Re: [hlds_linux] CS:GO Dedicated Server 2 network addresses

2016-02-02 Thread Dmitri Ionin
You probably have to set up route policy using iproute2 to ensure that
linux replies to the same network as the request came in.
By default, reply is sent to network that has route to destination and
lowest metric, which in some cases will send reply to different network
and reply will be lost in firewalls.

http://www.policyrouting.org/iproute2-toc.html

Setting desired network to have lowest metric will also cure this, but
will leave second network unused or maybe even unusable, so that is
probably not what you want.

On 3.2.16 06:36, Otto Monnig wrote:
> I have a CS:GO dedicated game server.  It has two different public IP 
> addresses on separate adapters with routing rules that are verified correct. 
> Firewall rules are correct.
> 
> Using netstat -nl, I can see the CS:GO server process srcds_linux listening 
> on all interfaces on UDP/27015. TCP/27015 only listens on one adapter (eth0).
> 
> I am using the Steam Client Servers View -> Favorites to detect the servers 
> on an exterior network.
> 
> When I Refresh the server view, only one server is recognized as a game 
> server.
> 
> When I fire up Wireshark, I see the reply to the Steam Query that came in 
> with the destination IP of the second ethernet adapter returned to using the 
> source IP of the first adapter.
> 
> Because the source address of the return IP is different, the firewall and 
> client on the external test box drop the packet.  This will also break NAT 
> firewalls.
> 
> I have tried many permutations of -ip w.x.y.z to no avail.
> 
> Is having a second IP address for a CS:GO server even possible?  Please let 
> me know what I am missing.
> 
> 
> Thanks for your help!
> --
> Otto Monnig
> 
> 
> 
> 
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Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread David Parker
Hello,

This is usually caused by an attack which simply floods the server with
queries (usually A2S_INFO).

This happened on one of my servers a few months ago (running on Linux), and
the offending IP address was owned by NFO.  I contacted them and had a good
discussion with a few of the NFO guys.  It turned out that someone in
Russia was doing this to a lot of servers, and spoofing the NFO IP as the
source.  They said it wasn't the first time this had happened, but they
were very helpful in diagnosing the issue and figuring out what was
happening.

I simply used a firewall rule to block the source IP, and the messages
stopped immediately.

Hope this helps.

- Dave

On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
supp...@boomgaming.net> wrote:

> Hello Everyone,
>
> I've searched the web on this but can't find the specific answers I'm
> looking for so I'm coming to my fellow server operators for a little
> guidance. I'm hoping some of you have seen or experienced what I'm writing
> about below.
>
> I still love and use HLSW to watch the logs of my servers constantly. More
> and more often now I'm seeing messages similar to the ones below flooding
> my console (the IP addresses and ports change but the messages are the
> same):
>
> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
> blocked for exceeding rate limits
>
> My initial research says that these are attacks on my servers but I'm no
> so sure that's correct. I'm running my TF2 and CSS servers on my own
> Windows 2008 Dedicated server and when I see these messages, I immediately
> add them to a Windows Firewall rule I have to block any and all traffic
> from these IPs before the server even sees it. What's interesting is that I
> still see these messages even though they get added to the firewall's block
> list. Eventually they stop but a litle while later, I get messages like it
> from other IPs. Sometimes I can go a day or two without any, and other days
> I get as many as 15 IPs doing this.
>
> I want to note that I don't see any significant performance hits on the
> servers when this occurs but I'd like to know more about these messages as
> they specifically relate to a game server. Based upon the content of the
> message, I assume these mean something bad is being blocked.
>
> What I find even more interesting is that many of the offending IPs that
> are doing this are the specific IP addresses and ports from other game
> servers, In the case of the one above, it belongs to a CS 1.6 server in
> Russia. Why would another game server box be attempting to connect to my
> servers on the same port it's being hosted on?
>
> This problem has grown in frequency over the past few months. Prior to
> that, I don't remember seeing these messages at all in console.
>
> Can anyone give me some background on what these mean and what they're
> about? Also, any idea why they Windows Firewall doesn't block their traffic
> completely when I add them to the scope of the Firewall wall so they don't
> appear in the console logs?
>
> Thanks for reading and Happy Monday,
> Mike Vail
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>


-- 
Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread David Parker
That's exactly what the president of NFO said it was: a reflection attack.
He said someone was firing a huge amount of queries at game servers using
the spoofed NFO IP as the source, and the server which really had that IP
address was receiving all of the query responses, even though it never sent
the requests.  Unfortunately for the customer with that IP, it had
practically crippled the server at that point.

- Dave

On Mon, Jan 18, 2016 at 9:49 PM, Weasels Lair 
wrote:

> Yep. An unfortunate downside to UDP-based applications is there is no
> "session" to manage.  All packets are kind of "fire and forget". Very easy
> to spoof.  Not that you can't spoof TCP too, but then the conversation
> falls apart with no reliable way to respond back.
>
> I'm this case, it would be categorized as a sort of reflection attack,
> since it's intended obviously to make effected systems take the knee-jerk
> reaction of blocking or reporting NFO as a bad player - when I'm fact the
> traffic isn't really coming from them.
>
> I just switched to them as a host, and love it so far.
> On Jan 18, 2016 6:37 PM, "David Parker"  wrote:
>
>> Hello,
>>
>> This is usually caused by an attack which simply floods the server with
>> queries (usually A2S_INFO).
>>
>> This happened on one of my servers a few months ago (running on Linux),
>> and the offending IP address was owned by NFO.  I contacted them and had a
>> good discussion with a few of the NFO guys.  It turned out that someone in
>> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
>> source.  They said it wasn't the first time this had happened, but they
>> were very helpful in diagnosing the issue and figuring out what was
>> happening.
>>
>> I simply used a firewall rule to block the source IP, and the messages
>> stopped immediately.
>>
>> Hope this helps.
>>
>> - Dave
>>
>> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
>> supp...@boomgaming.net> wrote:
>>
>>> Hello Everyone,
>>>
>>> I've searched the web on this but can't find the specific answers I'm
>>> looking for so I'm coming to my fellow server operators for a little
>>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>>> about below.
>>>
>>> I still love and use HLSW to watch the logs of my servers constantly.
>>> More and more often now I'm seeing messages similar to the ones below
>>> flooding my console (the IP addresses and ports change but the messages are
>>> the same):
>>>
>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>>> blocked for exceeding rate limits
>>>
>>> My initial research says that these are attacks on my servers but I'm no
>>> so sure that's correct. I'm running my TF2 and CSS servers on my own
>>> Windows 2008 Dedicated server and when I see these messages, I immediately
>>> add them to a Windows Firewall rule I have to block any and all traffic
>>> from these IPs before the server even sees it. What's interesting is that I
>>> still see these messages even though they get added to the firewall's block
>>> list. Eventually they stop but a litle while later, I get messages like it
>>> from other IPs. Sometimes I can go a day or two without any, and other days
>>> I get as many as 15 IPs doing this.
>>>
>>> I want to note that I don't see any significant performance hits on the
>>> servers when this occurs but I'd like to know more about these messages as
>>> they specifically relate to a game server. Based upon the content of the
>>> message, I assume these mean something bad is being blocked.
>>>
>>> What I find even more interesting is that many of the offending IPs that
>>> are doing this are the specific IP addresses and ports from other game
>>> servers, In the case of the one above, it belongs to a CS 1.6 server in
>>> Russia. Why would another game server box be attempting to connect to my
>>> servers on the same port it's being hosted on?
>>>
>>> This problem has grown in frequency over the past few months. Prior to
>>> that, I don't remember seeing 

Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread James Botting
Was there not a metamod extension that could help mitigate this issue at
some point, or am I mistaken?

And yes, this does seem like the most likely cause. If the address is being
spoofed, that makes sense why the firewall block you placed on the spoofed
address is ineffective.

What you could always do is grab a copy of wireshark and capture a dump at
the time the error is generated to confirm the diagnosis, A2S_INFO packets
have a predefined structure which is documented on the valve development
wiki.

I imagine since the server is mitigating it to some affect (hence the
messages being generated) that's why you are seeing minimal performance
decrease.
On 19 Jan 2016 2:37 a.m., "David Parker"  wrote:

> Hello,
>
> This is usually caused by an attack which simply floods the server with
> queries (usually A2S_INFO).
>
> This happened on one of my servers a few months ago (running on Linux),
> and the offending IP address was owned by NFO.  I contacted them and had a
> good discussion with a few of the NFO guys.  It turned out that someone in
> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
> source.  They said it wasn't the first time this had happened, but they
> were very helpful in diagnosing the issue and figuring out what was
> happening.
>
> I simply used a firewall rule to block the source IP, and the messages
> stopped immediately.
>
> Hope this helps.
>
> - Dave
>
> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
> supp...@boomgaming.net> wrote:
>
>> Hello Everyone,
>>
>> I've searched the web on this but can't find the specific answers I'm
>> looking for so I'm coming to my fellow server operators for a little
>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>> about below.
>>
>> I still love and use HLSW to watch the logs of my servers constantly.
>> More and more often now I'm seeing messages similar to the ones below
>> flooding my console (the IP addresses and ports change but the messages are
>> the same):
>>
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>>
>> My initial research says that these are attacks on my servers but I'm no
>> so sure that's correct. I'm running my TF2 and CSS servers on my own
>> Windows 2008 Dedicated server and when I see these messages, I immediately
>> add them to a Windows Firewall rule I have to block any and all traffic
>> from these IPs before the server even sees it. What's interesting is that I
>> still see these messages even though they get added to the firewall's block
>> list. Eventually they stop but a litle while later, I get messages like it
>> from other IPs. Sometimes I can go a day or two without any, and other days
>> I get as many as 15 IPs doing this.
>>
>> I want to note that I don't see any significant performance hits on the
>> servers when this occurs but I'd like to know more about these messages as
>> they specifically relate to a game server. Based upon the content of the
>> message, I assume these mean something bad is being blocked.
>>
>> What I find even more interesting is that many of the offending IPs that
>> are doing this are the specific IP addresses and ports from other game
>> servers, In the case of the one above, it belongs to a CS 1.6 server in
>> Russia. Why would another game server box be attempting to connect to my
>> servers on the same port it's being hosted on?
>>
>> This problem has grown in frequency over the past few months. Prior to
>> that, I don't remember seeing these messages at all in console.
>>
>> Can anyone give me some background on what these mean and what they're
>> about? Also, any idea why they Windows Firewall doesn't block their traffic
>> completely when I add them to the scope of the Firewall wall so they don't
>> appear in the console logs?
>>
>> Thanks for reading and Happy Monday,
>> Mike Vail
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> 

Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread Weasels Lair
Yep. An unfortunate downside to UDP-based applications is there is no
"session" to manage.  All packets are kind of "fire and forget". Very easy
to spoof.  Not that you can't spoof TCP too, but then the conversation
falls apart with no reliable way to respond back.

I'm this case, it would be categorized as a sort of reflection attack,
since it's intended obviously to make effected systems take the knee-jerk
reaction of blocking or reporting NFO as a bad player - when I'm fact the
traffic isn't really coming from them.

I just switched to them as a host, and love it so far.
On Jan 18, 2016 6:37 PM, "David Parker"  wrote:

> Hello,
>
> This is usually caused by an attack which simply floods the server with
> queries (usually A2S_INFO).
>
> This happened on one of my servers a few months ago (running on Linux),
> and the offending IP address was owned by NFO.  I contacted them and had a
> good discussion with a few of the NFO guys.  It turned out that someone in
> Russia was doing this to a lot of servers, and spoofing the NFO IP as the
> source.  They said it wasn't the first time this had happened, but they
> were very helpful in diagnosing the issue and figuring out what was
> happening.
>
> I simply used a firewall rule to block the source IP, and the messages
> stopped immediately.
>
> Hope this helps.
>
> - Dave
>
> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net <
> supp...@boomgaming.net> wrote:
>
>> Hello Everyone,
>>
>> I've searched the web on this but can't find the specific answers I'm
>> looking for so I'm coming to my fellow server operators for a little
>> guidance. I'm hoping some of you have seen or experienced what I'm writing
>> about below.
>>
>> I still love and use HLSW to watch the logs of my servers constantly.
>> More and more often now I'm seeing messages similar to the ones below
>> flooding my console (the IP addresses and ports change but the messages are
>> the same):
>>
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
>> blocked for exceeding rate limits
>>
>> My initial research says that these are attacks on my servers but I'm no
>> so sure that's correct. I'm running my TF2 and CSS servers on my own
>> Windows 2008 Dedicated server and when I see these messages, I immediately
>> add them to a Windows Firewall rule I have to block any and all traffic
>> from these IPs before the server even sees it. What's interesting is that I
>> still see these messages even though they get added to the firewall's block
>> list. Eventually they stop but a litle while later, I get messages like it
>> from other IPs. Sometimes I can go a day or two without any, and other days
>> I get as many as 15 IPs doing this.
>>
>> I want to note that I don't see any significant performance hits on the
>> servers when this occurs but I'd like to know more about these messages as
>> they specifically relate to a game server. Based upon the content of the
>> message, I assume these mean something bad is being blocked.
>>
>> What I find even more interesting is that many of the offending IPs that
>> are doing this are the specific IP addresses and ports from other game
>> servers, In the case of the one above, it belongs to a CS 1.6 server in
>> Russia. Why would another game server box be attempting to connect to my
>> servers on the same port it's being hosted on?
>>
>> This problem has grown in frequency over the past few months. Prior to
>> that, I don't remember seeing these messages at all in console.
>>
>> Can anyone give me some background on what these mean and what they're
>> about? Also, any idea why they Windows Firewall doesn't block their traffic
>> completely when I add them to the scope of the Firewall wall so they don't
>> appear in the console logs?
>>
>> Thanks for reading and Happy Monday,
>> Mike Vail
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
>
> --
> Dave Parker
> Systems 

Re: [hlds_linux] -usercon?

2016-01-10 Thread Jan
-usercon is needed for CS:GO to enable rcon function. As for troubles 
with TF2, all of my servers are still working no problems without the 
parameter.


On 10.1.2016 21:54, ics wrote:
To my knowledge, -usercon is only used by windows machines to bring up 
the console.


Rcon shouldn't need that.

-ics

Weasels Lair kirjoitti:

Is the -usercon command-line parameter for SRCDS required for all SRCDS
games now? or just CS:GO?

I ask because I am having some trouble with RCon to my TF2 servers at 
the

moment.
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Re: [hlds_linux] -usercon?

2016-01-10 Thread ics
To my knowledge, -usercon is only used by windows machines to bring up 
the console.


Rcon shouldn't need that.

-ics

Weasels Lair kirjoitti:

Is the -usercon command-line parameter for SRCDS required for all SRCDS
games now? or just CS:GO?

I ask because I am having some trouble with RCon to my TF2 servers at the
moment.
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Re: [hlds_linux] -usercon?

2016-01-10 Thread Weasels Lair
Ok found my problem.  Just moved to a new provider, and for some reason I
had to start using "+ip #.#.#.#" in the start-up command-line for each
SRCDS instance.  Not sure why it would act differently on my old hosting
provider (a general web/VPS company) and my new provider (a more
game-oriented VPS provider), but whatever, it's working now.

On Sun, Jan 10, 2016 at 1:31 PM, Jan  wrote:

> -usercon is needed for CS:GO to enable rcon function. As for troubles with
> TF2, all of my servers are still working no problems without the parameter.
>
>
> On 10.1.2016 21:54, ics wrote:
>
>> To my knowledge, -usercon is only used by windows machines to bring up
>> the console.
>>
>> Rcon shouldn't need that.
>>
>> -ics
>>
>> Weasels Lair kirjoitti:
>>
>>> Is the -usercon command-line parameter for SRCDS required for all SRCDS
>>> games now? or just CS:GO?
>>>
>>> I ask because I am having some trouble with RCon to my TF2 servers at the
>>> moment.
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>>
>>
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>>
>>
>
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Re: [hlds_linux] Mandatory TF2 update released

2015-12-19 Thread dan

On 18/12/2015 20:28, Emil Larsson wrote:

You can change the bars back to ping in advanced options in the game. Which
is what I did.


Fair enough, I should have checked. I have the net_graph on anyway to
see my stats.

I just think it looks so ugly. What colour is that for the bars? Gangrene?

And the blu/red logos look like they were badly photoshopped in.

More key to hiding ping, would be fixing the quickplay code so that 
Europeans

end up on European servers and so on.

Steam client beta seems to have knocked performance down
to single digits in some cases too. So if you get people complaining
about performance on your servers that may be why.

--
Dan


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Re: [hlds_linux] Mandatory TF2 update released

2015-12-18 Thread Saint K.
Any chance we can get a player count back at the scoreboard? It's a bit 
annoying that on servers with a higher than 24 slot count you cannot workout 
anymore how many people are in a team.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, December 17, 2015 11:30 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. This is the Tough Break Update. The 
update notes are below. The new version is 3191257.

