just stepping through gdb with them.
For reference if anyone else is running Connect.ext, here's the patch (from
4~ years ago):
https://github.com/asherkin/connect/commit/f557476d6bc0dca7f4c94a3718ec63d4ab15b5db
Kyle.
On Fri, 2 Jul 2021, 13:43 Eric Smith - erics at valvesoftware.com (via
d keeping all the other games vulnerable doesn't
help anyone. I'm happy to spend an hour reviewing the changeset or
whatever it takes to help this stuff land.
Kyle.
On Tue, Jun 22, 2021 at 12:44 PM Mecha Weasel wrote:
>
> "Removed the disconnect REASON from the message when playe
ets
that can be relayed from the server to disconnect clients which is
pretty crazy in 2021 (we're 18~+ years into this). Can I help(?).
Kyle.
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e
toolchain (GCC 2.4~ to 4.4~ or something) long ago on HL and that's
why we took the fork up beyond AMX.
Let us know my friend,
Kyle.
On Mon, Nov 16, 2020 at 6:13 PM Ook wrote:
>
> I'll set it up and post the error - it causes the linux server to crash
> on startup. I vag
;s another where the T is in all black clothing) was
always a fan favourite, Kim (I think that's what the model name was -
but I may have brain rot) helped normalize HL2 models and standardize
Half-Life in Source for Counter-Strike across the ecosystem.
Thanks for hanging around my friend - all
> Metamod appears to not work with the latest update, not sure if there will be
> any metamod updates for the new server binary or not.
Can you describe this in more detail? are you running metamod-am? If
you can give me STR I can try to help further.
Kyle.
On Mon, Nov 16, 2020 at 6:04
ddresses on us which broke a shit ton of
games - if there's a hard coded address against this it's possible you
were impacted when they made a trivial (to them) move.
Were you able to resolve it natively? I might not be able to help, but
CC me so it lands in my inbox and I can try to.
Be
can help us out Milton with who the current mail-admin is?
There's like 150 email that's just attention-seeking about not
shipping amd64 binaries for the steam client, which is ridiculous to
begin with as GCFs are long gone and it's raw disk-thrashing files.
Best,
Kyle.
On Mon, Nov
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
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
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
https://areweponyyet.com/ added a click-through
last night.
Can we please toggle the preference off to restore this functionality?
The last thing I want to do is pop-up a window that people have to
click in-to which would disrupt their game.
Kyle.
___
To
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 pat
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, w
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,
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;
> ___
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> please visit:
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> Alfred Reynolds
> Wednesday, November 16, 2016 1:20 PM
>
> All g
tion doesn't have to
scale, and is purely a legacy crutch for these old third party
goldsrc/Source games to still function.
Kyle.
On 16 Nov 2016 10:05 am, "Alfred Reynolds" wrote:
> The Master servers have been moved to new IP addresses, you can use the
> hl2master.steampowered.
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.
>
> Fr
root issue.
Please take a look at this: it's terrible.
Kyle.
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> 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
76459
Plugin is crude, but it should do the trick...
Kyle.
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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
r 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 yo
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.
Ky
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 us
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 tha
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
>
> -
>
&
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?
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'r
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 Th
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 Se
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
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 wrote:
> We've released a mandatory update for TF2. The update notes are below. The
> new version is 2925737.
>
> -Eric
>
> -
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
https://github.com/ValveSoftware/Source-1-Games/issues/1069
Any idea?
Kyle.
On Tue, Mar 31, 2015 at 2:33 PM, Eric Smith wrote:
> We’ve released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2698188.
>
>
>
> -Eric
>
>
>
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 nu
> 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 t
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
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:
itten, if not entire implementation rethought.
Thanks,
Kyle.
On Wed, Jul 9, 2014 at 7:52 PM, Emil Larsson wrote:
> The CS:GO map workshop system being tweaked and ported to other Source
> engine games (Especially TF2) would be so very awesome and handles updates
> much better than the old
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 plug
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 hav
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,
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
>
backed out before the weekend. There's a great deal of CS:S maps that we,
along with many other servers, unfortunately host that are over 250M
compressed with bz2. Uncompressed they're surpassing 500M, primarily due to
the fact assets can't be shipped and mounted via versioned VPKs.
