[hlds] Re: [hlds_linux] Mandatory CS:S, DoD:S, HL2:DM, and HLDM:S updates released

2021-07-03 Thread Kyle Sanderson
Thanks team. There were a lot more changes than what's documented. Only (currently-known) fallout I had was the Steam3 change from 2017 that finally came into the games. Overall it sounds good from my playerbase, one guy was a little annoyed at the weekend breakage scavenger hunt but it was just st

[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Kyle Sanderson
>"Removed the disconnect REASON from the message when players leave the server" > Why on earth would you do that? Ancient ancient ancient ancient issue where they (the game) pass this through a format function and can crash through arbitrary memory reading. The string was localized too to the clie

[hlds] am I unsubscribed? Source 1 patching schedule.

2021-04-18 Thread Kyle Sanderson
Hi Team, I'm totally unclear. There's been RCE issues for decades - a few decal issues were papered over in TF2, but not shipped in any other Source1 game. Is there a timeline to try and improve the situation in any of these other games/templates/engines. There's still invalid packets that can be

Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
s. All I did was update the hlds server binaries and > libs. After the update, none of my servers would start, they all crashed > in the exact same manner. Playing with liblist.gam did not help except > when I removed metamod - that was the only way to get the server to start. > > O

[hlds] Re: [hlds_linux] Thanks for everything

2020-11-16 Thread Kyle Sanderson
Ah buddy - I shouldn't have scanned back further than I did on the list. Your HL2 models have been running on my (our - per how I run it) server for well over a decade. Thank you very much for the entertainment / fun over all this time. Spectre (I think this is yours - otherwise there's another whe

Re: [hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
gt; many years ago I had to do something with the steam IPs in the config to > get it on the steam list, but dang that was a long time ago and I have > no idea what I did... > > On 11/16/20 5:03 PM, Kyle Sanderson wrote: > > Sorry I haven't looked at this list in a while (hope

[hlds] Re: [hlds_linux] hlds update? Could not establish connection to Steam servers.

2020-11-16 Thread Kyle Sanderson
Sorry I haven't looked at this list in a while (hopefully you already found the answer!)... Windows uses the steamclient that's installed, whereas on Linux it uses the steamclient that's shipped with the game (Windows does too - if Steam is not installed). So if the game has an old version of steam

Re: [hlds] Putting it out here

2020-11-16 Thread Kyle Sanderson
> I'm sure some of you are going to hate me for wasting my time on this Little foolish - sure :P no one's going to hate you for it. It's pretty clear they have MPD and are seeking attention. I'm a little surprised no one's dropped their mail like last time. Think you can help us out Milton with w

[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-27 Thread Kyle Sanderson
Do you have any update on the network exploits presently working against every other Source1 game. We're also seeing an uptick in ancient spray/rce attacks against players as well (which doesn't impact the server beyond distribution). Kyle. On Mon, Apr 27, 2020 at 5:23 PM Eric Smith - erics at va

[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-15 Thread Kyle Sanderson
Does this exploit not work on any other Source engine game? There's a published write-up here https://gist.github.com/BenCat07/c861b5436d82e05fab43dc74aaf4b585 so I'm quite curious why other games (CS:S) have not been patched. Kyle. On Tue, Apr 7, 2020 at 6:24 PM John Schoenick - johns at valveso

[hlds] Re: CEF broken in Valve games

2019-02-13 Thread Kyle Sanderson
Any update on this team? I'm unclear on if I should start emailing hl3team and similar so let me know how we can resolve this simple regression. I think some users have already mailed song requests in but I haven't heard back on those either. Kyle. On Mon, 7 Jan 2019, 19:21 Kyle Sand

[hlds] Re: CEF broken in Valve games

2019-01-07 Thread Kyle Sanderson
New year same bug :-(. Team, Any luck with resolving this one-liner? Kyle. On Fri, Dec 21, 2018 at 10:01 PM Kyle Sanderson wrote: > > Still broken team 2 months later :( As a result I have horrible UX now > as users need to click into a visible window for audio to > automatically