-Eric



The Tough Break Update has arrived!
- Additional information available on the website 
(http://www.teamfortress.com/toughbreak)
- 4 new community maps: Snowycoast, Vanguard, Highpass, and Landfall
- 26 new contracts, including contracts which issue loaner weapons 
- 4 new weapon collections
- 2 new community taunts: Badpipes and The Bucking Bronco
- 1 new official taunt: Mannrobics
- New community cosmetics case with 15 items

General
- Significant weapon and class balance improvements (see section below for full 
details)
- Smissmas 2015 has begun! Launch Team Fortress 2 to receive your Spirit of 
Giving badge, Gift-Stuffed Stocking, and Winter Holiday noise maker
- Added Smissmas 2015 Mystery Gift. Can be found by opening a Tough Break 
Weapons Case. Have you been Naughty or Nice?
- Added Strange Count Transfer Tool
- Takes the Strange scores from one item and adds them on to another. 
The count for the source item is reset to zero. Strange part scores are only 
transferred and zeroed if a matching Strange part is found.  Can only be used 
between Strange items of the same base type.
- Can be Crafted by 2 Strange parts in the crafting menu under Rare 
Items
- Updated Case opening item drop algorithm. Going forward players are now less 
likely to get duplicate items from the same rarity tier on repeated Case 
openings.
- Updated several weapons sounds with consistency fixes from community member 
Mateusz Grzesik
- Updated the scoreboard
- Re-ordered some of the columns
-Added an image to represent player ping values instead of the actual 
ping values. Added an option in Adv. Options to use the actual ping values.
- Updated several weapon descriptions to better detail their functionality
- 'Gifted by' Tag can now be removed from items via 'Restore?' Context action 
from the Backpack view
- Fixed a bug in Mann vs. Machine where Medic bots with unusually long uber 
effects could have the effect time-out prematurely
- Fixed a bug where Unusual Slider was not properly saving
- All Strange parts can now be applied to Strange cosmetics items
- Strange parts added to the Backpack Context Menu for Strange items
- Paints now display both Market and Mann Co. Store prices in the Backpack 
Context Menu on paintable items
- Added case and crate opening animation in Backpack view
- Fixed seeing the fire texture on the Captain Space Mann, A Head Full of Hot 
Air, and The Tomb Readers in DirectX 8
- Updated the models/material for Der Wintermantel and made it paintable
- Updated the Caped Crusader to include a team-colored style for the cape
- Players can no longer use blast damage to move during the pre-round freeze 
period
- Added server convar tf_preround_push_from_damage_enable for servers 
to utilize the old behavior
- Fixed the Spy-cicle not melting properly if the Spy is burned while stunned
- Added an option in Adv. Options to batch overhead combat text

Performance Improvements
- Mac and Linux improvements (Windows Direct3D 9 players have these already)
- Texture streaming now enabled
- Reduced memory consumption by ~500 megs
- Faster map loads!
- Players on Mac can now select 'High' texture settings
- Eliminated many cases of hitching when using painted weapons
- Eliminated occasional hitching caused by using mat_picmip 2 (or selecting low 
quality textures in Video Options -> Advanced)
- Massively reduced memory consumption when using painted weapons
- Improved particle system performance, boosting overall framerate, especially 
in particle-heavy situations.
- Fixed two most common forms of framerate stuttering / hitching when using 
popular FPS configs
- Added -default launch option to help players triage performance / stability 
problems.
- When run with -default, the game will ignore most convar settings and 
run purely with default options
- Upon exit, -default runs do not overwrite the player's config.cfg 
file. If a player wants to save the settings of a default run, they should 
execute host_writeconfig  in the console.
- Fixed 5 second stall when opening options menu
- VR players: You must now pass -vr to launch options to play TF using VR
- Fixed multiple cases of FPS stutter related to the sound system


Re: [hlds_linux] Mandatory TF2 update released

2015-12-18 Thread dan

On 18/12/2015 11:49, Saint K. wrote:

Any chance we can get a player count back at the scoreboard? It's a bit 
annoying that on servers with a higher than 24 slot count you cannot workout 
anymore how many people are in a team.


Yeah 2nd that. It's awful. Programmer art and bars for ping? Yeuch.

It looks like the results of a school kid doing his first custom UI mod 
and he's

asked his dad to upload it to the internet.

I'm expecting Gabe to reply with "He's only 6. I didn't want to say no"

Either that or someone edited it after the Valve Christmas do.

Sober up and fix it please.

--
Dan

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Re: [hlds_linux] Mandatory TF2 update released

2015-12-18 Thread Emil Larsson
You can change the bars back to ping in advanced options in the game. Which
is what I did.

I like the new scoreboard, though I kinda miss being able to see the team
playercount at a glance.

On Fri, Dec 18, 2015 at 8:27 PM, dan  wrote:

> On 18/12/2015 11:49, Saint K. wrote:
>
>> Any chance we can get a player count back at the scoreboard? It's a bit
>> annoying that on servers with a higher than 24 slot count you cannot
>> workout anymore how many people are in a team.
>>
>
> Yeah 2nd that. It's awful. Programmer art and bars for ping? Yeuch.
>
> It looks like the results of a school kid doing his first custom UI mod
> and he's
> asked his dad to upload it to the internet.
>
> I'm expecting Gabe to reply with "He's only 6. I didn't want to say no"
>
> Either that or someone edited it after the Valve Christmas do.
>
> Sober up and fix it please.
>
> --
> Dan
>
>
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Re: [hlds_linux] Mandatory TF2 update released

2015-12-18 Thread Erik-jan Riemers
I just hope the "bars" instead of ping also show the correct ping, as its
still easy to ping mask and have it at a ping of 5. (even though the person
could have 100+)

I wonder if its now possible to write something for it so that if it says 1
bar, kick ;)

2015-12-18 21:28 GMT+01:00 Emil Larsson :

> You can change the bars back to ping in advanced options in the game. Which
> is what I did.
>
> I like the new scoreboard, though I kinda miss being able to see the team
> playercount at a glance.
>
> On Fri, Dec 18, 2015 at 8:27 PM, dan  wrote:
>
> > On 18/12/2015 11:49, Saint K. wrote:
> >
> >> Any chance we can get a player count back at the scoreboard? It's a bit
> >> annoying that on servers with a higher than 24 slot count you cannot
> >> workout anymore how many people are in a team.
> >>
> >
> > Yeah 2nd that. It's awful. Programmer art and bars for ping? Yeuch.
> >
> > It looks like the results of a school kid doing his first custom UI mod
> > and he's
> > asked his dad to upload it to the internet.
> >
> > I'm expecting Gabe to reply with "He's only 6. I didn't want to say no"
> >
> > Either that or someone edited it after the Valve Christmas do.
> >
> > Sober up and fix it please.
> >
> > --
> > Dan
> >
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Mandatory TF2 update released

2015-12-17 Thread dan
Seeing as I can't get anyone at Valve to acknowledge via email, I'll 
report here.

Not really a server issue though.

I note a strange chargin targe is getting its kill counter updated when 
you do kills with other weapons.


I assume it's not by design. I've got something like 5000 kills on mine 
now as a result.


IIRC this started around the gun mettle update. At least
that's when I first started noting the messages for reaching milestones 
popping

up even though I hadn't charged to get a kill.

--
Dan

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

2015-12-17 Thread Kyle Sanderson
Any idea when we'll see the Linux/Mac fixes for CS:S, HL2:DM and 300? We
still have some players on Macs, only a couple on Linux.
On 17 Dec 2015 2:30 p.m., "Eric Smith"  wrote:

> We've released a mandatory update for TF2. This is the Tough Break Update.
> The update notes are below. The new version is 3191257.
>
> -Eric
>
> 
>
> The Tough Break Update has arrived!
> - Additional information available on the website (
> http://www.teamfortress.com/toughbreak)
> - 4 new community maps: Snowycoast, Vanguard, Highpass, and Landfall
> - 26 new contracts, including contracts which issue loaner weapons
> - 4 new weapon collections
> - 2 new community taunts: Badpipes and The Bucking Bronco
> - 1 new official taunt: Mannrobics
> - New community cosmetics case with 15 items
>
> General
> - Significant weapon and class balance improvements (see section below for
> full details)
> - Smissmas 2015 has begun! Launch Team Fortress 2 to receive your Spirit
> of Giving badge, Gift-Stuffed Stocking, and Winter Holiday noise maker
> - Added Smissmas 2015 Mystery Gift. Can be found by opening a Tough Break
> Weapons Case. Have you been Naughty or Nice?
> - Added Strange Count Transfer Tool
> - Takes the Strange scores from one item and adds them on to
> another. The count for the source item is reset to zero. Strange part
> scores are only transferred and zeroed if a matching Strange part is
> found.  Can only be used between Strange items of the same base type.
> - Can be Crafted by 2 Strange parts in the crafting menu under
> Rare Items
> - Updated Case opening item drop algorithm. Going forward players are now
> less likely to get duplicate items from the same rarity tier on repeated
> Case openings.
> - Updated several weapons sounds with consistency fixes from community
> member Mateusz Grzesik
> - Updated the scoreboard
> - Re-ordered some of the columns
> -Added an image to represent player ping values instead of the
> actual ping values. Added an option in Adv. Options to use the actual ping
> values.
> - Updated several weapon descriptions to better detail their functionality
> - 'Gifted by' Tag can now be removed from items via 'Restore?' Context
> action from the Backpack view
> - Fixed a bug in Mann vs. Machine where Medic bots with unusually long
> uber effects could have the effect time-out prematurely
> - Fixed a bug where Unusual Slider was not properly saving
> - All Strange parts can now be applied to Strange cosmetics items
> - Strange parts added to the Backpack Context Menu for Strange items
> - Paints now display both Market and Mann Co. Store prices in the Backpack
> Context Menu on paintable items
> - Added case and crate opening animation in Backpack view
> - Fixed seeing the fire texture on the Captain Space Mann, A Head Full of
> Hot Air, and The Tomb Readers in DirectX 8
> - Updated the models/material for Der Wintermantel and made it paintable
> - Updated the Caped Crusader to include a team-colored style for the cape
> - Players can no longer use blast damage to move during the pre-round
> freeze period
> - Added server convar tf_preround_push_from_damage_enable for
> servers to utilize the old behavior
> - Fixed the Spy-cicle not melting properly if the Spy is burned while
> stunned
> - Added an option in Adv. Options to batch overhead combat text
>
> Performance Improvements
> - Mac and Linux improvements (Windows Direct3D 9 players have these
> already)
> - Texture streaming now enabled
> - Reduced memory consumption by ~500 megs
> - Faster map loads!
> - Players on Mac can now select 'High' texture settings
> - Eliminated many cases of hitching when using painted weapons
> - Eliminated occasional hitching caused by using mat_picmip 2 (or
> selecting low quality textures in Video Options -> Advanced)
> - Massively reduced memory consumption when using painted weapons
> - Improved particle system performance, boosting overall framerate,
> especially in particle-heavy situations.
> - Fixed two most common forms of framerate stuttering / hitching when
> using popular FPS configs
> - Added -default launch option to help players triage performance /
> stability problems.
> - When run with -default, the game will ignore most convar
> settings and run purely with default options
> - Upon exit, -default runs do not overwrite the player's
> config.cfg file. If a player wants to save the settings of a default run,
> they should execute host_writeconfig  in the console.
> - Fixed 5 second stall when opening options menu
> - VR players: You must now pass -vr to launch options to play TF using VR
> - Fixed multiple cases of FPS stutter related to the sound system
>
> Mannpower Changes
> - Flags will become poisonous (mark the carrier for death) 90 seconds
> after having been stolen
> - If both teams flags are stolen and poisonous, they will return when next
> 

Re: [hlds_linux] Mandatory TF2 update released

2015-11-11 Thread Emil Larsson
Kinda weird it was released so widely though, seeing as it's only relevant
to Valve servers. It's not like most community servers would care other
than perhaps disabling the halloween effects.

On Wed, Nov 11, 2015 at 7:37 PM, ics  wrote:

> Halloween ended prematurely as merasmusmissions expire on the 12th and
> people had those which were still not finished.
>
> -ics
>
> Robert Styler kirjoitti:
>
> Never known an update to be released so early
>> On 11 Nov 2015 18:22, "Eric Smith"  wrote:
>>
>> We've released a mandatory update for TF2. The update notes are below. The
>>> new version is 3100969.
>>>
>>> -Eric
>>>
>>> 
>>>
>>> - Extended the Halloween 2015 event to run until November 12
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
>
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Re: [hlds_linux] Mandatory TF2 update released

2015-11-11 Thread ics
Halloween ended prematurely as merasmusmissions expire on the 12th and 
people had those which were still not finished.


-ics

Robert Styler kirjoitti:

Never known an update to be released so early
On 11 Nov 2015 18:22, "Eric Smith"  wrote:


We've released a mandatory update for TF2. The update notes are below. The
new version is 3100969.

-Eric



- Extended the Halloween 2015 event to run until November 12

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Re: [hlds_linux] Mandatory TF2 update released

2015-11-11 Thread Robert Styler
Never known an update to be released so early
On 11 Nov 2015 18:22, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The update notes are below. The
> new version is 3100969.
>
> -Eric
>
> 
>
> - Extended the Halloween 2015 event to run until November 12
>
> ___
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-11-05 Thread Matthew Hills
Hi, Ross and co.

I was playing on Eyeaduct last night and found that engineers could build
during the truce but the buildings were not attackable. Not that it really
mattered because we just destroyed the sentry as soon as the truce finished
but hey ho.

Matty

On 4 November 2015 at 22:28, Ross Bemrose  wrote:

> I've been told that sappers can still be applied during Truce mode, but
> can't actually be removed during this time.
>
> This probably should be fixed.
>
> On 11/3/2015 8:22 PM, Eric Smith wrote:
>
>> We've released a mandatory update for TF2. The update notes are below.
>> The new version is 3078449.
>>
>> -Eric
>>
>> 
>>
>> - Fixed getting the Masked Mann achievement on maps other than Mann Manor
>> - Fixed a bug where the grappling hook would not switch back to the
>> previous weapon after being released
>> - Fixed the Quickplay server list sometimes displaying the map filename
>> instead of the proper name
>> - Added tournament medals for UGC Highlander Season 15, UGC Highlander
>> Season 16, UGC 6v6 Season 17, UGC 6v6 Season 18, UGC 4v4 Season 4, and UGC
>> 4v4 Season 5
>> - Updated the Monoculus and Merasmus battles on Eyeaduct and Ghost Fort
>> to call a temporary truce between the teams while fighting the boss
>> - Added server convar tf_halloween_allow_truce_during_boss_event
>> for community maps to use this feature
>> - Updated Merasmissions to include a Quickplay button that will
>> automatically join the required map or open the Quickplay menu if any map
>> can be used
>> - Updated taunts to prevent movement during the pre-round period when
>> players are frozen
>> - Updated the Invasion Coin to track stats through November 6th, 2015
>> - Updated pl_millstone_event
>> - Fixed getting out of the map using spells
>> - Monoculus moves now around the end area of the map instead of
>> staying near final pit
>> - Made spells spawn a bit less frequently
>> - Fixed ghost long arms, now it travels/arrives to hell
>> - Performance optimizations
>> - Updated the navigation file
>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2015-11-04 Thread Ross Bemrose
I've been told that sappers can still be applied during Truce mode, but 
can't actually be removed during this time.


This probably should be fixed.

On 11/3/2015 8:22 PM, Eric Smith wrote:

We've released a mandatory update for TF2. The update notes are below. The new 
version is 3078449.

-Eric



- Fixed getting the Masked Mann achievement on maps other than Mann Manor
- Fixed a bug where the grappling hook would not switch back to the previous 
weapon after being released
- Fixed the Quickplay server list sometimes displaying the map filename instead 
of the proper name
- Added tournament medals for UGC Highlander Season 15, UGC Highlander Season 
16, UGC 6v6 Season 17, UGC 6v6 Season 18, UGC 4v4 Season 4, and UGC 4v4 Season 5
- Updated the Monoculus and Merasmus battles on Eyeaduct and Ghost Fort to call 
a temporary truce between the teams while fighting the boss
- Added server convar tf_halloween_allow_truce_during_boss_event for 
community maps to use this feature
- Updated Merasmissions to include a Quickplay button that will automatically 
join the required map or open the Quickplay menu if any map can be used
- Updated taunts to prevent movement during the pre-round period when players 
are frozen
- Updated the Invasion Coin to track stats through November 6th, 2015
- Updated pl_millstone_event
- Fixed getting out of the map using spells
- Monoculus moves now around the end area of the map instead of staying 
near final pit
- Made spells spawn a bit less frequently
- Fixed ghost long arms, now it travels/arrives to hell
- Performance optimizations
- Updated the navigation file


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

2015-10-29 Thread Ross Bemrose
I noticed last night that the Flare Gun is only mini-critting now.  I
assumed this was an unannounced change to the weapon, but it appears to be
one of the symptoms of another change.

At the moment, you can't crit anyone who is covered in Jarate or while you
are being affected by a mini-crit source such as the Buff Banner.  It
appears that mini-crits now override crits instead of the opposite way
around.

Having a friendly buff banner and/or Jarate able to cancel the affects of
headshots, backstabs, the Kritzkrieg, and random crits breaks game
mechanics.

This needs to be fixed.  Soon.

On Wed, Oct 28, 2015 at 7:49 PM, Eric Smith  wrote:

> We've released a mandatory update for TF2. The new version is 3060214.
>
> The notes for the update can be found here:
> http://www.teamfortress.com/post.php?id=19062
>
> -Eric
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
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-- 
Ross Bemrose
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming

2015-10-29 Thread Chase Cochran
Here’s a glitch: contracts don’t count points on Virginia servers




From: Eric Smith
Sent: Wednesday, October 28, 2015 7:30 PM
To: 
h...@list.valvesoftware.com;hlds_linux@list.valvesoftware.com;hlds_annou...@list.valvesoftware.com
Subject: [hlds] Mandatory TF2 update coming


We're working on a mandatory update for TF2. We should have it ready soon. This 
is the Scream Fortress VII update.

-Eric


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

2015-10-29 Thread Alexander Corn
I'd argue that not counting points on *any* servers is a glitch. The
rewards are untradable, so please open them up to community servers.

On Thu, Oct 29, 2015 at 9:06 AM, Chase Cochran 
wrote:

> Here’s a glitch: contracts don’t count points on Virginia servers
>
>
>
>
> From: Eric Smith
> Sent: Wednesday, October 28, 2015 7:30 PM
> To: h...@list.valvesoftware.com;hlds_linux@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds] Mandatory TF2 update coming
>
>
> We're working on a mandatory update for TF2. We should have it ready soon.
> This is the Scream Fortress VII update.
>
> -Eric
>
>
> ___
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> please visit:
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>
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Re: [hlds_linux] Mandatory TF2 update released

2015-10-28 Thread Gordon Reynolds
This is probably a minor complaint but none of the patchnotes ever list the
new maps that are added.

