Slight problem... every hit with the scout fish counts as a kill.
Stats gone FUBAR. Fun times.
On Thu, Sep 30, 2010 at 8:27 PM, Jason Ruymen wrote:
> Required updates for TF2, CSS, DODS and HL2:DM are now available. The
> specific changes are:
>
> TF2
> ---
> Added the Mann-conomy.
> -
Running both KAC and DBlocker might not be a great idea, sort of like
running two antiviruses. Both try to accomplish about the same thing
but DBlocker is closed source we you really don't know what it's
doing.
On Fri, Sep 10, 2010 at 12:44 PM, Alon Gubkin wrote:
> I'm going to open 4 CS:S server
You're allowing custom player models?
On Fri, Aug 27, 2010 at 10:11 AM, clad iron wrote:
> correct AnAkln.
>
> I have sv_pure set to 1 and sv_consistency set to 1.
> With a pure_server_whitelist.txt with this.
>
>
> materials\... from_steam
>> models\... from_steam
>
No. What we should be doing is pushing our dear Valve to take security
at least somewhat serious. One might think Valve learned something
when they got hacked some years ago and maybe they did, but could we
please see that reflected in your software? How did this end up being
a discussion about DHC
At last! I do hope we will soon get these changes in TF2 (and other
games as well I suppose) as well.
On Wed, Aug 18, 2010 at 10:38 AM, Kyle Sanderson wrote:
> - Added check to prevent clients using plugins from connecting to VAC
> secured servers.
>
> Thank you,
> Kyle.
>
> On Tue, Aug 17, 2010
I can't tell if you're trying to be funny, but either way your logic is flawed.
A lack of consistency and pure support would make cheating easier and
without any need for 3rd party cheating tools. That means there's
nothing for VAC to pick up so fewer cheaters would get banned and
forced to buy a
What is the potential trade-off of decreasing sv_max_usercmd_future_ticks?
On Wed, Feb 24, 2010 at 1:15 PM, AnAkIn . wrote:
> Hello,
>
> sv_max_usercmd_future_ticks is a CVar which can prevent speedhacks on
> CSS/DoD S (currently doesn't exist on TF2).
> Default value is 8 and doesn't prevent spe
First up, is this even possible in the first place? How could a third
party delist another server?
On Thu, Feb 4, 2010 at 11:13 PM, DontWannaName! wrote:
> It seems that someone, not valve, is delisting most of the west coast making
> it so our servers do not show in any list except in favorites.
Please don't use namecopy. There's just no need for it and it kicks
players that do not even copy other players name, have happened
several times before we turned it off.
On Sat, Jan 23, 2010 at 1:05 AM, Jacob Juul wrote:
>
> My kac settings 2.0.1.7
>
>
>
> This is my sourcemod.cfg
>
>
>
> kac_rc
"EXE ones" type of hacks has a chance to be caught by VAC, material
hacks does not. Using sv_pure 0 effectively disables VAC since that
means wallhacks can be used at absolutely no risk of ever getting VAC
banned.
On Wed, Jan 20, 2010 at 8:05 PM, ics wrote:
> For the sv_pure talk, i just have to
I got this message just fine.
On Wed, Dec 30, 2009 at 6:45 PM, Oliver Salzburg wrote:
> I keep getting a mail saying:
> Your message to hlds awaits moderator approval
>
> The reason it is being held:
>
> Post by non-member to a members-only list
>
> I don't get it. How am I not a member of th
g a resupply is the fix for the crash
> exploit.
>
> 2009/12/24 Donnie Newlove
>
>> Is this buff banner reset when using the resupply a balance change or
>> just a cheap (and hopefully temporary) way of fixing a bug? From a
>> gameplay point of view it makes no sense at all, n
Is this buff banner reset when using the resupply a balance change or
just a cheap (and hopefully temporary) way of fixing a bug? From a
gameplay point of view it makes no sense at all, not to mention how
confusing it is that the buff banner does this while no other weapon
that works in a very simi
There is, but you're right... it's secret.
https://partner.steamgames.com/
On Fri, Dec 4, 2009 at 12:04 AM, Kerry Dorsey wrote:
>
> On Dec 1, 2009, at 5:56 PM, Matt Ford wrote:
>
>> This shouldn't be soo hard...or left so unexplained
>>
>>
>>
> Amen Matt, amen. *sigh*
>
> Is there some centr
Is it just me or does the FPS drop significantly after a map change on
the client?