[hlds] Re: CEF broken in Valve games

2018-12-21 Thread Kyle Sanderson
, `command_line->AppendSwitchWithValue("autoplay-policy", "no-user-gesture-required");`. More than happy to commit this myself; alternatively please let me know when someone internally can resolve this easy issue :-). Kyle. On Fri, Nov 9, 2018 at 6:30 PM Kyle Sanderson wrote: >

[hlds] Re: CEF broken in Valve games

2018-11-09 Thread Kyle Sanderson
Any update on this team? On Wed, Oct 31, 2018 at 12:48 PM Kyle Sanderson wrote: > > Any update on this team? > > Kyle. > On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson wrote: > > > > Long time no mail. > > > > As industry leaders like Google uni

[hlds] Re: CEF broken in Valve games

2018-10-31 Thread Kyle Sanderson
Any update on this team? Kyle. On Thu, Oct 25, 2018 at 11:07 AM Kyle Sanderson wrote: > > Long time no mail. > > As industry leaders like Google uniformly destroy the web as per > https://developers.google.com/web/updates/2017/09/autoplay-policy-changes > , this has impacted M

[hlds] CEF broken in Valve games

2018-10-25 Thread Kyle Sanderson
Long time no mail. As industry leaders like Google uniformly destroy the web as per https://developers.google.com/web/updates/2017/09/autoplay-policy-changes , this has impacted MOTD audio playback in Valve games. I (used to before travelling so much now) play music regularly over Icecast2. Player

[hlds] Re: [hlds_linux] Mandatory Update Released for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base

2018-07-25 Thread Kyle Sanderson
Thanks John, appreciate it. Kyle. On Tue, Jul 24, 2018 at 3:06 PM John Schoenick wrote: > > A mandatory update for Counter-Strike: Source, Day of Defeat: Source, > Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source > SDK 2013 Base has been made available. The patch notes are be

[hlds] Re: [hlds_linux] Prerelease Update Available for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base

2018-06-27 Thread Kyle Sanderson
Fantastic news! I hate to even propose this, but would it be possible to wait until after the Canadian long weekend (and subsequently the 4th for you folks)? This is historically peak for "gaming". Something like July 10th? Kyle. On Wed, 27 Jun 2018, 15:45 John Schoenick, wrote: > A prereleas

Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-06 Thread Kyle Sanderson
It's nothing new, if you stop sending usercmds you can bypass one-time triggers. If you send too many and they're not using OnTouch or similar then you can skip over traps and other things like that. Even if they're using OnTouch, it's still far from perfect. Kyle. On Sun, Nov 5, 2017 at 10:52 A

Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Kyle Sanderson
New gamedata should be out shortly. On Fri, Oct 20, 2017 at 3:02 PM, Emil Larsson wrote: > Seems like it broke sourcemod for now, though that was kinda expected. > > On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith > wrote: >> >> We've released a mandatory update for Team Fortress 2. The new version

Re: [hlds] Source 2006 Master Server List is down

2016-11-16 Thread Kyle Sanderson
gt; > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > Alfred Reynolds > Wednesday, November 16, 2016 1:20 PM > > All g

Re: [hlds] Source 2006 Master Server List is down

2016-11-16 Thread Kyle Sanderson
The issue isn't that anyone on the list is stuck, the issue is regular players won't know this and will think their old game just doesn't work anymore. If Valve still has the network assignment can't you guys spin up a single VM and NAT the traffic to the new IPs? The solution doesn't have to scale

Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-07-28 Thread Kyle Sanderson
Do you have any sort of time frame on this John? Are we looking at another month? Two months? 6 months? one year? Thanks, Kyle. On Tue, Jun 21, 2016 at 4:56 PM, John Schoenick wrote: > It is, but not in the next month or so. We'll let you know when it is > imminent. > > From: Anakkk > Sent: Fri

[hlds] Constant Steam Auth Ticket has been cancelled on Level change in Day of Defeat: Source