I know they added an event version of gorge, and I could probably guess it
was _event, but for the new maps I'm not sure if they are pl_ tc_ cp_, etc.
And on the suffix side are they _final _final1, nothing?

It doesn't take a super long time to figure out what the new maps are, but
I've always wondered why none of the patchnotes ever just list out what the
new mapnames are, it makes updating nomiations/mapcycles a bit more
difficult.

On Wed, Oct 28, 2015 at 4:50 PM Eric Smith  wrote:

> We've released a mandatory update for TF2. The new version is 3060214.
>
> The notes for the update can be found here:
> http://www.teamfortress.com/post.php?id=19062
>
> -Eric
>
>
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Re: [hlds_linux] [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Kyle Sanderson
All major cell carriers (when you're on a business plan) in Canada offer
you the ability to change your number within 5 minutes, an unlimited number
of times. I doubt this is an exclusive feature for Canadian Telcos. Even
going pre-paid and just burning numbers in the States would do the same
thing for a nominal fee ($5). Like any Steam binding there's no constant
heartbeat, it's the same throwaway situation.

This is doesn't solve anything besides significantly harm the dedicated
server communities when Steam has it's hourly flinch. The 90 emails back
and forth over the last few hours show this.

Kyle.
On 13 Oct 2015 9:12 p.m., "zAfLu - Dennis"  wrote:

> OK fyi:
>
> Using the same phone number on 2 accounts is not working.
> "This phone number is already associated with a different Steam account.
> Adding this phone number to your account will remove its association from
> any other Steam account"
> So i need to buy a new phone/number to get server running? that sux -.-
>
>
>
> Am 14.10.2015 um 04:17 schrieb Daniel Barreiro:
>
> A single phone number can be used on two Steam accounts last I checked.
>
> On Tue, Oct 13, 2015 at 10:16 PM, zAfLu - Dennis 
> wrote:
>
>> Is it possible to link a phone number twice? Because i have a standalone
>> server steam account (because of security reasons) but only one phone
>> number.
>>
>>
>> Am 14.10.2015 um 03:37 schrieb Ido Magal:
>>
>>> Q. What is the purpose of this update?
>>> A. We had intended to adopt Favorites migration from TF2 for some time
>>> now. Game Server Providers' complaint about the impact that the current IP
>>> banning method has on their operation has made this more urgent since with
>>> this feature we'll also be able to shield GSPs from bad actors.
>>>
>>> Q. Is this [ new method ] just to generate the token, or if this occurs
>>> will the tokens become invalid while that ban/lock is in place?
>>> A. Any such or similar infraction by the GSLT owning Steam User will
>>> result in the disabling of all of that user's GSLTs.
>>>
>>> Q. So does this mean I can't run a CS:GO server unless I own CS:GO?
>>> A. That will be correct as of Stage 3.
>>>
>>> Q. So people need to have landlines to run servers now?
>>> A. No. But there are currently restrictions on what constitutes a
>>> qualifying phone number. VOIP / burner numbers are currently non-qualifying.
>>>
>>> Q. What specifically happens if you don't log into an account after
>>> stage three?
>>> A. The result will be identical to the current IP ban: players will not
>>> be able to connect.
>>>
>>> Q. So can these tokens be used in place of the webapi_authkey ? will we
>>> need BOTH keys now to use the workshop?
>>> A. The webapi authkey was previously an intermediate step to creating a
>>> GSLT. It is no longer necessary.
>>>
>>> Q. And just to be clear, it's 50 at any one time, not 50 total lifetime,
>>> correct?
>>> A. Correct. You can delete unused GSLTs and generate new ones. We're
>>> reevaluating the 50 token limit.
>>>
>>> Q. Why don't my previously registered servers show up?
>>> A. Fixed.
>>>
>>>
>>> ___
>>> Csgo_servers mailing list
>>> csgo_serv...@list.valvesoftware.com
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>
>>
>>
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>>
>
>
>
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Re: [hlds_linux] [hlds] All old server tokens invalidated by new CSGO System?

2015-10-13 Thread John Schoenick
This was fixed, if you're still not seeing your previously registered servers 
let me know.


From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Bubka3 [em...@bubka3.com]
Sent: Tuesday, October 13, 2015 5:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] All old server tokens invalidated by new CSGO System?

It appears the servers still login to your old tokens, but they aren't listing 
on that page or via the web API.

Sounds like Valve screwed up the backend for this.

Daniel Barreiro
Tuesday, October 13, 2015 8:37 PM
So there's a mess in the CSGO_Servers list right now as Valve introduced an 
update which will be enforcing login tokens and disabling anonymous login. It 
only applies to CSGO but looking at my account page, all of my old server 
tokens are gone. Am I just blind or did all tokens get wiped by this?
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Re: [hlds_linux] Mandatory TF2 update released

2015-10-07 Thread Stefan `Sec` Zehl
On Wed, Oct 07, 2015 at 03:23 +0200, Matthias "InstantMuffin" Kollek wrote:
> It seems that in return they left out "ze Germans". My game still won't
> update. Servers did long ago.

Has this been fixed for you? I'm also in Germany and have not yet gotten
the update...

CU,
Sec
-- 
I didn't say we *can't* do it. In fact we can. We also can calculate digits
of sqrt(2) in the background, drive space shuttles, or have an AI algorithm
write poems in Swahili while inside the pager.  -- d...@stoilow.imar.ro

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Re: [hlds_linux] Mandatory TF2 update released

2015-10-07 Thread ics
While this is not really server related - verify integrity of game cache 
and then reboot steam - twice if you have to. It should do the trick.


-ics

Stefan `Sec` Zehl kirjoitti:

On Wed, Oct 07, 2015 at 03:23 +0200, Matthias "InstantMuffin" Kollek wrote:

It seems that in return they left out "ze Germans". My game still won't
update. Servers did long ago.

Has this been fixed for you? I'm also in Germany and have not yet gotten
the update...

CU,
 Sec



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Re: [hlds_linux] Mandatory TF2 update released

2015-10-07 Thread Stefan `Sec` Zehl
Hi,

On Wed, Oct 07, 2015 at 20:09 +0200, Stefan `Sec` Zehl wrote:
> Thanks, but I tried that already. So far I've verified my game cache 6
> times, restarted steam 3 times and rebooted twice. Still no go.
> 
> I would not have dared to ask here if I hadn't tried that before.

Just to say I'm sorryfor the added noise. One of thoes must've fixed it
without me noticing. Turns out I thought I still wasn't updated because
my HUD displayed the old gun mettle background AND the GC server bugged
out and said "No servers found". Testing with "version" in the console
shows the correct version now, and manually connecting to servers works.

CU,
Sec
-- 
stop reading here

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Re: [hlds_linux] Mandatory TF2 update released

2015-10-07 Thread Stefan `Sec` Zehl
On Wed, Oct 07, 2015 at 20:50 +0300, ics wrote:
> While this is not really server related - verify integrity of game cache and
> then reboot steam - twice if you have to. It should do the trick.

Thanks, but I tried that already. So far I've verified my game cache 6
times, restarted steam 3 times and rebooted twice. Still no go.

I would not have dared to ask here if I hadn't tried that before.

CU,
Sec
-- 
Remember, all software sucks. Some sucks more, and some sucks less.
But it sucks regardless. If I want to see something elegant I go
look for a piece of art.  -- Wietse

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Re: [hlds_linux] Mandatory TF2 update released

2015-10-07 Thread Matthias "InstantMuffin" Kollek
My dl-region is set to Luxembourg. Try changing yours and opt in or out 
of the beta.


On 07.10.2015 20:09, Stefan `Sec` Zehl wrote:

On Wed, Oct 07, 2015 at 20:50 +0300, ics wrote:

While this is not really server related - verify integrity of game cache and
then reboot steam - twice if you have to. It should do the trick.

Thanks, but I tried that already. So far I've verified my game cache 6
times, restarted steam 3 times and rebooted twice. Still no go.

I would not have dared to ask here if I hadn't tried that before.

CU,
 Sec



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Re: [hlds_linux] Mandatory TF2 update released

2015-10-06 Thread Emil Larsson
Does this work fine in a mixed mapcycle or does it have to be only between
invasion maps for quickplay to work?

On Wed, Oct 7, 2015 at 3:16 AM, Alexander Corn 
wrote:

> It looks like you'll need community_update in your sv_tags to get Quickplay
> traffic for Invasion maps.
>
> Glad we're in Valve's thoughts and that they kept us apprised.
>
> On Tue, Oct 6, 2015 at 8:43 PM, Eric Smith 
> wrote:
>
> > We've released a mandatory update for TF2. The update notes are below.
> The
> > new version is 3013627.
> >
> > -Eric
> >
> > 
> >
> > - Invasion Community Update has arrived!
> > - Check out the blog post for more information:
> > http://www.teamfortress.com/post.php?id=18730
> > - Fixed a problem with the Steam Overlay for Mac clients
> > - Fixed a regression with weapon hit sounds
> > - Hit sounds no longer clip each other
> > - Min and max pitch values reverted to what they were prior to
> the
> > October 1st update
> > - Note: the Advanced Options default slider position is 100,
> which
> > is normal (0) pitch
> > - Fixed an issue with the Festive Revolver not drawing correctly
> > - Fixed an exploit in Mann vs. Machine related to infinite credits
> > - Fixed an exploit related to The Dalokohs Bar
> > - Throwables (Jarate, Mad Milk, Flying Guillotine) will now pass through
> > friendly targets at close range. This is the same behavior as rockets and
> > grenades.
> > - The Powerhouse and Concealed Killer Weapons Cases have been added to
> the
> > weekly drop list for Gun Mettle Campaign Coin owners
> >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Mandatory TF2 update released

2015-10-06 Thread Matthias "InstantMuffin" Kollek

Wait, how do you know that? Was there an announcement telling about the tag?

On 07.10.2015 03:16, Alexander Corn wrote:

It looks like you'll need community_update in your sv_tags to get Quickplay
traffic for Invasion maps.

Glad we're in Valve's thoughts and that they kept us apprised.

On Tue, Oct 6, 2015 at 8:43 PM, Eric Smith  wrote:


We've released a mandatory update for TF2. The update notes are below. The
new version is 3013627.

-Eric



- Invasion Community Update has arrived!
 - Check out the blog post for more information:
http://www.teamfortress.com/post.php?id=18730
- Fixed a problem with the Steam Overlay for Mac clients
- Fixed a regression with weapon hit sounds
 - Hit sounds no longer clip each other
 - Min and max pitch values reverted to what they were prior to the
October 1st update
 - Note: the Advanced Options default slider position is 100, which
is normal (0) pitch
- Fixed an issue with the Festive Revolver not drawing correctly
- Fixed an exploit in Mann vs. Machine related to infinite credits
- Fixed an exploit related to The Dalokohs Bar
- Throwables (Jarate, Mad Milk, Flying Guillotine) will now pass through
friendly targets at close range. This is the same behavior as rockets and
grenades.
- The Powerhouse and Concealed Killer Weapons Cases have been added to the
weekly drop list for Gun Mettle Campaign Coin owners

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Re: [hlds_linux] Mandatory TF2 update released

2015-10-06 Thread Alexander Corn
I had to check the Valve Invasion servers to see what tags they were
running.

On Tue, Oct 6, 2015 at 11:37 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> Wait, how do you know that? Was there an announcement telling about the
> tag?
>
> On 07.10.2015 03:16, Alexander Corn wrote:
>
>> It looks like you'll need community_update in your sv_tags to get
>> Quickplay
>> traffic for Invasion maps.
>>
>> Glad we're in Valve's thoughts and that they kept us apprised.
>>
>> On Tue, Oct 6, 2015 at 8:43 PM, Eric Smith 
>> wrote:
>>
>> We've released a mandatory update for TF2. The update notes are below. The
>>> new version is 3013627.
>>>
>>> -Eric
>>>
>>> 
>>>
>>> - Invasion Community Update has arrived!
>>>  - Check out the blog post for more information:
>>> http://www.teamfortress.com/post.php?id=18730
>>> - Fixed a problem with the Steam Overlay for Mac clients
>>> - Fixed a regression with weapon hit sounds
>>>  - Hit sounds no longer clip each other
>>>  - Min and max pitch values reverted to what they were prior to
>>> the
>>> October 1st update
>>>  - Note: the Advanced Options default slider position is 100,
>>> which
>>> is normal (0) pitch
>>> - Fixed an issue with the Festive Revolver not drawing correctly
>>> - Fixed an exploit in Mann vs. Machine related to infinite credits
>>> - Fixed an exploit related to The Dalokohs Bar
>>> - Throwables (Jarate, Mad Milk, Flying Guillotine) will now pass through
>>> friendly targets at close range. This is the same behavior as rockets and
>>> grenades.
>>> - The Powerhouse and Concealed Killer Weapons Cases have been added to
>>> the
>>> weekly drop list for Gun Mettle Campaign Coin owners
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
>
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Re: [hlds_linux] Mandatory TF2 update released

2015-10-06 Thread Matthias "InstantMuffin" Kollek
Oh, so there was no announcement? I assume this is a mistake and will be 
corrected, so this misunderstanding lasts only "temporarily".


On 07.10.2015 05:40, Alexander Corn wrote:

I had to check the Valve Invasion servers to see what tags they were
running.

On Tue, Oct 6, 2015 at 11:37 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:


Wait, how do you know that? Was there an announcement telling about the
tag?

On 07.10.2015 03:16, Alexander Corn wrote:


It looks like you'll need community_update in your sv_tags to get
Quickplay
traffic for Invasion maps.

Glad we're in Valve's thoughts and that they kept us apprised.

On Tue, Oct 6, 2015 at 8:43 PM, Eric Smith 
wrote:

We've released a mandatory update for TF2. The update notes are below. The

new version is 3013627.

-Eric



- Invasion Community Update has arrived!
  - Check out the blog post for more information:
http://www.teamfortress.com/post.php?id=18730
- Fixed a problem with the Steam Overlay for Mac clients
- Fixed a regression with weapon hit sounds
  - Hit sounds no longer clip each other
  - Min and max pitch values reverted to what they were prior to
the
October 1st update
  - Note: the Advanced Options default slider position is 100,
which
is normal (0) pitch
- Fixed an issue with the Festive Revolver not drawing correctly
- Fixed an exploit in Mann vs. Machine related to infinite credits
- Fixed an exploit related to The Dalokohs Bar
- Throwables (Jarate, Mad Milk, Flying Guillotine) will now pass through
friendly targets at close range. This is the same behavior as rockets and
grenades.
- The Powerhouse and Concealed Killer Weapons Cases have been added to
the
weekly drop list for Gun Mettle Campaign Coin owners

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Re: [hlds_linux] IPv6 - Bumped

2015-10-06 Thread Kyle Sanderson
Any update on this?

Thanks,
Kyle.

On Wed, May 4, 2011 at 11:00 AM, Milton Ngan <mil...@valvesoftware.com> wrote:
> Just to let everyone know. I am currently working on deploying IPv6 network 
> infrastructure for Valve's network. This is not a promise that support is 
> coming, but rather to point out that without this infrastructure it is very 
> difficult to implement IPv6 support.
>
> Until last year, none of our network equipment would support IPv6. Our 
> network providers also don't have pervasive IPv6 support, at least not on par 
> with IPv4. So there are some technical challenges that we face with regards 
> to network resiliency, which makes it risky for us to use in a production 
> environment.
>
> Like many of you on this list, I am passionate about adopting IPv6, but it 
> isn't something that is going to happen overnight. My goal is to support IPv6 
> with the common applications (e.g mail, web, DNS) within the next 12 months. 
> However, with some of our appliances, it is clear that IPv6 support is still 
> a long way off which will make this goal a challenging target.
>
> M.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcel
> Sent: Wednesday, May 04, 2011 5:30 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] IPv6 - Bumped
>
> Am 04/27/2011 07:29 AM, schrieb Christoffer Pedersen:
>> Well right now i don't think that IPv6 is urgent for gameservers. All IPv4 
>> blocks has been taken but a still very low amount of users are using IPv6. 
>> The global amount of internet traffic contains absolutely almost no IPv6 
>> (1%>) so there's still a long trip to go.
>
> Okay. So your plan is to wait until the ISPs change to IPv6? And the
> ISPs won't change until there are no applications for IPv6...
>
> IPV6 is so fucking important and all the software developers seem to
> ignore that. It would be a huge step if some of be "big players" like
> VALVe would start supporting IPv6.
>
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Re: [hlds_linux] Mandatory TF2 update released

2015-10-06 Thread Alexander Corn
It looks like you'll need community_update in your sv_tags to get Quickplay
traffic for Invasion maps.

Glad we're in Valve's thoughts and that they kept us apprised.

On Tue, Oct 6, 2015 at 8:43 PM, Eric Smith  wrote:

> We've released a mandatory update for TF2. The update notes are below. The
> new version is 3013627.
>
> -Eric
>
> 
>
> - Invasion Community Update has arrived!
> - Check out the blog post for more information:
> http://www.teamfortress.com/post.php?id=18730
> - Fixed a problem with the Steam Overlay for Mac clients
> - Fixed a regression with weapon hit sounds
> - Hit sounds no longer clip each other
> - Min and max pitch values reverted to what they were prior to the
> October 1st update
> - Note: the Advanced Options default slider position is 100, which
> is normal (0) pitch
> - Fixed an issue with the Festive Revolver not drawing correctly
> - Fixed an exploit in Mann vs. Machine related to infinite credits
> - Fixed an exploit related to The Dalokohs Bar
> - Throwables (Jarate, Mad Milk, Flying Guillotine) will now pass through
> friendly targets at close range. This is the same behavior as rockets and
> grenades.
> - The Powerhouse and Concealed Killer Weapons Cases have been added to the
> weekly drop list for Gun Mettle Campaign Coin owners
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] Mandatory TF2 update released

2015-10-06 Thread Matthias "InstantMuffin" Kollek
It seems that in return they left out "ze Germans". My game still won't 
update. Servers did long ago.


