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
>"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
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
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
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
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
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
> 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
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
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
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
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
,
`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:
>
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
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
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
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
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
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
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
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
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
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
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
> 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
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
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
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
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:
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
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
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
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
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
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,
>
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
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
> - 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
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
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
> - 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
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
>
> ---
> 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
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
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
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
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
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
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
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
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
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
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
> 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:
> 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
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
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).
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
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,
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
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
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~
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.
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
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
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
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,
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
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/
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
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
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
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
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
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
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
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
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
-- 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
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
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
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
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
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
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
> 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
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...@
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
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.
> >
> >
> >
>
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
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:
>
>
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
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
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:
>
>
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
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
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
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
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
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
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