2016-03-24 Thread Kyle Sanderson
Hello, As of the last Day of Defeat: Source sync whenever the level changes some clients are disconnected from the error in the topic. Whenever the level changes INetChannelInfo::GetConnectedTime(void) is also reset which is not present in any other Source game, which to me points to possibly the

Re: [hlds] Mandatory Team Fortress 2 update released

2016-01-15 Thread Kyle Sanderson
> I wonder how much time gets wasted in total for the majority due these > security measurements for trading, so a small percentage can continue to > happily click every link they get. /me. Thanks, Kyle. On Wed, Jan 13, 2016 at 5:00 AM, ED-E wrote: > Gift Wraps have been secretly pulled from t

[hlds] [DiD:S] Suicide Grenade Running

2015-12-21 Thread Kyle Sanderson
Not sure how old this exploit is, I hit q by mistake and found it. Basically you can pull a grenade, (quick) switch weapons, then a minute later pull the grenade out when you're near death fighting an enemy and blow yourself and them up. https://forums.alliedmods.net/showthread.php?t=276459 Plugi

Re: [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 versio

Re: [hlds] [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

Re: [hlds] [L4D] No security issue fixes?

2015-10-13 Thread Kyle Sanderson
There is indeed a Mac GUI bug where the menu res is terribly low. Beyond that I don't think there's anything else? I wouldn't wait for Security updates for L4D(2); they're forever vulnerable. Portal 2 even to this day says Trading is coming soon, the engine forks are dead. Kyle. On 11 Oct 2015 1:

Re: [hlds] Optional TF2 update released

2015-10-13 Thread Kyle Sanderson
Just so we're clear, you guys were only using this to fake player counts on your servers? Where's the negative impact here? This sounds like a much needed change to prevent scumbaggery. Kyle. On 13 Oct 2015 6:14 a.m., "N-Gon" wrote: > Back when I ran servers I used to use Sandboxie and a bunch o

Re: [hlds] [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 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 in

Re: [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 fixe

Re: [hlds] [hlds_linux] 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, "Er

Re: [hlds] [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

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

2015-09-04 Thread Kyle Sanderson
015 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, >

Re: [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 Q

Re: [hlds] Mandatory TF2 update released

2015-08-18 Thread Kyle Sanderson
ssue is one thing, exacerbating it against unprotected community servers is another. Kyle. On Tue, Aug 18, 2015 at 3:48 PM, Kyle Sanderson wrote: >> - Fixed a crash caused by a client sending malformed network data to the >> server > (thanks to Nathaniel Theis for this report and tes

Re: [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 th

Re: [hlds] Mandatory TF2 update released

2015-06-02 Thread Kyle Sanderson
Preventing maps from being malicious. I have an older extension that offers more filtering then what's provided. https://forums.alliedmods.net/showthread.php?t=184270 On Tue, Jun 2, 2015 at 3:12 PM, E. Olsen wrote: > Awesome news on the custom map front. > > Could you elaborate a bit on exactly w

Re: [hlds] Optional TF2 update released

2015-05-18 Thread Kyle Sanderson
Now that this exploit is public knowledge, any idea when we will see the remaining mainline Source Games updated? Thanks, Kyle. On Mon, May 18, 2015 at 5:53 PM, Eric Smith wrote: > We've released an optional update for Team Fortress 2. Dedicated servers do > not need to download the update but

Re: [hlds] Mandatory Team Fortress 2 update released

2015-04-29 Thread Kyle Sanderson
> - Updated more sound files to use .mp3 format instead of .wav It's great that you guys are optimizing games to use more efficient compressed formats (it would also be nice if all of the original sounds in wav still existed in a depot, somewhere). However there's still a huge regression in terms

Re: [hlds] Mandatory TF2 update released

2015-02-02 Thread Kyle Sanderson
Any chance at an OrangeBox sync? It's about that time of the year again ;-). Thanks, Kyle. On 27 Jan 2015 13:40, "Eric Smith" wrote: > We've released a mandatory update for TF2. The notes for the update are > below. The new version number is 2595018. > > -Eric > > ---