On 07.10.2015 03:16, Alexander Corn wrote:

It looks like you'll need community_update in your sv_tags to get Quickplay
traffic for Invasion maps.

Glad we're in Valve's thoughts and that they kept us apprised.

On Tue, Oct 6, 2015 at 8:43 PM, Eric Smith  wrote:


We've released a mandatory update for TF2. The update notes are below. The
new version is 3013627.

-Eric



- Invasion Community Update has arrived!
 - Check out the blog post for more information:
http://www.teamfortress.com/post.php?id=18730
- Fixed a problem with the Steam Overlay for Mac clients
- Fixed a regression with weapon hit sounds
 - Hit sounds no longer clip each other
 - Min and max pitch values reverted to what they were prior to the
October 1st update
 - Note: the Advanced Options default slider position is 100, which
is normal (0) pitch
- Fixed an issue with the Festive Revolver not drawing correctly
- Fixed an exploit in Mann vs. Machine related to infinite credits
- Fixed an exploit related to The Dalokohs Bar
- Throwables (Jarate, Mad Milk, Flying Guillotine) will now pass through
friendly targets at close range. This is the same behavior as rockets and
grenades.
- The Powerhouse and Concealed Killer Weapons Cases have been added to the
weekly drop list for Gun Mettle Campaign Coin owners

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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-18 Thread Bjorn Wielens
Any news on this issue?


  From: John Schoenick 
 To: Bjorn Wielens ; Half-Life dedicated Win32 server 
mailing list ; "'hlcod...@list.valvesoftware.com'" 
; "hlds_linux@list.valvesoftware.com" 
 
 Sent: Monday, September 14, 2015 12:57 PM
 Subject: RE: [hlds] Source SDK Base 2013 Multiplayer beta release
   
#yiv0090335185 P {margin-top:0;margin-bottom:0;}This is likely on our end, I'll 
take a look

- John



From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Bjorn Wielens [uniac...@yahoo.ca]
Sent: Sunday, September 13, 2015 10:47 AM
To: Half-Life dedicated Win32 server mailing list; 
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds] Source SDK Base 2013 Multiplayer beta release

Is anyone else getting "your server needs to be restarted to receive the latest 
update" with the beta_test branch? I've run multiple validations and completely 
deleted the install directory but am still getting this. As a result any mods 
hosted aren't showing in the master server list either.


From: Eric Smith 
To: "'hlcod...@list.valvesoftware.com'" ; 
"h...@list.valvesoftware.com" ; 
"hlds_linux@list.valvesoftware.com" 
Sent: Monday, September 7, 2015 10:39 PM
Subject: [hlds] Source SDK Base 2013 Multiplayer beta release

We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

    * Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

    * Dedicated servers can find information about how to use a beta here:
    https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlds_linux] Mandatory Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch Updates Released

2015-09-17 Thread GREFFIER Jonathan

Hello,

at this time, I can not update my server CS: S, it is still the old 
version: 2230303


How to update?


sh update-servers-css.sh
Redirecting stderr to '/home/servercss2008/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...OK.
login anonymous

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
force_install_dir ../ftpcss2010/D2-ZINI
app_update 232330 validate
local (potentially out of sync) copy of roaming config loaded - 0 bytes.
 Update state (0x5) validating, progress: 0,51 (11445786 / 2230289009)
 Update state (0x5) validating, progress: 33,35 (743866071 / 2230289009)
 Update state (0x5) validating, progress: 70,58 (1574069783 / 2230289009)
Success! App '232330' fully installed.
exit


// update_d2_zini.txt
//
login anonymous
force_install_dir ../ftpcss2010/D2-ZINI
app_update 232330 validate
exit








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Re: [hlds_linux] Mandatory Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch Updates Released

2015-09-17 Thread GREFFIER Jonathan

Solved...

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Re: [hlds_linux] Mandatory Update Today for Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch

2015-09-16 Thread John Schoenick
Update - the prerelease branch has been updated with the final build 
that will be shipping. If all goes well this will be going live in about 
an hour.


- John

*From:* John Schoenick
*Sent:* Wednesday, September 16, 2015 11:11AM
*To:* Hlds Announce, Hlds, Half-life Dedicated Linux Server Mailing List
*Subject:* Mandatory Update Today for Counter-Strike: Source, Day of 
Defeat: Source, and Half-Life 2: Deathmatch



A mandatory update for Counter-Strike: Source, Day of Defeat: Source, 
and Half-Life 2: Deathmatch will be made available later today. We're 
aiming for mid-afternoon pacific time unless issues arise.


This update is based on the current prerelease branch build. We 
encourage server operators to test their setup against that branch, and 
let us know of any blocking issues.


- John


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Re: [hlds_linux] [hlds] Mandatory Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch Updates Released

2015-09-16 Thread Kyle Sanderson
Flawless.

Thanks John.

Kyle.

On Wed, Sep 16, 2015 at 3:30 PM, John Schoenick  wrote:
> Updates to Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2:
> Deathmatch Updates Released have been released. The major changes are below.
>
>  - John
>
> -
>
>  - Synced the latest fixes and updates from the Orangebox engine and shared
> game code
>  - Fixed several security issues
>
>
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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-14 Thread HD
I've been dealing with this on a few MVM servers I run since yesterday but
I'm not using the beta_test so I have no idea if its related or not.
I too have deleted everything but it hasn't solved it... running these on
higher ports like 27036 also if that means anything.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John
Schoenick
Sent: Monday, September 14, 2015 12:57 PM
To: Bjorn Wielens; Half-Life dedicated Win32 server mailing list;
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta
release

This is likely on our end, I'll take a look

- John


From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] on behalf of Bjorn Wielens
[uniac...@yahoo.ca]
Sent: Sunday, September 13, 2015 10:47 AM
To: Half-Life dedicated Win32 server mailing list;
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds] Source SDK Base 2013 Multiplayer beta release

Is anyone else getting "your server needs to be restarted to receive the
latest update" with the beta_test branch? I've run multiple validations and
completely deleted the install directory but am still getting this. As a
result any mods hosted aren't showing in the master server list either.




From: Eric Smith <er...@valvesoftware.com>
To: "'hlcod...@list.valvesoftware.com'" <hlcod...@list.valvesoftware.com>;
"h...@list.valvesoftware.com" <h...@list.valvesoftware.com>;
"hlds_linux@list.valvesoftware.com" <hlds_linux@list.valvesoftware.com>
Sent: Monday, September 7, 2015 10:39 PM
Subject: [hlds] Source SDK Base 2013 Multiplayer beta release

We've released a beta update for the Source SDK Base 2013 Multiplayer depot.
The updated depots include several security fixes. The name for the beta
branch is "beta_test". If you're running a game that depends on the Source
SDK Base 2013 Multiplayer tool, please give the beta a try and report any
problems. You can email me directly with any problems you find.

* Clients can opt-in to the beta using the Betas tab of the Properties
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in
the dropdown menu)

* Dedicated servers can find information about how to use a beta here:
https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat:
Source, and Half-Life 2: Deathmatch. We'll have more information about those
soon.

Thanks.

-Eric


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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-14 Thread John Schoenick
This is likely on our end, I'll take a look

- John


From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Bjorn Wielens [uniac...@yahoo.ca]
Sent: Sunday, September 13, 2015 10:47 AM
To: Half-Life dedicated Win32 server mailing list; 
'hlcod...@list.valvesoftware.com'; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds] Source SDK Base 2013 Multiplayer beta release

Is anyone else getting "your server needs to be restarted to receive the latest 
update" with the beta_test branch? I've run multiple validations and completely 
deleted the install directory but am still getting this. As a result any mods 
hosted aren't showing in the master server list either.




From: Eric Smith 
To: "'hlcod...@list.valvesoftware.com'" ; 
"h...@list.valvesoftware.com" ; 
"hlds_linux@list.valvesoftware.com" 
Sent: Monday, September 7, 2015 10:39 PM
Subject: [hlds] Source SDK Base 2013 Multiplayer beta release

We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

* Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

* Dedicated servers can find information about how to use a beta here:
https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-13 Thread Bjorn Wielens
Is anyone else getting "your server needs to be restarted to receive the latest 
update" with the beta_test branch? I've run multiple validations and completely 
deleted the install directory but am still getting this. As a result any mods 
hosted aren't showing in the master server list either.


  From: Eric Smith 
 To: "'hlcod...@list.valvesoftware.com'" ; 
"h...@list.valvesoftware.com" ; 
"hlds_linux@list.valvesoftware.com"  
 Sent: Monday, September 7, 2015 10:39 PM
 Subject: [hlds] Source SDK Base 2013 Multiplayer beta release
   
We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

    * Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

    * Dedicated servers can find information about how to use a beta here:
    https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread Eric Smith
On that topic, Amy is not subscribed to this list so we don't have an action we 
can take here.

-Eric



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
Sent: Friday, September 11, 2015 11:54 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Test

She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!


On Sep 11, 2015 11:42 AM, "N-Gon"  wrote:
Not my amy!


On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro 
 wrote:
Is this change to help stop the spambots by any chance?


On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith  wrote:
Testing a mailing list change. No need to reply. Thanks.
 
-Eric
 
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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread Corbin Werner
I've been getting spam emails from people wanting me to join sex based
Google Groups. Has anyone got these?
On Fri, Sep 11, 2015 at 19:03 Weasels Lair  wrote:

> Yeah, I kind of assume somebody has an account that is on the list, which
> is then used by a bot to send out e-mails directly to e-mail addresses
> harvested from the last - based on who posts to the list (I usually seem to
> get them right after posting to the list).
>
> On Fri, Sep 11, 2015 at 4:46 PM, Eric Smith 
> wrote:
>
> > On that topic, Amy is not subscribed to this list so we don't have an
> > action we can take here.
> >
> > -Eric
> >
> >
> >
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
> > Sent: Friday, September 11, 2015 11:54 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Test
> >
> > She's not YOUR Amy! She's obviously mine! She keeps e-mailing ME!
> >
> >
> > On Sep 11, 2015 11:42 AM, "N-Gon"  wrote:
> > Not my amy!
> >
> >
> > On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
> > smelly.feet.you.h...@gmail.com> wrote:
> > Is this change to help stop the spambots by any chance?
> >
> >
> > On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith 
> > wrote:
> > Testing a mailing list change. No need to reply. Thanks.
> >
> > -Eric
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] [hlds] Test

2015-09-11 Thread Robert Paulson
Eric, you can take action by obfuscating everyone's email.

There are dozens of websites that log the contents of this mailing list and
allows everyone's email to be scraped.

Also, since you are here, do you also have any comment on the
anti-community server policies?

On Fri, Sep 11, 2015 at 4:46 PM, Eric Smith  wrote:

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

2015-09-11 Thread Weasels Lair
Yeah, I kind of assume somebody has an account that is on the list, which
is then used by a bot to send out e-mails directly to e-mail addresses
harvested from the last - based on who posts to the list (I usually seem to
get them right after posting to the list).

On Fri, Sep 11, 2015 at 4:46 PM, Eric Smith  wrote:

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

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

On Fri, Sep 11, 2015 at 7:46 PM, Eric Smith  wrote:

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

2015-09-10 Thread Ross Bemrose
I've also heard that 942 fixes it on both Windows and Linux, but I 
haven't gotten a chance to fix it on my own servers.


I'm also cleverly adding hldslinux to the reply list.

On 9/10/2015 6:59 PM, Weasels Lair wrote:
​There was a 2nd update (git 942) on the MMS Snapshots page, which it 
has been mentioned on the AlliedMods boards now fixes this issue.  The 
1st update (git 941) did not.​  Have not verified myself, but will be 
trying shortly.



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Re: [hlds_linux] Mandatory TF2 update released

2015-09-10 Thread Aaron Thompson
Are you able to make melee only a tf condition? Like for mapping. Id love
to actually have an enforced area for melee only. Also a way to block or
allow certain classes for skill maps or otherwise would be useful and
probably well appreciated. :)
On Sep 10, 2015 4:25 PM, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The update notes are below. The
> new version is 2959078.
>
> -Eric
>
> 
>
> - Added the DeutschLAN 2015 tournament medals
> - Fixed a client crash related to fonts
> - Fixed a client crash for users who had model quality set to low on maps
> with static prop lightmaps (thanks to Egan for the detailed report and test
> case)
> - Fixed a bug where Strange Dalokohs Bars were incorrectly counting Allied
> Healing Done events as Allies Extinguished
> - Strange Sandviches can now accept Allies Extinguished strange parts
> - Updated the materials and model for The Rotation Sensation
> - Updated the localization files
> - PASS Time update
> - If the jack is neutral for too long, it will automatically
> respawn
> - If a player holds the jack for too long, teammates can steal the
> jack from that player
> - Catching and intercepting a tossed jack is slightly easier
> - Demoman can no longer charge or detonate while holding the jack
> - Enabled melee-only for sudden death mode
> - Updated pass_warehouse to fix some spots where the jack could
> get stuck
>
> It's been amazing getting extremely helpful/creative/clever/funny feedback
> from people! We're reading every email and checking all the forums, so
> please keep it coming to passt...@valvesoftware.com. With much gratitude,
> Valve, Bad Robot, and Escalation.
>
>
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Re: [hlds_linux] Mandatory TF2 update released

2015-09-10 Thread Ross Bemrose

According to SourceMod's files, it's condition 41.

On 9/10/2015 10:45 PM, Aaron Thompson wrote:

Are you able to make melee only a tf condition? Like for mapping. Id love
to actually have an enforced area for melee only. Also a way to block or
allow certain classes for skill maps or otherwise would be useful and
probably well appreciated. :)
On Sep 10, 2015 4:25 PM, "Eric Smith"  wrote:


We've released a mandatory update for TF2. The update notes are below. The
new version is 2959078.

-Eric



- Added the DeutschLAN 2015 tournament medals
- Fixed a client crash related to fonts
- Fixed a client crash for users who had model quality set to low on maps
with static prop lightmaps (thanks to Egan for the detailed report and test
case)
- Fixed a bug where Strange Dalokohs Bars were incorrectly counting Allied
Healing Done events as Allies Extinguished
- Strange Sandviches can now accept Allies Extinguished strange parts
- Updated the materials and model for The Rotation Sensation
- Updated the localization files
- PASS Time update
 - If the jack is neutral for too long, it will automatically
respawn
 - If a player holds the jack for too long, teammates can steal the
jack from that player
 - Catching and intercepting a tossed jack is slightly easier
 - Demoman can no longer charge or detonate while holding the jack
 - Enabled melee-only for sudden death mode
 - Updated pass_warehouse to fix some spots where the jack could
get stuck

It's been amazing getting extremely helpful/creative/clever/funny feedback
from people! We're reading every email and checking all the forums, so
please keep it coming to passt...@valvesoftware.com. With much gratitude,
Valve, Bad Robot, and Escalation.


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Re: [hlds_linux] Mandatory TF2 update released

2015-09-10 Thread Aaron Thompson
It doesnt force a weapon switch
On Sep 10, 2015 9:50 PM, "Ross Bemrose"  wrote:

> According to SourceMod's files, it's condition 41.
>
> On 9/10/2015 10:45 PM, Aaron Thompson wrote:
>
>> Are you able to make melee only a tf condition? Like for mapping. Id love
>> to actually have an enforced area for melee only. Also a way to block or
>> allow certain classes for skill maps or otherwise would be useful and
>> probably well appreciated. :)
>> On Sep 10, 2015 4:25 PM, "Eric Smith"  wrote:
>>
>> We've released a mandatory update for TF2. The update notes are below. The
>>> new version is 2959078.
>>>
>>> -Eric
>>>
>>> 
>>>
>>> - Added the DeutschLAN 2015 tournament medals
>>> - Fixed a client crash related to fonts
>>> - Fixed a client crash for users who had model quality set to low on maps
>>> with static prop lightmaps (thanks to Egan for the detailed report and
>>> test
>>> case)
>>> - Fixed a bug where Strange Dalokohs Bars were incorrectly counting
>>> Allied
>>> Healing Done events as Allies Extinguished
>>> - Strange Sandviches can now accept Allies Extinguished strange parts
>>> - Updated the materials and model for The Rotation Sensation
>>> - Updated the localization files
>>> - PASS Time update
>>>  - If the jack is neutral for too long, it will automatically
>>> respawn
>>>  - If a player holds the jack for too long, teammates can steal
>>> the
>>> jack from that player
>>>  - Catching and intercepting a tossed jack is slightly easier
>>>  - Demoman can no longer charge or detonate while holding the
>>> jack
>>>  - Enabled melee-only for sudden death mode
>>>  - Updated pass_warehouse to fix some spots where the jack could
>>> get stuck
>>>
>>> It's been amazing getting extremely helpful/creative/clever/funny
>>> feedback
>>> from people! We're reading every email and checking all the forums, so
>>> please keep it coming to passt...@valvesoftware.com. With much
>>> gratitude,
>>> Valve, Bad Robot, and Escalation.
>>>
>>>
>>> ___
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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] Source SDK Base 2013 Multiplayer beta release

2015-09-08 Thread Denis Eliseev
Does that mean that we are going to the SteamID3 (U:1:X) on CSS/DoDS/HL2DM with 
that update?

08.09.2015, 05:40, "Eric Smith" :
> We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
> The updated depots include several security fixes. The name for the beta 
> branch is "beta_test". If you're running a game that depends on the Source 
> SDK Base 2013 Multiplayer tool, please give the beta a try and report any 
> problems. You can email me directly with any problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the 
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select 
> "beta_test" in the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of Defeat: 
> Source, and Half-Life 2: Deathmatch. We'll have more information about those 
> soon.
>
> Thanks.
>
> -Eric
>
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Re: [hlds_linux] [hlds] Source SDK Base 2013 Multiplayer beta release

2015-09-08 Thread Kyle Sanderson
Yes, we're roughly 11 months behind. I believe all your addons will have to
be recompiled as well, as per 9? months ago.