On Fri, Oct 30, 2009 at 2:22 AM, Jason Ruymen wrote:
> A required update for Team Fortress 2 is now available. Please run
> hldsudpatetool to receive it. The specific changes include:
>
> Team Fortress 2
> - Add
>> Just now I was playing KOTH and the after round crit effects (the
>>> sparkling) got stuck on all through the next round. I have confirmed
>>> with a friend that this is happening to him on KOTH maps too.
>>>
>>> Maybe this is related to Valve fiddling with the
On Wed, Oct 14, 2009 at 10:58 PM, Jason Ruymen wrote:
> - Fixed a prediction error resulting in mis-predictions of crits
Really now, false crits are finally fixed? Wow.
Playing as heavy usually get you more than twice as many false crit
streams as real ones, have anyone played for a while and ca
Chill people, I rather wait another week for a working patch than
having a broken one now.
On Wed, Oct 14, 2009 at 8:38 PM, ics wrote:
> Bugfixes, minor adjustments as always, nothing major.
>
> -ics
>> I bet its some new content which is not working properly.
>>
>> 2009/10/14 Jason Ruymen
>>
>>
I think Valve should host maps, it's time. For other, more community
based games like CS and TF2 it works pretty well the way it is, but
L4D is different and there are few quality custom maps anyway but they
tend to be big. Many games works like that, one example is Far Cry 2
(terrible game), all c
Amazing indeed! Is this feature only for tournament mode? It could be
good at pubs as well.
- Spectator indices are now shown on the team members, and hitting the
corresponding weapon selection key (slot1-slot12 commands) will
spectate them
On Wed, Sep 16, 2009 at 12:30 AM, Jason Ruymen wrote:
>
That would just make them use vanilla maps and then Valve would not be
able to peek at them and see how's idling.
On Thu, Sep 3, 2009 at 2:49 PM, w4rezz wrote:
> I dont know Valve, its really hard to delist servers with achievement_* map ?
>
> ___
> To u
Why would anyone want to work on Counter-Strike? The community have
always hated every single thing done to the game by Valve, ever. It's
a cursed franchise because the fans hate it.
On Sat, Aug 22, 2009 at 3:09 AM, Dave
Williams wrote:
> Why do i get the feeling that valve has lost interest in CS
KAC is very basic, it can only catch the must crude and simple kinds
of cheats. It's better than nothing but you can't expect anything from
it. The same goes for VAC of course.
On Fri, Aug 21, 2009 at 12:22 PM, Michele wrote:
> Hi,
>
> I have kigens anticheat testet but without a effect. but this
How is snd_async_showmem looking? I'm pretty sure the cache is working
for me since I always have stuttering after starting the game but as I
play this usually becomes less common over time, I imagine that is
because the content is kept in memory. Btw, is there anyway to
increase the size of the so
You mean like some kind of a proxy server? That would not be very good.
On Wed, Aug 19, 2009 at 2:02 PM, Daniel Nilsson wrote:
> There are not many that uses that anymore. Nowdays foks uses cheats that
> even is not installed on the clients pc.
>
> Donnie Newlove skrev:
>> Hi
His cheats are using the Steam GUI even when run in Call of Duty. Take
him down for copyright infringement, oh yeah!
On Wed, Aug 19, 2009 at 10:36 AM, Michele
colagro...@gmx.de wrote:
> Hi
>
> Can any stop this hack for DoD:S : http://www.oldschoolhack.de
>
> The programmer needed only one week to
Great, I did not think we would get that one so fast.