Re: [hlds] [hlds_linux] TF2 srcds CPU experiences

2014-09-23 Thread Kyle Sanderson
> virtualize out all the services You're going to incur more then a double hit from this. The workloads are vastly different as well. Kyle. On Tue, Sep 23, 2014 at 3:13 PM, Ryan Stecker wrote: > Thanks for the info! > >>Is there value in running one giant box, rather than getting a second >> ma

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

2014-08-27 Thread Kyle Sanderson
I seem to remember HPE testing changes to de_dust on temporary 'official' servers with a build-id appendage. It may be worth continuing that idea in TF as the pattern continues. Kyle. On Wed, Aug 27, 2014 at 6:30 PM, Eric Smith wrote: > We've released a mandatory update for TF2. The notes for th

Re: [hlds] [hlds_linux] New SteamID format for TF2

2014-08-26 Thread Kyle Sanderson
Not to be the guy to be against updating, but if there aren't any fixes for any of the show stoppers that are out there (like the parallel sending functions crashing all over the place / looping forever); why update at all? Thanks, Kyle. On Tue, Aug 26, 2014 at 1:28 PM, Eric Smith wrote: > We wi

Re: [hlds] "Missing map maps/map_name.bsp, disconnecting" error

2014-07-09 Thread Kyle Sanderson
The Steam integration with CS:GO is by far one of the worst, persistent, problem causing things I've seen to date. I'm not sure if you're being sarcastic or not, but that would be absolutely awful in it's present, or even a tweaked state. At the very least it needs to be rewritten, if not entire im

Re: [hlds] Frequent TF2 client crashes... any known triggers?

2014-06-25 Thread Kyle Sanderson
Are you allowing anything crazy broken like the new stock TF2 taunts? Thanks, Kyle. On Wed, Jun 25, 2014 at 6:13 PM, Peter Jerde wrote: > We've been having upwards of half of our players all crash at the same time, > seemingly at random. > > He have some funky plugins that might be contributing

Re: [hlds] Mandatory TF2 update released

2014-06-18 Thread Kyle Sanderson
If you don't use SDKTools you should be okay until it's fixed. Thanks, Kyle. On Wed, Jun 18, 2014 at 6:42 PM, Raul Vieira wrote: > I'm having. The server only launches without sourcemod > > > 2014-06-18 22:38 GMT-03:00 Chris Oryschak : > >> Anyone else having crashing problems with sourcemod ena

Re: [hlds] Mandatory updates for TF2, CS:S, DoD:S, and HL2:DM released

2014-05-19 Thread Kyle Sanderson
They're released independently. Kyle. On 18 May 2014 03:35, "Jesse Oak" wrote: > Is it right to assume this applies to sdk base 2013 multi player as well? > On May 15, 2014 6:10 PM, "Eric Smith" wrote: > >> We've released mandatory updates for TF2, CS:S, DoD:S, and HL2:DM. The >> notes for the

Re: [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-12 Thread Kyle Sanderson
Do you have any minidumps or Accelerator/Throttle installed? Thanks, Kyle. On Mon, May 12, 2014 at 12:18 AM, Mike Vail wrote: > Someone on this list said they was able to load Sourcebans with MM:S and SM > working using the latest snapshots. I took a chance and installed MM:S and > SM on my Wind

Re: [hlds] [hlds_announce] Mandatory CS:S, DoD:S, and HL2:DM updates coming soon

2014-04-24 Thread Kyle Sanderson
I don't know why this update was required for servers. If we can't extract maps larger then 64M, then this is indeed a significant problem. Unfortunately a lot of ignorance is present with shipping assets, and since the VPK system is busted by design. This definitely needs to get backed out before

Re: [hlds] Mandatory CS:S, DoD:S, and HL2:DM updates released

2014-04-20 Thread Kyle Sanderson
Uneducated knowledge... - Added cl_connectmethod to PlayerInfo. - Added engine interface for Account IDs. (sync'd steamclient) - Packed more gum to check if file transfers are genuine. - Restricted MOTDs to begin with http(s). - HudMsg (cstrike) :-) - Common engine crash fixes (TR from TF Hallowee

