Hey guys,
I haven't managed a srcds server for a while, and I'm not quite updated on
the situation, but why is HLSW dead?
has the protocol been updated?
I remember building a webapp a while ago to handler SRCDS authentication,
although I could build a client version, if that's something server ow
You should fix the taunting bugs, it's annoying to see players doing taunts
while moving and killing players.
If a player spy does the taunting bug and disguises, the enemy disguise
will appear as tauting and can fool other players.
It's not a minor bug.
On Thu, Oct 16, 2014 at 12:09 AM, Ross Bem
e:
> While that may be a cause, it was not the cause in my case. The chances
> of 64 players all having too much CPU usage at the same exact time?
> Personally I have a 4.5Ghz Core i5 and I have had this issue before while
> in my server(s).
>
>
> On 9/14/2014 9:23 PM, Bruno G
I will paste the reply I made in a csgo thread about this subject.
"There used to be a situation where clients would get disconnected because
they took too long to re-authenticate while connected in the server.
This was not a server issue, *it was a client issue taking up too much cpu
and not bein
The only thing that needs nerfing is the Phlogistinator.
It is extremely stupid that you *can't* kill a pyro that's taunting with
four rockets at a really really close distance...
Then the pyro after finishing the taunt turns around and kills you with
crits.
It's stupid how they gave uber charge an
Now you just have to revert the mini-crit/critical damage from the
Axtinguisher and it's all good.
On Mon, Jun 23, 2014 at 9:58 PM, A Fearts wrote:
> Did you happen to get a chance to fix the Conga taunt from buffer
> overflowing the server if it's over used?
>
>
> On Mon, Jun 23, 2014 at 8:55
Windows Firewall is only good enough to peal a potato.
Iptables is the way to go.
Although, DDoS attacks can't be prevented, you can null-route all the
packets from the attack, but (if the attack is big enough) it uses up all
your resources to do so, thus causing your servers to malfunction.
Furt
Report it here reading the appropriate rules for reporting bugs.
https://github.com/ValveSoftware/Source-1-Games/
On Sat, Nov 9, 2013 at 4:07 PM, evan otten wrote:
> For future reference, this list is for server issues
> On Nov 9, 2013 1:56 PM, "gokussj6_14" wrote:
>
>> The Disguise Kit is f
It was used for scamming, and phishing.
People used it to personate "Steam admins" by changing the color of their
text, appearing it was a different "rank".
I'm glad it was taken down.
On Wed, Oct 30, 2013 at 3:12 PM, Travis Brown wrote:
> I have a pretty good guess why. the /me is a irc actio
"version" command on console.
On Tue, Aug 20, 2013 at 9:23 PM, Accid[e]nt wrote:
> Good work
>
> Just out of interest, is there any other way to determine the current
> version? I use HLSW to manage versions but can't find anywhere besides here
> which shows a current version number.
>
>
> On 2
Have you disabled all plugins and tried testing again?
On Thu, Jun 13, 2013 at 9:54 PM, Mohammed Khalik <
mohammed_kha...@hotmail.com> wrote:
> Hi
>
> I am getting constant crashes since the update was released.
>
> L 06/14/2013 - 01:273: [TF2] Sigscan for CalcCriticalMelee failed -
> Disabling
Fletcher, I have privately emailed you about the win32 tools to submit
traces.
Thank you.
On Thu, May 2, 2013 at 2:06 PM, Game-Over wrote:
>
> Hi Fletcher.
>
> Windows server 2008 R2 - No issues running multiple servers. If anything I
> think CPU has dropped
> slightly, but this might just be wi
I do not recommend ping/tickrate boosting.
It's third party software and... the source dedicated server is meant to
work at 66 FPS.
I wouldn't count on modifying the tickrate being any reliable on the
server. Like I said, it's not meant to be!
On Fri, Apr 26, 2013 at 1:35 PM, Evourr wrote:
> Wi
The list is here.
https://developer.valvesoftware.com/wiki/SteamCMD#Supported_Servers
On Tue, Apr 16, 2013 at 3:49 PM, IBIS Customer Service <
ibis.serv...@gmail.com> wrote:
> What is the app id to do a fresh install using steampipe?
>
>
> On Tue, Apr 16, 2013 at 2:14 PM,
I get this message using steamcmd:
SteamUpdater: Error: Download of package (steamcmd_bins_win32) failed after
> 0 by
> tes (200).