Anyway, is it OK to report a bug? Great. So, when the flag is capped
everyone with get critbuffed, including cloaked spies. This of course
is not the problem, the problem is that enemy players can see that
despite the cloak. I don't know if the
Valve should really involve the sourcemod (etc) people more. If it
weren't for them everything source and gldsrc would suck. Vaöve sure
haven't showed a lot of interest in making their own server tools so
if you want to continue relying on other people making them for free
maybe at least they could
How could your server side plugin fix client side plugins? Sure that
could not be bypassed with say, another client side plugin?
On Sun, Aug 9, 2009 at 9:47 PM, Brian Rak wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> I've compiled a list of all the known exploits in srcds that valve
What makes you so sure? This has been around forever even though it
should be child's play to fix it (sanitize user input for god sake!)
so I would be surprised if they even bothered. Especially when there
are way worse bugs that have been around for a fair amount of time as
well, like the false cr
a 400 Kb/s Internet connection.
>
> -Richard Eid
>
>
> On Mon, Jul 27, 2009 at 12:59 PM, Donnie Newlove
> wrote:
>
>> Rate is in bit per second, is it not? To even be able to max out a 2
>> Mbps connection you wo
Rate is in bit per second, is it not? To even be able to max out a 2
Mbps connection you would need rate 200. So forcing rate 5
means the player need a 0.05 Mbps connection. How could that
unfriendly? Only dial-up users would be affected and seriously, the
Internet forgot about them a long
Still, most of IE is built into Windows. iexplore.exe is just a GUI
but Steam got their own GUI for the IE rendering engine.
On Mon, Jun 15, 2009 at 12:13 PM, Saint K. wrote:
> An interesting note here, Microsoft announced last week they will most
> likely ship Win7 without IE in the European Unio
True, but as I also said IE is by far the most target.
On Thu, Jun 4, 2009 at 11:49 PM, Steven Hartland wrote:
> That wouldn't be specific to IE though that would be the case for ANY
> browser component used, so you point is invalid.
>
> - Original Message -
> From: &q
Indeed, and what's up with Steams constant I/O usage even when it's
supposed to be in idle?
My biggest beef with IE in Steam is security. We all know IE is not
know for it's high security and it continue to be the most targeted
browser and favorite entry point of malware. Using IE made sense when
Nightbox
>>
>> > i predict the new update: fixed particles in sv_pure :)
>> >
>> > 2009/6/4 Björn Rohlén
>> >
>> > > This needs to be fixed asap in sv_pure.
>> > >
>> > > -TheG
>> > >
>> > >
It's becoming quite obvious to me now why some "players like to
customize" these particle systems...
I can't see anything fishy about that noid hud though.
On Wed, Jun 3, 2009 at 3:01 PM, AnAkIn . wrote:
> Look, that's just editing rockettrail.pcf and stickybomb.pcf:
>
> http://img15.imageshack.
It's supposed to be fixed, guess they might have "unfixed" a bit too much.
http://store.steampowered.com/news/1917/
http://store.steampowered.com/news/1922/
On Mon, Jun 1, 2009 at 11:01 AM, AnAkIn . wrote:
> Lately, a lot of people have been talking about editing particles after
> someone made a
Even Valves TF2 servers are unconnected ATM. This really needs a fix,
it's beyond silly how it does not reconnect.
On Thu, May 28, 2009 at 5:36 AM, FPSB | Goerge
wrote:
> Seems like they had fixed that for a little bit, but perhaps one of these
> recent small updates broke it again.
>
> it went d
True, that would be more likely to get you afk banned.
On Tue, May 26, 2009 at 12:49 PM, Philip Bembridge
wrote:
> you can just switch to a melee weapon and type +left and +attack in console
> and you wont get afk kicked
> ___
> To unsubscribe, edit you
I've also seen players with scripts that make them go back and forth
or switch between weapon in the spawn to prevent them from being
kicked because of being idle. Perhaps sv_allow_wait_command 0 could
stop at least a few of them.
On Sun, May 24, 2009 at 11:09 PM, Bryan DeGrendel wrote:
> I saw s
Number 1 is not a bug, you could never get that many domination in
TF2. Unless of course you're talking about a modified, unsupported
version of TF2.