Kyle.
On 8 Sep 2015 3:21 am, "Denis Eliseev"  wrote:

> Does that mean that we are going to the SteamID3 (U:1:X) on CSS/DoDS/HL2DM
> with that update?
>
> 08.09.2015, 05:40, "Eric Smith" :
> > We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for the
> beta branch is "beta_test". If you're running a game that depends on the
> Source SDK Base 2013 Multiplayer tool, please give the beta a try and
> report any problems. You can email me directly with any problems you find.
> >
> > * Clients can opt-in to the beta using the Betas tab of the
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
> >
> > * Dedicated servers can find information about how to use a beta
> here:
> > https://developer.valvesoftware.com/wiki/SteamCMD
> >
> > We're also working on updates for Counter-Strike: Source, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. We'll have more information about
> those soon.
> >
> > Thanks.
> >
> > -Eric
> >
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> please visit:
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Re: [hlds_linux] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Nicholas Hastings
The last beta branch for the 2013 SDK, named "upcoming", still hasn't
officially landed after however long its been (close to a year?).

Additionally, any code changes between "upcoming" and "beta_test" have
not yet been pushed to the source-sdk-2013 repository on GitHub, which
could cause further incompatibilities with mods.

-- 
Nicholas Hastings
AlliedMods.net 



> Eric Smith 
> Monday, September 7, 2015 10:39 PM
> We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for
> the beta branch is "beta_test". If you're running a game that depends
> on the Source SDK Base 2013 Multiplayer tool, please give the beta a
> try and report any problems. You can email me directly with any
> problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the Properties
> dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of
> Defeat: Source, and Half-Life 2: Deathmatch. We'll have more
> information about those soon.
>
> Thanks.
>
> -Eric
>
>
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Re: [hlds_linux] [hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Kyle Sanderson
Good news.

Thanks,
Kyle.

On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith  wrote:
> We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
> The updated depots include several security fixes. The name for the beta 
> branch is "beta_test". If you're running a game that depends on the Source 
> SDK Base 2013 Multiplayer tool, please give the beta a try and report any 
> problems. You can email me directly with any problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the 
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select 
> "beta_test" in the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of Defeat: 
> Source, and Half-Life 2: Deathmatch. We'll have more information about those 
> soon.
>
> Thanks.
>
> -Eric
>
>
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Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-04 Thread Kyle Sanderson
> Which games still have this exploit?

All of them, including Team Fortress. The emphasis from Valve being to
try to fix TF first and leave the others playing catch-up. This is why
in the past I was very adamant about getting at-least the OrangeBox
games (240 especially) sync'd, if not for the crash fixes (which can
be exploited themselves) but for the RCE footprint. For instance, when
CS:GO shipped, a bunch of previous OrangeBox exploits worked out of
the box. This is the code that's given to a licensee, code that's used
internally. If the Portal 2 Cabal at Valve can't figure it out, a game
such as Titan Fall wouldn't stand a chance. Left 4 Dead (2) still to
this day has almost every single exploit from TF in it. Source is a
collection of templates, it's not an engine.

While no one has done it yet, the Garrysmod worm that made players
cough can easily apply here. This specific issue related to using the
Netchannel to move files to clients impacts not only Team Fortress,
but Dota 2 (I believe they pulled the function about a year ago?) and
other games where Valve has MM. I've given up security in this regard,
but leaving it completely open is not wise.

> Well you don't have to run valves code.
http://www.valvesoftware.com/SOURCE_InfoSheet.pdf You do realize this
is actually sold as a product, right? For a time when you became a
partner you were given access to mainline TF; obviously this is no
longer a thing.

Kyle.

On Thu, Sep 3, 2015 at 7:54 PM, Weasels Lair  wrote:
> So, ok wait. Now I am more confused than when the thread started.
> Which games still have this exploit?
> - TF2? = No/fixed?
> - DoS:S = ?
> - CS:S = ?
> - HL2MP: = ?
> - Mods like FoF, etc. = ?
>
> Is that old "exploit fix" SourceMod plug-in a fix or not? (it seems old from
> 2009).
>
>
> On Thu, Sep 3, 2015 at 6:55 PM, Nicholas Hastings
>  wrote:
>>
>> It's not just Valve games.
>>
>> They've also not disclosed any of these issues nor fixes to at least some
>> developers of third-party Source games, leaving those completely vulnerable
>> as well.
>>
>> --
>> Nicholas Hastings
>> Developer
>>
>> GameConnect
>> http://www.gameconnect.net/
>>
>> Refeek Yeglek
>> Thursday, September 3, 2015 9:43 PM
>> I shouldn't have to install 3rd party software to secure my servers from
>> problems with valve's code.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Kyle Sanderson
>> Thursday, September 3, 2015 7:32 PM
>> No, just TF has these Remote Code Execution patches. CS:S and friends are
>> still completely vulnerable for the public issues. Don't kid yourself,
>> there's definitely other vulnerable code paths. Personally, I'm disgusted
>> as this has been public knowledge for a year now, the exploits being back
>> from Quake... Sync the games that are still being sold for money.
>>
>> Valve doesn't care about your workstation, your server, anything that runs
>> their completely vulnerable code. Don't play on servers that aren't yours;
>> use SourceMod to secure your servers.
>>
>> Kyle.
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> Refeek Yeglek
>> Thursday, September 3, 2015 4:37 PM
>> Yeah. The big games have it fixed, sourcemods are at risk here.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> E. Olsen
>> Thursday, September 3, 2015 4:34 PM
>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>> correct?
>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> Nathaniel Theis
>> Thursday, September 3, 2015 4:32 PM
>> Actually, it looks like that only affects very old versions, (pre-2009 /
>> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>>
>>
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Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Weasels Lair
​I wonder how long it is until some script-kiddie figures-out how to
exploit the built-in Streaming (ala
https://github.com/ValveSoftware/steam-for-linux/issues/3990).  Valve's
response when I mentioned it was, effectively "expected behavior").

On Thu, Sep 3, 2015 at 1:45 PM, Refeek Yeglek  wrote:

> Our guys who decompiled the copy when they got infected figured out it was
> a very very bad script kiddie thing designed for doing exactly what is
> going on right now. Lemme go find the name of it, someone posted the name
> and feature list in the FP thread when we were trying to figure out what
> the hell happened, as they're doing hijacks by remote desktopping your
> computers.
>
> On Thu, Sep 3, 2015 at 1:40 PM, Nathaniel Theis  wrote:
>
>> If, and that's a big if... hold on
>>
>> IF it's the VTF exploit I reported, yes. I'm skeptical that it is, just
>> because of how difficult it is to exploit in practice. It would require
>> very advanced Windows exploitation skills, and suggest a well-motivated,
>> targeted attacker. My hunch is that it's another exploit, one that only
>> works from malicious servers or custom maps. This one is incredibly
>> practical and easy to exploit.
>>
>> - Nate
>>
>> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen  wrote:
>>
>>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>>> correct?
>>>
>>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis 
>>> wrote:
>>>
 Actually, it looks like that only affects very old versions, (pre-2009
 / aluigi) which have much worse exploits anyways. Sorry for the confusion.

 On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek 
 wrote:

> I'll let the guys on my sourcemod's team who are looking into it know,
> thanks.
>
> On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis 
> wrote:
>
>> Note that, depending on the engine version you're on (and even SDK
>> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do
>> literally nothing; on older versions, sv_allowupload just tells the 
>> client
>> not to upload anything to the server. The client can ignore it and do it
>> anyways.
>>
>> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose 
>> wrote:
>>
>>> You'd know if that'd been done as there would be announcements on
>>> the various hlds lists about updates for Counter-Strike: Source, Day of
>>> Defeat: Source, and Half-Life 2: Deathmatch.
>>>
>>> However, what he's actually asking is that Valve update the Source
>>> SDK 2013 with these fixes so that game developers can pull the changes 
>>> from
>>> Github and merge them into their own games' code.
>>>
>>>
>>>
>>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>>> proph...@sticed.org> wrote:
>>>
 He is basically saying that the exploits Nathaniel found and
 reported have only been fixed in Valve's main titles. He hasn't found 
 or
 reported a new exploit.
 I think it has been mentioned by KyleS on one or multiple of these
 mailing lists that these exploit fixes should be ported onto other
 branches. Apparently that has not been done?


 On 03.09.2015 22:06, N-Gon wrote:

 Someone give this man an unusual Finder's Fee

 On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek <
 iamgoofb...@gmail.com> wrote:

> Hi, I'm one of the developers for Team Fortress 2 Classic, a
> source mod project. Recently, someone abused a bug present in Source 
> SDK
> 2013 MP to distribute viruses to quite a few of our players and 
> developers.
> The way they did it was by abusing a spray exploit present in the SDK 
> 2013
> MP edition to upload a file pretending to be a spray to all players 
> and
> executing it. The technical info on how it works from one of our other
> coders will be posted at the end of this email, but here's what you 
> need to
> know as a server owner:
>
> We don't know how many source games are vulnerable. The big name
> VALVe ones aren't, but any sourcemod probably is. This includes ones 
> on
> steam like Fortress Forever, or Fistful of Frags.
>
> If you're running a server for a non-VALVe or bigname(Titanfall,
> GMOD, etc.) Source Engine game, then here's what you need to do:
>
> 1. Set sv_upload to 0 on your server.
>
> 2. If you are a TF2C server host, shut your server down and start
> scanning your server for viruses.
>
> 3. Pester valve to fix this ASAP.
>
> TL;DR:
> Sprays can be exploited to run code on 

Re: [hlds_linux] [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread Kyle Sanderson
No, just TF has these Remote Code Execution patches. CS:S and friends are
still completely vulnerable for the public issues. Don't kid yourself,
there's definitely other vulnerable code paths. Personally, I'm disgusted
as this has been public knowledge for a year now, the exploits being back
from Quake... Sync the games that are still being sold for money.

Valve doesn't care about your workstation, your server, anything that runs
their completely vulnerable code. Don't play on servers that aren't yours;
use SourceMod to secure your servers.

Kyle.
On 3 Sep 2015 2:39 pm, "Refeek Yeglek"  wrote:

> Yeah. The big games have it fixed, sourcemods are at risk here.
>
> On Thu, Sep 3, 2015 at 1:34 PM, E. Olsen  wrote:
>
>> So, to confirm - Team Fortress 2 has already had this exploit fixed,
>> correct?
>>
>> On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis 
>> wrote:
>>
>>> Actually, it looks like that only affects very old versions, (pre-2009 /
>>> aluigi) which have much worse exploits anyways. Sorry for the confusion.
>>>
>>> On Thu, Sep 3, 2015 at 1:28 PM, Refeek Yeglek 
>>> wrote:
>>>
 I'll let the guys on my sourcemod's team who are looking into it know,
 thanks.

 On Thu, Sep 3, 2015 at 1:26 PM, Nathaniel Theis 
 wrote:

> Note that, depending on the engine version you're on (and even SDK
> 2013 may not do this, I haven't checked), setting sv_allowupload 0 may do
> literally nothing; on older versions, sv_allowupload just tells the client
> not to upload anything to the server. The client can ignore it and do it
> anyways.
>
> On Thu, Sep 3, 2015 at 1:19 PM, Ross Bemrose 
> wrote:
>
>> You'd know if that'd been done as there would be announcements on the
>> various hlds lists about updates for Counter-Strike: Source, Day of 
>> Defeat:
>> Source, and Half-Life 2: Deathmatch.
>>
>> However, what he's actually asking is that Valve update the Source
>> SDK 2013 with these fixes so that game developers can pull the changes 
>> from
>> Github and merge them into their own games' code.
>>
>>
>>
>> On Thu, Sep 3, 2015 at 4:10 PM, Matthias "InstantMuffin" Kollek <
>> proph...@sticed.org> wrote:
>>
>>> He is basically saying that the exploits Nathaniel found and
>>> reported have only been fixed in Valve's main titles. He hasn't found or
>>> reported a new exploit.
>>> I think it has been mentioned by KyleS on one or multiple of these
>>> mailing lists that these exploit fixes should be ported onto other
>>> branches. Apparently that has not been done?
>>>
>>>
>>> On 03.09.2015 22:06, N-Gon wrote:
>>>
>>> Someone give this man an unusual Finder's Fee
>>>
>>> On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek >> > wrote:
>>>
 Hi, I'm one of the developers for Team Fortress 2 Classic, a source
 mod project. Recently, someone abused a bug present in Source SDK 2013 
 MP
 to distribute viruses to quite a few of our players and developers. 
 The way
 they did it was by abusing a spray exploit present in the SDK 2013 MP
 edition to upload a file pretending to be a spray to all players and
 executing it. The technical info on how it works from one of our other
 coders will be posted at the end of this email, but here's what you 
 need to
 know as a server owner:

 We don't know how many source games are vulnerable. The big name
 VALVe ones aren't, but any sourcemod probably is. This includes ones on
 steam like Fortress Forever, or Fistful of Frags.

 If you're running a server for a non-VALVe or bigname(Titanfall,
 GMOD, etc.) Source Engine game, then here's what you need to do:

 1. Set sv_upload to 0 on your server.

 2. If you are a TF2C server host, shut your server down and start
 scanning your server for viruses.

 3. Pester valve to fix this ASAP.

 TL;DR:
 Sprays can be exploited to run code on people's systems and break
 into accounts, we've had quite a few CS:GO and TF2 items lifted from
 accounts and moved to trade alts and disappearing after that. Disable
 sprays ASAP if you host a sourcemod multiplayer server.

 Here's the technical info for how stuff works:

 "The vulnerability is triggered by a missing check to see if a
 memory allocation succeded in the loading of VTFs. When the material is
 loaded, there is space allocated for the material. The crucial option 
 in
 the using of this exploit is the option to skip Mipmaps from the 
 material.
 If, for instance, the 

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

2015-08-29 Thread Aridane M Ojeda
On Passtime, which is variable for maximum points?
tf_flag_caps_per_round??

If that, change description =- Number of flag captures per round on
CTF maps. Set to 0 to disable.

Thanks...



2015-08-29 0:47 GMT+01:00 wickedplayer494 wickedplayer...@gmail.com:

 Not so fast...after I asked if there were going to be previous version
 branches released, there were some put up that can be opted in to:

 https://steamdb.info/app/440/history/?changeid=1252000
 https://steamdb.info/app/232250/history/?changeid=1251997


 On 8/28/2015 6:44 PM, Lucas Wagner wrote:

 Nice timing guys. Biggest TF2 Lan of the year and you release this?



 On Fri, Aug 28, 2015 at 6:34 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The update notes are below. The
 new version is 2941077.

 -Eric

 

 - Fixed a security issue related to map loading (thanks to Nathaniel
 Theis
 for this report)
 - Fixed a client crash related to custom HUDs
 - Fixed a client crash related to the material system
 - Fixed Gun Mettle weapons not always displaying their wear level in the
 tool tip
 - Fixed the Lurker's Leathers not using the correct Blue team material
 - Fixed a bug in Mann vs. Machine that allowed players to refund credits
 without losing their upgrades
 - Fixed a bug in Mann vs. Machine related to the Medigun shield
 - The Dalokohs Bar can now accept Allies Extinguished strange parts
 - Updated the materials and model for the Outta' Sight
 - Updated the The Crosslinker's Coil, The Brütal Bouffant, and The Wilson
 Weave to add a 'No Headphones' style
 - Updated the localization files


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

2015-08-28 Thread Alexander Corn
I'm pretty sure you do something like +app_update 232250 -beta
prev_version in SteamCMD's command line.

On Fri, Aug 28, 2015 at 7:50 PM, Ross Bemrose rbemr...@gmail.com wrote:

 As a reminder, how do servers use branches again?


 On 8/28/2015 7:49 PM, Eric Smith wrote:

 ...adding the HLDS list, too.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Friday, August 28, 2015 4:49 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update coming

 Yes, we've added a 'prev_version' that servers/clients can choose to
 install.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of wickedplayer494
 Sent: Friday, August 28, 2015 4:31 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update coming

 Is there any intention on releasing a previous version branch so i55
 isn't interrupted as much like is occasionally done for CS:GO?

 On 8/28/2015 6:26 PM, Eric Smith wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds_linux] Mandatory TF2 update coming

2015-08-28 Thread Aaron Thompson
I miss the silence prior to gun mettle lolol
On Aug 28, 2015 6:27 PM, Eric Smith er...@valvesoftware.com wrote:

 We're working on a mandatory update for TF2. We should have it ready soon.

 -Eric


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Re: [hlds_linux] Mandatory TF2 update coming

2015-08-28 Thread wickedplayer494
Is there any intention on releasing a previous version branch so i55 
isn't interrupted as much like is occasionally done for CS:GO?


On 8/28/2015 6:26 PM, Eric Smith wrote:

We're working on a mandatory update for TF2. We should have it ready soon.

-Eric


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

2015-08-28 Thread Lucas Wagner
Nice timing guys. Biggest TF2 Lan of the year and you release this?



On Fri, Aug 28, 2015 at 6:34 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The update notes are below. The
 new version is 2941077.

 -Eric

 

 - Fixed a security issue related to map loading (thanks to Nathaniel Theis
 for this report)
 - Fixed a client crash related to custom HUDs
 - Fixed a client crash related to the material system
 - Fixed Gun Mettle weapons not always displaying their wear level in the
 tool tip
 - Fixed the Lurker's Leathers not using the correct Blue team material
 - Fixed a bug in Mann vs. Machine that allowed players to refund credits
 without losing their upgrades
 - Fixed a bug in Mann vs. Machine related to the Medigun shield
 - The Dalokohs Bar can now accept Allies Extinguished strange parts
 - Updated the materials and model for the Outta' Sight
 - Updated the The Crosslinker's Coil, The Brütal Bouffant, and The Wilson
 Weave to add a 'No Headphones' style
 - Updated the localization files


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Re: [hlds_linux] Mandatory TF2 update coming

2015-08-28 Thread Eric Smith
Yes, we've added a 'prev_version' that servers/clients can choose to install.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of wickedplayer494
Sent: Friday, August 28, 2015 4:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming

Is there any intention on releasing a previous version branch so i55 isn't 
interrupted as much like is occasionally done for CS:GO?

