having us wait for seemingly no
>>> good reason.
>>> 
>>> On Mon, Aug 20, 2012 at 6:25 PM, dan  wrote:
>>> 
 On 20/08/2012 22:31, 1nsane wrote:
 
> So why is there a wait time if there's so many available servers?
> 
 
 Presumably because they've done a split now with these new cvars so
>> some
 servers aren't mm and some are only mm and so on?
 
 I notice a lot more mvm servers tonight joinable from the browser, so I
 managed to get a decent game tonight.
 It's a fun mode too imo, so worth persisting.
 
 
 --
 Dan
 
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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread netshroud
For me:

login username

then entering my password just hangs.

login username password

results in account logon denied, but sends me a Steam Guard email. Not very 
informative.

login username password guardcode

lets me in, then afterwards

login username password

works fine.

On 12/05/2012, at 9:02 PM, Claudio Beretta wrote:

> Does this steamcmd tool even work for you?
> It won't let me login with any account (which do or do not own cs:go, with
> steamguard enabled or disabled), always returning this error:
>  Login Failure: Account Logon Denied
>  Failed.
> Do accounts have to be approved by steam before being able to login with
> steamcmd?
> 
> On Sat, May 12, 2012 at 12:01 PM, ics  wrote:
> 
>> Since the dedicated server is now out, i'm wondering if the update tool
>> (steam text client) will be permanent or does it go back to old one after
>> official release? It seems extremely inconvinient to have login with your
>> steam account to update a server (and also log out of your main account in
>> your own pc before doing so).
>> 
>> Are the days coming back when you had separate login & password for server
>> or is this just for the duration of the more or less private beta period?
>> 
>> -ics
>> 
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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread netshroud
Entering via the survey is by no means a guarantee of beta participation.

On 12/05/2012, at 8:36 PM, Ronny Schedel wrote:

> Okay, thanks, I did. How long does it take until I get the activation of CS 
> GO?
> 
> -Ursprüngliche Nachricht- From: Qassim Farid
> Sent: Saturday, May 12, 2012 12:23 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] CS GO server update tool
> 
> Because it is in private beta. To throw your name down for a beta key, 
> complete this survey:
> steam://takesurvey/2/
> 
> 
> --
> Qassim Farid
> Personal: qass...@me.com
> http://qassim.co.uk
> 
> 
> 
> On Saturday, 12 May 2012 at 11:21, Ronny Schedel wrote:
> 
>> Damn, why do we need a CS GO account to install a server? Where can I get
>> such an account?
>> 
>> 
>> -Ursprüngliche Nachricht-
>> From: ics
>> Sent: Saturday, May 12, 2012 12:01 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: [hlds_linux] CS GO server update tool
>> 
>> Since the dedicated server is now out, i'm wondering if the update tool
>> (steam text client) will be permanent or does it go back to old one
>> after official release? It seems extremely inconvinient to have login
>> with your steam account to update a server (and also log out of your
>> main account in your own pc before doing so).
>> 
>> Are the days coming back when you had separate login & password for
>> server or is this just for the duration of the more or less private beta
>> period?
>> 
>> -ics
>> 
>> ___
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>> please visit:
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> 
> 
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Re: [hlds_linux] Trouble downloading files on a Mac?

2012-04-24 Thread netshroud
If you're referring to the client error "Couldn't CRC map_name_here", then 
that's a known bug since Source launched for the Mac and hasn't been fixed. 
I've tried and tried but haven't been able to come up with a reproducible case.

Last I checked, sometimes the Source client makes a request that 404s, but the 
same URI in Safari, curl, wget, etc. works fine. There have been hypotheses 
about broken decompression (Bzip2 IIRC) but nothing conclusive.