> [ 86%] Download Complete.
> SteamUpdater: Error: Steam needs to be online to update. Please confirm
> your ne
> twork connection and try again.
> [ 86%] !!! Fatal E
run it a few
> times. On the first run HldsUpdateTool has to update itself.
>
>
>
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
>
>
> On Fri, Apr 12, 2013 at 4:28 PM, Bruno Garcia wrote:
>
>> This is my command line:
>>
>&g
with your install that put it in a different
> directory the first time.
>
>
> On Fri, Apr 12, 2013 at 12:04 PM, Bruno Garcia wrote:
>
>> This is really weird.
>> The installation that I downloaded the first time (without -verify_all)
>> didn't contain an
tall and you
> should get the help you need. On a side note, the first thing to check is
> your command line and how you're starting the server. My guess you have
> that wrong. Good luck.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-b
else running on a different engine.
>
>
> On Thu, Apr 11, 2013 at 5:55 PM, Bruno Garcia wrote:
>
>> Hello.
>>
>> I have a fresh install of Team Fortress 2 and I can't seem to get srcds
>> to run.
>> I'm on a Windows 2003 x8
Hello.
I have a fresh install of Team Fortress 2 and I can't seem to get srcds to
run.
I'm on a Windows 2003 x86 bit installation. with enough space, cpu and ram.
When running it I get this:
---
srcds.exe - Entry Point Not Found
---
The procedure e
the binaries come from client which is natively on windows.
>
> Bruno, do you have any links to back yourself up?
>
>
> On 25 March 2013 14:16, Bruno Garcia wrote:
>
>> The server linux binaries are more stable due to the fact that they are
>> compiled in linu
The server linux binaries are more stable due to the fact that they are
compiled in linux and then ported over to Windows.
Compability won't be a problem on Linux and I strongly advice you to choose
Linux over Windows for gameservers.
Cheers mate.
On Mon, Mar 25, 2013 at 2:20 AM, List User wro
Premium only servers are not an addition of VALVe.
It's a thirdparty mod checking if they bought the game, or not.
Meaning, you'll never get an answer here.
Have fun bitching about F2P.
Yours,
Bruno
On Fri, Mar 15, 2013 at 2:04 PM, Shane Matthews wrote:
> Well the solution is simple then Alber
Is Counter-Strike: Source being handled by a third party company from valve?
Because I think that mod developers can't compile their mods to the engine
version that they are using, making, for example, mani admin impossible to
update to vpks and new updates.
(Yes, I know Mani closed down, but ther
; > I want to know this as well.
> > sorry for the bump.
> >
> > On Sat, Mar 2, 2013 at 5:30 PM, Bruno Garcia > >wrote:
> >
> > > Hello,
> > >
> > > I wanted to know if the Linux and Windows server and client binaries
> > > for CS
Eric, any news on strings tables crashes? Im getting tons of crashes on map
changes, and no dumps are being generated
El 31/01/2013 21:00, "Nomaan Ahmad" escribió:
> I thought that was quite obvious.
>
> On 31 January 2013 23:58, Andre Müller wrote:
>
>> Maybe they prepare also the CS:S for Linu
What do the "Performance improvements" include?
On Thu, Sep 6, 2012 at 7:33 PM, Todd Pettit wrote:
> It happened on Barnblitz
>
> - Original Message -
> From: "wickedplayer494 ."
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Thursday, Sep
Actually, kickall would be a command that can only run by the server, and
if anything, there's always FCVAR Protect thing that can't be bypassed.
On Thu, Aug 23, 2012 at 10:59 PM, wrote:
> Any chance "kickall" will have a glitch to be eventually exploited by
> players?
>
> Thatll be a memorable
Dear Fletcher,
Haters gonna hate.
- Bruno.
On Thu, Aug 23, 2012 at 2:18 PM, Fletcher Dunn
wrote:
> If you check “join a game in progress,” then you might be placed into a
> game in progress to fill an empty slot.
>
> ** **
>
> If you don’t select “join a game in progress,” then you will al
Thank you Eric.
I believe there's a problem with the sound system that didn't allow mods to
play sounds.
Perhaps this is because mods are obligated to use outdated SDKs.