On 8/28/2015 6:26 PM, Eric Smith wrote:
 We're working on a mandatory update for TF2. We should have it ready soon.

 -Eric



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

2015-08-28 Thread wickedplayer494
Not so fast...after I asked if there were going to be previous version 
branches released, there were some put up that can be opted in to:


https://steamdb.info/app/440/history/?changeid=1252000
https://steamdb.info/app/232250/history/?changeid=1251997

On 8/28/2015 6:44 PM, Lucas Wagner wrote:

Nice timing guys. Biggest TF2 Lan of the year and you release this?



On Fri, Aug 28, 2015 at 6:34 PM, Eric Smith er...@valvesoftware.com wrote:


We've released a mandatory update for TF2. The update notes are below. The
new version is 2941077.

-Eric



- Fixed a security issue related to map loading (thanks to Nathaniel Theis
for this report)
- Fixed a client crash related to custom HUDs
- Fixed a client crash related to the material system
- Fixed Gun Mettle weapons not always displaying their wear level in the
tool tip
- Fixed the Lurker's Leathers not using the correct Blue team material
- Fixed a bug in Mann vs. Machine that allowed players to refund credits
without losing their upgrades
- Fixed a bug in Mann vs. Machine related to the Medigun shield
- The Dalokohs Bar can now accept Allies Extinguished strange parts
- Updated the materials and model for the Outta' Sight
- Updated the The Crosslinker's Coil, The Brütal Bouffant, and The Wilson
Weave to add a 'No Headphones' style
- Updated the localization files


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Re: [hlds_linux] Mandatory TF2 update coming

2015-08-28 Thread wickedplayer494

Awesome, thanks!

On 8/28/2015 6:48 PM, Eric Smith wrote:

Yes, we've added a 'prev_version' that servers/clients can choose to install.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of wickedplayer494
Sent: Friday, August 28, 2015 4:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming

Is there any intention on releasing a previous version branch so i55 isn't 
interrupted as much like is occasionally done for CS:GO?

On 8/28/2015 6:26 PM, Eric Smith wrote:

We're working on a mandatory update for TF2. We should have it ready soon.

-Eric



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

2015-08-28 Thread Ross Bemrose

As a reminder, how do servers use branches again?

On 8/28/2015 7:49 PM, Eric Smith wrote:

...adding the HLDS list, too.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, August 28, 2015 4:49 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming

Yes, we've added a 'prev_version' that servers/clients can choose to install.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of wickedplayer494
Sent: Friday, August 28, 2015 4:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming

Is there any intention on releasing a previous version branch so i55 isn't 
interrupted as much like is occasionally done for CS:GO?

On 8/28/2015 6:26 PM, Eric Smith wrote:

We're working on a mandatory update for TF2. We should have it ready soon.

-Eric



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Re: [hlds_linux] Mandatory TF2 update released

2015-08-20 Thread Ross Bemrose
Just an FYI:  Workshop Map downloads aren't working if you use
sv_setsteamaccount on that server.

On the plus side, it no longer crashes the server.  I've sent some logging
information to John Schoenick about it, since he was the one handling Map
Workshop stuff.

The short story is this:  It appears that the content servers are throwing
403 Forbidden errors when you the server tries downloading workshop maps
when said server is logged into Steam.

On Wed, Aug 19, 2015 at 8:47 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The update notes are below. The
 new version is 2927789.

 -Eric

 

 - Fixed an issue with the Festive Revolver not drawing correctly
 - Updated the materials for the Australium Minigun
 - PASS Time update
 - Fixed disguised Spies not having a shield drawn for them in the
 HUD
 - Fixed players being able to carry the jack while taunting (fixes
 an exploit with The Eureka Effect)
 - Fixed being able to 'inspect' the jack while players are
 carrying it
 - Fixed capturing the jack not incrementing Scout contract points
 - Updated pass_warehouse
 - Fixed a hole near the RED goal
 - Fixed some props where the jack could get stuck
 - Changed some small health kits to medium


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-- 
Ross Bemrose
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Re: [hlds_linux] Optional TF2 update released

2015-08-19 Thread Aridane M Ojeda
Entertaining map.

Here's a suggestion for the hook
Add two cvars.
1. tf_grapplinghook_hookplayers (Selects whether to grab players)
2. tf_grapplinghook_hookdamage (Percentage or hook DPS players)

Thanks

2015-08-19 5:17 GMT+01:00 Eric Smith er...@valvesoftware.com:

 We've released one last update tonight for TF2. The update is optional. It
 fixes a sound problem when carrying the Jack in the new PASS Time game
 mode. You only need to sync and get the latest version if you're running a
 PASS Time server.

 Thanks.

 -Eric


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

2015-08-18 Thread Kyle Sanderson
As an aside...

 - Will be awarded going forward on a case-by-case basis to those who report 
 major economy-breaking bugs or remote-code-execution bugs, and provide 
 detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel Theis

I seem to remember XMPPWocky using these exploits (he used a fuzzer to
find them...) against Community Servers in the wild. I'm also pretty
sure he's banned from AM because of this. I hate to say it, but this
is definitely not what Valve should be promoting. The Ryan's at the
very least for past contributions against Ticket Authentication (even
if there was a tool)...

There's definitely people out there who haven't been malicious about
this in the past, and it's actually kind of pathetic that this
destructive behaviour is rewarded. Reporting an issue is one thing,
exacerbating it against unprotected community servers is another.

Kyle.

On Tue, Aug 18, 2015 at 3:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 - Fixed a crash caused by a client sending malformed network data to the 
 server
 (thanks to Nathaniel Theis for this report and test case)

 There's well over half a year of this. Please sync the remaining
 OrangeBox games to fix these public remote execution exploits. I'm not
 sure what reason there is to leave these games completely vulnerable
 for this long.

 Kyle.

 On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The update notes are below. The 
 new version is 2925737.

 -Eric

 

 - Added new game mode 'PASS Time' to the TF2 Beta
 - Check out the blog post for more information 
 (http://www.teamfortress.com/post.php?id=17833)
 - Fixed a crash caused by a client sending malformed network data to the 
 server (thanks to Nathaniel Theis for this report and test case)
 - Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
 report major economy-breaking bugs or remote-code-execution bugs, and 
 provide detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel 
 Theis
 - Fixed visual bugs caused by picking up weapons with special attributes
 - Fixed the Mann vs. Machine Medigun shield not being re-created after 
 switching away from the Medigun and back while the charge is draining
 - Fixed some alignment issues in the HUD meters for the Mann vs. Machine 
 rage knockback and Medigun shield
 - Fixed left-hand view models not displaying Stat Clocks correctly
 - Fixed being able to use the tournament_readystate client command when 
 using per-player ready status mode
 - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round 
 when the map timelimit runs out
 - Fixed some missing VO sounds for the Demoman when laughing
 - Fixed being able to use the Restore action on Killsteak Kits
 - Fixed character loadout menus so they display the particle effects for all 
 equipped Unusual items
 - The Huo-Long Heater can now accept Posthumous Kills strange parts
 - Updated the Australium Grenade Launcher to fix the wood material being 
 shiny
 - Updated the backpack images for the Gun Mettle Campaign Coin
 - Updated LODs for several weapons and the sentry gun
 - Updated Mann Co. Store prices for foreign currencies to current USD 
 equivalents
 - Updated the localization files
 - Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
 easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
 teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
 opposing team member
 - Optimization improvements
 - Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the 
 map
 - Listen servers no longer cause the client to crash upon the second 
 load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
 of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
 supported, and will not go well
 - Added server command tf_workshop_map_status to view currently 
 tracked maps and their status
 - Enhanced handling of updated maps to ensure the newest 

Re: [hlds_linux] Mandatory TF2 update released

2015-08-18 Thread HD
How do we set up a server for this and will our servers show up this time vs
any of the other beta game modes/maps unlike only showing up Valve servers?



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 18, 2015 6:45 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. The update notes are below. The
new version is 2925737.

-Eric



- Added new game mode 'PASS Time' to the TF2 Beta
- Check out the blog post for more information
(http://www.teamfortress.com/post.php?id=17833)
- Fixed a crash caused by a client sending malformed network data to the
server (thanks to Nathaniel Theis for this report and test case)
- Added a new hat 'The Finder's Fee'
- Will be awarded going forward on a case-by-case basis to those who
report major economy-breaking bugs or remote-code-execution bugs, and
provide detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel
Theis
- Fixed visual bugs caused by picking up weapons with special attributes
- Fixed the Mann vs. Machine Medigun shield not being re-created after
switching away from the Medigun and back while the charge is draining
- Fixed some alignment issues in the HUD meters for the Mann vs. Machine
rage knockback and Medigun shield
- Fixed left-hand view models not displaying Stat Clocks correctly
- Fixed being able to use the tournament_readystate client command when
using per-player ready status mode
- Fixed seeing a HUD mp_timelimit timer for maps that don't end the round
when the map timelimit runs out
- Fixed some missing VO sounds for the Demoman when laughing
- Fixed being able to use the Restore action on Killsteak Kits
- Fixed character loadout menus so they display the particle effects for all
equipped Unusual items
- The Huo-Long Heater can now accept Posthumous Kills strange parts
- Updated the Australium Grenade Launcher to fix the wood material being
shiny
- Updated the backpack images for the Gun Mettle Campaign Coin
- Updated LODs for several weapons and the sentry gun
- Updated Mann Co. Store prices for foreign currencies to current USD
equivalents
- Updated the localization files
- Updated Koth_Suijin with the latest changes from the authors
- Added cover around the point preventing cross-point sight line 
- Opened second window in point building 
- Tweaked pickup amounts and positions 
- Widened space between stairs to point and bridge railing to allow
easier movement 
- Clipping improvements 
- Improved lighting in dark areas 
- Fixed an issue where engineers could build on outlying islands 
- Fixed an issue where engineers could trap teammates by building
teleporters in spaces with restricted movement 
- Fixed an issue where the spawn room doors could be held open by an
opposing team member 
- Optimization improvements
- Maps Workshop Beta
- Fixed a common crash when loading some compressed maps
- Fixed various issues running workshop maps on listen servers
- Listen servers no longer unnecessarily fetch a second copy of the
map
- Listen servers no longer cause the client to crash upon the second
load of the same workshop map
- Added -ugcpath parameter for dedicated servers to control location
of downloaded workshop content
- Defaults to steamapps/workshop
- Multiple servers sharing the same UGC directory is currently not
supported, and will not go well
- Added server command tf_workshop_map_status to view currently
tracked maps and their status
- Enhanced handling of updated maps to ensure the newest available
version of the map is always used on level change
- Improved handling of workshop maps in a server's map cycle
- Workshop maps in the map cycle will be automatically fetched and
updated in the background
- Workshop maps in the map cycle will have their names updated to
the canonical name once known
- Map votes now work with workshop maps
- A known issue is that the full workshop map name is currently
shown instead of the friendly name
- Community request: Updated the FindMap and CanProvideLevel API for
server-side mods. These functions now always expose the full workshop names
for maps when known, even if not the map is not yet installed.

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

2015-08-18 Thread wickedplayer494
If you can cough up evidence of that on servers that were loaded with 
people, then by all means, do so. As far as anyone's concerned it's not 
that unreasonable to give him the benefit of the doubt.


On 8/18/2015 6:02 PM, Kyle Sanderson wrote:

As an aside...


- Will be awarded going forward on a case-by-case basis to those who report 
major economy-breaking bugs or remote-code-execution bugs, and provide detailed 
information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel Theis

I seem to remember XMPPWocky using these exploits (he used a fuzzer to
find them...) against Community Servers in the wild. I'm also pretty
sure he's banned from AM because of this. I hate to say it, but this
is definitely not what Valve should be promoting. The Ryan's at the
very least for past contributions against Ticket Authentication (even
if there was a tool)...

There's definitely people out there who haven't been malicious about
this in the past, and it's actually kind of pathetic that this
destructive behaviour is rewarded. Reporting an issue is one thing,
exacerbating it against unprotected community servers is another.

Kyle.

On Tue, Aug 18, 2015 at 3:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

- Fixed a crash caused by a client sending malformed network data to the server

(thanks to Nathaniel Theis for this report and test case)

There's well over half a year of this. Please sync the remaining
OrangeBox games to fix these public remote execution exploits. I'm not
sure what reason there is to leave these games completely vulnerable
for this long.

Kyle.

On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The update notes are below. The new 
version is 2925737.

-Eric



- Added new game mode 'PASS Time' to the TF2 Beta
- Check out the blog post for more information 
(http://www.teamfortress.com/post.php?id=17833)
- Fixed a crash caused by a client sending malformed network data to the server 
(thanks to Nathaniel Theis for this report and test case)
- Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
report major economy-breaking bugs or remote-code-execution bugs, and provide 
detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel Theis
- Fixed visual bugs caused by picking up weapons with special attributes
- Fixed the Mann vs. Machine Medigun shield not being re-created after 
switching away from the Medigun and back while the charge is draining
- Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage 
knockback and Medigun shield
- Fixed left-hand view models not displaying Stat Clocks correctly
- Fixed being able to use the tournament_readystate client command when using 
per-player ready status mode
- Fixed seeing a HUD mp_timelimit timer for maps that don't end the round when 
the map timelimit runs out
- Fixed some missing VO sounds for the Demoman when laughing
- Fixed being able to use the Restore action on Killsteak Kits
- Fixed character loadout menus so they display the particle effects for all 
equipped Unusual items
- The Huo-Long Heater can now accept Posthumous Kills strange parts
- Updated the Australium Grenade Launcher to fix the wood material being shiny
- Updated the backpack images for the Gun Mettle Campaign Coin
- Updated LODs for several weapons and the sentry gun
- Updated Mann Co. Store prices for foreign currencies to current USD 
equivalents
- Updated the localization files
- Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
opposing team member
 - Optimization improvements
- Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the map
 - Listen servers no longer cause the client to crash upon the second 
load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
supported, and 

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

2015-08-18 Thread Kyle Sanderson
 - Fixed a crash caused by a client sending malformed network data to the 
 server
(thanks to Nathaniel Theis for this report and test case)

There's well over half a year of this. Please sync the remaining
OrangeBox games to fix these public remote execution exploits. I'm not
sure what reason there is to leave these games completely vulnerable
for this long.

Kyle.

On Tue, Aug 18, 2015 at 3:44 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The update notes are below. The 
 new version is 2925737.

 -Eric

 

 - Added new game mode 'PASS Time' to the TF2 Beta
 - Check out the blog post for more information 
 (http://www.teamfortress.com/post.php?id=17833)
 - Fixed a crash caused by a client sending malformed network data to the 
 server (thanks to Nathaniel Theis for this report and test case)
 - Added a new hat 'The Finder's Fee'
 - Will be awarded going forward on a case-by-case basis to those who 
 report major economy-breaking bugs or remote-code-execution bugs, and provide 
 detailed information and steps to reproduce
 - Well deserved congratulations to the first recipient, Nathaniel 
 Theis
 - Fixed visual bugs caused by picking up weapons with special attributes
 - Fixed the Mann vs. Machine Medigun shield not being re-created after 
 switching away from the Medigun and back while the charge is draining
 - Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage 
 knockback and Medigun shield
 - Fixed left-hand view models not displaying Stat Clocks correctly
 - Fixed being able to use the tournament_readystate client command when using 
 per-player ready status mode
 - Fixed seeing a HUD mp_timelimit timer for maps that don't end the round 
 when the map timelimit runs out
 - Fixed some missing VO sounds for the Demoman when laughing
 - Fixed being able to use the Restore action on Killsteak Kits
 - Fixed character loadout menus so they display the particle effects for all 
 equipped Unusual items
 - The Huo-Long Heater can now accept Posthumous Kills strange parts
 - Updated the Australium Grenade Launcher to fix the wood material being shiny
 - Updated the backpack images for the Gun Mettle Campaign Coin
 - Updated LODs for several weapons and the sentry gun
 - Updated Mann Co. Store prices for foreign currencies to current USD 
 equivalents
 - Updated the localization files
 - Updated Koth_Suijin with the latest changes from the authors
 - Added cover around the point preventing cross-point sight line
 - Opened second window in point building
 - Tweaked pickup amounts and positions
 - Widened space between stairs to point and bridge railing to allow 
 easier movement
 - Clipping improvements
 - Improved lighting in dark areas
 - Fixed an issue where engineers could build on outlying islands
 - Fixed an issue where engineers could trap teammates by building 
 teleporters in spaces with restricted movement
 - Fixed an issue where the spawn room doors could be held open by an 
 opposing team member
 - Optimization improvements
 - Maps Workshop Beta
 - Fixed a common crash when loading some compressed maps
 - Fixed various issues running workshop maps on listen servers
 - Listen servers no longer unnecessarily fetch a second copy of the 
 map
 - Listen servers no longer cause the client to crash upon the second 
 load of the same workshop map
 - Added -ugcpath parameter for dedicated servers to control location 
 of downloaded workshop content
 - Defaults to steamapps/workshop
 - Multiple servers sharing the same UGC directory is currently not 
 supported, and will not go well
 - Added server command tf_workshop_map_status to view currently 
 tracked maps and their status
 - Enhanced handling of updated maps to ensure the newest available 
 version of the map is always used on level change
 - Improved handling of workshop maps in a server's map cycle
 - Workshop maps in the map cycle will be automatically fetched and 
 updated in the background
 - Workshop maps in the map cycle will have their names updated to the 
 canonical name once known
 - Map votes now work with workshop maps
 - A known issue is that the full workshop map name is currently shown 
 instead of the friendly name
 - Community request: Updated the FindMap and CanProvideLevel API for 
 server-side mods. These functions now always expose the full workshop names 
 for maps when known, even if not the map is not yet installed.