Re: [hlds] How Do I Create sv_setsteamaccount

2014-02-27 Thread Kyle Sanderson
Hi Violent Crimes, Nephyrin posted this in IRC when the feature was first opened up. curl -v -d "key=__STEAM_API_KEY__&appid=_APPID_NUMBER__&memo=__MEMO_FOR_YOUR_USAGE__" 'https://api.steampowered.com/IGameServersService/CreateAccount/v0001/' I believe someone made a webpage as well. For TF2 yo

Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Kyle Sanderson
> second config file that I exec isn't actually executed. Even if that's true, you can have a server specific config file that calls down to the template :P not the other way around. Kyle. On Wed, Feb 26, 2014 at 9:44 AM, Rudy Bleeker wrote: > On Wed, Feb 26, 2014 at 5:39 PM, Asher Baker wrote:

Re: [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-15 Thread Kyle Sanderson
> If so, I should be able to change the IP after registering it and people > should find the server > through their favorites like before even though the server won’t work with > quick-play right? Propagation if I can recall correctly is designed to take a few days. Admittedly, I tested the feat

Re: [hlds] GetServersAtAddress Steam API broken

2014-01-30 Thread Kyle Sanderson
It's done by hand to prevent the message from hitting servers on optional updates. There haven't been many, which is probably why this is forgotten. Kyle. On 30 Jan 2014 11:41, "Andre Müller" wrote: > The last year I had two times (could not remind exactly) issues with the > version numbers. I t

Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2014-01-13 Thread Kyle Sanderson
t; > > Dr. McKay > > www.doctormckay.com > > > > On Thu, Dec 26, 2013 at 8:33 PM, Fletcher Dunn > wrote: > > I'd start my investigation by confirming that the raw ping from your server > is correct and what you want it to be (using hlsw or something similar).

Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2014-01-04 Thread Kyle Sanderson
the >> data in the ping show the server as full? >> >> -----Original Message- >> From: hlds_linux-boun...@list.valvesoftware.com >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle >> Sanderson >> Sent: Thursday, December 26, 2013 3

Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn wrote: > The server browser doesn't know anything about the actual max, it is totally > based on the visible max. > > -----Original Message- > From: Kyle Sanderson [mailto:kyle.l...@gmail.com] > Sent: Thursday, December 26,

Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
max player count > in the ping. > > -Original Message----- > From: Kyle Sanderson [mailto:kyle.l...@gmail.com] > Sent: Thursday, December 26, 2013 5:14 PM > To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux > server mailing list; Fletcher Dunn

Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
rver as full? > > -Original Message- > From: hlds_linux-boun...@list.valvesoftware.com > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson > Sent: Thursday, December 26, 2013 3:33 PM > To: Half-Life dedicated Linux server mailing list; Ha

[hlds] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Kyle Sanderson
So a few weeks (probably months now, actually) ago all of the in-game client tabs were moved to rely on data from Steam, instead of querying the actual server. Which is fine, this most likely hurt fake players users quite significantly. However, from what started off as a few players incorrect (4~

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

2013-12-15 Thread Kyle Sanderson
Indeed, we received a lot of regressions in the last sync. I'm not sure if the well abused engine exploit was fixed in this (or even at all in TF), but I wouldn't want it if the previous issues aren't solved. Honestly, I'm kind of hoping it doesn't happen as the next one would be February or later.

Re: [hlds] Sound Folder

2013-12-09 Thread Kyle Sanderson
We've been having trouble with cstrike since the Sept 16th update. Apparently it's client-side and something to do with caching. If you have any more information, I'd love to hear about it. Ryan Stecker found a temporary fix (have the client purge their tf/sound/sound.cache file), as to a permanent

Re: [hlds] Mysterious text-chat "gag"?