Regard
time). There should be lots of
Linux client fixes all around, though.
Hope this helps, I'm sure someone else can compile a more complete
list. All in all, I'm still pretty happy with it :)
Kyle.
On Sun, Apr 20, 2014 at 1:45 PM, Dominik Friedrichs wrote:
> If anyone has a record
e a webpage as well. For TF2 your appid would be
440, CS:S 240, etc. It's the game appid, not the server appid.
To get your key, you need to go to https://steamcommunity.com/dev/apikey .
Hope this helps,
Kyle.
On Thu, Feb 27, 2014 at 4:30 PM, Violent Crimes
wrote:
> I tried following the t
> 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, As
being doubly hooped
is the worst.
Kyle.
On Sat, Feb 15, 2014 at 10:48 AM, Mike Vail wrote:
> So this week for the first time since I started running Valve servers almost
> 10 years ago, I began getting ddos attacked on one of my servers. The
> datacenter null-routed the IP, which is typi
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 t
the problem suddenly
became), I don't believe there's anything I can do. It looks like most
of the functions were inlined somewhere along the way (presumably to
make this more difficult; or I'm looking in the wrong places), so I've
given up for now.
Kyle.
On Mon, Jan 13, 2014 at
ng regression in the slightest, though.
Kyle.
On Fri, Jan 3, 2014 at 1:50 PM, ics wrote:
> I have to pop in here and say that this doesn't work in CSGO so does it
> really work with TF2? Right now i have a CSGO server where there are 19/24
> players and every player gets "
>and your server contains bots.
No bots (not even STV).
> totally based on the visible max.
Ah, so I'm presuming that's the case too with the GMS (the actual
field is ignored)?
I'll try gaming our queries to Steam and see if that declines in user reports.
Thanks,
Kyle.
Is that the visible max, or the actual max? We only recently removed
sv_visiblemaxplayers as a result from this about a week and a half
ago; no improvement.
Kyle.
On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn
wrote:
> "full" should mean that the player count in the ping >= the
7;s that return true from
IsClientFullyAuthenticated should be part of the list; right?
Kyle.
On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn
wrote:
> The server browser queries the server and then checks the numbers from the
> ping against authenticated player counts from Steam. If there is a
&
is
easily fixable, as Steam's actual up time is around 80%.
Kyle.
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ould be February or later.
Kyle.
On Sun, Dec 15, 2013 at 10:20 AM, Peter Lindblom wrote:
> louloubizou skrev 2013-12-15 18:16:
>
>> where is the sync update for CS:S, DoD:S, and HL2:DM ?
>>
>> 2013/12/6 Eric Smith
>>
>>> We're working on a mandatory up
file), as to a permanent solution I haven't a
clue. I don't believe servers can fix this.
Kyle.
On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis wrote:
> This is still in the root of the TF folder correct? I have some sounds that
> are in an admin_plugin folder and when I try to play them in
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-
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.
owever, it should be fairly easy to
compile for other platforms.
Huge thanks to the SteamWorks guys for the release on Thursday.
https://forums.alliedmods.net/showthread.php?p=2058917
Thanks,
Kyle.
On Fri, Oct 25, 2013 at 10:58 PM, IBIS Customer Service <
ibis.serv...@gmail.com> wrote:
> H
present in TF as well. They're
pretty easy to avoid, sv_tags is usually set (if not overflowed). I know we
don't play games like that, so if you're in NA at least you have a low
latency alternative ;)
Kyle.
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Do you guys have an ETA on the next SteamWorks update? Ban Evasion a pretty
big issue for communities.
Thanks,
Kyle.
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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
> server
( const Ray_t &, unsigned int, ICollideable
*, studiohdr_t *, trace_t * );. Other functions that deal with solids
appear to check for (and expect) a NULL model_t *.
Thanks,
Kyle.
On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith wrote:
> There was a typo in the last line of the n
MM:S, try
https://forums.alliedmods.net/showthread.php?t=186830
It's a hack, and TF2 has problems with using already free'd edicts (lol).