On 25/04/2012, at 2:21 PM, Kyle Sanderson wrote:

> Sorry, there's no hlds_apple (Not that SRCDS was ever officially released).
> 
> Is anyone else having issues downloading custom content on a Mac? This has
> been an issue since release for CS:S on Mac (Has anyone 'fully' confirmed
> TF2 has this issue?) where you're unable to download custom content
> seemingly randomly. More often then not, this happens with large file
> transfers (Maps). We're redistributing content packs to work around this,
> but it's still a huge issue.
> 
> Does anyone have a solution?
> Kyle.
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Re: [hlds_linux] Running a CS:GO Dedi Server

2012-04-15 Thread netshroud
http://blog.counter-strike.net/index.php/2012/04/step-6238-server-browser/

On 16/04/2012, at 2:03 PM, Kip Kinnunen wrote:

> I have access to CS:GO, I've tried running a listen server before
> testing this, but my listen server wouldn't update to the master list.
> So I decided to try and run a dedicated server, unluckily there is
> currently no option for us to install a CS:GO SRCDS, meaning it's
> impossible to get on the master list.
> 
> We have the server.dll files, so why aren't we allowed to host our own
> servers? Right now the only populated servers are for east coast users
> anyway, and most of the servers are run by germans and the pings are
>> 150ms.  I know it's a beta but if anything it would make it easier
> for Valve to address bugs if the public were to get a hold of the
> srcds and not to mention allow us to have a lot more fun :)
> 
> Thanks,
> kinnnunen...@gmail.com
> 
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread netshroud
While I'm not sure what the error is exactly based on what you pasted into the 
first email, make sure you have a MIME mapping set in IIS for the file 
extensions the replay system uses.

On 02/03/2012, at 4:26 PM, Cameron Munroe  wrote:

> Here is an example of how powerful apache is.
> 
> http://apache.org/server-status
> 
> 
> Even if you dont use it for your other sites it would be great for tf2 
> replays.
> 
> 
> On Mar 1, 2012, at 9:14 PM, DontWannaName! wrote:
> 
>> I run my own hardware. Game server hosts are not my thing after running
>> servers for so long. If it helps the IIS server works fine.
>> 
>> 
>> 
>> On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe 
>> wrote:
>> 
>>> Is this TF2 server a server that you host on a vps or deadicated server or
>>> is this a server that you purchase via slot?
>>> On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:
>>> 
 My webhost is Dreamhost which seems to be down at the moment for me...
 lovely...
 
 I have tried both, the domain name is just an A record pointing to the IP
 anyways. Both gave me that error.
 
 On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe <
>>> cmun...@cameronmunroe.com>wrote:
 
> are you using a DNS name, if so change this to a direct ip. Also who
>>> hosts
> your webserver?
> On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
> 
>> I cant seem to get my replay system to work correctly. When my website
> goes
>> down, it completely crashes me servers and they do not recover until
>>> the
>> website comes back online. I dont think this is intended, however I am
>> trying to avoid this problem. I am trying to setup a local http server
> and
>> that is also causing the same crashes, the error I get doesnt make
> sense. I
>> dont know what empty means because I set my host name correctly in the
>> local http config. It does in fact generate minidumps. Also, every web
> host
>> has downtime eventually, so no comment...
>> 
>> *   Testing file publisher...
>> *
>> L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
>> L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
>> L 03/01/2012 - 20:57:07: *
>> Validating...L 03/01/2012 - 20:57:07:
>>> OK
>> L 03/01/2012 - 20:57:07: *
>> *L 03/01/2012 - 20:57:07: *  Hostname:
>> L 03/01/2012 - 20:57:07: *
>> Validating...L 03/01/2012 - 20:57:07:
> FAILED
>> *
>> L 03/01/2012 - 20:57:07: *
>> **
>> * ** ERROR: Empty!*
>> *
>> L 03/01/2012 - 20:57:07: *
>> L 03/01/2012 - 20:57:07: *
>> L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! "replay_enable"
> is
>> now 0.
>> L 03/01/2012 - 20:57:07: *
>> L 03/01/2012 - 20:57:07: *
>> L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
>> replay.cfg.
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Re: [hlds_linux] Server manager utility for windows (WIP)