2013-11-28 Thread Kyle Sanderson
Reloading basecomm when the bug occurs should determine if it's a plugin or not (sm plugins reload basecomm). Thanks, Kyle. On Thu, Nov 28, 2013 at 9:37 PM, Infamous Weasel wrote: > Anybody else seeing times where their players are effectively "gagged" from > using in-game text-chat - even thoug

Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread Kyle Sanderson
With how it works at the moment, you can't do an online content update. Both the client and server have to have matching content versions. If I had to guess, "- Fixed missing backpack material for the Australium Force-a-Nature" is what caused this to be required. Regards, Kyle. On Tue, Nov 26, 20

Re: [hlds] Family Sharing Ban Bypass.

2013-11-09 Thread Kyle Sanderson
le temporary instances of their accounts to > play on ... and when that account is banned, they just make a new one for > free from the original. Rince and repeat." > > See the bans from the 24th: > http://www.ibisgaming.com/sourcebans/index.php?p=banlist > > Hopefully,

Re: [hlds] Petition

2013-11-09 Thread Kyle Sanderson
On Sat, Nov 9, 2013 at 2:36 PM, Robert Paulson wrote: > The most popular CSS servers are zombiemod, and they all make most of > their money selling pay-to-win perks. Do you mean servers using the Store plugin? I suppose it's possible for them to charge for credits, but that's present in TF as we

Re: [hlds] Mandatory TF2 update released

2013-11-06 Thread Kyle Sanderson
Do you guys have an ETA on the next SteamWorks update? Ban Evasion a pretty big issue for communities. Thanks, Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/

Re: [hlds] [hlds_linux] Is there a way to prevent players Bypassing SteamID and IP Bans?

2013-11-02 Thread Kyle Sanderson
There was supposed to be a SteamWorks update this (last) week, but it looks like the target was missed. Any new information would be appreciated. Thanks, Kyle. On Sat, Nov 2, 2013 at 3:48 PM, Support wrote: > There seems to be an issue resolving people being able to sneak into > servers that t

Re: [hlds] Mandatory TF2 update released

2013-10-30 Thread Kyle Sanderson
Were you guys able to fix the null model_t* trace-ray engine bug? I encountered it last week in cstrike where a solid didn't have a collision model, resulting in GetCollisionModel returning NULL. The initial generic call in cstrike came from the unducks in movement. The dumps I've seen (from TF pre

Re: [hlds] plr_hightower_event - no free edicts

2013-10-30 Thread Kyle Sanderson
Each player has a spawnable eye that fires a ton of rockets. The pumpkin spell creates six mini pumpkins. However, this bug is pretty old. Unused entities don't have free reset on round start. There's a virtual function for it iirc, but it isn't called. As a hack, if you run MM:S, try https://foru

Re: [hlds] Family Sharing Ban Bypass.

2013-10-25 Thread Kyle Sanderson
ownerid. Thanks, Kyle. On Tue, Oct 22, 2013 at 1:56 PM, Kyle Sanderson wrote: > The Steam Family Sharing Exploit is still a vivid problem CS:S, as it > takes roughly 90 seconds to connect to a new VPN Server, create a new Steam > account, and rejoin. I've re-banned the same gr

Re: [hlds] Family Sharing Ban Bypass.

2013-10-22 Thread Kyle Sanderson
yone using your products protect ourselves against this new `feature`. Thanks, Kyle. On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson wrote: > Today, we're seeing a ton of banned, griefing players using VPNs and > throw-away Steam accounts to bypass server bans. The problem already

Re: [hlds] Family Sharing Ban Bypass.

2013-10-20 Thread Kyle Sanderson
Today, we're seeing a ton of banned, griefing players using VPNs and throw-away Steam accounts to bypass server bans. The problem already seems to be pretty widespread in CS:S. Considering this is the first weekend where the beta was opened up, it's only going to get worse. I'm sure this isn't isol

[hlds] Family Sharing Ban Bypass.

2013-10-17 Thread Kyle Sanderson
Using Steam's new Family Sharing feature, Server Bans can be easily bypassed, along with other Steam based bans. This is due to the fact that the launched game doesn't use the owner's Account ID, rather the newly created account id. This impacts CS:GO's banning mechanisms (blocked friends, abandon

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread Kyle Sanderson
We used to have to fight our provider pretty hard to retain our IP addresses. Management would say it's alright, then the rest of the company would deny it ever occurred and would just close the ticket feigning ignorance. The whole process would take about two days to get the addresses transferred

Re: [hlds] [hlds_linux] Recurring player clip issue on Windows TF2 servers?