On Fri, May 22, 2009 at 9:26 PM, Zuko wrote:
> VALVE plz fix this bugs
>
> #1
> more than 20 dominations:
> http://img190.imageshack.us/img190/7393
sv_search_key keeps the public lobby players out on my server but
since it did not work for me in the beginning I have been using
ms_force_dedicated_server so I'm not actually sure it works from the
lobby without forcing a connection to the server.
On Wed, Apr 22, 2009 at 3:39 PM, Daniel Worley w
Try subscribing to this URL at for example the site below.
http://forums.steampowered.com/forums/showthread.php?goto=newpost&t=784745
http://www.changedetection.com/detect.html
On Wed, Apr 1, 2009 at 12:25 AM, Kevin J. Anderson
wrote:
> Thank you. Could we get such notifications to the lists a
Works for me too, but recently I've started to lose the capture status
GUI on CP maps and that one does not come back. The GUI on PL could
disappear many times in a single game and did so since release (please
play test your updates...) and record fixed that but not this one.
Also, often when this
Then the user use his favourite tab, the server will still be in there.
As Erik said, the score do not measure how good the server is so
showing "quality servers only" would just be untruthful since there is
no reason to believe only quality servers will be shown. It is made to
identify bad server
No problem. Configure your server to just first move AFK players to
spectator and then kick only if the server is full (reserved slots not
included). This is good both for the AFK player, your servers player
count and the score will not be affected since if your server is full
you will receive plen
Sure, reserved slots is a good thing. It's just you that are just too
ignorant to be able to manage its power.
On Sat, Mar 14, 2009 at 8:09 PM, valve list wrote:
> Ok. Some of you really doesnt have more than just one server... We have 7
> servers that are full every day, 200 slots in total. That
ts 24/24 they should use "connect" via
> the console.
>
> No kicking involved.
>
> On Sat, 14 Mar 2009 14:31:45 +0100, Donnie Newlove
> wrote:
>> Of course, but that is not how those servers work. If they did then it
>> would be all fine and dandy.
>>
>&g
> That way the server at least makes an attempt to warn the user it it
> full, but also enforces the reserved slot
>
>
> Donnie Newlove wrote:
>> 1. Connecting to a 23/24 server. Wait for 1 minute. Find out there’s
>> just 2 guys there. Disconnect.
>> 2. Connecti
1. Connecting to a 23/24 server. Wait for 1 minute. Find out there’s
just 2 guys there. Disconnect.
2. Connecting to a 23/24 server. Wait for 1 minute. Kicked.
3. Connecting to a 23/24 server. Wait for 1 minute. Play for 5 minutes. Kicked.
Which one is your favourite? They are all just as bad in m
Then tell your customers to add "bind F12 connect
123.123.123.123:27015" to their autoexec.cfg file or make an installer
that does it for them if they are completely clueless.
On Sat, Mar 14, 2009 at 12:11 PM, valve list wrote:
>>
>> Fix your reserved slots so their hidden, and everybody is happy
If I would join an empty server with a fake player plugin I would be
gone in 5 seconds, if there is a time limit then the servers targeted
would get a free pass and they might as well forget about the whole
score system. It would also not count player that get kicked by a
faulty configured server a
In practice only server with faked info would be delisted (didn’t did
you read the blog post?) because those are the kind of servers that
will receive lots of connections but also lots of disconnects. The
threshold for delisting would have to be very low to delist servers
for just being unpopular.
sion that will cause a lot more trouble than its worth, and it's
> also the lazy way out.
>
> - Dave
>
> Donnie Newlove wrote:
>> That would not be without its problems either. There would be modded
>> 32 slot servers only at the top, big servers would grow eve
sted, bu they would be at
>> the bottom. Also, as mentioned before, there is sure to be some kind of
>> exploit to rapidly connect and disconnect from a server a few hundred
>> times, effectively delisting it.
>>
>> Just my $0.02 (USD).
>>
>> - Dave
>&
still be listed, bu they would be at
> the bottom. Also, as mentioned before, there is sure to be some kind of
> exploit to rapidly connect and disconnect from a server a few hundred
> times, effectively delisting it.
>
> Just my $0.02 (USD).