However, if you don't run anything broken like TF Gungame, it should do the
trick for this specific crash.
Kyle.
I dug in and noticed that even with 2
t is used
now.
A public engine function would be appreciated to get the owner's account id
(or rendered SteamID, as to conform with everything else). Unless if I'm
neglecting something major, this should resolve the exploit for everyone as
clients are updated to support sending the supposed
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
sure this
isn't isolated to CS:S, or my servers. There are many others running
community servers, some probably not even using Source that are impacted by
this. The native Steam Exploit seems to be getting abused quite heavily.
The theoretical is now the present,
Kyle.
On Fri, Oct 18, 2013 a
server operators can get
the primary holder AccountID, or glue the Primary User's accountid onto
launched games. The former would be nice to preserve the idea of different
accounts, but this is a pretty significant problem for everyone going
forward...
Kyle.
erred to the new, in limbo server. Now they just charge everyone $20
per /29 block to move. I'm sure there are other horrible providers, that
still do the former.
Thanks,
Kyle.
On Thu, Sep 26, 2013 at 11:33 PM, ics wrote:
> upgrading hardware doesn't always mean IP change. We
uture
engines. If the client duck hack view is reset on spawn, it should be the
fix.
The fix I'd like is proper wall/prop detection so clients will stop getting
stuck in walls. But that's a different OrangeBox bug, that wasn't present
in EP1 either.
Kyle.
On 2013-09-25 7:18 AM, "Gam
-- 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
't reproduce it, but it seems related to this change...
Kyle.
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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
using a VSP to do so? I don't really see a point in them being exposed
to end users if we can't do anything about it. They're only hurting
people who try to use their server console.
Kyle.
PS: Looking at the asm, it does look like SetSize should be called...
___
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:
>
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.
>
>
>
idle, just make sure you're using your GPU.
Thanks,
Kyle.
On Thu, Jul 18, 2013 at 6:59 PM, Harsh Baid wrote:
> With Valve's new policy that says people can no longer idle on a server to
> gain items, does this mean that all idle se
> 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. sourcemo
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, "Raimond
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.
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
ivate/hei4cdkxvbdsh6llyo1gwa
http://pastie.org/private/ya17uvzlnp5gdpldpnuuw
http://pastie.org/private/pmvxerm7hy2n3mqcjktqia
http://pastie.org/private/qi981phaxbcpto8kczix4w
Hope this helps,
Kyle.
On Wed, May 15, 2013 at 6:19 AM, Aridane Manuel Ojeda Sánchez <
pcdriv...@gmail.com> wrote:
> Onl
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
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:-
&
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
f/). If the directory doesn't exist, you'll probably have to create it
by hand.
http://stuff.plaguefest.com/kyle/vprof.tar.xz
( tar xJvf vprof.tar.xz ) There's only TF and CS:S binaries in there. The
extension can probably be independent, but this isn't intended as a fix,
ra
aware,
it kills.
Thanks,
Kyle.
On Mon, May 13, 2013 at 2:27 PM, Essay Tew Phaun wrote:
> cheat protected -_-. I do know that the server dropped down into the red
> and nothing was generated. Are they stored in the vprof directory or within
> the root of the game installation?
>
&
ful.
Here's a vprof dump after a while (I wrote something to script most of the
captures, my goodness vprof takes a long time to print).
http://fpaste.org/11930/13684786/
Thanks,
Kyle.
On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun wrote:
> Oh my god Valve, the spikes are 10x worse now,
ever, once
con_logfile is enabled, the logging cannot be stopped until the server
dies. I tried using vprof when CS:S was moved to Steam|, and got burned
pretty quickly due to uptime. (I'm on Linux)
Thanks,
Kyle.
On Mon, May 13, 2013 at 10:16 AM, Fletcher Dunn wrote:
> I’m not understa
on an
SSD.
vprof needs to write files/dumps automatically to disk in order to become
useful for servers.
Thanks,
Kyle.
On 13 May 2013 10:09, "Fletcher Dunn" wrote:
> Has anybody used vprof spike mode? This sort of problem is pretty much
> exactly what it was designed to investig
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
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 hav
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