Will there be a fix for this?
Thank you.
On Wed, Aug 22, 2012 at 5:51 PM, Sebastian Nicolas Medina Sepulveda <
xheb...@gmail
Awesome, I'm glad it's being taken care of.
On Fri, Aug 10, 2012 at 6:27 PM, Russell Smith wrote:
> Thank you!
>
>
> On 10.08.2012 14:24, Eric Smith wrote:
>
>> I'll forward your email around to see who is looking into the problem.
>>
>> -Eric
>>
>>
> __**_
FCVAR_SERVER_CAN_EXECUTE shouldn't be bypassed.
It's for the security of every client!
It doesn't do much damage, but, hell, I don't want servers making my client
do things like "disconnect" or "quit prompt" :P
On Fri, Aug 3, 2012 at 10:15 PM, Saul Rennison wrote:
> It can, just with various "wo
; (including opening the relevant ports and stuff), and then remote debug it
> via the internet... when it crashes, you see exactly where.
>
>
> On 2012/07/29 21:19, Bruno Garcia wrote:
>
>> Hello,
>>
>> I'm running a CS: S server on a windows 2003 server computer. I
Hello,
I'm running a CS: S server on a windows 2003 server computer. I know that
it's outdated, and windows is highly unstable at times, but I've been
getting a lot of server crashes for the last two weeks and with each crash
comes a dump file. These dump files don't appear to hold many informatio
On Sat, Jul 28, 2012 at 8:26 PM, Sebastian Nicolas Medina Sepulveda <
xheb...@gmail.com> wrote:
> Just get me to a server under Windows Server Datacenter 2008 and could not see
> any infected person in the game Left 4 Dead. I thought it was my client,
> but most people would squeeze themselves to
On Wed, Jul 25, 2012 at 8:36 PM, Travis Brown wrote:
> I was able to attain this tool. If valve wants it i can upload it for them
> to download and reverse engineer. They will have to contact me via email
> privately as i wont publicly display a download link.
>
> On Wed, Jul 25, 2012 at 7:05 PM
On Mon, Jul 23, 2012 at 10:22 AM, Dan Offord wrote:
> Does C:\L4D2 exist?
>
> --
> Dan
>
> On 23 July 2012 14:00, André Scattolin wrote:
>
>> Hi, i was trying to creat my own dedicated server in l4d2 but i am having
>> a problem in HLDSupdater, i installed it in
>>
>> c:\Programs file\HLDSupdate
You know, I'm getting a hand full of assertion problems when closing this
tool (On Windows).
assert: Assertion Failed: Illegal termination of worker thread
> 'Thread(0x02E47E10/0x04C8)'
>
On Mon, Jul 16, 2012 at 1:03 AM, William Balkcom
wrote:
> Anyone else having issues with this new steam
On Thu, Jul 12, 2012 at 4:10 AM, Mart-Jan Reeuwijk wrote:
> then why start this discussion on the windows mailing list???
>
> --
> *From:* Bruno Garcia
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
>
;
>> Thanks!
>>
>>
>> On 11 July 2012 11:18, Dominik Friedrichs wrote:
>>
>>> You might want to try SrcDS Manager:
>>>
>>> http://forlix.org/gameaddons/**srcds_manager.shtml<http://forlix.org/gameaddons/srcds_manager.shtml>
>&
oots, you will not need to login for the servers to start.
> http://serviceex.com/
>
>
> On 7/11/2012 2:32 AM, Bruno Garcia wrote:
>
> Hello,
>
> I'm using a tool on Windows 2003 Server called "ServerChecker" to leave
> auto-restart my servers, add easy comm
Hello,
I'm using a tool on Windows 2003 Server called "ServerChecker" to leave
auto-restart my servers, add easy command line parameters, etc...
The only problem is , that, for each srcds server has a console of it's
own. And it's quite annoying to have 5 or 6 srcds console on your desktop.
Is th
The guys is asking if he can incorporate a 'plugin' to the source dedicated
server to reject steam tickets upon a connection of a client that does not
own the game.
This is not detected by VALVe as far as I know, however, I advice you to
stick to the original server mate.
On Sun, Apr 29, 2012 at
t glitched, and you don't hear me complaining.
Deal with it.