2012-02-16 Thread netshroud
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1/?appid=&version=

On 17/02/2012, at 12:40 PM, E3pO wrote:

> I'm working on a server manager for windows that allows me to control all
> my srcds servers from one application. It keeps track of their
> responsiveness and allows me to remotely close them or make changes to
> settings from a http server running from inside the app.
> 
> Where is the page that shows the API for querying the master server to
> check the version of TF2 or other games? I found
> https://developer.valvesoftware.com/wiki/Talk:Master_Server_Query_Protocol but
> that's not really what i'm looking for... I just need a good way to figure
> out if there is an update for TF2 and have it restart the servers without
> using a sourcemod extension.
> 
> Is there a website that displays the most up to date version number that I
> could load up every minute and regex out the version number? Or some kind
> of json page to get the latest version?
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Re: [hlds_linux] L4D2 servers delisted?

2012-01-10 Thread netshroud
Looks like?

http://store.steampowered.com/news/7134/

On 11/01/2012, at 11:31 AM, Richard Eid wrote:

> FYI:   https://twitter.com/#!/l4ddev/statuses/156891109715476480
> 
> -Richard Eid
> 
> 
> On Sat, Jan 7, 2012 at 3:08 AM, Amer  wrote:
> 
>> Fletcher, while you are at it, could you take a look into the long
>> standing bug with sv_password in l4d2 that causes servers to ignore all a2s
>> query packets when sv_password is set?
>> 
>> * You can't connect to server despite pre-entering the password
>> * Server doesn't visible in in-game server browser and hlsw
>> 
>> It's been brought up in this mailing list not once but a lot of times in
>> the past but it never get your attention.
>> 
>> http://www.google.com/search?**btnG=1&pws=0&q=l4d2+a2s+sv_**password
>> 
>> 
>> 
>> Fletcher Dunn wrote:
>> 
>>> The problem is caused by the "gamedata" field being inappropriately
>>> truncated.
>>> 
>>> The fix will require a new steamclient.so, which has a bit of inertia to
>>> release.  I'll let you know when we can get this fix out, but it will
>>> probably be sometime next week.
>>> 
>>> I'm sorry for the inconvenience.
>>> - Fletch
>>> 
>> 
>> 
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Re: [hlds_linux] Loosing connection to steam servers on and off.

2011-12-14 Thread netshroud
https://twitter.com/steam_support/status/147027038228848640

On 15/12/2011, at 7:35 AM, Chris Boot wrote:

> Hi,
> 
> Yep, the whole of Steam seems to have gone titsup. Way to go Valve! :-/
> 
> Don't get me wrong, I love Steam and I love Valve. Just these 'episodes' are 
> far too frequent and far too prolonged for a system like this.
> 
> Chris
> 
> On 14/12/2011 20:32, E3pO wrote:
>> CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
>>  Connects
>> 0.52   0.00   0.003885066.610379
>> show_server_reputation
>> show_server_reputation
>> The server reputation is already being requested.
>> Server reputation request failed with error 16 !
>> show_server_reputation
>> Server reputation request failed with error 16 !
>> show_server_reputation
>> Connection to Steam servers lost.
>> Server reputation request failed with error 3 !
>> status
>> hostname: xxx
>> version : 1.1.8.8/21 4769 secure
>> udp/ip  : 192.168.1.6:27016  (public ip: 184.17.237.86)
>> account : logged in
>> map : ctf_2fort at: 0 x, 0 y, 0 z
>> replay  :  not recording
>> players : 1 (25 max)
>> 
>> # userid nameuniqueidconnected ping loss state
>>  adr
>> #  2 "replay"BOT active
>> rcon from "65.18.168.31:49892": command "status"
>> rcon from "65.18.168.31:49892": command ""
>> "sv_visiblemaxplayers" = "-1"
>>  - Overrides the max players reported to prospective clients
>> rcon from "65.18.168.31:49892": command "sv_visiblemaxplayers"
>> Connection to Steam servers successful.
>>Public IP is 184.17.237.86.
>>VAC secure mode is activated.
>> Current item schema is up-to-date with version 93B3330A.
>> Received auth challenge; signing into gameserver account...
>> L 12/14/2011 - 15:28:40: Received auth challenge; signing into gameserver
>> account...
>> CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
>>  Connects
>> 1.55   0.00   0.003890068.950379
>> *Connection to Steam servers lost.*
>> show_server_reputation
>> Server reputation request failed with error 3 !
>> Connection to Steam servers successful.
>>Public IP is 184.17.237.86.
>>VAC secure mode is activated.
>> Current item schema is up-to-date with version 93B3330A.
>> Received auth challenge; signing into gameserver account...
>> L 12/14/2011 - 15:31:09: Received auth challenge; signing into gameserver
>> account...
>> Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast
>> L 12/14/2011 - 15:31:15: Game server authentication: SUCCESS! Standing:
>> Good. Trend: Downward Fast
>> *Connection to Steam servers lost.*
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> 
> 
> -- 
> Chris Boot
> bo...@bootc.net
> 
> 
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Re: [hlds_linux] Friends on server showing internal ip when trying tojoin..