2013-09-25 Thread Kyle Sanderson
I've had trouble on my non sv_pure servers in CS:S, and as a demoknight on all sorts of servers in TF. Considering the bug in Dota 2 where your hero will randomly move upon spawn, and the very same bug being present in CS:S, the movement regressions crept into OrangeBox and subsequently future engi

[hlds] Fwd: [Csgo_servers] steamcmd update release

2013-09-23 Thread Kyle Sanderson
-- Forwarded message -- From: Taylor Sherman Date: Mon, Sep 23, 2013 at 5:09 PM Subject: [Csgo_servers] steamcmd update release To: "csgo_serv...@list.valvesoftware.com" < csgo_serv...@list.valvesoftware.com> Hi everyone, ** ** We've updated steamcmd today (as well as the

Re: [hlds] Mandatory TF2 update released

2013-09-18 Thread Kyle Sanderson
On Wed, Sep 18, 2013 at 6:13 PM, Eric Smith wrote: > - Switched Windows clients to use SDL 2.0 for controller support which > enables hot-plugging controllers and configuring them through Steam Big > Picture settings I've had some complaints about sporadic mouse movement issues since the CS:S s

Re: [hlds] Mandatory Counter-Strike: Source update released

2013-09-16 Thread Kyle Sanderson
Thanks for the Sync! On Mon, Sep 16, 2013 at 4:52 PM, Eric Smith wrote: > We've released a mandatory update for Counter-Strike: Source. The notes for > the update are below. The new version is 1909615. > > -Eric > > -- > > - Fixed clients not being able to load custom pla

[hlds] Should we really not restore the size?

2013-09-12 Thread Kyle Sanderson
There seem to be a ton of Warning/DevWarnings still exposed to SRCDS. One of the stranger ones I encountered today (just a raw printout of "Should we really not restore the size?") kind of spooked me, but after looking at strings on server_srv.so, there it was. There's other spammy messages like: C

Re: [hlds] TF2 server crash when hostname is >63 chars

2013-08-29 Thread Kyle Sanderson
Hostname used to overflow into another string (sv_tags), whether the overflow was actually fixed or not is beyond me. That plugin leaks all of its TraceRay and Menu handles. I don't suggest running it on a production server. Kyle. On Thu, Aug 29, 2013 at 4:02 PM, Peter Jerde wrote: > > On Aug 29

Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Kyle Sanderson
Have you tried copying the libraries in question from another server install (Counter-Strike: Source)? Thanks, Kyle. On Tue, Aug 27, 2013 at 8:41 PM, Albert Davis wrote: > That's great for you, for everyone, we need a fix, and gloating about > working, kind of lame. > > > On Tue, Aug 27, 2013 at

Re: [hlds] Idle Servers Dead

2013-07-18 Thread Kyle Sanderson
Have you reviewed http://www.teamfortress.com/post.php?id=11105 ? It looks like the only change is they don't want you using TextMode, the rest of the stipulations aren't new and were brought forth when Tony Paloma's idler was nuked. If I'm reading it correctly, you can still idle, just make sure y

Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-12 Thread Kyle Sanderson
> are we the testers for these products or are there actual testers looking at > these things before they are released to the public? What Custom, Third-Party SourceMod plugins are you running? Thanks, Kyle. On Thu, Jul 11, 2013 at 9:58 PM, Valve Monkey wrote: > same here. sourcemod appears to

Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released

2013-05-20 Thread Kyle Sanderson
Is this a required or optional update? Thanks, Kyle. On Mon, May 20, 2013 at 9:10 PM, Eric Smith wrote: > This error was fixed in TF2 today. We'll release the fix for the other > games tomorrow morning. > > -Eric > > > On May 20, 2013, at 6:00 PM, "Raimonds Fridrihsbergs" < > fridrihsbe...@