 ___
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Re: [hlds_linux] Mandatory TF2 update released

2015-08-18 Thread ics
This. Can community servers even ran these modes? Are there new maps for 
this? What setup is required?


-ics

HD kirjoitti:

How do we set up a server for this and will our servers show up this time vs
any of the other beta game modes/maps unlike only showing up Valve servers?



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 18, 2015 6:45 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. The update notes are below. The
new version is 2925737.

-Eric



- Added new game mode 'PASS Time' to the TF2 Beta
- Check out the blog post for more information
(http://www.teamfortress.com/post.php?id=17833)
- Fixed a crash caused by a client sending malformed network data to the
server (thanks to Nathaniel Theis for this report and test case)
- Added a new hat 'The Finder's Fee'
- Will be awarded going forward on a case-by-case basis to those who
report major economy-breaking bugs or remote-code-execution bugs, and
provide detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel
Theis
- Fixed visual bugs caused by picking up weapons with special attributes
- Fixed the Mann vs. Machine Medigun shield not being re-created after
switching away from the Medigun and back while the charge is draining
- Fixed some alignment issues in the HUD meters for the Mann vs. Machine
rage knockback and Medigun shield
- Fixed left-hand view models not displaying Stat Clocks correctly
- Fixed being able to use the tournament_readystate client command when
using per-player ready status mode
- Fixed seeing a HUD mp_timelimit timer for maps that don't end the round
when the map timelimit runs out
- Fixed some missing VO sounds for the Demoman when laughing
- Fixed being able to use the Restore action on Killsteak Kits
- Fixed character loadout menus so they display the particle effects for all
equipped Unusual items
- The Huo-Long Heater can now accept Posthumous Kills strange parts
- Updated the Australium Grenade Launcher to fix the wood material being
shiny
- Updated the backpack images for the Gun Mettle Campaign Coin
- Updated LODs for several weapons and the sentry gun
- Updated Mann Co. Store prices for foreign currencies to current USD
equivalents
- Updated the localization files
- Updated Koth_Suijin with the latest changes from the authors
- Added cover around the point preventing cross-point sight line
- Opened second window in point building
- Tweaked pickup amounts and positions
- Widened space between stairs to point and bridge railing to allow
easier movement
- Clipping improvements
- Improved lighting in dark areas
- Fixed an issue where engineers could build on outlying islands
- Fixed an issue where engineers could trap teammates by building
teleporters in spaces with restricted movement
- Fixed an issue where the spawn room doors could be held open by an
opposing team member
- Optimization improvements
- Maps Workshop Beta
- Fixed a common crash when loading some compressed maps
- Fixed various issues running workshop maps on listen servers
- Listen servers no longer unnecessarily fetch a second copy of the
map
- Listen servers no longer cause the client to crash upon the second
load of the same workshop map
- Added -ugcpath parameter for dedicated servers to control location
of downloaded workshop content
- Defaults to steamapps/workshop
- Multiple servers sharing the same UGC directory is currently not
supported, and will not go well
- Added server command tf_workshop_map_status to view currently
tracked maps and their status
- Enhanced handling of updated maps to ensure the newest available
version of the map is always used on level change
- Improved handling of workshop maps in a server's map cycle
- Workshop maps in the map cycle will be automatically fetched and
updated in the background
- Workshop maps in the map cycle will have their names updated to
the canonical name once known
- Map votes now work with workshop maps
- A known issue is that the full workshop map name is currently
shown instead of the friendly name
- Community request: Updated the FindMap and CanProvideLevel API for
server-side mods. These functions now always expose the full workshop names
for maps when known, even if not the map is not yet installed.

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Re: [hlds_linux] Mandatory TF2 update released

2015-08-18 Thread HD
Ok apparently if you pass the ball from this new game mode into your own
spawn its forever stuck... people are doing it on purpose to troll already.

Certainly need to have this patched soon..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 18, 2015 6:45 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. The update notes are below. The
new version is 2925737.

-Eric



- Added new game mode 'PASS Time' to the TF2 Beta
- Check out the blog post for more information
(http://www.teamfortress.com/post.php?id=17833)
- Fixed a crash caused by a client sending malformed network data to the
server (thanks to Nathaniel Theis for this report and test case)
- Added a new hat 'The Finder's Fee'
- Will be awarded going forward on a case-by-case basis to those who
report major economy-breaking bugs or remote-code-execution bugs, and
provide detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel
Theis
- Fixed visual bugs caused by picking up weapons with special attributes
- Fixed the Mann vs. Machine Medigun shield not being re-created after
switching away from the Medigun and back while the charge is draining
- Fixed some alignment issues in the HUD meters for the Mann vs. Machine
rage knockback and Medigun shield
- Fixed left-hand view models not displaying Stat Clocks correctly
- Fixed being able to use the tournament_readystate client command when
using per-player ready status mode
- Fixed seeing a HUD mp_timelimit timer for maps that don't end the round
when the map timelimit runs out
- Fixed some missing VO sounds for the Demoman when laughing
- Fixed being able to use the Restore action on Killsteak Kits
- Fixed character loadout menus so they display the particle effects for all
equipped Unusual items
- The Huo-Long Heater can now accept Posthumous Kills strange parts
- Updated the Australium Grenade Launcher to fix the wood material being
shiny
- Updated the backpack images for the Gun Mettle Campaign Coin
- Updated LODs for several weapons and the sentry gun
- Updated Mann Co. Store prices for foreign currencies to current USD
equivalents
- Updated the localization files
- Updated Koth_Suijin with the latest changes from the authors
- Added cover around the point preventing cross-point sight line 
- Opened second window in point building 
- Tweaked pickup amounts and positions 
- Widened space between stairs to point and bridge railing to allow
easier movement 
- Clipping improvements 
- Improved lighting in dark areas 
- Fixed an issue where engineers could build on outlying islands 
- Fixed an issue where engineers could trap teammates by building
teleporters in spaces with restricted movement 
- Fixed an issue where the spawn room doors could be held open by an
opposing team member 
- Optimization improvements
- Maps Workshop Beta
- Fixed a common crash when loading some compressed maps
- Fixed various issues running workshop maps on listen servers
- Listen servers no longer unnecessarily fetch a second copy of the
map
- Listen servers no longer cause the client to crash upon the second
load of the same workshop map
- Added -ugcpath parameter for dedicated servers to control location
of downloaded workshop content
- Defaults to steamapps/workshop
- Multiple servers sharing the same UGC directory is currently not
supported, and will not go well
- Added server command tf_workshop_map_status to view currently
tracked maps and their status
- Enhanced handling of updated maps to ensure the newest available
version of the map is always used on level change
- Improved handling of workshop maps in a server's map cycle
- Workshop maps in the map cycle will be automatically fetched and
updated in the background
- Workshop maps in the map cycle will have their names updated to
the canonical name once known
- Map votes now work with workshop maps
- A known issue is that the full workshop map name is currently
shown instead of the friendly name
- Community request: Updated the FindMap and CanProvideLevel API for
server-side mods. These functions now always expose the full workshop names
for maps when known, even if not the map is not yet installed.

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Re: [hlds_linux] Mandatory TF2 update released

2015-08-18 Thread Jan

There's a map pass_warehouse.bsp in game files.

On 19.8.2015 0:55, ics wrote:
This. Can community servers even ran these modes? Are there new maps 
for this? What setup is required?


-ics

HD kirjoitti:
How do we set up a server for this and will our servers show up this 
time vs
any of the other beta game modes/maps unlike only showing up Valve 
servers?




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric 
Smith

Sent: Tuesday, August 18, 2015 6:45 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. The update notes are 
below. The

new version is 2925737.

-Eric



- Added new game mode 'PASS Time' to the TF2 Beta
- Check out the blog post for more information
(http://www.teamfortress.com/post.php?id=17833)
- Fixed a crash caused by a client sending malformed network data to the
server (thanks to Nathaniel Theis for this report and test case)
- Added a new hat 'The Finder's Fee'
- Will be awarded going forward on a case-by-case basis to those who
report major economy-breaking bugs or remote-code-execution bugs, and
provide detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel
Theis
- Fixed visual bugs caused by picking up weapons with special attributes
- Fixed the Mann vs. Machine Medigun shield not being re-created after
switching away from the Medigun and back while the charge is draining
- Fixed some alignment issues in the HUD meters for the Mann vs. Machine
rage knockback and Medigun shield
- Fixed left-hand view models not displaying Stat Clocks correctly
- Fixed being able to use the tournament_readystate client command when
using per-player ready status mode
- Fixed seeing a HUD mp_timelimit timer for maps that don't end the 
round

when the map timelimit runs out
- Fixed some missing VO sounds for the Demoman when laughing
- Fixed being able to use the Restore action on Killsteak Kits
- Fixed character loadout menus so they display the particle effects 
for all

equipped Unusual items
- The Huo-Long Heater can now accept Posthumous Kills strange parts
- Updated the Australium Grenade Launcher to fix the wood material being
shiny
- Updated the backpack images for the Gun Mettle Campaign Coin
- Updated LODs for several weapons and the sentry gun
- Updated Mann Co. Store prices for foreign currencies to current USD
equivalents
- Updated the localization files
- Updated Koth_Suijin with the latest changes from the authors
- Added cover around the point preventing cross-point sight line
- Opened second window in point building
- Tweaked pickup amounts and positions
- Widened space between stairs to point and bridge railing to allow
easier movement
- Clipping improvements
- Improved lighting in dark areas
- Fixed an issue where engineers could build on outlying islands
- Fixed an issue where engineers could trap teammates by building
teleporters in spaces with restricted movement
- Fixed an issue where the spawn room doors could be held open by an
opposing team member
- Optimization improvements
- Maps Workshop Beta
- Fixed a common crash when loading some compressed maps
- Fixed various issues running workshop maps on listen servers
- Listen servers no longer unnecessarily fetch a second copy of the
map
- Listen servers no longer cause the client to crash upon the second
load of the same workshop map
- Added -ugcpath parameter for dedicated servers to control location
of downloaded workshop content
- Defaults to steamapps/workshop
- Multiple servers sharing the same UGC directory is currently not
supported, and will not go well
- Added server command tf_workshop_map_status to view currently
tracked maps and their status
- Enhanced handling of updated maps to ensure the newest available
version of the map is always used on level change
- Improved handling of workshop maps in a server's map cycle
- Workshop maps in the map cycle will be automatically fetched and
updated in the background
- Workshop maps in the map cycle will have their names updated to
the canonical name once known
- Map votes now work with workshop maps
- A known issue is that the full workshop map name is currently
shown instead of the friendly name
- Community request: Updated the FindMap and CanProvideLevel API for
server-side mods. These functions now always expose the full workshop 
names

for maps when known, even if not the map is not yet installed.

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Re: [hlds_linux] Mandatory TF2 update released

2015-08-18 Thread Ross Bemrose
Well, the first clue would have been to look in your maps directory and 
to notice there's a new map named pass_warehouse there.


There may be other settings to it, but there are probably map entities 
to set the game mode on it.


On 8/18/2015 6:55 PM, ics wrote:
This. Can community servers even ran these modes? Are there new maps 
for this? What setup is required?


-ics

HD kirjoitti:
How do we set up a server for this and will our servers show up this 
time vs
any of the other beta game modes/maps unlike only showing up Valve 
servers?




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric 
Smith

Sent: Tuesday, August 18, 2015 6:45 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. The update notes are 
below. The

new version is 2925737.

-Eric



- Added new game mode 'PASS Time' to the TF2 Beta
- Check out the blog post for more information
(http://www.teamfortress.com/post.php?id=17833)
- Fixed a crash caused by a client sending malformed network data to the
server (thanks to Nathaniel Theis for this report and test case)
- Added a new hat 'The Finder's Fee'
- Will be awarded going forward on a case-by-case basis to those who
report major economy-breaking bugs or remote-code-execution bugs, and
provide detailed information and steps to reproduce
- Well deserved congratulations to the first recipient, Nathaniel
Theis
- Fixed visual bugs caused by picking up weapons with special attributes
- Fixed the Mann vs. Machine Medigun shield not being re-created after
switching away from the Medigun and back while the charge is draining
- Fixed some alignment issues in the HUD meters for the Mann vs. Machine
rage knockback and Medigun shield
- Fixed left-hand view models not displaying Stat Clocks correctly
- Fixed being able to use the tournament_readystate client command when
using per-player ready status mode
- Fixed seeing a HUD mp_timelimit timer for maps that don't end the 
round

when the map timelimit runs out
- Fixed some missing VO sounds for the Demoman when laughing
- Fixed being able to use the Restore action on Killsteak Kits
- Fixed character loadout menus so they display the particle effects 
for all

equipped Unusual items
- The Huo-Long Heater can now accept Posthumous Kills strange parts
- Updated the Australium Grenade Launcher to fix the wood material being
shiny
- Updated the backpack images for the Gun Mettle Campaign Coin
- Updated LODs for several weapons and the sentry gun
- Updated Mann Co. Store prices for foreign currencies to current USD
equivalents
- Updated the localization files
- Updated Koth_Suijin with the latest changes from the authors
- Added cover around the point preventing cross-point sight line
- Opened second window in point building
- Tweaked pickup amounts and positions
- Widened space between stairs to point and bridge railing to allow
easier movement
- Clipping improvements
- Improved lighting in dark areas
- Fixed an issue where engineers could build on outlying islands
- Fixed an issue where engineers could trap teammates by building
teleporters in spaces with restricted movement
- Fixed an issue where the spawn room doors could be held open by an
opposing team member
- Optimization improvements
- Maps Workshop Beta
- Fixed a common crash when loading some compressed maps
- Fixed various issues running workshop maps on listen servers
- Listen servers no longer unnecessarily fetch a second copy of the
map
- Listen servers no longer cause the client to crash upon the second
load of the same workshop map
- Added -ugcpath parameter for dedicated servers to control location
of downloaded workshop content
- Defaults to steamapps/workshop
- Multiple servers sharing the same UGC directory is currently not
supported, and will not go well
- Added server command tf_workshop_map_status to view currently
tracked maps and their status
- Enhanced handling of updated maps to ensure the newest available
version of the map is always used on level change
- Improved handling of workshop maps in a server's map cycle
- Workshop maps in the map cycle will be automatically fetched and
updated in the background
- Workshop maps in the map cycle will have their names updated to
the canonical name once known
- Map votes now work with workshop maps
- A known issue is that the full workshop map name is currently
shown instead of the friendly name
- Community request: Updated the FindMap and CanProvideLevel API for
server-side mods. These functions now always expose the full workshop 
names

for maps when known, even if not the map is not yet installed.

___
To 

Re: [hlds_linux] baning TF2 servers together with CS:GO (dan)

2015-07-21 Thread Kevin Dautermann
Well, you could ask your host for a unique ip which only belongs to you 
(default port and no other servers on it)
Otherwise there isnt anything else left you could do about it to avoid such 
things.

--
Kev

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Alice 
Vostrikova
Gesendet: Dienstag, 21. Juli 2015 15:51
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] baning TF2 servers together with CS:GO (dan)

just wait a week - its bad idea.

In a weekend the temporary ban will end.
Bad guys on similar ip won't correct a problem with their servers.
Valve will ban ip finally together with many good servers on ip.

Therefore I worry.

 Or, just wait a week. It says Servers blacklisted one week for inventory 
 violations
which is not really worth fretting about.

 Assuming that message is true then you may as well just wait.
 
 If you set fire to a Valve support guy he'd take longer than a week to 
 notice and respond, so there's no quicker option here than waiting.
 
 --
 Dan


--

--
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Re: [hlds_linux] baning TF2 servers together with CS:GO (dan)

2015-07-21 Thread Rick Dunn
Lots of hosts won't give anyone a dedicated ip anymore for pretty much any
reason. IPv4 space is at a premium.

On Tuesday, July 21, 2015, Kevin Dautermann dautermann.ke...@gmx.at wrote:

 Well, you could ask your host for a unique ip which only belongs to you
 (default port and no other servers on it)
 Otherwise there isnt anything else left you could do about it to avoid
 such things.

 --
 Kev

 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com javascript:; [mailto:
 hlds_linux-boun...@list.valvesoftware.com javascript:;] Im Auftrag von
 Alice Vostrikova
 Gesendet: Dienstag, 21. Juli 2015 15:51
 An: hlds_linux@list.valvesoftware.com javascript:;
 Betreff: Re: [hlds_linux] baning TF2 servers together with CS:GO (dan)

 just wait a week - its bad idea.

 In a weekend the temporary ban will end.
 Bad guys on similar ip won't correct a problem with their servers.
 Valve will ban ip finally together with many good servers on ip.

 Therefore I worry.

  Or, just wait a week. It says Servers blacklisted one week for
 inventory violations
 which is not really worth fretting about.

  Assuming that message is true then you may as well just wait.
 
  If you set fire to a Valve support guy he'd take longer than a week to
  notice and respond, so there's no quicker option here than waiting.
 
  --
  Dan


 --

 --
 Почтовый ящик предоставлен сервисом qip.ru
 Заведи бесплатную почту в домене rbcmail.ru и ты!


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Re: [hlds_linux] baning TF2 servers together with CS:GO (dan)

2015-07-21 Thread dan

On 21/07/2015 14:51, Alice Vostrikova wrote:

just wait a week - its bad idea.


The thing with time is, it happens whether it's a bad idea or not.



In a weekend the temporary ban will end.
Bad guys on similar ip won't correct a problem with their servers.


Well imagine you want to sell hosting for game servers. If your IPs are 
banned
because you let bad guys use your service then your service will 
eventually

be useless, right?