2011-08-14 Thread netshroud
Last I checked Steam Friends will show the IP of the server as you connect to 
it, not as the server advertises it.

If you're behind the same NAT as the server, then the local IP will be shown. 
If you connect to the server from the public IP, the public IP will be shown.

Does that help at all?

On 14/08/2011, at 5:50 PM, Svensk Ljud & Ljus Produktion wrote:

> Thanks for the reply tylerschwend but that dont work.
> 
> We must have the real ip (192.168.1.1) on the command line, else it wont 
> start.
> 
> But I can get it up by using "+ip 192.168.1.1 -ip 123.123.123.123" on the 
> command line, but still it show wrong ip in friends list.
> If I do it the other way "-ip 192.168.1.1 +ip 123.123.123.123" it doesnt 
> start..
> 
> Peter
> Sweden
> 
> 
> tylerschw...@gmail.com skrev 2011-08-13 22:46:
>> +ip on command line, specify external ip.
>> Sent via BlackBerry by AT&T
>> 
>> -Original Message-
>> From: Svensk Ljud&  Ljus Produktion
>> Sender: hlds_linux-boun...@list.valvesoftware.com
>> Date: Sat, 13 Aug 2011 22:21:18
>> To: Half-Life dedicated Linux server mailing 
>> list
>> Reply-To: i...@teaterljud.se, Half-Life dedicated Linux server mailing list
>>  
>> Cc: bran...@hotmail.com
>> Subject: [hlds_linux] Friends on server showing internal ip when trying to
>>  join..
>> 
>> Hello !
>> 
>> This is concerning TF2 and dods gameservers.
>> 
>> We have 4 servers on one public ip (machines).
>> 
>> The problem:
>> 
>> If I open friendslist and trying to join the server my friend is in and
>> that server have +IP 192.168.1.1 in the startline, then I cant join ..
>> 
>> The same happens if I open the "Server" list and using the "Friends" tab.
>> 
>> This have been working and we have had hlds/srcds servers here since
>> early 2k / before steam ...
>> 
>> Is there any command that can be used in startline or cfg files that can
>> solve this ?
>> We have now only the gameport forwarded to the servers, maybe we can
>> bind cl port or something ?
>> 
>> All help is welcome !
>> 
>> Peter
>> Sweden
>> 
>> Ps. I have tested with both -ip and +ip - same result :(
>> 
>> 
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Re: [hlds_linux] Need a secure upload location for dump files

2011-07-27 Thread netshroud
I've suggested a public tracker for issues before and gotten no response at all.