Re: [hlds] net_splitpacket_maxrate solved my choke problems

2013-05-17 Thread Kyle Sanderson
We're been running with 75000 this whole time. Maybe we should bump it up again. Thanks, Kyle. On Fri, May 17, 2013 at 1:14 PM, Peter Jerde wrote: > So for a long time I've had occasional bits of server choke on my servers, > even though I have my rate cranked up to 10. I never actually sa

Re: [hlds] [hlds_linux] Server crash bug in latest build

2013-05-17 Thread Kyle Sanderson
You will most likely crash the moment you have a player join... Thanks, Kyle. On 17 May 2013 11:46, "DontWannaName!" wrote: > How bad is the bug? > > Sent from my iPhone 5 > > On May 17, 2013, at 11:42 AM, Fletcher Dunn > wrote: > > > There is a bug in the update we just released. > > > > > > >

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-16 Thread Kyle Sanderson
m: "martin v" > > > > > > > > I've noticed that too. HUGE spikes causing waprs/lags to clients. Yellow > >> lerp and ping rising up to 200 (sometimes more) for about 1-2sec. This > >> keeps happening about every 1 minute. Players are

Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Kyle Sanderson
Is there any chance we can get the shim too? CS:S has been on Steam| for two weeks longer, so any test to fix the problem would be appreciated. Thanks, Kyle. On 15 May 2013 13:45, "DragonLight" wrote: > Hey Fletcher, > > On my TF2 servers I did update all of them to the prerelease and used: > >

Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Kyle Sanderson
Probably horrible to do, but +1 for not using Snappy... There are definitely better/faster algorithms available. Thanks, Kyle. On Wed, May 15, 2013 at 9:57 AM, Steven Hartland wrote: > If your considering a new compression algorithm, I would strongly suggest > looking at lz4:- > https://code.go

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
more vprof spikes I can now provide them. We're running with the parallel convars enabled that are known to crash. Nothing has changed besides updating to Steam|. Thanks, Kyle. On Mon, May 13, 2013 at 7:24 PM, Kyle Sanderson wrote: > It's highly possible you're running on a sup

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
ther a stopgap. If you've never used a lone extension before, you either need to manually load it, or create a .autoload file alongside the extension (VProfExt.autoload). Hope this helps, Kyle. PS: If your cat does die, it was this. On Mon, May 13, 2013 at 3:54 PM, Peter Jerde wrote: > >

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
3131.67 ms frame >> >> 99 pct of time accounted for >> >> >> >> When spike mode is active, it will clear the profile data each frame, and >> then dump it if the frame time exceeds some threshold. (You actually >> specify the reciprocal of the th

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
Did you update? for the past hour or so I've been getting complaints about spikes, I'm thinking it's something non-threaded using the Steam API. I noticed Avatars have been working since the change, but I'm just pulling at straws now. vprof hasn't rendered anything useful. Here's a vprof dump afte

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
uge, then just set the threshold really low. > > ** ** > > *From:* hlds-boun...@list.valvesoftware.com [mailto: > hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson > *Sent:* Monday, May 13, 2013 10:14 AM > > *To:* Half-Life dedicated Win32 serv

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Kyle Sanderson
The problem with vprof is SRCDS has become very verbose with bogus data table warnings and clients flooding server messages by running commands without args. There's con_logfile, but once that starts, it cannot be stopped. I had a 90MB~ log file after a couple hours, which isn't fun on an SSD. vpr

Re: [hlds] File keep downloading each map change

2013-05-12 Thread Kyle Sanderson
Do the files exist on your fast download server? Are you able to transfer them manually? Thanks, Kyle. On Sun, May 12, 2013 at 2:16 PM, Albert Davis wrote: > I have had this problem forever, the same files, every map change keep > "downloading", I wiped my server yesterday and started new, not

Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-03 Thread Kyle Sanderson
Thanks Fletcher! Kyle. On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn wrote: > This is not really gameserver admin related, but several people on this > list were asking, so I am posting here. > > ** ** > > We’ve released some very early betas of the SDK tools that have been > broken by the

  1   2   3   4   5   >