So obviously (a) you and (b) valve and (c) your hosting company all have 
motivation to get these so-called bad guys to

stop.

Valve can and probably will stop them by banning the IP address. So if 
you don't want the IP

address banned, you and the hosting company have to think of something else.

In that respect I think you're talking to the wrong people.

--
Dan

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Re: [hlds_linux] baning TF2 servers together with CS:GO (dan)

2015-07-21 Thread Alice Vostrikova
just wait a week - its bad idea.

In a weekend the temporary ban will end.
Bad guys on similar ip won't correct a problem with their servers.
Valve will ban ip finally together with many good servers on ip.

Therefore I worry.

 Or, just wait a week. It says Servers blacklisted one week for inventory 
 violations
which is not really worth fretting about.

 Assuming that message is true then you may as well just wait.
 
 If you set fire to a Valve support guy he'd take longer than a week to 
 notice and respond,
 so there's no quicker option here than waiting.
 
 -- 
 Dan


--

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Re: [hlds_linux] baning TF2 servers together with CS:GO

2015-07-20 Thread Erik-jan Riemers
Respond to valve than, instead of the mailinglist, keep the spam where it
belongs. I assume you also read the cs:go mailing list, you could address
those suggestions too.

2015-07-20 15:59 GMT+02:00 Alice Vostrikova alice@rbcmail.ru:

 Hello.

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

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

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

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

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

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

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

 --

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Re: [hlds_linux] baning TF2 servers together with CS:GO

2015-07-20 Thread ics
FYI, bans are per IP, regardless of game. Currently CSGO  TF2 have this 
system enabled for bad servers.


-ics

Alice Vostrikova kirjoitti:

Hello.

I rent my game servers at hosting where many different game servers.
On Friday, the Valve massively banned CS:GO servers.
On the same day, Valve banned 3 my TF2 servers.
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.14:28137format=json
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27095format=json
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.153:28292format=json
Reason: inventory violations.
I do not give to my players any inventory for money or without money.

Also was banned TF2 server on my hoster without sourcemode (absent any plugins 
or castom tags)!!!
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27767format=json
Why on ip of the banned CS:GO servers were banned TF2 servers too?
Valve banned servers CS:GO on the ip (instead of ip:port)?

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

--

--
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Re: [hlds_linux] baning TF2 servers together with CS:GO

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

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

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

 -ics

 Alice Vostrikova kirjoitti:

 Hello.

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

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

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

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

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

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

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

 --

 --
 Почтовый ящик предоставлен сервисом qip.ru
 Заведи бесплатную почту в домене rbcmail.ru и ты!
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Re: [hlds_linux] baning TF2 servers together with CS:GO

2015-07-20 Thread dan

On 20/07/2015 15:39, Erik-jan Riemers wrote:

Respond to valve than, instead of the mailinglist, keep the spam where it
belongs. I assume you also read the cs:go mailing list, you could address
those suggestions too.


Or, just wait a week. It says Servers blacklisted one week for 
inventory violations

which is not really worth fretting about.

Assuming that message is true then you may as well just wait.

If you set fire to a Valve support guy he'd take longer than a week to 
notice and respond,

so there's no quicker option here than waiting.

--
Dan

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Re: [hlds_linux] baning TF2 servers together with CS:GO

2015-07-20 Thread Saint K.
Would you like to start an emotional supportgroup?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of N-Gon
Sent: Monday, July 20, 2015 5:03 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] baning TF2 servers together with CS:GO

Damn dude that sucks.
Sorry to hear :(
Hopefully someone at valve can fix this up for you

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

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

 -ics

 Alice Vostrikova kirjoitti:

 Hello.

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

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

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

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

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

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

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

 --

 --
 Почтовый ящик предоставлен сервисом qip.ru Заведи бесплатную почту в 
 домене rbcmail.ru и ты!
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Re: [hlds_linux] Ubuntu -vs- Debian recommendation / observations?

2015-07-19 Thread Simone
There isn't much difference srcds wise on the distro you use, it's up
to personal preference.
If you're considering Ubuntu you want to stick to LTS releases, you
also generally get more up-to-date packages compared to Debian.

2015-07-19 18:01 GMT+02:00 James Lutz lutz.jam...@gmail.com:
 I've been running a server on wheezy fire several years, but I don't
 remember having to do anything specific to get it working, just installing
 a lib or two through apt. (though this could have been because I already
 had a Jessie apt source setup for other things)

 James A. Lutz
 On Jul 19, 2015 11:39 AM, Weasels Lair wea...@weaselslair.com wrote:

 I will be changing hosting providers in the near future. I will likely be
 going with NFOServers - but with an un-managed VPS. I am planning to stay
 with a VPS running one of these OS's:

 - Debian v8 Jessie
 - Ubuntu (LTS) v14.04.02 Trusty Tahr
 - Ubuntu v15.04 Vivid Vervet

 My current setup is based on Debian Jessie, but I am wondering if there
 is really anything better about hosting on Ubuntu?

 I recall having to go with Debian v8 Jessie (which at that time was not
 the stable release) because of underlying dependencies (libc, etc.?) that
 were difficult to work-around with Debian v7 wheezy at that time.

 I also recall a brief conversation with Eric from Valve, indicating that
 they compile dedicated server builds on Ubuntu, but test on Debian?  But
 that was probably at least 2 years ago.  So, not sure how relevant it is
 today.

 So, what I am asking for anybody that wants to provide some feedback, is:
 - Is there anything easier or better for hosting HLDS and SRCDS on
 Ubuntu -vs- Debian?
 - For those running Ubuntu, same question regarding v14.x -vs- v15.x?  I
 have used Ubuntu largely for desktops in the past - not as much for
 servers.  Generally, I do stay within the LTS releases - but open to
 looking at v15.x if there is some advantage.
 - Any other feedback on using one or the other?

 Thanks!
 (of course any feedback from Valve again would be nice, but not really
 expected.  Everybody feel free to direct reply instead of to the list, if
 that is your preference)

 - Weasel (wea...@weaselslair.com).
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Re: [hlds_linux] Ubuntu -vs- Debian recommendation / observations?

2015-07-19 Thread James Lutz
I've been running a server on wheezy fire several years, but I don't
remember having to do anything specific to get it working, just installing
a lib or two through apt. (though this could have been because I already
had a Jessie apt source setup for other things)

James A. Lutz
On Jul 19, 2015 11:39 AM, Weasels Lair wea...@weaselslair.com wrote:

 I will be changing hosting providers in the near future. I will likely be
 going with NFOServers - but with an un-managed VPS. I am planning to stay
 with a VPS running one of these OS's:

 - Debian v8 Jessie
 - Ubuntu (LTS) v14.04.02 Trusty Tahr
 - Ubuntu v15.04 Vivid Vervet

 My current setup is based on Debian Jessie, but I am wondering if there
 is really anything better about hosting on Ubuntu?

 I recall having to go with Debian v8 Jessie (which at that time was not
 the stable release) because of underlying dependencies (libc, etc.?) that
 were difficult to work-around with Debian v7 wheezy at that time.

 I also recall a brief conversation with Eric from Valve, indicating that
 they compile dedicated server builds on Ubuntu, but test on Debian?  But
 that was probably at least 2 years ago.  So, not sure how relevant it is
 today.

 So, what I am asking for anybody that wants to provide some feedback, is:
 - Is there anything easier or better for hosting HLDS and SRCDS on
 Ubuntu -vs- Debian?
 - For those running Ubuntu, same question regarding v14.x -vs- v15.x?  I
 have used Ubuntu largely for desktops in the past - not as much for
 servers.  Generally, I do stay within the LTS releases - but open to
 looking at v15.x if there is some advantage.
 - Any other feedback on using one or the other?

 Thanks!
 (of course any feedback from Valve again would be nice, but not really
 expected.  Everybody feel free to direct reply instead of to the list, if
 that is your preference)

 - Weasel (wea...@weaselslair.com).
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Re: [hlds_linux] [CSGO] Multiple daily crashes

2015-07-16 Thread Matthias InstantMuffin Kollek
This stacktrace shows sourcemod calls, I doubt any dev will take a look 
at this. You seem to be playing with weapons as well.
Is this your card? 
https://www.gametracker.com/server_info/185.57.189.21:27018/
Naughty naughty boy, Knives says the servername. This crash is also 
related to one of francisco's weapon plugins afaik.


How dare you ask for help when disallowed plugins crash your server?

On 16.07.2015 12:08, Andries Verbanck wrote:

I'm experiencing multiple crashes each day. Most of the time with the same
stacktrace.

Is there anyone who knows what's going on or where I should look for proper
debugging?

  


Attached: Crash dump

  


Command Line: ./srcds_linux -game csgo -console -usercon -secure -nohltv
-debug -tickrate 128 +ip 185.57.***.** +hostport 27018 -maxplayers_override
32 +map mg_yolo_multigames_v1 +game_type 3 +game_mode 0 -authkey ***

  


Stack Trace:


0

linux-gate.so + 0x430


1

linux-gate.so + 0x400


2

server.so!CBaseCombatWeapon::Kill() + 0x4d


3

server.so!CCSPlayer::GiveDefaultItems() + 0x66c


4

server.so!CBasePlayer::Spawn() + 0x602


5

server.so!CCSPlayer::Spawn() + 0xa1


6

server.so!CCSPlayer::RoundRespawn() + 0xa3


7

server.so!CCSGameRules::RestartRound() + 0x10fd


8

server.so!CCSGameRules::Think() + 0xc1c


9

server.so!CGameRules::FrameUpdatePostEntityThink() + 0x36


10

server.so!InvokeMethodReverseOrder(void (IGameSystem::*)()) + 0x1bb


11

server.so!IGameSystem::FrameUpdatePostEntityThinkAllSystems() + 0x17


12

server.so!CServerGameDLL::GameFrame(bool) + 0x1eb


13

sourcemod.2.csgo.so!__SourceHook_FHCls_IServerGameDLLGameFramefalse::Func(bo
ol) [sourcemod.cpp:48 + 0xc]


14

engine.so!SV_Think(bool) + 0x9d


15

engine.so!SV_Frame(bool) + 0xe7


16

engine.so!_Host_RunFrame_Server(bool) + 0x7e


17

engine.so!_Host_RunFrame(float) + 0x33c


18

engine.so!Host_RunFrame(float) + 0x188


19

engine.so!CHostState::State_Run(float) + 0xf4


20

engine.so!CHostState::FrameUpdate(float) + 0x96


21

engine.so!HostState_Frame(float) + 0x19


22

engine.so!CEngine::Frame() + 0x302


23

engine.so!CDedicatedServerAPI::RunFrame() + 0x26


24

dedicated.so!RunServerIteration(bool) + 0x3d


25

dedicated.so!RunServer(bool) + 0x48


26

engine.so!CModAppSystemGroup::Main() + 0x9d


27

engine.so!CAppSystemGroup::Run() + 0x50


28

engine.so!CDedicatedServerAPI::ModInit(ModInfo_t) + 0x1ef


29

dedicated.so!CDedicatedAppSystemGroup::Main() + 0xb4


30

dedicated.so!CAppSystemGroup::Run() + 0x50


31

dedicated.so!CSteamApplication::Main() + 0x4a


32

dedicated.so!CAppSystemGroup::Run() + 0x50


33

dedicated.so!main + 0x183


34

srcds_linux + 0x6f9


35

libc-2.17.so + 0x19933


36

libc-2.17.so + 0x1bb000


37

ld-2.17.so + 0x14f60


38

libc-2.17.so + 0x19849


39

ld-2.17.so + 0x1ffbc


40

ld-2.17.so + 0xf900

  

  




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Re: [hlds_linux] Mandatory TF2 update released

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

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

 That is great and all, thanks.

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

 Thanks again

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

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



 -John



 --

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

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Re: [hlds_linux] Mandatory TF2 update released

2015-07-15 Thread HD
That is great and all, thanks.

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

Thanks again

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

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



-John



--

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

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Re: [hlds_linux] TF2 dedicated server not logged in

2015-07-07 Thread Jesse Molina


If anyone at Valve is listening, it might be appropriate to printf a 
warning if certain commands are used in server.cfg which should only be 
in autoexec.cfg, or vice-versa. Alternatively, add this to the data 
which the cvarlist command spits out.


There really needs to be a document which indicates which server 
commands should be in autoexec.cfg, and which should be in server.cfg. 
Most online howto docs and config guides never mention autoexec.cfg.




On 7/6/15 9:57, Emil Larsson wrote:

For anyone who dosen't know, autoexec.cfg is the very first thing read at
startup, while server.cfg is read between every map change (including when
the first level that loads on the server).



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Re: [hlds_linux] TF2 dedicated server not logged in

2015-07-06 Thread David Parker
It does, thanks!  Odd, I've had those lines in server.cfg for a long time
and it's always worked just fine.  I remember that I had to move
sv_setsteamaccount to autoexec.cfg to make it work, but that was it.

Thank you!

On Mon, Jul 6, 2015 at 12:12 PM, Emil Larsson ail...@gmail.com wrote:

 Try putting those lines into autoexec.cfg. Does it work now?

 On Mon, Jul 6, 2015 at 6:10 PM, David Parker dpar...@utica.edu wrote:

  Hey guys,
 
  I restarted my TF2 server this morning, and now suddenly it's showing
 this
  in the status output on the console:
 
  steamid : [G:1:4424] (STEAM-ID)
  account : not logged in  (No account specified)
 
  Where STEAM-ID is actually the Steam ID for this server.  Before the
  restart, it always showed as being logged in to a valid account.  I still
  have sv_setsteamaccount in my autoexec.cfg, and
  tf_server_identity_account_id and tf_server_identity_token set in my
  server.cfg.  None of this has changed since the last restart.  I have
  restarted it a few times now, and also ran a changelevel just to make
  sure a new map had loaded, but still no luck.
 
  Anyone know why the server is suddenly showing not logged in  (No
 account
  specified)?  TF2 version in the status output is 2863548/24 2863781
  secure.
 
  Thanks!
  Dave
 
  --
  Dave Parker
  Systems Administrator
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
  Registered Linux User #408177
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-- 
Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] TF2 dedicated server not logged in

2015-07-06 Thread Emil Larsson
Try putting those lines into autoexec.cfg. Does it work now?

On Mon, Jul 6, 2015 at 6:10 PM, David Parker dpar...@utica.edu wrote:

 Hey guys,

 I restarted my TF2 server this morning, and now suddenly it's showing this
 in the status output on the console:

 steamid : [G:1:4424] (STEAM-ID)
 account : not logged in  (No account specified)

 Where STEAM-ID is actually the Steam ID for this server.  Before the
 restart, it always showed as being logged in to a valid account.  I still
 have sv_setsteamaccount in my autoexec.cfg, and
 tf_server_identity_account_id and tf_server_identity_token set in my
 server.cfg.  None of this has changed since the last restart.  I have
 restarted it a few times now, and also ran a changelevel just to make
 sure a new map had loaded, but still no luck.

 Anyone know why the server is suddenly showing not logged in  (No account
 specified)?  TF2 version in the status output is 2863548/24 2863781
 secure.

 Thanks!
 Dave

 --
 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177
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Re: [hlds_linux] TF2 dedicated server not logged in

2015-07-06 Thread Emil Larsson
I suspect there was some change awhile ago that required those cvars to be
set as soon the server is started. You only need to set them once anyway.

For anyone who dosen't know, autoexec.cfg is the very first thing read at
startup, while server.cfg is read between every map change (including when
the first level that loads on the server).

On Mon, Jul 6, 2015 at 6:24 PM, David Parker dpar...@utica.edu wrote:

 It does, thanks!  Odd, I've had those lines in server.cfg for a long time
 and it's always worked just fine.  I remember that I had to move
 sv_setsteamaccount to autoexec.cfg to make it work, but that was it.

 Thank you!

 On Mon, Jul 6, 2015 at 12:12 PM, Emil Larsson ail...@gmail.com wrote:

  Try putting those lines into autoexec.cfg. Does it work now?
 
  On Mon, Jul 6, 2015 at 6:10 PM, David Parker dpar...@utica.edu wrote:
 
   Hey guys,
  
   I restarted my TF2 server this morning, and now suddenly it's showing
  this
   in the status output on the console:
  
   steamid : [G:1:4424] (STEAM-ID)
   account : not logged in  (No account specified)
  
   Where STEAM-ID is actually the Steam ID for this server.  Before
 the
   restart, it always showed as being logged in to a valid account.  I
 still
   have sv_setsteamaccount in my autoexec.cfg, and
   tf_server_identity_account_id and tf_server_identity_token set in my
   server.cfg.  None of this has changed since the last restart.  I have
   restarted it a few times now, and also ran a changelevel just to make
   sure a new map had loaded, but still no luck.
  
   Anyone know why the server is suddenly showing not logged in  (No
  account
   specified)?  TF2 version in the status output is 2863548/24 2863781
   secure.
  
   Thanks!
   Dave
  
   --
   Dave Parker
   Systems Administrator
   Utica College
   Integrated Information Technology Services
   (315) 792-3229
   Registered Linux User #408177
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 --
 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177
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Re: [hlds_linux] Optional TF2 update released

2015-07-04 Thread HD
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further

REALLY?? This was an awesome first step in helping the community - you make
the change, tease everyone with it then take it back? 

Wow Happy flippin 4th of July everyone!!


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Saturday, July 04, 2015 5:29 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Optional TF2 update released

We've released an optional update for TF2 that fixes an exploit with players
taunting and then dying on the final control point of payload maps. You do
not need this update unless you are experiencing this problem. The update
notes are below. The new version number is 2863781.

-Eric

---

- Fixed an exploit related to taunting and then dying on the final control
point of payload maps
- Fixed a bug that was creating Specialized Killstreak Kits that could be
applied to any item
- Fixed items that are removed from the Steam Community Market having the
trade restriction removed
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further

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