On 28/07/2011, at 12:34 PM, John Schoenick wrote:

> Better Idea:
> 
> Setup a valve-hosted bugzilla for server issues that's invite-only (to keep 
> plebeians/idiots/most-of-the-people-on-this-list out) so these problems could 
> be tracked by issue and such. Then they could do neat things like not allow 
> .mdmp files attached to bugs be downloadable except by valve staff.
> 
> - Neph
> 
> On 07/27/2011 03:30 PM, Jesse Molina wrote:
>> 
>> Valve guys
>> 
>> Can you please set up an anonymous FTP server or something for uploads of 
>> dumps, or a specific email address where dump info can be submitted to?
>> 
>> Your dump files have privileged information in them, like 
>> tf_server_identity_token and maybe passwords, depending upon the 
>> configuration and console log messages.
>> 
>> I'd hate to have someone go and look at the uploads of dumps that people 
>> have made on this list lately, go read them, and know their IPs, maybe rcon 
>> passwords, their server ID tokens, and other stuff like that.
>> 
>> Actually, it looks like the rcon password isn't in there, but the server 
>> token info sure is.
>> 
>> 
>> 
> 
> 
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Re: [hlds_linux] Distro Flavor?

2011-07-27 Thread netshroud
See Milton's email.

On 27/07/2011, at 10:06 PM, Andres Pozos wrote:

> As far as i remember valve use slackware.
>> Our community has had an interesting journey with CentOS.  We would
>> not recommend it, but it can be done.  We now have 6 24-slot TF2
>> servers quite smoothly now on a socket C32 six-core.  If we ever have
>> a new build, we're going to try a different distro.
>> 
>> Good things have been said about debian and debian-based distros (Ubuntu).
>> 
>>> Date: Tue, 26 Jul 2011 20:18:28 -0700
>>> From: m33crob
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: [hlds_linux] Distro Flavor?
>>> Message-ID:
>>>
>>> Content-Type: text/plain; charset=ISO-8859-1
>>> 
>>> Hello Everyone,
>>> 
>>> Out of curiousity, I was wondering what distro Valve uses. I would also be
>>> interested in hearing what everyone else is using and their thoughts about
>>> running srcds on those distros. ?Thanks!
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Re: [hlds_linux] Request: unlock maxplayers HL2DM from 16 to 32

2011-07-19 Thread Netshroud
Just looking through the Alien Swarm base (I don't have the 2007 code
immediately accessible), it looks like 32 is hardcoded into a bunch of
places, but then there's this:

// This is the max # of players the engine can handle
// Note, must be power of 2
#define ABSOLUTE_PLAYER_LIMIT 64
#define ABSOLUTE_PLAYER_LIMIT_DW ( (ABSOLUTE_PLAYER_LIMIT/32) + 1 )


On Wed, Jul 20, 2011 at 8:32 AM, Nephyrin Zey wrote:

> This function caps the -maxplayers value, the actual max amount of slots
> the server (and client) can handle is some #define somewhere
>
> - Neph
>
>
> On 07/19/2011 03:29 PM, Loïc PERY wrote:
>
>> the code is clear in hl2mp_gameinterface.cpp ...
>>
>> void CServerGameClients::**GetPlayerLimits( int&  minplayers, int&
>>  maxplayers,
>> int&defaultMaxPlayers ) const
>> {
>>  minplayers = defaultMaxPlayers = 2;
>>  maxplayers = 16;
>> }
>>
>>
>> 
>>
>> 2011/7/20 ics
>>
>>  I remember that HL2DM was the source of getting over 24 players on TF2
>>> with
>>> binary hack in thefirst place when it came out, way before Valve
>>> officially
>>> allowed more than 24 players. So HL2DM used to be able to run 32 slots,
>>> but
>>> i guess its back after OrangeBox change or some other update before that.
>>>
>>> -ics
>>>
>>> 20.7.2011 1:09, doc kirjoitti:
>>>
>>> I could try and fish up the post where they said no but it's been said
>>>
 and stated before, they aren't going to raise the cap. Are there no
 third party mods that let you lift the cap?