>
> - Dave
>
> Donnie Newl
On Fri, Mar 13, 2009 at 5:10 AM, Brian Rak wrote:
> I'm a bit worried about this new server delisting system.. I see a few
> issues:
>
> A) Every major GSP (a large portion of the servers) reuses IP addresses
> between different clients. It's entirely possible (and very likely)
> that someone is
I am certain dustbowl has always looked like that. The problem seems
to be that you don’t crouch as low anymore, there is a similar problem
at 2fort (which has never ever been updated, despite the problems it
got); you cannot put out fire in the sewer anymore by crouching in the
water by the stairs
The sniper crosshair is a good thing. It allows everyone access to
something that only players that modded their games had before and
since the rifle is dead accurate even when unscoped it’s something
that I believe should have been there in the first place.
About being killed around corners. Ther
Having updated SourceBans to the latest version I wonder what I would
ever need to ban groups from the web interface, but after looking
around for an hour at the steamcommunity I found that it was quite
useful for proactive banning since I now have over 1000 new bans of
known cheaters (and I am als
How is it a feature? It doesn't do anything but mess things up. But
I'm not sure it's a bug either. It just is.
On Tue, Feb 17, 2009 at 7:50 PM, Saint K. wrote:
> Erm...
>
> So the STEAM_1: is a bug rather then intended feature???
>
>
>
> -Original Message-
> From: hlds_linux-boun...@list
I'm going to assume that was ironic. But if you buy a Q6600 which is
not really server hardware in the first place, then why not?
On Sat, Jan 17, 2009 at 2:43 AM, 1nsane <1nsane...@gmail.com> wrote:
> Yes I'm sure most people overclock their servers.
>
> On Fri, Jan 16
Q6600 is not a bad CPU. With a bit of luck it can be overclocked a lot
with no stability issues.
On Fri, Jan 16, 2009 at 6:29 AM, Jeff Sugar wrote:
> I and some other admins I speak to have the Q6600. It's been a dream for us
> and the server hasn't even broken a sweat with the multiple servers w
While players could still cheat without worrying about being VAC
banned later this plugin would at least block the hundreds of
thousands players that are already banned from entering the server.
Unfortunately it will not help if the steam community is down as well,
we are going to have to wait for
The fix was already posted there as well. :)
http://forums.steampowered.com/forums/showthread.php?t=728698
On Wed, Dec 10, 2008 at 1:58 AM, 1nsane <[EMAIL PROTECTED]> wrote:
> I believe this is the one:
> http://forums.alliedmods.net/showthread.php?t=74304&page=1
>
> Maybe valve can make an updat
I do not believe that is a secret, but that how they can be certain
that VAC does not produce false positives.
On Wed, Oct 29, 2008 at 11:24 PM, Valtteri Kiviniemi
<[EMAIL PROTECTED]> wrote:
> Hi,
>
> Of course it would tell via rcon say or some other way that server is
> not secure anymore and th
If you need to restart the server every day just so that it can
continue to work then you are dealing with a totally crappy
unsupported piece of software. Not saying that srcds, windows or linux
is crappy, but something is, or its just you.
But when you are asked "Why aren't you doing daily restart
code to cause issues with the
>> server and thus it would be a bug.
>>
>> Kveri wrote:
>>
>>> class switching isn't bug, it's like dos (denial of service), just
>>> flooding a server. Problem is that server can't handle it. There is no bug.
>
Yes, that is pretty much what this beta is all about.
On Thu, Oct 2, 2008 at 7:56 PM, AnAkIn . <[EMAIL PROTECTED]> wrote:
> It works fine now. Is it normal that the scoreboard still shows steam
> community names instead of in-game name?
>
> 2008/10/2 Kveri <[EMAIL PROTECTED]>
>
>> Nice one!
>>
>>
It crashed the server, how could it not be a bug?
On Thu, Oct 2, 2008 at 1:21 PM, Kveri <[EMAIL PROTECTED]> wrote:
> it is not a bug, it is just fast class switching. I'm sure you'll find
> some plugin to sourcemod for limit this.
>
> Kveri
>
>
> Ferenc Kovacs wrote / napísal(a):
>> 2008/10/2 Kas
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