On Sun, Apr 29, 2012 at 6:59 PM, Emil Larsson wrote:
> It's a glitch, it's especially noticable with crit stickies. They're way
> way brighter and larger than before (the "illumnating effect that is").
That's not a lighting glitch. Those are sprites being rendered through the
wall.
On Sun, Apr 29, 2012 at 1:52 AM, Emil Larsson wrote:
>
> http://cloud.steampowered.com/ugc/576703042451979234/789D06183FC5D671A578CFB667E1EA4F78F9C157/
>
> Seeing how glitchy the said illumination is, it's probably
>
> 本地化檔案已更新
> "Localization file has been updated"
>
Have you done research on the server exploits that have been posted this
last few days?
It's crucial that they are fixed.
On Tue, Apr 17, 2012 at 8:37 PM, King Harkinian wrote:
>
> http://cloud.steampowered.com/ugc/540671188302612123/5A1AD9B3
First, the demo file won't record any crucial information... plus, these
exploits aren't valve commands being messed up, it could be protocols being
buggy; for example sending the connection packet of 300 different clients...
And secondly, this reminds me of the disconnect message exploit, that wo
Since when did the list became a trading post?
On Tue, Apr 10, 2012 at 10:49 PM, Timothy Sadleir wrote:
> You know that no one that has control over beta keys (Valve devs or anyone
> else) ever really browse those forums regularly. One step short of
> emailing people that I think might be able t
3-4 servers? I wouldn't say so.
1 server, 2 top... **Maybe*.
* It all depends on your Bandwidth, and if you're going to be playing the
game in the same PC where you host the server.
I'm not too keen on house servers...
On Thu, Mar 22, 2012 at 8:07 AM, Albert Davis wrote:
> All default with the e
I'm pretty sure its Embedded IE (Or a webkit / API / whatever built around
IE)
On Wed, Feb 15, 2012 at 12:50 AM, Mart-Jan Reeuwijk wrote:
> Aww, next time: deleted the localization files.
>
> --
> *From:* Jethro Seabridge
>
> *To:* Half-Life dedicated Win32 server m
I love how cheat programmers keep using the the 'debug' Draw box for
wallhacks.
Places where I've seen the debug drawbox:
* used for rendering area portals in-game with sv_cheats 1
Places where I've seen using the debug drawbox as cheats:
* too many to count
Perhaps it would helpful to check on t
Describe it in here, it's the best way on contacting them.
Or contact them directly, don't wait for them to come to you.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailm
This issue will be fixed briefly. Check Fletcher's post.
However, a couple of days ago some Steam servers went on maintenance
causing the loose of your steam network connectivity, as well as your
loadout in-game.
On Wed, Jan 4, 2012 at 8:38 PM, Jason wrote:
> I was curious if this is happening
Are those connection Cvars due to the new exploit on "reliable buffer
overflow" ?
On Thu, Nov 10, 2011 at 9:31 PM, DontWannaName! wrote:
> I am being plagued with command aborted. :(
>
> Sent from my iPhone 4
>
> On Nov 10, 2011, at 4:24 PM, Eric Smith wrote:
>
> > We've released a mandatory upd
There's a chance it's real. I know HaloShadoW, and I kind-of know GunGrave
(CSSExploits Youtube channel owner). Both of them were in the Lua Source
Scripting group.
I'll try to get more info. about this.
On Tue, Nov 8, 2011 at 9:21 PM, Kyle Sanderson wrote:
> Lets see... Crash clients on conne
Is this update planned to improve performance on game servers ? (for
example, having 10 to 20 servers hosted in the same CPU)
Or won't change the performance CPU related...
On Tue, Oct 11, 2011 at 9:10 PM, Drogen Viech wrote:
> Does it still do that?
>
> 2011/10/12 :
> > Why the engine replies t
The new authentication (and re-authentication) system kicks you for not
being authenticated.
This has been discussed before on a topic I've created
On Fri, Sep 23, 2011 at 10:33 AM, pilger wrote:
> Same thing happened on my server two nights ago. It wasn't so many people,
> but there were disco
>
> No longer causes the wielder to take increased damage from other sources
>
I'm glad that got fixed, i actually reported it through the Bug Report on
Team Fortress 2.
Awesome work :)
On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen wrote:
> Required updates to Team Fortress 2, Counter-Strike: So
58 matches
Mail list logo