 On Tue, Jul 19, 2011 at 2:11 PM, Loïc PERY
 wrote:

  Maybe, but a response is the minimum with the reason for yes or no.
>
> regards
>
> 2011/7/19 doc
>
> They probably aren't going to do it, it has wider implications and
>
>> isn't something they can just switch and be done with :(
>>
>> On Tue, Jul 19, 2011 at 1:25 PM, Loïc PERY
>>  wrote:
>>
>>  Somebody from Valve can respond to my request please ?
>>>
>>> regards
>>>
>>> 2011/7/19 Kyle Sanderson
>>>
>>> It would be pretty cool to remove the limit all together (On every
>>>
 game)... Have server owners decide what they'd like to have and run
 mods based on that.

 Customization is what makes games fun.
 Kyle.

 2011/7/18 Björn Rohlén:
  >   Yes, because mp32 is not broken enough in TF2. The game is
 designed

  for
>>> 24
>>>
 players and mp32 is enough blasphemy. I've seen ONE server where
> this
>
>  works

  (no idea if it is intentional) and that's ICS:s "peliburkki" custom
>
>  server

  with mp30 and HUGE custom payload maps. Brilliant fun. Valve maps
> are
> designed for UP TO 24 but have smaller amounts of players in mind.
>
>  This

>>> is
>>>
 why 32 players is such a boring stale/spam-fest on stock maps and a
>
>  hideous

  crime towards what is to be considered "pleasant and ethical tf2
>
>  gameplay".

  One could (and should) see the server operators running mp32
> servers
>
>  on

>>>  stock maps as trying to undermine and destroy the fine game of
>>>
 Teamfortress

  on purpose, hence, the EVIL ENEMY :)
>
> -The G
>
> On Tue, Jul 19, 2011 at 6:26 AM, bottige...@gmail.com
> wrote:
>
> How about raising the limit for tf2?
>
>> On Mon, Jul 18, 2011 at 1:00 PM, James Puckett
>>wrote:
>>
>>  Do want
>>>
>>> On Mon, Jul 18, 2011 at 10:34 AM, Loïc PERY<
>>> louloubi...@gmail.com
>>>
>>>  wrote:
>>
>>  Hi Valve,
>>>
 We love playing Half-Life 2 Deathmatch Source but we can only
 play

  as
>>>
>> 16
>>>
  players. Can you upgrade the limit to 32 please ?
>
>> Please answer.

 Best regards.
 ___
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  archives,
>>>
>>  please visit:
>
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 <**http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
 >

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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-23 Thread Netshroud
Or just kick or ban those with a backpack capacity of 50. Premium users get
300-1000 depending on how many Backpack Expanders they use.

On Fri, Jun 24, 2011 at 3:53 PM, Amer  wrote:

> I highly doubt valve is going to add this cvar since it defeats the purpose
> of making tf2 free to play in the first place
>
> If you insist on disallowing f2p anyway then I figure you could run a
> script or something that will query for players backpack on joining and ban
> or kick those without Proof of Purchase hat in their backpack. But this will
> only allow old players that paid for their copy of tf2 to join your server.
>
> Amer
>
>
>
> clad iron wrote:
>
>> My guess...
>> a cvar (date to be announed) that will not allow free players to join
>> servers with the cvar set.
>> Would have been nice to have it with this update.
>>
>> On Thu, Jun 23, 2011 at 9:51 PM, Chris Oryschak
>>  wrote:
>>
>>  So what's to stop/prevent hackers from creating a new steam account and
>>> rejoining our servers now that TF2 is free :\
>>>
>>>
>>>
>>> Chris
>>>
>>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-05-05 Thread Netshroud
.dem I think

On Fri, May 6, 2011 at 2:24 PM, Jeff Sugar  wrote:

> I'm trying to setup the replays right now, and I'm stuck on whitelisting
> the
> filetypes that people can download, as I don't know the replays' filetypes.
> I got the rest to report no errors, but until I do this, people can't
> actually grab them. I'd like to say ".rep" or something, but I don't want
> to
> just guess
>
>
> On Thu, May 5, 2011 at 8:39 PM, jimbomcb  wrote:
>
> > A few example replay cfg files have been created, check replay_*.cfg
> > under cfg folder.
> >
> > On 6 May 2011 04:35, Chris Oryschak  wrote:
> > > Anyone know the command to enable replays on the server?
> > >
> > > Chris
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
> > Ruymen
> > > Sent: Thursday, May 05, 2011 10:38 PM
> > > To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life
> dedicated
> > > Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
> > > Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> > > Defeat: Source and Half-Life 2: Deathmatch Updates Released
> > >
> > > Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> > Defeat:
> > > Source and Half-Life 2: Deathmatch are now available.  The specific
> > changes
> > > include:
> > >
> > >
> > > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > >
> > > - Fixed an OpenGL crash for Mac players
> > >
> > > - Fixed several crashes related to Alt-Tab in fullscreen mode on
> Windows
> > >
> > > - Fixed client crash caused by invalid mesh
> > >
> > > - Updated shared interfaces to support the new Replay feature in TF2
> > >
> > >
> > >
> > > Counter-Strike: Source
> > >
> > > - Updated the localization files
> > >
> > >
> > >
> > > Team Fortress 2
> > >
> > > - Added the Replay feature:  http://www.teamfortress.com/replayupdate
> > >
> > >  - Known issue with blurry Mac replay rendering will be fixed in the
> next
> > > update
> > >
> > > - Launched the First Annual Saxxy Awards:
> > > http://www.teamfortress.com/saxxyawards
> > >
> > > - Added 8 new Replay achievements
> > >
> > > - Added 10 new hats
> > >
> > > - Added The Director's Vision, an item that provides you with a new
> taunt
> > >
> > > - Fixed a problem with certain equippable items rendering incorrectly
> on
> > the
> > > loadout screen
> > >
> > > - Fixed a problem causing the Mann Co. store previews to render
> > incorrectly
> > >
> > > - Crafted items will now remember/display who crafted them
> > >
> > > - Added a reward for the early crafters of new items
> > >
> > > - Added a new style to the  Aperture Labs Hard Hat
> > >
> > > - Added a new style to the Blighted Beak
> > >
> > > - Fixed bugs with the refurbish items interface so that some properties
> > will
> > > no longer be un-removable under certain circumstances
> > >
> > > - Fixed the briefcase not being drawn on players when it's being
> carried
> > in
> > > CTF maps
> > >
> > > - Fixed the Gloves of Running Urgently not using the correct skin in
> the
> > > character loadout screen
> > >
> > > - Fixed the Kritzkrieg not drawing the correct model in the character
> > > loadout screen
> > >
> > > - Fixed the Horseless Headless Horsemann displaying the burning
> material
> > in
> > > DirectX8
> > >
> > > - Fixed the Aperture Labs Hard Hat displaying the burning material in
> > > DirectX8
> > >
> > > - Fixed removing the burning/jarated conditions on players who are
> being
> > > critboosted by a Medic using the Kritzkrieg
> > >
> > > - Added Mad Milk to the conditions that are cleared when players are
> made
> > > invulnerable by a Medic with an ÜberCharge
> > >
> > > - For web developers: added tool and capability information to the
> > > IEconItems_440/GetSchema Web API
> > >
> > > Jason
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > >
> > > ___
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> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] l4d2 update

2011-02-01 Thread Netshroud
http://store.steampowered.com/news/4954/

On Wed, Feb 2, 2011 at 11:56 AM, Eric Riemers  wrote:

> And the one for l4d too, must be that fix for server crashes is what i was
> trying to say the mail before ;-)
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric
> Riemers
> Sent: woensdag 2 februari 2011 1:33
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: [hlds_linux] l4d2 update
>
> Hi,
>
> Seems a update is out for l4d2, don't know what is new though. Might be
> that
> fixed, but it's a required update.
>
> Eric
>
>
> ___
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>
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